Description of Function
Alcatronics is an interactive two player "Distributed Destruction Mechanism" (DDM) centered around the theme of Alcatraz as a landmark of destruction. Two players must work together to find a way to disarm the DDM by inputting signals and activating sensors on the module. At its center is a prison-like cage that contains a defuser kit to disarm the device. Players must first use large scale motion and use their hands and work together to beat the game timer. Once successfully completed the three disarming tasks, the module will celebrate the victory and subsequently restart itself for playing again.
The game begins with a fully armed module, three bombs to display the number of tasks needed to be completed before disarming the device and 8 LEDs lit up to show the game has not started. The LEDs mounted on the background of the center prison display the passage of time and they begin counting down the game timer of 60 seconds as soon as the player begin the first task. Dark clouds at the background of the module serve to instill fear and they motivate the user to playx and hopefully become the "heroes" to save Alcatraz.
To begin the game, all the players need to do is interact with the device by cranking two hand cranks. The cranks have an analog input that produces a DC voltage and once one of the players has passed the threshold, the LED timers will start to count down. The threshold is high enough that both players have to crank for at least 10 seconds above a threshold and the defuser LED timer will count down during the rest of the game. Once they complete the first task, the prison will open up and the heroes will have stopped one of the bombs, this is displayed by rotating a bomb and hiding it behind our module.
The players have to keep cranking to keep open the prison gates and if either player sticks their hand out, a buzzer will go off to tell the players that their hands must be inside the gate to complete the next task. The players will block the IR sensor at the gates and the rotating motor will hide the next bomb to display that the second task is completed. Once their hands are inside, they must slide the bomb defuser kit through train tracks simulating the secret tunnels of Alcatraz. Once they pass the defuser kit through the right tunnel, the defuser kit will block the IR sensor and the module will hide the third and last bomb. The defuser timer will stop and the celebration over Alcatraz occurs instantly. A motor will rotate the display from dark stormy clouds to a rainbow to fully display the celebration. Finally, the whole module will restart itself after 60 seconds for the next set of players.
The game begins with a fully armed module, three bombs to display the number of tasks needed to be completed before disarming the device and 8 LEDs lit up to show the game has not started. The LEDs mounted on the background of the center prison display the passage of time and they begin counting down the game timer of 60 seconds as soon as the player begin the first task. Dark clouds at the background of the module serve to instill fear and they motivate the user to playx and hopefully become the "heroes" to save Alcatraz.
To begin the game, all the players need to do is interact with the device by cranking two hand cranks. The cranks have an analog input that produces a DC voltage and once one of the players has passed the threshold, the LED timers will start to count down. The threshold is high enough that both players have to crank for at least 10 seconds above a threshold and the defuser LED timer will count down during the rest of the game. Once they complete the first task, the prison will open up and the heroes will have stopped one of the bombs, this is displayed by rotating a bomb and hiding it behind our module.
The players have to keep cranking to keep open the prison gates and if either player sticks their hand out, a buzzer will go off to tell the players that their hands must be inside the gate to complete the next task. The players will block the IR sensor at the gates and the rotating motor will hide the next bomb to display that the second task is completed. Once their hands are inside, they must slide the bomb defuser kit through train tracks simulating the secret tunnels of Alcatraz. Once they pass the defuser kit through the right tunnel, the defuser kit will block the IR sensor and the module will hide the third and last bomb. The defuser timer will stop and the celebration over Alcatraz occurs instantly. A motor will rotate the display from dark stormy clouds to a rainbow to fully display the celebration. Finally, the whole module will restart itself after 60 seconds for the next set of players.
Specifications
Dimensions
The DDM fits in a footprint of 18" by 18" by 36" and it is a self contained module with a single power input.
User Interactions
Two players must input a large scale motion by using their hands to crank two handles and input an analog signal to the DDM.
Two players must enter the prison cell and slide a defuser kit across the secret tunnels of Alcatraz.
The IR sensors at the gate and at the tunnel involve non-contact sensing.
A single player alone cannot disarm the DDM.
Communication
The players must work together to open the prison gates. As soon as on of the players stops cranking, the gates will close and vice versa.
The players will crank at the same speed and open up each of the gates in order to complete the next task.
A slider defuser kit must slide across a the secret tunnels of Alcatraz and each player must use their hands to slide the kit.
Completed Tasks
The prison gates open once the players crank (large-scale motion) above a threshold.
To complete the second task, the players must block the IR sensors at the prison gates.
The third and final task is to block the IR sensor in the secret tunnels of Alcatraz, by pushing a defuser kit though a track.
The DDM fits in a footprint of 18" by 18" by 36" and it is a self contained module with a single power input.
User Interactions
Two players must input a large scale motion by using their hands to crank two handles and input an analog signal to the DDM.
Two players must enter the prison cell and slide a defuser kit across the secret tunnels of Alcatraz.
The IR sensors at the gate and at the tunnel involve non-contact sensing.
A single player alone cannot disarm the DDM.
Communication
The players must work together to open the prison gates. As soon as on of the players stops cranking, the gates will close and vice versa.
The players will crank at the same speed and open up each of the gates in order to complete the next task.
A slider defuser kit must slide across a the secret tunnels of Alcatraz and each player must use their hands to slide the kit.
Completed Tasks
The prison gates open once the players crank (large-scale motion) above a threshold.
To complete the second task, the players must block the IR sensors at the prison gates.
The third and final task is to block the IR sensor in the secret tunnels of Alcatraz, by pushing a defuser kit though a track.
Big Finish
The dark stormy clouds displaying panic and fear will turn into a beautiful rainbow to inspire hope and joy.
The LED timers will stop the defuser timer.
The bombs will hide behind the module.
User Feedback
A buzzer lets the players know that their hands must be inside of the prison to complete the next task. If either player removes their hand from the gate, then an annoying buzzer will go off.
A timer will start to defuse as soon as either players goes above a cranking threshold.
Other Features
The DDM will re-arm itself to its armed state once the player has won, this happens after 60 seconds of celebrating the victory.
The DDM will re-arm itself to its armed state if the player has lost the game and has completed less than 3 tasks.
The dark stormy clouds displaying panic and fear will turn into a beautiful rainbow to inspire hope and joy.
The LED timers will stop the defuser timer.
The bombs will hide behind the module.
User Feedback
A buzzer lets the players know that their hands must be inside of the prison to complete the next task. If either player removes their hand from the gate, then an annoying buzzer will go off.
A timer will start to defuse as soon as either players goes above a cranking threshold.
Other Features
The DDM will re-arm itself to its armed state once the player has won, this happens after 60 seconds of celebrating the victory.
The DDM will re-arm itself to its armed state if the player has lost the game and has completed less than 3 tasks.