*cough* ahem.... |
Thus, once the Super Nintendo had been on the market for a few years, Sega felt that they needed to release add-ons to the Sega Genesis to extend the console's life-span until their next full-console release. Enter: The Sega 32X add-on system.
How did it work? Simple... |
Just stick it in your Genesis! Yes, Sega fully intended that sex joke. |
Announced in June 1994, this add-on boasted 32-bit graphics. The idea was to once again jump ahead of Nintendo in the graphical ladder, since the SNES only had a 16-bit processor. Not only that, but Sega needed a way to compete with the 3DO (as I mentioned in my last two entries), the Atari Jaguar, and this new "Playstation" that Sony was announcing. True, Sega was working on their next console, the Saturn, but they were afraid that it would take too long to reach the market, and they'd miss their opportunity to impress consumers with 32-bit games.
Originally, the 32X was going to be marketed as a completely separate system. However, when pitched to the Sega of America research and development head Joe Miller, the idea was considered,
And so, it was agreed that this 32-bit system would be produced as an add-on for their popular Genesis console. Remember, the idea for the add-on was to get their 32-bit games out earlier than the Sega Saturn would be able to, as well as provide a cheaper alternative to those who couldn't afford a Saturn (Its debut price was $399 compared to the 32X's $160). However, this decision quickly caused Sega to hit obstacles during the manufacturing stage.
For starters, this idea for a 32-bit add on was only created in January of that same year. So in order to release an entirely new piece of hardware within the same year required a vast amount of resources and teamwork. Sega was already under way producing their Saturn hardware, with 32-bit processing units. However, with the 32X also suddenly on the assembly line, Sega found out that maybe doubling the amount of 32-bit chips you need isn't a good idea. They quickly suffered a shortage, which delayed the manufacturing of both, mainly the 32X. Not only that, but language barriers made it difficult for the teams in Japan and the U.S. to develop this add-on within a year.
In June 1994, the 32X was shown to the public at the Consumer Electronics Show in Chicago. Meanwhile, the Sega Saturn made its debut to the public at the Tokyo Toy Show...in June 1994. it seemed that tensions were rising within Sega, with the American team placing their faith in the 32X add-on, and Sega of Japan giving priority to the Sega Saturn.
In August, Sega promised 12 games at launch, and 50 more would be on the way in 1995. The 32X was released in November 1994 in North America, just in time for the holidays. Japan received the add-on shortly after in early December.
So what went wrong?
Well first, the Sega Saturn was released in Japan on November 22, 1994: ONE DAY after the 32X's release in North America. Thus, the whole point of making a 32-bit add-on before their 32-bit system came out was rendered moot, and basically resulted in them releasing two products at the exact same time, causing competition with themselves. And.....marketing basically disappeared for the 32X shortly after release since Sega could, you know, advertise their actual console now. And predictably, publishers like Capcom and Konami quickly shuffled over to the Saturn as well for obvious reasons.
Since the Saturn was selling very highly in Japan, Sega of America was told to focus on the Saturn, and cut all support for Genesis products and add-ons. By the end of 1994, only 665,000 32X units had been sold worldwide compared to nearly 500,000 Saturns in Japan alone. Six months later, the Saturn came to North America, and had already sold one million units (again, mostly in Japan).
In the end, of the roughly 62 games that were promised for the 32X, only 34 were released, and 6 games that required both the 32X and Sega CD add-ons. How much money would you need to spend just to be able to buy those games?!
Sega Genesis was $190
The Sega CD priced at $299
And the 32X was $160.
This came to a total of *types furiously on a calculator* $649. So you wanted to make 32-bit games for people that couldn't afford a Sega Saturn, and made them the same price as the 3DO. Good job, Sega. So how much is the 32X worth, now? I got mine three years ago for $5 at a flea market, if that tells you how little demand there is for it.
But surely there must have been good games for the add-on! How can you go wrong with titles like these?!
Virtual Racing, NBA Jam, a Star Wars game, a game about a Sonic the Hedgehog character, motherfuckin' Doom?! |
Well....tune in for the next part where we check out the games.
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