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Additive Blending on the Nintendo 64

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Why This Matters

This article highlights the differences in additive blending capabilities between the PlayStation and Nintendo 64, explaining why effects like explosions appeared more vibrant on the PSX. Understanding these technical distinctions sheds light on the visual limitations and strengths of classic consoles, influencing how developers approached graphics design in the era. It also underscores the importance of hardware-specific features in shaping gaming aesthetics and performance.

Key Takeaways

Dominic Szablewski, @phoboslab — Monday, May 4th 2026

Additive Blending on the Nintendo 64

Did you ever wonder why explosions and other effects looked so much cooler on the original PlayStation than they did on the Nintendo 64?

“Silent Bomber“ for the PSX “Star Fox 64“ for the N64

The reason is additive blending! Or rather, in the N64 case, the lack thereof. While the N64 actually did support additive blending, it was practically unusable.

PSX

The PSX supports 4 different blend modes (in addition to just overwriting pixels) to control how sprites and geometry are mixed into the existing frame buffer:

0: (src + dst) / 2 1: src + dst 2: dst - src 3: dst + src/4

The one you see here in Silent Bomber is conceptually the simplest one: src + dst . That is, colors are just added to the existing ones in the frame buffer.

| R | G | B | | src (sprite) | 171 | 42 | 226 | | + dst (framebuffer) | 63 | 141 | 170 | | = result | 234 | 183 | 255 |

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