

The game hardware consists of 4 coloured lens which, when pressed, operate switches on the circuit board. To play games 2 and 3 the skill level selector must be in position 4 or the game will end prematurely (this is due to the ‘skill level’ performing the same function in all game modes in the multi‐player games the maximum sequence number Simon can handle gives the longest game play).

If a colour is incorrectly selected that colour is removed from the game and the game continues (with a new colour sequence) until only one colour is left (the winner) Multi Player (game 3) – This game is identical to game one, however each player owns one or more colours and is responsible for pressing it during the sequence.Multi Player (game 2) – The game begins with Simon displaying a colour, the first player must repeat the colour and then select another colour, subsequent players must enter the current sequence and then add one more, the next player then selects the sequence of colours entered so far and then one more and so on until a player makes a mistake (or a sequence of 31 colours is achieved).Single Player – The game generates a sequence of lights and sounds which the player must follow, the sequence grows by one colour every turn and ends when the player makes a mistake or repeats the maximum number of colours in a sequence (which is dependent on the skill level setting).

Since the processor of the Pocket Simon is the same as found in the full‐size Simon all information contained in this document are relevant to both (I chose the Pocket Simon since I didn’t want to risk damaging my full‐size game).
#Simon says board game software
This includes analysing the hardware (how it is built and how it works), the software (including timing, note frequencies, game modes, light sequences, etc.). The aim of this exercise is to reverse‐engineer the Pocket Simon game so that it can be replicated as accurately as possible using modern components (or even reproduced entirely in software).
