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Sega 32X logo.svg
The 32X attached to a second model Genesis
Manufacturer Sega
Type Video game console add-on
Generation Fifth generation
Release date
  • NA: November 21, 1994
  • JP: December 3, 1994
  • EU: January 1995
Introductory price US$159.99
Units sold665,000 as of the end of 1994
Media ROM cartridge,
CD-ROM (with Sega CD)
CPU 2 × SH-2 32-bit RISC @ 23 MHz
Memory256 KB RAM, 256 KB VRAM
Display320 × 240 resolution, 32,768 on-screen colors [1]
Dimensions110 mm × 210 mm × 100 mm (4.3 in × 8.3 in × 3.9 in)
Mass495 g (17.5 oz) [1]
Sega Genesis cartridges
Related articles Sega CD

The 32X is an add-on for the Sega Genesis video game console. Codenamed "Project Mars", the 32X was designed to expand the power of the Genesis and serve as a transitional console into the 32-bit era until the release of the Sega Saturn. Independent of the Genesis, the 32X uses its own ROM cartridges and has its own library of games. The add-on was distributed under the name Super 32X [lower-alpha 1] in Japan, Genesis 32X in North America, Mega Drive 32X in the PAL region, and Mega 32X in Brazil.

A video game accessory is a distinct piece of hardware that is required to use a video game console, or one that enriches the video game's play experience. Essentially, video game accessories are everything except the console itself, such as controllers, memory, power adapters (AC), and audio/visual cables. Most video game consoles come with the accessories required to play games out of the box : one A/V cable, one AC cable, and a controller. Memory is usually the most required accessory outside of these, as game data cannot be saved to compact discs. The companies that manufacture video game consoles also make these accessories for replacement purposes as well as improving the overall experience. There is an entire industry of companies that create accessories for consoles as well, called third-party companies. The prices are often lower than those made by the maker of the console (first-party). This is usually achieved by avoiding licensing or using cheaper materials. For the mobile systems like the PlayStation Portable and Game Boy iterations, there are many accessories to make them more usable in mobile environments, such as mobile chargers, lighting to improve visibility, and cases to both protect and help organize the collection of system peripherals to. Newer accessories include many home-made things like mod chips to bypass manufacturing protection or homemade software.

Sega Genesis Fourth-generation home video game console and fourth developed by Sega

The Sega Genesis, known as the Mega Drive in regions outside of North America, is a 16-bit home video game console developed and sold by Sega. The Genesis is Sega's third console and the successor to the Master System. Sega released it as the Mega Drive in Japan in 1988, followed by North America as the Genesis in 1989. In 1990, it was distributed as the Mega Drive by Virgin Mastertronic in Europe, Ozisoft in Australasia, and Tectoy in Brazil. In South Korea, it was distributed by Samsung as the Super Gam*Boy and later the Super Aladdin Boy.

A video game console is a computer device that outputs a video signal or visual image to display a video game that one or more people can play.


Unveiled by Sega at June 1994's Consumer Electronics Show, the 32X was presented as a low-cost option for consumers looking to play 32-bit games. Developed in response to the Atari Jaguar and concerns that the Saturn would not make it to market by the end of 1994, the product was conceived as an entirely new console. At the suggestion of Sega of America executive Joe Miller and his team, the console was converted into an add-on to the existing Genesis and made more powerful. The final design contained two 32-bit central processing units and a 3D graphics processor. To bring the new add-on to market by its scheduled release date of November 1994, development of the new system and its games was rushed. The console failed to attract third-party video game developers and consumers because of the announcement of the Sega Saturn's simultaneous release in Japan. Sega's efforts to rush the 32X to market cut into available time for game development, resulting in a weak library of forty titles that could not fully use the add-on's hardware, including Genesis ports. By the end of 1994, the 32X had sold 665,000 units. After price reductions in 1995, it was discontinued in 1996 as Sega turned its focus to the Saturn.

Consumer Electronics Show electronics and technology trade show

CES is an annual trade show organized by the Consumer Technology Association (CTA). Held in January at the Las Vegas Convention Center in Las Vegas, Nevada, United States, the event typically hosts presentations of new products and technologies in the consumer electronics industry.

Atari Jaguar video game console

The Atari Jaguar is a home video game console that was developed by Atari Corporation. The console is the sixth programmable console to be developed under the Atari brand, originally released in North America in November 1993. It is also the last Atari console to use physical media. Controversially, Atari marketed the Jaguar as being the first 64-bit video game console, while competing with the existing 16-bit consoles and the 32-bit 3DO Interactive Multiplayer platform.

A video game developer is a software developer that specializes in video game development – the process and related disciplines of creating video games. A game developer can range from one person who undertakes all tasks to a large business with employee responsibilities split between individual disciplines, such as programming, design, art, testing, etc. Most game development companies have video game publisher financial and usually marketing support. Self-funded developers are known as independent or indie developers and usually make indie games.

The 32X is considered a commercial failure. Reception after the add-on's unveiling and launch was positive, highlighting the low price of the system and power expansion to the Genesis. Later reviews, both contemporary and retrospective, for the 32X have been mostly negative because of its shallow game library, poor market timing and the resulting market fragmentation for the Genesis.


The Sega Genesis, initially released in Japan as the Mega Drive in 1988, was Sega's entry into the 16-bit era of video game consoles. [2] The console was then released as the Genesis in 1989 for the North American market, with releases in other regions following a year later. [2]

Although the earlier release of the Sega CD add-on had been commercially disappointing, [3] [4] Sega began to develop a stop-gap solution that would bridge the gap between the Genesis and the Sega Saturn, serving as a less expensive entry into the 32-bit era. [5] The decision to create a new system was made by Sega CEO Hayao Nakayama and broadly supported by Sega of America employees. According to former Sega of America producer Scot Bayless, Nakayama was worried that the Saturn would not be available until after 1994, and about the recent release of the 64-bit Atari Jaguar. As a result, the direction given was to have this second release to market by the end of the year. [3]

Sega CD Add-on for the Sega Genesis video game console

The Sega CD, released as the Mega-CD in most regions outside North America and Brazil, is a CD-ROM accessory for the Sega Genesis video game console designed and produced by Sega as part of the fourth generation of video game consoles. It was released on December 12, 1991 in Japan, October 15, 1992 in North America, and April 2, 1993 in Europe. The Sega CD lets the user play CD-based games and adds hardware functionality such as a faster central processing unit and graphic enhancements. It can also play audio CDs and CD+G discs.

Improvisation is the activity of making or doing something not planned beforehand, using whatever can be found.. Improvisation, in the performing arts is a very spontaneous performance without specific or scripted preparation. The skills of improvisation can apply to many different faculties, across all artistic, scientific, physical, cognitive, academic, and non-academic disciplines; see Applied improvisation.

Sega Saturn Video game console

The Sega Saturn is a 32-bit fifth-generation home video game console developed by Sega and released on November 22, 1994 in Japan, May 11, 1995 in North America, and July 8, 1995 in Europe. The successor to the successful Sega Genesis, the Saturn has a dual-CPU architecture and eight processors. Its games are in CD-ROM format, and its game library contains several arcade ports as well as original games.


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 Nakayama, in which Nakayama stressed the importance of coming up with a quick response to the Jaguar. Included on this call were Bayless, Sega hardware team head Hideki Sato, and Sega of America vice president of technology Marty Franz. One potential idea for this came from a concept from Sega of Japan, later known as "Project Jupiter", an entirely new independent console. [3] Project Jupiter was initially slated to be a new version of the Genesis, with an upgraded color palette and a lower cost than the upcoming Saturn, as well as with some limited 3D capabilities thanks to integration of ideas from the development of the Sega Virtua Processor chip. Miller suggested an alternative strategy, citing concerns with releasing a new console with no previous design specifications within six to nine months. [6] According to former Sega of America producer Michael Latham, Miller said, "Oh, that's 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...." [7] Miller, however, insists that the decision was made collectively to talk about alternative solutions. One 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. [6] This would come in the form of an add-on. From these discussions, Project Jupiter was discontinued and the new add-on, codenamed "Project Mars", was advanced. [3]

Research and development general term for activities in connection with corporate or governmental innovation

Research and development, known in Europe as research and technological development (RTD), refers to innovative activities undertaken by corporations or governments in developing new services or products, or improving existing services or products. Research and development constitutes the first stage of development of a potential new service or the production process.

3D computer graphics graphics that use a three-dimensional representation of geometric data

3D computer graphics or three-dimensional computer graphics, are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images. Such images may be stored for viewing later or displayed in real-time.

At the suggestion from Miller and his team, Sega designed the 32X as a peripheral for the existing Genesis, expanding its power with two 32-bit SuperH-2 processors. [7] The SH-2 had been developed in 1993 as a joint venture between Sega and Japanese electronics company Hitachi. [8] The original design for the 32X add-on, according to Bayless, was created on a cocktail napkin, [9] but Miller insists that this was not the case. At the end of the Consumer Electronics show, with the basic design of the 32X in place, Sega of Japan invited Sega of America to assist in development of the new add-on. [6]

Although the new unit was a stronger console than originally proposed, it was not compatible with Saturn games. [7] 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. [10] [11] 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. [3] Sega of America headed up the development of the 32X, with some assistance from Sato's team at Sega of 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. [3]

Before the 32X could be 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 now was faced with trying to market the 32X with the Saturn's Japan release occurring simultaneously. Their answer was to call the 32X a "transitional device" between the Genesis and the Saturn, to which Bayless describes of the strategy, "[f]rankly, it just made us look greedy and dumb to consumers." [3]

Pre-launch promotion, release, and marketing

Japanese Sega Saturn, released in November 1994. The 32X was incompatible with Saturn software. Sega-Saturn-JP-Mk1-Console-Set.jpg
Japanese Sega Saturn, released in November 1994. The 32X was incompatible with Saturn software.

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. Founder of The 3DO Company, Trip Hawkins, 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." [7] In response to these comments, Sega executive Richard Brudvik-Lindner pointed out that the 32X would play Genesis titles, and had the same system architecture as the Saturn. [7]

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." [12] In promotion for the new system, Sega promised 12 games available at launch and 50 games due for release in 1995 from third-party developers. [12]

The 32X was released on November 21, 1994, in North America, in time for the holiday season that year. [7] As announced, it retailed for $159.99, and had a reasonably successful launch in the marketplace. [3] Demand among retailers was high, and Sega could not keep up with orders for the new system. [7] Over 1,000,000 orders had been placed for 32X units, but Sega had only managed to ship 600,000 units by January 1995. [11] Launching at about the same price as a Genesis console, the price of the 32X was less than half of what the Saturn's price would be at launch. [5] Despite Sega's initial promises, only six titles were available at its North American launch, including Doom , Star Wars Arcade , Virtua Racing Deluxe , and Cosmic Carnage . Although Virtua Racing was considered a "strong" title, Cosmic Carnage "looked and played so poorly that reporters made jokes about it." [7] [13] Games were available at a retail price of $69.95. [12] Advertising for the system included images of the 32X being connected to a Genesis console to create an "arcade system". Japan received the 32X on December 3, 1994, at a cost of JP¥16,800. [14] The system's PAL release came in January 1995, at a price of GB£169.99, and also experienced initial high demand. [3]


Despite the lower price console's positioning as an inexpensive entry into 32-bit gaming, Sega had a difficult time convincing third-party developers to create games for the new system. Top developers were already aware of the coming arrival of the Sega Saturn, Nintendo 64, and PlayStation, and did not believe the 32X would be capable of competing with any of those systems. [7] The quick development time of the 32X also made game development difficult, according to Franz. [3] Not wanting to create games for an add-on that was "a technological dead-end", many developers decided not to make games for the system. [15] Issues also plagued titles developed in-house due to the time crunch to release the 32X. According to Bayless, "games in the queue were effectively jammed into a box as fast as possible, which meant massive cutting of corners in every conceivable way. Even from the outset, designs of those games were deliberately conservative because of the time crunch. By the time they shipped they were even more conservative; they did nothing to show off what the hardware was capable of." [3]

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. [16] 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 Tom Kalinske, live music with a local rapper praising the 32X, 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. [7] [17]

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 Capcom and Konami, cancelled their 32X projects so that they could focus on producing games for the Saturn and PlayStation. [18] The 32X failed to catch on with the public, and is considered a commercial failure. [7] By 1995, the Genesis had still not proven successful in Japan, where it was known as Mega Drive, and the Saturn was beating the PlayStation, so Sega CEO Hayao Nakayama decided to force Sega of America to focus on the Saturn and cut support for Genesis products, executing a surprise early launch of the Saturn in the early summer of 1995. Sega was supporting five different consoles before this—Saturn, Genesis, Game Gear, Pico, and the Master System—as well as the Sega CD and Sega 32X add-ons. [19] Sales estimates for the 32X stood at 665,000 units at the end of 1994. [20] Despite assurances from Sega that many games would be developed for the system, in early 1996, Sega finally conceded that it had promised too much out of the add-on and decided to discontinue the 32X in order to focus on the Saturn. [11] In September 1995, the retail price for the 32X dropped to $99, [21] and later the remaining inventory was cleared out of stores at $19.95. [7]

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 something less than US$200. [22] Sega cancelled the Neptune in October 1995, citing fears that it would dilute their marketing for the Saturn while being priced too close to the Saturn to be a viable competitor. [23] Electronic Gaming Monthly used the Sega Neptune as an April Fools' Day prank in its April 2001 issue. The issue included a small article in which the writers announced that Sega had found a warehouse full of old Sega Neptunes, and were selling them on a website for $199. [24]

Technical aspects and specifications

Twin Hitachi's 32-bit SH2 chips power the 32X Sega-Genesis-32X-Motherboard-Top.jpg
Twin Hitachi's 32-bit SH2 chips power the 32X

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 Sega Genesis CDX system, but ultimately never shipped due to risks of electric shock when the 32X and CDX were connected. [25] Installation of the 32X also requires the insertion of two included electromagnetic shield plates into the Genesis' cartridge slot. [1] [11]

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 SH2 32-bit RISC processors with a clock speed of 23 MHz, [1] which Sega claimed would allow the system to work 40 times faster than a stand-alone Genesis. [7] Its graphics processing unit is capable of producing 32,768 colors and rendering 50,000 polygons per second, which provides a noticeable improvement over the polygon rendering of the Genesis. [1] [7] [11] The 32X also includes 256 kilobytes of random-access memory (RAM), along with 256 kilobytes of video RAM. Sound is supplied through a pulse-width modulation sound source. Input/output is supplied to a television set via a provided A/V cable that supplies composite video and stereo audio, or through an RF modulator. Stereo audio can also be played through headphones via a headphone jack on the attached Genesis. [1]

Game library

The 32X version of Doom. Doom32X.PNG
The 32X version of Doom .

The 32X's game library consists of forty titles, including six that required both the Sega 32X and Sega CD. Among the titles for the 32X were ports of arcade games Space Harrier and Star Wars Arcade, a sidescroller with a hummingbird as a main character in Kolibri , and a 32X-exclusive game in the Sonic the Hedgehog series titled Knuckles' Chaotix . Several of the games released for the 32X are enhanced ports of Genesis games, including After Burner , NFL Quarterback Club , and World Series Baseball '95 . [26] In a retrospective review of the console, Star Wars Arcade was considered the best game for the 32X by IGN for its cooperative play, soundtrack, and faithful reproduction of the experiences of Star Wars . [5] [27] In a separate review, IGN's Buchanan praised the 32X title Shadow Squadron as superior to Star Wars Arcade. [28] Retro Gamer writer Damien McFerran, however, praised Virtua Fighter as "the jewel in the 32X's crown", [3] [29] and GamesRadar+ named Knuckles' Chaotix as the best game for the system. [15] Next Generation called Virtua Fighter "the colorful wreath on 32X's coffin", [30] reflecting the consensus among contemporary critics that the game was at once arguably the 32X's best release and a clear harbinger of the platform's imminent discontinuation, since it was clearly inferior to the Saturn versions of Virtua Fighter Remix (which had already been released) and Virtua Fighter 2 (which was due out in just a few months). [31] [32] [33] In response to fan inquiries, Sega stated that the 32X architecture was not powerful enough to handle a port of Virtua Fighter 2. [34]

Although the console used 32-bit processing and was capable of better graphics and sound than the Genesis alone, most games for the 32X did not take advantage of its hardware. [15] Doom for the 32X received near perfect reviews from gaming magazines upon launch, [35] [36] [37] [38] but was later criticized for being an inferior version of the game compared to releases for the PC and the Atari Jaguar, with the 32X version criticized for missing levels, poor graphic and audio quality, jerky movement, and running within a window on the screen. [5] [39] [40] Though the system had enhanced audio capabilities, 32X games did not use this, which Franz believes was due to developers being unwilling to invest in designing games to work with the new audio enhancements. [3] One source of these issues was the rush to release games on time for the 32X's launch; former Sega of America executive producer Michael Latham explained, in reference to 32X launch title Cosmic Carnage, "We were rushed. We had to get games out for the 32X and it was going to be such a close cycle. When Cosmic Carnage showed up, we didn't even want to ship it. It took a lot of convincing, you know, to ship that title." [7] Likewise with Doom, id Software's John Carmack rushed to have the port ready for release at the 32X's launch and had to trim out a third of the game's levels in order to meet the deadline for the port to be published on time. Because of time limitations, game designs were intentionally conservative and did not show what the 32X hardware was able to do. [3] In an interview at the end of 1995, Sega vice president of marketing Mike Ribero, while insisting that Sega was not abandoning the 32X, acknowledged that first party software support for the system had been lackluster: "I won't lie to you, we screwed up with 32X. We overpromised and underdelivered." [41]

Reception and legacy

Sega Genesis with both the 32X and CD add-ons Sega-Genesis-Model-2-Monster-Bare.jpg
Sega Genesis with both the 32X and CD add-ons

Initial reception to the 32X and its games upon the launch of the add-on was very positive. Four reviewers from Electronic Gaming Monthly scored the add-on 8, 7, 8, and 8 out of 10 in their 1995 Buyer's Guide, highlighting the add-on's enhancements to the Genesis but questioning how long the system would be supported. [42] GamePro commented that the 32X's multiple input and power cords make it "as complicated as setting up your VCR" and noted some performance glitches with the prototype such as freezes and overheating, but expressed confidence that the production models would perform well and gave the add-on their overall approval. [43] Reviews of its launch titles, such as Doom, were likewise positive. [35] [36] [37] 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. [44] A review in Next Generation panned the 32X for its weak polygon processing, the tendency of developers to show off its capabilities with garishly colored games, and its apparent function as "simply a way of grabbing extra 1994 mind and market share while waiting for Saturn". The review gave it one out of five stars. [30]

Retrospectively, the 32X is widely criticized as having been under-supported and a poor idea in the wake of the release of the Sega Saturn. 1UP.com's Jeremy Parish stated that the 32X "tainted just about everything it touched." [45] GamesRadar+ also panned the system, placing it as their ninth-worst console with reviewer Mikel Reparaz criticizing that "it was a stopgap system that would be thrown under the bus when the Sega Saturn came out six months later, and everyone seemed to know it except for die-hard Sega fans and the company itself." [15] Retro Gamer's Damien McFerran offered some praise for the power increase of the 32X to offer ports of Space Harrier, After Burner, and Virtua Fighter that were accurate to the original arcade versions, as well as the add-on's price point, stating, "If you didn't have deep enough pockets to afford a Saturn, then the 32X was a viable option; it's just a shame that it sold so poorly because the potential was there for true greatness." [3] Levi Buchanan, writing for IGN, saw some sense in the move for Sega to create the 32X but criticized its implementation. According to Buchanan, "I actually thought the 32X was a better idea than the SEGA CD... The 32X, while underpowered, at least advanced the ball. Maybe it only gained a few inches in no small part due to a weak library, but at least the idea was the right one." [5]

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. Allgame 's Scott Alan Marriott states that "[e]very add-on whittled away at the number of potential buyers and discouraged third-party companies from making the games necessary to boost sales." [46] GamePro criticized the concept of the add-on, noting the expenses involved in purchasing the system. According to reviewer Blake Snow, "Just how many 16-bit attachments did one need? All in all, if you were one of the unlucky souls who completely bought into Sega's add-on frenzy, you would have spent a whopping $650 for something that weighed about as much as a small dog." [47] Writing for GamesRadar+, Reparaz noted that "developers—not wanting to waste time on a technological dead-end—abandoned the 32X in droves. Gamers quickly followed suit, turning what was once a promising idea into an embarrassing footnote in console history, as well as an object lesson in why console makers shouldn't split their user base with pricey add-ons." [15] Reparaz went on to criticize Sega's decision to release the 32X, noting that "(u)ltimately, the 32X was the product of boneheaded short-sightedness: its existence put Sega into competition with itself once the Saturn rolled out." [15] Writing for IGN, Buchanan points out, "Notice that we haven't seen many add-ons like the 32X since 1994? I think the 32X killed the idea of an add-on like this—a power booster—permanently. And that's a good thing. Because add-ons, if not implemented properly, just splinter an audience." [5]

Former executives at Sega have mixed opinions of the 32X. Bayless believes firmly that the 32X serves 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. [3] Franz places 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, stating, "The 32X was destined to die because it didn't have a CD drive and was an add-on. An add-on device is never as well thought out as a built-from-scratch device." [3] Miller, on the other hand, remembers the 32X positively, stating, "I think the 32X actually was an interesting, viable platform. The timing was wrong, and certainly our ability to stick with it, given what we did with Saturn, was severely limited. There were a whole bunch of reasons why we couldn’t ultimately do what we had to do with that platform, without third party support and with the timing of Saturn, but I still think the project was a success for a bunch of other reasons. In hindsight, it was not a great idea for a whole bunch of other reasons." [6]

See also


  1. Japanese:スーパー32X(エックス) Hepburn:Sūpā Sanjūni Ekkusu ?

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The fifth-generation era refers to computer and video games, video game consoles, and handheld gaming consoles dating from approximately October 1993 to May 2002. For home consoles, the best-selling console was the PlayStation (PS), followed by the Nintendo 64 (N64), and then the Sega Saturn. The PlayStation also had a redesigned version, the PSOne, which was launched in July 2000.

<i>Virtua Racing</i> 1992 racing game

Virtua Racing or V.R. for short, is a Formula One racing arcade game, developed by Sega AM2 and released in 1992. Virtua Racing was initially a proof-of-concept application for exercising a new 3D-graphics platform under development, the "Model 1". The results were so encouraging, that Virtua Racing was fully developed into a standalone arcade title. Though its use of 3D polygonal graphics was predated by arcade rivals Namco and Atari, Virtua Racing had vastly improved visuals in terms of polygon count, frame rate, and overall scene complexity, and displayed multiple camera angles and 3D human non-player characters, which all contributed to a greater sense of immersion. Virtua Racing is regarded as one of the most influential video games of all time, for laying the foundations for subsequent 3D racing games and for popularizing 3D polygonal graphics among a wider audience.

1994 has seen many sequels and prequels in video games and several new titles such as Super Metroid, Donkey Kong Country and Sonic & Knuckles.

Sega Channel online game service

Sega Channel was an online game service developed by Sega for the Genesis video game console, serving as a content delivery system. Launching in December 1994, Sega Channel was provided to the public by TCI and Time Warner Cable through cable television services by way of coaxial cable. It was a pay to play service, through which customers could access Genesis games online, play game demos, and get cheat codes. Lasting until July 31, 1998, Sega Channel operated three years after the release of Sega's next generation console, the Sega Saturn. Though criticized for its poorly timed launch and high subscription fee, Sega Channel has been praised for its innovations in downloadable content and impact on online services for video games.

<i>Virtua Fighter 2</i> 1994 arcade video game

Virtua Fighter 2 is a fighting video game developed by Sega. It is the sequel to Virtua Fighter and the second game in the Virtua Fighter series. It was created by Sega's Yu Suzuki-headed AM2 and was released in the arcade in 1994. It was ported to the Sega Saturn in 1995 and Microsoft Windows in 1997. In 1996, a super deformed version of the game, Virtua Fighter Kids, arrived in arcades and was ported to the Sega Saturn. A 2D remake was released for the Mega Drive/Genesis in 1996. In addition, Virtua Fighter 2 was converted for the PlayStation 2 in 2004 as part of Sega's Ages 2500 series in Japan. The Mega Drive/Genesis port was re-released on the PS2 and PSP in 2006 as part of Sega Genesis Collection, on the Virtual Console for the Wii on March 20, 2007 (Japan) and April 16, 2007, and for iOS on January 20, 2011.

<i>Virtua Fighter 3</i> third edition of the Virtua Fighter fight simulator video game

Virtua Fighter 3 is the third fighting game in the Virtua Fighter series, developed by Sega AM2 and published by Sega in 1996. It was the first arcade game to run on the Sega Model 3 system board. A port for the Sega Saturn was announced but ultimately cancelled. However, the game eventually reached home consoles in the form of a conversion for the Dreamcast.

History of Sega

The history of Sega, a Japanese multinational video game developer and publisher, has roots back to Standard Games in 1940 and Service Games of Japan in the 1950s. The formation of the company known today as Sega is traced back to the founding of Nihon Goraku Bussan, which became known as Sega Enterprises, Ltd. following acquisition of Rosen Enterprises in 1965. Originally an importer of coin-operated games to Japan and manufacturer of slot machines and jukeboxes, Sega began developing its own arcade games in 1966 with Periscope, which became a surprise success and led to more arcade machine development. In 1969 Gulf and Western Industries bought Sega, which continued its arcade game business through the 1970s.


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