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The Rise of Handheld Games in the 1980s

The eighties swapped springs for segments. One flat LCD panel, a couple of buttons and a beeper turned the pocket game into an electronic product.

Game & Watch sets the template

Nintendo launched the Game & Watch line in 1980, designed by Gunpei Yokoi. Each unit ran a single fixed game on a segmented LCD screen and doubled as a clock, which is where the name came from. The format — flat, cheap, instantly readable — defined the decade.

Because the screen was segmented rather than pixelled, every character was a pre-printed shape that could only switch on or off. Designers worked within that limit, and the resulting stop-motion movement became the era's signature look.

The LCD boom

Through the mid-eighties, Tiger Electronics and many others filled the shelves with single-game LCD handhelds, often licensed from films, cartoons and arcade titles. They were pocket money items, sold everywhere, and they made handheld gaming an ordinary part of childhood rather than a novelty.

The trade-off was fixed content: one game per device, forever. Playability rested entirely on a simple loop repeated at increasing speed.

The end of the era

Nintendo released the Game Boy in 1989. With a dot-matrix screen and interchangeable cartridges, it made the one-game LCD handheld look like the previous generation almost overnight, and the pocket-game shelf was never quite the same again.

What the club keeps

The eighties games in the club take their cue from that period's pace rather than its hardware: tighter timing, rising speed, a score that climbs until you slip. The presentation is ours, built new for phones.

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Historical background only. The Pocket Arcade Club is not affiliated with, endorsed by or connected to any historic manufacturer named above; all club games, artwork and sound are original. Browse the arcade.