Sega's 6th Planet From the Sun Celebrates its 30th Anniversary
If you weren't able to tell from some other articles on this blog, my favorite console is the Sega Saturn. Its library is quintessential for the arcade enjoyer with dozens of home ports and peripherals to bring the arcade home, while still offering unique experiences at a time when the standards of 3D gameplay were not yet fully defined. This year on November 22nd will be the 30th anniversary of when the Saturn was released in its native country. To celebrate this anniversary, I wanted to take look back at the Saturn's reception upon launch in 1994, review some notable software, as well as a bit of the year that followed with the U.S release of the console. I'll also be looking at the very first issue of Sega Saturn Magazine (JP) which covers everything you'd need to know about the Saturn if you were on the edge of purchasing the system. The magazine look through will be part 2 of this blog post, so keep an eye out for that.
Before the Saturn launched in Japan, Sega had been producing home consoles since 1983, and arcade hardware long before that. However, despite being a player in Japan's home console market, they never had the opportunity to be the country's top dog. Sega's first home console, the SG-1000, famously released on the same day as Nintendo's Famicom later known in the states as the NES. Even as Sega created their future consoles, the Mark III and Mega Drive, they never had gotten majority share of the console market over Nintendo or NEC. However this time around would be a little different for Sega, as by the end of 1995 Sega would go from 12% of the console market to 32%. Comparatively, longtime competitor Nintendo had dropped from 75% to 33% of the console market in 1995. With a console specifically made for the Japanese audience, and software to boot, the Saturn would be Sega's most successful console in its native land, eventually having over 1000+ pieces of software released there, and getting support until the year 2000. One other interesting aspect of the Saturn was that Sega was not the only manufacturer of the console. On its release day in 1994, consumers also had the option of purchasing a JVC/Victor V-Saturn. The console itself functioning the same as a Sega produced console with the only difference being a slight change in bios. Eventually, Hitachi would also produce several Saturn systems that had a few other perks, but that wouldn't occur until 1995. The console sold well at launch, reportedly selling 170,000 units on day one, and by mid-1995 Sega had sold 1 million units, celebrated by a price drop on the console and a new pack-in title being Virtua Fighter Remix. When it was all said and done the Saturn sold about 6 million units in Japan alone, outselling the later released Nintendo 64. The Saturn's fortunes wouldn't be so great in the U.S., but that's a story for later. A console would be nothing without its games, and luckily for the Sega Saturn it came bundled with a port of one of Japan's hottest arcade games, Virtua Fighter.
Frankly, when you're looking at the Saturn's launch titles without Virtua Fighter it looks a little bare. Thankfully for Sega, AM2 and Yu Suzuki had created an arcade phenomenon when Virtua Fighter released the year prior. Essentially creating the 3D fighting genre, Virtua Fighter took a more realistic take on fighting games, using fighters with real fighting styles. Additionally, the game took advantage of its new found dimension with more camera angles as you're fighting and in the replay system after a round end. With fighting games being as popular in the early '90s as they were, Virtua Fighter found a way to stand out with more methodical and precise gameplay and visuals that couldn't be replicated on a home console before the 5th generation of consoles. It truly was a cultural phenomenon, and this is reflected in the sales numbers of the Saturn which came bundled with a home port of the original release in the U.S. As for the port itself, it’s still fun, but graphically it has some downgrades from the arcade release. When playing it can be hard not to notice the occasional polygon pop-in on characters and on the battle arenas themselves. Its especially noticeable on the attract screen with the quads on Akira's arms flashing in and out. Thankfully the gameplay was brought home intact, and pulling off moves with each character is the same as in the arcade. Despite the graphical flaws, people still bought the Saturn and its port of Virtua Fighter. Additionally, in 1995 Sega would release Virtua Fighter Remix, and updated port with new texture mapped graphics, and Virtua Fighter 2 which to many would be a graphical showcase for the system and the system's best selling game. However, Virtua Fighter wasn't the only game available on launch day. The launch also featured a port of PC game Myst, and a few weeks later games like Gale Racer and Clockwork Knight released. Although software was slow to release at first, the games slowly picked up through 1995 as more notable 3rd parties like Capcom, Konami, Taito, Atlus and Sunsoft to name a few started releasing games for the Saturn. Sega didn't have a shortage of 1st party support either releasing games like Panzer Dragoon, Sega Rally Championship, Virtua Cop, and Magic Knight Rayearth along with the aforementioned hit Virtua Fighter 2. Software like this was able to keep the Saturn competitive with the newly released PlayStation until 1997, when Square released Final Fantasy VII and Sony never looked back.
One thing that isn't talked about as much with the Saturn, and a personal highlight for me is the console's personality in its UI and presentation, in addition to its promise to bring the arcade experience home. When I first started playing around with my Saturn, one of the first things I noticed was that the controller had indentations on it meant for CD playback. I enjoy using my Saturn on occasion as a CD player, and the spaceship visualizer is one of my favorite parts of the system. I also really enjoy the sounds with each button press and menu that gets closed, they just add a lil’ something special, similar to when you're messing around with other console's menus like the PS2. Outside of the console and games that you would get on launch day, you also had several peripherals that you could purchase. For starters we have the backup memory cartridge for when your console has a little bit too much data stored on it. One of the cons of the PlayStation at launch was that everything was separate, so games and memory cards had to be purchased separately whilst the Saturn was ready to go straight out of the box. That memory built into the system wasn't permanent however, as a watch battery can be accessed on the back of the system that powers your internal memory and clock, so its important to get a backup cart at some point. Less essential perhaps were other control options such as the Shuttle Mouse and Virtua Stick. The Shuttle Mouse came in handy on launch day for Myst specifically, but would later have much more functionality in PC ports, dating sims/ADV games, and strategy rpgs like Sakura Wars and Iron Storm. The Virtua Stick was built for the Virtua Fighter fans that wanted a closer to arcade experience with an arcade controller. This controller would have a few revisions, including one that closer resembles the controller from Sega's own Astro City line of arcade cabinets, as well as a pro variant which was 2 controllers built into one for the ultimate 2-player home arcade! Curiously, the Saturn Taisen cable was also released on launch day allowing 2 consoles to connect to allow for multiplayer across 2 televisions, but no games at launch or even in 1995 supported it. Plenty of other peripherals would be launched for the system in the years to come like the Virtua Gun, Netlink Modem and 3D Control Pad for analog control.
The Japanese launch of the console being well received, Sega of America was hoping for something similar in the states. However, a number of issues would come up that hindered the launch of the Saturn. Even before the Saturn launched, Sega was already producing the Sega 32X, an add-on for the Genesis that used the same chips as the Saturn itself, the Hitachi SH-2. This add-on would launch in the holiday of 1994, even coming out after the Saturn console in Japan! This was intended to give a longer lifespan to the aging Genesis hardware, which was still performing quite well in the USA. However, this caused a rift among consumers who were hesitant on purchasing an originally $160 add-on, when the new console was literally right around the corner. This shot Sega in the foot, because they expected the 32X to sell better, and many chips that could've been used in Saturns were instead in hardware that quite literally was sitting in a warehouse. Check out the FY 1996 documents that were released last year for some interesting sales data from Sega of America on both the Saturn and its other systems. Another issue comes up with the Saturn's launch. Saturn was originally planned to release on September 2nd 1995 dubbed "Saturnday". This would not be the case however, as Sega was worried about the upcoming PlayStation and its impressive 3D capabilities and games. Because of this, Sega decided to surprise launch the console on May 11th, 1995 at the very first E3 launching with 6 different games. This was bad for a handful of reasons. For one, a lot of stores didn't actually have the console on the 11th, with some stores not getting them until months later. The console was also only released at specific retailers, and this hurt Sega's relationship with other big name stores like Kay-Bee Toys. Lastly was the consoles price point, originally launching at $399. This led to Sony's infamous speech at E3 the same year, where Sony president Steve Race walked up to the podium and just said literally "299" and walked away. It was clear that Sega's pricing on the console was too high, and that reflected in the sales numbers. Reportedly the Saturn sold around 80,000 units from May to September when the PlayStation launched. In its first week, the PlayStation sold 130,000 units. So much for a getting a leg up. Problems would continue throughout the years, with a lack of some major Japan releases not getting localized, franchises that were big on the Genesis not coming over to the Saturn, and more. Nevertheless, the Saturn still had its fanbase, but they wouldn't be around for very long because the console essentially got the boot at the end of 1997, with a few pieces of software coming out in '98. There's a lot more that goes into the Saturn's failures in the U.S market, and I have the major source I used linked down below if you're interested in reading more about the system in the coming years after its launch.
Overall, the Saturn had a better launch in Japan than the US, and that launch helped it perform better in the former rather than the latter. There's a number of things that Sega could've done better to set the Saturn up for more success, but lets not focus on Sega's shortcomings especially on the Saturn's birthday. For more information on the Saturn's launch in Japan, check out part two for the Saturn's celebration where we go over the 1st issue of Sega Saturn Magazine (JP). Thanks for reading!
Sources:
https://retrocdn.net/images/e/e1/Edge_UK_032.pdf
https://segaretro.org/images/8/8c/SegaFY1997BrandReview_US. pdf