diff --git a/Marlin/src/lcd/menu/game/brickout.cpp b/Marlin/src/lcd/menu/game/brickout.cpp
index 1cb19a5cd5cac61956a74894036771ee53dc79fe..db360e44f60b49e0e60e080f118b75033e8a34b8 100644
--- a/Marlin/src/lcd/menu/game/brickout.cpp
+++ b/Marlin/src/lcd/menu/game/brickout.cpp
@@ -28,8 +28,6 @@
 
 #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
@@ -42,51 +40,47 @@
 #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];
+brickout_data_t &bdat = marlin_game_data.brickout;
 
 inline void reset_bricks(const uint16_t v) {
-  brick_count = (BRICK_COLS) * (BRICK_ROWS);
-  LOOP_L_N(i, BRICK_ROWS) bricks[i] = v;
+  bdat.brick_count = (BRICK_COLS) * (BRICK_ROWS);
+  LOOP_L_N(i, BRICK_ROWS) bdat.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;
+  bdat.bally = BTOF(PADDLE_Y - ball_dist);
+  bdat.ballv = FTOP(1.3f);
+  bdat.ballh = -FTOP(1.25f);
+  uint8_t bx = bdat.paddle_x + (PADDLE_W) / 2 + ball_dist;
+  if (bx >= LCD_PIXEL_WIDTH - 10) { bx -= ball_dist * 2; bdat.ballh = -bdat.ballh; }
+  bdat.ballx = BTOF(bx);
+  bdat.hit_dir = -1;
 }
 
 void BrickoutGame::game_screen() {
   if (game_frame()) {     // Run logic twice for finer resolution
     // Update Paddle Position
-    paddle_x = constrain(int8_t(ui.encoderPosition), 0, (LCD_PIXEL_WIDTH - (PADDLE_W)) / (PADDLE_VEL));
-    ui.encoderPosition = paddle_x;
-    paddle_x *= (PADDLE_VEL);
+    bdat.paddle_x = constrain(int8_t(ui.encoderPosition), 0, (LCD_PIXEL_WIDTH - (PADDLE_W)) / (PADDLE_VEL));
+    ui.encoderPosition = bdat.paddle_x;
+    bdat.paddle_x *= (PADDLE_VEL);
 
     // Run the ball logic
     if (game_state) do {
 
       // Provisionally update the ball position
-      const fixed_t newx = ballx + ballh, newy = bally + ballv;  // current next position
+      const fixed_t newx = bdat.ballx + bdat.ballh, newy = bdat.bally + bdat.ballv;  // current next position
       if (!WITHIN(newx, 0, BTOF(LCD_PIXEL_WIDTH - 1))) {    // out in x?
-        ballh = -ballh; _BUZZ(5, 220);                      // bounce x
+        bdat.ballh = -bdat.ballh; _BUZZ(5, 220);            // bounce x
       }
       if (newy < 0) {                                       // out in y?
-        ballv = -ballv; _BUZZ(5, 280);                      // bounce v
-        hit_dir = 1;
+        bdat.ballv = -bdat.ballv; _BUZZ(5, 280);            // bounce v
+        bdat.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;
+        if (--bdat.balls_left) reset_ball(); else game_state = 0;
         break; // done
       }
 
@@ -94,42 +88,42 @@ void BrickoutGame::game_screen() {
       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) {
+        if (bdat.bricks[row] & mask) {
           // Yes. Remove it!
-          bricks[row] &= ~mask;
+          bdat.bricks[row] &= ~mask;
           // Score!
           score += BRICK_ROWS - row;
           // If bricks are gone, go to reset state
-          if (!--brick_count) game_state = 2;
+          if (!--bdat.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); }
+          if ((bdat.ballv < 0) == (bdat.hit_dir < 0)) { bdat.ballv = -bdat.ballv; bdat.ballh += fixed_t(random(-16, 16)); _BUZZ(5, 880); }
+                                       else { bdat.ballh = -bdat.ballh; bdat.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))) {
+      else if (bdat.ballv > 0 && WITHIN(newy, BTOF(PADDLE_Y), BTOF(PADDLE_Y + PADDLE_H))) {
         // Ball actually hitting paddle
-        const int8_t diff = FTOB(newx) - paddle_x;
+        const int8_t diff = FTOB(newx) - bdat.paddle_x;
         if (WITHIN(diff, 0, PADDLE_W - 1)) {
 
           // Reverse Y direction
-          ballv = -ballv; _BUZZ(3, 880);
-          hit_dir = -1;
+          bdat.ballv = -bdat.ballv; _BUZZ(3, 880);
+          bdat.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;
+            if ((bdat.ballh > 0) == is_left_edge) bdat.ballh = -bdat.ballh;
           }
           else if (diff <= 3) {
-            ballh += fixed_t(random(-64, 0));
-            NOLESS(ballh, BTOF(-2));
-            NOMORE(ballh, BTOF(2));
+            bdat.ballh += fixed_t(random(-64, 0));
+            NOLESS(bdat.ballh, BTOF(-2));
+            NOMORE(bdat.ballh, BTOF(2));
           }
           else if (diff >= PADDLE_W-1 - 3) {
-            ballh += fixed_t(random( 0, 64));
-            NOLESS(ballh, BTOF(-2));
-            NOMORE(ballh, BTOF(2));
+            bdat.ballh += fixed_t(random( 0, 64));
+            NOLESS(bdat.ballh, BTOF(-2));
+            NOMORE(bdat.ballh, BTOF(2));
           }
 
           // Paddle hit after clearing the board? Reset the board.
@@ -137,7 +131,7 @@ void BrickoutGame::game_screen() {
         }
       }
 
-      ballx += ballh; bally += ballv;   // update with new velocity
+      bdat.ballx += bdat.ballh; bdat.bally += bdat.ballv; // update with new velocity
 
     } while (false);
   }
@@ -150,7 +144,7 @@ void BrickoutGame::game_screen() {
       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)) {
+          if (TEST(bdat.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))
@@ -163,20 +157,20 @@ void BrickoutGame::game_screen() {
 
   // Draw paddle
   if (PAGE_CONTAINS(PADDLE_Y-1, PADDLE_Y)) {
-    u8g.drawHLine(paddle_x, PADDLE_Y, PADDLE_W);
+    u8g.drawHLine(bdat.paddle_x, PADDLE_Y, PADDLE_W);
     #if PADDLE_H > 1
-      u8g.drawHLine(paddle_x, PADDLE_Y-1, PADDLE_W);
+      u8g.drawHLine(bdat.paddle_x, PADDLE_Y-1, PADDLE_W);
       #if PADDLE_H > 2
-        u8g.drawHLine(paddle_x, PADDLE_Y-2, PADDLE_W);
+        u8g.drawHLine(bdat.paddle_x, PADDLE_Y-2, PADDLE_W);
       #endif
     #endif
   }
 
   // Draw ball while game is running
   if (game_state) {
-    const uint8_t by = FTOB(bally);
+    const uint8_t by = FTOB(bdat.bally);
     if (PAGE_CONTAINS(by, by+1))
-      u8g.drawFrame(FTOB(ballx), by, 2, 2);
+      u8g.drawFrame(FTOB(bdat.ballx), by, 2, 2);
   }
   // Or draw GAME OVER
   else
@@ -192,18 +186,20 @@ void BrickoutGame::game_screen() {
     // 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);
+    lcd_put_u8str_P(ohs + 3 - bdat.balls_left);
   }
 
   // A click always exits this game
   if (ui.use_click()) exit_game();
 }
 
+#define SCREEN_M ((LCD_PIXEL_WIDTH) / 2)
+
 void BrickoutGame::enter_game() {
   init_game(2, game_screen); // 2 = reset bricks on paddle hit
   constexpr uint8_t paddle_start = SCREEN_M - (PADDLE_W) / 2;
-  paddle_x = paddle_start;
-  balls_left = 3;
+  bdat.paddle_x = paddle_start;
+  bdat.balls_left = 3;
   reset_bricks(0x0000);
   reset_ball();
   ui.encoderPosition = paddle_start / (PADDLE_VEL);
diff --git a/Marlin/src/lcd/menu/game/brickout.h b/Marlin/src/lcd/menu/game/brickout.h
new file mode 100644
index 0000000000000000000000000000000000000000..9037e538307f2b76374305700c3de6aa1bfc3f0e
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/brickout.h
@@ -0,0 +1,38 @@
+/**
+ * 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/>.
+ *
+ */
+#pragma once
+
+#include "types.h"
+
+#define BRICK_ROWS   4
+#define BRICK_COLS  16
+
+typedef struct {
+  uint8_t balls_left, brick_count;
+  uint16_t bricks[BRICK_ROWS];
+  int8_t paddle_x, hit_dir;
+  fixed_t ballx, bally, ballh, ballv;
+} brickout_data_t;
+
+class BrickoutGame : MarlinGame { public: static void enter_game(), game_screen(); };
+
+extern BrickoutGame brickout;
diff --git a/Marlin/src/lcd/menu/game/game.cpp b/Marlin/src/lcd/menu/game/game.cpp
index d1f74a6bce764a2c8a95d8d9ec6d2c632b88aba5..1f1982615a04364f688eea9f196fcf34f476b558 100644
--- a/Marlin/src/lcd/menu/game/game.cpp
+++ b/Marlin/src/lcd/menu/game/game.cpp
@@ -30,6 +30,8 @@ int MarlinGame::score;
 uint8_t MarlinGame::game_state;
 millis_t MarlinGame::next_frame;
 
+MarlinGameData marlin_game_data;
+
 bool MarlinGame::game_frame() {
   static int8_t slew;
   if (ui.first_page) slew = 2;
diff --git a/Marlin/src/lcd/menu/game/game.h b/Marlin/src/lcd/menu/game/game.h
index 398f06af35c1105da4f46807c39762c3421c9368..f0e76225b70ffc5dd2785b734b52328e0df33155 100644
--- a/Marlin/src/lcd/menu/game/game.h
+++ b/Marlin/src/lcd/menu/game/game.h
@@ -34,45 +34,37 @@
   #define _BUZZ(D,F) BUZZ(D,F)
 #endif
 
-// 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)
-
-#define SCREEN_M ((LCD_PIXEL_WIDTH) / 2)
-
 #if HAS_GAME_MENU
   void menu_game();
 #endif
 
-class MarlinGame {
-protected:
-  static int score;
-  static uint8_t game_state;
-  static millis_t next_frame;
-
-  static bool game_frame();
-  static void draw_game_over();
-  static void exit_game();
-public:
-  static void init_game(const uint8_t init_state, const screenFunc_t screen);
-};
-
 #if ENABLED(MARLIN_BRICKOUT)
-  class BrickoutGame : MarlinGame { public: static void enter_game(); static void game_screen(); };
-  extern BrickoutGame brickout;
+  #include "brickout.h"
 #endif
 #if ENABLED(MARLIN_INVADERS)
-  class InvadersGame : MarlinGame { public: static void enter_game(); static void game_screen(); };
-  extern InvadersGame invaders;
-#endif
-#if ENABLED(MARLIN_SNAKE)
-  class SnakeGame : MarlinGame { public: static void enter_game(); static void game_screen(); };
-  extern SnakeGame snake;
+  #include "invaders.h"
 #endif
 #if ENABLED(MARLIN_MAZE)
-  class MazeGame : MarlinGame { public: static void enter_game(); static void game_screen(); };
-  extern MazeGame maze;
+  #include "maze.h"
+#endif
+#if ENABLED(MARLIN_SNAKE)
+  #include "snake.h"
 #endif
+
+// Pool game data to save SRAM
+union MarlinGameData {
+  #if ENABLED(MARLIN_BRICKOUT)
+    brickout_data_t brickout;
+  #endif
+  #if ENABLED(MARLIN_INVADERS)
+    invaders_data_t invaders;
+  #endif
+  #if ENABLED(MARLIN_SNAKE)
+    snake_data_t snake;
+  #endif
+  #if ENABLED(MARLIN_MAZE)
+    maze_data_t maze;
+  #endif
+};
+
+extern MarlinGameData marlin_game_data;
diff --git a/Marlin/src/lcd/menu/game/invaders.cpp b/Marlin/src/lcd/menu/game/invaders.cpp
index b54566c3f790b13f699e6c1386e89b75703b42aa..c183867eac28f4e1f5808c507f47050693d3d199 100644
--- a/Marlin/src/lcd/menu/game/invaders.cpp
+++ b/Marlin/src/lcd/menu/game/invaders.cpp
@@ -26,6 +26,28 @@
 
 #include "game.h"
 
+#define CANNON_W      11
+#define CANNON_H       8
+#define CANNON_VEL     4
+#define CANNON_Y      (LCD_PIXEL_HEIGHT - 1 - CANNON_H)
+
+#define INVADER_VEL    3
+
+#define INVADER_TOP   MENU_FONT_ASCENT
+#define INVADERS_WIDE ((INVADER_COL_W) * (INVADER_COLS))
+#define INVADERS_HIGH ((INVADER_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_RIGHT ((INVADER_COLS) * (INVADER_COL_W))
+
 // 11x8
 const unsigned char invader[3][2][16] PROGMEM = {
   { { B00000110,B00000000,
@@ -120,20 +142,6 @@ const unsigned char ufo[] PROGMEM = {
   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
@@ -146,107 +154,74 @@ constexpr uint8_t inv_type[] = {
   #endif
 };
 
-#define INVADER_RIGHT ((INVADER_COLS) * (COL_W))
+invaders_data_t &idat = marlin_game_data.invaders;
 
-#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_LEFT(C,T) (idat.pos.x + (C) * (INVADER_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)
-
-typedef struct { int8_t x, y, v; } laser_t;
+#define INV_Y_BOT(R)    (idat.pos.y + (R + 1) * (INVADER_ROW_H) - 2)
 
-uint8_t cannons_left;
-int8_t cannon_x;
-laser_t explod, laser, 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, quit_count, bugs[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 = bugs[y];
-    if (m) botmost = y + 1;
+    uint8_t m = idat.bugs[y];
+    if (m) idat.botmost = y + 1;
     inv_mask |= m;
     for (uint8_t x = 0; x < INVADER_COLS; ++x)
-      if (TEST(m, x)) shooters[sc++] = (y << 4) | x;
+      if (TEST(m, x)) idat.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);
+  idat.leftmost = 0;
+  LOOP_L_N(i, INVADER_COLS)            { if (TEST(inv_mask, i)) break; idat.leftmost -= INVADER_COL_W; }
+  idat.rightmost = LCD_PIXEL_WIDTH - (INVADERS_WIDE);
+  for (uint8_t i = INVADER_COLS; i--;) { if (TEST(inv_mask, i)) break; idat.rightmost += INVADER_COL_W; }
+  if (idat.count == 2) idat.dir = idat.dir > 0 ? INVADER_VEL + 1 : -(INVADER_VEL + 1);
 }
 
 inline void reset_bullets() {
-  LOOP_L_N(i, COUNT(bullet)) bullet[i].v = 0;
+  LOOP_L_N(i, COUNT(idat.bullet)) idat.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) bugs[i] = _BV(INVADER_COLS) - 1;
+  idat.pos.x = 0; idat.pos.y = INVADER_TOP;
+  idat.dir = INVADER_VEL;
+  idat.count = (INVADER_COLS) * (INVADER_ROWS);
+  LOOP_L_N(i, INVADER_ROWS) idat.bugs[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;
+  idat.ufov = random(0, 2) ? 1 : -1;
+  idat.ufox = idat.ufov > 0 ? -(UFO_W) : LCD_PIXEL_WIDTH - 1;
 }
 
 inline void reset_player() {
-  cannon_x = 0;
+  idat.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);
+  idat.laser.x = idat.cannon_x + CANNON_W / 2;
+  idat.laser.y = LCD_PIXEL_HEIGHT - CANNON_H - (LASER_H);
+  idat.laser.v = -(LASER_H);
 }
 
 inline void explode(const int8_t x, const int8_t y, const int8_t v=4) {
-  explod.x = x - (EXPL_W) / 2;
-  explod.y = y;
-  explod.v = v;
+  idat.explod.x = x - (EXPL_W) / 2;
+  idat.explod.y = y;
+  idat.explod.v = v;
 }
 
 inline void kill_cannon(uint8_t &game_state, const uint8_t st) {
   reset_bullets();
-  explode(cannon_x + (CANNON_W) / 2, CANNON_Y, 6);
+  explode(idat.cannon_x + (CANNON_W) / 2, CANNON_Y, 6);
   _BUZZ(1000, 10);
-  if (--cannons_left) {
-    laser.v = 0;
+  if (--idat.cannons_left) {
+    idat.laser.v = 0;
     game_state = st;
     reset_player();
   }
@@ -255,8 +230,6 @@ inline void kill_cannon(uint8_t &game_state, const uint8_t st) {
 }
 
 void InvadersGame::game_screen() {
-  static bool game_blink;
-
   ui.refresh(LCDVIEW_CALL_NO_REDRAW); // Call as often as possible
 
   // Run game logic once per full screen
@@ -267,46 +240,45 @@ void InvadersGame::game_screen() {
     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; }
+    if (ep > idat.cannon_x) { idat.cannon_x += CANNON_VEL - 1; if (ep - idat.cannon_x < 2) idat.cannon_x = ep; }
+    if (ep < idat.cannon_x) { idat.cannon_x -= CANNON_VEL - 1; if (idat.cannon_x - ep < 2) idat.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 (idat.ufov) { idat.ufox += idat.ufov; if (!WITHIN(idat.ufox, -(UFO_W), LCD_PIXEL_WIDTH - 1)) idat.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);
+      const bool did_blink = (++idat.blink_count > idat.count >> 1);
       if (did_blink) {
-        game_blink = !game_blink;
-        blink_count = 0;
+        idat.game_blink = !idat.game_blink;
+        idat.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(game_state, 20);                      // Kill the cannon. Reset invaders.
+      if (idat.count && did_blink) {
+        const int8_t newx = idat.pos.x + idat.dir;
+        if (!WITHIN(newx, idat.leftmost, idat.rightmost)) { // Invaders reached the edge?
+          idat.dir *= -1;                                   // Invaders change direction
+          idat.pos.y += (INVADER_ROW_H) / 2;                        // Invaders move down
+          idat.pos.x -= idat.dir;                           // ...and only move down this time.
+          if (idat.pos.y + idat.botmost * (INVADER_ROW_H) - 2 >= CANNON_Y) // Invaders reached the bottom?
+            kill_cannon(game_state, 20);                    // Kill the cannon. Reset invaders.
         }
 
-        invaders_x += invaders_dir;               // Invaders take one step left/right
+        idat.pos.x += idat.dir; // Invaders take one step left/right
 
         // Randomly shoot if invaders are listed
-        if (invader_count && !random(0, 20)) {
+        if (idat.count && !random(0, 20)) {
 
           // Find a free bullet
           laser_t *b = nullptr;
-          LOOP_L_N(i, COUNT(bullet)) if (!bullet[i].v) { b = &bullet[i]; break; }
+          LOOP_L_N(i, COUNT(idat.bullet)) if (!idat.bullet[i].v) { b = &idat.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];
+            const uint8_t inv = idat.shooters[random(0, idat.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);
@@ -315,34 +287,34 @@ void InvadersGame::game_screen() {
       }
 
       // Update the laser position
-      if (laser.v) {
-        laser.y += laser.v;
-        if (laser.y < 0) laser.v = 0;
+      if (idat.laser.v) {
+        idat.laser.y += idat.laser.v;
+        if (idat.laser.y < 0) idat.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 (idat.laser.v && WITHIN(idat.laser.y, idat.pos.y, idat.pos.y + INVADERS_HIGH - 1)) {
+        const int8_t col = idat.laser_col();
         if (WITHIN(col, 0, INVADER_COLS - 1)) {
-          const int8_t row = INVADER_ROW(laser.y);
+          const int8_t row = idat.laser_row();
           if (WITHIN(row, 0, INVADER_ROWS - 1)) {
             const uint8_t mask = _BV(col);
-            if (bugs[row] & mask) {
+            if (idat.bugs[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)) {
+              if (WITHIN(idat.laser.x, invx, invx + inv_wide[type] - 1)) {
                 // Turn off laser
-                laser.v = 0;
+                idat.laser.v = 0;
                 // Remove the invader!
-                bugs[row] &= ~mask;
+                idat.bugs[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));
+                explode(invx + inv_wide[type] / 2, idat.pos.y + row * (INVADER_ROW_H));
                 // If invaders are gone, go to reset invaders state
-                if (--invader_count) update_invader_data(); else { game_state = 20; reset_bullets(); }
+                if (--idat.count) update_invader_data(); else { game_state = 20; reset_bullets(); }
               } // laser x hit
             } // invader exists
           } // good row
@@ -350,31 +322,31 @@ void InvadersGame::game_screen() {
       } // laser in invader zone
 
       // Handle alien bullets
-      LOOP_L_N(s, COUNT(bullet)) {
-        laser_t *b = &bullet[s];
+      LOOP_L_N(s, COUNT(idat.bullet)) {
+        laser_t *b = &idat.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))
+          else if (b->y >= CANNON_Y && WITHIN(b->x, idat.cannon_x, idat.cannon_x + CANNON_W - 1))
             kill_cannon(game_state, 120); // Hit the cannon
         }
       }
 
       // Randomly spawn a UFO
-      if (!ufov && !random(0,500)) spawn_ufo();
+      if (!idat.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)) {
+      if (idat.laser.v && idat.ufov && idat.laser.y < UFO_H + 2 && WITHIN(idat.laser.x, idat.ufox, idat.ufox + UFO_W - 1)) {
         // Turn off laser and UFO
-        laser.v = ufov = 0;
+        idat.laser.v = idat.ufov = 0;
         // Score!
         score += 10;
         // Explode!
         _BUZZ(40, 10);
         // Explosion bitmap
-        explode(ufox + (UFO_W) / 2, 1);
+        explode(idat.ufox + (UFO_W) / 2, 1);
       }
 
     } while (false);
@@ -382,59 +354,59 @@ void InvadersGame::game_screen() {
   }
 
   // Click-and-hold to abort
-  if (ui.button_pressed()) --quit_count; else quit_count = 10;
+  if (ui.button_pressed()) --idat.quit_count; else idat.quit_count = 10;
 
   // Click to fire or exit
   if (ui.use_click()) {
     if (!game_state)
-      quit_count = 0;
-    else if (game_state == 1 && !laser.v)
+      idat.quit_count = 0;
+    else if (game_state == 1 && !idat.laser.v)
       fire_cannon();
   }
 
-  if (!quit_count) exit_game();
+  if (!idat.quit_count) exit_game();
 
   u8g.setColorIndex(1);
 
   // Draw invaders
-  if (PAGE_CONTAINS(invaders_y, invaders_y + botmost * (ROW_H) - 2 - 1)) {
-    int8_t yy = invaders_y;
+  if (PAGE_CONTAINS(idat.pos.y, idat.pos.y + idat.botmost * (INVADER_ROW_H) - 2 - 1)) {
+    int8_t yy = idat.pos.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;
+        int8_t xx = idat.pos.x;
         for (uint8_t x = 0; x < INVADER_COLS; ++x) {
-          if (TEST(bugs[y], x))
-            u8g.drawBitmapP(xx, yy, 2, INVADER_H, invader[type][game_blink]);
-          xx += COL_W;
+          if (TEST(idat.bugs[y], x))
+            u8g.drawBitmapP(xx, yy, 2, INVADER_H, invader[type][idat.game_blink]);
+          xx += INVADER_COL_W;
         }
       }
-      yy += ROW_H;
+      yy += INVADER_ROW_H;
     }
   }
 
   // Draw UFO
-  if (ufov && PAGE_UNDER(UFO_H + 2))
-    u8g.drawBitmapP(ufox, 2, 2, UFO_H, ufo);
+  if (idat.ufov && PAGE_UNDER(UFO_H + 2))
+    u8g.drawBitmapP(idat.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);
+    u8g.drawBitmapP(idat.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);
+  if (idat.laser.v && PAGE_CONTAINS(idat.laser.y, idat.laser.y + LASER_H - 1))
+    u8g.drawVLine(idat.laser.x, idat.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);
+  LOOP_L_N (i, COUNT(idat.bullet)) {
+    if (idat.bullet[i].v && PAGE_CONTAINS(idat.bullet[i].y - (SHOT_H - 1), idat.bullet[i].y))
+      u8g.drawVLine(idat.bullet[i].x, idat.bullet[i].y - (SHOT_H - 1), SHOT_H);
   }
 
   // Draw explosion
-  if (explod.v && PAGE_CONTAINS(explod.y, explod.y + 7 - 1)) {
-    u8g.drawBitmapP(explod.x, explod.y, 2, 7, explosion);
-    --explod.v;
+  if (idat.explod.v && PAGE_CONTAINS(idat.explod.y, idat.explod.y + 7 - 1)) {
+    u8g.drawBitmapP(idat.explod.x, idat.explod.y, 2, 7, explosion);
+    --idat.explod.v;
   }
 
   // Blink GAME OVER when game is over
@@ -448,8 +420,8 @@ void InvadersGame::game_screen() {
     lcd_put_int(score);
 
     // Draw lives
-    if (cannons_left)
-      for (uint8_t i = 1; i <= cannons_left; ++i)
+    if (idat.cannons_left)
+      for (uint8_t i = 1; i <= idat.cannons_left; ++i)
         u8g.drawBitmapP(LCD_PIXEL_WIDTH - i * (LIFE_W), 6 - (LIFE_H), 1, LIFE_H, life);
   }
 
@@ -457,9 +429,9 @@ void InvadersGame::game_screen() {
 
 void InvadersGame::enter_game() {
   init_game(20, game_screen); // countdown to reset invaders
-  cannons_left = 3;
-  quit_count = 10;
-  laser.v = 0;
+  idat.cannons_left = 3;
+  idat.quit_count = 10;
+  idat.laser.v = 0;
   reset_invaders();
   reset_player();
 }
diff --git a/Marlin/src/lcd/menu/game/invaders.h b/Marlin/src/lcd/menu/game/invaders.h
new file mode 100644
index 0000000000000000000000000000000000000000..f04e91da6406affd7a0127c9bc0c79882a9e37a0
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/invaders.h
@@ -0,0 +1,62 @@
+/**
+ * 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/>.
+ *
+ */
+#pragma once
+
+#include "types.h"
+
+#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
+
+#define INVADER_COL_W   14
+#define INVADER_H        8
+#define INVADER_ROW_H   (INVADER_H + 2)
+
+typedef struct { int8_t x, y, v; } laser_t;
+
+typedef struct {
+  pos_t pos;
+  uint8_t cannons_left;
+  int8_t cannon_x;
+  laser_t bullet[10], laser, explod;
+  int8_t dir, leftmost, rightmost, botmost;
+  uint8_t count, quit_count, blink_count;
+  uint8_t bugs[INVADER_ROWS], shooters[(INVADER_ROWS) * (INVADER_COLS)];
+  int8_t ufox, ufov;
+  bool game_blink;
+  int8_t laser_col() { return ((laser.x - pos.x) / (INVADER_COL_W)); };
+  int8_t laser_row() { return ((laser.y - pos.y + 2) / (INVADER_ROW_H)); };
+} invaders_data_t;
+
+class InvadersGame : MarlinGame { public: static void enter_game(), game_screen(); };
+
+extern InvadersGame invaders;
diff --git a/Marlin/src/lcd/menu/game/maze.h b/Marlin/src/lcd/menu/game/maze.h
new file mode 100644
index 0000000000000000000000000000000000000000..5d7fff66afd6511163ea905d43648c6736178720
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/maze.h
@@ -0,0 +1,30 @@
+/**
+ * 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/>.
+ *
+ */
+#pragma once
+
+#include "types.h"
+
+typedef struct { pos_t pos; } maze_data_t;
+
+class MazeGame : MarlinGame { public: static void enter_game(), game_screen(); };
+
+extern MazeGame maze;
diff --git a/Marlin/src/lcd/menu/game/snake.cpp b/Marlin/src/lcd/menu/game/snake.cpp
index a39fb1890dd7d857337c5f408d1442ee8e75e8cf..f12a8b3959dd730a0e3e5bbb77948b195e5be0bc 100644
--- a/Marlin/src/lcd/menu/game/snake.cpp
+++ b/Marlin/src/lcd/menu/game/snake.cpp
@@ -65,20 +65,12 @@
 
 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];
+snake_data_t &sdat = marlin_game_data.snake;
 
 // 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];
+  pos_t &p = sdat.snake_tail[0], &q = sdat.snake_tail[1];
   bool shift = false;
   if (p.x == q.x) {
     // Vertical line
@@ -91,21 +83,21 @@ void shorten_tail() {
     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];
+    sdat.head_ind--;
+    for (uint8_t i = 0; i <= sdat.head_ind; ++i)
+      sdat.snake_tail[i] = sdat.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];
+  for (uint8_t n = 0; n < sdat.head_ind; ++n) {
+    pos_t &p = sdat.snake_tail[n], &q = sdat.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)))
+      if ((sdat.foodx == p.x - 1 || sdat.foodx == p.x) && WITHIN(sdat.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)))
+    else if ((sdat.foody == p.y - 1 || sdat.foody == p.y) && WITHIN(sdat.foodx, _MIN(p.x, q.x), _MAX(p.x, q.x)))
       return true;
   }
   return false;
@@ -114,54 +106,54 @@ inline bool food_on_line() {
 // Add a new food blob
 void food_reset() {
   do {
-    foodx = random(0, GAME_W);
-    foody = random(0, GAME_H);
+    sdat.foodx = random(0, GAME_W);
+    sdat.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);
+  sdat.snake_dir += cw ? 1 : -1;
+  sdat.snake_dir &= 0x03;
+  sdat.head_ind++;
+  sdat.snake_tail[sdat.head_ind].x = FTOB(sdat.snakex);
+  sdat.snake_tail[sdat.head_ind].y = FTOB(sdat.snakey);
 }
 
 // Reset the snake for a new game
 void snake_reset() {
   // Init the head and velocity
-  snakex = BTOF(1);
-  snakey = BTOF(GAME_H / 2);
+  sdat.snakex = BTOF(1);
+  sdat.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;
+  sdat.snake_dir = 0;
+  sdat.head_ind = 0;
+  sdat.snake_tail[0].x = 0;
+  sdat.snake_tail[0].y = GAME_H / 2;
   turn_snake(true);
 
   // Clear food flag
-  food_cnt = 5;
+  sdat.food_cnt = 5;
 
   // Clear the controls
   ui.encoderPosition = 0;
-  old_encoder = 0;
+  sdat.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;
+  if (sdat.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];
+  const pos_t &h1 = sdat.snake_tail[sdat.head_ind - 1], &h2 = sdat.snake_tail[sdat.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) {
+    for (uint8_t n = 0; n < sdat.head_ind - 2; ++n) {
       // Segment p to q
-      const pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
+      const pos_t &p = sdat.snake_tail[n], &q = sdat.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;
@@ -171,9 +163,9 @@ bool snake_overlap() {
   }
   else {
     // Loop from oldest to segment two away from head
-    for (uint8_t n = 0; n < head_ind - 2; ++n) {
+    for (uint8_t n = 0; n < sdat.head_ind - 2; ++n) {
       // Segment p to q
-      const pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
+      const pos_t &p = sdat.snake_tail[n], &q = sdat.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;
@@ -189,14 +181,14 @@ void SnakeGame::game_screen() {
   if (game_frame()) 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 oldx = FTOB(sdat.snakex), oldy = FTOB(sdat.snakey);
+    switch (sdat.snake_dir) {
+      case 0: sdat.snakey -= snakev; break;
+      case 1: sdat.snakex += snakev; break;
+      case 2: sdat.snakey += snakev; break;
+      case 3: sdat.snakex -= snakev; break;
     }
-    const int8_t x = FTOB(snakex), y = FTOB(snakey);
+    const int8_t x = FTOB(sdat.snakex), y = FTOB(sdat.snakey);
 
     // If movement took place...
     if (oldx != x || oldy != y) {
@@ -207,17 +199,17 @@ void SnakeGame::game_screen() {
         break;          // ...out of do-while
       }
 
-      snake_tail[head_ind].x = x;
-      snake_tail[head_ind].y = y;
+      sdat.snake_tail[sdat.head_ind].x = x;
+      sdat.snake_tail[sdat.head_ind].y = y;
 
       // Change snake direction if set
-      const int8_t enc = int8_t(ui.encoderPosition), diff = enc - old_encoder;
+      const int8_t enc = int8_t(ui.encoderPosition), diff = enc - sdat.old_encoder;
       if (diff) {
-        old_encoder = enc;
+        sdat.old_encoder = enc;
         turn_snake(diff > 0);
       }
 
-      if (food_cnt) --food_cnt; else shorten_tail();
+      if (sdat.food_cnt) --sdat.food_cnt; else shorten_tail();
 
       // Did the snake collide with itself or go out of bounds?
       if (snake_overlap()) {
@@ -225,11 +217,11 @@ void SnakeGame::game_screen() {
         _BUZZ(400, 40); // Bzzzt!
       }
       // Is the snake at the food?
-      else if (x == foodx && y == foody) {
+      else if (x == sdat.foodx && y == sdat.foody) {
         _BUZZ(5, 220);
         _BUZZ(5, 280);
         score++;
-        food_cnt = 2;
+        sdat.food_cnt = 2;
         food_reset();
       }
     }
@@ -251,8 +243,8 @@ void SnakeGame::game_screen() {
   #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];
+    for (uint8_t n = 0; n < sdat.head_ind; ++n) {
+      const pos_t &p = sdat.snake_tail[n], &q = sdat.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))
@@ -267,8 +259,8 @@ void SnakeGame::game_screen() {
   #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];
+    for (uint8_t n = 0; n < sdat.head_ind; ++n) {
+      const pos_t &p = sdat.snake_tail[n], &q = sdat.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))
@@ -286,8 +278,8 @@ void SnakeGame::game_screen() {
   #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];
+    for (uint8_t n = 0; n < sdat.head_ind; ++n) {
+      const pos_t &p = sdat.snake_tail[n], &q = sdat.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)) {
@@ -311,9 +303,9 @@ void SnakeGame::game_screen() {
   #endif
 
   // Draw food
-  const int8_t fy = GAMEY(foody);
+  const int8_t fy = GAMEY(sdat.foody);
   if (PAGE_CONTAINS(fy, fy + FOOD_WH - 1)) {
-    const int8_t fx = GAMEX(foodx);
+    const int8_t fx = GAMEX(sdat.foodx);
     u8g.drawFrame(fx, fy, FOOD_WH, FOOD_WH);
     if (FOOD_WH == 5) u8g.drawPixel(fx + 2, fy + 2);
   }
diff --git a/Marlin/src/lcd/menu/game/snake.h b/Marlin/src/lcd/menu/game/snake.h
new file mode 100644
index 0000000000000000000000000000000000000000..ec8524f2ef90a6152c9bf17de06fb546aee97dd3
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/snake.h
@@ -0,0 +1,38 @@
+/**
+ * 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/>.
+ *
+ */
+#pragma once
+
+#include "types.h"
+
+typedef struct {
+  int8_t snake_dir,     // NESW
+         foodx, foody,
+         food_cnt,
+         old_encoder;
+  pos_t snake_tail[50];
+  fixed_t snakex, snakey;
+  uint8_t head_ind;
+} snake_data_t;
+
+class SnakeGame : MarlinGame { public: static void enter_game(), game_screen(); };
+
+extern SnakeGame snake;
diff --git a/Marlin/src/lcd/menu/game/types.h b/Marlin/src/lcd/menu/game/types.h
new file mode 100644
index 0000000000000000000000000000000000000000..872d034dca46dc5241d6f5c22018c60a19a22d9a
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/types.h
@@ -0,0 +1,46 @@
+/**
+ * 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/>.
+ *
+ */
+#pragma once
+
+#include <stdint.h>
+
+typedef struct { int8_t x, y; } pos_t;
+
+// 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)
+
+class MarlinGame {
+protected:
+  static int score;
+  static uint8_t game_state;
+  static millis_t next_frame;
+
+  static bool game_frame();
+  static void draw_game_over();
+  static void exit_game();
+public:
+  static void init_game(const uint8_t init_state, const screenFunc_t screen);
+};
diff --git a/buildroot/share/tests/megaatmega2560-tests b/buildroot/share/tests/megaatmega2560-tests
index d5ee8e44f0825225b90c9df55fea27838bc50af5..fa9e22b0989ce7d09eeb51948fa6ef995ad7dc8a 100755
--- a/buildroot/share/tests/megaatmega2560-tests
+++ b/buildroot/share/tests/megaatmega2560-tests
@@ -319,8 +319,11 @@ opt_set Z_DRIVER_TYPE TMC2208
 opt_set E0_DRIVER_TYPE TMC2130
 opt_set X_MIN_ENDSTOP_INVERTING true
 opt_set Y_MIN_ENDSTOP_INVERTING true
-opt_enable REPRAP_DISCOUNT_FULL_GRAPHIC_SMART_CONTROLLER MONITOR_DRIVER_STATUS STEALTHCHOP_XY STEALTHCHOP_Z STEALTHCHOP_E HYBRID_THRESHOLD USE_ZMIN_PLUG SENSORLESS_HOMING TMC_DEBUG
-exec_test $1 $2 "Mixed TMC configuration"
+opt_enable REPRAP_DISCOUNT_FULL_GRAPHIC_SMART_CONTROLLER \
+           MARLIN_BRICKOUT MARLIN_INVADERS MARLIN_SNAKE \
+           MONITOR_DRIVER_STATUS STEALTHCHOP_XY STEALTHCHOP_Z STEALTHCHOP_E HYBRID_THRESHOLD \
+           USE_ZMIN_PLUG SENSORLESS_HOMING TMC_DEBUG
+exec_test $1 $2 "Mixed TMC configuration, with games!"
 
 #
 # tvrrug Config need to check board type for sanguino atmega644p