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Sega Saturn

The Sega Saturn is a home video game console developed by Sega and released on November 22, 1994, in Japan, May 11, 1995, in North America, and July 8, 1995, in Europe. Part of the fifth generation of video game consoles, it is the successor to the successful Genesis. The Saturn has a dual-CPU architecture and eight processors. Its games are in CD-ROM format, including several ports of arcade games and original games.

History
Background In the early 1990s, Sega had success with the Genesis (known as the Mega Drive in most countries outside of North America), backed by aggressive advertising campaigns and the popularity of its Sonic the Hedgehog series. Sega also had success with arcade games; in 1992 and 1993, the new Sega Model 1 arcade system board showcased Sega AM2's Virtua Racing and Virtua Fighter (the first 3D fighting game), crucial to popularizing 3D polygonal graphics. It was developed by the same team that developed the System 32 arcade board. Sato regrets that he did not go with the Model 1 arcade hardware as a base, as he was too concerned of leaving all the developers behind that were focused on sprites rather than 3D, which were the majority of developers. In 1993, Sega and the Japanese electronics company Hitachi formed a joint venture to develop a new CPU for the Saturn, which resulted in the creation of the "SuperH RISC Engine" (or SH-2) later that year. The Saturn was designed around a dual-SH2 configuration. According to Kazuhiro Hamada, Sega's section chief for Saturn development during the system's conception, "the SH-2 was chosen for reasons of cost and efficiency. The chip has a calculation system similar to a DSP [digital signal processor], but we realized that a single CPU would not be enough to calculate a 3D world." Although the Saturn's design was largely finished before the end of 1993, reports in early 1994 of the technical capabilities of Sony's upcoming PlayStation console prompted Sega to include another video display processor (VDP) to improve 2D performance and 3D texture mapping. Sega considered making CD-ROM-based and cartridge-only versions of the Saturn, but discarded the idea due to concerns over the lower quality and higher price of cartridge games. Silicon Graphics subsequently collaborated with Nintendo on the Nintendo 64. Publicly, Kalinske defended the Saturn's design: "Our people feel that they need the multiprocessing to be able to bring to the home what we're doing next year in the arcades." In 1993, Sega restructured its internal studios in preparation for the Saturn's launch. To ensure high-quality 3D games would be available early in the Saturn's life, and to create a more energetic working environment, developers from Sega's arcade division were asked to create console games. New teams, such as the Panzer Dragoon developer Team Andromeda, were formed during this time. In early 1994, the Sega Titan Video arcade system was announced as an arcade counterpart to the Saturn. In April 1994, Acclaim Entertainment announced it would be the first American publisher to produce software for the Titan. In January 1994, Sega began to develop the 32X add-on for the Genesis, as a less expensive entry into the 32-bit era. The 32X was approved by Sega CEO Hayao Nakayama and widely supported by Sega of America employees. According to the former Sega of America producer Scot Bayless, Nakayama was worried that the Saturn would not be available until after 1994 and that the recently released Atari Jaguar would reduce Sega's hardware sales. As a result, Nakayama ordered his engineers to have the system ready for launch by the end of the year. According to Sega of America research and development head Joe Miller, the 32X familiarized development teams with the dual SH-2 architecture also used in the Saturn. Because the machines share many parts and were prepared to launch around the same time, tensions emerged between Sega of America and Sega of Japan when the Saturn was given priority. Virtua Fighter, a faithful port of the popular arcade game, sold at a nearly one-to-one ratio with the Saturn console at launch and was crucial to the system's early success in Japan. Boosted by the popularity of Virtua Fighter, Sega's initial shipment of 200,000 Saturn units sold out on the first day. Sega waited until the December 3 launch of the PlayStation to ship more units; when both were sold side by side, the Saturn proved more popular. After the holiday season, however, interest in the 32X rapidly declined. and sales exceeded 1 million within the following six months. There were conflicting reports that the PlayStation had a higher sell-through rate, and the system gradually began to overtake the Saturn in sales during 1995. Sony attracted many third-party developers to the PlayStation with a liberal $10 licensing fee, excellent development tools, and the introduction of a 7- to 10-day order system that allowed publishers to meet demand more efficiently than the 10- to 12-week lead times for cartridges that had previously been standard in the Japanese video game industry. In March 1995, Sega of America CEO Tom Kalinske announced the Saturn's launch in the U.S. on "Saturnday" (Saturday), September 2, 1995. However, Sega of Japan mandated an early launch to give the Saturn an advantage over the PlayStation. At the first Electronic Entertainment Expo (E3) in Los Angeles on May 11, 1995, Kalinske gave a keynote presentation in which he revealed the release price of (including a copy of Virtua Fighter Sega had already shipped 30,000 Saturns to Toys "R" Us, Babbage's, Electronics Boutique, and Software Etc. for immediate release. The announcement upset retailers who were not informed of the surprise release, including Best Buy and Walmart; KB Toys, which was not part of the early launch, responded by refusing to carry the Saturn and its games. The Saturn's release in Europe also came before the previously announced North American date, on July 8, 1995, at £399.99. The PlayStation launched in Europe on September 29, 1995; by November, it had already outsold the Saturn by a factor of three in the United Kingdom, where Sony had allocated £20 million of marketing during the holiday season compared to Sega's £4 million. The Saturn's U.S. launch was accompanied by a reported $50 million advertising campaign including coverage in publications such as Wired and Playboy. The early rescheduling yielded only six launch games (all published by Sega) because most third-party games were scheduled around the original launch date. Virtua Fighters relative lack of popularity in the West, combined with a release schedule of only two games between the surprise launch and September 1995, prevented Sega from capitalizing on the Saturn's early timing. and garnered favorable media in comparison to the Saturn version of Sega's Daytona USA, which was considered inferior to its arcade counterpart. Namco, a longtime arcade competitor with Sega, Although the System 11 is technically inferior to Sega's Model 2 arcade board, its lower price made it attractive to smaller arcades. Tekken surpassed Virtua Fighter in popularity due to its superior graphics and nearly arcade-perfect console port, becoming the first million-selling PlayStation game. On October 2, Sega announced a Saturn price reduction to $299. High-quality Saturn ports of the Sega Model 2 arcade hits Sega Rally Championship, Virtua Cop, and Virtua Fighter 2 (running at 60 frames per second at a high resolution) were available by the end of the year and were generally regarded as superior to competitors on the PlayStation. Notwithstanding a subsequent increase in Saturn sales during the 1995 holiday season, the games were not enough to reverse the PlayStation's decisive lead. Within its first year, the PlayStation secured over 20% of the entire U.S. video game market. On the second day, Sega announced it would match this price, though Saturn hardware was more expensive to manufacture. Changes at Sega After the launch of the PlayStation and Saturn, sales of 16-bit games and consoles continued to account for 64% of the video game market in 1995. Sega underestimated the continued popularity of the Genesis, and did not have the inventory to meet demand. Nakayama's decision to focus on the Saturn over the Genesis, based on the systems' relative performance in Japan, has been cited as the major contributing factor in this miscalculation. Due to long-standing disagreements with Sega of Japan, On July 16, 1996, Sega announced that Kalinske would leave Sega after September 30, and that Shoichiro Irimajiri had been appointed chairman and CEO of Sega of America. A former Honda executive, Irimajiri had been involved with Sega of America since joining Sega in 1993. Sega also announced that David Rosen and Nakayama had resigned from their positions as chairman and co-chairman of Sega of America, though both remained with the company. These changes were accompanied by a softer image that Sega was beginning to portray in its advertising, including removing the "Sega!" scream and holding press events for the education industry. Marketing for the Saturn in Japan also changed with the introduction of Segata Sanshiro (played by Hiroshi Fujioka), a character in a series of TV advertisements starting in 1997; the character eventually starred in a Saturn game. Temporarily abandoning arcade development, Sega AM2 head Yu Suzuki began developing several Saturn-exclusive games, including a role-playing game in the Virtua Fighter series. Initially conceived as an obscure prototype, "The Old Man and the Peach Tree", and intended to address the flaws of contemporary Japanese RPGs (such as poor non-player character artificial intelligence routines), Virtua Fighter RPG evolved into a planned 11-part, 45-hour "revenge epic in the tradition of Chinese cinema", which Suzuki hoped would become the Saturn's killer app. The game was eventually released as Shenmue for the Saturn's successor, the Dreamcast. Cancellation of Sonic X-treme was canceled, and the lack of a fully 3D Sonic the Hedgehog'' platformer became a significant factor in the Saturn's commercial failure. As Sonic Team was working on Nights into Dreams, It featured a fisheye lens camera system that rotated levels with Sonic's movement. After Nakayama ordered the game be reworked around the engine created for its boss battles, the developers were forced to work between 16 and 20 hours a day to meet their December 1996 deadline. Weeks of development were wasted after Stolar rescinded STI's access to Sonic Team's Nights into Dreams engine following an ultimatum by Nights programmer Yuji Naka. After programmer Ofer Alon quit and designers Chris Senn and Chris Coffin became ill, Sonic X-Treme was cancelled in early 1997. STI was disbanded in 1996 as a result of changes in management at Sega of America. Naka said he had been relieved by the cancellation, because the game was not promising. the company retained control of 38% of the U.S. video game market (compared to Nintendo's 30% and Sony's 24%). In part due to an aggressive price war, The Christmas 1996 "Three Free" pack, which bundled the Saturn with Daytona USA, Virtua Fighter 2, and Virtua Cop, drove sales dramatically and ensured the Saturn remained a competitor into 1997. However, the Saturn failed to take the lead. After the launch of the Nintendo 64 in 1996, sales of the Saturn and its games were sharply reduced, and the PlayStation outsold the Saturn by three-to-one in the U.S. in 1997. The game helped push PlayStation sales ahead of the Saturn in Japan, after the PlayStation and Saturn had been very close in Japan prior to the game's release. As of August 1997, Sony controlled 47% of the console market, Nintendo 40%, and Sega only 12%. Neither price cuts nor high-profile game releases proved helpful. Reflecting decreased demand for the system, worldwide Saturn shipments during March to September 1997 declined from 2.35 million to 600,000 versus the same period in 1996; shipments in North America declined from 800,000 to 50,000. Due to the Saturn's poor performance in North America, 60 of Sega of America's 200 employees were laid off in late 1997. Following five years of generally declining profits, Due to a 54.8% decline in consumer product sales (including a 75.4% decline overseas), the company reported a net loss of ¥43.3 billion () and a consolidated net loss of ¥35.6 billion (). Shortly before announcing its financial losses, Sega announced that it was discontinuing the Saturn in North America to prepare for the launch of its successor. The Saturn lasted longer in Japan, with Irimajiri announcing in early 1998 that Sega would continue supporting the Saturn in Japan after its successor was released. Between June 1996 and August 1998, a further 1,103,468 consoles and 29,685,781 games were sold in Japan, giving the Saturn a Japanese attach rate of 16.71 games per console, the highest of that generation. As of February 1997, the attach rate was four games per console worldwide. Rumors about the upcoming Dreamcast, spread mainly by Sega, were leaked to the public before the last Saturn games were released. The Dreamcast was released on November 27, 1998, in Japan and on September 9, 1999, in North America. The decision to abandon the Saturn effectively left the Western market without Sega games for over one year. Sega suffered an additional ¥42.881 billion consolidated net loss in the fiscal year ending March 1999 and announced plans to eliminate 1,000 jobs, nearly a quarter of its workforce. Worldwide Saturn sales include at least the following amounts in each territory: 5.75 million in Japan (surpassing Genesis sales of 3.58 million there), 1.8 million in the United States, 1 million in Europe, and 530,000 elsewhere. With lifetime sales of 9.26 million units, the Saturn is considered a commercial failure, although its install base in Japan, where it did better than the West, surpassed the Nintendo 64's 5.54 million, where it became Sega's highest-selling home console. The Saturn ultimately shipped more than 6 million units in Japan. Lack of distribution has been cited as a significant factor of the Saturn's failure, because the system's surprise launch had damaged Sega's reputation with key retailers. Conversely, Nintendo's long delay in releasing a 3D console and damage to Sega's reputation caused by poorly supported Genesis add-ons are considered major factors allowing Sony's establishment in the video game market. ==Technical specifications==
Technical specifications
Featuring eight processors, the Saturn's central processing units are two Hitachi SH-2 microprocessors clocked at 28.6 MHz and capable of 56 MIPS. It uses a Motorola 68EC000 running at 11.3 MHz as a sound controller; a custom sound processor with an integrated Yamaha FH1 DSP running at 22.6 MHz capable of up to 32 sound channels with both FM synthesis and 16-bit 44.1 kHz pulse-code modulation; the VDP1 (which handles sprites and polygons) and the VDP2 (which handles backgrounds). The System Control Unit (SCU), which controls all buses and functions as a co-processor of the main SH-2 CPU, has an internal DSP running at 14.3 MHz. Its RCA video output with up to 16.78 million colors. has also been cited as one of the system's most important features. The Saturn's design elicited mixed commentary among game developers and journalists. Developers quoted by Next Generation in December 1995 described the Saturn as "a real coder's machine [for] those who love to get their teeth into assembly and really hack the hardware [with] more flexibility [and] more calculating power than the PlayStation". The sound board was widely praised. whereas Kenji Eno of WARP observed little difference. In particular, Dreisbach criticized the Saturn's use of quadrilaterals as its basic geometric primitive, in contrast to the triangles rendered by the PlayStation and the Nintendo 64. Third-party development was initially hindered by the lack of useful software libraries and development tools, requiring developers to use assembly language. During early Saturn development, programming in assembly had a speed increase of two to five times above higher-level languages such as C. Sega responded to complaints about the difficulty of programming for the Saturn by writing new graphics libraries which were claimed to make development easier. Treasure CEO Masato Maegawa stated that the Nintendo 64 was more difficult to develop for than the Saturn. Traveller's Tales founder Jon Burton said that though the PlayStation was easier "to get started on [...] you quickly reach [its] limits", whereas the Saturn's "complicated [hardware could] improve the speed and look of a game when all used together correctly". A major criticism was the Saturn's use of 2D sprites to generate polygons and simulate 3D space. The PlayStation has a different design, based entirely on 3D triangle-based polygonal rendering, with no direct 2D support. As a result, several analysts described the Saturn as an "essentially" 2D system. For example, Steven L. Kent stated: "Although Nintendo and Sony had true 3D game machines, Sega had a 2D console that did a good job with 3D objects but wasn't optimized for 3D environments." The Saturn hardware is extremely difficult to emulate. Several Saturn models were produced in Japan. An updated model in a recolored light gray (officially white and raise its appeal among women and younger children. Two models were released by third parties: Hitachi released the Hi-Saturn (a smaller model equipped with a car navigation function), and JVC released the V-Saturn. The system also supports several accessories. A wireless controller powered by AA batteries uses infrared signal to connect. Designed to work with Nights, the Saturn 3D Pad includes both a control pad and an analog stick for directional input. Sega also released several versions of arcade sticks as peripherals, including the Virtua Stick, the Virtua Stick Pro, the Mission Analog Stick, and the Twin Stick. Sega created a light gun peripheral, the Virtua Gun, for shooting games such as Virtua Cop, and the Arcade Racer, a wheel for racing games. The Play Cable connects two Saturn consoles for multiplayer gaming across two screens, and a multitap connects up to six players to the same console. One console with two multitaps can support up to 12 players. Other accessories include RAM expansion cartridges, keyboard, mouse, floppy disk drive, and movie card. A proposed graphics accelerator add-on using the Hitachi SH-3 chipset was canceled. Like the Genesis, the Saturn had an Internet-based gaming service. The Sega NetLink is a 28.8k modem for the cartridge slot for direct dial multiplayer games In Japan, a pay-to-play service was used. It can be used for web browsing, email, and online chat. Because the NetLink was released before the keyboard, Sega produced a series of CDs containing hundreds of website addresses so that Saturn owners could browse with the joypad. In 1995, Sega announced a variant of the Saturn featuring a built-in NetLink modem codenamed Pluto, but it was never released. Sega developed a Saturn-based arcade board, the Sega ST-V (or Titan), intended as an affordable alternative to Sega's Model 2 arcade board and as a testing ground for upcoming Saturn software. and it was overproduced by Sega's arcade division. ==Game library==
Game library
Much of the Saturn's library comprises Sega's arcade ports, Last Bronx, Sega Rally Championship, the Virtua Cop series, the Virtua Fighter series, and Virtual-On. Highly rated Saturn exclusives include Panzer Dragoon Saga, Dragon Force, Guardian Heroes, Nights, Panzer Dragoon II Zwei, and Shining Force III. PlayStation games such as Castlevania: Symphony of the Night, Resident Evil, and Wipeout 2097 received Saturn ports with mixed results. Due to the cancellation of Sonic X-treme, the Saturn lacks an exclusive Sonic the Hedgehog platformer. Instead, it received a graphically enhanced port of the Genesis game Sonic 3D Blast, as well as the compilation Sonic Jam and the racing game Sonic R. The main character of the platformer Bug! was seen as a potential mascot for the Saturn, but failed to catch on as the Sonic series had. Instead, Sonic Team developed the score attack game Nights into Dreams, considered one of the most important Saturn games. The gameplay involves steering the imp-like protagonist Nights, as it flies on a mostly 2D plane across surreal stages. Although it lacked the fully 3D environments of Nintendo's Super Mario 64, the emphasis by Nights on unfettered movement and graceful acrobatic techniques showcased the intuitive potential of analog control. Sonic Team's next game, Burning Rangers, a fully 3D Many well-regarded Saturn games were exclusive to Japan, such as the Sakura Wars series. Co-developed by Sega and Red Entertainment, Sakura Wars mixes elements of tactical RPGs, anime cutscenes, and visual novels. Sakura Wars and Grandia Some games that launched on Saturn, such as Dead or Alive, Grandia, It was praised for its cinematic presentation, evocative plot, and unique battle system. However, Sega released fewer than 20,000 retail copies in North America in what IGN's Levi Buchanan characterized as an example of the Saturn's "ignominious send-off" in the region. Later ports of Saturn games including Guardian Heroes, Nights Into Dreams, continued to garner positive reviews. Partly due to rarity, Saturn games such as Panzer Dragoon Saga and Radiant Silvergun are noted for their cult following. Due to the Saturn's commercial failure and hardware limitations, games such as Resident Evil 2, Shenmue, Sonic Adventure, and Virtua Fighter 3 were cancelled and moved to the Dreamcast. ==Reception and legacy==
Reception and legacy
At the time of the Saturn's release, Famicom Tsūshin awarded it 24 out of 40, higher than the PlayStation's 19 out of 40. In June 1995, Dennis Lynch of the Chicago Tribune and Albert Kim of Entertainment Weekly praised the Saturn as the most advanced console available; Lynch praised the double-speed CD-ROM drive and "intense surround-sound capabilities" and Kim cited Panzer Dragoon as a "lyrical and exhilarating epic" demonstrating the ability of new technology to "transform" the industry. In December 1995, Next Generation gave the Saturn three and a half stars out of five, highlighting Sega's marketing and arcade background as strengths but the system's complexity as a weakness. By December 1998, EGMs reviews were more mixed, with reviewers citing the lack of games as a major problem. According to EGM reviewer Crispin Boyer, "the Saturn is the only system that can thrill me one month and totally disappoint me the next". Retrospective feedback of the Saturn is mixed, but generally praises its game library. According to Greg Sewart of 1UP.com, "the Saturn will go down in history as one of the most troubled, and greatest, systems of all time". Edge noted that "hardened loyalists continue to reminisce about the console that brought forth games like Burning Rangers, Guardian Heroes, Dragon Force and Panzer Dragoon Saga". In 2015, The Guardians Keith Stuart wrote that "the Saturn has perhaps the strongest line-up of 2D shooters and fighting games in console history". Retro Gamers Damien McFerran wrote: "Even today, despite the widespread availability of sequels and re-releases on other formats, the Sega Saturn is still a worthwhile investment for those who appreciate the unique gameplay styles of the companies that supported it." IGNs Travis Fahs was critical of the Saturn library's lack of "fresh ideas" and "precious few high-profile franchises", in contrast to what he described as Sega's more creative Dreamcast output. Douglass C. Perry of Gamasutra noted that, from its surprise launch to its ultimate failure, the Saturn "soured many gamers on Sega products". Sewart and IGNs Levi Buchanan cited the failure of the Saturn as the major reason for Sega's downfall as a hardware manufacturer, but USgamer's Jeremy Parish described it as "more a symptom [...] than a cause" of the decline, which began with add-ons for the Genesis that fragmented the market and continued with Sega of America's and Sega of Japan's competing designs for the Dreamcast. Sheffield portrayed Sega's mistakes with the Saturn as emblematic of the broader then-decline of the Japanese gaming industry: "They thought they were invincible, and that structure and hierarchy were necessary for their survival, but more flexibility, and a greater participation with the West could have saved them." Pulp365 reviews editor Matt Paprocki concluded that "the Saturn is a relic, but an important one, which represents the harshness of progress and what it can leave in its wake". ==Notes==
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