Trashed Vector Game Console Revived With Vintage IBM Monitor

We’ve all had the heartbreak of ordering something online, only to have it arrive in less than mint condition. Such are the risks of plying the global marketplace, only more so for used gear, which seems to be a special target for the wrath of sadistic custom agents and package handlers all along the supply chain.

This cruel fate befell a vintage Vectrex game console ordered by [Senile Data Systems]; the case was cracked and the CRT was an imploded mass of shards. Disappointing, to say the least, but not fatal, as he was able to make a working console from the remains of the Vectrex and an old IBM monitor. The Google translation is a little rough, but from what we can gather, the Vectrex, a vector-graphics console from the early 80s with such hits as MineStorm, Star Castle, and Clean Sweep, was in decent shape apart from the CRT. So with an old IBM 5151 green phosphor monitor, complete with a burned-in menu bar, was recruited to stand in for the damaged components. The Vectrex guts, including the long-gone CRT’s deflection yoke assembly, were transplanted to the new case. A little room was made for the original game cartridges, a new controller was fashioned from a Nintendo candy tin, and pretty soon those classic games were streaking and smearing across the long-persistence phosphors. We have to admit the video below looks pretty trippy.

If arcade restorations are your thing, display replacements like this are probably part of the fun. Here’s a post about replacing an arcade display with a trash bin CRT TV, an important skill to have is this business.

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PIC16Maze Upgrades Secret Maze Game

We really like it when a reader is inspired by something they see on Hackaday, build on it, and let us know so we can pass it on. In this case, [Vegipete] made a secret maze game using a minimal number of parts and some neat software trickery.

It’s built around an 8-pin PIC16F18313 microcontroller, uses a joystick for input, and nine WS2812 LEDs to display the player and the surrounding maze walls. His inspiration was [David Johnson-Davies’] minimalist secret maze game built around the 8-pin ATTiny85. In that one, [David] cleverly used charlieplexing to get four pins to control four LEDs and four pushbuttons. [Vegipete’s] use of the WS2812 LEDs allowed him to control the LEDs with just one pin, and also get color while using three pins for the joystick and its button. He may use another pin in the future for sound and vibration.

He goes into some detail on the WS2812 protocol, how communication is done with the LEDs using just one pin and different pulse-lengths to represent 0 and 1. We’ll leave you to see his post for more depth but basically, he introduces a module on the PIC called the Configurable Logic Cell (CLC) which makes this easy and frees up processor cycles for the user’s code to do other things.

Secret maze wall bitsHis source code is available on request but he does detail a neat software trick he uses for rotating the view. It may be confusing for some but as you move through the maze, your viewpoint rotates so that up is always the direction you’re facing. Luckily, the walls surrounding the user can be represented using 8-bits, four for east, west, north, and south, and four more for the corners. The maze is stored as a bitmap and from it, 8-bit values are extracted for the current position, each bit representing a wall around the position. To rotate the walls to match the user’s current orientation, the bits are simply shifted as needed. Then they’re shifted out to set each LED. Check it out in the video below.

It works very well despite the minimal interface and part count.

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Crawling a Dungeon, 64 Pixels at a Time

The trend in video games is toward not being able to differentiate them from live-action theatrical releases, and games studios are getting hard to tell from movie studios. But quality graphics don’t always translate into quality gameplay, and a lot can be accomplished with minimalist graphics. Turn the clock back a few decades and think about the quarters sucked up by classics like Pac-Man, Space Invaders, and even Pong if you have any doubts about that.

But even Pong had more than 64 pixels to work with, which is why this dungeon-crawler game on an 8×8 RGB matrix is so intriguing. You might think [Stolistic]’s game would be as simple as possible but think again. The video below shows it in action, and while new users will need a little help figuring out what the various colors mean, the game is remarkably engaging. The structure of the dungeon is random with multiple levels to unlock via the contents of power-up chests, and there are mobs to battle in a zoomed-in display. The game runs on an Arduino Uno and the matrix is driven by a bunch of 74HC595 shift registers.

It’s fun to see what can be accomplished with as little as possible. Looking for more low-res goodness? Check out this minimalist animated display, or a Geiger counter with a matrix display.

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Play Chess Against A Ghost

While chess had long been a domain where humans were superior to computers, the balance has shifted quite substantially in the computers’ favor. But the one thing that humans still have control over is the pieces themselves. That is, until now. A group has built a robot that both uses a challenging chess engine, and can move its own pieces.

The robot, from creators [Tim], [Alex S], and [Alex A], is able to manipulate pieces on a game board using a robotic arm under the table with an electromagnet. It is controlled with a Raspberry Pi, which also runs an instance of the Stockfish chess engine to play the game of chess itself. One of the obvious hurdles was how to keep the robot from crashing pieces into one another, which was solved by using small pieces on a large board, and always moving the pieces on the edges of the squares.

This is a pretty interesting project, especially considering it was built using a shoestring budget. And, if you aren’t familiar with Stockfish, it is one of the most powerful chess engines and also happens to be free and open-source. We’ve seen it used in some other chess boards before, although those couldn’t move their own pieces.

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Stecchino Game is all about Balancing a Big Toothpick

Stecchino demo by the creator

Self-described “Inventor Dad” [pepelepoisson]’s project is called Stecchino (English translation link here) and it’s an Arduino-based physical balancing game that aims to be intuitive to use and play for all ages. Using the Stecchino (‘toothpick’ in Italian) consists of balancing the device on your hand and trying to keep it upright for as long as possible. The LED strip fills up as time passes, and it keeps records of high scores. It was specifically designed to be instantly understood and simple to use by people of all ages, and we think it has succeeded in this brilliantly.

To sense orientation and movement, Stecchino uses an MPU-6050 gyro and accelerometer board. An RGB LED strip gives feedback, and it includes a small li-po cell and charger board for easy recharging via USB. The enclosure is made from a few layers of laser-cut and laser-engraved material that also holds the components in place. The WS2828B WS2812B LED strip used is technically a 5 V unit, but [pepelepoisson] found that feeding them direct from the 3.7 V cell works just fine; it’s not until the cell drops to about three volts that things start to glitch out. All source code and design files are on GitHub.

Games are great, and the wonderful options available to people today allow for all kinds of interesting experimentation like a blind version of tag, or putting new twists on old classics like testing speed instead of strength.

Hijacking A Sony Watchman For Pong

The era of the vintage television was a great one, and one of the transitional by-products was the Sony Watchman. It was a portable TV which Sony started selling in 1982, and the amazing thing about it was that it had an actual 4-inch cathode ray tube or CRT. [Sideburn] just posted a video in which he hijacks the internals of a Watchman to make it into a portable game of Pong.

The hack begins with removing the TV tuner module inside to make some room for the new residents. Next comes the M51364P which is VIF video decoder chip, and for which surprisingly there is not a lot of info on the web. They were able to find a part of the schematic, which though it was in Russian may still be useful for enthusiasts. Removing the VIF revealed the audio and video pins that needed the appropriate signals for the hack to be successful. In an age of multilayer boards it is amazing how a two-layer PCB makes life so easier for the tinkerer.

For the new brains an Arduino Nano clone was selected, and instead of adding modern buttons the existing volume and band select switches were convinced to be the paddle control and play/pause button. Getting everything to fit was easy with the absence of the tuner module, and voila! New(ish) hardware. For the firmware, [Sideburn] turns to Hackvision firmware which has a host of games such as Space Invaders, Asteroids, and even Tetris.

We covered Hackvision a few years ago as a hardware/firmware bundle, and if you are more into CRTs then check out the Arduino driven 6845 CRT controller.

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Discrete Pong Project Goes Big, Adds a Player

Some projects just take on a life of their own. What started as a pleasant diversion or a simple challenge becomes an obsession, and the next thing you know you’ve built a two-player color Pong game with audio completely from discrete components.

If this one seems familiar, it’s because we were dazzled by its first incarnation last year. As impressive as version 1.0 was, all the more so since it was built using the Manhattan method and seemingly over the course of a weekend, it did have its limitations. [GK] has been refining his design ever since and keeping accurate track of the process, to the tune of 22 pages on the EEVblog forum. We haven’t pored through it all yet, but the state of the project now is certainly worth a look. The original X-Y output to an oscilloscope was swapped out to composite video for a monitor, in both mono and color. This version also allows two people to play head-to-head instead of just battling the machine. It looks like [GK] had to add a couple of blocks worth of real estate to his Manhattan board to accommodate the changes, and he tidied the wiring significantly while he was at it.

It’s a project that keeps on giving, so feast your eyes and learn. We suspect [GK] doesn’t have any plans to finish this soon, but if he does, we can’t wait to see what’s next.

Thanks to [David Gustafik] for reminding us to check back on this one.