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.
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:
- 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.
- Adaptation Name Change: Much like in the animated series, Roger's last name (given in the newspapers) in the game is "Dearly" rather than "Radcliffe".
- Named by the Adaptation: Anita's maiden name is given in the newspapers as Campbell-Green.
- 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.
- Continuity Snarl: This game is supposedly set during the events of the film, but the introduction and one of Wizzer's comments mentions that Roger Radcliffe had at some point given up his musical career to pursue designing computer games instead. Very little of the other characters from the film appear, either.
- This is not actually a Continuity Snarl, but more a case of Defictionalization, which shall be explained below.
- Continue Your Mission, Dammit!: Whizzer will often tell you to keep moving if you keep clicking on something.
- Conspicuous CG: Cruella's car in the late-game cutscenes. Especially noticeable since Horace and Jasper's truck is hand-drawn.
- 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.
- Defictionalization: The game is actually the one that Roger is shown to make at the climax of the live-action 101 Dalmatians. This is supported not just by the minecart chase, but also adverts for the game outright stating that it's the one that Roger makes.
- Developers' Foresight: At certain points, the game can tell if you've done something.
- 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.
- 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.
- 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.
- 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.
- 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.