  


The following article was written by Sam Pettus (aka.
The Scribe) and was originally
featured on the now closed SegaBase website. It has been posted here in it's
entirety with only minor formatting changes and spelling mistakes fixed. Any
opinions stated are not necessarily the opinions of Video Game Rebirth. Any
questions, related problems or feedback should be directed to the author, and
are in no way the responsibility of this website or its staff.

Volume 6 - Saturn - Kamikaze Console: Saturn And The Fall Of Sega (October 1993 - July 1996)
2001.03.24 :: Sam Pettus (The Scribe)
» Back to Index
Introduction
Starting as early as 1994 but becoming plainly evident to all by 1995, Sega of
Japan once again moved to reassert itself as the dominant force within Sega's
corporate structure. Its executives had long resented the arrival and
marketing tactics of Tom Kalinske, president of Sega of America, who had
indeed brought Sega to the pinnacle of its success but only at great expense.
Sega now had no cash reserves of which to speak and was operating under a
mountain of debt that continued to increase with each quarter. While this was
not troubling news to Kalinske and his staff - after all, deficit spending
was and continues to be a staple of the American economy - it caused a
great deal of concern with his more conservative-minded Japanese peers.
They simply could not understand the American business axiom of "spending
your way into a profit." They felt that Kalinske was fumbling Sega's
transition from 16-bit to 32-bit systems in the one market that mattered
the most, so they began to work on Sega CEO Hayao Nakayama, Kalinske's boss,
in order to convince him that Kalinske's tactics would inevitably ruin the
company. They knew that Sega had to get its act together fast in order to
make the 32-bit console transition successfully - one that was as a matter
of fact already underway - and were thoroughly convinced that only they
could provide Sega with the proper guidance in this new market. Sega of
America would be a useful tool and its talents could indeed be tapped as
the company's impending 32-bit console transition commenced, but that was
all. No more American meddling. Sega of Japan was taking back the reins of
power, and it would brook no discontent from the West.
That was the plan, anyway. What happened next was quite predictable
and should have surprised no one.
There is an oft-quoted verse from the Holy Bible that can be found
at Proverbs 16:18. It goes like this in the King James Version: "Pride goeth
before destruction, and a haughty spirit before a fall." Sega had by now
fallen into the same trap that had been the bane of its predecessors, Atari
and Nintendo. It was caught in a culture of corporate arrogance. The blame
for this rests largely on Sega of Japan, although it must be said in all
fairness that both Sega of America and Sega of Europe played right along with
it almost to the end. They blustered and swaggered (and spent) along with
the best of the Japanese peers, thus adding their own fingerprints to
Sega's impending woes. It was only when Sega was approaching the brink that
key company personnel in the West realized what was happening and tried to
stop it, but by then it was too late. Sega of Japan was not listening and
absolutely refused to hear what they had to say - and it was they who now
held sway with Nakayama, not Kalinske and the West. This internal dissent
over Sega's future meant that the company could never approach the 32-bit
nextgen market in the same unified manner that it had successfully assaulted
the 16-bit market, and it would eventually culminate in a series of
self-destructive mistakes from which the company never recover. Sega, the
company that had once led the rest of the videogame market towards the
next generation of videogames, would now put itself through a self-destructive
fall just as big and swift as its earlier meteoric rise to fame.
The unfortunate console that got caught in this sad series of events is
the oft-maligned Sega Saturn, arguably the best and most sophisticated
32-bit dedicated videogame console to ever hit the market. The sad story of
how it went from media darling to kamikaze console within two years of
its launch has never been told in full until now. It is a troubling tale
of how an inferior and less sophisticated system managed to surpass it and
capture the hearts and minds of the masses, thanks largely to savvy marketing
on the part of its vendor and just as much to one tragic blunder after another
from the one company who by all accounts should have been the industry leader.
Those of you who are familiar with Atari's fall from grace and the humbling
of Nintendo will doubtless see many parallels in the story of Sega and
the Saturn. Even in the videogame industry, the words of George Santayana
hold true: "Those who fail to learn from the past will repeat it."
Sit back, reader, and brace yourself for a brush with the dark side of
Sega. It is not a pretty story, nor is it meant to be ... for the
truth can be ugly, and the truth often hurts.
The Shape Of Things To Come
The 32-bit revolution in home video gaming actually got underway in 1993
thanks to an old ally of Sega's from back in the Genesis days. Trip Hawkins,
president of Electronic Arts, was one of the industry players who had
anticipated the move from cartridges to CD-ROMs and wanted a piece of the
action. Backed by the consortium of AT&T, Matsushita, Samsung, and
Goldstar and promoted with all the flair for which he was known, Hawkins was
able to bring the industry's first dedicated 32-bit videogame console to market
just in time for the holiday shopping season. It was known as the 3DO,
named after the Hawkins-founded start-up company that developed the design
spec. The 3DO was supposed to showcase the future of home videogame consoles -
small footprint, CD-ROM storage, 32-bit architecture, programmer-friendly
environment, and so on. Each partner in the 3DO consortium produced their own
custom versions of the console, although all built them around the common 3DO
spec. Hawkins had high hopes for his baby, and sincerely believed that had
beat both Sega and Nintendo to the punch in the next round of the console
wars. Unfortunately, Hawkins and his backers were in for a major reality
check. The astronomically high price of the 3DO when first released (about
US$700) meant that very few consoles ever sold. Add to that the major public
relations hype from other, more established players in the videogame industry
prepping their new 32-bit systems for market and almost no control over the
development of its software base, and it is a wonder that the 3DO console
managed to last as long as it did. "Trying to be all things to all people doomed
the 3DO system to a schizophrenic existence, and ultimately, to extinction,"
notes C|NET Gamecenter's Jason D'Aprille, and he sums it up just about as well
as anybody. As for 3DO itself, it was only on the U.S. market for about two
years and overseas a little longer despite having one of the most balanced yet
diverse software lineups to ever grace any videogame system.
Meanwhile, Nintendo was engaged in a war with former technology partner
Sony over a SNES-based CD-ROM console that it had wanted to bring to market.
Back in 1988, Nintendo had contracted Sony to develop a "Super Disc" drive
for the 16-bit SNES. This device would later be revealed to the world as the
SNES PlayStation, or just PlayStation for short. Nintendo's intent had
been to ship the system's CD-ROMs inside a custom caddy complete with an
SNES-style lockout chip - a convoluted approach that would have ensured it
retained control over the process. Sony understandably balked at this idea
- it wanted to put the lockout chip in the CD-ROM drive controller, inside
the console, and leave the games alone. This move would also open up the
production process, and Sony quietly made plans to license production of
PlayStation games to anybody they wanted. Sony president Olaf Olaffson first
announced the PlayStation at the 1991 Summer Consumer Electronics Show (CES)
in Chicago, proudly proclaiming that "... Sony intends to broadly license it
to the [whole] software industry]." This was anathema to Nintendo CEO Hiroshi
Yamauchi, who had no intention of letting Nintendo losing control over any
part of the process. He conspired with Sony's rival Philips to publicly
humiliate Sony the following day at the show. In a public press conference
held at 9:00 am sharp, Nintendo's Howard Lincoln announced that it had instead
signed a deal with Philips for its new CD-ROM system. The stated reason? Since
Philips had invented CD-ROM technology, it could offer superior workmanship.
The real reason? Nintendo refused to relinquish control of any part of its
proprietary hardware. If Nintendo was going to release a CD-ROM based console
on the market, then people would have to come to Nintendo to license it - not
some ambitious third-party licensee. "Nintendo believes in a standard - our
standard," Yamauchi later said of the affair. Sony saw it differently. "They
stabbed us in the back," Olaffson told one of his confidants. The resultant
legal and technical hopscotch that Nintendo would be forced to play over
the affair pretty much assured that it would not be able to bring a decent
CD-ROM system to market in time to ride the crest of the 32-bit wave. Instead,
they would have to develop a completely new system from the ground up, launch
it after everybody else's systems had already hit the market, and pray that
their marketing prowess and company's public reputation would sell the new
system for them. Nintendo was unconcerned, though - they thought they had
derailed Sony's ambitions for good and went blithely ahead with making money.
They were wrong ... quite wrong.
Realizing that revenge is a dish best served cold, to quote an old Arabian
proverb, Sony decided to use the experience it had already gained with
developing for everybody else and instead release its very own console. It
knew what the developers wanted - a simple yet powerful console that was easy
to program - and it knew what gamers wanted - a good, cheap system. It had lots
of money and lots of connections within the third party community. While it had
never attempted to field its own console before, the fact that Sony knew the
field of battle and how to negotiate it put the company in a far better position
than had been the lot of NEC back in the 16-bit days. About a year after the CES
debacle, Sony's Ken Kuratagi was put charge of a top-secret in-house project
aimed at developing a brand new 32-bit videogame console from scratch. It had
to be cheap to make and sell, yet powerful enough to handle complex 3D graphics
of the kind that were becoming increasingly common in videogames. Sony scored
a major coup by getting Namco into its console fold early on, but then again
Namco needed no prodding - it was still looking for ways to burn Nintendo over
the MegaDrive development affair back in 1990. At the same time, Sony quietly
made arrangements with perhaps the most powerful pool of videogame programmers
outside of Japan - Europe's third-party community - to develop launch titles for
its new system. Psygnosis was perhaps the most prominent of this lot, for it
enjoyed a worldwide reputation for its development hardware and software. Soon,
like Namco halfway around the world, Psygnosis began developing its own
showcase titles for Kuratagi's still-secret wonderbox.
So where does Sega fit in all of this?
Like everybody else, Sega began conceiving its own nextgen consoles back
in the early 1990s. It is believed that Sega's first official spec for a
32-bit home videogame console was drawn up in the back half of 1992. There
is a lot of confusing information regarding Sega's earliest 32-bit console
plans; however, at least one specific console concept existed that can in all
fairness be said to be the direct ancestor of the Saturn. This was the
GigaDrive, as it was known in-house and referenced by some of the industry
trades of the day. The name was a wordplay on Sega's earlier success, the 16-bit
MegaDrive (Genesis), thus implying a system that would be even more powerful than
its venerable ancestor. GigaDrive would differ from MegaDrive in more than just
internal horsepower, though. Using its experience with Mega CD (Sega CD), Sega
decided that now was the time to abandon the traditional ROM cartridge format
for delivering console videogames. GigaDrive would be Sega's first-ever
dedicated CD-ROM based console - as opposed to Mega CD (Sega CD), which had
for all intents and purposes been an expensive add-on peripheral. Sega knew that
CD-ROM delivery for videogames was the wave of the future, so its new 32-bitter
was designed to use CD-ROMs right from the start. Like almost all of Sega's arcade
and console systems, GigaDrive was developed by Hideki Sato and his Sega engineering
teams. The date of GigaDrive's inception is significant - this was 1992-1993,
so Sega geared GigaDrive as a system specifically designed to better the 3DO,
the only other 32-bit console available at the time. It is believed that a
small number of working GigaDrive prototypes were actually built during 1993
in various forms to test the workability of the new console design. It was also
during this time that the name of the console was changed from GigaDrive to
that by which we know it today.
Mention the name Saturn to anyone and they will most likely instantly conjure
up a mental image of the great gas giant that lies beyond the asteroid belt.
The sixth planet of our Solar System and the second largest, Saturn was bright
enough to have been discovered by early astronomers thousands of years ago. It
was named for the leader of the Titans in Greek mythology, the one who is
supposed to have fathered the race of the gods. Its trademark ring system was
first observed by telescope by Galileo in 1616, and is the chief feature by
which the planet is best remembered. Because of this, it is often considered
to be the most beautiful planet in the Solar system. Made of millions of
gravity-trapped asteroids, pieces of interstellar ice, and other such cosmic
debris, these rings appear as a giant disc encircling the planet's equator when
viewed from distant Earth. One cannot think of Saturn without also visualizing that
great spinning disc of ice. Perhaps this is why Sega of Japan chose that name for
their system - it was the planet of the giant disc, and that mental image would
help reinforce the fact that the console would be using the new storage media
of CD-ROM instead of cartridges. Even the console logos for both East and West
pay subtle tribute to the planet.
Whatever the reason, the fact that they already had a console coming to
market named after one planet (Project Mars, aka the 32X) and now were going
to release another (Project Saturn) led many industry reporters at the time
to conclude that Sega was naming all of its new systems after the planets in
the Solar System. Thus was born the myth of the "planet projects,"
although it must be said in all fairness that Sega went ahead and played
along with it. They knew their reputation with both the industry and gaming
public was not what it once had been, so the decision was made to accept any
free publicity that came along. If that meant perpetuating an unfounded myth,
then fine - and with that, other consoles in the "planet series" (Venus,
Jupiter, Neptune, Pluto) also made their public appearance in like fashion.
What most gamers today fail to realize is that the Saturn which Sega of
Japan conceived and prepared for market back in 1993 was not the console
that eventually made it to market in 1995. The original Saturn spec
as it has been described in some accounts seems to owes most of its design
to two of Sega's newest arcade boards at the time. Both Sega System32
and its immediate successor, the famous Sega Model 1 arcade board,
were based around the 32-bit NEC V60 16 MHz CPU. Both designs had single CPUs
and single VDPs, with fairly straightforward design architecture. System32 was
Sega's ultimate 2D videogame board, whereas Model 1 had been developed
exclusively for videogames with 3D polygonal graphic engines. Only four
videogames were ever made for Model 1 before Sega quickly proceeded to its
successor (the more powerful Sega Model 2), but all four were the best 3D arcade
games available at the time and one of them in particular - Yu Suzuki's
Virtua Fighter - quickly gained a worldwide following. Basing its
home systems on proven arcade hardware was a time-honored concept with Sega,
and they were not about to stop now.
There is a lot of debate as which of these two boards actually served as
the basis for the original Saturn; however, there is little debate that the
Saturn as originally designed was far less powerful than it is now. Reports
from the day indicate that Sega of Japan originally intended the Saturn to be
the ultimate 2D videogame console, with 3D games more or less an afterthought.
3D hardware was quite expensive to produce and vend at that time, as Sega knew
all too well, and this factor tends to weigh in favor of a System32-influenced
original Saturn. Even so, assuming that the original Saturn was intended to
handle 3D games from the onset and matched the more powerful specs of the Model
1 board, with its then-revolutionary 3D graphics capabilities, you still wind
up with a single-processor design that was far less capable than what Saturn
eventually became.
So how did the Saturn proceed from its original, fairly simple single processor
architecture to "the mess" it eventually became? That is a very good question,
and it is quite a story in and of itself.
Back To The Drawing Board
The period from October 1 to December 31 of the year 1993 would prove to be
crucial for all of the major players concerned in the 32-bit incarnation of the
videogame industry's so-called "nextgen wave."
Matsushita, the parent company of Panasonic, would release the very first version
of the 3DO to its American customer base in October of that year. Japan and
Europe got theirs the following March. The system itself would not prove to
be all that successful in comparison to the others of its generation, but a
sudden proliferation of Oriental adult-themed 3DO software would aid in
boosting Far East console sales toward respectable levels. While many other
titles in many other genres would be produced, it would be adult software,
coupled with the non-restrictive development policies behind the system,
that would eventually be one of the chief reasons why the 3DO would manage to
do as well as it did despite its many other problems. It is perhaps the greatest
irony in the entire 3DO saga.
Nintendo, the resurgent ruler of the videogame roost, would abruptly cancel
its SNES "Super Disc" drive system the following month, offering no official
explanation as to its sudden change of mind. This came in the wake of continued
assurances from the company that it had definite plans for CD-ROM media and
was continuing development of the system. By this time, Nintendo executives
had realized that they had missed their chance to join the 32-bit revolution
at its most critical juncture. Since their competitors would be fighting it
out on the front end of the nextgen wave, the best thing for them to do was to
batten down the hatches and ride it out until their own new system, Project
Reality (aka the N64), would be ready for market. It would be the last of the
nextgen systems to arrive, no earlier than 1995 or 1996 at best estimates, but
the company would have time to refine its design and learn from its competitors'
mistakes. It was a good thing that Nintendo had the deepest pockets of any player
in the field save newcomer Sony, because it was going to be a very long wait for
a nextgen Nintendo console.
Sega was now the number two player on the field but still wielded its worldwide
reputation for programming excellence. November of 1993 saw the arcade debut
of Yu Suzuki's Virtua Fighter, arguably the most revolutionary fighting
game to hit the videogame industry since the debut of Capcom's Street
Fighter 2 franchise. While the setup and gameplay itself were really nothing
new, the full-screen, full-color, fully rendered 3D polygonal graphics
were and blew just about everybody away. Nobody had really talked
about arcade hardware until Virtua Fighter came along, but all of a sudden
the term "Sega Model 1" was on just about every gamer's reverent lips. It was
no wonder that Sega also got a lot of attention when it announced its new 32-bit
Saturn home console that same month. As announced, the original Saturn was to be
the ultimate 2D gaming powerhouse, with a "modest" 3D polygon capability. It had
better be more than "modest," most gamers prayed, but there was a reason for this.
3D hardware like the Model 1 was expensive, and Sega wanted to keep the cost of the
system down. The company had no intention of going though the same tribulations that
Trip Hawkins and his 3DO backers were currently suffering. In the months that
followed, Sega's Virtua Fighter would become the new holy grail of fighting
games and it seemed obvious to all that Sega must have a Saturn port in the works. It
would make an ideal launch title for the system, given its popularity. A lot of eager
gamers began to quietly sock away their cash for Sega's new box, praying that
Saturn's "modest" 3D capability would be sufficient for a good port of their favorite
arcade fighter. All they could do was wait ... and hope.
November of 1993 also saw Sony make its formal entry into the 32-bit console
sweepstakes. It announced the formation of a new company division, Sony Computer
Entertainment (SCE), responsible for the corporation's computer-related ventures.
The first project on the drawing boards of SCE was their new 32-bit videogame
console, which was revealed to be already under development. Referenced variously
as "PSX" or "PS-X" in many trade reports of the day, this was the system that
would eventually be renamed the Sony PlayStation. The name was a thumbing
of the nose at Nintendo for all the trouble that they had caused Sony, and now
it would be the latter's turn to suffer. Sony had the money, they had the
marketing muscle, but most importantly, they knew had the machine and the
software to go with it. The official system specs were released in December of
1993, and just about everybody's jaw dropped once they realized what Ken
Kuratagi and his team had wrought. PlayStation was a jack-of-all-trades, with
top-of the line integrated RISC architecture that bettered anything that was
or would be available on the market at that time. Its 2D
graphics outstripped those of the SNES, its 3D graphics were as good as or
better than anything that Sega's arcade offerings or high-end PCs had to offer,
its speed easily outpaced the aging Genesis, its ability to do both complex 2D
and 3D processing appeared to be unmatched, and its double-speed CD-ROM drive
meant faster loading times than its aging and quirky competition from Sega and
NEC. Best of all, the development libraries that Sony already had on hand for
potential third-party supporters made the new console dreadfully easy to program -
and that gave the Sony PlayStation greater appeal within the videogame industry
than Trip Hawkins and his 3DO team ever dreamed. Sony was hoping to win away
developer support from Sega and Nintendo, the latter in particular, and they
succeeded. As 1994 began to unfold, one third-party vendor after another began to
express public support for the new kid on the videogame block and what he had to
offer them.
It has been said that when Hayao Nakayama finally realized just what Ken
Kuratagi and his fellows had created, he called his entire R&D department
up to Sega "flag country" and proceeded to give them the ass-chewing of their
lives. One Sega staff member at the time would later recall that Nakayama "was
the maddest I have ever seen him." Nakayama had obtained a copy of the design
specs for Sony's new PlayStation and had compared them to Sega's own Saturn.
That was why he took the time to bawl out his own R&D staff. He knew
beyond a shadow of a doubt that they had blown it as far as Sega's chances of
seizing the 32-bit market for its own, just as it had done with the 16-bit
market a mere five years before. Sega was now in trouble. Big trouble.
What was the problem? Raw 3D processing power. That was the problem with
Saturn.
You will recall that the Saturn as originally designed was not the 3D powerhouse
that it subsequently became. Remember, the original spec appears to have been
originally designed around the 16 MHz NEC V60, a traditional CISC-type CPU
that had been the first 32-bit microprocessor widely available in Japan. In
contrast, the PlayStation was built around a 33 MHz MIPS R3000A, a faster
and improved version of the R2000 RISC-type microprocessor that Silicon
Graphics had been using in its SGI workstations for years. The NEC V60 was
rather obscure, whereas the MIPS R3000A was by now one of the mainstay processors
in the CAD/CAM industry. It had replaced its venerable ancestor, the R2000, on
the budget end of the scale and was in use in such notable graphics workstations
as the Silicon Graphics Iris Indigo. Sony had been working with and manufacturing
MIPS processors for years, so its engineers were fully aware of what the R3000A
could do and how to do it. It was with this in mind that Sony's public relations
department hyped the console's theoretical limits for all they were worth. The
PlayStation's Geometry Transfer Engine, specifically designed by Sony engineers
for the console, supposedly gave PlayStation the ability to crunch 66 million
instructions per second (mips), tossing out a theoretical maximum of 1.5
million flat-shaded triangular polygons and 500,000 texture-mapped and light-sourced
polygons per second (pps). As given, those figures were more than double
the maximum capability of Sega's vaunted Model 1 arcade board. While programmers
who actually knew the hardware vociferously argued about Sony's numbers (and some
still do), they were not the ones looking at the paperwork. Ill-informed
industry reporters and boardroom corporate types were, and the numbers Sony gave
them seemed to lead to an inescapable conclusion. Sega's Saturn, as announced,
was more than outclassed by the PlayStation. As it seemed to stand, Saturn
wasn't even in the running anymore insofar as the 32-bit race to glory was
concerned. It appears to have been with those numbers in mind that Nakayama
promptly charged Sega's engineers with the daunting task of fixing the Saturn's
problems in less than a year ... or else. While he may not have entirely agreed
with the rationale and reasoning of his superior, nevertheless Hideki Sato and a
handpicked team of 27 Sega engineers (known as the "Away Team") began work
immediately on creating a brand new system to replace the inadequate concept
of old.
There is a common myth within the videogame community nowadays that all Sega
did in their attempt to fix the Saturn's problems was just slap in another CPU
and an extra VDP. While this is true in a sense, that is only part of the story
and does not even give lip service to the real fact of the matter. The end
result of Nakayama's dictate was that the Saturn was more or less torn apart
and redesigned from the ground up in a concerted effort to create a system that
compete with the PlayStation on its own level. There wasn't time to be
picky and carefully craft an all-new, highly integrated 32-bit design using
the best components available like Sony had done. The announced launch of the
Saturn was less than a year away (November 1994, in fact), and Sony was due to
release the PlayStation at the same time. If Sega went with the Saturn as originally
designed, then they would be slaughtered by Sony as soon as both systems launched.
A redesigned Saturn that could successfully compete with the PlayStation was going
to have to be made from off-the-shelf parts using whatever Sega had available in
order to meet deadline, and this where the concept of parallel processing enters
the picture. The Away Team chose this as the most expedient shortcut towards getting
a redesigned yet decently priced 32-bit console out the door in the shortest amount of
time. Instead of the single NEC V60, they went with dual Hitachi SH-2s in parallel -
supposedly as a favor to an old golfing buddy of Nakayama's. Instead of the single
VDPs of the earlier arcade boards, they went with beefed-up dual VDPs - each of
which could be programmed for dedicated tasks. If this strikes you as odd, please
bear in mind that parallel processing was an old concept to Sega's engineers. Many
of Sega arcade hits from the 1980s, such as AfterBurner II and OutRun,
utilized twin Motorola MC68000s in their board design. The Mega CD (Sega CD) can in
fact be said to be Sega's first-ever dual processor console, since its internal
MC68000 worked in tandem with the MC68000 of its host MegaDrive (Genesis) console.
The Saturn was to be Sega's first purpose-built dual-processor console. This was
in direct opposition to a proposal that was already on the table from Tom Kalinske
and his staff from over at Sega of America. They had contacted Silicon Graphics,
one of the companies behind the PlayStation's 3D graphics capabilities, and had come
up with an alternative, single-chip simplistic design that they were convinced could
compete with PlayStation on its own terms. To their surprise, Nakayama overruled them
in favor of the Away Team's proposal. He had been unimpressed by a demonstration of
the technology arranged by Kalinske, remaining convinced that Sato's dual-processor
concept was actually the more flexible choice of the two. His decision left a bad taste
in Kalinske's mouth, who sensed even at this early point that Saturn was going to be a
doomed venture. "The Japanese are making the decisions for the U.S. market," he
later grumbled, "and they do not know what they are doing."
Unfortunately, Sega's decision to convert Saturn into a dual-processor system
wound up create nightmares for third-party developers early on. The parallel
processing issue, with regard to both the dual CPUs and dual VDPs, was probably
the first real problem to manifest itself with the Saturn. The theory was simple
enough - individual system tasks could be broken down and split among the various
processors for greater processing efficiency - but it was no easy task to get all
that hardware properly synched and singing in harmony, especially for an industry
that was not used to the concept. The academics might have been playing with parallel
processing for years, but not so the rest of the videogame industry. Sega was
one of the few players on the field who had experience with the concept, but not so
the new bloods at the software houses. Many of these developers would eventually
content themselves with using just one of each of Saturn's CPUs and VDPs, thus limiting
the system resources available to them and making their games far less than they could
have been. Even when these types did manage to pull off a good game, they would argue
that the extra coding effort involved in "working around Saturn's architecture"
eventually resulted in a 25% drop in overall system efficiency due to shared resources,
thus reducing the chief benefit that parallel processing was supposed to be. The good
Saturn coders maintained that this was complete nonsense - a poor excuse put up by "crap
programmers" who didn't know how to manage the Saturn's "beautiful design" - but these
few lone voices tended to be drowned out by the rest. It was the opinion of most
programming experts at the time, including the likes of Sega's Yu Suzuki and Bullfrog's
Peter Molyneux, that the only effective way to produce a good, fast game on Saturn that
could compete with a comparable PlayStation title was by programming in pure assembler.
The following quote on the matter by Sega's own Yu Suzuki comes courtesy of
NextGen magazine.
Trying to program for two CPUs has its problems. Virtua Fighter uses a
different CPU for calculating each character. The two CPUs start at the same time
but there's a delay when one has to wait for the other to catch up. One very fast
central processor would be preferable. I don't thank that all programmers have
the ability to program two CPUs - most can only get about one-and-a-half times the
speed you can get from one SH-2. I think that only one out of 100 programmers are
good enough to get that kind of speed out of the Saturn.
On the other hand, Sony had made things easy on the third parties by setting up
its development libraries in the C programming language instead of assembly language,
so most of the "crap programmers" naturally gravitated toward the system that was
easier to code. So did a lot of their employers, too - much to the chagrin of the
real programmers, who continued to argue (and many maintain to this day) that Saturn's
dual processing design made it the better of the two machines. Saturn may have been
the equal of, perhaps superior in some ways to, Sony's Playstation at the assembly
language level, but Sony had effectively changed the field in its own favor. Thanks
to its canned development libraries for the PlayStation, videogame programmers were
happily becoming adjusted to coding in C and not messing with assembler anymore. Most
didn't want to go back, which left only the real or old-school types to wrestle with
the untapped potential of Saturn's dual-processor architecture.
The problem of Saturn's twin VDPs also had its own unique issues insofar as the
console's graphics capabilities were concerned. In theory, Saturn now had the exact
same 3D processing capability as the PlayStation, significantly more 2D sprite
capability than Sony's box, and far more graphics computational capability than
Kuratagi's creation. These facts tended to get lost in the shuffle whenever the
console specs are compared side-by-side. Also, the word had gotten out thanks
largely to the videogame magazines of the day that the VDPs that Sega used for its
hardware did not perform 3D processing in the same manner as everybody else's in
the industry. They calculated surfaces in "quads" (four-sided sections) instead of
"polys" (three-sided sections); thus any simple comparison of polygon count wasn't
really worth the paper it was printed on. In theory, using quads instead of polys
gave the Saturn a 3D processing boost; but supposedly developers used to standard polys
found it quite difficult to readjust their mindset for Sega's quads. Videogame
magazines such as GamePro and Game Informer took this comparison and
ran it for all it was worth, thus building public perception that Saturn's graphics
hardware was actually inferior to that of PlayStation. It simply was not true,
and the comparison itself was flawed thanks to a basic misconception of how each
machine performed its graphics processing. Both Saturn and PlayStation worked with
quads; however, the vagrancies of the PlayStation's GTE tended to "tear" and "warp" its
quads, hence the tendency of its programmers to stick with polys. Saturn was fully
capable of doing polys; however, it had been designed to achieve its best performance
with quads and its programmers were encouraged to work with quads instead of the less
efficient polys. Actually, the real difference between the two systems was not in
how many megahertz their CPUs could crank or how many vertices their GPUs could count.
It was in the effects that each added to the graphics they generated on-screen.
There were many things that the Saturn could accomplish through pure software alone
thanks to its raw processing power - texturing and shading, lighting effects, MPEG
playback - but few programmers bothered to learn how to do it when Sony's "canned"
libraries and built-in hardware were already there waiting for them to exploit without
effort. Saturn's twin VDPs could even be independently programmed for dedicated
tasks, but this was an ability that would eventually go practically unexploited due
to the programming difficulties in properly tasking and synching them. Only rarely
would third-party Saturn efforts compare favorably to their PlayStation cousins
once full-blown development for both systems got underway, and it would be long after
launch time before Sega could release an software developer's kit (SDK) that could
truly permit developers to start unlocking Saturn's deep resources. That would
prove to be the heart of the matter - proper parallel processing requires a suitably
developed and exploited programming environment, and it was one that simply was not
available for the typical programmer before and in the year after Saturn was
officially launched. Sega simply did not have time to create a good parallel
programming environment prior to bringing the Saturn to market, and its third
party licensees did not have the resources available to properly exploit the system
in their first-generation efforts. On the other hand, Sony made damn sure that the
PlayStation's development environment was set up and ready to exploit as soon as
physically possible, so most software companies were able to literally hit the ground
running even with an army of the so-called "crap programmers" that the real
codeheads tend to deride. The lack of a sophisticated programming environment was
a fatal flaw that was built into the Saturn from the start. If Sega had somehow
managed to find the time instead of putting this task off for about a year ...
well, things might have gone quite differently than they did. Veteran programmer
Steve Palmer, author of the classic sports videogame NBA Jam and currently
working with Pitbull Syndicate, who developed for both systems during their entire
respective lifetimes, sums up the Saturn development problem quite well.
[Sega] gave us exactly what we wanted; [however,] the industry changed at exactly
the same time, [so] we no longer had a choice in the matter. Things suddenly had
to be finished yesterday. Sega could not have foreseen this change ....
[Most of the third-party crowd] couldn't get it to do what they wanted it to do
quickly enough, so they didn't bother. It's amazing, because it didn't require much
effort to get the machine to perform on a [PlayStation] level. Programmers being
programmers, though, they probably were not happy unless they felt they were
pushing the machine, and it seemed like too much effort to do that.
To learn to program the Saturn was to learn the machine. To learn to program
the [PlayStation] was to learn C. Learning C is much easier than learning the
hardware of a new machine, and with the Saturn, there was a lot of hardware to
learn .... There was not enough time for people to learn the hardware. The
same would have been true of the [PlayStation], except you didn't need to learn how
to talk to the [hardware]. The libraries took care of that for you. Sega's
approach was to release hardware documentation for every aspect of the Saturn.
That was understandable - it was the way everyone had done it before, and it's what
programmers were used to, but the industry had changed. Video games were no longer a
"niche" market, and the "big boys" had moved in. Time is money. Nobody was
given the time to learn new hardware anymore.
By the time Hideki Sato and his fellow engineers at Sega got through with it,
the redesigned Saturn had become a machine that on paper was fit to compete with
PlayStation. However, that same redesign had resulted in a system with a higher
shelf price than Sega would have preferred, and it was now a console that had
lost its previously close-knit and programmer-friendly design architecture for
the sake of market expediency. These twin issues would lead to all sorts of
future problems once the Saturn itself finally cleared the prototype phase and headed
for the production lines.
It is now May of 1994. The American videogame industry is abuzz with news about
the 32X, the end result of Project Mars and the current darling of the U.S. videogame
community. Rave reviews about the new system and its up and coming games fill
the trades, and it looks like Sega of America just might be able to hold its
own against Nintendo's Donkey Kong Country threat.
In the meantime, though, the Japanese press is excitedly talking about the two
new 32-bit CD-based videogame consoles that will be coming out in the fall. One will
be from upstart Sony. It is an unknown commodity, this ... PlayStation ... but it
certainly looks promising. The other is from Sega, a tried and true veteran of
the console wars, and the company's reputation for gaming excellence precedes
the brand-new system that it is about to unveil to the public.
Enter the Sega Saturn.
Locked And Loaded
While Sega of Japan was busy scrambling to rebuild Saturn from the ground up,
the videogame industry was abuzz with rumors about the impending console war. No
less than nine new systems from various vendors were either already out or were
in the release pipeline, yet quite prominent among these was Sega and its Saturn.
Anybody in the videogame industry who had half a brain correctly surmised that
Sega would be the only real competitor to Sony and its new wonderbox during the
next two or three years despite the best efforts of the rest. Sega had the reputation,
the programming expertise, and an established market niche to provide their 32-bit
console its initial beachhead. The only thing Sony had at this point was hype,
but lots of it. Yes, things were looking good for Sega in 1994. If it played its
cards right, got the Saturn ready in time, got it out the door with a decent selection
of software, and gave it that necessary killer app to boot, then it could stop the
Sony dark horse before it even left the starting gate.
February of 1994 saw the Asian gaming press go wild with speculation about the
Saturn's gaming capabilities, and a lot of the American trades began to pick up on
these stories. Gordon Craick of Frontier Console Magazine, an Internet
videogame fan effort, was busy monitoring these as well as the few reports that
were now beginning to appear in Western trades. He went so far as to predict that
the Sega Saturn would have the home console market sewn up by the end of 1996. It
was a prediction of which he would later regret the making.
March was a key month for Saturn. By this time, Sega's engineers had the console
redesign finished and had already shipped a number of working prototypes along with
the system's first SDKs to selected third-party developers all across Japan. An initial
set of specifications about these prototypes were released by Sega of Japan to the
videogame public. While limited in their description of the Saturn hardware, one can
already note the drastic changes that had taken place from the simpler GigaDrive
concept mere months before.
Sega Saturn Prototype Specifications as of March 1994
Courtesy of Sega of Japan official press release
| Component |
Description |
| Processors |
ARM-type RISC CPU running at 29.1 MHz
|
| Graphics |
24-bit color palette (16.8 million colors)
|
| Sound |
8 channel digital/16 channel synthesized
16-bit stereo
|
| Storage |
Triple-speed CD-ROM drive (450-500 kb/sec transfer rate)
|
|
NOTE: The absence of the dual CPUs in this spec appears to
be a printing slip on Sega of Japan's part.
A target release date of September 1994 was set for a Japanese launch and March
1995 for Western shores. The Sega public relations machine also went into full
spin mode about this time and would continue nonstop for months, touting the
capabilities of its new 32-bit console and the system's superiority to the
company's own Model 1 arcade board. While tacitly admitting that the console
they had announced "would not be quite as powerful as Sony's machine," nonetheless
they also let it be known that ports of Virtua Fighter and Virtual
Racing, both highly regarded Model 1 arcade games, would be released for
Saturn as launch titles. Sega fans around the world breathed a collective sigh
of relief and began socking away even more quid. The rumored price of Sega's
newest console was steep - supposedly US$400-500 - but if it was already planning
to release its best current arcade games for the box, well then ... cool! Word
had also leaked that Sega was planning some kind of upgrade path for Genesis owners
so they could catch the 32-bit wave, and that was even more cool. The Sega engine
seemed to be hitting on all cylinders as it churned along towards the nextgen
systems.
In April, a number of mainstream videogame magazines leaked what they believed
to be an exclusive scoop concerning Sega's 32-bit consoles plans. They revealed
to the world the existence of Project Jupiter, surmising that that it would
be a less sophisticated version of the revamped Saturn based on tried-and-true
cartridge technology instead of the CD-ROM format. What they did not know was
that their so-called "confidential sources" had apparently confused ongoing work
concerning the 32X over at Sega of America with an entirely new system. This
appears to have been due to the fact that both 32X and the revised Saturn had
somewhat similar system architecture. The 32X design had been pretty well
solidified by this time into the twin Hitachi SH-2 spec that Sega of Japan engineers
had ardently pushed, so somebody with some inside contacts at Sega of America
probably did some crafty guesswork and tried to put two and two together.
Unfortunately, they came out with a result of three and not four, but it was to be
expected. Sega of Japan may have trusted its American division to some extent
insofar as the 32X was concerned, but it was playing everything Saturn as close
to its chest as possible. So goes the rumor mill in the videogame industry -
the nub of truth at the heart of the matter may be about something else entirely.
In an ironic twist, the 32-bit surmises of the gaming mags at this point would
eventually materialize the following year as the never-released Neptune 32-bit
console, itself a derivant of the ill-fated 32X.
The end of spring brought with it the 1994 Summer Consumer Electronics Show
(CES), held 23-25 June at the Chicago Hilton in Chicago, Illinois. Sega had
been expected to use the show to formally announce its 32-bit gaming plans,
but instead sat out most of the weekend's events save for some low-key 32X
hype. Instead, the console part of the show was stolen by a resurgent Nintendo
and its latest videogame, Rare's Donkey Kong Country. Nintendo also
used the opportunity to let the rest of the industry know that it would be
sitting out the 32-bit console wars. Its newest system, Project Reality,
would not launch until well after both the Saturn and PlayStation, and it had
a smoke-and-mirrors demonstration read of what its newest system would be like.
Nintendo's new console would be unlike those from Sega and Sony in two
important aspects. First, it would be a 64-bit system as opposed to a mere
32-bit one. Second, Nintendo was opting to stick to cartridges instead of
CD-ROMs for its delivery system. The control freak corporate mindset at Nintendo
had very good reasons for doing this - CD-ROMs were dreadfully easy to copy,
and Nintendo could squeeze extra blood out of the turnip by maintaining control
over the game manufacturing process via the use of cartridges. The industry
eagerly accepted Nintendo's decision to skip the leading edge of the new console
war, but there was a lot of grumbling about their choice of format. Meanwhile,
though, Sega Saturn engineers breathed a collective sigh of relief. One less
formidable competitor to worry about now. Besides, the corporate types were
saving their Saturn ammunition for a later time.
With the Summer CES now behind them, Sega's Japanese executives went back
home and focused themselves on the next few months. Every day was now critical
in the weeks leading up to Saturn launch day. So much to do ... and so little
time.
The Sega Saturn was officially launched in Japan on 22 November 1994.
National interest in actually owning an arcade-perfect copy of Sega's Virtua
Fighter had created a marked interest among Japanese gamers in Sega's new
system - so much that over 120,000 Saturn's had already been put on preorder
and lines began forming at the stores a couple of days prior to launch date.
At one store, over 500 people were waiting in line for two days, hoping to grab
one of Sega's new consoles before they all sold out. All of this was taking
place despite an initial asking price of ¥44800 (US$490). It was the steepest
price ever for a Sega console, and that without a pack-in title. Sega of Japan
was ready for the anticipated rush, though - or thought it was. It had over a
quarter of a million Saturn's ready for immediate sale, along with an equal
number of copies of Virtua Fighter.
Every single Saturn console that Sega of Japan had on hand sold within two
days.
The Japanese launch of the Saturn has been called the most successful for one
of its systems that Sega would ever enjoy in its home country. The Sega Saturn
led the market in console sales for the next six months, thanks largely to
Virtua Fighter and despite the launch of the Sony PlayStation about one
week later on 2 December 1994. According to official Sega of Japan figures,
Saturn wound up outselling the PlayStation Japan by an almost 2-to-1 margin
during those first six months. The Japanese videogame press was ecstatic, and
so were Sega's accountants. It seemed that the 32-bit wave was going to break
Sega's way. All was going to plan. There was nothing to fear from Sony's little
grey box.
There was just one problem with this picture. Sega's figures were not what
they seemed.
You see, Sega of Japan had followed the industry standard practice of using
the number of consoles sold to retailers as the basis for its purported
launch success. It wasn't their fault - everybody did it and still does - but
it gave a distorted picture of just how well the Saturn was actually selling
during those first six months. What they should have done was figure out the
number of consoles sold through to customers. It would have shown something
quite different. The Sony PlayStation, the new kid on the block, was
actually the more popular of the two new nextgen systems among Japanese gamers.
Sony has claimed that as many as 97% of the PlayStations that were being
distributed to vendors were winding up in the homes of Japanese consumers, while
more conservative independent analysts assign a figure of 85-90%. In stark
contrast, at least one-third of all the Saturn's that Sega was shipping remained
behind on retail shore shelves, gathering dust as the weeks rolled by. Why?
Lack of Saturn software. Virtua Fighter was pretty much the only
game in the Saturn launch lineup worth buying. Other big titles such as Panzer
Dragoon and Daytona USA were experiencing production delays, and
consumer disgruntlement with this development had also helped boost PlayStation
Sales. A number of American industry watchers picked up on these small yet
important facts, but their cautious warnings were for the most part drowned out
by Sega's own hype and dutiful media repetition of same. This small oversight
concerning the sales figures didn't really matter to Sega's board of directors -
after all, the consoles had sold and it didn't care who had paid for them
so long as they got their money. In the mind of Nakayama and his fellow executives,
Saturn had indeed been a smashing success, and they felt confident that they
could pull it off again in the world's most profitable videogame market - the
highly coveted prize known as the United States.
This would be yet another mistake in Sega's Saturn debacle. It would prove to
be a crucial one, and it would not be their last.
Trial By Fire
The year 1995 opened with high hopes and expectations by those in the videogame
industry for the arriving 32-bit nextgen wave. This time, there would be an
audience ready and waiting for it, one that had been weaned on a steady diet of
videogame fare for years. It would be the fourth generation of videogame consoles
in the United States in less than two decades, yet it promised the most
sophisticated consoles yet. For the first time, the machines would be sufficiently
powerful enough to recreate, and possibly surpass, the 3D visual experiences that
were by now common fare with high-end personal computers and arcade videogames of
the day. To quote the words of GamePro magazine, "The dreams of the '80s
will come true in the '90s as the technological limits that have held back hardware
are overcome during the next several years. Say hello to 32-bit, 64-bit, and
higher-bit systems with standard features like 3D capability, full-motion video,
16 million colors, graphics coprocessors, voice recognition, and more." The first
32-bit console that could successfully capture these experiences in a manner that
completely captivated its audience would be the one that would win the second
great console war. All it needed was a decently affordable price, a good software
base, and one or more killer apps to finish off the package. To borrow a common
backhills expression, which of the major players "would be firstest with the mostest?"
The early birds had come and were already in the process of going due to broad
consumer rejection. Now it was time for the big boys to arrive, and their first
showdown was scheduled to take place at a brand-new electronics show to be held
in the U.S. that spring. The very first Electronics Entertainment Expo,
aka E3, would be held at the Los Angeles Convention Center on 11-13 May 1995.
It promised to be one helluva a show, with many a computer and electronics vendor
who felt they had been slighted by the various CES events of years past ready to
strut their stuff for all it was worth. Many videogame industry watches were
predicting that the vendor whose system triumphed at E3 would go on to dominate
the home console market for the rest of the year ... and perhaps the rest of
the cycle, too.
Sega entered the U.S. market sweepstakes hot off of its Saturn launch success in
Japan and itching to do battle with its rivals on turf it felt it practically
owned. To that end, it released the Saturn White Paper in order to
bring everybody up to speed on what it felt was its latest and greatest
achievement. Here are some of the more significant quotes from the opening of
that rather remarkable document:
Sega will leave no room for debate by providing the ultimate gaming experience
with Sega Saturn. Once consumers compare the next-generation game systems, Sega
Saturn will prove to be the hands-down choice.
[Saturn] was introduced in Japan in November 1994 and is on a steep curve to
sell more than 2 million units in its first year. Sega has designed the Sega
Saturn from the silicon up to transport consumers into an entirely new realm
of interactive entertainment. The Sega Saturn makes it possible for software to
immerse players in stunningly realistic worlds of 3D modeled graphics, dynamic
perspective with ever-changing points-of-view, true 3D audio, and gameplay speed
that far surpasses the most powerful multimedia PC.
More than any other video game maker, Sega has its finger on the pulse of the
consumer and is able to transform raw technology into major fun for millions
of people. No one else combines a 40-year arcade history with a wildly successful
in-house publishing effort. Add to this Sega's solid relationships with third-party
developers, who will add depth and dimension to Sega's own game library for Sega
Saturn. All told, the Sega Saturn game development universe involves hundreds of
creative and innovative programmers intent on taking the Sega Saturn (and its
players!) to the limits of immersive experiences.
It's the only home system to use state-of-the-art "massive parallel processing,"
which provides immersive, first-person gameplay .... Think of the limited musical
range of a one-man band (ala the competing single-processor systems) versus the
symphonic possibilities of a fully scored orchestra. There's no comparison.
Because the technology is similar to that of Sega's Titan arcade system, Sega
Saturn also paves the way for hot game titles to migrate from Sega's interactive
theme parks to its commercial arcade systems down to the home-based Sega Saturn
system.
"Huh?" you might ask. "Titan? What's that?" You see, Sega of Japan had been
so tickled with themselves the way that the Saturn redesign had turned out
that they turned right around and converted their work back into yet another
arcade board. It was the same thing they had done with the Genesis years
earlier, only this time they were producing a monstrously powerful 32-bit
parallel processing arcade board that could give its own Model 2 a run for
its money. The Sega Titan arcade board, aka ST-V, was essentially
nothing more than a retooled Sega Saturn that conformed to the industry-standard
JAMMA board design save in one important aspect - Titan had more RAM than did
a stock Saturn. This may not seem important now, but the issue of the Saturn's
available RAM will rise again as we continue reviewing its history. Take heed,
because Titan would prove to be one of the most versatile arcade boards in
Sega's arsenal. More videogames would be produced for or converted to the Titan
architecture than any other arcade board in Sega's history to date. It is an
important factor to consider once you take into account Sega's announcement of
Titan migration plans in the Saturn White Paper.
Meanwhile, over in Japan, arcade gamers were already going ga-ga over Virtual
Fighter 2, the latest and best incarnation of Yu Suzuki's famed Sega fighting
game. If the graphics had been impressive before, the power of Sega's new Model
2 board made this go-round practically shine. No one was surprised when a
Saturn port was announced, and many a proud Japanese gamer began saving their
precious yen yet again for yet another Saturn game ....
On 9 March 1995, Sega of America issued an official press release concerning
the impending U.S. launch of the Sega Saturn. The console would make its
official U.S. debut on 2 September 1995. It claimed internal figures showing
that Saturn sales in Japan had exceeded 500,000 units in the first month alone,
outselling the Sony PlayStation by a 30% margin, and predicted that Saturn
would go on to sell 1 million units in Japan by April and 2 million by the end
of the year. Sega itself was described as "... a nearly US$4 billion company
known as a leader in interactive digital entertainment media with operations on
five continents" and much ado was made about "the company's superior product line."
Curiously, no definite price point was officially set for Saturn even at this late
date; however, most analysts predicted that it would be in the US$400-500 range.
It was a bit steep, to be sure, but Sega promised a lot for its new system.
Shortly thereafter, yet another delegation from Japan paid its respects at Sega
of America headquarters. Paid its respects is probably not the correct term;
arrived to give Nakayama's latest marching orders was probably more like it.
The 32X debacle had caused Kalinske's Japanese masters to begin reasserting
control of what they considered to be their errant American underlings. Sega
of Japan was concerned about the growing PlayStation hype. Sony was rumored to
be planning a massively expensive pre-launch marketing campaign to make sure
that the PlayStation got plenty of media exposure for its upcoming launch that
fall. Nakayama was taking no chances - he was convinced that Sega needed to
strike the first blow and hopefully knock Sony out of the running before
PlayStation could get up a full head of steam. Why? Sony had deep pockets; Sega
didn't. Sony could easily outspend Sega in a marketing war; therefore, Sega
would have to beat them on product alone. With this in mind, Nakayama
ordered Sega of America to accelerate the U.S. launch of the Saturn and bring
it to market at the first available opportunity. The price of the Saturn
in the U.S. would remain unchanged - about US$400 or so. Kalinske vehemently
objected, as did practically everybody at Sega of America. All of them, in
one form or another, were trying to tell Nakayama the same thing: "It's too
early to launch the Saturn in America. The price is too high, and we have
practically no software for it." Both Nakayama and the rest of Sega's
corporate board of directors refused to listen, for Sega of Japan was by now
calling the shots. The future of Sega was at stake and the odds were long.
Since Sega could never conceivably outspend Sony, they had to find a way to
outsell them. Such a move required a daring stroke, one that would gain instant
market attention. An early launch of the Saturn in the U.S. would do just that;
furthermore, it would give the console valuable lead time in this new market
that was still anybody's for the taking. Saturn had proven itself in Japan
against PlayStation, it seemed, so there was no reason not to expect the same
in America. Sega of Japan did not want Saturn to suffer the same fate as the
32X - a fiasco for which some personally blamed Kalinske. The pleas of
Sega of America was overruled by Nakayama, and from that point forward Kalinske
and his staff would have practically no say in managing the affairs of Sega's
U.S. market interests.
E3 opened on 11 May 1995 with representatives from every part of the computer
and electronics spectrum. Consumers, retailers, developers, vendors, they
were all there - including such celebrity notables as William Shatner, Steven
Spielberg, and George Lucas. As it turned out, the pundits had been right all
along. The very first day of E3 would prove the most critical one all year
in the ensuing console war. Tom Kalinske, Sega of America CEO, was scheduled
to give the first keynote address, scheduled for 0830 that morning. He remarked
on the arrival of the nextgen wave in his speech, noting that the combined
advertising costs for all three of the major players (Nintendo, Sega, Sony)
could approach US$250 million, with another US$100 million on top of that
handled by retailers selling the systems in question. He then sprang the surprise
on E3 that Sega had been planning for two months. Sega was still going to
officially launch the Saturn on 2 September as originally announced; however,
it would start shipping the console today. As a stunned audience listened,
Kalinske put on his best pitchman demeanor and informed them that Saturn would
be available effective that day for the low retail price of US$399. Over 30,000
Saturn's had already been distributed to a select list of four major retailers:
Toys 'R' Us, Babbage's, Software Etc., and Electronics Boutique. He then went
on to tout the merits of Sega's newest console and its software base -
Virtua Fighter was indeed a U.S. launch title, and over twenty other
Saturn titles by Sega and other parties were in development for the new system.
He reminded his audience of Sega's reputation for excellence, and left little
doubt that Sega believed it had a winner in the Saturn. After Kalinske finished
his presentation, a pleased audience showered him with applause and he breathed
a sigh of relief. He had done the best he could given the circumstances, and
so it was with crossed fingers that he now yielded the platform to his rival.
Next up was Sony president Olaf Olaffson, there to give the second keynote
address of E3. His listed topic was the future of videogames; but he was
really there to tout the virtues of Ken Kuratagi's PlayStation and the place
it would earn in the growing 32-bit console market. About two-thirds of the
way through his address, he interrupted himself to call up Steve Race, one of
the PlayStation's designers and president of Sony Computer's newly formed U.S.
subsidiary, to tell the audience more about the PlayStation. Race walked up
to the podium, a thick sheaf of papers in hand, and the crowd braced itself
for a long and boring technical dissertation. Instead, Race laid the papers
down on the podium, leaned into the microphone, and said just one thing:
"US$299." The audience exploded with applause and Race was treated to
a standing ovation. Both Race and Olaffson smiled as the applause and cheers
continued. They took quiet pleasure in noting the reaction of Kalinske and the
Sega delegation, who were looking rather uncomfortable and nervous. Later would
see an surprise appearance at the Sony booth by none other than pop music
sensation Michael Jackson, former Genesis pitchman but now helping Sony
advertise its new system. The Sega delegation left the festivities in a rather
unsettled mood, and they had every right to be. E3 was supposed to have been
Sega's for the taking, yet Sony had just managed to steal the show.
And as for the others? 3DO teased the industry with plans and a mock-up of
its M2 64-bit upgrade, but that was all that would ever come of it. The company
was sinking fast, and its console would be effectively off the videogame radar
screen by the following year. Nintendo announced that Project Reality, now
renamed the Ultra 64, was practically ready but conceded that it could not
launch until April of 1996 at the earliest due to production issues. The only
other player in the nextgen sweepstakes, the Atari Jaguar, was rapidly dying
due to a lack of good software and what it had to offer at E3 seemed only to
confirm that sad fact. No, there were only going to be two players in the
console game for 1995 - and both had already shown their hand.
E3 1995 was a disaster for Sega in more ways than one. Since Sony
had effectively stolen the nextgen console limelight, it now had the videogame
industry's complete attention and thus was in a better position to market the
PlayStation. Nakayama's mad rush to beat Sony to market in the U.S. meant that
Saturn was effectively left high and dry. Sega may have had a limited number of
consoles, but where was the software? It had the original Virtua Fighter,
but little more. In fact, only one or two more games would be released for
Saturn between 11 May and 2 September, causing Saturn's to sit on retail store
shelves unsold and thereby rendering useless the five-month market lead that
Sega of Japan had so desperately desired. On top of that, Sega's sudden rush
to market had caught both retailers and developers completely off-guard. Kay Bee
Toys, one of the nation's largest retailers, was incensed that it had not made
Sega's short list for the early Saturn launch and promptly announced that it
would neither sell nor support the system. It was a loss that Sega could ill
afford given its poor financial position. The suddenness of the U.S. launch
also meant that Sega and its third party support were left scrambling as they
tried to rush their various Saturn projects to market as fast as it could. The
immediate aftereffect of this would be a lot hurried, buggy Saturn games
during that first critical year on the market that would inevitably suffer in
comparison to comparable PlayStation titles. In contrast, Sony of America would
make sure that it would not repeat Sega's mistake; PlayStation would have a
stellar lineup of over a dozen titles ready immediately at launch, instead of
having to wait five or six months for the rest of the market to catch up as
it was having to do with Sega's Saturn.
Another reason why Saturn went largely unsold during this crucial period was
the high price. Sega had just committed the same mistake as did Trip Hawkins
with the 3DO in pricing the Saturn too high for its intended market. There
was a good reason for this, of course - Sega's shallow pockets - but it was of
no help when Sony pulled the rug out from under them at E3. By pricing the
PlayStation US$100 less than the Saturn, Sony was making its product more
accessible to cash-strapped consumers. Its lower price point ultimately made
PlayStation more attractive, since it gave the impression that one was getting
"more bang for the buck" than with the more expensive Saturn, a machine that
for all intents and purposes didn't look or play any better than Sony's new box.
As one wag at the time put it, "Why pay more for less, when Sony is doing more
with less?"
The fact that it wound up launching the Saturn in America far earlier than
it had originally intended also meant that Sega had no time to properly advertise
the console. Instead of the well-planned and co-coordinated multimedia efforts
over a period of months by which Sega had gained its reputation in the West, i.e.
the "Sega scream," potential customers were hurriedly treated to the newly
commissioned "Theatre of the Eye." It would win a Silver Clio award for its production
values, but by and large it was largely ignored by consumers. In contrast, Sony's
subsequent ad campaign would eventually enjoy the favor of both consumers and
critics alike and basked in the praise it received, both self-induced and showered
upon it by the gaming magazines. It would use the following five months to promote
its new console with all the media muscle at its disposal in one of the largest
and most expensive advertising campaigns of its day.
Sega had made its big play at E3 and not only lost, but lost badly. Sony would
hold the spotlight from now on.
The following month, back over in Japan, Sony made a sudden move that cause
the Japanese market to start turning in its favor. It announced that it would
soon be releasing a new version of the PlayStation that would sell for 25% less
than the current model. The new PlayStation was actually the cheaper American
version retrofitted for the Japanese market, but Japanese gamers didn't care.
The news of a cheaper PlayStation was welcomed by almost everyone, as the country's
economy was in recession and the downturn had hit the videogame market particularly
hard. It was not welcome news to Sega, however, whose higher priced Saturn was
still maintaining a comfortable lead in console sales over its rival at this point.
Nakayama had no choice but to authorize the reduction of the Saturn's price by
20% and watch the red ink begin to flow across Sega's ledgers. Saturn was still in
the lead in Japan, with 1.3 million units sold to retailers as of June 1995, but
PlayStation was not far behind with 1.2 million units sold. Sony was beginning to
catch up.
Sega had an ace up its sleeve, however, and it hoped that its worldwide console
sales would improve dramatically as a result. In July of 1995, Sega of Japan
unveiled the Saturn port of Yu Suzuki's Virtua Fighter 2 at the
Omacha Toy Show in Tokyo. The show attendees were stunned by what they saw. While
the first Virtua Fighter port had gained a bit of a reputation for being buggy
and dropping the odd polygon or surface here and there, the Saturn port of Virtua
Fighter 2 was dead-on accurate. It truly showed off the processing power of
the Saturn in a way no previous Saturn title had yet done, and the word got out that
this was the "real" Virtua Fighter that gamers had wanted all along. It would not be
long before Virtua Fighter 2 would be released in Japan, and it would also
make its Western debut as quickly as market conditions permitted. Virtua Fighter
2 would go on to become the best-selling Saturn title of all time, with some
1.7 million copies sold worldwide - almost double the numbers for its ground-breaking
predecessor.
In the meantime however, Saturn made a forgettable debut in Europe and quickly
died. Nobody in the Old World was interested in Sega's new 32-bitter. The machine
cost too much and there was no software for it. Most of the continent's Sega
faithful preferred their MegaDrives (or in some cases their beloved Master Systems),
so Saturn went practically nowhere. Sega's older systems would continue to outsell
Saturn in Europe until they were officially discontinued; but even then, Saturn
was never able to come out from under the shadow of its mighty predecessors of
old.
The fall of 1995 would prove to be one of the most eventful in the entire
history of videogames. It would see a onetime giant commit the greatest
videogame-related blunder in its entire history to date. It would see another
giant introduce a new piece of software that would forever change the personal
computer industry. It would see the new kid on the block begin to assert itself
as the new ruler of the videogame realm. Finally, it would see a former great
begin its long and painful slide down the slippery slope into market oblivion.
Nintendo, whose own nextgen N64 would not be ready for market until 1996, went
ahead and introduced a new videogame system anyway. This was the Virtual
Boy, created by GameBoy inventor Gunpei Yokoi. Officially launched on
21 August 1995, Virtual Boy was ostensibly the successor to Nintendo's wildly
popular 8-bit handheld. What it wound up being was the greatest product failure
to ever bear the Nintendo label. Inspired by all of the experimentation that
was happening with virtual reality headsets at the time, Virtual Boy was a system
with a built-in red-on-black 3D stereoscopic LCD viewer into which you looked while
playing its games. It was a truly original idea; unfortunately, it proved quite
difficult to market and many gamers complained of frequent headaches after using
the system. The system soon gained the nickname of "Virtual Dog" among derisive
Western critics and would eventually prove to be an near-total failure in all
markets. The Virtual Boy fiasco would eventually cost Gunpei Yokoi his job, as he
was forced to tender his resignation the following year once the dismal 1995
sales figures became clear.
Of more importance was the launch of Microsoft Windows 95,
aka Win95, on 24 August 1995. It was an event marked by all of the hoopla,
promotion, hype, and media buzz usually reserved for videogame products. It
was well deserved, though, because users of IBM compatible personal computers
were finally getting the kind full-blown, multitasking, multithreading graphical
operating system to which users of the Apple Macintosh had been accustomed for
years. What was largely overlooked by the general public, although not missed by
the development community, was the inclusion of the DirectX graphical
programming environment. For the first time, PC game codes now had a good, unified
standard supported by any Win95 configured hardware or software upon which to base
their efforts. This something which the Mac community still sadly lacked, and many
would cast envious eyes at the DirectX-based PC games that would come in later years.
Sega immediately announced its support for Win95, due in part to its growing
relationship with Microsoft, and set up its SegaSoft subsidiary in America to
undertake the task of porting hit Saturn titles into the Win95 environment. Over three
dozen SegaSoft efforts would appear over the next five years, bringing some
much-needed income to a corporation that was being hard hit back on the console
front.
The Sony PlayStation made its official U.S. debut on 9 September 1995, and what a
debut it was. First was the price of the console - US$299 as promised. Second was
the number of outlets vending it - over 12,000 by most estimates. Third was a
monstrous US$40 million advertising campaign across all major media outlets with
the catchphrase "U R NOT E" (i.e. "You
Are Not Ready"). Fourth was the launch lineup itself - 17 games available
for immediate purchase, including three that would shortly become legend
among console gamers. While Sony did not include any pack-in titles with its new
console, same as Sega, the PlayStation launch lineup was by far more rounded and
impressive than had been Saturn's.
Did anybody still consider Sega's Virtua Fighter a threat when you could
play Namco's Battle Arena Toshinden, which almost every major media
outlet within the videogame industry (and some without) were loudly proclaiming
to be the superior fighting game? Okay, so what if Sega had Virtua Racing
and Daytona USA? PlayStation had Namco's Ridge Racer, which
indeed lived up to all of its hype of being the best-looking and best-playing
3D racer available. To top it off, where but the PlayStation could you play
WipeOut, a futuristic racing game by Psygnosis the likes of which had never
been seen on a console before? Saturn would eventually get its own port of
WipeOut, but not until long after it had enjoyed a tremendously successful
run on the PlayStation. Together, these three games were judged by all to be
PlayStation's killer apps at launch time. All of a sudden Saturn was looking
rather obtuse and rough in comparison with its supposedly inferior graphics
and obviously limited software base - leastways in the eyes of all but the Sega
faithful. That deadly combination of low price combined with killer apps, both
right off the bat at launch, proved to be the critical combination for
guaranteed Sony success. Sony sold just over 100,000 PlayStations in only two
days, earning console launch revenues in excess of US$45 million. Sega of America
tried to counter with what would turn out to be the forerunner of its Saturn
Three-In-One software deals, bundling Clockwork Knight and Sega
Worldwide Soccer along with a Virtua Fighter voucher along with every
Saturn sold. It didn't help. PlayStation sales continue to skyrocket, while the poor
Saturn stumbled along in the rear.
Sega did manage to rally itself just in time for Christmas, however, with the
near-simultaneous release of three of its hottest arcade conversions at the
time: the road racer Sega Rally, the gun shooter Virtua Cop, and
Yu Suzuki's Virtua Fighter 2. It also gave away free copies of Virtua
Fighter Remix (a rehash of the original but with VF2 quality graphics) to
every Saturn owner for the asking in order to make up for the many complaints
about the original. This inspired bit of software releases managed to boost
Sega's market presence enough so that it was able to finish 1995 a comfortable
second in the 32-bit wars. Sega's last-minute success would be sour grapes,
though, in comparison to the humbling it had just endured at its own game. Many
had predicted earlier that Sega was going to come out on top at the end of 1995,
but things did not turn out quite the way they foresaw or Sega had planned.
Who took the number one spot in the nextgen console market of 1995?
The newcomer - the Sony PlayStation.
By the time 1995 came to its close, it was obvious to one and all that Sony was
in the console business to stay. Sega, the company that had launched the opening
salvos in the second great console war, came out the other side with an installed
U.S. Saturn user base of some 120,000 systems and a small but growing software
library of some 25-30 titles. On the other hand, Sony - the new kid in town -
crossed the finish line in grand style with an installed U.S. user base of some
300,000 consoles and a growing software library of some 50+ titles. While Sega
loyalists were still scratching their heads, wondering where were all the Saturn
games, new PlayStation owners were buying four games with every console sold. Sega
had taken seven months to sell less than half as many systems as Sony had sold
in only three. As for Nintendo, while it may have outsold them both with its SNES
lineup, that was based on a shrinking market share dedicated to gaming technology
that everybody knew could not compete and would not be there the following year,
once the 32-bit systems finally got up to full speed. The Sony PlayStation was
the big story of the 1995 holiday season, and it was fast becoming the darling of
many a nextgen advocate.
Sega had without question blown its one and only chance to seize the 32-bit
market for its own. As a result, it saw its profits for the back half of 1995
drop to a mere US$110 million, down from the US$165 million it had earned during
the same period the year before. It would only get one more chance to try and regain
its lost market share in the coming year, but it was facing long odds in a rapidly
changing market. This was the same situation that Nintendo had faced in 1991, when
Sega had come along with the Genesis and knocked the then-reigning king of the industry
off its throne. Now it was Sega's turn on the wheel of pain. It was they who were
playing catch-up to an underdog who was beating them at their own game.
Talk about role reversal!
Nakayama's Choice
Near the end of 1995, once it became apparent that the Sony PlayStation
was poised to seize the lead in the 32-bit console sweepstakes, Sega CEO Hayao
Nakayama made a decision that would shape the course of Sega's finances for years
to come. He was the man in the big chair. It was his call, and his alone.
Nobody else could make this decision for him. The aging Genesis could no longer
hold its own against the superior software offerings of Nintendo and its Super NES.
Both Sega CD and the 32X had effectively bombed, costing Sega millions of dollars
in lost resources and revenue. Sega's handheld efforts (Game Gear, Nomad) and its
educational venture (Pico) were going nowhere fast. Only the Saturn seemed to offer
some hope of rescuing Sega's failing fortunes. It had done surprisingly well at
launch in Japan, a market in which Sega had never taken the lead before. Saturn had
floundered in the U.S. against the PlayStation, but there was still time for it to
make a comeback. Most voices within the videogame industry agreed that 1996 would be
the critical year in the second great console war. Sega still had an outside chance of
winning, but only if it focused its resources instead of spreading them across multiple
systems. With these and many other factors in mind concerning Sega's current financial
standing and flagging fortunes, Nakayama made a fateful choice that would forever shape
Sega's destiny.
In October of 1995, Nakayama made the decision to put all of Sega's eggs into
one basket. Sega announced that it was canceling all of its other consumer systems and
focusing exclusively on the Saturn. Sega's 32-bitter would be the company's
flagship console from now on.
There is one question that has dogged Sega loyalists concerning the Saturn and
its misfortunes, and it is this: did Nakayama make the right choice in backing the
Saturn as Sega's sole console? The answer is not as easy as it may seem, and
one must put aside the wisdom that inevitably comes with hindsight and try to see
things as he saw them during that time. Sega's arcade divisions were still going
strong, but its console sales were floundering against both Nintendo and Sony. That
was an ever-worsening load on Sega's bank accounts that was causing the company's
profit margins to begin an inexorable slide downward. Nakayama couldn't just sit
around and let Sega get clobbered one piece at a time, wielding multiple systems
against better financed rivals whose product lines were considerably narrower. He
had to make a choice, and Saturn was the row he chose for Sega to hoe. The 32-bit
market had not quite yet gained its momentum, but all the signs were there that
it was coming fast. Whoever took the lead in 1996 would win the second great console
war, barring none. Sega simply did not have the ready cash and company resources of
a multimillion dollar international conglomerate like Sony to continue as it was
doing. In order to win, it would have to focus its efforts on a minimum product base
and push it for everything it was worth. Nakayama's choice was a desperate gamble, but
these were desperate times, and Nakayama was a desperate man.
Nakayama's decision to cancel all other Sega consoles in favor of Saturn was
the best thing that could have ever happened to Sega in its Japanese homeland.
Sega had never been strong there until Saturn made its debut. All of a sudden, Sega
of Japan had the number one console on the market and held a healthy lead over all
competitors. Sony and its PlayStation were catching up fast; however, Sega of Japan
would now be able to commit its full resources in order to attempt to stem the Sony
tide. Most objective industry observers in Japan and a fair number of Western ones
credit Nakayama's choice with saving the Saturn in Japan. Thanks to his decision,
Saturn probably got an extra year of life in its home market that it might not have
otherwise obtained. Nakayama's move ensured that Sega would retain its market lead
long enough to gain a newfound measure of respect in its homeland and build a legacy
in Saturn software it might not have had under other circumstances.
What of the United States, the single most profitable market in the worldwide
videogame industry and the only one that really mattered in the second great
console war? Almost every U.S. market expert agrees that Nakayama's decision was
the wrong one for the wrong market. Sega had quite a public reputation to uphold.
It enjoyed a unique relationship with older gamers that Sega of America president
Tom Kalinske and his staff had been diligently building for years. These were the
ones who had grown up playing videogames and now had the resources to buy their
own systems and software instead of looking to their parents for cash. These were
the gamers who would form the backbone of the 32-bit console niche in the U.S.
market, and it was this group that Sega of America had courted so long in an
effort to win their confidence. They were ready for Sega's nextgen system,
provided it was a real console and not another knock-off like the 32X. Even so,
many of them had a considerable investment in their Genesis and were quite
prepared to keep spending money on it until the Saturn software situation
firmed up. Nakayama's choice effectively pulled the rug out from under its
American customer base. They had just gone through two years of new and expensive
Sega add-ons and peripherals for Genesis, and now there would be no way for them
to continue supporting their favorite Sega console. Those who simply could not
afford the high-priced Saturn and what few games could be found were quite willing
to spend their money on new Genesis titles for another year, but now they would
never get the chance. Nakayama's move forced the hand of American gamers
nationwide. They wanted the best bang for their buck, but Sega seemed no longer
willing to provide it. Instead, it was breaking its promises and commitments
to its customer base seemingly as fast as it made them. It had said it would
continue to support Genesis, but now it had changed its mind seemingly at
whim, with no thought as to how the Sega faithful felt. "Those S.O.B.s at
Sega!" many U.S. Sega fans began to say to themselves. "They're going to pay for
being such arrogant asses." It was a growing crisis in vendor-consumer relations
that would come to its head soon enough.
It should also be noted that Nakayama's choice was an unmitigated disaster
for Sega's fortunes in Europe. Ever since it began its Western export
operations, Europe had been Sega's for the taking. First the 8-bit Master System and
then the 16-bit MegaDrive had ruled the videogame roost in the Old World, and
Sega's legacy was as venerated among videogamers as the Amiga was among computer
hackers. Nakayama's abrupt move came at the worst possible time for Sega of Europe,
for Saturn had just been launched and still had not yet established its own
following in Sega's traditional Western stronghold. Old-school Sega loyalists from
across the continent felt like they had been stabbed in the back, and they let it
be known by refusing en masse to take up the Saturn in place of their
older consoles. Instead, they stuck to their MegaDrives, or in some extreme
cases their hoary Master Systems, and the Saturn quickly fell of the radar in
Europe. It has been estimated that only a million or so Saturn's were sold
in the whole of Europe from 1995 to 1998, the official lifespan of the system
over there, and that was because most gamers simply refused to buy it. Instead,
they went to other vendors who seemed less arrogant and pricey, and the seemingly
inexpensive Sony PlayStation with its bevy of fairly affordable games was all
the excuse they needed to jump ship. Sega lost the European market thanks to
Nakayama's choice, and would never retake the whole of the continent again so
long as Sega remained in the console business.
It must be said in all fairness that Sega's Western branches knew what was
happening, could see what was coming, and did everything they could to sway
Nakayama from his chosen course of action. Sega of America president Tom
Kalinske was highly vocal in his objections during the increasingly frequent
visits that Nakayama was now beginning to make with him. Nakayama simply
overruled him time and again. Lesser Sega of America executives also found
the opportunity to speak out in their opposition, such as Paul Rioux and Michael
Lantham. Nakayama ignored them. Even Shinobu Toyoda, Nakayama's own hand-picked
American market liaison, who knew that market better than any of Sega's Japanese
executives, could see what was happening and managed to work up enough nerve
to question his superior's decision. His opinion was cast aside just like those
of his Western colleagues, because Sega of America was no longer in control of
its own destiny. The situation was practically identical over in Europe, although
the names of the players were different. Sega of Japan was now in effect running
the company, and it was they who were going to call the shots on anything and
everything Saturn. As for the rest of Sega, it could go screw itself. The West
was making Sega lose money. Only Sega of Japan, in its own eyes, had the product
and vision to save the corporation from financial ruin. Michael Lantham would
later recount his memory of those days for Steven Kent, who recorded his
recollection in his book The First Quarter: A 25-Year History of Video
Games.
Tom knew that the 16-bit business was going to be there. Paul Rioux knew it
and so did Shinobu Toyoda, but Japan refused to believe. They were convinced
[it was not], and they would not listen to Tom. They would not listen to Paul.
They would listen to no one and they absolutely bullied the U.S. into
launching the system. It very much compromised their ability to keep the 16-bit
business.
Hindsight is a dreadfully easy science once all the facts are known, and
now is the time to share the final course in this bitter meal. Most videogame
historians have noted that Tom Kalinske and his colleagues were absolutely
right in their assumptions the entire time. The 16-bit market was still there
and remained viable for another full year while the 32-bit market came up to
steam. By throwing out the baby with the bathwater and abandoning the
Genesis/MegaDrive in the West, Nakayama ensured the very subsequent financial
ruin of Sega that he was trying so desperately to avoid. Nakayama didn't
have to cancel all of Sega's systems like he did. He could have kept Sega's 16-bit
software ventures going for one more year, farming out the hardware side to the
many third parties that were already expressing interest. The money that could
have been made from another year's worth of 16-bit videogame sales and support
would have gone a long way towards making up the huge operating deficits that
Saturn was already incurring on Sega. Instead, Nintendo got the 16-bit market all
to itself for another year and wound up outselling both Sega and Sony by the
end of 1996. Also, the friendly relationship that Sega had long enjoyed with its
Western customer base would have been easily saved and more gently shepherded
towards the Saturn than it was. Nakayama could have saved Sega a lot of subsequent
heartache by reining in the culture of corporate arrogance that was by now quite
prevalent at Sega of Japan, but it was too late. He had the dreaded disease
himself, and the only proven cure for such an affliction is the school of
economic hard knocks. Alas, we will never know what might have been had Nakayama
chosen differently. History is the tale of what was, not what might have been.
Nakayama made his choice, and by his decision Saturn became Sega's sole home
videogame console. It was on that choice that Sega's fortunes would subsequently
turn.
The fateful year of 1996, the one would indicate who was going to win the second
great console war, got off to an ominous start for Sega. The numbers were now
in from the U.S. holiday shopping season the year before, with the Sony
PlayStation outselling the Sega Saturn by a factor of about 1.5-to-1. What was
more disturbing was the software numbers, where Sega had hoped to make up its
high Saturn development costs. Sega software simply wasn't selling, leastways not
in the brisk manner that Sony's was moving. To make matters even worse, second and
third quarter earnings results for fiscal year 1995 were now in, and they too were
low. Instead of the US$163 million that Sega had originally projected, Sega actually
earned only US$110 million during that period. It was still a profit, true, but
a downward trend in Sega's financial statements was beginning to manifest
itself. Sega was going to have to sell a lot of Saturn's and even more Saturn
software in order to reverse that trend before it took root and grew. Nevertheless,
Sega of Japan was smug in its belief that it could meet the challenge. It had the
machine. It had the tools. It had the brains. Most of all, it had its own arrogant
self-confidence. "This dent that PlayStation is making in Saturn is just a temporary
thing," they assured themselves. "Once the true power of the Saturn is unleashed on the
gaming public, they will see the light."
The months leading up to the next E3 industry trade show saw a bevy of Saturn
announcements began to fly thick and fast from Sega. Chief among these was the
release of an improved Saturn SDK to videogame developers, featuring the brand-new
Sega Graphics Library v2.0. For the first time, Saturn developers would be able
to begin tapping the hidden powers of the console in earnest, causing many
a committed Saturn licensee to salivate at the prospect. Sega also announced a
swarm of Saturn titles for impending release, as it had no intention of being reduced
to playing catch-up to Sony and its PlayStation library. Some of the promised titles
in the new Saturn lineup for 1996 might ring a bell: Marvel Super Heroes, Daytona
USA, Tomb Raider, Enemy Zero, Three Dirty Dwarves, Gun Griffon, and so on.
Chief among these was Yuji Naka's first videogame since his Sonic days on the Genesis -
NiGHTS: Into Dreams, a 3D platformer that held a lot of promise for
the apple in Sega's eye. "We are completely convinced that this title will do for
Sega Saturn what Sonic the Hedgehog did for Genesis," said Tom Kalinske at a
press briefing on behalf of his Japanese masters, but even he still had enough spark left
at this point to be genuinely excited about Naka's latest creation. Sega also made
history in announcing that Saturn would be the first Internet-capable console on the
market. The opening of the Internet to the general public the previous year,
which until then had long been the domain of government and academic types, caused a
sudden surge of interest in long-distance, multi-user networking among the Internet
savvy. Multiplayer online gaming was the Holy Grail of this crowd, and Saturn would
be the first console to tap this previously nonexistent market. One final announcement
that went largely overlooked at the time was that Sega was forming a new internal
subsidiary in order to port popular Saturn titles to personal computers. Sega of Japan
was taking no chances - it wanted all the market share it could get.
One of the most glaring hardware deficiencies of the Saturn at this time and one that
had been quickly seized upon by its detractors was the lack of dedicated MPEG decoding
hardware. PlayStation had a rudimentary form of this built into the system, permitting
playback of MPEG-quality streaming video direct from CDs, and its supporters
constantly harped on the lack of such support in the Saturn. Most programmers at
the time knew that Saturn had enough horsepower to perform MPEG decoding through
software alone, but this mattered little to those who were always looking to find ways
of slamming Sega's system - and these were ever-growing in number. It got to the
point where Sega of Japan had enough and revealed plans for an add-on hardware MPEG
decoder for Saturn. It had been planned ever since the design of the system was finalized
back in 1994, but at least the news caused the pundits to cease their growing Sega sarcasm
... if only for a while.
By the end of March, Sega of Japan had succeeded in coming up with a cheaper
version of the Saturn, integrating most of system firmware onto a single ASIC chip
and thus easing the console's excessive production costs. Rumors began to run
rampant that Sega would eventually lower the cost of the system to US$200. The
actual drop was to US$300, which was not as much as U.S. gamers would have liked;
nevertheless, sluggish console sales began to pick up. Some retailers noted that
their Saturn sales had increased by as much as 50% as a direct result of the price drop.
This pleased Sega of Japan, and it confidently predicted that it would sell 5 million
of the new Saturn's by the end of the year and had already sold a half-million
Saturn's in the troubled U.S. market. Sega's claims were met with hoots and jeers
by most industry observers, who calmly pointed out that Saturn's software base had
yet to catch up to PlayStation despite the announcements and there were still an
awful lot of Saturn consoles sitting unsold on store shelves. "Besides," they added,
"your claims are for consoles sold to retailers. Sony has sold 1 million PlayStations
to date, and all of those are sitting in customer's homes. Yours aren't." As might
be expected, Sega of Japan ignored them and went right on, full steam ahead, with
its plans. Things seemed to be going so well that by May, Nakayama was confidently
predicting that Sega would reassert its market presence and end the year with a
¥34 billion (US$330 million) net profit.
Perhaps the one fly in the ointment was the absence of more big-name third-party
developers in the Saturn fold. Oh, there were plenty to be sure - Altus, Capcom,
Eidos, GameArts, Working Designs, and so on - but two whose names were synonymous
with software excellence had refused to back Sega's latest console venture. Namco
had been one of the original MegaDrive third-party developers, but this time Namco
CEO Masaya Nakamura had instructed his subordinates not to support the Saturn.
It was his judgment that Sony and its PlayStation were better for Namco than Sega
and its Saturn, which goes a long way to explain why Namco had signed on as one of
Sony's first third party developers. Their presence was sorely missed over in the Sega
fold, where Namco's best arcade conversions (now appearing on PlayStation) would have
been right at home next to Sega's own. The other prominent holdout was SquareSoft,
who had almost single handedly brought the RPG genre out of the shadows with its
Final Fantasy franchise. Square was still under contract to Nintendo, but
franchise creator Hironobu Sakaguchi was already fretting over the lack of storage
space in SNES videogame cartridges. Even as Square was readying its final SNES RPG
for market, Super Mario RPG, Sakaguchi convinced his superiors at SquareSoft
that only the CD-ROM format could give him the kind of artistic freedom he needed,
and that the Sony PlayStation was the best of the new 32-bit consoles to realize his
gaming visions. Square's defection would forever earn them Nintendo's deepest ire,
but it was a heaven-sent opportunity for Sony upon which they quickly seized. As for
Sega? It was never seriously in the running to get a Square-produced RPG on the Saturn,
but Square's eventual defection to Sony would eventually spur its own efforts and that
of its licensees in developing Saturn RPGs. Theirs was an effort that would result
some two years later in the greatest single Saturn RPG ever created and one of the
all-time RPG gaming classics ... but let us not get too far ahead of ourselves,
shall we?
Despite all of the activity on Sega's part, though, the PlayStation continued
in its gradual eclipsing of the Saturn. By the end of April 1996, Sony could
rightfully claim to have sold through to customers over 7 million consoles worldwide.
Sega's own Saturn numbers were nowhere close to that figure save in Japan, where its
5 million units (sold to retailers, mind you) kept it barely ahead in Japan as far
as the 32-bit console race was concerned over there. It was with its recent market
successes firmly in hand that Sony decided it was time to give Sega another serving
of humble pie. It was also time for Sony to deal with Nintendo, for the sleeping
giant was finally braving its way into the turbulent nextgen waters. The 1996 E3
would be another industry trade show that few who participated would ever forget.
The Second Annual Electronic Entertainment Expo (E3) was held 16-18 May 1996 in
Los Angeles, California. Once again, the setting was the Biltmore. This time,
though, there would be a major difference. Instead of keynote addresses, each
participating vendor would hold its own conference, and there would also be a series
of general conferences in which everybody could participate. No repeating of Sony's
upstaging of Sega the previous year on the very first day of the show. Once again,
the major players in the videogame industry were prepared to do battle despite the
change in format. Each held what it believed to be its ace up its sleeve and none
of them were determined to be the odd man out. E3 1995 had shown who was going to lead
the nextgen console revolution. E3 1996 would show who was going to take it for their
very own.
First off the bat was Nintendo, whose long-delayed N64, formerly known
as Project Reality, was finally ready to do battle with the other big boys.
The console had made an impressive debut in Japan a mere month before, and
Nintendo was taking no chances with the now-volatile U.S. market. True to form,
they held their own exclusive press conference the day before E3 officially started,
at which Nintendo of America chairman Howard Lincoln officially unveiled his
company's newest console. Also available were working copies of Shigeru Miyamoto's
Super Mario 64, LucasArt's Star Wars: Shadows of the Empire, Iguana's
Turok: Dinosaur Hunter, and Nintendo's own Wave Race 64, among others.
All had graphics that trounced the best that either Sega and Sony could offer, and
Nintendo's newest Mario game was everything its fans had demanded and more - except
it was in full-blown 3D this time around. Nintendo of America vice president Peter Main
went on to give a lecture about the future of the U.S. videogame market as viewed
through his company's eyes. Right now, Sony controlled 80% of the nextgen market as
opposed to Sega's 20%. Those numbers would change significantly once the US$250 N64
entered the fray on 30 September. By the end of 1997, Main claimed, Nintendo and
its N64 would once again dominate the U.S. market with a hefty 53% share, leaving
Sony in second place with only 39%. The remaining 8%? Sega, or what would be left of
it after Nintendo cleaned its clock. "Sega is not much of a threat," Main is reported
to have laughed in response to a reporter's question. As for what was left of Virtual
Boy, it was quietly tucked away in a corner, soon to be relegated to the scrapheap of
videogame history.
Sega was not about to take this sitting down, and it had long know of Nintendo's
plans for its new console. It had the second largest booth of the show (next to
Nintendo's, of course), and a half-dozen or so new Sega software titles were
prominently featured for E3. The first was, of course, Yuji Naka's NiGHTS:
Into Dreams for Saturn, with working copies on display in Sega's booth available
for anyone who stopped by. Visitors were impressed by Naka's largely successful attempt
at pulling off a pseudo-3D platformer on the notoriously difficult-to-program Saturn,
and word soon spread that NiGHTS was going to be a must-have title for Saturn
owners. Next up was the Virtua Fighter franchise, soon to debut in its third
incarnation in the arcades. The new VF3 promised to shatter all records for
polygon counts, and the early alpha shown running on the new Sega Model 3 arcade board
at E3 was the show-stopper as far as the 3D gaming crowd was concerned. Rumors of a
Saturn port began in earnest as soon as the show started and would continue for many
months, but in the meantime Sega would have the chan-style Virtua Fighter Kids
on Saturn for those who took their fighting games with some humor in stride. Another 3D
arcade game that also won praise at the Sega booth was the mech fighter Virtua
On, which according to reports featured some of the smoothest animation seen to
date in a 3D videogame. Sega's third party developers were also present, fielding
working copies of over a dozen new Saturn games in almost every software category, but
it was yet another Sega title that wound up on the lips of all those who left the Sega
booth during the show. Featured prominently on a large sign inside the Sega booth and
running on several pre-rendered video sequences was the game that Sega fans had been
praying and hoping beyond hope would show up on Saturn before long. "What was it?" you
ask? Sonic X-Treme - the very first 3D Sonic game scheduled for release
by Sonic Team on the Saturn. The all new 3D characters and environments were impressive
while at the same time staying true to Sonic's colorful roots on the Genesis. News about
Sonic X-Treme almost made folks forget about the other two Sonic offerings that
Sega was also fielding - Sonic 3D Blast for Genesis and Sonic: The Fighters
for the arcades.
This time, Sony had not one but two aces up its sleeve, one each aimed at
Nintendo and Sega. Sony executive vice president Jim Whims kicked off Sony's
presence at E3 by promptly announcing that the price of the PlayStation would be
reduced again to a mere US$200. While chiefly aimed at Nintendo and the N64, who were
caught completely off-guard just as Sega had been the year before, the pricing
announcement also sent Sega reeling and feeling for its bank book. That was not all.
Sony had only half the booth space of Sega, but they had about three times as many
playable games on display, and one of these was aimed directly at Sega's heart. Naughty
Dog's Crash Bandicoot was a direct rip-off of Sega's beloved Sonic
franchise, right down to the impatience and cocky attitude of its marsupial hero.
Critics charged the game with being too derivative, in no way comparing to Super Mario
64's obvious technical excellence or the Sonic franchise's tradition of outstanding
gameplay, yet Sony's new 3D platformer proved to be one of the hits of the show. It
also had abstract, artsy graphics similar to Sonic but easily matching the best that
Nintendo could currently offer on the N64. Together with its new lower price point
and expanded software base, Sony was in an even better position to strut its wares
than it had been the year before. This time, they were a proven commodity. This
time, the industry was giving them the respect they were long overdue, and they let
their rivals know it posthaste. On the third day of E3, Sega spokeswoman Angela Edwards
was carrying signs trumpeting Sega's recent US$300 price adjustment for the Saturn
when she was approached by a Sony employee. He looked her signs and sneered,
"You're pathetic!"
So who won the battle of E3 1996? Sony ... yet again.
Sega had no choice but to drop the price of the Saturn to US$200 before the
end of E3 in order to meet Sony's price. It was a reduction that they simply
could not afford. Sega would now begin to seriously hemorrhage cash as it
fought just to keep pace with its better financed and resourced rival. As for
Nakayama, he did not really care what Nintendo was doing nor could he have afforded
to do anything about it even if he could have. Sony was the one wiping the mat with
Sega, not Nintendo. Perhaps he gained some small solace in the realization that
Sony's "calculated game of chicken," as industry reporter Steven Kent so aptly
put it, would also stop even ambitious Nintendo in its tracks before it ever
became a threat. We may never know. What we do know is that Nakayama felt a
radical change in Sega marketing tactics was now required.
On 30 May 1996, Sega of America officially booted the marketing firm of
Goodby, Berlin, and Silverstein - creators of Sega's famous "Sega scream" ad
campaign - on the direct orders of Sega CEO Hayao Nakayama. With them
would also go the Sega scream itself despite Sega's calm assertions to the
contrary. In its place would come a new campaign promoting a kinder, gentler
Sega - one more family-friendly and less prone to its antagonistic stance of
old. To say longtime Sega fans were horrified by the change would be an
understatement. To them, it seemed that Sega had deliberately turned its back
on the rebellious image on which the company had proudly stood for the past
four years. They had no way of knowing that it was not Sega of America's fault,
that it had no say in the matter, that it was receiving its marching orders from
the Land of the Rising Sun. All they knew was that the old Sega was gone. In
its place was a new, more arrogant Sega with a track record of broken promises
and overpriced, under supported hardware. Is it any wonder that even more former
Sega gamers began bolting the ranks? It was yet another nail that Sega of Japan
was remorselessly driving into in the Sega coffin - and worst of all, it either
didn't know or didn't care. It knew what was best for the U.S. market, and
those stupid Americans had better come to their senses pretty quick.
By this time, Tom Kalinske had finally reached the limits of his patience and
endurance with Sega of Japan. Reduced to a constantly overruled figurehead,
a mere shadow of the proud corporate spokesman that had make Sega of America
into the success story that it became, he no longer cared what was going to
happen. He had no say, so why should he? He knew what needed to be done in
order to give Saturn a fighting chance in the U.S., but Sega of Japan would not
let him do it. Instead, they heaped upon him all of the ire and blame for Sega's
past and present problems, even though he actually had very little to do with
most of them. So Sega of Japan though it knew what was best for North America?
Fine. They would have to learn their lessons the hard way, just as he had done
with Mattel years before. He would not be around to become a victim of the train
wreck that he knew was inevitably approaching. Already rumors were rampant in
the industry that he was getting ready to move on to better things. It was just
a question of the date.
On 15 July 1996, Sega of America president Tom Kalinske officially tendered his
resignation, and most of his staff at Sega of America would soon follow him out the
door. The news sent shock waves across the industry, and it apparently caused a
few within Sega itself. No less a figure than company founder David Rosen followed
suit the next day in support of Kalinske, resigning his long-time chairmanship
of Sega of America as his way of expressing his dismay at the way Kalinske and
his staff had been treated. As for Sega CEO Hayao Nakayama, he acknowledged the
move his longtime colleague and friend by resigning his own position as co-chairman
of Sega of America, going back to directly managing Sega of Japan's affairs.
Replacing Kalinske as Sega of America president would be one Bernie Stolar, one of
the oldest and most controversial executives in the videogame industry and fresh
from a royal row with former employer Sony. Assuming the chairmanship of Sega of
America would be the irrepressible Shoichiro Irimajiri, a former Honda CEO and
longtime automobile industry executive who had signed on with Sega only three
years before. "We are sorry to see Tom leave Sega, but he has left us in a strong
position in the marketplace," Irimajiri would later say to reporters. "I am excited
to be taking a more active role at Sega of America now. We're looking forward to an
extremely favorable holiday season." Kalinske's opinion was quite different. "Nobody
could have succeeded in marketing that thing," Kalinske later confided to the Wall
Street Journal about the Saturn. By September, Kalinske had also resigned his largely
ceremonial seat on the board of directors and severed all ties with Sega for good.
It was the first major shakeup in Sega's corporate structure in years. It would not
be the last.
On to Part 2 . . .

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