As we can read in the official N-Space Company Bio, RazorWing is a cancelled action game / flying shooter that was in development for the original PlayStation in 1995 and it was going to be published by SCEA. This was n-Space’s initial project and a “1st playable” was shown in Sony’s booth at E3 95 to favorable previews, although the project was later terminated three months short of completion. RaxorWing featured technologies that are being hailed as innovations today. These included high-res mode, streaming gaming areas from CD, and writing directly to the PlayStation graphics chips. Probably the game was cancelled because it was too similar to Warhawk, another flying shooter published by Sony the same year.
Not much remains from the project, but Celine was able to find some screens published in Game Pro #71
Thanks a lot to Celine for the contribution! In July 2017 a playable prototype of the game was found by users of Assembler Games, you can see a video below!
Images:
Videos:
What do you think about this unseen game? Give your vote!
Would you like to add more info, screens or videos to this page? Add a comment below!
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A quote from the developer:
It has been brought to our attention that we were quoted as saying
that the PlayStation out-performs SEGAs Model-2. I would like your
help in clearing the air about it as some of our friends at Lock-Mart
have taken offence at it.
The PlayStation in our opinion is every bit as powerful as the SEGA
Model-2 board, but in different ways. If you are talking about
nothing but polygon power, I would have to say that the SEGA Model-2
board is the winner. In Desert Tank at times we are pushing 12,000
monochrome texture mapped polys per frame at 30hz out there
(In the final stage of Canyon by the missile.) Lock-Mart are by far
the leaders in real-time 3d hardware, and the Model-2 is an excelent
machine.
Now lets look at the PlayStation. Our old team member at Lock-Mart
is correct when he says that the PlayStation cant do 1/10th of the
polygons of the Model-2. It can do about 1/2 or as we will do in
Razor Wing about 6000 COLOR texture mapped polygons per frame at
30hz. (For you doing the math 1/10th would have only been 1200
polys)
Our old team member at Lock-Mart said that you couldn’t compare the
two. Well, here is a comparison chart that lead us to make the claim
that we could do Desert Tank (Model-2) on the PlayStation.
DesertTank RazorWing
Polygons @30hz 12,000 6,000
Texture 4-Bit Monochrome 4-Bit Color
Color Fog NO YES
Color Lighting NO YES
RealTime Poly Distortion NO YES
Levels of Priority 2 4
Mip-mapped Texture YES NO
So as you can see the Model-2 beats the hell out of the PSX on raw
polygon count, but the PlayStation allows our artists to over come
these polygon limitations by having color texture, color fog, and color
lighting.
I suppose you would like us to pick a winner between the two
machines. That really is not possible to do. Our team loves the
Model-2 and thinks that until the SEGA/Lock-Mart alliance produces
another product, it will be the king of the arcade. No one is better
than Lock-Mart for 3d technology. n-Space would love to do work on
the Model-2 again.
As far as the home market goes, I will stand by my statement on the
power of the PlayStation. We could do a good Desert Tank on it, and
nothing the Saturn has on it has shown us that it could. SONY has
compensated for the lower polygon counts than the Model-2 with many
weapons. We formed our company to work on games that show our
strengths, not to struggle with getting Model-2 performance out of a
box with no hope. That is why we chose the PlayStation to start on.
We look forward to see what 3DO and Nintendo have to offer, and if we
can do our craft there, we will.
—-
Erick S. Dyke —
President n-Space, Inc — A First Party SONY PSX developer.
“Everything beyond 3-Space is n-Space…”