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		<title>Ymgve at 20:12, 8 June 2010</title>
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				<updated>2010-06-08T20:12:30Z</updated>
		
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&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;pre&amp;gt;---------------------------------------&lt;br /&gt;
                             *  Game Scene - Special  *&lt;br /&gt;
---------------------------------------&lt;br /&gt;
Dear Reader;&lt;br /&gt;
Welcome back to a special installment in Domination.&lt;br /&gt;
Branching off from the regular 'Game Scene' contents&lt;br /&gt;
i bring you all to the pages of 'Game Scene Special'.&lt;br /&gt;
In this once only chapter i will put some light onto&lt;br /&gt;
software that never got released, at least to the&lt;br /&gt;
public.&lt;br /&gt;
Most of this information may sound bogus in this late&lt;br /&gt;
stage of the C64, but from telephone conversations,&lt;br /&gt;
letters and word of mouth, i have gathered quite a&lt;br /&gt;
juicy bit of nostalgic information that may interest&lt;br /&gt;
some of you out there.&lt;br /&gt;
 &lt;br /&gt;
To begin with BATMAN RETURNS, this game was past the&lt;br /&gt;
'preview version' stage and was being programmed by&lt;br /&gt;
Ray Bannon for Denton Designs in the United Kingdom.&lt;br /&gt;
The programmer apparently got into serious&lt;br /&gt;
disagreements with an inhouse team involved with&lt;br /&gt;
Ocean software, and vanished from the C64 and the&lt;br /&gt;
project, which was going to be marketed by Acclaim Ent&lt;br /&gt;
 &lt;br /&gt;
BARBARIAN 3, had been in development by Psygnosis&lt;br /&gt;
since 1989, apparently containing some exceptional&lt;br /&gt;
music and being a pinnacle achievement in both code&lt;br /&gt;
and visual, it never got to the shelves. It was to be&lt;br /&gt;
marketed by Empire, along with a car racing clone&lt;br /&gt;
called HOT RUBBER.&lt;br /&gt;
 &lt;br /&gt;
Storm/Sales Curve, responsible for the likes of SWIV&lt;br /&gt;
(Silkworm 2) and Troddlers (Ed: Come on Enno finish it!)&lt;br /&gt;
have the rights for conversion of the movie hit from&lt;br /&gt;
Stephen King, LAWNMOWER MAN.&lt;br /&gt;
It is uncertain whether development began, or who was&lt;br /&gt;
the team behind the mammoth production.&lt;br /&gt;
 &lt;br /&gt;
After the hit Bubble Bobble then it's sequel Rainbow&lt;br /&gt;
Islands, Ocean were set to stun it's audience again with&lt;br /&gt;
PARASOL STARS (aka Rainbow Islands 2).&lt;br /&gt;
In the public's eye it was believed a certain lazyness on&lt;br /&gt;
behalf of the programming team 'Talisman Software'&lt;br /&gt;
was the cause of no C64 version.&lt;br /&gt;
What the TRUTH is infact was that the harddrive where&lt;br /&gt;
the almost complete C64 version was stored by the&lt;br /&gt;
coder was thrown out of a window by the coder's wife.&lt;br /&gt;
This may sound like some fairy tale, but the coder was&lt;br /&gt;
apparently so eager with the production he spent most&lt;br /&gt;
of his time on the computer, to his wife's distress.&lt;br /&gt;
Massive advertising and public relation stunts were&lt;br /&gt;
performed by Ocean for the C64, costing them money&lt;br /&gt;
after the incident.&lt;br /&gt;
 &lt;br /&gt;
System 3, legendary Uk team which once had it's&lt;br /&gt;
software marketed by Activision, had quite a few&lt;br /&gt;
releases ready for the public.&lt;br /&gt;
Firstly, FUZZBALL, some of you may remember the&lt;br /&gt;
three level preview on the cover tape of 'Commodore&lt;br /&gt;
Format', unfortunately only the Amiga version was&lt;br /&gt;
fully completed.&lt;br /&gt;
Next on the list is SILLY PUTTY, apparently highly&lt;br /&gt;
original in game play and well in production. Similar was&lt;br /&gt;
HAUNTED, a 'Last Ninja' style perspective game, but&lt;br /&gt;
in the mould of ghosts,ghouls,skeletons and other&lt;br /&gt;
nasties.&lt;br /&gt;
Most of you know ofcourse International Karate 1+2&lt;br /&gt;
(ed: Rob Hubbard interview in this edition formore).&lt;br /&gt;
Well INTERNATIONAL KARATE DELUXE was well on the way&lt;br /&gt;
from multiplex master Archer Maclean. This version&lt;br /&gt;
had a sliding background (apparently) and with even&lt;br /&gt;
more computer controlled fighters in the 2  player&lt;br /&gt;
mode. (Ed: What happened with '10th Dan' Visualize?)&lt;br /&gt;
Next is an unknown game, which may have only be on the&lt;br /&gt;
storyfolder called DEADLOCK, this was to be a shoot'em&lt;br /&gt;
up.&lt;br /&gt;
Myth was a classic release from System 3, and is even&lt;br /&gt;
currently under consideration by movie producers&lt;br /&gt;
to be converted to the cinema!!&lt;br /&gt;
The sequel to be released DAWN OF STEEL: Myth 2,&lt;br /&gt;
never made it out.&lt;br /&gt;
Lastly from System 3, but never released, was&lt;br /&gt;
FLIMBO'S QUEST 2. Again programmed by Dutch Laurens&lt;br /&gt;
Van De Donk and pixeled by Arthuur Van Jole. The game&lt;br /&gt;
itself was 90 percent complete with almost all graphics&lt;br /&gt;
done, the sound effects and music had yet to be&lt;br /&gt;
started. The game is 5 levels long, each level containing&lt;br /&gt;
over 100 screens (!!!) of paralax scrolling, jump'n'run&lt;br /&gt;
mania.&lt;br /&gt;
After a conversation i had with the programmer, the&lt;br /&gt;
only reason for it being not released was that System&lt;br /&gt;
3 never paid 2 of 3 money payouts of the original&lt;br /&gt;
Flimbo's Quest. He is quite happy to sell the game and&lt;br /&gt;
its storyline.&lt;br /&gt;
 &lt;br /&gt;
Golden Axe was a hit on C64, glorious background&lt;br /&gt;
graphics and music by Jeroen Tel, but Probe didn't&lt;br /&gt;
quite make it with MAGIC SWORD  aka 'Golden Axe 2'.&lt;br /&gt;
The game was being developed in secret for quite an&lt;br /&gt;
amount of time and was to be marketed by UsGold.&lt;br /&gt;
 &lt;br /&gt;
Still with sequels, DEATHBRINGER aka 'Wrath of the&lt;br /&gt;
Demon 2' was also in production stage by the Canadian&lt;br /&gt;
based Readysoft Inc and to be marketed by Empire.&lt;br /&gt;
 &lt;br /&gt;
SECOND SAMURAI  aka  'First Samurai 2' was to be&lt;br /&gt;
originally done by Vivid Image's sister division known as&lt;br /&gt;
MirrorSoft.&lt;br /&gt;
The latter died, and shortly after System 3 also left&lt;br /&gt;
the C64, with most of the team moving over to Vivid&lt;br /&gt;
Image. To get to the point, the game was going to&lt;br /&gt;
follow it's prequel with additional programming and&lt;br /&gt;
help by the legendary John Twiddy (Last Ninja  2 etc).&lt;br /&gt;
Still with Vivid Image, does anyone remember another&lt;br /&gt;
legend, Bob Stevenson?, ofcourse most of you should.&lt;br /&gt;
He was doing all the graphics for a much anticipated&lt;br /&gt;
game called DEVIOUS DESIGNS, nothing eventuated.&lt;br /&gt;
 &lt;br /&gt;
Punk Productions (ed: i think they're Dutch??) came&lt;br /&gt;
with a nice little martial arts game called Black Panther&lt;br /&gt;
which contained some cool digi sound effects.&lt;br /&gt;
The sequel was also in the making, BLACK PANTHER 2,&lt;br /&gt;
unfortunately never made it out.&lt;br /&gt;
 &lt;br /&gt;
The Rowland brothers had ideas for a CREATURES 3&lt;br /&gt;
after the success of Mayhem in Monsterland's mail&lt;br /&gt;
order distribution scheme, but it never made it due to&lt;br /&gt;
lack of time.&lt;br /&gt;
Around 14 months ago in a phone call conversation&lt;br /&gt;
with John Rowlands/Apex productions, he told me of&lt;br /&gt;
the desire to also do a MAYHEM IN MONSTERLAND DELUXE&lt;br /&gt;
this also was scrapped due to their work on a 3D&lt;br /&gt;
orientated PC game.&lt;br /&gt;
I had then rang Phil Thorton at System 3 (designer of&lt;br /&gt;
Turbo Charge) and talked about how Apex needed&lt;br /&gt;
a commercial distributer for Mayhem, he asked for&lt;br /&gt;
a demo tape (vhs).&lt;br /&gt;
I rang John back up and he organised the tape and&lt;br /&gt;
mailed it off. The Cale brothers, Marc and Adrian,&lt;br /&gt;
we're quite impressed, but thinking of money,&lt;br /&gt;
discussed with Apex the 3d PC game which Steve and&lt;br /&gt;
John got a large contract for.&lt;br /&gt;
 &lt;br /&gt;
Lastly, Thalamus we're doing a C64 version of the&lt;br /&gt;
failed Amiga 'Armalyte 2' (Delta 3) called WINGS OF&lt;br /&gt;
PHOEBE i am not sure who the production team were to&lt;br /&gt;
be, but from rumours, it sounded promising.&lt;br /&gt;
The list could go on, as i'm sure it would.&lt;br /&gt;
It makes you grimace reading about all those titles&lt;br /&gt;
that were not to be but could have been.&lt;br /&gt;
Instead they just gather dust in the pages of C64&lt;br /&gt;
history.&lt;br /&gt;
 &lt;br /&gt;
                                                                        Long live the C64!&lt;br /&gt;
                                                                    Jazzcat/Onslaught&lt;br /&gt;
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&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ymgve</name></author>	</entry>

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