From 8b7c3eec833058debf6959e3cae2d7e5a2c94529 Mon Sep 17 00:00:00 2001
From: Scott Lahteine <thinkyhead@users.noreply.github.com>
Date: Mon, 1 Apr 2019 15:43:48 -0500
Subject: [PATCH] Games, for fun (and stress-testing) (#13464)

---
 Marlin/Configuration_adv.h                    |    5 +
 Marlin/src/inc/Conditionals_LCD.h             |    1 +
 Marlin/src/lcd/language/language_en.h         |   12 +
 Marlin/src/lcd/menu/menu_game.cpp             | 1028 +++++++++++++++++
 Marlin/src/lcd/menu/menu_main.cpp             |   24 +
 config/default/Configuration_adv.h            |    5 +
 .../3DFabXYZ/Migbot/Configuration_adv.h       |    5 +
 .../AlephObjects/TAZ4/Configuration_adv.h     |    5 +
 .../AliExpress/UM2pExt/Configuration_adv.h    |    5 +
 config/examples/Anet/A2/Configuration_adv.h   |    5 +
 .../examples/Anet/A2plus/Configuration_adv.h  |    5 +
 config/examples/Anet/A6/Configuration_adv.h   |    5 +
 config/examples/Anet/A8/Configuration_adv.h   |    5 +
 .../examples/AnyCubic/i3/Configuration_adv.h  |    5 +
 config/examples/ArmEd/Configuration_adv.h     |    5 +
 .../BIBO/TouchX/cyclops/Configuration_adv.h   |    5 +
 .../BIBO/TouchX/default/Configuration_adv.h   |    5 +
 .../examples/BQ/Hephestos/Configuration_adv.h |    5 +
 .../BQ/Hephestos_2/Configuration_adv.h        |    5 +
 config/examples/BQ/WITBOX/Configuration_adv.h |    5 +
 config/examples/Cartesio/Configuration_adv.h  |    5 +
 .../Creality/CR-10/Configuration_adv.h        |    5 +
 .../Creality/CR-10S/Configuration_adv.h       |    5 +
 .../Creality/CR-10_5S/Configuration_adv.h     |    5 +
 .../Creality/CR-10mini/Configuration_adv.h    |    5 +
 .../Creality/CR-8/Configuration_adv.h         |    5 +
 .../Creality/Ender-2/Configuration_adv.h      |    5 +
 .../Creality/Ender-3/Configuration_adv.h      |    5 +
 .../Creality/Ender-4/Configuration_adv.h      |    5 +
 .../examples/Einstart-S/Configuration_adv.h   |    5 +
 config/examples/Felix/Configuration_adv.h     |    5 +
 .../FlashForge/CreatorPro/Configuration_adv.h |    5 +
 .../FolgerTech/i3-2020/Configuration_adv.h    |    5 +
 .../Formbot/Raptor/Configuration_adv.h        |    5 +
 .../Formbot/T_Rex_2+/Configuration_adv.h      |    5 +
 .../Formbot/T_Rex_3/Configuration_adv.h       |    5 +
 .../Geeetech/A10M/Configuration_adv.h         |    5 +
 .../Geeetech/A20M/Configuration_adv.h         |    5 +
 .../Geeetech/MeCreator2/Configuration_adv.h   |    5 +
 .../Prusa i3 Pro C/Configuration_adv.h        |    5 +
 .../Prusa i3 Pro W/Configuration_adv.h        |    5 +
 .../Infitary/i3-M508/Configuration_adv.h      |    5 +
 .../examples/JGAurora/A5/Configuration_adv.h  |    5 +
 .../examples/MakerParts/Configuration_adv.h   |    5 +
 .../examples/Malyan/M150/Configuration_adv.h  |    5 +
 .../examples/Malyan/M200/Configuration_adv.h  |    5 +
 .../Micromake/C1/enhanced/Configuration_adv.h |    5 +
 config/examples/Mks/Robin/Configuration_adv.h |    5 +
 config/examples/Mks/Sbase/Configuration_adv.h |    5 +
 .../RapideLite/RL200/Configuration_adv.h      |    5 +
 config/examples/RigidBot/Configuration_adv.h  |    5 +
 config/examples/SCARA/Configuration_adv.h     |    5 +
 .../examples/Sanguinololu/Configuration_adv.h |    5 +
 config/examples/TheBorg/Configuration_adv.h   |    5 +
 config/examples/TinyBoy2/Configuration_adv.h  |    5 +
 .../examples/Tronxy/X3A/Configuration_adv.h   |    5 +
 .../Tronxy/X5S-2E/Configuration_adv.h         |    5 +
 .../UltiMachine/Archim1/Configuration_adv.h   |    5 +
 .../UltiMachine/Archim2/Configuration_adv.h   |    5 +
 .../examples/VORONDesign/Configuration_adv.h  |    5 +
 .../Velleman/K8200/Configuration_adv.h        |    5 +
 .../Velleman/K8400/Configuration_adv.h        |    5 +
 .../WASP/PowerWASP/Configuration_adv.h        |    5 +
 .../Wanhao/Duplicator 6/Configuration_adv.h   |    5 +
 .../delta/Anycubic/Kossel/Configuration_adv.h |    5 +
 .../FLSUN/auto_calibrate/Configuration_adv.h  |    5 +
 .../delta/FLSUN/kossel/Configuration_adv.h    |    5 +
 .../FLSUN/kossel_mini/Configuration_adv.h     |    5 +
 .../Geeetech/Rostock 301/Configuration_adv.h  |    5 +
 .../delta/MKS/SBASE/Configuration_adv.h       |    5 +
 .../Tevo Little Monster/Configuration_adv.h   |    5 +
 .../delta/generic/Configuration_adv.h         |    5 +
 .../delta/kossel_mini/Configuration_adv.h     |    5 +
 .../delta/kossel_xl/Configuration_adv.h       |    5 +
 .../gCreate/gMax1.5+/Configuration_adv.h      |    5 +
 config/examples/makibox/Configuration_adv.h   |    5 +
 .../tvrrug/Round2/Configuration_adv.h         |    5 +
 config/examples/wt150/Configuration_adv.h     |    5 +
 78 files changed, 1435 insertions(+)
 create mode 100644 Marlin/src/lcd/menu/menu_game.cpp

diff --git a/Marlin/Configuration_adv.h b/Marlin/Configuration_adv.h
index f06307726f..292c2defec 100644
--- a/Marlin/Configuration_adv.h
+++ b/Marlin/Configuration_adv.h
@@ -960,6 +960,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/Marlin/src/inc/Conditionals_LCD.h b/Marlin/src/inc/Conditionals_LCD.h
index 8a440d1563..4e1621eac3 100644
--- a/Marlin/src/inc/Conditionals_LCD.h
+++ b/Marlin/src/inc/Conditionals_LCD.h
@@ -519,6 +519,7 @@
 #define Z_MULTI_STEPPER_DRIVERS EITHER(Z_DUAL_STEPPER_DRIVERS, Z_TRIPLE_STEPPER_DRIVERS)
 #define Z_MULTI_ENDSTOPS EITHER(Z_DUAL_ENDSTOPS, Z_TRIPLE_ENDSTOPS)
 #define HAS_EXTRA_ENDSTOPS (EITHER(X_DUAL_ENDSTOPS, Y_DUAL_ENDSTOPS) || Z_MULTI_ENDSTOPS)
+#define HAS_GAME_MENU (1 < ENABLED(MARLIN_BRICKOUT) + ENABLED(MARLIN_INVADERS) + ENABLED(MARLIN_SNAKE))
 
 #define IS_SCARA     EITHER(MORGAN_SCARA, MAKERARM_SCARA)
 #define IS_KINEMATIC (ENABLED(DELTA) || IS_SCARA)
diff --git a/Marlin/src/lcd/language/language_en.h b/Marlin/src/lcd/language/language_en.h
index de78f479df..862f8a1998 100644
--- a/Marlin/src/lcd/language/language_en.h
+++ b/Marlin/src/lcd/language/language_en.h
@@ -1277,6 +1277,18 @@
 #ifndef MSG_END_Z
   #define MSG_END_Z                           _UxGT("  End Z")
 #endif
+#ifndef MSG_BRICKOUT
+  #define MSG_BRICKOUT                        _UxGT("Brickout")
+#endif
+#ifndef MSG_INVADERS
+  #define MSG_INVADERS                        _UxGT("Invaders")
+#endif
+#ifndef MSG_SNAKE
+  #define MSG_SNAKE                           _UxGT("Sn4k3")
+#endif
+#ifndef MSG_MAZE
+  #define MSG_MAZE                            _UxGT("Maze")
+#endif
 
 //
 // Filament Change screens show up to 3 lines on a 4-line display
diff --git a/Marlin/src/lcd/menu/menu_game.cpp b/Marlin/src/lcd/menu/menu_game.cpp
new file mode 100644
index 0000000000..9ec33f7344
--- /dev/null
+++ b/Marlin/src/lcd/menu/menu_game.cpp
@@ -0,0 +1,1028 @@
+/**
+ * Marlin 3D Printer Firmware
+ * Copyright (C) 2019 MarlinFirmware [https://github.com/MarlinFirmware/Marlin]
+ *
+ * Based on Sprinter and grbl.
+ * Copyright (C) 2011 Camiel Gubbels / Erik van der Zalm
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program.  If not, see <http://www.gnu.org/licenses/>.
+ *
+ */
+
+#include "../../inc/MarlinConfigPre.h"
+
+#if HAS_LCD_MENU && ANY(MARLIN_BRICKOUT, MARLIN_INVADERS, MARLIN_SNAKE)
+
+#include "menu.h"
+#include "../dogm/ultralcd_DOGM.h"
+#include "../lcdprint.h"
+#define SCREEN_M ((LCD_PIXEL_WIDTH) / 2)
+#define _BUZZ(D,F) BUZZ(D,F)
+//#define _BUZZ(D,F) NOOP
+
+// Simple 8:8 fixed-point
+typedef int16_t fixed_t;
+#define FTOP(F) fixed_t((F)*256.0f)
+#define PTOF(P) (float(P)*(1.0f/256.0f))
+#define BTOF(X) (fixed_t(X)<<8)
+#define FTOB(X) int8_t(fixed_t(X)>>8)
+
+int score;
+uint8_t game_state;
+millis_t next_frame;
+
+inline void draw_game_over() {
+  constexpr int8_t gowide = (MENU_FONT_WIDTH) * 9,
+                   gohigh = MENU_FONT_ASCENT - 3,
+                       lx = (LCD_PIXEL_WIDTH - gowide) / 2,
+                       ly = (LCD_PIXEL_HEIGHT + gohigh) / 2;
+  if (PAGE_CONTAINS(ly - gohigh - 1, ly + 1)) {
+    u8g.setColorIndex(0);
+    u8g.drawBox(lx - 1, ly - gohigh - 1, gowide + 2, gohigh + 2);
+    u8g.setColorIndex(1);
+    if (ui.get_blink()) {
+      lcd_moveto(lx, ly);
+      lcd_put_u8str_P(PSTR("GAME OVER"));
+    }
+  }
+}
+
+#if ENABLED(MARLIN_BRICKOUT)
+
+  #define BRICK_H      5
+  #define BRICK_TOP    MENU_FONT_ASCENT
+  #define BRICK_ROWS   4
+  #define BRICK_COLS  16
+
+  #define PADDLE_H     2
+  #define PADDLE_VEL   3
+  #define PADDLE_W    ((LCD_PIXEL_WIDTH) / 8)
+  #define PADDLE_Y    (LCD_PIXEL_HEIGHT - 1 - PADDLE_H)
+
+  #define BRICK_W     ((LCD_PIXEL_WIDTH) / (BRICK_COLS))
+  #define BRICK_BOT   (BRICK_TOP + BRICK_H * BRICK_ROWS - 1)
+
+  #define BRICK_COL(X) ((X) / (BRICK_W))
+  #define BRICK_ROW(Y) ((Y - (BRICK_TOP)) / (BRICK_H))
+
+  uint8_t balls_left, brick_count;
+  uint16_t bricks[BRICK_ROWS];
+  inline void reset_bricks(const uint16_t v) {
+    brick_count = (BRICK_COLS) * (BRICK_ROWS);
+    LOOP_L_N(i, BRICK_ROWS) bricks[i] = v;
+  }
+
+  int8_t paddle_x, hit_dir;
+  fixed_t ballx, bally, ballh, ballv;
+
+  void reset_ball() {
+    constexpr uint8_t ball_dist = 24;
+    bally = BTOF(PADDLE_Y - ball_dist);
+    ballv = FTOP(1.3f);
+    ballh = -FTOP(1.25f);
+    uint8_t bx = paddle_x + (PADDLE_W) / 2 + ball_dist;
+    if (bx >= LCD_PIXEL_WIDTH - 10) { bx -= ball_dist * 2; ballh = -ballh; }
+    ballx = BTOF(bx);
+    hit_dir = -1;
+  }
+
+  void game_screen_brickout() {
+    static int8_t slew;
+    ui.refresh(LCDVIEW_CALL_NO_REDRAW); // Call as often as possible
+
+    if (ui.first_page) slew = 2;
+
+    if (slew-- > 0) {                   // Logic runs twice for finer resolution
+      // Update Paddle Position
+      paddle_x = (int8_t)ui.encoderPosition;
+      paddle_x = constrain(paddle_x, 0, (LCD_PIXEL_WIDTH - (PADDLE_W)) / (PADDLE_VEL));
+      ui.encoderPosition = paddle_x;
+      paddle_x *= (PADDLE_VEL);
+
+      // Run the ball logic
+      if (game_state) do {
+
+        // Provisionally update the position
+        const fixed_t newx = ballx + ballh, newy = bally + ballv;  // current next position
+        if (!WITHIN(newx, 0, BTOF(LCD_PIXEL_WIDTH - 1))) {    // out in x?
+          ballh = -ballh; _BUZZ(5, 220);                      // bounce x
+        }
+        if (newy < 0) {                                       // out in y?
+          ballv = -ballv; _BUZZ(5, 280);                      // bounce v
+          hit_dir = 1;
+        }
+        // Did the ball go below the bottom?
+        else if (newy > BTOF(LCD_PIXEL_HEIGHT)) {
+          BUZZ(500, 75);
+          if (--balls_left) reset_ball(); else game_state = 0;
+          break; // done
+        }
+
+        // Is the ball colliding with a brick?
+        if (WITHIN(newy, BTOF(BRICK_TOP), BTOF(BRICK_BOT))) {
+          const int8_t bit = BRICK_COL(FTOB(newx)), row = BRICK_ROW(FTOB(newy));
+          const uint16_t mask = _BV(bit);
+          if (bricks[row] & mask) {
+            // Yes. Remove it!
+            bricks[row] &= ~mask;
+            // Score!
+            score += BRICK_ROWS - row;
+            // If bricks are gone, go to reset state
+            if (!--brick_count) game_state = 2;
+            // Bounce the ball cleverly
+            if ((ballv < 0) == (hit_dir < 0)) { ballv = -ballv; ballh += fixed_t(random(-16, 16)); _BUZZ(5, 880); }
+                                         else { ballh = -ballh; ballv += fixed_t(random(-16, 16)); _BUZZ(5, 640); }
+          }
+        }
+        // Is the ball moving down and in paddle range?
+        else if (ballv > 0 && WITHIN(newy, BTOF(PADDLE_Y), BTOF(PADDLE_Y + PADDLE_H))) {
+          // Ball actually hitting paddle
+          const int8_t diff = FTOB(newx) - paddle_x;
+          if (WITHIN(diff, 0, PADDLE_W - 1)) {
+
+            // Reverse Y direction
+            ballv = -ballv; _BUZZ(3, 880);
+            hit_dir = -1;
+
+            // Near edges affects X velocity
+            const bool is_left_edge = (diff <= 1);
+            if (is_left_edge || diff >= PADDLE_W-1 - 1) {
+              if ((ballh > 0) == is_left_edge) ballh = -ballh;
+            }
+            else if (diff <= 3) {
+              ballh += fixed_t(random(-64, 0));
+              NOLESS(ballh, BTOF(-2));
+              NOMORE(ballh, BTOF(2));
+            }
+            else if (diff >= PADDLE_W-1 - 3) {
+              ballh += fixed_t(random( 0, 64));
+              NOLESS(ballh, BTOF(-2));
+              NOMORE(ballh, BTOF(2));
+            }
+
+            // Paddle hit after clearing the board? Reset the board.
+            if (game_state == 2) { reset_bricks(0xFFFF); game_state = 1; }
+          }
+        }
+
+        ballx += ballh; bally += ballv;   // update with new velocity
+
+      } while (false);
+    }
+
+    u8g.setColorIndex(1);
+
+    // Draw bricks
+    if (PAGE_CONTAINS(BRICK_TOP, BRICK_BOT)) {
+      for (uint8_t y = 0; y < BRICK_ROWS; ++y) {
+        const uint8_t yy = y * BRICK_H + BRICK_TOP;
+        if (PAGE_CONTAINS(yy, yy + BRICK_H - 1)) {
+          for (uint8_t x = 0; x < BRICK_COLS; ++x) {
+            if (TEST(bricks[y], x)) {
+              const uint8_t xx = x * BRICK_W;
+              for (uint8_t v = 0; v < BRICK_H - 1; ++v)
+                if (PAGE_CONTAINS(yy + v, yy + v))
+                  u8g.drawHLine(xx, yy + v, BRICK_W - 1);
+            }
+          }
+        }
+      }
+    }
+
+    // Draw paddle
+    if (PAGE_CONTAINS(PADDLE_Y-1, PADDLE_Y)) {
+      u8g.drawHLine(paddle_x, PADDLE_Y, PADDLE_W);
+      #if PADDLE_H > 1
+        u8g.drawHLine(paddle_x, PADDLE_Y-1, PADDLE_W);
+        #if PADDLE_H > 2
+          u8g.drawHLine(paddle_x, PADDLE_Y-2, PADDLE_W);
+        #endif
+      #endif
+    }
+
+    // Draw ball while game is running
+    if (game_state) {
+      const uint8_t by = FTOB(bally);
+      if (PAGE_CONTAINS(by, by+1))
+        u8g.drawFrame(FTOB(ballx), by, 2, 2);
+    }
+    // Or draw GAME OVER
+    else
+      draw_game_over();
+
+    if (PAGE_UNDER(MENU_FONT_ASCENT)) {
+      // Score Digits
+      //const uint8_t sx = (LCD_PIXEL_WIDTH - (score >= 10 ? score >= 100 ? score >= 1000 ? 4 : 3 : 2 : 1) * MENU_FONT_WIDTH) / 2;
+      constexpr uint8_t sx = 0;
+      lcd_moveto(sx, MENU_FONT_ASCENT - 1);
+      lcd_put_int(score);
+
+      // Balls Left
+      lcd_moveto(LCD_PIXEL_WIDTH - MENU_FONT_WIDTH * 3, MENU_FONT_ASCENT - 1);
+      PGM_P const ohs = PSTR("ooo\0\0");
+      lcd_put_u8str_P(ohs + 3 - balls_left);
+    }
+
+    // A click always exits this game
+    if (ui.use_click()) ui.goto_previous_screen();
+  }
+
+  void lcd_goto_brickout() {
+    constexpr uint8_t paddle_start = SCREEN_M - (PADDLE_W) / 2;
+    paddle_x = paddle_start;
+    game_state = 2; // reset bricks on paddle hit
+    score = 0;
+    balls_left = 3;
+    reset_bricks(0x0000);
+    reset_ball();
+    ui.goto_screen(game_screen_brickout, paddle_start / (PADDLE_VEL));
+    ui.defer_status_screen();
+  }
+
+#endif // MARLIN_BRICKOUT
+
+#if ENABLED(MARLIN_INVADERS)
+
+  // 11x8
+  const unsigned char invader[3][2][16] PROGMEM = {
+    { { B00000110,B00000000,
+        B00001111,B00000000,
+        B00011111,B10000000,
+        B00110110,B11000000,
+        B00111111,B11000000,
+        B00001001,B00000000,
+        B00010110,B10000000,
+        B00101001,B01000000
+      }, {
+        B00000110,B00000000,
+        B00001111,B00000000,
+        B00011111,B10000000,
+        B00110110,B11000000,
+        B00111111,B11000000,
+        B00010110,B10000000,
+        B00100000,B01000000,
+        B00010000,B10000000
+      }
+    }, {
+      { B00010000,B01000000,
+        B00001000,B10000000,
+        B00011111,B11000000,
+        B00110111,B01100000,
+        B01111111,B11110000,
+        B01011111,B11010000,
+        B01010000,B01010000,
+        B00001101,B10000000
+      }, {
+        B00010000,B01000000,
+        B01001000,B10010000,
+        B01011111,B11010000,
+        B01110111,B01110000,
+        B01111111,B11110000,
+        B00011111,B11000000,
+        B00010000,B01000000,
+        B00100000,B00100000 
+      }
+    }, {
+      { B00001111,B00000000,
+        B01111111,B11100000,
+        B11111111,B11110000,
+        B11100110,B01110000,
+        B11111111,B11110000,
+        B00011001,B10000000,
+        B00110110,B11000000,
+        B11000000,B00110000
+      }, {
+        B00001111,B00000000,
+        B01111111,B11100000,
+        B11111111,B11110000,
+        B11100110,B01110000,
+        B11111111,B11110000,
+        B00011001,B10000000,
+        B00110110,B11000000,
+        B00011001,B10000000
+      }
+    }
+  };
+  const unsigned char cannon[] PROGMEM = {
+    B00000100,B00000000,
+    B00001110,B00000000,
+    B00001110,B00000000,
+    B01111111,B11000000,
+    B11111111,B11100000,
+    B11111111,B11100000,
+    B11111111,B11100000,
+    B11111111,B11100000
+  };
+  const unsigned char life[] PROGMEM = {
+    B00010000,
+    B01111100,
+    B11111110,
+    B11111110,
+    B11111110
+  };
+  const unsigned char explosion[] PROGMEM = {
+    B01000100,B01000000,
+    B00100100,B10000000,
+    B00000000,B00000000,
+    B00110001,B10000000,
+    B00000000,B00000000,
+    B00100100,B10000000,
+    B01000100,B01000000
+  };
+  const unsigned char ufo[] PROGMEM = {
+    B00011111,B11000000,
+    B01111111,B11110000,
+    B11011101,B11011000,
+    B11111111,B11111000,
+    B01111111,B11110000
+  };
+
+  #define INVASION_SIZE 3
+
+  #if INVASION_SIZE == 3
+    #define INVADER_COLS   5
+  #elif INVASION_SIZE == 4
+    #define INVADER_COLS   6
+  #else
+    #define INVADER_COLS   8
+    #undef INVASION_SIZE
+    #define INVASION_SIZE  5
+  #endif
+
+  #define INVADER_ROWS INVASION_SIZE
+
+  constexpr uint8_t inv_type[] = {
+    #if INVADER_ROWS == 5
+      0, 1, 1, 2, 2
+    #elif INVADER_ROWS == 4
+      0, 1, 1, 2
+    #elif INVADER_ROWS == 3
+      0, 1, 2
+    #else
+      #error "INVASION_SIZE must be 3, 4, or 5."
+    #endif
+  };
+
+  #define INVADER_RIGHT ((INVADER_COLS) * (COL_W))
+
+  #define CANNON_W      11
+  #define CANNON_H       8
+  #define CANNON_VEL     4
+  #define CANNON_Y      (LCD_PIXEL_HEIGHT - 1 - CANNON_H)
+
+  #define COL_W         14
+  #define INVADER_H      8
+  #define ROW_H         (INVADER_H + 2)
+  #define INVADER_VEL    3
+
+  #define INVADER_TOP   MENU_FONT_ASCENT
+  #define INVADERS_WIDE ((COL_W) * (INVADER_COLS))
+  #define INVADERS_HIGH ((ROW_H) * (INVADER_ROWS))
+
+  #define UFO_H          5
+  #define UFO_W         13
+
+  #define LASER_H        4
+  #define SHOT_H         3
+  #define EXPL_W        11
+  #define LIFE_W         8
+  #define LIFE_H         5
+
+  #define INVADER_COL(X) ((X - invaders_x) / (COL_W))
+  #define INVADER_ROW(Y) ((Y - invaders_y + 2) / (ROW_H))
+
+  #define INV_X_LEFT(C,T) (invaders_x + (C) * (COL_W) + inv_off[T])
+  #define INV_X_CTR(C,T)  (INV_X_LEFT(C,T) + inv_wide[T] / 2)
+  #define INV_Y_BOT(R)    (invaders_y + (R + 1) * (ROW_H) - 2)
+
+  uint8_t cannons_left;
+  int8_t cannon_x;
+  typedef struct { int8_t x, y, v; } laser_t;
+  laser_t laser, expl, bullet[10];
+  constexpr uint8_t inv_off[] = { 2, 1, 0 }, inv_wide[] = { 8, 11, 12 };
+  int8_t invaders_x, invaders_y, invaders_dir, leftmost, rightmost, botmost;
+  uint8_t invader_count, invaders[INVADER_ROWS], shooters[(INVADER_ROWS) * (INVADER_COLS)];
+
+  inline void update_invader_data() {
+    uint8_t inv_mask = 0;
+    // Get a list of all active invaders
+    uint8_t sc = 0;
+    LOOP_L_N(y, INVADER_ROWS) {
+      uint8_t m = invaders[y];
+      if (m) botmost = y + 1;
+      inv_mask |= m;
+      for (uint8_t x = 0; x < INVADER_COLS; ++x)
+        if (TEST(m, x)) shooters[sc++] = (y << 4) | x;
+    }
+    leftmost = 0;
+    LOOP_L_N(i, INVADER_COLS)            { if (TEST(inv_mask, i)) break; leftmost -= COL_W; }
+    rightmost = LCD_PIXEL_WIDTH - (INVADERS_WIDE);
+    for (uint8_t i = INVADER_COLS; i--;) { if (TEST(inv_mask, i)) break; rightmost += COL_W; }
+    if (invader_count == 2) invaders_dir = invaders_dir > 0 ? INVADER_VEL + 1 : -(INVADER_VEL + 1);
+  }
+
+  inline void reset_bullets() {
+    LOOP_L_N(i, COUNT(bullet)) bullet[i].v = 0;
+  }
+
+  inline void reset_invaders() {
+    invaders_x = 0; invaders_y = INVADER_TOP;
+    invaders_dir = INVADER_VEL;
+    invader_count = (INVADER_COLS) * (INVADER_ROWS);
+    LOOP_L_N(i, INVADER_ROWS) invaders[i] = _BV(INVADER_COLS) - 1;
+    update_invader_data();
+    reset_bullets();
+  }
+
+  int8_t ufox, ufov;
+  inline void spawn_ufo() {
+    ufov = random(0, 2) ? 1 : -1;
+    ufox = ufov > 0 ? -(UFO_W) : LCD_PIXEL_WIDTH - 1;
+  }
+
+  void reset_player() {
+    cannon_x = 0;
+    ui.encoderPosition = 0;
+  }
+
+  inline void fire_cannon() {
+    laser.x = cannon_x + CANNON_W / 2;
+    laser.y = LCD_PIXEL_HEIGHT - CANNON_H - (LASER_H);
+    laser.v = -(LASER_H);
+  }
+
+  inline void explode(const int8_t x, const int8_t y, const int8_t v=4) {
+    expl.x = x - (EXPL_W) / 2; expl.y = y; expl.v = v;
+  }
+
+  inline void kill_cannon(const uint8_t st) {
+    reset_bullets();
+    explode(cannon_x + (CANNON_W) / 2, CANNON_Y, 6);
+    _BUZZ(1000, 10);
+    if (--cannons_left) {
+      laser.v = 0;
+      game_state = st;
+      reset_player();
+    }
+    else
+      game_state = 0;
+  }
+
+  void game_screen_invaders() {
+    static bool game_blink;
+
+    ui.refresh(LCDVIEW_CALL_NO_REDRAW); // Call as often as possible
+
+    // Run game logic once per full screen
+    if (ui.first_page) {
+
+      // Update Cannon Position
+      int32_t ep = (int32_t)ui.encoderPosition;
+      ep = constrain(ep, 0, (LCD_PIXEL_WIDTH - (CANNON_W)) / (CANNON_VEL));
+      ui.encoderPosition = ep;
+
+      ep *= (CANNON_VEL);
+      if (ep > cannon_x) { cannon_x += CANNON_VEL - 1; if (ep - cannon_x < 2) cannon_x = ep; }
+      if (ep < cannon_x) { cannon_x -= CANNON_VEL - 1; if (cannon_x - ep < 2) cannon_x = ep; }
+
+      // Run the game logic
+      if (game_state) do {
+
+        // Move the UFO, if any
+        if (ufov) { ufox += ufov; if (!WITHIN(ufox, -(UFO_W), LCD_PIXEL_WIDTH - 1)) ufov = 0; }
+
+        if (game_state > 1) { if (--game_state == 2) { reset_invaders(); } else if (game_state == 100) { game_state = 1; } break; }
+
+        static uint8_t blink_count;
+        const bool did_blink = (++blink_count > invader_count >> 1);
+        if (did_blink) {
+          game_blink = !game_blink;
+          blink_count = 0;
+        }
+
+        if (invader_count && did_blink) {
+          const int8_t newx = invaders_x + invaders_dir;
+          if (!WITHIN(newx, leftmost, rightmost)) {             // Invaders reached the edge?
+            invaders_dir *= -1;                                 // Invaders change direction
+            invaders_y += (ROW_H) / 2;                          // Invaders move down
+            invaders_x -= invaders_dir;                         // ...and only move down this time.
+            if (invaders_y + botmost * (ROW_H) - 2 >= CANNON_Y) // Invaders reached the bottom?
+              kill_cannon(20);                                  // Kill the cannon. Reset invaders.
+          }
+
+          invaders_x += invaders_dir;               // Invaders take one step left/right
+
+          // Randomly shoot if invaders are listed
+          if (invader_count && !random(0, 20)) {
+
+            // Find a free bullet
+            laser_t *b = NULL;
+            LOOP_L_N(i, COUNT(bullet)) if (!bullet[i].v) { b = &bullet[i]; break; }
+            if (b) {
+              // Pick a random shooter and update the bullet
+              //SERIAL_ECHOLNPGM("free bullet found");
+              const uint8_t inv = shooters[random(0, invader_count + 1)], col = inv & 0x0F, row = inv >> 4, type = inv_type[row];
+              b->x = INV_X_CTR(col, type);
+              b->y = INV_Y_BOT(row);
+              b->v = 2 + random(0, 2);
+            }
+          }
+        }
+
+        // Update the laser position
+        if (laser.v) {
+          laser.y += laser.v;
+          if (laser.y < 0) laser.v = 0;
+        }
+
+        // Did the laser collide with an invader?
+        if (laser.v && WITHIN(laser.y, invaders_y, invaders_y + INVADERS_HIGH - 1)) {
+          const int8_t col = INVADER_COL(laser.x);
+          if (WITHIN(col, 0, INVADER_COLS - 1)) {
+            const int8_t row = INVADER_ROW(laser.y);
+            if (WITHIN(row, 0, INVADER_ROWS - 1)) {
+              const uint8_t mask = _BV(col);
+              if (invaders[row] & mask) {
+                const uint8_t type = inv_type[row];
+                const int8_t invx = INV_X_LEFT(col, type);
+                if (WITHIN(laser.x, invx, invx + inv_wide[type] - 1)) {
+                  // Turn off laser
+                  laser.v = 0;
+                  // Remove the invader!
+                  invaders[row] &= ~mask;
+                  // Score!
+                  score += INVADER_ROWS - row;
+                  // Explode sound!
+                  _BUZZ(40, 10);
+                  // Explosion bitmap!
+                  explode(invx + inv_wide[type] / 2, invaders_y + row * (ROW_H));
+                  // If invaders are gone, go to reset invaders state
+                  if (--invader_count) update_invader_data(); else { game_state = 20; reset_bullets(); }
+                } // laser x hit
+              } // invader exists
+            } // good row
+          } // good col
+        } // laser in invader zone
+
+        // Handle alien bullets
+        LOOP_L_N(s, COUNT(bullet)) {
+          laser_t *b = &bullet[s];
+          if (b->v) {
+            // Update alien bullet position
+            b->y += b->v;
+            if (b->y >= LCD_PIXEL_HEIGHT)
+              b->v = 0; // Offscreen
+            else if (b->y >= CANNON_Y && WITHIN(b->x, cannon_x, cannon_x + CANNON_W - 1))
+              kill_cannon(120); // Hit the cannon
+          }
+        }
+
+        // Randomly spawn a UFO
+        if (!ufov && !random(0,500)) spawn_ufo();
+
+        // Did the laser hit a ufo?
+        if (laser.v && ufov && laser.y < UFO_H + 2 && WITHIN(laser.x, ufox, ufox + UFO_W - 1)) {
+          // Turn off laser and UFO
+          laser.v = ufov = 0;
+          // Score!
+          score += 10;
+          // Explode!
+          _BUZZ(40, 10);
+          // Explosion bitmap
+          explode(ufox + (UFO_W) / 2, 1);
+        }
+
+      } while (false);
+
+    }
+
+    // Click to fire or exit
+    if (ui.use_click()) {
+      if (!game_state)
+        ui.goto_previous_screen();
+      else if (game_state == 1 && !laser.v)
+        fire_cannon();
+    }
+
+    u8g.setColorIndex(1);
+
+    // Draw invaders
+    if (PAGE_CONTAINS(invaders_y, invaders_y + botmost * (ROW_H) - 2 - 1)) {
+      int8_t yy = invaders_y;
+      for (uint8_t y = 0; y < INVADER_ROWS; ++y) {
+        const uint8_t type = inv_type[y];
+        if (PAGE_CONTAINS(yy, yy + INVADER_H - 1)) {
+          int8_t xx = invaders_x;
+          for (uint8_t x = 0; x < INVADER_COLS; ++x) {
+            if (TEST(invaders[y], x))
+              u8g.drawBitmapP(xx, yy, 2, INVADER_H, invader[type][game_blink]);
+            xx += COL_W;
+          }
+        }
+        yy += ROW_H;
+      }
+    }
+
+    // Draw UFO
+    if (ufov && PAGE_UNDER(UFO_H + 2))
+      u8g.drawBitmapP(ufox, 2, 2, UFO_H, ufo);
+
+    // Draw cannon
+    if (game_state && PAGE_CONTAINS(CANNON_Y, CANNON_Y + CANNON_H - 1) && (game_state < 2 || (game_state & 0x02)))
+      u8g.drawBitmapP(cannon_x, CANNON_Y, 2, CANNON_H, cannon);
+
+    // Draw laser
+    if (laser.v && PAGE_CONTAINS(laser.y, laser.y + LASER_H - 1))
+      u8g.drawVLine(laser.x, laser.y, LASER_H);
+
+    // Draw invader bullets
+    LOOP_L_N (i, COUNT(bullet)) {
+      if (bullet[i].v && PAGE_CONTAINS(bullet[i].y - (SHOT_H - 1), bullet[i].y))
+        u8g.drawVLine(bullet[i].x, bullet[i].y - (SHOT_H - 1), SHOT_H);
+    }
+
+    // Draw explosion
+    if (expl.v && PAGE_CONTAINS(expl.y, expl.y + 7 - 1)) {
+      u8g.drawBitmapP(expl.x, expl.y, 2, 7, explosion);
+      --expl.v;
+    }
+
+    // Blink GAME OVER when game is over
+    if (!game_state) draw_game_over();
+
+    if (PAGE_UNDER(MENU_FONT_ASCENT - 1)) {
+      // Draw Score
+      //const uint8_t sx = (LCD_PIXEL_WIDTH - (score >= 10 ? score >= 100 ? score >= 1000 ? 4 : 3 : 2 : 1) * MENU_FONT_WIDTH) / 2;
+      constexpr uint8_t sx = 0;
+      lcd_moveto(sx, MENU_FONT_ASCENT - 1);
+      lcd_put_int(score);
+
+      // Draw lives
+      if (cannons_left)
+        for (uint8_t i = 1; i <= cannons_left; ++i)
+          u8g.drawBitmapP(LCD_PIXEL_WIDTH - i * (LIFE_W), 6 - (LIFE_H), 1, LIFE_H, life);
+    }
+
+  }
+
+  void lcd_goto_invaders() {
+    game_state = 20; // countdown to reset invaders
+    score = 0;
+    cannons_left = 3;
+    laser.v = 0;
+    reset_invaders();
+    reset_player();
+    ui.goto_screen(game_screen_invaders, 0);
+    ui.defer_status_screen();
+  }
+
+#endif // MARLIN_INVADERS
+
+#if ENABLED(MARLIN_SNAKE)
+
+  #define SNAKE_BOX 4
+
+  #define HEADER_H  (MENU_FONT_ASCENT - 2)
+  #define SNAKE_WH  (SNAKE_BOX + 1)
+
+  #define IDEAL_L   2
+  #define IDEAL_R   (LCD_PIXEL_WIDTH - 1 - 2)
+  #define IDEAL_T   (HEADER_H + 2)
+  #define IDEAL_B   (LCD_PIXEL_HEIGHT - 1 - 2)
+  #define IDEAL_W   (IDEAL_R - (IDEAL_L) + 1)
+  #define IDEAL_H   (IDEAL_B - (IDEAL_T) + 1)
+
+  #define GAME_W    int((IDEAL_W) / (SNAKE_WH))
+  #define GAME_H    int((IDEAL_H) / (SNAKE_WH))
+
+  #define BOARD_W   ((SNAKE_WH) * (GAME_W) + 1)
+  #define BOARD_H   ((SNAKE_WH) * (GAME_H) + 1)
+  #define BOARD_L   ((LCD_PIXEL_WIDTH - (BOARD_W) + 1) / 2)
+  #define BOARD_R   (BOARD_L + BOARD_W - 1)
+  #define BOARD_T   (((LCD_PIXEL_HEIGHT + IDEAL_T) - (BOARD_H)) / 2)
+  #define BOARD_B   (BOARD_T + BOARD_H - 1)
+
+  #define GAMEX(X)  (BOARD_L + ((X) * (SNAKE_WH)))
+  #define GAMEY(Y)  (BOARD_T + ((Y) * (SNAKE_WH)))
+
+  #if SNAKE_BOX > 2
+    #define FOOD_WH SNAKE_BOX
+  #else
+    #define FOOD_WH 2
+  #endif
+
+  #if SNAKE_BOX < 1
+    #define SNAKE_SIZ 1
+  #else
+    #define SNAKE_SIZ SNAKE_BOX
+  #endif
+
+  constexpr fixed_t snakev = FTOP(0.20);
+
+  int8_t snake_dir, // NESW
+         foodx, foody, food_cnt,
+         old_encoder;
+  fixed_t snakex, snakey;
+
+  // Up to 50 lines, then you win!
+  typedef struct { int8_t x, y; } pos_t;
+  uint8_t head_ind;
+  pos_t snake_tail[50];
+
+  // Remove the first pixel from the tail.
+  // If needed, shift out the first segment.
+  void shorten_tail() {
+    pos_t &p = snake_tail[0], &q = snake_tail[1];
+    bool shift = false;
+    if (p.x == q.x) {
+      // Vertical line
+      p.y += (q.y > p.y) ? 1 : -1;
+      shift = p.y == q.y;
+    }
+    else {
+      // Horizontal line
+      p.x += (q.x > p.x) ? 1 : -1;
+      shift = p.x == q.x;
+    }
+    if (shift) {
+      head_ind--;
+      for (uint8_t i = 0; i <= head_ind; ++i)
+        snake_tail[i] = snake_tail[i + 1];
+    }
+  }
+
+  // The food is on a line
+  inline bool food_on_line() {
+    for (uint8_t n = 0; n < head_ind; ++n) {
+      pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
+      if (p.x == q.x) {
+        if ((foodx == p.x - 1 || foodx == p.x) && WITHIN(foody, MIN(p.y, q.y), MAX(p.y, q.y)))
+          return true;
+      }
+      else if ((foody == p.y - 1 || foody == p.y) && WITHIN(foodx, MIN(p.x, q.x), MAX(p.x, q.x)))
+        return true;
+    }
+    return false;
+  }
+
+  // Add a new food blob
+  void food_reset() {
+    do {
+      foodx = random(0, GAME_W);
+      foody = random(0, GAME_H);
+    } while (food_on_line());
+  }
+
+  // Turn the snake cw or ccw
+  inline void turn_snake(const bool cw) {
+    snake_dir += cw ? 1 : -1;
+    snake_dir &= 0x03;
+    head_ind++;
+    snake_tail[head_ind].x = FTOB(snakex);
+    snake_tail[head_ind].y = FTOB(snakey);
+  }
+
+  // Reset the snake for a new game
+  void snake_reset() {
+    // Init the head and velocity
+    snakex = BTOF(1);
+    snakey = BTOF(GAME_H / 2);
+    //snakev = FTOP(0.25);
+
+    // Init the tail with a cw turn
+    snake_dir = 0;
+    head_ind = 0;
+    snake_tail[0].x = 0;
+    snake_tail[0].y = GAME_H / 2;
+    turn_snake(true);
+
+    // Clear food flag
+    food_cnt = 5;
+
+    // Clear the controls
+    ui.encoderPosition = 0;
+    old_encoder = 0;
+  }
+
+  // Check if head segment overlaps another
+  bool snake_overlap() {
+    // 4 lines must exist before a collision is possible
+    if (head_ind < 4) return false;
+    // Is the last segment crossing any others?
+    const pos_t &h1 = snake_tail[head_ind - 1], &h2 = snake_tail[head_ind];
+    // VERTICAL head segment?
+    if (h1.x == h2.x) {
+      // Loop from oldest to segment two away from head
+      for (uint8_t n = 0; n < head_ind - 2; ++n) {
+        // Segment p to q
+        const pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
+        if (p.x != q.x) {
+          // Crossing horizontal segment
+          if (WITHIN(h1.x, MIN(p.x, q.x), MAX(p.x, q.x)) && (h1.y <= p.y) == (h2.y >= p.y)) return true;
+        } // Overlapping vertical segment
+        else if (h1.x == p.x && MIN(h1.y, h2.y) <= MAX(p.y, q.y) && MAX(h1.y, h2.y) >= MIN(p.y, q.y)) return true;
+      }
+    }
+    else {
+      // Loop from oldest to segment two away from head
+      for (uint8_t n = 0; n < head_ind - 2; ++n) {
+        // Segment p to q
+        const pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
+        if (p.y != q.y) {
+          // Crossing vertical segment
+          if (WITHIN(h1.y, MIN(p.y, q.y), MAX(p.y, q.y)) && (h1.x <= p.x) == (h2.x >= p.x)) return true;
+        } // Overlapping horizontal segment
+        else if (h1.y == p.y && MIN(h1.x, h2.x) <= MAX(p.x, q.x) && MAX(h1.x, h2.x) >= MIN(p.x, q.x)) return true;
+      }
+    }
+    return false;
+  }
+
+  void game_screen_snake() {
+    static int8_t slew;
+    if (ui.first_page) slew = 2;
+    ui.refresh(LCDVIEW_CALL_NO_REDRAW);   // Call as often as possible
+
+    // Run the snake logic
+    if (game_state && slew-- > 0) do {    // Run logic twice for finer resolution
+
+      // Move the snake's head one unit in the current direction
+      const int8_t oldx = FTOB(snakex), oldy = FTOB(snakey);
+      switch (snake_dir) {
+        case 0: snakey -= snakev; break;
+        case 1: snakex += snakev; break;
+        case 2: snakey += snakev; break;
+        case 3: snakex -= snakev; break;
+      }
+      const int8_t x = FTOB(snakex), y = FTOB(snakey);
+
+      // If movement took place...
+      if (oldx != x || oldy != y) {
+
+        if (!WITHIN(x, 0, GAME_W - 1) || !WITHIN(y, 0, GAME_H - 1)) {
+          game_state = 0; // Game Over
+          _BUZZ(400, 40); // Bzzzt!
+          break;          // ...out of do-while
+        }
+
+        snake_tail[head_ind].x = x;
+        snake_tail[head_ind].y = y;
+
+        // Change snake direction if set
+        const int8_t enc = int8_t(ui.encoderPosition), diff = enc - old_encoder;
+        if (diff) {
+          old_encoder = enc;
+          turn_snake(diff > 0);
+        }
+
+        if (food_cnt) --food_cnt; else shorten_tail();
+
+        // Did the snake collide with itself or go out of bounds?
+        if (snake_overlap()) {
+          game_state = 0; // Game Over
+          _BUZZ(400, 40); // Bzzzt!
+        }
+        // Is the snake at the food?
+        else if (x == foodx && y == foody) {
+          _BUZZ(5, 220);
+          _BUZZ(5, 280);
+          score++;
+          food_cnt = 2;
+          food_reset();
+        }
+      }
+
+    } while(0);
+
+    u8g.setColorIndex(1);
+
+    // Draw Score
+    if (PAGE_UNDER(HEADER_H)) {
+      lcd_moveto(0, HEADER_H - 1);
+      lcd_put_int(score);
+    }
+
+    // DRAW THE PLAYFIELD BORDER
+    u8g.drawFrame(BOARD_L - 2, BOARD_T - 2, BOARD_R - BOARD_L + 4, BOARD_B - BOARD_T + 4);
+
+    // Draw the snake (tail)
+    #if SNAKE_WH < 2
+
+      // At this scale just draw a line
+      for (uint8_t n = 0; n < head_ind; ++n) {
+        const pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
+        if (p.x == q.x) {
+          const int8_t y1 = GAMEY(MIN(p.y, q.y)), y2 = GAMEY(MAX(p.y, q.y));
+          if (PAGE_CONTAINS(y1, y2))
+            u8g.drawVLine(GAMEX(p.x), y1, y2 - y1 + 1);
+        }
+        else if (PAGE_CONTAINS(GAMEY(p.y), GAMEY(p.y))) {
+          const int8_t x1 = GAMEX(MIN(p.x, q.x)), x2 = GAMEX(MAX(p.x, q.x));
+          u8g.drawHLine(x1, GAMEY(p.y), x2 - x1 + 1);
+        }
+      }
+
+    #elif SNAKE_WH == 2
+
+      // At this scale draw two lines
+      for (uint8_t n = 0; n < head_ind; ++n) {
+        const pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
+        if (p.x == q.x) {
+          const int8_t y1 = GAMEY(MIN(p.y, q.y)), y2 = GAMEY(MAX(p.y, q.y));
+          if (PAGE_CONTAINS(y1, y2 + 1))
+            u8g.drawFrame(GAMEX(p.x), y1, 2, y2 - y1 + 1 + 1);
+        }
+        else {
+          const int8_t py = GAMEY(p.y);
+          if (PAGE_CONTAINS(py, py + 1)) {
+            const int8_t x1 = GAMEX(MIN(p.x, q.x)), x2 = GAMEX(MAX(p.x, q.x));
+            u8g.drawFrame(x1, py, x2 - x1 + 1 + 1, 2);
+          }
+        }
+      }
+
+    #else
+
+      // Draw a series of boxes
+      for (uint8_t n = 0; n < head_ind; ++n) {
+        const pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
+        if (p.x == q.x) {
+          const int8_t y1 = MIN(p.y, q.y), y2 = MAX(p.y, q.y);
+          if (PAGE_CONTAINS(GAMEY(y1), GAMEY(y2) + SNAKE_SIZ - 1)) {
+            for (int8_t i = y1; i <= y2; ++i) {
+              const int8_t y = GAMEY(i);
+              if (PAGE_CONTAINS(y, y + SNAKE_SIZ - 1))
+                u8g.drawBox(GAMEX(p.x), y, SNAKE_SIZ, SNAKE_SIZ);
+            }
+          }
+        }
+        else {
+          const int8_t py = GAMEY(p.y);
+          if (PAGE_CONTAINS(py, py + SNAKE_SIZ - 1)) {
+            const int8_t x1 = MIN(p.x, q.x), x2 = MAX(p.x, q.x);
+            for (int8_t i = x1; i <= x2; ++i)
+              u8g.drawBox(GAMEX(i), py, SNAKE_SIZ, SNAKE_SIZ);
+          }
+        }
+      }
+
+    #endif
+
+    // Draw food
+    const int8_t fy = GAMEY(foody);
+    if (PAGE_CONTAINS(fy, fy + FOOD_WH - 1)) {
+      const int8_t fx = GAMEX(foodx);
+      u8g.drawFrame(fx, fy, FOOD_WH, FOOD_WH);
+      if (FOOD_WH == 5) u8g.drawPixel(fx + 2, fy + 2);
+    }
+
+    // Draw GAME OVER
+    if (!game_state) draw_game_over();
+
+    // A click always exits this game
+    if (ui.use_click()) ui.goto_previous_screen();
+  }
+
+  void lcd_goto_snake() {
+    game_state = 1; // Game running
+    score = 0;
+    snake_reset();
+    food_reset();
+    ui.encoder_direction_normal();
+    ui.goto_screen(game_screen_snake);
+    ui.defer_status_screen();
+  }
+
+#endif // MARLIN_SNAKE
+
+#if HAS_GAME_MENU
+
+  void menu_game() {
+    START_MENU();
+    MENU_BACK(MSG_MAIN);
+    #if ENABLED(MARLIN_BRICKOUT)
+      MENU_ITEM(submenu, MSG_BRICKOUT, lcd_goto_brickout);
+    #endif
+    #if ENABLED(MARLIN_INVADERS)
+      MENU_ITEM(submenu, MSG_INVADERS, lcd_goto_invaders);
+    #endif
+    #if ENABLED(MARLIN_SNAKE)
+      MENU_ITEM(submenu, MSG_SNAKE, lcd_goto_snake);
+    #endif
+    END_MENU();
+  }
+
+#endif
+
+#endif // HAS_LCD_MENU && (MARLIN_BRICKOUT || MARLIN_INVADERS || MARLIN_SNAKE)
diff --git a/Marlin/src/lcd/menu/menu_main.cpp b/Marlin/src/lcd/menu/menu_main.cpp
index c3f5c2850d..6bba914d69 100644
--- a/Marlin/src/lcd/menu/menu_main.cpp
+++ b/Marlin/src/lcd/menu/menu_main.cpp
@@ -138,6 +138,16 @@ void menu_led();
   #endif
 #endif
 
+#if HAS_GAME_MENU
+  void menu_game();
+#elif ENABLED(MARLIN_BRICKOUT)
+  void lcd_goto_brickout();
+#elif ENABLED(MARLIN_INVADERS)
+  void lcd_goto_invaders();
+#elif ENABLED(MARLIN_SNAKE)
+  void lcd_goto_snake();
+#endif
+
 void menu_main() {
   START_MENU();
   MENU_BACK(MSG_WATCH);
@@ -276,6 +286,20 @@ void menu_main() {
     #endif
   #endif
 
+  #if ANY(MARLIN_BRICKOUT, MARLIN_INVADERS, MARLIN_SNAKE)
+    MENU_ITEM(submenu, "Game", (
+      #if HAS_GAME_MENU
+        menu_game
+      #elif ENABLED(MARLIN_BRICKOUT)
+        lcd_goto_brickout
+      #elif ENABLED(MARLIN_INVADERS)
+        lcd_goto_invaders
+      #elif ENABLED(MARLIN_SNAKE)
+        lcd_goto_snake
+      #endif
+    ));
+  #endif
+
   END_MENU();
 }
 
diff --git a/config/default/Configuration_adv.h b/config/default/Configuration_adv.h
index 70ac464c8d..183b3b5c48 100644
--- a/config/default/Configuration_adv.h
+++ b/config/default/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/3DFabXYZ/Migbot/Configuration_adv.h b/config/examples/3DFabXYZ/Migbot/Configuration_adv.h
index 3017e5d186..05b81ff81c 100644
--- a/config/examples/3DFabXYZ/Migbot/Configuration_adv.h
+++ b/config/examples/3DFabXYZ/Migbot/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/AlephObjects/TAZ4/Configuration_adv.h b/config/examples/AlephObjects/TAZ4/Configuration_adv.h
index 39ee55028d..c64d531ac3 100644
--- a/config/examples/AlephObjects/TAZ4/Configuration_adv.h
+++ b/config/examples/AlephObjects/TAZ4/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/AliExpress/UM2pExt/Configuration_adv.h b/config/examples/AliExpress/UM2pExt/Configuration_adv.h
index abce3eb161..4dc6c37a6d 100644
--- a/config/examples/AliExpress/UM2pExt/Configuration_adv.h
+++ b/config/examples/AliExpress/UM2pExt/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Anet/A2/Configuration_adv.h b/config/examples/Anet/A2/Configuration_adv.h
index 6ce6388a96..e28d56acf2 100644
--- a/config/examples/Anet/A2/Configuration_adv.h
+++ b/config/examples/Anet/A2/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Anet/A2plus/Configuration_adv.h b/config/examples/Anet/A2plus/Configuration_adv.h
index 6ce6388a96..e28d56acf2 100644
--- a/config/examples/Anet/A2plus/Configuration_adv.h
+++ b/config/examples/Anet/A2plus/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Anet/A6/Configuration_adv.h b/config/examples/Anet/A6/Configuration_adv.h
index d6641d7745..9041025182 100644
--- a/config/examples/Anet/A6/Configuration_adv.h
+++ b/config/examples/Anet/A6/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Anet/A8/Configuration_adv.h b/config/examples/Anet/A8/Configuration_adv.h
index 75c645ac21..cad3d6fc38 100644
--- a/config/examples/Anet/A8/Configuration_adv.h
+++ b/config/examples/Anet/A8/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/AnyCubic/i3/Configuration_adv.h b/config/examples/AnyCubic/i3/Configuration_adv.h
index 982884235b..ec2db93421 100644
--- a/config/examples/AnyCubic/i3/Configuration_adv.h
+++ b/config/examples/AnyCubic/i3/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/ArmEd/Configuration_adv.h b/config/examples/ArmEd/Configuration_adv.h
index 66746109b2..22726d861d 100644
--- a/config/examples/ArmEd/Configuration_adv.h
+++ b/config/examples/ArmEd/Configuration_adv.h
@@ -967,6 +967,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/BIBO/TouchX/cyclops/Configuration_adv.h b/config/examples/BIBO/TouchX/cyclops/Configuration_adv.h
index e7e6562d74..42a8771c6f 100644
--- a/config/examples/BIBO/TouchX/cyclops/Configuration_adv.h
+++ b/config/examples/BIBO/TouchX/cyclops/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/BIBO/TouchX/default/Configuration_adv.h b/config/examples/BIBO/TouchX/default/Configuration_adv.h
index 5f0af69a38..4c61586c9b 100644
--- a/config/examples/BIBO/TouchX/default/Configuration_adv.h
+++ b/config/examples/BIBO/TouchX/default/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/BQ/Hephestos/Configuration_adv.h b/config/examples/BQ/Hephestos/Configuration_adv.h
index 08a7aa4e9b..4317fa7ee6 100644
--- a/config/examples/BQ/Hephestos/Configuration_adv.h
+++ b/config/examples/BQ/Hephestos/Configuration_adv.h
@@ -960,6 +960,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/BQ/Hephestos_2/Configuration_adv.h b/config/examples/BQ/Hephestos_2/Configuration_adv.h
index 084a7ab62d..515cad7ac9 100644
--- a/config/examples/BQ/Hephestos_2/Configuration_adv.h
+++ b/config/examples/BQ/Hephestos_2/Configuration_adv.h
@@ -968,6 +968,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/BQ/WITBOX/Configuration_adv.h b/config/examples/BQ/WITBOX/Configuration_adv.h
index 08a7aa4e9b..4317fa7ee6 100644
--- a/config/examples/BQ/WITBOX/Configuration_adv.h
+++ b/config/examples/BQ/WITBOX/Configuration_adv.h
@@ -960,6 +960,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Cartesio/Configuration_adv.h b/config/examples/Cartesio/Configuration_adv.h
index 76b92692a9..caac634045 100644
--- a/config/examples/Cartesio/Configuration_adv.h
+++ b/config/examples/Cartesio/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Creality/CR-10/Configuration_adv.h b/config/examples/Creality/CR-10/Configuration_adv.h
index a93496e6b7..32bf3347ce 100644
--- a/config/examples/Creality/CR-10/Configuration_adv.h
+++ b/config/examples/Creality/CR-10/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Creality/CR-10S/Configuration_adv.h b/config/examples/Creality/CR-10S/Configuration_adv.h
index 60ba93c443..8e9e67cbb0 100644
--- a/config/examples/Creality/CR-10S/Configuration_adv.h
+++ b/config/examples/Creality/CR-10S/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Creality/CR-10_5S/Configuration_adv.h b/config/examples/Creality/CR-10_5S/Configuration_adv.h
index 66651e5dff..f636a5f09e 100644
--- a/config/examples/Creality/CR-10_5S/Configuration_adv.h
+++ b/config/examples/Creality/CR-10_5S/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Creality/CR-10mini/Configuration_adv.h b/config/examples/Creality/CR-10mini/Configuration_adv.h
index 7da85a0e54..f63d2b8b81 100644
--- a/config/examples/Creality/CR-10mini/Configuration_adv.h
+++ b/config/examples/Creality/CR-10mini/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Creality/CR-8/Configuration_adv.h b/config/examples/Creality/CR-8/Configuration_adv.h
index dc5ec5c1ae..127417eed8 100644
--- a/config/examples/Creality/CR-8/Configuration_adv.h
+++ b/config/examples/Creality/CR-8/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Creality/Ender-2/Configuration_adv.h b/config/examples/Creality/Ender-2/Configuration_adv.h
index 5a56e21a15..c33caf17ca 100644
--- a/config/examples/Creality/Ender-2/Configuration_adv.h
+++ b/config/examples/Creality/Ender-2/Configuration_adv.h
@@ -960,6 +960,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Creality/Ender-3/Configuration_adv.h b/config/examples/Creality/Ender-3/Configuration_adv.h
index 78ec113b7f..f4f3576e3e 100644
--- a/config/examples/Creality/Ender-3/Configuration_adv.h
+++ b/config/examples/Creality/Ender-3/Configuration_adv.h
@@ -960,6 +960,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Creality/Ender-4/Configuration_adv.h b/config/examples/Creality/Ender-4/Configuration_adv.h
index d585515554..9a0709aee8 100644
--- a/config/examples/Creality/Ender-4/Configuration_adv.h
+++ b/config/examples/Creality/Ender-4/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Einstart-S/Configuration_adv.h b/config/examples/Einstart-S/Configuration_adv.h
index 72381481c4..9e0c8679a9 100644
--- a/config/examples/Einstart-S/Configuration_adv.h
+++ b/config/examples/Einstart-S/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Felix/Configuration_adv.h b/config/examples/Felix/Configuration_adv.h
index 2afa093d0d..0272518139 100644
--- a/config/examples/Felix/Configuration_adv.h
+++ b/config/examples/Felix/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/FlashForge/CreatorPro/Configuration_adv.h b/config/examples/FlashForge/CreatorPro/Configuration_adv.h
index e0525fe6ed..b7680706f5 100644
--- a/config/examples/FlashForge/CreatorPro/Configuration_adv.h
+++ b/config/examples/FlashForge/CreatorPro/Configuration_adv.h
@@ -959,6 +959,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/FolgerTech/i3-2020/Configuration_adv.h b/config/examples/FolgerTech/i3-2020/Configuration_adv.h
index 5830c324c9..4c85f8a6f5 100644
--- a/config/examples/FolgerTech/i3-2020/Configuration_adv.h
+++ b/config/examples/FolgerTech/i3-2020/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Formbot/Raptor/Configuration_adv.h b/config/examples/Formbot/Raptor/Configuration_adv.h
index d4e7a1c0bf..3659665a3f 100644
--- a/config/examples/Formbot/Raptor/Configuration_adv.h
+++ b/config/examples/Formbot/Raptor/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Formbot/T_Rex_2+/Configuration_adv.h b/config/examples/Formbot/T_Rex_2+/Configuration_adv.h
index 644709a175..c644c66dc0 100644
--- a/config/examples/Formbot/T_Rex_2+/Configuration_adv.h
+++ b/config/examples/Formbot/T_Rex_2+/Configuration_adv.h
@@ -967,6 +967,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Formbot/T_Rex_3/Configuration_adv.h b/config/examples/Formbot/T_Rex_3/Configuration_adv.h
index c1468b73bf..9c5065f4ae 100644
--- a/config/examples/Formbot/T_Rex_3/Configuration_adv.h
+++ b/config/examples/Formbot/T_Rex_3/Configuration_adv.h
@@ -967,6 +967,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Geeetech/A10M/Configuration_adv.h b/config/examples/Geeetech/A10M/Configuration_adv.h
index 04104b287b..2daf13c363 100644
--- a/config/examples/Geeetech/A10M/Configuration_adv.h
+++ b/config/examples/Geeetech/A10M/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Geeetech/A20M/Configuration_adv.h b/config/examples/Geeetech/A20M/Configuration_adv.h
index 0e9375623a..570be63580 100644
--- a/config/examples/Geeetech/A20M/Configuration_adv.h
+++ b/config/examples/Geeetech/A20M/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Geeetech/MeCreator2/Configuration_adv.h b/config/examples/Geeetech/MeCreator2/Configuration_adv.h
index 5facad3459..c34d3f5134 100644
--- a/config/examples/Geeetech/MeCreator2/Configuration_adv.h
+++ b/config/examples/Geeetech/MeCreator2/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Geeetech/Prusa i3 Pro C/Configuration_adv.h b/config/examples/Geeetech/Prusa i3 Pro C/Configuration_adv.h
index bed58ed7cf..599e3cdb74 100644
--- a/config/examples/Geeetech/Prusa i3 Pro C/Configuration_adv.h	
+++ b/config/examples/Geeetech/Prusa i3 Pro C/Configuration_adv.h	
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Geeetech/Prusa i3 Pro W/Configuration_adv.h b/config/examples/Geeetech/Prusa i3 Pro W/Configuration_adv.h
index bed58ed7cf..599e3cdb74 100644
--- a/config/examples/Geeetech/Prusa i3 Pro W/Configuration_adv.h	
+++ b/config/examples/Geeetech/Prusa i3 Pro W/Configuration_adv.h	
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Infitary/i3-M508/Configuration_adv.h b/config/examples/Infitary/i3-M508/Configuration_adv.h
index 8c02dfeb17..ed8e6b8c77 100644
--- a/config/examples/Infitary/i3-M508/Configuration_adv.h
+++ b/config/examples/Infitary/i3-M508/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/JGAurora/A5/Configuration_adv.h b/config/examples/JGAurora/A5/Configuration_adv.h
index 010340404f..076794c94a 100644
--- a/config/examples/JGAurora/A5/Configuration_adv.h
+++ b/config/examples/JGAurora/A5/Configuration_adv.h
@@ -960,6 +960,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/MakerParts/Configuration_adv.h b/config/examples/MakerParts/Configuration_adv.h
index ecb4155dfa..fd50d5b8c5 100644
--- a/config/examples/MakerParts/Configuration_adv.h
+++ b/config/examples/MakerParts/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Malyan/M150/Configuration_adv.h b/config/examples/Malyan/M150/Configuration_adv.h
index 890223b69d..bd474d687c 100644
--- a/config/examples/Malyan/M150/Configuration_adv.h
+++ b/config/examples/Malyan/M150/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Malyan/M200/Configuration_adv.h b/config/examples/Malyan/M200/Configuration_adv.h
index f5605140eb..4d27b5778c 100644
--- a/config/examples/Malyan/M200/Configuration_adv.h
+++ b/config/examples/Malyan/M200/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Micromake/C1/enhanced/Configuration_adv.h b/config/examples/Micromake/C1/enhanced/Configuration_adv.h
index 70ac464c8d..183b3b5c48 100644
--- a/config/examples/Micromake/C1/enhanced/Configuration_adv.h
+++ b/config/examples/Micromake/C1/enhanced/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Mks/Robin/Configuration_adv.h b/config/examples/Mks/Robin/Configuration_adv.h
index 64f82dbae7..03920406f8 100644
--- a/config/examples/Mks/Robin/Configuration_adv.h
+++ b/config/examples/Mks/Robin/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Mks/Sbase/Configuration_adv.h b/config/examples/Mks/Sbase/Configuration_adv.h
index 197beecc54..ff30569170 100644
--- a/config/examples/Mks/Sbase/Configuration_adv.h
+++ b/config/examples/Mks/Sbase/Configuration_adv.h
@@ -964,6 +964,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/RapideLite/RL200/Configuration_adv.h b/config/examples/RapideLite/RL200/Configuration_adv.h
index 11936a78d1..3f20ccc54e 100644
--- a/config/examples/RapideLite/RL200/Configuration_adv.h
+++ b/config/examples/RapideLite/RL200/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/RigidBot/Configuration_adv.h b/config/examples/RigidBot/Configuration_adv.h
index 8ac303a6de..0e41e14b92 100644
--- a/config/examples/RigidBot/Configuration_adv.h
+++ b/config/examples/RigidBot/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/SCARA/Configuration_adv.h b/config/examples/SCARA/Configuration_adv.h
index 0e82995baa..7c1fd69a09 100644
--- a/config/examples/SCARA/Configuration_adv.h
+++ b/config/examples/SCARA/Configuration_adv.h
@@ -960,6 +960,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Sanguinololu/Configuration_adv.h b/config/examples/Sanguinololu/Configuration_adv.h
index b1fc3c3071..c01ee11803 100644
--- a/config/examples/Sanguinololu/Configuration_adv.h
+++ b/config/examples/Sanguinololu/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/TheBorg/Configuration_adv.h b/config/examples/TheBorg/Configuration_adv.h
index 46475340dc..823c923b51 100644
--- a/config/examples/TheBorg/Configuration_adv.h
+++ b/config/examples/TheBorg/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/TinyBoy2/Configuration_adv.h b/config/examples/TinyBoy2/Configuration_adv.h
index 81af85aabd..747a88dae4 100644
--- a/config/examples/TinyBoy2/Configuration_adv.h
+++ b/config/examples/TinyBoy2/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Tronxy/X3A/Configuration_adv.h b/config/examples/Tronxy/X3A/Configuration_adv.h
index f6bab07a02..d7823e7208 100644
--- a/config/examples/Tronxy/X3A/Configuration_adv.h
+++ b/config/examples/Tronxy/X3A/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Tronxy/X5S-2E/Configuration_adv.h b/config/examples/Tronxy/X5S-2E/Configuration_adv.h
index d3f8b77a2a..f1c17f07c2 100644
--- a/config/examples/Tronxy/X5S-2E/Configuration_adv.h
+++ b/config/examples/Tronxy/X5S-2E/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/UltiMachine/Archim1/Configuration_adv.h b/config/examples/UltiMachine/Archim1/Configuration_adv.h
index 93777bf6c9..0ef5a6fee8 100644
--- a/config/examples/UltiMachine/Archim1/Configuration_adv.h
+++ b/config/examples/UltiMachine/Archim1/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/UltiMachine/Archim2/Configuration_adv.h b/config/examples/UltiMachine/Archim2/Configuration_adv.h
index 04818ac120..0f98d095ba 100644
--- a/config/examples/UltiMachine/Archim2/Configuration_adv.h
+++ b/config/examples/UltiMachine/Archim2/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/VORONDesign/Configuration_adv.h b/config/examples/VORONDesign/Configuration_adv.h
index 0cf96dbe27..99345d6055 100644
--- a/config/examples/VORONDesign/Configuration_adv.h
+++ b/config/examples/VORONDesign/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Velleman/K8200/Configuration_adv.h b/config/examples/Velleman/K8200/Configuration_adv.h
index 20d331a00c..ea5c24105c 100644
--- a/config/examples/Velleman/K8200/Configuration_adv.h
+++ b/config/examples/Velleman/K8200/Configuration_adv.h
@@ -976,6 +976,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Velleman/K8400/Configuration_adv.h b/config/examples/Velleman/K8400/Configuration_adv.h
index 8eabb37303..a409b86405 100644
--- a/config/examples/Velleman/K8400/Configuration_adv.h
+++ b/config/examples/Velleman/K8400/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/WASP/PowerWASP/Configuration_adv.h b/config/examples/WASP/PowerWASP/Configuration_adv.h
index c76439c031..56d7d08e93 100644
--- a/config/examples/WASP/PowerWASP/Configuration_adv.h
+++ b/config/examples/WASP/PowerWASP/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/Wanhao/Duplicator 6/Configuration_adv.h b/config/examples/Wanhao/Duplicator 6/Configuration_adv.h
index e293c8332c..9c65727d1d 100644
--- a/config/examples/Wanhao/Duplicator 6/Configuration_adv.h	
+++ b/config/examples/Wanhao/Duplicator 6/Configuration_adv.h	
@@ -962,6 +962,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/delta/Anycubic/Kossel/Configuration_adv.h b/config/examples/delta/Anycubic/Kossel/Configuration_adv.h
index e29cc4f2ef..258ab41bce 100644
--- a/config/examples/delta/Anycubic/Kossel/Configuration_adv.h
+++ b/config/examples/delta/Anycubic/Kossel/Configuration_adv.h
@@ -962,6 +962,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/delta/FLSUN/auto_calibrate/Configuration_adv.h b/config/examples/delta/FLSUN/auto_calibrate/Configuration_adv.h
index b32205f709..54e50a984c 100644
--- a/config/examples/delta/FLSUN/auto_calibrate/Configuration_adv.h
+++ b/config/examples/delta/FLSUN/auto_calibrate/Configuration_adv.h
@@ -962,6 +962,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/delta/FLSUN/kossel/Configuration_adv.h b/config/examples/delta/FLSUN/kossel/Configuration_adv.h
index b32205f709..54e50a984c 100644
--- a/config/examples/delta/FLSUN/kossel/Configuration_adv.h
+++ b/config/examples/delta/FLSUN/kossel/Configuration_adv.h
@@ -962,6 +962,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/delta/FLSUN/kossel_mini/Configuration_adv.h b/config/examples/delta/FLSUN/kossel_mini/Configuration_adv.h
index 8b04c9ce1b..1b7c002b70 100644
--- a/config/examples/delta/FLSUN/kossel_mini/Configuration_adv.h
+++ b/config/examples/delta/FLSUN/kossel_mini/Configuration_adv.h
@@ -962,6 +962,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/delta/Geeetech/Rostock 301/Configuration_adv.h b/config/examples/delta/Geeetech/Rostock 301/Configuration_adv.h
index 8b04c9ce1b..1b7c002b70 100644
--- a/config/examples/delta/Geeetech/Rostock 301/Configuration_adv.h	
+++ b/config/examples/delta/Geeetech/Rostock 301/Configuration_adv.h	
@@ -962,6 +962,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/delta/MKS/SBASE/Configuration_adv.h b/config/examples/delta/MKS/SBASE/Configuration_adv.h
index 57c13b957b..a93d05394b 100644
--- a/config/examples/delta/MKS/SBASE/Configuration_adv.h
+++ b/config/examples/delta/MKS/SBASE/Configuration_adv.h
@@ -962,6 +962,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/delta/Tevo Little Monster/Configuration_adv.h b/config/examples/delta/Tevo Little Monster/Configuration_adv.h
index 4b4da6cf66..a6ccecac89 100644
--- a/config/examples/delta/Tevo Little Monster/Configuration_adv.h	
+++ b/config/examples/delta/Tevo Little Monster/Configuration_adv.h	
@@ -962,6 +962,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/delta/generic/Configuration_adv.h b/config/examples/delta/generic/Configuration_adv.h
index 8b04c9ce1b..1b7c002b70 100644
--- a/config/examples/delta/generic/Configuration_adv.h
+++ b/config/examples/delta/generic/Configuration_adv.h
@@ -962,6 +962,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/delta/kossel_mini/Configuration_adv.h b/config/examples/delta/kossel_mini/Configuration_adv.h
index c27fb50fb4..bb5f8fc877 100644
--- a/config/examples/delta/kossel_mini/Configuration_adv.h
+++ b/config/examples/delta/kossel_mini/Configuration_adv.h
@@ -961,6 +961,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/delta/kossel_xl/Configuration_adv.h b/config/examples/delta/kossel_xl/Configuration_adv.h
index 632db995f6..d5695f5bae 100644
--- a/config/examples/delta/kossel_xl/Configuration_adv.h
+++ b/config/examples/delta/kossel_xl/Configuration_adv.h
@@ -962,6 +962,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/gCreate/gMax1.5+/Configuration_adv.h b/config/examples/gCreate/gMax1.5+/Configuration_adv.h
index fbcc4a4293..34984217a2 100644
--- a/config/examples/gCreate/gMax1.5+/Configuration_adv.h
+++ b/config/examples/gCreate/gMax1.5+/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/makibox/Configuration_adv.h b/config/examples/makibox/Configuration_adv.h
index b0fb192f0e..085b551f72 100644
--- a/config/examples/makibox/Configuration_adv.h
+++ b/config/examples/makibox/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/tvrrug/Round2/Configuration_adv.h b/config/examples/tvrrug/Round2/Configuration_adv.h
index 5b912fa790..1c6cc4191a 100644
--- a/config/examples/tvrrug/Round2/Configuration_adv.h
+++ b/config/examples/tvrrug/Round2/Configuration_adv.h
@@ -963,6 +963,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
diff --git a/config/examples/wt150/Configuration_adv.h b/config/examples/wt150/Configuration_adv.h
index 05f999a570..307a649bbe 100644
--- a/config/examples/wt150/Configuration_adv.h
+++ b/config/examples/wt150/Configuration_adv.h
@@ -964,6 +964,11 @@
   //#define STATUS_FAN_FRAMES 3       // :[0,1,2,3,4] Number of fan animation frames
   //#define STATUS_HEAT_PERCENT       // Show heating in a progress bar
 
+  // Frivolous Game Options
+  //#define MARLIN_BRICKOUT
+  //#define MARLIN_INVADERS
+  //#define MARLIN_SNAKE
+
 #endif // HAS_GRAPHICAL_LCD
 
 // @section safety
-- 
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