Creator: Anthony Thyssen Email: anthony@cit.gu.edu.au Date: Mon Dec 21 21:13:36 1998

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nameroller_cades
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  • sign "Roller 1"

    Roller 1... A two position `flip-flop'. - This is too fast, the boulder below does not move. It looks dangerous to an adventurer but it itn't!!! It will not damage you walking on it. -

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  • sign "Roller 2"

    Roller 2... Another two position flip flop but with only one button. - This is simular to the first except the gates are the invese of each other! EG: only one button required! - however with this one set of spikes remain mostly up while the other remains mostly down. Sort of the same as before

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  • sign "Roller 3"

    Roller 3... A cycle of 3 is set up using 2 buttons under each position to ensure one way movement of the object. In this case a very light weight `Passport'. Just to show boulers are NOT needed. - This however does NOT work properly. - It seems that a 3 cycle is just too fast and the slowness of the spikes means that the boulder rolls in a weird fasion. - However the spikes stay up that little extra amount of time and when active will be up more often than not (2/3 of the time). As such boulder below will roll around its enclosure, but is not very nice. - This does work under v95.1 but client delays mean that the animation seems to occasionally `jump'. As for driving other actions, the `token' sometimes jumps from one place to the next just that little to quickly to effect other `gadgets'

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  • sign "Roller 4"

    Roller 4... A cycle of 3 but with the gates UP by default. This means that to roll the boulder, only ONE button should be needed. -- Also the spikes below will only be active 1/3 of the time, as only one button for each is needed above -- However as the gate is up, the start position for the boulder needs a button to lower the first position. I have set up two handles so you can see the `default' untriggered position of the spikes. -- The method works but again needs to be longer to prevent the `token' boulder jumping too fast in one position. -- It also looks horrible with the spikes up by default but it will allow simpler cascades, and loops, and does not require a channelling fence in longer `loops'. (See cascades). -- This method however is no good for `random selectors' where boulder eventually leaves the cascade, it will do so the first chance it gets, unless more complex exit arrangements are made. Just as more complex input arrangements are required

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  • sign "Roller 6"

    Roller 6... This is a `inverted' 4 unit cascade loop. These loops are much smaller (area and number of buttons) than the previous loop, but looks rather horible. -- This loop works very very well. -- The reason is that the boulder has to actually wait for the next set of spikes to be lowered before it can jump to it. As such the boulder stays on its buttons for a longer period of time.

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  • sign_e "The hard way"

    Hard Way... This is a totally self contained roller cade, each spot has a button underneath to activate that and only that spikes. -- This means that you need a connected button/skipe set for every position which is a rotten thing to program. -- It is also very very hard to stop!

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  • sign "Roller 5"

    Roller 5... This is a 4 cycle cascade loop. The smallest of this type, and is here only as a demonstration. -- The loop is however still too small as the rolling boulder will still catch up with spikes which has not fully reset. But it works fine on a machine with a slower processor where for some reason the boulder does not roll as fast. -- The solution is of course to use a longer cycle, indeed a 6 position loop does work properly. OR somehow change the timing of the spikes to get them to reset just that little bit faster. -- Compare the vast area this device needs to actually go its job, to the `inverted' form next. The surounding fences needed to form the channel is just enormous and wastful.

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