Difference between revisions of "Sega 32X"

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{{ConsoleBob
 
{{ConsoleBob
| logos=[[File:32X PAL logo.png|280px]]
+
| | logo=32X PAL logo.png|280px]]
 
| consoleimage=32X US.jpg
 
| consoleimage=32X US.jpg
| imgwidth=320px
 
 
| maker=[[Sega]]
 
| maker=[[Sega]]
 
| variants=
 
| variants=
 
| processor=
 
| processor=
 
| releases={{releases32X
 
| releases={{releases32X
| 32x_date_jp=1994-12-03
+
| 32x_date_jp=1994-12-03{{ref|https://web.archive.org/web/20180305142837/https://sega.jp/history/hard/super32x/index.html}}
 
| 32x_code_jp=HMA-0001
 
| 32x_code_jp=HMA-0001
 
| 32x_rrp_jp=16,800
 
| 32x_rrp_jp=16,800
| 32x_date_us=1994-11-21
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| 32x_date_us=1994-11-21{{intref|Press release: 1994-12-12: Demand for Sega's 32X arcade upgrade unit exceed supply}}
 
| 32x_code_us=84001
 
| 32x_code_us=84001
 
| 32x_rrp_us=159.99
 
| 32x_rrp_us=159.99
| 32x_date_eu=1994-12-04
+
| 32x_date_eu=1994-11-30{{magref|ctw|513|5}}{{magref|ctw|516|3}}
 
| 32x_code_eu=MK-84201-50<!-- Extracted from the UK box, though the '50' suffix indicates EU -->
 
| 32x_code_eu=MK-84201-50<!-- Extracted from the UK box, though the '50' suffix indicates EU -->
 +
| 32x_date_uk=1994-11-30{{magref|ctw|513|5}}{{magref|ctw|516|3}}
 +
| 32x_code_uk=MK-84201-50
 
| 32x_rrp_uk=169.99
 
| 32x_rrp_uk=169.99
| 32x_date_br=199x
+
| 32x_date_br=1995-03{{magref|sgp|21|11}}
 +
| 32x_code_br=150,000
 +
| 32x_rrp_br=399{{magref|sgp|13|5}}
 
| 32x_date_kr=1995-01-18
 
| 32x_date_kr=1995-01-18
 
| 32x_rrp_kr=199,000
 
| 32x_rrp_kr=199,000
 +
| 32x_date_ru=1995<ref>''Бука'' - Магазин Игрушек 1/95 page 57</ref>
 
| 32x_date_as=199x
 
| 32x_date_as=199x
 
| 32x_code_as=MK-84202-07<!-- South East Asia according to "Region codes"; seen both in "Gulf States" and "Unknown" boxes -->  
 
| 32x_code_as=MK-84202-07<!-- South East Asia according to "Region codes"; seen both in "Gulf States" and "Unknown" boxes -->  
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| 32x_code_tw=MK-84202-16
 
| 32x_code_tw=MK-84202-16
 
| 32x_date_au=1994
 
| 32x_date_au=1994
| 32x_rrp_au=349 {{fileref|Hyper AU 014.pdf|page=16}}
+
| 32x_rrp_au=349{{magref|hyper|14|16}}
| 32x_date_se=1995-01{{fileref|SegaForce SE 1994 0708.pdf|page=37}}
+
| 32x_date_se=1995-01{{magref|sfsw|1994-0708|37}}
| 32x_rrp_fr=1,390{{fileref|PlayerOne FR 046.pdf|page=37}}
+
| 32x_date_fr=1994
| 32x_rrp_es=29.900{{fileref|HobbyConsolas ES 037.pdf|page=31}}
+
| 32x_code_fr=MK-84201-50
 +
| 32x_rrp_fr=1,390{{magref|playerone|46|37}}
 +
| 32x_date_es=1994
 +
| 32x_code_es=MK-84201-50
 +
| 32x_rrp_es=29,900{{magref|hobbyconsolas|37|31}}
 +
| 32x_date_sa=199x{{magref|alaabalc|1|12}}
 +
| 32x_rrp_sa=700{{magref|alaabalc|1|12}}
 
}}
 
}}
 
}}
 
}}
The '''Sega 32X''' (スーパー32X) codenamed '''Project Mars''', is a hardware add-on to the [[Sega Mega Drive]] created by [[Sega]]. It is the second of two major add-ons for the system, the other being the [[Sega Mega-CD]], and was released worldwide in late 1994. The 32X was designed to extend the Mega Drive's lifespan by giving it the ability to play "32-bit" games, seen by many as the logical upgrade to the "16-bit" library offered by the console and its main rival, the [[wikipedia:Super Nintendo Entertainment System|Super Nintendo Entertainment System]].  
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<section begin=intro />The '''Sega 32X''', codenamed '''Mars''' during development, is a hardware add-on to the [[Sega Mega Drive]] created by [[Sega]]. It is the second of two major add-ons for the system, the other being the [[Sega Mega-CD]], and was released worldwide in late 1994.
  
In the interests of simplicity Sega Retro uses a simplified "Sega 32X" name for the unit, though the official name differs depending on regions of the world. In Japan, it was distributed under the name '''Sega Super 32X''', in North America, the '''Sega Genesis 32X''', in Europe, Australia and Asia, the '''Sega Mega Drive 32X''', in Brazil, the '''Mega 32X''' and in South Korea, the '''Super 32X'''.
+
The 32X was designed to extend the Mega Drive's lifespan by giving it significantly more powerful 32-bit processing and texture-mapped 3D polygon capabilities. It was thus seen as a logical upgrade to the 16-bit processing and 2D capabilities of the Mega Drive and its main rival, the [[Super NES]]. The 32X was succeeded by the [[Sega Saturn]] (except in Japan, where the Saturn arrived first).
 +
 
 +
In the interests of simplicity, Sega Retro uses a simplified "Sega 32X" name for the unit, though the official name differs depending on regions of the world. In Japan and Korea, it was distributed under the name '''Super 32X''' (スーパー32X), in North America, the '''Sega Genesis 32X''', in Europe, Australia and Asia, the '''Sega Mega Drive 32X''' and in Brazil, the '''Mega 32X'''.<section end=intro />
  
 
==Hardware==
 
==Hardware==
The Sega 32X is a large and heavy "mushroom-shaped" unit which plugs into the Mega Drive's cartridge slot. The 32X also plays its own cartridges which are designed to take advantage of the enhancements of the system - cartridges which will not physically fit in a standard Mega Drive. The 32X cannot function as an independent machine, but unlike the [[Power Base Converter]] it was designed to be a permanent addition to the Mega Drive setup, doubling up as a passthrough device allowing normal Mega Drive games to still be played. The 32X came with ten coupons and a plastic spacer, ensuring it can work with most versions of the Mega Drive console.
+
The Sega 32X is a large and heavy "mushroom-shaped" unit which plugs into the Mega Drive's [[cartridge]] slot. It was designed to be a permanent addition to a Mega Drive setup (unlike the [[Power Base Converter]]), acting as both a means to play specialised 32X cartridges, and as a passthrough device allowing normal Mega Drive games to be played. A provided plastic spacer ensuring it can fit inside most official versions of the Mega Drive console.
  
As an aside, the 32X's video encoder is of a slightly higher build quality than those usually found in later iterations of the Mega Drive, potentially resulting in a slightly clearer image when playing Mega Drive titles.
+
The Sega 32X plays its own cartridges which are designed to take advantage of the enhancements of the system. These cartridges which will not physically fit in a standard Mega Drive (nor any console produced since), and the setup is designed so as not to interfere with an attached [[Sega Mega-CD]]. Like the Mega CD, the 32X cannot function as an independent machine, and therefore always requires a powered Mega Drive to be present when in use.
  
 
Numerous factors led to the criticism over the 32X, but one of the major issues is encountered before the system is even switched on. The device requires its own [[AC adaptor]], and a second physical connection to the Mega Drive console from the back of the unit. If the user also has a Mega-CD, this means no less than three power adapters are required (plus a fourth for a television). Both the AC adaptor and [[32X Connector Cable]] are bespoke units - the AC adaptor is more common as it is identical to that seen with the Mega Drive 2 (though is not often covered by universal AC adaptors), but the 32X connector cable is unique to the 32X and was not sold separately (though third parties variants exist).
 
Numerous factors led to the criticism over the 32X, but one of the major issues is encountered before the system is even switched on. The device requires its own [[AC adaptor]], and a second physical connection to the Mega Drive console from the back of the unit. If the user also has a Mega-CD, this means no less than three power adapters are required (plus a fourth for a television). Both the AC adaptor and [[32X Connector Cable]] are bespoke units - the AC adaptor is more common as it is identical to that seen with the Mega Drive 2 (though is not often covered by universal AC adaptors), but the 32X connector cable is unique to the 32X and was not sold separately (though third parties variants exist).
 +
 +
As an aside, the 32X's video encoder is of a slightly higher build quality than those usually found in later iterations of the Mega Drive, potentially resulting in a slightly clearer image when playing Mega Drive titles.
  
 
Furthermore, Sega's AC adaptors of the day were designed so that the transformer was located around the plug area, resulting in several bulky units obstructing surrounding sockets. Due to the extra space required just to plug the console into the wall, Sega eventually released their own [[Sega Power Strip]] in North America.
 
Furthermore, Sega's AC adaptors of the day were designed so that the transformer was located around the plug area, resulting in several bulky units obstructing surrounding sockets. Due to the extra space required just to plug the console into the wall, Sega eventually released their own [[Sega Power Strip]] in North America.
  
The 32X brings several visual upgrades to the Mega Drive, including being able to display more colors on-screen (32768 at once, which was an important requirement for games featuring full-motion video and had hence been a common complaint with the Mega-CD), enhanced scaling and rotation, and additional 3D graphics capabilities provided by its two [[Hitachi]] 32-bit RISC processors.  
+
The 32X brings significant visual upgrades to the Mega Drive with inclusion of a [[32X VDP]], allowing the machine to display up to 32,768 on-screen colours (versus the usual 64 seen in Mega Drive titles) and render more 2D sprites at any given time. Combined with an added two [[Hitachi]] [[SH-2]] 32-bit RISC processors (also used for the [[Saturn]]), it is better suited to 2D scaling and rotation, and is capable of rendering texture-mapped 3D graphics.
  
Audio capabilities were also upgraded, including the addition of [[wikipedia:QSound|QSound]] technology, which enables multidimensional sound that allows a regular stereo audio signal to approximate the 3D sounds heard in everyday life (similar to [[wikipedia:binaural recording|binaural recording]]).
+
Audio capabilities were also upgraded, including the addition of a PWM audio chip offering extra sound channels and [[QSound]] technology, enabling multidimensional sound that allows a regular stereo audio signal to approximate the 3D sounds heard in everyday life (similar to [[wikipedia:binaural recording|binaural recording]]).
  
The 32X is compatible with the Sega Mega-CD, allowing the user to play one of six enhanced [[Sega Mega-CD 32X]] games.
+
The 32X is compatible with the Sega Mega-CD, allowing the user to play one of six enhanced [[Sega Mega-CD 32X]] games. Its ability to access a wider palette of colours allows for higher quality [[full motion video]] than a standard Mega-CD, whose FMV games are in turn often derided for their lack of colour and detail.
  
North American marketing pitched the 32X as being 40 times more powerful than the Super NES and 6 times more powerful than the 3DO, though there currently isn't any evidence to prove these claims.
+
Contrary to popular belief, the Sega 32X doesn't employ any regional lockout technology per se, instead relying on the region of the Mega Drive to determine the region of the unit. It does however have a set Genlock frequency which stops 50Hz (PAL) games from working on 60Hz (NTSC) units and vice versa. Due to the 32X only differentiating between frequencies and not region, the Japanese Super 32X and Genesis 32X are identical, and will work on either NTSC console. Much like region modifications on the Mega Drive and Saturn, this is easily changed with slight modifications to the unit, allowing for universal support of all games.
  
 
===Models===
 
===Models===
 
{{MainArticle|32X consoles}}
 
{{MainArticle|32X consoles}}
 
Contrary to popular belief, the Sega 32X doesn't employ any regional lockout technology per se, instead relying on the region of the Mega Drive to determine the region of the unit. It does however have a set Genlock frequency which stops 50Hz (PAL) games from working on 60Hz (NTSC) units and vice versa. Due to the 32X only differentiating between frequencies and not region, the Japanese Super 32X and Genesis 32X are identical, and will work on either NTSC console. Much like region modifications on the Mega Drive and Saturn, this is easily changed with slight modifications to the unit, allowing for universal support of all games.
 
  
 
<gallery widths="250px" heights="200px">
 
<gallery widths="250px" heights="200px">
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MegaDrive32.jpg|Prototype "Mega Drive 32" model
 
MegaDrive32.jpg|Prototype "Mega Drive 32" model
 
</gallery>
 
</gallery>
 +
 +
===Cartridges===
 +
{{mainArticle|Sega 32X cartridges}}
  
 
===Technical specifications===
 
===Technical specifications===
:''See [[Sega Mega Drive#Technical specifications|Sega Mega Drive specifications]] for base Mega Drive hardware specifications''
+
{{mainArticle|Sega 32X/Technical specifications}}
 +
:''See [[Sega Mega Drive/Technical specifications]] for base Mega Drive hardware specifications''
  
====Main====
+
===Comparison===
{{multicol|
+
:''See also: [[Sega 32X/Technical specifications|Sega 32X technical specifications]]''
* Main CPU: Twin [[Hitachi]] [[Hitachi SuperH2 7604 32-Bit RISC|SH-2]] (SH7095) 32-bit RISC processors
+
 
** Clock speed: 23.01&nbsp;MHz {{fileref|Genesis32XUSOverview.pdf}}
+
North American marketing pitched the 32X as being 40 times more powerful than the Super NES and 6 times more powerful than the [[wikipedia:3DO Interactive Multiplayer|3DO]]. This was referring to CPU performance, as the 32X's dual [[Hitachi SH-2]] are capable of processing over 59 [[wikipedia:Instructions per second|MIPS]], compared to the Super NES's [[Blast processing|Ricoh 5A22]] which processes up to 1.5 MIPS and the 3DO's [[wikipedia:List of ARM microarchitectures|ARM60]] which processes about 9 MIPS.{{ref|[http://pdf.datasheetcatalog.com/datasheets2/13/1305889_1.pdf ARM60 datasheet]}}
** Performance: 59.826&nbsp;[[wikipedia:Instructions per second|MIPS]] (29.913&nbsp;MIPS per SH-2, 1.3&nbsp;MIPS per MHz) {{fileref|SH-2A.pdf|page=2}}
 
* Co-processors: Overlay Mega Drive processors
 
** [[Motorola]] [[M68000]] @ 7.6705&nbsp;MHz — 16/32-bit instructions, 16-bit bus, 1.3423&nbsp;MIPS
 
** [[Zilog Z80]] @ 3.58&nbsp;MHz — 8/16-bit instructions, 8-bit bus, 0.5191&nbsp;MIPS
 
}}
 
  
====Graphics====
+
In terms of 3D polygon performance, the 32X is theoretically capable of rendering up to 160,000 flat-shaded polygons/sec and 50,000 textured polygons/sec, if its CPUs are dedicated exclusively to processing and rendering 3D graphics. In comparison, the 3DO renders up to 20,000 textured polygons/sec,{{ref|[http://www.gamepilgrimage.com/NFSComp.htm Need for Speed Comparison]}} while the Super Nintendo's [[Blast processing#Technical comparison|Super FX 2]] cartridge enhancement chip renders up to 4,000 flat-shaded polygons/sec and 2,000 textured polygons/sec. This means the 32X can theoretically render up to 40 times as many polygons as the Super FX 2 chip and more than twice as many textured polygons as the 3DO.
{{multicol|
 
* GPU (Graphics Processor): Sega 32X [[VDP]] ([[Sega]] Custom LSI) @ 23&nbsp;MHz {{fileref|Genesis32XUSManual.pdf}}
 
** Color [[palette]]: 32,768&nbsp;colors {{fileref|32XUSHardwareManual.pdf}}
 
** Resolutions: 320×224, 320×240, 320×204
 
* Double-buffered framebuffer with three modes: {{fileref|Genesis32XUSOverview.pdf}}
 
** 8bpp "packed pixel" mode: 256 simultaneous colors on screen; each pixel is an index into CRAM (can use full screen)
 
** 16bpp "run length" mode: 256 simultaneous colors on screen; each pixel is both a number of pixels to display and the index of CRAM (limits screen size)
 
** 16bpp "direct color" mode: 32,768 simultaneous colors on screen; each pixel is the color value (limits screen size)
 
* 256&nbsp;[[Byte|KB]] VRAM split into two 128 KB segments for each framebuffer. A priority system allows partial overlaying of Mega Drive/Mega-CD graphics.
 
* Features: 3D polygon graphics, flat shading, Gouraud shading, texture mapping, more [[sprite]]s, quicker animation {{fileref|Genesis32XUSOverview.pdf}}
 
* Frame rate: 30-60 fps
 
* 3D polygon graphics: 50,000 textured polygons/sec {{ref|1=[https://books.google.co.uk/books?id=DbFxAgAAQBAJ&pg=PA154 ''Service Games: The Rise and Fall of SEGA'', page 154]}}
 
* 32X VDP fillrate: 18.182&nbsp;million pixels/sec (18.182&nbsp;MHz) {{fileref|TC511664B datasheet.pdf}}
 
** Maximum pixels per frame: 606,066 (30&nbsp;frames/sec)
 
** Maximum pixels per scanline: 2970 (320×204 resolution)
 
* 32X [[sprite]]/tile graphics: Scaling and rotation, 16 to 32,768 colors per sprite/tile, 8×8 to 320×224 pixels per sprite/tile
 
** Maximum sprites/tiles per frame: 7600 sprites/tiles (8×8&nbsp;pixels, 16&nbsp;colors, 32&nbsp;[[byte]]s, per sprite/tile)
 
** Maximum sprites/tiles per scanline: 371 (8×8&nbsp;pixels per sprite/tile)
 
* Overlaid/Underlaid Mega Drive [[VDP]] planes: 512&nbsp;color palette
 
** Sprite plane: 80&nbsp;sprites per frame, 8×8 to 32×32 pixels per sprite, 16&nbsp;colors per sprite
 
** Background planes: 2 tiled scrolling background layers, 8×8 pixels per tile, 16&nbsp;colors per tile, 320×224 tilemaps, 1800&nbsp;tiles per frame
 
}}
 
  
====Sound====
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However, the 3DO has [[wikipedia:Panasonic|Panasonic]] video coprocessors which handle 3D polygons and take the load off the CPU, whereas the 32X's lack of a 3D coprocessor means it has to rely solely on the CPU to render the 3D graphics. If one of its CPUs is used for gameplay and the other for graphics, the 32X's practical performance would be up to 80,000 flat-shaded polygons/sec and 25,000 textured polygons/sec. Contrary to Sega of America's marketing claim, the 32X is not much more powerful than the 3DO. It is not clear whether or not the 32X is as powerful as the 3DO, since not much is known about the hardware details of the 3DO's Panasonic video coprocessors.
* Sound chip: [[wikipedia:Q-Sound|Q-Sound]] PWM @ 23&nbsp;MHz {{fileref|Genesis32XUSManual.pdf}}
 
** Stereo [[wikipedia:Pulse-width modulation|PWM]] (Pulse Wave Modulation) mixing with Mega Drive sound; additional 2 channels (12 channels in total)
 
** 11-bit PWM, stereo [[PCM]] output,{{fileref|32XUSHardwareManual.pdf}} [[wikipedia:Surround sound|surround sound]]
 
  
====Memory====
+
Compared to other non-Sega systems at the time, the [[wikipedia:Atari Jaguar|Atari Jaguar]] renders 10,000 textured polygons/sec,{{ref|1=[http://www.ataritimes.com/index.php?page=Atari%20Jaguar Atari Jaguar 64-bit (The Atari Times)]}} while a [[wikipedia:P5 (microarchitecture)|Pentium 60]] PC renders 30,000&ndash;50,000 flat-shaded polygons/sec{{ref|[http://www.richterscale.org/wp/1994/08/ 3D Misconceived (''PC Graphics Report'')]}} and 6,000 textured polygons/sec,{{ref|1=[https://books.google.co.uk/books?id=kHyyMrxeyu0C&pg=PA145 ''Spatial Multimedia and Virtual Reality'', page 145]}}. Meanwhile the Pentium 66 renders 3.6 [[Pixel|MPixels/s]]{{ref|1=''[[wikipedia:PC Magazine|PC Mag]]'', [https://books.google.co.uk/books?id=7k7q-wS0t00C&pg=PA39 December 1993, page 39]}} (the 32X has a theoretical peak of 18&ndash;36 MPixels/s).
{{multicol|
 
* System [[RAM]]: 648&ndash;1368 [[Byte|KB]] total, 512&nbsp;KB (4&nbsp;[[Bit|MBit]]) additional RAM to Mega Drive or Sega CD memory {{fileref|Genesis32XUSOverview.pdf}}
 
** Main RAM: 256 KB [[wikipedia:SDRAM|SDRAM]]
 
** [[VRAM]]: 256 KB [[wikipedia:FPM DRAM|FPM DRAM]] (dual 128 KB framebuffers) {{fileref|Genesis32XUSManual.pdf}}
 
** Mega Drive RAM: 136&nbsp;KB (64&nbsp;KB main, 64&nbsp;KB video, 8&nbsp;KB sound)
 
** Sega CD RAM: 856&nbsp;KB (512&nbsp;KB main, 256&nbsp;KB video, 64&nbsp;KB audio)
 
* RAM Clear Hardware: 512 [[byte]]s
 
* Internal processor memory: 4 KB cache/RAM (2 KB per CPU) {{fileref|Genesis32XUSOverview.pdf}}
 
}}
 
  
====Bandwidth====
+
Compared to the Sega Saturn, the 32X is very limited, with part of its graphical prowess depending on the Mega Drive hardware it sits on top of. In the majority of games, the 32X works with the Mega Drive to produce an image, to the point where without the connector cable attached, games will still run and may even be considered playable.
{{multicol|
 
* Memory bus bandwidth: 164.808&nbsp;[[Byte|MB]]/sec {{fileref|Genesis32XUSManual.pdf}}
 
** Main RAM: 92.08&nbsp;MB/sec (32-bit, 23.02&nbsp;MHz) {{fileref|UPD4504161 datasheet.pdf}}
 
** VRAM: 72.728&nbsp;MB/sec (16-bit, 18.182&nbsp;MHz, 55&nbsp;[[wikipedia:Nanosecond|ns]], per framebuffer) {{fileref|TC511664B datasheet.pdf}}
 
* Internal processor memory bandwidth: 184.16&nbsp;MB/sec (92.08&nbsp;MB/sec per SH2)
 
* [[Cartridge]] bandwidth: {{ref|[http://devster.monkeeh.com/sega/32xguide1.txt Dr. DevSter's Guide to The Sega 32X]}}
 
** Game ROM: 13.333&nbsp;MB/sec (16-bit, 6.667&nbsp;MHz, 150&nbsp;ns) to 23.256&nbsp;MB/sec (16-bit, 11.628&nbsp;MHz, 86&nbsp;ns)
 
** Non-volatile [[SRAM]]: 14.286&nbsp;MB/sec (14.286&nbsp;MHz, 70&nbsp;ns)
 
}}
 
  
====Storage====
+
The 32X side is able to output up to 32,768 colours on-screen at once, but it is comparitively slower at rendering a full 320x224 image in this mode than the Mega Drive can with its 64 on-screen colours. As such, it is common to see 32X games rely on the Mega Drive hardware to draw large, detailed backgrounds or foregrounds (''[[Chaotix]]'', ''[[Tempo]]'', ''[[Mortal Kombat II]]''). With the 32X side able to pick up some slack in terms of graphics processing, more colours can be reserved by the Mega Drive for this purpose than in the average Mega Drive-specific game.
* Cartridge: Compatible with all Mega Drive models, JVC Wondermega can store save game/score information.
 
* CD-ROM: If you have a Sega Mega-CD; speed same as Sega Mega-CD compatible with audio CD, CD&G, SegaCD and JVC WonderMega
 
  
====Input/Output====
+
This hybrid approach was used by many developers to ensure a full 60 FPS refresh rate in 2D games. Games which opt to swap the pipeline around - giving the 32X the bulk of the 2D rendering and have the Mega Drive fill the gaps, are often left with slower frame rates (''[[Pitfall: The Mayan Adventure]]'', ''[[Brutal Unleashed: Above the Claw]]''), though there are rare exceptions (''[[Kolibri]]'') that manage to display high colour graphics at 60 FPS. The ability to fall back on the 16-bit hardware, however, can put the 32X at an advantage over systems such as the Atari Jaguar which is known to befall similar frame rate issues when tackling 2D games.
* I/O: Same as Mega Drive; 32X upgradable; can upgrade the 32X
 
  
==Cartridges==
+
Similarly the 32X adds a two channel PWM sound chip, intended to complement the existing Mega Drive audio capabilities rather than replace them outright. This means in many cases, the quality of 32X and Mega Drive audio is virtually identical, with some developers failing to make use of this new chip at all.
{{mainArticle|Sega 32X cartridges}}
 
  
 
==History==
 
==History==
 
{{MainArticle|History of the Sega 32X}}
 
{{MainArticle|History of the Sega 32X}}
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===Localised names===
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{{aka
 +
|us_name=Sega Genesis 32X
 +
|jp_name=スーパー32X
 +
|jp_trans=Super 32X
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|uk_name=Mega Drive 32X
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|kr_name=슈퍼 32X
 +
|kr_trans=Super 32X
 +
|br_name=Mega 32X
 +
|br_trans=Mega 32X
 +
}}
  
 
==Games==
 
==Games==
===List of games===
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{{MainArticle|32X games}}
{{MainArticle|List of 32X games}}
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{{BulletPointGameList|32X}}
  
Games marked with asterisks(*) are enhanced versions of previous [[Sega Mega-CD]]-only games, taking advantage of the 32X's improved graphics, which require both the 32X and Mega-CD in order to be played (see [[Sega Mega-CD 32X]]).
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==Production credits==
{{multicol|
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{{creditstable|
* ''[[After Burner Complete]]'' (1995)
+
*[[Masami Ishikawa]]
* ''[[BC Racers]]'' (1995)
+
*[[Taku Matsubara]]
* ''[[Blackthorne]]'' (1995)
+
*[[Hiroyuki Ohtaka]]
* ''[[Brutal Unleashed: Above the Claw]]'' (1995)
+
| source=Developer mentions{{ref|https://web.archive.org/web/20231110103013/https://game.watch.impress.co.jp/docs/news/758667.html}}{{magref|harmony|130|18}}{{ref|https://www.facebook.com/hiroyuki.ohtaka/about_work_and_education}}
* ''[[Corpse Killer]]'' (1994)*
+
| console=32X
* ''[[Cosmic Carnage]]'' (1995)
 
* ''[[Darxide]]'' (1995)
 
* ''[[Doom (32X)|Doom]]'' (1994)
 
* ''[[Fahrenheit]]'' (1995)*
 
* ''[[FIFA Soccer '96]]'' (1995)
 
* ''[[Golf Magazine: 36 Great Holes Starring Fred Couples]]'' (1995)
 
* ''[[Knuckles' Chaotix]]'' (1995)
 
* ''[[Kolibri]]'' (1995)
 
* ''[[Metal Head]]'' (1995)
 
* ''[[Mortal Kombat II]]'' (1995)
 
* ''[[Motocross Championship]]'' (1995)
 
* ''[[NBA Jam Tournament Edition]]'' (1995)
 
* ''[[NFL Quarterback Club]]'' (1995)
 
* ''[[Night Trap]]'' (1994)*
 
* ''[[Pitfall: The Mayan Adventure]]'' (1995)
 
* ''[[Primal Rage]]'' (1995)
 
* ''[[RBI Baseball '95]]'' (1995)
 
* ''[[Sangokushi IV]]'' (1995)
 
* ''[[Slam City with Scottie Pippen]]'' (1995)*
 
* ''[[Space Harrier]]'' (1994)
 
* ''[[Spider-Man: Web of Fire]]'' (1996)
 
* ''[[Star Trek: Starfleet Academy Starship Bridge Simulator]]'' (1995)
 
* ''[[Star Wars Arcade]]'' (1994)
 
* ''[[Stellar Assault]]'' (1995)
 
* ''[[Supreme Warrior]]'' (1995)*
 
* ''[[Surgical Strike]]'' (199x)*
 
* ''[[T-Mek]]'' (1995)
 
* ''[[Tempo]]'' (1995)
 
* ''[[Toughman Contest]]'' (1995)
 
* ''[[Virtua Fighter]]'' (1995)
 
* ''[[Virtua Racing Deluxe]]'' (1994)
 
* ''[[World Series Baseball Starring Deion Sanders]]'' (1995)
 
* ''[[WWF RAW]]'' (1995)
 
* ''[[WWF WrestleMania: The Arcade Game]]'' (1995)
 
* ''[[Zaxxon's Motherbase 2000]]'' (1995)
 
 
}}
 
}}
 
===Launch titles===
 
====Japan====
 
*''[[Doom (32X)|Doom]]''
 
*''[[Star Wars Arcade]]''
 
*''[[Space Harrier]]''
 
 
====North America====
 
*''[[Doom (32X)|Doom]]''
 
*''[[Star Wars Arcade]]''
 
*''[[Virtua Racing Deluxe]]''
 
 
====Europe====
 
*''[[Doom (32X)|Doom]]''
 
*''[[Star Wars Arcade]]''
 
*''[[Virtua Racing Deluxe]]''
 
  
 
==Magazine articles==
 
==Magazine articles==
Line 216: Line 141:
  
 
==Promotional material==
 
==Promotional material==
===Print advertisements===
+
{{mainArticle|{{PAGENAME}}/Promotional material}}
<gallery>
 
32X UK PrintAdvert.jpg|UK print advert
 
32X FR PrintAdvert.jpg|FR print advert 2
 
32X ES PrintAd 1994-11 1.jpg|ES print advert 1
 
32X ES PrintAd 1994-11 2.jpg|ES print advert 2
 
32X BR PrintAdvert.jpg|BR print advert
 
</gallery>
 
{{gallery
 
|{{galleryPrintAd
 
|EGM US 062.pdf|egm|62|158-159
 
}}
 
|{{GalleryPrintAd
 
|EGM2 US 05.pdf|egm2|5|48
 
}}
 
|{{GalleryPrintAd
 
|NextGeneration US 01.pdf|nextgeneration|1|8-9
 
}}
 
|{{GalleryPrintAd
 
|NextGeneration US 02.pdf|nextgeneration|2|36-37
 
|GamePlayers US 0802.pdf|gameplayers|0802|4
 
}}
 
|{{GalleryPrintAd
 
|SegaVisions US 24.pdf|sv|24|6-7
 
|VideoGames US 77.pdf|videogamesus|77|4
 
}}
 
|{{GalleryPrintAd
 
|SegaPro UK 57.pdf|segapro|57|2
 
}}
 
|{{GalleryPrintAd
 
|MegaForce FR 34.pdf|megaforce|34|71
 
|CDConsoles FR 03.pdf|cdconsoles|3|15
 
}}
 
}}
 
  
===Television advertisements===
+
==Logos by regions==
<gallery>
+
{|class="prettytable sortable" style="background: #f2f2f2;"
32X US TVAdvert.mp4|US TV advert
+
|-
32X US TVAdvert ChillEB.mp4|US TV advert (with Chill E.B.)
+
! style="width:100px;" style="text-align: center;" |'''Logo'''
32X US TVAdvert ChillEB 2.mp4|US TV advert (with Chill E.B.) (2)
+
! style="width:100px;" style="text-align: center;" |'''Region'''
</gallery>
+
|- style="background: silver;"
 +
|-
 +
|<gallery>32X Japanese logo.png</gallery>
 +
|Used in Japan
 +
|-
 +
|<gallery>Genesis 32X logo USA.jpg</gallery>
 +
|Used in North America and<br> parts of South America
 +
|-
 +
|<gallery>32X PAL logo.png</gallery>
 +
|Used in Western and Eastern Europe,<br> Asia, Africa, Australasia
 +
|-
 +
|<gallery>32x BR Logo.png</gallery>
 +
|Used in Brazil, Argentina, Paraguay<br>and Uruguay
 +
|-
 +
|<gallery>Notavailable.svg</gallery>
 +
|Used in South Korea
 +
|-
 +
|}
  
==Artwork==
+
==Patents==
 
<gallery>
 
<gallery>
32X Japanese logo.png|Japanese logo
+
Patent USD369352.pdf|USD369352
Genesis 32X logo USA.jpg|North American logo
 
32X PAL logo.png|European/Australian logo
 
 
</gallery>
 
</gallery>
  
Line 270: Line 177:
 
{{multicol|
 
{{multicol|
 
<references />
 
<references />
}}
+
|cols=3}}
  
 +
{{MegaDrive32X}}
 
{{MegaDrive}}
 
{{MegaDrive}}
 
{{Sega Consoles}}
 
{{Sega Consoles}}
  
 
[[Category:Sega 32X| ]]
 
[[Category:Sega 32X| ]]

Latest revision as of 15:28, 27 January 2024

32X PAL logo.png
32X US.jpg
Sega 32X
Manufacturer: Sega
Release Date RRP Code
Sega 32X
JP
¥16,80016,800 HMA-0001
Sega 32X
US
$159.99159.99 84001
Sega 32X
EU
MK-84201-50
Sega 32X
ES
29,900Ptas29,900[13] MK-84201-50
Sega 32X
FR
1,390F1,390[12] MK-84201-50
Sega 32X
UK
£169.99169.99 MK-84201-50
Sega 32X
SE
Sega 32X
AU
$349349[10]
Sega 32X
BR
R$399399[8] 150,000
Sega 32X
KR
₩199,000199,000
Sega 32X
RU
Sega 32X
SA
700‎﷼‎700[14]
Sega 32X
TW
MK-84202-16
Sega 32X
AS
MK-84202-07

The Sega 32X, codenamed Mars during development, is a hardware add-on to the Sega Mega Drive created by Sega. It is the second of two major add-ons for the system, the other being the Sega Mega-CD, and was released worldwide in late 1994.

The 32X was designed to extend the Mega Drive's lifespan by giving it significantly more powerful 32-bit processing and texture-mapped 3D polygon capabilities. It was thus seen as a logical upgrade to the 16-bit processing and 2D capabilities of the Mega Drive and its main rival, the Super NES. The 32X was succeeded by the Sega Saturn (except in Japan, where the Saturn arrived first).

In the interests of simplicity, Sega Retro uses a simplified "Sega 32X" name for the unit, though the official name differs depending on regions of the world. In Japan and Korea, it was distributed under the name Super 32X (スーパー32X), in North America, the Sega Genesis 32X, in Europe, Australia and Asia, the Sega Mega Drive 32X and in Brazil, the Mega 32X.

Hardware

The Sega 32X is a large and heavy "mushroom-shaped" unit which plugs into the Mega Drive's cartridge slot. It was designed to be a permanent addition to a Mega Drive setup (unlike the Power Base Converter), acting as both a means to play specialised 32X cartridges, and as a passthrough device allowing normal Mega Drive games to be played. A provided plastic spacer ensuring it can fit inside most official versions of the Mega Drive console.

The Sega 32X plays its own cartridges which are designed to take advantage of the enhancements of the system. These cartridges which will not physically fit in a standard Mega Drive (nor any console produced since), and the setup is designed so as not to interfere with an attached Sega Mega-CD. Like the Mega CD, the 32X cannot function as an independent machine, and therefore always requires a powered Mega Drive to be present when in use.

Numerous factors led to the criticism over the 32X, but one of the major issues is encountered before the system is even switched on. The device requires its own AC adaptor, and a second physical connection to the Mega Drive console from the back of the unit. If the user also has a Mega-CD, this means no less than three power adapters are required (plus a fourth for a television). Both the AC adaptor and 32X Connector Cable are bespoke units - the AC adaptor is more common as it is identical to that seen with the Mega Drive 2 (though is not often covered by universal AC adaptors), but the 32X connector cable is unique to the 32X and was not sold separately (though third parties variants exist).

As an aside, the 32X's video encoder is of a slightly higher build quality than those usually found in later iterations of the Mega Drive, potentially resulting in a slightly clearer image when playing Mega Drive titles.

Furthermore, Sega's AC adaptors of the day were designed so that the transformer was located around the plug area, resulting in several bulky units obstructing surrounding sockets. Due to the extra space required just to plug the console into the wall, Sega eventually released their own Sega Power Strip in North America.

The 32X brings significant visual upgrades to the Mega Drive with inclusion of a 32X VDP, allowing the machine to display up to 32,768 on-screen colours (versus the usual 64 seen in Mega Drive titles) and render more 2D sprites at any given time. Combined with an added two Hitachi SH-2 32-bit RISC processors (also used for the Saturn), it is better suited to 2D scaling and rotation, and is capable of rendering texture-mapped 3D graphics.

Audio capabilities were also upgraded, including the addition of a PWM audio chip offering extra sound channels and QSound technology, enabling multidimensional sound that allows a regular stereo audio signal to approximate the 3D sounds heard in everyday life (similar to binaural recording).

The 32X is compatible with the Sega Mega-CD, allowing the user to play one of six enhanced Sega Mega-CD 32X games. Its ability to access a wider palette of colours allows for higher quality full motion video than a standard Mega-CD, whose FMV games are in turn often derided for their lack of colour and detail.

Contrary to popular belief, the Sega 32X doesn't employ any regional lockout technology per se, instead relying on the region of the Mega Drive to determine the region of the unit. It does however have a set Genlock frequency which stops 50Hz (PAL) games from working on 60Hz (NTSC) units and vice versa. Due to the 32X only differentiating between frequencies and not region, the Japanese Super 32X and Genesis 32X are identical, and will work on either NTSC console. Much like region modifications on the Mega Drive and Saturn, this is easily changed with slight modifications to the unit, allowing for universal support of all games.

Models

Main article: 32X consoles.

Cartridges

Main article: Sega 32X cartridges.

Technical specifications

Main article: Sega 32X/Technical specifications.
See Sega Mega Drive/Technical specifications for base Mega Drive hardware specifications

Comparison

See also: Sega 32X technical specifications

North American marketing pitched the 32X as being 40 times more powerful than the Super NES and 6 times more powerful than the 3DO. This was referring to CPU performance, as the 32X's dual Hitachi SH-2 are capable of processing over 59 MIPS, compared to the Super NES's Ricoh 5A22 which processes up to 1.5 MIPS and the 3DO's ARM60 which processes about 9 MIPS.[15]

In terms of 3D polygon performance, the 32X is theoretically capable of rendering up to 160,000 flat-shaded polygons/sec and 50,000 textured polygons/sec, if its CPUs are dedicated exclusively to processing and rendering 3D graphics. In comparison, the 3DO renders up to 20,000 textured polygons/sec,[16] while the Super Nintendo's Super FX 2 cartridge enhancement chip renders up to 4,000 flat-shaded polygons/sec and 2,000 textured polygons/sec. This means the 32X can theoretically render up to 40 times as many polygons as the Super FX 2 chip and more than twice as many textured polygons as the 3DO.

However, the 3DO has Panasonic video coprocessors which handle 3D polygons and take the load off the CPU, whereas the 32X's lack of a 3D coprocessor means it has to rely solely on the CPU to render the 3D graphics. If one of its CPUs is used for gameplay and the other for graphics, the 32X's practical performance would be up to 80,000 flat-shaded polygons/sec and 25,000 textured polygons/sec. Contrary to Sega of America's marketing claim, the 32X is not much more powerful than the 3DO. It is not clear whether or not the 32X is as powerful as the 3DO, since not much is known about the hardware details of the 3DO's Panasonic video coprocessors.

Compared to other non-Sega systems at the time, the Atari Jaguar renders 10,000 textured polygons/sec,[17] while a Pentium 60 PC renders 30,000–50,000 flat-shaded polygons/sec[18] and 6,000 textured polygons/sec,[19]. Meanwhile the Pentium 66 renders 3.6 MPixels/s[20] (the 32X has a theoretical peak of 18–36 MPixels/s).

Compared to the Sega Saturn, the 32X is very limited, with part of its graphical prowess depending on the Mega Drive hardware it sits on top of. In the majority of games, the 32X works with the Mega Drive to produce an image, to the point where without the connector cable attached, games will still run and may even be considered playable.

The 32X side is able to output up to 32,768 colours on-screen at once, but it is comparitively slower at rendering a full 320x224 image in this mode than the Mega Drive can with its 64 on-screen colours. As such, it is common to see 32X games rely on the Mega Drive hardware to draw large, detailed backgrounds or foregrounds (Chaotix, Tempo, Mortal Kombat II). With the 32X side able to pick up some slack in terms of graphics processing, more colours can be reserved by the Mega Drive for this purpose than in the average Mega Drive-specific game.

This hybrid approach was used by many developers to ensure a full 60 FPS refresh rate in 2D games. Games which opt to swap the pipeline around - giving the 32X the bulk of the 2D rendering and have the Mega Drive fill the gaps, are often left with slower frame rates (Pitfall: The Mayan Adventure, Brutal Unleashed: Above the Claw), though there are rare exceptions (Kolibri) that manage to display high colour graphics at 60 FPS. The ability to fall back on the 16-bit hardware, however, can put the 32X at an advantage over systems such as the Atari Jaguar which is known to befall similar frame rate issues when tackling 2D games.

Similarly the 32X adds a two channel PWM sound chip, intended to complement the existing Mega Drive audio capabilities rather than replace them outright. This means in many cases, the quality of 32X and Mega Drive audio is virtually identical, with some developers failing to make use of this new chip at all.

History

Main article: History of the Sega 32X.

Localised names

Also known as
Language Localised Name English Translation
English (UK) Mega Drive 32X Mega Drive 32X
English (US) Sega Genesis 32X Sega Genesis 32X
Japanese スーパー32X Super 32X
Portuguese (Brazil) Mega 32X Mega 32X
Korean 슈퍼 32X Super 32X

Games

Main article: 32X games.

Production credits

Source:
Developer mentions[21][22][23]


Magazine articles

Main article: Sega 32X/Magazine articles.

Promotional material

Main article: Sega 32X/Promotional material.

Logos by regions

Logo Region
Used in Japan
Used in North America and
parts of South America
Used in Western and Eastern Europe,
Asia, Africa, Australasia
Used in Brazil, Argentina, Paraguay
and Uruguay
Used in South Korea

Patents

External links

References


Mega Drive 32X
Topics Technical specifications | History | Magazine articles | Promotional material
Hardware Asia | North America | Western Europe | Eastern Europe | South America | Australasia | Africa


Sega Mega Drive
Topics Technical specifications (Hardware comparison) | History | List of games | Magazine articles | Promotional material | Merchandise | Cartridges | TradeMark Security System
Hardware Japan | North America | Western Europe | Eastern Europe | South America | Asia | South Korea | Australasia | Africa
EZ Games | LaserActive | Mega Jet | Mega PC | Mega Play | Mega-Tech System | Nomad | Teradrive | Mega Drive Mini | Mega Drive Mini 2
New Mega Drive | Tianli VCD/DVD Players | "Consoles on a chip" | Licensed clones (Magic 2 | Mega Game II | Power Pegasus | Super Bitman)
Unlicensed clones
Add-ons Game Box | Power Base Converter | Mega-CD | 32X (Mega-CD 32X) | Mega Modem | Demo System DS-16
Cases Sega Genesis Nomad Carrying Case | System Carry Case
Controllers Control Pad | Six Button Control Pad | 6 Button Arcade Pad | Arcade Power Stick 6B | Konami Justifier | MK-1470
Action Chair | Activator | Arcade Power Stick | Keyboard | MegaFire | Mouse | Mega Stick | Menacer | Remote Arcade System | Ten Key Pad | Third Party Controllers
Accessories 4 Way Play | Cleaning System | Control Pad Extension Cord | Genesis Speakers | Headset | HeartBeat Catalyst | Microphone | Region converter cartridges | Mega Terminal | Nomad PowerBack | RF Unit (Mega Drive 2) | SCART Cable (Mega Drive 2) | Stereo Audio Video Cable | Team Player | Video Monitor Cable | Third Party Accessories
Network services Sega Channel | Sega Game Toshokan | Mega Anser | Mega Net | TeleBradesco Residência | XB∀ND
Development tools ERX 308P | ERX 318P | Sprobe | SNASM68K | SNASM2 (Mega Drive) | SNASM2 (32X) | PSY-Q Development System (Mega Drive) | PSY-Q Development System (32X) | 32X CartDev | Sega Mars Development Aid System | Sega 32X Development Target
Unreleased Edge 16 | Floppy Disk Drive | Mega Play 1010 | Sega VR | Teleplay System | Video Jukebox
Sega Home Video Game Systems
83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 00 01 02 03 04 05 06 07 08 09 10 11
SG-1000 SG-1000 II Mega Drive Mega Drive II
SC-3000 Mega-CD Mega-CD II Genesis 3
Sega Mark III 32X Dreamcast
Master System Master System II
AI Computer Game Gear
Saturn
Pico Beena