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
