Nuclear Rush
From Sega Retro
| Nuclear Rush |
|---|
| System(s): Sega Mega Drive |
| Publisher: Sega of America[1] |
| Developer: Futurescape Productions[2][3] |
| Sound driver: |
| Peripherals supported: Sega VR |
| Peripherals supported: Sega VR |
| Development timeframe: 1993[1] |
| Planned release date(s): Late 1994[4] |
| Genre: Action |
| Number of players: 1[5] |
| State before cancellation: Complete[6] |
| Status of prototype(s): Source code compiled[7] |
Nuclear Rush is an unreleased Sega Mega Drive tank combat game for use with the Sega VR headset, developed by Futurescape Productions[2][3] and slated to be published by Sega of America. Intended to be the hardware’s pack-in game, it features gameplay similar to Battlezone and Stellar-Fire.
It is the only Sega VR game to be accurately preserved, with a playable version publicly released in November 2020.[7]
Contents
Plot
| “ |
Arm up for a cataclysmic trek into a post-nuclear gold rush. Corrupt power companies are siphoning off low level nuclear waste as an energy source. Pose as a nuclear pirate and pilot a weapons-loaded hovercraft through radioactive wastelands guarded by intensely possessive-and heavily armed-robots and drones! 3 levels of 3-D, 360° battlezones over barren deserts, wasted forests and irradiated plains. America the Beautiful this ain't! |
„ |
— 1993 Sega of America trade catalog[5] | ||
History
Development
| “ |
I don't recall ever getting a fully workable prototype for the VR headset. I had an early prototype with two eye displays, but no video switching, and later got the head tracking prototype, but never a complete unit and the hardware I used never looked like the advertised picture. Over all we were excited at the thought of having one of the games that shipped with the hardware, but this was really toy VR. The headset itself had pretty poor displays with very limited field of view and the head tracking was plagued with tracking delays, which would get you motion sickness after using it for a little while, and the Genesis is just not a real powerful computer. 3D graphics hardware for the consumer just wasn't around yet, so the games were limited to using pre-scaled sprites and fixed point 3D to 2D conversions. You basically got a fake horizon with sprites sprinkled around to give the impression of a 3D VR world. It was frustrating to work with all these limitations, but that seems to be the main thing I enjoyed the most from my whole career, getting a limited machine to do things that others didn't think was possible. I think I excelled with the technical aspects of my career, but not with game design. We went through the whole development process, got the game done in time and on budget, even got a completion bonus, and although it was a technical achievement, it just wasn't very compelling to play in the headset. |
„ |
— Developer Kevin McGrath[8] | ||
Futurescape Productions artist Rick Lucey recalls creating the game's 3D ship models in the program Animation:Master, and that "it was interesting watching my creations zipping around through the VR head gear."[1] Lead programmer Kevin McGrath states the project required 25,000+ lines of C and Motorola 68000 assembly language to finish.[9]
Nuclear Rush was reportedly completed; however, numerous lingering hardware glitches would eventually see the game's release permanently shelved.[1]
Prerelease
According to lead programmer Kevin McGrath, Nuclear Rush was shown at three separate CES conventions.[9] It made its first and most publicly known appearance at Summer CES 1993 where it was announced alongside the Sega VR headset. From a number of references to WCES94 in the code, it also appears to have made an appearance at the following show, Winter CES 1994, but has not been spotted in existing event footage.[7] Reportedly, it made one final appearance at an unknown trade show before disappearing from the public eye.
Legacy
On November 20, 2020, the Video Game History Foundation and Gaming Alexandria announced the release of a late prototype of Nuclear Rush. Futurescape Productions co-founder Kenneth Hurley had retained his copy of the game’s source code on an old CD-ROM, and was able to successfully compile a working ROM image.[7]
| “ |
Kevin spent much of the Nuclear Rush development cycle working without access to Sega VR hardware. Prior to receiving the Sega VR prototype headset, Kevin even tried to rig up his own solution to simulate a stereo flicker effect by rapidly flipping a composite signal between monitors.
|
„ |
— The Video Game History Foundation Head of Digital Conservation Rich Whitehouse[7] | ||
Among other contributions like Kevin McGrath and Alexander G. M. Smith, Sega Retro was given special credit for the game's public release. Video Game History Foundation author Rich Whitehouse said, "Nearly every time I went looking for a good link to provide further reading on a topic broached by this article, there was already a Sega Retro article to fit the bill. They’re doing great work over there."[7]
Production credits
- Developed By: Futurescape Productions[1]
- Programmed By: Kevin McGrath[9], Matthew Hubbard
- Graphics By: Tom Collie, Rick Lucey[1]
- Music By: Davorin Kuchan
- Design By: Kevin McGrath[9]
- Produced By: Carl Mey
- Cover Artwork By: Marc Ericksen[10]
Magazine articles
- Main article: Nuclear Rush/Magazine articles.
Promotional material
Artwork
Screenshots
Panoramic title screen render used in Sega of America's 1993 trade catalogue.[5]
Nuclear Rush and Chameleon models by artist Rick Lucey.
Technical information
ROM dump status
| System | Hash | Size | Build Date | Source | Comments | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ? |
|
4MB | 1994-08-06 | Compiled source code | Unmodified | Page |
External links
- Sega VR Revived: Emulating an Unreleased Genesis Accessory article and release page at Video Game History Foundation
- Nuclear Rush release page at Hidden Palace
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 http://www.drawrick.com/nuclearrush.html (Wayback Machine: 2023-09-23 07:24)
- ↑ 2.0 2.1 http://www.drawrick.com/futurescape00.html (Wayback Machine: 2023-09-23 06:35)
- ↑ 3.0 3.1 https://www.kennethhurley.com/blog/meta-disaster-or-5th-time-s-a-charm-for-vr-ar (Wayback Machine: 2024-09-25 07:43)
- ↑ Sega VR
- ↑ 5.0 5.1 5.2 File:1993 Sega Catalog.pdf, page 73
- ↑ Interview: Kevin McGrath (2005-02-01) by Sega-16
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 https://gamehistory.org/segavr/ (Wayback Machine: 2025-04-08 17:00)
- ↑ Interview: Kevin McGrath (2025-04-25) by Ashley Rojas
- ↑ 9.0 9.1 9.2 9.3 https://www.linkedin.com/in/kmcgrath/details/experience/
- ↑ Interview: Marc Ericksen (2018-06-11) by Retro Video Gamer
- ↑ https://www.retrovideogamer.co.uk/rvg-interviews-marc-ericksen/ (Wayback Machine: 2023-12-03 03:48)
| Nuclear Rush | |
|---|---|
| Main page | Magazine articles | |
| Sega VR | |
|---|---|
| Topics | Technical specifications | Magazine articles | Promotional material | Ono-Sendai Corporation |
| Games | Brown 60 | Iron Hammer | Matrix Runner | Nuclear Rush | Outlaw Racing |

