Difference between revisions of "Sega Saturn"

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{{Use mdy dates|date=January 2017}}
 
{{featured article}}
 
 
{{Infobox information appliance
 
{{Infobox information appliance
 
| title        = Sega Saturn
 
| title        = Sega Saturn
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| type          = [[Home video game console]]
 
| type          = [[Home video game console]]
 
| generation    = [[Fifth generation of video game consoles|Fifth generation]]
 
| generation    = [[Fifth generation of video game consoles|Fifth generation]]
| release date  = {{vgrelease|JP|November 22, 1994|NA|May 11, 1995|EU|July 8, 1995}}
+
| release date  = JP: November 22, 1994<br />NA: May 11, 1995<br />EU: July 8, 1995
 
| lifespan      = 1994-2000
 
| lifespan      = 1994-2000
 
| price        = JP: ¥44,800<br />US: US$399<br />UK: ₤399.99
 
| price        = JP: ¥44,800<br />US: US$399<br />UK: ₤399.99
| discontinued  = {{vgrelease|EU|1998|NA|1998|JP|2000}}
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| discontinued  = EU: 1998<br />NA: 1998<br />JP: 2000
 
| CPU          = 2× Hitachi [[SuperH|SH-2]] @ 28.6&nbsp;[[Hertz|MHz]]
 
| CPU          = 2× Hitachi [[SuperH|SH-2]] @ 28.6&nbsp;[[Hertz|MHz]]
 
| GPU          = VDP1 & VDP2 video display processors
 
| GPU          = VDP1 & VDP2 video display processors
 
| sound        = [[Yamaha YMF292]]
 
| sound        = [[Yamaha YMF292]]
| media        = [[CD-ROM]], [[CD+G]], [[CD+EG]], [[Video CD]], [[Mini CD]], [[Photo CD]], [[E-book]]<ref name="Move Card"/>
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| media        = [[CD-ROM]], [[CD+G]], [[CD+EG]], [[Video CD]], [[Mini CD]], [[Photo CD]], [[E-book]]
 
| storage      = Internal [[RAM]], cartridge
 
| storage      = Internal [[RAM]], cartridge
 
| onlineservice = [[Sega NetLink]]
 
| onlineservice = [[Sega NetLink]]
 
| unitssold    = 9.26 million
 
| unitssold    = 9.26 million
 
| predecessor  = [[Sega Genesis]]
 
| predecessor  = [[Sega Genesis]]
| successor    = [[Dreamcast]]
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| successor    = [[Sega Dreamcast|Dreamcast]]
 
}}
 
}}
The {{Nihongo foot|'''Sega Saturn'''|セガサターン|Sega Satān|In Japan, the name is commonly romanized as one word ('''SegaSaturn'''), in contrast to the two word spelling used in the west.|lead=yes|group=lower-alpha}}<!-- See [[WP:JFN]] --> is a [[32-bit]] [[History of video game consoles (fifth generation)|fifth-generation]] [[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]]. The successor to the successful [[Sega Genesis]], the Saturn has a dual-[[Central processing unit|CPU]] architecture and eight processors. Its games are in [[CD-ROM]] format, and its game library contains several [[Arcade game|arcade]] [[Porting|ports]] as well as original games.
+
 
 +
=Introduction=
 +
 
 +
The '''Sega Saturn''' is a [[32-bit]] [[History of video game consoles (fifth generation)|fifth-generation]] [[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]]. The successor to the successful [[Sega Genesis]], the Saturn has a dual-[[Central processing unit|CPU]] architecture and eight processors. Its games are in [[CD-ROM]] format, and its game library contains several [[Arcade game|arcade]] [[Porting|ports]] as well as original games.
  
 
Development of the Saturn began in 1992, the same year Sega's groundbreaking [[3D computer graphics|3D]] [[Sega Model 1|Model 1]] [[Arcade system board|arcade hardware]] debuted. Designed around a new CPU from Japanese electronics company [[Hitachi]], another video display processor was incorporated into the system's design in early 1994 to better compete with [[Sony]]'s forthcoming [[PlayStation (console)|PlayStation]].
 
Development of the Saturn began in 1992, the same year Sega's groundbreaking [[3D computer graphics|3D]] [[Sega Model 1|Model 1]] [[Arcade system board|arcade hardware]] debuted. Designed around a new CPU from Japanese electronics company [[Hitachi]], another video display processor was incorporated into the system's design in early 1994 to better compete with [[Sony]]'s forthcoming [[PlayStation (console)|PlayStation]].
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Although the Saturn is remembered for several well-regarded games, including ''[[Nights into Dreams]]'', the ''[[Panzer Dragoon (series)|Panzer Dragoon]]'' series, and the ''[[Virtua Fighter (series)|Virtua Fighter]]'' series, its reputation is mixed due to its complex hardware design and limited [[third-party developer|third-party]] support. Sega's management has been criticized for its decisions during the system's development and discontinuation.
 
Although the Saturn is remembered for several well-regarded games, including ''[[Nights into Dreams]]'', the ''[[Panzer Dragoon (series)|Panzer Dragoon]]'' series, and the ''[[Virtua Fighter (series)|Virtua Fighter]]'' series, its reputation is mixed due to its complex hardware design and limited [[third-party developer|third-party]] support. Sega's management has been criticized for its decisions during the system's development and discontinuation.
  
==History==
+
=Specifications=
 
 
===Background===
 
Released in 1988, the [[Sega Genesis|Genesis]] (known as the Mega Drive in Europe, Japan and Australia) was Sega's entry into the [[History of video game consoles (fourth generation)|fourth generation]] of video game consoles.<ref name="Retroinspection">{{cite magazine|magazine=[[Retro Gamer]]|title=Retroinspection: Mega Drive|author=Sczepaniak, John|issue=27|year=2006|pages=42–47|url=http://www.sega-16.com/2006/09/retroinspection-mega-drive/}}</ref> In mid-1990, Sega CEO [[Hayao Nakayama]] hired [[Tom Kalinske]] as president and CEO of Sega of America. Kalinske developed a four-point plan for sales of the Genesis: lower the price of the console, create a U.S.-based team to develop games targeted at the American market, continue aggressive advertising campaigns, and sell ''[[Sonic the Hedgehog (1991 video game)|Sonic the Hedgehog]]'' with the console.{{sfn|Kent|2001|pp=424, 427}} The Japanese board of directors initially disapproved of the plan,{{sfn|Kent|2001|p=428}} but all four points were approved by Nakayama, who told Kalinske, "I hired you to make the decisions for Europe and the Americas, so go ahead and do it."<ref name="Retroinspection" /> Magazines praised ''Sonic'' as one of the greatest games ever made, and Sega's console finally took off as customers who had been waiting for the [[Super Nintendo Entertainment System]] (SNES) decided to purchase a Genesis instead.{{sfn|Kent|2001|p=431}} However, the release of a CD-based [[Video game accessory|add-on]] for the Genesis, the [[Sega CD]] (known as Mega-CD outside of North America), was commercially disappointing.<ref name="Retroinspection32X">{{cite magazine|magazine=Retro Gamer|title=Retroinspection: Sega 32X|author=McFerran, Damien|issue=77|year=2010|pages=44–49|quote='''Scot Bayless:''' The 32X call was made in early January [1994]&nbsp;... There's a part of me that wishes the Saturn had adopted the 32X graphics strategy, but that ship had sailed long before the greenlight call from Nakayama.}}</ref><ref name="Eurogamer_CDSales">{{cite web|last=McFerran|first=Damien|title=The Rise and Fall of Sega Enterprises|url=http://www.eurogamer.net/articles/2012-02-22-the-rise-and-fall-of-sega-enterprises|work=Eurogamer|accessdate=May 1, 2014|date=February 22, 2012}}</ref>
 
 
 
Sega also experienced success with [[arcade game]]s. In 1992 and 1993, the new [[Sega Model 1#Sega Model 1|Sega Model 1]] arcade system board showcased [[Sega AM2]]'s ''[[Virtua Racing]]'' and ''[[Virtua Fighter (video game)|Virtua Fighter]]'' (the first [[3D computer graphics|3D]] [[fighting game]]), which played a crucial role in popularizing 3D polygonal graphics.<ref>{{cite web|url=http://www.gamespot.com/gamespot/features/video/15influential/p13_01.html |title=''Virtua Racing'' – Arcade (1992) |work=[[GameSpot]] |year=2001 |accessdate=June 6, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20100412225953/http://www.gamespot.com/gamespot/features/video/15influential/p13_01.html |archivedate=April 12, 2010 }} cf. {{cite web|last=Feit |first=Daniel |url=https://www.wired.com/2012/09/how-virtua-fighter-saved-playstations-bacon/ |title=How ''Virtua Fighter'' Saved PlayStation's Bacon |work=[[Wired (magazine)|Wired]] |date=September 5, 2012 |accessdate=October 9, 2014 |quote='''Ryoji Akagawa:''' If it wasn't for ''Virtua Fighter'', the PlayStation probably would have had a completely different hardware concept. }} cf. {{cite magazine|last=Thomason|first=Steve|title=The Man Behind the Legend|magazine=[[Nintendo Power]]|volume=19|issue=205|date=July 2006|page=72|quote='''[[Toby Gard]]:''' It became clear to me watching people play ''Virtua Fighter'', which was kind of the first big 3D-character console game, that even though there were only two female characters in the lineup, in almost every game I saw being played, someone was picking one of the two females.}}</ref><ref name="1UP VF">{{cite web|last=Leone |first=Matt |url=http://www.1up.com/features/essential-50-virtua-fighter |archiveurl=https://archive.is/20120719110526/http://www.1up.com/features/essential-50-virtua-fighter |archivedate=July 19, 2012 |title=The Essential 50 Part 35: ''Virtua Fighter'' |work=[[1UP.com]] |year=2010 |accessdate=December 10, 2016 |deadurl=yes |df= }}</ref><ref>{{cite book|last=Donovan|first=Tristan|title=[[Replay: The History of Video Games]]|publisher=Yellow Ant|year=2010|page=267|isbn=978-0956507204|quote=One of the key objections to 3D graphics that developers had been raising with Sony was that while polygons worked fine for inanimate objects such as racing cars, 2D images were superior when it came to animating people or other characters. ''Virtua Fighter'', Suzuki's follow-up to ''Virtua Racing'', was a direct riposte to such thinking&nbsp;... The characters may have resembled artists' mannequins but their lifelike movement turned Suzuki's game into a huge success that exploded claims that game characters couldn't be done successfully in 3D&nbsp;... Teruhisa Tokunaka, chief executive officer of Sony Computer Entertainment, even went so far as to thank Sega for creating ''Virtua Fighter'' and transforming developers' attitudes.}}</ref> In particular, ''Virtua Fighter'' garnered praise for its simple three-button control scheme, with strategy coming from the intuitively observed differences between characters that felt and acted differently rather than the more ornate [[Combo (video gaming)|combos]] of [[2D computer graphics|two-dimensional]] competitors. Despite its crude visuals—with characters composed of fewer than 1,200 polygons—''Virtua Fighter''<nowiki>'</nowiki>s fluid animation and relatively realistic depiction of distinct fighting styles gave its combatants a lifelike presence considered impossible to replicate with [[Sprite (computer graphics)|sprites]].{{sfn|Mott|2013|pp=226, 250. "''Virtua Racing''&nbsp;... was perhaps the first to treat polygons not as a graphical gimmick but as an opportunity to expand the boundaries of traditional driving games&nbsp;... It's like witnessing the discovery of fire&nbsp;... [''Virtua Fighter''] establish[ed] the template that future 3-D fighters would follow"}}{{sfn|Kent|2001|pp=501–502}}<ref name="Edge VF"/> The Model 1 was an expensive system board, and bringing home releases of its games to the Genesis required more than its hardware could handle. Several alternatives helped to bring Sega's newest arcade games to the console, such as the [[Sega Genesis#Sega Virtua Processor|Sega Virtua Processor]] chip used for ''Virtua Racing'', and eventually the [[Sega 32X]] add-on.<ref name="RetroinspectionSaturn"/>
 
 
 
===Development===
 
Development of the Saturn was supervised by Hideki Sato, Sega's director and deputy general manager of [[research and development]].{{sfn|Harris|2014|p=386}} According to Sega project manager Hideki Okamura, the Saturn project started over two years before the system was showcased at the Tokyo Toy Show in June 1994. The name "Saturn" was the system's codename during development in Japan, but was chosen as the official product name.<ref>{{cite magazine|title=EGM Interviews SEGA SATURN Product Manager HIDEKI OKAMURA|magazine=[[EGM2|EGM<sup>2</sup>]]|issue=1|volume=1|date=July 1994|page=114|quote='''Hideki Okamura:''' [Saturn] was just a development code name for hardware that was adopted by the Japanese development staff. The name has become common knowledge and it has a nice ring to it.}}</ref> ''[[Computer Gaming World]]'' in March 1994 reported a rumor that "the Sega ''Saturn'' ... will release in Japan before the end of the year" for $250–300.<ref name="cgw199403">{{Cite magazine
 
|last=O'Riley
 
|first=Liam Thomas
 
|date=March 1994
 
|title=A Portrait Of The Journalist As A Dirty Old Man
 
|department=The Rumor Bag
 
|url=http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=116
 
|magazine=Computer Gaming World
 
|page=186}}</ref>
 
 
 
In 1993, Sega and Japanese electronics company [[Hitachi]] formed a joint venture to develop a new CPU for the Saturn, which resulted in the creation of the "SuperH [[Reduced instruction set computing|RISC]] Engine" (or [[SuperH|SH-2]]) later that year.<ref name="NG February"/><ref>{{cite web|last=Pollack|first=Andrew|url=https://www.nytimes.com/1993/09/22/business/company-news-sega-to-use-hitachi-chip-in-video-game-machine.html|title=Sega to Use Hitachi Chip In Video Game Machine|work=[[The New York Times]]|date=September 22, 1993|accessdate=April 15, 2014|quote=Sega Enterprises said today that it would base its next-generation home video game machine, due in the fall of 1994, on a new chip being developed by Hitachi Ltd&nbsp;... One Sega official said Hitachi's chip was attractively priced and would be designed with Sega's needs in mind&nbsp;... Yamaha is expected to provide sound chips and JVC the circuitry for compressing video images.}} cf. {{cite magazine|title=Sega to add 64-Bit Processor to New Saturn System!|magazine=Electronic Gaming Monthly|issue=53|volume=5|date=December 1993|page=68|quote=There are reportedly seven different processors in the Saturn. The main processor will be a custom 32-Bit RISC chip under joint development by Sega and Hitachi.}}</ref> 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 [[Digital Signal Processor|DSP]] [digital signal processor], but we realized that a single CPU would not be enough to calculate a 3D world."<ref name="NG February"/><ref name="NextGenDec">{{cite magazine|title=NG Hardware: Saturn|magazine=Next Generation|issue=12|volume=1|date=December 1995|pages=45–48|quote=The early pictures and technical breakdowns have remained relatively close to the final system, perhaps because the system was completed far earlier than many people realize&nbsp;... It was too late to make major alterations to the system, so, at the cost of pushing the launch schedule slightly, a video processor was added to the board to boost its 2D and 3D texture-mapping abilities. The real processing power of the Saturn comes from two Hitachi SH2 32-bit RISC processors running at 28 MHz. These processors were specially commissioned by Sega and are optimized for fast 3D graphics work.}}</ref> 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)|PlayStation]] console prompted Sega to include another video display processor (VDP) to improve the system's 2D performance and texture-mapping.<ref name="NG February"/><ref name="NextGenDec"/><ref name="NG January">{{cite magazine|title=NG Hardware: Saturn|magazine=Next Generation|issue=1|volume=1|date=January 1995|pages=44–45|quote=Sega has spent the last nine months or so playing catch-up with Sony after a publisher-friend tipped Sega off about the power of PlayStation.}}</ref> CD-ROM-based and cartridge-only versions of the Saturn hardware were considered for simultaneous release during the system's development, but this idea was discarded due to concerns over the lower quality and higher price of cartridge-based games.<ref name="NG February"/>
 
 
 
According to Kalinske, Sega of America "fought against the architecture of Saturn for quite some time".<ref name="1UP Pleasure and Pain"/> Seeking an alternative graphics chip for the Saturn, Kalinske attempted to broker a deal with [[Silicon Graphics]], but Sega of Japan rejected the proposal.<ref name="IGNHistory_pg6">{{cite web|url=http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=6|author=Fahs, Travis|title=IGN Presents the History of Sega|work=IGN|page=6|accessdate=May 1, 2014|date=April 21, 2009}}</ref><ref name="Tale of Two E3s">{{cite web|last=Dring|first=Christopher|url=http://www.mcvuk.com/news/read/tale-of-two-e3s-xbox-vs-sony-vs-sega/0118482|title=A Tale of Two E3s – Xbox vs Sony vs Sega|work=MCVUK.com|accessdate=January 4, 2019|date=July 7, 2013|deadurl=yes|archiveurl=https://web.archive.org/web/20170222190759/http://www.mcvuk.com/news/read/tale-of-two-e3s-xbox-vs-sony-vs-sega/0118482|archivedate=February 22, 2017|df=mdy-all}}</ref>{{sfn|Harris|2014|p=465}} Silicon Graphics subsequently collaborated with Nintendo on the [[Nintendo 64]].<ref name="IGNHistory_pg6"/>{{sfn|Harris|2014|p=464}} Kalinske, Sony Electronic Publishing's [[Ólafur Jóhann Ólafsson|Olaf Olafsson]], and Sony America's Micky Schulhof had discussed development of a joint "Sega/Sony hardware system", which never came to fruition due to Sega's desire to create hardware that could accommodate both 2D and 3D visuals and Sony's competing notion of focusing on 3D technology.<ref name="Tale of Two E3s"/><ref name="Sega-16 Kalinske">{{cite web|last=Horowitz |first=Ken |url=http://www.sega-16.com/feature_page.php?id=214&title=Interview%3A+Tom+Kalinske |title=Interview: Tom Kalinske |work=Sega-16 |date=July 11, 2006 |accessdate=December 24, 2014 |quote='''Tom Kalinske:''' I remember we had a document that Olaf and Mickey took to Sony that said they'd like to develop jointly the next hardware, the next game platform, with Sega, and here's what we think it ought to do. Sony apparently gave the green light to that&nbsp;... Our proposal was that each of us would sell this joint Sega/Sony hardware platform; we'll share the loss on the hardware (whatever that is, we'll split it), combine our advertising and marketing, but we'll each be responsible for the software sales we'll generate. Now, at that particular point in time, Sega knew how to develop software a hell of a lot better than Sony did. They were just coming up the learning curve, so we would have benefited much more greatly&nbsp;... I felt that we were rushing Saturn. We didn't have the software right, and we didn't have the pricing right, so I felt we should have stayed with Genesis for another year. |deadurl=yes |archiveurl=https://web.archive.org/web/20090207173139/http://www.sega-16.com/feature_page.php?id=214&title=Interview%3A%20Tom%20Kalinske |archivedate=February 7, 2009 |df=mdy }}</ref>{{sfn|Harris|2014|p=452}} 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."{{sfn|Kent|2001|p=509}}
 
 
 
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 ''[[Panzer Dragoon]]'' developer [[Team Andromeda]], were formed during this time.<ref name="Making of Panzer Dragoon">{{cite web|url=http://www.nowgamer.com/features/894677/the_making_of_panzer_dragoon_saga_part_1.html|title=The Making Of&nbsp;... ''Panzer Dragoon Saga'' Part 1|date=December 17, 2008|work=Now Gamer|archiveurl=https://web.archive.org/web/20140724042310/http://www.nowgamer.com/features/894677/the_making_of_panzer_dragoon_saga_part_1.html|archivedate=July 24, 2014|deadurl=yes|accessdate=March 20, 2014|quote='''Kentaro Yoshida:''' We thought we'd have no problem making games that were superior to PlayStation games.}}</ref>
 
 
 
In January 1994, Sega began to develop an add-on for the Genesis, the Sega 32X, which would serve as a less expensive entry into the [[History of video game consoles (fifth generation)|32-bit era]]. The decision to create the add-on was made by Nakayama and widely supported by Sega of America employees.<ref name="Retroinspection32X"/> According to 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.<ref name="Retroinspection32X"/> The 32X would not be compatible with the Saturn, but Sega executive Richard Brudvik-Lindner pointed out that the 32X would play Genesis games, and had the same system architecture as the Saturn.{{sfn|Kent|2001|p=494}} This was justified by Sega's statement that both platforms would run at the same time, and that the 32X would be aimed at players who could not afford the more expensive Saturn.<ref name="Retroinspection32X" /><ref name="Allgame32X">{{cite web|author=Beuscher, David |title=Sega Genesis 32X – Overview |work=Allgame |accessdate=December 13, 2014 |url=http://allgame.com/platform.php?id=35 |deadurl=yes |archiveurl=https://web.archive.org/web/20141210012639/http://allgame.com/platform.php?id=35 |archivedate=December 10, 2014 }}</ref> According to Sega of America research and development head Joe Miller, the 32X served a role in assisting development teams to familiarize themselves with the dual SH-2 architecture also used in the Saturn.<ref name="Miller">{{cite web|author=Horowitz, Ken|title=Interview: Joe Miller|work=Sega-16|url=http://www.sega-16.com/2013/02/interview-joe-miller/|date=February 7, 2013|accessdate=May 25, 2014|quote='''Joe Miller:''' I'd say that the rhetoric around the deteriorating relationship is probably overblown a little bit, based on what I've read. Nakayama-san and SOJ knew they had a strong, proven management team in place at SOA, and while everyone was concerned about growing the business, neither side lost confidence in the other.}}</ref> Because both machines shared many of the same parts and were preparing to launch around the same time, tensions emerged between Sega of America and Sega of Japan when the Saturn was given priority.<ref name="Retroinspection32X"/>
 
 
 
===Launch===
 
[[File:Sega-Saturn-JP-Mk1-Console-Set.jpg|thumb|250px|A first-model Japanese Sega Saturn unit]]
 
Sega released the Saturn in Japan on November 22, 1994, at a price of [[Japanese yen|¥]]44,800.<ref name="Saturn">{{cite web|title=Sega Saturn|publisher=Sega Corporation|accessdate=March 3, 2014|url=http://sega.jp/fb/segahard/ss/|language=Japanese}}</ref> ''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.{{sfn|Kent|2001|pp=501–502}}<ref name="Edge VF">{{cite web|title=''Virtua Fighter'' Review |url=http://www.edge-online.com/reviews/virtua-fighter-review/ |work=Edge |date=December 22, 1994 |accessdate=March 5, 2015 |quote=''Virtua Fighter''<nowiki>'</nowiki>s 3D characters have a presence that 2D sprites just can't match. The characters really do seem 'alive', whether they're throwing a punch, unleashing a special move or reeling from a blow&nbsp;... The Saturn version of ''Virtua Fighter'' is an exceptional game in many respects. It's arguably the first true 'next generation' console game, fusing the best aspects of combat gameplay with groundbreaking animation and gorgeous sound (CD music and clear samples). In the arcades, ''Virtua Fighter'' made people stop and look. On the Saturn, it will make many people stop, look at their bank balance and then fork out for Sega's new machine. Over to you, Sony. |deadurl=yes |archiveurl=https://web.archive.org/web/20141210173015/http://www.edge-online.com/reviews/virtua-fighter-review/ |archivedate=December 10, 2014 }}</ref><ref name="Edge Japanese launch"/> Though Sega had wanted to launch with ''[[Clockwork Knight]]'' and ''Panzer Dragoon,<ref name="Making of Panzer Dragoon" />'' the only other first-party game available at launch was ''Wan Chai Connection''.<ref>{{cite news|title=Saturn... Ahead of its Time?|last=Semrad|first=Ed|date=December 1994|work=[[Electronic Gaming Monthly]]|issue=65|page=6}}</ref> Fueled by the popularity of ''Virtua Fighter'', Sega's initial shipment of 200,000 Saturn units sold out on the first day.<ref name="Edge Japanese launch"/><ref name="IGNHistory_pg8">{{cite web|url=http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=8|author=Fahs, Travis|title=IGN Presents the History of Sega|work=[[IGN]]|page=8|accessdate=May 1, 2014|date=April 21, 2009}}</ref>{{sfn|Harris|2014|p=536, gives a lower figure of 170,000}} 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.<ref name="Edge Japanese launch"/>{{sfn|Kent|2001|p=502}}
 
 
 
Meanwhile, Sega released the 32X on November 21, 1994 in North America, December 3, 1994 in Japan, and January 1995 in PAL territories, and was sold at less than half of the Saturn's launch price.<ref>{{cite web|author=Buchanan, Levi|title=32X Follies|work=IGN|date=October 24, 2008|accessdate=May 25, 2013|url=http://www.ign.com/articles/2008/10/24/32x-follies}}</ref><ref name="jp">{{cite web|title=Super 32X|url=https://sega.jp/fb/segahard/32x/|publisher=Sega Corporation|language=Japanese|accessdate=February 23, 2014}}</ref> After the holiday season, however, interest in the 32X rapidly declined.<ref name="Retroinspection32X" /><ref name="Allgame32X" /> 500,000 Saturn units were sold in Japan by the end of 1994 (compared to 300,000 PlayStation units),<ref>{{cite magazine|title=Japanese Stats Give Saturn the Edge|magazine=Edge|issue=19|volume=3|date=April 1995|pages=10–11|quote=This equates to the Saturn shifting an average number of 17,241 units a day and the PlayStation 15,789.}}</ref> and sales exceeded 1 million within the following six months.<ref name="Next Gen 8">{{cite magazine|title=Sega Saturn: You've Watched the TV Commercials...Now Read the Facts|magazine=Next Generation|issue=8|volume=1|date=August 1995|pages=26–32}}</ref> There were conflicting reports that the PlayStation enjoyed a higher [[sell-through]] rate, and the system gradually began to overtake the Saturn in sales during 1995.<ref name="IGN History of PlayStation">{{cite web|url=http://www.ign.com/articles/1998/08/28/history-of-the-playstation|title=History of the PlayStation|work=IGN|date=|accessdate=November 16, 2014}}</ref> 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 time]]s for cartridges that had previously been standard in the Japanese video game industry.{{sfn|Kent|2001|p=504}}<ref>{{cite web|url=http://www.edge-online.com/features/making-playstation/3/ |title=The Making Of: PlayStation |page=3 |work=Edge |date=April 24, 2009 |accessdate=March 5, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20141018182151/http://www.edge-online.com/features/making-playstation/3/ |archivedate=October 18, 2014 }}</ref>
 
 
 
In March 1995, Sega of America CEO Tom Kalinske announced that the Saturn would be released in the U.S. on "Saturnday" (Saturday) September 2, 1995.{{sfn|Kent|2001|p=516}}<ref name="Saturnday/1:1">{{cite news |url=http://www.thefreelibrary.com/Let+the+games+begin%3a+Sega+Saturn+hits+retail+shelves+across+the...-a016634009|title=Let the games begin: Sega Saturn hits retail shelves across the nation Sept. 2; Japanese sales already put Sega on top of the charts.|work=[[Business Wire]]|date=March 9, 1995|accessdate=December 24, 2014}}</ref> However, Sega of Japan mandated an early launch to give the Saturn an advantage over the PlayStation.{{sfn|Harris|2014|p=536}} 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 [[United States dollar|US$]]399 (including a copy of ''Virtua Fighter''<ref name="Six launch"/>), and described the features of the console. Kalinske also revealed that, due to "high consumer demand",<ref name="This Day">{{cite web|last=Cifaldi |first=Frank |url=http://www.1up.com/news/day-history-sega-announces-surprise |title=This Day in History: Sega Announces Surprise Saturn Launch |work=1UP.com |date=May 11, 2010 |accessdate=December 10, 2016 |deadurl=bot: unknown |archiveurl=https://archive.is/20130629122913/http://www.1up.com/news/day-history-sega-announces-surprise |archivedate=June 29, 2013 |df=mdy }}</ref> Sega had already shipped 30,000 Saturns to [[Toys "R" Us]], [[Babbage's]], [[Electronics Boutique]], and [[Software Etc.]] for immediate release.{{sfn|Kent|2001|p=516}} The announcement upset retailers who were not informed of the surprise release, including [[Best Buy]] and [[Walmart]];<ref name="Tale of Two E3s"/><ref name="Schilling"/><ref name="Kalinske on launch and price">cf. {{cite magazine|title=Is War hell for Sega?|magazine=Next Generation|issue=13|volume=2|date=January 1996|page=7|quote='''Tom Kalinske:''' We needed to do something shocking because we were $100 more than the other guy&nbsp;... I still think [the surprise launch] was a good idea. If I had it to do over again would I do it a little differently? Yeah, definitely. I wouldn't take the risk of annoying retailers the way we did. I would clue them in and do an early launch in a region or three regions or something so we could include everybody.}}</ref> [[KB Toys]] responded by dropping Sega from its lineup.{{sfn|Kent|2001|p=516}} Sony subsequently unveiled the retail price for the PlayStation: [[Sony Computer Entertainment]] America president Steve Race took the stage, said "$299", and then walked away to applause.<ref name="Tale of Two E3s" />{{sfn|Harris|2014|p=545}}{{sfn|Kent|2001|pages=505, 516}} The Saturn's release in Europe also came before the previously announced North American date, on July 8, 1995, at a price of [[Pound sterling|₤]]399.99.<ref name="RetroinspectionSaturn"/> European retailers and press did not have time to promote the system or its games, harming sales.<ref>{{cite news|title=Dear Saturn Mag, I've Heard the Saturn Couldn't Handle ''Alex Kidd''... Is This True?|work=[[Sega Saturn Magazine]]|volume=1|issue=2|date=December 1995|page=51}}</ref> After the PlayStation's European launch on September 29, it had already outsold the Saturn by a factor of three in the [[United Kingdom]] by early November 1995, where it was reported that Sony allocated ₤20 million to market the system during the holiday season compared to Sega's ₤4 million.<ref>{{cite web|last=Horsman|first=Mathew|url=https://www.independent.co.uk/news/business/sega-profits-plunge-as-rivals-turn-up-the-heat-1581404.html|title=Sega profits plunge as rivals turn up the heat|work=[[The Independent]]|date=November 11, 1995|accessdate=January 20, 2015}}</ref><ref>{{cite web|url=http://scei.co.jp/corporate/data/bizdataeu_e.html |title=Sony Computer Entertainment Inc. Business Development/Europe |publisher=SCE |accessdate=January 20, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20140728173744/http://scei.co.jp/corporate/data/bizdataeu_e.html |archivedate=July 28, 2014 }}</ref>
 
 
 
The Saturn's U.S. launch was accompanied by a reported $50 million advertising campaign that included coverage in publications such as ''[[Wired (magazine)|Wired]]'' and ''[[Playboy]]''.<ref name="Next Gen 8"/><ref>{{cite web|url=http://www.thefreelibrary.com/Sega+Saturn+gets+astronomical+send+off+with+landmark+marketing...-a016940474|title=Sega Saturn gets astronomical send off with landmark marketing campaign; Sega breaks $50-million marketing campaign to support surprise launch at E3.|work=Business Wire|date=May 11, 1995|accessdate=February 18, 2015}}</ref><ref name="Finn"/> Early advertising for the system was targeted at a more mature, adult audience than the Sega Genesis ads.<ref>{{cite magazine|last= |first= |title=Sega: Who Do they Think you Are?|magazine=[[Next Generation (magazine)|Next Generation]]|issue=14 |publisher=[[Imagine Media]] |date=February 1996|page=71}}</ref><ref>{{cite magazine|last= |first= |title=Sega TV: Turn On, Tune In, Buy Hardware|magazine=[[Next Generation (magazine)|Next Generation]]|issue=14 |publisher=[[Imagine Media]] |date=February 1996|page=74}}</ref> Because of the early launch, the Saturn had only six games (all published by Sega) available to start as most third-party games were slated to be released around the original launch date.<ref name="Six launch">{{cite web|url=https://www.thefreelibrary.com/Sega+Saturn+launch+takes+consumers+and+retailers+by+storm%3B+retailers...-a016867843|title=Sega Saturn launch takes consumers and retailers by storm; retailers struggling to keep up with consumer demand|work=Business Wire|date=May 19, 1995|accessdate=October 24, 2016}}</ref><ref>{{cite magazine|last= |first= |title=1995: The Calm Before the Storm?|magazine=[[Next Generation (magazine)|Next Generation]]|issue=13 |publisher=[[Imagine Media]] |date=January 1996|page=47}}</ref><ref>{{cite web|last=Kato|first=Matthew|url=http://www.gameinformer.com/b/features/archive/2013/10/30/which-game-console-had-the-best-launch-lineup.aspx?PostPageIndex=3|title=Which Game Console Had The Best Launch Lineup?|work=[[Game Informer]]|date=October 30, 2013|page=3|accessdate=February 17, 2017}}</ref> ''Virtua Fighter''<nowiki>'</nowiki>s 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.<ref name="1UP Pleasure and Pain"/><ref name="IGNHistory_pg8" />{{sfn|Kent|2001|p=533}} Within two days of its September 9, 1995 launch in North America, the PlayStation (backed by a large marketing campaign{{sfn|Kent|2001|p=504}}{{sfn|DeMaria|Wilson|2004|p=282}}) sold more units than the Saturn had in the five months following its surprise launch, with almost all of the initial shipment of 100,000 units being sold in advance, and the rest selling out across the U.S.<ref name="IGN History of PlayStation"/>{{sfn|Kent|2001|pp=519–520}}
 
 
 
A high-quality port of the [[Namco]] arcade game ''[[Ridge Racer (video game)|Ridge Racer]]'' contributed to the PlayStation's early success,{{sfn|Kent|2001|p=502}}<ref>{{cite web|last=Parkin |first=Simon |url=http://www.edge-online.com/features/a-history-of-videogame-hardware-sony-playstation/ |title=A History of Videogame Hardware: Sony PlayStation |work=Edge |date=June 19, 2014 |accessdate=March 5, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20141129042841/http://www.edge-online.com/features/a-history-of-videogame-hardware-sony-playstation/ |archivedate=November 29, 2014 }}</ref> and garnered favorable media in comparison to the Saturn version of Sega's ''[[Daytona USA (video game)|Daytona USA]]'', which was considered inferior to its arcade counterpart.<ref>{{cite magazine|title=''Daytona USA''|magazine=Edge|issue=21|volume=3|date=June 1995|pages=72–5|quote=Although AM2 has managed to replicate the coin-op tolerably well, Saturn ''Daytona'' fails to capture the arcade experience that PlayStation ''Ridge Racer'' so convincingly delivers.}} cf. {{cite web|last=McNamara|first=Andy|url=http://www.gameinformer.com/sep95/rracer.html|title=Prepare Yourself for the Ultimate Racing Experience|work=Game Informer|date=September 1995|accessdate=April 15, 2014|archiveurl=https://web.archive.org/web/19971120013114/http://www.gameinformer.com/sep95/rracer.html|archivedate=November 20, 1997|quote=''Daytona'' rules the arcade, but I think ''Ridge Racer'' dominates the home systems.|display-authors=etal}} cf. {{cite magazine|author=Air Hendrix|title=Pro Review: ''Daytona USA''|magazine=GamePro|issue=73|volume=7|date=August 1995|page=50|quote=''Daytona'' pales in comparison to ''Ridge Racer'' for the Japanese PlayStation, which takes an early lead with better features, gameplay, and graphics.}}</ref>{{sfn|Mott|2013|p=239. "A disastrous home version [of ''Daytona USA''] for the Sega Saturn in 1995 is reviled for its choppy frame rate and flickering polygons"}} Namco, a longtime arcade competitor with Sega,<ref name="1UP VF"/>{{sfn|Kent|2001|p=582}} also unveiled the [[Namco System 11]] arcade board, based on raw PlayStation hardware.<ref name="Cheap">{{cite magazine|title=''Tekken''|magazine=Edge|issue=21|volume=3|date=June 1995|pages=66–70|quote=Namco took a significant risk in basing its ''Tekken'' coin-op on raw PlayStation hardware, considering that it would be competing directly with Sega's Model 2-powered ''Virtua Fighter 2''&nbsp;... For once, a home system can boast an identical conversion of a cutting-edge coin-op&nbsp;... Namco's research section managing director, Shegeichi Nakamura&nbsp;... explains: "When Sony came along we decided to go for a low-cost system—in short, we've left the big arcade stores to Sega and ''VF2'' and ''Tekken'' has been sold to smaller arcade centres"&nbsp;... Namco has a further four titles planned for System 11, all of which are likely to make the jump to the PlayStation.}}</ref> Although the System 11 was technically inferior to Sega's [[Sega Model 2|Model 2]] arcade board, its lower price made it attractive to smaller arcades.<ref name="Cheap"/><ref name="Fight Club"/> Following a 1994 acquisition of Sega developers, Namco released ''[[Tekken (video game)|Tekken]]'' for the System 11 and PlayStation. Directed by former ''Virtua Fighter'' designer [[Seiichi Ishii]], ''Tekken'' was intended to be fundamentally similar, with the addition of detailed textures and twice the [[frame rate]].<ref name="NG">{{cite magazine|title=Namco|magazine=Next Generation|volume=1|issue=1|date=January 1995|pages=70–73}}</ref><ref>{{cite magazine|title=''Tekken''|magazine=Next Generation|date=February 1995|issue=2|volume=1|page=82}}</ref><ref name="Harada">{{cite web|url=http://www.edge-online.com/features/an-audience-with-katsuhiro-harada/ |title=An Audience With: Katsuhiro Harada – on 20 years of ''Tekken'' and the future of fighting games |work=[[Edge (magazine)|Edge]] |date=September 23, 2013 |accessdate=March 5, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20141129114830/http://www.edge-online.com/features/an-audience-with-katsuhiro-harada/ |archivedate=November 29, 2014 }}</ref> ''Tekken'' surpassed ''Virtua Fighter'' in popularity due to its superior graphics and nearly arcade-perfect console port, becoming the first million-selling PlayStation game.<ref name="Fight Club"/>{{sfn|Mott|2013|p=254}}<ref>cf. {{cite magazine|author=Scary Larry|title=Pro Review: ''Virtua Fighter''|magazine=GamePro|issue=73|volume=7|date=August 1995|page=48|quote=The graphics were state-of-the-art when this game was released in the arcades a year ago. Other fighters—notably ''Tekken'' and ''[[Battle Arena Toshinden|Toh Shin Den]]''—now make better use of the polygon engine.}}</ref>
 
 
 
On October 2, 1995 Sega announced a Saturn price reduction to $299.<ref>{{cite news|url=http://www.thefreelibrary.com/Sega+announces+%24299+Sega+Saturn+core+pack%3b+%27%27Virtua+Fighter+Remix%27%27...-a017512731|title=Sega announces $299 Sega Saturn core pack; "''Virtua Fighter Remix''" pack-in available for $349.|work=Business Wire|date=October 2, 1995|accessdate=December 24, 2014|quote=Sega of America Monday announced that, effective immediately, it will dramatically drop the price of its high-end Sega Saturn system to $299.}}</ref> High-quality Saturn ports of the Sega Model 2 arcade hits ''[[Sega Rally Championship]]'',<ref>cf. {{cite web|last=Reiner |first=Andrew |url=http://www.gameinformer.com/jan96/rally.html |title=Easy Left, Baby |work=Game Informer |date=January 1996 |accessdate=September 16, 2014 |quote=I'm far more impressed with this title than I was with Daytona. |display-authors=etal |deadurl=yes |archiveurl=https://web.archive.org/web/19971120011601/http://www.gameinformer.com/jan96/rally.html |archivedate=November 20, 1997 }} cf. {{cite magazine|title=Top Gear|magazine=Next Generation|issue=14|volume=2|date=February 1996|page=160}}</ref> ''[[Virtua Cop]]'',<ref>cf. {{cite web|last=Reiner |first=Andrew |url=http://www.gameinformer.com/jan96/vcop.html |title=Rendered and Ready to Wear |work=Game Informer |date=January 1996 |accessdate=September 16, 2014 |display-authors=etal |deadurl=yes |archiveurl=https://web.archive.org/web/19971120011638/http://www.gameinformer.com/jan96/vcop.html |archivedate=November 20, 1997 }} cf. {{cite magazine|title=Stunning|magazine=Next Generation|issue=14|volume=2|date=February 1996|page=162|quote=Totally eliminates the hit or miss polarity of other light-gun games and adds a whole new level of detail to the genre.}}</ref> and ''[[Virtua Fighter 2]]'' (running at 60 frames per second at a high resolution)<ref name="VF2" /><ref>{{cite web|last=Marriott |first=Scott Alan |url=http://www.allgame.com/game.php?id=1982 |title=''Virtua Fighter 2'' |work=Allgame |accessdate=December 14, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20141114131607/http://www.allgame.com/game.php?id=1982 |archivedate=November 14, 2014 }}</ref><ref>cf. {{cite magazine|title=Platinum Pick: Virtua Fighter 2|magazine=Next Generation|issue=13|volume=2|date=January 1996|page=179|quote=The ultimate arcade translation&nbsp;... the best fighting game ever.}} cf. {{cite magazine|title=Excellent!|magazine=Next Generation|issue=14|volume=2|date=February 1996|page=160|quote=A general attention to detail that sets a new mark for quality game design.}}</ref> were available by the end of the year, and were generally regarded as superior to competitors on the PlayStation.<ref name="RetroinspectionSaturn" /><ref name="US streets">{{cite magazine|title=Sony fights Sega on US streets|magazine=Next Generation|issue=13|volume=2|date=January 1996|pages=14–16}}</ref> Notwithstanding a subsequent increase in Saturn sales during the 1995 holiday season, the games were not enough to reverse the PlayStation's decisive lead.<ref name="US streets" /><ref name="1995 market share" /> By 1996, the PlayStation had a considerably larger library than the Saturn, although Sega hoped to generate interest with upcoming exclusives such as ''[[Nights into Dreams]]''.{{sfn|Kent|2001|p=533}} An informal survey of retailers showed that the Saturn and PlayStation sold in roughly equal numbers during the first quarter of 1996.<ref>{{cite magazine|last=|first= |title=Just Who Is Winning the 32-Bit War? |magazine=[[Next Generation (magazine)|Next Generation]]|issue=17|publisher=[[Imagine Media]]|date=May 1996|page=22}}</ref> Within its first year, the PlayStation secured over 20% of the entire U.S. video game market.<ref name="Finn" /> On the first day of the May 1996 E3 show, Sony announced a PlayStation price reduction to $199,<ref name="IGN History of PlayStation" /> a reaction to the release of the Model 2 Saturn in Japan at a price roughly equivalent to $199.<ref name="EGM83">{{cite magazine|last=|first=|date=June 1996|title=Saturn Comes Down to Earth|magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis]]|issue=83|pages=14–15}}</ref> On the second day, Sega announced it would match this price, though Saturn hardware was more expensive to manufacture.{{sfn|Kent|2001|p=532}}<ref>{{cite magazine|last= |first= |title=Sony's Video Games Onslaught Continues!|magazine=Maximum: The Video Game Magazine|issue=7 |publisher=[[Emap International Limited]]|date=June 1996|pages=72–73}}</ref>
 
 
 
===Changes at Sega===
 
{{Quote box
 
|quote = "I thought the world of [Hayao] Nakayama because of his love of software. We spoke about building a new hardware platform that I would be very, very involved with, shape the direction of this platform, and hire a new team of people and restructure Sega. That, to me, was a great opportunity."|source = —Bernie Stolar, on his joining Sega of America.<ref name="IGNHistory_pg8" />|width = 30em}}
 
 
 
In spite of the launch of the PlayStation and the Saturn, sales of 16-bit hardware/software continued to account for 64% of the video game market in 1995.{{sfn|Kent|2001|p=531}}<ref name="Innovation and competition">{{cite journal|last1=Gallagher|first1=Scott|last2=Park|first2=Seung Ho|title=Innovation and Competition in Standard-Based Industries: A Historical Analysis of the U.S. Home Video Game Market|journal=[[Institute of Electrical and Electronics Engineers|IEEE]] Transactions on Engineering Management|volume=49|number=1|date=February 2002|pages=67–82}}</ref> Sega underestimated the continued popularity of the Genesis, and did not have the inventory to meet demand for the product.<ref name="1995 market share"/>{{sfn|Kent|2001|p=531}} Sega was able to capture 43% of the dollar share of the U.S. video game market and sell more than 2 million Genesis units in 1995, but Kalinske estimated that "we could have sold another 300,000 Genesis systems in the November/December timeframe."<ref name="1995 market share">{{cite news |title=Sega captures dollar share of videogame market again; diverse product strategy yields market growth; Sega charts path for 1996. |work=Business Wire |date=January 10, 1996| accessdate=December 24, 2014| url=http://www.thefreelibrary.com/Sega+captures+dollar+share+of+videogame+market+--+again%3B+diverse...-a018001580|quote=Estimated dollar share for Sega-branded interactive entertainment hardware and software in 1995 was 43 percent, compared with Nintendo at 42 percent, Sony at 13 percent and The 3DO Co. at 2 percent. Sega estimates the North American videogame market will total more than $3.9 billion for 1995.}}</ref> 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.{{sfn|Kent|2001|p=508}}
 
 
 
Due to long-standing disagreements with Sega of Japan,<ref name="Tale of Two E3s"/><ref name="IGNHistory_pg8"/> Kalinske lost most of his interest in his work as CEO of Sega of America.{{sfn|Kent|2001|p=535. '''Michael Latham:''' "[Tom] would fall asleep on occasion in meetings. That is true. These were nine-hour meetings. Sega had a thing for meetings. You'd get there at 8:00 A.M. and then you'd get out of the meeting at, like, 4:00 P.M., so he wasn't the only person&nbsp;... It wasn't the failure of the Saturn that made him lose interest; it was the inability to do something about it. He was not allowed to do anything. The U.S. side was basically no longer in control"}} By the spring of 1996, rumors were circulating that Kalinske planned to leave Sega,{{sfn|Kent|2001|p=534}} and a July 13 article in the press reported speculation that Sega of Japan was planning significant changes to Sega of America's management team.<ref name="Newsflash">{{cite web|title=NEWSFLASH: Sega Planning Drastic Management Reshuffle – World Exclusive |url=http://www.next-generation.com/news/071396a.html |work=Next Generation |date=July 13, 1996 |accessdate=May 6, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/19961220200717/http://www.next-generation.com/news/071396a.html |archivedate=December 20, 1996 }}</ref> On July 16, 1996, Sega announced that [[Shoichiro Irimajiri]] had been appointed chairman and CEO of Sega of America, while Kalinske would be leaving Sega after September 30 of that year.<ref name="M2 Press"/><ref name="Kalinske out">{{cite web|title=Kalinske Out – WORLD EXCLUSIVE |url=http://www.next-generation.com/news/071696a.html |work=Next Generation |date=July 16, 1996 |accessdate=May 6, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/19961220200643/http://www.next-generation.com/news/071696a.html |archivedate=December 20, 1996 }}</ref> A former [[Honda]] executive,<ref name="NYT">{{cite news |url=https://www.nytimes.com/1998/03/14/business/international-business-sega-enterprises-pulls-its-saturn-video-console-us-market.html?pagewanted=1 |title=Sega Enterprises Pulls Its Saturn Video Console From the U.S. Market |accessdate=December 7, 2014 |author=Stephanie Strom | work=The New York Times | date=March 14, 1998}}</ref>{{sfn|Kent|2001|p=559}} Irimajiri had been actively involved with Sega of America since joining Sega in 1993.<ref name="M2 Press"/><ref>{{cite web|title=Irimajiri Settles In At Sega |url=http://www.next-generation.com/news/072596b.html |work=Next Generation |date=July 25, 1996 |accessdate=May 6, 2014 |quote=Although a familiar face at Sega of America, Shoichiro Irimajiri has spent his first week in charge re-meeting all the staff. |deadurl=yes |archiveurl=https://web.archive.org/web/19961220195722/http://www.next-generation.com/news/072596b.html |archivedate=December 20, 1996 }}</ref> Sega also announced that [[David Rosen (business)|David Rosen]] and Nakayama had resigned from their positions as chairman and co-chairman of Sega of America, though both men remained with the company.<ref name="M2 Press"/>{{sfn|Kent|2001|p=535}} [[Bernie Stolar]], a former executive at Sony Computer Entertainment of America,<ref name="Newsflash"/>{{sfn|Kent|2001|p=558}} was named Sega of America's executive vice president in charge of product development and third-party relations.<ref name="M2 Press">{{cite news|title=Sega of America appoints Shoichiro Irimajiri chairman/chief executive officer|work=M2PressWIRE|date=July 16, 1996|accessdate=December 24, 2014|url=http://www.m2.com/m2/web/story.php/1996852568440080DDE88025683B005E7A3F|quote=Sega of America Inc. (SOA) Monday announced that Shoichiro Irimajiri has been appointed chairman and chief executive officer. Sega also announced that Bernard Stolar, previously of Sony Computer Entertainment America, has joined the company as executive vice president, responsible for product development and third-party business&nbsp;... Sega also announced that Hayao Nakayama and David Rosen have resigned as chairman and co-chairman of Sega of America, respectively.}} {{closed access}} {{subscription required|s}}</ref><ref name="Kalinske out"/> Stolar, who had arranged a six-month PlayStation exclusivity deal for ''[[Mortal Kombat 3]]''{{sfn|Kent|2001|p=506}} and helped build close relations with [[Electronic Arts]]<ref name="IGNHistory_pg8"/> while at Sony, was perceived as a major asset by Sega officials.<ref name="Kalinske out"/> Finally, Sega of America made plans to expand its PC software business.<ref name="M2 Press"/>{{sfn|Kent|2001|p=559}}
 
 
 
Stolar was not supportive of the Saturn due to his belief that the hardware was poorly designed, and publicly announced at E3 1997 that "The Saturn is not our future."<ref name="IGNHistory_pg8" /> While Stolar had "no interest in lying to people" about the Saturn's prospects, he continued to emphasize quality games for the system,<ref name="IGNHistory_pg8" /> and subsequently reflected that "we tried to wind it down as cleanly as we could for the consumer."{{sfn|Kent|2001|p=558}} At Sony, Stolar opposed the localization of certain Japanese PlayStation games that he felt would not represent the system well in North America, and advocated a similar policy for the Saturn during his time at Sega, although he later sought to distance himself from this perception.<ref name="IGNHistory_pg8" />{{sfn|Kent|2001|p=506}}<ref>{{cite web|last=Johnston|first=Chris|url=http://www.gamespot.com/articles/stolar-talks-dreamcast/1100-2464369/|title=Stolar Talks Dreamcast|work=GameSpot|date=July 15, 1998|accessdate=December 17, 2014|quote='''Bernie Stolar:''' I'm also a big believer in RPGs as well. No one ever believes that because I came out of the coin-op side of the business. But I'm an older, wiser person these days.}}</ref> 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.{{sfn|Kent|2001|p=533}} Marketing for the Saturn in Japan also changed with the introduction of "[[Segata Sanshiro]]" (played by [[Hiroshi Fujioka]]) as a character in a series of TV advertisements starting in 1997; the character would eventually star in a Saturn video game.<ref name="Shiro">{{cite web|author=Towell, Justin|title='Mr. Sega Saturn' lives on via amazing T-shirt|work=[[GamesRadar]]|url=http://www.gamesradar.com/mr-sega-saturn-lives-on-via-amazing-t-shirt/|date=June 23, 2012|accessdate=March 3, 2014}}</ref><ref>{{cite web|url=http://www.edge-online.com/features/week-japan-0/ |title=This Week in Japan |work=Edge |date=June 6, 2008 |accessdate=March 5, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20141103012109/http://www.edge-online.com/features/week-japan-0/ |archivedate=November 3, 2014 }}</ref>
 
 
 
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.<ref name="Ages">{{cite web|last=Kolan|first=Patrick|url=http://www.ign.com/articles/2007/08/08/shenmue-through-the-ages|title=''Shenmue'': Through the Ages|work=IGN |date=August 7, 2007|accessdate=April 30, 2014}}</ref> 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 [[Cinema of China|Chinese cinema]]", which Suzuki hoped would become the Saturn's [[killer app]].<ref name="IGNHistory_pg8" /><ref>{{cite web|url=http://www.edge-online.com/news/the-making-of-shenmue-yu-suzuki-on-its-genesis-development-and-the-series-future/ |title=The Making of ''Shenmue'': Yu Suzuki on the Cult Classic's Genesis, Development—And Its Future |work=Edge |date=March 20, 2014 |accessdate=March 5, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20141215085448/http://www.edge-online.com/news/the-making-of-shenmue-yu-suzuki-on-its-genesis-development-and-the-series-future/ |archivedate=December 15, 2014 }}</ref><ref>{{cite web|last=Corriea|first=Alexa Ray|url=http://www.polygon.com/2014/3/19/5527120/yu-suzuki-shenmue-gdc-2014-classic-game-postmortem|title=Creator Yu Suzuki shares the story of ''Shenmue''<nowiki>'</nowiki>s development|work=Polygon|date=March 19, 2014|accessdate=December 15, 2014}}</ref> The game was eventually released as ''[[Shenmue (video game)|Shenmue]]'' for the Saturn's successor, the [[Dreamcast]].<ref name="IGN Shenmue">{{cite web|url=http://www.ign.com/articles/1999/07/14/shenmue-the-history|title=Shenmue, the History: Our look at Shenmue's history begins back in 1996|work=IGN|date=July 13, 1999|accessdate=April 30, 2014}}</ref>{{sfn|Mott|2013|p=406}}
 
 
 
===Cancellation of ''Sonic X-treme''===
 
{{main|Sonic X-treme}}
 
[[File:Sxtreme-jadegully.jpg|thumb|right|A screenshot of Chris Senn and Ofer Alon's version of ''[[Sonic X-treme]]''. The game's cancellation, and the lack of a fully 3D ''[[Sonic the Hedgehog (series)|Sonic the Hedgehog]]'' platformer, is considered a significant factor in the Saturn's [[List of commercial failures in video gaming|commercial failure]].]]
 
As [[Sonic Team]] was working on ''Nights into Dreams'',<ref name="Sega-16 STI" /> Sega tasked the U.S.-based [[Sega Technical Institute]] (STI) with developing what would have been the first fully 3D entry in its popular ''[[Sonic the Hedgehog (series)|Sonic the Hedgehog]]'' series. The game, ''[[Sonic X-treme]]'', was moved to the Saturn after several prototypes for other hardware (including the 32X) were discarded.<ref name="Sega-16 STI">{{cite web|last=Horowitz|first=Ken|url=http://www.sega-16.com/2007/06/developers-den-sega-technical-institute/|title=Developer's Den: Sega Technical Institute|work=Sega-16|date=June 11, 2007|accessdate=April 16, 2014|quote='''Roger Hector:''' When it became obvious that Sony was taking the lead, Sega's corporate personality changed. It became very political, with lots of finger-pointing around the company. Sega tried to get a handle on the situation, but they made a lot of mistakes, and ultimately STI was swallowed up in the corporate turmoil.}}</ref><ref name="Fahs revisited">{{cite web|author=Fahs, Travis |url=http://www.ign.com/articles/2008/05/29/sonic-x-treme-revisited |title=''Sonic X-Treme'' Revisited – Saturn Feature at IGN |work=IGN |date=May 29, 2008 |accessdate=April 30, 2014}}</ref><ref name="Xtreme">{{cite web|url=http://www.gamesradar.com/the-greatest-sonic-game-we-never-got-to-play/|author=Houghton, David|title=The greatest ''Sonic'' game we never got&nbsp;... |work=GamesRadar |date=April 24, 2008|accessdate=July 23, 2012}}</ref> It featured a [[fisheye lens]] camera system that rotated levels with [[Sonic the Hedgehog (character)|Sonic]]'s movement. After Nakayama ordered the game be reworked around the [[Game engine|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 time proved fruitless after Stolar rescinded STI's access to Sonic Team's ''Nights into Dreams'' engine following an ultimatum by ''Nights'' programmer [[Yuji Naka]].<ref name="Fahs revisited"/><ref name="Xtreme"/><ref name="Edge X-Treme">{{cite magazine|last=|first=|date=July 2007|title=The Making Of... ''Sonic X-treme''|magazine=[[Edge (magazine)|Edge]]|publisher=[[Future plc]]|volume=15|issue=177|pages=100–103|url=http://www.edge-online.com/features/the-making-of-sonic-x-treme/|archiveurl=https://web.archive.org/web/20130417052400/http://www.edge-online.com/features/the-making-of-sonic-x-treme/|archivedate=April 17, 2013|via=''Edge Online''|deadurl=yes|df=mdy-all}}</ref> After programmer Ofer Alon quit and designers [[Chris Senn (video game designer)|Chris Senn]] and Chris Coffin became ill, the project was cancelled in early 1997.<ref name="Fahs revisited"/><ref name="Xtreme"/><ref name="Edge X-Treme"/> Sonic Team started work on an original 3D ''Sonic'' game for the Saturn, but development was shifted to the Dreamcast and the game became ''[[Sonic Adventure]]''.<ref>{{cite web|last=Barnholt |first=Ray |url=http://www.1up.com/features/yuji-naka-interview-ivy-kiwi?pager.offset=2 |title=Yuji Naka Interview: ''Ivy the Kiwi'' and a Little Sega Time Traveling |work=1UP.com |accessdate=December 10, 2016 |deadurl=bot: unknown |archiveurl=https://archive.is/20140304180628/http://www.1up.com/features/yuji-naka-interview-ivy-kiwi?pager.offset=2 |archivedate=March 4, 2014 |df=mdy }}</ref><ref name="Relief">{{cite web|last=Towell|first=Justin|url=http://www.gamesradar.com/super-rare-1990-sonic-the-hedgehog-prototype-is-missing/|title=Super-rare 1990 ''Sonic The Hedgehog'' prototype is missing|work=GamesRadar|date=June 23, 2012|accessdate=March 4, 2014|quote='''Yuji Naka:''' The reason why there wasn't a Sonic game on Saturn was really because we were concentrating on ''Nights''. We were also working on ''Sonic Adventure''—that was originally intended to be out on Saturn, but because Sega as a company was bringing out a new piece of hardware—the Dreamcast—we resorted to switching it over to the Dreamcast, which was the newest hardware at the time. So that's why there wasn't a Sonic game on Saturn. With regards to ''X-treme'', I'm not really sure on the exact details of why it was cut short, but from looking at how it was going, it wasn't looking very good from my perspective. So I felt relief when I heard it was cancelled.}}</ref> STI was disbanded in 1996 as a result of changes in management at Sega of America.<ref name="Sega-16 STI"/>
 
 
 
Journalists and fans have speculated about the impact a completed ''X-treme'' might have had on the market. David Houghton of [[GamesRadar]] described the prospect of "a good 3D ''Sonic'' game" on the Saturn as "a 'What if...' situation on a par with the dinosaurs not becoming extinct."<ref name="Xtreme"/> [[IGN]]'s Tavis Fahs called ''X-treme'' "the turning point not only for Sega's mascot and their 32-bit console, but for the entire company", but noted that the game served as "an empty vessel for Sega's ambitions and the hopes of their fans".<ref name="Fahs revisited"/> Dave Zdyrko, who operated a prominent Saturn fan website during the system's lifespan, said: "I don't know if [''X-treme''] could've saved the Saturn, but&nbsp;... ''Sonic'' helped make the Genesis and it made absolutely no sense why there wasn't a great new ''Sonic'' title ready at or near the launch of the [Saturn]".<ref name="1UP Pleasure and Pain"/> In a 2007 retrospective, producer Mike Wallis maintained that ''X-treme'' "definitely would have been competitive" with Nintendo's ''[[Super Mario 64]]''.<ref name="Edge X-Treme"/> By contrast, ''[[Next Generation (magazine)|Next Generation]]'' reported in late 1996 that the game did not compare well to contemporary competition, and would have harmed Sega's reputation if it had been completed and released.<ref>{{cite magazine|last=|first= |title=In the Studio|magazine=[[Next Generation (magazine)|Next Generation]]|issue=23 |publisher=[[Imagine Media]] |date=November 1996|page=17}}</ref> Naka stated that he was relieved by the cancellation, as the game "wasn't looking very good from my perspective".<ref name="Relief"/>
 
 
 
===Decline===
 
From 1993 to early 1996, although Sega's revenue declined as part of an industry-wide slowdown,<ref name="Finn">{{cite book|last1=Mäyrä|first1=Frans (editor)|last2=Finn|first2=Mark|title=Computer Games and Digital Cultures: Conference Proceedings: Proceedings of the Computer Games and Digital Cultures Conference, June 6–8, 2002, Tampere, Finland|chapter=Console Games in the Age of Convergence|publisher=Tampere University Press|year=2002|isbn=9789514453717|pages=45–58}}</ref>{{sfn|Kent|2001|page=500}} the company retained control of 38% of the U.S. video game market (compared to Nintendo's 30% and Sony's 24%).<ref name="Innovation and competition"/> 800,000 PlayStation units were sold in the U.S. by the end of 1995, compared to 400,000 Saturn units.{{sfn|Kent|2001|page=520}}<ref>{{cite web|last=McCarthy|first=Dave|url=http://www.eurogamer.net/articles/a_playstationhistory_1|title=PlayStation-The total history|work=Eurogamer|date=November 20, 2006|accessdate=November 16, 2014}}</ref> In part due to an aggressive [[price war]],<ref name="Finn"/> the PlayStation outsold the Saturn by two-to-one in 1996, while Sega's 16-bit sales declined markedly.<ref name="Innovation and competition"/> By the end of 1996, the PlayStation had sold 2.9 million units in the U.S., more than twice the 1.2 million Saturn units sold.<ref name="Schilling">{{cite journal|last=Schilling|first=Mellissa A.|title=Technological Leapfrogging: Lessons From the U.S. Video Game Console Industry|journal=California Management Review|volume=45|number=3|date=Spring 2003|pages=12, 23|quote=Lack of distribution may have contributed significantly to the failure of the Sega Saturn to gain an installed base. Sega had limited distribution for its Saturn launch, which may have slowed the building of its installed base both directly (because consumers had limited access to the product) and indirectly (because distributors that were initially denied product may have been reluctant to promote the product after the limitations were lifted). Nintendo, by contrast, had unlimited distribution for its Nintendo 64 launch, and Sony not only had unlimited distribution, but had extensive experience with negotiating with retailing giants such as Wal-Mart for its consumer electronics products.}}</ref> 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.<ref>{{cite magazine |title=Who Won the Videogame Wars of 1996? |magazine=[[Next Generation (magazine)|Next Generation]]|issue=28 |publisher=[[Imagine Media]] |date=April 1997|pages=16-19}}</ref>
 
 
 
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,{{sfn|Kent|2001|p=558}} while the PlayStation outsold the Saturn by three-to-one in the U.S. in 1997.<ref name="Finn" /> The 1997 release of ''[[Final Fantasy VII]]'' significantly increased the PlayStation's popularity in Japan.<ref>{{cite web|url=http://www.edge-online.com/features/making-final-fantasy-vii/3/ |title=The Making Of: ''Final Fantasy VII'' |page=3 |work=Edge |date=August 26, 2012 |accessdate=March 5, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20141026033706/http://www.edge-online.com/features/making-final-fantasy-vii/3/ |archivedate=October 26, 2014 }}</ref>{{sfn|Mott|2013|page=332}} 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.{{sfn|Kent|2001|p=558}} 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.<ref>{{cite web|url=http://www.telecompaper.com/news/sega-sales-fall-in-1sthalf--123315 |title=Sega Sales Fall in First Half |work=Telecompaper |date=November 21, 1997 |accessdate=November 5, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20151105061708/http://www.telecompaper.com/news/sega-sales-fall-in-1sthalf--123315 |archivedate=November 5, 2015 }}</ref> Due to the Saturn's poor performance in North America, 60 of Sega of America's 200 employees were laid off in the fall of 1997.<ref name="NYT" />
 
 
 
{{Quote box
 
|quote = "I thought the Saturn was a mistake as far as hardware was concerned. The games were obviously terrific, but the hardware just wasn't there."|source = —Bernie Stolar, former president of Sega of America giving his assessment of the Saturn, in 2009.<ref name="IGNHistory_pg8"/>|width = 30em}}
 
 
 
As a result of Sega's deteriorating financial situation, Nakayama resigned as president in January 1998 in favor of Irimajiri.<ref name="NYT" /> Stolar subsequently acceded to president of Sega of America.{{sfn|Kent|2001|page=558}}<ref>{{cite web|last=Feldman|first=Curt|url=http://www.gamespot.com/articles/katana-strategy-still-on-back-burner/1100-2463564/|title=Katana Strategy Still on Back Burner|work=GameSpot|date=April 22, 1998|accessdate=December 9, 2014}}</ref> Following five years of generally declining profits,<ref name="1998 report"/> in the fiscal year ending March 31, 1998 Sega suffered its first parent and consolidated financial losses since its 1988 listing on the [[Tokyo Stock Exchange]].<ref>{{cite web|url=http://www.gamespot.com/articles/sega-news-from-japan/1100-2462352/|title=Sega News From Japan|work=GameSpot|date=March 18, 1998|accessdate=December 7, 2014}}</ref> 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 (US$327.8 million) and a consolidated net loss of ¥35.6 billion (US$269.8 million).<ref name="1998 report">{{cite web|url=http://sega.jp/IR/en/ar/ar1998/ar98.pdf |title=Sega Enterprises Annual Report 1998 |publisher=Sega Enterprises, Ltd. |pages=1, 7–8 |accessdate=December 7, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20040504003308/http://sega.jp/IR/en/ar/ar1998/ar98.pdf |archivedate=May 4, 2004 }}</ref>
 
 
 
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.<ref name="NYT" />{{sfn|Kent|2001|p=558}} Only 12 Saturn games were released in North America in 1998 (''[[Magic Knight Rayearth (video game)|Magic Knight Rayearth]]'' was the final official release), compared to 119 in 1996.<ref name="Lemos">{{cite web|last=Lemos|first=Robert|url=http://www.zdnet.com/article/sega-makes-play-for-dreamcast-support/|title=Sega makes play for Dreamcast support|work=[[ZDNet]]|date=March 17, 1999|accessdate=December 17, 2014}}</ref><ref name="Parish" /> The Saturn would last longer in Japan and Europe.{{sfn|Kent|2001|p=559}} Rumors about the upcoming Dreamcast—spread mainly by Sega itself—were leaked to the public before the last Saturn games were released.{{sfn|Kent|2001|p=559}} The Dreamcast was released on November 27, 1998 in Japan and on September 9, 1999 in North America.{{sfn|Kent|2001|pp=563–564}} The decision to abandon the Saturn effectively left the Western market without Sega games for over one year.<ref name="IGN History of Dreamcast">{{cite web|last=Fahs|first=Travis|url=http://www.ign.com/articles/2010/09/10/ign-presents-the-history-of-dreamcast|title=IGN Presents the History of Dreamcast|work=IGN|date=September 9, 2010|accessdate=December 24, 2014}}</ref> 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.<ref>{{cite web|url=http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2000.pdf |title=Sega Corporation Annual Report 2000 |publisher=Sega Corporation |page=18 |accessdate=December 24, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20070925210504/http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2000.pdf |archivedate=September 25, 2007 }}</ref><ref>{{cite web|last=King|first=Sharon R.|url=https://www.nytimes.com/1999/07/12/business/technology-sega-is-giving-new-product-special-push.html|title=TECHNOLOGY; Sega Is Giving New Product Special Push|work=The New York Times|date=July 12, 1999|accessdate=December 24, 2014}}</ref>
 
 
 
Worldwide Saturn sales include at least the following amounts in each territory: 5.75 million in Japan (surpassing the Genesis' sales of 3.58 million there<ref name="Sega Stats">{{cite magazine|title=Weekly ''Famitsu'' Express|work=Famitsu|volume=11|issue=392|date=June 21, 1996|page=8}}</ref>), 1.8 million in the United States, 1 million in Europe, and 530,000 elsewhere.<ref>{{cite magazine|title=Goodbye (?!) Sega Saturn|magazine=Dreamcast Magazine (JP)|volume=3|issue=12|date=April 7, 2000|page=154}}</ref> With lifetime sales of 9.26 million units,<ref>{{cite book|last1=Zackariasson|first1=Peter|last2=Wilson|first2=Timothy L.|last3=Ernkvist|first3=Mirko|title=The Video Game Industry: Formation, Present State, and Future|chapter=Console Hardware: The Development of Nintendo Wii|publisher=Routledge|year=2012|isbn=978-1138803831|page=158}}</ref> the Saturn is considered a [[List of commercial failures in video gaming|commercial failure]],<ref name="brandweek">{{cite magazine|magazine=Brandweek|title=Looking for a Sonic Boom|author=Lefton, Terry|volume=9|issue=39|year=1998|pages=26–29}}</ref> although its install base in Japan surpassed the Nintendo 64's 5.54 million.<ref>{{cite web|url=http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e0912.pdf |title=Consolidated Sales Transition by Region |publisher=Nintendo |accessdate=November 15, 2015 |deadurl=yes |archiveurl=https://www.webcitation.org/5nXieXX2B?url=http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e0912.pdf |archivedate=February 14, 2010 |df=mdy }}</ref> Lack of distribution has been cited as a significant factor contributing to the Saturn's failure, as the system's surprise launch damaged Sega's reputation with key retailers.<ref name="Schilling" /> Conversely, Nintendo's long delay in releasing a 3D console and damage caused to Sega's reputation by poorly supported add-ons for the Genesis are considered major factors allowing Sony to gain a foothold in the market.<ref name="Finn" />{{sfn|DeMaria|Wilson|2004|pages=282–283}}
 
 
 
==Technical specifications==
 
 
{| class="wikitable" style="float:left; margin-right:1em;"
 
{| class="wikitable" style="float:left; margin-right:1em;"
 
|-
 
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| style="width:100px;"| <center><small>Saturn motherboard</small></center>
 
| style="width:100px;"| <center><small>Saturn motherboard</small></center>
 
|}
 
|}
Featuring a total of eight processors<ref name=Allgame>{{cite web|title=Sega Saturn – Overview |work=[[Allgame]] |author=Beuscher, Dave |accessdate=December 13, 2014 |url=http://www.allgame.com/platform.php?id=26&tab=overview |deadurl=yes |archiveurl=https://web.archive.org/web/20141114110452/http://www.allgame.com/platform.php?id=26&tab=overview |archivedate=November 14, 2014 }}</ref> the Saturn's main [[central processing unit]]s are two Hitachi SH-2 [[microprocessor]]s [[Clock rate|clocked]] at 28.6&nbsp;[[Hertz|MHz]] and capable of 56 [[Instructions per second|MIPS]].<ref name="NG February"/><ref name="Schilling"/> The system contains a [[Motorola 68000|Motorola 68EC000]] running at 11.3&nbsp;MHz as a sound controller, a custom [[Sound chip|sound processor]] with an integrated Yamaha FH1<ref>{{cite magazine|last=Day|first=Rebecca|title=Battle of the Games|magazine=[[Popular Mechanics]]|volume=173|issue=12|date=December 1996|page=52}}</ref> DSP running at 22.6&nbsp;MHz<ref name="Saturn Overview Manual">{{cite journal|title=Saturn Overview Manual|publisher=Sega of America|date=June 6, 1994}}</ref> capable of up to 32 sound channels with both [[Frequency modulation synthesis|FM synthesis]] and [[Audio bit depth|16-bit]] [[Pulse-code modulation|PCM]] [[Sampling (signal processing)|sampling]] at a maximum [[Sampling rate|rate]] of [[44,100 Hz|44.1&nbsp;kHz]],<ref name="SaturnSpecs"/> and two [[Graphics processing unit|video display processors]],<ref name="RetroinspectionSaturn">{{cite magazine|title=Retroinspection: Sega Saturn|author=McFerran, Damien|magazine=Retro Gamer|pages=44–49|issue=34}}</ref> the VDP1 (which handles sprites, [[Texture mapping|textures]] and [[Polygon (computer graphics)|polygons]]) and the VDP2 (which handles backgrounds).<ref name="Saturn Overview Manual"/> Its double-speed [[Optical disc drive|CD-ROM drive]] is controlled by a dedicated [[SuperH|Hitachi SH-1]] processor to reduce load times.<ref name="Edge Japanese launch">{{cite magazine|title=Sega and Sony Sell the Dream|magazine=[[Edge (magazine)|Edge]]|issue=17|volume=3|date=February 1995|pages=6–9|quote=The December 3 ship-out of 100,000 PlayStations to stores across Japan&nbsp;... was not met with the same euphoria-charged reception that the Saturn received&nbsp;... Saturn arrived to a rapturous reception in Japan on November 22. 200,000 units sold out instantly on day one&nbsp;... Japanese gamers were beside themselves as they walked away with their prized possession and a near-perfect conversion of the ''Virtua Fighter'' coin-op&nbsp;... Sega (and Sony) have proved that with dedicated processors handling the drive (the SH-1 in the Saturn's case), negligible access times are possible.}}</ref> The Saturn's System Control Unit (SCU), which controls all [[Bus (computing)|buses]] and functions as a co-processor of the main SH-2 CPU, has an internal DSP<ref name="NG February"/> running at 14.3&nbsp;MHz.<ref name="Saturn Overview Manual"/> The Saturn contains a cartridge slot for memory expansion,<ref name="Allgame"/> 16 [[Megabit|Mbit]] of work [[random-access memory]] (RAM), 12 Mbit of [[VRAM|video RAM]], 4 Mbit of RAM for sound functions, 4 Mbit of CD [[Data buffer|buffer]] RAM and 256 [[Kilobit|Kbit]] (32 KB) of [[Saved game|battery backup]] RAM.<ref name="SaturnSpecs">{{cite web|title=Sega Saturn various data|publisher=[[Sega|Sega Corporation]]|accessdate=February 27, 2014|url=http://sega.jp/fb/segahard/ss/data.html|language=Japanese}}</ref> Its video output, provided by a [[RCA connector|stereo AV cable]],<ref name="SaturnSpecs"/> displays at [[Display resolution|resolutions]] from 320×224 to 704×224 [[pixel]]s,<ref>{{cite journal|title=VDP1 User Manual|publisher=Sega of America|page=134|date=June 27, 1995}}</ref> and is capable of displaying up to [[Color depth#True color (24-bit)|16.77 million]] [[List of color palettes|colors]] simultaneously.<ref name="SaturnSpecs"/> Physically, the Saturn measures {{convert |260|x|230|x|83|mm|in|abbr=on}}. The Saturn was sold packaged with an instruction manual, one control pad, a stereo AV cable, and its 100V AC power supply, with a power consumption of approximately 15W.<ref name="SaturnSpecs"/>
+
Featuring a total of eight processors the Saturn's main [[central processing unit]]s are two Hitachi SH-2 [[microprocessor]]s [[Clock rate|clocked]] at 28.6&nbsp;[[Hertz|MHz]] and capable of 56 [[Instructions per second|MIPS]]. The system contains a [[Motorola 68000|Motorola 68EC000]] running at 11.3&nbsp;MHz as a sound controller, a custom [[Sound chip|sound processor]] with an integrated Yamaha FH1 DSP running at 22.6&nbsp;MHz capable of up to 32 sound channels with both [[Frequency modulation synthesis|FM synthesis]] and [[Audio bit depth|16-bit]] [[Pulse-code modulation|PCM]] [[Sampling (signal processing)|sampling]] at a maximum [[Sampling rate|rate]] of [[44,100 Hz|44.1&nbsp;kHz]], and two [[Graphics processing unit|video display processors]], the VDP1 (which handles sprites, [[Texture mapping|textures]] and [[Polygon (computer graphics)|polygons]]) and the VDP2 (which handles backgrounds). Its double-speed [[Optical disc drive|CD-ROM drive]] is controlled by a dedicated [[SuperH|Hitachi SH-1]] processor to reduce load times. The Saturn's System Control Unit (SCU), which controls all [[Bus (computing)|buses]] and functions as a co-processor of the main SH-2 CPU, has an internal DSP running at 14.3&nbsp;MHz. The Saturn contains a cartridge slot for memory expansion, 16 [[Megabit|Mbit]] of work [[random-access memory]] (RAM), 12 Mbit of [[VRAM|video RAM]], 4 Mbit of RAM for sound functions, 4 Mbit of CD [[Data buffer|buffer]] RAM and 256 [[Kilobit|Kbit]] (32 KB) of [[Saved game|battery backup]] RAM. Its video output, provided by a [[RCA connector|stereo AV cable]], displays at [[Display resolution|resolutions]] from 320×224 to 704×224 [[pixel]]s, and is capable of displaying up to [[Color depth#True color (24-bit)|16.77 million]] [[List of color palettes|colors]] simultaneously. Physically, the Saturn measures {{convert |260|x|230|x|83|mm|in|abbr=on}}. The Saturn was sold packaged with an instruction manual, one control pad, a stereo AV cable, and its 100V AC power supply, with a power consumption of approximately 15W.
  
{{quote box|align=right|width=30em|quote="One very fast central processor would be preferable. I don't think all programmers have the ability to program two CPUs—most can only get about one-and-a-half times the speed you can get from one [[SuperH|SH-2]]. I think that only 1 in 100 programmers are good enough to get this kind of speed [nearly double] out of the Saturn."|source=—Yu Suzuki reflecting upon Saturn ''[[Virtua Fighter (arcade game)|Virtua Fighter]]'' development.<ref name="NG February"/>}}
+
:''"One very fast central processor would be preferable. I don't think all programmers have the ability to program two CPUs—most can only get about one-and-a-half times the speed you can get from one [[SuperH|SH-2]]. I think that only 1 in 100 programmers are good enough to get this kind of speed [nearly double] out of the Saturn."''
 +
'''Yu Suzuki reflecting upon Saturn ''[[Virtua Fighter (arcade game)|Virtua Fighter]]'' development.'''
  
The Saturn had technically impressive hardware at the time of its release, but its complexity made harnessing this power difficult for developers accustomed to conventional programming.{{sfn|Kent|2001|p=509. "In theory, Saturn, which featured two Hitachi SH2 32-bit central processing chips, was more powerful than PlayStation. The truth was that the SH2 chips were somewhat inferior to the chip Sony had selected&nbsp;... and allotting different operations to both of the processing chips proved nearly impossible"}} The greatest disadvantage was that both CPUs shared the same bus and were unable to access system memory at the same time. Making full use of the 4&nbsp;kB of [[CPU cache|cache memory]] in each CPU was critical to maintaining performance. For example, ''Virtua Fighter'' used one CPU for each character,<ref name="NG February"/> while ''Nights'' used one CPU for 3D environments and the other for 2D objects.<ref name="Edge Nights"/> The Saturn's Visual Display Processor 2 (VDP2), which can generate and manipulate backgrounds,<ref>{{cite web|url=http://www.next-generation.com/saturn/specs.html|archiveurl=https://web.archive.org/web/19961220175019/http://www.next-generation.com/saturn/specs.html|archivedate=December 20, 1996|title=Saturn Technical Specs|work=Next Generation|accessdate=April 22, 2014}}</ref> has also been cited as one of the system's most important features.<ref name="NextGenDec"/><ref name="VF2">{{cite web|url=http://www.next-generation.com/news/113095b.html|archivedate=April 19, 1997|archiveurl=https://web.archive.org/web/19970419221618/http://www.next-generation.com/news/113095b.html|title=''Virtua Fighter 2'' is Here at Last!|work=Next Generation|accessdate=April 12, 2014|quote=[The VDP2] can generate and manipulate 3D backgrounds. This leaves the twin processors free to deal with manipulating the fighters themselves. The result is swift, elegant animation at 60 frames a second—the same speed as the ''VF2'' coin-op&nbsp;... Sony's machine does not have an equivalent of the VDP2, so the demands for better animation and more realistic movement are placing greater and greater pressure on its central processor.}}</ref>
+
The Saturn had technically impressive hardware at the time of its release, but its complexity made harnessing this power difficult for developers accustomed to conventional programming. The greatest disadvantage was that both CPUs shared the same bus and were unable to access system memory at the same time. Making full use of the 4&nbsp;kB of [[CPU cache|cache memory]] in each CPU was critical to maintaining performance. For example, ''Virtua Fighter'' used one CPU for each character, while ''Nights'' used one CPU for 3D environments and the other for 2D objects. The Saturn's Visual Display Processor 2 (VDP2), which can generate and manipulate backgrounds, 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 Saturn's sound board was also widely praised.<ref name="NextGenDec"/> By contrast, [[Lobotomy Software]] programmer Ezra Dreisbach described the Saturn as significantly slower than the PlayStation,<ref name=DreisbachCG>{{cite web|title=Interview: Ezra Dreisbach |work=Curmudgeon Gamer |date=July 9, 2002|url=http://curmudgeongamer.com/article.php?story=20021008212903265 |accessdate=December 24, 2014|archiveurl = https://web.archive.org/web/20070927211250/http://curmudgeongamer.com/article.php?story=20021008212903265 <!-- Bot retrieved archive --> |archivedate = September 27, 2007|quote='''Ezra Dreisbach:''' And really, if you couldn't tell from the games, the PSX is way better than the Saturn. It's way simpler and way faster. There are a lot of things about the Saturn that are totally dumb. Chief among these is that you can't draw triangles, only quadrilaterals.}}</ref> whereas [[Kenji Eno]] of [[Superwarp|WARP]] observed little difference between the two systems.<ref>{{cite web|last1=Bettenhausen |first1=Shane |last2=Mielke |first2=James |url=http://www.1up.com/features/kenji-eno-breaks-silence?pager.offset=6 |title=Kenji Eno: Reclusive Japanese Game Creator Breaks His Silence |work=1UP.com |accessdate=December 10, 2016 |quote='''Kenji Eno:''' But, the PlayStation and the Saturn aren't that different, so moving it [''[[Enemy Zero]]''] to Saturn wasn't too difficult. |deadurl=bot: unknown |archiveurl=https://archive.is/20140322061518/http://www.1up.com/features/kenji-eno-breaks-silence?pager.offset=6 |archivedate=March 22, 2014 |df=mdy }}</ref> In particular, Dreisbach criticized the Saturn's use of [[quadrilateral]]s as its basic [[geometric primitive]], in contrast to the triangles rendered by the PlayStation and the Nintendo 64.<ref name=DreisbachCG/> Ken Humphries of [[Time Warner Interactive]] remarked that compared to the PlayStation, the Saturn was markedly worse at generating polygons but markedly better at sprite-based graphics.<ref>{{cite magazine |last= |first= |title=Primal Rage Interview |magazine=[[Electronic Gaming Monthly]] |issue=83|publisher=[[Ziff Davis]] |date=June 1996 |page=66 |quote=The PlayStation does polygons much better, but [''[[Primal Rage]]''] is a sprite-based game, and the Saturn obviously has better sprite handling. We can do better compression. One of the big differences between the PlayStation and the Saturn versions is that the Saturn has 64 colors for each of the dinosaurs and background sprites, as opposed to the PlayStation, which has only 16 color sprites.}}</ref> Third-party development was initially hindered by the lack of useful [[Library (computing)|software libraries]] and [[Programming tool|development tools]], requiring developers to write in [[assembly language]] to achieve good performance. During early Saturn development, programming in assembly could offer a two-to-fivefold speed increase over higher-level languages like [[C (programming language)|C]].<ref name="NG February">{{cite magazine|title=Sega Saturn|magazine=[[Next Generation (magazine)|Next Generation]]|date=February 1995|issue=2|volume=1|pages=36–43|quote=Sega's knee-jerk reaction was to delay its Saturn development program for a few months to incorporate a new video processor into the system. Not only would this boost its 2D abilities considerably (something that Sony's machine was less proficient at), but it would also provide better texture mapping for 3D graphics&nbsp;... Of course, Hitachi's link with the Saturn project goes much deeper. In 1993, the Japanese electronics company set up a joint venture with Sega to develop a CPU for the Saturn based on proprietary Hitachi technology. Several Hitachi staff were seconded to Sega's Saturn division (it's now believed that the same team is now working on preliminary 64-bit technology for Sega), and the result was the SH-2&nbsp;... As with most Sega hardware, Model 1 was basically an expensive assortment of bought-in chips. Its main CPU, an [[NEC V60]] running at just 16 MHz, was simply too slow for the Saturn. And the bulk of ''Virtua Racing''<nowiki>'</nowiki>s number crunching was handled by four serial DSPs that were way too costly to be included in any home system. Sega's consequent development of the SH-2 meant that it could also produce a Saturn-compatible arcade system.}}</ref> The Saturn hardware is considered extremely difficult to [[Video game console emulator|emulate]].<ref>{{cite web|last=Moss |first=Richard |url=http://www.edge-online.com/features/life-after-death-meet-the-people-ensuring-that-yesterdays-systems-will-never-be-forgotten/ |title=Life after Death: Meet the People Ensuring that Yesterday's Systems Will Never be Forgotten |work=Edge |date=June 2, 2014 |accessdate=March 5, 2015 |quote=Hackers are still unsure how some components work. |deadurl=yes |archiveurl=https://web.archive.org/web/20141202205555/http://www.edge-online.com/features/life-after-death-meet-the-people-ensuring-that-yesterdays-systems-will-never-be-forgotten/ |archivedate=December 2, 2014 }}</ref> Sega responded to complaints about the difficulty of programming for the Saturn by writing new graphics libraries which were claimed to make development easier.<ref name="NextGenDec"/> Sega of America also purchased a United Kingdom-based development firm, Cross Products, to produce the Saturn's official development system.<ref name="Miller"/><ref>{{cite magazine|title=The official development system|magazine=Edge|issue=23|volume=3|date=August 1995|page=55}}</ref> Despite these challenges, [[Treasure (company)|Treasure]] CEO Masato Maegawa stated that the Nintendo 64 was more difficult to develop for than the Saturn.<ref>{{cite web|url=http://www.ign.com/articles/1997/04/15/treasure-talks-yuke-yuke|title=Treasure Talks Yuke Yuke|work=IGN|date=April 14, 1997|accessdate=May 26, 2014}}</ref> [[Traveller's Tales]]' [[Jon Burton]] opined that while the PlayStation was easier "to get started on&nbsp;... you quickly reach [its] limits", whereas the Saturn's "complicated" hardware had the ability to "improve the speed and look of a game when all used together correctly."<ref>{{cite magazine|title=Traveller's Tales: ''Sonic R'' Programmer Speaks!|magazine=Sega Saturn Magazine|volume=3|issue=24|date=October 1997|page=25}}</ref> A major point of criticism was the Saturn's use of 2D sprites to generate polygons and simulate 3D space. The PlayStation functioned in a similar manner, but also featured a dedicated "Geometry Transfer Engine" that rendered additional polygons. As a result, several analysts described the Saturn as an "essentially" 2D system.<ref name="Retroinspection32X"/><ref name="NG February"/><ref>{{cite magazine|title=Inside the PlayStation|magazine=Next Generation|issue=6|volume=1|date=June 1995|page=51}}</ref>
+
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 Saturn's sound board was also widely praised. By contrast, [[Lobotomy Software]] programmer Ezra Dreisbach described the Saturn as significantly slower than the PlayStation, whereas [[Kenji Eno]] of [[Superwarp|WARP]] observed little difference between the two systems. In particular, Dreisbach criticized the Saturn's use of [[quadrilateral]]s as its basic [[geometric primitive]], in contrast to the triangles rendered by the PlayStation and the Nintendo 64. Ken Humphries of [[Time Warner Interactive]] remarked that compared to the PlayStation, the Saturn was markedly worse at generating polygons but markedly better at sprite-based graphics. Third-party development was initially hindered by the lack of useful [[Library (computing)|software libraries]] and [[Programming tool|development tools]], requiring developers to write in [[assembly language]] to achieve good performance. During early Saturn development, programming in assembly could offer a two-to-fivefold speed increase over higher-level languages like [[C (programming language)|C]]. The Saturn hardware is considered extremely difficult to [[Video game console emulator|emulate]]. Sega responded to complaints about the difficulty of programming for the Saturn by writing new graphics libraries which were claimed to make development easier. Sega of America also purchased a United Kingdom-based development firm, Cross Products, to produce the Saturn's official development system. Despite these challenges, [[Treasure (company)|Treasure]] CEO Masato Maegawa stated that the Nintendo 64 was more difficult to develop for than the Saturn. [[Traveller's Tales]]' [[Jon Burton]] opined that while the PlayStation was easier "to get started on&nbsp;... you quickly reach [its] limits", whereas the Saturn's "complicated" hardware had the ability to "improve the speed and look of a game when all used together correctly." A major point of criticism was the Saturn's use of 2D sprites to generate polygons and simulate 3D space. The PlayStation functioned in a similar manner, but also featured a dedicated "Geometry Transfer Engine" that rendered additional polygons. As a result, several analysts described the Saturn as an "essentially" 2D system.
  
 
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Several models of the Saturn were produced in Japan. An updated model in a recolored light gray (officially white<ref name="EGM83"/>) was released in Japan at a price of ¥20,000 in order to reduce the system's cost<ref>{{cite web|url=http://sega.jp/fb/segahard/ss/saturn.html|title=Sega Saturn HST-0014|publisher=Sega Corporation|language=Japanese|accessdate=March 3, 2014}}</ref> and raise its appeal among women and younger children.<ref name="EGM83"/><ref>{{cite magazine|last=Hunter |first=Yasuhiro |title=Sega Reveals a New Saturn!!!|magazine=Maximum: The Video Game Magazine|issue=6 |publisher=[[Emap International Limited]]|date=May 1996|page=127}}</ref> Two models were released by third parties: Hitachi released a model known as the '''Hi-Saturn''' (a smaller Saturn model equipped with a car navigation function),<ref>{{cite news|title=On the Move!|work=[[Sega Saturn Magazine]]|volume=2|issue=4|date=February 1996|page=9}}</ref> while [[JVC]] released the '''V-Saturn'''.<ref name="SaturnSpecs" /> Saturn controllers came in various color schemes to match different models of the console.<ref>{{cite web|url=http://sega.jp/fb/segahard/ss/pad.html|title=Sega Saturn controller|publisher=Sega Corporation|language=Japanese|accessdate=March 3, 2014}}</ref> The system also supports several accessories. A wireless controller powered by AA batteries utilizes infrared signal to connect to the Saturn.<ref>{{cite web|url=http://sega.jp/fb/segahard/ss/codeless.html|title=Sega Saturn wireless controller|publisher=Sega Corporation|language=Japanese|accessdate=March 3, 2014}}</ref> Designed to work with ''Nights'', the Saturn [[Nights into Dreams...#Release|3D Pad]] includes both a control pad and an analog stick for directional input.<ref>{{cite web|url=http://sega.jp/fb/segahard/ss/multi.html|title=Sega Saturn Multi-controller|publisher=Sega Corporation|language=Japanese|accessdate=March 3, 2014}}</ref> Sega also released several versions of arcade sticks as peripherals, including the Virtua Stick,<ref>{{cite web|url=http://sega.jp/fb/segahard/ss/stick.html|title=Virtua Stick|publisher=Sega Corporation|language=Japanese|accessdate=March 3, 2014}}</ref><ref>{{cite magazine|title=Stick Fix|magazine=[[GamePro]]|issue=84|publisher=[[International Data Group|IDG]]|date=September 1995|page=118}}</ref> the Virtua Stick Pro,<ref>{{cite web|url=http://sega.jp/fb/segahard/ss/stickpro.html|title=Virtua Stick Pro|publisher=Sega Corporation|language=Japanese|accessdate=March 3, 2014}}</ref> the Mission Analog Stick,<ref>{{cite web|url=http://sega.jp/fb/segahard/ss/mission.html|title=Mission analog stick|publisher=Sega Corporation|language=Japanese|accessdate=March 3, 2014}}</ref><ref>{{cite magazine|last= |first= |title=Fired in the Sky|magazine=[[GamePro]]|issue=91|publisher=[[International Data Group|IDG]]|date=April 1996|page=24}}</ref> and the Twin Stick.<ref>{{cite web|url=http://sega.jp/fb/segahard/ss/twin.html|title=Twin stick|publisher=Sega Corporation|language=Japanese|accessdate=March 3, 2014}}</ref> Sega also created a [[light gun]] peripheral known as the "Virtua Gun" for use with shooting games such as ''Virtua Cop'' and ''The Guardian'',<ref>{{cite web|url=http://sega.jp/fb/segahard/ss/gun.html|title=Virtua Gun|publisher=Sega Corporation|language=Japanese|accessdate=March 3, 2014}}</ref> as well as the Arcade Racer, a wheel for racing games.<ref>{{cite web|url=http://sega.jp/fb/segahard/ss/racing.html|title=Racing controller|publisher=Sega Corporation|language=Japanese|accessdate=March 3, 2014}}</ref><ref>{{cite magazine|title=Sega's Saturn is off to the Races!|magazine=Electronic Gaming Monthly|issue=73|volume=7|date=August 1995|page=30}}</ref> The Play Cable allows for two Saturn consoles to be connected for multiplayer gaming across two screens,<ref>{{cite magazine|last= |first= |title=Saturn Gets Hooked Up |magazine=[[Electronic Gaming Monthly]] |issue=82 |publisher=[[Ziff Davis]] |date=May 1996 |page=20}}</ref><ref>{{cite web|url=http://sega.jp/fb/segahard/ss/cable.html|title=Play cable|publisher=Sega Corporation|language=Japanese|accessdate=March 3, 2014}}</ref> while a multitap allows up to six players to play games on the same console.<ref>{{cite magazine|title=Six Packed|magazine=[[GamePro]]|issue=85|publisher=[[International Data Group|IDG]]|date=October 1995|page=154}}</ref><ref>{{cite web|url=http://sega.jp/fb/segahard/ss/tarminal.html|title=Multi-Terminal 6|publisher=Sega Corporation|language=Japanese|accessdate=March 3, 2014}}</ref> The Saturn was designed to support up to 12 players on a single console, by using two multitaps.<ref>{{cite news|title=Sega's Saturn Launched in Japan|work=[[Electronic Gaming Monthly]]|issue=65|date=December 1994|page=60}}</ref> RAM cartridges expand the amount of memory in the system.<ref>{{cite web|url=http://sega.jp/fb/segahard/ss/ram.html|title=RAM cartridge|publisher=Sega Corporation|language=Japanese|accessdate=March 3, 2014}}</ref> Other accessories include a keyboard,<ref>{{cite web|url=http://sega.jp/fb/segahard/ss/key.html|title=Sega Saturn keyboard|publisher=Sega Corporation|language=Japanese|accessdate=March 3, 2014}}</ref> mouse,<ref>{{cite web|url=http://sega.jp/fb/segahard/ss/mouse.html|title=Shuttle mouse|publisher=Sega Corporation|language=Japanese|accessdate=March 3, 2014}}</ref><ref>{{cite news|title=The Sega Saturn Enters Orbit|work=[[GamePro]]|issue=68|date=March 1995|page=30}}</ref> floppy disk drive,<ref>{{cite web|url=http://sega.jp/fb/segahard/ss/floppy.html|title=Sega Saturn floppy disk drive|publisher=Sega Corporation|language=Japanese|accessdate=March 3, 2014}}</ref> and movie card.<ref name="Move Card">{{cite web|url=http://sega.jp/fb/segahard/ss/movie.html|title=Movie card|publisher=Sega Corporation|language=Japanese|accessdate=March 3, 2014}}</ref><ref>{{cite news|title=Bring the Noise|work=[[Sega Saturn Magazine]]|volume=1|issue=1|date=November 1995|pages=56–57}}</ref>
+
Several models of the Saturn were produced in Japan. An updated model in a recolored light gray (officially white) was released in Japan at a price of ¥20,000 in order to reduce the system's cost and raise its appeal among women and younger children. Two models were released by third parties: Hitachi released a model known as the '''Hi-Saturn''' (a smaller Saturn model equipped with a car navigation function), while [[JVC]] released the '''V-Saturn'''. Saturn controllers came in various color schemes to match different models of the console. The system also supports several accessories. A wireless controller powered by AA batteries utilizes infrared signal to connect to the Saturn. Designed to work with ''Nights'', the Saturn [[Nights into Dreams...#Release|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 also created a [[light gun]] peripheral known as the "Virtua Gun" for use with shooting games such as ''Virtua Cop'' and ''The Guardian'', as well as the Arcade Racer, a wheel for racing games. The Play Cable allows for two Saturn consoles to be connected for multiplayer gaming across two screens, while a multitap allows up to six players to play games on the same console. The Saturn was designed to support up to 12 players on a single console, by using two multitaps. RAM cartridges expand the amount of memory in the system. Other accessories include a keyboard, mouse, floppy disk drive, and movie card.
 
 
Like the Genesis, the Saturn had an Internet-based gaming service. The [[Sega NetLink]] was a 28.8k [[modem]] that fit into the cartridge slot in the Saturn for direct dial multiplayer.<ref name="RetroinspectionSaturn"/> In Japan, a now defunct pay-to-play service was used.<ref>{{cite web|url=http://sega.jp/fb/segahard/ss/modem.html|title=Sega Saturn modem|publisher=Sega Corporation|language=Japanese|accessdate=March 3, 2014}}</ref> It could also be used for [[web browsing]], sending [[email]], and [[online chat]].<ref>{{cite magazine |last= |first= |title=Internet Access, Network Games Hit Saturn - For Less than $400 |magazine=[[Electronic Gaming Monthly]] |issue=84|publisher=[[Ziff Davis]] |date=July 1996 |page=18}}</ref> Because the NetLink was released before the Saturn keyboard, Sega produced a series of CDs containing hundreds of website addresses so that Saturn owners could browse with the joypad.<ref>{{cite news|title=Saturn to Get Internet Connection Facilities in '96!|work=Sega Saturn Magazine|volume=2|issue=5|date=March 1996|page=8}}</ref> The NetLink functioned with five games: ''Daytona USA'', ''[[Duke Nukem 3D]]'', ''[[Saturn Bomberman]]'',{{sfn|Mott|2013|p=309}} ''Sega Rally'', and ''[[Virtual On: Cyber Troopers]]''.<ref name="IGNSooth">{{cite web|url=http://www.ign.com/articles/2012/05/20/sega-a-soothsayer-of-the-games-industry|author=Redsell, Adam|title=SEGA: A Soothsayer of the Games Industry|work=IGN|date=May 20, 2012|accessdate=March 3, 2014}}</ref> {{anchor|pluto}}In 1995 Sega announced it was developing a variant of the Saturn featuring a built-in NetLink modem<ref>{{cite magazine|last= |first= |title=Is War Hell for Sega?|magazine=[[Next Generation (magazine)|Next Generation]]|issue=13|publisher=[[Imagine Media]] |date=January 1996|page=9|quote=Sega of Japan recently announced it was going to produce a Saturn with Internet access built in.}}</ref> under the code name "Sega Pluto", but it was never released.<ref>{{cite web|last=Blagdon|first=Jeff|url=https://www.theverge.com/2013/4/17/4237504/sega-pluto-prototype-console-surfaces-online|title=Forgotten Sega Pluto console prototype surfaces online (update)|work=[[The Verge]]|date=April 17, 2013|accessdate=March 22, 2014}}</ref>
 
 
 
Sega developed an arcade board based on the Saturn's hardware, called the [[Sega ST-V]] (or Titan), which was intended as an affordable alternative to Sega's Model 2 arcade board as well as a testing ground for upcoming Saturn software.<ref name="NG February"/> The Titan was criticized for its comparatively weak performance by Sega AM2's Yu Suzuki<ref name="NG February"/> and was overproduced by Sega's arcade division.<ref name="Sega-16 STI"/> Because Sega already possessed the ''[[Die Hard (film series)|Die Hard]]'' license, members of [[Sega AM1]] working at the Sega Technical Institute developed ''[[Die Hard Arcade]]'' for the Titan to clear out excess inventory.<ref name="Sega-16 STI"/> ''Die Hard'' became the most successful Sega arcade game produced in the United States at that point.<ref name="Sega-16 STI"/> Other games released for the Titan include ''[[Golden Axe: The Duel]]'' and ''[[Virtua Fighter Kids]]''.<ref name="NG February"/><ref name="Fight Club">{{cite magazine|author=Tokyo Drifter|title=Virtua Fight Club|magazine=GamePro|issue=163|volume=14|date=April 2002|pages=48–50}}</ref>
 
 
 
==Game library==
 
{{main|List of Sega Saturn games}}
 
Much of the Saturn's library comes from Sega's arcade ports,<ref name="IGNHistory_pg8" /> including ''Daytona USA'', ''[[The House of the Dead (video game)|The House of the Dead]]'',<ref>{{cite web|last=House |first=Michael L. |url=http://www.allgame.com/game.php?id=15348&tab=review |title=''The House of the Dead'' Review |work=Allgame |accessdate=December 13, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20141114130911/http://www.allgame.com/game.php?id=15348&tab=review |archivedate=November 14, 2014 }}</ref> ''[[Last Bronx]]'', ''Sega Rally Championship'', the ''Virtua Cop'' series, the ''Virtua Fighter'' series, and ''Virtual-On''.<ref name="GamesRadar library"/> Saturn ports of 2D [[Capcom]] fighting games including ''[[Darkstalkers 3]]'', ''[[Marvel Super Heroes vs. Street Fighter]]'', and ''[[Street Fighter Alpha 3]]'' were noted for their faithfulness to their arcade counterparts.<ref name="GamesRadar library"/><ref name="Number 18"/> ''[[Fighters Megamix]]'', developed by Sega AM2 for the Saturn rather than arcades,<ref name="IGN Shenmue"/> combined characters from ''[[Fighting Vipers]]'' and ''Virtua Fighter'' to positive reviews.<ref>{{cite web|url=http://www.gamerankings.com/saturn/197327-fighters-megamix/index.html |title=''Fighters Megamix'' for Saturn |work=GameRankings |accessdate=March 26, 2014 }} cf. {{cite web|last=McNamara |first=Andy |url=http://www.gameinformer.com/cgi-bin/review.cgi?sys=sat&path=may97&doc=megamix |archiveurl=https://web.archive.org/web/19990824095521/http://www.gameinformer.com/cgi-bin/review.cgi?sys=sat&path=may97&doc=megamix |archivedate=August 24, 1999 |title=''Fighters Megamix'' – Saturn |work=Game Informer |date=May 1997 |accessdate=March 19, 2014 |quote=This has to be one of the finest fighters to ever grace consoles. |display-authors=etal }} cf. {{cite web|last=Williamson |first=Colin |url=http://www.allgame.com/game.php?id=1852&tab=review |title=''Fighters Megamix'' Review |work=Allgame |accessdate=December 13, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20141115042304/http://www.allgame.com/game.php?id=1852&tab=review |archivedate=November 15, 2014 }} cf. {{cite web|url=http://www.next-generation.com/jsmid/reviews/507.html |title=''Fighters Megamix'' |work=Next Generation Online |date=February 3, 1998 |accessdate=December 18, 2016 |quote=The best console fighter yet. |deadurl=bot: unknown |archiveurl=https://web.archive.org/web/19990831170411/http://www.next-generation.com/jsmid/reviews/507.html |archivedate=August 31, 1999 |df=mdy }}</ref> Highly rated Saturn exclusives include ''[[Panzer Dragoon Saga]]'',<ref>{{cite web|url=http://www.gamerankings.com/saturn/198258-panzer-dragoon-saga/index.html |title=''Panzer Dragoon Saga'' for Saturn |work=GameRankings |accessdate=March 26, 2014 }} cf.{{cite web|url=http://www.gameinformer.com/cgi-bin/review.cgi?sys=sat&path=may98&doc=pds |archiveurl=https://web.archive.org/web/19990824121149/http://www.gameinformer.com/cgi-bin/review.cgi?sys=sat&path=may98&doc=pds |archivedate=August 24, 1999 |title=''Panzer Dragoon Saga'' |work=Game Informer |date=May 1998 |accessdate=March 26, 2014 |quote=Only ''Final Fantasy VII'' tops it. }} cf. {{cite web|url=http://www.edge-online.com/reviews/panzer-dragoon-saga/ |title=''Panzer Dragoon Saga'' Review |work=Edge |date=March 25, 1998 |accessdate=March 5, 2015 |quote=Adds a creative depth only SquareSoft games can currently rival. |deadurl=yes |archiveurl=https://web.archive.org/web/20141224050513/http://www.edge-online.com/reviews/panzer-dragoon-saga/ |archivedate=December 24, 2014 }} cf. {{cite web|url=http://www.next-generation.com/jsmid/reviews/1788.html |title=''Panzer Dragoon Saga'' |work=Next Generation Online |date=May 14, 1998 |accessdate=December 19, 2016 |quote=One of the best RPGs ever. |deadurl=bot: unknown |archiveurl=https://web.archive.org/web/19990829131749/http://www.next-generation.com/jsmid/reviews/1788.html |archivedate=August 29, 1999 |df=mdy }}</ref> ''[[Dragon Force]]'',<ref>{{cite web|url=http://www.gamerankings.com/saturn/197149-dragon-force/index.html|title=''Dragon Force'' for Saturn|work=GameRankings|accessdate=March 26, 2014}}</ref> ''[[Guardian Heroes]]'',<ref>{{cite web|url=http://www.gamerankings.com/saturn/573960-guardian-heroes/index.html|title=''Guardian Heroes'' for Saturn|work=GameRankings|accessdate=March 26, 2014}}</ref>{{sfn|Mott|2013|page=300}} ''Nights'',<ref>{{cite web|url=http://www.gamerankings.com/saturn/198201-nights-into-dreams/index.html|title=''Nights Into Dreams'' for Saturn|work=GameRankings|accessdate=March 26, 2014}}</ref>{{sfn|Mott|2013|p=302}} ''[[Panzer Dragoon II Zwei]]'',<ref>{{cite web|url=http://www.gamerankings.com/saturn/562829-panzer-dragoon-ii-zwei/index.html|title=''Panzer Dragoon II Zwei'' for Saturn|work=GameRankings|accessdate=March 26, 2014}}</ref> and ''[[Shining Force III]]''.<ref>{{cite web|url=http://www.gamerankings.com/saturn/198623-shining-force-iii/index.html|title=''Shining Force III'' for Saturn|work=GameRankings|accessdate=March 26, 2014}}</ref><ref>''Shining'' creators Hiroyuki Takahashi and Shugo Takahashi have named ''[[Shining the Holy Ark]]'' and ''Shining Force 3'' their favorite games in the series. See {{cite magazine|title=Power Profiles: Takahashi Brothers|magazine=Nintendo Power|issue=229|volume=21|date=August 2008|pages=80–83}}</ref>{{sfn|Mott|2013|p=350}} PlayStation games such as ''[[Castlevania: Symphony of the Night]]'', ''[[Resident Evil (1996 video game)|Resident Evil]]'', and ''[[Wipeout 2097]]'' received Saturn ports with mixed results.<ref name="GamesRadar library"/> Lobotomy Software's ''[[PowerSlave]]'' featured some of the most impressive 3D graphics on the system, leading Sega to contract them to produce Saturn ports of ''Duke Nukem 3D'' and ''[[Quake (video game)|Quake]]''.<ref name="1UP Pleasure and Pain"/><ref name="GamesRadar library"/> While Electronic Arts' limited support for the Saturn and Sega's failure to develop a football game for the 1996 fall season gave Sony the lead in the sports genre,<ref name="1UP Pleasure and Pain"/><ref name="IGNHistory_pg8" />{{sfn|Kent|2001|p=533}} "Sega Sports" published Saturn sports games including the well-regarded ''[[World Series Baseball (video game)|World Series Baseball]]'' and ''[[Sega Worldwide Soccer]]'' series.<ref name="1UP Pleasure and Pain"/><ref>cf. {{cite web|url=http://www.gameinformer.com/cgi-bin/review.cgi?sys=sat&path=nov95&doc=series|archiveurl=https://web.archive.org/web/19990824140309/http://www.gameinformer.com/cgi-bin/review.cgi?sys=sat&path=nov95&doc=series|archivedate=August 24, 1999|title=Sega Sports Does It One More Time|work=Game Informer|date=November 1995|accessdate=March 19, 2014|quote=''World Series Baseball'' is by far the smoothest baseball game ever made.}} cf. {{cite web|url=http://www.gameinformer.com/cgi-bin/review.cgi?sys=sat&path=jan98&doc=wws|archiveurl=https://web.archive.org/web/19990930170004/http://www.gameinformer.com/cgi-bin/review.cgi?sys=sat&path=jan98&doc=wws|archivedate=September 30, 1999|title=''Worldwide Soccer '98''|work=Game Informer|date=January 1998|accessdate=March 19, 2014|quote=The graphics are smooth, and the physics are perfect.}}</ref> With about 600 official releases, the Saturn's library is nearly twice as large as the Nintendo 64's.<ref name="Parish">{{cite web|last=Parish|first=Jeremy|url=http://www.usgamer.net/articles/the-lost-child-of-a-house-divided-a-sega-saturn-retrospective|title=The Lost Child of a House Divided: A Sega Saturn Retrospective|work=USgamer|date=November 18, 2014|accessdate=December 17, 2014}}</ref>
 
 
 
[[File:NiGHTs into Dreams, Saturn version, Spring Valley.jpg|thumb|300px|left|A typical in-game screen shot of ''NiGHTS into Dreams'', taken from the "Splash Garden" [[level (video gaming)|level]]]]
 
 
 
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]]'', the compilation ''[[Sonic Jam]]'', and a racing game, ''[[Sonic R]]''.<ref name="RetroinspectionSaturn"/><ref>{{cite web|url=http://www.gameinformer.com/jan97/sonic.html |title=''Sonic 3D Blast'' |work=Game Informer |date=January 1997 |accessdate=November 27, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/19971021144336/http://www.gameinformer.com/jan97/sonic.html |archivedate=October 21, 1997 }}</ref> The platformer ''[[Bug!]]'' received attention for its eponymous main character being a potential mascot for the Saturn, but it failed to catch on as the ''Sonic'' series had.<ref>{{cite web|url=http://www.gamerankings.com/saturn/573934-bug/index.html |title=''Bug!'' for Saturn |work=GameRankings |accessdate=March 15, 2014 }} cf. {{cite web|last=McNamara |first=Andy |url=http://www.gameinformer.com/sep95/bug.html |title=Not To Be Denied! |work=Game Informer |date=September 1995 |accessdate=March 15, 2014 |display-authors=etal |deadurl=yes |archiveurl=https://web.archive.org/web/19971120012847/http://www.gameinformer.com/sep95/bug.html |archivedate=November 20, 1997 }} cf. {{cite magazine|title=''Bug!'' (review)|magazine=Electronic Gaming Monthly|issue=73|volume=7|date=August 1995|page=38}}</ref><ref name="IGN Bug!">{{cite web|last = Buchanan|first = Levi|url = http://www.ign.com/articles/2009/02/02/what-hath-sonic-wrought-vol-10|title = What Hath ''Sonic'' Wrought? Vol. 10|work = IGN|date = February 2, 2009|accessdate = March 15, 2014|quote = '''[[Steven Spielberg]], CES 1995:''' This is the character! This is the character that is going to do it for Saturn!}}</ref><ref>{{cite magazine|title=''Bug!''|magazine=Next Generation|issue=9|volume=1|date=September 1995|pages=88–89}}</ref> Considered one of the most important Saturn releases, Sonic Team developed ''Nights into Dreams'', a [[Score (game)|score attack]] game that attempted to simulate both the joy of flying and the fleeting sensation of dreams. The gameplay of ''Nights'' involves steering the [[imp]]-like [[Androgyny|androgynous]] protagonist, Nights, as it flies on a mostly 2D plane across surreal stages broken into four segments each. The levels repeat for as long as an in-game time limit allows, while flying over or looping around various objects in rapid succession earns additional points. Although it lacked the fully 3D environments of Nintendo's ''Super Mario 64'', ''Nights''<nowiki>'</nowiki> emphasis on unfettered movement and graceful acrobatic techniques showcased the intuitive potential of analog control.<ref name="Edge Nights">{{cite web|url=http://www.edge-online.com/reviews/nights-dreams-review/ |title=''Nights into Dreams'' (review) |work=Edge |date=August 2, 1996 |accessdate=March 5, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20141224050554/http://www.edge-online.com/reviews/nights-dreams-review/ |archivedate=December 24, 2014 }} cf. {{cite web|url=http://www.edge-online.com/features/nights-dreams-retrospective/ |title=''Nights Into Dreams'' Retrospective |work=Edge |date=June 8, 2007 |accessdate=March 5, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20141031062946/http://www.edge-online.com/features/nights-dreams-retrospective/ |archivedate=October 31, 2014 }} cf. {{cite web|url=http://www.edge-online.com/features/retrospective-nights-into-dreams/ |title=Retrospective: ''Nights Into Dreams'' |work=Edge |date=March 15, 2014 |accessdate=March 5, 2015 |quote=The 3D environments were drawn by one processor, while another handled the 2D enemies, hoops and trees, melding them seamlessly to create a smooth, surprisingly fast-moving game that still looks striking today. |deadurl=yes |archiveurl=https://web.archive.org/web/20141006070937/http://www.edge-online.com/features/retrospective-nights-into-dreams/ |archivedate=October 6, 2014 }}</ref><ref>{{cite web|last=Buchanan|first=Levi|url=http://www.ign.com/articles/2008/08/18/nights-into-dreams-retro-review|title=''Nights into Dreams'' Retro Review|work=IGN|date=August 18, 2008|accessdate=December 17, 2014}}</ref><ref name="Robinson">{{cite web|last=Robinson|first=Martin|url=http://www.eurogamer.net/articles/2012-10-05-nights-into-dreams-hd-review|title=''Nights Into Dreams'' HD review|work=Eurogamer|date=May 10, 2012|accessdate=December 17, 2014}}</ref> Sonic Team's ''[[Burning Rangers]]'', a fully 3D<ref name="1UP Pleasure and Pain"/> [[action-adventure game]] involving a team of outer-space [[firefighter]]s, garnered praise for its [[Transparency (graphic)|transparency]] effects and distinctive art direction, but was released in limited quantities late in the Saturn's lifespan and criticized for its short length.<ref>{{cite magazine|title=Classic Reviews: ''Burning Rangers''|magazine=Game Informer|issue=110|volume=12|date=June 2002|page=104|quote=This futuristic fire-fighting game was an instant cult classic&nbsp;... The game has all the makings of a masterpiece, but is held back by both the Saturn's limited power and the fireman motif.}}</ref><ref name="IGN BR">{{cite web|last=Buchanan|first=Levi|url=http://www.ign.com/articles/2008/09/03/burning-rangers-retro-review|title=''Burning Rangers'' Retro Review|work=IGN|date=September 3, 2008|accessdate=November 18, 2014|quote=A wholly competent (but somewhat workmanlike, as the Saturn was not as good at 3D as the PSone or N64) action-adventure game.}}</ref>{{sfn|Mott|2013|p=353}}
 
 
 
Some of the games that made the Saturn popular in Japan, such as ''[[Grandia (video game)|Grandia]]''<ref name="1UP Pleasure and Pain"/> and the ''[[Sakura Wars]]'' series, never saw a Western release due to Sega of America's policy of not localizing RPGs and other Japanese games that might have damaged the system's reputation in North America.<ref name="IGNHistory_pg8" /><ref>cf. {{cite web|url=http://www.edge-online.com/features/japan-votes-all-time-top-100/ |title=Japan Votes on All Time Top 100 |work=Edge |date=March 3, 2006 |accessdate=March 5, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20141010035551/http://www.edge-online.com/features/japan-votes-all-time-top-100/ |archivedate=October 10, 2014 }}</ref> Despite appearing first on the Saturn, games such as ''[[Dead or Alive (video game)|Dead or Alive]]'',<ref name="GamesRadar library"/><ref>cf. {{cite magazine|title=Catching up with Tecmo's Prince of Darkness|magazine=Game Informer|issue=140|volume=15|date=December 2004|page=203|quote='''[[Tomonobu Itagaki]]:''' Saturn was a great machine, great system. If someone were to ask me if I want to make a game for PSone or Saturn I would—100 percent of the time—make games for the Saturn.}}</ref> ''Grandia'',<ref name="GamesRadar library"/> and ''[[Lunar: Silver Star Story Complete]]'' only saw a Western release on the PlayStation.<ref name="1UP Pleasure and Pain"/> [[Working Designs]] localized several Japanese Saturn games before a public feud between Sega of America's Bernie Stolar and Working Designs president Victor Ireland resulted in the company switching their support to the PlayStation.<ref name="1UP Pleasure and Pain"/> ''Panzer Dragoon Saga'' was praised as perhaps the finest RPG for the system due to its cinematic presentation, evocative plot, and unique battle system—with a tactical emphasis on circling around opponents to identify weak points and the ability to "morph" the physical attributes of the protagonist's dragon companion during combat—but Sega released fewer than 20,000 retail copies of the game in North America in what IGN's Levi Buchanan characterized as one example of the Saturn's "ignominious send-off" in the region.<ref name="IGN BR"/><ref name="Sad Tale"/>{{sfn|Mott|2013|p=361}} Similarly, only the first of three installments of ''Shining Force III'' was released outside Japan.{{sfn|Mott|2013|p=350}} The Saturn's library also garnered criticism for its lack of sequels to high-profile Genesis-era Sega franchises, with Sega of Japan's cancellation of a planned third installment in Sega of America's popular ''[[Eternal Champions]]'' series cited as a significant source of controversy.<ref name="1UP Pleasure and Pain"/><ref name="Parish"/><ref>{{cite web|url=http://www.gamespot.com/features/vgs/sat/segafight/page11.html |title=The History of Sega Fighting Games |work=GameSpot |page=11 |accessdate=December 17, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20090517063548/http://www.gamespot.com/features/vgs/sat/segafight/page11.html |archivedate=May 17, 2009 }}; {{cite web|url=http://www.gamespot.com/features/vgs/sat/segafight/page12.html |title=The History of Sega Fighting Games |work=GameSpot |page=12 |accessdate=December 17, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20090517061825/http://www.gamespot.com/features/vgs/sat/segafight/page12.html |archivedate=May 17, 2009 }}</ref>
 
 
 
Later ports of Saturn games including ''Guardian Heroes'',<ref>{{cite web|last=Vore|first=Bryan|url=http://www.gameinformer.com/games/guardian_heroes/b/xbox360/archive/2011/10/12/guardian-heroes-review-a-beat-em-up-from-a-different-age.aspx|title=''Guardian Heroes''|work=Game Informer|date=October 12, 2011|accessdate=March 17, 2014|quote=Even though some aspects of ''Guardian Heroes'' haven't aged well, the strength of the battle system, branching paths, and characters help this brawler retain its place near the top of the class.}} cf. {{cite web|last=Parkin|first=Simon|url=http://www.eurogamer.net/articles/2011-10-12-guardian-heroes-review|title=''Guardian Heroes''|work=[[Eurogamer]]|date=October 12, 2011|accessdate=March 28, 2014|quote=One of the most satisfying combat games ever conceived.}}</ref> ''Nights'',<ref name="Robinson"/> and ''[[Shin Megami Tensei: Devil Summoner: Soul Hackers]]''<ref>{{cite web|last=Wallace|first=Kimberley|url=http://www.gameinformer.com/games/shin_megami_tensei_devil_summoner_soul_hackers/b/3ds/archive/2013/04/16/shin-megami-tensei-devil-summoner-soul-hackers-review-.aspx|title=''Shin Megami Tensei: Devil Summoner: Soul Hackers''|work=Game Informer|date=April 16, 2013|accessdate=March 17, 2014|quote=I still can't believe that a game that came out in 1997 feels so fresh and exciting over 15 years later.|deadurl=yes|archiveurl=https://web.archive.org/web/20150104144118/http://www.gameinformer.com/games/shin_megami_tensei_devil_summoner_soul_hackers/b/3ds/archive/2013/04/16/shin-megami-tensei-devil-summoner-soul-hackers-review-.aspx|archivedate=January 4, 2015|df=mdy-all}}</ref> continued to garner positive reviews. Partly due to rarity, Saturn games such as ''Panzer Dragoon Saga''<ref name="Sad Tale">{{cite magazine|title=''Panzer Dragoon Saga'': The Sad Tale of the Saturn's Last Great Game|magazine=Game Informer|issue=176|volume=17|date=December 2007|pages=164–165|quote=One of the greatest games ever crafted by human hands&nbsp;... Critically, the game was a smash hit, lauded as one of the year's best, and generally considered the Saturn's finest title. But despite glowing reviews across the board, ''Saga'' was destined to fail. Sega had moved on—shifted its focus to developing its next console, the Dreamcast, and wasn't willing to risk any more money on a system that had already lost so much. Therefore, less than 20,000 retail copies of ''Panzer Dragoon Saga'' were even made, making it a very rare title and a prize for collectors.}}</ref><ref>{{cite web|url=http://www.1up.com/features/top-10-cult-classics |title=Top 10 Cult Classics |work=1UP.com |date=June 22, 2005 |accessdate=December 10, 2016 |deadurl=bot: unknown |archiveurl=https://archive.is/20120629175729/http://www.1up.com/features/top-10-cult-classics |archivedate=June 29, 2012 |df=mdy }}</ref>{{sfn|Mott|2013|p=361}} and ''[[Radiant Silvergun]]''<ref>{{cite web|last=Hatfield|first=Daemon|url=http://www.ign.com/articles/2011/09/14/radiant-silvergun-review|title=''Radiant Silvergun'' Review|work=IGN|date=September 13, 2011|accessdate=March 15, 2014}}</ref><ref>{{cite web|url=http://www.edge-online.com/features/time-extend-radiant-silvergun/ |title=Time Extend: ''Radiant Silvergun'' |work=Edge |date=January 12, 2013 |accessdate=March 5, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20141129042844/http://www.edge-online.com/features/time-extend-radiant-silvergun/ |archivedate=November 29, 2014 }}</ref> have been noted for their [[cult following]]. Due to the system's commercial failure and hardware limitations, planned Saturn releases such as ''[[Resident Evil 2]]'',<ref>{{cite web|last=Ohbuchi |first=Yutaka |url=http://www.gamespot.com/articles/re2-for-saturn-canceled/1100-2465273/ |title=''RE2'' for Saturn Canceled |work=GameSpot |date=October 21, 1998 |accessdate=November 23, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20141110081451/http://www.gamespot.com/articles/re2-for-saturn-canceled/1100-2465273/ |archivedate=November 10, 2014 }}</ref> ''Shenmue'', ''Sonic Adventure'', and ''[[Virtua Fighter 3]]''<ref>{{cite web|url=http://www.next-generation.com/news/112296b.shtml |title=Suzuki: 'Yes on ''VF3''<nowiki>'</nowiki> |work=Next Generation |date=November 22, 1996 |accessdate=April 21, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/19961220182051/http://www.next-generation.com/news/112296b.shtml |archivedate=December 20, 1996 }}</ref><ref>{{cite web|url=http://www.gamespot.com/features/vgs/sat/segafight/page18.html |title=The History of Sega Fighting Games, Page 18 |work=GameSpot |accessdate=June 6, 2014 |quote=Sega executives started to quietly state that ''Virtua Fighter 3'' was not going to come out for the Saturn. |deadurl=yes |archiveurl=https://web.archive.org/web/20090517084728/http://www.gamespot.com/features/vgs/sat/segafight/page18.html |archivedate=May 17, 2009 }}</ref> were cancelled and moved to the Dreamcast.
 
 
 
==Reception and legacy==
 
At the time of its release, ''[[Famicom Tsūshin]]'' awarded the Saturn console 24 out of 40 possible points, higher than the PlayStation's 19 out of 40.<ref>{{cite magazine|title=Game Machine Cross Review: セガサターン |magazine=Weekly Famicom Tsūshin|issue=335|page=166|date=May 12–19, 1995|language=Japanese}}</ref> In June 1995, Dennis Lynch of the ''[[Chicago Tribune]]'' and Albert Kim of ''[[Entertainment Weekly]]'' both praised the Saturn as the most advanced gaming console available, with the former complimenting its double-speed CD-ROM drive and "intense surround-sound capabilities" and the latter citing ''Panzer Dragoon'' as a "lyrical and exhilarating epic" demonstrating the ability of new technology to "transform" the industry.<ref>{{cite web|last=Lynch|first=Dennis|url=http://articles.chicagotribune.com/1995-06-16/entertainment/9506160099_1_sega-saturn-saturn-system-32x|title=Saturn Runs Rings Around Its Rivals|work=Chicago Tribune|date=June 16, 1995|accessdate=January 20, 2015}}</ref><ref>{{cite web|last=Kim|first=Albert|url=http://www.ew.com/ew/article/0,,297526,00.html|title=Sega Saturn|work=Entertainment Weekly|date=June 9, 1995|accessdate=January 20, 2015}}</ref> In December 1995, ''Next Generation'' evaluated the system with three and a half stars out of a possible five, highlighting Sega's marketing and arcade background as strengths but the system's complexity as a weakness.<ref name="NextGenDec"/> ''[[Electronic Gaming Monthly]]''<nowiki>'</nowiki>s December 1996 Buyer's Guide had four reviewers rate the Saturn 8, 6, 7, and 8 out of 10; these ratings were inferior to those of the PlayStation, which was scored 9, 10, 9, and 9 in the same review.<ref>{{cite journal|title=EGM rates the systems of 1996!|journal=1996 Video Game Buyer's Guide|date=December 1996}}</ref> By December 1998, ''Electronic Gaming Monthly''<nowiki>'</nowiki>s reviews were more mixed, with reviewers citing the lack of games for the system as a major issue. According to ''EGM'' reviewer Crispin Boyer, "the Saturn is the only system that can thrill me one month and totally disappoint me the next".<ref>{{cite journal|title=Electronic Gaming Monthly looks at the top systems for this year|journal=1998 Video Game Buyer's Guide|date=December 1998|page=51}}</ref>
 
 
 
Retrospective feedback of the Saturn is mixed, but generally praises its game library.<ref name="IGNHistory_pg8" /><ref name="GamesRadar library">{{cite web|url=http://www.gamesradar.com/best-saturn-games-all-time/|title=Best Saturn games of all time|work=GamesRadar|date=March 6, 2014|accessdate=April 6, 2014|quote=But that doesn't mean it's a total bust. Numerous excellent games were released for the console, which was supported primarily in the mid-to-late 1990s, including a variety of original Sega classics and several stellar third-party releases. RPG and fighting game fans, in particular, enjoyed a healthy array of options on the platform.}}</ref> 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".<ref name="1UP Pleasure and Pain"/> In 2009, IGN named the Saturn as the 18th best video game console of all time, praising its unique game library. According to the reviewers, "While the Saturn ended up losing the popularity contest to both Sony and Nintendo&nbsp;... ''Nights into Dreams'', the ''Virtua Fighter'' and ''Panzer Dragoon'' series are all examples of exclusive titles that made the console a fan favorite".<ref name="Number 18">{{cite web|url=http://www.ign.com/top-25-consoles/18.html |title=SEGA Saturn is number 18 |work=IGN |date= |accessdate=January 23, 2012}}</ref> ''[[Edge (magazine)|Edge]]'' noted "hardened loyalists continue to reminisce about the console that brought forth games like ''Burning Rangers'', ''Guardian Heroes'', ''Dragon Force'' and ''Panzer Dragoon Saga''."<ref>{{cite web|url=http://www.edge-online.com/features/how-consoles-die/3/ |title=How Consoles Die |page=3 |work=Edge |date=September 17, 2008 |accessdate=March 5, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20141129171554/http://www.edge-online.com/features/how-consoles-die/3/ |archivedate=November 29, 2014 }}</ref> In 2015, ''[[The Guardian]]''<nowiki>'</nowiki>s Keith Stuart declared "the Saturn has perhaps the strongest line up of 2D shooters and fighting games in console history".<ref>{{cite web|last=Stuart|first=Keith|url=https://www.theguardian.com/technology/2015/may/15/sega-saturn-how-to-buy|title=Sega Saturn – how to buy one and what to play|work=The Guardian|date=May 15, 2015|accessdate=May 27, 2015}}</ref>
 
  
''[[Retro Gamer]]''<nowiki>'</nowiki>s Damien McFerran stated "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."<ref name="RetroinspectionSaturn" /> IGN's Adam Redsell wrote "[Sega's] devil-may-care attitude towards game development in the Saturn and Dreamcast eras is something that we simply do not see outside of the [[Indie game|indie scene]] today."<ref name="IGNSooth" /> Necrosoft Games director [[Brandon Sheffield]] expounded that "The Saturn was a landing point for games that were too 'adult' in content for other systems, as it was the only one that allowed an 18+ rating for content in Japan&nbsp;... some games, like ''[[Enemy Zero]]'' used it to take body horror to new levels, an important step toward the expansion of games and who they served."<ref name="Parish" /> Sewart praised the Saturn's first-party games as "Sega's shining moment as a game developer", with Sonic Team demonstrating its creative range and AM2 producing numerous technically impressive arcade ports, but also commented on the many Japan-exclusive Saturn releases, which he connected with a subsequent boom in the game import market.<ref name="1UP Pleasure and Pain">{{cite web|last=Sewart |first=Greg |url=http://www.1up.com/features/pleasure-pain?pager.offset=0 |title=Sega Saturn: The Pleasure And The Pain |work=1UP.com |date=August 5, 2005 |accessdate=December 10, 2016 |deadurl=bot: unknown |archiveurl=https://archive.is/20140317211403/http://www.1up.com/features/pleasure-pain?pager.offset=0 |archivedate=March 17, 2014 |df=mdy }}</ref> IGN's 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.<ref name="IGN History of Dreamcast" />
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Like the Genesis, the Saturn had an Internet-based gaming service. The [[Sega NetLink]] was a 28.8k [[modem]] that fit into the cartridge slot in the Saturn for direct dial multiplayer. In Japan, a now defunct pay-to-play service was used. It could also be used for [[web browsing]], sending [[email]], and [[online chat]]. Because the NetLink was released before the Saturn keyboard, Sega produced a series of CDs containing hundreds of website addresses so that Saturn owners could browse with the joypad. The NetLink functioned with five games: ''Daytona USA'', ''[[Duke Nukem 3D]]'', ''[[Saturn Bomberman]]'', ''Sega Rally'', and ''[[Virtual On: Cyber Troopers]]''. {{anchor|pluto}}In 1995 Sega announced it was developing a variant of the Saturn featuring a built-in NetLink modem under the code name "Sega Pluto", but it was never released.
  
Criticism has befallen Sega's management regarding both the creation and handling of the Saturn. McFerran criticizes Sega's management at the time of the Saturn's development, claiming that it had "fallen out of touch with both the demands of the market and the industry".<ref name="RetroinspectionSaturn"/> Bernie Stolar has also been criticized for his decision to end support for the Saturn.<ref name="1UP Pleasure and Pain"/> According to Fahs, "Stolar's decision to abandon the Saturn made him a villain to many Sega fans, but&nbsp;... it was better to regroup than to enter the next fight battered and bruised. Dreamcast would be Stolar's redemption."<ref name="IGNHistory_pg8" /> Stolar has defended his decision, stating, "I felt Saturn was hurting the company more than helping it. That was a battle that we weren't going to win."{{sfn|Kent|2001|p=558}} Sheffield stated that the Saturn's use of quadrilaterals undermined third-party support for the system, but because "[[Nvidia|nVidia]] invested in quads" at the same time there is "a remote possibility" they could have "become the standard instead of triangles"—"if somehow, magically, the Saturn were the most popular console of that era."<ref name="Parish"/> Speaking more positively of the system, former Working Designs president Victor Ireland described the Saturn as "the start of the future of console gaming" because it "got the better developers thinking and designing with parallel-processing architecture in mind for the first time".<ref name="1UP Pleasure and Pain"/> Writing for [[GamesRadar]], Justin Towell noted that the Saturn's 3D Pad "set the template for every successful controller that followed, with analog [[shoulder triggers]] and left thumbstick&nbsp;... I don't see any three-pronged controllers around the office these days."<ref>{{cite web|last=Towell|first=Justin|url=http://www.gamesradar.com/sega-saturn-turns-20-its-not-shit-as-you-think/|title=Sega Saturn turns 20, and it's not as shit as you think|work=GamesRadar|date=November 22, 2014|accessdate=January 20, 2015}}</ref>
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Sega developed an arcade board based on the Saturn's hardware, called the [[Sega ST-V]] (or Titan), which was intended as an affordable alternative to Sega's Model 2 arcade board as well as a testing ground for upcoming Saturn software. The Titan was criticized for its comparatively weak performance by Sega AM2's Yu Suzuki and was overproduced by Sega's arcade division. Because Sega already possessed the ''[[Die Hard (film series)|Die Hard]]'' license, members of [[Sega AM1]] working at the Sega Technical Institute developed ''[[Die Hard Arcade]]'' for the Titan to clear out excess inventory. ''Die Hard'' became the most successful Sega arcade game produced in the United States at that point. Other games released for the Titan include ''[[Golden Axe: The Duel]]'' and ''[[Virtua Fighter Kids]]''.
  
Douglass C. Perry of [[Gamasutra]] notes that, from its surprise launch to its ultimate failure, the Saturn "soured many gamers on Sega products."<ref>{{cite web|author=Perry, Douglass C.|url=http://www.gamasutra.com/view/feature/4128/the_rise_and_fall_of_the_dreamcast.php|title=The Rise and Fall of Dreamcast|work=Gamasutra|date=September 9, 2009|accessdate=December 24, 2014}}</ref> Sewart and IGN's 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 the Saturn as "more a symptom&nbsp;... than a cause" of the company's 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.<ref name="1UP Pleasure and Pain"/><ref name="Parish"/><ref name="Top 10">{{cite web|last=Buchanan|first=Levi|url=http://www.ign.com/articles/2008/07/29/top-10-sega-saturn-games|title=Top 10 SEGA Saturn Games|work=IGN|date=July 29, 2008|accessdate=March 26, 2014}}</ref> Sheffield portrayed Sega's mistakes with the Saturn as emblematic of the broader 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."<ref name="Parish"/> According to Stuart, Sega "didn't see&nbsp;... the roots of a prevailing trend, away from arcade conversions and traditional role-playing adventures and toward a much wider console development community with fresh ideas about gameplay and structure."<ref>{{cite web|last=Stuart|first=Keith|url=https://www.theguardian.com/technology/2015/may/14/sega-saturn-how-one-decision-destroyed-playstations-greatest-rival|title=Sega Saturn: how one decision destroyed PlayStation's greatest rival|work=The Guardian|date=May 14, 2015|accessdate=May 27, 2015}}</ref> Pulp365 reviews editor Matt Paprocki concluded "the Saturn is a relic, but an important one, which represents the harshness of progress and what it can leave in its wake".<ref name="Parish"/>
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[[Category:Sega consoles]]

Latest revision as of 21:41, 15 January 2019

Sega Saturn
SegaSaturn.png
SegaSaturnjp.png
Western and Eastern Sega Saturn logos
The original NA Sega Saturn
Model 2 Japanese Sega Saturn
Top: Model 1 of North America
Bottom: Model 2 of Japan
Manufacturer Sega
Type Home video game console
Generation Fifth generation
Release date JP: November 22, 1994
NA: May 11, 1995
EU: July 8, 1995
Retail availability 1994-2000
Introductory price JP: ¥44,800
US: US$399
UK: ₤399.99
Discontinued EU: 1998
NA: 1998
JP: 2000
Units sold 9.26 million
Media CD-ROM, CD+G, CD+EG, Video CD, Mini CD, Photo CD, E-book
CPU 2× Hitachi SH-2 @ 28.6 MHz
Storage Internal RAM, cartridge
Graphics VDP1 & VDP2 video display processors
Sound Yamaha YMF292
Online services Sega NetLink
Predecessor Sega Genesis
Successor Dreamcast

Introduction[edit]

The Sega Saturn is a 32-bit fifth-generation 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. The successor to the successful Sega Genesis, the Saturn has a dual-CPU architecture and eight processors. Its games are in CD-ROM format, and its game library contains several arcade ports as well as original games.

Development of the Saturn began in 1992, the same year Sega's groundbreaking 3D Model 1 arcade hardware debuted. Designed around a new CPU from Japanese electronics company Hitachi, another video display processor was incorporated into the system's design in early 1994 to better compete with Sony's forthcoming PlayStation.

The Saturn was initially successful in Japan, but failed to sell in large numbers in the United States after its surprise May 1995 launch, four months before its scheduled release date. After the debut of the Nintendo 64 in late 1996, the Saturn rapidly lost market share in the U.S., where it was discontinued in 1998. Having sold 9.26 million units worldwide, the Saturn is considered a commercial failure. The failure of Sega's development teams to release a game in the Sonic the Hedgehog series, known in development as Sonic X-treme, has been considered a factor in the console's poor performance.

Although the Saturn is remembered for several well-regarded games, including Nights into Dreams, the Panzer Dragoon series, and the Virtua Fighter series, its reputation is mixed due to its complex hardware design and limited third-party support. Sega's management has been criticized for its decisions during the system's development and discontinuation.

Specifications[edit]

Hitachi SH-2
Saturn sound processor
Motorola 68EC000
Hitachi SH-2
Saturn Custom Sound Processor (SCSP)
Motorola 68EC000
Video display processor 1
Video display processor 2
Saturn motherboard
Video Display Processor 1 (VDP1)
Video Display Processor 2 (VDP2)
Saturn motherboard

Featuring a total of eight processors the Saturn's main central processing units are two Hitachi SH-2 microprocessors clocked at 28.6 MHz and capable of 56 MIPS. The system contains 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 PCM sampling at a maximum rate of 44.1 kHz, and two video display processors, the VDP1 (which handles sprites, textures and polygons) and the VDP2 (which handles backgrounds). Its double-speed CD-ROM drive is controlled by a dedicated Hitachi SH-1 processor to reduce load times. The Saturn's 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. The Saturn contains a cartridge slot for memory expansion, 16 Mbit of work random-access memory (RAM), 12 Mbit of video RAM, 4 Mbit of RAM for sound functions, 4 Mbit of CD buffer RAM and 256 Kbit (32 KB) of battery backup RAM. Its video output, provided by a stereo AV cable, displays at resolutions from 320×224 to 704×224 pixels, and is capable of displaying up to 16.77 million colors simultaneously. Physically, the Saturn measures 260 mm × 230 mm × 83 mm (10.2 in × 9.1 in × 3.3 in). The Saturn was sold packaged with an instruction manual, one control pad, a stereo AV cable, and its 100V AC power supply, with a power consumption of approximately 15W.

"One very fast central processor would be preferable. I don't think all programmers have the ability to program two CPUs—most can only get about one-and-a-half times the speed you can get from one SH-2. I think that only 1 in 100 programmers are good enough to get this kind of speed [nearly double] out of the Saturn."

Yu Suzuki reflecting upon Saturn Virtua Fighter development.

The Saturn had technically impressive hardware at the time of its release, but its complexity made harnessing this power difficult for developers accustomed to conventional programming. The greatest disadvantage was that both CPUs shared the same bus and were unable to access system memory at the same time. Making full use of the 4 kB of cache memory in each CPU was critical to maintaining performance. For example, Virtua Fighter used one CPU for each character, while Nights used one CPU for 3D environments and the other for 2D objects. The Saturn's Visual Display Processor 2 (VDP2), which can generate and manipulate backgrounds, 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 Saturn's sound board was also widely praised. By contrast, Lobotomy Software programmer Ezra Dreisbach described the Saturn as significantly slower than the PlayStation, whereas Kenji Eno of WARP observed little difference between the two systems. 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. Ken Humphries of Time Warner Interactive remarked that compared to the PlayStation, the Saturn was markedly worse at generating polygons but markedly better at sprite-based graphics. 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. During early Saturn development, programming in assembly could offer a two-to-fivefold speed increase over higher-level languages like C. The Saturn hardware is considered extremely difficult to emulate. Sega responded to complaints about the difficulty of programming for the Saturn by writing new graphics libraries which were claimed to make development easier. Sega of America also purchased a United Kingdom-based development firm, Cross Products, to produce the Saturn's official development system. Despite these challenges, Treasure CEO Masato Maegawa stated that the Nintendo 64 was more difficult to develop for than the Saturn. Traveller's Tales' Jon Burton opined that while the PlayStation was easier "to get started on ... you quickly reach [its] limits", whereas the Saturn's "complicated" hardware had the ability to "improve the speed and look of a game when all used together correctly." A major point of criticism was the Saturn's use of 2D sprites to generate polygons and simulate 3D space. The PlayStation functioned in a similar manner, but also featured a dedicated "Geometry Transfer Engine" that rendered additional polygons. As a result, several analysts described the Saturn as an "essentially" 2D system.

1st North American controller
3D Pad
Arcade Racer
Model 1 North American controller
3D Pad
Arcade Racer
2nd North American controller
Saturn multitap
RAM backup cartridge
Model 2 North American controller
Saturn multitap
RAM backup cartridge

Several models of the Saturn were produced in Japan. An updated model in a recolored light gray (officially white) was released in Japan at a price of ¥20,000 in order to reduce the system's cost and raise its appeal among women and younger children. Two models were released by third parties: Hitachi released a model known as the Hi-Saturn (a smaller Saturn model equipped with a car navigation function), while JVC released the V-Saturn. Saturn controllers came in various color schemes to match different models of the console. The system also supports several accessories. A wireless controller powered by AA batteries utilizes infrared signal to connect to the Saturn. 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 also created a light gun peripheral known as the "Virtua Gun" for use with shooting games such as Virtua Cop and The Guardian, as well as the Arcade Racer, a wheel for racing games. The Play Cable allows for two Saturn consoles to be connected for multiplayer gaming across two screens, while a multitap allows up to six players to play games on the same console. The Saturn was designed to support up to 12 players on a single console, by using two multitaps. RAM cartridges expand the amount of memory in the system. Other accessories include a keyboard, mouse, floppy disk drive, and movie card.

Like the Genesis, the Saturn had an Internet-based gaming service. The Sega NetLink was a 28.8k modem that fit into the cartridge slot in the Saturn for direct dial multiplayer. In Japan, a now defunct pay-to-play service was used. It could also be used for web browsing, sending email, and online chat. Because the NetLink was released before the Saturn keyboard, Sega produced a series of CDs containing hundreds of website addresses so that Saturn owners could browse with the joypad. The NetLink functioned with five games: Daytona USA, Duke Nukem 3D, Saturn Bomberman, Sega Rally, and Virtual On: Cyber Troopers. In 1995 Sega announced it was developing a variant of the Saturn featuring a built-in NetLink modem under the code name "Sega Pluto", but it was never released.

Sega developed an arcade board based on the Saturn's hardware, called the Sega ST-V (or Titan), which was intended as an affordable alternative to Sega's Model 2 arcade board as well as a testing ground for upcoming Saturn software. The Titan was criticized for its comparatively weak performance by Sega AM2's Yu Suzuki and was overproduced by Sega's arcade division. Because Sega already possessed the Die Hard license, members of Sega AM1 working at the Sega Technical Institute developed Die Hard Arcade for the Titan to clear out excess inventory. Die Hard became the most successful Sega arcade game produced in the United States at that point. Other games released for the Titan include Golden Axe: The Duel and Virtua Fighter Kids.