You know what’s sitting in my game room right now, looking like some kind of digital growth? My Sega 32X, still plugged into my Model 2 Genesis after all these years. Every time my kids bring friends downstairs to see dad’s “retro museum,” they point at that mushroom-shaped thing and ask what the hell it is. Honestly, I still don’t have a great answer that doesn’t make me sound like I defended the Hindenburg.
I picked mine up at a pawn shop in ’97 for forty bucks – felt like I was getting robbed even then, but teenage me was convinced I’d stumbled onto buried treasure. By that point, Sega was already pretending the 32X had never existed while pushing Saturn hard, but there I was with my paper route money, absolutely certain this failed experiment would somehow vindicate my investment. The thing looked ridiculous plugged into my Genesis, transforming my sleek black console into something that belonged in a hospital equipment catalog.
Setting it up was like assembling IKEA furniture designed by sadists. You needed two separate power bricks – one for the Genesis, another massive wall-wart for the 32X itself. The cables… Christ, the cables were a nightmare. RF switch had to be daisy-chained through both systems in exactly the right order, or you’d get nothing but snow and the high-pitched whine of digital frustration. My bedroom looked like NASA mission control circa 1965, complete with enough wiring behind my 19-inch CRT to power a small city. Mom kept threatening to “clean up that mess” with the vacuum cleaner, which would’ve been catastrophic.
But man, when everything connected properly and actually worked? It was like getting a glimpse through the curtain at gaming’s future, even if that future looked slightly blurry and ran at about fifteen frames per second.
Virtua Fighter was the whole reason the 32X existed, at least in my teenage brain. Seeing Sega’s arcade fighter running on home hardware – even badly – felt like witnessing actual magic. Those polygonal fighters had weight and dimension that sprites just couldn’t match. When Akira launched into his rising punch, you could see the geometry behind it, the way his model moved through actual 3D space instead of just flipping between animation frames. Sure, it chugged like an old pickup truck climbing a hill whenever too much action happened on screen, and the textures looked like they’d been photographed through cheesecloth, but this was polygon-based fighting at home in 1994. The future had arrived wearing construction boots and looking slightly embarrassed about it.
I probably spent more time in Virtua Fighter’s training mode than the actual game, drilling Jacky’s combos until my thumb developed a permanent indent from the six-button pad. There’s something meditative about practicing the same moves over and over while twin processors wheeze with digital effort, trying to render smooth motion from chunky polygons. My little brother would hover in the doorway asking if he could play, but Virtua Fighter wasn’t the kind of game you just handed over to someone else. It demanded patience, precision, and honestly more attention span than most kids possessed back then.
Star Wars Arcade was supposed to be the other system-seller, though calling it “arcade perfect” required the same kind of optimism that led people to invest in Enron. The game took such massive liberties with both the arcade original and Star Wars canon that it basically became fan fiction, but flying an X-Wing through the Death Star trench on my own TV? Pure digital cocaine, even if the whole experience lasted maybe twelve minutes before looping back to the beginning. The scaling effects and fake 3D pushed that poor 32X harder than it was designed to handle, creating dogfights that moved like underwater interpretive dance.
The game library though… Jesus, what a wasteland. Thirty-six titles total if you counted everything, and half of those were Genesis games with a few extra colors slapped on like makeup on a corpse. Doom looked impressive until you actually played the PC version and realized what “impressive” was supposed to mean. Blackthorne moved like it was stuck in molasses. After Burner Complete was decent enough, but you could get better arcade thrills without the hardware headache and extra power bill.
What really got to me was watching other 32X owners justify their purchases with increasingly desperate mental gymnastics. “Well, Space Harrier’s enhanced effects are quite smooth actually.” “Knuckles Chaotix has some really innovative level design concepts.” We were like members of an expensive cult, protecting our investment by convincing ourselves and anyone who’d listen that thirty-six games represented adequate value for hardware that cost almost as much as buying a whole new console.
The real tragedy was Sega’s timing. The 32X launched right as Saturn development was heating up, creating this absolutely bizarre situation where Sega was literally competing with itself for shelf space and consumer dollars. Walk into any Electronics Boutique or Babbages in late ’94 and you’d find confused sales clerks trying to explain why anyone would want this mushroom-shaped add-on when the Saturn was coming soon with “real” 32-bit power. It was like watching someone sell horse-drawn carriages in a car dealership parking lot while pointing out that horses were more reliable than those newfangled automobiles.
My 32X finally gave up sometime around 2003 – just stopped reading cartridges one day, like it had achieved enlightenment and decided to transcend its physical limitations. I probably should’ve felt sad about it, but honestly it was more like putting down a loyal but increasingly decrepit pet. The thing had served its purpose, showing me what polygonal gaming could look like at home, even if it couldn’t quite deliver on the promise without wheezing like an asthmatic marathon runner.
These days you can’t touch a complete 32X setup for under two hundred bucks, assuming you can even find one with both power supplies and the ridiculous cable setup intact. It’s become this collector’s curiosity that generates more interest as a museum piece than it ever did as an actual gaming platform. Emulation handles the entire library better than original hardware ever could – you can smooth out those frame rate problems and upscale graphics without worrying about capacitors failing or power supplies dying dramatic deaths.
But there’s something genuinely special about experiencing the original hardware, problems and all. The 32X represents this beautiful, doomed moment when console manufacturers were just throwing wild ideas at the wall to see what stuck around long enough to make money. Sega’s solution to the 32-bit transition was basically “let’s duct-tape another computer to the old one and pray something good happens.” It was inelegant, overpriced, and ultimately completely pointless, but it was also fearless in ways that modern gaming hardware rarely manages to be.
I genuinely miss that kind of hardware experimentation, even when – especially when – it fails this spectacularly. Give me weird mushroom-shaped add-ons and desperate engineering solutions over another predictable CPU bump any day of the week. At least the 32X tried to be something different, even if different turned out to be expensive and unnecessary.
Samuel’s been gaming since the Atari 2600 and still thinks 16-bit was the golden age. Between accounting gigs and parenting teens, he keeps the CRTs humming in his Minneapolis basement, writing about cartridge quirks, console wars, and why pixel art never stopped being beautiful.


