Pulse, previously titled Ruckingenur: Puzzle, is the second game in my games for engineers series. In it, you must arrange devices on a grid to redirect and filter pulses in order to achieve different objectives, depending on the mission. It’s sort of like the incredible machine, in that you have to assemble pre-created parts to achieve an effect. Once you get past the training missions, each of the missions (there are two) come in two separate flavors – slim, which contains the exact set of parts required for a specific solution, and normal, which contains far more and allows for open ended solutions.
There are five different kinds of pulses in Pulse: red, green, and blue pulses are considered data pulses, while trey pulses are clock pulses, all of which can be considered signal pulses. The yellow pulses are power pulses, which can not always be routed like signal pulses, and are traditionally used to trigger special features in devices.
One of the biggest problems people seem to have with Pulse is figuring out how to use the data latch. The data latch is used to copy data pulses – to use it, send a data pulse into the left side, storing the color of the data pulse inside the data latch. From that point on, hitting the right side with a clock pulse will cause a copy of the data pulse to bit shot out to the right. To replace the data stored in the data latch, simply send a new data pulse into the left side.