Alice: An Interactive Museum

From Wikipedia, the free encyclopedia
Jump to: navigation, search
Alice: An Interactive Museum
Developer(s) Toshiba EMI Ltd
Publisher(s) Synergy Interactive Crop.
Designer(s) Haruhiko Shono
Artist(s) Kuniyoshi Kaneko, Kusakabe Minoru[1]
Composer(s) Kazuhiko Kato
Platform(s) Microsoft Windows, Macintosh
Release date(s) 1991[1]
Genre(s) Adventure
Mode(s) Single-player
Distribution CD

Alice: Interactive Museum is a 1991 click-and-go adventure game, the elements and idea of which were much inspired by Lewis Carrol's Alice's Adventures in Wonderland. It was designed for Windows 3.x and later released for the Windows 95 platform. The game was developed by Toshiba-EMI Ltd and was directed by Haruhiko Shono. In 1991, Shono won the Minister of International Trade and Industry's AVA Multimedia Grand Prix Award (AVAマルチメディアグランプリ 通産大臣賞を受賞?) for the game, and in 1995, Newsweek coined the term "cybergame" to describe games such as Alice and Shono's second game, L-Zone.[2]


The player wanders through a mansion of twelve rooms including a gallery, an atelier, a wine cellar and a photo studio. Each room is interconnected via halls, doors, and secret passages - one of which leads to the outside world. As the player wanders, he searches for a deck of playing cards, upon which are clues which will lead to The Last Room and the end game. The artwork on the walls is very interactive resulting in clues or surprises.[3]


Alice was developed with MacroMind Director.[4] With music by Kazuhiko Kato, and artwork by Kuniyoshi Kaneko, the game has been noted as an ambitiously artistic piece of software.[5]


Computer Gaming World in 1993 called Alice "like some kind of charmingly weird and elusive scavenger hunt where one is never really quite sure where they may be going or what they are looking for". The magazine praised the art as "a very elegant and richly rendered environment that makes it a browser's paradise", comparing it to the Rene Magritte's surrealism. It recommended Alice to those interested in a "surreal 'electronic toy'", not a CD-ROM game.[4]


  1. ^ a b 庄野晴彦 Haruhiko SHONO. Synergy, Inc. 14 April 1997.
  2. ^ Glowka, Wayne, et al. Among the New Words. American Speech 74.3. The American Dialect Society. pp.298-323. 1999.
  3. ^ Alice:Interactive Museum, MobyGames
  4. ^ a b Reveaux, Tony (1993-04). "A Trip Into The Odd Land of Multi-Media". Computer Gaming World. p. 40. Retrieved 6 July 2014.  Check date values in: |date= (help)
  5. ^ Nygren, Scott. Time Frames: Japanese cinema and the unfolding of history. U of Minnesota Press. ISBN 0-8166-4708-9. p.238. 2007.