मैगज़्टर गोल्ड के साथ असीमित हो जाओ

मैगज़्टर गोल्ड के साथ असीमित हो जाओ

10,000 से अधिक पत्रिकाओं, समाचार पत्रों और प्रीमियम कहानियों तक असीमित पहुंच प्राप्त करें सिर्फ

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कोशिश गोल्ड - मुक्त

AND THE PLANETEERS

Retro Gamer

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Issue 261

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

- JAMES KONIK

AND THE PLANETEERS

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."

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007 night fire

THE LATE-NINETIES AND EARLY NOUGHTIES WERE THE GOLDEN YEARS OF JAMES BOND VIDEOGAMES. AT THE CENTRE OF IT ALL IS THE MUCH-LOVED 2002 RELEASE NIGHTFIRE. THE GAME'C CO COMPOSER, AND LIFELONG BOND FAN, JEFF TYMOSCHUK KEENLY PAID HOMAGE TO THE SERIES' ICONIC MUSIC WITH HIS OWN REFERENCE-LADEN SOUNDTRACK

time to read

3 mins

Issue 278

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THE MAKING OF OPERATION WOLF

FEW ARCADE GAMES WERE AS IMPOSING, AS ICONIC OR AS INFLUENTIAL AS TAITO'S HIT COIN-OP THAT REDEFINED THE LIGHTGUN GENRE. IN THIS EXCLUSIVE INTERVIEW, THE GAME'S DIRECTOR TOSHIAKI KATO REVEALS THE UNTOLD STORY BEHIND THE MAKING OF THIS ARCADE MILESTONE

time to read

11 mins

Issue 278

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Hardware Heaven

Following the enormous success of the DS, Nintendo didn't feel the need to reinvent the wheel.

time to read

1 min

Issue 278

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OFFICIAL UK PLAYSTATION MAGAZINE #31

THE PLAYSTATION HAD TAKEN THE WORLD BY STORM AND BUILT AN EARLY LIBRARY OF ICONIC TITLES. NOW THEY WERE GETTING SEQUELS, WHICH WOULD BUILD ON THEIR FOUNDATIONS AND DELIVER SOME OF THE BEST GAMES EVER MADE. THIS MONTH'S DISC FEATURES ONE OF THEM

time to read

2 mins

Issue 278

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Burnout Dominator

HEY, HEY, YOU, YOU, I DON'T LIKE YOUR SOUNDTRACK

time to read

1 mins

Issue 278

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FEELING THE FORCE

Darran looks back at his longtime affection for Star Wars

time to read

3 mins

Issue 278

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The Bat Man of Best Buy

There was a time, before online preorders, when a console launch felt like a holiday. You circled the date on the calendar, started saving up your money and cleared your schedule as if the whole thing was a proper vacation. And back then, scarcity wasn't much of a concern. As long as you had a retailer nearby and some patience, you had a fair shot. Then came the Flippers.

time to read

2 mins

Issue 278

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Wing Commander

CHRIS ROBERTS DOES STAR WARS

time to read

1 mins

Issue 278

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VERY SMALL VECTREX

David Oghia tells all about the upcoming mini console

time to read

3 mins

Issue 278

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THE MAKING OF LUMINES

FOR OVER 20 YEARS, TETSUYA MIZUGUCHI HAS CHASED THE DREAM OF SYNESTHETIC GAMING WITH SUCH TITLES AS REZ, CHILD OF EDEN, TETRIS EFFECT AND LUMINES. WITH LUMINES ARISE JUST WEEKS AWAY, WE TALK TO THE LEGENDARY GAME CREATOR ABOUT THE MAKING OF HIS ORIGINAL MUSICAL PUZZLER

time to read

9 mins

Issue 278

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