Coding for Kids

Arduino LCD Jumpman Game: Easy & Fun DIY Project (2026)

Arduino LCD Jumpman Game: Easy & Fun DIY Project (2026)

Arduino LCD Jumpman Game: Easy & Fun DIY Project (2026)

 

LCD Jumpman Game: Build Your Own Arduino Arcade Adventure

Have you ever played the famous dinosaur game that appears when the internet goes offline? In this exciting STEM project, you’ll recreate a similar Jumpman Game using an Arduino Uno , a 16×2 LCD display, and a push button.

The Arduino controls the LCD to display a running character and moving obstacles. Pressing the push button at the right moment makes the character jump over the obstacles. As the game progresses, your score increases, making it a fun way to learn electronics, programming, and game design.

This hands-on project introduces students to LCD interfacing, custom character creation, interrupts, and game logic while building a simple yet entertaining arcade game. Arduino LCD Jumpman Game: Easy & Fun DIY Project (2026)

Learning Objectives

By completing this project, you will:

  • Learn how a standard 16×2 LCD works with an Arduino.
  • Understand how push buttons are used as input devices.
  • Explore custom character creation on an LCD.
  • Learn the basics of interrupts, collision detection, and game programming.
  • Develop logical thinking and problem-solving skills through hands-on coding.

Materials Required for LCD Jumpman Game

  • Arduino Uno Rev3
  • Breadboard
  • 16×2 LCD (Standard Parallel LCD)
  • Push Button
  • 220Ω Resistor
  • Jumper Wires
  • USB Cable
  • Laptop with Arduino IDE installed Arduino LCD Jumpman Game: Easy & Fun DIY Project (2026)

Step-by-Step Instructions for LCD Jumpman Game

Step 1: Assemble the Circuit

Place the LCD and push button on the breadboard.

Connect the LCD

Connect the LCD to the Arduino as follows:

  • RS → Pin 11
  • Enable (E) → Pin 9
  • D4 → Pin 6
  • D5 → Pin 5
  • D6 → Pin 4
  • D7 → Pin 3
  • RW → Pin 10 (kept LOW)
  • VSS → GND
  • VDD → 5V
  • VO → GND
  • LED+ → 5V through the 220Ω resistor
  • LED− → GND

Connect the Push Button

  • One terminal → Digital Pin 2
  • Other terminal → GND

The Arduino enables the internal pull-up resistor, so no external resistor is needed for the button.

Double-check all the wiring before powering the Arduino. Arduino LCD Jumpman Game: Easy & Fun DIY Project (2026)

Step 2:Arduino Program

Upload the provided Arduino program to your Arduino Uno using the Arduino IDE.

 

#include <LiquidCrystal.h>

LiquidCrystal lcd(11, 9, 6, 5, 4, 3);

const int button = 2;

int playerRow = 1;

int obstacle = 15;

int score = 0;

bool gameOver = false;

byte player[8] = {

  B01100, B01100, B00000, B01110,

  B11100, B01100, B11010, B10011

};

void setup() {

  lcd.begin(16, 2);

  pinMode(button, INPUT_PULLUP);

  lcd.createChar(0, player);

  lcd.print(“Jumpman Game”);

  delay(1000);

  lcd.clear();

}

void loop() {

  if (gameOver) {

    lcd.clear();

    lcd.setCursor(3, 0);

    lcd.print(“GAME OVER”);

    lcd.setCursor(4, 1);

    lcd.print(“Score:”);

    lcd.print(score);

    delay(2000);

    score = 0;

    obstacle = 15;

    gameOver = false;

    return;

  }

  if (digitalRead(button) == LOW) {

    playerRow = 0;

    delay(150);

  } else {

    playerRow = 1;

  }

  lcd.clear();

  // Player

  lcd.setCursor(1, playerRow);

  lcd.write(byte(0));

  // Obstacle

  lcd.setCursor(obstacle, 1);

  lcd.print(“#”);

  // Collision

  if (obstacle == 1 && playerRow == 1)

    gameOver = true;

  obstacle–;

  if (obstacle < 0) {

    obstacle = 15;

    score++;

  }

  // Score

  lcd.setCursor(11, 0);

  lcd.print(score);

  delay(200);

}

 

Step 3: Upload the Program

Open the Arduino IDE.

Select:

  • Board: Arduino Uno
  • Port: Your connected COM port

Upload the provided Jumpman Game program.

Once uploaded, the LCD displays “Press Start.”

Press the push button to begin playing.

 

Step 4: Test Your Project

After uploading the program:

  • The LCD displays a welcome screen.
  • Press the push button to start the game.
  • Watch the character run automatically.
  • Press the button whenever an obstacle approaches.
  • The score increases as you successfully avoid obstacles.
  • If the character hits an obstacle, the game ends and returns to the start screen.

Step 5: Improve Your Design

Try these ideas:

  • Increase the game speed after every 20 points.
  • Add different obstacle patterns.
  • Create new custom characters.
  • Add multiple difficulty levels.
  • Build a cardboard case to create a handheld mini arcade console.
  • Display a “Highest Score” after each game.

How Does the LCD Jumpman Game Work?

The Arduino creates custom characters on the 16×2 LCD for the player and obstacles. The terrain moves continuously from right to left, creating the effect of a running game. Pressing the push button makes the player jump over obstacles. The Arduino detects collisions, updates the score, and ends the game if the player hits an obstacle. This project demonstrates how displays, user input, and programming work together to create an interactive game. 

Why Is LCD Jumpman Game Project Special?

Unlike a simple LCD text display project, this game uses custom LCD graphics, interrupts, animation, and collision detection to create a complete arcade-style game using only a few electronic components.

Students also learn technologies used in:

  • Embedded gaming systems
  • Consumer electronics
  • Interactive user interfaces
  • Digital display systems
  • Educational robotics
  • Real-time embedded programming

Safety Tips

  • Check all wiring before powering the Arduino.
  • Disconnect power before changing connections.
  • Handle electronic components carefully.
  • Keep the workspace clean and dry.

Variations to Try

  • Increase the running speed as the score increases.
  • Add flying obstacles on the upper row.
  • Design your own custom player character.
  • Add multiple game levels.
  • Replace the push button with a touch sensor.
  • Upgrade the game using an OLED or TFT display for richer graphics.

Real-World Applications

The concepts learned in this project are used in:

  • Portable gaming consoles
  • Arcade machines
  • Interactive educational devices
  • Embedded display systems
  • Human-Machine Interface (HMI) systems

Conclusion

Building an LCD Jumpman Game using an Arduino Uno Rev3 is an engaging way to learn programming, electronics, and game development. By combining a standard 16×2 LCD, a push button, and Arduino programming, students create an interactive game while gaining practical experience with custom characters, interrupts, animation, and embedded systems. This LCD Jumpman Game project is an excellent introduction to real-world game programming and electronics.

 

Frequently Asked Questions (FAQ)

1. Why are custom LCD characters used?

The Arduino creates custom characters to display the running player, jumping player, and terrain, making the game look animated on a character LCD.

2. Why is a push button connected to Pin 2?

Digital Pin 2 supports external interrupts on the Arduino Uno. This allows the Arduino to detect button presses instantly for responsive gameplay.

3. Why is a 220Ω resistor used?

The 220Ω resistor limits the current supplied to the LCD backlight, helping to protect the display.

4. What happens when the player hits an obstacle?

The Arduino detects the collision, stops the game, and displays the Press Start screen so the player can begin a new game.

5. What programming concepts does this project teach?

This project teaches LCD interfacing, custom character creation, interrupts, animation, collision detection, random obstacle generation, and real-time game programming using Arduino.

 

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