Difference between revisions of "History of the Sega 32X"

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==Development==
 
==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.
+
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 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).
 
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).
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==Release==
 
==Release==
 
===North America===
 
===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{{fileref|Edge UK 019.pdf|page=97}}. Only a few hundred thousand consoles had been produced for North American distribution, yet orders were in the millions, and as was customary for the time, the add-on was initially well received by the gaming press.
+
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{{magref|edge|19|97}}. Only a few hundred thousand consoles had been produced for North American distribution, yet orders were in the millions, and as was customary for the time, the add-on was initially well received by the gaming press.
  
350,000 consoles were shipped in North America in the first three weeks{{intref|Press release: 1994-12-12: Demand for Sega's 32X arcade upgrade unit exceed supply}} (200,000 of which were sold, half of which during the Thanksgiving weekend alone{{intref|Press release: 1995-01-02: Sega 32X upgrade sees a sold-out Yule}}), with the number rising to 300,000 just before Christmas{{intref|Press release: 1994-12-20: Sega declares third straight holiday season victory with robust Christmas sales}} and 600,000 by early 1995. Within two months of sale, Sega claimed the 32X had out-sold the much-hyped 3DO (although the claims were disputed), and the console seemingly showed much potential for the months and years which followed.
+
350,000 consoles were shipped in North America in the first three weeks{{intref|Press release: 1994-12-12: Demand for Sega's 32X arcade upgrade unit exceed supply}} (200,000 of which were sold, half of which during the Thanksgiving weekend alone{{intref|Press release: 1995-01-02: Sega 32X upgrade sees a sold-out Yule}}), with the number rising to 300,000 just before Christmas{{intref|Press release: 1994-12-20: Sega declares third straight holiday season victory with robust Christmas sales}} and 600,000 by the end of 1994{{magref|eg92|30|24}}. Within two months of sale, Sega claimed the 32X had out-sold the much-hyped 3DO (although the claims were disputed), and the console seemingly showed much potential for the months and years which followed.
  
But games were being rushed to market and frequently came with errors in programming. Users began to realise that the 32X conversion of ''Doom'' was lacking many levels, and its audio quality wasn't doing justice to the original musical score. Complaints trickled in from consumers claiming that their 32X was not working with their Genesis or television, forcing Sega to give away adapters, and the complications of the [[Sega Mega-CD 32X]] setup failed to win over hearts and minds.
+
As early as January, 10%{{magref|eg92|30|20}} of consoles were being returned to major retailers{{magref|egm|67|46}}, due to difficulties setting up the machine{{magref|eg92|30|20}}, forcing Sega to print a simplified instruction sheet (and offer help over the phone){{magref|eg92|30|20}}. Sega were reportedly thinking of including a [[RF Unit (Mega Drive 2)|MK-1632 RF Unit]] in the future{{magref|eg92|30|20}} to avoid problems with older televisions.
  
While early titles tasked with defining the 32X, such as the arcade conversions of ''[[Star Wars Arcade]]'', and ''[[Virtua Racing Deluxe]]'' succeeded at first, doubts were cast over the next wave of first party titles, starting with the panned ''[[Motocross Championship]]'' and conversions of the aging ''[[Space Harrier]]'' and ''[[After Burner]]'' (as ''[[After Burner Complete]]''). Then, a drought, with comparatively little on the horizon for the second half of 1995, and only limited support from third-parties.
+
Sega of America tried to position the 32X as the "mass market" machine as part of a "triple play" strategy{{magref|gamefan|0303|106}}. Had things gone to plan, the Mega Drive (Genesis) would have been the $99.99 "casual system", the Saturn as the expensive "hardcore" system, and the 32X lying somewhere in the middle{{magref|gamefan|0303|106}}. This was also to be partially achieved with the publicised-but-ultimately scrapped [[Sega Neptune]] project, set to combine the 32X and Genesis systems into one. At a proposed retail price of less than $200 (complete with pack-in game, set to be the 32X port of ''[[Virtua Fighter]]''), the Neptune represented far better value for money than the combined cost of a new Genesis system ($100), 32X ($150) and the standard price for a 32X title ($70).
  
As early as January, consoles were being returned to major retailers{{fileref|EGM US 067.pdf|page=46}}. There were also questions to be asked about the publicised-but-ultimatelly scrapped [[Sega Neptune]] project, set to combine the 32X and Genesis systems into one. At a proposed retail price of less than $200 complete with pack-in game (set to be the 32X port of ''[[Virtua Fighter]]''), the Neptune represented far better value for money than the combined cost of a new Genesis system ($100), 32X ($150) and the standard price for a 32X title ($70).
+
The early titles tasked with defining the 32X, including the arcade conversions of ''[[Star Wars Arcade]]'' and ''[[Virtua Racing Deluxe]]'', and the first console port of ''[[Doom (32X)|Doom]]'' were successful, and numerous third-party developers lined up for 32X (or [[Mega-CD 32X]] development), many announcing their intentions at [[Winter CES 1995]]. However by [[E3 1995]], just four months later, many had switched allegience to the Saturn (which was launched by surprise on the first day of the show) or had cancelled projects outright.
  
Then there worries that Sega would be abandoning the 32X within the year in favour of the Saturn, now with its late 1995 release date seemingly set in stone. With the promise of 3D gaming exchanged for enhanced Mega Drive conversions (mirroring the problems witnessed with the [[Sega CD]]), 32X sales plummeted and failed to receover.
+
Sega's second wave of first party titles, starting with the panned ''[[Motocross Championship]]'' and conversions of the aging ''[[Space Harrier]]'' and ''[[After Burner]]'' (as ''[[After Burner Complete]]'') also failed to capture the same imagination as their initial offerings. With comparatively little on the horizon for the second half of 1995 and only limited support from third-parties, 32X sales plummeted and failed to receover.
  
 
Adding salt to the wound, many big titles were also cancelled within months of the system's launch. A publicised 32X version of ''[[Ecco the Dolphin (32X)|Ecco the Dolphin]]'' was scrapped early on, and multi-million dollar projects such as ''[[Shadow of Atlantis]]'' failed to surface (despite being advertised on the console's box). 3D texture-mapped ''[[Metal Head]]'' was delayed past the launch window, and while hopes were raised with ''Virtua Fighter'' (and to a lesser degree the ''Sonic the Hedgehog'' spin-off ''[[Chaotix]]''), a superior Saturn version was already widely anticipated.
 
Adding salt to the wound, many big titles were also cancelled within months of the system's launch. A publicised 32X version of ''[[Ecco the Dolphin (32X)|Ecco the Dolphin]]'' was scrapped early on, and multi-million dollar projects such as ''[[Shadow of Atlantis]]'' failed to surface (despite being advertised on the console's box). 3D texture-mapped ''[[Metal Head]]'' was delayed past the launch window, and while hopes were raised with ''Virtua Fighter'' (and to a lesser degree the ''Sonic the Hedgehog'' spin-off ''[[Chaotix]]''), a superior Saturn version was already widely anticipated.
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In the US the console was dropped to $99 in September 1995, with bundles retailing for $139{{intref|Press release: 1995-09-19: Sega Genesis 32X price comes down to $99}}.
 
In the US the console was dropped to $99 in September 1995, with bundles retailing for $139{{intref|Press release: 1995-09-19: Sega Genesis 32X price comes down to $99}}.
  
300,000 32X consoles had been sold by the first half of 1995{{fileref|MAN!AC DE 1995-05.pdf|page=24}}, 400,000 going into Christmas{{fileref|EGM2 US 17.pdf|page=32}} and rising to about 700,000 32X consoles by the end of the year{{fileref|NextGeneration US 13.pdf|page=12}}. In early 1996 the console's price dropped to around $50 with games set at $20, in order to clear stock in favour of the Saturn{{fileref|GamePlayers US 0902.pdf|page=20}}.
+
300,000 32X consoles had been sold by the first half of 1995{{magref|maniac|1995-05|24}}, 400,000 going into Christmas{{magref|egm2|17|32}} and rising to about 700,000 32X consoles by the end of the year{{magref|nextgeneration|13|12}}. In early 1996 the console's price dropped to around $50 with games set at $20, in order to clear stock in favour of the Saturn{{magref|gameplayers|0902|20}}.
  
 
===Japan===
 
===Japan===
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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.
 
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.
  
270,000 consoles are thought to have been sold in Japan{{fileref|MAN!AC DE 1995-05.pdf|page=25}}.
+
270,000 consoles are thought to have been sold in Japan{{magref|maniac|1995-05|25}}.
  
 
===Europe===
 
===Europe===
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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.
 
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.
  
35,000 units had been sold in the UK{{fileref|MAN!AC DE 1995-05.pdf|page=25}}, and 10,000 units had been sold in Germany by the first half of 1995{{fileref|MAN!AC DE 1995-05.pdf|page=24}}.
+
35,000 units had been sold in the UK{{magref|maniac|1995-05|25}}, and 10,000 units had been sold in Germany by the first half of 1995{{magref|maniac|1995-05|24}}.
  
In Germany the price dropped to 199,-DM on October 10, 1995{{fileref|SegaMagazin DE 25.pdf|page=8}}.
+
In Germany the price dropped to 199,-DM on October 10, 1995{{magref|segamagazin|25|8}}.
  
 
Two games, ''[[Darxide]]'' and ''[[FIFA Soccer '96]]'', were only released for the PAL 32X.
 
Two games, ''[[Darxide]]'' and ''[[FIFA Soccer '96]]'', were only released for the PAL 32X.
  
The console appears in post-communist Europe in 1995, but not in all countries.The console was distributed in the Czech Republic, Slovakia, Hungary, Slovenia, Russia and the CIS countries. In 1996, it was also released in Bulgaria. There is no information about distribution in other Central and Eastern European countries.
+
32X was released in all post-communist countries, but it wasn't popular due to low availability, especially when compared to the Mega CD II.
  
===Australia===
+
===Australasia===
In Australia the 32X was announced initially at $399 AUD, the price dropping to $299 and then coming back up to $349 before launch{{fileref|Hyper AU 014.pdf|page=16}}.  
+
In Australia the 32X was announced initially at $399 AUD, the price dropping to $299 and then coming back up to $349 before launch{{magref|hyper|14|16}}.
  
 
===Other markets===
 
===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.
+
The 32X saw a release in other markets such as South America, South Korea and the complex Asian and African 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===
 
===Decline===
 +
{{quote|One of its biggest problems was that by being an add-on and its owners were a sub-set of the sub-set of video game owning people. At the time you had the [[Sega Genesis]], [[Super Nintendo]], [[3DO]] and the [[Atari Jaguar]] (in that order and not counting the [[Sega CD]].) As a game developer in 1994 you decide you are going to make a game for the Sega Genesis, but are you going to make a regular Genesis game or a [[32X]] game? You have to ask yourself how many Genesis users have the 32X add on? Let’s assume you are certain that 60% of the Genesis users are going to buy your game. But if only 40% of the people who own the Sega Genesis also have the 32X that means that your 60% gets squashed down to only 24% ... Anyway unless you have some shot at getting a whole lot of free advertising from [[Sega of America|Sega]] for being a 32X game to make up for that huge loss of potential sales you are going to do a regular Genesis game.|''[[Joseph B. Hewitt IV]]''|ref={{ref|https://web.archive.org/web/20231123062714/https://working-as-designed.blogspot.com/2005/09/okay-how-about-grape-xbox-360.html}}}}
 +
 
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 titles, and many chose to skip the 32X completely, citing its expensive price.
 
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 titles, and many chose to skip the 32X completely, citing its expensive price.
  
In early 1996, [[Sega of America]] instructed all 32X developers to abandon their projects or convert them into Sega Saturn games{{fileref|GamePlayers US 0902.pdf|page=20}}.
+
In early 1996, [[Sega of America]] instructed all 32X developers to abandon their projects or convert them into Sega Saturn games{{magref|gameplayers|0902|20}}.
  
 
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.
 
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.
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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.
 
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.
 +
 +
==Sales==
 +
{{SalesTable|JP=yes|NA=yes|EU=yes|AS=yes|WW=yes|
 +
{{SalesTableRow|date="First three weeks"|NA=200,000{{intref|Press release: 1995-01-02: Sega 32X upgrade sees a sold-out Yule}}}}
 +
{{SalesTableRow|date="Just before Christmas" 1994|NA=300,000{{intref|Press release: 1994-12-20: Sega declares third straight holiday season victory with robust Christmas sales}}}}
 +
{{SalesTableRow|date=1994|BE=2,000<ref>Screen Digest March 1995 page 60</ref>|FR=5,000<ref>Screen Digest March 1995 page 60</ref>|IT=5,000<ref>Screen Digest March 1995 page 60</ref>|NL=3,000<ref>Screen Digest March 1995 page 60</ref>|ES=5,000<ref>Screen Digest March 1995 page 60</ref>}}
 +
{{SalesTableRow|date=1995-01-01|NA=600,000{{magref|eg92|30|24}}}}
 +
{{SalesTableRow|date="First half of 1995"|JP=270,000{{magref|maniac|1995-05|25}}|UK=35,000{{magref|maniac|1995-05|25}}|DE=10,000{{magref|maniac|1995-05|24}}}}
 +
}}
  
 
==References==
 
==References==
{{multicol|
 
 
<references/>
 
<references/>
}}
 
  
{{MegaDrive}}
+
{{MegaDrive32X}}
 
[[Category:History]]
 
[[Category:History]]
 
[[Category:Sega 32X]]
 
[[Category:Sega 32X]]

Latest revision as of 18:22, 6 January 2024

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 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. Mars would be produced at Sega of America, independently from the Saturn and Jupiter projects.

But it was the Sega Saturn which had caught the public's attention, and this 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 incompatible with 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.

However, while Jupiter was quietly cancelled, Sega of America shocked the gaming world by revealing its own 32-bit Mars system, now known as the Sega 32X, at its first specially planned press-only Sega Gamer's Day event in June 1994. Sega promised 32-bit gaming by the end of the year, with the Saturn being put on hold until technology prices and software support had caught up.

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, and as was customary for the time, the add-on was initially well received by the gaming press.

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 the end of 1994[7]. Within two months of sale, Sega claimed the 32X had out-sold the much-hyped 3DO (although the claims were disputed), and the console seemingly showed much potential for the months and years which followed.

As early as January, 10%[8] of consoles were being returned to major retailers[9], due to difficulties setting up the machine[8], forcing Sega to print a simplified instruction sheet (and offer help over the phone)[8]. Sega were reportedly thinking of including a MK-1632 RF Unit in the future[8] to avoid problems with older televisions.

Sega of America tried to position the 32X as the "mass market" machine as part of a "triple play" strategy[10]. Had things gone to plan, the Mega Drive (Genesis) would have been the $99.99 "casual system", the Saturn as the expensive "hardcore" system, and the 32X lying somewhere in the middle[10]. This was also to be partially achieved with the publicised-but-ultimately scrapped Sega Neptune project, set to combine the 32X and Genesis systems into one. At a proposed retail price of less than $200 (complete with pack-in game, set to be the 32X port of Virtua Fighter), the Neptune represented far better value for money than the combined cost of a new Genesis system ($100), 32X ($150) and the standard price for a 32X title ($70).

The early titles tasked with defining the 32X, including the arcade conversions of Star Wars Arcade and Virtua Racing Deluxe, and the first console port of Doom were successful, and numerous third-party developers lined up for 32X (or Mega-CD 32X development), many announcing their intentions at Winter CES 1995. However by E3 1995, just four months later, many had switched allegience to the Saturn (which was launched by surprise on the first day of the show) or had cancelled projects outright.

Sega's second wave of first party titles, starting with the panned Motocross Championship and conversions of the aging Space Harrier and After Burner (as After Burner Complete) also failed to capture the same imagination as their initial offerings. With comparatively little on the horizon for the second half of 1995 and only limited support from third-parties, 32X sales plummeted and failed to receover.

Adding salt to the wound, many big titles were also cancelled within months of the system's launch. A publicised 32X version of Ecco the Dolphin was scrapped early on, and multi-million dollar projects such as Shadow of Atlantis failed to surface (despite being advertised on the console's box). 3D texture-mapped Metal Head was delayed past the launch window, and while hopes were raised with Virtua Fighter (and to a lesser degree the Sonic the Hedgehog spin-off Chaotix), a superior Saturn version was already widely anticipated.

Sega had planned for 20 32X (and CD 32X) games to be released between launch and March 1995, rising to 100 by December[11]. Two thirds of this figure never made it to market, though several projects transferred over to the Saturn.

In the US the console was dropped to $99 in September 1995, with bundles retailing for $139[12].

300,000 32X consoles had been sold by the first half of 1995[13], 400,000 going into Christmas[14] and rising to about 700,000 32X consoles by the end of the year[15]. In early 1996 the console's price dropped to around $50 with games set at $20, in order to clear stock in favour of the Saturn[16].

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.

270,000 consoles are thought to have been sold in Japan[17].

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.

35,000 units had been sold in the UK[17], and 10,000 units had been sold in Germany by the first half of 1995[13].

In Germany the price dropped to 199,-DM on October 10, 1995[18].

Two games, Darxide and FIFA Soccer '96, were only released for the PAL 32X.

32X was released in all post-communist countries, but it wasn't popular due to low availability, especially when compared to the Mega CD II.

Australasia

In Australia the 32X was announced initially at $399 AUD, the price dropping to $299 and then coming back up to $349 before launch[19].

Other markets

The 32X saw a release in other markets such as South America, South Korea and the complex Asian and African 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

One of its biggest problems was that by being an add-on and its owners were a sub-set of the sub-set of video game owning people. At the time you had the Sega Genesis, Super Nintendo, 3DO and the Atari Jaguar (in that order and not counting the Sega CD.) As a game developer in 1994 you decide you are going to make a game for the Sega Genesis, but are you going to make a regular Genesis game or a 32X game? You have to ask yourself how many Genesis users have the 32X add on? Let’s assume you are certain that 60% of the Genesis users are going to buy your game. But if only 40% of the people who own the Sega Genesis also have the 32X that means that your 60% gets squashed down to only 24% ... Anyway unless you have some shot at getting a whole lot of free advertising from Sega for being a 32X game to make up for that huge loss of potential sales you are going to do a regular Genesis game.

Joseph B. Hewitt IV[20]


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 titles, and many chose to skip the 32X completely, citing its expensive price.

In early 1996, Sega of America instructed all 32X developers to abandon their projects or convert them into Sega Saturn games[16].

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.

Sales


} } } }


Date Japan North America Europe Asia Worldwide
"First three weeks" 200,000[5]
"Just before Christmas" 1994 300,000[6]
1994
FR: 5,000[21]
ES: 5,000[22]
1995-01-01 600,000[7]
"First half of 1995" 270,000[17]
UK: 35,000[17]
DE: 10,000[13]

References

  1. File:UltimateHistoryofVideoGames Book US.pdf, page 509
  2. File:UltimateHistoryofVideoGames Book US.pdf, page 510
  3. Edge, "April 1995" (UK; 1995-02-23), page 97
  4. Press release: 1994-12-12: Demand for Sega's 32X arcade upgrade unit exceed supply
  5. 5.0 5.1 Press release: 1995-01-02: Sega 32X upgrade sees a sold-out Yule
  6. 6.0 6.1 Press release: 1994-12-20: Sega declares third straight holiday season victory with robust Christmas sales
  7. 7.0 7.1 Electronic Games (1992-1995), "March 1995" (US; 1995-0x-xx), page 24
  8. 8.0 8.1 8.2 8.3 Electronic Games (1992-1995), "March 1995" (US; 1995-0x-xx), page 20
  9. Electronic Gaming Monthly, "February 1995" (US; 199x-xx-xx), page 46
  10. 10.0 10.1 GameFan, "Volume 3, Issue 3: March 1995" (US; 1995-xx-xx), page 106
  11. Press release: 1994-11-21: Sega unleashes arcade power for the home
  12. Press release: 1995-09-19: Sega Genesis 32X price comes down to $99
  13. 13.0 13.1 13.2 MAN!AC, "05/95" (DE; 1995-04-12), page 24
  14. EGM², "November 1995" (US; 1995-1x-xx), page 32
  15. Next Generation, "January 1996" (US; 1995-12-19), page 12
  16. 16.0 16.1 Game Players, "Vol. 9 No. 2 February 1996" (US; 1996-0x-xx), page 20
  17. 17.0 17.1 17.2 17.3 MAN!AC, "05/95" (DE; 1995-04-12), page 25
  18. Sega Magazin, "Dezember 1995" (DE; 1995-11-15), page 8
  19. Hyper, "January 1995" (AU; 199x-xx-xx), page 16
  20. https://working-as-designed.blogspot.com/2005/09/okay-how-about-grape-xbox-360.html (Wayback Machine: 2023-11-23 06:27)
  21. Screen Digest March 1995 page 60
  22. Screen Digest March 1995 page 60


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