******************************************** CAP'N RESCUE: THE ESCAPE Spectrum 48k Edition ------------ (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 48k 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. **************************************************** END OF DOCUMENT ****************************************************