The tracks are from: Space Harrier, Stellar Assault, Virtua Racing Deluxe, Parasquad, Metal Head and Virtua Fighter. It seems Sega hates Chaotix for some reason :S At ¥3,625 (~$40) a pop it's certainly not cheap but I reckon like many other VGM releases it'll sell out within days. Ripping music from 32X games isn't on the cards for the folks at Project 2612. Maybe the newly revised VGM container format will entice them to do so?
And why is Google the only feasible online translator? Whatever happened to Babelfish I can translate diddly-squat using it.
samsonlonghair wrote:
Touché. Wasn't the 32X developed by Sega of America? I thought the 32X was even less popular in Japan than it is stateside.
Yeah - I had always heard that by the time the 32X hit, the Saturn had already been out in Japan. Considering people in America were willing to wait for the Saturn, I imagine only the most extremely extreme Sega fanatics would by an add-on for an already outdated system.
samsonlonghair wrote:
Touché. Wasn't the 32X developed by Sega of America? I thought the 32X was even less popular in Japan than it is stateside.
Yeah - I had always heard that by the time the 32X hit, the Saturn had already been out in Japan. Considering people in America were willing to wait for the Saturn, I imagine only the most extremely extreme Sega fanatics would by an add-on for an already outdated system.
That's not how it went. SoA and SoE promised existing Genesis/Megadrive users "32-bit quality gameplay" with the 32X addon, with near-perfect conversions of Model 1 games, as well as laying out a possible Daytona port, if not more Model 2 ports. The president of SoE at the time even went as far to favourably compare the 32X (or Mega 32 as it was first called) to the Saturn in a magazine interview. They promised to extend the lifetime of the Megadrive through this add-on since the Saturn was going to be expensive and only (loaded) early adopters could have afforded one. It was a messed-up plan and many loyal consumers were miffed (myself included) because Sega couldn't have afforded to support four platforms at once. Sega of Japan were never keen on the idea of a 32-bit add-on, considering they had Japan in their pockets thanks to the Virtua Fighter port. Compound that with one of the worst inter-national corporate communication and decision making schemes and you'd get a surefire disaster everytime. Was the 32X fiasco behind Nintendo's reluctance to mass-distribute the 64DD add-on?