The first few times booting up the Compact
Presario was like opening up a window to a whole world you didn’t know existed.
It had videos with grainy women who served as our guide to the new computer living
in some sort of strange lobby area that showed us all of the functions of our
new computer. More importantly though, it came with games that had talking,
animated characters. Somehow, even though the graphics and gameplay really weren’t
any better, it felt like our gaming had taken a huge leap forward.
Around this same time, my mom and dad decided to
start a weekly date night. This meant that I got paid to babysit Tommy every Saturday night. My
philosophy on babysitting was that if I was being paid to watch someone then I
was going to spend the entire time doing activities together with them. This
meant that Tommy and I would play with legos or watch tv or, most often, play
computer games together, taking a break only to heat up and eat a tombstone
pizza usually with sausages and little cubes of pepperoni and ham.
Tommy was about 4 or 5 years at this time and
played mostly educational kids games on the computer through a launcher program
that came with the Compact Presario called Kids’ Desk. There were a few games
that were Tommy’s favorites at this time, including the interactive storybook Slater
and Charlie Go Camping and the politically incorrect Spelling Jungle. However,
the game that left me with the best memories of us playing together was Dynamax’s
Sid and Al’s Incredible Toons.
Sid and Al’s Incredible Toons was a contraption puzzle game starring Sid the
tiny yellow and Al the fat blue cat in the spirit of The Incredible Machine,
but more cartoony. It has a series of increasingly difficult puzzles where you
have to combine various strange objects including sneezing tea kettles,
elephants that were scared of mice, but sucked any nearby peanuts and little
wooden men who ate raw eggs, to achieve some preset goal.
But what Tommy and I ended up spending the most
time doing, was constructing our own levels out for our own devious desires. Our
favorite world to create was where numerous Sids and Als surrounded by bombs
falling from the sky. We’d start the puzzle, unleashing the carnage to see if
any of them would survive. Sure this wasn’t the purpose of the puzzle designer,
but we found it incredibly amusing repeating basically the same idea over and
over to slightly different effect.
Sid and Al was a derivative game that didn’t break
new ground or win any awards, but damn if it wasn’t fun to discover all of the zany
animations through combining different objects. The classy cartoony charm of
Sid and Al feels just like watching roadrunner and coyote cartoons in you footy
pajamas on Saturday mornings. And who really cares about puzzles when you can
feel like that all week long?
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