Chronicling the history of the Sega Mega Drive / Genesis. Author of Legends of 16-Bit Game Development. Order here: rasterscroll.com

Joined July 2018
255 Photos and videos
Orders are now open on my book: Legends of 16-Bit Game Development: A History of Treasure and the Sega Mega Drive / Genesis rasterscroll.com/product/leg… Thank you to all the supporters who backed it! There aren't many copies remaining. Order now while you can.
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John Harrison - Mega Drive Shock retweeted
sega-dreamcast-info.com/en/p… I just found out about the Nintendo 64's secret screen three minutes ago. What is this? When planning the VMU, I took inspiration from keychain games like Tamagotchi and Mini Tetris. We didn't take inspiration from any other consoles.
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John Harrison - Mega Drive Shock retweeted
David Rosen氏のご逝去の報に接し、ご遺族、ご友人、関係者の皆様に謹んで哀悼の意を表します。 Rosen氏はセガ創設者の一人であり、ゲーム業界における真の先駆者として多大な功績を残されました。従業員一同、Rosen氏の貢献に深く感謝し、心よりご冥福をお祈りいたします。
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Must-watch for PlayStation history buffs. It focused a lot on Masahide Ohashi, the Toshiba engineer who designed the PS1's GPU and its texture-mapping capabilities. He sadly died of cancer just one year after the PS1's release. I had never heard his story before.
『新プロジェクトX』プレイステーション特集回が本日20時より放送 famitsu.com/article/202510/5… 開発リーダーの久夛良木健をはじめ、丸山茂雄、坂上陽三が出演。ソニーと任天堂による“幻の試作機”、リアルタイム3DCG実現の壁、ローンチタイトルの『リッジレーサー』など、初代プレステ誕生ドラマに迫る
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John Harrison - Mega Drive Shock retweeted
27年経っても遊んでもらえるのほんと幸せ。 みんなありがとう!
RINGS OF SATURN: I found a cool Easter egg in *Radiant Silvergun*: * Start playing Arcade mode * Get between 240K and 250K points * Enter your 77th place initials as "SRK" All extra options, plus an otherwise-inaccessible INVINCIBLE option, will be unlocked! More below...
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John Harrison - Mega Drive Shock retweeted
Replying to @MegaDriveShock
え、これ見つかってたんですね。 確かに”SRK"は僕のクレジットネームなので僕が作ったっぽいですね。 この投稿を見てぼんやり思い出したレベルです。 他にあるかどうかはどうなんだろう? 意地悪じゃなくほんとに覚えてないんだ。 28年前のことなのでごめん。 今でも話題に上がるのはとても嬉しい。 THX
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Is this your secret @piyoon ? 🧐 Can you share any other info? I wonder if it's the first time someone's discovered it.
RINGS OF SATURN: I found a cool Easter egg in *Radiant Silvergun*: * Start playing Arcade mode * Get between 240K and 250K points * Enter your 77th place initials as "SRK" All extra options, plus an otherwise-inaccessible INVINCIBLE option, will be unlocked! More below...
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John Harrison - Mega Drive Shock retweeted
1990年代後半~2000年代前半にセガ/SCEに在籍した私が個人的に体験した範囲ですが: ・当時の欧米マーケティング部門にはあまりゲームは遊ばないけど MBA 持ち、なんて人材が少なからずいた(そして日本の役員がそういう人材を殊更に有難がっていた) (続
22 Jan 2025
日本のビデオゲームを欧米市場に輸出する際、ローカライズの一環として「かわいい」要素を排除する(キャラを差し替えたりパッケージデザインを変更したり)ということが昔はよく行われていたが、それが果たして有効な戦略だったのかについては今ひとつ分からない。
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John Harrison - Mega Drive Shock retweeted
なんと! 32年前の今日はランドストーカーの発売日だったのね!
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John Harrison - Mega Drive Shock retweeted
(From 8bit Chronicle) There is not much contact between me in AM and Mr. Naka in CS. Nevertheless, I feel I owe him a debt of gratitude for the good treatment he gave me at SEGAGAGA, so I drew SONIC in this way, alongside President Nakayama, who is rarely talked about nowadays
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It's hard to believe that Climax Entertainment released Shining in the Darkness, Shining Force, and Landstalker in the span of just 19 months.
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I see takes like this all the time, but... Sega Sammy's revenue for FY2024 was ¥467 billion yen! That's much greater than in the 90s. For consumer sales: Sega did about the same this year as at its 90s peak (93 and 94). It's one of the top 5 Japanese game publishers.
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John Harrison - Mega Drive Shock retweeted
8 Aug 2024
This is a fantastic book for any fan of the Mega Drive and ESPECIALLY Treasure. Reading about Masato Maegawa's history has been an absolute treat.
Only a few more copies remaining! You can read some sample pages and order here: rasterscroll.com/product/leg…
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Only a few more copies remaining! You can read some sample pages and order here: rasterscroll.com/product/leg…

Just made ten more copies of the book available. This is your final opportunity to own the physical edition of Legends of 16-Bit Game Development - A History of Treasure and the Sega Mega Drive / Genesis! rasterscroll.com/product/leg…
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Landstalker Editor 0.3.4 demonstration video. 😮 It's almost at the point where an entire new Landstalker game can be built. youtube.com/watch?v=KPmFZTG7…
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Just made ten more copies of the book available. This is your final opportunity to own the physical edition of Legends of 16-Bit Game Development - A History of Treasure and the Sega Mega Drive / Genesis! rasterscroll.com/product/leg…
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John Harrison - Mega Drive Shock retweeted
The artwork of #ShiningForce by Yoshitaka Tamaki used on the Japanese #Sega #MegaDrive instruction manual. Usual upscale/clean/retouch process applied.
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John Harrison - Mega Drive Shock retweeted
Some more #Landstalker artwork by Yoshitaka Tamaki used in the Japanese #Sega #MegaDrive instruction manual. Sourced from the Sega Video Game Illustrations book with the usual upscale/clean/retouch combo applied.
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John Harrison - Mega Drive Shock retweeted
The artwork of #Landstalker by Yoshitaka Tamaki used in the Japanese #Sega #MegaDrive instruction manual. Sourced from the Sega Video Game Illustrations book with the usual upscale/clean/retouch combo applied.
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John Harrison - Mega Drive Shock retweeted
The artwork of #Landstalker by Yoshitaka Tamaki used in the Japanese instruction manual (2nd and 3rd pieces). The 1st piece was featured in the NA instruction manual in black & white. Sourced from the Sega VG Illustrations book with the usual upscale/clean/retouch combo applied.
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Yes, the Saturn started out as a 2D machine, but people misunderstand the time frame. According to head Saturn designer Kazuhiko Hamada, they had incorporated polygons by mid-1992, before the PS1 had even begun official development at Sony. It was all due to Virtua Racing.
Except the Saturn was built to be a 2D powerhouse, this was common knowledge at the time, but then Sega fans pushed historical revisionism for 20 years until the designer of the Saturn himself came out and corroborated it in interviews, ending the speculation.
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This early 2D Saturn, which was designed at the end of 1991, was meant to be released earlier, be cheaper, and compete against the SNES. With the success of Virtua Racing in mid-1992, Hamada made the call to shift to polygons. Porting its arcade hits was always Sega's #1 focus.
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