Difference between revisions of "Sega Saturn"

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{{ConsoleBob
 
{{ConsoleBob
| logos=[[File:Sega Saturn logo USA.png|320px]]
+
| | logo=Sega Saturn logo USA.png|320px]]
 
| consoleimage=Saturn.jpg
 
| consoleimage=Saturn.jpg
 
| imgwidth=320px
 
| imgwidth=320px
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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]]
 
| add-ons=[[Saturn Backup Memory|Backup Memory]], [[Sega PriFun|PriFun]], [[Video CD Card]], [[Extended RAM Cartridge]], [[Saturn ROM Cartridge|ROM Cartridge]]
 
| releases={{releasesSat
 
| releases={{releasesSat
| sat_date_jp=1994-11-22
+
| sat_date_jp=1994-11-22{{fileref|Saturn JP TVAdvert SaturnFromSaturn.mp4}}
| sat_rrp_jp=80,800
+
| sat_code_jp=HST-0001
| sat_date_us=1995-05-11{{fileref|CVG UK 164.pdf|page=7}}
+
| sat_rrp_jp=44,800{{fileref|Saturn JP TVAdvert SaturnFromSaturn.mp4}}
| sat_rrp_us=399.99{{fileref|CVG UK 164.pdf|page=7}}
+
| sat_date_us=1995-05-11{{magref|cvg|164|7}}
| sat_date_eu=1995-07-08{{fileref|CVG UK 165.pdf|page=30}}
+
| 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=1995-05-09
+
| sat_date_uk=1995-07-08{{magref|cvg|165|30}}{{magref|ufg|9|12}}
| sat_rrp_br=800.00
+
| 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_date_fr=1995-07
 
| sat_rrp_fr=3,390{{fileref|ConsolesMicro FR 01.pdf|page=13}}
 
| sat_rrp_fr=3,390{{fileref|ConsolesMicro FR 01.pdf|page=13}}
 
| sat_date_de=1995-07-07
 
| sat_date_de=1995-07-07
| sat_rrp_de=699{{fileref|SegaMagazin DE 21.pdf|page=6}}
+
| sat_rrp_de=699{{magref|segamagazin|21|6}}
| sat_date_es=1995-07-07{{fileref|HobbyConsolas ES 046.pdf|page=28}}
+
| sat_date_es=1995-07-07{{magref|hobbyconsolas|46|28}}
| sat_rrp_es=79,900{{fileref|HobbyConsolas ES 050.pdf|page=26}}
+
| 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>
 
}}
 
}}
 
}}
 
}}
 +
<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.
  
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|Sega Mega Drive/Genesis]] (as opposed to add-ons such as the [[Sega 32X]] and [[Mega-CD]]). Initially released in 1994, the Saturn was 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.
+
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 />
  
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 expectations and 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 10 million to 17 million.
+
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.
  
The Saturn's main competitors were [[Sony]]'s PlayStation released just a week after the Saturn in Japan, and the Nintendo 64 from September 1996. Its arcade counterpart was the [[Sega Titan Video]] (ST-V) system. It was replaced 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.
 +
 
 +
<div class="toclimit-{{{1|{{{4|4}}}}}}">__TOC__</div>
  
 
==Hardware==
 
==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 era|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 era|8-bit]]" [[Master System]] and NES, respectively).
+
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{{fileref|SegaSaturn94JPCatalog.pdf}} and some within Sega even chose to call it an "128-bit" machine,{{fileref|Edge UK 024.pdf|page=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.{{fileref|Hyper AU 003.pdf|page=8}} This was incidentally the last video game generation where these so-called "bit wars" were considered to matter.
+
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 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 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.
+
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.
 
 
The Sega Saturn hardware combined features from several [[List of Sega arcade systems|Sega arcade systems]]. 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.
 
 
 
The [[VDP1]] was based on the [[:Category:Sega Model series|Sega Model series]], with a quad polygon engine based on the [[Model 1]], along with the [[Model 2]]'s [[wikipedia:Texture mapping|texture mapping]] capability. 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 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 textured 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, water, fire, fog, heat haze, etc.), at a very high effective [[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 [[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 textured 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 prior to its international launch (Sega provided [[Sega DTS Saturn official documentation|DTS]] support for these features in late 1995, after it had launched).
 
  
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. 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 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.
  
The VDP2's tiled infinite plane engine, which could draw large 3D infinite planes with a much higher draw distance, texture details and effective 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. 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.
+
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]}}
  
In comparison to the rival [[wikipedia:PlayStation (console)|PlayStation]], the Saturn is more powerful overall, but more difficult to get to grips with.{{fileref|SSM UK 24.pdf|page=25}}{{fileref|Edge_UK_030.pdf|page=99}} The Saturn has more raw computational power and faster pixel drawing; the PS1 can only draw pixels through its polygon engine, whereas the Saturn can draw pixels directly with its processors, giving it more programming flexibility.{{ref|[https://farm1.staticflickr.com/739/23436549909_8cc3bea316_b.jpg Scavenger Interview, ''Edge'']}}
+
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.
  
When both SH-2 and the SCU DSP are used in parallel, the Saturn is capable of 160 [[wikipedia:Instructions per second|MIPS]] and 85 million fixed-point operations/sec, faster than the PS1's [[wikipedia:PlayStation technical specifications|GTE]] (66 MIPS); when programmed effectively, the Saturn's parallel geometry engine can calculate more 3D polygon geometry than the PS1. The's VDP1 has a fillrate of 28.6364 MPixels/s in render/write and 57 MPixels/s in erase/write, compared to the PS1's GPU which has a fillrate of 30 MPixels/s in 15-bit RGB and 15 MPixels/s in 24-bit RGB. Peak texture fillrate is 22.906 [[Texel|MTexels/s]] for the VDP1 and 15.28 MTexels/s for the PS1's GPU (4000 8×8 sprites).{{ref|[http://hitmen.c02.at/files/docs/psx/psx.pdf PlayStation documentation]}}{{ref|[http://psx.rules.org/gpu.txt PlayStation GPU documentation]}}
+
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 VDP2 has a significantly higher effective tile fillrate of 500 MPixels/s; if the VDP2 is used for drawing textured infinite planes, this frees up the VDP1's polygons for other 3D assets, whereas the PS1 needs to draw many polygons to construct 3D textured planes (with very limited draw distance compared to the VDP2). The PS1 has more effective polygon transparency than the VDP1, while the VDP2 has more effective transparency than the PS1. The VDP1's quad polygons are drawn with [[wikipedia:Spatial anti-aliasing|edge anti‑aliasing]] (for smoother edges) and [[wikipedia:Texture mapping#Forward texture mapping|forward texture mapping]] (with limited perspective correction), while the VDP2's infinite planes are drawn with true perspective correction, whereas the PS1's triangle polygons have aliased edges and are drawn with [[wikipedia:Affine texture mapping|affine texture mapping]] which lacks perspective correction (resulting in perspective distortion and texture warping).
+
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]]'')}}
  
The PS1's straightforward hardware architecture, triangle polygons, and more effective development tools and C language support, made it easier for developers to program 3D graphics. When it came to 2D graphics, on the other hand, the Saturn's combination of a VDP1 sprite framebuffer and VDP2 parallax scrolling backgrounds made it both more powerful and straightforward to program 2D graphics, compared to the PS1 which draws all 2D graphics to a single framebuffer.
+
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.
  
The Saturn's VDP1 was the basis for [[wikipedia:Nvidia|Nvidia]]'s first graphics processor, the [[NV1]], which was one of the first 3D graphics accelerators on PC, released in 1995. Like the Saturn, it uses quad polygons and supports forward texture mapping with limited perspective correction, and several Saturn ports are available for it. However, the NV1 has a fillrate of 12.5 MPixels/s and a rendering performance of 50,000 polygons/sec, less than the VDP1's 28–57 MPixels/s fillrate and 500,000–700,000 polygons/sec rendering throughput. In comparison, the most powerful PC graphics card of 1995, [[Yamaha]]'s Tasmania 3D, which was based on triangle polygons, had a 25 MPixels/s fillrate and 300,000 polygons/sec rendering throughput, more than the NV1, but less than the Saturn and PlayStation.
+
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===
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====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. Reportedly the change in colour scheme was made to appeal to younger and female demographics.{{fileref|MAXIMUM UK 06.pdf|page=127}}
+
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}}
  
 
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.
 
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.
Line 106: Line 112:
 
Sega Saturn PAL model 2.jpg|European model
 
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]]===
+
===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"
 +
|-
 +
! scope="col"|Name
 +
! scope="col"|Operating System(s)
 +
! scope="col"|Latest Version
 +
! scope="col"|Active
 +
! scope="col"|Source/License
 
|-
 
|-
! width="50"| BIOS Version
+
|[[SSF]]
! Machine
+
|Windows
! Download
+
|[http://www.geocities.jp/mj3kj8o5/ssf/index.html 0.12 beta R4]
 +
|✓
 +
|Closed
 
|-
 
|-
| 1.00
+
|[[Mednafen]]
| Sega Saturn (Japan)
+
|Windows 64bits / GNU/Linux 64bits
| {{file|Sega Saturn BIOS (1.00) (J).zip|1.00 (Asian Saturn)}}
+
|[https://mednafen.github.io/ 1.21.3]
 +
|
 +
|Open / GNU GPLv2
 
|-
 
|-
| 1.00a
+
|[[Yabause]]
| Sega Saturn (NA & EU)
+
|Windows / Mac / GNU/Linux / FreeBSD / Dreamcast / Android
| {{file|Sega Saturn BIOS (1.00a) (UE).zip|1.00a (NA & EU Saturn)}}
+
|[http://yabause.org/download/ 0.9.15]
 +
|
 +
|Open / GNU GPLv2
 
|-
 
|-
| 1.003
+
|[https://github.com/devmiyax/yabause [[Yaba Sanshiro]]] (old [[uoYabause]])
| Sega Saturn Devkit (Japan)
+
|Android / iOS / Windows
| {{file|Sega Saturn BIOS (1.003) (J).zip|1.003 (Asian Devkit)}}
+
|[http://www.uoyabause.org/ 1.8]
 +
|✓
 +
|Part Open / Part not public yet (Fork of [[Yabause]]) / GNU GPLv2
 
|-
 
|-
| rowspan="3"| 1.01
+
|[https://github.com/FCare/Kronos [[Kronos]]]
| rowspan="3"| Sega Saturn (Japan), HiSaturn (Japan), V-Saturn (Japan)
+
|GNU/Linux / Windows
| {{file|Sega Saturn BIOS (1.01) (J).zip|1.01 (Asian Saturn)}}
+
|[https://www.tradu-france.com/index.php?page=fullstory&id=939 2.6.1]
 +
|
 +
|Open (Fork of [[Yaba Sanshiro]]) / GNU GPLv2
 
|-
 
|-
| {{file|HI-Saturn BIOS (1.01) (J).zip|1.01 (Asian HiSaturn)}}
+
|[[Nova]]
 +
|Windows
 +
|[https://twitter.com/realSteveKwok 0.2]
 +
|
 +
|Closed
 
|-
 
|-
| {{file|V-Saturn BIOS (1.01) (J).zip|1.01 (Asian V-Saturn)}}
+
|[[MAME]]
 +
|Multi-platform
 +
|[http://www.mamedev.org/release.html 0.192]
 +
|✓
 +
|Open / GNU GPLv2
 
|-
 
|-
| 1.01a
+
|[[Satourne]]
| Sega Saturn (NA & EU)
+
|Windows
| {{file|Sega Saturn BIOS (1.01a) (UE).zip|1.01a (NA & EU Saturn)}}
+
|2.0 beta 3
 +
|
 +
|Closed
 
|-
 
|-
| 1.02
+
|[[Saturnin]]
| HiSaturn (Japan)
+
|Windows
| {{file|Bios_Hi-Saturn_1.02_(J).rar|1.02 (JP HiSaturn)}}
+
|0.40
 +
|
 +
|Closed
 
|-
 
|-
| 1.03
+
|[[GiriGiri]]
| HiSaturn Navi (Japan)
+
|Windows
| {{file|Bios_GameNavi_HiSaturn_1.03.rar|1.03 (JP HiSaturn Navi)}}
+
|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 (e.g. ''[[Robotica]]'' explosions), later titles implemented software transparency to correctly render transparent polygons (e.g. Dural in ''[[Virtua Fighter Kids]]'').
 
 
The VDP1 supports per-pixel transparency between different polygons/sprites in the VDP1 framebuffer, or between VDP1 and VDP2 layers, but not both at the same time, with the VDP2's transparency overriding the VDP1's transparency. In addition, the VDP1 takes six times longer to draw transparent pixels than opaque pixels.{{fileref|ST-013-R3-061694.pdf|page=110}} The VDP2, in comparison, has no issues with transparency, nor does the use of transparency affect the VDP2's performance.
 
 
There are several ways to overcome the VDP1's transparency issues. The most common method used by Saturn games is to fake transparency with [[wikipedia:Dither|dithering]], using a mesh that gets blended by a television's Composite or S-Video cable. Another method is to use the VDP2's hardware transparency, by using a VDP2 bitmap layer as an additional transparent framebuffer, copying transparent assets from the VDP1 framebuffer to a VDP2 bitmap framebuffer layer (e.g. the transparent polygons in ''[[Burning Rangers]]''). Another method is software transparency, programming the CPU with software code.
 
 
==Technical specifications==
 
===Processors===
 
{{multicol|
 
* Main CPU: 2× [[Hitachi SuperH2 7604 32-Bit RISC]] (SH2) processors @ 28.6364&nbsp;MHz{{fileref|Hitachi SuperH Programming Manual.pdf}}
 
** [[wikipedia:Master/slave (technology)|Master/Slave]] configuration
 
** Internal math processor:{{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}} Geometry DSP,{{fileref|ST-103-R1-040194.pdf|page=23}} [[wikipedia:Fixed-point arithmetic|fixed‑point arithmetic]], 32‑bit [[wikipedia:Reduced instruction set computing|RISC]] instructions/[[wikipedia:Processor register|registers]], 74.45464&nbsp;[[wikipedia:Instructions per second|MIPS]] (37.22732&nbsp;MIPS each, 1.3&nbsp;MIPS per MHz),{{fileref|SH-2A.pdf|page=2}}{{ref|[https://www.renesas.com/en-eu/products/microcontrollers-microprocessors/superh/sh7040/sh7040.html SH7040, SH7041, SH7042, SH7043, SH7044, SH7045], Renesas}} 57.2728 fixed-point MOPS (28.6364&nbsp;MOPS per SH-2, 1&nbsp;operation per cycle){{fileref|Hitachi SuperH Programming Manual.pdf|page=31}}
 
** [[wikipedia:Bus (computing)|Bus]] width: 64‑bit (2× 32‑bit) internal, 32‑bit external{{fileref|ST-103-R1-040194.pdf}}
 
* System coprocesor: Custom Saturn Control Unit (SCU), with DSP for geometry processing and DMA controller for system control{{fileref|ST-103-R1-040194.pdf}}{{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}}{{fileref|ST-097-R5-072694.pdf}}
 
** System control processor: 32‑bit fixed‑point registers/instructions, [[wikipedia:Raster interrupt|interrupt]] controller, DMA controller, 3 [[wikipedia:Direct memory access|DMA]] channels
 
** Math coprocessor: Geometry [[wikipedia:Digital signal processor|DSP]] @ 14.3 MHz, 32‑bit fixed‑point instructions, 6 parallel instructions per cycle,{{fileref|ST-TECH.pdf|page=157}} 85.8&nbsp;MIPS (6&nbsp;MIPS per MHz)
 
* CD‑ROM CPU: [[Hitachi]] [[SuperH|SH1]] 32‑bit [[RISC]] processor @ 20 MHz (20&nbsp;MIPS){{fileref|Hitachi SuperH Programming Manual.pdf}} (controlling the CD‑ROM)
 
** Contains internal DAC and internal math processor{{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}}
 
** Bus width: 32‑bit internal, 16‑bit external{{fileref|ST-103-R1-040194.pdf}}
 
* Microcontroller: Hitachi HD404920{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/saturn.cpp Sega Saturn (MAME)]}} (4‑bit MCU) "System Manager & Peripheral Control" (SMPC) @ 4 MHz{{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}}
 
** RTC: 1 MHz{{fileref|ST-103-R1-040194.pdf}} (real‑time clock)
 
** Instruction set: 4‑bit instructions, 890 [[wikipedia:Nanosecond|ns]] per instruction,{{fileref|HD40491 datasheet.pdf}} 1.123595&nbsp;MIPS
 
** Bus width: 10‑bit internal, 8‑bit external{{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}}
 
}}
 
 
====Audio====
 
{{multicol|
 
* Sound processor: [[Yamaha]] SCSP ([[Saturn Custom Sound Processor]]) YMF292{{fileref|ST-077-R2-052594.pdf}}
 
** Sound DSP: Yamaha FH1 DSP (Digital Signal Processor) @ 22.6 MHz{{fileref|ST-103-R1-040194.pdf}} (24‑bit, 128‑step,{{ref|[http://www.consoledatabase.com/faq/segasaturn/segasaturnfaq.txt Sega Saturn FAQ (January 8, 2000)]}} 4 parallel instructions)
 
** Bus width: 24‑bit internal, 16‑bit external{{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}}
 
* Sound CPU: [[68000|Motorola 68EC000]] (16/32‑bit CISC) sound processor @ 11.3 MHz{{fileref|ST-103-R1-040194.pdf}} (1.9775&nbsp;MIPS{{ref|http://www.drolez.com/retro/}})
 
** Bus width: 16‑bit internal, 16‑bit external
 
}}
 
 
====Video====
 
{{multicol|
 
* Sega/Hitachi [[VDP1 32-bit video display processor]] @ 28.6364 MHz: Sprites, textures, polygons{{fileref|ST-013-R3-061694.pdf}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/saturn.cpp Sega Saturn (MAME)]}}
 
** Bus width: 48‑bit (3× 16‑bit){{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}}
 
** Word length: 32-bit
 
* Sega/Yamaha [[VDP2 32-bit background and scroll plane video display processor]] @ 28.6364 MHz: Backgrounds, scrolling{{fileref|ST-058-R2-060194.pdf}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/saturn.cpp Sega Saturn (MAME)]}}
 
** Bus width: 32‑bit (2× 16‑bit){{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}}
 
** Word length: 32-bit
 
* [[Sony]] CXA1645M RGB‑Composite Video Encoder{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/saturn.cpp Sega Saturn (MAME)]}}
 
}}
 
 
===Graphics===
 
{{multicol|
 
* Graphics pipeline:
 
** 3 DSP geometry processors: 2× SH-2 DSP, SCU DSP
 
** 2 VDP rendering processors: VDP1 for sprites/textures/polygons, VDP2 for planes/backgrounds/textures
 
* Refresh rate: 30–60 Hz ([[NTSC]]), 25–50 Hz ([[PAL]]){{fileref|ST-013-R3-061694.pdf|page=6}}
 
** Frame rate: 1–60 FPS (NTSC), 1–50 FPS (PAL)
 
* Color depth: 16-bit RGB to 32‑bit [[wikipedia:RGBA color space|RGBA]] (24‑bit color with 8‑bit [[wikipedia:Alpha compositing|alpha transparency]]){{ref|[http://www.consoledatabase.com/faq/segasaturn/segasaturnfaq.txt Sega Saturn FAQ (January 8, 2000)]}}
 
** [[Palette|Color palette]]: 16,777,216 (VDP2), 32,768 (VDP1)
 
** Colors on screen: 256 to 16,777,216 (VDP2), 256 to 32,768 (VDP1)
 
** VDP2 colors per background: 16 colors (4-bit) to 16,777,216 colors (24-bit){{fileref|ST-058-R2-060194.pdf|page=24}}{{ref|[https://github.com/mamedev/mame/blob/master/src/devices/video/stvvdp2.cpp STV VDP2 (MAME)]}}
 
** VDP1 colors per sprite/polygon: 16 colors (4-bit) to 32,768 colors (15-bit){{fileref|ST-013-R3-061694.pdf|page=18}}{{ref|[https://github.com/mamedev/mame/blob/master/src/devices/video/stvvdp1.cpp STV VDP1 (MAME)]}}
 
** [[wikipedia:Colour look-up table|CLUT]]: Virtually unlimited number of CLUTs{{fileref|NextGeneration US 24.pdf|page=64}}
 
* MPEG [[Video CD Card]]: 704×480 [[resolution]], 30 frames/sec, 16‑bit audio with 44.1&nbsp;kHz sampling,{{fileref|ST-103-R1-040194.pdf|page=17}} up to 72 minutes on one CD{{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}}
 
*DSP geometry processing: 160.25464&nbsp;MIPS (74.45464&nbsp;MIPS SH-2, 85.8&nbsp;MIPS SCU)
 
** Fixed-point operations: 85.9092&nbsp;MOPS (57.2728&nbsp;MOPS SH-2, 28.6364&nbsp;MOPS SCU)
 
** Flat shading calculations: 116 [[wikipedia:Transform and lighting|T&L]] ops/poly,{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA96 ''Design of Digital Systems and Devices'' (page 95)]}} 740,596 polys/sec
 
** Gouraud shading calculations: 180 T&L ops/poly,{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA96 ''Design of Digital Systems and Devices'' (page 95)]}} 477,273 polys/sec
 
* DSP–VDP transmission bus bandwidth: 57.2728 MB/s (16-bit, 28.6364 MHz){{fileref|13-APR-94.pdf|page=8}}
 
** Maximum polygon transfer: 740,596 polys/sec (23.699072 MB/s, 32 bytes/poly){{fileref|ST-013-R3-061694.pdf|page=40}}
 
}}
 
 
====SCU DSP====
 
{{multicol|
 
* SCU math coprocessor: Geometry [[wikipedia:Digital signal processor|DSP]] @ 14.3182 MHz, 32‑bit fixed‑point instructions{{fileref|ST-097-R5-072694.pdf}}{{fileref|ST-097-R5-072694.pdf|page=93}}{{fileref|ST-TECH.pdf|page=149}}
 
** Parallel units: 32/48-bit [[wikipedia:Arithmetic logic unit|ALU]] (arithmetic logic unit), 48/64‑bit Multiplier, 32-bit instruction decoder
 
* Buses:{{fileref|ST-097-R5-072694.pdf|page=93}}{{fileref|ST-TECH.pdf|page=152}}
 
** Internal: 4 parallel buses, 32-bit per bus, 128-bit overall bus width, 3 buses at 14.3182&nbsp;MHz, 1 bus at 28.6364&nbsp;MHz
 
** External: 32-bit, 28.6364&nbsp;MHz
 
* Cache RAM: 2&nbsp;KB (1&nbsp;KB data, 1&nbsp;KB program){{fileref|ST-103-R1-040194.pdf|page=25}}
 
* Instructions: 6 parallel instructions/cycle (one instruction per unit/bus),{{fileref|ST-TECH.pdf|page=157}} 85.8&nbsp;MIPS (6&nbsp;MIPS/MHz)
 
** Fixed-point operations: 28.6364&nbsp;MOPS (million operations/second), 2&nbsp;MOPS/MHz (2 parallel operations/cycle)
 
* Capabilities: Matrix and vector calculations, 3D point transformations, lighting calculations, fixed-point calculations,{{fileref|ST-TECH.pdf|page=149}} faster than SH-2,{{fileref|ST-TECH.pdf|page=163}} can use DMA to directly fetch and store vertex data, floating-point operations, geometry transformations, voxel rendering acceleration, fast coordinate transformations, lighting computations{{ref|[http://www.racketboy.com/retro/sega/saturn/the-state-of-sega-saturn-homebrew The State of Sega Saturn Homebrew]}}
 
* Notes: Can only be programmed with assembly language, more difficult to program than SH-2{{fileref|ST-TECH.pdf|page=149}}
 
}}
 
 
====VDP1====
 
{{multicol|
 
* [[VDP1 32-bit video display processor]] @ 28.6364 MHz: Handles sprite/texture and polygon drawing,{{fileref|ST-013-R3-061694.pdf}} color calculation and shading,{{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}} geometry{{fileref|NextGeneration US 24.pdf|page=64}}
 
** Versions: Sega 315‑5883 ([[Hitachi]] HD64440) Video Display Processor 1 (VDP1),{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/saturn.cpp Sega Saturn (MAME)]}} Sega 315‑5689 VDP1{{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}}
 
** Adjustable video clock rate: 28.6364 MHz or 26.8426 MHz (NTSC), 28.4375 MHz or 26.8426 MHz (PAL)
 
** Buses: 3 buses (32-bit framebuffers, 16-bit polygon/texture/sprite RAM), 48-bit bus width{{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf|page=34}}
 
* Color palette: 32,768 colors (15-bit RGB) to 16,777,216 (24-bit VDP2 CRAM palette, accessible by VDP1){{fileref|TUTORIAL.pdf|page=11}}
 
** Colors on screen: 32,768 colors (15-bit RGB) to 1,048,576 colors (15-bit RGB, 32 transparency levels){{fileref|ST-TECH.pdf|page=147}}
 
** Colors per pixel: 32,768 colors (16bpp, 15-bit RGB), 256 colors (8bpp, 8-bit palette)
 
* Features: [[wikipedia:Alpha blending|Alpha blending]], [[wikipedia:Clipping (computer graphics)|clipping]], luminance,{{ref|[https://github.com/mamedev/mame/blob/master/src/devices/video/stvvdp1.cpp STV VDP1 (MAME)]}} shadows,{{fileref|ST-TECH.pdf|page=135}} transparency{{fileref|ST-013-R3-061694.pdf|page=34}} (32 levels),{{fileref|ST-TECH.pdf|page=147}} per-pixel transparency, flat shading, Gouraud shading (15-bit color),{{fileref|ST-013-R3-061694.pdf|page=110}} [[wikipedia:Spatial anti-aliasing|edge anti‑aliasing]]{{fileref|ST-013-R3-061694.pdf|page=24}}
 
* [[wikipedia:Framebuffer|Framebuffer]] capabilities: Double buffering, dual 256 KB framebuffers, rotation & scaling,{{ref|[https://github.com/mamedev/mame/blob/master/src/devices/video/stvvdp1.cpp STV VDP1 (MAME)]}} VDP1 framebuffer can be rotated as bitmap layer by VDP2{{fileref|ST-058-R2-060194.pdf|page=177}}
 
** Framebuffer [[resolution]]: 512×256, 512×512, 1024×256{{fileref|ST-013-R3-061694.pdf|page=149}}
 
** [[wikipedia:Overscan|Overscan]] resolution: 1708×263 (NTSC), 1820×313 (PAL), 852×525 (31KC), 848×562 (HDTV){{fileref|ST-013-R3-061694.pdf|page=64}}
 
* [[Sprite|Sprite/Texture]] capabilities: Rotation &amp; scaling, flipping, distortion,{{fileref|ST-013-R3-061694.pdf}}{{ref|[https://github.com/mamedev/mame/blob/master/src/devices/video/stvvdp1.cpp STV VDP1 (MAME)]}} warping, vertical and horizontal line scrolling, virtually unlimited [[Palette|color tables]],{{fileref|NextGeneration US 24.pdf|page=64}}{{ref|[http://www.sega-saturn.com/saturn/other/satspecs.htm Sega Saturn Tech Specs]}} [[Sega System 24|System 24]]/[[Sega System 32|32]] sprite rendering system{{intref|Sega System 24 Hardware Notes (2013-06-16)}}
 
** Sprite/Texture size: 8×1 to 504×255 [[pixel]]s{{fileref|ST-013-R3-061694.pdf|page=119}}
 
** Colors per sprite/texture in Lo-Res: 16, 64, 128, 256, and 32,768{{fileref|ST-013-R3-061694.pdf|page=18}}
 
** Colors per sprite/texture in Hi-Res: 16, 64, 128, and 256{{fileref|ST-013-R3-061694.pdf|page=29}}
 
** Maximum [[texel]]s per scanline: 3624 (NTSC),{{fileref|ST-013-R3-061694.pdf|page=52}} 3640 (PAL){{fileref|ST-013-R3-061694.pdf|page=64}}
 
** Maximum sprites/textures per scanline: 453 (NTSC), 455 (PAL)
 
* Polygon capabilities: Texture mapping,{{fileref|ST-013-R3-061694.pdf}} [[wikipedia:Computer graphics lighting|lighting]],{{fileref|ST-238-R1-051795.pdf}}{{fileref|ST-238-R1-051795.pdf|page=232}} shading, wire‑frame, flat shading, Gouraud shading,{{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}}{{fileref|ST-238-R1-051795.pdf|page=232}} quad polygons, perspective correct [[wikipedia:Texture mapping#Forward texture mapping|forward texture mapping]]
 
* [[wikipedia:Texture memory|Sprite/Texture/Polygon RAM]]: 512 KB{{fileref|ST-013-R3-061694.pdf|page=81}}
 
** Sprite/Polygon size: 32 [[byte]]s (flat shading),{{fileref|ST-013-R3-061694.pdf|page=40}}{{fileref|ST-013-R3-061694.pdf|page=75}} 40 bytes (Gouraud shading),{{fileref|ST-013-R3-061694.pdf|page=39}} 64–96 bytes (shadows),{{fileref|ST-013-R3-061694.pdf|page=110}} 72–104 bytes (shadows, Gouraud shading)
 
** Texture size: 4 bytes (8×1 texels, 16 colors) to 251.02 KB (504×255 texels, 32,758 colors){{fileref|ST-013-R3-061694.pdf|page=75}}
 
** Maximum sprites per frame: 16,383 (virtually unlimited),{{fileref|NextGeneration US 24.pdf|page=64}} 5461–8191 (shadowed)
 
** Maximum polygons per frame: 16,384 (flat shading), 16,383 (texture mapping), 13,107 (Gouraud shading), 13,106 (texture mapping, Gouraud shading), 8192 (shadows), 8191 (texture mapping, shadows), 7281 (texture mapping, shadows, Gouraud shading)
 
* Rendering [[fillrate]]:
 
** Render/Write: 28.6364 [[Pixel|MPixels/s]] (1 [[pixel]]/cycle){{fileref|ST-013-R3-061694.pdf|page=52}}{{fileref|ST-013-R3-061694.pdf|page=35}}{{fileref|ST-013-R3-061694.pdf|page=64}}
 
** Erase/Write: 57.2728 MPixels/s (8bpp, 2 pixels/cycle),{{fileref|ST-013-R3-061694.pdf|page=61}} 28.6364 MPixels/s (16bpp, 1 pixel/cycle)
 
** Shadows/Translucency: 4.772733 MPixels/s (6 cycles/pixel){{fileref|ST-013-R3-061694.pdf|page=110}}
 
* Texture fillrate:{{fileref|ST-013-R3-061694.pdf|page=44}}
 
** 4-bit palette textures: 22.90683 [[Texel|MTexels/s]] (1.250124 cycles/texel){{fileref|ST-013-R3-061694.pdf|page=41}}
 
** 8-bit palette textures: 19.089348 MTexels/s (1.500124 cycles/texel)
 
** 15-bit RGB textures: 14.317308 MTexels/s (2.000124 cycles/texel)
 
* Flat shading performance:{{fileref|ST-013-R3-061694.pdf|page=40}}{{fileref|TUTORIAL.pdf|page=15}}
 
** 740,596 polys/sec: 22 pixels/poly, 12,343–16,384 polys/scene
 
** 500,000 polys/sec:{{fileref|SegaVisions US 24.pdf|page=14}}{{fileref|NextGeneration US 24.pdf|page=64}} 41 pixels/poly, 8333–16,384 polys/scene
 
* Texture mapping performance:{{fileref|ST-013-R3-061694.pdf|page=41}}{{intref|Saturn VDP1 hardware notes (2003-05-17)}}
 
** 357,955 polys/sec: 32 texels/poly, 5965–16,352 polys/scene, 1–325 KB textures
 
** 200,000 polys/sec:{{fileref|SegaVisions US 24.pdf|page=14}}{{fileref|NextGeneration US 24.pdf|page=64}} Gouraud shading, 55 texels/poly, 3333–16,352 polys/scene, 1–407 KB textures
 
** 99,431 polys/sec: Gouraud shading, shadows, translucency, 32 texels/poly, 1657–7263 polys/scene, 1–395 KB textures
 
}}
 
 
====VDP2====
 
{{multicol|
 
* [[VDP2 32-bit background and scroll plane video display processor]] @ 28.6364 MHz: Handles background, scroll and 3D rotation planes{{fileref|ST-058-R2-060194.pdf}}
 
** Versions: Sega 315‑5890 ([[Yamaha]]) Video Display Processor 2 (VDP2),{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/saturn.cpp Sega Saturn (MAME)]}} Yamaha 315‑5690 VDP2{{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}}
 
** Adjustable video clock rate: 28.6364 MHz (NTSC), 28.4375 MHz (PAL)
 
* Features: Transparency (32 levels),{{fileref|ST-TECH.pdf|page=147}} shadowing, 2 windows for special calculations,{{ref|[https://github.com/mamedev/mame/blob/master/src/devices/video/stvvdp2.cpp STV VDP2 (MAME)]}} matrix calculations,{{fileref|ST-058-R2-060194.pdf|page=163}} 3D infinite planes (grounds, seas, walls, ceilings, skies, etc.), can be manipulated as polygon objects,{{fileref|TUTORIAL.pdf|page=223}} visual effects (water, fire, fog, heat haze, etc.)
 
* Planes: 7 layers, 2–6 simultaneous layers (1–4 scrolling 2D backgrounds, 1–2 rotating 3D playfields, 1 back screen){{ref|[https://github.com/mamedev/mame/blob/master/src/devices/video/stvvdp2.cpp STV VDP2 (MAME)]}}{{fileref|ST-058-R2-060194.pdf|page=24}}{{fileref|ST-058-R2-060194.pdf|page=132}}
 
** 2D scrolling backgrounds: Scrolling, parallax scrolling, single-axis 2D rotation{{fileref|13-APR-94.pdf|page=12}}
 
*** NBG0: 16–16,777,216 colors, [[wikipedia:Tile engine|tilemap]] (1024×1024 to 2048×2048) or [[wikipedia:Bitmap|bitmap]] (512×256 to 1024×512), column/row/line scrolling, scaling
 
*** NBG1: 16–32,768 colors, tilemap (1024×1024 to 2048×2048) or bitmap (512×256 to 1024×512), column/row/line scrolling, scaling
 
*** NBG2/NBG3: 16–256 colors, tilemap (1024×1024 to 2048×2048)
 
** 3D rotating playfields: Scrolling, scaling, dual-axis 3D rotation,{{fileref|13-APR-94.pdf|page=12}} 3D infinite ground planes, [[wikipedia:Texture mapping#Perspective correctness|perspective correct]] 3D rotation, can be manipulated as polygon objects{{fileref|TUTORIAL.pdf|page=223}}
 
*** RBG0: 16–16,777,216 colors, tilemap (2048×2048 to 4096×4096) or bitmap (512×256 to 512×512)
 
*** RBG1: 16–16,777,216 colors, tilemap (2048×2048 to 4096×4096)
 
** Back screen: 1 plain background,{{fileref|ST-058-R2-060194.pdf|page=23}} 1 to 240 colors (1 color/scanline)
 
* Tilemap capabilities: 8×8 and 16×16 tile sizes,{{fileref|ST-058-R2-060194.pdf|page=24}} scroll plane up to 8192×8192 [[pixel]]s,{{fileref|13-APR-94.pdf|page=28}} rotating 3D infinite planes up to 4096×4096 pixels each,{{fileref|ST-058-R2-060194.pdf|page=132}} tile compression, tiled rendering, virtually unlimited draw distance
 
* Bitmap capabilities: Bitmap layers can be used as additional framebuffer{{fileref|ST-058-R2-060194.pdf|page=54}} (with full transparency), displays VDP1 framebuffer as additional bitmap layer, can rotate VDP1 framebuffer{{fileref|ST-058-R2-060194.pdf|page=177}}
 
* Color palette: 16,777,216 colors (24-bit), 32,768 colors (15-bit), 65,536 colors (15-bit with transparency)
 
** Colors per plane: 16,777,216 colors (3 planes, Lo-Res), 32,768 colors (4 planes), 16–256 colors (6 planes){{fileref|ST-058-R2-060194.pdf|page=79}}{{fileref|ST-058-R2-060194.pdf|page=360}}
 
* Bitmap [[fillrate]]:{{fileref|ST-058-R2-060194.pdf|page=49}}{{fileref|ST-TECH.pdf|page=142}}
 
** 2D scrolling planes: 14.21875–114.5456 [[Pixel|MPixels/s]]
 
*** 16,777,216 colors on screen: 14.3182 MPixels/s (NTSC), 14.21875 MPixels/s (PAL), 2 cycles/pixel
 
*** 32,768 colors per plane: 28.6364 MPixels/s (NTSC), 28.4375 MPixels/s (PAL), 1 pixel/cycle
 
*** 256 colors per plane: 57.2728 MPixels/s (NTSC), 56.875 MPixels/s (PAL), 2 pixels/cycle
 
*** 16 colors per plane: 114.5456 MPixels/s (NTSC), 113.75 MPixels/s (PAL), 4 pixels/cycle
 
** 3D rotating playfield: 14.3182 MPixels/s (NTSC), 14.21875 MPixels/s (PAL), 2 cycles/pixel
 
* Tilemap fillrate: 2x 128×128 to 512×512 tiles/frame, 1.96608–7.86432 million tiles/sec
 
** 2D scrolling planes: 2x 1024×1024 to 2048×2048 pixels/frame, 125.82912–503.31648 MPixels/s (effective fillrate)
 
** 3D rotating playfields: 2048×2048 to 4096×4096 pixels/frame, 251.65824–503.31648 MPixels/s (effective fillrate)
 
*** Effective polygon fillrate: 1 million texture-mapped polygons/sec, 500 texels/polygon
 
}}
 
 
===Resolutions===
 
The Saturn supported the following display [[resolution]]s:{{fileref|ST-103-R1-040194.pdf|page=39}}
 
 
====[[wikipedia:Progressive scan|Progressive]]====
 
{{multicol |
 
* 320×224 (Lo‑Res)
 
* 320×240 (Lo‑Res)
 
* 320×256 (Lo-Res, [[PAL]])
 
* 352×224 (Lo‑Res)
 
* 352×240 (Lo‑Res)
 
* 352×256 (PAL)
 
* 640×224
 
* 640×240
 
* 640×256 (PAL)
 
* 704×224
 
* 704×240
 
* 704×256 (PAL)
 
}}
 
 
====[[wikipedia:Interlaced video|Interlaced]]====
 
{{multicol |
 
* 320×448
 
* 320×512 (PAL)
 
* 320×480
 
* 352×448
 
* 320×480
 
* 352×512 (PAL)
 
* 640×448 (Hi‑Res)
 
* 640×480 (Hi‑Res)
 
* 640×512 (Hi‑Res, PAL)
 
* 704×448 (Hi‑Res)
 
* 704×480 (Hi‑Res)
 
* 704×512 (Hi‑Res, PAL)
 
}}
 
 
===Sound===
 
{{multicol|
 
* [[Saturn Custom Sound Processor|SCSP]]:{{fileref|ST-077-R2-052594.pdf}}
 
** Audio channels: 32
 
** Sound formats: [[Pulse-code modulation|PCM]], [[wikipedia:Frequency modulation synthesis|FM]], [[MIDI]], [[wikipedia:Low-frequency oscillation|LFO]]
 
** PCM sampling: 16‑bit and 8‑bit [[wikipedia:Audio bit depth|audio depth]], 44.1 kHz [[wikipedia:Sampling rate|sampling sate]] (CD quality), up to 32 PCM channels
 
** FM synthesis: 1–4 operators per FM channel, up to 32 FM channels (1‑operator) or 8 FM channels (4‑operator)
 
** LFO waveforms: 4 waveform types ([[wikipedia:Sawtooth wave|Sawtooth]], [[wikipedia:Square wave|rectangular]], [[wikipedia:Triangle wave|triangular]], [[wikipedia:White noise|white noise]]), up to 32 LFO channels
 
* [[wikipedia:Compact Disc Digital Audio|CD‑DA]]: 1 streaming CD‑DA channel (16‑bit PCM, 44.1 kHz) from CD
 
* Stereo audio output
 
}}
 
 
===Memory===
 
{{multicol|
 
* System [[RAM]]: 4640&nbsp;[[Byte|KB]] (4.53125&nbsp;[[Byte|MB]]){{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/saturn.cpp Sega Saturn (MAME)]}}{{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}}
 
** 2&nbsp;MB Work RAM (32‑bit, 28.6364&nbsp;MHz){{fileref|13-APR-94.pdf|page=8}}
 
*** 1&nbsp;MB High Work [[wikipedia:Synchronous dynamic random-access memory|SDRAM]] (28.6364&nbsp;MHz){{fileref|HM5241605 datasheet.pdf}}
 
*** 1&nbsp;MB Low Work [[wikipedia:FPM DRAM|FPM DRAM]] (22.222222&nbsp;MHz){{fileref|TC514260B datasheet.pdf}}
 
** 1.5&nbsp;MB [[VRAM]] (SDRAM, 80-bit, 28.6364&nbsp;MHz)
 
*** 512&nbsp;KB VDP1 [[sprite]]s/[[wikia:w:c:gaming:Texture memory|textures]]/polygons (16‑bit){{fileref|HM5241605 datasheet.pdf}}
 
*** 512&nbsp;KB (2× 256&nbsp;KB) VDP1 dual [[wikipedia:Framebuffer|framebuffers]] (32‑bit){{fileref|UPD4504161 datasheet.pdf}}
 
*** 512&nbsp;KB (2× 256&nbsp;KB) VDP2 backgrounds (32‑bit){{fileref|UPD4504161 datasheet.pdf}}
 
** 512&nbsp;KB Sound Ram (FPM DRAM, 16‑bit, 20&nbsp;MHz){{fileref|HM514270D datasheet.pdf}}
 
** 512&nbsp;KB CD‑ROM cache (sub‑system [[wikipedia:Data buffer|buffer]] data cache, FPM DRAM, 16‑bit, 20&nbsp;MHz){{fileref|TC514260B datasheet.pdf}}
 
** 32&nbsp;KB battery backup [[wikipedia:Non-volatile random-access memory|NVRAM]]/[[SRAM]] (8‑bit, 10&nbsp;MHz){{fileref|SRM20256L datasheet.pdf}}
 
* System [[ROM]]: 512&nbsp;KB [[BIOS]] [[wikipedia:Mask ROM|MROM]]/[[EPROM]] (16‑bit, 10&nbsp;MHz){{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/saturn.cpp Sega Saturn (MAME)]}}{{fileref|TC574200D datasheet.pdf}}
 
* Internal processor cache: 39,408&nbsp;[[byte]]s (38.484375&nbsp;KB){{fileref|ST-103-R1-040194.pdf}}{{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}}
 
** SH2: 8&nbsp;KB [[wikipedia:CPU cache|cache]] (4&nbsp;KB per SH2)
 
** SH1: 4&nbsp;KB cache
 
** SCU DSP: 2&nbsp;KB RAM (1&nbsp;KB program, 1&nbsp;KB data)
 
** SMPC: 20,976&nbsp;bytes (496&nbsp;bytes 4‑bit RAM, 20&nbsp;KB 10‑bit ROM){{fileref|HD40491 datasheet.pdf}}
 
** VDP2: 4&nbsp;KB on‑chip color RAM
 
* Optional [[cartridge]] RAM: 512&nbsp;KB to 4.5&nbsp;MB
 
** [[Extended RAM Cartridge]]: 1&nbsp;MB or 4&nbsp;MB Work RAM
 
** [[Saturn Backup Memory]]: 512&nbsp;KB battery backup
 
** [[Pro Action Replay (Saturn)|Pro Action Replay]]: 512&nbsp;KB battery backup
 
** [[Action Replay Plus]]: 4.5&nbsp;MB (4&nbsp;MB Work RAM, 512&nbsp;KB battery backup)
 
* Optional [[Video CD Card]] memory: 1&nbsp;MB (512&nbsp;KB buffer RAM, 512&nbsp;KB program ROM){{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}}
 
}}
 
 
====Configuration====
 
System RAM buses, all connected through the SCU:{{fileref|ST-103-R1-040194.pdf}}{{fileref|13-APR-94.pdf|page=8}}{{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}}
 
 
* System bus (32‑bit, 28.6364&nbsp;MHz)
 
** SH2 (×2), SCU, SMPC <‑> Work RAM (2× SDRAM, 2× FPM DRAM), battery backup SRAM
 
* Video sub‑system buses (80-bit, 28.6364&nbsp;MHz){{fileref|ST-013-R3-061694.pdf}}
 
** SCU <-> VDP1, VDP2 (16-bit)
 
** VDP1 <‑> Polygon/Texture/Sprite VRAM (SDRAM, 16-bit)
 
** VDP1 <‑> Framebuffer 0 VRAM (SDRAM, 16-bit)
 
** VDP1 <‑> Framebuffer 1 VRAM (SDRAM, 16-bit)
 
** VDP2 <‑> Background VRAM (2× SDRAM, 32-bit){{fileref|ST-058-R2-060194.pdf}}
 
* Sound sub‑system bus — SCU, 68EC000, SCSP <‑> Sound RAM (FPM DRAM) (16-bit, 28.6364&nbsp;MHz)
 
* CD‑ROM sub‑system bus — SCU, SH1 <‑> CD‑ROM cache/buffer RAM (FPM DRAM) (16-bit, 28.6364&nbsp;MHz)
 
 
====Bandwidth====
 
{{multicol|
 
* System RAM bandwidth: 480.9096&nbsp;[[Byte|MB/s]] <small>(7&nbsp;buses, 144-bit bus width)</small>
 
**  System bus RAM: 114.5456&nbsp;MB/s <small>(32‑bit, 28.6364&nbsp;MHz)</small>
 
*** Work RAM: 114.5456&nbsp;MB/s <small>(114.5456&nbsp;MB/s SDRAM, 88.888888&nbsp;MB/s FPM DRAM)</small>
 
*** Battery backup SRAM: 10&nbsp;MB/s <small>(8‑bit, 10&nbsp;MHz)</small>
 
** VRAM: 286.364&nbsp;MB/s <small>(SDRAM, 4&nbsp;buses, 80-bit bus width, 28.6364&nbsp;MHz)</small>
 
*** VDP1: 171.8184&nbsp;MB/s <small>(114.5456&nbsp;MB/s framebuffers, 57.2728&nbsp;MB/s polygons/textures/sprites) (48-bit)</small>
 
*** VDP2: 114.5456&nbsp;MB/s <small>(backgrounds) (32-bit)</small>
 
** Sound RAM: 40&nbsp;MB/s <small>(FPM DRAM, 16‑bit, 20&nbsp;MHz)</small>
 
** CD‑ROM cache/buffer: 40&nbsp;MB/s <small>(FPM DRAM, 16‑bit, 20&nbsp;MHz)</small>
 
* System ROM bandwidth: 20&nbsp;MB/s <small>(16‑bit, 10&nbsp;MHz)</small>
 
* Internal processor bandwidth:
 
** SH2 cache: 229.0912&nbsp;MB/s <small>(114.5456&nbsp;MB/s per SH2)</small>
 
** SH1 cache: 80&nbsp;MB/s <small>(32‑bit, 20&nbsp;MHz)</small>
 
** SCU DSP RAM: 286&nbsp;MB/s <small>(171.6&nbsp;MB/s for 3 buses, 114.4&nbsp;MB/s for 1 bus)</small>
 
** SMPC: 7&nbsp;MB/s <small>(2&nbsp;MB/s RAM, 5&nbsp;MB/s ROM)</small>
 
** 68EC000: 22.6&nbsp;MB/s <small>(16‑bit, 11.3&nbsp;MHz)</small>
 
** SCSP: 67.8&nbsp;MB/s <small>(24‑bit, 22.6&nbsp;MHz)</small>
 
** VDP: 286.364&nbsp;MB/s <small>(171.8184&nbsp;MB/s VDP1, 114.5456&nbsp;MB/s VDP2 color RAM)</small>
 
}}
 
 
===Storage===
 
{{multicol|
 
* [[Saturn double-speed CD-ROM drive]]{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/saturn.cpp Sega Saturn (MAME)]}}
 
** Storage capacity: 680 [[Byte|MB]]
 
** Data transfer rate: 320 [[Byte|KB]]/s
 
** Access time: Under 360 [[wikipedia:Millisecond|ms]]
 
** Compatibiity: CD‑ROM, Audio CD, CD+G, CD+EG, CD Single (8cm)
 
** Optional: Video CD, Photo CD, Digital Karaoke, [[wikipedia:E-book|E-book]]{{fileref|NextGeneration US 24.pdf|page=64}}
 
* [[Cartridge]] slot: [[Extended RAM Cartridge]], [[Saturn ROM Cartridge]]
 
}}
 
 
===Input/Output===
 
{{MainArticle|List of Sega Saturn accessories}}
 
 
{{multicol|
 
* 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 CD Card|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===
 
{{MainArticle|List of Sega Saturn accessories}}
 
 
===Power source===
 
{{multicol|
 
* AC120 volts; 60 Hz (US)
 
* AC240 volts; 50 Hz (EU)
 
* AC200 volts; 60 Hz (JP)
 
* 4 volt lithium battery to power non-volatile RAM and SMPC internal real-time clock
 
*Power Consumption: 25 W
 
}}
 
 
===Dimensions (US/European model)===
 
* Width: 260 mm (10.2 in)
 
* Length: 230 mm (9.0 in)
 
* Height: 89 mm (3.2 in)
 
 
==History==
 
{{MainArticle|History of the Sega Saturn}}
 
 
==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
 
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.
 
* [[GiriGiri]] 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.
 
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==
 
==Games==
===List of games===
+
{{mainArticle|Sega Saturn games}}
{{MainArticle|List of Saturn games}}
 
  
===Launch titles===
+
==Production credits==
====Japan====
+
===Japanese version===
*''[[Mahjong Goku Tenjiku]]''
+
{{creditstable|
*''[[Myst]]''
+
*[[Hideki Sato]]
*''[[TAMA]]''
+
*'''Designer:''' [[Kazuhiko Hamada]]
*''[[Virtua Fighter]]''
+
*[[Hiroyuki Ohtaka]]
*''[[WanChai Connection]]''
+
*'''Start-up Jingle:''' [[Katsuyoshi Nitta]]
 
+
| 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}}
====North America====
+
| console=SAT
*''[[Clockwork Knight]]''
+
}}
*''[[Daytona USA]]''
 
*''[[Panzer Dragoon]]''
 
*''[[Worldwide Soccer: Sega International Victory Goal Edition]]''
 
*''[[Virtua Fighter]]''
 
 
 
====Europe====
 
*''[[Clockwork Knight]]''
 
*''[[Daytona USA]]''
 
*''[[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]]''
 
  
 
==Magazine articles==
 
==Magazine articles==
Line 534: Line 230:
  
 
==Promotional material==
 
==Promotional material==
===Print advertisements===
+
{{mainArticle|{{PAGENAME}}/Promotional material}}
{{gallery
 
|{{GalleryPrintAd
 
|SegaVisions US 24.pdf|sv|24|10-11
 
}}
 
|{{galleryPrintAd
 
|GamePlayers US 0811.pdf|gameplayers|0811|22-23
 
}}
 
|{{galleryPrintAd
 
|EGM US 077.pdf|egm|77|64-65
 
}}
 
|{{galleryPrintAd
 
|NextGeneration US 18.pdf|nextgeneration|18|108-109
 
|GamePro US 093.pdf|gamepro|93|22
 
}}
 
|{{GalleryPrintAd
 
|PlayerOne FR 057.pdf|playerone|57|17
 
|CDConsoles FR 11.pdf|cdconsoles|11|89
 
}}
 
|{{GalleryPrintAd
 
|CDConsoles FR 12.pdf|cdconsoles|12|6-7
 
}}
 
|{{galleryPrintAd
 
|HobbyConsolas ES 046.pdf|hobbyconsolas|46|19,21,23,25-27
 
}}
 
|{{galleryPrintAd
 
|Hyper AU 021.pdf|hyper|21|13
 
|Hyper AU 022.pdf|hyper|20|11
 
}}
 
}}
 
  
===Pamphlets===
+
==Logos by regions==
<gallery>
+
{|class="prettytable sortable" style="background: #f2f2f2;"
Sega Saturn EU Pamphlet 1996.pdf|EU (1996)
+
|-
Sega Saturn EU Pamphlet 1997.pdf|EU (1997-01)
+
! style="width:100px;" style="text-align: center;" |'''Logo'''
Sega Saturn EU Pamphlet 1997 2.pdf|EU (1997)
+
! style="width:100px;" style="text-align: center;" |'''Region'''
Sega Saturn Shock Your System Pamphlet.pdf|AU
+
|- style="background: silver;"
</gallery>
+
|-
 
+
|<gallery>Sega Saturn Japanese logo.png</gallery>
===Television advertisements===
+
|Used in Japan, Asia, parts of<br> Eastern Europe and South Korea (from 1997)
<gallery>
+
|-
Saturn JP TVAdvert SaturnFromSaturn.mp4|JP (launch)
+
|<gallery>Sega Saturn logo USA.png</gallery>
Saturn US TVAdvert 2.mp4|US (1)
+
|Used in North and South America, Western and<br> Eastern Europe, Asia, Africa, Australasia
Saturn US TVAdvert 1.mp4|US (2)
+
|-
Saturn US TVAdvert Who.mp4|US (Who?)
+
|<gallery>Samsung Saturn logo.png</gallery>
Saturn US TVAdvert Who 15s.mp4|US (Who? 15 second variant)
+
|Used in South Korea
Saturn UK TVAdvert Launch Long.mp4|UK (launch; long)
+
|-
Saturn UK TVAdvert Launch Short.mp4|UK (launch; short)
+
|<gallery>Samsung Saturn Hangul logo.png</gallery>
</gallery>
+
|Used in South Korea (magazine advertisements)
 +
|-
 +
|}
  
==Artwork==
+
==Patents==
 
<gallery>
 
<gallery>
Sega Saturn Japanese logo.png|Japanese logo
+
Patent USD362869.pdf|USD362869
Sega Saturn logo USA.png|North American/European/Australian/Brazilian logo
+
Patent USD362870.pdf|USD362870
 
</gallery>
 
</gallery>
  

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