Video games are great and all, but sometimes you just want the thrill of manipulating actual objects in addition to watching action on a screen. This must have been the reason why Nintendo’s Duck Hunt became so popular despite the simplicity of its gameplay. Prolific hacker [mircemk] similarly made a computer-plus-physical game called “Laser Shooter“, which somehow reminds us of the good old NES game.
The game is based on an Arduino Nano, to which five LEDs as well as five photoresistors (LDRs) are connected. When the game is started, the LEDs light up at random and the player has a limited time to “shoot” the corresponding LDR with a laser pointer. This time limit is decreased as the game progresses, and the game is over once the player fails to hit the target on time. The “Game Over” message is accompanied by a sad tune, but luckily no giggling dog.
Complete schematics and code are available for anyone willing to try their hand at replicating or improving this game. And no, you can’t simply sweep your laser across the five LDRs all the time, because you lose if you shoot at the wrong target. For more laser pointer-based games, try this Laser Command clone or this laser tag badge system.
Continue reading “Laser Pointer And Arduino Make A Minimalistic Shooting Game”


Getting the image data out of the Game Boy is surprisingly straightforward, and 
The color sensor is similar in use to the color picker (or “dropper”) tool present in most graphics programs: simply point it at something that has the right color, and it will generate the correct values for you. It is based on an AMS TCS34725 color sensor, which is housed in a 3D-printed shell that also includes a white LED. The sensor outputs Red, Green and Blue (RGB) values, which are converted into the corresponding CMYK values by a Raspberry Pi Pico. A touch-sensitive screen allows the user to make adjustments before activating the paint pumps.

The total circuit is incredibly compact for a complete CPU, using just 33 chips. This includes 64 KB of flash to store programs as well as a 555 timer to generate a clock signal. I/Os are limited to simple eight-bit input and output buses, but a sixteen-bit address bus gives it plenty of space to add ROM, RAM or fancier interfaces.

