LCD Games XI: The Quest for the Crystal of Liquid Displayfulness

Haven’t done one of these since Christmas of 2023. We’re overdue, and since Super Mario Wonder is taking me forever and I’ve also been binge-playing our AtGames Legends Pinball with Sasha the Kid and the rest of my family, I’ve not been posting enough updates to IGC. When in doubt, LCD games to the rescue. So, for the first time since 2023, here’s some LCD games of the 1980s and beyond. From here on, LCD features will include six games per feature. All of these are done by Itizso. If you have any mint condition LCDs laying around that haven’t ever been translated like this, you should hook him up and preserve them FOR EVERYONE. Trust me, the nostalgia for these is off the charts. My LCD features are among the most read here. Even after taking a year off LCDs, I’m still “that girl who reviews LCD games.” I had someone tell me “you should do another spin-off. The LCD Chick!” Yea right. I need LCDs for THIS site. They’re the best pinch hitters I got! Make sure to check out my retro review index for a full list.

Go play some LCDs. Retrofab has tons, and even more coming!

But, when you look at all the LCDs that have ever been made, even with as many as I’ve done, I’ve not come remotely close to scratching the surface of this genre of games. I’ve taken atoms off the surface at best. There’s tons of LCDs I’d love to do. There’s an Attack From Mars LCD! Are you kidding me? It’s pretty rare too, so rare most databases for LCDs don’t list it. The Handheld Museum doesn’t. This one doesn’t either. That should be f’n alarming. As much as it makes Nintendo furious, I think it’s nothing short of miraculous that ROMs for every classic game console, complete libraries, are readily available. I see zero evidence it affects sales of classic games or even the second hand market. But, with LCDs, 99.9999% of them will never be in compilations. Digital Eclipse will never do a Gold Master Series release on them. When they’re gone, they are GONE, and only a handful have been preserved by translating them into digital form like the ones reviewed in these features. If you happen to own LCDs that you cherish? They’re rotting. There is nothing you can do about it. The plastic will last essentially forever, but the game stored inside it will last about as long as your average human being, give or take. The majority of video games are preserved forever. The majority of LCDs are in danger of being lost for all time. If that doesn’t make you sick, I don’t know why you even clicked this feature. So, donate your LCDs to wizards like Itizso, which is basically giving them to the entire world.

Anyway, on with the feature. And yea, two of these I’ve already posted in my daily updates that I abandoned. Whoever guessed those would last a month wins a smack in the face for being right.

SPLATTERHOUSE!!
Varie/Namco (1988)
Gameplay Type: Cross-the-Road/Combative

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I just reviewed the arcade classic Splatterhouse and its not so good Sega Genesis sequel as part of Kung-Fu Master: The Definitive Review (it makes sense, trust me). So, why not start my first LCD feature in fourteen months with the handheld version many (including myself) didn’t even realized existed? Well, it’s not famous for a reason. I don’t know if Itizso’s port plays right or not, but without exaggeration, this was easily the fastest game over I ever suffered on an LCD in my life. If it was even two seconds, I’d be surprised, and the next several games didn’t play out much better. Even after ten or so games, I spent more time listening to the intolerable opening chiptune than I did actually playing Splatterhouse. To help you visualize this, here’s what that was like in game review form. The object is to catch DEAD. The Object is DEAD. The DEAD GAME OVER. Want to try again? The object is to catch laddDEAD. ThDEAD are you f*cking kidding me on that one? The object is to catch the ladders in order to DEAD GAME OVER. Excuse me, I’m going to go have a cry now.

Seriously, that’s what it’s like when you first start. There’s no grace period for enemies, and the knives that come in from the bottom left of the screen basically spawn on the same space you occupy, meaning some double kills are inevitable. The object is, in fact, to jump up and catch ladders so that you can zig-zag three stories and fight a boss to rescue your girl. The combat and safe zones are NOT intuitive, and it takes a lot of practice to figure out the timing. It doesn’t feel even a little like Splatterhouse and actually would make for a better Donkey Kong game, but after an infuriating start, I admit, there’s SOMETHING here. It took me a long time to get the timing down for the enemies, and I’m still not comfortable describing how to beat the boss. Basically.. stand back and don’t attack when he does, I guess. I can’t say I had a good time because it’s a busy game with tiny enemies, quick deaths, and one of the most ridiculous jump animations I’ve seen, but it wouldn’t take much fine-tuning to make this worthwhile.
Verdict: NO!

BURGERTIME!!
Bandai (1982)
Gameplay Type: Cross-the-Road

On the most basic level, this plays like Burgertime. Preschool Burgertime that completely misses the point of the genre, but Burgertime nonetheless. You shimmy up and down ladders and knock exactly two patties and four buns to the bottom of the screen, and then you do it over and over again. There’s one enemy patrolling every floor that you can pepper when they’re next to you. After one level, a little bar warps around and might temporarily block a ladder. At first, I wondered how this could feel like a maze chase since there’s no maze. The answer is “they didn’t even try to replicate that.” Instead, you basically play Red Light-Green Light with the enemies and wait for them to waddle away from the burger parts. Well, unless you kill them, and you might as well do that. Unlike the coin-op, you get all your peppers back between stages. If you can’t even wait that long, you get refills from ice cream and coffee mugs that appear on the first and second floors. So unless you screw up the timing of when to use the pepper, this is just too easy. I don’t even know why they bothered releasing this if this was the best approximation they could do of Burgertime. Um.. seriously? Two channels? TWO? Wouldn’t it have made more sense to turn the screen on its side so the playfield could be bigger?
Verdict: NO!

WESTERN BAR!!
Casio (1984)
Gameplay Type: Shooting Gallery/Quick Draw

How many games have you play as an alcoholic sheriff who gets ashtrays thrown at them? At least one! And actually, Western Bar is one of the better shooting galleries I’ve played in this format. You can tell the designers took a long, hard look at the Game & Watch franchise, because this is very Nintendo-like, and I mean that in the best way. Levels are divided into two parts. In the first, you have to shoot targets that pass from the right of the screen to the left while dodging objects thrown by two patrons. From the second cycle onward, sticks of dynamite are thrown from the left of the screen that you do NOT want to shoot (when are you ever going to learn to read the instructions, Cathy?). From the third cycle onward, the bartender will catch the sticks and toss them onto the playfield, and you have to walk next to them to dump your whiskey out on the fuse. I spent far too much time on Google trying to find out if that would actually work or just blow you up faster. I never got a clear answer. Either way, the second part is a quick draw match against an outlaw. You hide behind a table. He hides behind the left of the counter, and when he pops out to shoot, all you have to do is press the fire button. But, he’s capable of faking his move, so make sure not to draw until he’s actually in his shooting cel. Western Bar is a busy game (you’ll want this on full screen) but it’s genuinely a lot of fun and one of the best LCDs I’ve played that isn’t from Nintendo.
Verdict: YES!

WESTERN SHERIFF!!
Casio (1987)
Gameplay Type: Shooting Gallery

It even looks boring.

I had high hopes for this pseudo-sequel to the previous game, but Western Sheriff has none of the intense gameplay or charm of Western Bar. You gallop automatically on a horse and when bandits pop out, you shoot them. As you ride, if you hit a barrel, your horse loses 3 out of its 10 energy points, but they can be refilled with carrots. There’s tons of carrots. Far more than enemies, actually. From the second cycle onward, enemies throw dynamite from houses that have to be avoided. So, a fairly generic, mundane LCD experience, but there is one novel twist. Despite only having left and right directions, your gun can aim in multiple different channels. So, for example, if you move left, your gun will remain pointed the same way, but then moving left a second time will adjust your gun, then moving left again will move to the next space. So, that’s interesting, I suppose. But Western Sheriff is a total slog to play. If you want a good multichannel gunslinger, Konami’s Lone Ranger is so much better. and it’s on Retrofab.
Verdict: NO!

BEAUTY SHOP!!
Bandai Electronics (1981)
Gameplay Type: Spinning Plate

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Well, this is a different theme, at least. In Beauty Shop, you have to cut and shampoo hair. While there’s only three spinning plate channels, there’s seven movement “stations” in the game. Two of them are essential towards maintaining the spinning of the plates, while two of them can score optional bonus points: a tea tray on the left of the screen and a cash register on the right. These both blink in and out of existence rapidly, though you can actually get a rhythm for when they will appear. The sheer amount of movement for a three channel game is staggering, and this is further compounded by the fact that the customers won’t always get up as soon as you perform the action. They could require multiple button presses to satisfy. The game wisely created indicators to let you know which of the three is the one about to cost you a miss. The customers raise their hands, then get “steamed” if they wait too long. Beauty Shop is a shockingly intense game, but a flawed one. I feel that I only lost after 3,000 points because I kept making plays for the cash register and tea tray. Had I ignored them completely, I really think it’d be easy to just maintain the plates indefinitely. The two bonus channels don’t really score enough to justify their risk. I hate it when LCDs do that. Beauty Shop does a better job than most at the genre, but the risk/reward balance is completely wrong.
Verdict: NO!

CUPHEAD!!
“Homebrew” by Itizso
Gameplay Type: Spinning Plate

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Cuphead is an original creation by recreation master Itizso. While it’s a typical six-channel spinning plate game disguised as a gallery shooter, there’s a big twist to this one: you’re not scoring points. Instead, you’re just trying to survive for as long as you can, with scoring measured in minutes and seconds. Unfortunately, there’s no auto-fire here. You actually do have to mash the shooting button. This isn’t a game I could put extended playtime into without annihilating my hands. I suppose the question is “does it feel like Cuphead?” And the answer is “not even a little bit.” The pea shooter’s noise, that now apparently iconic clicking sound, is here for the LCD, but otherwise, nah. I think most fans of the franchise would be disappointed that the LCD is themed more after one of the platforming segments instead of an encounter with one of the humongous, transforming bosses. But, while I don’t think this necessarily works as a Cuphead game, the addition of leaderboards makes this a one-off spinning plate experience that I enjoyed, in small doses.
Verdict: YES!

LCDs of the 1980s Part IX: RetroFab-ulous!

Merry LChristmasD! Someone named Itizso put up a massive library of LCD games on Itch.io. And, it includes the ones everyone has been waiting for. For some reason. Let’s rip this band-aid off and review.. well, the whole thing. Hell, the guy worked hard. Someone ought to, because these aren’t merely ports. He also created enhanced versions that add color to them. All you have to do is press TAB, and they usually look great. It’s a nice touch. The games include controller support and ALL of them include the packaging and instruction books. In fact, he’s only adding games he can find complete packaging/instructions for, it would seem. For Part IX, I’m doing the non-Game & Watch titles. Part X is tomorrow, and I think it’ll have a Game & Watch title or two in it. Or all of them. Every single one. But, that’s tomorrow.

The addition of the authentic instruction books is just the bee’s knees. The effort here is awe-inspiring. I’m so delighted. Thank you to Aros Games & Stuff for pointing me towards this. And ruining my week.

If you enjoy this feature, how about donating your LCDs to him? Or, you can also provide him with high-resolution scans of instruction books/boxes so that he can add even more games and preserve them for generations untold. When you look at the Handheld Museum’s list of games, it’s staggering how many LCDs haven’t been preserved or converted online. This is my 9th LCD feature, and I’m closing in 200 games, and that barely skims the surface. The effort is certainly worth it. LCD Games of the 1980s is one of the most popular features at Indie Gamer Chick. The interest is out there. Another place I’ve been able to find games is Madrigal’s Simulators. And we’ve all seen Nintendo’s Game & Watch Gallery franchise, which has been popular enough to have multiple installments. LCD games are the junk food of video games, but hey, junk food is awesome!

Itizso is constantly adding even more games. He says at least one a week. Awesome. As of the time I type this, Zelda for Game & Watch is coming. Hell, he added Tetris Jr., an unreleased prototype of what would have been the final Game & Watch. Stay tuned for Part X, coming tomorrow, for more on that.

So, thanks to EVERYONE who has ever translated an LCD game digitally for giving me one of my most popular features. I want to thank my good friend Danny Lingman, who collects LCDs. He was more familiar with the original devices than I could ever hope to be. He took time out of his schedule to test for me to make extra sure that these played accurately to the originals. There were some minor appearance issues (especially with the cabinets) but gameplay is king and these were accurate. Thank you, future Dr. Danny! And, of course, thanks to Itizso, who worked his butt off and made this feature possible. I might not have loved every single game, but that’s not on Itizso. He didn’t design the games. What he did was an absolutely amazing job translating them for this format. Really, my only BIG complaint is that, as far as I can tell, you can’t map PAUSE to the controller, or even the keyboard. I could only pause with the mouse. Fingers crossed for a future update. I could remap buttons, and that’s what’s most important. Good job, Itizso! On with the reviews, and I included screenshots of the enhanced versions. I mean, he went to all the trouble of making them, so I might as well have!

REVIEWS

For those not familiar with my way of thinking of how retro games should be reviewed, I take NO historical context into account. I don’t care how important a game was to the industry, because that doesn’t make a game worth playing today. The test of time is the cruelest test of all, but every video game must face it. I might not be here if not for Pong’s success, but I wouldn’t want to play it today. Not when there’s better options. Therefore, when I review retro games, every game gets either a YES! or a NO!

YES! means the game is still fun and has actual gameplay value when played today and is worth seeking out.

NO! means the game didn’t age gracefully and is not worth seeking out, and certainly not worth spending money on.

AIRPORT PANIC!!
Bandai Double Panel Series (1982)
Gameplay Type: Cross-the-Road/Gallery Shooter
Listing at Handheld Museum

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Airport Panic is notable for two reasons. First off, it’s solar-powered, like pocket calculators of the era were. I’m kind of surprised more LCD games of the 1980s weren’t. You’d think Nintendo would be all over that. Second, it’s one of nine LCDs by Bandai that utilizes two LCD panels laid on top of each-other, which allows for two completely different scenes. If you played this on an actual LCD, it’d even have depth and simulate 3D. That’s lost in translation, and all that’s left is a cross-the-road game and one of the worst gallery shooters I’ve ever played. The first screen is a poor man’s Frogger where you avoid traffic and dynamite thrown by a hijacker as you shimmy from the lower-left corner to the upper-right corner. After you do this three times, you move to the inside of the plane, where shooting takes over. You and the hijacker fire the slowest bullets in video game history. It’s like shooting glaciers at each-other, but it’s so much worse than that. Between you and the bad guy are seated passengers who, seemingly at random, will stand-up and take the bullets, costing you points. Honestly, I think you should GET points for shooting them. First off, who would stand up in the middle of a gunfight? Clearly these people want to die. Second, even if they didn’t want to die, if you stand up while two people are shooting at each-other above where you’re seated, you’re officially too stupid to live. The cop should switch sides and agree that this is an airplane full of people in desperate need of culling. And you have to shoot the hijacker TEN TIMES. You only had to cross the road three times. The speedier Game 2 inches towards tolerable, but the passengers sink the game for me.
Verdict: NO!

ASTERIX: HUNT FOR BOARS!!
Ludotronic & Vtech – Sporty Time & Fun (1984)
Gameplay Type: Spinning-Plate – Catcher
Listing at Handheld Museum

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A three-channel spinning plate game that quickly becomes seemingly impossible. Obelix throws what I’m almost certain is toupées at you, and you just walk into their channel. The impossibility comes from when the game gains speed and he drops one on the left side and then the right side, or vice-versa. I know my reaction time isn’t what it used to be, but the reaction time it’s asking for is literally a fraction of a second. And the problem happens regardless of which mode you play. It just happens faster in the B mode. If you could wrap-around the other side of the screen, Asterix would be playable. And also bland and uninspired, but playable nonetheless. And to think, this is a necklace? It’d be deliberately putting a “KICK ME” sign on. Only, it would presumably be on your front, and that seems like a bad idea. I wish this was competent but bland, because then I could have called this Asterix: Hunt for the BORES! Hey, the low hanging fruit is often the most delicious.
Verdict: NO!

AUTO RACE!!
Mattel Electronics – LED Handheld (1976)
Gameplay Type: Cross-the-Road
Listing at the Handheld Museum

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Behold: HISTORY! The first ever fully electronic handheld video game. Well, the first one released commercially. Utilizing focus testing, Mattel created a variety of “blank” units that had what limited gameplay could be done using strips of LEDs, then asked those in the tests what sports the LED strips most resembled. A unit that played something vaguely resembling Football won out. Auto Racing came in second, but was chosen for the launch for unknown reasons. With Sears believing the primitive devices would flop, they only asked for a small initial order of Auto Racing and Football. Of course, these went on to sell so much that Mattel decided to create Mattel Electronics and enter the video game business. Auto Race has a whopping 512 bytes of programming code which took 18 months to finish. To put it in perspective, the photographs of that 512 byte game shown in the above slideshow each contain around 90,000 bytes of data. So, if you link 175 units of Auto Race together and perform space magic on them, you can display one picture of Auto Race! Does it play well? IT’S THE FIRST HANDHELD ELECTRONIC GAME! It ain’t gonna be awesome nearly fifty years later. The idea is you have to make your way to the top of the screen four times before the timer reaches 99. You get pushed down every time you collide with another dot. Reach the top four times and the timer stops. My best time was 67 seconds. It’s remarkable that I’ve played worse games, because this is as primitive as it gets.
Verdict: NO!

BARTMAN: AVENGER OF EVIL!!
Acclaim Entertainment (1991)
Gameplay Type: Cross-the-Road – Combat
Listing at Handheld Museum
Previously Featured in LCD Games II

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I put more time into Bartman this go-around, and I still didn’t enjoy it. You start at the top of the screen, where Nelson throws walnuts at you. You have to wait for three pieces of Bartman’s costume to appear next to him. When you get all three, the action automatically moves to the bottom of the screen, where Santa’s Little Helper occasionally hands you apples. You have to move up directly next to Nelson and hit him in the face with ten of them while jumping over the watermelons and apples he throws back at you. I’m pretty sure Bartman is genuinely random, since there were moments where Nelson threw both an apple and a watermelon. I’m not entirely sure the situation was survivable. On the other hand, one time I parked right next to Nelson on the top screen, and he never threw a walnut that would hit me. I just had to wait for the three items to spawn. It even took a while, but it was like the game was stuck in a “long throw” sequence. It’s as if there was no finesse programmed into Bartman, almost like it was rushed to the market to strike while the Simpsons iron was hot. It’s not like the show will still be on the air, making new episodes 32 years later or anything and someone will be reviewing games made to distract kids for 5 minutes at best.
Verdict: NO!

BASEBALL!!
ENGINE ROOM!!
VTech Explorer Series (1984)
Gameplay Type: Spinning Plate – Catcher
Previously Featured in LCD Games VII

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Sigh. Doing the entire RetroFab collection has drawbacks, as I don’t really have a lot to add to Baseball or Engine Room. These are as basic as games can get, and I’ve already f’n done them. Three channels of catching objects. Baseball throws curve balls, but it’s not like there’s complex animation to judge. There’s only three possible locations those balls can end up. In the B-Game, the curve balls can change at the last second, but it’s not hard to judge. Engine Room is slightly more complex than I gave credit to last time, as you can earn 50 bonus points in the B-Game by pressing RIGHT against the right wall when your friend shows up with a tray of food. There’s an actual risk/reward factor there, so it’s something. Otherwise, the hook of these LCDs was the built in compass and flashlight. Presumably, there’s some 45 year old out there who got lost in the woods and was saved because they kept their trusty Game & Watch knock-off on them at all times. THIS COULD HAVE ACTUALLY HAPPENED! It’s telling how bad VTech was at creating games that the best aspect of these releases was allowing users to see photons in the dark.
Verdict: NO! and NO!

BLOCK BUSTER!!
Milton Bradley Microvision (1979)
Gameplay Type: Brick Breaker
Microvision Listing at Wikipedia
Game Listing at Handheld Museum

Man, this feature is FULL of history. This is the very first handheld with interchangeable cartridges. Love the name, too.

I laughed my ass off reading about the creation of the Microvision. All the problems this thing encountered reads like a satire. The actual device had a small LCD screen but no microprocessor. Those are contained on the carts themselves, which also would have button overlays for the base unit’s 12-button keypad. They couldn’t get enough units of the microprocessors they intended to use, so they switched to a more primitive chip that required less batteries. Thus, some units have an empty battery chamber that’s supposed to be the “spare battery holder.” Not so funny is how badly these things break down. Because the LCD screens weren’t properly sealed, the liquid crystal is prone to leaking. They also didn’t build in any protection from static electricity, so even an amount of static so small a human wouldn’t feel it would be enough to short it out. The rubber membrane over the keypad would stretch and tear easily, as well. This thing was a disaster, folks. The sad thing is, it seemed like it had potential to make pretty decent (if primitive) games. Note that I didn’t say “it had decent but primitive games.” Just the potential.

One of the most common problems with LCD games is the lack of any sense of motion. Microvision has motion blur! I can’t stress enough how much I appreciate that.

Block Buster is a Breakout knock-off through and through. I was actually impressed that it included motion blurring, making it easier to get a feel for the speed and trajectory. Of course, movement accuracy is a big issue. I figured having the actual paddle controller that was built into the Microvision would make a difference, but according to a few reviewers (including this very comprehensive one.. golly, that Pinball game sounds awful) it wasn’t as precise as a game like this requires. What’s really interesting is you can volley the ball completely vertically by hitting the center of the paddle. Once you hit this shot, you can clear that entire stack of bricks by standing still. Logically, the paddle should always be an even number of segments, so that the ball is always ricocheting at an angle, which requires you to stay on your toes and move. There is a harder option that’s only two segments wide, but with it, accuracy is an even bigger issue. I’m sure this was cool to have in 1979.. before it started breaking, I mean.. but this was always fated to age badly. It’s worth playing for a minute or two as a historic curio, but in terms of gameplay, it’s just not fun.
Verdict: NO!

CATCH A COKE!!
Bandai Electronics (1983)
Gameplay Type: Spinning Plate – Catcher
Listing at Handheld Museum

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This is neat. Catch a Coke was not sold commercially. Instead, this was a prize for vendors who sold Coca-Cola products, with gameplay that copies previous Bandai games. It’s also one of the hardest LCDs of this type I’ve played. A monkey throws cans of delicious, refreshing Coca-Colaâ„¢ across four possible channels and you have to catch them. Instead of having a fixed number of misses, below you are a series of platforms that disappear when you suffer a miss. If a second miss happens over the now destroyed platform, the game ends. Even in the A-Mode, all my games ended in the 240 – 300 range, or roughly 24 – 30 catches. By that point, the monkey is throwing so many cans at once that I’m almost certain the game reaches the point where catching ALL of them is impossible. It’s not enough to reach the space the can is on before it hits the ground. You must actually get the can while it’s still where your hands are. Once it’s past that, it’s going to be a miss. Maybe the games were made deliberately short because, get this: some genius decided to market test installing a giant version of this exact game in Coca-Cola vending machines. You know, those machines where you put your money in and less than three seconds later, you get your soda? A person actually got paid to think that it would be a good idea to install a game that lasts longer than 3 seconds into such a machine, and they weren’t fired the moment they suggested it. It makes me wonder if there was more than one form of Coke in their boardroom.
Verdict: NO!

CAVEMAN!!
Tomy Electronics (1983)
Gameplay Type: Cross-the-Road – Combative
Listing at Handheld Museum

Is that blood? I think it’s blood! Is this the first video game with blood?

I’d heard of Caveman from a few of my readers, and they insisted it was among the best LCDs out there. Hell though, I’ve heard that about other LCDs and they didn’t live up to the hype. You can imagine my surprise that Caveman actually does. It’s one of the best of its breed, with deceptively complex gameplay. Playing as a caveman, you have to knock out a dinosaur by throwing an ax at its head. Then, while it’s loopy, you have to grab an egg from underneath its feet and bring it to a pedestal. BUT, you haven’t scored yet. That doesn’t happen until you bring another egg, at which point the previous egg is banked and scores 50 points. There’s actually a reason for the delay: a pterodactyl (called a “dragon” in the instruction manual) might swoop down and take the egg off the pedestal. The dragon won’t swoop down if you’re directly next to the egg, and you can also kill it for 10 points a pop. In the higher difficulty, you have to manually collect an ax every time you throw one, and there’s two dragons right from the start. In both modes, eventually, a volcano will start erupting rocks down on you.

This was also released by Tandy/Radio Shack.

It’s a lot to keep track of, but I’ll be damned if it isn’t one of the finest examples of LCD gameplay ever. It’s not one endless chain of walking back and forth. You have to make a move for the egg, or else it’ll hatch and you’ll miss your opportunity and have to wait for another egg to roll underneath the dinosaur. You don’t just instantly collect an egg when you touch it, either. You have to wait for it to start blinking, as if you’re handling it carefully. It’s kind of immersive! How many LCDs can claim that? It’s rare that any game from this era goes to so many lengths to have a sense of immersion about it. It’s unexpected, but in the case of Caveman, it’s also really fun. My one complaint is the A mode takes a while to ramp-up, while the B Mode is so challenging that scoring even a single egg feels like an accomplishment. The A mode, slow riser that it is, stands tall as one of the best of its breed in gaming history.
Verdict: YES!

DENNIS THE MENACE!!
Tiger Electronics (1993)
Gameplay Type: Dodger

Well, on the plus side, this has some nice line art.

Dennis the Menace is a typical Tiger Electronics snoozer. You have to ride a bike while dodging various obstacles, and after scoring over 1,000 points doing this, a timed sequence starts where you have to pick up a slingshot and an aspirin into Mr. Wilson’s mouth. I had to use my PS5 controller since I had trouble with the keyboard on this one. Not that it would have mattered. The bike sequence takes FOREVER, and at one point, I was literally reaching down to pick up the slingshot and it was like the game refused to register it until I took a hit. Weird. This might actually be broken. I did manage to get to the second stage, where the teeter-totters on the side of the road are replaced by Margaret chasing you down. Logically, wouldn’t “catching you” mean you crashed your bike into her? You get six lives, which is the most I’ve ever seen in a game like this, but the lives become moot when you get to shooting sections. Those run on a 30 second timer and are an automatic all-lives-lost game over if you fail them. Are you f’n kidding me? In the history of bad Tiger LCDs, this is one of them.
Verdict: NO!

DONKEY KONG!!
Coleco Mini-Arcade (1982)
Gameplay Type: Cross-the-Road
Listing at Handheld Museum
Previously Featured in LCD Games I

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The second ever LCD I reviewed, and the first one that actually made me feel sorry for children of the 1980s. This version of Donkey Kong is housed in a gorgeous arcade cabinet, and it came packaged in a box that proclaimed “PLAYS AND SOUNDS LIKE THE DONKEY KONG ARCADE GAME!” Well, that’s a lie. The closest this comes to being true is a few of the bleeps and bloops sound like the victory/death noises from the coin-op. But, the gameplay is closer to one of those bad Donkey Kong knock-offs. The gravest inauthentic gameplay element: the hammer does nothing except earn points, like the umbrella/handbag/hat in the coin-op. You can’t smash the barrels or the fireballs. While it does include the rivet stage, there were times I died on that level where I’m not entirely sure how it happened unless you die from jumping when a fireball is on the platform above you. Jumping at an angle is a pain in the ass to begin with, since you have to hit the direction and then jump a split second afterwards, but the timing never feels consistent. And since fireballs tend to camp along the ladders/rivets, I often ended up losing via timing-out. It’s not like I expected an LCD from 1982 to be a very close approximation to Donkey Kong, but this isn’t even in the ballpark. At least I never have to play it again, now. Watch, Nintendo will end up putting this in a Game & Watch Gallery. Oof.
Verdict: NO!

EXPLORERS OF SPACE!!
Elektronika (1989)
Gameplay Type: Spinning Plate
Previously Featured in LCD Games VII

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This cold war era clone of Nintendo’s famous Egg (which itself was reskinned as Mickey Mouse, or was it vice-versa?) is one I couldn’t make any progress on. When two missiles would fire close to the same time, as soon as I stopped one, the other would immediately cause a miss. I thought “well, maybe I’m misjudging which is the closest one.” But, when I went against my instincts, I just suffered a miss faster. This was one of the few times where I drafted my family to attempt to play the game while I watched. They had the same thing happen, where even quick reflexes couldn’t possibly stop a miss from happening. I don’t recall every USSR clone of Egg being impossible to play, but this one sure seems like it is.
Verdict: NO!

FROGGER!!
Coleco Mini-Arcade (1981)
Gameplay Type: Cross-the-Road
Listing at Handheld Museum
Previously Featured in LCD Games IV

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Frogger is in the upper-echelon of LCD games. For a brief window of time, I even considered it to be the best LCD. In the time since, a small handful of games have moved in front of it, but that doesn’t change the fact that Frogger is the safest bet. Having now played and reviewed the Atari 2600 ports in-depth, really, the LCD version doesn’t have that much less animation than the VCS version has. Hell, on the Atari consoles, movement is instantaneous, with NO animation between the spaces. It’s very LCD-like. The Frogger formula just plain lends itself perfectly to LCD games. Oh, it’s so not perfect though. It’s that second row of turtles that are the turd in the punch bowl. Without any animation, there’s no cue when they’ll submerge. All you have to go off of is that the turtles tend to dive at about the halfway point of the screen. It’s best to hug the right wall and wait to time a quick double hop across. Otherwise, this IS Frogger. It’s only missing a single channel of car traffic, but all five river channels are present. Whoa! Coleco’s Frogger is a bonafide, genuine, certified contender for the greatest LCD ever made.
Verdict: YES!

FROGGER!!
Nelsonic Game Watch (1983)
Gameplay Type: Cross-the-Road
Listing at Handheld Museum

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I’m now convinced that it’s impossible to screw-up Frogger. Well, unless you’re the Atari 5200. Apparently, as long as you don’t need to press a button to confirm your intent to press another button, Frogger is bulletproof as a concept. This version, built into a wristwatch, is the most stripped-down port of Frogger I’ve ever played in my entire life. The arcade game has four channels of car traffic and five channels of river. This version has only two channels of car traffic, two channels of river, and three glory holes (that’s what you call them, right?) instead of five. And yet, even truncated by over half, it still feels like Frogger. That is absolutely beyond belief. Hell, when the turtles submerge, they even blink first as a warning, a kindness the superior Coleco version doesn’t offer. It comes dangerously close to being too chopped-up. Five channels of action isn’t much, but at the same time, it lends the game an almost bonus round quality. A faster pace that works for it. Further proof that Frogger was made for LCDs.
Verdict: YES!

GARFIELD!!
Konami (1991)
Gameplay Type: Spinning-Plate
Listing at Handheld Museum
Previously Featured in LCD Games V

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I’d previously played Garfield last July, and I didn’t like it much. I’m flipping on that, as well. In Garfield, you have to dodge various debris being thrown at you and eat enough lasagna to power-up your super jump to leap up to Odie. The more progress you make, the more crap gets thrown at you. While it does become overwhelming, once I learned all the idiosyncrasies of the game, I found I really enjoyed it. Like the fact that you can jump the full length of the screen before landing made dodging so much easier. You can also quickly undo any damage you take by eating the various chicken pieces that Odie tosses down at you. Konami has proven to be one of the better makers of LCDs, having scored YES! verdicts with Blades of Steel and Double Dribble. Now, I find myself flipping on Garfield. It has nothing to do with the fact that, in addition to the typical Retrofab graphics, the extra EXTRA mile was taken by having a full 3D version that literally pops out of the screen. It was cool and unexpected, but it’s still the same gameplay and it has to survive on THOSE merits. And, I got it wrong. Garfield absolutely does.
Verdict: YES! **FLIP**

LAS VEGAS!!
Bandai Electronics (1981)
Gameplay Type: Spinning Plate – Catcher
Listing at Handheld Museum
Previously Featured in LCD Games VII

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Las Vegas is another game that’s more complicated than I previously gave it credit for, but not by much. There’s three channels that have various degenerate gamblers letting money slip right past them that you have to catch. It’s the most basic, boring of spinning plate games, but there actually is a teeny tiny twist. Every 1,000 points, you get to play a slot machine for more points. You even control when the reels stop. If you match three numbers, you score bonus points. Three 1s nets you 100 points. Three 3s score 200 points, and three 7s score a jackpot of 500 points. The instructions say you get to spin again if you get a jackpot, but I only matched 1s once and I got to spin again. Maybe it was because I was playing Game B when I did it. I don’t know. The idea of earning spins at the slot could have been good if it actually was tied to the three channels you’re juggling, but it’s totally separate from theirs. Right idea. Wrong implementation.
Verdict: NO!

MIND BOGGLER!!
Mattel Electronics (1978)
Gameplay Type: Logic Puzzle
Listing at Handheld Museum

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Mind Boggler is a variation of the classic code-breaking game Mastermind. The computer randomly generates a 3 to 5 digit code, and you have to try and decode what it is in as few attempts as possible. You enter a sequence of numbers (0 – 9) and the game will tell you how many are correct but in the wrong space (a hit), and how many are correct and in the right space (a sink), but you don’t know which numbers are which. This is one of the worst versions of Mastermind I’ve ever played, and one that feels incomplete. That speaker you see on it? It does NOTHING. There’s no noise or sound effects at all. I know that’s an odd complaint from someone who gets scorn for mostly playing games with the sound turned off, but I offer it as proof of the game’s unfinished and/or rushed nature. The most damning aspect of all is that the device doesn’t keep score of how many moves you need to win. YOU are expected to do that, manually. The original packaging even had a score pad for it. It could have just as easily displayed that in the hit/sink columns. I suppose that this technically accomplishes being Mastermind-like. As a reminder: in 1978, if you only owned the board game, you couldn’t play it by yourself. You could with Mind Boggler, but in the most dull and uninspired way possible.
Verdict: NO!

MISSILE ATTACK!!
Mattel Electronics (1977)
Reskinned as BATTLESTAR GALACTICA: SPACE ALERT!! (1977)
Gameplay Type: Shooting

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Compared to Missile Attack/Battlestar Galactica, Mattel’s Auto Race looks like Tears of the Kingdom. A very early three channel shooter with targets that move too fast for me. I know my reaction time isn’t what it used to be, but this is truly ridiculous. It’s made even more ridiculous by the scoring. The higher on the screen the LED strip representing your shot meets the LED strips representing incoming missile, the higher you score. But with missiles that come in this fast, with no area above the playfield or warning when or where a missile is coming in. Allegedly, there’s a pattern to the madness, but what does it matter? I’ve lined up shots and had the targets instead switch lanes. Other times, it fires two missiles at once. Folks, I’ve been doing these LCD reviews for a while now and this is the worst of these games I’ve ever played. I don’t know if it’s deliberate or not, but the Battlestar Galactica version is slower and more manageable. It doesn’t matter. When I die and go to hell, this is the game Satan is going to hand me, then he’s going to hover over me and tell me to git gud.
Verdict: NO!

PAC-MAN!!
Coleco Mini-Arcade (1981)
Gameplay Type: Maze Chase
Listing at Handheld Museum
Previously Featured in LCD Games IV

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When I first did Pac-Man, it controlled badly, and now I think it’s safe to say it’s not just me. Even the best possible translation of it still is just not responsive. I tried using a controller. I tried using a keyboard. I tried sacrificing a virgin to the god of video games. None of them worked particularly well. In the above slideshow is a pic where I highlighted the four problematic points. Each are openings in the maze where I wanted to change directions and it was a coin flip as to whether the game would let me or not. It wasn’t just me and my increasingly crappy reaction times, either. I tested on everyone in my family, and they weren’t able to consistently corner, either. Such a shame, because Coleco’s take on Pac-Man offers what I believe is the first-of-its-kind co-op Pac-Man. But the maze is badly designed and not optimized for the capabilities of the technology.
Verdict: NO!

PETER PAN & THE PIRATES!!
aka FOX’S PETER PAN & THE PIRATES!!

Tiger Electronics (1991)
Gameplay Type: Combative

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What the hell kind of game is this? I’m not being a smart ass here: this is like a baby’s toy where it’s actually harder to die than it is to defeat the whole game. I played this a couple times and I was like “am I missing something?” Here’s what you do: clank swords upwards. Then clank swords downward. Repeat this until the pirate falls into the water. If there’s a pirate hanging from a rope above you, you press the fly button, then clank when the sword is up (it’s never down when they hang from the ropes) until the pirate disappears. If you fall into the water, don’t worry. Even if the crocodile is right there, you don’t die. Just press fly quickly, or at your own leisure. Either/or.

As bad as this is, if it had Tim Curry’s voice sample, I’d have flipped my vote to a YES! Everything’s better with Tim Curry! I’ve watched the movie Congo fifty times when most people haven’t sat through it once. Why? Tim Curry.

Eventually, Captain Hook will appear. Clank up, clank down, rinse, repeat until he falls in the water. There’s four “levels” which require additional clanks in order to win, but they don’t do anything different. Look, sword clashing is awesome, but you can’t have that be the whole game, even on an LCD. You need that one finishing move to make it work. Yes, I’m advocating for a stabbing move in a children’s LCD based on a children’s cartoon inspired by a children’s storybook. I vaguely remember Peter Pan & The Pirates from Fox Family reruns, and while it didn’t interest me (besides Tim M. F.’ing Curry as the voice of Captain Hook) I’m almost certain it’s not a toddler’s show, but this is a toddler’s game. Actually, no. This isn’t a handheld game. It’s an electronic fidget spinner.
Verdict: NO!

THE SIMPSONS: BART SIMPSON’S CUPCAKE CRISIS!!
Acclaim Entertainment (1990)
Gameplay Type: Spinning-Plate – Juggler
Listing at Handheld Museum

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Huh. I really didn’t think I’d like any of the Simpsons LCDs, so you can imagine my surprise with this one. I’ve played a LOT of LCD games at this point, and I can’t think of any higher praise for one based on a licensed property than saying “this could have been a Nintendo Game & Watch.” Cupcake Crisis has that G&W vibe. Maggie throws cupcakes and Bart has to catch them. There’s a couple catches.. no pun intended. The first is he can only carry five cupcakes at a time. Marge pokes her head out the door to the left for you to bank the ones you’ve caught. The more cupcakes on the plate, the higher you score. As this happens, Homer will call for a couch gag. You must sit down before Lisa does, or you die. The faster you sit, the more points you score (400 points for sitting as soon as Homer does). Maggie will also throw her pacifier for bonus points. You get a free life and level up for scoring 10,000 points. I liked Cupcake Crisis, but it is a bit too easy, even the faster Game B. Really, as long as you’re not greedy, you could easily put up monster scores. It’ll just take a lot longer. But as a risk/reward type of juggler game, Cupcake Crisis is one of the best licensed LCDs I’ve played. Again, very Nintendo-like.
Verdict: YES!

SKY ATTACK!!
Tomytronics 3-D (1983)
Gameplay Type: Shooter
Listing at Handheld Museum
Tomytronic 3D Wikipedia Listing

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“The charm is lost” has never applied more than to the two Tomy-Tronics 3D games adapted for Retrofab. There’s actual historical significance to these things. In real life, you’d stick your head into this paleolithic Virtual Boy and the graphics of this boring, uninspired game would look three-dimensional. This was the first ever dedicated 3D video game device. Weeeeee. This is a basic shooter with zero stakes because there’s no penalty for missing enemies. Well, as long as you don’t get shot, and it’s not that hard to avoid getting shot. There’s a bonus round after 100 points that goes too fast. The best thing I can say about Sky Attack is that there’s actual OOMPH to shooting baddies. Instead of just disappearing from the screen, they actually drew in very satisfactory explosion art. That’s nice. I just wish it had been done for a better game. Sky Attack is as basic and boring as LCD gaming gets. Though, let it be said, the Retrofab enhanced graphics are really nicely done.
Verdict: NO!

STAR TREK PHASER STRIKE!!
Milton Bradley Microvision (1979)
Gameplay Type: Shooting Gallery
Listing at Handheld Museum

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Oh my god. OH MY GOD. Wow. I’m beginning to think they might have started production on this Microvision thing without having any ideas for quality, worthwhile games to make for it. In Phaser Strike, targets float by and you shoot them. You can shoot from the sides, if you so wish, but I never found that preferable to shooting straight from the center. This doesn’t even feel like a real game. It feels like a 1950S proof of concept for a video game. Tying the Star Trek license to THIS feels cynical and sleazy. You can make the targets smaller, and you can make them go faster, and you can adjust how many targets there are (though only one appears at a time) but this is primitive even by the standards of the era. Sessions of Phaser Strike last, oh, about 10 seconds. This is the absolute bottom of the barrel and I feel so sorry for Microvision owners that this was the type of game they had to play. Pocket calculators have roughly as much gameplay.
Verdict: NO!

TEENAGE MUTANT NINJA TURTLES!!
Konami (1989)
Gameplay Type: Cross the Road – Combative
Listing at Handheld Museum

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From the time I started doing these LCD reviews, two games came up more than any other. One is the Game & Watch version of Super Mario Bros. The other is this. Super Mario is coming tomorrow, and spoiler: it’s a NO! and Nintendo fans are weird for liking it. As for Ninja Turtles.. f’n really? This is the game that you insisted you knew was better than typical LCDs? It’s maybe more ambitious, but not by much. Like Bartman by Acclaim, this makes the mistake of trying to replicate the Nintendo Game & Watch feel on a single screen, leading to the action being too cramped. Granted, Konami had bigger screens and smaller sprites than Nintendo did, but not so much you can do two gameplay concepts on one screen. On the top half, you just jump over spiked balls while whacking at enemies to the left and right of you. Boring. But, after you score 100 points, you get to enter the LCD version of the damned dam stage from the NES Ninja Turtles. Kill me. What happens next depends on if you’re playing Game #1 or Games #2/#3. In Game #1, you just have to avoid one spinning trap and one electric beam, get a key, then avoid both things a second time on the return. Then you have to rescue April, and then you repeat it until.. no, wait, the game just ends.

Mode 2 and 3 is basically the same, only you have to make multiple laps to blow up the tube April is trapped in.

It’s funny that it was Super Mario and TMNT that my readers kept bringing up, because rotating sticks factor-in heavily for both games. It’s a classic game trope, but they sort of rely on the ability to see motion in order to work. Mario did the better job by having one stick that rotates four ways in a straight line. Turtles has a two-sided stick that rotates at an angle. Bad idea. There’s only three animation cells (made of six total segments). It’s just not enough, and the speed of rotation feels like a clock that has a broken seconds-hand. What a dumb idea for an LCD. I got to the point where I could beat Game 1 every time, but the one and only time I actually finished Game 2, it sort of felt like a fluke. And there’s a ten second underwater timer in Games 2 and 3. And the electric thing. And the timing for none of it makes logical sense. Maybe I suck at video games or something but I finished mode 2 exactly once and I’m not even sure how I did it. There has to be better Ninja Turtles LCDs than this. There’s several more, one of which is a basketball game. I’m going to guess it’s probably a re-themed version of Double Dribble’s LCD. If I’m right, the good news is at least one of these games will get a YES! Oh, not this one. I think this was horrible.
Verdict: NO!

THUNDERING TURBO!!
Tomytronic 3-D (1983)
Gameplay Type: Racing
Listing at Handheld Museum

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I admit that, following Sky Attack, my expectations for Thundering Turbo were just about as low as they’ve ever been for any game I’ve ever reviewed. You can imagine my complete shock when Thundering Turbo turned out more than halfway decent. I’ve been doing these LCD reviews for a while now, and this is the first time I actually felt motivated to show off a game to friends and family. I did that for one simple reason: because I couldn’t believe it. I was so surprised by how much I enjoyed this that I was convinced I was misjudging it based on my low expectations. So, just to be extra sure, I went back and played it a second time before hitting publish on this very feature. I didn’t get it wrong: this is really good for an LCD. There’s strategy, timing, patience, risk/reward factors, and even a genuine sense of movement and speed.

I searched high and low trying to find out how much these things cost in 1983 and eventually did find them via a Montgomery Ward Christmas catalog from 1983. The price? $29.99 (about $90 – $95 in today’s money).

Really, you can call this “Traffic Jam: The Game” and it works. Races last 100 seconds, and each lane has a specific speed for the enemy cars tied to it. The right lane is slow, the left lane is fast, and the center lane is somewhere between. You have to use this to open up a clearing for you to pass cars. You get three lives per race (it resets between each race) and I found myself actually caring about what my score was. Even without the 3D to lift it up, at least Thundering Turbo has an interesting scoring system. It’s one of the few LCDs where you lose points sometimes. The scoring system sees you get one point for every car you pass, but you LOSE a point if you get passed. This is also one of those rare times where I don’t feel bad for kids of the early 80s who got this from Santa Claus on Christmas morning. This is genuinely a very good game, and one that I sorta want to try in 3D. Even if I can’t imagine how uncomfortable it must be to play a video game built into a pair of cheap plastic binoculars.
Verdict: YES!

TOP GUN!!
Konami (1989)
Gameplay Type: Shooting Gallery
Listing at Handheld Museum

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Okay, so Ninja Turtles stunk, but Konami is still an elite LCD developer. Top Gun is close to being pretty dang good. A shooting gallery with a 3 x 3 grid of channels where you have to shoot down a variety of targets. The instructions mention waiting for targets to “blink” but I noticed no such thing. It only takes a couple games to clock the trajectories of the various targets. I was really enjoying it, but I was also confused. Even as I got good enough to the point that I wasn’t missing any targets in the open two stages, I noticed my health was ticking down. Okay, that’s weird. Well, it turns out your health will tick away regardless of perfect play anyway, rendering all the combat worthless until the final stretch of 30 seconds or so of the 90 second long stages. Mind you, that last stage is pretty fast and brutal. I’m not entirely sure why they made it like that. So are the ticks of health fuel or damage to the plane? Both? Whatever. As annoying as it was, I had fun. Imagine that: a child in 1989 who got a cheap Top Gun LCD was better off than a child in 1989 who got Top Gun for their NES. God, I love LCD games sometimes.
Verdict: YES!

TOUCH ME!!
Atari (1978)
Gameplay Type: Memory
Listing at Handheld Museum
Included in Atari 50

Simon looks very 70s. Say what you will about Touch Me’s handheld, but it looks much more modern.

I’m not so much into the memory test games, and really, Touch Me is as basic as it gets. The main “add one” mode has been done a million times. Follow a sequence of lights. One more light is added to the end of each sequence. There’s a two player game and a four player game. There’s even instructions for a three player game that you start by deliberately allowing the first “player” to fail. Okay, that’s funny that they spelled it out like that. The story behind this game is so much more fascinating, as Touch Me was originally a 1974 coin-op. Ralph Baer, inventor of the Magnavox Odyssey, had been involved in a few patent lawsuits against Atari. After Baer’s company sued Atari for patent infringement, Baer copied one of Nolan’s designs. Baer freely admitted this, a story I read in The Ultimate History of Video Games. Baer saw Touch Me at a trade show and thought it was a great idea, so he copied it. He made his own design as a game that started life under the title “Follow Me” but was ultimately named “Simon.”  Baer, who again, had been involved in litigation against Atari for taking their inventions, justified it by saying Nolan Bushnell and Atari didn’t have a patent. That’s kind of awful, isn’t it? Now, to Baer’s credit, he created a digital bugle for Simon, choosing the bugle because it’s one of the few instruments where its four main notes sound harmonious no matter what order they’re played in. As he noted, many people play Simon by ear. Mind you, Touch Me’s buttons make different noises too and can also be played blindfolded, by ear. Sigh, even the story of Touch Me isn’t that fun. It’s just depressing. It sure beats playing Touch Me or Simon, though.
Verdict: NO!

TRON!!
Tomy Electronics (1982)
Gameplay Type: Arcade
Listing at Handheld Museum

Light Cycle Stage.

When I previously did Tron in the very first LCD games, I admit, I didn’t play very far into it. Not only did I have trouble controlling it, but the game kept crashing. Even when it didn’t, I couldn’t beat the AI opponent at all. The RetroFab version is more stable, and nowhere near as brutally difficult. Actually, it goes the opposite direction: the light cycle portion might be too easy. In fact, I found that if I just drove around in the light cycle portion of the stage and kept away, eventually the game would blink, indicating the computer opponent had crashed into me off-screen. And then I found out that Tron isn’t just a clone of Snake. This game has LEVELS and other gameplay types.

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The second game is Discs of Tron. You and the computer opponent throw a disc back and forth. Each of you have four hit points. This took me a while to get the hang of because my instinct kept telling me the “catch point” where you intercept the disc is, you know, the spot where my character is physically standing. But, it’s not. It’s the spot in front of your guy. My brain refused to accept this and kept moving one extra space anticipating my guy was going to miss the disc, because logically he was going to. Eventually, I got the hang of this to the point that I could beat it every time, but it took a while. The final game is battling the MCP. You throw a disc to open up a hole, then you have to throw a second time and get the disc in the hole. Your “life” from the previous stage carries over to this level and acts as a timer. On the plus side, you only need one single disc to get in to win. Then, the game repeats. The Light Cycle and MCP stages are boring. They’d been better off focusing on making a better Discs of Tron game. I’m happy I redid Tron because it certainly was very ambitious for this era and it deserved better than what I gave it in the first LCD review. But, it’s still not fun.
Verdict: NO!

WILDFIRE!!
Parker Bros. (1979)
Gameplay Type: Pinball
Listing at Handheld Museum

There’s only 41 ball positions, which IS a lot for the era, but for pinball? Not so much.

This was a very bad idea. This is basically what Mattel did with their electronic games and LED lights, only attempting to do pinball. Pinball requires motion and physics and this has none of them. Just getting the logical timing of when to hit the ball is counter-intuitive, but then predicting where the ball will go is a nightmare. Really, it’s not even pinball. It’s a LED light-reflex tester when the ball is over one of the “flipper” sections. You can’t flip too fast or be wrong, either. Flip twice in one second and you get a tilt. The more times you hit a ball in one turn, the faster it goes. The timing does seem to matter in affecting which direction the “ball” flies off, but because there’s only one ball light per flipper light, it’s not like you can deliberately aim it. I was most impressed that there was something resembling a plunger and it does matter how long you hold it down before releasing. They tried SO HARD with this, and I feel awful that I hated playing it. And now I’m truly dreading how bad Nintendo’s Game & Watch Pinball will be.
Verdict: NO!

CONTINUE ON TO LCD GAMES X:
GAME & WATCH: THE DEFINITIVE REVIEW
IN-DEPTH REVIEWS FOR EVERY GAME & WATCH

LCD Games of the 80s VII: The Grand Finale

INDIE GAMER CHICK’S LCD GUIDE
PART I
PART II
PART III: Game & Watch on DSiWare

PART IV: There’s no L in A-R-C-A-D-E
PART V: BEEP MEEP NEEP BONG DONG BEEENNNNN
PART VI: LC You, Wouldn’t Want to D You
PART VII: The Grand Finale
PART VIII: LCDs Take Manhattan
PART IX: RetroFab-ulous!
PART X: Game & Watch – The Definitive Review (EVERY Game & Watch Release!)

Here we go. This will really be the final part for a while, since I’ve run out of material to source from. But, I’ve gone all out here with the most games I’ve ever done for one of these. If your favorite childhood LCDs are still missing.. sorry. Actually, I probably would have done them if someone had emulated them. The issue with that is, someone has to donate a unit to someone willing to program the emulation for this. It’s actually likely they won’t ever get the original back either, because if you want to truly get the emulation and the backgrounds perfect, it might require the physical game itself to be destroyed in the process.

I wanted to do games like Konami’s Teenage Mutant Ninja Turtles, or Super Mario Bros. for Game & Watch, but nobody has done them yet. Super Mario Bros. Game & Watch fetches hundreds of dollars. If I owned any rare LCD, I would donate it for this. The fact is, one day, these will stop working. But, if you donate your rare game now, yea, you lose out on a valuable keepsake. BUT, you’ve also preserved that game FOREVER, for everyone who will ever want to play it. Even shitheads like me who are likely to dump on it in features like this.

I almost added Game & Watch Gallery 4 to this, but I ended up with too many games on here to begin with.

See, no matter what I think of the quality of these games, I’m very happy they’ve been preserved. I love video games, and it’s not cool to believe only the games that I like should be immortalized. LCD games are a not-insignificant part of our heritage, and it’s a shame more haven’t been adapted. I’ve played LCD games where I feel there’s educational value for game designers. Look at the Tiger Electronics version of Gauntlet and its outside-the-box thinking on how to adapt it. Look at the genuinely dazzling Bandai port of Frisky Tom. But, even bad titles like Bandai’s Burgertime serve to show why some ideas don’t work. These could easily give inspiration to a new generation of indie developers. So, if you’re sitting on a mountain of Tiger LCDs, don’t just hoard them. Give them to the world

Special thanks to the Handheld Game Museum for their cataloging of these. Check this site out, seriously. My jaw dropped when I saw just how many games Tiger Electronics did.

Thank you so much, from the bottom of my heart, to EVERYONE who contributed these games. I’ll try to be nice to them. Okay, that’s a lie, but I’ll be fair, I promise.

LIFEBOAT!!
Nintendo Game & Watch (1983)
Gameplay Type: Spinning-Plate

indie-gamer-chick-approvedCertainly one of the better spinning plate Game & Watch releases, a duel screen affair where you have to rub your head and pat your belly at the same time. No wait, actually you have to watch both screens and catch people jumping off a boat and help them reach the land on either side of the screen. Game & Watch did tons of these style of games, but Lifeboat is genuinely the only one that I couldn’t put down. Seriously, this should have been done a lot sooner than it was. I wanted to lead-off with the very first Game & Watch I’ve ever said is really good without having to qualify that statement with “for an LCD game.” Nah, Lifeboat is genuinely the best Game & Watch, at least of the ones I’ve played.

TOWERING RESCUE!!
Gakken (1981)
Gameplay Type: Spinning-Plate

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One of the simpler LCDs I’ve played. You just go back and forth and grab people stranded on a building and fly them to safety. You don’t even drop the ladder for them. It happens automatically. You only get one life, so that’s different, and it ended when I pushed left too much and I crashed into a building. It was the first time I saw the idea of “don’t just mash the button, or else” implemented, and it certainly did it better than Nintendo’s take on the same idea. While I wouldn’t want Towering Rescue today, I imagine it was a decent enough time waster in 1981.

SNOOPY!!
Nintendo Table Top (1983)
Gameplay Type: Spinning-Plate

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Snoopy is the OTHER game I played that penalizes you for moving too far. It’s a spinning-plate game where you have to smash colored music notes generated by Schroeder’s piano. I wanted to like this, because it’s so colorful and.. I mean.. LOOK AT IT! I very much regret that I didn’t grow-up in an era where “handheld” games looked like miniature arcade machines. Well, except for the fact that they mostly suck. Maybe I dodged a bullet, actually. Snoopy is a TERRIBLE game. It’s very sluggish, and positioning yourself to get to the notes is such a chore. It’s basically a revamp of Nintendo’s previous Game & Watch release Vermin, only you need to hit a button to activate the mallet. If you move too far over, you fall to your death. One of Nintendo’s very worst LCDs.

SNOOPY’S TENNIS!!
Nintendo Game & Watch (1982)
Gameplay Type: Spinning-Plate

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Probably the most famous Game & Watch that hasn’t been adapted to any Game & Watch Gallery, Snoopy’s Tennis is, surprise, not actually a Tennis game. It’s a spinning plate title where Charlie Brown lobs tennis balls to one of three channels and you have to hit them off the screen above him. You have to time it right, because if you miss, you have to wait an extra frame of animation before you can swing or move again, which is a nice touch. Occasionally Lucy Van Pelt, the biggest bitch in all of fiction, will block the lane with either a high or low racket that bats the balls back at you. On Game A, it takes FOREVER for the action to get intense, so go straight to Game B, though even that is kinda slow. I get the impression this was targeted specifically towards younger kids, and as a result, it’s pretty slow to get going and overall quite boring. On the plus side, it has the funniest death animation in Game & Watch: Snoopy just goes to sleep. It’s the first time anything related to The Peanuts actually made me laugh.

TURTLE BRIDGE!!
Nintendo Game & Watch (1982)
Gameplay Type: Cross the Road

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While spinning plate type of games are the most common LCD game type, cross-the-road games are the surest bet for quality gaming. Well, relatively speaking. It’s not a sure bet by any means. Take Turtle Bridge, a slog of a game where you have to deliver a package from one side of the river to the other by hopping across the backs of turtles. There’s two catches. #1: fish draw closer to the turtles, who will eventually submerge to grab a bite to eat, and if you’re on them, or jump to them, you die. #2: the asshole who you’re supposed to deliver the package to has his mind wander and he disappears from time to time, leaving you stranded on the bridge and watching for fish while the person finishes taking his dump or whatever he’s doing. It sounds intense, but it’s just a boring, annoying slog of a game. Turtle Bridge has fans, but I’m not one of them.

BASEBALL!! and ENGINE ROOM!! and DEFENDO!!
Vtech Explorer Time & Fun (198?)
Gameplay Type: Spinning-Plate

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Vtech Time & Fun is basically generic off-brand Game & Watch that was sold through Sears. They’re one of the most prolific makers of LCDs, some of which directly rip-off Nintendo’s gameplay, only suckily. These games though? Their Explorer line, though, is just desperate. I started cracking-up so hard because it has a compass and a teeny tiny little LCD flashlight built into it. That’s the most pathetic grasping at straws for a competitive edge I’ve ever seen in my life. “Gentlemen, how can we compete with Nintendo?” “I know.. hear me out.. you know how boring camping is? Well..” And it was a whole series of games! While they did a deluxe Baseball model that probably plays closer to the actual sport’s rules, their Explorer Baseball is really just a spinning plate game. Move your batter left and right and hit the balls. There’s no action button, and nothing else to do with baseball. It’s NOT baseball. You just have to intercept the balls, and rarely one will curve. You know, for challenge. It’s far and away the most basic LCD I’ve done in this now seven-part series, but they did the same exact game two more times, more or less. Engine Room has you shoveling coal as it reaches you, while Defendo has you thumping soldiers rushing your tent. I guess they had to skimp on the gameplay and pass the expense on to a tiny toy compass and a flashlight about as bright as a lobotomized Kardashian.

ROLLER COASTER!!
Vtech (198?)
Gameplay Type: Spinning-Plate

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Another in the Explorer series, but the only one that actually had different gameplay. This is a juggler-variation of a spinning plate that’s closest cousin is Nintendo’s Game & Watch legend Fire, which gets closed a lot. Roller Coasters go across a broken track and you have to stand over three channels and juggle them to safety. It’s a toothless bore, but at least it’s more interesting than the other games in the Explorer series. I had planned to ignore it, but then I found a Vtech game that more directly rips off Fire, only it completely botches it..

CONDOR!!
Vtech (1981)
Gameplay Type: Spinning-Plate

See the three birds in this picture? The one on the left is about to cost me a life because the very next frame is it hitting the ground. It’s just awful design because it looks like it has one more frame to go before it hits the ground. Vtech’s direct rip-offs of Game & Watch games scream “we don’t understand what we’re doing at all!”

See?

Another straight-up rip-off of a Game & Watch design, in this case a mirrored version of Fire. You’re a caveman, and baby birds fall out of a nest above you, which you then CLUB TO DEATH WITH A HAMMER and then juggle their carcasses to the other side of the screen. Holy crap!! I can’t believe I can say this about an LCD game but Jesus Christ that’s so insanely violent!! Plus, they completely fucked-up Fire. Birds that are higher up on one channel will hit the ground faster than birds lower on another. Like Banana did with Manhole, they took one of the better Nintendo games and made it a lot worse. And more grotesque.

PIRATE!! and MONKEY!!
Vtech (1981)
Gameplay Type: Spinning-Plate

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These are the exact same game with different sprites, and easily the most basic of the higher-end Game & Watch rip-offs. They’re the most basic spinning plate style games, where you have three channels to block people climbing up things. For Monkey, it’s coconut trees. For Pirate, it’s your ship. I’m going to assume they just recycled the programs from this for some of those Explorer games from above, and other games still to come. I wouldn’t want to play these, but at least they’re faster paced than other three-channel plate spinners and feature fun themes with awesome sprites, especially Pirate. See, I can be generous. But, let’s keep it real.. even their games that play fine are nothing compared to Nintendo’s.

PARACHUTE!!
Nintendo Game & Watch (1981)
Gameplay Type: Spinning-Plate

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It’s not simply the “name brand” aspect. Sorry all wannabes, but Nintendo just plain made better games. Here’s THEIR three-channel plate spinner. Parachute!! is the exact same gameplay as Vtech’s Pirate and Monkey, but it just plays faster, has better graphics, a more fun theme, and even little details like an LCD shark that occasionally pokes its fin and head up. The shark doesn’t even factor into gameplay, but it’s that extra touch towards making the experience as fun and playful as possible. As dirt simple a concept as this is, not to mention insanely easy from a gameplay perspective, it’s one of the best Game & Watch games and probably the best plate spinner ever made. It’s like popping LCD bubble-wrap.

PANCAKE!!
Vtech (1981)
Gameplay Type: Spinning-Plate

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Another that looks like a Game & Watch. Remember, in 1981, before the NES, it was a lot easier for a parent who had a kid asking for a Game & Watch for Christmas to instead get one of these. It feels skeezy to me. It’s another Fire/Chef clone, and of all the direct rip-offs of Game & Watch releases, Pancake plays the best. It’s still boring though.

BANANA!! and SLEEP WALKER!!
Vtech Time & Fun (1981)
Gameplay Type: Spinning-Plate

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Vtech was pretty shameless about ripping off many of Nintendo’s Game & Watch designs. The iconic Manhole by Nintendo is pilfered here not once, but twice, only with much worse gameplay as the timing of when you have to make cover a path is all wrong. Given how Nintendo is famously litigious, I genuinely can’t believe they didn’t sue Vtech for some of their designs. Then again, this takes a famously decent Game & Watch and makes it nearly unplayable. Maybe they considered it free quality advertising?

ESCAPE!!
Vtech (1981)
Gameplay Type: Cross the Road

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It looks a lot like a real Game & Watch, and I think the actual gameplay is original. Then again, I haven’t played every Game & Watch so maybe I’m wrong. It’s sort of like Turtle Bridge, except without the crossing-back part. The idea is you’re sneaking prisoners out of a jail. The gate opens and closes, and there’s two lanes of guards that have five total openings. As long as the guards are on the bricks, you’re safe to move. If they pass through one of the five archways, they can see you. It’s not a bad concept, honestly. It’s one of Vtech’s stronger games, but I still didn’t really enjoy it. It would have been better with clearer-marked safety zones. Yea, I’ll go ahead and call this the best Vtech Game & Swatch.

BOMB FIGHT!!
Vtech Mini-Time & Fun (1982)
Gameplay Type: Spinning-Plate

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indie-gamer-chick-approvedIt’s extremely hard for any of these games to actually get me to zonk out on, so imagine my surprise when this turned out to cost me over fifteen minutes. It’s not even better than other spinning plate games, really. Some dude chucks bombs at an elephant and you move the trunk and squirt them back at him. That’ sit. It’s easy. It’s so stupid, yet I just totally zoned out playing it, and next thing I know the Secret Base video on the Utah Jazz I was watching had finished and I was still playing. Maybe it’s because it’s so cramped and that adds to the intensity. Actually, no, here’s why: because it’s the only LCD juggler I’ve played where you can get ahead of the bounce. The water spray works at any distance. It doesn’t feel like you have to wait until the object is right on top of you to deflect it. Never seen that before, and it makes the game more exciting than artificial close calls. Wow. Even Vtech made a decent LCD. It proves my theory: EVERYONE who made many of these (and Vtech had over a hundred) had at least one winner.

RUSSIAN GAME & WATCH CLONES!!
Angstrem (1980s)
Gameplay Type: Spinning-Plate

A real 1984 Mickey Mouse Game & Watch, later reskinned as Egg.

Even though I’m not at all a fan of the Game & Watch anti-classic Egg, aka Mickey Mouse, I had to include this in my series of LCDs of the 80s. In Soviet Russia, the USSR authorized Game & Watch clones to be manufactured. 18 were made, and legends of the franchise titles like Octopus (released there as Mysteries of the Ocean) and Chef (released there as Merry Chef) were cloned pixel-for-pixel. Then, there’s Mickey Mouse, which not only got a pixel-for-pixel clone, but the exact same game code was reused ELEVEN MORE TIMES! Here’s the three examples I’ve been able to play.

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Why make two-thirds of your entire LCD game lineup the same game? There’s two reasons for that. The first is these we made on a fraction of the budget and the factory making them could only produce one type of circuit board. The way LCD games work, you can have the exact same game code but shape the actual lights differently, and that’s what they did. The second reason, and the most interesting: in Russia, they actually sold kits that allowed you to change the theme of your Game & Watch. It would still be the same game of Egg, of course, but the appearance would be different. That’s neat. While I personally don’t like Egg at all.. and I also don’t endorse cloning (in this case, it’s the appropriate use of the term).. part of me is happy kids from he other side of the Iron Curtain had their own Game & Watch series. For some reason, that puts a smile on my face. Gaming is truly universal.

MICKEY MOUSE!! and DONKEY KONG CIRCUS!!
Nintendo Game & Watch Panorama Series (1984)
Gameplay Type: Spinning-Plate/Juggler

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In the very first LCD Games of the 80s feature I did here at IGC, I gave a snarky one-line review to these games, but they deserve better. I consider all juggler-type games to be part of the broader spinning-plate theme, and this is a prime example of it. As Mickey or Donkey Kong, depending on which version you play (though after checking a couple times, I’ve determined they’re the exact same difficulty either way), you move back and forth and juggle pineapples or batons that drop through five different channels. Drop one and you lose a life. Here’s the twist: there four actual spots you can stand on and your hands are stuck over two different channels as fireballs (or burning batons) fall onto the playfield, and if you touch the fire, you also lose a life. It’s awful because (1) there’s no sense of momentum. They could have easily added above and below motion lines to show you which direction the objects are going. (2) The timing of when the fire will hit your hands is so touchy and often synced perfectly with a falling object you have to juggle. I hated these. I really hated them.

PENGUIN LAND!!
by Bandai (1983)
Gameplay Type: Versus Action

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This could have been one of the greats, but I didn’t get a chance to play it two player. It’s a battle type game. Bombs fall onto the playfield and the penguin has to catch them and throw them back at the walrus and wait for ice cubes to spawn on the left side of the screen. Stack three ice cubes to reach the top of the screen and score points. It’s a lot of fun, actually. A different concept. But I couldn’t get the anyone to play it with me. Oh, and despite being based on the Doki Doki Penguin Land series, this isn’t a puzzle game. That’s so weird.

WILD MAN JUMP!! and MONKEY JUMP!!
Vtech (1981 and 1982)
Gameplay Type: Cross the Road

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Vtech actually could rip-off with the best of them, but to their credit, their Donkey Kong is a closer LCD Donkey Kong than the crap that Coleco came up with. It LOOKS so much like Donkey Kong that I’m stunned this wasn’t a major lawsuit from Nintendo, who DID in fact sue over Tiger’s King Kong game (and Tiger’s King Kong game sort of jump-started the whole Nintendo/Universal fiasco, with Tiger Electronics being the first company to actually ask Universal “hey wait, do you even own King Kong to begin with?”). Ironically, this is a LOT closer to Donkey Kong than King Kong ever was. Both these games play functionally the same, though I feel the colored game is a lot more unresponsive. I managed to reach the top of both games only when I stopped trying to grab the items and just legged it to the top. They look like Donkey Kong but there’s nothing fun about them.

DONKEY ANGLER!!
Gakken (1982?)
Gameplay Type: Spinning Plate

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I got so excited when I heard the name. I pictured Donkey Kong in a tacky fishing jackets. One of those fuzzy fishing lures that I’ve never actually seen (and I’ve “gone fishing” with my Dad a dozen times, though if you never get a bite, does it really count as fishing, or did we really just drive off to stare at body of water while contemplating if it’s worth impaling yourself “accidentally” with a hook if it’ll get you home to your TV and video games faster?). But actually this is just a three channel spinning plate game. The thing that really strikes me about this is just how much it looks like a Game & Watch. Even the sprites look exactly like Nintendo’s Mr. Game & Watch-type sprites. It’s so close it gets uncomfortable. Anyway, boring game but at least a little faster-paced than your typical plate spinner.

GRAB MAN!!
Unknown Developer (1980s? 90s?)
Gameplay Type: Maze Chase

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This is literally the same game as the Toby Pac-Man, with the same “must be facing the dots rules” that I showed in LCD Games of the 80s IV. UPDATE: I actually got the game working once I realized I had to actually hold the movement buttons down. Also, I might be DUMB for not figuring that out since I literally have done 100 of these games and should have known that. Anyway, it’s weird that, of all the games to copy, the weird Pac-Man where you can’t eat dots if you’re facing the wrong direction was the one.

LAS VEGAS!!
Bandai (1981)
Gameplay Type: Spinning-Plate

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I probably shouldn’t have even included this one, but the theme boggled my mind so much that I had to. You hear the name “LAS VEGAS” and you naturally assume “card games, maybe dice, maybe roulette.” Nope. It’s a minimalist spinning plate game. Three careless slot jockeys are playing and when they hit a jackpot, you’re a degenerate grabbing the coins that slip pass them, I guess? There’s only three channels and the game tells you what they’re getting. It’s so weird and stupid. Why? Why would you even make this game? It’s boring and it feels like it should be a different name. Slot Jockey! There you go!

TOM & JERRY POPPER!!
Gakken (1983)
Gameplay Type: Spinning-Plate

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Another spinning plate game, though this one is a bit more challenging by virtue of how the sprites are done. They’re supposed to be balloons that Jerry is launching at you, and they sorta bob around and shrink like they’re fading into the background. It’s hard to clock. Here’s what’s REALLY weird: it’s a three channel plate spinner, but there’s a huge gap between the second and third panels. You don’t step on that gap, mind you. You jump from the 2nd channel to the 3rd like normal. It makes it feels like this “we gotta fit this all in to a small screen” haphazard design. Tom & Jerry’s not fun, but it’s notably weird.

MOTOR CROSS!!
Unknown Manufacturer (19??)
Gameplay Type: Racer

Remember the “TWO WEEKS” scene from Total Recall? Well, “GET READY FOR A SURPRISE!”

This feels like a cruel joke, because it’s shaped just like a Game Boy. It feels like something designed to dupe witless parents too stupid to realize they didn’t just find the bargain of the century while trying to find little Timmy a Game Boy for Christmas. I get that this phenomena exists in all forms of entertainment, from Asylum Mock Busters to Mega Super Rangers to alarmingly red Game Boy knock-offs. But the really batshit thing? Motor Cross is, no joke, the first racing LCD I’ve played that doesn’t suck. I can’t believe it at all! It makes me feel unclean to heap any praise on this obvious attempt at confusing unaware consumers, but Motor Cross’ gameplay is rock solid, genuinely exciting, kind of addictive, and yes, even fun.

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indie-gamer-chick-approvedMotor Cross actually does feel like a race, with an accelerator, breaking, laps, and fuel consumption. Huh. Even wilder is just how many objects on screen you might have to weave around. Sometimes, the entire course fills with bikes, and successfully navigating through it feels incredible. Finally, Motor Cross does what I didn’t think was possible in an LCD game: creates a sense of speed. There’s three speed you can use, and I shit you not, they work to make it feel like you’re on a bike traveling at a high velocity. I don’t think it quite beats Frisky Tom, but it’s one of the best LCD games I’ve ever played. Goddamnit, I have no choice but to declare Motor Cross the greatest LCD racing game until a more ethical option comes along.

ISIDORO & SONJA – CACCIA AL LADRO!!
aka HEATHCLIFF & SONJA – HUNT THE THIEF
Vtech (1982)
Gameplay Type: Spinning Plate

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Apparently “Heathcliff or Garfield” was a debate before I was born. I didn’t even know Heathcliff existed by time I was a Saturday Morning Cartoon watcher, but they still reran Garfield & Friends on TV. Game, set, match. Garfield wins. Fatality! But, hey, at least Heathcliff has a pair of games that are marginally better than the Konami Garfield LCD. This is the weaker of the two. You have to throw bombs up at someone raiding fish out of garbage cans. Occasionally a dog gets in the way, and for the life of me, I couldn’t figure out how to move it. I thought throwing a bomb at the dog would get it to move, but it doesn’t. It seems to move randomly, and that means you can’t defend that can. The fish remaining are presented by sprites. Vtech seemed to specialize in action-defense (oxymoron, I know) but this was not good.

ISIDORO & SONJA – IL FUOCO!!
aka HEATHCLIFF & SONJA – FIRE
Vtech (1982)
Gameplay Type: Spinning Plate

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Remember the “spray the bombs with the elephant trunk?” game from above? Same concept turned upside down. As Heathcliff, you spray drops of fire with a hose. Like Bomb Fight, you don’t have to wait to stop the drops of fire. You can destroy the fire at any spot of progress instead of waiting for it to be on top of you like a typical Game & Watch game. It changes it from feeling like a spinning plate game into a genuine defensive-oriented game. It’s not as fun as the bomb game though. It feels less claustrophobic and thus isn’t as exciting. I’m leaning towards not liking this, but let it be said: Heathcliff’s best LCD absolutely curb stomps Garfield’s.

CRAZY CHEWY!!
Vtech (1982)
Gameplay Type: Maze Chase

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Once I remembered this is a Pac-Man clone and held down the movement buttons instead of pressing them like a normal LCD game, I found Crazy Chewy to be, far and away, the best Pac-Man LCD clone ever made. It’s not very hard, and the power-pellets last a generous amount of time. But, it’s actually not a bad little knock-off, and I’m only not awarding it my seal of approval because I just personally ain’t a Pac-Man fan. Generic and soulless and I imagine many a kid said “that’s NOT Pac-Man!” on Christmas mornings, but if you were a mega-sized Pacmaniac during this era, you had a pretty solid clone of it here.

CHICKY WOGGY!!
Vtech (Tini-Arcade 1981/Arcade Time & Fun 1982)
Gameplay Type: Maze Chase

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Chicky Woggy is basically reverse-Pac-Man. Instead of eating the dots, you lay them down. You start with one wolf chasing you, and eating one of the two worms are like power-pellets that let you eat the wolves, but they only last a second or two. Like, on just the second level, I ate a worm, moved up only two spaces and the wolf killed me. Even considering that, I was able to clear multiple levels. Like other Vtech games, this got two releases: one as a premium color-picture tabletop similar to Nintendo’s Panorama or Coleco’s tabletops, and one as a simple LCD with a dial. Looking at the dial, ugh, can you imagine trying to play an LCD with that thing? Anyway, I’m giving it a pass for the same reason I did Chewy: I’m not a huge Pac-Man fan to begin with, but if you were a little kid in the early 80s who was gaga for the Pac, I imagine owning these would have passed the time in a car ride a lot better.

GALAXY II!!
Epoch (1981)
Gameplay Type: Gallery Shooter

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indie-gamer-chick-approvedI had this hunch that a Space Invaders-like LCD would be excellent. I’m grateful for Galaxy II, which proved I was 100% right. Actually, this is really like a better version of Coleco’s take on Galaxian. Even the sprites look very similar. But, this is a much better game that’s a lot of fun. A gallery shooter where the aliens dive down at you. I wish the controls were a little more responsive, and I wish it was just a channel or two wider, but otherwise, this is a solid shooter. A kid who opened this on Christmas morning in 1981 was a very lucky kid, especially compared to most of the larger fluorescent tube games. They usually suck, but Galaxy II is the best gallery shooter in LCD gaming that I’ve played and behind only Frisky Tom and Frogger on my top games list.

LCD Games Part V: BEEP MEEP NEEP BONG DONG BEEENNNNN

INDIE GAMER CHICK’S LCD GUIDE: PART I – PART II – PART III – PART IV – PART VI – PART VII – PART VIII

Let’s do another, and for the first time, let’s move largely out of the 80s. This is basically “all-Konami edition” with a few other games sprinkled in.

GARFIELD!!
Konami (1991)
Gameplay Type: Dodger

I always wondered how Garfield, who is established as being grotesquely overweight and out of shape, is also ninja-like when he stands on the fence to do his comedy routines?

You’re on a fence and you have to dodge pies and shoes and get lasagna Jon makes for you. Like so many LCDs, this feels like a generic gameplay template that any theme could have been plugged into. Does it feel like Garfield? Um, no. Is it fun? Not really. It’s so bland and the scoring is so slow and not unexciting. One thing I admire about Nintendo’s Game & Watch series: it has really smart scoring. Here, dodging shoes and pies doesn’t really earn you anything, even though that’s what you spend most of the game doing. I’m not on the fence for this one: Garfield is lame.

KINGMAN!!
Tomy/Tandy (1982)
Gameplay Type: Cross the Road

They could redo the graphics and make this a Toronto Raptors game.

A putrid, broken Donkey Kong rip-off (it looks like Donkey Kong mixed with Darth Vader. Darth Kong? Donkey Vader?) with some of the most unresponsive controls I’ve seen. I spent fifteen minutes trying to make it to the top, but the piles of poo that take the spot of the barrels come down in perfect intervals to prevent any progress, and it’s impossible to time anything when there’s no certainty the controls will actually respond to your commands. I wonder how many “Mom, Dad, this isn’t Donkey Kong” cries went out on Christmas mornings when kids unwrapped this unplayable knock-off. I mean, not that the Donkey Kong table-tops were better. They weren’t, but at least they were authentically awful.

GOLDENEYE 007!!
Tiger Electronics (1995)
Gameplay Type: Combative

No clue why did one didn’t have a background.

Run right and shoot left and right, or sometimes throw a karate kick. Typical effort-free Tiger Electronics dump. Wow, Rare Ltd. sure had their work cut out for them, here. I think the Nintendo 64 game had a more exciting menu than this game.

SPACE JAM!!
Tiger Electronics (1995)
Gameplay Type: Basketball

How hard can it be to make a basketball game, for Christ sake? But I never even saw my own basket in multiple sessions with this. Space Jam seems to be oriented like a cross the road game, but I never successfully pulled off a steal, never got a shot or a pass off (and only once saw Daffy Duck the entire time). Jesus wept. I’m sorry, Your Airness.. I failed you. And you thought the Bad Boy Pistons did Jordan dirty. Ouch.

C!!
Konami (1989)
Gameplay Type: Gallery Shooter

No, Up Up Down Down doesn’t work. I tried.

C in this case stands for Contra. I’m not sure what I expected, but C is just a five-channel gallery shooter that has various meaningless LCD doodles pass by to give the illusion of forward movement, but really, this is just “line up with thing and shoot.” It’s no guarantee that’ll actually work. Multiple times my bullets went right through something, for apparently no reason. Maybe because we both switched channels, but if we switched channels and the bullets are animated in that channel that the alien is in, and they pass through the aliens, how is that not a hit? Terrible game. Practically broken.

BATMAN!!
Tiger Electronics (1989)
Gameplay Type: Spinning-Plate

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This is sorta like a spinning plate game as an action game. There’s two channels of enemies and you have to dodge the attacks of one while taking out the other. I found it to be quite dull and there seemed to be massive lag with the timing after you came off the wall. I don’t know if that was a bug in the emulation or not, but this was practically unplayable.

GRADIUS!!
Konami (1989)
Gameplay Type: Gallery Shooter

I really want to do a Space Invaders type of game but haven’t been able to find one. The closest so far is probably Gradius, which is nothing like the classic Konami shmup it takes its name from. This is another five-channel gallery shooter, only with a much bigger emphasis on dodging than Contra’s LCD did. You have to shoot enemies while avoiding cannon fire from enemy islands above and below you. It’s quite competent but very boring and very unambitious. I know that Konami didn’t really make these, but they were among the cream of the crop in gaming at the time and they put their names on these games. Oh, it gets worse..

THE ADVENTURES OF BAYOU BILLY!!
Konami (1989)
Gameplay Type: Combative

Replace the snake with a honey badger and this could have been The Gods Must Be Crazy: Part II

I’ve done a LOT of LCD brawlers now, and Bayou Billy (based on a somewhat obscure NES genre smorgasbord) might be the worst yet. It’s SO sluggish and it feels like it’s only registers every-third button press when you’re on attack, even if you haven’t already just attacked. When you have a snake attacking you from one side and what looks like Strong Bad if he just totally let himself go attacking you from the other, it’s like the game can’t decide what to let you do, and chooses to let you do nothing most of the time. I’m starting to see why legitimate gaming magazines didn’t give LCDs the time of day. Imagine all the money that they could have saved people if they had though.

BUCKY O’HARE!!
Konami (1991)
Gameplay Type: Gallery Shooter

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Another gallery shooter, and one that gets old even quicker than Gradius. BUT, oddly enough, this does more to feel like Gradius than Gradius. There’s bosses, and you even switch characters after you beat the first boss. I got to the second boss a few times and he was a bullet sponge. You get generous hit points and lives yourself, a stark contrast to Bayou Billy’s “40 health, when it’s gone, Game Over” setup. Everything is in place for this to be Konami’s best LCD, except strong gameplay. Bucky O’Hare actually bored me right out of the gates, and if not for the bosses, I’d of quit long before I did. ENOUGH WITH THE GALLERY SHOOTERS, Konami. Try a spinning plate game or something. At the time I’m writing this, I haven’t played Blades of Steel yet. It’s up next, and I wouldn’t be shocked if it’s a sudden death hockey shoot-out arranged like a gallery shooter. I really wouldn’t. Let’s see..

BLADES OF STEEL!!
Konami (1989)
Gameplay Type: Dodger/Reflex Tester

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indie-gamer-chick-approvedWhoa. Hold on. Okay, so I was partially right. It is sort of oriented like a shooter, but it’s not a gallery shooter. It’s not really a hockey game either, but it’s actually a not awful concept for an LCD hockey-themed game. There’s no defense involved. You’re just trying to score as many goals in the time limit as possible. You have to take the puck, wait for a clearing and wait for the meter behind the goalie to flash a star, at which point if you fire, you’ll get a goal. It’s actually a clever way to make the extremely limited LCD hardware feel kinda like the NES game, and it works! Yea, this is only good for an LCD game, but I could see myself losing track of time playing this. Absolutely. Clever idea. I’m impressed. At this point, I’m convinced every LCD manufacturer had at least one “who’d of thunk it?” quality game.

DOUBLE DRIBBLE!!
Konami (1989)
Gameplay Type: Dodger/Reflex Tester

Yes, the iconic Double Dribble dunks are in the game. Kinda.

indie-gamer-chick-approvedBasically the same concept as Blades of Steel, only now you’re playing a 1-on-2 basketball game. You have to just break free of your defenders and time the meter above the basket. Here, the timing is a lot different than it is in Blade of Steel. You want to shoot when the meter is white so the ball’s arc drops in as the meter is lit for a goal. I liked Blades of Steel a lot more, but this is also a perfectly acceptable little waste of time. Gosh, I wonder if the NFL Football game will be along the same lines.

NFL FOOTBALL!!
Konami (1989)
Gameplay Type: American Football

Better than strips of red lights, no?

Easily the most ambitious LCD I’ve ever played, there is nothing half-assed about NFL Football. The funny thing is, they could have done that. The most successful LCD ever was the legendary Mattel Electronic Football that was a major fad in the late 70s (along with Coleco’s Electronic Quarterback), and a barely updated version of that would have worked, but instead, NFL Football focuses trying to make it feel like the sport. You only play offense and can choose between four plays (five including field goals when you’re in range) and have to scroll around the field looking for openings. It works and legitimately feels like the evolutionary Electronic Quarterback, and the problem is, I just never had fun with those. My Godfather’s son had both the Mattel and Coleco games. I still have them around here somewhere, and I never thought they were any fun. But, all credit where it’s due: while I didn’t have fun with this, I imagine kids of the era probably enjoyed it for what it was.

THE LONE RANGER!!
1989 (Konami)
Gameplay Type: Gallery Shooter

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indie-gamer-chick-approvedAs you know from my earlier bitching, gallery shooters are all over LCD. Which one has the most channels? Konami’s Lone Ranger, with a whopping ELEVEN different channels to take shots from. Each angle works towards taking out a bandit from a different angle or distance, and for me, I actually did kind of enjoy memorizing which channel hit which person from which distance. Even better: the characters come up with their hands up, and some will surrender and just disappear. You’re only supposed to shoot the ones who draw their gun on you. It’s so smart and makes the game kind of twitchy. Yep, this is the best of its breed. So far the best LCD shooter I’ve experienced. The funny thing is, Konami made a vastly underrated NES game based on the character, and their LCD game is probably one of the stronger LCDs out there. You’re even incentivized to fire accurately, as you only get 40 bullets. Well, what do you know? They actually did make a really good gallery shooter. So what’s the story on Contra and Gradius being so boring, gang?

FRISKY TOM!!
Bandai (1982)
Gameplay Type: Action-Arcade

We have a new LCD Champion!

This should have gone Part IV, along with the other arcade games, but the truth is.. I’d never heard of it before. I don’t know how good the arcade game is, but as an LCD game, this is really very fun without having to qualify that statement. This is actually the best LCD game I’ve ever played by a mile. It’s sort of like Donkey Kong Jr. meets Pipe Dream. You have to shimmy around this mess of pipes, collect the pipes that are knocked down by evil mice that are total nightmare fuel, and replace where they go. The ultimate object is to fill a tub full of water. It’s crazy addictive, exciting, and so much fun.

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I played this game for over an hour on Saturday. I just couldn’t put it down. I wish it had more dynamic scoring, and I wish the collision was a little better, but I only wish for those things because this is the most addictive, exciting LCD I’ve ever played. Take a bow, Bandai. You’re the new champion of LCD gaming at Indie Gamer Chick. For the first time, I can say an LCD game is genuinely outstanding, and I never thought I’d use those words to describe an LCD. Wow. I’m blown away over here. It turns out that truly great LCD gaming wasn’t a pipe dream after all.

 

LCD Games of the 80s: Part II

INDIE GAMER CHICK’S LCD GUIDE: PART I – PART III – PART IV – PART V – PART VI – PART VII – PART VIII

“Waaaaa, you didn’t play the good ones.” There are no good ones. But fine. Here’s eight more LCD games.

BARTMAN: AVENGER OF EVIL!!
Acclaim (1990)
Gameplay Type: Dodger

If you can do the Bartman then you’re bad like Michael Jackson. It’s true. Michael Jackson did a lot of ten-year-olds.

Okay, so this is from the early 90s. Sue me. This one sort of tries to do what the double-screened Game & Watch games do, only on one screen. Here you play as Bart Simpson. On the top of the screen, Nelson has kidnapped Maggie and is shooting rocks at you. You have to dodge them while waiting for the Bartman costume to spawn. Once you have all three pieces of it, the action moves to the bottom of the screen where you dodge watermelons and apples. Santa’s Little Helper will occasionally give you an apple that you throw back at Nelson. Ten apples and the gameplay loop resets. Once I figured out what I was doing, the game was still boring but at least playable. It’s better than the Simpsons Arcade Game because at least this is quick.

I speculated in the first set of LCD reviews that a major part of the appeal of these games was that kids thought they were getting away with something naughty by playing them. Even if the gameplay was horrible, it’s the idea that they were playing video games when they weren’t supposed to. By time Bartman came out, Game Boy was out and there were better options. BUT, in 1990 the Simpsons was considered bad for kids. Because Bart said “damn” and “hell”. Of course, like anything else, the controversy just made the Simpsons even more desirable for children. So imagine you’re a young person in 1990, sitting in church and playing a Simpsons game. You’d feel like you were the biggest little stinker in the world. I hate to break this to you, but they knew. Yes, they knew you what you were doing and you’d already gotten your punishment. You were playing this.

ZELDA!!
Nintendo Game & Watch (1989)
Gameplay Type: Adventure/Combative

“Zelda” is shorthand for either the game series or the original Legend of Zelda. But, in fact, the only actual game in the franchise that is called simply “Zelda” is this one.

This released three weeks after Game Boy in North America. So imagine going into a store and seeing this, which was relatively expensive ($34.99 in 1989 dollars, about $75 today) and Game Boy ($90 in 1989, or about $190 today). One was a permanent investment in gaming. The other you’d be lucky if a child pulled five minutes of enjoyment out of. If your parents opted not to save up for the Game Boy, I hope you didn’t follow their example of impatience and bad purchase judgment. Because it’s probably one of the worst of the Game & Watch games. You move left and right on the bottom screen, killing an enemy on the right. Then you climb stairs. This goes on until you fight a dragon on the top screen. It really does seem like it’s trying to make it feel as Zeldaish as possible with hearts and potions to use, but Zelda Game & Watch is soooooo bad. It makes the CDi titles look like game of the year contenders by comparison.

SAFARI!!
Vtech (1981)
Gameplay Type: Cross the Road

When Game & Watch became an unprecedented hit, there were a lot of companies that hopped onto the bandwagon. VTech was one of the most successful at getting shelf space. They did well. They’re still in existence today and were actually part of a massive data breach at some point. Maybe they should have stuck to the off-brand games. In fact, there’s a strong chance a lot of my older fans who THINK they had an actual Nintendo Game & Watch as a kid might have really had a VTech Time & Fun game. But unlike other companies (many of them Russian) who would just straight-up clone Game & Watch titles and slap a different name on them, VTech made their own, original games, most of which seem to retain the same “keep it simple, stupid” gameplay that made Game & Watch titles, if not good, still playable today. Safari uses the “cross the street” mechanics that were popular with LCD games. Here you’re an explorer who must.. avoid..

Is that………..

Safari (VTech, Time & Fun)-220718-130232

Oh God.
Safari (VTech, Time & Fun)-220718-130308
OH GOD!!
Safari (VTech, Time & Fun)-220718-130311
Good lord………………..

Sigh.

It was a different time.

THE TERMINATOR!!
Tiger Electronics (1988)
Gameplay Type: Gallery Shooter

“You didn’t do any Tiger Electronics games! How could you do a review of LCDs and not do a single Tiger game?”

Yeah, I’ve heard the reputation of them. I feel fear too, you know. I never claimed to be brave.

Thank god Arnie would never be associated with another bad game after this.

Tiger Electronics’ handheld LCD games are universally considered some of the worst “video games” ever made. But, honestly Terminator isn’t that bad. It’s a really simple gallery shooter. Apparently someone included Tiger in MAME, but I’m nowhere near my MAME cabinet. And the computer that runs my cabinet uses a 2010 version of the emulator and I really don’t want to update it since my understanding is it might render some ROMs non-working. It’s a lot of work. I’ll stick to the simulators. Find me more of them that require as few clicks to play as possible and I’ll gladly do them. Anyway, this is an insanely, crazy simple game that’s boring as fuck. Move left and right, shoot, rinse, repeat. If Donkey Kong 3 is the current “it must be as good as the actual arcade version of Donkey Kong 3 to not completely suck” barometer, Terminator doesn’t quite make it. It’s that boring.

Though I do appreciate that you can’t actually see (most) of the bullets you shoot. I don’t know what kind of guns they use to fight aliens in Contra, but like, that’s not how guns work! You point one, you pull the trigger, and before your brain can process that you’ve finished the task of firing the gun, the bullet has already completed doing its thing. So go figure that a Tiger Electronics handheld from 1988 would have the most accurate depiction of firearms in gaming history. Well, besides Duck Hunt, which I guess works that way too and has a muzzle flash. I guess that whole paragraph was pointless. Moving on..

MARIO’S BOMBS AWAY!!
Nintendo Panorama (1983)
Gameplay Type: Cross the Road

Mario's Bombs Away (Nintendo, Panorama Screen)-220718-131633

Another “cross the road” format game. Honestly, the best Game & Watch titles follow that formula. It’s simple and allows for the most variations without feeling like you’re just copying one game over and over. Here, you’re Mario fighting in an actual war (holy shit!), carrying bombs across enemy lines so you can blow up the camping soldiers (HOLY SHIT!!). I mean, Jesus Christ! Mario was a solider! With a body count! Do you wonder if all the “adventures” he went on afterwards were a coping mechanism fantasy to deal with the PTSD he developed from all the terrible atrocities he had to commit here? It can’t be ruled out.

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indie-gamer-chick-approvedAnyway, this is one of the better LCD games I’ve played so far. You have to raise and lower the bomb you carry to avoid the enemy’s torches and the flame started by one of your own guys chain smoking and tossing the butts into a leaky canister of gasoline that causes a flame to go across the ground. It’s actually pretty intense. While it’s hard to get the timing down of when the torches will light the bomb fuse without being able to see motion, I’m revising my verdict and awarding Mario’s Bombs Away my seal of approval. It’s an original, intense, quality cross the road game. And also, look at Mario’s face on the device. That’s the face of a dude that’s seen things. Horrible, horrible things.

DONKEY KONG JR.!!
Nintendo Game & Watch (1983)
Game Type: Cross the Road

There’s more LCD versions of DK Jr. than there are Army of Darkness DVDs.

This is not to be confused with Donkey Kong II or the Tabletop/Panorama LCD (which was made by Nintendo but released outside of Japan by Coleco). This is like a smaller version of Donkey Kong II BUT with a larger emphasis of using the vines. Once again, you have to grab a key and zig-zag Junior to the top of the screen to unlock your Daddy. Honestly, I think this game plays better than Donkey Kong II. It combines elements from several authentic DK Jr. stages and even has the “drop a fruit on the enemy to score points mechanic” that, to be honest, I would never have expected to have been attempted in one of these.

Is it fun? Well…………… no. But I did have to think about it this time.

EGG!! and MICKEY MOUSE!!
Nintendo Game & Watch (1981)
Gameplay Type: Spinning-Plate

Screw eating the eggs. That hat you’re using seems to have an unlimited capacity. Patent it and feast upon filet mignon for the rest of your days.

Nintendo reskinned several Game & Watch games to star Disney’s cash rat. Thus, Egg became Mickey Mouse and Donkey Kong Circus became.. well.. Mickey Mouse. That must have been confusing. Weirdly, Egg and Mickey Mouse both came out on the same day in August, 1981. Besides cross-the-road games, the other common, easy to execute LCD gameplay style is “spin the plate” games, where you have to judge which of several objects is the next one you have to touch. Also, this might be the first ever video game where you play as the villain. Because in Egg, you play as the Big Bad Wolf, stealing eggs from chickens. Wouldn’t the Big Bad Wolf.. you know.. EAT THE CHICKENS?

Imagine a parent in 1981 trying to REALLY make their child happy and buying both Egg and Mickey Moues, thinking they’re different games. You know this had to have happened at least once.

Well, I think the issue is Nintendo was trying to get the Disney license (they’d worked together for decades when Nintendo made playing cards) but wasn’t sure if they would get it. So they made two versions of this, and had to design a character that could seamlessly replace the Mickey Mouse character if they couldn’t work with the House of Mouse. That’s my theory, at least. Anyway, I’m not a fan of these because it becomes too hard to determine the speed after a while. This is one (two) of those games where Game & Watch Gallery had a really easy time making the concept more playable. Just add motion and poof: you’re 80% less boring. 20% being purely genetic.

Does that count as eight? Only seven? Fine.

OCTOPUS!!
Nintendo Game & Watch (1981)
Gameplay Type: Cross the Road

The Octopus should seriously come back as a boss somewhere. Great character model.

I figure the surest way for a Game & Watch game, or any LCD game for that matter, to win the Indie Gamer Chick Seal of Approval, is to be a cross-the-road game that has a unique, addictive play mechanic. Octopus is almost that. That idea is you have to wait for the tentacles to coil and uncoil, move to the treasure chest in the bottom corner of the screen and scoop up as much loot as possible, then return to the ship for bonus points. The more points you score, the faster the tentacles move. And that’s really it. It’s almost fun. It’s so close, but the lack of motion hurts this one. It’s why the remake on Game & Watch Gallery is so strong. This is just short of that.

And now I feel like I’m on a quest to find a good one of these LCDs. I just bought every DSi Game & Watch release, plus the first three Game & Watch Gallery titles on Virtual Console for comparison sake. Weirdly enough, playing these games does make me feel like I missed out on something. I’m gaining an understanding of the gaming upbringing of my older fans, and a better appreciation for the era that I came into the hobby, from 1996 – 1998. By that point, I never had to worry about getting stuck with one of these crappy “games.” Nope. I just have to hear older people say that this is all they had and they walked uphill in three feet of snow both ways to get them and they liked them. Weirdos.

LCD Games of the 80s

INDIE GAMER CHICK’S LCD GUIDE: PART II – PART III – PART IV – PART V – PART VI – PART VIIPART VIII

WE INTERRUPT INDIE GAMER CHICK’S SIX GAME ARCADE ARCHIVE MARATHON TO BRING YOU CATHY BEING SUBJECTED TO LCD HANDHELD GAMES FROM THE 1980s

We what?

Oh fuck my life.

I never owned those cheap Tiger LCDs as a kid and Game & Watch as a series was all but dead by time I was born. The Game Boy came out in the United States just a month after I did. And both of us were discolored and coated disgusting fluids. Or maybe that was just me. But you fuckers haven’t shut up about how “good” these were on Twitter since I started this retro voyage of mine.

DONKEY KONG!!
Nintendo Game & Watch (1982)
Gameplay Type: Cross the Road

Nintendo has done a series of Game & Watch Gallery games. They might as well do another round and include them with Switch online.

It took me a while to figure out that you can’t jump if there’s a girder above you. The object is to climb to the second screen, activate a crane, then jump onto the swinging hook to cut wires that support Donkey Kong. Every time you cut a wire you end up having to start at the bottom and climb your way back up, this time with faster barrels and girders that are deadly to you. The concept is fine, and honestly the gameplay, while too easy and boring, is genuinely better than the Donkey Kong 3 arcade game. This is also the game that gave birth to the plus-shaped D-Pad. But I didn’t play with an authentic device so I can’t tell you how it feels. Still, this is a pretty historic game. Crappy, but historic.

Crappy and historic.. shit, this really is a Donkey Kong game!

DONKEY KONG!!
Coleco (1981)
Gameplay Type: Cross the Road

What an absolutely terrible game. Unlike the Game & Watch game (which, to be fair, came out a year after this and could learn from this game’s mistakes), this Donkey Kong actually tried to be as faithful as possible to Donkey Kong. It failed. It failed badly. It’s a fail whale. Hail hail the fail whale. I mean, look at it.

The yellow lines are the ladders. The yellow spots on the floor are supposed to be the rivets. The packages of McDonalds french fries are supposed to be the fireballs. This is Gaming Hell, people.

It’s clunky. Without movement it’s hard to know what stuff like the fireballs in stage two (which tries to mimic the rivet board from the arcade game) will actually do. It’s even ugly to look at. At least Game & Watch releases had neat, clear looking LCD characters that had funny, distinctive faces. They were so nice looking that they became a Smash Bros. character. This? Imagine being a kid in 1981, seeing this in stores, and begging your parents for this for Christmas. It cost $60 in 1981, which is over $150 today. A lot of money for most families. And then you get it, and you play it, and you realize there’s no Santa Claus. And your parents hate you because they just spent over $150 in 2019-equivalent dollars on something you can’t possibly play for more than 10 minutes before wanting to die.

Nice cameo in Gremlins though.

DONKEY KONG II!!
Nintendo Game & Watch (1983)
Gameplay Type: Cross the Road

Again, shockingly, this is more engaging than Donkey Kong 3. It really speaks to how bad of an idea that game was.

Not to be confused with Donkey Kong Jr., though the game actually stars Junior and seems based on his game. You start on the bottom screen, jump up to get a key, then zig-zag your way to the top screen, where you have to again jump for the key, then push it into one of the locks caging Donkey Kong. Unlike Donkey Kong, where you automatically go to the bottom screen upon completing a cycle, in DK II you have to get to manually make your way back to the bottom to start the cycle over. Or, you can sacrifice a life to get there. The concept is fine, but like every other game I’ve played, getting the timing down is hard because there’s no actual motion to track. It’s guess work, and if you have no sense of timing, you’re fucked. Also, there seemed to be a few times that I don’t think surviving was possible because any direction moved, including jumping, would lead to my death based on where the enemies were. Another turd.

DONKEY KONG JR.!!
Coleco/Nintendo (1983)
Gameplay Type: Cross the Road

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indie-gamer-chick-approvedThis is an odd cat. Unlike the Donkey Kong tabletop that was developed by Coleco, this one was made by Nintendo, presumably to show Coleco how to make a decent LCD game. Not that Nintendo’s Game & Watch games were amazing or anything, but compared to the shit Coleco seemed to have been vomiting up, they were incredible. And this is actually one of the better games. You grab a key and zig-zag Junior to the right of the screen, where you ride umbrellas downward and balloons upward to free your Daddy. It’s weird that you don’t have to locate the key and you start every level by jumping up to get it, but the twist there is, if you miss hitting the lock that Donkey Kong swings up and down, you drop the key and have to make your way back to the start to get another. I’d still rather play anything else, but if.. okay WHEN.. I go to Hell, if Satan tells me my only options are to play LCD games, if this is on the menu it won’t be so bad.

DONKEY KONG CIRCUS / MICKEY MOUSE
Nintendo Panorama (1984)
Gameplay Type: Spinning-Plate/Juggler

Mario is a cruel taskmaster. Which is the original origin story of Donkey Kong. It’s true.

It’s juggling. With Donkey Kong or Mickey Mouse. It’s boring. Please shoot me.

DUNGEONS & DRAGONS COMPUTER FANTASY GAME!!
Mattel Electronics (1981)
Gameplay Type: Minimalist Adventure

You’re warned if there’s pits nearby. ET really could have used that.

This is an interesting one that requires you to draw a map using pen and paper like a fucking savage. You’re placed in grid that’s full of pits. Somewhere in the maze is a magic arrow and a dragon. You have to find the arrow, then sort out what room the dragon is in, get next to that room, point at it and shoot the arrow. It sort of defeats the purpose of being a handheld game by needing pen & paper to play it, though I guess it’s not really D&D without those materials either. It’s an incredibly simple concept, but it works. It’s not really fun in the strictest sense but it’s a decent enough time waster. And with all the pits, I’m curious if Howard Scott Warshaw owned one of these.

MARIO BROS.!!
Nintendo Game & Watch (1983)
Gameplay Type: Spinning-Plate/Juggler

Mario Bros. (Nintendo, Multi Screen)-220718-144832

This one makes no effort to play like the arcade game, because at the time, Nintendo’s concept was that Mario would be the “every-man” who worked a variety of odd jobs. Here, you have to pass packages between Mario and Luigi up a series of conveyor belts. It’s another take on the plate-spinning style gameplay with the twist being that you have to move two characters on two different screens independent of each-other. Even with the twist, I find most of these type of games boring, and this one is no exception.

TRON!!
Tomy (1982)
Gameplay Type: Snake-Like

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This one tries to recreate the light-cycle scene from the movie, but in over ten minutes of playing I couldn’t once beat the computer. Even when I had a speed advantage and got in front of it, it would always turn fast enough to hang in there. When I finally thought I had boxed it in, I simply died anyway. It makes me think the Donkey Kong Jr. game above had the right idea by trying to play tribute to the spirit of the game while also making something original that is more tailored to the hardware.

Shit like these games makes me appreciate my gaming upbringing a little more. I’ve had a LOT of my older fans wax nostalgically about the glory days of these things. I hope this doesn’t come across as condescending, but I feel a little sorry for them. Because these are terrible games. I honestly can’t believe they were ever considered an acceptable substitute to arcade games or even the most primitive Atari 2600 games. At least with the 2600 you could see objects move. Here they just sort of blink out of existence in one part of the screen and reemerge somewhere else. Maybe you guys from that time felt like you were getting away with something naughty by playing these at church or at school. Maybe they were bad deliberately, as part of a conspiracy. By teachers. Because compared to these, school work.. any school work.. would probably look pretty damn stimulating.