CARTOON CAPERS You will find it necessary to complete the varied arcade sequences to obtain certain objects. In some arcade sequences, the controls will alter to suit the game. All controls are redefinable. DANGERMOUSE IN DOUBLE TROUBLE While relaxing in his Mayfair penthouse flat, DM receives a phone call from Colonel K, head of security. News has just arrived about Greenback's latest scheme. Greenback and his henchmen are in the process of building an android Danger Mouse. Keyboard controls are: 1 Left I Down 2 Right 0 Fire 9 Up The program is compatible with Interface 1, Kempston, Fuller, AGF and Protek joystick interfaces. When selecting level, 0 is easy, and for a hard game press 9. Whilst playing, pressing the following keys will allow you to: CAPS & BREAK Return to title page. CAPS & S Sound On. CAPS & Z Sound Off. CAPS & M Pause. CAPS & N Continue. Then press fire to start game. EPISODE ONE - FLIGHT TO THE JUNGLE Along with Penfold, DM must take off in the direction of Crocodilia in his aerocar. This may sound simple, but Greenback has released a number of robots to catch DM's car and stop it reaching the jungle. The only way DM can repel these robots is to play a tune from his juke box. DM's aerocar is shown on the left of the display and the robots on the right. DM's aerocar can be controlled using the joystick. The bottom right of the screen shows the view from DM's aerocar and the bottom left of the screen displays the distance to the jungle and a picture of the robot it will repel. Select the robot (on the easy level this is done automatically to begin with) which is directly in front of you and when the repeller display matches the robot the repellent tune will be activated. At the beginning the repeller will operate automatically but as you progress you will have to select the robot type yourself. Watch out for Agent 57 (coloured magenta) as he carries a bonus if you collide with him at the last possible second. The centre of the screen shows a tug-of-war between Greenback and DM and the set of numbers at the sides of the display are skill levels which the Baron and DM are going for. On reaching the jungle you will be rewarded a bonus. EPISODE TWO - THROUGH THE JUNGLE DM and Penfold must now take to foot, through the forest. Using the joystick you must control DM over swamps by using the crocodiles as stepping stones. Greenback has also filled the jungle with mouse-eating pumas. To avoid these DM climbs trees, avoiding snakes and monkeys. However, swinging monkeys will lift DM on their branches. In an easy game, as time runs out DM can jump the pumas and wait for them to carry him into episode three. EPISODE THREE - AT THE ANDROID MOUSE BASE As DM reaches the base he must find the Android Control Box. To reach the row of four switches, DM must hop on his index finger (using fire to jump). A chain of green lights moves around a 4x4 grid in a fixed pattern. When DM presses a button, if the light in line with the button Greenback is pressing, is on yellow, then the length of the chain of green lights is reduced by one. The android is disabled when all the green lights have been extinguished. "DANGERMOUSE" - (c) COSGROVE HALL PRODUCTIONS 1982 (c) Alternative Software Ltd 1988 Loading Instructions: Press Enter on loader. YOGI BEAR PLAYING THE GAME Grim tidings from Jellystone Park, folks! Yogi's little pal Boo-Boo has been bearnapped by a mean hunter, planning to make some loot by selling him to a circus. Boo-Boo is locked in a cage near the hunter's cabin . . . somewhere in Jellystone. Only Boo-Boo's fearless and faithful friend Yogi can save him. Step into Yogi's paws, scour Jellystone and snatch Boo-Boo from the clutches of the hunter. It won't be easy. Running around Jellystone is a tiring business and Yogi's energy is quickly sapped. The energy meter at the bottom left of the screen shows Yogi's "go" going down. He'll need to find plenty of food along the way - especially delicious picnic baskets left lying around by careless campers. But if he finds some fishermen, he may be able to pinch a fish or three from their hooks. Yogi also loses energy fast when chased by enemies, buzzed by bees, bowled over by frogs, birds and geysers and whenever he hides from pursuers disguised as a bush (yes, seriously, a BUSH! This is a really smart bear, folks!). It's a long and tricky trail through Jellystone. Watch the Boo-Boo-ometer at the bottom of the screen. It tells how far Yogi is from his imprisoned pal. Each part of Jellystone poses different problems - rivers to jump, lakes to cross, sharp-fanged snakes, angry campers, furious fat ladies, a mean-minded moose, hot-tempered hunters and, of course, Ranger Smith who chases Yogi as a matter of principle! Yogi's too nice a bear to fight back but he may be able to lure his pursuers into trouble. Yogi's not the only one who can fall down holes or plunge into rivers and lakes! As well as being full of crazy critters, Jellystone also has some mighty strange caves. Yogi will have to use them from time to time. Trouble is, when he goes in one, you never know where he's going to come out! It may be nearer to Boo-Boo or it may be further away. Even if Yogi finds Boo-Boo, he'll have to grab the key to the cage. It's by the evil hunter's cabin and to get it Yogi has to cross some funny shaped stepping stones. If he hops on them in the wrong sequence, the hunter's bear alarm goes off and Yogi's in real trouble. How can Yogi know the right sequence? Well, luckily Boo-Boo has left a trail of toffee apples (can you believe this?!) with a clue stuck to each. As Yogi collects them he builds up the clues that will tell him the right sequence of stepping stone shapes to step on. Of course, if Yogi misses some clues on the way, he'll have to use guesswork and bears aren't well known for guessing right! Time is running out for Boo-Boo. When Yogi starts his mission of mercy, it is January. When December comes, Yogi has to hibernate and Boo-Boo will never be rescued. So Yogi has to free Boo-Boo as quickly as possible and as the seasons change and hibernation gets near, things start looking bad for Boo-Boo. SCORING The object of the game is to save Boo-Boo in the shortest possible time. If you fail, you can measure how well you've done by how long you survived before losing all your lives. So your score is the date on the calendar, bottom right of the game screen. Either save Boo-Boo as early in the year as you can or, if you blow it, try to have at least survived for as long as possible. It's a twin scoring system. One for successful Boo-Boo rescuers and the other for failed rescuers. GAME CONTROLS The game is best played with a joystick but you also have a keyboard option that lets you do everything a "joysticker" can do. Joystick Controls The game defaults to the Sinclair joystick once loaded. Otherwise choose the option from the menu screen, pressing ENTER after your choice. The game can be used with Sinclair or Kempston joysticks and if you select the Cursor Keys option, it also makes it compatible with Protek. Once the game is loaded, the fire button starts the gameplay. 1 Joystick Up Up & left \ | / Up & right \ | / Left - - - - Right / | \ Down & left / | \ Down & right Down 2 Joystick with fire pressed (Yogi near ponds, stepping stones, etc.) Diagonal jump up Jump left \ | / Jump right \ | / Jump left - - - - Jump right / | \ Jump left / | \ Jump right Diagonal jump down 3 Joystick with fire pressed (Yogi NOT near ponds or stepping stones) Turn into a bush Jump left \ | / Jump right \ | / Jump left - - - - Jump right / | \ Jump left / | \ Jump right Yogi ducks KEYS Pause H Down L Quit Q Left Z Up P Fire SPACE Right X Combine movement keys and FIRE as shown for the joystick to get the full range of controls. If you select Cursor Keys option from the initial menu screen you should use 0 for the FIRE button. COPYRIGHT Yogi Bear and the Yogi family of characters are the property of Hanna Barbera Productions Inc. and all rights to their use in any manner or in any form are strictly reserved by the proprietors. They are in this computer game under a Licence Agreement. All rights reserved. This program is strictly protected by the Law of Copyright. Any unauthorised copying or reproduction is illegal. Neither may this program be offered for hire or loan. Persons breaching the Copyright or assisting others to do so will be prosecuted under criminal law and will also be sued for damages under the provisions of civil law. Yogi Bear and the Yogi Family of Characters (c) Hanna-Barbera Productions Inc. 1987. EVERYONE'S A WALLY Wally is back, this time with his family in the first ever Multi- Role Arcade Adventure. The purpose of the game is to find the combination for the safe and then pay the gang's wages. The combination is split and can be found in different locations. Not only must the combinations be identified, but also the right items to collect the combination must be used. You have control of Wally, so the rest of the gang go off about their own business. As Wally cannot do everything himself, you will have to select one of the other characters, (except for Herbert, he is totally uncontrollable) to perform the various tasks. This is achieved by pressing the appropriate Character Select key while they are on the current screen. While a character is not under your control, they may be carrying out other tasks, which may help or hinder you. If you reach the edge of the screen while walking about town, you will continue to the next location. However, some of the screens have exits other than at the extreme left or right; e.g. a door or a road. To leave at these points you should press the exit key whilst at the appropriate position. To pick an object up, simply walk in front of it. It will then be exchanged for one already carried. The two objects carried are displayed at the top of the screen. All this rushing around is hard work, so the characters must eat and drink to keep themselves going. Wally isn't too fussy about what he eats, but the rest of the gang may be more choosey. Each character has a part to play. Wally is a builder and odd job man by trade, so you should use him for mixing cement etc. Wilma is Wally's wife, and so might do the shopping. Herbert, Wally and Wilma's pride and joy, doesn't do anything except get in the way. Tom, the punk, is a mechanic, Dick is the plumber and Harry is the electrician. AS200