Year: 1998?
Genre: Simulation, space combat
Developer(s): GameTek, Inc.
Number of players: 1-4
Language: English
NOTE: This game was never released. What you’re about to read is about a prototype, an unfinished build of the game.
Before we can talk about Robotech, the game, we have to talk about Robotech, the TV show, lest a host of angry weebs comes for my head. The history of Robotech could be an entire post; heck, several. So I’ll be as brief as possible.
In the 80s, a company called Harmony Gold wanted to sell a mecha anime, the original Super Dimensional Fortress Macross (1982), an enormous hit in Japan, for US syndicated television, so they could benefit from toy and merchandise sales. The problem is, Macross only had 36 episodes and US syndicated television laws demanded a minimum of 65. So Harmony Gold came up with a solution; taking two other mecha shows from their catalog that were not related to Macross, or each other; and hiring a man named Carl Macek to rewrite all three as if they were different separate story arcs of one show, thus coming up with a single 85-episode epic. The name “Robotech” came from a line of anime model kits imported by a company called Revell, Inc., some of which were from Macross. Harmony Gold expected to profit from sales of these model kits and of a Matchbox toyline. The show premiered in March of 1985.
The catch here is that Robotech was one of the first English anime dubs that bothered to keep some of the human drama from the source material. It was one of the first animated shows in the US where characters could actually die. Not just the cannon fodder; even some of the main characters could be killed. It also had characters falling in love, being caught in love triangles, and changing their entire outlook on life as episodes went on. War was shown to have devastating consequences both material and psychological, and the enemies weren’t mustache-twirling caricatures; they could be noble, or even be persuaded that they were fighting for the wrong cause. In the days when the norm was the likes of He-Man, G.I. Joe, or The Transformers, storytelling like that was on another level.
2025 is the 40th anniversary of the show, and now’s a good time to talk about a cancelled video game based on it (but not on Macross): Robotech: Crystal Dreams.
There have been a ton of Macross video games, most of them released only in Japan because of a major licensing/trademark SNAFU that’s best not elaborated on here. But there have been very few Robotech games. Crystal Dreams would have been the first one ever. Originally announced as a Nintendo 64 launch title in 1995, it was developed by a small-fry company called GameTek, better known for games based on game shows such as Wheel of Fortune, Jeopardy, or Family Feud. The game was piched to Nintendo as “Robotech Academy”, a series of training missions, not unlike the NES game of Star Trek: The Next Generation. This changed when chief programmer Chuck Romberger came up with the ambitious idea that the game would take place in a gigantic universe, where everything -planets, ships, etc.- would be rendered in 1:1 scale. If, for example, an enemy battlecruiser would be three miles long in real life, it would be a three mile-long fully polygonal model in the game. Or, if the planet Saturn was in the background of a mission, it would also be a polygonal model and it would be the same size as the real planet Saturn. Same with Earth, the Moon, and the distances between planets. A player could take six months in real time to fly from one end of the game universe to the other.
The name was a reference to the fact that the team didn’t know how powerful the console would be at launch -because it wasn’t even finished when the game was announced-, so they came up with the idea of the enemies being transparent crystal-based aliens, easy to render in great numbers even on not so powerful hardware.
After all of this, Doug “Opus” Lanford and and Ian “Lizard” Harac, Robotech fans, joined the team; as well as working as programmer and database developer respectively, they also helped write the game’s story so it would be more “soap opera”-esque, like in the show.
The gameplay itself would be like a sort of cross between Wing Commander and Elite; the game universe was yours to explore to your heart’s content, and you could go into and out of missions any time you wanted; the missions would happen in real time, whether you were there for them or not, and depending of which missions you won, lost, ignored, or left, the storyline would change, and you would find yourself in good or bad standing various characters and factions. They were also looking to include over 40 minutes of digitized speech.
Those of you who have been paying attention so far will have caught a big contradiction: how come the enemies were going to be simple crystals because they didn’t know how powerful the console was going to be, but they were going to put the entire actual Solar System in it as if they already knew it was going to be that powerful?
It was this self-contradictory excess of ambition that was the game’s undoing. GameTek was a very, very small company that only had three programmers on staff (and only two were working on the game) and it was not remotely prepared, technically or economically, to develop a game that big. While they constantly insisted the game was almost done, the company filed for bankruptcy in 1997 and closed its doors on July 20, 1998, to the great disappointment of many Robotech (and possibly also Macross) fans who had been anticipating it, many of whom had bought the console just for this game.
There was talk of the game being rescued, finished, and published by Take 2 Interactive, or even Capcom, but it was not to be. Even a Japanese version was being talked about, titled “Macross: Another Dimension” and published by Tomy (who was not the actual toy/game licensor for Macross in Japan, so there would have been lawsuits galore).
How did a prototype of this game survive? Doug Lanford himself got his hands on the one that was shown off at the 1998 E3, then acquired an N64 devkit for a couple weeks, reconstructed the prototype with some improvements, and uploaded it to his personal website. https://www.opusgames.com/games/rcd/rcd.html This is the one we will be talking about, and on real hardware, too, thanks to my Everdrive 64 X7 flashcart that I was given as a gift back in 2022.
Continue reading “Prototype: Robotech: Crystal Dreams (Nintendo 64)”











