Captain Comic II: Fractured Reality - ADG Episode 261
How do you follow up a fun, shareware platformer? With a 100x boost to the difficulty! ...wait...
Today on Ancient DOS Games, Gemini's taking a look at Captain Comic II: Fractured Reality, the sequel to the original Captain Comic, developed as a commercial title by Michael A. Denio and published through ComputerEasy in 1990.
Despite being larger and having more content, this sequel to the original game has a MASSIVE increase in difficulty, mostly a result of the level design, so the game is frustratingly hard when you first play it, but substantially easier once you know what you're doing. There's still quite a number of points to elaborate on, both good and bad though, plus you'll get to see something buried in the game which no legitimate owners of the game will have ever seen! :o
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Additional Information and Corrections:
* So... the flickering... The game itself plays at a particular framerate, the animations run at the same framerate, but the two are not synced; animations update a single vertical sync before the next game update occurs, resulting in large, multi-tile animations looking like they're flickering something fierce!
* I have no idea what happened to my voice at the start of the unboxing segment. For a single take it's like my voice changed considerably... Maybe I just needed to clear my throat and didn't realize it or something? :P
* The original game was filled with enemies too close to the ground too, but the saving grace there was the Corkscrew powerup which you got fairly early on which made it way easier to hit grounded targets. Well... that exists in this game too, but it actually makes it HARDER to hit EVERYTHING until you also get a Pinwheel which alternates the initial arc of every shot fired.
* There's actually quite the epilogue sequence you go through after destroying the crystals which sets up the lore for a third game... which I don't believe was ever made. Oh well. :/
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