A shift register keeps the last few values of its input, one in each flip-flop. A gate on their outputs recognizes a pattern in that recent history.
Hint
The flip-flops keep the last two values of A: Q0 the newer and Q1 the older. Y is Q0 AND Q1, which a NOR gate of QN0 and QN1 gives.
Solution
This is the game's reference drawing for the puzzle. It meets the goal and passes the design rules. Other drawings can pass as well.
Top View of the solved die, captured from the game. Paths that carry a high level at the moment shown are lit. The Side View below cuts through the row between the dashed lines.The whole game window in Isometric View. The scope on the right compares each output with its target band, and the message above it confirms that the drawing passes.The solution on the grid. Squares are numbered from the top left corner, so you can count them. The dashed outline marks the squares you draw, change, or erase; the rest is drawn when the puzzle opens.
Legend
Metal228 squares
Polysilicon74 squares
Contact47 squares
N active27 squares
P active27 squares
N well111 squares
Metal 2339 squares
Via56 squares
Input padCLK, CLKN, A
Output padY
Supply padVDD, VDD
Ground padGND, GND
Squares you draw, change, or erase87 squares
About the drawing
The drawing uses 549 of the die's 1015 squares.
Part of the drawing is in place when the puzzle opens. To finish it, paint 81 empty squares and change 6 drawn squares.
It forms 20 transistors: 10 N transistors and 10 P transistors. Each one is a place where polysilicon crosses active silicon.
47 contacts join metal to the polysilicon or active silicon under it.
56 vias join metal 2 to the metal under it.
The drawing when the puzzle opens. The dashed outline marks the squares the solution changes.