Difference between revisions of "Sega Saturn"

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{{ConsoleBob
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| | logo=Sega Saturn logo USA.png|320px]]
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| consoleimage=Saturn.jpg
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| imgwidth=320px
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| name=
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| maker=[[Sega]]
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| processor=[[Hitachi]] [[SH-2]]
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| variants=[[Sega Titan Video]]
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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]]
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| releases={{releasesSat
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| sat_date_jp=1994-11-22{{fileref|Saturn JP TVAdvert SaturnFromSaturn.mp4}}
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| sat_code_jp=HST-0001
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| sat_rrp_jp=44,800{{fileref|Saturn JP TVAdvert SaturnFromSaturn.mp4}}
 +
| sat_date_us=1995-05-11{{magref|cvg|164|7}}
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| sat_code_us=MK-80001
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| sat_rrp_us=399.99{{magref|cvg|164|7}}
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| sat_date_au=1995-07-08
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| sat_code_uk=MK-80208-05
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| sat_date_uk=1995-07-08{{magref|cvg|165|30}}{{magref|ufg|9|12}}
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| sat_rrp_uk=399.99{{magref|ufg|9|12}}
 +
| sat_date_br=1995-08-30{{magref|ag|91|10}}
 +
| sat_rrp_br=899.99{{magref|vg|54|36}}
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| sat_date_as=1994
 +
| sat_date_kr=1995-11-10
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| sat_code_kr=SPC-SATURN
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| sat_rrp_kr=550,000
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| sat_date_fr=1995-07
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| sat_rrp_fr=3,390{{fileref|ConsolesMicro FR 01.pdf|page=13}}
 +
| sat_date_de=1995-07-07
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| sat_rrp_de=699{{magref|segamagazin|21|6}}
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| sat_date_es=1995-07-07{{magref|hobbyconsolas|46|28}}
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| sat_rrp_es=79,900{{magref|hobbyconsolas|50|26}}
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| sat_date_sa=1995{{magref|alaabalc|1|9}}
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| 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}}
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| 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''' ([[Japan|Japanese]]:セガサターン), a [[video game console]] of the [[32-bit era]], was released on November 22, 1994, in Japan and May 1995 in the [[United States]]; 170,000 machines were sold the first day of the Japanese launch.
+
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 />
  
At one time, the [[Sega]] Saturn had obtained second place in the [[console wars]], placing it above [[Nintendo]]'s [[Super Famicom]] in Japan and Nintendo's [[Super Nintendo Entertainment System]] (SNES) in North America and Europe, but the Saturn was losing power because of another newcomer: Sony's Playstation.  
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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 was rushed to the market, just a few weeks ahead of its rival Sony Playstation which led to very few games being available when the Saturn launched.
+
"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.
  
The Saturn design, with two CPUs and 6 other processors, made it difficult to get the maximum performance out of the console. The parallel design was too complex for many game developers.  [[Yuji Naka]] is rumored to have said "I think only one in 100 programmers are good enough to get that kind of speed out of the Saturn." Third-party development was also hindered by the lack of a useful [[Software Development Kit]].  Because of this, many Saturn games needed to be written in [[assembly language]] to achieve decent performance on the hardware.  Frequently, programmers would only utilize one CPU to avoid some of the trouble in programming for the Saturn.
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<div class="toclimit-{{{1|{{{4|4}}}}}}">__TOC__</div>
  
The main disadvantage of the dual CPU architecture was that both processors shared the same bus and had no dedicated memory of their own beyond a 4K on-chip cache, which could be configured as a 2K cache with 2K local RAM. This meant the second CPU would often have wait for the first CPU to finish, reducing its processing ability -- as all data and program code for both CPUs was located in the same shared 2MB of main memory (DRAM and SDRAM). This unusual design was employed in the [[Sega 32X]] as well.
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==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).
  
The Saturn soon started losing out to the Playstation; the main disadvantage of the Sega Saturn compared to the Playstation was the lack of more flexible and correctly functioning hardware-aided transparency. Later games like ''Burning Rangers'' used software emulation to offer transparency effects.
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This description, however, was initially fabricated - Sega of Japan originally claimed the Saturn was a "64-bit" console{{fileref|SegaSaturn64BitJPCatalog.pdf|page=3}} and some within Sega even chose to call it an "128-bit" machine,{{magref|edge|24|9}} a number arrived at by cumulating processors rather than simply picking the main CPU. Alternatively some areas of Sega simply went down the "multi-processor" route, refusing to get drawn into the perceived differences between 32-bit and 64-bit.{{magref|hyper|3|8}} This was incidentally the last video game generation where these so-called "bit wars" were considered to matter.
  
In May 1995, Sega launched the Saturn in the United States, a full 6 months ahead of schedule. This was announced at that year's [[E3]] (Electronic Entertainment Expo) where Sega representatives were engaged in a public relations battle with Sony. This surprise move resulted in very few sales, however. This was due largely to the high price of the system and the lack of available software. Also, Sega chose to ship Saturn units only to selected retailers. This caused a great deal of animosity toward Sega from unselected companies, including Kay-Bee Toys.
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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.
  
There were several aesthetic changes made to the Saturn over the course of its lifetime. The original case design was a bit clumsy and was superseded by an improved one. U.S. and European cases were colored black, and models for the Japanese market were white. A number of limited edition consoles in other colors were sold in Japan.
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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.
  
In 1996, a peripheral called the Sega NetLink (a 28.8 kbit/s modem) was released for the Saturn. Meant to save the console, it failed largely because of the high price and lack of compatible games. A [[web browser]] was available with the unit, programmed by [[PlanetWeb]], who also programmed the web browser shipped with the [[Sega Dreamcast]]. A mouse and keyboard adapter was also made for the Netlink, which can still be used to view web pages with many Internet Service Providers. However, very few units were sold during the Saturn's life in the market.
+
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.
  
Some titles used cartridges to augment the Saturn's limited memory; ''King of Fighters '95'' and ''Ultraman'' utilized 1MB ROM carts, later a 1MB RAM and 4MB RAM cartridge were released for use with multiple titles, the majority being "fighting" games that required many animation frames per character. All of these devices were only available in Japan.
+
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]}}
  
The Saturn was largely a failure in th
+
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.
e U.S. market for a variety of reasons. Perhaps first among them was the distrust that gaming consumers were developing for Sega after a series of add-on peripherals to the [[Sega Genesis]] that were discontinued after only lukewarm support. Such add-ons included the [[Sega CD]] system and the [[Sega 32X]]. The Sony Playstation also had many more popular software titles much earlier in the race than Sega did.  Cost was also a factor, with the Saturn initially costing US$400 compared to the Playstation at US$300. Consumers also noticed a change of marketing strategy at Sega, which traded the successful rebellious image of the [[Sega Genesis]] (for example, the [[Sega Scream]] television commercials) for a more conservative attitude. Despite being considered a failure by many in the industry, the Saturn's continued success in Japan should be noted.
 
  
The Saturn was later superseded by Sega's [[Dreamcast]] system.
+
The VDP2 draws 3D infinite planes as large as 4096×4096 pixels at 30 FPS, equivalent to a [[fillrate]] of over 500 [[Pixel|MPixels/s]], significantly larger than what any console or PC hardware were capable of with polygons at the time. It requires 1 million texture-mapped polygons/sec, with 500 pixels per polygon, to draw a texture-mapped 4096×4096 infinite plane at 30 FPS; the [[Dreamcast]] was the first home system capable of doing this with polygons, as it was the first home system that exceeded 500 MPixels/s polygon fillrate (using tiled rendering).
  
The Saturn was more popular than the [[Sega Megadrive]] in [[Japan]], while the [[Sega Genesis]], the Megadrive's North American counterpart, enjoyed more success than the Saturn in North America. This was partly due to advertisements with a character named [[Segata Sanshiro]] in it. Segata became well known throughout Japan.
+
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]]'')}}
  
A common misconception is that 3D capabilities were added as an afterthought to the Saturn to compete with the Sony PlayStation and later with the Nintendo 64. Its 3D display chip, VDP1, was a logical progression of the well established frame buffer-based sprite rendering hardware implemented in Sega's System 24 and System 32 arcade platforms.
+
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.
  
==Technical Specifications==
+
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.
  
'''Processors'''
+
===Models===
* Two [[Hitachi]] [[SuperH|SH2]] 7604 32 Bit [[RISC]] processors at 28.6MHz (50-MIPS)
+
{{MainArticle|Sega Saturn consoles}}
* [[SuperH|SH1]] 32-bit [[RISC]] processor (controlling the CD-ROM)
 
* Custom VDP 1 32-bit video display processor
 
* Custom VDP 2 32-bit video display processor
 
* Custom Saturn Control Unit (SCU) with DSP for geometry processing and DMA controller
 
* [[Motorola]] [[68000|68EC000]] sound processor
 
* [[Yamaha Corporation|Yamaha]] FH1 [[DSP]] sound processor, "Sega Custom Sound Processor" (SCSP)
 
* Hitachi 4-bit MCU, "System Manager & Peripheral Control" (SMPC)
 
  
'''Memory'''
+
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.
  
* 1MB (8 Megabits) [[SDRAM]]
+
====HST-3200/HST-3210====
* 1MB (8 Megabits) [[DRAM]]
+
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]].
* 512K (4 Megabits) VDP1 video RAM
 
* 256Kx2 (2x2 Megabits) VDP1 framebuffer RAM
 
* 512K (4 Megabits) VDP2 video RAM
 
* 4K VDP2 on-chip color RAM
 
* 512KB (4 Megabits) audio RAM
 
* 512KB (4 Megabits) CD-ROM cache
 
* 32KB nonvolatile RAM (battery backup)
 
* 512KB (4 Megabits) BIOS ROM
 
  
'''Audio'''
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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.
  
* 22.6 MHz Yamaha FH1 digital signal processor
+
Overseas versions are physically identical (save for region encoding), but use black plastic throughout.
* 11.3 MHz [[Motorola]] 68EC000 sound processor
+
<gallery widths="250px" heights="200px">
* 32 slots for PCM (pulse-code modulation) or FM (frequency modulation) sound
+
SegaSaturn HST-0001.jpg|Japanese model
* Any of 32 slots can be linked together for multiple operators per FM sound channel
+
Sega Saturn model RG-JX1 console.jpg|Japanese V-Saturn model
* Usually four operators used per slot for 8 FM channels total
+
Sega Saturn model MMP-1.jpg|Japanese HiSaturn model
* 44.1 kHz sampling rate
+
Sega saturn usa 1.jpg|Overseas model
* 16-bit stereo [[DAC]]
+
Sega Saturn Samsung.jpg|Korean model
 +
</gallery>
  
'''Video'''
+
====HST-3220====
 +
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}}
  
VDP1 32-bit video display processor
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These "white" Saturns likely cost less to produce (they were certainly sold for a lot less in Japan), but from a user perspective the change is largely negligible - the console is roughly the same size and has no problems running any Saturn software. White Saturns opt for grey "circle" power and reset buttons and a pink "open" button for lifting the lid.
* Rendering engine for primitives: textured and untextured polygons, untextured polylines and lines
 
* "Sprites" are textured polygons with specific rendering modes:
 
* Normal sprite (one point), shrinked/scaled sprite (two points), quadrangle (four points)
 
* Other rendering modes:
 
* Overwrite (replace framebuffer contents)
 
* Shadow (underlying framebuffer pixels rewritten with 1/2 brightness, primitive not drawn)
 
* Half luminosity (primitive rendered with 1/2 brightness)
 
* Half transparency (primitive and underlying framebuffer pixels averaged together)
 
* [[Gouraud shading]] for RGB-format textures only
 
* Dual 256KB frame buffers
 
* Programmable frame buffer depth of 8 or 16 bits per pixel
 
* Automatic erase feature to clear framebuffer with single color
 
* 200,000 texture-mapped polygons per second
 
* 500,000 flat-shaded polygons per second
 
* 60 frames of animation per second
 
VDP2 32-bit background and scroll plane video display processor
 
* Background engine
 
* Four simultaneous scrolling backgrounds
 
* Uses 8x8 or 16x16 tiles or [[bitmap]] display per background
 
* Programmable memory access controller for  
 
VDP2 VRAM
 
* Two simultaneous rotating playfields
 
* VDP2 can rotate VDP1 framebuffer position while scanning out to display for rotation effects
 
* Color RAM supports 15-bit (32768 colors) and 24-bit (16.7 million colors) display modes
 
* Programmable priority at the per-background / per-tile / per-pixel levels
 
* Background color tinting/fading, and transparency effects
 
* Background blur effect (gradation) to simulate distance
 
Programmable display resolution:
 
* Horizontal sizes of 320, 352, 640, 704 pixels
 
* Vertical sizes of 224, 240, 256 scanlines, non-interlaced
 
* Vertical sizes of 448, 480, 512 scanlines, interlaced
 
(Only PAL consoles support 256 and 512 scanline displays)
 
* Hi-Vision ([[EDTV]]) and 31KHz ([[VGA]]) display support:
 
* 31KHz: 320x480 or 640x480, non-interlaced ([[progressive scan]])
 
* Hi-Vision: 352x480 or 704x480, non-interlaced ([[progressive scan]])
 
(Requires compatible monitor and video cable)
 
  
'''Storage'''
+
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.
  
* Double-Speed CD-ROM
+
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.
* 320KB per second transfer speed
 
* [[Audio CD]] compatible
 
* [[CD plus G|CD+G]] compatible
 
* [[CD plus EG|CD+EG]] compatible
 
* CD single (8cm CD) compatible
 
* [[Video CD]] (required optional [[MPEG]] add-on) , [[Photo CD]], Electronic Books, digital karaoke (optional)
 
* 512KB memory cartridges for game save (optional)
 
  
'''Input/Output'''
+
Some of the Japanese colour designs were also brought to Brazil.
 +
<gallery widths="250px" heights="200px">
 +
Sega saturn white 2.jpg|Japanese model
 +
Sega Saturn model RG-JX2 console.jpg|Japanese V-Saturn model
 +
Sega Saturn model MMP-11.jpg|Japanese HiSaturn model
 +
Sega saturn usa 2.jpg|North American model
 +
Sega Saturn PAL model 2.jpg|European 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>
  
* Two 7-bit bidirectional parallel I/O ports
+
===Hardware revisions===
* High-speed serial communications port (Both SH2 SCI channels and SCSP MIDI)
+
{{mainArticle|{{PAGENAME}}/Hardware revisions}}
* Cartridge connector
 
* Internal expansion port for [[MPEG]] adapter card
 
* Composite video/stereo (standard)
 
* [[NTSC]]/[[PAL]] RF (optional)
 
* [[S-Video]] compatible (optional)
 
* [[RGB]] compatible (optional)
 
* [[EDTV]] compatible (optional)
 
  
'''Peripherals'''
+
===Technical specifications===
* Digital gamepad (8-way pad, 6 buttons)
+
{{mainArticle|Sega Saturn/Technical specifications}}
* Analog gamepad (introduced with [[NiGHTS Into Dreams]])
 
* "Stunner" lightgun (introduced with [[Virtua Cop]])
 
* Multitap
 
* Netlink modem cartridge
 
* Netlink PS/2 Keyboard Adapter (for use with Netlink modem)
 
* 1.44 MB 3.5" disk drive (interfaces with serial port, supported by only a few games)
 
  
'''Power Source'''
+
===Hardware comparisons===
 +
{{MainArticle|Sega Saturn/Hardware comparison}}
  
* AC120 volts; 60 Hz (US)
+
==History==
* AC240 volts; 50 Hz (EU)
+
{{MainArticle|History of the Sega Saturn}}
* AC100 volts; 60 Hz (JP)
 
* 3 volt lithium battery to power non-volatile RAM and SMPC internal [[real-time clock]]
 
  
'''Power Consumption'''
+
===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
 +
}}
  
* 25 W
+
==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
 +
|-
 +
|[[SSF]]
 +
|Windows
 +
|[http://www.geocities.jp/mj3kj8o5/ssf/index.html 0.12 beta R4]
 +
|✓
 +
|Closed
 +
|-
 +
|[[Mednafen]]
 +
|Windows 64bits / GNU/Linux 64bits
 +
|[https://mednafen.github.io/ 1.21.3]
 +
|✓
 +
|Open / GNU GPLv2
 +
|-
 +
|[[Yabause]]
 +
|Windows / Mac / GNU/Linux / FreeBSD / Dreamcast / Android
 +
|[http://yabause.org/download/ 0.9.15]
 +
|✓
 +
|Open / GNU GPLv2
 +
|-
 +
|[https://github.com/devmiyax/yabause [[Yaba Sanshiro]]] (old [[uoYabause]])
 +
|Android / iOS / Windows
 +
|[http://www.uoyabause.org/ 1.8]
 +
|✓
 +
|Part Open / Part not public yet (Fork of [[Yabause]]) / GNU GPLv2
 +
|-
 +
|[https://github.com/FCare/Kronos [[Kronos]]]
 +
|GNU/Linux / Windows
 +
|[https://www.tradu-france.com/index.php?page=fullstory&id=939 2.6.1]
 +
|✓
 +
|Open (Fork of [[Yaba Sanshiro]]) / GNU GPLv2
 +
|-
 +
|[[Nova]]
 +
|Windows
 +
|[https://twitter.com/realSteveKwok 0.2]
 +
|✓
 +
|Closed
 +
|-
 +
|[[MAME]]
 +
|Multi-platform
 +
|[http://www.mamedev.org/release.html 0.192]
 +
|✓
 +
|Open / GNU GPLv2
 +
|-
 +
|[[Satourne]]
 +
|Windows
 +
|2.0 beta 3
 +
|✗
 +
|Closed
 +
|-
 +
|[[Saturnin]]
 +
|Windows
 +
|0.40
 +
|✗
 +
|Closed
 +
|-
 +
|[[GiriGiri]]
 +
|Windows
 +
|0.6
 +
|✗
 +
|Closed
 +
|}
  
'''Dimensions (US/European model)'''
+
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.
  
* Width: 260 mm (10.2 in)
+
==Games==
* Length: 230 mm (9.0 in)
+
{{mainArticle|Sega Saturn games}}
* Height: 83 mm (3.2 in)
 
  
'''Errata'''
+
==Production credits==
 +
===Japanese version===
 +
{{creditstable|
 +
*[[Hideki Sato]]
 +
*'''Designer:''' [[Kazuhiko Hamada]]
 +
*[[Hiroyuki Ohtaka]]
 +
*'''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}}
 +
| console=SAT
 +
}}
  
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]])
+
==Magazine articles==
 +
{{mainArticle|{{PAGENAME}}/Magazine articles}}
  
==External Links==
+
==Promotional material==
* [http://www.consoledatabase.com/consoleinfo/segasaturn/index.html Console Database] - Sega Saturn info.
+
{{mainArticle|{{PAGENAME}}/Promotional material}}
* [http://www.sega-saturn.com/ Dave's Sega Saturn Page] - Famous fansite that was extremely popular during the Saturn's heyday.
 
* [http://www.classicgaming.com/saturn SegaFans] - Sega Saturn commercial featuring Segata Sanshiro, reviews, and other resources.
 
* [http://www.classicgaming.com/saturn/magazine/ Sega Saturn Magazine] - Reviews featuring a large amount of screenshots and editorials.
 
  
[[Category:Hardware]]
+
==Logos by regions==
 +
{|class="prettytable sortable" style="background: #f2f2f2;"
 +
|-
 +
! style="width:100px;" style="text-align: center;" |'''Logo'''
 +
! style="width:100px;" style="text-align: center;" |'''Region'''
 +
|- style="background: silver;"
 +
|-
 +
|<gallery>Sega Saturn Japanese logo.png</gallery>
 +
|Used in Japan, Asia, parts of<br> Eastern Europe and South Korea (from 1997)
 +
|-
 +
|<gallery>Sega Saturn logo USA.png</gallery>
 +
|Used in North and South America, Western and<br> Eastern Europe, Asia, Africa, Australasia
 +
|-
 +
|<gallery>Samsung Saturn logo.png</gallery>
 +
|Used in South Korea
 +
|-
 +
|<gallery>Samsung Saturn Hangul logo.png</gallery>
 +
|Used in South Korea (magazine advertisements)
 +
|-
 +
|}
 +
 
 +
==Patents==
 +
<gallery>
 +
Patent USD362869.pdf|USD362869
 +
Patent USD362870.pdf|USD362870
 +
</gallery>
 +
 
 +
==External links==
 +
* [http://www.sega-saturn.com Dave's Sega Saturn Page] - Famous fansite that was extremely popular during the Saturn's heyday (no longer updated).
 +
 
 +
==References==
 +
{{multicol|
 +
<references />
 +
|cols=3}}
 +
 
 +
{{Sega Consoles}}
 +
{{Saturn}}
 +
[[Category:Sega Saturn| ]]

Latest revision as of 10:05, 12 February 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[8]
Sega Saturn
ES
79,900Ptas79,900[10]
Sega Saturn
FR
3,390F3,390[7]
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[11][12]
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.[16]

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[17] and some within Sega even chose to call it an "128-bit" machine,[18] 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.[19] 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.[20] 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).[21]

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,[22] 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.[23] 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).[24]

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.[25] 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.[24] 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[26], 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.[27]

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[28][29][30][31]


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. File:ConsolesMicro FR 01.pdf, page 13
  8. Sega Magazin, "August 1995" (DE; 1995-07-12), page 6
  9. Hobby Consolas, "Julio 1995" (ES; 1995-xx-xx), page 28
  10. Hobby Consolas, "Noviembre 1995" (ES; 1995-xx-xx), page 26
  11. 11.0 11.1 Alaab Alcomputtar, "" (SA; 1995-06-xx), page 9
  12. Alaab Alcomputtar, "" (SA; 1995-06-xx), page 12
  13. File:SecretService_34_PL_Bobmark.png
  14. File:Migr 1 RU.pdf, page 57
  15. https://www.telecompaper.com/news/32bit-consoles-to-be-launched-in-may-1996--81064
  16. History of the Sega Saturn/Decline and legacy
  17. File:SegaSaturn64BitJPCatalog.pdf, page 3
  18. Edge, "September 1995" (UK; 1995-07-27), page 9
  19. Hyper, "February 1994" (AU; 199x-xx-xx), page 8
  20. Technology That Defines the Next Generation: The Sega Saturn White Paper
  21. Sega Saturn 3D Capabilities
  22. Sega Saturn Magazine, "October 1997" (UK; 1997-09-17), page 25
  23. Pure Entertainment Interview
  24. 24.0 24.1 Jason Gosling (Core Design) Interview (Edge)
  25. Edge, "March 1996" (UK; 1996-02-09), page 99
  26. Saturn Fan, "1996 No. 7" (JP; 1996-03-15), page 25
  27. Maximum, "April 1996" (UK; 1996-04-27), page 127
  28. File:Sega_Consumer_History_JP_EnterBrain_Book.pdf, page 23
  29. Sega Saturn Magazine, "June 1995" (JP; 1995-05-08), page 65
  30. https://www.facebook.com/hiroyuki.ohtaka/about_work_and_education
  31. http://blog.livedoor.jp/kat_nitta/archives/3033512.html
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