Let's Sperg Let's Play Treasure Planet: Battle at Procyon (COMPLETED) -

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RA-5C Vigilante

Alone, Unarmed, Unafraid
kiwifarms.net
Many a young lad and lass my age grew up in the heyday of Disney Animation, or got to bask in its glory with the onset of the DVD becoming bigger than sliced bread. For your humble plane avatar however, one movie stood out from The Lion King, Mulan, and many more. That movie was Treasure Planet.
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An adaption of Treasure Island in a space setting, while it may have failed at the box office, it won my heart, and the hearts of a smaller, but dedicated fanbase in the Disney fan community/cult. For the most part, people don't really remember Treasure Planet. Even less people remember it had a video game.
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Developed by Barking Dog studios, makers of Homeworld: Cataclysm, and later turned into Rockstar Vancouver, the people behind Bully and Max Payne 3, BaP as I will refer to it from now on, is a space RTS game that can be briefly described as "Space Nelsonian combat". Do you like space? Do you like 18th century sailing ships? Do you like broadsides of cannons firing? Well then sit down and get ready for some fun! But first I have to register with Disney.
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You think they still have technical support experts somewhere?

I'm hoping to try once a day with these uploads of playthroughs. It's not a very long game, but it's a good schedule. I'll try to explain the plot, gameplay mechanics, and other quirks as we go.

I was trying not to make this post too long, so I won't do a full playthrough of the tutorial, but I will explain what you'll probably see on screen. Its an info dump, batten down the hatches.
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In the lower left, the skull icon shows weapons, useful to show when one is recharged and ready to fire, or if its destroyed. Below the skull is your map, for navigation during longer missions. Finally, the Engine Order Telegraph, basically speed control. The greener and higher, the faster, ending at full stop.
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To the left of the middle panel, the pause button (self-explanatory), and the fleet formation command. This allows you to organize your fleet into formations like a column, a line, wedge, etc.
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In the gold middle part, on the left is the panic fire. Basically, any weapon that can fire and has a target will shoot at the closest one, useful for being caught in a trap. Dead middle is the ships icon, showing what type of ship you command, and also if clicked, will refocus you on it. This is for when you choose other ships in your flotilla and want to go back to your command vessel.
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Now the three bars represent health, combat strength, and solar sails. Health is health. You lose it all, you blow up. Combat strength determines how fast things load, how fast you can repair certain damage, and for the fun stuff, if you can still board and capture enemy ships. Solar sails are how fast you can move. While the engine does get you there, the sails power it. Less sails, less moving. For a ship like a man of war, like the one seen on the cover of the game, this can be shrugged off, but for a little torpedo boat I show in the example, its fatal.
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On the right of the panel, speech records, to re-read hints or updates your crew will give, maybe to warn you of a fire on deck or a ship sighting. Mostly useful for the story mode. Lastly, the navigation selector. It's set on single, meaning your ship will follow a path and just that path. click it again, and you can give multiple waypoints.
You still here? Get everything? We're almost done.
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The final panel has the voice recorder, showing whoever's talking, whether it be an important character or a lowly crewman. You'll mostly hear reports on your speed. The final button is the ship bar, showing the ships under your command and letting you take them over in a lesser capacity.

You may have noticed the compass under the ship. That normally has an arrow pointing out where you need to head to for an objective. The name bars on top show when you get close to ships. There's stuff with the cursor, but I've bored you all enough. As a side note, the RLS stands for Royal Light Ship, but the meta reason is that it stands for Robert Louis Stevenson, writer of the original book.

Grab your uniforms and look lively, tomorrow, we start the campaign, where Jim Hawkins starts his final test...
 
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BlueSpark

kiwifarms.net
I remember playing the PS1 Treasure Planet game. Believe it or not they ripped off Spyro the Dragon of all things for the player abilities (you had a laser gun that didn't fire a projectile but rather had a ranged beam that would last a couple of seconds, like Spyro's fire breath, and the morphing jelly character would transform into a glider and function similar to Spyro's glide). It ripped off that power-up projectile breath ability Spyro had in the second and third games as well.

Seems like all the PS1 Disney games from that era just ripped off whatever was popular.
 

Blacklight

kiwifarms.net
I remember playing the PS1 Treasure Planet game. Believe it or not they ripped off Spyro the Dragon of all things for the player abilities (you had a laser gun that didn't fire a projectile but rather had a ranged beam that would last a couple of seconds, like Spyro's fire breath, and the morphing jelly character would transform into a glider and function similar to Spyro's glide). It ripped off that power-up projectile breath ability Spyro had in the second and third games as well.

Seems like all the PS1 Disney games from that era just ripped off whatever was popular.
Wasn't there also a PS2 game? I remember playing a Treasure Planet game in my childhood, but I never owned a PS1.
 

Sundae

Grim-Ass Reaper Dog
kiwifarms.net
I didn't even know there was a game based on Treasure Planet. Love the movie, it and Atlantis: The Lost Empire are my favorite Disney movies. Shame they're so underrated.

Also did a quick Google search and found out there were plans for a spin-off tv series, which were cancelled when the movie didn't do as well as Disney had hoped. Shame, as both the Tarzan and Buzz Lightyear shows were great.

Wasn't there also a PS2 game? I remember playing a Treasure Planet game in my childhood, but I never owned a PS1.

There was both a PS1 game and a PS2 game:
 

RA-5C Vigilante

Alone, Unarmed, Unafraid
kiwifarms.net
Right lads, stand-to. Battle stations.

The game starts off with an intro that explains the basics of the world better than I could, so take a quick watch.
Tl:dw, the universe is a space ocean, with a Royal Navy being the peace-keepers, Pirates aplenty, and the previously unseen Procyons, but we'll get to them later.

Our adventure starts about 5 years from the end of the movie, Jim Hawkins finding a place at the Royal Naval Academy, John Silver disappearing into the Ethereum, and Captain (now Admiral) Amelia Smollet in command of the training flotilla.
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She's up there in front of the other smaller boats, in the RLS Lyonesse. If you've seen the movie, you'll get why the name of her ship is funny. Speaking of the movie, you may recognize the face in the corner. That would be Mr. Onyx, a nephew of the late Mr. Arrow. He comes from a race that's basically British rock monsters. We set out for our final training exercise before we are upgraded from snotty Midshipmen into full-blown leftenants.
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Assisting is a local strike flotilla, armed with the fast frigates of the Royal Navy. I would like to take a second and say how much I love the ship design in this game and Treasure Planet in general. It somehow perfectly combines the wooden hulls of the 18th century with the sleekness of modern sci-fi. You'll see later on that each faction has it's own ship design philosophy, and the Royal Navy has the pick of the litter in my eyes.
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With Crescentia behind us, literally, we can get a closer view of our first command, the RLS Comet. It's a torpedo boat, the smallest of the Royal Navies fourteen types of playable ships in-game. It's unique in being one of the few ships that is your greatest asset or liability. It's torpedoes make it a fearsome opponent to most ships, and that lance cannon can help immobilize a ship by wreaking havoc on its sails. However, the moment it loses its own sail, it is an easily destroyable sitting duck. It's fast, agile, and a text-book example of a possible glass cannon.
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We meet up with the strike flotilla again, and quickly engage with dummy rounds. It's basically a weapons test. Needless to say, we are flawless. Mostly because it's hard to fuck up a torpedo. At least in space. The exercise ends after a couple of minutes trying out our weapons, and then a new exercise.
We are split between trainees (red flag) and the flotilla (blue team). We are to sail around a nebula and meet up with the flotilla again to do actual weapons exercises.
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A closer shot of the RLS Lyonesse, a heavy escort class, one of the four playable, but not for us in the campaign, ships. In the skirmish and free-for-all modes, you can choose this as part of your fleet.
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Now here's the Clarke nebula, probably named for Issac Clarke. Nebula's are sort like a space fog and doldrums. You start slowing down, losing your way and sail power, eventually you'll lose all power and be lost forever. There are plenty of old wrecks in many a nebula to attest to their hidden danger. We'll be going into some nebulas and passing others throughout the campaign, so it's a good thing to talk about now. We circle around the nebula and find the strike flotilla. We are then ordered to attack. Any ship that takes damage to the point of destruction will have all systems cut and a black flag raised.
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Predictably, the trainees win. Well, the two torpedo boats do. The warsloops, like the Explorer here, not so much. We'll have a long talk about warsloops in a couple missions. With our exercises complete, the fast frigates head home to Crescentia, and we move north to resupply with real ammo at a tender.
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Tenders are a sort of resupply ship. In-game, they will do basic repairs, fixing sails, repairing damage as best as they can. If a whole part of your ship is gone, they can't help. The unfortunately named Bounty gives us a supply of torpedo's, and we're off to a nearby asteroid belt to turn rocks into smaller rocks.

Asteroids have no real comparison, so in sum, big rocks that really hurt. You don't want to run into one, and if they're in your path, blow them to hell. Which we do with glee.
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♫In the navy, yes you can sail...the space and seas! In the Navy♫
Unfortunately, fun ends with a surprise attack by pirates on another tender nearby. The RLS Providence has been attacked, and tenders have little real defense. Being nearby, we are to intercept and stop the pirates.

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Target spotted, a schooner, one of the standard pirate craft. We'll get more into that as well next time.
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They might've fired the first shot, but we sure as hell fire the last.
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With the ship destroyed, we can take the lifeboats of survivors and complete the mission. Now I've never understood the lifeboats, I think all they do is give you a few extra points to purchase upgrades, which won't be available for another mission or two. You can grab your own later, but I never got the concept. They look cool though.
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With that, we complete the level and get a post-mission story.
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We find one of the crew was Turnbuckle, the helmsman of the ill-fated RLS Legacy which found Treasure Planet. Instead of asking for pardoning, he hands Jim a lump of dark matter and tells him a warning from Long John Silver. Jim remarks about hearing rumors of Silvers return to piracy, and wonders what he needs to be warned of. Morph, the little pet that Silver gave to him before leaving the Legacy and avoiding prison, is still around, and plays with Jim while he ponders. By the end of it, he only knows this for certain:
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Well I hope you enjoyed this first real edition of Let's Play Battle at Procyon. Next time, we hunt pirates and gain a valuable weapon in our arsenal.

As an aside, tell me how I'm doing so far. I'm trying to figure out the best way to put these pictures in, thumbnail or full size for convenience, and i'm trying to not make a whole wall of text, but sometimes to explain things it's not possible. I've been fenagling to make BaP look better, but it is nearly 18 (Jesus Christ) years old. We're gonna have to be lenient on the old girl.
 

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BlueSpark

kiwifarms.net
Wasn't there also a PS2 game? I remember playing a Treasure Planet game in my childhood, but I never owned a PS1.

I didn't even know there was a game based on Treasure Planet. Love the movie, it and Atlantis: The Lost Empire are my favorite Disney movies. Shame they're so underrated.

Also did a quick Google search and found out there were plans for a spin-off tv series, which were cancelled when the movie didn't do as well as Disney had hoped. Shame, as both the Tarzan and Buzz Lightyear shows were great.



There was both a PS1 game and a PS2 game:
Yeah, the PS2 game was a Jak and Daxter knock off. It's funny how a bunch of the PS1 Disney games ripped off Crash Bandicoot (Lilo and Stitch, that Donald Duck game etc) and then for the PS2 they started ripping off the latest PS2 Naughty Dog game.
 

RA-5C Vigilante

Alone, Unarmed, Unafraid
kiwifarms.net
Mission Two is a fairly short one. Basically, you are sent to an area that's being attacked by pirates with almost pinpoint accuracy, and by the time the Navy rolls around, they are long gone. The best place to start is to look around and try to find if they have a base.
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Well that looks suspicious, but it's abandoned. We decide to head a bit to the south.
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You may notice the weird effects going on in the background, but we'll get to that in a second. For now, let's look at this totally normal base.
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Ignore the two cannons and the fact it looks like a fort. The flag is one the civilian ships of the Empire use, as we'll see in a second. The cannons start shooting us, and like Sam Hyde, we unfortunately must use violence in a textbook self-defense situation.
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With an easy victory, they surrender. The leader of the pirates, who looks either like he should be saying ack-ack after every sentence or is a giant watermelon head man, takes the defeat in stride, saying that the real pirate in these parts is way ahead of us.
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After a bit of coercion, we move on. Now remember those weird effects in that one photo before the base? Those are meteor showers.

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Meteor showers are a bit like hail storms, but more dangerous to ships. They can tear quickly through your solar sails, making them a dangerous obstacle. As we approach, Mr. Onyx informs us to sail around, or furl the sails. Now you can't furl them, and I sort of remember a Youtube comment where another BaP fan asked a designer about it. Apparently, BaP was going to be more in-depth of a naval combat game, but because it's a kids game, it was a bit streamlined. Fun fact. We continue onwards, until we see a flashing light ahead.
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It's an SOS rocket! Moving to pick it up, we find out it's from a civilian ship, the SS Coventry. It's fifteen minutes old, and they were being attacked by a pirate. We quickly respond and begin a search.
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There she is. The more astute of us following the thread will notice it looks like the first pirate ship we attacked. That's because they're the same ships. The pirates ship design is mostly upgrading captured ships like the Coventry, giving them guns and heading to get more prizes. Trying off the top of my head, theres about 6 or 7 types of civilian ships that are unplayable. The civilian faction as a whole is NPC's that show up in the campaign and a few skirmish maps as needing escorts. With a broken engine, they ask for a tow to the nearest port, Norville. We grudgingly agree to help.
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Here's Norville, and some of the other civilian ship types.
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The Coventry gets repaired, and we get ready to hunt for the pirate again. Before we leave, the captain of the Coventry tells us of another schooner that may be in trouble, the Lady J. We head towards the last location she was at, and confirming our fears, we find another SOS rocket.
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It's from the Lady J, under attack from pirates. This has to be the one we have been hunting since we arrived, and this time, they aren't getting away. Jim believes that they need to move slowly and try to hide to get the drop on the blackguards. Mr. Onyx has a better suggestion though:
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We stop being a ship, and we become one with the whales!
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We continue with the pod, and then see the lazor cannons and the sounds of battle. We got our pirate where we want him, and we go in for the kill!
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It's all over in a few seconds, and we're standing victorious.
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We head in to capture the lifeboats, and bring the relieved crew of the Lady J to safety. The post-mission starts with the pirates captai attempting to throw his secret weapon into the Ethereum, being barely stopped.
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In short, it's a radar. It can point out enemies from afar, giving a tactical advantage to anyone who has it. It was apparently designed by the same people who made Treasure Planet, and uses the same tech and orb shape. With this, Jim hopes to finally tip the balance on the frontier in the Empires favor.
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And that concludes mission 2. Next time, we have one of the most difficult and stressful missions in the game, and we're going to have a good conversation about sloops. A really, really, good in-depth talk about them. Possibly to the point of autism. See you next time!
 
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