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 will 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