The Sega Saturn (Japanese: セガサターン, Sega Saturn) is a 32-bit video game console, first released on November 22 1994 in Japan, May 1995 in North America and July 8 1995 in Europe. Approximately 170,000 machines were sold the first day of the Japanese launch. 5,000 were sold in the weekend following the United Kingdom launch.
At one time, the Sega Saturn held second place in the console wars, placing it above Nintendo's Super Famicom in Japan and Nintendo's Super Nintendo Entertainment System (SNES) in North America and Europe, but the Saturn slowly lost market share to Sony's PlayStation and, outside Japan, the cartridge-based Nintendo 64.
The Japanese Saturn was rushed to the market, just a few weeks ahead of its rival, Sony's PlayStation. This led to very few games being available at launch.
The system was supported in North America and Europe until late 1998, and in Japan until the end of 2000. The last official game for the system, Yukyu Gensokyoku Perpetual Collection, was released by Mediaworks in December that year. Interestingly, a game called Sega Saturn: Lost & Found VOL #1 was released in the US by Older Games in August of 2004 (although it is not playable with a retail, unmodified Saturn).
Sega's 27-member Away Team, comprising employees from every aspect of hardware engineering, product development and marketing, worked exclusively for two years to ensure the Sega Saturn's hardware and design met the precise needs of both the U.S. and Japanese markets and would launch with some of the world's best software. The Saturn was a powerful machine for the time, but its design, with two CPUs and 6 other processors, made harnessing its power extremely difficult. Rumours suggest that the original plan called for a single processor, but a second one was added late in development to increase potential performance.
Third-party development was further hindered by the initial lack of useful software libraries and development tools, requiring developers to write in assembly language to achieve decent performance. Programmers would often utilize only one CPU to simplify development in titles such as Alien Trilogy
The main disadvantage of the dual CPU architecture was that both processors shared the same bus, and besides 4K of on-chip memory, all data and program code for both CPUs was located in the same shared 2 MB of main memory. This meant that without very careful division of processing, the second CPU would often have to wait while the first CPU was working, reducing its processing ability.
The hardware also lacked light sourcing and hardware video decompression support. Nevertheless, when properly utilized, the dual processors in the Saturn could produce impressive results such as the 1997 ports of Quake and Duke Nukem 3D by Lobotomy Software, and later games like Burning Rangers were able to achieve true transparency effects on hardware that used simple polygon stipples as a replacement for transparency effects in the past.
From a market viewpoint, the architectural design problems of the Saturn meant that it quickly lost third party support to the PlayStation. Unlike the Playstation's use of triangles as its basic geometric primitive, the Saturn rendered quadrilaterals. This proved a hindrance as most industry standard design tools were based around triangles, and multiplatform games were usually developed with triangles and the Playstation's larger market share in mind.
If used correctly the quadrilateral rendering of the Saturn would show less texture distortion than was common on Playstation titles, as demonstrated by several cross-platform titles such as Wipeout and Destruction Derby. The quadrilateral-focussed hardware and a 50% greater amount of video RAM also gave the Saturn an advantage for 2D game engines and attracted many developers of RPGs, arcade games and traditional 2D fighting games. A 4 MB RAM cart, released only in Japan, boosted available memory even further for games such as Capcom's X-Men Vs Street Fighter.
Tomb Raider was originally designed for the Saturn's quadrilateral-based hardware and as a result was incapable of displaying levels containing any triangular parts. This restriction remained in place for most of the 32-bit sequels. In the other hand, the quadrilateral ability allowed the Saturn to render First-person shooter games better than other consoles at the time, games like Quake, Powerslave, Duke Nukem 3D, HeXen. Also, the extra video RAM allowed larger levels than in PlayStation versions.
A true example of the Saturn's capability is widely considered to be the systems version of Shenmue, the Yu Suzuki masterpiece that would eventually find a new home on the Saturn's successor, the Sega Dreamcast. Work on the title is believed to have been fairly complete, and several technical demo's and gameplay footage have since been released to the public. The footage displays a system capable of producing fully rendered, entirely 3D locations and characters. The quality of image Suzuki and his team were able to achieve is quite extraordinary considering the Saturn's infamously complicated hardware. Certainly, Shenmue was graphically superior to anything that had been produced on the Saturn before it. Some would argue it is also technically superior to anything ever produced on the Sony PlayStation.
In North America, Sega chose to ship Saturn units only to four select retailers which caused a great deal of animosity from unselected companies, including Wal-Mart and KB Toys. Additionally the summer launch broke with the tradition of launching in early fall to coincide with the Christmas shopping season *. Sega also struggled against distrust amongst gaming consumers after a series of quickly discontinued add-on peripherals to the Sega Mega Drive/Sega Genesis, including the Sega CD system and the Sega 32X.
Many of the games that made the Saturn popular in Japan, such as the Sakura Taisen series and numerous quirky anime style RPGs, were never released in foreign territories due to policies put in place by then Sega of America president Bernie Stolar who believed that RPGs (or even most Japanese games in general) were not appealing to the North American audience.
By early 1997 the Saturn was trailing the PlayStation and Nintendo 64 in both North America and Europe to such an extent that senior management began planning a new platform and by E3 1997 had begun talk of the system that would become the Dreamcast. As Sega started aggressively moving that project forward a rift developed with many third party developers. As the Saturn was popular in the Japanese marketplace, many Japanese developers saw little reason for Sega to rush another platform to market. Many Saturn projects were cancelled in anticipation of the new console or through frustration with Sega. In a magazine article involving Will Muscelli, he summed up the life cycle of the Sega Saturn as being "disappointing".
After further poor sales throughout 1997 many games planned for a western Saturn release were cancelled, including highly anticipated titles such as Sonic X-treme, Policenauts and Lunar The Silver Star Story. A chain reaction of cancellations transformed a promising 1998 schedule of releases to a small handful of titles extending little beyond Panzer Dragoon Saga, Burning Rangers, Shining Force 3 and Magic Knight Rayearth — the only third party title released that year. Eventually the Saturn was discontinued in both Europe and North America in late 1998.
The first recognizable emulation started in 2000 with A-Saturn, Hyperion, Satourne and PC-Saturn, although none got further than the BIOS screen. In 2001, GiriGiri Project became the first emulator to run commercial games, although only The Duel, Fighters Megamix, Battle Arena Toshinden and Vampire Hunter were supported. Public work on the emulator ceased when Sega bought the rights and began marketing it in Japan as Cyberdisk.
On April 2, 2002, a new version of Satourne was released that was able to run a number of Saturn games with 3D acceleration and it remained the most advanced Saturn emulator until April 12 2003, when a hacked version of Cyberdisk was released. Known unofficially as GiriGiriGav after the cracker who spread it, Gavionne, it supported many more games than Satourne and gained a lot of popularity despite not being distributed through mainstream emulation sites.
GiriGiriGav was subsequently disassembled, debugged and renamed to Cassini. On July 12, 2004, the first version of Cassini was released alongside its assembly source code. Three more releases followed quickly, but most changes were to the interface.
SSF became available in 2005 and is considered the most compatible Saturn emulator as of 2006.
| Manufacturer & Model | Case Color | Button Color | Type of Buttons | Notes |
|---|---|---|---|---|
| Sega HST-3200 | Grey | Blue | Oval | The original Japanese Saturn, production was ended in favour of the White Saturn. This model had a black cartridge flap and came in a box labeled HST-0001. The power cord is un-notched and this machine has a drive access light. |
| Sega | White | Purple/Grey | Round/oval | Sega switched from purple to grey buttons during the production run. This controller was a matching white with multi-colored buttons similar to a Super Famicom controller with the bottom row buttons colored green, yellow, and blue. The 'white' plastic is a very light grey and shares its color with the later Dreamcast. The cartridge flag is visibly grey. There were limited models of the oval button saturn. Some people report faster CD access time with this model. |
| Sega Skeleton Saturn | Translucent smokey grey | - | - | Came with a matching smokey grey controller. Both controller and system had "This is cool" printed on them. Only around 50,000 were produced. Has some compatibility problems, notably with Metal Slug and Space Harrier. |
| Sega Derby Saturn | Translucent blue | - | - | Released on March 25, 1999, this model was only available as part of a promotion with ASCII's popular horse racing sim, Derby Stallion. It came with the same smokey grey controller as the Skeleton Saturn but did not have "This is cool" printed on the system. After limited supplies of the Skeleton Saturn, the Derby Saturn was quickly bought in bulk by exporters and for a time was easier to find outside Japan than inside. Shares the compatibility problems of the Skeleton Saturn. |
| Hitachi Hi-Saturn | Charcoal | Khaki | Round | This machine appears similar in color to the European and North American Saturn without close inspection. Hi-Saturn is printed on the CD drive lid. Controllers have the same color layout as the unit with pinkish-beight and dark blueish/gray buttons. The Hitachi logo appears on them. |
| Hitachi Hi-Saturn Navi (MMP-1000NV) | Charcoal | Khaki | Round | This is the only consumer Saturn to differ in functionality or shape. It's much thinner, and is flat instead of curved on top, in order to accommodate a folding LCD monitor that clips to the rear. It includes GPS capability, and has a standard port on the rear for use with an included antenna. Navi-ken CDs are used for map data. Since Navi-ken was only available in Japan, only Japanese maps are available. |
| JVC/Victor V-Saturn RG-JX1 | Light Grey | - | Oval | Two tone appearance, grey on top with a black base section. "V-Saturn" is printed on top of the machine. Features a V-Saturn logo in place of the SegaSaturn logo at boot-up. |
| JVC/Victor V-Saturn RG-JX2 | Light Grey | - | Round | Two tone appearance, gray on top, dark grey base section. "V-Saturn" is printed on top of the machine. Besides color and markings, this is completely identical to the Sega model. |
| Samsung Saturn (삼성새턴) | - | - | Oval | Intended only for South Korea, this machine combines the older style oval-button shell with the smaller and newer main board which normally comes with a round-buttoned shell. The Japanese language option is removed from the setup screen and the system lacks all LEDs. * |
| Model | Type of Buttons | Manufacturing Period | Notes |
|---|---|---|---|
| MK-80000 | Oval | 8/95 - 3/96 | Identical to the Grey Japanese Saturn but for color. |
| MK-80000A | Round | 3/96 - 9/96 | Features a notched power cord, no drive access light and a 1.00a BIOS. Internal jumper locations are changed. |
| MK-80001 | Round | 7/96 - 98 | Similar in appearance to the MK-8000A, this machine has some changed internal jumper locations. |
| Model | Type of Buttons | Notes |
|---|---|---|
| MK-80200-50 | Oval | Version 1.01a BIOS. |
| MK-80200A-50 | Round | Lacks a drive access LED. Buttons are grey. |
The game manual is included in place of liner notes and the cover will usually carry a bar similar in design to the spinecard and the Japanese rating, if there is one. The back card usually features artwork or screenshots from the game and a black bar at the bottom containing necessary legal information such as copyright notices.
Some games were packed in "double" CD cases or in a non-standard slightly thicker variant of the single case. The game Super Robot Wars F (a Japanese-only game produced by Banpresto) comes in a special jewel case, approximately 1 mm thicker, made necessary by its 54-page manual. Riglord Saga 2 uses a similar case for the same reason.
These cases had several problems:
Games packaged with the system or a peripheral such as Virtua Fighter and NiGHTS Into Dreams often came in a standard CD Jewel case.
When the case is opened the disk rests inside the case to the right of the hinge, while the booklet was placed to the left. Standard art design includes a solid black spine and white lettering displaying the words "Sega Saturn".
These cases had several problems:
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