
During the epic console war of the early '90s, Sega and Nintendo used every weapon in their arsenal to gain the upper hand on each other. Any feature or technique that was seen as an advantage was quickly turned into a marketing point, and when Sonic the Hedgehog arrived on the scene, Sega was quick to focus on the fact that its console was capable of doing things faster than the competition.
Some of this is based on solid fact; the Motorola 68000 CPU inside the Mega Drive / Genesis is clocked at 7.6 MHz, which means it's more than twice as fast as the Ricoh 5A22 which powers the SNES, which runs at 3.58 MHz.

However, consoles are sold on buzz words and not geeky specifications, so when Sega of America's Marty Franz discovered a trick which allowed developers to push data onto the graphics chip while a scanline was being drawn on-screen, his colleague Scott Bayliss christened it 'Blast Processing' – something he's not terribly proud of, it should be noted – and Sega's marketing department had another stick to beat Nintendo with. It even made the slogan part of its advertising campaign, proudly stating that the Genesis had it, but the SNES didn't.
However, former Sculptured Software developer Jeff Peters – who worked on numerous games for the console, including the SNES port of Mortal Kombat – says that his studio discovered a similar technical trick on the SNES before Sega started mouthing off about blast processing on its console, but it was focused on audio rather than graphics.
When porting Mortal Kombat to Nintendo's console, Sculptured Software hit a massive problem – the amount of graphics data being put onto the cart 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. Internally, it was called (you guessed it) blast processing.
Speaking to David L. Craddock for his book Arcade Perfect, Peters said:
That was before Sega adopted the slogan. We could just blast sound from the cartridge onto the game scene. That allowed us to keep the resolution and sample rate of the VO higher, as well as be able to have more sound samples to use in a given fight, or on a given level.
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 its console could do such a thing. These days, you're more likely to find companies comparing TFLOPs and SDD access speed, but the '90s were a more innocent time, when little marketing gimmicks like blast processing could make all of the difference.
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Comments 59
Ah, so it wasn't all a hoax after all. I thought it was something made up to make sales.
Always loved the Nintendo GameCube!
🇦🇺
Turns out, Nintendid all along.
Indeed, blast processing was to the 90s what teraflops, 4K and ray tracings are to the New Tens and counting. Nintendo eventually grew out of this all, Sega didn't have time to... and Sony and Microsoft are that much younger as console makers, in their defense. Although Sony is also a multimedia tech magnate first and foremost, so they may never intend to leave their graphics arms race behind at all. Those carpet-sized TVs won't just go and sell themselves.
“However, consoles are sold on buzz words and not geeky specifications”
With all the teraflop talk of PS5/XSX at the moment I’m not sure if that still rings true?!
Blast Processing sounds cool, but the games are what mattered. That still applies today, PS5 and Xbox Series X can hit whatever resolutions they want but the Switch will still be relevant
Nice graphics are a bonus but gameplay is always the priority 👌
Meanwhile I was playing both Sonic 2 and Mario Kart back in late 1992.
Buzzwords and commercials were still fun though. Was always fun picking on the Nintendo only kids at school.
I remember as a kid hearing about blast processing. I also remember not understanding what that meant or caring very much. For me, it was which one had the games I wanted. For a time, it was only Super Nintendo due to having gotten it for Christmas and no way was my family even considering getting another console when they had already spent that much money on one already.
It wasn't till my uncle bought us a Genesis that I knew exactly what I was missing. For me, one wasn't necessarily better than other. Each one had it's share of games that really helped to make each one unique and worth owning both (if you could afford to). Just talking about Sega makes me miss the Sega of old
Sega did it first...PSYCH!
Blast processing still wasn't all that they made it sound to be. And it was highly unreliable, and wasn't even used in many games, and it didn't even work or work well on each and every iteration of the Sega hardware:
https://www.nintendolife.com/news/2015/11/the_man_responsible_for_segas_blast_processing_gimmick_is_sorry_for_creating_that_ghastly_phrase
https://www.eurogamer.net/articles/digitalfoundry-2019-blast-processing-retro-analysis
That second article even clearly states that the technique has only been fully mastered in recent years, which offers more evidence to the fact that back then, it was nothing more than a marketing slogan.
That would have had to have been REALLY early in Mortal Kombat's development. Sonic 2 was released November 1992 (with the "Blast Processing" marketing), while the MK ports were released nearly a year later (I recall EGM didn't reveal the MK ports until the following March issue).
But as to Blast Processing, Nintendo countered it a year or so later with a series of advertorial magazine ads. This one called "SMASHING the Myth of Speed and Power", saying like "the console speed has nothing to do with how fast a character moves across the screen. A plumber can run as fast a hedgehog if programmed to do so." And unlike the other stats in the ad which were obviously biased (Nintendo definitely twisted the numbers of the SNES capabilities to its best possible in each category, rather than what was realistically presentable), that sprite speed thing was a true statement.
@datamonkey What about that new SSD technology Sony just discovered?
@glaemay An SSD is just internal flash memory and to my knowledge the Wii was the first console of any sort to ship with its own internal flash memory.
The OG Xbox had the first internal HDD and consoles have had removable flash cards/carts since the NES but none shipped with internal flash until the Wii.
@glaemay hah yeah very true!
The main takeaway here should be that "blast processing" was referring to an unsupported coding technique that was never a part of the Genesis' specifications. It was a lie, plain and simple. Clever devs had been finding ways to use console hardware in unsupported ways to squeeze more out of the systems since at least the Atari 2600. What they did on the Genesis wasn't special, wasn't new and could also have been done on any other console including the SNES. Sega lied about what their console could do and what Nintendo's couldn't. One of the many reasons I was overjoyed to see them finally leave the console market for good.
The best generation of consoles ever, love the megadrive but the snes will always be the best.
Marketing gimmicks aside, the Genesis had a faster processor and it did make a difference in some ways. It could handle more fast-paced action with large numbers of sprites without slowdown, which is why it's generally better at shmups and sports and run-and-gun games for example. Multiplatform games often ran better on Genesis too, though not always of course.
The SNES had more advanced capabilities with graphics and sound, but the Genesis was not without its own advantages too. (Before anyone calls me a Sega fanboy, I grew up with Nintendo, I can just appreciate the Genesis's strengths now as an adult).
I had no idea that "blast processing" ever meant anything other than the audio thing — or at least, something to do with audio. That "knowledge" is based on covers of songs with Sega Genesis soundfont that people post on YouTube. Which doesn't make sense in the context of this article. So it looks like I had the right idea, by accident?
I'm not surprised to find out their trick was for audio. The SNES audio setup was one of its more severe limitations. The sound chip itself was quite capable, but it had big memory limitations on two fronts. The system was designed to store samples in a very small amount of audio RAM for playback. And cart sizes were still so small as to have a significant impact on the number and quality of samples, which can be heard in many games where sound was not prioritized. And it probably also influenced some decision making resulting in some SNES versions of games having missing content compared to Sega. We've since seen more capabilities of the SNES chip when the storage is not so limited, as well as other systems that weren't so constrained. Cool to hear they found a workaround. I remember liking Sculptured Software. They generally did good technical work, even if I didn't like some of their game design.
Wait, what ? I don't get it : this "blast processing" sounds like two complete different things which happen to have the same name. They're not at all the same technique. It's like comparing the movies The Avengers (1998) and The Avengers (2012) as they have the same name.
So... what's the big deal exactly ?
I would have been more interested if he talked about the lag in his MK1 port though
@nhSnork I couldn't tell between a genesis and super Nintendo back then if I didn't see the box. I promise you I could tell the difference between a xbox one game and a switch game. Teraflops make a difference. Blast processing was more marketing than anything.
@Kalmaro Yeah, I always thought it was a made up term to describe that the clock speed was twice that of the SNES, but I didn't know it was actually referring to anything specific. Either way, the Genesis could run games with a lot of sprites on the screen (like sports games and side scrolling shooters) smoother than the SNES, even if the SNES had sharper graphics.
The 16-bit console wars never truly ended, did they?
@KayFiOS for those who were there the war never truly ended........... a moment of silence for Atari, Sega, 3DO, Amiga and all the others that didn't make it to the HD era.
Also the petty difference in cpu power was quickly remedied by Nintendo later on anyway, and it produced the finest rpgs and games on the system overall.
@WaxxyOne You mention SEGA lied and due that and other actions you are glad they are out of the market, but what about Sony's announcing their partnership with Nintendo and Nintendo the next day announcing their partnership with Philips? Pretty scummy move by Nintendo but they were luckily punished by Sony. Nintendo aren't saints, they had their marketing gimmicks and failed to complete promises too.
sure ya did nintendo.
it was called mode 7
the snes/sfc had way more rpgs due to the fact that rpgs did not require fast speeds. turn based, text reading and all that jazz in rpgs made a faster processing speed irrelevant.
i havent played a snes game that is also on genesis that ran faster than the genesis version.
@sixrings
SNES had the zoomed in sprites due to the lower resolution and Genesis had that ugly limited color palette. I thinky you’re lying to yourself. 🤪
@sixrings I'm just the same as you except with me it's being unable to tell the difference between a block of Edam cheese and a car.
Sega had the best TV commercial ever. Still love my Sega MD2. It's the best 4th generation console with best games for me.
I would think it was a given the SNES was more powerful. Sega really screwed up making such a limited color palette as it made all their ports look crappier.
The only Mega Drive game I played that felt like it had 'blast processing' was Alien Soldier.
https://www.youtube.com/watch?v=r6Huyliuxe8
Even the title screen said VISUALSHOCK! SPEEDSHOCK! SOUNDSHOCK! And it didn't lie.
PS. This being the only one isn't true. Later stages of Dynamite Headdy were extremely impressive and blast-processy as well.
I could be wrong here but didn’t the president of Sega of America at the time Tom Kalinske say years later that they just made the whole ‘blast processing’ up because it sounded good in marketing?
There is no such thing as “Blast Processing “,it was a BS marking tool to attemp to sell more Genesis’ ..Yet the SNES still won the 16bit console wars of the 90’s ..
@MattyMcDuckface ..Yep ..”Blast Processing “is just BS ..
@nhSnork Blast Processing is nothing but a marketing gimmick.
@TurboTEF If you were actually picking on Nintendo only kids and thought that was fun back in the 90s then you were a bully and you shouldn’t be liking that. That’s messed up dude, what if one of your family relatives like Nintendo? Would they like it if you made fun of them for liking Nintendo? How would you feel it if they made fun of you for being a Sega only kid? Shouldn’t have been a bully dude. Bullies never win. Sega was the villain and bully. Nintendo was the hero and the kid who stood up to the bully.
@UmbreonsPapa Don’t look into that dude. Old Sega is a joke and they couldn’t beat Nintendo.
@NinChocolate No they didn’t. Nintendo did it first dude. Sega didn’t.
@ThanosReXXX Everything about the Second Sega article was wrong. The things wrong was they said that blast processing was indeed real. That’s not true. Blast processing is and is indeed still factually not real. Nobody mastered stuff on Sega and the comment section is worse too. Star fox cant work on stock genesis hardware but it can work on stock snes hardware.
@KingMike The ad wasn’t actually biased because they got everything right and Nintendo didn’t do anything with numbers in that ad.
@yttrium13 The Genesis did not have a faster processor and it never made a difference in any way. It could not handle more fast-paced action with large numbers of sprites without slowdown, which is why the Snes is generally better at shmups and sports and run-and-gun games for example. Multiplatform games often ran better on Snes than genesis too. On genesis, never.
The SNES had more advanced capabilities with graphics and sound and gameplay, and Genesis was not without its own disadvantages. (Sorru but you are a Sega fanboy, Genesis's supposed strengths are nothing compared to Nintendo’s).
@sdelfin “The SNES audio setup wasnt any of its more severe limitations. The sound chip itself was quite capable, and it did not have big memory limitations on two fronts. The system was designed to store samples in a very big amount of audio RAM for playback. And cart sizes were so big as to have a great impact on the number and quality of samples, which can be heard in many games where sound was not prioritized. And it probably also influenced some decision making resulting in some SNES versions of games having more content compared to Sega. We've since seen most capabilities of the SNES chip when the storage is not so limited, and not other systems that were so constrained. Cool to hear they found a workaround. Sculptured Software. They generally did great technical work.“ Fixed that for you
@sixrings Teraflops don’t make a difference. Switch is better than Xbox and PlayStation.
@TheFox Mere optics. The snes can actually run sprites in games way faster and smoother than genesis and no, sharper graphics proves the snes is better along with its tight and comfortable gameplay.
@AFourEyedGeek See here’s the problem with that argument, while Nintendo did try to work out a partnership with Phillips they were also trying to come up with an agreement with Sony and wanted to work things out for three of them. Also you’re saying it’s a scummy move on Nintendo even though they didn’t do anything wrong. Actually it was SONY who did the scummy move as their deal stated that they would handle all the profits and power and leave Nintendo with nothing with the notion to backstab them. That’s right folks! You heard it correctly! Sony was going to backstab Nintendo if the deal went through! When. Nintendo found out what Sony was trying to pull on them they knew they weren’t going to let that crap slide. Don’t believe in those people who think Nintendo was in the wrong because they are false. Sony didn’t rightfully punish Nintendo. They did a petty move by releasing the PlayStation all because Nintendo found out on their little scheme and was willing to work something out with them and Phillips.
@ogo79 Dude quit mocking Nintendo. Those snes rpgs proves sega wrong about blast processing. And Mode 7 was a killer.
@xxx128 Dude the Snes is not 8bit. It’s factually 16 bit and the Ricoh wasn’t the only thing that was 16 bit. Seriously if you sega fanboys actually think the Snes is 8 bit then you really need to stop smoking whatever you’re smoking. Also they didn’t need the Motorola since that would cost a lot of money. You clearly don’t know how much chips cost back then so they would’ve had to sell their console at a loss if they went for a Motorola so no they weren’t stingy for a m68k. Seggy should’ve been more nice and ask Nintendo to partner up with them so they can make a powerful Snes with all Nintendo and Sonic games.
@Anvold Nah bro, the snes is the best 4th generation console, it has better games than you can even dream AND the best tv commercial ever
@Kalmaro sorry dude but it was still a hoax
@StarlordX0 I have SNES too, but it not even close to SEGA MD. There is no Sonic, Comix Zone, Golden Axe, Dune II and many more great games, that I like. SNES commercial was so boring, if we compare it with SEGA's.
@StarlordX0 They were picking on me because I said I only had a Genesis (when I had all three). Nintendo fanboys back were just as pretentious as they are now. I should know as I still loved Nintendo more than I did Sega, even though I preferred the Genesis/MegaDrive at the time.
They deserved everything, still do in some cases.
@TurboTEF Not true. Nintendo fanboys were NOT pretentious and they never were including now. Sorry but no there were mostly Sega fanboys picking on Nintendo fans and most Sega fanboys are still stuck in the 90s picking fights with Nintendo fans. Sega fanboys are the ones who are pretentious as they are now, not Nintendo fanboys. I preferred the Snes/Super Famicom. They did NOT deserve everything and still don’t in many cases.
@Anvold Heck no. The Snes is close and ABOVE the Sega MD. The Snes commercials weren’t even boring when we compare it to sega’s. Sega’s commercials were lame and brainwashing.
@StarlordX0 Not according to this article.
@Kalmaro Yes it is according to this article.
@StarlordX0 Where does it say it was a hoax? I just read where they broke down the trick that they named blast processing.
@StarlordX0 I'm not sure what you're basing your claims on, but from first hand experience playing these games on my friends consoles, John Madden Football, NHL Hockey and Darius Twin (all games with a lot of sprites moving around at once) ran like trash on the SNES compared to their counterparts on the Genesis.
@TheFox I don’t know what kind of stuff you’re smoking but all of those sports games and those includes didn’t run like trash on SNES, it ran like a cheetah on on Snes to their counterparts on genesis which ran like complete trash.
@StarlordX0 nah, your words is not true and you know it. Even then I have two consoles, I'll always choose Sega MD 'cause I can play my favorite 16-bit games on it. I can't understand what are you trying to prove.
@StarlordX0 You're either straight up trolling, or you've never recovered from a Genesis/MD owner making fun of your SNES as a kid.
It kinda feels like we're commenting on an old article all because someone just wanted to try and stir up a little controversy. I guess I fell for it then.
@StarlordX0

so you just joined here today and are making an attempt to rattle everyones cage on a topic that is over 4 months old.
its dangerous to go alone!
take this.
@ogo79 No I haven’t you jerk. Hold this L
@StarlordX0
a real cowboy eats his peas with his mashed potatoes
@StarlordX0 Okay, you annoying pretentious Ninnytendo fannyboy.
@StarlordX0 You want to get numbers talk, eh?
Just one example of "twisting the numbers" SNES COULD do 512x448, but there's a reason hi-res mode was used only for things like menu screens (like Secret of Mana): higher resolution means the program has to write more data to the VRAM which slows things down since VRAM data can only be written to during vertical-blanking, and from what I've heard there's not enough time to upload a full tilemap update to VRAM during one Vblank (and thus one frame).
Also, using the higher resolution mode meant that video memory had no offscreen space to work with for loading upcoming level map data for smoothly scrolling in backgrounds/sprites.
(otherwise you end up with the problem NES had: it was only designed to scroll on a horizontal or vertical axis at one time. Trying to do the on opposite axis meant having to reposition all the tilemap data in memory while racing to keep up with the scrolling. See the Mega Man series distinct slow vertical scrolling, which Capcom then utilized to create the famous sometimes-unfair blind-falling level design known as "Mega Man jumps")
The majority of SNES games run at the standard low-res of 256 wide by (224 NTSC/240 PAL), while Genesis standard resolutions were 256x224 (probably chosen as a common standard resolution, useful for ported games) and 320x224.
Nintendo said 256 colors but I believe that was only achievable in Mode 7.
Again, normal commonly-used screen modes had lower color counts. SNES commonly used 2bpp (4 color) and 4bpp (16 color). So normal tile-based modes would've had MAX 241 colors, if they were designing their game solely to use as many colors as possible by using 16 color mode and making EVERY color in EVERY one of the 16 palettes (8 BG and 8 sprite) unqiue. But each of those palettes has a transparency color, so only 15 are usable.
Vblank limitations were very much a thing: I spent quite some time rewriting the very poor textbox routine in the Famicom game Dragon Scroll just to desprately extend the textbox two tiles wider without the game glitching out.
I am very much a SNES fan, but I'm not going to lie: from when I've heard shmup fans talk about what 16-bit shmups they like to play, Space Megaforce is the only SNES game I hear get a strong recommendation from them. Otherwise, it seems Genesis and PC-Engine games get more talk from that generation.
@KingMike
(Sigh) Great we got another Sega shrill who doesn’t know what he’s talking about. Buddy your numbers talk was seriously flawed and this entire comment is false and biased. There is no reason that high res mode was used only for those types of things. And no, higher resolution doesn’t mean that the program has to write more data to the VRAM, it can actually do it without having more data. And VRAM doesn’t only be written during vertical blanking and what you heard is false since there is enough time to upload a full tilemap so you can update to VRAM during one VBlank. (There isn’t one frame.)
Using higher resolution doesn’t and still doesn’t mean that video memory had no offscreen space to work since time and time again that has been proven wrong and for loading upcoming level map data for smoothly scrolling in background/sprites there are not that many limits.
(No you wouldn’t, also that was never the problem on the NES since is actual,t designed to scroll on both axis at many times. Doing to opposite wouldn’t mean to reposition all the tile map data in memory and keeping up with scrolling isn’t hard to do. And no the mega man series scrolling is irrelevant and it didn’t have slow vertical scrolling. Capcom never utilized that to create that bull you call megaman jumps.
No the majority of Snes games ran at high res of 320x224 and or more. The genesis standard resolutions were not around 256x224. Wasn’t a common standard resolution and not useful by any means for porter games. Also they didn’t use 320x224 in any game. Thats another fallacy. Nintendo has 256 colors and more and that’s not only achievable in mode 7, it’s achievable in snes hardware regardless of modes.
Again, normal commonly used screen modes didn’t have lower color counts. The snes never used 2bpp and didn’t use 4bpp. Normal tile based modes would NOT have been max 241 colors. That’s a huge downplay and you should know better. Also most of their games used many colors from their pallets and they have shown to have more color and it’s not 16 palettes. Each of those color palettes don’t have a transparency color so no it’s factually NOT only 15 that are useable.
There are no VBlank limitations and it wasn’t even a thing. You never spent any time to rewrite the (it’s not poor either) textbox routine in that game and there was no desperate need to extend the textbox. The game would never glitch out and two tiles wider is lowballing.
No you really aren’t an SNES fan if you’re actually going to be downplaying the snes and highballing the genesis like it’s your daddy. Also what you said was a lie. I’ve played many shmups and they are mostly better on the snes. Sorry but those Shmup fans are saying things false. When it comes to 16 bit shmups most people talk about the snes and play Gradius 3, Star Fox and
Super R Type. Space Megaforce is NOT the only game you heard to get a strong recommendation, you need to expand your taste buds because most shmups are better on SNES. And another thing, it does NOT seem like Genesis and PC Engine get more talk from that generation, it’s actually and factually the complete opposite. The Snes factually gets all more talk by most people in that generation and you know that for a fact.
@KingMike
no one argues with king mike.
ay other dude, were all cool here chill.
@ogo79 What the flying f*** is going on in here? People digging up old threads to start a flame war... tssss...
@ThanosReXXX
yeah lol its definitely summer time on nl
@xxx128 The Snes is NOT 8 bit it’s 16 bit
@Anvold the Snes is EVERYTHING compared to the MD. You are seriously too brain dead to realize that. MD doesn’t have Mario, F Zero, Metroid, Link to the Past, DKC and the better version of street fighter and many more better great games that most people like. Snes commercial was NOT boring compared to Sega’s Sega MD commercials were crap and boring if we compare them to Nintendo.
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