
                            ਣ iન ᥭi

                                   

        ਣ  iન  ᥭi  ஡      ਪ쪮 -
        ࠬi⮢i 堩 i, 鮡 i, ࠧ, i ,  
        ⥭ ஧祭 i쪨 ணࠬi.

         ஧⨢  ⮬,   ਪi i쪠   ⠪i 䠩i
        i誨,  i i窨 ⠪  i.

        ਣ iન ᥭi 稭  ᯥਬ, 鮡  ஢i
        ⥢i    ⥮i:  -,      ᥭ ᥬ
        i஢i ணࠬ,  -㣥,   ᥭ -⠪ ,    a
        i⢮ 孮i ᠭ ੮ i஢ ணࠬ,  鮡
        i  ⠪i ணࠬ  ᠬ. , i쪨   , 
        㣥  ,   '  i誠.

	   i諮  4 ⨦i:
		- ⨦  , 鮡 i ⥪ ணࠬ;
                -  ⨦i  ᠭ i筨 ।i i
		- ⨦  ४i ணࠬ.

         i ।,  㪠 ᥭ,   i  ⨭i -
        ।   , ⠪ ,   ࠢ  i,   㤥
        i ,      i ii.


          訢    殬  䠩i  ਣi 㬥i  i⠭
        i    堩, 类 㦥   i ⮣,  
           ணࠬ.

        i i訬,   i i ⥪  (䠩 ப-
        ⮢),    ii । (쬨  i),    
          i    ⠭    ᠭ  i஢  ணࠬ,  ,
        i쪨  i   (i    i ),  
          .

         i    ᥬi 㪮.


                     蠭i ஬ ணࠬii,   

. ii, 1991 . 


P.S.    ਢi i ⥫  !

       Ŀ
             Casting                                  
                                                      
             Programming..: Michael Denio             
             Cracking.....: YUry Lesiuk               
             Pan editor...: YUry Lesiuk               
             Designing....: Serg Samoilenco &         
                            Vlad Colomiesc            
                                                      
        (c) Insight corp., 1991 



                      The Adventures of Captain Comic

                                Introduction


        The Adventures of Captain Comic started out as an experiment to
        test the viability of two theories, the first as to whether a
        real arcade type game can be done on a standard IBM PC with an
        EGA card, and sencondly, given the first can be done, if it is
        possible to make any money doing it.  Well, I've come to a
        conclusion on the second point, but I'll let you judge the first
        point for yourself.

        This product is copyrighted material, but can be freely used or
        distributed by complying to these two simple restrictions:

            1. The program and graphics (including world maps)
               may not be distributed in any modified form.

            2. No form of compensation is be collected from the
               distribution of this program, including any disk
               handling costs or BBS file club fees.

        Although not a requirement for use or distribution, I would
        strongly appreciate any questions or suggestions about the game.
        All questions, suggestions, and contibutions towards future
        products (subtle hint), can be mailed to me at the following
        address:

                             Michael A. Denio
                             11675 W. Bellfort #102
                             Houston, TX  77099




                      The Adventures of Captain Comic

                               Instructions



I.   Game Objective

        You are Captain Comic, galactic hero.  Your mission is to
        recover three treasures from the planet Omsoc, which
        have been stolen away and hidden somewhere on the remote
        planet of Tambi.

        Your task will not be easy, you will need to gather tools to
        increase your fighting and defensive capability, navigate
        dangerous terrain, and avoid or destroy a hoard of deadly
        creatures.  It will take all of the Captain's skill and wit
        to see the treasures returned to Omsoc.


II.  Starting the Game

        - This program requires an IBM PC, XT or AT and an EGA display
          adapter with 256K of RAM.  The program will also function
          with the IBM PS2 line using EGA emulation.

        - Insert the Captain Comic Program Disk in your default disk
          drive and type 'COMIC'.

        - A title will be displayed while the game loads.  When the
          game has finished loading, press any key to view the text
          introduction.  After the text introduction, the game will start.



III. Game Control

    Left Arrow      - When pressed quickly, makes COMIC face from
                      right to left.  When facing left, moves COMIC
                      to the left.

    Right Arrow     - Operates the same as left arrow, but moves
                      COMIC to the right.

    Space Bar       - Makes COMIC jump.  Jumping height is increased
                      by the length of time the space bar is depressed.
                      A certain amount of left/right directional
                      control is available to COMIC while in the air
                      by using the left/right movement keys.

    Insert Key      - After COMIC has gathered at least 1 can of
                      BLASTOLA COLA, this key will allow him to
                      fire.  Note that with the addition of every
                      can of cola, COMIC can have one more fireball
                      in the air simultaneously.  When he has all five
                      cans, COMIC's stream of bullets can reach across
                      the entire playfield.  While the fire key is
                      depressed, COMIC's "Fire Energy" is decreased.
                      When the level of energy reaches zero, COMIC
                      will no longer be able to fire. The fire
                      energy level recharges when the fire button
                      is released.

    Alt             - When COMIC has possession of the DOOR KEY, this
                      key is used to open doors.  To open a door and
                      pass through, position COMIC in front of the
                      door and press Alt.  The door will slide open
                      and COMIC will disappear, finding himself
                      elsewhere...

    Caps Lock       - When COMIC has possession of the WAND, this
                      key is used to teleport to another place on the
                      screen.  Press Caps Lock and COMIC disappears
                      in a cloud of smoke, and re-appears in a new
                      place on the screen.  The teleportation is not
                      random, and when used properly, can allow COMIC
                      to reach places on the screen that are normally
                      inaccessible.

    Esc             - Used to Pause or Quit the game.

    F1              - Turns sound ON

    F2              - Turns sound OFF



IV.  Game Rules

        COMIC starts the game with 5 lives, and no objects in his
        inventory.  COMIC uses two different types of energy during
        battle, weapon energy and shield energy.  Weapon energy is
        self-charging, and recharges when not in use.  Shield energy
        can be recharged by picking up extra shields located on the
        playfield.

        When an enemy comes in contact with COMIC, the shield energy
        is reduced.  After the shield energy reaches zero, any further
        contact with an enemy creature will destroy COMIC.  COMIC can
        also be killed by falling off the bottom of the playfield
        area of the screen.

        Points are earned by shooting enemy creatures, gathering
        objects on the planet's surface, and for excess shield units
        remaining after charging.

        Extra lives are earned at every 50,000 points, by gathering
        a shield while current shield energy is already at max, and
        for every treasure collected.

        The game will end after COMIC retrieves all three treasures
        or when all spare lives are exhausted.  The treasures include
        rare gems, a sack of rare coins and a jeweled crown.

        The following tools can be found during COMIC's adventure on
        Tambi:

        SHIELD         - Restores COMIC's shield energy.  Points are
                         scored for excess shield units.

        BLASTOLA COLA  - Increased COMIC's firing ability.  Up to five
                         cans of cola can be collected for a shot max
                         of five fireballs in air simultaneously.

        CORKSCREW      - Makes COMIC fire in a corkscrew type wave
                         pattern.  This is very useful for destroying
                         creatures which crawl on the ground below
                         COMIC's normal line of fire.

        DOOR KEY       - Allows COMIC to open doors found in various
                         places on Tambi.

        BOOTS          - Increases COMIC's maximum jumping distance.
                         This is useful in reaching ledges which were
                         previously too high to jump to.



        LANTERN        - There are a few places on Tambi which will
                         appear dark to COMIC without the aid of this
                         device.

        WAND           - This is certainly the most powerful tool to be
                         found on Tambi.  Undoubtedly placed on Tambi
                         by a powerful wizard, the wand gives its
                         possessor to ability to teleport through walls
                         and across voids.


V.   Hints

        - The Captain will have travel through 8 distinctly different
          areas on Tambi.  The tools found and enemy difficulty varies
          from place to place.  If one approach seems impossible, try
          another.  Once you discover the best way to traverse on Tambi,
          the Captain's job will be much easier.

        - When the game starts, the Captain will have a very low offensive
          capability, and thus firing should be restrained to short range.
          As COMIC gains in offensive capability, the most effective way to
          fire will be in short bursts by holding down the FIRE key.  COMIC
          will not fire any faster by repeatedly pressing the FIRE key.

        - As firing ability grows, try firing simultaneously while at the
          start of the jump.  This will destroy most of the enemies that are
          waiting in the wings.

        - Learn where to jump.  Some of the gaps in the ground can be crossed
          only by leaping, but there is a large number of places where COMIC
          can cross by simply walking over the gap.  Unfortunately, this can
          only be learned through trial and error.  As a general rule however,
          for short gaps, COMIC can walk over a one step gap for every step
          down his destination.

        - Remember it possible to win.  More than that, its possible to win
          without losing a single life. (It's just not easy.)  Current high
          score at the time of release is 1,344,500 points.
