Difference between revisions of "Sega Saturn"

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=Introduction=
 
 
 
{{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}}
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| 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.
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=Introduction=
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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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| 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"/>
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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"/>}}
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:''"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."''
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'''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>
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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>
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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>
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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.
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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.
  
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>
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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]]''.
  
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>
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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.