| Introduction
Starting as early as 1994 but becoming
plainly evident to all by 1995, Sega of Japan once again moved to reassert
itself as the dominant force within Sega's corporate structure. Its
executives had long resented the arrival and marketing tactics of Tom
Kalinske, president of Sega of America, who had indeed brought Sega to the
pinnacle of its success but only at great expense. Sega now had no
cash reserves of which to speak and was operating under a mountain of debt
that continued to increase with each quarter. While this was not
troubling news to Kalinske and his staff - after all, deficit spending was
and continues to be a staple of the American economy - it caused a great
deal of concern with his more conservative-minded Japanese peers.
They simply could not understand the American business axiom of "spending
your way into a profit." They felt that Kalinske was fumbling Sega's
transition from 16-bit to 32-bit systems in the one market that mattered
the most, so they began to work on Sega CEO Hayao Nakayama, Kalinske's
boss, in order to convince him that Kalinske's tactics would inevitably
ruin the company. They knew that Sega had to get its act together
fast in order to make the 32-bit console transition successfully - one
that was as a matter of fact already underway - and were thoroughly
convinced that only they could provide Sega with the proper guidance in
this new market. Sega of America would be a useful tool and its
talents could indeed be tapped as the company's impending 32-bit console
transition commenced, but that was all. No more American
meddling. Sega of Japan was taking back the reins of power, and it
would brook no discontent from the West. That was the plan, anyway. What
happened next was quite predictable and should have surprised no
one. There is an
oft-quoted verse from the Holy Bible that can be found at Proverbs
16:18. It goes like this in the King James Version: "Pride
goeth before destruction, and a haughty spirit before a fall."
Sega had by now fallen into the same trap
that had been the bane of its predecessors, Atari and Nintendo. It
was caught in a culture of corporate arrogance. The blame for this rests largely on Sega of Japan,
although it must be said in all fairness that both Sega of America and
Sega of Europe played right along with it almost to the end. They
blustered and swaggered (and spent) along with the best of the Japanese
peers, thus adding their own fingerprints to Sega's impending woes.
It was only when Sega was approaching the brink that key company personnel
in the West realized what was happening and tried to stop it, but by then
it was too late. Sega of Japan was not listening and absolutely
refused to hear what they had to say - and it was they who now held sway
with Nakayama, not Kalinske and the West. This internal dissent over
Sega's future meant that the company could never approach the 32-bit
nextgen market in the same unified manner that it had successfully
assaulted the 16-bit market, and it would eventually culminate in a series
of self-destructive mistakes from which the company never recover.
Sega, the company that had once led the rest of the videogame market
towards the next generation of videogames, would now put itself through a
self-destructive fall just as big and swift as its earlier meteoric rise
to fame.
The unfortunate console that got
caught in this sad series of events is the oft-maligned Sega Saturn, arguably the
best and most sophistcated 32-bit dedicated videogame console to ever hit
the market. The sad story of how it went from media darling to
kamikaze console within two years of its launch has never been told in
full until now. It is a troubling tale of how an inferior and less
sophisticated system managed to surpass it and capture the hearts and
minds of the masses, thanks largely to savvy marketing on the part of its
vendor and just as much to one tragic blunder after another from the one
company who by all accounts should have been the industry leader.
Those of you who are familar with Atari's fall from grace and the humbling
of Nintendo will doubtless see many parallels in the story of Sega and the
Saturn. Even in the videogame industry, the words of George
Santayana hold true: "Those who fail to learn from the past will
repeat it." Sit back, reader, and
brace yourself for a brush with the dark side of Sega. It is not a
pretty story, nor is it meant to be ... for the truth can be ugly, and the
truth often hurts.
The shape of things
to come
_files/L_3DO(U).gif)
The 32-bit revolution in home videogaming actually got underway in
1993 thanks to an old ally of Sega's from
back in the Genesis days. Trip Hawkins, president of Electronic
Arts, was one of the industry players who had anticipated the move from
cartridges to CD-ROMs and wanted a piece of the action. Backed by
the consortium of AT&T, Matsushita, Samsung, and Goldstar and promoted
with all the flair for which he was known, Hawkins was able to bring the
industry's first dedicated 32-bit videogame console to market just in time
for the holiday shopping season. It was known as the 3DO, named after the
Hawkins-founded start-up company that developed the design spec. The
3DO was supposed to showcase the future of home videogame consoles - small
footprint, CD-ROM storage, 32-bit architecture, programmer-friendly
environment, and so on. Each partner in the 3DO consortium produced
their own custom versions of the console, although all built them around
the common 3DO spec. Hawkins had high hopes for his baby, and
sincerely believed that had beat both Sega and Nintendo to the punch in
the next round of the console wars. Unfortunately, Hawkins and his
backers were in for a major reality check. The astronomically high
price of the 3DO when first released (about US$700) meant that very few
consoles ever sold. Add to that the major public relations hype from
other, more established players in the videogame industry prepping their
new 32-bit systems for market and almost no control over the development
of its software base, and it is a wonder that the 3DO console managed to
last as long as it did. "Trying to be all things to all people
doomed the 3DO system to a schizophrenic existence, and ultimately, to
extinction," notes C|NET Gamecenter's Jason D'Aprille, and he sums it up
just about as well as anybody. As for 3DO itself, it was only on the
U.S. market for about two years and overseas a little longer despite
having one of the most balanced yet diverse software lineups to ever grace
any videogame system.
_files/L_N64(U).gif) Meanwhile, Nintendo was engaged in
a war with former technology partner Sony over a SNES-based CD-ROM console
that it had wanted to bring to market. Back in 1988, Nintendo had
contracted Sony to develop a "Super Disc" drive for the 16-bit SNES.
This device would later be revealed to the world as the SNES PlayStation, or just
PlayStation for short. Nintendo's intent had been to ship the
system's CD-ROMs inside a custom caddy complete with an SNES-style lockout
chip - a convoluted approach that would have ensured it retained control
over the process. Sony understandably balked at this idea - it
wanted to put the lockout chip in the CD-ROM drive controller, inside
the console, and leave the games alone. This move would also
open up the production process, and Sony quitely made plans to license
production of PlayStation games to anybody they wanted. Sony
president Olaf Olaffson first announced the PlayStation at the 1991 Summer
Consumer Electronics Show (CES) in Chicago, proudly proclaiming that "...
Sony intends to broadly license it to the [whole] software
industry]." This was anathema to Nintendo CEO Hiroshi Yamauchi, who
had no intention of letting Nintendo losing control over any part of the
process. He conspired with Sony's rival Philips to publically
humiliate Sony the following day at the show. In a public press
conference held at 9:00 am sharp, Nintendo's Howard Lincoln announced that
it had instead signed a deal with Philips for its new CD-ROM system.
The stated reason? Since Philips had invented CD-ROM technology, it
could offer superior workmanship. The real reason? Nintendo
refused to relinquish control of any part of its proprietary
hardware. If Nintendo was going to release a CD-ROM based console on
the market, then people would have to come to Nintendo to license it - not
some ambitious third-party licensee. "Nintendo believes in a
standard - our standard," Yamauchi later said of the affair.
Sony saw it differently. "They stabbed us in the back," Olaffson
told one of his confidants. The resultant legal and technical
hopscotch that Nintendo would be forced to play over the affair pretty
much assured that it would not be able to bring a decent CD-ROM system to
market in time to ride the crest of the 32-bit wave. Instead, they
would have to develop a completely new system from the ground up, launch
it after everybody else's systems had already hit the market, and pray
that their marketing prowess and company's public reputation would sell
the new system for them. Nintendo was unconcerned, though - they
thought they had derailed Sony's ambitions for good and went blithely
ahead with making money. They were wrong ... quite
wrong.
_files/L_SCEA(U).gif) Realizing that
revenge is a dish best served cold, to quote an old Arabian proverb, Sony
decided to use the experience it had already gained with developing for
everbody else and instead release its very own console. It knew what
the developers wanted - a simple yet powerful console that was easy to
program - and it knew what gamers wanted - a good, cheap system. It
had lots of money and lots of connections within the third party
community. While it had never attempted to field its own console
before, the fact that Sony knew the field of battle and how to negotiate
it put the company in a far better position than had been the lot of NEC
back in the 16-bit days. About a year after the CES debacle, Sony's
Ken Kuratagi was put charge of a top-secret in-house project aimed at
developing a brand new 32-bit videogame console from scratch. It had
to be cheap to make and sell, yet powerful enough to handle complex 3D
graphics of the kind that were becoming increasingly common in
videogames. Sony scored a major coup by getting Namco into its
console fold early on, but then again Namco needed no prodding - it was
still looking for ways to burn Nintendo over the MegaDrive development
affair back in 1990. At the same time, Sony quietly made
arrangements with perhaps the most powerful pool of videogame programmers
outside of Japan - Europe's third-party community - to develop launch
titles for its new system. Psygnosis was perhaps the most prominent
of this lot, for it enjoyed a worldwide repuration for its development
hardware and software. Soon, like Namco halfway around the world,
Psygnosis began developing its own showcase titles for Kuratagi's
still-secret wonderbox. So where does Sega fit in all of
this?
_files/P-HidekiSato.jpg) Like everybody else, Sega began
conceiving its own nextgen consoles back in the early 1990s. It is
believed that Sega's first official spec for a 32-bit home videogame
console was drawn up in the back half of 1992. There is a lot of
confusing information regarding Sega's earliest 32-bit console plans;
however, at least one specific console concept existed that can in all
fairness be said to be the direct ancestor of the Saturn. This was
the GigaDrive, as it was known in-house and referenced by some of the
industry trades of the day. The name was a wordplay on Sega's
earlier success, the 16-bit MegaDrive (Genesis), thus implying a system
that would be even more powerful than its venerable ancestor.
GigaDrive would differ from MegaDrive in more than just internal
horsepower, though. Using its experience with Mega CD (Sega CD),
Sega decided that now was the time to abandon the traditional ROM
cartridge format for delivering console videogames. GigaDrive would be Sega's first-ever dedicated CD-ROM based
console - as opposed to Mega CD (Sega CD),
which had for all intents and purposes been an expensive add-on
peripheral. Sega knew that CD-ROM delivery for videogames was the
wave of the future, so its new 32-bitter was designed to use CD-ROMs right
from the start. Like almost all of Sega's arcade and console
systems, GigaDrive was developed by Hideki Sato and his Sega engineering
teams. The date of GigaDrive's
inception is significant - this was 1992-1993, so Sega geared GigaDrive as
a system specifically designed to better the 3DO, the only other 32-bit
console available at the time. It is
believed that a small number of working GigaDrive prototypes were actually
built during 1993 in various forms to test the workability of the new
console design. It was also during this time that the name of the
console was changed from GigaDrive to that by which we know it
today.
Mention the name Saturn to anyone and
they will most likely instantly conjure up a mental image of the great gas
giant that lies beyond the asteroid belt. The sixth planet of our Solar
System and the second largest, Saturn was bright enough to have been
discovered by early astronomers thousands of years ago. It was named
for the leader of the Titans in Greek mythology, the one who is supposed
to have fathered the race of the gods. Its trademark ring system was
first observed by telescope by Gailieo in 1616, and is the chief feature
by which the planet is best remembered. Because of this, it is often
considered to be the most beautiful planet in the Solar system. Made
of millions of gravity-trapped asteroids, pieces of interstellar ice, and
other such cosmic debris, these rings appear as a giant disc encircling
the planet's equator when viewed from distant Earth. One cannot
think of Saturn without also visualizing that great spinning disc of
ice. Perhaps this is why Sega of Japan chose that name for their
system - it was the planet of the giant disc, and that mental image would
help reinforce the fact that the console would be using the new storage
media of CD-ROM instead of cartridges. Even the console logos for
both East and West pay subtle tribute to the planet.
Whatever the reason, the fact that
they already had a console coming to market named after one planet
(Project Mars, aka the 32X) and now were going to release another (Project
Saturn) led many industry reporters at the time to conclude that Sega was
naming all of its new systems after the planets in the Solar System.
Thus was born the myth of the "planet
projects," although it must be said in all
fairness that Sega went ahead and played along with it. They knew
their reputation with both the industry and gaming public was not what it
once had been, so the decision was made to accept any free publicity that
came along. If that meant perpetuating an unfounded myth, then fine
- and with that, other consoles in the "planet series" (Venus, Jupiter,
Neptune, Pluto) also made their public appearance in like
fashion.
_files/HW-Model1(J).gif) What most gamers today fail to realize is
that the Saturn which Sega of Japan conceived and prepared for market back
in 1993 was not the console that eventually made it to market in
1995. The original Saturn spec as it
has been described in some accounts seems to owes most of its design to
two of Sega's newest arcade boards at the time. Both Sega
System32 and
its immediate successor, the famous Sega Model 1 arcade board, were
based around the 32-bit NEC V60 16 MHz CPU. Both designs had single
CPUs and single VDPs, with fairly straightforward design
architecture. System32 was Sega's ultimate 2D videogame board,
whereas Model 1 had been developed exclusively for videogames with 3D
polygonal graphic engines. Only four videogames were ever made for
Model 1 before Sega quickly proceeded to its successor (the more powerful
Sega Model 2), but all four were the best 3D arcade games available at the
time and one of them in particular - Yu Suzuki's Virtua Fighter -
quickly gained a worldwide following. Basing its home systems on
proven arcade hardware was a time-honored concept with Sega, and they were
not about to stop now. There is a lot of debate as which of
these two boards actually served as the basis for the original Saturn;
however, there is little debate that the Saturn as originally designed was
far less powerful than it is now. Reports from the day indicate that
Sega of Japan originally intended the Saturn to be the ultimate 2D
videogame console, with 3D games more or less an afterthought. 3D
hardware was quite expensive to produce and vend at that time, as Sega
knew all too well, and this factor tends to weigh in favor of a
System32-influenced original Saturn. Even so, assuming that the
original Saturn was intended to handle 3D games from the onset and matched
the more powerful specs of the Model 1 board, with its then-revolutionary
3D graphics capabilities, you still wind up with a single-processor design
that was far less capable than what Saturn eventually
became. So how did the Saturn
proceed from its original, fairly simple single processor architecture to
"the mess" it eventually became? That is a very good question, and
it is quite a story in and of itself.
Back to the drawing
board
The period from October 1 to December 31
of the year 1993 would prove to be crucial for all of the major players
concerned in the 32-bit incarnation of the videogame industry's so-called
"nextgen wave."
Matsushita, the parent company of
Panasonic, would release the very first version of the 3DO to its American
customer base in October of that year. Japan and Europe got theirs
the following March. The system itself would not prove to be all
that successful in comparison to the others of its generation, but a
sudden proliferation of Oriental adult-themed 3DO software would aid in
boosting Far East console sales toward respectable levels. While
many other titles in many other genres would be produced, it would be
adult software, coupled with the non-restrictive development policies
behind the system, that would eventually be one of the chief reasons why
the 3DO would manage to do as well as it did despite its many other
problems. It is perhaps the greatest irony in the entire 3DO
saga.
Nintendo, the resurgent ruler of the
videogame roost, would abruptly cancel its SNES "Super Disc" drive system
the following month, offering no official explaination as to its sudden
change of mind. This came in the wake of continued assurances from
the company that it had definte plans for CD-ROM media and was continuing
development of the system. By this time, Nintendo executives had
realized that they had missed their chance to join the 32-bit revolution
at its most critical juncture. Since their competitors would be
fighting it out on the front end of the nextgen wave, the best thing for
them to do was to batten down the hatches and ride it out until their own
new system, Project Reality (aka the N64), would be ready for
market. It would be the last of the nextgen systems to arrive, no
earlier than 1995 or 1996 at best estimates, but the company would have
time to refine its design and learn from its competitors' mistakes.
It was a good thing that Nintendo had the deepest pockets of any player in
the field save newcomer Sony, because it was going to be a very long wait
for a nextgen Nintendo console.
Sega was now the number two player on the
field but still wielded its worldwide reputation for programming
excellence. November of 1993 saw the arcade debut of Yu Suzuki's
Virtua Fighter, arguably the most revolutionary fighting game to
hit the videogame industry since the debut of Capcom's Street Fighter
2 franchise. While the setup and gameplay itself were really
nothing new, the full-screen, full-color, fully rendered 3D polygonal
graphics were and blew just about everybody away.
Nobody had really talked about arcade hardware until Virtua Fighter
came along, but all of a sudden the term "Sega Model 1" was on just about
every gamer's reverent lips. It was no wonder that Sega also got a
lot of attention when it announced its new 32-bit Saturn home console that
same month. As announced, the original Saturn was to be the ultimate
2D gaming powerhouse, with a "modest" 3D polygon capability. It had
better be more than "modest," most gamers prayed, but there was a reason
for this. 3D hardware like the Model 1 was expensive, and Sega
wanted to keep the cost of the system down. The company had no
intention of going though the same tribulations that Trip Hawkins and his
3DO backers were currently suffering. In the months that followed,
Sega's Virtua Fighter would become the new holy grail of fighting
games and it seemed obvious to all that Sega must have a Saturn port in
the works. It would make an ideal launch title for the system, given
its popularity. A lot of eager gamers began to quietly sock away
their cash for Sega's new box, praying that Saturn's "modest" 3D
capability would be sufficient for a good port of their favorite arcade
fighter. All they could do was wait ... and
hope.
November of 1993 also saw Sony make
its formal entry into the 32-bit console sweepstakes. It announced
the formation of a new company division, Sony Computer Entertainment
(SCE), responsible for the corporation's computer-related ventures.
The first project on the drawing boards of SCE was their new 32-bit
videogame console, which was revealed to be already under
development. Referenced variously as "PSX" or "PS-X" in many trade
reports of the day, this was the system that would eventually be renamed
the Sony PlayStation. The name was a thumbing of the nose at Nintendo for
all the trouble that they had caused Sony, and now it would be the
latter's turn to suffer. Sony had the money, they had the marketing
muscle, but most importantly, they knew had the machine and the software
to go with it. The official system specs were released in December
of 1993, and just about everybody's jaw dropped once they realized what
Ken Kuratagi and his team had wrought. PlayStation was a jack-of-all-trades, with top-of the line
integrated RISC architeture that bettered anything that was or would
be available on the market at that time. Its 2D graphics outstripped those of the SNES, its 3D
graphics were as good as or better than anything that Sega's arcade
offerings or high-end PCs had to offer, its speed easily outpaced the
aging Genesis, its ability to do both complex 2D and 3D processing
appeared to be unmatched, and its double-speed CD-ROM drive meant faster
loading times than its aging and quirky competition from Sega and
NEC. Best of all, the development libraries that Sony already had on
hand for potential third-party supporters made the new console dreadfully
easy to program - and that gave the Sony PlayStation greater appeal within
the videogame industry than Trip Hawkins and his 3DO team ever
dreamed. Sony was hoping to win away developer support from Sega and
Nintendo, the latter in particular, and they succeeded. As 1994
began to unfold, one third-party vendor after another began to express
public support for the new kid on the videogame block and what he had to
offer them.
It has been said that when Hayao Nakayama
finally realized just what Ken Kuratagi and his fellows had created, he
called his entire R&D department up to Sega "flag country" and
proceeded to give them the ass-chewing of their lives. One
Sega staff member at the time would later recall that Nakayama "was the
maddest I have ever seen him." Nakayama had obtained a copy of the
design specs for Sony's new PlayStation and had compared them to Sega's
own Saturn. That was why he took the time to bawl out his own
R&D staff. He knew beyond a shadow of a doubt that they had
blown it as far as Sega's chances of seizing the 32-bit market for its
own, just as it had done with the 16-bit market a mere five years
before. Sega was now in trouble. Big
trouble. What was the
problem? Raw 3D processing power. That was the problem with
Saturn.
You will recall that the Saturn as
originally designed was not the 3D powerhouse that it subsequently
became. Remember, the original spec appears to have been originally
designed around the 16 MHz NEC V60, a traditional CISC-type CPU that had
been the first 32-bit microprocessor widely available in Japan. In
contrast, the PlayStation was built around a 33 MHz MIPS R3000A, a faster
and improved version of the R2000 RISC-type microprocessor that Silicon
Graphics had been using in its SGI workstations for years. The NEC
V60 was rather obscure, whereas the MIPS R3000A was by now one of the
mainstay processors in the CAD/CAM industry. It had replaced its
venerable ancestor, the R2000, on the budget end of the scale and was in
use in such notable graphics workstations as the Silicon Graphics Iris
Indigo. Sony had been working with and manufacturing MIPS processors
for years, so its engineers were fully aware of what the R3000A could do
and how to do it. It was with this in mind that Sony's public
relations department hyped the console's theoretical limits for all they
were worth. The PlayStation's Geometry
Transfer Engine, specifically designed by Sony engineers for the console,
supposedly gave PlayStation the ability to crunch 66 million instructions
per second (mips), tossing out a theoretical maximum of 1.5 million
flat-shaded triangular polygons and 500,000 texture-mapped and
light-sourced polygons per second (pps). As given, those
figures were more than double the maximum capability of Sega's vaunted
Model 1 arcade board. While
programmers who actually knew the hardware vociferously argued about
Sony's numbers (and some still do), they were not the ones looking at the
paperwork. Ill-informed industry reporters and boardroom corporate
types were, and the numbers Sony gave them seemed to lead to an
inescapable conclusion. Sega's Saturn, as announced, was more than
outclassed by the PlayStation. As it seemed to stand, Saturn wasn't
even in the running anymore insofar as the 32-bit race to glory was
concerned. It appears to have been with those numbers in mind that
Nakayama promptly charged Sega's engineers with the daunting task of
fixing the Saturn's problems in less than a year ... or else. While
he may not have entirely agreed with the rationale and reasoning of his
superior, nevertheless Hideki Sato and a handpicked team of 27 Sega
engineers (known as the "Away Team") began work immediately on creating a
brand new system to replace the inadequate concept of
old.
There is a common myth within the
videogame community nowadays that all Sega did in their attempt to fix the
Saturn's problems was just slap in another CPU and an extra VDP.
While this is true in a sense, that is only part of the story and does not
even give lip service to the real fact of the matter. The end result
of Nakayama's dictate was that the Saturn was more or less torn apart and
redesigned from the ground up in a concerted effort to create a system
that compete with the PlayStation on its own level. There wasn't time to be picky and carefully craft an
all-new, highly integrated 32-bit design using the best components
available like Sony had done. The announced launch of the
Saturn was less than a year away (November 1994, in fact), and Sony was
due to release the PlayStation at the same time. If Sega went with
the Saturn as originally designed, then they would be slaughtered by Sony
as soon as both systems launched. A redesigned Saturn that could
successfully compete with the PlayStation was going to have to be made
from off-the-shelf parts using whatever Sega had available in order to
meet deadline, and this where the concept of parallel processing enters
the picture. The Away Team chose this as the most expedient shortcut
towards getting a redesigned yet decently priced 32-bit console out the
door in the shortest amount of time. Instead of the single NEC V60,
they went with dual Hitachi SH-2s in parallel - supposedly as a favor to
an old golfing buddy of Nakayama's. Instead of the single VDPs of
the earlier arcade boards, they went with beefed-up dual VDPs - each of
which could be programmed for dedicated tasks. If this strikes you
as odd, please bear in mind that parallel processing was an old concept to
Sega's engineers. Many of Sega arcade hits from the 1980s, such as
AfterBurner II and OutRun, utilized twin Motorola
MC68000s in their board design. The Mega CD (Sega CD) can in
fact be said to be Sega's first-ever dual processor console, since its
internal MC68000 worked in tandem with the MC68000 of its host MegaDrive
(Genesis) console. The Saturn was to be Sega's first purpose-built
dual-processor console. This was in direct opposition to a proposal
that was already on the table from Tom Kalinske and his staff from over at
Sega of America. They had contacted Silicon Graphics, one of the
companies behind the PlayStation's 3D graphics capabilites, and had come
up with an alternative, single-chip simplistic design that they were
convinced could compete with PlayStation on its own terms. To their
surprise, Nakayama overruled them in favor of the Away Team's
proposal. He had been unimpressed by a demonstration of the
technology arranged by Kalinske, remaining convinced that Sato's
dual-processor concept was actually the more flexible choice of the
two. His decision left a bad taste in Kalinske's mouth, who sensed
even at this early point that Saturn was going to be a doomed
venture. "The Japanese are making the decisions for the U.S.
market," he later grumbled, "and they do not know what they are
doing."
Unfortunately, Sega's decision to
convert Saturn into a dual-processor system wound up create nightmares for
third-party developers early on. The parallel processing issue, with
regard to both the dual CPUs and dual VDPs, was probably the first real
problem to manifest itself with the Saturn. The theory was simple
enough - individual system tasks could be broken down and split among the
various processors for greater processing efficiency - bu it was no easy
task to get all that hardware properly synched and singing in harmony,
especially for an industry that was not used to the concept. The
academics might have been playing with parallel processing for years, but
not so the rest of the videogame industry. Sega was one of the few
players on the field who had experience with the concept, but not so the
new bloods at the software houses. Many of these developers would
eventually content themselves with using just one of each of Saturn's CPUs
and VDPs, thus limiting the system resouces available to them and making
their games far less than they could have been. Even when these
types did manage to pull off a good game, they would argue that the extra
coding effort involved in "working around Saturn's architecture"
eventually resulted in a 25% drop in overall system efficiency due to
shared resources, thus reducing the chief benefit that parallel processing
was supposed to be. The good Saturn coders maintained that this was
complete nonsense - a poor excuse put up by "crap programmers" who didn't
know how to manage the Saturn's "beautiful design" - but these few lone
voices tended to be drowned out by the rest. It was the opinion of most programming experts at the time,
including the likes of Sega's Yu Suzuki and Bullfrog's Peter Molyneux,
that the only effective way to produce a good, fast game on Saturn that
could compete with a comparable PlayStation title was by programming in
pure assembler. The following quote
on the matter by Sega's own Yu Suzuki comes courtesy of NextGen
magazine.
Trying to program for two CPUs has its problems. Virtua
Fighter uses a different CPU for calculating each character. The two
CPUs start at the same time but there's a delay when one has to wait for
the other to catch up. One very fast central processor would be
preferable. I don't thank that all programmers have the ability to
program two CPUs - most can only get about one-and-a-half times the
speed you can get from one SH-2. I I think that only one out of 100
programmers are good enough to get that kind of speed out of the
Saturn. On the other hand, Sony had made things easy
on the third parties by setting up its development libraries in the C
programming language instead of assembly language, so most of the "crap
programmers" naturally gravitated toward the system that was easier to
code. So did a lot of their employers, too - much to the chagrin of
the real programmers, who continued to argue (and many maintain to this
day) that Saturn's dual processing design made it the better of the two
machines. Saturn may have been the equal of, perhaps superior in
some ways to, Sony's Playstation at the assembly language level, but Sony
had effectively changed the field in its own favor. Thanks to its
canned development libraries for the PlayStation, videogame programmers
were happily becoming adjusted to coding in C and not messing with
assembler anymore. Most didn't want to go back, which left only the
real or old-school types to wrestle with the untapped potential of
Saturn's dual-processor architecture.
_files/QUADS.gif) The problem of Saturn's twin VDPs
also had its own unique issues insofar as the console's graphics
capabilities were concerned. In theory, Saturn now had the exact
same 3D processing capability as the PlayStation, signficantly more 2D
sprite capability than Sony's box, and far more graphics computational
capability than Kuratagi's creation. These facts tended to get lost
in the shuffle whenever the console specs are compared side-by-side.
Also, the word had gotten out thanks largely to the videogame magazines of
the day that the VDPs that Sega used for its hardware did not perform 3D
processing in the same manner as everybody else's in the industry.
They calculated surfaces in "quads" (four-sided sections) instead of
"polys" (three-sided sections); thus any simple comparison of polygon
count wasn't really worth the paper it was printed on. In theory,
using quads instead of polys gave the Saturn a 3D processing boost; but
supposedly developers used to standard polys found it quite difficult to
readjust their mindset for Sega's quads. Videogame magazines such as
GamePro and Game Informer took this comparison and ran it
for all it was worth, thus building public perception that Saturn's
graphics hardware was actually inferior to that of PlayStation. It
simply was not true, and the comparison itself was flawed thanks to a
basic misconception of how each machine performed its graphics
processing. Both Saturn and PlayStation worked with quads; however,
the vagracies of the PlayStation's GTE tended to "tear" and "warp" its
quads, hence the tendency of its programmers to stick with polys.
Saturn was fully capable of doing polys; however, it had been designed to
achieve its best performance with quads and its programmers were
encouraged to work with quads instead of the less efficient polys.
Actually, the real difference between the
two systems was not in how many megahertz their CPUs could crank or how
many vertices their GPUs could count. It was in the effects that
each added to the graphics they generated
on-screen. There were many
things that the Saturn could accomplish through pure software alone thanks
to its raw processing power - texturing and shading, lighting effects,
MPEG playback - but few programmers bothered to learn how to do it when
Sony's "canned" libraries and built-in hardware were already there waiting
for them to exploit without effort. Saturn's twin VDPs could even be
independently programmed for dedicated tasks, but this was an ability that
would eventually go practically unexploited due to the progamming
difficulties in properly tasking and synching them. Only rarely
would third-party Saturn efforts compare favorably to their PlayStation
cousins once full-blown development for both systems got underway, and it
would be long after launchtime before Sega could release an software
developer's kit (SDK) that could truly permit developers to start
unlocking Saturn's deep resources. That would prove to be the heart
of the matter - proper parallel processing requires a suitably developed
and exploited programming environment, and it was one that simply was not
available for the typical programmer before and in the year after Saturn
was officially launched. Sega simply did not have time to create a
good parallel programming enviroment prior to bringing the Saturn to
market, and its third party licensees did not have the resources available
to properly exploit the system in their first-generation efforts. On
the other hand, Sony made damn sure that the PlayStation's development
environment was set up and ready to exploit as soon as physically
possible, so most software companies were able to literally hit the ground
running even with an army of the so-called "crap programmers" that the
real codeheads tend to deride. The lack of a sophisticated
programming environment was a fatal flaw that was built into the Saturn
from the start. If Sega had somehow manged to find the time instead
of putting this task off for about a year ... well, things might have gone
quite differently than they did. Veteran programmer Steve Palmer,
author of the classic sports videogame NBA Jam and currently
working with Pitbull Syndicate, who developed for both systems during
their entire respective lifetimes, sums up the Saturn development problem
quite well.
[Sega] gave us exactly what we wanted; [however,] the industry
changed at exactly the same time, [so] we no longer had a choice in the
matter. Things suddenly had to be finished yesterday.
Sega could not have forseen this change .... [Most of the third-party
crowd] couldn't get it to do what they wanted it to do quickly enough,
so they didn't bother. It's amazing, because it didn't require
much effort to get the machine to perform on a [PlayStation]
level. Programmers being programmers, though, they probably were
not happy unless they felt they were pushing the machine, and it seemed
like too much effort to do that.
To
learn to program the Saturn was to learn the machine. To learn to
program the [PlayStation] was to learn C. Learning C is much
easier than learning the hardware of a new machine, and with the Saturn,
there was a lot of hardware to learn .... There was not enough
time for people to learn the hardware. The same would have been true of the [PlayStation],
except you didn't need to learn how to talk to the [hardware]. The
libraries took care of that for you. Sega's approach was to
release hardware documentation for every aspect of the Saturn.
That was understandable - it was the way everyone had done it before,
and it's what programmers were used to, but the industry had
changed. Video games were no longer a "niche" market, and the "big
boys" had moved in. Time is money. Nobody was given
the time to learn new hardware
anymore. By the time Hideki Sato and his fellow
engineers at Sega got through with it, the redesigned Saturn had become a
machine that on paper was fit to compete with PlayStation. However,
that same redesign had resulted in a system with a higher shelf price than
Sega would have preferred, and it was now a console that had lost its
previously close-knit and programmer-friendly design architecture for the
sake of market expediency. These twin issues would lead to all sorts
of future problems once the Saturn itself finally cleared the prototype
phase and headed for the production lines.
It is now May of 1994. The American
videogame industry is abuzz with news about the 32X, the end result of
Project Mars and the current darling of the U.S. videogame
community. Rave reviews about the new system and its up and coming
games fill the trades, and it looks like Sega of America just might be
able to hold its own against Nintendo's Donkey Kong Country
threat. In the meantime,
though, the Japanese press is excitedly talking about the two new 32-bit
CD-based videogame consoles that will be coming out in the fall. One
will be from upstart Sony. It is an unknown commodity, this ...
PlayStation ... but it certainly looks promising. The other is from
Sega, a tried and true veteran of the console wars, and the company's
reputation for gaming excellence preceedes the brand-new system that it is
about to unveil to the public. Enter the Sega
Saturn.
Locked and
loaded
While Sega of Japan was busy scrambling
to rebuild Saturn from the ground up, the videogame industry was abuzz
with rumors about the impending console war. No less than nine new
systems from various vendors were either already out or were in the
release pipeline, yet quite prominent among these was Sega and its
Saturn. Anybody in the videogame industry who had half a brain
correctly surmised that Sega would be the only real competitor to Sony and
its new wonderbox during the next two or three years despite the best
efforts of the rest. Sega had the reputation, the programming
expertise, and an established market niche to provide their 32-bit console
its initial beachhead. The only thing Sony had at this point was
hype, but lots of it. Yes, things were looking good for Sega in
1994. If it played its cards right, got the Saturn ready in time,
got it out the door with a decent selection of software, and gave it that
necessary killer app to boot, then it could stop the Sony dark horse
before it even left the starting gae.
February of 1994 saw the Asian gaming
press go wild with speculation about the Saturn's gaming capabilities, and
a lot of the American trades began to pick up on these stories.
Gordon Craick of Frontier Console Magazine, an Internet videogame
fan effort, was busy monitoring these as well as the few reports that were
now beginning to appear in Western trades. He went so far as to
predict that the Sega Saturn would have the home console market sewn up by
the end of 1996. It was a prediction of which he would later regret
the making. March was a key month
for Saturn. By this time, Sega's engineers had the console redesign
finished and had already shipped a number of working prototypes along with
the system's first SDKs to selected third-party developers all across
Japan. An intial set of specifications about these prototypes were
released by Sega of Japan to the videogame public. While limited in
their description of the Saturn hardware, one can already note the drastic
changes that had taken place from the simpler GigaDrive concept mere
months before.
Sega Saturn Prototype
Specificiations as of March 1994 courtesy Sega of
Japan official press release
|
Component |
Description |
|
Processors |
-
ARM-type RISC CPU running at 29.1 MHz |
|
Graphics |
-
24-bit color palette (16.8 million
colors) |
|
Sound |
- 8
channel digital/16 channel synthesized
-
16-bit stereo |
|
Storage |
-
Triple-speed CD-ROM drive (450-500 kb/sec transfer
rate) |
NOTE: The absence of the dual CPUs in this spec appears to
be a printing slip on Sega of Japan's part.
A target
release date of September 1994 was set for a Japanese launch and March
1995 for Western shores. The Sega public relations machine also went
into full spin mode about this time and would continue nonstop for months,
touting the capabilities of its new 32-bit console and the system's
superiority to the company's own Model 1 arcade board. While tacitly
admitting that the console they had announced "would not be quite as
powerful as Sony's machine," nonetheless they also let it be known that
ports of Virtua Fighter and Virtual Racing, both highly
regarded Model 1 arcade games, would be released for Saturn as launch
titles. Sega fans around the world breathed a collective sigh of
relief and began socking away even more quid. The rumored price of
Sega's newest console was steep - supposedly US$400-500 - but if it was
already planning to release its best current arcade games for the box,
well then ... cool! Word had also leaked that Sega was planning some
kind of upgrade path for Genesis owners so they could catch the 32-bit
wave, and that was even more cool. The Sega engine seemed to be
hitting on all cylinders as it churned along towards the nextgen
systems.
In April, a number of mainstream
videogame magazines leaked what they believed to be an exclusive scoop
concerning Sega's 32-bit consoles plans. They revealed to the world
the existence of Project
Jupiter, surmising that that it would be a
less sophisticated version of the revamped Saturn based on tried-and-true
cartridge technology instead of the CD-ROM format. What they did not
know was that their so-called "confidential sources" had apparently
confused ongoing work concerning the 32X over at Sega of America with an
entirely new system. This appears to have been due to the fact that
both 32X and the revised Saturn had somewhat similar system
architecture. The 32X design had been pretty well solidified by this
time into the twin Hitachi SH-2 spec that Sega of Japan engineers had
ardently pushed, so somebody with some inside contacts at Sega of America
probably did some crafty guesswork and tried to put two and two
together. Unfortunately, they came out with a result of three and
not four, but it was to be expected. Sega of Japan may have trusted
its American division to some extent insofar as the 32X was concerned, but
it was playing everything Saturn as close to its chest as possible.
So goes the rumor mill in the videogame industry - the nub of truth at the
heart of the matter may be about something else entirely. In an
ironic twist, the 32-bit surmises of the gaming mags at this point would
eventually materialize the following year as the never-released Neptune
32-bit console, itself a derivant of the ill-fated
32X.
_files/HW-N64(U).gif) The end of spring brought
with it the 1994 Summer Consumer Electronics Show (CES), held 23-25 June
at the Chicago Hilton in Chicago, Illinois. Sega had been expected
to use the show to formally announce its 32-bit gaming plans, but instead
sat out most of the weekend's events save for some low-key 32X hype.
Instead, the console part of the show was stolen by a resurgent Nintendo
and its latest videogame, Rare's Donkey Kong Country.
Nintendo also used the opportunity to let the rest of the industry know
that it would be sitting out the 32-bit console wars. Its newest
system, Project Reality, would not launch until well after both the Saturn and
PlayStation, and it had a smoke-and-mirrors demonstration read of what its
newest system would be like. Nintendo's new console would be unlike
those from Sega and Sony in two important aspects. First, it would
be a 64-bit system as opposed to a mere 32-bit one. Second, Nintendo
was opting to stick to cartridges instead of CD-ROMs for its delivery
system. The control freak corporate mindset at Nintendo had very
good reasons for doing this - CD-ROMs were dreadfuly easy to copy, and
Nintendo could squeeze extra blood out of the turnip by maintaining
control over the game manufacturing process via the use of
cartridges. The industry eagerly accepted Nintendo's decision to
skip the leading edge of the new console war, but there was a lot of
grumbling about their choice of format. Meanwhile, though, Sega
Saturn engineers breathed a collective sigh of relief. One less
formidable competitor to worry about now. Besides, the corporate
types were saving their Saturn ammuntion for a later
time. With the Summer CES
now behind them, Sega's Japanese executives went back home and focused
themselves on the next few months. Every day was now critical in the
weeks leading up to Saturn launch day. So much to do ... and so
little time.
The Sega Saturn
was officially launched in Japan on 22 November 1994. National interest in actually owning an
arcade-perfect copy of Sega's Virtua Fighter had created a marked
interest among Japanese gamers in Sega's new system - so much that over
120,000 Saturns had already been put on preorder and lines began forming
at the stores a couple of days prior to launch date. At one store,
over 500 people were waiting in line for two days, hoping to grab one of
Sega's new consoles before they all sold out. All of this was taking
place despite an initial asking price of ¥44800 (US$490). It was the
steepest price ever for a Sega console, and that without a pack-in
title. Sega of Japan was ready for the anticipated rush, though - or
thought it was. It had over a quarter of a million Saturns ready for
immediate sale, along with an equal number of copies of Virtua
Fighter. Every single Saturn console that Sega of Japan had on hand
sold within two days. The Japanese launch of the Saturn has
been called the most successful for one of its systems that Sega would
ever enjoy in its home country. The Sega Saturn led the market in
console sales for the next six months, thanks largely to Virtua
Fighter and despite the launch of the Sony PlayStation about one week
later on 2 December 1994. According to official Sega of Japan
figures, Saturn wound up outselling the PlayStation Japan by an almost
2-to-1 margin during those first six months. The Japanese videogame
press was estatic, and so were Sega's accountants. It seemed that
the 32-bit wave was going to break Sega's way. All was going to
plan. There was nothing to fear from Sony's little grey
box. There was just one
problem with this picture. Sega's figures were not what they
seemed. You see, Sega of
Japan had followed the industry standard practice of using the number
of consoles sold to retailers as the basis for its purported launch
success. It wasn't their fault - everybody did it and still does -
but it gave a distorted picture of just how well the Saturn was actually
selling during those first six months. What they should have done
was figure out the number of consoles sold through to
customers. It would have shown something quite different.
The Sony PlayStation, the new kid on the
block, was actually the more popular of the two new nextgen systems among
Japanese gamers. Sony has claimed
that as many as 97% of the PlayStations that were being distributed to
vendors were winding up in the homes of Japanese consumers, while more
conservative independent analysts assign a figure of 85-90%. In
stark contrast, at least one-third of all the Saturns that Sega was
shipping remained behind on retail shore shelves, gathering dust as the
weeks rolled by. Why? Lack of
Saturn software. Virtua Fighter was
pretty much the only game in the Saturn launch lineup worth buying.
Other big titles such as Panzer Dragoon and Daytona USA were
experiencing production delays, and consumer disgruntlement with this
development had also helped boost PlayStation Sales. A number of
American industry watchers picked up on these small yet important facts,
but their cautious warnings were for the most part drowned out by Sega's
own hype and dutiful media repetition of same. This small oversight
concerning the sales figures didn't really matter to Sega's board of
directors - after all, the consoles had sold and it didn't care who
had paid for them so long as they got their money. In the mind of
Nakayama and his fellow executives, Saturn had indeed been a smashing
success, and they felt confident that they could pull it off again in the
world's most profitable videogame market - the highly coveted prize known
as the United States. This would be yet another mistake in
Sega's Saturn debacle. It would prove to be a crucial one, and it
would not be their last.
Trial by
fire
The year 1995 opened with high
hopes and expectations by those in the videogame industry for the arriving
32-bit nextgen wave. This time, there would be an audience ready and
waiting for it, one that had been weaned on a steady diet of videogame
fare for years. It would be be the fourth generation of videogame
consoles in the United States in less than two decades, yet it promised
the most sophisticated consoles yet. For the first time, the
machines would be sufficiently powerful enough to recreate, and possibly
surpass, the 3D visual experiences that were by now common fare with
high-end personal computers and arcade videogames of the day. To
quote the words of GamePro magazine, "The dreams of the '80s will
come true in the '90s as the technological limits that have held back
hardware are overcome during the next several years. Say hello to
32-bit, 64-bit, and higher-bit systems with standard features like 3D
capability, full-motion video, 16 million colors, graphics coprocessors,
voice recognition, and more." The first 32-bit console that could
successfully capture these experiences in a manner that completely
captivated its audience would be the one that would win the second great
console war. All it needed was a decently affordable price, a good
software base, and one or more killer apps to finish off the
package. To borrow a common backhills expression, which of the major
players "would be firstest with the mostest?" The early birds had
come and were already in the process of going due to broad consumer
rejection. Now it was time for the big boys to arrive, and their
first showdown was scheduled to take place at a brand-new electronics show
to be held in the U.S. that spring. The very first Electronics Entertainment Expo, aka E3, would be held at the Los Angeles Convention Center on
11-13 May 1995. It promised to be one helluva a show, with many a
computer and electronics vendor who felt they had been slighted by the
various CES events of years past ready to strut their stuff for all it was
worth. Many videogame industry watches were predicting that the
vendor whose system triumphed at E3 would go on to dominate the home
console market for the rest of the year ... and perhaps the rest of the
cycle, too.
Sega entered the U.S. market
sweepstakes hot off of its Saturn launch success in Japan and itching to
do battle with its rivals on turf it felt it practically owned. To
that end, it released the Saturn White Paper in order to bring
everybody up to speed on what it felt was its latest and greatest
achievement. Here are some of the more significant quotes from the
opening of that rather remarkable document:
Sega will leave no room for debate by providing the ultimate
gaming experience with Sega Saturn. Once consumers compare the
next-generation game systems, Sega Saturn will prove to be the
hands-down choice.
[Saturn]
was introduced in Japan in November 1994 and is on a steep curve to sell
more than 2 million units in its first year. Sega has designed the
Sega Saturn from the silicon up to transport consumers into an entirely
new realm of interactive entertainment. The Sega Saturn makes it
possible for software to immerse players in stunningly realistic worlds
of 3D modeled graphics, dynamic perspective with ever-changin
points-of-view, true 3D audio, and gameplay speed that far surpasses the
most powerful multimedia PC.
More
than any other video game maker, Sega has its finger on the pulse of the
consumer and is able to transform raw technology into major fun for
millions of people. No one else combines a 40-year arcade history
with a wildly successful in-house publishing effort. Add to this
Sega's solid relationships with third-party developers, who will add
depth and dimension to Sega's own game library for Sega Saturn.
All told, the Sega Saturn game development universe involves hundreds of
creative and innovative programmers intent on taking the Sega Saturn
(and its players!) to the limits of immersive
experiences.
It's the
only home system to use state-of-the-art "massive parallel processing,"
which provides immersive, first-person gameplay .... Think of the
limited musical range of a one-mand band (ala the competing
single-processor systems) versus the symphonic possibilities of a fully
scored orchestra. There's no comparison.
Because
the technology is similar to that of Sega's Titan arcade system, Sega
Saturn also paves the way for hot game titles to migrate from Sega's
interactive theme parks to its commercial arcade ssytems down to the
home-based Sega Saturn system. "Huh?" you might ask. "Titan? What's
that?" You see, Sega of Japan had been so tickled with themselves
the way that the Saturn redesign had turned out that they turned right
around and converted their work back into yet another arcade board.
It was the same thing they had done with the Genesis years earlier, only
this time they were producing a monstrously powerful 32-bit parallel
processing arcade board that could give its own Model 2 a run for its
money. The Sega Titan arcade board, aka ST-V, was essentially nothing
more than a retooled Sega Saturn that conformed to the industry-standard
JAMMA board design save in one important aspect - Titan had more RAM than
did a stock Saturn. This may not seem important now, but the issue
of the Saturn's available RAM will rise again as we continue reviewing its
history. Take heed, because Titan would prove to be one of the most
versatile arcade boards in Sega's arsenal. More videogames would be
produced for or converted to the Titan architecture than any other arcade
board in Sega's history to date. It is an important factor to
consider once you take into account Sega's announcement of Titan migration
plans in the Saturn White Paper. Meanwhile, over in Japan,
arcade gamers were already going ga-ga over Virtual Fighter 2, the
latest and best incarnation of Yu Suzuki's famed Sega fighting game.
If the graphics had been impressive before, the power of Sega's new
Model 2 board
made this go-round practically shine. No one was surprised when a
Saturn port was announced, and many a proud Japanese gamer began saving
their precious yen yet again for yet another Saturn game
....
On 9 March 1995, Sega of America issued
an official press release concerning the impending U.S. launch of the Sega
Saturn. The console would make its official U.S. debut on 2
September 1995. It claimed internal figures showing that Saturn
sales in Japan had exceeded 500,000 units in the first month alone,
outselling the Sony PlayStation by a 30% margin, and predicted that Saturn
would go on to sell 1 million units in Japan by April and 2 million by the
end of the year. Sega itself was described as "... a nearly US$4
billion company known as a leader in interactive digital entertainment
media with operations on five continents" and much ado was made about "the
company's superior product line." Curiously, no definite price point
was officialy set for Saturn even at this late date; however, most
analysts predicted that it would be in the US$400-500 range. It was
a bit steep, to be sure, but Sega promised a lot for its new
system.
Shortly thereafter, yet another
delegation from Japan paid its respects at Sega of America
headquarders. Paid its respects is probably not the correct term;
arrived to give Nakayama's latest marching orders was probably more like
it. The 32X debacle had caused Kalinske's Japanese masters to begin
reasserting control of what they considered to be their errant American
underlings. Sega of Japan was concerned about the growing
PlayStation hype. Sony was rumored to be planning a massively
expensive pre-launch marketing campaign to make sure that the PlayStation
got plenty of media exposure for its upcoming launch that fall.
Nakayama was taking no chances - he was convinced that Sega needed to
strike the first blow and hopefully knock Sony out of the running before
PlayStation could get up a full head of steam. Why? Sony had
deep pockets; Sega didn't. Sony could easily outspend Sega in a
marketing war; therefore, Sega would have to beat them on product
alone. With this in mind, Nakayama
ordered Sega of America to accellerate the U.S. launch of the Saturn and
bring it to market at the first available opportunity. The price of the Saturn in the U.S. would remain
unchanged - about US$400 or so. Kalinske vehemently objected, as did
practically everybody at Sega of America. All of them, in one form
or another, were trying to tell Nakayama the same thing: "It's too
early to launch the Saturn in America. The price is too high, and we
have practically no software for it." Both Nakayama and the rest of
Sega's corporate board of directors refused to listen, for Sega of Japan
was by now calling the shots. The future of Sega was at stake and
the odds were long. Since Sega could never conceivably outspend
Sony, they had to find a way to outsell them. Such a move required a
daring stroke, one that would gain instant market attention. An
early launch of the Saturn in the U.S. would do just that; futhermore, it
would give the console valuable lead time in this new market that was
still anybody's for the taking. Saturn had proven itself in Japan
against PlayStation, it seemed, so there was no reason not to expect the
same in America. Sega of Japan did not want Saturn to suffer the
same fate as the 32X - a fiasco for which some personally blamed
Kalinske. The pleas of Sega of America
was overruled by Nakayama, and from that point forward Kalinske and his
staff would have practically no say in managing the affairs of Sega's U.S.
market interests.
E3 opened on 11 May 1995 with
representatives from every part of the computer and electronics
spectrum. Consumers, retailers, developers, vendors, they were all
there - including such celebrity notables as William Shatner, Steven
Spielberg, and George Lucas. As it turned out, the pundits had been
right all along. The very first day of E3 would prove the most
critical one all year in the ensuing console war. Tom Kalinske, Sega
of America CEO, was scheduled to give the first keynote address, scheduled
for 0830 that morning. He remarked on the arrival of the nextgen
wave in his speech, noting that the combined advertising costs for all
three of the major players (Nintendo, Sega, Sony) could approach US$250
million, with another US$100 million on top of that handled by retailers
selling the systems in question. He then sprang the surprise on E3
that Sega had been planning for two months. Sega was still going to
officially launch the Saturn on 2 September as originally announced;
however, it would start shipping the console today. As a stunned
audience listened, Kalinske put on his best pitchman demeanor and informed
them that Saturn would be available effective that day for the low retail
price of US$399. Over 30,000 Saturns had already been distributed to
a select list of four major retailers: Toys 'R' Us, Babbage's,
Software Etc., and Electronics Boutique. He then went on to tout the
merits of Sega's newest console and its software base - Virtua
Fighter was indeed a U.S. launch title, and over twenty other Saturn
titles by Sega and other parties were in development for the new
system. He reminded his audience of Sega's reputation for
excellence, and left little doubt that Sega believed it had a winner in
the Saturn. After Kalinske finished his presentation, a pleased
audience showered him with applause and he breathed a sigh of
relief. He had done the best he could given the circumstances, and
so it was with crossed fingers that he now yielded the platform to his
rival.
Next up was Sony president Olaf
Olaffson, there to give the second keynote address of E3. His listed
topic was the future of videogames; but he was really there to tout the
virtues of Ken Kuratagi's PlayStation and the place it would earn in the
growing 32-bit console market. About two-thirds of the way through
his address, he interrupted himself to call up Steve Race, one of the
PlayStation's designers and president of Sony Computer's newly formed U.S.
subsidiary, to tell the audience more about the PlayStation. Race
walked up to the podium, a thick sheaf of papers in hand, and the crowd
braced itself for a long and boring technical dissertation. Instead,
Race laid the papers down on the podium, leaned into the microphone, and
said just one thing: "US$299." The audience
exploded with applause and Race was treated to a standing ovation.
Both Race and Olaffson smiled as the applause and cheers continued.
They took quiet pleasure in noting the reaction of Kalinske and the Sega
delegation, who were looking rather uncomfortable and nervous. Later
would see an surprise appearance at the Sony booth by none other than pop
music sensation Michael Jackson, former Genesis pitchman but now helping
Sony advertise its new system. The Sega delegation left the
festivities in a rather unsettled mood, and they had every right to be. E3
was supposed to have been Sega's for the taking, yet Sony had just managed
to steal the show. And as for the others? 3DO teased
the industry with plans and a mock-up of its M2 64-bit upgrade, but that
was all that would ever come of it. The company was sinking fast,
and its console would be effectively off the videogame radar screen by the
following year. Nintendo announced that Project Reality, now renamed
the Ultra 64, was practically ready but conceeded that itcould not launch
until April of 1996 at the earliest due to production issues. The
only other player in the nextgen sweepstakes, the Atari Jaguar, was
rapidly dying due to a lack of good software and what it had to offer at
E3 seemed only to confirm that sad fact. No, there were only going
to be two players in the console game for 1995 - and both had already
shown their hand.
E3 1995 was a disaster for Sega in
more ways than one. Since Sony had
effectively stolen the nextgen console limelight, it now had the videogame
industry's complete attention and thus was in a better position to market
the PlayStation. Nakayama's mad rush to beat Sony to market in the
U.S. meant that Saturn was effectively left high and dry. Sega may
have had a limited number of consoles, but where was the software?
It had the original Virtua Fighter, but little more.
In fact, only one or two more games would be
released for Saturn betwwen 11 May and 2 September, causing Saturns to sit
on retail store shelves unsold and thereby rendering useless the
five-month market lead that Sega of Japan had so desperately
desired. On top of that, Sega's
sudden rush to market had caught both retailers and developers completely
off-guard. Kay Bee Toys, one of the nation's largest retailers, was
incensed that it had not made Sega's short list for the early Saturn
launch and promptly announced that it would neither sell nor support the
system. It was a loss that Sega could ill afford given its poor
financial position. The suddenness of the U.S. launch also meant
that Sega and its third party support were left scrambling as they tried
to rush their various Saturn projects to market as fast as it could.
The immediate aftereffect of this would be a lot hurried, buggy Saturn
games during that first critical year on the market that would inevitably
suffer in comparison to comparable PlayStation titles. In contrast,
Sony of America would make sure that it would not repeat Sega's mistake;
PlayStation would have a stellar lineup of over a dozen titles ready
immediately at launch, instead of having to wait five or six months for
the rest of the market to catch up as it was having to do with Sega's
Saturn. Another reason why
Saturn went largely unsold during this crucial period was the high
price. Sega had just committed the
same mistake as did Trip Hawkins with the 3DO in pricing the Saturn too
high for its intended market. There
was a good reason for this, of course - Sega's shallow pockets - but it
was of no help when Sony pulled the rug out from under them at E3.
By pricing the PlayStation US$100 less than the Saturn, Sony was making
its product more accessible to cash-strapped consumers. Its lower
price point ultimately made PlayStation more attractive, since it gave the
impression that one was getting "more bang for the buck" than with the
more expensive Saturn, a machine that for all intents and purposes didn't
look or play any better than Sony's new box. As one wag at the time
put it, "Why pay more for less, when Sony is doing more with
less?" The fact that it wound up launching the Saturn in America
far earlier than it had originally intended also meant that Sega had no
time to properly advertise the console. Instead of the well-planned and co-ordinated
multimedia efforts over a period of months by which Sega had gained its
reputation in the West, i.e. the "Sega scream," potential customers were
hurriedly treated to the newly commissioned "Theatre of the Eye." It
would win a Silver Clio award for its production values, but by and large
it was largely ignored by consumers. In contrast, Sony's subsequent
ad campaing would eventually enjoy the favor of both consumers and critics
alike and basked in the praise it received, both self-induced and showered
upon it by the gaming magazines. It would use the followng five
months to promote its new console with all the media muscle at its
disposal in one of the largest and most expensive advertising campaigns of
its day. Sega had made its big
play at E3 and not only lost, but lost badly. Sony would hold the
spotlight from now on.
The following month, back over in Japan,
Sony made a sudden move that cause the Japanese market to start turning in
its favor. It announced that it would soon be releasing a new
version of the PlayStation that would sell for 25% less than the current
model. The new PlayStation was actually the cheaper American version
retrofitted for the Japanese market, but Japanese gamers didn't
care. The news of a cheaper PlayStation was welcomed by almost
everyone, as the country's econony was in recession and the downturn had
hit the videogame market particularly hard. It was not welcome news
to Sega, however, whose higher priced Saturn was still maintaining a
comfortable lead in console sales over its rival at this point.
Nakayama had no choice but to authorize the reduction of the Saturn's
price by 20% and watch the red ink begin to flow across Sega's
ledgers. Saturn was still in the lead in Japan, with 1.3 million
units sold to retailers as of June 1995, but PlayStation was not far
behind with 1.2 million units sold. Sony was beginning to catch
up.
Sega had an ace up its sleeve,
however, and it hoped that its worldwide console sales would improve
dramatically as a result. In July of 1995, Sega of Japan unveiled
the Saturn port of Yu Suzuki's Virtua
Fighter 2 at the Omacha Toy Show in
Tokyo. The show attendees were stunned by what they saw. While
the first Virtua Fighter port had gained a bit of a reputation for being
buggy and dropping the odd polygon or surface here and there, the Saturn
port of Virtua Fighter 2 was dead-on accurate. It truly
showed off the processing power of the Saturn in a way no previous Saturn
title had yet done, and the word got out that this was the "real" Virtua
Fighter that gamers had wanted all along. It would not be long
before Virtua Fighter 2 would be released in Japan, and it would
also make its Western debut as quickly as market conditions permitted.
Virtua Fighter 2 would go on to become the best-selling Saturn
title of all time, with some 1.7 million copies sold worldwide - almost
double the numbers for its ground-breaking
predecessor. In the meantime
however, Saturn made a forgettable debut in
Europe and quickly died. Nobody in the Old World was interested in
Sega's new 32-bitter. The machine cost too much and there was no
software for it. Most of the
continent's Sega faithful preferred their MegaDrives (or in some cases
their beloved Master Systems), so Saturn went practically nowhere.
Sega's older systems would continue to outsell Saturn in Europe until they
were officially discontinued; but even then, Saturn was never able to come
out from under the shadow of its mighty predecessors of
old.
The fall of 1995
would prove to be one of the most eventful in the entire history of
videogames. It would see a onetime
giant commit the greatest videogame-related blunder in its entire history
to date. It would see another giant introduce a new piece of
software that would forever change the personal computer industry.
It would see the new kid on the block begin to assert itself as the new
ruler of the videogame realm. Finally, it would see a former great begin
its long and painful slide down the slippery slope into market
oblivion.
Nintendo, whose own nextgen N64
would not be ready for market until 1996, went ahead and introduced a new
videogame system anyway. This was the Virtual Boy, created by
GameBoy inventor Gunpei Yokoi. Officially launched on 21 August
1995, Virtual Boy was obstensibly the successor to Nintendo's wildly
popular 8-bit handheld. What it wound up being was the greatest
product failure to ever bear the Nintendo label. Inspired by all of
the experimentation that was happening with virtual reality headsets at
the time, Virtual Boy was a system with a built-in red-on-black 3D
stereoscopic LCD viewer into which you looked while playing its
games. It was a truly original idea; unfortunately, it proved quite
difficult to market and many gamers complained of frequent headaches after
using the system. The system soon gained the nickname of "Virtual
Dog" among derisive Western critics and would eventually prove to be an
near-total failure in all markets. The Virtual Boy fiasco would
eventually cost Gunpei Yokoi his job, as he was forced to tender his
resignation the following year once the dismal 1995 sales figures became
clear.
Of more importance was the launch
of Microsoft Windows
95, aka Win95, on 24 August 1995.
It was an event marked by all of the hoopla, promotion, hype, and media
buzz usually reserved for videogame products. It was well deserved,
though, because users of IBM compatible personal computers were finally
getting the kind full-blown, multitasking, multithreading graphical
operating system to which users of the Apple Macintosh had been accustomed
for years. What was largely overlooked by the general public,
although not missed by the development community, was the inclusion of the
DirectX
graphical programming environment. For the first time, PC game codes
now had a good, unified standard supported by any Win95 configured
hardware or software upon which to base their efforts. This
something which the Mac community still sadly lacked, and many would cast
envious eyes at the DirectX-based PC games that would come in later
years. Sega immediately announced its support for Win95, due in part
to its growing relationship with Microsoft, and set up its SegaSoft
subsidiary in America to undertake the task of porting hit Saturn titles
into the Win95 environment. Over three dozen SegaSoft efforts would
appear over the next five years, bringing some much-needed income to a
corporation that was being hard hit back on the console
front.
The Sony PlayStation made its
official U.S. debut on 9 September 1995, and what a debut it was.
First was the price of the console - US$299 as promised. Second was
the number of outlets vending it - over 12,000 by most estimates.
Third was a monstrous US$40 millon advertising campaign across all major
media outlets with the catchphrase "U R
NOT
E" (i.e. "You Are Not Ready"). Fourth
was the launch lineup itself - 17 games
available for immediate purchase, including
three that would shortly become legend among console gamers. While
Sony did not include any pack-in titles with its new console, same as
Sega, the PlayStation launch lineup was by far more rounded and impressive
than had been Saturn's.
_files/SS-ClockworkKnight(U)_box.jpg) _files/PS-WipeOut(U)_box.jpg) Did anybody still
consider Sega's Virtua Fighter a threat when you could play Namco's
Battle Arena Toshinden, which almost every major media outlet
within the videogame industry (and some without) were loudly proclaiming
to be the superior fighting game? Okay, so what if Sega had
Virtua Racing and Daytona USA? PlayStation had Namco's
Ridge Racer, which indeed lived up to all of its hype of being the
best-looking and best-playing 3D racer available. To top it off,
where but the PlayStation could you play WipeOut, a futuristic
racing game by Psygnosis the likes of which had never been seen on a
console before? Saturn would eventually get its own port of
WipeOut, but not until long after it had enjoyed a tremendously
successful run on the PlayStation. Together, these three games were
judged by all to be PlayStation's killer apps at launchtime. All of
a sudden Saturn was looking rather obtuse and rough in comparison with its
supposedly inferior graphics and obviously limited software base -
leastways in the eyes of all but the Sega faithful. That deadly
combination of low price combined with killer apps, both right off the bat
at launch, proved to be the critical combination for guaranteed Sony
success. Sony sold just over 100,000 PlayStations in only two days,
earning console launch revenues in excess of US$45 million. Sega of
America tried to counter with what would turn out to be the forerunner of
its Saturn Three-In-One software deals, bundling Clockwork Knight
and Sega Worldwide Soccer along with a Virtua Fighter
voucher along with every Saturn sold. It didn't help. PlayStation
sales continue to skyrocket, while the poor Saturn stumbled along in the
rear.
_files/SS-VirtuaFighterRemix(U)_box.jpg) _files/SS-VirtuaFighter2(U)_box.jpg) Sega did manage to
rally itself just in time for Christmas, however, with the
near-simultaneous release of three of its hottest arcade conversions at
the time: the road racer Sega Rally, the gun shooter
Virtua Cop, and Yu Suzuki's Virtua Fighter 2. It also
gave away free copies of Virtua Fighter Remix (a rehash of the
original but with VF2 quality graphics) to every Saturn owner for the
asking in order to make up for the many complaints about the
original. This inspired bit of software releases managed to boost
Sega's market presence enough so that it was able to finish 1995 a
comfortable second in the 32-bit wars. Sega's last-minute success
would be sour grapes, though, in comparison to the humbling it had just
endured at its own game. Many had predicted earlier that Sega was
going to come out on top at the end of 1995, but things did not turn out
quite the way they foresaw or Sega had planned.
Who took the number one spot in the
nextgen console market of 1995? The newcomer - the Sony
PlayStation.
By the time 1995 came to its close,
it was obvious to one and all that Sony was in the console business to
stay. Sega, the company that had launched the opening salvos in the
second great console war, came out the other side with an installed U.S.
Saturn user base of some 120,000 systems and a small but growing software
library of some 25-30 titles. On the other hand, Sony - the new kid
in town - crossed the finish line in grand style with an installed U.S.
user base of some 300,000 consoles and a growing software library of some
50+ titles. While Sega loyalists were still scratching their heads,
wondering where were all the Saturn games, new PlayStation onwers were
buying four games with every console sold. Sega had taken seven
months to sell less than half as many systems as Sony had sold in only
three. As for Nintendo, while it may have outsold them both with its
SNES lineup, that was based on a shrinking market share dedicated to
gaming technology that everybody knew could not compete and would not be
there the following year, once the 32-bit systems finally got up to full
speed. The Sony PlayStation was the
big story of the 1995 holiday season, and it was fast becoming the darling
of many a nextgen advocate.
Sega had without question blown its one and
only chance to seize the 32-bit market for its own. As a result, it saw its profits for the back half of
1995 drop to a mere US$110 million, down from the US$165 million it had
earned during the same period the year before. It would only get one
more chance to try and regain its lost market share in the coming year,
but it was facing long odds in a rapidly changing market. This was
the same situation that Nintendo had faced in 1991, when Sega had come
along with the Genesis and knocked the then-reigning king of the industry
off its throne. Now it was Sega's turn on the wheel of pain.
It was they who were playing catch-up to an underdog who was beating them
at their own game. Talk about role
reversal!
Nakayama's choice
Near the end of
1995, once it became apparent that the Sony PlayStation was poised to
seize the lead in the 32-bit console sweepstakes, Sega CEO Hayao Nakayama
made a decision that would shape the course of Sega's finances for years
to come. He was the man in the big
chair. It was his call, and his alone. Nobody else could make
this decision for him. The aging Genesis could no longer hold its
own against the superior software offerings of Nintendo and its Super
NES. Both Sega CD and the 32X had effectivly bombed, costing Sega
millions of dollars in lost resources and revenue. Sega's handheld
efforts (Game Gear, Nomad) and its educational venture (Pico) were going
nowhere fast. Only the Saturn seemed to offer some hope of rescuing
Sega's failing fortunes. It had done surprisingly well at launch in
Japan, a market in which Sega had never taken the lead before.
Saturn had floundered in the U.S. against the PlayStation, but there was
still time for it to make a comeback. Most voices within the
videogame industry agreed that 1996 would be the critical year in the
second great console war. Sega still had an outside chance of
winning, but only if it focused its resouces instead of spreading them
across multiple systems. With these and many other factors in mind
concerning Sega's current financial standing and flagging fortunes,
Nakayama made a fateful choice that would forever shape Sega's
destiny. In
October of 1995, Nakayama made the decision to put all of Sega's eggs into
one basket. Sega announced that it was cancelling all of its other
consumer systems and focusing exclusively on the Saturn. Sega's 32-bitter would be the company's flagship
console from now on.
There is one question that has
dogged Sega loyalists concerning the Saturn and its misfortunes, and it is
this: did Nakayama make the right choice in backing the Saturn as
Sega's sole console? The answer is
not as easy as it may seem, and one must put aside the wisdom that
inevitably comes with hindsight and try to see things as he saw them
during that time. Sega's arcade divisions were still going strong,
but its console sales were floundering against both Nintendo and
Sony. That was an ever-worsening load on Sega's bank accounts that
was causing the company's profit margins to begin an inexorable slide
downward. Nakayama couldn't just sit around and let Sega get
clobbered one piece at a time, wielding multiple systems against better
financed rivals whose product lines were considerably narrower. He
had to make a choice, and Saturn was the row he chose for Sega to
hoe. The 32-bit market had not quite yet gained its momentum, but
all the signs were there that it was coming fast. Whoever took the
lead in 1996 would win the second great console war, barring none.
Sega simply did not have the ready cash and company resources of a
multimillion dollar international conglomerate like Sony to continue as it
was doing. In order to win, it would have to focus its efforts on a
minimum product base and push it for everything it was worth.
Nakayama's choice was a desperate gamble, but these were desperate times,
and Nakayama was a desperate man. Nakayama's decision to cancel all
other Sega consoles in favor of Saturn was the best thing that could have
ever happened to Sega in its Japanese homeland. Sega had never been strong there until Saturn made
its debut. All of a sudden, Sega of Japan had the number one console
on the market and held a healthy lead over all competitors. Sony and
its PlayStation were catching up fast; however, Sega of Japan would now be
able to commit its full resources in order to attempt to stem the Sony
tide. Most objective industry observers in Japan and a fair number
of Western ones credit Nakayama's choice with saving the Saturn in
Japan. Thanks to his decision, Saturn probably got an extra year of
life in its home market that it might not have otherwise obtained.
Nakayama's move ensured that Sega would retain its market lead long enough
to gain a newfound measure of respect in its homeland and build a legacy
in Saturn software it might not have had under other
circumstances. What of the United
States, the single most profitable market in the worldwide videogame
industry and the only one that really mattered in the second great console
war? Almost every U.S. market expert
agrees that Nakayama's decision was the wrong one for the wrong
market. Sega had quite a public
reputation to uphold. It enjoyed a unique relationship with older
gamers that Sega of America president Tom Kalinske and his staff had been
dilligently building for years. These were the ones who had grown up
playing videogames and now had the resources to buy their own systems and
software instead of looking to their parents for cash. These were
the gamers who would form the backbone of the 32-bit console niche in the
U.S. market, and it was this group that Sega of America had courted so
long in an effort to win their confidence. They were ready for
Sega's nextgen system, provided it was a real console and not another
knock-off like the 32X. Even so, many of them had a considerable
investment in their Genesis and were quite prepared to keep spending money
on it until the Saturn software situation firmed up. Nakayama's
choice effectively pulled the rug out from under its American customer
base. They had just gone through two years of new and expensive Sega
add-ons and peripherals for Genesis, and now there would be no way for
them to continue supporting their favorite Sega console. Those who
simply could not afford the high-priced Saturn and what few games could be
found were quite willing to spend their money on new Genesis titles for
another year, but now they would never get the chance. Nakayama's
move forced the hand of American gamers nationwide. They wanted the
best bang for their buck, but Sega seemed no longer willing to provide
it. Instead, it was breaking its promises and commitments to its
customer base seemingly as fast as it made them. It had said it
would continue to support Genesis, but now it had changed its mind
seemingly at whim, with no thought as to how the Sega faithful felt.
"Those S.O.B.s at Sega!" many U.S. Sega fans began to say to
themselves. "They're going to pay for being such arrogant
asses." It was a growing crisis in vendor-consumer relations that
would come to its head soon enough. It
should also be noted that Nakayama's choice was an unmitigated disaster
for Sega's fortunes in Europe. Ever
since it began its Western export operations, Europe had been Sega's for
the taking. First the 8-bit Master System and then the 16-bit
MegaDrive had ruled the vidoegame roost in the Old World, and Sega's
legacy was as venerated among videogamers as the Amiga was among computer
hackers. Nakayama's abrupt move came at the worst possible time for
Sega of Europe, for Saturn had just been launched and still had not yet
established its own following in Sega's traditional Western
stronghold. Old-school Sega loyalists from across the continent felt
like they had been stabbed in the back, and they let it be known by
refusing en masse to take up the Saturn in place of their older
consoles. Instead, they stuck to their MegaDrives, or in some
extreme cases their hoary Master Systems, and the Saturn quickly fell of
the radar in Europe. It has been estimated that only a million or so
Saturns were sold in the whole of Europe from 1995 to 1998, the official
lifespan of the system over there, and that was because most gamers simply
refused to buy it. Instead, they went to other vendors who seemed
less arrogant and pricey, and the seemingly inexpensive Sony PlayStation
with its bevy of fairly affordable games was all the excuse they needed to
jump ship. Sega lost the European market thanks to Nakayama's
choice, and would never retake the whole of the continent again so long as
Sega remained in the console business.
It must be said in all fairness that
Sega's Western branches knew what was happening, could see what was
coming, and did everything they could to sway Nakayama from his chosen
course of action. Sega of America president Tom Kalinske was highly
vocal in his objections during the increasingly frequent visits that
Nakayama was now beginning to make with him. Nakayama simply
overruled him time and again. Lesser Sega of America executives also
found the opportunity to speak out in their opposition, such as Paul Rioux
and Michael Lantham. Nakayama ignored them. Even Shinobu
Toyoda, Nakayama's own hand-picked American market liason, who knew that
market better than any of Sega's Japanese executives, could see what w
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