Difference between revisions of "Sega 32X"

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==Technical specifications ==
 
==Technical specifications ==
*Processor: Twin Hitachi (SH2) 32 bit [[RISC ]]processors with a clock speed of 23 MHZ 40 MIPS
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*Processor: Twin Hitachi SH-2 (SH7095) 32-bit RISC processors with a clock speed of 23 MHZ 40 MIPS
 
*Co-processors: Overlay Mega Drive [[Motorola]] [[M68000]], [[Zilog Z80]], Genesis 32X VDP; Video processor 50,000 texture mapped polygons texture mapping hardware scaling and rotation.
 
*Co-processors: Overlay Mega Drive [[Motorola]] [[M68000]], [[Zilog Z80]], Genesis 32X VDP; Video processor 50,000 texture mapped polygons texture mapping hardware scaling and rotation.
 
*Video: 32,768 simultaneous colours on screen; Mega Drive resolution overlaying over existing Mega Drive/Mega-CD video
 
*Video: 32,768 simultaneous colours on screen; Mega Drive resolution overlaying over existing Mega Drive/Mega-CD video

Revision as of 00:04, 9 March 2010

File:Sega 32x.jpg
Sega 32X sitting atop a Sega Genesis Model 2.

The Sega 32X (Japanese: スーパー32X; Romaji: Supa 32X) was a game console add-on created and distributed by SEGA.

In Japan, the console add-on was distributed under the name Sega Super 32X. In North America, its name was the Sega Genesis 32X. In Europe, Australia, and other countries that use PAL, it was called the Sega Mega Drive 32X.

The system cannot work by itself. The Sega 32X can only be used in conjunction with a Sega Mega Drive/Sega Genesis system; it is plugged in where the cartridge bay is. Besides playing its own cartridges, it also acted as a passthrough for Genesis games so it would be a permanent attachment. The 32X came with 10 coupons and several spacers, so it would work with all versions of the Genesis.

All versions of the 32X all have lockout chips, so 32X games cannot be played on a different region than the region the console is set to use.

Almost all of the games released for the Japanese market had already been released in the United States, albeit some had different names.


History

With the release of the Super Famicom in Japan and the Super NES in North America, Sega needed to leapfrog in order to catch up to Nintendo in the technological department. The Sega Mega-CD aka Sega CD hadn't worked as well as Sega wanted it to. Sega had various hardware development projects underway. Some used System 16 technology like the Sega MegaDrive and Sega Genesis did, as well as other arcade games.

On January 8, 1994, Hayao Nakayama, then CEO of Sega, ordered his company to make a 32-bit cartridge based console that would be in stores by Christmas 1994. This would at first be referred to under the codename "Project Jupiter", but after Sega found CD technology cheaper, they decided to modify it instead of dropping the cartridge project. Hideki Sato and some other Sega of Japan engineers came over to collaborate about the project with SEGA of America's Joe Miller. The first idea was a new Sega Mega Drive with more colors and a 32-bit processor. Miller thought that an add-on to the Mega Drive would be a better idea, because he felt that gamers would not buy an improved version of the Mega Drive. And so, this project was codenamed Project Mars, and Sega of America was going to shape the project.

The 32X was primarily envisioned as a system which would extend the life of the Sega Mega Drive/Genesis and provide revenue while the installed userbase of the Sega Saturn slowly grew.


The video-gamer public first got a glimpse at the Summer 1994 CES in Chicago, Illinois. The console was unmasked as the 32X, with a price projection of $170, at a gamers' day, held by Sega of America on September 1994.

The 32X was released in mid-November 1994 in North America for $150 the same month that the Sega Saturn was released in Japan., Japan in December 1994, and Europe in January 1995 for £150.

Only 500,000 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 they came with errors in programming. Some games which were ports left out portions which were in the original game. This is evident in Doom as many levels are missing and musical scores are scarse. Many were complaining that their 32X was not working with their Mega Drive/Genesis or television. Sega was forced to give away adapters.

Since this was an expensive add-on system, Sega decided to offer a £50 discount on games with the console in Europe. However, the offer came in the form of rebate vouchers which were difficult to take advantage of. Just like its North American counterpart, this console was initially popular. Orders exceeded one million, but not enough were produced, and shortage supply problems arose. Two games, Darxide and FIFA Soccer '96, were only released for the PAL 32X. The Darxide videogame had been awarded "Best 32X Game".


By, mid-1995, Sega executives realized their blunder and 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. Even though the 32X add-on was a 32-bit system, the games weren't taking the full advantages of systems capabilites. Many games were 2D and rushed or slightly upgraded Mega Drive/Genesis titles. Also, customers perceived the Sega Saturn and the Sony PlayStation as the true next-generation consoles, and abandoned the 32X as doubts had arisen of Sega's promise to support it. Others chose to skip the 32X completely and wait for the PlayStation and Saturn. Store shelves became littered with unwanted Sega 32X systems, and prices for a new one dropped as low as $19.95. Sega planned a console named the Sega Neptune, which would have been a Genesis and 32X in one. However, by the time a prototype was developed, the Sega Saturn was going to be released, and the Sega Neptune was cancelled.

The system ended production in 1996 worldwide. The last game made for the 32X was Spider-Man: Web of Fire (1996). In the end the system was merely a gap filler between the Genesis and the Saturn. The 32X badly damaged Segas reputation and ultimately they left the console business altogether. The Sega 32X fiasco is now considered one of the most badly planned console releases ever.

Technical specifications

  • Processor: Twin Hitachi SH-2 (SH7095) 32-bit RISC processors with a clock speed of 23 MHZ 40 MIPS
  • Co-processors: Overlay Mega Drive Motorola M68000, Zilog Z80, Genesis 32X VDP; Video processor 50,000 texture mapped polygons texture mapping hardware scaling and rotation.
  • Video: 32,768 simultaneous colours on screen; Mega Drive resolution overlaying over existing Mega Drive/Mega-CD video
  • Memory: 512k (4 MBit) additional RAM to Mega Drive/Sega Mega-CD memory
  • Audio: Stereo PWM (Pulse Wave Modulation) mixing with Mega Drive sound; additional 2 channels (therefore 14 all together?)
  • I/O: Same as Mega Drive; 32X upgradable; can upgrade the 32X
  • Storage: CD-ROM if you have a SegaMega-CD; speed same as Sega Mega-CD compatible with audio CD, CD&G, SegaCD and JVC WonderMega
  • Cartridge: compatible with all Mega Drive models, JVC Wondermega can store save game/score information.

Box Scans

External links


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