Quake and Duke 3D would have been a really a wonderful port ..
Quake and Duke 3D would have been a really a wonderful port ..
I would love to see a close to arcade version of hard/race drivin.
In reality I would love to see them all released, but I know none of that would happen.
The best I could hope for is a highly modded version of vrd.
I know this has been said, but I most want to see a Mortal Kombat Trillogy on the 32x.
Or a real Sonic title.
MegaMan X would be awesome too. Maybe a real release of Wily Wars.
I would have loved to see a Mega Turrican style game
I say this a lot, but Rise of The Triad would have been awesome, would have been interesting to see a Sega Rally port but I'm sure given the limitations it would have looked terrible.
Originally Posted by MrSega
It would be cool if they had made an all-in-one Genesis/32X/CD unit instead of the regular 32X. With a ram cart, how do you think it would have compared to PS1 and N64?
Power-wise, it would be like comparing the Wii to the PS3 or XBox 360... now which one was winning this generation?![]()
While the 32X was made more to compete against the Jaguar and 3DO, I think it could have done quite well if SEGA had kept doing hits like Space Harrier and Virtua Racing Deluxe and Virtua Fighter.
Super Street Fighter II Turbo, Alone in the Dark and Aisle Lord in english.
Alone in the Dark CD, Primal Rage CD, and Descent CD. I don't know if these were actually planned, but I recall an old videogame dealer advertising them in their price listings back in the '90s via magazine ads.
A Sonic game with sonic actually in it hahaha. Seriously though the graphics would have been awesome and if they made it CD 32x the sound would kick ass too.
The 32X is capable of kick-ass audio on its own. We didn't see it because 1st gen titles never show what a unit is capable of. If the 32X had made it to second gen titles, we'd have seen tracker and midi music similar to that in my xmplayer thread. That said, CD32X titles could have given CD tracks like those in Quake.
Yeah, I wonder what would have been simpler to manage on the CD32X, using the Ricoh plus YM2612 or just using one of the SH-2s for the sound engine. Obviously CDA would be the easiest solution, but beside that which do you think would be cheapest and easiest to implement a complete sound effect, music and voice sample engine?
"... If Sony reduced the price of the Playstation, Sega would have to follow suit in order to stay competitive, .... would then translate into huge losses for the company." p170 Revolutionaries at Sony.
"We ... put Sega out of the hardware business ..." Peter Dille senior vice president of marketing at Sony Computer Entertainment
"Sega tried to have similarly strict licensing agreements as Nintendo...The only reason it didn't take off was because EA..." TrekkiesUnite
It's easier to use the Slave SH2 for audio on the 32X than to use the PCM chip on the SCD. Funny enough, the biggest problem with the PCM on the SCD is memory - you only have 64KB of PCM RAM, and that's not enough for quite a bit of music without stripping the samples and making new, smaller samples. If you also use the PCM for sound effects, you are really limited as to the number and quality of both instruments and sound effects you can play. The SNES also only has 64KB of sound ram, but the samples are at least compressed to give you more/better samples. Had the SCD given you 256KB of PCM RAM, it would have been AWESOMENESS ITSELF!![]()
I thought we determined that the Ricoh chip cannot under any circumstances access more than 64KB of RAM. Either way, the Sega CD was $300 as it was and journalistic history makes that sound like $1000 in 1992 cash. So, what the Sega CD REALLY needed was the SNES sound chip and a SNES cart passthrough device, and a SNES controller adapter (because that thing was just perfect). Actually, the Sega CD just needed to be a SNES.
Back on topic though. Would the 32X Slave SH-2 need to use the entire 256KB to be effective?
"... If Sony reduced the price of the Playstation, Sega would have to follow suit in order to stay competitive, .... would then translate into huge losses for the company." p170 Revolutionaries at Sony.
"We ... put Sega out of the hardware business ..." Peter Dille senior vice president of marketing at Sony Computer Entertainment
"Sega tried to have similarly strict licensing agreements as Nintendo...The only reason it didn't take off was because EA..." TrekkiesUnite
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