From: Clive Mitchell
Subject: Re: Roulette Wheel Project
Date: Sat, 28 Dec 2002 00:19:55 +0000
NNTP-Posting-Date: Sat, 28 Dec 2002 00:28:07 +0000 (UTC)
X-Newsreader: Turnpike Integrated Version 5.01 U
In article <firstname.lastname@example.org>, Frank Bemelman
>Well, that is certainly easier than making it say 'faites vos jeux'
>and 'rien ne va plus' ;)
>A cheat button would be nice as well. When the cheat input (remote
>controlled) is active, the next turn will stop at the 2 previously
>numbers added together (minus 37 if >= 37)
Darn, you beat me on the cheat button. :)
>Also, the rotation of the 'wheel' for each game should alternate
>between CW and CCW.
>And funny patterns when the game is idle for more than 2 minutes.
>Actually, this could become a nice DIY kit. A nice 'pinball-art'
>design on a transparent sheet, small incandescent lamps underneath,
>pcb & all the parts, 9V battery, all for $30, who can resist that?
I did a full blown wheel of fortune game as a fairground game many moons
ago. It was based on a PIC16C56 and drove thirty two channels via a
5450 serial display driver. The data for the display drivers was
heavily buffered up through a ULN2803 as a low speed network to the opto
isolated display cards that drove 32 channels at 240V for clusters of
lamps on huge display panels.
It used the spare ULN2803 gates for driving game control button
indicators, and also had a crude three bit analogue to digital converter
to produce whoops clangs and "space-age noises" which were coupled to
the input of four cascaded ISD1016 analogue sample storage chips
(expensive!) which stored a large selection of groovy speech samples for
use during gameplay and attract mode.
During attract mode the game chased binary patterns around the rings of
Only a couple of the games were made (lack of marketing enthusiasm), but
they seem to be earning their keep to this day in England.