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Everything you need to get started.

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Basics

Each level asks you to build a logic circuit with a specified behavior. The canvas sits in the center of the screen, where you connect components with wires. On the left is the component palette, grouped into categories: clicking a button adds the element to the canvas center, and dragging it to the canvas places it where you drop it. Above the canvas is the task strip: clicking it expands a card with the full goal and «Detailed description →» links. On the right is the dock with the truth table, test results, and the ▶ / 💡 / 🗑 buttons.

In the top bar there is the menu button: a single dropdown listing all modes and sections («Levels», «Sandbox·Circuit», «Sandbox·Verilog», «My Computer», «Assignments» for class students, «Profile», «Tour»). The menu button shows the icon and name of the active mode. At the top of the left palette is the «Search…» field for components and articles (Ctrl+Shift+F). The ▶ (Run Test), (Hint) and (Reset) buttons sit at the top of the right dock.

When you press ▶, the circuit is checked against the truth table. Results appear below the table — which rows match and which don't. If all tests pass, a «Next level →» button appears.

On a narrow screen (under 861 pixels) the right dock turns into a bottom tabbed panel, and the action buttons and clock block move into the task strip.

Already familiar with logic gates? Take the placement test: 28 questions and 3 hands-on tasks (~10–15 minutes). Based on the result, levels 1 through 30 unlock (without completion marks) — you can start at an advanced level right away. Retakes are allowed: the floor can only go up. Note that the placement test does not mark levels as completed — certificates require real completions.

New to the subject? The circuit design hub explains what the field is, what a circuit is made of, how it differs from programming, and what to read next — a good start before the first level.

For educators and the curious, there is a walkthrough of the course methodology: which pedagogical technique stands behind each mechanic, from the spiral curriculum to formative assessment.

Intros

Before nineteen key levels an interactive intro opens: a short experiment on a mini-circuit ("toggle the switches and notice when the lamp lights up"), the rule put into words, the rule checked on a new circuit, and an example from real hardware. You cannot "fail" an intro: a wrong answer becomes a hint. The intro can be closed at any moment — the game remembers the topic was shown and will not open it again on its own.

If you have taken the placement test and it confirmed you know a topic, its intro is skipped automatically. All topics in plain text (without the interactivity) are collected in the Intros hub:

Signal visualization

Wires on the canvas change color depending on the signal they carry:

Active wires also show flow dots — small circles moving along the line. They indicate the direction of signal propagation: from a component's output to another's input.

You can toggle input nodes (Input / Bus Input) directly on the canvas without running a test. Click the «0» circle on an input — it switches to «1», the signal instantly propagates through the entire circuit, and all wire colors update. This is great for debugging: manually flip inputs and watch how the circuit responds, without waiting for a full verification.

Error highlighting

When you press ▶ (Run Test), the circuit is checked against the truth table. If any row's expected output doesn't match the actual value:

Error highlighting stays until you modify the circuit (add/remove a component or connection) or run the test again. When all tests pass, the highlighting clears automatically.

Element info card

Double-clicking a component on the canvas opens a popover card next to the node: description, category, and truth table. A handy reference: no need to search for documentation — all gate info is right there. Selecting a component in search opens the same card automatically.

The card includes a «Read the article in the library →» link that opens a detailed walkthrough in a new tab. The display is the exception: its double-click cycles the number format (dec/bin/hex). On mobile, the element card opens as the «Info» tab of the bottom panel.

Truth table

A timing diagram is displayed above the truth table. Columns are separated by dashed lines — each clock cycle is distinct.

Hover a row in the table below — the corresponding column highlights on the diagram. Hover a column on the diagram — the corresponding row highlights in the table. This helps match expected and actual values to time intervals. Learn more about timing diagrams →

Test vectors

Each row of the truth table is a test vector: a set of input values and expected output values. When you press ▶ (Run Test), the simulator applies the inputs from the current row, propagates signals through the entire circuit, and compares actual outputs against expected values.

A test status appears below the table: green — all vectors passed; red — mismatches found. For failed rows, the "Exp" / "Act" columns show which bits didn't match. Click a failed row to expand a dump of all internal signals — useful for debugging.

Clock

On levels with memory and feedback loops (10–12, 16+), a «Clock» block appears in the right dock. Purely combinational levels (13–15) have no clock — the block hides. In «Sandbox» mode, it is always available. On mobile, the block lives in the task strip drawer.

Step mode (⏭) helps you understand what the circuit does: one click, one tick. Automatic mode (▶) verifies that the circuit runs stably over time.

Controls

Hints

Press the button in the toolbar. The first hint shows a solution guide. The second hint inserts the solution onto the canvas — this step unlocks gradually: open the level guide («Detailed description» in the task strip above the canvas), score 7 failed checks in a row, or spend 10 minutes on the level. Re-taking a completed level is unlocked right away. On some levels, instead of the full solution a scaffold is inserted — a circuit with a few missing wires that you connect yourself; such a scaffold deducts half the penalty.

Modes

Computer map

The «My Computer» menu item opens a map of what you have built: the nine nodes of the machine — inputs and outputs, logic, adder, ALU, memory, clocking, program counter, decoder and processor — and the levels each node grew out of. The «Level N/47» button in the header opens the same map on the «Levels» tab.

When a level completes a block or moves it to the next stage, the map opens on its own; the first transition (1→2) is the exception — the map starts appearing once the «Logic» block is complete. The «Next →» button at the bottom leads to the following level. The map covers levels 1–29; Verilog and board work stay outside it.

You can save a link to the map: /learn/?computer=logic opens the diagram with the Logic block card, and /learn/?computer=levels opens the «Levels» tab.

Level guides 1–29 in the library lead here too: the «Where it fits in the machine» link opens the level with its block card. The number on the «My Computer» menu item shows how many blocks were completed since the map was last opened.

Sandbox

The Sandbox is a free-building mode: no task, no truth table, no verification (F9 is disabled) — but all base components are available right away: gates, bus operations, registers, the ALU, memory, the display, the gamepad and the random number generator.

The "Verilog" variant. There is no separate sandbox button anymore: the sandbox lives in the single top-bar menu as two items — «Sandbox·Circuit» and «Sandbox·Verilog». Switching preserves the state of both modes. The Verilog variant offers the same freedom, but the circuit is described in code: the Verilog editor on the left, the RTL Viewer building a schematic from the code on the right.

Verilog Editor and Debugging

On Verilog levels (30–47) and in the "Verilog" sandbox, the editor helps you find mistakes before running the tests, and the results show exactly where the circuit diverges from the expectation.

A detailed walkthrough of the debugging environment is in the article "Debugging Verilog Circuits".

AI Tutor

A 💬 bubble in the bottom-right corner of the canvas opens the AI Tutor panel, which analyzes your circuit, finds errors, and asks guiding questions in a Socratic style. You can drag the panel by its header to a convenient spot (double-clicking the header returns it to its original place). 20 requests per day are available.

Shortcut buttons send common requests:

AI Tutor can make mistakes. Do not blindly trust it — double-check results.

Game Economy

Completing levels successfully earns you the in-game currency — Transistors (T). The currency serves as a scoring system and is not spent on anything.

Your current transistor balance is visible in the «Profile · N T» menu item and in the Engineer Profile itself — a table with your full completion history: which levels are done, when, how many hints used, and how many transistors earned. The «Level N/47» button in the header opens «My Computer» on the «Levels» tab.

Transistor Run

Besides the circuit simulator, the project includes the game «Transistor Run» — a game sub-level of the practicum that unlocks after the introductory levels. In platformer form you route the path for the signal, assembling gates from transistors, and from gates — adders, flip-flops and registers. The levels carry plaques of the "Museum on the Board": pressing E opens a short story about a brand or machine from computing history. The game reinforces what you've learned and boosts engagement before working on the simulator canvas.

The full description of the game — rules, mechanics, and how it ties into the course levels — is on the "Transistor Run: about the game" page.

Accounts and Classes

For schools and universities the game offers optional accounts. Basic access remains free and registration-free — an account is only needed for progress sync and class studies.

Library

Detailed materials are available in the Library:

Course part overviews — the arc of each part, its main ideas and what you build by the end: part 1, part 2, part 3, part 4.

An AI tutor is available on library pages: highlight any passage and click "Ask a question" — the tutor will explain it in the context of the article. Or open the chat with the floating button at the right edge and ask anything. The daily request limit is shared with the game — 20 per day.

Tools

Besides the game there are standalone browser tools that help when working with truth tables: