From a passing distraction to a handheld design

A pocket calculator suggested a useful design problem: how could a game fit into the small, self-contained device someone might carry and use during a brief lull? Nintendo’s Game & Watch answered with a simple arrangement: each unit had a built-in game shown on a small liquid-crystal display, or LCD. The screen used fixed shapes rather than drawing a flexible, detailed picture, so the game had to be designed around what those shapes could show.

That constraint made the device practical—and shaped the play. A Game & Watch game offered a focused task that could be understood quickly, with buttons placed for direct, immediate control. It was not a miniature version of a home console; it was built for short sessions and limited hardware.

The Game Boy changed what could fit in your pocket

The Game Boy carried that portable-game idea further by separating the machine from the game. Instead of buying a different device for every title, players could insert a cartridge and use the same handheld for many games. That required a more capable system than a single-game Game & Watch, while still keeping power use and size in check.

Nintendo’s solution was a monochrome screen—a display that showed shades rather than full color—and relatively modest graphics. Those choices were tradeoffs: less visual richness in exchange for a machine that could run interchangeable games as a portable system. The evolution was not simply from one screen to another. It was from a cleverly limited gadget to a reusable platform, making the train-ride idea something players could carry from game to game.