Difference between revisions of "History of the Sega 32X"
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The Mars project would instead involve a unit which could be attached to the Mega Drive similar to the [[Power Base Converter]], allowing the system to play a new set of upgraded games (which became more advanced as more colours and 32-bit processors were introduced), while maintaining backwards compatibility with Mega Drive software and peripherals. | The Mars project would instead involve a unit which could be attached to the Mega Drive similar to the [[Power Base Converter]], allowing the system to play a new set of upgraded games (which became more advanced as more colours and 32-bit processors were introduced), while maintaining backwards compatibility with Mega Drive software and peripherals. | ||
− | + | Sega's rumoured 32-bit/64-bit successor to the Mega Drive was officially announced at [[Winter CES 1993]], though it would take many months for playable titles to be produced. For over a year it was expected that the Saturn would take over the reigns in late 1994, with the unseen Sega Jupiter acting as a cheaper alternative - a cartridge-based console with similar specifications, but would not be able to run CD-based games (without extra add-ons). The Saturn was set to run both cartridge and disc-based software, though the more expensive cartridge support was later dropped when it became clear that CD technology was the best way forward. | |
− | + | While Jupiter was quietly cancelled, Sega of America shocked the gaming world by revealing project Mars, now the Sega 32X, at its first specially planned press-only [[Sega Gamer's Day 1994|Sega Gamer's Day]] event in June 1994. The 32X was also set for release in late 1994, and had been developed independently from the Saturn/Jupiter systems at [[Sega of America]], later emerging as a stopgap between the Mega Drive and Saturn consoles. | |
− | The video-gamer public first got a glimpse at the Summer | + | The video-gamer public first got a glimpse at the [[Summer CES 1994]]. At this point, the 32X was primarily envisioned as a system which would extend the life of the Sega Mega Drive and provide revenue while the installed userbase of the Sega Saturn slowly grew. Fundamentally, however, very few developers saw potential in the add-on, knowing that the more powerful Saturn (and PlayStation, and the Nintendo Ultra 64 as it was known then) was coming within twelve-to-eighteen months. |
In an effort to win over journalists, Sega of America organised a party, though much of the gaming press were disinterested in the games on show and instead turned their attention to escaping Sega's choice of music (only to find the buses that took them there weren't due back until the end){{fileref|UltimateHistoryofVideoGames Book US.pdf|page=510}}. | In an effort to win over journalists, Sega of America organised a party, though much of the gaming press were disinterested in the games on show and instead turned their attention to escaping Sega's choice of music (only to find the buses that took them there weren't due back until the end){{fileref|UltimateHistoryofVideoGames Book US.pdf|page=510}}. |
Revision as of 09:58, 18 June 2016
Contents
Development
Upon its original release in 1988, the Sega Mega Drive was seen as a competitive video game console and noticeably more powerful in many aspects than its major rivals, the Nintendo Entertainment System and PC Engine. By 1993 the roles had reversed, with consoles such as the Super NES, Neo Geo, Atari Jaguar and 3DO Interactive Multiplayer having the edge over Sega's console. Though the Sega Mega-CD had kept some of these problems at bay, the device had not performed as well as intended, and Sega needed a new leapfrog to catch up with its rivals.
Having experienced enormous success during the early 1990s, Sega had numerous hardware development projects underway, some using System 16 arcade technology, others being completely fresh ideas (such as the Sega VR which ultimately failed to be released). On January 8, 1994, Hayao Nakayama, then CEO of Sega, ordered his company to produce a new 32-bit video game console to take the company forward, the result being Project Mars, one of four 32-bit projects taking place during 1994 (the others being the Sega Saturn, Sega Jupiter and later Sega Neptune consoles).
Project Mars had came into existence when Hideki Sato and some other Sega of Japan engineers travelled to North America to collaborate with Sega of America's Joe Miller. Initial plans were drawn up to produce a brand new Sega Mega Drive console with double the colours and a lower cost. Miller saw this as a terrible idea and suggested instead it become an add-on to the Mega Drive[1], in so doing, earning the title of "father of the 32X".
The Mars project would instead involve a unit which could be attached to the Mega Drive similar to the Power Base Converter, allowing the system to play a new set of upgraded games (which became more advanced as more colours and 32-bit processors were introduced), while maintaining backwards compatibility with Mega Drive software and peripherals.
Sega's rumoured 32-bit/64-bit successor to the Mega Drive was officially announced at Winter CES 1993, though it would take many months for playable titles to be produced. For over a year it was expected that the Saturn would take over the reigns in late 1994, with the unseen Sega Jupiter acting as a cheaper alternative - a cartridge-based console with similar specifications, but would not be able to run CD-based games (without extra add-ons). The Saturn was set to run both cartridge and disc-based software, though the more expensive cartridge support was later dropped when it became clear that CD technology was the best way forward.
While Jupiter was quietly cancelled, Sega of America shocked the gaming world by revealing project Mars, now the Sega 32X, at its first specially planned press-only Sega Gamer's Day event in June 1994. The 32X was also set for release in late 1994, and had been developed independently from the Saturn/Jupiter systems at Sega of America, later emerging as a stopgap between the Mega Drive and Saturn consoles.
The video-gamer public first got a glimpse at the Summer CES 1994. At this point, the 32X was primarily envisioned as a system which would extend the life of the Sega Mega Drive and provide revenue while the installed userbase of the Sega Saturn slowly grew. Fundamentally, however, very few developers saw potential in the add-on, knowing that the more powerful Saturn (and PlayStation, and the Nintendo Ultra 64 as it was known then) was coming within twelve-to-eighteen months.
In an effort to win over journalists, Sega of America organised a party, though much of the gaming press were disinterested in the games on show and instead turned their attention to escaping Sega's choice of music (only to find the buses that took them there weren't due back until the end)[2].
During development, the European model was known as the Mega Drive 32.
Release
North America
The 32X was first released in mid-November of 1994 in North America, at a price of $159.99 - $10 more than originally planned and without the expected bundled game[3].
Only a few hundred thousand consoles had been produced for North American distribution, yet orders were in the millions. Games had been rushed for the system in order to be shipped for the Christmas season and frequently came with errors in programming. Some games were found to be incomplete, which is evident in Doom as many levels are missing and musical scores are scarce. Complaints trickled in from consumers claiming that their 32X was not working with their Genesis or television, forcing Sega to give away adapters.
350,000 consoles were shipped in North America in the first three weeks[4] (200,000 of which were sold, half of which during the Thanksgiving weekend alone[5]), with the number rising to 300,000 just before Christmas[6] and 600,000 by early 1995. Within two months of sale, Sega claimed the 32X had out-sold the much-hyped 3DO, however, worries soon spread that Sega would be abandoning the system within the year when the Sega Saturn was given a late 1995 release (something which turned out to be true) and sales plummeted.
In the US the console was dropped to $99 in September 1995, with bundles retailing for $139[7].
About 700,000 32X consoles had been sold by late 1995[8]. It is unlikely many more were sold in 1996 before the platform was scrapped.
Sega had planned for 20 32X (and 32X CD) games to be released between launch and March 1995, rising to 100 by December[9]. Two thirds of this figure never made it to market, though several projects transferred over to the Sega Saturn.
Japan
Japan received their 32Xes in early December, and problems emerged instantly - the Sega Saturn had been released in November, so any plans for the 32X to keep the fledgling Mega Drive console relevant in this region were dropped instantly.
Due to this awkward release schedule, in Japan the 32X was largely ignored, much like the Mega Drive and Mega-CD before it, except this time Sega themselves (not just the consumer) were apathetic about the project.
Europe
The 32X arrived in Europe around the same period as Japan, and in the United Kingdom sold for a challenging £169.99. As a result, Sega decided to offer a £50 discount on games with the console, however, the offer came in the form of rebate vouchers which were difficult to take advantage of. Later the system dropped to £99.99, matching the price of the Sega Mega-CD during this period.
Just like its North American counterpart, the 32X was initially popular, with orders exceeding one million, but not enough were produced, and shortage supply problems arose. But like elsewhere on the planet, questions began to be raised about its long-term prospects, and the system was discontinued within eighteen months.
In Germany the price dropped to 199,-DM on October 10, 1995[10].
Two games, Darxide and FIFA Soccer '96, were only released for the PAL 32X.
Australia
In Australia the 32X was announced initially at $399 AUD, the price dropping to $299 and then coming back up to $349 before launch[11].
Other markets
The 32X saw a release in other markets such as Brazil, South Korea and the complex "Asian" region, and with a small handful of special bundles, may have been distributed more widely than the Mega-CD, even if far fewer units were sold.
Decline
By mid-1995 Sega executives realized their blunder but it was too late. Developers and licensees had abandoned this console in favor of what they perceived to be a true 32-bit console, the Sega Saturn, and even though the 32X add-on was a 32-bit system, the games weren't taking the full advantages of system's capabilities and were not compatible with the Saturn hardware. Many games were 2D, rushed or slightly upgraded Mega Drive/Genesis titles, and many chose to skip the 32X completely, citing its expensive price.
Store shelves became littered with unwanted Sega 32X systems, and prices for a new system dropped as low as $19.95 in the US. Sega planned to redeem themselves with their last console project from 1994, the Sega Neptune (which would have been a Mega Drive and 32X in one), but by the time a prototype was developed, the Saturn was due for release in the west, and it was presumed unprofitable.
To make matters worse six games were released as Sega Mega-CD 32X games, making use of both the Sega Mega-CD and 32X add-ons so that they could benefit from CD quality audio and increased graphical capabilities. With all these Sega consoles on the market (Mega Drive, Mega-CD, 32X, Mega-CD 32X, Sega Saturn, Game Gear and even the Master System) customers were often left confused as to which software would work with which machine/add-on.
By the end of its lifespan there were 34 games released for the 32X, six of which are Mega-CD 32X games. Romance of the Three Kingdoms IV: Wall of Fire was the only Japanese exclusive game. In October 1995 Hayao Nakayama demanded that all 32X projects be discontinued to focus resources entirely on the Saturn, however the technology would be later be recycled in the form of the Sega Picture Magic.
The 32X ceased production by 1996 worldwide, the last game to be released being Spider-Man: Web of Fire. The 32X badly damaged Sega's reputation, which was further tarnished when the Sega Saturn failed to compete with the Sony PlayStation/Nintendo 64 outside of Japan. It is often said Sega never truly recovered, and hence ultimately left the console business altogether. The Sega 32X fiasco is now considered one of the most badly planned console releases of all time.
References
- ↑ File:UltimateHistoryofVideoGames Book US.pdf, page 509
- ↑ File:UltimateHistoryofVideoGames Book US.pdf, page 510
- ↑ File:Edge UK 019.pdf, page 97
- ↑ Press release: 1994-12-12: Demand for Sega's 32X arcade upgrade unit exceed supply
- ↑ Press release: 1995-01-02: Sega 32X upgrade sees a sold-out Yule
- ↑ Press release: 1994-12-20: Sega declares third straight holiday season victory with robust Christmas sales
- ↑ Press release: 1995-09-19: Sega Genesis 32X price comes down to $99
- ↑ File:NextGeneration US 13.pdf, page 12
- ↑ Press release: 1994-11-21: Sega unleashes arcade power for the home
- ↑ File:SegaMagazin DE 25.pdf, page 8
- ↑ File:Hyper AU 014.pdf, page 16