anchor.diff:  		} else {
   			num scale = streetZ / z;
   			scale = 0.01 * scale;
  -			scale = scale.clamp(0, 1);
  +			scale = scale.clamp(MIN_SCALE, 1);
   			return scale;
   		}
   	}
  
positive.code: Player CurrentPlayer;
  
  class Player extends Entity {
  	static final List<Action> PLAYER_ACTIONS = [
  		new Action.withName('follow')
  			..description = "We already know it's buggy, but we thought you'd have fun with it.",
  
negative.code: 
  			if (!activeClimb && streetZ != 0) {
  				// Not near a ladder, and this street is 3d
  				if (inputManager.upKey == true && getScale() > MIN_SCALE) {
  					// moving back
  					z += physics.zSpeed * getScale() * dt;
  					moving = true;
  				} else if (inputManager.downKey == true && getScale() < 1) {
  					// moving foward
  					z -= physics.zSpeed * getScale() * dt;
  					moving = true;
  