← AI Game Fusion
Fusion #10 · Artillery × Connect Four

SALVO

WINDCALM
ANGLE45.0°
POWER55%
ON THE GUNYOU
HEAVY2
CALLED4

SALVO

Connect Four across a windy gap. You can still see the winning move. You just have to hit it.

Lob a disc into a column. Set angle and power, read the wind, fire. A disc that comes down on top of a stack drops in and is yours. One that clips the side of a stack is deflected and gone — a wasted turn, and the board does not care that you meant well.
The stacks are the terrain. Every disc anyone plays raises a wall, and a wall you have to clear is a steeper, longer, windier shot. A stack five high shuts off the column behind it completely — and only four, for the far columns. From your side that column stops existing, however obviously you need it, and no amount of power reaches past it.
Which means you build your opponent's walls. The columns nearest your gun are the easy ones for you and the blind spot for them. Every disc you land on your own side of the board is a brick in the wall that shuts them out — and theirs does the same to you.
HEAVY (two per game). A heavy round smashes the top disc off a column instead of landing on it. Both discs are destroyed and the stack drops by one. It is how you defuse a threat you cannot block and how you cut a hole in a wall — but it lowers the terrain for both guns, and a heavy must be fired hard, so it is always a long, wind-bitten shot.
Four in a row wins — level, upright or slanted. Every shot is spotted: miss and the board tells you by how much, in columns, so the second shot at the same target is the honest one.
REACH — WHERE THIS GUN CAN PUT ONE
BOARD
ANGLE↑ ↓  (⇧ faster)
POWER← →  (⇧ faster)
CALL COLUMN1 – 7, or click it
AIM BY MOUSEdrag from your gun
FIRESPACE
HEAVYH
PAUSE · MUTE · RESTARTP · M · R
LOBAngle and power are exact — nothing here is a twitch meter. The doubt is not in your hands, it is in the wind and in the skyline. A disc that lands on a column's top surface drops in; one that strikes a vertical face is deflected and lost, and the turn goes with it.
TERRAINThe stacks are cover. Clearing a two-high wall is a comfortable 55% shot; a six-high one is 93% power at 78°, right at the end of the dial. And a stack five or more high hides the column behind it outright — the arc that would clear it and still come down in one cell does not exist at any power. The mark on the strip means one heavy round would open that lane; a plain strike-through means it would take two. The REACH strip is that arithmetic, done for you, every turn.
SHADOWYour near columns are your opponent's far ones. Filling the ground in front of your own gun is comfortable and cheap and it walls them out — but a wall is made of discs, and discs have a colour, so you cannot stack one high without handing over a Connect Four position. The wall and the win condition are made of the same thing.
HEAVYTwo per game. A heavy strikes the top disc off a column — both discs die, the stack drops by one. Use it to break a threat that sits where you cannot reach, or to cut a doorway through a wall — a five-stack takes one round to open, a full six takes both of them. Remember it opens the same doorway for the other gun, and that firing hard means firing long, so the wind gets a longer hold on it.
SPOTCall a column before you fire and every shot is spotted against it: SHORT 1.4, OVER 0.6, WALL. Your last three arcs stay on the board as ghosts. That is the ranging loop, and it is why the wind rerolls every turn — a solution is only ever good for one shot.
FOURFour of your discs in a line — level, upright or slanted — ends it immediately. Board full is a draw. If seventy rounds go by with no four, the longest line on the board takes it.
KEYS↑ ↓ angle, ← → power, hold Shift for coarse. 1–7 call a column, or click one. Drag from your gun to aim by mouse. Space fires, H arms a heavy, P pauses, M mutes, R restarts.