
The resources and money required to produce a quality 3D title during this transitional period from 2D to 3D was not well understood and the project fell behind schedule. Ultimately the low-resolution models were unnecessary, but the design and story had already been established. To ensure this, the team used very simple crystal models for the enemies and created a story based around them. Since work began on "Crystal Dreams" well before Nintendo finalized their console's hardware, Gametek were unsure on the amount of processing power the system would have and wanted to ensure they could have fast gameplay while having many enemies on screen at the same time. The game was also going to include over 40 minutes of dialogue and featured open-ended gameplay, allowing the player to pick up missions and help the various organizations at his own discretion. Planets and stars were all rendered in 3D and in perspective this resulted in the entire rendered universe requiring six months of real time to traverse from one end to the other. The game was originally conceived as an ambitious title that involved rendering everything using models in real dimensions, with no background sprites making up the scenery. Tom Reuterdahl - Gametek Vice President of Product Development.Wiley Evans - Sound Effects / Dialog Lip Sync.Lizard Harac - Story Design / Dialog Scripting.Doug Lanford - Story Design / Dialog Scripting.Chuck Romberger - Producer, Game Engine.Randi Merzon - Vala Norri / Tirra Norri / Lisa Hayes / Miriya Sterling / Lynn Minmei.


On this site, we consider any works that majority contradict primary material or has been officially resigned by the Robotech team to be non-canon. Either it was never meant to be canon or was later reconnected out of continuity. This work is not considered Canon in the Robotech universe.
