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                          The Jetsons: Robot Panic
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Table of Contents:

01 - Introduction
02 - Gameplay
03 - Final boss
04 - Tips & strategies
05 - Other junk

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Version History:
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1.0 - April 2018 - First whack.

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01 - Introduction
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The Jetsons: Robot Panic is a neat platformer for Game Boy. It doesn't have
too much depth to it, but it's easy and relatively fun, making it good for a
quick pickup.

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02 - Gameplay
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You play the game as Elroy, then Judy, then Jane, and finally George Jetson.
Each character has their own unique ability, and when you play as George, you
can use all 3.

Elroy: Elroy can throw a ball with the B button. This is used for attacking
      enemies.

Judy: Judy has spike-resistant boots that have an anti-gravity ability. Equip
     the boots in the Pause menu, and activate the anti-gravity by pressing
     UP + A. The anti-gravity uses Energy.

Jane: Jane has a jetpack! Equip it in the Pause menu. Using the jetpack takes
     the place of regular jumping, so if you're out of Energy or just want to
     go back to regular jumps, un-equip the jetpack in the pause menu.

George: All three powerups are available to George. Press B at any time to
       throw a ball, and choose between the boots and jetpack (or nothing) in
       the pause menu.

Generally speaking, you want to reach the door marked "EXIT" in each level.
It's not a particularly difficult game, so just make your way forward until
you finish each level. If you get stuck, perhaps your special ability can
help you.

Each character can pick up boxes using the B button, then throw them with B
again. This can be used to attack enemies, and sometimes the boxes hide
powerups like health.

Sometimes you'll find diamond-shaped collectibles that fill up a meter at the
bottom of the screen. If you fill this meter all the way, you get a 1up.
Though, if you're able to play long enough without dying to fill this meter
up, then you don't need the 1up anyway.

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03 - Final boss
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After you make your way through the last levels as George, you'll fight the
final boss, Mr. Cogswell, who is apprently responsible for all the robots
acting up. Equip the jetpack and stand on the lower left platform. Watch the
pattern of lasers and Cogswell flying back and forth. You want to hit him with
the B-button ball when his capsule opens up. The key to beating him is
patience, since there's no real reason to develop any advanced strategies for
beating him.

Avoid the lasers, even if it means you don't get any hits in and you
have to wait for the next opening. There is no time limit. When the capsule
opens, hop up (if the cost is clear) and hit Cogswell with the ball. If you
time it just right, you can get 2 or 3 hits in, but it's not worth pushing
your luck to try and get more hits in. Even if you do just 1 hit at a time,
it doesn't take all that long to beat him and finish the game.

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04 - Tips & strategies
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- When playing as George, don't hesitate to pause the game and switch
 powerups, including switching to N (for no powerup.) It's tempting to use
 the jetpack for everything, but it's annoying to run out of Energy with the
 jetpack when all you're trying to do are basic jumps. Go ahead and unequip
 it when you don't need to fly up high. See spikes? Switch to the boots. Get
 in the habit of always equipping and unequipping so that you're always best
 prepared for each part of the level.

- In the last level, when playing as George, there are many switches in the
 level that do various things. There may be some that do good or helpful
 things, but I got in the habit of making sure not to push any. The ones I
 pushed made the game harder. It's possible to avoid all of them (except the
 switches that flip gravity upside-down, but you'll know which ones these are
 because you can't proceed without switching them.)

- The spike-resistant boots are very useful when dealing with spikes, but I
 only really found 2 places in the whole game where I needed to use the anti-
 gravity ability. Maybe there are secrets or shortcuts that can be accessed
 that way, but it's generally useless.

- Throughout the whole game, there are doors that show what looks like a gear
 on them, that take you to other areas. Sometimes you can exit a different
 door and skip a part of the main level, and other times you have to
 backtrack to the same door you entered. Since there are hazards and robots
 in these "bonus" areas, I got into the habit of completely ignoring them,
 and I can get through the game just fine. If you're feeling adventurous, go
 ahead and explore these extra areas, but you don't need to at all. Many of
 them don't show any obvious benefit, and one of them led me to get
 completely trapped.

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05 - Other Junk
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This FAQ was written by me; my name is Splain. Copy it if you want, but credit
me.

Comments, questions, or corrections can be sent to peoppozo.msn@com. But, you
know, switch the . and @ around.

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