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Sega 32X

Sega 32X

Sega 32X Specifications

Manufacturer: Sega
Developer: Sega
CPU: 2 × SH-2 32-bit RISC
Memory: 256 KB RAM, 256 KB VRAM
Graphics: Sega 32X VDP
Sound: QSound, stereo 10-bit PWM (Pulse Width Modulation)
Medium: Cartridge
Display: 320 × 240 resolution, 32,768 on-screen colors
Controllers: 2

The Sega 32X, codenamed Project Mars, is an add-on for the Mega Drive/Genesis video game console by Sega. Its aim was to increase the lifespan of the aging Mega Drive/Genesis system, which was facing stiff competition from the SNES. While connecting it to Mega Drive did increase its capabilities, reluctance to adapt due to the previous failure of the Mega-CD and the upcoming Sega Saturn system led to low sales and a short lifespan.

It was distributed under the name Sega Super 32X in Japan, Sega Genesis 32X in North America, Sega Mega Drive 32X in the PAL region, and Sega Mega 32X in Brazil.

Sega unveiled the 32X at the Consumer Electronics Show in June 1994, and presented it as a low-cost option for 32-bit games. It was developed in response to the Atari Jaguar and concerns that the Saturn would not make it to market by the end of 1994. Though the 32X was conceived as a new, standalone console, at the suggestion of Sega of America executive Joe Miller and his team, it became an add-on for the Genesis and made more powerful. The final design contained two 32-bit central processing units and a visual display processor.

The 32X failed to attract third-party video game developers and consumers because of the announcement of the Saturn's simultaneous release in Japan. Sega's efforts to rush the 32X to market cut into time for game development, resulting in a weak library of 40 games that did not fully use the hardware, including Genesis ports. Sega produced 800,000 32X units and sold an estimated 665,000 by the end of 1994, selling the rest at steep discounts until it was discontinued in 1996 as Sega turned its focus to the Saturn.

The 32X is considered a commercial failure. Initial reception was positive, highlighting the low price and power expansion to the Genesis. However, later reviews, both contemporary and retrospective, were mostly negative because of its shallow game library, poor market timing and its market fragmentation of the Genesis.

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