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The Sega Saturn (セガサターン Sega Satān) is a 32-bit video game console that was first released on November 22, 1994 in Japan, May 11, 1995 in North America, and July 8, 1995 in Europe. The system was discontinued in Europe and Australia in 1998, April 1999 in North America, and in 2000 in Japan.[1] While the system was popular in Japan due to its successful marketing such as with the character Segata Sanshiro, it failed to gain a similar market share in North America and Europe against its competitors PlayStation and Nintendo 64. According to a July 2007 GamePro article, the Saturn had sold 9.5 million units.[1]. However in Invisible Engines: How Software Platforms Drive Innovation and Transform Industries (on p. 131) it was stated that the console had sold 17 million units.
[edit] DevelopmentSega's 27-member Away Team, comprising employees from hardware engineering, product development and marketing, worked for two years to design the Sega Saturn's hardware. The Saturn was a powerful machine for the time, but its design, with two CPUs and six other processors, made harnessing this power extremely difficult. Also, many of the ancillary chips in the system were "off the shelf" components, increasing the complexity of the system because the components were not specifically designed to work together. Rumors suggest that the original design called for a single central processor, but upon hearing of the PlayStation's capabilities, a second processor was added late in development to increase potential performance[who?].
Third-party development was initially hindered by the lack of useful software libraries and development tools, requiring developers to write in assembly language to achieve good performance. At least during early Saturn development, programming in assembly could offer a two to fivefold speed increase over the C language.[3] To save development costs and time, some programmers would utilize only one CPU. One such case was with Alien Trilogy. The implementation of dual CPUs within the Saturn was not ideal. The biggest disadvantage of the architecture was that both processors shared the same bus and had problems accessing the main system RAM at the same time. The 4 KB of cache memory in each CPU was critical to maintaining performance. In general, very careful division of processing, in addition to the already-challenging task of parallelizing the code, was required to get the most out of the Saturn. One example of how the Saturn was utilized was with Virtua Fighter's use of one CPU for each character.[3] Compared to the PlayStation, the Saturn's hardware was difficult to work with because of its more complex graphics hardware and lesser overall performance, as noted by Lobotomy Software programmer Ezra Dreisbach.[4] In order to bring Duke Nukem 3D and PowerSlave/Exhumed to the Saturn, Lobotomy Software had to almost entirely rewrite the Build engine to get adequate performance from the Saturn.[4] Also, during testing of an unreleased Quake port for the PlayStation, the Saturn's performance was found to be notably inferior for the game.[4] The Saturn version of Shenmue. Unlike the PlayStation and Nintendo 64 which used triangles as its basic geometric primitive, the Saturn rendered quadrilaterals. This proved to be a hindrance because most of the industry's standard design tools were based around triangles. One of the challenges brought forth by quadrilateral-based rendering was problems with making some shapes, notably triangular objects. This can be seen in the Saturn version of Tomb Raider, in which triangular rocks are not rendered as well as other systems' versions of the game.[4] The hardware also lacked light sourcing and hardware video decompression support, the latter being a major disadvantage during a time when full-motion video was quite popular. Still, if used correctly, the quadrilateral rendering of the Saturn had advantages. It could potentially show less texture distortion than was common with PlayStation titles, as demonstrated by several cross-platform titles such as Wipeout and Destruction Derby. The quadrilateral-focused hardware and a 50% greater amount of video memory also gave the Saturn an advantage for 2D game engines and attracted many developers of RPGs, arcade games and traditional 2D fighting games. With creative programming, later games like Burning Rangers were able to achieve true transparency effects on hardware that used simple polygon stipples as a replacement for transparency effects in the past. The cartridge slot was useful for adding extra RAM or storage devices for saving games to the system. One ROM cartridge was released with King of Fighters '95. which contained part of the game data because not enough RAM was available. Two different RAM cartridges were released for the system; a 1 MB RAM cart by SNK for King of Fighters '96 and a 4 MB RAM cart by Capcom for X-Men vs. Street Fighter and Marvel Super Heroes vs. Street Fighter. Both companies were known for their sprite-based 2D competitive fighting games and many of their subsequent games utilized their respective cartridges. [edit] Performance in the marketplace
The optional analog controller (North American and European version) that came packaged with Nights into Dreams... [edit] JapanThe Japanese Saturn was released in November 1994, just a few weeks ahead of its rival, Sony's PlayStation.[5] Approximately 170,000 machines were sold the first day the console went on sale. Many of the games that made the Saturn popular in Japan, such as the Sakura Taisen series and various console role-playing games, or even most Japanese games in general, were never released in foreign territories as it was assumed at Sega of America and Sega of Europe that they were not appealing to a Western audience. The last commercial licensed release in Japan and last official game for the system was Yuukyuu Gensoukyoku Hozonban Perpetual Collection, released by MediaWorks on December 4, 2000. [edit] North AmericaBy the end of 1994, the 16-bit video game era was in twilight in North America and gamers were eagerly anticipating the new 32-bit machines from Japan. In early 1995, Sega president Tom Kalinske announced that the Saturn would launch in the U.S. on "Saturnday", (Saturday) September 2, 1995. This date was greatly anticipated by gamers and the media. It also allowed Sony to announce that the PlayStation release date would be one week later on September 9, 1995. However, at the first Electronic Entertainment Expo (E3) in May 1995, Kalinske announced that the "Saturnday" date was a ruse and that the system was being released nationwide by a few select retailers immediately (May 11, 1995). It appeared that Sega had a real opportunity to take a commanding 4-month lead in the 32-bit race by beating the PlayStation to the market. The "surprise attack" launch backfired on Sega for several reasons. The Saturn was released at a high price point of US$399, while Sony announced a US$299 price for the PlayStation at E3 itself, as a response to the Saturn's earlier release.[6] The early launch also meant that the Saturn had only a handful of games available at the moment, as most third party games were slated to be completed and rolled out around the original September 2 launch date, and as many successful Japanese titles were not imported. Third party publishers, particularly these based in North America, were angered as the surprise launch prevented them from capitalizing on the momentum inherent in an anticipated, planned release. Essentially the only software available on the shelves at launch was software released by Sega. Many within the gaming industry viewed the early launch as a calculated move to give Sega larger sales of Saturn software at the expense of independent developers. In addition, the retailers who were not included in the early launch (most notably Wal-Mart and KB Toys) felt betrayed, with some retaliating by supporting Sega's rivals. This resulted in Sega having difficulties with these distributors for the Saturn (and also for its successor, the Dreamcast). For example, Sega's actions so angered KB Toys that they refused to release the Saturn at all, and actually went as far as having some retailers remove anything Sega-related in stores to provide more retail space for the Saturn's competition instead. By the time of the PlayStation's release on September 9, 1995, the Saturn had sold approximately 80,000 systems. The PlayStation sold over 100,000 units upon release in the U.S., and Sega's dreams of early domination of the new generation of hardware were quickly forgotten. From 1995–1997 the Saturn became the "other" system, running a distant third behind the Nintendo 64 and the PlayStation. However, it was the preferred system for many arcade and import gamers . These gamers eagerly anticipated having Sega's arcade games ported to the system, and many of the popular and most preferred games were available in Japan only. Sales of the Saturn would generally spike as new arcade ports were released, but would die off again shortly after. By the end of 1997, Sega had announced that it would develop a successor (the Dreamcast), causing console sales and game releases to drop dramatically. The Saturn's commercial failure caused Sega to lose US$267.9 million and layoff 30% of its workforce.[7] [edit] EuropeDespite the success of Sega's previous consoles in Europe and although the Sega Saturn was launched in Europe in July 1995—a few months before the newcomer PlayStation's release—the momentum for Sony's console amongst consumers began to build rapidly, stalling Saturn sales in the region. As a result, the Sega Saturn never enjoyed the success it achieved in Japan or even the post-launch hype the machine was awarded in North America, leaving the market almost solely in the competition's hands. By the time that the Nintendo 64 hit European shelves in early 1997, the Saturn's sales had long since stagnated. The last commercial licensed release in Europe was a survival horror game called Deep Fear, released by Sega Europe in November 1998. However, support for the Sega Saturn in the UK was bolstered by the successful publication of Sega Saturn Magazine. Although the publication of the magazine technically ran parallel to the last commercially released games, it dedicated the bulk of its pages to reviewing Japanese releases and news relating to the eagerly anticipated Dreamcast. In another marketing blunder, Sega refused to give EMAP (the publisher of Sega Saturn Magazine) the Official Dreamcast Magazine licence in the UK, despite a large and extremely loyal fanbase.[8] [edit] End of an eraAs price drops continued throughout the 32-bit era, the system board design of the Saturn was not as easy to condense in a cost-saving manner and Sega fell behind after price drops offered by Nintendo and Sony. As a marketing strategy, Sega bundled three of its best selling games (Daytona USA, Virtua Cop, Virtua Fighter 2) with the system in order to keep the more expensive Saturn competitive with its rivals. This was not entirely successful as gamers preferred to purchase game titles of their own choice instead, so they turned to cheaper competing systems. By early 1997, the Saturn was trailing the Nintendo 64 and PlayStation in both North America and Europe to such an extent that senior management began planning a new platform and, by E3 in 1997, had begun talk of the system called the Katana (which would later be named the Dreamcast). Sega America President Bernie Stolar, who was strongly in favor of the upcoming console, announced "The Saturn is not our (SEGA's) future". As Sega began public discussion about their next generation system, barely two years after having launched the Saturn, it became a self-defeating prophecy, some citing it as an example of the Osborne effect. This move, combined with Sega's recent history of short-lived consoles, particularly the Sega CD and 32X which were considered ill-conceived "stopgaps" that turned off gamers and developers alike, led to a chain reaction that quickly caused the Saturn's future to collapse. Immediately following the announcement, sales of the console and software substantially tapered off in the second half of 1997, while many planned games were canceled, causing the console's life expectancy to shorten substantially. While this let Sega focus on bringing out its successor, premature demise of the Saturn caused them financial problems. Even though the Dreamcast did address many of the problems with the Saturn, Sega's bad reputation caused customers and publishers to be skeptical and holdout to see how it would fare against Sony's PlayStation 2. The aggressive move to replace the Saturn resulted in a rift between Sega and many of their third-party developers and publishers. North American developers were already hostile to the Saturn because it was difficult to program for, and because they were left out by its early release, so the future project alienated what remaining support Sega had in that region. However, many Japanese developers had strongly supported the Saturn in its homeland and saw little reason for Sega to rush another platform to market. The announcement caused a substantial drop in software sales, causing frustrated third parties to cancel many planned releases. The early abandonment of the Saturn hurt third party software support not only for that system, but also for Sega in general. Several major publishers such as Electronic Arts declined to support the upcoming Dreamcast, which played a part in its discontinuation as well. Several games intended for release in North America or Europe were canceled, despite being highly anticipated. These titles include Sonic X-treme, Policenauts and Lunar: Silver Star Story, the latter two remaining as Japanese market exclusives. Further cancellations in 1998 followed cutting the western release lists down to titles such as Steep Slope Sliders, Panzer Dragoon Saga, Burning Rangers, The House of the Dead, Shining Force III (One part in a 3 part series), Magic Knight Rayearth (North America) and Deep Fear (Europe). The Saturn was discontinued in 2000 in Japan, 1998 in other countries and April 3, 1999 on North America.[1] [edit] Saturn models[edit] Asian modelsIn Japan, Sega licensed the rights to produce Saturns to their hardware partners – Hitachi, who provided the CPUs and several other chips, and JVC who produced the CD drives for most models, although functionally identical Sanyo drives were sometimes used. SunSeibu released a model with a 7-CD changer for use in hotels. The concept of a multi-game player for hotel use is very common in Japan.
[edit] North American modelsAll North American models are black in color and were produced by Sega.
Early models came packaged with a redesigned controller that was slightly bigger than the Japanese variant. Eventually the Japanese controller was adopted. [edit] European/Australian modelsEuropean and Australian Saturns are identical as both regions share the same AC voltage and TV standard. There is no internal variation between PAL and SÉCAM machines as all were shipped with SCART leads. All models are black and externally quite similar to the North American variations. PAL and SECAM machines will have "PAL" next to the BIOS revision number on the system settings screen instead of "NTSC".
[edit] Technical specifications[edit] Processors
[edit] Memory
[edit] AudioThe Saturn Custom Sound Processor (SCSP) is manufactured by Yamaha and consists of several components. The SCSP is a multi-function game sound generator LSI that consists of a PCM sound generator and DAC (Digital to Analog Converter). The SCSP creates and processes sound mixes. It contains a 32-slot sound generator and sound effect DSP, a 16-channel digital mixer and timer, and an interrupt controller. The Saturn's audio RAM is connected directly to the SCSP, and is used to store the sound programs (i.e. Cybersound) or raw waveform samples. The SCSP can support up to 32 channels for PCM playback, or eight channels for FM synthesis modulation. Maximum sample rate for PCM samples is 44.1 kHz (CD quality). The SCSP is MIDI compliant, and can be hooked up to external equipment (such as keyboards). The 128 step DSP is capable of generating special effects such as reverberation and different room acoustics. The entire SCSP is controlled by a single Motorola 68EC000 16-bit CPU running at 11.3 MHz. The MC68EC000 is essentially the same as (and compatible with) the M68000 used in the Mega Drive and several other consoles, but without the eight-bit MC6800 interface. The SCSP can be directly accessed by the MC68EC000 and both SH-2s. The SCSP is limited by the small amount of RAM made available to it, and lack of hardware sample compression.
[edit] VideoThe Sega Saturn is equipped with dual custom VDP chips for graphics processing. The VDP1 chip is primarily responsible for sprite generation. Polygon generation is accomplished through manipulation of the sprite engine. Texture mapping and Gouraud shading is also handled by the VDP1. The VDP1 renders primitives to two 256 kB frame buffers that can be configured as 512x512x8 or 512x256x16 (Virtua Fighter 2 was the first game to use high resolution, at 60 frame/s on Consoles). Having two frame buffers allows double buffering of the display and provides more time for rendering. The active framebuffer is read out to the display by the VDP2, which can apply data from a coefficient table to modify the scanning process, for effects like rotation, scaling, and general distortion of the entire frame buffer as a single entity. The SCU (system bus control unit) provides DMA across a dedicated bus commonly labeled as the "B-bus" that the VDP2 and VDP1 are connected to, allowing transfer of data from them to and from main memory. Keep note that transferring data from and to the same bus is prohibited by all 3 SCU DMA levels.
Some commonly quoted specifications are highly dependent on the rendering modes for the polygons and other factors that burden the system load:
In order to better understand the differences between the PS1 GPU and Saturn VDP1 rendering capabilities, here are some varying factors: PS1 GPU
Saturn VDP1
The VDP 2 serves as the Sega Saturn's background processor. Certain special effects such as texture transparency and playfield rotation and scrolling (up to five fields at any given time) are handled here. Both the VDP2 and VDP1 32-bit video display processor have direct access to the both SH2s, as well as direct memory access (DMA) to both the main and video RAM.
Programmable display resolution:
[edit] StorageThe Sega Saturn video game console features a double speed CD-ROM drive manufactured by JVC-Victor (some models may have been manufactured by Hitachi or Sanyo). The drive has a transfer rate of 320 KB/s, and a 512 KB data cache. Drive related functions are controlled via a single Hitachi SH1 32-bit RISC processor operating at 20 MHz.
[edit] Input/output
While the Saturn graphics hardware is capable of VGA (progressive/non-interlaced) video, no existing retail software ever used this mode and the system cannot force any such software to run in this mode. Moreover, neither Sega nor third-party manufacturers produced or sold the cables required to support such high-resolution modes on any type of display. [edit] Power source
[edit] Dimensions (US/European model)
[edit] ErrataVDP1 transparency rendering quirk causes strips of pixels to be rewritten to framebuffer for 2-point (scaled) and 4-point (quadrangle) "sprites", applying the transparency effect multiple times. Rarely seen in commercial games (Robotica explosions), later titles implemented software transparency via direct framebuffer access to correctly render polygons (Dural in Virtua Fighter Kids). Another technique developed for pseudo-hardware transparency was to rasterize polygons using one or two pixel tall sprites with transparency enabled to fill in horizontal spans. Because 2 of the 4 quadrangle points were identical, there was no framebuffer rewrite during rendering. The Linux kernel contains code specifically designed for the Saturn; it is unclear if this effort was ever completed. [edit] CompatibilityIn addition to playing games, all of the Saturn models could play music CDs, CD+G, and CD+EG discs. A software disc was sold by Sega to allow the playing of PhotoCDs ('Photo CD Operating System'). An MPEG decoding hardware module was released by Sega, JVC and Hitachi, allowing VideoCD playback. JVC later released a VideoCD module that included the software for displaying PhotoCDs, eliminating the need for a software disc. However, these modules were releases in Japan only due to the popularity of the Video CD Format. In order to use one on a North American Saturn, a region converter must be used. There were some titles that could be played on both North American and Japanese consoles. Street Fighter Alpha 2 was one of the titles that could be played on both regions systems without a converter. Scud: The Disposable Assassin, which was only released in the North America, was compatible with both European and Japanese Saturns, in addition to North American Saturns. It is one of the very few region-free Sega Saturn games.[11] [edit] Marketing techniquesIn 1996, Sega started a marketing campaign that featured a naked woman with blonde hair and blue eyes. It used screenshots from the games to cover her breasts and pubic area.[12] It was very successful, and Electronic Gaming Monthly selected the campaign as the best ad during the 1997 Buyer's Guide. For a time, Sega mailed out videotapes containing an infomercial advertising its system to potential customers. It ran roughly eight minutes long and featured gameplay footage and a collection of Saturn commercials. It has become somewhat infamous for its bizarre content (a bald woman with a ring around her head, a dancing slacker, etc).[13] The launch advertising campaign in the United States, titled "The Theater of the Eye", was also in this unusual style, describing psychological effects of playing the Saturn.[14] One marketing technique used by Sega to promote the Sega Saturn was Segata Sanshiro (せがた三四郎 Segata Sanshirō), a parody of Sanshiro Sugata portrayed by Hiroshi Fujioka.[15] He is a Judo master who tracks down and punishes those who do not play the Sega Saturn.[16] He uses two catch phrases, "You must play the Sega Saturn!" (セガサターン、シロ! Sega Satān, shiro!) and "Sega Saturn, White" (セガサターン、白 Sega Satān, Shiro), which sound similar to his name. Sanshiro lives as a hermit high on a mountain, devoting his life to intensive Sega Saturn training. He trains physically every day by carrying around a giant Sega Saturn on his back and punching buttons on its giant controller, as well as mentally by breaking stacks of Nintendo 64 cartridges with his head. The character dies in his final commercial, where he sacrifices himself to stop a missile launched at the Tokyo headquarters of Sega. He appears in the games Segata Sanshirō Shinken Yūgi and Rent-a-Hero No. 1. He was received with critical acclaim in Japan.[17] Another notable commercial was released right after the Nintendo 64's launch. It consisted of Nintendo 64's launched into the air like clay pigeons and then shot one at a time. It was referred to as a "Pretendo" and at the end of the commercial the narrator said, "Face it Pretendo, you weren't worth waiting for." During the first year-and-a-half of the Saturn's US life, Sega also had a marketing campaign similar to the one used for the Sega Genesis in the early-90's, where they would directly attack the PlayStation through a series of aggressive MTV-styled ads. Typically, they would showcase a Saturn exclusive like Nights... Into Dreams and end with a reminder that such a game was "not on PlayStation." In some advertisements for the core Saturn system, Sega also boasted that the system had two 32-bit processors while the PlayStation only had one. Ironically, the careless implementation of these "two 32-bit processors" would prove to be a key factor in the Saturn's demise. A device resembling a Saturn appears briefly in Neon Genesis Evangelion episode 23, with a Sega-badged TV. Sega was a sponsor of the program and the movies.[citation needed] Another device resembling a Saturn also appears briefly in You're Under Arrest episode 48, with the case opened and being repaired by Miyuki.[citation needed] A Sega Saturn can be seen in the movies, Mallrats, First Kid, and Dead man on Campus.[citation needed] Also in the Jet Li movie Black Mask, Tracy Lee is playing a Sega Saturn with various games while she is being held hostage by Tsui Chik, with two of the games being Virtua Fighter and Darius Gaiden.[citation needed] The Sega Saturn was also prominently featured atop Drew Carey's TV in The Drew Carey Show for some time, even after its discontinuation. Eventually, in Season 6, it was replaced with a Dreamcast.[citation needed] In Shenmue for the Dreamcast, a Sega Saturn can be seen in Ryo's TV Room in his house, which can be played on later in the game. (If you win the games in the ingame contest)[citation needed] In "Choukou Senshi Changerion" the main character owned a Sega Saturn that was prominently displayed on top of his TV, this was done also because the toys and show were sponsored by Sega.[citation needed] In Neon Genesis Evangelion, Toji Suzuhara and Kensuke Aida are seen with a Sega Saturn and Asuka Langley Soryu is seen playing a video game with a Sega Saturn type controller. [edit] Accessories[edit] DirectLinkThe DirectLink (also known as Link Cable) is a device that enables two Sega Saturns to connect to each other for multiplayer gameplay. The device requires two televisions and two copies of the same game. [edit] Action ReplayThe Action Replay can be used to change the code of certain games in order to gain access to features not meant to be accessed or to advance further into a game using cheats. Another feature of the Action Replay was the ability to back-up saved games for when the battery dies. It was also possible to play imported games from any region without any modification to the system. [edit] Arcade RacerArcade Racer is a type of joystick designed after a steering wheel for the Sega Saturn. It is helpful when playing racing games because unlike most controllers at that time which were Digital used the D-Pad instead of an Analog stick. The Arcade Racer is analog, This gives the controller a smoother response and makes the controller ideal for a variety of Sega Saturn games including:
[edit] Storage CardsUtilizing the cartridge slot behind the CD tray, portable storage cards are inserted to store game information such as high scores and saved game files. This was one of the few accessories for the Sega Saturn to be available to third-party manufacturers. All third party cartridges have a slightly thicker PCB which will stretch the cartridge slot and wear it out over time making it unusable. [edit] See also[edit] References
[edit] External links
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