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O V E R T H E F E N C E --------------------------------- A mini series of luckless computers video games and other concepts that failed to establish themselves ... Episode 1: Sega Reloaded Preface ------- Wondering what this article is supposed to do in an Atari-related disk-magazine like Alive ? The reason is rather simple. We all know about the story of Atari, about their computers and video-games and how they all appeared, ruled the world for a while (or did exactly the opposite) and disappeared again. Slowly, but surely, we have read all the details uncovered about the Sparrow, the mystic Micro- box, the potential Falcon040, we learned the details about the creation of hard- and software, read interviews with people behind the scenes and even though this all enlightens us in a way that it does re-animate the great past we all long for in a way, we're slowly but surely running out of topics. This series is supposed to conquer that by also spreading some light into the moving pasts of other companies that also ruled the world for a while and had to withdraw in the end - and either live on as shadows of their former beings or have been swallowed up by larger companies now living on the rights and patents. The series shall give in-depths information about other computer and demo-scenes such as, for example, the Commodore Plus/4 or Sinclair ZX Spektrum scene or have a closer look at other video games - competitors of the 2600, 5200, Lynx or Jaguar. And of course, you, the reader, are invited to join in. You code software on other exotic machines with a great past and certainly no future ? A vast collection of unseen games on an exotic console ? Consider yourself an active member of the demo-scene on an unknown computer system ? If so, why not write about it and give the readers of this magazine some insight in these scenes and communities as well. After all, this is what makes these scenes ... alive ... Introduction: ------------- Now we all played Tempest 2000 and Alien vs. Predator on the Jaguar and smiled at those whose video game system had less bits on the CPU than ours had buttons on the joypad. We played Chip's Challenge or Lemmings on trains and busses and laughed at those staring hard at washed up green & black screens. And we cried bitter tears at the end of the Jaguar and the demise of the Lynx, but it would help nothing: Those who laugh last laugh the best, and in the end, we were the ones being laughed about, when the Playstation slaughtered the whole video game market for good. It were moving times, back then, both in positive and negative ways, and in this issue, we're going to look a bit deeper into the movements of one certain company at that time. Episode 1: Sega Reloaded, chapter 1 ----------------------------------- The time: Early nineties. The place: Sega of America The story: Slowly, but surely, Sega of America, distributor of the world leading 16-bit video game system, the Genesis (MegaDrive in Europe and Japan), started to think of what shall follow the Genesis. The CD-Drive add-on, Sega CD (MegaCD in Europe and Japan) was a nice add-on, but failed to establish itself as a natural add-on to the Genesis. Besides that, the Super Nintendo-system of Sega's arch-enemy, Nintendo, was hard on the Genesis' tail. Additionally, the competition was not really asleep: Even though the Neo Geo by SNK failed due to its family-unfriendly price, there were bad news ahead for Sega: Atari was still existant and officially developing a 16-Bit system capable of slaughtering both the Genesis and the SNES, nicknamed Panther, Japan was about to see the first true CD-based console, the 3DO, produced by a group of companies around Panasonic and there were also rumours about Sony, japanese multimedia-giant, showing interest in the video- game market. However, the direction was more or less clear. Video games, that was clearly shown by the coin-op machines popular at these times, would become more and more intense on 3D-effects, consuming more processing power, but also enable much more realistic racing, sports and action games than ever before. Sega themselves had walked in that direction from the beginning on, being famous for coin-op machines that were based on a 3D-gameplay never seen before, beginning with Zaxxon and Buck Rogers, continuing with Afterburner, Space Harrier and Thunderblade and ending in games like Virtua Racer and Virtua Figher. To conquer the new challenges, Sega of America and Sega of Japan decided to approach from two directions. In America, where the Genesis was very popular, Sega would develop and procude a power-up for the 16-Bit console, yielding enough processing power to keep up with the modern games' needs. In Japan, where the MegaDrive was about to finally lose the battle against the SuperFamicom" by Nintendo, a totally new console would be produced, as a sequel to the MegaDrive, allowing even more complex games and mind-blasting effects. Both systems however should be similar to keep both development costs on the hard- ware as well as on developer-kits for the software low - and to retain the option of making them compatible some day. Now, all they had to find was a name for the whole new series of projects and decided to go for roman gods. Episode 1: Sega Reloaded, Chapter 2 ------------------------------------ Sega of America decided to start developing a system named Mars. Learning from the current developments at the coin-op department, at the same time keep the costs low and keep in mind that all this should still be interfacing the Genesis in some way, they decided about the following: - Not one but two SuperH2 32-Bit RISC processors, clocked with 23MHz - 512k RAM - Mars VDP (Video Data Processor), capable of displaying up to 32768 colours and combining its own video output with that of the Genesis, also supporting scaling and rotating - 2 16-Bit DMA channels audio - Capable of using the Genesis synchronously for music, graphics and also as additional data processor The reasons for this design are plausible. One processor alone would not have supplied enough CPU-power for the games as they were being designed at this time - filled-vector 3D with an awful lot of details in form of extra-polygons and not textures (Virtua Racing, Virtua Fighter, the competition was also walking into this direction, for example Atari with Hard Driving or S.T.U.N. Runner). Single processors at this time yielding an equal amount of CPU-power (about 40 MIPS) were considered too expensive, the SH2-RISC processor is an embedded design, hence rather inexpensive. Also, the Video processor was intended to offer more details and softer shades of colours mainly and to over- or underlay the Genesis graphics, but had no real 3D extensions, even though hardware scaling and rotation were available. The resolution was fixed to the Genesis resolution to make it easier to mix the video outputs. Also, Sega decided to make Mars a cartridge based system for obvious reasons. First, Mars was supposed to not require to be removed to play Genesis games, hence it needed a cartridge slot in any case. Second, Mars could use any hardware extension the Genesis could use by simply using the Genesis hardware to do so, therefore Mars would be capable of using the SegaCD system if a CD-ROM as data storage was required. Mars was presented to the world with a few previews on June the 2nd 1994 under the name 32X. Sale of the system began in November 1994 and the introductory retail price was $159.99, without any games bundled and - surprisingly - none available either. Sale of the games started roughly a week later and the library consisted of a mere 3 games: Virtua Racing Deluxe, Doom and Star Wars Arcade. Cosmic Carnage and Metal Head followed soon, but the "main attraction" for christmas sales obviously was meant to be Doom. Not necessarily a wise choice. While Virtua Racing Deluxe and Star Wars Arcade produced an so far unseen amount of fluently moving filled polygons on screen, Virtua Racing Deluxe suffered from competing with an excellent Genesis- conversion of the game (that incorporated the Sega Virtua Processor, which is nothing but a SH2 in disguise) and Star Wars Arcade suffered from dated gameplay and bad controls. The mass attraction was meant to be Doom, but the conversion was obviously made in a hurry and didn't look very good. Besides, the 32X was in tough water from the beginning on. Another company, well-known still to the video game consumer, decided to declare plumbers and hedgehogs as catfood by releasing the 64-Bit video game system Jaguar and also considered the US American market as the key to success. While the Jaguar did not offer half of the CPU-power of the 32X - the Jaguar had only an 68000 clocked at 12.5MHz, which is just slighty over the Genesis' specs - but the Jaguar was designed not with flatshaded polygons in mind but with gouraud-shaded, or better yet, textured ones in mind. The Jaguar was obviously not capable of calculating as many polygons as for example Virtua Racing Deluxe featured, but who cared about that when you could get softly shaded polygons like in Cybermorph, textured walls and ceilings like in Alien vs. Predator or freaky dot- and melt-effects like in Tempest 2000 ? Yet again, the 32X and the Jaguar soon shared one of the worst problems a video game can suffer from: Lack of decent games. Sega of America tried a very similar approach to this problem like Atari tried: Bring some brand-new games getting the maximum out of the console, and at the same time re-cycle some of the classics. While Atari had an instant success with Tempest 2000, the strategy failed for Sega. After Burner complete and Space Harrier 32X did indeed look and play like the arcade originals, however, they offered no extended gameplay and they were already available for both the Master System and Genesis - with basically no other restrictions than the graphics. Also, Sega tried to find third party developers for the 32X. And while quite a huge list of companies showed interest first, they soon announced to draw back from their projects on the 32X (much like they did for Atari as well). Companies like Acclaim (Alien Trilogy), Konami (Castlevania) or Atari (Race Driving) pulled out, not only because of the rather low sales of the 32X but also because the system clearly showed its weak points too obviously in the newer games: For example Virtua Figher on the 32X was a game that suited the system perfectly: Each of the SH2-processors calculated the polygons of one fighter, while the Genesis produced the background graphics. Since Virtua Figher only relied on filled polygons and did not apply one single texture, the movement was very slick. Games like Doom or Motocross Championship however were not so easy to adopt to the 32X + Genesis infra- structure. On the contrary, it was quite hard to optimize the requirements of games like these to balance the load on each of the processors and to take advantage of the underlying Genesis-hardware at the same time and obviously, Sega's own developer kits were unable to assist the programmer on finding the best way. Though Sega officially rated the 32X as capable of rendering 50.000 textured polygons a second, this number is definetly a landmark, not a real benchmark. The spare main memory of the 32X and the problems of balancing the load on the processors in typical in-game situations reduced this number definetly by an awful lot. While Sega introduced the 32X riding a wave of self-created hype by selling/renting advertisement videos, t-shirts, cheeky campaigns with racy taglines, it was pretty soon obvious to the customer that the 32X could not live up to the hype. Games were announced, then cancelled (there is, for example, not a single 32X-Sega CD-game available even though several were announced), the price of the 32X fell and it was already obvious that stand-alone 32-Bit consoles and not upgrades for existing consoles would live on. Thus, Sega of America either decided or was commanded to start importing the Saturn (see the referring chapter) and had to abandon the 32X. Prices fell to a minimum of $19.99 (less than 12.5% of the introductory price) as retailers tried to get rid of their stock of 32X. Naturally, that also slaughtered every other aspect of marketing the 32X that Sega of America had at the beginning. For example, Sega obviously considered releasing a 32X with integrated Genesis, nicknamed Neptune. There is supposed to be only one prototype at all and it was canned for several reasons. A, it would have still been quite expensive as there was hardly any hardware to spare without introducing incompatibilities with either existing Genesis- or 32X-games or hardware. B, sales of the 32X were not at a level in which a "successor" would have been wise to introduce and C, the Neptune would have been another competitor if the Saturn was supposed to be introduced - which was still seen as the last emergency exit. Same goes for the Jupiter, which would have been the 32X to Saturn upgrade. Episode 1: Sega reloaded, Chapter 3 ----------------------------------- Before going into details about the past, present and non- existant future of the Saturn, a little digression about some games that were available on Mars, sold as 32X: - Virtua Racing Deluxe While the coin-op was a massive hit due to the so-far unseen amount of plain polygons, the conversion shows its age. It's not a simulation but arcade game, the new tracks and cars offer a bit more variation, but it won't keep you hooked up for a long time as it badly lacks depth. - Star Wars Arcade What looks like Sega's late revenge for Nintendos StarWing is in fact the coin-op game with more filled polygons and a few extra levels. Bad controls and lack of variation spoil the game despite the impressive intro. - Doom Every console at this time had to offer its conversion of this game. Mars' Doom does not run full-screen, but in an absolutely suitable speed, even though graphic errors do pop up every now and then and the music stands in contrast to the bloody gameplay. Also is a bit short in levels, but one of the better games on Mars. - Knuckles: Chaotix The only episode of the Sonic series on Mars. You control two characters from Knuckles' crew, connected to each other by an elastic band, which can be used to slow down, speed up or even catapult the duo around. The slightly odd gameplay - the main task is to reach certain points in the level - is well converted, graphics and music are good. The best game available on Mars. - Virtua Fighter This game was also a coin-up-hit even though it uses plain polygons like Virtua Racer - No textures, even details in the faces of the players are made up of untextured polygons. Fluent movement of the fighters is supported by the fact that each player is "rendered" by one CPU of Mars while the Genesis generates the background. An excellent conversion. - After Burner Complete This attempt to recycle one of Sega's biggest hits failed. Graphically and accoustically identical to the coin-op, this late version offers no extensions or additions, hence, the gameplay seems aged and the lack of the coin-op's peripheral hardware adds up. Only for fans of the original. - Space Harrier 32X Same as Afterburner complete, this game is identical to the arcade version, which, by that time, was about 8 years old. Gameplay is dated and the arcade machines peripheral hardware is missed. Only for fans of the original. Episode 1: Sega reloaded, Chapter 4 ----------------------------------- For Sega of Japan, the situation was not any better than the situation was for Sega of America at that time. Even worse, the MegaDrive, as the Genesis was called in Japan, had lost the battle against the SuperFamicom by Nintendo (SuperNintendo in Europe) and Sega, still one of the hot-shots in the arcades, was looking for what to sell as next generation video game. The deal formed with Sega of America about developing two different, but similar consoles, defined the way to go but not exactly how to go. The only thing decided upon at a rather early stage was the name: Saturn. Sega of Japan therefore left a lot of questions unanswered first and began with the basic details. To make sure a basic "similarity" to the console that Sega of America was working on, they soon decided about the following architecture: - 2 SuperH2 RISC processors, clocked with 28 MHz - 1 MC68EC000 as audio controller - 2 MB of RAM - 1.54 MB of Video RAM (segmented) - 540 KB of Sound RAM (also usable for wave-tables) - 2 Video Controllers, VDP1 and VDP2 - 32 voice Synthesizer including a Yamaha DSP The basic layout was hence similar enough to Mars to ensure a certain level of compatibility if required. On the other hand, the architecture itself was designed to be more powerful than Mars and therefore not only "expand" the capabilities of what the MegaDrive offered but to present a true next generation video game system. The dual CPU architecture allowed a certain level of parallel processing with the bottleneck being RAM- and peripheral access. The two video processors serve special purposes each: One is meant as combined 2D/3D processor, which primarily offers an awful lot of 2D sprites, freely scale-, rotate- and deformable. Obviously, Sega feared the increased usage of advanced 3D technique in games (Texture-mapping, Gouraud-shading and such), hence they offered a so-called Geometry-Engine in this video processor, officially capable of rendering up to 500.000 flat shaded polygons a second and 200.000 texture-mapped polygons, however, this is mainly achieved by using "deformed sprites". The other video processor was meant to work as the background graphics engine, capable of displaying totally independant playfields, two freely rotating and up to five scrollable playfields, capable of using up to 24 Bits per pixel and displaying up to 704 x 480 pixels in total. The sound subsystem is superior to basically anything available on the market at that time and the time following (In fact, the only system to top these specs is Sega's very own Dreamcast). However, Sega left two very important questions unanswered at the time developing the system in this stage: A.) Was the system to be compatible to Mars and if to which level and B.) What media storage device would the Saturn be given ? The general system architecture proposes that the initially planned system was meant to be cartridge based, just like Mars was. In the end however, it was given a double speed CD-ROM drive with an additional cache of 512KB. An arguable choice. To not cross out cartridge based games right from the start, the Saturn was also given a quite flexible cartridge port that was, in the end, meant to handle add-ons only. The compatibility to Mars was also debated. Sega of Japan favoured Saturn to be compatible to Mars but not to the MegaDrive so that the Saturn wouldn't harm the sales of MegaDrive consoles. That, however, was declared impossible by the technical department of Sega. If the Saturn was supposed to be fully compatible to Mars it would have been compatible to the MegaDrive since Mars included all interior and exterior hardware of the MegaDrive. Therefore, compatibility to Mars was given up. The Saturn was first mentioned around November 1994 as well but unleashed to the public in June 1995, shortly before Sony released the Playstation (September 1995). The first games to be available seem to have been Virtua Fighter, Panzer Dragoon and Daytona USA. Sega succeeded to contract third party developers, so that pretty quickly games like Alien Trilogy (Acclaim) or Tomb Raider (Core Design) were being previewed. The Saturn was also presented to the US audience rather hastily in 1996 for an inadequate price ($299). The system was also presented in europe and on sale in july 1996 for 750.- DM (which is about 380 Euro) - without any pack-ins. But pretty soon, the rather complex hardware of the Saturn caused trouble. First, the dual-processor technology was, just like in Mars, not easy to handle. Load-balancing and dead-locks of processes were troublesome and not handled well by the developer kits. The same went for the complex graphics hardware. The Saturn was considered the "ultimate 2D console" by some, but the market and the developers required more and more complex 3D environments and supposed the hardware - or at least the developers kits - to supply that. Handling two - more or less - independant graphic processors of which one is almost useless when it comes to basic 3D (and can, however, support lighting effects, when basic 3D is taken care of by the other video processor) was not easy to adopt to. Also, the sound-subsystem was definetly oversized for a CD-based console as more and more games tended to simply replay pre-recorded audio from the CD, which made the superior (and expensive) sound-system of the Saturn almost useless. Instead, the Saturn badly suffered from the slow CD-ROM which made it hard to replay video in real-time. Saturn developers usually had to apply a few tricks to achieve full-motion video (FMV): Using lower colour-depths, lowering the resolution and/or the graphics window, using lower frame-rates, mono audio at half/quarter replay rates and so forth. In other words: The Saturn looked bad at every aspect the main competitor, the freshly introduced Playstation looked good at. While it may be argued whether the early Playstation games were better than the Saturn games - playability-wise - they definetly managed to impress the customer more: By full- screen full-motion video in decent framerates with stereo sound thanks to a hardware MPEG-decoder, by complex 3D graphic environments thanks to the multi-stage graphics subsystem of the Playstation that was, without a doubt, inferior by far to the Saturn's with regard to 2D games - But the public wanted 3D games. The "pros" of the Saturn - much more flexible graphics hardware, more powerful CPU(s), way more complex audio-subsystem - stayed widely unseen by the player. Episode 1: Sega Reloaded, Chapter 5 ------------------------------------ To conquer the Playstation's upcoming dominance, Sega decided to supply the better games. Also, Sega had learned from the Mars-desaster and decided not to recycle the Sega classics (like Afterburner or Space Harrier) again. On the contrary, the Saturn sees almost none of the earlier Sega mascots such as Alex Kidd, Shinobi or Wonderboy. The only Sega mascot that made it to the Saturn is - in fact - Sonic the Hedgehog. Instead, Sega focussed on their arcade-hit games first and converted Virtua Racer and Virtua Fighter to the Saturn, supplying lightning fast 3D sceneries and objects - but again, flat-shaded polygons looked so very yesterday in comparison to Ridge Racer or Tekken (both by Namco) on the Playstation. Reading the bad reviews, Sega reacted quickly. Virtua Fighter Remix was released still in 1995 and had each and every polygon textured, supplying quick and flawless 3D graphics with a higher framerate and less 3D errors than the Playstation's Tekken supplied. A few months later, Sega released Virtua Fighter 2, which also produced beautiful and detailed 3D scenery. Also, Sega had contracted the NHL and produced an excellent 3D ice hockey game. Besides these names that were meant to draw attention, Sega also focussed on introducing new game-lines, abandoning the game-lines of the past: The results were, for example, Panzer Dragoon 1 and 2, Sega Rallye, which showed that the Saturn, when programmed wisely, was capable of competing with the early Playstation games. Core Design released Tomb Raider on both the Saturn and the Playstation and was hoped to give birth to the first real Saturn-mascot, namely Lara Croft. It was rather Sony who took profit out of the heroine of this game as the Saturn version had even more 3D errors than the Playstation version did. The first Sonic game on the Saturn was Sonic 3D, which was converted to both the Saturn and the MegaDrive in 1996 (release of the Saturn-version was 1997 though). The title was meant to mislead to compete with the massive amount of 3D games attracting the public at this time, however, Sonic 3D is not a real 3D game, it is a 2D game using the isometric perspective, like Zaxxon or Marble Madness did. While the games' quality can be argued, it didn't do Sega any good to release "fake" 3D games while the Playstation offered real 3D games. Sonic 3D on the MegaDrive was also meant as a goody to the MegaDrive owners as Sega was about to abandon their 16-Bit video game soon. The first real 3D Sonic-game was Sonic R, which was released in 1997 and was aggressively advertised on TV even in europe. The game put Sega's only surviving mascot into a full and rather complex 3D scenery that moved in decent frame-rates, with very little pop-up and a very small amount of 3D errors. However, the game turned out to be a rather simple Racing game with fuzzy controls, lack of variation and options and a very bad soundtrack. In 1997 however, more trouble came up. With Atari out of the way and Panasonic's Real 3DO being a flop even worse than Mars, the market looked like a two-player game first, but now Nintendo came back to live again and presented the N64, a 64-Bit console capable of beating both the Playstation and the Saturn. This was the time when Sega started to produce real 32-Bit games that did not need to fear comparison to Playstation games: NiGHTS into Dreams or Shining: The holy Ark. Also, the Saturn saw decent conversions of Playstation games, such as Resident Evil, Wipeout or Warcraft 2, however, it was obvious that the Saturn was not going to endure competing against two systems, so Sega decided to put most emphasis on developing a successor to the Saturn. The last famous games on the Saturn were also considered to be among the best: Panzer Dragoon Saga and Shining Force 3. In April 1998, the Saturn development was officially discontinued, the last game released in Japan was dated March 2000 though (Final Fight Revenge, not by Sega though). Sega claimed to focus on developing the Dreamcast, which was then released November 1998 in Japan and in September 1999 in Europe and the USA. Just as a little side-sidetrip, Sega really did everything right that could be considered a bottle- neck in the Saturn-development: The Dreamcast no longer was a multi-processor system but featured 1 CPU and 1 graphics processor, both way more powerful than the complex dual systems of the Saturn. The sound-system did not feature its own 16/32 Bit CPU but was a custom-chip by Yamaha, the CPU and the 16x GD-ROM drive were both quick enough to replay full-motion video. Episode 1: Sega Reloaded, Chapter 6 ------------------------------------ Just before the Epilogue, a quick glance on some of the most attractive, the best and also the most disappointing games that the Saturn saw in its short live: - Virtua Racer Perfect The final conversion of this hit-coin-op. Featuring more details than the original, more tracks, more cars. But all that can't make up for the rather simplistic arcade racer that looked very dated in comparison to, for example, Ridge Racer on the Playstation. - Daytona USA The coin-op was a super smash-hit and the Saturn-version is capable of fulfilling the expectations. Realtime textured polygon graphics, high speed and nice graphical effects make this game look good, but again, it is just an arcade racer that lacks the physics and depth of a real simulation. - Virtua Fighter, Virtua Fighter Remix, Virtua Fighter 2 The first part was converted 1:1 to the Saturn and looked very dated in comparison to, for example, Tekken, also, bad controls spoiled the gameplay. VF Remix made up for that by sporting textured graphics and improved controls. VF2 added more complex 3D scenery, but no major changes on the gameplay. - Sonic Jam, Sonic 3D and Sonic R The first of this series, Sonic Jam is basically nothing else but the Saturn conversion of the MegaDrive's Sonic games. However, it includes an additional "real" 3D part. Sonic 3D was supposed to ride the hype of 3D games, even though it featured the isometric 3D perspective of Marble Madness or Zaxxon, but besides more colourful graphics, a far too harmonic soundtrack, mediocre controls and a real 3D bonus-level, the Saturn-version is identical to the MegaDrive's. The game is not bad, but lacks the speed of the original Sonic-games. Sonic R was probably meant to make up for this, but this mediocre racing games lacks depth and variation, has fuzzy controls and a sticky soundtrack adds up, though it was "real" textured 3D polygon graphics. In total, none of the Sonic-games on the Saturn live up to the hype Sonic started on the MegaDrive. - Panzer Dragoon, Panzer Dragoon 2 and Panzer Dragoon Saga The first two episodes are shoot'em up games in which the player rides huge dragons. Flawless 3D graphics, a straight forward gameplay and beautiful scenes make these games stand out of the crowd. PD Saga is a role-playing game that takes place in the scenario around Panzer Dragoon. Definetly the most remarkable series on the Saturn. - NiGHTS into Dreams Sonic Team's return (Sonic 3D and Sonic R were produced by Traveller's Tales). This game introduced the 3D Analogue pad, which also was included in the package, and is mixture of a jump'n run game, in which the player floats most of the time. It all takes place in a beautiful and complex 3D environment that is originally designed and moves fluently. If you have a Saturn, you must have NiGHTs. - Dead or Alive One of the very few 3D beat'em ups that introduced new aspects. This game was one of the first to allow "counter-moves" when timed and correctly executed to turn an opponent's blow into the exacte opposite, also, the "bobbing breasts" on female fighters was (presumably) introduced on this game. The Saturn version looks and plays well and can compete with the PSX- version. Episode 1: Sega Reloaded, Epilogue ------------------------------------- Mars, Neptune, Jupiter and Saturn - the planets of our solar system or the roman gods of the antique, they didn't work out for Sega. Mars, or better known as 32X, introduced to re-establish the Genesis, marketed by promotion VHS tapes, posters, stickers and a bad lack of original games, even failed to establish itself, thus destroying the market for Neptune and Jupiter instantly. The Saturn, introduced at a price-level far beyond what the ordinary customer pays for a video-game system, boar raw power at about every aspect a video game could offer - besides those that the customer wanted: Real-time, full-motion video and hardware-supported 3D graphics. That, and an odd mixture of games put the Saturn into a bad position right from the beginning on. Even as the Saturn started to pick up speed, it picked up speed downhill: Every hit-game that Sega presented on the Saturn had at least one powerful counterpart on the Playstation to compete with. In the end, Sega decided to try one more time and concentrated on developing the Dreamcast, Sega's finest - and final - console. Mars has gotten cheap and can easily be obtained on eBay, just the good games are hard to get. Saturn has already been wiped out of the public's memory while its original competitor, the Playstation is still available as the PSOne. To find a Saturn for an adequate price you will need a bit of luck, usually, the more games you take with it, the "cheaper" the whole package gets. The rare gems like NiGHTS or Dead or Alive are hard to get for a decent price, but other games sell relatively cheap. And so ends the first episode where AliVe magazine looks backwards over its shoulder and focusses on one of the main competitors of Atari in the early and mid nineties - and how they all failed in the end. |
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