- Water
- Neither players nor creatures can travel through water,
except sharks, of course,
but bullets pass freely over
it. The player must maneuver
around water, taking care to
avoid bullets passing over it.
Interesting enough, objects with
stats, including the player, can
be placed ON water, as well as on
empty and fake.
- Forest
- The player can move
through forest, clearing a
path behind him. Creatures
can not move through forest,
but readily follow the player
through cleared paths.
- Solid and Normal Walls
- These walls form a
barrier that is always impenetrable. Nobody walks
through walls except objects
that are programmed to clear
it out first.
- Breakable Walls
- These walls also block
the player and all creatures,
but can be destroyed.
When a breakable wall is
shot with a bullet, one piece
of the wall disappears. Also,
when a bomb explodes, all
breakable walls in the vicinity of the bomb are destroyed.
- Boulders
- Boulders are solid objects that can be pushed around by the player.
By combining boulders,
pushers, walls, and other objects, a variety of challenging thought puzzles can be
created.
- Sliders
- Sliders are similar to
boulders, but are confined to
move in a line. A slider
looks like a line with two arrows at opposite ends, and can
only move in the direction of
the arrows.
- Fake walls
- Fake walls look exactly
like normal walls, but have no
effect on the player. The
player can walk over fake
walls just as if they were
empty space. Fake walls are
meant for creating secret passages.
- Invisible walls
- Invisible walls look like
empty space to the player, but
prevent the player from moving
over them. When the player
touches an invisible wall, it
suddenly appears as a normal
wall. Creatures can't pass
through invisible walls
either.
- Blinking walls
- A blinking wall placed on
the board emitts a ray pointing in a specified direction.
This ray blinks on and off at
a constant rate, and forms a
barrier that is difficult for
the player to cross.
When created, each blinking wall must be assigned a
starting time and a duration.
By creating a line of walls
with the same duration but
varying start times, a moving
wave appears.
- Transporter
-
When the player enters a
transporter, he is magically
moved to another area of the
board.
Each transporter points
in a given direction, and the
player can only enter the
transporter from behind. He
is then moved along a line,
in the direction of the transporter, to the nearest transporter that points in the opposite direction.
- Ricochet
- Ricochets will redirect
the direction of a bullet. If
a bullet hits it head-on, it
goes right back in the opposite
direction. If it hits a wall,
and a ricochet is right next
to its last position, it
ricochets at a right angle,
like so: