Shock wire game




















If you want, you can apply a printed image to the top of your game board, gluing it in place as shown in figure. A printable version of the image shown in Figure can be downloaded below. Otherwise, you can use any image you like. When gluing down the image, be sure to leave about 2 inches of foam core exposed for making electrical connections later. Apply a thin layer of glue to the back of your image, as shown in Figure. Be sure to cover the entire surface evenly.

Press the image into place, aligning the bottom edge of the image with the bottom edge of your top panel, as shown in Figure. The path wire is the length of wire that players must navigate to win the game. It is secured to the game base with machine screws, nuts, and washers, as shown in Figure.

Choose one of the two lengths of insulated wire to be the path wire. Strip all of the insulation from the path wire. Twist the path wire into a challenging but navigable shape. Using two machine screws, secure the two ends of the path wire to the foam core base, as shown in Figure. The second length of wire will be your loop wire wisted back on itself to create a loop that must be navigated along the path wire.

Strip about 1 inch of insulation from one end of the loop wire, and strip about 3 inches of insulation from the other end. Secure the shorter stripped end to the game base with a machine screw, as shown in Figure. Make a loop in the other end of the loop wire, encircling the path wire, as shown.

NOTE: Do not make the loop too small, or your game will be very difficult to win! The buzzer can be mounted directly to the game base. Because these components need to be incorporated into a circuit with the path wire and the loop wire, they must be positioned close to the machine screws that anchor these two wires, as shown in Figure.

Using the buzzer as a template, trace the component's rectangular shape onto the game base, between the two machine screws at the top of the game board. Carefully cut out the rectangle and push the buzzer into the hole. If it feels loose, secure the buzzer with tape. Now comes the tricky part connecting the path wire, the loop wire, the buzzer, and the battery pack, so that when the loop wire touches the path wire, they form a complete circuit that causes the buzzer to sound.

With the game board upside down, identify the buzzer's power lead the red wire and ground lead the black wire. Loosen the nut anchoring the loop wire, wrap the buzzer's power lead around this screw, and retighten the nut.

Find the screw that is connected to neither the path wire nor the loop wire, wrap the buzzers ground lead around this screw, and retighten the nut, as shown in Figure. Secure the battery's power lead to one of the two screws anchoring the path wire. Secure the battery's ground lead to the screw with the buzzer's ground lead, as shown in Figure.

Connect the battery leads to the battery pack, making sure to align the red and black wires. Now the fun part: turn on the battery pack and try to move the loop from one end of the path to the other without touching it, as shown in Figure. Reply 6 years ago. Try adding the led with the correct resistor in parallel to the buzzer positive end of led to positive end of buzzer, negative to negative.

And in case you don't already know, the resistor goes on the positive side of the led. I think this should work, of not I'm sorry. Reply 3 years ago. I'm trying to make a similar project that both buzzes and shocks.

Could you, or anyone on this thread point me in the right direction? In this game if you lose the game by touching the wire means if the metal loop touches the curved wire, then you will not get shock instead a buzzer will beep which indicates the loop is touching the wire. The below Figure is the loop wire game circuit connected with a battery and a light bulb. The entire set up of the loop wire game is as shown in the figure.

Electric power always flows from negative end, i. AA batteries are used in this project and the edge of the power and consists of raising tip and these AA batteries a one of the type of cylinder-shaped batteries and in these batteries the ground end will be flat.

The buzzer is connected to the battery. This buzzer consists of two wires which are called as leads, One is red lead and the other is black lead. Red lead connected to the battery pack and black lead or other wire of the battery is connected to a battery pack as shown in the above circuit. Electricity is carried out along the length of the circuit from one end to another. Due to the chemical processes used in the battery, some pressure is created and this pressure is known as voltage.

If the wire is damaged the power supply in the circuit does not flow and this damage results in the non-functioning of the circuit and wire loop game.

Head straight into the grove from elevator for a few steps, then left. Clear all areas here and you will end up in the south area where you will find the Computer Nodes.

Blow these to reduce level security some stuff that was blocked by level security will now be accessible. Continue around the circle on the upper areas of the level and you will end up in the northern area again where the force bridge control is found. Now you can head into the central tower and up to the Bridge. Insert Isolinear Chipset into panel to open the central core area. Hit button on wall nearby to activate teleporter.

There is a button on the wall next to it to lower the force field. In Beta Grove G2 keep to the right. Find Relay and repair with an Interface Demodulator. Make sure that you are far away when they go off. One of antenna traps you with a force door, and you die so make sure that the Cyborg Conversion chamber for this level has been found and fixed before you try this. There are ways to survive this if you are clever. On each level is a screen showing one digit. These screens are always found in the same room as the Computer Nodes, and cannot be destroyed.

When you recieve authorizatiom from Earth to scuttle the station after destroying the 4 antenna on L7 go down to level R and enter the core of the Reactor which until this point is blocked by gratings.

Activate the Repulsor lift to rise to the controls. On the keypad you find there, enter the first three digits from L1 to L3 , and then the second set of three digits from L4 to L6 , and then throw the large switch next to the keypad. Be warned that there will be nasties all along the way to stop you this step is optional. You have to bump into it to make it open. If the battle ends and you just get a still shot of Shodan's face - you lost try again.

Shodan is a large gray cone-shaped thing an an area of Cyberspace on level 9. This area is off to the side of the main current flow, so if you just let the current carry you, you won't find it. Start blasting away as soon as you find her. She will immediately make it just about impossible for you to control your movement, and at the same time start obscuring your vision pixel by pixel. If you don't nail her by the time the screen is completely filled in, you lose.

I found that the only solution is to just continually fire my Pulser as fast as I could whether or not I had her lined up in my sights at the time. If you fight a battle and Save your game before searching the dead foes, you can then search the bodies and if you don't like what you find..

This is particularly handy on Level 1, Retina Scan - on level 3 there is a door that requires a retina scan. You must find the severed head of Abe Ghiran found in west area of level 3.

Virus Mutants on level 2 - These mutants are behind a force field, and will be released automatically when you reach the correct point in the game.

Nothing you can do until then. Trigger is jettison of Beta Grove on L6. Elevators don't work - you will get a message that elevator power is being diverted somewhere. After completeing the appropriate task usually resulting in the destruction of the 'somewhere'that the power was diverted to the elevator will be enabled.

Dermal patches have side effects - example: using a Sight patch will work for a while, but afterwards your sight will be poorer than originally, and application of further Sight patches will not work.

Use a 'Detox' patch to remove side effects from other patches as well as to recover from radiation damage in "hot" areas. Broken doors - some doors are 'broken beyond repair'. There is nothing that you can do. Maintenance doors on Level 3 - are locked and give you the message that 'no maintenance required'.

They will open after you have first attempted to flip the 'Jettison Enable Master Control' on level 6 after flipping the 'Jettison Enable' switches in each of the 3 groves on level 6. You will just have to come back later. Reactor destruct code is different for each game that you play. Each Cyberspace terminal leads to a seperate enclosed area.

You may be able to see some of the other areas, but cannot reach them until you get to the appropriate terminal. Each time that you enter Cyber- space, you have only a fixed amount of time before Shodan detects you and wipes you out. If you are killed in Cyberspace Integrity Failure the next time you enter your total time will be reduced. You may wish to Save your game before entering, and practice until you can clear out an area and leave via a normal exit.

Then Save again and go back for the rest of the stuff. Edward Diego the Cyborg version will teleport away when you have injured him sufficiently during your first two encounters. The third time is a charm. Play all of those cool Games you picked up in Cyberspace!! Note that using a Reflex patch will greatly increase your luck.

You only need to use 1 Interface Demodulator and 4 chunks of Plastique to complete the game. Turbo Booster - select the Booster and then Select 'Item'. You will see that there are two settings for the Booster "Skate" and "Boost". The 'Skate' setting will allow your jumps to be higher and farther.

The 'Boost' setting greatly increases your top speed, but is very difficult to control. Jumping - use your Turbo Booster on the 'Skate' setting see above to greatly enhance your jumping ability. Re-generating Autobombs. There are two places in the game one in a hallway on level 7, and another in a maze area on level 9 where the Autobombs are constantly generated. No matter how many you shoot, there will always be more. Antenna trap on level 7 - The southern antenna has a force door which closes behind you, trapping you in the explosion.

There is an Access Panel behind the door which is exposed when the door closes. The problem is that you do not have the time to solve it. There are several ways around this: A Switch the Cyborg Conversion chamber to ressurect you.



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