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Name: Chisa
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Machinarium electric puzzle

Machinarium electric puzzle how to#
Green beads have to be slid from one end of a constricted maze to another lightbulbs have to be lit up in the correct sequence to form various types of star tiles have to be shuffled until they form an electric circuit and so forth. We are frequently confronted with logical or geometric brain-teasers. Likewise, a lot of the puzzles in the new game ask something more of us than just finding the right objects to click or the right sequence to click them in. This is one indication that the game as a whole is more complex, and what you discover in one screen often doesn't make complete sense until a few screens later. In Machinarium, once you have found useful objects such as a key or an oil-can, you can store them in an inventory, for re-use later. In the Samorost games whatever equipment was needed to solve a puzzle could be found on the current screen. Secondly, although Machinarium retains the same point-and-click functionality as its predecessors, this functionality has been somewhat augmented. In Machinarium, the graphics have more of a hand-drawn look. Firstly, the backgrounds in the Samorost games were largely created from collages, often based on blown-up photographs of highly-textured natural objects such as tree-bark. Machinarium differs from its predecessors in some respects, however. The music for both Samorost 2 and Machinarium is composed by Tomas Dvorak, and their basic storylines are closely related too: in Samorost 2, a little man has his dog stolen by aliens, while in Machinarium the hero is a little robot, whose girlfriend has been kidnapped by villains. They are also all science-fiction-themed, but they depict worlds which are quirky, small-scale, densely textured and slightly shambolic rather than awesomely futuristic. All three share the same whimsical sense of humour. Machinarium has a great deal in common with the two Samorost games, particularly Samorost 2. Dvorksky started designing his first computer game at the age of 15, and Amanita is best known for its point-and-click adventure games, most notably Samorost 1 (2003), Samorost 2 (2007) and now Machinarium (which was released in October this year). If you're lazy, you could always screenshot them and upload them through DropSnap or something similar, but I'm going to assume you're all good sports.Magazine électronique du CIAC - CIAC's Electronic Magazineīy AMANITA DESIGN (Jakub DVORSKY et alii)Īmanita Design was established in 2003 by the Czech Jakub Dvorsky, who was then completing his studies at the Academy of Arts, Architecture and Design in Prague. This forces you to remember as much as possible of the diagrams, and discourages you from abusing the privilege too heavily. Anyway, each time you're given a "map" to solve the puzzles in an area, once you close it, you have to play the mini-game to see it again. Then again, I'm not a puzzle/hidden-object guru, so maybe for the Myst-faithful, this is child's play. Some of the puzzles are incredibly unobvious. If you choose to forego the "hint book" for the entirety of the game, I imagine it would take you weeks to beat Machinarium. Some would say this is like "cheating." I'd call it mercy. Intensely detailed diagrams will show you exactly what to do, and in what order.
Machinarium electric puzzle how to#
At the end, you're rewarded with a "map" of how to solve all the puzzles in a particular scene of the game. Each time you open the book, you're forced to participate in a Game & Watch-style mini-game that eats up roughly 30 seconds of your time and attention.

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