History VideoGame / TheIncredibleMachine

28th Apr '16 10:36:35 AM case
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* VideoGameCrueltyPotential: Feeding Mel to the Alligator, feeding the cat the mouse, breaking the fish tank.

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* VideoGameCrueltyPotential: Feeding Mel to There are many, many free-form machines that involve marching large groups of Mels into the Alligator, waiting mouths of alligators, RubeGoldbergDevice optional. Other things include feeding the cat the mouse, mouse and breaking the fish tank.
19th Apr '16 6:42:15 PM WillKeaton
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* EarlyInstallmentWeirdness: The first game has a vastly different art style from all the others. Later on, the Contraptions games did have an ArtShift in comparison to ''TIM2'' but it wasn't nearly as huge.

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* EarlyInstallmentWeirdness: The first game has a vastly different art style from all the others. Later on, the Contraptions games did have an ArtShift in comparison to ''TIM2'' ''[=TIM2=]'' but it wasn't nearly as huge.


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* ExtendoBoxingGlove: One of the many parts.
16th Dec '15 3:57:20 PM Mikeyfan93
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** The first game also included a timer, which, if you solve a puzzle fast enough, would give you bonus points. Also the first game had a point system.
14th Dec '15 5:17:25 AM TheomanZero
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* UpdatedRerelease: ''The Incredible Machine 3'' has the same content as ''2'', but runs in Windows instead of DOS with a new interface and CD audio.
12th Dec '15 10:15:46 PM TheomanZero
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** The creatures were named differently. Do you recognize Pokey, Mort, and Kelly? If you've only played the sequels, you know them as Curie, Newton and Pavlov Mandrill. The fish also had a name, Bob. The later games didn't have a name.

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** The creatures were named differently. Do you recognize Pokey, Mort, Bob, and Kelly? If you've only played the sequels, you know them as Curie, Newton Newton, Bill, and Pavlov Mandrill. The fish also had a name, Bob. The later games didn't have a name.Mandrill.
20th Sep '15 9:08:10 AM MrUnderhill
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* FrickinLaserBeams: {{Averted}}. Introduced in ''[=TIM2=]'', Laser Guns fire one-pixel-wide beams of light. The beam travels from the gun to its destination in one frame (i.e. as close to the speed of light that the game can simulate). If the beam is cut off by an object passing through, the beam past that point disappears immediately; when the blockage is removed, it reappears just as quickly. Laser beams also have no knockback, since they are made of light. Real lasers still wouldn't have a beam visible from the side unless the room was ''very'' dusty or foggy, but [[AcceptableBreaksFromReality points for trying.]]

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* FrickinLaserBeams: {{Averted}}. Introduced in ''[=TIM2=]'', Laser Guns fire one-pixel-wide beams of light. The beam travels from the gun to its destination in one frame (i.e. as close to the speed of light that the game can simulate). If the beam is cut off by an object passing through, the beam past that point disappears immediately; when the blockage is removed, it reappears just as quickly. Laser beams also have no knockback, since they are made of mass-less light. Real lasers still wouldn't have a beam visible from the side unless the room was ''very'' dusty dusty, smoky, or foggy, but hey, [[AcceptableBreaksFromReality points for trying.]]
19th Sep '15 8:36:48 AM MrUnderhill
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* FrickinLaserBeams: {{Averted}}. Introduced in ''[=TIM2=]'', Laser Guns fire one-pixel-wide beams of light. The beam travels from the gun to its destination in one frame (i.e. as close to the speed of light that the game can simulate). If the beam is cut off by an object passing through, the beam past that point disappears immediately; when the blockage is removed, it reappears just as quickly. Laser beams also have no knockback, since they are made of light.

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* FrickinLaserBeams: {{Averted}}. Introduced in ''[=TIM2=]'', Laser Guns fire one-pixel-wide beams of light. The beam travels from the gun to its destination in one frame (i.e. as close to the speed of light that the game can simulate). If the beam is cut off by an object passing through, the beam past that point disappears immediately; when the blockage is removed, it reappears just as quickly. Laser beams also have no knockback, since they are made of light. Real lasers still wouldn't have a beam visible from the side unless the room was ''very'' dusty or foggy, but [[AcceptableBreaksFromReality points for trying.]]
23rd Jul '15 9:22:09 PM MrUnderhill
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* PerpetualMotionMachine: The game has absolutely no concept of thermodynamics, so these pop up all over the place. Powering a generator with an electric motor powered by that same generator is just the start. [[RuleOfFun They make for great puzzle pieces, though.]]
23rd Jul '15 7:56:12 PM MrUnderhill
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* ShownTheirWork: While an [[ArtificialGravity anti-gravity pad]] isn't exactly realistic from the get-go, [[MinovskyParticle if such a thing did exist]], the effect it has on balloons (making them go down instead of up) would be plausible. Helium balloons float because they're lighter than air. By reversing gravity, you're also reversing the weight of both the air surrounding the balloon and the helium inside it, causing it to fall like a heavier-than-air object in normal gravity.
23rd Jul '15 7:32:03 PM MrUnderhill
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** Played straight with the Toy Phazer, though, whose projectiles travel slower-than-light and have plenty of knockback.

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** Played straight with the Toy Phazer, though, whose projectiles travel slower-than-light and have plenty of knockback. See FamilyFriendlyFirearms above for a possible explanation why.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.TheIncredibleMachine