A Lunar Lander-meets-Flappy-Bird game where you must rescue puppies from a Moon base, on an OLED display.

2024 Tiny Games Contest: Save The Stranded Puppies Of Moon Base P!

Usually, if something is tiny, it’s probably pretty cute to boot. [Luke J. Barker]’s lunar navigation game is no exception to this unwritten rule. And as far as contest rules go, this one seems to fit rather nicely, as it is tiny on more than one level.

Moon Base P (for Puppies) is built upon a XIAO ESP32-C3, an SSD1306 OLED display, and a single button to keep the BOM tidy. In this riveting side-scroller which sort of marries Lunar Lander and Flappy Bird, the top bar is always yellow and displays fuel and such, and the bottom is a rough, blue lunar surface over which you must maneuver your lunar lander. Keep pressing the button to stay up and avoid mountains, or let off the gas to cool the engine.

Fly that thing over the terrain, avoiding stray meteors and picking up free fuel, and then land gently at Moon Base P to save the stranded puppies. But you must keep flying — touch down anywhere but where you’re supposed to, and it’s game over! Once you’ve picked up the puppies, you must fly them safely onward to the rescue pod in order to win. Don’t miss the walk-through and demo after the break.

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Zero-dimensional PONG game built on a perfboard.

2024 Tiny Games Contest: Coming At Ya With Zero-Dimensional PONG

A decade is a long time to carry around a project idea in your head. Fortunately, the Tiny Games Contest happens to coincide with [Senile Data Systems]’s getting back into ATMega programming, so they can finally make their zero-dimensional PONG dreams come true (and have the chance at great prizes, too, of course).

If you don’t already get what’s going on here, zero-dimensional PONG takes 1D PONG and turns it on the short side. Imagine the light coming toward you, then moving away toward your opponent, and you have the basic idea. So, how is this done? Pulse-width modulation controls the brightness of the LED, and, well, you have to be pretty fast, although there is a small margin for the inevitable error.

In the video after the break, you can watch [SDS] play themselves using a red/green LED. Player one must press the button when red is fully lit and green is off, and player two goes when green is fully lit and red is off. The cool thing is that this game uses sockets, so it can use any LED. There are nine difficulty levels to control the PWM speed,  so one can really test one’s reaction time.

If you want to build one of these, you’ll need an ATtiny2313 or something similar, a couple of buttons, a display, and the optional but fun buzzer. The well-commented code is available through [Senile Data Systems]’s site.

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A small physical version of the game 2048, played with LEDs as numbers and tilt for input.

2024 Tiny Games Challenge: It’s 2048, But With LEDs

Remember the game 2048? You slide numbered tiles around on a grid, combining them until you have one tile with a value of 2048 (although it’s possible to go higher). Legend has it that 2048 was created by a bored teenager in the space of a weekend to see if he could program a game from scratch.

It only took a couple of weekends for [David] to get Tiny2048 up and running. In this version, each RGB value represents a number value, and input comes from a rudimentary gesture detector — tilt it this way and that to move the LEDs and combine the ‘numbers’. As you might imagine, it was a bit tricky to use colors to represent numbers, so each one had to be sufficiently unique.

[David] says that the LED matrix is a string of WS2812 LEDs in a grid formation, controlled by an ESP32-S3-MINI-1. Although this may be overkill, [David] broke out a bunch of IO at the top of the board so it can be used in the future as a dev board. Be sure to check it out in blinkenlight action after the break!

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Three different views of a tiny games console with a screen and a single button. It's assembled in the first picture, and the guts are shown in the second two pictures.

2024 Tiny Games Contest: Salsa One Handheld Requires No PCB

If you’re thinking about building a single tiny game or even a platform, you might be tempted to use a single button for everything. Such is the case with [Alex]’s Salsa ONE minimalist game console, which is inspired by both the Arduboy and the ergonomics of the SanDisk Sansa music player.

With Salsa ONE, [Alex] aimed to make something that is both simple and challenging. The result is something that, awesomely enough, doesn’t need a PCB, and can be comfortably controlled with just one thumb. There isn’t much to this thing, which is essentially an RP2040, an OLED, a vibration motor, a buzzer, a button, and a CR2032 coin cell. [Alex] chose to program Salsa ONE in MicroPython. Be sure to check it out in action in the brief demo after the break.

Have you got an idea for a tiny game? Don’t hesitate to enter the 2024 Tiny Games Contest! You have until September 10th, so head on over to Hackaday.io and get started today.

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Lunar Lander Game Asks You To Write A Simple Autopilot

Everyone likes a good lunar landing simulator, and [Dominic Doty] wrote a fun take on the idea: your goal is to write an autopilot controller to manage the landing. Try it out!

Virtual landers are far cheaper than real ones, thank goodness.

[Dominic] was inspired in part by this simple rocket landing game which is very much an exercise in reflex and intuition, not to mention being much faster-paced than the classic 1979 video game (which you can also play in your browser here.)

[Dominic]’s version has a similar classic look to the original, but embraces a more thoughtful approach. In it, one uses plain JavaScript to try to minimize the lander’s angle, velocity, and angular velocity in order to land safely on the generated terrain.

Want to see if you have the right stuff? Here’s a direct link to Lunar Pilot. Don’t get discouraged if you don’t succeed right away, though. Moon landings have had plenty of failures, and are actually very hard.

Handsome Sim Racing Button Box Is A Super Easy Build

Sim racing is a lot more complex than playing Need For Speed 3: Hot Pursuit. You need buttons for all kinds of stuff, from headlights to brake balance to traction control. If you want to control all that in an intuitive and realistic manner, you’ll want to build yourself a decent button pad like [Chris Haye] has done. It’s surprisingly easy, too!

Very cool.

[Chris] is quite a serious racer, and needed four button boxes. He wanted to do this on the cheap, so he decided to build his first three boxes around the Zero Delay Arcade USB Encoder, a cheap controller board available on eBay for around £7. Arcade buttons were sourced off Amazon to populate the black project boxes which acted as the housings.

His final button pad looks straight out of a GT3 race car, but it’s the simplest of the bunch. It’s literally just a USB numpad with a carbon vinyl wrap applied and some home-printed labels. One suspects the feel isn’t particularly high-quality but the look is top tier. If you’re a streamer that wants to build a hardcore-looking setup, this is a great way to go.

[Chris] estimates that each box took maybe an hour to build, tops. It’s a great example of solution-focused design. He could have gotten out his own microcontroller and done a custom PCB and all that, and the results surely would have been good. But it would have taken far longer! It’s hard to beat the speed of wiring together Amazon arcade buttons with the Arcade USB Encoder’s pre-terminated wire harness. If you’re more interested in sim racing than building button boxes, it’s a great way to do a custom pad fast.

Best of all? [Chris] says he managed to put these all together for £60—quite a feat of bargain engineering. We’ve featured some other builds along these lines before, too—even using vintage aircraft controls! Video after the break.

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Cheap DIY Button Pad Uses Neat Punchcard Trick

A StreamDeck is effectively a really cool box full of colorful buttons that activate various things on your PC. They’re fun and cool but they’re also something you can build yourself if you’re so inclined. [Jason] did just that for his sim racing setup, and he included some nifty old-school tech as well.

An ESP32 is at the core of the build, listening to button presses and communicating with the PC. However, the build doesn’t actually use regular buttons. Instead, it uses infrared sensors wired up in a matrix. This was an intentional choice, because [Jason] wanted the device to be reconfigurable with different paper card overlays. There are ways to do this with regular buttons too, but it works particularly well with the infrared technique. Plus, each button also gets a Neopixel allowing its color to be changed to suit different button maps.

What’s really neat is that the button maps change instantly when a different overlay card is inserted. [Jason] achieved this with an extra row of infrared sensors to detect punched holes in the bottom of the overlay cards.

Once upon a time, even building your own keyboard was an uphill battle. Today, it’s easier than ever to whip up fun and unique interface devices that suit your own exact needs. That’s a good thing! Video after the break.

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