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Captain Comic
Color Dreams
Instruction Manual
II. Game Control
Control pad left determines the direction Captain Comic
faces. When pressed continuously, it causes our hero to walk
left.
Control Pad right operates similarly but movies Captain
Comic to the right.
Button A causes Captain Comic to jump. The loger it is
pressed, the higher our hero jumps. Use it in conjunction with
Move Left and Move Right to alter Captain Comic's trajectory
while in med air.
Button B activates Captain Comic's blaster after he has located and guzzled down
at least one Blastola Cola. With each additional Blastola, our hero
acquires one
additional shot.
Control Pad Up may be used to open any door on planet Tambi after Captain Comic
has located and secured the key, Position Comic in front of a door and
press
Control pad Up to activate it. Some doors behave
normally, allowing our hero to
enter the area behind them. Others are linked to Tambi's global transportation
system and will cause the Captain to be teleported halfway around Tambi, or even
to one of Tambi's moons.
Select Button may let you tap into the global teleport system in a limited fashion
after our hero has gained possession of the Wand, When used properly, the Wand
can
allow Captain Comic to reach regions of the screen that are normally
inaccessible.
Start Button allows Captain Comic to keep track of numerous objects that he will
encounter on his quest. It also lets him take a break from the action when
the
going gets too heavy.
III. Game Mechanics
Captain Comic begins his adventure with five lives, no items in his inventory,
his
Mark-VII environment suit with shield projector, and his trusty Blastola assault
weapon. The energy supply of these two pieces of equipment is located with
the
Mark VII's back pack. The weapon's energy replenishes itself during
periods of non-
use. Shield energy does not regenerate; our hero must be sure to pick pu and
shield
packs that he encounters, they make life so much easier!
When an enemy comes into contact with Captain Comic, the enemy is destroyed by
the
shield, and the shield's energy supply is depleted by one unit. If the
shield reserve
power meter reaches zero units and the good Captain is hit by an enemy, both the
Captain and the enemy will go out in a blaze of sparks. Net cost to the
Captain:
on life. Care should be akin to monitor the
shield meter. It can mean the difference
between success and failure.
Captain Comic's offensive power can be increased by finding cans of Blastola
Cola
that have been left lying about the surface of Tambi. Our hero may imbibe
up a
total of five Blastola Colas resulting in the ability to have five shots in the
air
simultaneously. Although firepower is unlimited, it can be temporarily
depleted.
Captain Comic must exercise discretion in firing. When the blastola meter
reaches
zero no further shots may be fired until the Blaster's energy
pack regenerates itself
IV. Scoring
Points are earned by shooting the hostile enemy creatures, gathering tools and
treasures on the planet's surface, and for all unused shield units remaining at
the
time of recharging. Points are also awarded for lives and shield units in
reserve
after successfully retrieving the three missing treasures. The game will
end after
COMIC retrieves all three treasures or when all spare lives are exhausted.
V. Weapons and Shields
Shield Pack - Restores Comic's shield energy. Points are scored for unused
shield
units.
Shield of Invulnerability* - This object super-charges Caaptain Comic's Mark VII
shield generator and Blastola assault weapon, making him impervious to enemy
attack
and giving him unlimited firepower for a brief period of time.
Shield of Life* - The Shield of Life bestows our intrepid hero with an
additional
life in reserve each time he encounters it.
Blastola Cola - Increases Comic's firing capability. Up to five cans of
cola can
be collected for up to five blastola rounds in air simultaneously.
Corkscrew - Modulates the firing pattern of Comic's blaster creating a spiral
trajectory for all shots fired. This is very useful for destroying
creatures which
crawl on the ground below Comic's normal line of fire
* Occasionally this special item will appear when an enemy is destroyed.
VI. Tools
These items aid Captain Comic in his quest to retrieve the missing treasures:
Door Key - Allows Comic to open doors found in various places on Tambi.
Boots - Increase Comic's maximum jumping height. This is useful in
reaching ledges
which were previously too high to jump to.
Lantern - There are a few places on Tambi which will be too dark and dangerous
for
Comic to explore without the aid of this device.
Wand - The pinnacle of Tambian technology - the personal transport wand.
Possession
of the device allows the user to utilize the world wide teleportation system of
Tamvi. Though the system is in disrepair it is still powerful enough to
teleport the
bearer through solid walls and around many of the obstacles that stand in
Captain
Comic's way.
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