Author Topic: 16-Bit Blast Processing Heroes - Ecco, Vectorman, Ristar, Kid Chameleon, etc  (Read 1426278 times)

Offline Berto

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Re: 16-Bit Blast Processing Heroes - Ecco, Vectorman, Ristar, Kid Chameleon, etc
« Reply #1725 on: February 03, 2026, 10:05:32 pm »
Aero the Acro-Bat Legacy + SUNSOFT Lost Gems physical collection announced for PS5, Switch







https://www.youtube.com/watch?v=b6pjL5JtpVs

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Included Games

1. Zero the Kamikaze Squirrel – Zero, Edgar Ektor’s ally, sets out on his own adventure when he discovers that his home is in danger. To save it, he will have to challenge his former boss and overcome extreme obstacles.
2. Aero the Acro-Bat – The circus star acrobat bat must confront the evil industrialist Edgar Ektor and rescue his friends from the show before it’s too late.
3. Aero the Acro-Bat 2 – After foiling Ektor’s plans, Aero is trapped in a mysterious place full of traps and secrets. Will he be able to escape and stop the villain’s new threat?
4. Aero the Acro-Bat: Rascal Rival Revenge – A new version of the eternal battle between Aero and his enemies in the circus, with renewed challenges and confrontations.
5. Feudal Bros: Tonosama #1– Two unlikely nobles, a Japanese samurai and a French prince, embark on a hilarious and epic mission to save the world from an unknown danger.
6. Justice Ninja Casey – A princess in a castle has been kidnapped by a group of mysterious ninjas. Luckily for her, a young ninja named Casey is aware of ...

Article : https://www.gematsu.com/2026/02/aero-the-acro-bat-legacy-sunsoft-lost-gems-physical-collection-announced-for-ps5-switch

Offline Berto

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Re: 16-Bit Blast Processing Heroes - Ecco, Vectorman, Ristar, Kid Chameleon, etc
« Reply #1726 on: February 03, 2026, 10:13:00 pm »
It would... but it's understandable why it was becoming a bit of a struggle at that point.

Meanwhile, NES, SNES and N64 were not backwards compatible with one another. You could get the Super GameBoy for the SNES and there were some third-party devices to allow backwards compatibility on these consoles, but Nintendo didn't bother much with backwards compatibility as Sega did and had an easier time with it.

For example, the "Sega Neptune" was pretty much going to be a Mega Drive+32X combined console, because of how ridiculous and power-consuming the Mega Drive+Mega CD+32X looked. Why the Sega Neptune didn't include a Mega CD player, I don't know, but I figured Sega were thinking of an all-purpose Mega Drive console that only took up one socket on your power outlet. But the Sega Neptune was scrapped in favour of the Sega Saturn.

Sega could've made the Saturn backwards compatible with the Mega CD, but, again, why bother at that point? While 207 games were made for the Mega CD, their availability varied amongst countries.

I dunno, even if the Sega Saturns specs were incompatible to play Mega CD games, they could've perhaps released a device to get it to work, or one of those game disks that once you run them, a message will say "Now open the console and replace the disk with a Mega CD disk" sort of thing.
I wondered why the Dreamcast was not backwards compatible with the Sega Saturn for the reasons they are both CD-based consoles, it wasn't until later I learned the Dreamcast was actually a GD-based console, not CD. But Sega could've probably still made it backwards compatible if they wanted to, somehow. But at that point probably was just too much of a hassle to bother.

It's because Saturn's too complex (too many design addition in the development).
While the Dreamcast was built around a single SH-4 CPU and a PowerVR GPU, the Saturn used a complex, parallel system of dual SH-2 CPUs, dual GPUs, and a 68K processor.
Mega CD is also as complex too.
On the other hand, PS1 isn't as complex as SEGA Saturn and Mega CD, that's why Dreamcast could play PS1 games with Bleem.







https://www.youtube.com/watch?v=bC2o92Jp0Dc

Offline Berto

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Re: 16-Bit Blast Processing Heroes - Ecco, Vectorman, Ristar, Kid Chameleon, etc
« Reply #1727 on: February 04, 2026, 12:30:50 am »
SEGA Talk #178: US Box Art Design (1989-2001)

https://www.youtube.com/watch?v=9b8-5qwZYQA



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In this episode of Sega Talk, we track the radical evolution of SEGA’s North American branding, from the clinical “graph paper” grids of the Master System to the high-tech “black box” era of the Genesis. We dive deep into why Sega abandoned its uniform look for the iconic red-stripe rebrand of the 90s, the switch to the massive plastic long-boxes of the Saturn, and finally, the Dreamcast’s sleek transition from bright orange swirls to the edgy “SegaNet” black. It’s a nostalgic look at how Sega used graphic design as a weapon in the console wars, shifting from a toy company aesthetic to a lifestyle brand that defined a generation.

Article: https://segabits.com/blog/2026/01/23/sega-talk-178-us-box-art-design-1989-2001/

Offline Mystic Monkey

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Re: 16-Bit Blast Processing Heroes - Ecco, Vectorman, Ristar, Kid Chameleon, etc
« Reply #1728 on: February 04, 2026, 03:54:21 am »
It's because Saturn's too complex (too many design addition in the development).
While the Dreamcast was built around a single SH-4 CPU and a PowerVR GPU, the Saturn used a complex, parallel system of dual SH-2 CPUs, dual GPUs, and a 68K processor.
Mega CD is also as complex too.
On the other hand, PS1 isn't as complex as SEGA Saturn and Mega CD, that's why Dreamcast could play PS1 games with Bleem.







https://www.youtube.com/watch?v=bC2o92Jp0Dc
Hm, most fully-3D PlayStation 1 games tended to have twiggy polygons. I wonder if Bleem cleared those up? ... I wonder what PS1 Harry Potter games looked like on Bleem.

Offline Berto

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Re: 16-Bit Blast Processing Heroes - Ecco, Vectorman, Ristar, Kid Chameleon, etc
« Reply #1729 on: February 04, 2026, 11:19:39 pm »
Hm, most fully-3D PlayStation 1 games tended to have twiggy polygons. I wonder if Bleem cleared those up? ... I wonder what PS1 Harry Potter games looked like on Bleem.

I don't think anything's changed when played it on the Dreamcast since it's basically just an emulator.
Also there's a list for Bleemcast Compatibility :

https://dbzpro2matrix.fandom.com/pt/wiki/List_of_Bleemcast_Compatibility

You can find Harry Potter games in the list.

Offline Berto

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Puyo Puyo 35th Anniversary !!!

https://www.youtube.com/watch?v=Pt2UKqoApQM







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Hello everyone!

Puyo Puyo, born in 1991, celebrates its 35th anniversary in 2026.

We are deeply grateful for the support we receive from our many fans, who have played the game across generations all over the world.
Thank you so much!

To commemorate our 35th anniversary, we plan to launch various projects.
We will announce these projects one by one, starting with a public live broadcast commemorating "Puyo Day" on February 4th yesterday, so please look forward to them.

We hope you will join us in celebrating Puyo Puyo's 35th anniversary.
We appreciate your continued support of the Puyo Puyo series.

Puyo Puyo Series General Producer,
Mizuki Hosoyamada

🔗 https://x.com/SEGA_OFFICIAL/status/2018896068361253372

Offline Mystic Monkey

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I don't think anything's changed when played it on the Dreamcast since it's basically just an emulator.
Also there's a list for Bleemcast Compatibility :

https://dbzpro2matrix.fandom.com/pt/wiki/List_of_Bleemcast_Compatibility

You can find Harry Potter games in the list.
Yep! Philosophers Stone and Chamber of Secrets made the list.
https://www.youtube.com/watch?v=10lVfRW6xqs