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Constructional Project
Skill Tester 9000
Part 1 – by Phil Prosser
This old-school dexterity tester has added
lights, timers, countdowns, sounds, noises and
competition between players! Plus, it has plenty of
construction fun, and you can modify it to your heart’s content.
Background image: https://unsplash.com/photos/gaming-room-with-arcade-machines-m3hn2Kn5Bns
T
his project reinvents that simple and
fun game of skill where you need
to navigate a loop of wire along
a convoluted path without sounding
a buzzer. That old game had no clear
‘win or lose’ scenario, nor did it add
competitive factors such as time limits
or measuring your speed against your
friends.
The buzzer version is easy to design,
but how about we add more sounds than
just the buzzer, making it more exciting to play? Enter the Skill Tester 9000!
This project is all about fun mixed
with a bit of learning. Younger builders can just solder parts to the PCB
to get a working game, while more
mature constructors can look into
how the logic works and change the
sounds by varying resistor and capacitor values.
When considering how to design this
game, the obvious answer in 2025 is to
grab a microcontroller and write everything in software, including the game
logic and sounds. That would result
in a board with just a handful of parts
and a loudspeaker, which would be
small and cheap. The problem is that
8
it is not that much fun, and constructors cannot easily tweak any aspect of
the project.
There’s also relatively little to learn
from such a design unless you’re willing to delve into the source code.
Responding to feedback for ‘less
micro stuck on a board’ projects and
seeking to give builders a test bed on
which they experiment with some oldfashioned discrete logic, we decided
to stick to commonly available 4000series logic chips and discrete throughhole components.
While there are a lot of parts to solder,
it is easy to build overall and delivers that therapy of soldering a bunch
of parts to a board. We also think the
result is pretty cool in an old-school
way. Given this implementation, there
is little in this project that you cannot
tweak. Maybe it is just me, but I find
that fun.
As can be seen from the photos, the
Skill Tester 9000 has a complicated wire
‘maze’ that you need to run a hoop along
without touching. We have just added
a bunch of technology to make it more
fun and competitive. When building
it, you need to decide how dastardly
you make the wire maze, which affects
the difficulty factor.
It’s powered by a 9V battery that
gives decent runtime and avoids the
need for plugpacks and the like. It
is, of course, possible to use a 9V DC
mains supply, and all the parts on the
board can operate over a wide voltage
range, so there is no need for regulation if you take that route.
Given that this project is entirely
made from parts that have been available for around 50 years, the following
question came to mind: why hasn’t it
been done already? I think the answer
lies in the cost of materials, especially
the PCB. This project would be impractical without a double-sided PCB and
moderately thin traces. As recently as
10 years ago, the PCB cost would have
been prohibitive.
Designing the game
Watching youngsters play modern
games, a few themes became apparent.
• The games are competitive.
• They often incorporate difficulty
levels.
Practical Electronics | May | 2025
Skill Tester 9000, part one
Fig.1: this simplified version of the game logic shows how it broadly works. The game starts after the circuit is reset and
is won if the Win Pad is touched before either Lose condition is met (out of Time or out of Health from touching the wire).
Sounds are produced for each time tick, if the wire is touched (and Health is lost), if the game is won and if the game is lost.
• Characters ‘take hits’ and lose
health; if this runs out, they lose.
• The games have a sense of urgency, often in the form of time limits.
• Sound plays a big role; we want
to hear things like time passing, an
alarm if the wire is touched, a distinctive tune for winning and a depressing
tune for running out of time or losing
all your health.
We decided to use 4000-series CMOS
logic to implement these functions,
which is both cheap and widely available. We can do that as follows.
Health is a commodity that starts full
and is reduced each time the player
touches the wire. A logic block must
detect if the wire is being touched
and determine the duration. We do
this using a 4017 decade counter that
we can ‘clock’ at a slow, medium or
fast rate to implement three difficulty
levels. That determines how long you
can touch the wire before you run out
of health and lose.
To win, the player must navigate
the course within a set Time. This is
implemented in a logic block comprising a clock source, a 4026 digital
counter and a 7-segment decoder. The
clock speed for this counter can also
be varied to determine how quickly
you need to traverse the game to win.
Winning is pretty important. We have
Practical Electronics | May | 2025
added a pad at the end of the course
that the player must touch. This stops
the timer and health counter, and if
you have health and time left, it will
play a victory song.
The majority of the circuit components are to track health and time, determine the winning and losing conditions, and play the various sounds.
Sounds are triggered if health is reduced as time passes and if the player
wins or loses. While these parts all interact, they can be analysed as standalone blocks.
Melodic sounds are better than
a simple buzzer. We have taken a
couple of approaches here, illustrating a few concepts we have seen over
the years. The ‘touch’ sound uses a
couple of logic-based oscillators to
make a two-tone siren noise. This is
implemented using Schmitt-trigger
NAND gates and a few discrete parts.
We have tweaked this to make it a
nasty, alarming sound.
The Tick sound for time passing is
derived from the overall game timer
and uses a similar siren circuit, but
adds a very simple circuit to ‘shape’
the sound into a fast attack and slow
decay. We have tweaked this to make
the tick less of an alarm but still add
urgency to the game.
For the Win sound, we have used a
circuit that allows us to play 10 notes,
each at an independent frequency. This
amounts to a clock circuit that defines
each note length and a 4017 decade
counter that changes the resistance in
a 555 astable oscillator circuit.
After each clock pulse, the resistor in
series with the respective 4017 output
sets the frequency of the 555, allowing
us to program a 10-note tune by choosing those resistor values.
The Lose tune is precisely the same
circuit as Win, but we have set the resistors to make a sad tune rather than
a happy one. Those of you with more
musical sense than us may disagree
with the tunes we have set – all you
need to do to make your own is fiddle
with these resistor values! Adding a
diode would allow you to change the
tune length if you want to; we will
leave that to you.
The resulting game logic is shown
in the simplified block diagram, Fig.1.
It performs the following tasks.
• When the game is reset, the Time
counter starts running, and the Health
counter is reset to full. It is ready to
play.
• A ticking sound is made each time
the Time counter is reduced.
• During the game, touching the
wire decreases your health and makes
a noise.
9
Constructional Project
Fig.2: this half of the circuit diagram includes all the game logic. Three identical debouncing sections are provided for
each input (all at upper left), while the State Machine Registers section in the middle keeps track of the game state. The
remaining sections implement the health counter, the time clock and some debugging LEDs.
• If you reach the wire’s end and
touch the Win pad before the time or
health run out, the system goes into
the Win state. It plays a happy song,
and the Win LED latches on.
• If the time or health hit zero before
you touch the Win pad, the system goes
10
into the Lose state. It plays a sad song,
and the Lose LED latches on. The Win
state can no longer be triggered until
a new game is started.
• In the Win or Lose state, the Time
counter stops so you can see how fast
you did it and the Health counter stops
so you can see how much health you
had left.
• Pressing Reset starts another
game.
The Reset button is best as a pad at
the start of the wire rather than a separate button. That way, you’re ready to
Practical Electronics | May | 2025
Skill Tester 9000, part one
can see each part of the circuit operate
without the whole thing having to be
complete and operational in one hit.
That’s especially good for those with
shorter attention spans.
We have used a range of coloured
LEDs on the health bar, starting with
green and then going to yellow, orange
and red as the Health bar runs down.
After all, sound and colour communicate good and bad well, creating
excitement, which matters in a game
like this.
Circuit details
go as soon as you start the game.
Implementation
This is intended to be a fun project
that allows people to build and play
with one another, show off some oldschool logic, and let people see how it
works. Thus, the entire game is built
on one PCB that houses the battery and
speaker. It can be screwed to the board
Practical Electronics | May | 2025
that holds the Skill Tester 9000 wire.
All solder pads have been made as
large as practical and with good spacing so that younger people can build
it successfully. There are quite a few
bits, but you will note that, for example, all bar one of the diodes are the
1N4148 type that’s dead easy to solder.
We have incorporated a lot of extra
LEDs that show the system states so we
The game is controlled by three key
latches: Win, Time Lose and Health
Lose. If implemented in software, it
could be done as a classic state machine. The states have been simplified to a reset state and the three win/
lose states to keep the parts count
manageable.
We use three D-type flip-flops to store
the state of the game. After Reset has
been asserted, the Win, Time Lose and
Health Lose latches are all cleared to
0, and the game runs. The game continues until one of these latches is set;
then, the game stops. While a flip-flop
is technically not identical to a latch,
they are similar, so we can consider
them equivalent here.
IC4a, IC4b and IC7a are the flipflops that store those states. These
are 4013 D-Type flip-flops, part of
the 4000 series of logic that came
out in 1968, still widely available
and used today.
A flip-flop stores a single bit of data,
where the Q and Q outputs represent
the value stored. (Q is the inverse of Q;
1 instead of 0 or 0 instead of 1). The bar
over the name means it is active low,
or the inverse of the plain signal name.
The device has data (D), set (S) and
reset (R) inputs. The logic value present at the D input is stored in the
flip-flop when the clock (CLK) signal
transitions from low to high and then
appears on the Q output. This only
happens on the rising edge for most
flip-flops, which is very important in
digital design.
The fact that data is only latched on
the clock rising edge allows digital designers to work out all the delays in
their system to ensure that the D input
level is stable before the clock edge,
or else things would go haywire. The
set and reset pins on these ICs allow
these latches to be set to one or cleared
to zero asynchronously (ignoring the
11
Constructional Project
clock input). That means these flipflops can also act like latches.
Thankfully, our clock rates are
1-20Hz, about a billion times slower
than your PC and a million times
slower than the 4000 series logic can
handle. However, the principle of
latching and storing our few bits of
data still applies.
Our control logic is shown in the
“state machine registers” section of the
first part of the circuit diagram, Fig.2.
Yes, this game is truly asynchronous!
When the Reset line is high, all the
latches are reset (the counters are also
reset, but we’ll get to that later).
When Reset goes low again, all three
flip-flops have Q=0, and diodes D9, D7
and D12 ‘OR’ these signals together,
producing a 0 on the Win Lose Latch
line, starting the game. That line remains low until one of the flip-flop
Q outputs goes high, at which point
Win Lose Latch goes high. That means
the game ends, and the counters stop,
whether the player won or lost.
The associated 4017 or 4026 counter
IC will overflow if either time or health
runs out. When this occurs, they have
a carry-out (Co) pin that goes from low
to high. That is connected to the clock
input of our D-type flip-flop, which you
will recall will clock the data on the
D input to the Q output on the rising
edge of the clock.
So, if you run out of health or time,
the Health Lose or Time Lose signal
will go high.
Our D-type flip-flops have a convenient Q inverted output, which is high
when the game starts, and we can use
AND gates to enable the Win input
signal using IC5a and IC5b. When one
of the Time Lose or Health Lose outputs
goes high, the respective Q output goes
low. That disables the input to the Win
flip-flop, so you can no longer win the
game until it is reset.
If the player touches the Win pad
at the end of the course, that generates a high Win signal that is ANDed
with Time Lose and then Health Lose.
The resulting signal drives the clock
input of the Win flip-flop, causing its
Q output (Win Latch) to go high.
Once one of the latches is triggered,
the only way for the system to become
active again is for Reset to be touched,
The completed PCB of the Skill Tester 9000. We recommend you assemble the
PCB in sections as shown on the silkscreen.
12
which resets the system to its initial
state.
Now that we know how the game
control works, let’s look at how the
timers and sound generation work.
Each section is quite self-contained
and generally is either triggered by a
state or enabled by an event such as
a clock tick.
Sound generators
The sound-generating part of the circuit is shown in Fig.3 (see overleaf).
Together with Fig.2, these two diagrams
show the complete circuit of the game.
That’s except for the wand, wire, reset
(start) and win pads, which connect to
the terminals of CON2, CON3 & CON4;
as shown in Fig.4.
The touch sound generator is a classic CMOS logic sound circuit using two
oscillators. The pin 1 input of NAND
gate IC15a is tied to the positive rail
(logic high), so the gate acts as an inverter, with pin 2 being the input (we
could get the same effect by tying the
two input pins together).
The output goes back to the input
through a resistor, and the input has
a capacitor to ground, creating an RC
(resistor/capacitor) oscillator.
We use a NAND gate here because we
have a Schmitt trigger input NAND gate
IC, with positive-going and negative-
going input voltage thresholds about
1V apart. The voltage difference or
‘hysteresis’ is needed for it to oscillate
when we apply feedback.
To put it another way, let’s say the
voltage at the input is increasing from
0V, and at 5V, the output switches low.
The input voltage then starts to decrease, but it has to drop to 4V before
the output will go high again. The resistor and capacitor values and hysteresis voltage combine to determine
the oscillation frequency.
So, with the 470kW resistor and 1μF
capacitor, IC15a oscillates at about 1Hz.
Its output produces a square wave that
switches between 0V and Vdd (about
9V), which feeds pin 6 of IC15b. IC15b
is also configured as an oscillator, and
the time it takes to charge or discharge
the 10nF capacitor to its threshold voltage depends on whether the output of
IC15a is high or low.
In this way, IC15a causes IC15b to
oscillate at alternating frequencies
(like a siren).
The output of IC15b is gated by AND
gate IC5d, controlled by the outputs of
the three state latches and the touch
Practical Electronics | May | 2025
Skill Tester 9000, part one
buffer. When the player touches the
loop on the wire, the Touch line goes
high, allowing the signal from oscillator IC15b to pass through to pin 11 of
IC5d and the Touch Sound Out line.
However, we only want touching the
wire to produce a sound if the game has
yet to be won or lost. Thus, if the game
is in the Win state or one of the Lose
states, the Touch line cannot pull pin
13 of IC5d high via the resistor because
the Win or Lose latch is holding pin 13
of IC5d low via the associated diode.
The resistor and diodes create a
crude but effective four-input AND
gate (Touch AND Win Latch AND Time
Lose AND Health Lose).
The ticking sound
The Skill Tester 9000 makes a ticking noise every time the timer value
decreases, from the initial value of zero
until it reaches the terminal count of
nine, and the game is lost. The circuit
to generate the ticking noise is similar to that for Touch. While the Touch
noise is supposed to be ‘angry’, we
want the tick to create a sense of urgency and doom, but with just a little
hope of finishing!
The siren oscillator circuit, based
around IC15c and IC15d, is the same
but set for higher frequencies. We have
added an amplitude modulator based
on the components between output
pin 10 of IC5c and the Tick Out line,
which softens the sound somewhat. In
a sense, this is a poor person’s voltagecontrolled attenuator, so very much in
the spirit of this project!
It works as follows. Each time the
Trigger line goes high, the two capacitors form a capacitive voltage divider,
bringing the cathode of D47 to about
half the supply rail voltage. This voltage decays as the capacitor discharges
via the 10kW resistor to GND, or both
10kW resistors if pin 11 of IC15d is
low. The result is a fast rise time with
a slow, exponential falloff.
In this way, the ‘tick’ pulses on the
Time CLK line amplitude modulate
the ~20Hz waveform from the IC15c/d
oscillator.
Winning and losing songs
How do we make a tune using 4000series logic? Some may say that “tune”
is generous. Others might think this
is pretty cool. I find it amazing that
parts like the 4000-series logic chips
and 555 timers are half a century old
and still in use.
Practical Electronics | May | 2025
Parts List – Skill Tester 9000
1 double-sided PCB coded 08101241, 174 × 177mm
1 0.5in (12.7mm) common-cathode 7-segment LED display (DS1)
[eg, Farnell 1142435 (red), 3779163 (super red) or 4228453 (blue)]
1 PCB-mounting vertical SPDT regular (on-on) toggle switch (S1)
2 PCB-mounting vertical SPDT centre-off (on-off-on) toggle switches
(S2, S3)
1 PCB-mounting 9V battery holder (CON1) [eg, Farnell 3126589]
1 9V battery (alkaline recommended)
1 57mm 8W loudspeaker [eg, Farnell 4411387]
3 2-way mini terminal blocks, 3.5mm pitch (CON2-CON4) [eg, Farnell 1708074]
1 2-way mini terminal block, 5/5.08mm pitch (CON6)
4 16-pin DIL IC sockets (optional)
6 14-pin DIL IC sockets (optional)
5 8-pin DIL IC sockets (optional)
Hardware, wire etc
1 500 × 200mm × 12mm (approximately) timber baseplate
4 M3 × 16-25mm panhead machine screws (depending on baseplate thickness)
4 M3 × 6mm panhead machine screws
8 M3 shakeproof washers
8 M3 × 20mm tapped spacers
4 5mm or 3/16in × 30mm gutter bolts
8 5mm or 3/16in hex nuts
8 5mm or 3/16in flat washers
1 1m length of 2mm diameter steel wire (eg, from a coathanger)
4 1m lengths of heavy-duty hookup wire (eg, red, black, blue & yellow)
1 1m length of super-flexible silicone-insulated cable (for the wand)
1 1m length of 1mm diameter tinned copper wire
4 50mm lengths of 4mm diameter heatshrink tubing
4 ring or fork crimp lugs (to connect wires to the board)
4 stick-on rubber feet
1 small tube of superglue
Semiconductors
1 4026B CMOS decade counter/divider, DIP-16 (IC1)
4 555 timers, DIP-8 (IC2, IC6, IC9, IC14)
3 4017B decade counter/divider, DIP-16 (IC3, IC8, IC13)
3 4013B dual D-type flip-flops, DIP-14 (IC4, IC7, IC12)
1 4081B quad 2-input AND gate, DIP-14 (IC5)
1 LM386N 1.25W mono audio power amplifier, DIP-8 (IC11)
2 4093B quad 2-input Schmitt-trigger NAND gates, DIP-14 (IC15, IC17)
4 green 5mm LEDs (LED1-LED4)
2 yellow 5mm LEDs (LED5, LED6)
2 amber/orange 5mm LEDs (LED7, LED8)
9 red 5mm LEDs (LED9-LED17)
55 1N4148 or 1N914 diodes (D1-D50, D52-D56)
1 1N5819 40V 1A schottky diode (D51)
Capacitors
1 470μF 16V radial electrolytic
1 220μF 16V radial electrolytic
1 22μF 50V radial electrolytic
6 10μF 50V radial electrolytic
2 1μF 50V radial electrolytic
1 1μF 63V MKT
2 470nF 63V MKT
2 330nF 63V MKT
23 100nF 50V multi-layer ceramic
1 47nF 63V MKT
1 33nF 63V MKT
1 10nF 63V MKT
1 4.7nF 63V MKT
Resistors (all 1/4W 1% unless noted)
2 680kW
5 220kW
6 56kW
1 22kW
30 1kW
2 470kW
3 120kW
2 27kW
3 18kW
1 10W
5 270kW
3 100kW
4 24kW
16 10kW
13
Constructional Project
14
Practical Electronics | May | 2025
Skill Tester 9000, part one
Fig.3: the remainder of the circuit is dedicated to producing the various sounds. The Win song generator (top left) and
Lose song generator (below) are similar but use different resistor values to produce different tunes. The touch siren and
time tick sections are shown below those, and the output of the four sound generators are mixed using diodes, feeding
power amplifier IC11 to drive the speaker.
Practical Electronics | May | 2025
15
Constructional Project
Fig.4: this diagram (reproduced from the article next month)
shows how the Touch, Reset and Win terminals (CON2-CON4)
connect to the wand, game wire and start and finish pads. Note
that the ground wire going to the wand can connect to the lower
screw of any of the three terminals.
Fundamentally, the tunes are generated by a 555 timer set up in an astable
oscillator configuration. That’s a fancy
way of saying “free running”. The frequency of operation is defined as f = 1
÷ (C × [Ra + 2 × Rb]).
In our circuit, Ra = 1kW, C = 100nF
and Rb is the resistance in series with the
diodes from the 4017B (IC8 after winning or IC13 after losing). As the 4017B
IC counts from 0 to 9, only one of its Q
output pins is high at a time. The high
output becomes the charging source for
the 100nF capacitor in the 555 timer
circuit, and the series diodes stop the
other resistors from loading this down.
This means we can set 10 different
frequencies that the 555 oscillates at
in sequence to make notes in our tune.
The clocks for the 4017 that set the note
pace/duration come from the sequence
clock, another simple Schmitt-trigger
oscillator based on IC17d.
The 4017 ICs will count from 0 to 9
and then back to 0, repeating forever if
we don’t stop them. To stop the tune
after the 10th note, we use an extra flipflop per 4017 IC, triggered by the 4017’s
carry output. When triggered, the flipflop latches the reset input of the 4017
and the RESET input of the corresponding 555 oscillator (they are different).
After being reset, the Q output of the
flip-flop (IC7b or IC12a) is high and the
Q output is low. This holds both the
4017 and 555 in reset, so they are initialised but doing nothing. When the
Win Latch or one of the Lose latches
16
goes high, that clocks the WinSong or
LoseSong flip-flop, taking the 4017 and
555 out of reset, and they start playing
the 10 notes.
The 4017’s carry output (CO) goes low
after five notes and goes high again after
10. By combining these carry-out signals
through two diodes, which are pulled
high by 10kW resistors, we can use the
carry-out lines from both 4017 counters
to trigger End Of Tune as it is that final
rising edge that the D-type flip-flop uses.
This End Of Tune signal resets the
WinSong and LoseSong flip-flops, putting both the 4017 and 555 ICs back into
reset, thus stopping the tune.
If you analyse the circuit, you will
see two 10kW resistors that do nothing
in regular operation, at the reset and
RESET inputs of the 4017 and 555, respectively. We have included these so
we can test the circuit before all parts
have been mounted on the board; the
final controller chips are added at the
last stage.
The timer
To limit the game time, we are using
a 4026 decade counter that can drive
a 7-segment LED display. To minimise
the parts count, we simply use unbuffered series resistors for the LEDs, which
achieves good brightness but will cause
reduced output voltage from the 4026
due to loading the CMOS outputs.
The 4026 IC needs a clock, which we
generate using a 555. This allows us to
switch in different timing capacitors to
make slow, medium and fast difficulty
levels. The clock rate is about 1.5Hz on
the quickest setting, giving a total of six
seconds. On the slowest settings, each
count is a little under 4 seconds, for a
total of around 30 seconds.
If you wish to change these speeds,
you can change the values of the 10μF
and 22μF capacitors.
The Timer clock is cleared by the
system reset line, ensuring that at the
start of each game, the timer starts at 0.
The Clock Enable input is driven by our
combined Win Lose Latch signal that
goes high if any of the Win, Time Lose
or Health Lose latches goes high. This
way, if the game ends for any reason,
this timer stops.
The only output from this circuit
is the carry-out signal from the 4026,
which in our circuit is labelled Out Of
Time. This drives the clock input to the
Time Lose latch; the rising edge of this
ends the game.
Health
The ‘health’ status in games is usually
a bargraph that goes from green to red.
We use the now-familiar 4017 decade
counter IC for this (IC3). In this case,
we have connected LEDs to its output
rather than clocking it to make a tune.
That allows us to get creative with the
LED colours.
The 4017 is not intended to drive
LEDs, but it does OK, provided you
don’t want the 4017 outputs to drive
other CMOS logic reliably, as the voltages will droop.
The health counter is implemented
like a hit counter. The longer you touch
the wire, the more hits you take. We
have implemented this by using the
Touch input to enable a 555 timer. With
that input low, the 555 (IC2) is in reset
and produces no output pulses. While
the Touch line is high, the 555 oscillator runs free.
The output of the 555 drives the clock
input to the 4017 counter. After either
10 touches or a time period long enough
for 10 counts of the 555, the hit counter
reaches zero health and Carry Out goes
high. The remainder of the logic around
this is identical to the Time counter.
In this case, we have set the clock
rate for the 555 to a much faster pace.
With the same 10kW and 100kW resistors for Rb and Ra, the slow count rate is
set by a 1μF capacitor in parallel with
a 33nF capacitor, resulting in 6.6Hz,
allowing about 1.5 seconds of touch.
The fast count runs at about 150Hz, so
Practical Electronics | May | 2025
Skill Tester 9000, part one
pretty much any touch ends the game.
You can change these capacitor values. If you want to use
electrolytics in these locations, you can; we have marked
the “+” end of each on the silkscreen.
The selection of LED colours warranted some discussion
with my helper. The advice is that it definitely starts with
green and ends with red. In between are as many colours
as you can get a hold of. We have recommended using red,
amber, yellow and green in the parts list. You can tweak the
series resistor values if some are too bright or dim.
Audio output
The audio output section has a mixer/combiner implemented using more 1N4148 diodes. The output is pulled to ground
with a 10kW resistor, then capacitively coupled to the LM386
amplifier. Its gain has been set to produce a generous sound
level. Note that this diode mixer only works because we are
combining digital signals. This circuit takes lo-fi to new levels!
If you want to reduce the volume, we suggest adding a
series resistor for the loudspeaker. 100W 1W would be a
good place to start.
To keep assembly simple, we have put a cutout on the
PCB that will accept a 57mm speaker, which can be glued in
place with super glue, Araldite or whatever comes to hand.
Input debouncing
Earlier on, we skipped over some of the details of how we
detect touches on different parts of the wire in favour of explaining the game logic. The Win, Touch and Reset inputs
have identical debounce circuits. When a switch closes, it
is never perfect, and the connection ‘bounces’ for a few milliseconds. Many digital circuits are so fast that such bouncing can interfere with their operation.
In each case, our input starts with a 1kW series resistor and
normally reverse-biased diodes to ground and Vdd. This protects the circuit from static, which we expect will be present
with enthusiastic hands and feet on the carpet. The inputs
have a 56kW pull-up resistor and a 470nF capacitor to GND,
which gives a time constant of 26ms. The arrangement of two
56kW resistors makes it roughly the same for rise and fall.
This signal feeds a Schmitt-trigger input buffer, adding
further immunity to bounce through its ~1V input hysteresis. The output of the Schmitt triggers goes to the game control logic and debugging LEDs, which let you see that these
inputs are working.
Next month
Next month’s second and final article in this series will
give all the construction details, including the PCB overlay
diagram and how to make the wire and attach everything
to the baseplate.
Importantly, PCB construction is broken up into stages,
and you can test new functions at the end of each stage.
We’ll also have some hints on troubleshooting and how to
play the game, including tournament rules.
PE
1455F extruded flanged enclosures
Learn more:
hammondmfg.com/1455f
uksales<at>hammfg.com • 01256 812812
Practical Electronics | May | 2025
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