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The Sega 32X is an add-on for the Sega Genesis video game console. Codenamed "Project Mars", the 32X was designed to expand the power of the Genesis and serve as a transitional console into the 32-bit era until the release of the Sega Saturn. Independent of the Genesis, the 32X uses its own ROM cartridges and has its own library of games. The add-on was distributed under the name in Japan, Sega Genesis 32X in North America, Sega Mega Drive 32X in the PAL region, and Sega Mega 32X in Brazil. Unveiled by Sega at June 1994's Consumer Electronics Show, the 32X was presented as a low-cost option for consumers looking to play 32-bit games. Developed in response to the Atari Jaguar and concerns that the Saturn would not make it to market by the end of 1994, the product was first conceived as an entirely new console. At the suggestion of Sega of America executive Joe Miller and his team, the console was converted into an add-on to the existing Genesis and made more powerful. The final design contained two 32-bit central processing units and a 3D graphics processor. To bring the new add-on to market by its scheduled release date of November 1994, development of the new system and its games were rushed. The console failed to attract third-party video game developers and consumers because of the announcement of the Sega Saturn's simultaneous release in Japan. Sega's efforts to rush the 32X to market cut into available time for game development, resulting in a weak library of forty titles that could not fully utilize the add-on's hardware, including Genesis ports. By the end of 1994, the 32X had sold 665,000 units. After price reductions in 1995, it was discontinued in 1996 as Sega turned its focus to the Saturn. The 32X is considered a commercial failure. Reception after the add-on's unveiling and launch was positive, highlighting the low price of the system and power expansion to the Genesis. Later reviews, both contemporary and retrospective, for the 32X have been mostly negative because of its shallow game library, poor market timing and the resulting market fragmentation for the Genesis. ==History== The Sega Genesis, initially released in Japan as the Sega Mega Drive in 1988, was Sega's entry into the 16-bit era of video game consoles.〔 The console was then released as the Genesis in 1989 for the North American market, with releases in other regions following a year later.〔 In mid-1990, Sega CEO Hayao Nakayama hired Tom Kalinske as CEO of Sega of America. Kalinske developed a four-point plan for sales of the Genesis: cut the price of the console, create a U.S.-based team to develop games targeted at the American market, continue aggressive advertising campaigns, and pack ''Sonic the Hedgehog'' in with the console.〔 The Japanese board of directors initially disapproved of the plan, but all four points were approved by Nakayama, who told Kalinske, "I hired you to make the decisions for Europe and the Americas, so go ahead and do it." Magazines praised ''Sonic'' as one of the greatest games yet made, and Sega's console took off as customers who had been waiting for the Super Nintendo Entertainment System (SNES) decided to purchase a Genesis instead.〔 Although the earlier release of the Sega CD add-on had been commercially disappointing, Sega began to develop a stop-gap solution that would bridge the gap between the Genesis and the Sega Saturn, serving as a less expensive entry into the 32-bit era. The decision to create a new system was made by Nakayama and broadly supported by Sega of America employees. According to former Sega of America producer Scot Bayless, Nakayama was worried that the Saturn would not be available until after 1994, and about the recent release of the 64-bit Atari Jaguar. As a result, the direction given was to have this second release to market by the end of the year.〔 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Sega 32X」の詳細全文を読む スポンサード リンク
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