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Crazy Machines 2 Review (continued)


Crazy Machines 2 Review Image  Manufacturer: Viva Media
Find all Viva Media reviews

ESRB Rating: Everyone
Platform(s): Windows 2000, Windows XP, Windows Vista
Release Date: April 15, 2008

Average Rating: 4 out of 5 Stars

View Crazy Machines 2 Details
Retail Price: $19.99
Online Sale Price: $15.99
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More User Submitted Crazy Machines 2 Reviews


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Date: 2008-07-26
Crazy Machines 2
I bought this game for my grandson but so far have not been able to get it to work. My daughter has talked back and forth with the techies about this and the latest is that she need a new graphics card which she has not secured yet to my knowledge. Thus, I cannot accurately review this product but am still in hopes that they can get it to work so I don't have to sent it back.

Date: 2008-07-14
Still Crazy After All These Years!
After all the negative reviews from folks who did not have the hardware to run this game, I thought it would be helpful to have a review from somebody who has actually played it for a while. In a nutshell, this game is awesome--both for adults and kids. The graphics and gameplay are a huge improvement over versions 1.0 and 1.5, which themselves were fantastic games. My 7-year-old son and I are addicts already.

I have collected some observations about the game that I hope will be helpful to prospective purchasers.

NATURE OF THE GAME

Version 2.0 follows the same basic format as the earlier incarnations of Crazy Machines. You are given a challenge (e.g., put this ball in that basket) and provided a set of elements (e.g., gears, belts, motors, explosives, ramps) to complete the task by building Rube Goldberg--or, for the modern generation, Wallace and Gromit--contraptions.

HARDWARE REQUIREMENTS

Other reviewers were right that this game demands a lot from system hardware. But that is a double-edged sword. On one hand, users with older, slower machines, will not be able to play it. On the other hand, users with newer computers will enjoy dramatically improved graphics and physics modeling (see below).

My computer runs CM2 just fine. I have a year-and-a-half old Dell with a Core2Duo 1.9 GHz. Not a screaming powerhouse of a computer, by any measure. I do, however, have a new graphics card, which uses an Nvidia 8800 GeForce GT chip. This is a good--but by no means top-of-the-line--graphics card. I am running it on Vista Home Basic 32 bit with 4 GB of memory. I also have an older Pentium IV running XP that will not load the game. I do not have the Ageia Physx card that the game recommends.

The bottom line is that you should not expect CM2 to run on your kids' old hand-me-down computers. But if you have purchased a system within the last year or so, it will probably work just fine on it.

IMPROVED ELEMENTS AND PHYSICS.

Like versions 1.0 and 1.5, you solve puzzles by putting elements together. This is done largely by affixing them to a lab wall.

The arsenal of elements has been hugely expanded in version 2.0. I have not counted them, but I think there are around 150, ranging from simple devices like ropes and weights to more complex elements like voltage regulators, televisions, toasters, cannons, gear shafts, transmission boxes, etc.

Some of the elements are broken down into components. For example, you assemble a switch by connecting a switch base--which has the power input and output--to the actual switching device (e.g., a mechanical, motion-sensitive, laser activated switch). Likewise, the CM2 robot can be assembled in various ways. This componentization effectively expands the number of elements well beyond the 150 or so standard ones.

The elements look and behave much, much, more realistically than in earlier versions. They are rendered beautifully in three dimensions. Most of the elements have a weathered abused-in-the-lab-for-years look to them. Many of them consist of multiple moving parts.

Unlike prior versions, the game now works with the scroll wheel on your mouse, so you can zoom in to look at the elements of your project. Once zoomed in, you can easily move over to an adjacent part of the project (by clicking and holding the scroll wheel while moving the mouse). Even better, you can change the perspective (by pressing the Alt key while clicking and holding down the scroll wheel and moving the mouse). This way, you can look at parts of your project from all angles. Doing this really makes the three-dimensionality of the game pop out.

The elements now behave more like their real-world counterparts. Ropes break when put under too much stress. Candles burn down. Batteries die. Bottles shatter realistically. Wooden boxes splinter apart when dropped. The list goes on and on. This addition of realistic physics really enhances the gameplay.

Viewing the improved graphics and physics, I can see why the game is more taxing on computers than earlier versions. This is unfortunate for those who wish to use it on older systems. But for my money, it is well worth it. In any event, Moore's law means that this will become less and less a problem over time.

GAMEPLAY

You proceed through the game by solving puzzles. The main game consists of a set of 150 puzzles that are organized into different "chapters" containing 10 games each. The overall theme is a "world tour," with each chapter containing graphics and music from a particular part of the world. For example, there is a Greece chapter, with ancient columns and statues, an Alaska chapter with log cabins an moose antlers, and Egypt chapter, etc. The puzzles themselves are loosely tied to the theme. There also is an introductory chapter that teaches you how to use the game and many of its elements.

As one would expect, the puzzles go from easier to harder. You have to solve most--but not all--of the puzzles of a given chapter to proceed to the next chapter. Within a chapter, you may solve the puzzles in any order you like. That way, if you get stuck, you can go to another puzzle within the chapter. This is a welcome improvement over 1.0 and 1.5, which only let you proceed one puzzle at a time--causing frustration when you got stuck.

Another improvement over 1.0 and 1.5 is the addition of subsidiary goals. For each puzzle, there is a main goal (e.g., put the ball in the basket), and a subsidiary goal (e.g., also pop the balloon and turn on the light). You are given different medals depending on whether you accomplish the subsidiary goals. The addition of these subsidiary goals means that the game is more accessible to players of various skill levels. You don't have to accomplish all the subsidiary goals to get to the next chapter. So less-skilled players still will be able to advance through the game without getting too frustrated.

Finally, CM2 offers hints--both verbal and visual (you can briefly glimpse a portion of the planned layout). The game limits the number of hints you can get for a given puzzle, and you lose points when you ask for hints.

In short, the game allows you to be as challenged as you want to be. The refinements in gameplay solve a major problem from the earlier version--getting stuck and not being able to move on to a different unsolved puzzle.

MY LAB

In addition to solving the puzzles designed by the game, you can create your own puzzles--or just tinker around with the various elements--in the "My Lab" section. In this section, you devise your own experiments and are given the full range of elements to do so (except for those that need to be "unlocked").

Devising an experiment is straightforward. You put the elements in place, identify which elements are locked (i.e., fixed in place for the solver), and identify the "targets" of the experiment (i.e., what needs to be done in order to solve the puzzle). You can test your experiment at each stage, to see whether it works.

This is a fantastic aspect of the game. It basically enables you to extend the game indefinitely beyond the 150 puzzles included in the game. With the game's new internet capabilities (see below), you can share your new puzzles with users from around the world. And you can attempt to solve puzzles that they create.

INTERNET CAPABILITIES

New to Crazy Machines in version 2.0 is the ability to share problems and solutions with other CM2 users via the Internet. You can create an online CM2 identity, which enables you to (1) look at other players' solutions to the 150 puzzles (after you have solved it), (2) upload your solutions to the problem, (3) post new experiments for others to solve, and (4) solve experiments that others can solve.

The internet interface is relatively easy to navigate. Because the game is new, there currently is not much content on the web. But with time and the development of a CM2 community, I expect that this will become a major addition to the game.

FUN QUOTIENT

In case it is not apparent from the above discussion, the game is great fun. And its appeal transcends age. I am a 38-year-old lawyer and I play it with my 7-year-old son. I don't know who enjoys it more. It also is a game where parents and children can play together, as equals.

Notwithstanding all that fun, it also is educational. It encourages creative problem solving and also introduces the users to fundamental facts about gravity, mechanics, electricity, light--and how to convert one of these forms of energy into another. I really wish that such a thing existed when I was a (younger) child.

CONCLUSION

I have been waiting over a year for CM2 to come out. It was scheduled for release in 2007, but came out only recently. I was not disappointed. In fact, the CM2 exceeds my expectations. In addition to the greatly improved graphics, the expanded arsenal of elements, and the improved physics, the game adds new aspects to the gameplay--like hints and internet collaboration--that greatly improve its playability.

As for those worried about the performance their current system, I would advise them to take a $20 gamble. The worst-case scenario is that CM2 is unplayable now, but will be playable when you next upgrade your system. It will be just as fun a year from now.


Date: 2008-07-12
This third title in the series is average despite great graphics.
This title has good graphics, especially when they are at least 1024 x 768. The gameplay is kind-of tedious. Zooming in just to see a part closer makes it harder to see the whole picture. Zooming out again, makes it harder to see any given part. Some of the puzzles are hard, and the ability to see a hint on a level only so many times, left me at a dead end when I could not solve one, about 15 levels in. I would recommend the first two, 1.0 and 1.5. I would recommend this one only if you have the patience to try each level. As far as I know, there is no help .PDF included.
Also, having 2 GB of main memory in your computer will allow you to read the hints and other text that sometimes is only partly readable or gone. 1 GB will not, for some reason. I would say it is probably made for Junior High to High School kids, with the difficulty level.

Date: 2008-07-09
I LOVE THIS GAME!!!!!
This is a great game! I cannot stop playing it! As a fan of the Crazy Machines game series, I have to say, the improvements are top notch! An improved physics engine, beautiful 3D graphics, how can you go wrong? I used to play with legos and knex as a kid, this game definitely lets me re-live my childhood! I play it more than my kid does, a must buy!

Date: 2008-07-09
Don't get caught! ~ verify machine specs to run this game!
It will be good to hear if anyone can get this game to work on their machine! ~Like others that have commented, we had ver. 1 running fine--- but found the hardware requirements for Crazy Machines 2 are too demanding. Unless you absolutely have the latest, greatest gaming system, opt for an ealier version to improve your chances of machine compatability. Not only will it save you a few dollars, it might save you the frustration of a game that won't work at all. And if it is for your kids, they probably won't know the difference between the versions.


Crazy Machines 2 Reviews Page: 4 of 5

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