
                               MICKEY MOUSE

   Docs provided by The Southern Star for M.A.A.D. Edited by Codetapper!

                     
LOADING INSTRUCTIONS
--------------------

CBM 64/128
----------
Cassette:  Insert cassette into cassette unit.  Press SHIFT and RUN/STOP
simultaneously.  Press PLAY on the cassette unit.  The program will load
and run automatically.

Disk:  Insert disk into drive.  Type LOAD "*",8,1 and press RETURN.  The
program will load and run automatically.


SPECTRUM 48K
------------
Type LOAD"" and press ENTER.  Press PLAY on the cassette recorder.  The
program will load and run automatically.


SPECTRUM 128K/+3
----------------
Use the TAPE LOADER as normal.


AMSTRAD
-------
Cassette:  Insert cassette into cassette unit.  Press CONTROL (CTRL) and
the small ENTER keys simultaneously.  Press PLAY on the cassette unit and
then any key.  The program will load and run automatically.

Disk:  Insert the disk into the drive, label side up.  Type :CPM and press
ENTER.  The program will load and run automatically.


ATARI ST
--------
Insert Disk 1.  Turn computer on.  Follow on-screen instructions.


AMIGA
-----
Insert Disk 1.  Turn computer on.  Follow on-screen instructions.


SCENARIO
--------
The wicked witches of the North, South, East and West have stolen Merlin's
magic wand and given it to the awfully 'orrible Ogre King.  Using its power
they will, between them, rule Disneyland!  The Ogre King has used the wand
to cast a sleeping spell over the land.  He then broke the wand into four
parts and gave each witch a piece to guard.

The wizened witches have moved into the four tallest towers of Disney
castle and banished all of the drowsy Disney characters.  They are each
using the pieces of want they guard, along with some enchanted water they
also stole from Merlin, to fill the castle with hideous monsters.  This
water is the key to Disneyland's salvation.  Merlin had one bottle of water
hidden and this he gave to Mickey Mouse to use to defend himself as he
rescues the wand.  The water must be used sparingly or it will run out.

Mickey starts his search for the wand at the bottom of each of the four
towers.  The only way to go is up!  On his way to the top Mickey will
encounter the witch's gruesome guardians.  Squirting some monsters with the
enchanted water pistol will turn them into potion bottles or special
magical bonuses.  Some monsters, however, only respond to a sharp tap on
the head with Mickey's rubber mallet, although this often causes them to
split into two smaller monsters!  If Mickey collides with a meany he loses
more of his precious water, but it can be replenished by collecting the
potion bottles.

When Mickey reaches the top of the tower he will find fireballs being
hurled at him by the witch.* If he can reduce the witch to a pile of bones
by throwing mallets at her, he can collect the piece of wand she was
guarding.  Once all four pieces are retrieved Mickey has to face the
fiendish, flying 'orrible Ogre King!  Squirting him 15 times with the
pistol defeats him, but that's not easy.  If Mickey doesn't succeed at
first, he can try, try again.  If he fails a third time the game is over
and Mickey will have to return to the bottom of tower one!


THE CASTLE
----------
The four towers get progressively taller and tougher.  Each floor of the
tower consists of a large circular room overlooked by two balconies.
Mickey must take special care on balconies for two reasons; firstly he
could fall off and secondly there is less room in which to avoid the
monsters.  Falling off a balcony stuns Mickey for a little while allowing
the beasties to drain his supply of water.

Throughout the tower are doors which lead into side rooms.  While ghosts
are able to walk through walls, some monsters need to use these doors.  All
of the doors need to be boarded up before Mickey will be allowed out onto
the battlements to face the witch.  In order to board up a door Mickey must
first find a key and enter the room.  Inside will be one of four sub-games
and if this is completed successfully he will be given a hammer, nails and
some planks and will nail the door shut as he leaves (the sub-games are
described below.)


THE MEANIES
-----------
The following monsters appear in all versions of the game.  Some versions
have extra monsters!

THE OGRE:        This giant, warty slob can only be affected by a gentle
                 wallop with the mallet.  When hit he often splits into two
                 little ogres.

THE GHOST:       This flimsy phantom can't feel the mallet but he does fear
                 the water pistol.

THE SKELETON:    A creepy collection of bones.

HEDLEY:          Squirt this ghostly head.

THE WITCH:       The wicked witch found at the top of each tower (ST and
                 Amiga versions only).

THE OGRE KING:   Yeuch!  What a repulsive sight!!!


WEAPONS
-------
Mickey can, in the main tower, choose from two weapons; a water pistol
filled with enchanted water and a large, rubber mallet.  The control panel
shows which is currently in use.

REMEMBER:  Large monsters which are affected by the mallet will often split
into two smaller ones.


BONUSES
-------
When a meany has been squirted and walloped it will disappear leaving
behind a bonu8s.  Mickey has to run over bonus items to collect them.  They
should be collected quickly or they will fade away.

WATER:           This bottle contains the enchanted water which had made
                 the monster.  Collect it to add to the supply in Mickey's
                 water pistol.

KEY:             Keys are needed to open the doors and enter the side
                 rooms.  They are essential to Mickey's quest.

BOMB:            When this is collected all monsters currently on screen go
                 up in smoke.

BIRD'S HEAD:     This magic item allows Mickey to fly!  Well, to be honest
                 it just stops him falling.  For the duration of this bonus
                 Mickey can step off a balcony and walk around on thin air.

GLUE:            The glue pot will stick all monsters to the spot for a 
                 short while.

SHIELD:          The shield prevents monsters draining Mickey's enchanted 
                 water.

REPULSIVENESS:   Collecting this bonus makes monsters run away from Mickey.

SLOW:            The monsters slow down to half speed when this bonus is 
                 collected.

LIGHTNING BOLTS: With this bonus Mickey moves twice as fast as normal.  Be
                 careful because this can make things difficult in a tight
                 spot.


THE PANEL
---------
On the left of the panel is a picture of Mickey's hand holding the mallet
or the water pistol.  The SPACE BAR changes from one to the other.

Next is Mickey's score followed by...

The water meter.  This shows how much water is in the water pistol.  If the
pistol becomes empty the game is over!

At the right of the panel is a picture of the tower.  The small line next
to it indicates where you are.


THE SUB-GAMES
-------------
In each of these games Mickey has three lives which are shown as three red
boxes at the edge of the screen.


THE PUDDLE MAZE
---------------
Mickey has to avoid or shoot the monsters created by the dripping taps.  To
complete the room he must find and collect a hammer, some nails and some
wood.  These will be found lying on the floor and enable him to board up
the door.  Also in the maze is a heart which gives Mickey a bonus life.  A
skull will take a life off Mickey.  The power pack allows Mickey to burst
the water monsters without being hurt himself.  The power pack makes Mickey
flicker until its effect wears off.  The spring makes Mickey's mallets
bounce off the walls of the maze.  Once the hammer, nails and wood have
been collected Mickey can leave the maze through the hole in the floor.


THE BUBBLE MACHINE
------------------
Mickey stands on a platform which moves randomly left and right.  Below him
to the left is a glass tube full of enchanted water.  This slowly leaks
into a pipe which runs across the bottom of the screen.  At regular
intervals along this pipe are nozzles which produce bubbles.  Mickey must
shoot the bubbles by throwing his hammer until all of the water has leaked
out of the tube.  If a bubble reaches the platform it eats away a little.
Eventually the bubbles will eat a hole in the platform which Mickey will
need to jump across.  An extra hazard is the floating ghosts which slowly
follow Mickey around.  Prolonged contact with it will cost Mickey a life.
Hitting the ghost with the mallet will dispose of it but another one will
soon appear.


THE PUMP ROOM
-------------
A long pipe snakes from the top right of the screen down to the bottom
where Mickey appears.  At several points along this pipe are holes with
corks in.  At the top right is a large monster operating a pump which
creates little monsters.  The little monsters patrol the pipe and may pull
out corks which Mickey has hammered in.  The mallet will deal with them.
To complete this screen Mickey must get past the force field which is
protecting the large monster.  The force field will be lowered when some of
the corks have been hammered in.  The corks Mickey needs to hit are
different each time.  To add to Mickey's problems, water dripping from the
corks creates a floating ghost when it hits the floor.  This will stun
Mickey or take a life from him.


THE DRIPPING TAPS
-----------------
There are four dripping taps here which need to be turned off in a specific
order.  The tap handles spin or flash to indicate which should be turned
off next.  The floating ghost is here again and is drifting around the
screen.  It it touches Mickey he will be stunned or lose life.  Moving
platforms help Mickey travel from tap to tap but he must be careful not to
be squashed between a platform and the floor or ceiling.


CONTROLLING MICKEY
------------------

SPECTRUM
--------
In addition to Kempston or Sinclair Joysticks, the following keys may be
used:

Q        - Up
A        - Down
RETURN   - Fire
K        - Left
L        - Right
SPACE    - Toggles between hammer and water pistol.
P        - Pause.


AMSTRAD
-------
In addition to a joystick, the following keys may be used: -

Q        - Up
A        - Down
RETURN   - Fire
K        - Left
L        - Right
SPACE    - Toggles between hammer and water pistol.
P        - Pause.


CBM 64
------
Use a joystick in port 2, and the following keys:

SPACE    - To toggle between hammer and water pistol.
RUN/STOP - Pause.


ATARI ST
--------
Use a joystick in port 1, and the following keys:

SPACE    - To toggle between hammer and water pistol.  
P        - Pause, 
S        - Music/sound effects toggle.


AMIGA
-----
Use a joystick in port 1, and the following keys:

SPACE    - To toggle between hammer and water pistol.  
P        - Pause, 
S        - Music/sound effects toggle.


MICKEY MOUSE - HINTS AND TIPS
-----------------------------
1.  If you run out of water, try to use your hammer.

2.  Do not shoot too fast.  Every miss wastes water.

3.  You can't be hurt while you are on a ladder.

4.  Collecting ANY bonus gives more water.

5.  You cannot carry more than two keys.

6.  It is safer to fight on a large platform than a balcony.

7.  It is difficult to fight while you are standing in a doorway.

8.  The Puddle Maze is composed of 16 linked rooms.  Try to find a search
    pattern which will cover each room once only and return you to the
    exit.

9.  In the Bubble Room, try to move in the same direction as the platform.
    This allows you to move faster; you will also be heading in the same
    direction as the floating ghost.

10. When finding the Ogre king take your time.


MORE HINTS AND TIPS
-------------------
The objective is to seal all the doors off in the tower without getting
killed.  Use your squirt gun to kill the ghosts and dragons.  If you kill
them you will get a bottle or a key.  The key lets you in the door and the
bottle refills your squirt gun.

IN THE MAZE:

The object of this is to get the hammer, nails, and boards without getting
killed by the minotaur.  The blue spots are where the minotaurs are
produced, so move quickly over these areas.

The bomb kills all minotaurs on the screen and gives you a bonus of one
thousand points.

The heart gives you your lives back if you have lost any.

The spring makes your hammer rebound of walls and helps to hit the
minotaurs better.

The "P" makes you invincible to the minotaurs temporarily.

The skull will kill you so don't touch it; also the ladder is the way out.
Don't leave until you have the hammer, nails, and boards!

THE BUBBLE ROOM:

The object is to keep hitting the bubbles with your hammer by throwing it
down.  Also, don't get hit by the ghost and hit the ghost with your hammer.
If the bubble keeps hitting the floor then it eventually will cause holes.
Try not to fall in them.  If you do than you will be put back in the tower
and the door won't be sealed.

Keep sealing the doors.  If you run out of keys kill the dragons and ghosts
to get some.  After you've sealed all the doors go to the top floor with
the big tarantula and into the gate.  You will then fight the witch who
will shoot fireballs at you.  Jump up and duck down to avoid them.
Meanwhile you should be trying to chuck your hammers at her.
