Alice in Wonderland DS is the Weirdest Masterpiece You Probably Missed

Alice in Wonderland DS is the Weirdest Masterpiece You Probably Missed

Most movie tie-in games are garbage. We all know it. Usually, they’re rushed, low-budget cash-grabs meant to rot on a shelf at GameStop until they hit the five-dollar bin. But then there’s the Alice in Wonderland DS game. Released in 2010 alongside the Tim Burton film, this thing had every right to be mediocre. Instead, it’s legitimately one of the most creative, visually striking Metroidvanias on the Nintendo DS. Honestly, it feels like the developers at Étranges Libellules—the same French studio behind the Spyro Legend series—actually cared about making something unique. They didn't just skin a platformer with Johnny Depp’s face. They built a mechanical wonderland that actually rewards you for thinking.

If you’ve played it, you know. If you haven't, you've missed a strange, moody, and surprisingly deep experience.

Why Alice in Wonderland DS Works Better Than the Movie

The game doesn't follow the film's plot beat-for-beat, which is its first great decision. You aren't even playing as Alice for most of the game. She’s there, sure, but she’s an NPC you’re escorting. The real stars are the residents of Underland. You’re constantly swapping between the McTwisp (the White Rabbit), Chessur (the Cheshire Cat), March Hare, and the Mad Hatter.

Each character has a specific reality-bending power.

The White Rabbit can manipulate time. He can freeze objects or rewind them. It’s not just a gimmick for combat; it’s baked into the environmental puzzles. Then you have the Cheshire Cat, who can make objects appear or disappear. It’s sorta like a 2D version of re-contextualizing your surroundings. You'll see a gap you can't cross, flip the Cat's ability, and suddenly a bridge exists where there was only empty air a second ago.

The level design is dense. It’s got that classic Metroidvania "see it but can't reach it" vibe. You’ll see a chest tucked behind a barrier and realize you don't have the March Hare’s telekinesis yet. It forces you to backtrack, but the world is so visually interesting that you don't really mind. The art style is "Tim Burton-lite" but with a distinct French comic book flair. It’s got these heavy outlines and watercolor textures that look incredible on the DS’s tiny screens.

✨ Don't miss: Sex Fallout New Vegas: Why Obsidian’s Writing Still Outshines Modern RPGs

The Mechanics of a 2D Underland

Combat is probably the weakest part of the Alice in Wonderland DS experience, but even that has a layer of strategy. You aren't just mashing buttons. Since you’re protecting Alice, you have to manage her position while fighting off the Red Queen’s guards. It’s basically a continuous escort mission that actually works. Usually, escort missions are a death sentence for a game’s quality. Here, Alice is smart enough to stay out of the way, and you can use the characters' powers to keep her safe.

Take the Mad Hatter. His ability is perspective.

He can "fold" the screen to connect two different areas. It’s a literal mind-trip. You might be standing on one side of a map, activate the Hatter, and suddenly you’re walking through a doorway that leads to the ceiling on the other side. This kind of spatial manipulation was way ahead of what other handheld games were doing at the time. It reminds me a bit of Crush on the PSP or even Super Paper Mario, but applied to a gothic fairy tale aesthetic.

Hidden Depths and Collectibles

There is a ton of stuff to find. You’re looking for chess pieces, tea sets, and various upgrades. The upgrade system isn't revolutionary, but it gives you a reason to experiment with the different characters. The game rewards curiosity.

  1. You find a strange glowing orb.
  2. You switch to the Cheshire Cat to see if it reveals a hidden path.
  3. It doesn't.
  4. You try the White Rabbit to see if the orb is stuck in a time loop.
  5. Success.

It makes you feel like an investigator rather than just a player moving from left to right. The music also deserves a shout-out. It’s atmospheric, slightly creepy, and perfectly fits the "dark whimsy" tone they were going for. It’s not just a loop of the movie theme. It’s original work that feels grounded in the DS hardware’s sound chip.

🔗 Read more: Why the Disney Infinity Star Wars Starter Pack Still Matters for Collectors in 2026

The Tragedy of the Licensed Game Label

The biggest problem Alice in Wonderland DS ever faced was its own cover art. If you saw this in 2010, you saw the Disney logo and Johnny Depp's Mad Hatter staring at you. You probably assumed it was a mini-game collection for kids. I did. Most people did.

Because of that, it’s become a bit of a cult classic for DS collectors. It sits in that weird space alongside games like Monster Tale or Henry Hatsworth in the Puzzling Adventure. These are games that pushed the DS hardware to its limits but got buried under a mountain of shovelware.

The game is also surprisingly long. You’re looking at about 8 to 10 hours for a first playthrough, which is beefy for a handheld title from that era. If you’re a completionist trying to find every single hidden item and unlock all the combat moves, you can easily push that to 15 hours. For a "movie game," that’s almost unheard of.

Getting the Most Out of the Experience Today

If you’re looking to play this now, you have a few options. Finding a physical cartridge isn't too hard yet—prices haven't spiked like they have for Pokémon or Chrono Trigger—but it’s getting rarer.

Playing on original hardware is still the best way to go. The dual-screen setup is vital. The bottom screen acts as your map and character switcher, and the touch controls for some of the puzzles feel natural rather than forced. It’s one of the few games where the "touch to interact" gimmick doesn't feel like a chore.

💡 You might also like: Grand Theft Auto Games Timeline: Why the Chronology is a Beautiful Mess

When you start, don't rush. The beauty of this game is in the details. Look at the background art. Notice how the world changes when you swap characters. Each protagonist sees Underland through a different lens, and the game reflects that visually. It’s a level of polish that suggests the developers were fans of the source material—not just the 2010 movie, but Lewis Carroll’s original nonsensical world.

Practical Tips for New Players

  • Swap Constantly: Don't get attached to one character. The game is designed around the synergy between powers. If you’re stuck, the answer is almost always "use a different character."
  • Watch the Map: The DS map is actually helpful. It marks areas where you’ve seen a puzzle element you couldn't solve yet. Use it to plan your backtracking routes.
  • Protect Alice: It sounds obvious, but the game ends if she gets captured. Use the White Rabbit’s time freeze to stop enemies in their tracks before they get close to her.
  • Explore the Menus: There is some surprisingly deep lore and character art tucked away in the menus that helps flesh out the world beyond what you see in the levels.

A Legacy of Creative Risks

Looking back, the Alice in Wonderland DS game represents a moment in time when mid-tier studios were still allowed to take risks with big licenses. Étranges Libellules didn't play it safe. They made a challenging, atmospheric, and mechanically complex game that happens to feature a Disney princess.

It’s a reminder that good games can come from the most unexpected places. You just have to look past the marketing. This isn't just a "kids' game." It’s a masterclass in how to use the DS hardware to create a sense of place and wonder.

If you appreciate tight platforming, clever puzzles, and a vibe that’s just a little bit "off," you owe it to yourself to track this down. It’s a rare instance where the tie-in actually outshines the source material. It's weird. It’s beautiful. It’s exactly what a trip down the rabbit hole should feel like.


Step-by-Step Action Plan for Retro Gamers

  • Check Local Listings: Scour eBay or local retro game shops for "Alice in Wonderland Nintendo DS." Make sure it’s the DS version, not the Wii or PC version, as they are completely different games developed by different teams.
  • Verify the Developer: Ensure the box or splash screen mentions Étranges Libellules. They are the reason this version is a masterpiece.
  • Clean Your Screen: Since this game uses a mix of button and touch controls, ensure your DS or 3DS touch screen is calibrated. Some puzzles require precise tapping to trigger character abilities.
  • Play With Headphones: The sound design is a huge part of the immersion. The ambient noises of Underland add a layer of tension that you’ll miss through the tiny DS speakers.
  • Commit to the Backtrack: Treat it like a Castlevania game. If you see something you can't reach, take a mental note (or use the in-game map) and come back after the next boss fight. The payoff is usually worth it.