On the Subject of Faulty RGB Mazes
Now you too can experience... wait, where am I?
This module consists of a 7×7 grid of LEDs and a crooked seven segment display.
On this 7×7 grid are three mazes:
one with red walls, one with green, and one with blue.
Each of these mazes contains a key. All three of these keys are initially shown on the grid.
The keys will flicker, giving a sequence of four bits each.
For each of the four bits:
- If the key is visible, the bit is a 1.
- If the key is not visible, the bit is a 0.
The seven segment display shows three numbers that correspond to each of the mazes, which also overlap and mix additively.
Pressing any of the LEDs will reveal the starting location, a white LED, somewhere within the red maze. The keys are then hidden but will not be moved from their original locations.
Press an adjacent grey LED to move. Avoid hitting the walls of the mazes.
Press the white LED to switch between mazes:
- The white LEDs in each maze are offset from each other by a fixed number of spaces in each direction.
- Each maze has a set of defective LEDs that are identified by the sequence of bits obtained from its corresponding key.
Mazes cannot be switched if the white LED is defective.
Once all three keys are collected, the seven segment display will change.
Each of the three colour components give a coordinate of the location of the exit:
- One of the components is a number. This gives the row the exit lies in.
- One of the other components is a letter. This gives the column the exit lies in.
- The remaining component is a random pattern that is neither a number or a letter.
The exit lies in the maze that is the same colour as this component.
Hexadecimal numbers a–f, however, are always lowercase.