Where did you get it? Does ut work proberly?On another related note I've just realised Ive got a sega model 2 emulator...
Link?
Nobody mocked the devs. The poor guys had to make games for hardware that was a bitch to get good results.
Do you have evidence that ports like Sega Rally from Arcade to Saturn (or any other game) was experiencing any lack of focus due to 32X? Or that it was the same people doing multiple ports simultaneously? 32X barely got anything and if Sega wanted a game on the Saturn, I am pretty sure they focused to make a good game primarily on that platform.
Your claim that Saturn games were affected by the 3SX sounds more like a mere assumption.
Of course they lost but I was talking about the quality of the games. The way I understood it is that Akumajou suggests that Saturn wasn't getting the expected quality results from its games or that ports werent as good as they should due to making games on multiple platforms and because resources werent fully allocated.
Although I understand that better marketing and a few more games might have been released on the Saturn if they could focus only on one console, I doubt games released were visually compromised more because of that instead of the hardware peculiarities.
I am pretty sure games like Sega Rally, Virtua Cop, Virtua Fighter 2 etc looked as good as they could for their time considering the hardware.
On a related note, me and a friend are running a small game store and we got an old TV monitor for the sake of retro gaming. Today we connected it with a Saturn and tried some Sega Rally.
The memories.
My friend modded his Saturn to include a fan, a LED screen for monitoring temperature,
Does it specifically specify sold to retail or sold to consumers?It's PRINTED...end of year quarterly report or ytd sales...other Japanese publications also printed and published sales figures of note in 1995, 1996, 1997, 1998 and 1999.
Iirc 1996 had the last 16bit sales reports.
Nobody questioned the existence of the 32XIf you say so...however this post makes your knowledge of that era really clueless...it's quite easy specially if you spend so much time a Sega Saturn thread to find the data...which was also printed back in 1994 as upcoming games and 1995.
Your argument goes like this:Virtua Fighter 1 was promised for Sega of America's 32X which released late in 1995.
Sega's AM2 had 1994-1995 with Sega Saturn and 32X. As well as the ROM based ST-V Arcade hardware...as well as the $10,000.00 plus high end Sega Model 2 which officially had the 1993 testing of Daytona USA and the 1994 full version Daytona USA. As well as doing preparation for Sega Model 3 development which iirc saw two games released in 1996.
Nobody mentioned a "conspiracy" that tries to make the Saturn look better than it is.Your arguments are about ridiculing the hardware Sega made versus the Sony PlayStation and that's really all you do...you insinuated or instigated the word "conspiracy" as a way to dismiss anything positive or informative about the Sega Saturn...
Ahm..... gamers from around the world were playing games made from around the world and thus this statemented is irrelevant.I wasn't aware initially that you were in the U.K. or Europe PAL region which was initially affected by the lack of focused development. However the U.K. alone* (or let's focus on third-party devs there) was a region where game devs didn't fear assembler coding and didn't fear complex "hard to dev for" Saturn....and those devs' contributions stand out big.
Games under a tough schedule is a common thing. Sega Rally Championship was not a new project made up from scratch for the Saturn.The same Sega internal dev team that handled the 32X Virtua Racing Deluxe was tasked with porting the Saturn version of Sega Rally Championship 1995...a Sega Model 2 game released in 1995...with a development cycle stated to be around six months.
Show me the articles and then we will discuss or tell me which issue and I will find it. The exact interview is a better argument than any probable misinterpretation from bad memory.And a bonus if you lived in the U.K. as they (Maximum magazine iirc) actually interviewed them and were informed about the fast paced schedule and how they wanted to add features but couldn't...
Now would it be fair to say that if no SoA 32X fiasco existed and that same dev team...CS Team was instead tasked to handle Saturn version of Virtua Racing Deluxe (again unlike how it was handed over to a third party due to what was going on) then you would eliminate a lot of the initial teething problems even if Sega Rally was still ported for December 1995 release?
Sega AM2 did directly handle porting of Virtua Fighter 1, Gale Racer and Daytona USA while Virtua Fighter Remix was a Sega ST-V Arcade hardware game and we can definitely argue that there was very MUCH rushed paced development before they started work on Virtua Fighter 2...along with pressure from Western game magazines on the subject of the Sega Graphics Libraries...an interesting topic that only those western magazines made a big deal about early in 1995 released magazines...specifically Edge-Next-generation which posted an infamous Yu Suzuki "quote" from development version of Virtua Fighter 1 which DOES NOT appear in ANY of their previous and only U.K. released magazines.
??But sure as hell was used as mud to...smear the Sega Saturn after it's sold out Japan launch. Bias? Conspiracy? Paid off?
My friend installed the fan just as a precaution because he values the Saturn model he modded a lot. Its a perfect console for playing all regions and at their intended speeds.It doesnt necessarily means it is needed.Truly bizarre...reading that... even the Japanese launch day Sega Saturn didn't require some fan...or any cooling system...
Internal engineering sample and development prototypes...sure...but by launch Sega/Hitachi hit their die shrink targets...with numbers not much different than what was announced in September 1993 Japan and later further revealed in the Spring/Summer Tokyo Game Show event.
PlayStation did have a type of heat spreading heat sink thingy that isn't the type of heatsink we would know of in PCs
And I could be wrong but even premium Sega Model 2 didn't require a cooling fan...unless it was for the power supply.
I am really curious.
Some homebrew on the console is very simple, not even touching it's capabilities. Is it posible that some people could really experiment with the console these days and get out some interesting results?
So....what are the skills required for it?Sure, there's no reason they couldn't do anything the console is capable of, if they put in enough work.
So....what are the skills required for it?
Very well explained indeed, Exophase.
I don't mean to barge in, this is my first post here, but I'd like to add a couple of comments, based on what I remember from back in the day (when I was still developing games), and more recently (when I did some experiments with Sonic X-Treme).
First of all, as you already discussed, the time constraints dictated by making games as a business meant that in general, given a game design, a certain amount of time and a group of developers, the most effective console to develop for (HW architecture, software tools and libraries, documentation, sample code, technical support, developer resources) would most likely yield a higher quality game.
Even with exclusive titles one can only go as far as it makes financial sense, and this means optimization and performance tuning to the death is not always attainable.
I was lucky enough to be at both the PS1 and the Saturn launches in Europe and sank my teeth in both the development systems over time, and later the N64 (and then several others).
In my humble opinion the Saturn is the console in that generation that had the most complex architecture and therefore left the most potential untapped, when compared to the competition. This is not to say that developers could have made it run twice as fast, and different kinds of games would have benefited by a considerably different margin, but rather that Sega initially handed developers quite terrible development systems/tools and at some point (still pretty early, in the grand scheme of things) gave up on the machine and developers reduced their investment/time/exposure and thus never squeezed the machine to its fullest.
On the other side, Sony kept pushing the Playstation hard, with strong marketing campaigns, signing more exclusive titles, dedicated developer conferences, better and better tools and libraries.
Among the many possible examples of this is the Sony DTL-H2700 development hardware, which includes easily the most sophisticated performance analysis profiler of its time. Nothing else was even close. I have one of them and to this day I use it sometimes to see the differences in the use of the machine developers had on early games vs. late games.
With that kind of instrument, it has been possible to obtain an amazing level of performance tuning on the Playstation; nothing of sorts has ever been available on Saturn, and even the last version of the SDK libraries released to Sega developers were years behind in terms of sheer scope and level of platform exploitation, when compared to Sony's (which weren't all that phenomenal either at the end of the day).
The necessary level of deep understanding of the system and trial-and-error required to make Saturn shine was a luxury that few could afford, and so even the brightest developers used relatively few "tricks" to make the chipset perform, before they moved on to other platforms/games. A shame in my view, as even with its idiosyncratic design, games can be designed and implemented on it that are amazing to behold and a joy to play, but instead Sega turned its back to it for a variety of reasons.
At any rate, to answer a question from Nesh, parallel processing was not a very common skill in the 90s (one could argue that it is still not exactly ultra-widespread even now), and juggling the Saturn chips was tricky at best due to puzzling system design choices (e.g. the two SH2 on a single common bus, which made it even harder to exploit parallelism). The SCU DSP warrants a special mention, a classic VLIW beast that could in certain conditions execute 6 operations per (14MHz) clock... Writing appropriate and efficient code for it required a substantial investment of skills and time to handle DMA in and out of its small memory pool, effective timing, code structure, etc., and thus it has been arguably never been used at its full potential, even considering its quirks and limitations.
Funnily enough Sega, which at that point were very expert in using DSPs in their arcade systems, backed off from that approach for their next generation machine and moving towards ease of development, while Sony in the PS2 opted for having a somewhat similar concept with the VU coprocessors, and then again with the Cell SPUs...
I love all games consoles and all other computer graphics systems, I love discussing these older machines and they probably date me pretty accurately; I hope to contribute to the conversation on how they worked...
Jollyroger
Very well explained indeed, Exophase.
I don't mean to barge in, this is my first post here, but I'd like to add a couple of comments, based on what I remember from back in the day (when I was still developing games), and more recently (when I did some experiments with Sonic X-Treme).
...
I love all games consoles and all other computer graphics systems, I love discussing these older machines and they probably date me pretty accurately; I hope to contribute to the conversation on how they worked...
Jollyroger
After reading your post I want to express that its tragic that we will never see an example of the full potential of the console, or what creative ways of using the hardware will look like.Very well explained indeed, Exophase.
I don't mean to barge in, this is my first post here, but I'd like to add a couple of comments, based on what I remember from back in the day (when I was still developing games), and more recently (when I did some experiments with Sonic X-Treme).
First of all, as you already discussed, the time constraints dictated by making games as a business meant that in general, given a game design, a certain amount of time and a group of developers, the most effective console to develop for (HW architecture, software tools and libraries, documentation, sample code, technical support, developer resources) would most likely yield a higher quality game.
Even with exclusive titles one can only go as far as it makes financial sense, and this means optimization and performance tuning to the death is not always attainable.
I was lucky enough to be at both the PS1 and the Saturn launches in Europe and sank my teeth in both the development systems over time, and later the N64 (and then several others).
In my humble opinion the Saturn is the console in that generation that had the most complex architecture and therefore left the most potential untapped, when compared to the competition. This is not to say that developers could have made it run twice as fast, and different kinds of games would have benefited by a considerably different margin, but rather that Sega initially handed developers quite terrible development systems/tools and at some point (still pretty early, in the grand scheme of things) gave up on the machine and developers reduced their investment/time/exposure and thus never squeezed the machine to its fullest.
On the other side, Sony kept pushing the Playstation hard, with strong marketing campaigns, signing more exclusive titles, dedicated developer conferences, better and better tools and libraries.
Among the many possible examples of this is the Sony DTL-H2700 development hardware, which includes easily the most sophisticated performance analysis profiler of its time. Nothing else was even close. I have one of them and to this day I use it sometimes to see the differences in the use of the machine developers had on early games vs. late games.
With that kind of instrument, it has been possible to obtain an amazing level of performance tuning on the Playstation; nothing of sorts has ever been available on Saturn, and even the last version of the SDK libraries released to Sega developers were years behind in terms of sheer scope and level of platform exploitation, when compared to Sony's (which weren't all that phenomenal either at the end of the day).
The necessary level of deep understanding of the system and trial-and-error required to make Saturn shine was a luxury that few could afford, and so even the brightest developers used relatively few "tricks" to make the chipset perform, before they moved on to other platforms/games. A shame in my view, as even with its idiosyncratic design, games can be designed and implemented on it that are amazing to behold and a joy to play, but instead Sega turned its back to it for a variety of reasons.
At any rate, to answer a question from Nesh, parallel processing was not a very common skill in the 90s (one could argue that it is still not exactly ultra-widespread even now), and juggling the Saturn chips was tricky at best due to puzzling system design choices (e.g. the two SH2 on a single common bus, which made it even harder to exploit parallelism). The SCU DSP warrants a special mention, a classic VLIW beast that could in certain conditions execute 6 operations per (14MHz) clock... Writing appropriate and efficient code for it required a substantial investment of skills and time to handle DMA in and out of its small memory pool, effective timing, code structure, etc., and thus it has been arguably never been used at its full potential, even considering its quirks and limitations.
Funnily enough Sega, which at that point were very expert in using DSPs in their arcade systems, backed off from that approach for their next generation machine and moving towards ease of development, while Sony in the PS2 opted for having a somewhat similar concept with the VU coprocessors, and then again with the Cell SPUs...
I love all games consoles and all other computer graphics systems, I love discussing these older machines and they probably date me pretty accurately; I hope to contribute to the conversation on how they worked...
Jollyroger
After reading your post I want to express that its tragic that we will never see an example of the full potential of the console, or what creative ways of using the hardware will look like.
This is why I asked about homebrew. Thats the only way we could see something if ever and I wish we could. Because near the end of the Saturn we did get some pretty interesting results that originally weren't thought possible and yet based on what you said even those examples most likely left a lot of potential out.
Panzer Dragoon Saga for example had production values and attention to detail that approaches that of Naughty Dog's. You can only wonder "what if" they had the money and time to reach even higher?
Despite Sega's huge financial trouble its super talented team was bringing out excellent and unique games.