September 11, 2007
Trampoline Simon -> Senso

Anyway, that version was somewhat limited since I wired directly into an actual Simon game, connecting relays to the outputs to trigger my lights. It worked great, but it gave me no flexibility: if I wanted to change anything about the gameplay at all (for example, give people a bit more time to respond to the pattern), no dice.
Hence Revenge of Trampoline Simon, which I coded from scratch. Now I can set every aspect of the play, from how long the pattern is, to how fast the computer shows you it, to the various delays.
