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{{short description|Platform video game}}
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'''''Vectorman''''' is a [[2D computer graphics|2D]] [[Action game|action]] [[platform game|platformer]] developed by [[BlueSky Software]] and published by [[Sega]]. The game was released for the [[Sega Genesis]] in late 1995 in North America and Europe. It was considered a critical and commercial success, achieving its dual goal of retaining interest in the aging Sega Genesis platform in face of the increasingly popular [[fifth generation of video game consoles|new technology of the next generation of video game consoles]] and providing competition to industry competitor [[Nintendo]]'s popular ''[[Donkey Kong Country]]'' video game. In subsequent decades, the game was re-released across many Sega-themed video game compilations, and on its own across the [[Wii]] [[Virtual Console]], [[Steam (service)|Steam]], and the [[Sega Forever]] line of mobile game releases. A sequel, ''[[Vectorman 2]]'', was released in 1996, but despite several abandoned attempts at a third entry, no further games have been released.
'''''Vectorman''''' is a [[2D computer graphics|2D]] [[Action game|action]] [[platform game|platformer]] video game developed by [[BlueSky Software]] and published by [[Sega]]. The game was released for the [[Sega Genesis]] in late 1995 in North America and Europe. It was considered a critical and commercial success, achieving its dual goal of retaining interest in the aging Sega Genesis platform in face of the increasingly popular [[fifth generation of video game consoles|new technology of the next generation of video game consoles]] and providing competition to industry competitor [[Nintendo]]'s popular ''[[Donkey Kong Country]]'' video game. In subsequent decades, the game was re-released across many Sega-themed video game compilations, and on its own across the [[Wii]] [[Virtual Console]], [[Steam (service)|Steam]], and the [[Sega Forever]] line of mobile game releases. A sequel, ''[[Vectorman 2]]'', was released in 1996, but despite several abandoned attempts at making a ''[[Vectorman 3]]'', no further games have been released.


==Gameplay ==
== Gameplay ==
[[File:MD Vectorman.png|thumb|left|Gameplay screenshot]]
The game plays as a [[2D computer graphics|2D]] [[Action game|action]] [[platform game|platformer]].<ref name="IGNVC"/> The player maneuvers the main character, Vectorman through [[level (video game)|levels]] by running and jumping, and attacking enemies through projectile attacks, similar to game's such as ''[[Gunstar Heroes]]'', ''[[Contra (series)|Contra]]'', and ''[[Megaman]]''.<ref name="IGNVC"/><ref name="NLVCVM"/><ref name="VectoRetro"/> The game consists of 16 levels.<ref name="IGNVC"/> The goal is generally to traverse from point A to point B in a level within the time limit, though levels are large and open-ended, offering multiple different paths to be taken to complete it.<ref name="IGNVC"/> By default, Vectorman is equipped with the ability to shoot out "laser pulses" in eight main directions.<ref name="IGNVC"/> A large emphasis is put on item collection.<ref name="VectoRetro"/> Collecting powerups throughout levels allow him to change weapons, such as drills or bombs that can attack enemies or alter terrain.<ref name="IGNVC"/> Collecting "multipliers" may also be collected to increase damage dealt by attacks; for example, collecting a 2X multiplier leads attacks to cause double the damage.<ref name="VectoRetro"/> Other powerups allow Vectorman to change forms and alter his means of maneuvering through levels; a helicopter form allows him to fly, while a vehicular-shaped transformation give him extra speed.<ref name="IGNVC"/> A [[life bar]] of four orbs monitors Vectorman's health; taking damage from enemies or harmful terrains lowers health, while collecting "health orbs" restore it.<ref name="VectoRetro"/> If all health is lost, a [[life (video games)|life]] is lost and progress through the level is reset, causing the player to start over.<ref name="VectoRetro"/> The game allows for the switching to an easier difficulty level upon the failure of a level, at no cost to the player other than berating them with a message calling them "lame".<ref name="IGNVC"/>
The game plays as a [[2D computer graphics|2D]] [[Action game|action]] [[platform game|platformer]].<ref name="IGNVC"/> The player maneuvers the main character, Vectorman through [[level (video game)|levels]] by running and jumping, and attacking enemies through projectile attacks, similar to games such as ''[[Gunstar Heroes]]'', ''[[Contra (series)|Contra]]'', and ''[[Mega Man]]''.<ref name="IGNVC"/><ref name="NLVCVM"/><ref name="VectoRetro"/> The game consists of 16 levels.<ref name="IGNVC"/> The goal is generally to traverse from point A to point B in a level within the time limit, though levels are large and open-ended, offering multiple different paths to be taken to complete it.<ref name="IGNVC"/> By default, Vectorman is equipped with the ability to shoot out "laser pulses" in eight main directions.<ref name="IGNVC"/> A large emphasis is put on item collection.<ref name="VectoRetro"/> Collecting powerups throughout levels allow him to change weapons, such as drills or bombs that can attack enemies or alter terrain.<ref name="IGNVC"/> Collecting "multipliers" may also be collected to increase damage dealt by attacks; for example, collecting a 2X multiplier leads attacks to cause double the damage.<ref name="VectoRetro"/> Other powerups allow Vectorman to change forms and alter his means of maneuvering through levels; a helicopter form allows him to fly, while a vehicular-shaped transformation give him extra speed.<ref name="IGNVC"/> A [[life bar]] of four orbs monitors Vectorman's health; taking damage from enemies or harmful terrains lowers health, while collecting "health orbs" restore it.<ref name="VectoRetro"/> If all health is lost, a [[life (video games)|life]] is lost and progress through the level is reset, causing the player to start over.<ref name="VectoRetro"/> The game allows for the switching to an easier difficulty level upon the failure of a level, at no cost to the player other than berating them with a message calling them "lame".<ref name="IGNVC"/>


== Plot ==
== Plot ==
The game takes place in a future where the Earth has been largely destroyed by humans through [[pollution]].<ref name="NLVCVM"/> Humanity temporarily migrates to distant [[Outer space|outerspace]] while they leave "orbots" - a [[portmanteau]] of "orbs" and "robots"<ref name="JHSound"/> - to clean up the planet while they're away.<ref name="VectoRetro"/> Raster, one of the higher-level supervisory robots, is accidentally connected to a nuclear warhead missile, which radically alters his behavior, transforming him into a tyrannical overlord. Now known by the name "WarHead", he gains control of all robots and plans to declare war on humanity upon their return.<ref name="VectoRetro"/> One robot, Vectorman, had been off on a mission in outerspace, doesn't fall under his control, and upon seeing what is happening, decides to put a stop to Warhead's plans.<ref name="VectoRetro"/>
The game takes place in a future where the Earth has been largely destroyed by humans through [[pollution]].<ref name="NLVCVM"/> Humanity temporarily migrates to distant [[Outer space|outerspace]] while they leave "orbots" - a [[portmanteau]] of "orbs" and "robots"<ref name="JHSound"/> - to clean up the planet while they're away.<ref name="VectoRetro"/> Raster, one of the higher-level supervisory robots, is accidentally connected to a nuclear warhead missile, which radically alters his behavior, transforming him into a tyrannical overlord. Now known by the name "WarHead", he gains control of all robots and plans to declare war on humanity upon their return.<ref name="VectoRetro"/> One robot, Vectorman, had been off on a mission in outerspace, does not fall under his control, and upon seeing what is happening, decides to put a stop to Warhead's plans.<ref name="VectoRetro"/>


== Development and release==
== Development and release==
[[BlueSky Software]]'s development relationship with [[Sega]] began in the early 1990s. After successfully developing and releasing ''[[Starflight]]'' and ''[[Joe Montana Football]]'' in 1991, BlueSky Software signed an exclusivity contract to develop video games for their [[Sega Genesis]] platform.<ref name="Sega16Int">{{cite web | url=https://www.sega-16.com/2005/03/interview-richard-karpp/ | title=Sega-16 – Interview: Richard Karpp (BlueSky Software Programmer) }}</ref> Sega won the bid for the rights to develop the official video game adaption of the film ''[[Jurassic Park]]'', and chose BlueSky Software as the primary developer.<ref>{{cite magazine | url=https://www.wired.com/1993/06/sega/?pg=8&topic= | title=The Next Level: Sega's Plans for World Domination | magazine=Wired }}</ref><ref name="VectoRetro"/> Sega published two of their ''Jurassic Park'' games; [[Jurassic Park (Sega video game)|a video game adaption of the original ''Jurassic Park'' film]] released in 1993, and a sequel game, ''[[Jurassic Park: Rampage Edition]]'', the following year, both for the Sega Genesis.<ref name="VectoRetro"/> After completion of the two games, Sega turned to them to create a game centered around [[Pre-rendering|pre-rendered]] [[3D computer graphics|3D models]] in its levels and character designs, as an answer to [[Nintendo]]'s popular 1994 release ''[[Donkey Kong Country]]''.<ref name="VectoRetro">{{cite web | url=http://www.hardcoregaming101.net/vectorman/ | title=Vectorman – Hardcore Gaming 101 }}</ref><ref name="JHRadar"/> While Sega had been finding success with the Genesis platform in the early 1990s, by 1995, they had lost momentum; ''Donkey Kong Country'' was a huge hit, while the launches of the [[Sega 32x]] and the [[Sega Saturn]] had not gone well.<ref name="TouchArcadeRetro">{{cite web | url=https://toucharcade.com/2018/06/22/vectorman-review/#:~:text=The%20more%20of%20those%20things,edges%2C%20but%20certainly%20worth%20playing | title='VectorMan' Review – Nothing to Fear but Sphere Itself – TouchArcade }}</ref> Different branches of Sega had different views of how to proceed; [[Sega of Japan]] preferred to emphasize development on the Saturn, while [[North America]], who had seen far more success with the Genesis, desired to focus on developing for the large Genesis userbase, with ''Vectorman'' scheduled to be one of its major titles for 1995.<ref name="TouchArcadeRetro"/>
[[BlueSky Software]]'s development relationship with [[Sega]] began in the early 1990s. After successfully developing and releasing ''[[Starflight]]'' and ''[[Joe Montana Football]]'' in 1991, BlueSky Software signed an exclusivity contract to develop video games for their [[Sega Genesis]] platform.<ref name="Sega16Int">{{cite web | url=https://www.sega-16.com/2005/03/interview-richard-karpp/ | title=Sega-16 – Interview: Richard Karpp (BlueSky Software Programmer) }}</ref> Sega won the bid for the rights to develop the official video game adaption of the film ''[[Jurassic Park]]'', and chose BlueSky Software as the primary developer.<ref>{{cite magazine | url=https://www.wired.com/1993/06/sega/?pg=8&topic= | title=The Next Level: Sega's Plans for World Domination | magazine=Wired }}</ref><ref name="VectoRetro"/> Sega published two of their ''Jurassic Park'' games; [[Jurassic Park (Sega video game)|a video game adaption of the original ''Jurassic Park'' film]] released in 1993, and a sequel game, ''[[Jurassic Park: Rampage Edition]]'', the following year, both for the Sega Genesis.<ref name="VectoRetro"/> After completion of the two games, Sega turned to them to create a game centered around [[Pre-rendering|pre-rendered]] [[3D computer graphics|3D models]] in its levels and character designs, as an answer to [[Nintendo]]'s popular 1994 release ''[[Donkey Kong Country]]''.<ref name="VectoRetro">{{cite web | url=http://www.hardcoregaming101.net/vectorman/ | title=Vectorman – Hardcore Gaming 101 }}</ref><ref name="JHRadar"/> ''Vectorman'' originally started as a 3D tech demo created by tools programmer Karl Robillard, inspired by vector ball [[Demoscene|demos]] for the [[Amiga]].<ref name="Vectorman 25">{{cite web|url=https://thegameofnerds.com/2021/06/29/vectorman-genesis-climate-activist-turns-25/|title=Vectorman Is Still An Original Climate Activist At 25|website=The Game of Nerds|last=Carroll|first=Tom|date=June 19, 2021|access-date=May 9, 2024}}</ref> While Sega had been finding success with the Genesis platform in the early 1990s, by 1995, they had lost momentum; ''Donkey Kong Country'' was a huge hit, while the launches of the [[Sega 32x]] and the [[Sega Saturn]] had not gone well.<ref name="TouchArcadeRetro">{{cite web | url=https://toucharcade.com/2018/06/22/vectorman-review/#:~:text=The%20more%20of%20those%20things,edges%2C%20but%20certainly%20worth%20playing | title='VectorMan' Review – Nothing to Fear but Sphere Itself – TouchArcade | date=22 June 2018 }}</ref> Different branches of Sega had different views of how to proceed; [[Sega of Japan]] preferred to emphasize development on the Saturn, while [[North America]], who had seen far more success with the Genesis, desired to focus on developing for the large Genesis userbase, with ''Vectorman'' scheduled to be one of its major titles for 1995.<ref name="TouchArcadeRetro"/>


The game featured a relatively smooth and quick development cycle because of their extensive experience of developing games for the Genesis.<ref name=SForevKarpp/> ''Vectorman'' introduced the Genesis programming technique referred to by Sega as "Vector Piece Animation".<ref name=GPro882>{{cite magazine|author=The Whizz|date=January 1996|title=Sega Vectors in on Better Genesis Programming|url=https://archive.org/details/GamePro_Issue_078_January_1996/page/n29/mode/2up|magazine=[[GamePro]]|publisher=[[International Data Group|IDG]]|issue=88|page=28}}</ref> It was used to blend animations smoothly together, and also enabled the game to run at 60 [[frames per second]].<ref name=SForevKarpp>{{cite web |title=Sega Forever: Rich Karpp on Vectorman |url=https://mobile.sega.com/post/sega-forever-rich-karpp-vectorman/ |website=Sega.com |archive-url=https://web.archive.org/web/20190816024040/https://mobile.sega.com/post/sega-forever-rich-karpp-vectorman/ |archive-date=August 16, 2019 |date=June 20, 2018}}</ref> Rather than the typical singular character sprite, Vectorman's body consists of 23 individual sprites programmed to move in unison.<ref name=GPro882 /> According to designer Rich Karpp, Sega had very little involvement with the game until the end of development.<ref name=SForevKarpp/> Many ideas were tweaked and changed over the course of development. Initially all characters were composed entirely of spheres, but as development progressed, the designers ended up using other shapes for the characters as well, feeling the characters were too abstract, and lacked recognizable forms without it.<ref name=SForevKarpp/><ref name="JHRadar"/><ref name="JHSound"/> The "sphere-only" character approach characters would have allowed for more varied perspectives and scaling, including the changing of viewpoints, but this was eliminated upon the creation of more detailed character models.<ref name="JHRadar"/><ref name="JHSound"/> With the emphasis on smooth animations, the team had worked on the idea of having more "windup" and "aiming" type animations while shooting, but the added delay in action from the extra animations hampered the game's playability, and the idea was scrapped.<ref name="JHRadar"/><ref name="JHSound"/> Vectorman's character model went through many changes as well, and was not finalized until late into development.<ref name="Sega16Int"/> The game's villain, Warhead, was originally named Raster; the dynamic of Vectorman versus Raster would have mirrored how [[vector graphics]] are the opposite of [[raster graphics]]. At least one stage was cut during development, in which Vectorman rode a horizontally aligned wicker rocket on a track, with scrolling columns used to make the rocket rotate rather than simply follow a straight path. Karpp said that the level had a unique look but was not fun to play because Vectorman could not freely explore and the lack of room to maneuver made it difficult to line up shots at flying enemies.<ref name=SForevKarpp/>
The game featured a relatively smooth and quick development cycle because of their extensive experience of developing games for the Genesis.<ref name=SForevKarpp/> ''Vectorman'' introduced the Genesis programming technique referred to by Sega as "Vector Piece Animation".<ref name=GPro882>{{cite magazine|author=The Whizz|date=January 1996|title=Sega Vectors in on Better Genesis Programming|url=https://archive.org/details/GamePro_Issue_078_January_1996/page/n29/mode/2up|magazine=[[GamePro]]|publisher=[[International Data Group|IDG]]|issue=88|page=28}}</ref> It was used to blend animations smoothly together, and also enabled the game to run at 60 [[frames per second]].<ref name=SForevKarpp>{{cite web |title=Sega Forever: Rich Karpp on Vectorman |url=https://mobile.sega.com/post/sega-forever-rich-karpp-vectorman/ |website=Sega.com |archive-url=https://web.archive.org/web/20190816024040/https://mobile.sega.com/post/sega-forever-rich-karpp-vectorman/ |archive-date=August 16, 2019 |date=June 20, 2018}}</ref> Rather than the typical singular character sprite, Vectorman's body consists of 23 individual sprites programmed to move in unison.<ref name=GPro882 /> According to designer Rich Karpp, Sega had very little involvement with the game until the end of development.<ref name=SForevKarpp/> Many ideas were tweaked and changed over the course of development. Initially all characters were composed entirely of spheres, but as development progressed, the designers ended up using other shapes for the characters as well, feeling the characters were too abstract, and lacked recognizable forms without it.<ref name=SForevKarpp/><ref name="JHRadar"/><ref name="JHSound"/> The "sphere-only" character approach characters would have allowed for more varied perspectives and scaling, including the changing of viewpoints, but this was eliminated upon the creation of more detailed character models.<ref name="JHRadar"/><ref name="JHSound"/> With the emphasis on smooth animations, the team had worked on the idea of having more "windup" and "aiming" type animations while shooting, but the added delay in action from the extra animations hampered the game's playability, and the idea was scrapped.<ref name="JHRadar"/><ref name="JHSound"/> Vectorman's character model went through many changes as well, and was not finalized until late into development.<ref name="Sega16Int"/> The game's villain, Warhead, was originally named Raster; the dynamic of Vectorman versus Raster would have mirrored how [[vector graphics]] are the opposite of [[raster graphics]]. At least one stage was cut during development, in which Vectorman rode a horizontally aligned wicker rocket on a track, with scrolling columns used to make the rocket rotate rather than simply follow a straight path. Karpp said that the level had a unique look but was not fun to play because Vectorman could not freely explore and the lack of room to maneuver made it difficult to line up shots at flying enemies.<ref name=SForevKarpp/> For the moving flags on the first level, the team referenced video footage of the flags on top of BlueSky's building during a windy day to make the animation look believable.<ref name="Vectorman 25"/>


The game's music was composed by Jon Holland, a musician and filmmaker who was relatively new to video game soundtrack composing.<ref name="JHRadar">{{cite web | url=https://www.gamesradar.com/game-music-of-the-day-vectorman/ | title=Game music of the day: Vectorman | date=30 September 2010 }}</ref><ref name="JHSound">{{cite web | url=http://www.gamezero.com/team-0/articles/interviews/bluesky/ | title=Interview - BlueSky Software }}</ref> Holland attempted to create a "rhythmic" and almost "danceable" [[electronic music|electronic]] sound to the music, though he lamented that it was difficult to achieve the sound he was aiming for with the Genesis sound chip.<ref name="JHRadar"/><ref name="JHSound"/> The resulting soundtrack was described as "slower and moodier" than most platformer games from the 16-bit era.<ref name="JHRadar"/> A year after the game's release, the game's soundtrack was released under the name ''Sega Tunes: Vectorman CD'', featuring higher sound quality arrangements of the songs originally aimed for by Holland.<ref name="VectoRetro"/>
The game's music was composed by Jon Holland, a musician and filmmaker who was relatively new to video game soundtrack composing.<ref name="JHRadar">{{cite web | url=https://www.gamesradar.com/game-music-of-the-day-vectorman/ | title=Game music of the day: Vectorman | date=30 September 2010 }}</ref><ref name="JHSound">{{cite web | url=http://www.gamezero.com/team-0/articles/interviews/bluesky/ | title=Interview - BlueSky Software }}</ref> The techno soundtrack was inspired by the works of [[Kraftwerk]], [[Orbital (band)|Orbital]], and [[The Prodigy]], as well as [[Goa trance|Goa]] mixes.<ref name="Vectorman 25"/> Holland attempted to create a "rhythmic" and almost "danceable" [[electronic music|electronic]] sound to the music, though he lamented that it was difficult to achieve the sound he was aiming for with the Genesis sound chip.<ref name="JHRadar"/><ref name="JHSound"/> The resulting soundtrack was described as "slower and moodier" than most platformer games from the 16-bit era.<ref name="JHRadar"/> A year after the game's release, the game's soundtrack was released under the name ''Sega Tunes: Vectorman CD'', featuring higher sound quality arrangements of the songs originally aimed for by Holland.<ref name="VectoRetro"/>


The game was released on the Sega Genesis on October 24, 1995 in North America and on November 30, 1995 in [[Europe]], with a marketing budget of $12 million.<ref>{{cite web|first=Jim|last=Carlton|url=https://www.newspapers.com/clip/91227791/hartford-courant/|title=Fans remain loyal to 16-bit machines|newspaper=[[Hartford Courant]]|page=79|date=November 23, 1995|accessdate=December 27, 2021|via=[[Newspapers.com]]}}</ref><ref>[https://web.archive.org/web/20120219134336/http://findarticles.com/p/articles/mi_m0EIN/is_1995_Oct_23/ai_17424312/ Sega begins 24-hour countdown to "Vectormania"]</ref> The game did not release on the Genesis in Japan, and wasn't released at all until over five years later, when it was included on the [[Personal computer|PC]] [[Windows]] release of the ''[[Sega Smash Pack]]''.<ref name="VectoRetro"/> The game wasn't released further until the mid-2000s, after Sega became a third-party video game developer, and the game appeared on a number of Sega-themed game compilations. It appeared on ''[[Sonic Gems Collection]]'' (2005),<ref>{{cite web | url=https://www.ign.com/articles/2005/08/19/sonic-gems-collection | title=Sonic Gems Collection | date=19 August 2005 }}</ref> ''[[Sega Genesis Collection]]'' (2006),<ref>{{cite web | url=https://www.gamespot.com/reviews/sega-genesis-collection-review/1900-6162290/ | title=Sega Genesis Collection Review }}</ref> and ''[[Sonic's Ultimate Genesis Collection]]'' (2009).<ref>{{cite web | url=https://www.ign.com/articles/2009/02/12/sonics-ultimate-genesis-collection-review | title=Sonic's Ultimate Genesis Collection Review | date=12 February 2009 }}</ref> The game was also re-released on various digital download services, including the [[Wii]] [[Virtual Console]] in 2008,<ref name="IGNVC">{{cite web | url=https://www.ign.com/articles/2008/09/22/vectorman-review | title=Vectorman Review | date=22 September 2008 }}</ref><ref>{{cite news|url=https://www.nintendo.com/whatsnew/detail/e0y50PCLy6ekTyFfdiSDBE6EUXRehFaO|title=Two WiiWare Games and Two Virtual Console Games Added to Wii Shop Channel|date=2008-09-22|work=[[Nintendo]]|access-date=2008-09-22|archive-url=https://web.archive.org/web/20180622220348/https://www.nintendo.com/whatsnew/detail/e0y50PCLy6ekTyFfdiSDBE6EUXRehFaO|archive-date=June 22, 2018|url-status=dead|publisher=Nintendo of America}}</ref> on [[Steam (service)|Steam]] in 2010,<ref>{{cite web | url=https://www.metacritic.com/game/pc/vectorman | title=Vectorman | website=[[Metacritic]] }}</ref> and as part of the ''[[Sega Forever]]'' service in 2018.<ref>{{cite web | url=https://www.destructoid.com/vectorman-possibly-the-best-genesis-game-is-now-available-on-sega-forever/ | title=Vectorman, possibly the best Genesis game, is now available on Sega Forever | date=21 June 2018 }}</ref> In 2019, the game was included on the [[Sega Genesis Mini]] console.<ref>{{cite web | url=https://www.polygon.com/2019/8/14/20805316/sega-genesis-mini-pre-review-mega-drive-retro | title=Sega Genesis Mini proves Sega is ready to take its legacy seriously | website=[[Polygon (website)|Polygon]] | date=14 August 2019 }}</ref>
The game was released on the Sega Genesis on October 24, 1995 in North America and on November 30, 1995 in [[Europe]], with a marketing budget of $12 million.<ref>{{cite web|first=Jim|last=Carlton|url=https://www.newspapers.com/clip/91227791/hartford-courant/|title=Fans remain loyal to 16-bit machines|newspaper=[[Hartford Courant]]|page=79|date=November 23, 1995|accessdate=December 27, 2021|via=[[Newspapers.com]]}}</ref><ref>{{Cite web|url=http://findarticles.com/p/articles/mi_m0EIN/is_1995_Oct_23/ai_17424312/|title=Sega begins 24-hour countdown to "Vectormania"; $160,000 in cash and prizes at stake as VectorMan, Sega's most advanced, challenging Genesis game ever hits store shelves tomorrow, Oct. 24 &#124; Business Wire &#124; Find Articles|date=February 19, 2012|archive-url=https://web.archive.org/web/20120219134336/http://findarticles.com/p/articles/mi_m0EIN/is_1995_Oct_23/ai_17424312/ |archive-date=2012-02-19 }}</ref> The game did not release on the Genesis in Japan, and wasn't released at all until over five years later, when it was included on the [[Personal computer|PC]] [[Windows]] release of the ''[[Sega Smash Pack]]''.<ref name="VectoRetro"/> The game wasn't released further until the mid-2000s, after Sega became a third-party video game developer, and the game appeared on a number of Sega-themed game compilations. It appeared on ''[[Sonic Gems Collection]]'' (2005),<ref>{{cite web | url=https://www.ign.com/articles/2005/08/19/sonic-gems-collection | title=Sonic Gems Collection | date=19 August 2005 }}</ref> ''[[Sega Genesis Collection]]'' (2006),<ref>{{cite web | url=https://www.gamespot.com/reviews/sega-genesis-collection-review/1900-6162290/ | title=Sega Genesis Collection Review }}</ref> and ''[[Sonic's Ultimate Genesis Collection]]'' (2009).<ref>{{cite web | url=https://www.ign.com/articles/2009/02/12/sonics-ultimate-genesis-collection-review | title=Sonic's Ultimate Genesis Collection Review | date=12 February 2009 }}</ref> The game was also re-released on various digital download services, including the [[Wii]] [[Virtual Console]] in 2008,<ref name="IGNVC">{{cite web | url=https://www.ign.com/articles/2008/09/22/vectorman-review | title=Vectorman Review | date=22 September 2008 }}</ref><ref>{{cite news|url=https://www.nintendo.com/whatsnew/detail/e0y50PCLy6ekTyFfdiSDBE6EUXRehFaO|title=Two WiiWare Games and Two Virtual Console Games Added to Wii Shop Channel|date=2008-09-22|work=[[Nintendo]]|access-date=2008-09-22|archive-url=https://web.archive.org/web/20180622220348/https://www.nintendo.com/whatsnew/detail/e0y50PCLy6ekTyFfdiSDBE6EUXRehFaO|archive-date=June 22, 2018|url-status=dead|publisher=Nintendo of America}}</ref> on [[Steam (service)|Steam]] in 2010,<ref>{{cite web | url=https://www.metacritic.com/game/vectorman/critic-reviews/?platform=pc | title=Vectorman | website=[[Metacritic]] }}</ref> and as part of the ''[[Sega Forever]]'' service in 2018.<ref>{{cite web | url=https://www.destructoid.com/vectorman-possibly-the-best-genesis-game-is-now-available-on-sega-forever/ | title=Vectorman, possibly the best Genesis game, is now available on Sega Forever | date=21 June 2018 }}</ref> In 2019, the game was included on the [[Sega Genesis Mini]] console.<ref>{{cite web | url=https://www.polygon.com/2019/8/14/20805316/sega-genesis-mini-pre-review-mega-drive-retro | title=Sega Genesis Mini proves Sega is ready to take its legacy seriously | website=[[Polygon (website)|Polygon]] | date=14 August 2019 }}</ref>


== Reception ==
== Reception ==
The game was a commercial success in the US, with it being one of the best-selling video games of the 1995 holiday season.<ref name="NewspaperSales"/> ''Vectorman'' sold 500,000 copies in the US by the end of the year, making it among Sega's top selling games of the year, though short of Nintendo's concurrent holiday, ''[[Donkey Kong Country 2]]'', which moved 900,000 copies.<ref name="NewspaperSales">{{cite web|first=Paul|last=Chapman|url=https://www.newspapers.com/clip/91298106/the-province/|title=16-bit systems show surprising strength|newspaper=[[The Province]]|page=86|date=January 19, 1996|accessdate=December 28, 2021|via=[[Newspapers.com]]}}</ref> Much like ''Donkey Kong Country'' series of games on the SNES, ''Vectorman'' on the Genesis was seen as a successful effort to retain interest in aging 16-bit consoles at a time when consumer interest was increasingly moving towards more advanced technology.<ref name="IGNVC"/> Publications noted that the game's graphic's were comparable to early-generation [[PlayStation (console)|PlayStation 1]] games being released around the same time period.<ref name="NLVCVM">{{cite web | url=https://www.nintendolife.com/reviews/megadrive/vectorman | title=Review: Vectorman (Virtual Console / Sega Mega Drive) | date=6 April 2007 }}</ref><ref name="IGNVC"/> ''Video Games: The Ultimate Gaming Magazine'' gave the game a score of 9 out of 10, praising the graphics, describing the game variety and ingenuity as "nothing short of breathtaking", and concluding that "if developers keep on pumping stuff like this out, then it'll be a cold day in hell before 16-bit is dead and buried."<ref>{{Cite magazine |url=https://archive.org/details/Video_Games_The_Ultimate_Gaming_Magazine_Issue_82_November_1995/page/n95/mode/2up |title=Vectorman Review|magazine=Video Games: The Ultimate Gaming Magazine|date=November 1995|publisher=L.F.P., Inc|page=89|issue=82}}</ref> ''[[GamePro]]'' gave it a rave review, stating that "your jaw will hang open in amazement at what Vectorman does with the 16-bit Genesis engine. This platform game comes on with great guns, a morphing hero, and diverse, well-detailed levels." They also praised the simple controls, advanced graphics, and sound effects, and scored it a 5/5 in graphics, control, and FunFactor and a 4.5/5 in sound.<ref>{{cite magazine|date=November 1995|title=ProReview: Vectorman|url=https://archive.org/details/GamePro_Issue_076_November_1995/page/n71/mode/2up|magazine=[[GamePro]]|publisher=[[International Data Group|IDG]]|issue=76|pages=70–71}}</ref> Both ''Electronic Gaming Monthly'' and ''GamePro'' awarded it Best Genesis Game of 1995.<ref name=":0">{{cite magazine|year=1996|title=Electronic Gaming Monthly's Buyer's Guide|magazine=[[Electronic Gaming Monthly]]}}</ref><ref>{{cite magazine|date=February 1996|title=Editor's Choice Awards 1995|url=https://archive.org/details/GamePro_Issue_079_February_1996/page/n27/mode/2up|magazine=[[GamePro]]|publisher=[[International Data Group|IDG]]|issue=79|page=26}}</ref> The four reviewers of ''[[Electronic Gaming Monthly]]'' gave the first ''Vectorman'' a score of 8.25 out of 10, unanimously praising the advanced graphics and animation, large levels with numerous hidden areas, strong audio, and ability to change into different forms.<ref>{{cite magazine|date=November 1995|title=Review Crew: Vectorman|url=https://retrocdn.net/images/b/b3/EGM_US_076.pdf|magazine=[[Electronic Gaming Monthly]]|publisher=Sendai Publishing|issue=76|page=42}}</ref>
The game was a commercial success in the US, with it being one of the best-selling video games of the 1995 holiday season.<ref name="NewspaperSales"/> ''Vectorman'' sold 500,000 copies in the US by the end of the year, making it among Sega's top selling games of the year, though short of Nintendo's concurrent holiday, ''[[Donkey Kong Country 2]]'', which moved 900,000 copies.<ref name="NewspaperSales">{{cite web|first=Paul|last=Chapman|url=https://www.newspapers.com/clip/91298106/the-province/|title=16-bit systems show surprising strength|newspaper=[[The Province]]|page=86|date=January 19, 1996|accessdate=December 28, 2021|via=[[Newspapers.com]]}}</ref> Much like ''Donkey Kong Country'' series of games on the SNES, ''Vectorman'' on the Genesis was seen as a successful effort to retain interest in aging 16-bit consoles at a time when consumer interest was increasingly moving towards more advanced technology.<ref name="IGNVC"/> Publications noted that the game's graphic's were comparable to early-generation [[PlayStation (console)|PlayStation 1]] games being released around the same time period.<ref name="NLVCVM">{{cite web | url=https://www.nintendolife.com/reviews/megadrive/vectorman | title=Review: Vectorman (Virtual Console / Sega Mega Drive) | date=6 April 2007 }}</ref><ref name="IGNVC"/> ''[[VideoGames & Computer Entertainment|Video Games: The Ultimate Gaming Magazine]]'' gave the game a score of 9 out of 10, praising the graphics, describing the game variety and ingenuity as "nothing short of breathtaking", and concluding that "if developers keep on pumping stuff like this out, then it'll be a cold day in hell before 16-bit is dead and buried."<ref>{{Cite magazine |url=https://archive.org/details/Video_Games_The_Ultimate_Gaming_Magazine_Issue_82_November_1995/page/n95/mode/2up |title=Vectorman Review|magazine=Video Games: The Ultimate Gaming Magazine|date=November 1995|publisher=L.F.P., Inc|page=89|issue=82}}</ref> ''[[GamePro]]'' gave it a rave review, stating that "your jaw will hang open in amazement at what Vectorman does with the 16-bit Genesis engine. This platform game comes on with great guns, a morphing hero, and diverse, well-detailed levels." They also praised the simple controls, advanced graphics, and sound effects, and scored it a 5/5 in graphics, control, and FunFactor and a 4.5/5 in sound.<ref>{{cite magazine|date=November 1995|title=ProReview: Vectorman|url=https://archive.org/details/GamePro_Issue_076_November_1995/page/n71/mode/2up|magazine=[[GamePro]]|publisher=[[International Data Group|IDG]]|issue=76|pages=70–71}}</ref> Both ''Electronic Gaming Monthly'' and ''GamePro'' awarded it Best Genesis Game of 1995.<ref name=":0">{{cite magazine|year=1996|title=Electronic Gaming Monthly's Buyer's Guide|magazine=[[Electronic Gaming Monthly]]}}</ref><ref>{{cite magazine|date=February 1996|title=Editor's Choice Awards 1995|url=https://archive.org/details/GamePro_Issue_079_February_1996/page/n27/mode/2up|magazine=[[GamePro]]|publisher=[[International Data Group|IDG]]|issue=79|page=26}}</ref> The four reviewers of ''[[Electronic Gaming Monthly]]'' gave the first ''Vectorman'' a score of 8.25 out of 10, unanimously praising the advanced graphics and animation, large levels with numerous hidden areas, strong audio, and ability to change into different forms.<ref>{{cite magazine|date=November 1995|title=Review Crew: Vectorman|url=https://retrocdn.net/images/b/b3/EGM_US_076.pdf|magazine=[[Electronic Gaming Monthly]]|publisher=Sendai Publishing|issue=76|page=42}}</ref>


In a retrospective by ''Hardcore Gaming 101'', it was concluded that ''Vectorman'' was "...one of the Genesis' best hidden gems, a great platformer that, while having a few faults of its own, manages to aurally out-do ''Donkey Kong Country'' in almost everyway while staying unique and memorable to this day, with the titles commercial and critical success gracefully backing up such claims."<ref name="VectoRetro"/>
In a retrospective by ''Hardcore Gaming 101'', it was concluded that ''Vectorman'' was "...one of the Genesis' best hidden gems, a great platformer that, while having a few faults of its own, manages to aurally out-do ''Donkey Kong Country'' in almost everyway while staying unique and memorable to this day, with the titles commercial and critical success gracefully backing up such claims."<ref name="VectoRetro"/>


==Legacy==
==Legacy==
{{main|Vectorman 2}}
{{main|Vectorman 2|Vectorman 3}}


In 1996, a sequel, ''[[Vectorman 2]]'' was released for the Sega Genesis. During the same year, Sega of America entered into a deal with Los Angeles-based Ideal Entertainment for the motion picture, television and merchandising rights to the first game, though no television or film ever entered development.<ref>{{Cite web|url=http://www.sega.com/news/releases/vector.html|archive-url=https://web.archive.org/web/19961220003330/http://www.sega.com/news/releases/vector.html |archive-date=1996-12-20|title=SEGA Central}}</ref> A design document was completed for a third ''Vectorman'' title to be developed for the Sega Saturn, but BlueSky Software's relationship with Sega ended before the proposal could be reviewed or green-lit. In 2000, six former BlueSky employees formed a new company called VBlank Software<ref>{{Cite book|url=https://books.google.com/books?id=hxhmDQAAQBAJ&q=vectorman+vblank&pg=PT168|title=Playing at the Next Level: A History of American Sega Games|last=Horowitz|first=Ken|date=2016-10-21 |publisher=McFarland |isbn=9780786499946|language=en}}</ref> to create original titles for the PlayStation 2. They created was a demo for a new 3D ''Vectorman'' game which would have featured the character on an alien planet with new transformations. However, Sega had already established a relationship with Canadian developer [[Pseudo Interactive]] to create a ''Vectorman'' title that was based around a more traditional combat model and had a more serious tone.<ref>{{Cite news |url=https://www.theglobeandmail.com/technology/pseudo-interactive-bounces-back-with-physics-engine/article1136767/|title=Pseudo Interactive bounces back with physics engine|date=May 10, 2004|work=The Globe and mail|access-date=2018-09-11}}</ref> VBlank Software never got to present its demo and Sega canceled Pseudo Interactive's Vectorman title after it was briefly shown at the 2003 [[Electronic Entertainment Expo|E3]].
In 1996, a sequel, ''[[Vectorman 2]]'' was released for the Sega Genesis. During the same year, Sega of America entered into a deal with Los Angeles-based Ideal Entertainment for the motion picture, television and merchandising rights to the first game, though no television or film ever entered development.<ref>{{Cite web|url=http://www.sega.com/news/releases/vector.html|archive-url=https://web.archive.org/web/19961220003330/http://www.sega.com/news/releases/vector.html |archive-date=1996-12-20|title=SEGA Central}}</ref> Multiple attempts at making a ''[[Vectorman 3]]'' were made in the late 1990s and early 2000s, though all were cancelled by Sega prior to release.<ref name="RetroGamerFeature">{{Cite web|url=https://www.pressreader.com/uk/retro-gamer/20220929/283596699156308|title=|via=PressReader}}</ref>


==References==
==References==
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==External links==
==External links==
* [https://www.mobygames.com/game/genesis/vectorman Vectorman] at Mobygames
* [https://www.mobygames.com/game/genesis/vectorman Vectorman] at Mobygames
{{Vectorman}}

{{Authority control}}
{{Authority control}}


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[[Category:BlueSky Software games]]
[[Category:BlueSky Software games]]
[[Category:Mobile games]]
[[Category:Mobile games]]
[[Category:Run and gun games]]
[[Category:Platformers]]
[[Category:Science fiction video games]]
[[Category:Science fiction video games]]
[[Category:Sega Games franchises]]
[[Category:Sega Games franchises]]
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[[Category:Video games developed in the United States]]
[[Category:Video games developed in the United States]]
[[Category:Video games with pre-rendered 3D graphics]]
[[Category:Video games with pre-rendered 3D graphics]]
[[Category:Virtual Console games]]
[[Category:Video games scored by Jon Holland]]
[[Category:Video games scored by Jon Holland]]
[[Category:Virtual Console games for Wii]]
[[Category:Virtual Console games for Wii]]

Latest revision as of 17:03, 20 September 2024

Vectorman
North American cover art
Developer(s)BlueSky Software
Publisher(s)Sega
Producer(s)Jerry Markota
Jenny Cleary
Designer(s)Rich Karpp
Mark Lorenzen
Composer(s)Jon Holland
Platform(s)Sega Genesis
Release
  • NA: October 24, 1995
  • EU: November 30, 1995
Genre(s)Platform
Mode(s)Single-player

Vectorman is a 2D action platformer video game developed by BlueSky Software and published by Sega. The game was released for the Sega Genesis in late 1995 in North America and Europe. It was considered a critical and commercial success, achieving its dual goal of retaining interest in the aging Sega Genesis platform in face of the increasingly popular new technology of the next generation of video game consoles and providing competition to industry competitor Nintendo's popular Donkey Kong Country video game. In subsequent decades, the game was re-released across many Sega-themed video game compilations, and on its own across the Wii Virtual Console, Steam, and the Sega Forever line of mobile game releases. A sequel, Vectorman 2, was released in 1996, but despite several abandoned attempts at making a Vectorman 3, no further games have been released.

Gameplay

[edit]
Gameplay screenshot

The game plays as a 2D action platformer.[1] The player maneuvers the main character, Vectorman through levels by running and jumping, and attacking enemies through projectile attacks, similar to games such as Gunstar Heroes, Contra, and Mega Man.[1][2][3] The game consists of 16 levels.[1] The goal is generally to traverse from point A to point B in a level within the time limit, though levels are large and open-ended, offering multiple different paths to be taken to complete it.[1] By default, Vectorman is equipped with the ability to shoot out "laser pulses" in eight main directions.[1] A large emphasis is put on item collection.[3] Collecting powerups throughout levels allow him to change weapons, such as drills or bombs that can attack enemies or alter terrain.[1] Collecting "multipliers" may also be collected to increase damage dealt by attacks; for example, collecting a 2X multiplier leads attacks to cause double the damage.[3] Other powerups allow Vectorman to change forms and alter his means of maneuvering through levels; a helicopter form allows him to fly, while a vehicular-shaped transformation give him extra speed.[1] A life bar of four orbs monitors Vectorman's health; taking damage from enemies or harmful terrains lowers health, while collecting "health orbs" restore it.[3] If all health is lost, a life is lost and progress through the level is reset, causing the player to start over.[3] The game allows for the switching to an easier difficulty level upon the failure of a level, at no cost to the player other than berating them with a message calling them "lame".[1]

Plot

[edit]

The game takes place in a future where the Earth has been largely destroyed by humans through pollution.[2] Humanity temporarily migrates to distant outerspace while they leave "orbots" - a portmanteau of "orbs" and "robots"[4] - to clean up the planet while they're away.[3] Raster, one of the higher-level supervisory robots, is accidentally connected to a nuclear warhead missile, which radically alters his behavior, transforming him into a tyrannical overlord. Now known by the name "WarHead", he gains control of all robots and plans to declare war on humanity upon their return.[3] One robot, Vectorman, had been off on a mission in outerspace, does not fall under his control, and upon seeing what is happening, decides to put a stop to Warhead's plans.[3]

Development and release

[edit]

BlueSky Software's development relationship with Sega began in the early 1990s. After successfully developing and releasing Starflight and Joe Montana Football in 1991, BlueSky Software signed an exclusivity contract to develop video games for their Sega Genesis platform.[5] Sega won the bid for the rights to develop the official video game adaption of the film Jurassic Park, and chose BlueSky Software as the primary developer.[6][3] Sega published two of their Jurassic Park games; a video game adaption of the original Jurassic Park film released in 1993, and a sequel game, Jurassic Park: Rampage Edition, the following year, both for the Sega Genesis.[3] After completion of the two games, Sega turned to them to create a game centered around pre-rendered 3D models in its levels and character designs, as an answer to Nintendo's popular 1994 release Donkey Kong Country.[3][7] Vectorman originally started as a 3D tech demo created by tools programmer Karl Robillard, inspired by vector ball demos for the Amiga.[8] While Sega had been finding success with the Genesis platform in the early 1990s, by 1995, they had lost momentum; Donkey Kong Country was a huge hit, while the launches of the Sega 32x and the Sega Saturn had not gone well.[9] Different branches of Sega had different views of how to proceed; Sega of Japan preferred to emphasize development on the Saturn, while North America, who had seen far more success with the Genesis, desired to focus on developing for the large Genesis userbase, with Vectorman scheduled to be one of its major titles for 1995.[9]

The game featured a relatively smooth and quick development cycle because of their extensive experience of developing games for the Genesis.[10] Vectorman introduced the Genesis programming technique referred to by Sega as "Vector Piece Animation".[11] It was used to blend animations smoothly together, and also enabled the game to run at 60 frames per second.[10] Rather than the typical singular character sprite, Vectorman's body consists of 23 individual sprites programmed to move in unison.[11] According to designer Rich Karpp, Sega had very little involvement with the game until the end of development.[10] Many ideas were tweaked and changed over the course of development. Initially all characters were composed entirely of spheres, but as development progressed, the designers ended up using other shapes for the characters as well, feeling the characters were too abstract, and lacked recognizable forms without it.[10][7][4] The "sphere-only" character approach characters would have allowed for more varied perspectives and scaling, including the changing of viewpoints, but this was eliminated upon the creation of more detailed character models.[7][4] With the emphasis on smooth animations, the team had worked on the idea of having more "windup" and "aiming" type animations while shooting, but the added delay in action from the extra animations hampered the game's playability, and the idea was scrapped.[7][4] Vectorman's character model went through many changes as well, and was not finalized until late into development.[5] The game's villain, Warhead, was originally named Raster; the dynamic of Vectorman versus Raster would have mirrored how vector graphics are the opposite of raster graphics. At least one stage was cut during development, in which Vectorman rode a horizontally aligned wicker rocket on a track, with scrolling columns used to make the rocket rotate rather than simply follow a straight path. Karpp said that the level had a unique look but was not fun to play because Vectorman could not freely explore and the lack of room to maneuver made it difficult to line up shots at flying enemies.[10] For the moving flags on the first level, the team referenced video footage of the flags on top of BlueSky's building during a windy day to make the animation look believable.[8]

The game's music was composed by Jon Holland, a musician and filmmaker who was relatively new to video game soundtrack composing.[7][4] The techno soundtrack was inspired by the works of Kraftwerk, Orbital, and The Prodigy, as well as Goa mixes.[8] Holland attempted to create a "rhythmic" and almost "danceable" electronic sound to the music, though he lamented that it was difficult to achieve the sound he was aiming for with the Genesis sound chip.[7][4] The resulting soundtrack was described as "slower and moodier" than most platformer games from the 16-bit era.[7] A year after the game's release, the game's soundtrack was released under the name Sega Tunes: Vectorman CD, featuring higher sound quality arrangements of the songs originally aimed for by Holland.[3]

The game was released on the Sega Genesis on October 24, 1995 in North America and on November 30, 1995 in Europe, with a marketing budget of $12 million.[12][13] The game did not release on the Genesis in Japan, and wasn't released at all until over five years later, when it was included on the PC Windows release of the Sega Smash Pack.[3] The game wasn't released further until the mid-2000s, after Sega became a third-party video game developer, and the game appeared on a number of Sega-themed game compilations. It appeared on Sonic Gems Collection (2005),[14] Sega Genesis Collection (2006),[15] and Sonic's Ultimate Genesis Collection (2009).[16] The game was also re-released on various digital download services, including the Wii Virtual Console in 2008,[1][17] on Steam in 2010,[18] and as part of the Sega Forever service in 2018.[19] In 2019, the game was included on the Sega Genesis Mini console.[20]

Reception

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The game was a commercial success in the US, with it being one of the best-selling video games of the 1995 holiday season.[21] Vectorman sold 500,000 copies in the US by the end of the year, making it among Sega's top selling games of the year, though short of Nintendo's concurrent holiday, Donkey Kong Country 2, which moved 900,000 copies.[21] Much like Donkey Kong Country series of games on the SNES, Vectorman on the Genesis was seen as a successful effort to retain interest in aging 16-bit consoles at a time when consumer interest was increasingly moving towards more advanced technology.[1] Publications noted that the game's graphic's were comparable to early-generation PlayStation 1 games being released around the same time period.[2][1] Video Games: The Ultimate Gaming Magazine gave the game a score of 9 out of 10, praising the graphics, describing the game variety and ingenuity as "nothing short of breathtaking", and concluding that "if developers keep on pumping stuff like this out, then it'll be a cold day in hell before 16-bit is dead and buried."[22] GamePro gave it a rave review, stating that "your jaw will hang open in amazement at what Vectorman does with the 16-bit Genesis engine. This platform game comes on with great guns, a morphing hero, and diverse, well-detailed levels." They also praised the simple controls, advanced graphics, and sound effects, and scored it a 5/5 in graphics, control, and FunFactor and a 4.5/5 in sound.[23] Both Electronic Gaming Monthly and GamePro awarded it Best Genesis Game of 1995.[24][25] The four reviewers of Electronic Gaming Monthly gave the first Vectorman a score of 8.25 out of 10, unanimously praising the advanced graphics and animation, large levels with numerous hidden areas, strong audio, and ability to change into different forms.[26]

In a retrospective by Hardcore Gaming 101, it was concluded that Vectorman was "...one of the Genesis' best hidden gems, a great platformer that, while having a few faults of its own, manages to aurally out-do Donkey Kong Country in almost everyway while staying unique and memorable to this day, with the titles commercial and critical success gracefully backing up such claims."[3]

Legacy

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In 1996, a sequel, Vectorman 2 was released for the Sega Genesis. During the same year, Sega of America entered into a deal with Los Angeles-based Ideal Entertainment for the motion picture, television and merchandising rights to the first game, though no television or film ever entered development.[27] Multiple attempts at making a Vectorman 3 were made in the late 1990s and early 2000s, though all were cancelled by Sega prior to release.[28]

References

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  1. ^ a b c d e f g h i j k "Vectorman Review". 22 September 2008.
  2. ^ a b c "Review: Vectorman (Virtual Console / Sega Mega Drive)". 6 April 2007.
  3. ^ a b c d e f g h i j k l m n "Vectorman – Hardcore Gaming 101".
  4. ^ a b c d e f "Interview - BlueSky Software".
  5. ^ a b "Sega-16 – Interview: Richard Karpp (BlueSky Software Programmer)".
  6. ^ "The Next Level: Sega's Plans for World Domination". Wired.
  7. ^ a b c d e f g "Game music of the day: Vectorman". 30 September 2010.
  8. ^ a b c Carroll, Tom (June 19, 2021). "Vectorman Is Still An Original Climate Activist At 25". The Game of Nerds. Retrieved May 9, 2024.
  9. ^ a b "'VectorMan' Review – Nothing to Fear but Sphere Itself – TouchArcade". 22 June 2018.
  10. ^ a b c d e "Sega Forever: Rich Karpp on Vectorman". Sega.com. June 20, 2018. Archived from the original on August 16, 2019.
  11. ^ a b The Whizz (January 1996). "Sega Vectors in on Better Genesis Programming". GamePro. No. 88. IDG. p. 28.
  12. ^ Carlton, Jim (November 23, 1995). "Fans remain loyal to 16-bit machines". Hartford Courant. p. 79. Retrieved December 27, 2021 – via Newspapers.com.
  13. ^ "Sega begins 24-hour countdown to "Vectormania"; $160,000 in cash and prizes at stake as VectorMan, Sega's most advanced, challenging Genesis game ever hits store shelves tomorrow, Oct. 24 | Business Wire | Find Articles". February 19, 2012. Archived from the original on 2012-02-19.
  14. ^ "Sonic Gems Collection". 19 August 2005.
  15. ^ "Sega Genesis Collection Review".
  16. ^ "Sonic's Ultimate Genesis Collection Review". 12 February 2009.
  17. ^ "Two WiiWare Games and Two Virtual Console Games Added to Wii Shop Channel". Nintendo. Nintendo of America. 2008-09-22. Archived from the original on June 22, 2018. Retrieved 2008-09-22.
  18. ^ "Vectorman". Metacritic.
  19. ^ "Vectorman, possibly the best Genesis game, is now available on Sega Forever". 21 June 2018.
  20. ^ "Sega Genesis Mini proves Sega is ready to take its legacy seriously". Polygon. 14 August 2019.
  21. ^ a b Chapman, Paul (January 19, 1996). "16-bit systems show surprising strength". The Province. p. 86. Retrieved December 28, 2021 – via Newspapers.com.
  22. ^ "Vectorman Review". Video Games: The Ultimate Gaming Magazine. No. 82. L.F.P., Inc. November 1995. p. 89.
  23. ^ "ProReview: Vectorman". GamePro. No. 76. IDG. November 1995. pp. 70–71.
  24. ^ "Electronic Gaming Monthly's Buyer's Guide". Electronic Gaming Monthly. 1996.
  25. ^ "Editor's Choice Awards 1995". GamePro. No. 79. IDG. February 1996. p. 26.
  26. ^ "Review Crew: Vectorman" (PDF). Electronic Gaming Monthly. No. 76. Sendai Publishing. November 1995. p. 42.
  27. ^ "SEGA Central". Archived from the original on 1996-12-20.
  28. ^ https://www.pressreader.com/uk/retro-gamer/20220929/283596699156308 – via PressReader. {{cite web}}: Missing or empty |title= (help)
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