Since this game is new, no questions have been asked yet so, here's some possible Q and A's.
Q: When was Cap'n Rescue written?
A: Autumn to Winter 2014.
Q: When was Cap'n Rescue: The Escape written?
A: Summer 2015.
Q: Who is Stephen Nichol?
A: A kid who got a ZX Spectrum + 48k in 1992,
which may not have been the best timing
ever given the collapse of the 8-bit industry,
that was by then in progress but, he didn't mind
too much as his first system was a wood panelled
console and didn't have a keyboard to program
Q: What other games has Stephen written?
A: The first Cap'n Rescue game, this sequel,
a Graphic Text Adventure called When Alex
Didn't Do It, and a playable PC remake demo
of the first Cap'n Rescue game.
Q: Have I seen this game anywhere before?
A: The intention is that this is an original
game, although the Manic Miner control template
in AGD was used and obviously 2D platform games
have a long, well established history.
Q: Which version of AGD was used to make Cap'n Rescue?
A: Version 4.6. It's quite stable and AGD and the
extra features of AGD 4.6 were appealing.
Q. I'm stuck, are there any cheats?
A. There are no built in cheats to find, sorry.
Someone might well find a POKE some day.
Q. Seeing as how Jonathan Cauldwell wrote AGD, any
favourite games by the man himself?
A. Haunted House - it was on one of the 1992 Your
Sinclair covertapes and the graphics were lush.
Also Albatrossity - it was the first game I ever
completed every level of on the ZX Spectrum
without pokes or a walkthrough. There is a nod to
Haunted House early on in Cap'n Rescue: The Escape.
Hint - something to do with the portraits.
Q. How does this version of The Escape differ to the
48k ZX Spectrum version?
A. It has 128k-style AY sounds and extra colours,
utilising the 64 colour ULA plus upgrade
developed by the ZX Spectrum community (The
original Spectrums had 15 colours (or 16 if
you count BRIGHT 0)). The map has been adjusted
to accurately fit around the map of the first
game, whilst still adding new rooms.