Sega 32X
Console Information

After the release of the Nintendo's Super
NES, Sega
needed to act fast to ensure they remained number 1 in the console
market. First, they produced the Mega
CD/Sega CD add-on for the Mega
Drive/Genesis, which was not as successful as they had hoped.
Sega had a number of other projects under development simultaneously.
This was the planet series as all of these consoles were code-named
after planets. Some of these were using current Mega Drive/Genesis
and Arcade technology, and some used completely new technology.
Project Jupiter is where the 32X began. It was 8th
January 1994 when Sega CEO, Hayao Nakayama directed his company
to produce a 32-bit cartridge-based console to be in stores by Christmas
1994. Hideki Sato and other engineers from Sega of Japan presented
this idea to Joe Miller of Sega of America. The idea was simply
a Mega Drive console with more colours and a 32-bit processor. Miller
didn't like the idea, saying it would be better to produce an add-on
for the Mega Drive/Genesis instead. So the task was given to Sega
of America to design. This was code-named Project Mars.
Meanwhile in Japan, they were working on the 32-bit
CD-based system, the Sega Saturn.
Sega of America were not informed about the Saturn until Project
Mars was well under way.
The video game community first heard about Project Mars in mid-1994
at CES in Chicago, Illinois. When combined with the Genesis, the
two would be far superior to the SNES. This amazed gamers. The official
unveiling of the console (and its new name, the 32X) was at a Gamers
Day held by Sega of America in late September 1994. The projected
price would be US$170. A huge advertising campaign followed.
The 32X was released in mid-November 1994 in America for US$150.
Japan got the console in December and Europe and Australia received
it in January 1995. The system would not only play its own 32-bit
cartridges, but would also act as a passthrough for existing Mega
Drive/Genesis games, so that the add-on could remain permanently
attached to the Mega Drive/Genesis. The 32X uses the Mega Drive/Genesis
to help with game rendering. It came with a spacer so it could be
attached to both models of the Mega Drive/Genesis, and 10 coupons
came packaged with the console. Of course, there would be problems…
Only half a million consoles were produced to begin with, but millions
were ordered. There were some programming problems too and games
were rushed to meet demand. Some people complained that the 32X
would not work with their model of Mega Drive/Genesis or TV and
so adaptors had to be given out. Over 1994-95 it was Star Wars Arcade
that saved the 32X. If it were not for this game, there would not
have been as much interest in the 32X and most people would have
gone with Nintendo's console and their latest game Donkey Kong Country
that posed a great threat to Sega.
After so many problems with the 32X, Sega was getting a bad image.
Games were not as good as expected and so Sega suffered bad publicity,
which made matters worse. Customers felt cheated. As a result, Sega
announced to release the Neptune
- a combined Genesis and 32X that would overcome these problems.
But by the time a prototype had been made, it was time to release
the Saturn, and so it was cancelled.
By the second quarter of 1995, many of Sega's licensees were giving
up on producing for this near-dead system and would rather produce
for a real 32-bit system like the Saturn (although the 32X was as
32-bit system, the games were still mostly 2D and didn't show the
power that could be produced with 32-bit technology). Gamers, too,
preferred to wait for the Saturn or Sony
Playstation.
In 1996, the system had basically died all together. Sega had discontinued
support for it. The 32X was not a good move for Sega. It was simply
a gap filler between the Mega Drive/Genesis and the Saturn. It wasted
Sega's money and gave them a bad reputation, which could be why
their later consoles failed.
Sega 32X Technical Specifications
- CPUs: Twin Hitachi SH2 32-bit RISC processors running at 23
MHz, 40 MIPS
- Co-Processor: 32X VDP (overlay Mega Drive/Genesis video)
- Video processor: 50,000 texture-mapped polygons/sec, texture
mapping, hardware scaling and rotation
- Colour Palette: 32,768 simultaneous colours on screen
- Resolution: 320 x 224 pixels
- Memory: 512k (4 MBit) additional RAM
- Sound: Stereo PCM chip (audio mixing with Mega Drive/Genesis)
- Sound Channels: additional 2 channels
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