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Sega Saturn
Console Information

It is believed that Sega
of Japan began planning for a 32-bit console in the early 1990s
with plans drawn up in 1992. The main console plan that can be directly
related to the final outcome was the Sega Giga Drive. This name
was given to it as a wordplay on the Sega
Mega Drive, implying that this new console is more powerful.
The Giga Drive was Sega's first dedicated CD-ROM based
console (not like Mega CD
which was an add-on for Mega Drive). It was also their first dedicated
32-bit console (not like the 32X
which was also an add-on for Mega Drive). The Giga Drive was developed
by Hideki Sato and his team of engineers. It was being designed
around 1992-1993 to be superior to the 3DO
Interactive Multiplayer. It is believed that prototypes were
made during 1993. Also at this time, the name was changed to Sega
Saturn, named after the planet like other Sega projects (The "Planet
Projects").
The Saturn that eventually made it to the market in
1995 was different to the one conceived in 1993. It was originally
going to be the ultimate 2D console with 3D capabilities being a
possibility. Sega's Virtua Fighter arcade game had become very popular
and gamers hoped that Sega would have 3D capabilities in their new
console so that Virtua Fighter could be ported for play on it. In
November 1993, Sony announced their entry into the console market
with the PlayStation
under development. These factors, mainly the latter, are what made
Sega change the specs of their system to become the more powerful
console we know today.
After seeing the specs of the PlayStation, Hayao Nakayama
ordered for the Saturn's specs to be fixed so it would have more
processing power for 32-bit 3D games to compete with Sony's console
(which was due for release at the same time as the Saturn - November
1994). This had to be done in under one year, but was successfully
achieved. In the end, Sega had used technology from both their 2D
and 3D arcade boards and dual processors. But this would be a problem
for programmers. Programming for 2 processors would be difficult.
Few programmers found it easy to program for the Saturn in this
way and so most used C programming language, thus these games do
not use the full power of the Saturn.
The Saturn was officially released in Japan on November
22nd 1994 for ¥44800 (US$490). Over 250 000 consoles were ready
for sale, all of which sold in 2 days. Sony's PlayStation was released
a week later on 2nd December but over the first six months of release,
Saturn still outsold the PlayStation. Unfortunately, this would
not last long. Lack of software for the Saturn due to production
delays meant that the PlayStation soon took over.
The Sega Saturn's unexpected US debut was at 1995's
E3 Trade Show on May 11th 1995 for US$399. The official release
was planned for 2nd September but Sega wanted to release their console
first to beat the PlayStation (This mistake was repeated with the
Dreamcast). Also at E3,
Sony announced their console which was due for release later in
the year for US$299. This was bad news for Sega.
The people who bought the Saturn were only able to purchase Virtua
Fighter upon release. Between 11th May and 2nd September, only one
or two more games were released for the Saturn. Game developers
could not finish their games in time for the early release of the
Saturn. Some developers rushed out their games, which left the Saturn
with a bad reputation (note how many games were re-released in the
full version later down the track). The early release also meant
that there was no time for proper advertising for the console. Within
the first year of release, though, Nintendo, Sony and Sega each
had about 33% share in the video game market. But the PlayStation
soon took over after the release of Final Fantasy VII.
Many argue that the PlayStation is superior to the Saturn. While
the PlayStation supported several hardware features that the Saturn
didn't, the Saturn is capable of handling more polygons and has
a larger texture memory. The Saturn is also the best 2D console
ever released. While it is considered a 3D console, it was also
made to support 2D games (like you would see on 8-bit and 16-bit
consoles) and the 2D games released show Saturn's excellent sprite-handling
abilities. This is because Sega used technology from their 2D arcade
boards as well as their 3D boards.
The Saturn, like other Sega consoles, had the potential to be bigger
than what it was, but due to problems with the console itself and
the way it was marketed, the PlayStation soon took over as it was
seen as being far superior and had a lot of third party support.
Saturn was supported in the US until 1998 and in Japan until 1999.
Sega Saturn Technical Specifications
- CPU: 2 x 32-Bit RISC SH2 at 28.6 MHz, 32-Bit RISC SH1 at 20
MHz. 25MIPS
- Memory: 16 Mbit Work RAM, 4 Mbit Audio RAM, 256 Kbit Backup
RAM, 12 Mbit Video RAM, 4 Mbit CD Buffer RAM, 4 Mbit IPL ROM.
- Sound: 16-Bit CISC 68EC000 (11.3 MHz), PCM & FM sound sources,
32 channels, 16-Bit Sampling, Sampling rate 44.1 KHz max, Audio
DSP
- Graphics: 16.77 Million Colours Sprite Enlargement, Reduction,
Rotation, Transformation
- CG Capability: Polygon Specialized Hardware Texture Mapping,
Flat Shading, Gouraud Shading, Wire Frame
- Scroll: 5 Screens (Scaling, rotating, enlargement, reduction)
- CD Drive: Intelligent 2x. Data Transfer Rate (DMA to RAM), 150
KB/sec. (Normal), 300 KB/sec. (Double speed), Maximum Capacity
- 660 Megabytes, Audio CD play with reactive display, CD+G compatible,
CD+EG compatible, CD Single compatible, Photo CD compatible, Video
CD compatible and Ebook compatible
- 2D Graphical Capabilities: VDP1 processor handling sprites,
polygons and geometry VDP2, processor handling backgrounds, 5
simultaneous planes with two rotation planes, 32,000 colours from
24-bit palette.
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