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."
This story is from the Issue 261 edition of Retro Gamer.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the Issue 261 edition of Retro Gamer.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
EVERCADE EXPANDS
We go hands-on with Blaze’s upcoming releases
Rock Band Unplugged
WHO NEEDS PLASTIC PERIPHERALS?
Super Woden GP II
In a world where additional extras are often hidden behind microtransactions and downloadable content it’s rather refreshing to find a game that comes loaded with an obscene amount of extras.
THE MAKING OF MICKEY MANIA
THERE WERE SEVERAL GAMES ON THE MEGA DRIVE FEATURING THE WORLD'S MOST FAMOUS MOUSE, SOME VERY GOOD (CASTLE OF ILLUSION), SOME VERY BAD (FANTASIA). AND THEN THERE WAS MICKEY MANIA, AN IMPRESSIVE TECHNICAL SHOWCASE FROM TRAVELLER'S TALES
PARKER BROS
BY USING ITS CONTACTS IN THE ENTERTAINMENT SECTOR AND FORMIDABLE MARKETING CLOUT, PARKER BROTHERS BROUGHT TITLES LIKE STAR WARS: THE EMPIRE STRIKES BACK, SPIDER-MAN AND FROGGER TO THE ATARI 2600 AND ITS RIVALS. RETRO GAMER HIGHLIGHTS THE FIRM’S BEST RELEASES
SNATCHER
AS HIDEO KOJIMA HAS BECOME A RARE CELEBRITY IN THE GAMING WORLD, SO HIS OLDER WORKS ARE INCREASINGLY REVISITED. BUT HIS 1988 CYBERPUNK ADVENTURE SNATCHER IS ALMOST UNPLAYABLE TODAY, LEGALLY, AND ONLY RECEIVED ONE ENGLISH PORT – WHICH HAS ONLY INCREASED ITS CULT APPEAL, AND COST
ULTIMATE GUIDE TARGET:RENEGADE
THE CITY STREETS ARE NEVER SAFE FOR LONG, ESPECIALLY IN THE DELIGHTFUL-SOUNDING SCUMVILLE, WHERE IT'S KILL OR BE KILLED. JOIN US AS WE REVEAL HOW WITH TARGET: RENEGADE, OCEAN SOFTWARE RETOLD THE STORY OF A VENGEFUL VIGILANTE AND CREATED ONE OF THE BEST EVER 8-BIT BRAWLERS
THE MAKING OF Trivial Pursuit
IN 1986, A SMALL SOFTWARE HOUSE ON THE VERGE OF BANKRUPTCY LICENSED THE WORLD’S BIGGEST BOARD GAME FOR HOME COMPUTERS. IT CHANGED DOMARK – AND THE UK GAMES INDUSTRY – FOREVER
Donkey Kong
ABRIDGED TOO FAR?
THE SPECTRUM
IT’S ONE OF THE MOST ICONIC HOME COMPUTERS EVER MADE, AND IT’S BACK IN PLUG-AND-PLAY FORM. WE SPEAK TO THE PEOPLE BEHIND IT TO FIND OUT WHY IT’S TAKEN SO LONG, AND GET A CHANCE TO GIVE OUR FIRST IMPRESSIONS AHEAD OF LAUNCH