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Armadillo Run Review

PC Review by Oliver Clare

29 August, 2006

Britain is heading for a serious engineer shortage according to CBI Director-general Richard Lambert. He reckons the reason so few UK students take physics at A-Level then go on to do engineering degrees is the evil combined science GCSE and the lack of inspirational secondary school science teachers. Personally I put it down to the fact that Armadillo Run isn't part of the national curriculum.

This brilliant physics-based puzzle game has the power to turn even the most ardent science hater into a budding Brunel, Eiffel, or Dyson. However addicted you are to slaughter or strategising AR will seduce you, I guarantee it. The concept is really simple. Each level consists of an inanimate basketball-like armadillo, a blue destination portal and some anchor-points or pre-built structures. Using elements like rope, steel, elastic, and rockets you have to build a device that will get the armadillo to the portal.

Money for old rope

Naturally, there's a catch. Every level has its own budget and all the building materials have their own associated costs. The obvious way to solve Level 27 might be to build a gently sloping steel ramp from armadillo to portal, but you haven't been given nearly enough money for that so a more minimal, more imaginative solution must be sought. Level 40 would be a push-over if you had enough cash to construct a rocket-propelled elevator, but the funds provided aren't sufficient so you'll have to experiment with counterweights or an elastic-powered cannon.

The joy of the experimentation is that there are no time limits or penalties for failure, and (this factor is very important) you know you aren't rummaging around in a haystack hunting for just one pre-hidden needle. The realistic physics and wide range of building materials mean there are literally hundreds of unique ways of solving most of the scenarios. Sometimes you even achieve success accidentally when a part of your design breaks or behaves unexpectedly. In a level I've just completed, I was working on an elaborate system of interconnected seesaws. After one rather optimistic alteration, the first seesaw decided to self-destruct mid-test creating a sort of accidental trebuchet that lobbed the orange orb directly into the portal hammock. "Result!" as Alexander Fleming once famously uttered.

Time-bombs and tightropes

'Armadillo Run' Screenshot 1

Gravity is your best friend and your worst enemy.

Destruction is actually pretty important in the game. Not only can you position and link lengths of metal, fabric, rope, rubber, and elastic anywhere on the screen, you can also adjust their tension, and prime them to snap with miniature explosives. Why on Earth would you want to do a mad thing like that? Well lets say you're planning to move the armadillo across the screen on a home-made swing; you might fix the raised swing onto the end of a platform with a primed steel strut. The charge on the strut would be set to blow once the armadillo had rolled into position. Maybe another charge-released device would snatch the swing with a jolt when it reached the other side, allowing the animal to tumble out and continue on its merry way.

If tensioning ropes and setting bomb timers sounds a bit involved then it's worth pointing-out that tricks like these are really only important later in the game. AR has a pretty straightforward interface and a very gentle learning curve. Ten engaging mini-challenges introduce the various gameplay elements and controls; 50 missions then gradually ramp-up the challenge and the complexity. Given the simple ingredients and the unchanging objective, it's remarkable just how diverse these missions are. Looking back through my library of auto-saved solutions, I can see huge rocket-driven Ferris wheels, elaborate rollercoaster-style rail systems, giant guillotines, massive golf clubs, colossal cobwebs of rope and elastic... With half-built mechanisms pre-positioned at the start of scenarios you are sometimes nudged in certain creative directions, but much of the variety is a natural by-product of a great design.

Floorless and flawless?

'Armadillo Run' Screenshot 2

The warm colours indicate stressed components.

Picking holes in AR is pleasingly hard, but I guess some gamers might fall foul of the linear scenario structure. To progress you must solve each puzzle in turn, so there's potential for getting stuck. The experimentation-based gameplay makes this highly unlikely however (tweak a design for long enough and you are almost certain to come-up with something successful) and even if it does happen there are hints and downloadable solutions available at armadillorun.com. Very occasionally I find myself yearning for a toggleable grid underlay to help with symmetrical designs, but this is another very minor complaint.

Although the game has never had a retail release, it's already attracted an enthusiastic and industrious community. The download section of the official site is groaning with excellent user-made levels, built with the aid of the bundled editor. Most are designed as single puzzles or multi-puzzle sets. A few are 'spectator levels' - non-interactive contraptions designed to be watched rather than played. If you're ever short of mechanical inspiration be sure to download and devour kinetic masterpieces like 'And Back Again' and 'Crazy Armadillo'. You won't see many more pleasing spectacles on your PC screen this year.

Now I've passed on the good news about how utterly wonderful Armadillo Run is, I now get to pass on the even better news. This delightful distraction is a measly ten quid, and it can be in your grasping mitts in minutes (Assuming you've got a credit card or a PayPal account that is) How can the developers sell something so good so cheaply? Mainly by being a one-man-band (Peter Stock is the chap responsible) and cutting mercenary publishers out of the equation. The only place you can buy this gem is armadillorun.com. Go there now. Spherical South American Spaldings wait patiently for your rocket sledges and rope bridges.

9/10

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Comments: 1-43 of 43

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mingster
29/08/06 @ 11:01
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cool sounds like trackmania.. without the track.

Thank god something original for a change...
Goffee
29/08/06 @ 11:02
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It's http://www.armadillorun.com, the original link being a housing development!

I wonder if John Carmack knows about this? His Aerospace outfit could do with the help. that's http://www.armadilloaerospace.com
mingster
29/08/06 @ 11:03
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umm the link doesn't seem right its taken me to a page that sells properties
Bezzy
29/08/06 @ 11:03
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Oh god! Reminds me of Bridge Builder, but without the gaudy graphics. MUST HAVE.
Dezm0nd
29/08/06 @ 11:03
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why does the http://www.armadillo.com link take me to an estate agents website? Interested but cant find the website!
TwistidChimp
29/08/06 @ 11:04
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Finally a review ! took your sweet time EG ;)

Its utterly ace though, and a bargain at the price. We did have a custom level challenge going on the forum but its gone a bit quite over the last month.
smelly
29/08/06 @ 11:08
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Demo got too tough for me too quickly.

So it put me off .. :-(
Bezzy
29/08/06 @ 11:10
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Are you sure about that link, though? http://www.armadillo.com seems to be some real-estate agent or something.
Cappy
29/08/06 @ 11:12
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Versions for Mac OS X and Linux are in the works, hopefully soon.

I'm pretty interested in this, if the OS X version is up to scratch this might be the first time I actually game on a computer rather than a console since the early 90's.
skillian
29/08/06 @ 11:13
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The demo is ace, and I've been considering for a while to get the whole thing. This review (and seeing the massive thread in the forums) might just convince me.

Any reason you decided not to go with a final score tho? I don't mind, just wondering why this particular game?
Tiger_Walts
29/08/06 @ 11:16
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Maybe the reason EG took their time in reviewing this is becausethey get all their new game info from PC Gamer. ;)
boabg
29/08/06 @ 11:18
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There's a forum challenge thread on this.
Ulgen
29/08/06 @ 11:23
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Already bought this a month or two ago. It's an excellent game. Recommended, and well worth the tenner.
krudster
29/08/06 @ 11:25
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Link will be updated - sorry!
KraftWerk
29/08/06 @ 11:34
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One of the best games of 2006, regardless. :)
Dezm0nd
29/08/06 @ 11:39
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This game has my tenner, cant wait to get home.
Metalfish
29/08/06 @ 11:53
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Why, there's no review score! Now people have to read to article to have an opinion on it! Preposterous!
TwistidChimp
29/08/06 @ 11:56
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For anyone thinking shall I shant I, Its one of my fave games of the year so far. The forum challenge provided most of the fun though, competing to come up with the most efficient design.
haowan
29/08/06 @ 12:02
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Good show EG
smoison
29/08/06 @ 12:08
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This sounds really nice, a mix between Incredible machine and bridge builder!


I will defenitly try this game out!
smelly
29/08/06 @ 12:16
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Hmmm.. So I take it im the only person who found this too hard?

I must be as stupid as furbs.. *sulk*
urban
29/08/06 @ 12:21
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i really really enjoyed playing the demo :)
chupachups
29/08/06 @ 12:29
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Isn't this a sort of 3D version of The Incredible Machine?
Martin
29/08/06 @ 12:32
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Yay, no more scores!

(I know, it's just forgotten -- but it was fun while it lasted. ;)
smelly
29/08/06 @ 12:34
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chupa : Yip, but much more physics based, and lots more parameters to get your head around at later levels (Enough to make yer brain explode with too much to think about IMHO).

No doubt i'll now be called an anti pc fanboy as im disagreeing with the masses again.
Martin
29/08/06 @ 12:37
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The Incredible Machine for the win!

This seems to be more realistic/less fantastical than TIM though.

I've wasted lots of time on TIM so this seems right up my alley. As soon as I drop my Dwarf Fortress habit that is. ;)
symmetry
29/08/06 @ 12:43
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OK, I have $640 left after completing the demo. Someone beat me.

(oh and I'm soooo getting this on payday)
TwistidChimp
29/08/06 @ 13:07
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I think we need to bump the Challenge thread, get it going again.
Metalfish
29/08/06 @ 13:21
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I only had $548 left on my play-through. Bugger.
Adam_T
29/08/06 @ 13:34
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This is geek gaming at it's finest - The Geeks love it!
TwistidChimp
29/08/06 @ 13:48
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Its awsome, the Forum Challenge thread was great. Was so cool seeing the different ways people had completed the level, almost everyone consistantly came up with a different solution. Its so freeform it allows you to build almost anything, sleds, counterweights, lifts, rocket powered motors, pulley systems, skies the limit really.
MyPointIs
29/08/06 @ 14:46
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This is a video with some ingeniously cheap solutions for the demo

https://my.usf.edu/bbcswebdav/usersrbtaylo2/Armadillo-772.wmv
Edited 1 times, most recently on 29/08/06 @ 14:48
Thalanos
29/08/06 @ 14:48
#33
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Awesome game. I got it a couple of months back in response to a Gamasutra article. Money well spent.

Hopefully this article will have the same effect on some more people!

It's a shame I spotted the challange thread a little too late... and that everyone was getting much cheaper solutions than me.
smoison
29/08/06 @ 14:53
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For those who liked this, try out Pontifex here http://www.chroniclogic.com/index.htm?po...

Its very similar except its all about bridge building.
stoopidgreg
29/08/06 @ 15:43
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is this by the same guy who made pontiflex? my dad's a tech teacher and he uses it in school to teach the kids about how to make strong structures (then they can test their bridges with those paper straws). anyway, just bought it, and man it gets hard fast. i guess i'm just thick
Edited 2 times, most recently on 29/08/06 @ 17:10
RandolphScott
29/08/06 @ 15:57
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it's good i like it. i have paid my 9.99
foamy
29/08/06 @ 18:22
#37
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I just spent 4 hours in a row playing a 2MB game. It's just great.
TwistidChimp
29/08/06 @ 19:19
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@ HybridR

Void 2 was really easy... check my solution :)

/is smug
Edited 2 times, most recently on 29/08/06 @ 19:21
stoopidgreg
29/08/06 @ 21:49
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there's hints for all the levels here
stoopidgreg
30/08/06 @ 00:59
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god dammit this game is addictive. i only bought it today and i'm already on level 33 of 50, although admittedly using a fair bit of the hints on the website.
JEPC123
30/08/06 @ 10:34
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I showed the review to my brother, and we instantly downloaded the demo, then the game. As an MEng student, he's in heaven. The possibilities are, as already stated, nearly endless (especially when you download some of the user-created levels) and the game is extremely addictive. I wholly agree with the sentiment in the review - why ISN'T this used in schools?! If it was modified so that you could freeze the game at any time, then click on things to find out tension and other statistics, then it would be amazingly useful - students could work out a certain value at a certain point, and even understand why it's like that more easily. It could be used in conjunction with equations etc, making physics more fun! Or not...
itsallcrap
24/09/06 @ 01:43
#42
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Enormous fun while it lasts, but I completed it in less than a week (with all but 2 bonus levels unlocked), and the fan levels you can download off the website just aren't the same.
Kua
13/07/08 @ 13:15
#43
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A bump for genius. I've failed to get inspired by a new game in a while, and now I've found a few glorious megabytes.

Comments: 1-43 of 43

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