Автор: Stephen Nichol
Год: 2015
Издатели: Stephen Nichol
Языки:
Английский
Формат:
TAP лента
Требования:
ZX Spectrum 128K,
AY-3-8910/12, YM2149F
Ссылки:
Страница на ZXArt
Страница на Spectrum Computing
Страница на Speccy Screenshot Maps
Скриншоты:
Описание:
Cap'n Rescue 2: The Escape— это платформер, разработанный для ZX Spectrum 48k и 128k, выпущенный в 2015 году Стивеном Николом. Игра продолжает сюжет первой части Cap'n Rescue, где игроки возвращаются в человеческий облик и должны сбежать из Логова Мортиньи.
Игроки перемещаются по крепости Мортиньи, избегая врагов и собирая ограниченные лазерные усилители, чтобы помочь в побеге. Игра заканчивается, когда игроки успешно воссоединяются со своей командой за пределами крепости. Геймплей включает в себя избегание контакта с врагами и статическими шипами, а также сбор коробок с пометкой '+1' для получения дополнительных жизней.
Игра была разработана с использованием AGD v4.6 и доступна для бесплатного распространения на ZX Spectrum и ZX Spectrum Vega с сохранением авторских прав. Она прошла обширное тестирование на эмуляторах, таких как ZX Spin и Spectaculator, обеспечивая стабильный игровой процесс.
Версия для Vega отличается улучшенным звуком и цветом, используя обновление 64 color ULA plus. Карта игры разработана таким образом, чтобы дополнять карту первой игры, добавляя новые комнаты при сохранении непрерывности. Игра примечательна своими отсылками к классическим 2D платформерам и включает в себя намеки на другие игры, такие как Haunted House.
Год: 2015
Издатели: Stephen Nichol
Языки:
Формат:
Требования:
Ссылки:
Скриншоты:
Описание:
Cap'n Rescue 2: The Escape— это платформер, разработанный для ZX Spectrum 48k и 128k, выпущенный в 2015 году Стивеном Николом. Игра продолжает сюжет первой части Cap'n Rescue, где игроки возвращаются в человеческий облик и должны сбежать из Логова Мортиньи.
Игроки перемещаются по крепости Мортиньи, избегая врагов и собирая ограниченные лазерные усилители, чтобы помочь в побеге. Игра заканчивается, когда игроки успешно воссоединяются со своей командой за пределами крепости. Геймплей включает в себя избегание контакта с врагами и статическими шипами, а также сбор коробок с пометкой '+1' для получения дополнительных жизней.
Игра была разработана с использованием AGD v4.6 и доступна для бесплатного распространения на ZX Spectrum и ZX Spectrum Vega с сохранением авторских прав. Она прошла обширное тестирование на эмуляторах, таких как ZX Spin и Spectaculator, обеспечивая стабильный игровой процесс.
Версия для Vega отличается улучшенным звуком и цветом, используя обновление 64 color ULA plus. Карта игры разработана таким образом, чтобы дополнять карту первой игры, добавляя новые комнаты при сохранении непрерывности. Игра примечательна своими отсылками к классическим 2D платформерам и включает в себя намеки на другие игры, такие как Haunted House.
********************************************
CAP'N RESCUE: THE ESCAPE
Spectrum 48k and 128k Editions
------------
(C)2015 Stephen Nichol
All Rights Reserved
Made with AGD v4.6
NOTICE: It is the author's intention
that the ZX Spectrum and ZX Spectrum Vega
versions of the game CAP'N RESCUE THE ESCAPE
be freely distributable with the stipulation
that the author's copyright remains in effect.
Recording, playback, and broadcast of play
events ARE permitted.
Unauthorised ports of the game to other systems
are NOT permitted. The ZX Spectrum and
ZX Spectrum Vega versions of this game may NOT
be sold for profit.
The author can accept no
liability for loss or damage incurred by use
of this video game.
All characters are completely fictional. Any
similarities to persons, animals or surreal
patrolling objects living or dead are purely
coincidental.
STORY:
Following on directly from where Cap'n Rescue left
off, you are now back in your human body, and must
escape Mortyna's Lair.
INSTRUCTIONS:
Move around Mortyna's fortress avoiding the
enemies. Dotted around are laser power-ups which
may assist in your escape, but the supply is limited
and if you are touched by an enemy you will lose your
ammunition.
The game ends when you have escaped the fortress and
met up with the waiting members of your crew.
Touching enemies or falling too far can kill
you, as can colliding with static spikes -
collect the boxes marked +1 to gain extra
lives.
CONTROLS:
On the start menu, choose:
1. For Keyboard control
2. For Sinclair Joystick
3. For Kempston (Atari type) Joystick
The keyboard controls are:
Q = Jump
O = Left
P = Right
M = Fire
N = Jump (Same as Q)
POSSIBLE FAQ's
Since this game is new, no questions have been
asked yet so, here's some possible Q and A's.
Q: When was CAP'N RESCUE written?
A: Autumn to Winter 2014.
Q: When was CAP'N RESCUE: THE ESCAPE written?
A: Summer 2015.
Q: Who is Stephen Nichol?
A: A kid who got a ZX Spectrum + 48k in 1992,
which may not have been the best timing
ever given the collapse of the 8-bit industry,
that was by then in progress but, he didn't mind
too much as his first system was a wood panelled
console and didn't have a keyboard to program
with.
Q: What other games has Stephen written?
A: The first Cap'n Rescue game, this sequel,
a Graphic Text Adventure called When Alex
Didn't Do It, and a playable PC remake demo
of the first Cap'n Rescue game.
Q: Have I seen this game anywhere before?
A: The intention is that this is an original
game, although the Manic Miner control template
in AGD was used and obviously 2D platform games
have a long, well established history.
Q: Which version of AGD was used to make CAP'N RESCUE?
A: Version 4.6. It's quite stable and AGD and the
extra features of AGD 4.6 were appealing.
Q. I'm stuck, are there any cheats?
A. There are no built in cheats to find, sorry.
Someone might well find a POKE some day.
Q. Seen as how Jonathan Cauldwell wrote AGD, any
favourite games by the man himself?
A. Haunted House - it was on one of the 1992 Your
Sinclair covertapes and the graphics were lush.
Also Albatrossity - it was the first game I ever
completed every level of on the ZX Spectrum
without pokes or a walkthrough. There is a nod to
Haunted House early on in Cap'n Rescue: The Escape.
Hint - something to do with the portraits.
Q. How does the Vega version of The Escape differ to the
standard 48k and 128k ZX Spectrum version?
A. It has 128k-style AY sounds and extra colours,
utilising the 64 colour ULA plus upgrade
developed by the ZX Spectrum community (The
original Spectrums had 15 colours (or 16 if
you count BRIGHT Black)). The map has been adjusted
to accurately fit around the map of he first
game, whilst still adding new rooms.
TESTING
-------
The ZX Spectrum homebrew title CAP'N RESCUE: THE ESCAPE
has been extensively tested in emulator, mainly
ZX Spin 0.7q for Windows and Spectaculator for Android.
CHANGES IN VERSION 3.3
----------------------
*Sound effect added for power up near end of game
*Map adjusted to wrap around the first game's locations.
(This was intended from the start but earlier versions
are one-room out of place in some map areas).
Known issues:
The end sequence is one-way and can only be played from
left to right. Trying to reverse your course can cause
the game to work incorrectly.
CHANGES IN VERSION 3.4
----------------------
*The loading screen has been colourised.
CHANGES IN VERSION 3.5
----------------------
*Version 3.4 unintetionally made the dark red blocks
bright and vice versa. This has been corrected.
*128k version with AY sound released.
****************************************************
END OF DOCUMENT
****************************************************
CAP'N RESCUE: THE ESCAPE
Spectrum 48k and 128k Editions
------------
(C)2015 Stephen Nichol
All Rights Reserved
Made with AGD v4.6
NOTICE: It is the author's intention
that the ZX Spectrum and ZX Spectrum Vega
versions of the game CAP'N RESCUE THE ESCAPE
be freely distributable with the stipulation
that the author's copyright remains in effect.
Recording, playback, and broadcast of play
events ARE permitted.
Unauthorised ports of the game to other systems
are NOT permitted. The ZX Spectrum and
ZX Spectrum Vega versions of this game may NOT
be sold for profit.
The author can accept no
liability for loss or damage incurred by use
of this video game.
All characters are completely fictional. Any
similarities to persons, animals or surreal
patrolling objects living or dead are purely
coincidental.
STORY:
Following on directly from where Cap'n Rescue left
off, you are now back in your human body, and must
escape Mortyna's Lair.
INSTRUCTIONS:
Move around Mortyna's fortress avoiding the
enemies. Dotted around are laser power-ups which
may assist in your escape, but the supply is limited
and if you are touched by an enemy you will lose your
ammunition.
The game ends when you have escaped the fortress and
met up with the waiting members of your crew.
Touching enemies or falling too far can kill
you, as can colliding with static spikes -
collect the boxes marked +1 to gain extra
lives.
CONTROLS:
On the start menu, choose:
1. For Keyboard control
2. For Sinclair Joystick
3. For Kempston (Atari type) Joystick
The keyboard controls are:
Q = Jump
O = Left
P = Right
M = Fire
N = Jump (Same as Q)
POSSIBLE FAQ's
Since this game is new, no questions have been
asked yet so, here's some possible Q and A's.
Q: When was CAP'N RESCUE written?
A: Autumn to Winter 2014.
Q: When was CAP'N RESCUE: THE ESCAPE written?
A: Summer 2015.
Q: Who is Stephen Nichol?
A: A kid who got a ZX Spectrum + 48k in 1992,
which may not have been the best timing
ever given the collapse of the 8-bit industry,
that was by then in progress but, he didn't mind
too much as his first system was a wood panelled
console and didn't have a keyboard to program
with.
Q: What other games has Stephen written?
A: The first Cap'n Rescue game, this sequel,
a Graphic Text Adventure called When Alex
Didn't Do It, and a playable PC remake demo
of the first Cap'n Rescue game.
Q: Have I seen this game anywhere before?
A: The intention is that this is an original
game, although the Manic Miner control template
in AGD was used and obviously 2D platform games
have a long, well established history.
Q: Which version of AGD was used to make CAP'N RESCUE?
A: Version 4.6. It's quite stable and AGD and the
extra features of AGD 4.6 were appealing.
Q. I'm stuck, are there any cheats?
A. There are no built in cheats to find, sorry.
Someone might well find a POKE some day.
Q. Seen as how Jonathan Cauldwell wrote AGD, any
favourite games by the man himself?
A. Haunted House - it was on one of the 1992 Your
Sinclair covertapes and the graphics were lush.
Also Albatrossity - it was the first game I ever
completed every level of on the ZX Spectrum
without pokes or a walkthrough. There is a nod to
Haunted House early on in Cap'n Rescue: The Escape.
Hint - something to do with the portraits.
Q. How does the Vega version of The Escape differ to the
standard 48k and 128k ZX Spectrum version?
A. It has 128k-style AY sounds and extra colours,
utilising the 64 colour ULA plus upgrade
developed by the ZX Spectrum community (The
original Spectrums had 15 colours (or 16 if
you count BRIGHT Black)). The map has been adjusted
to accurately fit around the map of he first
game, whilst still adding new rooms.
TESTING
-------
The ZX Spectrum homebrew title CAP'N RESCUE: THE ESCAPE
has been extensively tested in emulator, mainly
ZX Spin 0.7q for Windows and Spectaculator for Android.
CHANGES IN VERSION 3.3
----------------------
*Sound effect added for power up near end of game
*Map adjusted to wrap around the first game's locations.
(This was intended from the start but earlier versions
are one-room out of place in some map areas).
Known issues:
The end sequence is one-way and can only be played from
left to right. Trying to reverse your course can cause
the game to work incorrectly.
CHANGES IN VERSION 3.4
----------------------
*The loading screen has been colourised.
CHANGES IN VERSION 3.5
----------------------
*Version 3.4 unintetionally made the dark red blocks
bright and vice versa. This has been corrected.
*128k version with AY sound released.
****************************************************
END OF DOCUMENT
****************************************************