The Sega 32X Could Have Been So Much More
The Sega 32X add-on always fascinated me. It originally came out in November 1994. It had a lot of hype leading up to the release, but that hype quickly fizzled out after Sega was unable to deliver on the initial demand. It also came out a month ahead of the Japanese launch of Sony’s PlayStation and Sega’s own Saturn.
At the time, even though I was interested, I didn’t bother getting a 32X as I was still enjoying playing on the Sega Genesis, which still had solid and stellar releases. As cool as the launch lineup was, Star Wars Arcade, Virtua Fighter, Virtua Racing, etc., it wasn’t enough for me to justify using the limited disposable income I had. I ended up getting the add-on later in my adult life and have been a massive fan ever since.
Looking back, the unit failed for so many reasons, with Sega clearly to blame for its failure. Sega didn’t have the proper development tools for third-party developers, making the 32X difficult to develop for and ultimately resulting in mediocre releases. The 32X wasn’t well marketed either, and more importantly, it came out less than a year before the Saturn and PlayStation hit North American store shelves. It was certainly doomed from the get-go.
What could Sega have done differently?
In the late ’80s into the early ’90s, the majority of games, especially some of the more popular ones, came out in arcades first and then got home releases within a year or two. The arcade version was the gold standard, while the home ports would try to be as arcade-accurate as possible. Some of the biggest-selling games at the time were Street Fighter 2, Mortal Kombat 2 and NBA Jam (among others). The Sega 32X game library had great home ports such as Virtua Fighter, Virtua Racing and After Burner, and Sega could have used the enormous marketing power they had at the time to sell the machine as an affordable way to bring the arcade experience home.
Imagine if the Sega 32X had launched with OutRun, Shinobi, Hang-On and Power Drift These titles could have been released under an “Arcade Classics” or “Arcade at Home” branding. The releases could have had an added sense of prestige through replica marquees, specific game-based arcade tokens, or anything that would make the arcade-at-home brand stand out. Nostalgia and presentation would have been prime-time marketing. They could have pushed third-party developers to do the same.
Sega could have also taken advantage of the Sega CD peripheral. If the 32X cart detected an attached Sega CD, it could unlock additional horsepower for the game. Imagine Space Harrier or After Burner running at a perfect 60 frames per second. The ports we got were near-perfect outside the fact that they ran at 30 fps. NBA Jam Tournament Edition could have benefited from improved sprite scaling effects and better audio. Everything could have had a little extra polish thanks to the Sega CD hardware.
Don’t have the Sega CD? That’s okay. If the cartridge didn’t detect the CD add-on, it would run the default game. We know cart games could work with the Sega CD this way, as demonstrated by WaterMellon’s 2020 homebrew title Paprium. If Paprium detected you had a Sega CD, it would offer you the ability to have a computer-controlled second player in a single-player game.
Let’s go a step further. Imagine if they had chosen to make 32X CD-specific games (forget those FMV games they did give us). The Sega CD would have allowed Sega 32X games to have more storage, which would have resulted in games with better sound and textures and would have allowed for bigger levels, etc. Based on the hardware specs, we would probably have seen CD-based games that could have easily rivaled early PlayStation and Saturn games.
Since the Sega 32X had the same two Hitachi SH-2 chips that appeared in the Saturn, Sega could have made games that worked in both units to bridge the gap. Then gamers could bring their Sega 32X CDs to their Saturn library once they moved on to the more powerful unit. Seems like the type of forward-thinking Sega would have had at the time.
As for the hardware itself, they should have launched the rumoured all-in-one Sega Neptune hardware alongside the Sega 32X add-on. The Neptune would have been the shiny new hardware with the capable arcade home ports, while the add-on would provide the same gaming experience for budget-savvy gamers.
The Sega 32X ended up being the beginning of the end for Sega hardware. The Saturn sold poorly compared to the PlayStation. Sega eventually bowed out of the hardware business less than two years after the release of the Dreamcast due to lower-than-expected sales.
What should have been a home run for Sega ended up being a loss that the company was never really able to recover from.
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