يحاول ذهب - حر
AND THE PLANETEERS
Issue 261
|Retro Gamer
ON CHRISTMAS MORNING OF 1991 MANY LUCKY KIDS WOULD WAKE TO FIND THE AMIGA'S CARTOON CLASSICS PACK UNDER THE TREE. ALONG WITH LEMMINGS, BART SIMPSON VS THE SPACE MUTANTS AND DELUXE PAINT III WAS CAPTAIN PLANET AND THE PLANETEERS, DEVELOPED FOR MINDSCAPE BY ANTONY CROWTHER, JASON KINGSLEY AND THE LATE BEN DAGLISH
In the early Nineties, cartoon hero Captain Planet made his way to consoles and computers, with his Planeteers in tow. On the Amiga and ST, this took the well-trodden form of a multi-level platform game. But Captain Planet was not your run-of the-mill platformer. Each of the five Planeteers has their own level, with the characters' abilities changing the way you navigate the environments. Each level also progresses on to a vehicle section, adding further variety, and there are different tasks on each one, such as rescuing animals and clearing up pollution. On the sixth, and final level, you become Captain Planet himself, and can switch between all the powers you've unlocked to take on the obstacles in your path, before a final showdown with boss Duke Nukem.
Lead developer Antony Crowther was responsible for the Amiga and Atari ST versions of the game, and he agreed to talk to us about the game's development. Tony had started out in the 8-bit days, developing a number of well-received C64 titles, such as Blagger and Wanted: Monty Mole before moving onto the Amiga. Captain Planet was planned as a platformer, a genre that Tony had plenty of experience in.
Tony's new project came right after Knightmare, a well-received adaptation of the popular TV show that appeared on Amiga and Atari ST. "I had just completed Knightmare, the follow-up to Captive, and Mindscape said they had another project in mind. The only problem was there was a time limit in place," Tony tells us. Despite being quite an important licence, Tony admits that there was little handholding from the IP owner. "I was given some documentation, some scripts and some artwork images, and left to go design a game," explains Tony. "I probably still have them in storage, so it felt like I was given a free rein."

هذه القصة من طبعة Issue 261 من Retro Gamer.
اشترك في Magzter GOLD للوصول إلى آلاف القصص المتميزة المنسقة، وأكثر من 9000 مجلة وصحيفة.
هل أنت مشترك بالفعل؟ تسجيل الدخول
المزيد من القصص من Retro Gamer
Retro Gamer
WarTech: Senko No Ronde
As a frequent importer of Dreamcast games, I came to love a small studio called G.Rev.
1 mins
Issue 280
Retro Gamer
GAMING 101
Adam Barnes formulates the perfect gaming education for his kids
3 mins
Issue 280
Retro Gamer
FORMULA 1 97
PLATFORM: PLAYSTATION » RELEASED: 1997 » CHEAT TYPE: SECRET STAGE » CHEAT COMPLEXITY: VERY HIGH
1 min
Issue 280
Retro Gamer
ALIEN SYNDROME
REMEMBER THE BACK OF THE ARCADE, WHERE THE NOT-SO-FLASHY COIN-OPS LURKED IN THE DARKNESS, WAITING TO BE DISCOVERED? BACK IN 1987, THIS IS WHERE YOU'D LIKELY HEAR A BLOODCURDLING FEMALE SCREAM THAT COULD BELONG TO ONLY ONE GAME...
10 mins
Issue 280
Retro Gamer
A MULTITUDE OF MEGA MAGAZINES
Marc Jowett holds the front pages with his impressive Sega magazine collection
2 mins
Issue 280
Retro Gamer
THE MAKING OF EARTHWORM JIM 2
THERE AREN'T THAT MANY GAMES THAT CAN CALL THEMSELVES \"ONE OF THE CRAZIEST ADVENTURES OF ALL TIME\". EARTHWORM JIM 2 IS DEFINITELY ONE OF THE TOP THREE CANDIDATES
9 mins
Issue 280
Retro Gamer
KNUCKLES' CHAOTIX
Released on Sega's 32X add-on for the Mega Drive, Knuckles' Chaotix is a colourful 2D platformer that introduced some unique gameplay elements and new characters, as well as giving Knuckles his only ever starring role
3 mins
Issue 280
Retro Gamer
Evercade Multi-Game Cartridges
BLAZE ENTERTAINMENT FINISHES 2025 WITH A BANG
3 mins
Issue 280
Retro Gamer
ENIGMATIC EXCAVATIONS
GAMES ARE OFTEN CANCELLED, AND THIS WAS ESPECIALLY TRUE IN THOSE TURBULENT EARLY YEARS OF THE UK VIDEOGAMES INDUSTRY. MOST DEVELOPERS WOULD EXPERIENCE A FEW, BUT ENIGMA VARIATIONS AND THE OWNERS' SUBSEQUENT COMPANIES HAD MORE THAN THEIR FAIR SHARE. IT'S TIME TO DISCOVER WHY
10 mins
Issue 280
Retro Gamer
It's-a me, Pauline!
My daughter turned 16 this year, which means I've officially entered the stage of parenthood where anything I say is answered with eye-rolling. It also means I've been thinking a lot about when she was small - specifically the time she inadvertently sent me on one of the strangest, most meaningful missions of my life.
2 mins
Issue 280
Listen
Translate
Change font size
