"Comix Zone" walkthrough. “Comix Zone” walkthrough Comic zone game on today walkthrough

Comix Zone is an arcade action video game released for game console Sega Mega Drive in 1995 (5 years later it was ported to other platforms). Main feature The game lies in its stylization as a comic book - the game takes place on the pages of a comic book.

Comix Zone is an action platformer in which the player progresses through panels not so different from the pages of a comic book. To progress, the player must fight his way through ranks of monsters and solve puzzles.

The music for the game was written by composer Howard Drossin, which was later released on a separate disc. Mostly comic book artists worked on the graphics. The game characters have been transferred from real people using the digitization method and motion capture technology, thanks to which they looked and moved with magnificent realism for that time.

Sketch Turner(Sketch Turner) is a “starving artist” and free-spirited rock musician working on his newest comic book, the same name as the game. Comix Zone - a story about the attempts of the New World Empire to protect the Earth from the invasion of alien renegades; inspiration is drawn from Sketch's strangely vivid dreams and nightmares.

One night, while Sketch is working on the Comic Zone, a thunderstorm begins and lightning strikes the comic book panel. At the same moment, the main villain of the Comic Zone - a powerful mutant named Mortus - escapes from the pages of the book and throws the stunned Sketch into the Zone. Having no powers in this reality, Mortus wants to free himself by destroying Sketch in the comic book.

Inside the comic, Sketch meets a general named Alice Cyan ("Blue"); Alice is sure that Sketch is a superhero (“the chosen one”) who has come to save their post-apocalyptic world from the evil Mortus and aggressive aliens. Ignoring Sketch's protests, Alice sends him on a mission, radioing instructions and hints.

Mortus, stranded outside the Comic Zone, is free to change the world at will, simply by drawing enemies in Sketch's face (or, in one case, by burning part of a page). In the final and somewhat unfinished panel, Sketch discovers a nuclear weapon ready to be launched; Alice is working to neutralize it. Enraged, Mortus climbs into the Comic Zone and shoots Alice inside the nuclear installation, which begins to fill with liquid. Sketch must defeat Mortus once and for all, and also try to save Alice from drowning.

Gameplay

Since the world where the hero is located is a paper one, everything that is within the Comix Zone can negatively affect Sketch, reducing his health bar. The hero carries out his journey together with his pet rat Roadkill, also transferred to the comic book. The little friend helps Sketch in finding useful objects, as well as in switching hard-to-reach levers.

Sketch can tear backdrops to shreds and fold them into paper airplanes, which are thrown at enemies like weapons. Since paper world is part of everything in the Comic Zone (drawn on paper), this action significantly reduces the player's health. Certain combos push enemies together, and if a fragile frame gets in the way, the enemy will tear it apart. Sketch's rat, Roadkill, can also operate switches and find objects hidden in panels.

The game has three endings, depending on the outcome of the final confrontation with Mortus. In the good ending, Sketch, defeating Mortus, manages to save Alice, and together they leave the world of Comix Zone. In the bad ending, Sketch, having defeated Mortus, does not have time to save Alice, and in the final video he is shown grieving for her. If there was a rat in the pocket at the end of the game, we can see it in the final video. If the game is not completed (the hero is killed and all lives are spent), the villain Mortus is confirmed in real world, turning from a cartoon character into a real one.

The game consists of three episodes, each of which is divided into two levels:

Episode 1: Night of the Mutants (New York):

  • Streets/sewers
  • Mutant Base
Episode 2: Welcome to the Temple (Himalayas):
  • Mountain trail / Tibetan city
  • Kung Fung Temple
Episode 3: Curse of the Lost Ships (New Zealand):
  • Caves
  • Abandoned shipyard

Items

A Sketch can carry a maximum of 3 of the following items:

Knife- seriously injures the enemy, activates levers inaccessible at a distance.
Bundle of Dynamites- is placed on the floor and, after a while, explodes.
Grenade- throws himself at the enemy.
Fist- Sketch, turning into a superhero, clears the screen of enemies.
RoadKill- a tame rat transferred to comics. Activates inaccessible levers and finds hidden objects. Can attack enemies with electric shock and kills female warriors outright.
Iced tea- restores 50% energy.
Question- randomly gives you any prize (except a rat). May explode and cause damage.

Characters

Sketch Turner: The protagonist of the game, a comic book artist and rock musician who works on the comic strip "Comic Zone". Sketch finds himself inside his Zone, where he must fight various enemies. After reaching the end of each page, Sketch temporarily transforms into a superhero. The superhero meter fills up as you progress.

Alicia Sayan: General of the New World Empire. Encounters Sketch in the command center. Alicia believes that Sketch is the "Chosen One" and sends him on a mission against alien forces.

Roadkill: Sketch Turner's tamed rat, living in real time. Sketch discovers a comic book rat trapped in a cage and rescues it. Roadkill's tail is lightly struck by lightning, so it is electrified and can shock enemies. Often, Roadkill must assist his master in avoiding obstacles and discovering hidden objects to solve problems.

Strigil: shadow alien renegade. Known for his ability to teleport everything around him, merging it with the ground. In addition, he carries a weapon named after himself, using it to fire blasts or grab onto rods.

Gravis: a giant and muscular alien renegade. Steam often emanates from the entrance holes on its back. Gravis relies on his ability to generate explosive springs and launch them at his enemies.

Styx: monk located in Tibetan city. Wields a powerful stick, which he uses in one of 2 ways: shooting a fiery charge or jumping like a pole jump.

Mongoria: a dangerous female warrior who uses a hook attached to her long, braided hair. Mongoria is afraid of mice... sometimes.

Pelagus: a renegade who prefers to grab onto everything used to climb. His attack methods include slime balls and springs that turn into mines.

Reproducing mutants: these mutants emerge from the mud. Capturing a mutant only makes him stronger.

Crawling cocoon: a food source for newly emerged mutants; tries to sting the player.

Flying creature: not very strong, but very unpleasant winged mutants.

Dragon "Big Mama": a giant reptile hanging from the ceiling of the mutant base. "Mama" is quite upset when Sketch destroys her children. Hoping for revenge, she vows to get rid of Sketch. This fire-breathing reptile can also chew on its enemy. Fire barrels make it easy to get rid of Mom, who is torn to pieces when she dies.

Kung Fung: Master of the Temple in the Mountains. Trains Mortus' men to fight in the Tournament. Kung Fung decides to teach Sketch a lesson after he comments on his long nails. This character sends fireballs into the water on the floor of the room and also launches explosive nails.

Mortus: the main villain of Comix Zone. Coming from the pages of a comic book after being struck by real lightning. After throwing his creator, Sketch, into the book, Mortus takes a pen and begins drawing enemies, hoping to kill Sketch so he can become real. Becomes the final boss after Sketch reveals his plans to launch nuclear weapons on the New World Empire. During final battle Mortus teleports randomly and constantly taunts Sketch. Once defeated, Mortus explodes.

Control

All movements and techniques are carried out taking into account the fact that your Sketch character is on the left side of the enemy. And if it’s the other way around, then the movement direction arrows ([Left], [Right]) change in the opposite direction. This also applies to special techniques.

← - movement to the left; move an object.
→ - movement to the right; move an object.
- bend down; tuck your legs (when hanging on a pipe, etc.).
↓ - sit down; take an item; looking down; move to the next area (when the yellow arrow points down).
A - attack; action button; jumping kick (after a tackle).
B - jump; hang on a pipe; jump down (when hanging on a pipe, etc.).
C - block.
X - use the item in the first slot.
Y - use the item in the second slot.
Z - use the item in the third slot.
Start - start of the game; pause in the game.
← + A - side kick with a turn to the left; throw (after making a tackle).
→ + A - capture of the enemy (carried out close to the enemy); combo followed by a jumping kick (if pressed multiple times).
+ A - uppercut; kick with both legs at the same time (when hanging on a pipe, etc.).
↓ + A - undercut; kick to the lower level (when hanging on a pipe, etc.).
→ + + A - kick to the upper level; combo followed by a jumping roundhouse kick (if pressed multiple times).
→ + ↓ + A - kick to the lower level; combo followed by a downward kick (if pressed multiple times).
B, A - jumping roundhouse kick.
→ + B, A - jumping side kick moving to the right.
←, →, A - shoulder strike (this strike takes away part of your health).
, ↓, A - downward kick (this kick takes away part of your health).
↓, , A - jumping kick (this kick takes away part of your health).
A (pressed) - launch a paper boomerang airplane (you need to hold down the [A] button for a few seconds; this technique takes away some of your health).
↓ (pressed), → - somersault to the right.

By alternating different attacks, you will be able to perform a variety of combos that will help you quickly deal with any enemy and maintain your health.

"Oh, yeah!" . Now click START to exit the jukebox and start playing; you will see that the energy does not decrease.

Stage selection:
As above, select "Jukebox" and type the following code (in the same way):
14, 15, 18, 5, 13, 1, 3, 18, 15, 6.
Sketch will say again: "Oh, yeah!" Now highlight one of the numbers from 1 to 6 and press C to move to one of the stages according to the following rule:
1 - Episode 1, part 1;
2 - Episode 1, part 2;
3 - Episode 2, part 1;
4 - Episode 2, part 2;
5 - Episode 3, part 1;
6 - Episode 3, part 2.
Click START to exit the jukebox and start playing - you will start from the selected stage.

Stage selection and invulnerability:
If you have full energy at half the level, press:
A, C, A, B, B, B, A, C, UP, DOWN, A, C– selection of stages.
If you immediately type: A , B, C, C, B, A, UP, RIGHT, LEFT, B, DOWN, A- get immortality.

View credits:
On the title screen, enter "Options", then press simultaneously A+B+C- credits will appear.

Tips / Jokes

1. Jack Turner's secret trick. If you hold button A for a while without releasing it, the artist will tear a piece of paper from the page of his comic book and make an airplane out of it. The killing power of such a weapon is simply fantastic; it blows away enemies the first time. Just be careful: on the way back, if you don't duck, this scary paper projectile can hit you too.

2. By the way, did you know that if you leave Sketch without moving for a long time, he will take off his shoe, sniff his sock and loudly express his displeasure at its freshness. And if you quickly and often press down on a picture free of enemies, then the artist will simply FART, destroying all the enemies in the room with this formidable weapon.

3. Go down the first direction you choose, break the barrels and superpower is yours!

4. In a room with two clocks, you need to use a lever to set the hands on the left dial to 3 o'clock, and on the right to 9.

5. On the second level, on the second page (where the well is), you can grab onto the top of the picture. To do this, make Strigil climb out of the well, and when he is on the ground, jump on him. The opponent will throw an uppercut and you will be caught on the top of the picture.

6. When you kill Mortus, go to the lever near the flask in which Alice is imprisoned there. Very quickly press the lever and immediately jump to the right. Alice will crawl out of the flask and, in gratitude for her release, will begin to hug... an empty space!

7. The game has a bar next to the superhero, it fills up as you progress through the game. But in order for the last segment to be filled, Alice must be saved. And thus watch the good ending.

8. Crawling green monsters with a slight movement of the hand turn into... even more disgusting mutants. To do this, come close to one of them, hold right and press A.

Comix Zone is an arcade action video game released for gaming Sega consoles Mega Drive in 1995 (5 years later it was ported to other platforms). The main feature of the game is its stylization as a comic book - the game takes place on the pages of a comic book.

The game's music was composed by composer Howard Drossin (later released on a separate disc). Mostly comic book artists worked on the graphics. The characters in the game were transferred from real people using digitization and motion capture technology, thanks to which they looked and moved with magnificent realism for that time.

Plot

Sketch Turner, artist and independent rock musician, is working on his new comic book called Comix Zone. His work tells the story of the New World Empire's attempt to save the Earth from an attack by rebellious aliens, which Sketch inspiredly invents.

One night, while Sketch was quietly working on a comic book, a severe thunderstorm begins and one of the lightning strikes Turner's house, affecting his desk as well. At the same moment, the main villain of the comic, Mortus, breaks out into the real world and throws him into Comix Zone taken aback by the artist. Since Mortus himself is a cartoon character, he cannot be fully physically embodied in the real world while the comic's author is alive.

In the comic, Turner meets General Alice Kane, who mistakes him for a superhero who has come to save the post-apocalyptic world from Mortus and alien invaders. Despite Sketch's protests, Alice sends him on missions, maintaining contact via radio. Mortus, who is in the real world, tries to thwart Turner in every possible way, drawing additional enemies for him and, in one case, setting part of the page on fire.

Gameplay

Since the world where the hero is located is a paper one, everything that is within the Comix Zone can negatively affect Sketch, reducing his health bar. The hero carries out his journey together with his pet rat Roadkill, also transferred to the comic book. The little friend helps Sketch in finding useful objects, as well as in switching hard-to-reach levers.

The game has three endings, depending on the outcome of the final confrontation with Mortus. In the good ending, Sketch, defeating Mortus, manages to save Alice, and together they leave the world of Comix Zone. In the bad ending, Sketch, having defeated Mortus, does not have time to save Alice, and in the final video he is shown grieving for her. If there was a rat in the pocket at the end of the game, we can see it in the final video. If the game is not completed (the hero dies and all lives are spent), the villain Mortus establishes himself in the real world, turning from a cartoon character into a real one.

Items

  • Knife- seriously injures the enemy, activates levers inaccessible at a distance.?
  • Bundle of Dynamite- is placed on the floor and, after a while, explodes.?
  • Grenade- throws itself in an arc and explodes.?
  • Fist- Sketch transforms into a superhero and delivers a powerful blow, erasing all visible enemies from the comic panel.?
  • Question- randomly gives you any prize (except a rat). May explode and cause damage.?
  • RoadKill- Sketch's pet rat, transferred to comics. Activates inaccessible levers and finds hidden objects. Can attack enemies with electric shock and instantly destroy female warriors.?
  • Can of milk- restores 50% energy.?

Episodes

The game consists of three episodes, each of which is divided into two levels:

  • Episode 1: Night of the Mutants (New York)
    • Streets/sewers
    • Mutant Base
  • Episode 2: Welcome to the Temple (Himalayas)
    • Mountain trail/Tibetan city
    • Kung Fung Temple
  • Episode 3: The Curse of the Lost Ships (New Zealand)
    • Caves
    • Abandoned shipyard

Enemies

  • Grevis is the first enemy encountered in the game. A tall, powerful mutant capable of launching exploding slinky springs at the player.
  • Styx is a Shao-Lin monk who wields a pole with which he can jump higher normal level, and also attack Sketch with rings spinning around the pole and fireballs.
  • Mognoria is a female warrior who throws her scythe with a hook at the end at the comic book author and swings on it. Easily killed by Roadkill.
  • Striegle is a mutant found primarily in the sewers, and also as a guard of passages to another panel of the comic. The weapon is a hooksword, which Striegle uses to cling to sewer pipes. In addition, it can shoot fireballs at the player and teleport a short distance.
  • The Spawn is a small green mutant that can spew acid and hit with its horns, and is also capable of rapid movement and mutation into other enemies (with a relatively long delay in capture).
  • Pelagus is a mutant swinging from the top frame of a comic book page, spitting acid, and throwing exploding springs. Found at the first level of the third stage.
  • Creep is a mutant that resembles a bat with a stinger tail, which attacks the player.
  • Crawler is a mutant scorpion that is food for mutants. Usually emerges from cocoons.

Additional game releases

The game was ported to Game Boy Advance, but was criticized by fans, since the ported game had a significantly smaller screen size, which worsened the gameplay, and also had inconvenient controls due to the small number of buttons on the console. The game was also part of the Sega Megadrive Collection of games for the PlayStation 2 and PlayStation Portable. In 2007 Comix Zone was released for the Wii Virtual Console. On June 1, 2010, the game was released on PC with the option of purchasing it on Steam or as part of the Sega Megadrive Pack. The game was also released as part of Sonic’s Ultimate Genesis Collection for PlayStation 3 and Xbox 360. In 2017 - in the Appstore and Google Play, on Apple iOS and Android platforms.

Control


Game controls can be changed in the options. Below are the moves and combos with default controls.

A- hit
B- jump
C– block (can be changed in options for other actions)
X,Y,Z- use an item
B,A- flying kick
DOWN+C- block sitting
DOWN+A- sitting kick
UP+A- uppercut
FORWARD+A(close) - grab the enemy
A(when the enemy is captured) - “scissors” (does not take life)
BACK+A(when the enemy is captured) - throw the enemy back
BACK,FORWARD+A(press slowly) - kick
BACK,FORWARD+A(press quickly) - shoulder strike from a place (takes away lives)
DOWN,UP+A(press quickly) - “scissors” from a place (takes away lives)
UP,DOWN+A(press quickly) - Shaolin strike from a place (takes away lives)
A(hold) - launch a plane (takes lives)
A,A,A,A,A- regular combination
A,A,A,A,A holding UP+FORWARD- top combination
A,A,A,A,A holding DOWN+FORWARD- bottom combination
UP+FORWARD+A,DOWN+FORWARD+A(repeat several times) - alternating combination
DOWN+FORWARD/BACKWARD- tackle

If you are hanging from a beam or rope:

A- hit
IN- jump off
WITH- block
UP- draw your legs up
X,Y,Z, - use an item
UP+A- kick in both directions
DOWN+A- downward kick

Items


Items in the game are displayed in three cells, which are located above the life scale. The first, second and third cells are activated by buttons X, Y And Z respectively.

Knife– throws itself at the enemy, causing him small damage, approximately equal to the damage from the “scissors” technique. It can also be useful if you need to activate the lever from a long distance. Dynamite– explodes 2 seconds after you place it, causing enormous damage to objects and living beings, immediately destroying them. You need to use it carefully, because the explosion can harm Sketch. Grenade– rushes along a curve, causing average damage, and more damage is caused to living beings than to objects. Fist– Sketch turns into a superhero and destroys all enemy creatures in the room (if they are bosses, he deals great damage to them). Does not affect objects. Bottle– restores a little more than half of the energy. Use sparingly. Rats- it will help us find other objects and pull levers in places where main character won't be able to do this. Question- this prize is unpredictable - it can contain any other prize (except for a rat), and it can also simply explode, taking away a significant part of your lives. It can dramatically change the balance of power at the level, but it is unknown in which direction. Therefore, everyone must decide for themselves whether to choose this prize.

Comix Zone walkthrough.


Episode I: Night of the Mutants


First part of the episode:



So, the villain Mortus stuffed us into a comic book, and we end up (or rather, just fall) into the command center, where with the words “There you are!” A girl meets us (where would we be without them). The girl's name is Alice (we're probably in Wonderland), and she tells us that Sketch is the chosen one, and that we (as always) must save the world. Well... I have to agree... We select ammunition. They will come in handy on the road... Farewell to the quiet life of an artist! The adventure begins!
We're entering the New York of the future! But... What happened to him? Everything is destroyed, mutants are roaming the streets... Alien invasion? Nuclear war? At least it’s not acidic rain...
Grevis didn’t recognize his dad? In vain! Throw a knife at him, beat him, and he will calm down... Do the same with the second Grevis, which Mortus will draw. Now we have a choice of path - to the right or down?

You go right.

As soon as you get into the room, hold the “right” button until you press Grevis against the wall. After that, throw the dynamite and jump back. This way we will get rid of three problems at once - gravis, barrel and manhole cover. In the next room we see that our rat has also been imprisoned in a comic book. Free the poor animal by hitting the cage with your shoulder. As soon as we free the animal, the floor below us... will break (!), and we will have to jump down. Everything is simple here: a door in the floor and a lever that opens it. Sometimes Sketch doesn't want to pull the lever. Then go close to the lever and press “A+Forward”. Sketch will perform a shoulder strike and grab him. There are 3 barrels waiting for us below. Kill them with shoulder strikes. A creep will fly out of the last barrel. Finish off the vile creature! There is a secret in this room. Let the rat walk, in the right corner it will find a knife. Let's move on.

You're going down.

Break all the barrels with shoulder attacks and carefully take your fist. Why careful? Because if you take an extra step, you will move to another room without taking the prize with you. In the next room we run up to the Grevis and use dynamite to get rid of not only the enemy, but also the cage and the hatch cover. Next time let him think about how to put someone else's rat in a cage! Having taken the animal, we go down into the sewer. Will appear... No! Where does Boogerman come from in New York?! Will appear... But what does the Teenage Mutant Ninja Turtles have to do with it! Sewers and New York? No, it's not them. And don't be so indignant! I'm also a TMNT fan, but I'm not talking about them now. So... Where did I stop... Oh yes. A pair of shearlings will appear. Here it is best to use the fist we found. Let's go down.

Connecting paths.

No matter what path we choose, we will still end up in this room. This is the sewer where the shear will be. What did he say? "Loser"? I'll show you now who's the loser here! In the next room you will need to push the box forward, but not towards the wall itself. Then stand on it, pull the lever, jump into the space between the box and the wall and push it down. Voila! Next is an empty (already empty) room. Just break the grate on the right. Now, if you first went to the right, then quickly run up to Grevis and throw a knife at him. He will fly into the hole. I sincerely hope it's deep there. If you first chose the bottom, then you will just need to beat Grevis with your hands until Sketch makes a “scissors”. There are also 2 creeps in this room. Be careful, don't fall into the hole! Jump over the very edge! Half the episode is over.

Second part of the episode:



We appear in front of a metal door. I advise you not to break it (you will waste a lot of lives), but to release the rat. She will find dynamite that can be used to blow up the door. Inside we see that we are in some kind of factory... But... What does it produce? When the little crawlers appear, kill them... Or you can just break the things they come out of. This is best done with uppercuts. Throw the clip on the fan. Then his death will be quick, and therefore humane. After defeating the shearling, do not rush to break the fan, he will not like this, and he will hit you painfully. It's better to let the rat in first so that it turns it off using the lever. Now you can safely break the fan with your shoulder and go down. Crap! Fans again! But now everything is much simpler: move the dangerous box towards them and move away! In the next room you will need to make another choice. There is a grenade in the box, but if you break it, you won't be able to go left. So don't rush. Calmly kill two creeps and think about where to go. To go left, you need to jump on the box, climb onto the pipe and cross it to the next screen.

You go left.

After killing the creep, take the dynamite and throw it down to Grevis. He'll be happy!

You go right.

A small corridor awaits us where we can stretch our fists. Just fists, not shoulders, otherwise lives will be taken away. Below is a longer corridor, where Grevis is already waiting for you. Poor guy... A prize will drop out of the greevis, don't forget to pick it up... Although... I don't think it will be of much use to us.

Connecting paths.

Something resembling a clock awaits us here. To avoid taking damage, you need to use the lever to stop the arrows so that they together point to the blue link between them. That is, the first hand needs to be set at three o’clock, and the second at nine. The clock exploded, you can move on. The next room is filled with strange aquariums. I’ll say right away that we will have to fight a lot here. Therefore, as soon as you finish off the crawlers, immediately release the rat to the left side of the screen - there is a bottle there. After this there will be a good fight with larger mutants (so that’s what they produce here!), which will splash out (!) from the aquariums. Next is the boss fight.

Boss.

The boss of the first episode is a big ugly mutant who is the “mother” of the creatures we destroyed. This is the most easy boss, if you know how to defeat him.
If at this level you went to the right, then it will be easier for you. As soon as you appear in the room, immediately throw a grenade at the vile creature and roll under it. If you chose a different path, then kick her in the air until she screams, and only then make a tackle. After that, jump over the barrel and place it under the boss. Just don’t push it right away - first let the mutant light it himself. Here I remember a phrase from one famous game: “I am... the Architect of my own destruction...” When you place the lit barrel from the mutant, just move away and enjoy the spectacle...

Episode II: Welcome to the Temple


First part of the episode:



Probably after the murder of the main mutant we were sent on vacation. There is only one “but”: it’s cold here. Very cold. We appear somewhere in the Himalayas. In the first room we take the rat, but we are in no hurry to leave: on the left side of it (not the rat, but the room, of course!) lies a fist. Let's move on. As soon as we see Styx, we can immediately use this fist: then our inventory will be full. You'll have to tinker with the second Styx, but he too will soon calm down. In the next room there are 2 prizes, but you need to take them very carefully, because you can accidentally press “down” on the arrow, and then you will be left without prizes. The first is dynamite, hidden on the left side of the room. The second is a healing bottle, which is in the drawer without an exclamation mark. We take dynamite with the help of a rat. And to get the bottle, you need to jump to the very edge of the second box and hold the “right” button, and then break the box with your shoulder. In the next room we have large selection actions. What do we have? A mountain of stones that needs to be destroyed in order to go further and a pit from which creeps crawl out. We can jump on the first stone and place it on the pit to prevent creeps from flying out and blow up the remaining stones with dynamite. Then we can break this stone or not - there is a knife there, but it will take a little of your life. Moreover, for some reason the knife appears there only after the destruction of the remaining cobblestones. You can wish the creeps a Happy New Year by throwing dynamite into the pit. I guarantee that they will be so happy with the gift that no one will fly out of there. After this, you need to destroy all the stones by launching the airplane. Just remember that by making an airplane, we take away our own lives, and after it is launched, be sure to sit down, because the airplane is like a blind boomerang: it returns and does not see whom it shoots down. After destroying the cobblestones, we will have to choose the direction of our further path.

You go left.

Here, break the barrier and move the boxes towards the totem, constantly sitting down, because if you don’t do this in time, you can catch a fireball on your face. At this point you regret that in the game you can’t move objects with a tackle. If you pick up a knife in a room with stones, then move away and throw it into the drawers. And if not, then kick them while crouching so that the explosion does not hit you. Don't want to bother yourself like that? Please! There is another way! Just, as soon as you enter this room, make an airplane. In a small room downstairs, a crawler awaits Sketch. I don’t think he’ll detain you... Break the wall on the right - there’s a secret room there. For prizes, I advise you to leave a rat, a bottle and a fist in your inventory (or a second bottle if you have not received damage before).

You're going down.

Here, smash the mountain of snow on the left to use a stone to destroy the moving obstacle. After that, kill the shear and go down. There is a prize here - a question mark. Take it or not - decide for yourself. But my opinion: risk is a noble cause.

Connecting paths.

A test of strength awaits us - a tournament. Test the skills you've earned while playing. You don’t have to use a fist and grenades here - the battle must be fair, so the dead soldiers will be drawn again. First there will be two haircuts, then Grevis, Styx, and, finally, the Mongoria girl. The last one is best overcome with the help of a rat: all the girls are terribly afraid of them. When we win the tournament, they will tell us about some temple. Let's go there. Now we appear high in the mountains. There is a very self-confident shearer here who thinks that no one will pass by him. Now let's check... Let the rat go to get a grenade near the left corner. Just catch the animal immediately after this, otherwise it will fall into the abyss! Go to the edge and throw a grenade. Well? Who was right? If you don’t have a rat in your inventory, you can get by with an airplane. Move along the rope without stopping to avoid being thrown down. News spreads quickly here! Styx, apparently having learned about our victory in the tournament, will decide to commit suicide - he will jump into the abyss. Well... They are afraid - that means they respect. Destroy the creeps carefully, don’t fall. Temple, here we go!

Second part of the episode:



The guards at the temple are useless - just a couple of creeps. To open the doors of the temple, you need to cling your hands to one of the boards of the pillar and quickly roll under them. We find ourselves at the training area. Here we will be met by one Styx, from which a bottle will fall out - useful thing... And on the left side of the screen you can find a question if you release your pet rodent. As many as 3 Mongoria await you below. The rat will be very useful to you here, just be careful not to hit him. There have been cases where raging girls have caused the animal to slide off the page. Take a grenade and choose the direction of movement.

You go left.

As soon as you appear in the room, Mortus sets the comic book page on fire! Please note that if the edge of the burning page “catch up” with you, you will immediately lose your life. Quickly break the fire goblet (Joan Rowling, who wrote the Harry Potter books, is probably a fan of Comix Zone) and the wooden door leading down, then another one. After this, make no mistake - under the next cup there is no passage down: there is a knife that cannot help you in any way. Instead of a cup, break the floor on the right side of the screen and quickly press “down”. The page is no longer lit (did it go out?), so you can calm down. Take your shock out on the totem and move on.

You go right.

Treat the haircut with a grenade and break the box in the left corner. We must pass some kind of “final test”. No problem! We climb into the well on which the strigl was sitting to go down into the dungeon. What should you do in the next room so that you receive the least damage? I'll be honest - nothing. No, seriously, after you get here and get caught on the stick on the rope, don't do anything. Look - they hit you with their tongue, you fall, the trap does not take your lives at all. The loss of life in the room is minimal. Did you miss something? By the way, you can also find a knife here.

Connecting paths.

There are 3 punching bags and a stix that shoots two small fire lights at us. The way out is to simply jump and wait for the stupid enemy to destroy the barrier that saves him from our wrath. After that, we sweep it away (it’s kind of frail) and go down. There is a pear with spikes, a box and a lever. A mistake many gamers make is they push the lever under the spiked pear. Don't do this! Better break the box with your shoulder and pick up the bottle. Don't even try to break the spiked obstacle. Better send the rat to pull the lever and quickly roll under it. We'll have to leave the animal here.

Boss.

The boss is a grandfather who trains Mortus' people. Apparently, he hasn’t cut his fingernails since childhood... But that won’t help him! Hope…
You won't be able to defeat him with cunning; you'll have to rely on your fists and legs (especially your legs). First, the trainer shoots fireballs across the floor that you need to jump over. At this time he is invulnerable. After this, the grandfather will begin to shoot with his nails, which will immediately grow again (well, regeneration). This is where you need to attack him, best of all with jumping strikes, because the old man almost won’t let you get close to him. Try to push it onto your own nails that are stuck in wooden wall(even though we know it's paper), this will do the most damage to him. Drink a bottle at the first opportunity, it will still be taken to the next level...
And now the boss is defeated and goes to hell with wild screams.

Episode III: The Curse of the Lost Ships

First part of the episode:



- Hello, rats! How did you end up here?
- I came by taxi...
- Crap! But I didn’t guess... I barely got here, almost died on the way...
Let's take a look around. There are some rocks everywhere here... We pick up a rat, deal with the mutants... Next, a room with another mutant and... else... something awaits us. With the mutant, do the same as always, but feed this something to the rat. Don't be afraid for her, she won't disappear. After the rat is in the mouth of this creature, beat it with your hands (yes, hit the creature, not the rat!). After this, you take the rodent and dynamite. Let's go down. The Ministry of Health warns that mines are dangerous to your health. This ball room would be terribly simple... If it weren't for the creep. The vile creature keeps trying to throw us into mines. But there is one sure way - jump onto the ledge, and when the creep flies after you, jump back. Now you have changed places with him, and he will not be able to push you onto the mines. After destroying the creep, jump again to the ledge, then to the next one, place the dynamite and jump back very quickly! If you get caught in this explosion, half your lives may be taken away immediately! After everything calms down, Mongoria will appear. This is the last Mongoria in the game and the only one that does not need to be scared by a rat. Kill it without the help of the animal and get a bottle. But do not think that rats are not needed here at all: between the ledges he can find a fist. If you fail to detonate the mines without taking damage, then you can simply launch an airplane from the last ledge. He will break the rock, and you can move on by jumping from the ledge and holding the left button. Only in this case you won’t see the bottle or the fist. Inside the cave, drop the dangerous box onto the platform below and pull the lever. Be sure to take a knife (if you're going through lava). Pomegranate to taste. After that, drop the box onto the sharp rocks below and go down yourself. If you let the rat go for a walk, then near the left corner he will find a secret passage that can make your life much easier. Choose where to go - down or right. It's like choosing between “easy” and “hard”.

You go right.

Here we will meet a very tenacious creep. He will withstand 5 of our jumping kicks. We take the bottle (leave the rat here, let the knife be with you for now), then jump onto the small moving platform and move on. This is a difficult room. First, we destroy the green creature with kicks. Or you can do the “get a fascist grenade” (if you have one). After that, we throw the knife forward. As soon as a platform appears, we jump over to it, and from there to the other “shore”. There we take the rat, pull the lever a couple of times, jump back onto the platform and quickly press the “down” button. With some degree of probability, the damn lava will not hit us and we will end up in the next room. There are 2 green creatures here. If you have a prize fist (which I doubt), then now is the time to use it. And if not, then you'll have to fight a little. Next is a room with sharp stones. Everything is simple here - hold down the “down” button, and then there will be no problems - we destroy everyone with kicks while sitting. In the middle of this room, the rat can find a knife.

You're going down.

This is the most profitable shortcut in the game. There are 2 question prizes in the tiny room. The main thing for us is bottles and one slot for a rat. We will still need it. Just when you change prizes, do not press “down” on the arrow ahead of time.

Connecting paths.

As soon as you get into the room, it is best to immediately grab the grenade lying in the right corner and, standing on the ledge, throw it at the green mutant. If that doesn't work, jump kick him, but be careful: he can make mines! If he manages to make them, do not rush to destroy them: it is much better if the 2 shearlings that will appear soon do it themselves. Then just finish them off. “Soon the whole world will be ours” - look, what you want! I wonder what kind of ships are those in the background? In the next room, squeeze the poor mutant between the soles of your boots and the spiked pillar. After that, do everything slowly and carefully. Jump over the first pillar. Carefully! There's a mine! Then let the rat in. Wait for 2 more pillars to come down. And only after they have lowered completely (do not get up from your seats until the bus has completely stopped) jump over them. You can do all this without risk: just fly the airplane at the beginning of the room. WELL DONE TURNER!

Second part of the episode:

Well, here we are! Mortus' Lair! And although we know that he is now in Sketch’s house and is brazenly watching us, (at least he doesn’t think of erasing us with an eraser) it’s worth visiting him. Hmmm... What a hole... A ship graveyard! Now it’s clear why he decided to exchange apartments with us... He’s probably sitting there now in our favorite slippers, drinking tea from a thermos... This needs to stop!
In the first room, 2 prizes await us - questions between mines. Please note that if at least one of these prizes explodes, then 2/3 of your health will immediately disappear. So think for yourself. “To be or not to be, that is the question.” Although... This is not the only question. Choose where to go.

You go right.

Break the doors on the right. There were two crawlers lurking there. It's an ambush! We are dead!!! If by some miracle you managed to survive (just kidding), then here you will need to defeat the Strygl with the Styx. I wonder how they got together? By the way, in the place where we were ambushed (when I remember it, my knees begin to tremble nervously) there is a bottle. This is what we need now! We climb inside ourselves big ship. Break the mechanisms that give birth to mutants. In the next room, Grevis is really bothering us. Therefore, it’s better not to mess around with the lever and the ball, but just kick the enemy and break the door with your shoulder. Or launch the plane right away.

You're going down.

We jump onto the deck of one of the ships. There are two boxes here: one useful, the other dangerous. I think you can figure out which bottle is in it. Here we will again be required to choose where to move. If you go right, you will find yourself in the room with the mechanisms described above. And if you go to the left, then you will need to kill the Nth number (usually 7 or 8) of crawlers jumping out of the hold. I’ll say right away - you will need to destroy the creatures honestly, with your hands and feet. If you just throw them back into the hold, you won't succeed. Let's be honest, gentlemen. At least occasionally. After the victory, we jump into the hatch. Inside you need to do the following combination of actions: pull the lever (minus the crawler), pull the lever again (so that nothing explodes ahead of time), hit the ball with your fists (so that it falls), move it towards the mechanism (this is necessary because) and pull for the lever for the third time (minus the ball, minus the door). Phew... I think I said it... Okay, who needs difficulties? We make an airplane at the very beginning of the room and destroy everything to hell!!!

Connecting paths.

Hmm... The picture here of local ammunition resembles something... Just now...
In this room everything is simple: we wait a moment and pull the lever to magnetize the ball. Let's go down... Wow! There's a whole factory here that produces weapons! So that's what this drawing is! Mortus! Push warheads on chains into each other with shoulder blows. Here we are met by two shears. Did they take steroids? They are stronger than others! Ugliness! Who let them into the game? Where do doping control look? Okay, Sketch doesn't care. Knocked them both out. So... It turns out that Mortus wants to blow up the entire planet! And when all the villains realize that world domination is impossible if everything is blown up... Alice says that it will happen now. Ok... We're waiting... Below we throw the Grevis into the mechanism (they are also on steroids, by the way) and pick up the knife with the help of our rat. Next, a creep awaits us, a box with a question inside, a lever into which you need to throw the found knife to make the door open... And here it is... We've been coming here the whole game... Behold... A half-drawn nuclear missile, but already ready to smash the whole world into pieces. ABOUT! And Alice is already here!
- Hello Alice! How did you end up here?
- So we have teleporters...
- Why wasn’t I brought here from the very beginning of the game?!
- Well... We somehow... Didn't think...
- @#!?!!
Alice is trying to defuse the bomb, but suddenly a terrorist with an AWP appears... Damn! I wanted to say that Mortus appears and puts her inside the rocket, where some kind of liquid gradually accumulates.

Last Boss.

So, the last Boss is Mortus. Let's make a reservation right away - the game has 2 endings. And they depend on whether Alice survives. So I advise you to hurry up. Mortus can be beaten in different ways. The first way: just hit him like everyone else - with combinations, uppercuts, jumping strikes... But it will be difficult to save Alice, because Mortus will constantly disappear. If Mortus comes very close to us, we do a “scissors”, a shoulder strike or a Shaolin strike from a place. These shots work great on him, but they are difficult to do. The second way: you can stand in different parts of the room, fold up airplanes and throw them at your adversary. May the power of origami be with you! And finally, the third way: lure Mortus down and use the lever that activates the rocket turbine. It is located at the bottom right of the screen. Perhaps this is the most easy way deal with the mustachioed bastard.
Don't forget to use all the items you come across: grenades, fists, dynamites... All this causes great damage to Mortus and the creeps. Only hit the creeps after Mortus is dead, but don't let them hit you. Oh yes! Don't forget to pull the lever at the top when you destroy the enemies! He will free Alice, and you will get out of the comic book together. There is another ending, but I'm sure you'll do everything right... Happy Ending...
Congratulations, you have completed the game.

? – What other platforms was Comix Zone released on?
! – In addition to SMD, the game exists on PC and GBA.

? – Why in the room where Styx shoots at the pears do they break in different sequences, although they have the same “lives”?
! - Because it shoots with two lights, and some pears are hit by two lights, and some are hit only by the top one.

? – After each level there is a scoring, it is carried out by a kind of stadiometer. What needs to be done to get its last, small division?
! - To do this you need to save Alice in last battle, then this division will turn green and the game will be completed 100%

Curious bugs and shortcomings of developers in Comix Zone


Apparently, the developers wanted to release the game early, so it was poorly tested (even though the credits list 19 testers). The game is full of bugs and things that the developers did not take into account. It’s a pity that it was impossible to patch games back then... Now I’ll tell you about the interesting flaws found in the game.

Departures from the level:

These are the most common bugs in the game. I'm sure you've all already seen them at least once. If someone is pressed against the wall, then he simply flies out of the level. And this applies to almost everything: Sketch can be thrown off by a greevis, strigs, when they jump out of the ground, throw each other off, a greevis standing by the wall can fly out of the level because of a knife, a grenade launched close to the wall will not explode, but will fly away per level... There are many such examples. Even without enemies, you can fly out of the level... For example, in the bathhouse (read more below) or in the fourth room of the third episode (this is the one where there is a dangerous box, a lever, a sharp piece of rock and a crawler). If you jump on this sharp piece of rock, you can fall between it and the wall and then, after twitching a little, you will fly out of the level and die. But what can we do, we’re in a comic book with flimsy paper walls, so we fly off the pages...

Grenade explosion:

In games, it’s very often annoying that enemies are invulnerable to explosions, friendly attacks, traps... In Comix Zone, everything is just fine with this. The Strigls hit each other, the Grevises fly off the presses, the mutants hit each other with acid spits... So it’s much more interesting. And the main character also takes damage from all this. We are especially affected by various explosions. But try throwing a grenade at someone while standing close to him. No, I'm not crazy. Yes, I'm sure. There is only a 25% chance that you will be hit. But this, of course, is only if you don’t specifically jump into the explosion.

Cross on the leg:

You may have noticed that Sketch has a red cross on his pant leg. So, this cross constantly appears on the left leg, then on the right. We always see him, no matter which direction our hero runs. We can assume that he has such a cross on both legs. But these are not like that: do some kicks with both legs, jump, do whatever, you won’t see two crosses.

Easy victory over the crawler:

The easiest way to defeat a crawler: kick him while sitting and immediately uppercut him. The mutant will fall through the floor and die.

Void Pusher:


When you push the box down in the first episode, don't let go of the move button and Sketch will pretend to be struggling to move something for a couple of seconds.

Glitchy room:

There is a room that is always glitching. This is the fourth room of the second episode, where there are four stones and a hole with creeps. You will always experience at least one lag in this room.

Tricks in the “bath”:

“Bath” is what I call the room in the second part of the second episode, where Mortus burns the page. It just somehow reminds me of a bathhouse. I don’t even know what. So here it is. There are as many as 3 defects in this one room! The first of them relates more to the already described “level crashes,” but this is a special case. The fact is that this is the only useful flight. As soon as you appear in the room, immediately jump into the space between the wall and the cup and roll to the left. You'll fall off the edge. If you quickly press “RIGHT”, you can immediately get to both the second and first floors of this room, bypassing the hatches in the floor. And those who do not have time to quickly break all the hatches and move on can take advantage of the following flaw: if you sit down on the first floor of the room, the fire will not kill you, but will stop at the last second. Now you can get up and even jump, but you will remain alive. And the last drawback in this room: if you break the hatch on the first floor with a grenade, the arrow will not appear. Apparently, we'll blow it up along with the hatch. If you play on an emulator, then this is not a problem for you. But for those playing on the console, it won’t be so easy: in the worst case (if the fire has already gone down), you’ll have to reboot, because nothing can be done... And if the page hasn’t burned out yet, you can kill yourself, because at the second level they give you an extra life . Crap! I meant to kill my hero, not myself! Stop banging your head against the wall now!!! Wake up the neighbors!

Hanging on the ceiling:


In the left side of the room, which is to the right of the bathhouse (there is also a box and a strigl sitting on a well), you can cling to the ceiling, like a beam. To do this, you need to jump there from a well or box.

Foreground layer offset:

At the very beginning of the second part of the second episode (where we enter the temple), immediately after you roll past the moving door, jump without approaching the arrow. At the top of the screen you will see a slight shift in the foreground layers.

Game freezing:

When playing on a console (not noticed on an emulator), it happens that when we enter the room to the second boss, the game freezes and we have to restart the console. This has been noticed on various cartridges and SMDs, so it wasn’t just me. This glitch is always very annoying: you are preparing for a battle with the boss, and you are so abruptly interrupted...

Funny ending:


Once you defeat Mortus, you will need to pull a lever to free Alice. So, when you grabbed the lever and already pressed “ A" Can very quickly press jump or block. And if you manage to jump forward (it’s difficult, but you can try on an emulator with downloads), then Alice will jump out of the rocket and hug the void. In this position, it seems that she is turning on some kind of switch (this is due to the scenery in the background).

Developer errors:

Here I will write things added intentionally by the developers that I consider incorrect. Of course, it’s not for me to judge, but I will express my opinion.
I've never liked stupid American humor. At first glance, Comix Zone is devoid of outhouse humor, but why did the game developers introduce the ability for Sketch to... fart?! Don't believe me? I didn't believe it either when I saw it for the first time. Check if you want: quickly press the “DOWN” button several times. This does not work everywhere, but only in some places. When Sketch stands for a long time, he will take the shoe and... turn away from the terrible smell. But even this looks like a funny childish prank along with farting. Although... It depends on you... Some people love outhouse humor, especially Americans...
Only 2 codes were introduced into the game: invulnerability and level selection. Well, there is also a code for each level. So, in fact, there is only one “helping” code, and that is invulnerability. But let's think about who the codes are intended for? I believe that more often this is for younger children school age who can’t beat the game, but they are interested in finding out what’s next, what the game’s ending is... I think we all used cheats at least a little in our childhood. So, with “invulnerability” only 25% of kids will be able to complete the game. Why? And all because of lava! If you touched the lava in Episode 3, you'll just get stuck in it and can't do anything! I have to restart the console... I think the developers could improve their only useful cheat, since they decided to introduce it into the game! It's annoying that in a room where the arrow is in the lava, we can be hit with a 50% chance when we try to move on. Why this test of luck? It was possible to come up with something there...
In some places you can go through a room without losing lives. For example, the developers beautifully made a well, with a trap at the bottom, attacking dragon heads... In front of this room you can take dynamite, and I think it is just for this trap, because further its use will not be so useful... But we can just fly down from the impact of the first head, and in this case the trap will not take our lives at all! Why is this so? The whole plan is down the drain. Or, for example, the ability to easily pass through a moving obstacle. Remember, this is in the second episode, in the place where you need to break up the accumulation of snow in order to place the stone under the moving pillar? So, the fact that it is possible (but very difficult) to tackle through it is, in my opinion, a plus. But the fact that if you stupidly run at him like a tank, he will hit you only once and then let you pass further, this is bad. Because it will take even fewer lives than breaking a snow block. In the second room of the second part of the first episode, you don’t have to let the rat pull the lever that turns off the fan, but just run towards it and as soon as it hits you, jump forward. One hit will take as many lives as if you broke it. Again, the developers' intention is not used, we simply bypass it... And these are not all such possibilities, there are more of them in the game...
But all the errors and bugs become insignificant as soon as you sit down to play Comix Zone. The developers gave us one of best games throughout history gaming industry. This game will be remembered by humanity for a long time...

Read Romomania further, in this issue you will find a lot more interesting things, but for now I’ll go and buy some comics... I haven’t read comics since childhood... Ay! What kind of hand is that coming out of the article?!! Who are you?!! A!!! What are you doing?!! Nooooo!!!

Everything is fine with the person who wrote this article... Uh... That is, I wanted to say with me... No one pushed me anywhere! He was joking... I mean, I was joking... Damn! I'm confused... Okay, you've revealed me, but it doesn't matter anymore! Get ready, pathetic people, soon this world will be mine! And no one will stop me!

Aha-ha-ha-ha-ha!!!

Computer games are fun not only for children, but also for adults. The article will talk about one of them. It first appeared on Sega, but was re-released on PC. Sega game developers have created quite a few. However, this game will give gamers more than one hour of fun and exciting pastime.

Description

The Comix Zone game is an arcade action game from Sega, which was presented to the world back in 1995. In 5 years this game was released on other platforms as well. A special feature of the game is its stylization, as you might guess, like a comic book. In other words, all actions take place as if on the pages of a magazine. In addition, the game has another significant advantage. The characters were drawn very realistically, as the artists used a new digitization method in those years, as well as a capture technology called Motion capture.

PC capabilities

To play Comix Zone Classic, minimum system requirements are required. Now we will reveal the essence of this concept. The most suitable OS would be Windows XP and higher. A 32-megabit video card will come in handy. DirectX version - from 9, and the hard disk must have at least 50 megabytes of free space for full game. Now you are familiar with the description and system requirements for your computer, so, as promised, we’ll tell you how to become a winner in Comix Zone.

Walkthrough of arcade comic. Night of the Mutants

You find yourself in a small room. There is a bottle on the floor. Drink all the contents, your life reserve will increase. Grab dynamite and knife. You can use these items at any time. Approach the yellow arrows. Now you're in new location. You meet the first monster and eliminate it. We move on, but then another monster appears. You knock him out. Then you see two arrows. A reasonable question arises: where to go? The choice is yours.

Move down

In a completely new location, there is nothing except four barrels. Use dynamite. After jumping onto the nearest barrel, place the explosives. Quickly hide in the corner of the location. Now the way is clear. There's a secret here. If you destroy the barrels without dynamite, you will find a fist in one of them, but you will lose some of your vitality. The fist will allow you to destroy enemies within sight. Our team is for fair play Comix Zone - codes for immortality are not for us! But below you can familiarize yourself with them. Let's move on. An enemy is waiting for you in a new place. Let's get him out of the way. Don't forget to rescue the rat from the cage. The rodent will also help you in this game.

What to do next? After all, the treasured arrow did not appear. Pay attention to the hatch. Feel free to destroy it. Next you move down. There is water all around, from which a couple of mutants emerge. Eliminate them. Keep in mind that they can shoot! To defeat them, use a pipe.

Move straight

There have been no difficulties passing Comix Zone (Sega) yet, move on. In this location there is one barrel with a monster. Don't come close! Otherwise, a burn will occur. While squatting, kick it until it crumbles. Eliminate the monster. Then disassemble the hatch. Below you will find a cage with a rat. Save the animal. Then the floor collapses due to the earthquake. You are falling lower and lower. You grab the lever, open the hatch and jump into it. The barrels explode, and you hide from the shock wave. This is how the treasured arrow appears.

The paths have converged

The routes through different locations converge in the sewers. A green mutant emerges from the muddy water. Hit him and run away. The next thing you see on the screen is a door, a drawer, a lever. The door leads to the cellar. To pull the lever, move the box, but not close to the wall. You open the door by activating the lever, but it’s too early to jump! Stand between the wall and the box. Move it towards the hole. Explosion? Then feel free to jump. Destroy the grate. A “warm” welcome is guaranteed by the monster. Send him into the abyss. And don’t fall into the trap yourself. Near the cliff you will meet two more monsters with strange tails. By the way, the second mutant will approach from behind. Those who couldn't defeat them right away usually use "immortality" in Comix Zone. Take a running leap over a black abyss. Congratulations! You have passed the first stage.

Top of page

So, you are in the game - at the beginning of the comic page. An iron door blocks the path to the next location. The hour of the rat has come. Feel free to release it. The animal will find dynamite for you. Take it and the explosives, then blow up the door. In the new place you see two fans that prevent you from taking action. Take care of the villains. Knock down the shooting things from the ceiling. Immediately meet the green mutant. The fan will help deal with it by sawing the enemy. Deal with the fan from below. Here comes the arrow! Come down. Fans and box again. Move it to the turntable. Explosion. Moving on. New narrow location where skeletons fly. The paths are divided.

Method one

Don't destroy the box. Eliminate skeletons. Move the box tightly to the left wall. There is an arrow above it. You make the jump. The next similar room. Eliminate the enemy. There is an explosive on the pipe at the top left. Take it and go below. An enemy attacks you again. After killing him, follow the down arrow.

Method two

Let's consider the second option for passing Comix Zone. In front of you is a location with boxes and skeletons. Break the wooden box. For this you will be awarded a grenade. Grab it and move to the right. In a cramped room with a pipe, you will again be attacked by scorpion incubators. Don't expect an ambush. Eliminate them promptly. You go down and find yourself in a location with the same nasty pipe. Eliminate arthropods again. At the end you beat the mutant. As a reward for crushing him, take the “fist”.

The paths converge again

Let's look further at the walkthrough of Comix Zone (Sega). In place you see an unusual mechanism and lever. Click on it when the first arrow touches the blue bar. Stop the second one in the same way. When done correctly, the arrows explode and you go down. In a place with two scorpions and boxes, eliminate arthropods. Then you release the rat. She will find the bottle. Drink the contents and take the animal. Don't relax. Mutants will attack you from the containers. Hit them from a distance. In the next location, a Boss awaits you, and dynamite or lemon will help you deal with him. While he is very ill, you slide under him to the barrel. But the Boss gets angrier and throws it at you fireball. Hurry up and hide behind the barrel. Keep in mind, it will soon ignite! So, move it under the enemy. He dies, and you go to a new page of the comic!

Welcome to the temple

Use a rat - it will find the "fist". Next you are greeted by an angry Asian man with a stick. Eliminate it. Then the second type appears. You beat him too. Move to a new cramped place where there are three boxes. Break the top one. Drink the elixir. If you release an animal, the rodent will find explosives. Below you will see a hole and four boulders. Skeletons will fly up to you from the abyss. Cover the hole with the first block. Kill the skeletons and throw dynamite on the boulders. Again, you have several options. Where to go?

If you go left

There is a stake blocking the way here. Take it away. Here you will be greeted by a skull spewing flames. Crouching, hit him. Then move the boxes towards the wall. Step back to an outstretched leg distance, crouch down and hit them. So the treasured arrow appeared. You again find yourself in a narrow space, where the arthropod attacks you again. But don't follow the arrow! Hit the crack in the wall with your hands. You have revealed the secret. Drink the elixir and grab the “fist”. Moving down. As you can see, Comix Zone is very easy to complete without codes.

If you go down

Again, a sharp stake blocks the path, and behind it is a green mutant. In the left corner there are stones lying peacefully. Break them, behind them there is a stone block. Drag it to the stake. Of course she'll break it. Destroy the enemy and move even lower. And forward - to a new location!

General route

Next we talk about the passage of Comix Zone. You find yourself at a competition. You fight in a kung fu tournament. Move lower. A shooter is preventing you from jumping over the abyss. You move towards the pit. Eliminate the green enemy and move to a new place. This is where it gets a little more complicated. Try to get through without Comix Zone codes. Be careful not to let the skeletons hurt you. With two fists it will be easy to deal with the robbers without falling. So, you eliminate the skeletons, and then the Asian. Congratulations! The stage is completed!

Stage 2

We move on to Comix Zone (it’s even more interesting to play in Russian). In the first location you meet skeletons again. You parse them element by element and move on. There are stakes ahead. You pick them up and very quickly jump under them. Make a jump to the first support. You get caught on a beam, so the stakes fly up. You jump and spin under them. The main thing is not to waste time.

An Asian appears in the next location. Defeat him and the developers will reward you with an elixir. Drink if necessary and release your companion. The animal finds a question mark. You take her back. Whether this sign is worth taking is up to you. Below, an evil hand draws a treacherous woman with a hook. Feel free to remove it. Then destroy the left wall. Behind her is another villain. You can cope with it too. Destroy the right wall. Behind her is a third girl. Destroy the third wall, grab a grenade and choose the path.

Road to the left

Let's study further the passage of Comix Zone. An evil hand draws fire for you. Don't hesitate, because the comic book page is on fire! Take down the torch and the hatch and fall. You break the hatch again. Fly even lower. In front of you is an ominous torch. Try to have time to break it using your arms and legs. For this you will be given a knife as a reward. Destroy the floor on the left and follow the arrow. Now fight the skull. Release the animal, take the dynamite he found and move to the right.

The road down

At the new location, move the box to the well. Then you eliminate the enemy. You break the box. Grab the dynamite and turn right. Going down the well, remove enemies from the path. In a new location, immediately throw dynamite. This technique will help eliminate the trap at the bottom, which takes away 50% of your vitality.

General route

Comix Zone (Sega) games are varied. You try to use different ways to fight the enemy. Moving on. Don't pay attention to the pears. Move on to fight the Asian. You go downstairs. There is a trap near the box: a pear with a needle sneaks from behind. Break the box and restore health.

You release the rat. She will help with the pear. If it is not there, then place explosives under the trap. Turn left. Meet Boss #2. He throws knives. When they are in the wall, your task is to jump over the monster so that the guns turn behind him. You attack. He flies on his own blades. Repeat these steps several times. Victory over the enemy is assured.

The Spell of Sunken Ships

So, your pockets are empty again! Pick up a rat. Two enemies jump out of the pipe. Deal with them one by one. In the next location, do not come close to the dragon's mouth. Attention, there is a green mutant behind! Defeat him and release the rat. She enters the mouth. Meanwhile, you jump up and hit the enemy. The enemy is in pain. It then self-destructs.

Take the rat and the reward and go downstairs. Be careful: in the new location the floor is mined, and a skeleton is flying behind. Deal with him and then with the mines by placing explosives on them. After a series of explosions, release the rat. The assistant will find a “fist” for the fighter. At the end of the location, the passage is blocked by stones, and you cannot approach them because of mines. Walk along them, making a passage. There is an enemy on the way, kill him, take the elixir, drink it and head to the left through the pipe. You jump off. Move the box to the right until it falls. At the bottom, activate the lever. Take a grenade. You push the box and it explodes. Then move on.

General path

A green enemy is crawling along the ceiling. You hit him with a knife, then finish him off. There is a grenade in the right corner. You grab her. Then two mutants enter. Hit them with lemon. Turn right - there is a green enemy at the entrance. Jump over it using a board with spikes. Again you encounter enemies. But you can’t jump over them—that’s a rat’s job. Jump over the beams and move on to the next stage!

Let's go down

You are at a fork in the road. There are two boxes ahead. Destroy the top one, take the elixir and turn left. You have found yourself in a new location. There is a rope and a hatch that you shouldn't fall into. Eliminate all enemies and go down. Go to the lever and turn it on. Scorpio dies, and you go further and destroy the door.

Path to the right

Location with a bunker. There is a pair of scorpions sitting inside. Remove them, then the green mutant and the Asian. When you enter the bunker, sit down. An elixir will appear. Next in a small cabin on the ceiling are incubators with arthropods. Feel free to break them. Approach the lever. Wait for the crane to bring the ball to the mutant, press the lever. There is no enemy. Pick up the ball and drop it on the floor. Pick up the mechanism again and drop it near the door. The explosion eliminated her.

General path

The last stage of Comix Zone. The OST accompanies you throughout the game. Use the lever to lift the ball. Go downstairs. Explode torpedoes. After the explosion, green mutants will appear. You deal with them. You open the door. So, the last Boss. He locks the girl in a box that fills with water. Pay attention to the lever! Take out the Boss and save the girl. After this battle, your heroes return to the human world.

Codes for Comix Zone (Sega)

To gain invulnerability, you need to enter options on the main screen. Open Jukebox. In this mode, you must enter the code by ticking the numbers one by one, while pressing C: 3, 12, 17, 2, 2, 10, 2, 7, 7, 11.

If you did everything correctly, you will hear the main character say: “Oh, yes!” Now, using numbers from 1 to 6, you can select a specific location to play from the location of your interest.

Now you know the codes for immortality in Comix Zone.

Secrets

Please note the following points:

  1. The secret of the main character. If you press the A key for a long time, the comic book artist will tear off some paper from the sheet and launch the airplane. One can only envy his destructive power. But be careful, because on the way back the plane can hit you too!
  2. If Turner stands for a long time without doing anything, he will take off his shoes and sniff his own sock. Then he will loudly express his dissatisfaction.
  3. At the first stage, go down and deal with the barrels, one of which contains a hidden superpower.
  4. Mortus is the most important enemy in the game. It is his hand that draws enemies in the path of Sketch Turner throughout the game.

Our article has come to an end. We hope that you have no questions related to the passage of the game.

Good day, dear friends! Welcome to Vladimir Alexandrov, with this article we are opening a new section - “Walkthrough of Sega games,” a popular game console of the 90s of the last century!

Description:

Sketch Turner, artist and independent rock musician, is working on his new comic book called Comix Zone. His work tells the story of the New World Empire's attempt to save the Earth from an attack by rebellious aliens, which Sketch inspiredly invents. One night, while Sketch was quietly working on a comic book, a strong thunderstorm begins, and one of the lightning strikes Turner's house, affecting his desk as well. . At the same moment, the main villain of the comic, Mortus, breaks out into the real world and throws him into Comix Zone taken aback by the artist. Since Mortus himself is a cartoon character, he cannot be fully physically embodied in the real world while the comic's author is alive. In the comic, Turner meets General Alice Kane, who mistakes him for a superhero who has come to save the post-apocalyptic world from Mortus and the alien invaders. Despite Sketch's protests, Alice sends him on missions, maintaining contact via radio. Mortus, who is in the real world, tries to thwart Turner in every possible way, drawing additional enemies for him and, in one case, setting part of the page on fire.

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