Mr. Game & Watch (SSB4)

Mr. Game & Watch (, Mr. Game & Watch) is a playable character in Super Smash Bros. 4. After making a cameo in 's trailer, Mr. Game & Watch was announced during the Super Smash Bros. for Wii U 50-Fact Extravaganza on October 23rd, 2014. Like in Smash 4's predecessors, he emits Game & Watch-esque sound effects to represent his "voice".

Mr. Game & Watch is ranked 38th out of 54 on the tier list, placing him at the top of the E tier. This is a significant drop from his ranking in Brawl, where he was ranked 16th out of 38. Mr. Game & Watch's strengths lie in excellent combo and air games, as well as a high overall damage output and reowned KO potential in spite of his size and weight, due to the power of his forward and down tilts, smash attacks, aerials, Judge and Oil Panic. His overall mobility is also decent, with his recovery in particular being impressive due to Fire's long-ranged distance, large edge sweetspot, and general safety.

Mr. Game & Watch is also good at edgeguarding, due to his recovery and moderately fast aerials. His landing lag, while not supplemented by auto-cancels, is actually quite low and is among the best in the game in terms of the total amount of frames in aerial move-lag upon landing.

However, Mr. Game & Watch possesses notable weaknesses as well. One of his biggest flaws includes a surprising inability to KO at higher percentages despite dealing a lot of damage quickly. This is due to his finishers being plagued with either inconsistent KO set-ups (such as down throw into up aerial), KOing options that are too sluggish, or have large sourspots (such as forward and down smashes, respectively). Additionally, while he has surprisingly good range for his size due to his disjointed hitboxes, he still has shorter range than a handful of the cast, such as, , , and. He is also the third-lightest character in the game, making him prone to getting KO'd quite easily, which is further exacerbated by the loss of Bucket Braking and the introduction of rage.

Mr. Game & Watch's grab game is also lackluster outside of down throw, as his grab has short reach, his pummel is one of the slowest in the game, and none of his other throws possess the same utility that his down throw does, nor are they strong enough to KO at realistic percentages. His neutral game is also lacking, due to lacking aerials that auto-cancel from a short hop and his limited amount of safe options on shield. Lastly, his special moves are considered to be situational, due to either requiring luck (Judge) or the opponent to have an energy-based projectile (Oil Panic) in order to have the moves function.

Overall, Mr. Game & Watch's strengths are generally on par with his weaknesses. While his tournament representation is poor overall due to his noticeable flaws and unpopularity in competitive play, he has still achieved surprisingly high tournament results for a mid-tier, such as placing 17th at EVO 2016 and  placing 13th and 17th at GENESIS 5 and 2GG: Hyrule Saga, respectively. In addition, some professional smashers, like and, rank Mr. Game & Watch much higher in their own tier lists compared his current standing.

Mr. Game & Watch must then be defeated on Flat Zone 2.
 * Play 90 VS Matches.
 * Complete with 10 different characters.

Mr. Game & Watch must then be defeated on Flat Zone X.
 * Play 80 VS Matches.
 * Clear on Intensity 2.0 or higher with 5 characters.

Attributes
Mr. Game & Watch's archetype as a small lightweight slightly differs from the majority of his fellow lightweights. While he has a small size, has the third lightest weight, the fifth slowest falling speed, below average gravity, low jumps and is tied for the seventh fastest air acceleration, he has a slightly above average walking speed, an average dashing speed, a low short hop and above average air speed. Overall, Mr. Game & Watch's mobility is quite exceptional for a lightweight, but his slow falling speed can be somewhat detrimental. His short size also makes him difficult to hit, especially when crouching.

Unlike most lightweights, Mr. Game & Watch's moveset benefits from disjointed hitboxes, with some of them reaching relatively far from him. His damage output is excellent despite his small size and light weight, supplemented by possessing one of the best combo games in SSB4, allowing him to easily inflict an impressive amount of damage by landing only a few hits. His down throw is a reliable combo starter, being able to be followed by his up tilt (on floaty characters) or neutral attack (on fast-fallers) at low percents, Judge, up smash or Oil Panic from low to high percents, all aerials excluding down aerial from medium to high percents, and Fire at high percents.

His combo game is further compounded by his outstanding air game, possessing a damaging and versatile set of aerial attacks with useful applications. His neutral aerial provides high coverage around him and deals exceptional damage if all hits connect. The last hit deals moderate knockback, making it difficult to punish and allowing it to KO at high precents, as well as being rarely escaped by SDI and able to be followed up by other moves. His forward aerial has decent range and knockback (when clean), making it useful for edgeguarding and KOing off the edge at high precents, and the late hit can be followed up by another attack when late despite the moves' ending lag. His back aerial, while less damaging than in Brawl, is still quite useful due to its disjointed range and low knockback that allows it to be followed by another one, giving it effective wall of pain ability.

Mr. Game & Watch's up and down aerials have primary utility for KOs. His up aerial is his strongest one, but its windbox can make it difficult to connect into the second hit, which carries all the knockback. Nevertheless, its windbox can also safely space the move and anti-air or juggle opponents. Meanwhile, his down aerial is an effective meteor smash as well as being a stall-then-fall, giving Mr. Game & Watch an effective move for edgeguarding, ending a stock early, and getting out of juggles, while the move's late hit has decent knockback to KO at high precents if the clean hit is unreliable.

While he boasts a fairly damaging moveset and combo game, Mr. Game & Watch also boasts plenty of reliable and powerful finishers for his weight class, to the point his own power rivals those of super heavyweights. The most notable examples include his forward and down tilts at high percents, all of his smash attacks, his aerials, Judge (9) and Oil Panic. Finally, his special moveset is relatively versatile, albeit polarized. His neutral special, Chef, deals weak knockback, but can effectively stun players, as well as working as an efficient anti-pressuring and edgeguarding option from afar. Hitting with the pan is much more rewarding at edgeguarding, as it is a semi-spike that can gimp characters with short-ranged projectiles. His up special, Fire, grants exceptional vertical distance and deals moderate knockback, as well as slowing his descent down after usage, giving Mr. Game & Watch an amazing recovery that is also difficult to edgeguard.

Mr. Game & Watch's side special, Judge, is infamously polarizing due to being luck-based; its effects range from inflicting no knockback while damaging Mr. Game & Watch himself (1) to inflicting extremely high knockback that is often a virtual one-hit KO (9). Finally, Oil Panic can absorb three energy-based projectiles (or one extremely powerful energy-based projectile) before unleashing a powerful attack that can score a one-hit KO depending on how much damage of the absorbed projectiles. However, it only works on characters with absorbable projectiles, such as and, making it situational and dependent on the matchup, limiting its utility.

Despite these exploitable strengths, Mr. Game & Watch possesses notable weaknesses. Due to his two-dimensional nature, he is the third-lightest character in the game, which makes him susceptible to early KOs, especially vertically. He also suffers from poor defensive options: he possesses short-reaching dodges that are quite slow, often punishable even when used sparingly. His grab game leaves a lot to be desired outside of combos, as his grab still has short reach, his pummel is one of the slowest in the game; in particular, this makes it unreliable for racking up damage until past medium precents despite being damaging as the opponent can get grab released after a single pummel at low precents, and none of his throws share the utility his down throw does, and none of his throws can KO until very high precents.

In addition, despite possessing large and disjointed hitboxes, his overall range is mostly mediocre. This is further worsened by the fact that most of his disjointed moves, like up tilt, down tilt, and forward smash, have underwhelming range for a disjoint. Their range was also nerfed from Brawl, with his attacks being much less wide and far. Swordfighters, like and, are able to easily outrange Mr. Game & Watch and stop his approaches. The latter is amplified by his relative lack of approaching options. Additionally, his neutral game is hindered by none of his aerials auto-canceling out of short hops and limited amount of safe options on shield. While the majority of his moveset has quick startup, it suffers from high ending/landing lag in most of his attacks; his aerial attacks, in particular, are burdened with high landing lag, allowing him to be easily punished when his moves are whiffed or shielded. Finally, some of his special moves are considered to be situational depending on the matchup, with Judge being an unsafe move in general due to its randomness, and Oil Panic being only useful when facing an opponent with an absorbable projectile.

Regarding custom moves, Mr. Game & Watch noticeably benefits from a few of them. Short-Order Chef deals even weaker knockback, but has a much quicker execution, allowing him to space and zone out his opponents more easily while giving Mr. Game & Watch an approaching option. Chain Judge lacks special effects, but deals more damage the higher the displayed number is, significantly improving the move's consistency and damage-racking capabilities. XXL Chef sacrificies speed for power as it can KO at very high precents when hitting with the bacon. Heavy Trampoline sacrifices distance for more KO potential, while Trampoline Launch sacrifices a parachute for improved distance and KO potential. Efficient Panic's oil spill is weaker and has less range, but requires only one projectile to be completely filled instead of three and has less ending lag upon absorption, allowing Mr. Game & Watch to use one of his most situational tools in his kit much more frequently. Panic Overload's bucket has a smaller absorption radius, but the oil spill sacrifices speed for more power.

Overall, Mr. Game & Watch is described as a potent glass cannon, as he can inflict high damage by collectively using his combos and KO his opponents early. By these same merits, he himself is susceptible to being finished off earlier than most characters due to his lightweight status. All in all, Mr. Game & Watch's strengths are generally on par with his weaknesses. While he has held poor tournament representation due to his noticeable flaws and low overall popularity in competitive play, Mr. Game & Watch still maintains notable success in competitive play due to the efforts of dedicated players to his credit, such as, and.

Changes from Super Smash Bros. Brawl
In Super Smash Bros. Brawl, Mr. Game & Watch was typically perceived as an upper mid-tier/lower high-tier character. Mr. Game & Watch was a small target with solid overall mobility, who possessed surprisingly powerful attacks, several disjointed attacks with large hitboxes, a great recovery, as well as possessing an especially powerful tool in Oil Panic. Oil Panic was not only a very powerful tool to deal with projectiles, but it was also an incredible momentum canceling tool, allowing Mr. Game & Watch to maintain solid horizontal endurance despite his light weight. On the other hand, Mr. Game & Watch suffered from possessing slow startup on several of his attacks, possessing an array of multi-hitting attacks which could be SDIed out of, and he generally lacked strong options to approach his opponents, or reliable ways to rack up a ton of damage. Because of this, Mr. Game & Watch was an overall solid threat, but he was outclassed by a sizeable portion of the cast, and he overall struggled against most top/high-tier characters. Most likely owing to this, Mr. Game & Watch has recieved a mixture of buffs and nerfs in the transition to Smash 4, being overall nerfed.

A majority of his moveset are burdened with increased lag, such as his neutral aerial possessing a shorter duration, more ending lag, more landing lag and no longer auto-canceling with short hops, which weakens his options to approach or punish opponents. His other aerials (excluding forward aerial) also have increased landing lag, especially his down aerial, making Mr. Game & Watch himself more vulnerable to punishes if his moves get whiffed and/or shielded. Mr. Game & Watch's overall range, damage output and KO potential have received various reductions, making it more difficult for him to rack up damage and land KOs. The changes to hitstun canceling can be considered a double-edged sword for Mr. Game & Watch: they indirectly removed Bucket Braking and momentum canceling, which greatly hinders his endurance, especially horizontally, and it makes him more susceptible to combos, yet it improves his combo game due to his altered and combo-oriented down throw. He also suffers from the removal of edge momentum shifting, as it removes the approaching potential of his special moves when Mr. Game & Watch slides off edges/stage platforms. The inclusion of rage also does not benefit Mr. Game & Watch as much as the majority of the cast, as while it improves his KO potential, the increased knockback delivered by adversaries under the influence of rage makes the liability of his poor endurance more prominent in Smash 4.

However, Mr. Game & Watch has received some noticeable buffs. As previously mentioned, his down throw is now a potent combo starter, which can potentially lead into an up aerial for a KO. While Oil Panic has had its valuable "Bucket Braking" ability removed, it also fills faster and absorbing more damaging projectiles will fill it up by multiple units instead of only one, letting Mr. Game & Watch use one of his most situational moves in his kit more frequently. The weakening of SDI has also improved the reliability and consistency of his multi-hitting attacks, like neutral aerial and back aerial. His up smash has been improved rather drastically: it not only gains invincibility instead of intangibility, Mr. Game & Watch's frontal limbs are now invincible are now invincible with his head, granting it more frontal protection. In addition, the move's invincibility lasts as soon as the move charges until the hitbox dissipates. Altogether, these changes collectively make it much more effective at stuffing out attacks and has effectively rendered the move more as a legitimate pseudo-counterattack. Although it still remains as one of the strongest up smashes in the game, the move's decreased knockback has also made it more reliable for starting combos. Finally, his recovery has also been improved due to his faster air speed, Fire's increased vertical distance which also no longer suffers from the grab release glitch, and Oil Panic's newly acquired jump-boost mechanic.

Overall, Mr. Game & Watch is noticeably less effective in comparison to Brawl, as while most of his strengths are still reowned, such as high KO potential and damage output, they were nevertheless toned down and his weaknesses were not properly addressed, such as his poor endurance, lackluster range and lack of reliable ways to approach. Additionally, he also did not benefit from the changes to the game's mechanics as much as the other returning veterans. Despite this, he still maintains notable success in competitive play, due to the efforts of dedicated players to his credit, such as, and.

Ground attacks

 * Neutral attack:
 * Forward tilt:
 * Up tilt:
 * Down tilt:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Forward tilt:
 * Up tilt:
 * Down tilt:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Forward tilt:
 * Up tilt:
 * Down tilt:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Up tilt:
 * Down tilt:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Down tilt:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Down tilt:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Up smash:
 * Down smash:
 * Up smash:
 * Down smash:
 * Up smash:
 * Down smash:
 * Up smash:
 * Down smash:
 * Up smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:

Aerial attacks

 * Neutral aerial:
 * Forward aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Forward aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Up aerial:
 * Down aerial:
 * Up aerial:
 * Down aerial:
 * Up aerial:
 * Down aerial:
 * Up aerial:
 * Down aerial:
 * Up aerial:
 * Down aerial:
 * Up aerial:
 * Down aerial:
 * Up aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:

Throws/other attacks

 * Grabs:
 * Pummel:
 * Down throw:
 * Floor attacks:
 * Edge attack:
 * Trip attack:
 * Pummel:
 * Down throw:
 * Floor attacks:
 * Edge attack:
 * Trip attack:
 * Down throw:
 * Floor attacks:
 * Edge attack:
 * Trip attack:
 * Floor attacks:
 * Edge attack:
 * Trip attack:
 * Edge attack:
 * Trip attack:
 * Edge attack:
 * Trip attack:
 * Edge attack:
 * Trip attack:
 * Trip attack:
 * Trip attack:
 * Trip attack:
 * Trip attack:
 * Trip attack:

Special moves

 * Chef:
 * Judge:
 * Fire:
 * Oil Panic:
 * Octopus:
 * Judge:
 * Fire:
 * Oil Panic:
 * Octopus:
 * Fire:
 * Oil Panic:
 * Octopus:
 * Oil Panic:
 * Octopus:
 * Oil Panic:
 * Octopus:
 * Octopus:
 * Octopus:
 * Octopus:
 * Octopus:
 * Octopus:
 * Octopus:

Update history
Mr. Game & Watch has received a mix of buffs and nerfs via game updates. Update 1.0.6 hindered his up tilt's combo potential, but increased the frying pan hitbox for all variations of Chef. Update 1.0.8 noticeably improved down tilt by increasing its knockback to the point of granting it KO potential, and improved back aerial's spacing potential by decreasing its landing lag. The changes to shield mechanics brought about by updates 1.1.0 and 1.1.1 also indirectly buffed Mr. Game & Watch, as they make his moves that hit multiple times or have high damage outputs much more reliable at pressuring shields. Lastly, update 1.1.3 noticeably worsened Mr. Game & Watch's potential in doubles play by halving Oil Panic's damage output when it has absorbed a teammate's projectiles.

 1.0.6

 1.0.8

 1.1.3

Moveset
For a gallery of Mr. Game & Watch's hitboxes, see here.

Most historically significant players
See also: Category:Mr. Game & Watch players (SSB4)


 * - The best player in Australia who has won multiple Australian events, most notably and . He has also won, double-eliminating.
 * - The best Mr. Game & Watch player in the United States. Most notably placed 9th at the superregional upsetting  and 13th at the major  upsetting  and.
 * - The best Mr. Game & Watch player of all-time, and the only Mr. Game & Watch player ever ranked on the PGR, ranking 81st on the PGR 100. He has seen some of the best Mr. Game & Watch runs of all time, which includes winning over  and  as well as placing 13th at the supermajor  defeating.
 * - The second-best Mr. Game & Watch player of all-time, known for being one of the first successful Mr. Game & Watch players, especially following his run to 13th at and 17th at.
 * - The best Mr. Game & Watch player in Japan. Although majors results were mixed, Songn has seen strong placements at superregionals, including 4th at, 7th at , and 9th at . He also notably upset at the weekly Toryumon Weekday Tournament x STUDIO SKY #3.

Tier placement and history
Since the early metagame, Mr. Game & Watch has maintained a mixed perception in regard to his ranking on the tier list and viability, due to the fact that he had been nerfed overall in his transition from Brawl to Smash 4. Players acknowledged his heavily damaging combos, raw power, high KO potential and possessing one of the best recoveries and combo games across the entire cast, but also his poor endurance, lackluster range, lack of reliable approach options and sub-par grab game. Mr. Game & Watch's results had always been rather obscure until, where placed 13th, and opinions of his potential became more positive overtime due to some decent results brought by players such as  and. This led him to being ranked 35th on the first 4BR tier list.

However, Mr. Game & Watch's overall tournament results and representation still stood out to be rather low in competitive play, even with the recent high placings of KOSSismoss and Regi's relatively better placement of 17th at. Although these results allowed Mr. Game & Watch to only drop two spots to 37th on the second tier list, the inclusion of and  would harm him, since their respective combo and camping games would prove them to be quite oppressive across the cast. The addition of the DLC characters would cause his tournament representation to decline, since Mr. Game & Watch has tough matchups against all excluding one of them. As such, he dropped to 40th on the third tier list, before rising to 38th on the fourth and final tier list.

2018 saw the debut of on the greater Smash scene, who almost immediately began matching and even surpassing Regi's performances. Most notable among these performances was, which Maister won over and. With Maister being ranked 44th on the PGR v5 and 81st on the PGR 100, this has led most of the community to reconsider Mr. Game & Watch's true viability, although its extent remained up in the air following the end of the game's competitive lifespan. While those placings remained scarce, those achievements and aforementioned efforts brought by Maister have allowed Mr. Game & Watch to find a rather solid placement as a mid-tier due to the expansion of tiers in the fourth and final tier list.

Solo Events

 * All-Star Battle: Melee: Mr. Game & Watch is one of the opponents fought in this event. All of the opponents debuted in Melee.
 * Great Fox Defense: As, the player must defeat three Mr. Game & Watches without allowing a single one to land on the stage. The first Mr. Game & Watch has 3 stocks on Easy, 5 on Normal and 7 on Hard. The second Mr. Game & Watch has 2 stocks on Easy, 3 on Normal and 5 on Hard. The third Mr. Game & Watch has 1 stock on Easy, 2 on Normal and 4 on Hard.
 * That Elusive 9: Mr. Game & Watch must defeat a metal Mr. Game & Watch by using Judge 9.

Co-op Events

 * Flat Fracas: and Mr. Game & Watch must defeat "Game & Watch" versions of  and Giant  in a 1 stock battle.
 * Keep 'Em off the Ship!: and Falco must defeat four Mr. Game & Watches without allowing a single one to land on the stage. The first Mr. Game & Watch has 4 stocks on Easy, 8 on Normal and 11 on Hard. The second Mr. Game & Watch has 5 stocks on Easy, 9 on Normal and 12 on Hard. The third Mr. Game & Watch has 4 stocks on Easy, 7 on Normal and 9 on Hard. The fourth Mr. Game & Watch has 3 stocks on Easy, 6 on Normal and 8 on Hard.
 * Secret Smash: Mr. Game & Watch and must defeat another Duck Hunt and Mr. Game & Watch.
 * The Ultimate Battle: Two players select a character and must defeat the entire roster.
 * Unlikely Allies: and  must defeat sixteen Mr. Game & Watches.

Trivia

 * Mr. Game & Watch's official artwork in Super Smash Bros. 4 is the first in the series to feature him without his bell.
 * It is also the only one to not feature an item in his hands, as his Ultimate iteration has the flag from his up tilt.
 * Mr. Game & Watch was the only veteran to be officially shown but not confirmed before 's release, due to him having been revealed in 's trailer.
 * As noted within Pac-Man's trailer, Mr. Game & Watch is one of the two oldest characters among the cast. He and Pac-Man debuted in 1980, a year before Mario and Donkey Kong. However, Mr. Game & Watch debuted one year earlier before Pac-Man, making him the oldest of the cast.
 * Mr. Game & Watch is one of three characters to have been teased before their official reveal, with the other two being and.
 * Mr. Game & Watch was the last veteran to be shown as a playable character by an official source, as was shown off multiple times in the 50-Fact Extravaganza, while Mr. Game & Watch was not revealed until after the Direct was over.
 * As he has an outline of his own, Mr. Game & Watch does not use a black outline like the rest of the characters in for Nintendo 3DS. As a result, it is his gray and white outline that changes colors to denote his team affiliation and other such effects.
 * Unlike his other attacks, Mr. Game & Watch's down tilt is rendered in 3D. This was also the case in Brawl.
 * However, it will be rendered in 2D if it is used at the edge of a stage/platform, or if used on 2D stages like Flat Zone X, Flat Zone 2, Super Mario Maker, etc.
 * Mr. Game & Watch has many various animations in for Nintendo 3DS that are different in comparison to how they appear in.
 * The parachute used in Fire and its custom variations spreads further out in for Nintendo 3DS than in for Wii U.
 * When using up aerial, his head visibly inflates then deflates in for Nintendo 3DS and remains stagnant in for Wii U.
 * His hands in for Nintendo 3DS are spread out when running, but in for Wii U, his hands are clenched fists.
 * Oddly, when Mr. Game & Watch performs his taunts, his hands change back to how they appeared in Brawl. This only occurs in for Wii U.
 * In for Nintendo 3DS, Mr. Game & Watch performs his hopping idle pose, rather than a taunt, after choosing a path in Classic Mode.
 * Mr. Game & Watch,, and are the only three characters to have special charging sounds for their smash attacks. In Mr. Game & Watch's case, a low-pitched beeping noise.
 * He is also the only veteran with this trait.
 * Mr. Game & Watch and are the only unlockable veterans in both versions to appear in a newcomer's poster art.
 * Mr. Game & Watch and are the only unlockable characters to appear in more than one newcomer's poster art.
 * Although he lacks visible eyes, Mr. Game & Watch's character selection screen portrait in for Wii U still emits the small sparkle effect when he is selected, with the sparkle appearing where his eyes would be positioned. This also applies for performing Final Smashes, which focuses on where his eyes would be, as with other characters. This distinction has been carried over with his Ultimate iteration.
 * If Mr. Game & Watch wears a Franklin Badge, Screw Attack or Rocket Belt, it is revealed that he does not have a mirrored stance, and instead still uses his left arm in most of his attacks, like Melee and Brawl.
 * Mr. Game & Watch is one of four characters whose placement differs on the character selection screen between the 3DS and Wii U versions, along with, , and . In , Mr. Game & Watch is between and , while in , Mr. Game & Watch is between  and Little Mac.