The Sega Saturn is a home video game console created by Sega and released on November 22, 1994, in Japan, May 11, 1995, in North America, and July 8, 1995, in Europe. It is part of the fifth generation of video game consoles and follows the successful Genesis console. The Saturn uses a system with two central processing units (CPUs) and eight processors. Its games are stored on CD-ROMs, including versions of arcade games and new games developed specifically for the console.
Development of the Saturn began in 1992, the same year Sega introduced its advanced 3D Model 1 arcade hardware. The Saturn was built around a new CPU designed by Hitachi, a Japanese electronics company. In early 1994, an additional video display processor was added to improve the console’s ability to compete with the 3D graphics of Sony’s upcoming PlayStation.
The Saturn was initially popular in Japan but faced challenges in the United States due to an unexpected launch in May 1995, which was four months earlier than planned. After the release of the Nintendo 64 in late 1996, the Saturn lost popularity in the U.S. and was discontinued in 1998. The Saturn is considered a commercial failure, partly because of the cancellation of Sonic X-treme, a planned 3D game in Sega’s Sonic the Hedgehog series. The Saturn was replaced in 1998 by the Dreamcast and sold 9.26 million units worldwide, mostly in Japan.
The Saturn is known for several well-received games, such as Nights into Dreams, the Panzer Dragoon series, and the Virtua Fighter series. However, most of its game collection was limited to Japan, where the console performed better than in Western countries. The Saturn received mixed reviews because of its complicated hardware design and limited support from outside developers. Sega’s management decisions during the Saturn’s development and eventual discontinuation have been criticized.
History
In the early 1990s, Sega had success with the Genesis (called the Mega Drive in most countries outside North America). This success was supported by strong advertising and the popularity of the Sonic the Hedgehog video game series. Sega also did well with arcade games. In 1992 and 1993, the Sega Model 1 arcade system introduced games like Virtua Racing and Virtua Fighter, the first 3D fighting game. These games helped make 3D graphics more popular. The Model 1 system was expensive, so Sega used other options, such as the Virtua Processor chip for Virtua Racing and the 32X add-on, to bring its new arcade games to the Genesis console.
The Saturn console was developed by Hideki Sato, Sega’s director and deputy general manager of research and development. The project, named Saturn, began more than two years before it was announced at the Tokyo Toy Show in June 1994. The same team that created the System 32 arcade board worked on the Saturn. Sato later said he regretted not using the Model 1 arcade hardware as a base because he was worried about leaving developers who focused on 2D graphics behind.
In 1993, Sega and Hitachi, a Japanese electronics company, formed a partnership to create a new CPU for the Saturn. This led to the development of the "SuperH RISC Engine" (or SH-2) later that year. The Saturn used a design with two SH-2 chips. Kazuhiro Hamada, a Sega section chief for Saturn development, explained that the SH-2 was chosen because of its cost and efficiency. The chip had a calculation system similar to a digital signal processor, but Sega realized one CPU alone could not handle 3D graphics. In early 1994, reports about Sony’s upcoming PlayStation console led Sega to add another video display processor to improve 2D and 3D performance. Sega considered making versions of the Saturn that used CDs or cartridges, but these ideas were abandoned due to concerns about lower quality and higher prices for cartridges.
Sega of America’s president, Tom Kalinske, said he disagreed with the Saturn’s design for a long time. He tried to get a graphics chip from Silicon Graphics but was rejected by Sega of Japan. Silicon Graphics later worked with Nintendo on the Nintendo 64. Kalinske, along with Sony representatives, discussed a joint Sega/Sony system, but the plan failed because Sega wanted to support both 2D and 3D graphics, while Sony focused on 3D technology. Kalinske defended the Saturn’s design, saying, “Our people feel they need multiprocessing to bring to the home what we’re doing next year in the arcades.”
In 1993, Sega reorganized its studios to prepare for the Saturn’s launch. To ensure high-quality 3D games were available early, developers from Sega’s arcade division were asked to create console games. New teams, like the Panzer Dragoon team, were formed during this time. In early 1994, Sega announced the Sega Titan Video arcade system as a counterpart to the Saturn. In April 1994, Acclaim Entertainment became the first American publisher to make games for the Titan.
In January 1994, Sega began developing the 32X add-on for the Genesis as a cheaper way to enter the 32-bit era. The 32X was approved by Sega CEO Hayao Nakayama and supported by many Sega of America employees. Nakayama worried the Saturn might not be ready until after 1994 and that the Atari Jaguar would hurt Sega’s sales. He ordered engineers to finish the 32X by the end of the year. The 32X was not compatible with the Saturn, but Sega said it could play Genesis games and had the same system architecture as the Saturn. Sega claimed both platforms would be available at the same time, with the 32X aimed at players who could not afford the more expensive Saturn. However, tensions arose between Sega of America and Japan when the Saturn was prioritized for launch.
Sega released the Saturn in Japan on November 22, 1994, at a price of ¥44,800 (about $440 at the time). A version of Virtua Fighter, a popular arcade game, sold nearly one-to-one with the Saturn at launch and helped the system succeed in Japan. Sega had hoped to launch with Clockwork Knight and Panzer Dragoon, but only Wan Chai Connection was available at launch. The first shipment of 200,000 Saturn units sold out on the first day. Sega delayed shipping more units until the PlayStation’s December 3 launch. When both systems were sold side by side, the Saturn was more popular.
Meanwhile, Sega released the 32X in North America on November 21, 1994, Japan on December 3, 1994, and PAL territories in January 1995. The 32X cost less than half of the Saturn’s price. However, interest in the 32X dropped quickly after the holiday season. By the end of 1994,
Technical specifications
The Sega Saturn has eight processors. Its main processors are two Hitachi SH-2 microprocessors that run at 28.6 MHz and can perform 56 million instructions per second (MIPS). It uses a Motorola 68EC000 processor running at 11.3 MHz to control sound. A custom sound processor with a Yamaha FH1 DSP runs at 22.6 MHz and can handle up to 32 sound channels using both FM synthesis and 16-bit 44.1 kHz pulse-code modulation. Two video display processors, the VDP1 (which handles sprites and polygons) and the VDP2 (which handles backgrounds), are also included. A dedicated Hitachi SH-1 processor controls the double-speed CD-ROM drive to reduce load times. The System Control Unit (SCU), which manages all buses and acts as a co-processor for the main SH-2 CPU, has an internal DSP running at 14.3 MHz. The Saturn includes a cartridge slot for memory expansion, 16 Mbit of work RAM, 12 Mbit of video RAM, 4 Mbit of sound RAM, 4 Mbit of CD buffer RAM, and 256 Kbit (32 KB) of battery backup RAM. Its RCA video output supports resolutions from 320×224 to 704×224 pixels and up to 16.78 million colors. The Saturn measures 260 mm × 230 mm × 83 mm (10.2 in × 9.1 in × 3.3 in). It came with an instruction manual, control pad, stereo AV cable, and a 100 V AC power supply that uses about 15 W of power.
The Saturn had powerful hardware when it was released, but its complexity made it hard for developers to use effectively. One major challenge was that the two main CPUs shared the same bus and could not access system memory at the same time. Using the 4 KB of cache memory in each CPU was important for performance. For example, the game Virtua Fighter used one CPU for each character, while Nights used one CPU for 3D environments and the other for 2D objects. The VDP2, which handles backgrounds, was considered one of the system’s most important features.
Developers and journalists had mixed opinions about the Saturn. Some called it a "coder's machine" because it offered more flexibility and power than the PlayStation, but others found it slower. The Saturn’s use of quadrilaterals (four-sided shapes) for 3D graphics, compared to the PlayStation’s use of triangles, was criticized. The Saturn was also better at handling 2D sprites but worse at generating 3D polygons. Early development was difficult because tools and software libraries were limited, requiring programmers to use assembly language, which was faster than higher-level languages like C. Sega later created new graphics libraries to make development easier and hired a UK-based company to help with tools.
The Saturn had several models in Japan, including a lighter gray version to attract more buyers. Third-party models included the Hi-Saturn (with car navigation) and the V-Saturn. Accessories included a wireless controller, a 3D Pad with an analog stick, arcade sticks, a light gun, and a multitap for multiplayer games. A proposed graphics accelerator using the Hitachi SH-3 chipset was canceled.
The Saturn had an Internet-based service called Sega NetLink, which used a 28.8k modem for online multiplayer games and web browsing. A version with a built-in NetLink modem was planned but never released. Sega also created an arcade board called the ST-V (or Titan) for testing Saturn software, though it was criticized for being less powerful than other arcade systems.
The Saturn’s hardware was difficult to emulate due to its complexity. Its design made it challenging for developers to fully use its capabilities, and many described it as an "essentially" 2D system despite its 3D features.
Game library
The Sega Saturn's library includes many arcade games from Sega, such as Daytona USA, The House of the Dead, Last Bronx, Sega Rally Championship, the Virtua Cop series, the Virtua Fighter series, and Virtual-On. Ports of 2D Capcom fighting games like Vampire Savior, Marvel Super Heroes vs. Street Fighter, and Street Fighter Alpha 3 were known for being very similar to their original arcade versions. Fighters Megamix, created by Sega AM2 for the Saturn instead of arcades, combined characters from Fighting Vipers and Virtua Fighter and received good reviews.
Highly praised exclusive Saturn games include Panzer Dragoon Saga, Dragon Force, Guardian Heroes, Nights, Panzer Dragoon II Zwei, and Shining Force III. PlayStation games such as Castlevania: Symphony of the Night, Resident Evil, and Wipeout 2097 were also released on the Saturn, but with mixed results. The first-person shooter PowerSlave had some of the best 3D graphics on the Saturn, which led Sega to hire its developers, Lobotomy Software, to create ports of Duke Nukem 3D and Quake. While Electronic Arts provided limited support for the Saturn and Sega did not release a football game in late 1995, Sony took the lead in the sports genre. However, Sega Sports published Saturn sports games, including the well-received World Series Baseball and Sega Worldwide Soccer series.
Because Sonic X-treme was canceled, the Saturn does not have an exclusive Sonic the Hedgehog platformer. Instead, it received a graphically improved version of the Genesis game Sonic 3D Blast, as well as the compilation Sonic Jam and the racing game Sonic R. The main character of the platformer Bug! was considered a possible mascot for the Saturn but did not gain popularity like Sonic. Instead, Sonic Team developed the score attack game Nights into Dreams, which is considered one of the most important Saturn games. The gameplay involves controlling the imp-like character Nights as it flies across surreal stages on a mostly 2D plane. Although it did not have fully 3D environments like Nintendo's Super Mario 64, the game's focus on smooth movement and acrobatic techniques showed the potential of analog controls. Sonic Team's next game, Burning Rangers, a fully 3D action-adventure game featuring outer-space firefighters, was praised for its transparency effects and art style but was released in limited quantities late in the Saturn's lifespan and criticized for being too short.
Many well-received Saturn games were exclusive to Japan, such as the Sakura Wars series. Co-developed by Sega and Red Entertainment, Sakura Wars combines elements of tactical RPGs, anime cutscenes, and visual novels. Sakura Wars and Grandia helped make the Saturn popular in Japan but were never released in the West due to Sega of America's policy of not localizing RPGs and other Japanese games that might not appeal to American audiences or harm the Saturn's reputation in North America. Some games, like Dead or Alive, Grandia, and Lunar: Silver Star Story Complete, were only released on the PlayStation in the West. Working Designs localized several Japanese Saturn games but later switched to PlayStation after a public disagreement between Stolar and Working Designs president Victor Ireland.
According to the review site GameRankings, Panzer Dragoon Saga is the most acclaimed Saturn game. It was praised for its cinematic style, engaging story, and unique battle system. However, Sega released fewer than 20,000 copies of the game in North America, which IGN's Levi Buchanan described as an example of the Saturn's "ignominious send-off" in the region. Similarly, only the first of three parts of Shining Force III was released outside Japan. The Saturn's library was criticized for not having sequels to popular Sega Genesis games, such as the cancellation of a third installment in Sega of America's Eternal Champions series, which caused controversy.
Later versions of Saturn games, including Guardian Heroes, Nights Into Dreams, and Shin Megami Tensei: Devil Summoner: Soul Hackers, continued to receive positive reviews. In part because of their rarity, Saturn games like Panzer Dragoon Saga and Radiant Silvergun have gained a cult following. Due to the Saturn's commercial failure and hardware limits, games such as Resident Evil 2, Shenmue, Sonic Adventure, and Virtua Fighter 3 were canceled and moved to the Dreamcast.
Reception and legacy
When the Sega Saturn was released, Famicom Tsūshin gave it a score of 24 out of 40, which was higher than the PlayStation's score of 19 out of 40. 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 highlighted the Saturn's double-speed CD-ROM drive and strong surround-sound features, while Kim described the game Panzer Dragoon as a "lyrical and exhilarating epic" that showed how new technology could change the gaming industry. In December 1995, Next Generation gave the Saturn three and a half stars out of five, noting Sega's marketing and arcade experience as strengths but the system's complexity as a weakness. In December 1996, four critics from Electronic Gaming Monthly rated the Saturn 8, 6, 7, and 8 out of 10, while the PlayStation received 9, 10, 9, and 9. By December 1998, EGM reviews were more mixed, with critics pointing to the lack of games as a major problem. EGM reviewer Crispin Boyer said, "the Saturn is the only system that can thrill me one month and totally disappoint me the next."
Later reviews of the Saturn were mixed but often praised its game collection. Greg Sewart of 1UP.com said, "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 games. Reviewers noted that while the Saturn lost popularity to Sony and Nintendo, games like Nights into Dreams, the Virtua Fighter and Panzer Dragoon series made the console a favorite among fans. Edge magazine said that loyal fans still remember games like Burning Rangers, Guardian Heroes, Dragon Force, and Panzer Dragoon Saga. 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."
Retrogamer’s Damien McFerran said, "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 said that Sega’s approach to game development during the Saturn and Dreamcast eras, which focused less on strict rules, is something seen today only in the indie game scene. Necrosoft Games director Brandon Sheffield said the Saturn was a place for games that were too "adult" for other systems, as it was the only one that allowed an 18+ rating in Japan. He noted that games like Enemy Zero used this to explore new levels of body horror, an important step for the evolution of games. Sewart praised the Saturn’s first-party games as "Sega's shining moment as a game developer," with Sonic Team showing creative range and AM2 producing impressive arcade ports. He also mentioned Japan-exclusive Saturn releases, which helped increase the game import market. IGN’s Travis Fahs criticized the Saturn library for lacking "fresh ideas" and having few high-profile franchises, unlike Sega’s more creative Dreamcast output.
Sega faced criticism for how it managed the Saturn. McFerran said its management team "fell out of touch with both the demands of the market and the industry." Stolar, who decided to stop supporting the Saturn, was criticized by some fans, but IGN’s Fahs said it was better to regroup than to continue fighting a losing battle. 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." Sheffield said the Saturn’s use of quadrilaterals (a type of graphics processing method) hurt third-party support, but because nVidia invested in quads at the same time, there was a "remote possibility" they could have become the standard instead of triangles. Former Working Designs president Victor Ireland said the Saturn "got the better developers thinking and designing with parallel-processing architecture in mind for the first time." GamesRadar’s Justin Towell said the Saturn’s 3D Pad "set the template for every successful controller that followed, with analog shoulder triggers and a left thumbstick."
Douglass C. Perry of *Gamasutra