Platform: Sega Mega Drive/Genesis
Barkley: Shut Up and Jam 2
WeaponLord
Pirates! Gold
Pitfall: The Mayan Adventure
Rock n' Roll Racing
Action 52
Castle of Illusion Starring Mickey Mouse
Sega Top Ten
Sonic & Knuckles
Kid Chameleon
Prince of Persia 2: The Shadow and the Flame
Mickey Mania 2
Fantasia
Daze Before Christmas
Fatal Fury 2
The Lost Vikings
Samurai Shodown
Contra: Hard Corps
Art of Fighting
Arnold Palmer Tournament Golf
Streets of Rage 3
McDonald's Treasure Land Adventure
ToeJam & Earl
Snake Rattle 'n' Roll
New Trivia!
Caveman Ninja
Puyo Puyo 2
Uncharted Waters: New Horizons
Gunstar Heroes
Puggsy
Frogger
Daffy Duck in Hollywood
NBA Jam
World Heroes
Sonic the Hedgehog
World of Illusion Starring Mickey Mouse and Donald Duck
Family Feud
Disney's Toy Story
Ranger X
Batman: The Video Game
Super Star Wars
Theme Park
Sonic 3D Blast
Strider
Mighty Morphin Power Rangers: The Movie
Spot Goes to Hollywood
Street Fighter II: Champion Edition
Shining Force II
Sonic the Hedgehog 3
Rampart
Mickey Mania: The Timeless Adventures of Mickey Mouse
subdirectory_arrow_right Frogger (Game), Frogger (Game), Frogger (Game), Frogger (Franchise), Super Nintendo Entertainment System (Platform)
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In the US, the Sega Genesis and Super Nintendo Entertainment System's final official releases in the 1990's were the same game: a port of the original arcade Frogger made to coincide with the PlayStation and PC reboot.
subdirectory_arrow_right Super Nintendo Entertainment System (Platform)
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"Blast processing" is a marketing term coined by Sega of America to promote the Sega Genesis as the cooler and more powerful console compared to the Super Nintendo Entertainment System. It was such an effective campaign that it caused Nintendo to spend millions of dollars to ramp up their own smear campaign to rebut the claims, helping to create the textbook example of a "console war" between two rivaling video game companies through aggressive marketing and advertising. It is true that Blast processing as presented in advertisements at the time does not exist in any released Genesis game, but its creation was based on a real, low-level progressive processing method that ultimately went unused by developers in their games.
The basic idea is that the hardware's video processor is "blasted" continuously, with the Genesis' 68000 processor working flat-out to change the color of every individual pixel during an active scan, a process where the "guns" on a CRT screen move from left to right and then down to the next line and so on. It was believed at the time that this function could be used to increase the Genesis' somewhat constrained color palette to showcase 256 color static images if timed right (this number would be exceeded by other developers like Jon Burton from Traveller's Tales who later discovered the trick).
Sega of America senior producer Scott Bayless claimed that technical director Marty Franz first discovered the trick by "hooking the scan line interrupt and firing off a DMA [direct memory access] at just the right time", as firing it off at the wrong time would result in the scan lines appearing out of phase. This timing/synchronization issue, on top of the more pressing issue of the feature using all of the 68000's CPU time (meaning that while you could run the feature, you couldn't actually play the games that use it), effectively made it useless for cartridge games, and no shipped Genesis games ever used it. It’s speculated that it could have been used for Sega CD games, as the add-on had its own CPU that could run the feature, but this also did not come to pass.
The people responsible for the name "Blast processing" are Bayless and Sega of America's PR team. They interviewed him about the specs of the console, and he described to them how the feature could "blast data into the DAC's [digital-to-audio converters]". When talking about how the name came about, Bayless assumed the PR team just liked the word "blast" without understanding what he was explaining, and Blast processing was invented by them to more easily and vaguely sum up the technical capabilities of the Genesis when marketing it. Bayless later expressed reservations about the phrase, calling it "ghastly".
It should also be noted that this feature was apparently not exclusive to the Genesis. In 2020, former Sculptured Software programmer Jeff Peters claimed that they discovered a similar technical trick on the SNES before Sega started using the phrase, but it was focused on audio rather than graphics. He claims that when porting Mortal Kombat to the SNES, Sculptured Software encountered an issue where the amount of graphics data being put onto the cartridge meant that sound had to be cut back drastically. To overcome this problem, Peters and his team used a homegrown system which allowed them to read sounds from the cartridge one at a time and blast them directly to a buffer in the sound memory. While the two tricks were achieving different things, it's interesting to note that both were possible on either console, despite Sega's insistence that only the Genesis could achieve Blast processing.
The basic idea is that the hardware's video processor is "blasted" continuously, with the Genesis' 68000 processor working flat-out to change the color of every individual pixel during an active scan, a process where the "guns" on a CRT screen move from left to right and then down to the next line and so on. It was believed at the time that this function could be used to increase the Genesis' somewhat constrained color palette to showcase 256 color static images if timed right (this number would be exceeded by other developers like Jon Burton from Traveller's Tales who later discovered the trick).
Sega of America senior producer Scott Bayless claimed that technical director Marty Franz first discovered the trick by "hooking the scan line interrupt and firing off a DMA [direct memory access] at just the right time", as firing it off at the wrong time would result in the scan lines appearing out of phase. This timing/synchronization issue, on top of the more pressing issue of the feature using all of the 68000's CPU time (meaning that while you could run the feature, you couldn't actually play the games that use it), effectively made it useless for cartridge games, and no shipped Genesis games ever used it. It’s speculated that it could have been used for Sega CD games, as the add-on had its own CPU that could run the feature, but this also did not come to pass.
The people responsible for the name "Blast processing" are Bayless and Sega of America's PR team. They interviewed him about the specs of the console, and he described to them how the feature could "blast data into the DAC's [digital-to-audio converters]". When talking about how the name came about, Bayless assumed the PR team just liked the word "blast" without understanding what he was explaining, and Blast processing was invented by them to more easily and vaguely sum up the technical capabilities of the Genesis when marketing it. Bayless later expressed reservations about the phrase, calling it "ghastly".
It should also be noted that this feature was apparently not exclusive to the Genesis. In 2020, former Sculptured Software programmer Jeff Peters claimed that they discovered a similar technical trick on the SNES before Sega started using the phrase, but it was focused on audio rather than graphics. He claims that when porting Mortal Kombat to the SNES, Sculptured Software encountered an issue where the amount of graphics data being put onto the cartridge meant that sound had to be cut back drastically. To overcome this problem, Peters and his team used a homegrown system which allowed them to read sounds from the cartridge one at a time and blast them directly to a buffer in the sound memory. While the two tricks were achieving different things, it's interesting to note that both were possible on either console, despite Sega's insistence that only the Genesis could achieve Blast processing.
Eurogamer article:
https://www.eurogamer.net/digitalfoundry-2019-blast-processing-retro-analysis
Jon Burton video:
https://www.youtube.com/watch?v=o8qgArSqMsc
Scott Bayless interview:
https://www.timeextension.com/news/2022/09/the-man-behind-segas-blast-processing-gimmick-is-sorry-for-creating-that-ghastly-phrase
Jeff Peters claims:
https://www.nintendolife.com/news/2020/05/segas_blast_processing_we_did_it_on_the_snes_first_says_former_sculptured_software_dev
https://www.eurogamer.net/digitalfoundry-2019-blast-processing-retro-analysis
Jon Burton video:
https://www.youtube.com/watch?v=o8qgArSqMsc
Scott Bayless interview:
https://www.timeextension.com/news/2022/09/the-man-behind-segas-blast-processing-gimmick-is-sorry-for-creating-that-ghastly-phrase
Jeff Peters claims:
https://www.nintendolife.com/news/2020/05/segas_blast_processing_we_did_it_on_the_snes_first_says_former_sculptured_software_dev
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According to a 1998 interview with Sega R&D head Hideki Sato published in The History of SEGA Console Hardware, the Mega Drive's design from Japan was based on the audio player's appearance, and presented the "16-bit" label embossed with a golden metallic veneer to give it an impact of power:
"We had a feeling that before long, consumers would be appreciating video games with the same sense with which they enjoyed music; moreover, since the Megadrive was a machine that you put in front of your TV, our concept was to make it look like an audio player. So we painted the body black and put the “16BIT” lettering in a gold print. That gold printing, by the way, was very expensive. (laughs) But we really wanted to play up the fact that this was the very first 16-bit home console."
"We had a feeling that before long, consumers would be appreciating video games with the same sense with which they enjoyed music; moreover, since the Megadrive was a machine that you put in front of your TV, our concept was to make it look like an audio player. So we painted the body black and put the “16BIT” lettering in a gold print. That gold printing, by the way, was very expensive. (laughs) But we really wanted to play up the fact that this was the very first 16-bit home console."
subdirectory_arrow_right Game Boy (Platform), Sega Game Gear (Platform), Neo Geo AES (Platform), Sega Master System/Mark III (Platform), Nintendo Entertainment System (Platform), Game Boy Advance (Platform), PlayStation (Platform), Arcade (Platform), Super Nintendo Entertainment System (Platform), Game Boy Color (Platform)
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![Attachment](/media/thumbs/7/17562.jpg)
Soulja Boy selling SouljaGame line article:
https://variety.com/2018/gaming/news/soulja-boy-selling-cheap-consoles-1203084022/
Soulja Boy ends sales of SouljaGame line article:
https://www.ign.com/articles/2019/01/02/soulja-boy-stops-selling-souljagame-game-consoles
SouljaGame unboxing and teardown showing the packaging:
https://www.youtube.com/watch?v=fo-qNU7Qu3k
Rerez video reviewing the console SouljaGame was based on, showing the console list:
https://www.youtube.com/watch?v=ZqXuAuTFXpA#t=595
https://variety.com/2018/gaming/news/soulja-boy-selling-cheap-consoles-1203084022/
Soulja Boy ends sales of SouljaGame line article:
https://www.ign.com/articles/2019/01/02/soulja-boy-stops-selling-souljagame-game-consoles
SouljaGame unboxing and teardown showing the packaging:
https://www.youtube.com/watch?v=fo-qNU7Qu3k
Rerez video reviewing the console SouljaGame was based on, showing the console list:
https://www.youtube.com/watch?v=ZqXuAuTFXpA#t=595
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![Attachment](/media/thumbs/6/12982.jpg)
• Alien Syndrome
• Bomber Raid
• Great Volleyball
• Montezuma's Revenge
• Penguin Land
• Shanghai
• Tennis Ace
• Where in the World is Carmen Sandiego?
• Wonder Boy in Monster Land
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![Attachment](/media/thumbs/5/9927.png)
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The Sega Nomad was based on the semi-portable Sega Mega Jet, a Mega Drive system that was designed specifically for use on Japanese airliners.
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Due to its ability to accept full Genesis cartridges, the Sega Nomad was the first handheld console to feature online multiplayer. It achieved this by utilizing the Genesis's XBand modem.
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![Attachment](/media/thumbs/3/5469.jpg)