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"retrospective: captain planet and the planeteers (amiga)"

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Sun 19/07/09 at 15:06
Regular
"eat toast!"
Posts: 1,466
Captain planet and the planeteers was your typical children’s cartoon show: Heroes called to stop villain, save the day, go home and get wasted (Only kidding, but you get the point). It was clichéd children’s trash you and me probably grew up with. Except it was slightly unique in that it was one of the more successful attempts at conveying a message. The heroes were a group of environmentally conscience individuals who welded rings of power to thwart an eco-villain with a diabolical plan.

For sometime, Captain Planet was successful with a lengthy production run with some top a-list actors pitching their talents (whoopi Goldberg and meg ryan being prime examples), spawning their own line of toys and of course, games.

Captain planet and the planeteers on the Amiga was a platformer that consisted of 6 levels. The first 5 were with their planeteers using their respective powers and the last level with captain planet himself. Although there was only just 6 levels, the developers made sure to prolong the pain and suffering as long as possible by making each level very large and littered with several objectives which took bloody forever to complete. On the plus side, the graphics sound weren’t horrendous, being colourful, well animated and filled with plenty of catchy upbeat soundtracks. But the game play was far from brilliant, as the game grew tedious very quickly. Most missions consisted of destroying all the toxic materials and each level was packed to the brim with it. To make things even dire, without a save game system players were forced to replay every stage again every time they died or switched on the amiga.

By the final stage with the planeteers the game’s difficulty would have been quite high. Players were expected to complete an ever-increasing list of crap to progress and would’ve noticed that the planeteers get progressively less and less effective. At first players can attack enemies directly, but by the 5th level, kwami (who welded earth power) had to push bounders or roll them into enemies to defeat them. Additionally, whilst all the other planeteers had counter measures to survive high drops, Kwami had NO such measures and his level had the most instant death drops. To add insult to injury, his OWN powers could KILL him as well. At first it was funny, but one man could only laugh at his own stupid demise of a bounder rolling back on his head for so long. Whether these problems occurred due to the difficult nature to formulate plausible powers or the programmers intentions, it works against the game.

At the end of each level, players were expected to rescue some endangered animals from the clutches of diabolical villain using various vehicles that the planeteers had available. The exception was the wind level, which required players to destroy bombs in a pyramid. What that had to do with preserving nature I don’t know. To save the animals you’d Mostly use that stupidly proportioned geo-helicopter that resembled an RC helicopter and although wasn’t bad to fly, was atrocious to use. The net made the player a very large target and if deployed too low to the ground would send players crashing.

Of course, the aim was to RESCUE the animals by taking them to their sanctuary. Amazingly, for a game that encourages players to look after the planet and the endangered animals, it allows you to kill the animals. This of course made the entire exercise of attempting the level a big waste of time. Whether this happened through mistake or on purpose resulted in your ring being cracked, perhaps a way of showing the games disapproval. But then again, there were no consequences for the failure, so naturally I killed the animals on purpose for one if not all the reasons outlined below:


1. It wasn’t clear in how I was meant to save them.

2. It was too difficult/dangerous task.

3. It wasn’t worth the effort just to get a pathetic few thousand points.

4. I found it more my liking to go against the spirit of the game and captain planet. “Look after the world my ass. I’ll be dead before I see the consequences” pretty much summed up my feelings at the time.

5. The game was just crap. I had become impatient from the tedium of playing through each level every time and I simply wanted to be done with it.

In my case, I botched 60% of the levels by killing the animals and not making even a remote attempt at saving the planet. But should players get the planeteers to complete their missions saving the endangered animals and preserving the planet without going insane through boredom, there was one final challenge. It was time to summon captain planet to take on the final level and the final eco-villain: DUKE NUKEM!

(Fun trivia: whilst captain planet was the first to use the name duke nukem, because it wasn’t trade marked, 3d realms used the name and took it as their own)

I’ve only ever got to this stage once; it wasn’t worth the effort to complete the first 5 levels again and again just to have a stab at it. Back in the old days to make progress I had to replay all the levels again and again to make an attempt at the new sections. Unsurprisingly It too me YEARS just to get to the final stage and I’d had enough punishment from this game. I still don’t understand why I kept playing that boring, tedious and annoying game, maybe I just didn’t want to be beaten by a 1mb game, maybe I wanted to be renown amongst my family as the guy who would persevere, suffer and complete the crap games so we all finally know the ending. Well, let me tell you, the ending is a rubbish congratulations screen. It’s like having one final kick in the balls, a final joke at your expense or rubbing salt in your wounds with this final insult.

If the opportunity to play this game ever arises, don’t. Remember, the power is yours: don’t play crap games...Unless its with an emulator with a quicksave function.
Mon 20/07/09 at 14:32
Staff Moderator
"Freeola Ltd"
Posts: 3,299
Nice effort. Good details, and you have put a lot of work into it.
Sun 19/07/09 at 15:06
Regular
"eat toast!"
Posts: 1,466
Captain planet and the planeteers was your typical children’s cartoon show: Heroes called to stop villain, save the day, go home and get wasted (Only kidding, but you get the point). It was clichéd children’s trash you and me probably grew up with. Except it was slightly unique in that it was one of the more successful attempts at conveying a message. The heroes were a group of environmentally conscience individuals who welded rings of power to thwart an eco-villain with a diabolical plan.

For sometime, Captain Planet was successful with a lengthy production run with some top a-list actors pitching their talents (whoopi Goldberg and meg ryan being prime examples), spawning their own line of toys and of course, games.

Captain planet and the planeteers on the Amiga was a platformer that consisted of 6 levels. The first 5 were with their planeteers using their respective powers and the last level with captain planet himself. Although there was only just 6 levels, the developers made sure to prolong the pain and suffering as long as possible by making each level very large and littered with several objectives which took bloody forever to complete. On the plus side, the graphics sound weren’t horrendous, being colourful, well animated and filled with plenty of catchy upbeat soundtracks. But the game play was far from brilliant, as the game grew tedious very quickly. Most missions consisted of destroying all the toxic materials and each level was packed to the brim with it. To make things even dire, without a save game system players were forced to replay every stage again every time they died or switched on the amiga.

By the final stage with the planeteers the game’s difficulty would have been quite high. Players were expected to complete an ever-increasing list of crap to progress and would’ve noticed that the planeteers get progressively less and less effective. At first players can attack enemies directly, but by the 5th level, kwami (who welded earth power) had to push bounders or roll them into enemies to defeat them. Additionally, whilst all the other planeteers had counter measures to survive high drops, Kwami had NO such measures and his level had the most instant death drops. To add insult to injury, his OWN powers could KILL him as well. At first it was funny, but one man could only laugh at his own stupid demise of a bounder rolling back on his head for so long. Whether these problems occurred due to the difficult nature to formulate plausible powers or the programmers intentions, it works against the game.

At the end of each level, players were expected to rescue some endangered animals from the clutches of diabolical villain using various vehicles that the planeteers had available. The exception was the wind level, which required players to destroy bombs in a pyramid. What that had to do with preserving nature I don’t know. To save the animals you’d Mostly use that stupidly proportioned geo-helicopter that resembled an RC helicopter and although wasn’t bad to fly, was atrocious to use. The net made the player a very large target and if deployed too low to the ground would send players crashing.

Of course, the aim was to RESCUE the animals by taking them to their sanctuary. Amazingly, for a game that encourages players to look after the planet and the endangered animals, it allows you to kill the animals. This of course made the entire exercise of attempting the level a big waste of time. Whether this happened through mistake or on purpose resulted in your ring being cracked, perhaps a way of showing the games disapproval. But then again, there were no consequences for the failure, so naturally I killed the animals on purpose for one if not all the reasons outlined below:


1. It wasn’t clear in how I was meant to save them.

2. It was too difficult/dangerous task.

3. It wasn’t worth the effort just to get a pathetic few thousand points.

4. I found it more my liking to go against the spirit of the game and captain planet. “Look after the world my ass. I’ll be dead before I see the consequences” pretty much summed up my feelings at the time.

5. The game was just crap. I had become impatient from the tedium of playing through each level every time and I simply wanted to be done with it.

In my case, I botched 60% of the levels by killing the animals and not making even a remote attempt at saving the planet. But should players get the planeteers to complete their missions saving the endangered animals and preserving the planet without going insane through boredom, there was one final challenge. It was time to summon captain planet to take on the final level and the final eco-villain: DUKE NUKEM!

(Fun trivia: whilst captain planet was the first to use the name duke nukem, because it wasn’t trade marked, 3d realms used the name and took it as their own)

I’ve only ever got to this stage once; it wasn’t worth the effort to complete the first 5 levels again and again just to have a stab at it. Back in the old days to make progress I had to replay all the levels again and again to make an attempt at the new sections. Unsurprisingly It too me YEARS just to get to the final stage and I’d had enough punishment from this game. I still don’t understand why I kept playing that boring, tedious and annoying game, maybe I just didn’t want to be beaten by a 1mb game, maybe I wanted to be renown amongst my family as the guy who would persevere, suffer and complete the crap games so we all finally know the ending. Well, let me tell you, the ending is a rubbish congratulations screen. It’s like having one final kick in the balls, a final joke at your expense or rubbing salt in your wounds with this final insult.

If the opportunity to play this game ever arises, don’t. Remember, the power is yours: don’t play crap games...Unless its with an emulator with a quicksave function.

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