MECHANIC · LEXICON

Contraptions

Switches, beams, blocks and gears — compose causal parts into one working machine.

Also known as: Rube Goldberg Machine / Machine-Building Puzzle / Gadget Puzzle

Updated 2026-10-05 · By Komugi, Toki, Sawari

Definition

A contraption puzzle asks the player to place parts whose behaviour is fixed, link their causes and effects into a single chain, and make the whole thing work as one machine. The player's verbs are place and connect. What changes is not the parts themselves but the lines of cause running between them. The win condition is that causation reaches the goal from the input without breaking once.

This is not a mechanic solved one move at a time. You build the machine first, run it all at once, watch the result, and rebuild. Because verification arrives in the single instant you press run, players learn to run the machine in their head before they run it on screen.

Origins and lineage

The name comes from the American cartoonist Rube Goldberg (Reuben Garrett Lucius Goldberg, 1883–1970). He took an engineering degree at the University of California, Berkeley in 1904, then became a newspaper sports cartoonist. He is remembered for drawing machines that dispatch trivial errands through needlessly elaborate chains; the best known is the 1931 "Self-Operating Napkin." The phrase "Rube Goldberg" was in print as a descriptor by 1928 and entered the Random House Dictionary in 1966 meaning "having a fantastically complicated improvised appearance." Goldberg himself won the 1948 Pulitzer Prize for editorial cartooning.

The game that turned the idea into play is The Incredible Machine (1993), developed by Jeff Tunnell Productions and published by Dynamix. Kevin Ryan designed and coded it almost single-handedly. Its physics is deterministic, with no random number generator, so the same layout always yields the same result. The player touches only the arrangement of parts; after pressing run, there is nothing to do but watch the machine you built. The full history is collected in The Incredible Machine (1993).

That game also shipped a goal-free "freeform" mode, allowing contraption building with no problem to solve. It is widely treated as the point where contraption puzzles grew from a problem set into a tool for making things. The first appearance of contraption play as such, however, cannot be pinned down. Puzzle boxes and marble-run toys sold the same pleasure long before video games. The digital lineage is best read as that older pleasure plus deterministic simulation and per-level constraints.

Variations

Even within "connect the causes," the feel changes with what the parts are made of. ElecHead (2021) makes electricity the only part: every floor and wall is either live or dead. One verb — throwing your head to cut the power — becomes the whole act of wiring. Lightmatter (2020) makes light the part, and the single rule that shadow kills turns the aim of every lamp into a circuit diagram.

Sometimes the parts are the player. In The Swapper (2013) you spawn clones to share weight and hold switches, and the last move is choosing which clone to move your mind into. COCOON (2023) has you carry orbs on your back, but each orb is itself a world, so worlds become parts of worlds. The Entropy Centre (2022) hands you a tool that rewinds an object's time, making "where it was a moment ago" a wireable part.

A third family rewires people and buildings from a distance. The Crosslink tool in Gunpoint (2013) lets you repatch a building's wiring so a light switch opens a door or a guard calls the lift. Because no single solution is enforced, one level splits into many. Quadrilateral Cowboy (2016) pushes the same idea into text, turning device operation into typed command lines — a title sitting on the border with Programming & Instruction Writing.

Design pitfalls

The first trap is busywork. The answer is settled the moment you read the wiring, yet the crane still has to be driven around for minutes — a complaint that recurs through the negative reviews of Firmament (2023) (Counterpoint: Firmament). Contraption puzzles stretch hauling time faster than thinking time. Trim the number of assembly actions down to what the thinking actually earns.

The second is explanation failing to keep up with the machine. In his SpaceChem postmortem, Zach Barth admitted he never got the tutorial right: "my love of making complex games always outpaces my ability to explain them properly." He added that wanting to add more explanation was itself a clear sign he should have remade the game rather than the explanation (The philosophy of Zach Barth). The game's difficulty became an oppressive curve past forty hours, and only 2% of players reached the end.

The third is teaching order. Each added part multiplies the combinations, so introducing two at once leaves players unable to tell which property defeated them. Ashe of Blobun puts it plainly: each world introduces two or three elements, builds on each alone, then combines them with the others (Teaching mechanics in order). Add too many parts and a brute-force detour opens beside the intended solution. Barth chose not to seal it but to open the solution space instead, scoring players on cycles, symbols and reactors — three metrics that fight each other.

How to tell it apart

This sits on a different layer from Physics Simulation. Physics is the substrate that fixes how parts behave; contraption names the act of composing causes on top of it. ElecHead works as a contraption game with almost no physics calculation, and plenty of physics games only throw and break things without any assembly. The test is whether the player designs the arrangement of parts.

Programming & Instruction Writing orders instructions in time; contraptions place parts in space. The difference from Routing & Line Drawing is whether a line merely has to get through, or whether each part carries behaviour of its own. Devices in Escape Rooms & Puzzle Boxes are usually things to find and open, leaving the player little room to rebuild them.

Further reading

On this site. For lineage, The Incredible Machine (1993). For designers in their own words, The philosophy of Zach Barth and The philosophy of Tom Francis. On teaching order, Teaching mechanics in order. For a small game built on wiring itself, what Linkito taught me about who is at the end of the wire.

On the analog side, Turing Machine (2022) — a paper contraption with no electricity that returns only a verdict. For a critical reading, Counterpoint: Firmament.

Outside sources. For the term and the 1931 "Self-Operating Napkin," Rube Goldberg machine (Wikipedia) ↗; for the man, Rube Goldberg (Wikipedia) ↗. For how The Incredible Machine was made, The Incredible Machine (Wikipedia) ↗. Barth's own account is Postmortem: Zachtronics Industries' SpaceChem (Game Developer, 2012) ↗.

On the table

  • Turing Machine (2022) — stack three punched cards and exactly one hole lines up. A cardboard contraption with no electricity returns nothing but a verdict.

See also

Physics Simulation / Programming & Instruction Writing / Routing & Line Drawing / Magnetism & Gravity / Escape Rooms & Puzzle Boxes / Light & Shadow

Games with this mechanic (34)