The Incredible Machine
Last updated: January 11, 2026
Overview
The Incredible Machine is a groundbreaking physics-based puzzle game that challenges players to build elaborate Rube Goldberg-style contraptions to solve simple tasks1. Developed by Jeff Tunnell Productions and published by Sierra On-Line, the game was released in 1992 and quickly became recognized as one of the most original puzzle games ever created for personal computers2. The core gameplay involves arranging a given collection of objects—including ropes, pulleys, gears, bowling balls, cats, and mice—in needlessly complex fashion to perform simple tasks such as putting a baseball into a basket or turning on a fan3.
The game’s innovative design earned it recognition as a genre-defining franchise that spawned numerous sequels and inspired countless physics-based puzzle games that followed4. Computer Gaming World praised it as “fresh in concept and long on gameplay,” noting that it reawakens “the curious, tinkering 10-year-old” within players, giving them “a digital toy box and set loose in the backyard of his or her mind”5. The game’s physics engine was deterministic, meaning it did not use a random number generator in its simulation, assuring that the results for any given machine were reproducible—a crucial design decision that allowed players to experiment and refine their solutions3.
The Incredible Machine was selected for inclusion in the book “1001 Video Games You Must Play Before You Die” and was ranked #62 in Computer Gaming World’s “150 Best Games of All Time” list in 19961. Its blend of educational value and entertainment made it a staple in schools while simultaneously creating “a chain reaction that brought productive work to a halt at a major naval yard,” according to one reviewer5. IGN later described the series as “a vintage blend of educational and entertainment software at their finest”6.
Game Info
Developer: Jeff Tunnell Productions1 Designer: Kevin Ryan, Jeff Tunnell1 Publisher: Sierra On-Line1 Engine: Custom 2D Physics Simulation7 Platforms: DOS, Macintosh, Windows, FM Towns, PC-98, 3DO, iOS1 Release Year: 1992 Series: The Incredible Machine Protagonist: None (Player as inventor) Sierra Lineage: Sierra Discovery Series
Story Summary
The Incredible Machine has no traditional narrative or plot—it is purely a puzzle game focused on mechanical problem-solving8. As Hardcore Gaming 101 noted, “There’s absolutely no plot to get in the way – there are puzzles to solve, 87, to be exact”8. Instead of following a story, players take on the role of an inventor challenged to solve increasingly complex mechanical puzzles.
The game’s framing device in later versions introduced Professor Tim, a quirky scientist who welcomes players to his “subterranean machine-making lab” filled with “gazzilions of gadgets”9. Professor Tim serves as a guide, presenting puzzles and explaining that players have “150-plus puzzles waiting for your solutions. And guess what. They’re all built out of stuff I had lying around the lab!“9. This light-hearted presentation gave the game personality while maintaining focus on the puzzle-solving experience.
The objectives of each puzzle vary widely, from practical goals like putting a ball in a basket to more whimsical challenges such as “feeding mice to alligators, knocking cats on the head with bowling balls, [and] flinging baseballs at children using a series of pulleys, chutes, and dynamite”10. The game’s charm lies in the absurdity of creating impossibly complicated solutions to achieve these simple ends, embodying the spirit of American cartoonist Rube Goldberg’s famous cartoon inventions1.
Gameplay
Interface and Controls
The Incredible Machine uses a point-and-click interface where players select parts from a “Parts Bin” and place them on a two-dimensional playfield11. The interface supports both keyboard and mouse input1. Players can rotate and flip objects to achieve the desired orientation before placing them on the screen. Once players believe their contraption will work, they press the play button to start the simulation and watch their machine in action12.
The game features keyboard shortcuts for various functions, including controls numbered 1-9 and letters a-g that change music in Freeform Mode13. The straightforward controls made the game accessible to players of all ages, contributing to its widespread appeal in both educational and entertainment contexts14.
Structure and Progression
The original game contains 87 puzzles organized in increasing difficulty8. Each puzzle presents players with a specific goal to accomplish using only the parts provided. The game uses a password system to track progress, allowing players to continue from where they left off—the password for level 87 is “GULF”15.
The game offers two primary modes of play:
- Puzzle Mode: Players must solve pre-designed puzzles using only the limited parts provided for each challenge1
- Freeform Mode: An open sandbox where players have access to unlimited parts to create their own contraptions and custom puzzles1
Some puzzles feature modified physics parameters, with different gravity or air pressure settings that add variety and challenge to the gameplay1. This variability meant that solutions which worked under normal conditions might fail under altered physics, requiring players to think creatively about how environmental factors affect their machines.
Puzzles and Mechanics
The game features approximately 45 different parts that players can use to construct their machines16. These include:
- Mechanical components: Ropes, pulleys, gears, conveyor belts, levers, seesaws17
- Power sources: Electric generators, motors, fans, bellows1
- Projectiles and objects: Bowling balls, baseballs, basketballs, balloons17
- Living creatures: Cats, mice (including treadmill mice), bike-riding monkeys17
- Explosive elements: Dynamite, fireworks, lasers18
- Household items: Trampolines, candles, magnifying glasses, buckets1
Each object behaves according to real-world physics, adding an extra layer of complexity to puzzle solutions19. The physics engine simulates gravity, momentum, air pressure, and object interactions with remarkable precision for its era3. As one review noted, “TIM forces your brain to work quite hard. But hard in a funny way, since your goal is to build literally an ‘incredible’ machine”20.
The puzzles allow for multiple solutions, as Jimmy Maher of The Digital Antiquarian observed: “The experience of working through the stages of a solution, getting a little closer each time, is almost indescribably satisfying for anyone with the slightest hint of a tinkering spirit”16. This open-ended design encouraged experimentation and creativity, distinguishing the game from more rigid puzzle games of its era.
Reception
Contemporary Reviews
The Incredible Machine received widespread critical acclaim upon release. Computer Gaming World’s Neil Harris noted that the game caused “a chain reaction that brought productive work to a halt at a major naval yard,” illustrating its addictive appeal5. The publication praised it as “fresh in concept and long on gameplay”5. Dragon magazine awarded the game 4 out of 5 stars in their 1993 review5.
The game won several awards due to its innovative style and simulation abilities3. It was recognized at the 1993 Game Developers Conference and later inducted into the Computer Gaming World Hall of Fame in 20061. Power Play magazine named The Incredible Machine 2 the Best Puzzle Game of 199521.
Electronic Gaming Monthly reviewed the 3DO version, giving it a score of 7.25/105. The All Game Guide gave The Incredible Machine: Even More Contraptions a 90/100, noting that “although the game applies properties of physics to problem solving, it is so delightfully entertaining that gamers of all ages won’t realize the depth of learning involved”22.
Modern Assessment
Modern retrospectives continue to hold The Incredible Machine in high regard. Games Nostalgia describes it as “one of the most original puzzle games ever created for personal computers” that “challenges players to build elaborate contraptions using a variety of objects, all governed by real-world physics”2. GOG.com users have rated The Incredible Machine Mega Pack 4.5 out of 5 stars23, with reviewers calling it “a must-buy for any puzzle game fan!” and debating whether it might be the “best puzzle game ever”23.
The game’s influence on subsequent titles has been widely acknowledged. As one GOG reviewer noted, “The fact that a lot of the latest successful indie games like Armadillo Run are still copying this age old formula says enough”23. MyAbandonware users give the game a 4.4 out of 5 rating24, with one enthusiastic player declaring it “quite literally the best DOS ROM I’ve ever played. The machine truly is incredible”25.
Aggregate Scores:
- MobyGames: 77/100 (Critics)1
- IMDb: 8.3/1026
- MyAbandonware: 4.4/524
- GOG.com: 4.5/523
- Games Nostalgia: 82/100 (6 Editorial reviews)2
Development
Origins
The concept for The Incredible Machine originated in 1983 when Jeff Tunnell and Damon Slye first conceived the idea16. The game was originally planned for development by Electronic Arts for the Commodore 64 in 1984, but that project never materialized5. The concept lay dormant for nearly a decade before Tunnell revisited it in the early 1990s.
After leaving Dynamix in 1991, Jeff Tunnell founded Jeff Tunnell Productions in early 1992 as a one-man casual/children’s game developer27. As Jimmy Maher noted, “If Tunnell hoped to innovate, he would have to return to the guerrilla model of game development”16. The small studio’s focus on experimental and creative gameplay concepts led directly to the development of The Incredible Machine2.
The game drew inspiration from multiple sources. The Mouse Trap board game provided a key influence, as did the 1991 hit puzzle game Lemmings, which demonstrated the commercial viability of physics-based puzzle games with multiple solutions16. Most fundamentally, the game was inspired by the iconic cartoon inventions of American cartoonist Rube Goldberg, whose elaborate contraptions designed to perform simple tasks in needlessly complicated ways became the game’s central design philosophy1.
Production
Kevin Ryan programmed The Incredible Machine in just nine months on a remarkably modest budget of 78,361 in 2024)5. Ryan utilized coding expertise and actual code from vehicular simulators he had previously built at Dynamix, allowing him to get the basic engine working within a handful of months16.
The physics engine was designed to be deterministic, avoiding random number generators to ensure that identical setups would always produce identical results3. This was a critical design decision, as Kevin Ryan later explained: “Chaos theory is where very small differences in the starting conditions of a dynamic system can result in completely different final results. Move a tennis ball over by just 0.0001 units and it may bounce off a teeter-totter a fraction of a second later and then make something else bounce left instead of right”28. To combat this “butterfly effect,” Ryan developed custom mathematical routines using integer-based calculations rather than floating-point numbers, ensuring cross-platform consistency28.
- Designer/Producer: Jeff Tunnell
- Designer/Programmer: Kevin Ryan
- Composer: Christopher Stevens
The game was developed for Jeff Tunnell Productions and published through Sierra On-Line as part of their Discovery Series29. The relationship with Sierra allowed the small development team to benefit from the larger publisher’s marketing and distribution capabilities. As Ken Williams of Sierra noted, “to me, Sierra was a marketing company. Lots of people can design products, advertise products, and sell products. But what really lifted Sierra above the pack was our marketing”16.
Technical Achievements
The game’s physics engine was groundbreaking for its time. Using integer-based calculations rather than floating-point mathematics, the engine achieved deterministic simulation results across different platforms28. This meant that any player could share their machine design with another player and be confident that it would behave identically on both systems.
The engine simulated realistic physical properties including gravity, momentum, air pressure, and object collisions3. With 45 different parts available, the system had to track complex interactions between multiple moving objects simultaneously16. The technical achievement was particularly impressive given the hardware limitations of early 1990s computers, which required the game to run on systems as modest as an Intel 386SX processor with only 640 KB of RAM30.
The game supported multiple graphics modes including EGA and VGA, and could run in VGA 640x448 resolution with 16 colors30. Sound support included AdLib sound cards for enhanced audio7.
Technical Specifications
DOS Version:30
- Minimum CPU: Intel 386SX
- RAM: 640 KB
- Graphics: VGA (640x448, 16 colors)
- Sound: AdLib compatible
- Media: 3.5” Floppy Disk
File Size:
- DOS Version: 449 KB (notably, the manual was more than 14 times the size of the game itself)24
- Mac Version: 3.31 MB2
Cut Content
No documented cut content has been discovered in the research materials.
Version History
| Version | Date | Platform | Notes |
|---|---|---|---|
| 1.0 | 1992 | DOS, Macintosh | Initial release1 |
| 1.1 | 1993 | DOS | Minor update2 |
| 1.31 | 1993 | DOS | English language version2 |
| FM Towns | April 8, 1994 | FM Towns Marty | Japanese release31 |
| PC-98 | May 26, 1994 | NEC PC-9801 | Japanese release31 |
| 3DO | 1994 | 3DO | Console port5 |
Japanese Localization: The game was released in Japan under the alternate title インクレディブル・マシーン (Inkurediburu Mashīn) for the FM Towns and PC-98 platforms24. The FM Towns Marty console version was part of Fujitsu’s attempt to convert their computer platform into a video game console, though the device ultimately failed to reach even 5% of expected sales due to being “the worst of both worlds: too limited and underpowered as a computer, and too overpriced as a console”32.
Technical Issues
Several technical issues have been documented:
- Game physics occasionally exhibited broken behavior25
- The original DOS version doesn’t work properly in 64K memory configurations24
- Small window and fullscreen issues occur when running in DOSBox24
- STB video card compatibility required a dedicated driver update33
Sierra Help provides patches and updated installers to allow the game to run on modern Windows systems using DOSBox emulation34.
Easter Eggs and Trivia
The game includes several hidden features and seasonal variations:
- Christmas Day Easter Egg: Playing on December 25th reveals special holiday-themed balloons1
- Valentine’s Day Easter Egg: Heart-shaped balloons appear when playing on February 14th1
- Holiday Parts: The level editor contains secret holiday-themed parts that can be unlocked23
Additional trivia:
- The game was used in 3rd grade keyboarding classes for educational purposes24
- One player famously “got kicked out of the computer lab for playing it during class” while in college25
- The character Pokey the cat was named after Gumby’s pony, and Mortimer Mouse was originally a planned name for Mickey Mouse35
Voice Cast
The original Incredible Machine does not feature voice acting. Later versions in the series, including The Incredible Machine 3 and Return of the Incredible Machine: Contraptions, included Professor Tim as a voiced character providing puzzle introductions and hints9.
Legacy
Sales and Commercial Impact
The Incredible Machine series sold over one million copies by the year 200036, establishing it as one of Sierra’s most commercially successful properties outside their adventure game catalog. The game achieved what one MyAbandonware reviewer called the distinction of being “possibly the best non-adventure game Sierra ever made”25.
Jeff Tunnell noted that the series became “a genre defining franchise”4, inspiring an entire generation of physics-based puzzle games. The game’s influence can be seen in modern titles like Armadillo Run, World of Goo, and countless mobile physics puzzlers23.
Awards
- 1993 Game Developers Conference: Nomination5
- 1996 Computer Gaming World: #62 in “150 Best Games of All Time”1
- 2006 Computer Gaming World Hall of Fame: Inducted1
- 4th Annual Interactive Achievement Awards: PC Family award for Return of the Incredible Machine: Contraptions36
- IGN Best iPhone/iPad Game: Award for iOS version5
- 1001 Video Games You Must Play Before You Die: Selected for inclusion12
Collections
The Incredible Machine appeared in several compilation releases:
- The Incredible Machine Mega Pack (2009): Included The Even More Incredible Machine, The Incredible Machine 3, Return of the Incredible Machine: Contraptions, and The Incredible Machine: Even More Contraptions37
- The Mega Pack was made available through GOG.com starting October 1, 2009, after PushButton Labs acquired the rights to the franchise38
Sequels and Spin-offs
The success of the original game spawned an extensive series:
- The Even More Incredible Machine (1993): Included all 87 puzzles from the original plus 73 new ones, with new parts and music39
- Sid & Al’s Incredible Toons (1993): A cartoon-themed spin-off featuring animated characters instead of pseudo-realistic contraptions40
- The Incredible Machine 2 (1994): Featured an improved interface, enhanced graphics, and two-player hotseat play36
- The Incredible Toon Machine (1994): Sequel to Sid & Al’s Incredible Toons30
- The Incredible Machine 3 (1995): Also marketed as “Professor Tim’s Incredible Machines,” featured improved interface and CD music tracks41
- Return of the Incredible Machine: Contraptions (2000): Modern remake with over 250 puzzles at 800x600 resolution36
- The Incredible Machine: Even More Contraptions (2001): Expansion with 250+ new puzzles22
- The Incredible Machine (2011): iOS port for iPad42
Fan Projects
Contraption Maker (2014): Jeff Tunnell and his son Jon Tunnell developed Contraption Maker through their company Spotkin as a spiritual successor to The Incredible Machine43. Kevin Ryan, the original programmer, also contributed to this project28. As PCGamesN noted, “Contraption Maker is a true second-generation game”43, featuring modern physics, online multiplayer for up to 8 players, Steam Workshop integration, and over 200 different parts44.
The game was released on Steam Early Access in 2013 and reached version 1.0 in 201445. PC Gamer praised it as being “already worth your time and money,” calling it “a recognisable heir to the throne” of the original45. YouTuber Markiplier declared “It’s an amazing game and I love it to pieces”45.
Related Publications
- Game Manual: The original DOS manual was notably extensive, measuring more than 14 times the size of the game file itself24
- Sierra Help Walkthrough: Comprehensive puzzle solutions available through Sierra Help Pages15
IP Ownership
The intellectual property rights to The Incredible Machine have changed hands several times:
- Originally owned by Sierra On-Line/Dynamix1
- Acquired by PushButton Labs in 200938
- Currently owned by The Walt Disney Company through their acquisition of Playdom38
Jeff Tunnell and his team earned a patent (US Patent #5577185) for the game concepts developed in Sid & Al’s Incredible Toons34.
Critical Perspective
The Incredible Machine represents a pivotal moment in puzzle game design, establishing the template for the physics-based puzzle genre that would flourish in the decades that followed. Its combination of educational value with genuinely entertaining gameplay proved that “edutainment” software need not sacrifice fun for learning. As one reviewer eloquently stated, the game offers “a dream come true for anyone who as a child likes to tinker with gadgets and toys”24.
The game’s deterministic physics engine was revolutionary for its time and demonstrated that complex simulations could run on consumer hardware while remaining accessible to casual players. Kevin Ryan’s technical achievement in creating integer-based physics calculations that remained consistent across platforms established principles that continue to influence game development today28.
Few games can offer the same sense of satisfaction that comes from seeing a plan come together19. The Incredible Machine proved that puzzle games could be about creative expression as much as logical deduction, giving players tools to experiment and create rather than simply follow predetermined solutions. This philosophy of empowering player creativity would later become central to sandbox games and creative platforms like Minecraft.
The game’s influence extends beyond entertainment into education. Schools recognized its potential for teaching physics concepts, engineering principles, and logical thinking8. Its use in classrooms—alongside its tendency to distract workers in offices and naval yards5—demonstrated the universal appeal of its core concept.
As Jeff Tunnell reflected on the franchise’s 30th anniversary, “Working on Contraption Maker with modern processors and GPU’s, huge memory, connectivity, and high definition monitors is like being in a dream world”45. Yet the original game’s elegant simplicity—challenging players to build elaborate contraptions using nothing more than their imagination and a carefully curated selection of virtual parts—remains as compelling today as it was in 1992.
Downloads
Purchase / Digital Stores
- GOG – The Incredible Machine Mega Pack - Includes multiple games in the series
Download / Preservation
Manuals & Extras
Series Continuity
The Incredible Machine launched what would become Sierra’s most successful puzzle game franchise. The original 1992 release established the core gameplay formula of building Rube Goldberg contraptions that would remain consistent throughout the series, while each sequel added new parts, puzzles, and technical improvements. The series spawned cartoon spin-offs with Sid & Al’s Incredible Toons and inspired the modern spiritual successor Contraption Maker.
References
Footnotes
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MobyGames – The Incredible Machine – developer, publisher, platforms, awards, ratings, release dates, Easter eggs ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9 ↩10 ↩11 ↩12 ↩13 ↩14 ↩15 ↩16 ↩17 ↩18 ↩19 ↩20 ↩21 ↩22 ↩23
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Games Nostalgia – Incredible Machine – critical assessment, file sizes, version info ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7
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Academic Kids Encyclopedia – physics engine details, deterministic simulation, awards, patent info ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7
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GamesIndustry.biz – PushButton Labs Acquisition – Jeff Tunnell quote, sales data, patent info ↩ ↩2 ↩3
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Wikipedia – The Incredible Machine (1993) – development budget, sales figures, review scores, awards, CGW quotes ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9 ↩10 ↩11 ↩12
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IGN – Return of the Incredible Machine: Contraptions – IGN review, rating ↩
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Grokipedia – The Incredible Machine – technical specs, hardware requirements, engine details ↩ ↩2
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Hardcore Gaming 101 – The Incredible Machine – puzzle count, gameplay analysis ↩ ↩2 ↩3 ↩4
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Sierra Chest – The Incredible Machine 2 Walkthrough – Professor Tim quotes ↩ ↩2 ↩3
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Pocket Gamer – iPad Review – gameplay descriptions ↩
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Internet Archive – Incredible Machine 2 Manual – interface terminology ↩
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Abandonware DOS – The Incredible Machine – gameplay description, awards ↩ ↩2
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Internet Archive – The Incredible Machine (201901) – keyboard controls ↩
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Metacritic – The Incredible Machine: Even More Contraptions – All Game Guide quote on accessibility ↩
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Sierra Help – Walkthrough – puzzle solutions, password info ↩ ↩2
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The Digital Antiquarian – The Incredible Machine – development history, Jimmy Maher analysis, Ken Williams quote ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8
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Internet Archive – The Incredible Machine (b24437) – game description, parts list ↩ ↩2 ↩3
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Disney Support – About TIM Mega Pack – gameplay features ↩
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ClassicReload – The Incredible Machine – physics descriptions, satisfaction quote ↩ ↩2
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I Heart Old Games – Review – gameplay analysis quote ↩
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MobyGames – The Incredible Machine 2 – credits, composers, awards ↩ ↩2
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GameSpot – Even More Contraptions Review – review score, Trey Walker quotes ↩ ↩2
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GOG – The Incredible Machine Mega Pack – user reviews, ratings, Easter eggs ↩ ↩2 ↩3 ↩4 ↩5 ↩6
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MyAbandonware – The Incredible Machine – user reviews, file sizes, trivia, technical issues ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9
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MyAbandonware – The Incredible Machine 2 – user reviews, Trevor and paperbrain quotes ↩ ↩2 ↩3 ↩4
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IMDb – The Incredible Machine – rating, user reviews ↩
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BestOldGames – Jeff Tunnell Productions – company history ↩
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ModDB – Kevin Ryan Blog: Deterministic Physics – technical details, chaos theory explanation ↩ ↩2 ↩3 ↩4 ↩5
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Sierra Fandom Wiki – Dynamix – development history, Sierra Discovery Series ↩
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PCGamingWiki – The Incredible Machine – system requirements, version history ↩ ↩2 ↩3 ↩4
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LaunchBox Games Database – Jeff Tunnell Productions – Japanese release dates ↩ ↩2
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Internet Archive – FM Towns Collection – FM Towns Marty context ↩
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Sierra Help – Patches and Updates – patch information, technical fixes ↩
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Sierra Help – New Sierra Installers – modern compatibility ↩
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JayIsGames – The Incredible Machine Review – trivia about character names ↩
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Wikipedia – The Incredible Machine (series) – sales data, awards, sequel information ↩ ↩2 ↩3 ↩4
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Everything Allowed Fandom – Mega Pack – compilation contents ↩
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Dynamix Fandom Wiki – TIM Series – IP ownership history ↩ ↩2 ↩3
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Internet Archive – The Even More Incredible Machine – puzzle counts, new content ↩
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MobyGames – Sid & Al’s Incredible Toons – spin-off details, awards ↩
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Macintosh Repository – TIM 3 – version info, alternate marketing name ↩
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Metacritic – The Incredible Machine (2011) – iOS release info ↩
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PCGamesN – Contraption Maker Article – spiritual successor details ↩ ↩2
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Reddit – Kevin Ryan AMA – Contraption Maker features ↩
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Steam – Contraption Maker – release info, quotes ↩ ↩2 ↩3 ↩4
