Friday, 6 June 2025

Yogi Bear (Piranha, 1987)

Designed and programmed by Dalali Software Ltd., and published for the Amstrad CPC, Commodore 64 and Sinclair ZX Spectrum by Piranha in 1987.

Music for the Commodore 64 and Amstrad CPC versions by Matt Gray (uncredited).

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INTRODUCTION & GAME STATUS


The May break is over, so it's time to hop back onto the comparison blogging saddle. An easy fall back into blogging is what prompted me to do this cult classic from Piranha, and the fact that there was only one game prior to this one starting with the letter 'Y' in the comparison archive. Also, this has also been in my to-do list for a few years now.

One of Hanna Barbera's most beloved cartoon characters, Yogi Bear (originally aired between 1960 and 1962), starred in four games between 1987 and 1992, only the first of which was a Piranha publication. Since this one seems to be the highest ranked of the three games for the 8-bits, and since it is also the one I'm most familiar with, it felt like the most logical game in the series to do a comparison of, even if it is also considered the most aggravating of the lot.

At the time of starting to write this comparison, the C64 version has a score of 6.68 from 40 votes at Lemon64. The current rating at Spectrum Computing is 4.7 from 3 votes, while the original archived World of Spectrum rating was a much friendlier 6.43 from 14 votes. The only Amstrad CPC score to be found at the moment is a 6 out of 10 at CPC Game Reviews. So, the scores seem similar enough on all three platforms; let's see what's what.


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DESCRIPTION & REVIEW


Ever since I first played Piranha's Yogi Bear somewhere in the late 80's or early 90's, it always seemed like one of the most baffling games I had come across. At first, it feels like a straight runner with some collecting, avoiding and jumping, and the initially obvious plot being to reach the place where the distance meter says zero. But if you didn't read the instructions, or even have any instructions or the original cover to read, you wouldn't have known that you actually need to pick up some items in order to free your imprisoned friend, Boo-Boo, so if you reached the cage without the required items, you would have to go back to find them.


The difficult part is, while this game looks like a side-scrolling platformer without too many platforms in it, it's actually more of a maze with different hazards and obstacles in different areas, and it's superbly difficult to figure out, which entrance leads where, because they all look the same, so you will likely need a map while playing this one. Of course, as with the cartoon, you don't want to get in trouble with Ranger Smith, whom you will eventually come across, and he will be pursuing you as relentlessly as you can imagine, as will many other characters along the way. And to make things even more difficult, you have an energy meter, which depletes just by running around.

So, while this first Yogi Bear game is certainly a charming one, and an unexpectedly complex one at that, it is an unforgivingly difficult game, and hard to enjoy on the long run. Still, I think it's one of the better cartoon-based games on the 8-bits.


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LOADING


A classic 8-bit threesome requires a classic loading times comparison. In this case, though, Yogi Bear has a few different releases, which also ought to be inspected.


C64, Piranha: 5 minutes 44 seconds
C64, Alternative: 5 minutes 27 seconds
CPC, Piranha: 7 minutes 20 seconds
CPC, System 4: 7 minutes 2 seconds
SPE, Piranha: 4 minutes 39 seconds
SPE, Alternative: 4 minutes 51 seconds
SPE, System 4 (1STP-101): 5 minutes 3 seconds
SPE, System 4 (1SEP-394): 4 minutes 58 seconds


These were all I was able to gather from online sources, but I'm aware that there is a System 4 release for the C64, as well as an Alternative Software release for the AMSTRAD CPC. However, it all looks easily dividable: the C64 releases are all well over 5 minutes long, with the original getting closer to 6 minutes; the AMSTRAD releases are over 7 minutes each; and the SPECTRUM releases are within a 30 seconds range from each other, all considerably quicker than the quickest C64 release.

Loading screens: Amstrad CPC (top left and middle), Sinclair ZX Spectrum (top right),
Commodore 64 Alternative (bottom left) and Commodore 64 Piranha (bottom right).
All three versions of Yogi Bear have the loading screen basically the same, which is a rendition of the cover art, without one of the chasing characters included. For some reason, the AMSTRAD version has two loading screens: the one with lots of text, and the picture. You also get two completely different loaders on the C64: the original Piranha release gives you the loading screen, and the Alternative Software loader is a little bit faster, but drops the loading screen entirely. All SPECTRUM versions feature the one loading screen with no visual markers of the loaders being any different.

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PLAYABILITY


What is as of yet undeterminable, is the platform of origin for this game, because there is no documentation to point out such a thing. Based on the reviews from around the time of the game's release, I would hazard a guess it's either a C64 or AMSTRAD original, because the SPECTRUM reviews came a couple of months later. But since it's nothing but speculation, we shall get on with it with no regards to what came first.

As usual, the SPECTRUM version starts off with a control options screen, which takes the appearance of a notice board right outside of a cavernous exit. The four control options given are cursor, Sinclair, Kempston and keyboard, and the keyboard controls are Z and X for left and right, P and L for up and down, and SPACE for jumping. You can also pause the game with H (for Halt). The AMSTRAD version doesn't give you the choice, but the game is playable on both keyboard and joystick (and cursor) simultaneously. Since P is used for Pause here, the up and down controls on keyboard are > and `, but left and right remain where they were in the SPECTRUM version. The C64 version is only playable with a joystick in port 2, but you can pause the game with RUN/STOP. All three versions use the Q key to quit the game back to title screen.

A curious little difference in the C64 version to the others is, that you can select a language for the game during the intro sequence by pushing the joystick up and down. The languages available are English, German, Italian, French and Spanish, but from what I have seen, the only thing that is affected by the language choice is the way the months are shown in the game's calendar.


Once you start comparing the game proper, one thing is immediately noticeable: the C64 version has a scrolling screen, while the SPECTRUM and AMSTRAD versions go with a flip-screen progression. The second thing you will notice is, the SPECTRUM version has the walking area divided into five invisible horizontal lanes, while the C64 and AMSTRAD versions have a pixel-based, slightly more free-roaming environment. The third immediately noticeable thing is the game speed, which is similarly sedate in the C64 and AMSTRAD versions, but the SPECTRUM version's speed feels a bit out of control by comparison.

The thing is, when you combine the flip-screen method with the running speed in the SPECTRUM version, you will be running into holes, rivers and other traps just by the accident of switching into another screen, when you can't see what's ahead. The flip-screen method necessitates learning the entire map by heart to know at what point it is safe to enter the next screen. The AMSTRAD version's more sedate speed helps a bit, but not having smooth scrolling is a clear disadvantage in this game. One particularly annoying thing about the flip-screen progression in Yogi Bear is how your enemies are made to make their appearances, which is always scripted to happen on a certain screen at a certain point of the screen. It does help you to avoid contact, whenever possible, but it also takes out the element of surprise, which in the C64 version happens via random entrance onto the screen from either side. With the flip-screen method, you need to figure out a pathway to lure the enemies into traps, while the C64 version allows you to just use your natural playing skills to do it.

Basically, the AMSTRAD version doesn't really feel all that better to play than the SPECTRUM version, despite of its more appropriate freedom of movement. What Dalali did to slightly ease the AMSTRAD version's difficulty, was to get rid of all the backwards sitting fishermen, whose randomly appearing hooks can kill you. Not a particularly helpful omission, since it also takes away one possibility of getting food when they actually have caught a fish and flaunt it similarly in front of you as they do with their hooks. What makes the AMSTRAD version considerably less playable than the SPECTRUM version, though, is the slowdown happening, whenever there is any other moving creature on the screen other than Yogi himself. Also, the SPECTRUM version has been eased up considerably by only making you collect six items instead of eight, as you are required in the other two versions. This also means, that the AMSTRAD and SPECTRUM versions have fairly different map layouts, so consulting a SPECTRUM map of the game is not particularly helpful when playing either the C64 or the AMSTRAD version.


Although this is plenty enough information to make a judgment, I have something to mention before I finish off this section, and that is how to actually control Yogi, since I didn't actually get to it before talking about the problems. Yogi can walk around in all eight directions, but only jump in a horizontal direction. If you push up and fire simultaneously, Yogi camouflages himself as a tree, and if you push down and fire, he just pulls his head down his collar. The tree camouflage does help in tight situations when you're trying to run away from whatever and whoever is chasing after you, but it also depletes your energy rather quickly. Pushing the fire button and using diagonals only makes you jump straight left or right. Also, running a reasonable distance gives you enough speed to jump longer, than if you were to jump from a standstill position, or even jump after a couple of steps.


The basics of how to play Yogi Bear are similar enough on all three versions; it's just the flip-screen method of map progression that practically ruins the game on SPECTRUM and AMSTRAD. Too bad, because the C64 version is a fairly enjoyable game, once you have become properly acquainted with the controls.

1. COMMODORE 64
2. SINCLAIR ZX SPECTRUM
3. AMSTRAD CPC

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GRAPHICS


Criteria for making a visually successful cartoon-based game remain as they always were: get the characters look and feel as close to their original animated versions as possible, and the rest follows as usual. This being still such an early example of a cartoon licence game, the contents are not that widely adapted.

Opening sequences, left to right:
Commodore 64, Amstrad CPC, Sinclair ZX Spectrum.

All versions of Yogi Bear start with a short animated sequence, where Boo-Boo is being chased by the bear-napping hunter from left to right, and we are left with whatever has been given on each version. The AMSTRAD version doesn't have anything apart from that animation as the intro sequence, because the credits were already shown in the loading screens. The C64 version goes with a language selection flag item at the bottom right corner, as well as a large display taking almost the entire middle-right of the action area of the screen, since the left end of the screen has been reserved for a cavernous exit. After the chase has gone off-screen, the display will show the credits as a text-scroller. In the SPECTRUM version, the display board is differently designed, is larger, and shows a cage in it while Boo-Boo is being chased. Afterwards, the display shows the credits sequence in several parts on a white background, as opposed to the otherwise yellow background. Once you decide to start the game, you still get the control selection on the display.

The most recurring characters in the game, top to bottom:
Commodore 64, Amstrad CPC, Sinclair ZX Spectrum.
Here's a selection of a few characters we see during the game, starting obviously with Yogi himself. The first and most commonly occuring enemy is the camper, followed by Ranger Smith, a somewhat pig-looking rampaging female character that I know nothing about, and obviously the bear-napping hunter himself. The AMSTRAD version seems to be entirely missing the fisherman. Basically, all the characters have been animated to run in a very similar manner, with the clearest difference in running stance being for the park ranger. It has been said, that the quality of the characters is so high, because Hanna-Barbera were adamant at getting the character looks just right, or else the games would not get permission to be released. I suspect this is why the gameplay took second place over the graphics for this one.

The real differences are rather obvious, I'd say. As it is plain to see, the SPECTRUM version goes with a monochrome style, black-on-yellow for the action area, and the rest of it is something else. The usually so well-suited AMSTRAD CPC is not on its best game this time, although the colours are for the most part okay; it's the less clearly defined characters and relative lack of elements that make it feel emptier and cruder than the C64 version, which uses hi-res overlays over multicolour sprites on all the characters. Also, the miniature caged Boo-Boo is missing from the distance meter slot. Already at this point, it is rather clear, that the C64 version is not only the most colourful version of the three, but also the most technically impressive.

Some natural hazards in the game, top to bottom:
Commodore 64, Amstrad CPC, Sinclair ZX Spectrum.
Making a thorough comparison of Yogi Bear turned out to be more challenging than I expected, because the maps for all three versions are very different, so trying to find all the natural hazards that appear in the C64 version at a rather wide area was much more challenging to locate in the SPECTRUM version, and some hazards I was completely unable to locate in the AMSTRAD version. Do correct me if you know if the bird and the deer exist in the CPC version, and where they are located, if they do, so I can update this picture.

There are quite a few natural hazards in Yogi Bear, so omitting some of them in order to make the game less annoying is a worthy consideration. You get frogs, snakes, bees, a deer and a huge bird to go with the randomly appearing water springs, the silly amount of holes and streams on the otherwise well maintained walking path, logs and tripwires to jump over and impassable water hazards. Most of these are designed somewhat differently for each version, but oddly, some areas, such as the beehive located at 020/021 looks exactly the same in the AMSTRAD and C64 versions.

Caged Boo-Boo and the following puzzle to obtaining the key, left to right:
Commodore 64, Amstrad CPC, Sinclair ZX Spectrum.

Boo-Boo's cage is not the end of the map, but it does mark the beginning of the end area, guarded by the hunter. The final screen actually features the hunter's cabin, which is holding the key to unlock Boo-Boo's cage, but to gain access to it, you must solve the puzzle of shapes on the ground between the cage and the cabin. The SPECTRUM version has the area spread into four screens, with the warning sign in the second one. Since I have still not solved the puzzle, because of not being able to find all the missing pieces, this is as far as this comparison will go.

Two examples of different seasons of the year, left to right:
Commodore 64, Amstrad CPC, Sinclair ZX Spectrum.
In all my years of playing Yogi Bear, I had never known that the game actually has a visible change for all seasons, until now. Mind you, I still haven't actually seen more than three season changes in any version of the game, but I chose to give you a glimpse of two of them. The game starts from January, and you have time until December to rescue Boo-Boo, during which the season will visibly change six times, after every two months.

I decided to combine two comparison items with these pictures, by also showing you the two camouflages that Yogi has for use: the tree camouflage and the headless camouflage. I know, that at least the tree camouflage works like it is supposed to, but I have no idea, whether the headless one is of any use in any version. Either way, they are both graphical elements worth showing here. Transforming into a tree goes through a cloudy puff, while the headless trick just makes Yogi pull his head down and his hat falls down a little bit afterwards. It's all done similarly in all three versions, so no need for further detailed comparison there.

Game Over message differences, left to right:
Commodore 64, Amstrad CPC, Sinclair ZX Spectrum.
When the game is over, the indicator text is shown in the middle slot of the info panel, where your number of lives is usually shown, except in the case of the SPECTRUM version, where the text is shown in the candy apple inventory slot. The text is plain black with the higher custom font in the C64 and AMSTRAD versions, and the SPECTRUM version uses the small font and goes through multiple colours to give the message at least a little bit of "hey look, this happened".

The C64 version is the only one to feature a High Score table, which shows the top 5 furthest living Yogis and the top 5 quickest Boo-Boo retrievals. This really is the best indicator I can think of, that shows that the game was first and foremost designed for the C64, but I suppose the quality speaks for itself. The SPECTRUM version comes as a close second, thanks to its quantity of material.

1. COMMODORE 64
2. SINCLAIR ZX SPECTRUM
3. AMSTRAD CPC

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SOUNDS


Until December 2024, the person responsible for the soundtrack had remained unknown - or at the very least, unconfirmed. The information was provided by a well-known C64 composer, who later became best known for his Last Ninja 2 soundtrack; Matt Gray confirmed his participation for Dalali's Mean Streak for Mirrorsoft as being his big break into computer music composing business, as well as the soundtrack for Yogi Bear, both from 1987. So, because there is no further information on the two other versions of the game, and as Dalali Software was as much responsible for all three versions, I'm making the assumption, that Matt Gray worked on the music, and probably sound effects, too, in all three versions.

The SID file contains 31 tracks, which includes both music and sound effects. There are three full-blown tracks that play outside of the game, and seven more simply constructed in-game melodies. The main theme tune is a three-minute piece of three repeating chords and a simplistic but happy melody and vibe, which repeats until you decide to start the game. The other two fully instrumentated tracks are the short Game Over jingle and the half-minute High Score theme, both of which are slower, yet equally harmonically optimistic as the main title theme. During play, all appearing characters have their own theme tune, all of which are played simply using a single tone, which also gives plenty of room for all the sound effects to be played simultaneously. Additionally, there is one low-key background tune, which seems to fade in and out somewhere in the vicinity of watery areas. That leaves no less than twenty-one sound effects, which enrich the environment more than sufficiently, with Matt's already expert use of the SID chip.


Since the AMSTRAD version is missing the High Score Table, it also means that at least one piece of music has also been dropped. The AY file that can be found from several CPC-related websites only has two pieces of music in it, but in fact, all the character-related in-game tunes are also in the game, and so are all the sound effects, as far as I can tell. They're not quite as crafted as their C64 equivalents, but all in all, it's not all that far off.

And as usual, with the SPECTRUM version being only made for the 48k model, you get a bunch of beeper sounds, which are well-enough defined for what they are, but there are considerably less of them than in the other two versions. Having no music at all is really the main consideration, when handing out the scores for this section, but at least I'm glad to report, the SPECTRUM version sounds not nearly as dreary as it could easily have done.

1. COMMODORE 64
2. AMSTRAD CPC
3. SINCLAIR ZX SPECTRUM

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OVERALL & VIDEO


I suppose I should have seen it coming, because Dalali Software were primarily known for making games for the Commodore 64 in the mid-80's. So, the expected results of this comparison are as follows:

1. COMMODORE 64: Playability 3, Graphics 3, Sounds 3 = TOTAL 9
2. ZX SPECTRUM: Playability 2, Graphics 2, Sounds 1 = TOTAL 5
3. AMSTRAD CPC: Playability 1, Graphics 1, Sounds 2 = TOTAL 4


The main thing that I cannot really fathom is, why did they ever decide to go with flip-screen for the Spectrum and Amstrad, when the C64 version was so much better for having been designed as a side-scrolling game? It's not as if scrolling was a completely unknown technique for the two platforms, although admittedly, it usually resulted in slower gameplay whenever it was attempted, although that was more about lack of knowledge back in the day than any capability issues. In this case, they might as well have taken the gamble.

Here, you can see for yourselves, if you don't care to play all three versions.


The so-called sequels from Hi-Tec Software are not something I have ever been particularly interested in, because I know from earlier experience, that Hi-Tec games are not exactly worth the bother, so don't expect a comparison on any of those. However, here's a few Amiga screenshots for you to look at.

Amiga screenshots from HiTEC Software's further Yogi Bear games.
The first one of the Hi-Tec games, Yogi Bear in the Greed Monster from 1990, is a simple top-down maze collect'em-up, in which you can shoot sweets at monsters with not too much of effect. The second one, Yogi's Great Escape, also from 1990, is a simple (again) side-scrolling platformer. The third one, Yogi's Big Clean Up from 1992, is another side-scrolling platformer, but at least it has a bit more purpose to it, since you need to pick up all the trash from each area and bring them to a trash can. All of these three games are more clearly aimed at a younger demographic, so I suppose I could understand their simplicity in that sense, but then again, that's just underestimating children's ability to enjoy more difficult and complex things.

Anyway, that's Yogi Bear compared - for the main purpose of having another entry in the letter 'Y' on the comparison list. Something for the letter 'X' should be coming up later this year, but I haven't completely decided upon which one of my two primary options it will be. Next time, though, it won't be that, but it is something vaguely related to Yogi Bear.

Until then, thanks for reading/watching, and have a great summer!

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