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Alice: An Interactive Museum
|Alice: An Interactive Museum|
|[[Toshiba EMI Ltd]][[Category:Toshiba EMI Ltd]]|
|[[Synergy Interactive Crop.]][[Category:Synergy Interactive Crop.]]|
|Microsoft Windows and Macintosh|
|Awards | Changelog | Cheats | Codes |
Codex | Compatibility | Covers | Credits | DLC | Help
Localization | Manifest | Modding | Patches | Ratings
Reviews | Screenshots | Soundtrack
Videos | Walkthrough
GOG | In-Game | Origin | PlayStation Trophies | Retro
Steam | Xbox Live
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.
Plot[edit | edit source]
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. With music by Kazuhiko Kato, and artwork by Kuniyoshi Kaneko, the game has been noted as an ambitiously artistic piece of software.
References[edit | edit source]
- Cite error: Invalid
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- Glowka, Wayne, et. al. Among the New Words. American Speech 74.3. The American Dialect Society. pp.298-323. 1999.
- Alice:Interactive Museum, MobyGames
- Nygren, Scott. Time Frames: Japanese cinema and the unfolding of history. U of Minnesota Press. ISBN 0816647089. p.238. 2007.
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