Large glowing arcade buttons serve as the control, with their lights flashed as per the original game. An Arduino Nano runs the show, and gets an OLED display to display the current level. Simon has long served as a great test project to get to grips with various maker skills, and this build is no exception. decided to bust out the 3D printer and whip up their own version. 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. 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. And a crazy idea: wouldn’t it be fun to replace the replay attack with a machine learning system that figures out how to play Simon by randomly pressing keys and observing the results?Ĭontinue reading “Four Servo Fingers Play Simon Better Than You Ever Could” → Posted in Games Tagged arduino, CdS, game, ldr, memory, replay, simon We’ve had a lot of recreations of Simon over the years, including a Dance Dance Revolution version, but few attempts to automate it. On the whole, we really like this one, not least for the nostalgia factor. The fingers aren’t exactly snappy in their response, which might cause problems - if we recall correctly, Simon is somewhat picky about the speed with which the keys are pressed, at least at higher levels of play. Each arm carries a light-dependent resistor that registers the light coming from the key it’s poised above the sequence of lights is sensed and recorded by an Arduino, which then drives the servo fingers’ replay attack. While there were plenty of approaches that could have taken to interfacing to the game, went with the obvious - and best, in our opinion - technique and simulated a human player’s finger presses with servo-controlled arms. It was surprisingly addictive, at least for the era.įor those who never quite got into the Simon groove, fear not - the classic game has now been fully automated. Players had to remember the specific sequence of lights and replay the pattern in order to advance to the next round. Simon - as in “Simon says…” - from the leading edge of electronic games in the 1970s, which used four buttons, colored lights, and simple tones as the basis for a memory game. If you think Simon can be improved you can always roll your own, whether from scratch or by hacking an existing toy.Ĭontinue reading “Silicone-Slapping Servos Solve Simon Says“ → Posted in Games, Toy Hacks Tagged motion sensor, robot hand, servo, simon An earlier version of the game was already examined with the help of an Arduino, although it apparently wasn’t fast enough to drive the game to its limits. We won’t spoil the ending, but did find an answer to his question. The tone sequence generated by the game is detected by light-dependent resistors that sense which of the segments lights up a Raspberry Pi keeps track of the sequence and replays it by driving the servos. therefore made a system with servo-actuated silicone hands that slap the motion sensors. The Simon Air, as the newest version is known, uses motion sensors to detect hand movements, enabling no-touch gameplay. was determined to find out if there was in fact an end to the latest incarnation of Simon and built a robot to help him in his quest. One would think that the classic electronic memory game Simon should fall into that category too, but with most humans struggling even to reach level 20 it’s hard to be sure. Most modern computer games have a clearly-defined end, but many classics like Pac-man and Duck Hunt can go on indefinitely, limited only by technical constraints such as memory size.
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