This is a follow up to an article I wrote a while back covering the work of GASEGA68k. What we have here is an effort to bring Mode 7 effects to the Sega Genesis. For those that don’t know, Mode 7 was one of the marketing tools that Nintendo used against Sega at the launch of the Super Nintendo Entertainment System (SNES). Unlike “Blast Processing”, a Sega marketing term, Mode 7 was a very real option for developers on the new SNES console. Thanks to GASEGA68k we are seeing the early stages of Mode 7 on Sega Genesis.
Why this is cool
Basically, this is taking the one major marketing gimmick Nintendo had for the SNES and showing the Sega Genesis could have done it too. The problem is game developers back then either did not know how or were not interested in doing it.
On top of that, we are talking about an independent homebrew developer using unofficial tools to accomplish this. I don’t know about you but to me, that is impressive.
Technically it should be possible
Considering the Sega Genesis featured a faster CPU and such it is understandable to believe this feat is technically possible. It just baffles me slightly that developers back in the day didn’t do it. Same thing, somewhat, with the Sega CD and the fact that no one ported any Sega arcade “super scaler” games to that platform but that is another article.
This does beg the question of what else the Sega Genesis up its sleeve that we don’t know about yet. There is the “hold and modify” option that allows more colors on screen.
Programmers out there, what do you know the Sega Genesis can do? Let us know in the comments below, we are seriously interested in knowing more tricks the good old 16-bitter can do.
RSS Feed
Twitter
January 20th, 2020
Carl Williams 
Posted in
Tags: 
Blast Processing wasn’t a marketing gimmick. It was a reference to the Mega Drive having duel processors (M68000 and Z80) and having much faster processing speeds than the SNES.
The Z80 was only for sound, it was not used for graphics processing in the Sega Genesis though. Now, the Neo Geo did have a similar setup where the Z80 was used for graphics processing and SNK often referred to the console as 24-Bit due to this.