Platform: Game & Watch
What is Game & Watch?
Game & Watch is Nintendo’s pioneering family of handheld video games released between 1980 and 1991. Each unit is a self-contained device with a single built-in game, an LCD screen, and a simple timekeeping function that gave the line its name. Long before smartphones and even before the Game Boy, millions of people slipped these pocketable gadgets into bags and desk drawers and discovered that video games could be quick, focused, and delightfully portable.
The formula was simple and brilliantly focused. You got one game, tuned to be immediately readable on a segmented LCD, a clock with alarm, and a durable casing ready for travel. It sounds modest, yet the design, charm, and sheer playability launched a global craze. In the process, Nintendo refined ideas that would echo across the company’s later hits, from the cross-shaped D-pad to clamshell dual screens. If you want to understand Nintendo’s handheld DNA, you start here.
Origins and context
Like many great Nintendo ideas, Game & Watch grew out of a moment of observation. Legend has it that designer Gunpei Yokoi noticed a bored office worker on a train idly tapping on a calculator. He imagined a small device that could turn spare minutes into engaging play, while also doubling as a watch so it felt useful and acceptable to carry. That spark led to the first model, Ball, in 1980.
The late 1970s and early 1980s were fertile ground for handhelds. LCD technology had matured enough to be reliable and affordable, calculators had normalized small screens in everyday life, and people were increasingly mobile. Nintendo’s idea was not the first handheld game ever, but it was the first line to marry a unified design philosophy, polished industrial design, and mass-market distribution. The goal was not technological muscle. It was accessibility, simplicity, and the confidence that comes from doing one thing extremely well.
Game & Watch landed at just the right time. Arcade hits were transforming entertainment, yet they required a coin-op cabinet and a spare afternoon. Game & Watch distilled the rhythm and clarity of arcade play into sessions measured in seconds, not hours. That approach traveled brilliantly. The series sold over 43 million units worldwide and seeded many of Nintendo’s future design pillars. If you want an authoritative primer, the Wikipedia article on Game & Watch is a great catalog of models and history, and it backs up just how wide this family grew.
From silver to multiscreen
The Game & Watch line evolved through multiple subseries with their own aesthetics and quirks. Each step shows Nintendo iterating with care, not chasing the latest chip, but optimizing around ergonomics, clarity, and playfulness.
Silver and Gold
The earliest models wore metal faceplates that gave them a sleek, almost scientific look. The Silver series in 1980 introduced the world to simple, readable games like Ball and Flagman. The gameplay was all about timing and patterns, with characters rendered as fixed LCD segments that pop in and out.
The Gold series followed in 1981, keeping the premium feel while adding polish. You can think of these as Nintendo finding its baseline: crisp screens, durable buttons, and the now-familiar "Game A" and "Game B" modes for different difficulty or small rules twists.
Wide Screen and New Wide Screen
One of the most important usability upgrades was simply more screen real estate. The Wide Screen series expanded the view, which let artists add more animation cels and allow action to breathe. Classics like Parachute and Octopus live here. Nintendo later iterated with New Wide Screen, which returned after other experiments and ran concurrently with later entries. The message was clear. If a design worked, Nintendo leaned on it.
Multi Screen
In 1982, Nintendo introduced Multi Screen models, a clamshell design with two LCDs that fold shut like a wallet. The first was Oil Panic, and it was a revelation. Engineers and artists could now stage gameplay on two planes or tie them together as a stacked playfield. It gave the units a compact shape that protected the screens and felt luxurious to open.
You can feel the foreshadowing here. Decades later, the Nintendo DS would bring back the dual-screen clamshell with color and touch. That was not an accident. The line between these Game & Watch experiments and modern portable design is straight and bold.
Tabletop and Panorama
By 1983, Nintendo ventured into bolder displays. The Tabletop series resembled mini arcades with vibrant VFD displays. They looked fantastic, with saturated colors and bright light, though they drew more power. The Panorama series did something even stranger. These units used a mirrored periscope-like arrangement. You held the device and peered into a reflective hood to see the images, which allowed bright visuals in a compact body. Both were small detours, whimsical and eye-catching, and they proved Nintendo was not afraid to push presentation as part of the fun.
Micro Vs., Super Color, and Crystal Screen
Some late-model experiments focused on multiplayer, color accents, or novel materials. Micro Vs. System units hid two wired controllers in the sides for instant head-to-head play. Super Color models layered color behind the LCD to punch up contrast, and Crystal Screen models used a transparent LCD that gave a futuristic see-through effect. None of these became the dominant form factor, but they kept the line feeling fresh and allowed creative teams to explore different experiences.
Hardware and design
Under the hood, Game & Watch devices are studies in thoughtful constraint. They make a lot out of little, and the result is a masterclass in user-centered engineering.
Display tech
Every LCD image on a Game & Watch is a fixed segment or sprite that can turn on and off. There are no pixels in the modern sense. Artists worked with a set of predefined poses and paths. If a character ran, the sequence of LCD segments lit up along a track to simulate motion. This approach avoided heavy processing and kept the display sharp in all lighting conditions.
Backgrounds often used printed artwork to reinforce the theme and provide a sense of place. Water hazards looked wet thanks to blue ink and repeated wave outlines. Kitchens felt cozy with tiny illustrated stoves. These simple touches matter because they anchor your brain in the fiction and help you parse action at a glance.
In some variants like Tabletop or Panorama, Nintendo used vacuum fluorescent displays or reflective optical tricks to deliver vivid colors and bright contrast. Most models stuck to monochrome LCD for battery life, but those detours showcased what Nintendo could do with a little spectacle.
CPU and sound
The brains of a Game & Watch were typically simple 4-bit microcontrollers, often from Sharp’s SM5 family, bonded directly to the board under an epoxy blob. The game code lived in ROM, and the LCD driver integrated logic for rapidly flipping segments. The sonic palette was intentionally sparse, usually a piezoelectric buzzer producing beeps for actions and a few chirpy tones for alarms or milestones. It was enough. The sound signaled timing and state changes without annoying the office floor or the train car.
If it feels like restraint, that is because it was. Gunpei Yokoi championed a philosophy often summarized as "lateral thinking with withered technology". In other words, use mature, affordable components in clever ways rather than chasing novelty for its own sake. You can read more about Yokoi’s approach on Wikipedia’s page on Gunpei Yokoi. Game & Watch is a perfect embodiment of that mindset.
Power and endurance
Most models ran on small button cell batteries and sipped power, which meant weeks or months of play from a pair of cells. That made them dependable travel mates. Some of the more ambitious displays required larger batteries, but Nintendo always designed with portability first. The devices also survived backpacks, pencil cases, and the occasional drop. A common sight on the back was a fold-out stand, a neat touch so your Game & Watch could sit on a desk acting as a clock.
Controls and ergonomics
Early models used simple left and right buttons or a set of action keys. In 1982’s Donkey Kong Game & Watch, Nintendo debuted the cross-shaped directional pad, or D-pad, a tiny revolution in thumb-friendly input. It gave precise control without requiring a joystick, and its success led to the D-pad being adopted on the Famicom and later the NES controller. The connection from Game & Watch to the backbone of console input design is as direct as it gets.
Ergonomically, the devices were compact but thoughtful. Edges were rounded, buttons had crisp travel, and the dual-screen clamshell models were balanced enough to be held for longer sessions without fatigue. You can see the R&D1 team figuring out, model by model, how to make something you wanted to keep in your hands.
Timekeeping and daily life features
Part of the hook was that Game & Watch felt like a legitimate everyday object. The clock function was not decoration. It was accurate and came with an alarm, and many games had little idle animations during clock mode. Owners could prop the unit up, put it on a dresser, and have it be part of the room. The brand name was honest: you got a game and a watch, both useful, both charming.
Games that defined the line
Talking about Game & Watch games is like talking about haiku. The form is constrained, yet the variety is impressive. Mechanics are crisp, skill ceilings are real, and chasing a high score has a way of getting under your skin.
The very first entry, Ball, set expectations. You control a character juggling balls, keeping them aloft by moving left and right with precise timing. It is pure rhythm and concentration. The device teaches itself in seconds, then spends hours asking if you can do just a bit better.
Fire introduced the joy of triage. People leap from a burning building, and you must bounce them on a stretcher to safety. Each success speeds up the pace, adding a grin-inducing panic that somehow never feels unfair. Parachute taps a similar vein as you catch falling paratroopers before the sharks get them. There is no story text because your brain already has one.
Underwater antics shine in Octopus, where you dive to retrieve treasure while tentacles swipe at you. The risk-reward tension is delicious. Grab a little, swim back, bank the points, then get greedy and you will learn humility.
Chef is a personal favorite for many collectors. You flip food to keep it airborne and prevent it from burning, a kinetic dance that escalates as more items enter the air. The animation sells it. Seeing sausages arc just so is bizarrely satisfying.
Nintendo’s big characters also found homes here. Donkey Kong on Multi Screen was a landmark in 1982, not only because it brought a popular arcade game to a portable, but because it introduced that D-pad and used the dual screens as a vertical playfield. Mario Bros. leaned into conveyor belt chaos, and Zelda on Multi Screen delivered a surprisingly deep action adventure in the format, with multiple enemy types and items that created a sense of progression.
Then there are charming oddballs. Oil Panic asks you to catch dripping oil on the top screen and dump it downstairs without spilling on your customers. Green House stars Stanley protecting plants from bugs, a premise that later intersected with Donkey Kong’s world in other games. Egg has you catching eggs before they hit the ground, and in some regions the same game appeared as Mickey Mouse due to licensing, a nice example of how Nintendo localized hardware games by repainting their casts.
Each unit typically offered Game A and Game B modes. Sometimes B was simply faster, but often it remixed rules, changing enemy patterns or adding hazards. High scores persisted until you reset or the batteries died, which gave bragging rights a deliciously local flavor.
Icons and exclusives
Collectors often gravitate to models that tell the story of the platform’s range. Ball, as the original, is iconic. Parachute, Octopus, and Fire are ambassadors for the Wide Screen era, instantly readable and endlessly replayable. Donkey Kong and Mario Bros. show how the Multi Screen format could support layered gameplay. Zelda is notable for ambition, squeezing a quest feeling into a segmented display. Oil Panic is textbook Nintendo, taking a physical idea and abstracting it into something clean and compelling.
Some lines diversified with licensed characters like Snoopy and Popeye, and those units stand out for their unique artwork and sometimes unusual mechanics. The Tabletop versions of Popeye and others add a splash of arcade-like flair that people remember fondly for their strong visual presence.
On the multiplayer side, the Micro Vs. System line brought head-to-head competition to the same table. Two pull-out mini controllers snapped into the sides of the device, and players huddled hungrily over tiny screens trading blows in Boxing or battling through Donkey Kong 3 variants tailored to the format.
Industry impact and legacy
Game & Watch did three big things for Nintendo and for video games more broadly. First, it proved that handheld gaming could be mainstream. Millions of people who would never buy an arcade cabinet or spend a weekend in a dedicated game room got hooked on five-minute sessions. That market reality paved the way for the Game Boy in 1989, a machine that took the idea further with interchangeable cartridges and an 8-bit CPU.
Second, Game & Watch introduced design solutions that became industry standards. The D-pad is the headline. It is hard to overstate how much that control changed how players interact with games. It conquered poor substitutes like mini joysticks on handhelds and became the default input for decades of consoles. Dual-screen clamshell design and Nintendo’s later insistence on robust hinges and thoughtful button placement also draw a line back to these experiments.
Third, the concept of a self-contained unit tailored around one game influenced not only handhelds, but also minigame design and the later microgame boom. If you have ever fallen into a loop with a small arcade-like app on a smartphone, you are enjoying the modern echo of Game & Watch’s scope and balance. Focus, readability, and crisp feedback travel well across eras.
There is also a cultural legacy. You can see Game & Watch characters cameo in later titles, discover remakes and rebalances in the Game & Watch Gallery series on Game Boy, and even pick up modern tributes. To celebrate Mario’s 35th anniversary and Zelda’s 35th, Nintendo released modern color LCD devices titled Game & Watch: Super Mario Bros. and Game & Watch: The Legend of Zelda. They function as love letters, with classic games, clocks full of playful secrets, and the same pocketable charm. If you want a sense of how Nintendo frames its own history, these devices are emblematic.
If you are curious about the DS connection and want a broader sweep of how Nintendo brought back dual screens, the Nintendo DS page places the clamshell design in context and mentions its Game & Watch ancestry.
Collecting and preservation today
Hunting for Game & Watch units is rewarding, and it teaches a bit of practical conservation. These were consumer electronics meant to be played, not museum pieces, so condition varies wildly.
The first thing to look for is screen quality. LCDs can develop dark spots or uneven contrast over time, and polarizer films may degrade. Replacement is possible, but it requires care, sourcing the right materials, and a gentle hand. Battery corrosion is another common issue. Always check the compartment for residue and leakage, and never power a unit until any corrosion is cleaned.
Buttons and contacts generally age well, but misaligned membranes or dust can cause unresponsive inputs. Fortunately, the internals are relatively simple, and patient disassembly often solves sticky keys. Sound failures usually trace back to the piezo buzzer or solder joints. Again, fixable with steady work.
Completeness affects value. Original boxes, manuals, plastic trays, and even registration cards elevate a set. So does a clean faceplate. Early Silver and Gold units with metal fronts can scuff, and scratches are difficult to remove without damaging the finish. Replacement faceplates exist but may reduce authenticity for purists.
Be wary of fakes or heavily refurbished units labeled as mint. Provenance matters. Serial numbers, matching parts, and seller reputation are key. This is one domain where patience pays off, and the hunt is part of the fun.
On the emulation side, several projects aim to preserve Game & Watch logic and artwork, although emulation of segmented LCD devices is more artful than simply simulating pixels. Accuracy often depends on community scans of the LCD masks and careful reproduction of segment timing. While nothing replaces the feel of the original hardware, emulation is a valuable tool for getting the rhythms of these games into more hands, and it helps historians ensure the library survives.
Notable curiosities and anecdotes
The Game & Watch family picked up a lot of memorable tidbits along the way, and knowing them adds flavor when you pick one up.
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The birth story: The image of a salaryman playing with a calculator is famous for a reason. It tells you what Nintendo was aiming for: a device that fits into daily life. The watch was not a gimmick. It was a passport into pockets and briefcases that might otherwise reject a toy.
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Game A and Game B: The two-mode design feels small today, but it was a big deal for replay value. Game B often made patterns unpredictable, not just faster. That small change forced new strategies, and it meant the same hardware felt fresh after you mastered the basics.
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The D-pad legacy: The cross D-pad showed up on the Donkey Kong Game & Watch first, became famous on the Famicom and NES, and then spread across the industry. That single decision saved countless thumbs from awkward mini-joysticks and is one reason handheld gaming felt right in the hand.
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Disney and regional swaps: Licensing can be quirky. In some regions, games like Mickey Mouse were reskinned as Egg when rights changed. The core mechanics stayed, but the character art shifted. For collectors, that means different faceplates and a small rabbit hole of variants.
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Multiplayer ingenuity: The Micro Vs. System controllers that pulled out from the sides are a reminder that you do not need Bluetooth to have a party. The cables are short, the screens tiny, but the laughter tends to be big, usually amplified by how physically close the players end up.
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Tabletop swagger: The Tabletop models are the peacocks of the line. They take up more room, eat more power, and look extraordinary. They may not be the practical daily carry, but on a shelf or a desk they radiate that miniature-arcade magic.
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Modern tributes: Nintendo’s recent Game & Watch: Super Mario Bros. and Game & Watch: The Legend of Zelda units are more than nostalgia plays. They package multiple games, playful clocks, and hidden modes inside elegant cases. The spirit is right. They feel like gifts from Nintendo to its own history, designed for people who smile when a beep announces a perfect catch.
One small personal note. If you have ever waited on hold, phone cradled on your shoulder, and tried to beat your own Octopus score one more time, you understand the weirdly perfect size of these games. They slot into life, not the other way around. That is their power.
Why it mattered then, and why it still matters
Game & Watch succeeded because it respected your time and attention. It did not ask for a weekend. It asked for 30 seconds and then another 30 once you felt the rhythm. It used mature components so it could be affordable and reliable, which made it accessible to more people. And it arrived with taste. The art, the model names, the box design, the feel of a button press, all of it signals care.
That attitude influenced the Game Boy and beyond. Nintendo learned how to balance fun with practicality, how to make things small without making them fiddly, and how to turn constraints into personality. You can trace that through Game Boy’s green-tinted screen, the Nintendo DS’s dual screens, and even the Switch’s focus on flexible play sessions. The DNA is consistent.
There is also a lesson in restraint. In an industry that often chases raw power, Game & Watch reminds us that clarity of purpose can beat horsepower. A good game mechanic with crisp feedback and clean presentation can live forever. Just ask anyone still trying to top their high score in Chef.
Getting started if you are curious
If you want to experience Game & Watch today, you have options. Original hardware is a joy, especially if you appreciate vintage electronics, but it requires patience and a bit of maintenance. Starting with a common model like Parachute or Fire keeps costs reasonable, and they are wonderful introductions.
Modern tributes such as Nintendo’s recent Super Mario Bros. and Zelda editions offer a streamlined way to join in. They add bright color screens, rechargeable batteries, and multiple games without losing the charm. And if you are simply researching, the Wikipedia entry for Game & Watch archives the release list, regional variations, and plenty of background to guide deeper dives.
However you approach it, the important thing is to play. Let the timing seep in, feel the small escalation of speed and risk, and notice how quickly your brain lights up when you barely save a faller in Fire. That sensation has not aged a day.
Final reflections
Game & Watch stands as one of Nintendo’s most influential families of products. It built the case for handheld gaming as a casual, everyday activity. It invented input standards still in use. It experimented with form factors that would shape future consoles. And it turned limits into art.
If your mental image of early video games is all cabinets and CRTs, consider this the other half of the story. Short sessions, bright beeps, tight timing, and smooth little devices that fit next to a wallet. The platform’s legacy is not only about history. It is practical even now. When design teams reduce a game to its cleanest loop, remember scores persist across power cycles, and celebrate tiny tactile pleasures, they are channeling the spirit of Game & Watch.
The next time someone asks where handheld gaming truly began, you can smile, pull a little clamshell from your bag, and let the high score screen do the talking.
Most played games
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Game & Watch: Donkey Kong HockeyStory -Extras -Complete -
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Game & Watch: Super Mario Bros.Story 0h 29mExtras -Complete -
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Game & Watch: LifeboatStory -Extras -Complete -
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Game & Watch: Mario Bros.Story -Extras -Complete -
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Game & Watch: Gold CliffStory -Extras -Complete -
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Game & Watch: SafebusterStory -Extras -Complete -
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Game & Watch: Bomb SweeperStory -Extras -Complete -
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Game & Watch: SquishStory -Extras -Complete -
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Game & Watch: Black JackStory -Extras -Complete -
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Game & Watch: Mickey & DonaldStory -Extras -Complete -
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Spitball SparkyStory 2h 0mExtras 2h 3mComplete 2h 8m
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Game & Watch: Tropical FishStory -Extras -Complete -
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Game & Watch: Snoopy TennisStory -Extras -Complete -
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Game & Watch: Fire AttackStory -Extras -Complete -
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Game & Watch: Turtle BridgeStory -Extras -Complete -
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Game & Watch: Mickey MouseStory -Extras -Complete -
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Game & Watch: PopeyeStory -Extras -Complete -
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Game & Watch: ParachuteStory 0h 4mExtras -Complete -
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Game & Watch: LionStory 1h 1mExtras 1h 6mComplete 1h 8m
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Game & Watch: EggStory 0h 25mExtras 1h 9mComplete 1h 11m
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Game & Watch: FlagmanStory 0h 32mExtras 1h 5mComplete 0h 58m
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Game & Watch: PinballStory -Extras -Complete -
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Game & Watch: JudgeStory 0h 26mExtras 1h 4mComplete 2h 6m
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Game & Watch: VerminStory 0h 22mExtras 0h 6mComplete 0h 32m
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Game & Watch: ZeldaStory 8h 1mExtras 21h 17mComplete -
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Game & Watch: Oil PanicStory -Extras -Complete -
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Game & Watch: Green HouseStory 1h 14mExtras 1h 16mComplete 1h 17m
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Game & Watch: OctopusStory -Extras -Complete -
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Game & Watch: Donkey Kong IIStory 0h 19mExtras -Complete -
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Game & Watch: BallStory 0h 19mExtras -Complete 0h 28m
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Game & Watch: HelmetStory 0h 9mExtras 0h 8mComplete 0h 13m
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Game & Watch: ChefStory 0h 3mExtras -Complete 0h 24m
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The Legend of ZeldaStory 8h 21mExtras 8h 51mComplete 10h 10m
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Super Mario Bros.: The Lost LevelsStory 3h 1mExtras 4h 16mComplete 5h 48m
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Super Mario Bros.Story 1h 58mExtras 2h 25mComplete 2h 40m
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Game & Watch: Mario's Cement FactoryStory 0h 3mExtras -Complete 0h 4m
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Game & Watch: Rain ShowerStory -Extras -Complete 0h 7m
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Game & Watch: Donkey Kong Jr.Story 0h 24mExtras 1h 29mComplete 0h 38m
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Game & Watch: FireStory 0h 10mExtras 0h 15mComplete 0h 4m
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Game & Watch: ManholeStory 0h 12mExtras -Complete 0h 31m