Checkpoint 6

*Note: Please add explanations as to why the solutions provided here work.*

**Checkpoint 6** is a Checkpoint following Thrill Racer, with five puzzles. It acts as explaining the basics of almost every game you may build.

## 1. Accelerate and Reverse

This puzzle is associated with the "Taking the Car Nodon Out for a Spin" segment of Alice's Guide.

### Nodon

Noninteractive Nodon
* Puzzle Clear
* Person
* Object
* Fancy Object
* World
* Game Screen

Interactable Nodon

### Solution(s)

Plug the output of the Y Button Nodon into the 'Input 1' port of the Calculator Nodon, and again with the B Button Nodon and 'Input 2' port of the Calculator Nodon. Then, connect the output of the Calculator Nodon into the '⬍Accelerate' input port of the Car Nodon. This gives controls to the Car (Y to move right, B to move left), allowing the Car to push the apple into the Person and clear the puzzle.

## 2. Drawing Distinctions

This puzzle is associated with the "Distinguishing between Objects of the Same Type" segment of Alice's Guide.

### Nodon

Noninteractive Nodon
* Stick
* Object Break
* Puzzle Clear
* Person
* Object
* Fancy Object
* Destroy Object
* World
* Game Screen

Interactable Nodon

### Solution(s)

Connect the Balloon Fancy-Object Nodon to the left Car Nodon and the Golf Ball Fancy-Object Nodon to the right one. Then, have the left Touch-Sensor Nodon check for only Balloon, and the right one check for only Golf Ball. This way, the Touch-Sensor Nodons will check for the different objects attached to the Cars instead of just checking for Cars. Then, on the game screen, the boxes will break in the right order to allow the apple to reach the Person, clearing the puzzle.

## 3. Judging the Victor

This puzzle is associated with the "Finding a Winner" segment of Alice's Guide.

### Nodon

Noninteractive Nodon
* Button
* Object Break
* AND
* NOT
* Flag
* Wormhole Entrance
* Wormhole Exit
* Puzzle Clear
* Person
* Car
* Object
* Fancy Object
* Touch Sensor
* Destroy Object
* World
* Game Screen

Interactable Nodon

### Solution(s)

When the top Car reaches the goal, the player can no longer win, and the platform beneath the apple breaks. However, when the player reaches the goal before the top Car, nothing happens, and the top Car will still win and drop the apple into the abyss. To fix this, connect the AND Nodon to the 'On' port of the Flag Nodon, and connect the Flag Nodon's output to both the NOT Nodon and Wormhole-Entrance Nodon. By doing this, we take the conditions for the top Car beating the player, and make it so the reverse is true. Then, just hold Y to beat the other Car on the game screen and clear the puzzle.

## 4. No-Fly Zone

This puzzle is associated with the "Making a Countdown" segment of Alice's Guide.

### Nodon

Noninteractive Nodon
* Object Break
* On Start
* Calculator
* AND
* NOT
* Flag
* Timer
* Wormhole Entrance
* Wormhole Exit
* Puzzle Clear
* Person
* Object
* Fancy Object
* Effect
* Touch Sensor
* Destroy Object
* World
* Game Screen

Interactable Nodon

### Solution(s)

Delete the connection between the Constant Nodon and Car Nodon, and replace it with a connection between the Flag Nodon and Car Nodon's '⬍Accelerate' port. This makes it so that the Car Nodon only gets a signal after the countdown concludes, rather than having a signal for the whole time the puzzle is open.

## 5. Self-Driving Car

This puzzle is associated with the "Self-Driving Car" segment of Alice's Guide.

### Nodon

Noninteractive Nodon
* Object Break
* Puzzle Clear
* Person
* Object
* Fancy Object
* Game Screen

Interactable Nodon

### Solution(s)

Connect both Touch-Sensor Nodons to the Object Nodon, then connect that to the Car Nodon. Next, connect the right Touch-Sensor Nodon to the Calculator Nodon's 'Input 1' port, then connect the left one to 'Input 2'. This makes it so that when there's a wall to the Car's left, it turns right, and vice versa.