Nikita Petrov Apps
NEARCOIL Guide

Close calls and maneuvers

Everything that charges the meter by being close: single close calls, skimming along your body, and the three maneuvers through gaps — SQUEEZE, THREAD and NEEDLE.

Close call (GRAZE)

Lesson 1-03: the head runs along its own body; every new body cell beside it is a close call.
Lesson 1-03: the head runs along its own body; every new body cell beside it is a close call.

After each step the game looks at the four cells around the head (up, down, left, right — not diagonals). Each one that holds a conductor is a close call:

Rules that keep it fair:

What it is worth

KindWhenPoints
Close callthe first after a pause2 per cell × multiplier
SKIMclose calls on (nearly) every step: riding along a lane. Each charges a little less, but the meter stays up2 per cell × multiplier
Doubletwo or more cells at once in one step (say, body on both sides): more charge2 per cell × multiplier

Close calls are the main source of charge early on, but the higher the multiplier, the less charge they give. Close calls alone top out around ×3; higher stages need maneuvers and events. Inside a hot zone every close call charges in full.

Tight steps and maneuvers

A tight step is a step where both side cells of the head (left and right of the direction of travel) hold a conductor: you are in a one-cell gap. Each tight step with a fresh side adds a little charge, and the meter does not drain while you are inside a gap.

When the head leaves the gap, the run of tight steps is judged:

ManeuverGap lengthConditionPoints (× multiplier)Charge
SQUEEZE2–5 stepsnot a THREAD15 + 4 per stepbig
THREAD1–4 stepsthe gap really cuts through a wall: no short way round60 + 4 per stepbigger
NEEDLE6+ stepsa long corridor150 + 4 per stepbiggest

The harder the maneuver, the more it pays: a NEEDLE is worth 10 times a SQUEEZE. Unlike close calls, maneuver charge does not shrink at high multipliers.

So a one-step gap is a THREAD only if it really goes through a wall of your body; a short gap with an easy way round is a SQUEEZE (two steps or more) or nothing (one step).

Lesson 1-07: between the body and a row of insulators — SQUEEZE.
Lesson 1-07: between the body and a row of insulators — SQUEEZE.
Lesson 1-08: through the one-cell gap in a wall of body and insulators — THREAD.
Lesson 1-08: through the one-cell gap in a wall of body and insulators — THREAD.
Lesson 1-09: a long corridor between the body and insulators — NEEDLE.
Lesson 1-09: a long corridor between the body and insulators — NEEDLE.

Fresh sides only

A gap only pays if at least one of its sides is fresh body, never used as a side of a gap before. Driving the same corridor again pays nothing. A gap made only of pylons is not a maneuver either — the gate pays for it.

Chains

A maneuver within a few seconds of the previous one continues a chain (shown as CHAIN N). The chain multiplies both points and charge of the maneuver:

Maneuver in the chain1st2nd3rd4th5th and on
Bonus×1×1.25×1.5×1.75×2

The chain breaks when too long passes without a maneuver, or the meter runs empty. Keep the next gap in sight.

Example

A THREAD through a 1-cell gap at ×3, second in a chain: (60 + 4 × 1) × 1.25 = 80 base points, × 3 = 240 points, plus a chain-boosted charge.

Crashing in a gap pays nothing for it: the run ends with THREAD or SQUEEZE failed.

Insulators

Lesson 1-06: lit blocks on the board; one just brushed has gone dark.
Lesson 1-06: lit blocks on the board; one just brushed has gone dark.

Campaign boards can have fixed blocks, insulators. Hitting one ends the run. Brushing one is a close call that is always paid in full (it is not your body, so hunger does not apply). After a close call the block goes dark and re-arms a little later. Insulators also work as sides of a gap: a SQUEEZE between your body and a row of blocks counts.

Exact detection rules and charge values: Advanced mechanics.