Difference between revisions of "Sega Saturn"

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In comparison to the rival PlayStation, the Saturn is marginally more powerful.{{fileref|Edge_UK_030.pdf|page=99}} While the PlayStation is able to calculate more geometry and draw more polygons, the Saturn has more raw computational power and is faster at drawing individual pixels using its processors, whereas the PlayStation has to go through its polygon engine, giving the Saturn more flexibility in terms of programming.{{ref|[https://farm1.staticflickr.com/739/23436549909_8cc3bea316_b.jpg Scavenger Interview, ''Edge'']}} When both [[SH-2]] CPU processors and both VDP graphics processors are used in parallel, the Saturn is capable of more overall processing performance, fillrate, bandwidth and texturing. 2D games often used the [[VDP1 32-bit video display processor]] for foreground [[sprite]]s and the [[VDP2 32-bit background and scroll plane video display processor]] for multi-layered parallax scrolling backgrounds, giving the Saturn an advantage for 2D graphics. A similar comparative advantage could be seen for 3D graphics when using the VDP1 for foreground polygons and the VDP2 for background textures. While this unconventional approach was often used by Sega's first-party studios, most third-party developers rarely utilized the VDP2 for 3D graphics, but often used the VDP1 for both foregrounds and backgrounds, essentially using just half of the Saturn's graphics processing power for most 3D games.
 
In comparison to the rival PlayStation, the Saturn is marginally more powerful.{{fileref|Edge_UK_030.pdf|page=99}} While the PlayStation is able to calculate more geometry and draw more polygons, the Saturn has more raw computational power and is faster at drawing individual pixels using its processors, whereas the PlayStation has to go through its polygon engine, giving the Saturn more flexibility in terms of programming.{{ref|[https://farm1.staticflickr.com/739/23436549909_8cc3bea316_b.jpg Scavenger Interview, ''Edge'']}} When both [[SH-2]] CPU processors and both VDP graphics processors are used in parallel, the Saturn is capable of more overall processing performance, fillrate, bandwidth and texturing. 2D games often used the [[VDP1 32-bit video display processor]] for foreground [[sprite]]s and the [[VDP2 32-bit background and scroll plane video display processor]] for multi-layered parallax scrolling backgrounds, giving the Saturn an advantage for 2D graphics. A similar comparative advantage could be seen for 3D graphics when using the VDP1 for foreground polygons and the VDP2 for background textures. While this unconventional approach was often used by Sega's first-party studios, most third-party developers rarely utilized the VDP2 for 3D graphics, but often used the VDP1 for both foregrounds and backgrounds, essentially using just half of the Saturn's graphics processing power for most 3D games.
  
The Saturn's quad polygons supported [[wikipedia:Texture mapping#Forward texture mapping|forward texture mapping]], allowing limited perspective correction, compared to the perspective distortion of the PlayStation's affine texture mapping. However, the Saturn's use of quads was not industry standard, compared to the PlayStation's triangle polygons. The Saturn was known for its difficult 3D development environment, due to its parallel hardware architecture being unusual for the time, lack of an operating system, and initial lack of C language support, useful development tools and graphics software libraries. The Saturn's VDP1 also had issues when it came to transparency for foreground objects, despite the VDP2 having fully functional transparency for backgrounds. While the VDP1 technically supported transparency, it had limitations which many developers found difficult to work around and instead resorted to dithering for VDP1 foreground objects.
+
The Saturn's quad polygons supported [[wikipedia:Texture mapping#Forward texture mapping|forward texture mapping]], allowing limited perspective correction for 3D graphics, compared to the perspective distortion of the PlayStation's affine texture mapping. However, the Saturn's use of quads was not industry standard, compared to the PlayStation's triangle polygons. The Saturn was known for its difficult 3D development environment, due to its parallel hardware architecture being unusual for the time, lack of an operating system, and initial lack of C language support, useful development tools and graphics software libraries. The Saturn's VDP1 also had issues when it came to transparency for foreground objects, despite the VDP2 having fully functional transparency for backgrounds. While the VDP1 technically supported transparency, it had limitations which many developers found difficult to work around and instead resorted to dithering for VDP1 foreground objects.
  
 
===Models===
 
===Models===

Revision as of 23:00, 12 August 2016

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
¥80,80080,800
Sega Saturn
US
$399.99399.99[1]
Sega Saturn
EU
Sega Saturn
DE
DM 699699[4]
Sega Saturn
ES
79,900Ptas79,900[6]
Sega Saturn
FR
3,390F3,390[3]
Sega Saturn
AU
Sega Saturn
BR
R$800.00800.00
Sega Saturn
KR
₩550,000550,000 SPC-ST
Sega Saturn
AS

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/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). 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.

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.

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" NES).

This description, however, was initially fabricated - Sega of Japan originally claimed the Saturn was a "64-bit" console[7] and some within Sega even chose to call it an "128-bit" machine[8], 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[9]. 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.

In comparison to the rival PlayStation, the Saturn is marginally more powerful.[10] While the PlayStation is able to calculate more geometry and draw more polygons, the Saturn has more raw computational power and is faster at drawing individual pixels using its processors, whereas the PlayStation has to go through its polygon engine, giving the Saturn more flexibility in terms of programming.[11] When both SH-2 CPU processors and both VDP graphics processors are used in parallel, the Saturn is capable of more overall processing performance, fillrate, bandwidth and texturing. 2D games often used the VDP1 32-bit video display processor for foreground sprites and the VDP2 32-bit background and scroll plane video display processor for multi-layered parallax scrolling backgrounds, giving the Saturn an advantage for 2D graphics. A similar comparative advantage could be seen for 3D graphics when using the VDP1 for foreground polygons and the VDP2 for background textures. While this unconventional approach was often used by Sega's first-party studios, most third-party developers rarely utilized the VDP2 for 3D graphics, but often used the VDP1 for both foregrounds and backgrounds, essentially using just half of the Saturn's graphics processing power for most 3D games.

The Saturn's quad polygons supported forward texture mapping, allowing limited perspective correction for 3D graphics, compared to the perspective distortion of the PlayStation's affine texture mapping. However, the Saturn's use of quads was not industry standard, compared to the PlayStation's triangle polygons. The Saturn was known for its difficult 3D development environment, due to its parallel hardware architecture being unusual for the time, lack of an operating system, and initial lack of C language support, useful development tools and graphics software libraries. The Saturn's VDP1 also had issues when it came to transparency for foreground objects, despite the VDP2 having fully functional transparency for backgrounds. While the VDP1 technically supported transparency, it had limitations which many developers found difficult to work around and instead resorted to dithering for VDP1 foreground objects.

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

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[12].

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.

BIOS

BIOS Revisions
BIOS Version Machine Download
1.00 Sega Saturn (Japan) 1.00 (Asian Saturn) (info) ("Sega Saturn BIOS (1.00) (J).zip" does not exist)
1.00a Sega Saturn (NA & EU) 1.00a (NA & EU Saturn) (info) ("Sega Saturn BIOS (1.00a) (UE).zip" does not exist)
1.003 Sega Saturn Devkit (Japan) 1.003 (Asian Devkit) (info) ("Sega Saturn BIOS (1.003) (J).zip" does not exist)
1.01 Sega Saturn (Japan), HiSaturn (Japan), V-Saturn (Japan) 1.01 (Asian Saturn) (info) ("Sega Saturn BIOS (1.01) (J).zip" does not exist)
1.01 (Asian HiSaturn) (info) ("HI-Saturn BIOS (1.01) (J).zip" does not exist)
1.01 (Asian V-Saturn) (info) ("V-Saturn BIOS (1.01) (J).zip" does not exist)
1.01a Sega Saturn (NA & EU) 1.01a (NA & EU Saturn) (info) ("Sega Saturn BIOS (1.01a) (UE).zip" does not exist)
1.02 HiSaturn (Japan) 1.02 (JP HiSaturn) (info) ("Bios_Hi-Saturn_1.02_(J).rar" does not exist)
1.03 HiSaturn Navi (Japan) 1.03 (JP HiSaturn Navi) (info) ("Bios_GameNavi_HiSaturn_1.03.rar" does not exist)

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

Processors

  • Main CPU: 2× Hitachi SuperH2 7604 32-Bit RISC (SH2) processors @ 28.6364 MHz [13]
  • Fixed‑Point Math coprocessor: Custom Saturn Control Unit (SCU), with DSP for geometry processing and DMA controller [15][14][16]
    • Control processor: 32‑bit fixed‑point registers/instructions, interrupt controller, DMA controller, 3 DMA channels
    • Geometry DSP @ 14.3 MHz: 32‑bit fixed‑point instructions, 4 parallel instructions, 57.2 MIPS (4× 14.3 MIPS), 32/48-bit ALU, 48/64-bit Multiplier [17]
    • Bus width: 128-bit (4× 32-bit) internal (DSP),[17] 32‑bit external
  • CD‑ROM CPU: Hitachi SH1 32‑bit RISC processor @ 20 MHz (20 MIPS) [13] (controlling the CD‑ROM)
    • Contains internal DAC and internal math processor [14]
    • Bus width: 32‑bit internal, 16‑bit external [15]
  • Microcontroller: Hitachi HD404920 [18] (4‑bit MCU) "System Manager & Peripheral Control" (SMPC) @ 4 MHz [14]
    • RTC: 1 MHz [15] (real‑time clock)
    • Instruction set: 4‑bit instructions, 890 ns per instruction,[19] 1.123595 MIPS
    • Bus width: 10‑bit internal, 8‑bit external [14]
  • Processing performance: 138 MIPS (57.2728 MIPS SH2, 57.2 MIPS SCU, 20 MIPS SH1, 1.123595 MIPS SMPC, 1.9775 MIPS 68EC000)

Audio

  • Sound processor: Yamaha SCSP (Saturn Custom Sound Processor) YMF292 [20]
    • Sound DSP: Yamaha FH1 DSP (Digital Signal Processor) @ 22.6 MHz [15] (24‑bit, 128‑step,[21] 4 parallel instructions)
    • Bus width: 24‑bit internal, 16‑bit external [14]
  • Sound CPU: Motorola 68EC000 (16/32‑bit CISC) sound processor @ 11.3 MHz[15] (1.9775 MIPS[22])
    • Bus width: 16‑bit internal, 16‑bit external

Video

Graphics

  • Refresh rate: 60 Hz (NTSC), 50 Hz (PAL) [23]
    • Frame rate: 30–60 frames/sec (NTSC), 25–50 frames/sec (PAL)
  • Color palette: 32,768 to 16,777,216, with up to 16,777,216 per background [25] and 32,768 (15‑bit color) per sprite/texture/polygon [26]
    • Color depth: 16-bit RGB to 32‑bit RGBA (24‑bit color with 8‑bit alpha transparency) [21]
    • Colors on screen: 16,777,216 colors for VDP2, and 32,768 colors for VDP1
    • CLUT: Virtually unlimited number of CLUTs [27]
  • Maximum fillrate: 57.2728 MPixels/s (NTSC), 56.875 MPixels/s (PAL)
    • Maximum pixels per frame: 1.909093 million (NTSC), 2.275 million (PAL)
    • Maximum pixels per scanline: 7457 (NTSC), 8886 (PAL)
    • Note: 28.6364 MPixels/s fillrate per VDP (VDP1 for sprites/textures/polygons, VDP2 for textures/backgrounds)
  • MPEG Video CD Card: 704×480 resolution, 30 frames/sec, 16‑bit audio with 44.1 kHz sampling,[28] up to 72 minutes on one CD[14]

VDP1

  • VDP1 32-bit video display processor @ 28.6364 MHz: Handles sprite/texture and polygon drawing,[23] color calculation and shading,[14] geometry [27]
    • Versions: Sega 315‑5883 (Hitachi HD64440) Video Display Processor 1 (VDP1),[18] Sega 315‑5689 VDP1 [14]
    • Adjustable video clock rate: 28.6364 MHz or 26.8426 MHz (NTSC), 28.4375 MHz or 26.8426 MHz (PAL)
  • Framebuffers: Dual 256 KB framebuffers with rotation & scaling, three framebuffer sizes (512×256, 512×512, 1024×256) [26][29]
  • 3D polygon capabilities: Texture mapping,[23] lighting,[30] shading, wire‑frame, flat shading, Gouraud shading,[14] quad polygons, perspective correct forward texture mapping
  • Polygon rendering performance: [27][31]
    • Texture‑mapped polygons: 200,000 polygons/sec
    • Flat‑shaded polygons: 500,000 polygons/sec
  • Sprite/Texture capabilities: Rotation & scaling, flipping, distortion,[23][26] warping, vertical and horizontal line scrolling, virtually unlimited color tables,[27][31] System 24/32 sprite rendering system,[32]
    • Sprite/Texture memory cache: 512 KB [33]
    • Memory per sprite/texture: 32 bytes [34]
    • Sprite/Texture size: 8×1 to 504×255 pixels [35]
    • Colors per sprite/texture: 16, 64, 128, 256 and 32,768 (standard resolution),[36] or 16, 64, 128 and 256 (high resolution) [37]
    • Maximum sprites/textures per frame: 16,384 (virtually unlimited) [27]
    • Maximum sprites/textures per second: 983,040 (NTSC), 819,200 (PAL)
  • Sprite/Texture/Polygon fillrate: 28.6364 MPixels/s (NTSC), 28.4375 MPixels/s (PAL) [23]
    • Maximum pixels/texels per frame: 954,546 (NTSC), 1,137,500 (PAL)
    • Maximum pixels/texels per scanline: 3728 (NTSC), 4443 (PAL)
    • Maximum sprites/textures per scanline: 466 (NTSC), 555 (PAL)
  • Other features: Alpha blending, clipping, luminance, shadows, transparency,[26] anti‑aliasing [38]

VDP2

  • VDP2 32-bit background and scroll plane video display processor @ 28.6364 MHz: Handles background and scroll planes [24]
    • Versions: Sega 315‑5890 (Yamaha) Video Display Processor 2 (VDP2),[18] Yamaha 315‑5690 VDP2 [14]
    • Adjustable video clock rate: 28.6364 MHz (NTSC), 28.4375 MHz (PAL)
  • Features: Transparency effects, shadowing, 2 windows for special calculations, 8×8 and 16×16 tile sizes [25]
  • Background planes: 7 layers/textures per frame (5 simultaneous parallax scrolling backgrounds, 2 simultaneous scrolling/scaling/rotating playfields) [25][39]
    • NBG0: 16 to 16,777,216 colors, tilemap (512×512 to 1024×1024) or bitmap (512×256 to 1024×512), scrolling, scrolling, column/row/line scrolling, scaling
    • NBG1: 16 to 32,768 colors, tilemap (512×512 to 1024×1024) or bitmap (512×256 to 1024×512), scrolling, column/row/line scrolling, scaling
    • NBG2/NBG3: 16 to 256 colors, tilemap (512×512 to 1024×1024), scrolling
    • RBG0: 16 to 16,777,216 colors, tilemap (512×512 to 1024×1024) or bitmap (512×256 to 512×512), scrolling, scaling & rotation
    • RBG1: 16 to 16,777,216 colors, tilemap (512×512 to 1024×1024), scrolling, scaling & rotation
    • Back screen: 1 bitmap background[40]
  • Background/Texture fillrate: 28.6364 MPixels/s (NTSC), 28.4375 MPixels/s (PAL)
    • Maximum pixels/texels per frame: 954,546 (NTSC), 1,137,500 (PAL)
    • Maximum pixels/texels per scanline: 3728 (NTSC), 4443 (PAL)
    • Maximum planes/textures per second: 420 (NTSC), 350 (PAL)

Resolutions

The Saturn supported the following display resolutions: [41][42]

Progressive

  • 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)
  • 720×240

Interlaced

  • 320×448
  • 320×512 (PAL)
  • 320×480
  • 352×448
  • 320×480
  • 352×512 (PAL)
  • 640×448
  • 640×480 (Hi‑Res)
  • 640×512 (Hi‑Res, PAL)
  • 704×448 (Hi‑Res)
  • 704×480 (Hi‑Res)
  • 704×512 (Hi‑Res, PAL)
  • 720×448 (Hi‑Res)
  • 720×480 (Hi‑Res)
  • 720×576 (Hi‑Res, PAL)

Sound

  • SCSP: [20]
  • CD‑DA: 1 streaming CD‑DA channel (16‑bit PCM, 44.1 kHz) from CD
  • Stereo audio output

Memory

Configuration

System RAM buses: [15][43][14]

  • System bus (32‑bit, 28.6364 MHz)
    • SH2 (×2), SCU, SMPC <‑> Work RAM (2× SDRAM, 2× FRAM), battery backup SRAM
  • Video sub‑system buses [23]
    • VDP1 <‑> Texture cache VRAM (SDRAM)
    • VDP1 <‑> Framebuffer 0 VRAM (SDRAM)
    • VDP1 <‑> Framebuffer 1 VRAM (SDRAM)
    • VDP2 <‑> Background VRAM (2× SDRAM) [24]
  • Sound sub‑system bus — 68EC000 & SCSP <‑> Sound RAM (FRAM)
  • CD‑ROM sub‑system bus — SH1 <‑> CD‑ROM cache/buffer RAM (FRAM)

Bandwidth

  • Internal processor bandwidth: 693 MB/s
    • SH2 cache: 229.0912 MB/s (114.5456 MB/s per SH2)
    • SH1 cache: 80 MB/s (32‑bit, 20 MHz)
    • SCU DSP RAM: 57.2 MB/s (32‑bit, 14.3 MHz)
    • SMPC: 7 MB/s (2 MB/s RAM, 5 MB/s ROM)
    • 68EC000: 22.6 MB/s (16‑bit, 11.3 MHz)
    • SCSP: 67.8 MB/s (24‑bit, 22.6 MHz)
    • VDP: 229.0912 MB/s (114.5456 MB/s VDP1, 114.5456 MB/s VDP2 color RAM)
  • System RAM bandwidth: 424 MB/s
    • System bus RAM: 114.5456 MB/s (32‑bit, 28.6364 MHz)
      • Work RAM: 114.5456 MB/s (114.5456 MB/s SDRAM, 88.888888 MB/s FRAM)
      • Battery backup SRAM: 10 MB/s (8‑bit, 10 MHz)
    • VRAM: 229.0912 MB/s (SDRAM)
      • VDP1: 114.5456 MB/s (114.5456 MB/s framebuffers, 57.2728 MB/s texture cache)
      • VDP2: 114.5456 MB/s (backgrounds)
    • Sound FRAM: 40 MB/s (16‑bit, 20 MHz)
    • CD‑ROM cache/buffer FRAM: 40 MB/s (16‑bit, 20 MHz)
  • System ROM bandwidth: 20 MB/s (16‑bit, 10 MHz)

Storage

Input/Output

Main article: List of 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

Main article: List of Sega Saturn accessories.

Power source

  • 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

Main article: 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

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 emulators 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.

Games

List of games

Main article: List of Saturn games.

Launch titles

Japan

North America

Europe

Brazil

Magazine articles

Main article: Sega Saturn/Magazine articles.

Promotional material

Print advertisements

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Print advert in Sega Visions (US) #24: "May 1995" (1995-xx-xx)
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Print advert in Electronic Gaming Monthly (US) #77: "December 1995" (1995-xx-xx)
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Print advert in Next Generation (US) #18: "June 1996" (1996-05-21)
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Print advert in CD Consoles (FR) #11: "Novembre 1995" (1995-xx-xx)
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Print advert in CD Consoles (FR) #12: "Décembre 1995" (1995-xx-xx)
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Print advert in Hobby Consolas (ES) #46: "Julio 1995" (1995-xx-xx)
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Print advert in Hyper (AU) #21: "August 1995" (1995-xx-xx)
also published in:
  • Hyper (AU) #20: "July 1995" (1995-xx-xx)[50]
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Pamphlets

Television advertisements

Artwork

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:CVG UK 164.pdf, page 7
  2. File:CVG UK 165.pdf, page 30
  3. File:ConsolesMicro FR 01.pdf, page 13
  4. File:SegaMagazin DE 21.pdf, page 6
  5. File:HobbyConsolas ES 046.pdf, page 28
  6. File:HobbyConsolas ES 050.pdf, page 26
  7. File:SegaSaturn94JPCatalog.pdf
  8. File:Edge UK 024.pdf, page 9
  9. File:Hyper AU 003.pdf, page 8
  10. File:Edge_UK_030.pdf, page 99
  11. Scavenger Interview, Edge
  12. File:MAXIMUM UK 06.pdf, page 127
  13. 13.0 13.1 File:Hitachi SuperH Programming Manual.pdf
  14. 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 14.11 14.12 14.13 14.14 14.15 14.16 File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf
  15. 15.0 15.1 15.2 15.3 15.4 15.5 15.6 15.7 File:ST-103-R1-040194.pdf
  16. File:ST-097-R5-072694.pdf
  17. 17.0 17.1 File:ST-097-R5-072694.pdf, page 93
  18. 18.0 18.1 18.2 18.3 18.4 18.5 18.6 18.7 18.8 Sega Saturn (MAME)
  19. 19.0 19.1 File:HD40491 datasheet.pdf
  20. 20.0 20.1 File:ST-077-R2-052594.pdf
  21. 21.0 21.1 Sega Saturn FAQ (January 8, 2000)
  22. http://www.drolez.com/retro/
  23. 23.0 23.1 23.2 23.3 23.4 23.5 23.6 File:ST-013-R3-061694.pdf
  24. 24.0 24.1 24.2 File:ST-058-R2-060194.pdf
  25. 25.0 25.1 25.2 STV VDP2 (MAME) (Wayback Machine: 2013-01-04 20:29)
  26. 26.0 26.1 26.2 26.3 STV VDP1 (MAME) (Wayback Machine: 2013-01-04 20:29)
  27. 27.0 27.1 27.2 27.3 27.4 27.5 File:NextGeneration US 24.pdf, page 64
  28. File:ST-103-R1-040194.pdf, page 17
  29. File:ST-013-R3-061694.pdf, page 149
  30. File:ST-238-R1-051795.pdf
  31. 31.0 31.1 Sega Saturn Tech Specs
  32. Sega System 24 Hardware Notes (Wayback Machine: 2014-03-18 18:31)
  33. File:ST-013-R3-061694.pdf, page 81
  34. File:ST-013-R3-061694.pdf, page 75
  35. File:ST-013-R3-061694.pdf, page 119
  36. File:ST-013-R3-061694.pdf, page 18
  37. File:ST-013-R3-061694.pdf, page 29
  38. File:ST-013-R3-061694.pdf, page 24
  39. File:ST-058-R2-060194.pdf, page 24
  40. File:ST-058-R2-060194.pdf, page 23
  41. File:ST-103-R1-040194.pdf, page 39
  42. SEGA STV (ST-V) HARDWARE, System 16: The Arcade Museum
  43. 43.0 43.1 File:13-APR-94.pdf, page 8
  44. 44.0 44.1 File:HM5241605 datasheet.pdf
  45. 45.0 45.1 File:TC514260B datasheet.pdf
  46. 46.0 46.1 File:UPD4504161 datasheet.pdf
  47. File:HM514270D datasheet.pdf
  48. File:SRM20256L datasheet.pdf
  49. File:TC574200D datasheet.pdf
  50. Hyper, "July 1995" (AU; 1995-xx-xx), page 11
Sega Home Video Game Systems
83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 00 01 02 03 04 05 06 07 08 09 10 11
SG-1000 SG-1000 II Mega Drive Mega Drive II
SC-3000 Mega-CD Mega-CD II Genesis 3
Sega Mark III 32X Dreamcast
Master System Master System II
AI Computer Game Gear
Saturn
Pico Beena


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