IIt’s one of the biggest injustices in video game history that the Sega Saturn is widely considered to be a failure. The console was released in Japan on November 22, 1994, almost two weeks earlier than the PlayStation, but has always been compared disparagingly to its rival. We hear that while Sony built high-end machine lasers intended to produce high-speed 3D graphics, Sega engineers had to add extra graphics chips to the Saturn at the last minute. I read that Sony’s Ken Kutaragi has provided creators with an even easier to use development system. We know that Sony used its power as a consumer electronics giant to take a financial hit and drive down the prices of Sega’s machines. That’s all true, but what’s always left unmentioned is the huge success of Japan’s Saturn launch and the extraordinary legacy left by Sega’s 32-bit machines.
What I remember is this. The Edge magazine reported from Akihabara, Tokyo, that its Japanese correspondent joined a line outside a major Laox computer game center to pick up one of the thousands of machines that fans had not yet reserved. I was trying to get it. Two and a half hours later, the author showed up with my purchase. Among them was a copy of Virtua Fighter, the best arcade fighting game of the year. It was a lucky purchase. Shelves around town were quickly emptying. Sega shipped an unprecedented 200,000 units that day.
The following September, I joined Edge as a writer and stayed there for two years, coinciding with the creative peak of Saturn’s short life. What was clear to me at the time, and what still rings true today, is that Sega’s first-party output on this machine was one of the best of the decade. Arcade megahits “Sega Rally” and “Daytona USA” set the challenge for a new era of stylish 3D racers, while “Virtua Fighter 2,” “Fighting Vipers,” and “The Last Bronx” challenge the 1-on-1 brings complexity and depth to fighting games. Sega’s platform-exclusive titles were similarly vibrant and groundbreaking. Panzer Dragoon, Night Into Dreams, and Burning Ranger reinvented stalwart genres for a new generation with imaginative and rich visuals. But I also loved wacky experiments. There’s the toy-like platformer Clockwork Knight, the weird and frenetic puzzler Bakubaku Animal, and the self-consciously stupid Virtua Fighter Kids.
It’s often said that what Saturn lacked was support from third-party developers, but that wasn’t the case in Japan. Veteran shooter creator Treasure developed two of their best titles for this machine, Radiant Silvergun and Guardian Heroes. If you still want to play classic 2D shooter games, the Saturn is the way to go. Batsugan, Battle Garegga, and Darius Gaiden are all considered staples of the genre.
Atlus adapted the arcade hit Donpachi and created the underrated role-playing adventures Shin Megami Tensei: Devil Summoner and Princess Crown. For horror fans, there’s Warp’s survival thriller Enemy Zero, and Capcom created a Saturn port of Resident Evil that included exclusive mini-games and new enemies and costumes. Capcom also produced many of the best fighting games of the time, including X-Men: Children of the Atom (originally a home exclusive), X-Men vs. Street Fighter, and Darkstalkers 3. I put it into Saturn.
Sega also had decent developer support in Europe, with programmers who grew up on home computers having experience programming in the assembly language supported by the Saturn (the PlayStation had a much rarer development environment based on C). Core Design originally targeted Tomb Raider for machines (and also made the unfairly forgotten action-adventure Swagman for consoles). WipeOut brought Psygnosis. Gremlins loaded top-down brawler for both consoles. And Knutsford-based Traveler’s Tales, who would go on to create the Lego series, co-created the underrated racer Sonic R with Sonic Team. This was a great technology showcase for Saturn, with smooth frame rates and gorgeous transparency effects.
The Saturn was innovative in other ways as well. Saturn Bomberman remains arguably the best title in Hudson’s explosive series, especially considering its support for chaotic 10-player matches with two multi-taps. The Saturn was the first major console to offer online gaming via a Net Link modem, and in 1997 it allowed players to participate in direct sessions of Sega Rally Championship and Virtual-On over the Internet. A party title that supported this technology was Shadows of the Tusk, a deck-building strategy role-playing game (years before the genre became mainstream) that came with its own physical card pack. Additionally, Sega’s 3D Control Pad, an analog controller designed specifically for Nights Into Dreams, outperformed the Nintendo 64’s pad by several weeks by market launch.
There was a period, perhaps for a year or two, when Saturn’s disappearance was inevitable. It held its own and rivaled everything that Sony and its lead development partner Namco could offer. Daytona vs. Ridge Racer, Virtua Fighter vs. Tekken, Virtua Cop vs. Time Crisis. And this rivalry has been an absolute boon for gamers, driving 3D game design and creating the technical expertise needed for the next generation of open-world 3D console titles. There’s a reason why refurbished and modified Saturns are still being sold on eBay and retro gaming sites 30 years after its release. They are often region-free and come with a switch to toggle between European 50Hz or NTSC 60Hz TV options. And that’s because the games I’ve mentioned here are still worth playing in their original form, their original home. Although the Saturn never really caught on as a mass market device, it was successful in many ways. When we think about the history of video games, we need to talk more about it.
Source: www.theguardian.com