Difference between revisions of "Sega Saturn"

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{{ConsoleBob
 
{{ConsoleBob
| logos=[[File:Sega Saturn logo USA.png|320px]]
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| | logo=Sega Saturn logo USA.png|320px]]
 
| consoleimage=Saturn.jpg
 
| consoleimage=Saturn.jpg
 
| imgwidth=320px
 
| imgwidth=320px
 
| name=
 
| name=
 
| maker=[[Sega]]
 
| maker=[[Sega]]
| processor=
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| processor=[[Hitachi]] [[SH-2]]
| releases={{releases
+
| variants=[[Sega Titan Video]]
| sat_date_jp=1994-11-22
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| add-ons=[[Saturn Backup Memory|Backup Memory]], [[Sega PriFun|PriFun]], [[Video CD Card]], [[Extended RAM Cartridge]], [[Saturn ROM Cartridge|ROM Cartridge]]
| sat_rrp_jp=80,800
+
| releases={{releasesSat
| sat_date_us=1995-05-11
+
| sat_date_jp=1994-11-22{{fileref|Saturn JP TVAdvert SaturnFromSaturn.mp4}}
| sat_rrp_us=399.99
+
| sat_code_jp=HST-0001
| sat_date_eu=1995-07-08
+
| sat_rrp_jp=44,800{{fileref|Saturn JP TVAdvert SaturnFromSaturn.mp4}}
 +
| sat_date_us=1995-05-11{{magref|cvg|164|7}}
 +
| sat_code_us=MK-80001
 +
| sat_rrp_us=399.99{{magref|cvg|164|7}}
 
| sat_date_au=1995-07-08
 
| sat_date_au=1995-07-08
| sat_rrp_uk=399.99
+
| sat_code_uk=MK-80208-05
| sat_date_br=1995-08-30
+
| sat_date_uk=1995-07-08{{magref|cvg|165|30}}{{magref|ufg|9|12}}
| sat_rrp_br=899.99
+
| sat_rrp_uk=399.99{{magref|ufg|9|12}}
| sat_date_as=1997
+
| sat_date_br=1995-08-30{{magref|ag|91|10}}
| sat_date_kr=1995-10-20
+
| sat_rrp_br=899.99{{magref|vg|54|36}}
| sat_code_kr=SPC-ST
+
| sat_date_as=1994-11<ref>New Straits Times 1997-03-13 Video game war front opens in Asia</ref>
 +
| sat_date_kr=1995-11-10
 +
| sat_code_kr=SPC-SATURN
 
| sat_rrp_kr=550,000
 
| sat_rrp_kr=550,000
 +
| sat_date_fr=1995-07
 +
| sat_rrp_fr=3,390{{fileref|ConsolesMicro FR 01.pdf|page=13}}
 +
| sat_date_de=1995-07-07
 +
| sat_rrp_de=699{{magref|segamagazin|21|6}}
 +
| sat_date_es=1995-07-07{{magref|hobbyconsolas|46|28}}
 +
| sat_rrp_es=79,900{{magref|hobbyconsolas|50|26}}
 +
| sat_date_sa=1995{{magref|alaabalc|1|9}}
 +
| sat_rrp_sa=2300-2500{{magref|alaabalc|1|9}}{{magref|alaabalc|1|12}}
 +
| sat_date_pl=1996-03-01{{fileref|SecretService_34_PL_Bobmark.png}}
 +
| sat_rrp_pl=1200
 +
| sat_date_ru=1995-03{{fileref|Migr 1 RU.pdf|page=57}}
 +
| sat_date_nl=1995-07-12
 +
| sat_type_eu_1=Western Europe
 +
| sat_date_eu_1=1995-07-08
 +
| sat_type_eu_2=Eastern Europe
 +
| sat_date_eu_2=1996-05<ref>https://www.telecompaper.com/news/32bit-consoles-to-be-launched-in-may-1996--81064</ref>
 
}}
 
}}
 
}}
 
}}
The '''Sega Saturn''' (セガサターン), is a video game console manufactured by [[Sega]] and was the successor to the [[Sega Mega Drive]] (as opposed to add-ons such as the [[Sega 32X]] and [[Mega-CD]]). Initially released in 1994, the Saturn was touted as a "32-bit" compact disc-based system, and was a key player in what is now widely known as the fifth generation of video game consoles. The Saturn was first released on November 22, 1994 in Japan, May 11, 1995 in North America, and July 8, 1995 in Europe.
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<section begin=intro />The '''Sega Saturn''' (セガサターン), is a video game console manufactured by [[Sega]] as a successor to the [[Sega Mega Drive]]. It is a 32-bit compact disc-based system first released in November 1994 in Japan, before a Western launch across the following summer.  
  
Depending on where you live, the Saturn could be described as either Sega's most successful console of all time (Japan) or one of their biggest commercial failures (North America). Its complex hardware and inability to meet rapidly evolving consumer expectations and demands put it in a distant third place in the Western world, but a combination of above-average 2D rendering capabilities and a strong marketing campaign made the Saturn the most successful Sega console in Japan. Estimates for the total number of Saturns sold worldwide range from ten million to seventeen million.
+
Depending on where you live, the Saturn could be described as either Sega's most successful console of all time (Japan) or one of their biggest commercial failures (North America). Despite being powerful for its time, its complex hardware and inability to meet rapidly evolving consumer demands put it in a distant third place in the Western world, but a combination of 2D [[sprite]] games, 3D [[arcade]] ports and strong marketing campaigns made the Saturn the most successful Sega console in Japan. Estimates for the total number of Saturns sold worldwide range from 9.5 million to 17 million.{{intref|History of the Sega Saturn/Decline and legacy}}<section end=intro />
  
The Saturn's main competitors were the Sony PlayStation released in 1995 and the Nintendo 64 released in 1996. It was replaced by the [[Sega Dreamcast]] in late 1998.
+
The Saturn's main competitors were [[Sony|Sony's]] [[PlayStation]] released just a week after the Saturn in Japan, and the [[Nintendo 64]] from June 1996. Its arcade counterpart was the [[Sega Titan Video]] (ST-V) system. It was succeeded by the [[Sega Dreamcast]] in late 1998.
 +
 
 +
"Saturn" was an internal codename that was carried through to the final product. It was named as such because Saturn is the sixth planet in our solar system, and this was Sega's sixth home console. Other Sega systems would also receive [[planet codenames]] over the next few years.
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 +
<div class="toclimit-{{{1|{{{4|4}}}}}}">__TOC__</div>
  
 
==Hardware==
 
==Hardware==
The system uses CD-ROMs as its primary choice of media. Though it contains a cartridge slot, this is not used for games, but rather [[Saturn Backup Memory|backup memory]] or [[Saturn RAM Cartridge|RAM cartridges]]. The former was to extend the space for save games beyond that of the Saturn's internal memory, while the latter was used  to augment the Saturn's limited memory and to avoid long CD load times.
+
The Sega Saturn is the successor to the Mega Drive, though as a video game system it is almost entirely different. It is a "32-bit" console, marketed in such a way that it appeared to be an evolution of the "16-bit" era of video gaming dominated by the Mega Drive and Super NES (which in turn succeeded the "8-bit" [[Master System]] and NES, respectively).
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 +
This description, however, was initially fabricated - Sega of Japan originally claimed the Saturn was a "64-bit" console{{fileref|SegaSaturn64BitJPCatalog.pdf|page=3}} and some within Sega even chose to call it an "128-bit" machine,{{magref|edge|24|9}} a number arrived at by cumulating processors rather than simply picking the main CPU. Alternatively some areas of Sega simply went down the "multi-processor" route, refusing to get drawn into the perceived differences between 32-bit and 64-bit.{{magref|hyper|3|8}} This was incidentally the last video game generation where these so-called "bit wars" were considered to matter.
  
The Saturn has two controller ports, and the standard Saturn controller builds on that seen in the six button [[Control Pad (Mega Drive)|Sega Mega Drive controller]]. It adds two shoulder buttons, first seen in the Super Nintendo, bringing the amount of buttons up to nine. The [[3D Control Pad]], released later with ''[[NiGHTS into Dreams]]'', would supply the console with an analogue stick and analogue shoulder buttons, the latter later being used in the Sega Dreamcast before being adopted by Nintendo and Microsoft for their GameCube and Xbox consoles, respectively.
+
The system uses CD-ROMs as its primary choice of media. Though it contains a cartridge slot, this is not used for games, but rather [[Saturn Backup Memory|backup memory]] or [[Saturn RAM Cartridge|RAM cartridges]]. The former was to extend the space for save games beyond that of the Saturn's internal memory, while the latter was used to augment the Saturn's limited memory and to avoid long CD load times.
 +
 
 +
The Saturn has two controller ports, and the standard Saturn controller builds on that seen in the six button [[Control Pad (Mega Drive)|Sega Mega Drive controller]]. It adds two shoulder buttons, first seen on the Super NES controller, bringing the amount of buttons up to nine. The [[3D Control Pad]], released later with ''[[NiGHTS into Dreams]]'', would supply the console with an analogue stick and analogue shoulder buttons, the latter later being used in the Sega Dreamcast before being adopted by [[Nintendo]] and [[Microsoft]] for their [[GameCube]] and [[Xbox]] consoles, respectively.
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 +
The Sega Saturn hardware combined features from several [[List of Sega arcade systems|Sega arcade systems]].{{ref|[http://www.sega-saturn.com/saturn/other/tech.htm Technology That Defines the Next Generation: The Sega Saturn White Paper]}} It has a multi-processor system, like [[arcade]] machines. Its geometry engine consists of three [[wikipedia:Digital signal processor|DSP]] math processors, two inside both [[Hitachi]] [[SH-2]] CPU and one inside the SCU, which were all intended to be programmed in parallel using complex [[wikipedia:Assembly language|assembly language]], similar to how Sega programmed 3D arcade games at the time.
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 +
The [[VDP1]] combined features from the [[Sega System 32]] and the [[:Category:Sega Model series|Sega Model series]], with a quad polygon engine based on the [[Model 1]], and [[wikipedia:Texture mapping|texture mapping]] capability based on the [[Model 2]] and [[System 32]]. The VDP1 is capable of drawing more polygons than the Model 1, but less than the Model 2. The Saturn was also influenced by the Sega Model 1's use of a separate graphics processor for the 2D backgrounds (based on the [[Sega System 24]]). The quad polygons are drawn with [[wikipedia:Spatial anti-aliasing|edge anti‑aliasing]] (for smoother edges), [[wikipedia:Texture mapping#Forward texture mapping|forward texture mapping]] (a form of perspective correction), bilinear approximation (reduces texture warping), and medium polygon accuracy (resulting in seamless polygons).{{ref|[http://www.shinforce.com/saturn/information/3D-Capabilities.htm Sega Saturn 3D Capabilities]}}
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 +
The Saturn's [[VDP2]] was based on [[Sega System 32]] technology (an evolution of [[Super Scaler]] technology), used for both 2D backgrounds and 3D planes; the latter can be manipulated as polygon objects. The VDP2's tiled infinite plane engine uses [[wikipedia:Tile engine|tilemap]] compression and a form of [[wikipedia:Scanline rendering|scanline]]/[[wikipedia:Tiled rendering|tiled rendering]] to draw large, detailed, 3D texture-mapped infinite planes (for things such as grounds, seas, walls, ceilings, skies, etc.), with [[wikipedia:Texture mapping#Perspective correctness|perspective correction]] and a virtually unlimited [[wikipedia:Draw distance|draw distance]] (and capable of effects such as transparency, parallax scrolling, reflective water surfaces, fog/misting,{{magref|ssm|24|25}} fire, and heat haze), at a very high [[Fillrate|tile fillrate]] for its time.
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 +
The VDP2 draws 3D infinite planes as large as 4096×4096 pixels at 30 FPS, equivalent to a [[fillrate]] of over 500 [[Pixel|MPixels/s]], significantly larger than what any console or PC hardware were capable of with polygons at the time. It requires 1 million texture-mapped polygons/sec, with 500 pixels per polygon, to draw a texture-mapped 4096×4096 infinite plane at 30 FPS; the [[Dreamcast]] was the first home system capable of doing this with polygons, as it was the first home system that exceeded 500 MPixels/s polygon fillrate (using tiled rendering).
 +
 
 +
The Saturn was known for its difficult 3D development environment (especially for third-party developers), including its complex parallel processing hardware architecture, requiring familiarity with assembly language, lack of an operating system, and initial lack of C language support, useful development tools and graphics software libraries. Sega eventually provided [[Sega DTS Saturn official documentation|DTS]] support for these features in late 1995. However, the C language development tools were not very well optimized for Saturn hardware, only tapping into a fraction of the Saturn's power, compared to assembly language which could tap into most of the Saturn's power. For example, the libraries did not use the SCU DSP, nor were they well-optimized for a multi-core CPU setup.{{ref|[https://farm6.staticflickr.com/5628/23262355633_f3b5b12bb0_b.jpg Pure Entertainment Interview]}} Some of the advanced techniques used by Sega's first-party [[:Category:Sega Development Companies|AM studios]] did not become available until the introduction of [[Sega DTS Saturn official documentation|SGL]] (Saturn Graphics Library).{{ref|[https://farm1.staticflickr.com/595/23262347513_29a2ff6e2a_b.jpg Jason Gosling (Core Design) Interview] (''[[wikipedia:Edge (magazine)|Edge]]'')}}
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 +
Only a handful of developers were able to squeeze most of the power out of the second SH-2 CPU, and even fewer utilized the SCU DSP, as its assembly code was more complex than the SH-2. Assembly language was often used by Japanese and British developers, but rarely used by American developers who preferred C language.{{magref|edge|30|99}} The VDP1 rendered quadrilateral polygons, which, despite being used by the most powerful gaming system at the time ([[Sega Model 2]] arcade system), did not become industry standard for 3D graphics, compared to the more widely used triangle polygons.
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 +
The VDP2's tiled infinite plane engine, which could draw large 3D infinite planes with a much higher draw distance, texture details and fillrate than polygons at the time, was unfamiliar to most developers who relied on polygons to construct 3D planes. Sega's first-party 3D games often utilized both CPU, the DSP, and/or both VDP, but the hardware's complexity and difficult 3D development environment led to most third-party developers only utilizing a single CPU and the VDP1, just a portion of the Saturn's power, for 3D games. This was also partly due to the advanced techniques used by Sega's first-party studios being unavailable to third-party developers until the introduction of SGL.{{ref|[https://farm1.staticflickr.com/595/23262347513_29a2ff6e2a_b.jpg Jason Gosling (Core Design) Interview] (''[[wikipedia:Edge (magazine)|Edge]]'')}} While the VDP2 was under-utilized for 3D games, it was frequently used for 2D games, where the VDP1 draws [[sprite]]s and the VDP2 draws scrolling backgrounds.
  
 
===Models===
 
===Models===
:''Main article: [[Sega Saturn consoles]]''
+
{{MainArticle|Sega Saturn consoles}}
  
 
There are a variety of Sega Saturn models of different shapes and colours, as well as novelty units, such as the [[Game & Car Navi HiSaturn]]. Differences between systems are not as drastic as seen with the [[Sega Mega Drive]] - the same basic feature set and component designs were used throughout the console's lifespan in all regions.
 
There are a variety of Sega Saturn models of different shapes and colours, as well as novelty units, such as the [[Game & Car Navi HiSaturn]]. Differences between systems are not as drastic as seen with the [[Sega Mega Drive]] - the same basic feature set and component designs were used throughout the console's lifespan in all regions.
  
 
====HST-3200/HST-3210====
 
====HST-3200/HST-3210====
First seen on launch day in Japan (1994-11-22), the HST-3200 (later revised and released as the HST-3210, although the differences aside from a BIOS update are not fully understood), commonly referred to as the "grey Saturn" (although during development it had a metallic finish), was the basis for all Sega Saturns released between the Japanese launch and early 1996. These Saturns use blue "oval" buttons, mounted to black plastic at the front of the unit, and have both "power" and "access" LEDs similar to the [[Sega Mega CD]].
+
First seen on launch day in Japan (1994-11-22), the HST-3200 (later revised and released as the HST-3210, although the differences aside from a BIOS update are not fully understood), commonly referred to as the "grey Saturn" (although during development it had a metallic finish), was the basis for all Sega Saturns released between the Japanese launch and early 1996. These Saturns use blue "oval" buttons, mounted to black plastic at the front of the unit, and have both "power" and "access" LEDs similar to the [[Sega Mega-CD]].
  
 
The Saturn saw variants produced by [[Hitachi]] and [[Victor]] as the HiSaturn and V-Saturn respectively, though aside from altered BIOSes and aesthetics (and bundles/pricing) these do not deviate much from the Sega designs. Novelty value sees these models worth slightly more in pre-owned markets - fewer were produced than the Sega models, but compatibility rates are much the same.
 
The Saturn saw variants produced by [[Hitachi]] and [[Victor]] as the HiSaturn and V-Saturn respectively, though aside from altered BIOSes and aesthetics (and bundles/pricing) these do not deviate much from the Sega designs. Novelty value sees these models worth slightly more in pre-owned markets - fewer were produced than the Sega models, but compatibility rates are much the same.
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Overseas versions are physically identical (save for region encoding), but use black plastic throughout.
 
Overseas versions are physically identical (save for region encoding), but use black plastic throughout.
 
<gallery widths="250px" heights="200px">
 
<gallery widths="250px" heights="200px">
SegaSaturn HST-0001.jpg|Japanese
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SegaSaturn HST-0001.jpg|Japanese model
Sega Saturn model MMP-1.jpg|Japanese HiSaturn
+
Sega Saturn model RG-JX1 console.jpg|Japanese V-Saturn model
Sega Saturn model RG-JX1 console.jpg|Japanese V-Saturn
+
Sega Saturn model MMP-1.jpg|Japanese HiSaturn model
Sega saturn usa 1.jpg|Overseas
+
Sega saturn usa 1.jpg|Overseas model
Sega Saturn Samsung.jpg|Korean
+
Sega Saturn Samsung.jpg|Korean model
 
</gallery>
 
</gallery>
  
 
====HST-3220====
 
====HST-3220====
Released in March 1996, the HST-3220 stands as the only significant change to the Saturn's design, although functionality wise, the only feature omitted is the "access" LED seen in previous models. These "white" Saturns likely cost less to produce, but from a user perspective the change is largely negligible - the console is roughly the same size and has no problems running any Saturn software. White Saturns opt for grey "circle" power and reset buttons and a pink "open" button for lifting the lid.
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Announced at [[Sega Saturn Power Up Meeting '96 Spring]] and released on 22nd March 1996{{magref|saturnfan|1996-07|25}}, the HST-3220 stands as the only significant change to the Saturn's design, although functionality wise, the only feature omitted is the "access" LED seen in previous models. Reportedly the change in colour scheme was made to appeal to younger and female demographics.{{magref|maximum|6|127}}
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 +
These "white" Saturns likely cost less to produce (they were certainly sold for a lot less in Japan), but from a user perspective the change is largely negligible - the console is roughly the same size and has no problems running any Saturn software. White Saturns opt for grey "circle" power and reset buttons and a pink "open" button for lifting the lid.
  
 
It is rumoured, though not proven, that the HST-3220 has a faster disc reading time than its earlier counterparts, meaning quicker loading screens in games.
 
It is rumoured, though not proven, that the HST-3220 has a faster disc reading time than its earlier counterparts, meaning quicker loading screens in games.
  
When brought overseas the console continued to be shipped only in black, although the North American and European models have different coloured buttons. In 1998 Sega started releasing these consoles with semi-transparent plastic under the "This is cool" brand - it is not known if these versions replaced the white models, or were sold alongside them. Again aside from aesthetic differences the consoles are interchangable.
+
When brought overseas the console continued to be shipped only in black, although the North American and European models have different coloured buttons. In 1998 Sega started releasing special versions of these consoles with semi-transparent plastic under the "This is cool" brand - only 30,000 units were produced. Again aside from aesthetic differences the consoles are interchangeable.
  
 
Some of the Japanese colour designs were also brought to Brazil.
 
Some of the Japanese colour designs were also brought to Brazil.
 
<gallery widths="250px" heights="200px">
 
<gallery widths="250px" heights="200px">
Sega saturn white 2.jpg|Japanese
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Sega saturn white 2.jpg|Japanese model
Sega Saturn model MMP-11.jpg|Japanese HiSaturn
+
Sega Saturn model RG-JX2 console.jpg|Japanese V-Saturn model
Sega Saturn model RG-JX2 console.jpg|Japanese V-Saturn
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Sega Saturn model MMP-11.jpg|Japanese HiSaturn model
Sega saturn usa 2.jpg|North American
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Sega saturn usa 2.jpg|North American model
Sega Saturn PAL model 2.jpg|European
+
Sega Saturn PAL model 2.jpg|European model
 
Sega Saturn HST-0020.jpg|Japanese "This is Cool" model
 
Sega Saturn HST-0020.jpg|Japanese "This is Cool" model
 +
Saturn_JP_HST-0022.jpg|Japanese "Derby Stallion" model
 +
Saturn_KR_Kama.jpg|Korean model
 
</gallery>
 
</gallery>
  
===[[BIOS]]===
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===Hardware revisions===
{| class="prettytable"
+
{{mainArticle|{{PAGENAME}}/Hardware revisions}}
|+ BIOS Revisions
+
 
 +
===Technical specifications===
 +
{{mainArticle|Sega Saturn/Technical specifications}}
 +
 
 +
===Hardware comparisons===
 +
{{MainArticle|Sega Saturn/Hardware comparison}}
 +
 
 +
==History==
 +
{{MainArticle|History of the Sega Saturn}}
 +
 
 +
===Localised names===
 +
{{aka
 +
|en_name=Sega Saturn
 +
|jp_name=セガサターン
 +
|jp_trans=Sega Saturn
 +
|kr_name=삼성새턴
 +
|kr_trans=Samsung Saturn
 +
|hk_name=世嘉土星
 +
|hk_trans=Sega Saturn
 +
|il_name=סאטורן
 +
}}
 +
 
 +
==Emulation==
 +
{| class="prettytable sortable" width="auto"
 
|-
 
|-
! width="50"| BIOS Version
+
! scope="col"|Name
! Machine
+
! scope="col"|Operating System(s)
! Download
+
! scope="col"|Latest Version
 +
! scope="col"|Active
 +
! scope="col"|Source/License
 
|-
 
|-
| 1.00
+
|[[SSF]]
| Sega Saturn (Japan)
+
|Windows
| {{file|Sega Saturn BIOS (1.00) (J).zip|1.00 (Asian Saturn)}}
+
|[http://www.geocities.jp/mj3kj8o5/ssf/index.html 0.12 beta R4]
 +
|✓
 +
|Closed
 
|-
 
|-
| 1.00a
+
|[[Mednafen]]
| Sega Saturn (NA & EU)
+
|Windows 64bits / GNU/Linux 64bits
| {{file|Sega Saturn BIOS (1.00a) (UE).zip|1.00a (NA & EU Saturn)}}
+
|[https://mednafen.github.io/ 1.21.3]
 +
|
 +
|Open / GNU GPLv2
 
|-
 
|-
| 1.003
+
|[[Yabause]]
| Sega Saturn Devkit (Japan)
+
|Windows / Mac / GNU/Linux / FreeBSD / Dreamcast / Android
| {{file|Sega Saturn BIOS (1.003) (J).zip|1.003 (Asian Devkit)}}
+
|[http://yabause.org/download/ 0.9.15]
 +
|
 +
|Open / GNU GPLv2
 
|-
 
|-
| rowspan="3"| 1.01
+
|[https://github.com/devmiyax/yabause [[Yaba Sanshiro]]] (old [[uoYabause]])
| rowspan="3"| Sega Saturn (Japan), HiSaturn (Japan), V-Saturn (Japan)
+
|Android / iOS / Windows
| {{file|Sega Saturn BIOS (1.01) (J).zip|1.01 (Asian Saturn)}}
+
|[http://www.uoyabause.org/ 1.8]
 +
|✓
 +
|Part Open / Part not public yet (Fork of [[Yabause]]) / GNU GPLv2
 
|-
 
|-
| {{file|HI-Saturn BIOS (1.01) (J).zip|1.01 (Asian HiSaturn)}}
+
|[https://github.com/FCare/Kronos [[Kronos]]]
 +
|GNU/Linux / Windows
 +
|[https://www.tradu-france.com/index.php?page=fullstory&id=939 2.6.1]
 +
|
 +
|Open (Fork of [[Yaba Sanshiro]]) / GNU GPLv2
 
|-
 
|-
| {{file|V-Saturn BIOS (1.01) (J).zip|1.01 (Asian V-Saturn)}}
+
|[[Nova]]
 +
|Windows
 +
|[https://twitter.com/realSteveKwok 0.2]
 +
|
 +
|Closed
 
|-
 
|-
| 1.01a
+
|[[MAME]]
| Sega Saturn (NA & EU)
+
|Multi-platform
| {{file|Sega Saturn BIOS (1.01a) (UE).zip|1.01a (NA & EU Saturn)}}
+
|[http://www.mamedev.org/release.html 0.192]
 +
|✓
 +
|Open / GNU GPLv2
 
|-
 
|-
| 1.02
+
|[[Satourne]]
| HiSaturn (Japan)
+
|Windows
| {{file|Bios_Hi-Saturn_1.02_(J).rar|1.02 (JP HiSaturn)}}
+
|2.0 beta 3
 +
|
 +
|Closed
 
|-
 
|-
| 1.03
+
|[[Saturnin]]
| HiSaturn Navi (Japan)
+
|Windows
| {{file|Bios_GameNavi_HiSaturn_1.03.rar|1.03 (JP HiSaturn Navi)}}
+
|0.40
 +
|✗
 +
|Closed
 +
|-
 +
|[[GiriGiri]]
 +
|Windows
 +
|0.6
 +
|✗
 +
|Closed
 
|}
 
|}
===Errata===
 
VDP1 transparency rendering quirk causes strips of pixels to be rewritten to framebuffer for 2-point (scaled) and 4-point (quadrangle) "sprites", applying the transparency effect multiple times. Rarely seen in commercial games (''[[Robotica]]'' explosions), later titles implemented software transparency to correctly render polygons (Dural in ''[[Virtua Fighter Kids]]'').
 
  
==Technical Specifications==
+
Software that plays files in the [[Saturn Sound Format]], which stores audio ripped from games, does so through emulation of the audio-related code only.
===Main Processors===
 
{{multicol|
 
* Main CPU Processors: 2× [[Hitachi SuperH2 7604 32-Bit RISC]] processors @ 28.63 MHz (56 [[wikipedia:Instructions per second|MIPS]]{{ref|http://www.segatech.com/technical/saturnspecs/}})
 
* CD-ROM CPU: Hitachi [[SuperH|SH1]] 32-bit [[RISC]] processor @ 20 MHz (12.5 MIPS){{ref|http://www.dcshooters.co.uk/sega/saturn/saturn.php}} (controlling the CD-ROM)
 
* Fixed-Point Math Coprocessor: Custom Saturn Control Unit (SCU), with DSP for geometry processing and DMA controller
 
* Microcontroller: Hitachi 4-bit MCU, "System Manager & Peripheral Control" (SMPC)
 
}}
 
 
 
===Audio Processors===
 
* Sound Processor: [[Yamaha]] SCSP ([[Saturn Custom Sound Processor]]) YMF292
 
** Sound DSP: Yamaha FH1 DSP (Digital Signal Processor) @ 92.6 MHz (24-bit, 128-step,{{ref|http://www.consoledatabase.com/faq/segasaturn/segasaturnfaq.txt}} 4 parallel instructions)
 
** Audio Channels: 32 PCM ([[pulse-code modulation]]) channels, 85 FM ([[wikipedia:Frequency modulation synthesis|frequency modulation]]) channels
 
** [[wikipedia:Sampling rate|Sampling Rate]]: 44.1 KHz ([[wikipedia:Compact Disc Digital Audio|CD]] quality)
 
* Sound CPU: [[Motorola]] [[68000|68EC000]] (16/32-bit CISC) sound processor @ 81.3 MHz (14.2275 MIPS{{ref|http://www.drolez.com/retro/}})
 
 
 
===Video Processors===
 
*[[VDP1 32-bit video display processor]] @ 28.63 MHz (sprites, textures, polygons){{ref|http://koti.kapsi.fi/~antime/sega/files/ST-013-R3-061694.pdf}}
 
*[[VDP2 32-bit background and scroll plane video display processor]] @ 28.63 MHz (backgrounds, scrolling){{ref|http://koti.kapsi.fi/~antime/sega/files/ST-058-R2-060194.pdf}}
 
  
===Memory===
+
==Games==
Total Internal Memory: 5156 [[wikipedia:Kibibyte|KB]]
+
{{mainArticle|Sega Saturn games}}
* [[RAM]]: 4644 KB{{ref|http://www.segatech.com/technical/saturnspecs/}}
 
** 2 [[wikipedia:Mebibyte|MB]] (2048 KB) [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]
 
** 1540 KB [[VRAM]]
 
*** 512 KB (4 [[wikipedia:Mebibit|Megabits]]) VDP1 video RAM ([[wikia:w:c:gaming:Texture memory|sprite/texture cache]])
 
*** 512 KB (2× 256 KB) (2× 2 Megabits) VDP1 [[wikipedia:Framebuffer|framebuffer]] RAM
 
*** 512 KB (4 Megabits) VDP2 video RAM (backgrounds)
 
*** 4 KB (32 [[wikipedia:Kibibit|Kilobits]]) VDP2 on-chip color RAM
 
** 1 MB (1024 KB) [[wikipedia:Dynamic random-access memory|DRAM]]
 
*** 512 KB (4 Megabits) audio RAM
 
*** 512 KB (4 Megabits) CD-ROM cache (sub-system [[wikipedia:Data buffer|buffer]] [[wikipedia:Cache (computing)|data cache]])
 
** 32 KB [[wikipedia:Non-volatile random-access memory|non-volatile RAM]] (NVRAM) ([[SRAM|battery backup]])
 
* [[BIOS]] [[ROM]]: 512 KB (4 Megabits)
 
  
===Display Resolutions===
+
==Production credits==
The Saturn supported the following resolutions: [http://www.system16.com/hardware.php?id=711]
+
===Japanese version===
{{multicol |
+
{{creditstable|
* 320 × 224 (Lo-Res, [[wikipedia:Progressive scan|Progressive]])
+
*[[Hideki Sato]]
* 320 × 240 (Lo-Res, Progressive)
+
*'''Designer:''' [[Kazuhiko Hamada]]
* 320 × 448 ([[wikipedia:Interlaced video|Interlaced]])
+
*[[Hiroyuki Ohtaka]]
* 320 × 480 (Interlaced)
+
*'''Start-up Jingle:''' [[Katsuyoshi Nitta]]
* 352 × 240 (Lo-Res, Scanline)
+
| source=Developer mentions{{fileref|Sega_Consumer_History_JP_EnterBrain_Book.pdf|page=23}}{{magref|ssmjp|1995-06|65}}{{ref|https://www.facebook.com/hiroyuki.ohtaka/about_work_and_education}}{{ref|http://blog.livedoor.jp/kat_nitta/archives/3033512.html}}
* 640 × 224 (Progressive)
+
| console=SAT
* 640 × 240 (Progressive)
 
* 640 × 448 (Interlaced)
 
* 640 × 480 (Hi-Res, Interlaced)
 
* 704 × 480 (Hi-Res, Progressive)
 
* 720 × 240 (Progressive)
 
* 720 × 448 (Interlaced)
 
* 720 × 480 (Hi-Res, Interlaced)
 
* 720 × 576 (Hi-Res, Interlaced)
 
 
}}
 
}}
  
===Storage===
+
==Magazine articles==
*[[Saturn double-speed CD-ROM drive]]
+
{{mainArticle|{{PAGENAME}}/Magazine articles}}
  
===Input/Output===
+
==Promotional material==
{{multicol|
+
{{mainArticle|{{PAGENAME}}/Promotional material}}
:''Main article: [[Sega Saturn Accessories]]''
 
* Two 16-bit bidirectional parallel I/O ports
 
* High-speed serial communications port (Both SH2 SCI channels and SCSP MIDI)
 
* Cartridge connector
 
* Internal expansion port for [[video decoder card]]
 
* Composite video/stereo (JP Part No: HSS-0106)
 
* [[NTSC]]/[[PAL]] RF (US Part No.: MK-80116, JP Part No.: HSS-0110)
 
* [[S-Video]] compatible (JP Part No.: HSS-0105)
 
* [[RGB]] compatible (JP Part No.: HSS-0109)
 
* [[EDTV]] compatible (optional)
 
}}
 
  
===Peripherals===
+
==Logos by regions==
:''Main article: [[Sega Saturn Accessories]]''
+
{|class="prettytable sortable" style="background: #f2f2f2;"
 
+
|-
===Power Source===
+
! style="width:100px;" style="text-align: center;" |'''Logo'''
{{multicol|
+
! style="width:100px;" style="text-align: center;" |'''Region'''
* AC120 volts; 60 Hz (US)
+
|- style="background: silver;"
* AC240 volts; 50 Hz (EU)
+
|-
* AC200 volts; 60 Hz (JP)
+
|<gallery>Sega Saturn Japanese logo.png</gallery>
* 4 volt lithium battery to power non-volatile RAM and SMPC internal real-time clock
+
|Used in Japan, Asia, parts of<br> Eastern Europe and South Korea (from 1997)
*Power Consumption: 25 W
+
|-
}}
+
|<gallery>Sega Saturn logo USA.png</gallery>
 
+
|Used in North and South America, Western and<br> Eastern Europe, Asia, Africa, Australasia
===Dimensions (US/European model)===
+
|-
* Width: 260 mm (10.2 in)
+
|<gallery>Samsung Saturn logo.png</gallery>
* Length: 230 mm (9.0 in)
+
|Used in South Korea
* Height: 89 mm (3.2 in)
+
|-
 
+
|<gallery>Samsung Saturn Hangul logo.png</gallery>
==History==
+
|Used in South Korea (magazine advertisements)
===Background===
+
|-
In the early 1990s the video game industry was going from strength to strength. Sega was engaged in a global market battle with the other market leaders [[Nintendo]] and [[Sony]]; each were keen to demonstrate how their console was superior, but having peaked in 1993 the Mega Drive was beginning to show its age. Competition was growing, and it seemed only a matter of time before it was replaced with something more advanced.
+
|}
 
 
Many important innovations were starting to emerge in the early 90s. The compact disc was becoming the dominant form of media and was seen as the future for gaming. Graphics processors were no longer hindered by palette counts: the "number of colours" attribute was no longer a concern. 3D games were beginning to emerge, both on home computers and in the arcade (as demonstrated by the [[Sega Model 1]] arcade platform), and it was only a matter of time before the consoles would catch up. Indeed Sega had tried to capitalize on these ideas, launching the ill-fated [[Sega Mega-CD]] and [[Sega 32X]] to extend the Mega Drive's life span.
 
 
 
Sega had originally focused much of its efforts into making the Mega Drive a success in North America and Europe. It had also been a hit in many smaller markets, most notably Brazil, but the system had failed to capture the hearts and minds of the Japanese public. Believing that at the turn of the decade Japan should be the main target, the Sega Saturn project began with a focus to succeed in that market. With Nintendo unlikely to release its successor system for a good number of months, Sega felt that, similar to their performance in the US, they could claw back some of Nintendo's market share.
 
 
 
===Development===
 
[[File:SaturnProto3.jpg|thumb|Saturn development kit, by Sophitia Systems.]]
 
 
 
The Sega Saturn was designed by a group known as the [[Sega Away Team]], a 27-member team composed of Sega employees from a wide range of specialties, including hardware engineering, product development, and marketing. Away Team was headed by [[Hideki Sato]], who had also been responsible for designing Sega's other 'main' consoles.  The team worked for an entire two years exclusively on the project, in an attempt to get the console to launch with some of the world's best hardware and software at the time.
 
 
 
The Saturn was designed with two CPUs and six other processors. The main disadvantage of the dual CPU architecture was that both processors shared the same bus and had no dedicated memory of their own beyond a 4kB on-chip cache, which could be configured as a 2kB cache with 2kB of local RAM. This meant the second CPU would often have to wait for the first CPU to finish, reducing its processing ability – because all data and program code for both CPUs was located in the same shared 2MB of main memory (DRAM and SDRAM). This unusual design had previously been employed in the Sega 32X, too.
 
 
 
Unfortunately this made it extremely difficult to achieve the absolutely maximal performance of the console. In many ways, the Saturn was ahead of its time; most modern computers and consoles use multiple CPUs, or at least CPUs with multiple cores. However, this parallel-processing design was too complex for many game developers which had the unfortunate effect of causing many programmers to utilize only one CPU to avoid some of the trouble in programming for the Saturn.
 
 
 
[[Yuji Naka]] is rumored to have claimed that "only one in 100 programmers are good enough to get that kind of speed out of the Saturn". This, however did not stop Sega from using this extensively in their US-based marketing, in an attempt to prove the system was more powerful than the PlayStation. Third-party development was further hindered by the lack of a useful [[Software Development Kit]]. Because of this many Saturn games needed to be written in [[assembly language]] to achieve decent performance on the hardware.
 
 
 
The Sega Saturn had several other unique ideas, such as rendering its 3D geometry using quadrilaterals at a time when most industry tools used triangles. This led to problems when attempting to render triangular geometry. But conversely, this behaviour was very beneficial for 2D (or 2.5D) games; the Saturn was and remains renowned for its 2D rendering abilities. Despite these limitations, the idea that 3D capabilities were added as an afterthought, to compete with the Sony PlayStation and later with the Nintendo 64, is nothing but a misconception. Its 3D display chip, VDP1, was a logical progression of the well established frame buffer-based sprite rendering hardware implemented in Sega's [[Sega System 24|System 24]] and [[Sega System 32|System 32]] arcade platforms.
 
 
 
Nonetheless, the console had other disadvantages in the graphical department. A main one of these,  particularly when compared to its direct rival the Sony's PlayStation, was its lack of flexible and correctly functioning hardware-aided transparency. Later games like ''[[Burning Rangers]]'' used specific software emulation to offer transparency effects, but by then the damage had been done. Another shortcoming was the Saturn's absences of light-sourcing and hardware-based video decompression ability, the latter being a major disadvantage during a time when full-motion video was quite popular.
 
 
 
From a development standpoint, the above-outlined array of complications or outright limitations of the Saturn in the areas of architecture, programming, and 3D graphics meant that it quickly started losing out on third-party support to the PlayStation.
 
 
 
The system was also not backwards-compatible with earlier Sega consoles, essentially ending the lifespan of the Sega Mega Drive and its add-ons, the Sega 32X and Sega Mega-CD. However, this in itself is not a notable disadvantage of the Saturn, considering that backward-compatibility was not being offered by other recent consoles at the time.
 
 
 
===Release===
 
====Japan====
 
[[File:Saturn HSS-0136.jpg|thumb|The Saturn's second [[Virtua Stick]] received much praise from fighting game enthusiasts.]]
 
Discussions between Nintendo and [[Sony]] for a CD-based add-on to the Super Famicom had broken down, and Sony had decided to go it alone. It announced the PlayStation, a "32-bit" CD-based console similar to the Saturn, due to arrive in Japan in late 1994 - the same period as the Saturn. Feeling they could take Sony with one fell swoop, the Saturn was rushed to the market, just six weeks ahead of the PlayStation. Very few games being available when the Saturn launched — [[Sega]]'s ''[[Virtua Fighter]]'', [[Sega]]/[[Micronet]]'s ''[[WanChai Connection]]'', [[Electronic Arts Victor]]'s ''[[Mahjong Goku Tenjiku]]'', [[Sunsoft]]'s port of ''[[Myst]]'', and [[Time Warner Interactive]]'s ''[[Tama]]''.
 
 
 
Despite all of this, 170,000 machines were sold the first day. The Sega Saturn quickly surpassed the popularity of any Sega console released before it in Japan. Part of this success was due to strong, inspiring adverts featuring [[Segata Sanshiro]], who would travel around Japan and punish those who did not play their Saturns. While Saturn systems were being outsold by PlayStation systems in Japan in 1995-1997, Sega actually sold more software for the Saturn during the same time period. The result was that in Japan the Saturn became the platform of choice for more dedicated gamers while the PlayStation had an audience comprised of more casual customers who bought fewer titles.
 
 
 
[[File:Sega-saturn-AU-Box.jpg|thumb|Sega Saturn (AUS) Side Box Art.]]
 
 
 
Japan had numerous Saturn models available within its lifespan of varying colours. It can be seen as one of the first systems to offer a choice in colour - a practise that would later be expanded on further by the Nintendo 64.
 
 
 
In the end the vast majority of the Saturn's game library remained exclusive to Japanese customers. More than 80% of the console's 1000+ strong library did not leave the country.
 
 
 
All this considered, the Sega Saturn is widely regarded as the most popular Sega platform of all time in Japan, selling more than the also-popular Nintendo 64 (6 million vs. 5.54 million). The console was supported with software until 2001, almost three years after the [[Dreamcast]] launched in that region.
 
 
 
====North America====
 
The US Saturn was also rushed to the market and released four months ahead of the scheduled release date to gain a lead on the release of the Sony PlayStation. This gave third party developers no time to get their games translated and out to market by launch; and the surprise of the rushed release meant only Sega titles were ready at the time of launch. This tactic, among other things, led to the Saturn failing in the marketplace in the US region.
 
 
 
Before word of the PlayStation's earlier release, the release day in the US was to be 'Saturnday' on September 2, 1995. Not only did the announcement of an early release take third-party software developers by surprise, it also meant that Sony would have more time to put some finishing touches on their PlayStation, draw up a well-planned strategy and learn from the pitfalls of the Saturn. This is seen by Sony's tactic on their release date when PlayStation slashed its price to $299, making it $100 cheaper than the Saturn. This move, along with much better marketing than that of Sega of America, wreaked havoc on the Saturn's place in the market and ultimately caused its downfall.
 
 
 
In May 1995, Sega launched the Saturn in the United States, a full 6 months ahead of schedule. This was announced at that year's [[E3]] (Electronic Entertainment Expo), where Sega representatives were engaged in a public relations battle with Sony. Also, Sega chose to ship Saturn units only to selected retailers. This caused a great deal of animosity toward Sega from unselected companies, including Kay-Bee Toys.
 
[[File:Saturnpad2.jpg|thumb|The western [[Control Pad (Saturn)|Control Pad]] was redesgined to accomodate "bigger hands". It was later replaced with the Japanese model.]]
 
Over time, Sega also changed its marketing strategy, and the successful rebellious advertising campaign of the Sega Mega Drive (for example, the [[Sega Scream]] television commercials) was toned down and exchanged for advertisements which took on a more conservative attitude.
 
 
 
Perhaps the biggest contribution to the system's failure was the distrust that gaming consumers were developing for Sega after a series of add-on peripherals to the Sega Mega Drive (Genesis in the US), the Mega CD and 32X, which were discontinued after only lukewarm support. The Sony PlayStation also had many more popular software titles much earlier in the race than Sega did, such as ports of [[Namco]]'s ''Ridge Racer'' which was technologically superior to Sega's Saturn release of ''[[Daytona USA]]''. Cost was also a factor, with the Saturn initially costing US $400 compared to the PlayStation at US $300.
 
 
 
Unfortunately, many of the games that made the Saturn so popular in Japan such as the ''Sakura Taisen'' series or many of the quirky anime style RPGs that sold well in Japan were never released elsewhere. Much of the reasoning behind this was due to policies put in place under the management of former [[Sega of America]] president [[Bernie Stolar]], who believed that RPGs were never to have great commercial success in North America.
 
 
 
Sega's flagship character and mascot, Sonic the Hedgehog, never made a particularly major Saturn appearance - an [[sonic:Sonic 3D: Flickies' Island|enhanced Mega Drive port]], a [[sonic:Sonic R|racing game]] and a [[sonic:Sonic Jam|compilation of his major Mega Drive adventures]] were made, but only the racing game was exclusive and it was hardly a major title. In fact, the one truly major title (''[[sonic:Sonic X-treme|Sonic X-treme]]'') wound up being canceled.
 
 
 
180,000 Saturn units were sold in North America before the PlayStation. 100,000 PlayStation units were sold within its first few days.
 
 
 
====Europe====
 
Once again the Sega Saturn was launched early in Europe - this time in november 1995, a few months before the PlayStation. Until this point, all Sega consoles supplied to Europe had been a success, thanks to little marketing and delayed releases from Nintendo, however newcomer Sony would not follow in Nintendo's footsteps, and gave the region a constant supply of new, high quality titles.
 
 
 
The momentum for Sony's console built up rapidly and consumers seemed less interested in Sega's console than in previous generations. However, Sega's console was kept in the UK race by the very well written [[Sega Saturn Magazine]], with November 1998's ''[[Deep Fear]]'' being the last game to be released in this region.
 
 
 
Unlike previous consoles which require physical mod chips, the Saturn simply requires an [[Action Replay]] cartridge in order to run software from overseas. This made importing games from Japan a much easier process.
 
 
 
====Brazil====
 
[[File:TecToySaturnTransparent BR Box Front.jpg|thumb|Brazil got Saturns of many colours. North America and Europe just had the one - black.]]
 
Like previous consoles, the Sega Saturn was distributed by [[Tectoy]], and eventually adopted many of the colour schemes set out by Sega of Japan. Though not a commercial failure fewer Saturn games were released than Master System or Mega Drive games, with a vast number being US imports.
 
 
 
====South Korea====
 
The Saturn was also released in South Korea by [[Samsung]] as the '''SamsungSaturn''' (삼성새턴). It is rumoured that there are at least two revisions of the console - original models had a faulty reset button which did not function.
 
 
 
====Asia====
 
Much like previous consoles, the Saturn had a patchy release across Asia, seeing a release in nations such as Thailand and Hong Kong. A special Saturn with [[VCD]] support was released in this "region".
 
 
 
===Decline (outside Japan)===
 
After the holiday shopping season in 1996, the Saturn had fallen far behind the PlayStation and Nintendo 64 in North America and Europe, and senior management at Sega wanted to produce a new platform get the jump on the next generation of systems ahead of their competitors. The result was that by E3 1997 Sega had already begun talk of the new system, code named Katana, which would eventually turn into the [[Sega Dreamcast]].
 
 
 
Sega started aggressively moving the Katana project forward and caused something of a rift between Sega and many third party developers. The Saturn was more than holding its own in the Japanese marketplace where the vast majority of Sega game development was based. As a result many Japanese developers saw little to no reason for Sega to rush another platform to the market, which would hurt the Saturn despite its large user base and many active development projects.
 
 
 
The Saturn frequently benefited from the experimental period of early 3D gaming: quadrilateral-based polygons (which the Saturn employed) were, for a while, just as widely used as the triangle-based model of the PlayStation and later consoles, so some Saturn ports fared better than their PlayStation counterparts. By 1997, this was no longer the case; most developers had moved to the easier to manipulate triangles, and future Saturn ports came to be seen as lesser versions. Sega's console still had the edge on 2D graphics, but western developers were no longer interested in producing 2D games. So, after another third place turnout during the 1997 Holiday season, a number of third party publishers started cancelling titles; as a result many games planned for a US Saturn release, including renowned titles such as ''[[Policenauts]]'' and ''[[Lunar The Silver Star Story]]'' did not see Western releases.
 
 
 
A chain reaction of cancellations rushed through the Saturn market transforming a seemingly promising 1998 schedule of North American releases into the near-end of the console; a similar situation happened in Europe. The Saturn would be finally discontinued in late 1998 for Europe, and April 3, 1999 in North America. It became yet another poor decision from Sega that would damage the Dreamcast's reputation, with notable publishers such as [[Electronic Arts]] refusing to back the system, having made losses on the Saturn (though Sega was able to make up for it well with their various 2K Sports series).
 
 
 
In the end, it was (and still is) widely considered that the Saturn was simply not up to the task of competing effectively in the fifth generation of video game consoles, despite the potential to do so; it simply "wasn't built for 3D games", yet this was the expected standard throughout the latter half of the '90s.
 
 
 
Estimates for the Saturn's worldwide console sales range from 9.5 million to 17 million. [http://books.google.co.uk/books?id=5Wx6-uv-DSkC&pg=PA131] It was something of a success, but its failures are believed to have directly contributed to the larger failure of the Dreamcast, despite that console's then and current popularity.
 
 
 
==Game Packaging==
 
===Japanese Packaging===
 
Japanese Saturn software usually came packaged in standard jewel cases, much like music CDs. They also came with spinecards - three-fold pieces of light cardboard that hug the spine of the jewel case. These are very valuable for collectors who wish to claim a game is "complete". The spinecard also indicates that the CD is for use with a Sega Saturn console - specifically Japanese [[NTSC]] systems. There were also jewel case quad CD cases, and a variant of the single case which was slightly thicker and VERY hard to replace.
 
  
Most of the time the spinecard will have a gold and black background with the Japanese Saturn logo and lettering printed vertically. Saturn collection games will have red and white spinecard with white lettering, the Saturn Collection logo under that, and the 2,800 yen price featured prominently. Manual is included with the cover seen through the front of the jewel case. The left side of the manual will usually have a bar similar in design to the spinecard. The Japanese [[SEGA rating]], if there is one, will be included on the manual front (usually on one of the corners). There is also the insert on the back which may feature artwork or screenshots from the game. A black bar on the bottom of the insert contains information much like
+
==Patents==
the spinecard, licensing information, et cetera.
 
 
 
The Japanese packaging was adopted in smaller Asian markets such as South Korea and China.
 
 
 
===North American Packaging===
 
[[File:Clockworkknight sat us cover.jpg|thumb|Sega of America adopted very simple packaging in the beginning, the likes of which hadn't been seen since the [[Sega Master System]].]]
 
The US used much larger jewel cases identical to the US [[Sega Mega-CD]] jewel cases, since many of these were in fact leftover Sega CD jewel cases. The US case has a white spine containing a 30 degree stripe pattern in gray, with white outlined lettering displaying the words "Sega Saturn". Oddly some US packaging seems to have taken a step backwards in terms of aesthetics - with minimal front artwork almost akin to the [[Sega Master System]].
 
 
 
There are many flaws with the US packaging:
 
* Their sheer size made them more vulnerable to cracking.
 
* The mechanism that keeps the cover closed wears out quickly if the cover is opened and closed too much
 
* There is too much empty space inside the case. If the CD ever came off the case's spindle on its own (caused by rough handling of the case), the CD ends up being tossed around the inside of the case, causing either huge amount of scratches on the disc from careful handling of the case or shattering the disc from continued rough handling of the case.
 
 
 
===European Packaging===
 
European cases come in two variants, both designed and engineered by Sega. One has a strong plastic design similar to the cases used with the Mega Drive and Master System (but taller, thinner and slightly more secure). The other feels far cheaper, being literally two pieces of plastic held together by a cardboard cover. Though the former was more preferred by the consumer, the latter was more common as it was cheaper to produce.
 
 
 
Both European cases has a solid black spine, with white lettering displaying the words "Sega Saturn". The manual slides in the case just like a normal jewel case and there is a back insert with information about the game. Like the American cases they are still too big and can lead to discs moving about and becoming scratched, though this may be to compensate for large multi-language manuals.
 
 
 
Some European boxes were wrapped in a transparent plastic shell after manufacture for extra security.
 
 
 
===Brazillian Packaging===
 
Brazilian games were packaged in cardboard boxes, with a CD sleeve inside to keep the disc secure.
 
 
 
==Emulation==
 
The Saturn is notoriously hard to emulate due to its complex architecture (dual processors, etc.), but three notable [[emulator]]s do exist:
 
* [[SSF]] is a highly compatible emulator, which is in continual development by a single developer.
 
* [[Giri Giri]] was initially based on an abandoned emulator by Sega themselves, and was considered the best until development ceased and SSF overtook it.
 
* [[Yabause]] is an open-source effort to create a Saturn emulator.
 
Software that plays files in the [[Saturn Sound Format]], which stores audio ripped from games, does so through emulation of the audio-related code only.
 
==Launch Titles==
 
===Japan===
 
*''[[Mahjong Goku Tenjiku]]''
 
*''[[Myst]]''
 
*''[[TAMA]]''
 
*''[[Virtua Fighter]]''
 
*''[[WanChai Connection]]''
 
 
 
===North America===
 
*''[[Clockwork Knight]]''
 
*''[[Daytona USA]]''
 
*''[[Panzer Dragoon]]''
 
*''[[Worldwide Soccer: Sega International Victory Goal Edition]]''
 
*''[[Virtua Fighter]]''
 
 
 
===Europe===
 
*''[[Clockwork Knight]]''
 
*''[[Sega International Victory Goal]]''
 
*''[[Virtua Fighter]]'' (pack-in)
 
 
 
===Brazil===
 
*''[[Bug!]]''
 
*''[[Clockwork Knight]]''
 
*''[[Daytona USA]]''
 
*''[[Panzer Dragoon]]''
 
*''[[Virtua Fighter]]''
 
*''[[Worldwide Soccer: Sega International Victory Goal Edition]]''
 
 
 
==Gallery==
 
<gallery>
 
File:Sega Saturn Japanese logo.png|Japanese logo
 
File:Sega Saturn logo USA.png|North American/European/Australian/Brazillian logo
 
</gallery>
 
 
 
==Promotional Material==
 
===Print Advertisements===
 
<gallery>
 
File:Saturn US PrintAdvert 3.jpg|US (1)
 
File:Saturn US PrintAdvert 2.jpg|US (2)
 
File:Saturn US PrintAdvert 1.jpg|US (3)
 
Saturn US PrintAdvert IceCube.jpg|US (4)
 
File:Saturn FR PrintAdvert.jpg|FR (1)
 
</gallery>
 
 
 
===Television Advertisements===
 
 
<gallery>
 
<gallery>
Saturn JP TVAdvert SaturnFromSaturn.mp4|JP( launch)
+
Patent USD362869.pdf|USD362869
 +
Patent USD362870.pdf|USD362870
 
</gallery>
 
</gallery>
  
 
==External links==
 
==External links==
* [http://www.consoledatabase.com/consoleinfo/segasaturn/index.html Sega Saturn Console Information] at Console Database
 
 
* [http://www.sega-saturn.com Dave's Sega Saturn Page] - Famous fansite that was extremely popular during the Saturn's heyday (no longer updated).
 
* [http://www.sega-saturn.com Dave's Sega Saturn Page] - Famous fansite that was extremely popular during the Saturn's heyday (no longer updated).
* [http://www.vgmuseum.com/saturn.htm Sega Saturn Gamepics] at the Video Game Museum.
+
 
 +
==References==
 +
{{multicol|
 +
<references />
 +
|cols=3}}
  
 
{{Sega Consoles}}
 
{{Sega Consoles}}
 
{{Saturn}}
 
{{Saturn}}
 
[[Category:Sega Saturn| ]]
 
[[Category:Sega Saturn| ]]

Latest revision as of 09:24, 19 May 2024

Sega Saturn logo USA.png
Saturn.jpg
Sega Saturn
Manufacturer: Sega
Variants: Sega Titan Video
Add-ons: Backup Memory, PriFun, Video CD Card, Extended RAM Cartridge, ROM Cartridge
Release Date RRP Code
Sega Saturn
JP
¥44,80044,800[1] HST-0001
Sega Saturn
US
$399.99399.99[2] MK-80001
Sega Saturn
EU
(Western Europe)
Sega Saturn
EU
(Eastern Europe)
Sega Saturn
DE
DM 699699[9]
Sega Saturn
ES
79,900Ptas79,900[11]
Sega Saturn
FR
3,390F3,390[8]
Sega Saturn
NL
Sega Saturn
UK
£399.99399.99[4] MK-80208-05
Sega Saturn
PL
1200zł1200
Sega Saturn
AU
Sega Saturn
BR
R$899.99899.99[6]
Sega Saturn
KR
₩550,000550,000 SPC-SATURN
Sega Saturn
RU
Sega Saturn
SA
2300-2500‎﷼‎2300-2500[12][13]
Sega Saturn
AS

The Sega Saturn (セガサターン), is a video game console manufactured by Sega as a successor to the Sega Mega Drive. It is a 32-bit compact disc-based system first released in November 1994 in Japan, before a Western launch across the following summer.

Depending on where you live, the Saturn could be described as either Sega's most successful console of all time (Japan) or one of their biggest commercial failures (North America). Despite being powerful for its time, its complex hardware and inability to meet rapidly evolving consumer demands put it in a distant third place in the Western world, but a combination of 2D sprite games, 3D arcade ports and strong marketing campaigns made the Saturn the most successful Sega console in Japan. Estimates for the total number of Saturns sold worldwide range from 9.5 million to 17 million.[17]

The Saturn's main competitors were Sony's PlayStation released just a week after the Saturn in Japan, and the Nintendo 64 from June 1996. Its arcade counterpart was the Sega Titan Video (ST-V) system. It was succeeded by the Sega Dreamcast in late 1998.

"Saturn" was an internal codename that was carried through to the final product. It was named as such because Saturn is the sixth planet in our solar system, and this was Sega's sixth home console. Other Sega systems would also receive planet codenames over the next few years.

Hardware

The Sega Saturn is the successor to the Mega Drive, though as a video game system it is almost entirely different. It is a "32-bit" console, marketed in such a way that it appeared to be an evolution of the "16-bit" era of video gaming dominated by the Mega Drive and Super NES (which in turn succeeded the "8-bit" Master System and NES, respectively).

This description, however, was initially fabricated - Sega of Japan originally claimed the Saturn was a "64-bit" console[18] and some within Sega even chose to call it an "128-bit" machine,[19] a number arrived at by cumulating processors rather than simply picking the main CPU. Alternatively some areas of Sega simply went down the "multi-processor" route, refusing to get drawn into the perceived differences between 32-bit and 64-bit.[20] This was incidentally the last video game generation where these so-called "bit wars" were considered to matter.

The system uses CD-ROMs as its primary choice of media. Though it contains a cartridge slot, this is not used for games, but rather backup memory or RAM cartridges. The former was to extend the space for save games beyond that of the Saturn's internal memory, while the latter was used to augment the Saturn's limited memory and to avoid long CD load times.

The Saturn has two controller ports, and the standard Saturn controller builds on that seen in the six button Sega Mega Drive controller. It adds two shoulder buttons, first seen on the Super NES controller, bringing the amount of buttons up to nine. The 3D Control Pad, released later with NiGHTS into Dreams, would supply the console with an analogue stick and analogue shoulder buttons, the latter later being used in the Sega Dreamcast before being adopted by Nintendo and Microsoft for their GameCube and Xbox consoles, respectively.

The Sega Saturn hardware combined features from several Sega arcade systems.[21] It has a multi-processor system, like arcade machines. Its geometry engine consists of three DSP math processors, two inside both Hitachi SH-2 CPU and one inside the SCU, which were all intended to be programmed in parallel using complex assembly language, similar to how Sega programmed 3D arcade games at the time.

The VDP1 combined features from the Sega System 32 and the Sega Model series, with a quad polygon engine based on the Model 1, and texture mapping capability based on the Model 2 and System 32. The VDP1 is capable of drawing more polygons than the Model 1, but less than the Model 2. The Saturn was also influenced by the Sega Model 1's use of a separate graphics processor for the 2D backgrounds (based on the Sega System 24). The quad polygons are drawn with edge anti‑aliasing (for smoother edges), forward texture mapping (a form of perspective correction), bilinear approximation (reduces texture warping), and medium polygon accuracy (resulting in seamless polygons).[22]

The Saturn's VDP2 was based on Sega System 32 technology (an evolution of Super Scaler technology), used for both 2D backgrounds and 3D planes; the latter can be manipulated as polygon objects. The VDP2's tiled infinite plane engine uses tilemap compression and a form of scanline/tiled rendering to draw large, detailed, 3D texture-mapped infinite planes (for things such as grounds, seas, walls, ceilings, skies, etc.), with perspective correction and a virtually unlimited draw distance (and capable of effects such as transparency, parallax scrolling, reflective water surfaces, fog/misting,[23] fire, and heat haze), at a very high tile fillrate for its time.

The VDP2 draws 3D infinite planes as large as 4096×4096 pixels at 30 FPS, equivalent to a fillrate of over 500 MPixels/s, significantly larger than what any console or PC hardware were capable of with polygons at the time. It requires 1 million texture-mapped polygons/sec, with 500 pixels per polygon, to draw a texture-mapped 4096×4096 infinite plane at 30 FPS; the Dreamcast was the first home system capable of doing this with polygons, as it was the first home system that exceeded 500 MPixels/s polygon fillrate (using tiled rendering).

The Saturn was known for its difficult 3D development environment (especially for third-party developers), including its complex parallel processing hardware architecture, requiring familiarity with assembly language, lack of an operating system, and initial lack of C language support, useful development tools and graphics software libraries. Sega eventually provided DTS support for these features in late 1995. However, the C language development tools were not very well optimized for Saturn hardware, only tapping into a fraction of the Saturn's power, compared to assembly language which could tap into most of the Saturn's power. For example, the libraries did not use the SCU DSP, nor were they well-optimized for a multi-core CPU setup.[24] Some of the advanced techniques used by Sega's first-party AM studios did not become available until the introduction of SGL (Saturn Graphics Library).[25]

Only a handful of developers were able to squeeze most of the power out of the second SH-2 CPU, and even fewer utilized the SCU DSP, as its assembly code was more complex than the SH-2. Assembly language was often used by Japanese and British developers, but rarely used by American developers who preferred C language.[26] The VDP1 rendered quadrilateral polygons, which, despite being used by the most powerful gaming system at the time (Sega Model 2 arcade system), did not become industry standard for 3D graphics, compared to the more widely used triangle polygons.

The VDP2's tiled infinite plane engine, which could draw large 3D infinite planes with a much higher draw distance, texture details and fillrate than polygons at the time, was unfamiliar to most developers who relied on polygons to construct 3D planes. Sega's first-party 3D games often utilized both CPU, the DSP, and/or both VDP, but the hardware's complexity and difficult 3D development environment led to most third-party developers only utilizing a single CPU and the VDP1, just a portion of the Saturn's power, for 3D games. This was also partly due to the advanced techniques used by Sega's first-party studios being unavailable to third-party developers until the introduction of SGL.[25] While the VDP2 was under-utilized for 3D games, it was frequently used for 2D games, where the VDP1 draws sprites and the VDP2 draws scrolling backgrounds.

Models

Main article: Sega Saturn consoles.

There are a variety of Sega Saturn models of different shapes and colours, as well as novelty units, such as the Game & Car Navi HiSaturn. Differences between systems are not as drastic as seen with the Sega Mega Drive - the same basic feature set and component designs were used throughout the console's lifespan in all regions.

HST-3200/HST-3210

First seen on launch day in Japan (1994-11-22), the HST-3200 (later revised and released as the HST-3210, although the differences aside from a BIOS update are not fully understood), commonly referred to as the "grey Saturn" (although during development it had a metallic finish), was the basis for all Sega Saturns released between the Japanese launch and early 1996. These Saturns use blue "oval" buttons, mounted to black plastic at the front of the unit, and have both "power" and "access" LEDs similar to the Sega Mega-CD.

The Saturn saw variants produced by Hitachi and Victor as the HiSaturn and V-Saturn respectively, though aside from altered BIOSes and aesthetics (and bundles/pricing) these do not deviate much from the Sega designs. Novelty value sees these models worth slightly more in pre-owned markets - fewer were produced than the Sega models, but compatibility rates are much the same.

Overseas versions are physically identical (save for region encoding), but use black plastic throughout.

HST-3220

Announced at Sega Saturn Power Up Meeting '96 Spring and released on 22nd March 1996[27], the HST-3220 stands as the only significant change to the Saturn's design, although functionality wise, the only feature omitted is the "access" LED seen in previous models. Reportedly the change in colour scheme was made to appeal to younger and female demographics.[28]

These "white" Saturns likely cost less to produce (they were certainly sold for a lot less in Japan), but from a user perspective the change is largely negligible - the console is roughly the same size and has no problems running any Saturn software. White Saturns opt for grey "circle" power and reset buttons and a pink "open" button for lifting the lid.

It is rumoured, though not proven, that the HST-3220 has a faster disc reading time than its earlier counterparts, meaning quicker loading screens in games.

When brought overseas the console continued to be shipped only in black, although the North American and European models have different coloured buttons. In 1998 Sega started releasing special versions of these consoles with semi-transparent plastic under the "This is cool" brand - only 30,000 units were produced. Again aside from aesthetic differences the consoles are interchangeable.

Some of the Japanese colour designs were also brought to Brazil.

Hardware revisions

Main article: Sega Saturn/Hardware revisions.

Technical specifications

Main article: Sega Saturn/Technical specifications.

Hardware comparisons

Main article: Sega Saturn/Hardware comparison.

History

Main article: History of the Sega Saturn.

Localised names

Also known as
Language Localised Name English Translation
English Sega Saturn Sega Saturn
Japanese セガサターン Sega Saturn
Korean 삼성새턴 Samsung Saturn
Chinese (Traditional; Hong Kong) 世嘉土星 Sega Saturn
Hebrew סאטורן

Emulation

Name Operating System(s) Latest Version Active Source/License
SSF Windows 0.12 beta R4 Closed
Mednafen Windows 64bits / GNU/Linux 64bits 1.21.3 Open / GNU GPLv2
Yabause Windows / Mac / GNU/Linux / FreeBSD / Dreamcast / Android 0.9.15 Open / GNU GPLv2
Yaba Sanshiro (old uoYabause) Android / iOS / Windows 1.8 Part Open / Part not public yet (Fork of Yabause) / GNU GPLv2
Kronos GNU/Linux / Windows 2.6.1 Open (Fork of Yaba Sanshiro) / GNU GPLv2
Nova Windows 0.2 Closed
MAME Multi-platform 0.192 Open / GNU GPLv2
Satourne Windows 2.0 beta 3 Closed
Saturnin Windows 0.40 Closed
GiriGiri Windows 0.6 Closed

Software that plays files in the Saturn Sound Format, which stores audio ripped from games, does so through emulation of the audio-related code only.

Games

Main article: Sega Saturn games.

Production credits

Japanese version

Source:
Developer mentions[29][30][31][32]


Magazine articles

Main article: Sega Saturn/Magazine articles.

Promotional material

Main article: Sega Saturn/Promotional material.

Logos by regions

Logo Region
Used in Japan, Asia, parts of
Eastern Europe and South Korea (from 1997)
Used in North and South America, Western and
Eastern Europe, Asia, Africa, Australasia
Used in South Korea
Used in South Korea (magazine advertisements)

Patents

External links

  • Dave's Sega Saturn Page - Famous fansite that was extremely popular during the Saturn's heyday (no longer updated).

References

  1. 1.0 1.1 File:Saturn JP TVAdvert SaturnFromSaturn.mp4
  2. 2.0 2.1 Computer & Video Games, "July 1995" (UK; 1995-06-09), page 7
  3. Computer & Video Games, "August 1995" (UK; 1995-07-12), page 30
  4. 4.0 4.1 Ultimate Future Games, "August 1995" (UK; 1995-07-01), page 12
  5. Ação Games, "Setembro 1995" (BR; 1995-09-16), page 10
  6. Video Game, "Outubro 1995" (BR; 1995-xx-xx), page 36
  7. New Straits Times 1997-03-13 Video game war front opens in Asia
  8. File:ConsolesMicro FR 01.pdf, page 13
  9. Sega Magazin, "August 1995" (DE; 1995-07-12), page 6
  10. Hobby Consolas, "Julio 1995" (ES; 1995-xx-xx), page 28
  11. Hobby Consolas, "Noviembre 1995" (ES; 1995-xx-xx), page 26
  12. 12.0 12.1 Alaab Alcomputtar, "" (SA; 1995-06-xx), page 9
  13. Alaab Alcomputtar, "" (SA; 1995-06-xx), page 12
  14. File:SecretService_34_PL_Bobmark.png
  15. File:Migr 1 RU.pdf, page 57
  16. https://www.telecompaper.com/news/32bit-consoles-to-be-launched-in-may-1996--81064
  17. History of the Sega Saturn/Decline and legacy
  18. File:SegaSaturn64BitJPCatalog.pdf, page 3
  19. Edge, "September 1995" (UK; 1995-07-27), page 9
  20. Hyper, "February 1994" (AU; 199x-xx-xx), page 8
  21. Technology That Defines the Next Generation: The Sega Saturn White Paper
  22. Sega Saturn 3D Capabilities
  23. Sega Saturn Magazine, "October 1997" (UK; 1997-09-17), page 25
  24. Pure Entertainment Interview
  25. 25.0 25.1 Jason Gosling (Core Design) Interview (Edge)
  26. Edge, "March 1996" (UK; 1996-02-09), page 99
  27. Saturn Fan, "1996 No. 7" (JP; 1996-03-15), page 25
  28. Maximum, "April 1996" (UK; 1996-04-27), page 127
  29. File:Sega_Consumer_History_JP_EnterBrain_Book.pdf, page 23
  30. Sega Saturn Magazine, "June 1995" (JP; 1995-05-08), page 65
  31. https://www.facebook.com/hiroyuki.ohtaka/about_work_and_education
  32. http://blog.livedoor.jp/kat_nitta/archives/3033512.html
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Sega Saturn
Topics Technical Specifications (Hardware Comparison) | History (Development | Release | Decline and legacy) | List of games (A-M) | List of games (N-Z) | Magazine articles | Promotional material | Merchandise
Hardware Japan | North America | Western Europe | Eastern Europe | South America | Asia | South Korea | Australasia | Africa

HiSaturn Navi | SunSeibu SGX | Sega Titan Video

Add-ons Backup Memory (third-party) | Sega PriFun | Video CD Card (third-party) | Extended RAM Cartridge (third-party) | Twin Advanced ROM System
Controllers Control Pad | Control Pad (Australia) | 3D Control Pad | Arcade Racer | Infrared Control Pad | Mission Stick | Shuttle Mouse | Twin Stick | Virtua Gun | Virtua Stick | Virtua Stick Pro
Online Services/Add-ons NetLink Internet Modem (NetLink Keyboard | NetLink Keyboard Adapter | NetLink Mouse) | Saturn Modem (Floppy Drive | Keyboard)
Connector Cables 21 Pin RGB Cable | Monaural AV Cable | RF Unit | Stereo AV Cable | S-Video Cable | Taisen Cable
Development Hardware Programming Box | Sound Box | E7000 | CartDev | SNASM2 | Address Checker | PSY-Q Development System | MIRAGE Universal CD Emulator
Misc. Hardware 6Player | SBom Multitap‎ | Saturn region converter cartridges | Action Replay | Pro Action Replay | Action Replay Plus | X-Terminator (Version 3) | S-S Promoter | Other cartridges