in a future where the Earth has been largely destroyed by humans through pollution. Humanity temporarily migrates to distant outerspace while they leave "orbots" - a portmanteau of "orbs" and "robots" - to clean up the planet while they're away. Raster, one of the higher-level supervisory robots, is accidentally connected to a nuclear warhead missile, which radically alters his behavior, transforming him into a tyrannical overlord. Now known by the name "WarHead", he gains control of all robots and plans to declare war on humanity upon their return. One robot, Vectorman, had been off on a mission in outerspace, does not fall under his control, and upon seeing what is happening, decides to put a stop to Warhead's plans. Development and release BlueSky Software's development relationship with Sega began in the early 1990s. After successfully developing and releasing Starflight and Joe Montana Football in 1991, BlueSky Software signed an exclusivity contract to develop video games for their Sega Genesis platform. Sega won the bid for the rights to develop the official video game adaption of the film Jurassic Park, and chose BlueSky Software as the primary developer. Sega published two of their Jurassic Park games; a video game adaption of the original Jurassic Park film released in 1993, and a sequel game, Jurassic Park: Rampage Edition, the following year, both for the Sega Genesis. After completion of the two games, Sega turned to them to create a game centered around pre-rendered 3D models in its levels and character designs, as an answer to Nintendo's popular 1994 release Donkey Kong Country. While Sega had been finding success with the Genesis platform in the early 1990s, by 1995, they had lost momentum; Donkey Kong Country was a huge hit, while the launches of the Sega 32x and the Sega Saturn had not gone well. Different branches of Sega had different views of how to proceed; Sega of Japan preferred to emphasize development on the Saturn, while North America, who had seen far more success with the Genesis, desired to focus on developing for the large Genesis userbase, with Vectorman scheduled to be one of its major titles for 1995. The game featured a relatively smooth and quick development cycle because of their extensive experience of developing games for the Genesis. Vectorman introduced the Genesis programming technique referred to by Sega as "Vector Piece Animation". It was used to blend animations smoothly together,