Alice in Wonderland
Platforms:
Apple II,
Commodore 64
Genres
Main Genre:
Adventure
Gameplay Style:
Interactive Fiction
,
Platform
Setting:
Fantasy
Visual Presentation:
Fixed / Flip Screen
Overview
Apple II version of Alice in Wonderland
Gameplay
The game begins with Alice encountering a white rabbit who is very late; after learning of a rabbit hole
from the rabbit and acquiring a few necessary items, Alice can crawl into the rabbit hole and the adventure in
Wonderland begins. The game doesn't follow the books precisely, instead it uses many of the same characters
and has puzzles inspired by Carrol's works. A variety of puzzle types appear in the game and often involve finding
and using the correct items, talking with characters for clues, and solving riddles. When talking with other
characters, players can select a type of emotion to use rather than a specific statement or line of questioning.
Different characters respond to different emotions and in some cases may even leave for a while if Alice
upsets them. There are numerous clocks located throughout the game world showing the current time;
the solution to some puzzles requires being in the right place at the right time. Additionally,
the game has a time limit as everything needs to be completed before the Red King wakes. There is a pause feature
which also stops time if players need to think about a puzzle solution.
Alice in Wonderland features an interface that doesn't require any typing. Players can move Alice around the game world with a joystick or keyboard; actions (including talking to other characters and examaning objects) are performed by selecting commands from a menu of available options. The game world consists of numerous platforms, ladders, and buildings players need to navigate. Early on Alice acquires a parasol which can be used when falling to slow her descent and avoid crashing (which adds a time penalty).
Alice in Wonderland features an interface that doesn't require any typing. Players can move Alice around the game world with a joystick or keyboard; actions (including talking to other characters and examaning objects) are performed by selecting commands from a menu of available options. The game world consists of numerous platforms, ladders, and buildings players need to navigate. Early on Alice acquires a parasol which can be used when falling to slow her descent and avoid crashing (which adds a time penalty).
Credits
Platform:
Apple II
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Based on the books (notes) by: | Lewis Carroll | |
Game Design: | Dale Disharoon, Laurence Yep | |
Game Script: | Laurence Yep | |
Artwork: | Bill Groetzinger | |
Programming: | Vince Mills | |
Manual & Poster Art: | Dick Kennedy | |
Character Improvisations: | Ken Grantham, Howard Swain, Nancy Palmer Jones, Bob Ernst, Jessica Abbe, John Robinson, Michael Cawelti | |
Playtesting: | Judy Jepson, Joanne Ryder | |
Handbook Design: | Graphic Ink |