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Power to you
On the other hand, I am very used to thinking of UFO Catcher as this relaxing pasttime you can engage with on a whim if you happen to be passing through, whereas the various box/pole setups they introduced this time around are mostly tests of the player's ability to spot the quirks of the game's physics engine.
Best example I can think of is the boxed model cars. The trick is pretty straightforward: You let it get stuck, as it's almost certainly going to do. Then you aim for the bottom corner. The idea is that if you aim accurately, the claw will just barely lift the box out onto the two front poles. The problem with this idea, however, is that it all depends on the luck of the draw. Watch closely, and the box will do one of two things when the claw's arms touch it: Either it will jolt slightly, or it will react the way a box would react in real life. That slight jolt is a quirk of the game's physics. When it happens, you will almost certainly never be able to lift the box out, so you're better off reloading or resetting the machine at that point. But if it doesn't jolt, then you'll have the thing lifted out of the crack in the next attempt or two. Either way, you're at the mercy of the game's not-quite-perfect physics.