This Space Invaders game does more with less. [Rjk79] managed to make a video game using a two-line character display. The game consists of a wave of invaders on the top line, with the defender cannon on the bottom. The invader isn’t just stationary, but randomly moves to the left and the right. The image above captured a little bit of motion blur from the defender moving into position before firing on the enemy.
An Arduino board controls the 16×2 HD44780 character display. The game also includes sounds generated by the piezo buzzer seen on the breadboard. All the way to the right you can see the Wii Nunchuk breakout board which provides directional control and the firing trigger. If you want to recreate this one for yourself [Rjk79] is sharing the source code on Pastebin. There’s also a demo video found after the jump.
If you don’t have a character LCD on hand you might try this other Space Invaders clone that uses an 8×8 led matrix.
Continue reading “Space invaders played on a 16×2 character display”
[Samir] dabbles in hobby electronics and decided to put his skills to the test by building this portable gaming console (Note: this site uses an HTTPS address which cannot be used through Google Tranlator. It does work for the Chrome browser translator). The image above is a screenshot from his Breakout-style game. The paddle at the bottom is controlled with the touchscreen. You move it back and forth to keep the ball from traveling past the bottom edge (it bounces off of the red borders on the sides and top).
The main PCB is larger than the 3.2″ LCD footprint, but [Samir] made sure to include a lot of peripherals to make up for it. The board sports a Parallax Propeller chip to run the games. It interfaces with the SSD1289 screen (this is a cheap and popular choice) but that really eats up a lot of the IO pins. To control the game the touchscreen can be used as we’ve already mentioned. But there are two other options as well. There is an expansion port which uses a shift register (74HC165) to serialize the input. For prototyping this allowed [Samir] to use an Atari joystick. He also rolled a Bluetooth adapter into the project which we would love to see working with a Wii remote. Rounding out the peripherals are an SD card slot, audio jack for sound, and an RTC chip for keeping time.
There are several videos included in the post linked above. After the break we’ve embedded the game-play demo from which this screenshot was taken.
Continue reading “Portable gaming console uses SSD1289 and Propeller”
[Jason] has been hard at work on this Arduino-based low-res gaming platform. He even had a fab house deliver circuit boards to pull everything together. It’s a little small in his hands, and the graphics are limited to the 8×8 pixels provided by the display. But it still looks like a lot of fun and the code was written to make adding new games quite painless.
The board hosts an ATmega328 which drives the bi-color LED display using a pair of TPIC6B595 shift registers. Control is provided by a collection of buttons to either side of the display. The unit is powered by three AAA batteries held in a pack soldered to the back side of the PCB.
The image above shows [Jason] giving a Space Invaders game a try. The clip after the break shows respectable action, sound from a piezo buzzer, and it even scrolls your score at the end of the game. But you’re not limited to just one title. Adding new games is as easy as implementing a class in a new header file. You can get a feel for how this is set up by viewing the source code repo.
This reminds us of the Pixel Bros low-res system.
Continue reading “Prototyping a low-resolution handheld gaming rig”
This art installation makes a video game from the 1970’s popular again. It can be found at the Dublin Science Gallery’s GAME exhibition. Museum goers step up to the coin-op style game cabinet and the onlookers will see how they’re doing as the landing is plotted on this board.
Hardware details are a bit hard to come by but we hear that there will me more on the build posted soon. For now the Flickr set is the best source of information. From reading the captions we know that a set of three Mac minis run everything. There are also a few close-ups and a video overview of the drive hardware which you can see mounted on the upper left of the image above. We can tell you that this is a string plotter similar to builds we’ve seen in the past. The telemetry data from the Lunar Lander game is converted to instructions and fed directly to that device. See it in action in the clip after the break.
Continue reading “Art installation plots every game of Lunar Lander that is played”
So IT has your computer locked down, but if you’re lucky enough to have this model of telephone you can still play video games while at work. [AUTUIN] was at the thrift store and for just $8 he picked up an ACN videophone on which he’s now playing video games. We don’t know what magical second-hand stores sell functioning electronics of this caliber but you should never pass up an opportunity like this.
It turns out the phone is running Linux natively. After some searching [AUTUIN] found that it is possible to telnet to a root shell on the device. Doing so he was able to figure out that the phone uses standard packages like ALSA for the Audio and /dev/input/event0 for the keypad. It even includes an SD card slot so he loaded one with a Debian image and used pivot_root to switch over to that OS. At this point the phone is his to command and of course he loaded up a video game which you can see in the clip after the break.
Continue reading “Playing video games on your office phone”
[Kyle] and an a few of his classmates are wrapping up a microcontroller interfacing class at Purdue and thought it best to send in the results of their efforts. It’s a version of Super Smash Bros. made by just bitbanging pins on a microcontroller.
The hardware for the project is based around a Freescale 9S12c32, an updated version of the 30-year-old M68HC11 microcontroller. For the controls, the guys used a Playstation 2 joystick and buttons housed in an Altoids box, and the actual console is made out of strips of wood stapled together to look like a crate from Super Smash Bros.
There are nine playable characters: Pikachu, Captain Falcon, Yoshi, Donkey Kong, Mario, Luigi, Link, Kirby, and Fox. Despite these characters being only four pixels high, the game looks extremely playable (at least when two players don’t choose the same character). After the break is the video demo of Super Smash Bros: Bitbang edition, along with a gallery of pics showing the console and gameplay. All the code is up on GitHub for your perusal.
Continue reading “Bitbanging Super Smash Bros.”
Being a dedicated father, soccer coach, general tinkerer, and electrical engineer, [Dave] decided to build a soccer simulator video game for his son’s 6th birthday party. The concept behind the game is to put a soccer ball on a tee and have an eager line of six-year-olds kick the ball into the goal. A video of a goalie is projected behind the net, and sensors in the goal will determine if the player scored a goal or not.
The first part of [Dave]’s project was getting footage of a goalie diving for a soccer ball. Luckily, [Dave] is friends with [Mark Macdonald], a former NCAA goalie. After 10 minutes in the park with [Mark] and a 720p camera, [Dave] had all the footage needed to build his video game.
To detect where the soccer ball passed into the goal, [Dave] built a small soccer goal studded with infrared LEDs and infrared beam break sensors. Combined with a small switch underneath the ball tee, the software knows the time of flight and where the ball crossed into the goal. The game processes these two numbers to determine if it’s a goal, or was caught by the retired pro goalie.
The kids at the birthday party lined up to play [Dave]’s soccer game – a huge achievement getting 6-year-olds to wait their turn. We admit that we’d like to have a go at this game, although we’re pretty sure we saw an arcade version of this game years and years ago.