‘Tis the season for leftovers, be they food, regifted presents, or the decorations left behind in the wake of the festivities. Not to mention the late tips we get for holiday-themed builds, like this Duck Hunt ornament that’s completely playable.
Details are sparse in [wermy]’s video below, but there’s enough there to get the gist. The game is based on the Nintendo classic, where animated ducks fly across the screen and act as targets for a light pistol. Translating that to something suitable for decorating a Christmas tree meant adding an Arduino and an IR LED to the original NES light pistol, and building a base station with a Feather and a small LCD screen into a case that looks like [The Simpsons] TV. An LED on each 3d-printed duck target lights in turn, prompting you to blast it with the gun. An IR sensor on each duck registers hits, while the familiar sound effects are generated by the base, which also displays the score. Given a background of festive blinkenlights, it’s harder than it sounds – see it in action briefly below.
[wermy] has done some interesting builds before, like a RetroPie in an Altoids tin and a spooky string of eyes for Halloween. We hope he’ll come through with a more detailed build video for this project at some point – we’re particularly interested in those beautiful multi-color 3D-prints.
Continue reading “The Fun Is On The Christmas Tree With This Playable Duck Hunt Decoration”
In it, the user is challenged in their knowledge of how to use the ubiquitous
curl in a variety of different ways. Perhaps this doesn’t sound terribly daunting, especially if your knowledge of curl is limited to knowing it is a command-line tool to fetch something from a web server. But curl has a staggering number of features. The man page is over 4500 lines in length. The software’s main site offers a (free) 250+ page guide on how to use curl and libcurl. Reflecting on this is exactly what led [Ben] to create his challenge.
It’s a wonderful piece of work, but things get really interesting once [Ben] starts talking about the infrastructure behind it all. At its core the game works by giving the user a problem and a virtual machine, and catching outgoing HTTP calls to see whether they look correct. If the outgoing HTTP call is the right solution for the problem, terminate the current VM and start up the next one with the next problem. He’s put a lot of work into getting suitable VMs up and running quickly, securely, and properly isolated. The code can be found on the project’s GitHub repository for those who want a closer look.
But that’s not all. [Ben] says that in the past he’s had a bad habit of presenting interactive features in his blog posts that can’t keep up with sudden demand. So to address that, the system auto-scales as needed with a small Linux cluster; small brick-sized PCs are started and shut down automatically to meet demand. Hey, the only thing cooler than a functioning cluster is a cluster doing an actual job, like this one that detects NSFW images.
Escape rooms are awesome for people who like to solve puzzles, see how things work, or enjoy a mystery. Everyone reading this falls into at least one of those categories. We enjoy puzzles and mysteries, but we have a fondness for seeing how things work. To this end, we direct your attention to [doktorinjh]’s “Bomb Disarming Puzzle in a Suitcase” Game, which is a mysterious puzzle box he built himself. I guess the mystery is mostly in the gameplay, which you can watch below because he shows us his build photos and describes the hardware inside.
At its heart is an Arduino Mega, a wise choice since our back-of-the-napkin estimation puts his I/O count over forty-five and the Mega can handle them all with a few pins to spare. Working inside the confines of a briefcase came with its own challenges, but we adore the way he used the hexagon theme in the top panel to allow for knob clearance. It was so subtle that we almost missed it.
The escape room theme is delightful, and we appreciate the mix of games, aesthetics, and techno-trickery in many forms.
Continue reading “In Case You Cannot Make It To An Escape Room”
Simon was a popular toy, launching at the very end of the 1970s, and cribbed from earlier work by Atari with their game Touch Me. The gameplay is simple, and while we suspect it won’t last quite as long as the several thousand years we’ve so far had chess, it’s still around today. [DIY Machines] decided to bust out the 3D printer and whip up their own version.
Simon has long served as a great test project to get to grips with various maker skills, and this build is no exception. An Arduino Nano runs the show, and gets an OLED display to display the current level. Large glowing arcade buttons serve as the control, with their lights flashed as per the original game. Sound is courtesy of a simple buzzer.
It’s a build that doesn’t do anything wild, but presents very well. This is down to the smoothly finished and nicely designed case, as well as the choice of quality human interface components. Everyone loves mashing arcade buttons, and that’s what they’re built for – so they’re always a safe choice.
We’ve seen a lot of straight-down-the-lines Simon projects, but this DDR-ified version is a fun twist on the standard form. Video after the break.
Continue reading “Simple Simon Says Looks Sharp”
We all have a gaming system in our pocket or purse and some of us are probably reading on it right now. That pocket space is valuable so we have to budget what we keep in there and adding another gaming system is not in the cards, if it takes up too much space. [Kevin Bates] budgeted the smallest bit of pocket real estate for his full-size Arduboy clone, Arduflexboy. It is thin and conforms to his pocket because the custom PCB uses a flexible substrate and he has done away with the traditional tactile buttons.
Won’t a flexible system be hard to play? Yes. [Kevin] said it himself, and while we don’t disagree, a functional Arduboy on a flexible circuit makes up for practicality by being a neat manufacturing demonstration. This falls under the because-I-can category but the thought that went into it is also evident. All the components mount opposite the screen so it looks clean from the front and the components will not be subject to as much flexing and the inputs are in the same place as a traditional Arduboy.
cost = low, practicality = extremely low, customer service problems = high
These flexible circuit boards use a polyimide substrate, the same stuff as Kapton tape, and ordering boards is getting cheaper so we can expect to see more of them popping up. Did we mention that we currently have a contest for flexible circuits? We have prizes that will make you sing, just for publishing your flex PCB concept.
Continue reading “Arduboy Goes Thin And Flexible For Portable Gaming”
A whole generation of programmers learned to program by writing — or at least typing in — game programs for relatively simple computers like a TRS-80, a Commodore 64, or any of a handful of similar machines. These days, games are way more complicated and so are computers. Sure, it is more fun to play Skyrim than Snake, but for learning, you are probably going to get more out of starting with a simple game. If you want to learn programming today — or maybe start someone else on that same journey, you should check out Script-8, a project by [Gabriel Florit]. You can get a taste of how it looks in the video below, or just surf over to the site and play or modify a game (hint: press “a” to launch the ball).
Instead of paraphrasing, here’s the excellent elevator speech from the web site:
Continue reading “Build Retro Games With Script-8”
Why would anyone bother to create new content for a console system that’s staring down its 40th birthday? Perhaps just for the challenge of fitting a game into 40 kilobytes of storage.
That at least seems to be the motivation behind [Morphcat Games] pending release of Micro Mages, a new game for the Nintendo Entertainment System console that takes its inspiration from Super Mario Bros. The interesting bit here is how they managed to stuff so much content into so little space. The video below goes into great detail on that, and it’s a fascinating lesson in optimization. The game logic itself is coded in assembler, which of course is far more efficient than higher level languages. Even so, that took 32 kB of ROM, leaving a mere 8 kB for background elements and foreground sprites.
Through a combination of limited sprite size, tiling of smaller sprites to make larger characters, and reusing tiles by flipping them horizontally or vertically, an impressively complete palette of animated characters was developed. Background elements were similarly deconstructed and reused, resulting in a palette of tiles used to generate all the maps for the game that takes up just 60 bytes. Turning those into playable levels involves more mirroring and some horizontal shifting of tiles, and it looks like quite an engaging playfield.
Yes, there’s a Kickstarter for the game, but we’re mainly intrigued by what it takes to cram a playable game into so little space. Don’t get us wrong – we love the Retro Pie builds too, but seeing the tricks that early game developers relied upon to make things work really gets the creative juices flowing.
Continue reading “New Game, Old Ways: Cramming An NES Game Into 40 KB”