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Vectorman 2
Vectorman 2
from Wikipedia
Vectorman 2
North American box art
DeveloperBlueSky Software
PublisherSega
ProducersJerry Markota
Jerry Huber
DesignerKeith R. Freiheit[1]
ComposerJon Holland
PlatformSega Genesis
Release
  • NA: November 15, 1996
GenresAction, platform
ModeSingle-player

Vectorman 2 is a 1996 action-platform video game developed by BlueSky Software and published by Sega for the Sega Genesis. Released a year after the original Vectorman, the game retains the game's core gameplay while expanding its mechanics. Multiple attempts to create a Vectorman 3 were proposed to Sega, with none of them coming to fruition.

Gameplay

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Gameplay screenshot

The gameplay is similar to the first Vectorman game.[2][3] The game plays as a 2D action platformer.[4] The player maneuvers the main character, Vectorman through levels by running and jumping, and attacking enemies primarily through shooting projectile attacks.[4][5] The game consists of 22 levels; more than the original game's 16, but levels in the game are generally shorter and smaller than ones found in the original.[2][4] Like the original, Vectorman has a simple shooting mechanism by default that shoots in a straight line, but weapon upgrades that change and increase damage are collectable through levels.[2] Vectorman may again morph into different forms with different abilities too, now done by defeating enemies; defeating a scorpion enemy will morph Vectorman into a scorpion and allows him to walk on particularly hot surfaces without taking damage, while defeating a rhinoceros beetle give Vectorman a large horned head he can ram into enemies.[2][6] The game retains the same health system; a life bar made of orbs monitors Vectorman's health; taking damage lowers the number of orbs, while collecting "health orbs" restore it.[7] If all health is lost before Vectorman can be directed to the end of a level, a life is lost and progress through the level is reset, causing the player to start over.[2] Adjustable difficulties may be selected by the player as well.[6]

Story

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After saving Earth in the previous game, Vectorman's spaceship is targeted and destroyed by a missile. Vectorman escapes and parachutes down to the planet, landing by an old research facility. While investigating the area, Vectorman finds aggressive and destructive mutant insects inhabiting the area. Vectorman takes it upon himself to explore and eliminate the mutant insects to save the planet. Unlike the post-apocalyptic setting of the first game, Vectorman traverse a wide range of modern settings until coming across the source infestation: the evil Black Widow Queen.

Development

[edit]

In the early 1990s, BlueSky Software, after a series of successfully developed games for the Sega Genesis video game console, Sega signed a contract with them to exclusively develop their next games for the platform.[1] After a successful duo of Jurassic Park game adaptions, they were given a greater task; create a game centered around pre-rendered 3D models that could act as a competitor to Nintendo's huge Donkey Kong Country game, and retain interest in aging 16-bit consoles at a time when consumer interest was increasingly moving towards more advanced technology of new technology of the next generation of video game consoles.[8][7] The end result was the game Vectorman, which was seen as a critical and commercial success on both fronts.[7]

A sequel was immediately greenlit, though the game would feature a rushed development cycle; the lifespan of the Sega Genesis was already coming to an end by the time of the late 1995 release of the original Vectorman, and despite continued good sales, new releases were becoming increasingly rare in 1996.[3][9] The original's main programmer, Richard Karp, was busy with other projects, and had to be replaced with Keith Freiheit, who had been a lead programmer on the first Jurassic Park game adaption.[1] Similar to the series of Sonic the Hedgehog video games for the Sega Genesis, the game was developed by using the same game engine and the prior game, and building new content over it.[3] Gameplay was kept very similar to the original, and levels made far shorter and less expansive than the original.[3] Leaked prototype copies of the game showed many test and unfinished level designs not featured in the final game, along with an alternate unused "game over" screen.[3] Development did branch out into some new areas though. While enemies in the first game tended to have a more robotic, metal feel, enemies in Vectorman 2 have more of an organic feel.[2] Jon Holland also returned to compose the game's soundtrack, which ventured into a more varied electronic music sound.[3]

The game was released on November 15, 1996; with it and Sonic 3D Blast being of the last games Sega games published for the Sega Genesis platform.[2] Prior to release, the Sega Channel service held a contest that allowed artists to submit drawing of their own ideas for Vectorman "morphs", with the winner having their work Judges then chose the best one to be transformed in Genesis art, as well as being put on the Sega Channel. Ten runner-up submitters won a copy of Vectorman 2.[10] The game was not 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. Vectorman 2 was released on Sonic Gems Collection (2005),[11] Sonic's Ultimate Genesis Collection (2009),[12] and the Sega Genesis Mini 2 (2022).[13]

Reception

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While Vectorman 2 was generally praised as a game that pushed the limits of the Sega Genesis, and as one of the few games for the system was not a cheap licensed cash-in at the end of the platform's lifecycle, it was generally viewed less positively than its predecessor, and struggled to commercially compete with the Donkey Kong Country sequels in the same way.[3][2] Electronic Gaming Monthly gave Vectorman 2 a 7.25 out of 10. Shawn Smith, Dan Hsu, and Crispin Boyer applauded its traditional side-scrolling gameplay, huge levels, graphics, and animation, especially on the bosses. Sushi-X, in contrast, said that the levels are surprisingly small, making it a disappointment compared to the first game.[4] GamePro gave it a 4.5/5 in graphics and a 5/5 in every other category. The reviewer said that compared to the first game, it "has cleaner graphics, more sound and voice effects, and faster, smoother gameplay. Add to this spectacular and complex levels, and you have the makings of a Sega classic."[6] Electronic Gaming Monthly awarded it Genesis Game of the Year.[16]

Abandoned sequels

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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.[17]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Vectorman 2 is a 1996 run-and-gun developed by and published by for the console. As the sequel to the 1995 game , it follows the robotic protagonist Vectorman, a powerful "orbot" created to clean up Earth's , who must battle hordes of mutant insects after a mysterious damages his sludge barge and crash-lands him near an abandoned research facility overrun by the threat. The gameplay builds on its predecessor with fast-paced side-scrolling action, where players control Vectorman as he runs, jumps, shoots, and morphs into various forms—such as a , , or jetpack—to navigate 22 levels across diverse environments like swamps, factories, and space stations, while collecting photons for power-ups and facing bosses. Expanded features include several new weapons, additional morph abilities for puzzle-solving and combat, and three bonus stages offering high-score challenges, all rendered in the series' signature fluid, vector-inspired animations that allow for smooth 360-degree movement. Upon release, Vectorman 2 received generally positive reviews for its polished mechanics, challenging level design, and technical achievements as one of the Genesis's later titles, earning an average critic score of 78% . It has since been re-released digitally on platforms like and included in compilations, maintaining a reputation among retro gamers for its replayability and as a standout in the despite its limited initial North American distribution.

Overview

Gameplay

Vectorman 2 is a 2D run-and-gun in which players control the titular robot protagonist through 22 side-scrolling levels divided into scenes, featuring diverse environments such as research facilities, swamps, caves, and mutant-infested areas. The core gameplay emphasizes fast-paced action, requiring precise jumping, double-jumping for higher reaches, and hovering by holding the jump button to navigate platforms and avoid hazards. Building on the mechanics of its predecessor, the game introduces enhanced mobility and combat options while maintaining a focus on exploration and enemy destruction to progress. Players direct Vectorman's movements with the directional pad and fire projectiles in multiple directions using the A and B buttons, with weapons upgradable via power-ups hidden in destructible Power Sacks scattered throughout levels. Common upgrades include rapid-fire shots, bombs for area damage, cannons for piercing attacks, and beams for homing capabilities, though is limited and reverts to the default blaster upon depletion. A distinctive feature is Vectorman's ability to morph into various forms, either through level-specific transformations that persist for the entire stage or by assimilating defeated enemies for temporary powers; examples include the form, which enables wall-climbing and tail-whipping attacks, and the form for powerful charging assaults. These morphs provide strategic utility, such as the helicopter morph for controlled hovering or the tank morph for heavy firepower with rotatable turrets. The consists of collectible health points represented as orbs, which deplete upon taking damage from enemies or environmental hazards; full health restores or maximum health extensions can be found as items to aid survival. The game offers three adjustable difficulty levels—Lame, Cool, and Wicked—that influence enemy aggression, damage output, checkpoint frequency, and overall challenge, allowing players to tailor the experience. Boss encounters, typically against oversized mutant insects at the end of level sections, demand to dodge attacks and strategic use of morphs and upgraded weapons to exploit weaknesses.

Plot

Vectorman 2 continues the adventures of the titular robot protagonist immediately following his victory over the antagonist from the previous game. While performing a routine mission aboard a sludge barge to collect , Vectorman's vessel is struck by a mysterious originating from , causing critical damage and forcing him to eject and down to the planet's surface near the outskirts of an apparently abandoned facility. As begins investigating the missile's origin, he uncovers a proliferating strain of mutant that have overrun the facility, displaying aggressive and destructive behaviors toward the environment and seemingly directed by a hidden guiding force. , embodying robotic heroism, sets out to eradicate the threat by progressing through the infested zones, battling swarms of the mutated creatures in a sequence of escalating confrontations depicted via cutscenes showing facility incursions and deepening hive penetrations. abilities aid in pivotal narrative moments, such as traversing dense nests to advance the plot. The storyline builds to a climax inside the Black Widow Queen's hive, where Vectorman faces the enormous spider-like ruler commanding the insect horde in a bid to conquer and eliminate humanity. After defeating the queen, Vectorman destroys the hive's support beams, causing it to collapse and containing the mutation outbreak as he escapes.

Development

Production

Vectorman 2 was developed by as a direct sequel to the original , which had been released in October 1995 and achieved critical and commercial success for the . To capitalize on this momentum, development on the sequel began shortly after the first game's launch, resulting in a compressed production cycle of approximately 13 months leading to its November 1996 release. This timeline was driven by Sega's strategy to bolster the Genesis library during a period of declining console sales, as the 16-bit system faced competition from next-generation hardware like the . The project was led by producer Jerry Huber at BlueSky Software, with Sega producer Jerry Markota overseeing the effort from the publisher's side. Key technical contributions came from lead programmer Keith Freiheit, who handled programming, game design, and implementation, while lead artist Rick Schmitz contributed to level design, backgrounds, and concept art for roughly half the game's stages. Additional team members included artists Rick Randolph and John Abad, as well as animator Marty Davis, who created vector animations for bosses and enemies. Due to the tight schedule and small team size—typical of BlueSky's operations—the developers multitasked across roles, with Schmitz, for instance, designing levels like the swamp stage and roller-skating sequence alongside his artistic duties. To meet Sega's deadline efficiently, the team reused the core engine and select assets from the original , including elements of the in early prototypes. decisions emphasized differentiation through an expanded structure of 22 levels—compared to the original's 16—and an increased focus on morphing mechanics, where Vectorman transforms into new forms dropped by defeated enemies. The game's antagonists shifted to an insect-themed roster of mutated bugs and arachnids, creating a darker, more grounded aesthetic while building on the run-and-gun platforming foundation. These choices allowed to deliver a more varied experience under resource constraints, though prototypes reveal unfinished test levels that highlight the production's haste.

Technical aspects

Vectorman 2 was developed using the same custom engine as its predecessor, created from scratch by specifically for the hardware. This engine emphasized vector-piece animation technology, originally inspired by demos, which allowed for fluid, interpolated movements between key animation frames to achieve seamless sprite scaling and without quality degradation. Destructible environments were implemented through this , enabling dynamic interactions such as breaking apart or objects via player attacks, enhancing the sense of environmental responsiveness in levels filled with mutant insect threats. The game's graphics pushed the Genesis's Video Display Processor (VDP) capabilities by employing the system's full palette of 512 colors, with sprites utilizing colors from the system's four sprite palettes (64 colors total) for detailed, quasi-3D effects achieved through scaling and layering. was integrated across multiple background planes to create depth in diverse settings like swamps and industrial bays, while particle effects simulated realistic explosions and debris from combat, maintaining performance without noticeable slowdown even during intense sequences with multiple on-screen elements. These techniques, including shadow and highlight modes for lighting, demonstrated the engine's efficiency in handling complex scenes on the Genesis's limited 68000 processor. The soundtrack, composed by Jon Holland, featured industrial-style tracks generated using the Genesis's FM synthesis chip, with rhythmic, dance-influenced melodies that complemented the fast-paced action. Audio effects, including sounds for Vectorman's transformations and enemy noises, incorporated PCM samples played through the YM2612's dedicated channel, adding layered depth to the sound design despite the hardware's constraints on sample rates and . This approach allowed for immersive auditory feedback, such as echoing explosions and swarm movements, without compromising the overall audio mix. Optimization focused on single-player performance, ensuring the game ran at a consistent 60 frames per second on standard Genesis hardware through efficient physics simulations and minimal input latency. Seamless level transitions were achieved by pre-loading assets during gameplay, preventing interruptions, while AI for insect swarms utilized simple routines to create emergent group behaviors, such as coordinated attacks, all while adhering to the console's limits of 64 KB RAM. The rushed production timeline necessitated heavy reuse of the original , which ultimately preserved these technical strengths.

Release and re-releases

Initial release

Vectorman 2 was released on November 15, 1996, in for the by , marking it as one of the final major titles for the 16-bit console. Unlike its predecessor, which saw releases in and , Vectorman 2 had no physical cartridge distribution outside , limiting its initial availability to the U.S. market. The game was packaged in a standard cartridge format, featuring dynamic that depicted the titular in an explosive action sequence, underscoring themes of high-speed platforming and shape-shifting morphs. Marketing efforts positioned it as a direct sequel to the acclaimed Vectorman, emphasizing enhancements such as an expanded roster of 22 levels—compared to the original's 16—and more challenging boss encounters, with advertisements appearing in gaming magazines like EGM² in November 1996 to capitalize on holiday season interest. Consistent with late-era Genesis titles, this launch occurred amid Sega's ongoing transition to the Saturn console, which had debuted in the previous year, framing the game as a poignant "last hurrah" for the Genesis platform as Sega shifted focus to 32-bit hardware.

Later ports and compilations

first appeared in post-Genesis compilations with its inclusion as an unlockable title in Sonic Gems Collection, a multi-platform anthology of Sega games released for the Nintendo GameCube and PlayStation 2 in 2005. is unlockable after accumulating sufficient in the collection (typically 5-7 hours depending on platform) to access and play the first , or using compatible save files from other Sonic titles. The title was later featured in (also known as Sonic's Ultimate Genesis Master System Collection in some regions), a broader emulation package for PlayStation 3 and Xbox 360 launched in 2008 and made available worldwide. This compilation integrated Vectorman 2 alongside over 40 other titles, emphasizing enhanced controller support and achievement systems for modern consoles. In 2022, Vectorman 2 was pre-installed on the Sega Genesis Mini 2, a compact emulation console replicating the original hardware, complete with added features such as save states and rewind functionality to improve accessibility. The Mini 2's lineup focused on rare and region-specific titles, positioning Vectorman 2 as a highlight for collectors seeking authentic 16-bit experiences without additional unlocks. Digital distribution expanded through (rebranded as Sega Mega Drive Classics in some markets), which became available on starting in 2010, with subsequent ports to and from 2018 onward. Within this virtual console collection, Vectorman 2 supports customizable controls, 3D viewing modes, and community challenges, though it remains bundled rather than sold separately. As of November 2025, the game has not been added to , despite the first title joining the service in November 2024. No standalone ports of Vectorman 2 exist for mobile devices or newer consoles beyond these compilations, limiting official play to emulation-based anthologies. However, fan communities actively emulate the using open-source tools like , preserving it through unofficial means on various platforms.

Reception and legacy

Critical reception

Upon release, Vectorman 2 garnered generally positive reviews from critics, earning aggregate scores in the 7-8/10 range across major outlets. Electronic Gaming Monthly assigned an average score of 7.25 out of 10, with reviewers commending the game's stunning pre-rendered graphics and fluid animations while noting some repetitive enemy encounters and stage designs; the magazine later awarded it Genesis Game of the Year in 1997. GamePro delivered strong praise, rating graphics at 4.5 out of 5 and control and sound at a perfect 5 out of 5, hailing it as "faster and more furious" than the original . Criticisms commonly focused on the game's brevity, with playthroughs lasting roughly 6-8 hours, and a perceived lack of fresh ideas beyond expanded morph transformations. In retrospect during the , the title has been reevaluated favorably as a fitting swan song for the , emphasizing its technical prowess; for instance, Hardcore Gaming 101 lauded the enhanced visuals, diverse soundtrack, and challenging bosses while acknowledging the occasionally bland level layouts.

Cultural impact and preservation

Vectorman 2 is recognized for its technical achievements in pushing the hardware to its limits through advanced graphical effects and fluid animations, which showcased the console's capabilities in late 1996. These elements contributed to its reputation as a technical showcase among developers and enthusiasts. The title has developed a among retro gamers, who praise its smooth, detailed animations and responsive controls that made it stand out in the Genesis library. This appreciation is evident in preservation communities and fan discussions, where it is often highlighted for demonstrating the pinnacle of 16-bit run-and-gun platformers. While initial reception was mixed, establishing its niche status, the game's enduring appeal lies in its visual and mechanical polish. Preservation efforts have intensified in recent years, including the 2024 discovery and archiving of 11 prototype builds and design documents for a cancelled sequel by video game preservationist Comby Laurent. These materials are preserved on the Sega Dreamcast Info Games Preservation website. Additionally, fan-driven initiatives include ROM hacks on platforms like ROMhacking.net, which add features such as weapon selection and save states, alongside active communities on TASVideos.org that produce tool-assisted speedruns to explore the game's mechanics. As of 2025, no official remakes or reboots have been released.

Cancelled sequels

Planned Vectorman 3

Following the success of Vectorman 2, BlueSky Software, the developer of the first two entries in the series, began early conceptualization for a third installment around 1996, initially targeting the Sega Saturn with a project titled Vectorman 3: Ultra. This effort included concept art and design documents by team members such as Ellis Goodson and Jason Weesner, focusing on side-scrolling action with potential 2.5D elements blending the series' robotic aesthetic with organic themes from the sequel. However, the Saturn version was abandoned amid Sega's struggling Western operations and deteriorating relations with BlueSky. By 1999–2000, as Sega shifted focus to its Dreamcast console, a group of former BlueSky employees formed VBlank Software and revived the project as Vectorman Neo, aiming to transition the series to full 3D graphics on Dreamcast. The team produced a short playable prototype featuring Vectorman exploring an alien planet, serving as a narrative continuation of Vectorman 2's ending in which the protagonist launches into space to confront lingering threats. This demo showcased expanded morphing abilities, allowing Vectorman to transform into various forms for combat and navigation in orbital environments threatened by extraterrestrial hazards. Despite these ambitions—partly inspired by the rushed development of , which limited its scope—the prototype was rejected by in 2000, who cited insufficient brand recognition for Vectorman to warrant investment. The project's cancellation aligned with Sega's broader hardware pivot, culminating in the company's exit from console in January 2001, and VBlank's inability to secure further support after BlueSky's closure in March 2001 due to parent company Interactive's financial woes. No public demo or further builds have been released.

Other abandoned projects

In 2002, UK-based developer Pseudo Interactive pitched a revival of the series to of America, resulting in a project announced in April 2003 with a planned early 2004 release. This marked a shift to 3D , incorporating a , advanced enemy AI for tactics like flanking and hiding, fully destructible environments, and a mechanic for traversal. Showcased at 2003, the game reached an alpha stage with incomplete texturing but was cancelled by in November 2003 amid internal restructuring. In 2024, preservationist CombyLaurent archived 11 prototypes, design documents, and , revealing two conceptual iterations: a more realistic "Halo-like" version and a cartoonish "Vectorman 3.14" style favored by the team.

References

  1. https://www.[mobygames](/page/MobyGames).com/game/7817/vectorman-2/
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