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Nuclear Keys Game

This preset sets up a compact, high-pressure challenge where players work through a staged two-button interaction sequence to arm and resolve the game. It is designed as a reusable starting point for escape-room style countdown or disarm moments, with built-in logic, transitions, and output behaviors ready to customize for your show flow.

This guide explains the built-in setup preset and the behavior pieces that make it work. The walkthrough video for the three advanced button presets is Advanced Button Games on YouTube.

Where to start

  1. Open the Prop Wizard or setup preset flow.
  2. Choose Nuclear Keys Game from the available presets.
  3. Apply the preset.
  4. After the controller saves and reloads, inspect the generated sections listed below.
  5. Adjust pins and physical wiring in Configuration > Connections > Inputs, Outputs, and Modules before final testing.

Generated hardware

InputTypePinPolarityPull-up
button1button42Active lowPull-up on
button2button41Active lowPull-up on
OutputTypePinPolarityBehavior
relayrelay1Active highSteady
Pixel stripPinPixels
pixels220

Game flow

  • A press on either button starts a short variable-based timing window.
  • The second press only solves if both buttons are down while onePressed is still true.
  • The cleared variable blocks retriggering until both buttons have been released.
  • Solving turns the relay on, starts green pixel feedback, enters Solved, then auto-resets to Armed.

States and timers

The preset starts in Armed.

State
Armed
Solved
StateReturns toDelayTimer id
SolvedArmed3000 msauto_Solved

Variables

VariableTypeInitial value
onePressedbooleanfalse
clearedbooleantrue

Input sequences

This preset does not use Input Sequences.

Logic rules

Logic Rules are the condition checks. They decide when a named event is true, but they do not directly move relays or pixels until an Action Trigger uses them.

RuleMatch modeConditions
eitherPressanyinput button1 = true
input button2 = true
bothReleaseallinput button1 = false
input button2 = false
secondPressallinput button2 = true
var onePressed = true
input button1 = true
pressTimerStartalllogic eitherPress = true
var onePressed = false
state = Armed
var cleared = true

Action triggers

Action Triggers are the work steps. They listen to inputs, logic rules, states, or sequences and then set states, variables, relays, and pixel effects.

Action triggerSourceRuns whileSteps
pressTimerlogic:pressTimerStart*10 ms: set_var -> onePressed = true
500 ms: set_var -> onePressed = false
0 ms: set_var -> cleared = false
solvelogic:secondPress*0 ms: relay -> relay = on
0 ms: light_effect -> pixels = start, solid, color #114d00
0 ms: set_state -> Solved
resetstate:Solved (exit)*0 ms: relay -> relay = off
0 ms: light_effect -> pixels = stop
0 ms: action_trigger -> released
releasedlogic:bothRelease*0 ms: set_var -> cleared = true
0 ms: set_var -> onePressed = false

What to customize first

  • Rename inputs and outputs to match the physical labels on your prop.
  • Confirm every generated pin matches the wiring shown on the board pinout.
  • Adjust pixel strip count under Configuration > Lighting > Addressable Pixels if your strip is not 20 pixels.
  • Change the reset timer or reset action if you do not want the game to automatically re-arm.
  • Keep the generated Logic Rule names until the game is tested; the Action Triggers reference those names.