The Hippopotamus is the most dangerous large animal in Africa. The Internet of Things will kill us all. What do you get when you combine the two? Hungry hungry. [Mike] took the classic game Hungry Hungry Hippos and turned it into an amazing and amusing Internet of Things device with voice recognition and machine vision.
Hungry Hungry Hippos is a child’s (board?) game designed to teach children the virtue of gluttony. The board is surrounded by four lever-actuated plastic hippopotami, and the object of the game is to mash a lever and collect marbles in the mouths of these piggish pachyderms. [Mike] automated this game with four servos connected to these levers, with each servo controlled by a W65C265SXB single board computer. Yes, this project has code written in 6502 assembly.
Taking this a step further, [Mike] is using a Playstation 3 camera connected to a netbook for image processing. When the camera detects a marble in front of a particular hippo, that hippo becomes hungry hungry. Autoplaying Hungry Hungry Hippos. What a fantastic time to be alive.
The Internet of things connectivity? [Mike] also made these hippos controllable via Amazon’s Alexa with the help of an Electric Imp. To activate the blue hippo, all [Mike] needs to say is, “Alexa, tell game that blue hippo needs to eat.” It’s an Internet of Things computer vision AI hippopotamus. We all knew technology was eating us alive, but we never thought technology was hungry hungry.
You can check out [Mike]’s demo videos below.
Continue reading “Internet of Hungry Hungry Things”
Off the hop, we love portable consoles. To be clear, we don’t just mean handhelds like the 3DS, or RetroPie builds, but when a maker takes a home console from generations past and hacks a childhood fantasy into reality — that’s amore. So, it’s only natural that [Bill Paxton]’s GameCube re-imagined as a Game Boy Advance SP has us enthralled.
Originally inspired by an early 2000’s imagined mockup of a ‘next-gen’ Game Boy Advance, [Paxton] first tried to wedge a Wii disk drive into this build. Finding it a bit too unwieldy, he opted for running games off of SD cards using a WASP Fusion board instead. Integrating the controller buttons into the 3D printed case took several revisions. Looking at the precise modeling needed to include the L and R shoulder buttons, that is no small feat.
Sadly, this GameCube SP doesn’t have an on-board battery, so you can’t go walking about with Windwaker. It does, however, include a 15 pin mini-din VGA-style port to copy game saves to the internal memory card, a switching headphone jack, amp, and speakers. Check it out after the break!
Continue reading “Go Portable with GameCube Advance SP”
It is amazing how the game Doom has been ported to so many things. Enter one more port, where the hardware in question is a Honeywell Prestige thermostat.
In his video, [cz7asm] shows us the game running quite nicely on the 480 x 272 LCD with an NES controller plugged into the USB port originally intended for software updates. The thermostat runs on a STM32F429 which is an ARM9 processor that has the juice to pull it off. The Doom engine being used is based on Chocolate Doom, an open source port of the game, and the binaries can be downloaded for Windows and Mac. The source code is also available as a download for your tinkering pleasure. This project by [cz7asm] is extended from a code on GitHub by [floppes] that was meant for the STM32F429IDISCOVERY evaluation board.
The author shares his code for the STM32F4 on Dropbox as a zip and in order to compile it, the Atmel BSP for GNU GCC is used. The video below demonstrates the hack in action and, though there is no sound yet, the satisfaction that comes from such modifications is its own reward.
What else can you run Doom on? How about a calculator or maybe the Intel Edison or even an ATM machine! If there is a processor with enough muscle power, hackers will find a way to run Doom on it. So have you seen any alien computers lately that you think can be hacked? Continue reading “Doomed Thermostat”
You’d think pool should be an easy game for a robot to play, right? It’s all math — geometry to figure out the angles and basic physics to deal with how much force is needed to move the balls. On top of that, it’s constrained to just two dimensions, so it should be a breeze.
Any pool player will tell you there’s much, much more to the game in real life, but still, a robot to play pool against would be a neat trick. As a move toward that goal, [BVarv] wisely decided on a miniature mockup of a pool-playing robot, and in the process reinvented the pool table itself. Realizing that a tracked or wheeled robot would have a tough time maneuvering around the base of a traditional pool table, his model pool table is a legless design that looks like something from IKEA. But the pedestal support allows the robot to be attached to the table and swing around in a full circle, and this allowed him to work through the kinematics as shown in the charming stop-action video below.
[BVarv] has gotten as far as motion control on the swing axis, as well as on the arms that will eventually hold the cue. He plans overhead image analysis for identifying shots, and of course there’s the whole making it full-size thing to do. We’d love to play a game or two against a bot, so we hope he gets there. In the meantime, how about a little robo-air hockey?
Continue reading “Pool Playing Robot Destined for Trouble in River City”
When makers take to designing furniture for their own home, the results are spectacular. For their senior design project, [Phillip Murphy] and his teammates set about building a smart table from the ground up. Oh, and you can also use it to play games, demonstrated in the video below.
The table uses 512 WS2812 pixels in a 32 x 16 array which has enough resolution to play a selection of integrated games — Go, 2-player Tetris, and Tron light cycle combat — as well as some other features like a dancing bird party mode — because what’s the point of having a smart table if it can’t also double as rave lighting?
A C2000-family microcontroller on a custom board is the brains, and is controlled by an Android app via Bluetooth RN-42 modules. The table frame was designed in Sketchup, laser-cut, and painstakingly stained. [Murphy] and company used aluminum ducting tape in each of the ‘pixels’, and the table’s frame actually forms the pixel grid. Check out the overview and some of the games in action after the break.
Continue reading “A Smart Table For Gamers”
For those who love to hike, no excuse is needed to hit the woods. Other folks, though, need a little coaxing to get into the great outdoors, which is where geocaching comes in: hide something in the woods, post clues to its location online, and they will come. The puzzle is the attraction, and doubly so for this geocache with an Arduino-powered game of Hangman that needs to be solved before the cache is unlocked.
The actual contents of a geocache are rarely the point — after all, it’s the journey, not the destination. But [cliptwings]’ destination is likely to be a real crowd pleaser. Like many geocaches, this one is built into a waterproof plastic ammo can. Inside the can is another door that can only be unlocked by correctly solving a classic game of Hangman. The game itself may look familiar to long-time Hackaday readers, since we featured it back in 2009. Correctly solving the puzzle opens the inner chamber to reveal the geocaching goodness within.
Cleverly, [cliptwings] mounted the volt battery for the Arduino on top of the inner door so that cachers can replace a dead battery and play the game; strangely, the cache entry on Geocaching.com (registration required) does not instruct players to bring a battery along.
It looks like the cache has already been found and solved once since being placed a few days ago in a park north of Tucson, Arizona. Other gadget caches we’ve featured include GPS-enabled reverse caches, and a puzzle cache that requires IR-vision to unlock.
Continue reading “Hack Your Hike with this Arduino Puzzle Geocache”
Being a member of the bomb squad would be pretty high up when it comes to ranking stressful occupations. It also makes for great fun with friends. Keep Talking and Nobody Explodes is a two-player video game where one player attempts to defuse a bomb based on instructions from someone on the other end of a phone. [hephaisto] found the game great fun, but thought it could really benefit from some actual hardware. They set about building a real-life bomb defusal game named BUMM.
The “bomb” itself consists of a Raspberry Pi brain that communicates with a series of modules over a serial bus. The modules consist of a timer, a serial number display, and two “riddle” boxes covered in switches and LEDs. It’s the job of the bomb defuser to describe what they see on the various modules to the remote operator, who reads a manual and relays instructions based on this data back to the defuser. For example, the defuser may report seeing a yellow and green LED lit on the riddle module – the operator will then look this up and instruct the defuser on which switches to set in order to defuse that part of the bomb. It’s the challenge of quickly and accurately communicating in the face of a ticking clock that makes the game fun.
[hephaisto] took this build to Make Rhein-Main 2017, where they were very accepting of a “bomb” being brought onto the premises. The game was setup in a booth with an old analog S-video camera feed and a field telephone for communication – we love the detail touches that really add atmosphere to the gameplay experience.
Overall, it’s a great project that could easily be recreated by any hackerspace looking for something fun to share on community nights. The build files are all available on the project GitHub so it’s easy to see the nuts and bolts of how it works.
We’ve seen builds that bring video games into the real world before – like this coilgun Scorched Earth build. Fantastic.