Vectorman
Vectorman is a run-and-gun platform video game developed by BlueSky Software and published by Sega for the Sega Genesis console, released on October 24, 1995.[1][2] The game features a robotic protagonist, Vectorman, tasked with destroying mutated creatures resulting from orbital garbage disposal in a post-human Earth set in 2049.[3] It utilizes a custom engine capable of rendering detailed, fluid animations and large sprites, making it one of the technically most advanced titles for the platform.[4][5] The series comprises two entries, with Vectorman 2 following in 1996, both praised for their innovative visuals, challenging gameplay, and soundtrack, earning critical acclaim including a 9/10 from Video Games magazine for the original's variety and ingenuity.[6][5] To promote the first game, Sega embedded a contest in select cartridges offering over $160,000 in prizes, including a $25,000 grand prize won by a 12-year-old player.[7][8] Despite plans for a third installment and a PlayStation 2 version announced post-BlueSky's 2001 closure, no further official releases occurred, cementing the duo as late-cycle highlights of Sega's 16-bit era.[6][5]Gameplay and Mechanics
Core Platforming and Combat
Vectorman employs core platforming mechanics that emphasize responsive movement and vertical navigation in side-scrolling environments. The player directs Vectorman using the directional pad to run left or right at variable speeds, with a single jump initiated by pressing the A or C button and a double jump following a second press in mid-air, enabling access to higher platforms and evasion of ground-based hazards.[5] [9] Downward shooting during jumps reduces fall speed, facilitating precise landings on narrow ledges or moving platforms.[10] Combat centers on a run-and-gun system where Vectorman fires photon projectiles from his hands by holding the B button, with aiming tied to directional input for shots in eight discrete angles: horizontal, vertical up or down, and four diagonals. This allows targeting enemies from varied positions without full 360-degree freedom, promoting strategic positioning amid platforming demands. Enemies, often mutant insects or robotic foes, require rapid shooting to destroy before they close in or launch counterattacks, with Vectorman's default weapon featuring unlimited ammo but limited power unless upgraded.[11] [12][5] The integration of platforming and combat demands multitasking, as levels feature dense enemy placements alongside dynamic obstacles like collapsing floors or conveyor belts, where mistimed jumps or shots result in damage from collisions or projectiles. Health depletes upon hits, represented by a depleting energy bar, with one-hit deaths in certain modes adding tension; checkpoints and continues mitigate progression loss. This blend yields fast-paced gameplay, praised for smooth controls that handle simultaneous aiming, jumping, and evasion without input lag on Sega Genesis hardware.[12] [9][5]Weapons, Morphing, and Power-Ups
Vectorman begins gameplay with a default rapid-fire peashooter, a long-range weapon that fires bullets in eight directions and supports continuous fire when holding the attack button.[6] [9] Weapon upgrades are obtained by destroying floating television receivers scattered throughout levels, which drop icons replacing the current armament with limited-ammunition alternatives; depletion reverts to the peashooter.[6] Advanced options include the Wave Gun, emitting a cone-shaped energy blast that penetrates walls to strike multiple foes; the Bolo Gun, launching spinning projectiles that pierce and repeatedly damage enemies; the Orb, a single-use screen-clearing explosive; and the Nucleus Shield, generating a protective barrier that absorbs damage until it dissipates.[6] Morphing icons trigger temporary transformations, altering Vectorman's form and capabilities for navigation or combat advantages, typically lasting until the form is destroyed or the level ends.[6] These include:- Drill: Spins to burrow through floors and certain obstacles, controlled via directional inputs.
- Bomb: Charges forward before detonating on command or impact, demolishing nearby structures and enemies.
- Jet: Enables full flight mobility, ramming foes for damage.
- Fish: Facilitates rapid underwater propulsion, contact-damaging aquatic enemies.
- Missile: Rockets upward to breach ceilings, with lateral adjustments.
- Parachute: Slows falls for precise landings, allowing horizontal movement.
- Buggy: Accelerates as a wheeled vehicle, smashing through barriers.[6]