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The early designs of Vectorman Playstation 2 and its 4 prototypes

To find out more about Vectorman Playstation 2 (its history, development and more) and to discover 7 other prototypes and documents from the game, visit the home page of the preservation project linked to the Pseudo Interactive title: The 11 prototypes and documents from Vectorman Playstation 2: the transition from 2D to 3D of our best friend SEGA's robot

Initially conceived as a platform game dotted with traps that had to be avoided by performing certain precise actions, Vectorman was to undergo, for the first and last time in its history, an attempt to go 3D on PlayStation 2. The first 4 prototypes of the game listed on this page are faithful to the Mega Drive/Genesis episodes, and feature cleverly thought-out visuals. The developers at Pseudo Interactive, the Canadian development studio in charge of the project, had succeeded in capturing the essence and charm of the 2D Vectorman and transposing it into 3D. Unfortunately for them, things didn't happen as planned. The project was subsequently restarted from scratch. It diverged radically from the original idea, before coming to a complete stop months later.

The four builds detailed on this page are the first playable versions of Vectorman PS2, internally named Vectorman 3.14. It was on seeing this promising vision of Vectorman by Pseudo Interactive that SEGA agreed to go ahead, pursue the adventure with the members of the Toronto-based studio and publish their future production. Unfortunately, after some time spent coding and fine-tuning the Platformer format, the Japanese company's executives decided, against all odds, to orient and rework the title towards a more modern shooter. Test participants, the equivalent of test screenings in the film industry, had responded better to the darker look and more serious tone of the forthcoming betas. Reluctantly, the Pseudo team had quickly been pushed into third-person shooter territory. They were disappointed, but had to follow the direction imposed by the higher-ups. The initial prototypes may seem too childish. It would have taken several more months of work to recapture the "cool" side of Vectorman MD, not the full Halo treatment it finally received.

However, Pseudo had negotiated to retain the original character design and beat-matching (dance) animations as an unlockable option for further development of Vectorman Playstation 2. Imagine later versions with this madness enabled! Other tricks for incorporating Vectorman 3.14 into Halo-Like prototypes (5 builds to discover here) had been considered, such as taking advantage of the Datasphere time-travel trick, which could have included entertaining and amusing stages such as character level and appearance in early betas.

To analyze this series of prototypes, they are listed by release date and evolution. All Vectorman 3.14 builds benefit from something unique, transforming the gaming experience into something completely new every time. Before getting to the heart of the matter, it's important to understand, with suggested level ideas, the comical and offbeat direction taken by Pseudo Interactive for their Vectorman before its Halo-Like orientation.

Enjoy. Remember that this was just the beginning of development for Vectorman Playstation 2, and that the game will change its focus completely a few months later.

Level ideas

Reading concept documents for an Unreleased allows you to project yourself into the game without playing it, and to glimpse what it could and should have become if development had gone all the way. Even if, as the "Vectorman Design Ideas" document suggests, these were only level ideas put forward during the title's pre-production phase, and some were simply not going to be implemented in the realization of PI, the imagination of the members of Pseudo Interactive was overflowing. Here are just a few of them:

Vm Design Doc

Vectorman Design Ideas 1 (doc)

Vectorman PS2 Design Ideas (Oct 16, 2002 document).jpg

Vectorman Design Ideas 2 (doc)

Vectorman Design Ideas second.jpg

MUSIC level: The Orbots organize a holographic concert. Vectorman's mission is to restore the music, track by track, by finding and activating the Drums, Bass, Synth and Vocals switches to get the full techno score of the live performance. The electro soundtrack will evolve (psytrance, as it were) as Vectorman progresses through the level. Some of the SEGA robot's weapons will interact with the special effects characterizing the musical stage. The amplifier gun will increase the volume of sound in a room, then hurl enemies against the walls. The strobe gun, meanwhile, stores energy from the level's lighting before triggering an effect that slows down the movement of opponents (similar to the bullet time effect in Max Payne), ending with a powerful explosion of white light. The hostages that need to be freed/rescued, a side quest, are locked in dancing cages. The end-of-level boss is the concert stage. Its main offensive weapons are loudspeakers and volume amplifiers. His attacks are divided into two categories: treble and bass, which affect the direction and intensity of the sound.

The FILM level: The areas Vectorman crosses are real film sets in a huge Orbot movie studio (the entire level). Each area of the stage is reminiscent of famous pop-culture films such as: Matrix, with its lobby and rooftop scenes - Star Wars, with its lightsaber battles - Untouchables (Les incorruptibles), with its station scene featuring gangsters and their Tommy Guns. Other famous action films were also worth considering. The prisoners to be rescued are specific and consistent with the universe of each film production. Each piece focuses on firearms handling and is built around Vectorman's jumping abilities.

AMUSEMENT PARK level: This level takes place in a futuristic amusement park. Each zone corresponds to an attraction or entertainment area (roller coasters, mazes, miniature worlds, forest adventures, etc.). Vectorman must avoid obstacles in his path by performing acrobatic moves, a perfect candidate for the TV show Ninja Warrior. The inmates to be rescued are locked in boxes filled with multicolored balls up to their waist, inspired by McDonald's ball pools. In one area of the stage, to move on to the next, the Orbot savior of humanity must metamorphose into a suitable vehicle to take advantage of the on-screen carousel.

Hypothesis: Members of Pseudo Interactive had begun experimenting with the concept of morphing in certain Vectorman 3.14 prototypes. The second build on December 3, 2002 coincides, by deduction, with the notion of robot transformation and, perhaps, with an AMUSEMENT PARK area featuring roller coasters. Finally, in a way, this level was perhaps going to become part of the game...

You can download a design ideas document for Vectorman Playstation 2 below

Ideas for Vectorman 3.14 levels: Vectorman Design Ideas (Oct 16, 2002 document)

Vectorman (Sep 06, 2002 Playstation 2 Prototype)

This prototype is the earliest documented for the Vectorman Playstation 2 game. Only one level is playable, testifying to the initial vision of the project before it was restarted as a Halo-Like. This version of VM is undoubtedly a gradation in the finalization of the Vertical Slice (the build of September 29, 2002) that Pseudo Interactive will present to SEGA. The degree of completion of the following prototype and the document "VM_Game_Overview (Sep 30, 2002 documents" in the Vectorman PS2 archive all point in this direction. A VS (or proof of concept), in industry jargon, is a meticulously crafted 10-minute slice of the game, complete with art direction and gameplay. Its purpose is to prove the title's potential.

VM sep 06 prototype

Video of the September 06, 2002 prototype

This build launches with a brief still image (Splash Screen) displaying a Vectorman child artwork, watermarked with the logo and name of the Canadian development studio. In addition, an explanatory text contextualizes the stage.

Vectorman's body, figure, face and gait are more or less faithful to the Mega Drive/Genesis episodes. Particular attention was paid to his appearance during the Vertical Slice (Sep 29, 2003). The look of the hero in this version of VM PS2 was certainly too childish for the game's creators.

Vectorman's seemingly straightforward mission is to rescue six young damsels held hostage by Queen Texel in order to complete the level. Handsome, strong and adorned with green orb, Vectorman is a true heartthrob!

Alert: a huge mecha, a boss, stands in Vectorman's way in the penultimate room of the level. Fighting it without the proper equipment is a real challenge!

An introductory cutscene briefly reveals the first room in the map and the objective to be reached. The camera focuses for a few seconds on the captives to be rescued.

The model used for the prisoners and the character playable cooperatively by the second player is the same as that of Violet, one of the stars of PI's previous cel-shaded game, Cel Damage. Easter Eggs?

Practically all Vectorman Playstation 2 prototypes offer a cooperative multiplayer mode, usually activated by pressing the "R1" button on a controller connected to the console's B port. For VM 3.14 builds with this feature, the second player will control a little girl in pink/purple clothing. Without interacting with her, the girl with the colorful pigtails stays where she is. Vectorman and Pippi Longstocking make an explosive duo!

The prototypes of Pseudo Interactive's initial vision of Vectorman 3D all include a techno/electro soundtrack. No songs - of which there are 6 (Gorillaz, Kylie Minogue and more) in the game files, only one of which plays on a loop once a game has started - were composed specifically for this build. The items to be collected (photons, weapons etc.), Vectorman and the NPCs move to the frenetic rhythm of the music. Vectorman is an excellent choreographer, and could well be a professional dancer.

The edges of items, crates, weapon containers and decorative elements are rounded. Right angles are non-existent, except for door frames and room edges. The deliberately exaggerated distortion of level components contributes to the cartoonish style intended by PI, and will be even more pronounced in the next revision of Vectorman Playstation 2.

Armed with a GreenSludgeGun, PhotoPistol, FreezeRay, StarBlaster, ShortSaber, AutoCannon, Bazooka and PlasmaPlunger, nothing can stop Vectorman Junior. Where he goes, enemies fall. The weapons, diverse and varied, each have their own humorous design. The Thompson rifle would have been perfect for tackling the enemies on the set of the Orbot film "The Untouchables" (a level idea explained above). Al Capone better watch out !

Bullets from machine guns and revolvers bounce off the walls. Shooting down opposing androids with improbable ricochet angles is a guilty pleasure. Junior automatically targets hostile creatures populating the level. The "Right Analog Joystick" directions allow you to shoot in the desired direction. The "X" button is also assigned to shooting. The "R2" key is used to switch weapons. The controller's button configuration is almost identical for all prototypes (3.14, transitional and Halo-Like), with a few variations, such as the unique use of the "Right Analog Joystick" in this build.

He's agile

Vectorman_Playstation_2_first_look.jpg

Youthful and innocent

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Violet, Pseudo's favorite

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The goal: beat the boss without dying

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Al Vectormone

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Small but mighty

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Two development options, unique to the build, modify the view of the character. The first, by pressing "R3" and "L3" at the same time, moves the camera closer or further away from Vectorman Jr.'s head, with three possible settings ("View0: 4.000, 0.375", "ViewD1: 5.5000, 0.625" and "ViewD2: 6.5000, 0.750"). The second, by pressing the "Up" or "Down" arrows on the "D-Pad", alters the player's Field Of View, with 15 permissible configurations ("Fov: 0.250", "Fov: 0.312", "Fov:0. 375", "Fov:0.438", "Fov: 0.500", "Fov: 0562", "Fov: 0.562", "Fov: 0.625", "Fov: 0.688", "Fov: 0.750", "Fov: 0.812", "Fov: 0.812", "Fov: 0.875", "Fov: 0.938" and "Fov; 1.000"). The developers at Pseudo Interactive were undoubtedly testing several views and settling which best suited their Platformer's vision.

​You can download this Vectorman Playstation 2 build below

Vectorman (Sep 06, 2002 Playstation 2 Prototype)

Vectorman (Sep 29, 2002 Playstation 2 Prototype)

Here, at last, is the famous Vertical Slice of Vectorman Playstation 2, the version that SEGA reviewers were able to examine, in 2002, in the greatest of secrecy while fans had been wondering, for 6 years (the last Vectorman was released in 1996 on MD), about the future of the franchise. Lovers of the license are sure to be in for a treat!

VM Sep 29 prototype

Video of the September 29, 2002 prototype

The prototype announces the game's color and potential from the outset, starting off with  the legendary blue logo of the publisher, and yes, SEGA was no longer a console manufacturer. Not without a certain nostalgia, it recalls that of Vectorman Mega Drive/Genesis. Then comes the colorful, Vectorman-sounding presentation of the animated Pseudo Interactive logo. The highlight is the CG cutscene that follows, in which Vectorman, for the first time materialized in 3D, runs, jumps and shoots with his arm. And it doesn't stop there: PI had really polished up this version, adding a little final animation accompanied by mechanical sound effects to introduce the game's name, "Vectorman 3.14"!

Vectorman, now a young adult, is stronger than ever. His facial expression and physiognomy have changed, and the charm is immediate. For this VS, the developers had perfectly captured the essence of VM's first opuses.

Still in good spirits, SEGA's robot shakes his body with more enthusiasm, still to an electro sound, than on September 6, 2002. The remix of "Vectorman - Day 3: Tidal Surge ~ Day 12: Nightscape" Mega Drive can only motivate him. This composition (a remix?), perhaps never performed before, runs on a loop once a game has started. However, four other audio files can be found in the game's MUSIC folder. 3-2-1 let's go!

Bande son de la build

01

This prototype showcases a more mature, darker and futuristic approach to PS2 gameplay than its predecessor, while retaining the comic aspect that made Vectorman such a success on SEGA's 16-bit console. The same level layout as before has undergone major adjustments, to the point where it feels like you're visiting a new one. A huge amount of level design rethinking was undertaken. Some of the changes noted:

  • The employees of the Canadian development studio were planning to rectify the modeling of the treadmills. To the discerning eye of one tester, they looked 2D. PI could never really improve their appearance. However, for this and subsequent prototypes, the developers have replaced the obstacles on the conveyor belts with others more consistent with the game world. Vectorman no longer has to avoid blocks falling from the sky, which could flatten him like a pancake, but red magnetic barriers, switching on and off on a predefined timer, which could electrocute him.

  • The color palette applied to the surfaces of objects and level contours has been reconsidered. The current textures better convey space and the future. They are darker and duller, sometimes with a striking contrast of bright or dynamic colors (the orange explosive barrels or the pink hostage cages). The art direction is excellent.

Evolution of level, character, enemies, player interface and future style of play

First_Prototype_Vectorman_Ps2.jpg

Build (Sep 06, 2002)

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Build (Sep 29, 2002)

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Build (Dec 03, 2002)

The aim of Level is to cross several rooms, avoid obstacles and finally confront the boss of the place at the top of a long metal cylinder. Rescuing the prisoners is a secondary quest. Vectorman is about to enjoy a memorable expedition in 3D.

Vectorman loves courting and rescuing women in distress. Now imprisoned in fluorescent-colored tubes, they can't wait to be set free.

To catch a glimpse of the sides of a tower and reach the stage's boss, the Orbot savior of humanity will benefit the Morphing technique, a concept that was to be exploited more and more as the adventure progressed. For a brief moment, he will embody a robotic spider that can grab onto walls. Spider Vectorman will take advantage of this innovative ability, introduced by this prototype, by rushing inside green pipes installed in strategic locations throughout the level. Luigi, get out of Vectorman's body!

Other enemies replace the old ones, or their aesthetics simply change. It's impossible to know, however, as the names of dead opponents are not displayed on screen, like they were in the previous build.

The best prototype

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Why 3.14

Vectorman_3.14_PS2_Unreleased.jpg

He became a man

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He lives for action

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SEGA Vectorman PS2 prototype iso.jpg

The ladies' saviour

Spider Vectorman in action

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The future Avengers

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The arsenal is not similar to that of the September 6, 2002 build. The user interface, revised for the occasion, indicates the main and secondary weapons carried by Mario Man by means of a green symbol pointing to them. There is no way, in-game, to know their names. Fortunately, the Vertical Slice was accompanied by the document "VM_Game_Overview", and the dates of the prototype and manuscript match, listing them:

Hand Blaster Vectorman PS2
Reflector_Beam_Vectorman_PS2
Auto Cannon Vectorman PS2
Star Blaster Vectorman PS2
Power_Fist_Vectorman_PS2
Plasma_Baton_Vectorman_PS2
Mega Baton Vectorman PS2

Even Vectorman isn't invincible

Unreleased_Vectorman_PS2_Game_Over.jpg

You can download the VM_Game_Overview documents below

VM_Game_Overview (Sep 30, 2002 document PDF + Word )

The visual of the armament, once equipped, is less far-fetched and more serious. The weapon becomes an extension of Vectorman's arm, suggesting the scope of the Morphing idea.

Gameplay is enriched by an unexpected ability. The indefatigable Hulk Man can grab and throw objects, enemies, inmates and even the sweet and loving Violet. This skill encourages him to use his inventiveness to take out his opponents.

In the end, he will always win

Vectorman_Wins_Sony_PS2.jpg
Overview Doc VM

The directions on the "Right Analog Joystick" are no longer dedicated to shooting. They now orient the camera on the desired axis.

Vectorman's partner in crime, the second player character in multiplayer mode, is now controlled by the AI if nobody else controls her. Single-player or multiplayer, there's no stopping them!

Conclusion : To glimpse the creative path taken by the members of Pseudo Interactive, between the first and second builds, is incredible. They were looking for perfection to impress SEGA management. They got there after a lot of hard work. Admittedly, this version of Vectorman Playstation 2 suffers from shortcomings in the construction and gameplay mechanics of its level (Level Design), but is nonetheless the most enjoyable to play to date. With more time at their disposal, and without the project's reboot, PI's developers could have made the whole thing more plausible and coherent by arranging the elements within the stage more intelligently. In hindsight, it was just a test level programmed over a few months...

​You can download this Vectorman Playstation 2 build below

Vectorman (Sep 29, 2002 Playstation 2 Prototype)

VM Dec 03 build

Vectorman (Dec 03, 2002 Playstation 2 Prototype) 15:59:29

Vectorman on Playstation 2, with this third prototype, moves towards a third-person shooter at the expense of the Platformer genre advanced to date. Keeping the cachet and graphics of earlier versions, the Pseudo Interactive team introduces a new game mechanic, an aiming system that will become the standard for Halo-Like builds. The mix between a TPS and a Platform game is surprising but not unpleasant. The strategic approach compensates for the lack of rhythm and vitality of the initial game.

Video of the December 3, 2002 prototype (1)

Omnipresent since the first prototype, the Jet Pack acquires a special significance in this build. Its mode of operation and impact on Vectorman (its animations) have been revised. Pseudo Interactive confirmed this Jet Pack, and all that surrounds it, throughout the development of their production, until it was cancelled. However, on April 7, 2003, Pseudo Interactive abandoned the Jet Pack's system of being powered by renewable energy over time (a gauge under the user interface's life bar). From that date onwards, it would last only a few seconds, unless developers experimented.

No, no and no! Vectorman is not keen on dancing any more. He's certainly gone through a rough period...

Vectorman has found the perfect woman for him - he's in love. His former suitors, Violet and the prisoners, know this and no longer try to entice/seduce him by appearing in the level. Seriously, the multiplayer mode (temporarily) and the hostage side-quest are removed.

By now, Vectorman knows the level by heart. Always the same, the zone doors are now double-locked. A magnetic card, collected from the remains of a vile android, unlocks them. In order to manifest it, SEGA's iconic robot no choice but to kill all the enemies in a room. Forget the good old days of rushing through the level...

The size of crates and barrels of black powder diminished. Their models are standardized to a realistic scale. Old-timers will say, it was better before!

Platformer maps are usually littered with items to collect, as the prototypes analyzed above attest. Photons, SEGA's legendary IP items to collect, disappear from this beta's playground. Well, not really, since from now on they'll only be dropped by enemies. Are photons an endangered species?

A different kind of gameplay

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Weapons distributors

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He flies higher and higher

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Mission accepted

Robots dedicated to the cause of Empress Texel and Volt are even tougher. Some of them have been honored with unheard-of new powers. They cause more damage. Vectorman, in front of you, beware the spinning attack of the blue automaton!

In the past, the weapons that Vectorman was able to obtain were wrapped in a squiggly container with a question mark on top. In this version of Vectorman 3.14, the Japanese firm's Orbot unearths them by automatically activating terminals scattered around the level. There are 11 of them, some of which are described below: Screamer Disc - Vibro - Ripper Blade - Photon Blaster - Reflector Beam (Mod) - Freon Cannon - Multi Lock Missile - Shatterstar Bazooka - Incinerator Cannon - Star Shot - Shard Repeator (Mod)

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The Lilliputian world

  • Photon Blaster: With its low rate of fire, the damage caused by the Photon Blaster is insignificant. This short-range energy weapon fires bursts of accelerated photons to wear down even the most stubborn enemies and power devices from the Vectorman universe.

  • Star Shot: The Star Shot is an energy-powered shotgun that inflicts heavy damage at close range. Damage is based on range and decreases rapidly with distance from the target. The effects of shock damage are also attenuated. Shots are instantaneous and require no target orientation skills. With a meager rate of fire and a slight cost in photons (they become ammunition with this prototype), the Star Shot is a crowd-control weapon.

Vectorman 3.14 PS2 iso.jpg

The King of Level

  • Relfector Beam (Mod): The Photon Blaster's multiplexer module adds a passive ability to it with each shot, which bounces twice before going off.  The Reflector Beam capability can be used to trigger remote switches and power hard-to-reach photon containers.  This function works in conjunction with normal and charged shots, and does not alter any other Photon Blaster settings.

  • Shard Repeator (Mod): The Star Shot's multiplexer mode adds an energy machine-gun capability, increasing its initial firing range at the cost of a higher overall photon cost. The reason is the Shard Repeater's continuous rate of fire.  Holding down the fire button activates the Shard Repeater after a slight delay of 0.5 seconds, while the weapon rotates.  Releasing the fire button deactivates the Shard Repeater, causing the weapon to point downwards for 0.5 seconds.  If the Shard Repeator is reactivated within this time, it immediately starts spinning and firing again.  Otherwise, you have to wait for the Shard Repeator to start spinning again before you can use it.

The modifiers, or Mods, were supposed to be permanent weapon upgrades acquired as the game progressed. This prototype briefly introduces some of them in the form of additional weaponry, rather than basic equipment optimization.

Vectorman_PS2_Unreleased_Pseudo.jpg

Which to choose...

Weapon_Vectorman_Playstation_2.jpg

The operating instructions for the weapons listed above are taken from the "Vectorman-DesignDoc 1-4-03" document listed on the Vectorman Playstation 2 home page. This prototype comes closest to the contents of the GDD. The Game Design Doc. lists 6 weapons and mods (in pink) out of the 11 in this build. Modifiers and weapons may have been renamed and slightly tweaked (purple) in the 30 days between beta and official documentation. For example, the Shatterstar Bazooka in this version of VM 3.14 could have become the Shatterstar Mortiar in the document, and the Incinerator Cannon the Incinerator Beam. Other gadgets in the hero's arsenal were left behind as Pseudo Interactive continued to develop the initial vision of Vectorman PS2. Probably they were ultimately useless (Freon Cannon to turn enemies into ice cubes) or indistinguishable from other existing weapons (Vibro based on the same process as Incinerator Cannon)? A lot can happen in 1 month!

This is the end, beautiful friend...

PS2_Vectorman_boss.jpg

In earlier iterations of the game, Vectorman had two distinct abilities, each allocated to a button on the controller: ranged attacks and melee offensive skills. He has two arms, so he could carry two weapons (projectile and melee). He's getting tired of it, so this time he decided against all odds to hold more than one.  Secondary contact weapons are categorized, exceptionally, as main firearms. The equipment inventory can now be opened and navigated using the "Up" and "Down" arrows on the "D-Pad". And to grab items and throw them, which key do you press? Hmmm, it's never the same!

Conclusion : Vectorman PS2's new game-type orientation, the way in which weapons are acquired, the reduction in photons and the need to kill all enemies in one area in order to move on to the next, significantly increase the difficulty of the game. The player is forced to manage his ammunition if he doesn't want to run out for the final battle, or even before. Choosing the right weapon at the right time reflects PI's desire to make them all attractive, with melee weapons becoming just as important as the others.  In the past, Vectorman believed himself invincible, but times change, and he now fears death, which is more frequent in this prototype.

​You can download this Vectorman Playstation 2 build below

Vectorman (Dec 03, 2002 Playstation 2 Prototype) 15:59:29

Dec 3 VM build bis

Vectorman (Dec 03, 2002 Playstation 2 Prototype) 17:11:26

Wandering around the same map and meeting the same people, Vectorman becomes demoralized. Nonchalant, he's getting bored. He's in dire need of a breath of fresh air, to explore unknown territories and experience new adventures. This fourth and last prototype of VM 3.14 (3.141592) comes at just the right time, as it introduces a brand new, atypical level. He's finally feeling alive again.

Video of the December 3, 2002 prototype (2)

This disconcerting gameplay phase contrasts with the stage of the other builds. Vectorman must shoot and kill his enemies following a linear path on a fixed, predefined axis. The Rail Shooter genre takes over from the Platformer genre for the duration of a level, breaking the routine that has set in and bringing a different, fun experience to the game.

It's a funny situation, with Vectorman hanging under the rails of a futuristic roller coaster (Inverted Roller Coaster). The Morphing concept is exploited to its full advantage, since SEGA's robot is the carriage, not sitting in it. The sensations of speed and acceleration are convincing. When will we see a VR version?

The mission, should Vectorman accept it, is to eliminate a century-old cannon. Aura indicates, on-screen and as he goes along, the obstacles in the Green Orbot's path, as well as information about progress in the map ("the track ahead is heavily mined", "Reading several pursuit gunships", "Another laser barricade dead ahead", "We're Heading into the central business district" etc.). He loves it when a plan goes off without a hitch.

In VR would be awesome

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Aura, he's coming

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Conclusion : Simple and quick to complete, imagine this level as a transition level, a bonus level or one of the sectors of an entire level. The developers suggested, in a concept document, the idea of building a level called "AMUSEMENT PARK" (explained above) set in an amusement park, with the intention, for Vectorman, of metamorphosing into one of the vehicles on one of the carousels in one of the zones present. Eventually, who knows why, they materialized it in-game. Or how a banal suggestion can become reality...

​You can download this Vectorman Playstation 2 build below

Vectorman (Dec 03, 2002 Playstation 2 Prototype) 17:11:26

Évaluation de la qualité des premiers prototypes de Vectorman 3.14

This evaluation document or suggestions for improving the game date from September 23, 2002, i.e. between the September 6, 2002 prototype and that of September 29, 2002. It's impossible to know which version of Vectorman 3.14 it refers to, probably a build closer to the September 6, 2002 build, if not the same. A careful reading of the "Vectorman Quality Assessment" document shows that the developers have taken into account the quality assessment of the first prototypes and made significant changes to improve their game, starting with the build of September 29, 2002 or later.

Doc. QA Sep

Some important points mentioned in the document:

VM Quality Assessment 1 (doc)

Vectorman PS2 Quality Assessment document (1).jpg

VM Quality Assessment 2 (doc)

Vectorman Quality Assessment document (2).jpg
  • Objectives: Although there will be other objectives throughout the game, saving hostages seems out of the scope of the Vectorman universe. All objectives should allow you to progress, e.g. cut off a power source, then another area opens up, etc.

Apparent change from December 3, 2002 with the addition of doors to unlock in the level and the removal of hostages to liberate.

  • Weapons: The way weapons are held and used needs to be more hard-hitting and precise.  The idea would be to have weapon bonuses that physically change Vectorman's arm.  Rapid transformation animations should occur when he uses his arsenal.  What's more, these animations hint at his capacity for metamorphosis.

From September 29, 2002, the weapons change their appearance and now appear to be embedded in Vectorman's body.

  • Morphing: Seeing how morphing comes into play and how it's implemented in gameplay is long overdue.  If the gameplay doesn't support player-induced Morphing, one suggestion would be context-driven Morphing that occurs automatically (think of the Iron Giant, when he starts transforming against his will).  These elements would come into play when Vectorman is confronted with a seemingly impossible situation: multiple futuristic railroad tracks recede into the distance.  A hostage is captured and his captor boards the train.  As the player jumps onto the tracks, wheels emerge from Vectorman's legs and arms, and he attaches himself and propels himself, beginning a new stage in which he fights the train while avoiding its weaponry and obstacles.  If this type of Morphing seems overkill, more subtle player-induced morphs should be allowed and treated as enhanced abilities (super jumps, sticky feet (walk on walls), wrecking ball arms (melee attack), jet wing arms (jump higher and glide), cloaking (super stealth), suction feet (suck water to reveal hidden areas), etc.).

The change is apparent from the September 29 prototype, where it is possible to climb walls as a Spider Vectorman. In the second prototype of December 2002, morphing is perhaps involved for the entire Rollercoaster level.

  • Environments:  They need to be less generic.  The future is full of possibilities.  Anything is possible in the world of Vectorman.  Each area should feature strange alien elements, meaningful lighting, intelligent enemy placement and purpose.  Vectorman can adapt to any change.  The key is to make each zone unique.  A factory zone similar to the prototype?

The change is apparent from September 29, 2002, with another visual of the level visited by the first prototype.

  • The character: Vectorman's overall aesthetics and design are still lacking.  It's improving with each revision, but it's not quite there yet.  It's best to leave this area to experimentation, bearing in mind that the adage "cool" versus "funny" is true.  It must be authentic to its 16-bit look. It must have weight and presence. It must appear cool whatever it does. It needs subtle, humorous animations.

The change is apparent from September 29, 2002, with a new Vectorman design and a more frenzied dance.

You can discover more suggestions for improvement by downloading the document below:

Vectorman Quality Assessment (Sep 23, 2002 document)

We'd like to thank the entire Pseudo Interactive team (Mobygames link to Full Auto Xbox 360) involved in the Vectorman Playstation 2 project for making the transition from 2D to 3D for Mega Drive's most famous robot. We can only feel sorry for them that they weren't able to follow through on their desires and creations!

Special thanks to :

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Feel free to have a look at the "other cancelled games" I've found. For the more curious among you, I've created a "list of all Dreamcast Unreleased games".

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