[[TwentyMinutesIntoTheFuture In the year 2049]], Earth has become inhospitable to human life, thanks to all the littering and pollution; humanity thus embarks on a migratory voyage to try to colonize other planets. They leave mechanical "Orbots" behind on Earth, tasking them with cleaning up the planet for their return.

Raster, a high-level Orbot who watches Earth through a planetwide computer network, is accidentally attached to a working nuclear missile by a lesser Orbot and subsequently goes insane, becoming an evil dictator named Warhead. He declares himself ruler of Earth, brainwashes all the other Orbots, and begins preparing to execute any humans who dare return to their planet.

Enter Vectorman, a humble Orbot in charge of cleaning up toxic sludge by discharging it into the sun; being off-planet at the time of Warhead's takeover, he was not affected by his brainwashing. As he lands on Earth after his last trip, he finds chaos and confusion. Being the only Orbot left capable of challenging Warhead's rule, Vectorman takes it upon himself to destroy the errant Orbot and restore peace on Earth.

In the sequel, ''Vectorman 2'', having successfully defeated Warhead and putting an end to his tyranny, Vectorman immediately resumes his sludge-cleaning duties. While on a routine garbage run, his barge is shot down by a mysterious missile. Evacuating it and descending down to the surface, he finds himself on the outskirts of a seemingly abandoned research facility overrun by a horde of [[BigCreepyCrawlies mutant insects]] with unpleasant designs on the planet. Vectorman must find the intelligence controlling them to save the Earth yet again.

The games were very well received by critics and players alike, not only for their amazing faux-3D graphics and cool techno soundtracks, but for being highly enjoyable games that weren't too hard to play. Part of the game's appeal was the entire design of the "Orbots" themselves - characters made out of several individual sprites (which, as the name indicates, were mostly spherical in nature) that could be rearranged in a variety of different ways. The gameplay played this up, allowing Vectorman to transform into a variety of different forms, arranging his orb sprites so that he resembled things like scorpions or tanks instead of a humanoid, each form having their own gameplay quirks (or even entire stages dedicated to them).

A third game for the UsefulNotes/PlayStation2 was planned, but was ultimately cancelled. On the bright side, it prevented Vectorman from going too OffModel; he had been sporting a new look that made him look like [[VideoGame/{{Halo}} Master Chief]] and nothing like his iconic Orbot form.

!!'''''This video game contains examples of:'''''

* AWinnerIsYou: The ending of ''Vectorman 2''. Also, while a lot of other games don't have much fanfare for clearing a level, this game takes it to the extreme, displaying a very simple score count and immediately moving on to the next level.
* AIIsACrapshoot: The villain of the first game was a peaceful managerial robot overseeing the decontamination of Earth, until improper maintenance lead to its head being replaced with a nuclear weapon and it becoming a genocidal maniac, converting all the other Orbots (again, meant to decontaminate the Earth for the benefit of mankind) to its cause. Averted in the case of our hero.
* AndNowForSomethingCompletelyDifferent: Several stages change Vectorman into some other object where you'll have to blow something up, including every type of BonusStage in the second game.
* BrainMonster: The final boss of ''2'' is a giant black widow spider with an exposed brain in her thorax. Sure enough, that exposed brain is her weak point.
* BubblegloopSwamp: Levels 1-4 of the second game.
* BugWar: The second game.
* ChainReactionDestruction: Most bosses like to explode in that manner.
* CheatCode: The code for moving anywhere you want is appropriately C-A-L-L-A-C-A-B (L meaning Left on the d-pad).
* {{Chiaroscuro}}: Quite a few environments feature intense contrasts in lighting. Vectorman's sprite darkens or brightens to reflect this. Under the right circumstances, just using the ArmCannon can generate a dramatically half-lit sprite.
* CollisionDamage: and lots of it. Most damage inflicted comes this way...for you AND the mooks.
* DifficultButAwesome: Finding a 10x power-up and then collecting a 1-up before it runs out.
* DigitizedSprites
* DirectionallySolidPlatforms: Like most examples, you can jump onto the majority of platforms from underneath.
* DoubleJump: Jet Boots. [[WeaponizedExhaust Also a useful weapon.]]
* DownInTheDumps: Levels 16-17 of the second game.
* EnemyRollCall: All the enemies are listed in the closing credits [[NoFairCheating if you beat the game without cheating]].
* FlashOfPain: Vectorman's blaster makes bosses lighten up...briefly.
* FloatingLimbs: The Orbots' limbs consist of floating orbs. As an animation for leaning on a wall, Vectorman in particular can pop out two orbs on its arm, and juggle them with the hand on that arm before tossing them back in position.
* GustyGlade: The 16th and last level (briefly, before you reach the boss) of the first game, and the 18th level of the second. As a sort of {{call back}}, the former is called "Twist and Shout", and the latter "Shout and Twist".
* HandBlast: The main weapon of Vectorman.
* HarderThanHard: "Insane" really can be, given the ONE life and 3 hits (those can be gone in a flash). "Wicked" for the second game fills this slot better, thanks to the overhard enemies.
* HornetHole: It's not really a beehive, but levels 21-22 of the second game take place in some kind of egg-filled insect nest complex, which also has some EternalEngine shades. The eggs that hatch contain enemies from every part of the game.
* IdiosyncraticDifficultyLevels: There's "Lame", "Wicked" and "Insane". Replaced in the second game by "Lame", "Cool", and "Wicked".
* LethalLavaLand: Levels 5-7 of the second game.
* LensFlare: Probably one of the earliest examples of lens flare in a video game occurs during one of the ice levels.
* LogoJoke: The first game's Sega splash screen has Vectorman landing on the Sega logo and nearly losing his balance. You can actually control him fully here and there's a semi-hidden TV in the top right that has a smart bomb you can use to short out the logo. Not to mention the level skip minigame you can trigger.
** Vectorman nudges the letters of Genesis on the box art shown above.
* MercyInvincibility: Also an interesting weapon if used right.
** Second game made it harder for players to use the MercyInvincibility by sending the player half a screen backwards with every hit.
* MercyRewarded: Easily obtainable in some levels, thanks to the DoubleJump.
* MiniGameCredits: In the first game, you can move Vectorman around the startup "Sega" screen. [[EasterEgg You can even damage it.]] It even functions as a sort of level skip. Bump into the logo and shoot it enough times and you get a letter-catching minigame. Catch enough and you can start the game on later levels.
* NoFairCheating[=/=]ItMakesSenseInContext: Use a single code anywhere in the first game, and you can't see the credits. This was doubly important when the $25,000 grand prize was the factor. You can cheat all you want to in the sequel.
-->"Congratulations! Now do it without cheating."
* OneHitPolykill: The first game has a power-up called the bolo gun, a slow-moving shot which "crashes through enemy Orbots" and continues going through any enemies until offscreen or hitting a wall. It also has the possibility to push the enemy and hit it multiple times.
* PaletteSwap: The first game uses several palette-swapped versions of the first level's tileset in subsequent levels.
** Can also be done to Vectorman himself in the second game by allowing him to get hit by a [[TheGoomba Paintbug]]. What's interesting about this is that whenever Vectorman's palette changes, so do those of the extra life icons (tiny versions of Vectorman) and any health items in the stage (spheres that share Vectorman's palette). This also happens in both games whenever Vectorman's sprite changes palette due to lighting, e.g. becoming dark when in shadow or being brightly lit by something nearby. The palette swapping of these things may have been intentional, or it may be a [[GoodBadBugs Good Bad Bug]].
* PowerCopying: Most of the transformations in the second game come from power-ups dropped by enemies.
* PunnyName[=/=]ShoutOut: Many of the level names are nods to (or puns on) 90's pop culture.
* SceneryPorn: Especially the first game with as many background effects as possible.
* SentryGun: These are mounted on surfaces.
* SlippySlideyIceWorld: Levels 4-5 of the first game.
* ShiftingSandLand: Levels 19-20 of the second game. Also contain elements of RemilitarizedZone, in that [[AndNowForSomethingCompletelyDifferent you're a tank]].
* SpikeBallsOfDoom: First boss of the first one has them attached to its wings.
* ThisIsADrill: One of Vectorman's powerup forms. Used to break through certain floors.
* UndergroundLevel: Levels 8-15 of the second game. Kept from being as monotonous as it would otherwise be by including multiple level types, including standard cave areas, levels consisting mostly of dirt you have to blast a path through, and [[SinisterSubway subway tunnels]] that Vectorman speeds through on [[SkateHeavenIsAPlaceOnEarth rollerfeet]].
* VaporWare: The Playstation 2 game. [[ContinuityReboot It was probably for the best.]]
* VectorGame: Subverted. The whole reason he was named what he was is because it looks like a vector game. But, ironically, the game actually didn't use [[http://en.wikipedia.org/wiki/Vector_graphics vector graphics]], but rather [[DigitizedSprites pre-rendered 2D sprites]] similar to ''VideoGame/DonkeyKongCountry''. His initial rival, "Raster," is named for [[http://en.wikipedia.org/wiki/Raster_graphics an inversion of this]].
* WeaponizedExhaust: The best part about the DoubleJump.