Simon Electronic Game: Engaging Entertainment with Memory Challenges
The Simon electronic game boasts a distinctive design, resembling a large, circular console equipped with four vibrant buttons: red, green, blue, and yellow. These buttons illuminate in a random sequence, growing progressively longer, and are accompanied by musical notes. The objective of the game is to replicate these sequences accurately by pressing the buttons in the exact order and number of times they lit up. Beyond its entertainment quotient, this game serves as a stimulating exercise for both visual and aural memory, providing an engaging cognitive challenge.
Building Your Own ‘Simon’ Game with Basic Stamp I
Utilizing an ‘old’ Basic Stamp I, you can create your version of the ‘Simon’ game. The Basic Stamp I offers an adequate number of input/output lines necessary to control the LEDs and register button inputs crucial for the game. In this setup, the illuminated buttons are simplified by pairing a button and an LED of the corresponding color, both linked to the same port, streamlining the construction process.
Simplified Circuit Design with Basic Stamp I
The circuit design remains remarkably straightforward, primarily due to the Basic Stamp I’s versatility. Ports P0-P3 function as inputs, used for button readings, and as outputs, directly controlling the LEDs. Port line P4 is exclusively designated as an output. Driving the loudspeaker responsible for playing musical notes synchronized with the LED illumination.
Power Supply and Standby Mode
A power supply ranging between 7 and 15 V suffices, obtainable from sources like a 9 V battery. Notably, the circuit enters standby mode automatically when not in use, conserving energy and ensuring efficient operation over time.
Selecting Components for Optimal Performance
For the loudspeaker, selecting a miniature 50 Ω type is crucial. Regarding buttons S1-S5, opting for the square D6 type from ITT is recommended, especially if you intend to use the provided PCB design. These buttons come equipped with colored lenses, enhancing the game’s visual appeal and functionality.
Optimizing PCB Layout for Easy Integration
When designing the PCB, it’s worth noting that both LEDs and buttons can be placed on either the component or trackside. This flexibility simplifies the process of fitting the circuit into a case. While you have the freedom to arrange LED and button colors as you wish, it’s crucial to maintain the logic of the game. Each output (P0-P3) must be wired to an LED and a button of the corresponding color to ensure game coherence. The program required for the Basic Stamp is available for free download from both the Elektor website  and the author’s personal website .
User-Friendly Operation and Standby Mode
The circuit incorporates an automatic power-on reset feature. You can initiate a reset manually at any time by pressing S1. After a reset, the LEDs sequentially light up, prompting you to start playing. If you don’t press any button (except S1), the game enters standby mode after a few seconds. In this state, all LEDs turn off, and power consumption reduces to mere tens of µA.
Seamless Game Restart and Increasing Complexity
To resume the game, perform a reset using S1 or press any other button for at least 2 seconds. The game initiates by lighting the first LED and playing the corresponding musical note. Your task is to press the button of the same color within the next second. Simon then sequentially lights two LEDs (which might be the same one twice!) and produces the corresponding musical notes.
Your challenge is to press the two corresponding buttons in the same order. The game continues, with the sequence growing longer each time, until you make a mistake. Even the slightest error is indicated by a groaning noise from Simon, marking the end of the current round and the beginning of a new one. Enjoy the game! www.elektor.com/091073