Robotech Saga Wiki
Advertisement
Robotech Saga Wiki
This is not a canon film

This work is not considered Canon in the Robotech universe. Either it was never meant to be canon or was later reconnected out of continuity. On this site, we consider any works that majority contradict primary material or has been officially resigned by the Robotech team to be non-canon.

This article is a stub. You can help Robotech Saga Wiki by expanding it.
"Robotech: Crystal Dreams"
Crystal Dreams Poster Art
Studio GameTek
Licensor Harmony Gold USA
Release date Cancelled due to the bankruptcy of GameTek
Game # 0
Next Robotech: Battlecry

Robotech: Crystal Dreams was a cancelled Robotech video game meant for the Nintendo 64. The developer, GameTek filed for bankruptcy before the game could be completed, and thus it was cancelled. The game was announced in May 1995 as one of the first titles going to be released at the launch of the Nintendo 64 under the working title Robotech Academy. The game evolved greatly, and was near completion at the end of its production. Antarctic Press produced a promotional comic book that was handed out at E³, which is now considered a collectors item.

Gameplay[]

Chrystal Dreamsd game DEMO

A Veritech near Saturn, snapshot from the demo.

"Crystal Dreams" was primarily a space fighter simulation game, but between levels the player would return to base and be able to interact with a variety of other characters, the game also had a continuing war time-line, such that the player could get reports of what was happening in various parts of space, and could help out by rushing to the aid of those that needed their help most.

Story[]

The story was going to be set a few years after the events of the Macross Saga, with the RDF responding to a distress call from a mining ship near Venus, leading to a battle between a RDF task force led by Lisa Hayes, Rick Hunter and Max Sterling, and a fleet of Zentraedi that were loyal to the Robotech Masters. This clash would lead to a war that would encompass most of the solar system.

The player was going to take the role of Kyle Bartley, a disgraced former RDF pilot-turned journalist.

Not much is known in how the story would have played out but it would have included the SDF-3's first active deployment, Kyle's strained relationship with his ex-girlfriend; the Zentraedi Vala Norri, and the RDF discovering that the Robotech Masters were planning to invade Earth.

It's believed that the story would have ended with the RDF forming the Robotech Expeditionary Force and planning the beginning stages of the Pioneer Expedition.

Cast[]

Crew[]

  • Chuck Romberger - Producer, Game Engine
  • Doug Lanford - Story Design / Dialog Scripting
  • Lizard Harac - Story Design / Dialog Scripting
  • Chuck Romberger - Lead Programmer
  • Doug Lanford - Game Programmer / Tools
  • Carl Mey - Additional Programming
  • Mimi Dogget - Lead Artist
  • Ken Robertson - Assistant Lead Artist
  • Clifford Lau - Game Art
  • James Green - Game Art
  • Scot Tumlin - Game Art
  • Jon Bell - Game Art
  • Michael Spaw - Game Art
  • Ken Cope - Game Art
  • Matt Crane - Game Art
  • Moddie Stone - Additional Art Help
  • Avril Harrison - Additional Art Help
  • Barry Blum - Sound Lead / Music Design
  • Wiley Evans - Sound Effects / Dialog Lip Sync
  • Jennifer Neilson - Marketing
  • Tom Reuterdahl - Gametek Vice President of Product Development

References[]

Characters[]

Main[]

Zentraedi[]

to be added

Guest Characters[]

to be added

Mecha[]

to be added

Background[]

Robotech crystal dreams

Promo Box Art

The game was originally conceived as an ambitious title that involved rendering everything using models in real dimensions, with no background sprites making up the scenery. Planets and stars were all rendered in 3D and in perspective; this resulted in the entire rendered universe requiring six months of real time to traverse from one end to the other. The game was also going to include over 40 minutes of dialogue and featured open-ended gameplay, allowing the player to pick up missions and help the various organizations at his own discretion. Since work began on "Crystal Dreams" well before Nintendo finalized their console's hardware, Gametek were unsure on the amount of processing power the system would have and wanted to ensure they could have fast gameplay while having many enemies on screen at the same time. To ensure this, the team used very simple crystal models for the enemies and created a story based around them. Ultimately the low-resolution models were unnecessary, but the design and story had already been established.

The resources and money required to produce a quality 3D title during this transitional period from 2D to 3D was not well understood and the project fell behind schedule. The game's original publisher pulled out, GameTek were unable to find another and did not have the capital to fund the project alone. The developers concede that their design was probably too ambitious, particularly from such a small company; Gametek had only three programmers. Despite this the developers hold the opinion that they only needed another six more months to bring the title to a beta stage before Gametek folded. Unfinished Nintendo 64 ROM images are available to download via the "Crystal Dreams" developers website.

External Links[]

Advertisement