LCD Games XI: The Quest for the Crystal of Liquid Displayfulness
February 26, 2025 Leave a comment
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.
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
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
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
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!


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