• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Ratchet & Bolt (Sega 32X) detailed - article on this cancelled game [Sega-16 feature]

The guy who runs Sega-16, Melf, has done a huge number of interviews with people (mostly Western, not Japanese, for access/language reasons) who worked on Genesis, Sega CD, and 32X games, of course. They don't usually get mentioned here when new ones are put up, but I'd hope anyone interested in the system would be reading Sega-16 anyway... but anyway, this one isn't just another interview.

Instead, Sega-16's article details the plan and history of a cancelled 32X game, "Ratchet & Bolt". Designed by Michael Latham, the guy who also had designed the successful Genesis fighting game Eternal Champions, it was planned to be a platformer with driving-action sections, it seems. The game was going to be one of the "second wave" 32X games, probably aimed for release in late '95 or more likely sometime in '96, but Sega cancelled most of the "second wave" and killed the system early (seriously, once again, one of the only things Sega did that was stupider than releasing the 32X in the first place was cancelling it so early! Once it's out there, you have to support it.), so the game was canned, unfortunately. The article follows the game from its beginning until cancellation, with plenty of info, and concept art, provided by Latham.

33w5ouaviz5k.jpg

This is possible actual boxart, though given how early the game is in development when it was cancelled, there's no way to know if it was real (and even if it was, it was just an advertising mockup.)

The article: http://www.sega-16.com/2013/10/unfinished-business-ratchet-bolt/

Little was known about this game before this article was published:
One of those games, Sega’s Ratchet & Bolt, received little more than a minor blurb in magazines such as Sega Visions before it vanished completely. For almost 20 years, little was known about it, except that it was to feature two robot police officers with multiple weapons in a run-’n-gun style of play. Originally conceived for the Genesis, it was moved over to the 32X and slated to be a part of the much-anticipated second wave of software, a group of titles that would have really shown what the add-on could do. Along with games like B.A.N.E., which featured a spherical, nano-covered tank that could adopt the properties of whatever it touched, and A Town Called Chaos, New Mexico, a Sims-like adventure where terrible things constantly plague a small town, Sega’s in-house teams were primed to show off the capabilities of the 32X. When Sega discontinued the machine, Ratchet & Bolt vanished from the media, along with all the others, and it appeared as though no one would ever know the details of this intriguing title.

(And no, the article makes clear that there is no connection at all between Ratchet & Bolt and Ratchet & Clank.)

unfinished-business-rg5obh.jpg

Character art concepts

Here are excerpts from the section on how the game was supposed to play, according to its completed design document which Latham shared with Sega-16:

Though first conceived as a 24Mbit title on the Genesis, Ratchet and Bolt was eventually planned to use 32Mbits on the 32X in order to give the first playable section of each case, the game’s car chase sequences, a more modern feel. In them, the duo must race at high speeds to intercept the giant, rampaging boss that is tearing a wide swath of destruction across the city. The 3D engine from Star Wars Arcade would have been tweaked for use here, as the stage would have employed a first-person perspective. This was necessary to convey the sense of sheer speed the player would feel driving the police car, which while nearly indestructible, ran at over 300MPH and had no brakes. “The car was in full 3D,” Latham explained. “This was key. The idea of the driving sequence was to recreate the feeling of putting a camera on the back of pinball as it goes slamming around the pinball play field.”
...
The second section of each case would be the City Block Run, in which the characters would roam a side-scrolling stage with full 3D backgrounds. The robot-cops move to the right towards the boss – still visible in the background –arresting criminals and earning money along the way. As the boss moves, he causes structural damage for which Ratchet and Bolt are responsible. This constant need for money means that both robots will have to apprehend as many criminals as possible in each stage. Each arrest nets a certain amount of cash, depending on the size of the offense, and it is added to the officers’ bank account. M.A.R.C.-O would appear on any nearby video screens and update the players on their progress. At any time during these City Block stages, Ratchet and Bolt could separate and explore the area a via split-screen mode. Players had the option of completely going their own ways or activating a tether that would only let them wander off up to a certain distance. The default setting was going to be a freestyle mode, where both players began in different locations, and the tether option could be activated in the options menu. Latham came up with the tether idea after hearing players complain about their partners wandering off too far in ToeJam & Earl.

unfinished-business-r6ppt0.jpg

unfinished-business-r6ur1y.jpg

Boss battle concept art
Boss battles were meant to be fought from two different split-screen perspectives. Though both characters needed to open the panels, only one had to enter. The other player remained outside, fighting off the boss’s helpers, disabling its power sources or reducing its attack capabilities. Once inside, Ratchet and Bolt could use their powers to shrink their forms and better fit among the cramped circuitry. Then, they would be free to destroy different pistons, gears, pulleys, and energy lines that comprised the boss’s innards. Each part that they destroyed was to be tied into others, causing a chain reaction that would result in the boss’s complete destruction. Different locations notwithstanding, the players’ actions directly impacted each other. Latham envisioned how damage inflicted by one player outside would affect the other inside, and vice versa. “When a player was inside all the electronics and gears were 3D. The idea was these 3D gears, when attacked inside, would scale out to explode to the outside. So, if a player was on the outside they would actually be damaged by the gears and electronics exploding out. The same would apply in reverse. Attacking the outside could blow holes into the inside. This meant that cooperative play was essential.”


Read the article for more details about the game -- it's a good article, read it! It's really too bad that this got cancelled, the way Sega basically wiped out its American branch in the mid to late '90s was a pretty sad waste of talent and possibilities. After building up all of that after their success on the Genesis, Sega failed to capitalize on any of it... ah well. And of course had Sega supported the 32X for a few years (like, at least until late '96, with a real release schedule and no "we're killing the Genesis, Sega CD, 32X, etc. now in favor of only the Saturn" out of Sega of Japan in like August or September of '95), Sega probably would have been in better shape in the US overall, too -- their abandonment of one platform after another far too early ultimately became a major problem.
 
In before people say they thought of Ratchet & Clank. :p Was thinking it was some super secret prototype that Insomniac worked on lol, wouldn't make sense since at the time they were doing Spyro and had an exclusive deal, unless they would've started Ratchet even before Spyro, not the first time something thought of first would come out much later than another.

Edit: Too late. XD
 
Yeah, I rented it back in the day. I remember I had to play it on 3 button mode because my Genesis controller was still the old one.
 

IrishNinja

Member
thanks Falcon, i don't check Sega-16 often enough, this is a pretty interesting piece! man, Eternal Champions dude looked like he got shafted more than a few times overall, such a shame this one didn't make it out there, even on doomed hardware.
 

Celine

Member
LATE BUMP!

How could I miss it!?
Thank you ABF for bringing this up, I'm actually one of those that were interested in Ratchet & Bolt.

Too bad there were no ingame screenshot.
 
Top Bottom