Sid & Al’s Incredible Toons

Last updated: January 22, 2026

Overview

Sid & Al’s Incredible Toons is a puzzle game developed by Jeff Tunnell Productions and published by Sierra On-Line in 1993 for MS-DOS and Macintosh platforms1. Described by Electronic Entertainment as “Rube Goldberg meets Wile E. Coyote,” the game represents a creative spin-off of The Incredible Machine series, replacing the original’s pseudo-realistic contraptions with cartoon characters and whimsical animated elements2. The game combines logical puzzle-solving gameplay with wacky animated cartoons, creating a unique hybrid that Computer Gaming World characterized as “a difficult game to describe because it moves beyond the boundaries of the genre into a new generation of software toys”3.

The game features approximately 100 puzzles where players must complete elaborate Rube Goldberg-style contraptions with crucial parts intentionally left out4. The titular characters, Sid E. Mouse and Al E. Cat, serve as both puzzle pieces and colorful protagonists in what Home of the Underdogs described as “catapult[ing] the already addictive concept of The Incredible Machines into whole new levels”5. While The Incredible Machine earned credit for originating the concept, many reviewers felt that “Sid and Al definitely gets glory for perfecting it”6.

The game shipped with physical extras including 8 trading cards and a poster1, and featured a robust puzzle editor allowing players to create their own challenges7. Its success led to a Windows-based sequel, The Incredible Toon Machine, released in 1994 with additional features including a two-player hotseat mode8.

Story Summary

Sid & Al’s Incredible Toons features a simple but effective premise centered on the eternal conflict between a mouse and a cat10. Sid E. Mouse and Al E. Cat are engaged in a perpetual rivalry where any means to hurt the adversary is considered acceptable, drawing clear inspiration from classic animated properties like Tom & Jerry despite the characters having “probably never heard of” their cartoon predecessors10.

The game frames its puzzles as cartoon productions, with players serving as directors who must orchestrate elaborate chain reactions to achieve specific goals11. Al E. Cat, characterized as a greedy feline, constantly attempts to chase and devour Sid E. Mouse whenever given the opportunity4. Sid, recognizable by the heart-patterned boxers he wears under his yellow skin, must either escape Al’s pursuit or inflict comedic harm upon his nemesis through cleverly designed contraptions4.

The cast extends beyond the titular duo to include several supporting characters that add variety to puzzle solutions7. Eunice the elephant is a lady pachyderm who will toss objects around when properly motivated, while Bik the pet dragon can ignite objects with his fiery breath7. These additional characters serve as both obstacles and tools, expanding the range of possible solutions and adding layers of complexity to the cartoon chaos.

Gameplay

Interface and Controls

Sid & Al’s Incredible Toons employs a point-and-select puzzle interface designed for mouse control1. Players interact with the game by selecting parts from an available inventory and placing them within the puzzle area to complete the contraption1. The game utilizes fixed screen 2D graphics that display the entire puzzle area at once, allowing players to plan their solutions comprehensively12.

Parts can be manipulated in various ways to achieve the desired results. Players can flip pieces horizontally and vertically, and certain items like the hatpin can be rotated in four different directions4. The game also features seven programmable “Pro-Parts” that allow for more complex interactions and custom behaviors within puzzles13.

Structure and Progression

The game contains a total of 90 regular puzzles spread across four difficulty levels, with an additional 10 bonus puzzles that can be unlocked13. The puzzles are arranged in a progression system that gradually introduces new parts and more complex interactions:

  • Level 1: Introductory puzzles teaching basic mechanics
  • Level 2: Intermediate challenges with more components
  • Level 3: Advanced puzzles requiring complex chains
  • Level 4: Expert-level contraptions with multiple simultaneous systems

As players complete puzzles, they fill in pieces of a Jigsaw Screen that gradually reveals a picture13. Upon completing all 90 regular puzzles, players can enter the password “WIND” on the Password screen to unlock 10 additional bonus puzzles14.

Puzzles and Mechanics

The core gameplay involves completing Rube Goldberg-style devices where crucial components have been removed11. Players must select from available parts and position them correctly to achieve objectives such as getting Sid to eat cheese, dropping anvils on Al, or triggering a chain of events that leads to comedic outcomes4.

The game features 71 different gadget parts including ropes, pulleys, balloons, trapdoors, catapults, bombs, electrical hairdryers, and motors1013. Unlike The Incredible Machine’s focus on realistic physics, Sid & Al’s operates under “Toon Physics” where cartoon logic prevails11. This means characters can survive absurd punishment, gravity works selectively, and outcomes follow cartoon conventions rather than real-world physics.

The built-in level editor allows players to create and share their own puzzles, extending the game’s replayability significantly7. This feature proved particularly popular among fans who created custom challenges of varying difficulty.

Reception

Contemporary Reviews

Sid & Al’s Incredible Toons received strong reviews upon release, with critics praising its combination of puzzle gameplay and cartoon humor. Electronic Entertainment awarded the game 80/100 (8/10), with reviewer Wayne Kawamoto characterizing it as “Rube Goldberg meets Wile E. Coyote”2. The German magazine PC Games scored it 89/1003, while Wiz magazine gave it 90/1003.

Computer Gaming World was particularly effusive, calling it “exactly what I wanted from a sequel to The Incredible Machine, with more challenging puzzles, hysterically funny animation and sound, and a host of small improvements”1. The magazine noted it was “a difficult game to describe because it moves beyond the boundaries of the genre into a new generation of software toys”3. The game earned runner-up status for Computer Gaming World’s Strategy Game of the Year in 19942.

PC Gamer UK ranked Sid & Al’s Incredible Toons as the 24th best computer game of all time in their 1994 rankings2, demonstrating the significant impact the game had on reviewers. German publication Power Play featured coverage in their January 1994 issue, though one German reviewer noted that while it was a “funny successor to a truly great game,” the physics sandbox concept worked better than a cartoon sandbox for their personal taste15.

Modern Assessment

Modern retrospective reviews continue to view Sid & Al’s Incredible Toons favorably. The game maintains a user rating of 4.15/5.00 on Abandonware DOS12, while MyAbandonware users have rated it 4.46/55. Classic Gaming Network reviewer Bokkie awarded the game 85.5% in April 2005, stating that “While TIM might get credit for the originality of the idea, Sid and Al definitely gets glory for perfecting it”6.

Aggregate Scores:

  • MobyGames: 82% critic score, 7.9/10 (3.9 player score from 14 ratings)116
  • Abandonware DOS: 4.15/5.0012
  • MyAbandonware: 4.46/55
  • GamePressure: 8.17
  • Classic Gaming Network: 85.5%6

The game received recognition from Computer Gaming World as the “Funniest Computer Game” in their 1996 awards, and Power Play named it “Best Puzzle Game” in 19941.

Development

Origins

The conceptual foundations for Sid & Al’s Incredible Toons trace back to 1983 when Jeff Tunnell and Damon Slye first conceived of a machine construction set game9. The original inspiration drew from Bill Budge’s Pinball Construction Set and the classic Mouse Trap board game, combined with influences from the successful puzzle game Lemmings9.

After establishing The Incredible Machine as a successful franchise, Tunnell sought to expand the concept in a new direction. Having left Dynamix to found his own production company, Jeff Tunnell Productions, he developed Sid & Al’s Incredible Toons as a cartoon-themed spin-off that would inject personality and humor into the formula5. The game was designed specifically to appeal to players who enjoyed the puzzle mechanics but wanted more entertaining visual feedback for their solutions1.

Production

Development was handled by Jeff Tunnell Productions with Dynamix involvement, published under the Sierra On-Line banner1. The team sought to differentiate the title from The Incredible Machine by replacing pseudo-realistic contraptions with cartoon characters and items1. This shift allowed for more expressive animations and comedic outcomes that the original game’s physics-focused design couldn’t accommodate.

The game was officially released on November 5, 1993 for IBM PC13, with a Macintosh version following shortly after2. Development involved creating approximately 100 puzzles, designing 71 unique gadget parts, recording 99 sound effects, and implementing 30 music tracks13.

Development Credits:1

  • Designer: Jeffrey Tunnell
  • Co-Designer: Chris Cole
  • Co-Designer: Brian Hahn
  • Additional Design: Richard Tunnell
  • Composers: Timothy Steven Clarke, Jan Paul Moorhead, Ken Rogers, Christopher Stevens
  • Additional Music: Brian Hahn

Technical Achievements

The game utilized a physics simulator engine that could handle complex chain reactions while maintaining cartoon-style visual presentation9. The total system included 45 distinct parts that could interact in numerous combinations across 87 levels9.

A notable technical feature was the implementation of “Pro-Parts”—seven programmable elements that allowed for customized behaviors within the physics simulation13. This gave puzzle designers additional flexibility in creating unique challenges.

The game’s music system drew heavily from public domain classical and folk music sources, a common practice in the early 1990s that allowed developers to include extensive soundtracks without licensing costs17. The soundtrack featured arrangements of works by Bach, Mozart, Strauss, and various folk melodies18.

Technical Specifications

DOS Version:7

  • Processor: Intel 386SX 25 MHz minimum
  • RAM: 2 MB minimum
  • Operating System: DOS 5.0
  • Graphics: VGA
  • Input: Mouse required
  • Media: 3.5” Floppy Disk, 5.25” Floppy Disk1

Save System:

  • Configuration file: RESOURCE.CFG19
  • Save game file: TOONS.SAV19

An STB video card update (STBVID) was released to correct blank video problems experienced by users with STB video cards1.

Cut Content

No significant cut content has been documented in available sources.

Version History

VersionDatePlatformNotes
1.0November 5, 1993IBM PC/DOSInitial release13
1.01993MacintoshMac port2
STBVID patch1993DOSFix for STB video card issues1

Technical Issues

Users with STB video cards experienced blank video problems that required a dedicated patch (STBVID) to resolve1. The game includes copy protection tied to the manual, requiring players to reference the “Toon Box” to verify ownership13.

Modern players running the game in DOSBox report full compatibility with DOSBox version 0.705.

Easter Eggs and Trivia

  • Quarky Balloon Character: The character depicted within the balloons in the game is Quarky from Quarky and Quaysoo’s Turbo Science, another Jeff Tunnell Productions title20.

  • Johnny Castaway References: The icon used to program an item appears as a small island, referencing Screen Antics: Johnny Castaway. Several sound effects are also borrowed from that screensaver, including Johnny’s humming and Mermaid Marie’s chirping sound20.

  • Secret Bonus Levels: After completing all 90 regular puzzles, entering “WIND” on the Password screen unlocks 10 additional bonus puzzles1413.

  • Tom & Jerry Inspiration: While never officially acknowledged as an inspiration, reviewers consistently noted the obvious parallel between Sid and Al’s dynamic and the classic Tom & Jerry cartoons10.

  • Japanese Crossover: The Japanese versions of The Incredible Toon Machine (the sequel) featured a crossover with Capcom’s Ghosts ‘n Goblins franchise1115.

Voice Cast

The original DOS release of Sid & Al’s Incredible Toons did not feature voice acting. However, the 1994 sequel/remake, The Incredible Toon Machine, added fully voiced cutscenes11.

Legacy

Sales and Commercial Impact

While specific sales figures are not available in the research data, Sid & Al’s Incredible Toons performed well enough commercially to warrant a sequel. The game’s critical success, including being named runner-up for Computer Gaming World’s Strategy Game of the Year and ranking on PC Gamer UK’s best games list, demonstrated significant market impact2.

Collections

The game was part of The Incredible Machine series and has been distributed through various abandonware channels following its commercial discontinuation12. The sequel, The Incredible Toon Machine, received wider distribution including ports to PlayStation and Sega Saturn in Japan in 199611.

Fan Projects

The game remains available through abandonware preservation sites including the Internet Archive4, MyAbandonware5, and various DOSBox-compatible distribution channels. The included level editor fostered a community of puzzle creators, though organized fan projects are not well documented.

  • Game Manual: Included with game, required for Toon Box copy protection13
  • Trading Cards: 8 cards included with retail packaging1
  • Poster: Included with retail packaging1

Critical Perspective

Sid & Al’s Incredible Toons occupies an interesting position in puzzle game history as a successful attempt to inject personality into an already proven formula. The Incredible Machine had established the Rube Goldberg device puzzle genre, but Sid & Al’s demonstrated that the concept could be successfully adapted to different aesthetic frameworks without losing its appeal6.

The game’s influence can be seen in later physics-based puzzle games that emphasized humor and character alongside mechanical challenge. Its combination of logical puzzle-solving with cartoon entertainment values anticipated the casual gaming boom by nearly a decade, where approachable mechanics wrapped in appealing presentation became the industry standard. The fact that Computer Gaming World described it as transcending genre boundaries into “a new generation of software toys”3 suggests critics recognized its forward-thinking design philosophy.

Downloads

Download / Preservation

Manuals & Extras

Series Continuity

Sid & Al’s Incredible Toons serves as a spin-off within The Incredible Machine franchise rather than a direct sequel. While maintaining the core puzzle mechanics of arranging Rube Goldberg devices, it distinguished itself through cartoon aesthetics and character-driven scenarios1. The game introduced players to Sid E. Mouse and Al E. Cat, characters who would return in the 1994 follow-up The Incredible Toon Machine8.

The Incredible Toon Machine expanded upon the original with a revamped user interface, 130 new puzzles, a player-versus-player mode, and the “Hometoons” level design feature21. Japanese console versions released in 1996 for PlayStation and Sega Saturn added fully voiced cutscenes and a crossover with Capcom’s Ghosts ‘n Goblins franchise11.

References

Footnotes

  1. MobyGames – Sid & Al’s Incredible Toons – credits, ratings, awards, technical specifications, packaging contents 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21

  2. Wikipedia – Sid & Al’s Incredible Toons – release dates, platforms, review scores, awards 2 3 4 5 6 7 8

  3. Wikipedia – Sid & Al’s Incredible Toons – Computer Gaming World quote, international review scores 2 3 4 5

  4. Internet Archive – MS-DOS Version – gameplay description, character details, objectives 2 3 4 5 6

  5. MyAbandonware – Sid & Al’s Incredible Toons – user ratings, HOTUD review quote, DOSBox compatibility 2 3 4 5 6

  6. Classic Gaming Network – Review – Bokkie review, score, critical assessment 2 3 4

  7. GamePressure – Sid & Al’s Incredible Toons – technical requirements, features, rating 2 3 4 5 6

  8. PCGamingWiki – The Incredible Toon Machine – sequel information, platform details 2

  9. The Digital Antiquarian – development history, design influences, technical details 2 3 4 5

  10. Play Classic Games – gameplay description, character comparisons, puzzle elements 2 3 4

  11. TV Tropes – Sid and Al’s Incredible Toons – game mechanics, sequel information, Japanese versions 2 3 4 5 6 7

  12. Abandonware DOS – user rating, graphics description, series info 2 3 4

  13. Sierra Chest – Walkthrough – puzzle count, technical specifications, password system 2 3 4 5 6 7 8 9 10 11

  14. SuperCheats – Bonus Levels – WIND password cheat 2

  15. Kultboy – Power Play Coverage – German review, user commentary 2

  16. MobyGames – MobyRank – aggregate critic and player scores

  17. Music Stack Exchange – Game Music Discussion – public domain music usage

  18. Sierra Chest – Music – soundtrack track listing

  19. PCGamingWiki – Sid & Al’s Incredible Toons – save file locations, system requirements 2

  20. Sierra Chest – Easter Eggs – Quarky reference, Johnny Castaway sounds 2

  21. MobyGames – The Incredible Toon Machine – sequel features, puzzle count