Putt-Putt and Fatty Bear's Activity Pack

Putt-Putt and Fatty Bear's Activity Pack

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Putt-Putt & Fatty Bear's Activity Pack - How to Play (On-Going)
By VolnuttHeroP64
In this Guide, I will show you how to play the games in Putt-Putt & Fatty Bear's Activity Pack. (Windows, MS-DOS & Panasonic 3DO Versions of Putt-Putt's Fun Pack & Fatty Bear's Fun Pack)
   
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1. Welcome to our Activity Packs!


Putt-Putt and Fatty Bear's Activity Pack combines Putt Putt's Fun Pack and Fatty Bear's Fun Pack into one game with 4 new minigames, totaling at 15 minigames. Each minigame has 4 difficulty levels, easy, medium, hard, and hardest. Some games are traditional, while others are retitled popular games, such as Remember playing the same as Memory. While others are just for creative play like Fatty Bear's Coloring.
2. Putt-Putt's Fun Pack Games


Here the games in Putt-Putt's Fun Pack.

Fatty Bear's Fun Pack Games:
1. Tic-Tac-Toe
2. Puzzle Blocks
3. Pinball
4. Remember
5. Cheese King
6. Checkers

You can Find Putt-Putt's Fun Pack on MS-DOS or Panasonic 3DO.
3. Fatty Bear's Fun Pack Games


Here are the Games that's Featured in Fatty Bear's Fun Pack.

Fatty Bear's Fun Pack Games:
1. Reversi
2. Lines and Boxes
3. Go Fish
4. Coloring
5. Tangrams

Download WinRAR here:
http://www.rarlab.com/

You can find Fatty Bear's Fun Pack on MS-DOS or Panasonic 3DO.
4. New Games


Here are the new games that are featured in Putt-Putt & Fatty Bear's Activity Pack, that are not even in both Putt-Putt's Fun Pack & Fatty Bear's Fun Pack.

New Games:
1. Word Hunt
2. Guess It
3. On-Ramps and Off-Ramps
4. Circus Stormin'
5. Difficulty Select Screen
Most of the Games contained in Putt-Putt & Fatty Bear's Activity Pack have a Difficulty Select.

Game Difficulties:
1. Easy
2. Normal
3. Hard
4. Hardest
6. Panasonic 3DO Features


If you have an Old Panasonic 3DO Console & the Panasonic 3DO Versions of either Putt-Putt's Fun Pack or Fatty Bear's Fun Pack, then the Controls are Simple to understand. In the Japanese Import Versions of the game, you can play the game with either the English Audio or Japanese Audio Tracks.

Selecting the Putt-Putt/Fatty Bear with the US Flag on the Right Side of the Screen with launch the game with the English Audio Track while Putt-Putt/Fatty Bear with the Japanese Flag on the Left Side of the Screen will launch the game with the Japanese Audio Track.

Panasonic 3DO Controls
Play/Pause Button:
Pauses the Game

A, B & C Buttons:
Action Button

Direction Pad:
Move Cursor

Languge Select (Japanese Import Version Only):
Left = Japanese
Right = English

NOTE: Both Putt-Putt's Fun Pack & Fatty Bear's Fun Pack were also released for Windows PCs, MS-DOS PCs & Panasonic 3DO Consoles.
7. What's the Panasonic 3DO?


The 3DO Interactive Multiplayer (often called simply the 3DO) is a video game console platform developed by The 3DO Company. Conceived by entrepreneur and Electronic Arts founder Trip Hawkins, the 3DO was not a console manufactured by the company itself, but a series of specifications, originally designed by Dave Needle and R. J. Mical of New Technology Group, that could be licensed by third-parties. Panasonic produced the first models in 1993, and further renditions of the hardware were released in 1994 by Sanyo and GoldStar (now LG Corp).

Despite a highly promoted launch (including being named Time magazine's "1994 Product of the Year") and a host of cutting-edge technologies, the 3DO's high price (US $699 at launch) and an over-saturated console market prevented the system from achieving success comparable to veteran competitors Sega and Nintendo.

Since its discontinuation in late 1996, the 3DO has been frequently derided by video game historians.
8-1. Putt-Putt's Fun Pack - Tic-Tac-Toe
Tic-tac-toe (or Noughts and crosses, Xs and Os) is a paper-and-pencil game for two players, X and O, who take turns marking the spaces in a 3×3 grid. The player who succeeds in placing three respective marks in a horizontal, vertical, or diagonal row wins the game.
8-2. Putt-Putt's Fun Pack - Puzzle Blocks
Match all 9 Blocks on a 3x3 Grid to make a Picture.

NOTE: When you're done with the Puzzle Blocks, you can post either your Puzzle Block Picture on Steam using the F12 Key in the Steam Version or use PrintScreen in the Standalone Windows or MS-DOS Versions using ScummVM.
8-3. Putt-Putt's Fun Pack - Pinball Maker
You can make your own Pinball Table, place Flippers on a 10x6 Grid & Launch Pinballs to your own liking. You can have 11 Pinballs on at a time on the Pinball Table

NOTE: When you're done with either the Pinball Maker, you can post your Custom Pinball Table Picture on Steam using the F12 Key in the Steam Version or use PrintScreen in the Standalone Windows or MS-DOS Versions using ScummVM.
8-4. Putt-Putt's Fun Pack - Checkers
Draughts (or checkers) is played by two opponents, on opposite sides of the gameboard. One player has the dark pieces, and the other has the light pieces. The players alternate turns. It is against the rules to move one of the opponent's pieces. The player with the light pieces moves first unless stated otherwise. A move consists of moving a piece diagonally to an adjacent unoccupied square. If the adjacent square contains an opponent piece, it may be captured (and removed from the game) by jumping over it to the unoccupied square immediately beyond it.

Only the dark squares of the checkered board are used. A piece may move only diagonally into an unoccupied square. Capturing is mandatory in most official rules, although some rule variations make capturing optional when presented.[citation needed] In almost all variants, the player without pieces remaining, or who cannot move due to being blocked, loses the game.

Uncrowned pieces (men) move one step diagonally, and (may) capture opponents' pieces by moving two consecutive steps in the same direction, jumping over the opponent's piece on the first step. Multiple opposing pieces may be captured in a single turn provided this is done by successive jumps made by a single piece; these jumps do not need to be in the same direction but may zigzag changing diagonal direction. In English draughts men can capture only forward, but in international draughts they may also capture (diagonally) backwards.

When a man reaches the crownhead or kings row (the farthest row forward), it becomes a king, and is marked by placing an additional piece on top of the first man, and acquires additional powers including the ability to move backwards (and capture backwards, in variants in which they cannot already do so). As with non-king men, a king may make successive jumps in a single turn provided that each jump captures an opponent man or king.

In international draughts, kings (sometimes called flying kings) move any distance along unblocked diagonals, and may capture an opposing man any distance away by jumping to any of the unoccupied squares immediately behind it. Since captured pieces remain on the board until the turn is complete, it is possible to reach a position in a multi-capture move by a flying king where the king is blocked from capturing further by a piece already captured.

Flying kings are not used in English draughts, in which a king's only advantage over a man is the ability to move and capture backwards as well as forwards.
8-5. Putt-Putt's Fun Pack - Remember Memory Game
The first player chooses a card and carefully turns it over.
Be sure not to bother the surrounding cards.

The player then selects another card and turns it over. If the two cards are a matching pair for example two Jacks then they take the two cards and start a stack. The player is awarded another turn for making a match and goes again.

If the cards are not a match they are turned back over and it is now the next players turn.

The next player chooses their first card and turns it over. If it is a match for one of the cards the previous player turned over then they try to remember where that matching card was and turn it. If they are successful at making a match they place the cards in their stack and choose another card.

If the first card turned over was not a match for one previously turned over the player selects another card in an attempt of making a pair.

If they are unsuccessful in making a match they flip the cards back over
and play is passed to the next player.

A players turn is not over until they are unable to make a matching pair.

The game continues in this fashion until all the cards are played.

Once all the cards have been played the player with the most matching pairs is the winner.
8-6. Putt-Putt's Fun Pack - Cheese King/Hangman
The word to guess is represented by a row of dashes, giving the number of letters, numbers and category. If the guessing player suggests a letter or number which occurs in the word, the other player writes it in all its correct positions. If the suggested letter or number does not occur in the word, the Mouse King takes 1 piece of Cheese from the Cheese Wheel. The player has to guess the word within 6 Guesses, when all the Pieces of Cheese from the Cheese Wheel are gone, the player has one last attempt to guess the word.

The game is over when the guessing player completes the word, or guesses the whole word correctly or if all the Player is unable to guess the word within 7 Tries.
9-1. Fatty Bear's Fun Pack - Reversi/Othello
Each of the disks' two sides corresponds to one player; they are referred to here as light and dark after the sides of Othello pieces, but any counters with distinctive faces are suitable. The game may for example be played with a chessboard and Scrabble pieces, with one player letters and the other backs.

True Reversi starts with an empty board, and the first two moves by each player are in the four central squares of the board. The players place their disks alternately with their color facing up and no captures are made. If either the second player chooses to move to the square diagonal to the first player or the first player's second move is not to this square given the choice, then a starting position before flipping moves commence that differs from the standard Othello position arises. It is also possible to play variants of Reversi and Othello wherein the second player's second move may or must flip one of the opposite-colored disks (as variants closest to the normal games).

For the specific game of Othello (as technically differing from Reversi), the rules state that the game begins with four disks placed in a square in the middle of the grid, two facing white side up, two pieces with the dark side up, with same-colored disks on a diagonal with each other. Convention has initial board position such that the disks with dark side up are to the north-east and south-west (from both players' perspectives), though this is only marginally meaningful to play (where opening memorization is an issue, some players may benefit from consistency on this). The dark player moves first.

Dark must place a piece with the dark side up on the board, in such a position that there exists at least one straight (horizontal, vertical, or diagonal) occupied line between the new piece and another dark piece, with one or more contiguous light pieces between them.

After placing the piece, dark turns over (flips, captures) all light pieces lying on a straight line between the new piece and any anchoring dark pieces. All reversed pieces now show the dark side, and dark can use them in later moves unless light has reversed them back in the meantime. In other words, a valid move is one where at least one piece is reversed.

Now light plays. This player operates under the same rules, with the roles reversed: light lays down a light piece, causing a dark piece to flip. Light takes the bottom left option and reverses one piece.

Players take alternate turns. If one player can not make a valid move, play passes back to the other player. When neither player can move, the game ends. This occurs when the grid has filled up or when neither player can legally place a piece in any of the remaining squares. This means the game may end before the grid is completely filled. This possibility may occur because one player has no pieces remaining on the board in that player's color.

The player with the most pieces on the board at the end of the game wins. An exception to this is that if a clock is employed then if one player defaults on time that player's opponent wins regardless of the board configuration, with varying methods to determine the official score where one is required.
9-2. Fatty Bear's Fun Pack - Lines & Boxes
Starting with an empty grid of dots, players take turns, adding a single horizontal or vertical line between two unjoined adjacent dots. A player who completes the fourth side of a 1×1 box earns one point and takes another turn. (The points are typically recorded by placing in the box an identifying mark of the player, such as an initial). The game ends when no more lines can be placed. The winner of the game is the player with the most points.

The board may be of any size. When short on time, 2×2 boxes (created by a square of 9 dots) is good for beginners, and 5×5 is good for experts.
9-3. Fatty Bear's Fun Pack - Tangrams
The objective of the puzzle is to form a specific shape (given only an outline or silhouette) using all seven pieces, which may not overlap. It is reputed to have been invented in China during the Song Dynasty, and then carried over to Europe by trading ships in the early 19th century. It became very popular in Europe for a time then, and then again during World War I. It is one of the most popular dissection puzzles in the world.
9-4. Fatty Bear's Fun Pack - Coloring
You can make your own Coloring Book, Color the Pictures to your liking.

NOTE: When you're done with the Coloring Book, you can post either your Coloring Book Pictures on Steam using the F12 Key in the Steam Version or use PrintScreen in the Standalone Windows or MS-DOS Versions using ScummVM.
9-5. Fatty Bear's Fun Pack - Go Fish
Each Player is delt 7 Cards in His/Her Hand.

The Player must guess whether or not His/Her Opponent has the cards that the Player needs in His/Her hand.

If The Player or His/Her Opponent has the card in His/Her hand, that Player must turn over whatever ammount of the card he/she has, if not then She/He must draw one card from the deck & Vice-Versa.

If The Player or or His/Her Opponent draws a card from the deck & matches the card that he/she asked but his/her didn't have, then The Player or or His/Her Opponent gains an extra turn. If not, then His/Her Opponent will take His/Her Turn & ask The Player if He/She has the Card in His/Her Hand, and So-On.

When a Player has all 4 Cards of the same Suite, then He/She has a Set of Cards for that Suite. The Player with the must Set of Suite Cards at end of the game wins.

The Game ends when He/She uses all the cards in His/Her Hand or if all the cards have been used in the Deck.

Playing Cards in a Suite:
2 (Lowest)
3
4
5
6
7
8
9
10
Jack
Queen
King
Ace (Highest)
10-1. New Games - Word Hunt/Word Search
The objective of this puzzle is to find and mark all the words hidden inside the box. The words may be placed forwards, backwards, horizontally, vertically, or diagonally. Often a list of the hidden words is provided, but more challenging puzzles may let the player figure them out. Many word search puzzles have a theme to which all the hidden words are related. The puzzles have, like crosswords and arrowords, have been very popular in the United Kingdom and also in common with these latter puzzles; have had complete magazines devoted to them.

Word searches are commonly found in daily newspapers and puzzle books. Some teachers use them as educational tools for children, the benefit being that young minds can learn new words and their spellings by intensively searching for them, letter by letter, in the puzzle.
10-2. New Games - Guess It/Mastermind
The two players decide in advance how many games they will play, which must be an even number. One player becomes the codemaker, the other the codebreaker. The codemaker chooses a pattern of four code pegs. Duplicates are allowed, so the player could even choose four code pegs of the same color. The chosen pattern is placed in the four holes covered by the shield, visible to the codemaker but not to the codebreaker.

The codebreaker tries to guess the pattern, in both order and color, within twelve (or ten, or eight) turns. Each guess is made by placing a row of code pegs on the decoding board. Once placed, the codemaker provides feedback by placing from zero to four key pegs in the small holes of the row with the guess. A colored or black key peg is placed for each code peg from the guess which is correct in both color and position. A white key peg indicates the existence of a correct color code peg placed in the wrong position.

If there are duplicate colours in the guess, they cannot all be awarded a key peg unless they correspond to the same number of duplicate colours in the hidden code. For example, if the hidden code is white-white-black-black and the player guesses white-white-white-black, the codemaker will award two colored key pegs for the two correct whites, nothing for the third white as there is not a third white in the code, and a colored key peg for the black. No indication is given of the fact that the code also includes a second black.

Once feedback is provided, another guess is made; guesses and feedback continue to alternate until either the codebreaker guesses correctly, or twelve (or ten, or eight) incorrect guesses are made.

The codemaker gets one point for each guess a codebreaker makes. An extra point is earned by the codemaker if the codebreaker doesn't guess the pattern exactly in the last guess. (An alternative is to score based on the number of colored key pegs placed.) The winner is the one who has the most points after the agreed-upon number of games are played.

Other rules may be specified.
10-3. New Games - On-Ramps & Off-Ramps/Snakes & Ladders
Each player starts with a token on the starting square (usually the "1" grid square in the bottom left corner, or simply, the imaginary space beside the "1" grid square) and takes turns to roll a single die to move the token by the number of squares indicated by the die roll. Tokens follow a fixed route marked on the gameboard which usually follows a boustrophedon (ox-plow) track from the bottom to the top of the playing area, passing once through every square. If, on completion of a move, a player's token lands on the lower-numbered end of a "ladder", the player moves the token up to the ladder's higher-numbered square. If the player lands on the higher-numbered square of a "snake" (or chute), the token must be moved down to the snake's lower-numbered square.

If a player rolls a 6, the player may, after moving, immediately take another turn; otherwise play passes to the next player in turn. If a player rolls three consecutive 6s, the player must return to the starting square (grid "1") and may not move again until rolling another 6. The player who is first to bring their token to the last square of the track is the winner.

A variation exists where a player must roll the exact number to reach the final square (hence winning). Depending on the particular variation, if the roll of the die is too large the token remains in place.
10-4. New Games - Circus Stormin
Using the Arrow Key or your mouse, you can move Putt-Putt donning a propeller and the theme being a circus, you can fly around the levels & collecting Fuel while Poping the balloons.

Be careful not to crash or let your fuel run out.
11. HE 1994 Junior Adventurer's Club


Don't Forget to
send in your
Registration
Card!

You'll Receive a FREE
Subscription to the
Junior Adventurer's Club
Newsletter. It's Chock full
of fun Activities & Games.

Or Call 1-800-499-8386
and Register by Phone!
12. Secret - Full Windows/MS-DOS CD-ROM Install (ScummVM)
Want to play Putt-Putt & Fatty Bear's Activity Pack, Putt-Putt's Fun Pack or Fatty Bear's Fun Pack without the Standalone or Humongous Classics Collection CD? Then I'll show you how to do so.

First, download the ScummVM Emulator here:
http://scummvm.org/

Then, follow these steps:
1. Insert your Putt-Putt & Fatty Bear's Activity Pack, Putt-Putt's Fun Pack or Fatty Bear's Fun Pack CD into your Disc Drive.

2. Click on QUIT at the autorun.
3. Open the CD
4. Create a new Folder on your C Drive and Name it: "HEGames".

5. Create 3 New Folders in your HEGames Folder, then Name them "FunPack1", "FunPack2" & "FunPack3" (If you want to Play the Windows Version) and "FunPack1 DOS" (If you want to Play the MS-DOS Version).

6. Copy the Putt-Putt & Fatty Bear's Activity Pack, Putt-Putt's Fun Pack or Fatty Bear's Fun Pack CD Files to both FunPack1, FunPack 2 & FunPack3 Win & FunPack1, FunPack 2 & FunPack3 MS-DOS Folders on your Hard Drive.

7. Run the ScummVM Installer & follow the instructions shown.

8. DON'T Open Putt-Putt & Fatty Bear's Activity Pack, Putt-Putt's Fun Pack or Fatty Bear's Fun Pack just yet. If you're using a newer computer, you'll need to use the ScummVM Emulator.

9. Open ScummVM
10. Select "ADD GAME"

11. Find the folder where Putt-Putt & Fatty Bear's Activity Pack, Putt-Putt's Fun Pack or Fatty Bear's Fun Pack is Installed on your Hard Drive, select CHOOSE & then select OK. After that, the game should be added to the ScummVM Library (Do this for both Windows & MS-DOS Versions of the game).

12. Highlight either Putt-Putt & Fatty Bear's Activity Pack, Putt-Putt's Fun Pack or Fatty Bear's Fun Pack (Windows or MS-DOS Version), then Double-Click on it to start or select START.

13. Enjoy
13. ScummVM Basic Commands
Here are the Basic Commands for the ScummVM UI:
F5 = Options Menu (Volume Contol, Show Text/Speech/Both, Subtitle Speed)
. = Skip Line of Text
Esc = Skip Cutscene
Spacebar = Pause Game
F8 = Restart Game
Ctrl 0-9 = Load Game Save State 0-9
Alt 0-9 = Save Game State 0-9
Alt X/Ctrl Z = Quit
Alt + Enter = Fullscreen/Windowed Mode
14. Secret - Surprise Click Points
There's no telling what will pop up when you click on random objects.
With so much to see, you won't want to miss a thing.
15. The Junior Arcade Series


Junior Arcade games are jam packed with fast-and-furious game-play that satisfies young players' hunger for action and surprises! Starring lovable characters and the high-quality, hand-drawn animation that families have come to expect from Humongous Entertainment, this series will provide hours of action and fun for Players of all ages.
16. The Junior Adventure Series


Challenge & Inspire Young Players to think for themselves in creative & flexable ways. Young Players play with faithful, lovable friends as they discover captivating worlds where they direct the journey & overcome challenges at their own pace. Junior Adventure Games will help Young Players develop:

1. Critical-Thinking Skills
2. Problem-Solving Skills
3. Memory Skills
4. Mental Mapping
5. Spatial-Relations Skills

Humongous Entertainment's heartwarming characters & engaging Adventures come to life through Feature Film Quality Animation, Original Music & the power of a Young Player's Imangination.
17. Your Questions
Please let me know If you have any questions or If I missed anything.
2 Comments
VolnuttHeroP64  [author] Jul 11, 2019 @ 4:36am 
The DL links for Standalone Fatty Bear's Fun Pack & Putt-Putt's Fatty Bear's Fun Pack are no longer available.
VolnuttHeroP64  [author] Nov 15, 2014 @ 11:17am 
I added the DL links for the Standalone Fatty Bear's Fun Pack & Putt-Putt's Fatty Bear's Fun Pack.