Nintendo 64

Robotech: Crystal Dreams
Platform: N64
Publisher: GameTek

The Basics

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When Star Wars: Shadows of the Empire debuted on the Nintendo 64, the immersive feel of the game's first stage made many fans feel they'd finally become a part of the mythical universe loved so much. GameTek hoped to provide a similar experience for followers of Robotech - the popular Japanese cartoon series that not only changed how America looked at animation, but also inspired the increasingly long line of mech-style games.

Originally planned as the first of a trilogy, Robotech: Crystal Dreams (or "Super Dimensional Fortress Macross: Another Dimension" as its called in Japan) was

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set within a previously uncharted period of Robotech history. Or, more specifically, it was set after the First Robotech War (but a birth cycle before the SDF-3 is scheduled to depart for the Master's homeworld). Sound Greek to you? You didn't have to worry. GameTek assured players they wouldn't have to know the complete and somewhat convoluted history of the TV series to enjoy the title. While giving you a chance to meet several of the series' luminaries (such as Rick Hunter, Breetai, and Minmei), GameTek was aiming to establish a storyline and cast that was uniquely its own, thereby satisfying die-hard fans and non-fan gamers alike.

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You would have assumed the role of Kyle Bartley, a one-time member of the RDF (Robotech Defense Force) whose dishonorable actions caused him to be booted out in disgrace. Caught in the middle of an unexpected war (among a horde of powerful Zentraedi attack ships, the forces of the crystallian Ebolians, and the RDF), Kyle hopped into his cobbled-together Veritech fighter in effort to redeem himself once and for all.

An advanced space flight-sim-shooter, Robotech: Crystal Dreams would have granted you the option to play with either a first-person cockpit perspective or with the ship in full sight, thus allowing you to see the Veritech physically transform as it shifted from the play-altering fighter, battloid, and guardian modes.

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While other similar titles in its genre require the completion of mission after linear mission, this game would have provided anywhere from a dozen to 20 scenarios that essentially would have run in real time. GameTek said that random factors were in place to ensure countless possibilities within each scenario once they'd been played through.

GameTek representatives had commented that they intended to milk an entire trilogy out of the Robotech license, each (progressively) containing more depth and advancements as their programmers rode the N64's learning curve. For example, the first title would have transpired exclusively in space, but the second reportedly would have been staged on-planet for ground battle, which meant it should have been two games in one.

WHAT HAPPENED?
The original publisher of this title was Philips, then GameTek took it over when Philips went out of business. Then Capcom was going to assist GameTek in publishing it, until that deal fell through somehow and GameTek, too, went out of business. It seems unlikely that this game will ever see the light of day

*Movies supplied courtesy Jerry Jones


 

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