User:The Other Jared/Monitor: Difference between revisions

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'''Monitor'''
A '''monitor''', often referred to as a '''screen''', is an output device that displays information in pictorial form. A monitor usually comprises the {{s|wikipedia|electronic visual display|visual display}}, {{s|wikipedia|electronic circuit|circuitry}}, casing, and {{s|wikipedia|power supply}}. Dating all the way back to the first television screens in the late 1920's, the monitor has become the main way the public receives video information and entertainment.
 
==Overview==
{{s|wikipedia|Computer monitor|Monitors}} come in all shapes and sizes, and have different internal components depending on the manufacturer. While most monitors come pre-built, some are designed to be taken apart and customized by the owner. These are rare, however, as taking apart a monitor the wrong way can cause irreperable damage. While there are many ways to measure the performance of a monitor, the four most common measurements are {{s|wikiepdia|display size}}, {{s|wikiepdia|aspect ratio}}, {{s|wikiepdia|resolution}}, and {{s|wikiepdia|Gamut}}.
 
==In ''[[Super Smash Bros.]]''==
During the lifespan of the [[Nintendo 64]] and the launch of this debut game, the most common monitor available was a {{s|wikipedia|Cathode ray tube}} (CRT) display at a 4:3 aspect ratio. While {{s|wikipedia|Liquid crystal display}} (LCD) and 16:9 widescreen were available at the time, they were very expensive and had inferior picture quality to CRT. As such, the game was developed with this display in mind.
 
==In ''[[Super Smash Bros. Melee]]''==
Just like the previous game and system, the [[Nintendo GameCube]] and ''Melee'' were designed with CRT at 4:3 in mind.
 
==In ''[[Super Smash Bros. Brawl]]''==
Due to the rise of LCD screens and 16:9 widescreen during the lifespan of the [[Wii]] and the launch of ''Brawl'', it was the first game in the series to be made with those options in mind. However, many players still had CRTs in 4:3 at the time, and the default aspect ratio would not work on their monitors. To combat this, the [[screen]] mode was added to the settings. The mode allowed players to switch between aspect ratios at will. This was done by compressing the video into 4:3. While the change is barely noticable on its own, it is much more apparent when both versions are side by side.
 
==In {{for3ds}}==
The [[Nintendo 3DS]] does not connect to a monitor. It instead uses the two proprietary screens built into the console itself.
 
==In {{forwiiu}}==
Due to the rise of high definition monitors during the lifespan of the [[Wii U]] and the launch of ''Smash 4'', this version was the first in the series to be made with HD graphics in mind.
 
==In ''[[Super Smash Bros. Ultimate]]''==
The [[Nintendo Switch]] and this game continue the trend of being developed for high definition monitors. However, it also is designed to be played in handheld mode on the proprietary screen.
 
<!--[[Category: Technology]]-->

Latest revision as of 22:51, July 6, 2021


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This page is a draft.
Feel free to contribute to this page as you would a mainspace page.

A monitor, often referred to as a screen, is an output device that displays information in pictorial form. A monitor usually comprises the electronic visual display, electronic circuit, casing, and power supply. Dating all the way back to the first television screens in the late 1920's, the monitor has become the main way the public receives video information and entertainment.

Overview[edit]

Computer monitor come in all shapes and sizes, and have different internal components depending on the manufacturer. While most monitors come pre-built, some are designed to be taken apart and customized by the owner. These are rare, however, as taking apart a monitor the wrong way can cause irreperable damage. While there are many ways to measure the performance of a monitor, the four most common measurements are display size, aspect ratio, resolution, and Gamut.

In Super Smash Bros.[edit]

During the lifespan of the Nintendo 64 and the launch of this debut game, the most common monitor available was a Cathode ray tube (CRT) display at a 4:3 aspect ratio. While Liquid crystal display (LCD) and 16:9 widescreen were available at the time, they were very expensive and had inferior picture quality to CRT. As such, the game was developed with this display in mind.

In Super Smash Bros. Melee[edit]

Just like the previous game and system, the Nintendo GameCube and Melee were designed with CRT at 4:3 in mind.

In Super Smash Bros. Brawl[edit]

Due to the rise of LCD screens and 16:9 widescreen during the lifespan of the Wii and the launch of Brawl, it was the first game in the series to be made with those options in mind. However, many players still had CRTs in 4:3 at the time, and the default aspect ratio would not work on their monitors. To combat this, the screen mode was added to the settings. The mode allowed players to switch between aspect ratios at will. This was done by compressing the video into 4:3. While the change is barely noticable on its own, it is much more apparent when both versions are side by side.

In Super Smash Bros. for Nintendo 3DS[edit]

The Nintendo 3DS does not connect to a monitor. It instead uses the two proprietary screens built into the console itself.

In Super Smash Bros. for Wii U[edit]

Due to the rise of high definition monitors during the lifespan of the Wii U and the launch of Smash 4, this version was the first in the series to be made with HD graphics in mind.

In Super Smash Bros. Ultimate[edit]

The Nintendo Switch and this game continue the trend of being developed for high definition monitors. However, it also is designed to be played in handheld mode on the proprietary screen.