Technical analysis
What could have been better about the CD32
The single biggest omission was Fast RAM. On the CD32, program code, data and graphics all live in Chip RAM. The CPU shares the memory bus with bitplanes, Copper, Blitter and audio, leaving it waiting much of the time with eight bitplanes. The Mascot project measured an effective performance of only around 1 to 1.5 MIPS.
Fast RAM out of the box
Just 1–2 MB could have roughly doubled the processing capacity available for game logic and 3D, while freeing Chip RAM for graphics. In 1993, RAM cost roughly $25–40 per MB at wholesale prices. That would have mattered for a £299 console, but offered the best return on cost.
Project evidence: Duke Nukem only fits its textures because the original ROM leaves 1.62 MB of Chip RAM free. Every kilobyte of code and texture sits on the slow bus.
Akiko: the right idea in the wrong place
The chunky-to-planar hardware makes a measurable difference: Zombies in a Train reaches 12 fps instead of 7 with Akiko, and Ares Racing League needs 10.3 rather than 16.4 vertical blanks per frame. Conversion still takes 13–14% of each frame because the CPU must push every pixel through a register. A genuine chunky graphics mode would have eliminated the step altogether.
Measurements: the Zombies and Ares Racing League READMEs, plus Duke Nukem’s PERFORMANCE.md.
A faster CPU or cache
The 68EC020 has just 256 bytes of instruction cache and no data cache. A 25 MHz 68030 with Fast RAM could have delivered roughly three to four times the performance, but was too expensive for a £299 console in 1993. Fast RAM would have been the realistic first step; the CPU, second.
Estimate, not a measurement.
1 KB of storage for every game
The NVRAM provides just 1 KB for all the console’s save files. That is why Zombies in a Train squeezes a save into 128 bytes. There is no room for an RPG or a racing league with detailed statistics. A memory-card slot could have fixed it.
Source: Zombies in a Train README.
System-level pitfalls
A program booted from CD gets only 4 KB of stack. Duke Nukem’s portal renderer needs 7.5 KB and crashed in three of six levels until it was given a separate stack. There is also the CD32.TM trademark file, without which a CD will not boot. Both constraints cost developers time.
Evidence: Duke Nukem’s PERFORMANCE.md and boot tests across all projects.
What worked well
The seven-button controller works for four-button fighters and for a first-person shooter with aim assist. CD audio barely reduces CPU load (1–2%), but sounds far better than four Paula channels. Copper and Blitter do the heavy lifting in RumbleX and the platformer: games designed for the hardware can reach 25–37 fps.
Measurements: the RumbleX and Ares Racing League READMEs.