Wild Flying - Unfinished Amiga Game

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Uploaded by on May 28, 2009

This Amiga Game is unreleased as it was never completed. Only this demo version is available. Released by Push Entertainment in 2005.

Requires an AGA or RTG Capable amiga. This could have been a gem of amiga game and maybe even held the title as the very last commercial quality game released if it was completed.

Flickering is the fault of timming issues within WinUAE. Doesnt happen on Real hardware. RTG Version does work fine in uae, but no double pixel scaling, so would be tiny box ;)

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  • muzyka jest zajebista!!

    

  • d6team.com/?s=old/vertep

  • @MrToAks

    Wow! How this world is small :)

    We had also a similar story with our game called "Vertep" -only the reason of not finishing it was different (personal), cause we didn't cared so much about cash at that times, more fun was to make "something" (with big "S" better ;) ).

    So it looked:

    -I can't give the link here, so find "d6team" (or put this name with COM), go > "oldschool" > "Vertep"

    It's pity to see how much games were already (and only!) at preparation stage these times on Amiga.

  • Thanks for all the good feedback, much appriciated.

    You guys can find me developing on the Playstation 3 theese days, i do PSN games/dlc theese days.

    (and maybe one day we might pick up Wild Flying concept again, i know i want to)

  • @Outlander999

    well, all i can say is.. check the games it was based on (Superstardust and n2o:nitrous oxide etc).

    market stagnation was one of the reasons aswell as funding to pay proper gfx artists.

  • @DyLucke

    That will never happen, this engine is commerical stuff and we use it on other formats theese days.

  • @erebos007

    Yes, well ripped may not be correct but it was inspired as we did em in proper 3d and in SSD they was in bitmap, by no means did we rip gfx from other games.

  • @cv643d

    well thats not how it works, this was a 68k game :), we later moved to ppc (way after the footage u see here).

    We did some heavy research on how many copies would be shifted and the numbers we got in 2003 to 2005 was around 1500-2000 but yes thoose was guranteed sales within 6 months after release, sadly it did not motivate professional gfx artists so we eventually scrapped the game in 2007.

  • @D6Film

    No, this was just an pre alpha thing, a pilot or whatever as its main goal was to attract publishers and to make our devteam grow,

    We worked on the game for 2 years after this footage was done , we moved away from 68k to ppc and rtg and later scrapped due to we never got any gfx artists onboard (except for a few who had no time)

  • @Prinsdam

    My goal (as a designer and artist /q&a) was to mix every shooter that i enjoyed over the years, n2o has always been high on the list aswell as SuperStardust etc.

    And you wonder about an overlap, yes there was :)

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