My analysis of Saturn's failure

NinPen Manmaru is again heavily relying on VDP2 flat floors there, it's completely different to what's going on in the Crash Bandicoot video I posted which demonstrates complex polygonal level geometry which allowed Naughty Dog to design levels where none of the floor is flat in a lot of levels, most of the levels constantly have you running up and down slopes with varying degrees.. All while maintaining a silky smooth 30fps.

The Amok video also has 2D enemies, again not fitting the criteria.

Valoria Valley, hilarious 2D character sprites, again I asked for "- Everything on screen is polygonal including floors with varying vertices"


As with every "3D" Saturn game there are heavy compromises.

You of all people should be able to clearly identify where VDP2 has been used to render floors on stages and how this has its limitations with level design.

There's no goalpost moving here, Saturn's difficulty in handling 3D where games required complex geometry is completely relevant to this thread and has been brought up many times.

As for hitting on the Saturn, we ARE in a "why did Saturn fail thread", expect criticism. If someone makes a similar thread about N64 finishing second then its limitations will be discussed there. As many have poitned out Saturn was close to dead in the west when N64 launched, so it's not as relevant as PlayStation here.

I've also made threads praising Saturn, so I'm clearly not completely biased


NinPen have layered levels upon each other, just like in Dark Saviour and you are moving the criteria Now it's all about having 3D and not 2D sprites, hell even Model 3 looked to use 3D sprites and the likes of Crash was very flat in it design and had the camera close in, so they could max out the 3D its clever desgin and using the system just like having the VDP2 draw large parts of the floor, freeing up VDP1

It wasn't like all FPS on the PS1 were fully polygonal or the frame rate in the likes of MOH were a constant 30fps. You are hitting on the Saturn and say things that are totally untrue, be that with Saturn development kits or all Saturn 3D Vs Fighters not having a 3D background and just looking for any excuse
Go and read the OP and the title of this thread - it's about discussing "what happened in the past." It's literally the point of this thread.
I have, that's why I'm having a debate.

Not like you.... coming into a thread acting all high and mighty and pretending how one couldn't care about what happened 30 years ago, when it's clear you do. So spare us the Irony
 
:messenger_dizzy:


let me go about explaining this is a different way,..

DOA for saturn was herald as a great port of the arcade game and better than the PS1 port. It did not have the lighting and shading of the PS1 version, but it was in a higher resolution and 60 fps frame rate vs 30.
The Saturn version was the main dev platform releasing exclusively in Japan. Later a team was put together to port it the playstation using some the original arcade devs but on a lower budget. What resulted was a game in lower resolution and only 30 fps. BUT it did have better lighting and shadows compared to the saturn version because PS is better 3d hardware.


So see in this example. the PS version is considered worse because of its low frame rate and low resolution even when its on better hardware because the budget and time just didn't allow the same devs working on new hardware the time to really get enough experience with the hardware to work out the frame rate.

comprendo?
You are wasting your time. This guy doesn't have a clue about how video-game development goes. It's the same clown show every single time. Don't you understand, the very first VF maxxed the Saturn! He even has data to backup this info. Probably because he is looking at some debugger in an emulator, and the guy thinks that if RAM, VRAM, or CPU are maxxed, then it means it can't look better nor make a better usage of all of these resources. Guy probably doesn't understand that super early games can max out a CPU... It's easy, they simply need to be poorly optimized lol. But nope, the Saturn was maxxed in 1995 with Virtua Fighter 1! Clueless...

Crash was very flat in it design and had the camera close in, so they could max out the 3D
This is exactly what Lost World does on PS1 and Saturn. But he voluntary forgot to notice the video I posted earlier. Full 3D, no VDP2 background nor floor, no pop-in, matches all of his dumb criteria. But not going to acknowledge it, of course.
 
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This guy doesn't have a clue about how video-game development goes. It's the same clown show every single time. Don't you understand, the very first VF maxxed the Saturn! He even has data to backup this info.
and the guy thinks that if RAM, VRAM, or CPU are maxxed, then it means it can't look better nor make a better usage of all of these resources. But nope, the Saturn was maxxed in 1995 with Virtua Fighter 1! Clueless...
Does this scandalize you ? VF1 is a Model 1 arcade board game , the Saturn is far inferior to that board. VF1 pushes more polygons into a single character than the Sega Saturn's vram can handle. It's not like it couldn't max out the Saturn on day one.
 
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Does this scandalize you ? VF1 is a Model 1 arcade board game , the Saturn is far inferior to that board. VF1 pushes more polygons into a single character than the Sega Saturn's vram can handle. It's not like it couldn't max out the Saturn on day one.
You are mixxing everything up bro. Surely the arcade board version of VF1 is far more elaborated than what a hardware priced for home console market can do. However, stating that the 1994/1995 version of VF1 on Saturn, or whatever nonsense you made up, maxxed the Saturn is a complete joke.
 
Plus, it also didn't help the Saturn itself was a confusing machine for developers. John Linneman at DF did an episode on it for DF Retro and did a deep dive. It was made more as a machine that could do 2D games really well, but it made it difficult to make 3D games for it, which is where the industry was headed once N64/ Mario 64 hit and it was clear 3D was the new thing. But the system was rushed and they weren't forward thinking enough to see how important 3D would be. So, that didn't help! Also the controller was just a bummer and nothing special.

Well, kind of a problem with that simplification is, the Saturn was always going to have 3D support from Day 1. 3D wasn't an afterthought; it's just that SEGA though 3D on the level of Model 2 wouldn't be cost-effective in a console until the following gen, and they also didn't want to completely encroach on their arcade market.

That's why Saturn's 3D at first was likely going to be more modest, probably something like half of Model 1's polygonal rate but supporting some form of texture-mapping (Model 1 could do texture mapping in theory, but it had to be software-based). They were considering an NEC V60, same CPU in Model 1 system, but probably a MUCH simpler/cheaper DSP setup than that arcade board, which is probably what the SCU DSP was being developed for.

And I'm not sure if VDP2 was a part of the original Saturn/GigaDrive design spec or if it was, if it was a much simpler version. I.e if things like the 3D rotation planes were added at a later date or even post-PS1 announcement in October 1993. We know for sure the 2nd SH-2 was post-PS1 announcement, for example.

Burning Ranger uses the Sega Saturn's memory, CPU, and polygon count to its fullest. The most advanced Sega Saturn games are Sonic R, Duke Nukem 3D, Burning Rangers, Last Bronx, and Nights.

A hypothetical PS1 version of Burning Rangers would have some geometry tweaks, but the end result would be a 30fps game.
A hypothetical N64 version of Burning Rangers would have some texture cuts, but the end result would be an uglier game because texture cuts aren't really the best tradeoff.

How would you even quantify Burning Rangers used the memory to its fullest? Like what metric is used to measure that? Same with polygon count, which gets affected by things like polygon shading type, texturing, polygon size, overdraw, and general game logic in the same frame?

As for a version on N64, well the N64 did support mipmapping and had a 4 MB RAM Expansion cart; games like Banjo Tooie and Conker's Bad Fur Day had amazing texture work so there would've been ways to get equivalent or even slightly better textures from a Burning Rangers on N64. Also, custom microcode for the RSP could've boosted polygon fillrate significantly, if the team got approval from Nintendo of course.

Many developers had a hard time working on the system and many said the DC or more so the Game Cube was easier to work with, not that made any difference to developers when the market share was so good

Even Shinji Mikami had to work on the PS2 after calling the hardware crap and how he wouldn't work on it.

TBF, I imagine many of the devs saying Xbox was easier, were from the PC scene where x86 was the standard and they already had some years of experience with earlier DirectX APIs from Windows 95-onward. Which for many console-centric devs of the era, would've seemed alien. You definitely get that impression from most of the Windows CE ports on Dreamcast, which seemed to always have performance issues one way or another compared to Dreamcast games that ignored Windows CE altogether.

The Gamecube, I would say was just overall an easier system to design for. Nintendo & Silicon Graphics learned a lot from the mistakes of the N64. But the small storage format of the mini-DVD discs would present its own challenges for 3P ports to the platform, so in a way they negated some of the advances they made between generations.

-Virtua Fighter had popping while looking more dated than Toshiden.
-Daytona USA, although is a better game, looked archaic compared to Ridge Racer.
-Games that I've played on my Saturn or on a friend's one that looked worst: Loaded, Destruction Derby, WipEout…
-I remember every third party with its mandatory Saturn vs PS section on the review where rarely the Saturn one was better (Marvel Super Heroes was).

The Saturn didn't run out of steam, it was born being steamrolled by the PlayStation.

This is just outright a bad take. VF and Toshinden were just two of multiple fighting games on both systems. Games like Zero Divide looked great on both and in some areas arguably looked better on the Saturn (those games have awesome OSTS btw). A lot of the 3P multiplats you mentioned were PS1 originals that then got converted to Saturn, usually outsourced to cheap 3P porting studios and rushed in a constrained timeframe.

If you took Saturn games that extensively used VDP2's tiled rendering approach for Mode 7-style 3D backgrounds, and ported those to PlayStation, you often got a compromised port in areas related to the background graphics because the PS1 doesn't have a VDP2 that can render an equivalent of 500 Mpixels/sec for "free" through tiled compression. All of that would have to be replicated through polygons and subdividing those polygons as they pulled closer to the near plane of the view frustum ("camera").

You guys always argue graphics but that had little to do with it. Sega didn't carry over any of their big series that were popular on the genesis / mega drive. They had a rushed launch. They had distribution problems. They had internal problems. They pushed shallow arcade ports as their big games. They shunned rpgs ports to NA. They didn't have the money to make deals with third parties like Sony did. They didn't provide any software sdk for 2 years after launch.

There's even more but I think you guys get the picture. It was a massive fuck up across the board.

Yeah SEGA messed up big IMO by not bringing over IP like Streets of Rage (tho that one was planned), or Eternal Champions. An enhanced port of Eternal Champions: Challenge From The Dark Side for Saturn with, say, super-enhanced backgrounds, updated character animation frames and some bonus modes for some 3D stuff, could've done well for its American launch when Sony had timed exclusivity to the 32-bit home console port of Mortal Kombat 3.

I kinda disagree about SEGA not having the money to compete for 3P exclusives, tho, because they did have some that gen. They got timed exclusivity on Tomb Raider, for example, and the typical prices for timed exclusives that gen was probably WAYYY smaller than even the gen afterwards, let alone nowadays, because game budgets were a lot smaller back in that gen. SEGA had the money to compete for 3P exclusivity pricing that gen, but they went and spent hundreds of millions on failed (but cool) ventures like SEGA Gameworks instead.

You are mixxing everything up bro. Surely the arcade board version of VF1 is far more elaborated than what a hardware priced for home console market can do. However, stating that the 1994/1995 version of VF1 on Saturn, or whatever nonsense you made up, maxxed the Saturn is a complete joke.

Yeah there is no timeline where the VF1 port to Saturn maxed the system out. You'd have to be very unaware of the Saturn's technical capabilities to make such a claim. Also the Saturn had hardware-implemented texture-mapping, something the Model 1 lacked.

So even if Model 1 could push more polys, Saturn games could fake more detail through texture mapping. Same with PS1 games compared to the System 21 arcade board from Namco.
 
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How would you even quantify Burning Rangers used the memory to its fullest? Like what metric is used to measure that? Same with polygon count, which gets affected by things like polygon shading type, texturing, polygon size, overdraw, and general game logic in the same frame?
I explained pages ago that it's impossible to reach 100% in all components, due to bottlenecks and due to the nature of the games, for example 3D games where the floor needs to be made with vdp1 will certainly have a simplified use of vdp2. That said, there is a number of polygons that you can place, with a certain effect etc. According to homebrew programmers, the Saturn can theoretically allocate up to 2,000 quads per frame. This would result in 4,000 triangles per frame. However, the highest number found in a game was 1,620 quads in a scene without collision logic. In another game, 1,500 quads are also found, but the game runs at 10 fps. This means that forcing too many quads per frame makes the game unplayable. Therefore, in optimized games, you'll find 900 to 1,100 quads at 30 fps (this is the sweet spot). Burning Rangers reaches 1,200 quads at 20 fps with VDP2 effects. How can you make this game run at 30 fps? Reduce the polygon count.

Polygon count affects ram and vram usage, as well as texturing, etc. That said, VF1 is among the few games capable of reaching (official data) 1,320 quads per frame (this is a very high number for Saturn standards) 550 per fighter, 220 in the arena, at a solid 30 fps. vf2 (another game that maxed out the Saturn) it uses 560 quads per frame but they are more elaborate quads with textures at 60fps.
 
The Sega Saturn died in the west within 12 months, from E3 1995 to E3 1996.

There was no need for Final Fantasy. I mean, Crash Bandicoot was better than any game Sega made back then, not graphics. Unfortunately, Sega had limited human resources, and people with low intellect were making games. Want proof? Sega said it was impossible to make a mascot game filmed behind . ND proved it was possible. This wasn't due to a lack of money, but rather a lack of intellect.
Sega changed their hardware because of the PS1 and they managed to make worse hardware, that's sad. Sega thought that $399 and some blocky games would attract consumers like bees to honey, they were naive. I hope Sega gets back on their feet one day and tries to make better products.

Are you trying to say Crash Bandicoot was better than ALL of SEGA's games from that time, including the arcade titles, or are you just saying the Saturn titles?

Because even in case of the latter, that is very subjective and likely objectively wrong. Of course, stuff like Crash was immediately more appealing to Western audiences at the time than something like, say, Lunacy, but I'd personally prefer playing Lunacy over Crash. But I know at the time, very few gamers in America looking for the biggest & best in 32-bit gaming, especially at launch, would have that type of preference.

Also SEGA have more than recovered from Saturn by this point. You want them to make a new console? That'll probably never happen. But they've been making great games for quite a long time now.

I am not saying the HW was not easy to bruteforce like Xbox and that the GCN was not nice to work with, but PS2 was far from crap nor an odd offshoot branch of 3D rendering. It was a mix of turbo charging the old approach (see the GPU / rasteriser side of things) and very forward looking and flexible paradigms (see the VUs).

Saturn's bet on quads and forward texturing was neither super practical nor forward looking. Still I like the HW :).

TBH, quads wasn't the problem I'd say. 3D modeling programs handled their polygons as quads, and systems like PS1 would just convert them to triangles anyway. Well, quads could potentially have an issue in terms of being non-planar, but there were ways to deal with that, including software-driven brute forcing (not sure if Saturn necessarily had the hardware overhead to implement that while staying competitive with PS1 for 3D, even if the SDK & APIs were much better from the jump).

Forward texture mapping was the bigger problem by far, IMO. Iterating through every pixel in the texture, wasting fillrate to overdraw, and the way VDP1's framebuffer would mix with VDP2 layers causing transparency to be broken...all of that was a problem.

SEGA could've (and maybe should've) gone for projective texture mapping/projective interpolation and maybe include some optimized libraries in onboard ROM storing edge walking & edge alignment algorithms specific to the way the SH-2s functioned. That way they could've gotten even more accurate perspective-correct texturing without using a memory-intensive (and potentially slow) Z-buffer (didn't most N64 games ignore using the Z-buffer anyway, tho that system also suffered from high-latency RAM?), correct alignment between adjoining quads (preferably without needing bilinear filtering support, and there are options without using that) etc.

And then get around using floating point for the divides by having 32-bit fixed point support in 16.16 format.

Not sure how it was in the US, but in the UK games shops like EB, Virgin and HMV played a huge part in determining what was seen as 'cool'.

The Mega CD and 32X must have burned the shops to some extent, as they seemed to favour Sony from the start. I recall for ages at HMV they had a Saturn with Streetfighter the Movie and a PS with Tekken - with the Saturn's shitty spongey controller next to the precise PS's one.

EB had videos of gameplay on the PS of Resident Evil abd F1 for ages too - and didn't bother with Sega exclusives.

I got a PS and clearly it won out pretty quickly, but the Saturn was doomed from the start - which then in turn doomed the Dreamcast.

Probably a bigger reason those shops favored Sony is because of Sony's strong distribution network in regions like Europe. The scale & efficiency they had (not just for hardware, but also for software i.e their CD-ROM distribution and manufacturing business model structured off of Sony Music's) was unlike anything other companies up to that point brought to the industry. It just completely dwarfed the likes of what SEGA, Nintendo, 3DO, Atari, Amiga etc. could match.

To some extent, Fujitsu and especially NEC could have certainly thwarted Sony in terms of fully integrating the hardware side of the pipeline for a console, if they actually tried with serious efforts. I know NEC for sure had a quite larger market cap than Sony for the era. However, they would've still struggled to match Sony in terms of their CD manufacturing & associated costs pipeline, since Sony didn't need to pay a license for the format.

And Sony's mainstream reach in the consumer electronics market during that era just blew past whatever NEC and Fujitsu had, especially globally. So they'd also likely have had a distribution and retailer advantage despite being a smaller company on the whole.

Why not both? Sony's plans and hardware were nearly perfect combined with massive bungles by both Sega and Nintendo and if you want to count Atari too. Shit shows across the board. Sony has been a very opportunistic company in the console space. Sony was hungry and brought serious muscle and serious attitude.Nintendo and Sega were both pretty comfortable and thought they could do no wrong with the loyal market they had ruled over.

Sony played to the abused third-parties under Nintendo's grip. Konami, Square and Namco couldn't wait to get out of that terror. Perfect Storm.

The irony is Nintendo created their own version of the Joker by stabbing Sony in the back. This is fiction you can't write. So entertaining.

Years later, Sony would again take advantage of Microsoft's bungles with the Xbox One. What I find telling, is even when Sony fucked up with the PS3, they still managed to turn it around. For the most part Sony has been really good (up until this generation) reading the market.

I've never seen a company like Sega self imploded like they did around the time of the Saturn. Their production confusion just boggles the mind. What the hell were they thinking.

It's funny you mention this because this is how I feel the current industry is. Sony, Microsoft and to some extent Nintendo today are the SEGA and Nintendo of the 5th gen: pretty comfortable, feeling they can do no wrong with the loyal market they rule over.

That's why I've been in such favor for a genuine new competitor to step into the space, and the closest we have to that ATM is Valve with the rumored Steam Deck 2 and Steam console (Fremont). Just as an example, the consoles are seeing steady price increases but the Steam Deck's never once had a price increase AFAIK, in fact it's cheaper now than it was at launch.

I think in a couple of years, unless one of the Big 3 really start correcting their mistakes over the past several years, we're going to see some even more obvious parallels between the current time and developments going from 16-bit > 32-bit gen if companies like Valve can stick the landing with their entries (tho I think Nintendo will be mostly inoculated from these happenings, unless the PS handheld really takes off but that'd require Sony/SIE to really correct some of their mistakes this gen).
 
This is just outright a bad take. VF and Toshinden were just two of multiple fighting games on both systems. Games like Zero Divide looked great on both and in some areas arguably looked better on the Saturn (those games have awesome OSTS btw). A lot of the 3P multiplats you mentioned were PS1 originals that then got converted to Saturn, usually outsourced to cheap 3P porting studios and rushed in a constrained timeframe.
Dude, those were the poster boys and months before both launch dates. Saturn was already on its back foot. Those titles I mentioned may be PS first but they were also Europe release titles for both and the flagship of 3D gaming back then. On the other hand I just had to google Zero Divide.


If you took Saturn games that extensively used VDP2's tiled rendering approach for Mode 7-style 3D backgrounds, and ported those to PlayStation, you often got a compromised port in areas related to the background graphics because the PS1 doesn't have a VDP2 that can render an equivalent of 500 Mpixels/sec for "free" through tiled compression. All of that would have to be replicated through polygons and subdividing those polygons as they pulled closer to the near plane of the view frustum ("camera").
We all know that Saturn was a 2D power house. An affordable NeoGeo. Today it'd be a success just with the indies. But in 1995 polygons and effects where the shit, no matter how shitty the gameplay was. There was not a single game among those who excelled in Saturn (like the super high-res VF2) that moved the needle. The mindset was in favour of PlayStation since the beginning.
 
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wrong

The Sega Saturn's capabilities have been utilized since day one, as in VF1, for example. You'll argue that it's 30fps and ignore that the game pushes twice as many polygons as any other fighting game on the system . I have the data compiled from analyses done by homebrew programmers. Due to system bottlenecks, it's impossible to achieve 100% performance across all components, but the console's main games operate at 95%, hell, cyber speedway maximizes the console, VF2 too. Grandia uses less of the Sega Saturn than Ghen war.

This is the TFLOPs chest-thumping argument all over again, only in a more crude and reductionist form.

So what's the point of denying that Saturn is weaker if that's your observation?

Because the hardware wasn't maxed out in 1995/1996 like you're claiming. You do realize that optimizations for console games usually occurred later in the lifecycle as devs got more familiar with the architecture and tools, right?

A Saturn game using "100% max" of the polygon budget in 1995 doesn't mean it's a well-programmed or optimized game for the architecture, leveraging every component to its best potential while synchronizing operations together. Same goes for any other system that early on in its lifecycle.

Me saying Saturn had more potential for 3D that didn't get commercially realized doesn't have to mean I'm saying it was more capable at peak 3D than the PS1 or N64's most technically ambitious 3D games. You're conflating here for absolutely no reason whatsoever.

I disagree. Mace: The Dark Age is from 1997, Wave Race 64 is from 1996, NFL Quarterback Club '98 uses high resolution without expansion.
PS1 with Tobal 2, even Tobal n1 is from 1996. Saturn games from any year would be inferior to PS1 and N64 games from 1996 because it was primitive technology. Can you handle that?

Can you handle the fact that you're wrong? Apparently not.

We all know that Saturn was a 2D power house. An affordable NeoGeo. Today it'd be a success just with the indies. But in 1995 polygons and effects where the shit, no matter how shitty the gameplay was. There was not a single game among those who excelled in Saturn (like the super high-res VF2) that moved the needle. The mindset was in favour of PlayStation since the beginning.

Well in America & Europe I'd agree with you. Games like Panzer Dragoon likely didn't demo as well at kiosks as SEGA would like to think. They had no real answer to Wipeout until an inferior port came to Saturn in '97. They very stupidly sat on VF Remix to push out the buggy VF up against the eventual Toshinden.

In Japan it was quite different, because Saturn actually had games to the tastes of audiences there from Day 1, like Virtua Fighter. SEGA's mistake was trying to force games like VF to be popular in the West when they already failed to do so in arcades against Street Fighter, Mortal Kombat and then eventually, Tekken.
 
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You do realize that optimizations for console games usually occurred later in the lifecycle as devs got more familiar with the architecture and tools, right?
Me saying Saturn had more potential for 3D that didn't get commercially realized doesn't have to mean I'm saying it was more capable at peak 3D than the PS1 or N64'
Obama GIFs | Tenor
 
:messenger_dizzy:


let me go about explaining this is a different way,..

DOA for saturn was herald as a great port of the arcade game and better than the PS1 port. It did not have the lighting and shading of the PS1 version, but it was in a higher resolution and 60 fps frame rate vs 30.
The Saturn version was the main dev platform releasing exclusively in Japan. Later a team was put together to port it the playstation using some the original arcade devs but on a lower budget. What resulted was a game in lower resolution and only 30 fps. BUT it did have better lighting and shadows compared to the saturn version because PS is better 3d hardware.


So see in this example. the PS version is considered worse because of its low frame rate and low resolution even when its on better hardware because the budget and time just didn't allow the same devs working on new hardware the time to really get enough experience with the hardware to work out the frame rate.

comprendo?
Dead or Alive runs at 60 fps on the PSX!
 
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Funnily enough Duke Nukem 3D on Saturn is the only version that runs on a proper 3D engine, and not the Build Engine. So it is the only version pushing actual 3D, and the only case where the 3D in the name is actually true.
N64 version also had a proper 3D engine afaik.

Btw, original build version is still a 3D game. Any shortcommings that limit it's 3D rendering are for optimization purposes but otherwise it still has fully 3D maps with bridges and rooms above rooms.

People still argue about the original Doom being 3D or not and that one was even more limited (i'm in the 3D camp myself).
 
We all know that Saturn was a 2D power house. An affordable NeoGeo.
With it's slow CD Rom and it's tiny amount of RAM it was not at the same level as the Neo-Geo. Maybe if you count the bigger 4MB Ram carts it would be an affordable Neo-Geo CD, just barely (that one had 7MB total to compensate for the CD Rom downgrade).

Yes the Saturn had better native hardware than the Neo-Geo so it could do better and more fancy effects. But when we talk about good looking 2D games, you also have to count the animation. The better the animation, the more memory you need to store animation frames and assets.

The Neo-Geo AES/MVS was amazing for this because it used fast ROMs with virtually no limits for the time. Otherwise you needed a big pool of RAM to dump everything because the CD is too slow for streaming every random asset in real time.

So no, the Saturn was not at the same level as a Neo-Geo, at least when coumting heavier titles like Metal Slug X and 3. Even Metal Slug 1 had cuts on the Saturn, though that one used the 1MB expansion card IIRC.

It was a more affordable CPS 2 though (again, if you count the Ram carts). CPS 2 games tend to be smaller than the Neo-Geo ones during the same timeframe so easier to handle and fit into RAM.
 
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You're not saying anything new so no I have nothing new to add, you just continue the same bs, in the same breath you don't see any difference between PS1 and Saturn 2D games you now see such a gigantic gap to Neo Geo (and base it on the format rather than the capabilities anyway, like yes we know Saturn games didn't come on cartridges to have instant asset loading etc., so things like the backgrounds in some fighting games would suffer or you'd have longer load times in other games etc., nobody said that it matches that aspect of arcades just as PS1 didn't match 3D arcade ports you praise despite being way less close than Saturn's 2D ports) it still could have the best Neo Geo ports at the time for way less cost (even with cart cost), quite close to the original, the best CPS2 ports on top of that, again quite close to the original with and without the RAM carts you keep dissing (but again you magically can't see the gap to the PS1 ports because apparently animation frames only count for 3D games to you to ridicule it for its 3D and for 2D if a still shot looks similar it's all fine even if it has half the animation frames in gameplay) and was also better than other arcade boards and in other 2D aspects (ie sprite scaling employed in other 2D titles not ported from Neo Geo and mixing 3D on top). Nod in agreement to all the crap Geo says against Saturn/Dreamcast/whatever then only challenge him as the clueless troll he clearly is because he recently did it for other systems you love like PS, N64 etc., so you're not worth more time than reactions (to far from every post you make, I just happen to see this thread when it occasionally pops up, sorry I'm a GAFer I guess) just as he isn't, hope that clears it up for you since you're curious about it. Toodles.​
 
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TBF, I imagine many of the devs saying Xbox was easier, were from the PC scene where x86 was the standard and they already had some years of experience with earlier DirectX APIs from Windows 95-onward. Which for many console-centric devs of the era, would've seemed alien. You definitely get that impression from most of the Windows CE ports on Dreamcast, which seemed to always have performance issues one way or another compared to Dreamcast games that ignored Windows CE altogether.

The Gamecube, I would say was just overall an easier system to design for. Nintendo & Silicon Graphics learned a lot from the mistakes of the N64. But the small storage format of the mini-DVD discs would present its own challenges for 3P ports to the platform, so in a way they negated some of the advances they made between generations.
Yep, pretty much the same one who were saying how easier the PS1 was to develop over the Saturn and how much more PC like the PS1 was compared to the Saturn
This is what gets to me about the Playsation fans here who rubbish the Saturn while praising the PS2; A system which had many of the same issues of the Saturn for being a bitch to work on, compared to rival systems

Here's just a snippet of what developers would tell the likes of EDGE or on TV shows like GameOver in the UK. If it was all about easy of use, power and the best tools, the Xbox would have beaten the PS2 for sales, never mind having the better USA launch lineup and all the other excuses PlayStation fans look to rubbish the Saturn with here

KZHU5r0.jpeg


BNjPCpn.jpeg
 
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Yep, pretty much the same one who were saying how easier the PS1 was to develop over the Saturn and how much more PC like the PS1 was compared to the Saturn
This is what gets to me about the Playsation fans here who rubbish the Saturn while praising the PS2; A system which had many of the same issues of the Saturn for being a bitch to work on, compared to rival systems

Here's just a snippet of what developers would tell the likes of EDGE or on TV shows like GameOver in the UK. If it was all about easy of use, power and the best tools, the Xbox would have beaten the PS2 for sales, never mind having the better USA launch lineup and all the other excuses PlayStation fans look to rubbish the Saturn with here

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PlayStation was such a revelation that finally made gaming mainstream with the masses, on an equal footing with music and movies.

Xbox would have had to have been so much better in order to topple Sony from its home console gaming perch.

They came really close with the 360, but alas it wasn't enough.
 
This is exactly what Lost World does on PS1 and Saturn. But he voluntary forgot to notice the video I posted earlier. Full 3D, no VDP2 background nor floor, no pop-in, matches all of his dumb criteria. But not going to acknowledge it, of course.

I know full well the PS1 did 3D better, it was a better 3D system. My point has always been that in just the same way PS1 2D graphics isn't that far from the Saturn's 2D Saturn's 3D isn't that far off the PS1 when used right. For me, the bigger issue with Saturn was the 3D transparent issue, which made many Saturn games look worse, even if they were matching the PS1 version, polygon for polygon, like with Tunnel B1 for example

But transparent colour layering effects were issues on so many Sega Systems, be that the Mega Drive, Model 1 or Model 2. You play a real Model 2 game (no emu) on a CRT screen and you'll see mesh transparent effects used everywhere, hell, Model 2 even used Quads too

I've never thought the Saturn could beat the PS1, maybe in Japan, had FF7 come out on the system, for me the real battle was with the N64 and there had we not had SEGA America waste SEGA's time and money with the 32X it could have been a different story with SEGA being a strong number 2
 
PlayStation was such a revelation that finally made gaming mainstream with the masses, on an equal footing with music and movies.

Xbox would have had to have been so much better in order to topple Sony from its home console gaming perch.

They came really close with the 360, but alas it wasn't enough.
Spare us the drivel

The NES in America did so much to make gaming mainstream, the Gameboy was for me the true massmarket machine that brought in casuals and not just the die hards. I still remember SEGA UK saying they made more money in just one day from Sonic 2 sales than Simply Red did with their Stars Album. So gaming was big and popular long before SONY came on the scene

SONY just built on it and took it to another level. But it's like saying football wasn't big in the UK until SKY.
 
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