I don't remember the entire sequence, but "something Colin will never remember" in particular always appealed to me in a Hofstadterian use-mention sort of way. "Quick, while he's out of the room, let's add something Colin will never remember to the list." And lo, it was so, rather more literally than it might have been :-)
I think implementing a "Simon"-like game in this framework would be something of a challenge, since it involves the computer essentially making moves. All the current games have a common structure, which is that the user performs an action and the game display updates as a result, and although there's a pretty animation between the initial and final states, the animation is very much unnecessary and will be skipped if the user makes another move while it's still happening. In "Simon", the animation (of the next light flashing) is absolutely vital and can't be left out, so I'd have to do some sort of violence to the framework to make it reliably playable...
Were you mad keen to play that particular game, or did you just think it would be fun if Simon's Puzzle Collection contained a game called Simon? :-)
I think implementing a "Simon"-like game in this framework would be something of a challenge, since it involves the computer essentially making moves. All the current games have a common structure, which is that the user performs an action and the game display updates as a result, and although there's a pretty animation between the initial and final states, the animation is very much unnecessary and will be skipped if the user makes another move while it's still happening. In "Simon", the animation (of the next light flashing) is absolutely vital and can't be left out, so I'd have to do some sort of violence to the framework to make it reliably playable...
Were you mad keen to play that particular game, or did you just think it would be fun if Simon's Puzzle Collection contained a game called Simon? :-)