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title: Sega Saturn

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2013-01-24T08:02:22+00:00

I've always been fascinated by Sega's video game consoles. Only a few of

them succeeded, and among them there are just as many failures as

successes. So many of them were either horribly designed, poorly

launched or woefully supported that it's almost impossible not to wonder

how such a big corporation--one time industry leaders--managed to make

such eccentric decisions. My first instinct was to conclude that the

choices Sega made as a corporation bore the mark of a considerable

amount of creative freedom: perhaps there was, structurally, within the

company, more room to move in terms of experimenting with ideas. After

looking closer at what happened in the video game industry between the

years 1989 and 2001, I was surprised to find that I was absolutely

wrong. In that decade-odd period of time, the home console 'region' of

the video game industry was a veritable hurricane of corporate politics:

inter- and intra-organisational factional warfare. The entire industry

was up in arms in a struggle for prestige and financial supremacy, and

Sega was caught up in it. One such example of the tumult video game

companies went through during this period is the Sega *Saturn*. The

politics involved in the jump to 3D graphics in video games was

difficult for everyone involved, none more so than Sega, and in what

follows, the reader will find the definitive explanation for the reason

why Sega released such an incredible (although not totally unsuccessful)

mess as the *Saturn*.

The *Saturn* is a perfect example of a complete mess. Sega did nothing

to foster goodwill for the platform by launching it four months earlier

in the US than originally scheduled, at their 1995 E3 keynote, in an

abortive attempt to one-up Sony, alienating developers and retailers

alike. If industry groups weren't turned away, they were forced to incur

great costs to secure their cooperation with the company. Gamers were

presented with a very small number of launch titles (and a lengthy wait

for any more), and would be set back \$500 to purchase a console, which,

adjusted only for inflation, equals almost exactly 800 Australian

dollars in today's terms. Add to this the previous debacles associated

with the Sega CD and 32X, and you have, at the consumer end, a critical

and financial nightmare.

![](http://doubledashgames.com/subdomains/exportingblogs/wp-content/uploads/2013/10/8f81a-ken_kutaragi.jpg){.alignright

width="100" height="130"}How did it come to this? Rewind to late

80s-early 90s where you have Nintendo and Sony collaborating on the

soon-to-be-released 16-bit console. Here is a match made in heaven.

Nintendo, true to form, desires to control every facet of the

proto-CD-ROM medium's distribution by encasing everything in a

proprietary plastic caddy (echoes of the 64DD here). Sony wants the

absolute opposite: licensing for the technology for anyone would pay.

Sony gets up at the Consumer Electronics Show in 1991 and publicly

announces this without prior notice to Nintendo. Infuriated, Nintendo

cuts the (as it were) R&D umbilical cord and announces that it has

instead signed on with Philips, the creator of the CD-ROM, for the

development of an optical medium. The outcome of this was two-fold:

Nintendo's efforts with Philips were disastrous (NB. the 'full-motion

video' Zelda game for the CDi, in all its hilarity), and the resulting

legal quagmire to which Nintendo was subjected ensured that it would be

forced to totally rebuild its next console, and base it on the age-old

cartridge medium --- not in-itself a bad outcome, in my opinion --- and,

secondly, to the horror of the then mainstays of the video game

industry, Sony would be prompted to enter the video game console market.

It's important to recount the entry of Sony into production of video

game consoles because the Sega *Saturn* was, in effect, a reaction to

the Sony *PlayStation*. Sony had connections in the third-party

industry, and they exploited them. The *PlayStation* was built around an

improved version of a processor that Sony had been manufacturing for

Silicon Graphics (SGI) workstations for years. The specific details of

the CPU are irrelevant; the important thing to take away from the

to understand (therefore easy to program--and, prospectively, would be

well supported in terms of programming libraries), and, for its time,

very powerful.

Sega's upper echelons were rocked, upon learning of this information,

when leaked. Sega had, for decades now, been an organisation heavily

rooted in arcade gaming, and the *Saturn* was, like the Mega Drive

before it, to be based on the architecture of an arcade board (in fact

it's worth mentioning that the reader might find the ease with which

Sega shoe-horned the Mega Drive into its case very interesting). The

ultimate 2D console, but, in its original iteration, was easily eclipsed

by Sony's offering in raw 3D processing power.

[![P-HidekiSato\[1\]](http://doubledashgames.com/subdomains/exportingblogs/wp-content/uploads/2013/10/p-hidekisato1.jpg){.alignleft

.size-full .wp-image-659 width="96"

height="120"}](http://doubledashgames.com/subdomains/exportingblogs/wp-content/uploads/2013/10/p-hidekisato1.jpg)Sega's

President, Hayao Nakayama, ordered that the *Saturn*'s original hardware

design be completely scrapped, and rebuilt from scratch. The person

responsible for virtually all of the design of Sega's hardware, Hideki

Sato, was sent back to the drawing board. He came back with the

parallel-processor based platform that the *Saturn* eventually became.

The concept behind this architecture was fairly radical, and, given that

Sato and his team of engineers (the 'Away Team') had virtually no time,

it was all assembled out of off-the-shelf components.

All of this was occurring at the same time as a bitter struggle between

Sega's main office and Japanese division, and the company's North

American division. Sega of America was then headed up by Tom Kalinske,

who had previously lead the toy company Mattel. When he was parachuted

into his position in Sega by Nakayama in 1990, he knew nothing about

video games, but he was a marketing professional: he instituted

aggressive advertising (Sega Does What Nintendon't) and business methods

('spend into a profit') that were employed in both Europe and the USA

that well and truly rustled the jimmies of his Japanese counterparts.

Kalinske's decisions were, for a time, insanely successful, winning Sega

an enormous chunk of the Western video game market, but it rewarded the

company with mountains of debt, a sour taste for Japanese business

ethics. When Kalinske and his council of elders found themselves

thoroughly unimpressed with a demonstration of Hideki's team's efforts,

instead suggesting to Nakayama that Sega instead construct a console

with a unified processing structure based on *another* chip from Silicon

Graphics, they were silenced. Against Kalinske's protestations, also,

Nakayama discontinued Sega's support for the Mega Drive in 1996, when

the platform was still performing very well (compare with the Apple II).

Sega of America was forced into launching whatever Sega of Japan wanted,

whenever it wanted.

![*Nights Into Dreams* proves that it was the difficulties with

the *Saturn*'s architecture, and not its 'overall power' that determined

its graphical

prowess.](http://obsoletegamer.com/wp-content/uploads/2012/07/nightsintodreams-gameplay.jpg){width="300"

height="210"}

The result of the *Saturn*'s parallel-processing architecture, on the

other hand, was (justly or unjustly) a nightmare for game development.

The hardware assembled by the Away Team would have easily outclassed the

but it was based on the idea of parallel processing, something which was

not (and still isn't) very commonly understood or employed in video

games. By comparison, Sony's console was based on a

unified architecture, and, critically, the SDK released for

Sony's \_PlayStation \_provided for development in C, higher level of

programming than what had been the traditional language of game

development, assembly language. This coincided with a broad generational

shift in the industry to higher-level programming, which made the skills

of programmers from a great many other disciplines suitable for game

development. Old hands might have looked on in derision at this virtual

army of less experienced programmers gravitating to the *PlayStation*,

but the unified architecture and readily-understood SDK of the

by contrast, by and large required low-level assembly language to access

its potential; real programming genius. There was indeed genius expended

in a fair number of *Saturn* titles, but, when it came to finance, it

was too little too late.

The *Saturn* was discontinued only three years after its US release, hot

on the heels of the Sega *Dreamcast*. By that time, Sega had suffered

crippling losses, sacked almost a third of its global staff, and Hayao

Nakayama --- among other company leaders --- had tendered his

resignation. Sega's corporate structure was almost entirely flushed out

and replaced with new faces. However, like its predecessor,

the *Dreamcast* would also fail to turn Sega some success. Ignoring the

significance that the lack of a DVD drive would have made with respect

to the *Dreamcast*,\_ \_the enormous amount of consumer goodwill that

Sony had built with the original *PlayStation*, and the equally

horrifying amount that Sega had squandered with the *Saturn* (let alone

with the *Sega/Mega CD* and *32X*) guaranteed that the launch of

the *PlayStation 2* would blow the *Dreamcast* out of the water. Sega

was more or less finished in the home console business.

The fantastic thing about this whole story is that console that Sega

finally produced was not based on any rational or scientific reflection:

it was based on political machinations. Many have labelled the decisions

of Sega of Japan to force their American counterparts to pull rank

'corporate arrogance', and I think I agree with that assessment. Despite

that, though, the Saturn is such an interesting piece of hardware.

Furthermore, there are a plethora of platform-exclusive games that are

both innovative in concepts and in programming. Take, for example, the

game *Powerslave*/*Exhumed*, a first-person shooter (something of a Doom

clone) that featured spectacular graphics for its time because its

programmer, Ezra Dreisbach, decided to take the time to get to know the

console's architecture. Read all about it

[here](http://www.segasaturn.co.uk/dd/interviews/ezra_dreisbach.html).

To become better acquainted with some of the games that defined the

popular life of the Saturn, see Racketboy's article

[here](http://www.racketboy.com/retro/games-that-defined-sega-saturn).

The *Saturn* is worth your time *because* it failed. Not because it

provided Sega and onlookers with a lesson, but because it avoided the

inauthenticity that so frequently accompanies success. And I think that

that might go  the same for anything that fails.

I have the

[write-up](http://www.eidolons-inn.net/tiki-index.php?page=segabase+saturn)

on *[Eidolon's Inn](http://www.eidolons-inn.net/tiki-index.php)* to

thank for this post. As you'll no doubt discover if you read both this

article and the six-page one at *Eidolon's*, much of this article is

simplify paraphrased and/or retold. I make no claim that any part of

this post that resembles *Eidolon's *is original work. If you have some

time, take a look around. The frankness with which the multiple authors

describe their projects and musings (a 4-bit handheld console called

the *[Jaguar](http://www.eidolons-inn.net/tiki-index.php?page=Jaguar)*,

complete with its CPU's instruction set) is pretty cool.