Simon 2ooo
Okay, this is something that I'm not always that proud of. I've always been obsessed with the old
Mattel "Simon" electronic game. Partially because, it was exactly the sort of thing I was good at as
a kid. Partially because, it just felt good to slam those big, plastic buttons. But, mostly because
Simon was a fun game that demanded to be played.
Simon 2ooo started out just as a way to kind-of pay homage to what I always thought was an awesome
game, but needed a little.. more. My experiments with the Stetson gave me the confidance to attempt
to update Simon with a whole new look-and-feel.
It started out simply enough. I took an old Simon game, gutted the insides, and started drilling
tiny holes to mount LEDs around the buttons. Idea being, "hey, this might work better than the old
lamp-underneath-the-plastic look". First red, then green, then yellow, then blue. I then quickly
hacked together a real simple version of Simon on the Scotty board, and played it.
It somehow.. wasn't quite as satisfying as the original game.
"Oh, drat," I thought. And then, enters the friend who helped me with FSE. "Needs music," he
said.
Suddenly, in a flash, the quasi-modern rendition of Tocatta and Fuge in D Minor from the video game
"Gyruss" came in my head. Literally, in that moment of inspiration, the entire game of Simon 2ooo
came flooding in. I couldn't write the game dynamics fast enough! Here is a transcription of the
scribbled notes..
Game start: beginning crescendo of T&F, level one. Gameplay proceeds as basic Simon, up to a
sequence of 10. Level two begins with the second part of T&F, this time you must follow along as
Simon leads you in real time, responding quickly. Level three beings with the Fugue portion of T&F:
now, you must follow along, but chords are present and you may have to stay depressed on one or two
buttons at one. Game ends with closing T&F sequence, rating your performance.
This began the project. I quickly replaced the flashlight lamp assemblies inside, so the lights
under the buttons would glow. As part of that, I also replaced the speaker that used to sit at the
bottom of the unit (sound up until that point was done by a set of amplified stereo speakers).
Putting the speaker back in was a stroke of genius.
The "Braaaaaaazzz" sound that Simon used to make when you screwed up? Yeah. Apparently, half of
what made that sound so classic was it was it reverberated in the old case.
So, Simon 2ooo got no fewer than FIVE Yamaha AY-3-8910 sound chips. I can't tell you how much fun
this was to wirewrap.. it took nearly three weeks to build the audio board. Two of my buddies, Paul
and Kevin, helped me rip out the audio data from the game Gyruss, which used the same sound chips.
One audio line from the Yamaha chips went to drive the speaker in the bottom of Simon 2ooo.
Was Simon 2ooo ever finished? Well, we did get it to a point where it was playable. I was
particularly proud of the "attract mode".. Simon would throb the under-button lights with a low
rumble coming from its internal speaker, with a spacey tinkle sound coming from the stereo speakers.
The music was a perfect fit, especially when Simon's four buttons played four notes in a D minor
chord.
Simon 2ooo crashed. A lot. It was almost 80k of assembly code when we started giving up on it. We
at one point added a strobe to the bottom that flashed violently when you hit the wrong button. We
even hacked in some speech synthesis, but decided that it actually detracted from the game.. the
eerieness of just the music alone created quite an atmosphere, especially on the third level when
thigns got frantic. We even made it multiplayer: you played each level until you screwed up.. the
person who did the best overall won the game.
Sometime when I moved to SF, Simon 2ooo got lost in the shuffle. I was really disappointed,
actually.. it was an incredibly fun project and one I would someday like to revitalize. Today, I'd
probably use a "real" computer and run a thin Linux kernel, and just use a regular sound card for the
audio.
Simon 2ooo was an incredibly ambitious project. Two summers were spent on it. And, I'd do it all
over again.. like most of my electronics projects!