lcd screen gameboy made in china

This was all part of Nintendo’s plan. It wasn’t using any particularly new technology: instead existing technology was being used in an innovative way. Creator Gunpei Yokoi was fond of the phrase “Lateral Thinking with Withered Technology” to describe this method. As well as the outdated for the time processor, the screen was a 160x140 resolution STN display. STN is a technology that was cheaper and more established than the higher quality TFT, although it did mean that the response rate was poor, causing ghosting on many games.
The screen was now pure black and white compared to the green tinted display of the original model, and thanks to LCD technology improving it has a much better refresh rate, meaning less ghosting. Early models had no LED to indicate if the unit was powered on or not, but after complaints, one was added. Apparently the presence or lack of sound and picture wasn’t enough for some people.
The main reason that the Game Boy Light didn’t get a worldwide release was because just a few months later, towards the end of 1998, the Game Boy Color was released. This was the first major upgrade to the playing experience as it added a colour LCD to the mix. The cartridge style was retained, meaning full backwards compatibility. There was also often forwards compatibility, as many Game Boy Color games could still work on the black and white Game Boy models.
It was 2001 however that saw the greatest leap in Game Boy technology, with the launch of the Game Boy Advance. With a 32-bit ARM processor and 256kb of RAM, it represented a gigantic power increase. The system also came equipped with 96kb of VRAM and an additional 32kb bank of RAM embedded in the CPU for data needing quick access. Nestled within all of this was the good old sharp LR35902 that had been in use since 1989, but this time it was only there to keep backward compatibility with titles from the OG system. The screen remained in colour but now it was a much higher quality TFT, and it was wider, featuring a resolution of 240 x 144 pixels. All of this and it still managed 15 hours on two AA batteries.
This was the first Game Boy model that was released in landscape format, with this orientation seeming to suit the wider screen. It was the first Game Boy not to be based on Gunpei Yokoi’s iconic design, instead Nintendo hired French designer Gwénaël Nicolas to help them create the handheld, along with his design studio Curiosity Inc.
Two years later, we saw the release of the Game Boy Advance SP. This edition had a clamshell design in order to reduce the width, with buttons in the base and a screen in the top. Internally it was similar to the first model, but added a front light for the screen and a
Lithium Ion rechargeable battery. With the light off, you could squeeze 18 hours out of the device, as well as a respectable 10 with the light on. A later revision in 2005 saw the screen changed to backlit instead of frontlight, making for a much easier to see display. This late model with the designation AGS-101 is widely considered one of the best screens in all of the Game Boy range and so it still fetches a noticeably higher price in the second hand market.
Around the same time as the SP redesign, the Game Boy Micro was released. This would be the last model to bear the Game Boy name; at this point the DS had been released and was starting its journey to become the biggest-selling handheld of all time. Not much larger than an iPod nano, this tiny device has a rechargeable battery and a similar (albeit smaller at just 2 inches) screen to the AGS-101. The pixel size is the smallest of any Game Boy model, and combined with the high quality backlight, it makes for the sharpest image that one can obtain on any Game Boy model. It had removable faceplates, but few were ever made available outside of Japan, and the European model didn’t even mention it as a feature on the box or instructions.

I want to buy used gameboy advance or gba sp. But i noticed that some of them were made in Japan, and some of them were made in China. Should i be worried about China"s gba?

Portable gaming was forever transformed when Nintendo’s groundbreaking Game Boy burst onto the scene in 1989. The diminutive console took concepts pioneered by the Game & Watch LCD titles (some of the first portable games Nintendo ever created) and pushed them forward to create a handheld device that could playreal games, just like the ones on your home console. Ever since the Game Boy debuted, there’ve been more versions, special editions, and remakes of the iconic handheld than you could ever imagine. This definitive ranking of every Game Boy system available in North America, though, goes through each major release to determine the ultimate Game Boy.
The Game Boy Pocket had a slimmer size than the original, since it was meant to, well, be put in your pocket. The display screen was also changed to black and white instead of the original’s greenish dot matrix screen, and it reduced motion blurring and other frustrations that came with the lower-quality screen. It also improved battery life considerably.
The new screen changes also made the system easier to see when you didn’t have a light around because, you guessed it, there still wasn’t a backlight. There was another model after the Game Boy Pocket released only in Japan,the Game Boy Light, that fixed this issue, but American players never got a chance to try it out. We’ll never understand why this is, but it was never meant to be.
Coolest version:The China-exclusive iQue Mario and Luigi Edition added both Mario and Luigi to the screen for some extra panache. It’s a shame we didn’t get one of these for Western fans.
This marked a huge turning point for handheld gaming. Suddenly, you weren’t staring down at a screen with blobby sprites and nondescript backgrounds with tiny text. It brought you your favorite characters in screaming, detailed color, baby! It even made that awful Harry Potter and the Sorcerer’s Stone video game adaptation tolerable, even though all you really did was run around shouting “Flipendo!” over and over (it was not a good choice for the system).
There was just one huge problem with the OG GBA: this version still didn’t have a backlight. So while you could play all those fancy new games on new cartridges, you still needed a special light to tack onto the screen or you’d need to be perched right under a lamp. Neither one of those situations were what you’d call ideal, but hey – you did it because you had to. And when you got your hands on one of these bad boys, nothing could stop you from digging into all these new games, not even eye strain.
Why was I so thirsty for this model? Just look at it! It’s a tiny device stuffed into the body of what looks like a candy bar cell phone case. Yet while it may be little, it’s mighty. Everything is there: the sweet form factor, customizable faceplates so you’re not stuck with boring, plain silver, sturdy buttons, and a “micro” size that let’s it be taken just about anywhere. Its backlit screen lets you enjoy some Final Fantasy on the go, too.
Unfortunately, you can’t play classic Game Boy titles on it, and the speakers aren’t nearly as loud as they should be. Its small screen is frustrating as well, since you have to squint sometimes to read its tiny text. But overall, the advantages definitely outweigh the issues, especially if you desperately just want to take the Game Boy Advance library everywhere you go without taking up extra pocket or bag space.

The Nintendo DShandheld game console produced by Nintendo, released globally across 2004 and 2005. The DS, an initialism for "Developers" System" or "Dual Screen",LCD screens working in tandem (the bottom one being a touchscreen), a built-in microphone and support for wireless connectivity.clamshell design similar to the Game Boy Advance SP. The Nintendo DS also features the ability for multiple DS consoles to directly interact with each other over Wi-Fi within a short range without the need to connect to an existing wireless network. Alternatively, they could interact online using the now-defunct Nintendo Wi-Fi Connection service. Its main competitor was Sony"s PlayStation Portable during the seventh generation of video game consoles.
Prior to its release, the Nintendo DS was marketed as an experimental "third pillar" in Nintendo"s console lineup, meant to complement the Game Boy Advance family and GameCube. However, backward compatibility with Game Boy Advance titles and strong sales ultimately established it as the successor to the Game Boy series.Nintendo DS Lite, a slimmer and lighter redesign of the original Nintendo DS with brighter screens and a longer lasting battery. On November 1, 2008, Nintendo released the Nintendo DSi, another redesign with several hardware improvements and new features, although it lost backwards compatibility for Game Boy Advance titles and a few DS games that used the GBA slot. On November 21, 2009, Nintendo released the Nintendo DSi XL, a larger version of the DSi.
Development on the Nintendo DS began around mid-2002, following an original idea from former Nintendo president Hiroshi Yamauchi about a dual-screened console.Game Boy Advance or GameCube.TFT LCD display panels, separate processors, and up to 1 gigabit (128MB) of semiconductor memory.Satoru Iwata, said, "We have developed Nintendo DS based upon a completely different concept from existing game devices in order to provide players with a unique entertainment experience for the 21st century."E3 2004, still under the name "Nintendo DS".Hiroshi Yamauchi stressed the importance of its success to the company"s future, making a statement which can be translated from Japanese as, "If the DS succeeds, we will rise to heaven, but if it fails we will sink to hell."
As is normal for electronics, some were reported as having problems with stuck pixels in either of the two screens. Return policies for LCD displays vary between manufacturers and regions, however, in North America, Nintendo has chosen to replace a system with fixed pixels only if the owner claims that it interferes with their gaming experience. There were two exchange programs in place for North America. In the first, the owner of the defective DS in question would provide a valid credit card number and, afterward, Nintendo would ship a new DS system to the owner with shipping supplies to return the defective system. In the second, the owner of the defective DS in question would have shipped their system to Nintendo for inspection. After inspection, Nintendo technicians would have either shipped a replacement system or fixed the defective system. The first option allowed the owner to have a new DS in 3–5 business days.
The DS established a large casual gaming market, attracting large non-gamer audiences and establishing touchscreens as the standard controls for future portable gaming devices. According to Jeremy Parish, writing for mobile gaming on smartphones. He stated that the DS "had basically primed the entire world for" the iPhone, released in 2007, and that the DS paved the way for iPhone gaming mobile apps. However, the success of the iPhone "effectively caused the DS market to implode" by the early 2010s, according to Parish.
The success of the DS paved the way for its successor, the Nintendo 3DS, a handheld gaming console with a similar dual-screen setup that can display images on the top screen in stereoscopic 3D.
The lower display of the Nintendo DS is overlaid with a resistive touchscreen designed to accept input from the included stylus, the user"s fingers, or a curved plastic tab attached to the optional wrist strap. The touchscreen lets users interact with in-game elements more directly than by pressing buttons; for example, in the included chatting software, PictoChat, the stylus is used to write messages or draw.
The handheld features four lettered buttons (X, Y, A, B), a directional pad, and Start, Select, and Power buttons. On the top of the device are two shoulder buttons, a game card slot, a stylus holder and a power cable input. The bottom features the Game Boy Advance game card slot. The overall button layout resembles that of the Super Nintendo Entertainment System controller. When using backward compatibility mode on the DS, buttons X and Y and the touchscreen are not used as the Game Boy Advance line of systems do not feature these controls.
It also has stereo speakers providing virtual surround sound (depending on the software) located on either side of the upper display screen. This was a first for a Nintendo handheld, as the Game Boy line of systems had only supported stereo sound through the use of headphones or external speakers. A built-in microphone is located below the left side of the bottom screen. It has been used for a variety of purposes, including speech recognition, chatting online between and during gameplay sessions, and minigames that require the player to blow or shout into it.
The system"s 3D hardwaretransform and lighting, Transparency Auto Sorting, Transparency Effects, Texture Matrix Effects, 2D Billboards, Texture Streaming, texture-coordinate transformation, perspective-correct texture mapping, per-pixel Alpha Test, per-primitive alpha blending, texture blending, Gouraud Shading, cel shading, z-buffering, W-Buffering, 1bit Stencil Buffer, per-vertex directional lighting and simulated point lighting, Depth Test, Stencil Test, Render to Texture, Lightmapping, Environment Mapping, Shadow Volumes, Shadow Mapping, Distance Fog, Edge Marking, Fade-In/Fade-Out, Edge-AA. Sprite special effects: scrolling, scaling, rotation, stretching, shear. However, it uses point (nearest neighbor) texture filtering, leading to some titles having a blocky appearance. Unlike most 3D hardware, it has a set limit on the number of triangles it can render as part of a single scene; the maximum amount is about 6144 vertices, or 2048 triangles per frame. The 3D hardware is designed to render to a single screen at a time, so rendering 3D to both screens is difficult and decreases performance significantly. The DS is generally more limited by its polygon budget than its pixel fill rate. There are also 512 kilobytes of texture memory, and the maximum texture size is 1024 × 1024 pixels.
The system has 656 kilobytes of video memory2D engines (one per screen). These are similar to (but more powerful than) the Game Boy Advance"s single 2D engine.
Nintendo claims the battery lasts a maximum of 10 hours under ideal conditions on a full four-hour charge. Battery life is affected by multiple factors including speaker volume, use of one or both screens, use of wireless connectivity, and use of backlight, which can be turned on or off in selected games such as
Users can close the Nintendo DS system to trigger its "sleep" mode, which pauses the game being played and saves battery life by turning off the screens, speakers, and wireless communications; however, closing the system while playing a Game Boy Advance game will not put the Nintendo DS into sleep mode, and the game will continue to run normally. Certain DS games (such as Daffy Duck hunt a monster with the shoulder buttons.
The Nintendo MP3 Player (a modified version of the device known as the Play-Yan in Japan) was released on December 8, 2006, by Nintendo of Europe at a retail price of £29.99/€30. The add-on uses removable SD cards to store MP3 audio files, and can be used in any device that features support for Game Boy Advance cartridges; however, due to this, it is limited in terms of its user-interface and functionality, as it does not support using both screens of the DS simultaneously, nor does it make use of its touch-screen capability. It is not compatible with the DSi, due to the lack of the GBA slot, but the DSi includes a music player via SD card. Although it stated on the box that it is only compatible with the Game Boy Micro, Nintendo DS and Nintendo DS Lite, it is also compatible with the Game Boy Advance SP and Game Boy Advance.
The Nintendo DSi XL (DSi LL in Japan) features larger screens, and a greater overall size, than the original DSi. It is the fourth DS model, the first to be available as a pure size variation.
PictoChat allows users to communicate with other Nintendo DS users within local wireless range. Users can enter text (via an on screen keyboard), handwrite messages or draw pictures (via the stylus and touchscreen). There are four chatrooms (A, B, C, D) in which people can go to chat. Up to sixteen people can connect in any one room.
The firmware also features a clock, several options for customization (such as boot priority for when games are inserted and GBA screen preferences), and the ability to input user information and preferences (such as name, birthday, favorite color, etc.) that can be used in games.
The Nintendo DS only uses one screen when playing Game Boy Advance games. The user can configure the system to use either the top or bottom screen by default. The games are displayed within a black border on the screen, due to the slightly different screen resolution between the two systems (256 × 192 px for the Nintendo DS, and 240 × 160 px for the Game Boy Advance).

My guess is that the Japanese model is an earlier production run, with a poorer LCD, and the Chinese one is a later release, with a slightly better LCD, but made in China to save on costs for an ageing model.
GBC clones usually have better screens, but with the wrong aspect ratio, pixel count. Sound is usually not excellent, and the CPU speed is marginally off. If you have two copies of the same game and that you make them run side to side, and if after two minutes, the in game counters (like for Super MArio with timers) the timers aren"t off, then it"s a real console. IMO.
Ms.Josey
Ms.Josey