

Active chains are also the sole innovation in a rather familiar-feeling game. Called 'action chains', these give you the chance to create combos and wipe large numbers of blocks out, as well as keeping things moving in an otherwise slow-paced game. The game also lets you move blocks while others are being cleared from the board. Extra points are awarded for lines of four, five and six blocks removed, as well as chains that clear different groups at the same time. You can then use this brief pause to line up additional blocks and enable chains, which occur when the process of removing blocks means the blocks above fall down, creating more coloured groups. Blocks of six colours (red, yellow, green, blue, purple, and gray) push up from the bottom of the touchscreen and once the six by 12 block screen fills up, your game ends.Īs you'd expect, each time you successfully clear a group of blocks, you halt the progression of new blocks from the bottom of the screen. You can only move one block at a time, sliding it horizontally.
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Alongside Picross DS, it's also the latest addition to Nintendo's Touch! Generation series of games that attempt to extend the DS's casual appeal with simple puzzle gameplay beefed up by online multiplayer (at least it is in the US, as the game's not yet confirmed for Europe).įlipping your Nintendo DS on its side to play, the goal in Planet Puzzle League is to clear blocks on the touchscreen by aligning three or more of the same colour, after which they disappear.

Blight and her computer MAL, Looten Plunder and his assistant Argos Bleak, or Duke Nukem.Easily beating out Captain Planet and the Planeteers for the crown of dorkiest association of brainy do-gooders, Planet Puzzle League calls forth worldwide puzzle fanatics for a crusade against boredom. The final level allows the player to control Captain Planet, who must be navigated to the end of the stage by using and swapping powers held in bubbles throughout the level, before defeating one of the ecovillans, which is either Hoggish Greedly, Dr.
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Completing the objectives opens the exit gate for the level touching environmental hazards or the unusual monsters in the level will lose the player a life, while failing the objective by killing any of the animals will crack the Planeteer's ring depicted at the bottom of the screen (in the Amiga version), opening the level's exit gate early. Each Planeteer stage has at least one objective, while some had two: to clean up pollution using the Planeteer's magic ring power, and/or to rescue a particular type of animal with the aid of one of the Planeteer vehicles. The Amiga/Atari version has five stages, one for each Planeteer, and a final stage in which Captain Planet could be controlled. The NES version features levels set in the Yellowstone National Park, the Atlantic Ocean, Africa and Antarctica.
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The second stage involves controlling Captain Planet himself as he fights his way to an ecovillain from the TV series. The first stage involves controlling the international teen heroes (Planeteers) flying their Eco-Jet to an enemy fortress, while trying to avoid the instant death that occurs by touching any of the scenery or getting hit by the various projectiles or birds.

The NES version of the game has five levels, each of which are divided into two different types of stages.
