DANGERMOUSE IN DOUBLE TROUBLE

London has been enjoying two weeks relief from the evil activities of the power-
mad Baron Silas Greenback. Dangermouse is relaxing in his Mayfair penthouse flat
in a pillar box in Baker Street, reading "Home Cheesemaker Weekly." He is just
beginning to think that Greenback has given up on on his quest for total world
domination, when suddenly the video phonne crackles into life - it's Colonel K,
head of security.

News has just come in from Crocodilian intelligence that Baron Greenback and his
gang of international villains have spent that last fortnight in the depths of
the jungle. They have been building a 32K RAM DMOS ROM electrically erasable
Mega micro-mouse hardware unit.
"Eh. What's that?" asks Dangermouse in surprise.
"The letters stand for Robot Artificial Mechanism, Dangermouse Operating System,
really 'Oribble Mouse!" K explains. "In other words, it's an androide
Dangermouse, and it can temporaily impersonate you and infiltrate our
intelligence to help Greenback's quest for power."
The electrically controlled DMOS loading sequence has been initiated and the
release is due at tea time - unless Dangermouse can get there in time to stop
it!

GETTING STARTED
1. Before switching on the Spectrum, connect the joystick (interface) if this is
to be used.
2. Connect the television to the computer and switch the television ON
3. Connect the cassette recorder to the computer and switch the cassette
recorder ON
4. Place the cassette in the recorder and rewind to the beginning.
5. Check that the EAR lead is connected correctly and that the volume level of
the cassette recorder is set correctly
6. Type LOAD "" (do not leave a space between the quotes), then press ENTER
7. Press PLAY on the tape recorder
8. When the program has finished loading, press STOP on the cassette recorder
9. If the program does not load successfully, try adjusting the volume setting
of the tape recorder and repeat the above from step 3. If the problem
persists, refer to chapter 6 of the Spectrum Introduction Manuel.

CONTROLS
1. When the program has loaded, the title of the game will appear on the screen.
2. Press keys 1,2,3,4 or 5 to select type of joystick or keyboard control.
Keyboard controls are:

9 and I - up and down
1 and 2 - left and right
0 - fire

Joysticks that can be used are Sinclaie (Interface 1), Kempston, Fuller, AGF
and Protek

3. To select an easy game press 0 and for a hard game press 9. The game will now
start
4. Pressing the following keys will allow you to:

CAPS & BREAK - return to the title page
CAPS & S - Turn sound on
CAPS & Z - Turn sound off
CAPS & M - Pause the game
CAPS & N - continue the game

NOTE
The game will go into demonstration mode if the title page is left for about 1
minute. Press CAPS & BREAK together to return to the title page.

EPISODE 1 - FLIGHT TO THE JUNGLE
Dangermouse and Penfold leap into their aerocar and take off in the direction of
Crocodilia. But is is going to be a hazardous flight, Baron Greenback has
despatched a variety of flying robots to defend his android mouse base. They
will try to catch DM's car and stop it from reaching the jungle.
However, each of the robots may be repelled by playing the correct tune from
DM's computer controlled juke-box.
The display in the top half of the screen shows DM's aerocar on the left, with
the robots coming from the right. Using the joystick you can move the car up or
down to dodge the robots. If the car flies into one of the robots, it will stop
it from moving towards the jungle.
The bottom right of the screen shows the view through the car's windscreen.
At the bottom left, above the score, you can see the VDU of the car's computer.
This shows the distance to the jungle (in miles) 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 by moving the joystick to the left
or right (keys 1 or 2). When the repeller display matches the robot in front of
you, it will automatically play the correct repellant tune.
At first, in this section, the robot repeller will operate fully automatically,
but after a while, you will have to select the correct robot type yourself. You
score points for repelling the robots - the faster flying robots score most.
Watch out for Agent 57 who flys past now and then disguised as one of
Greenback's robots but coloured magenta. You score a special bonus if you make
contact with Agent 57.
In order to make contact you must move DM's aerocar in front of Agent 57 at the
last possible second. If Agent 57 comes on-screen in line with the aerocar, then
no bonus is obtainable.
You can also contact with Agent 57 by steering DM's car so that it is not quite
lined up the Agent 57 but close enough to collide with him.
The display across the centre of the screen shows a tug-of-war between Greenback
and Dangermouse. The numbers at the sides of this display are skill levels which
Baron Greenback and DM are going for. You must try to work your way up the skill
levels by repelling as many robots as you can. (Every robot repelled causes DM
to pull right and every robot missed causes Baron Greenback to pull left.) The
higher the level you are on the faster you will fly, and the sooner you will get
to the jungle.

EPISODE 2 - THROUGH THE JUNGLE
Although DM's aerocar is amazingly versatile, it can't get through the jungle.
So DM and Penfold have to get out and walk the last mile or so ti the base,
through the dark and dangerous jungle.
Using the joystick (or keyboard) guide DM through the trees and undergrowth.
Jump the swamps by using crocodiles as stepping stones. Press the fire button
(or 0) to jump. Penfold will (as usual) follow DM.
Greenback has also filled the jungle with a rare breed of black, mouse eating
Pumas. When one of these appears, DM must climb to the top of the nearest tree
and do a tarzan call. This causes an elephant stampede and frightens the Pumas
away. DM will then climb back down the tree to continue his way through the
jungle.
Monkeys and snakes live in the trees - they are stronger than DM and can push
him down the tree if he gets in their way. Hwever, swinging monkeys will ife DM
onto their brance.
You score points for successfully leaping a swamp, reaching the swingin monkeys
on the way up the tree, and climbing to the top.
If DM is running out of time, he may, in an easy game, jump over the puma and
wait for the puma to carry him off to episode 3. He will of course not get any
bonus for episode 2. In the hard game the puma will chase him away from the
jungle, which ends the game.

EPISODE 3 - AT THE ANDROID MOUSE BASE
The Android Dangermouse is being electrically programmed by Stiletto who
operates the On-Off Electrical Control Key (OO ECK). There are only a few
minutes to go before the mouse is released.
DM and Penfold arrive at the android mouse base to find the Program Control Box
completely surrounded by high voltage flooring. The only way for DM to operate
the row of four switches, which he must press to extinguish the yellow lights,
is to hop onto them and balance on his index finger. Press the fire button (or
0) to make him jump, move him with the joystick (keys 1 or 2).
Penfold is being chased round the room by Nero, and every time he passes behind
DM, DM is knocked forward onto the buttons unless DM executes a well-timed side
jump at the critical moment.
A chain of yellow light move around a 4x4 grid of lights in a fixed pattern.
When Dm presses a button, if the light in line with this button and the button
that Baron Greenback is pressing is on yellow then the length of the chain of
yellow lights is reduced by one. Points will be scored for extinguishing the
yellow lights, which depend on the length of the chain; the shorter the chain,
the higher the score.

TO SAVE THE WORLD
The Android mouse is disabled when all of the yellow lights have been
extinguished. A replay of the whole game (episode 1-3) is awarded for
successfully disabling the Android Mouse but with less time than the previous
game. The game ends when the time runs out.

Hint: The light selected by Baron Greenback and Dangermouse is marked with a
filament so that you do not have to watch Baron Greenback's finger - just watch
the filament.