Sega Saturn#Video
{{Short description|Home video game console}}
{{featured article}}
{{Use mdy dates|date=December 2019}}
{{Infobox information appliance
| title = Sega Saturn
| logo caption = Western (top) and Eastern (bottom) logos
| image = File:Sega-Saturn-Console-Set-Mk2.png
File:Sega-Saturn-JP-Mk2-Console-Set.png
| caption = Top: Model 2 from North America
Bottom: Model 2 from Japan
| manufacturer = Sega
| type = Home video game console
| generation = Fifth
| release date = {{vgrelease |JP |November 22, 1994 |NA |May 11, 1995 |EU |July 8, 1995 }}
| lifespan = 1994–2000
| price = {{Unbulleted indent list
| {{JPY|44,800|1994|link = yes}}
| {{USD|399.99|1995|round = 0|link=yes}}
| {{GBP|399.99|1995|round = 0|link=yes}}
}}
| discontinued = {{vgrelease |EU |1998 |NA |March 1998{{Cite news|url = https://www.nytimes.com/1998/03/14/business/international-business-sega-enterprises-pulls-its-saturn-video-console-us-market.html|title=INTERNATIONAL BUSINESS; Sega Enterprises Pulls Its Saturn Video Console From the U.S. Market|first=Stephanie|last=Strom|work=The New York Times |date=March 14, 1998|via=NYTimes.com}} |JP |2000 }}
| CPU = 2× Hitachi SH-2 @ 28.6 MHz
| memory = 2 MB RAM, 1.5 MB VRAM, 512 KB sound RAM, expandable with Extended RAM Cartridge
| GPU = VDP1 & VDP2 video display processors
| sound = Yamaha YMF292
| media = CD-ROM, CD+G, CD+EG, Video CD, Mini CD, Photo CD, e-book
| storage = Internal RAM, cartridge
| onlineservice = Sega NetLink
| unitssold = {{Tree list}}
- Worldwide: 9.26 million
- Japan: 5.75 million
- United States: 1.8 million
- Europe: 1 million
- Elsewhere: 530,000
{{Tree list/end}}
| predecessor = Sega Genesis
| successor = Dreamcast
| top game = Virtua Fighter 2, 1.7 million{{cite web|url=http://www.the-magicbox.com/topten2.htm |title=Japan Platinum Game Chart |publisher=The Magic Box |access-date=November 25, 2007 |url-status=dead |archive-url=https://web.archive.org/web/20071213230402/http://www.the-magicbox.com/topten2.htm |archive-date=December 13, 2007 }}
}}
The {{nihongo foot|Sega Saturn|セガサターン|Sega Satān|lead=yes|group=lower-alpha}}{{efn|In Asia, the console's name is commonly romanized as SegaSaturn.}} is a home video game console developed by Sega and released on November 22, 1994, in Japan, May 11, 1995, in North America, and July 8, 1995, in Europe. Part of the fifth generation of video game consoles, it is the successor to the successful Genesis. The Saturn has a dual-CPU architecture and eight processors. Its games are in CD-ROM format, including several ports of arcade games and original games.
Development of the Saturn began in 1992, the same year Sega's groundbreaking 3D Model 1 arcade hardware debuted. The Saturn was designed around a new CPU from the Japanese electronics company Hitachi. Another video display processor was added in early 1994 to better compete with the 3D graphics of Sony's forthcoming PlayStation.
The Saturn was initially successful in Japan but not in the United States, where it was hindered by a surprise May 1995 launch, four months before its scheduled release date. After the debut of the Nintendo 64 in late 1996, the Saturn rapidly lost market share in the US, where it was discontinued in 1998. The Saturn is considered a commercial failure; this was affected by the cancellation of Sonic X-treme, planned as the first 3D entry in Sega's popular Sonic the Hedgehog series. The Saturn was succeeded in 1998 by the Dreamcast, having sold 9.26 million units sold worldwide, most in Japan.
The Saturn has several well-regarded games, including Nights into Dreams, the Panzer Dragoon series, and the Virtua Fighter series, although much of its library was confined to the Japanese market where the system fared better than the West. The Saturn's reception is mixed due to its complex hardware design and limited third-party support; Sega's management has been criticized for its decisions during the Saturn's development and discontinuation.
History
=Background=
In the early 1990s, Sega had success with the Genesis (known as the Mega Drive in most countries outside of North America),{{cite magazine|magazine=Retro Gamer|title=Retroinspection: Mega Drive|last=Sczepaniak|first=John|issue=27|year=2006|pages=42–47|url=http://www.sega-16.com/2006/09/retroinspection-mega-drive/|access-date=May 1, 2014|archive-url=https://web.archive.org/web/20150924100219/http://www.sega-16.com/2006/09/retroinspection-mega-drive/|archive-date=September 24, 2015|url-status=live}} backed by aggressive advertising campaigns and the popularity of its Sonic the Hedgehog series.{{sfn|Kent|2001|p=431}} Sega also had success with arcade games; in 1992 and 1993, the new Sega Model 1 arcade system board showcased Sega AM2's Virtua Racing and Virtua Fighter (the first 3D fighting game), crucial to popularizing 3D polygonal graphics.{{cite web |url=http://www.gamespot.com/gamespot/features/video/15influential/p13_01.html |title=Virtua Racing – Arcade (1992) |website=GameSpot |year=2001 |access-date=June 6, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20100412225953/http://www.gamespot.com/gamespot/features/video/15influential/p13_01.html |archive-date=April 12, 2010 }} cf. {{cite magazine |last=Feit |first=Daniel |url=https://www.wired.com/2012/09/how-virtua-fighter-saved-playstations-bacon/ |title=How Virtua Fighter Saved PlayStation's Bacon |magazine=Wired |date=September 5, 2012 |access-date=October 9, 2014 |quote=Ryoji Akagawa: If it wasn't for Virtua Fighter, the PlayStation probably would have had a completely different hardware concept. |archive-url=https://web.archive.org/web/20141014093913/http://www.wired.com/2012/09/how-virtua-fighter-saved-playstations-bacon/ |archive-date=October 14, 2014 |url-status=live }} cf. {{cite magazine|last=Thomason|first=Steve|title=The Man Behind the Legend|magazine=Nintendo Power|volume=19|issue=205|date=July 2006|page=72|quote=Toby Gard: It became clear to me watching people play Virtua Fighter, which was kind of the first big 3D-character console game, that even though there were only two female characters in the lineup, in almost every game I saw being played, someone was picking one of the two females.}}{{cite web|last=Leone |first=Matt |url=http://www.1up.com/features/essential-50-virtua-fighter |archive-url=https://archive.today/20120719110526/http://www.1up.com/features/essential-50-virtua-fighter |archive-date=July 19, 2012 |title=The Essential 50 Part 35: Virtua Fighter |website=1UP.com |year=2010 |access-date=December 10, 2016 |url-status=dead }}{{cite book|last=Donovan|first=Tristan|title=Replay: The History of Video Games|publisher=Yellow Ant|year=2010|page=267|isbn=978-0956507204|quote=One of the key objections to 3D graphics that developers had been raising with Sony was that while polygons worked fine for inanimate objects such as racing cars, 2D images were superior when it came to animating people or other characters. Virtua Fighter, Suzuki's follow-up to Virtua Racing, was a direct riposte to such thinking [...] The characters may have resembled artists' mannequins but their lifelike movement turned Suzuki's game into a huge success that exploded claims that game characters couldn't be done successfully in 3D [...] Teruhisa Tokunaka, chief executive officer of Sony Computer Entertainment, even went so far as to thank Sega for creating Virtua Fighter and transforming developers' attitudes.|title-link=Replay: The History of Video Games}}{{sfn|Mott|2013|pp=226, 250. "Virtua Racing [...] was perhaps the first to treat polygons not as a graphical gimmick but as an opportunity to expand the boundaries of traditional driving games [...] It's like witnessing the discovery of fire [...] [Virtua Fighter] establish[ed] the template that future 3-D fighters would follow"}}{{sfn|Kent|2001|pp=501–502}} The Model 1 was expensive, so several alternatives helped bring Sega's newest arcade games to Genesis, such as the Virtua Processor chip used for Virtua Racing, and the 32X add-on.
=Development=
Development of the Saturn was supervised by Hideki Sato, Sega's director and deputy general manager of research and development.{{sfn|Harris|2014|p=386}} According to project manager Hideki Okamura, the project codenamed Saturn started over two years before its announcement at the Tokyo Toy Show in June 1994.{{cite magazine|title=EGM Interviews SEGA SATURN Product Manager HIDEKI OKAMURA|magazine=EGM2|issue=1|volume=1|date=July 1994|page=114|quote=Hideki Okamura: [Saturn] was just a development code name for hardware that was adopted by the Japanese development staff. The name has become common knowledge and it has a nice ring to it.}} It was developed by the same team that developed the System 32 arcade board.{{Cite web |last=株式会社インプレス |date=2016-05-23 |title=「Game On」トークイベント「セガハードの歴史を語り尽くす」レポート 歴代セガハードの生みの親が集結した夢のキャスティングが実現! |url=http://game.watch.impress.co.jp/docs/news/758667.html |access-date=2022-10-15 |website=Game Watch |language=ja}} Sato regrets that he did not go with the Model 1 arcade hardware as a base, as he was too concerned of leaving all the developers behind that were focused on sprites rather than 3D, which were the majority of developers.{{Cite web |last=Manson |first=Leonard |date=2021-12-29 |title=New Saturn Development Details: "I Regret Not Basing It On The Model 1". |url=https://www.somagnews.com/new-saturn-development-details-i-regret-not-basing-it-on-the-model-1/ |access-date=2022-10-15 |website=Somag News |archive-url=https://web.archive.org/web/20220127081720/https://www.somagnews.com/new-saturn-development-details-i-regret-not-basing-it-on-the-model-1/ |archive-date=January 27, 2022 |language=en-US}}
In 1993, Sega and the Japanese electronics company Hitachi formed a joint venture to develop a new CPU for the Saturn, which resulted in the creation of the "SuperH RISC Engine" (or SH-2) later that year.{{cite web|last=Pollack|first=Andrew|url=https://www.nytimes.com/1993/09/22/business/company-news-sega-to-use-hitachi-chip-in-video-game-machine.html|title=Sega to Use Hitachi Chip In Video Game Machine|work=The New York Times|date=September 22, 1993|access-date=April 15, 2014|quote=Sega Enterprises said today that it would base its next-generation home video game machine, due in the fall of 1994, on a new chip being developed by Hitachi Ltd [...] One Sega official said Hitachi's chip was attractively priced and would be designed with Sega's needs in mind [...] Yamaha is expected to provide sound chips and JVC the circuitry for compressing video images.|archive-url=https://web.archive.org/web/20140418061414/http://www.nytimes.com/1993/09/22/business/company-news-sega-to-use-hitachi-chip-in-video-game-machine.html|archive-date=April 18, 2014|url-status=live}} cf. {{cite magazine|title=Sega to add 64-Bit Processor to New Saturn System!|magazine=Electronic Gaming Monthly|issue=53|volume=5|date=December 1993|page=68|quote=There are reportedly seven different processors in the Saturn. The main processor will be a custom 32-Bit RISC chip under joint development by Sega and Hitachi.}} The Saturn was designed around a dual-SH2 configuration. According to Kazuhiro Hamada, Sega's section chief for Saturn development during the system's conception, "the SH-2 was chosen for reasons of cost and efficiency. The chip has a calculation system similar to a DSP [
According to president Tom Kalinske, Sega of America "fought against the architecture of Saturn for quite some time". Seeking an alternative graphics chip for the Saturn, Kalinske attempted to broker a deal with Silicon Graphics, but Sega of Japan rejected the proposal.{{cite web|url=https://ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=6|author=Fahs, Travis|title=IGN Presents the History of Sega|website=IGN|page=6|access-date=May 1, 2014|date=April 21, 2009|archive-url=https://web.archive.org/web/20140306162629/http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=6|archive-date=March 6, 2014|url-status=live}}{{cite web|last=Dring|first=Christopher|url=http://www.mcvuk.com/news/read/tale-of-two-e3s-xbox-vs-sony-vs-sega/0118482|title=A Tale of Two E3s – Xbox vs Sony vs Sega|website=MCVUK.com|access-date=January 4, 2019|date=July 7, 2013|url-status=dead|archive-url=https://web.archive.org/web/20170222190759/http://www.mcvuk.com/news/read/tale-of-two-e3s-xbox-vs-sony-vs-sega/0118482|archive-date=February 22, 2017}}{{sfn|Harris|2014|p=465}} Silicon Graphics subsequently collaborated with Nintendo on the Nintendo 64.{{sfn|Harris|2014|p=464}} Kalinske, Sony Electronic Publishing's Olaf Olafsson, and Sony America's Micky Schulhof had discussed development of a joint "Sega/Sony hardware system", which never materialized due to Sega's desire to create hardware for both 2D and 3D visuals and Sony's competing notion of focusing on 3D technology.{{cite web|last=Horowitz |first=Ken |url=http://www.sega-16.com/feature_page.php?id=214&title=Interview%3A+Tom+Kalinske |title=Interview: Tom Kalinske |website=Sega-16 |date=July 11, 2006 |access-date=December 24, 2014 |quote=Tom Kalinske: I remember we had a document that Olaf and Mickey took to Sony that said they'd like to develop jointly the next hardware, the next game platform, with Sega, and here's what we think it ought to do. Sony apparently gave the green light to that [...] Our proposal was that each of us would sell this joint Sega/Sony hardware platform; we'll share the loss on the hardware (whatever that is, we'll split it), combine our advertising and marketing, but we'll each be responsible for the software sales we'll generate. Now, at that particular point in time, Sega knew how to develop software a hell of a lot better than Sony did. They were just coming up the learning curve, so we would have benefited much more greatly [...] I felt that we were rushing Saturn. We didn't have the software right, and we didn't have the pricing right, so I felt we should have stayed with Genesis for another year. |url-status=dead |archive-url=https://web.archive.org/web/20090207173139/http://www.sega-16.com/feature_page.php?id=214&title=Interview%3A%20Tom%20Kalinske |archive-date=February 7, 2009 }}{{sfn|Harris|2014|p=452}} Publicly, Kalinske defended the Saturn's design: "Our people feel that they need the multiprocessing to be able to bring to the home what we're doing next year in the arcades."{{sfn|Kent|2001|p=509}}
In 1993, Sega restructured its internal studios in preparation for the Saturn's launch. To ensure high-quality 3D games would be available early in the Saturn's life, and to create a more energetic working environment, developers from Sega's arcade division were asked to create console games. New teams, such as the Panzer Dragoon developer Team Andromeda, were formed during this time.{{cite web|url=http://www.nowgamer.com/features/894677/the_making_of_panzer_dragoon_saga_part_1.html|title=The Making Of [...] Panzer Dragoon Saga Part 1|date=December 17, 2008|website=Now Gamer|archive-url=https://web.archive.org/web/20140724042310/http://www.nowgamer.com/features/894677/the_making_of_panzer_dragoon_saga_part_1.html|archive-date=July 24, 2014|url-status=dead|access-date=March 20, 2014|quote=Kentaro Yoshida: We thought we'd have no problem making games that were superior to PlayStation games.}} In early 1994, the Sega Titan Video arcade system was announced as an arcade counterpart to the Saturn. In April 1994, Acclaim Entertainment announced it would be the first American publisher to produce software for the Titan.{{cite magazine |title=News Digest |magazine=RePlay |date=May 1994 |volume=19 |issue=8 |page=14 |url=https://archive.org/details/re-play-volume-19-issue-no.-8-may-1994/RePlay%20-%20Volume%2019%2C%20Issue%20No.%208%20-%20May%201994/page/14}}
In January 1994, Sega began to develop the 32X add-on for the Genesis, as a less expensive entry into the 32-bit era. The 32X was approved by Sega CEO Hayao Nakayama and widely supported by Sega of America employees.{{cite magazine|author=McFerran, Damien|year=2010|title=Retroinspection: Sega 32X|magazine=Retro Gamer|issue=77|pages=44–49|quote=Scot Bayless: The 32X call was made in early January [1994] [...] There's a part of me that wishes the Saturn had adopted the 32X graphics strategy, but that ship had sailed long before the greenlight call from Nakayama.}} According to the former Sega of America producer Scot Bayless, Nakayama was worried that the Saturn would not be available until after 1994 and that the recently released Atari Jaguar would reduce Sega's hardware sales. As a result, Nakayama ordered his engineers to have the system ready for launch by the end of the year. The 32X would not be compatible with the Saturn, but Sega executive Richard Brudvik-Lindner pointed out that the 32X would play Genesis games, and had the same system architecture as the Saturn.{{sfn|Kent|2001|p=494}} This was justified by Sega's statement that both platforms would run at the same time, and that the 32X would be aimed at players who could not afford the more expensive Saturn.{{cite web|author=Beuscher, David |title=Sega Genesis 32X – Overview |website=Allgame |access-date=December 13, 2014 |url=http://allgame.com/platform.php?id=35 |url-status=dead |archive-url=https://web.archive.org/web/20141210012639/http://allgame.com/platform.php?id=35 |archive-date=December 10, 2014 }} According to Sega of America research and development head Joe Miller, the 32X familiarized development teams with the dual SH-2 architecture also used in the Saturn.{{cite web|author=Horowitz, Ken|title=Interview: Joe Miller|website=Sega-16|url=http://www.sega-16.com/2013/02/interview-joe-miller/|date=February 7, 2013|access-date=May 25, 2014|quote=Joe Miller: I'd say that the rhetoric around the deteriorating relationship is probably overblown a little bit, based on what I've read. Nakayama-san and SOJ knew they had a strong, proven management team in place at SOA, and while everyone was concerned about growing the business, neither side lost confidence in the other.|archive-url=https://web.archive.org/web/20131202233248/http://www.sega-16.com/2013/02/interview-joe-miller/|archive-date=December 2, 2013|url-status=live}} Because the machines share many parts and were prepared to launch around the same time, tensions emerged between Sega of America and Sega of Japan when the Saturn was given priority.
=Launch=
File:Sega-Saturn-JP-Mk1-Console-Set.jpg
File:Sega-Saturn-Console-Set-Mk1.png
Sega released the Saturn in Japan on November 22, 1994, at a price of ¥44,800 (equivalent to {{Currency|{{To USD|44800|JPN|year=1994|r=-1}}|USD}} at the time).{{cite web|title=Sega Saturn|publisher=Sega Corporation|access-date=March 3, 2014|url=http://sega.jp/fb/segahard/ss/|language=ja|archive-url=https://web.archive.org/web/20140716103105/http://sega.jp/fb/segahard/ss/|archive-date=July 16, 2014|url-status=live}} Virtua Fighter, a faithful port of the popular arcade game, sold at a nearly one-to-one ratio with the Saturn console at launch and was crucial to the system's early success in Japan.{{sfn|Kent|2001|pp=501–502}}{{cite web|title=Virtua Fighter Review |url=http://www.edge-online.com/reviews/virtua-fighter-review/ |work=Edge |date=December 22, 1994 |access-date=March 5, 2015 |quote=Virtua Fighter{{'}}s 3D characters have a presence that 2D sprites just can't match. The characters really do seem 'alive', whether they're throwing a punch, unleashing a special move or reeling from a blow [...] The Saturn version of Virtua Fighter is an exceptional game in many respects. It's arguably the first true 'next generation' console game, fusing the best aspects of combat gameplay with groundbreaking animation and gorgeous sound (CD music and clear samples). In the arcades, Virtua Fighter made people stop and look. On the Saturn, it will make many people stop, look at their bank balance and then fork out for Sega's new machine. Over to you, Sony. |url-status=dead |archive-url=https://web.archive.org/web/20141210173015/http://www.edge-online.com/reviews/virtua-fighter-review/ |archive-date=December 10, 2014 }} Though Sega had wanted to launch with Clockwork Knight and Panzer Dragoon, the only other first-party game available at launch was Wan Chai Connection.{{cite magazine|title=Saturn... Ahead of its Time?|last=Semrad|first=Ed|date=December 1994|magazine=Electronic Gaming Monthly|issue=65|page=6}} Boosted by the popularity of Virtua Fighter, Sega's initial shipment of 200,000 Saturn units sold out on the first day.{{cite web|url=https://ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=8|author=Fahs, Travis|title=IGN Presents the History of Sega|website=IGN|page=8|access-date=May 1, 2014|date=April 21, 2009|archive-url=https://web.archive.org/web/20151106173810/http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=8|archive-date=November 6, 2015|url-status=live}}{{sfn|Harris|2014|p=536, gives a lower figure of 170,000}} Sega waited until the December 3 launch of the PlayStation to ship more units; when both were sold side by side, the Saturn proved more popular.{{sfn|Kent|2001|p=502}}
Meanwhile, Sega released the 32X on November 21, 1994, in North America, December 3, 1994, in Japan, and January 1995 in PAL territories, at less than half of the Saturn's launch price.{{cite web|author=Buchanan, Levi|title=32X Follies|website=IGN|date=October 24, 2008|access-date=May 25, 2013|url=https://ign.com/articles/2008/10/24/32x-follies|archive-url=https://web.archive.org/web/20160417080118/http://www.ign.com/articles/2008/10/24/32x-follies|archive-date=April 17, 2016|url-status=live}}{{cite web|title=Super 32X|url=https://sega.jp/fb/segahard/32x/|publisher=Sega Corporation|language=ja|access-date=February 23, 2014|archive-url=https://web.archive.org/web/20140716105656/http://sega.jp/fb/segahard/32x/|archive-date=July 16, 2014|url-status=live}} After the holiday season, however, interest in the 32X rapidly declined. Half a million Saturn units were sold in Japan by the end of 1994 (compared to 300,000 PlayStation units),{{cite magazine|title=Japanese Stats Give Saturn the Edge|magazine=Edge|issue=19|volume=3|date=April 1995|pages=10–11|quote=This equates to the Saturn shifting an average number of 17,241 units a day and the PlayStation 15,789.}} and sales exceeded 1 million within the following six months.{{cite magazine|title=Sega Saturn: You've Watched the TV Commercials...Now Read the Facts|magazine=Next Generation|issue=8|volume=1|date=August 1995|pages=26–32}} There were conflicting reports that the PlayStation had a higher sell-through rate, and the system gradually began to overtake the Saturn in sales during 1995.{{cite web|url=https://ign.com/articles/1998/08/28/history-of-the-playstation|title=History of the PlayStation|website=IGN|date=August 28, 1998|access-date=November 16, 2014|archive-url=https://web.archive.org/web/20120218120358/http://psx.ign.com/articles/060/060188p1.html|archive-date=February 18, 2012|url-status=live}} Sony attracted many third-party developers to the PlayStation with a liberal $10 licensing fee, excellent development tools, and the introduction of a 7- to 10-day order system that allowed publishers to meet demand more efficiently than the 10- to 12-week lead times for cartridges that had previously been standard in the Japanese video game industry.{{sfn|Kent|2001|p=504}}{{cite web|url=http://www.edge-online.com/features/making-playstation/3/ |title=The Making Of: PlayStation |page=3 |work=Edge |date=April 24, 2009 |access-date=March 5, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20141018182151/http://www.edge-online.com/features/making-playstation/3/ |archive-date=October 18, 2014 }}
In March 1995, Sega of America CEO Tom Kalinske announced the Saturn's launch in the U.S. on "Saturnday" (Saturday), September 2, 1995.{{sfn|Kent|2001|p=516}}{{cite press release|url=http://www.thefreelibrary.com/Let+the+games+begin%3a+Sega+Saturn+hits+retail+shelves+across+the...-a016634009|title=Let the games begin: Sega Saturn hits retail shelves across the nation Sept. 2; Japanese sales already put Sega on top of the charts.|agency=Business Wire|location=Redwood City, California|date=March 9, 1995|access-date=December 24, 2014|archive-url=https://web.archive.org/web/20141025012132/http://www.thefreelibrary.com/Let+the+games+begin%3a+Sega+Saturn+hits+retail+shelves+across+the...-a016634009|archive-date=October 25, 2014|via=The Free Library}}{{cite web|url=https://www.cnet.com/home/smart-home/why-the-saturn-was-the-worst-major-console-of-all-time/|title=Why the Saturn was the worst major console of all time|first=Don|last=Reisinger|website=CNET|date=31 January 2008|access-date=13 March 2023}} However, Sega of Japan mandated an early launch to give the Saturn an advantage over the PlayStation.{{sfn|Harris|2014|p=536}} At the first Electronic Entertainment Expo (E3) in Los Angeles on May 11, 1995, Kalinske gave a keynote presentation in which he revealed the release price of {{US$|399|long=no}} (including a copy of Virtua Fighter), and described the features of the console. Kalinske also revealed that, due to "high consumer demand",{{cite web|last=Cifaldi |first=Frank |url=http://www.1up.com/news/day-history-sega-announces-surprise |title=This Day in History: Sega Announces Surprise Saturn Launch |website=1UP.com |date=May 11, 2010 |access-date=December 10, 2016 |url-status=dead |archive-url=https://archive.today/20130629122913/http://www.1up.com/news/day-history-sega-announces-surprise |archive-date=June 29, 2013 }} Sega had already shipped 30,000 Saturns to Toys "R" Us, Babbage's, Electronics Boutique, and Software Etc. for immediate release.{{sfn|Kent|2001|p=516}} The announcement upset retailers who were not informed of the surprise release, including Best Buy and Walmart;cf. {{cite magazine|title=Is War hell for Sega?|magazine=Next Generation|issue=13|volume=2|date=January 1996|page=7|quote=Tom Kalinske: We needed to do something shocking because we were $100 more than the other guy [...] I still think [the surprise launch] was a good idea. If I had it to do over again would I do it a little differently? Yeah, definitely. I wouldn't take the risk of annoying retailers the way we did. I would clue them in and do an early launch in a region or three regions or something so we could include everybody.}} KB Toys, which was not part of the early launch, responded by refusing to carry the Saturn and its games.{{cite web |title=K-B Toys tells its side |url=https://www.ign.com/articles/1996/09/28/k-b-toys-tells-its-side |website=IGN |date=September 28, 1996 |access-date=6 July 2023}}{{sfn|Kent|2001|p=516}} Sony subsequently unveiled the retail price for the PlayStation; Olaf Olafsson, the head of Sony Computer Entertainment America (SCEA), summoned Steve Race to the stage, who uttered "$299", and then walked away to applause.{{sfn|Harris|2014|p=545}}{{sfn|Kent|2001|pages=505, 516}}{{cite web |url=http://www.syfygames.com/news/article/this-week-in-gaming-history-how-e3-1995-changed-gaming-forever|title=This Week in Gaming History: How E3 1995 changed gaming forever|author=Patterson, Patrick|website=Syfy Games |date=May 12, 2015 |access-date=June 25, 2018|archive-url=https://web.archive.org/web/20151225204734/http://www.syfygames.com/news/article/this-week-in-gaming-history-how-e3-1995-changed-gaming-forever|archive-date=December 25, 2015}}{{cite web |url=http://www.theguardian.com/technology/2015/may/14/sega-saturn-how-one-decision-destroyed-playstations-greatest-rival|title=Sega Saturn: how one decision destroyed PlayStation's greatest rival|author=Keith Stuart|website=the Guardian |date=May 14, 2015|language=en |access-date=June 25, 2018|archive-url=https://web.archive.org/web/20180330025923/https://www.theguardian.com/technology/2015/may/14/sega-saturn-how-one-decision-destroyed-playstations-greatest-rival|archive-date=March 30, 2018}} The Saturn's release in Europe also came before the previously announced North American date, on July 8, 1995, at £399.99. European retailers and press did not have time to promote the system or its games, harming sales.{{cite news|title=Dear Saturn Mag, I've Heard the Saturn Couldn't Handle Alex Kidd... Is This True?|work=Sega Saturn Magazine|volume=1|issue=2|date=December 1995|page=51}} The PlayStation launched in Europe on September 29, 1995; by November, it had already outsold the Saturn by a factor of three in the United Kingdom, where Sony had allocated £20 million of marketing during the holiday season compared to Sega's £4 million.{{cite web|last=Horsman|first=Mathew|url=https://www.independent.co.uk/news/business/sega-profits-plunge-as-rivals-turn-up-the-heat-1581404.html|title=Sega profits plunge as rivals turn up the heat|work=The Independent|date=November 11, 1995|access-date=January 20, 2015|archive-url=https://web.archive.org/web/20150120053343/http://www.independent.co.uk/news/business/sega-profits-plunge-as-rivals-turn-up-the-heat-1581404.html|archive-date=January 20, 2015|url-status=live}}{{cite web|url=http://scei.co.jp/corporate/data/bizdataeu_e.html |title=Sony Computer Entertainment Inc. Business Development/Europe |publisher=SCE |access-date=January 20, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20140728173744/http://scei.co.jp/corporate/data/bizdataeu_e.html |archive-date=July 28, 2014 }}
The Saturn's U.S. launch was accompanied by a reported $50 million advertising campaign including coverage in publications such as Wired and Playboy.{{cite press release|url=http://www.thefreelibrary.com/Sega+Saturn+gets+astronomical+send+off+with+landmark+marketing...-a016940474|title=Sega Saturn gets astronomical send off with landmark marketing campaign; Sega breaks $50-million marketing campaign to support surprise launch at E3.|agency=Business Wire|location=Los Angeles|date=May 11, 1995|access-date=February 18, 2015|archive-url=https://web.archive.org/web/20150218104132/http://www.thefreelibrary.com/Sega+Saturn+gets+astronomical+send+off+with+landmark+marketing...-a016940474|archive-date=February 18, 2015|url-status=live|via=The Free Library}} Early advertising for the system was targeted at a more mature, adult audience than the Genesis ads.{{cite magazine|title=Sega: Who Do they Think you Are?|magazine=Next Generation|issue=14 |publisher=Imagine Media |date=February 1996|page=71}}{{cite magazine|title=Sega TV: Turn On, Tune In, Buy Hardware|magazine=Next Generation|issue=14 |publisher=Imagine Media |date=February 1996|page=74}} The early rescheduling yielded only six launch games (all published by Sega) because most third-party games were scheduled around the original launch date.{{cite press release|url=https://www.thefreelibrary.com/Sega+Saturn+launch+takes+consumers+and+retailers+by+storm%3B+retailers...-a016867843|title=Sega Saturn launch takes consumers and retailers by storm; retailers struggling to keep up with consumer demand|agency=Business Wire|location=Redwood City, California|date=May 19, 1995|access-date=October 24, 2016|archive-url=https://web.archive.org/web/20161025111725/https://www.thefreelibrary.com/Sega+Saturn+launch+takes+consumers+and+retailers+by+storm%3B+retailers...-a016867843|archive-date=October 25, 2016|url-status=dead |via=The Free Library}}{{cite magazine|title=1995: The Calm Before the Storm?|magazine=Next Generation|issue=13 |publisher=Imagine Media |date=January 1996|page=47}}{{cite magazine|last=Kato|first=Matthew|url=https://www.gameinformer.com/b/features/archive/2013/10/30/which-game-console-had-the-best-launch-lineup.aspx?PostPageIndex=3|title=Which Game Console Had the Best Launch Lineup?|magazine=Game Informer|date=October 30, 2013|page=3|access-date=February 17, 2017|archive-url=https://web.archive.org/web/20170630042313/http://www.gameinformer.com/b/features/archive/2013/10/30/which-game-console-had-the-best-launch-lineup.aspx?PostPageIndex=3|archive-date=June 30, 2017|url-status=live}} Virtua Fighter{{'}}s relative lack of popularity in the West, combined with a release schedule of only two games between the surprise launch and September 1995, prevented Sega from capitalizing on the Saturn's early timing.{{sfn|Kent|2001|p=533}} Within two days of its September 9, 1995, launch in North America, the PlayStation (backed by a large marketing campaign{{sfn|Kent|2001|p=504}}{{sfn|DeMaria|Wilson|2004|p=282}}) had more units sold than the Saturn had in the five months following its surprise launch, with almost all of the initial shipment of 100,000 units being sold in advance, and the rest selling out across the U.S.{{sfn|Kent|2001|pp=519–520}}
A high-quality port of the Namco arcade game Ridge Racer contributed to the PlayStation's early success,{{sfn|Kent|2001|p=502}}{{cite web|last=Parkin |first=Simon |url=http://www.edge-online.com/features/a-history-of-videogame-hardware-sony-playstation/ |title=A History of Videogame Hardware: Sony PlayStation |work=Edge |date=June 19, 2014 |access-date=March 5, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20141129042841/http://www.edge-online.com/features/a-history-of-videogame-hardware-sony-playstation/ |archive-date=November 29, 2014 }} and garnered favorable media in comparison to the Saturn version of Sega's Daytona USA, which was considered inferior to its arcade counterpart.{{cite magazine|title=Daytona USA|magazine=Edge|issue=21|volume=3|date=June 1995|pages=72–75|quote=Although AM2 has managed to replicate the coin-op tolerably well, Saturn Daytona fails to capture the arcade experience that PlayStation Ridge Racer so convincingly delivers.}} cf. {{cite magazine|last=McNamara|first=Andy|url=http://www.gameinformer.com/sep95/rracer.html|title=Prepare Yourself for the Ultimate Racing Experience|magazine=Game Informer|date=September 1995|access-date=April 15, 2014|archive-url=https://web.archive.org/web/19971120013114/http://www.gameinformer.com/sep95/rracer.html|archive-date=November 20, 1997|quote=Daytona rules the arcade, but I think Ridge Racer dominates the home systems.|url-status=dead|display-authors=etal}} cf. {{cite magazine|author=Air Hendrix|title=Pro Review: Daytona USA|magazine=GamePro|issue=73|volume=7|date=August 1995|page=50|quote=Daytona pales in comparison to Ridge Racer for the Japanese PlayStation, which takes an early lead with better features, gameplay, and graphics.}}{{sfn|Mott|2013|p=239. "A disastrous home version [of Daytona USA] for the Sega Saturn in 1995 is reviled for its choppy frame rate and flickering polygons"}} Namco, a longtime arcade competitor with Sega,{{sfn|Kent|2001|p=582}} also unveiled the Namco System 11 arcade board, based on raw PlayStation hardware.{{cite magazine|title=Tekken|magazine=Edge|issue=21|volume=3|date=June 1995|pages=66–70|quote=Namco took a significant risk in basing its Tekken coin-op on raw PlayStation hardware, considering that it would be competing directly with Sega's Model 2-powered Virtua Fighter 2 [...] For once, a home system can boast an identical conversion of a cutting-edge coin-op [...] Namco's research section managing director, Shegeichi Nakamura [...] explains: "When Sony came along we decided to go for a low-cost system—in short, we've left the big arcade stores to Sega and VF2 and Tekken has been sold to smaller arcade centres" [...] Namco has a further four titles planned for System 11, all of which are likely to make the jump to the PlayStation.}} Although the System 11 is technically inferior to Sega's Model 2 arcade board, its lower price made it attractive to smaller arcades. Following a 1994 acquisition of Sega developers, Namco released Tekken for the System 11 and PlayStation. Directed by former Virtua Fighter designer Seiichi Ishii, Tekken was intended to be fundamentally similar, with the addition of detailed textures and twice the frame rate.{{cite magazine|title=Namco|magazine=Next Generation|volume=1|issue=1|date=January 1995|pages=70–73}}{{cite magazine|title=Tekken|magazine=Next Generation|date=February 1995|issue=2|volume=1|page=82}}{{cite magazine|url=http://www.edge-online.com/features/an-audience-with-katsuhiro-harada/ |title=An Audience With: Katsuhiro Harada – on 20 years of Tekken and the future of fighting games |magazine=Edge |date=September 23, 2013 |access-date=March 5, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20141129114830/http://www.edge-online.com/features/an-audience-with-katsuhiro-harada/ |archive-date=November 29, 2014 }} Tekken surpassed Virtua Fighter in popularity due to its superior graphics and nearly arcade-perfect console port, becoming the first million-selling PlayStation game.{{sfn|Mott|2013|p=254}}cf. {{cite magazine|author=Scary Larry|title=Pro Review: Virtua Fighter|magazine=GamePro|issue=73|volume=7|date=August 1995|page=48|quote=The graphics were state-of-the-art when this game was released in the arcades a year ago. Other fighters—notably Tekken and Toh Shin Den—now make better use of the polygon engine.}}
On October 2, Sega announced a Saturn price reduction to $299.{{cite press release|url=http://www.thefreelibrary.com/Sega+announces+%24299+Sega+Saturn+core+pack%3b+%27%27Virtua+Fighter+Remix%27%27...-a017512731|title=Sega Announces $299 Sega Saturn Core Pack; "Virtua Fighter Remix" Pack-In Available for $349.|agency=Business Wire|location=Redwood City, California|date=October 2, 1995|access-date=December 24, 2014|quote=Sega of America Monday announced that, effective immediately, it will dramatically drop the price of its high-end Sega Saturn system to $299.|archive-url=https://web.archive.org/web/20140504225632/http://www.thefreelibrary.com/Sega+announces+%24299+Sega+Saturn+core+pack%3b+%27%27Virtua+Fighter+Remix%27%27...-a017512731|archive-date=May 4, 2014|via=The Free Library}} High-quality Saturn ports of the Sega Model 2 arcade hits Sega Rally Championship,cf. {{cite magazine|last=Reiner |first=Andrew |url=http://www.gameinformer.com/jan96/rally.html |title=Easy Left, Baby |magazine=Game Informer |date=January 1996 |access-date=September 16, 2014 |quote=I'm far more impressed with this title than I was with Daytona. |display-authors=etal |url-status=dead |archive-url=https://web.archive.org/web/19971120011601/http://www.gameinformer.com/jan96/rally.html |archive-date=November 20, 1997 }} cf. {{cite magazine|title=Top Gear|magazine=Next Generation|issue=14|volume=2|date=February 1996|page=160}} Virtua Cop,cf. {{cite magazine|last=Reiner |first=Andrew |url=http://www.gameinformer.com/jan96/vcop.html |title=Rendered and Ready to Wear |magazine=Game Informer |date=January 1996 |access-date=September 16, 2014 |display-authors=etal |url-status=dead |archive-url=https://web.archive.org/web/19971120011638/http://www.gameinformer.com/jan96/vcop.html |archive-date=November 20, 1997 }} cf. {{cite magazine|title=Stunning|magazine=Next Generation|issue=14|volume=2|date=February 1996|page=162|quote=Totally eliminates the hit or miss polarity of other light-gun games and adds a whole new level of detail to the genre.}} and Virtua Fighter 2 (running at 60 frames per second at a high resolution){{cite web|last=Marriott |first=Scott Alan |url=http://www.allgame.com/game.php?id=1982 |title=Virtua Fighter 2 |work=Allgame |access-date=December 14, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20141114131607/http://www.allgame.com/game.php?id=1982 |archive-date=November 14, 2014 }}cf. {{cite magazine|title=Platinum Pick: Virtua Fighter 2|magazine=Next Generation|issue=13|volume=2|date=January 1996|page=179|quote=The ultimate arcade translation [...] the best fighting game ever.}} cf. {{cite magazine|title=Excellent!|magazine=Next Generation|issue=14|volume=2|date=February 1996|page=160|quote=A general attention to detail that sets a new mark for quality game design.}} were available by the end of the year and were generally regarded as superior to competitors on the PlayStation.{{cite magazine|title=Sony fights Sega on US streets|magazine=Next Generation|issue=13|volume=2|date=January 1996|pages=14–16}} Notwithstanding a subsequent increase in Saturn sales during the 1995 holiday season, the games were not enough to reverse the PlayStation's decisive lead. By 1996, the PlayStation had a considerably larger library than the Saturn, although Sega hoped to generate interest with upcoming exclusives such as Nights into Dreams.{{sfn|Kent|2001|p=533}} An informal survey of retailers showed that the Saturn and PlayStation sold in roughly equal numbers during the first quarter of 1996.{{cite magazine|title=Just Who Is Winning the 32-Bit War? |magazine=Next Generation|issue=17|publisher=Imagine Media|date=May 1996|page=22}} Within its first year, the PlayStation secured over 20% of the entire U.S. video game market. On the first day of the May 1996 E3 show, Sony announced a PlayStation price reduction to $199, a reaction to the release of the Model 2 Saturn in Japan at a price roughly equivalent to $199.{{cite magazine|date=June 1996|title=Saturn Comes Down to Earth|magazine=Electronic Gaming Monthly|publisher=Ziff Davis|issue=83|pages=14–15}} On the second day, Sega announced it would match this price, though Saturn hardware was more expensive to manufacture.{{sfn|Kent|2001|p=532}}{{cite magazine|title=Sony's Video Games Onslaught Continues!|magazine=Maximum: The Video Game Magazine|issue=7 |publisher=Emap International Limited|date=June 1996|pages=72–73}}
=Changes at Sega=
{{Quote box
| quote = I thought the world of [Hayao] Nakayama because of his love of software. We spoke about building a new hardware platform that I would be very, very involved with, shape the direction of this platform, and hire a new team of people and restructure Sega. That, to me, was a great opportunity.
| source = —Bernie Stolar on joining Sega of America
| width = 30em
}}
After the launch of the PlayStation and Saturn, sales of 16-bit games and consoles continued to account for 64% of the video game market in 1995.{{sfn|Kent|2001|p=531}}{{cite journal|last1=Gallagher|first1=Scott|last2=Park|first2=Seung Ho|title=Innovation and Competition in Standard-Based Industries: A Historical Analysis of the U.S. Home Video Game Market|journal=IEEE Transactions on Engineering Management|volume=49|number=1|date=February 2002|pages=67–82|doi=10.1109/17.985749}} Sega underestimated the continued popularity of the Genesis, and did not have the inventory to meet demand.{{sfn|Kent|2001|p=531}} Sega was able to capture 43% of the dollar share of the U.S. video game market and sell more than 2 million Genesis units in 1995, but Kalinske estimated that "we could have sold another 300,000 Genesis systems in the November/December timeframe."{{cite news |title=Sega captures dollar share of videogame market again; diverse product strategy yields market growth; Sega charts path for 1996. |work=Business Wire |date=January 10, 1996 |access-date=December 24, 2014 |url=http://www.thefreelibrary.com/Sega+captures+dollar+share+of+videogame+market+--+again%3B+diverse...-a018001580 |quote=Estimated dollar share for Sega-branded interactive entertainment hardware and software in 1995 was 43 percent, compared with Nintendo at 42 percent, Sony at 13 percent and The 3DO Co. at 2 percent. Sega estimates the North American videogame market will total more than $3.9 billion for 1995. |archive-url=https://web.archive.org/web/20140502075742/http://www.thefreelibrary.com/Sega%2Bcaptures%2Bdollar%2Bshare%2Bof%2Bvideogame%2Bmarket%2B--%2Bagain%3B%2Bdiverse...-a018001580 |archive-date=May 2, 2014 |url-status=live }} Nakayama's decision to focus on the Saturn over the Genesis, based on the systems' relative performance in Japan, has been cited as the major contributing factor in this miscalculation.{{sfn|Kent|2001|p=508}}
Due to long-standing disagreements with Sega of Japan, Kalinske lost interest in his work as CEO of Sega of America.{{sfn|Kent|2001|p=535. Michael Latham: "[Tom] would fall asleep on occasion in meetings. That is true. These were nine-hour meetings. Sega had a thing for meetings. You'd get there at 8:00 A.M. and then you'd get out of the meeting at, like, 4:00 P.M., so he wasn't the only person [...] It wasn't the failure of the Saturn that made him lose interest; it was the inability to do something about it. He was not allowed to do anything. The U.S. side was basically no longer in control"}} By early 1996, rumors were circulating that Kalinske planned to leave Sega,{{sfn|Kent|2001|p=534}} and a July 13 article in the press reported speculation that Sega of Japan was planning significant changes to Sega of America's management.{{cite web|title= Sega Planning Drastic Management Reshuffle – World Exclusive |url=http://www.next-generation.com/news/071396a.html |work=Next Generation |date=July 13, 1996 |access-date=May 6, 2014 |url-status=dead |archive-url=https://web.archive.org/web/19961220200717/http://www.next-generation.com/news/071396a.html |archive-date=December 20, 1996 }} On July 16, 1996, Sega announced that Kalinske would leave Sega after September 30, and that Shoichiro Irimajiri had been appointed chairman and CEO of Sega of America.{{cite web|title=Kalinske Out |url=http://www.next-generation.com/news/071696a.html |work=Next Generation |date=July 16, 1996 |access-date=May 6, 2014 |url-status=dead |archive-url=https://web.archive.org/web/19961220200643/http://www.next-generation.com/news/071696a.html |archive-date=December 20, 1996 }} A former Honda executive,{{cite news |url=https://www.nytimes.com/1998/03/14/business/international-business-sega-enterprises-pulls-its-saturn-video-console-us-market.html?pagewanted=1 |title=Sega Enterprises Pulls Its Saturn Video Console From the U.S. Market |access-date=December 7, 2014 |author=Stephanie Strom |work=The New York Times |date=March 14, 1998 |archive-url=https://web.archive.org/web/20130430012902/http://www.nytimes.com/1998/03/14/business/international-business-sega-enterprises-pulls-its-saturn-video-console-us-market.html?pagewanted=1 |archive-date=April 30, 2013 |url-status=live}}{{sfn|Kent|2001|p=559}} Irimajiri had been involved with Sega of America since joining Sega in 1993.{{cite web|title=Irimajiri Settles in at Sega |url=http://www.next-generation.com/news/072596b.html |work=Next Generation |date=July 25, 1996 |access-date=May 6, 2014 |quote=Although a familiar face at Sega of America, Shoichiro Irimajiri has spent his first week in charge re-meeting all the staff. |url-status=dead |archive-url=https://web.archive.org/web/19961220195722/http://www.next-generation.com/news/072596b.html |archive-date=December 20, 1996 }} Sega also announced that David Rosen and Nakayama had resigned from their positions as chairman and co-chairman of Sega of America, though both remained with the company.{{sfn|Kent|2001|p=535}} Bernie Stolar, a former executive at Sony Computer Entertainment of America,{{sfn|Kent|2001|p=558}} was named Sega of America's executive vice president in charge of product development and third-party relations.{{cite news|title=Sega of America appoints Shoichiro Irimajiri chairman/chief executive officer|work=M2PressWIRE|date=July 16, 1996|access-date=December 24, 2014|url=http://www.m2.com/m2/web/story.php/1996852568440080DDE88025683B005E7A3F|quote=Sega of America Inc. (SOA) Monday announced that Shoichiro Irimajiri has been appointed chairman and chief executive officer. Sega also announced that Bernard Stolar, previously of Sony Computer Entertainment America, has joined the company as executive vice president, responsible for product development and third-party business [...] Sega also announced that Hayao Nakayama and David Rosen have resigned as chairman and co-chairman of Sega of America, respectively.|archive-url=https://web.archive.org/web/20141018032603/http://www.m2.com/m2/web/story.php/1996852568440080DDE88025683B005E7A3F|archive-date=October 18, 2014|url-status=live|url-access=subscription}} Stolar, who had arranged a six-month PlayStation exclusivity deal for Mortal Kombat 3{{sfn|Kent|2001|p=506}} and helped build close relations with Electronic Arts while at Sony, was perceived as a major asset by Sega officials. Finally, Sega of America made plans to expand its PC software business.{{sfn|Kent|2001|p=559}}
Stolar was not supportive of the Saturn, deciding it was poorly designed, and publicly announced at E3 1997 that "the Saturn is not our future". Though Stolar had "no interest in lying to people" about the Saturn's prospects, he continued to emphasize quality games for the system, and later said that "we tried to wind it down as cleanly as we could for the consumer".{{sfn|Kent|2001|p=558}} At Sony, Stolar had opposed the localization of Japanese games that he decided would not represent PlayStation well in North America, and advocated a similar policy for the Saturn, although he later sought to distance himself from his actions.{{sfn|Kent|2001|p=506}}{{cite web|last=Johnston|first=Chris|url=http://www.gamespot.com/articles/stolar-talks-dreamcast/1100-2464369/|title=Stolar Talks Dreamcast|work=GameSpot|date=July 15, 1998|access-date=December 17, 2014|quote=Bernie Stolar: I'm also a big believer in RPGs as well. No one ever believes that because I came out of the coin-op side of the business. But I'm an older, wiser person these days.|archive-url=https://web.archive.org/web/20170710051328/https://www.gamespot.com/articles/stolar-talks-dreamcast/1100-2464369/|archive-date=July 10, 2017|url-status=live}} These changes were accompanied by a softer image that Sega was beginning to portray in its advertising, including removing the "Sega!" scream and holding press events for the education industry.{{sfn|Kent|2001|p=533}} Marketing for the Saturn in Japan also changed with the introduction of Segata Sanshiro (played by Hiroshi Fujioka), a character in a series of TV advertisements starting in 1997; the character eventually starred in a Saturn game.{{cite web|author=Towell, Justin|title='Mr. Sega Saturn' lives on via amazing T-shirt|work=GamesRadar|url=https://gamesradar.com/mr-sega-saturn-lives-on-via-amazing-t-shirt/|date=June 23, 2012|access-date=March 3, 2014|archive-url=https://web.archive.org/web/20140308232401/http://www.gamesradar.com/mr-sega-saturn-lives-on-via-amazing-t-shirt/|archive-date=March 8, 2014|url-status=live}}{{cite web|url=http://www.edge-online.com/features/week-japan-0/ |title=This Week in Japan |work=Edge |date=June 6, 2008 |access-date=March 5, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20141103012109/http://www.edge-online.com/features/week-japan-0/ |archive-date=November 3, 2014 }}
Temporarily abandoning arcade development, Sega AM2 head Yu Suzuki began developing several Saturn-exclusive games, including a role-playing game in the Virtua Fighter series.{{cite web|last=Kolan|first=Patrick|url=https://ign.com/articles/2007/08/08/shenmue-through-the-ages|title=Shenmue: Through the Ages|website=IGN|date=August 7, 2007|access-date=April 30, 2014|archive-url=https://web.archive.org/web/20141104113911/http://www.ign.com/articles/2007/08/08/shenmue-through-the-ages|archive-date=November 4, 2014|url-status=live}} Initially conceived as an obscure prototype, "The Old Man and the Peach Tree", and intended to address the flaws of contemporary Japanese RPGs (such as poor non-player character artificial intelligence routines), Virtua Fighter RPG evolved into a planned 11-part, 45-hour "revenge epic in the tradition of Chinese cinema", which Suzuki hoped would become the Saturn's killer app.{{cite web|url=http://www.edge-online.com/news/the-making-of-shenmue-yu-suzuki-on-its-genesis-development-and-the-series-future/ |title=The Making of Shenmue: Yu Suzuki on the Cult Classic's Genesis, Development – And Its Future |work=Edge |date=March 20, 2014 |access-date=March 5, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20141215085448/http://www.edge-online.com/news/the-making-of-shenmue-yu-suzuki-on-its-genesis-development-and-the-series-future/ |archive-date=December 15, 2014 }}{{cite web|last=Corriea|first=Alexa Ray|url=http://www.polygon.com/2014/3/19/5527120/yu-suzuki-shenmue-gdc-2014-classic-game-postmortem|title=Creator Yu Suzuki shares the story of Shenmue{{'}}s development|work=Polygon|date=March 19, 2014|access-date=December 15, 2014|archive-url=https://web.archive.org/web/20150628071042/http://www.polygon.com/2014/3/19/5527120/yu-suzuki-shenmue-gdc-2014-classic-game-postmortem|archive-date=June 28, 2015|url-status=live}} The game was eventually released as Shenmue for the Saturn's successor, the Dreamcast.{{cite web|url=https://ign.com/articles/1999/07/14/shenmue-the-history|title=Shenmue, the History: Our look at Shenmue's history begins back in 1996|website=IGN|date=July 13, 1999|access-date=April 30, 2014|archive-url=https://web.archive.org/web/20141030003504/http://www.ign.com/articles/1999/07/14/shenmue-the-history|archive-date=October 30, 2014|url-status=live}}{{sfn|Mott|2013|p=406}}
=Cancellation of ''Sonic X-treme''=
{{main|Sonic X-treme}}
File:Sxtreme-jadegully.jpg was canceled, and the lack of a fully 3D Sonic the Hedgehog platformer became a significant factor in the Saturn's commercial failure.]]
As Sonic Team was working on Nights into Dreams, Sega tasked the U.S.-based Sega Technical Institute (STI) with developing the first fully 3D entry in its popular Sonic the Hedgehog series. The game, Sonic X-treme, was moved to the Saturn after several prototypes for other hardware (including the 32X) were discarded.{{cite web|last=Horowitz|first=Ken|url=http://www.sega-16.com/2007/06/developers-den-sega-technical-institute/|title=Developer's Den: Sega Technical Institute|work=Sega-16|date=June 11, 2007|access-date=April 16, 2014|quote=Roger Hector: When it became obvious that Sony was taking the lead, Sega's corporate personality changed. It became very political, with lots of finger-pointing around the company. Sega tried to get a handle on the situation, but they made a lot of mistakes, and ultimately STI was swallowed up in the corporate turmoil.|archive-url=https://web.archive.org/web/20160408141746/http://www.sega-16.com/2007/06/developers-den-sega-technical-institute/|archive-date=April 8, 2016|url-status=live}}{{cite web |author=Fahs, Travis |url=https://ign.com/articles/2008/05/29/sonic-x-treme-revisited |title=Sonic X-Treme Revisited |website=IGN |date=May 29, 2008 |access-date=April 30, 2014 |archive-url=https://web.archive.org/web/20170712125403/http://www.ign.com/articles/2008/05/29/sonic-x-treme-revisited |archive-date=July 12, 2017 |url-status=live }}{{cite web|url=https://gamesradar.com/the-greatest-sonic-game-we-never-got-to-play/|author=Houghton, David|title=The greatest Sonic game we never got ...|work=GamesRadar|date=April 24, 2008|access-date=July 23, 2012|archive-url=https://web.archive.org/web/20131026090625/http://www.gamesradar.com/the-greatest-sonic-game-we-never-got-to-play/|archive-date=October 26, 2013|url-status=live}} It featured a fisheye lens camera system that rotated levels with Sonic's movement. After Nakayama ordered the game be reworked around the engine created for its boss battles, the developers were forced to work between 16 and 20 hours a day to meet their December 1996 deadline. Weeks of development were wasted after Stolar rescinded STI's access to Sonic Team's Nights into Dreams engine following an ultimatum by Nights programmer Yuji Naka.{{cite magazine|date=July 2007|title=The Making Of... Sonic X-treme|magazine=Edge|publisher=Future plc|volume=15|issue=177|pages=100–103|url=http://www.edge-online.com/features/the-making-of-sonic-x-treme/|archive-url=https://web.archive.org/web/20130417052400/http://www.edge-online.com/features/the-making-of-sonic-x-treme/|archive-date=April 17, 2013|via=Edge Online|url-status=dead}} After programmer Ofer Alon quit and designers Chris Senn and Chris Coffin became ill, Sonic X-Treme was cancelled in early 1997. Sonic Team started work on an original 3D Sonic game for the Saturn, but development shifted to the Dreamcast as Sonic Adventure.{{cite web|last=Barnholt |first=Ray |url=http://www.1up.com/features/yuji-naka-interview-ivy-kiwi?pager.offset=2 |title=Yuji Naka Interview: Ivy the Kiwi and a Little Sega Time Traveling |work=1UP.com |access-date=December 10, 2016 |url-status=dead |archive-url=https://archive.today/20140304180628/http://www.1up.com/features/yuji-naka-interview-ivy-kiwi?pager.offset=2 |archive-date=March 4, 2014 }}{{cite web|last=Towell|first=Justin|url=https://gamesradar.com/super-rare-1990-sonic-the-hedgehog-prototype-is-missing/|title=Super-rare 1990 Sonic The Hedgehog prototype is missing|work=GamesRadar|date=June 23, 2012|access-date=March 4, 2014|quote=Yuji Naka: The reason why there wasn't a Sonic game on Saturn was really because we were concentrating on Nights. We were also working on Sonic Adventure—that was originally intended to be out on Saturn, but because Sega as a company was bringing out a new piece of hardware—the Dreamcast—we resorted to switching it over to the Dreamcast, which was the newest hardware at the time. So that's why there wasn't a Sonic game on Saturn. With regards to X-treme, I'm not really sure on the exact details of why it was cut short, but from looking at how it was going, it wasn't looking very good from my perspective. So I felt relief when I heard it was cancelled.|archive-url=https://web.archive.org/web/20160324080928/http://www.gamesradar.com/super-rare-1990-sonic-the-hedgehog-prototype-is-missing/|archive-date=March 24, 2016|url-status=live}} STI was disbanded in 1996 as a result of changes in management at Sega of America.
Journalists and fans have speculated about the impact a completed X-treme might have had on the market. David Houghton of GamesRadar described the prospect of "a good 3D Sonic game" on the Saturn as "a 'What if...' situation on a par with the dinosaurs not becoming extinct". IGN{{'}}s Travis Fahs called X-treme "the turning point not only for Sega's mascot and their 32-bit console, but for the entire company [and] an empty vessel for Sega's ambitions and the hopes of their fans". Dave Zdyrko, who operated a prominent Saturn fan website during the system's lifespan, said: "I don't know if [X-treme] could've saved the Saturn, but [...] Sonic helped make the Genesis and it made absolutely no sense why there wasn't a great new Sonic title ready at or near the launch of the [Saturn]." In a 2007 retrospective, producer Mike Wallis maintained that X-treme "definitely would have been competitive" with Nintendo's Super Mario 64. Next Generation reported in late 1996 that X-treme would have harmed Sega's reputation if it did not compare well to contemporary competition.{{cite magazine|title=In the Studio|magazine=Next Generation|issue=23 |publisher=Imagine Media |date=November 1996|page=17}} Naka said he had been relieved by the cancellation, because the game was not promising.
=Decline=
From 1993 to early 1996, although Sega's revenue declined as part of an industry-wide slowdown,{{cite book|author-last=Finn|author-first=Mark|editor-last=Mäyrä|editor-first1=Frans|title=Computer Games and Digital Cultures: Conference Proceedings: Proceedings of the Computer Games and Digital Cultures Conference, June 6–8, 2002, Tampere, Finland|chapter=Console Games in the Age of Convergence|publisher=Tampere University Press|year=2002|isbn=978-9514453717|pages=45–58}}{{sfn|Kent|2001|page=500}} the company retained control of 38% of the U.S. video game market (compared to Nintendo's 30% and Sony's 24%). Eight hundred thousand PlayStation units were sold in the U.S. by the end of 1995, compared to 400,000 Saturn units.{{sfn|Kent|2001|page=520}}{{cite web|last=McCarthy|first=Dave|url=http://www.eurogamer.net/articles/a_playstationhistory_1|title=PlayStation-The total history|work=Eurogamer|date=November 20, 2006|access-date=November 16, 2014|archive-url=https://web.archive.org/web/20141129070933/http://www.eurogamer.net/articles/a_playstationhistory_1|archive-date=November 29, 2014|url-status=live}} In part due to an aggressive price war, the PlayStation outsold the Saturn by two to one in 1996, and Sega's 16-bit sales declined markedly. By the end of 1996, the PlayStation had 2.9 million units sold in the U.S., more than twice the 1.2 million Saturn units sold.{{cite journal|last=Schilling|first=Mellissa A.|title=Technological Leapfrogging: Lessons From the U.S. Video Game Console Industry|journal=California Management Review|volume=45|number=3|date=Spring 2003|pages=12, 23|doi=10.2307/41166174|jstor=41166174|s2cid=114838931|quote=Lack of distribution may have contributed significantly to the failure of the Sega Saturn to gain an installed base. Sega had limited distribution for its Saturn launch, which may have slowed the building of its installed base both directly (because consumers had limited access to the product) and indirectly (because distributors that were initially denied product may have been reluctant to promote the product after the limitations were lifted). Nintendo, by contrast, had unlimited distribution for its Nintendo 64 launch, and Sony not only had unlimited distribution, but had extensive experience with negotiating with retailing giants such as Wal-Mart for its consumer electronics products.}} The Christmas 1996 "Three Free" pack, which bundled the Saturn with Daytona USA, Virtua Fighter 2, and Virtua Cop, drove sales dramatically and ensured the Saturn remained a competitor into 1997.{{cite magazine |title=Who Won the Videogame Wars of 1996? |magazine=Next Generation|issue=28 |publisher=Imagine Media |date=April 1997|pages=16–19}}
However, the Saturn failed to take the lead. After the launch of the Nintendo 64 in 1996, sales of the Saturn and its games were sharply reduced,{{sfn|Kent|2001|p=558}} and the PlayStation outsold the Saturn by three-to-one in the U.S. in 1997. The 1997 release of Final Fantasy VII significantly increased the PlayStation's popularity in Japan.{{cite web|url=http://www.edge-online.com/features/making-final-fantasy-vii/3/ |title=The Making Of: Final Fantasy VII |page=3 |work=Edge |date=August 26, 2012 |access-date=March 5, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20141026033706/http://www.edge-online.com/features/making-final-fantasy-vii/3/ |archive-date=October 26, 2014 }}{{sfn|Mott|2013|page=332}} The game helped push PlayStation sales ahead of the Saturn in Japan, after the PlayStation and Saturn had been very close in Japan prior to the game's release.{{cite magazine|date=February 1998|title=Tokyorama|url=https://www.abandonware-magazines.org/affiche_mag.php?mag=51&num=4862&album=oui|magazine=Consoles +|issue=73|pages=46–7|lang=fr}} As of August 1997, Sony controlled 47% of the console market, Nintendo 40%, and Sega only 12%. Neither price cuts nor high-profile game releases proved helpful.{{sfn|Kent|2001|p=558}} Reflecting decreased demand for the system, worldwide Saturn shipments during March to September 1997 declined from 2.35 million to 600,000 versus the same period in 1996; shipments in North America declined from 800,000 to 50,000.{{cite web|url=http://www.telecompaper.com/news/sega-sales-fall-in-1sthalf--123315 |title=Sega Sales Fall in First Half |work=Telecompaper |date=November 21, 1997 |access-date=November 5, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20151105061708/http://www.telecompaper.com/news/sega-sales-fall-in-1sthalf--123315 |archive-date=November 5, 2015 }} Due to the Saturn's poor performance in North America, 60 of Sega of America's 200 employees were laid off in late 1997.
{{Quote box
| quote = I thought the Saturn was a mistake as far as hardware was concerned. The games were obviously terrific, but the hardware just wasn't there.
| source = —Bernie Stolar, former president of Sega of America, assessed the Saturn in 2009.
| width = 30em
}}
As a result of Sega's deteriorating financial situation, Nakayama resigned as president in January 1998 in favor of Irimajiri. Stolar subsequently acceded to president of Sega of America.{{sfn|Kent|2001|page=558}}{{cite web|last=Feldman|first=Curt|url=http://www.gamespot.com/articles/katana-strategy-still-on-back-burner/1100-2463564/|title=Katana Strategy Still on Back Burner|work=GameSpot|date=April 22, 1998|access-date=December 9, 2014|archive-url=https://web.archive.org/web/20170705034437/https://www.gamespot.com/articles/katana-strategy-still-on-back-burner/1100-2463564/|archive-date=July 5, 2017|url-status=live}} Following five years of generally declining profits, in the fiscal year ending March 31, 1998, Sega suffered its first parent and consolidated financial losses since its 1988 listing on the Tokyo Stock Exchange.{{cite web|url=http://www.gamespot.com/articles/sega-news-from-japan/1100-2462352/|title=Sega News From Japan|work=GameSpot|date=March 18, 1998|access-date=December 7, 2014|archive-url=https://web.archive.org/web/20170705034437/https://www.gamespot.com/articles/sega-news-from-japan/1100-2462352/|archive-date=July 5, 2017|url-status=live}} Due to a 54.8% decline in consumer product sales (including a 75.4% decline overseas), the company reported a net loss of ¥43.3 billion ({{US$|327.8 million|long=no}}) and a consolidated net loss of ¥35.6 billion ({{US$|269.8 million|long=no}}).{{cite web|url=http://sega.jp/IR/en/ar/ar1998/ar98.pdf |title=Sega Enterprises Annual Report 1998 |publisher=Sega Enterprises, Ltd. |pages=1, 7–8 |access-date=December 7, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20040504003308/http://sega.jp/IR/en/ar/ar1998/ar98.pdf |archive-date=May 4, 2004 }}
Shortly before announcing its financial losses, Sega announced that it was discontinuing the Saturn in North America to prepare for the launch of its successor.{{sfn|Kent|2001|p=558}} Only 7 Saturn games were released in North America in 1998 (Magic Knight Rayearth is the final official release), compared to 119 in 1996.{{cite web|last=Lemos|first=Robert|url=https://www.zdnet.com/article/sega-makes-play-for-dreamcast-support/|title=Sega makes play for Dreamcast support|work=ZDNet|date=March 17, 1999|access-date=December 17, 2014|archive-url=https://web.archive.org/web/20141217114049/http://www.zdnet.com/article/sega-makes-play-for-dreamcast-support/|archive-date=December 17, 2014|url-status=live}}{{cite web|last=Parish|first=Jeremy|url=http://www.usgamer.net/articles/the-lost-child-of-a-house-divided-a-sega-saturn-retrospective|title=The Lost Child of a House Divided: A Sega Saturn Retrospective|work=USgamer|date=November 18, 2014|access-date=December 17, 2014|archive-url=https://web.archive.org/web/20141215095100/http://www.usgamer.net/articles/the-lost-child-of-a-house-divided-a-sega-saturn-retrospective|archive-date=December 15, 2014|url-status=live}} The Saturn lasted longer in Japan,{{sfn|Kent|2001|p=559}} with Irimajiri announcing in early 1998 that Sega would continue supporting the Saturn in Japan after its successor was released.{{cite magazine |title=Preparing for Launch |magazine=Electronic Gaming Monthly|issue=106 |publisher=Ziff Davis |date=May 1998|page=23}} Between June 1996 and August 1998, a further 1,103,468 consoles and 29,685,781 games were sold in Japan, giving the Saturn a Japanese attach rate of 16.71 games per console, the highest of that generation.{{cite book |title=TV Game Ranking Databook: 1995.9~1998.8 |date=15 December 1998 |publisher=ベストセラーズ (Bestsellers) |isbn=978-4-584-16090-9 |pages=46–7 |url=https://cdn-ak.f.st-hatena.com/images/fotolife/M/MULTi88/20200929/20200929022108.jpg |lang=ja}} As of February 1997, the attach rate was four games per console worldwide.{{cite news |title=Sega lance une nouvelle offensive sur le marché des consoles de jeux de nouvelle génération. |url=http://www.sega-europe.com/FPR5.HTML |access-date=2025-02-14 |quote=A ce jour, Sega a vendu plus de 7,2 millions de Sega Saturn à travers le monde et en moyenne 4 jeux par console. Le catalogue des jeux Saturn est composé de plus de 200 titres. |publisher=Sega Europe |date=1997-02-24 |language=fr |archive-url=https://web.archive.org/web/19970715065016/http://www.sega-europe.com/FPR5.HTML |archive-date=1997-07-15 }}
Rumors about the upcoming Dreamcast, spread mainly by Sega, were leaked to the public before the last Saturn games were released.{{sfn|Kent|2001|p=559}} The Dreamcast was released on November 27, 1998, in Japan and on September 9, 1999, in North America.{{sfn|Kent|2001|pp=563–564}} The decision to abandon the Saturn effectively left the Western market without Sega games for over one year.{{cite web|last=Fahs|first=Travis|url=https://ign.com/articles/2010/09/10/ign-presents-the-history-of-dreamcast|title=IGN Presents the History of Dreamcast|website=IGN|date=September 9, 2010|access-date=December 24, 2014|archive-url=https://web.archive.org/web/20140928201508/http://www.ign.com/articles/2010/09/10/ign-presents-the-history-of-dreamcast|archive-date=September 28, 2014|url-status=live}} Sega suffered an additional ¥42.881 billion consolidated net loss in the fiscal year ending March 1999 and announced plans to eliminate 1,000 jobs, nearly a quarter of its workforce.{{cite web|url=http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2000.pdf |title=Sega Corporation Annual Report 2000 |publisher=Sega Corporation |page=18 |access-date=December 24, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20070925210504/http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2000.pdf |archive-date=September 25, 2007 }}{{cite web|last=King|first=Sharon R.|url=https://www.nytimes.com/1999/07/12/business/technology-sega-is-giving-new-product-special-push.html|title=TECHNOLOGY; Sega Is Giving New Product Special Push|work=The New York Times|date=July 12, 1999|access-date=December 24, 2014|archive-url=https://web.archive.org/web/20141225075707/http://www.nytimes.com/1999/07/12/business/technology-sega-is-giving-new-product-special-push.html|archive-date=December 25, 2014|url-status=live}}
Worldwide Saturn sales include at least the following amounts in each territory: 5.75 million in Japan (surpassing Genesis sales of 3.58 million there{{cite magazine|title=Weekly Famitsu Express|magazine=Famitsu|volume=11|issue=392|date=June 21, 1996|page=8}}), 1.8 million in the United States, 1 million in Europe, and 530,000 elsewhere.{{cite magazine|title=Goodbye (?!) Sega Saturn|magazine=Dreamcast Magazine (JP)|volume=3|issue=12|date=April 7, 2000|page=154}} With lifetime sales of 9.26 million units,{{cite book|last=Ernkvist|first=Mirko|title=The Video Game Industry: Formation, Present State, and Future|chapter=Console Hardware: The Development of Nintendo Wii|publisher=Routledge|year=2012|isbn=978-1138803831|page=[https://www.google.com/books/edition/The_Video_Game_Industry/lgiQNdc-DOwC?hl=en&gbpv=1&bsq=158 158]|quote=" ... all [figures] from CESA white paper."}} the Saturn is considered a commercial failure,{{cite magazine|magazine=Brandweek|title=Looking for a Sonic Boom|author=Lefton, Terry|volume=9|issue=39|year=1998|pages=26–29}} although its install base in Japan, where it did better than the West,{{Cite web |last=Parish |first=Jeremy |date=2014-11-18 |title=The Lost Child of a House Divided: A Sega Saturn Retrospective |url=https://www.vg247.com/the-lost-child-of-a-house-divided-a-sega-saturn-retrospective |access-date=2024-08-29 |website=VG247 |language=en}}{{Cite web |last=Extension |first=Time |date=2024-08-29 |title=Best Sega Saturn Games Of All Time |url=https://www.timeextension.com/guides/best-sega-saturn-games-of-all-time?page=4 |access-date=2024-08-29 |website=Time Extension |language=en-GB}} surpassed the Nintendo 64's 5.54 million,{{cite web |url=http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e0912.pdf |title=Consolidated Sales Transition by Region |publisher=Nintendo |access-date=November 15, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20110224231633/http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e0912.pdf |archive-date=February 24, 2011 }} where it became Sega's highest-selling home console.{{Cite web |last=Extension |first=Time |date=2023-03-24 |title=It's Official! Sega Poll Reveals Fans Want The Sega Saturn Mini Next |url=https://www.timeextension.com/news/2023/03/its-official-sega-poll-reveals-fans-want-the-sega-saturn-mini-next |access-date=2024-08-30 |website=Time Extension |language=en-GB}} The Saturn ultimately shipped more than 6 million units in Japan.{{cite web |url=https://www.sega.jp/history/hard/column/column_05.html |title=【連載】セガハードストーリー第5回 家庭用ゲーム機新時代の幕開け『セガサターン』 |trans-title=[Series] Sega Hardware Story Vol. 5 - Dawn of a New Era of Home Video Game Consoles: Sega Saturn |lang=Japanese |publisher=Sega |date=March 1, 2018 |access-date=January 23, 2025 |archive-url=https://web.archive.org/web/20250123210959/https://www.sega.jp/history/hard/column/column_05.html |archive-date=January 23, 2025}} Lack of distribution has been cited as a significant factor of the Saturn's failure, because the system's surprise launch had damaged Sega's reputation with key retailers. Conversely, Nintendo's long delay in releasing a 3D console and damage to Sega's reputation caused by poorly supported Genesis add-ons are considered major factors allowing Sony's establishment in the video game market.{{sfn|DeMaria|Wilson|2004|pages=282–283}}
Technical specifications
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style="width:100px;" | File:HD6417095 01.jpg
| style="width:100px;" | File:315-5687 01.jpg | style="width:100px;" | File:KL Motorola 68EC000 PLCC.jpg |
Hitachi SH-2 |
File:315-5689 01.jpg |
Video Display Processor 1 (VDP1)
| Video Display Processor 2 (VDP2) | Saturn motherboard |
Featuring eight processors,{{cite web|title=Sega Saturn – Overview |work=Allgame |author=Beuscher, Dave |access-date=December 13, 2014 |url=http://www.allgame.com/platform.php?id=26&tab=overview |url-status=dead |archive-url=https://web.archive.org/web/20141114110452/http://www.allgame.com/platform.php?id=26&tab=overview |archive-date=November 14, 2014 }} the Saturn's central processing units are two Hitachi SH-2 microprocessors clocked at 28.6 MHz and capable of 56 MIPS.{{cite magazine|title=Overseas Reader Column: Sega Introduces "Titan" Coin-Op System Board|magazine=Game Machine|issue=471|publisher=Amusement Press, Inc.|date=1 May 1994|page=26|url=https://onitama.tv/gamemachine/pdf/19940501p.pdf#page=14| archive-url=https://web.archive.org/web/20200131223506/https://onitama.tv/gamemachine/pdf/19940501p.pdf| archive-date=2020-01-31| url-status=live}} It uses a Motorola 68EC000 running at 11.3 MHz as a sound controller; a custom sound processor with an integrated Yamaha FH1{{cite magazine|last=Day|first=Rebecca|title=Battle of the Games|magazine=Popular Mechanics|volume=173|issue=12|date=December 1996|page=52}} DSP running at 22.6 MHz{{cite book|title=Saturn Overview Manual|publisher=Sega of America|date=June 6, 1994}}{{rp|6}} capable of up to 32 sound channels with both FM synthesis and 16-bit 44.1 kHz pulse-code modulation; and two video display processors:{{cite magazine|title=Retroinspection: Sega Saturn|last=McFerran|first=Damien|magazine=Retro Gamer|pages=44–49|issue=34}} the VDP1 (which handles sprites and polygons) and the VDP2 (which handles backgrounds).{{rp|9}} Its double-speed CD-ROM drive is controlled by a dedicated Hitachi SH-1 processor to reduce load time.{{cite magazine|title=Sega and Sony Sell the Dream|magazine=Edge|issue=17|volume=3|date=February 1995|pages=6–9|quote=The December 3 ship-out of 100,000 PlayStations to stores across Japan ... was not met with the same euphoria-charged reception that the Saturn received ... Saturn arrived to a rapturous reception in Japan on November 22. 200,000 units sold out instantly on day one ... Japanese gamers were beside themselves as they walked away with their prized possession and a near-perfect conversion of the Virtua Fighter coin-op ... Sega (and Sony) have proved that with dedicated processors handling the drive (the SH-1 in the Saturn's case), negligible access times are possible.}} The System Control Unit (SCU), which controls all buses and functions as a co-processor of the main SH-2 CPU, has an internal DSP running at 14.3 MHz.{{rp|6, 8}} It features a cartridge slot that allows memory expansion, 16 Mbit of work random-access memory (RAM), 12 Mbit of video RAM, 4 Mbit of RAM for sound functions, 4 Mbit of CD buffer RAM and 256 Kbit (32 KB) of battery backup RAM.{{cite web|title=Sega Saturn various data|publisher=Sega Corporation|access-date=February 27, 2014|url=http://sega.jp/fb/segahard/ss/data.html|language=ja|archive-url=https://web.archive.org/web/20141017191250/http://sega.jp/fb/segahard/ss/data.html|archive-date=October 17, 2014|url-status=live}} Its RCA video output displays at resolutions from 320×224 to 704×224 pixels,{{cite book|title=VDP1 User Manual|publisher=Sega of America|page=134|date=June 27, 1995}} with up to 16.78 million colors. The Saturn measures {{cvt|260|x|230|x|83|mm}}. It was packaged with an instruction manual, control pad, stereo AV cable, and 100 V AC power supply consuming approximately 15 W.
{{quote box
| align = right
| width = 30em
| quote = One very fast central processor would be preferable. I don't think all programmers have the ability to program two CPUs—most can only get about one-and-a-half times the speed you can get from one SH-2. I think that only 1 in 100 programmers are good enough to get this kind of speed [double] out of the Saturn.
| source = —Yu Suzuki reflecting on Saturn Virtua Fighter development
}}
The Saturn had technically impressive hardware at the time of its release, but its complexity made harnessing this power difficult for developers accustomed to conventional programming.{{sfn|Kent|2001|p=509. "In theory, Saturn, which featured two Hitachi SH2 32-bit central processing chips, was more powerful than PlayStation. The truth was that the SH2 chips were somewhat inferior to the chip Sony had selected ... and allotting different operations to both of the processing chips proved nearly impossible"}} The greatest disadvantage was that both CPUs shared the same bus and were unable to access system memory at the same time. Making full use of the 4 KB of cache memory in each CPU was critical to maintaining performance. For example, Virtua Fighter used one CPU for each character, while Nights used one CPU for 3D environments and the other for 2D objects. The Visual Display Processor 2 (VDP2), which can generate and manipulate backgrounds,{{cite web|url=http://www.next-generation.com/saturn/specs.html|archive-url=https://web.archive.org/web/19961220175019/http://www.next-generation.com/saturn/specs.html|archive-date=December 20, 1996|title=Saturn Technical Specs|work=Next Generation|access-date=April 22, 2014}} has also been cited as one of the system's most important features.{{cite web|url=http://www.next-generation.com/news/113095b.html|archive-date=April 19, 1997|archive-url=https://web.archive.org/web/19970419221618/http://www.next-generation.com/news/113095b.html|title=Virtua Fighter 2 is Here at Last!|work=Next Generation|access-date=April 12, 2014|quote=[The VDP2] can generate and manipulate 3D backgrounds. This leaves the twin processors free to deal with manipulating the fighters themselves. The result is swift, elegant animation at 60 frames a second—the same speed as the VF2 coin-op ... Sony's machine does not have an equivalent of the VDP2, so the demands for better animation and more realistic movement are placing greater and greater pressure on its central processor.}}
The Saturn's design elicited mixed commentary among game developers and journalists. Developers quoted by Next Generation in December 1995 described the Saturn as "a real coder's machine [for] those who love to get their teeth into assembly and really hack the hardware [with] more flexibility [and] more calculating power than the PlayStation". The sound board was widely praised. Lobotomy Software programmer Ezra Dreisbach described the Saturn as significantly slower than the PlayStation,{{cite web|title=Interview: Ezra Dreisbach |work=Curmudgeon Gamer |date=July 9, 2002|url=http://curmudgeongamer.com/article.php?story=20021008212903265 |access-date=December 24, 2014|archive-url = https://web.archive.org/web/20070927211250/http://curmudgeongamer.com/article.php?story=20021008212903265 |archive-date = September 27, 2007|quote=Ezra Dreisbach: And really, if you couldn't tell from the games, the PSX is way better than the Saturn. It's way simpler and way faster. There are a lot of things about the Saturn that are totally dumb. Chief among these is that you can't draw triangles, only quadrilaterals.}} whereas Kenji Eno of WARP observed little difference.{{cite web|last1=Bettenhausen |first1=Shane |last2=Mielke |first2=James |url=http://www.1up.com/features/kenji-eno-breaks-silence?pager.offset=6 |title=Kenji Eno: Reclusive Japanese Game Creator Breaks His Silence |work=1UP.com |access-date=December 10, 2016 |quote=Kenji Eno: But, the PlayStation and the Saturn aren't that different, so moving it [Enemy Zero] to Saturn wasn't too difficult. |url-status=dead |archive-url=https://archive.today/20140322061518/http://www.1up.com/features/kenji-eno-breaks-silence?pager.offset=6 |archive-date=March 22, 2014}} In particular, Dreisbach criticized the Saturn's use of quadrilaterals as its basic geometric primitive, in contrast to the triangles rendered by the PlayStation and the Nintendo 64. Ken Humphries of Time Warner Interactive remarked that compared to the PlayStation, the Saturn was worse at generating polygons but better at sprites.{{cite magazine |title=Primal Rage Interview |magazine=Electronic Gaming Monthly |issue=83|publisher=Ziff Davis |date=June 1996 |page=66 |quote=The PlayStation does polygons much better, but [Primal Rage] is a sprite-based game, and the Saturn obviously has better sprite handling. We can do better compression. One of the big differences between the PlayStation and the Saturn versions is that the Saturn has 64 colors for each of the dinosaurs and background sprites, as opposed to the PlayStation, which has only 16 color sprites.}} Third-party development was initially hindered by the lack of useful software libraries and development tools, requiring developers to use assembly language. During early Saturn development, programming in assembly had a speed increase of two to five times above higher-level languages such as C.{{cite magazine|title=Sega Saturn|magazine=Next Generation|date=February 1995|issue=2|volume=1|pages=36–43|url=https://archive.org/details/nextgen-issue-002/page/n37/mode/2up|quote=Sega's knee-jerk reaction was to delay its Saturn development program for a few months to incorporate a new video processor into the system. Not only would this boost its 2D abilities considerably (something that Sony's machine was less proficient at), but it would also provide better texture mapping for 3D graphics ... Of course, Hitachi's link with the Saturn project goes much deeper. In 1993, the Japanese electronics company set up a joint venture with Sega to develop a CPU for the Saturn based on proprietary Hitachi technology. Several Hitachi staff were seconded to Sega's Saturn division (it's now believed that the same team is now working on preliminary 64-bit technology for Sega), and the result was the SH-2 ... As with most Sega hardware, Model 1 was basically an expensive assortment of bought-in chips. Its main CPU, an NEC V60 running at just 16 MHz, was simply too slow for the Saturn. And the bulk of Virtua Racing{{'}}s number crunching was handled by four serial DSPs that were way too costly to be included in any home system. Sega's consequent development of the SH-2 meant that it could also produce a Saturn-compatible arcade system.}}
Sega responded to complaints about the difficulty of programming for the Saturn by writing new graphics libraries which were claimed to make development easier. Sega of America purchased a United Kingdom-based development firm, Cross Products, to produce the Saturn's development system.{{cite magazine|title=The official development system|magazine=Edge|issue=23|volume=3|date=August 1995|page=55}} Treasure CEO Masato Maegawa stated that the Nintendo 64 was more difficult to develop for than the Saturn.{{cite web|url=https://ign.com/articles/1997/04/15/treasure-talks-yuke-yuke|title=Treasure Talks Yuke Yuke|work=IGN|date=April 14, 1997|access-date=May 26, 2014|archive-url=https://web.archive.org/web/20140506172752/http://www.ign.com/articles/1997/04/15/treasure-talks-yuke-yuke|archive-date=May 6, 2014|url-status=live}} Traveller's Tales founder Jon Burton said that though the PlayStation was easier "to get started on [...] you quickly reach [its] limits", whereas the Saturn's "complicated [hardware could] improve the speed and look of a game when all used together correctly".{{cite magazine|title=Traveller's Tales: Sonic R Programmer Speaks!|magazine=Sega Saturn Magazine|volume=3|issue=24|date=October 1997|page=25}} A major criticism was the Saturn's use of 2D sprites to generate polygons and simulate 3D space. The PlayStation has a different design, based entirely on 3D triangle-based polygonal rendering, with no direct 2D support. As a result, several analysts described the Saturn as an "essentially" 2D system.{{cite magazine|title=Inside the PlayStation|magazine=Next Generation|issue=6|volume=1|date=June 1995|page=51}} For example, Steven L. Kent stated: "Although Nintendo and Sony had true 3D game machines, Sega had a 2D console that did a good job with 3D objects but wasn't optimized for 3D environments."{{sfn|Kent|2001|p=533}} The Saturn hardware is extremely difficult to emulate.{{cite web|last=Moss |first=Richard |url=http://www.edge-online.com/features/life-after-death-meet-the-people-ensuring-that-yesterdays-systems-will-never-be-forgotten/ |title=Life after Death: Meet the People Ensuring that Yesterday's Systems Will Never be Forgotten |work=Edge |date=June 2, 2014 |access-date=March 5, 2015 |quote=Hackers are still unsure how some components work. |url-status=dead |archive-url=https://web.archive.org/web/20141202205555/http://www.edge-online.com/features/life-after-death-meet-the-people-ensuring-that-yesterdays-systems-will-never-be-forgotten/ |archive-date=December 2, 2014 }}
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style="width:100px;" | File:Sega-Saturn-Controller-Mk-I-NA-FL.jpg
| style="width:100px;" | File:Sega-Saturn-3D-Controller.jpg | style="width:100px;" | File:Sega-Saturn-NetLink-Modem-1.jpg |
Model 1 North American/European controller
| 3D Pad | NetLink Modem |
File:Sega-Saturn-Controller-NA-Mk-II-FL.jpg |
Model 2 North American/European controller
| Saturn multitap | RAM backup cartridge |
Several Saturn models were produced in Japan. An updated model in a recolored light gray (officially white) was released at ¥20,000 to reduce the system's cost{{cite web|url=http://sega.jp/fb/segahard/ss/saturn.html|title=Sega Saturn HST-0014|publisher=Sega Corporation|language=ja|access-date=March 3, 2014|archive-url=https://web.archive.org/web/20141214003448/http://sega.jp/fb/segahard/ss/saturn.html|archive-date=December 14, 2014|url-status=live}} and raise its appeal among women and younger children.{{cite magazine|last=Hunter |first=Yasuhiro |title=Sega Reveals a New Saturn!!!|magazine=Maximum: The Video Game Magazine|issue=6 |publisher=Emap International Limited|date=May 1996|page=127}} Two models were released by third parties: Hitachi released the Hi-Saturn (a smaller model equipped with a car navigation function),{{cite news|title=On the Move!|work=Sega Saturn Magazine|volume=2|issue=4|date=February 1996|page=9}} and JVC released the V-Saturn. Saturn controllers have various complementary color schemes.{{cite web|url=http://sega.jp/fb/segahard/ss/pad.html|title=Sega Saturn controller|publisher=Sega Corporation|language=ja|access-date=March 3, 2014|archive-url=https://web.archive.org/web/20140802232639/http://sega.jp/fb/segahard/ss/pad.html|archive-date=August 2, 2014|url-status=live}} The system also supports several accessories. A wireless controller powered by AA batteries uses infrared signal to connect.{{cite web|url=http://sega.jp/fb/segahard/ss/codeless.html|title=Sega Saturn wireless controller|publisher=Sega Corporation|language=ja|access-date=March 3, 2014|archive-url=https://web.archive.org/web/20140802232606/http://sega.jp/fb/segahard/ss/codeless.html|archive-date=August 2, 2014|url-status=live}} Designed to work with Nights, the Saturn 3D Pad includes both a control pad and an analog stick for directional input.{{cite web|url=http://sega.jp/fb/segahard/ss/multi.html|title=Sega Saturn Multi-controller|publisher=Sega Corporation|language=ja|access-date=March 3, 2014|archive-url=https://web.archive.org/web/20131025034442/http://sega.jp/fb/segahard/ss/multi.html|archive-date=October 25, 2013|url-status=live}} Sega also released several versions of arcade sticks as peripherals, including the Virtua Stick,{{cite web|url=http://sega.jp/fb/segahard/ss/stick.html|title=Virtua Stick|publisher=Sega Corporation|language=ja|access-date=March 3, 2014|archive-url=https://web.archive.org/web/20140802232545/http://sega.jp/fb/segahard/ss/stick.html|archive-date=August 2, 2014|url-status=live}}{{cite magazine|title=Stick Fix|magazine=GamePro|issue=84|publisher=IDG|date=September 1995|page=118}} the Virtua Stick Pro,{{cite web|url=http://sega.jp/fb/segahard/ss/stickpro.html|title=Virtua Stick Pro|publisher=Sega Corporation|language=ja|access-date=March 3, 2014|archive-url=https://web.archive.org/web/20140802232452/http://sega.jp/fb/segahard/ss/stickpro.html|archive-date=August 2, 2014|url-status=live}} the Mission Analog Stick,{{cite web|url=http://sega.jp/fb/segahard/ss/mission.html|title=Mission analog stick|publisher=Sega Corporation|language=ja|access-date=March 3, 2014|archive-url=https://web.archive.org/web/20140802232505/http://sega.jp/fb/segahard/ss/mission.html|archive-date=August 2, 2014|url-status=live}}{{cite magazine|title=Fired in the Sky|magazine=GamePro|issue=91|publisher=IDG|date=April 1996|page=24}} and the Twin Stick.{{cite web|url=http://sega.jp/fb/segahard/ss/twin.html|title=Twin stick|publisher=Sega Corporation|language=ja|access-date=March 3, 2014|archive-url=https://web.archive.org/web/20140802232647/http://sega.jp/fb/segahard/ss/twin.html|archive-date=August 2, 2014|url-status=live}} Sega created a light gun peripheral, the Virtua Gun, for shooting games such as Virtua Cop,{{cite web|url=http://sega.jp/fb/segahard/ss/gun.html|title=Virtua Gun|publisher=Sega Corporation|language=ja|access-date=March 3, 2014|archive-url=https://web.archive.org/web/20140802232844/http://sega.jp/fb/segahard/ss/gun.html|archive-date=August 2, 2014|url-status=live}} and the Arcade Racer, a wheel for racing games.{{cite web|url=http://sega.jp/fb/segahard/ss/racing.html|title=Racing controller|publisher=Sega Corporation|language=ja|access-date=March 3, 2014|archive-url=https://web.archive.org/web/20140802232459/http://sega.jp/fb/segahard/ss/racing.html|archive-date=August 2, 2014|url-status=live}}{{cite magazine|title=Sega's Saturn is off to the Races!|magazine=Electronic Gaming Monthly|issue=73|volume=7|date=August 1995|page=30}} The Play Cable connects two Saturn consoles for multiplayer gaming across two screens,{{cite magazine|title=Saturn Gets Hooked Up |magazine=Electronic Gaming Monthly |issue=82 |publisher=Ziff Davis |date=May 1996 |page=20}}{{cite web|url=http://sega.jp/fb/segahard/ss/cable.html|title=Play cable|publisher=Sega Corporation|language=ja|access-date=March 3, 2014|archive-url=https://web.archive.org/web/20140802232846/http://sega.jp/fb/segahard/ss/cable.html|archive-date=August 2, 2014|url-status=live}} and a multitap connects up to six players to the same console.{{cite magazine|title=Six Packed|magazine=GamePro|issue=85|publisher=IDG|date=October 1995|page=154}}{{cite web|url=http://sega.jp/fb/segahard/ss/tarminal.html|title=Multi-Terminal 6|publisher=Sega Corporation|language=ja|access-date=March 3, 2014|archive-url=https://web.archive.org/web/20140802232528/http://sega.jp/fb/segahard/ss/tarminal.html|archive-date=August 2, 2014|url-status=live}} One console with two multitaps can support up to 12 players.{{cite magazine|title=Sega's Saturn Launched in Japan|magazine=Electronic Gaming Monthly|issue=65|date=December 1994|page=60}} Other accessories include RAM expansion cartridges,{{cite web|url=http://sega.jp/fb/segahard/ss/ram.html|title=RAM cartridge|publisher=Sega Corporation|language=ja|access-date=March 3, 2014|archive-url=https://web.archive.org/web/20140802232546/http://sega.jp/fb/segahard/ss/ram.html|archive-date=August 2, 2014|url-status=live}} keyboard,{{cite web|url=http://sega.jp/fb/segahard/ss/key.html|title=Sega Saturn keyboard|publisher=Sega Corporation|language=ja|access-date=March 3, 2014|archive-url=https://web.archive.org/web/20140802232639/http://sega.jp/fb/segahard/ss/key.html|archive-date=August 2, 2014|url-status=live}} mouse,{{cite web|url=http://sega.jp/fb/segahard/ss/mouse.html|title=Shuttle mouse|publisher=Sega Corporation|language=ja|access-date=March 3, 2014|archive-url=https://web.archive.org/web/20140802232715/http://sega.jp/fb/segahard/ss/mouse.html|archive-date=August 2, 2014|url-status=live}}{{cite magazine|title=The Sega Saturn Enters Orbit|magazine=GamePro|issue=68|date=March 1995|page=30}} floppy disk drive,{{cite web|url=http://sega.jp/fb/segahard/ss/floppy.html|title=Sega Saturn floppy disk drive|publisher=Sega Corporation|language=ja|access-date=March 3, 2014|archive-url=https://web.archive.org/web/20140802232636/http://sega.jp/fb/segahard/ss/floppy.html|archive-date=August 2, 2014|url-status=live}} and movie card.{{cite web|url=http://sega.jp/fb/segahard/ss/movie.html|title=Movie card|publisher=Sega Corporation|language=ja|access-date=March 3, 2014|archive-url=https://web.archive.org/web/20140730133659/http://sega.jp/fb/segahard/ss/movie.html|archive-date=July 30, 2014|url-status=live}}{{cite news|title=Bring the Noise|work=Sega Saturn Magazine|volume=1|issue=1|date=November 1995|pages=56–57}}
Like the Genesis, the Saturn had an Internet-based gaming service. The Sega NetLink is a 28.8k modem for the cartridge slot for direct dial multiplayer games Daytona USA, Duke Nukem 3D, Saturn Bomberman,{{sfn|Mott|2013|p=309}} Sega Rally, and Virtual On: Cyber Troopers.{{cite web|url=https://ign.com/articles/2012/05/20/sega-a-soothsayer-of-the-games-industry|author=Redsell, Adam|title=SEGA: A Soothsayer of the Games Industry|work=IGN|date=May 20, 2012|access-date=March 3, 2014|archive-url=https://web.archive.org/web/20131012022048/http://www.ign.com/articles/2012/05/20/sega-a-soothsayer-of-the-games-industry|archive-date=October 12, 2013|url-status=live}} In Japan, a pay-to-play service was used.{{cite web|url=http://sega.jp/fb/segahard/ss/modem.html|title=Sega Saturn modem|publisher=Sega Corporation|language=ja|access-date=March 3, 2014|archive-url=https://web.archive.org/web/20140802232525/http://sega.jp/fb/segahard/ss/modem.html|archive-date=August 2, 2014|url-status=live}} It can be used for web browsing, email, and online chat.{{cite magazine |title=Internet Access, Network Games Hit Saturn – For Less than $400 |magazine=Electronic Gaming Monthly |issue=84|publisher=Ziff Davis |date=July 1996 |page=18}} Because the NetLink was released before the keyboard, Sega produced a series of CDs containing hundreds of website addresses so that Saturn owners could browse with the joypad.{{cite news|title=Saturn to Get Internet Connection Facilities in '96!|work=Sega Saturn Magazine|volume=2|issue=5|date=March 1996|page=8}} {{anchor|pluto}}In 1995, Sega announced a variant of the Saturn featuring a built-in NetLink modem{{cite magazine|title=Is War Hell for Sega?|magazine=Next Generation|issue=13|publisher=Imagine Media |date=January 1996|page=9|quote=Sega of Japan recently announced it was going to produce a Saturn with Internet access built in.}} codenamed Pluto, but it was never released.{{cite web|last=Blagdon|first=Jeff|url=https://www.theverge.com/2013/4/17/4237504/sega-pluto-prototype-console-surfaces-online|title=Forgotten Sega Pluto console prototype surfaces online (update)|work=The Verge|date=April 17, 2013|access-date=March 22, 2014|archive-url=https://web.archive.org/web/20140322090701/http://www.theverge.com/2013/4/17/4237504/sega-pluto-prototype-console-surfaces-online|archive-date=March 22, 2014|url-status=live}}
Sega developed a Saturn-based arcade board, the Sega ST-V (or Titan), intended as an affordable alternative to Sega's Model 2 arcade board and as a testing ground for upcoming Saturn software. The Titan was criticized for its comparatively weak performance compared to the Sega Model 2 arcade system by Yu Suzuki,{{cite magazine|title=Sega Saturn|magazine=Next Generation|date=February 1995|issue=2|volume=1|pages=36–43 (42)|url=https://archive.org/details/nextgen-issue-002/page/n43/mode/2up}} and it was overproduced by Sega's arcade division. Because Sega already had the Die Hard license, members of Sega AM1 working at the Sega Technical Institute developed Die Hard Arcade for the Titan to clear excess inventory. Die Hard became the most successful Sega arcade game produced in the United States at that point. Other games released for the Titan include Golden Axe: The Duel and Virtua Fighter Kids.{{cite magazine|author=Tokyo Drifter|title=Virtua Fight Club|magazine=GamePro|issue=163|volume=14|date=April 2002|pages=48–50}}
Game library
{{main|List of Sega Saturn games}}
Much of the Saturn's library is Sega's arcade ports, including Daytona USA, The House of the Dead,{{cite web|last=House |first=Michael L. |url=http://www.allgame.com/game.php?id=15348&tab=review |title=The House of the Dead Review |work=Allgame |access-date=December 13, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20141114130911/http://www.allgame.com/game.php?id=15348&tab=review |archive-date=November 14, 2014 }} Last Bronx, Sega Rally Championship, the Virtua Cop series, the Virtua Fighter series, and Virtual-On. Saturn ports of 2D Capcom fighting games including Darkstalkers 3, Marvel Super Heroes vs. Street Fighter, and Street Fighter Alpha 3 were noted for their faithfulness to their arcade counterparts. Fighters Megamix, developed by Sega AM2 for the Saturn rather than arcades, combined characters from Fighting Vipers and Virtua Fighter to positive reviews.{{cite web |url=http://www.gamerankings.com/saturn/197327-fighters-megamix/index.html |title=Fighters Megamix for Saturn |work=GameRankings |access-date=March 26, 2014 |archive-url=https://web.archive.org/web/20140326134602/http://www.gamerankings.com/saturn/197327-fighters-megamix/index.html |archive-date=March 26, 2014 |url-status=live }} cf. {{cite magazine |last=McNamara |first=Andy |url=http://www.gameinformer.com/cgi-bin/review.cgi?sys=sat&path=may97&doc=megamix |archive-url=https://web.archive.org/web/19990824095521/http://www.gameinformer.com/cgi-bin/review.cgi?sys=sat&path=may97&doc=megamix |archive-date=August 24, 1999 |title=Fighters Megamix – Saturn |magazine=Game Informer |date=May 1997 |access-date=March 19, 2014 |quote=This has to be one of the finest fighters to ever grace consoles. |url-status=dead |display-authors=etal }} cf. {{cite web |last=Williamson |first=Colin |url=http://www.allgame.com/game.php?id=1852&tab=review |title=Fighters Megamix Review |work=Allgame |access-date=December 13, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20141115042304/http://www.allgame.com/game.php?id=1852&tab=review |archive-date=November 15, 2014 }} cf. {{cite web |url=http://www.next-generation.com/jsmid/reviews/507.html |title=Fighters Megamix |work=Next Generation Online |date=February 3, 1998 |access-date=December 18, 2016 |quote=The best console fighter yet. |url-status=dead |archive-url=https://web.archive.org/web/19990831170411/http://www.next-generation.com/jsmid/reviews/507.html |archive-date=August 31, 1999}} Highly rated Saturn exclusives include Panzer Dragoon Saga,{{cite web |url=http://www.gamerankings.com/saturn/198258-panzer-dragoon-saga/index.html |title=Panzer Dragoon Saga for Saturn |work=GameRankings |access-date=March 26, 2014 |archive-url=https://www.webcitation.org/6DXsyRMIa?url=http://www.gamerankings.com/saturn/198258-panzer-dragoon-saga/index.html |archive-date=January 9, 2013 |url-status=live }} cf. {{cite magazine |url=http://www.gameinformer.com/cgi-bin/review.cgi?sys=sat&path=may98&doc=pds |archive-url=https://web.archive.org/web/19990824121149/http://www.gameinformer.com/cgi-bin/review.cgi?sys=sat&path=may98&doc=pds |archive-date=August 24, 1999 |title=Panzer Dragoon Saga |magazine=Game Informer |date=May 1998 |access-date=March 26, 2014 |url-status=dead |quote=Only Final Fantasy VII tops it. }} cf. {{cite web |url=http://www.edge-online.com/reviews/panzer-dragoon-saga/ |title=Panzer Dragoon Saga Review |work=Edge |date=March 25, 1998 |access-date=March 5, 2015 |quote=Adds a creative depth only SquareSoft games can currently rival. |url-status=dead |archive-url=https://web.archive.org/web/20141224050513/http://www.edge-online.com/reviews/panzer-dragoon-saga/ |archive-date=December 24, 2014 }} cf. {{cite web |url=http://www.next-generation.com/jsmid/reviews/1788.html |title=Panzer Dragoon Saga |work=Next Generation Online |date=May 14, 1998 |access-date=December 19, 2016 |quote=One of the best RPGs ever. |url-status=dead |archive-url=https://web.archive.org/web/19990829131749/http://www.next-generation.com/jsmid/reviews/1788.html |archive-date=August 29, 1999}} Dragon Force,{{cite web|url=http://www.gamerankings.com/saturn/197149-dragon-force/index.html|title=Dragon Force for Saturn|work=GameRankings|access-date=March 26, 2014|archive-url=https://web.archive.org/web/20140326140418/http://www.gamerankings.com/saturn/197149-dragon-force/index.html|archive-date=March 26, 2014|url-status=live}} Guardian Heroes,{{cite web|url=http://www.gamerankings.com/saturn/573960-guardian-heroes/index.html|title=Guardian Heroes for Saturn|work=GameRankings|access-date=March 26, 2014|archive-url=https://web.archive.org/web/20140326140810/http://www.gamerankings.com/saturn/573960-guardian-heroes/index.html|archive-date=March 26, 2014|url-status=live}}{{sfn|Mott|2013|page=300}} Nights,{{cite web|url=http://www.gamerankings.com/saturn/198201-nights-into-dreams/index.html|title=Nights Into Dreams for Saturn|work=GameRankings|access-date=March 26, 2014|archive-url=https://web.archive.org/web/20160304110105/http://www.gamerankings.com/saturn/198201-nights-into-dreams/index.html|archive-date=March 4, 2016|url-status=live}}{{sfn|Mott|2013|p=302}} Panzer Dragoon II Zwei,{{cite web|url=http://www.gamerankings.com/saturn/562829-panzer-dragoon-ii-zwei/index.html|title=Panzer Dragoon II Zwei for Saturn|work=GameRankings|access-date=March 26, 2014|archive-url=https://web.archive.org/web/20140326135417/http://www.gamerankings.com/saturn/562829-panzer-dragoon-ii-zwei/index.html|archive-date=March 26, 2014|url-status=live}} and Shining Force III.{{cite web|url=http://www.gamerankings.com/saturn/198623-shining-force-iii/index.html|title=Shining Force III for Saturn|work=GameRankings|access-date=March 26, 2014|archive-url=https://web.archive.org/web/20140326135954/http://www.gamerankings.com/saturn/198623-shining-force-iii/index.html|archive-date=March 26, 2014|url-status=live}}Shining creators Hiroyuki Takahashi and Shugo Takahashi have named Shining the Holy Ark and Shining Force 3 their favorite games in the series. See {{cite magazine|title=Power Profiles: Takahashi Brothers|magazine=Nintendo Power|issue=229|volume=21|date=August 2008|pages=80–83}}{{sfn|Mott|2013|p=350}} PlayStation games such as Castlevania: Symphony of the Night, Resident Evil, and Wipeout 2097 received Saturn ports with mixed results. The first-person shooter PowerSlave featured some of the most impressive 3D graphics on the system, leading Sega to contract its developers, Lobotomy Software, to produce Saturn ports of Duke Nukem 3D and Quake. While Electronic Arts's limited support for the Saturn and Sega's failure to develop a football game for late 1995 gave Sony the lead in the sports genre,{{sfn|Kent|2001|p=533}} "Sega Sports" published Saturn sports games including the well-regarded World Series Baseball and Sega Worldwide Soccer series.cf. {{cite magazine|url=http://www.gameinformer.com/cgi-bin/review.cgi?sys=sat&path=nov95&doc=series|archive-url=https://web.archive.org/web/19990824140309/http://www.gameinformer.com/cgi-bin/review.cgi?sys=sat&path=nov95&doc=series|archive-date=August 24, 1999|title=Sega Sports Does It One More Time|magazine=Game Informer|date=November 1995|access-date=March 19, 2014|url-status=dead|quote=World Series Baseball is by far the smoothest baseball game ever made.}} cf. {{cite magazine|url=http://www.gameinformer.com/cgi-bin/review.cgi?sys=sat&path=jan98&doc=wws|archive-url=https://web.archive.org/web/19990930170004/http://www.gameinformer.com/cgi-bin/review.cgi?sys=sat&path=jan98&doc=wws|archive-date=September 30, 1999|title=Worldwide Soccer '98|magazine=Game Informer|date=January 1998|access-date=March 19, 2014|url-status=dead|quote=The graphics are smooth, and the physics are perfect.}}
Due to the cancellation of Sonic X-treme, the Saturn lacks an exclusive Sonic the Hedgehog platformer; instead it received a graphically enhanced port of the Genesis game Sonic 3D Blast, the compilation Sonic Jam, and a racing game, Sonic R.{{cite magazine|url=http://www.gameinformer.com/jan97/sonic.html |title=Sonic 3D Blast |magazine=Game Informer |date=January 1997 |access-date=November 27, 2014 |url-status=dead |archive-url=https://web.archive.org/web/19971021144336/http://www.gameinformer.com/jan97/sonic.html |archive-date=October 21, 1997 }} The platformer Bug! received attention for its eponymous main character being a potential mascot for the Saturn, but it failed to catch on as the Sonic series had.{{cite web |url=http://www.gamerankings.com/saturn/573934-bug/index.html |title=Bug! for Saturn |work=GameRankings |access-date=March 15, 2014 |archive-url=https://web.archive.org/web/20140315201655/http://www.gamerankings.com/saturn/573934-bug/index.html |archive-date=March 15, 2014 |url-status=live }} cf. {{cite magazine |last=McNamara |first=Andy |url=http://www.gameinformer.com/sep95/bug.html |title=Not To Be Denied! |magazine=Game Informer |date=September 1995 |access-date=March 15, 2014 |display-authors=etal |url-status=dead |archive-url=https://web.archive.org/web/19971120012847/http://www.gameinformer.com/sep95/bug.html |archive-date=November 20, 1997 }} cf. {{cite magazine|title=Bug! (review)|magazine=Electronic Gaming Monthly|issue=73|volume=7|date=August 1995|page=38}}{{cite web|last = Buchanan|first = Levi|url = https://ign.com/articles/2009/02/02/what-hath-sonic-wrought-vol-10|title = What Hath Sonic Wrought? Vol. 10|work = IGN|date = February 2, 2009|access-date = March 15, 2014|quote = Steven Spielberg, CES 1995: This is the character! This is the character that is going to do it for Saturn!|archive-url = https://web.archive.org/web/20131111082707/http://www.ign.com/articles/2009/02/02/what-hath-sonic-wrought-vol-10|archive-date = November 11, 2013|url-status = live|df = mdy-all}}{{cite magazine|title=Bug!|magazine=Next Generation|issue=9|volume=1|date=September 1995|pages=88–89}} Considered one of the most important Saturn releases, Sonic Team developed Nights into Dreams, a score attack game that attempted to simulate both the joy of flying and the fleeting sensation of dreams. The gameplay of Nights involves steering the imp-like androgynous protagonist, Nights, as it flies on a mostly 2D plane across surreal stages broken into four segments each. The levels repeat for as long as an in-game time limit allows, while flying over or looping around various objects in rapid succession earns additional points. Although it lacked the fully 3D environments of Nintendo's Super Mario 64, the emphasis by Nights on unfettered movement and graceful acrobatic techniques showcased the intuitive potential of analog control.{{cite web|url=http://www.edge-online.com/reviews/nights-dreams-review/ |title=Nights into Dreams (review) |work=Edge |date=August 2, 1996 |access-date=March 5, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20141224050554/http://www.edge-online.com/reviews/nights-dreams-review/ |archive-date=December 24, 2014 }} cf. {{cite web|url=http://www.edge-online.com/features/nights-dreams-retrospective/ |title=Nights Into Dreams Retrospective |work=Edge |date=June 8, 2007 |access-date=March 5, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20141031062946/http://www.edge-online.com/features/nights-dreams-retrospective/ |archive-date=October 31, 2014 }} cf. {{cite web|url=http://www.edge-online.com/features/retrospective-nights-into-dreams/ |title=Retrospective: Nights Into Dreams |work=Edge |date=March 15, 2014 |access-date=March 5, 2015 |quote=The 3D environments were drawn by one processor, while another handled the 2D enemies, hoops and trees, melding them seamlessly to create a smooth, surprisingly fast-moving game that still looks striking today. |url-status=dead |archive-url=https://web.archive.org/web/20141006070937/http://www.edge-online.com/features/retrospective-nights-into-dreams/ |archive-date=October 6, 2014 }}{{cite web|last=Buchanan|first=Levi|url=https://ign.com/articles/2008/08/18/nights-into-dreams-retro-review|title=Nights into Dreams Retro Review|work=IGN|date=August 18, 2008|access-date=December 17, 2014|archive-url=https://web.archive.org/web/20121227002758/http://www.ign.com/articles/2008/08/18/nights-into-dreams-retro-review|archive-date=December 27, 2012|url-status=live}}{{cite web|last=Robinson|first=Martin|url=http://www.eurogamer.net/articles/2012-10-05-nights-into-dreams-hd-review|title=Nights Into Dreams HD review|work=Eurogamer|date=May 10, 2012|access-date=December 17, 2014|archive-url=https://web.archive.org/web/20121102234514/http://www.eurogamer.net/articles/2012-10-05-nights-into-dreams-hd-review|archive-date=November 2, 2012|url-status=live}} Sonic Team's Burning Rangers, a fully 3D action-adventure game involving a team of outer-space firefighters, garnered praise for its transparency effects and distinctive art direction, but was released in limited quantities late in the Saturn's lifespan and criticized for its short length.{{cite magazine|title=Classic Reviews: Burning Rangers|magazine=Game Informer|issue=110|volume=12|date=June 2002|page=104|quote=This futuristic fire-fighting game was an instant cult classic ... The game has all the makings of a masterpiece, but is held back by both the Saturn's limited power and the fireman motif.}}{{cite web|last=Buchanan|first=Levi|url=https://ign.com/articles/2008/09/03/burning-rangers-retro-review|title=Burning Rangers Retro Review|work=IGN|date=September 3, 2008|access-date=November 18, 2014|quote=A wholly competent (but somewhat workmanlike, as the Saturn was not as good at 3D as the PSone or N64) action-adventure game.|archive-url=https://web.archive.org/web/20141129043357/http://www.ign.com/articles/2008/09/03/burning-rangers-retro-review|archive-date=November 29, 2014|url-status=live}}{{sfn|Mott|2013|p=353}}
Many of the system's well-regarded titles were exclusive to Japan.{{Cite web |last=Extension |first=Time |date=2024-05-10 |title=Is It Time To Change The Narrative On The Sega Saturn? |url=https://www.timeextension.com/features/is-it-time-to-change-the-narrative-on-the-sega-saturn |access-date=2024-08-29 |website=Time Extension |language=en-GB}} Some of the biggest killer apps for the Saturn in Japan were the Sakura Wars series.{{Cite web|url=https://www.ign.com/articles/1999/10/19/sakura-wars-strikes-the-dreamcast|title = Sakura Wars Strikes the Dreamcast - IGN|date = October 19, 1999}} Co-developed by Sega and Red Entertainment, Sakura Wars mixes elements of tactical RPGs, anime cutscenes, and visual novels.{{Cite web|url=https://www.eurogamer.net/articles/2020-04-15-an-introduction-to-sakura-wars-the-rpg-series-created-to-save-the-sega-saturn|title=An introduction to Sakura Wars, the RPG series created to save the Sega Saturn|website=Eurogamer|date=April 15, 2020}} That and Grandia helped popularize the Saturn in its homeland, but never had a Western release due to Sega of America's policy of not localizing RPGs and other Japanese games that might have damaged the system's reputation in North America.cf. {{cite web|url=http://www.edge-online.com/features/japan-votes-all-time-top-100/ |title=Japan Votes on All Time Top 100 |work=Edge |date=March 3, 2006 |access-date=March 5, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20141010035551/http://www.edge-online.com/features/japan-votes-all-time-top-100/ |archive-date=October 10, 2014 }} Some games that launched on Saturn, such as Dead or Alive,cf. {{cite magazine|title=Catching up with Tecmo's Prince of Darkness|magazine=Game Informer|issue=140|volume=15|date=December 2004|page=203|quote=Tomonobu Itagaki: Saturn was a great machine, great system. If someone were to ask me if I want to make a game for PSone or Saturn I would—100 percent of the time—make games for the Saturn.}} Grandia, and Lunar: Silver Star Story Complete only had a Western release on the PlayStation. Working Designs localized several Japanese Saturn games before a public feud between Sega of America's Bernie Stolar and Working Designs president Victor Ireland resulted in the company switching their support to the PlayStation. According to the review aggregator GameRankings, Panzer Dragoon Saga is the most acclaimed Saturn game;{{Cite web |title=Panzer Dragoon Saga for Saturn |url=https://www.gamerankings.com/saturn/198258-panzer-dragoon-saga/index.html |url-status=dead |archive-url=https://web.archive.org/web/20130515165252/http://www.gamerankings.com/saturn/198258-panzer-dragoon-saga/index.html |archive-date=15 May 2013 |access-date=19 December 2015 |website=GameRankings |publisher=CBS Interactive |df=dmy-all}} it was praised for its cinematic presentation, evocative plot, and unique battle system. However, Sega released fewer than 20,000 retail copies in North America in what IGN
Later ports of Saturn games including Guardian Heroes,{{cite magazine|last=Vore|first=Bryan|url=https://www.gameinformer.com/games/guardian_heroes/b/xbox360/archive/2011/10/12/guardian-heroes-review-a-beat-em-up-from-a-different-age.aspx|title=Guardian Heroes|magazine=Game Informer|date=October 12, 2011|access-date=March 17, 2014|quote=Even though some aspects of Guardian Heroes haven't aged well, the strength of the battle system, branching paths, and characters help this brawler retain its place near the top of the class.|archive-url=https://web.archive.org/web/20140330010949/http://www.gameinformer.com/games/guardian_heroes/b/xbox360/archive/2011/10/12/guardian-heroes-review-a-beat-em-up-from-a-different-age.aspx|archive-date=March 30, 2014|url-status=live}} cf. {{cite web|last=Parkin|first=Simon|url=http://www.eurogamer.net/articles/2011-10-12-guardian-heroes-review|title=Guardian Heroes|work=Eurogamer|date=October 12, 2011|access-date=March 28, 2014|quote=One of the most satisfying combat games ever conceived.|archive-url=https://web.archive.org/web/20140203205146/http://www.eurogamer.net/articles/2011-10-12-guardian-heroes-review|archive-date=February 3, 2014|url-status=live}} Nights, and Shin Megami Tensei: Devil Summoner: Soul Hackers{{cite magazine|last=Wallace|first=Kimberley|url=https://www.gameinformer.com/games/shin_megami_tensei_devil_summoner_soul_hackers/b/3ds/archive/2013/04/16/shin-megami-tensei-devil-summoner-soul-hackers-review-.aspx|title=Shin Megami Tensei: Devil Summoner: Soul Hackers|magazine=Game Informer|date=April 16, 2013|access-date=March 17, 2014|quote=I still can't believe that a game that came out in 1997 feels so fresh and exciting over 15 years later.|url-status=live|archive-url=https://web.archive.org/web/20150104144118/http://www.gameinformer.com/games/shin_megami_tensei_devil_summoner_soul_hackers/b/3ds/archive/2013/04/16/shin-megami-tensei-devil-summoner-soul-hackers-review-.aspx|archive-date=January 4, 2015}} continued to garner positive reviews. Partly due to rarity, Saturn games such as Panzer Dragoon Saga{{cite magazine|title=Panzer Dragoon Saga: The Sad Tale of the Saturn's Last Great Game|magazine=Game Informer|issue=176|volume=17|date=December 2007|pages=164–165|quote=One of the greatest games ever crafted by human hands ... Critically, the game was a smash hit, lauded as one of the year's best, and generally considered the Saturn's finest title. But despite glowing reviews across the board, Saga was destined to fail. Sega had moved on—shifted its focus to developing its next console, the Dreamcast, and wasn't willing to risk any more money on a system that had already lost so much. Therefore, less than 20,000 retail copies of Panzer Dragoon Saga were even made, making it a very rare title and a prize for collectors.}}{{sfn|Mott|2013|p=361}}{{cite web|url=http://www.1up.com/features/top-10-cult-classics |title=Top 10 Cult Classics |work=1UP.com |date=June 22, 2005 |access-date=December 10, 2016 |url-status=dead |archive-url=https://archive.today/20120629175729/http://www.1up.com/features/top-10-cult-classics |archive-date=June 29, 2012}} and Radiant Silvergun{{cite web|last=Hatfield|first=Daemon|url=https://ign.com/articles/2011/09/14/radiant-silvergun-review|title=Radiant Silvergun Review|work=IGN|date=September 13, 2011|access-date=March 15, 2014|archive-url=https://web.archive.org/web/20170712125651/http://www.ign.com/articles/2011/09/14/radiant-silvergun-review|archive-date=July 12, 2017|url-status=live}}{{cite web|url=http://www.edge-online.com/features/time-extend-radiant-silvergun/ |title=Time Extend: Radiant Silvergun |work=Edge |date=January 12, 2013 |access-date=March 5, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20141129042844/http://www.edge-online.com/features/time-extend-radiant-silvergun/ |archive-date=November 29, 2014 }} are noted for their cult following. Due to the system's commercial failure and hardware limitations, Saturn projects such as Resident Evil 2,{{cite web|last=Ohbuchi |first=Yutaka |url=http://www.gamespot.com/articles/re2-for-saturn-canceled/1100-2465273/ |title=RE2 for Saturn Canceled |work=GameSpot |date=October 21, 1998 |access-date=November 23, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20141110081451/http://www.gamespot.com/articles/re2-for-saturn-canceled/1100-2465273/ |archive-date=November 10, 2014 }} Shenmue, Sonic Adventure, and Virtua Fighter 3{{cite web|url=http://www.next-generation.com/news/112296b.shtml |title=Suzuki: 'Yes on VF3
Reception and legacy
At the time of the Saturn's release, Famicom Tsūshin awarded it 24 out of 40, higher than the PlayStation's 19 out of 40.{{cite magazine|title=Game Machine Cross Review: セガサターン |magazine=Weekly Famicom Tsūshin|issue=335|page=166|date=May 12–19, 1995|language=ja}} In June 1995, Dennis Lynch of the Chicago Tribune and Albert Kim of Entertainment Weekly praised the Saturn as the most advanced console available; Lynch praised the double-speed CD-ROM drive and "intense surround-sound capabilities" and Kim cited Panzer Dragoon as a "lyrical and exhilarating epic" demonstrating the ability of new technology to "transform" the industry.{{cite web|last=Lynch|first=Dennis|url=https://www.chicagotribune.com/1995/06/16/saturn-runs-rings-around-its-rivals/|title=Saturn Runs Rings Around Its Rivals|work=Chicago Tribune|date=June 16, 1995|access-date=January 20, 2015|archive-url=https://web.archive.org/web/20150120044130/http://articles.chicagotribune.com/1995-06-16/entertainment/9506160099_1_sega-saturn-saturn-system-32x|archive-date=January 20, 2015|url-status=live}}{{cite magazine|last=Kim|first=Albert|url=https://ew.com/article/1995/06/09/sega-saturn/|title=Sega Saturn|magazine=Entertainment Weekly|date=June 9, 1995|access-date=January 20, 2015|archive-url=https://web.archive.org/web/20150120053245/http://www.ew.com/ew/article/0,,297526,00.html|archive-date=January 20, 2015|url-status=live}} In December 1995, Next Generation gave the Saturn three and a half stars out of five, highlighting Sega's marketing and arcade background as strengths but the system's complexity as a weakness. Four critics in Electronic Gaming Monthly{{'}}s December 1996 Buyer's Guide rated the Saturn 8, 6, 7, and 8 out of 10 and the PlayStation 9, 10, 9, and 9.{{cite journal|title=EGM rates the systems of 1996!|journal=1996 Video Game Buyer's Guide|date=December 1996}} By December 1998, EGM{{'}}s reviews were more mixed, with reviewers citing the lack of games as a major problem. According to EGM reviewer Crispin Boyer, "the Saturn is the only system that can thrill me one month and totally disappoint me the next".{{cite journal|title=Electronic Gaming Monthly looks at the top systems for this year|journal=1998 Video Game Buyer's Guide|date=December 1998|page=51}}
Retrospective feedback of the Saturn is mixed, but generally praises its game library.{{cite web|url=https://gamesradar.com/best-saturn-games-all-time/|title=Best Saturn games of all time|work=GamesRadar|date=March 6, 2014|access-date=April 6, 2014|quote=But that doesn't mean it's a total bust. Numerous excellent games were released for the console, which was supported primarily in the mid-to-late 1990s, including a variety of original Sega classics and several stellar third-party releases. RPG and fighting game fans, in particular, enjoyed a healthy array of options on the platform.|archive-url=https://web.archive.org/web/20160408045155/http://www.gamesradar.com/best-saturn-games-all-time/|archive-date=April 8, 2016|url-status=live}} According to Greg Sewart of 1UP.com, "the Saturn will go down in history as one of the most troubled, and greatest, systems of all time". In 2009, IGN named the Saturn the 18th-best console of all time, praising its unique game library. According to the reviewers, "While the Saturn ended up losing the popularity contest to both Sony and Nintendo [...] Nights into Dreams, the Virtua Fighter and Panzer Dragoon series are all examples of exclusive titles that made the console a fan favorite."{{cite web |url=https://ign.com/top-25-consoles/18.html |title=SEGA Saturn is number 18 |work=IGN |access-date=January 23, 2012 |archive-url=https://web.archive.org/web/20120120021737/http://www.ign.com/top-25-consoles/18.html |archive-date=January 20, 2012 |url-status=live }} Edge noted that "hardened loyalists continue to reminisce about the console that brought forth games like Burning Rangers, Guardian Heroes, Dragon Force and Panzer Dragoon Saga".{{cite web|url=http://www.edge-online.com/features/how-consoles-die/3/ |title=How Consoles Die |page=3 |work=Edge |date=September 17, 2008 |access-date=March 5, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20141129171554/http://www.edge-online.com/features/how-consoles-die/3/ |archive-date=November 29, 2014 }} In 2015, The Guardian{{'}}s Keith Stuart wrote that "the Saturn has perhaps the strongest line-up of 2D shooters and fighting games in console history".{{cite web|last=Stuart|first=Keith|url=https://www.theguardian.com/technology/2015/may/15/sega-saturn-how-to-buy|title=Sega Saturn – how to buy one and what to play|work=The Guardian|date=May 15, 2015|access-date=May 27, 2015|archive-url=https://web.archive.org/web/20150526192113/http://www.theguardian.com/technology/2015/may/15/sega-saturn-how-to-buy|archive-date=May 26, 2015|url-status=live}}
Retro Gamer{{'}}s Damien McFerran wrote: "Even today, despite the widespread availability of sequels and re-releases on other formats, the Sega Saturn is still a worthwhile investment for those who appreciate the unique gameplay styles of the companies that supported it." IGN's Adam Redsell wrote "[Sega's] devil-may-care attitude towards game development in the Saturn and Dreamcast eras is something that we simply do not see outside of the indie scene today." Necrosoft Games director Brandon Sheffield said that "the Saturn was a landing point for games that were too 'adult' in content for other systems, as it was the only one that allowed an 18+ rating for content in Japan [...] some games, like Enemy Zero used it to take body horror to new levels, an important step toward the expansion of games and who they served." Sewart praised the Saturn's first-party games as "Sega's shining moment as a game developer", with Sonic Team demonstrating its creative range and AM2 producing numerous technically impressive arcade ports. He also commented on the many Japan-exclusive Saturn releases, which he connected with a subsequent boom in the game import market.{{cite web|last=Sewart |first=Greg |url=http://www.1up.com/features/pleasure-pain?pager.offset=0 |title=Sega Saturn: The Pleasure And The Pain |work=1UP.com |date=August 5, 2005 |access-date=December 10, 2016 |url-status=dead |archive-url=https://archive.today/20140317211403/http://www.1up.com/features/pleasure-pain?pager.offset=0 |archive-date=March 17, 2014 }} IGN's Travis Fahs was critical of the Saturn library's lack of "fresh ideas" and "precious few high-profile franchises", in contrast to what he described as Sega's more creative Dreamcast output.
Sega has been criticized for its management of the Saturn. McFerran said its management staff had "fallen out of touch with both the demands of the market and the industry". Stolar has also been criticized; according to Fahs, "Stolar's decision to abandon the Saturn made him a villain to many Sega fans, but [...] it was better to regroup than to enter the next fight battered and bruised. Dreamcast would be Stolar's redemption." Stolar defended his decision, saying, "I felt Saturn was hurting the company more than helping it. That was a battle that we weren't going to win."{{sfn|Kent|2001|p=558}} Sheffield said that the Saturn's quadrilaterals undermined third-party support, but because "nVidia invested in quads" at the same time, there had been "a remote possibility" they could have "become the standard instead of triangles [...] if somehow, magically, the Saturn were the most popular console of that era." Speaking more positively, former Working Designs president Victor Ireland described the Saturn as "the start of the future of console gaming" because it "got the better developers thinking and designing with parallel-processing architecture in mind for the first time". In GamesRadar, Justin Towell wrote that the Saturn's 3D Pad "set the template for every successful controller that followed, with analog shoulder triggers and left thumbstick [...] I don't see any three-pronged controllers around the office these days."{{cite web|last=Towell|first=Justin|url=https://gamesradar.com/sega-saturn-turns-20-its-not-shit-as-you-think/|title=Sega Saturn turns 20, and it's not as shit as you think|work=GamesRadar|date=November 22, 2014|access-date=January 20, 2015|archive-url=https://web.archive.org/web/20150120044933/http://www.gamesradar.com/sega-saturn-turns-20-its-not-shit-as-you-think/|archive-date=January 20, 2015|url-status=live}}
Douglass C. Perry of Gamasutra noted that, from its surprise launch to its ultimate failure, the Saturn "soured many gamers on Sega products".{{cite web|author=Perry, Douglass C.|url=https://www.gamedeveloper.com/business/the-rise-and-fall-of-the-dreamcast|title=The Rise and Fall of Dreamcast|work=Gamasutra|date=September 9, 2009|access-date=December 24, 2014|archive-url=https://web.archive.org/web/20140318193258/http://www.gamasutra.com/view/feature/4128/the_rise_and_fall_of_the_dreamcast.php|archive-date=March 18, 2014|url-status=live}} Sewart and IGN's Levi Buchanan cited the failure of the Saturn as the major reason for Sega's downfall as a hardware manufacturer, but USgamer's Jeremy Parish described it as "more a symptom [...] than a cause" of the decline, which began with add-ons for the Genesis that fragmented the market and continued with Sega of America's and Sega of Japan's competing designs for the Dreamcast.{{cite web|last=Buchanan|first=Levi|url=https://ign.com/articles/2008/07/29/top-10-sega-saturn-games|title=Top 10 SEGA Saturn Games|work=IGN|date=July 29, 2008|access-date=March 26, 2014|archive-url=https://web.archive.org/web/20170712125018/http://www.ign.com/articles/2008/07/29/top-10-sega-saturn-games|archive-date=July 12, 2017|url-status=live}} Sheffield portrayed Sega's mistakes with the Saturn as emblematic of the broader then-decline of the Japanese gaming industry: "They thought they were invincible, and that structure and hierarchy were necessary for their survival, but more flexibility, and a greater participation with the West could have saved them." According to Stuart, Sega "didn't see [...] the roots of a prevailing trend, away from arcade conversions and traditional role-playing adventures and toward a much wider console development community with fresh ideas about gameplay and structure".{{cite web|last=Stuart|first=Keith|url=https://www.theguardian.com/technology/2015/may/14/sega-saturn-how-one-decision-destroyed-playstations-greatest-rival|title=Sega Saturn: how one decision destroyed PlayStation's greatest rival|work=The Guardian|date=May 14, 2015|access-date=May 27, 2015|archive-url=https://web.archive.org/web/20150526191917/http://www.theguardian.com/technology/2015/may/14/sega-saturn-how-one-decision-destroyed-playstations-greatest-rival|archive-date=May 26, 2015|url-status=live}} Pulp365 reviews editor Matt Paprocki concluded that "the Saturn is a relic, but an important one, which represents the harshness of progress and what it can leave in its wake".
Notes
{{notelist}}
References
{{Reflist}}
Bibliography
- {{cite book|last1=DeMaria|first1=Rusel|last2=Wilson|first2=Johnny L.|title=High Score!: The Illustrated History of Electronic Games|year=2004|publisher=McGraw-Hill/Osborne|location=Emeryville, California|isbn=0-07-223172-6}}
- {{cite book|last=Harris|first=Blake J.|title=Console Wars: Sega, Nintendo, and the Battle That Defined a Generation|year=2014|publisher=HarperCollins|location=New York|isbn=978-0-06-227669-8}}
- {{cite book|last=Kent|first=Steven L.|author-link=Steven L. Kent|title=The Ultimate History of Video Games: The Story Behind the Craze That Touched Our Lives and Changed the World|year=2001|publisher=Prima Publishing|location=Roseville, California|isbn=0-7615-3643-4}}
- {{cite book|last=Mott|first=Tony|title=1001 Video Games You Must Play Before You Die|year=2013|publisher=Universe Publishing|location=New York|isbn=978-0-7893-2090-2|title-link=1001 Video Games You Must Play Before You Die}}
{{Sega hardware|Sega Saturn}}
{{Fifth generation game consoles}}
{{Home video game consoles}}
{{Portal bar|1990s|Video games}}
{{DEFAULTSORT:Sega Saturn}}
Category:CD-ROM-based consoles
Category:Fifth-generation video game consoles
Category:Home video game consoles
Category:Products and services discontinued in 1998
Category:Products and services discontinued in 2000
Category:Products introduced in 1994
Category:Products introduced in 1995