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How do game and watch screens work?

Game & Watch devices were some of the earliest handheld electronic games created by Nintendo. They consisted of a simple LCD screen with fixed segmented images for game graphics. The screens used some clever techniques to create moving animations using very limited display technology.

History of Game & Watch

The Game & Watch series was introduced in 1980 and went on to become one of Nintendo’s most popular product lines of the era. Over 60 different Game & Watch titles were produced up until 1991. Each device contained a single game with a small monochrome LCD screen and basic input controls.

The games were designed by Nintendo R&D1, led by legendary designer Gunpei Yokoi. He had previously created the successful Game & Watch Multi Screen series, which had two separate LCD panels that opened and closed like a book. The new Game & Watch series improved on this concept with a compact vertical form factor using a single LCD panel.

How Game & Watch LCD Screens Work

The LCD (liquid crystal display) screens used in Game & Watches were very low tech by today’s standards. But they used some ingenious techniques to create detailed animations within the limitations of the display hardware.

Segmented LCD Displays

The LCD screens consisted of a fixed pattern of pre-drawn segments in the crystal layer which could be selectively activated to form images. These segmented displays were inexpensive to produce but limited in resolution. The number of segments ranged from around 100 up to 200 on later widescreen models.

Screen type Number of segments
Standard 100-160 segments
Widescreen Over 200 segments

By activating certain segments in a sequence, it was possible to create animations of game characters, objects and scenes. The segments were carefully designed by Nintendo’s R&D team to enable diverse animations within the constraints of the fixed LCD grids.

Animation Techniques

Several animation techniques were used to breathe life into the rudimentary Game & Watch graphics:

  • Frame animation – Different frames of an animation were created by activating different combinations of segments.
  • Sprite overlay – Separate LC layers were overlayed and independently controlled to enable foreground sprites moving over backgrounds.
  • Parallax scrolling – Layers moved at different speeds to create a fake 3D scrolling effect.
  • Flipping screens – Some models had two LCD panels that alternated to double the number of frames in an animation.

These methods allowed smooth animations of up to 60 frames per second, similar to early LCD handhelds like the Microvision. The difference was that Game & Watch animations were pre-defined rather than rasterized graphics.

Inner Workings of Game & Watch Displays

Let’s look inside a Game & Watch unit to examine how the LCD display technology worked.

LCD Glass Sandwich

The LCD panel contained the following layered components sandwiched between two glass substrates:

  • Rear glass plate
  • Reflective coating
  • Rear polarizer
  • Liquid crystal layer with pre-formed character segments
  • Front polarizer
  • Front glass plate

The liquid crystal layer was made of specialized nematic liquid crystals that naturally aligned in a twisted formation. The polarizers on either side restricted light passage to specific orientations.

Activating Segments

Applying voltage to specific segment electrodes changed the alignment of those liquid crystals. This in turn changed the passage of light and made the segments switch from reflective to transparent. This selective activation of segments formed the images.

Higher voltage resulted in greater transparency. This allowed variable brightness levels to create more advanced animations. For example, voltage pulses were used to smoothly fade segments in and out.

Color and Contrast

Early Game & Watches used external colored overlays to provide color accents over the monochrome LCDs. Later models integrated the color filter layer directly into the LCD stack for a brighter and crisper display.

The reflective backing provided high contrast in most lighting conditions. This was important since these were handheld devices used in varying environments.

Why Game & Watch Displays Worked

The genius of Game & Watch LCD animation was not in the display hardware itself, but rather in the expert craftsmanship that exploited every bit of capability from the limited technology.

Nintendo’s designers created detailed segmented patterns tailored to each game that formed the basis of smooth animations. Clever programming timed the voltage signals to perfection to activate just the right combinations of segments at precise intervals.

As a result, full-motion gaming experiences were possible on pocket-sized devices with minimalist displays. This innovative approach and craftsmanship established Nintendo as an early leader in portable interactive entertainment.

Conclusion

Game & Watch devices made skillful use of rudimentary LCD technology to bring engaging handheld gaming to the masses. The segmented displays powered by basic liquid crystal optics were brought to life through creative graphical design and programming. While primitive by modern standards, the Game & Watch series demonstrated that compelling interactive entertainment could be created even with limited display capabilities when crafted with care, creativity and dedication.