  


The following article was written by Sam Pettus (aka.
The Scribe) and was originally
featured on the now closed SegaBase website. It has been posted here in it's
entirety with only minor formatting changes and spelling mistakes fixed. Any
opinions stated are not necessarily the opinions of Video Game Rebirth. Any
questions, related problems or feedback should be directed to the author, and
are in no way the responsibility of this website or its staff.

Volume 5 - Sega/Mega/Super 32X/CD 32X - Project Mars: Anatomy of a Failure - REVISED EDITION
2001.09.20 :: Sam Pettus (The Scribe)
» Back to Index
The Stage Is Set
In 1993, the Sega Genesis finally uncrowned the Nintendo Entertainment
System (NES) as the number one videogame console in the highly profitable
North American marketplace. They had been gaining on the videogame
giant for some time, and the dethroning of their rival was a sweet taste
long remembered ... while it lasted, that is.
It was also the year that Sega saw the handwriting on the wall.
Nintendo had not been thrown off by the release of the MegaDrive to the
Japanese market in late 1989. They had continued to develop their
own 16-bit videogame console at a leisurely pace, content that the Famicom
(NES) would continue its worldwide domination of the home console market.
They already had a strong worldwide market established for their products,
and decided to take their time in coming up with a console that would meet
their marketing needs. Also, the existing Nintendo distribution pipeline
could be used for the new console, so there was no hurry. Thus it
was that Nintendo's 16-bit videogame console did not hit the Japanese market
until 1990. It was universally derided by critics as overhyped and
underpowered, but as expected took the Nintendo-dominated Japanese market
by storm.
The Super Famicom (SFC) had arrived.
In a surprising move, Nintendo did not immediately move to bring the SFC
to Western shores. NES sales were still strong overseas, and it appeared
that the Genesis (the Western MegaDrive) and Hudson's TurboGrafx 16 (the
Western PC Engine) were floundering against their older competition.
All of that changed the following year, however, when Yuji Naka's
Sonic the Hedgehog
hit the Genesis gaming scene. Because of this one game, this one fantastic
and legendary platformer which finally gave Sega the corporate mascot
they so sorely needed, Sega eventually seized control of the much-coveted
North American market. It was a hard-fought prize that they would not
willingly relinquish. Nintendo would resort to every trick in the book
(and then some) to get it back, but the one that eventually worked was
the only one that could have worked. Nintendo decided to rush the SFC
to the North American market. This meant that it couldn't build up
and hype the console as well as they did the NES, but Nintendo was a
patient company. Their name had become synonymous with home videogames
(i.e. "Let's go play Nintendo"), and they were confident that their new
system would eventually help them regain their market dominance. They had
a virtual stranglehold on third-party development of videogames, and
potential users could rest assured that "the good stuff" would most
likely be exclusive to them or make it to their console first. Besides,
the upstart Sega had it coming to them - how dare they steal the spotlight
so brashly! The Super Famicom finally saw its North American debut
on 9 September 1991, and its debut title was none other than
Super Mario World.
The Super Nintendo Entertainment System (aka Super NES, SNES)
had arrived. Sega's market superiority in the Americas was now doomed.
It is easy to see why Sega was so concerned about the Super Nintendo.
While it may have lacked the sheer processing power of the Genesis, its
audiovisual capabilities were far superior. It could do graphic tricks
that a stock Genesis could not, such as sprite scaling and rotation.
It had better and richer FM synthesized stereo sound. Moreover, almost
from the get-go, Nintendo and its developers started designing custom chips
into certain cartridges that would provide the extra "oomph" that the stock
console lacked. Oh, and let's not forget the worldwide popularity
of the Mario and Zelda franchises, either.
Super Mario World.
was an instant hit. Shooters such as
Gradius III,
Super Metroid,
and the legendary
Choujikuu Yousai Macross: Scramble Valkyrie
(which never saw an American release) showed that the SNES could be
every bit the arcade plaformer that the Genesis was for those who knew
how to work around its weaknesses. In addition, RPGs such as
The Legend of Zelda: A Link to the Past
and Final Fantasy III
made the SNES the platform of choice for fans of that genre. It had
taken Sega just over three years to wrest the number one spot away from
Nintendo. Sega had to act, and soon, otherwise Nintendo would reclaim the throne.
A variety of approaches were considered by Sega's development teams, ranging
from the practical to the esoteric. Sega already had plans for a
number of new consoles on the drawing boards, and one or more of these
seemed the most likely approach. There was also the idea of adding
support via custom chips inside the carts, just as Nintendo and its licensees
were doing, and a development team was soon tasked to look into that possibility.
There was also the lessons to be learned with the relative failure of the
Sega CD, that while both innovative and comparable to a stock SNES suffered
from low sales due to a poor program base. The sad reality is that
Sega CD was a console ahead of its time, as the market was not quite ready
for CD-based videogames. Neither was the technology, for that matter,
and gamers never really warmed to the idea of interactive movies, either.
As a result, the Sega CD failed miserably, and Nintendo continued to gain
on Sega's lead. The SNES was playing a good job at catch-up in the
console wars, and it seemed inevitable that it would pass the Genesis in
the North American market as soon as it possibly could. Something
had to be done, and quickly.
This is where Project Mars enters the picture.
The Birth Of Project Mars
Sega actually had several different projects going simultaneously aimed
at developing new versions or incarnations of its videogame console hardware
for home use. Some of these were significant variations of the tried
and true Genesis, some were based on arcade hardware, and some were entirely
new animals altogether. These are known as the "planet" series, because
each was supposedly code-named for the different planets of the Solar System.
While this picture is not very accurate, nevertheless it serves as a good
reference point for the average gamer or consumer. I'm sure that
most of you are by now familiar with Project Saturn - the CD-ROM console
that started out as the Sega GigaDrive and then evolved into its own.
Let's move inward across the Solar System as we look at this and two other
such projects.
-
Project Neptune was intended to be an upgraded
Genesis console, with the enhancements consisting primarily of added 32-bit
processing and added audiovisual capabilities. This is actually not
the best time to discuss Neptune, though, as it evolved directly from Project
Mars. We shall leave this design concept alone for now.
-
Project Saturn, is likewise best left alone as
well. It was to be a 32-bit console built from the ground up, utilizing
the same CD-ROM technology that had first been tried with the Sega CD.
You know it today as the machine it eventually became, the Sega Saturn.
-
Project Mars is the one upon which we need to
focus. It was the one that produced Sega's first 32-bit videogame
system for retail sales. You know it as the 32X. How it evolved
from drawing board to plastic mushroom is an interesting tale in and of
itself, and gives and interesting peek into Sega's confused state of
mind at this time with regards to its future videogame console plans.
The system that would be known as Project
Mars was given birth on 8 January 1994, the night before the opening of
the 1994 Winter CES in Las Vegas, Nevada, in a hotel room during a conference
among top-level Sega executives from both Japan and America.
Those present at this meeting included Sega CEO Hayao Nakayama, Sega of
America president Tom Kalinske, his special assistant Joe Miller, Sega
of Japan's Hideki Sato, Sega of America's Paul Rioux, and a couple of other
Sega of Japan personnel. Surprisingly enough, Nakayama was the one
who first broached the subject at this meeting. As such, it is he
and not Sega of America's Joe Miller who should be given credit as being
"the father of the 32X." Miller remembers this meeting well.
Quite simply, Nakayama-san had directed the company to design and produce a
cartridge-based 32-bit platform and bring it to market before the Christmas selling
season of 1994. This was a lengthy, somewhat heated meeting - but in the
end there was no question that Sega of Japan (in the form of a classic
Nakayama mandate) had determined that this was what we were going to do.
It was [now] up to the senior team to figure out and go execute.
The difference, this time, was that Sega of Japan was actually inviting
Sega of America into the process - instead of creating new platforms in
a vacuum and throwing them over the ocean at us when it was too late to
have meaningful input .... Sega of Japan was completely committed and was
[ready to] mobilize whatever internal resources were require to finish
the design and produce it in quantity for Christmas.
As first presented by Hideki Sato and his team of engineers, the original
concept for Mars was little more than a Genesis with an extra 32-bit processor
(a Hitachi SH-1, according to some reports) and an expanded color palette
(128 out of 512 possible colors on screen). Joe Miller, who
was in fact chief technical wizard at Sega of America, was appalled at
the suggestion. "That is a horrible idea," he told them. "If
all you're going to do is enhance the system, you should make an add-on.
If it's a new system with legitimate software, great. But if the
only thing it does is double the colors ...." There was some grumbling
about this, but in the end Sega of Japan conceded the point. They
had several other hardware projects in the works, so this one was to be
left up to the Americans. Mars was to be Sega of America's baby,
although senior management staff from Sega of Japan would be present and
oversee it through to production. By the time all was said and done
that could be accomplished at that meeting, Nakayama was so excited at
the prospect of Project Mars that he wanted its "core senior design team"
to leave CES before it had even started and get started working on the
new system right away. Miller, Sato, and the rest wound up attending
the rest of the show, but went ahead and began the process during a series
of late night meetings in Miller's hotel room over the next four days.
What Miller and his associates at Sega of America did not know at the time
was that Sega of Japan already had another competing 32-bit nextgen console
design under wraps back at home. They would not learn about this
new system until work on Project Mars was already well underway.
Project Mars was actually conceived in parallel to another scheme, one
that allowed a stock Genesis to play games utilizing special features not
found on the console by use of custom chipsets inside the cart itself.
It seemed a natural enough approach, as Nintendo was already doing this
for the SNES with their Super FX processor and Capcom was doing the same
with their C4 chip. The Super Virtual Play (SVP)
concept was thus born, and all three of Sega's current 32-bit AM2 arcade
wonders - Daytona USA, Virtua Fighter, and Virtua Racing
- were considered to test the idea. These are the only confirmed
SVP carts, although there are a few reports that SVP treatments of both
Virtua Fighting and Star Wars Arcade were also briefly considered.
Virtua Racing
was the title that was finally chosen to test the technology,
and it also wound up as the only SVP cart ever released. It proved
too expensive for Sega to continue developing, and thus the SVP concept
died a premature death. Project Mars would prove to be the superior
approach to such sophisticated arcade conversions on Genesis hardware.
It has been intimated over the passing years that Project Mars shared similarities
in design with the system that would later be publicized as Project
Jupiter, the abandoned nextgen 32-bit cart-only console supposedly
conceived by Sega of Japan alone and carefully kept under wraps from
Sega of America until it was eventually abandoned. This would have
meant that carts designed for use with Mars would have also worked in a
Jupiter console, and there was also talk about a Jupiter-inspired cart
adaptor for Sega's other 32-bit console, which was even then already
in development. Back-compatibility with currently owned games is the dream
of many home videogame players, and several reports about Project Jupiter
were somehow leaked to the public. While Sega did hint at times that a
16-bit path to its up-and-coming 32-bit technology was possible, they never
actually committed themselves to this idea except for the 32X. As it turned
out, what was reported by many gaming magazines at the time as Project
Jupiter was nothing more than the original conception for Project Mars -
a dedicated 32-bit cartridge console based on Genesis technology. Also, as
we now know, Sega of Japan had by this point already decided to make a
total break from carts and was doing so with Project Saturn -
the direct result of its experimentation with Sega CD. The cart adapter
for the Saturn that would have permitted the use of Genesis and 32X games
never existed, except as wistful thinking on the part of many a Sega fan.
Such a device would have been an expensive and unnecessary oddity for
what was now a CD-ROM based console. In retrospect, it might not have
been a bad idea, but Sega of Japan had other plans.
While Sega of Japan kept its 32-bit ace up its sleeve for as long as it
could, Hideki Sato and his senior engineering staff continued to assist
Joe Miller and his team over at Sega of America in shaping Project Mars
into a workable product. Their avowed goal was to come up with a
means of assisting a standard Genesis console in playing 32-bit videogames.
The ideal system would be a low-cost, high-performance upgrade path that
would give the Genesis superior performance versions of the much-lauded
"missing" features found in the SNES. In addition, it would also
have to both support and enhance the Sega CD, as the existence and availability
of the Genesis CD-ROM accessory would permit larger and more sophisticated
titles than could be achieved by cartridge alone. The end result
would be a powerful, low-cost add-on that would plug into the cartridge
port of a stock Genesis and turn it into a 32-bit machine. At least
three initial design concepts were proposed for the Mars production unit,
according to Miller's recollections. The first would have resulted
in a Genesis hybrid akin to some of Sega's custom arcade cabinets from
the late 1980s, such as Space Harrier and After Burner 2,
which would have sported twin Motorola MC68000 CPUs and an additional VDP.
Nobody was really happy with this one, since it was not that much of an
improvement over the Genesis itself. The second appears to have been
something of an interim design adding another VDP and a single Hitachi
SH-1 RISC CPU instead of the extra MC68000, not all that different from
an SVP-equipped Genesis, but this too was eventually scrapped due to cost
and production issues. The third was a more powerful design suggested
by Sega of Japan engineers that sported twin Hitachi SH-2 RISC CPUs and
a more powerful VDP than its two earlier incarnations. It was a complex
approach, to be sure, but there was a reason for it. Sega of Japan's
next console, details of which they were slowly beginning to unveil to
their American colleagues, would have similar processing architecture.
If Sega's third parties became accustomed to working with the parallel
RISC design now, they argued, then the third parties would be ready for
Sega's next system. All three Mars concepts made it into the alpha
prototype stage, but it was Sega of Japan's twin SH-2 design that eventually
wound up gaining final approval by Sato, Miller, and their associates.
This was quite an achievement, considering the restricted amount of time
in which they had to work (mere months) and the limitations of the console
upon which it was based (the aging 16-bit Genesis). A little bit
of modification here, some plastic trim there, and a rather odd-looking
and top-heavy device began to take shape.
One final topic to be addressed by the 32X design team was modem play.
Since the Mars technology was essentially an extra layer on top of standard
Genesis hardware, modem support proved to be a surprising small hurdle.
Included in Sega's goals for the 32X was the plan to add Sega Channel support
in November 1995 for Japanese subscribers, and support in September 1996
(at the latest) for North American subscribers. In addition, Catapult's
X-Band Network indicated that they would also provide 32X support on their
system.
The eventual end result of Project Mars was the now-familiar "Sega mushroom",
as Sega developers and licensees had by now nicknamed it. Call it
what you will - Genesis 32X (United States), Mega 32X (Europe), or Super
32X (Japan) - the resultant device was a 32-bit upgrade accessory for a
stock Genesis that was designed to enhance its base console in several
significant ways. Here are the specs for the system that Sega of
America conceived:
Project Mars (aka Super 32X, Genesis 32X, Mega 32X)
| Component |
Description |
| Processors |
32X boot rom (Genesis/32X detection, SH2 policing)
Twin 23 MHz Hitachi SH2 32-bit RISC CPUs
32X VDP (overlay Genesis video, polygonal graphics)
Additional PCM (mixes with Genesis audio)
|
| Memory |
512K on-board (in addition to stock Genesis memory)
|
| Connection |
A/V overlay cable (Genesis 2 mini-DIN pinout)
Twin RF shields (for use with older Genesis 1 consoles)
Unit spacers (for use with Genesis 2 or CD-X consoles)
|
|
The additional features that Project Mars added to a stock Genesis were impressive
- two additional digital sound channels, 32,768 simultaneous colors on-screen,
full 3D graphics support pumping up to 25,000 polygons a second, and true
scaling and rotation of sprites. The fact that it overlaid its capabilities
on top of a stock Genesis meant that standard Genesis carts could be used
with the device - the older code was merely "passed through" the unit without
tripping the 32X boot ROM. Stock Genesis cartridge housing could
be used to deliver new 32-bit games, too, although 32X production cartridges
were actually enlarged a bit in order to distinguish them physically from
older 16-bit titles. The device was designed to work with all standard
Genesis consoles past and present, including the new CD-X, and could be
installed in a manner of minutes with little hassle. It seemed the
perfect upgrade, and Sega of America wasted no time in seeking production
approval from company executives.
So what was the major obstacle in the way of the 32X? Sega itself.
Sega of America was all for the machine, of course, but most of the insiders
at Sega of Japan was still betting on their baby, the CD-ROM based Project
Saturn. They had little use for a "mere Genesis upgrade," and would
rather that Sega's customer base start over with a whole new generation
of videogame hardware and software. Not only could Sega deliver the
Saturn to fulfill this anticipated need, but it could also prove
more profitable for the company in the long run. All-new hardware
plus all-new software equals all-new profits, and Sega of Japan was betting
that most of Sega's customers would gladly (and quickly) ditch their older
systems for the Saturn. In the end, though, Nakayama liked what Miller,
Sato, and the rest of the 32X design team had wrought and gave it his blessing.
It was Nakayama's considered opinion that the 32X was in a perfect position
to fill the gap between the aging Genesis and the up-and-coming Saturn,
and it seemed to him that it could be a saleable product during this crucial
phase. It would be Sega's first 32-bit videogame console to hit the
markets, and it would give Sega's less affluent customer base something
upon which to whet their appetites while they scrimped and saved for the
pleasures that only Saturn would offer once it arrived.
Much to their chagrin, Sega of Japan was drafted to provide the production
facilities for the 32X. The reason was obvious - Sega of America
simply did not have the means to mass-produce the unit themselves.
This they did with typical Oriental calm, but behind their resigned masks
was the conviction that their time and resources were better used
elsewhere - like on Project Saturn, perhaps. Sega of Japan never
really accepted the 32X as a real system and remained supremely confident
that the Saturn would eventually reveal itself as the true heir to the
Genesis legacy. Sega's internal rift over the anticipated rise and
direction of the 32-bit videogame market would prove to have major implications
not only for the 32X and Saturn, but also for the financial future of Sega
itself.
The videogame community got its first heads-up on Sega's plans at the 1994
Summer CES in Chicago, Illinois. A complete prototype 32X CD system
(as Sega termed it at that time) was on display at Sega's booth, with only
minor differences in color scheme and styling from the final production
model. Also on hand were working betas or CinePak demos of several
titles planned for the new system. Among these were Bullet Fighters
(a 3D polygonal space shooter), Ultimate Fighting (a 2D zoom-and-pan
fighter), and Ecco the Dolphin (a 32-bit enhanced version of the
original). Also announced at that show was another title, one for
which Sega fans had been clamoring ever since rumors of a new Sega system
had started during the previous year.
"So, where's the Sonic game? Every new Sega platform's got to have
a Sonic game, right?"
Sonic CD
had unwittingly set a trend for Sega. Sonic and friends were now a true
franchise, as Sega fans had come to expect a new Sonic game with every
new Sega platform - much as Mario fans expected a new Mario game with
every new Nintendo platform. The word-of-mouth was strong on this one,
and it was fueled by a series of pictures leaked to the game zines of the
day. Sonic the Hedgehog 4 was to be a true 3D game, featuring
polygonal rendered characters moving about in a real 3D environment.
The pictures looked absolutely fantastic and far beyond anything the pokey
SNES could deliver, even with the most powerful custom chip that Nintendo
or its licensees could shoehorn inside the cart casing. Sega fans were
beside themselves as they impatiently waited for the 32X to be released.
In late September of 1994, Sega of America staged a special Gamer's Day
to unveil Project Mars to the American market. The name given for
the new system was the Genesis 32X, as in "32 times the power."
It was pitched as a low-cost 32-bit upgrade path for the 13 million
Genesis owners nationwide. The projected price was expected to be no more
than US$170 or so, depending on the foreign currency exchange rates -
remember, Sega of Japan were the ones actually mass-producing retail units.
"American gamers want arcade gameplay, and they want it now," said Sega
32X project manager Haven Duburl, "but they don't want to pay a lot for
it, and they don't want to abandon their 16-bit library." 12 games were
promised for the system's official launch in November, with more on the
way. Here are the twelve originally proposed 32X launch titles:
In addition, Sega openly talked about more 32X titles that it hoped to deliver
by the end of 1995. Among these were Ecco the Dolphin, Tomcat
Alley Deluxe, College Basketball's National Championship,
Metal Head,
and Wire Head (CD 32X) - making for an actual total of
18 titles ready, impending, or under development. Some 25 companies
were listed as being on the 32X development bandwagon at the Gamer's Day
press briefings: Acclaim, Accolade, Activision, American Softworks,
Altus, Capcom, Capitol Multimedia, Core Design, Crystal Dynamics, Domark,
Fox Interactive, GameTek, Hi-Tech Entertainment, Interplay, JVC, Konami,
Playmates Interactive, Rocket Science Games, Software Toolworks, Sunsoft,
Takara, Technos, Time Warner Interactive, Vic Tokai, and Virgin.
Just a few days later on 29 September, Sega of Japan officially began mass-producing
32X units. Sega of America's avowed goal was one million units manufactured
and distributed to retailers by Christmas. Sega corporate openly
admitted that they might fall short of their goal, as actual production
somehow started behind schedule. The inside scoop had it that Sega
would not be able to move all of its planned inventory of 32X consoles
until January of 1995.
The nationwide ad campaign to promote the 32X was pure Sega, and anybody
familiar with their trademark sense of sly humor will smile in knowing
understanding. In the first ad, a shocked boy watches as a 32X adapter
slides up and down in the cartridge slot of the new Genesis Mark 2 console,
redesigned in the same streamline style as its newest accessory. "Mommy,
what are those two Sega machines doing?" he wails. "They're making
an arcade system, dear," comes the hushed reply. A parade of system
specs followed, worded in the same vein, followed by the tag line, "Bringing
the 32-bit gaming experience home. 'X' is next." The second
one was an even more risque reply to the first. "Oh YES ... more,
MORE, faster, FASTER, Faster!" followed by the now-familiar picture of
a 32X sliding up and down inside a Genesis Mark 2 console's cartridge port.
"What did you think we were talking about, you little degenerate?" the
ad copy continues. "Get your mind out of the gutter and back where
it belongs. Once you get the 32X-perience, you won't want anything
else (except that, you animal!) 'X' is next ... oh baby, oh
baby ...."
By now, Sega of America had over US$10 million invested in their 32X rollout.
Their public statements, along with the intensive ad campaign (on both
print and on TV media) was consistently insistent that the 32X was a viable
upgrade for Genesis owners and not a mere throwaway product as some industry
wags were already claiming. The 32X was getting a lot of good press
in the trades and zines, giving Sega more confidence in its hope that 32X
sales would translate into excellent profit margins. At the least,
it might prove to be an indication whether or not the gaming public was
truly ready for a pure 32-bit videogame system, such as the CD-ROM based
system that Sega of Japan had quietly finished overseas. With
Nintendo breathing down its neck, Sega did not want to wind up producing
"yet another Sega CD."
In the meantime, Nintendo remained unconcerned about the threat of 32X
sales against the SNES. They continued to maintain this attitude
even as the impending holiday shopping season grew closer and closer -
the time of the year when the industry almost always made its biggest profits.
They had a little surprise up their sleeve aimed directly at Sega.
If it just so happened to catch those other upstarts, the Atari Jaguar
and the Panasonic 3DO, then that was just fine, too. "[This] will
be the biggest title of the season for any platform," said Nintendo of
America vice-president George Harrison. "We want to give our customers
every reason not to trade up to other systems." The new title was
slated to appear in November, the same month that the 32X made its official
debut, and Nintendo gave its customers a taste of what expect at the 1994
Shoshinkai (Space World) gaming expo in Japan. Customer response,
fueled by word-of-mouth and glowing reports from the trades, resulted in
over 2.2 million orders placed by October - far more that the 2 million
carts Nintendo had on hand. So what was the game that Nintendo had
positioned as its "32X killer" - the game that was supposed to prove that
32-bit consoles weren't really necessary just yet?
Donkey Kong Country.
Sega's reaction to this news was understandable. While at the Sega
Gamer's Day show that unveiled the 32X, Sega of America president Tom Kalinske
gave an extensive interview at Disney's Epcot Center to Game Players
magazine. Concerning Nintendo's concurrent release of
Donkey Kong Country
vs. the 32X rollout, he said, "The 16-bit business and the subsequent upgrade
to it is going to be very, very strong for at least another two to three
years. We think our titles are much stronger than
Donkey Kong Country;
however, I congratulate Nintendo on having one good title this year."
Kalinske would eventually have to eat his words.
Despite the obvious threat from Nintendo, Sega of America released the
32X on time and schedule to North America in mid-November of 1994.
It was released in a low-key manner to Japanese customers the following
month, and by January 1995 had also become available in Europe and Australia.
32-bit power was now in the hands of American home videogamers everywhere,
and Sega was the first to make it so.
A Run For The Roses
When it made its debut in November of 1994, the 32X had an advertised retail
price of US$150. This was about US$20 less than first projected,
but it was a welcome announcement. Nothing had really changed as
far as financing went, except that the Japanese yen had dropped against
the American dollar. This news was well received by potential buyers,
as US$170 had seemed a tad hefty for a mere upgrade. Even so, everybody
knew that US$150 would have been about half the cost a full-blown, standalone
32-bit console. Six 32X games were available from the start, with
more to follow, at an average price of US$60 to US$70 a pop. This
was comparable to the price of Nintendo's newest titles at the time, including
that worrisome one just over the horizon, but the promised sophistication
of 32X titles was hoped to overcome the doubts of the cash-conscious.
The six titles that were announced to retail outlets along with the 32X
were as follows:
Cosmic Carnage,
Doom,
Metal Head,
Star Wars Arcade,
Virtua Fighter, and
Virtua Racing Deluxe.
This represented a bit of a shakeup in Sega's original plans for
system launch titles, and almost all of it had to do with production
problems. The anticipated "real version" of
After Burner
was not ready in time, which forced Sega to replace it with another arcade conversion,
Space Harrier.
There were delays in converting the older Sega CD titles to the new CD
32X format. In fact, only three of the six announced launch titles
made it to store shelves on time.
Doom
was rushed out the door, a victim of its own popularity, and
this resulted in a playable yet buggy game that still sold well.
Star Wars Arcade
fared better than
Doom,
fortunately, and the word-of-mouth on it combined with
the immense popularity of the Star Wars franchise made it the most
welcomed title of the fledgling 32X lineup. Not far behind was
Virtua Racing Deluxe,
which many gamers argued (and rightly so) that this was the excellent
conversion of the popular coin-op that Sega should have released the
previous year. As a result, Game Players magazine rated the
32X as the #4 most wanted "hardware hit" for the 1994 holiday system.
Everybody who was anybody was bragging about what Sega had to offer in
terms of its new 32-bit Genesis upgrade. Unfortunately, at least one
of the announced launch titles continued to be plagued by production titles, and
Metal Head
would not make it to store shelves until February of 1995.
It was a portent of things to come.
If there was one game that had to be singled out as the 32X's biggest hit
during the holidays (and thereafter), it had to be a certain well-known
space shooter.
Star Wars Arcade
has been called "the game that saved Sega in 1995." As expected, Nintendo's
Donkey Kong Country
sales were nothing short of astronomical. It turned out to be the market
crusher that Sega feared it would be, and it dominated the videogame market
throughout the 1994-1995 holiday shopping season. Sega's move to make
Star Wars Arcade
a launch title proved to be a wise one, because the ingrained
acceptance of the Star Wars franchise coupled with the overall excellence
of the game made it one of Sega's best-selling titles of the season.
While it did not come anywhere near to matching the astronomical sales
figures of Nintendo's monster hit, it proved strong enough to actually
boost 32X system sales. As former Sega developer Eric Quakenbush noted,
"Star Wars [Arcade]
really saved their bacon that Christmas."
Most of the focus on the 1995 Winter CES was on the planned U.S. launch
of the Saturn later that year. Even so, Sega of America was quick
to push the 32X. Attendees at the show were treated to Sega spokespersons
pitching the 32X as an ideal bargain solution for teens and other younger
gamers. The Saturn would be expensive once it arrived, so it would
pretty much be limited to the adult crowd (and those kids whose parents
were affluent enough to afford one - ed.). It would also justify
owning a Sega CD, as the long-announced CD 32X releases were set to start
rolling off the production lines. Unfortunately, Sega's 32X presentation
fell rather flat with the industry wags. "It lacked oomph," as Game
Zero's Michael Lambert put it, and fellow writer Marty Chinn was even
less impressed. "You had to have an appointment to get in[to their
booth]," he noted in his writeup. "Bad move." Game Zero
also probably put it best when they said, "Sega had a general plethora
of new Genesis and 32X games, although there was no one single game that
they were trying to push as [its own] market crusher."
Reports of Sega's perceived arrogance did not sit well with their core
audience, which just happened to be what the 32X was aimed towards - young
gamers, both older kids and teens alike. These were the people who
were actually playing Sega's games, and they were the ones actively convincing
their parents as to what to buy them in the days ahead. While
everybody concerned was wowed by what the 32X could do, and were suitably
impressed with the software at hand, many gamers voiced the opinion that
they'd rather wait for the Saturn or PlayStation instead.
There was also a small but highly vocal crowd who claimed it was only as
a stopgap measure - a little taste of 32-bit power to tide the market over
until the Saturn and Playstation came along, or perhaps something even
better. "Everybody knows that 32X is a Band-Aid. It's not a
next generation system," said Trip Hawkins, president of Electronic Arts.
The gaming magazines of the day had their own opinions on the matter.
"Some people claim that this is only a stopgap measure," commented Game
Players on the issue, "while [we're] waiting for the 64-bit machines,
but it's really cool!" Stop-gap ... Band-Aid ... waiting for the
new systems ... a common theme was being voiced by the videogame industry,
and it was one that boded ill for Sega's mushroom.
It was no wonder, what with the small size of the 32X software base and
all that "stopgap" hype, that gamers chose not to invest heavily in the system -
save for the few hardcore Sega loyalists who bought 32X unit itself and the
two or three "good" titles that they felt justified its price, such as
Doom and
Star Wars Arcade.
As a result, sales of both 32X consoles and games quickly tapered off
after the holidays. They were slow, almost apathetic, as 1995 clicked by
month after month, even though new titles were now coming out on a
regular basis. Some gamers, such as Michael Brimson of Orlando, Florida,
chose to skip the 32X altogether. "What's going on?" he wailed in a
letter to Game Players. "Sega's making me mad. Why is it coming
out with stuff like 32X, Saturn, and CD-X? [CD-X was a portable Sega
CD - ed.] Come on, I ain't rich. I have a Genesis and Sega CD, and already
I don't have enough games. Now they expect me to buy a 32X?" A lot of
other cost-conscious Sega gamers were asking themselves similar questions.
Was there any good reason to upgrade to 32X now, when the real
32-bit consoles were going to be on sale by the end of the year? Best to
save up what little money one could scrimp together until then. Besides,
Saturn was looking mighty promising ... but PlayStation looked even better.
Sega's tragic positioning of the 32X so close to the impending arrival
of the real 32-bit consoles, coupled with its own tragic miscalculation
of its potential fan base, had made the 32X a market anomaly almost
from the get-go. It was a system condemned to impending failure before
it could ever turn a profit, and that is exactly what happened.
A faint glimmer of hope for what few beleaguered 32X fans there were came
along in late spring of 1995, when Sega confirmed its intentions to
release Project Neptune as a commercial product. It was Sega of
America's answer to Sega of Japan's original Project Mars
concept - the all-in one 32-bit upgraded Genesis console. The Neptune
console (US$400) was designed to be a direct replacement for the aging
Sega Genesis, incorporating both Genesis and 32X hardware within the same
housing. The working prototype unit pictured at the press briefing
(and later reprinted in the trades) was almost identical to the Genesis
Mark 2 console in both size and design. This was good news to buyers
of the Sega CD Model 2, which had been designed to mate with the Genesis
Mark 2. Even so, the steep price tag (twice the original price of
the Genesis) caused many of those same users to gag in disbelief.
Word from Japan about the Sega Saturn and Sony Playstation was by now quite
widespread, so many users were leaning strongly towards purchasing the
new 32-bit CD-ROM systems with their impressive array of launch titles.
Still, for those with large Genesis and 32X cart libraries, the Neptune
remained an attractive upgrade possibility - especially after the announced
price was later reduced to a more reasonable US$200. It was also a pleasant
prospect for those few licensees still committed to coding for the 32X, and
Frontier Developments (creators of the legendary sci-fi strategy game Elite)
quietly began work on a 3D polygonal shooter for the new system.
DarXide
was to be the very first game for the Neptune, and it promised to be just
as slick-looking and smooth-playing as the best Saturn shooters currently
available over in Japan.
It would also be one of the last 32X titles ever released.
"So what happened to Sonic the Hedgehog 4?"
You know, that's a good question. It is a sad fact that nowhere in the 32X
software library does Sonic do so much as even a silent cameo. The so-called
"Sonic game" that was released didn't even have Sonic in it. In fact, while
Knuckles Chaotix
was a definite improvement on the tried and true Sonic run-and-jump formula,
and threw in some unique innovations of its own (sprite scaling and the
infamous "bungee mode"), it didn't look and play anything like the preview
pics that had so wowed the Sega scene back at the end of 1994. In fact,
and this was not known until afterwards, it was based on a 2D Sonic
prototype game for Genesis that Sega had been kicking around its software
development division for just over two years. As for those tantalizing
screenshots? They were actually taken from an in-house video Sega had
produced for an amusement park attraction, although this little item of
information would not be discovered until years later.
Public reaction to
Knuckles Chaotix
was mixed. A few magazines praised it. Others gave it only grudging praise.
Almost everybody complained about the much-publicized "bungee mode,"
which tended to hamper rather then enhance gameplay. Sonic fans aired
much vitriol over the fact that it was still a 2D game and not the
3D riot that had been widely anticipated. They felt cheated by
Knuckles Chaotix,
and they let it be known that as far as they were concerned, Sega was now in the
doghouse. It is rather ironic to note, in retrospect, that a "real" Sonic
game (at least in the eyes of his many fans) would not be released by Sega until
Sonic Adventure
for Dreamcast in December 1998 - almost four years after
Chaotix first hit store shelves.
The second quarter of 1995 marks a defining moment in the brief history
of the 32X. This is the time during which the bulk of Sega's 32X
licensees decided to officially abandon the system and concentrate all
of their efforts on the Saturn instead. They had never bought Sega's
early press about maintaining the 32X along with the Saturn, and the
perception that the 32X was a mere stopgap product remained strong.
Sega's announcement that the Saturn was coming to North America in the
fall of 1995 meant that time had now run out for the old technology. The
Genesis was about to go bye-bye and would take the 32X along with it,
so these companies needed to shift gears immediately and port over
existing and planned projects if they were going to be ready to support
the new Saturn videogame market. Besides, it was an unnecessary duplication
of effort to code for a soon-to-be-dead system when the same piece of code
could be released for a new system that would remain on the market for
several years, thus increasing potential revenue and better offsetting
development costs. To quote former Sega developer Eric Quakenbush,
"Developers didn't want to invest time and resources in creating games
for a platform that was going to be overshadowed by something as big as
[the] Saturn." The time had come to choose between the two systems, and
almost everybody went with the Saturn.
The effect was almost immediate, and the trades of the day quickly picked
up on the move as the word began to spread. One after another, unconfirmed
reports "leaked from reliable sources" appeared that major developers were
bailing on the 32X. Capcom appears to have been the first to leave
the fold (32X ports of Street Fighter 2 and Dark Stalkers
were widely anticipated but never released), and their move seemed to spark
an avalanche of sorts. Interplay ... EA Sports ... Readysoft ...
Acclaim ... one after another, the major developers starting bailing on
their 32X commitments. In truth, many of these had never been happy
with Sega's plans for the 32X, and Capcom's departure was just the excuse
they needed to also jump ship. "And just where was everybody
going?" you might ask. "To the Sega Saturn or the Sony PlayStation,"
was the undeniable answer. Even Sega itself seemed to be ignoring its own
public statements regarding the future of the 32X, hurriedly rushing the
release of several titles and canceling outright several others in order to
make way for the Saturn rollout. Sega was worried about Sony's PlayStation,
and rightly so, because it looked as if it would be a worthy competitor.
As a result, Sega CEO Hayao Nakayama decided to put all of its eggs in one
basket and push the Saturn for all it was worth. In October of 1995, Nakayama
ordered all Sega consoles save the Saturn cancelled so the company could
better focus its limited resources on the next console war, which in point
of fact had already begun. Nakayama's choice came at the worst possible
moment for Sega's entire product line, right during a period of market
transition, and the 32X suffered the most as a result of his decision.
If news of the impending death of the 32X had been mere speculation up
to this point, then Sega's sudden move towards the Saturn made it a swift
reality. By the end of the third quarter of 1995, the time that the
Saturn and PlayStation were set to debut, tales of the impending demise
of the 32X had become so persistent that coverage of the console had all
but stopped. The only vendors still developing for the 32X were overseas,
such as Core and Frontier, and they were more concerned with finishing
their existing projects than preparing any new ones. By and large
the industry was ignoring it, and it received practically no coverage at
the Electronic Entertainment Expo (E3) trade show later that month.
The 32X was now doomed.
The remainder of 1995 saw a handful of additional titles released for the
32X. This brought the total count of released titles up to somewhat
less than three dozen - a far cry from the one hundred titles or so that
had been anticipated by or announced to 32X fans. A few more were announced,
such as ports of Hosenose and Booger and Sega's own Garfield
in TV Land, but they were subsequently cancelled. In addition,
Sega also cancelled plans for the Neptune in the wake of the Saturn rollout,
much to the irritation of both potential customers and developers alike,
and this further hastened the decline of the 32X. "Overall, the lack
of quality software is the 32X's crucial flaw," noted Game Players
in their December 1995 issue. "Finding new 32X games in 1996 is going
to be even harder than it was in 1995."
Among the casualties left behind in the wake of Sega's move was an almost
legendary yet unreleased title that once again had been shoved to the back
of the line. Word of mouth was strong on Shadow of Atlantis,
an interactive RPG first conceived for the Sega CD and then rescheduled
for a CD 32X release. It was an ambitious project, inspired by Jules
Verne's 20,000 Leagues Under the Sea, in which Captain Nemo and
the crew of the Nautilus were to embark on a search for the legendary
lost continent of Atlantis. The CD 32X system was the first Sega
console that promised to deliver author Eric Quakenbush's grand plans as
he intended, but the death of the 32X changed all that. Once again,
Shadow of Atlantis was put on the back burner, and it was tentatively rescheduled
for a Saturn release - much to the growing irritation of Quakenbush and
his team. As it turned out, Shadow of Atlantis would never
make it out the door, and a disgruntled Eric Quakenbush would eventually
leave Sega a short time later.
By November of 1995, just one year after its launch, the handwriting was
on the wall for the 32X. The price of the 32X was now a mere US$100,
and for US$40 more you buy it with a pack-in game (usually
Doom).
Almost all of the scant handful of developers who still had titles in development
handed them off to Sega for finish-up work. They simply didn't want
to mess with it anymore, as the Saturn was by now the Sega development
platform of choice. This meant that there would be precious few new
32X titles for 1996 - the year in which the system was supposed to have
been hitting its stride with the videogame market - and there would be
no more once this small supply had been exhausted. Game Players
put it this way, saying, "The launch of the Saturn and lack of third-party
support have doomed the 32X to an even shorter life than Sega CD."
The name Sega was now beginning to acquire a rather bad taste in the mouths
of home console owners, which was not surprising given the company's apparently
growing aloofness towards its customers. In fact, many a dedicated
Sega gamer began to seriously consider jumping ship altogether. It
was a feeling that they shared in common with a steadily growing number
of Nintendo fans, who were also upset at their preferred vendor's strident
insistence that the 16-bit SNES was still an economically viable platform
despite the arrival of the 32-bit newcomers. So, which one to choose?
Obviously not the 32X, as it was dying the death of a thousand cuts right
before everybody's eyes. What about the Saturn? It was public
knowledge that the Saturn never had and never would have the 3D punch of
the new Sony PlayStation, and this made Sony's new box quite attractive
to disgruntled videogame fans from all corners of the globe. Saturn
was a decent machine, alright, but it was designed during the heyday of
2D systems. It was now a 3D videogaming world, and were hardcore
videogamers willing to risk Sega "biting them in the butt" again on a new
system, just like they had done with the 32X - especially with the rumors
of the new 64-bit Sega Eclipse already beginning to surface? Many
decided not to wait around and find out, and PlayStation sales began to
soar against the Saturn.
By this time, however, the 32X was dead and gone - unmourned and all-but-forgotten.
Frontier's
DarXide
was quietly released to European 32X owners in January of 1996, never
seeing its intended American release.
Spider-Man: Web of Fire
hit American retail shelves about the same time. Together, they hold
the notable distinction of being the last two 32X titles ever delivered
to retail markets, and with that ends the sad tale of Project
Mars. Of the 500,000 consoles shipped to retailers by Sega, only
two-thirds or so (using the most objective figures) wound up in users'
homes. The rest of them sat on store shelves despite massive discounts,
save when discovered by Genesis owners looking to augment their aging systems
on the cheap. Within two years, 32X titles were sitting in the bottom
of the bargain bins, some marked down to as little as US$2 each, and the
32X mushroom itself could be had brand new in the box for as little as
US$20. Few people missed the 32X, and even fewer bemoaned its passing. The
32X may have been the first 32-bit gaming system to hit the market, but
it also wound up being its first 32-bit casualty.
Aftermath
It is said that hindsight is almost always an exact science - "If this,
then that," and so on. It is also said that once history has been
made, then it cannot be remade, but only repeated at a later time.
Let us take a moment to analyze the demise of the 32X. Perhaps if
we can understand why it failed, and how Sega's experience with it helped
to bring about the bad reputation they endured afterward, then maybe we
can appreciate how hard Sega worked not to repeat the same mistakes with
the Dreamcast rollout in 1999.
The first thing to do is to address the one nagging issue that has plagued
the 32X in almost every single write-up that you will find nowadays.
This is usually expressed in one of two forms: "It was a throwaway
product meant to maintain sales until the Saturn came out," or "It was
a cheap stopgap that Sega never really supported."
It can be demonstrated from the record that the 32X was never
intended as a throwaway product. In fact, quite the contrary.
The trades of the time are full of reports of Sega's avowed public
support for the 32X. Even so Sega-cynical a magazine as Electronic
Gaming Monthly (EGM) was quoted as saying, "As far as we know,
Sega has no intention of dropping support for the 32X even after
the Saturn hits US shores. It's a pretty safe bet that if sales of
the 32X continue to be brisk, your investment is safe." While a case
can certainly be made that it was in fact a stopgap measure, designed
to hold off Sega's competition for two or three years until Saturn sales
picked up, no such case can be made that it was destined for the
discard bin from day one. Sega of America sank US$10 million into
the 32X rollout, financing an advertising campaign that included both print
and visual media, as well as some memorable TV commercials. If that
figure seems small by today's standards, consider that US$10 million also
happens to be the approximate amount that Sega of America spent on the
Genesis rollout back in late 1989. It might have been considerably
more had not their counterparts over in Sega of Japan been drafted into
actually producing the system and its games, with the latter practically
kicking and screaming the whole way. One must also weigh Sega executive
Tom Kalinske's comment that he foresaw the 16-bit market remaining viable
for another two or three years. American console videogamers have
traditionally desired to take as many of their existing games with them
when upgrading to a new system in order to save costs. The 32X was
perfect for this due to its unique design, and was thus poised to take
full advantage of the existing 16-bit market. Since it was
essentially a 32-bit enhancer for an existing 16-bit console, it could
have conceivably accounted well for itself had it been allowed to survive
and thrive. This was exactly as Sega of America had planned. Unfortunately,
neither Sega of Japan nor the rest of the industry were listening.
The internal rivalry that was taking place within Sega during 1991 to 1995,
the period in which Sega was prepping its 32-bit technology for eventual
release, is perhaps the key internal issue at the heart of the 32X demise.
"Joe [Miller] may have been the father of the 32X," recalls former Sega
executive Michael Latham, "but he had to choose between bad choice number
one and bad choice number two. I think he made the better choice
and made a valiant effort to make the best of an impossible situation."
Remember, Project Mars wound up being the darling of Sega of America, whereas
Project Saturn was the virtual holy grail of Sega of Japan. Sega's
two main branches were on two different paths to their anticipated 32-bit
delights. Sega of America foresaw a gradual upgrade to a fast, cheap
32-bit system that maintained cartridges as the preferred delivery system,
whereas Sega of Japan had in mind a clean break from its past with a brand-new
system utilizing CD-ROM storage. The Genesis had been a resounding
success in America, whereas it was a mediocre performer in Japan.
In contrast, the Sega CD had done poorly in America, but had fared better
than expected in Japan. Sega of Japan remained firm in its conviction
that CD-ROM games would be the wave of the future, and the record shows
that they fought Sega of America almost every step of the way in developing,
releasing, supporting, and promoting the 32X. They all but refused
to assist with the system, and only a scant handful of 32X titles ever
came from the land of the Rising Sun. There's an old adage that says,
"If you shout long enough and loud enough, then people will eventually
listen to you." That is exactly what Sega of Japan did, and their
tactics paid off in time. They eventually got their way, but the
public flip-flop that Sega corporate eventually had to perform over the
32X vs. Saturn affair resulted in a mess that left a bad taste in the mouth
of many an Sega customer and developer. It is one that is still remembered
to this day. Sega of Japan may have been right in the long
run, but the way in which Sega corporate mismanaged its internal dispute
ultimately hurt their public image in the short run.
Sega's internal rivalry no doubt helped fuel the confusion in the minds
of the companies that had originally agreed to back the 32X. They
knew that Sega had at least four 32-bit videogame systems in the development
pipeline, and more than one expressed a desire for Sega to make up its
mind to pick one and go with it. When Sega of America confirmed the
impending release of the 32X (and subsequently its more sophisticated cousin,
Neptune), then many were willing to commit to the new system. Their
initial confidence was shaken, however, when Sega continued to commit itself
to multiple 32-bit systems. "There are too many planets. It's
a confused strategy," complained Edward Brogan of Jardine Fleming.
Which one of these console concepts would Sega ultimately choose as the
successor to the Genesis? Lets see, you had your choice of a 32-bit
Genesis upgrade (32X), press releases of a 32-bit upgraded Genesis console
(Neptune), rumors about a pure 32-bit cartridge-based console (Jupiter).
and growing reports from Japan about Sega's new 32-bit CD console (Saturn)
- all within the space of a couple of years. That doesn't leave a
lot of time to develop much of anything substantial, according to the developers,
and many chose to idle along on ports while Sega's future designs settled
into something more comprehensible. As the Saturn began to loom larger
and larger in Sega's vision of the future, it didn't take much for the
developers to see what was coming. They began to bail as fast as
they could in order to ramp up for Saturn support. Capcom and Konami's
simultaneous departure from the 32X
fold was just the excuse that most of the ones already developing needed to
bail, while others had by that time chosen not to follow through with their
announced commitments. This meant that whatever games were being
produced for the 32X during all of 1995 were for the most part ports of
existing products handled by second-string or even third-string development
teams, with original titles being few and far between. That is exactly
what happened, as a quick glance at the 32X release list will show.
For example, the only EA Sports title for the 32X,
FIFA Soccer 96,
had been intended for simultaneous American and European releases and promoted
as such. Once EA sensed the impending change of direction at Sega,
FIFA 96 was scrubbed from their American release schedule. The
game itself, representing a late-beta 32-bit enhanced port of the original
Genesis game, was then quietly released to the European market, where a
soccer game for a soon-to-be-discontinued system might be expected to sell
more successfully. Another example is Koei's
Gekijoban Sangokushi IV,
which we know here in the West by the title
Romance of the Three Kingdoms IV: Wall of Fire.
Koei produced both 32X and Saturn versions of the game, but only the
Saturn version was released outside of Japan. The impending demise of
the 32X ensured that an English-language export version was never
released, let alone attempted.
Finally, one has to consider the rapid development of the 32-bit videogame
market. Sega of America officially previewed the 32X and its games
to the public in September of 1994, two months ahead of its scheduled release
date in November. The trades and zines for the next two months were
full of glowing praise for the planned 32X launch titles and the system
itself, as well as growing reports about Sega and Sony's CD-based systems
in Japan. Sega of Japan released the Sega Saturn in November 1994,
the same month as Sega of America released the 32X, in order to get the
jump on the Sony PlayStation. Once the system specs, screen snaps,
and early reviews of the Saturn and PlayStation started coming in, then
it was pretty much curtains for the 32X. Even the Saturn, admittedly
the lesser of the two systems, had at least three times the horsepower
of the 32X on paper, and anybody who has dabbled in the videogame market
for long knows that gamers are always wanting the most sophisticated platform
they can get for their money. Formerly favorable press for the 32X
quickly turned to sly asides about the Saturn's underpowered little brother. The
rapid market shift from 16-bit to 32-bit videogaming more than anything
else is probably what generated the notion that the 32X was a throwaway
product, as that was how the new and growing community of 32-bit
videogamers viewed it. Sega of America had never intended it to be
so, but advancing technology and market desire forced the issue for
them - not to mention the bailing of almost all of its developers
starting at mid-year. Remember the EGM assertion that Sega
would only continue to support the 32X so long as the market demanded it?
By the end of 1995 the trades were awash in Saturn and PlayStation hype,
and Sega had no choice but to pull the plug on the 32X. There simply
wasn't a market for it anymore.
The first place one should go when discussing the demise of the 32X is
to the developers. Sega does not like to discuss the 32X for obvious
reasons, and current company spokespersons do little but parrot what they
read in press statements or see printed in the trades. Let
us talk to three different reputable developers who each produced games
for the 32X and see what they have to say about its demise.
Eric Quakenbush spent many years in-house with Sega and was associate producer
of the 32X port of
Virtua Fighter,
widely regarded as superior to the original Saturn release (until
Virtua Fighter 2 and
Virtua Fighter Remix
came along, that is). He is better known to Sega fans for
his two unreleased 32X titles, Virtua Hamster and Shadow
of Atlantis. He describes the 32X for the filler product
that it was and not a throwaway one, intended by Nakayama to bridge the
gap between the Genesis and whatever full-blown 32-bit system came down
the line. The distinction is a subtle, yet important one. "There
was a dip in Genesis sales because customers were anticipating the next
system," he recalls. "They wanted to get through Christmas mostly, but
if Saturn had been late, [then] it would have probably saved the company
.... There weren't a lot of titles and Saturn was right on time,
so I think [that the] 32X just went away - kind of a slap in the face to
the hardcore gamers that bought it, I thought. I had hoped that Sega
would give the 32X buyers a Saturn rebate or something, but I guess that
wasn't feasable, [since] hardware is sold with almost no profit margin."
It seems that at least one developer wasn't too crazy about the way Sega
treated its customers over the 32X.
Steve Snake, longtime videogame developer, whose hit title NBA Jam
still influences arcade-style trends in Midway sporting games, personally
oversaw the porting of
NBA Jam TE
for the 32X. While he is quite fond of the system and the way in which
it handled the near-perfect arcade port of his most famous title,
he is not afraid to point out its problems. "The 32X games that were
released failed to give the impression of a next-generation machine.
We were told to expect an arcade system at home, and instead we were treated
to half-assed Genesis ports that maybe added some more colors and samples, i.e.
Mortal Kombat II,
NBA Jam TE,
etc. The release games failed to impress ... and there lies the problem.
Believe it or not, both
Mortal Kombat II and
NBA Jam TE
(I should know, I wrote the damn game) were seriously pushing the machine.
But people were not impressed because they were expecting far
too much from it. Over-hyping by magazines is a bad thing." The Snake's
point is a telling one, and was shared by Acclaim's floor reps at
the 1995 Winter CES. "[It] doesn't really handle sprites all that well,
and that's why they disappear [in
MK2
]," one was quoted by Game Zero's Marty Chinn as saying.
"It is not arcade perfect, nor is it close ... in fact, [the 32X
port] just draws it closer to the SNES version." In retrospect,
almost all of the games released by third parties for the 32X were
merely faster, slicker-looking (but not always better) versions
of their existing 2D games. Yes, polygon-based titles such as
Virtua Fighter and
Shadow Squadron
showed what the machine could do with the proper programming expertise,
but they were few and far between. Developing for the unique
vagrancies of the 32X required time, and that was something of
which the doomed console had precious little during its short but
notable lifespan. Why? Steve Snake remind us of the obvious.
"Developers received 32X development kits at the same time
as Saturn development kits, so everyone decided to go with the
Saturn." It was an obvious no-brainer, according to Steve Snake,
and most tend to agree with his observation.
David Braben of Frontier Developments is on the record excoriating Sega
for the abandonment of the never-released Neptune console. Remember,
that was the all-in-one Genesis/32X combo unit supposedly slated to replace
the aging Genesis and bring it into the new 32-bit world. He comments
about this on the web site of his software company in his discussion over
Frontier's lone 32X title,
DarXide,
which was originally slated as a Neptune launch title. "We did this game
largely because we had faith in Sega's Neptune project. We had expected
the Neptune to replace the MegaDrive for the same price, and stay as
the Saturn's little brother. We had thought the 32X add-on to simply
be a transitional backward compatibility measure, but Sega cancelled
the Neptune, which in turn doomed the 32X to failure." You see,
there was still a lot of interest among developers of the day in continuing
projects based on Genesis architecture, and Neptune would have been a
rather convenient path to 32-bit games in their eyes. The same could
be said for those gamers who knew about Sega's announced plans for the
Neptune and were eagerly awaiting it, but alas - it was not meant to be. As for
DarXide,
its rather limited release (Europe only) stands as a testament to Frontier's
aborted intentions.
These three developers typify the reaction that they and their fellows
had for Sega's first 32-bit system. It is a sad fact that few videogame
companies really accepted the 32X. The developers could sense the market
shift to 32-bit better than anyone, as they were the one producing the
software for both current and next-generation platforms, and they didn't want
to develop for a platform that many perceived as a mere stopgap measure.
The more conservative ones either didn't mess with it at all or only gave
it lip service. Longtime Sega licensees grudgingly gave the 32X limited
support, but rarely would they give it their best programmers. It
simply wasn't worth the effort when there were more powerful 32-bit consoles
available. Game Players sums it up well in their December
1995 issue. "The 32X has never gained full software support
from any third parties. Even Sega's games mostly seem to come from
the 'C team' of developers. The 'A team' is working on Saturn games.
We'll never know what kind of potential the 32X possesses because of its
short life. It falls so remarkably short of the Saturn and PlayStation
as a 32-bit machine that, even at US$200 cheaper, it's no bargain."
The next place one should go when examining the demise for the 32X is Sega
of America. A lot of heat has been directed at Sega proper in the
ensuing years over the decision to release Project Mars as an add-on unit
for the Genesis instead of the standalone console that Sega of Japan originally
intended. I have had the pleasure of discussing the topic with none
other than Joe Miller himself, who was in charge of 32X development at
Sega of America. Miller, the "midwife" of the 32X (as he puts it),
cited four specific reasons why Sega chose to follow the add-on route with
the 32X:
-
Existing software base: The Mars design team knew that most
"early adopters," as the industry terms them, would probably
already own a Genesis. Using the Genesis console as a base upon which
to build would allow them "to squeeze additional functionality out of a
32-bit design." Additionally, going the add-on route wouldn't "orphan"
the existing Genesis software library - the very point upon which many
a gamer has harped whenever a console transition takes place.
-
Lower production costs: An add-on unit would be cheaper to produce
than a dedicated console. Miller estimates that Sega saved as much as US$80
per unit by adopting the add-on approach.
-
Development leverage: Existing Genesis development tools and
systems could be adapted and even leveraged into the 32-bit transition
process, thus easing the strain on resources as the third parties begin
their transition toward Sega's 32-bit multiprocessor architecture.
"We knew Saturn was going to be a very difficult machine for developers
to 'grok'" Miller notes. "The tools and libraries for the 32X were
going to ease our developers into a 32-bit architecture and share some
of the SH2 code base."
-
Console lifetime extension: Provided it succeeded, the tremendous
capabilities that the 32X brought to the Genesis could have extended the
lifetime of the console by another three years.
Miller also pointed out that none of the other Genesis upgrade alternatives
that Sega was considering at the time were as cost-effective as the 32X.
To cite an example from the personal computer industry, it has been said
that the GUI-based GEOS operating system added at least one more
year and possibly two to the lifetime of the venerable and popular Commodore
64. There was no reason not to expect that the same could be done
for a popular videogame system as well. To be honest, he has been
rather surprised at all of the ire that the 32X seems to have generated
among diehard Sega fans.
Sega fans of the day have their own explanations as to why the 32X failed,
and it is worth our while to examine their observations, too. Daniel
Mazurowski, in his 1997 article "The Hall of Shame," lists three reasons
why he feels the 32X was such a "shameful" console: it didn't have
a pack-in game, it required extra parts for use with older Genesis consoles,
and it was killed by the arrival of real 32-bit consoles such as the Saturn.
Let us look at each in turn and explore the reasoning behind them.
-
No pack-in game - By 1994, gamers had come to expect that each
new system would include one or more games in the package. "Pack-ins," as
they had come to be known, allowed new system purchasers to immediately
enjoy a game that was specifically coded to deliver an experience that only
their newly acquired hardware could deliver. The 32X was Sega's first new
system not to include the expected pack-in game, and this immediately hiked
up the price for any Genesis gamer looking to upgrade to the 32X. Take the
32X console itself at US$150 or so, add another US$65 for
Doom or
Star Wars Arcade,
figure in the tax, and all of a sudden one would be spending about US$220
for a mere upgrade - almost the same amount of money that could be spent
on a different system that came with pack-in games. What was the point in
buying a 32X when you couldn't afford to buy a game for it, too? This
issue pretty much negated the oft-advertised inexpensiveness in the minds
of many budget-conscious Sega fans, so they decided it might be better to
wait until the cost of both system and games came down.
-
Extra hardware required - Owners of older model Genesis and
MegaDrive model 1 consoles, which by far comprised the vast bulk of the
20-odd million or so then on the market, soon discovered that many of
the 32X retail units would not work with their aging systems right out of
the box. The 32X had been designed with the styling of the new Genesis model
2 in mind, and its smaller A/V port was incompatible with the older
Commodore-style A/V port of the Genesis 1. It required a special adapter
cable to connect the smaller A/V ports of the 32X to the larger port of
the older Genesis 1. As it turned out, many of the 32X units shipped to
retailers came with the Genesis 2 A/V adapter cables; therefore, 32X units
with the Genesis 1 A/V cable were in fairly short supply. Some merchants
even went so far as stock only the ones with the Genesis 2 cables, thus
hopefully forcing potential customers to buy a new Genesis 2 as well.
This meant that if you owned an older Genesis 1 and your local merchants
didn't carry any 32X units with the Genesis 1 cable, then you were pretty
much screwed. Of course Sega had extra adapter cables that you could order
from them, but you had to pay another US$25 or so to get them. This
jacked the projected upgrade cost for these poor unfortunates up to
US$245. Such a high price for what was supposed to be a cheap 32-bit
upgrade, and a lot of trouble to boot. Hmmm ... all of a sudden the
SNES was beginning to look awfully good, and
Donkey Kong Country
was obviously one helluva game for something that was supposedly
only 16-bit code. Hmmm ....
-
Real 32-bit consoles - The growing hype over the Saturn's
impending release during the first half of 1995 also loomed large in
the minds of Sega's American and European fans - especially those who
had decided to wait for the price of the 32X and its games to go down.
The Saturn would supposedly cost around US$400 or so, but it would have
pack-in games and its on-board hardware was superior by far to anything
the 32X could deliver. Why pay around US$250 for a mere upgrade when the
Saturn was what Sega had apparently intended all along? If you were going
to spend that much money on a 32-bit system, then why not spend a little
more and get the real thing? It was only US$150 more, and one wouldn't
be wasting money on what gamers were by now calling "a throwaway product."
Sure, the 32X pumped up the Genesis, but where were all the cool games?
They were going to the Saturn and the new console in town, the Sony
PlayStation. 32X? Why bother? Why not buy a real 32-bit console, and
either sell the Genesis or give it to one's younger siblings? The
decision was pretty much a no-brainer for most gamers ready to jump
on the 32-bit bandwagon, and 32X sales suffered as a result.
So what is the final verdict on the 32X? In my opinion, based on
my research and collating the observations of those who actually worked
on it and experienced it during its brief lifespan, the 32X was
the wrong console at the wrong time. This wasn't the same case
as the Sega CD, when the market was not quite ready for a CD-ROM
based console; indeed it is quite the opposite. There was a definite
market for a 32-bit platform, but it wanted a lot more than just
retreads of past titles. You can also add to that observation the
timing of the 32X debut, coming as it did almost exactly at the same
time as the Saturn and PlayStation launches in Japan. The 32X was
bound to fail for this reason - who wanted to develop for or spend
the money on a mere 32-bit upgrade when true 32-bit consoles were also
available at practically the same time for anybody who wanted them?
The developers ultimately rejected it as not being powerful enough.
The fans ultimately rejected it because it didn't offer enough, neither
in cost savings nor in software. Unfortunately, there wasn't much that
Sega corporate could do about the situation - due to production problems,
lack of decisiveness over its future aims, and the growing feud between
Sega of America and Sega of Japan over the path to the next 32-bit Sega
videogame system. Their mismanagement of these quandaries put them in a
rather bad situation once it came time for them to deal with the rise of
the PlayStation.
When you take everything that was involved and measure it all out, one
cannot blame neither changing markets nor indifferent customers for the
death of the 32X. The fault for the 32X debacle lies squarely at Sega's
doorstep. Nakayama's behavior toward the one Sega system for which he
can be credited as both creator and executioner reminds this author of Bill
Cosby's old parenting cliche - "I brought you into this world. I'll take you
out." Sega gave birth to one of the industry's first 32-bit home videogame
consoles, but the confused manner of its birth along with its troubled
childhood ensured its swift death within a rapidly changing market.
Sega was already making many of the same mistakes with the highly touted
Saturn, and most videogame fans agree that Sega soon got what it deserved.
They would not begin to fully comprehend the error of their ways until
they had been all but knocked out of the market by the swift rise of the
Sony PlayStation. In contrast, Sony did everything right - a solid 32-bit
platform, excellent developer rapport, competitive pricing, and an
ever-growing and varied library of good 32-bit titles that weren't all
mere souped-up 16-bit ports. Who can blame Sony for taking advantage
of the situation? One year later, Sega was sitting near the bottom of
the home videogame market, a victim of its own mistakes. By mid-1997,
they had started coming to terms with their tragic blunders, and they swore
not to repeat them as the new 128-bit Katana project began its initial
design and development phases.
Did Sega learn its lessons from the 32X affair? You tell me.
32X Factoids
-
Genesis 32X is the official name of the 32X in the U.S. market.
In Japan, it is known as the Super 32X and in Europe as the Mega 32X.
-
There were at least 50 of the 32X development systems, i.e. "Mars prototypes,"
sent over to the U.S. by Sega for use by its people and licensed third
parties. An unknown but lesser number remained behind in Japan, and
an even smaller number were sent to Sega of Europe. The reason why
the top of the unit remained open is that they ran notoriously hot when
in use and could not be operated for extended periods of time without provisions
for additional cooling.
-
The only 32X game that is unique to the Japanese market is
Gekijoban Sangokushi IV,
known in the West by the title
Romance of the Three Kingdoms IV: Wall of Fire.
The only 32X games that are unique to the European market are
DarXide
by Frontier and
FIFA Soccer 96
by Electronic Arts. FIFA 95 was announced for the U.S. market but never
released, per EA's own 1995 marketing brochures.
-
The single hardest item to replace for an actual 32X unit is the custom A/V
patch cable that goes between the 32X and the Genesis console proper.
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