When the same game wasn't really the same: SNES vs Mega Drive
In the 1990s, the console wars were in full swing. On one side, there was Nintendo and its Super Nintendo (SNES). On the other, SEGA with its Mega Drive (known as the Genesis in North America). Players often saw games released with identical titles on both systems—but once the controller was in hand, they were sometimes completely different experiences.
Even today, this phenomenon is an essential part of retrogaming history.
Two Consoles, Two Philosophies
The differences between SNES and Mega Drive versions of the same game were not random. They resulted from technical and creative decisions driven by the radically different architectures of the two machines.
SNES: Visual Richness and Audio Quality
Richer color palette (32,768 colors, 256 displayable simultaneously)
High-quality sound, thanks to the Sony SPC700 audio processor
Slower main processor, which could limit display speed and responsiveness
Mega Drive: Speed and Synthetic Sound
Faster processor, the Motorola 68000, ideal for fast-paced action games
More limited color palette (512 colors, 64 displayable simultaneously)
More "synthetic" sound, powered by the Yamaha YM2612 chip, famous for its FM-based tones
These differences often led developers to redesign the game entirely for each platform—or even assign the project to completely different studios.
Notable Examples of This "Dual Identity"
Aladdin (1993)
Mega Drive: Developed by Virgin Interactive, featuring Disney-quality animation and fast-paced action gameplay.
SNES: Developed by Capcom, without the sword, more traditional platforming, and a slower pace.
Jurassic Park
SNES: Top-down view gameplay, with indoor sequences in first-person 3D.
Mega Drive: Side-scrolling action/platformer, with the original twist of playing either Dr. Grant or a raptor.
The Terminator (1993)
SNES: Stiff gameplay, dull graphics, and a heavy atmosphere, developed by Gray Matter.
Mega Drive: Much smoother gameplay, more enjoyable overall, with memorable music and improved animations (developed by Probe Software).
A Treasure Trove for Retrogamers
This phenomenon is part of what makes retrogaming so charming: the same title could offer two completely different experiences. Between technical limitations, contrasting artistic styles, and developer liberties, each version stands today as a unique artifact of the 16-bit golden age.
Watch It in Action
We invite you to check out Fabrice's video, which dives into these differences with several real-world examples. Watch it here: