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Upon system reset, or at the start of a new game, the sequence length is set to one. The sequence length corresponds to the user

Upon system reset, or at the start of a new game, the sequence length is set to one.
The sequence length corresponds to the users score.
- Upon system reset, and on each turn of gameplay, Simon begins a level by
producing a tone on the buzzer and illuminating two segments of the 7-segment
display (see Table 1). Simon will play a tone and illuminate two segments for all
steps in the sequence determined in Section B. Each step is active for 50% of the
duration of the playback delay (see Section C), after which the buzzer is silent and
the 7-segment display is blank, for the remainder of the playback delay. Following
this, the next step in the sequence will be active.
- Once the sequence length is reached, the user must press the pushbuttons
corresponding to the steps in the same sequence. As each pushbutton is pressed,
the corresponding segments of the 7-segment display are illuminated, and the
corresponding tone is sounded. This occurs for either: 50% of the duration of the
playback delay, or the duration of the button press, whichever is longer.
- If the users sequence matches Simons, the SUCCESS pattern is displayed for the
playback delay. Finally, the sequence length, which is equal to the users score, is
increased by one.
- The next turn replicates the steps from the previous sequence, while appending an
additional step at the end.
- The game repeats until the user fails to match Simons sequence, or when the
maximum sequence length is reached.
- The game ends as soon as an incorrect input is provided by the user. This causes the
FAIL pattern to be displayed for the playback delay, followed by the users score,
which is also displayed for the playback delay. Following this, the 7-segment display
will remain blank for the playback delay. After this, the sequence length is reset
back to one and a new game will begin.
- The users score is displayed as a decimal number between 0 and 99, on the 7-
segment display. In the unlikely event that a score exceeds 99, the two least
significant digits will be displayed. Leading zeroes will be shown only if the score
exceeds 99. For example, if the users score is 8,8 will be shown, however, if the
users score is 108,08 will be shown.
- The SUCCESS pattern requires all 7 segments on both displays to be illuminated.
- The FAIL pattern requires the G segment on both displays to be illuminated.

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