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Flag
ECS/OCS
U N R E L E A S E D
Unreleased
0 information 12 reviews 0 manual 0 cheatcode 0 weblink
0 screenshot 0 boxscan 0 diskscan 0 miscshot 0 conversion 0 gamemap
Information
Year of the first release1993LicenseCommercial
Number of disks (or CD) PublisherMillennium - Worldwide
Number max of playersBudget publisher
Simultaneous max playersDeveloperGremlin
LanguageEnglish
CategoryStrategy
HardwareECS
OCS
Artist - coderSimon Cooke
Amiga original gameunknownArtist - graphicianIan Harling
Have cheatcodenoArtist - musician
Have SPS releasenoArtist - misc
WHD installnoWHD information
HD installunknownHD notes
This page
has been viewed:921 times
was last updated:24th June 2005
Conversion notes
Conversion hardware
Classic compilation
Relationship
Notes:   [1] Initial development was reported in several magazines including CU Amiga (Sept 91, p7; Dec 91, p59) and Amiga Action (Issue 25, Oct 91).

[2] A preview of the game appeared in the THE ONE (April 93) magazine- see Miscshot for scans.

[3] Gremlin originally planned to release the game in 1992. They dropped the game and it was picked up by Millennium and scheduled for a Spring 1993 release.

[4] The game was never released because the coders had further problems with the new publisher, Millennium. After signing the game, Millennium set a 3 month deadline for it to be finished. When the coders said that the deadline was impossible to meet, Millennium tried to take them to court for the rights to the game and consequently FLAG was never released..

In coder, Ian Harling's own words, "FLAG was dropped by Gremlin simply because they didn't understand it - and made no attempt to understand it once they realised that it wasn't an out and out shooter. We didn't go to Mindscape from there, but to Millennium, who immediately tried to get us to finish the game in 3 months and tried to take us to court for the rights to it when we said that was impossible. The problem with it was that it was too original - although nowadays there are literally tens of games using the same ideas. By the time we'd been through all the nonsense with Gremlin and Millennium the software industry was changing fast, and only those with very large teams of staff and Graphics Workstations could pull the contracts in. I kept going for maybe another 25 games or so, but it was all a bit lame compared to the early days when everybody had a chance of making it big from their back-bedrooms." [Source: Public communication via the English Amiga Board (EAB), 21 Dec 2004].


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