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Game & Watch

The Game & Watch is a series of 59 handheld produced by from 1980 to 1991, featuring LCD displays, custom microprocessors, and simple gameplay on LCD screens that often incorporated and alarm functions. Designed by Nintendo engineer , the line debuted with in April 1980 as the company's first portable gaming devices, inspired by the untapped potential of LCD technology observed in everyday calculators. These compact, battery-powered units evolved across several form factors—including Silver, Gold, Wide Screen, Multi Screen, Tabletop, and Panorama—each priced around 5,800 yen in and emphasizing innovative mechanics like simulation in Multi Screen models to create depth. The series achieved significant commercial success, selling 43.4 million units worldwide (12.87 million in and 30.53 million overseas), and established key design philosophies such as affordability and portability that influenced Nintendo's later hardware like the and . Development was handled by a small team at Nintendo's Research & Development 1 division, with rapid production cycles of about two months per title, allowing for monthly releases at peak. Notable titles include , , , and , many of which were re-released in collections like the Game & Watch Gallery series for Game Boy and later systems, preserving their cultural impact on portable gaming.

Overview and Design

Core Concept and Innovation

The Game & Watch series emerged as Nintendo's strategic response to the expanding electronic toy market, where devices like LED-based handhelds from competitors such as were gaining popularity, but at higher costs due to power-hungry components. Instead, Nintendo emphasized affordability and portability, crafting compact, battery-efficient units priced around $20–$30 that prioritized simple, accessible entertainment over sophisticated visuals or processing power. This approach allowed the devices to stand out in a landscape dominated by bulkier, less practical toys, marking Nintendo's pivot from traditional playthings to electronic gaming. At the heart of the innovation was the use of custom-designed LCD segments to represent characters, objects, and movements, which created the effect of real-time by selectively activating and deactivating segments at high speeds— all without relying on cartridges or modular software. Engineer , drawing from observations of salarymen idly manipulating pocket calculators during train commutes, collaborated with to adapt these mature LCD technologies, originally developed for low-power calculators, into interactive game displays. This fixed-hardware design ensured seamless, self-contained , revolutionizing portable electronics by enabling fluid, battery-sipping visuals that mimicked motion through clever segment manipulation rather than pixel-based rendering. The initial target audience comprised commuters and casual adult players, such as salarymen seeking discreet, one-handed diversion during short transit periods, with the slim allowing easy storage and thumb-operated controls for uninterrupted play. Underpinning this was Yokoi's guiding philosophy of " with withered technology," which advocated innovating with established, cost-effective components like calculator LCDs to deliver novel experiences, rather than chasing cutting-edge hardware that could inflate prices and complexity. This mindset not only democratized handheld but also laid the groundwork for Nintendo's enduring focus on user-friendly, inventive design in portable systems.

Hardware and Technology

The Game & Watch series utilized a compact physical design optimized for portability, typically measuring about 6 by 3 inches (15 by 7.6 cm) with a slim plastic casing weighing under 100 grams. This form factor housed a single-screen layout in early models, featuring a straightforward control scheme that included two action buttons and, in later variants, a directional pad (D-pad) for navigation. The ergonomic shape allowed for one-handed operation, emphasizing simplicity and durability in everyday use. At the core of the technology was a liquid crystal display (LCD) screen employing segmented elements, often ranging from 6 to 12 for clock functions and additional segments for game animations, enabling basic character movements and interactions without pixel-based rendering. The display was driven by a custom (MOS) large-scale integration (LSI) chip from Sharp's SM5xx family, a 4-bit operating at low clock speeds to handle game logic, timing, and input processing with minimal draw. was generated via a piezoelectric producing simple beeps synchronized to actions, providing auditory feedback without complex audio synthesis. Power was supplied by two batteries, typically LR43 or LR44 depending on the model (also known as AG12/AG13 or equivalents), providing several hours of per battery set due to the low-power design, with casual use extending duration significantly. These devices lacked any functionality, instead relying on high-score retention via to encourage repeated play sessions. The absence of features like vibration motors kept the vibration-free, focusing solely on visual and audio cues for . Durability was enhanced through the use of a reflective LCD panel, which relied on ambient light for visibility across various lighting conditions, eliminating the need for a power-hungry and further extending life. This approach, influenced by Gunpei Yokoi's emphasis on cost-effective and efficient components, ensured the devices were robust for pocket carry and resistant to minor impacts.

Development and Production

Gunpei Yokoi's Role

joined Nintendo in 1965 as a maintenance engineer responsible for the assembly-line machines producing the company's traditional playing cards. Recognizing his inventive potential, company president promoted him after Yokoi developed the , a telescoping plastic arm toy that sold 1.4 million units upon its 1966 release and marked Nintendo's entry into the toy market. By 1977, Yokoi had risen to general manager of Nintendo's Research & Development 1 (R&D1) division, where he directed the creation of electronic toys and gadgets, including early peripherals and puzzle devices. In 1979, while commuting on a , Yokoi observed passengers idly manipulating LCD to pass the time, inspiring him to lead R&D1 in prototyping a portable using similar technology. The resulting prototype for , completed that year, repurposed calculator LCD segments to animate a simple mechanic, with side-mounted buttons for control, prioritizing intuitive and endless through progressively difficult patterns. As the creative force behind the series, Yokoi oversaw the integration of clock and alarm functions into the hardware, transforming the devices into multifunctional pocket companions rather than mere games. Yokoi's guiding principle, encapsulated in his concept of "lateral thinking with seasoned technology," rejected the pursuit of bleeding-edge innovations in favor of creatively applying established, cost-effective components to yield durable and approachable products. This philosophy enabled the Game & Watch line to flourish with 60 distinct titles released between 1980 and 1991, fostering Nintendo's expertise in compact, battery-powered electronics while emphasizing evergreen appeal over fleeting trends. The Game & Watch series established the foundational technologies and market strategies that directly influenced Yokoi's subsequent design of the Game Boy in 1989, which built upon the same ethos of portability and monochrome LCD displays to dominate handheld gaming. Despite this enduring impact, Yokoi departed in August 1996 following the Virtual Boy's poor reception the previous year, founding his independent studio Koto Laboratory to pursue new hardware ventures until his death in 1997.

Timeline and Manufacturing

The Game & Watch series commenced with the release of Ball on April 28, 1980, in , marking Nintendo's entry into the handheld gaming market. This debut title, part of the Silver series, was designed as a compact LCD-based device combining a single game with clock and alarm functions. Simultaneously, it launched in under the alternate name Toss-Up, establishing an early international footprint. By 1981, the series had expanded globally with the introduction of the Gold series, achieving 14 million units sold worldwide in its first year and demonstrating rapid market penetration. Nintendo adopted a staggered release strategy, launching new titles periodically—often aligned with holiday seasons such as summer and year-end periods—to capitalize on seasonal demand and sustain consumer interest. Subsequent series, including Wide Screen in 1981 and Crystal Screen starting in 1986, diversified the lineup with improved designs, culminating in the final release, Mario the Juggler, on October 14, 1991, as part of the New Wide Screen series. Development was handled by a small team at 's R&D1 division, with rapid production cycles of about two months per title, allowing for monthly releases at peak periods. Manufacturing occurred primarily in , where collaborated with to produce custom segmented LCD screens and integrated Sharp SM510 microcontrollers for gameplay and timekeeping logic. Over the 11-year production run, the series encompassed 60 distinct titles, with a total of 43.4 million units sold globally—12.87 million in and 30.53 million overseas—representing 's first major international hardware success. Devices were priced between ¥4,800 and ¥12,800 in (roughly $40–$100 USD based on contemporary exchange rates), making them accessible as impulse buys distributed through toy stores and electronics retailers. To address regional markets, adapted units for export with English labeling, instructions, and localized packaging, ensuring broader accessibility without altering core mechanics. Under Gunpei Yokoi's leadership, prototypes evolved into these manufacturable designs, emphasizing cost-effective assembly.

Games and Series

Series Classifications

The Game & Watch line encompassed multiple hardware series, each characterized by distinct form factors and LCD display configurations that influenced presentation and portability. These series evolved from basic handheld designs to more innovative structures, reflecting advancements in LCD technology and user interaction while maintaining the core integration of game, clock, and alarm functions on a single device. Overall, the line featured 11 distinct series, shifting from simple reflex-based mechanics to more narrative-oriented experiences through enhanced visual and structural complexity. The Single-Screen Series, launched between 1980 and 1981, utilized a basic vertical format with a single LCD playfield, emphasizing straightforward actions like juggling or rescue scenarios, as seen in titles such as Ball and Fire. This foundational design prioritized compactness and battery efficiency, with all gameplay elements confined to one segmented screen. The Multi-Screen Series, produced from 1982 to 1989, introduced dual hinged LCD screens in a clam-shell body to enable more complex, layered actions across separate playfields, exemplified by Donkey Kong and Oil Panic, thereby adding spatial depth to interactions. This innovation allowed for vertical separation of game elements, such as upper and lower screens for multi-level scenarios. The Wide Screen series from 1981 to 1982 and the New Wide Screen series from 1982 to 1991 adopted a horizontal layout to provide broader visual fields for side-scrolling or expansive views, with examples including and . The New Wide iteration refined this format with improved LCD resolution for smoother animations compared to the initial Wide Screen models. The Panorama Series of 1983 to 1984 featured a larger, curved LCD screen to simulate panoramic vistas, enhancing immersion in environmental simulations like Rain Shower. This design expanded the display area without increasing overall device size, offering a wider for dynamic elements. The Tabletop Series, introduced in 1983, employed a flat, desk-oriented form factor with integrated clock functionality, suitable for stationary play, as in . Its upright, stable base distinguished it from portable variants, catering to home or office use with larger controls. Later variants included the Super Color series of 1984, which incorporated colored plastic overlays on LCDs for vibrant visuals; the Crystal Screen series of 1986, notable for its transparent casing revealing internal components; and the Micro Vs. System of 1984, designed for head-to-head multiplayer via linked units. These developments built on the standard hardware base of custom LCDs and microprocessors, introducing color, transparency, and competitive modes to diversify the lineup.

Notable Titles and Gameplay Examples

One of the inaugural titles in the Game & Watch series, (1980) introduced a core reflex-based challenge through its juggling mechanic, where players control a character using left and right buttons to position arms and catch falling balls without dropping any. In Game A mode, two balls are juggled for basic practice, while Game B escalates to three balls with faster trajectories, emphasizing timing and anticipation for scoring, where each successful catch contributes to a points tally until a single miss ends the round. This simple yet addictive loop exemplified the series' appeal for quick, portable sessions that honed hand-eye coordination. Fire (1980), another early entry, simulated a high-stakes rescue scenario where players maneuver two firefighters holding a to catch people leaping from a burning building and bounce them safely into an below. The gameplay demands multi-tasking as multiple jumpers descend simultaneously at varying speeds, requiring precise positioning to avoid misses that cost lives, while occasional fireballs add risk by forcing evasive movements. This title highlighted the series' ability to convey tension through limited animations and sound effects, making each successful feel urgent and rewarding. The multi-screen adaptation Donkey Kong (1982) brought platforming to handheld format by utilizing dual LCD screens to represent vertical levels, with the top screen showing Donkey Kong hurling obstacles and the bottom depicting Mario's climb up ladders and girders to rescue Pauline. Players navigate hazards like rolling barrels and fireballs, adapting the arcade original's structure into a compact, foldable experience that maintained the core loop of progression through escalating challenges across four screens. Its innovative use of the multi-screen format enabled deeper spatial awareness in a portable device, setting it apart as a faithful yet accessible translation of a hit arcade game. Later in the series, (1989) on the Multi Screen variant offered rare narrative depth in an adventure format, where explores interconnected rooms to collect items like a and while solving basic puzzles and battling enemies such as Moblins. The peel-back reflective LCD allowed for hidden elements and multi-layered visuals, with gameplay involving item-based combat and key collection to advance through a simplified layout, culminating in battles against eight dragons to rescue . This title stood out for incorporating light elements, diverging from pure reflex games to provide progression and story beats within the constraints of handheld LCD technology. Across these and other titles, Game & Watch games shared common mechanics such as a lives system typically granting 3 to 5 attempts per session before game over, with difficulty ramping up through gradual speed increases that test player reflexes over time. High-score tables encouraged replayability by recording points based on performance metrics like catches or rescues, fostering competition in short bursts usually lasting under 5 minutes. The series' variety spanned genres, from sports simulations like Manhole (1981), where workers are protected by strategically placing covers over open sewers, to eerie action-puzzle hybrids like Spitball Sparky (1984), involving bouncing a ball to shatter blocks while evading a pursuing ghost. These diverse mechanics, enabled by varying series formats like single-screen or multi-screen designs, underscored the platform's versatility in delivering engaging, bite-sized experiences.

Variants and Releases

Standard Versions (Game A)

The standard versions of the Game & Watch, often designated as Game A models, consisted of original silver-cased handheld units featuring a basic LCD screen without additional functionalities such as clocks or alarms. These were the inaugural in the series, debuting in 1980 with five titles—, , , , and —and emphasizing pure gameplay mechanics over multifunctionality. Key features of these Game A units included a single reflective LCD display for segment-based graphics, powered by two LR43 or SR43 button cell batteries, with no built-in battery level indicator to maintain the device's compact and affordable design. Dimensions typically measured around 95 mm × 63 mm × 11.5 mm, and weight was approximately 51 grams including batteries, though variations existed slightly across titles due to minor casing differences. The focus remained on immersive, single-player gaming sessions, with controls limited to directional buttons and action keys, and no extras like stands or colored backdrops found in later iterations. These standard models formed the core of the series' accessibility, distributed widely in starting April 1980, followed by releases in and through localized packaging and manuals to appeal to international markets. While exact production figures for Game A units are not comprehensively documented, they represented a foundational portion of the overall 43.4 million units sold globally by 1991, establishing Nintendo's entry into portable . In terms of , the absence of a meant players had to monitor power manually, often leading to unexpected shutdowns during extended play, while the LCD screens were susceptible to ghosting or fading over time due to polarizer degradation from age and environmental factors. However, these issues were addressable through straightforward repairs, such as disassembling the unit to clean contacts, replace batteries, or refresh the film, making the devices relatively maintainable for enthusiasts.

Enhanced Versions (Game B and Specials)

The Game B models, part of the Gold series produced from 1981 to 1983, represented an upgraded line of 21 titles characterized by a gold-plated casing that enhanced their aesthetic appeal and durability. These variants incorporated an integrated , alarm function, and dual game modes, allowing users to switch between standard play and time-based features for greater versatility. Priced at approximately ¥5,800 or higher, they commanded a modest over base models, reflecting the added functionality. The alarm mechanism featured character-specific animations upon activation, integrating gameplay elements into daily utility. Clock accuracy was maintained through movement, ensuring precise timekeeping typical of digital electronics. Special editions further diversified the lineup with innovative designs and limited availability, boosting their collectible status. The Panorama series employed a folding with a reflective surface and protective acrylic dome to create an expanded, pseudo-3D viewing experience, distinguishing it from standard LCD displays. In 1984, the Super Color series introduced two titles—Spitball Sparky and Crab Grab—using color overlays and filters on the LCD segments to produce colored visuals, marking a technical advancement in the series' display technology. Promotional tie-ins, such as the 1982 edition licensed from , capitalized on popular media properties to drive sales and brand synergy. Rarity defines many of these enhanced versions, with production limited to small runs for select models, such as the 10,000-unit yellow variant of , which was distributed exclusively through promotional channels rather than retail. Original units avoided aftermarket modifications to preserve authenticity, contributing to their value among collectors today. These editions not only extended the functional lifespan of the devices but also solidified the Game & Watch's reputation for innovation in portable electronics.

Legacy and Modern Interpretations

Ports, Remakes, and Recreations

The first major adaptations of similar titles appeared on the Famicom console between 1983 and 1984, including , , and , which expanded -style gameplay to home television screens, coinciding with some Game & Watch releases. These releases coincided with the Famicom's launch and introduced the titles to a broader audience through cartridge-based play, while international adaptations, such as those on Nintendo's Vs. System hardware, brought select Game & Watch-inspired mechanics to coin-operated cabinets in regions like during the mid-1980s. The Game & Watch Gallery series, developed by TOSE and published by , represents the primary compilation of remakes, spanning four volumes from 1997 to 2001 on Game Boy and platforms, with a fifth entry on in 2003. These collections remade 16 original titles, such as , , and , offering dual modes: a classic black-and-white LCD and a modernized version with colorful sprites, improved animations, and adjustable difficulty levels to appeal to both nostalgic players and newcomers. For example, (1998) featured five games including Chef and , while (2002, known as Advance in ) added six more like Mario's Cement Factory and , incorporating unlockable challenges and high-score tracking. In the , the brought the Gallery series to digital download, allowing portable access to the remakes with stereoscopic effects on select titles and functionality for progress. Titles like and were re-released starting in 2011, preserving the original dual-mode structure while leveraging the 3DS's capabilities for enhanced visuals without altering core mechanics. Additionally, physical reissues under the line in the late and early replicated original hardware for collectors, including models like and Oil Panic with minor modern tweaks like brighter LCDs. Recent recreations emphasize dedicated handheld hardware that blends nostalgia with contemporary features. In 2020, Nintendo released the Game & Watch: Super Mario Bros., a limited-edition system bundling the full NES port of , : The Lost Levels, and a Mario-themed version of the original game, alongside a and alarm with animated themes. This device featured a color LCD screen, save states, adjustable screen orientation, and RGB backlighting for visibility, selling out rapidly as a collectible. Subsequent releases included Game & Watch: The Legend of in 2021, incorporating The Legend of , II: The Adventure of Link, and a edition of The Legend of : Link's Awakening (from ), with similar modern enhancements like charging and built-in batteries. Later that year, Game & Watch: offered a focused revival of the 1980 debut title in a colorized variant, maintaining the single-screen LCD aesthetic while adding volume controls and replay options. Digital inclusions expanded with Nintendo Switch Online's Game Boy library launch in 2023, incorporating (1999) as part of the service, providing access to remakes of five titles like Turtle Bridge and with online leaderboards and cloud saves. As of 2025, remains available on the service's retro catalog, emphasizing colorized sprites and difficulty adjustments while preserving the originals' timing-based challenges. The 45th anniversary of Game & Watch in April 2025 was noted in gaming retrospectives and fan communities, with no new dedicated hardware released.

Cultural Impact and Mr. Game & Watch

The Game & Watch series pioneered the portable gaming market as the first commercially successful handheld electronic games, launching in 1980 and influencing subsequent hardware like the Game Boy, which incorporated elements such as the directional pad originally developed for split-screen Game & Watch titles. Its minimalist design philosophy, emphasizing simple LCD interfaces and "withered technology" for affordability and accessibility, has been credited with shaping 's approach to user interfaces in portable devices and beyond. returned as a playable character in (2018), retaining his moveset with updated animations. Commercially, the series provided a vital boost for during the early 1980s arcade market challenges, with approximately 14 million units sold worldwide by 1981 and a total of over 43 million units across its run, helping stabilize the company before the Famicom era. Today, it sustains a robust collector market, where rare boxed models like the or variants fetch auction prices exceeding $1,000, with exceptional items such as a commemorative unit selling for $9,100 in . The mascot character , a flat 2D sprite representing the series' generic LCD figures, debuted as a playable fighter in in 2001, utilizing a moveset inspired by original Game & Watch titles—such as the hammer from Oil Panic for his side special and segmented LCD animations for attacks. This character embodies the series' retro aesthetic in modern media, appearing as a in (2017) through mini-game icons mimicking Game & Watch-style LCD frames. The 45th anniversary of Game & Watch in 2025 was noted in gaming retrospectives, highlighting its enduring legacy amid Nintendo's ongoing celebrations of portable gaming milestones. Despite its innovations, the series faced criticisms for limited , particularly in its reliance on LCD segments that could pose contrast challenges for visually impaired players, an issue underexplored in older analyses that often overlook 2020s digital recreations addressing such concerns.

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    Video games have a color accessibility problem but that's changing
    Apr 28, 2022 · It's still pretty common for games to not have colorblind options at all, as is true with accessibility modes for all other disabilities.Missing: criticisms | Show results with:criticisms
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    Inaccessibility Is Still Leaving Some Color Blind Gamers in the Dark
    Dec 16, 2020 · For color blind gamers, the color-dependent nature of many games has made them inaccessible. Being a color blind gamer, though, isn't one collective experience.