The other day I was digging through a box of old gaming magazines—you know the drill, sticky pages from ancient orange juice spills and that particular musty smell of paper that lived through the Clinton administration—when I found a torn-out preview of Virtua Fighter on the 32X. The screenshot looked incredible for 1994. Like, genuinely jaw-dropping in a way that made me remember exactly what it felt like to see polygons moving smoothly on a home console for the first time.
But here's the thing about the 32X that nobody talks about anymore: those games were bloody expensive. I'm talking proper expensive, like "negotiate with your parents for three weeks and promise to do washing up until you're eighteen" expensive. When Virtua Fighter launched at £59.99—which was mad money for a single game back then—my mate Dave's dad called it "daylight robbery with a plastic box." He wasn't wrong, exactly. But he also wasn't entirely right.
I remember standing in Electronics Boutique (remember those?) holding that chunky black cartridge, feeling the weight of it. The 32X games had this heft that regular Mega Drive carts didn't. Partly because of all the extra silicon crammed inside, but also because they felt… significant. Like you were holding the future, even if it was a future that would only last about eighteen months before Sega moved on to their next brilliant mistake.
The 32X itself looked like someone had grafted a mushroom onto your Mega Drive. This big black thing that made your console tower wobble precariously on whatever bit of furniture your parents had grudgingly allocated to "that computer thing." You needed the main unit, obviously. Then the power adapter—another bloody wall wart to fight with in the extension lead behind the telly. And God help you if you wanted to use a Mega CD as well, because then you were looking at a Frankenstein's monster of cables and power supplies that could heat a small room.
But when it worked? Christ, when it worked it was magic.

I scraped together birthday money and chore earnings for months to get Virtua Fighter. Worth every penny, looking back. The arcade version had been this mythical thing—smooth 3D characters that moved like actual martial artists, not the jerky puppet shows we were used to on home consoles. The 32X port wasn't perfect—the backgrounds were flat, the music got compressed to hell, and sometimes Akira's face looked like he'd been assembled from digital Lego. But seeing Jacky Bryant throw a proper roundhouse kick in my living room felt like science fiction becoming reality.
Star Wars Arcade was another one of those "how is this even possible" moments. Flying an X-wing through the Death Star trench on a home console? The frame rate was choppy as anything, sure, and the graphics were about as detailed as a wireframe fever dream, but the sense of speed was intoxicating. My younger brother would sit there making whooshing noises while I played, completely absorbed in what was essentially a tech demo with Star Wars branding. We didn't care that it lasted about twenty minutes. We cared that it existed at all.
The expensive part wasn't just the individual games, though. It was the whole ecosystem. You couldn't just buy a 32X and be done with it. You needed the RF switch adapter if your telly was ancient (ours was). You needed the special cable to connect it to your Mega Drive. And if you were serious about it—if you wanted that proper arcade experience—you needed a six-button controller, which was another fifteen quid that your parents definitely noticed on the credit card bill.
After Dark was probably the most technically impressive thing I saw running on the system. A proper 3D platformer with texture mapping and lighting effects that made my SNES-owning mates suddenly very quiet about "blast processing" jokes. The game itself was a bit rubbish—floaty controls and camera angles that seemed designed by someone who'd only heard second-hand descriptions of how 3D movement should work. But watching those environments scroll smoothly while maintaining a decent frame rate felt like glimpsing the next generation of gaming a year early.
Doom on 32X was where things got interesting in a different way. The PC version had been doing the rounds on floppy disks at school for months, spreading through the computer lab like digital contraband. But seeing it running on a console, with a proper joypad, connected to the family television… that changed something fundamental about what we thought home gaming could be. Yes, it looked rougher than the PC version. Yes, the sound was compressed. But it was Doom on a console in 1994, which was basically witchcraft.
The thing is, when I talk to people now about 32X games being expensive experiments, they usually assume I mean expensive failures. But that misses the point entirely. These weren't products designed to make safe, predictable profits. They were Sega throwing money at the wall to see what stuck, and occasionally something genuinely revolutionary would emerge from the chaos.
Knuckles Chaotix was mental in the best possible way—a Sonic game where you were literally tethered to another character by some kind of elastic physics system. The rubber band mechanic felt like nothing else in gaming at the time, this weird combination of momentum and strategy that somehow worked. The graphics were gorgeous too, all those detailed sprites and backgrounds that showed off the 32X's extra processing power. It was expensive because it was trying to do things no other platform could manage.

Looking back with adult eyes and an adult wallet, those 32X games weren't expensive—they were experiments that cost what experiments cost. The hardware itself was essentially a mini Saturn crammed into a Mega Drive attachment. The development costs for completely new 3D engines, the risk of creating software for an install base that barely existed, the pure hubris of trying to extend a 16-bit console's life by bolting on 32-bit power… of course it was going to be expensive.
And you know what? I'm glad it existed, even if it only lasted a year and a half. Because for that brief window, we had home console games that felt genuinely ahead of their time. Not just technically impressive for their platform, but actually pushing boundaries that wouldn't become standard until the PlayStation and Saturn arrived proper.
Sometimes I fire up that old 32X—yes, I still have it, along with the precarious tower of cables and adapters—and play a bit of Virtua Fighter. The polygons are chunky, the sound is compressed, and my Akira still can't reliably pull off that spinning heel kick. But for a few minutes, I'm back in 1994, convinced I'm glimpsing the future of gaming through that expensive black mushroom attached to my Mega Drive.
Those games were expensive because they were worth it.