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Notably, the games simulated not only the physical interactions between objects, but also ambient effects like varying air pressure and gravity. There is also a "freeform" option that allows the user to "play" with all the objects with no set goal or to also build their own puzzles with goals for other players to attempt to solve. The levels usually have some fixed objects that cannot be moved by the player, and so the only way to solve the puzzle is carefully arrange the given objects around the fixed items. Available objects ranged from simple ropes and pulleys to electrical generators, bowling balls, and even cats and mice to humans, most of which had specific interactions with or reactions to other objects (for example, mice will run towards nearby cheese). The general goal of the games is to create a series of Rube Goldberg devices: arrange a given collection of objects in a needlessly complex fashion so as to perform some simple task (for example, "put the ball into a box" or "start a mixer & turn on a fan".). In terms of gameplay, this version provided the biggest addition to the series, while subsequent updates were basically only ports of the game to newer operating systems with updated graphics/sounds and sometimes new puzzles, but no new parts. It also improved on the "freeform" mode, allowing players to create completely playable puzzles by defining not only the participating parts, but also the set of circumstances under which the puzzle will be considered "solved". The Incredible Machine 2 introduced new levels, an extended assortment of parts, a new interface, significantly improved graphics, sounds, and music, and two player hotseat play.
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