Tips, Tricks & Traps 6: "Flash Gordon" AKA "Captain Zapp" (Commodore 64) Solution - 16 April 2024

Описание к видео Tips, Tricks & Traps 6: "Flash Gordon" AKA "Captain Zapp" (Commodore 64) Solution - 16 April 2024

My first walkthrough, consisting of a solution for the Mastertronic budget game "Flash Gordon" (released in the US as a reskinned version entitled "Captain Zapp"), based on Alex Raymond (1909-1956)'s iconic and influential comic strip, which celebrates its 90th anniversary this year (2024) at the time of uploading this video. It spawned a trilogy of film serials, an animated series and even a memorable movie from 1980 featuring a soundtrack by the legendary rock band Queen.

This walkthrough/solution can also work on the ZX Spectrum and Amstrad CPC versions of the game, as well as the "Captain Zapp" release. The game is divided into three (3) stages, with different controls for each one. This game is a multiload, meaning all stages must be loaded separately. If you die, then it's a rewind back to the beginning (made problematic on the cassette versions since the main code and levels are all on the same side of the tape).

Flash has 24 hours to save the Earth, which translates to 24 minutes in real time. You cannot pause the game, you cannot quit the game.

All loading times have been edited out.

Stage 1: The Jungle of Arboria

The goal of this level is to navigate the forest world of the planet of the Tree Men in order to reach Prince Barin's cave. Watch out for Ape Men and Harpy Bats. Every time Flash gets hit or falls into a chasm, he will lose precious time by either falling unconscious or climbing his way back up to the top.

There are multiple ammunition boxes scattered throughout the map, but each box can only be used once.

Controls for this level are as follows:

Up: Shoot high
Forwards & Up: Shoot at medium height
Forwards & Down: Shoot low
Down: Crouch temporarily
Left/Right: Move in the corresponding direction

With the fire button held down, the controls change as follows:

Fire & Up/Down: Move up or down when at an intersection
Fire & Back: Jump-kick
Fire & Forwards: Leap

Back and Forwards are relative to the direction Flash is facing at the time.

Ignore the map at the bottom of the screen, it's a red herring. The solution to reach Prince Barin's cave from the starting point is as follows (the directions refer to the amount of screens the player must cross):

Left, Up, Left, Down, Right x7, Down, Right x3

Stage 2: Flash Gordon vs Prince Barin

This level has a rather unconventional health system in the form of a tug-of-war display, which can be affected by hitting your opponent (or getting hit yourself). The further it goes to the left, the more likely Flash is going to win. If it goes to the right, then Prince Barin will likely be the victor.

Controls for this level are as follows:

Up: Reverse fly-kick
Down: Low punch (right in the nads!)
Left/Right: Move in the corresponding direction
Down & Back: Fly-kick
Down & Forwards: Punch to the body
Up & Forwards: Punch to the head
Up & Back: Reverse (change direction)

With the fire button held down, the controls change as follows:

Up: Jump
Forwards & Up: Roll forwards
Back & Up: Roll backwards
Down: Reverse floor-kick
Down & Forwards: Kick forwards

Back and Forwards are relative to the direction Flash is facing at the time.

The controls for this section are quite complicated, so the best (and easiest) way to win this fight is to get Flash to face Prince Barin and then repeatedly push either Down on the joystick to punch Prince Barin in the nads, or Down & Forwards to punch him in the stomach. These are the most effective moves in this level and 9 times out of 10, Flash's hits will connect. Keep going until the tug-of-war-like indicator at the bottom of the screen goes all the way to the left, and Flash will win the fight.

Stage 3 (Final Stage): Jetbike Pursuit

This last level is the hardest. The goal is to take out as many Hawk Men (I don't want to shoot BRIAN BLESSED - come on!) as possible until Flash crosses Mingo City's gates to power up his shields, followed by a minefield. Finally, Ming will try to escape. You have about 5 seconds to gun him down, or else he will kill the player.

Controls for this level are as follows:

Up: Aim down
Down: Aim up
Left & Right: Steer the rocket cycle in the corresponding direction
Fire: Shoot missiles

The C64 version, uniquely, tries to simulate 3D space by having the missiles only register hits when fired from the sides instead of converging towards the front and centre like in most FPS games. The spheres on the top of the HUD (Heads-Up Display) are the player's health, not the pitch of the vehicle.

I have used a trainer to carry out this video, using God Mode (infinite health) for the first and last levels and infinite time globally (meaning it affects the whole game).

Ross Scott of Accursed Farms covered the "Captain Zapp" release on his channel, which you can check out here:    • Ross's Game Dungeon: Captain Zzap  

This video also features some rudimentary narration from yours truly.

Gordon's alive! :)

Recorded on 16 April 2024

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