Giant-Scale Physical Pong

At first, we thought we were having deja vu, but then we saw this video embedded below. [Thijs Eerens] is a creative technologist (dare we say, a “hacker”?) who builds giant-scale games for a living. For the Lowlands festival in the Netherlands, he contributed to the build of a huge Pong game that looks as big as a cinema screen.

The paddles appear to be controlled by pulling ropes, and the “ball” is driven around on a system of wires and stepper motors. Code running in the background tracks the player paddles, drives the ball, and keeps score. From the video, there seem to be sound effects involved. It looks like a lot of fun.

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EMF Fire Pong

One of the installations that consistently drew a large crowd after dark at EMF Camp 2016 was a game. This wasn’t a conventional computer game though, instead it was a line of gas jets along which a pair of players had to bat a jet of flame between them at ever-increasing speed until one player missed the return. This was the Fire Pong game created by members of Nottingham Hackspace, and though there seems to have been no online write-up of it as yet they have posted enough pictures of its build for us to deduce something of its construction.

A network of gas pipes and jets with all valves brought out to a clearly labeled control panel appears to control the gas flow through solenoid valves connected to a relay board driven by what appears to be an Arduino Pro Mini. The bats are huge for theatrical effect, but contain accelerometers to sense player swipes and send the information back to the gas control circuits. A pair of much larger flame generators indicate the end of a rally, and the score is displayed on a large LED scoreboard. There is very likely to be more to the system than we can glean from these pictures and a shot of the various components, but as yet we are so-to-speak in the dark on their details.

If you will excuse the quality constraints of a mobile phone camera in a darkened field, a video of the game in action is below the break. There was a significant queue for a turn at the bat, this was one of the event’s more popular night-time attractions.

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Pong In Real Life, Mechanical Pong

[Daniel Perdomo] and two of his friends have been working on a mechanical version of Pong for the past two years. We can safely say that the final result is beautiful. It’s quite ethereal to watch the pixe–cube move back and forth on the surface.

[Daniel] has worked in computer graphics for advertising for more than 20 years. However, he notes that neither he nor his friends had any experience in mechanics or electronics when they began. Thankfully, the internet (and, presumably, sites like Hackaday) provided them with the information needed.

The pong paddles and and pixel (ball?) sit onto of a glass surface. The moving parts are constrained to the mechanics with magnets. Underneath is a construction not unlike an Etch A Sketch for moving the ball while the paddles are just on a rail with a belt. The whole assembly is made from V-groove extrusion.

Our favorite part of the build is the scroll wheel for moving the paddle back and forth. For a nice smooth movement with some mass behind it, what’s better than a hard-drive platter? They printed out an encoder wheel pattern and glued it to the surface. The electronics are all hand-made. The brains appear to be some of the larger Arduinos. The 8-bit segments, rainbow LEDs, etc were build using strips glued in place with what looks like copper foil tape connecting buses. This is definitely a labor of love.

It really must be seen to be understood. The movement is smooth, and our brains almost want to remove a dimension when watching it. As for the next steps? They are hoping to spin it up into an arcade machine business, and are looking for people with money and experience to help them take it from a one-off prototype to a product. Video after the break.

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Pong on Industrial Controllers

Programmable Logic Controllers (PLCs) are a staple of control automation. Sometime in the 60s or 70s, they replaced a box full of relays to implement the kind of “if-this-then-that” logic that turns thermostats on or directs machinery. Sometime in the 90s or 2000s, some more computing power was added, giving us the Programmable Automation Controller (PAC). And if reading Hackaday has taught us anything, it’s that if you give people a little bit of computing power, they’ll implement Pong (or Snake or Doom!).

We were sent a link where [AbsolutelyAutomation] does just that: implements a remotely-playable Pong on a bit of industrial control. Even if you don’t have a PAC sitting around, the details are interesting.

The first step is to get graphics out of the thing. The PAC in question is already able to speak Ethernet, so it’s “just” a matter of sending the right packets. Perhaps the simplest way to go is to implement the remote framebuffer (RFB) protocol from VNC, and then use a VNC client on the PC to send the graphics. (As they point out [CNLohr] has done this quite nicely on the ESP8266 (YouTube) as well.) So an RFB library was written. [AbsolutelyAutomation] points out that this could be used to make boring things like user-friendly configuration and monitoring screens. (Yawn!)

Graphics done, it’s easy to add a Pong layer over the top, using the flowchart-based programming interface that makes homage to the PLC/PAC’s usual function as an industrial controller. (Oddly enough, it seems to compile to a Forth dialect to run on the PAC.) And then you’re playing. There’s code and a (PDF) writeup available if you want more info. If you don’t have a PAC to run it on, the manufacturers have a simulator for you.

We’ve never worked with a PLC/PAC, but we know the hacker spirit when we see it. And making something that’s usually located in the boiler room play video games is aces in our book. This sparks a memory of an industrial control hacking room at DEF CON a few years back. Maybe this is the inspiration needed to spend some time in that venue this year.

We know we’ve got controls engineers out there. What’s the strangest thing you’ve programmed into a PLC?

Gravity Pong Reaches Into the Sky

For a recent event [Norwegian Creations] decided to make something fun. They built what might just be the tallest free-standing gravity pong game out there. It’s 4.5m tall, and the LEDs in it draw over 100 amps!

What is Gravity Pong anyway? Well it’s a single person game where you get three “bounces”. A ball of light will drop from the top of the tube and the closer to the bounce-line you hit the button, the higher it will bounce. Your high score consists of how high you get the light — but if you miss the bounce line, you lose!

The structure itself is quite impressive. They’ve wrapped acrylic tubes with 1792 individually controllable RGB LEDs, in groups of four. Each section requires a power supply capable of putting out 27A @ 5V! The game is controlled by a Raspberry Pi 2 which controls a Pixelpusher to manipulate the LEDs. It’s connected to the Internet, so high scores can be automatically uploaded!

When it comes to pong though, we quite enjoy playing it with $5,000 construction crane controllers — because why not?

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Playing Pong with Construction Crane Controllers?

Here’s a project that will leave you scratching your head! Ever wonder what it would be like to play Pong using those big heavy duty shop crane controllers? No? We haven’t either, but that didn’t stop [hwhardsoft] from trying it anyway!

Now to be fair, they actually built it for the company that manufacturers them — guess it might be a fun game for in the lobby? The project has a Raspberry Pi 2 at the heart with a Pong game written in Python. The fun part was connecting the controllers.

Each controller is wireless with a separate control box, so they were able to modify the control box to avoid making any changes to the actual controller. But since they wanted to use the joysticks, they still had to use an additional ATMEG328 microcontroller to perform the analog to digital conversion for the Pi — it wasn’t exactly plug and play.

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Audience Pong and RC Trash bins: An intro to TEI

This past weekend, I had the chance to visit this year’s Tangible, Embedded, and Embodied Interaction Conference (TEI) and catch up with a number of designers in the human-computer-interaction space. The conference brings together a unique collection of artists, computer scientists, industrial designers, and grad students to discuss computer interactivity in today’s world. Over the span of five days (two for workshops, and three for paper presentations), not only did I witness a number of today’s current models for computer interactivity (haptics, physical computing with sensors), I also witnessed a number of excellent projects: some developed just to prove a concept, others, to present a well-refined system or workflow. It’s hard to believe, but our computer mouse has sat beneath our fingertips since 1963; this conference is the first place I would start looking to find new ways of “mousing” with tomorrow’s technology.

Over the next few days, I’ll be shedding more light on a few projects from TEI. (Some have already seen the light of day.) For this first post, though, I decided to highlight two projects tied directly to the conference culture itself.

Before each lunch break, the audience was invited to take part in an audience-driven interactive game of “Collective” Pong. With some image processing running in the background, players held up pink cards to increase the height of their respective paddle–albeit by a miniscule amount. The audience member’s corresponding paddle weight was mapped to their respective marker location on the screen (left or right). It turns out that this trick is a respectful nod back to its original performance by [Loren Carpenter] at Siggraph in 1991. With each audience member performing their own visual servoing to bring the paddle to the right height, we were able to give the ball a good whack for 15 minutes while lunch was being prepared.


Next off, the conference’s interactivity spread far beyond the main conference room. During our lunch breaks we had the pleasure of discarding our scraps in a remotely operated trash bin. Happily accepting our refuse, this bin did a quick jiggle when users placed items inside. Upon closer inspection, a Roomba and Logitech camera gave it’s master a way of navigating the environment from inside some remote secret lair.

Overall, the conference was an excellent opportunity to explore the design space of tinkerers constantly re-imagining the idea of how we interact with today’s computers and data. Stay tuned for more upcoming projects on their way. If you’re curious for more details on the papers presented or layout of the conference, have a look at this year’s website.

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