Fans of the SEGA Genesis, that great 16-bit game console of yore, will be glad/shocked/appalled to learn that 2021 marks the 25th anniversary of VECTORMAN. This resonates with me—I was intimately involved in this game’s creation, and hearing the news cast me back not to the game itself, but all the personalities (good and bad) that worked together to create this minor masterpiece.
My job was the animation—not only doing the bulk of it, but working with genius programmers Rick Karpp and esp’ly Karl Robrillard to develop a custom animation tool that allowed us to fake 3D graphics for the 16-bit world of the Genesis. This was our big selling point, and the game looked like no other at that time. Everyone compared us to Donkey Kong Country,. This still vexes me. DKC is a great game, sure—but totally unlike our super-fast shooter. Because DKC beat us to market, it was easy to assume we were imitators. But in that timorous, pre-PS1 world where true 3D was but a dream, lots of developers were groping toward something that looked like the new CG beginning to emerge elsewhere (remember, Toy Story hadn’t even been released yet). There was DKC, then came a game called Ballz (similar tech to ours, but a poor game experience). But neither played as fast or as well as VMAN.
Gosh that was fun.
I was but a pup, and this was just my third title. Mark Lorenzen was the brilliant art mind behind so much of the game’s look and feel. A real learning experience….but then, we were just slingin’ the titles out as fast as we could.
Truth was, had we been able to release the game 6 months earlier, it would have received the accolades it deserved. If we’d managed to do it a year earlier (and Karl and Rich were messing about with the 3D part of the engine while the company was finishing up the Jurassic Park game back in ‘93, so it could have happened), VMAN would’ve been legend.
Writer/designer Tom Carroll was asked to pen an in-depth appreciation of the title on this 25th anniversary, and he asked if I could contribute an illustration. He wanted a re-working of a classic little inspirational sketch done back during development.
Development sketch of VECTORMAN done by…Ellis Goodson (I think??) This is an early VMAN in his simplest, roundest iteration. In fact, maybe this art is the work of Christopher Kreidel (??), the first artist assigned to develop the character.
I got a real kick out of going back and making a proper portrait of this old friend. It’s funny because I did not have the chops to do this sort of work back at the time—but I did wind up having a lot of input on the final character design. Remember, sketches like these may seem woefully undercooked compared to the in-dpeth model sheets and gorgeous character detailing of today, but we were working with characters that were only 40 to 80 pixels tall. Sketches like this were just a suggestion. Our screen size was a mere 480 by 320 (and computers of the day huffed and puffed to handle that), and just 64 colors total at our disposal, of that a mere 16 dedicated to the hero . These limits inspired a lot of creativity, and resulted in some really fun games.
I will be sure to link Tom’s article when it hits. In the meantime…”SEGA!!”