Potsworth & Co ============== You might not know it, but whilst people everywhere snuggle down and their sleep filled eyes are closing, their dreams, thoughts and fantasies, whether good or bad, become reality in the Dream Zone. Potsworth and his human friends; Carter Keiko, Rosie and Nick are no exception, and each night, once asleep, they join forces in the Dream Zone to experience fantastic adventures together. The snoozing ruler of the Dream Zone, the Grand Dozer, has a big problem, for try as he might he just cannot sleep, and he's putting the Dream Zone in terrible jeopardy, for it will surely disappear his slumber cannot continue. The Dozer's arch-enemy, the Nightmare Prince possesses the only solution, "The Potion of Slumber". The question is, just how to get this potion to the Grand Dozer before it's too late. ... Enter Potsworth & Co., for it's time for action on a mission that could bring sweet dreams or a nightmarish end. So wake up and help our famous TV cartoon canine Potsworth and his four friends in this superb computer game. Go on - make it a 'dog's tail' with a happy ending. Features - 5 brain-tingling, 8 way scrolling levels. - Massive playing areas. - Plagues of fiendish enemies to defeat. - Fast moving puzzles to test your wits and your fingers. - 5 different characters to lead through their very own hazardous dream. - Animated interludes to explain your quests (16-Bit only) - Funky background music, in-game tunes. LEVEL ONE - ROSIE ----------------- Rosie, our girl with an attitude, has been thrown into the cave zone. The giant warehouse where all the dream props are stored. In order to escape from this nightmare, Rosie must first free the Stone Giant who has been frozen in ice along with the key to the exit, by the evil Nightmare Prince. To free the Giant, Rosie must search through the cave negotiating any obstacles that bar her way, along her travels she must collect 5 parts of a ghetto blaster, these are: The left speaker, the right speaker, the main tape deck, two batteries. Most important of all Rosie must collect the ancient moon rock; with its properties of drowsiness it should help send the Grand Dozer to sleep. Once all these items have been collected, Rosie must; (8-Bit) return to the start, (16-Bit) again find the Giant to complete the level and then shatter the ice that has entombed him. HINTS & TIPS TRAP DOORS: These crumble from underneath your feet when trod on. LIFTS: Next to each lift there will be a button, jumping on this vili raise the lift but you'll have to be pretty damn quick to catch the lift going up. Why not try and push something onto the button e.g. a crate to hold it down, then jump onto the lift. CONVEYOR BELTS: First switch them on, then jump on and ride them. Watch out for the low hanging machinery. CONTROL METHOD WITHOUT FIRE WITH FIRE JUMP JUMP JUMP JUMP LEFT JUMP RIGHT LEFT JUMP RIGHT &FIRE &FIRE &FIRE \ | / \ | / \ | / \ | / \|/ \|/ MOVE ---*--- MOVE FIRE ---*--- FIRE LEFT /|\ RIGHT LEFT /|\ RIGHT / | \ / | \ / | \ / | \ CRAWL DUCK CRAWL CRAWL DUCK CRAWL LEFT RIGHT LEFT &FIRE RIGHT &FIRE &FIRE Fire is used for shooting at the enemy to stun them. Rosie can also land on the enemies heads. BEWARE OF: Toy Robots, Walking Pop Guns, Pigmi Bats. LEVEL TWO - NICK ---------------- "Super Duper Man" or Nick as he is earthly know, has been chosen to search "The Super Zone". His task? To reach the top of the "Suspire State Building" where the warp to the nightmare castle lies. On his way he must collect the magic poppy, which is one of the 5 objects needed to put the Grand Dozer to sleep. The journey to the top is long and perilous. Great skill and fast reflexes will be needed to complete your task. Some objects can be collected for points, others can be lifted above Nicks head, where he can use them to defeat enemies by throwing the objects at them. Also he can use these objects to hold switches down. When Nick reaches the top, a swirling ball of light awaits him (8-Bit: Nick will find a doorway). Leaping into this will warp him to the castle to wait for the others. HINTS & TIPS SEE SAWS (16-Bit only): Even Super Nick can only leap so high. Why not pick up something heavy, drop it on the see saw and catapult yourself high into the air onto otherwise unreachable platforms. LIFTS (8-Bit only): See Level One. SWINGING GIRDERS: First activate the button in the usual fashion and watch the girder start to swing, jump on and you're away. PIPES: When you're underneath or standing on a pipe entrance, pushing up or down respectively will send Nick through the pipe and out the other end. CONTROL METHOD WITHOUT FIRE WITH FIRE JUMP JUMP LEFT JUMP RIGHT \ | / \ | / \ | / \ | / \|/ THROW \|/ THROW MOVE ---*--- MOVE OBJECT ---*--- OBJECT LEFT /|\ RIGHT LEFT /|\ RIGHT / | \ / | \ / | \ / | \ DUCK DUCK DUCK LEFT RIGHT FIRE on its own will pick up or drop an object. If the fire button is pressed whilst Nick is in the air, he will flap his cape to carry him higher into the air. BEWARE OF: Super People (16-Bit only), Nosey Parkers, Chain Saws. LEVEL THREE - POTSWORTH ----------------------- The star of the show "Potsworth" has landed himself in every kiddies' dream "The Candy Zone". In this paradise of cakes, giant ice creams and chocolate bars, Potsworth must find and pick up (8-Bit) 6 cocoa beans, (16-Bit) 20 cocoa beans, then take them to the cocoa cup. The end result is drinking chocolate to help the Grand Dozer. 16-Bit only: Some of them have fallen into the jelly pots, bouncing on the jelly will force the beans out of the pot and into the air for you to collect. BEWARE!! You can't see the beans inside the pot so jump on them all. Standing on the jelly will make Potsworth start to sink, so keep bouncing. In his task, Potsworth will encounter many weird and wonderful obstacles. Giant cakes that sink when trod on, rivers of cream, getting across these is made easier by jumping the floating wafers (16-Bit only: or throwing an object in the river and jumping on it before it sinks). HINTS & TIPS GIANT CAKES: These are seen throughout the map, they float on the river and can be jumped on. BEWARE!! They will sink if trod on for too long. SHERBET FOUNTAINS: Jumping on these will send Potsworth high into the air. SKI JUMPS (16-Bit only): Push an object onto the button to open the barrier to the jump, then off you go high into the air. CONTROL METHOD WITHOUT FIRE JUMP JUMP LEFT JUMP RIGHT \ | / \ | / \|/ MOVE ---*--- MOVE LEFT /|\ RIGHT / | \ / | \ DUCK DUCK DUCK LEFT RIGHT BEWARE OF: Candy Canes, Giant Ice Lollies, Chocolate Mice. LEVEL FOUR - CARTER ------------------- Carter, the world's greatest artist, makes his appearance in this zone "The Rainbow Zone". His mission, to paint a sleepy picture which will, "we hope", send the Grand Dozer into a distant slumber. 16-Bit versions (Amiga, Atari ST, IBM PC) - for Carter to do this, he must first find a bucket, then fill the bucket with colour from the magic rainbow taps. He must then take the filled bucket to the blank picture in the centre of the map. For 8-Bit versions (Spectrum, Amstrad, CBM 64) - he must collect the pieces of the jigsaw puzzle to build up a picture. THE TAPS (16-Bit only): In more detail, Carter must collect 6 drops, 1 from each tap, which represent each colour of the rainbow. Once he has got all the colours he can then paint the picture by returning to the easel and pressing fire. PAINTING LEDGES: Carter's special power is to draw anything and make it come to life. In this mission he can paint ledges to either side of himself, then by jumping onto the ledges he can reach otherwise impossible places. HINTS & TIPS ELECTRIC BARRIER: To get past the barrier Carter must build a platform on the switch which will in turn remove the barrier. CLOUD PLATFORMS: Bounce when Carter lands on them, then after a few seconds drop out of the sky. TRAMPOLINES: Carter can use these to reach high places. The more he bounces the higher he goes. CONTROL METHOD WITHOUT FIRE WITH FIRE JUMP JUMP LEFT JUMP RIGHT \ | / \ | / \ | / \ | / \|/ \|/ MOVE ---*--- MOVE PAINT ---*--- PAINT LEFT /|\ RIGHT LEFT /|\ RIGHT / | \ / | \ / | \ / | \ DUCK DUCK DUCK LEFT RIGHT Fire only creates platforms on this level. Carter can also jump on the nasties' heads. BEWARE OF: Wellington Men, Flying Umbrellas, Butterflies. LEVEL FIVE - KEIKO ------------------ Keiko, skateboard wizard, has journeyed into "The Carnival Zone". Her mission: to collect 5 mystical arrows and a dollar bill. When she has collected these, she must take them to the Indian shoot-out, where she will be rewarded with a giant teddy bear for the Grand Dozer to cuddle. Keiko will have to use the various fairground rides to help her collect the arrows. To do this she will first need to switch on the fairground by moving a lever, then she will have to switch on the individual rides as she needs them by pushing weights onto the buttons. To move around "The Carnival Zone" Keiko must keep her skateboard flying by collecting energy pick-ups. If she has no energy in the skateboard it becomes normal again. DROPPING STARS: Keiko's mode of attack is to drop stars from the back of her skateboard. These stars hang in mid-air for a few seconds before disappearing. FAIRGROUND RIDES - HINTS & TIPS THE BIG WHEEL: Which, when switched on, starts to rotate around a central point. Keiko can use the carriages to get across the gap occupied by the big wheel. SWINGING SHIP: This is a single carriage which swings in an arc from left to right then back again. Keiko will have to use it to get across gaps when she cannot fly. WALTZERS & DODGEMS: These move from left, right and back again at great speed. Keiko will have to time her jump perfectly as the floor is electrified!!! CABLE CARS & LOG FLUME: Once Keiko has moved the switch, the cable car/log flume starts to move so Keiko will have to be quick or she'll have to wait for it to return. CONTROL METHOD WITHOUT ENERGY WITH ENERGY FLOAT FLOAT JUMP JUMP JUMP UP FLOAT UP LEFT UP RIGHT &LEFT UP &RIGHT \ | / \ | / \ | / \ | / \|/ \|/ MOVE ---*--- MOVE FLOAT ---*--- FLOAT LEFT /|\ RIGHT LEFT /|\ RIGHT / | \ / | \ / | \ / | \ CROUCH DUCK CROUCH DESCEND DESCEND DESCEND LEFT DOWN RIGHT LEFT DOWN RIGHT Pressing fire allows Keiko to leave trails of stars. BEWARE OF: Hot Dogs, Killer Clowns, Mutant Candy Floss. FINAL CONFRONTATION (16-BIT ONLY) --------------------------------- In this ending our hero "Potsworth" must defeat the evil Nightmare Prince. Potsworth will have one attempt and, depending on how many levels were successfully completed, he will have the same amount of bonus attempts to snatch the potion of slumber from the Nightmare Prince! If all attempts fail, the Nightmare Prince becomes the new ruler of the Dream Zone. The same fate occurs if you run out of "continuations" and "dreams". To defeat the Nightmare Prince, Potsworth must throw bones at his head (20 times), eventually knocking him out and snatching the potion of slumber. There is a time limit so don't hang around. To make things worse the Nightmare Prince has strapped 2 tanks of slumber potion onto his back and is armed with a long range water pistol. Also while the Nightmare Prince is firing at Potsworth he is unable to move. If Potsworth is repeatedly hit with the squirted potion it will have a reverse effect on him and wake him up! CONTROL METHOD (16 Bit only) WITHOUT FIRE WITH FIRE JUMP JUMP JUMP JUMP FIRE JUMP FIRE LEFT JUMP RIGHT LEFT &FIRE RIGHT \ | / \ | / \ | / \ | / \|/ \|/ MOVE ---*--- MOVE FIRE ---*--- FIRE LEFT /|\ RIGHT LEFT /|\ RIGHT / | \ / | \ / | \ / | \ DUCK DUCK DUCK DUCK DUCK DUCK LEFT RIGHT FIRE FIRE FIRE LEFT RIGHT Potsworth can fire bones at the nasties on this level, also he too can jump on the nasties' heads. LOADING INSTRUCTIONS AMIGA & ATARI ST Insert the disk in the disk drive then reset the computer. JOYSTICK ONLY Additional Keys: P Pause Escape Quit CBM 64 (Tape) Press SHIFT & RUN/STOP keys together CBM 64 (Disk) Type LOAD "*",8,1 RUN (Tape & Disk) JOYSTICK ONLY Keys: Run/Stop Pause Fire Restart SPECTRUM Type LOAD"" then press ENTER Keys are redefinable or use Sinclair or Kempston Joystick. F Freeze 0 Left Fire Restart P Right Q Up Space Fire A Down AMSTRAD (Tape) 464 - Press CTRL & small ENTER keys together 6128 - Type I Tape (ENTER) Press CTRL & small ENTER keys together AMSTRAD (Disk) RUN "POTSWORTH" (Tape & Disk) Keys are redefinable or use Joystick. F Freeze 0 Left Fire Restart P Right Q Up Space Fire A Down PROGRAMMING, GAME DESIGN & GRAPHICS BY VISUAL IMPACT & PAL DEVELOPMENTS INLAY DESIGN & PRINT BY MARKETING ADVERTISING DESIGN © 1992 Hanna-Barbera Productions Inc., & Sleepy Kids Pic. All rights reserved. © PROGRAM PAL DEVELOPMENTS 1992 Published under license by Hi-TEC Software Ltd. All rights reserved. No part of this software or printed material may be reproduced in any way, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise without prior permission in writing from Hi-TEC software Ltd, except by reviewers, who may quote brief passages to be printed in a magazine or newspaper. HiTEC SOFTWARE LTD P.O. BOX 299 • SHEFFIELD • S7 2EZ FAX: 0742 580547