Märchen Maze/Getting Started

Controls

 * Joystick: Use the 8-way joystick to direct Alice across the platforms. The player cannot force her over the edge using just this control.
 * Firing Button: Use this button to make Alice blow bubbles at the enemies. Pressing it lightly makes her blow a tiny bubble; holding it down charges the blower, and upon releasing the button Alice will blow a much bigger bubble. However, if you hold it down for too long, the bubble will burst and Alice will start blowing a new one.
 * Jump Button: Use this button to make Alice jump. It is theoretically possible for the player to force her over the edge using this control.
 * 1 or 2 Player Buttons: Push these buttons to begin a 1 or 2 player game.

Alice (アリス)
The protagonist of the game. Having woken up in the middle of the night and being dragged through her bedroom mirror by the Time Usagi, she must now make her way through nine different isometric "worlds", blowing bubbles at enemies to knock them off the platforms and collecting various powerups along the way.

Time Usagi (時計うさぎ)
The game's equivalent of the White Rabbit, who appears in the bottom-right corner of the screen at 30-second intervals on each round to inform the player of how much time is remaining. Once it is down to 45 seconds, he will stay on the screen until the time has completely run out and the Timeout Monster has appeared.

Boxes (ボックシズ)


When one of these is destroyed, it will leave a powerup behind. Here is a list of them and what they do:
 * Red Crystal: This one will give Alice a random amount of extra points from 1000 to 7650.
 * Blue Crystal: This one allows Alice to blow enormous bubbles for a short period of time.
 * Green Crystal: This one allows Alice to blow bubbles in three directions for a short period of time.
 * Balloon: This one will inflate when Alice is knocked off the edge of the platforms and fly her back up to where she was just before she had been knocked off.
 * Mini Usagi: This one will cause a spinning barrier of orbs that protects Alice against the enemies' attacks to appear around her for a short period of time.
 * Pocket Watch: This one will give Alice 45 extra seconds to clear the current round in.
 * Boots: These will allow Alice to jump much higher than usual for a short period of time.
 * Yellow Crystal: This one will cause the enemies to stop moving for a short period of time.
 * Purple Crystal: This one will allow Alice to walk faster than usual for a short period of time.

Enemies
Bacura (バキュラ) - 50 points

Tamagochi (タマゴチ) - 100 points

Bomb (ボンブ) - 100 points if shot

Mushroom (マシュルーム) - 100 points

Ball Hall (ボールホール) - 250 points

Roll Hall (ロールホール) - 250 points

Blue Penguin (ペングイン・青) - 100 points

Pink Penguin (ペングイン・朱色) - 100 points

Blue Naniwa (ナニワ・青) - 100 points

Red Naniwa (ナニワ・赤) - 100 points

Pawn (ポーン) - 50 points

Knight (ナイト) - 50 points

King (キング) - 50 points

Daruma (ダルマ) - 100 points

Dice (ダイス) - 500 points

Skull (スケル) - 250 points

Robot (ロボット) - 100 points

Ei (エイ) - 100 points

Tombow (トンボ) - 50 points

Slime (スライム) - 100 points

Kuwa (クワ) - 100 points

Ohm (オーム) - 1500 points

Imo (イモ) - 3000 points

Spade (スペイド) - 100 points

Dia (ディア) - 150 points

Bosses
ROUND 1: Miyasha (ミヤーシャ) - 10000 points

ROUND 2: Dead Rooster (デッドルースター) - 10000 points

ROUND 3: Tanbura (タンブラー) - 20000 points

ROUND 4: Arumeikon (アールメイコン) - 20000 points

ROUND 5: Reidoku (レイドック) - 20000 points

ROUND 6: Big Tortoise (ビッグトータス) - 20000 points

ROUND 7: Aratizu (アラティーズ) - 30000 points

ROUND 8: Triple Head (トリプルヘッド) - 50000 points

ROUND 9: Queen of Darkness (闇の女王だ) - 100000 points

Timeout Monster (時間切れモンスター)
When the time has completely run out for the current round, this flaming orange version of the Aratizu will appear and automatically force Alice off the edge of the platforms if he touches her. He cannot be destroyed as he is impervious to Alice's bubbles - and even if Alice has a Balloon in her possession when he forces her off the edge of the platforms, its effect will be cancelled out. However, it is possible to jump over him and walk behind him for the rest of the round.