Nikita Petrov Apps
NEARCOIL Guide

Circuit Events

Every so often the board throws a short challenge at you: a Circuit Event. There are four kinds — GATE, RELAY, HOT ZONE and LIVE WIRE — and each has variants. Winning one pays points and charge and opens a module choice.

When events come

Why they matter: events pay big points and big charge. At high multipliers, where close calls barely move the meter, they are what keeps the multiplier alive. A won event also opens a module choice.

Which event (Ranked and Daily)

The kind is random but never the same twice in a row; LIVE WIRE only joins after the first few events. Harder variants start to appear as the run heats up — the more events you have completed, and especially at ×5 and above. Campaign levels list exactly which events and variants they use (see all levels).

A gate or a wire can also carry a modifier (in Ranked and Daily by chance, later in the run; a Campaign level that lists a modifier puts it on every event it fits):

ModifierForEffect
narrowGATEevery door is one cell deeper (up to 4)
driftGATEthe gate keeps sliding sideways; a moment before, faint outlines show where it will go (MOVING GATE)
fastLIVE WIREthe wire moves faster

GATE

A gate course: two rows of pylons with the door between them; the next gate is already waiting.
A gate course: two rows of pylons with the door between them; the next gate is already waiting.
A gate passed: the word shows its number in the course.
A gate passed: the word shows its number in the course.
DOUBLE GATE: two gates side by side, either counts.
DOUBLE GATE: two gates side by side, either counts.
RISK GATE: the short gate pays +25, the long one +90 (times the multiplier).
RISK GATE: the short gate pays +25, the long one +90 (times the multiplier).

A gate is a door — a straight passage 1–4 cells long — with a lethal pylon on each side of every door cell. To pass it, drive into the door and out the far side straight through, without turning inside. Either direction works. The longer the gate, the more it pays.

Gate in the course1st2nd3rd
Door depth123
Points (× multiplier)3060120

Variants

On screenWhat changes
NEEDLE GATEthree gates in a row, doors 1, 2 and 3 cells deep
GATE CHAINeach next gate stands straight ahead of where you left the last one
RISK GATEone shallow door and one deep door; only the first one you drive through counts
DOUBLE GATEtwo doors at once, take either
ECHO GATEone gate: through, back, through again

RELAY

A relay: terminal 1 touched, number 2 is next.
A relay: terminal 1 touched, number 2 is next.
After the relay: the touched terminals are live posts.
After the relay: the touched terminals are live posts.
BRIDGE RELAY: the posts are joined by live bars.
BRIDGE RELAY: the posts are joined by live bars.

Numbered terminals appear spread around the board. Steer your head onto them in number order before time runs out.

Variants

On screenWhat changes
RELAYthree terminals in number order
FAST RELAYtwo thirds of the time, bigger payout
RELAY 4four terminals, more time, bigger payout
DARK RELAYthe last terminal shows only when it is next
BRIDGE RELAYon completion the terminals are joined by live bars
MOVING RELAYthe last terminal keeps side-stepping

HOT ZONE

A hot zone appears: a 5×5 square.
A hot zone appears: a 5×5 square.
Inside the zone: the bank grows, shown on the event bar.
Inside the zone: the bank grows, shown on the event bar.
CASH: leaving the square pays the bank out.
CASH: leaving the square pays the bank out.

A 5×5 square. While your head is inside it, charge and points bank up; leave the square to cash in (CASH). You can go in and out several times. If the zone overloads while your head is still inside, the bank burns (BURNED).

Variants

On screenWhat changes
HOT ZONEthe plain zone
RISING ZONElives longer; banks twice as fast in its second half
MOVING ZONEslowly slides diagonally
SHRINK ZONEcloses to 3×3 at half time
HOLD ZONEno charge drain while your head is inside
UNSTABLE ZONErandom lifetime, very short warning

LIVE WIRE

A live wire: the first of three skims (SKIM 1/3).
A live wire: the first of three skims (SKIM 1/3).

A lethal bar 3 cells long slides back and forth along a lane. Pass right next to it 3 times before time runs out. Touching it ends the run.

Variants

On screenWhat changes
LIVE WIREone 3-cell bar
LIVE WIREone 5-cell bar
LIVE WIREtwo bars, one lane each

Event schedule, draw odds and exact timers: Advanced mechanics.