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© Piranha (
1987
)
 
Yogi Bear
NOTICE / MANUAL
PDF (1)
JPG (3)
TXT (1)
NOTICE PDF n° 1 (409.15 Ko)
Notice en anglais, français, espagnol (6 pages).
Transféré par Milka depuis la GamebaseCPC de Loïc Daneels.
NOTICE JPG n° 1
Taille réelle : 5012 * 1567 px = 841.87 Ko
NOTICE JPG n° 2
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NOTICE JPG n° 3
Taille réelle : 3100 * 799 px = 439.88 Ko
NOTICE TEXTE n° 1 (9.41 Ko)
YOGI BEAR For a bear that's smarter than the average, life in Jellystone Park should be one long picnic. After all, everyone knows picnics mean picnic baskets! But life has taken a nasty turn. Poor little lovable Boo Boo has been "bearnapped" by a bloodthirsty hunter and is a prisoner somewhere in the Park! Heroic as ever, Yogi is on Boo Boo's trail. But Jellystone's a big place and you'll have to find plenty of tasty snacks to keep our trusty bear's strength up. Especially since along the way Yogi's pursued by angry campers, a furious Ranger, ferocious animals and homicidal hunters! Time's getting short too. Yogi's hibernation season is nearly here. So you'll need speed and a lot of bare (ouch!) cunning to rescue Boo Boo before Yogi slumps into his slumbers. Step into Yogi's paws and see how long you can survive in this bonanza of fast-moving arcade action! Yogi Bear and the Yogi family of characters are the property of Hanna-Barbera Productions Inc. Game created by Dalali Software _______________________________________________________________________________ YOGI BEAR A game by Dalali Software With music composed by Matt Gray LOADING THE GAME Spectrum 48k: LOAD "" Spectrum 128/Plus 2: Select BASIC 48 and LOAD "" Commodore cassette: SHIFT RUN/STOP Commodore disc: LOAD "YOGI", 8, 1 Amstrad CPC cassette: CONTROL + small ENTER Amstrad CPC disc: Run "YOGI" 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 loosing all your lives. So your score is the date on the calender, 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. If you manage to save Boo-Boo before the end of January, let Piranha know. We like to hear about miracles! GAME CONTROLS The game is best played with a joystick but both Spectrum and Amstrad versions have keyboard options that let you do everything a 'joysticker' can do. Joystick Controls The Spectrum version 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. The following applies to joysticks used with all versions of the game. Once the game is loaded, on the Commodore version only you can select the language for the calender by moving the joystick up or down to cycle through the national flags. When you have the required flag, press the fire button. On all versions, the fire button starts the gameplay. 1 Joystick Up ^ Up & left < | > Up & right _ Left <- / \ -> Right \ _ / Down & left < _|_ > Down & right / | \ /_____\ |:::::| | v 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 / | \ /_____\ |:::::| | v 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 / | \ /_____\ |:::::| | v Yogi ducks Keyboard Controls Pause Spectrum H Commodore RUN/STOP Amstrad H Quit All versions Q Movement Keys For Spectrum Up P Right X Down L Left Z Fire SPACE 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. For Amstrad Up ] Right X Down \ Left Z Fire Space 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 used in this computer game under a licence Agreement. Program, packaging and documentation © 1987, Macmillan Limited. 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 © Hanna-Barbera Productions Inc, 1987. For more information on Piranha games contact: Helen Holland. Piranha. 4 Little Essex Street London WC2R 3LF, 01-836-6633
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