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2 layers160 × 90 mmGamesMachine, the printed circuit board in 3D

Random Number Games Machine — Sideburn Studios rev 2.0, from Practical Electronics Dec 1976 (D. Burn)

Size
160 × 90 mm
Copper layers
2
Thickness
1.6 mm
Parts
84
Nets
92
Pads
316
Tracks, vias
791, 47
Pours
1
Routed
Yes
KiCad
KiCad 9.0 (file 20241229)
Created
17 Aug 2026
Updated
17 Aug 2026

Overview

GamesMachine is an open-source printed circuit board by sideburn, from the sideburn/GamesMachine repository on GitHub. It is a 2-layer board of 160 × 90 mm with 84 parts on 92 nets, routed with 791 tracks and 47 vias.

Its parts include 30 resistors, 16 diodes, 12 switches, 9 ICs and 4 capacitors.

README

README.md

Games Machine

KiCad recreation of "Games Machine — a programmed random number generator" by D. Burn, Practical Electronics, December 1976 (pp. 969–975). PCB by Sideburn Studios.

A TTL-logic random number generator with four selectable modes:

ModeRangeZero behaviour
Random0–9900 allowed
Roulette0–3600 allowed
Pools1–59single zero allowed, 00 blocked
Dice1–6 per digitno zero in either digit

Randomness comes from an avalanche-noise transistor (TR1) feeding a two-stage amplifier (TR2, TR3), squared by a 7413 Schmitt trigger, and gated into a pair of 7490 decade counters while a 2N2646 UJT relaxation oscillator (TR4) free-runs at 3–4 s. Because the operator's press and the oscillator phase are uncorrelated, the stopping point is unpredictable. Game ranges and the zero-detector restart logic come from a diode-resistor matrix (D5–D20) read through an interlocked pushbutton bank (S1, S3–S6).

Status

Rev 1.0 — fabricated 2026-07-09, built and fully bench-tested. All four game modes verified working against the behaviour described in the original article. Three defects were found and worked around on the physical board (see below).

Rev 2.0 — all fixes applied to the KiCad source, DRC clean (0 violations, 0 unconnected), gerbers and drill files regenerated. Ready to order; not yet fabricated.

Fixes applied for rev 2.0

#IssueResolution
1LOGIC_0 was a floating net, never tied to ground — board freezes at 99Merged into GND
2Diode silkscreen band marked the anode, so all 17 diodes fitted backwards to the printSymbol pin numbers swapped, diodes rotated 180°
3UNITS/TENS displays placed in reverse reading order — digits read transposedPlacements exchanged
42N2926 symbol declared E-B-C; the real part is E-C-B, so TR1–TR3 needed crossed leadsPin numbers corrected
5TR4 (2N2646) footprint mapping suspected wrongVerified correct as drawn — no change

Full detail, including what was deliberately left alone, is in Docs/Rev2_Board_Fixes.md.

Notes for anyone building one

  • Identify a UJT's leads by measurement, never from a pinout diagram. Ohms-mode resistive pair = the two bases, the leftover lead = emitter; the can-to-lead short then separates B1 from B2. Two of the three 2N2646s sourced for this build were counterfeit or dead, and one passed a static meter test while being unable to fire under real operating bias.
  • TR4 wants rotating roughly 10° clockwise of the silkscreen tab mark when fitting — the TO-18 leads sit on a circle and don't land dead-on the pad angles.

Repository contents

  • GamesMachine.kicad_sch / .kicad_pcb / .kicad_pro — the KiCad project
  • GamesMachine.kicad_sym — project-local symbol library (custom parts)
  • GamesMachine.stl — 3D case/board model
  • Gerbers/ — fabrication output, regenerated for rev 2.0
  • Docs/PartsList.md — full parts list with sourcing notes
  • Docs/BOM.csv — machine-readable BOM exported from the schematic
  • Docs/BringUp_TestPlan.md — staged bring-up and test procedure
  • Docs/GameMode_Jumper_Reference.md — switch/jumper configuration per game mode
  • Docs/Rev2_Board_Fixes.md — defect record and how each was resolved

The first commit is the rev 1.0 project exactly as fabricated, so the whole set of fixes can be read as a diff against the board that was actually built.

Original source

Practical Electronics, Vol. 12 No. 12, December 1976. Article by D. Burn, PhD. The magazine scan is not redistributed here.

Parts

84
QtyValueFootprintReferences
161N914Diode_THT:D_DO-35_SOD27_P7.62mm_HorizontalD5, D6, D7, D8, D9, D10, D11, D12, D13, D14, D15, D16, D17, D18, D19, D20
14270Resistor_THT:R_Axial_DIN0207_L6.3mm_D2.5mm_P10.16mm_HorizontalR11, R12, R13, R14, R15, R16, R17, R18, R19, R20, R21, R22, R23, R24
11SPDTConnector_JST:JST_PH_B3B-PH-K_1x03_P2.00mm_VerticalS3a1, S3b1, S4a1, S4b1, S5a1, S5b1, S5c1, S6a1, S6b1, S6c1, S6d1
61kResistor_THT:R_Axial_DIN0207_L6.3mm_D2.5mm_P10.16mm_HorizontalR25, R26, R27, R28, R29, R30
44.7kResistor_THT:R_Axial_DIN0207_L6.3mm_D2.5mm_P10.16mm_HorizontalR2, R8, R9, R10
4MountingHole_3mmMountingHole:MountingHole_3mmBLMH, BRMH, TLMH, TRMH
310uFCapacitor_THT:CP_Radial_D5.0mm_P2.50mmC1, C2, C4
32N2926Package_TO_SOT_THT:TO-92_InlineTR1, TR2, TR3
22.2kResistor_THT:R_Axial_DIN0207_L6.3mm_D2.5mm_P10.16mm_HorizontalR4, R5
27447Package_DIP:DIP-16_W7.62mmIC5, IC6
27490Package_DIP:DIP-14_W7.62mmIC3, IC4
10.1uFCapacitor_THT:C_Disc_D5.0mm_W2.5mm_P2.50mmC3
1100kResistor_THT:R_Axial_DIN0207_L6.3mm_D2.5mm_P10.16mm_HorizontalR3
1150kResistor_THT:R_Axial_DIN0207_L6.3mm_D2.5mm_P10.16mm_HorizontalR6
11N4733A_5.1VDiode_THT:D_DO-41_SOD81_P10.16mm_HorizontalZ1
1220Resistor_THT:R_Axial_DIN0207_L6.3mm_D2.5mm_P10.16mm_HorizontalR7
12N2646Package_TO_SOT_THT:TO-18-3TR4
147kResistor_THT:R_Axial_DIN0207_L6.3mm_D2.5mm_P10.16mm_HorizontalR1
17412Package_DIP:DIP-14_W7.62mmIC11
17413Package_DIP:DIP-14_W7.62mmIC1
17425Package_DIP:DIP-14_W7.62mmIC9
17472Package_DIP:DIP-14_W7.62mmIC2
17480Package_DIP:DIP-14_W7.62mmIC10
1POWER_JST_PH3Connector_JST:JST_PH_B3B-PH-K_1x03_P2.00mm_VerticalPWR1
1PTC_0.5ACapacitor_THT:C_Disc_D5.0mm_W2.5mm_P5.00mmF1
1SPDTConnector_JST:JST_PH_B2B-PH-K_1x02_P2.00mm_VerticalS1
1TENS_DISP_SOCKETPackage_DIP:DIP-14_W7.62mmTENS1
1UNITS_DISP_SOCKETPackage_DIP:DIP-14_W7.62mmUNITS1

Questions

How big is the GamesMachine PCB?

It measures 160 × 90 mm and has 2 copper layers, 1.6 mm thick.

What parts does the GamesMachine use?

84 parts. The full list of its parts is on this page, with links to each part's symbol and footprint where PCBKit's library has them.

Where can I download the GamesMachine KiCad files?

From the sideburn/GamesMachine repository on GitHub, at the commit this page was made from: the board is GamesMachine.kicad_pcb and its schematic GamesMachine copy.kicad_sch. PCBKit opens the board in the browser, with nothing to install.

Can I use the GamesMachine design in my own project?

Its repository states no licence, so its author keeps all rights: ask sideburn before reusing the design.

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