Nikita Petrov Apps
NEARCOIL Guide

Advanced mechanics

The exact numbers behind the guide: timings, thresholds, drain, event scheduling and draw weights. All of it comes straight from the game, so it stays up to date.

This page contains detailed mechanics intended for players who want to optimize leaderboard runs. You do not need to know these values to enjoy or play NEARCOIL effectively — the rest of the guide explains everything that matters in plain words.

Speed

The base step time depends only on how many nodes you have eaten:

Nodes eatenStepCells per second
0+165 ms6.1
5+158 ms6.3
10+152 ms6.6
15+147 ms6.8
20+143 ms7
25+140 ms7.1
30+137 ms7.3

The multiplier adds +5% at ×2 up to +30% at ×8 (see the table), and SURGE another +14%. The step never gets shorter than 84 ms.

step = base step × 100 / (100 + multiplier bonus % + SURGE bonus %), at least 84 ms

"About N s" on this page assumes a typical early step of 150 ms.

Growth and node placement

NodeGrowthLength after
1+410
2+414
3+418
4+422
5+325
6+328
7+331
8+334
9+337
10+340
11+242
12+244

After the 10th node every node adds 2 cells.

Swipe controls fire once the finger has moved about 16 dp (the flick distance). Without lifting, the first two turns of a touch are plain flicks (the second one at 1.2× the flick distance); every turn after them needs a nearly straight stroke of 1.5× the flick distance within 25° of the axis, or 40° for a stroke of 3× and more. A stroke straight back does nothing until it is 1.5× the flick distance, so it can still lean into a U-turn (20–31° off the axis). A finger that stays still for 300 ms starts afresh, as if lifted. A third turn the same way within 250 ms of a U-turn is held: it is the stroke's follow-through, a 270° hook into your own tail. Settings › Controls › TURNS PER TOUCH: UP TO 2 brings back the old touch, two turns and then lift.

Multiplier thresholds

Charge is a number from 0 to 2,450.

MultiplierCharge fromSpanSpeed bonusClose-call charge keptDrain in open spaceDrain near body
×1090+0%100%2/step1/step
×290160+5%75%3/step2/step
×3250230+9%45%4/step3/step
×4480340+14%25%7/step5/step
×5820400+20%15%10/step7/step
×61,220460+25%10%13/step9/step
×71,680520+28%8%16/step11/step
×82,200250+30%8%19/step13/step

Charge per source

SourceCharge
Close call / skim / double30 / 9 / 45 (× close-call share above)
Tight step with a fresh side12 (× close-call share above)
SQUEEZE / THREAD / NEEDLE100, 240, 340, × chain bonus
Gates (1st / 2nd / 3rd)60, 90, 130
RISK GATE (shallow / deep door)40 / 200
ECHO GATE (passes)70, 100, 150
Relay30 per terminal; completion at least 120 and always enough for the next multiplier (below ×5)
Hot zone2, 3, 4, 6 banked per step inside (by quarter of its life), + 50% of everything earned inside
Live wire45 per skim, 110 when beaten
PHASE hop170
CUT4 per severed cell

During SURGE every gain is ×1.40.

Hold and drain

Close-call and maneuver detection

Circuit Event schedule

Variants: unlock and weight

GATE

VariantOn screenUnlocks at intensityWeightWhat changes
courseNEEDLE GATE04three gates in a row, doors 1, 2 and 3 cells deep
chainGATE CHAIN13each next gate stands straight ahead of where you left the last one
riskRISK GATE23one shallow door and one deep door; only the first one you drive through counts
doubleDOUBLE GATE32two doors at once, take either
echoECHO GATE32one gate: through, back, through again

RELAY

VariantOn screenUnlocks at intensityWeightWhat changes
threeRELAY04three terminals in number order
timedFAST RELAY22two thirds of the time, bigger payout
fourRELAY 432four terminals, more time, bigger payout
hiddenDARK RELAY32the last terminal shows only when it is next
bridgeBRIDGE RELAY42on completion the terminals are joined by live bars
movingMOVING RELAY52the last terminal keeps side-stepping

HOT ZONE

VariantOn screenUnlocks at intensityWeightWhat changes
staticHOT ZONE04the plain zone
escalateRISING ZONE22lives longer; banks twice as fast in its second half
driftMOVING ZONE32slowly slides diagonally
shrinkSHRINK ZONE32closes to 3×3 at half time
preserveHOLD ZONE42no charge drain while your head is inside
unstableUNSTABLE ZONE52random lifetime, very short warning

LIVE WIRE

VariantOn screenUnlocks at intensityWeightWhat changes
patrolLIVE WIRE04one 3-cell bar
longLIVE WIRE32one 5-cell bar
twinLIVE WIRE42two bars, one lane each

Modifiers

ModifierForFrom intensityChanceEffect
narrowGATE430%every door one cell deeper (up to 4)
driftGATE530%the gate slides one cell every 7 steps; 4 steps before, outlines show where it goes, and it goes there or stays (only a cell taken meanwhile, your head in the door or a pylon within 2 cells straight ahead stops it)
fastLIVE WIRE540%the wire moves every 2 steps instead of every 3

Event timings and placement

EventDetails
GATE85 steps (about 12.8 s) per gate; the door appears 4–11 cells from the head; no pylon in your lane within 6 cells ahead or in the side lanes within 2
ECHO GATE3 passes through a door of depth 2, 60 steps each
GATE CHAINthe next gate 3–8 cells straight past your exit
RELAY135 steps (about 20.2 s) for three terminals, +35 steps per extra one; terminals at least 5 cells apart; posts stay 70 steps after their relay ends (110 with a bridge, bars too), even if the next relay has begun
HOT ZONElives 84 steps (about 12.6 s), warns for the last 18; banks 2 points per step inside; won once 70 charge is cashed. RISING ZONE lives 100 steps; UNSTABLE ZONE 66–96 steps and warns 7 steps before
LIVE WIREmoves one cell every 3 steps; 3 skims within 140 steps (about 21 s), at least 5 steps apart; never moves onto the 3 cells ahead of your head
Module ports4–10 cells from the head, open for 75 steps (about 11.2 s); CUT is offered from a body of 24 cells