The games of Alice in Wonderland
Nearly two years ago I made a video looking at Alice in Wonderland and the games based around it - specifically the ones for the Game Boy Color and the DS. You can watch this above.
But I also interviewed two of the developers behind these games. Below you can find the full questions and answers from them…enjoy!

Mike Mika was the Lead Designer and Engineer for Digital Eclipse when they worked on Alice in Wonderland for the Game Boy Color. He is now the Creative Director at Making Fun. You can find him on Twitter here.
What was the reasoning behind making the game - considering the Disney film it was based on was released nearly 50 years before it launched?
Disney and Nintendo had worked out a deal to produce a series of titles based on Disney Princesses. If I recall correctly, it was one of the final deals that Howard Lincoln inked before retiring from Nintendo. In the end, only a couple of those titles were finished and published by Nintendo, ours and a Little Mermaid pinball game. We were approached by Disney after we finished developing our take on Disney’s Tarzan for them.
Another developer had already made some progress on an Alice game, but it was really simple. I think Disney was hoping we could build a game similar to the Tarzan game, with a lot of animation and classic platforming. We said we could and they killed the game in progress and signed us up. It happened really fast. We met in a room on the show floor of the E3 expo, and they showed us the current game and basically wanted us to pitch them on the spot without any preparation. We just brought in our Tarzan game which was showing literally within twenty feet of the meeting room, and we had a verbal agreement by the time we walked out.
Did you read the Lewis Carroll books as well as watch the films when preparing to develop the game - and if so did both inspire you at all during development?
I was a big fan of the books as well as Disney’s take on the movie. I had the laserdisc of the feature which had a ton of extras on it (This was nearly pre-dvd era), and I also was a huge fan of the Disney Animation Studio, a great animation package for PC and Amiga which came with some pencil test animation from Alice in Wonderland. I managed to convert that animation to Game Boy Color to provide a sample of what the visuals would look like only days after our meeting.
I had also seen the live play several times at a theater in Michigan, where I grew up. All of these things inspired me during the production. I was fascinated with the idea of taking all of the madness and making a cohesive game out of it. I was a little naive, too, because what we wanted to do didn’t match up with the time and resources we had available. It would be a challenge for us to deliver the high concept in the end.
How did you and your team look to best capture the surreal nature of the film (and the books it was based on)?
MM:We had some really talented artists on staff who would work within the most outrageous limitations. They were really good at re-creating Disney animation in a way that was reduced to 3 colours and compressed well. It was a constant battle between visual fidelity and space. To fit the game on the cart, we needed to constantly cut corners, which started with colour and detail but would eventually cut into animation.
We prioritised animation above all because it was Disney! We were sent a treasure trove of images and animation from Disney, too. These were photographs of background plates, notes, storyboards. These were all incredible to have. I was most impressed with the Mary Blair artwork and colour palettes. We based the entire game’s colour scheme on her work.

Looking back, what are you the most proud of when it comes to the game - and is there anything you would have done differently?
I really hate looking at games I work on, I still always see things I wish I could have changed. It’s especially hard when I use an emulator to look at some of our GBC work. It’s so blocky and rough, but you have to understand, we were developing it to look good on a really small screen with low light. It looks much better on the GBC’s native screen.
We anticipated the delay for pixels to “dissolve” and how colours looked in contrast on that particular screen. So I’m proud of how it looks on the real hardware. We crammed a lot of animation and a lot of gameplay, some of which we might have done differently in hind sight - like the ladder level. That is painful. Also, I wish we would have pushed the menu screens a bit more. They were tackled last and we were just out of room to do anything fancy with them. I wish we could have captured the insane concept style of the movie.
Talking more generally, Alice’s adventures in Wonderland have spawned several good video games - why do you think this is?
They’re so visually striking and absurd. You can create a gameplay rule that has no relation to the books or films, and it fits because the world is built on the unexpected. We had so many liberties because the more absurd the idea, the more natural it felt. Like the idea that you need to paint trees or chase down a mouse - not normal game fair on the GBC at the time, those ideas just felt natural despite not being traditional mechanics. Likewise, creating levels that had no relation to the movie but were filled with moving platforms and falling lanterns. They just seemed to fit.
Have you played any other Alice in Wonderland games - and if so what did you make of them?
MM:I had played an older PC game. I forget who published it, but I do remember liking it a lot. I also really liked Alice by American McGee. The fact that it could stray so far and go so dark made it even more interesting to me.

The pace of the game is almost constantly changing, even from the very start where you’re walking through a field of flowers and then seconds later are plummeting down the rabbit hole avoiding obstacles - was this sometimes erratic pacing intentional to capture the book’s similarly unpredictable plot/structure?
Absolutely. We really strived to deliver the same kind of pace as the movie. If the movie was overly kinetic in motion, it was absolutely alive in imagery. So we created a series of game breaks to try to capture that. Usually before or after a transition to gameplay. So hopping on rocks over a brook served as a way to slow the pace yet look beautiful, then transition to the descent into the rabbit hole with surreal, yet kinetic, gameplay, only to calmly bookend it with an animation of Alice drifting softly to the bottom of the hole.
The ROM itself was really tight, and we worked hard to keep those transitions. We even broke some rules and compressed and decompressed data by using the save RAM as code space. That was not allowed, but we were out of options. In the end, it worked, but it was scary.
Any other interesting stories regarding the game’s development?
At one point in development, Nintendo wanted to cancel the Princess line. We were on the chopping block. It had nothing to do with game play, I was told. It culminated in us flying up to Nintendo with people from Disney, then describing what we needed to do to finish the game. At one point, we were excused from the room so the grown-ups could talk. We could hear a lot of loud voices while we were hanging out at the Nintendo Employee Store. The Nintendo producer ushered us away from the action, I think, to spare us from hearing the details. They were also discussing a lot of other Disney/Nintendo things. When the door opened, the folks from Disney basically just said “Let’s finish the game!”

Benjamin Bertrand was the Producer and Team Manager for Alice in Wonderland on the DS as part of the Etranges Libellules team - he is now the owner of MUTSU IG.
Did you read the Lewis Carroll books as well as seeing parts of the film when preparing to develop the game?
We were mainly inspired by the book. As the movie was still in production at this time, we only had a summary of the movie script and some concept art. As well as the Disney cartoon movie. Tim Burton’s universe was also a good piece of inspiration. Some game critics said that we made a more Burton-esque Alice than the Tim Burton’s movie itself!
How did you and your team look to best capture the surreal nature of the film - and what challenges did you face in doing this?
The design team was really inspired by this universe, it was like someone gave us new cool toys for Christmas. We were more used to common style games like Motoracer DS, My Horse and Me - so for us it was a really fresh new thing. And as I told you the movie was not released, so it was more about the book’s atmosphere and the Disney cartoon movie.
The hardest thing was to make the physical rules vanish. It was important for us that our Wonderland has it’s own laws. So you have the different game mechanics where you can inverse gravity and time - and also travel without travelling (changing the puzzle map lets you cross the map easily). That was the main point in our research. The “Full Stylus” control was kind of challenge too. Making Alice follow and being dependent of the player was kind of baffling problem.

Looking back, what are you the most proud of when it comes to the game - and is there anything you would have done differently?
I think the Puzzle Map, and the character designs are the things I’m the most proud of. And the time and physic mechanics are really great. But Alice’s behaviour and the game lay around the Wonderland characters was one of the best ideas. I think we can be proud of what we did. I don’t think we would have anything differently. We just needed more time to polish it a bit more - to make the gravity tricks more complex for instance, and add more puzzle pieces for extended gameplay.
What do you think it is about Alice in Wonderland that makes it work so well when adapted into video games?
I think the universe is really the strongest point. When you are in there you can’t really tell if you are crazy or not. Lewis Carroll plays with every law that make us rational and comfortable, so it’s pleasant for us, we can be surprised anytime, because nothing works as expected.
Have you played any other Alice in Wonderland games - and if so what did you make of them?
I’ve played American McGee’s Alice in Wonderland. For me it was really a shock. So inventive, it just took a different approach. Alice is a Psycho? For real?!! That was great. But we didn’t take anything from other Alice games for our title, we just tried to stick with our vision of the universe.

Anything else you’d like to add?
As I told you, it was for us an opportunity to make something new, really different. The design team did really great job with the material we had. It was our personal vision of the Alice universe, and I think that it helps to make this game “original.” We were really free to make whatever we wanted. Disney was really interested into our ideas, our graphic style, and always responded positively to our creativity.
A huge thank you to both Mike and Benjamin for taking the time to answer my questions!




