Here is how it (still, in 2008) looks like:
Another view. Note the important function of those two cardboard cups.
And seen straight from the top,
showing the old Mefisto chess computer led/reed-relay-matrix that is
underneath the exchangeable plywood board:
The optoisolator-board, component side and the mirror-image of the solderside.
Click the images to see the full size images.
(Sorry for the quality, I used a scanner of the local library as my "camera".)
The optoisolator-board, the solderside, not mirrored. Click the link to see the full size image. (You wouldn't hire me for my soldering skills, would you?)
A lightweight spaceship initialized with magnets, ready for Life-simulation:
Some photos of a Life-simulation run in a darkened room (but not of that spaceship):
And moreover, I could have used some microcontroller/ordinary processor instead of that FPGA-board, or used a larger FPGA.
It's an interesting question what kind of a game would be especially suited for FPGA-implementation. As far as I see it, there are certain challenges to implement efficiently Alpha-beta pruning in the FPGA, for the most board games. (I could be wrong, this is just my first impression. Maybe it's easy as ...)(Musings continued October 21 2009): Especially interesting would be a game where the machine would not use any ordinary game-tree searching algorithm at all (like Alpha-beta pruning or other Minimax kind of thing), but would use a neural network to determine its own moves, or a similar construction easily parallelizable into the FPGA-level of granularity.