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Video Game / 101 Dalmatians: Escape from DeVil Manor

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101 Dalmatians: Escape from DeVil Manor is a point-and-click adventure game based on the Disney film, released by Disney Interactive in 1997. You are Patches, one of the 99 dalmatian puppies taken to the titular mansion by Cruella De Vil's henchmen, Horace and Jasper. You, along with one of Pongo's puppies, Whizzer, have just escaped from being locked inside the house's library by said Mooks, like the other puppies, and now it's up to the two of you to find a way out and back to London.

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The game is shot in prerendered CG, with hand-drawn cels of the characters moving about them. In an interesting twist, the perspective of each still shot of the mansion is shown at a very low camera angle called "Puppyvision", in reference to what a dog would see if they actually were in the house.

101 Dalmatians: Escape from DeVil Manor provides examples of:

  • 2D Visuals, 3D Effects: Cruella's car in the late-game cutscenes. Especially noticeable since Horace and Jasper's truck is hand-drawn.
  • Air-Vent Passageway: How you escape the game room. Much easier since you and Whizzer are puppies. At least, until the Baduns take notice after three escapes.
  • Big "NO!": Cruella DeVil drops one when a barrel of TNT flies toward her, and again when it blasts her into a nearby junkyard, where the police are waiting to arrest her.
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  • Brick Joke: In the kitchen, Patches can eat a sandwich lying around. If you alert Horace and then hide later, he'll notice that said sandwich is missing, revealing that it belonged to him the whole time.
  • Conspicuously Light Patch: If an object in the house is hand-drawn, it's bound to be interactive in some form.
  • Continue Your Mission, Dammit!: Whizzer will often tell you to keep moving if you keep clicking on something.
  • Covers Always Lie: The box art and manual imply that you'll be leading the entire pack of puppies out of the mansion at some point. Instead, Patches and Whizzer are the only ones to escape the house, and at the end, Roger and Anita buy the mansion and move into it.
  • Dartboard of Hate: Discussed when Patches examines a dartboard. He wishes there was a photo of Cruella on it, dead center.
  • Developers' Foresight: At certain points, the game can tell if you've done something.
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    • In the kitchen, if you have already gotten to the top of the drawers to the dumbwaiter and eaten the sandwhich, Horace will comment on it if you hide from the Baduns in that room.
    • If you found the chest combination in the Nanny's bedroom, then Whizzer will suggest that Patches use it. If not, then he suggests that they search the manor for the combination.
  • Disconnected Side Area: The attic of the mansion, since the hatch to it is shut from inside, and the top of the dumbwaiter shaft is blocked by a rake. The only way in is by traversing a section of rooftop from Cruella's old room, and climbing a wooden mesh to an open window.
  • Dumbwaiter Ride: Patches and Whizzer can ride a dumbwaiter to every floor of the mansion, and it can be a handy escape route from Horace, if he's in the kitchen.
  • Happily Adopted: In this version of the story, Patches is a pup from a pet shelter rather than Pongo and Perdita's original 15 puppies. By the end of the game, he is inducted into the family by Roger.
  • Hint System: Often, Whizzer can chime in for tips if you click on him.
  • Hope Spot: When the puppies first notice the front door of the house. They think it's a way out, up until finding it's too big to open.
  • Knight's Armor Hideout: Patches can weaponize this by hiding in a suit of armor that's holding a mace. If the Baduns are alerted, Patches can smack them with the mace and send them tumbling back down the stairs.
  • Locked Door: Justified, since Patches and Whizzer are dogs in a human-scale house.
  • Malevolent Architecture: Parts of the house's decor and even the furnace in the basement look designed to be menacing. Patches and Whizzer chalk it up to Cruella's twisted design sense.
  • Multiple Endings: There are two ways to leave the mansion.
    • The most common ending involves exploring the whole house and making it up to the roof, then out through a drain pipe.
    • The other exit is revealed if you happen to be thrown into the game room for the fourth time, which, after setting up a trap, results in busting down a wall with Horace's enormous girth.
  • Mythology Gag: Whizzer comments on the guitar in the attic saying that his human (Roger) used to play music before he became a computer game programmer. This is a reference to how Roger was a songwriter in the 1961 film and changed to a game programmer in the 1996 film.
  • Off-Model: The floor plan in the manual doesn't match the exterior shots in the cutscenes.
  • Press X to Get Captured: Clicking on Patches prompts him to bark twice, and doing so three times in succession, or messing with loud objects alerts Horace and/or Jasper. If they catch you, they lock you into the house's game room, but there is a way out of it. There are a couple of points where you have to make Patches bark to lure them into some form of booby trap.
  • Rollercoaster Mine: The finale of the game involves Patches and Whizzer riding a cart down a mine tunnel full of explosives, while pursued by Cruella's car. It ends when Patches tosses a lit barrel of TNT in her direction.
  • Spinning Newspaper: Seen in the intro, to establish the events of the film.
  • Spooky Painting: The mansion has several kinds of messed up artwork in every room, including a few that depict Cruella's history.
  • Spooky Silent Library: Not so silent when tons of whimpering puppies are inside, but the mansion's library still looks pretty spooky.
  • Taxidermy Terror: The game room is packed wall to wall with animal heads of all kinds, much of which disturb Patches and Whizzer. And a portrait of a hunter at the back is implied to be the person who inspired Cruella to get into furs. If that wasn't enough, there's also an enormous stuffed bear in the house's foyer, where the game starts.
    • For even more of this, check Young Cruella's Bedroom: The white Siberian tiger mentioned in the newspapers is here, now just a throwrug with its head nearby.
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