On the Subject of Needy Game of Life
You only get to live life once unless you believe in reincarnation.
This module has a 4×4 grid. When the module activates, some LEDs will light up. To disarm the needy, input the correct next stage.
For every activation after the first, the LEDs will be set to the previous correct iteration until the module repeats an iteration or it goes completely black. If the timer runs out or an incorrect solution is submitted, the module will strike, show what squares were incorrect, and deactivate.
The button on the left labelled ‘R’ is used to reset the grid to the state it was in when the needy activated. The button on the right labelled ‘S’ is used to submit the answer.
A square is considered neighbouring if it is adjacent to another square, including diagonally.
If a square is black:
White neighbouring squares < 3 or > 3 | Stay black |
White neighbouring squares = 3 | Turn white |
If a square is white:
White neighbouring squares < 2 or > 3 | Turn black |
White neighbouring squares = 2 or = 3 | Stay white |