32X
VRAM | |
Display | 320 × 240 resolution, 32,768 on-screen colors[3] |
---|---|
Dimensions | 110 mm × 210 mm × 100 mm (4.3 in × 8.3 in × 3.9 in) |
Mass | 495 g (17.5 oz)[3] |
Backward compatibility | Sega Genesis cartridges |
Related | Sega CD |
The 32X is an
The 32X failed to attract third-party video game developers and consumers because of the announcement of the Saturn's simultaneous release in Japan. Sega's efforts to rush the 32X to market cut into time for game development, resulting in a weak library of 40 games that did not fully use the hardware, including Genesis ports. Sega produced 800,000 32X units and sold an estimated 665,000 by the end of 1994, selling the rest at steep discounts until it was discontinued in 1996 as Sega turned its focus to the Saturn.
The 32X is considered a commercial failure. Initial reception was positive, highlighting the low price and power expansion to the Genesis. However, later reviews, both contemporary and retrospective, were mostly negative because of its shallow game library, poor market timing and its market fragmentation of the Genesis.
History
The
Development
During the Winter Consumer Electronics Show in January 1994, Sega of America research and development head Joe Miller took a phone call in his Las Vegas hotel suite from Sega president Hayao Nakayama, in which Nakayama stressed the importance of coming up with a quick response to the Atari Jaguar. Included on this call were Sega of America producer Scot Bayless, Sega hardware team head Hideki Sato, and Sega of America vice president of technology Marty Franz. One idea mooted by the Japanese team, referred to by former Sega of America producer Michael Latham as "Genesis 2",[8] was an entirely new independent console.[2] This would have been a new Genesis model with an upgraded color palette and some limited 3D capabilities thanks to integration of ideas from the development of the Sega Virtua Processor chip.
According to Latham, Miller dismissed an upgraded Genesis as "just a horrible idea. If all you're going to do is enhance the system, you should make it an add-on. If it's a new system with legitimate new software, great. But if the only thing it does is double the colors...."[8] Miller said his idea was to leverage the existing Genesis as a way to keep from alienating Sega customers, who would otherwise be required to discard their Genesis systems entirely to play 32-bit games, and to control the cost of the new system in the form of an add-on.[9] From these discussions, the new add-on, codenamed "Project Mars", was advanced.[2]
With Miller pushing for his American team to create the system,[2] the 32X was designed as a peripheral for the existing Genesis,[8] expanding its power with two 32-bit SuperH-2 processors, the same as those that would be used in the Saturn but with a lower clock speed.[5] The SH-2 had been developed in 1993 as a joint venture between Sega and Japanese electronics company Hitachi.[10] The original design for the 32X add-on, according to Bayless, was created on a cocktail napkin,[11] but Miller denied this.[9] In another account, Bayless claimed that Franz began designing the 32X on a hotel notepad, drawing two SH-2 processors with separate framebuffers.[2]
Although the new unit was a stronger console than originally proposed, it was not compatible with Saturn games.[8] This was justified by Sega's statement that both platforms would run at the same time, and that the 32X would be aimed at players who could not afford the more expensive Saturn.[12][13] Bayless praised the potential of this system at this point, calling it "a coder's dream for the day" with its twin processors and 3D capabilities.[2] Sega of America headed up the development of the 32X, with some assistance from Sato's team in Japan. Shortages of processors due to the same 32-bit chips being used in both the 32X and the Saturn hindered the development of the 32X, as did the language barrier between the teams in Japan and the United States.[2]
Before the 32X was launched, the release date of the Saturn was announced for November 1994 in Japan, coinciding with the 32X's target launch date in North America. Sega of America was tasked with marketing the 32X with the Saturn's Japan release occurring simultaneously. Their answer was to describe the 32X a "transitional device" between the Genesis and the Saturn; Bayless said this "just made us look greedy and dumb to consumers".[2]
Promotion and release
The unveiling of the 32X to the public came at the Summer Consumer Electronics Show in June 1994 in Chicago. Promoted as the "poor man's entry into 'next generation' games", 32X was marketed for its US$159 price point as a less-expensive alternative to the Saturn. However, Sega would not answer as to whether or not a Genesis console equipped with a Sega CD and a 32X would be able to run Saturn software. Trip Hawkins, founder of The 3DO Company, was willing to point out that it would not, stating, "Everyone knows that 32X is a Band-Aid. It's not a 'next generation system.' It's fairly expensive. It's not particularly high-performance. It's hard to program for, and it's not compatible with the Saturn."[1] In response to these comments, Sega executive Richard Brudvik-Lindner pointed out that the 32X would play Genesis games, and had the same system architecture as the Saturn.[8]
In August of that year, GamePro highlighted the advantages of the upcoming add-on in its 32-bit processors and significantly lower price, noting that "[n]o doubt gotta-get-it-now gamers will spend the big bucks to grab Saturn or PlayStation systems and games from Japan. For the rest of us, however, 32X may well be the system of choice in '94."[14] Edge was more critical, questioning if the 32X was only there to fill in as a stopgap for the Christmas season in the US and Europe, and referred to the Japanese release as a "PR exercise and quick money maker [rather] than a serious bid to get the machine into every home". Responding to concerns over the 32X being a stopgap, Kalinske said, "Saturn will be at a price point that will not make it a massmarket item. In terms of volume and keeping the category exciting, it's Genesis and 32X."[15]
The 32X was released on November 21, 1994, in North America,
Sega promised 12 games available at launch and 50 games due for release in 1995 from third-party developers.[14] Despite Sega's initial promises, only six games were available at its North American launch, including Doom, Star Wars Arcade, Virtua Racing Deluxe, and Cosmic Carnage. Although Virtua Racing was considered strong, Cosmic Carnage "looked and played so poorly that reporters made jokes about it".[17][21] Games were available at a retail price of $69.95.[14] Advertising for the system included images of the 32X being connected to a Genesis console to create an "arcade system".[2] Japan received the 32X on December 3, 1994,[22] two weeks after the launch of the Saturn in the region.[15] The 32X launched in Brazil in March 1995.[23]
Decline
Despite the lower price console's positioning as an inexpensive entry into 32-bit gaming, Sega had a difficult time convincing
Journalists were similarly concerned about Sega's tactic of selling two similar consoles at different prices and attempting to support both, likening Sega's approach to that of General Motors and segmenting the market for its consoles.[24][26] In order to convince the press that the 32X was a worthwhile console, Sega flew in journalists from all around the country to San Francisco for a party at a local nightclub. The event featured a speech from Kalinske, live music with a local rapper, and 32X games on exhibition. However, the event turned out to be a bust, as journalists attempted to leave the party due to its loud music and unimpressive games on display, only to find that the buses that brought them to the nightclub had just left and would not return until the scheduled end of the party.[27]
Though the system had a successful launch, demand soon disappeared. Over the first three months of 1995, several of the 32X's third party publishers, including
Sega Neptune
The Sega Neptune is an unproduced two-in-one Genesis and 32X console which Sega planned to release in fall 1995, with the retail price planned to be under $200.
Technical aspects and specifications
The 32X can be used only in conjunction with a Genesis system. It is inserted into the system like a standard game cartridge. The add-on requires its own separate power supply, a connection cable linking it to the Genesis, and an additional conversion cable for the original model of the Genesis. As well as playing its own library of cartridges, the 32X is backwards-compatible with Genesis games, and can also be used in conjunction with the Sega CD to play games that use both add-ons. The 32X also came with a spacer so it would fit properly with the second model of the Genesis; an optional spacer was offered for use with the
Seated on top of a Genesis, the 32X measures 115 mm × 210 mm × 100 mm (4.5 in × 8.3 in × 3.9 in). The 32X contains two Hitachi SH-2 32-bit
Game library
The 32X library consists of 40 games, including six that required both the 32X and Sega CD. Among them were ports of arcade games
Despite its 32-bit processing and potential for better graphics and sound than the Genesis, most games did not take advantage of the 32X hardware.[25] Doom for the 32X received near-perfect reviews,[49][50][51][52] but was later criticized as inferior to versions for the PC and the Atari Jaguar, with missing levels, poor graphics and audio, jerky movement, and windowed gameplay.[7][53][54] Franz believes few developers were willing to invest in designing games to work with the 32X's improved audio abilities.[2] One cause was the rush to release games for the 32X launch; former Sega of America executive producer Michael Latham said it took "a lot of convincing" to release the 32X launch game Cosmic Carnage.[17] With Doom, id Software programmer John Carmack had to cut a third of the levels to have the game ready for the 32X launch. Because of time limitations, game designs were intentionally conservative and did not show what the 32X hardware was able to do.[2] Another factor was the architecture of the 32X's dual processors and graphics processor having difficulty accessing RAM, leading to developers choosing to only use one processor for their games.[15] In an interview at the end of 1995, Sega vice president of marketing Mike Ribero insisted that Sega was not abandoning the 32X, but acknowledged that first-party support had been lackluster: "I won't lie to you, we screwed up with 32X. We overpromised and underdelivered."[55]
Reception and legacy
Initial reception to the 32X and its games upon the launch of the add-on was positive. Four reviewers from
By late 1995, feedback to the add-on had soured. In its 1996 Buyer's Guide, Electronic Gaming Monthly's four reviewers scored the add-on 3, 3, 3, and 2 out of 10, criticizing the game library and Sega's abandonment of the system in favor of the Saturn.
Retrospectively, the 32X is widely criticized as having a shallow library with a lack of support and a poor idea in the wake of the release of the Sega Saturn in Japan.
In particular, the console's status as an add-on and poor timing after the announcement of the Saturn has been identified by reviewers as being responsible factors for fracturing the audience for Sega's video game consoles in terms of both developers and consumers.
Former executives at Sega have mixed opinions of the 32X. Bayless believed firmly that the 32X served as a warning to the video game industry not to risk splintering the market for consoles by creating add-ons, and was critical of the Kinect and PlayStation Move for doing so.[2] Franz placed the 32X's commercial failure on its inability to function without an attached Genesis and lack of a CD drive, despite its compatibility with the Sega CD.[2] Miller remembered the 32X and his vision for the console positively, but conceded that the timing was wrong with the Saturn on the horizon.[9]
See also
- 3DO Interactive Multiplayer
- Philips CD-i
Notes
References
- ^ ISBN 0-7615-3643-4.
- ^ a b c d e f g h i j k l m n o p q r McFerran, Damien. "Retroinspection: Sega 32X". Retro Gamer. No. 77. Imagine Publishing. pp. 44–49. Retrieved April 18, 2024 – via NintendoLife.
- ^ a b c d e f Sega Genesis 32X instruction manual. Sega Enterprises, Ltd. 1994.
- ^ Sczepaniak, John (August 2006). "Retroinspection: Mega Drive". Retro Gamer. No. 27. Imagine Publishing. pp. 42–47. Retrieved April 17, 2024 – via Sega-16.
{{cite magazine}}
: CS1 maint: date and year (link) - ^ a b c d e Thorpe, Nick (April 2016). "Sega's Big Gamble". Retro Gamer. No. 153. pp. 20–29.
- ^ McFerran, Damien (February 22, 2012). "The Rise and Fall of Sega Enterprises". Eurogamer. Archived from the original on February 16, 2014. Retrieved May 1, 2014.
- ^ a b c d e f Buchanan, Levi (October 24, 2008). "32X Follies". IGN. Archived from the original on April 17, 2016. Retrieved May 25, 2013.
- ^ a b c d e Kent 2001, p. 494.
- ^ a b c Horowitz, Ken (February 7, 2013). "Interview: Joe Miller". Sega-16. Archived from the original on December 2, 2013. Retrieved January 10, 2014.
- ^ "Sega Saturn". Next Generation. Vol. 1, no. 2. Imagine Media. February 1995. pp. 36–43.
- ^ McFerran, Damien (February 2009). "Retroinspection: Mega-CD". Retro Gamer. No. 61. pp. 82–87.
- ^ Semrad, Ed (December 1994). "EGM Goes One-on-One with Sega's Chief – Tom Kalinske". Electronic Gaming Monthly. No. 65. Sendai Publishing. p. 191.
- ^ AllGame. Archived from the originalon November 14, 2014. Retrieved June 7, 2013.
- ^ a b c The Whizz (August 1994). "32X: On the Upgrade Path". GamePro. No. 61. IDG. p. 30.
- ^ a b c d e "Sega fills next-gen hiatus with 32X". Edge. No. 16. January 1995. pp. 10–11.
- ^ a b "Sega 32X upgrade sees a sold-out Yule" (Press release). Sega of America. January 2, 1995. Retrieved April 18, 2024 – via The Free Library.
- ^ a b c d e Kent 2001, p. 496.
- Free Online Library.
- ^ "Hot Off The Press: Sega Notes". RePlay. Vol. 20, no. 5. February 1995. p. 3.
- ^ "25 October 1994, 18 - The Daily Telegraph at". Newspapers.com. Retrieved April 15, 2024.
- ^ McConville, James A. (January 2, 1995). "Sega 32X upgrade sees a sold-out Yule". Business Wire. Archived from the original on November 17, 2015. Retrieved February 11, 2014.
- ^ "Super 32X". Sega Corporation. Archived from the original on July 16, 2014. Retrieved February 23, 2014.
- ^ "Circuito Aberto". Super GamePower (in Portuguese). No. 21. December 1995. pp. 10–11.
- ^ a b Kent 2001, p. 495.
- ^ a b c d e f Reparaz, Mikel (February 23, 2008). "The 10 worst consoles ever". GamesRadar+. p. 2. Archived from the original on February 11, 2017. Retrieved June 7, 2013.
- ^ Morris, Kathleen (February 21, 1995). "Nightmare in the Fun House". Financial World. Vol. 32.
- ^ Kent 2001, pp. 495–496.
- ^ "32X Update". GamePro. No. 70. IDG. May 1995. p. 138.
- ^ Kent 2001, pp. 508, 531.
- ^ "Videospiel-Algebra". MAN!AC (in German). Cybermedia. May 1995. pp. 24–25.
- ^ "Sega Genesis 32X price comes down to $99". Business Wire. September 19, 1995. Archived from the original on March 15, 2016. Retrieved February 11, 2014.
- ISBN 9780957576810.
Finally with regards the launch of the 32X Shinobu Toyoda of Sega of America recalls, "We had an inventory problem. Behind the scenes, Nakayama wanted us to sell a million units in the US in the first year. Kalinske and I said we could only sell 600,000. We shook hands on a compromise – 800,000. At the end of the year we had managed to shift 600,000 as estimated, so ended up with 200,000 units in our warehouse, which we had to sell to retailers at a steep discount to get rid of the inventory."
- ^ "CES ProNews Flashes!". GamePro. No. 68. IDG. March 1995. p. 156.
- EMAP. March 1995. p. 8.
- ^ "Mega Drive 32X". Mega Drive/Mega Drive 32X/Mega-CD Product Catalogue.
- Imagine Media. January 1996. p. 56.
- ^ "Sega's Neptune Finally Surfaces". Electronic Gaming Monthly. EGM Media, LLC. April 2001. p. 30. Retrieved April 19, 2024.
- AllGame. Archived from the originalon November 14, 2014. Retrieved June 19, 2013.
- ^ "World Series Baseball". Next Generation. Vol. 1, no. 11. Imagine Media. November 1995. p. 177.
World Series Baseball '95 for the 32X isn't much better than its 16-bit counterpart, but it's easily the best baseball game available.
- ^ Buchanan, Levi (October 24, 2008). "Star Wars Arcade Review". IGN. Archived from the original on February 23, 2014. Retrieved May 24, 2013.
- ^ Buchanan, Levi (November 13, 2008). "Shadow Squadron Review". IGN. Archived from the original on November 27, 2014. Retrieved November 14, 2014.
- ^ cf. "Un-X-Pected". Next Generation. Vol. 1, no. 11. Imagine Media. November 1995. p. 177.
The 32X version has kept all the moves intact. The characters don't look quite as solid as the Saturn version, but still look amazingly solid. Also added is the three new camera angles (birds-eye, low-angle, and high angle), a tournament feature for a group of competitors, and a full-match replay feature.
- ^ Imagine Media. December 1995. p. 73.
- ^ "Virtua Fighter Review". Electronic Gaming Monthly. No. 75. Sendai Publishing. October 1995. p. 36.
- ^ "ProReview: Virtua Fighter". GamePro. No. 86. IDG. November 1995. p. 66.
- Imagine Media. November 1995. p. 177.
- ^ a b "System Analysis: 32X". Game Players. No. 79. Signal Research. p. 52.
Easily the cream of the 32X crop, Virtua Fighter is one of the most playable brawlers around. But with VF Remix and VF2 on Saturn, it's not a great reason to buy into the add-on.
- ^ "Buyers Beware". GamePro. No. 90. IDG. March 1996. p. 14.
- ^ "Doom Review". Electronic Gaming Monthly. No. 66. EGM Media, LLC. January 1995. p. 40.
Scores: 9, 8, 8, 8, 9 — Oh, yeah! Hours of fun! Just the thing a person needs after a rough day! This isn't the PC version, but it still does a great job with the first-person, point-the-weapon-and-shoot idea. This has to be the ultimate stress reliever!
- ^ "Doom Review". GamePro. No. 67. IDG. February 1995. p. 58.
Score: 100 — Join the Space Marines! Travel to exotic worlds, meet new creatures and shoot them. It's time to lock and load Doom into a 32X and enjoy the game Wolfenstein built. This Doom sports fewer levels and less complex graphics than the PC or Jaguar versions, but it still has the chops!
- ^ "Doom Review". GameFan. DieHard Gamers Club. 1994.
Score: 87 — I'm become accustomed to seeing new systems come out with horrible "games" imaginable, but the 32X is the complete opposite! With Doom, you get about 75% of the PC original's greatness (er, not counting the background music) for a tenth of the price. Hey...I'm there!
- ^ "Mega 32X Doom Review". Sega Force. 1995. Archived from the original on March 15, 2014. Retrieved March 4, 2014.
- ^ Buchanan, Levi (December 5, 2008). "Doom 32X Review". IGN. Archived from the original on February 23, 2014. Retrieved May 24, 2013.
- ^ Diver, Mike (May 6, 2014). "20 years after launch, what can Sega's 32X teach today's console giants?". Edge. Archived from the original on November 29, 2014. Retrieved November 14, 2014.
- ^ "1996". Electronic Gaming Monthly. No. 78. Ziff Davis. January 1996. pp. 18–20.
- ^ Ed; Danyon; Al; Sushi-X (January 1995). "EGM Rates the Systems of 1995!". Electronic Gaming Monthly's Buyer's Guide. EGM Media, LLC. p. 33. Retrieved April 19, 2024.
- ^ "The Return of the X". GamePro. No. 66. IDG. January 1995. p. 188.
- ^ "Electronic Gaming Monthly's Buyer's Guide". Electronic Gaming Monthly. EGM Media, LLC. January 1996.
- 1UP.com. Archived from the originalon June 15, 2013. Retrieved December 11, 2016.
- AllGame. Archived from the originalon December 10, 2014. Retrieved June 7, 2013.
- ^ Snow, Blake (May 4, 2007). "The 10 Worst-Selling Consoles of All Time". GamePro. Archived from the original on May 8, 2007. Retrieved November 25, 2007.