Track the most recent changes to the wiki on this page.
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| Unchanged: <p class="has-text-align-center has-black-background-color has-background has-medium-font-size"><strong>Sega Saturn</strong></p> | Unchanged: <p class="has-text-align-center has-black-background-color has-background has-medium-font-size"><strong>Sega Saturn</strong></p> |
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| Unchanged: <figure class="wp-block-image size-full"><a href="https://sonic-city.net/wp-content/uploads/2026/03/Sega-Saturn-Japanese-logo-1-scaled.png"><img src="https://sonic-city.net/wp-content/uploads/2026/03/Sega-Saturn-Japanese-logo-1-scaled.png" alt="" class="wp-image-52581"/></a></figure> | Unchanged: <figure class="wp-block-image size-full"><a href="https://sonic-city.net/wp-content/uploads/2026/03/Sega-Saturn-Japanese-logo-1-scaled.png"><img src="https://sonic-city.net/wp-content/uploads/2026/03/Sega-Saturn-Japanese-logo-1-scaled.png" alt="" class="wp-image-52581"/></a></figure> |
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| Unchanged: <figure class="wp-block-image size-full"><a href="https://sonic-city.net/wp-content/uploads/2026/03/Sega-Saturn-USA-logo-1.png"><img src="https://sonic-city.net/wp-content/uploads/2026/03/Sega-Saturn-USA-logo-1.png" alt="" class="wp-image-52576"/></a></figure> | Unchanged: <figure class="wp-block-image size-full"><a href="https://sonic-city.net/wp-content/uploads/2026/03/Sega-Saturn-USA-logo-1.png"><img src="https://sonic-city.net/wp-content/uploads/2026/03/Sega-Saturn-USA-logo-1.png" alt="" class="wp-image-52576"/></a></figure> |
| Unchanged: <!-- /wp:image --><figcaption class="blocks-gallery-caption wp-element-caption">Eastern and Western Sega Saturn logos</figcaption></figure> | Unchanged: <!-- /wp:image --><figcaption class="blocks-gallery-caption wp-element-caption">Eastern and Western Sega Saturn logos</figcaption></figure> |
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| Unchanged: <figure class="wp-block-image size-large"><a href="https://sonic-city.net/wp-content/uploads/2026/03/Sega-Saturn-Japan-Model-2-scaled.png"><img src="https://sonic-city.net/wp-content/uploads/2026/03/Sega-Saturn-Japan-Model-2-1024x575.png" alt="" class="wp-image-52584"/></a></figure> | Unchanged: <figure class="wp-block-image size-large"><a href="https://sonic-city.net/wp-content/uploads/2026/03/Sega-Saturn-Japan-Model-2-scaled.png"><img src="https://sonic-city.net/wp-content/uploads/2026/03/Sega-Saturn-Japan-Model-2-1024x575.png" alt="" class="wp-image-52584"/></a></figure> |
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| Unchanged: <figure class="wp-block-image size-large"><a href="https://sonic-city.net/wp-content/uploads/2026/03/Sega-Saturn-Console-US-Model-2-scaled.png"><img src="https://sonic-city.net/wp-content/uploads/2026/03/Sega-Saturn-Console-US-Model-2-1024x557.png" alt="" class="wp-image-52583"/></a></figure> | Unchanged: <figure class="wp-block-image size-large"><a href="https://sonic-city.net/wp-content/uploads/2026/03/Sega-Saturn-Console-US-Model-2-scaled.png"><img src="https://sonic-city.net/wp-content/uploads/2026/03/Sega-Saturn-Console-US-Model-2-1024x557.png" alt="" class="wp-image-52583"/></a></figure> |
| Unchanged: <!-- /wp:image --><figcaption class="blocks-gallery-caption wp-element-caption">Japanese and American Model 2 of the Sega Saturn</figcaption></figure> | Unchanged: <!-- /wp:image --><figcaption class="blocks-gallery-caption wp-element-caption">Japanese and American Model 2 of the Sega Saturn</figcaption></figure> |
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| Unchanged: <p class="has-text-align-center has-medium-font-size"><strong>General Information</strong></p> | Unchanged: <p class="has-text-align-center has-medium-font-size"><strong>General Information</strong></p> |
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| Unchanged: <p class="has-small-font-size"><strong>Also known as</strong></p> | Unchanged: <p class="has-small-font-size"><strong>Also known as</strong></p> |
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| Unchanged: <p>[vgrelease]KOR=Samsung Saturn[/vgrelease]</p> | Unchanged: <p>[vgrelease]KOR=Samsung Saturn[/vgrelease]</p> |
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| Unchanged: <p class="has-small-font-size"><strong>Type</strong></p> | Unchanged: <p class="has-small-font-size"><strong>Type</strong></p> |
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| Unchanged: <p>Video game console</p> | Unchanged: <p>Video game console</p> |
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| Unchanged: <p class="has-small-font-size"><strong>Generation</strong></p> | Unchanged: <p class="has-small-font-size"><strong>Generation</strong></p> |
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| Unchanged: <p>[[Fifth generation of video game consoles|Fifth]]</p> | Unchanged: <p>[[Fifth generation of video game consoles|Fifth]]</p> |
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| Unchanged: <p class="has-small-font-size"><strong>Manufacturer(s)</strong></p> | Unchanged: <p class="has-small-font-size"><strong>Manufacturer(s)</strong></p> |
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| Unchanged: <ul class="wp-block-list"><!-- wp:list-item --> | Unchanged: <ul class="wp-block-list"><!-- wp:list-item --> |
| Unchanged: <li>[[Sega]]</li> | Unchanged: <li>[[Sega]]</li> |
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| Unchanged: <li>[[Tectoy]] [c]BR[/c]</li> | Unchanged: <li>[[Tectoy]] [c]BR[/c]</li> |
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| Unchanged: <li>[[Samsung Group|Samsung]] [c]KOR[/c]</li> | Unchanged: <li>[[Samsung Group|Samsung]] [c]KOR[/c]</li> |
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| Unchanged: <li>Hitachi</li> | Unchanged: <li>Hitachi</li> |
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| Unchanged: <li>JVC</li> | Unchanged: <li>JVC</li> |
| Unchanged: <!-- /wp:list-item --></ul> | Unchanged: <!-- /wp:list-item --></ul> |
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| Unchanged: <!-- wp:paragraph {"fontSize":"small"} --> | Unchanged: <!-- wp:paragraph {"fontSize":"small"} --> |
| Unchanged: <p class="has-small-font-size"><strong>First available</strong></p> | Unchanged: <p class="has-small-font-size"><strong>First available</strong></p> |
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| Unchanged: <p>[vgrelease]JP=22 November 1994[ref name="releaseJP"][cite_web title="Sega Saturn" url="https://sega.jp/history/hard/segasaturn/index.html" publisher="[[Sega]]" language="Japanese"][/ref][cite_web author="[[Sega|Sega of Japan]]" url="https://www.youtube.com/watch?v=_cb9llwzEmA" title="Saturn from Saturn" language="Japanese" year="1994" work="YouTube" accessdate="27 March 2026"]<br>NA=11 May 1995[ref name="releaseNA"][cite_journal title="Saturn Launched!" url="https://retrocdn.net/images/9/90/CVG_UK_164.pdf#page=7" journal="[[Computer and Video Games]]" page="7" issue="164" date="July 1995"][/ref]<br>EU=8 July 1995[cite_journal title="Saturn - The Survivors Guide" url="https://retrocdn.net/images/6/69/CVG_UK_165.pdf#page=30" journal="[[Computer and Video Games]]" pages="30,31" issue="165" date="August 1995"][/vgrelease]</p> | Unchanged: <p>[vgrelease]JP=22 November 1994[ref name="releaseJP"][cite_web title="Sega Saturn" url="https://sega.jp/history/hard/segasaturn/index.html" publisher="[[Sega]]" language="Japanese"][/ref][cite_web author="[[Sega|Sega of Japan]]" url="https://www.youtube.com/watch?v=_cb9llwzEmA" title="Saturn from Saturn" language="Japanese" year="1994" work="YouTube" accessdate="27 March 2026"]<br>NA=11 May 1995[ref name="releaseNA"][cite_journal title="Saturn Launched!" url="https://retrocdn.net/images/9/90/CVG_UK_164.pdf#page=7" journal="[[Computer and Video Games]]" page="7" issue="164" date="July 1995"][/ref]<br>EU=8 July 1995[cite_journal title="Saturn - The Survivors Guide" url="https://retrocdn.net/images/6/69/CVG_UK_165.pdf#page=30" journal="[[Computer and Video Games]]" pages="30,31" issue="165" date="August 1995"][/vgrelease]</p> |
| Unchanged: <!-- /wp:paragraph --> | Unchanged: <!-- /wp:paragraph --> |
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| Unchanged: <p class="has-small-font-size"><strong>Lifespan</strong></p> | Unchanged: <p class="has-small-font-size"><strong>Lifespan</strong></p> |
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| Unchanged: <p>1994–2000</p> | Unchanged: <p>1994–2000</p> |
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| Unchanged: <p class="has-small-font-size"><strong>Discontinued</strong></p> | Unchanged: <p class="has-small-font-size"><strong>Discontinued</strong></p> |
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| Unchanged: <p>[vgrelease]EU=1998<br>NA= March 1998[cite_news url="https://www.nytimes.com/1998/03/14/business/international-business-sega-enterprises-pulls-its-saturn-video-console-us-market.html" title="INTERNATIONAL BUSINESS; Sega Enterprises Pulls Its Saturn Video Console From the U.S. Market" first="Stephanie" last="Strom" work="The New York Times" date="March 14, 1998" via="NYTimes.com"]<br>JP=2000[/vgrelease]</p> | Unchanged: <p>[vgrelease]EU=1998<br>NA= March 1998[cite_news url="https://www.nytimes.com/1998/03/14/business/international-business-sega-enterprises-pulls-its-saturn-video-console-us-market.html" title="INTERNATIONAL BUSINESS; Sega Enterprises Pulls Its Saturn Video Console From the U.S. Market" first="Stephanie" last="Strom" work="The New York Times" date="March 14, 1998" via="NYTimes.com"]<br>JP=2000[/vgrelease]</p> |
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| Unchanged: <p class="has-small-font-size"><strong>Introductory price</strong></p> | Unchanged: <p class="has-small-font-size"><strong>Introductory price</strong></p> |
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| Unchanged: <p>[uilist]¥44,800 (1994)||$399.99 (1995)||£399.99 (1995)[/uilist]</p> | Unchanged: <p>[uilist]¥44,800 (1994)||$399.99 (1995)||£399.99 (1995)[/uilist]</p> |
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| Unchanged: <p class="has-small-font-size"><strong>Units sold</strong></p> | Unchanged: <p class="has-small-font-size"><strong>Units sold</strong></p> |
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| Unchanged: <p>[treelist]*Worldwide: 9.26 million<br>** Japan: 5.75 million<br>** United States: 1.8 million<br>** Europe: 1 million<br>** Elsewhere: 530,000[/treelist]</p> | Unchanged: <p>[treelist]*Worldwide: 9.26 million<br>** Japan: 5.75 million<br>** United States: 1.8 million<br>** Europe: 1 million<br>** Elsewhere: 530,000[/treelist]</p> |
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| Unchanged: <p class="has-text-align-center has-medium-font-size"><strong>Technical Information</strong></p> | Unchanged: <p class="has-text-align-center has-medium-font-size"><strong>Technical Information</strong></p> |
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| Unchanged: <p class="has-small-font-size"><strong>CPU</strong></p> | Unchanged: <p class="has-small-font-size"><strong>CPU</strong></p> |
| Unchanged: <!-- /wp:paragraph --> | Unchanged: <!-- /wp:paragraph --> |
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| Unchanged: <p>Two Hitachi SH-2 28.6MHz</p> | Unchanged: <p>Two Hitachi SH-2 28.6MHz</p> |
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| Unchanged: <!-- wp:paragraph {"fontSize":"small"} --> | Unchanged: <!-- wp:paragraph {"fontSize":"small"} --> |
| Unchanged: <p class="has-small-font-size"><strong>RAM</strong></p> | Unchanged: <p class="has-small-font-size"><strong>RAM</strong></p> |
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| Unchanged: <!-- wp:list --> | Unchanged: <!-- wp:list --> |
| Unchanged: <ul class="wp-block-list"><!-- wp:list-item --> | Unchanged: <ul class="wp-block-list"><!-- wp:list-item --> |
| Unchanged: <li>2MB RAM</li> | Unchanged: <li>2MB RAM</li> |
| Unchanged: <!-- /wp:list-item --> | Unchanged: <!-- /wp:list-item --> |
| Unchanged: <!-- wp:list-item --> | Unchanged: <!-- wp:list-item --> |
| Unchanged: <li>1.5MB VRAM</li> | Unchanged: <li>1.5MB VRAM</li> |
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| Unchanged: <li>512KB Sound RAM, expandable with Extended RAM Cartridge</li> | Unchanged: <li>512KB Sound RAM, expandable with Extended RAM Cartridge</li> |
| Unchanged: <!-- /wp:list-item --></ul> | Unchanged: <!-- /wp:list-item --></ul> |
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| Unchanged: <!-- wp:paragraph {"fontSize":"small"} --> | Unchanged: <!-- wp:paragraph {"fontSize":"small"} --> |
| Unchanged: <p class="has-small-font-size"><strong>Graphics</strong></p> | Unchanged: <p class="has-small-font-size"><strong>Graphics</strong></p> |
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| Unchanged: <p>VDP1 & VDP2 video display processors each running @ 28.63636 MHz</p> | Unchanged: <p>VDP1 & VDP2 video display processors each running @ 28.63636 MHz</p> |
| Unchanged: <!-- /wp:paragraph --> | Unchanged: <!-- /wp:paragraph --> |
| Unchanged: <!-- wp:paragraph {"fontSize":"small"} --> | Unchanged: <!-- wp:paragraph {"fontSize":"small"} --> |
| Unchanged: <p class="has-small-font-size"><strong>Sound</strong></p> | Unchanged: <p class="has-small-font-size"><strong>Sound</strong></p> |
| Unchanged: <!-- /wp:paragraph --> | Unchanged: <!-- /wp:paragraph --> |
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| Unchanged: <p>[htitle title="Yamaha YMF292"]Also known as the Saturn Custom Sound Processor (SCSP). 32-bit channels, capable of playing audio in PCM or FM.[/htitle]</p> | Unchanged: <p>[htitle title="Yamaha YMF292"]Also known as the Saturn Custom Sound Processor (SCSP). 32-bit channels, capable of playing audio in PCM or FM.[/htitle]</p> |
| Unchanged: <!-- /wp:paragraph --> | Unchanged: <!-- /wp:paragraph --> |
| Unchanged: <!-- wp:paragraph {"fontSize":"small"} --> | Unchanged: <!-- wp:paragraph {"fontSize":"small"} --> |
| Unchanged: <p class="has-small-font-size"><strong>Media</strong></p> | Unchanged: <p class="has-small-font-size"><strong>Media</strong></p> |
| Unchanged: <!-- /wp:paragraph --> | Unchanged: <!-- /wp:paragraph --> |
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| Unchanged: <p>[[CD-ROM]], [[CD+G]], [[CD+EG]], [[Video CD]], [[Mini CD]], [[Photo CD]], [[e-book]][ref name="Move Card"][cite_web url="http://sega.jp/fb/segahard/ss/movie.html|title=Movie card" publisher="Sega Corporation" language="ja" access-date="March 27, 2026" archive-url="https://web.archive.org/web/20140730133659/http://sega.jp/fb/segahard/ss/movie.html" archive-date="July 30, 2014" url-status="live"][/ref]</p> | Unchanged: <p>[[CD-ROM]], [[CD+G]], [[CD+EG]], [[Video CD]], [[Mini CD]], [[Photo CD]], [[e-book]][ref name="Move Card"][cite_web url="http://sega.jp/fb/segahard/ss/movie.html|title=Movie card" publisher="Sega Corporation" language="ja" access-date="March 27, 2026" archive-url="https://web.archive.org/web/20140730133659/http://sega.jp/fb/segahard/ss/movie.html" archive-date="July 30, 2014" url-status="live"][/ref]</p> |
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| Unchanged: <p class="has-small-font-size"><strong>Storage</strong></p> | Unchanged: <p class="has-small-font-size"><strong>Storage</strong></p> |
| Unchanged: <!-- /wp:paragraph --> | Unchanged: <!-- /wp:paragraph --> |
| Unchanged: <!-- wp:paragraph --> | Unchanged: <!-- wp:paragraph --> |
| Unchanged: <p>Internal RAM, cartridge</p> | Unchanged: <p>Internal RAM, cartridge</p> |
| Unchanged: <!-- /wp:paragraph --> | Unchanged: <!-- /wp:paragraph --> |
| Unchanged: <!-- wp:paragraph {"fontSize":"small"} --> | Unchanged: <!-- wp:paragraph {"fontSize":"small"} --> |
| Unchanged: <p class="has-small-font-size"><strong>Online services</strong></p> | Unchanged: <p class="has-small-font-size"><strong>Online services</strong></p> |
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| Unchanged: <!-- wp:paragraph --> | Unchanged: <!-- wp:paragraph --> |
| Unchanged: <p>[[Sega NetLink]]</p> | Unchanged: <p>[[Sega NetLink]]</p> |
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| Unchanged: <!-- wp:paragraph {"fontSize":"small"} --> | Unchanged: <!-- wp:paragraph {"fontSize":"small"} --> |
| Unchanged: <p class="has-small-font-size"><strong>Best-selling game</strong></p> | Unchanged: <p class="has-small-font-size"><strong>Best-selling game</strong></p> |
| Unchanged: <!-- /wp:paragraph --> | Unchanged: <!-- /wp:paragraph --> |
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| Unchanged: <p><em>[[Virtua Fighter 2]]</em>, 1.7 million[cite_web url="http://www.the-magicbox.com/topten2.htm" title="Japan Platinum Game Chart" publisher="The Magic Box" access-date="March 27, 2026" url-status="dead" archive-url="https://web.archive.org/web/20071213230402/http://www.the-magicbox.com/topten2.htm" archive-date="December 13, 2007"]</p> | Unchanged: <p><em>[[Virtua Fighter 2]]</em>, 1.7 million[cite_web url="http://www.the-magicbox.com/topten2.htm" title="Japan Platinum Game Chart" publisher="The Magic Box" access-date="March 27, 2026" url-status="dead" archive-url="https://web.archive.org/web/20071213230402/http://www.the-magicbox.com/topten2.htm" archive-date="December 13, 2007"]</p> |
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| Unchanged: <!-- wp:paragraph {"align":"center","fontSize":"medium"} --> | Unchanged: <!-- wp:paragraph {"align":"center","fontSize":"medium"} --> |
| Unchanged: <p class="has-text-align-center has-medium-font-size"><strong>Timeline</strong></p> | Unchanged: <p class="has-text-align-center has-medium-font-size"><strong>Timeline</strong></p> |
| Unchanged: <!-- /wp:paragraph --> | Unchanged: <!-- /wp:paragraph --> |
| Unchanged: <!-- wp:columns {"isStackedOnMobile":false} --> | Unchanged: <!-- wp:columns {"isStackedOnMobile":false} --> |
| Unchanged: <div class="wp-block-columns is-not-stacked-on-mobile"><!-- wp:column --> | Unchanged: <div class="wp-block-columns is-not-stacked-on-mobile"><!-- wp:column --> |
| Unchanged: <div class="wp-block-column"><!-- wp:paragraph {"align":"center","fontSize":"small"} --> | Unchanged: <div class="wp-block-column"><!-- wp:paragraph {"align":"center","fontSize":"small"} --> |
| Unchanged: <p class="has-text-align-center has-small-font-size"><strong>Predecessor</strong></p> | Unchanged: <p class="has-text-align-center has-small-font-size"><strong>Predecessor</strong></p> |
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| Unchanged: <!-- wp:paragraph {"align":"center"} --> | Unchanged: <!-- wp:paragraph {"align":"center"} --> |
| Unchanged: <p class="has-text-align-center">[[Sega Mega Drive]]</p> | Unchanged: <p class="has-text-align-center">[[Sega Mega Drive]]</p> |
| Unchanged: <!-- /wp:paragraph --></div> | Unchanged: <!-- /wp:paragraph --></div> |
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| Unchanged: <p class="has-text-align-center has-small-font-size"><strong>Successor</strong></p> | Unchanged: <p class="has-text-align-center has-small-font-size"><strong>Successor</strong></p> |
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| Unchanged: <p class="has-text-align-center">[[Dreamcast]]</p> | Unchanged: <p class="has-text-align-center">[[Dreamcast]]</p> |
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| Unchanged: <p>The <strong>Sega Saturn</strong> ([nihongo]セガサターン||Sega Satān[/nihongo]) is a 32-bit [[home video game console]] developed by [[Sega]] and released on 22 November 1994 in Japan, 11 May 1995 in North America, and 8 July 1995 in Europe. Part of the [[fifth generation of video game consoles]], it succeeded the [[Sega Mega Drive|Mega Drive/Genesis]] and used [[CD-ROM]] media alongside a multi-processor architecture built around dual [[SuperH|SH-2]] CPUs. Its software library included arcade conversions, 2D sprite-based games, and original releases, reflecting Sega's shift from the 16-bit era into 3D gaming.</p> | Unchanged: <p>The <strong>Sega Saturn</strong> ([nihongo]セガサターン||Sega Satān[/nihongo]) is a 32-bit [[home video game console]] developed by [[Sega]] and released on 22 November 1994 in Japan, 11 May 1995 in North America, and 8 July 1995 in Europe. Part of the [[fifth generation of video game consoles]], it succeeded the [[Sega Mega Drive|Mega Drive/Genesis]] and used [[CD-ROM]] media alongside a multi-processor architecture built around dual [[SuperH|SH-2]] CPUs. Its software library included arcade conversions, 2D sprite-based games, and original releases, reflecting Sega's shift from the 16-bit era into 3D gaming.</p> |
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| Unchanged: <p>The Saturn performed strongly in Japan, where it benefited from effective marketing and a popular domestic software lineup, but it struggled in North America and Europe due to its surprise early launch, strong competition from Sony's [[PlayStation]] and the [[Nintendo 64]], and hardware that many third-party developers found difficult to work with. The system was succeeded by the [[Dreamcast]] in 1998. Within the <em>[[Sonic the Hedgehog]]</em> franchise, the Saturn is notable for releases such as <em>[[Sonic Jam]]</em>, <em>[[Sonic R]]</em>, and <em>[[Sonic 3D Blast]]</em>, as well as the cancellation of <em>[[Sonic X-treme]]</em>, which left the console without a mainline original 3D <em>Sonic</em> platformer.</p> | Unchanged: <p>The Saturn performed strongly in Japan, where it benefited from effective marketing and a popular domestic software lineup, but it struggled in North America and Europe due to its surprise early launch, strong competition from Sony's [[PlayStation]] and the [[Nintendo 64]], and hardware that many third-party developers found difficult to work with. The system was succeeded by the [[Dreamcast]] in 1998. Within the <em>[[Sonic the Hedgehog]]</em> franchise, the Saturn is notable for releases such as <em>[[Sonic Jam]]</em>, <em>[[Sonic R]]</em>, and <em>[[Sonic 3D Blast]]</em>, as well as the cancellation of <em>[[Sonic X-treme]]</em>, which left the console without a mainline original 3D <em>Sonic</em> platformer.</p> |
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| Unchanged: <h2 class="wp-block-heading">Development </h2> | Unchanged: <h2 class="wp-block-heading">Development </h2> |
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| Unchanged: <p>Development of the Sega Saturn was supervised by [[Hideki Sato]], Sega's director and deputy general manager of research and development, while project manager [[Hideki Okamura]] later said the project, codenamed <em>Saturn</em>, had begun more than two years before its public unveiling at the Tokyo Toy Show in June 1994.[cite_magazine title="EGM Interviews SEGA SATURN Product Manager HIDEKI OKAMURA" magazine="[[EGM2]]" issue="1" volume="1" date="July 1994" page="114" quote="<strong>Hideki Okamura</strong>: &#91;Saturn&#93; was just a development code name for hardware that was adopted by the Japanese development staff. The name has become common knowledge and it has a nice ring to it."] The system was developed by the same team behind the [[System 32 (arcade)|System 32]] arcade board, and early plans reportedly emphasized strong 2D performance at a time when many developers were still focused on [[sprite]]-based games rather than polygonal graphics.[cite_web last="株式会社インプレス" date="2016-05-23" title="「Game On」トークイベント「セガハードの歴史を語り尽くす」レポート 歴代セガハードの生みの親が集結した夢のキャスティングが実現!" url="http://game.watch.impress.co.jp/docs/news/758667.html" access-date="2022-10-15" website="Game Watch" language="ja"][cite_web last="Manson" first="Leonard" date="2021-12-29" title="New Saturn Development Details: &quot;I Regret Not Basing It On The Model 1&quot;" url="https://www.somagnews.com/new-saturn-development-details-i-regret-not-basing-it-on-the-model-1/" access-date="2022-10-15" website="Somag News" archiveurl="https://web.archive.org/web/20220127081720/https://www.somagnews.com/new-saturn-development-details-i-regret-not-basing-it-on-the-model-1/" archive-date="January 27, 2022" url-status="usurped" language="en-US"]</p> | Unchanged: <p>Development of the Sega Saturn was supervised by [[Hideki Sato]], Sega's director and deputy general manager of research and development, while project manager [[Hideki Okamura]] later said the project, codenamed <em>Saturn</em>, had begun more than two years before its public unveiling at the Tokyo Toy Show in June 1994.[cite_magazine title="EGM Interviews SEGA SATURN Product Manager HIDEKI OKAMURA" magazine="[[EGM2]]" issue="1" volume="1" date="July 1994" page="114" quote="<strong>Hideki Okamura</strong>: &#91;Saturn&#93; was just a development code name for hardware that was adopted by the Japanese development staff. The name has become common knowledge and it has a nice ring to it."] The system was developed by the same team behind the [[System 32 (arcade)|System 32]] arcade board, and early plans reportedly emphasized strong 2D performance at a time when many developers were still focused on [[sprite]]-based games rather than polygonal graphics.[cite_web last="株式会社インプレス" date="2016-05-23" title="「Game On」トークイベント「セガハードの歴史を語り尽くす」レポート 歴代セガハードの生みの親が集結した夢のキャスティングが実現!" url="http://game.watch.impress.co.jp/docs/news/758667.html" access-date="2022-10-15" website="Game Watch" language="ja"][cite_web last="Manson" first="Leonard" date="2021-12-29" title="New Saturn Development Details: &quot;I Regret Not Basing It On The Model 1&quot;" url="https://www.somagnews.com/new-saturn-development-details-i-regret-not-basing-it-on-the-model-1/" access-date="2022-10-15" website="Somag News" archiveurl="https://web.archive.org/web/20220127081720/https://www.somagnews.com/new-saturn-development-details-i-regret-not-basing-it-on-the-model-1/" archive-date="January 27, 2022" url-status="usurped" language="en-US"]</p> |
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| Deleted: <p>In 1993, Sega and [[Hitachi]] formed a joint venture to develop a new processor for the console, resulting in the creation of the [[SuperH|SH-2]] later that year.[ref name="NG February"/][cite_web last="Pollack" first="Andrew" url="https://www.nytimes.com/1993/09/22/business/company-news-sega-to-use-hitachi-chip-in-video-game-machine.html" title="Sega to Use Hitachi Chip In Video Game Machine" work="[[The New York Times]]" date="September 22, 1993" access-date="April 15, 2014" quote="Sega Enterprises said today that it would base its next-generation home video game machine, due in the fall of 1994, on a new chip being developed by Hitachi Ltd | Added: <p>In 1993, Sega and [[Hitachi]] formed a joint venture to develop a new processor for the console, resulting in the creation of the [[SuperH|SH-2]] later that year.[ref name="NG February"][cite_magazine title="Sega Saturn" magazine="[[Next Generation (magazine)|Next Generation]]" date="February 1995" issue="2" volume="1" pages="36–43" url="https://archive.org/details/nextgen-issue-002/page/n37/mode/2up" quote="Sega's knee-jerk reaction was to delay its Saturn development program for a few months to incorporate a new video processor into the system. Not only would this boost its 2D abilities considerably (something that Sony's machine was less proficient at), but it would also provide better texture mapping for 3D graphics … Of course, Hitachi's link with the Saturn project goes much deeper. In 1993, the Japanese electronics company set up a joint venture with Sega to develop a CPU for the Saturn based on proprietary Hitachi technology. Several Hitachi staff were seconded to Sega's Saturn division (it's now believed that the same team is now working on preliminary 64-bit technology for Sega), and the result was the SH-2 … As with most Sega hardware, Model 1 was basically an expensive assortment of bought-in chips. Its main CPU, an [[NEC V60]] running at just 16 MHz, was simply too slow for the Saturn. And the bulk of ''Virtua Racing'''s number crunching was handled by four serial DSPs that were way too costly to be included in any home system. Sega's consequent development of the SH-2 meant that it could also produce a Saturn-compatible arcade system.][/ref][cite_web last="Pollack" first="Andrew" url="https://www.nytimes.com/1993/09/22/business/company-news-sega-to-use-hitachi-chip-in-video-game-machine.html" title="Sega to Use Hitachi Chip In Video Game Machine" work="[[The New York Times]]" date="September 22, 1993" access-date="April 15, 2014" quote="Sega Enterprises said today that it would base its next-generation home video game machine, due in the fall of 1994, on a new chip being developed by Hitachi Ltd &#91;...&#93; One Sega official said Hitachi's chip was attractively priced and would be designed with Sega's needs in mind &#91;...&#93; Yamaha is expected to provide sound chips and JVC the circuitry for compressing video images." archiveurl="https://web.archive.org/web/20140418061414/http://www.nytimes.com/1993/09/22/business/company-news-sega-to-use-hitachi-chip-in-video-game-machine.html" archivedate="April 18, 2014" url-status="live"] The Saturn was built around a dual-SH2 configuration. According to Sega section chief Kazuhiro Hamada, the SH-2 was chosen for reasons of cost and efficiency, but Sega concluded that a single CPU would not be enough to calculate a 3D game world on its own.[ref name="NG February"/][ref name="NextGenDec"][cite_magazine title="NG Hardware: Saturn" magazine="Next Generation" issue="12" volume="1" date="December 1995" pages="45–48" quote="The early pictures and technical breakdowns have remained relatively close to the final system, perhaps because the system was completed far earlier than many people realize &#91;...&#93; It was too late to make major alterations to the system, so, at the cost of pushing the launch schedule slightly, a video processor was added to the board to boost its 2D and 3D texture-mapping abilities. The real processing power of the Saturn comes from two Hitachi SH2 32-bit RISC processors running at 28 MHz. These processors were specially commissioned by Sega and are optimized for fast 3D graphics work."][/ref] Although the hardware design was largely complete by the end of 1993, reports on the technical capabilities of Sony's upcoming [[PlayStation (console)|PlayStation]] led Sega to add another video display processor in early 1994 to strengthen the system's 2D output and texture-mapped 3D graphics.[ref name="NG February"/][ref name="NextGenDec"/][ref name="NG January"][cite_magazine title="NG Hardware: Saturn" magazine="Next Generation" issue="1" volume="1" date="January 1995" pages="44–45" quote="Sega has spent the last nine months or so playing catch-up with Sony after a publisher-friend tipped Sega off about the power of PlayStation."][/ref]</p> |
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| Unchanged: <p>Sega of America was reportedly uneasy with the machine's final architecture. President [[Tom Kalinske]] later said that his division had "fought against the architecture of Saturn for quite some time", and he pursued an alternative graphics chip from [[Silicon Graphics]], though Sega of Japan rejected the proposal.[ref name="1UP Pleasure and Pain"/][ref name="IGNHistory_pg6"][cite_web url="https://ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=6" author="Fahs, Travis" title="IGN Presents the History of Sega" website="[[IGN]]" page="6" access-date="May 1, 2014" date="April 21, 2009" archiveurl="https://web.archive.org/web/20140306162629/http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=6" archive-date="March 6, 2014" urlstatus="live"][/ref] Kalinske, Sony Electronic Publishing's [[Ólafur Jóhann Ólafsson|Olaf Olafsson]], and Sony America's Micky Schulhof also discussed a joint Sega-Sony hardware platform, but the idea never moved forward because Sega wanted a machine that could handle both 2D and 3D strengths while Sony was more focused on 3D technology.[ref name="Tale of Two E3s"][cite_web last="Dring" first="Christopher" url="http://www.mcvuk.com/news/read/tale-of-two-e3s-xbox-vs-sony-vs-sega/0118482" title="A Tale of Two E3s – Xbox vs Sony vs Sega" website="MCVUK.com" access-date="January 4, 2019" date="July 7, 2013" urlstatus="dead" archiveurl="https://web.archive.org/web/20170222190759/http://www.mcvuk.com/news/read/tale-of-two-e3s-xbox-vs-sony-vs-sega/0118482" archive-date="February 22, 2017"][/ref][ref name="Sega-16 Kalinske"][cite_web last="Horowitz" first="Ken" url="http://www.sega16.com/feature_page.php?id=214&title=Interview%3A+Tom+Kalinske" title="Interview: Tom Kalinske" website="Sega-16" date="July 11, 2006" access-date="December 24, 2014" quote="<strong>Tom Kalinske:</strong> I remember we had a document that Olaf and Mickey took to Sony that said they'd like to develop jointly the next hardware, the next game platform, with Sega, and here's what we think it ought to do. Sony apparently gave the green light to that &#91;...&#93; Our proposal was that each of us would sell this joint Sega/Sony hardware platform; we'll share the loss on the hardware (whatever that is, we'll split it), combine our advertising and marketing, but we'll each be responsible for the software sales we'll generate. Now, at that particular point in time, Sega knew how to develop software a hell of a lot better than Sony did. They were just coming up the learning curve, so we would have benefited much more greatly &#91;...&#93; I felt that we were rushing Saturn. We didn't have the software right, and we didn't have the pricing right, so I felt we should have stayed with Genesis for another year." url-status="dead" archiveurl="https://web.archive.org/web/20090207173139/http://www.sega16.com/feature_page.php?id=214&title=Interview%3A%20Tom%20Kalinske" archivedate="February 7, 2009"][/ref]</p> | Unchanged: <p>Sega of America was reportedly uneasy with the machine's final architecture. President [[Tom Kalinske]] later said that his division had "fought against the architecture of Saturn for quite some time", and he pursued an alternative graphics chip from [[Silicon Graphics]], though Sega of Japan rejected the proposal.[ref name="1UP Pleasure and Pain"/][ref name="IGNHistory_pg6"][cite_web url="https://ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=6" author="Fahs, Travis" title="IGN Presents the History of Sega" website="[[IGN]]" page="6" access-date="May 1, 2014" date="April 21, 2009" archiveurl="https://web.archive.org/web/20140306162629/http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=6" archive-date="March 6, 2014" urlstatus="live"][/ref] Kalinske, Sony Electronic Publishing's [[Ólafur Jóhann Ólafsson|Olaf Olafsson]], and Sony America's Micky Schulhof also discussed a joint Sega-Sony hardware platform, but the idea never moved forward because Sega wanted a machine that could handle both 2D and 3D strengths while Sony was more focused on 3D technology.[ref name="Tale of Two E3s"][cite_web last="Dring" first="Christopher" url="http://www.mcvuk.com/news/read/tale-of-two-e3s-xbox-vs-sony-vs-sega/0118482" title="A Tale of Two E3s – Xbox vs Sony vs Sega" website="MCVUK.com" access-date="January 4, 2019" date="July 7, 2013" urlstatus="dead" archiveurl="https://web.archive.org/web/20170222190759/http://www.mcvuk.com/news/read/tale-of-two-e3s-xbox-vs-sony-vs-sega/0118482" archive-date="February 22, 2017"][/ref][ref name="Sega-16 Kalinske"][cite_web last="Horowitz" first="Ken" url="http://www.sega16.com/feature_page.php?id=214&title=Interview%3A+Tom+Kalinske" title="Interview: Tom Kalinske" website="Sega-16" date="July 11, 2006" access-date="December 24, 2014" quote="<strong>Tom Kalinske:</strong> I remember we had a document that Olaf and Mickey took to Sony that said they'd like to develop jointly the next hardware, the next game platform, with Sega, and here's what we think it ought to do. Sony apparently gave the green light to that &#91;...&#93; Our proposal was that each of us would sell this joint Sega/Sony hardware platform; we'll share the loss on the hardware (whatever that is, we'll split it), combine our advertising and marketing, but we'll each be responsible for the software sales we'll generate. Now, at that particular point in time, Sega knew how to develop software a hell of a lot better than Sony did. They were just coming up the learning curve, so we would have benefited much more greatly &#91;...&#93; I felt that we were rushing Saturn. We didn't have the software right, and we didn't have the pricing right, so I felt we should have stayed with Genesis for another year." url-status="dead" archiveurl="https://web.archive.org/web/20090207173139/http://www.sega16.com/feature_page.php?id=214&title=Interview%3A%20Tom%20Kalinske" archivedate="February 7, 2009"][/ref]</p> |
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| Unchanged: <p>Sega also reorganized its internal development structure in preparation for the Saturn. In 1993, the company restructured its studios so that arcade developers could help produce high-quality home games for the new console, and new teams such as [[Team Andromeda]] were formed during this period.[ref name="Making of Panzer Dragoon"][cite_web url="http://www.nowgamer.com/features/894677/the_making_of_panzer_dragoon_saga_part_1.html" title="The Making Of &#91;...&#93; <em>Panzer Dragoon Saga</em> Part 1" date="December 17, 2008" website="Now Gamer" archiveurl="https://web.archive.org/web/20140724042310/http://www.nowgamer.com/features/894677/the_making_of_panzer_dragoon_saga_part_1.html" archive-date="July 24, 2014" urlstatus="dead" access-date="March 20, 2014" quote="<strong>Kentaro Yoshida:</strong> We thought we'd have no problem making games that were superior to PlayStation games."][/ref] Around the same time, Sega approved the [[32X]] as a cheaper 32-bit entry point while the Saturn was still in development, which created overlap between the two projects and added tension between Sega of Japan and Sega of America once the Saturn was prioritized.[ref name="Retroinspection32X"][cite_magazine author="McFerran, Damien" year="2010" title="Retroinspection: Sega 32X" magazine="Retro Gamer" issue="77" pages="44–49" quote="<strong>Scot Bayless:</strong> The 32X call was made in early January &#91;1994&#93; &#91;...&#93; There's a part of me that wishes the Saturn had adopted the 32X graphics strategy, but that ship had sailed long before the greenlight call from Nakayama."][/ref][ref name="Miller"][cite_web author="Horowitz, Ken" title="Interview: Joe Miller" website="Sega-16" url="http://www.sega16.com/2013/02/interview-joe-miller/" date="February 7, 2013" access-date="May 25, 2014" quote="<strong>Joe Miller:</strong> I'd say that the rhetoric around the deteriorating relationship is probably overblown a little bit, based on what I've read. Nakayama-san and SOJ knew they had a strong, proven management team in place at SOA, and while everyone was concerned about growing the business, neither side lost confidence in the other." archiveurl="https://web.archive.org/web/20131202233248/http://www.sega16.com/2013/02/interview-joe-miller/" archive-date="December 2, 2013" urlstatus="live"][/ref]</p> | Unchanged: <p>Sega also reorganized its internal development structure in preparation for the Saturn. In 1993, the company restructured its studios so that arcade developers could help produce high-quality home games for the new console, and new teams such as [[Team Andromeda]] were formed during this period.[ref name="Making of Panzer Dragoon"][cite_web url="http://www.nowgamer.com/features/894677/the_making_of_panzer_dragoon_saga_part_1.html" title="The Making Of &#91;...&#93; <em>Panzer Dragoon Saga</em> Part 1" date="December 17, 2008" website="Now Gamer" archiveurl="https://web.archive.org/web/20140724042310/http://www.nowgamer.com/features/894677/the_making_of_panzer_dragoon_saga_part_1.html" archive-date="July 24, 2014" urlstatus="dead" access-date="March 20, 2014" quote="<strong>Kentaro Yoshida:</strong> We thought we'd have no problem making games that were superior to PlayStation games."][/ref] Around the same time, Sega approved the [[32X]] as a cheaper 32-bit entry point while the Saturn was still in development, which created overlap between the two projects and added tension between Sega of Japan and Sega of America once the Saturn was prioritized.[ref name="Retroinspection32X"][cite_magazine author="McFerran, Damien" year="2010" title="Retroinspection: Sega 32X" magazine="Retro Gamer" issue="77" pages="44–49" quote="<strong>Scot Bayless:</strong> The 32X call was made in early January &#91;1994&#93; &#91;...&#93; There's a part of me that wishes the Saturn had adopted the 32X graphics strategy, but that ship had sailed long before the greenlight call from Nakayama."][/ref][ref name="Miller"][cite_web author="Horowitz, Ken" title="Interview: Joe Miller" website="Sega-16" url="http://www.sega16.com/2013/02/interview-joe-miller/" date="February 7, 2013" access-date="May 25, 2014" quote="<strong>Joe Miller:</strong> I'd say that the rhetoric around the deteriorating relationship is probably overblown a little bit, based on what I've read. Nakayama-san and SOJ knew they had a strong, proven management team in place at SOA, and while everyone was concerned about growing the business, neither side lost confidence in the other." archiveurl="https://web.archive.org/web/20131202233248/http://www.sega16.com/2013/02/interview-joe-miller/" archive-date="December 2, 2013" urlstatus="live"][/ref]</p> |
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| Unchanged: <p>The final hardware reflected both Sega's ambitions and the compromises made during development. A 27-member "Away Team" from hardware engineering, product development, and marketing spent roughly two years designing the system, which ultimately used dual CPUs alongside multiple additional processors.[cite_web title="Sega Saturn" url="https://retrocdn.net/images/3/3b/NextGeneration_US_02.pdf#page=45" journal="Next Generation" date="February 1995" pages="43"] While the machine was powerful, its multi-processor structure, shared memory bus, and reliance on limited early development tools made it difficult to program efficiently. Third-party studios often had to rely on assembly language to achieve strong performance, and careful division of tasks between the CPUs was necessary to take full advantage of the hardware. These choices helped give the Saturn notable strengths in 2D graphics and certain arcade-style experiences, but they also contributed to the system's reputation as a challenging platform for developers.</p> | Unchanged: <p>The final hardware reflected both Sega's ambitions and the compromises made during development. A 27-member "Away Team" from hardware engineering, product development, and marketing spent roughly two years designing the system, which ultimately used dual CPUs alongside multiple additional processors.[cite_web title="Sega Saturn" url="https://retrocdn.net/images/3/3b/NextGeneration_US_02.pdf#page=45" journal="Next Generation" date="February 1995" pages="43"] While the machine was powerful, its multi-processor structure, shared memory bus, and reliance on limited early development tools made it difficult to program efficiently. Third-party studios often had to rely on assembly language to achieve strong performance, and careful division of tasks between the CPUs was necessary to take full advantage of the hardware. These choices helped give the Saturn notable strengths in 2D graphics and certain arcade-style experiences, but they also contributed to the system's reputation as a challenging platform for developers.</p> |
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| Unchanged: <h2 class="wp-block-heading">Release</h2> | Unchanged: <h2 class="wp-block-heading">Release</h2> |
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| Unchanged: <p>Sega released the Saturn in Japan on 22 November 1994 at a price of ¥44,800.[ref name="Saturn"][cite_web title="Sega Saturn" publisher="Sega Corporation" access-date=March 27, 2026 url="http://sega.jp/fb/segahard/ss/" language="ja" archiveurl="https://web.archive.org/web/20140716103105/http://sega.jp/fb/segahard/ss/" archivedate="July 16, 2014" url-status="live"][/ref] The launch was helped significantly by <em>[[Virtua Fighter (video game)|Virtua Fighter]]</em>, whose home conversion sold at nearly a one-to-one ratio with the console and became a major reason for the system's strong early momentum in Japan.[sfn 1="Kent" 2="2001" pp="501–502"][ref name="Edge VF"][cite_web title="<em>Virtua Fighter</em> Review" url="http://www.edgeonline.com/reviews/virtua-fighter-review/" work="Edge" date="December 22, 1994" accessdate="March 5, 2015" quote="<em>Virtua Fighter</em>'s 3D characters have a presence that 2D sprites just can't match. The characters really do seem 'alive', whether they're throwing a punch, unleashing a special move or reeling from a blow &#91;...&#93; The Saturn version of <em>Virtua Fighter</em> is an exceptional game in many respects. It's arguably the first true 'next generation' console game, fusing the best aspects of combat gameplay with groundbreaking animation and gorgeous sound (CD music and clear samples). In the arcades, <em>Virtua Fighter</em> made people stop and look. On the Saturn, it will make many people stop, look at their bank balance and then fork out for Sega's new machine. Over to you, Sony." url-status="dead" archiveurl="https://web.archive.org/web/20141210173015/http://www.edgeonline.com/reviews/virtua-fighter-review/" archive-date="December 10, 2014"][/ref][ref name="Edge Japanese launch"/] Although Sega had wanted a broader lineup that included <em>[[Clockwork Knight]]</em> and <em>[[Panzer Dragoon (video game)|Panzer Dragoon]]</em>, the only other first-party game ready at launch was <em>Wan Chai Connection</em>.[ref name="Making of Panzer Dragoon"/][ref][cite_magazine title="Saturn... Ahead of its Time?" last="Semrad" first="Ed" date="December 1994" magazine="[[Electronic Gaming Monthly]]" issue="65" page="6"][/ref] Sega's initial shipment reportedly sold out on the first day, and the company waited until the PlayStation's Japanese debut on 3 December before shipping additional stock.[ref name="Edge Japanese launch"/][ref name="IGNHistory_pg8"][cite_web url="https://ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=8" author="Fahs, Travis" title="IGN Presents the History of Sega" website="[[IGN]]" page="8" access-date="May 1, 2014" date="April 21, 2009" archiveurl="https://web.archive.org/web/20151106173810/http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=8" archive-date="November 6, 2015" urlstatus="live"][/ref]</p> | Unchanged: <p>Sega released the Saturn in Japan on 22 November 1994 at a price of ¥44,800.[ref name="Saturn"][cite_web title="Sega Saturn" publisher="Sega Corporation" access-date=March 27, 2026 url="http://sega.jp/fb/segahard/ss/" language="ja" archiveurl="https://web.archive.org/web/20140716103105/http://sega.jp/fb/segahard/ss/" archivedate="July 16, 2014" url-status="live"][/ref] The launch was helped significantly by <em>[[Virtua Fighter (video game)|Virtua Fighter]]</em>, whose home conversion sold at nearly a one-to-one ratio with the console and became a major reason for the system's strong early momentum in Japan.[sfn 1="Kent" 2="2001" pp="501–502"][ref name="Edge VF"][cite_web title="<em>Virtua Fighter</em> Review" url="http://www.edgeonline.com/reviews/virtua-fighter-review/" work="Edge" date="December 22, 1994" accessdate="March 5, 2015" quote="<em>Virtua Fighter</em>'s 3D characters have a presence that 2D sprites just can't match. The characters really do seem 'alive', whether they're throwing a punch, unleashing a special move or reeling from a blow &#91;...&#93; The Saturn version of <em>Virtua Fighter</em> is an exceptional game in many respects. It's arguably the first true 'next generation' console game, fusing the best aspects of combat gameplay with groundbreaking animation and gorgeous sound (CD music and clear samples). In the arcades, <em>Virtua Fighter</em> made people stop and look. On the Saturn, it will make many people stop, look at their bank balance and then fork out for Sega's new machine. Over to you, Sony." url-status="dead" archiveurl="https://web.archive.org/web/20141210173015/http://www.edgeonline.com/reviews/virtua-fighter-review/" archive-date="December 10, 2014"][/ref][ref name="Edge Japanese launch"/] Although Sega had wanted a broader lineup that included <em>[[Clockwork Knight]]</em> and <em>[[Panzer Dragoon (video game)|Panzer Dragoon]]</em>, the only other first-party game ready at launch was <em>Wan Chai Connection</em>.[ref name="Making of Panzer Dragoon"/][ref][cite_magazine title="Saturn... Ahead of its Time?" last="Semrad" first="Ed" date="December 1994" magazine="[[Electronic Gaming Monthly]]" issue="65" page="6"][/ref] Sega's initial shipment reportedly sold out on the first day, and the company waited until the PlayStation's Japanese debut on 3 December before shipping additional stock.[ref name="Edge Japanese launch"/][ref name="IGNHistory_pg8"][cite_web url="https://ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=8" author="Fahs, Travis" title="IGN Presents the History of Sega" website="[[IGN]]" page="8" access-date="May 1, 2014" date="April 21, 2009" archiveurl="https://web.archive.org/web/20151106173810/http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=8" archive-date="November 6, 2015" urlstatus="live"][/ref]</p> |
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| Unchanged: <p>In North America, Sega of America had originally announced a 2 September 1995 launch under the promotional label "Saturnday".[sfn 1="Kent" 2="2001" p="516"][ref name="Saturnday/1:1"][cite_press_release url="http://www.thefreelibrary.com/Let+the+games+begin%3a+Sega+Saturn+hits+retail+shelves+across+the...-a016634009" title="Let the games begin: Sega Saturn hits retail shelves across the nation Sept. 2; Japanese sales already put Sega on top of the charts." agency="[[Business Wire]]" location="[[Redwood City, California]]" date="March 9, 1995" access-date="December 24, 2014" archiveurl="https://web.archive.org/web/20141025012132/http://www.thefreelibrary.com/Let+the+games+begin%3a+Sega+Saturn+hits+retail+shelves+across+the...-a016634009" archivedate="October 25, 2014" via="The Free Library"][/ref] However, Sega of Japan pushed for an earlier launch in order to give the Saturn an advantage over the PlayStation.[sfn 1="Harris" 2="2014" p="536"] At the first [[Electronic Entertainment Expo]] on 11 May 1995, [[Tom Kalinske]] revealed that the console was already available at select retailers for [usd]399[/usd], bundled with <em>[[Virtua Fighter (video game)|Virtua Fighter]]</em>.[ref name="This Day"][cite_web last="Cifaldi" first="Frank" url="http://www.1up.com/news/day-history-sega-announces-surprise" title="This Day in History: Sega Announces Surprise Saturn Launch" website="1UP.com" date="May 11, 2010" access-date="December 10, 2016" url-status="dead" archive-url="https://archive.today/20130629122913/http://www.1up.com/news/day-history-sega-announces-surprise" archive-date="June 29, 2013"][/ref][ref name="Six launch"][cite_press_release url="https://www.thefreelibrary.com/Sega+Saturn+launch+takes+consumers+and+retailers+by+storm%3B+retailers...-a016867843" title="Sega Saturn launch takes consumers and retailers by storm; retailers struggling to keep up with consumer demand" agency="[[Business Wire]]" location="[[Redwood City, California]]" date="May 19, 1995" access-date="October 24, 2016" archiveurl="https://web.archive.org/web/20161025111725/https://www.thefreelibrary.com/Sega+Saturn+launch+takes+consumers+and+retailers+by+storm%3B+retailers...a016867843" archive-date="October 25, 2016" url-status="dead" via="The Free Library"][/ref] Only four retailers were included in the rollout, which angered chains that had not been warned in advance, and some, such as KB Toys, later refused to stock the system.[ref name="Tale of Two E3s"/][ref name="Schilling"/][ref name="cnet"][cite_web url="https://www.cnet.com/home/smart-home/why-the-saturn-was-the-worst-major-console-of-all-time/" title="Why the Saturn was the worst major console of all time" first="Don" last="Reisinger" website="[[CNET]]" date="31 January 2008" access-date="13 March 2023"][/ref][cite_web title="K-B Toys tells its side" url="https://www.ign.com/articles/1996/09/28/k-b-toys-tells-its-side" website="[[IGN]]" date="September 28, 1996" access-date="6 July 2023"] Sony then undercut Sega at the same event by announcing the PlayStation's [usd]299[/usd] price point.[ref name="Tale of Two E3s"/][sfn 1="Harris" 2="2014" p="545"][sfn 1="Kent" 2="2001" pp="505, 516"]</p> | Unchanged: <p>In North America, Sega of America had originally announced a 2 September 1995 launch under the promotional label "Saturnday".[sfn 1="Kent" 2="2001" p="516"][ref name="Saturnday/1:1"][cite_press_release url="http://www.thefreelibrary.com/Let+the+games+begin%3a+Sega+Saturn+hits+retail+shelves+across+the...-a016634009" title="Let the games begin: Sega Saturn hits retail shelves across the nation Sept. 2; Japanese sales already put Sega on top of the charts." agency="[[Business Wire]]" location="[[Redwood City, California]]" date="March 9, 1995" access-date="December 24, 2014" archiveurl="https://web.archive.org/web/20141025012132/http://www.thefreelibrary.com/Let+the+games+begin%3a+Sega+Saturn+hits+retail+shelves+across+the...-a016634009" archivedate="October 25, 2014" via="The Free Library"][/ref] However, Sega of Japan pushed for an earlier launch in order to give the Saturn an advantage over the PlayStation.[sfn 1="Harris" 2="2014" p="536"] At the first [[Electronic Entertainment Expo]] on 11 May 1995, [[Tom Kalinske]] revealed that the console was already available at select retailers for [usd]399[/usd], bundled with <em>[[Virtua Fighter (video game)|Virtua Fighter]]</em>.[ref name="This Day"][cite_web last="Cifaldi" first="Frank" url="http://www.1up.com/news/day-history-sega-announces-surprise" title="This Day in History: Sega Announces Surprise Saturn Launch" website="1UP.com" date="May 11, 2010" access-date="December 10, 2016" url-status="dead" archive-url="https://archive.today/20130629122913/http://www.1up.com/news/day-history-sega-announces-surprise" archive-date="June 29, 2013"][/ref][ref name="Six launch"][cite_press_release url="https://www.thefreelibrary.com/Sega+Saturn+launch+takes+consumers+and+retailers+by+storm%3B+retailers...-a016867843" title="Sega Saturn launch takes consumers and retailers by storm; retailers struggling to keep up with consumer demand" agency="[[Business Wire]]" location="[[Redwood City, California]]" date="May 19, 1995" access-date="October 24, 2016" archiveurl="https://web.archive.org/web/20161025111725/https://www.thefreelibrary.com/Sega+Saturn+launch+takes+consumers+and+retailers+by+storm%3B+retailers...a016867843" archive-date="October 25, 2016" url-status="dead" via="The Free Library"][/ref] Only four retailers were included in the rollout, which angered chains that had not been warned in advance, and some, such as KB Toys, later refused to stock the system.[ref name="Tale of Two E3s"/][ref name="Schilling"/][ref name="cnet"][cite_web url="https://www.cnet.com/home/smart-home/why-the-saturn-was-the-worst-major-console-of-all-time/" title="Why the Saturn was the worst major console of all time" first="Don" last="Reisinger" website="[[CNET]]" date="31 January 2008" access-date="13 March 2023"][/ref][cite_web title="K-B Toys tells its side" url="https://www.ign.com/articles/1996/09/28/k-b-toys-tells-its-side" website="[[IGN]]" date="September 28, 1996" access-date="6 July 2023"] Sony then undercut Sega at the same event by announcing the PlayStation's [usd]299[/usd] price point.[ref name="Tale of Two E3s"/][sfn 1="Harris" 2="2014" p="545"][sfn 1="Kent" 2="2001" pp="505, 516"]</p> |
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| Unchanged: <p>The surprise launch also limited the Saturn's software lineup in North America. Because most third-party publishers had been working toward the original September date, the system arrived with only six launch titles, all from Sega.[ref name="Six launch"/][cite_magazine title="1995: The Calm Before the Storm?" magazine="[[Next Generation (magazine)|Next Generation]]" issue="13" publisher="[[Imagine Media]]" date="January 1996" page="47"] Sega's early timing did not translate into a lasting advantage, and Sony's console quickly gained momentum after its own launch on 9 September 1995, supported by a stronger supply of software and a lower price.[ref name="IGN History of PlayStation"][cite_web url="https://ign.com/articles/1998/08/28/history-of-the-playstation" title="History of the PlayStation" website="[[IGN]]" date="August 28, 1998" accessdate="November 16, 2014" archiveurl="https://web.archive.org/web/20120218120358/http://psx.ign.com/articles/060/060188p1.html" archive-date="February 18, 2012" url-status="live"][/ref][sfn 1="Kent" 2="2001" pp="519–520"]</p> | Unchanged: <p>The surprise launch also limited the Saturn's software lineup in North America. Because most third-party publishers had been working toward the original September date, the system arrived with only six launch titles, all from Sega.[ref name="Six launch"/][cite_magazine title="1995: The Calm Before the Storm?" magazine="[[Next Generation (magazine)|Next Generation]]" issue="13" publisher="[[Imagine Media]]" date="January 1996" page="47"] Sega's early timing did not translate into a lasting advantage, and Sony's console quickly gained momentum after its own launch on 9 September 1995, supported by a stronger supply of software and a lower price.[ref name="IGN History of PlayStation"][cite_web url="https://ign.com/articles/1998/08/28/history-of-the-playstation" title="History of the PlayStation" website="[[IGN]]" date="August 28, 1998" accessdate="November 16, 2014" archiveurl="https://web.archive.org/web/20120218120358/http://psx.ign.com/articles/060/060188p1.html" archive-date="February 18, 2012" url-status="live"][/ref][sfn 1="Kent" 2="2001" pp="519–520"]</p> |
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| Unchanged: <p>The Saturn reached Europe on 8 July 1995 at a price of £399.99, also earlier than many had expected.[ref name="RetroinspectionSaturn"/] Retailers and the press had little time to promote the hardware or its games, which weakened the system's Western rollout from the start.[cite_news title="Dear Saturn Mag, I've Heard the Saturn Couldn't Handle <em>Alex Kidd</em>... Is This True?" work="[[Sega Saturn Magazine]]" volume="1" issue="2" date="December 1995" page="51"] The PlayStation launched in Europe on 29 September 1995 and quickly overtook it in key markets, including the United Kingdom.[cite_web last="Horsman" first="Mathew" url="https://www.independent.co.uk/news/business/sega-profits-plunge-as-rivals-turn-up-the-heat-1581404.html" title="Sega profits plunge as rivals turn up the heat" work="[[The Independent]]" date="November 11, 1995" access-date="March 27, 2026" archiveurl="https://web.archive.org/web/20150120053343/http://www.independent.co.uk/news/business/sega-profits-plunge-as-rivals-turn-up-the-heat-1581404.html" archivedate="January 20, 2015" url-status="live"][cite_web url="http://scei.co.jp/corporate/data/bizdataeu_e.html" title="Sony Computer Entertainment Inc. Business Development/Europe" publisher="SCE" access-date="January 20, 2015" url-status="dead" archiveurl="https://web.archive.org/web/20140728173744/http://scei.co.jp/corporate/data/bizdataeu_e.html" archive-date="July 28, 2014"]</p> | Unchanged: <p>The Saturn reached Europe on 8 July 1995 at a price of £399.99, also earlier than many had expected.[ref name="RetroinspectionSaturn"/] Retailers and the press had little time to promote the hardware or its games, which weakened the system's Western rollout from the start.[cite_news title="Dear Saturn Mag, I've Heard the Saturn Couldn't Handle <em>Alex Kidd</em>... Is This True?" work="[[Sega Saturn Magazine]]" volume="1" issue="2" date="December 1995" page="51"] The PlayStation launched in Europe on 29 September 1995 and quickly overtook it in key markets, including the United Kingdom.[cite_web last="Horsman" first="Mathew" url="https://www.independent.co.uk/news/business/sega-profits-plunge-as-rivals-turn-up-the-heat-1581404.html" title="Sega profits plunge as rivals turn up the heat" work="[[The Independent]]" date="November 11, 1995" access-date="March 27, 2026" archiveurl="https://web.archive.org/web/20150120053343/http://www.independent.co.uk/news/business/sega-profits-plunge-as-rivals-turn-up-the-heat-1581404.html" archivedate="January 20, 2015" url-status="live"][cite_web url="http://scei.co.jp/corporate/data/bizdataeu_e.html" title="Sony Computer Entertainment Inc. Business Development/Europe" publisher="SCE" access-date="January 20, 2015" url-status="dead" archiveurl="https://web.archive.org/web/20140728173744/http://scei.co.jp/corporate/data/bizdataeu_e.html" archive-date="July 28, 2014"]</p> |
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| Unchanged: <p>Within the <em>[[Sonic the Hedgehog]]</em> franchise, the Saturn's release period is often discussed alongside the absence of a major original 3D <em>Sonic</em> platformer at launch. While the console later received <em>[[Sonic Jam]]</em>, <em>[[Sonic R]]</em>, and <em>[[Sonic 3D Blast]]</em>, the cancellation of <em>[[Sonic X-treme]]</em> remained one of the most notable gaps in its software history.</p> | Unchanged: <p>Within the <em>[[Sonic the Hedgehog]]</em> franchise, the Saturn's release period is often discussed alongside the absence of a major original 3D <em>Sonic</em> platformer at launch. While the console later received <em>[[Sonic Jam]]</em>, <em>[[Sonic R]]</em>, and <em>[[Sonic 3D Blast]]</em>, the cancellation of <em>[[Sonic X-treme]]</em> remained one of the most notable gaps in its software history.</p> |
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| Unchanged: <h2 class="wp-block-heading">Hardware</h2> | Unchanged: <h2 class="wp-block-heading">Hardware</h2> |
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| Unchanged: <p>The Saturn was marketed as a 32-bit [[home video game console]], though Sega at times also described it in broader "64-bit" or multi-processor terms in promotional material. In practice, the system's design centered on a complex multi-chip architecture built around two [[SuperH#SH-2|Hitachi SH-2]] [[central processing unit|CPUs]] running at 28.6 MHz, supported by additional processors for system control, graphics, sound, and the CD-ROM drive.[ref name="NG February"/][ref name="Schilling"/][ref name="Allgame"/][ref name="Saturn Overview Manual"][cite_book title="Saturn Overview Manual" publisher="Sega of America" date="June 6, 1994"][/ref][rp pp="6, 8"] In total, the Saturn is often described as featuring eight processors.[ref name="Allgame"/]</p> | Unchanged: <p>The Saturn was marketed as a 32-bit [[home video game console]], though Sega at times also described it in broader "64-bit" or multi-processor terms in promotional material. In practice, the system's design centered on a complex multi-chip architecture built around two [[SuperH#SH-2|Hitachi SH-2]] [[central processing unit|CPUs]] running at 28.6 MHz, supported by additional processors for system control, graphics, sound, and the CD-ROM drive.[ref name="NG February"/][ref name="Schilling"/][ref name="Allgame"/][ref name="Saturn Overview Manual"][cite_book title="Saturn Overview Manual" publisher="Sega of America" date="June 6, 1994"][/ref][rp pp="6, 8"] In total, the Saturn is often described as featuring eight processors.[ref name="Allgame"/]</p> |
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| Unchanged: <p>Its graphics hardware was split between two [[video display processor]]s. The VDP1 handled sprites, textured quadrilateral polygons, and other foreground visual elements, while the VDP2 managed backgrounds, scrolling layers, and large visual planes used for effects such as skies, floors, and other pseudo-3D environments.[ref name="RetroinspectionSaturn"/][ref name="Saturn Overview Manual"/][rp p="9"] This arrangement gave the Saturn notable strengths in 2D graphics and arcade-style presentation, and it helped the console perform especially well with sprite-heavy games, fighting games, and conversions of Sega's arcade software. Unlike the [[PlayStation (console)|PlayStation]], which rendered triangles as its basic polygon type, the Saturn relied on quadrilaterals, a choice that could reduce some texture distortion but also made the hardware less aligned with industry-standard 3D development tools.</p> | Unchanged: <p>Its graphics hardware was split between two [[video display processor]]s. The VDP1 handled sprites, textured quadrilateral polygons, and other foreground visual elements, while the VDP2 managed backgrounds, scrolling layers, and large visual planes used for effects such as skies, floors, and other pseudo-3D environments.[ref name="RetroinspectionSaturn"/][ref name="Saturn Overview Manual"/][rp p="9"] This arrangement gave the Saturn notable strengths in 2D graphics and arcade-style presentation, and it helped the console perform especially well with sprite-heavy games, fighting games, and conversions of Sega's arcade software. Unlike the [[PlayStation (console)|PlayStation]], which rendered triangles as its basic polygon type, the Saturn relied on quadrilaterals, a choice that could reduce some texture distortion but also made the hardware less aligned with industry-standard 3D development tools.</p> |
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| Unchanged: <p>The Saturn used [[CD-ROM]]s as its main media format and included a double-speed CD-ROM drive controlled by a dedicated [[SuperH|SH-1]] processor to reduce loading demands on the main system.[ref name="Edge Japanese launch"/][ref name="SaturnSpecs"][cite_web title="Sega Saturn various data" publisher="[[Sega|Sega Corporation]]" access-date="February 27, 2014" url="http://sega.jp/fb/segahard/ss/data.html" language="ja" archiveurl="https://web.archive.org/web/20141017191250/http://sega.jp/fb/segahard/ss/data.html" archive-date="October 17, 2014" url-status="live"][/ref] It also featured a cartridge slot, not for standard game releases, but for expansion devices such as backup memory and RAM cartridges.[ref name="Allgame"/] These accessories became especially important for certain ports and late-generation 2D fighters, which benefited from extra memory. The console included 16 Mbit of work RAM, 12 Mbit of video RAM, 4 Mbit of sound RAM, 4 Mbit of CD buffer RAM, and 256 Kbit of internal battery backup memory for save data.[ref name="SaturnSpecs"/]</p> | Unchanged: <p>The Saturn used [[CD-ROM]]s as its main media format and included a double-speed CD-ROM drive controlled by a dedicated [[SuperH|SH-1]] processor to reduce loading demands on the main system.[ref name="Edge Japanese launch"/][ref name="SaturnSpecs"][cite_web title="Sega Saturn various data" publisher="[[Sega|Sega Corporation]]" access-date="February 27, 2014" url="http://sega.jp/fb/segahard/ss/data.html" language="ja" archiveurl="https://web.archive.org/web/20141017191250/http://sega.jp/fb/segahard/ss/data.html" archive-date="October 17, 2014" url-status="live"][/ref] It also featured a cartridge slot, not for standard game releases, but for expansion devices such as backup memory and RAM cartridges.[ref name="Allgame"/] These accessories became especially important for certain ports and late-generation 2D fighters, which benefited from extra memory. The console included 16 Mbit of work RAM, 12 Mbit of video RAM, 4 Mbit of sound RAM, 4 Mbit of CD buffer RAM, and 256 Kbit of internal battery backup memory for save data.[ref name="SaturnSpecs"/]</p> |
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| Unchanged: <p>For audio, the Saturn used a custom [[Yamaha YMF292|Yamaha-based sound processor]] with an integrated DSP and support for up to 32 sound channels, alongside a [[Motorola 68000|Motorola 68EC000]] sound controller.[ref name="Saturn Overview Manual"/][rp p="6"][ref name="SaturnSpecs"/] The system had two controller ports, and its standard pad expanded on the six-button [[Control Pad (Mega Drive)|Mega Drive controller]] by adding shoulder buttons. Later, Sega introduced the [[3D Control Pad]], which added an analog stick and analog triggers. Although powerful for its time, the Saturn's hardware design was difficult to use efficiently, especially for third-party developers, and that complexity became one of the defining aspects of the console's identity.</p> | Unchanged: <p>For audio, the Saturn used a custom [[Yamaha YMF292|Yamaha-based sound processor]] with an integrated DSP and support for up to 32 sound channels, alongside a [[Motorola 68000|Motorola 68EC000]] sound controller.[ref name="Saturn Overview Manual"/][rp p="6"][ref name="SaturnSpecs"/] The system had two controller ports, and its standard pad expanded on the six-button [[Control Pad (Mega Drive)|Mega Drive controller]] by adding shoulder buttons. Later, Sega introduced the [[3D Control Pad]], which added an analog stick and analog triggers. Although powerful for its time, the Saturn's hardware design was difficult to use efficiently, especially for third-party developers, and that complexity became one of the defining aspects of the console's identity.</p> |
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| Unchanged: <h2 class="wp-block-heading">Models</h2> | Unchanged: <h2 class="wp-block-heading">Models</h2> |
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| Unchanged: <p>The Sega Saturn was released in a range of regional and licensed variants, though most of them retained the same core hardware and feature set. Differences between models were usually limited to shell color, button shape, BIOS branding, controller style, bundled accessories, and minor internal revisions rather than major functional changes.[cite_magazine title="Saturn Fan" date="July 1996" page="25"]</p> | Unchanged: <p>The Sega Saturn was released in a range of regional and licensed variants, though most of them retained the same core hardware and feature set. Differences between models were usually limited to shell color, button shape, BIOS branding, controller style, bundled accessories, and minor internal revisions rather than major functional changes.[cite_magazine title="Saturn Fan" date="July 1996" page="25"]</p> |
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| Unchanged: <p>In Japan, Sega's earliest retail model was the gray HST-3200/HST-3210, which used oval power and reset buttons, a black cartridge flap, and a front drive access light. In 1996, Sega replaced it with the light gray HST-3220, often referred to as the "White Saturn", which adopted a revised shell with mostly round buttons and a matching lighter controller with multicolored face buttons. Later Japanese special editions included the translucent "Skeleton Saturn" models HST-0020 and HST-0021, as well as the translucent gray-blue <em>Derby Stallion</em> model HST-0022. These later transparent units are noted for limited production and some compatibility issues with a small number of games.[cite_magazine magazine="Maximum" issue="6" date="April 1996 (UK; 1996-04-27)" page="127"]</p> | Unchanged: <p>In Japan, Sega's earliest retail model was the gray HST-3200/HST-3210, which used oval power and reset buttons, a black cartridge flap, and a front drive access light. In 1996, Sega replaced it with the light gray HST-3220, often referred to as the "White Saturn", which adopted a revised shell with mostly round buttons and a matching lighter controller with multicolored face buttons. Later Japanese special editions included the translucent "Skeleton Saturn" models HST-0020 and HST-0021, as well as the translucent gray-blue <em>Derby Stallion</em> model HST-0022. These later transparent units are noted for limited production and some compatibility issues with a small number of games.[cite_magazine magazine="Maximum" issue="6" date="April 1996 (UK; 1996-04-27)" page="127"]</p> |
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| Unchanged: <p>Sega also licensed the Saturn to hardware partners in Japan. [[Hitachi]] released the <em>Hi-Saturn</em> line, including the MMP-1 and MMP-11, which featured distinctive branding and were commonly bundled with an MPEG card for [[Video CD]] playback. Hitachi also produced the <em>Hi-Saturn Navi</em> (MMP-1000NV), the most unusual Saturn variant, with a flatter body designed to support an optional folding LCD monitor and GPS navigation functions. [[JVC]] manufactured the <em>V-Saturn</em> line, including the RG-JX1 and RG-JX2, which closely resembled Sega's own Japanese Saturn revisions but used V-Saturn branding at startup and on the console shell.</p> | Unchanged: <p>Sega also licensed the Saturn to hardware partners in Japan. [[Hitachi]] released the <em>Hi-Saturn</em> line, including the MMP-1 and MMP-11, which featured distinctive branding and were commonly bundled with an MPEG card for [[Video CD]] playback. Hitachi also produced the <em>Hi-Saturn Navi</em> (MMP-1000NV), the most unusual Saturn variant, with a flatter body designed to support an optional folding LCD monitor and GPS navigation functions. [[JVC]] manufactured the <em>V-Saturn</em> line, including the RG-JX1 and RG-JX2, which closely resembled Sega's own Japanese Saturn revisions but used V-Saturn branding at startup and on the console shell.</p> |
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| Unchanged: <p>Outside Japan, Sega standardized the console's appearance more heavily. North American models were released in black rather than gray, beginning with the MK-80000, which was externally similar to the original Japanese unit aside from its color. Later revisions such as the MK-80000A and MK-80001 adopted round buttons, removed the drive access light, and introduced small internal changes. Early North American systems also included a slightly larger controller before Sega later adopted the Japanese-style pad.</p> | Unchanged: <p>Outside Japan, Sega standardized the console's appearance more heavily. North American models were released in black rather than gray, beginning with the MK-80000, which was externally similar to the original Japanese unit aside from its color. Later revisions such as the MK-80000A and MK-80001 adopted round buttons, removed the drive access light, and introduced small internal changes. Early North American systems also included a slightly larger controller before Sega later adopted the Japanese-style pad.</p> |
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| Unchanged: <p>European and Australian Saturn units were also black and broadly similar to North American hardware. The main PAL revisions were the MK-80200-50 and MK-80200A-50, with the later model switching to round buttons and dropping the drive access light. Aside from regional formatting and BIOS differences, PAL units did not significantly differ between European territories.</p> | Unchanged: <p>European and Australian Saturn units were also black and broadly similar to North American hardware. The main PAL revisions were the MK-80200-50 and MK-80200A-50, with the later model switching to round buttons and dropping the drive access light. Aside from regional formatting and BIOS differences, PAL units did not significantly differ between European territories.</p> |
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| Unchanged: <p>Additional regional variants were produced in South Korea and Brazil. In South Korea, [[Samsung]] distributed Saturn models such as the SPC-SATURN and SPC-SATURN II, while later distribution also included Kama Entertainment-branded units. In Brazil, [[Tectoy]] released local Saturn models including the 180010, 180090, and 180100, the latter two closely resembling Japanese late-period revisions such as the White Saturn and the <em>Derby Stallion</em> model.[cite_web title="The Samsung Saturn Revisited" publisher="NFGgames.com" url="http://nfggames.com/neography/pivot/entry.php?id=217" accessdate="22 October 2007"][cite_web title="Samsung Saturn – it does exist..." publisher="NFGgames.com" url="http://nfggames.com/games/grafx/samsat.htm" accessdate="19 July 2007"]</p> | Unchanged: <p>Additional regional variants were produced in South Korea and Brazil. In South Korea, [[Samsung]] distributed Saturn models such as the SPC-SATURN and SPC-SATURN II, while later distribution also included Kama Entertainment-branded units. In Brazil, [[Tectoy]] released local Saturn models including the 180010, 180090, and 180100, the latter two closely resembling Japanese late-period revisions such as the White Saturn and the <em>Derby Stallion</em> model.[cite_web title="The Samsung Saturn Revisited" publisher="NFGgames.com" url="http://nfggames.com/neography/pivot/entry.php?id=217" accessdate="22 October 2007"][cite_web title="Samsung Saturn – it does exist..." publisher="NFGgames.com" url="http://nfggames.com/games/grafx/samsat.htm" accessdate="19 July 2007"]</p> |
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| Unchanged: <p>Although collectors often distinguish sharply between the many Saturn shells and branded editions, the platform's model variations were generally less dramatic than those of the [[Sega Mega Drive]]. Most Saturn revisions shared the same overall capabilities, with the most notable exceptions being packaging differences, bundled expansion features such as Video CD support, and the uniquely specialized <em>Hi-Saturn Navi</em>.</p> | Unchanged: <p>Although collectors often distinguish sharply between the many Saturn shells and branded editions, the platform's model variations were generally less dramatic than those of the [[Sega Mega Drive]]. Most Saturn revisions shared the same overall capabilities, with the most notable exceptions being packaging differences, bundled expansion features such as Video CD support, and the uniquely specialized <em>Hi-Saturn Navi</em>.</p> |
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| Unchanged: <h2 class="wp-block-heading"><em>Sonic</em> games</h2> | Unchanged: <h2 class="wp-block-heading"><em>Sonic</em> games</h2> |
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| Unchanged: <p>The Sega Saturn had a relatively small official <em>[[Sonic the Hedgehog]]</em> lineup compared with earlier Sega systems. Rather than receiving a new mainline 3D platformer during the console's lifespan, the system was chiefly supported by <em>[[Sonic 3D Blast]]</em>, <em>[[Sonic Jam]]</em>, and <em>[[Sonic R]]</em>. This limited release history became one of the defining parts of the Saturn's place in <em>Sonic</em> history. </p> | Unchanged: <p>The Sega Saturn had a relatively small official <em>[[Sonic the Hedgehog]]</em> lineup compared with earlier Sega systems. Rather than receiving a new mainline 3D platformer during the console's lifespan, the system was chiefly supported by <em>[[Sonic 3D Blast]]</em>, <em>[[Sonic Jam]]</em>, and <em>[[Sonic R]]</em>. This limited release history became one of the defining parts of the Saturn's place in <em>Sonic</em> history. </p> |
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| Unchanged: <p><em>[[Sonic 3D Blast]]</em> was released on Saturn as an enhanced port of the Mega Drive/Genesis title, while <em>[[Sonic Jam]]</em> compiled the series' four main 16-bit games and added extra museum-style content tied to the franchise. <em>[[Sonic R]]</em> was the console's main original retail <em>Sonic</em> release, bringing the series into 3D racing and introducing [[Metal Knuckles]] and [[Tails Doll]]. </p> | Unchanged: <p><em>[[Sonic 3D Blast]]</em> was released on Saturn as an enhanced port of the Mega Drive/Genesis title, while <em>[[Sonic Jam]]</em> compiled the series' four main 16-bit games and added extra museum-style content tied to the franchise. <em>[[Sonic R]]</em> was the console's main original retail <em>Sonic</em> release, bringing the series into 3D racing and introducing [[Metal Knuckles]] and [[Tails Doll]]. </p> |
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| Unchanged: <p>Sonic also appeared in <em>[[Christmas NiGHTS into Dreams]]</em>, where he could be unlocked in the <em>Sonic the Hedgehog: Into Dreams...</em> minigame. In that mode, Sonic runs through Spring Valley on foot, the Puffy boss is replaced with a bouncing [[Doctor Eggman]]-themed variant, and the music uses a remixed version of "Final Fever" from the Japanese and European releases of <em>[[Sonic the Hedgehog CD]]</em>. This appearance is notable as the first time Sonic was playable in 3D on Sega Saturn hardware. </p> | Unchanged: <p>Sonic also appeared in <em>[[Christmas NiGHTS into Dreams]]</em>, where he could be unlocked in the <em>Sonic the Hedgehog: Into Dreams...</em> minigame. In that mode, Sonic runs through Spring Valley on foot, the Puffy boss is replaced with a bouncing [[Doctor Eggman]]-themed variant, and the music uses a remixed version of "Final Fever" from the Japanese and European releases of <em>[[Sonic the Hedgehog CD]]</em>. This appearance is notable as the first time Sonic was playable in 3D on Sega Saturn hardware. </p> |
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| Unchanged: <p>Several additional <em>Sonic</em> projects were planned for the Saturn but never reached release. These included <em>[[Sonic X-treme]]</em>, <em>[[Sonic Saturn]]</em>, a proposed port of <em>[[Sonic the Fighters]]</em>, and early Saturn-era development work on <em>[[Sonic Adventure]]</em>, which was later moved to the [[Dreamcast]]. <em>Sonic X-treme</em> was intended to be the Saturn's first fully 3D <em>Sonic</em> platformer, but it was cancelled in early 1997 after a troubled development cycle. Its cancellation, together with the shift of <em>Sonic Adventure</em> to the Dreamcast, left the Saturn without the major original 3D <em>Sonic</em> game many expected from a Sega console.</p> | Unchanged: <p>Several additional <em>Sonic</em> projects were planned for the Saturn but never reached release. These included <em>[[Sonic X-treme]]</em>, <em>[[Sonic Saturn]]</em>, a proposed port of <em>[[Sonic the Fighters]]</em>, and early Saturn-era development work on <em>[[Sonic Adventure]]</em>, which was later moved to the [[Dreamcast]]. <em>Sonic X-treme</em> was intended to be the Saturn's first fully 3D <em>Sonic</em> platformer, but it was cancelled in early 1997 after a troubled development cycle. Its cancellation, together with the shift of <em>Sonic Adventure</em> to the Dreamcast, left the Saturn without the major original 3D <em>Sonic</em> game many expected from a Sega console.</p> |
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| Unchanged: <h2 class="wp-block-heading">Accessories</h2> | Unchanged: <h2 class="wp-block-heading">Accessories</h2> |
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| Unchanged: <p>The Sega Saturn supported a wide range of accessories, with many of them making use of the console's cartridge slot or expanding its control options. The cartridge slot was not used for standard game releases, but for devices such as backup memory and RAM cartridges. Backup memory cartridges and other storage cards were used to save game data beyond the console's limited internal memory, while RAM cartridges were used to expand memory and reduce loading demands in supported games.</p> | Unchanged: <p>The Sega Saturn supported a wide range of accessories, with many of them making use of the console's cartridge slot or expanding its control options. The cartridge slot was not used for standard game releases, but for devices such as backup memory and RAM cartridges. Backup memory cartridges and other storage cards were used to save game data beyond the console's limited internal memory, while RAM cartridges were used to expand memory and reduce loading demands in supported games.</p> |
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| Unchanged: <p>Sega also released several alternative controllers and control peripherals. The best known was the [[3D Control Pad]], introduced with <em>[[NiGHTS into Dreams]]</em>, which added an analog stick and analog shoulder buttons. Other peripherals included a wireless infrared controller, arcade sticks such as the Virtua Stick and Virtua Stick Pro, the Mission Analog Stick, the Twin Stick, the [[Virtua Gun]] for shooting games, and the Arcade Racer steering wheel for racing titles. Multiplayer accessories were also a notable part of the Saturn's lineup. The [[Direct Link]] or Play Cable allowed two Saturn consoles to be connected for head-to-head multiplayer across two televisions, while the Saturn multitap allowed up to six players on a single console. With two multitaps, one setup could support as many as twelve players in compatible games.</p> | Unchanged: <p>Sega also released several alternative controllers and control peripherals. The best known was the [[3D Control Pad]], introduced with <em>[[NiGHTS into Dreams]]</em>, which added an analog stick and analog shoulder buttons. Other peripherals included a wireless infrared controller, arcade sticks such as the Virtua Stick and Virtua Stick Pro, the Mission Analog Stick, the Twin Stick, the [[Virtua Gun]] for shooting games, and the Arcade Racer steering wheel for racing titles. Multiplayer accessories were also a notable part of the Saturn's lineup. The [[Direct Link]] or Play Cable allowed two Saturn consoles to be connected for head-to-head multiplayer across two televisions, while the Saturn multitap allowed up to six players on a single console. With two multitaps, one setup could support as many as twelve players in compatible games.</p> |
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| Unchanged: <p>Additional peripherals included the Saturn keyboard, mouse, floppy disk drive, movie card, and the [[Sega NetLink]] modem. NetLink added dial-up online functions and direct multiplayer support for a small number of games, while the movie card expanded video playback features. Together, these accessories reflected Sega's modular approach to the Saturn, allowing the hardware to be adapted for storage, multiplayer, arcade-style controls, and early online play.</p> | Unchanged: <p>Additional peripherals included the Saturn keyboard, mouse, floppy disk drive, movie card, and the [[Sega NetLink]] modem. NetLink added dial-up online functions and direct multiplayer support for a small number of games, while the movie card expanded video playback features. Together, these accessories reflected Sega's modular approach to the Saturn, allowing the hardware to be adapted for storage, multiplayer, arcade-style controls, and early online play.</p> |
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| Unchanged: <h2 class="wp-block-heading">Commercial performance and legacy</h2> | Unchanged: <h2 class="wp-block-heading">Commercial performance and legacy</h2> |
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| Unchanged: <p>The Saturn performed strongly in Japan during its early life and remained competitive there for longer than it did in Western markets. By the end of 1994, Sega had sold 500,000 units in Japan, compared with 300,000 PlayStations, and the system passed 1 million sales within the following six months.[cite_magazine title="Japanese Stats Give Saturn the Edge" magazine="Edge" issue="19" volume="3" date="April 1995" pages="10–11"][cite_magazine title="Sega Saturn: You've Watched the TV Commercials...Now Read the Facts" magazine="Next Generation" issue="8" volume="1" date="August 1995" pages="26–32"] In Europe, the 1996 "Three Free" bundle, which packaged the console with <em>Daytona USA</em>, <em>Virtua Fighter 2</em>, and <em>Virtua Cop</em>, gave the Saturn a temporary boost and helped keep it competitive into 1997.[cite_magazine title="Who Won the Videogame Wars of 1996?" magazine="Next Generation" issue="28" date="April 1997" pages="16–19"]</p> | Unchanged: <p>The Saturn performed strongly in Japan during its early life and remained competitive there for longer than it did in Western markets. By the end of 1994, Sega had sold 500,000 units in Japan, compared with 300,000 PlayStations, and the system passed 1 million sales within the following six months.[cite_magazine title="Japanese Stats Give Saturn the Edge" magazine="Edge" issue="19" volume="3" date="April 1995" pages="10–11"][cite_magazine title="Sega Saturn: You've Watched the TV Commercials...Now Read the Facts" magazine="Next Generation" issue="8" volume="1" date="August 1995" pages="26–32"] In Europe, the 1996 "Three Free" bundle, which packaged the console with <em>Daytona USA</em>, <em>Virtua Fighter 2</em>, and <em>Virtua Cop</em>, gave the Saturn a temporary boost and helped keep it competitive into 1997.[cite_magazine title="Who Won the Videogame Wars of 1996?" magazine="Next Generation" issue="28" date="April 1997" pages="16–19"]</p> |
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| Unchanged: <p>Even so, the Saturn failed to keep pace with the [[PlayStation (console)|PlayStation]] in North America and Europe. Sony's lower launch price, stronger third-party support, and wider retail distribution steadily pushed Sega behind in the West.[cite_journal last="Schilling" first="Mellissa A." title="Technological Leapfrogging: Lessons From the U.S. Video Game Console Industry" journal="California Management Review" volume="45" number="3" date="Spring 2003" pages="12, 23" doi="10.2307/41166174" jstor="41166174" s2cid="114838931"][cite_book author-last="Finn" author-first="Mark" editor-last="Mäyrä" editor-first="Frans" title="Computer Games and Digital Cultures: Conference Proceedings" chapter="Console Games in the Age of Convergence" publisher="Tampere University Press" year="2002" isbn="9789514453717" pages="45–58"] After the launch of the [[Nintendo 64]] in 1996, Saturn sales declined further, and by the end of that year the PlayStation had sold 2.9 million units in the United States, compared with 1.2 million Saturn units.[cite_journal last="Schilling" first="Mellissa A." title="Technological Leapfrogging: Lessons From the U.S. Video Game Console Industry" journal="California Management Review" volume="45" number="3" date="Spring 2003" pages="12, 23" doi="10.2307/41166174" jstor="41166174" s2cid="114838931"] Worldwide shipments fell sharply in 1997, and Sega began preparing to replace the system with the [[Dreamcast]].[cite_web url="http://www.telecompaper.com/news/sega-sales-fall-in-1sthalf--123315" title="Sega Sales Fall in First Half" work="Telecompaper" date="November 21, 1997" archive-url="https://web.archive.org/web/20151105061708/http://www.telecompaper.com/news/sega-sales-fall-in-1sthalf--123315" archive-date=November 5, 2015" url-status="dead"]</p> | Unchanged: <p>Even so, the Saturn failed to keep pace with the [[PlayStation (console)|PlayStation]] in North America and Europe. Sony's lower launch price, stronger third-party support, and wider retail distribution steadily pushed Sega behind in the West.[cite_journal last="Schilling" first="Mellissa A." title="Technological Leapfrogging: Lessons From the U.S. Video Game Console Industry" journal="California Management Review" volume="45" number="3" date="Spring 2003" pages="12, 23" doi="10.2307/41166174" jstor="41166174" s2cid="114838931"][cite_book author-last="Finn" author-first="Mark" editor-last="Mäyrä" editor-first="Frans" title="Computer Games and Digital Cultures: Conference Proceedings" chapter="Console Games in the Age of Convergence" publisher="Tampere University Press" year="2002" isbn="9789514453717" pages="45–58"] After the launch of the [[Nintendo 64]] in 1996, Saturn sales declined further, and by the end of that year the PlayStation had sold 2.9 million units in the United States, compared with 1.2 million Saturn units.[cite_journal last="Schilling" first="Mellissa A." title="Technological Leapfrogging: Lessons From the U.S. Video Game Console Industry" journal="California Management Review" volume="45" number="3" date="Spring 2003" pages="12, 23" doi="10.2307/41166174" jstor="41166174" s2cid="114838931"] Worldwide shipments fell sharply in 1997, and Sega began preparing to replace the system with the [[Dreamcast]].[cite_web url="http://www.telecompaper.com/news/sega-sales-fall-in-1sthalf--123315" title="Sega Sales Fall in First Half" work="Telecompaper" date="November 21, 1997" archive-url="https://web.archive.org/web/20151105061708/http://www.telecompaper.com/news/sega-sales-fall-in-1sthalf--123315" archive-date=November 5, 2015" url-status="dead"]</p> |
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| Unchanged: <p>Sega discontinued the Saturn in North America in 1998, while support in Japan continued until 2000.[cite_web last="Fahs" first="Travis" url="https://ign.com/articles/2010/09/10/ign-presents-the-history-of-dreamcast" title="IGN Presents the History of Dreamcast" website="IGN" date="September 9, 2010"] Lifetime sales reached about 9.26 million units worldwide, including 5.75 million in Japan, 1.8 million in the United States, 1 million in Europe, and 530,000 in other territories.[cite_magazine title="Goodbye (?!) Sega Saturn" magazine="Dreamcast Magazine (JP)" volume="3" issue="12" date="April 7, 2000" page="154"][cite_book last="Ernkvist" first="Mirko" title="The Video Game Industry: Formation, Present State, and Future" chapter="Console Hardware: The Development of Nintendo Wii" publisher="Routledge" year="2012" isbn="9781138803831" page="158"] Although this made it Sega's highest-selling home console in Japan, the Saturn is generally regarded as a commercial failure because it fell far short of Sega's expectations internationally.[cite_magazine magazine="Brandweek" title="Looking for a Sonic Boom" author="Lefton, Terry" volume="39" issue="9" year="1998" pages="26–29"]</p> | Unchanged: <p>Sega discontinued the Saturn in North America in 1998, while support in Japan continued until 2000.[cite_web last="Fahs" first="Travis" url="https://ign.com/articles/2010/09/10/ign-presents-the-history-of-dreamcast" title="IGN Presents the History of Dreamcast" website="IGN" date="September 9, 2010"] Lifetime sales reached about 9.26 million units worldwide, including 5.75 million in Japan, 1.8 million in the United States, 1 million in Europe, and 530,000 in other territories.[cite_magazine title="Goodbye (?!) Sega Saturn" magazine="Dreamcast Magazine (JP)" volume="3" issue="12" date="April 7, 2000" page="154"][cite_book last="Ernkvist" first="Mirko" title="The Video Game Industry: Formation, Present State, and Future" chapter="Console Hardware: The Development of Nintendo Wii" publisher="Routledge" year="2012" isbn="9781138803831" page="158"] Although this made it Sega's highest-selling home console in Japan, the Saturn is generally regarded as a commercial failure because it fell far short of Sega's expectations internationally.[cite_magazine magazine="Brandweek" title="Looking for a Sonic Boom" author="Lefton, Terry" volume="39" issue="9" year="1998" pages="26–29"]</p> |
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| Unchanged: <p>The Saturn's long-term legacy is more favorable than its sales performance suggests. While the console was criticized at the time for its difficult hardware and shrinking software support, later retrospective coverage has been much more positive about its library, particularly its fighting games, shooters, RPGs, and arcade-style titles.[cite_web url="https://gamesradar.com/best-saturn-games-all-time/" title="Best Saturn games of all time" work="GamesRadar" date="March 6, 2014" archive-url="https://web.archive.org/web/20160408045155/http://www.gamesradar.com/best-saturn-games-all-time/" archive-date="April 8, 2016" url-status="live"][cite_web last="Stuart" first="Keith" url="https://www.theguardian.com/technology/2015/may/15/sega-saturn-how-to-buy" title="Sega Saturn - how to buy one and what to play" work="The Guardian" date="May 15, 2015" archive-url="https://web.archive.org/web/20150526192113/http://www.theguardian.com/technology/2015/may/15/sega-saturn-how-to-buy" archive-date=May 26, 2015" url-status="live"] Within <em>[[Sonic the Hedgehog]]</em> history, the Saturn is especially remembered for what it lacked. Despite hosting releases such as <em>[[Sonic Jam]]</em>, <em>[[Sonic R]]</em>, and <em>[[Sonic 3D Blast]]</em>, it never received the flagship original 3D <em>Sonic</em> platformer many expected. The cancellation of <em>[[Sonic X-treme]]</em> became one of the clearest symbols of the Saturn era's difficulties, while <em>[[Sonic Adventure]]</em> ultimately moved to the Dreamcast, where it helped define Sega's next hardware generation.[cite_journal date="October 8, 1998" title="Sega Saturn Magazine Interview with Yuji Naka" url="http://www.sonic-jam.org/aii1998:oct08" journal="Sega Saturn Magazine" issue="36" archive-url="https://web.archive.org/web/20210518153449/http://www.sonic-jam.org/aii1998:oct08" archive-date="May 18, 2021" url-status="usurped"]</p> | Unchanged: <p>The Saturn's long-term legacy is more favorable than its sales performance suggests. While the console was criticized at the time for its difficult hardware and shrinking software support, later retrospective coverage has been much more positive about its library, particularly its fighting games, shooters, RPGs, and arcade-style titles.[cite_web url="https://gamesradar.com/best-saturn-games-all-time/" title="Best Saturn games of all time" work="GamesRadar" date="March 6, 2014" archive-url="https://web.archive.org/web/20160408045155/http://www.gamesradar.com/best-saturn-games-all-time/" archive-date="April 8, 2016" url-status="live"][cite_web last="Stuart" first="Keith" url="https://www.theguardian.com/technology/2015/may/15/sega-saturn-how-to-buy" title="Sega Saturn - how to buy one and what to play" work="The Guardian" date="May 15, 2015" archive-url="https://web.archive.org/web/20150526192113/http://www.theguardian.com/technology/2015/may/15/sega-saturn-how-to-buy" archive-date=May 26, 2015" url-status="live"] Within <em>[[Sonic the Hedgehog]]</em> history, the Saturn is especially remembered for what it lacked. Despite hosting releases such as <em>[[Sonic Jam]]</em>, <em>[[Sonic R]]</em>, and <em>[[Sonic 3D Blast]]</em>, it never received the flagship original 3D <em>Sonic</em> platformer many expected. The cancellation of <em>[[Sonic X-treme]]</em> became one of the clearest symbols of the Saturn era's difficulties, while <em>[[Sonic Adventure]]</em> ultimately moved to the Dreamcast, where it helped define Sega's next hardware generation.[cite_journal date="October 8, 1998" title="Sega Saturn Magazine Interview with Yuji Naka" url="http://www.sonic-jam.org/aii1998:oct08" journal="Sega Saturn Magazine" issue="36" archive-url="https://web.archive.org/web/20210518153449/http://www.sonic-jam.org/aii1998:oct08" archive-date="May 18, 2021" url-status="usurped"]</p> |
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