On the Subject of Cruel Game of Life

Live a colorful life, they say. They’re wrong. Colors just make life cruel.

See the original manual for the original instructions.


Interaction Action
Click a cell Toggle between a cell and an empty cell
Right-click a cell Mark a cell to change in the next iteration

Rules:

Table A
A square is considered neighbouring if it is adjacent to another square, including diagonally.

If square is black:
White neighbouring squares < 3 or > 3 Stay black
White neighbouring squares = 3 Turn white
If square is white:
White neighbouring squares < 2 or > 3 Turn black
White neighbouring squares = 2 or = 3 Stay white
Table B
Color of square: Turns white if:
Red At least one strike*, unless there are no batteries
Orange Less than half of the bomb’s original time limit is displayed on the timer*, unless a CAR indicator is present
Yellow There are more lit than unlit indicators, unless an RJ-45 port is present
Green Even number of solved modules*, unless a CLR indicator is present
Blue Serial number contains at least one letter in common with the word “Sea” or “Sky”, unless an SND indicator is present
Purple There are more unlit than lit indicators, unless there are at least 4 batteries
Brown There are at least 3 different port types, unless there are no indicators
* Calculated when Submit is pressed
Appendix: primary and secondary colors
  • Primary colors are red, blue and yellow
  • Secondary colors are purple, green and orange
  • Mixing red and blue makes purple
  • Mixing blue and yellow makes green
  • Mixing red and yellow makes orange
  • Mixing all 3 primary colors makes brown

Diagram source: http://www.tomjewett.com/colors/paint.html