Pretty sure the Megadrive outsold the SNES in the UK(and most of Europe), SNES outsold the Genesis in the US, especially after Sega announced the Saturn, and Super Famicom outsold it in Japan/Asia.
Correct me if I'm wrong, but the SEGA Genesis/Mega Drive, could be classified as a cut down Amiga A500 due to the M68000 CPU, and similar sound chip. So it's not surprise some of the effects the Genesis/Mega Drive can do.
Do you think you could have ever achieved any Mode 7 type graphics on a stock Mega Drive? Was thinking about how comprimised the Sega version of Street Racer was in comparison to the SNES original.
Unless the description was updated before I saw it, it says it''s a repost there "I released this a couple of years ago but at 30fps, so I've re-grabbed everything at 60 FPS and added a few new effects."
I took a lot of these effects for granted as a kid, but looking back some of the stuff you guys managed to pull off with the Genesis was amazing. And yeah, I wound up buying a copy of Puggsy as a kid with saved up allowances. First game I can think of that I played with physics puzzles.
I'd like to see you build a complete game for the SEGA Genesis with all that you know and with today's memory. How fare could you push the Genesis today? Could you push it further then this?
@@silentdebugger I just saw it (thanks for sharing it to us). I have some questions. Is the main goal of those demos the graphics animations? or do they try to combine this animations inside some playable demo or full game? Is this achievable with the Genesis alone or do they expand it's capacity with some cartridge chip?
It would be rad af! The genesis mini is out so i guess it would be a cool move by sega to do a firmware update so it lets people & devs relese new games for it and for us to be able to buy games for it digitally perhaps even synch sega classics libraries to it. Its a longshot but if that was something that went live it would make it the best mini console avaiable and it would make segas public image cool again ya know like cool as in kicking competition ass and have the coolest games n stuff kind of sega
Only if there's a cart release. If he doesn't want the extra work, Jon could partner with someone like Bitmap Bureau or Big Evil Corp to handle the physical production and distribution.
The 3D road was impressive! I can only imagine how good ayrtyons sennas monaco GP 2 would look like if its was built with that effect! It seems like you kinda want to program a new game for sega ;) but seriously the talent shown off here is magnificent!
@@Bentastic64 Wouldn't be possible, unfortunately. Toy Story is only able to play Amiga MOD music during the incredibly simple title and credits sequences. The processor is at its limit just turning the MOD data into a DAC stream, and wouldn't be able to handle even simple gameplay calculations, much less 3D racing.
It's truly amazing what 16 bit systems could be coaxed into doing... And the tricks that made it possible (many of which also work to some extent on 8 bit systems) Of course, nowadays there's some truly crazy effects, but major props to anyone that actually did this back in the day - obviously the same hardware, so the newer stuff is indeed more 'impressive'. but the newer effects rely on greater availability of knowledge (the internet) frequently build off what has been done in the past ('that looks cool, how does that work and can I do better?'), and in some cases rely on massive amounts of data computed on a modern system. (The 8086/CGA 2000+ colour demo is amazing and all, but it took a computer from the mid 2000's and several days of calculation to work out the parameters and low level hardware timing required to make that possible. - in other words, sure hardware from 1982 can run the demo. But hardware from like 2010 was required to get the data needed to viably be able to implement it...)
Would love to see a mini documentary where you, the Factor 5 guys, Treasure, Sonic Team and who ever else made crazy graphical effects on Mega Drive look amazing talk about it.
I am glad to see my favourite channel is back :-). I think a very interesting topic would be, how much cart size actually effected game design and how much better things could have been on that hardware without that restriction. Take sound samples for instance, could the Genesis have done better sound samples if it wasn't for the compression used to save space? Also were you guys told before hand which cart size would be used? This is something that only dawned on me recently, that the price of memory back then actually had a huge effect. I hope you will do a video at some stage on this. Either way great channel!
Well, now you can get better quality samples with larger memory ROM and more of them at the same time thanks to the XGM sound driver that allows you to use 4 PCM channels at once.
Compression wasn't the problem for samples. The main problem was poor Z80 CPU sound driver timings that prevented the CPU from reading the ROM while the 68000 CPU was performing a direct memory access transfer The Ym2612 (controlled by the Z80) was thus unable to play the samples at the best quality. In more recent years, fan sound drivers have been developed that can better circumnavigate this.
Half of it is the space, the other half is that the sample must be streamed very quickly (I've found that even a single subroutine call slows it down too much to be of any use. If you use the 68000 to operate the DAC, the rest of your game comes to a halt.
This is all done in assembly, which is what makes these that much more impressive. 3D math is already difficult to wrap your head around, so it's all the more impressive to see primitive 3D effects on the genesis.
Amazing seeing this! Wish more developers archived their stuff. Would LOVE IT if some of the models used for pre rendered assets in games such as Donkey Kong Country, Final Fantasy VII, VII, IX and other JRPGs of that era, were released, would love to inspect them, edit them, re render them and more!
It's almost a shame that the Genesis was discontinued shortly after some of these effects were done. The hardware limitations allowed for so much creativity!
Wow... someone was listening to a LOT of Purple Motion before composing that soundtrack, haha. (But that demo was sorely lacking in shoutouts throwing shade at other coders. ;->)
Great to see you back, Jon. You are a legend and a inspiration to all homebrew developers out there to follow their dreams to create new games for our old beloved consoles! Already some new game developers are taking inspiration from your tricks like Demons of Asteborg which just started on kickstarter.
Aww, at the start I was getting excited that you had coded a brand new oldschool Amiga-style demo for the Mega Drive. Even if this video is only a supercut of older videos, it's still nice to have all your achievements and innovations collected together.
Amazeballs! Would be nice if there was a reference where all the effects were utilised in which games, or if they never were, approximate year when they were developed. I had recognised some of the effects and some said they were from Pugsy but i hadn't identified all of them.
The "you have found another secret" text scroll gave me flashbacks to the Amiga 'crockett demo' of old. I miss those halcyon days of h-blank interrupt raster effects...
I always found that effect where you put giant walking legs in Toy Story a bit underrated. You'll find them in Pizza Planet at the second half of the level. Can you explain how you did that?
This is great! Thanks for the remaster, the added effects fit really well! And small question, didn't you say you did "bram stokers dracula" on the sega genesis? That has similar smooth scaling with book transitions, is that your routine?
@@GameHut cool! Thanks for the reply too. Think you could do a video on it if you wanted to? I have my own theories, but it'd be pretty interesting to see how you did it!
U didnt just make games for the megadrive. U crafted the game. Pushed the hardware at every opportunity. And I'd say deff one of the best coders on the amiga and the megadrive. If only other devs took the time and effort like u did we would of had far more amazing games on the 16 bit systems
Awesome effects :) they show how well talented scene is to create stuff so much visually interesting, also it is cool when they are well used in games to create interesting gameplay experience.
Love the chiptune track! What is it GameHut? Btw we should collaborate on a vid - you might have already seen some of my vids but if you haven't have a squizz if you get curious. I am more than happy to write a track for your channel, or do you titles or graphics. I have loved your channel since you were just a tiny little fish in the vast UA-cam sea. Hope you consider my community offering. - Bitplex
I am a retro gamer and collector. I started playing games in 1985 with the Nes. I received a Sega Master System in 1986 and became a casual gamer. I always loved the arcades and pined for the days when "just like the arcade" was a thing of the past. In 1989 while visiting a friend's house, I was introduced to the Sega Genesis and it changed my life forever. He had Ghouls n' Ghosts and Altered Beast for his new Genesis. I was simply floored by how truly arcade like it was and I wanted one. I wound up getting one for Christmas (1989) with my own copies of Altered Beast (pack in), Ghouls n' Ghosts, and Space Harrier 2. In that instant, I became a true hardcore gamer for life. While I got an Snes in '91 and I liked it, nothing was better to me than Sega's mean 16-bit machine. I actually asked for a bunch of Genesis games and they bought me an Snes with two games for each (Genesis and Snes). I was happy to be sure and greatful but at the time nothing was better than my Genesis (aside from the mighty Neo Geo AES/MVS). What was truly funny was having both Sonic the Hedgehog and Super Mario World Christmas Eve of 1991. Sonic wipes the floor with Mario in graphic fidelity, design, and for its time...the freaking parallax scrolling. The cute tricks the Snes does in Super Mario World felt tacked on and generally happened in a psuedo cutscene. I would wind up getting a Sega CD in 1992 and again Sega proved they were the true innovators of their time. Some might say, the Turbo Grafx 16 CD Rom was first and they are right; However, unlike Nec, Sega added to the hardware giving the Genesis far more punching weight and what truly bothers me is that it was seldom used. Our time with Sega was far too short. I'm not an emotional man but I did shed a tear when the Dream was over. The Sega Dreamcast much like the Sega Saturn, Sega Genesis, Sega CD, and Sega Master System were all simply put amazing. I know it's an impossible dream but I would happily buy another Sega console in a flash. You might be gone from the hardware market but as long as I draw breath you will never be forgotten. SEGA!
Not at all would I like to take away from the hard work that goes into making games today, but back in the 80s and 90s, so many workarounds and tricks were utilised to really wrangle the hardware beast. It's so interesting to know how you all came up with these things. It's like being an engineer as much as being a game designer/coder etc.
Agreed, Puggsy is an amazing game that didn't get the attention it deserved back then which was huge injustice although it seems like over the years that injustice is being rectified and Puggsy is finally starting to get the attention and recognition it rightfully deserves and should have had from day 1.
Cool stuff!! I think I'm a genius when I get my openGL code to achieve these kind of effects, dunno how you guys managed to work so well considering the lack of APIs and primitive (by today's standards) tech.
I can not recall, did you ever show how you made the vector stencil that also alternates the background? That part of Puggsy (okay, among 90% of it) blowed my mind.
I love seeing these effects, music, etc on consoles that have hardware limitations but the clever tricks to work around the limitations are just amazing
I would say it's a very good demonstration very well done. I only have one minor complaint. You called certain elements 3D. For example The road which I believe is in Toy Story. I thought was very clever sprite work for trees and houses "Using sprite scaling". As for the Doom clone was using what is known as Ray Castng. Not sure what game that was. Both a marvel to behold. But I know that you know better. Heck, you mentioned the technic in other videos. I grew up loving your work. Almost every game you worked on, I owned as a kid. I just think it's very valuable to call certain effects the way they are. For Preservation of history. Keep making great videos. Your knowledge is priceless. My head explodes every time I think that you translated C+ to Assembly. When coding today is pretty complicated for most people. You did it when it was hard. I have a good amount of respect for you. Keep up the good work.
The road doesn't use sprite scaling. They are 3D objects that can be viewed from different angles. Plus, the Genesis can't do sprite scaling in hardware obviously
The 3D objects are using ray-casting with 2 faces. They are being mirrored from the center and palette swapped (you can see a line because of that), so you have details differently from the mirrored side.
Nicely put together Video, showcasing the graphic capability of the SEGA Mega Drive "I'm from the UK" and my number 1 sixteen bit system would be the Mega Drive..
Hey, Mr. Burton, I was wondering if you'd consider making a video explaining what exactly the Demo Scene was/is and how you got involved in it. As a younger developer with an interest in graphics, I'd love to know more about it.
Yeah, "Mode 7" was honestly overhyped and was not nearly as robust as it could/should have been. Only a single background layer could be scaled otated, although there were mirroring tricks that could be used to make it slightly more complicated. But either way, unless you were making a racing game, it was basically useless except for the occasional flashy special effect. Actual gameplay potential was extremely limited. (Well, or the overhead stages in Contra, but most people didn't like those.)
I just wish these brilliant Sega games were more iconic. Just about everyone knows what F-zero is but almost nobody has even heard of pugsy. I learned of it from this channel.
@@GoldenGrenadier Pugsy is the reason for pugsy's failurw. The mascot / main character is a weird and unatractive blob. That's why ristar also failed. That character needs & name needs to be better than that. Look att sonic/mario/crash/etc
@@GameHut would you be able to upload or send me a rom containing only the fireworks effect from the 4th Puggsy prototype, I really need it for something Puggsy related I'm working on.
Please make more programming stories about Toy Story and Mickey Mania. I would like to hear about ROM size limitation - did you ever thinking about going beyond 4mb?
was that part with the stars using boids? i only ask because it reminds me so much of the pikmin games title screens and i know that game used it, though admittedly i dont 100% understand the concept
@@GameHut Speaking of Puggsy bosses, I've been meaning to ask, did/do the SEGA CD/Mega CD exclusive bosses for Darkskull Castle and Racrock Forge have names, I know the SCD/MCD exclusive boss for the beach area is called Herman the Hermit thanks to the manual but haven't found anything as it relates to names for the other two exclusive bosses and would really like to know what their names are (if they even have names).
To be fair, Sprite Rotation and scaling became a triviality the moment 3d hardware acceleration came into existence. because if you can draw a textured polygon, then you can trivially do sprite rotation & scaling as well. So it really was a matter of a single hardware generation...
Question: why did you use such a generic font for the gameover sceen of sonic 3d blast? Did you just install microsoft word and went with the first font you found? there
If a 68000-based Mega Drive could do all of this, what sort of wackiness could you have done on an x86-based PC? Things that would've made Commander Keen jealous, perhaps? Mickey Mania's rotating tower is my favourite!
Nintendo: we have MODE-7
Sega: *we have Jon Burton*
Basically :v
But then nintendo won the consol war. By making playable games
@@TarkTheWild bruh sega's games are playable
I still can’t get over the Star Fox “port” to genesis that runs a higher FPS than the SNES even with a FX coprocessor...
Pretty sure the Megadrive outsold the SNES in the UK(and most of Europe), SNES outsold the Genesis in the US, especially after Sega announced the Saturn, and Super Famicom outsold it in Japan/Asia.
You guys were ahead of your time with these effects. You really pushed the SEGA Genesis to its absolute limits!
Over the limits, thanks to the Motorola 68000 processor
@@Bentastic64 Quite amazing what the M68000 could do despite it's age!
Correct me if I'm wrong, but the SEGA Genesis/Mega Drive, could be classified as a cut down Amiga A500 due to the M68000 CPU, and similar sound chip. So it's not surprise some of the effects the Genesis/Mega Drive can do.
Commodorefan64 soundchip is not similar at all, in amiga it is paula, custom 4ch sample chip, in genesis the soundchip is a Yamaha FM Synth
Yeah. Up there with Treasure easily.
I love seeing the clever things you guys did to get around limited hardware.
gododoof Atari 2600 programmers are just as clever and that hardware is even more limited.
Do you think you could have ever achieved any Mode 7 type graphics on a stock Mega Drive? Was thinking about how comprimised the Sega version of Street Racer was in comparison to the SNES original.
It can be done. Plus, Toy Story
He explains it in his toy story video
And his Batman & Robin video
Tiny bit disappointed the text wasn't also running on a genesis
That would have made the blast processing a lot more blasting!
Tiny bit disappointed t̶h̶e̶ ̶t̶e̶x̶t youtube overlay wasn't also running on a genesis
FYP
Completely disappointed that this video is a repost of a 2017 video .. really ? no one noticed ?
Alejandro Romanella it says "remaster at 60fps" in the title.
Unless the description was updated before I saw it, it says it''s a repost there "I released this a couple of years ago but at 30fps, so I've re-grabbed everything at 60 FPS and added a few new effects."
This is what "Understanding GENESIS" feels like.
You can do whatever the hell you want with it.
Can't wait to see another tech explanation video from you! I really miss seeing those
I took a lot of these effects for granted as a kid, but looking back some of the stuff you guys managed to pull off with the Genesis was amazing. And yeah, I wound up buying a copy of Puggsy as a kid with saved up allowances. First game I can think of that I played with physics puzzles.
I'd like to see you build a complete game for the SEGA Genesis with all that you know and with today's memory. How fare could you push the Genesis today? Could you push it further then this?
If you want to see the Genesis at its absolute limit, watch the Overdrive 2 demo ua-cam.com/video/gWVmPtr9O0g/v-deo.html
@@silentdebugger i'd love to see his reaction/feedback on Overdrive 2 ;_;
@@silentdebugger I just saw it (thanks for sharing it to us). I have some questions. Is the main goal of those demos the graphics animations? or do they try to combine this animations inside some playable demo or full game? Is this achievable with the Genesis alone or do they expand it's capacity with some cartridge chip?
@@nowaywithyoueveragai Demo is to show animations and effects. Usually demos aren't interactive.
A developer with his own channel?
THIS IS A BLESSING!!!!!!
Jon should make a completely new game with Genesis hardware in mind, maybe release it on Steam or something.
Like a homebrew with the effects shown in it, that would make it AwEsOmE!
It would be rad af! The genesis mini is out so i guess it would be a cool move by sega to do a firmware update so it lets people & devs relese new games for it and for us to be able to buy games for it digitally perhaps even synch sega classics libraries to it. Its a longshot but if that was something that went live it would make it the best mini console avaiable and it would make segas public image cool again ya know like cool as in kicking competition ass and have the coolest games n stuff kind of sega
Only if there's a cart release. If he doesn't want the extra work, Jon could partner with someone like Bitmap Bureau or Big Evil Corp to handle the physical production and distribution.
@@AlexvrbX id go for big Evil corp just for name only.
Xenocrisis!
The 3D road was impressive! I can only imagine how good ayrtyons sennas monaco GP 2 would look like if its was built with that effect! It seems like you kinda want to program a new game for sega ;) but seriously the talent shown off here is magnificent!
I would love to have a racing game with toy stories road effects
Also awesome amiga music!
What would be even better is if a racing game like that also has Amiga music similar to how it does on Toy Story
@@Bentastic64 Wouldn't be possible, unfortunately. Toy Story is only able to play Amiga MOD music during the incredibly simple title and credits sequences. The processor is at its limit just turning the MOD data into a DAC stream, and wouldn't be able to handle even simple gameplay calculations, much less 3D racing.
@@Pirateyware maybe on the 32x it might be possible maybe or maybe not
@@Pirateyware They could use the MD+ feature that the Sega CD apparently supported so you could have CD music while having a cart game running.
It's truly amazing what 16 bit systems could be coaxed into doing...
And the tricks that made it possible (many of which also work to some extent on 8 bit systems)
Of course, nowadays there's some truly crazy effects, but major props to anyone that actually did this back in the day - obviously the same hardware, so the newer stuff is indeed more 'impressive'.
but the newer effects rely on greater availability of knowledge (the internet) frequently build off what has been done in the past ('that looks cool, how does that work and can I do better?'), and in some cases rely on massive amounts of data computed on a modern system.
(The 8086/CGA 2000+ colour demo is amazing and all, but it took a computer from the mid 2000's and several days of calculation to work out the parameters and low level hardware timing required to make that possible. - in other words, sure hardware from 1982 can run the demo. But hardware from like 2010 was required to get the data needed to viably be able to implement it...)
1:47 The fractal landscape is a beauty
Would love to see a mini documentary where you, the Factor 5 guys, Treasure, Sonic Team and who ever else made crazy graphical effects on Mega Drive look amazing talk about it.
It is still amazing what you were able to do with the Sega Genesis, mate...
Even SEGA themselves didn't know the full potential!
I do love these tech demos..more please!
I am glad to see my favourite channel is back :-). I think a very interesting topic would be, how much cart size actually effected game design and how much better things could have been on that hardware without that restriction. Take sound samples for instance, could the Genesis have done better sound samples if it wasn't for the compression used to save space? Also were you guys told before hand which cart size would be used? This is something that only dawned on me recently, that the price of memory back then actually had a huge effect. I hope you will do a video at some stage on this. Either way great channel!
Well, now you can get better quality samples with larger memory ROM and more of them at the same time thanks to the XGM sound driver that allows you to use 4 PCM channels at once.
Compression wasn't the problem for samples. The main problem was poor Z80 CPU sound driver timings that prevented the CPU from reading the ROM while the 68000 CPU was performing a direct memory access transfer The Ym2612 (controlled by the Z80) was thus unable to play the samples at the best quality. In more recent years, fan sound drivers have been developed that can better circumnavigate this.
Half of it is the space, the other half is that the sample must be streamed very quickly (I've found that even a single subroutine call slows it down too much to be of any use. If you use the 68000 to operate the DAC, the rest of your game comes to a halt.
So glad you're truly back again! The 60fps is lookin SMOOTH. Glad you made this!
This is all done in assembly, which is what makes these that much more impressive. 3D math is already difficult to wrap your head around, so it's all the more impressive to see primitive 3D effects on the genesis.
The power of blast processing is amazing...
Amazing seeing this! Wish more developers archived their stuff. Would LOVE IT if some of the models used for pre rendered assets in games such as Donkey Kong Country, Final Fantasy VII, VII, IX and other JRPGs of that era, were released, would love to inspect them, edit them, re render them and more!
It's almost a shame that the Genesis was discontinued shortly after some of these effects were done. The hardware limitations allowed for so much creativity!
Wow... someone was listening to a LOT of Purple Motion before composing that soundtrack, haha.
(But that demo was sorely lacking in shoutouts throwing shade at other coders. ;->)
This is what happens when you mix demoscene techniques with game production!
Can't wait to see more Demo tracks.
You're responsible for some of my fondest childhood memories, and those effects still impress today. Thank you, thank you so much.
Great to see you back, Jon. You are a legend and a inspiration to all homebrew developers out there to follow their dreams to create new games for our old beloved consoles! Already some new game developers are taking inspiration from your tricks like Demons of Asteborg which just started on kickstarter.
I love seeing these! Would be great to see a video on the making of a brand new effect and how you achieve it!
sad that we don't see cool effects like this today, i love the Style
Metal Slug is the all-time greatest for that.
The music alone makes this video awesome.
Aww, at the start I was getting excited that you had coded a brand new oldschool Amiga-style demo for the Mega Drive. Even if this video is only a supercut of older videos, it's still nice to have all your achievements and innovations collected together.
Amazeballs! Would be nice if there was a reference where all the effects were utilised in which games, or if they never were, approximate year when they were developed. I had recognised some of the effects and some said they were from Pugsy but i hadn't identified all of them.
The "you have found another secret" text scroll gave me flashbacks to the Amiga 'crockett demo' of old. I miss those halcyon days of h-blank interrupt raster effects...
I always found that effect where you put giant walking legs in Toy Story a bit underrated. You'll find them in Pizza Planet at the second half of the level.
Can you explain how you did that?
Imagine if Traveller's Tales in the 90s made a Neo Geo game. It would have been awesome!
This is great! Thanks for the remaster, the added effects fit really well! And small question, didn't you say you did "bram stokers dracula" on the sega genesis? That has similar smooth scaling with book transitions, is that your routine?
Yes, same routine
@@GameHut cool! Thanks for the reply too. Think you could do a video on it if you wanted to? I have my own theories, but it'd be pretty interesting to see how you did it!
It's so awesome to hear that tune again xD
U didnt just make games for the megadrive. U crafted the game. Pushed the hardware at every opportunity. And I'd say deff one of the best coders on the amiga and the megadrive. If only other devs took the time and effort like u did we would of had far more amazing games on the 16 bit systems
Mr Burton, you and your team were wizards.
Awesome effects :) they show how well talented scene is to create stuff so much visually interesting, also it is cool when they are well used in games to create interesting gameplay experience.
Love the chiptune track! What is it GameHut? Btw we should collaborate on a vid - you might have already seen some of my vids but if you haven't have a squizz if you get curious. I am more than happy to write a track for your channel, or do you titles or graphics. I have loved your channel since you were just a tiny little fish in the vast UA-cam sea. Hope you consider my community offering. - Bitplex
I am a retro gamer and collector. I started playing games in 1985 with the Nes. I received a Sega Master System in 1986 and became a casual gamer. I always loved the arcades and pined for the days when "just like the arcade" was a thing of the past. In 1989 while visiting a friend's house, I was introduced to the Sega Genesis and it changed my life forever. He had Ghouls n' Ghosts and Altered Beast for his new Genesis. I was simply floored by how truly arcade like it was and I wanted one. I wound up getting one for Christmas (1989) with my own copies of Altered Beast (pack in), Ghouls n' Ghosts, and Space Harrier 2.
In that instant, I became a true hardcore gamer for life. While I got an Snes in '91 and I liked it, nothing was better to me than Sega's mean 16-bit machine. I actually asked for a bunch of Genesis games and they bought me an Snes with two games for each (Genesis and Snes). I was happy to be sure and greatful but at the time nothing was better than my Genesis (aside from the mighty Neo Geo AES/MVS). What was truly funny was having both Sonic the Hedgehog and Super Mario World Christmas Eve of 1991. Sonic wipes the floor with Mario in graphic fidelity, design, and for its time...the freaking parallax scrolling. The cute tricks the Snes does in Super Mario World felt tacked on and generally happened in a psuedo cutscene.
I would wind up getting a Sega CD in 1992 and again Sega proved they were the true innovators of their time. Some might say, the Turbo Grafx 16 CD Rom was first and they are right; However, unlike Nec, Sega added to the hardware giving the Genesis far more punching weight and what truly bothers me is that it was seldom used.
Our time with Sega was far too short. I'm not an emotional man but I did shed a tear when the Dream was over. The Sega Dreamcast much like the Sega Saturn, Sega Genesis, Sega CD, and Sega Master System were all simply put amazing. I know it's an impossible dream but I would happily buy another Sega console in a flash. You might be gone from the hardware market but as long as I draw breath you will never be forgotten. SEGA!
Vibing with the Sonic X render in the thumbnail
You are a God among men when it comes to neat Genesis/Megadrive tricks, Mr. Burton!
Very nice to see. Do you ever take suggestions to speculate about effects in other games? With your background I think that would be very interesting.
Love this demo scene-style video!
Not at all would I like to take away from the hard work that goes into making games today, but back in the 80s and 90s, so many workarounds and tricks were utilised to really wrangle the hardware beast. It's so interesting to know how you all came up with these things. It's like being an engineer as much as being a game designer/coder etc.
You worked on Puggsy??!! Dude massive props! Brilliant game!
Agreed, Puggsy is an amazing game that didn't get the attention it deserved back then which was huge injustice although it seems like over the years that injustice is being rectified and Puggsy is finally starting to get the attention and recognition it rightfully deserves and should have had from day 1.
Cool stuff!! I think I'm a genius when I get my openGL code to achieve these kind of effects, dunno how you guys managed to work so well considering the lack of APIs and primitive (by today's standards) tech.
I can not recall, did you ever show how you made the vector stencil that also alternates the background? That part of Puggsy (okay, among 90% of it) blowed my mind.
That was really amazing! Thank you for posting it.
I love seeing these effects, music, etc on consoles that have hardware limitations but the clever tricks to work around the limitations are just amazing
Always amazed at Sonic 2 Special Stage. Which was and still is Indeed special.
Wow! It looks even better in the smooth 60 fps rate! Say, how does the stencil vector masking work? That's impressive!
I would say it's a very good demonstration very well done. I only have one minor complaint. You called certain elements 3D. For example The road which I believe is in Toy Story. I thought was very clever sprite work for trees and houses "Using sprite scaling". As for the Doom clone was using what is known as Ray Castng. Not sure what game that was. Both a marvel to behold. But I know that you know better. Heck, you mentioned the technic in other videos. I grew up loving your work. Almost every game you worked on, I owned as a kid. I just think it's very valuable to call certain effects the way they are. For Preservation of history. Keep making great videos. Your knowledge is priceless. My head explodes every time I think that you translated C+ to Assembly. When coding today is pretty complicated for most people. You did it when it was hard. I have a good amount of respect for you. Keep up the good work.
The road doesn't use sprite scaling. They are 3D objects that can be viewed from different angles. Plus, the Genesis can't do sprite scaling in hardware obviously
@@GameHut The more you know. Wow. Can you show an example?
Wow I think I see what you mean.
The 3D objects are using ray-casting with 2 faces. They are being mirrored from the center and palette swapped (you can see a line because of that), so you have details differently from the mirrored side.
@@MaxwelThuThu Yes Thank you, I was aware of that.
Glad you're back Jon!
I'm still amazed in seeing it again today.
Nicely put together Video, showcasing the graphic capability of the SEGA Mega Drive "I'm from the UK" and my number 1 sixteen bit system would be the Mega Drive..
WOW, that's really amazing - a testament to the skills of the ppl who developed these things
Ironically, you helped make some of these. Most notably S3DB/FI/DX
Hey, Mr. Burton, I was wondering if you'd consider making a video explaining what exactly the Demo Scene was/is and how you got involved in it. As a younger developer with an interest in graphics, I'd love to know more about it.
so back then you decided that youll make things so awesome, kids will remember how their jaw dropped even 24 years later
SNES: introduces MODE 7
Sega Genesis: you are underestimating my power, hold my beer, observe
All in software
Something the snes couldn't do in software with the anemic 6502 based cpu at an absurdly low clock speed.
Yeah, "Mode 7" was honestly overhyped and was not nearly as robust as it could/should have been. Only a single background layer could be scaled
otated, although there were mirroring tricks that could be used to make it slightly more complicated. But either way, unless you were making a racing game, it was basically useless except for the occasional flashy special effect. Actual gameplay potential was extremely limited.
(Well, or the overhead stages in Contra, but most people didn't like those.)
I just wish these brilliant Sega games were more iconic. Just about everyone knows what F-zero is but almost nobody has even heard of pugsy. I learned of it from this channel.
@@GoldenGrenadier Pugsy is the reason for pugsy's failurw. The mascot / main character is a weird and unatractive blob. That's why ristar also failed. That character needs & name needs to be better than that. Look att sonic/mario/crash/etc
Love your work man
Great work Jon. Would love to know how the scaling/rotating trick worked.
Have you seen the "Overdrive 2" demo by TiTAN? What are your thoughts about the techniques they've used?
Is there a rom of these demos somewhere? I'd love to pop them on a flashcart and see them run on a real Genesis.
Some of them are in the Downloads section on www.gamehut.com
@@GameHut would you be able to upload or send me a rom containing only the fireworks effect from the 4th Puggsy prototype, I really need it for something Puggsy related I'm working on.
I want to know more in depth about that fire!
ua-cam.com/video/rnCPBcSRt7Y/v-deo.html
You guys really pushed the Mega Drive/Genesis to it's limit!
You and your team, are pure geniuses 👍👍👍🔥🔥🔥🔥
Please make more programming stories about Toy Story and Mickey Mania. I would like to hear about ROM size limitation - did you ever thinking about going beyond 4mb?
One of the best videos I've ever seen!
cool to see that you're back
was that part with the stars using boids? i only ask because it reminds me so much of the pikmin games title screens and i know that game used it, though admittedly i dont 100% understand the concept
GameHut, I think this was VERY well done.
Will you ever talk about the Pugsy FMV boss on sega CD, or did you not have a part in that?
Maybe (and yes, I had a part in that)
@@GameHut Speaking of Puggsy bosses, I've been meaning to ask, did/do the SEGA CD/Mega CD exclusive bosses for Darkskull Castle and Racrock Forge have names, I know the SCD/MCD exclusive boss for the beach area is called Herman the Hermit thanks to the manual but haven't found anything as it relates to names for the other two exclusive bosses and would really like to know what their names are (if they even have names).
The Mega Drive truly held the word Mega in it's name for a damn good reason.
And it was called the Genesis in the US because...
uhh...
I dunno, bible stuff?
@@HP-pg5vg yeah probably :P
Absolutely incredible.
Not related, but I was wondering if you would consider making a video about programming PS1 games, like you did with the Sega Saturn videos?
Man this stuff is still really impressive
Could you talk a little bit about what it was like to program for the dreamcast?
Dreamcast?
Sprite Rotation and Scaling was amazing cutting-edge techniques only 25 years ago, nowadays my watch can do this and more without break a sweat lol
To be fair, Sprite Rotation and scaling became a triviality the moment 3d hardware acceleration came into existence.
because if you can draw a textured polygon, then you can trivially do sprite rotation & scaling as well.
So it really was a matter of a single hardware generation...
Truly amazing work.
GameHut can you make a video on transfomers the game basic coding and the megatron arise level that you've never showed us about?
Im really interested about the squash and stretch one ... could it be maybe a future topic for a technical video?
Puggsy was one of my favorite puzzle games on the genesis with physics and all. We definitely need more bts stuff on that game also!
Oh man I own all of these games, beat them when I was a little kid. Really nice seeing this pop up in my recommended.
The 3d blast stuff with the fmv is the most impressive imo
Question: why did you use such a generic font for the gameover sceen of sonic 3d blast? Did you just install microsoft word and went with the first font you found? there
Hey Game Hut (Jon), so are you showing some more of your work that you have done in the past being shown here.
Everything that you do make me stoned, amiga forever!
Now this is Blast processing.
If a 68000-based Mega Drive could do all of this, what sort of wackiness could you have done on an x86-based PC? Things that would've made Commander Keen jealous, perhaps?
Mickey Mania's rotating tower is my favourite!
By the way Jon: can you recommend me any space games released for Sega consoles? I absolutely love space :)
I have to ask, why not link the parts into a demo ROM for download?
Genesis does! And, far more & better than the internet would have you believe.
Wow, looking forward to future Coding Secrets!
Amazing what clever programming can achieve.