******************************************** CAP'N RESCUE: REPRISAL ZX Spectrum Edition -------------- (C)2016 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 REPRISAL 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. ------------------------------------------------------ Author's blog and other games at www.loadingscreech.wixsite.com/loadingscreech ZX Spectrum ----------- Cap'n Rescue (Platformer) Cap'n Rescue: The Escape (Platformer) Christmas Gift Hunt (Collect-'em-up) When Alex Didn't Do It (Text Adventure) Windows PC ---------- Cap'n Rescue for PC (Platformer) ------------------------------------------------------ STORY: Since discovering the lair of an evil witch from the future, classical period Captain Robert Goode has survived his soul being placed in the body of the ship's monkey, and fought his way out from deep underground to rejoin his crew. Now he's out to undo Mortyna's damage to the timeline by finding her magical Time Device, hidden on an island and guarded by an array of strange creatures and technology. INSTRUCTIONS: ------------- Move around the island lair avoiding the enemies. Dotted around are laser power-ups which may assist in your escape, but the supply is limited to 8 laser shots per crate and if you are touched by an enemy you will lose your ammunition. Other power-ups provide temporary invincibility. You can use lasers to break through forcefields. Touching enemies or falling too far can kill you, as can colliding with static spikes or forcefields. Collect the boxes marked +1 to gain extra lives. Laser Ammo Bar - you start each turn with 8 laser shots. Each shot removes an ammo symbol. If you gain more than 8 the bar changes colour and again if you have more than 16 shots. If there are 8 or less shots, the used laser shots change to 'X' symbols. ------------------------------------------------------- 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) ------------------------------------------------------- TESTING ------- The ZX Spectrum homebrew title CAP'N RESCUE: REPRISAL has been extensively tested in emulator, mainly ZX Spin 0.7q for Windows. Version 1-0b replaces the test version released on WoS on 11th July 2016. Changes in Version 1-0b (14th July 2016) ---------------------------------------- (Thanks to forum member for error feedback) 1.Jump table returned to AGD default. 2.Laser no longer fires backwards on respawn. 3.Overlapping objects no longer overlap. No player death from obscured enemy. 4.Forcefield no longer leaves a non-bright area behind. Changes in Version 1-1b (17th July 2016) ---------------------------------------- 1.Player sprite now bobs up and down while walking. 2.Added a rucksack to player in order to fill grid better and improve collision detection. Forum Suggestions - Issues -------------------------- 1.Spawn at original room entry point (AGD seems to override attempts to do this). 2.Edges of hat bob up and down - removed changes as I believe hat looks like it's trying to fly away on it's own. Changes in Version 1-2b (22nd July 2016) ---------------------------------------- 1.Added a ship graphic to first screen. 2.Put hat 'bobbing' back in. 3.Added ammo graphic from 0 to 8 laser shots. Changes in Version 1-3b (24nd July 2016) ---------------------------------------- 1.Laser ammo bar now changes colour if over 8 or over 16 laser shots. 2.Minor colour tweaks - changed to bright yellow platforms where left right ground enemies pass. 3.Laser is now unavailable when the player is invincible (removes 'frozen/sticky laser' glitch). 4.Made 48k version with BEEPer sounds. Further changes in Version 1-3b(24th Aug 2016) ---------------------------------------------- 1.ULA Plus pallette added. 2.Vega Keymap added. Known issues in Version 1-3b ---------------------------- 1.The glitch is back -in some rooms the laser 'sticks', possibly because of too many sprites on the same line. 2.Due to low editor RAM, it has not been possible to implement a changing laser ammo bar except for when ammo is below one round. 3.Colour/attribute clash - short of reinventing the ZX Spectrum there's not much I can do about it. Changes in Version 1-4 (25th Aug 2016) ---------------------------------------- 1.Number of sprite enemies and sprite forcefields in some rooms reduced to prevent 'sticky' laser. 2.Design of room containing final object changed. 3.48k version remade from 128k V1-4, thus removing same bugs. BEEP for all sound. 4.ULA Plus/Vega version exported with extra colours and AY sound. **************************************************** END OF DOCUMENT ****************************************************