Download Planet Treasure: Battle For PC Game 2002
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It's called Disney's Treasure Planet Training Academy and apparently I only played the last part of it, Etherium Rescue. It was distributed as promo with various products for children. I even found a download link on a spanish abandonware board (game itself is in english). If download links are prohibited here please feel free to point it out. I assume if it is abandonware it's okay.
You could play ships only, no charakter or sth. It was a very simple top down game, flying with a ship through space, shooting up stuff (enemies and rocks), gathering collectibles and upgrades (e.g. shooting with five canons instead of one, shooting faster and so on). Pretty sure it was for free so I guess it was promo material for the movie when it came out in 2002.
Disney's Treasure Planet: Battle at Procyon is a video game published in 2002 on Windows by Disney Interactive, Inc., Disney Interactive. It's a strategy game, set in a real-time, sci-fi / futuristic, licensed title, steampunk, walt disney and movies themes.
Treasure Planet: Battle at Procyon is a sequel game created by Disney Interactive. It takes place after the events in the film, and follows Jim Hawkins as he advances in the ranks of the Royal Navy. The game features single player skirmish, and multiplayer battles.
You controlled Joseph, a Summoner who could call into battle various powerful creatures. As well as Joseph, other party members also joined the quest, and you could take control of these, too. The game featured a myriad of side quests, and combat was real time. There was also a healthy amount of Diablo-style loot finding to be done.
Each game, including this debut outing, saw the titular Raccoon thief pull off various heists and engage in boss battles. Sly could use the world to his advantage, shimmying up drainpipes, perching on vantage points, and hiding so he could execute stealth attacks. He also fought foes face to face, but this was a noisy option. The end result was a great example of 3D platforming that demonstrated the genre could be more flexible and varied than it usually was.
Beyond Good and Evil used game mechanics from various other titles, mainly releases like Zelda and the Metroidvania genre. Parts of the world are closed off until Jade acquires the right abilities or equipment to progress, and the open world can be freely explored in order to find secrets and side missions. There is a photographic side quest to take pictures of every animal species on the planet, and finding all of the pearls in the game (also used as currency), can take a good while to complete.
Once players have found some enemy units, the game zooms down into tactical mode where players will really get their taste of the style of art Nival is particularly talented in creating. Units are detailed, colorful, and blessed with some decent animation sets to make battles come alive. They've got a slight over-proportioned look to them as well giving off a slightly cartoonish look. When particle effects for spells and other skills are added in, these close up shots of creatures are pretty damn nice. Nice camera angles and action shots help present the tactical gameplay in a more interesting aspect as well.
The story is something that Nival is working to make something interesting to all players. Instead of simply following one of the factions through the game to completion, players will have the chance to play six campaigns that follow one another in sequence to the conclusion. Hopefully the story will show off the events from differing perspectives and motives successfully. The campaigns themselves will play much like those we've seen in the rest of the series. The overland map is where most of the actual strategy takes place. Players begin with heroes and search out the map for points of interest. On the map, players will be able to collect items for their heroes and battle neutral and enemy units in order to bring their heroes up in level. Heroes have a certain number of movement points per turn so when they're out of points, they're stuck until the other players (computer AI) are done with their turns. One of the new features currently being tweaked is the idea of a trail that follow a hero around. This trail may look different for each faction, but it serves the same purpose for all. It's a calling card for enemy units. Should an enemy wish it, they can track down a hero just from that trail to do battle. It'll decay over time, but it's a neat idea so that it's not impossible to track down heroes for slaughter.
Along with the heroes, players will also be able to utilize a home city. This home city is where players can recruit new types of units to accompany heroes into battle, upgrade buildings to open up new units, research spells, and so on. It's an important part of the game and is represented differently for every faction. For instance, the Sylvans home city is represented as a giant tree. Buildings are constructed around its root structure and around its trunk.
The real-time strategy genre has been a cornerstone of PC gaming for multiple decades. This success has been helped in no small part by the diverse range of settings that the games take place; the genre has seen WW2 shooters, mythical battles, and Ancient Egyptian warfare. Another popular type of RTS game is futuristic science-fiction, a category that has been dominated by Blizzard Entertainment's StarCraft series. The original game, StarCraft, won a multitude of awards upon release, including Strategy Game Of The Year by GameSpot and Real-Time Strategy Game Of The Year by PC Gamer.
Supreme Commander is set in the distant future of the 37th century. The game was praised upon its 2007 release for its strategic zoom. The zoom gave players excellent tactical views of their battles. Moreover, it impressively allowed players to zoom out far enough to show the entire map.
When you hear a word game has been unleashed by the unhinged minds behind Exploding Kittens, you should expect the unorthodox. And, sure enough, Kitty Letter smacks conventional with an angry paw, and then throws you into the maw of deeply weird battles that combine Boggle, tower defence, detonating moggies and a dysenteric deer.
These games are designed to push boundaries and let players go a little wild, prompting concerned mothers all over the world to have ongoing battles with their children about how inappropriate they are. 59ce067264
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