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