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The game lets you play around with tons of realistically designed tools, including electric generators, mouse-wheel engines(a la the hamster running in a wheel to generate power), pipes, brick, and even several pets. That's where the realism and, to an extent, educational value, come in the basketball bounces more than the bowling ball, the tennis ball weighs far less than either, and so on. The game really lets you get creative, in that there are so many tools and they all behave differently. where you're given a clear screen, an unlimited supply of every object in the game and you can save and load your work on them, making it possible to create countless unique machines. Apart from the regular puzzles of increasingly high difficulty, there is also a "free-form" mode. There are 87 puzzles in total, and the first handful of them are tutorial ones, that introduce you properly to using everything in the game.
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There are a number of obstacles, and you have a limited number of the various objects you are given, so you have to try your hand and figure out how to use the tools right in order to solve the puzzle.
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You get a number of normal, everyday objects(and a few that aren't, though I believe everything seen in the game exists, and did so, when it was released nearly fifteen years ago), and from that, you have to build a machine that accomplishes one or more objectives(which are mostly very precise, though there are exceptions), such as "move this object there". in fact, for the longest of time, I referred to this as "the Storm P. The game reminds me of the Danish drawing artist Storm P. A few years later, I got a copy of it for myself, and it's hardly been off my hard-drive since then. This was on each computer that the students had access to at that one school, and it was popular with pupils and teachers alike, due to its great mix of realism and entertainment. the funny thing is that it wasn't at a friend's house or otherwise on a computer where you'd expect to find video-games. I remember seeing this back in the mid-nineties.
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