Here is a CircuitPython version of the Simple Simon code.

CircuitPython only works on the Circuit Playground Express.
```# Circuit Playground Express Simple Simon
#
# Game play based on information provided here:
# http://www.waitingforfriday.com/?p=586
#
# Author: Carter Nelson
import time
import random
import math
import board

FAILURE_TONE        = 100
SEQUENCE_DELAY      = 0.8
GUESS_TIMEOUT       = 3.0
DEBOUNCE            = 0.250
SEQUENCE_LENGTH = {
1 : 8,
2 : 14,
3 : 20,
4 : 31
}
SIMON_BUTTONS = {
1 : { 'pads':(4,5), 'pixels':(0,1,2), 'color':0x00FF00, 'freq':415 },
2 : { 'pads':(6,7), 'pixels':(2,3,4), 'color':0xFFFF00, 'freq':252 },
3 : { 'pads':(1, ), 'pixels':(5,6,7), 'color':0x0000FF, 'freq':209 },
4 : { 'pads':(2,3), 'pixels':(7,8,9), 'color':0xFF0000, 'freq':310 },
}

def choose_skill_level():
# Default
skill_level = 1
# Loop until button B is pressed
while not cpx.button_b:
# Button A increases skill level setting
if cpx.button_a:
skill_level += 1
skill_level = skill_level if skill_level < 5 else 1
# Indicate current skill level
cpx.pixels.fill(0)
for p in range(skill_level):
cpx.pixels[p] = 0xFFFFFF
time.sleep(DEBOUNCE)
return skill_level

def new_game(skill_level):
# Seed the random function with noise

seed  = a4.value
seed += a5.value
seed += a6.value
seed += a7.value

random.seed(seed)

# Populate the game sequence
return [random.randint(1,4) for i in range(SEQUENCE_LENGTH[skill_level])]

def indicate_button(button, duration):
# Turn them all off
cpx.pixels.fill(0)
# Turn on the ones for the given button
for p in button['pixels']:
cpx.pixels[p] = button['color']
# Play button tone
if button['freq'] == None:
time.sleep(duration)
else:
cpx.play_tone(button['freq'], duration)
# Turn them all off again
cpx.pixels.fill(0)

def show_sequence(sequence, step):
# Set tone playback duration based on current location
if step <= 5:
duration = 0.420
elif step <= 13:
duration = 0.320
else:
duration = 0.220

# Play back sequence up to current step
for b in range(step):
time.sleep(0.05)
indicate_button(SIMON_BUTTONS[sequence[b]], duration)

def cap_map(b):
if b == 1: return cpx.touch_A1
if b == 2: return cpx.touch_A2
if b == 3: return cpx.touch_A3
if b == 4: return cpx.touch_A4
if b == 5: return cpx.touch_A5
if b == 6: return cpx.touch_A6
if b == 7: return cpx.touch_A7

def get_button_press():
# Loop over all the buttons
for button in SIMON_BUTTONS.values():
indicate_button(button, DEBOUNCE)
return button
return None

def game_lost(step):
# Show button that should have been pressed
cpx.pixels.fill(0)
for p in SIMON_BUTTONS[sequence[step]]['pixels']:
cpx.pixels[p] = SIMON_BUTTONS[sequence[step]]['color']

cpx.play_tone(FAILURE_TONE, 1.5)

# And just sit here until reset
while True:
pass

def game_won():
# Play 'razz' special victory signal
for i in range(3):
indicate_button(SIMON_BUTTONS[4], 0.1)
indicate_button(SIMON_BUTTONS[2], 0.1)
indicate_button(SIMON_BUTTONS[3], 0.1)
indicate_button(SIMON_BUTTONS[1], 0.1)
indicate_button(SIMON_BUTTONS[4], 0.1)
indicate_button(SIMON_BUTTONS[2], 0.1)

# Change tones to failure tone
for button in SIMON_BUTTONS.values():
button['freq'] = FAILURE_TONE

# Continue for another 0.8 seconds
for i in range(2):
indicate_button(SIMON_BUTTONS[3], 0.1)
indicate_button(SIMON_BUTTONS[1], 0.1)
indicate_button(SIMON_BUTTONS[4], 0.1)
indicate_button(SIMON_BUTTONS[2], 0.1)

# Change tones to silence
for button in SIMON_BUTTONS.values():
button['freq'] = None

# Loop lights forever
while True:
indicate_button(SIMON_BUTTONS[3], 0.1)
indicate_button(SIMON_BUTTONS[1], 0.1)
indicate_button(SIMON_BUTTONS[4], 0.1)
indicate_button(SIMON_BUTTONS[2], 0.1)

# Initialize setup
cpx.pixels.fill(0)
cpx.pixels[0] = 0xFFFFFF
skill_level = choose_skill_level()
sequence = new_game(skill_level)
current_step = 1

#Loop forever
while True:
# Show sequence up to current step
show_sequence(sequence, current_step)

for step in range(current_step):
start_guess_time = time.monotonic()
guess = None
while (time.monotonic() - start_guess_time < GUESS_TIMEOUT) and (guess == None):
guess = get_button_press()
if not guess == SIMON_BUTTONS[sequence[step]]:
game_lost(sequence[step])