That much is clear by looking at one of the game’s more distinctive features: its art style. Not only did Tempo show what the 32X could do in the right hands, but it also tried to expand on what mascot platformers were capable of. Ironically, though, that’s precisely what makes the game so memorable in the first place. So when understood like that, it’s easy to see why the game might have been overlooked: it debuted on a failing system and into a genre that was already heavily saturated. Released in early 1995, the game released just as Bonk was starting to wind down, but before Sakura Taisen saw its debut. Knuckles Chaotix took 2D Sonic games to an absurd extreme, and Kolibri was basically a tropical Ecco the Dolphin.įar less appreciated is Red Company’s obscure contribution to the 32X: a disco-themed platformer by the name of Tempo. They were the last hurrah of the 16-bit generation, demonstrating what gave that generation its character before the next wave of consoles would wipe the slate clean. Developers working with the 32X must have known this, since the few original games for the system reflect that sentiment. Despite a low launch price and early praise from critics, public opinion on the console quickly soured as people flocked to bigger and better systems. It’s safe to say the Sega 32X was a failure.
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