Stunt Island (0)

Stunt Island
First release date
1992-12-31
Platform
PC
Developer
The Assembly Line
Publisher
Walt Disney Computer Software, Inc.

Overview

Stunt Island is a flight simulator and movie making sim released for the PC in 1992 by Disney Interactive. While basically a flight simulator at heart, the game allows for the creation of short films using the in-game Set Design creator- including placement of cameras, props, vehicles, and more- and the Editing Room, where multi-camera films can be edited, scored, and finally viewed and exported for viewing by others, making it one of the earliest forms of Machinima creation software.  

Story

 The Stunt Coordinator. Smug, behind a desk.

While lacking a traditional narrative, the player can choose to either create their own stunts and films or to follow the direction provided by the Stunt Coordinator. The Stunt Coordinator takes the player through 32 stunts of increasing difficulty, including flying through a barn, navigating a canyon, and eventually even landing on a moving train. The player can  also participate in the Stunt Pilot of the Year competition, with improved performance in these stunts resulting in a higher ranking.  
 
From the opening screen, the player, arriving at Stunt Island, can choose to visit five different destinations: 
 

 Welcome to Stunt Island!
Cabin 273. This is where the player “lives” during their stay at Stunt Island. This includes checking the ledger (showing the player the money received so far for stunts completed), listening to answering machine messages from various NPCs, and looking at daily score standings for the Stunt Competition. 
 
Airfield
. Visiting the Airfield allows the player to pick any airplane in the game and fly it freely around the map. The Airfield is also home to the Hall of Fame, a listing of high scores for each stunt. 
 
Production Building
. The Production Building is where all stunts are assigned by the Stunt Coordinator or created by the player. 
 
Post-Production Building
. All viewing and editing of films happen here in the Theater and Editing Room, respectively. 
 
Ferry Harbor
. To leave the game, the player had to visit the Ferry Harbor and choose to leave on the ferry. Quitting the program without leaving by ferry will not save the game’s progress. 
 
To win the Stunt Pilot of the Year contest, 26 of the 32 stunts had to be completed, without going over the limit for takes on each stunt. The player’s reward for winning the contest was to have the airfield named after them.
 
If a player is not part of the Stunt Pilot of the Year contest, all stunts are open to choose from immediately. However, being a part of the contest limits the number available, and new, more difficult stunts are unlocked upon completion of easier stunts. At any point, though, the player can choose the “Risk” option, which gives the player a difficult stunt that they must complete.
 
Extra takes or crashes cost the player points and money in the competition standings. Crashes, when not a scripted part of the stunt, will land the player in the hospital, though the hospital visit could be turned off in the game’s preferences. The player can also be fired from a stunt if they’re doing poorly enough. 
 

Gameplay 

Inside the cockpit. 

Stunt Island houses a relatively deep flight simulator. Each cockpit includes an engine power indicator, horizon gauge, speed indicator, vertical climb indicator, altimeter, clock, and compass, and each plane has its own unique flight envelope. An autopilot feature is  included, but only maintains altitude and heading, rather than completing stunts for the player. A player can also eject and open a parachute, which they can then also control in its decent (crucial for some stunts).  Some aircraft have weapons, including guns, missiles, and bombs. 
 
At any point in free flight, the player can press “R” to record their current gameplay, making it easy to shoot footage without having to set up stunts and cameras ahead of time.
 
Players can choose not to edit their own films, in which case the game would auto-edit any stunts completed.
   

Movie Editing, Viewing, and Sharing

They love it! 

Stunt Island gives the player an unprecedented (at the time) amount of control over the filmmaking process, from set design and multi-camera placement to editing and sound design, introducing many to the idea of Machinima long before it became popular, common, or even technically possible in many other games. Finished films could be viewed in the Movie Theater, full screen.  
 
Stunt Island was released with the MAKEONE tool which allowed the game to generate a self-contained file of any given movie that could be viewed by anyone with the game or even without the game (using the PLAYONE utility). Many films were created and shared this way over Compuserve and between friends. 
 
There is still an active Stunt Island group on Yahoo!  
 

Aircraft

Aircraft

Manufacturer

Take-off speed

Stall speed

Maximum speed

Maximum altitude

Flaps

Retractable landing gear

A-10 Thunderbolt

Grumman Corporation

138 mph

115 mph

439 mph

45,000 feet

Yes

Yes

A-E Intruder

Grumman Corporation

136 mph

113 mph

644 mph

42,000 feet

Yes

Yes

B-2 Stealth Bomber

Northrop

143 mph

117 mph

627 mph

50,290 feet

Yes

Yes

Beechcraft Bonanza V-35

Beech Aircraft Corp.

90 mph

72 mph

209 mph

17,858 feet

Yes

Yes

Boeing 727

Boeing Commercial Airplane Group

150 mph

125 mph

599 mph

45,000 feet

Yes

Yes

Boeing 737

Boeing Commercial Airplane Group

145 mph

125 mph

532 mph

45,000 feet

Yes

Yes

Boeing 747

Boeing Commercial Airplane Group

160 mph

145 mph

602 mph

50,000 feet

Yes

Yes

Bristol Bulldog (MK 11A)

Bristol Aeroplane Co.

65 mph

55 mph

135 mph

25,000 feet

No

No

Cessna Model 172 (Skyhawk)

Cessna Aircraft Co.

55 mph

45 mph

138 mph

12,000 feet

Yes

No

Curtiss JN “Jenny”

Curtiss Aeroplane and Motors Corp.

54 mph

30 mph

75 mph

14,000 feet

No

No

Curtiss June Bug

Curtiss Aeroplane and Motors Corp.

48 mph

25 mph

65 mph

14,000 feet

No

No

Douglas DC-10

Douglas Aircraft Co.

155 mph

130 mph

564 mph

50,000 feet

Yes

Yes

Duck

N/A

Low

Low

Low

Low

No

Yes

E3 AWACS

Boeing Aerospace and Electronics

168 mph

140 mph

530 mph

30,000 feet

Yes

Yes

F-4E Phantom

McDonnell Douglas Corp.

168 mph

140 mph

1,484 mph

62,250 feet

Yes

Yes

F-I 5C Eagle

McDonnell Douglas Corp.

168 mph

130 mph

1,868 mph

60,000 feet

Yes

Yes

F-I 6C Falcon

General Dynamos Corp.

168 mph

130 mph

1,5000 mph

60,000 feet

Yes

Yes

F/A-18A Hornet

McDonnell Douglas Corp.

168 mph

130 mph

1,345 mph

50,000 feet

Yes

Yes

F-88 Sabre

North American Aviation, Inc.

122 mph

110 mph

617 mph

50,800 feet

Yes

Yes

F-I 17A Stealth (Fighter)

Lockheed Corp.

190 mph

158 mph

673 mph

60,000 feet

Yes

Yes

Fokker Dr. 1 (Triplane)

Fokker Fugzeugwerke

60 mph

50 mph

103 mph

20,000 feet

No

No

Hang Glider

N/A

Low

Low

Medium

Low

No

No

Hawk

British Aerospace Ltd. Military Aircraft Division

145 mph

122 mph

621 mph

50,000 feet

Yes

Yes

Junkers Ju 76D Stuka

Junkers Flugzeug Und Motorenwerke

90 mph

75 mph

255 mph

24,000 feet

Yes

Yes

Junkers Ju 88A

Junkers Flugzeug Und Motorenwerke

114 mph

95 mph

295 mph

25,000

Yes

No

Learjet 60

Learjet, Inc.

146 mph

122 mph

548 mph

51,000 feet

Yes

Yes

Lockheed TR-1

Lockheed Corp.

168 mph

140 mph

428 mph

80,000 feet

Yes

Yes

Lockheed U-2 Spy Plane

Lockheed Corp.

168 mph

140 mph

428 mph

80,000 feet

Yes

Yes

Messerschmitt BF 109 G

Messerschmitt Flugzegbau G.M.B.H.

96 mph

80 mph

428 mph

35,000 feet

Yes

Yes

Messerschmitt BF 110

Messerschmitt Flugzegbau G.M.B.H.

105 mph

88 mph

340 mph

35,000 feet

Yes

Yes

MiG-15(UT) Midget

Mikoyan Guryevitch

123 mph

112 mph

668 mph

51,000 feet

Yes

Yes

MiG-25 Foxbat

Mikoyan Guryevitch

162 mph

135 mph

668 mph

75,450 feet

Yes

Yes

MiG-29 Fulcrum

Mikoyan Guryevitch

168 mph

140 mph

1,530 mph

60,700 feet

Yes

Yes

Mirage 2000

Dassault Aviation

138 mph

114 mph

1,645 mph

59,000 feet

Yes

Yes

Mitsubishi A6M Zero-Sen

Mitsubishi Jukogyuo Kabushiki Kaisha

90 mph

75 mph

340 mph

24,000 feet

Yes

Yes

P-51 D Mustang

North American Aviation, Inc.

90 mph

75 mph

445 mph

40,000 feet

Yes

Yes

P-38 Lightning

Lockheed Corp.

90 mph

75 mph

350 mph

40,000 feet

Yes

Yes

Paraglider

N/A

Low

Low

Low

Medium

No

No

Piper Cherokee

Piper Aircraft Corp.

60 mph

47 mph

144 mph

12,000 feet

Yes

Yes

Pitts Special

Christen Industries

65 mph

55 mph

160 mph

14,000 feet

Yes

Yes

Pterodactyl

N/A

Low

Low

Low, but more than the duck

Low

No

No

SR-71A Blackbird

Lockheed Corp.

190 mph

160 mph

2,000 mph

85,000 feet

Yes

Yes

Sopwith Camel

Sopwith Aviation Company

60 mph

50 mph

115 mph

19,000 feet

No

No

Sopwith Triplane

Sopwith Aviation Company

60 mph

50 mph

113 mph

20,500 feet

No

No

Spitfire

Supermarine Viokers-Armstrongs, Ltd.

96 mph

80 mph

416 mph

44,000 feet

No

No

Space Shuttle

*See below

*See below

*See below

*See below

*See below

Yes

Yes

Tupolev Tu-142 Bear

Tupolev Design Bureau

150 mph

125 mph

575 mph

45,900 feet

Yes

Yes

 
*According to the manual, “Because the Space Shuttle has been specifically tailored for stunt flying, the speed and altitude capabilities have been modified from those of an authentic space shuttle. The Stunt Island space shuttle flight specifications are comparable to those of a very fast aircraft.

Stunts

Stunt Assignment

Description

First take bonus

Crash penalty

Take Penalty

Maximum takes allowed

Scene 1. 
Take off and shoot a Zero.

This is the final scene in the World War II epic. Taking off from the runway in your P-38 Lightning, you need to pull up before you hit the burning Zero on the runway. Then, without going over 200 feet, you need to shoot down another Zero that’s bombing the Allies’ hangars. You have a shot limit of 40.

220

180

90

10

Scene 2. 
Land on the Golden Gate.

This stunt’s for a drama that takes place in the “City by the Bay.” In a tense moment, you’re forced to land your Cessna 172 on the Golden Gate Bridge without hitting any cars. You should be heading north when you perform this stunt.

150

270

150

4

Scene 3. Barnstorm.

This is a classic barnstormer. You have to guide your Fokker Triplane through the open doors of a barn. The added challenge is dodging the three combines passing in front of the barn as you make your entrance. Touching the ground is out, so don’t think about landing and then driving through.

600

390

240

8

Scene 4. 
Pick up a convict on Alcatraz.

This assignment takes you to The Rock. You need to pluck a convict who’s trying to escape off a tower. The convict is

holding a hook that will latch onto the wheels of your Sopwith Camel. Fly too high and you’ll miss him; fly too low and he’ll be forced to duck, Your “package” is about 180 feet off the ground. You must execute the pickup at a minimum of 110 m.p.h.

150

360

210

6

Scene 5. 
Catch a balloon.

There’s political trouble afloat in the hot air balloon festival.

The red and white balloon is carrying an explosive cargo that

is slated to be dropped when it drifts over the governor’s mansion. A group of hot air balloons loosely dot the sky. Your job is to snag the red and white balloon with your P-38 Lightning while avoiding all other balloons. Have any part of your aircraft touch the hot air balloon by the basket only; if you hit the balloon, it will cause an explosion and end the stunt.

150

210

150

6

Scene 6. 
Castlestorm.

In this medieval farce, you’ll start the scene positioned at the backside of a castle in your hang glider. You need to glide around to the front of the castle and go in through the castle’s entrance. Once inside, land with your feet on the catapult. You’re catapulted back out so be sure to hang on tight.

150

300

90

6

Scene 7. 
Park at the hamburger stand.

In an incredible lapse of vegetarianism, the lead character gets a pathological desire for a grilled cheeseburger. As the vexed pilot, you’re going to land your Piper Cherokee on a quiet country road, taxiing it on the road until you hit a roadblock of two police cars. Just before you hit the roadblock, you’re going to make a hard left turn down another road, where you’ll soon see a parking lot to your left. Pull into the first series of parking spaces and put the nose of your aircraft in the second row, stall 3 (it doesn’t matter how the aircraft is positioned as long as the nose is in the right stall). When you park, be sure to put on your brakes or cut your engine so you’re stopped. Bon appetit.

150

420

270

6

Scene 8. 
Shoot planes in formation.

This director loves a tense chase scene. Your allies are being pursued by the enemy. You need to hit the five enemy planes without striking your two allies who are in the lead. You’ll be positioned behind all the planes in your P-51D Mustang when the action starts. There’s a time limit of 3 minutes or a shot limit of 100, whichever occurs first.

600

390

180

7

Scene 9.
Crash into a 747’s engine.

In this mid-air collision footage, your troubled F4U Corsair is making an emergency landing at the airport. As you’re coming in, a Boeing 747 is just taking off. You need to strike the right outermost engine of the 747, avoiding the rest of the 747. The right wing and engine are specially reinforced for this stunt, so it’s imperative you hit the 747 in that spot.

450

480

150

9

Scene 10.
Crash into a hotel.

Here’s your first science fiction assignment. You’re going to crash this specially-made meteor into the hotel that sits at the confluence (or “Y”) of the river. Because these meteors were expensive and time-consuming to make, only a few were created. The director and stunt coordinator are counting on first-take success. If you don’t succeed, you might consider finding a real meteor to crawl under.

600

1,260

600

3

Scene 11. 
Blast a jeep.

This is the scene where the lead character finally tracks down -and finishes off - his nemesis. In this one-pass stunt, you’ll chase down and shoot the escaping jeep in your Zero.

600

330

240

6

Scene 12. 
Bomber duck.

In this documentary based on the shocking 1992 research revealing the criminal proclivity of birds, you reenact the events of the famous “Egg Blotter” incident. As a duck, you’ll fly over the town in search of the police car containing the officers who supposedly chased off your flock from the town square’s water fountain. You’ll bomb the police car with your Grade A Jumbos. The eggs must hit right in front of or directly on the police car for success.

300

270

330

6

Scene 13. 
Land on the blue building.

You’ll wish you had a helicopter for this one. Land your Pitt Special on the roof of the blue building. You must come to a complete stop without any part of the plane hanging over the edge of the building.

300

390

180

8

Scene 14. 
Save the U.N.

The international establishment known for its attempts to make world peace is about to have its own shattered unless you succeed in your role. From your F4U Corsair, you must shoot at and hit the two leading Humvees in the convoy headed toward the United Nations building. After you’ve struck your targets, you need to shake off the Zeros by cutting a hard right around the United Nations building.

450

300

210

10

Scene 15. 
Hit the renegade caterer.

The catering truck, having just stripped the gas station of all its lottery tickets, is racing to get out of town. The hero, who looks forward to his weekly stab at being a millionaire, grows incensed when he picks up the crime on his shortwave radio. He heads for the catering truck in his Sopwith Camel and intends to clip the fleeing truck with his plane (you must hit the right side of the catering truck). You’ve got to pull off this stunt before the catering truck passes the Stop ‘N’ Rob and goes out of view.

300

390

180

6

Scene 16. 
Fly over a train tunnel.

Here’s one that’ll test your nerves. You need to fly your Sopwith Camel through a tunnel as a train passes through in the opposite direction. You’ve got a very narrow flight corridor, but you wouldn’t be assigned this stunt if it couldn’t be done. Don’t drop below 4 feet, and watch your speed or you may find yourself exiting the tunnel before the train even gets there - that’s a “no go”!

410

360

180

6

Scene 17. 
Land before the armored truck.

This stunt opens the upcoming film on the autobiography of Tex S. Cooper, the World War II veteran pilot and volunteer sheriff who would chase down criminals in his plane. In this re-creation, you’re going to stop the hijacked armored truck by landing your Pitts Special in front of it without hitting any other vehicles. You must intercept the armored truck between the two freeway overpasses.

270

360

270

10

Scene 18. 
Fly down an aqueduct.

An aqueduct that runs between the ocean and a dam is flanked intermittently by towers. The towers will be to the left, to the right, or on both sides of the aqueduct near overcrossings. Your goal is to fly your Pitts Special beneath any overcrossings that are flanked by a tower. Here’s the catch: The crossroads that traverse the aqueduct are each held up by two supports, dividing the flight space beneath the overcrossing into three parts. You must fly through the section that the tower is next to. If two towers flank an overcrossing, you must fly between both supports (basically, through the center of the aqueduct).

750

450

270

6

Scene 19. 
Crash through a billboard.

Zig zag your way through six big rigs and then crash through a billboard that’s beyond the line of big rigs. You must keep your Piper Cherokee within 20 feet of each truck and fly no higher than 50 feet. Start the stunt by flying to the right of the trailing truck in the convoy.

370

240

90

7

Scene 20. 
Fly inverted past a Jenny.

This movie involves two old fighter pilots with something to prove. In this particular scene, two Jennys will fly inverted to one another. You’ll approach the other Jenny from the opposite direction and as you pass each other, you must be inverted and above the other Jenny at no greater than the distance of 10 feet.

750

480

360

7

Scene 21. 
Land on the goalpost.

The San Jose Silverbacks have just won the Superbowl and in the most flamboyant exhibition of football fanaticism, the lead character - a diehard fan with a flair for the outrageous - lands his paraglider right on the goalpost. Your job is to land right in the center of the goalpost nearest to you at less than 8 miles per hour. Don’t hit those uprights!

750

180

120

8

Scene 22. 
Hit the bullseye with your wing.

In this small town scene, you’re going to approach a tower with a bullseye at the top. Fly your Jenny inverted and then hit the bullseye with your reinforced right wing. Your target is about 350 feet off the ground.

750

420

300

5

Scene 23. 
Land on a moving train.

The spy, casually dipping into caviar and enjoying the company of a lovely frauline, thinks he’s safely on his way out of the country. You’re the only thing that stands between him and even more caviar. In your last chance to capture him, you must land the Sopwith Triplane on the moving train - particularly, on the train car that immediately precedes the caboose. The train will be traveling at 64 m.p.h. and you can’t be traveling at more than 70 m.p.h. when you land on the train car.

900

450

270

8

Scene 24. 
Escape from the U.N.

In this role, you’re a terrorist positioned on the roof of the United Nations building. You need to make a bold escape in a parachute. Jump from the top of the building and drift down to a boat that awaits you on the river. Don’t land around the edge of the boat - nail it dead center - and don’t hit it at more than 16 m.p.h. unless you have a lot of free time to rehabilitate two broken legs.

750

150

270

6

Scene 25. 
Bomb the SAM site.

In this war scene, you’re going to fly over a large “X” on the ground which will signal the ground-to-air missiles to be launched. You need to dodge these missiles and head for the SAM radar station. When you’re in position, you must drop a bomb and take out the radar station. This is a one-pass stunt.

750

210

70

10

Scene 26. 
Land on top of a balloon.

A wedding is taking place in a hot air balloon that the bride’s father is paying your character to stop. You must land a paraglider on the top of a hot air balloon, touching down at a maximum of 13 m.p.h. If you touch the hot air balloon at any point other than at the top, it will cost   you a take.

600

150

300

6

Scene 27. 
Recover from a stall.

The pilot starts out the day eating drug-laced pancakes made by a vengeful roommate. After breakfast, the pilot is out enjoying a leisurely flight when suddenly the drug takes effect and the pilot becomes severely disoriented. In this particular scene, the Spitfire will be flying straight up - you’ll have to recover from the inevitable stall. Hitting the ground is obviously out, but so is any type of contact with the trees in the forest.

1,050

450

300

4

Scene 28. 
Slalom through the towers.

Here’s a chance to show your touch in a Bristol Bulldog. You’re going to slalom between six towers, staying as close as possible to each. Enter the slalom to the right of the first tower.

900

1,050

1,200

10

Scene 29. 
Fly under two bridges.

No twists or turns to this one. Fly your F16-C Falcon beneath the two bridges at a speed of no less than 1,000 miles per hour. Hint: Don’t blink.

1,500

2,400

1,500

4

Scene30. 
Bomb the three radar sites.

This assignment takes place in the recreation of a busy Middle Eastern city. Your job is to bomb three rotating enemy radars without hitting any surrounding civilian structures. You get one pass in your A-6E Intruder.

900

1,050

1,200

6

Scene 31. 
Pull out of a dive.

You start this stunt in a Pitts Special that’s pointed straight towards the earth. You must begin to pull out of the dive at no greater than 400 feet, yet you cannot rise above the altitude of 50 feet once you begin to pull out. When you’ve pulled out of the dive, head straight and then make a hard right bank around the United Nations building. Remember, stay below that 50-foot ceiling at all times.

1,130

450

360

8

Scene 32. 
Fly between sky scrapers.

This one-plane Russian parade is about to take downtown Duluth by surprise. Race the MiG-29 Fulcrum down the street that splits the highrises at a minimum of 1,000 miles per hour. The trick is that you’ll be starting perpendicular to the “urban canyon” so you’ll have to cut hard to get into position.

1,500

2,400

1,500

8

Technical Specs

Stunt Island ran on MS-DOS, came on six floppy disks, and required installation. The game was also playable in Windows 3.x and Windows 95. The game's graphics ran at 320x200 resolution with 256 colors. 
 
The game's engine, developed by Disney and The Assembly Line, was very advanced for the time, rendering sometimes hundreds of 3D objects on only a few megabyes of RAM and a 486 processor.