anchor.diff:  
   			if (!activeClimb && streetZ != 0) {
   				// Not near a ladder, and this street is 3d
  -				if (inputManager.upKey == true) {
  +				if (inputManager.upKey == true && getScale() > MIN_SCALE) {
   					// moving back
   					z += physics.zSpeed * getScale() * dt;
   					moving = true;
  -				} else if (inputManager.downKey == true) {
  +				} else if (inputManager.downKey == true && getScale() < 1) {
   					// moving foward
   					z -= physics.zSpeed * getScale() * dt;
   					moving = true;
  
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: 		} else {
  			num scale = streetZ / z;
  			scale = 0.01 * scale;
  			scale = scale.clamp(MIN_SCALE, 1);
  			return scale;
  		}
  	}
  