Subject: Re: [stella] Hardware comparisons From: Pete Holland <petehollandjr@xxxxxxxxx> Date: Thu, 27 Apr 2000 17:37:05 -0700 (PDT) |
And for this part of the discussion, I am going from news articles I read and kept in memory. Correct me if I'm wrong, everyone else does. ;-) > I don't know much about the 32X. I do know it was > designed hastily as a stopgap measure to the "real" > next generation. A bad business move on Sega's part: > the planned obsolescence of it. >From what I read, you scored a bullseye. Consumers wondered why they should spend the money on a 32X when the Saturn was less than a year away (I think it was 9 monhts). I am a dyed-in-the-wool Sega-phile. I have almost all the 2600 games except Up'N Down, and every system except the Game Gear. From my perspective, Sega wasn't coming out with anything that set the world on fire; it was more like they were killing time. (Not to turn this into a plug, but) I have a web site that features a list of 32X games that I have and reviews and, aside from "Shadow Squadron" and "Metal Head," there really wasn't that couldn't be done on the regular Genny, making the whole project seem kind of "What's the point?" > Nintendo got a lot of criticism but ultimately did > the right thing in extending the SNES while the N64 > was late arriving on the scene. I'm not sure if Nintendo just didn't want to give up, or if the designers were actually committed to continuing to make new games for the SNES, but you are right. When everyone gave up on the Genny after some interesting (The Ooze), innovative (Comix Zone), or just plain solid games (Vectorman), the SNES still had people trying to make new games for it. The effort was there, and people lucked out with it. > I guess you could see the 32X as related to the > Starpath Supercharger, but > I don't think the Supercharger came close to the > pricepoint of the 32X. I don't think it's fair to compare those two, actually. I remember seeing the ads and reviews of the Supercharger when it first came out, and I can think of two major differences. 1) The Supercharger was not advertised as something it was not. Videogames (edited by the immortal Chris Gore) interviewed (I think) Bernie Stoffal at Sega after the fall of the 32X, and he flat out stated that with the 32X, "We overpromised and underdelivered." The 32X was supposed to be the next great step up, but it was more smoke and mirrors than anything. The Supercharger was, as I recall, marketed as a snazzy device to snap gamers out of their funks. Which ties into difference #2. 2) The Supercharger had people actually trying to make games for it. You know, the kinds of games people like to play, share with friends, and spread the word about. The 32X was planned to be obsolete (and if I remember correctly, Sega of America wanted the 32X, Sega of Japan didn't but went along because the Genny was actually successful in America. Supposedly, SoA had designers take time off of Saturn games to work on launch titles for the 32X, and that is why the first wave of Saturn titles, like VF and Daytona USA weren't exactly the showpieces people were hoping for), with titles made more to get people to buy stuff than to actually provide a gaming experience. Which is a lesson I feel is lost on many game designers today. As simplistic as they were, many Atari games provide more wow, more bang for your buck, more of an experience than a lot of today's titles. As flashy as Galaxian 3 is with it's double-wide screen and sound system, I still prefer pumping quarters in a classic Galaga. (May all us aspiring game makers heed this thought.) > it was more like buying a whole new system vs. a > cartridge. The 32X was what, $99 or something? Very close. I think it launched at either $159 (possible, told to me by others) or $129 (what I saw, and more probable). What's more, the first units had no pack-in. So you could still play your old Genny stuff, but if you wanted to show off what it could do, you had to cough up another $60 for Doom or Star Wars (which I believe were the only two games available at launch). By the way, my 32X cost me $20 from the toy store's close-out section, with the games $10-20. And as much as I love Shadow Squadron, the thought of (conservative guess) $190 plus tax for the game made me sigh with relief. Most of the games I have I got on the cheap, and I have well over half of them. But not a single one at full price. > I like hardware enhancements to consoles, when they > are done right. The memory expansion on the N64 > comes to mind as a modern example. I'm leery of expanding games. In my experience, most people buy game consoles to plug in and play. The computer keeps me busy with system requirements. My N64, for example, now has the memory expander because one game won't play without it and others need it for the multi-player modes. I love add-ons, too (the 32X could have been a great concept had they handled it better), but I'm just not sure about them from a consumer standpoint. Some hardware enhancements, like light guns, the video robot, or that "pad" for the NES seem a bit...I don't know. "Hard sell" is the only phrase that comes to mind. > I think consoles need to become more expandable, but > in a very careful > manner. Sorry. I just typed all that above, and just noticed this. I agree whole-heartedly. Backwards compatability helps. It made the Genny an easier sell as a Christmas gift with my Master System. Dobre utka, Pete Holland Jr. __________________________________________________ Do You Yahoo!? Talk to your friends online and get email alerts with Yahoo! 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