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List of Game & Watch games
List of Game & Watch games
from Wikipedia

This is a list of Game & Watch games released by Nintendo. Several were collected and remade as part for the Game & Watch Gallery series for Game Boy, Game Boy Color, and Game Boy Advance. They were re-released in the Nintendo Mini Classics series in the late 1990s. Digital recreations in DSiWare were released for Nintendo DSi in 2009 (2010 internationally) and for Nintendo 3DS in 2011.

Overview

[edit]

Special models

[edit]
Title Release Sales Model Image
Super Mario Bros. August 1, 1987 10,000 YM-901-S
Ball (reissue) April 1, 2010 RGW-001
Game & Watch: Super Mario Bros.
(35th anniversary edition)
November 13, 2020[30] SM-35
Game & Watch: The Legend of Zelda
(35th anniversary edition)
November 12, 2021[31] ZL-35

Games

[edit]

Ball

[edit]
Ball (original version)
Ball (Club Nintendo reissued version)

Ball (originally released as Toss-Up in North America) was released in the Silver series on April 28, 1980. It is the first Game & Watch game and is a single-screen single-player game.

In Game A, the player tosses two balls in the air. As the balls fall, the player must catch and toss them up again. One point is earned for each successful catch. A dropped ball will display a broken ball and end the game. The object is to continuously catch the balls that fall and throw them back up, as in juggling. In Game B, the player must juggle three balls, and each successful catch rewards ten points instead of one.

It was re-released exclusively via Club Nintendo to celebrate the 30th anniversary of Game & Watch, with the Club Nintendo logo on the back. Unlike the original release, this version includes an option to mute the game by pressing the Time button during gameplay.[32] For members of the Japanese Club Nintendo, it was shipped in April 2010 to Platinum members.[33][34][35] For members of the North American Club Nintendo, it was available for 1200 coins from February 2011.[36][37] For members of the European Club Nintendo, it was available for 7500 stars from November 2011.[38][39]

Ball was recreated in Game Boy Gallery for Game Boy and Game & Watch Gallery 2 for Game Boy Color.[40][41] It was recreated as a DSiWare game that was released for Nintendo DSi on July 15, 2009 in Japan,[42][43] on April 19, 2010 in the United States[44] and on April 23 in Europe;[45] and for Nintendo 3DS on July 7, 2011 in Europe.[45] It also appears as a minigame for the Game Boy Camera, where players can paste images of their own face over that of the juggler. It is also included in Game & Watch: Super Mario Bros., released in 2020 as a part of the Super Mario Bros. 35th Anniversary.

In the Super Smash Bros. series, Mr. Game & Watch's throws reference Ball.

Flagman

[edit]

Flagman (known as Flag Man in North America) was released in the Silver series on June 5, 1980. It is a single-screen single-player game.

The object is to repeat the pattern of numbers on the flags held up by the on-screen character Mr. Game & Watch. A life is lost each time the player pushes the wrong button or hits the correct number too late. The game ends when three lives are lost. Game B requires the character to push the right number as quickly as possible, before time runs out.

Flagman was recreated in Game Boy Gallery for Game Boy and Game & Watch Gallery 3 for Game Boy Color.[40][46] A version of Flagman becomes available in Wario Land II once the player has achieved 100% completion of the game. It is included in WarioWare: Touched! as a microgame called Flagman Game & Watch. It was recreated as a DSiWare game that was released for Nintendo DSi on July 15, 2009 in Japan,[42][43] on April 19, 2010 in the United States[47] and on April 23 in Europe;[48] and for Nintendo 3DS on July 7, 2011 in Europe.[48]

In the Super Smash Bros. series, Mr. Game & Watch has an attack which has him hit opponents with a flag, referencing Flagman.

Vermin

[edit]

Vermin (originally released as The Exterminator in North America) was released in the Silver series on July 10, 1980 with 500,000 units sold. It is a single-screen single-player game.

In Vermin, moles pop out of the ground and try to get into the player's garden. The player has to hit the moles with a hammer to keep them out of the garden.

Vermin was recreated in Game Boy Gallery for Game Boy and Game & Watch Gallery 2 for Game Boy Color.[40][41] In WarioWare, Inc.: Mega Microgames!, there is a microgame called "Vermin" in which Wario has to whack a mole with a hammer. It was recreated as a DSiWare game that was released for Nintendo DSi on July 15, 2009 in Japan,[42][43]on April 5, 2010 in the United States[49] and on April 9 in Europe;[50] and for Nintendo 3DS on July 7, 2011 in Europe.[50] A Legend of Zelda-themed version is included in the Game & Watch: The Legend of Zelda edition as part of The Legend of Zelda 35th Anniversary.

In the Super Smash Bros. series, Mr. Game & Watch has several attacks which has him hit opponents on either side with two hammers, referencing Vermin.

Fire

[edit]
Fire (original version)
Fire (Wide Screen version)

Fire (originally released as Fireman Fireman in North America) was released in the Silver series on July 31, 1980, and in the Wide Screen series on December 4, 1981.[5] It is a single-screen single-player game.

The player controls two firemen who carry a trampoline and must catch people who fall from a burning building and bounce them into a waiting ambulance. In the original Silver series, the player is awarded 1 point for each person who reaches the ambulances, while in the Widescreen, the player is awarded 1 point every time a person is bounced the trampoline, and loses one of their three lives for each person who hits the ground.

Fire was recreated in Game & Watch Gallery for Game Boy, Game & Watch Gallery 3 for Game Boy Color and Game & Watch Gallery 4 for Game Boy Advance.[46][51][52] It was also rereleased in the Mini Classics series.

In the Super Smash Bros. series, Mr. Game & Watch has a move called "Fire", which has two firemen launch him upwards with a trampoline, referencing Fire. In Brawl and 3DS and Wii U, he then floats down with a parachute, referencing Parachute.[53] Both in Brawl and 3DS and Wii U, the stage Flat Zone 2 shifts between several layouts, one of which is based on Fire.[54] In Super Smash Bros. for Wii U, the stage Flat Zone X shifts between several layouts, one of which is based on Fire.[55]

Judge

[edit]
Game & Watch game Judge. Green and Purple versions.

Judge was released in the Silver series on October 4, 1980. It is a single-screen game for either 1 or 2 players.

Players control two figures who hold hammers in their hands and hold up numbers. The one with the higher number must attack, and the one with the lower number must flee. An attack may be performed before the number is held up, as a gamble.

Judge was recreated in Game & Watch Gallery 3 for Game Boy Color.[46] It was recreated as a DSiWare game that was released on July 15, 2009 in Japan,[42][43] on March 22, 2010 in the United States[56] and on March 26 in Europe;[57] and for Nintendo 3DS on July 7, 2011 in Europe.[57]

In the Super Smash Bros. series, Mr. Game & Watch has a move called "Judge", which has him hit opponents with a hammer that has an additional effect dependent on a random number from 1 to 9 that appears above his head, referencing Judge.[53]

Manhole

[edit]
Manhole (New Wide Screen)

Manhole was released in the Gold series on January 29, 1981, and in the New Wide Screen series on August 23, 1983.[22] It is the first game in the Gold series and is a single-screen single-player game.

The player must prevent pedestrians from falling into one of four sewers by temporarily bridging the open gaps with a manhole cover.

The New Wide Screen version of Manhole was recreated in Game Boy Gallery and Game & Watch Gallery for Game Boy and Game & Watch Gallery 4 for Game Boy Advance.[40][51][52] This version of Manhole was one of the cards included with purchase of the Nintendo e-Reader.[58] The New Wide Screen version of Manhole was recreated as a DSiWare game that was released on August 19, 2009 in Japan,[43] on April 5, 2010 in the United States[59] and on April 9 in Europe;[60] and for Nintendo 3DS on July 7, 2011 in Europe.[60]

In WarioWare Gold, Manhole is one of the unlockable minigames.

In the Super Smash Bros. series, Mr. Game & Watch has an attack which has him hit opponents with a manhole cover, referencing Manhole. In Melee, the stage Flat Zone is based on a number of Game & Watch games, including Manhole. In Brawl and Super Smash Bros. for Nintendo 3DS, the stage Flat Zone 2 shifts between several layouts, one of which is based on Manhole.[54] In Super Smash Bros. for Wii U, the stage Flat Zone X shifts between several layouts, one of which is based on Manhole.[55]

Helmet

[edit]
Helmet

Helmet, originally released as Headache in the United Kingdom, was released in the Gold series on February 21, 1981. It is a single-screen single-player game.

Tools fall from the sky, but there is a house on the right side of the screen. The player must guide the character towards the house, and dodge the tools until the door opens.

Helmet was recreated in Game & Watch Gallery 2 for Game Boy Color.[41] It was recreated as a DSiWare game that was released for Nintendo DSi on July 29, 2009 in Japan,[42][43] on April 5, 2010 in the United States[61] and on April 9 in Europe;[62] and for 3DS on July 7, 2011 in Europe.[62]

In the Super Smash Bros. series, Mr. Game & Watch has an attack which has him hit opponents with a helmet, referencing Helmet. In Melee, the stage Flat Zone is based on a number of Game & Watch games, including Helmet. In Super Smash Bros. for Wii U, the stage Flat Zone X shifts between several layouts, one of which is based on Helmet.[55]

Lion

[edit]
Lion

Lion was released in the Gold series on April 29, 1981. It is a single-screen single-player game with a maroon body and a gold faceplate.

The player is a lion tamer who must prevent the lion from escaping from its cage.

Lion was ported to Game & Watch Gallery 3 for Game Boy Color.[46]

In the Super Smash Bros. series, Mr. Game & Watch has an attack which has him hit opponents with a chair, referencing Lion. In Brawl and Super Smash Bros. for Nintendo 3DS, the stage Flat Zone 2 shifts between several layouts, one of which is based on Lion.[54] In Super Smash Bros. for Wii U and Ultimate, the stage Flat Zone X shifts between several layouts, one of which is based on Lion.[55]

Parachute

[edit]
Parachute

Parachute was released in the Wide Screen series on June 19, 1981.[1] It is the first game in the Wide Screen series and is a single-screen single-player game.

The player controls a character in a boat and has to prevent parachutists from landing in shark-infested waters. A life is lost every time the player fails to do this. In Game B, the parachutes can get stuck in trees.

Parachute was recreated in Game & Watch Gallery 2 for Game Boy Color, Game & Watch Gallery 4 for Game Boy Advance, and Game & Watch Collection 2 for the Nintendo DS (a Club Nintendo-exclusive).[41][52][63]

In Super Smash Bros. Melee, Mr. Game & Watch's neutral air has him opening a parachute, referencing Parachute. In Brawl onward, after performing "Fire" in the same way as in Melee, he then floats down with a parachute, referencing Parachute.[53]

In March 2010, Takara Tomy released officially licensed Game & Watch-styled keychains based on three different Wide Screen Game & Watch models, one of which was Parachute. It does not actually run the game, instead just displaying a demo screen. While the game cannot be played, the speed at which the demo runs can be adjusted. The batteries are recharged with solar panels on the unit.[64]

Octopus

[edit]
Octopus

Octopus, known as Mysteries of the Sea in the United Kingdom and Mysteries of the Ocean in Russia, was released in the Wide Screen series on July 16, 1981.[2] It is a single-screen single-player game.

The object is to recover treasure from a sunken ship without getting caught by a giant octopus. The player must aim their diver under water by jumping off the side of a boat. Each time the octopus touches the player, one life is lost. A point is awarded for each portion of treasure retrieved from a sunken ship, and three additional points are awarded for evading the octopus a second time and returning to the boat. The game speeds as it progresses, and additional lives are granted at 200 and 500 points. In Game B, the octopus is quicker and there are more hazards.

Octopus was recreated in Game & Watch Gallery for Game Boy, Game & Watch Gallery 4 for Game Boy Advance and Game & Watch Collection 2 for the Nintendo DS (a Club Nintendo-exclusive).[51][52][63] It was also rereleased in the Mini Classics series.

In the Super Smash Bros. series, Mr. Game & Watch up smash has him hit opponents with a diving helmet, referencing Octopus. In Brawl, 3DS and Wii U and Ultimate Mr. Game & Watch's Final Smash is "Octopus", which has him transform into the octopus and hit opponents with his tentacles, referencing Octopus while in Ultimate he instead grabs the opponents and drags them offscreen. In Nintendo Land, the octopus and the diver appear in the Octopus Dance minigame.

In March 2010, Takara Tomy released officially licensed Game & Watch-styled keychains based on three different Wide Screen Game & Watch models, one of which was Octopus. It does not actually run the game, instead just displaying a demo screen. While the game cannot be played, the speed at which the demo runs can be adjusted. The batteries are recharged with solar panels on the unit.[64]

Popeye

[edit]

Popeye was released in the Wide Screen series on August 5, 1981, and was later released in Table Top and Panorama series in August 1983. It is a single-screen single-player game. For the 1983 version, Hirokazu Tanaka composed the music.[65]

The player controls Popeye, who has to catch objects thrown by Olive Oyl while at the same time avoiding Bluto's attacks. If Popeye is upright in the center of the boat, he is safe from Bluto's attacks, but he may miss objects thrown by Olive Oyl. The game speeds up as it progresses, and Olive Oyl will start throwing more than one objects at the same time.

The Panorama Screen and the Table Top versions are different from the Wide Screen version. In these versions, Popeye must fight to save Olive Oyl, who has been captured by Bluto. Each time Popeye defeats Bluto, a Spinach Can will appear near Olive Oyl. After three fights, She kicks the can to Popeye to help him defeat Bluto, and save her.

Chef

[edit]
Chef

Chef was released in the Wide Screen series on September 8, 1981.[3] It is a single-screen single-player game.

The player controls a chef who flips various pieces of food, including sausage and fish, into the air with a pan. Failure to keep the food airborne causes a mouse to steal the food off the floor and the player to use up one miss. The game ends with the player's third miss. A cat often pokes the left piece of food, which holds it in place for a small amount of time and makes it harder for the player to guess when the piece will be flippable. The game speeds up as it progresses. In Game A, the player must flip three items of food. In Game B, the player must flip four food items.

Chef was recreated in Game & Watch Gallery 2 for Game Boy Color, and Game & Watch Gallery 4 for Game Boy Advance.[41][52] It is unlockable in Personal Trainer: Cooking for the Nintendo DS after the player has cooked a certain number of meals. It was recreated as a DSiWare game that was released on July 29, 2009 in Japan,[42][43] on March 22, 2010 in the United States,[66] and on March 26 in Europe;[67] and for Nintendo 3DS on July 7, 2011 in Europe.[67]

In the Super Smash Bros. series, Mr. Game & Watch has a move called "Chef", which has him flip food out of pan, referencing Chef.[53] In Brawl and Super Smash Bros. for Nintendo 3DS, the stage Flat Zone 2 shifts between several layouts, one of which is based on Chef.[54] In Super Smash Bros. for Wii U, the stage Flat Zone X shifts between several layouts, one of which is based on Chef.[55]

In March 2010, Takara Tomy released officially licensed Game & Watch-styled keychains based on three different Wide Screen models, one of which is Chef. It only displays a non-playable demo screen with adjustable speed. Its solar panel recharges its batteries.[64] An unofficial fan remake of the game, Modern Modern Chef, was released in 2024.[68]

Mickey Mouse

[edit]
Mickey Mouse (Wide Screen)

Mickey Mouse was released in the Wide Screen series on October 9, 1981, and in the Panorama series on February 28, 1984. It is a single-screen single-player game and the first Game & Watch to feature a Disney character. There are two different versions:

In the Wide Screen version, the player controls Mickey Mouse whose task is to catch eggs as they roll down four slopes, two on either side of the screen. If an egg is dropped, it lands on the floor and is registered as a miss. The eggs roll faster as the total caught count increases, but temporarily slow down upon reaching multiples of 100. The misses are reset at 200 and 500 caught eggs. Missing three eggs between resets will end the game. Periodically, Minnie Mouse peers out of the window; if Mickey misses an egg while Minnie is present onscreen, the miss counts as half and the egg releases a chick who walks away off screen. This half-miss is displayed as a blinking miss symbol. In Game A eggs roll from three of four slopes, the inactive slope depends on the current miss count. In Game B eggs roll from all four slopes, the number and rate of descent of eggs is higher than in Game A. The gameplay is similar to Egg which was only released outside of Japan, while Mickey Mouse was released in Japan and a few European countries.

The Panorama version is completely different, where the player controls Mickey Mouse, who is performing acrobatics in a circus. The player must move Mickey left and right to catch batons, whilst avoiding flaming torches. The speed the objects fall increases upon the total score closing in on multiples of 100. If the player misses a baton or touches a flaming torch, a life is lost. After three lives are lost, the game ends. Once the player reaches 300 points, all misses are cancelled. If the player has no misses, they will receive double points until the next miss. The gameplay is similar to Donkey Kong Circus.

Egg

[edit]
Egg

Egg was released in the Wide Screen series on October 14, 1981.[4] It is a single-screen single-player game.

The player character is a wolf who waits outside a hen house. The wolf must catch the eggs that fall out of the side of the hen house, for one point each. Three lives are given. A life is lost for each egg missed, or half of a life if the egg is missed while a hen appears. The game ends when all three lives are lost. The gameplay is the same as Mickey Mouse in the Wide Screen series.

Egg was recreated in Game & Watch Gallery 3 for Game Boy Color.[46]

Turtle Bridge

[edit]
Turtle Bridge

Turtle Bridge was released in the Wide Screen series on February 1, 1982.[6] It is a single-screen single-player game.

The player uses a line of five turtles as stepping stones to transfer baggage from one side of a river to the other. Once a package is tossed to a colleague on the other side, the player can return to the home bank to fetch the next package. The turtles are not motionless but will dive to feed on any fish within reach, and they dive more frequently as the game progresses. The player may need to wait for the colleague on the far bank and cannot return to the home bank while carrying a package. Two to twelve points are awarded, depending on how quickly the package is delivered. It takes approximately 1 hour of gameplay to accrue 1000 points. Unlike other similar games, the scoreboard can display scores past 1000. Lives are lost if the explorer lands on a turtle that dives. A life can be recovered at the score levels 200 and 500. The game ends when all lives are lost.

In Game A, the middle turtle of the five has no fish swimming in reach and never dives unless the explorer waits too long on its back, at which point fish appear and the turtle dives. In Game B, all turtles will dive from the outset, and the colleague appears less frequently.

In both Game A and Game B if the player reaches 200 and 500 points without any lives lost, there will be a period of 20 and 30 seconds respectively when no new fish appear under the turtles. The same goes for 1200, 1500, 2200 points etc.

Turtle Bridge was recreated in Game & Watch Gallery 3 for Game Boy Color.[46]

In the Super Smash Bros. series, Mr. Game & Watch back air has him hit opponents with a turtle, referencing Turtle Bridge.

Fire Attack

[edit]
Fire Attack

Fire Attack was released in the Wide Screen series on March 26, 1982.[7] It is a single-screen single-player game.

The main character uses a tomahawk-type weapon to protect a fort from burning. The top row of enemies are Native Americans who throw firesticks, and the bottom row of enemies are traditional Game & Watch characters who try to set fire to the fort with a match. Two points are earned for each fire blocked. Three misses are allowed, which occur each time the fort catches fire. All misses are erased at 200 points and again at 500; if there are not any misses at these times, 5 points are awarded per hit for a period of time.

Fire Attack was recreated in Game & Watch Gallery 4 for Game Boy Advance, although the sprites of the Native Americans in the "Classic Mode" were edited to resemble bandits instead to avoid depicting insensitive sterotypes.[69]

In the Super Smash Bros. series, Mr. Game & Watch has an attack which has him hit opponents with a fire stick, referencing Fire Attack. In Ultimate, Mr. Game & Watch's animations were updated to reflect individual frames from the original games, including gaining a feathered headband when using the move based on Fire Attack. The controversy following this discovery prompted Nintendo to apologize for the potentially offensive stereotype and announce that the animation would be changed in a post-release patch.[69]

Snoopy Tennis

[edit]
Snoopy Tennis

Snoopy Tennis was released in the Wide Screen series on April 28, 1982. It was rereleased in the Nintendo Mini Classics series.

Charlie Brown throws and hits a ball toward Snoopy, who must hit the ball back. Lucy sometimes will hit the ball to Snoopy.

Oil Panic

[edit]
Oil Panic

Oil Panic was released in the Multi Screen series on May 28, 1982.[8] It is the first game in the Multi Screen series and is a dual-screen single-player game with a white case. It opens like a clamshell, with an upper and lower screen.

The player controls a station helper who uses a bucket to catch drops of oil from a leaking pipe and empties the bucket into an oil drum. Missing a drop from the pipe or missing the oil drum causes the player to lose a life. The player has four lives, rather than the usual three.

Oil Panic was recreated in Game & Watch Gallery for Game Boy and Game & Watch Collection for the Nintendo DS (a Club Nintendo-exclusive).[51][70] Oil Panic is also one of the microgames featured in the collection presented by 9 Volt in WarioWare: Touched!. In Europe, it was also rereleased in the Mini Classics series.

In the Super Smash Bros. series, Mr. Game & Watch has a move called "Oil Panic", where he collects energy-based attacks in an oil bucket to throw at opponents as oil later, referencing Oil Panic.[53] In Melee, the stage Flat Zone is based on a number of Game & Watch games, including Manhole. In Brawl and Super Smash Bros. for Nintendo 3DS, the stage Flat Zone 2 shifts between several layouts, one of which is based on Oil Panic.[54] In Super Smash Bros. for Wii U, the stage Flat Zone X shifts between several layouts, one of which is based on Oil Panic.[55]

Donkey Kong

[edit]
Donkey Kong

Donkey Kong was released in the Multi Screen series on June 3, 1982.[9] It is a dual-screen single-player game with an orange clamshell body. It is the first use of the directional pad or D-pad in Nintendo products.

The Game & Watch version of Donkey Kong sold 8 million units.[10]

Donkey Kong was recreated in Game & Watch Gallery 2 for Game Boy Color, Game & Watch Gallery 4 for Game Boy Advance, and Game & Watch Collection for the Nintendo DS (a Club Nintendo-exclusive).[41][52][70] It was rereleased in the Nintendo Mini Classics series.

Donkey Kong Jr.

[edit]
Donkey Kong Jr. (New Wide Screen)

Donkey Kong Jr. was released in the New Wide Screen series on October 26, 1982,[20] in the Table Top series on April 28, 1983, and in the Panorama series on October 4 the same year.[25] It is the first game in the New Wide Screen series and a single-screen single-player game. Hirokazu Tanaka composed the music.[65]

Donkey Kong Jr. was recreated in Game & Watch Gallery 3 for Game Boy Color, and Game & Watch Gallery 4 for Game Boy Advance.[46][52] It was recreated as a DSiWare game that was released for Nintendo DSi on August 19, 2009 in Japan,[43] on April 19, 2010 in the United States[71] and on April 23 in Europe,[72] and for Nintendo 3DS on July 7, 2011 in Europe.[72] It was rereleased in the Nintendo Mini Classics.

In the Super Smash Bros. series, Mr. Game & Watch has an attack which has him hit opponents with a key, referencing Donkey Kong Jr..

Mickey & Donald

[edit]
Mickey & Donald

Mickey & Donald was released in the Multi Screen series on November 12, 1982. It is a dual-screen single-player game, with a clamshell case. Hirokazu Tanaka composed the music.[65]

The goal is put out the fire in a three-story apartment building as quickly as possible. Donald operates the hose, while Mickey runs the pump. Bulges in the hose give more water for Donald to use, but require Mickey to leave the pump to stop leaks.

Green House

[edit]
Green House

Green House was released in the Multi Screen series on December 6, 1982.[11] It is a dual-screen single-player game with a clamshell case.

The object is to protect the flowers at each corner of the screen from enemies using a can of bug spray. Worms attack the top flowers while spiders approach the bottom flowers. The game ends when three flowers have been eaten.

Green House was recreated in Game & Watch Gallery 3 for Game Boy Color and Game & Watch Collection for the Nintendo DS (a Club Nintendo-exclusive).[46][70]

In the Super Smash Bros. series, Mr. Game & Watch has an attack which has him spray opponents with a can of bug spray, referencing Green House.

This is the first appearance of Stanley the Bugman, the lead character in the 1983 arcade game Donkey Kong 3.

Donkey Kong II

[edit]
Donkey Kong II

Donkey Kong II was released as a part of the Multi Screen series on March 7, 1983.[12] It is a dual-screen single-player game and has a brown clamshell body. Hirokazu Tanaka composed the music.[65]

Donkey Kong II was recreated in Game & Watch Gallery 3 for Game Boy Color.[46]

Mario Bros.

[edit]
Mario Bros.

Mario Bros. was released in the Multi Screen series on March 14, 1983.[17] It is a dual-screen single-player game and has a maroon clamshell body. It opens like a Japanese book (to the right), with a left and right screen.

Mario and Luigi are working in a bottling plant, on either side of several stacked conveyor belts. The object of the game is to move boxes of bottles through the machine without dropping any. Each brother can climb a ladder to one of three positions. Mario receives a box at the bottom right, and must be in his lowest position to move it into the bottling machine. The box moves left through the machine, to Luigi, who must be in his lowest position to move it to the next level, which moves it to the right, to Mario's middle position, who raises it to the next level. The box moves to Luigi's middle position, then to Mario's highest position, and finally to Luigi's highest position, where Luigi throws the box onto a truck. When the truck is full, the Brothers have a short break, before getting back to work. Successfully moving a box up one level earns the player 1 point, and loading the truck with eight boxes earns 10 points, for a total of 58 points for all the boxes in the truck. If a Brother is not there to catch a box, however, it falls to the floor and breaks, angering the Brothers' supervisor, resulting in a miss. The third miss ends the game.

Mario Bros. was recreated in Game & Watch Gallery 3 for Game Boy Color, and Game & Watch Gallery 4 for Game Boy Advance.[46][52]

In the Super Smash Bros. series until Ultimate, Mr. Game & Watch's forward air has him hit opponents with a package, referencing Mario Bros. One of his taunts from Super Smash Bros. for Nintendo 3DS and Wii U onward also references the game where he sits and sighs, referencing Mario and Luigi completing a level.

This game marks as Luigi's official debut.

Mario's Cement Factory

[edit]
Mario's Cement Factory (New Wide Screen)

Mario's Cement Factory was released in the Table Top series on April 28, 1983[24] and in the New Wide Screen series on June 8 the same year.[21] It is the first game in the Table Top series and a single-screen single-player game. Hirokazu Tanaka designed the sounds.[65]

Mario's Cement Factory was recreated in Game Boy Gallery for Game Boy and Game & Watch Gallery 4 for Game Boy Advance.[40][52] It was recreated as a DSiWare game that was released for Nintendo DSi on August 19, 2009 in Japan[43] on March 22, 2010 in the United States,[73] and on March 26 in Europe,[74] and for Nintendo 3DS on July 7, 2011 in Europe.[74] It was rereleased in the Nintendo Mini Classics.

In the Super Smash Bros. series, Mr. Game & Watch grabs opponents with a similar pose to how Mario grabs levers, referencing Mario's Cement Factory.

Snoopy

[edit]
Snoopy (Table Top)

Snoopy was released in the Table Top series on June 5, 1983, and in the Panorama series on August 30 the same year. It is the first game in the Panorama series and a single-screen single-player game. Hirokazu Tanaka composed the music.[65]

When Game A or Game B is pressed, an introductory sequence plays, and after that, the player controls Snoopy to move on different colored platforms. He then must whack the corresponding colored music notes coming from Schroeder's piano before they reach Woodstock and his friends. Failing to whack them in time or going too far to the left or right will make the player earn a miss. After 100 points, Lucy will wake up and attack Schroeder, stunning him for a few seconds.

Rain Shower

[edit]
Rain Shower

Rain Shower was released in the Multi Screen series on August 9, 1983.[18] It is a dual-screen single-player game and opens like a book, with a left and right screen.

The player moves clothing away from falling raindrops by pulling on a clothes line. In Game B, a bird may swoop down and move the clothing.

Rain Shower was recreated in Game & Watch Gallery 4 for Game Boy Advance.[52]

Lifeboat

[edit]
Lifeboat

Lifeboat was released in the Multi Screen series on October 27, 1983.[19] It is a dual-screen single-player game. Its light orange case opens like a book, with a left and right screen.

A burning oceanliner is displayed, and the player pulls a raft through shark-infested waters to catch the people who fall from the ship. The rafts can hold up to 4 people, and can be emptied no matter how many people are in them. A point is awarded for each rescue. The alarm on is indicated by a bucket of water on the cliffside, and when it goes off, a man uses the bucket to attempt to douse the fire.

Game A mode controls two rafts, one on each side of the screen, which move together when the left and right buttons are pressed. In Game B there is only one raft, which can move from one side of the screen to the other.

Lifeboat was recreated in Game & Watch Gallery 4 for Game Boy Advance.[52]

Mario's Bombs Away

[edit]
Mario's Bombs Away

Mario's Bombs Away was released in the Panorama series on November 4, 1983.[26] It is a single-screen single-player game. It features an unlit color LCD screen that faces downward to expose the translucent rear to an external light source, such as daylight. Hirokazu Tanaka composed the music.[65]

The player character is a military-clad Mario who delivers bombs from left to right, and must keep them away from flaming oil spills and enemy torches. Action is viewed in a mirror that reflects the screen.

Mario's Bombs Away was recreated in Game & Watch Gallery 4 for Game Boy Advance.[52]

Pinball

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Pinball

Pinball was released in the Multi Screen series on December 5, 1983.[13] It is a dual-screen single-player game, with a clamshell case. Hirokazu Tanaka composed the music.[65]

The player controls two flippers on the bottom screen and two on the top screen. Other pinball objects include bumpers, outlanes, rollover lanes, kickbacks and plungers.

Spitball Sparky

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Spitball Sparky

Spitball Sparky was released in the Super Color series on February 6, 1984.[28] It is the first game in the Super Color series and a single-screen single-player game. Hirokazu Tanaka composed the music.[65]

Spitball Sparky works similarly to Breakout, where a ball moves across the screen and is propelled by the player, blowing it upwards as long it is directly above the player in the purple space. If all blocks are eliminated fast enough, a bonus bar at the top would add 5 points per segment, the most being 20 points. Along the top row are red blocks, which require two hits to destroy. If the player eliminates all but the red blocks, and then hits each red block once to make them flash, it awards more bonus points.

Spitball Sparky was recreated in Game & Watch Gallery 3 for Game Boy Color.[46]

In the Super Smash Bros. series, Mr. Game & Watch's up air has him blow opponents upwards, referencing Spitball Sparky.

Crab Grab

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Crab Grab

Crab Grab was released in the Super Color series on February 20, 1984.[29] It is a single-screen single-player game.

Crabs emerge from four differently colored columns along the bottom of the screen, and settle at the top. The objective is to avoid being in front of the crab, and to push the crabs from the bottom to prevent them from mounting on the screen. Points are earned by pushing and eliminating crabs. The game ends when the player has been bitten three times. Player movement is in all four directions (Up, Down, Left, Right). The A & B games had similar objectives, but with slightly different speeds.

Donkey Kong Circus

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Donkey Kong Circus was released in the Panorama series on March 2, 1984.[27] It is a single-screen two-player game with a lilac body. The gameplay is similar to Mickey Mouse in the Panorama series.

Boxing

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Punch-Out!!

Boxing, known as Punch-Out!! in the United States, was released in the Micro Vs. series on July 31, 1984. It is the first game in the Micro Vs. series and a single-screen two-player game.

It is similar to Urban Champion, although it was released shortly before the NES game.

Boxing was recreated in Game & Watch Gallery 4 for Game Boy Advance.[52]

Donkey Kong 3

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Donkey Kong 3

Donkey Kong 3 was released in the Micro Vs. series on August 20, 1984.

Donkey Kong 3 was recreated in Game & Watch Gallery 4 for Game Boy Advance.[52]

Donkey Kong Hockey

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Donkey Kong Hockey

Donkey Kong Hockey was released as a part of the Micro Vs. series on November 13, 1984. It is a single-screen two-player game.

Black Jack

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Black Jack

Black Jack was released as a part of the Multi Screen series on February 15, 1985. It is a dual-screen single-player game. Its maroon clamshell body has an upper and lower screen.

Game A is a blackjack game. The dealer's hand is on the upper screen and the player's hand is on the bottom screen. Four buttons are available: double down, bet ×10/hit, bet ×1/stand and enter. The player starts with a $500 bankroll and can bet up to $100 each hand. Pair splitting is not allowed, and bets must be locked before shuffling is done, contrary to real-world blackjack rules.

In Game B, the player starts with $500 as five numbers cycle on the bottom screen. Pressing the enter button causes the numbers to stop one at a time. There is a $50 reward if all five stop on the same number, or a deduction of $25 if not.

Tropical Fish

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Tropical Fish

Tropical Fish was released in the New Wide Screen series on July 8, 1985.[23] It is a single-screen single-player game.

The player uses a fishbowl to catch fish that jump out of a tank and must move them into a tank on the other side. The game ends when three fish are missed.

Tropical Fish was recreated in Game & Watch Gallery 4 for Game Boy Advance.[52]

In Super Smash Bros. Brawl and 3DS and Wii U, Mr. Game & Watch has an attack which has him hit opponents with a fish bowl, referencing Tropical Fish.

Squish

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Squish

Squish was released in the Multi Screen series on April 17, 1986. It is a dual-screen single-player game, with a clamshell case and an upper and lower screen. It is similar to Devil World.

Super Mario Bros.

[edit]
Super Mario Bros. (New Wide Screen)
Super Mario Bros. YM-901-S, special edition for tournament

Super Mario Bros. was released in the Crystal Screen series on June 25, 1986, and in the New Wide Screen series on March 8, 1988. It is the first game in the Crystal Screen series and a single-screen single-player game.

Mario traverses levels to save Princess Toadstool (also known as Peach), as in the NES game Super Mario Bros. (1985).

It was a prize for the Famicom's F-1 Grand Prix tournament on August 1, 1987 with the code YM-901-S.[75] It is a single-screen single-player game with a yellow case. It came in a plastic box modeled after Disk-kun, the Famicom Disk System mascot. This edition is the rarest of all Game & Watch models, with only 10,000 units produced and never available at retail.[76] It was rereleased in the Nintendo Mini Classics 1998 series.

Climber

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Climber (New Wide Screen)

Climber was released in the Crystal Screen series on July 4, 1986, and in the New Wide Screen series on March 8, 1988. It is a single-screen single-player game and is similar to Ice Climber.

A boy known as the Climber sets out for the Block Mountain where the Blockmen live to train as warriors. Lord Meiji, who he meets on the way, grants him a pair of boots which enable him to jump very high, armor that can break ceilings, and a head band which will help him find a sword that can defeat Dragalo the Dragon. The climber pursues his quest with the assistance of the mysterious bird Hentori. The objective of the game is to control Climber by jumping through a tower of platforms and landing on them, and by avoiding monsters and Blockmen. The goal is to either grab Hentori or slash Dragalo while achieving the highest score possible.

Climber was recreated in Game & Watch Gallery 4 for Game Boy Advance.[52]

Balloon Fight

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Balloon Fight (New Wide Screen)

Balloon Fight was released in the Crystal Screen series on November 19, 1986, and in the New Wide Screen series on March 8, 1988. It is a single-screen single-player game.

This game is modeled after the Balloon Trip mode of the NES version. The screen auto-scrolls from the left, and the player must collect balloons while avoiding airborne sparks. The player controls a "Balloon Man" who is chasing an escaped criminal known as Oiram Repus. In every eight phases, there is a boss fight against Oiram Repus, where the player must avoid a pattern of sparks for an amount of time.

This game has not received any official playable ports, but it does appear in the museum portion of Game & Watch Gallery 3, showcasing a simple and non-interactive demo.

Bomb Sweeper

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Bomb Sweeper

Bomb Sweeper was released in the Multi Screen series on June 15, 1987. It is a dual-screen single-player game with a clamshell case.

The player character is John Solver, who must navigate a maze to defuse bombs set by "Jack". When playing on "Game A" mode, the maze begins to move from left to right after a certain number of bombs are defused, and the player must find an exit back to the surface. The top screen is merely cosmetic, and shows the boss who sends the player character into the underground maze. Unlike in most Game & Watch games, lost lives are not reset when a player reaches 300 points.

Bomb Sweeper was recreated in Game & Watch Gallery 4 for Game Boy Advance.[52]

Safebuster

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Safebuster

Safebuster was released in the Multi Screen series on January 12, 1988. It is a dual-screen single-player game with a clamshell case.

A security guard on the bottom screen uses a tube to catch bombs thrown by a bandit on the top screen. The tube is able to hold three bombs, which can be dumped down a chute at either side of the bottom screen for 1 point each. A life is lost for each bomb missed. The game ends when three lives are lost.

Safebuster was recreated in Game & Watch Gallery 4 for Game Boy Advance.[52]

Gold Cliff

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Gold Cliff

Gold Cliff was released in the Multi Screen series on October 19, 1988. It is a dual-screen single-player game. It has a light blue clamshell case with colorful printed metal plate on the cover.

The player controls an Indiana Jones-type archaeologist character who is on a mission to acquire treasure. Stone platforms appear and disappear in a pattern, and the player must jump across them to reach a key at the top of the screen and gain entry to the temple. Action speeds as the game continues. It was one of only two Game & Watch games that included a "continue" feature, which allowed a player to continue the game, with a loss of points, from the last place where they were killed.

Zelda

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Zelda

Zelda was released in the Multi Screen series on August 26, 1989. It is a dual-screen single-player game with a clamshell case.

Zelda was recreated in Game & Watch Gallery 4 for Game Boy Advance.[52] It was rereleased in the Nintendo Mini Classics.

Tetris Jr.

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Tetris Jr. is a prototype in the Multi Screen series that was never released to the public. There is only one known copy in existence, making it the rarest of all Game & Watches. Like regular Tetris, the object of the Tetris Jr. is to score as many points as possible by forming complete rows from falling blocks of various shapes, but instead of positioning the falling block by moving it left or right, the players move the entire playing field instead. There are two game modes available.

In game A, a clown on the top screen throws randomly selected blocks of various shapes down a chute toward the bottom screen. The Rotate Button turns blocks 90° as they falls. The down direction the D-pad increase the speed of the falling block. The left and right directions on the D-pad moves the entire playing field.

When a row is completely filled, it is removed and points are awarded based on how many rows are cleared in one turn: 1 row – 7 points, 2 rows – 25 points, 3 rows – 100 points, and 4 rows – 400 points.

If the playing field fills up with enough blocks so that a falling block can not move beyond the narrow chute, the playing field can then no longer be moved left or right and the chute will fill with blocks until it reaches the top when a miss is scored. When three misses are scored, the game is over.

In Game B, the players have 3 rounds of 60 seconds each to try and score as many points as possible by forming complete rows. Every time they clear a row, points are awarded (similar to Game A) and in addition, a few more seconds are added back on the clock extending the time they have in the round. When the timer reaches 0, however, a miss is scored. The game ends after the third miss.

Tetris Jr. was recreated unofficially on itizso.itch.io[77] and can be played with a controller, mouse, keyboard, or touchscreen.

Mario the Juggler

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Mario the Juggler is the last Game & Watch game released in the New Wide Screen series on October 14, 1991. It is a single-screen single-player game. The gameplay is similar to that of the first Game & Watch game, Ball.

Super Mario Bros. 35th Anniversary Edition

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Super Mario Bros. 35th Anniversary Edition

This limited 35th Anniversary Edition Game & Watch version of Super Mario Bros. has a full-color pixel screen. It has several modes: NES versions of Super Mario Bros. and Super Mario Bros.: The Lost Levels; another new Mario-themed variant of Ball; and traditional Game & Watch clock features. The size and shape of the hardware is similar to the Wide Screen series, plus a cross-shaped D-pad like the Donkey Kong model. It was released on November 13, 2020.[30][78]

The Legend of Zelda 35th Anniversary Edition

[edit]
The Legend of Zelda. 35th Anniversary Edition

This limited edition 35th Anniversary Edition Game & Watch version of The Legend of Zelda has a full-color pixel screen. It has several modes that include the NES/Famicom versions of The Legend of Zelda and Zelda II: The Adventure of Link in various languages, both Japanese and international Game Boy versions of Link's Awakening in various languages, a new Zelda-themed variant of Vermin, playable timer and playable traditional Game & Watch clock. The size and shape of the external hardware is similar to the Game & Watch Wide Screen series, plus a cross-shaped D-pad like on the Zelda (Game & Watch). This edition was released on November 12, 2021.[31][79]

Compilations

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[edit]

Game & Watch Gallery, known in Japan and Australia as Game Boy Gallery,[80] is a series of Game & Watch compilations release for the Game Boy line between 1995 and 2002. Four of these compilations were later re-released via the Virtual Console service on the Nintendo 3DS and Wii U.

Beginning with Game & Watch Gallery (1997), each entry in the series includes both "Classic" and "Modern" versions of the featured games. The Classic versions aim to replicate the original Game & Watch gameplay and presentation, while the Modern versions reimagine the games with updated graphics and characters from the Mario series. Not all included games feature both modes. The compilations often include supplementary galleries that document the history of the Game & Watch series. The first four entries are compatible with the Super Game Boy, displaying borders that resemble the original Game & Watch hardware when played on the Super Nintendo Entertainment System.

The series consists of five releases:

Other compilations

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Two additional Game & Watch compilations for the Nintendo DS, titled Game & Watch Collection and Game & Watch Collection 2, were released through the Club Nintendo rewards program in 2006 and 2008 respectively. The first compilation includes dual-screen games Donkey Kong, Green House, and Oil Panic.[70] The second includes Parachute, Octopus, and a dual-screen mode combining elements from both.[63]

Additionally, the Japanese-language software Kanji Sonomama Rakubiki Jiten DS (2006) features unlockable versions of Ball, Manhole, Judge, and Flagman.[82][83]

Multiple Game & Watch games, including remakes in the style of Game & Watch Gallery, were planned for distribution via Nintendo e-Reader cards, but Manhole was the only card that was released.[84]

References

[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The Game & Watch series comprises approximately 60 releases of handheld electronic games produced by from 1980 to 1991, each integrating simple LCD-based gameplay with built-in clock and alarm functions. Designed by pioneering Nintendo developer , the series marked 's entry into portable gaming and became a global success, with 43.4 million units sold worldwide as of 2010. These devices were innovative for their time as the first portable LCD videogames featuring a in , evolving through various form factors such as Silver, Wide Screen, Multi Screen, Tabletop, and to enhance gameplay mechanics like depth and interaction. This list catalogs all titles in chronological order of release, highlighting their original Japanese and international names, series type, and notable features, providing a comprehensive reference for collectors and enthusiasts of early handheld gaming . Many games drew inspiration from everyday scenarios or featured early appearances of iconic characters like , laying groundwork for future franchises. The series has seen modern re-releases, including anniversary editions as recent as 2021.

Overview

History and development

The Game & Watch series was invented by Nintendo engineer in 1980, during a period when the company was struggling financially as a toymaker in the late 1970s, following earlier setbacks like the failure of Yokoi's Laser Clay shooting gallery system that incurred significant debts. Inspired by observing a fiddling with a on a bullet train, Yokoi envisioned a compact, discreet handheld device combining gaming with timekeeping functionality, leveraging affordable LCD technology developed by Sharp to create simple, engaging portable entertainment. This innovation marked Nintendo's pivot toward electronic toys, helping stabilize its finances amid a shifting market away from traditional playthings. The series debuted with in April 1980, a basic juggling simulation, initiating a production run of approximately 60 original titles that continued until 1991. Over its lifespan, the line evolved from rudimentary single-screen LCD games—such as early entries like Flagman and —to more sophisticated variants, including multi-screen models for added depth (e.g., Oil Panic) and wide-screen formats with scrolling mechanics and licensed characters, like which sold 8 million units. These advancements introduced key hardware features, such as the controller, and refined gameplay complexity while maintaining the series' emphasis on accessibility and portability. The Game & Watch's success, with over 43 million units sold worldwide, laid the groundwork for Nintendo's dominance in handheld gaming and directly influenced the design of the Game Boy, released in 1989 under Yokoi's leadership, by proving the viability of battery-powered, LCD-based portable systems. Yokoi's philosophy of ""—repurposing mature, cost-effective components for innovative uses—became a cornerstone of 's approach to portable devices. However, after the commercial failure of the in 1995, Yokoi departed in August 1996 to take responsibility for the project's shortcomings, though his legacy endures as the pioneer of modern handheld gaming, shaping an industry that continues to thrive on portable play.

Hardware variants

The Game & Watch series evolved through several hardware variants, each introducing refinements in screen technology, form factors, and input mechanisms to enhance portability, visibility, and gameplay depth while maintaining the core hybrid design of a handheld game integrated with timekeeping functions. All variants featured a , alarm, and , powered primarily by compact button-cell batteries such as LR43 or LR44, and used simple button layouts for controls—early models relied on 2-4 action buttons, while later ones incorporated directional pads as precursors to the modern for more intuitive navigation. The initial single-screen variants laid the foundation with basic LCD displays. The Silver series, launched in 1980, offered compact handheld form factors in vertical or horizontal orientations, utilizing a simple segmented LCD screen for essential graphics and animations, with inputs limited to red action buttons for game control, time setting, and reset functions. The subsequent Gold series in 1981 improved upon this by enhancing LCD contrast for sharper visuals in similar flat handheld designs, often including a wire loop stand for tabletop viewing, while retaining the same battery-powered clock and alarm features. Building on single-screen designs, the Wide Screen variant (1981-1982) expanded the horizontal LCD display to a wider , enabling more detailed graphics and side-scrolling perspectives in a broader handheld form factor, with button inputs adapted for increased playfield interaction. This was later refined in the New Wide Screen series (1986), which maintained the wider LCD but incorporated minor ergonomic updates for better portability and visibility. The Multi Screen variant (1982-1985) marked a significant advancement with dual monochrome LCD screens connected by a hinge in a clamshell form factor, allowing layered gameplay across two displays—such as foreground and background elements—while introducing early controls alongside action buttons for more complex inputs. In contrast, the Tabletop series (1983-1984) shifted to a larger, stationary form factor with a prominent playfield LCD screen flanked by side-mounted controls, including elements in some units, powered by larger C-cell batteries for extended use. Later variants emphasized visual enhancements. The Panorama series (1983) featured an expansive single panoramic monochrome LCD screen in a foldable handheld form factor, providing a broader for immersive horizontal with standard button and inputs. The Super Color series (1984-1985) introduced tinted visuals through color filters overlaid on the LCD in vertical handheld designs, adding subtle hues to monochrome animations without increasing power demands, controlled via action buttons. Finally, the Crystal Screen series (1986-1988) employed a reflective, transparent LCD without a traditional , improving outdoor visibility by leveraging ambient light in wider handheld form factors, with simplified single-button inputs in some iterations.

Special models

The Panorama series, released between 1983 and 1984, introduced a distinctive panoramic design featuring a single LCD panel with a mirrored backing and folding lid with translucent plastic overlay to create an immersive, wide viewing experience. This hardware innovation allowed for wider gameplay fields compared to standard models, enhancing visual depth in titles such as , , Donkey Kong Jr., Mario's Bombs Away, , and Donkey Kong Circus. Unlike earlier series, the Panorama units emphasized licensed characters and broader landscapes, marking a shift toward more cinematic handheld presentations. The Micro Vs. System, launched in 1984, represented a rare foray into competitive multiplayer hardware with a wide horizontal LCD screen and two detachable wired controllers for head-to-head play. This setup supported two-player versus modes or single-player against the computer, diverging from the solo-focused core series and appealing to arcade-style competition in a portable format. Only two titles were produced: Hockey and , making the series extremely limited in production and availability. International variants expanded the Game & Watch footprint through licensed adaptations and clones, particularly in regions outside and . In , some units were rebranded under names like tricOtronic with minor casing color variations or localized labeling to comply with regional markets, while maintaining core hardware. In Asia and the , the IM series by the state-owned company produced unauthorized clones starting in the mid-1980s, replicating mechanics from originals like and ; notable examples include the IM-02 "Nu, Pogodi!" (a Mickey & Donald clone) and IM-32 "Well, Just You Wait!", which used similar LCD technology but with Soviet-themed artwork and simplified electronics. These variants numbered over a dozen models and were mass-produced for local distribution, reflecting the series' global influence despite licensing restrictions. Promotional models featured custom casings and engravings for corporate tie-ins, often distributed as giveaway items rather than retail products. Companies such as Bosch, , and commissioned variants with branded exteriors on standard hardware, typically limited to hundreds of units per run and focused on popular titles like Oil Panic or . These editions highlighted the device's versatility for advertising, with altered aesthetics but unchanged gameplay internals. End-of-line specials included the Crystal Screen series from 1986, which utilized a transparent acrylic overlay on the LCD for a see-through effect, adding a premium visual flair to late-production units. Titles like Super Mario Bros., Climber, and benefited from this design, which improved durability and aesthetics while signaling the series' evolution toward clearer displays. Later releases, such as the 1989 multi-screen Zelda and the 1991 New Wide Screen Mario the Juggler—the final original —incorporated refined overhead and wide-view mechanics with crystal-like enhancements, serving as capstones to the hardware lineage before shifted focus to the Game Boy.

Original games

Ball

Ball is the inaugural title in Nintendo's series, released on April 28, 1980, as part of the Silver hardware variant featuring a single LCD screen. This debut game marked Nintendo's entry into portable electronic gaming, utilizing a microprocessor-driven LCD display to create an interactive experience integrated with timekeeping functions. In the game, players control a juggler character who must keep up to three balls in the air by catching and tossing them using the device's left and right buttons, which move the character's hands horizontally across the screen. The objective is to maintain the for as long as possible without allowing any ball to hit the ground, at which point the round ends and the score resets based on the duration achieved. There are two modes: Game A limits the player to two balls for easier play, while Game B introduces the full challenge with three balls, emphasizing timing and precision in a real-time action format. The controls consist of a simple two-button setup on either side of the device, allowing intuitive left-right movement without complex inputs, and scoring is displayed via seven-segment digital digits that track the seconds survived or balls successfully juggled. Designed by , Ball drew inspiration from everyday "withered technologies" like LCDs and the of commuters, adapting electromechanical concepts into a compact, battery-powered handheld that combined play with a and alarm. As the series starter, it established the core formula of accessible, single-screen LCD gameplay that influenced subsequent titles and laid groundwork for Nintendo's future portables.

Flagman

Flagman is a developed and published by as part of its series. Released in in June 1980, it is the second title in the series following and belongs to the Silver series, featuring a single horizontal LCD screen and four buttons arranged in two pairs on either side of the display. The game utilizes a Sharp calculator chip for its electronics, emphasizing simple memory-based mechanics over physical action. In gameplay, players replicate sequences of signals displayed by an on-screen character who raises flags or lifts feet, each corresponding to one of four numbers (1 and 2 for the left and right flags, 3 and 4 for the left and right feet). The character demonstrates the pattern step by step, accompanied by distinct beeps for each signal to aid , after which a represented by five squares appears, requiring the player to input the sequence accurately by pressing the matching buttons within the time limit. Game A mode begins with patterns of one step and progresses up to eight steps per round, while Game B mode starts at three steps and extends to twelve steps with a stricter time constraint for faster-paced challenges. A mistake at any step ends the current round, and successful completions advance to longer patterns, testing and timing. As one of the earliest Game & Watch titles, Flagman stands out for its non-action-oriented design, focusing instead on rhythm and recall through visual and auditory cues rather than real-time dodging or catching, which differentiates it from contemporaries like . The beeps provide essential rhythmic feedback, enhancing the signal-mimicry experience without complex graphics or multi-screen layouts. Additionally, the unit includes a basic clock function, allowing it to double as a timepiece when not in play mode.

Vermin

Vermin is the third title in Nintendo's series, released on July 10, 1980, in as part of the initial Silver lineup. The game utilizes a silver-cased single-screen LCD handheld with a vertical orientation, powered by batteries, consistent with the early Silver series design that emphasized compact, portable play. In , the player controls a positioned in front of a , using a to strike moles emerging from five ground holes to prevent them from invading and damaging the garden. The controls feature a cross-shaped directional pad for horizontal movement across the screen and a dedicated to swing the mallet at appearing moles, requiring quick positioning and timing as each mole only stays exposed briefly before attempting to escape. If three moles successfully reach the garden without being hit, the player loses a life, with the game ending after three lives are depleted; the pace accelerates as the round progresses, increasing the challenge. This entry introduces directional input to the series, enabling left-right navigation that distinguishes it from prior button-only titles and adds a layer of spatial awareness to the pest-control mechanics. Thematically, it portrays urban-adjacent garden maintenance, where the protagonist acts as an exterminator defending against vermin in a domestic setting, emphasizing reaction-based extermination over complex strategy. Scoring awards points for each mole struck—typically 10 per hit—while misses contribute to life loss, encouraging precision to achieve high scores.

Fire

Fire is a in Nintendo's series, released on July 31, 1980, as part of the Silver lineup. It features a vertical single-screen LCD display, characteristic of the early Silver models, which emphasized compact, portable design with simple yet engaging mechanics. The game simulates a scenario, where players must save occupants from a burning multi-story building, marking it as one of the series' initial forays into action-oriented gameplay. In the core gameplay, players control two positioned at the base of the screen holding a . People appear at various windows of the animated burning building and jump downward; the objective is to maneuver the net left or right to catch them mid-fall and bounce them safely toward a waiting ambulance on the side of the screen. Successful rescues earn points, with scoring increasing based on the height from which the person falls, while missing a jumper results in a life lost—three misses end the game. As play progresses, the pace accelerates, more jumpers appear simultaneously, and the illusion of additional floors is created through sequential window animations, heightening the urgency and challenge of timely positioning. This vertical animation technique was among the first in the series to simulate depth on a static screen, contributing to its distinctive visual style. The game employs two action buttons for controls: the left button shifts the net rightward, and the right button shifts it leftward, allowing precise horizontal adjustments under time pressure. Its steep difficulty curve, driven by escalating speed and multi-jumper scenarios, often leads to rapid game overs, even for skilled players, which became a hallmark of early titles. A Wide Screen re-release followed on December 4, 1981, expanding the format while retaining the core mechanics.

Judge

Judge is a handheld electronic game in Nintendo's series, released on October 4, 1980, as part of the Silver series. It features a single-screen LCD display with a silver metal frame and was available in green and purple color variants, powered by two LR43 batteries. The hardware includes a and alarm function, typical of early models, allowing players to use it as a timepiece alongside gaming. The gameplay centers on a competitive confrontation between two judges wielding hammers, emphasizing quick decision-making and risk assessment. In both single-player (Game A, against the computer) and two-player (Game B) modes, participants must react to randomly generated numbers from 1 to 9 displayed above each judge after a brief timer. The player decides whether to press the "HIT" button to swing the hammer at the opponent or the "DODGE" button to evade; success depends on comparing numbers—if the player's number is higher or equal, hitting awards 3 points, while dodging when lower awards 2 points, with the goal of reaching 99 points first. Incorrect actions, such as hitting with a lower number or dodging with a higher one, grant points to the opponent instead, adding a gambling element since numbers are revealed only after the choice. As gameplay progresses, the pace intensifies with faster number reveals and timer intervals, increasing the challenge and requiring sharper reflexes. Unique to Judge is its introduction of simultaneous two-player support in the series, enabling head-to-head competition without alternating turns, which marked a shift toward multiplayer dynamics in Game & Watch titles. The green version contains a minor bug where dodging sometimes awards only 1 point to one player, resolved in the purple revision for balanced scoring. This game also influenced later Nintendo titles, notably inspiring the "Judge" side special move for Mr. Game & Watch in the Super Smash Bros. series.

Manhole

Manhole is a handheld LCD game developed and published by Nintendo as the inaugural title in the Game & Watch Gold series, released on January 29, 1981. The device features a single vertical-screen display with a distinctive gold-colored casing, marking an upgrade in aesthetics and durability from the earlier Silver series handhelds. In the game, players control a construction worker tasked with urban maintenance by covering open manholes on city streets to prevent pedestrians from falling into the sewers below. The playfield is divided into upper and lower streets, with manholes randomly opening as pedestrians approach from both sides; the worker carries a single manhole cover and must use the device's two buttons to move left/right and up/down between the streets, positioning it over the openings in time. If a pedestrian safely crosses over a covered manhole, the player scores points, while failure results in a "miss" and loss of a life after three misses. The game includes two modes: Game A at a standard pace and Game B with increasing speed for greater challenge. The scoring system awards 1 point for each pedestrian who crosses safely, with bonus clears of all misses upon reaching 200 or 500 points, encouraging high-score pursuits and replayability through speed runs on the faster Game B mode. Its theme of everyday urban hazard avoidance highlights the series' focus on simple yet tense real-time decision-making, contributing to its enduring appeal among collectors and retro gaming enthusiasts.

Helmet

Helmet is a single-player action game released by Nintendo on February 21, 1981, as part of the Gold series of Game & Watch handheld devices. It features a horizontal single-screen LCD display, model number CN-07, allowing for broader lateral movement compared to earlier vertical layouts in the series. The game was also released under the title Headache in the United Kingdom due to cultural connotations of the original name. In the gameplay, players control a positioned at the base of two buildings, tasked with crossing from the left side to the right while avoiding tools—such as hammers, saws, and ladders—falling from above. The worker moves left and right using the device's buttons, emphasizing precise timing to dodge the descending hazards, which appear at random intervals across the screen. A on the right building opens periodically for a limited time; successfully guiding the worker inside when open scores five points and advances the round, while three hits from tools result in a miss, and three misses end the game. Every three dodged tools earn one point, encouraging sustained evasion. The game's design highlights the evolving capabilities of single-screen Game & Watch hardware, providing a wider field for dynamic horizontal action. It achieved commercial success, with over one million units sold worldwide. As difficulty progresses, the falling tools increase in speed, heightening the challenge and requiring quicker reflexes from the player. Miss counters reset at score milestones of 200 and 500 points, offering brief relief in longer sessions.

Lion

Lion is a handheld LCD video game developed and published by as part of its series. Released on April 29, 1981, in , it belongs to the Gold series and uses model number LN-08. The hardware features a single-screen vertical display in a gold-colored plastic case, typical of the early titles, with button inputs for controlling on-screen elements and a function. This release marked the eighth and final entry in the Gold series, concluding 's initial wave of compact, single-screen handhelds before shifting to wider formats in subsequent lines. In Lion, players control two lion tamers positioned on either side of a central cage, using chairs to prevent three lions from escaping. Lions periodically lunge toward the left or right bars, and the player must press the corresponding button to extend the chair and push the lion back, timing the action precisely to avoid misses. The game includes two difficulty modes: Game A limits escapes to two lions at a time, while Game B involves all three, with lions increasing in speed as the player's score rises. The circus-themed setting immerses players in a taming scenario, where successful defenses maintain the performance without interruption. Scoring awards 2 points for each lion successfully returned to the cage, with accumulated misses cleared upon reaching 200 and 500 points to extend play. A 's escape deducts one of three lives, ending the game upon depletion and prompting a restart from the last cleared milestone. The mechanics emphasize reaction time and positioning, distinguishing from evasion-focused titles in the series by prioritizing containment over pursuit.

Parachute

Parachute is a single-player handheld game in Nintendo's series, released on June 19, 1981. It belongs to the Wide Screen series, marking the debut of this hardware variant with its elongated LCD display designed for horizontal gameplay. In the game, players assume the role of a captain tasked with rescuing parachutists who jump from a and descend into shark-infested waters below. The objective is to position the boat directly beneath each falling parachutist to catch them safely, earning points for successful rescues while avoiding collisions with patrolling sharks that can end the game if three parachutists are lost. The wider screen provides a sense of horizontal navigation, simulating a side-scrolling perspective as the helicopter moves across the display and sharks swim in from the sides. Controls are simplified for the handheld format, utilizing a single button to maneuver the boat left and right across the bottom of the screen. This design emphasizes timing and precision, as the boat's movement is direct and responsive to button presses, allowing players to track multiple descending figures simultaneously.

Octopus

Octopus is a in Nintendo's series, released in Japan on July 16, 1981. It belongs to the Wide Screen series, featuring a larger LCD display that allows for horizontal across a wider field compared to earlier models. The game was developed under the direction of and represents an early evolution in the series toward more dynamic obstacle avoidance mechanics. In the game, players control a scuba diver descending a from a salvage boat to retrieve treasure from a sunken at the , while avoiding the extending tentacles of a guarding . The octopus's four tentacles move in patterns—three on the right extend and retract randomly, while the left one shifts up and down—creating a hazardous path that requires precise left and right movements using the device's two control buttons. Contact with any results in the loss of the current diver, with the player starting with three lives; depleting all lives ends the game. Game B mode increases the speed of the tentacles for added difficulty. This title introduces interactive enemy elements to the Game & Watch lineup, marking the first instance where players must actively dodge moving hazards rather than static or predictable ones, which adds tension through the unpredictable tentacle motions. The urgency stems from the need to navigate quickly to collect treasure before risks mount, as the diver can carry multiple items but must return to the to deposit them safely. Scoring awards 1 point for each piece of treasure collected from the chest and an additional 3-point bonus upon successfully returning to the , encouraging repeated dives while managing the threat of the .

Popeye

Popeye is a handheld in Nintendo's series, featuring the iconic sailor man from the long-running and . Released on August 5, 1981, in and shortly thereafter in other markets, it marked the debut of licensed characters in the lineup, secured through a partnership with , the rights holder for the property. The game utilizes the Wide Screen hardware format, which provides a larger display area compared to earlier models, allowing for more detailed side-scrolling action across a boat deck setting. In the core gameplay, players control positioned on a boat, tasked with punching bottles hurled at him by his rival from the opposite side of the screen while catching food items tossed by to build strength. Hearts collected from successful catches fill a meter that grants temporary invincibility and scoring bonuses, but the real power comes from cans, which appear periodically and transform Popeye into a supercharged state. occasionally descends on a swing for , rewarding players with extra points and a brief if Popeye times his jump correctly. The game operates in two modes: Game A focuses on basic bottle-dodging and collection, while Game B introduces additional hazards like a jumping to heighten the challenge. Difficulty escalates progressively as bottles are thrown faster and more frequently, testing player reflexes and timing; failure to punch them away results in damage to Popeye's . Consuming not only boosts Popeye's speed and punch range but enables aggressive counterattacks, allowing him to knock overboard for massive points and a temporary reprieve from assaults. This mechanics blend defensive survival with opportunistic offense, emphasizing the as a pivotal element that ties directly into the character's lore.

Chef

Chef is a in Nintendo's series, released on September 8, 1981, as part of the Wide Screen hardware variant. This model featured a larger LCD screen to accommodate more complex visuals compared to earlier single-screen designs, allowing for horizontal gameplay layouts. The game was produced with the model number FP-24 and estimated sales exceeding 1,000,000 units. In Chef, the player controls a chef positioned at the bottom of the kitchen screen, tasked with catching falling ingredients—such as sausages, onions, and eggs—using a frying pan and flipping them back into the air to simulate cooking. The objective is to prevent any food from hitting the floor, where a mouse would retrieve it, resulting in a miss; three misses end the game. As items are juggled, they gradually cook, indicated by color changes on the LCD, but must be kept airborne to avoid loss. A cat perched on a shelf intermittently extends a fork to steal airborne food, introducing an element of unpredictability and requiring quick reactions. Game A mode limits juggling to three items for standard play, while Game B increases this to four for heightened challenge. This dual-task multitasking—managing multiple falling objects while countering the cat's interference—highlights the game's emphasis on timing and coordination. The controls consist of separate buttons: side buttons move the chef left and right across the screen to position the pan under falling items, while a central button activates the flip action to launch caught food upward. This setup demands precise inputs to handle simultaneous threats, making Chef one of the few early food-themed entries in the Game & Watch lineup, focusing on kitchen preparation dynamics rather than defensive mechanics seen in other titles.

Mickey Mouse

Mickey Mouse is a handheld electronic game in Nintendo's series, featuring a licensing agreement with to use the character. Released on October 9, 1981, it belongs to the Wide Screen series and uses model number MC-25. As the second Game & Watch title to incorporate a third-party licensed character, following earlier that year, it marked an expansion of Nintendo's partnerships with popular cartoon properties. In the game, players control , who stands at the base of four slopes leading from hen houses on either side of the screen. Eggs roll down these slopes at increasing speeds, and the player must press one of four buttons to move left or right to catch them in a basket before they hit the ground and break. occasionally appears to halve the penalty for any missed eggs, adding a helpful dynamic to the action. The game operates in two modes: Game A uses three hen houses with misses resetting after every 100 eggs caught, while Game B employs all four houses with a faster pace and misses resetting only after multiples of 500 eggs, ending after three consecutive misses. International versions show variations in artwork and branding due to licensing differences. and , the game was released simultaneously as , with Mickey and Minnie replaced by a generic fox character and hens to avoid royalties, though the core mechanics remain identical. Scoring is based on the number of eggs successfully caught, with each one adding one point to the total; dropped eggs increment a "MISS" counter that determines conditions in each mode.

Egg

Egg is a handheld electronic game in Nintendo's Game & Watch series, released on October 9, 1981, as part of the Wide Screen hardware line with model number EG-26. This single-screen, single-player title features a farm-themed scenario where the player controls a positioned at the base of a hen house to collect eggs laid by hens. The game was never released in due to its use of a wolf or character, which may have conflicted with local sensitivities, and it sold fewer than 250,000 units worldwide. In gameplay, eggs roll down one of three ramps in Game A mode or four ramps in Game B mode, and the player must maneuver the fox left and right to catch them in a basket for one point each. Missing an egg causes it to break on the ground, deducting one life, while a miss occurring when a hen is visible on a ramp costs only half a life; the game ends after three full lives are lost. Achieving 200 or 500 points resets all accumulated misses, providing opportunities for extended play. The fox's movement is controlled via the device's buttons, emphasizing timing and positioning to handle multiple descending eggs simultaneously. Egg marked the conclusion of the initial Wide Screen production run, following titles like and preceding the shift toward multi-screen and panoramic formats in later releases. Its farm setting highlights hens in nests above the ramps, creating a simple yet engaging egg-collection mechanic distinct from prior Wide Screen games focused on rescue or pursuit themes. Difficulty escalates as the player's score rises, with eggs rolling faster down the ramps and the need to track and catch more eggs at once, testing reflexes and multitasking on the limited screen space. Hens occasionally appear to pop out, adding a layer of since catching an egg under those conditions incurs a reduced penalty.

Turtle Bridge

Turtle Bridge is a in Nintendo's series, released on February 1, 1982, as part of the Wide Screen lineup with model number TL-28. The device features a single wide horizontal LCD screen, allowing for broader gameplay areas compared to earlier vertical formats, and is powered by two AA batteries. It was developed and published by and represents one of the early entries in the series' expansion to more dynamic action-oriented titles. In the game, the player controls a character tasked with transporting three items—a pink suitcase, a green suitcase, and a brown box—across a river from the left side to the right side of the screen. The crossing is achieved by jumping on the backs of five turtles that serve as makeshift stepping stones, which periodically submerge and resurface, requiring precise timing to avoid falling into the water and losing a life. Alligators swim through the river, posing an additional hazard; contact with them also results in a lost life. The objective is completed when all items are delivered, with the game ending upon success or depletion of the three available lives. This cross-the-road style mechanic emphasizes rhythm and positioning over the series' typical collection or protection themes. Controls consist of two buttons on : one to move the character left and one to move right, enabling jumps between turtles and navigation across the screen. The Wide Screen format's horizontal orientation enhances visibility of the river and hazards, distinguishing it from narrower single-screen games by providing a continuous view of the crossing path. As an early Wide Screen title, Turtle Bridge helped pioneer horizontal gameplay layouts in the Game & Watch series, influencing subsequent releases with expanded visual fields.

Fire Attack

Fire Attack is a in Nintendo's series, released on March 26, 1982, as part of the Wide Screen lineup. The game features a horizontal single-screen LCD display and was developed by R&D1, with model number ID-29. It centers on defending a fort from attackers attempting to set it ablaze, reflecting the series' emphasis on simple yet challenging action mechanics suited for portable play. In the gameplay, the player controls a defender equipped with a tomahawk-like at the base of the screen, tasked with protecting the central fort structure. Attackers appear in two forms: figures resembling Native American chiefs positioned at the top who hurl flaming downward, and smaller characters at the bottom who climb ladders to ignite the fort's base with matches. The player must swing the hammer left or right to strike the falling torches or knock away the climbing enemies before they succeed, requiring precise timing and positioning across the wide display. Difficulty escalates as the game progresses, with faster enemy movements and more frequent attacks in Game B mode compared to the standard Game A. A miss occurs whenever a torch lands or an enemy reaches the fort, causing visible damage; three misses end the game, but the player starts with three lives. Scoring rewards successful defenses with 2 points per hit on a or . Reaching 200 or 500 points without any misses triggers a 30- to 50-second bonus period where hits are worth 5 points each, and one miss is forgiven at these milestones to extend play. This system encourages consistent performance and quick reflexes, hallmarks of early titles. The game's fort-defense premise marked an early exploration of vertical threat progression on a horizontal layout, influencing later entries in the series. Fire Attack was later recreated in the 2002 Game Boy Advance compilation , where it was modernized with characters like replacing the original figures to address dated stereotypes.

Snoopy Tennis

Snoopy Tennis is a developed and published by as part of its series. Released on April 28, 1982, in and internationally shortly thereafter, it was the 18th title in the lineup and marked the final entry in the Wide Screen format, which features a horizontal orientation with a single LCD screen for fluid animation across a broader playfield. The game holds a license from the comic strip created by , making it the first title to feature characters from the beloved franchise and the series' inaugural sports simulation. In the game, players assume the role of , competing in a match against rivals such as initially and at higher difficulty levels. The action unfolds on the device's screen, divided visually into court areas with a central net; Snoopy must position himself to return incoming balls served from the opponent's side, with the ball bouncing realistically based on angle and power. Successful returns keep the rally going, while misses result in lost points, and the game's pace accelerates over time to increase challenge, leading to multiple stages before . This setup emphasizes timing and positioning in a competitive athletic context, distinguishing it as an engaging one-on-one sports experience within the series' typically varied styles. The controls consist of three buttons: two directional buttons to move Snoopy up and down along his side of the court, and a third button to swing the racket and strike the ball when positioned correctly. This simple yet responsive input scheme allows for quick reactions essential to the tennis mechanics, with no complex navigation required. Notably, the game's instruction leaflet incorporates illustrations of Peanuts characters on the button labels, a unique design touch shared only with the earlier Fire Attack title in the series. Overall, Snoopy Tennis achieved commercial success, with an estimated 1.2 million units sold worldwide, contributing to the enduring popularity of licensed content in Nintendo's early handheld efforts.

Oil Panic

Oil Panic is a in Nintendo's series, released on May 28, 1982, as part of the Multi Screen hardware line with a vertical dual-screen design (model OP-51). The game features a gas station attendant tasked with managing an oil leak to prevent spills, reflecting an early environmental awareness theme in video games by simulating cleanup efforts at an industrial site. Its vertical screen layout enhances the mechanics, mimicking the real-world downward flow of oil from a leaking pipe to collection points. In gameplay, oil drips from a pipe on the upper screen, where the player controls the character to catch drops in a bucket by moving left and right using the device's buttons. Once the bucket fills, the player switches to the lower screen—accessed by pressing a dedicated button—to position the character under a rooftop oil drum and empty the contents by tilting the bucket. This cooperative-style passing mechanic requires quick timing to avoid overflow, with successful empties advancing the score and three lives lost if oil hits the ground or the drum overflows. The game's difficulty escalates as the leak rate increases over time, introducing faster drops and more frequent leaks to challenge player coordination between screens. High scores are achieved by maintaining a steady of catching and emptying, with the environmental motif underscoring the urgency of spill prevention in an era of growing ecological concerns.

Donkey Kong

Donkey Kong is a handheld electronic game in Nintendo's Game & Watch series, released on June 3, 1982, as the second title in the Multi Screen lineup. It utilizes a vertical dual-screen format with an orange clamshell design, introducing Nintendo's cross-shaped directional pad (D-pad) for controlling the protagonist's movements. This adaptation draws directly from the 1981 arcade hit Donkey Kong, condensing its platforming action into a portable format while preserving the core rescue narrative. The gameplay centers on Jumpman—a carpenter character later renamed —climbing a multi-level construction site to save his girlfriend Pauline from the rampaging ape , who holds her captive atop the structure. Across four repeating stages viewed on the dual LCD screens, players guide Jumpman up ladders, jump over or avoid oil drums and fireballs hurled by Donkey Kong, and wield a temporary to smash enemies and barrels. The lower screen handles the initial barrel gauntlet, while the upper screen focuses on the pie factory and rivet-removal finale, where Jumpman uses a tool to dismantle the platform beneath Donkey Kong, causing his defeat and Pauline's rescue. Lives are lost upon contact with hazards, with the game ending after all are depleted. This title marks the first appearance of the Mario character in a handheld format, debuting him as Jumpman in a portable adaptation of his arcade origins. Unlike the full arcade version's broader level variety, the Game & Watch edition streamlines the experience to the iconic 25-meter stage and rivet puzzle, emphasizing quick reflexes and precise timing in a compact device. Scoring rewards skillful play, with points awarded for jumping over rolling barrels (1 point per jump on the first girder, 2 per dodged barrel on the second), using the to destroy obstacles, and clearing stages by defeating (20 points per victory). Bonuses double after reaching 300 points without mistakes, and an extra life is granted upon hitting that threshold even with errors, encouraging repeated plays to achieve high scores.

Donkey Kong Jr.

Donkey Kong Jr. is a developed and published by as part of the Game & Watch series. Released on October 7, 1983, it utilizes the Panorama Screen hardware, a horizontal variant of the multi-screen format featuring a with a color filter overlay for enhanced visual appeal. This version builds on the series' tradition of LCD-based gameplay while introducing a wider, landscape-oriented display to accommodate more expansive level structures. The core gameplay centers on controlling as he navigates a vertical structure composed of cages, platforms, and vines to rescue his imprisoned father, , from 's captivity. Players must climb vines, traverse horizontal gaps, and collect a key at the top while evading hazards like electrified wires, aggressive snapping jaws released by , and direct pursuits from the captor himself. The game's mechanics emphasize precise timing and , with levels progressing in difficulty through increasingly complex vine arrangements and faster enemy movements. Successful key retrieval allows to unlock the cage, culminating in a brief victory sequence before the next stage begins. A distinctive aspect of is its introduction of a familial dynamic, portraying Donkey Kong as a protective and his son as the heroic rescuer, which adds emotional stakes to the platforming challenges. The horizontal multi-screen layout facilitates maze-like levels that prioritize lateral movement and swinging across gaps, differentiating it from more vertically constrained titles in the series. Controls are straightforward yet integral to the experience, featuring directional buttons for left-right movement and climbing, a jump button to leap between platforms or vines, and a grab function to latch onto and swing from vines for momentum-based traversal. This control scheme rewards skillful vine swinging to bypass obstacles efficiently, enhancing the game's rhythmic, arcade-style pacing. As a role-reversal sequel to the earlier title, it shifts perspective to the antagonist's offspring.

Mickey & Donald

Mickey & Donald is a in Nintendo's series, released on November 12, 1982. It utilizes the Multi Screen format with vertically stacked dual LCD screens, allowing players to manage actions across two separate views of the game environment. This title marks one of the few Disney-licensed entries in the series, featuring and as cooperative protagonists in a scenario. In the game, players control both characters simultaneously to combat a fire in a multi-story building. On the upper screen, stands on the roof and moves left or right to aim a hose, spraying water downward to extinguish flames that spread across the structure's windows. On the lower screen, positions a ladder against the building and climbs up or down to plug leaks that appear in the hose, which runs vertically along the side; these leaks reduce water pressure if not addressed promptly, limiting 's ability to fight the fire effectively. The mechanics emphasize coordination between the two characters, as failure to manage leaks leads to insufficient water flow, allowing the fire to intensify and potentially reach the roof. The game's cooperative design highlights the dual-character dynamic unique to this Disney collaboration, requiring players to alternate attention between screens to balance offense and maintenance tasks. Difficulty escalates as fires spread more rapidly over time and leaks become more frequent, challenging players' multitasking skills within the constraints of limited water supply and screen space. Successful fire suppression rewards players with a celebratory scene involving , while unchecked blazes result in humorous failures, such as Donald's tail igniting.

Green House

Green House is a handheld developed and published by , released on December 6, 1982, as part of the Multi Screen series. The title utilizes a horizontal dual-screen hardware format, characteristic of the Multi Screen line, where the upper screen displays the greenhouse environment and the lower screen shows the playable character. This design enables simultaneous monitoring of threats above and player actions below, enhancing the strategic element of garden defense. Gameplay centers on pest control in a gardening simulation, where the player assumes the role of Stanley the Bugman, the first appearance of the character who later stars in 3. On the upper screen, inchworms ascend vines toward four potted flowers, while spiders descend from the ceiling via threads; the objective is to prevent these pests from eating the flowers, thereby maintaining the garden's health. Stanley moves left and right on the lower screen and sprays upward via button presses, with a ladder connecting the screens for vertical navigation when necessary. The pace is methodical, requiring precise timing to intercept bugs before they damage the plants, contrasting with the frenetic action of many contemporary titles. If three flowers are consumed, the game ends, emphasizing sustained vigilance over rapid reflexes. The game's progression incorporates escalating difficulty, as pests appear more frequently and move faster over time, adding layers to the defensive routine without introducing explicit growth cycles for the plants themselves. Scoring rewards accuracy and proximity: players earn 1 to 3 points per inchworm based on how close it is to a flower when sprayed (higher points for nearer threats), and similar scaling for spiders, with sprays farther from flowers yielding fewer points but repelling the pest. At 300 points, the score multiplier doubles until a miss occurs, providing bonuses for flawless defense streaks, while wilted or eaten flowers result in point deductions through game overs. This system incentivizes proactive garden maintenance, blending simulation elements with arcade scoring mechanics.

Donkey Kong II

Donkey Kong II is a in Nintendo's series, released on March 7, 1983, for the Multi Screen format, which features a vertical with two stacked LCD screens connected by a hinge. This hardware allows seamless transitions between the lower and upper displays, enabling gameplay that spans both screens simultaneously. The game serves as a direct sequel to the 1982 Game & Watch, but diverges by emphasizing a rescue mission over pure platforming challenges. In the game, players control Donkey Kong Jr., who must collect four keys scattered on the lower screen and transport them to the upper screen to unlock chains binding his father, Donkey Kong, who is held captive by Mario—a rare antagonistic role for the character. Enemies such as snapping turtles (Snapjaws), electrical sparks, and birds patrol the platforms, requiring precise timing to jump over or avoid them while carrying keys; dropping a key or touching an enemy costs a life. The upper screen focuses on inserting keys into locks, with points awarded based on completion speed (5 to 15 points per key) and bonuses for error-free runs (an additional 5 points per key and 20 points for full rescue). This mechanic introduces puzzle-like strategy in route planning and enemy evasion, shifting from the original game's barrel-dodging focus to object collection and placement across screens. The game includes two modes: Game A with reduced enemies after the first unlock, and Game B with persistent threats for increased difficulty. Controls are handled via a directional pad (D-pad) for left-right movement and climbing between screens, paired with an action button for jumping, marking an evolution from earlier Game & Watch titles. Successful rescues advance the game, with lives lost upon three misses; accumulating 300 points without errors doubles the score or awards an extra life. Unique to the series, Donkey Kong II highlights vertical navigation in its Multi Screen design, tying back to the Donkey Kong franchise's early portable adaptations while prioritizing methodical key placement over relentless action.

Mario Bros.

Mario Bros. is a handheld LCD in Nintendo's series, released on March 14, 1983, exclusively in as the 25th title overall and the sixth in the Multi Screen lineup. It utilizes a horizontal with two side-by-side LCD screens connected by a hinge, allowing players to open the device like a book for gameplay while incorporating a digital clock and alarm function on the reverse side. Powered by two LR44 batteries, the unit weighs approximately 142 grams and was produced in quantities exceeding 1.25 million units. In the game, players control Mario and his newly introduced brother Luigi working together in a bottling plant to load packages onto a delivery truck using a series of conveyor belts spanning both screens. Mario operates on the lower screen, retrieving pallets from a dispensing machine and placing them on the initial conveyor belt, while Luigi manages the upper screen, advancing the pallets across multiple belts before assembling and tossing completed packages into the truck, which holds up to eight items. Controls consist of simple up and down rocker switches for each character, with gameplay progressing in levels where conveyor speeds increase over time; dropping three pallets results in a game over, accompanied by scoldings from on-screen bosses after each miss. Scoring awards one point per pallet moved and ten points per full truck load, with a brief intermission following successful deliveries. This title marks the debut of Luigi as a playable character, predating his appearance in the arcade game of the same name by four months and establishing the cooperative dynamic between the Mario brothers in Nintendo's handheld library. Unlike the later arcade version, which features platforming and pest extermination in a sewer setting, Mario Bros. for Game & Watch focuses on industrial teamwork without enemies or combat elements. It supports simultaneous two-player cooperative mode, allowing one player per character, though it can be played solo by controlling both. Some units were distributed as promotional tie-ins, such as versions branded for Campari in the Netherlands.

Mario's Cement Factory

Mario's Cement Factory is a in Nintendo's series, released on June 8, 1983, as part of the New Wide Screen lineup. This version features a horizontal dual-screen design with LCD displays, allowing for a wider field of view compared to earlier models in the series. The game places in an industrial setting, departing from his typical adventure roles to portray him as a factory worker managing cement production. In the gameplay, Mario navigates platforms and elevators across the two screens to oversee cement mixing and delivery. On the upper screen, cement pours from conveyor belts into hoppers, which Mario must time precisely by pulling levers to direct the flow into containers without causing overflows or spills that could clog the system. Once the containers reach capacity—typically holding a set amount like three loads—Mario transports them downward via elevators to pour the mixed cement into waiting trucks on the lower screen. Failure to manage the timing results in spills, leading to lost lives, while successful pours advance the factory operations and build the score. The game includes two modes: Game A for standard play and Game B for increased difficulty with faster-moving elements and random platform positions. Scoring emphasizes efficiency in production logistics, awarding one point for each load emptied from the upper hoppers and two points for deliveries to the lower trucks, reflecting the progression from mixing to transport. Penalties occur for errors such as overflows, which deduct a life, or if Mario falls from platforms, ending the game after three lives are lost. This mechanic underscores the game's focus on precise timing and resource management in an industrial environment, distinguishing it from action-oriented titles in the series.

Snoopy

Snoopy is a title released on June 5, 1983, in the Table Top series and on August 30, 1983, in the Screen series (horizontal format). It marks the second licensed game by , following Snoopy Tennis from 1982. In the game, players control as he jumps between multiple platforms to strike musical notes produced by Schroeder playing the piano, preventing them from falling and disturbing Woodstock's sleep below. The Screen version features a wider horizontal display with colored filters for the background and characters, enhancing the visual representation of the strip scenario. Hazards include mistimed jumps that cause notes to miss, reducing the score and potentially ending the game if too many are lost.) The controls consist of two buttons for moving left and right across the platforms and jumping to intercept the descending notes, requiring precise timing to maximize points. This rhythm-action mechanic adds realism to the comic-inspired theme by simulating 's playful interference in Schroeder's music sessions.

Rain Shower

Rain Shower is a single-player in Nintendo's series, focusing on protecting laundry from sudden rain. Released on August 10, 1983, it belongs to the Multi Screen series and utilizes a horizontal dual-screen handheld format, allowing players to view and interact with two separate LCD screens simultaneously. The gameplay centers on a boy who has hung to dry on clotheslines outside his two-story house, only for storm clouds to appear and rain to start falling vertically across both screens. The upper screen depicts the upper floor's with its clothesline, while the lower screen shows the ground-level yard and its corresponding line, connected by stairs in the middle. Players control the boy, moving him left or right with the directional pad to position him beneath a clothesline, then pressing action buttons to slide the line horizontally and reposition the hanging out of the path of descending raindrops. Successful avoidance scores points for each raindrop that passes harmlessly, but any drop hitting a shirt registers as a miss; accumulating three misses results in . Every 100 points, the rain pauses briefly as the sun emerges, awarding a bonus before resuming. A distinctive element of Rain Shower is its domestic laundry theme, emphasizing quick household protection against rather than or motifs common in other titles; in the harder Game B mode, mischievous crows periodically interfere by shifting the clotheslines in the opposite direction, adding unpredictability. Difficulty escalates progressively as raindrop speed and density increase with the score, demanding faster navigation between floors via the central stairs to manage both levels effectively—early stages feature sparse drops, but later ones overwhelm with rapid, overlapping falls that test multitasking and timing.

Lifeboat

Lifeboat is a in Nintendo's series, released on October 25, 1983. It belongs to the Multi Screen subcategory, featuring a horizontal dual-screen design where the left screen depicts the operation near a burning , and the right screen shows the journey to shore. The game emphasizes a maritime theme, with players controlling lifeboats to save passengers jumping from the flaming ship into shark-infested waters. In the gameplay, players use the left and right directional buttons to maneuver one or two lifeboats across both screens, catching falling passengers who must land safely aboard without exceeding the capacity of four people per boat. Once loaded, the boats must be rowed to the right screen to unload passengers at a dock, while avoiding aggressive sharks that can attack and cause passengers to drown if the boat is full or poorly positioned. Game A mode provides two separate lifeboats for easier management, whereas Game B challenges players with a single lifeboat that transitions between screens, increasing the pace and requiring precise timing to handle multiple jumpers simultaneously. An alarm feature on the shore can be activated to temporarily extinguish the ship's fire, slowing the rate of jumpers and offering strategic relief during intense sequences. The maritime setting distinguishes Lifeboat with its nautical hazards and , where the limited capacity of each boat forces players to balance rescue speed against safe unloading to prevent losses from attacks or . This adds a layer of , as delaying unloading risks drownings, while hasty movements might miss incoming jumpers. Scoring awards one point for each successfully rescued and unloaded , with missed catches or encounters resulting in deductions through —typically three misses end the game.

Mario's Bombs Away

Mario's Bombs Away is a in Nintendo's series, released on November 10, 1983, exclusively in . Developed and published by , it belongs to the Panorama Screen series and uses model number TB-94. The device features a single wide-format LCD screen oriented horizontally, measuring 98 mm wide, with dimensions of 98 mm (W) x 21 mm (H) x 146.5 mm (D) and a weight of 205 grams including batteries. Powered by two LR44 or SR44 batteries at 3V, it offers approximately five months of battery life under normal use. In the game, players control a military-uniformed navigating a battlefield on the panoramic screen. The objective is to receive a lit from a comrade on the left side and transport it to another on the right without letting it be ignited by enemy torches or ground-level oil fires. Mario moves left and right along the bottom of the screen using the control pad, while the raise (A button) and lower (B button) actions help him avoid hazards and pass the . After five successful deliveries to the right side, the accumulated bombs explode the enemy trees (worth 10 points each), clearing the path and advancing the game. Hazards include patrolling enemy s wielding torches that move up and down in Game A mode or faster downward in the harder Game B mode, as well as random flaming oil spills that can detonate the if Mario steps in them. Players have three lives, represented by icons; a miss occurs if the explodes, ending the game upon the third failure. Scoring emphasizes careful navigation, awarding 1 point per step taken rightward with the bomb, 5 points per delivery, and bonus points for tree explosions. Reaching 300 points without misses doubles subsequent scores and resets the miss counter until a failure occurs, with a maximum score cap of 999. The game's tension builds through the constant threat of explosion, requiring precise timing to dodge enemies and spills while maintaining forward progress. It was rereleased digitally in the 2002 Game Boy Advance compilation Game & Watch Gallery 4, adapting the mechanics for modern controls. Notable for its unusual depiction of Mario as a soldier in a war-like jungle scenario—possibly inspired by the —the title stands out in the series for its thematic departure from typical plumber adventures. Worldwide sales were modest, estimated at under 250,000 units, making it one of the rarer entries in the lineup. The device also includes standard features like a time and alarm function, though these are separate from gameplay.

Pinball

Pinball is a handheld developed and published by as part of the Game & Watch series, released on December 5, 1983. It belongs to the Multi Screen hardware variant, utilizing a vertical dual-LCD screen design to replicate a table divided across two displays for an extended playfield. Approximately 250,000 units were produced worldwide, making it one of the more limited releases in the series. The gameplay simulates traditional arcade mechanics, where players launch a single metal ball using a spring-loaded on the lower screen and manipulate two flippers to propel it upward and prevent drainage. The ball interacts with fixed bumpers and dynamic targets on both screens, with the upper screen featuring gates and ramps that the ball must navigate to advance through multiple levels of the playfield. Controls are limited to button-activated flippers and bumpers, emphasizing precise timing to trap the ball, build momentum, and execute angled shots for optimal trajectories. In Game A mode, players receive three balls to maximize points before game over; Game B introduces a countdown miss counter starting at 200, ending the game upon depletion, with extra balls awarded every 10,000 points. This title stands out in the Game & Watch lineup for its non-character-driven theme, instead focusing on abstract physics-based simulation tailored to the handheld format. The dual-screen setup provides a larger vertical play area than single-screen models, enabling more intricate ball physics, including realistic bounces off angled surfaces and variable speeds upon bumper contact. Scoring rewards strategic play, with basic hits on bumpers yielding 10 to 50 points, gate passages granting 100 to 500 points, and sequential combos activating temporary multipliers up to 5x for escalated rewards, culminating in jackpot sequences worth up to 1,000 points when all gates are cleared in order. The Multi Screen form factor, while distinct from the cabinet-like Tabletop series, enhances immersion by visually separating the launch zone from the scoring objectives.

Black Jack

Black Jack is a in Nintendo's series, released on February 15, 1985, as part of the Multi Screen lineup with model number BJ-60. The device features a vertical dual-screen design in a clamshell case, where the upper LCD screen displays the dealer's hand and the lower screen shows the player's hand, allowing for simultaneous visibility during play. Unlike most entries in the series, which emphasize action and platforming, Black Jack adapts the casino , marking a rare departure into gambling-themed simulation for Nintendo's early handhelds. In the primary mode, Game A, players compete against the computerized dealer to build a hand value as close to 21 as possible without exceeding it. The game begins with a virtual bankroll of $500, from which players wager between $1 and $100 per hand using the bet buttons before cards are dealt—two face-up to the player and two to the dealer (one face-up, one hidden). Card values follow standard blackjack rules: numbered cards (2-10) are worth their face value, face cards (jack, queen, king) are 10 points each, and aces count as 1 or 11 at the player's discretion. Players then decide actions via four buttons: hit (draw another card, up to five total), stand (end turn), double down (double the bet for one additional card), or enter to confirm; pair splitting is not available, simplifying the rules from full casino variants. The dealer must hit on 16 or less and stand on 17 or more, with outcomes determined after both hands are complete: a player win doubles the bet payout, a blackjack (ace plus 10-value card) pays 3:1, ties return the bet, and losses forfeit it, continuing until the bankroll reaches $0. A secondary mode, Game B, shifts to a slot-machine-style mini-game where players attempt to stop five cycling numbers (3-7) on the lower screen to form matching sets for payouts, starting again from $500 and ending at $0, adding variety to the simulation. The game's rules emulate standard odds with a programmed house edge favoring the dealer over time, reflecting play without real monetary risk, though exact probabilities are not publicly detailed. This focus on strategic in betting and card play distinguishes Black Jack from the reflexive timing of other series titles like , while its pure chance-based elements contrast with performance-oriented games such as Circus.

Donkey Kong Circus

Donkey Kong Circus is a in Nintendo's series, featuring the titular character in a circus-themed balancing act. Released on September 6, 1984, exclusively in , it belongs to the Panorama Screen series and uses model number MK-96. The hardware incorporates a wide panoramic LCD display with a folding mirror mechanism and tinted plastic filters to produce enhanced color visuals, distinguishing it from earlier monochrome entries in the lineup. This marked the first title in the series to feature with such color-tinted effects, upgrading the visual presentation of the franchise. In the gameplay, players control , who balances atop a large barrel in a warehouse setting while performing a routine to entertain an audience, including observing from the side. Donkey Kong must catch falling pineapples and time button presses to throw them upward, maintaining their spin on three rotating plates balanced on poles to keep the circus show going. Fireballs occasionally drop alongside the pineapples, and catching one burns Donkey Kong's hands, causing him to drop items; reacts by mocking him in such cases. The game operates in a single-player mode across two difficulty levels (Game A and Game B), with the panoramic screen providing a broader view of the action compared to standard formats. As difficulty progresses, the number of items Donkey Kong must juggle increases, requiring precise timing to prevent plates from stopping and falling, which ends the performance and costs a life. Three missed items result in , with the goal to achieve the highest score by sustaining longer routines. This title serves as an enhanced reskin of the earlier Panorama game , adapting the spinning-plate juggler mechanic to while adding franchise-specific elements like the fireballs and character interactions.

Boxing

Boxing is a handheld electronic game in Nintendo's Game & Watch series, released on July 31, 1984, as the debut title in the Micro Vs. System hardware line with model number BX-301. Designed for competitive play, it simulates a one-on-one boxing match where players control a boxer aiming to knock out an opponent through strategic punches and dodges. The game supports both single-player mode against an AI opponent (Game A) and two-player versus mode (Game B), making it one of the few entries emphasizing direct head-to-head interaction in the series. The centers on timing-based , with the LCD screen divided into an upper section displaying torso actions like punches and guards, and a lower section showing leg positioning for footwork and evasion. Players must adjust their boxer's stance—high for upper body defense or low for body shots—while delivering or avoiding attacks to deplete the opponent's meter, depicted as depleting bars that result in a upon reaching zero. Successful strategy involves anticipating opponent moves, as mistimed punches leave the player vulnerable to counters, adding depth to the simple LCD mechanics. Controls utilize the innovative Micro Vs. System design, featuring two detachable mini-controllers connected via retractable cables, each with a directional pad for stance adjustments (up for high guard, down for low, left/right for dodging or returning to position) and a dedicated punch button for executing jabs or hooks. This setup enables simultaneous input from both players, fostering real-time competition without alternating turns, a departure from many prior titles. The game's focus on punch timing and damage accumulation highlights its role as a sports simulation, with knockouts determined solely by meter depletion rather than complex combos.

Donkey Kong 3

Donkey Kong 3 is a handheld electronic game developed and published by as part of its series in the Micro Vs. System line, marking the third entry in the franchise on the platform. Released on August 20, 1984, in , , and , it adapts the 1983 arcade shooter of the same name into a competitive multiplayer format. The game introduces Stanley, a bug exterminator, as the new protagonist in place of Jumpman (later known as ), shifting the series from platforming to a fixed shooter mechanic centered on spraying. In this version, gameplay occurs on a single amber-tinted LCD screen divided into two symmetric sides, with one player controlling Stanley on the left and the other controlling on the right. Bees descend from the top of the screen toward the plants at the bottom; players move their character up and down a fixed column and press buttons to spray , which eliminates bees on their side and pushes surviving ones toward the opponent's garden. If three bees reach a player's plants, they lose a life, with the goal to outlast the opponent over multiple rounds. Game A mode pits a human player against an AI opponent, while Game B enables simultaneous two-player versus play, emphasizing strategic spraying to defend while disrupting the foe. The Micro Vs. System hardware supports this rivalry with separate control inputs for each side, and the game incorporates the series' signature clock and alarm functions for real-time play. Limited spray capacity requires precise timing, as overuse depletes the canister, forcing repositioning to refill from a central source. This design highlights defensive tactics over the arcade's vine-climbing exploration, using color filters on the LCD to distinguish bees and add visual variety to the insect horde.

Donkey Kong Hockey

Donkey Kong Hockey is a handheld video game developed and published by as part of its series. Released on November 13, 1984, it belongs to the Micro Vs. System line, which emphasizes competitive two-player gameplay through a single LCD screen and two detachable circular controllers that store inside the unit for portability. The game simulates an match between teams led by and , where each player controls their team's forward positioned on one side of the rink. Using the to move left and right and a to swing the , players pass and shoot the puck toward the opponent's while avoiding blocks from a moving . The opposing team's goalie provides automated defense, attempting to intercept shots, adding a layer of strategic timing to puck control and positioning. The colorless LCD display distinguishes teams by character silhouettes and simple animations, with no color differentiation used. Gameplay supports both single-player mode against a computer-controlled opponent and a versus mode for head-to-head competition, making it one of the few titles designed specifically for direct multiplayer interaction on the go. The progresses until one scores 10 goals, with no structured periods or for ties—instead, the game emphasizes rapid puck exchanges and defensive maneuvers in a continuous format. Hockey serves as the final entry in the three-game Micro Vs. System series, following and , and highlights Nintendo's early innovations in portable versus gaming hardware.

Spitball Sparky

Spitball Sparky is a single-screen handheld LCD video game developed and published by in 1984 as the inaugural entry in the Game & Watch Super Color series. The game utilizes a portrait-oriented display with colored filters applied over the LCD segments to produce red, green, and yellow hues, marking an advancement in visual presentation for the series without employing true color liquid crystals. In the core gameplay, players control Sparky, a character with a trumpet-shaped mouth positioned at the bottom of the screen, who catches a descending ball and spits it upward to strike and destroy a formation of blocks at the top. The trajectory and power of each spit are controlled by the duration the button is held while the ball is in Sparky's mouth, allowing for angled shots that simulate archery-like precision in aiming at targets. The objective is to clear all blocks within a time limit to advance levels, with successful clears resetting the formation for higher scores. Game B mode introduces variants such as blinking blocks that require two hits to eliminate, adding layers to the target-hitting mechanic. The game's difficulty escalates progressively through increased ball speed, additional blocks, and dynamic elements like moving walls that alter the ball's path, demanding quick adjustments in timing and positioning. This creates a challenging environment where precision is key to avoiding misses that end the round. As the first Super Color title, Spitball Sparky exemplified Nintendo's experimentation with enhanced visuals in handheld gaming, providing an expansive vertical playfield that emphasized vertical momentum and strategic shot control over horizontal exploration.

Crab Grab

Crab Grab is a single-player handheld LCD game developed and published by as part of the Game & Watch series in the Super Color line. Released on , 1984, it bears the model number UD-202 and represents the second and final entry in the short-lived Super Color series, which introduced colored cell filters over the LCD display for enhanced visual distinction. In the game, players control Mr. Grab, a simple animated character resembling a round figure with eyes, who navigates across four vertically aligned, color-coded columns on the screen. , depicted as "demon crabs," continuously emerge from the bottom of each column and climb upward, stacking against a red line at the top. To prevent the stacks from reaching the bottom and pinching the player—which costs a life (with only three lives total)—the player moves left and right to position under a specific column and presses upward to shove the entire stack higher. Successfully pushing a stack beyond the red line eliminates the and clears space. The series features two modes: Game A, where eliminated re-emerge from the bottom after a brief pause varying by column color, and Game B, which spawns continuously without pauses for increased intensity. Contact with a moving during pushes also results in a life loss, adding a layer of timing-based risk similar to avoidance mechanics in other arcade titles. Points are awarded for each eliminated by pushing stacks off the top, with the core objective revolving around clearing the uppermost row of to progress levels and maintain a bonus timer. This timer begins at 20 points per level completion and increases by 5 points each subsequent level, up to a maximum of 70, providing escalating rewards for sustained performance; if the timer expires, an additional row of appears, heightening difficulty. The colored columns aid in quick identification during rapid play, and the vertical orientation of the Super Color hardware emphasizes upward progression, distinguishing it from the horizontal focus of many prior titles.

Tropical Fish

Tropical Fish is a handheld electronic game in Nintendo's series, released on July 8, 1985, as part of the New Wide Screen hardware line. Model number TF-104, it features an expanded LCD display measuring approximately 2.25 inches diagonally, allowing for more detailed visuals compared to earlier models. The New Wide Screen format, a revival of the original Wide Screen series from the early , incorporates multi-layered LCD technology for smoother animations and enhanced graphics, marking a technical evolution in the series. In the game, players control a character holding a fishbowl to catch colorful that leap out of an aquarium on one side of the screen, preventing them from falling to the floor where a waiting devours them. The objective is to transfer the caught fish to a second empty aquarium on the opposite side, maintaining balance between the tanks. Game A mode features fish jumping predictably from right to left, while Game B introduces bidirectional jumps for increased challenge, with the game ending after three misses. Controls involve two buttons to position the fishbowl left or right and raise it to catch the fish, emphasizing timing and precision in a single-player, single-screen setup. This title stands out as one of the rarer entries in the series, with production estimated at under 250,000 units worldwide, contributing to its collectible status today. Its gameplay draws direct inspiration from the earlier game, adapting the rescue mechanic to a domestic pet-care scenario, but with the New Wide Screen's improved display enabling more vibrant, animated fish movements. was developed by R&D1 and released internationally, including in under the title Tropical Fish (トロピカルフィッシュ).

Squish

Squish is a in Nintendo's series, released on April 17, 1986, exclusively outside Japan as part of the Multi Screen lineup. It features a vertical dual-screen design typical of the series, with the upper screen displaying the antagonist and controls for moving walls, while the lower screen shows the playable maze area. The game draws inspiration from Nintendo's earlier NES title , adapting its maze-navigation mechanics to the handheld LCD format. In the core gameplay, players control Ziggy the Mazeman, a blue-gloved character wearing a hat and shoes, who navigates a scrolling top-down maze on the lower screen to avoid being crushed by descending walls. The antagonist, Grumpy—an alien-like figure on the upper screen—manipulates four movable walls to trap Ziggy against the edges, creating tense evasion challenges. Game A mode emphasizes survival, with points awarded for each frame Ziggy remains alive, while Game B introduces collection objectives by requiring players to capture four stationary "maze bugs" positioned in the room's corners before advancing. These bugs, depicted as simple cartoonish insects, must be approached and grabbed without getting squished, adding a layer of risk-reward to the navigation. Difficulty escalates progressively as the walls descend at increasing speeds, narrowing safe paths and demanding precise timing for left-right movements via the device's buttons. In Game B, the bugs respawn if not collected promptly, compounding the chaos as more appear over time, though the core mechanic remains evasion rather than direct confrontation. The game's humor emerges through the whimsical bug designs—small, expressive insects that contrast the perilous setting—and Ziggy's exaggerated, bouncy animations when narrowly escaping walls. As the final Multi Screen title, Squish exemplifies the series' shift toward more intricate dual-screen interactions before Nintendo transitioned to Crystal Screen and New Wide Screen formats.

Super Mario Bros.

Super Mario Bros. is a handheld developed and published by as part of its series, released in June 1986. It marks the debut of the Crystal Screen hardware variant, which utilizes a transparent LCD panel for enhanced visibility and a reflective display optimized for outdoor use. This model features an ergonomic design with a cross-shaped and two action buttons, distinguishing it from earlier opaque-screen iterations in the series. The gameplay condenses the core mechanics of the 1985 title into a single-screen LCD format, tasking players with controlling on a side-scrolling mission to save Princess Toadstool from . traverses platforms by jumping to avoid hazards and enemies, including , Bullet Bills, and Lakitu, while collecting coins for points; simplified level designs draw from the NES game's early worlds, emphasizing progression through linear stages with time limits and distance goals. Power-ups such as the Super Mushroom temporarily enlarge , granting improved jumping ability and the capacity to defeat certain foes by stomping. The game spans eight selectable worlds totaling 72 levels, each culminating in a confrontation or maze-like challenge leading to Bowser's castle; successful world completion triggers a brief animated sequence of the princess rewarding with a kiss before the cycle repeats for higher scores. This structure prioritizes replayable adventure elements over the NES version's full scope, adapting complex elements like pipes and fire flowers into more basic interactions suitable for the handheld's constraints. A New Wide Screen re-release followed in 1988 with 32 levels and improved screen clarity, but the original Crystal Screen edition remains notable for pioneering the reflective technology that influenced later portable designs.

Climber

Climber is a in Nintendo's series, released on July 4, 1986, as part of the Crystal Screen lineup with model number DR-802. This version features a transparent crystal screen that improves visibility by allowing light to pass through, enhancing the display of the game's colorful graphics compared to earlier opaque LCD models. A New Wide Screen variant followed on March 8, 1988, but the original Crystal Screen edition established the game's core design. In Climber, players control a young protagonist known as Climber, who ascends a towering fortress or block mountain to train as a , aiming to reach 25 successive summits while scoring points for each level cleared. The gameplay blends action-platforming with climbing elements, requiring precise jumps across moving platforms, destructible blocks, and hazardous obstacles like thorn plants to avoid falls and progress upward. Climber is equipped with special items such as high-jumping boots, protective armor for breaking through ceilings, and a that reveals a for , adding strategic depth to the ascent. Key mechanics emphasize timing and avoidance: players must jump to shatter obstructive blocks, evade roaming Blockmen enemies—which can be temporarily neutralized by luring them into holes to create safe platforms—and dodge other hazards, with contact resulting in loss of a life. Every five levels, a boss encounter occurs against , where Climber wields a and receives assistance from the bird companion Hentori to deliver strikes and clear the path. The single-screen format limits the view to the immediate climbing area, demanding quick reactions to maintain momentum and prevent fatal drops, while the Crystal Screen's clarity aids in spotting these dynamic elements. As the second title in the three-game Crystal Screen series, Climber represents a hybrid of puzzle-solving—through environmental interactions like block destruction and enemy manipulation—and vertical climbing action, distinguishing it within the Game & Watch library for its focus on upward progression and resource-limited challenges. The game's ergonomic design and optional plastic pouch accessory for a mountainous backdrop further enhanced its portability and immersive appeal.

Balloon Fight

Balloon Fight is a title in Nintendo's series, released internationally in March 1987 on Crystal Screen hardware. The game was initially launched in on November 19, 1986, as the 51st entry in the series. The Crystal Screen variant utilized a colorful LCD display with backlighting capabilities, allowing for brighter and more vivid visuals that effectively simulated expansive sky settings. In Balloon Fight, players control the protagonist known as Balloon Man, who floats using a jet pack to navigate a side-scrolling sky environment. The core gameplay involves collecting 25 balloons per stage, each containing pieces of a torn map leading to the lair of the antagonist sky pirate Oiram Repus; balloons are "popped" upon contact to secure the pieces and advance. Players must adjust altitude with the jet pack and dive strategically to reach the balloons while avoiding patrolling sparks that can cause the character to plummet into the sea below, resulting in a lost life. Every eight stages, a boss phase requires dodging intensified spark patterns to progress, with bonus rock platforms offering temporary rests and extra point opportunities. The game features over 200 procedurally varied stages, emphasizing endurance and precision in aerial maneuvering. This iteration draws inspiration from the broader franchise, which debuted as the arcade title VS. Balloon Fight in 1984, introducing themes of aerial combat and balloon-based navigation. The Crystal Screen's enhanced brightness was particularly suited to the game's open-sky aesthetic, distinguishing it from earlier handheld formats. supports single-player mode focused on collecting against environmental challenges like sparks, with a separate New Wide Screen re-release in 1988 adding competitive two-player simultaneous gameplay where one player controls Balloon Man and the other operates the sparks as an .

Bomb Sweeper

Bomb Sweeper is a handheld video game developed and published by as part of its series. Released in June 1987 exclusively outside , it belongs to the Multi Screen lineup, utilizing a dual-LCD screen design that folds open like a compact mirror for immersive gameplay. The device includes built-in clock and alarm functions typical of the series, with model number BD-62. The core gameplay casts the player as John Solver, a bomb disposal specialist descending into urban sewers to neutralize explosives planted by the antagonist Dynamite Jack. The top screen depicts the city surface, displaying the villain, score, and a countdown , while the bottom screen renders the underground as a network of tunnels and barriers. Using the directional buttons, players maneuver Solver through the layout, strategically pushing destructible walls to forge routes toward the hidden —typically one per level—without wasting time on dead ends. Upon locating the , it is automatically defused, but the player must then guide Solver back to the exit before the depletes, as failure triggers an that deducts one of three lives. Levels progress in rounds, with Game A mode featuring 10 mazes per cycle and a forgiving , contrasted by Game B's 15 mazes and stricter time limits for higher challenge. After each round, a bonus scrolling introduces lateral movement, testing path optimization under pressure. Unlike many action-oriented Game & Watch titles, Bomb Sweeper emphasizes turn-based puzzle elements, where each move consumes timer seconds, rewarding deliberate strategy in wall manipulation and route calculation to maximize efficiency. This shift toward logical navigation over reflexes marks it as a distinctive entry in the series, appealing to players favoring cerebral challenges. The game concludes rounds without resetting lives at milestones like 300 points, heightening tension across extended play sessions, and it was later emulated as an unlockable microgame in the 2002 Game Boy Advance compilation Game & Watch Gallery 4.

Safebuster

Safebuster is a in Nintendo's series, released exclusively outside Japan on January 12, 1988. It belongs to the Multi Screen series and uses a dual-screen with model number JB-63, allowing players to view two separate LCD panels simultaneously for its action-oriented gameplay. Approximately 500,000 units were manufactured worldwide. In the game, players control a positioned on the lower screen, tasked with protecting a bank from the antagonist known as the Wily Bomber, who appears on the upper screen. The Wily Bomber throws lit s downward toward the safe; the player must maneuver the guard left or right to catch these bombs in a tube that can hold up to three at a time. Once caught, the bombs are disposed of by moving to either the left or right edge of the lower screen and dumping them into disposal chutes, earning one point per bomb. If a fourth bomb is caught before dumping, or if a bomb misses the tube and strikes the safe, it explodes and costs the player one life; the game ends after three lives are lost. The dual-screen setup simulates a vertical bank environment, with the upper screen showing the bomber's actions and the lower focusing on the guard's defensive efforts, emphasizing quick reflexes in a crime-prevention theme. A unique bonus mechanic activates when multiple bombs are repeatedly dumped into the same chute: a flaming ignites on that side, gradually rising to set fire to the Wily Bomber's bomb supply on the upper screen. If the torch reaches the top, it causes an explosion that blasts the bomber off-screen, awarding substantial bonus points and temporarily halting bomb drops. This feature adds strategic depth, encouraging players to focus dumps on one side for high rewards while managing the risk of missing bombs elsewhere. The larger dual-panel display enables more dynamic enemy and object movement compared to single-screen titles, enhancing the sense of a heist scenario. Difficulty escalates across levels through faster bomb throws and increased frequency, within the standard 85-second game timer typical of many titles. Missing bombs not only deduct lives but can trigger alarms or additional hazards, heightening tension as the safe's integrity is threatened. Game B mode introduces variations like altered bomb patterns, further challenging player timing and positioning.

Gold Cliff

Gold Cliff is a released by on October 19, 1988, as part of the Multi Screen series. It features a dual-screen design where the upper screen depicts the cliff face and temple entrance, while the lower screen shows the interior of the . The game was developed using LCD technology typical of the late era, with a light blue clamshell case and a colorful metal cover plate. In the game, the player controls an tasked with exploring ancient to collect treasure. The core gameplay involves ascending a sheer cliff by jumping between stone platforms that cyclically appear and disappear, timing movements carefully to avoid falling. Enemies such as birds and falling rocks must be dodged, and the objective on the exterior is to grab a key from the right side of the cliff and carry it to the temple on the left to gain entry. Inside the , the player navigates additional platforming challenges to defeat a guardian and retrieve treasures before exiting. The game progresses through 24 worlds, each containing six levels that increase in speed and complexity, emphasizing precise timing and over simple reflex actions. A distinctive feature of Gold Cliff is its inclusion of a "Continue" button, marking it as the first Game & Watch title to offer this mechanic, which allows players to resume from the point of their last death at the cost of deducted points (the second being Zelda, released the following year). This innovation provided a measure of persistence in an otherwise unforgiving format, alongside basic inventory management through carrying the key without dropping it during jumps. Unlike resource-gathering games such as Oil Panic, where players collect falling droplets in containers, Gold Cliff focuses on vertical exploration and platform navigation. Scoring rewards successful treasure collection, with points awarded for each gold item retrieved and bonus multipliers for completing levels quickly and without errors, while deaths or continues result in penalties that reduce the total. Safe returns from the ruins after defeating guardians yield higher scores, encouraging repeated plays to maximize chains of successful expeditions across worlds.

Zelda

Zelda is a handheld electronic game released by Nintendo on August 26, 1989, as part of the Game & Watch series. It was developed by Nintendo R&D1 under the direction of Gunpei Yokoi and distributed exclusively in and as a standalone multi-screen device with model number ZL-65. The hardware features a vertical with two LCD screens, control buttons on the lower section, and a built-in speaker for sound effects, marking it as one of the later entries in the series before the rise of the . In this simplified adaptation of the Legend of Zelda, players control Link in an overhead view as he navigates a multi-level to collect eight pieces of the and rescue . The bottom screen handles primary action, where Link explores branching rooms connected by staircases, battles enemies such as Goblins (Moblin-like foes), Stalfos skeletons, and projectile-firing Ghosts, and manages his health via a heart-based system. Combat involves sword attacks on vulnerable enemies like Goblins, while dodging or using a shield defends against others; items like the for ranged attacks, Water of Life for health restoration, and a map for navigation appear in specific rooms to aid progression. The upper screen displays inventory during exploration and switches to boss arenas, where Link confronts dragon guardians after clearing enemy-filled rooms on each level. To defeat these bosses, players must evade fireballs and strike with the until the shard is obtained, culminating in Zelda's rescue upon gathering all pieces. As the first handheld title in the Zelda franchise, it introduced core elements like item collection and dungeon crawling in a compact format tailored to the Game & Watch's limitations.

Tetris Jr.

Tetris Jr. was a prototype handheld game developed by for its series, planned for release in March 1989 but ultimately cancelled before production. The device employed custom hardware in the Special series, utilizing a Sharp SM512 chipset and a dual (LCD) screen specifically designed to accommodate shapes across upper and lower panels, distinguishing it from standard multi-screen models like the Safebuster shell it repurposed. This made it 's inaugural adaptation of the puzzle concept, developed prior to the Game Boy's launch later that year. In gameplay, players rotate falling tetrominoes 90 degrees using a dedicated and drop them to form complete horizontal lines on the bottom screen, which clear to score points and advance levels. A distinctive mechanic allows shifting the entire playfield left or right to position pieces, rather than moving individual blocks, while a down accelerates descent for strategic placement. The prototype includes two modes: Game A, a simplified "junior" variant with fewer pieces thrown by a circus-themed and ending after three misses (scoring 7 points per single line cleared, up to 400 for four lines); and Game B, a timed challenge across three 60-second rounds where clearing lines extends playtime. Speed progressively increases with levels cleared, heightening difficulty as more lines are completed. The cancellation likely stemmed from Nintendo's focus on the forthcoming platform, avoiding market overlap with its bundled title, though only a single unit has surfaced, discovered in 2023 by Japanese collector Hiroyuki Maeda. This unreleased entry exemplified the puzzle-oriented shift in late designs amid the rising popularity of block-stacking games.

Mario the Juggler

Mario the Juggler is the final original handheld in Nintendo's series, released worldwide on October 14, 1991, as the 60th and last title in the lineup. Developed under model number MB-108, it belongs to the New Wide Screen series, featuring a dual-screen LCD design with a wider for enhanced visibility during play, though it was not released in . The game reimagines the core mechanics of the inaugural 1980 title, substituting the anonymous juggler with and incorporating Super Mario-themed elements like power-ups and enemies into the juggling routine. In the single-player experience, players control Mario's hands using the left and right buttons to catch and toss three distinct items—a heart, a (resembling a Super Star), and a —keeping them airborne to accumulate points. Game A mode places Mario in a simple circus setting alongside a Mushroom Person who periodically tosses an item toward him; successful catches and tosses earn 1 point each, while the items' falling speed gradually accelerates to heighten challenge. A dropped item incurs one miss, and accumulating three misses ends the game, though achieving 300 points clears misses for continued play. Game B mode elevates the stakes on a theatrical stage with a audience, where a hurls the items, and must juggle four objects (adding an extra heart) amid faster pacing and altered timing. Lakitu provides floating platforms for temporary support, while Hammer Brothers occasionally assist by batting items back into play, rewarding skilled timing with 10 points per catch and miss resets at 3,000 points. Before each session, a brief theme plays, emphasizing the game's ties to the broader franchise. As the series' concluding entry, Mario the Juggler symbolizes a full-circle return to juggling roots amid Nintendo's transition to cartridge-based systems like the and Super Famicom, with no further original releases following its debut.

Compilations and re-releases

The series comprises four compilation titles released by between 1997 and 2002 for the , , and handhelds, each remaking multiple classic games with dual play modes to appeal to both nostalgic players and newcomers. In Classic mode, gameplay replicates the original monochrome LCD aesthetics and simple mechanics of the 1980s handhelds, while Modern mode introduces colorful graphics, improved sound effects, and gameplay tweaks often featuring iconic characters such as or for enhanced accessibility and visual appeal. These modes enable direct score comparisons, fostering replayability and a sense of progression as players unlock additional content or virtual museum exhibits showcasing history. The series debuted with in 1997 for the Game Boy, compiling four early titles: , , , and Oil Panic, where players engage in timing-based challenges like catching falling objects or directing traffic. Released in 1998, —optimized for the Game Boy Color—added five games: , , , , and , emphasizing rescue and avoidance mechanics with vibrant modern adaptations. Game & Watch Gallery 3, launched in 1999 for the Game Boy Color, includes five titles: Egg, Green House, Turtle Bridge, Mario Bros., and Donkey Kong Jr., incorporating cooperative elements and pest-control puzzles alongside unlockable bonus games for deeper engagement. The final entry, Game & Watch Gallery 4 (titled Game & Watch Gallery Advance in and ) arrived in 2002 for the Game Boy Advance, featuring six games: , , , Mario's Cement Factory, Donkey Kong Jr., and Rain Shower, with refined controls and dynamic scoring systems that build on prior installments (unlockable bonus games include , Mario Bros., , , and ). Collectively, the series sold several million units worldwide (e.g., over 1.2 million for and 3 combined), successfully reintroducing the Game & Watch library to younger audiences through portable, bite-sized experiences that preserved the originals' charm while modernizing them for broader appeal.

Other compilations

Beyond the dedicated Game & Watch Gallery series on Game Boy platforms, several other compilations and re-release formats have preserved and updated the original LCD titles for modern audiences. These include portable software collections on later Nintendo handhelds and physical reissues in miniaturized hardware, as well as digital ports through services. In , issued two limited-edition compilations focused on Multi Screen originals. Collection (released in 2006 in Japan and 2008–2009 internationally) bundles , , and Oil Panic, replicating the dual-LCD flip design with touch-screen adaptations for modern interaction while retaining alarm and clock features. Its successor, Collection 2 (2009), includes , , and Rain Shower, adding stylus controls for precise inputs like umbrella placement in . Both volumes prioritize faithful emulation over extensive remixing, appealing to collectors with region-exclusive availability. The Nintendo Mini Classics line, launched in 1998 under license to manufacturers like and , consists of compact keychain-sized LCD handhelds reissuing over 20 titles exclusively in Western markets, such as , Oil Panic, and Mario's Cement Factory. These battery-powered units maintain the originals' single-game focus and timekeeping utilities but in a portable, affordable format without HDMI or plug-and-play TV connectivity. Digitally, the Game & Watch Gallery series (volumes 1–4) became available via Nintendo's on (2011 onward) and (2013–2016), enabling portable play of 20+ unique titles through eShop purchases, though access ended with the 2023 storefront closure—retained games remain playable offline. On Online's application (launched 2023), provides access to remakes of , Green House, Turtle Bridge, Mario Bros., and Donkey Kong Jr., along with unlockables, contributing to over 20 distinct games playable digitally as of 2025 via subscription. No new compilation software releases have occurred since 2009.

Modern anniversary editions

In the 2020s, revived the Game & Watch line with new handheld systems to commemorate key anniversaries of its iconic franchises, blending original LCD-style aesthetics with modern enhancements. These limited-production devices bundle classic games from the series alongside ports of major titles, featuring a color LCD screen, rechargeable battery via , built-in with themed animations, and save state functionality for pausing and resuming play. The Game & Watch: Super Mario Bros., released on November 13, 2020, celebrated the 35th anniversary of the original Super Mario Bros. game. It includes full ports of Super Mario Bros. and Super Mario Bros.: The Lost Levels from the NES, alongside a Mario-themed version of the classic Game & Watch title Ball, where players juggle items to prevent them from hitting the ground. Production was limited, with shipments to retailers continuing only until March 31, 2021, after which units became scarce and highly sought after by collectors. Following this, the Game & Watch: The Legend of Zelda launched on November 12, 2021, marking the 35th anniversary of The Legend of Zelda series. The system features complete ports of The Legend of Zelda and Zelda II: The Adventure of Link from the NES, as well as The Legend of Zelda: Link's Awakening from the Game Boy, plus a Link-themed variant of the Game & Watch game , in which the player exterminates pests from a . Like its predecessor, it employs similar hardware specifications, including the color screen and charging, and was produced in limited quantities without a specified end date for availability, leading to rapid sell-outs. Both systems quickly sold out upon release and have since become prized collector's items, often reselling at premiums due to their scarcity and nostalgic appeal. As of 2025, no additional anniversary editions in this modern hardware format have been announced by .

References

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