4/03/2011

Crazy Machines 1.5 Review

Crazy Machines 1.5
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This version actually contains two separate games: "Inventor's Training Camp" and "New From the Lab."Like the original Crazy Machines, each consists of a series of puzzles (e.g., "put this ball in that box") that you have to solve by devising Rube-Goldberg-like contraptions using various equipment at hand (e.g., belts, gears, motors, explosives, etc.).They are great fun--both for adults and children.

"Inventor's Training Camp" is exactly what it sounds like--a set of easy challenges to help beginners learn about various elements in the Crazy Machines lab.In addition to the elements from the first version, it add things like a frog that hops when you touch it, a mouse that runs when you hit its tail, a teapot, colored blocks, and a top hat.The interface has more primary colors in it than the original "Crazy Machines" and some of the icons are different.But basically it works like the original game.Overall, the "Training Camp" it is a great way to get oriented in how the game works.If you have not played the game before, this is the place to start.

"New From the Lab" has the same look and feel as the original "Crazy Machines," but it also adds several new elements (these new elements are different from the new elements in "Inventor's Training Camp").These include a timer switch (good for time bombs), a wheel with five paddles, an old-fashioned phonograph (that plays a funny "la la, la la, la la" tune when powered with a belt), a wrecking ball, and wheeled carts.The new devices really do add a lot to the game-play experience.

Both of these games have a "My Lab" mode where you can just tinker around with the elements.More interestingly, you also can create your own puzzles for other players to solve.Thus, you can indefinitely add on to the 100 or so puzzles that come with the game.You also can export your custom-made games to disk and play them on other computers.I can see how this could be very, very fun for friends to exchange their own custom-made puzzles.My son and I already have just started doing this for each other.

This is a wonderful, wonderful, family computer game--one that I wish were around when I was a boy.My five-year-old son and I have spent, literally, scores of hours playing various versions of the Crazy Machines franchise together.It really is a game where parents and children can play as equals.It does not promote violence (OK, there are lots of explosive devices, but nobody ever gets hurt--except the robot).And it is not typical children's software pabulum.I think it really does teach problem-solving skills, too.Countless times while playing, my son declares "Oh, I have an idea!" and then tests his idea out to see whether it will solve the problem.And, in the process, he is learning things about gravity, electricity, steam, fire, light, and mechanics.

As for recommended ages, 5 to 95 would be a good range.My 5-year-old son had some problems with the interface at first, but now is a pro and can--and does--work the puzzles by himself.Parents with small children should put in the time helping kids learn it, as it can be frustrating at first.Also, some of the puzzles require the ability to read instructions, which may be a challenge for beginning readers.

I have some complaints about the game, however.

First, it is habit-forming.I am a 36-year-old lawyer.I have a five-year-old son.I don't know who is more addicted to the game.Each of us spend, literally, hours a week on it.We look forward to Saturday mornings when we have a long block of time in which to play it (while my wife is taking daughter to dance lessons).

Second, it does not appear to come with an instruction manual or on-line help system.The game can be a bit bewildering at first.This might deter some users from pressing forward, which would be a shame.Even seasoned users can find the lack of instructions to be frustrating.Only recently have I happened upon shortcut keys ("x" for zooming in and out, "s" for starting/stopping the experiment, "v" for adding/removing shadows, "t" for testing the experiment in "My Lab.")This is particularly frustrating in the My Lab area when trying to devise your own puzzle.It takes a while to learn how to establish the objectives for your experiment (hint: adding a flag to an object creates a goal for the experiment, as does dragging collision-target arrows for movable objects to a blue "target zone" box).If there were an instruction manual--even a short one--it really would add to the enjoyment of the game.(On the other hand, enterprising users can just view the absence of a manual as yet another puzzle to solve . . . )

Third, it crashes with much more frequency than it should.I am running it on two Windows XP computers that have more than adequate horsepower: one is a Pentium IV and one is a Core2Duo.Both have oodles of RAM and capable graphics cards.Yet it crashes about once every hour or two of play.Not a huge deal, but annoying when it happens.

Fourth, I find the professor (who chimes in with comments at random times) to be annoying.Happily, you can shut him up by disabling the professor option in the settings screen.

Overall, however, I highly recommended Crazy Machines 1.5.For existing Crazy Machine addicts, buy this.It will help to pass the time until Crazy Machines 2 comes out (supposedly at the end of 2007).The additional elements are worth the price.For new users, I would recommend buying both 1.0 and 1.5.Heaps of fun.If you are not entirely convinced, buy 1.5 and start in the "Training Camp."You will be an addict soon.

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Product Description:
Create Your Own Zany Rube Goldberg Devices! Go crazy with over 200 brand new gizmo-twistin' levels! Enjoy all-new elements, music, backgrounds and more. Start off in the Inventor's Training Camp to sharpen your skills.Get ready for explosive action and building fun using 100 awesome & wacky parts -- including bottle rockets, cannons, bombs, and robots.The Ultimate Brain-Teazing Puzzle Game! Continuing the fun, but not including puzzles from Crazy Machines: The Wacky Contraptions Game.

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