Breach - unreleased Sega Genesis beta port released

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https://www.gamingalexandria.com/wp/2020/04/30/breach-sega-genesis/

Breach (1987) was the first installment in a trilogy of sci-fi strategy games developed by Omnitrend Software, a Connecticut-based studio known mainly for its series of text adventures starting with 1983’s Universe. Originally for Amiga and PC platforms, Breach puts you in the role of a squadron leader who must direct assault on alternate life forms. Think of it as an early alternative to X-COM.

By 1992, American Sammy had picked up the rights to Breach for release on the Sega Genesis. The port was entirely programmed by David Ashley, a contracted assembly-level programmer who would soon go on to be one of the head developers of the X-Band. Joining him would be artist Paul Drzewieck and an unidentified composer that David describes as a young man who may-or-may-not had worn a glass eye.

The development team was asked to base the port off of the Amiga version of Breach II: Assault as it was a more recent, updated version of the original game. The code would be completely redone, with David converting the original C code into a swanky new Motorola 68000 assembly language.

(Keep in mind that, despite Omnitrend’s request, the Genesis prototype we were received is entirely different compared to it’s Amiga counterpart.)

Before the project had begun, David negotiated with a six-month schedule with Omnitrend that paid him and Paul $5,000 per month. In the end, only five or six payments were ever made.

“There were milestones and we’d deliver what was listed in the milestone, and then I’d wait to be paid,” David admits to me. “They started taking longer and longer to send me a check. So I would be idle, in case they wanted me to make changes. So the check would finally arrive and then I’d have to rush to complete the next milestone.”

The final straw came during the end of the final month when David showed off a build to Breach’s original author, Thomas Carbone. Thomas hated it, tearing the build to shreds and putting the blame directly on David for not using his original code. David, now fed-up over Omnitrend’s treatment of his development contract, quit the project and left the game without a programmer.

Despite this major halt in development, the game would continue showing up in the press as late as 1993. It’s unknown if any more work was done on the game after David’s sudden departure.

 
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