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{{InfoboxFound
{{InfoboxFound
|title=The Virtual Nightclub
|title=<center>The Virtual Nightclub</center>
|image=JC_front-1.jpg
|image=JC_front-1.jpg
|imagecaption=Cover art for the obscure 1997 video game "The Virtual Nightclub"
|imagecaption=Cover art.
|status=<span style="color:green;">'''Found'''</span>
|status=<span style="color:green;">'''Found'''</span>
|datefound=09 June 2016
|datefound=09 Jun 2016
|foundby=Gamecare (Mark D.)
|foundby=Gamecare (Mark D.)
}}
}}
'''''The Virtual Nightclub''''' was a point-and-click PC/Mac video game from 1997. It was originally developed by Prospect Project and published by Philips Interactive Media and Thumb Candy. The game features a concept on a virtual nightclub, which was revolutionary for its time period. The game is predominantly based on rave, techno, hip-hop, and cyberspace, with labels (such as Warp, R&S and Ninja Tune) and artists and groups (such as Herbie Hancock, Neal Stephenson, PM Dawn, and Terence McKenna) who were involved in the game.


'''The Virtual Nightclub''' is an obscure point-and-click PC/Mac video game from 1997. It was originally developed by Prospect Project and published by Philips Interactive Media and Thumb Candy. The game features a concept on a virtual reality nightclub, which was revolutionary for its time. The game is almost similar to Burn:Cycle, except it, relies on a modern and futuristic nightclub and the main plot of this game is that you have to collect 16 S-warps (time warps in the beta version) in order to escape by playing mini-games, plus you only have 6 hours to complete the game. This game is well known to promote British youth culture.  
Much of the gameplay elements are heavily based on Burn:Cycle, a point-and-click FMV game developed by the same development team, which shared the similar gameplay mechanics and aesthetics, such as the time limit and the in-game puzzles.


The game was lost until it got resurfaced in 2013 ([http://www.4shared.com/folder/80iLlCH2/VNC.html beta version]) and in 2016 ([http://www.4shared.com/folder/9shD3S0S/VNC__Virtual_Night_Club_.html retail version]), respectively.
The game faded into obscurity for two decades, due to a limited run of (presumably) 20,000 copies, which the game barely hit store shelves (as it was marketed via The Sci-Fi Channel (now known as Syfy) and through online in the UK, until in 2013, where it was resurfaced (albeit in a beta version), and in 2016 as a retail version of the game, respectively. The remaining 20,000 copies were stored in a warehouse that was located in Wembley, London (which those copies would be presumably sold by Organa, a multimedia online retailer).


== Development ==
==Development==
Development of the game began in 1993 when developers James Plummer and David Mingay have ideas on a virtual nightclub, which is based on alternative youth culture in the 90s. In 1994, a prototype of The Virtual Nightclub was created, and it was shown at the Ministry of Sound and the Love Bytes Festival. The Virtual Nightclub prototype was also demonstrated across Europe to Ars Futura, St Petersburg, ISEA, and Madrid.
Development began in 1992 when James Plummer and David Mingay set up a multimedia studio under the production company Prospect Management in order to undertake their projects. In 1993, a visualization of an alternative youth culture, known as "Cyberspace" was filmed and Prospect Management formed partnerships with electronic music culture icons and labels (such as the Shamen and Warp Records). On the same year, Prospect Management and Philips struck a development deal to develop a multimedia title for the CD-i. Titus Forbes Adam became the Associate Producer to include sponsorship of major youth brands for the Virtual Night Club.


On February 1995, the Virtual Nightclub name has been registered as a trademark. In May 1995, James negotiated a £1 million plus publishing deal with Michael Kushner VP of Philips Interactive Media in New York (fresh from Woodstock) to develop and distribute the title on MAC and PC formats and feature artists from the many labels that were now under Philip's control via their investment in Polygram, while Titus was the securing sponsorship deals with Levis, Dr. Martens, Stella Artois and Lynx. He worked directly with the brands and the agency, Bartle Bogle Hegarty, to produce interactive advertising inside the Club.
The development team consisted of Olaf Wendt (director/VFX), Guy Nisbett, Alix Sharkey, Titus Forbes Adam, Eitan Arrusi, David Collier (co-producer), Graham Deane, David Mingay, Ken Olisa, James Plummer, Dick Jewel (cinematography), Simon Atherley (interactive designer), and many others.  


In July 1995, David Mingay took up the role of Producer of the now final version of the VNC, while Rokeby and Olaf Wendt commenced script writing and a cast of more than 150 characters, dancers, actors and voiceover artists was assembled. Artists who agreed to appear in this game are: Mark Wigan, Terrence Mckenna, Scanner, Matt Black, Eva Pascoe, James Lavelle, Redma and Neal Stephenson among others, as well as record labels involved in the game such as Def Jam, Warp, R&S, Apollo, Sounds of the Underground, Island, Moving Shadow, Ninja Tune, Gee Street and ITP providing artists like Herbie Hancock, Jo Henderson, PM Dawn, Redman, the Stereo MCs, Benny Rait, Cru and Suga.
In 1994, David Mingay and filmmaker Dick Jewel already documented the growing cyberculture of Soho and developed interactive navigation systems. The original prototype of the game that was originally going to be released for the CD-i would become ''Burn: Cycle''. Titus hosted an installation event that was sponsored by London Arts and it was shown at the Ministry of Sound and the Love Bytes Festival. The event was also shown around Europe (from Ars Futura to Madrid) and Russia. James negotiated a £150,000 investment with Bertlesman Music Group for Thumb Candy Ltd, which later became an interactive sublabel of BMG.  


On August 1995, 75 nightclub characters/dancers were filmed on a blue screen in London, while The British Council presented The Virtual Nightclub in Bueno Aires.
By 1995, a £1,000,000 plus publishing deal was negotiated with Michael Kushner (VP of Philips Interactive Media). Filming began around 1995 until 1996. More than 150 characters, dancers, actors, and voice-over artists were involved. Some of the actors/actresses include Mark Wigan, Terrence Mckenna, Robin Rimbaud, Matt Black, Eva Pascoe, James Lavelle, Redma, and Neal Stephenson among others. Labels such as Def Jam, Warp, R&S, Apollo, Sounds of the Underground, Island, Moving Shadow, Ninja Tune, Gee Street and ITP were involved. Some of the famous acts, such as Stereo MCs (best known for their famous single "Connected"), Herbie Hancock (best known for "Rockit"), and Joe Henderson (best known for "Blue Bossa") were also involved.  


In September 1995, Herbie Hancock was filmed in LA directed by Olaf Wendt playing a surreal piano for a key scene in the story. The navigation technology for this game was lead by Graham Deane. As a director, Olaf Wendt was responsible for the look and feel, creating 3D visuals and leading developments in this area. David Collier focused on the interactivity embedded throughout the 3 disc set and commissioned many grounds breaking interactive toys.
By the time development was already finished in 1997, Philips Interactive Media closed its doors and Thumb Candy (the interactive sublabel of BMG) bought the rights back to the game. Much of the marketing was done through The Sci-Fi Channel (in the UK) and on the Internet.<ref name="col">[https://web.archive.org/web/20190126154444/http://cityoffflint.com/index.cgi_mode=read_arg=%5BVirtual%20Nightclub_%5D.html A timeline of the development of ''The Virtual Nightclub''.] Retrieved 04 Apr '20</ref>


In 1996, a trailer of The Virtual Nightclub that has been released. While the 3D navigation, rendering, programming continued, the Def Jam acts were filmed in New York, while the Stereo MCs were filmed in London. Interactive Designer, Simon Atherley, integrated the game visuals and the interaction with custom created code.
==Availability==
Prior to the mid-2010s, much of the information regarding the game was very scarce on the internet. Much of the information regarding the game can be seen on a timeline page from The 1010 Festival.<ref name="col"></ref> The game could be bought from Organa (until the late 2000s), according to one of the comments from 1010. The last working Wayback Machine snapshot of the games' Organa page (with an option to purchase the game) dates back to [https://web.archive.org/web/20071203021557/http://www.organa.com/vnc.html December 3rd, 2007], with the same page producing an Error 404 message by [https://web.archive.org/web/20080426203207/http://www.organa.com:80/vnc.html April 26th, 2008]. It is unclear if the remaining 20,000 copies were cleared out from the warehouse or not.


In 1997, the final testing of The Virtual Nightclub was undertaken, and the 3 disc set were submitted to the pressing plant for replication. While the VNC team was wound up and Michael Kushner left Philips for Sony. The same that Philips Interactive Media was closed down, making the rights of the game sent back to Thumb Candy.
Additionally, Olaf Wendt uploaded a promo video of the game on his website, but sadly it was deleted from his website until a YouTube user named Evan Collins uploaded the video on October 31st, 2017.


== Versions ==
Nine years after the 1010 timeline page, Adventure Legends user scaryfun uploaded a beta build of the game from May 24th, 1996, on July 10th, 2013. The beta version features some significant differences from the final game, including having the Philips introduction sequence, different level layouts, changed & removed minigames, and unfinished animation sequences. Much of the story in the beta version is incomplete due to script-related errors, and it is currently unknown if completion of this version is possible.  
=== Unresurfaced prototype version ===
Prior to the beta version, there is an unresurfaced prototype version of the game, which was demonstrated in Ministry of Sound and the Love Bytes Festival, as well as in Europe and in Bueno Aires in 1994 and 1995, respectively. No screenshots nor recordings of this prototype existed/survived.


=== Beta version ===
Three years later, a user named "Gamecare" uploaded the final version of the game to MEGA on June 9th, 2016.<ref>[https://mega.nz/#!X8lwBYCK!N1hekXFqmClpUnQ2RzabE2-DUl0ulLCYd7AJgWfNbaI The MEGA file for ''The Virtual Nightclub''.] Retrieved 13 Jul '16</ref>
{{#ev:youtube|https://www.youtube.com/watch?v=8jA1tjwnl_Y
|320x240|center|Gameplay of the beta version|frame}}
The beta version (build number 1.55 MultiDisk) was released on May 24, 1996, as a 3 CD demo disc. It is identical to the retail release, except it has some slight differences between the beta and the retail versions:
* The packaging is bigger than the retail version.
* The executable icon is very different than the final game, which uses the Macromedia Director's projector icon.
* The Philips Interactive Media logo was shown instead of the Thumb Candy logo, which was removed in the final game.
* The splash screen of the game shows the developer's address and other information, instead of the loading screen.
* The intro doesn't have the credits listed.
* The user interface is more different than the final version.
* Certain items are not present in the beta version.
* The story is identical in the final version, plus it was incomplete.
* Lack of dancing characters in almost every room.
* The beta version is almost unplayable, due to the string errors.


=== Retail version ===
==Videos==
The retail version was released in 1997, it features major improvements over the beta version, this includes:
{{Video|perrow  =4
* Addition of opening credits in the intro
  |service1    =youtube
* Removal of the Philips Interactive Media logo, replacing it with the Thumb Candy logo.
  |id1          =8jA1tjwnl_Y
* Addition of dancing characters on almost every room.
  |description1 =Gameplay of the beta version of the game.
* A new installer (the installer is absent in the beta version).
  |service2    =youtube
  |id2          =3iU7P0qgu3M
  |description2 =A promo (TV spot) of the game.
  |service3    =youtube
  |id3          =oGgCnoOocOk
  |description3 =A longplay of the final version of the game (by
ChipCheezumLPs, starts at 6:11).
  |service4    =youtube
  |id4          =-j3xXV2JW_I
  |description4 =A complete longplay, by Z X - R A.
}}
==See Also==
*[[Duelin' Firemen! (lost build of cancelled 3DO full motion video game; 1995)]]
*[[Burger King CD-i training program (found Burger King CD-i FMV training game; 1996-1997)]]
*[[GamerGirl (Lost unreleased full motion video suspense game; 2020)]]
*[[Dog Eat Dog (lost builds of cancelled PC adventure/simulation game; 1992-1995)]]
 
==References==
{{reflist}}


[[Category:Found media|Virtual Nightclub (found PC/Mac adventure game; 1997)]]
[[Category:Found media|Virtual Nightclub]]
[[Category:Found puppetry|Virtual Nightclub]]
[[Category:Found video games|Virtual Nightclub]]

Latest revision as of 16:44, 12 September 2023

JC front-1.jpg

Cover art.

Status: Found

Date found: 09 Jun 2016

Found by: Gamecare (Mark D.)

The Virtual Nightclub was a point-and-click PC/Mac video game from 1997. It was originally developed by Prospect Project and published by Philips Interactive Media and Thumb Candy. The game features a concept on a virtual nightclub, which was revolutionary for its time period. The game is predominantly based on rave, techno, hip-hop, and cyberspace, with labels (such as Warp, R&S and Ninja Tune) and artists and groups (such as Herbie Hancock, Neal Stephenson, PM Dawn, and Terence McKenna) who were involved in the game.

Much of the gameplay elements are heavily based on Burn:Cycle, a point-and-click FMV game developed by the same development team, which shared the similar gameplay mechanics and aesthetics, such as the time limit and the in-game puzzles.

The game faded into obscurity for two decades, due to a limited run of (presumably) 20,000 copies, which the game barely hit store shelves (as it was marketed via The Sci-Fi Channel (now known as Syfy) and through online in the UK, until in 2013, where it was resurfaced (albeit in a beta version), and in 2016 as a retail version of the game, respectively. The remaining 20,000 copies were stored in a warehouse that was located in Wembley, London (which those copies would be presumably sold by Organa, a multimedia online retailer).

Development

Development began in 1992 when James Plummer and David Mingay set up a multimedia studio under the production company Prospect Management in order to undertake their projects. In 1993, a visualization of an alternative youth culture, known as "Cyberspace" was filmed and Prospect Management formed partnerships with electronic music culture icons and labels (such as the Shamen and Warp Records). On the same year, Prospect Management and Philips struck a development deal to develop a multimedia title for the CD-i. Titus Forbes Adam became the Associate Producer to include sponsorship of major youth brands for the Virtual Night Club.

The development team consisted of Olaf Wendt (director/VFX), Guy Nisbett, Alix Sharkey, Titus Forbes Adam, Eitan Arrusi, David Collier (co-producer), Graham Deane, David Mingay, Ken Olisa, James Plummer, Dick Jewel (cinematography), Simon Atherley (interactive designer), and many others.

In 1994, David Mingay and filmmaker Dick Jewel already documented the growing cyberculture of Soho and developed interactive navigation systems. The original prototype of the game that was originally going to be released for the CD-i would become Burn: Cycle. Titus hosted an installation event that was sponsored by London Arts and it was shown at the Ministry of Sound and the Love Bytes Festival. The event was also shown around Europe (from Ars Futura to Madrid) and Russia. James negotiated a £150,000 investment with Bertlesman Music Group for Thumb Candy Ltd, which later became an interactive sublabel of BMG.

By 1995, a £1,000,000 plus publishing deal was negotiated with Michael Kushner (VP of Philips Interactive Media). Filming began around 1995 until 1996. More than 150 characters, dancers, actors, and voice-over artists were involved. Some of the actors/actresses include Mark Wigan, Terrence Mckenna, Robin Rimbaud, Matt Black, Eva Pascoe, James Lavelle, Redma, and Neal Stephenson among others. Labels such as Def Jam, Warp, R&S, Apollo, Sounds of the Underground, Island, Moving Shadow, Ninja Tune, Gee Street and ITP were involved. Some of the famous acts, such as Stereo MCs (best known for their famous single "Connected"), Herbie Hancock (best known for "Rockit"), and Joe Henderson (best known for "Blue Bossa") were also involved.

By the time development was already finished in 1997, Philips Interactive Media closed its doors and Thumb Candy (the interactive sublabel of BMG) bought the rights back to the game. Much of the marketing was done through The Sci-Fi Channel (in the UK) and on the Internet.[1]

Availability

Prior to the mid-2010s, much of the information regarding the game was very scarce on the internet. Much of the information regarding the game can be seen on a timeline page from The 1010 Festival.[1] The game could be bought from Organa (until the late 2000s), according to one of the comments from 1010. The last working Wayback Machine snapshot of the games' Organa page (with an option to purchase the game) dates back to December 3rd, 2007, with the same page producing an Error 404 message by April 26th, 2008. It is unclear if the remaining 20,000 copies were cleared out from the warehouse or not.

Additionally, Olaf Wendt uploaded a promo video of the game on his website, but sadly it was deleted from his website until a YouTube user named Evan Collins uploaded the video on October 31st, 2017.

Nine years after the 1010 timeline page, Adventure Legends user scaryfun uploaded a beta build of the game from May 24th, 1996, on July 10th, 2013. The beta version features some significant differences from the final game, including having the Philips introduction sequence, different level layouts, changed & removed minigames, and unfinished animation sequences. Much of the story in the beta version is incomplete due to script-related errors, and it is currently unknown if completion of this version is possible.

Three years later, a user named "Gamecare" uploaded the final version of the game to MEGA on June 9th, 2016.[2]

Videos

Gameplay of the beta version of the game.

A promo (TV spot) of the game.

A longplay of the final version of the game (by ChipCheezumLPs, starts at 6:11).

A complete longplay, by Z X - R A.

See Also

References