I give my reasoning on why publishers put game sizes on the packaging. I also recap ROM sizes for cartridge based games.
Пікірлер: 7
@saucyduckglobalomnihyperme7510Ай бұрын
Love your editing style!
@8bit_RetroАй бұрын
Thank you!! I appreciate the feedback!!
@tardiscommand1812Ай бұрын
I too made it through the Bit Wars. Sounds super futuristic eh
@grandmasterthefuriousfive7487Ай бұрын
Ofcourse it was important if it was larger size you could expect a larger game and usually better gfx
@8bit_RetroАй бұрын
I just never really paid attention to it, I guess. But you're right!
@hstubbs3Ай бұрын
Yeah, this was totally during that time when everyone was boasitng about how many bits was their system and a larger ROM would mean prettier graphics, more sounds ,etc.. but by N64 / PS1 it really just all evened out.. The "Blast Processing" of the Sega Genesis was sheer marketing BS ... although the memory throughput using DMA on the Sega Genesis is pretty beefy, and one could do many different effects by altering the VDPs registers during active display.... Which was about as "blast processing" as anything really got at the time, I think Sega really missed the marketing boat by not gloating about their CPU clock speed... 7.67MHz vs the SNES's effective 3.58MHz (or less... ) ... And the Sega Genesis's 68000 CPU had 32bit registers ... 16 of them... vs SNES's 65c816 ... which only had like 3 16 bit registers...
@8bit_RetroАй бұрын
I feel that the Blast Processing was a marketing thing to gloat about the 7.67MHz speed without using the numbers ant technical jargon. I remember the Sega commercials about blast processing and Genesis does what Nintendon't.