Gargamel has captured Smurfette. He keeps her trapped on a shelf high above his laboratory floor. To reach the castle laboratory, nimble-footed Smurf must run and jump through fields, woods and caverns. That's not all, either! He must climb, tall mountains and duck dangers in the forest paths. Help Smurf dodge the hawks, snakes, bats and scary spiders Gargamel sends from the castle! Once in the laboratory, Smurf jumps to the bench, to the table, to the chair. He must even jump to the shelf to free the captive Smurfette! Can you make all these jumps and Smurf the day?
[Source: Atari 2600 Smurf Rescue in Gargamel's Castle instruction manual]