Difference between revisions of "Sega Saturn"

From Sega Retro

 
(942 intermediate revisions by 45 users not shown)
Line 1: Line 1:
 +
{{ConsoleBob
 +
| | logo=Sega Saturn logo USA.png|320px]]
 +
| consoleimage=Saturn.jpg
 +
| imgwidth=320px
 +
| name=
 +
| maker=[[Sega]]
 +
| processor=[[Hitachi]] [[SH-2]]
 +
| variants=[[Sega Titan Video]]
 +
| add-ons=[[Saturn Backup Memory|Backup Memory]], [[Sega PriFun|PriFun]], [[Video CD Card]], [[Extended RAM Cartridge]], [[Saturn ROM Cartridge|ROM Cartridge]]
 +
| releases={{releasesSat
 +
| sat_date_jp=1994-11-22{{fileref|Saturn JP TVAdvert SaturnFromSaturn.mp4}}
 +
| sat_code_jp=HST-0001
 +
| sat_rrp_jp=44,800{{fileref|Saturn JP TVAdvert SaturnFromSaturn.mp4}}
 +
| sat_date_us=1995-05-11{{magref|cvg|164|7}}
 +
| sat_code_us=MK-80001
 +
| sat_rrp_us=399.99{{magref|cvg|164|7}}
 +
| sat_date_au=1995-07-08
 +
| sat_code_uk=MK-80208-05
 +
| sat_date_uk=1995-07-08{{magref|cvg|165|30}}{{magref|ufg|9|12}}
 +
| 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}}
 +
| sat_date_as=1994
 +
| sat_date_kr=1995-11-10
 +
| sat_code_kr=SPC-SATURN
 +
| sat_rrp_kr=550,000
 +
| sat_date_fr=1995-07
 +
| sat_rrp_fr=3,390{{fileref|ConsolesMicro FR 01.pdf|page=13}}
 +
| sat_date_de=1995-07-07
 +
| sat_rrp_de=699{{magref|segamagazin|21|6}}
 +
| sat_date_es=1995-07-07{{magref|hobbyconsolas|46|28}}
 +
| sat_rrp_es=79,900{{magref|hobbyconsolas|50|26}}
 +
| sat_date_sa=1995{{magref|alaabalc|1|9}}
 +
| sat_rrp_sa=2300-2500{{magref|alaabalc|1|9}}{{magref|alaabalc|1|12}}
 +
| sat_date_pl=1996-03-01{{fileref|SecretService_34_PL_Bobmark.png}}
 +
| sat_rrp_pl=1200
 +
| sat_date_ru=1995-03{{fileref|Migr 1 RU.pdf|page=57}}
 +
| sat_date_nl=1995-07-12
 +
| sat_type_eu_1=Western Europe
 +
| sat_date_eu_1=1995-07-08
 +
| sat_type_eu_2=Eastern Europe
 +
| sat_date_eu_2=1996-05<ref>https://www.telecompaper.com/news/32bit-consoles-to-be-launched-in-may-1996--81064</ref>
 +
}}
 +
}}
 +
<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.  
+
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.
==Development==
 
[[Sega]]'s [[Away Team]] worked for an entire two years exclusively to make certain Sega Saturn was launched with the some of the worlds best
 
hardware and software. The 27-member Away Team comprises Sega employees from every aspect of hardware engineering, product development, and marketing. They devoted countless hours, resources, and brain cells into launching Sega Saturn. Their sole mission was to ensure that Sega Saturn's hardware and design met
 
the precise needs of both the U.S. and Japanese markets.
 
  
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. The PS2 has a similiar problem.
+
<div class="toclimit-{{{1|{{{4|4}}}}}}">__TOC__</div>
However, very skilled programmers could quite easily get good performance out of the machine.
 
  
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.
+
==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.
+
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.
  
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.
+
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.
  
==Release==
+
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 release day in the US was to be 'Saturnday' on September 2, 1995.  Sega realized though that Sony was releasing the Playstation at the same time and decided to gamble and get the Saturn on store shelves 4 months early. Not only did the announcement take third-party software developers by surprise, but it also meant that Sony would have more time to put some finishing touches on their Playstation, draw up a well-planned strategy and learn from the pitfalls of the Saturn.  One thing that Sony did on release of the Playstation was to slash its price to $299, making it $100 cheaper than the Saturn. This move, along with much better marketing than that of Sega of America, reaped havoc on the Saturn's place in the market and ultimately caused its annihilation In May 1995, Sega launched the Saturn in the United States, a full 6 month
 
s ahead of schedule. This was announced at that year's [[E3]] (Electronic Entertainment Expo) where Sega representatives were engaged in a public relations battle with Sony. Also, Sega chose to ship Saturn units only to selected retailers. This caused a great deal of animosity toward Sega from unselected companies, including Kay-Bee Toys.
 
  
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.
+
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 the 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 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.
  
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 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).
  
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 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]]'')}}
  
==Saturn Models==
+
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.
US and Canadian Saturns are the same as near as I can tell. Consequently, I try to refer to them as "North American" or "NA"
 
models.
 
  
I have been told that European and Australian Saturns are identical, although I don't know that for sure. It would make sense since the AC voltage and TV standard is the same for both.
+
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.
  
Japanese models are self-explanatory.
+
===Models===
 +
{{MainArticle|Sega Saturn consoles}}
  
All Saturns are either NTSC or PAL. There was no SECAM Saturn. The "SECAM" Saturn models released in France were PAL models with a converter.
+
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.
  
I'm not sure about the rest of Asia or anyplace else. I would assume that places like Hong Kong or Korea would probably get the Saturn, but I can't say for sure. Hong Kong is weird in that it's offically PAL as a former British colony, but they have a VERY strong NTSC market thanks to their proximity to Japan.
+
====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]].
  
===U.S./Canadian Models===
+
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.
  
All NA Saturn models are black in color. There were at least three different subversions were released, and the differences varied, but were generally minor except cosmetic and jumper locations. Model numbers can be ascertained by viewing the back of the Saturn.  
+
Overseas versions are physically identical (save for region encoding), but use black plastic throughout.
 +
<gallery widths="250px" heights="200px">
 +
SegaSaturn HST-0001.jpg|Japanese model
 +
Sega Saturn model RG-JX1 console.jpg|Japanese V-Saturn model
 +
Sega Saturn model MMP-1.jpg|Japanese HiSaturn model
 +
Sega saturn usa 1.jpg|Overseas model
 +
Sega Saturn Samsung.jpg|Korean model
 +
</gallery>
  
MK-80000 (?): Manufactured from approximately 8/95 to 3/96. Looks very muc
+
====HST-3220====
h like the Japanese Gray Saturn except in color.
+
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}}
  
MK-80000A: Manufactured from 3/96 to 7/96. It featured a notched power cord, no drive access light, round power and reset buttons, and a 1.00a BIOS. Jumper locations are once again different.
+
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.
  
MK-80001: Manufactured starting 7/96. It's similar in appearance to the MK-8000A model, with difference being the jumper locations.
+
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.
  
===Japanese Models===
+
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.
====Gray Japanese Saturn====
 
  
HST-3200 (in HST-0001 box): The original Japanese Saturn model is virtually identical to the NA first generation model except it is gray in color with blue buttons and the cartridge slot flap is also black in color. Like before, it has the drive access light, and a non-notched power cord. Production was later ended in favor of the White Saturn.
+
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>
  
====White Japanese Saturn====
+
===Hardware revisions===
 +
{{mainArticle|{{PAGENAME}}/Hardware revisions}}
  
There are two models of the White Saturn. The first is based off the first generation Saturn with purple buttons, and the second is identical to the second generation with gray buttons. The systems came packed with a matching white controller with multi-colored buttons similar to a Super Famicom controller except only the bottom
+
===Technical specifications===
row buttons are colored green, yellow, and blue respectively. It is also rumored that the White Saturn may have a slightly faster CD access time. The Cartridge slot flap is also gray in color.
+
{{mainArticle|Sega Saturn/Technical specifications}}
  
"White" Saturns are no more white in reality than [[Dreamcast]]s are; both are very light gray.
+
===Hardware comparisons===
 +
{{MainArticle|Sega Saturn/Hardware comparison}}
  
====Hi-Saturn====
+
==History==
 +
{{MainArticle|History of the Sega Saturn}}
  
The Hi-Saturn is yet another early style Saturn but with the MPEG decompression hardware built in, and Hi-Saturn printed on the CD drive lid. It's manufactured by Hitachi, and was supposed to cost less then a White Saturn with an optional MPEG card added in (so, it's a good deal).
+
===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
 +
}}
  
The unit is a dark charcoal color. It's not as black in color as the US Saturn but pretty close. You wouldn't think otherwise unless you got really close and examined the hues. Also, the buttons on it are circular, not oval, like subsequent Saturn units. The buttons are a khaki looking color. The machine has a very drab feel to it. The box it comes in is very plain looking almost all black with a light gray/white border.
+
==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
 +
|}
  
The start up screen is different as well. Instead of a bunch of pieces forming together, the word "Hi-Saturn" shoots out from the middle of the screen and then flips around till it's readable and then it flashes on screen like other Saturns do.
+
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.
  
Controllers have the same color layout as the unit. The buttons are khaki and a gloomy looking blueish/gray. The controllers say Hitachi on them.
+
==Games==
 +
{{mainArticle|Sega Saturn games}}
  
MMP-1000NV: "Hi-Saturn Navi". This model has a lower, more square profile, and an add-on LCD monitor for playing games on. The system is completely flat on top and lacks the bulge of the CD drive. Also reportedly included an modem and a GPS receiver (with only Japanese regional software being available). This model intended to be a "portable" system for use in luxury cars though a joint deal with Nissan. In an earlier version of the FAQ, it was stated that NCS sold these models for $1,000 a pop. It is now believed that this was a somewhat misleading statement. NCS ordered the Navi Saturn only once, and in a very limited number. Five total were purchased. Three with the LCD screen and the special navigation software. One was kept in their private collection. Three were sold to other stores and the fifth went to a private customer (who bought one of the complete units). Due to the exceptionally high price, and low interest, NCS never received any more than these five.
+
==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
 +
}}
  
Thanks to NCS for clearing this up.
+
==Magazine articles==
 +
{{mainArticle|{{PAGENAME}}/Magazine articles}}
  
====V-Saturn====
+
==Promotional material==
 +
{{mainArticle|{{PAGENAME}}/Promotional material}}
  
Another authorized clone of Saturn. Built by JVC-Victor. There are two versions of this system. The casing is similar to that of any standard Saturn. The colors are different, as is the machine's circuitry, and "V-Saturn" is printed on top of the machine.
+
==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)
 +
|-
 +
|}
  
RG-JX1: Model with oval buttons. Two toned gray with black as bottom second tone.
+
==Patents==
 +
<gallery>
 +
Patent USD362869.pdf|USD362869
 +
Patent USD362870.pdf|USD362870
 +
</gallery>
  
RG-JX2: Model with round buttons. Two toned gray with darker gray as bottom color. From inspecting the later version, it is id
+
==External links==
entical in every way to the Sega machine aside from color and markings, to the point  one can suspect both are made by the same people, or at minimum are made out of exactly the same parts (all the plastic moldings are identical etc.). The boot-up sequence on a V-Saturn has the polygons form a V-Saturn logo instead of the SegaSaturn logo, of course. The boot-up screen on the second one shows "Ver. 1.01" just as it does on white Saturns have been seen to do...
+
* [http://www.sega-saturn.com Dave's Sega Saturn Page] - Famous fansite that was extremely popular during the Saturn's heyday (no longer updated).
  
====Skeleton Saturn====
+
==References==
 +
{{multicol|
 +
<references />
 +
|cols=3}}
  
The "Skeleton Saturns" are the final Saturn models to be produced in Japan (and the world).
+
{{Sega Consoles}}
 
+
{{Saturn}}
The single unique feature of the first model is the smoky grayish/black "see-through" case (Yes, you can actually see the guts of the machine), and "This is Cool" printed on the CD drive lid. Other then that, it's basically identical to the second version of the white Saturn. Quite the collectors item if you can find one. In the US they retailed for a little over $200 (even though you could pick up a stock US model for much less). Approximately 50,000 were produced.
+
[[Category:Sega Saturn| ]]
 
 
HST-0022: blue "Skeleton Saturn" Saturn released on March 25, 1999, in a promotional tie-in with ASCII's Derby Stallion Saturn game (it came with stickers for the game and says something about the game on the box). There is no "This is Cool" printed anywhere on the system, and came with the same smoky gray controller as the other one (no clear blue controller was ever made). The BIOS version is 1.01. Supposedly, it's easier to acquire a blue Skeleton Saturn. Though this may just be because by the time it was released, few people cared anymore. Approximately 20,000 were produced.
 
 
 
Also, reliable sources have stated that the blue Skeleton Saturn will not play the Japanese version of "Space Harrier".
 
 
 
===European/Australian Models===
 
 
 
All black. Externally quite similar to the NA models except they naturally run at a 50Hz PAL frequency. Production run model numbers are very similar except they have a 2 in place of the third digit. I *think* (read: not sure), a US MK-8000A would be an MK-80200A in Europe. The odd exception is the MK-80200-50, which has no US
 
equivalent. Also, EU/AUS machines will have "PAL" next to the BIOS revision number on the system settings screen instead of "NTSC", unless the system has been modified.
 
 
 
There is no SECAM Saturn. The French used the same PAL Saturn as the rest of Europe but with a different RF/SCART adapter.
 
 
 
MK-80200: Unconfirmed.
 
 
 
MK-80200A: Jet black, round buttons. One green power light next to the power switch, large trapezoid like eject button, usual Saturn styling, no air holes in the side casing like some later models. Version 1.01a BIOS.
 
 
 
MK-80200-50: Has the oval buttons, plus the power and access LEDs. Version 1.01a BIOS.
 
 
 
MK-80201: Also unconfirmed.
 
 
 
==Game Packaging==
 
===Japanese Packaging===
 
Japanese Saturn software usually come packaged in standard jewel cases,
 
much like music CDs. They also often came with spinecards. These are
 
three-fold pieces of light cardboard that hug the spine of the
 
jewel case with the shrinkwrap holding it on (they are valuable to
 
collectors, and necessary if you want to sell the game "complete",
 
so don't throw them away). The spinecard also indicates that the CD
 
is for use with a Sega Saturn console - specifically Japanese [[NTSC]]
 
systems. There were also "double" 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
 
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 ar
 
twork or screenshots from the game. A
 
black bar on the bottom of the insert contains information much like
 
the spinecard, licensing information, et cetera.
 
 
 
===US/European Packaging===
 
 
 
The US and Europe used much larger jewel cases. On US games the left
 
font and spine contain a 30 degree stripe pattern (think barber
 
shop). In the US Sega used a different color stripe pattern for each
 
system. For the Saturn this happens to be gray and white, with white
 
outlined lettering displaying "Sega Saturn". In Europe it's just
 
solid black, with white lettering displaying "Sega Saturn". The
 
manual slides in just like a normal jewel case. And like a normal
 
jewel case, it also has an insert in the back with information about
 
the game. These cases in themselves have been a source of
 
controversy, since they were generally less popular than the
 
standard music CD cases.
 
 
 
==Technical Specifications==
 
===Processors===
 
* Two [[Hitachi SuperH2 7604 32-Bit RISC]] processors at 28.6MHz (50-MIPS)
 
* [[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]] FH1 [[DSP]] sound processor, "Sega Custom Sound Processor" (SCSP)
 
* Hitachi 4-bit MCU, "System Manager & Peripheral Control" (SMPC)
 
 
 
===Memory===
 
* 1MB (8 Megabits) [[SDRAM]]
 
* 1MB (8 Megabits) [[DRAM]]
 
* 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===
 
*[[Saturn Custom Sound Processor]]
 
 
 
===Video===
 
*[[VDP1 32-bit video display processor]]
 
*[[VDP2 32-bit background and scroll plane video display processor]]
 
 
 
===Storage===
 
*[[Saturn double-speed CD-ROM drive]]
 
 
 
===Input/Output===
 
* Two 7-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===
 
* [[Saturn digital gamepad]] (8-way pad, 6 buttons)
 
* Analog gamepad (introduced with [[NiGHTS into Dreams]])
 
* [["Stunner" lightgun]] (introduced with [[Virtua Cop]])
 
* [[Saturn Multitap]]
 
* [[Sega NetLink]]
 
* 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)
 
* [[Arcade Racer Joystick]]
 
* [[DirectLink]]
 
* [[Sega Mission Stick]]
 
* [[Bomberman Joypad]] (Hasbro, Japanese)
 
* [[Cobra Light Gun]]
 
* [[Densha de Go! Controller]] (Taito, Japanese)
 
* [[Eclipse Pad]] (STD/Interact)
 
* [[Eclipse Stick]] (STD/Interact)
 
* [[Grip X Controller]] (ASCII)
 
* [[Naki Lightgun]] (Naki)
 
* [[Strike Pad]] (nYko)
 
* [[Super Pad 8]] (Interact)
 
* [[Saturn Mouse]]
 
 
 
===Power Source===
 
* AC120 volts; 60 Hz (US)
 
* AC240 volts; 50 Hz (EU)
 
* AC100 volts; 60 Hz (JP)
 
* 3 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: 83 mm (3.2 in)
 
 
 
===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]])
 
 
 
==Sonic Team games for the Saturn==
 
===Sonic Games===
 
* [[Sonic 3D Blast]] (1996) - An enhanced port of the [[Sega Genesis]] game by the same name
 
* [[Sonic R]] (1997)
 
- A racing game featuring Sonic characters. Developed by [[Traveller's Tales]].
 
* [[Sonic Jam]] (1997) - A compilation of the first four Sonic games for the [[Sega Genesis]], in addition to external media and a small 3D world.
 
 
 
A fourth game, [[Sonic X-Treme]], was in development, but was never published.
 
 
 
The Dreamcast game [[Sonic Adventure]] was originally developed for the Sega Saturn.
 
 
 
===Sonic Team Games===
 
* [[NiGHTS into Dreams]] (1996) -
 
* [[Christmas NiGHTS]] (1996) -
 
* [[Burning Rangers]] (1997) -
 
 
 
==External Links==
 
* [http://www.consoledatabase.com/consoleinfo/segasaturn/index.html Console Database] - Sega Saturn info.
 
* [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]]
 
[[Category:Saturn Hardware]]
 
{{Sega_Consoles}}
 

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