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”
Sometimes the Christmas season can feel like a holiday all about spending money to demonstrate your love for others. Many a maker has attempted to subvert these commercialistic overtones by giving handmade presents to friends and loved ones. [APA] is no exception, and has shared their story of producing a simple Simon game during the holidays.
The circuit is nothing wild – an ATtiny85 microcontroller interfaces a handful of buttons and LEDs to handle the basic Simon gameplay. The real value is in [APA]’s retelling of the development process. It’s an accurate recounting that makes us relive some of our own follies of early projects. There’s the confusion between SMD and through hole versions of the same part, forgotten pull up resistors, as well as hours lost trying to figure out why a chip won’t write, only to learn the bootloader hasn’t been burned yet.
In the end, [APA] was able to push through a rush order and deliver the gifts on time, despite the many pitfalls along the way. The final game provided some laughs around the dinner table at Christmas, so we’d say the mission was definitely accomplished.
We’ve seen similar work before, too – like this tiny Simon game on an ATtiny13.
How much game can you get out of a chip with only 1 kB of flash memory and (five or) six free GPIOs? Well, you can get it to play the classic memory game, Simon. [Vojtak] is submitting this project for the 1 kB Challenge, but it looks like it’s already been used to teach simple microcontrollering to teenagers as well, so the code is actually straightforward to read, but full of nice features.
Neat tricks include sharing button-press sensing and LED driving on the same pin, which was necessary to make everything work on such a small chip. A simple linear-congruential pseudorandom sequence provides the variation, and it’s seeded by slow-clock/fast-clock timing jitter, so you’re probably not going to see the same sequence twice. (It’s not the best random number generator ever, but it’ll do.) If that weren’t enough, high scores (and the random seed for the game) are saved to EEPROM so that you can brag to your friends or re-live your previous moments of glory.
The board is easily solderable together as well. This is a fantastic beginner project, with details in the code that everyone can learn from. It’s a great game, and a great demonstration of what you can do with a dollar’s worth of parts and 1 kB of code.
Continue reading “Tiny Game Of Simon On An ATtiny13”
Since 1998 we’ve been privileged to partake in an arcade game known as Dance Dance Revolution, but before that, way back in the 70’s, was the Simon game. It’s essentially a memory game that asks the player to remember a series of lights and sounds. [Uberdam] decided to get the best of both worlds and mixed the two together creating this giant foot controlled Simon game. (English translation.)
The wood platform that serves as the base of the project was fitted with four capacitive sensors, each one representing a “color” on the Simon game. When a player stomps on a color, a capacitive sensor sends a signal to a relay which in turn notifies the Raspberry Pi brain of the input. The Pi also takes care of showing the player the sequence of colored squares that must be stepped on, and keeps track of a player’s progress on a projector.
This is a pretty good way of showing how a small, tiny computer like the Raspberry Pi can have applications in niche environments while also being a pretty fun game. We all remember Simon as being frustrating, and we can only imagine how jumping around on a wooden box would make it even more exciting. Now, who can build a robot that can beat this version of Simon?
Continue reading “DDR-ing A Simon Game With A Raspberry Pi”
Virtually everyone has played Simon, that electronic memory game from the 70s, but who among us has actually beaten it? That was the goal of [Ben] and his 7-year-old daughter, and after a year of work, an Arduino, some servos, and a few Lego bricks, they’ve finally done it.
Instead of the large original Simon, [Ben] is using a key chain version of the game: much smaller, and much easier to build a device to sense the lights and push the buttons. The arms are made from Lego bricks, held up with rubber bands and actuated with two servos mounted on a cutting board.
To detect Simon’s lights, [Ben] connected four phototransistors to an Arduino. The Arduino records the pattern of lights on the Simon, and activates the Lego arms in response to that pattern. [Ben]’s version of Simon has only a maximum of 32 steps in the final sequence, but that still means each game takes 528 button presses – and a lot of annoying beeps – to complete.
Continue reading “Beating Simon”
When [Scott] saw our announcement of a contest to win a Fubarino, he had the remarkable insight that designing new hardware wasn’t required. Instead, he took a Simon soldering kit and added a Hackaday easter egg that beeps our favorite URL in Morse code.
[Scott]’s entry began with a Sparkfun Simon Says Soldering Kit. It’s a great kit featuring an ATMega328, four buttons and LEDs, and a speaker. Stock, this board comes programmed with a run-of-the-mill Simon game, but it also includes a serial bootloader and a set of serial pins for reprogramming.
The new firmware for [Scott]’s Simon uses Morse code for ‘hackaday.com’ to determine the time in between the button flashes for each round. Compared to the old-school Simon toy from the 70s, [Scott’s] version seems just slightly more difficult; the game is basically the same, but trying to remember the pattern when the buttons don’t light up in a regular pattern is more challenging than usual.
Because [Scott] isn’t the greatest at Simon, he added another method to generate the full Morse for ‘hackaday.com’. While pressing one button starts a new game, holding down two buttons simultaneously will write out the full Morse of ‘hackaday.com’ on the upper left-hand button: a great easter egg that also adds some difficulty to a classic game.
This is an entry in the Fubarino Contest. Submit your entry before 12/19/13 for a chance at one of the 20 Fubarino SD boards which Microchip has put up as prizes!
My kids have a plastic farm toy. It moos, it oinks, it neighs, it
baas, and frankly, it grates. But since I tricked it out with an
attiny2313, at least it can play “Simon Says”.
This is what [Tom] said in his email to us. We love that when the toy annoyed [Tom], he improved it.
He started by inserting his own electronics. Using an ATTiny2313 for the brains, he proceeded to make it into an interesting game of “simon says”. Each stall is a button and has a nice bright LED in it to help you follow along. Interestingly, he preserved the original electronics as well and added a switch so he could change modes. Great job [Tom]!
Catch the video after the break.
Continue reading “Hacked Farm Toy Plays Simon”