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|Captain Planet and the Planeteers is a 2D action platform game released in the early 1990, loosely based on the synonymous environmentalist animated series. The game was praised for its good looking visuals and sound but its sluggish controls cannot keep player's attention long enough. The game was bundled with the Amiga 500 and Amiga 500+ in the Cartoon Classics package. It was also released for the Atari ST, Amstrad CPC, Sinclair ZX Spectrum and Nintendo NES console.|
STORY / GAMEPLAY
Captain Planet and his team of five Planeteers are about to save Earth's threatened environment once and for all. You play each level as one of the Planeteer characters from the famous animated series of the 90s, each having his own unique powers (such as creating ice platforms to jump on or even growing vines tall to climb on higher platforms). You can even wander riding your own aircraft like a jet and a submarine, allowing you to zip around the decently sized levels. A typical mission could involve saving a number of polar bears, shutting down a series of nuclear waste sites or using your jet (Geocruiser) to repair the damaged ozone layer. Each level has a different theme, based upon the team member's special powers with unique puzzles to solve and several nasties and traps to evade or destroy. Once you have completed all five levels (one connected to each character), the heroes then combine powers and Captain Planet is summoned! Its variable gameplay makes the game refreshing compared with to many other generic platforms games where you simply collect gems and try to find the exit. Well, the game has a few major flaws though. The controls are often unresponsive. For instance, when you jump, your character rises slowly and then lands equally slowly back to the surface, making the game feel extremely sluggish and hard to reckon simple jumps. Also, when you lose a life, your character will spawn again straight back to the same situation without an invulnerability time, losing another life for the very same reason!
GRAPHICS / SOUND
The game's visuals are bright and look good and the Amiga version supports up to 64 simultaneous colors on-screen, double the usual 32 colors that is. The backgrounds are adequate with nothing to complain about or to get overly excited. The color palette is vivid while the sprites and the backdrops move fast and smooth. To the game's sound, we have a variety of cool in-game tunes and a few sampled sound effects.
GAMEPLAY SAMPLE VIDEO
On our video below you may watch the Atari ST, Amiga OCS and the much different Sega Mega Drive version of the game.
|CPU: Motorola MC68000 7.16 MHz|
MEMORY: 512KB of Chip RAM (OCS chipset - A500), 512 KB of Slow RAM or Trapdoor RAM can be added via the trapdoor expansion, up to 8 MB of Fast RAM or a Hard drive can be added via the side expansion slot. The ECS chipset (A500+) offered 1MB on board to 2MB (extended) of Chip RAM.
GRAPHICS: The OCS chipset (Amiga 500) features planar graphics (codename Denise custom chip), with up to 5 bit-planes (4 in hires), allowing 2, 4, 8, 16 and 32 color screens, from a 12bit RGB palette of 4096 colors. Resolutions varied from 320x256 (PAL, non-interlaced, up to 4096 colors) to 640x512 (interlace, up to 4 colors). Two special graphics modes where also included: Extra Half Bright with 64 colors and HAM with all 4096 colors on-screen. The ECS chipset models (Amiga 500+) offered same features but also extra high resolution screens up to 1280x512 pixels (4 colors at once).
SOUND: (Paula) 4 hardware-mixed channels of 8-bit sound at up to 28 kHz. The hardware channels had independent volumes (65 levels) and sampling rates, and mixed down to two fully left and fully right stereo outputs
|12bit RGB 4096-colors palette |
(32 to 4096 colors on screen)
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