As college students who work tirelessly day and night, BD(c)E wanted to create a product which would be as fun to make as it was to use. The team sat down, wrote out the equipment that we had access to and began brainstorming for ideas. Our planning session immediately targeted games as a fun category of product to both create and use. Our initial idea was in fact Red Light Green Light but after playing around with the ultrasonic sensor (which would be critical in the design) we realized that it could only detect humans in a range that was too short for our liking. We then had an ingenious idea: what if we used the sensor’s short range to our advantage?
Through further deliberation we settled on creating a game which involved coming close to the sensor for a point and competing with a second player to reach 15 points first. Hot Wheels, the childhood obsession of one of our team members, became the key element of our game by allowing us to easily get an object closer to the sensor to register a point. After noticing that the cars may be too low for the sensor to detect, we created a board that was mounted to each car to make detection easier. These boards would soon serve as more than a compensation for the sensor, but also for a method of getting a car to the sensor in the first place. The boards resembled the sails one would see on boats and we immediately capitalized on this observation, allowing us to finally mesh all our ideas together. The “sails” of these cars became the backbone of our game, allowing us to add an element of greater challenge to the game while simultaneously making it unique.
In addition to the challenge of blowing cars, we also decided we wanted to keep an element of randomness from our original idea of Red Light Green Light, in order to make our new game more interesting and less monotonous. This was achieved by the incorporation of a bonus point LED - whenever the light randomly switches to red, the first player to press their buttons receives an additional two points.
After formulating the concept, creating the game itself presented its own challenges. We spent several hours in the Oshman Engineering Design Kitchen designing circuitry, debugging code, and creating a hub for the LEDs, sensors and breadboard circuit. After a few hundred lines of code and a prototype for the game, our product - Super Smash Blows - was born. The product of a diverse set of ideas, hard work, and sheer college student ingenuity, Super Smash Blows moved from merely an idea to a physical reality. Just as we had planned from even before its conception, the project truly was as fun to design as it was to use. To us, that was the greatest success of all.
1. Both players press their buttons to initialize the game. The game will not start unless both buttons are pressed and the cars are the correct distance (at least 2 feet) away from their respective sensors.
2. Players blow their cars towards their sensor. When the car gets close enough, the player gets 1 point! The buzzer will sound and their score counter will increase. After earning the point, the player must reset the car to its starting position before they will be able to score again.
3. At random intervals, the LED will change colors, corresponding to a different buzzer tone. When this occurs, whichever player presses their button first will earn 2 points!
4. When one player passes 15 points, they win! The LED and digit display will start flashing, and the buzzer plays a fun little victory tune.
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