0
Tom and Jerry are at it again, playing cat and mouse. Tom has
mouse-napped Jerry's nephew Tuffy and locked him in a trunk in the attic.
Jerry must make his way from the basement to the top of the house to rescue
little tuffy; and you're going to help him succeed.
As you travel through every level of the house, you'll be challenged by
dozens of household obstacles, hidden dangers, and rewarding surprises...
and lots of cheese.
Stay in good health and "have a heart" as you rush to save Tuffy. Jerry
is depending on you. Don't get caught 'Cat Napping.'
Defensive Items:
Each Defensive item has a unique power. Discover how they overcome
different obstacles. Experiment and find out how to use them to your
advantage.
To pick up and item, move jerry until he touches it. It will dissappear
from the screen to be stored in his inventory. Help him find:
- Bubble Gum - Stick
- Hammer - Cup of Water
- Invisible ink - Drill
- Meat Cleaver - Moth Ball
Jerry's main defense is an unlimited supply of MARBLES, and he's going to
need them to overcome that fat cat, Tom.
Have a Heart:
Mice thrive on cheese...and it's good for Jerry. Collect all the cheese you
can find. Small pieces earn bonus points. Big pieces are worth a unit of
health. Check out the HEART at the bottom of the screen...a red, undamaged
heart means that Jerry is very healthy. Let's keep him that way.
When the heart turns yellow/brown, Jerry is not feeling too well. When it
cracks down the middle, he is suffering from a broken heart. Jerry can
take three hits before he loses his life. Keep lots of cheese in stock to
keep Jerry healthy.
You will find lots of cheese in the MOUSE HOLES. Move Jerry in front of the
hole and press the UP arrow; he will be drawn into the mouse hole.
Jumping and Climbing:
Jerry is a nimble jumper. Use the control key to regulate his vaults.
To climb power cords and wires, place Jerry in front of the object; press
the control key and the up arrow. Jerry will grab on and start his climb.
Climbing is a skill that takes lots of practice.
Bonus Rooms:
You will find bonus rooms at each stage. Explore them to find a variety of
surprises. Collect bonus points to recharge Jerry's heart - 50,000 points
earns one bonus life.
Obstacles:
Some obstacles can cause a little trouble, some can cause Jerry to lose a
life. Jerry has five lives, when they are lost, the game ends. But, you
have 10 seconds to press ENTER and continue the game at the stage you
left off. You can continue but the score will be reset to zero. Do this
twice in a row and the game will automatically start over at the
beginning.
Tom:
At the third stage of every world, Tom shows up to prevent Jerry from
rescuing Tuffy. Sometimes, Tom appears to be asleep, sometimes he's
actively defending himself. Defeat Tom by clobbering him with Multi-Marbles
aimed at his head. Tom doesn't make an easy target but you have to defeat
him to move on to the next world.
When Jerry succeeds at getting to the end of a level, let him make contact
with the rotating star so he can go on to the next level.
WORLD TO WORLD
World One:
Stage 1 - The Basement:
Start in the lower left corner of the basement and work
across BOXES, SHELVES, PIPES and sharp TACKS to the FUSE BOX in the
upper right corner. Stay clear of BEES and SPIDERS. Pick up HAMMER
and some BUBBLE GUM. Climb up using the copper wires.
Stage 2 - The Pipes:
Avoid the SNAILS, FIDDLER CRABS and the WHOOSHING WATER. Check out the
INVISIBLE INK scattered around in the pipes. Jerry can exit from the
upper right corner.
Stage 3 - TOM:
Face TOM for the first time inside the water tower. Use a floating
platform to get close enough to hit Tom with your MARBLES. Target Tom's
head five times with the MARBLES and he's out.
World Two:
Stage 1 - The Kitchen:
Rude ROACHES, stiff SOLDIERS, and buzzing BEES will try to keep you
from getting to the window in the upper right corner.
Stage 2 - The Tree Trunk:
Army ANTS and bouncy CATERPILLARS inhabit the Tree Trunk. Stay clear
of falling ACORNS and whirly BIRDS. Let the CATERPILLARS give Jerry
a lift up to tree to the exit in the upper right corner.
Stage 3 - TOM:
Jerry's out on a limb with TOM and a hive of BEES. The marbles won't
help Jerry here but you can convince the BEES to help you.
World Three:
Stage 1 - The Roof:
Make a dash across the rood. Don't let the SQUIRRELS or wind blown
LEAVES stop you as you exit through the Chimney.
Stage 2 - The Chimney:
Things heat up as you use the Bouncy Bird's NESTS to work your way up
the chimney. Find the CUP OF WATER to squelch the flames and watch out
for HOT EMBERS.
Stage 3 - TOM:
Tom is waiting in the fireplace. Don't worry about the little flames
but avoid the scorching big flames. Keep your distance from Tom.
Jump up before you release your MARBLES; they'll go further. Knock
Tom out with twenty-five hits.
World Four:
Stage 1 - The Living Room:
Bouncing BALLS make this room a nightmare. Dodge the balls and knock
away with your MARBLES. Head for the exit in the lower right corner.
Stage 2 - Inside the Wall:
Pick up the DRILL and get going. Not every wall can be drilled through.
Bypass the electric wire and stun the Roly Poly BUGS with the MARBLES.
Watch your back as the BUGS revive. Keep moving - the exit is upper
right.
Stage 3 - TOM:
Where did Tom get those firecrackers? He's blasting away but Jerry
can dodge them. When Tom pokes his head out, shoot a few MARBLES his
way.
World Five:
Stage 1 - The Bathroom:
TACKS, Racy ROACHES and Chomping DENTURES are waiting. Climb the shower
hose to get away and exit in the lower right corner.
Stage 2 - The Attic:
GHOSTS and SPIDERS make this attic spooky. MOTH BALLS reduce the
mystery. Free Tuffy by finding the KEY and racing for the exit in the
upper right corner.
Stage 3 - Tom:
This is the final battle - Jerry's greatest challenge. Avoid the
ROCKETS. Every time Tom shows his face, send those MARBLES - you have
to hit him fifty times. Be a hero.
KEYS:
Control Key - Makes Jerry Jump
Arrow Keys - Move Jerry
If you hit the up arrow while Jerry is in mid air, he will grab wires,
power cords, and other assorted items.
Spacebar rotates between the defensive items jerry has collected in his
inventory.
ALT Key selects the item for Jerry to use.
mouse-napped Jerry's nephew Tuffy and locked him in a trunk in the attic.
Jerry must make his way from the basement to the top of the house to rescue
little tuffy; and you're going to help him succeed.
As you travel through every level of the house, you'll be challenged by
dozens of household obstacles, hidden dangers, and rewarding surprises...
and lots of cheese.
Stay in good health and "have a heart" as you rush to save Tuffy. Jerry
is depending on you. Don't get caught 'Cat Napping.'
Defensive Items:
Each Defensive item has a unique power. Discover how they overcome
different obstacles. Experiment and find out how to use them to your
advantage.
To pick up and item, move jerry until he touches it. It will dissappear
from the screen to be stored in his inventory. Help him find:
- Bubble Gum - Stick
- Hammer - Cup of Water
- Invisible ink - Drill
- Meat Cleaver - Moth Ball
Jerry's main defense is an unlimited supply of MARBLES, and he's going to
need them to overcome that fat cat, Tom.
Have a Heart:
Mice thrive on cheese...and it's good for Jerry. Collect all the cheese you
can find. Small pieces earn bonus points. Big pieces are worth a unit of
health. Check out the HEART at the bottom of the screen...a red, undamaged
heart means that Jerry is very healthy. Let's keep him that way.
When the heart turns yellow/brown, Jerry is not feeling too well. When it
cracks down the middle, he is suffering from a broken heart. Jerry can
take three hits before he loses his life. Keep lots of cheese in stock to
keep Jerry healthy.
You will find lots of cheese in the MOUSE HOLES. Move Jerry in front of the
hole and press the UP arrow; he will be drawn into the mouse hole.
Jumping and Climbing:
Jerry is a nimble jumper. Use the control key to regulate his vaults.
To climb power cords and wires, place Jerry in front of the object; press
the control key and the up arrow. Jerry will grab on and start his climb.
Climbing is a skill that takes lots of practice.
Bonus Rooms:
You will find bonus rooms at each stage. Explore them to find a variety of
surprises. Collect bonus points to recharge Jerry's heart - 50,000 points
earns one bonus life.
Obstacles:
Some obstacles can cause a little trouble, some can cause Jerry to lose a
life. Jerry has five lives, when they are lost, the game ends. But, you
have 10 seconds to press ENTER and continue the game at the stage you
left off. You can continue but the score will be reset to zero. Do this
twice in a row and the game will automatically start over at the
beginning.
Tom:
At the third stage of every world, Tom shows up to prevent Jerry from
rescuing Tuffy. Sometimes, Tom appears to be asleep, sometimes he's
actively defending himself. Defeat Tom by clobbering him with Multi-Marbles
aimed at his head. Tom doesn't make an easy target but you have to defeat
him to move on to the next world.
When Jerry succeeds at getting to the end of a level, let him make contact
with the rotating star so he can go on to the next level.
WORLD TO WORLD
World One:
Stage 1 - The Basement:
Start in the lower left corner of the basement and work
across BOXES, SHELVES, PIPES and sharp TACKS to the FUSE BOX in the
upper right corner. Stay clear of BEES and SPIDERS. Pick up HAMMER
and some BUBBLE GUM. Climb up using the copper wires.
Stage 2 - The Pipes:
Avoid the SNAILS, FIDDLER CRABS and the WHOOSHING WATER. Check out the
INVISIBLE INK scattered around in the pipes. Jerry can exit from the
upper right corner.
Stage 3 - TOM:
Face TOM for the first time inside the water tower. Use a floating
platform to get close enough to hit Tom with your MARBLES. Target Tom's
head five times with the MARBLES and he's out.
World Two:
Stage 1 - The Kitchen:
Rude ROACHES, stiff SOLDIERS, and buzzing BEES will try to keep you
from getting to the window in the upper right corner.
Stage 2 - The Tree Trunk:
Army ANTS and bouncy CATERPILLARS inhabit the Tree Trunk. Stay clear
of falling ACORNS and whirly BIRDS. Let the CATERPILLARS give Jerry
a lift up to tree to the exit in the upper right corner.
Stage 3 - TOM:
Jerry's out on a limb with TOM and a hive of BEES. The marbles won't
help Jerry here but you can convince the BEES to help you.
World Three:
Stage 1 - The Roof:
Make a dash across the rood. Don't let the SQUIRRELS or wind blown
LEAVES stop you as you exit through the Chimney.
Stage 2 - The Chimney:
Things heat up as you use the Bouncy Bird's NESTS to work your way up
the chimney. Find the CUP OF WATER to squelch the flames and watch out
for HOT EMBERS.
Stage 3 - TOM:
Tom is waiting in the fireplace. Don't worry about the little flames
but avoid the scorching big flames. Keep your distance from Tom.
Jump up before you release your MARBLES; they'll go further. Knock
Tom out with twenty-five hits.
World Four:
Stage 1 - The Living Room:
Bouncing BALLS make this room a nightmare. Dodge the balls and knock
away with your MARBLES. Head for the exit in the lower right corner.
Stage 2 - Inside the Wall:
Pick up the DRILL and get going. Not every wall can be drilled through.
Bypass the electric wire and stun the Roly Poly BUGS with the MARBLES.
Watch your back as the BUGS revive. Keep moving - the exit is upper
right.
Stage 3 - TOM:
Where did Tom get those firecrackers? He's blasting away but Jerry
can dodge them. When Tom pokes his head out, shoot a few MARBLES his
way.
World Five:
Stage 1 - The Bathroom:
TACKS, Racy ROACHES and Chomping DENTURES are waiting. Climb the shower
hose to get away and exit in the lower right corner.
Stage 2 - The Attic:
GHOSTS and SPIDERS make this attic spooky. MOTH BALLS reduce the
mystery. Free Tuffy by finding the KEY and racing for the exit in the
upper right corner.
Stage 3 - Tom:
This is the final battle - Jerry's greatest challenge. Avoid the
ROCKETS. Every time Tom shows his face, send those MARBLES - you have
to hit him fifty times. Be a hero.
KEYS:
Control Key - Makes Jerry Jump
Arrow Keys - Move Jerry
If you hit the up arrow while Jerry is in mid air, he will grab wires,
power cords, and other assorted items.
Spacebar rotates between the defensive items jerry has collected in his
inventory.
ALT Key selects the item for Jerry to use.