Difference between revisions of "Sega Saturn"

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[[Image:Saturn.jpg|thumb|right|230px|Sega Saturn, Japanese model]]
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{{ConsoleBob
[[Image:Saturn_euro.jpg|thumb|right|230px|Sega Saturn, European model]]The '''Sega Saturn''' ([[Japanese]]: セガサターン; Romaji: Sega Sataan), an innovative [[video game console]] of the [[32-bit era]], was first released on November 22, 1994 in Japan, May 11, 1995 in North America, and July 8, 1995 in Europe. 170,000 machines were sold the first day of the Japanese launch. It was the successor to the [[Mega Drive]] and was succedded by the [[Sega Dreamcast]].
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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}}
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| 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}}
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| sat_date_br=1995-08-30{{magref|ag|91|10}}
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| sat_rrp_br=899.99{{magref|vg|54|36}}
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| sat_date_as=1994
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| 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}}
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| 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}}
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| sat_date_pl=1996-03-01{{fileref|SecretService_34_PL_Bobmark.png}}
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| sat_rrp_pl=1200
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| sat_date_ru=1995-03{{fileref|Migr 1 RU.pdf|page=57}}
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| sat_date_nl=1995-07-12
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| sat_type_eu_1=Western Europe
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| sat_date_eu_1=1995-07-08
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| sat_type_eu_2=Eastern Europe
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| sat_date_eu_2=1996-05<ref>https://www.telecompaper.com/news/32bit-consoles-to-be-launched-in-may-1996--81064</ref>
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}}
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}}
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<section begin=intro />The '''Sega Saturn''' (セガサターン), is a video game console manufactured by [[Sega]] as a successor to the [[Sega Mega Drive]]. It is a 32-bit compact disc-based system first released in November 1994 in Japan, before a Western launch across the following summer.  
  
The Japanese 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. The US Saturn was also rushed to the market (by 4 months) to gain a lead on the release of the Sony PlayStation. This also lead to a lack of games being available at the time of launch. This tactic, among other things lead to the Saturn failing in the marketplace in the US region. Perhaps the biggest contribution to the systems failure 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.
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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 />
  
==Development==
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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.
[[Sega]]'s Away Team worked for an entire two years exclusively to make certain Sega Saturn was launched with the some of the world's 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 extremely difficult to get the absoulute 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 PlaySation 2 had a similar problem. However, very skilled programmers could quite easily get good performance out of the machine.
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"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 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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<div class="toclimit-{{{1|{{{4|4}}}}}}">__TOC__</div>
  
From a development standpoint the architectural design problems of the Saturn meant that it quickly started losing out on third-party support 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 specific software emulation to offer transparency effects.
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==Hardware==
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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).
  
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.
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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.
  
==Release==
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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.
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, wreaked havoc on the Saturn's place in the market and ultimately caused its downfall. In May 1995, Sega launched the Saturn in the United States, a full 6 months ahead of schedule. This was announced at that year's [[E3]] (Electronic Entertainment Expo), where Sega representatives were engaged in a public relations battle with Sony. Also, Sega chose to ship Saturn units only to selected retailers. This caused a great deal of animosity toward Sega from unselected companies, including Kay-Bee Toys.
 
  
Sega also changed its marketing strategy overtime, and the successful rebellious advertising campaign of the [[Sega Genesis]] (for example, the [[Sega Scream]] television commercials) was exchanged toned down and advertisements took on a more conservative attitude.  
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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.
  
==Reception==
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The Sega Saturn hardware combined features from several [[List of Sega arcade systems|Sega arcade systems]].{{ref|[http://www.sega-saturn.com/saturn/other/tech.htm Technology That Defines the Next Generation: The Sega Saturn White Paper]}} It has a multi-processor system, like [[arcade]] machines. Its geometry engine consists of three [[wikipedia:Digital signal processor|DSP]] math processors, two inside both [[Hitachi]] [[SH-2]] CPU and one inside the SCU, which were all intended to be programmed in parallel using complex [[wikipedia:Assembly language|assembly language]], similar to how Sega programmed 3D arcade games at the time.
The Saturn was more popular than the [[Sega Mega Drive]] in [[Japan]], while the [[Sega Genesis]], the Mega Drive'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.
 
  
Sega retained a base of dedicated fans in the US and the Saturn sold well in Japan. While Saturn systems were being outsold by PlayStation systems in Japan in 1995-1997, Sega actually sold more software for the Saturn during the same time period. The result was that in Japan the Saturn became the platform of choice for more dedicated gamers while the PlayStation had an audience comprised of more casual gamers who bought fewer titles.
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The [[VDP1]] combined features from the [[Sega System 32]] and the [[:Category:Sega Model series|Sega Model series]], with a quad polygon engine based on the [[Model 1]], and [[wikipedia:Texture mapping|texture mapping]] capability based on the [[Model 2]] and [[System 32]]. The VDP1 is capable of drawing more polygons than the Model 1, but less than the Model 2. The Saturn was also influenced by the Sega Model 1's use of a separate graphics processor for the 2D backgrounds (based on the [[Sega System 24]]). The quad polygons are drawn with [[wikipedia:Spatial anti-aliasing|edge anti‑aliasing]] (for smoother edges), [[wikipedia:Texture mapping#Forward texture mapping|forward texture mapping]] (a form of perspective correction), bilinear approximation (reduces texture warping), and medium polygon accuracy (resulting in seamless polygons).{{ref|[http://www.shinforce.com/saturn/information/3D-Capabilities.htm Sega Saturn 3D Capabilities]}}
  
Unfortunately, many of the games that made the Saturn so popular in Japan such as the ''Sakura Taisen'' series or many of the quirky anime style RPGs that sold well in Japan were never released in the US. Much of the reasoning behind this was due to policies put in place under the management of former Sega of America president [[Bernie Stolar]] who believed that RPGs were never to have great commercial success in North America. Sega's flagship character and mascot, Sonic the Hedgehog, never made a particularly major Saturn appearance - an [[Sonic 3D: Flickies' Island|enhanced Genesis port]], a [[Sonic R|racing game]] and a [[Sonic Jam|compilation of his major Genesis adventures]] were made, but only the racing game was exclusive and it was hardly a major title. In fact, the one truly major title (''[[Sonic X-treme]]'') wound up being canceled.
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The Saturn's [[VDP2]] was based on [[Sega System 32]] technology (an evolution of [[Super Scaler]] technology), used for both 2D backgrounds and 3D planes; the latter can be manipulated as polygon objects. The VDP2's tiled infinite plane engine uses [[wikipedia:Tile engine|tilemap]] compression and a form of [[wikipedia:Scanline rendering|scanline]]/[[wikipedia:Tiled rendering|tiled rendering]] to draw large, detailed, 3D texture-mapped infinite planes (for things such as grounds, seas, walls, ceilings, skies, etc.), with [[wikipedia:Texture mapping#Perspective correctness|perspective correction]] and a virtually unlimited [[wikipedia:Draw distance|draw distance]] (and capable of effects such as transparency, parallax scrolling, reflective water surfaces, fog/misting,{{magref|ssm|24|25}} fire, and heat haze), at a very high [[Fillrate|tile fillrate]] for its time.
  
==Decline==
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The VDP2 draws 3D infinite planes as large as 4096×4096 pixels at 30 FPS, equivalent to a [[fillrate]] of over 500 [[Pixel|MPixels/s]], significantly larger than what any console or PC hardware were capable of with polygons at the time. It requires 1 million texture-mapped polygons/sec, with 500 pixels per polygon, to draw a texture-mapped 4096×4096 infinite plane at 30 FPS; the [[Dreamcast]] was the first home system capable of doing this with polygons, as it was the first home system that exceeded 500 MPixels/s polygon fillrate (using tiled rendering).
After the holiday shopping season in 1996 the Saturn had fallen far behind the PlayStation and Nintendo 64 in North America and Europe (while remaining competitive in Japan) and senior management at Sega wanted to produce a new platform get the jump on the next generation of systems ahead of their competitors. The result was that by E3 1997 Sega had already begun talk of the new system code named Katana which would eventually turn into the [[Dreamcast]]. As Sega started aggressively moving the Katana project forward it caused something of a rift between Sega and many third party developers. As mentioned before the Saturn was more than holding its own in the Japanese marketplace where the vast majority of game development is based out of. As a result many Japanese developers saw little to no reason for Sega to rush another platform to the market and in the process effectively kill the Saturn which had a large user base and many projects under development.  
 
  
After another third place turnout during the Holiday season in 1997 a number of third party publishers started cancelling titles, as a result many games planned for a US Saturn release including renowned titles such as ''Policenauts'' and ''Lunar The Silver Star Story''. A chain reaction of cancellations rushed through the Saturn market transforming a seemingly promising 1998 schedule of North American releases to a small handful of titles.
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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]]'')}}
  
==System Design==
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Only a handful of developers were able to squeeze most of the power out of the second SH-2 CPU, and even fewer utilized the SCU DSP, as its assembly code was more complex than the SH-2. Assembly language was often used by Japanese and British developers, but rarely used by American developers who preferred C language.{{magref|edge|30|99}} The VDP1 rendered quadrilateral polygons, which, despite being used by the most powerful gaming system at the time ([[Sega Model 2]] arcade system), did not become industry standard for 3D graphics, compared to the more widely used triangle polygons.
There were [[Sega Saturn Models|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.
 
  
==Peripherals==
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The VDP2's tiled infinite plane engine, which could draw large 3D infinite planes with a much higher draw distance, texture details and fillrate than polygons at the time, was unfamiliar to most developers who relied on polygons to construct 3D planes. Sega's first-party 3D games often utilized both CPU, the DSP, and/or both VDP, but the hardware's complexity and difficult 3D development environment led to most third-party developers only utilizing a single CPU and the VDP1, just a portion of the Saturn's power, for 3D games. This was also partly due to the advanced techniques used by Sega's first-party studios being unavailable to third-party developers until the introduction of SGL.{{ref|[https://farm1.staticflickr.com/595/23262347513_29a2ff6e2a_b.jpg Jason Gosling (Core Design) Interview] (''[[wikipedia:Edge (magazine)|Edge]]'')}} While the VDP2 was under-utilized for 3D games, it was frequently used for 2D games, where the VDP1 draws [[sprite]]s and the VDP2 draws scrolling backgrounds.
===RAM Cart===
 
Some titles used [[cartridge]]s to augment the Saturn's limited memory and to avoid long CD load times. ''King of Fighters '95'' and ''Ultraman'' utilized their own 1MB ROM cart, each containing their frequently accessed game data to provide instant loading from cartridge rather than from CD. Later, a 1MB RAM (used by SNK and Capcom) and 4MB RAM (only used by Capcom) cartridge were released for use with multiple titles, the majority being 2D fighting games that required many animation frames per character or instant access to multiple unique characters that were highly detailed. All of these cartridges were only available in Japan.
 
  
===Sega NetLink===
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===Models===
In 1996, a peripheral called the [[Sega NetLink]] (a 28.8 kbit/s modem) was released for the Saturn. Meant to be a cheap alternative to browse the web (compared at a time when PCs cost an average of US$1200) using the console, it failed largely because of the high price and lack of compatible games. As mentioned above, a web browser was packaged in 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.
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{{MainArticle|Sega Saturn consoles}}
  
==Game Packaging==
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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.
===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 one wishes to sell the game "complete.") 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 artwork or screenshots from the game. A black bar on the bottom of the insert contains information much like
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====HST-3200/HST-3210====
the spinecard, licensing information, et cetera.
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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]].
  
===US/European Packaging===
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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.
  
The US and Europe used much larger jewel cases identical to the US [[Sega CD]] jewel cases, since many of these were in fact leftover Sega CD jewel cases. The US case has a white spine containing a 30 degree stripe pattern in gray, with white outlined lettering displaying the words "Sega Saturn". The European case has a solid black spine, with white lettering displaying the words "Sega Saturn". The manual slides in the case just like a normal jewel case and there is a back insert with information about the game. These cases were unpopular for several reasons:
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Overseas versions are physically identical (save for region encoding), but use black plastic throughout.
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<gallery widths="250px" heights="200px">
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SegaSaturn HST-0001.jpg|Japanese model
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Sega Saturn model RG-JX1 console.jpg|Japanese V-Saturn model
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Sega Saturn model MMP-1.jpg|Japanese HiSaturn model
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Sega saturn usa 1.jpg|Overseas model
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Sega Saturn Samsung.jpg|Korean model
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</gallery>
  
* Their sheer size made them more vulnerable to cracking.
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====HST-3220====
* The mechanism that keeps the cover closed wears out quickly if the cover is opened and closed too much
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Announced at [[Sega Saturn Power Up Meeting '96 Spring]] and released on 22nd March 1996{{magref|saturnfan|1996-07|25}}, the HST-3220 stands as the only significant change to the Saturn's design, although functionality wise, the only feature omitted is the "access" LED seen in previous models. Reportedly the change in colour scheme was made to appeal to younger and female demographics.{{magref|maximum|6|127}}
* There is too much empty space inside the case. If the the CD ever came off the case's spindle on its own (caused by rough handling of the case), the CD ends up being tossed around the inside of the case, causing either huge amount of scratches on the disc from careful handling of the case or shattering the disc from continued rough handling of the case.
 
  
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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.
  
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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.
  
==Technical Specifications==
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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.
===Processors===
 
* Two [[Hitachi SuperH2 7604 32-Bit RISC]] processors at 28.6MHz (50-MIPS)
 
* [[SuperH|SH1]] 32-bit [[RISC]] processor (controlling the CD-ROM)
 
* Two VDP 1 32-Bit Video Display Processors at 6.71 - 7.15MHz (each)
 
* Custom Saturn Control Unit (SCU) with DSP for geometry processing and DMA controller
 
* [[Motorola]] [[68000|68EC000]] sound processor
 
* [[Yamaha]] FH1 DSP sound processor, "[[Saturn Custom Sound Processor]]" (SCSP)
 
* Hitachi 4-bit MCU, "System Manager & Peripheral Control" (SMPC)
 
  
===Memory===
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Some of the Japanese colour designs were also brought to Brazil.
* 1MB (8 Megabits) SDRAM
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<gallery widths="250px" heights="200px">
* 1MB (8 Megabits) DRAM
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Sega saturn white 2.jpg|Japanese model
* 512K (4 Megabits) VDP1 video RAM
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Sega Saturn model RG-JX2 console.jpg|Japanese V-Saturn model
* 256Kx2 (2x2 Megabits) VDP1 framebuffer RAM
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Sega Saturn model MMP-11.jpg|Japanese HiSaturn model
* 512K (4 Megabits) VDP2 video RAM
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Sega saturn usa 2.jpg|North American model
* 4K VDP2 on-chip color RAM
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Sega Saturn PAL model 2.jpg|European model
* 512KB (4 Megabits) audio RAM
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Sega Saturn HST-0020.jpg|Japanese "This is Cool" model
* 512KB (4 Megabits) CD-ROM cache
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Saturn_JP_HST-0022.jpg|Japanese "Derby Stallion" model
* 32KB nonvolatile RAM (battery backup)
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Saturn_KR_Kama.jpg|Korean model
* 512KB (4 Megabits) BIOS ROM
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</gallery>
  
===Video===
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===Hardware revisions===
*[[VDP1 32-bit video display processor]]
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{{mainArticle|{{PAGENAME}}/Hardware revisions}}
*[[VDP2 32-bit background and scroll plane video display processor]]
 
  
===Display Resolutions===
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===Technical specifications===
* 352 x 240 (Lo-Res Scanline)
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{{mainArticle|Sega Saturn/Technical specifications}}
* 640 x 240
 
* 704 x 480 (Hi-Res Progressive)
 
  
===Storage===
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===Hardware comparisons===
*[[Saturn double-speed CD-ROM drive]]
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{{MainArticle|Sega Saturn/Hardware comparison}}
  
===[[BIOS]]===
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==History==
 +
{{MainArticle|History of the Sega Saturn}}
  
{| class="wikitable" border="1"
+
===Localised names===
|+ BIOS Revisions
+
{{aka
 +
|en_name=Sega Saturn
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|jp_name=セガサターン
 +
|jp_trans=Sega Saturn
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|kr_name=삼성새턴
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|kr_trans=Samsung Saturn
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|hk_name=世嘉土星
 +
|hk_trans=Sega Saturn
 +
|il_name=סאטורן
 +
}}
 +
 
 +
==Emulation==
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{| class="prettytable sortable" width="auto"
 
|-
 
|-
! width="50"| BIOS Version
+
! scope="col"|Name
! Machine
+
! scope="col"|Operating System(s)
! Download
+
! scope="col"|Latest Version
 +
! scope="col"|Active
 +
! scope="col"|Source/License
 
|-
 
|-
| 1.00
+
|[[SSF]]
| Sega Saturn (Japan)
+
|Windows
| {{file|Sega Saturn BIOS (1.00) (J).zip|1.00 (Asian Saturn)}}
+
|[http://www.geocities.jp/mj3kj8o5/ssf/index.html 0.12 beta R4]
 +
|✓
 +
|Closed
 
|-
 
|-
| 1.00a
+
|[[Mednafen]]
| Sega Saturn (NA & EU)
+
|Windows 64bits / GNU/Linux 64bits
| {{file|Sega Saturn BIOS (1.00a) (UE).zip|1.00a (NA & EU Saturn)}}
+
|[https://mednafen.github.io/ 1.21.3]
 +
|
 +
|Open / GNU GPLv2
 
|-
 
|-
| 1.003
+
|[[Yabause]]
| Sega Saturn Devkit (Japan)
+
|Windows / Mac / GNU/Linux / FreeBSD / Dreamcast / Android
| {{file|Sega Saturn BIOS (1.003) (J).zip|1.003 (Asian Devkit)}}
+
|[http://yabause.org/download/ 0.9.15]
 +
|
 +
|Open / GNU GPLv2
 
|-
 
|-
| rowspan="3"| 1.01
+
|[https://github.com/devmiyax/yabause [[Yaba Sanshiro]]] (old [[uoYabause]])
| rowspan="3"| Sega Saturn (Japan), HiSaturn (Japan), V-Saturn (Japan)
+
|Android / iOS / Windows
| {{file|Sega Saturn BIOS (1.01) (J).zip|1.01 (Asian Saturn)}}
+
|[http://www.uoyabause.org/ 1.8]
 +
|✓
 +
|Part Open / Part not public yet (Fork of [[Yabause]]) / GNU GPLv2
 
|-
 
|-
| {{file|HI-Saturn BIOS (1.01) (J).zip|1.01 (Asian HiSaturn)}}
+
|[https://github.com/FCare/Kronos [[Kronos]]]
 +
|GNU/Linux / Windows
 +
|[https://www.tradu-france.com/index.php?page=fullstory&id=939 2.6.1]
 +
|
 +
|Open (Fork of [[Yaba Sanshiro]]) / GNU GPLv2
 
|-
 
|-
| {{file|V-Saturn BIOS (1.01) (J).zip|1.01 (Asian V-Saturn)}}
+
|[[Nova]]
 +
|Windows
 +
|[https://twitter.com/realSteveKwok 0.2]
 +
|
 +
|Closed
 
|-
 
|-
| 1.01a
+
|[[MAME]]
| Sega Saturn (NA & EU)
+
|Multi-platform
| {{file|Sega Saturn BIOS (1.01a) (UE).zip|1.01a (NA & EU Saturn)}}
+
|[http://www.mamedev.org/release.html 0.192]
 +
|✓
 +
|Open / GNU GPLv2
 
|-
 
|-
| 1.02
+
|[[Satourne]]
| HiSaturn (Japan)
+
|Windows
| Undumped
+
|2.0 beta 3
 +
|
 +
|Closed
 
|-
 
|-
| 1.03
+
|[[Saturnin]]
| HiSaturn Navi (Japan)
+
|Windows
| Undumped
+
|0.40
 +
|✗
 +
|Closed
 +
|-
 +
|[[GiriGiri]]
 +
|Windows
 +
|0.6
 +
|
 +
|Closed
 
|}
 
|}
  
===Audio===
+
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.
* SCSP Digital Signal Processor (DSP) @ 22.6MHz
 
* Motorola 68EC000 sound processor @ 11.3MHz
 
* 32 PCM (Pulse Code Modulation) Channels
 
* 8 FM (Frequency Modulation) Channels
 
* 44.1 KHz Sampling Rate
 
  
===Input/Output===
+
==Games==
* Two 7-bit bidirectional parallel I/O ports
+
{{mainArticle|Sega Saturn games}}
* 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===
+
==Production credits==
* [[Saturn digital gamepad]] (8-way pad, 6 buttons)
+
===Japanese version===
* [[Saturn Analog gamepad]] (introduced with ''[[NiGHTS into Dreams]]'')
+
{{creditstable|
* [[Saturn "Stunner" lightgun]] (introduced with ''[[Virtua Cop]]'')
+
*[[Hideki Sato]]
* [[Multitap|Saturn Multitap]]
+
*'''Designer:''' [[Kazuhiko Hamada]]
* [[Sega NetLink]]
+
*[[Hiroyuki Ohtaka]]
* Netlink PS/2 Keyboard Adapter (for use with Netlink modem)
+
*'''Start-up Jingle:''' [[Katsuyoshi Nitta]]
* 1.44 MB 3.5" disk drive (interfaces with serial port, supported by only a few games)
+
| 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}}
* [[Arcade Racer Joystick]]
+
| console=SAT
* [[DirectLink]]
+
}}
* [[Sega Mission Stick]]
 
* [[Saturn Mouse]]
 
* [[Video CD Card]]
 
  
===Power Source===
+
==Magazine articles==
* AC120 volts; 60 Hz (US)
+
{{mainArticle|{{PAGENAME}}/Magazine articles}}
* 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)===
+
==Promotional material==
* Width: 260 mm (10.2 in)
+
{{mainArticle|{{PAGENAME}}/Promotional material}}
* Length: 230 mm (9.0 in)
 
* Height: 83 mm (3.2 in)
 
  
===Errata===
+
==Logos by regions==
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'').
+
{|class="prettytable sortable" style="background: #f2f2f2;"
 
+
|-
==Emulators==
+
! style="width:100px;" style="text-align: center;" |'''Logo'''
The Saturn is notoriously hard to emulate, but 3 emulators do exist:
+
! style="width:100px;" style="text-align: center;" |'''Region'''
* [[SSF]]
+
|- style="background: silver;"
* [[Giri Giri]]
+
|-
* [[Yabause]]
+
|<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)
 +
|-
 +
|}
  
==Sonic Team games for the Saturn==
+
==Patents==
===Sonic Team Games===
+
<gallery>
* ''[[NiGHTS into Dreams]]'' (1996) - A 3D platform game (sort of).
+
Patent USD362869.pdf|USD362869
* ''[[Christmas NiGHTS]]'' (1996) - A special Christmas edition expansion pack for ''NiGHTS''.
+
Patent USD362870.pdf|USD362870
* ''[[Burning Rangers]]'' (1997) - A firefighter sim.
+
</gallery>
  
==External Links==
+
==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 (no longer updated).
* [http://www.sega-saturn.com/ Dave's Sega Saturn Page] - Famous fansite that was extremely popular during the Saturn's heyday (Currently dead).
 
* [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.
 
  
{{SonicSaturnGames}}
+
==References==
{{Sega_Consoles}}
+
{{multicol|
 +
<references />
 +
|cols=3}}
  
[[Category:Sega Saturn|*]]
+
{{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