From HandWiki - Reading time: 7 min
| Alice in Wonderland | |
|---|---|
![]() European Wii box art | |
| Developer(s) | Étranges Libellules |
| Publisher(s) | Disney Interactive Studios |
| Director(s) | Jean-Marie Nazaret Marc Dutriez Sylvain Passot |
| Writer(s) | Dan Mayers Jean-Marie Nazaret |
| Composer(s) | Richard Jacques |
| Platform(s) | Nintendo DS, Wii, Microsoft Windows, Zeebo |
| Release | March 2, 2010 |
| Genre(s) | Action-adventure, platformer, metroidvania[1] |
| Mode(s) | Single-player |
Alice in Wonderland is an action-adventure video game published by Disney Interactive Studios. Based on Tim Burton's 2010 film of the same name, it was released in the same week as the film for the Wii, Nintendo DS, Microsoft Windows and Zeebo, with the soundtrack being composed by video game music composer Richard Jacques.[2] The Wii, DS, and PC versions were released on March 2, 2010. The DS game is completely different from the Wii and PC versions.
Actors who reprised their roles from the film include Mia Wasikowska (as Alice Kingsleigh), Crispin Glover (as Ilosovic Stayne,[3] the Knave of Hearts), Michael Sheen (as Nivens McTwisp the White Rabbit), Barbara Windsor (as Mallymkun the Dormouse), Stephen Fry (as Cheshire), and Leo Bill (as Hamish Ascot).
Alice in Wonderland allows players to guide, protect and aid Alice as she journeys through the world of Wonderland while unraveling the game's many twisted mysteries. Along the way, players call on a diverse and unique cast of characters such as the Mad Hatter and Cheshire Cat who each have unique abilities to help evade traps and solve challenging puzzles. The Mad Hatter can help Alice alter her perception of Wonderland and take advantage of optical illusions to open up places in the world the player alone would not have noticed. Meanwhile, the Cheshire Cat can use his ability to make himself and objects appear and disappear helping Alice through this strange world. Players must choose wisely when using each of the characters' powers and combine the abilities to solve more complex puzzles.

The DS version of the game is quite different from the Wii and PC. It is highly stylized, some characters have different abilities and it is a side-scroller. Absolem is also a playable character where in the other versions he is a NPC. Again the players must guide Alice though Wonderland to eventually face the Jabberwocky.
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The game was met with mostly positive reception upon release. GameRankings and Metacritic gave it a score of 78.82% and 78 out of 100 for the DS version;[4][6] 70.50% and 69 out of 100 for the Wii version;[5][7] and 63 out of 100 for the PC version.[8]
GameZone's Michael Lafferty gave the Wii version of the game a 7.5 rating out of 10, commending the graphics and gameplay, despite noting that the game does not bring anything new in the genre.[14] On the other hand, GameSpot gave the game a 6 out of 10 "fair" rating. It noted some of the game's puzzle mechanics and "variety" as good points, while repetitive combat, bad voice acting, visual unevenness, and poor multiplayer were bad points.[13] In comparison, the DS version of the game fared well, earning an 8.5 out of 10 or "Great" rating. For the DS, GameSpot criticized the combat and the occasional experience of not knowing what to do next, but praised the "visual direction", puzzles, characterization, humor, cleverness, and DSi features.[12]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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