The Story of the Sega 32X | Gaming Historian

The Story of the Sega 32X | Gaming Historian


In the early 90s, the video game industry was obsessed with “bits”. ♪ Genesis does! ♪ “16-bit arcade graphics.” ♪ You can’t do this on Nintendo! ♪ The average didn’t understand what a “bit” actually was, but they did know one thing: the more “bits”, the better. And video game companies used this to their advantage with marketing Sega and Nintendo battled for the top spot in the market with their 16-bit consoles. The Sega Genesis and the Super Nintendo. But with success, came pressure. To stay ahead of the curve, they needed to come up with the next big thing. Pressure heated up in 1993, when Atari released their 64-bit console: the Jaguar. In their advertisements, Atari challenged customers to do the math. “Let’s review the numbers!” “Sega Genesis is 16 bits, 3DO is 32 bits, the Atari Jaguar is 64 bits.” “Which is more advanced. Clifford!” “Uhh?” It was an enticement to consumers and a dig at their competition. The system ultimately didn’t sell well. But in terms of sheer power, Atari’s 64-bit system had Sega and Nintendo’s 16-bit systems beat. Atari’s powerful new console sent a strong message. But Atari wasn’t the only company making waves. The 3DO was a 32-bit console released in late 1993. It was even named Time Magazine’s 1993 Product of the Year. As 1994 wore on, there was a lot of buzz about Sony’s upcoming console. Sega, in particular, felt the heat. They knew that to maintain their hard fought spot as the scrappy, edgy competitor to Nintendo, they had to be cutting-edge. But Sega of Japan and Sega of America had very different ideas on what their next move should be. Success played a big role in their divergent strategies. The Sega Genesis, known as the Mega Drive outside of North America, debut in 1988 in Japan and didn’t make a huge splash. By 1994, the Mega Drive felt like old news. Sega of Japan was ready to move on. But in America, the Genesis was in the midst of a rebirth. In the early 90’s, newly hired Sega of America president Tom Kalinske gave Nintendo a run for its money when he called for an aggressive anti-Nintendo marketing campaign, slashed the price of the Genesis and packaged the console with Sonic the Hedgehog. The 16-bit Genesis wasn’t exactly cutting-edge technology, but it was fun, and it gave Nintendo some serious competition. Sega’s competing strategies came to clash at a January 1994 meeting during the Winter Consumer Electronics Show in Las Vegas. Executives from Sega of America met in a hotel room and conferenced in Sega CEO Hayao Nakayama. Nakayama wanted a 32-bit cartridge-based system out in time for the 1994 Holiday Season. This would keep Sega ahead of the curve and help bridge the gap between the Genesis and future consoles. Nakayama suggestion was essentially a 32-bit Sega Genesis. Sega of America president Tom Kalinske didn’t like the idea. The Genesis was still selling well. There was no gap that needed to be bridged. Sega of America’s Head of Research and Development, Joe Miller, was also resistant. According to former Sega of America producer Michael Latham, Miller said: Miller doesn’t recall being quite that blunt, but after some debate, they agreed to make it an add on. Sega of America would lead development, while Sega of Japan would provide any additional resources needed. The add-on would have to be ready by the 1994 Holiday Season. That gave Sega less than a year. It was a tall order but not entirely out of the box. After all, Sega already had experience building add-ons for the Genesis. In 1989, they debut the Power Base Converter, which allowed players to play Master System games on the Genesis. A few years later, in 1992, they put out the Sega CD. Which was an expensive, but technologically advanced add-on that allowed users to play CD-based games. So, they moved forward. It was a difficult process. The team had just months to complete the product, which was codenamed Project Mars. Meanwhile, unbeknownst to Sega of America, Sega of Japan was quietly developing their own 32-bit system, which would eventually become the Sega Saturn. According to Joe Miller, Project Mars had three initial prototypes. The first two were not much of an improvement over the Genesis. But the third prototype, suggested by Sega of Japan, contained two Hitachi SH-2 32-bit processors. The same processors that would be used in the Saturn. It was a bit more complex than the Genesis hardware, but there was a strategy behind it. Sega of Japan argued that developers could learn to work with these new chips in preparation for Project Saturn, which was slowly coming to fruition. Sega’s new plan was that the Saturn would be their next big console, while Project Mars would be a cheaper alternative for consumers who weren’t quite ready to take the leap. Along with new processors came a more powerful VDP, more than 32,000 on-screen colors, 3D graphics support, enhanced sprite scaling and rotation, and two more digital sound channels. On paper, it was quite an upgrade for the Sega Genesis. The team initially called it “The Genesis Super 32X” and eventually shortened it to “32X”. By the summer of 1994, Sega showed off the 32X’s near final prototype at the Summer Consumer Electronics Show in Chicago. It went over fairly well. Sega pitched it as an inexpensive way for players to enjoy 32-bit technology, while also being able to play the enormous backlog of Genesis titles. They also promised a slew of new 32-bit games that would be available when the 32X launched that November. They also mentioned a few dozen companies who planned to develop games for the 32X. It was a who’s who of video game makers: Acclaim, Activision, Capcom, Konami and more. They finalized the design that fall. The end result of months of hard work was an add-on that inserts into the Genesis’ cartridge slot transforming the 16-bit Genesis into a 32-bit system. Some developers jokingly called it “The Sega Mushroom”. Sega launched a 10 million dollar ad campaign to promote the 32X. Sega was known for edgy, in your face ads. But these pushed the envelop even further by being surprisingly sexual. They highlighted the 32X’s power and speed and poked fun at how the add-on mounts the Genesis. For a little while, the 32X looked like it might just beat the odds. Ads and media coverage generated a lot of buzz. “You can even play your favorite Genesis and CD game!” “The 32X makes the game way more intense, just like in the arcade!” But then, a bombshell. Sega of Japan announced that their new console, the Sega Saturn, would launch in Japan in November of 1994. The exact same time as the 32X launch. All of that momentum came to a screeching halt. With the Saturn launching in Japan, it would surely reach the rest of the world soon. Which beg the question: What was the point of this 32-bit add-on? A few critics speculated that the 32X was a waste of money. A mere stopgap between the Genesis and the Saturn. Trip Hawkins, the founder of Electronic Arts, famously called it “a Band-Aid”. It didn’t help matters when Sega threw a massive party for journalists that went horribly wrong. They flew reporters in from all over the country, put them up in a hotel in San Francisco and threw a party where a rapper took the stage to praise the 32X. But the music was too loud and the few 32X games that were on display looked so unimpressive that very few journalists actually played them. Despite these obstacles, Sega of America continued to market the system hard. In Sega Visions magazine, they made their case: On November 21st, 1994, the 32X launched in North America. And sold fairly well. According to some reports, demand outran the supply of the 600,000 units available at launch. It debut at a price of $159.99. Slightly more expensive than promised, but less than half of what the Sega Saturn would cost. A month later, the 32X launched in Europe and Japan. By this time, the Saturn had already launched in Japan. Which gave Japanese gamers little incentive to buy a 32X. The 32X came with an AC adapter, AV cables, connector cables, electromagnetic shield plates and a spacer. It was compatible with the Genesis Model 1, Model 2 and the CDX. Hooking up the 32X is… interesting. According to the manual, the electromagnetic shield plates need to be inserted into the Genesis. This was to prevent RF signal interference and to comply with FCC regulations. If the user had a Genesis Model 2, the spacer had to be attached to the bottom. Without it, the 32X can wobble. Although, honestly, the 32X works fine without either of these attachments. The connector cable goes from the AV out in the Genesis to the AV in on the 32X. Then the AV cable goes from the 32X AV out to the television. The Genesis and 32X each require their own power. It’s a lot of plugs. Sega actually came out with their own power strip, specifically designed to house all of these AC adapters. The 32X was designed to be a permanent addition to the Genesis. So players could plug the 32X in and play either a Genesis game or a 32X game. There was plenty of buzz around the 32X when it debut. But that fizzled fast. Mainly because of the games. When they hyped the add-on at the Consumer Electronics Show that summer, Sega said that the 32X would have an extensive library of games. But only three titles were available when the 32X launched: Virtua Racing, DOOM and Star Wars Arcade. Virtua Racing is considered the best of the three launch titles. It was previously released on the Genesis, but the 32X version is much improved. It also contains two new tracks and two new vehicles. It’s close to the original arcade version and is a solid port. DOOM is a classic first person shooter and was really big at the time. But the 32X version was rushed to meet deadlines. It definitely shows. The music isn’t very pleasant and this version is actually missing levels. Finally, there is Star Wars Arcade. Despite receiving mediocre scores from critics for repetitive gameplay, Star Wars Arcade was the best-selling 32X launch title. People just loved Star Wars, so the game was a system seller. Slowly, more games trickled in. Many of them were rushed through production. And it showed. The production timelines were too tight for some of the titles, which led to last minute scrambles and headaches for Sega. And disappointment for players. Those that did make it to market in time didn’t take full advantage of the 32X’s capabilities. Cosmic Carnage was so bad that Sega didn’t even want to ship it out. And fans were particularly disappointed that a 3D Sonic game, which had been teased at the Consumer Electronics show, was nowhere to be found. In fact, the 32X would never get a Sonic game. The closest it came was Knuckles’ Chaotix. A spin-off of the Sonic series that featured an interesting bungee gameplay mechanic. The 1994 holiday season was rough on Sega, but the 32X was only part of the problem. Because while their hot new add-on crashed and burned, their competition raked in the cash. On the same day the 32X was released, Nintendo released Donkey Kong Country. The game sold like crazy. It would go on to become the third best selling Super Nintendo game of all time. Just behind Super Mario World and Super Mario All Stars. The game was a smash hit, both with critics and players. But it was also a smack in the face to Nintendo’s competition. When Atari, Sega and 3DO zigged … Nintendo zagged. Atari’s Jaguar, Sega’s 32X and the 3DO chased power. Nintendo, on the other hand, created a really fun game that pushed hardware limits for their 16-bit system. For Sega, especially, it was a bitter pill to swallow. Sales of the 32X dropped off sharply after the holiday season. Word was out. Critics and fans finally agreed. The 32X was a mere stopgap. Many of the developers who’d been planning games for the 32X went in a new direction. Some abandoned the projects entirely. While others reworked them for the Sega Saturn. But Sega wasn’t ready to give up on the 32X just yet. They went back to their original idea for a 32-bit Genesis and announced the Sega Neptune. The Neptune would be a standalone console that could play 32X and Genesis games. It was slated to launch by the end of the year for less than $200. But as the 32X crashed and burned and the date for the Saturn’s North American launch grew closer, Sega scrapped the Neptune. As 1995 wore on, the price of the 32X dropped from $160 to $99. And finally, to the clearance price of $19.95. The 32X library eventually grew to include 40 titles, a handful of which you had to have the 32X AND the Sega CD to play. But none of the games were big enough to draw consumers to the 32X. Not too many months after the 32X debut, it was forgotten. In October of 1995, Sega CEO Hayao Nakayama cancelled all Sega consoles, except the Saturn. It was a move to focus the company’s resources on the latest console war. Thus, officially ending the short life of the 32X. All of this left a bad taste in the mouths of fans. They believed the Sega hype and they got burned for it. The 32X games didn’t live up to expectations. And neither did the add-on itself. There were other, smaller annoyances too. People didn’t like that the 32X needed its own AC adapter. The Genesis already required one. And so did the Sega CD. Taken as a whole, the system was bulky from the front and a mess of cords in the back. But that was nothing compared to how 32X owners felt when the Sega Saturn came out roughly six months later in North America. While critics argued that the 32X was just a placeholder, Sega of America didn’t feel the same way. They sunk ten million dollars into advertising and publicly said they were going to support the system. But poor sales of the 32X ended that promise. Scot Bayless, a senior producer at Sega of America, said: The 32X is an impressive piece of engineering, considering the constraints of the project. But the truth is, Sega should’ve scrapped the 32X before they brought it to market. The 32X damaged Sega’s relationship with customers, game developers, and game critics. And did lasting damage to the company itself. They spent the early 90’s threatening Nintendo’s dominance of the video game industry. But after the 32X, Sega lost its edge. Bayless recalled: “Frankly, it made us look greedy and dumb to consumers. Something that a year earlier, I couldn’t have imagined people thinking about us. We were the cool kids.” That’s all for this episode of the Gaming Historian. Thanks for watching. This episode of the Gaming Historian is sponsored by Dollar Shave Club. We all have our everyday grooming routines. Brushing your teeth, styling your beautiful hair and of course, shaving. But sometimes, when I’m deep in research, I forget to do the basics and I quickly grow a patchy, scruffy mess. I’ve never been able to grow a full beard, so I like to keep a clean look. Luckily, that’s where Dollar Shave Club comes in. Dollar Shave Club doesn’t just have razors, they have all your grooming products. Toothpaste, body wash, hair styling products, everything you need to look, feel and smell your best. Dollar Shave Club is basically giving away their Daily Essential Starter Set to new members for only $5. 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100 Comments on "The Story of the Sega 32X | Gaming Historian"


  1. The SEGA 32X came and went so fast, I barely remember it. In 1997, I saw it in a thrift store with 3 games for $40. Looking back, it's so surprising SEGA even tried to make this a thing. While making the video, I did gain a little more appreciation for the 32X. It was a pretty powerful upgrade for the Genesis! But most of the games were rushed, and it definitely shows.

    As always, if you learned something new, please share the video! Thanks for watching!

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  2. So I had a 32x. Virtua Fighter was fun but Doom having less levels than my PC version really sucked. My only consolation was that I got the whole shebang from my ex-wife's brother so I didnt have to pay for it. I mainly spent my time with Sonic and Knuckles as well as Dark Wizard on the SegaCD.

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  3. It's sad that Sega imploded and the Dreamcast did not get the push that it deserved. That system was fantastic.

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  4. Sega should have just made the Saturn backward-compatible with Genesis and Sega CD games. Why the hell didn't they?

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  5. SEGA should've made the Saturn compatible with Genesis games, their market would've been a lot bigger! They had too many worthless add-ons.

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  6. Sega of America killed SEGA.
    They should have listened to Sega Japan and concentrated on the Saturn 🤷🏻‍♂️

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  7. Trying to convince my grandmother to buy this was a lost cause. In the future I thank my grandmother for resisting my 7 year old self

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  8. The 32x in my opinion was pretty good. My mom worked at funcoland. Within a month I had every game. Sadly after about a year it pooped out. I still have it and the games somewhere. I may dig it out and find a repair tutorial

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  9. I had a 32x, the games were awesome. Doom, Virtua Racer, Motocross, Sonic and Knuckles altho that might have been for regular Genesis I don't remember

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  10. I had one. I got it at a Wal-Mart in '94 for $50. I also found Virtual Fighter in a bargain ben at the same store. I really liked playing it. I found a used copy of Doom at a Block Buster video, and those were the only 32X games I had. I actually got a lot of playtime out of them both. My friends liked to play it, and we did for hours on end. Everyone puts down the 32X, but really it wasn't that bad.

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  11. I didn’t know which side I should have been on

    If there was a main sonic game on either, I bet SEGA would have been just awesome.

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  12. Sega should of said you know the 32x is cartridge based and Saturn CD for better quality in short pick your poison is worth it …but the biggest downfall was releasing the Saturn and then the Dreamcast xD that's when they fucked up making the Saturn obsolete so soon

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  13. This is the real reason why Dreamcast failed. Sega never recovered from their earlier mistakes and the trust was permanently gone.

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  14. =THAT WAS A SURE POINT WHERE SEGA PROOVED THAT IT'S MANAGEMENT IS FUCKIN HORRIBLE

    =………………………….

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  15. One idea behind 32X was to provide same experience as games like Virtua Racing (Genesis) or Star Fox (SNES) but without having to pay for the extra hardware in the cartridge every time. Unfortunately, 32X was too expensive at launch and was advertised as a new console / experience not just a add on (expectations were too high).

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  16. The 32X does NOT work on the 32X. I bought one and had to return it. It had a warning on the box that it didn’t work.

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  17. I think their miscalculation was 1) thinking we, the consumers, cared about bits more than we actually did, and 2) not focusing on the software instead of the hardware.
    I'll tell you right now, I was a kid in 1993/1994 – around this time frame. I remember seeing Jurassic Park in theaters and playing the SNES Jurassic Park game and of course, Super Mario World. Those were my two ultimate games in those years until Yoshi's Island blew me away in 1995.
    What I remember about being a gamer at that time is this: I didn't know what a bit was, and I didn't CARE what a bit was or how many bits a system had. I just did not care. I cared about the GAMES. I remember playing Sonic and Bubsy on a friends' Genesis, but what really stands out to me are the memories of lying on my stomach on the floor at 2 AM in the morning with my little brother and playing Jurassic Park or Mario on the SNES. Why? Because I loved dinosaurs and I loved Super Mario World. I didn't care what the technical specifications of the system were. I didnt' feel a need to have a 32 or 64 bit system. In fact, it wasn't until I played Mario 64 one day in a store, and some PS1 demos that I FIRST began to notice a real difference in how games looked and played – only after THAT did I begin to care about the graphical capabilities of a system- but as a kid in 1994? I didn't care. And I don't t hink I was alone on that.

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  18. And why's that? Because it fucking sucks because it fuckin' because it fuckin' because it fuckin' suucks… I would have put that on the Sega CD vid but that doesn't exist innit. God bless dude.

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  19. 32x along with the cd add on ruined the sega name,they could have survived if it wasnt for this junk cause the dreamcast was awesome and had real potential but by 1999/2000 people had lost all faith in sega.

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  20. Like the Sega Saturn and Dreamcast after it, even though technically a failure, I have many fond memories of playing games on the 32X. Virtua Racing Deluxe, Virtua Fighter, Star Wars Arcade, Motocross Championship, Mortal Kombat II, Primal Rage, Metal Head and the first and only way we could play DOOM at the time, great times!

    It's not always about how technically great a game is, but the fun you get from that game and the good memories they create will stay with you for the rest of your life.

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  21. the 32x was rushed, but its still an impressive piece of hardware, and a piece of history because of how much it sucked dick

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  22. Had they not done this and put everything into the Saturn, that would have been the definitive system of the late 90s over PS and N64….. When you say Sega of Japan and Sega of America was it 2 different companies working against each other? If not, and I am sure they are the same, than both dropped the ball big time. People who spend $150 ($300 in today`s money) back then were not dropping $300 on a Saturn. $300 in 1995 is over $500 today to put in perspective how much that was. The PS4 was $400 at release.

    Had the Saturn done what it should have done, then no doubt about it that the Dreamcast would have been Yuge. People were excited for the PS2 instead and did a hard pass. Shame because it was a great system, even though I liked the Ps2 better. Also PC gaming was solid with Doom, Diablo and stuff.

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  23. The sad thing is that the 32X wasn't even a bad add-on if you only consider hardware. Having a pair of 20MHz cpus at your disposal, full double-buffered framebuffer support, and built-in PWM audio support in addition to everything on the base Genesis unit was actually a really cool setup.
    It's just that, from a marketing standpoint, trying to rush the 32X launch to compete with their OWN superior console and rushing the pitiful launch library for it was such an obviously awful idea.

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  24. Reading Console Wars really makes you feel the pain of the Sega of Japan vs Sega of America issue. The amazing rise to the (almost) top that Tom took them and then the horrible downfall over pettiness. Cost them almost everything. It's very sad. The Playstation was just the final nail in the coffin.

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  25. I apologize if this it the 10000000th time someone mentions AVGN in your videos, but I think this video is to be seen by AVGN fans because of this pure analysis why all those things happened stead of simple and blunt "What were they thinking?!"

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  26. Could you cover Sega CD? I'd love to see a video on that! Also how did the 32X/SegaCD combo games work?

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  27. I thought mk2 was way better on the 32 x. The blockbuster was renting systems at the time of all this tomfoolery. Good times man.

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  28. This will always be upsetting. Sega could of marketed both and companies could of made games for both of them, considering they used the same chips. 32x didnt have to die. I know alot of families that didnt have enough for a saturn, and sega was already planted in my livingroom. They could of done better. Pushed the saturn back 8 more months and made better or more games for the library of the 32x. This would of established ground and kept the Genesis alive. And would of given more time for saturn to build itself and library. More money for sega and now developers could make a title easily for both considering the same chips.. It would of established 2 consoles which would of both been owned by sega. And they would of remained to be and grew to remain in every household. I mean cartridges were a thing for another 5 years anyways. It's just sad. Could of gone down so differently.

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  29. Well the PS1 released like 2 weeks later, you think that had anything to do with it. I mean they did end up selling 4 million more systems than the 32x… in their first month

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  30. I had the 32X as a kid with that stupid Star Wars game. I hated it. All I'd ever play were Genesis games. Then when Sega Saturn came out, my parents refused to buy it for me cuz I just got the 32X. The next year, I got PlayStation and never looked back.

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  31. I had 32X when I was a kid. I remember every game I rented from blockbuster sucked. It was so bad I never bought any games for it.

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  32. Donkey Kong16 bit looked way better than any of the 32x 32 bit games. It's a shame because I loved my geniuses. I'm glad I never got the 32x. I don't even know any that had one. I remember a few of my friends with the Sega c.d. but I don't believe I ever played it.

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  33. Tl;dr Sega of Japan demanded Sega of America make the wrong decision so they could have a tiny bit better of a time in a smaller country with a smaller population but ultimately lose a strong customer base in America

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  34. I was born in '80. So I was around for the Atari systems, NES, Sega and the rest. I got a Sega for Christmas '91 and actually stuck with sega for the next few years when most of my friends were playing Super Nintendo. I didn't switch it up until the PS1 launched and I bought every system they released up to 3. That's when I gave xbox 360 a shot and have stuck with Microsoft ever since… there's really no right or wrong answer when it comes to gaming but I'm betting on Microsoft to outperform Sony in the next generation and beyond. I'm using a One X these days and it's a beast *relative to other consoles*.

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  35. Tho I believe as of this date (sometime late Jan/19) and 1.7 MILLION views of believe now more watches than 32x's sold in total.i crying whilst jerkoff and in stuffs

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  36. lol ….what was the name of that space ship game where you chose one of two space craft. one red and one blue? shot at tons of polygon enemy ships?

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  37. If you do not make a console that game programmers will enjoy programming and learning about, you will fail. A console is a system, a toy for programmers. Programmers like to know their machine by heart, and to motivate them, the machine has to be worthy.

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  38. I think they really should have just gone with the Neptune project from the start and included the CD-ROM internally unifying the Saturn and Mars projects.

    The Neptune project literally ended up becoming Sega's version of the SNES PlayStation debacle.

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  39. Honest take here: I keep seeing you tube videos saying the 32X fooled everyone, and initiated the Sega's downfall because customers realized they couldn't trust Sega anymore. I keep seeing that. Here's my HONEST take on it. Parents bought us video games back in the day, we were all 10 yo or something, we didn't buy anything. Our parents did. Since when a 10 yo is so self aware of his-her surroundings to think Sega "cheated" on us? Since when parents (who were the ones spending cash) paid any attention to video games? They just bought the toy for their kids, they couldn't care less if Sega was confused about its product line.

    In my opinion, this is nothing but YT theories. Kids were too young (from pre-teens to teens) in the early 90s, to ever think Sega was confused or something. I bought a 32x and loved it for as long it lasted. Had an amazing time with the games I actually had, I mean an AMAZING time. Then I had the yucky PS1 (yuck) and the superb N64. Not for a single moment I thought Sega was cheating with the 32x, it fitted nicely inbetween all those other consoles.

    Now, to think we were so aware of the world as to think Sega was cheating on us? That's a little too far.

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  40. the memory card slot in the saturn should have been a 32x/genesis slot…and backwards compatible with the sega cd. Everyone would have bought a saturn if they did that

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  41. To be honest, Sega of America should have gone the 32 Bit console route.

    An Add On was such a silly idea.

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  42. 32X was a waste of time, so was the Sega CD. It's funny, but the Genesis hardware was the true champion, and Sega didn't realize it..smh

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  43. I wonder what the landscape would have been like had the 32X came out in 92? Sega would've had perfect arcade ports of Mortal Combat 1 and 2 as well as Street Fighter 2

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  44. "Back in my day we used to climb up 10 miles of snowy mountains and cliffs to buy the 32x addon only to find out it was missing the AV cord". But honestly… SEGA was a crazy story. Nice work on the video.

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  45. 0:35 and thus the start of people who only play videogames for graphics began. And people could make the same game with updated graphics over and over and people would still buy it.
    Or they could make the same game but worse and when the console jump is too fast for them to handle a lot of fans finally take issue with it, but it still sells extremely well because they just plain have a monopoly at this point.

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  46. Sega likes to fuck itself in the ass. What company anywhere releases a product that screws another of its own product

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  47. It's kind of like when you tell your project partner to make a portion of the project and you make the whole project yourself without telling them until they see it during class.

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  48. Reading the old magazine articles that you displayed are interesting to read now with hindsight. One said that the Saturn was a 64-bit console and later went on to say “With Sony’s 64-bit console being released this September and Nintendo’s next April”. The PS1 & Saturn were both 32-bit consoles with the N64 being the only real 64-bit console, it makes me wonder where they were getting their information from

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  49. 32x was a good idea, but it should have been out at least an year earlier and with better titles. The hardware matters but the titles matter more and SEGA obviously didn't concentrate on that.

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  50. I remember waiting at Funcoland for the 32x on launch day. It showed up right before close. Yeah, it was pretty bad and even worse, I returned it and bought the Virtual Boy!

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  51. One of the things that definitely doomed Sega was the lack of synergy between Sega of America and Sega of Japan.

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  52. Such a shame. Sega is right up there with Nintendo and Capcom as my all-time favorite devs/publishers but in-fighting between branches in particular jealously for the absolute dumbest reasons from the Japanese branch sank the company. Somebody, and it had to be somebody from Sega of Japan, needed to have the guts to tell the company president he was being a complete and total fool. Genesis failed in Japan, but was a home run in North America and Europe. A company president with half a functioning braincell would've said… 'Great, we have the Western territories,' then would've found a way to keep that audience while looking at what Nintendo and Hudson did to succeed in Japan. I don't know if things really would've ended too differently for Sega in the hardware market had it made a few different choices but it would've been to at least see the Dreamcast get a full generation and not have to be discontinued after two and a years because of all the incompetence that had taken place from mid-94 until the DC's late '99 launch.

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  53. They got greedy in Japan and it cost them big they should of just focused on the 32x…. this is why Sega isn’t making game consoles today.

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  54. Those RF shields….. like creepy little speculum for the genesis’ cartridge slot. Good god this 32X really is fucking the genesis!

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  55. That story about the 32x party with the rapper and the untouched 32x games, hilarious. I am picturing something like that video of Desiigner performing Panda for record execs and their families, the audience was not interested at all. Good cringe

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