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How to Make a Simple LCD Game with Arduino Uno and a 16×2 Character Display

Use an Arduino Uno, a compatible 16×2 character LCD, and a pushbutton to make a two-row obstacle game with custom characters, scrolling terrain, jump states, collisions, and a distance score.
Length4 min Posted Quest giverVGSources Team
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You can make a small pushbutton obstacle game with an Arduino Uno and a compatible 16×2 character LCD. The display gives you two rows of 16 character cells: use custom characters for the player and terrain, scroll obstacles across the screen, and let a button trigger a jump. When the player collides with an obstacle, end the run and show a score such as distance traveled.

What the game does

The game uses the LCD as a compact two-row playfield rather than a pixel screen. Keep the player near a fixed horizontal position and represent the ground and obstacles with character cells. As time advances, shift the terrain left and add new obstacles at the right edge. A jump input changes the player’s position or animation state; if the player still overlaps an obstacle, the run ends.

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Custom characters let the display show a recognizable player and terrain instead of relying only on the LCD’s built-in character set. Arduino Project Hub’s Jumpman project demonstrates this general approach, including custom glyphs, terrain movement, button input, collision checks, and distance scoring.

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Parts and display choice

A reference parts list for the Arduino Project Hub project includes an Arduino Uno Rev3, an LCD 16×2, a pushbutton, an 830-contact breadboard, and a 220-ohm resistor. You will also need jumper wires to make the connections. Treat that list as a starting point: the exact contrast-control and backlight connections depend on the LCD module you have.

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Display interface Wiring and setup Can the reference sketch be reused?
Parallel, HD44780-compatible character LCD Uses several signal wires, including RS, Enable, and four data connections in the official LiquidCrystal example. Initialize a 16×2 display with lcd.begin(16, 2). This matches the parallel-interface approach documented in the reference sketch, subject to checking that your module and pin assignments match.
LCD with an I²C adapter Uses a different wiring arrangement and requires an I²C-compatible library and setup for the specific adapter. Not unchanged: the reference project and official example described here do not verify an I²C module or its library.

The Arduino LiquidCrystal library example says the library works with displays compatible with the Hitachi HD44780 driver. A 16-pin connector is a common sign of a parallel-interface module, but check the board’s documentation rather than assuming all 16×2 displays use the same interface.

Wire and test the LCD before adding the game

Start with the display’s own documentation for its pinout, operating voltage, contrast control, and backlight. The official LiquidCrystal library example demonstrates parallel wiring through RS, Enable, and four data pins, then initializes a 16-column by two-row display.

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  1. Confirm the interface. Use the parallel wiring approach only if your module is compatible with the HD44780-style interface. If it has an I²C adapter, follow that adapter’s pinout and library instructions instead.
  2. Connect the display according to its documentation. Match each LCD signal to the pins used in your sketch. Include the module-specific power, contrast, and backlight connections; these are not universal across every board.
  3. Upload the minimal text example. In the Arduino IDE, open the LiquidCrystal example, set the pin assignments to match your wiring, and verify that it calls lcd.begin(16, 2) for a 16×2 screen.
  4. Check the result before continuing. Confirm that text appears on the intended row and that the contrast is adjusted enough to read it. If the display is blank or blocks appear, resolve wiring, pin mapping, and contrast first.

Build the game loop

Once the display reliably prints text, add the game logic in small parts. The reference project demonstrates a useful pattern for fitting a scrolling obstacle game into two rows.

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1. Draw the player and terrain

Define custom LCD characters for the player and any terrain shapes the game needs. Keep the drawing simple: each cell is a character-sized tile, not a freely positioned pixel sprite. Reserve a player position and decide which row represents the ground and which is used during a jump.

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2. Store and scroll the playfield

Represent the upper and lower terrain rows with buffers. At each movement step, shift their contents one cell to the left, then place any new obstacle at the right edge. Drawing those buffers back to the LCD creates the illusion of forward motion without moving the player across the screen.

3. Read the jump button

When the button is pressed, move the player into a jump state. Model the jump with a small sequence of states or positions, then return the player to the ground. A state-based jump makes it easier to control how long the player stays above the terrain and to distinguish a new press from a button held down.

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4. Detect collisions and score the run

After advancing the terrain and updating the player, check whether the player’s cell overlaps an obstacle. On collision, stop normal movement and show a game-over or restart screen. Track distance or elapsed movement steps as the score; the reference project uses distance-style scoring.

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Common adaptation problems

  • Blank screen or unreadable blocks: adjust the contrast connection and control, then verify power and signal wiring against the exact LCD module documentation.
  • Text appears in the wrong place or not at all: compare the sketch’s RS, Enable, and data-pin assignments with the wires. Keep one pin map and update both the circuit and code together.
  • The code does not match the module: a parallel LiquidCrystal sketch is not a drop-in solution for an LCD fitted with an I²C adapter. Change the library, initialization, and connection setup for that hardware.
  • The game looks cramped: a 16×2 screen has only 32 character cells. Limit the number of sprite and terrain shapes and design the jump around the two available rows.

A second Arduino Project Hub project, published August 24, 2019, also describes a button-controlled game in which a player jumps over obstacles on an Uno and 16×2 LCD. It supports this as a practical project format, though project descriptions are not controlled hardware tests.

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