The Parallax Propeller runs at 80 MHz, not 32. It can be easily overclocked to 100 MHz if necessary. It has 8 cogs (cores), each running a different program. When you download and use one of the many video drivers from the Parallax Object Exchange (obex.parallax.com), it usually starts an assembly language program in a separate cog which then takes care of generating the video signal based on a buffer in hub memory. All that the other cogs have to do is modify that screen buffer. Since all cogs run independently, each cog can run at full speed except when they access the hub; then they have to wait for their time slot which happens every 16 clock pulses.
Programming the Propeller is a little weird at first because of the architecture which is very different from every other processor in the world. But once you get used to it, it's pretty easy and you can do some amazing things. For example, in the project I'm working on (
http://www.propeddle.com) and the project that I helped Vince Briel with (
http://www.brielcomputers.com/phpBB3/vi ... =36&t=1515), The Propeller sits on the 6502 address bus and data bus and can interpret reads and writes of the 6502 from/to a designated memory area as reads and writes from/to the screen buffer.
A major disadvantage of the Propeller is that it only has 32K of memory on board. That means that video drivers are usually text based or tile based, not pixel based. I don't know if there are any video drivers that feature sprites but I reckon it should be possible, especially at video frequencies for standard definition screens (VGA may be more difficult). I have some ideas about generating more complex video using external hardware, for example by storing pixels in an external memory chip or by letting two or more Propellers work together. But that will be something for a different post.
===Jac