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Developer(s) Mindscape
Publisher(s) Mindscape
Designer(s) Antony Crowther (design, graphics)
Chris Crowther (music, testing)
Platform(s) Amiga, Atari ST, PC (DOS)
Release date(s) 1990
Genre(s) Computer role-playing game
Mode(s) Single player
Media Floppy disk
Input methods Keyboard, Mouse

Captive is a science fiction computer role-playing game released by Mindscape in 1990. A Dungeon Master "clone", it featured 3D realtime graphics from a first-person perspective.

The player characters are androids (termed "droids" in the game) operated remotely by a prisoner trying to free himself. The player assumes the role of the prisoner, and the game involves visiting and destroying a series of bases on different planets.

It was made available on Amiga, Atari ST and PC (1992) platforms.



Trill, the main character, is judged guilty and ordered in a space cryogenic prison for 250 years. 248 years later, he awakes, but without the memory of who he is, where he is and why he was imprisoned.

In the corner of his cell, which had doubled as a store-room, the prisoner finds a "briefcase computer" which gives him control over a group of four droids on a space ship. Now he must use these droids to find and free himself.



Game structure

To free Trill, the droids visit a number of bases on several planets. On each base, the droids locate space probes, which provide the locations of subsequent bases. In addition to collecting probes, the droids also have to blow up the generators of the base which power the force field of the prison station, and then find the exit before the base collapses.

Controlled by the prisoner/player, the droids are firstly found in a spaceship in distant space (an interface using vector graphics), until ordered to land with a capsule on a planet. On each planet, the droids have to first locate the entrance to the base, then enter and explore 'dungeons' containing various puzzles and alien and robotic enemies.

A fully completed mission consists of ten bases followed by the space station; there is a room in the space station which houses Trill, and if the droids enter this room, the game gives the player the choice of freeing him and ending the game completely, or allowing the enemy to recapture him, starting another mission.


There are shops where the droids can buy, sell and repair various weapons, ammunition and body parts. Each droid has of a number of replaceable body parts: a head, chest, arms, hands, legs and feet. These can be upgraded and repaired individually. There are also accessories that can be purchased at the shops such as batteries and remote cameras, and a variety of special utility devices.


There are a variety of weapons, both for hand-to-hand combat and projectile weapons. Depending on its type and the position of the droid wielding it, a weapon can have effect on the left, in the middle or on the right, and at one of two different heights. Some weapons can fire multiple shots at different heights and positions. The two front droids can attack on the left- or right-hand flank respectively. The two droids in the back rank can each only fire projectile weapons down the middle.


The droids can purchase add-on devices from two series: the optics, which either provide extra information or affect the eyesight of the droids, or the devscapes, which affect the droids in other ways. Each droid can only use one such special device at any given time.


The movement and fighting is similar to traditional Dungeon Master clones like Eye of the Beholder. It does play in real time, but most of the opponents move relatively slowly, so much of the gameplay relies not so much on reflexes as on the basic strategy of minimizing damage taken, not getting backed into corners or cul-de-sacs, and not running out of ammunition.


The programmer used an algorithm that generates each planet and base, including its inhabitants, using a single numerical "seed" on the game disk - a trick which enabled them to have 65,535 levels in the game without having to store the details of each level individually (only one base is "active" in any given saved game, since each base must be "destroyed" before moving on).

The game was known as "Federation War" while in development, but a reader of ACE magazine came up with the name Captive in a competition.


Amiga Format reviewed Captive in 1990 and gave it a score of 91%.[1] Zzap! also gave the game a 91% score in 1991, saying:

"As a true RPG it has many of the drawbacks that Dungeon Master had (very little interaction, fictional combat etc). However, the gameworld is well designed, the plot and the opponents are imaginative and the puzzles are challenging with many thrills and spills to keep you on the edge of your chair."[2]

See also

  • Liberation: Captive 2 - The sequel to Captive
  • Hired Guns


  1. ^ Amiga Format, issue 16 for January 1991 (released December 1990), page 71
  2. ^ Zzap! Issue 69, January 1991, p.43 [1]

External links

Source material

Up to date as of January 22, 2010

From Wikisource

by Richard Aldington

They have torn the gold tettinx
From my hair;
And wrenched the bronze sandals
From my ankles.

They have taken from me my friend
Who knew the holy wisdom of the poets,
Who had drunk at the feast
Where Simonides sang.

No more do I walk the calm gardens
In the white mist of olives;
No more do I take the rose-crown
From the white hands of a maiden.

I, who was free, am a slave;
The Muses have forgotten me.
The gods do not hear me.

Here there are no flowers to love;
But afar off I dream that I see
Bent poppies and the deathless asphodel.

PD-icon.svg This work is in the public domain in the United States because it was published before January 1, 1923.

The author died in 1962, so this work is also in the public domain in countries and areas where the copyright term is the author's life plus 30 years or less. This work may also be in the public domain in countries and areas with longer native copyright terms that apply the rule of the shorter term to foreign works.

1911 encyclopedia

Up to date as of January 14, 2010

From LoveToKnow 1911

CAPTIVE (from Lat. capere, to take), one who is captured in warfare. As a term of International Law, it has been displaced by that of "prisoner of war." The position and treatment of captives or prisoners of war is now dealt with fully in chapter ii. of the regulations annexed to the Hague Convention respecting the Laws and Customs of War on Land, of the 18th of October 1907.

See Peace Conference and WAR; also Sir T.Barclay, supplement to Problems of International Practice and Diplomacy, for comparison of texts of 1899 and 1907.

FIG. 3. - Napier Brothers' capstan.

<< Caption

Capture >>

Bible wiki

Up to date as of January 23, 2010

From BibleWiki

one taken in war. Captives were often treated with great cruelty and indignity (1 Kg 20:32; Josh 10:24; Jdg 1:7; 2 Sam 4:12; Jdg 8:7; 2 Sam 12:31; 1Chr 20:3). When a city was taken by assault, all the men were slain, and the women and children carried away captive and sold as slaves (Isa. 20; 47:3; 2Chr 28:9-15; Ps 4412; Joel 3:3), and exposed to the most cruel treatment (Nah 3:10; Zech 14:2; Est 3:13; 2Kg 8:12; Isa 13:16, 18). Captives were sometimes carried away into foreign countries, as was the case with the Jews (Jer 20:5; 39:9, 10; 40:7).

This entry includes text from Easton's Bible Dictionary, 1897.

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