Published On: Tue, May 5th, 2020

Sega’s Blast Processing? We Did It On The SNES First, Says Former Sculptured Software Dev

SNES ControllerSNES Controller© Jens Mahnke

During a epic console quarrel of a early ’90s, Sega and Nintendo used any arms in their arsenal to benefit a top palm on any other. Any underline or technique that was seen as an advantage was quick incited into a selling point, and when Sonic a Hedgehog arrived on a scene, Sega was discerning to concentration on a fact that a console was means of doing things faster than a competition.

Some of this is formed on plain fact; a Motorola 68000 CPU inside a Mega Drive / Genesis is clocked during 7.6 MHz, that means it’s some-more than twice as quick as a Ricoh 5A22 that powers a SNES, that runs during 3.58 MHz.

However, consoles are sole on hum disproportion and not geeky specifications, so when Sega of America’s Marty Franz detected a pretence that authorised developers to pull information onto a graphics chip while a scanline was being drawn on-screen, his co-worker Scott Bayliss christened it ‘Blast Processing’ – something he’s not terribly unapproachable of, it should be remarkable – and Sega’s selling dialect had another hang to kick Nintendo with. It even done a aphorism partial of a promotion campaign, proudly saying that a Genesis had it, though a SNES didn’t.

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