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- Alice's trip to the sea inspires her to dream of a visit to an animated underwater world.
- When a ball is accidentally knocked through the window of a neighborhood haunted house, Alice is the only one brave enough to go inside to retrieve it. While she's in there she falls and bumps her head, sending her to a cartoon dreamworld in which she rescues a cat and battles some spirits in a ghost town.
- Alice and her friends put on a show. After a brief overture, act one: A saloon; Alice enters, and shoots down two bad guys. Tubby O'Brien and his gang then enter the audience; Alice's cast leaves out of fear. Alice decides to tell stories of her wild west adventures, and we finally get two brief animated sequences: Alice riding atop a stagecoach, shooting at Indians, and Alice as Sheriff, taking care of a bad guy who steals a safe. The overall feel is much more like an Our Gang short than the rest of the Alice series.
- Alice conducts a secret meeting and devises a plan to free all dogs by eliminating the dog catchers.
- Alice wants desperately to get out of practicing her piano so she can go have fun with her friends. She tricks her mother into thinking she's still playing by getting her dog to play for her, and then she and the gang hitch a ride to the local pond where they spend their time fishing. While there, she envisions what it would be like to go fishing at the North Pole.
- Alice tries to make two rival newsboys friends by telling them a story of a cat and a mouse whose constant battlings lead to being hunted by the police, when they learned to cooperate.
- The first animated movie in the Soviet Union. A bloated caricature of a Capitalist devouring a massive heap of food and drink.
- A tale about Comrade Kominternov, the Red Army Warrior, who flew to Mars and vanquished all the capitalists on the planet. The film is a parody on the famous SF film "Aelita" from the same year.
- A tilted figure, consisting largely of right angles at the beginning, grows by accretion, with the addition of short straight lines and curves which sprout from the existing design. The figure vanishes and the process begins again with a new pattern, each cycle lasting one or two seconds. The complete figures are drawn in a vaguely Art Deco style and could be said to resemble any number of things, an ear, a harp, panpipes, a grand piano with trombones, and so on, only highly stylized. The tone is playful and hypnotic.
- A famished Felix reads an advertisement telling of a large reward for anyone that can give proof for the theory of evolution. He hurries to South Africa via Transatlantic Cable and interacts with the local animals. He angers a troop of monkeys by telling them why he's there (they're offended he would suggest they could be related to humans) and they chase him back through the cable to America.
- The rats are out of control in Hamlin; they've taken over the kitchen, but when they take over the King's bedroom, that's the last straw. He posts a $5 reward, which the rats change to $5,000. Alice and Julius accept the challenge; they play a tune and the rats gather around, but they won't fall for the old "follow me into the river" trick. Fortunately, a very powerful vacuum cleaner is nearby, and Alice and Julius suck all the rats into it. The king gives them their reward: $5.
- Third instalment in a series of short, abstract animations, featuring bright shapes moving against a dark background. The shapes move across the screen in harmony with the music.
- Felix's owner goes to a golf course and brings along a new "club"--Felix in disguise. While trying to teach his owner how to play golf, though, he loses the man's only ball. His owner sends Felix out to find the ball and threatens to kill him if he doesn't come back with it.
- After Alice is caught pulling a prank in class, she's sent to the corner with a dunce's cap, where she quickly grows tired and begins daydreaming. She imagines herself cavorting with various animals until they're all espied by her teacher, who immediately calls forth her book army to vanquish Alice and friends. After a lengthy chase, Alice defends herself by forming her animal friends into an army; the teacher retaliates using a cannon, and looks to be winning until the animals build their own cannon from a junk heap and fill it with pepper. The battle wages until Alice is awakened from her reverie and discovers she hasn't left her classroom after all.
- Max sends Ko-Ko on a rocket toward the moon, but Ko-Ko crash lands on Mars, where he encounters bizarre creatures and contraptions. Meanwhile, Max himself is blasted into outer space.
- The Three Bears are busy cooking when Baby Bear realizes his recipe requires hops. Naturally his first inclination is to go find some frogs to provide for him his hops, so he runs off and pursues a frog at the local pond. In the meantime Alice and her cat stumble upon the Three Bears' house and sneak inside (Ma and Pa Bear are nowhere to be seen). Baby Bear returns and gets into a fight with the cat, and then calls in his parents to help out. The cat is defeated and the bears make off with Alice, who they throw in a sack and tie to a sawmill. When the cat revives, he calls in reinforcements: his nine lives, who take on the Three Bears and eventually lose. The cat gets another idea: he liquors up one of his nine lives, who is then able to take on all three bears at once. Pleased with himself, the cat hurries into the mill to rescue Alice, who proclaims him her hero.
- Alice and Julius go on a safari in Africa to hunt wild game, but they get very different results.
- A retelling of the classic Aesop Fable, The Tortoise and the Hare.
- Dinky Doodle and Weakheart discover a hen that lays golden eggs, but also a giant ogre who's very hungry.
- This is a burlesque on the story of Aladdin and the wonderful lamp and we see Dinky Doodle's successful search for the lamp and the wonders which he accomplishes. One of these is transforming the artist into a cartoon and taking him on a series of comical and astounding adventures.
- Felix helps the police catch a bank robber by hiding inside a money sack and leading the robber on a chase. He next helps nab a thief stealing sponges from a store by the imaginative use of a friendly elephant.
- This 1924 cartoon features an animated KoKo the Clown and a live-action Max Fleischer. Max has invented a new, electric, drawing device. He uses this to finish the drawing and then, with a somewhat maniacal grin on his face, he turns the device on poor, hapless KoKo.
- An animated propaganda film showing that people continue to be loyal to the ideas of communism despite the death of Lenin and the gloating of foreign countries.
- Felix gets into trouble with a tribe of Indians out west, and is chased by a bear.
- Ko-Ko the Inkwell Clown is joined by clown allies from around the world to fend off a supposed Martian invasion.
- Simple animation urges strength through solidarity -- little farmers unite to compete with the big outfits. Also criticizes profiteering "company private shops."
- A television broadcast of the moving silhouette images, one of the first known.
- Ko-Ko the clown and his glee club lead the audience in an early follow-the-bouncing-ball sing-along.
- Ko-Ko the Clown is brought to life with a needle and thread. Max accidentally tears Ko-Ko's paper and stitches him back together. After a fencing duel with his creator, Ko-Ko leaps off the paper and strings thread all over Max's studio.