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The Saturn sold 9. In , video game website IGN chose the Saturn to be their 18th best video game console of all time, out of their list of Sega 's member Away Team, comprising employees from hardware engineering, product development and marketing, worked for two years beginning in February to design the Sega Saturn's hardware. Since the project was top secret, Hayao Nakayama dubbed the project "Aurora". Rumors suggest that the original design called for a single central processor, but upon hearing of the PlayStation 's capabilities, a second processor was added late in development to increase potential performance Template:Who.
At the roll out of 3DO in , Sega of America president Tom Kalinske boasted that "we have a more powerful machine waiting in the wings, but the time's not ready yet. The Saturn had impressive hardware at the time of its release, but its design, with two CPUs and six other processors, made harnessing this power extremely difficult for developers used to conventional programming. Also, many of the ancillary chips in the system were "off the shelf" components, increasing the complexity of the system because the components were not specifically designed to work together.
The hardware also lacked light sourcing and hardware video decompression support, the latter being a major disadvantage during a time when full-motion video was quite popular.
The Saturn's dual-CPU architecture was the source of some difficulty for developers. The biggest disadvantage was that both processors shared the same bus and were unable to access the memory registers at the same time. As a result, only one processor could utilize system memory at a time.
In general, very careful division of processing, in addition to the already-challenging task of parallelizing the code, was required to get the most out of the Saturn. Many of the Saturn's developers, such as Lobotomy Software programmer Ezra Dreisbach, found it difficult to develop for compared to the PlayStation because of its more complex graphics hardware.
Other developers have contested that the Saturn's shortcomings in these respects are overstated at best. Third-party development was initially hindered by the lack of useful software libraries and development tools , requiring developers to write in assembly language to achieve good performance.
At least during early Saturn development, programming in assembly could offer a two to fivefold speed increase over the C language.
Saturn games also improved with time, as with nearly every other console system. One notable example is the Saturn port of Virtua Fighter 2. Video exists of a canceled version of Shenmue - later released on the Sega Dreamcast - running on a stock Sega Saturn. The video was included in the Dreamcast title Shenmue II. Unlike the PlayStation and Nintendo 64 which used triangles as its basic geometric primitive, the Saturn rendered quadrilaterals with forward texture mapping , similar to the 3DO.
This proved to be a hindrance because most of the industry's standard design tools were based on triangles, with independent texture UV coordinates specified per vertex.
One of the challenges brought forth by quadrilateral-based rendering was problems textured surfaces containing triangles. In order to make a triangular shaped object, rendering had a fourth side with a length of zero.
This technique proved problematic as it caused texture distortion and required careful reworking to achieve the desired appearance - Sega provided tools for remapping textures from UV space into rectangular tiles. These complications can be seen in the Saturn version of Tomb Raider , in which triangular rocks are not rendered as well as other systems' versions of the game.
If used correctly, the quadrilateral rendering of the Saturn had advantages. It could sometimes better approximate perspective than the PlayStation 's triangles linearly interpolated in screenspace ,  as demonstrated by several cross-platform titles such as Wipeout and Destruction Derby. Playstation titles would typically subdivide primitives many times to approximate perspective, but still producing shearing artefacts. However the lack of UV coordinates could produce further problems with clipping textured surfaces - in some games like 'sega rally' the UV's would simply be clamped at the near clip plane, although the polygon outlines were clipped correctly.
With creative programming, 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. The cartridge slot gave the potential for adding extra RAM or storage devices for saving games to the system.
Street Fighter and Marvel Super Heroes vs. Street Fighter. Both companies were known for their sprite-based 2D competitive fighting games and many of their subsequent games utilized their respective cartridges. Template:More citations needed. Many of the games that made the Saturn popular in Japan, such as the Sakura Taisen series and various role-playing video games , were never released in foreign territories as it was assumed at Sega of America and Sega of Europe that they were not appealing to a Western audience.
The last commercial licensed release in Japan and last official game for the system was Yuukyuu Gensoukyoku Hozonban Perpetual Collection , released by MediaWorks on December 7, By the end of , the bit video game era was in twilight in North America and gamers were eagerly anticipating the new bit machines from Japan. It also allowed Sony to announce that the PlayStation release date would be one week later on September 9, However, on May 11, , at the first Electronic Entertainment Expo E3 , Kalinske announced that the "Saturnday" date was a ruse and that the system was being released nationwide by four select retailers Toys "R" Us , Babbage's , Software Etc.
The surprise launch backfired on Sega for several reasons. The early launch also meant that the Saturn had only 6 games available at launch,  as most third party games were slated to be completed and rolled out around the original September 2 launch date, and as many successful Japanese titles were not imported. Third party publishers, particularly those based in North America, were angered as the surprise launch prevented them from capitalizing on the momentum inherent in an anticipated, planned release.
Essentially the only software available on the shelves at launch was software released by Sega. Many within the gaming industry viewed the early launch as a calculated move to give Sega larger sales of Saturn software at the expense of independent developers. In addition, the retailers who were not included in the early launch most notably Wal-Mart and KB Toys felt betrayed, with some retaliating by supporting Sega's rivals. This resulted in Sega having difficulties with these distributors for the Saturn and also for its successor, the Dreamcast.
For example, Sega's actions angered KB Toys so much that they refused to release the Saturn at all, and actually went as far as having some of their retailers remove anything Sega-related in their stores to provide more retail space for the Saturn's competition instead.
By the time of the PlayStation's release on September 9, , the Saturn had sold approximately 80, systems. From to the Saturn became the "other" system, running a distant third behind the Nintendo 64 and the PlayStation.
However, it was the preferred system for many arcade and import gamers. Sales of the Saturn would generally spike as new arcade ports were released, but would die off again shortly after. By the end of , Sega had announced that it would develop a successor the Dreamcast , causing console sales and game releases to drop dramatically.
Despite the success of Sega's previous consoles in Europe and although the Sega Saturn was launched in Europe on July 8, , a few months before the newcomer PlayStation 's release—the momentum for Sony's console amongst consumers began to build rapidly, stalling Saturn sales in the region.
As a result, the Sega Saturn never enjoyed the success it achieved in Japan or even the post-launch hype the machine was awarded in North America, leaving the market almost solely in the competition's hands. The last commercial licensed release in Europe was a survival horror game called Deep Fear , released by Sega Europe on June 30, As price drops continued throughout the bit era, the system board design of the Saturn was not as easy to condense in a cost-saving manner and Sega fell behind after price drops offered by Nintendo and Sony.
As a marketing strategy, Sega bundled three of its best selling games Daytona USA , Virtua Cop , Virtua Fighter 2 with the system in order to keep the more expensive Saturn competitive with its rivals.
This gave the console a small boost in sales, but it wasn't enough to cause any significant impact in the console race. By early , the Saturn was trailing the Nintendo 64 and PlayStation in both North America and Europe to such an extent that senior management began planning a new platform and, by E3 in , had begun talk of the system called the Katana which would later be named the Dreamcast.
As Sega began public discussion about their next generation system, barely two years after having launched the Saturn, it became a self-defeating prophecy , some citing it as an example of the Osborne effect.
Template:Who This move, combined with Sega's recent history of short-lived consoles, particularly the Mega-CD and 32X which were considered ill-conceived "stopgaps" that turned off gamers and developers alike, led to a chain reaction that quickly caused the Saturn's future to collapse.
Immediately following the announcement, sales of the console and software substantially tapered off in the second half of , and many planned games were canceled, causing the console's life expectancy to shorten substantially. The Saturn's motherboard was complex and difficult to consolidate, making it expensive to produce.
The aggressive move to replace the Saturn resulted in a rift between Sega and many of their third-party developers and publishers. North American developers were already hostile to the Saturn because it was difficult to program for, and because they were left out by its early release, so the future project alienated what remaining support Sega had in that region. Several games intended for release in North America or Europe were canceled.
In Japan, Sega licensed the rights to produce Saturns to their hardware partners — Hitachi , who provided the CPUs and several other chips, and JVC who produced the CD drives for most models, although functionally identical Sanyo drives were sometimes used. Early models came packaged with a redesigned controller that was slightly bigger than the Japanese variant. Eventually the Japanese controller was adopted. All models are black and externally quite similar to the North American variations.
Template:Unreferenced section. The VDP1 chip is primarily responsible for sprite generation. Polygon generation is accomplished through manipulation of the sprite engine. Texture mapping and Gouraud shading is also handled by the VDP1. The VDP1 renders primitives to two kB frame buffers that is most commonly configured as xx16 with a x visible area.
For medium and high resolution games, a xx8 frame buffer is used. Having two separate frame buffers allows double buffering of the display and provides more time for rendering. The active framebuffer is read out to the display by the VDP2, which can apply data from a coefficient table to modify the scanning process, for effects like rotation, scaling, and general distortion of the entire frame buffer as a single entity.
Some commonly quoted specifications are highly dependent on the rendering modes for the polygons and other factors that burden the system load:. Certain special effects such as texture transparency and playfield rotation and scrolling up to five fields at any given time are handled here.
Moreover, neither Sega nor third-party manufacturers produced or sold the cables required to support such high-resolution modes on any type of display.
A VDP1 transparency rendering quirk causes strips of pixels to be rewritten to framebuffer for 2-point scaled and 4-point quadrangle "sprites", applying the transparency effect multiple times. Rarely seen in commercial games Robotica explosions , later titles implemented software transparency via direct framebuffer access to correctly render polygons Dural in Virtua Fighter Kids.
Another technique developed for pseudo-hardware transparency was to rasterize polygons using one or two pixel tall sprites with transparency enabled to fill in horizontal spans. Because 2 of the 4 quadrangle points were identical, there was no framebuffer rewrite during rendering. In order to use one on a North American Saturn, a region converter must be used. There were some titles that could be played on both North American and Japanese consoles, with Street Fighter Alpha 2 being one of the titles that could be played on both regions systems without a converter.
In , Sega started a marketing campaign that featured a naked woman with blonde hair and blue eyes. It used screenshots from the games to cover her breasts and pubic area. For a time, Sega mailed out videotapes containing an infomercial advertising its system to potential customers. It ran roughly eight minutes long and featured gameplay footage and a collection of Saturn commercials.
It has become somewhat infamous for its bizarre content a bald woman with a ring around her head, a dancing slacker, etc. Sanshiro lives as a hermit high on a mountain, devoting his life to intensive Sega Saturn training.
He trains physically every day by carrying around a giant Sega Saturn on his back and punching buttons on its giant controller. The character dies in his final commercial, where he sacrifices himself to stop a missile launched at the Tokyo headquarters of Sega.
Another notable commercial was released right after the Nintendo 64's launch.
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