

#Pokerth 1.1.1 portable series#
Second series (Double Panel): Amazone ( 秘境アマゾン, Hikyo Amazon), ref. 16281 Nazo No Chinbotsusen ( 謎の沈没船, Nazo no Chinbotsusen), ref. 16282 Shark Island ( 恐怖の無人島, Kyofu no Mujintou), ref. 16264 Sub Attack ( 激戦Uボート, Gekisen U-Boat ) / (Sub Patrol in UK), ref. 1623 for the re-release Escape from the Devil's Doom ( 天国と地獄, Tengoku to Jigoku), ref. This allows these games to progress in 2 stages for more variation in game play.įirst series: Invaders of the Mummy's Tomb ( 謎のピラミッド, Nazo no Pyramid ), ref. The games in the Double Panel series feature two LCD panels stacked on top of each other. The LCD Solarpower series are handheld electronic games powered by solar energy made by Bandai in 1982. In 1983, Takara Tomy's Tomytronic 3D series simulated 3D by having two LED panels that were lit by external light through a window on top of the device, making it the first dedicated home video 3D hardware. Some of its games, such as the horror-themed game Terror House, featured two LCD panels, one stacked on the other, for an early 3D effect. In 1982, the Bandai LCD Solarpower series were the first solar-powered gaming devices. New games are still being made, but most are based on relatively simple card and board games. Some of the more well-known handheld games of the LCD era are the Game & Watch series by Nintendo and the games by Tiger Electronics, and many titles from other companies were also popular, especially conversions of arcade games. Partly due to these limitations, the gameplay of early LCD games was often even more crude than for their LED antecedents. Backgrounds for these games are static drawings, layered behind the "moving" graphics which are transparent when not in use. Illusion of movement is created by sequentially flashing objects between their possible states. All graphics are fixed in place, so every possible location and state of game objects has to be preset (and are usually visible when resetting a game), with no overlap. The use of custom images in LCD and VFD games allows them to have greater detail and avoid the blocky, pixellated look of console screens, but not without drawbacks. ĭuring the 1980s, LCDs became inexpensive and largely replaced LED displays in handheld games. Yokoi also included his directional pad on the Famicom game console's controllers, and the cross-shaped thumb controller soon became standard on game console controllers and ubiquitous across the video game industry as a replacement for the joystick. For later, more complicated Game & Watch games, Yokoi invented a cross shaped directional pad or "D-pad" for control of on-screen characters. Taking advantage of the technology used in the credit-card-sized calculators that had appeared on the market, Yokoi designed the series of LCD-based games to include a digital time display in the corner of the screen.

Starting in 1980, Nintendo began to release a series of electronic games designed by Yokoi called the Game & Watch games. Yokoi then thought of an idea for a watch that doubled as a miniature game machine for killing time. In 1979, Gunpei Yokoi, traveling on a bullet train, saw a bored businessman playing with an LCD calculator by pressing the buttons. Other games were miniaturized versions of popular arcade video games. Notable among these were a series of popular 2-player "head-to-head" games from Coleco.

The initial success of Mattel and Parker Brothers' entries spawned a wave of similar handheld devices which were released through the early 1980s. Despite their relative simplicity, each of these early games was highly successful. The same year, Parker Brothers also released Merlin, a more sophisticated handheld which could play six different games using an array of 11 buttons with integrated LEDs. Simon had no dedicated display, but featured four colored, lighted buttons the original version was large enough to be used as a tabletop game or a handheld later versions became increasingly smaller. In 1978 the Milton Bradley Company entered the handheld market with Simon, a simple color-and-sound-matching game. Notable early handheld games included Mattel Auto Race (1976), and Mattel Electronic Football (1977), which featured very simple red- LED displays gameplay involved the player pressing buttons to move his car or quarterback icon (represented by a bright dot) to avoid obstacles (represented by less bright dots).

Early handheld games used simple mechanisms to interact with players, often limited to illuminated buttons and sound effects.
