Friday, 14 July 2017

Flashback Friday #11 Sega Saturn

Good afternoon folks and welcome to another Flashback Friday this weeks blast from the past is the Sega Saturn





History

The Sega Saturn is a 32-bit fifth-generation home video game console that was 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 titles.
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 decision-making during the system's development and discontinuation

Background

Released in 1988, the Genesis (known as the Mega Drive in Europe and Japan) was Sega's entry into the fourth generation of video game consoles. 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 with the console The Japanese board of directors initially disapproved of the plan,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." Magazines praised Sonic as one of the greatest games yet 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. However, the release of a CD-based add-on for the Genesis, the Sega CD (known as Mega-CD outside of North America), had been commercially disappointing.
Sega also experienced success with arcade games. In 1992 and 1993, the company's new Sega Model 1 arcade system board showcased Sega AM2's Virtua Racing and Virtua Fighter (the first 3D fighting game), which played a crucial role in popularizing 3D polygonal graphics. In particular, Virtua Fighter garnered praise for its simple three-button control scheme, with the game's strategy coming from the intuitively observed differences between characters that felt and acted differently rather than the more ornate combos of two-dimensional competitors. Despite its crude visuals—with characters composed of fewer than 1,200 polygons—Virtua Fighter's fluid animation and relatively realistic depiction of distinct fighting styles gave its combatants a lifelike presence considered impossible to replicate with sprites. 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 Virtua Processor chip used for Virtua Racing, and eventually the Sega 32X add-on.

Development

Development of the Saturn was supervised by Hideki Sato, Sega's director and deputy general manager of research and development. 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 initially the system's codename during development in Japan, but was eventually chosen as the official product name.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 RISC Engine" (or SH-2) later that year.The Saturn was ultimately designed around a dual-SH2 configuration. According to Kazuhiro Hamada, Sega's section chief for Saturn development during the system's conception, "the SH-2 was chosen for reasons of cost and efficiency. The chip has a calculation system similar to a DSP [digital signal processor], but we realized that a single CPU would not be enough to calculate a 3D world."Although the Saturn's design was largely finished before the end of 1993, reports in early 1994 of the technical capabilities of Sony's upcoming PlayStation console prompted Sega to include another video display processor (VDP) to improve the system's 2D performance and texture-mapping.CD-ROM-based and cartridge-only versions of the Saturn hardware were considered for simultaneous release at one point during the system's development, but this idea was discarded due to concerns over the lower quality and higher price of cartridge-based games.
According to Kalinske, Sega of America "fought against the architecture of Saturn for quite some time". Seeking an alternative graphics chip for the Saturn, Kalinske attempted to broker a deal with Silicon Graphics, but Sega of Japan rejected the proposal.Silicon Graphics subsequently collaborated with Nintendo on the Nintendo 64.Kalinske, Sony Electronic Publishing's Olaf Olafsson, and Sony America's Micky Schulhof had previously 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 entirely on 3D technology. Publicly, Kalinske defended the Saturn's design: "Our people feel that they need the multiprocessing to be able to bring to the home what we're doing next year in the arcades."
In 1993, Sega restructured its internal studios in preparation for the Saturn's launch. To ensure high-quality 3D games would be available early in the Saturn's life, and to create a more energetic working environment, developers from Sega's arcade division were asked to create console games. New teams, such as Panzer Dragoon developer Team Andromeda, were formed during this time.
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 32-bit era. The decision to create the add-on was made by Nakayama and widely supported by Sega of America employees. 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. The 32X would not be compatible with the Saturn, but Sega executive Richard Brudvik-Lindner pointed out that the 32X would play Genesis titles, and had the same system architecture as the Saturn. 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. 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. 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.

Launch

 
Sega released the Saturn in Japan on November 22, 1994, at a price of JP¥44,800. 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.The only other first-party title available on launch day was Wan Chai Connection. Sega had wanted the launch to include both Clockwork Knight and Panzer Dragoon, but the latter was not ready in time. Fueled by the popularity of Virtua Fighter, Sega's initial shipment of 200,000 Saturn units sold out on the first day. Sega waited until the December 3 launch of the PlayStation to ship more units; when both were sold side-by-side, the Saturn proved to be the more popular system. 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. After the holiday season, however, interest in the 32X rapidly declined. 500,000 Saturn units were sold in Japan by the end of 1994 (compared to 300,000 PlayStation units),and sales exceeded 1 million within the following six months.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.Sony attracted many third-party developers to the PlayStation with a liberal $10 licensing fee, excellent development tools, and the introduction of a 7- to 10-day order system that allowed publishers to meet demand more efficiently than the 10- to 12-week lead times for cartridges that had previously been standard in the Japanese video game industry.
In March 1995, Sega of America CEO Tom Kalinske announced that the Saturn would be released in the U.S. on "Saturnday" (Saturday) September 2, 1995. However, Sega of Japan mandated an early launch to give the Saturn an advantage over the PlayStation.At the first Electronic Entertainment Expo (E3) in Los Angeles on May 11, 1995, Kalinske gave a keynote presentation in which he revealed the release price of US$399 (including a copy of Virtua Fighter), and described the features of the console. Kalinske also revealed that, due to "high consumer demand"Sega had already shipped 30,000 Saturns to Toys "R" Us, Babbage's, Electronics Boutique, and Software Etc. for immediate release.The announcement upset retailers who were not informed of the surprise release, including Best Buy and Walmart;KB Toys responded by dropping Sega from its lineup.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. The Saturn's release in Europe also came before the previously announced North American date, on July 8, 1995, at a price of ₤399.99.European retailers and press did not have time to promote the system or its games, harming sales.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.
The Saturn's U.S. launch was accompanied by a reported $50 million advertising campaign that included coverage in publications such as Wired and Playboy. Early advertising for the system was targeted at a more mature, adult audience than the Sega Genesis ads.[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.Virtua Fighter'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.Within two days of its September 9, 1995 launch in North America, the PlayStation (backed by a large marketing campaign) 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 presold in advance, and the rest selling out across the U.S.
A high-quality port of the Namco arcade game Ridge Racer contributed to the PlayStation's early success, and garnered favorable comparisons in the media to the Saturn version of Sega's Daytona USA, which was considered inferior to its arcade counterpart. Namco, a longtime arcade competitor with Sega, also unveiled the Namco System 11 arcade board, based on raw PlayStation hardware.Although the System 11 was technically inferior to Sega's Model 2 arcade board, its lower price made it attractive to smaller arcades.Following a 1994 acquisition of Sega developers, Namco released Tekken for the System 11 and PlayStation. Directed by former Virtua Fighter designer Seiichi Ishii, Tekken was intended to be a fundamentally similar title, with the addition of detailed textures and twice the frame rate.Tekken surpassed Virtua Fighter in popularity due to its superior graphics and nearly arcade-perfect console port, becoming the first million-selling PlayStation title.On October 2, 1995 Sega announced a Saturn price reduction to $299.Moreover, high-quality Saturn ports of the Sega Model 2 arcade hits Sega Rally Championship,Virtua Cop, and Virtua Fighter 2 (running at 60 frames per second at a high resolution) were available by the end of the year, and were generally regarded as superior to competitors on the PlayStation. Notwithstanding a subsequent increase in Saturn sales during the 1995 holiday season, these games were not enough to reverse the PlayStation's decisive lead. By 1996, the PlayStation had a considerably larger library than the Saturn, although Sega hoped to generate increased interest in the Saturn with upcoming exclusives such as Nights into Dreams.An informal survey of retailers showed that the Saturn and PlayStation sold in roughly equal numbers during the first quarter of 1996.Within its first year, the PlayStation secured over 20% of the entire U.S. video game market. On the first day of the May 1996 E3 show, Sony announced a PlayStation price reduction to $199 a reaction to the release of the Model 2 Saturn in Japan at a price roughly equivalent to $199.n the second day, Sega announced it would match this price, though Saturn hardware was more expensive to manufact

Hardware

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 15WThe 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 C language.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 systemSeveral 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 costand 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 is a fully functional controller that 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.[183]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 Cyber Troopers Virtual-On: Operation Moongate.In 1995 Sega announced it was developing a variant of the Saturn featuring a built-in NetLink modemunder 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, in order to clear out excess inventory.This goal was achieved, as 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.

My experience 

I have never owned a Saturn but I have play on one a few times and found it had a poor choice of games for my liking although I would love to do a teardown on one 


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Thanks for taking the time to read this if you liked what you've read then please check back tomorrow after 17.00bst for another update thanks again. Dobby 


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