Sega Genesis vs Super Nintendo

Revenge of Shinobi - 4 Megabit - Genesis - 1989

1 2 3 4
Lifespan: 1989-1995
CPU: 7.67 MHz 16-bit 68000
Co-Processors: 3.58 MHz Z80 (Audio/Master System) 5
Texas Instruments 76489 (PSG Audio):
4 Channels 6
Yamaha 2612 (FM Audio):7
6 Channels:
One 8-bit Stereo Digital Audio Channel (DAC) replaces one FM channel 8
10 Audio Channels total
Audio RAM: 8KB
VIDEO: VDP
Master System Compatibility 9
Hardware Shadow and Lighting 10
Direct Memory Access (DMA):
Transfer Rate: 7.2 KB per 1/60th second11
 Resolutions: 256x224, 320x224, 320x448 12
RAM: 64 KB
Video RAM: 64 KB
Color RAM: 64 Bytes 13
VSRAM: 40 Bytes 14
Colors On Screen: 61 (30-75 in game, average 50) 15
Color Palette: 512
Sprite Max & Sizes: 80 sprites at:16
8x8, 8x16, 8x24, 8x32
16x8, 16x16, 16x24, 16x32
24x8, 24x16, 24x24, 24x32
32x8, 32x16, 32x24, 32x32 17
Sprites per Scanline: 20 at 320x224, 16 at 256x224 18
Background Planes: 2 layers with 16 colors per 8x8 pixel tile19
VDP handles scrolling as single planes, independently scrolling 8 line rows, and independently scrolling lines.20
Each 8 line row can can be displayed over or under others. 21
Storage: Cart 32 Megabit (4 MegaByte)
40Mbit Super Street Fighter 2
Avg: 4 Mbit ('89-'91), 8-24 Mbit ('92-'95)

 

 

 

 

 

 

 

 

 

 

22 23 24 25 26
Lifespan: 1991-1997
CPU: 3.58 MHz 16-bit 65c816 27
6502 Compatibility (unused)
Co-Processors: SPC700 (Sound CPU)
S-DSP (Sound Generator)
8 Digital Audio Channels
Filters for audio smoothing and echo 28
Compressed audio decoding 29
Audio RAM: 64 KB
VIDEO: PPU 1
PPU 2 (On the same chip) 30
Mozaic/Pixelation
DMA
Transfer Rate: 5.7 KB per 1/60th second for each of  8 Channels 31
HDMA
Used for per line updates 32
Resolution: 256x224, 256x448, 512x224, 512x448 33
RAM: 128 KB
Video RAM: 64 KB
Sprite RAM: 512 + 32 bytes 34
Color RAM: 512 Bytes 35
Colors On Screen: 240 36 37
(90-150 average in game)
Color Palette: 32,768
Sprite Max & Size: 128 sprites at:
8x8 or 16x16, 8x8 or 32x32, 8x8 or 64x64, 16x16 or 32x32, 16x16 or 64x64, 32x32 or 64x64, 16x32 or 32x64, 16x32 or 32x32 38
Sprites per Scanline: 32, 34 8x8 tiles, 256 sprite pixels per line 39
Background Planes: Eight Modes Numbered 0 - 7
4 (96-colors, 24 per background, 3/tile)
3 (two 120-colors, one 24-colors)
2 (120-colors)
2 (240-colors, 120-colors)
2 (240-colors, 24-colors)
2 (120-colors, 24-colors, interlaced)
1 (120-colors, interlaced)
1 (240-color, scaled, rotated, etc) 40
 
Storage: Cart 32 Mbit (4 MegaByte)
48 Mbit Star Ocean and Tales of Phantasia
Average: 8 Mbit ('91), 16-32 Mbit ('92-'97)

Super Castlevania IV - 8 Megabit - SNES - 1991

      It is demonstrable that the SNES could actually display 2-3 times the colors on screen, while the Genesis could display 2-3 times the sprites and independently scrolling 2D planes. The SNES also could scale and rotate one 256 color plane, which could be made to look like large objects such as Bowser in Super Mario World or the Bomber in the first level of Contra IV.  Alternately, games on the Genesis typically ran with less slowdown, featured faster scrolling levels, "tilted" sprites and backgrounds, and featured more custom special effects like scaling backgrounds and fully polygonal gameplay without any cart loaded processors. The Genesis' software effects are best seen in Contra Hard Corp, Castlevania Bloodlines, Batman and Robin, Ranger X, Sonic 3D Blast's bonus levels, LHX Attack Chopper, and Red Zone, for starters.


     Much as was the case with the NES library, the Super Nintendo saw full fledged releases for several years after the Genesis was discontinued.  Combined with the SNES's dominance in Japan, the system consequently had a larger worldwide library by the end of its cycle. Because Square and Enix released their titles exclusively, the SNES has a greater number of  RPGs available for it in the US. 

     Despite superficial marketing tactics, the battle between NEC, Sega and Nintendo produced a wide variety of exclusive and critically acclaimed games for each platform.  The Genesis has the largest library, and eventually gained the most third party support, of any Sega console. The Genesis' action genre is packed with arcade ports and unique home offerings like the Shinobi and Streets of Rage series.  Yet the Genesis was also home to exclusive Sega RPGs like Sword of Vermillion, Phantasy Star 1-4, Shining in the Darkness, and Shining Force 1+2, amongst other notable series like Super Hydlide, Ys, and Dungeons & Dragons. Lunar the Silver Star, Lunar Eternal Blue and Vay, along with other Working Design’s localization efforts of Game Art’s games, were also released on the Sega CD.

     Regrettably, popular history uses the same measuring stick for all success stories. Sales is what most ill advised people look to in order to validate or invalidate their purchase decisions and sales is what the media is biased towards. The Genesis outsold the SNES in the US overall up until its discontinuation in 1995. The SNES managed to more than catch up in the two years before the Nintendo 64 took hold. The SNES clearly won out in sales worldwide and software sales in every region.

     The truly important thing is that the war between the two companies produced some of the best games to ever be made. The game player that has only owned one system to the exclusion of the other has definitely lost out. What is worse is that in the new millenium the entire industry is bent toward anti-competative corporations.  The preference for Mega-Corporations and Mega-Publishers are reflected by the media's excessively positive portrayal of the Super Nintendo. 

 

  1. 1. Sam Pettus, "SegaBase Volume 3 - Megadrive / Genesis 'Sega MK-1601'," (January 23, 2007, accessed March 31, 2010) available from http://www.eidolons-inn.net/ (archive.org November 7, 2007).
  2. 2. Samuel N. Hart, A Brief History of Home Video Games: Sega Genesis, Geek Comix (archive.org June 16, 2008).
  3. 3. Legacy Sega Consoles: Sega Genesis, Sega of America (archive.org December 8, 2002).
  4. 4. PC Vs Console - Console Specs (4th Generation), (archive.org March 15, 2008).
  5. 5. Can write to VRAM
  6. 6. 3 tone generators and 1 white noise, "Nemesis," GENESIS Technical Overview 1.00, (accessed April 1, 2010),  119.
  7. 7. Frequency Modulation is synthesized audio like PSG but considerably more complex.
  8. 8. Must be timed correctly  in software to allow 5 FM Channels to play with digital audio (Street Fighter II:CE plays multiple digital audio channels simultaneously), "Nemesis," GENESIS Technical Overview 1.00, 92.
  9. 9. Charles MacDonald,  E-mail || Homepage, Sega Genesis VDP documentation Version 1.5f (genvdp.txt)  $01 - Mode Set Register No. 2, (August 10, 2000, accessed March 11, 2010), available from http://emudocs.org/?page=Genesis; internet.
  10. 10. MacDonald,  genvdp.txt, 16.) Shadow / Hilight mode.
  11. 11. Speed at which data in RAM can be transferred to VRAM,"Nemesis," GENESIS Technical Overview 1.00, 45.
  12. 12. Interlaced double resolution mode, used in Sonic 2 splitscreen 2-player.
  13. 13. 64x9 bits, MacDonald,  genvdp.txt, 9.) CRAM.
  14. 14. Vertical scroll RAM, 40x10 bits, MacDonald, genvdp.txt, 10.) VSRAM.
  15. 15. four 15-color palettes plus one background color
  16. 16. MacDonald, genvdp.txt, 15.) Sprites
  17. 17. "Nemesis," GENESIS Technical Overview 1.00, 13.
  18. 18. MacDonald, genvdp.txt, Sprite Drawing Limitations.
  19. 19. Each tile shares colors from four 15 color palettes between the background and sprite layers, MacDonald, genvdp.txt, $0B - Mode Set Register No. 3.
  20. 20. MacDonald, genvdp.txt, $0B - Mode Set Register No. 3.
  21. 21. Hardware function of the VDP, MacDonald, genvdp.txt,  14.) Priority.
  22. 22. Samuel N. Hart, A Brief History of Home Video Games: Super Nintendo Entertainment System, Geek Comix (archive.org February 7, 2008).
  23. 23. Nintendo - Super NES - Detailed Specs, Nintendo of America (archive.org June 27, 2001).
  24. 24. PC Vs Console - Console Specs (4th Generation), (archive.org March 15, 2008).
  25. 25. Usenet, Rec.Games.Video, Ralph Barbagallo, SNES Hardware (January 19, 1992, accessed April 2, 2010) available from http://groups.google.com; internet.
  26. 26. Super NES Programming/SNES Specs, (October 29, 2007, archive.org June 14, 2008) available from http://en.wikibooks.org/wiki/Super_NES_Programming/SNES_Specs.
  27. 27. 1.56 MHz or 2.68 MHz in some software,  Hardware.txt, available from http://www.mit.edu/afs/athena/activity/p/peckers/Programs/snes9x/solaris..., 65c816
  28. 28. Anomie's S-DSP Doc version WIP (e-mail) (apudsp.txt), (October 13, 2005, accessed April 8, 2010).
  29. 29. "Ledi" and "Peekin", Super Famicomm Sound Manual NOA-SFX-04/15/90 (sfsound.txt), (October 15, 2001, accessed April 9, 2010), available from http://www.emudocs.org/?page=Super%20NES.
  30. 30. PPU is is called a single processor in all other documentation, Kevin Neviksti, SNES memory map and MAD-1 chip information (SNES_MemMap.txt), (accessed April 23, 2010) available from http://gatchan.net/uploads/Consoles/SNES/Flashcard/SNES_MemMap.txt.
  31. 31. 2.68MB divided by 8 (channels) divided by / 60 (frames per second), DMA occurs during VBLANK, Super NES Programming/SNES Specs, Direct memory access unit.
  32. 32. Uses DMA channels, Hardware.txt,  H-DMA
  33. 33. 448 and 478 line modes are interlaced, Qwertie, Combined Registers Document (combined.txt), Screen mode/video select register [SETINI] (accessed on April 8, 2010).
  34. 34. Super NES Programming/SNES Specs, Video RAM.
  35. 35. Each color uses 2 bytes, David Piepgrass, Qwertie's SNES Documentation Plus DMA Revision 6 (2.1),  Color Palettes, (1998, accessed April 5, 2010) available from http://emudocs.org (archive.org July 12, 2007).
  36. 36. eight 15 color background palettes, eight 15 color sprite palettes in most common graphic modes, Charles MacDonald,  E-mail || Homepage, SNES hardware notes (snestech.txt), CGRAM, (September 17, 2003, accessed March 11, 2010), available from http://www.emudocs.org/?page=Super%20NES
  37. 37. 2048 Colors are technically possible using Direct Color Mode, Hardware.txt, Direct Colour Mode.
  38. 38. snestech.txt, Sprites
  39. 39. Super NES Programming/SNES Specs, Maximum onscreen objects (sprites).
  40. 40. 4 backgrounds limits colors per tile (8x8 pixels) to 3-colors whereas other modes are 15-colors per tile, adapted from Qwertie's SNES Documentation, Register $2105: Screen mode register (1b/W).