Adventures of Gilligan's Island


Licensed by Nintendo(r) for play on the Nintendo Entertainment System(r)

The Adventures of Gilligan's Island(tm)

Instruction booklet


1. Game description

Gilligan's Island is an action/adventure game that tests your skills as you
explore the uncharted tropical jungle. The Skipper and Gilligan must wander
together throughout a vast maze of paths and underground caverns in an effort
to discover a means of escaping from their island prison. To win they must
successfully solve the four episodes of the game by finding the other members
of the shipwrecked crew, the Professor, Mary Ann and Mr. and Mrs. Howell, and
follow whatever instructions or clues they receive.


2. How to operate the controller

A Button: Push to jump; push rapidly to swim, push to continue conversations.
B Button: Push to punch or use weapons.
Start Button: Push to start the game.
Select Button: Push to access the menu screen.*
Control Pad: Push left, right, up or down to move the Skipper.

*Once you have selected the menu screen you may choose between map, food, and
rope by pushing the control pad up and down. Once you have indicated which
item you want, you can select the item by pushing the A button. Return to the
game screen by pushing the select button.


3. How to play the game

To start the game press the Start button once and then press the start button
again or the A button. The screen will then indicate what episode you are
about to begin. Press the A button to begin the game.

The game consists of four different episodes. Each episode begins with
conversation among the members of the shipwrecked crew. When a flashing ball
appears before the last sentence of dialogue on the menu screen, press the A
button to continue reading. This conversation will sometimes provide valuable
clues that will help you finish the episode. When the conversation is over,
the game will begin.

Playing the game

In each episode you have a limited amount of time and food supplies with which
to help the Skipper and Gilligan search the island for the various members of
the shipwrecked crew. In order to finish each episode you must find the crew
members in a specific order. When the Skipper touches them, the crew member
can talk. In most instances (when you locate one) they will provide clues that
let you know which character or object you need to search for next. Some of
the clues are very obvious and some you will have to figure out for yourself.

Helpful devices

Along the path, the Skipper and Gilligan will find the following three types
of helpful items. When the Skipper runs into one of these items he gains an
extra unit in the menu screen.

Bananas: These provide the Skipper with one extra level of food.
Hourglass: This adds one minute to the time clock
Rope: This allows the Skipper to retrieve Gilligan no matter where he is.

To access the food and rope, you press select to enter the menu screen. Then
use the control pad to select the desired item and press the A button to
activate your choice. The Skipper should access the food when his energy is
low and use the rope when he wants to retrieve Gilligan in a hurry.

The other helpful device that is accessed through the menu screen is a map of
the twisting island paths. At the beginning of each episode this map shows the
location of the Skipper, Gilligan and one other member of the crew. As
Gilligan and the Skipper find the other members of the crew, their new
initials will also appear on the map. It is important to note that some of the
underground caves do not appear on the map. These must be explored at your own

Dangers on the paths

The Skipper and Gilligan need to watch out for many dangers as they search for
their crew-mates. There are many moving objects that can harm the Skipper and
cause him to lose strength. These include the many wild animals that roam the
island as well as the local headhunters. The Skipper can also be harmed by
falling boulders and stalactites or by tripping over rocks, fallen trees, and
other obstacles in his path.

There are also other natural dangers on the paths including rushing rivers,
quicksand bogs, narrow bridges, sinkholes and sand flows that can use up
valuable time by taking the Skipper and Gilligan far out of the way.

When the Skipper and Gilligan get separated, a new clock appears which gives
the Skipper two minutes to find his little buddy. He can either find him on
foot or use the rope to retrieve him. It is important to note that the Skipper
cannot get any clues from his crew members unless Gilligan is with him.


4. Episodes

All four episodes are won by figuring out the clues given by the crew members.
Some of the less obvious clues can be deciphered by trying to understand the
different characters in the game. For example, the Professor would be the
likely person to deal with anything scientific (ie. electronics, archaeology,
etc.) while Mr. Howell would be concerned with money. In general, anything
that is lost can be found in the tree and certain items such as the
transmitter and pieces of the stone tablet can be found in a blue treasure

Episode 1
As a tropical storm threatens to strike the island, the Skipper and Gilligan
set out to collect the materials needed to build a protective hut. But first
they must solve the mystery of the Howells' missing ring. Once the ring is
found, they learn from the Professor that a gorilla has stolen the transmitter
and he needs them to get it back so he can fix it. Only after all of this can
they cut down the tree and build the hut.

Episode 2
Mary Ann has been captured by headhunters on the island. As Gilligan and the
Skipper search for her they locate part of a stone tablet. When they bring it
to the Professor they find out that he can't read it because Mr. Howell has
borrowed his translation book. Before Mr. Howell will return the book, he
insists that they find his missing golf ball. After finding the ball and
returning the book to the Professor they finally set out again to find Mary
Ann. But she can only be freed if they defeat the chief of the headhunters who
has the key to her cage.

Episode 3
The belief that the stone tablet is part of a larger tablet that might provide
the coordinates of the island brings with it the hope of a rescue. Finding the
other pieces of the tablet will prove no easy task, as one of them is guarded
by a ferocious bear. But after the Skipper and Gilligan return the tablet to
the Professor, he tells them he needs Mary Ann to make a cleaning solution
from special nuts so he can read the inscription.

Episode 4
As Gilligan and the Skipper search for the magical stone idol, Mary Ann asks
him to find some coconuts so she can bake a pie. Meanwhile, Mrs. Howell has
been captured by the headhunters. Once again Gilligan and the Skipper must get
the key from the native chief. After freeing Mrs. Howell, they get some money
from Mr. Howell and bring it to Mary Ann. In return she gives Mr. Howell her
coconut pie. Only then does Mr. Howell inform Gilligan and the Skipper that
Mary Ann has the sacred weapon they need to defeat the curse that is guarding
the magical stone idol.

(c)1989 Turner Entertainment Co
(c)1989 Bandai America Inc