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Tiles
Lexy's Labyrinth contains a wide variety of tiles, and understanding how to interact with them is crucial to your success — whether you're playing levels or designing them.
This is a fairly broad overview, but it is not 100% complete; some tiles have very subtle advanced interactions, and some change their behavior in different Compatibility modes. Links go to the Bit Busters wiki, which has more detailed documentation.
(work in progress!)
The collision rules are a bit wordy to spell out tile by tile, but they fall into a few general rules and then a handful of special cases. To avoid repetition in the following descriptions, here's a summary.
"Impedes X" here means "does not allow X to move into it" — the usual term is "block", but that's already a thing!
For the purposes of this section, "typical creatures" means creatures that are not doppelgängers, rovers, or ghosts. Doppelgängers and rovers mostly collide like players, and ghosts mostly don't collide at all.
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Ghosts have completely unique rules that override everything else. These are listed in full in the ghost entry below, but won't be mentioned again, to avoid having "(except ghosts)" written on nearly every line.
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Walls impede everything. This includes plain walls, thin walls, custom walls, steel weels, invisible walls, reveal walls, illusory walls, fake popdown floors, toggle walls, and switch walls.
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A number of tiles impede dirt blocks (but not other blocks) and typical creatures: items (except blue and red keys, which don't block anything), hearts, bonus candy, time items, popwalls, doors (even with keys), illusory floors, both kinds of thieves, hints, sockets, and exits.
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An empty cloner impedes dirt blocks, typical creatures, and players. Other blocks, doppelgängers, rovers, ghosts, and bowling balls can enter an empty cloner, after which the cloner will produce copies of them in the direction they're facing.
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Dirt and gravel impede typical creatures, as well as Cerise and Doppel Cerise (unless they have hiking boots). Dirt impedes dirt blocks, but gravel does not.
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Popdown floors impede all kinds of blocks.
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The "no foxes" sign impedes Lexy and Doppel Lexy. The "no bunnies" signs impedes Cerise and Doppel Cerise.
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Fire impedes typical creatures, except fireballs and yellow tanks.
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Lilypads impede fireballs (even with a mermaid tail).
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Canopies impede beetles and rovers, as well as blobs that are under an adjacent canopy.
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Bowling balls have not been mentioned yet, and that's because nothing specifically impedes them; they act like players.
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Lit bombs can move under very obscure circumstances, and when they do, they collide like dirt blocks.
Any new tiles added to Lexy's Labyrinth will try very hard not to complicate the collision rules further.
Name | CC1 | CC2 | Function | |
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Lexy | ✓ | ✓ | That's you! Known as "Chip" in Chip's Challenge. |
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Cerise | ✓ | That's also you! Cerise can always walk normally on ice, even without cleats. She can't step on dirt or gravel without hiking boots. Known as "Melinda" in Chip's Challenge. |
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Floor | ✓ | ✓ | No special function. Unlike other kinds of floor, it can contain wires. | |
Wall | ✓ | ✓ | Impedes everything. Turns to steel when something holding foil bumps into it. | |
Hint | ✓ | ✓ | Shows a custom message while the active player stands on it. | |
Socket | ✓ | ✓ | Can't be opened until the required number of hearts is collected. After that, can be opened by anything that can step on it. | |
Exit | ✓ | ✓ | Reach this tile to exit. If there are multiple players, all of them must exit to beat the level. |
Name | CC1 | CC2 | Function | |
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Letter tile | ✓ | Displays a letter, number, or symbol. Has no special function and generally acts like floor. | ||
Invisible wall | ✓ | ✓ | Looks like floor, but is actually an invisible wall. Briefly reveals itself when bumped into by a player, doppelgänger, block (except dirt blocks), rover, or bowling ball. Revealed by x-ray glasses. | |
Hidden wall | ✓ | ✓ | Looks like floor, but is actually a hidden wall. Permanently reveals itself when bumped into by something that can reveal an invisible wall. Revealed by x-ray glasses. | |
Illusory wall | ✓ | ✓ | May be a real wall or only an illusion. Its true form is revealed when it's bumped into by something that can reveal an invisible wall; other things can't pass over it, even if it's an illusion. Revealed by x-ray glasses. | |
Popdown floor | ✓ | Some of them pop down into floor when walked on (and then pop back up again once empty), but some are just walls. Only impedes blocks. | ||
Colored floor | ✓ | These colorful floors are largely decorative, although they do impede ghosts. | ||
Colored wall | ✓ | These colorful walls are largely decorative, although they do impede ghosts. | ||
Water | ✓ | ✓ | Drowns players and creatures, unless they have a mermaid tail. Dirt blocks turn into dirt; ice blocks turn into ice; frame blocks turn into floor. Gliders don't drown. | |
Lilypad | ✓ | ✓ | Disappears into the water after something passes through. Impedes fireballs and ghosts. Known as a "turtle" in Chip's Challenge. |
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Fire | ✓ | ✓ | Burns players, unless they have fire boots, but most creatures can't pass over it. Dirt blocks are unaffected; ice blocks turn it to water; frame blocks are destroyed. Fireballs don't burn. | |
Ice | ✓ | ✓ | Anything that steps on it (except Cerise or Doppel Cerise) will keep sliding uncontrollably in the same direction (unless it has cleats). If something hits an obstacle while on ice, it will turn around and slide back the way it came. Ghosts never slide, but they do turn around when they hit something on ice. | |
Ice corner | ✓ | ✓ | Acts like ice, but anything sliding into it will turn the corner. The corner's edges are solid and can't be passed. | |
Force floor | ✓ | ✓ | Anything that steps on it will slide in the direction of the floor (unless it has suction boots). Players can "override" and step off in another direction, but only after they've taken at least one forced step. | |
All-way force floor | ✓ | ✓ | Acts like a force floor, but the direction (of every all-way force floor) starts out north and rotates clockwise every time something steps on an all-way force floor. Known as a "random force floor" in Chip's Challenge, but it's not random? |
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Dirt | ✓ | ✓ | Impedes dirt blocks, most creatures, and Cerise and Doppel Cerise (unless they have hiking boots). Turns to floor when stepped on. Ghosts don't turn it to floor, unless they have hiking boots. | |
Gravel | ✓ | ✓ | Impedes most creatures, and Cerise and Doppel Cerise (unless they have hiking boots). | |
Slime | ✓ | ✓ | Destroys almost everything. Cleared by blocks without harming the block, except frame blocks, which have no effect and are destroyed. Blobs are unaffected, and if they move out of slime onto a plain floor tile, they'll spread the slime. | |
Tool thief | ✓ | ✓ | Steals all tools and half the bonus points from a player that steps on it. Prefers to take a bribe, and will take one from anything. | |
Key thief | ✓ | Steals all keys and half the bonus points from a player that steps on it. Prefers to take a bribe, and will take one from anything. | ||
"No foxes" sign | ✓ | Lexy and Doppel Lexy can't step on this sign. | ||
"No bunnies" sign | ✓ | Cerise and Doppel Cerise can't step on this sign. | ||
Swivel | ✓ | Rotates when something leaves through a barred side. Can't be entered from a barred side. | ||
Railroad track | ✓ | Can only be traversed along the track (except by something holding an RR crossing sign); forbidden moves will be redirected. Blocks can turn around, but nothing else can. May contain multiple track pieces, allowing a choice of direction. | ||
Railroad track switch | ✓ | When placed on a railroad track with multiple pieces, causes only one piece to be active at a time. Normally, the active piece switches after something passes through, but when connected to wire, the track will only switch when it receives a pulse. Gray buttons can always switch tracks. | ||
Canopy | ✓ | Hides whatever lies underneath, but can be seen through with x-ray glasses. Beetles and rovers won't go underneath, and blobs won't step from one to another. An exploding bomb will destroy the canopy, but not affect anything underneath. |
Players, doppelgängers, yellow tanks, and rovers can push blocks. Blocks can also push each other in certain combinations, allowing for a whole chain of blocks to be pushed. Anything else will treat a block as a wall.
Blocks also tend to hide what's underneath them (except frame blocks, which are hollow), but x-ray glasses allow you to see through them.
Name | CC1 | CC2 | Function | |
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Dirt block | ✓ | ✓ | The clumsiest block, which can go the fewest places. Turns to dirt in water. Not affected by fire or flame jets. Can't push any other block. | |
Ice block | ★ | ✓ | Turns to ice in water. Turns to water in fire. If a fireball bounces off of an ice block while it's on water or plain floor, it'll turn to water. Destroyed by flame jets. Can push other blocks, except dirt blocks. | |
Frame block | ✓ | Can only be pushed in directions that have arrows, though it can still move in any direction on ice or force floors. Rotates on curved train tracks. Turns to plain floor in water. Destroyed by fire, flame jets, and slime. Can push any other block. |
★ Although the ice block didn't exist in the original Chip's Challenge, a fan hack called pgchip did add them to MS Chip's Challenge, albeit with slightly different rules.
Dirt blocks and typical creatures can't pass over items, except for blue and red keys (and yellow teleporters, which aren't really items). However, a player standing on an item is not necessarily safe from creatures.
Anything that steps on an item (including a blocked yellow teleporter) will pick it up, with the following exceptions:
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Except for dirt blocks, blocks never pick up items, not even blue keys or yellow teleporters.
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Only players and doppelgängers can pick up red keys or activate stopwatches.
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Only players can pick up hearts, time bonuses, or time penalties.
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Bonus candy is picked up as normal (except by ghosts, which ignore them), but it only affects the player's score if a player picks it up.
These rules have some surprising interactions. For example, a dirt block will pick up a blue key, but can't open a blue door (because doors impede dirt blocks); however, it can be transmogrified into an ice block, which can open a blue door (even though it would usually not pick up a blue key).
Name | CC1 | CC2 | Function | |
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Red key | ✓ | ✓ | Opens a red door once. | |
Blue key | ✓ | ✓ | Opens a blue door once. | |
Yellow key | ✓ | ✓ | Opens a yellow door once. Cerise and Doppel Cerise can open yellow doors without losing a key. | |
Green key | ✓ | ✓ | Opens a green door once. Lexy and Doppel Lexy can open green doors without losing a key. | |
Mermaid tail | ✓ | ✓ | Anything wearing a mermaid tail is safe from drowning. A ghost with a mermaid tail can enter water. | |
Fire boots | ✓ | ✓ | Anything wearing fire boots is unaffected by fire or active flame jets. A ghost with fire boots will erase any fire it steps on, turning it to floor. | |
Ice cleats | ✓ | ✓ | Anything wearing ice cleats is unaffected by ice. Also known as "skates", but that doesn't make sense. |
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Suction boots | ✓ | ✓ | Anything wearing suction boots is unaffected by force floors. | |
Hiking boots | ✓ | Cerise or Doppel Cerise with hiking boots can walk on dirt and gravel. A ghost with hiking boots will erase dirt it steps on (otherwise, ghosts have no effect on dirt). No effect for other creatures. | ||
Speed boots | ✓ | Anything wearing speed boots moves at twice its normal speed. More than one pair of boots has no additional effect. | ||
Lightning boots | ✓ | Powers any wires the holder is (fully) standing on. During continuous movement, these will still affect wires very briefly between steps. | ||
RR crossing sign | ✓ | Allows the holder to walk freely on railroads, ignoring the tracks. | ||
Helmet | ✓ | A player with a helmet cannot be harmed by a creature (even a doppelgänger) or squished by a moving block. A creature or block with a helmet cannot harm a player. No effect either way on a bowling ball. | ||
Foil | ✓ | When the holder bumps into a plain wall, it will become steel. | ||
Hook | ✓ | Anything with a hook will try to pull blocks along behind them. | ||
X-ray glasses | ✓ | When held by the active player, reveals ambiguous walls and shows what's under blocks and canopies. No effect when held by anything else. | ||
Bribe | ✓ | Both kinds of thieves prefer to take this instead of their usual haul. | ||
Bowling ball | ✓ | When dropped, continues in a straight line and behaves like a player. Explodes when it hits an obstacle, destroying it if it were another actor. No special collision rules; a bowling ball is only stopped by tiles that would stop everything. | ||
Bomb | ✓ | When a player steps off of this, its fuse lights. After four-ish seconds, it explodes, destroying everything in a 5×5 circle (square, minus the corners) centered on it. Canopies will protect everything underneath. Actors will protect terrain they're standing on, but will leave fire behind if standing on plain floor (except ice blocks, which leave water behind). Won't destroy steel, heart sockets, or logic gates. Known as a "time bomb" or "dynamite" in Chip's Challenge. |
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Bonus candy | ✓ | Adds bonus points to the player's score, or doubles their current bonus. | ||
Time bonus | ✓ | Adds 10 seconds to the clock. If the level was untimed, it becomes a timed level with 10 seconds left. | ||
Time penalty | ✓ | Subtracts 10 seconds from the clock. If the clock had less than 10 seconds remaining, it will be set to zero, and the player will immediately run out of time. If the level was untimed, it becomes a timed level with 0 seconds left. | ||
Stopwatch | ✓ | Pauses or unpauses the clock. Behaves like an item, but is not picked up, so can be reactivated as many times as desired. Has no effect on untimed levels. | ||
Mine | ✓ | ✓ | Detonates when stepped on, destroying whatever stepped on it. Known as a "bomb" in Chip's Challenge. |
Name | CC1 | CC2 | Function | |
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Red button | ✓ | ✓ | Activates the linked cloner. (Normally this is the next one that appears when scanning the level left to right, top to bottom, but some levels have custom linkage.) | |
Orange button | ✓ | Toggles the linked flame jet while held down. (Normally this is the nearest flame jet by taxicab distance.) | ||
Green button | ✓ | ✓ | Toggles all toggle walls, toggle hearts, and toggle mines in the level. | |
Blue button | ✓ | ✓ | Reverses the direction of all blue tanks in the level. | |
Brown button | ✓ | ✓ | Holds open the linked trap while held down. (Normally this is the next one that appears when scanning the level left to right, top to bottom, but some levels have custom linkage.) | |
Gray button | ✓ | Activates or toggles many kinds of tiles in the surrounding 5×5 square: rotates swivels clockwise, switches railroad tracks, reverses force floors, activates cloners as if by a red button, toggles toggle walls, toggles switch walls, and toggles flame jets. | ||
Pink button | ✓ | Emits power along connected wires while held down. Does not transmit current. | ||
Black button | ✓ | Emits power along connected wires while not held down. Transmits current, but the horizontal and vertical wires are always separate. | ||
Light switch | ✓ | Emits power along connected wires while turned on. Toggles between on and off when stepped on. | ||
Switch wall | ✓ | Behaves like floor or wall. Toggles between states while receiving power. Toggles states permanently when affected by a gray button. | ||
Toggle wall | ✓ | ✓ | Behaves like floor or wall. Toggles between states when a green button is pressed (anywhere), upon receiving a wire pulse, or when a nearby gray button is pressed. | |
Toggle heart, toggle mine | ✓ | Behave like hearts and mines, respectively. Toggle between states when a green button is pressed (anywhere). | ||
Flame jet | ✓ | Similar to fire. Aggressively destroys anything on it while active, including ghosts, but not dirt blocks, fireballs, or anything wearing fire boots. Toggled while a linked orange button is held down. Toggled permanently by a gray button or a wire pulse. | ||
Cloner | ✓ | ✓ | When activated, creates a copy of whatever (actor) is on top of it, if any. If activated by a red or gray button, the clone will always exit in the direction the template is facing. If activated by a wire pulse, the template will rotate clockwise and try every direction if the initial direction is blocked. An empty cloner can be populated by something moving onto it, as long as it's allowed to. | |
Trap | ✓ | ✓ | Anything caught in a trap cannot leave, unless it's held "open" (indicated by the bottom rising up to floor level) by a brown button or wire power. When something is trapped and then released by a brown button, it will be forcibly ejected one step in the direction it's facing. Players may turn while stuck in a trap, but nothing else can. | |
Transmogrifier | ✓ | When stepped on, changes most actors into other actors. Lexy and Cerise; Doppel Lexy and Doppel Cerise; dirt blocks and ice blocks; pink balls and walkers; blue tanks and yellow tanks; and red chompers and blue chompers all become each other. Fireballs, beetles, gliders, and millipedes cycle in that order. Blobs randomly become one of the creatures that rovers emulate. No effect on anything else. If connected to wire, only operates while powered. |
Teleporters, in general, take you (or some other entity) from one teleporter of a color to another teleporter of a matching color. A traveller generally tries to (automatically) move out of the destination teleporter, so teleporters prefer an exit where this is actually possible. If an exit is blocked, either because the traveller wouldn't be able to leave or because something else is already standing on it, it's skipped and the next teleporter is checked.
This means that teleporters have consistent ordering, but level geometry might make the same teleporter have different exits when entered from different directions, and teleporter connections may even be altered by putting blocks in the way.
Teleporters have several general properties, which vary by color:
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How they select a destination. Red teleporters search the level from left to right, top to bottom, wrapping around when they reach the bottom-right corner (so-called reading order, the same way red and brown buttons connect). Blue and yellow teleporters search the other way: right to left, bottom to top (reverse reading order). Green teleporters choose at random, but won't choose themselves unless there's only one green teleporter in the level.
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How they select an exit direction. Red teleporters prefer to keep the traveller moving the same direction, but will try every other direction (in clockwise order) before giving up on a destination. Green teleporters choose a random exit direction, but will search clockwise like red teleporters. Blue and yellow teleporters will only allow exiting in the direction of movement, and will give up on a destination immediately if that's not possible.
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Whether a player can override the exit direction. When a player enters a red or yellow teleporter, they can quickly press another direction in order to change which way they exit the destination. Note that this change of direction happens after the destination is selected, so it may result in the player standing on the destination teleporter and facing a wall, but only if they could have exited some other way.
Name | CC1 | CC2 | Function | |
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Red teleporter | ✓ | Teleports a traveller to the next available red teleporter, searching in reading order. Searches for available exits in any direction, starting with the direction the traveller is facing. Allows players to exit in a direction of their choice. If connected to wire, will only link to other red teleporters while receiving power. | ||
Blue teleporter | ✓ | ✓ | Teleports a traveller to the next available blue teleporter, searching in reverse reading order. Only searches for exits in the direction the traveller is facing. If connected to wire, will only consider other blue teleporters on the same circuit; logic gates will only be followed from input to output, and only if the output is powered. | |
Yellow teleporter | ✓ | Teleports a traveller to the next available yellow teleporter, searching in reverse reading order. Only searches for exits in the direction the traveller is facing. Allows players to exit in a direction of their choice. If no exit is available, the traveller will instead pick the teleporter up like an item and can drop it on any plain floor tile. | ||
Green teleporter | ✓ | Teleports a traveller to a green teleporter chosen at random. Searches for available exits in any direction, starting with a random direction. |
If a creature attempts to step on a player (even an inactive one), or a player attempts to step on a creature, you immediately lose the level. A helmet worn by either will prevent this. Otherwise, creatures impede each other.
Name | CC1 | CC2 | Function | |
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Pink ball | ✓ | ✓ | Continues forward, and turns around when it hits something. Also known simply as "ball". |
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Walker | ✓ | ✓ | Continues forward, and turns in a random direction (left, right, or backwards) when it hits something. | |
Fireball | ✓ | ✓ | Continues forward, and turns right when it hits something. (If it's still blocked, it tries left, then back the way it came.) Not impeded by fire, and not harmed by fire or flame jets. If it bounces off of an ice block on water or plain floor, the ice block melts into water. Known as "fire box" in Chip's Challenge 2. |
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Glider | ✓ | ✓ | Continues forward, and turns left when it hits something. (If it's still blocked, it tries right, then back the way it came.) Doesn't drown in water. Known as "ship" in Chip's Challenge 2. |
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Beetle | ✓ | ✓ | Follows the left wall. In open space, walks in a small circle clockwise. Won't go under a canopy. Known as "bug" or "ant" in Chip's Challenge. |
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Millipede | ✓ | ✓ | Follows the right wall. In open space, walks in a small circle counter-clockwise. Known as "paramecium" or "centipede" in Chip's Challenge. |
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Red chomper | ✓ | ✓ | Chases an active Lexy player; runs away from an active Cerise player. Hesitates between steps. Known as "teeth" or "red teeth" or "angry teeth" in Chip's Challenge. |
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Blue chomper | ✓ | Chases an active Cerise player; runs away from an active Lexy player. Hesitates between steps. Known as "blue teeth" or "timid teeth" in Chip's Challenge. |
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Rover | ✓ | Cycles between copying the movement of the above creatures. Moves at half speed. Can push blocks and pick up items. | ||
Blob | ✓ | ✓ | Moves at random, and at half speed. Not affected by slime, and will spread it onto plain floor tiles. | |
Floor mimic | ✓ | Chases the active player. Hesitates between steps. Looks like a plain floor tile, except when moving, but x-ray glasses will reveal its true form. | ||
Ghost | ✓ | Turns right when it hits something. Can pick up and use items (but see notes on items). Passes through nearly any tile without being harmed; only blocked by steel, custom floors and walls, water (unless it has a mermaid tail), lilypads (even with a mermaid tail), and other actors. Doesn't set off mines. Doesn't erase dirt (unless it has hiking boots). Erases fire if it has fire boots. Only destroyed by a bomb or an active flame jet. |
Current transmits along wire, spreading outwards from its source. (Wire did not exist in CC1.)
Wire may be placed along plain floor or through steel. Floor may also contain wire tunnels, which connect to the nearest corresponding wire tunnel in that direction (pairing like parentheses).
In floor or steel, having wire in all four directions creates two overlapping wires, where the horizontal and vertical parts don't connect to each other. Here is a floor tile with wire and wire tunnels in all four directions, where the horizontal part is powered:
Some other tiles can contain wire, and transmit current differently:
- Pink buttons, light switches, and red teleporters don't transmit current at all.
- Black buttons transmit current, but the horizontal and vertical parts are always separate, no matter how many wires are present.
- Blue teleporters transmit current, and all wires are always connected, even when all four are present.
Tiles affected by receiving constant power:
- Traps are held open
- Red teleporters are enabled
- Transmogrifiers are enabled
- Switch walls are toggled
Tiles affected when they go from unpowered to powered (a pulse):
- Toggle floors and toggle walls... toggle
- Tracks... switch tracks
- Flame jets toggle
- Swivels rotate a quarter turn clockwise
- Force floors (except all-way) reverse direction
The following are logic gates, which can combine wire current in various ways. The output is generally in the direction being pointed to. All of them can be rotated in any direction, except the counter.
Name | CC1 | CC2 | Function | |
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NOT gate | ✓ | Emits power while zero inputs are powered. | ||
AND gate | ✓ | Emits power while both inputs are powered. | ||
OR gate | ✓ | Emits power while either input is powered. | ||
XOR gate | ✓ | Emits power while exactly one input is powered. Short for "exclusive OR". | ||
NAND gate | ✓ | Emits power while fewer than two inputs are powered. | ||
Latch | ✓ | Remembers one bit of information: powered or not. Always outputs its memory along the OUT wire. Memory is changed to match the IN wire while the chevron wire is powered. | ||
Counter | ✓ | Remembers and displays one decimal digit, from 0 to 9. Counts up by 1 when it receives a pulse on its right edge; if it wraps around to 0, it emits a pulse out its left edge. Counts down by 1 when it receives a pulse on its bottom edge; if it wraps around to 9, it emits power out its top edge until it next receives a pulse on its right or bottom edge. |