Tune In To “Higher Lower”, The Minimal Handheld Electronic Game

[Tommy] has a great write-up about designing and building a minimalistic handheld electronic game called “Higher Lower”. It’s an audio-driven game in which the unit plays two tones and asks the player to choose whether the second tone was higher in pitch, or lower. The game relies on 3D printed components and minimal electronics, limiting player input to two buttons and output to whatever a speaker stuck to an output pin from an ATtiny85 can generate.

Fastener-free enclosure means fewer parts, and on the inside are pots for volume and difficulty. We love the thoughtful little tabs that hold the rocker switch in place during assembly.

Gameplay may be straightforward, but working with so little raises a number of design challenges. How does one best communicate game state (and things like scoring) with audio tones only? What’s the optimal way to generate a random seed when the best source of meaningful, zero-extra-components entropy (timing of player input) happens after the game has already started? What’s the most efficient way to turn a clear glue stick into a bunch of identical little light pipes? [Tommy] goes into great detail for each of these, and more.

In addition to the hardware and enclosure design, [Tommy] has tried new things on the software end of things. He found that using tools intended to develop for the Arduboy DIY handheld console along with a hardware emulator made for a very tight feedback loop during development. Being able to work on the software side without actually needing the hardware and chip programmer at hand was also flexible and convenient.

We’ve seen [Tommy]’s work before about his synth kits, and as usual his observations and shared insights about bringing an idea from concept to kit-worthy product are absolutely worth a read.

You can find all the design files on the GitHub repository, but Higher Lower is also available as a reasonably-priced kit with great documentation suitable for anyone with an interest. Watch it in action in the video below.

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Arduboy Cassette Award Explores New Features

When [Press Play on Tape] entered their game Prince of Arabia into the Arduboy FX Game Jam, we bet they had no idea that they’d be taking home a prize quite like this — designed by Arduboy creator [Kevin Bates], this gorgeous new variant of the handheld system brings some exciting new capabilities to the platform. Plus, it looks awesome.

The system, which is made up of a stacked pair of PCBs, has been designed to resemble an audio cassette. Thanks to the full-color silkscreen service offered by PCBway, it certainly looks the part. But it’s also a fully functional Arduboy, which means it has access to all the games already written for the 8-bit system.

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Wolfenstein 3D Clone Makes Arduboy Debut

The 8-bit Arduboy isn’t exactly a powerhouse by modern gaming standards, or even really by old school standards for that matter. But for the talented developers that produce software for the system, that’s just part of the challenge. To date the monochromatic handheld has seen miniaturized takes on many well-known games, with several taxing the hardware beyond what most would have assumed possible.

But the latest entry into this catalog of improbable software, WolfenduinoFX, is easily the most technically impressive. As the name implies, this is a “demake” of 1992’s iconicĀ Wolfenstein 3D. It features 10 levels based on the original game’s shareware release, with the enemies, weapons, and even secret rooms lovingly recreated for the Arduboy’s 128 x 64 OLED display.

Arduboy FX Mod-Chip

Now, those of you who have experience working with the ATMega32u4 microcontroller at the heart of the Arduboy might think this is impossible…and you’d be right. The only way developer [James Howard] was able to pull this feat off was by leveraging the extended flash memory offered by the Arduboy FX.

This upgrade, which was developed in conjunction with the community, allows the handheld to hold hundreds of games by loading them from an SPI flash chip. For WolfenduinoFX, that flash chip is used to hold graphical assets for the game that would otherwise be too large to fit on the MCU alone.

When we looked at the Arduboy FX back in 2021, it was clearly a must-have upgrade, so it’s no wonder that the newest version of the handheld has the capability built-in. Now that games are actually requiring the expanded flash to function, it seems we’ve officially entered into a new era for the quirky little handheld that [Kevin Bates] first sent our way nearly a decade ago. Long live the Arduboy!

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New And Improved Arduboy Mini Smashes Funding Goal

Just before the holidays, we brought you word of the Arduboy Mini — the latest in the line of open source 8-bit handheld gaming systems designed by [Kevin Bates]. He was good enough to send along a prototype version ahead of the system’s Kickstarter campaign, and we came away impressed with the possibilities it offered for customization.

Today, we’re pleased to tell you that not only did the Arduboy Mini Kickstarter cross the finish line with more than six times its original funding goal, but [Kevin] has made some pretty major changes to the design from the last time it graced these pages. The final Mini offers even more opportunities for modification and expansion, while still keeping the $29 USD price tag which made it so appealing in the first place. Continue reading “New And Improved Arduboy Mini Smashes Funding Goal”

Arduboy Mini Is A Fresh Take On An 8-bit Favorite

We’ve always been big fans of the Arduboy here at Hackaday. When creator Kevin Bates showed us the original prototype back in 2014, the idea was to use his unique method of mounting components inside routed holes in the PCB to produce an electronic business card that was just 1.6 mm thick. But the Internet quickly took notice of the demos he posted online, and what started as a one-off project led to a wildly successful Kickstarter for a sleek handheld gaming system that used modern components and manufacturing techniques to pay homage to the 8-bit retro systems that came before it.

The original Arduboy prototype in 2014

It’s the sort of hacker success story that we live for around here, but it didn’t end there. After the Kickstarter, the Arduboy community continued to grow, thanks in no small part to Kevin never forgetting the open source principles the product was built on.

He took an active role in the growing community, and when some Arduboy owners started tinkering with adding external storage to their systems so they could hold hundreds of games at a time, he didn’t chastise them for exploring. Instead, he collaborated with them to produce not only a fantastic add-on modification for the original Arduboy, but a new version of the Arduboy that had the community-inspired modifications built in.

Now Kevin is back with the Arduboy Mini, which not only retains everything that made the original a success, but offers some exciting new possibilities. There’s little doubt that he’s got another success on his hands as well as the community’s backing — at the time of this writing, the Kickstarter campaign for the $29 USD Mini has nearly quadrupled its funding goal.

But even still, Kevin offered us a chance to go hands-on with a prototype of the Arduboy Mini so that anyone on the fence can get a third party’s view on the new system. So without further ado, let’s take a look at how this micro machine stacks up to its full-sized counterparts.

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DIY Handheld Game Puts Its Brains On A Removable Cart

Over the years we’ve seen plenty of homebrew handheld game systems that combine an AVR microcontroller, a few buttons, and an small OLED display. Some of them have even been turned into commercial products, such as the Arduboy. They’re simple, cheap, and with the right software, a lot of fun. But being based on an MCU, most of them share the same limitation of only being able to hold a single game at any one time.

But not the Game Card, by [Dylan Turner]. This handheld was specifically designed so that games could be easily swapped out using physical cartridges. But rather than trying to get the system’s microcontroller to boot code from an external flash chip, the system relocates the MCU to the removable cartridge. That might seem a bit overkill, but given how cheap the ATTINY84A on each cartridge is, it’s not exactly going to break the bank.

With the microcontroller on the cartridge, the only hardware that stays behind on the Game Card is the SSD1306 128×64 OLED display, buttons, and the battery. That means the handheld is effectively non-functional unless a game is slotted in, but that could be said of most early cartridge-based game systems as well. On the other hand, it also opens up the possibility of producing cartridges with more powerful microcontrollers down the line.

Using a different microcontroller for each game is a neat hack, but it’s not the only solution to the problem. We previously saw a community effort to add expandable storage to the Arduboy in the form of a DIY cartridge, which ultimately led to the development of an official flash chip upgrade for the handheld.

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Arduboy On The Big Screen

We’re big fans of the Arduboy here at Hackaday, but we’ll admit its tiny screen isn’t exactly ideal for long gaming sessions. There are some DIY builds of the open source handheld that use a larger SPI OLED display, though you’re relatively limited on what kind of changes can be made to the hardware before the games start balking. But as [Nick Bild] shows with his Arduboy home console, hacking the core system library opens up a lot of interesting possibilities.

Games written for the Arduboy make use of a common library that handles all the low-level hardware stuff, which includes a display() function to push the graphical data out to an SPI-connected OLED display. What [Nick] has done is re-write that function to instead output to a custom VGA generator running on the TinyFPGA BX. He had to delete support for the Arduboy’s RGB LEDs because he needed the extra pins, but that shouldn’t cause much of a problem in terms of software support.

This does mean that games need to be recompiled against the modified library to work on his hardware, but as the vast majority of Arduboy software is open source anyway, that’s not much of a problem. We particularly like the Super Game Boy style borderĀ  you get around the display at no extra cost.

At this point the hardware looks less like a console and more like a breadboard filled with jumpers, so we’re interested in seeing this project taken to its logical conclusion. A custom PCB, enclosure, and possibly even support for using the original NES controllers would turn this into proper system worthy of any hacker’s game room. You could even put the games on custom cartridges if you wanted, though a flash chip that holds the system’s entire library would be quite a bit more convenient.