Danger Mouse in Double Trouble/Gameplay

Controls

 * 9, I, 1, 2 and 0: If keyboard controls is selected, use these keys to move up, down, left and right, and fire; for the title screen, 0 and 9 are also used to select the "easy" and "hard" modes. Pressing Caps with Break, S, Z, M and N will also abort the game, enable the sound, disable the sound, pause the game, and resume the game respectively - however, you should only do the first one if you have no chance of winning.

Danger Mouse
The protagonist of the game; he is on a mission to stop Baron Silas Greenback (and his crow henchman, Stiletto Mafioso), from unleashing an android version of himself upon the world. In the first episode, "Flight to the Jungle", you must use the 9 and I keys, to direct his Mark III car up and down to avoid crashing into Greenback's robotic ducks (which bear a striking resemblance to the original version of Count Duckula), while using the 1 and 2 keys to select the colour of robotic duck that is flying towards the car - and when it matches, that respective colour of robotic duck's repelling tune will get heard from the car's radio. In the "easy" mode, this will initially be done automatically, but you will eventually have to select the correct colour of robotic duck yourself; you will receive points for repelling the robotic ducks based on how quickly they fly. The magenta one is also Agent 57 in disguise (in the show, he could disguise himself as anything!) - and you will receive a special bonus for flying into him (but you must line up the car with him at the last moment, which is impossible if he appears at its current altitude, or just line it up so that it is still close enough to touch him).

In the second episode, "The Jungle", Danger Mouse (and his faithful assistant, Ernest Penfold) will get out of the car and continue their journey on foot; you must use the 0 key to make Danger Mouse jump over the swamps by using the crocodiles as stepping stones (Penfold will follow him which sort of makes him a distant precursor to Miles "Tails" Prower from the Sonic the Hedgehog series), but when a puma appears you must use the 9 key to make Danger Mouse climb to the top of the nearest tree, and do a Tarzan impersonation, which shall cause an elephant stampede and scare the puma away (just like in the show). However, monkeys and snakes live in the trees, which are stronger than Danger Mouse, and can push him back down the tree if he gets in their way (but the swinging monkeys will lift him up, to their branches); you will receive points for jumping over a swamp, reaching a swinging monkey on the way up a tree, and reaching the top of a tree. If you are low on time, you can also (in the "easy" mode) jump over a puma and wait for it to carry Danger Mouse off to Episode 3 - but if you do this you will not receive the bonus for this episode, and in the "hard" mode, the pumas will chase Danger Mouse away from the jungle and end the game (which means you will have no choice but to make it to the end before the timer runs out here).

In the third and last episode, "The Android", Danger Mouse and Penfold will arrive at Greenback's base to find the Program Control Box surrounded by flooring that's electrified to 100000 volts; the only way for Danger Mouse to operate the row of four switches, which he must press to turn off the yellow lights, is to jump onto them, then balance on his index finger (like he often did in the show). You must use the 0 key to make him jump and the 1 and 2 keys to make him move left and right - however, Penfold will be getting chased around the room by Nero (Greenback's pet white caterpillar) and every time he passes behind Danger Mouse, he will get knocked forward onto the buttons (unless he pulls off a side jump at the last second). A chain of five yellow lights will "move" around the grid of sixteen lights in a preset pattern; every time Danger Mouse presses a button, the length of the chain will be reduced by one (as long as one of the yellow lights is lined up with that button, and the one that Greenback is pressing is yellow!). Once all five yellow lights have been turned off, the android Danger Mouse will be disabled - and the game will then start over, but with less time than there was originally.

Ernest Penfold
Danger Mouse's faithful hamster assistant (codenamed "The Jigsaw", because whenever he was faced with a problem, he went to pieces) only says "Crumbs!" (one of his "catchphrases" from the show) when a robotic duck is flying towards the car in the first episode (Danger Mouse also says "Good grief!"); however, in the second episode, he shall mimic Danger Mouse's movements, and in the third episode, he shall get chased around the room by Nero (and, unless he pulls off a side jump at the last second, knock Danger Mouse forward onto the buttons on passing behind him).

Robotic Ducks
As mentioned above, these mechanical inventions of Greenback appear in the first episode and fly towards Danger Mouse's car to prevent it from reaching the jungle; they come in four colours (white, yellow, green and magenta, the last of which is Agent 57 in disguise). Even though Greenback never employed robotic ducks in the show, he did once employ robotic vampire penguins.

Pumas, Monkeys and Snakes
These three wild animals appear in the second episode; if a puma should appear, Danger Mouse must climb up to the top of the nearest tree (watching out for monkeys and snakes as he does so, as they are stronger than him and can force him back down it again, but the swinging monkeys shall lift him up to their branches), and do a Tarzan impersonation to cause an elephant stampede and scare the puma away (like in the show).

Nero the Caterpillar
Greenback's pet white caterpillar is depicted as yellow in this game due to technical limitations; he appears in the third episode and chases Penfold around the room in an anticlockwise direction, and each time he passes behind Danger Mouse, he will knock him onto the buttons.

Baron Silas Greenback
Greenback himself also appears in the third episode; as his crow henchman (Stiletto Mafioso) programs the android Danger Mouse (as there are only a few minutes to go before it is released), he presses the button on that console he is standing at, and if Danger Mouse presses one of the four buttons that operate the yellow lights, the length of their chain will get reduced by one (as long as one of the yellow lights is lined up with that button, and the one that Greenback is pressing is yellow!). Once all five yellow lights have been turned off, the android Danger Mouse shall be disabled.