Modules: Pawn

The Pawn slot decides what each player steers and how it moves. One chip; every player in a game gets the same pawn. Empty means Cursor. Ingredient: Nero Alloy. All slots

ChipWhat it doesRecipe (shapeless)
Cursor (default)A free cursor that moves in four directions and stops at walls.Blank Chip + Nero Alloy
PaddleA slide-along bar that bounces hazards and shots back.Blank Chip + Nero Alloy + stick
RunnerRuns on its own; tap to hop over hazards, steer to change lane.Blank Chip + Nero Alloy + leather boots
SerpentAlways moving; grows with each pickup and dies touching itself.Blank Chip + Nero Alloy + slime ball
ShipDrifts with inertia and fires shots where it points.Blank Chip + Nero Alloy + arrow
StackerGuide falling pieces; full rows clear and score.Blank Chip + Nero Alloy + brick

Any pawn that stands on a hole in the floor (see Shrinking Floor) loses a life. After losing a life a pawn comes back with a short shield (one second) so nothing can wait for it at the spot where it returns.

Cursor

Moves one way at a time with the pad and stops at walls. With the One button control it moves on its own (starting to the right): A reverses it, B stops it.

SettingDefaultRange
Speed31–5

Paddle

A bar that slides along one line near the edge of the board. Behind it is the player's goal line: a hazard that reaches your goal line costs you a life. The paddle bats balls, crates and shots back instead of being hurt by them; a moving paddle puts a little spin on a ball. Players one and two take the chosen axis (bottom and top, or right and left); players three and four take the other.

SettingDefaultRange
Length31–8 cells
Speed31–5
AxisHorizontalHorizontal, Vertical

Runner

Runs along its lane on its own and turns round at a wall. Left and right (or the pad's one axis) move it one lane over per press. A hops: while in the air it passes over hazards and shots and can clear a hole, but not a wall. Landing locks the next hop and lane change for four ticks. Low Gravity makes hops last longer.

SettingDefaultRange
Speed31–5
Jump (cells)21–4

Serpent

Always moving. The pad turns it (it cannot turn straight back on itself); with the One button control, A turns left and B turns right. Every pickup makes it one segment longer (up to 48). Running into a wall, a solid thing or its own body costs a life. In a game with several serpents, only the one whose head runs into another's body is hurt; head-on, both are.

SettingDefaultRange
Speed31–5
Start length31–8

Ship

Thrust pushes it and it keeps drifting; drag slows it down. It faces the way it last moved. A fires a shot (at most one every half second) along the aim stick if the control has one, otherwise the way it faces. Shots fly for two seconds or until they hit a wall; a shot can take down a Chaser drone (two hits) and scores for the shooter. A paddle can bat a shot back, and the batted shot then belongs to the paddle's player.

SettingDefaultRange
Thrust31–5
DragLightNone, Light, Heavy
Firesonon, off

Stacker

Pieces of two to four blocks fall from the top. Left and right shift the piece, A turns it, B drops it at once, and holding down makes it fall faster. A landed piece becomes part of the stack. A full row clears and scores row bonus × rows² (two rows at once score four times one row); every landed piece scores 1. A new piece that cannot fit at the top ends the game for that player. A falling crate that hits the piece costs a life.

SettingDefaultRange
Fall (rows per second)11–5
ShapesMixedBars (two- and three-block bars), Mixed (bars, a corner and a square)
Row bonus101–100

Odd combinations

  • A Paddle with the Reach Exit rule: the exit is placed at the far end of its line, which it cannot reach — the match runs to its time limit.
  • A Runner on Grid 16 shuttles up and down one column. It plays, but it is dull.
  • Two Stackers in a Versus game share one board; a cleared row scores for whoever landed the last piece.
  • A Stacker with Laser Sweep, or with Fog, plays — and is hard.
  • Two idle Paddles can return a ball that comes off a corner along the same diagonal for ever; the match then ends at its time limit.

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