SEGA SATURN F.A.Q.
Version 1.6
Released January 8, 2000
HAPPY NEW YEAR!
Compiled and maintained by John Hokanson Jr. (isamu@usagi.com)
Software list by Ken Tam
See further down for additional authors.
ATTENTION! My Usagi mail account is back up again, however, if you
e-mailed me at isamu@usagi.com between the end of July and the
beginning of October, I probably did NOT get your mail. If it's
important, please feel free to resend.
*TABLE OF CONTENTS*
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INTRODUCTION
* From the maintainer
* Authors, Contributors, and Special Thanks
* Where can I find future revisions of this FAQ?
* Revision History
* Information Needed
* Disclaimer and Copyright
* E-mail Policy
* If this FAQ is too technical...
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O. TECHNICAL SPECIFICATIONS
* A brief overview of the Saturn hardware.
* Technical Comparisons
* Pros and Cons of the Saturn (compared to PSX)
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I. SYSTEM CAPABILITIES AND GENERAL QUESTIONS
1.1 What is the Sega Saturn?
1.2 What media does the Sega Saturn play?
1.3 Does Sega still develop for or support the Saturn?
1.4 What is the relevance of "bits" in Video Game hardware?
1.5 Is the Sega Saturn really a 32-bit system?
1.6 Is the Sega Saturn backwards compatible with the Sega CD,
Genesis, or any other older Sega console?
1.7 Will Sega's next console, the Dreamcast, work with Saturn
software?
1.8 How is the Saturn related to the ST-V/Titan arcade board?
1.9 How is the Saturn related to the 32X/Mars?
1.10 How does the Saturn compare to Sega arcade technology
(Model 1/2/3/ect.)?
1.11 What is the Saturn's cartridge port used for?
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II. PACKAGING RELATED
2.1 What Saturn packages were sold?
2.2 How was Saturn software packaged?
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III. SATURN MODEL QUESTIONS
3.1 What different models of the Saturn were released?
3.2 What's with these licensed Saturns (V-Saturn, Hi-Saturn)?
3.3 What's with the Majesco re-release?
3.4 What's the deal with the different BIOS revisions?
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IV. CONNECTION INFORMATION
4.1 What different means are there for hooking up my Saturn?
4.2 What about an RGB or SCART hookup?
4.3 What monitors can I or can't I use?
4.4 What about power cords?
4.5 Can I run my Japanese Saturn using a North American
outlet or visa versa?
4.6 Can I run my European Saturn using a North American or
Japanese outlet or visa versa?
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V. AUDIO/VIDEO REALTED QUESTIONS
5.1 Can the Saturn perform transparency and light sourcing
effects?
5.2 Can the Saturn really display a 704x480 resolution?
5.3 How come the FMV on the Saturn doesn't look as good as the
FMV on the Playstation?
5.4 How come the audio is certain Saturn games sounds so poor?
5.5 What is the video decoder card?
5.6 What is Truemotion?
5.7 What is ADX?
5.8 What is QSound?
5.9 What is Cybersound?
5.10 Were there any games designs to take advantage of Dolby
Surround?
5.11 Does the Saturn ever use its FM Synthesis capabilities?
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VI. INTERNAL MEMORY AND BIOS FUNCTIONS
6.1 Help! Games won't save, or I have to constantly reset the
date and time! Why?
6.2 Okay, my Saturn is old or used, and the battery is finally
dead. What do I do?
6.3 How often should I replace the battery?
6.4 Can I replace the battery without loosing all my saved
data?
6.5 Does the date and time function on the Saturn really serve
a useful purpose?
6.6 What games take advantage of the clock/calendar?
6.7 Is the Saturn Y2K compliant?
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VII. EXTERNAL MEMORY AND RAM CARTS
7.1 What's the difference between a memory cart and a RAM
Cart?
7.2 Do memory carts require battery changes?
7.3 What memory carts & RAM carts are available for the
Saturn?
7.4 How does the block system work when saving games?
7.5 What games support RAM carts?
7.6 Are the different RAM & memory carts compatible with each
other?
7.7 What about the cartridges distributed with King of
Fighters '95 and Ultraman?
7.8 What is all the bad press concerning Interact Memory Carts
about?
7.9 I'm having problems with my Memory Card Plus. Can you
help me?
7.10 I'm having problems with my Saturn cartridge port. Can
you help me?
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VIII. TELECOMMUNICATIONS
8.1 What is the Sega Netlink?
8.2 What are the Netlink's specifications?
8.3 What Netlink Software is available?
8.4 What games support the Netlink?
8.5 Is the Netlink still supported?
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IX. MODIFICATION INFORMATION
9.1 Can I play games from another region on my Saturn?
9.2 I've decided to play games from another region. What are
my options?
9.3 What is NTSC and PAL and why might they be a problem?
9.4 How do I build a 50/60Hz (PAL/NTSC) switch?
9.5 What exactly is a MOD switch or a language switch?
9.6 How can I install a language switch?
9.7 Can I play CDR discs (copied games) on my Saturn?
9.8 What is a MOD Chip?
9.9 Is there a single "one-time" modification that will allow
me to play imports *AND* CDRs without the use of a
cartridge?
9.10 What's this about rewriting the BIOS?
9.11 What about "Disc Swapping"?
9.12 What is the Sega Satellite, ST-Key, or CDX Converter?
9.13 What is the Super Strong Card 2.0?
9.14 How can I use a Game Shark or Ineract Memory Card Plus
to play imports?
9.15 What if I have a converter cartridge like the ST Key or
Sega Satellite and I want to play a RAM cart game?
9.16 Will these methods allow me to play any game from
another region?
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X. JAPANESE IMPORT QUESTIONS
10.1 Why would I want to play Japanese imports?
10.2 Where can I get Japanese imports?
10.3 What is the "Saturn Collection"?
10.4 What Saturn games have files designed to be used by a
personal computer ("Omake" Directory)?
10.5 What is Anime?
10.6 What is Hentai?
10.7 Can you explain the Japanese rating system please?
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XI. MISCELANEOUS HARDWARE QUESTIONS
11.1 Can I build a custom joystick for my Saturn (controller
pinouts)?
11.2 Is there anyway I can use a better/faster CD drive in my
Saturn?
11.3 What's the port marked "Communication Connection" on the
back of my Saturn?
11.4 How does the link cable work and what games use it?
11.5 What about the floppy disk drive?
11.6 ...and the MIDI keyboard?
11.6 Can you "soft reset" a Saturn?
11.7 Is there any way to get Saturn software to always play
in mono so don't have to keep entering it in the game's
option menu?
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XII. ACCESSORIES, PERIPHERALS, AND REPLACEMENT ITEMS
12.1 What optional controllers are available for the Saturn?
12.2 Can I extend the cord length of my Saturn controls?
12.3 What's the difference between the new and old Saturn
control pads?
12.4 What pads and games supported analog controls?
12.5 What is the Sega Mission Stick, and what games supported
it?
12.6 What is the Saturn Mouse, and what games supported it?
12.7 What multiplayer adapters are there, and what games
support them?
12.8 I lost my manual! Can you help?
12.9 ....but what about game manuals?
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XIII. SOFTWARE RELATED QUESTIONS
13.1 How are the Capcom conversions on the Saturn?
13.2 How are the SNK conversion on the Saturn?
13.3 What demo discs were released for the Saturn?
13.4 I'm having trouble in this one part in a certain game,
can you help me? (Or: Do you have codes for this one
game?)
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XIV. EMULATION / COMPUTER RELATED
14.1 Are there any Saturn Emulators?
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XV. CONTROVERSIES AND BURNING QUESTIONS
15.1 Is it true the Saturn's processors are underpowered, and
it's hard to program 3D games for the Saturn?
15.2 Were the Saturn's 3D capabilities added at the last
minute?
15.3 What is the Sega Jupiter, and why was it never released?
15.4 Is the Satcast really a hoax? I thought it was announced
before April?
15.5 Why does Dracula X look worse on the Saturn?
15.6 Why did the Saturn fail to do better on the US market?
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XVI. COMPLETE SATURN SOFTWARE CATALOGUE
16.1 Japanese Software (A-M)
16.2 Japanese Software (N-Z)
16.3 US Software (A-Z)
16.4 European Software (A-Z)
16.5 Unreleased Software
16.6 Rumored Software
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XVII. FACTS AND FIGURES
17.1 What was the _____ Saturn Game?
17.2 How many Saturns were sold?
17.3 What are the rarest Saturn games?
17.4 What does Sega mean?
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XVIII. ALSO OF INTEREST...
18.1 What Saturn Magazines are there?
18.2 What webpages are there on the world wide web concerning
the Saturn?
18.3 What newsgroups are there for the Saturn?
18.4 What electronic mailing lists are there for the Saturn?
18.5 What IRC channels are there for the Saturn?
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XIX. CONTACT INFORMATION
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------------
INTRODUCTION
------------
-------------------
From the maintainer
-------------------
Greetings! And think you for taking the time to read the Sega Saturn
FAQ! This FAQ was a project I undertook starting in the fall of
1998. It was something I had been mulling over in my head for quite
some time, and ultimately my love for this underrated system
prevailed, and I decided to throw together the myriad of information
and frequently asked questions for distribution on the Internet and
anywhere else where it can be easily accessed.
This FAQ is a hodgepodge of info borrowed from other FAQs, USENET
posts, websites, insider industry information, and some contributions
by myself. Credit is naturally given wherever and whenever it's due.
I in no way profess to be an expert on the Saturn. Just a guy who
happens to love the system.
Questions and comments regarding information in this FAQ can me
directed towards me at isamu@usagi.com or if you can't seem to
contact me there, then try yangnewman@hotmail.com or
isamu@temecula.com.
Please send all corrections to the above address ASAP, so that I
might correct it in the next release. How long this FAQ lasts depends
very much on your support. "^_^"
Thank you, and enjoy!
- John Hokanson Jr.
"Rule #7-B: There is no topic so thoroughly covered that noone will
ever bring it up again."
- The Rules of USENET
-----------------------------------------
Authors, Contributors, and Special Thanks
-----------------------------------------
I'd like to take the time to thank the following people. Without
their kind contributions, this FAQ would not be as informative.
- Raymond McKeithen II <rfmckeit@jas.net>
A lot. 'Nuff said. He is a godsend when it comes to information
about the Saturn.
- Christopher Coleman <coleman@wantree.com.au>
List of Saturn demo discs.
- Chris Foulger (E-mail address withheld on request)
- Chris Heim <cdheim0@pop.uky.edu>
- Terrence Huey (aka MoonPrince) <thuey@ucdavis.edu>
For the list of Saturn Collection games.
- Ken Tam <ktt3258@garnet.acns.fsu.edu>
Ken's Saturn Catalogue was used for the Games List and was an
invaluable addition!
- Ken Arromdee
This Ken (^_^) allowed me to use select portions of his
rec.games.video.* FAQ, thus significantly cutting down the time
it took to write certain sections.
- Barry W. Cantin <bcantin@aol.com>
Loads of moral support and other useful tidbits.
- Richter Belmont <tokimeki@concentric.net>
Japanese system information.
- Jose Barragan <devilot@worldnet.att.net>
Proofreading and miscellaneous input.
- The Axledental DJ <darrens@erols.com>
Mucho modification information.
- Jerry Lynds
Author of the language switch modification I believe. Also
provided video pinout information.
- Kirk Patten
Contributor to the language switch modification. No e-mail
address provided I'm afraid.
- Lucan Duran <shadowfiend@juno.com>
Information on the video decoder card.
- Paul Carson <Paul@uni66.freeserve.co.uk>
An absurd amount of information (not all of it added yet) on
the UK Saturn. He practically wrote the entire section on Saturn
magazines.
With additional contributions by:
- Tyler V. Snow <Snow-Tyler@rebelnet.dixie.edu>
- Victor Ireland <vicireland@workingdesigns.com>
- Thomas Baetzler <thb@okagesama.de>
- Brian Osserman <osserman@math.mit.edu>
- Robin Whittleton <robin_w@020.co.uk>
- Michael R. Baraniecki <unicron@netcom.com>
- Joe Ottoson <ajkko@uswest.net>
- Garrett Albright <albright@students.sonoma.edu>
- Adam Pavlacka (E-mail address withheld on request)
- Benjamin <benjamin@tmbg.org>
Special thanks to:
- Wesley Reiser, who wrote the very first Saturn FAQ in 1996. A
pioneer!
- Dave Zydeko, who's Sega-Saturn.com was a haven (and still is!) for
all Saturn owners.
- Special greets to SR Dominguez and Rachael Ryan. Staunch UK
supporters of the Saturn (where are these two anyways?).
- Douglas Erickson, who gave me loads of moral support and never took
anything too personally while I posted to r.g.v.s. :)
- Joshua Kauffman, for being cool I guess. :)
- Sega. For developing the best 32-bit console in the world! :P
- The populace of rec.games.video.sega (with the exception of the
trolls "^_^"). You helped make this FAQ, even if you never knew.
- All Saturn fans throughout the world! Keep the memory alive! "^_^"
----------------------------------------------
Where can I find future revisions of this FAQ?
----------------------------------------------
A copy will be posted to http://www.gamefaqs.com. Following that, the
FAQ will be posted on the newsgroups rec.games.video.sega and
alt.games.video.sega-saturn, or notice thereof.
The FAQ will also be available through e-mail on request (unless I
get bombarded by requests, in which case I'll stop and just expand
the archives that carry it).
----------------
Revision History
----------------
NOTE: You CAN get old versions of the FAQ if you request them.
The exception is v1.0. Don't ask for it.
v1.0 - 01/01/00 - 180K: First Public Release, but more like a beta
than a 1.0. Intended primarily just to stir up interest. I got
impatient and released it probably sooner than I should have. Thusly,
it has some errors, and numerous grammatical and spelling mistakes
because I didn't proofread and spellcheck worth a damn. Nevertheless,
feedback was overwhelmingly positive.
v1.0a - ??/??/??: Spell and grammar corrected version of above. Tabs
fixed. For archival purposes. Not widely released.
v1.5 - 10/10/00 - 221K: Semi-major revision. Better late than never.
- Reformatted for 70 character width.
- Section 15 and 16 were reversed in the TOC. This was fixed.
- Corrected erroneous information regarding Dolby on Saturn
(section 5.10). Thanks to Joe Doucette.
- Added section regarding Saturn BIOS rewrite courtesy of
Joe Doucette (section 9.10).
- Credited BT Garner as the co-owner of the Saturn Mailing
List. (section 18.4)
- Credited Sega Force for the RAM cart list (forgot to do
this in the rush to get version 1.0 out).
- Added Video Game Depot to retailer list.
- Added information regarding analog controllers.
- Added section briefly explaining the Saturn hardware.
- Added a table that compares the Saturn's hardware to that
of the Playstation and Nintendo 64.
- Added a ton of information on Saturn magazines, and contact
information so you can acquire back issues. Thanks to Paul
Carson!
- Added information about the Saturn memory block system.
- Corrected infromation about NCS sales of the Navi
Hi-Saturn.
- Added and corrected some information about rare Saturn
games and sales figures.
- Split section 15 (software catalogue) into three parts. US
games, Japanese games A-N, and N-Z. This is essentially a
"lite" version of Ken Tam's lists.
- Correction made regarding Saturn Mouse peripheral and its
availability in the US.
- Added preliminary controller pinout information.
- Netlink (section 8) started.
- E-mail policy added (read it!). It clarifies the FAQ's
position on MOD chips.
- Various minor rewrites.
- Added link to UK Resistance website.
- Spell Checked! (Yes, I know I can't spell worth a damn)
v1.6 - 01/08/01 - 256K: Standard revision.
- Added information regarding the Saturn version of Dracula X
and why it looks worse than the PSX version.
- Added that the CR2032 is also the battery used in the
NGP and NGPC.
- Yukyu Gensokyoku Perpetual Collection is now the final
Saturn game.
- Consolidated the Sega Satellite and ST-Key questions into
one, and added the CDX converter.
- Added information about playing imports with the Interact
Memory Card Plus.
- Added to pros and cons (vs. PSX) section.
- New additions in the controller section thanks to NCS.
- Updates to Telecommunications (Section 8) including a list
of Netlink compatible games and software.
- Information on European Saturn packs added.
- Added some games to the clock/calendar list.
- Added some games to the Omake list.
- Started a section that will attempt to explain why the
Saturn didn't do so hot in the US (15.6).
- I believe I may be in error in saying that the VCD card(s)
are needed to play Kodak Photo CDs. Apparently, you can
view them just fine in the UK with a special CD (how
exactly I don't know).
- Added a list of PAL games that work on NTSC systems and
visa versa to section 9.6. Courtesy of Chris Foulger.
- Rewrites made to sections 1.5, 1.6 and 9.5. Mostly of a
clarifying nature.
- Added more entries to the "Information Needed" list.
- I have removed the (very small) list of MOD chip merchants
because it appears they have shut their doors, and I don't
want this FAQ to be used by pirates wanting to know where
to get these things.
- Various minor rewrites.
------------------
Information Needed
------------------
The following information is needed for the FAQ. Any assistance you
can lend will be greatly appreciated.
- Need to fill the holes in the RAM cart/Memory cart listings.
Specifically regarding how many "blocks" of save RAM these memory
carts have.
- Need hookup information and serial numbers (Power Plugs, S-Video,
RCA A/V, RF Coaxial, ect).
- I believe I have every model except some European ones, and those
outside the US/Japan. Model numbers would be appreciated here.
- Need pack-in information for Saturns from all regions.
- Controller section is extremely incomplete. Need help.
- More places that sell Saturn stuff. You name 'em. I'll list 'em.
- Is anybody interested in writing about the Game Shark?
- More omake data
- More clock/calendar data
And! Anything else you want to see here but don't. "^_^"
------------------------
Disclaimer and Copyright
------------------------
Sega Saturn is a registered trademark of Sega Enterprises Ltd. All
rights reserved. No infringement intended.
All information in this FAQ is provided as is. I take no
responsibility for what you do with it. Although great effort has
been taken to ensure the accuracy of the data presented within,
this is an UNOFFICIAL document, and there is still a strong
possibility of error.
You can distribute this FAQ freely provided that it is unmodified and
the author section remains intact.
(c) 1999-2000 John Hokanson Jr. and Saturn FAQ authors.
-------------
E-mail Policy
-------------
All contributions, big and small, are welcome. Please submit them to
isamu@usagi.com or isamu@temecula.com.
Questions can also be submitted to the above addresses, but please
understand that replies are not guaranteed, and there may be cases
I can't help you. In such cases, it might be prudent to e-mail one
of the credited authors if they contributed to a section you have a
question about.
Here are some general e-mail guidelines:
DO NOT e-mail me for information about where you can purchase a mod
chip. I don't know. I don't care. The places that sell these things
sprout up overnight and shut down almost as fast. Thus, it's very
hard to maintain a list of merchants. Mod chips are grey-market
products. I purchase ALL my games legitimately. I understand that
mod chips CAN be used to play legitimate backups, but a lot of the
time they're just used for theft. If you REALLY want a mod-chip,
you'll have to seek one out yourself.
Also, e-mail about where to get anything else used to defeat the
security lockout (NOT the territorial lockout, which is just for
legitimate imports), is a big no-no.
Ditto for CDRs and anything dealing with pirated games.
Finally, please do not send attachments through the mail without
asking for my permission first.
-------------------------------
If this FAQ is too technical...
-------------------------------
In writing and maintaining this FAQ I realize that there are certain
things which aren't really FAQs (Frequently Asked Questions).
Therefore, a lot of this info might be a little overwhelming to some.
I recommend that newbies check out Luncan Duran's excellent "Saturn
Newbies" FAQ, which addresses the most basic and FREQUENTLY asked
questions often heard on USENET and elsewhere.
http://www.gamefaqs.com/console/saturn/file/saturn_newbie.txt
------------------------
TECHNICAL SPECIFICATIONS
------------------------
EIGHT PROCESSORS
* 2 Hitachi 28.6MHz, 50-MIPS SH2 32-bit
RISC processors
* Hitachi SH1 32-bit RISC processor
* VDP 1 32-bit video display processor
* VDP 2 32-bit video display processor
* Saturn Control Unit (SCU)
* Motorola 68EC000 sound processor
* Yamaha FH1 DSP sound processor
MEMORY
* 2MB (16 Megabits) RAM
* 1.54MB (12 Megabits) video RAM
* 540KB (4 Megabits) audio RAM
* 540KB (4 Megabits) CD-ROM cache
* 32KB nonvolatile RAM (battery backup)
AUDIO
* 22.6MHz Yamaha FH1 24-bit digital
signal processor
* 11.3MHz Motorola 68EC000 sound processor
* 32 PCM (pulse-code modulation) channels
* 8 FM channels
* 44.1KHz sampling rate
VIDEO
* VDP 1 32-bit video display processor
* Sprite, polygon, and geometry engine
* Dual 256KB frame buffers for rotation
and scaling effects
* Texture Mapping
* Goraud shading
* 512KB cache for textures
* VDP 2 32-bit background and scroll plane
video display processor
* Background engine
* Five simultaneous scrolling backgrounds
* Two simultaneous rotating playfields
* 200,000 texture-mapped polygons per second
* 500,000 flat-shaded polygons per second
* 60 frames of animation per second
* 24-bit true-color graphics
* 16.7 million colors
* 352 x 240, 640 x 240, and 704 x 480 resolution
STORAGE
* Double-Speed CD-ROM
* 320KB per second transfer speed
* Audio CD compatible
* CD+G compatible
* CD+EG compatible
* CD single (8cm CD) compatible
* Video CD, Photo CD, Electronic Books, digital
karaoke (optional)
* 512KB memory cartridges for game save (optional)
INPUT/OUTPUT
* High-speed serial communications port
* Internal 32-bit expansion port
* Internal multi-AV port for video CD
(MPEG) adapter
* Composite video/stereo (standard)
* NTSC RF (optional)
* S-Video compatible (optional)
* RGB compatible (optional)
* HDTV compatible (optional)
* Analog control pad
POWER SOURCE
* AC120 volts; 60Hz (US)
* AC240 volts; 50Hz (UK)
* AC100 volts; 60Hz (JP)
POWER CONSUMPTION
* 25W
OPERATING CONDITIONS
* Temperature: 41 F to 95 F
* Humidity: 10% to 80% RH
DIMENSIONS (US/European models)
* Width: 260 mm (10.2 in)
* Length: 230 mm (9.0 in)
* Height: 83 mm (3.2 in)
------------------------------------------
* A brief overview of the Saturn hardware.
------------------------------------------
CPU
The Saturn is powered by two Hitachi SH2, 32-bit RISC processors.
These particular SH-2 chips run at 28Mhz (versions were developed
which ran as high as 40Mhz), and are capable of processing up to 25
million instructions per second (MIPS) each, for a combined rating
of 50 MIPS (MIPS however, is not a true indication of processor
performance in many cases). Each SH2 comes with an internal 4K RAM
cache in order to speed up processing tasks.
"The SH2 is a small (2 cm square) but fast RISC chip that has been
designed primarily to process graphics. Like all RISC processors,
it's more streamlined that conventional CISC-based chips and carries
out instructions in far fewer clock cycles."
(qtd. in Next Generation)
VIDEO
The Saturn is equipped with dual custom VDP chips for graphics
processing.
The VDP 1 chip is primarily responsible for sprite generation.
Polygon generation is accomplished through manipulation of the
sprite engine. Texture mapping and goruard shading is also handled
by the VDP 1. The VDP1 relies on a dual frame buffer that handles
rotation and stores textures in special 512K cache.
The VDP 2 serves as the Saturn's background processor. Certain
special effects such as texture transparency and playfield rotation
and scrolling (up to five fields at any given time) are handled here.
Both VDP chips have direct access to the both SH2s, as well as
direct memory access (DMA) to both the main and video RAM.
AUDIO
The Saturn Custom Sound Processor (SCSP) is manufactured by Yamaha
and consists of several components.
The SCSP is a multi-function game sound generator LSI that consists
of a PCM sound generator and DAC (Digital Audio Converter). The SCSP
creates processes sound mixes. It contains 32 slot sound generator
and sound effect DSP, 16 channel digital mixer and timer, and an
interrupt controller. The Saturn's audio RAM is connected directly
to the SCSP, and is used to store the sound programs (ie. Cybersound)
or raw waveform samples. The SCSP can support up to 32 channels for
PCM playback, or 8 channels for FM synthesis modulation. Maximum
sample rate for PCM samples is 44.1Khz (CD Quality). The SCSP is
MIDI-compliant, and can be hooked up to external equipment (such
as keyboards).
The 128 step Digital Signal Processor is capable of generating
special effects such as reverberation and different room acoustics.
The entire SCSP is controlled by a single Motorola 68EC000 16-bit
CPU running at 11.3Mhz. The MC68EC000 is essentially the same as
(and compatible with) the M68000 used in the Megadrive and several
other consoles, but without the 8-bit MC6800 interface. The SCSP can
be directly accessed by the MC68EC000 and both SH2s.
The SCSP is a fantastic system limited only by the small amount of
RAM made available to it, and a lack of hardware sample compression.
MEMORY
The Saturn is equipped with 16 megabits (2 megabytes) of main RAM. 12
megabits of video RAM. And 512K of audio RAM.
CD-ROM DRIVE
The Saturn features a double speed CD-ROM drive manufactured by
JVC-Victor (Some models may have been manufactured by Hitachi or
Sanyo). The drive has an transfer rate of 320K/s, and a 64K data
cache. Drive related functions are controlled via a single Hitachi
SH1 32-bit RISC processor operating at 20Mhz. Refer to section 1.2
for list of compatible media.
BOOT ROM
512K EEPROM. Among other things, the Boot ROM contains the Saturn's
BIOS, as well as system firmware (CD-player and system settings).
-----------------------
* Technical Comparisons
-----------------------
Because some people like this sort of thing:
SEGA SATURN SONY PLAYSTATION NINTENDO 64
_________________________________________________________________
CPU: 2x Hitachi SH2 | MIPS/IDT R3000A | MIPS/IDT R4300i
32-bit | 32-bit | 64-bit
28.6 Mhz | 33.8688 Mhz | 93.75 Mhz
50 MIPS | 30 MIPS | 125 MIPS
RAM: 2 MB Main | 2 MB Main | 4 MB Main
1.5 Mbits Gfx | 1 Mbits Gfx |
512K Audio | 512K Audio |
PPU: 2x VDP | Unknown | Unknown
SPT: Unlimited | Unlimited | Unlimited (?) | |
AUD: SCSP (MC68EC000,| Unknown | Unknown
+ FH1 DSP) | |
32 PCM, | 24 PCM Chns. | 100 PCM Chns.
8 FM Syn Chns. | | | |
-----------------------------------------------------------------
And just for the hell of it, here's the two other market contenders
around the time the Saturn was released: The 3DO and the Jaguar.
3DO ATARI JAGUAR
_____________________________________
CPU: ARM60 | 2x Custom
32-bit | 64-bit*
12.5 Mhz | 26.6 Mhz
?? MIPS | ?? MIPS
RAM: 2 MB Main | 2 MB Main
1 MB Gfx |
PPU: 2x Custom | Same as CPU
SPT: ??? | Unlimited
|
AUD: Unknown | Unknown
|
| Unlimited PCM
| FM Synth
| AM Synth
| Wavetable
-------------------------------------
* It is debatable whether the Jaguar should be considered a real
64-bit system. This debate is outside the scope of this
particular FAQ, so I suggest you read Robert Jung's excellent Atari
Jaguar FAQ at:
http://www.gamefaqs.com/console/jaguar/file/atari_jaguar.txt
KEY
---
CPU = Central Processing Unit (Main Processor)
RAM = Random Access Memory
PPU = Picture Processing Unit (Graphics Processor)
SPT = Sprites (number of)
AUD = Audio (Chipset and number/type of channels)
-----------------------------------------------
* Pros and Cons of the Saturn (compared to PSX)
-----------------------------------------------
PROS
----
* Greater amount of VRAM for texture storage and the frame buffers.
This often leads to a drastic improvement in 2D applications, although
it has helped where bitmaps in 3D games as concerned (ie. Grandia).
* 32KB of battery backed up RAM for saving games without the need for
an external storage device.
* Clock, date, language, and audio settings. Supported by a number
of games, and maintained by the same lithium battery as the save RAM.
* Versatile cartridge port allows support for memory carts, RAM
expansion, telecommunication devices, ect.
* Internal expansion port for upgrade to MPEG-1 standard video.
[NOTE: It has been brought to my attention that there is a special
"white" version of the PSX released in asia that has MPEG
decompression hardware built in, and a special peripheral released
in the UK that can play VCDs. I don't have much info about either
of these though.]
* Slightly faster CD-ROM drive (320KB/s vs. 300KB/s).
* A more logical and conservative space allocation system for save
files.
* Better temperature control (better ventilated). Consequently there
are no skipping and loading problems like those widespread (and well
publicized) among early-model Playstation consoles. This problem was
REALLY bad with UK PSX models which ran at a hotter 240V.
* No need to physically modify your system to play imports (though
electing to do so can be beneficial if you want to keep your
cartridge port free).
* Full featured CD player with screen saver (later, "Dual Shock"
PSXes acheived parity in terms of this feature, but the Saturn had
it from the getgo).
CONS
----
* Quirky dual processor architecture robs the system of some speed by
limiting the ability of both CPUs to directly access memory at the
same time.
* Generally speaking, the polygon count may be lower. Both in
terms of textured and non-textured polygons. How much difference
there is depends on the software title. Most polygon ceilings are
theoretical anyways.
* No hardware video compression. Relies on software codecs contained
on game CDs.
* No hardware audio compression. Samples must be contained within
RAM in raw form, or if compressed, with a codec such as ADX.
* No hardware support for 3D lightsourcing and transparency. These
effects must be generated though software code.
* Inability to swap out external memory devices while the system is
powered on (PSX memory cards can be removed at any time).
-----------------------------------------
SYSTEM CAPABILITIES AND GENERAL QUESTIONS
-----------------------------------------
----------------------------
1.1 What is the Sega Saturn?
----------------------------
The Sega Saturn is a 32-bit video game console developed by Sega
Enterprises Ltd.
Originally designed to bring the 3D arcade experience into the home
environment, the Saturn has proven to be a very capable multi-purpose
gaming machine.
Released on November 22nd 1994, the Saturn was an instantaneous
success in Japan. 170,000 machines were sold on the first day of
release. Christmas 1994 brought the userbase up to 500,000 (60% more
than the PSX at the time). On average, 17,241 consoles were sold per
day [Source: Edge - April '95 pg. 10]. Over time, five million plus
consoles found their way into Japanese homes, as Sega captured the
second place position in the "console wars", placing them above
their old rival Nintendo in in the next-gen consoles wars.
However, the Saturn began to loose steam and was soon unable to
compete with newcomer Sony. Sony had far deeper pockets and marketing
muscle (their lockup of mega-giant software developer Squaresoft
undoubtedly played no small role in the runaway success of the PSX).
The Saturn lacked hit many titles such a FFVII. In spite of this, or
rather because of it, the Saturn took the lead in other game genres.
2D shooters, fighting games, and hentai titles were all released in
spades. It is these titles which have sparked the interest of import
enthusiasts around the globe, and caused Gamer's Republic editor
(formerly of Gamefan) Dave Halverson to declare the Saturn the finest
2D console ever constructed. While Square and Enix shunned Sega, the
Saturn found allies elsewhere in developers such as Capcom, SNK,
Gamearts, and Treasure.
In May of 1995, Sega sprung a surprise launch of the Saturn in the
US a full six months before the console was supposed to be released.
The early release, coupled with the high initial price tag, has been
described by many as a marketing snafu on Sega's part.
In America, the Saturn managed only lukewarm success as Sony moved to
dominate the market as they had in Japan. Several marketing blunders
had sealed the black console's fate. Nevertheless, the Saturn proved
a respectable system with a very decent library of games. Though
unfortunately, many of the best titles remained behind in Japan,
especially where the RPG genre was concerned.
[To be completed]
-----------------------------------------
1.2 What media does the Sega Saturn play?
-----------------------------------------
Out of the box, the Sega Saturn plays standard ISO-9660 formatted CDs
with software programmed for use with the Sega Saturn (regional code
permitting). In addition, the Sega Saturn can play Music CDs
(standard and 8cm singles) by way of full featured CD player
contained in the system's firmware.
There is also native support for CD-Gs and CD-EGs.
Finally, the Saturn can also play VCDs with one of the optional
video decoder cards added in. This cards retail from about $60 to
$100 and are explained in section 5.5. In the UK, there was also
software sold that allowed Kodak Photo CDs to be viewed.
------------------------------------------------------
1.3 Does Sega still develop for or support the Saturn?
------------------------------------------------------
No. In fact, Sega (all branches) completely abandoned the Saturn
following the release of the Dreamcast in November of 1998.
The last Saturn game was released in 2000, and was by a third party.
Parts and certain accessories must be purchased through Sega Parts.
Unfortuately, their prices are a little on the expensive side.
Contact information is provided in section 19. Sega of Japan still
provides some part service.
-----------------------------------------------------------
1.4 What is the relevance of "bits" in Video Game hardware?
-----------------------------------------------------------
From the now defunct rec.games.video.* FAQ previously maintained by
Ken Arromdee:
"There are several processor characteristics that measure in bits;
whether or not a processor counts as 32-bit may depend on what you
consider important. (A 32-bit processor might have 32-bit address
space, perform operations on 32-bit quantities, or have a 32 bit
wide bus). It's never legitimate to add the bits in all a system's
processors, so a Sega CD is not a 32-bit system even though it has
two 16-bit processors, nor is a Neo-Geo a 24-bit system."
"When discussing graphics, professionals often use "bits" to refer to
how many colors there are: if a system lets a pixel be one of 2^16
colors, the system has "16-bit graphics". (A common error associated
with this definition is to say that this means the machine can show
2^16 colors at once, although video game systems don't have enough
pixels on the screen to do so.)"
"This contrasts with video game company hype, which usually says
either 1) "This is a 16 bit machine, so we'll call the graphics 16
bits", or 2) "This is a 16 bit processor, and we use it for graphics,
so we'll say we have 16-bit graphics"."
""How many bits of graphics" and "how many bits" are about equally
worthless, er, bits, of information. It's only in the FAQ because
people keep asking for it anyway."
"There also seems to be a trend for Usenet posters to deliberately
lie about the number of bits in systems, just to cause more confusion
(the 64 bit Jaguar is especially prone to this; one person even
quoted from a Jaguar developer, but altered the quote so as to read
32 instead of 64.)."
-------------------------------------
1.5 Is Saturn really a 32-bit system?
-------------------------------------
Yes.
The Saturn's central processing units and the CD-ROM controller, each
possess a 32-bit register set and internal data BUS.
The audio control processor has a 32-bit register set, but a data BUS
of only 16-bits. It controls a 24-bit DSP processor, although this
has no effect whatsoever upon the performance capabilities of the
other components. In fact, until recently, most PC soundcards were
simple 16-bit devices. Most importantly however, the Saturn is
equipped with a 32-bit wide BUS.
The Saturn's graphics chipset is 32-bit, even if the displayed color
depth is technically 24-bit (which the minimum for 16.7 million
colors). The additional 8 bits are for special graphic effects such
as Z-buffering and alpha channeling (layered transparancy). These
last 8 bits are also sometimes referred to as "check bits". I've
heard people try and claim the Saturn has a 24-bit graphics
processor, but that is simply untrue.
I can think of no legitimate argument for calling the Saturn either
a 16 or 64 bit system.
-------------------------------------------------------------
1.6 Is the Sega Saturn backwards compatible with the Sega CD,
Genesis, or any other older Sega console?
-------------------------------------------------------------
No. The Saturn uses proprietary technology that is not directly
compatible with any other console (Sega or Non-Sega). About the
closest thing to compatibility came in the form of the audio
processor (a member of the venerable Motorola 68000 series which
was used in countless older consoles). Specifically, the custom
68EC000 controlled the audio end of things, and could run the same
instruction sets as the MC68000. In fact, according to Motorola
documentation, the 68EC000 basically *IS* a MC68000 designed for
low cost embedded controller applications.
An interesting anecdote Raymond illustrates is that up until the
Dreamcast, the main processor in the previous Sega machine was the
audio processor in its direct replacement:
SMS - Z80 CPU, ? Sound CPU
Genesis/MD - 68000 CPU, Z80 Sound CPU
Saturn - SH2 CPUs, 68000 Sound CPU
Because of this, it may be possible to run 68000 based games on
the Saturn in the same vein that Master System/Mark III games could
run on the Genesis/Megadrive thanks to Sega's decision to use a
Z80 as the Megadrive's audio processor.
The Saturn also shares the same family of CPU used in the 32X/Mars
(the Hitachi SH2). There is a very loose connection between the two
(see section 1.9).
The bottom line is that emulation of older systems using the Saturn
hardware MAY be possible, but it is unknown if this was ever
officially explored.
-------------------------------------------------------------
1.7 Will Sega's next console, the Dreamcast, work with Saturn
software?
-------------------------------------------------------------
No. Given the historical failures and financial resources needed to
make backwards compatibility a reality, it may not be a prudent
business decision anyways. For the sake of argument, it might only be
a good thing for retailers who want to sell their Saturn backstock.
The Saturn never had as deep of a market penetration as the PSX to
warrant backwards compatibility (ala the PSX2).
Some rumors have been circulating about a peripheral known as
"Satcast" which would allow Saturn games to play on the Dreamcast.
The "Satcast" and everything surrounding it was an "April Fools"
joke spread primarily by "Gamer's Republic", in which they themselves
later admitted it to be a hoax. Sega officially has no such product.
For more information on this issue, see section 14.4.
-------------------------------------------------------------
1.8 How is the Saturn related to the ST-V/Titan arcade board?
-------------------------------------------------------------
The Sega ST-V (Sega Titan Video) arcade board is essentially a JAMMA
compatible mainboard that uses the Saturn's chipset but with
additional RAM tacked on. Games are stored on ROM cartridges. The
board and games were primarily marketed in Japan, although a number
of boards were seen in US arcades playing games such as Baku Baku,
Virtua Fighter Kids, and Die Hard Arcade.
ST-V to/from Saturn conversions are near perfect (if not totally)
both ways. In fact, Sega's "Hanagumi Taisen Columns" was created for
the Saturn, and then later ported over to ST-V. The ST-V was superior
to the NeoGeo/MVS put out by SNK in that it was a full 32-bit board
and could provide true layered transparencies. However, the "low-end"
arcade market was pretty much locked up by Capcom's CPS2 and the SNK
MVS boards, and so the ST-V wasn't much of a success. Much like the
Saturn, further development on the ST-V has ceased.
My MK-80000A Saturn has "TITAN" written on the mainboard. Other
Saturns may have this as well. Titan is, for those of you that don't
know, a moon of Saturn.
If you'd like to know more about the ST-V (including how to purchase
one), I suggest you read Chris Mullins' FAQ at:
http://www.gamefaqs.com/coinop/arcade/file/sega_stv.txt
or
http://members.aol.com/CMull11217/private/segast-v.txt
The "Fanatics" website also has information on the ST-V at:
http://cs.slu.edu/~chunge/stv.html
----------------------------------------------
1.9 How is the Saturn related to the 32X/Mars?
----------------------------------------------
The 32X "Mars" was originally an aborted effort to market a cartridge
based Saturn to the public. This incarnation would have been called
"Jupiter". Instead of scrapping the Jupiter completely, the system
architecture was redesigned and subsequently reborn as a modular
add-on for the Genesis/Megadrive.
The 32X then fell flatly on its face due to a lack of 3rd party
support and a lackadaisical effort by Sega to see it succeed.
Although Sega promised to support the 32X, most people were keen on
the fact the Saturn was coming, and saw little point in yet another
Genesis/Megadrive upgrade.
The 32X uses some components that are very similar to those used
in the Saturn (the CPUs being the most obvious).
More information about the Jupiter and 32X can be found in section
15.3.
The 32X and the Saturn are not, repeat NOT, compatible with one
another.
----------------------------------------------------------
1.10 How does the Saturn compare to Sega arcade technology
(Model 1/2/3/ect.)?
----------------------------------------------------------
MODEL 1
-------
* Main CPU NEC v60 (uPD-70616)
- runs at 16Mhz
- 32 bit RISC
- 2.5 MIPS
* Co-Processors Fujitsu TGP (x4)
- supports Floating Point, Stem Rotate, and 3D Matrix operations
- 32-bit
- Capable of 16 MFlops
* Sound CPU Motorola 68000
- runs at 10Mhz
* Sound chips
- Sega PCM
* Video resoution
- 496x384 16bpp (65536 colors)
* Rendering specs
- 180,000 polygons/s
- 540,000 vectors/s
- 1,200,000 pixels/s
* Video capabilities
- Flat Shading
- Diffuse Reflection
- Specular Reflection
- 2 Layers of Background Scrolling
- Alpha Channel
Analysis: The Saturn is superior. It can generate 500,000 flat shaded
polygons per second, compared to 180,000 in the Model 1's case. What
really kills the Model 1's case is its inability to texture map
polygons, but back then it was pretty hot stuff. The Saturn can push
an estimated 200,000 texture mapped polygons per second.
Note that all polygon figures are theoretical.
While the Saturn was originally conceived to deliver performance
similar to Model 1, the 16Mhz NEC v60 CPU relied on specialized
support chips, and using such chips was not economical for a home
console. Instead, the far more powerful Hitatchi SH2 processors were
utilized. The Saturn also displays a full 24-bit color palette (as
opposed to 16-bit for the Model 1 board), and three different screen
resolutions ranging up to 704x480 (as opposed to the fixed 496x384
for the Model 1 board). One leg up the Model 1 might have on the
Saturn is hardware based alpha channeling, but I haven't confirmed
that yet.
MODEL 2
-------
I'm still working on this.
TITAN / STV
-----------
It's the same thing as the Saturn except with some extra RAM and
with ROM cartidges as its primary data input. See section 1.8.
MODEL 3 & NAOMI
---------------
Model 3 and Naomi are lightyears ahead of the Saturn, and aren't
at all comparable. Ergo, it's not worth talking about them here.
Under Construction.
--------------------------------------------------
1.11 What is the Saturn's cartridge port used for?
--------------------------------------------------
The Saturn comes equipped with a cartridge port located on the top of
the machine near the rear. This port is designed to act as an input
for a number of peripherals, including:
Memory carts
RAM or ROM carts
Telecommunication devices (ie. Sega Netlink)
Interact Gameshark and similar "cheating" devices
Converter cartridges (some "legit", others pirate-capable)
The cartridge port is NOT meant for game software. All Saturn games
came on the CD format.
---------------------
II. PACKAGING RELATED
---------------------
-----------------------------------
2.1 What Saturn packages were sold?
-----------------------------------
I still don't have a US or Japanese list yet, but I hope to solve
that soon.
EUROPE
------
Paul Carson has given a really good account of the Saturn packages
sold in the UK.
Late 1995: Sega Saturn, One Controller, Virtua Fighter, Power Cable,
Scart Lead, Instructions, and registration card to get a demo of
Panzer Dragoon or Flash Demo 1. Initial pack that retailed for £399
in late 1995.
1997 & mayber earlier: Sega Saturn, One Controller, Power Cable,
RF Lead, or Scart Lead, instructions, and registration card.
This pack was commonly bundled in stores with different games chosen
by the store, eg. at 'Gameplay' you could buy a Saturn in 1997 with
Daytona USA for £132.99, or a Saturn with Sega Rally for £142.99.
-------------------------------------
2.2 How was Saturn software packaged?
-------------------------------------
Japanese Saturn software usually come packaged in standard jewlcases,
much like music CDs. They also often came with spinecards. These are
three-fold pieces of light cardboard that hug the spine of the
jewlcase with the shrinkwrap holding it on (they are valuable to
collectors, and necessary if you want to sell the game "complete",
so don't throw them away). The spinecard also indicates that the CD
is for use with a Sega Saturn console. Specifically Japanese NTSC
systems. There were also "double" CD cases, and a variant of the
single case which was slightly thicker and VERY hard to replace.
Most of the time the spinecard will have a gold and black background
with the Japanese Saturn logo and lettering printed vertically.
Saturn collection games will have red and white spinecard with white
lettering, the Saturn Collection logo under that, and the 2,800 yen
price featured prominently. Manual is included with the cover seen
through the front of the jewlcase. The left side of the manual will
usually have a bar similar in design to the spinecard. The Japanese
rating, if there is one, will be included on the manual front
(usually on one of the corners). There is also the insert on the
back which may feature artwork or screenshots from the game. A
black bar on the bottom of the insert contains information much like
the spinecard, licensing information, et cetera.
The US and Europe used much larger jewlcases. On US games the left
font and spine contain a 30 degree stripe pattern (think barber
shop). In the US Sega used a different color stripe pattern for each
system. For the Saturn this happens to be gray and white, with white
outlined lettering displaying "Sega Saturn". In Europe it's just
solid black, with white lettering displaying "Sega Saturn". The
manual slides in just like a normal jewlcase. And like a normal
jewlcase, it also has an insert in the back with information about
the game. These cases in themselves have been a source of
controversy, since they were generally less popular than the
standard music CD cases. In my opinion, they're also way too easy
to scratch up or break.
------------------
III. SATURN MODELS
------------------
------------------------------------------------------
3.1 What different models of the Saturn were released?
------------------------------------------------------
Before we start, there's a couple of things I want to point out
which weren't very clear in previous versions of the FAQ.
US and Canadian Saturns are the same as near as I can tell.
Consequently, I try to refer to them as "North American" or "NA"
models throughout the FAQ.
I have been told that European and Australian Saturns are identical,
although I don't know that for sure. It would make sense since the
AC voltage and TV standard is the same for both.
Japanese models are self-explanatory.
All Saturns are either NTSC or PAL. There was no SECAM Saturn.
I'm not sure about the rest of Asia or anyplace else. I would assume
that places like Hong Kong or Korea would probably get the Saturn,
but I can't say for sure. Hong Kong is weird in that it's offically
PAL as a former British colony, but they have a VERY strong NTSC
market thanks to their proximity to Japan.
This list is incomplete, but thanks to Chuck Smith and members of the
Saturn Mailing list, as well as Raymond McKeithen II, I was able to
get this far. I would really appreciate help in filling in any gaps.
_____________________
U.S./CANADINAN MODELS
All NA Saturn models are black in color. There were at least three
different subversions were released, and the differences varied,
but were generally minor except cosmetic and jumper locations. Model
numbers can be ascertained by viewing the back of the Saturn. I
believe the Saturns sold in Canada were the same as the US models.
MK-80000 (?): Manufactured from approximately 8/95 to 3/96. Looks
very much like the Japanese Gray Saturn except in color.
MK-80000A: Manufactured from 3/96 to 7/96. It featured a notched
power cord, no drive access light, round power and reset buttons,
and a 1.00a BIOS. Jumper locations are once again different.
MK-80001: Manufactured starting 7/96. It's similar in appearance to
the MK-8000A model, with difference being the jumper locations.
_______________
JAPANESE MODELS
- Gray Japanese Saturn (1):
HST-3200 (in HST-0001 box): The original Japanese Saturn model is
virtually identical to the NA first generation model except it is
gray in color with blue buttons and the cartridge slot flap is also
black in color. Like before, it has the drive access light, and a
non-notched power cord. Production was later ended in favor of the
White Saturn.
- White Japanese Saturn (2):
There are two models of the White Saturn. The first is based off the
first generation Saturn with purple buttons, and the second is
identical to the second generation with gray buttons. The systems
came packed with a matching white controller with multi-colored
buttons similar to a Super Famicom controller except only the bottom
row buttons are colored green, yellow, and blue respectively. It is
also rumored that the White Saturn *may* have a slightly faster CD
access time. The Cartridge slot flap is also gray in color. The white
Saturns Raymond has seen all have a 1.01 BIOS, although he can't
confirm that he's seen them all.
Raymond McKeithen II <rfmckeit@jas.net> writes:
"I'd also like to point out that "white" Saturns are no more white in
reality than Dreamcasts are; both are very light gray. I guess that's
an opinion, but to me white means *white* like a piece of paper, not
some off-white (gray) color like you might paint your walls." :P
- Hi-Saturn (2)
The Hi-Saturn is yet another early style Saturn but with the MPEG
decompression hardware built in, and Hi-Saturn printed on the CD
drive lid. It's manufactured by Hitachi, and was supposed to cost
less then a White Saturn with an optional MPEG card added in (so,
it's a good deal).
Richter Belmont <tokimeki@concentric.net> has written the following
description:
"First off, the unit is a dark charcoal color. It's not as black in
color as the US Saturn but pretty close. You wouldn't think otherwise
unless you got really close and examined the hues. Also, the buttons
on it are circular, not oval, like subsequent Saturn units. The
buttons are a khaki looking color. The machine has a very drab feel
to it. The box it comes in is very plain looking almost all black
with a light gray/white border."
"The start up screen is different as well. Instead of a bunch of
pieces forming together, the word "Hi-Saturn" shoots out from the
middle of the screen and then flips around till it's readable and
then it flashes on screen like other Saturns do."
"Controllers have the same color layout as the unit. The buttons are
khaki and a gloomy looking blueish/gray. The controllers say Hitachi
on them."
MMP-1000NV: "Hi-Saturn Navi". This model has a lower, more square
profile, and an add-on LCD monitor for playing games on. The system
is completely flat on top and lacks the bulge of the CD drive. Also
reportedly included an modem and a GPS receiver (with only Japanese
regional software being available). This model intended to be a
"portable" system for use in luxury cars though a joint deal with
Nissan. In an earlier version of the FAQ, it was stated that NCS sold
these models for $1,000 a pop. It is now believed that this was
a somewhat misleading statement. NCS ordered the Navi Saturn only
once, and in a very limited number. Five total were purchased. Three
with the LCD screen and the special navigation software. One was
kept in their private collection. Three were sold to other stores,
and the fifth went to a private customer (who bought one of the
complete units). Due to the exceptionally high price, and low
interest, NCS never received any more than these five.
Thanks to NCS for clearing this up.
- V-Saturn (2)
Another authorized clone of Saturn. Built by JVC-Victor. There are
two versions of this system. The casing is similar to that of any
standard Saturn. The colors are different, as is the machine's
circuitry, and "V-Saturn" is printed on top of the machine.
RG-JX1: Model with oval buttons. Two toned gray with black as bottom
second tone.
RG-JX2: Model with round buttons. Two toned gray with darker gray as
bottom color. From inspecting the later version, as far as I can tell
it is identical in every way to the Sega machine aside from color and
markings, to the point I suspect both are made by the same people, or
at minimum are made out of exactly the same parts (all the plastic
moldings are identical etc.). The boot-up sequence on a V-Saturn has
the polygons form a V-Saturn logo instead of the SegaSaturn logo,
of course. The boot-up screen on the second one shows "Ver. 1.01"
just as it does on white Saturns I've seen...
- Skeleton Saturn (2)
The "Skeleton Saturns" are the final Saturn models to be produced in
Japan (and the world).
The single unique feature of the first model is the smoky
grayish/black "see-through" case (Yes, you can actually see the guts
of the machine), and "This is Cool" printed on the CD drive lid.
Other then that, it's basically identical to the second version of
the white Saturn. Quite the collectors item if you can find one. In
the US they retailed for a little over $200 (even though you could
pick up a stock US model for much less). Approximately 50,000
produced.
HST-0022: blue "Skeleton Saturn" Saturn released on 3/25/99 in a
promotional tie-in with ASCII's Derby Stallion Saturn game (it came
with stickers for the game and says something about the game on the
box). There is no "This is Cool" printed anywhere on the system, and
came with the same smoky gray controller as the other one (no clear
blue controller was ever made). The BIOS version is 1.01. Supposedly,
its easier to acquire a blue Skeleton Saturn. Though this may just
be because by the time it was released, few people cared anymore.
Approximately 20,000 produced.
Also, reliable sources have stated that the blue Skeleton Saturn
will not play the Japanese version of "Space Harrier".
__________________________________
EUROPEAN / AUSTRALIAN (PAL) MODELS
All black. Externally quite similar to the NA models except they
naturally run at a 50Hz PAL frequency. Production run model numbers
are very similar except they have a 2 in place of the third digit. I
*think* (read: not sure), a US MK-8000A would be an MK-80200A in
Europe. The odd exception is the MK-80200-50, which has no US
equivalent. Also, EU/AUS machines will have "PAL" next to the BIOS
revision number on the system settings screen instead of "NTSC",
unless the system has been modified.
There is no SECAM Saturn. The French used the same PAL Saturn as
the rest of Europe but with a different RF/SCART adapter.
MK-80200: Unconfirmed. Does this exist?
MK-80200A: Jet black, round buttons. One green power light next to
the power switch, large trapezoid like eject button, usual Saturn
styling, no air holes in the side casing like some later models.
Version 1.01a BIOS.
MK-80200-50: Has the oval buttons, plus the power and access LEDs.
Version 1.01a BIOS. This model was related to me by a German Saturn
owner.
MK-80201: Also unconfirmed.
-------------------------------------------------------------
3.2 What's with these licensed Saturns (V-Saturn, Hi-Saturn)?
-------------------------------------------------------------
After development, Sega licensed the Saturn specifications out to
the principal component manufactuers so they they could build their
own clones of the Saturn hardware. In other words, the Saturn used
a marketing model similar to that of the 3DO company, by partnering
up with other hardware manufacturers in order to increase output and
ensure better market saturation. Licenses were given to JVC Victor,
Hitachi, and Yamaha. This was not the first time Sega used this
marketing model, as clones of the Mega Drive and Mega CD hardware
were also produced previously. Only Japan got the clones.
JVC Victor and Hitachi manufactured V-Saturn and Hi-Saturn
respectively (both of these models are explained in section 3.1).
According to an 1995 story run in Next Generation magazine, Yamaha
had the option of creating their own model.
---------------------------------------
3.3 What's with the Majesco re-release?
---------------------------------------
In 1998, New Jersey company Majesco Sales Inc., announced that they
would manufacture and sell a new version of the Saturn for $49.99, as
well as certain Saturn games for $14.99. Majesco would be able to get
away with these low prices because there would be very low R&D
expenditures. Majesco previously did this with their redesigned Sega
Genesis (Genesis 3), which is still sold today in stores such as
Toys R' Us for $20. Preliminary reports seem to indicate that the
console would be more compact, and perhaps even portable. Majesco has
also been known to remove certain features or expansion options from
their redesigned systems (ie. The Genesis 3 lacks the ability to use
the Sega CD). This redesigned Saturn was to be on store shelves by
Christmas 1999.
This story repeated again in 1999 from several sources.
In July 1999, another story out of segaweb.com hinted that this deal
may have fallen through.
------------------------------------------------------
3.4 What's the deal with the different BIOS revisions?
------------------------------------------------------
Every US and European Saturn will display its set television standard,
regional ID, and BIOS revision number. This information is located on
the lower right hand corner of the system settings screen (main
menu).
I believe the middle number indicates what region coded software the
Saturn is set to play. This number will change if you have a language
switch installed.
1) Japan
2) ??? <--------| Does anybody have any idea
3) ??? <--------| what these two were used for?
4) US
C) Europe (or at least the German example I saw)
If anybody wants to confirm this. Please feel free.
The NTSC/PAL identification will also change to reflect what
television standard you're set to run on if the Saturn is modified
(ie. an NTSC/PAL switch is installed.)
For instance:
NTSC-1-v1.00a
...indicates that the system is set at at 60Hz NTSC, runs Japanese
software, and has a version 1.00a BIOS.
Japanese Saturns display the BIOS version during the bootup sequence.
For example:
"SEGA ENTERPRISES LTD. 1994 Ver. 1.00"
...is displayed on a Japanese gray Saturn.
Furthermore, Japanese BIOSes and Non-Japanese BIOSes don't appear to
be the same.
1.00 - Japan
1.00a - US and Europe
1.01 - Japan
1.01a - US and Europe
As to what was fixed or added in each BIOS revision; I honestly have
no idea. It's probably also something the fanbase won't be able to
find out for quite a while. Perhaps some documentation will be
released? Or perhaps an emulator author will stumble across something
and be able to tell us more?
--------------------------
IV. CONNECTION INFORMATION
--------------------------
------------------------------------------------------------
4.1 What different means are there for hooking up my Saturn?
------------------------------------------------------------
There are five means of connecting your Saturn to a TV or monitor:
- Auto RF Switch
US Part Number: MK-80116 (Sega)
P045 (Interact)
UK Part Number: ???
Japanese Part Number: HSS-0110 (Sega)
RF mixes all the signals (audio and video) together. Decent if you
don't have any other hookups, but not as good as your other options.
This connection is also monaural only.
- Composite Video (RCA AV Stereo Cable)
US Part Number: ???
UK Part Number: ???
Japanese Part Number: HSS-0106 (Sega)
Composite separates the video from the audio providing cleaner
signals for both. Two RCA style jacks provided for stereo sound.
Just let one of the jacks hang loose if you have a mono connection
on the back of your TV set/monitor.
- S-Video
US Part Number: ???
UK Part Number: ???
Japanese Part Number: HSS-0105 (Sega)
S-video further splits the signals into Chroma and Luma for the
cleanest picture (outside of RGB). Two RCA style jacks provided for
stereo sound. Just let one of the audio jacks hang loose if you have
a mono connection on the back of your TV set/monitor.
- RGB
US Part Number: N/A
UK Part Number: N/A
Japanese Part Number: HSS-0109 (Sega)
Additionally, you can use an RGB cable with an analogue monitor, but
this is not officially supported by Sega in the US. You can however,
build a cable, or use the Japanese one.
RGB is officially supported in Japan. The genuine Sega RGB cable is
HSS-0109. In Japan there is a standard for RGB connectors on some TVs
or monitors.
- SCART
US Part Number: N/A
UK Part Number: N/A
European Part Number: ???
Similar to RGB, but for European televisions. SCART capable TVs are
actually more common in the UK than RGB capable TVs are in the US.
Because of this, Sega Europe released an official Saturn SCART cable.
--------------------------------------
4.2 What about an RGB or SCART hookup?
--------------------------------------
Yes, the Saturn A/V output is extremely versatile and supports RGB
without hardware modification (if you do it right). If you want the
best video quality, you simply can't do any better than using an
RGB or SCART connection.
As mentioned before, you could purchase a RGB cable for the Saturn in
Japan (HSS-0109). SCART is the European method to get much the same
results. US Saturn owners will either have to construct their own
cable, or purchase the Japanese one.
Thanks to Gamers X and Jerry Lynds, the following describes the
pinout configuration, so you can can construct a stereo NTSC cable
for your Saturn. You will need a 10 pin mini-DIN plug though. If you
can't find one, some rewiring may be necessary.
/-----------\
| O1 O2 O3 |
| |
|O4 O5 O6 O7|
| |
| O8 O9 O10 |
\-----------/ <---- Ground
1) Chrominance
2) Luminance
3) Comp Video
4) Blue
5) Green
6) Red
7) 5 VDC
8) Stereo L
9) Stereo R
10) Sync
If you require better pictures (my ASCII art kinda sucks, you should
go here:
http://www.gamesx.com/avpinouts/saturnav.htm
One might be able to coax a cable out of www.redcab.com (Redmond
Cable). In the old days NCS had them, and they're still available if
you're in Japan. UK SCART ones are probably still available as
well. Note that the UK cables and the Japanese cables look alike,
but the SCART end is wired differently (and the Japanese one isn't
called SCART).
---------------------------------------
4.3 What monitors can I or can't I use?
---------------------------------------
Information from GamersX:
Any SCART or RGB capable TV should work fine if you can find or build
a cable for one.
A VGA monitor will not work. With only a few exceptions, a VGA
monitor will not synchronize with a video display below 31kHz
horizontal sweep. Check your users guide, it will list the supported
frequencies. Current VGA monitors have a minimum horizontal scan
rate of about 31kHz. To adapt the output of a game console to a
higher scanning frequency is usually more expensive than buying
another monitor! For example, an upscan convertor can cost upwards
of $200, where an old Amiga RGB monitor can be found for $25+.
Amiga monitors will work (the Commodore 1084 is a favourite). Atari
ST (Colour) monitors should work, with some effort (They require
separated sync). Arcade monitors (Raster only!) will work. Certain
early model NEC Multisync monitors will work. Very few others will.
EGA and CGA monitors will not work - they utilize a digital signal
format and you'll only irritate yourself trying to wire these up. If
you do not have a suitable monitor, especially VGA, DO NOT USE IT!!
You will, at best, shut down your monitor temporarily. At worst, a
very nasty sounding high pitched whine, and then silence as your
monitor kills itself trying to do what you want.
---------------------------
4.4 What about power cords?
---------------------------
Sega sold both a notched and non-notched power cords. To find out
what you need, see section 3.1, or just check the back of your
Saturn. It goes without saying though that you'll have to get the
right leads based on the country you live it.
I must stress that the Saturn power cords are not special. Gone are
the days where you need to read voltage ratings on an AC adapter. You
can easily use a multi-unit AC power cord sold at your nearest Radio
Shack or any half-way decent electronics store. A Playstation power
cord will also suffice nicely.
-----------------------------------------------------------------
4.5 Can I run my Japanese Saturn using a North American outlet or
visa versa?
-----------------------------------------------------------------
A cautious yes.
Japan actually runs at a really bizarre 100 VAC. This is completely
different just about every place else on the globe which run between
110 and 240 VAC. North America runs anywhere between 110 and 125
VAC depending on location, with 115 VAC being the commonly accepted
average.
Most people have experienced little to no trouble with the 10 to 25%
difference in voltage. Others have said it'll work, but the Saturn
will run a little hotter than normal.
If you want to play it safe, the use of a simple step-up converter
would be wise.
-------------------------------------------------------------------
4.6 Can I run my European Saturn using a North American or Japanese
outlet or visa versa?
-------------------------------------------------------------------
Absolutely not without a converter. Otherwise you'll fry damn near
every component, and there is a very real risk of fire.
You generally won't need to worry about the cycle rate (50 or 60Hz)
because the Saturn's power supply converts the AC power source into
12 VDC for internal use anyways.
Any converter that supports a 25 watt load or greater (most do)
should be sufficient.
--------------------------------
V. AUDIO/VIDEO RELATED QUESTIONS
--------------------------------
-------------------------------------------------------------------
5.1 Can the Saturn perform transparency and light sourcing effects?
-------------------------------------------------------------------
The answer depends on the context in which this question is asked.
The Saturn is at *least* capable of generating transparent layers for
use in 2D spirte-based images. Furthermore, pseudo 3D transparencies
(like the water in Panzer Dragoon) are also possible. These effects
can be done directly by the VDP2.
If anybody doubts this (and there have been a few), you can check out
games such as Astal, Darius Gaiden, and Radiant Silvergun. These are
but a few examples. You can also simply powerup your Saturn and check
out the system settings. The menu screens themselves provide a
glimpse at the Saturn's layered transparency effects. Effects such as
these are nothing really new, as they were seen earlier on Nintendo's
Super Famicom, and perhaps on other platforms that preceded the
Saturn.
Where the Saturn does have trouble, is in the generation of these
effects in a 3D environment. Along with lightsourcing, three
dimensional transparency must be generated through software code.
This is not a problem if the developer is familiar with writing
Saturn software or was provided with the necessary programming
libraries. For instance, Sega's "Sonic-R" features 3D transparency
throughout the "Radiant Emerald" course, and lightsourcing can
clearly be seen along the corridors of Lobotomy's "Powerslave"
("Exhumed" in the UK).
Brian Osserman <osserman@math.mit.edu> writes:
"The situation with transparencies on the Saturn is exceedingly odd.
The most common kind is via the background processor, which can more
or less put two properly texture-mapped translucent perspective
correct planes. This is what Panzer Zwei and Panzer Saga use for
water, for instance. Beyond this, I don't remember the details, but
Sonic R and Burning Rangers seem to use two different hacks to get
non-dithered transparencies. I can't remember whether there are any
other examples, though. I think these were cases of exceedingly
clever programming, though, and it's no coincidence they were both
late in the Saturn's lifetime."
------------------------------------------------------------------
5.2 Can the Saturn really display a 704x480 or 720x576 resolution?
------------------------------------------------------------------
Yes. The VDP2 can produce a maximum displayable resolution of 704x480,
with a 24-bit color depth. Only a couple of Saturn games used this
mode in-game however.
US Sega Saturn manuals related a max spec of 720x576. This may be
in reference to the PAL resolution, or it could simply be an error.
---------------------------------------------------------------------
5.3 How come the FMV on the Saturn doesn't look as good as the FMV on
the Playstation?
---------------------------------------------------------------------
Full motion video on the Saturn is widely described as exhibiting
more video artifacts (granulation, pixelation, or ghosting) than
what is commonly seen on the Playstation. For the most part, this
has to do with the fact that the Playstation hardware is handling
video decoding in the form of motion JPEG, though its custom MDEC
chip. The end result is a much cleaner video image.
On the other hand, the Saturn uses a software codec written on each
game CD for video playback. This is similar to how it works in a
computer environment like Windows. In the majority of early cases the
codec used happened to be Cinepak, although the move to Truemotion
by some developers greatly increased the quality of FMV in 90% of
the cases.
Raymond McKeithen II <rfmckeit@jas.net>:
"Truemotion on average looks better than Cinepak, but Cinepak done
really well beats Truemotion done badly. The very best video quality
I've ever seen (even looks better than the MPEG card, the resolution
is better) on Saturn is Lucid Motion, C's Ware's proprietary system
they use in Desire and Eve The Lost One (I suspect that this is
optimized for cartoon animation). The upcoming Friends from NEC
Interchannel is supposed to have another proprietary format that
gets hi-res mode with 24 bit color."
-----------------------------------------------------------
5.4 How come the audio is certain Saturn games sounds poor?
-----------------------------------------------------------
Although, the components used in the Saturn's SCSP chipset are of a
high quality, the system has some unfortunate limitations that creep
up every now and then. On certain games, digital PCM samples can
sound muffled and/or scratchy.
All Saturn PCM samples must be loaded into audio RAM while in raw
form, where as the Playstation supports hardware compression. Loading
files in raw form naturally means a larger file size, which in turn
means that overall sample quality will suffer in an effort to cram
everything in. This is particularly bad for games that require a
great number of samples loaded into memory all at once. Virtua
Fighter II is a good example of this. Many fighting games by Capcom
and SNK reveal similar problems. So while the Staurn might have an
audio suite rivaling that of the Playstation, memory limitations
can stymie attempts playback samples at the highest quality.
Streamed yellowbook audio plays directly off the CD. It does not need
to be loaded into RAM, and thus does not have the memory constraint
problems that the PCM samples can face. Macross DYRL, for instance,
streams Apple AIFF files recorded at 22Khz 16 bit stereo as its
soundtrack (and sounds great!).
Good programmers can often produce excellent digital sound from the
Saturn, while games that were programmed for another platform, or
directly ported from the PSX can often sound rather crude.
"Saturn's sound hardware is phenomenal. It's way, way, better than
the PlayStation's sound - you can basically plug in a synthesizer
and play it through MIDI."
--Saturn Developer, Next Generation, December 1995
-----------------------------------
5.5 What is the video decoder card?
-----------------------------------
The video decoder card is a daughtercard-like peripheral that plugs
inside the Saturn though the door the battery is accessed from. It
allows hardware playback of MPEG-1 (version 1) video in certain
games, as well as playback of Video CDs (Whitebook). There were
versions this card manufactured by Sega, JVC, and Hitachi. There
have also been reports of unlicensed video decoder cards.
A version of the card manufactured by Sega was also sold in Europe.
There are 3 versions of the JVC MPEG card. The first is more-or-less
like the Sega card, and the second was called the Twin Operator and
added support for PhotoCD. I believe the third is just like the
second but comes in a different package and sold for a lower price.
The interesting thing about the JVC Twin Operator card is that it is
both NTSC and PAL compatible and comes with instructions that are
written in both English and Japanese.
These cards are somewhere hard to find now, but probably a lot easier
if you're in Asia, the UK, or have a good import source.
Games that used the card include (not necessarily complete list):
Lunar Silver Star Story complete MPEG version
(the only game that *requires* the card)
Sakura Taisen Hangumi Tsuushin
Sakura Taisen Nekki Radio Show (a.k.a. Steam Radio Show)
Vatlva
Chisato Moritaka disc
Moon Cradle
Wangan Deadheat + Triangle Love
Falcom Classics 1 (disc 2 of the limited edition)
Gungriffon 1 (Japanese version only)
Only one of these games was released in the US (see below), and VCDs
never really caught on outside of Asia (instead, we now have DVD
which is far superior in that it uses MPEG-2 compression). VCD
resolution is 352x288 for PAL and 352x240 for NTSC.
I've been told the US version of Gungriffon still has MPEG movies on
the disc but that they are not played during the game. Instead, the
in-game movies have been apparently converted to Cinepak or
Truemotion (not sure).
The card fits in all versions of the Japanese Saturn (the Hi-Saturn
naturally comes with MPEG capability). Early Japanese Saturns (i.e.
the gray ones) have the connector for it on a second circuit board
inside the unit, later ones have the connector on the main board.
It cards should work in all versions of the US Saturn, but you'll
need a language switch to play the above list of software.
-----------------------
5.6 What is Truemotion?
-----------------------
Truemotion is a audio/video compression format developed by the Duck
Corporation. It was used by several Saturn games as an alternative
medium-quality format between standard Cinepak that many Saturn games
used for FMV, and the use of the VCD card.
Generally speaking, Truemotion is of much higher quality than
Cinepak, but inferior to the MPEG compression of the video decoder
card. Games that use Truemotion usually feature the "TM" logo both
on the packaging and before the game's title screen. Although Duck
is an American corporation, numerous Japanese licensees used TM.
Duck's webpage can be accessed at http://www.duck.com/
There have also been rumors that Truemotion would have been the
compression method used by Working Designs to achieve high quality
full screen movies without the video decoder card on Lunar SSS, had
the US Saturn version actually been produced.
----------------
5.7 What is ADX?
----------------
ADX is an audio compression method developed by the Japanese company
CRI. It appeared on the scene relatively late in the Saturn's life,
but was used in a number of Japanese Saturn games, sometimes as the
audio track for Cinepak video. Today, it's commonly used in Dreamcast
games.
-------------------
5.8 What is QSound?
-------------------
QSound is a patented audio encoding method by QSound Labs which was
created in an attempt to model a three dimensional sound environment
though two speaker stereo equipment. This is accomplished by using a
series of spatial processing algorithms that trick your ears into
thinking a sound is emanating from a different direction. QSound does
not require any special hardware to work. I say "attempt" because it
obviously will run into the limitations of using only two speakers
(Dolby Surround it is not).
QSound was licensed for use in certain Saturn games. Namely those
published by Sega and Capcom.
A number of people have commented that QSound really sounds best when
using a set of quality headphones.
QSound Labs has a webpage at: http://www.qsound.com
-----------------------
5.9 What is Cybersound?
-----------------------
Cybersound was a combination MIDI instrument set and software driver
used by many Saturn games such as NiGHTs, Dragon Force, and Sakura
Taisen. It was also used on other platforms such as the PC and
Macintosh. Since the samples are contained within the software itself
for subsequent digital playback, you could also liken the mechanics
to that of a Amiga music module or a software-driven wavetable like
those currently being offered by Yamaha. The company that developed
Cybersound (InVision Interactive) is now out of business, and a
search of the newsgroups will reveal a number of people wondering
what to do with a product that is no longer supported (doh! >.<).
------------------------------------------------------------
5.10 Were there any games designs to take advantage of Dolby
Surround? ------------------------------------------------------------
Joe Doucette <doucej@rpi.edu> writes:
"Actually, Croc uses Dolby ProLogic. I'm not sure it adds much to the
game, but it's noticeable in areas, and does identify it as Dolby
Surround in the sound config."
No Saturn games use or can use Dolby Digital (AC-3), as the SCSP
sends all signals through the DAC before outputting the signal to
your TV or receiver. AC-3 requires a raw digital bitstream.
------------------------------------------------------------
5.11 Does the Saturn ever use its FM Synthesis capabilities?
------------------------------------------------------------
The Saturn's SCSP has the ability to generate up to 8 channels of FM
synthesis effects. As of yet, I do not know if this feature was ever
used, nor do I know the quality of the FM Synth (I imagine it would
sound at least as good as the YM2612 used in the Megadrive, but that
is idle speculation on my part). The FM Synth support was likely
included because most Sega consoles and arcade boards through the
System 32 had a Yamaha FM chip in one form or another, and that would
be easier to port these games to the Saturn.
Raymond McKeithen II <rfmckeit@jas.net> writes:
"Two games from adult developer KID I've heard play music that sounds
like an old PC Adlib card (I'm not kidding, even the "tempo" problems
inherent to Adlib are there), perhaps they were using it. Then again,
it might just be streamed yellowbook audio..."
--------------------------------------
VI. INTERNAL MEMORY AND BIOS FUNCTIONS
--------------------------------------
-----------------------------------------------------------------
6.1 Help! Games won't save, or I have to constantly reset the
date and time! Why?
-----------------------------------------------------------------
Check to make sure you pulled out the ribbon from under the battery.
It's there to prevent the battery in your new Saturn from making a
connection and draining itself before you unpack it. Not pulling it
out is a very common oversight among new Saturn owners.
If your Saturn is not new, then the battery is probably dead.
--------------------------------------------------------------------
6.2 Okay, my Saturn is old or used, and the battery is finally dead.
What do I do?
--------------------------------------------------------------------
You can replace the battery with any type CR2032 lithium battery.
Sega recommends using only UL listed batteries. These can usually be
acquired at your local Radio Shack, Walmart, or anyplace that sells
watch or calculator batteries, and shouldn't set you back more than
$5 at the very most (probably much less).
The CR2032 is the same exact battery type used by the Dreamcast VMU
and the Neo Geo Pocket (including the Neo Geo Pocket Color). The
only difference is that the DC VMU requires two batteries, while
the Saturn and NGP/NGPC only require one.
-------------------------------------------
6.3 How often should I replace the battery?
-------------------------------------------
The battery that comes with a new Saturn lasts generally lasts about
2 to 3 years. The longest I've heard has been a little over
5 years, but that's seriously pushing it. Sega recommends you
replace your battery once a year, but again, that's not in keeping
with the norm per-say.
----------------------------------------------------------------
6.4 Can I replace the battery without loosing all my saved data?
----------------------------------------------------------------
Raymond McKeithen II writes:
If you have a memory cart, you can copy the data to the cart while
you change the battery.
You can also carefully change the battery while the system is turned
on. The manual says don't do this, but that's just for your safety
(very small chance you could shock yourself or something). The
battery is out of the circuit when the system is on so it's safe as
far as the system is concerned.
WARNING: We take no responsibility for any electrical shock that may
result from doing this.
----------------------------------------------------------------
6.5 Does the time and date function on the Saturn really serve a
useful function?
----------------------------------------------------------------
"Useful" is subjective, as there are no-doubt people who could care
less. However, it does indeed serve a purpose. There's a few games
that use the date/time function of the BIOS to trigger certain
events. Christmas NiGHTS was probably the most talked about game in
the US to take advantage of this. But, all in all, Japanese games
tended to make better use of the feature, and in turn, used it much
more often. The dating sim "Roommate" is one such game that prompted
some people to comment that it was almost surreal in its ability
to keep pace with time in the real world.
I personally consider the Saturn's clock/calander an often
overlooked and underappreciated feature.
----------------------------------------------------
6.6 What games take advantage of the clock/calendar?
----------------------------------------------------
Special thanks to:
Chris Heim <cdheim0@pop.uky.edu>
Will Shaffer <kanjiru@earthlink.net>
Jeremy Goodwin <jgoodwin.students.snu@mail.snu.edu>
Darrius Joiner <djoiner@juno.com>
Yana <yana@wzez.net>
This list is NOT complete.
----
Aquazone
Atelier Marie
Bust-A-Move 2: Arcade Edition
Christmas NiGHTS - duh! Everybody knows this.
Dracula X - There's a clock room in the game that will display the
time. Also, you if you leave the title screen on, Shiina Hekiru will
anounce the time in 10 minute intervals(or was it hourly?).
Saturn Bomberman - (includes US version) extra lives if played
between 10am & 11am.
Enemy Zero - (includes the US version) New Years or Christmas
messages.
Puyo Puyo Sun - You gain additional artwork in the options menu.
Roommate \
Roommate 2 | - Life simulation game in which the game clock mimics
Roommate 3 / the Saturn clock.
Saturn Bomberman - Not THAT much, but putting in different times will
allow some cheats, like extra lives on regular mode.
Steep Slope Sliders - Whatever the time is on your Saturn internal
clock, will depend what time of day it is on the game, if it's
midnight the game will be at night time, etc.
Sokyugurentai
Tengai Makyo: Daiyonno Mokushiroku (Far East of Eden: Apocalypse IV)
Twinkle Star Sprites
Waku Waku 7
Yuna Remix
Yuna 3
Finally, the NetLink Browser uses the clock/calendar.
--------------------------------
6.7 Is the Saturn Y2K compliant?
--------------------------------
Yes. Unlike many popular computer systems, the Saturn's internal
calendar runs on a four (as opposed to two) digit year. However, the
highest date you can set it to is 12/31/2199. The date WILL roll over
to 1/1/2200, and I have no idea how high it will ultimately go.
More importantly, I can't think of any reason why the year is
absolutely critical to the Saturn's function. Most games rely on the
time, day and month, and don't even care what year it is.
Obviously, this question is less important now that we're past that
point and the world hasn't blown up. :)
----------------------------------
VII. EXTERNAL MEMORY AND RAM CARTS
----------------------------------
---------------------------------------------------------------
7.1 What's the difference between a memory cart and a RAM Cart?
---------------------------------------------------------------
The terminology gets rather confusing, but the general consensus is
that a memory cart will act as a repository for saved games, while a
RAM cart adds extra (R)andom (A)ccess (M)emory for texture storage
and thus allow for better and more fluid sprite animation in certain
select games. RAM carts do NOTHING whatsoever for polygon count.
That's tied directly to the Saturn's hardware rendering capabilities.
It's merely for bitmaps.
There were a few carts created and sold in the US and the UK primarly
to take advantage of imports. However, Marvel Super Heroes Fighter
and Pocket Fighter were two US games that COULD (but did not require)
use the 1 or 4 meg RAM carts. King of Fighters '95 was released in
the UK along with it's specialized ROM cart.
To make things even more confusing, Sega calls their Saturn and Sega
CD memory carts "Backup RAM" cartridges. Technically, that's correct,
but easily confused with the above. E.M.S. insists on calling
everything a RAM card; being a term usually reserved for Playstation
memory cards.
Sega manufactures both a Memory Cart and two RAM carts (the latter
being Japan only). They will always insist you use their official
products, but most people have had no problem with most of the 3rd
party products (with the exception of Interact products).
--------------------------------------------
7.2 Do memory carts require battery changes?
--------------------------------------------
Sega-brand Saturn memory carts use flash-memory and thus have no
battery to replace.
I'm not sure about third party carts, but I'd assume they'd be the
same.
---------------------------------------------------------------
7.3 What memory carts & RAM carts are available for the Saturn?
---------------------------------------------------------------
The following list is incomplete:
Official Sega Backup RAM Cart
Manufactured by Sega Enterprises.
8 megabit (1 Megabyte) capacity. ??? Blocks
Comments:
Official Saturn memory carts came in at least four different
flavors in Japan:
1) First one is gray, somewhat lighter than the gray Saturn.
2) Later ones are lighter gray, but darker than a white Saturn.
3) A pink one that came with the game Tamagotchi Park.
4) A turquoise one that came with Tokimeki Memorial limited edition.
In the US and the UK, there is only the black cartridge.
E.M.S. 8 Meg Memory Cartridge
Manufactured by E.M.S. Industries LDT. of Hong Kong.
8 Megabit (1 Megabyte) capacity. ??? Blocks
Comments: None
E.M.S. 16 Meg Memory Cartridge
Manufactured by E.M.S. Industries LDT.of Hong Kong.
16 Megabit (2 Megabyte) capacity. Approx. 32,511 Blocks.
Comments: Can serve as an import converter. Supports direct
save.
E.M.S. 64 Meg Memory Cartridge
Manufactured by E.M.S. Industries LDT. of Hong Kong.
64 Megabit (8 Megabyte) capacity. ??? Blocks.
Comments: None
Action Replay Plus
Manufactured by E.M.S. Industries LDT. of Hong Kong.
512K of backup memory. ??? Blocks.
1 Megabyte RAM Cart Compatibility.
Can link with PC Comms card.
USA/JAPAN/EUROPE Converter.
Comments: Compatible with the Sega HSS-0155. Referred to
as the 4 in 1. Does NOT support direct save.
Action Replay 4M Plus
Manufactured by E.M.S. Industries LDT. of Hong Kong.
512K of backup memory. ??? Blocks.
4 Megabyte RAM Cart Compatibility.
Can link with PC Comms card.
USA/JAPAN/EUROPE Converter.
Comments: Compatible with Sega HSS-0150 and HSS-0163
RAM Carts. Sometimes incorrectly referred to as the 5 in 1
because it covers both the 1 meg and 4 meg RAM cart. Does
NOT support direct save.
Expand RAM Card
Manufactured by E.M.S. Industries LDT. of Hong Kong.
1 Megabyte RAM Cart Compatibility.
Comments: Compatible with Sega HSS-0150 RAM Cart.
4M Expand RAM Card
Manufactured by E.M.S. Industries LDT. of Hong Kong.
4 Megabyte RAM Cart Compatibility.
Comments: Compatible with Sega HSS-0150 and HSS-0163
RAM Carts.
Interact Memory Card Plus (P-465A)
Manufactured by Interact
8 Megabits (2 megabytes) of backup memory. Approx. 15,562 Blocks.
Comments: 4 Megabits physical RAM See section 7.8 for a special
notice.
Blaze Hi-Capacity Memory Card
Manufactured by Blaze (??)
1 Megabits of backup memory. ??? Blocks.
Comments: Sold in the UK. I don't know much about it, although I
hear it loses save files just as bad as the Interact carts.
Sega Saturn RAM Cart (HSS-0150)
Manufactured by Sega
Comments: For use with games listed in section 7.5.
Sega Saturn 4 Megabyte RAM Cart (HSS-0163)
Manufactured by Sega
Comments: For use with games listed in section 7.5.
Ultra Madness 4M Turbo Key
Manufactured by ???
Acts as both a 4MB RAM cartridge (for use with games
listed in section 7.5), and as an import converter.
-----------------------------------------------------
7.4 How does the block system work when saving games?
-----------------------------------------------------
Chris Heim <cdheim0@pop.uky.edu> writes:
This gets a little tricky. You see, EMS and Sega have different
calculations for their backup memory block sizes. EMS uses a
practical method of 64 bytes = 1 block, but Sega uses an unusual
format with has just over 73 bytes (about 73.148) = 1 block. I'm
unsure of which method Interact uses although the 32768 blocks for
2 Megs looks about right based on my friend's MEMORY CARD +. Using
these methods here's how the memory carts break down:
Carts and Kilobytes | Blocks in EMS & Sega Formats
--------------------------------------------------
Internal Memory 32k = 512 EMS / 448 Sega
Carts with 512k = 8192 EMS / 7182 Sega
Carts w/1024k (1Meg)= 16384 EMS / 14364 Sega
Carts w/2048k (2Meg)= 32768 EMS / 28728 Sega
Carts w/8192k (8Meg)= 131072 EMS / 114912 Sega
----
Both methods are more efficient than the PSX block system which
fills up entire blocks regardless of whether the data requires that
much space. In other words, a PSX shooter save file would take up
as much block space as many typical RPG save files (ie. Final Fantasy
VII). On the Saturn, the blocks allotted better reflect the amount
of physical space actually required by the file.
---------------------------------
7.5 What games support RAM carts?
---------------------------------
Special thanks to Sega Force for this list:
Name Developer Required?
----------------------------------------------------------------------
Groove on Fight Atlus 1MB RAM
Ultraman* Bandai Proprietary ROM
Cyberbots Capcom NONE - 1 or 3MB
modes
Dungeons & Dragons Capcom 1MB RAM (Disc 2
only)
Marvel SH Capcom NONE - 1 or 3MB
modes
Marvel SH vs. SF Capcom 4MB RAM
Pocket Fighter Capcom NONE - 1 or 4MB
modes
Street Fighter Zero 3 Capcom 4MB RAM
Vampire Savior** Capcom 4MB RAM
X-Men vs. SF Capcom 4MB RAM
Fighters History Dynamite Data East 1MB RAM
Fatal Fury 3 SNK 1MB RAM
King of Fighters '95* SNK 1MB Proprietary ROM
King of Fighters '96 SNK 1MB RAM
King of Fighters '97 SNK 1MB RAM
Metal Slug SNK 1MB RAM
Ragnagard SNK 1MB RAM
Real Bout Fatal Fury SNK 1MB RAM
Real Bout Fatal Fury Special SNK 1MB RAM
Samuari Showdown III SNK 1MB RAM
Samuari Showdown IV SNK 1MB RAM
Cotton 2 Success NONE - 2MB mode
Astra Super Stars Sunsoft NONE - 4MB mode
Waku Waku 7 Sunsoft 1MB RAM
NOTES
-----
* Refer to section 7.7 for important compatibility information.
** Refer to section 7.6 for important compatibility information.
-------------------------------------------------------------
7.6 Are the different RAM & memory carts compatible with each
other?
-------------------------------------------------------------
Nearly. Provided you satisfy the RAM requirements for a particular
game.
Vampire Savior has difficulty with older versions of the Action Reply
Plus 4MB cartridge (those manufactured before April 17th, 1998). The
newer revisions of this cartridge (manufactured 2-4 weeks after the
game's release) work fine. Special thanks to Sega Force/Shin Force
for this info.
You can modify you old Action Replay cartridge to work with Vampire
Savior by following these instructions posted on Sega Force's
website:
http://www.cyberdrive.net/~gskalba/SAT-4MBRAM-mod.htm
Some people have voiced other problems with using the EMS products,
but these problems are currently unsubstantiated. The number of
people with favorable reviews outweigh reports to the contrary.
Problems could be related to any number of issues, including a worn
out cartridge port. Nobody has isolated anything yet.
King of Fighters '95 is *not* a RAM cart game. It won't work with
anything other than its own proprietary ROM cart. See section 7.7.
Memory carts should be completely compatible with each other
regardless of the country lockout (with the caveats for the Interact
products explained below). Be advised though that both the Game
Shark and the two EMS 4 in 1s do not support direct save. Files
must be moved from the Saturn's internal memory to the card, and
back again when you want to play. All Saturns will also display
saved items in Japanese characters if a Japanese game is saved.
The same is naturally true for the internal memory.
------------------------------------------------------------------
7.7 What about the cartridge distributed with King of Fighters '95
and Ultraman?
------------------------------------------------------------------
King of Fighters '95 used a special 1 Megabyte ROM cartridge that
predated the use of RAM cartridges. The ROM cartridge came packaged
with KOF '95, and was manufactured by SNK and Sega. It included all
the additional textures needed by the game in self-contained (R)ead
(O)nly (M)emory chips. The SNK ROM cartridge will not work on any
other game, and you can not substitute a RAM cartridge in order to
play KOF '95.
The only other game to use a specialized ROM cartridge was Bandai's
Ultraman. This cartridge would look exactly like the KOF '95 cart if
it weren't for the label. The same limitation on compatibility
applies here as well. You also can't use this cart to play KOF '95.
---------------------------------------------------------------------
7.8 What is all the bad press concerning Interact Memory Cards about?
---------------------------------------------------------------------
Many Interact memory products have been getting complaints over the
years. Complaints have centered around save files suddenly being
corrupted. These complaints have held sway over both their Saturn and
Playstation memory products. The Interact nightmare really came into
the light when Victor Ireland, President of Working Designs, advised
his customers not to purchase Interact products.
---
"We are advising ALL SEGA Saturn owners AGAINST purchasing and/or
using any of the unlicensed Interact memory cartridges (pictured
below). They are sold as "Game Shark", "Memory Card", and "Memory
Card Plus."
"The problem with these devices is that they were created without
technical help from SEGA, and since this requires reverse engineering,
they CANNOT be guaranteed to be fully compatible. Also, there are
about 10 or more revisions of the BIOS in these carts, and 5 or more
revisions of the SEGA Saturn BIOS. Finding a fair match is nearly
impossible, and even then, it only means less problems, not the
elimination of Interact RAM problems."
"Another problem is that even though these devices boast "8 megs"
of storage, they actually only contain 4 megs of physical RAM, and
they therefore compress data to achieve 8 megs of storage in only 4
megs ofRAM. The problem with this is that on large save files (such
as Dragon Force, amongst others) the compression time is longer than
small save files, and this can upset the required timings on the
SEGA Saturn, thereby corrupting or even DESTROYING data."
"In fact, these carts can even corrupt the INTERNAL RAM on the
Saturn, requiring that the SEGA RAM be cleared to fix the corruption
before any games can be guaranteed to work correctly once again."
"Most users decide on these cartridges for one of three reasons:
Cheat codes made possible with the Game Shark, relatively cheap
price of these carts ($39 or so) compared to the official SEGA RAM
cart ($60 and up), or the difficulty finding the SEGA RAM cartridge
in stores, since store buyers prefer to carry the Interact carts
since they are less expensive and offer better price margins."
"We used to make the Official Saturn RAM cartridge available for
$49.95, delivered to your door, including Federal Express 2 day
shipping, as well as a custom Dragon Force Backup RAM Sticker.
However, SEGA, in their infinite wisdom, deemed that we were only
authorized to publish software and not authorized to sell hardware
(as the RAM cart is considered), and threatened legal action. Since
then, they have given us the stall for the last 5 months and
counting with regard to our request to receive authorization to
continue making these scarce RAM carts available to consumers. As
has been the case under SEGA's new and "improved" management, you,
the consumer lose."
"However, if you have a Saturn, we personally don't care WHERE you
buy the Official SEGA Backup RAM cart. Just buy IT, and not these
shoddy Interact products. These carts are our #1 support problem on
our game help lines. Users have experienced frequent lockups,
corrupt backup RAM data, destroyed backup RAM data, problems with
the Saturn recognizing the carts, Corrupt internal Saturn RAM when
an Interact card was used once or more, Saturns that load and
perform erratically with the carts installed, etc, etc, etc...the
list goes on and on. Would you risk 50, 60, even 100 hours worth
of game saves simply to save $20-30? It's just not worth it.
Just say no."
- Victor Ireland <vicireland@workingdesigns.com>
A quick look at Dejanews archives will reveal plenty of posts made
by people who were having troubles.
This of course, it not to say that you WILL experience problems with
the Interact memory carts. I have received messages from a couple of
people stating that they have worked just fine for them.
Incidentally, a similar warning was later issued by WD concerning the
PSX memory cards, and then broadened yet again to include *most*
third party carts/cards. Following that, Interact threatened to sue
WD for slander they didn't take the warning down from their webpage.
Mr. Ireland clarified the meaning of the message, but it still
remained very critical of Interact and all their memory products.
The Working Designs page later goes on to reprint scathing
testimonials of people suffering from Interact woes. The WD webpage
can be accessed at http://www.workingdesigns.com
Check the "Newsroom" section.
---------------------------------------------------------------
7.9 I'm having some problems with my Interact Memory Card Plus.
Can you help me?
---------------------------------------------------------------
Because the Memory Card Plus interfaces with the Saturn BIOS
differently than the official Sega carts do, a couple of issues
have arisen from their use.
First of all, when booting a Saturn with an MCP in the cartridge
port, you will end up at the CD Player instead of going stright to
the game. Simply select the "Start Application" icon and you're all
set to play. If you change games by opening the lid of your Saturn
and switching out the CD, the new CD won't read the cart, and you'll
have to hard reset.
There's also a reported bug where the Saturn will lockup if you
go into the Systems Setting screen and attept to exit, forcing you
to hard reset the Saturn. There is no known workaround for this,
but the settings will be saved, so it's not debilitating.
Thanks to Garrett Albright <albright@students.sonoma.edu> for this
info.
------------------------------------------------------------------
7.10 I'm having problems with my Saturn cartridge port in general.
Can you help me?
------------------------------------------------------------------
Some people have argued that since Saturn cartridge port contacts are
made of cheap tin instead of a higher quality material (like gold
which is a much better conductor of electricity), and that the
contacts are much cheaper then that of an NES, SNES, Genesis, ect.,
they were never meant for frequent usage and tend to wear down
faster. This is seen as a cost cutting procedure by Sega, and thus
the connectors tend to become corroded or worn out rather easily.
I personally don't know if this is true, and I've heard some people
contest this paragraph's inclusion in the FAQ.
On the other hand, Raymond McKeithen <rfmckeit@jas.net> presents a
different take on the qualitative matter:
"From my experience (a 4+ year-old Japanese Saturn that works fine
and has never had a problem plus 3 other import ones) and what I've
been able to tell from others, the only people that have trouble with
cart slots are those that use 3rd party cartridges. I believe that
once you do that, the *cart* damages the slot, and then even Sega
carts won't work reliably."
"If you look at the card edge on a Sega cart compared to most 3rd
party carts, there are 2 clear differences. The Sega carts have the
edges of the card filed/tapered so it isn't sharp/abrasive, the 3rd
party ones typically don't. Probably more importantly, look at the
thickness of the circuit boards in the two. Every 3rd party one I've
seen has a "thick" circuit board, which will spread the cart-slot
contacts which can certainly cause a problem if a non-thick one is
used afterwards; it may damage the slot in other ways since it
wasn't specifically designed for thick boards."
----
For dirty/corroded contacts:
Cleaning the contacts with isopropyl alchohol will help. Just be
sure to thin out the mixture with some tap water until you get about
a 50/50 mixture. Using a artist's erasier may also help somewhat,
as will a can of compressed air for removing dirt and deposits. The
same can be done with the cartridges themselves. Blowing on the
contacts may offer temporary relief, but you run the risk of moisture
on the contacts by way of your own saliva.
It may be possible to get a replacement contact part if yours become
too corroded and causes frequent problems. Contact Sega of America
at 1-800-USA-SEGA. Also, if anybody knows if and where these parts
can be ordered via third party, please let me know (include addresses
and contact info for these establishments please).
Raymond McKeithen II <rfmckeit@jas.net> writes:
"With the machine off, remove and insert the cartridge several times.
If there's some minor corrosion on the cartridge or machine contacts,
this should clear it up. This is especially a possibility if you've
never used the cartridge slot before. I've seen exactly the same
situation on another new white Saturn..."
------------------------
VIII. TELECOMMUNICATIONS
------------------------
-----------------------------
8.1 What is the Sega Netlink?
-----------------------------
Essentially it's a 28.8bps modem designed to be used in conjunction
with the Saturn's cartridge port. You can use it to connect to the
web, read e-mail, and play multiplayer against another human miles
away who also has a Netlink and the same game. Later versions also
supported IRC chat and secure online ordering (SSL).
The NetLink can be used in conjunction with any ISP that supports
PPP (Point to Point Protocol). You can also connect to any e-mail
server that supports the POP3 and SMTP protocol.
Sega had teamed up with Concentric Network Corporation, and offered
referrals to use their own service at reduced rates. However, it
should be stressed it is NOT necessary to use Concentric's services
to connect to the net using a Netlink.
The Netlink is driven by browser software on CD. Settings and files
can be saved in your Saturn's internal memory. When you first power
up your Saturn with the NetLink, you'll be asked a series of
questions about your ISP (the number to dial, DNS, IP, ect.).
There were four different versions of the Netlink browser released.
All were programmed by PlanetWeb. Version 2.0 was incapable of
viewing framed websites. Version 3.0 added recognition of frames,
but required that you switch between each frame to view them.
Version 4.X, which is a beta version, added SSL support for secure
shopping online. All browsers were capable of viewing .JPG, .GIF,
and .XBM images up to 400K in size. .WAV, .AIFF, and .AU sound files
up to 400K in size are also supported for immediate playback (you
can not save them).
The Netlink comes packaged with a 30 foot RJ-11 phone cable, complete
instructions on how to use the Netlink, and the NiGHTs sampler CD. It
has a "pass through" phone connector so you don't have to disconnect
your phone line in order to use the NetLink.
Optional peripherals include a keyboard and a mouse.
The NetLink is a inexpensive means of connecting to the Internet,
especially if you have an existing dial up account, but I wouldn't
recommend it as a substitute for a halfway decent desktop computer.
The Netlink does not recognize Java, VBScript, DHTML, or standards
other than plain HTML. It can not download program files. It's
limited in terms of size of what it can download. Version 3.0+
includes an IRC client, but its limited as to what servers it can
connect to (ie. I can't seem to get on DALnet at all). It also
occupies the Saturn's cartridge port, meaning you can't use a memory
carts or other peripherals when the Netlink is in use.
As far as playing games, the Netlink does NOT support online play,
although you can directly dial into another Netlink and play that
way provided that both gamers have copies of the same game.
The Netlink was never released in Europe.
For more information on the Netlink, you can view the Official
Netlink FAQ, here:
http://www.planetweb.com/netlink/faq.html
Paul Carson <Paul@uni66.freeserve.co.uk> writes:
"Netlink never made it to Britain. Apparently Sega Europe thought
that we weren't ready for it, and judging by the lack of Netlink
games available overseas, it was probably just as well. It's a
strange situation however, because in Sega Touring Car Championship
where the rest of the world played the special net event courses on
Netlink we got to play the 'extra courses' at the specified times,
we then got a password and then we had to log on to
www.sega.co.jp/stc/ to register the times within 24 hours of the
competition start. There's a bit of paper in every Euro copy of
STCC detailing this. This was their workaround! The Netlink system
was 4 years ahead of it's time, trying to ride on the wave created
by Quake and it's revolution of multiplayer. If there had been a
Netlink Quake version I'm sure the system would have gained mass
popularity because people would have been able to play Quake online
cheaply. I know there's still a group of staunch Netlink users out
there who still surf using their Saturn. They have a website
somewhere, but where..."
------------------------------------------
8.2 What are the Netlink's specifications?
------------------------------------------
INTERFACE
* Telephone Circuit
* 2 Wire Interface (RJ-11 Type Phone Jack)
NCU
* AA Type
* Pulse: (10PPS/20PPS), Tone (DTMF)
MODEM
* Complies with: ITU-T (V.21/V.22/V.22bis/V.23/V.32
V.32bis/V.34, V.42/V.42bis), BELL (103/212A), MNP 2-5
* FSK/PSK/QAM
* 75, 300, 1200, 2400, 4800, 7200, 9600, 12000, 14400,
19200, 28000bps
* Transmission level less than -9dBm
* Reception level 0dBm to -43dBm
OPERATING CONDITIONS
* Temperature level 41 F to 95 F (5 C to 35 C)
* Humidity level 20% to 90%RH
---------------------------------------
8.3 What Netlink Software is available?
---------------------------------------
Netlink WebBrowser 2.0
Comes packaged with the Netlink itself. Supports all HTML 2.0 tags,
and most HTML 3.0 tags. Unable to view framed webpages, and does not
support IRC chat. Somewhat comparable to early versions of Netscape.
Netlink WebBrowser 3.0
Comes packaged with the Netlink game package. Adds support for the
viewing of framed pages, sorta. All it really does is allow you to
access each frame individually, but not view them all at once. Also
adds a fairly basic IRC client. This IRC client is crippled in that
it can't connect to major servers like DALnet and EFnet.
Netlink WebBrowser Golden 1.135
Same code as 3.0 except no CD was ever pressed and it does not
include the "Netlink City" front page. Available for download fron
Planetweb's site.
Netlink Beta 4.035
Adds SSL support for secure online ordering. Available for download
on Planetweb's site. This is the final version of the Netlink Browser
that will be offered. No CD was ever pressed, meaning you have to
redownload it each time you want to use the Netlink (It's not worth
it in my opinion).
-----------------------------------
8.4 What games support the Netlink?
-----------------------------------
Virtual On (Netlink Edition)
Sega Rally (Netlink Edition)
Daytona USA CCE (Netlink Edition)
Saturn Bomberman
Duke Nukem' 3D
Benjamin <benjamin#@tmbg.org> writes:
"There are only five Netlink games released in the US. Since Virtual
On, Sega Rally, and Daytona USA CCE were all released before the
Netlink came out, special Netlink Edition versions were distributed.
Saturn Bomberman and Duke Nukem 3D came out after the Netlink, so
there is no need for a second printing."
"[Virtual On (NE) and Sega Rally (NE)] were included with the Netlink
about a year or so after its release. Daytona USA CCE was only
available from Sega's web site and is perhaps the most difficult to
find Netlink game. I know [VO and DUSA CCE] came in a jewel case with
four "long box sized" black-and-white manuals. I don't know how
Daytona USA CCE was packaged, but I suspect it was similar to the
prior two released games. Saturn Bomberman and Duke Nukem 3D were
regular Saturn games with the typical packaging."
"The Netlink Editions of Virtual On and Sega Rally are marginally
better than the standard version. Virtual On has an option to let you
color your mech, and Sega Rally has two animated sprites on the
track side. Nothing spectacular. Supposedly the graphics were
improved a bit (frame rate, clipping, etc.), but I can't tell.
Daytona USA CCE reportedly is much better than the US standard
release. The Netlink Edition is based on the Japanese game; the
US one was rushed for a Christmas release and is missing several
features and options (night time courses, etc.). I never played it,
so I don't know much about it. There's been a few discussions about
that version you can look up at Deja [ www.deja.com ]."
"All are direct dial games. The Sega Netlink did not feature online
play, so to compete over a phone line meant calling someone who has
a Saturn, Netlink, and the game you wish to play with person. If it
is not a local call, then prepare to pay long distance fees."
-----------------------------------
8.5 Is the Netlink still supported?
-----------------------------------
Sega's support status of the Netlink is currently unknown. Much like
the rest of the Saturn, support is either not advertised or no longer
directly offered.
Planetweb still mainatains a section of their webpage dedicated
to the Netlink. You can download the Beta 4.0 browser, as well as
Saturn savegames. There is also a messageboard that is rather sparse
as you can imagine. Although Planetweb offers info and downloads
relating to the Netlink, don't expect anything new to pop up.
http://www.planetweb.com/netlink/
----------------------------
XI. MODIFICATION INFORMATION
----------------------------
------------------------------------------------------
9.1 Can I play games from another region on my Saturn?
------------------------------------------------------
Not out of the box. There are certain hurdles to clear and steps to
take in order to successfully play games from one region on a system
designed for sale in different region.
Briefly, these hurdles include the territorial lockouts, and the
television system your country uses (NTSC, PAL, ect.).
---------------------------------------------------------------
9.2 I've decided to play games from another region. What are my
options?
---------------------------------------------------------------
In many cases, your options of playing imports are wide. Assuming you
have a US or Japanese NTSC Saturn you have three distinct options:
1. Install a language switch.
2. Resort to "Disc Swapping" (Not Recommended!).
3. Get one of the multitudes of converter cartridges.
4. Use an Interact Game Shark.
European Saturn owners have to ensure that their system will support
NTSC if they wish to play US or Japanese games. On the other hand, US
and Japanese owners will have to support PAL if they wish to play
European games.
Still, yet another distinct possibility....
From the Saturn MOD FAQ by The Axledental DJ <darrens@erols.com>:
"You (in theory) could disassemble the info on the BIOS chip and
rewrite the bits where it looks for CD authentication, making your
machine a "universal" unit that plays ALL games no matter where it
came from, including a game you might of copied yourself to a gold
or silver CD-R disc. Then you would burn the patched ROM image to
an EEPROM and attempt to play foreign/pirated games."
See section 9.10 for more information on how this may be possible.
---------------------------------------------------------
9.3 What is NTSC and PAL and why might they be a problem?
---------------------------------------------------------
NTSC and PAL are television broadcast frequencies. NTSC is about 60
(actually 59.94) fields per second, 525 lines per frame (each frame
is 2 fields). PAL is 50 fields per second and 625 lines per frame.
Parts of Europe, Hong Kong, and Australia use PAL, while North
America and Japan use NTSC. There were NTSC and PAL versions of the
Saturn released in the appropriate regions, and knowing what system
you have is important when buying games from another region.
There is no SECAM Saturn. The French used the same PAL Saturn as the
rest of Europe with a SCART connector.
The Sony CXA1645M, the video output chip in the Saturn, is capable
of outputting both NTSC and PAL signals. The problem is in
instructing the mainboard to run at the correct field rate desired
by the game.
If you play a NTSC game on a PAL console and the game is not
programmed to notice what kind of console you're on, there are two
effects: first, the game's screen is squashed because the 525 lines
fit on a narrower portion of the screen, and second, the game runs
about 17 percent slower _if_ the game's timing depends on events that
happen at a specified rate compared to the frame. (Or if its timing
depends on the current, but it probably won't, because part of Japan
is 50 hertz but 60 fields per second.) The opposite happens in
reverse: the screen is stretched out (and probably rolls badly) and
the game is too fast. You can correct this problem by building a
50/60Hz Switch.
Some Saturn software will run just fine regardless of whether you're
using an NTSC or PAL console. Chris Foulger has provided a list of
what works, and what doesn't.
"In response to posts about PAL Saturn games running on NTSC Saturns
I have made a quick list of the effects this has on some titles. I
have a Saturn with a PAL/NTSC switch so this is how I have got these
results. The 3 columns relate to picture overscan, glitching (polygon
dropout, games not loading or other effects) and if the game has been
modified to play on a PAL Saturn whether the game runs too fast on
an NTSC Saturn. I made this list mostly from memory so please be
aware that there may be some errors. As a rough rule I would say that
SEGA released 3D titles tended to get a PAL enhancement and 2D sprite
based games usually received no changes."
TITLE - OVERSCAN - GLITCHES - TOO FAST
--------------------------------------
Amok N N N
Athlete Kings Y N N
Baku Baku Animal N N N
Bubble Bobble N N N
Burning Rangers N Y N
Christmas Nights N N N
Croc N N N
Clockwork Knight N N N
Dark Savior N N N
Daytona CCE Y N N
Daytona USA N N N
Deep Fear Y N N
Die Hard Arcade Y N N
DOOM N N N
Duke Nukem Y N N
Enemy Zero N Y N
Exhumed N N N
Fighters Megamix Y N Y
Fighting Vipers Y N N
Formula Carts Y Y N
Guardian Heroes N N N
Gun Griffon N N N
Highway 2000 N N N
House of the Dead Y N N
Jurassic Park 2 N N N
Kieo Flying Squadron 2 N N N
The King of Boxing N N N
King of Fighters 95 N N N
Last Bronx Y Y N
Manx TT Superbike N N N
Marvel Super Heroes N N N
NBA Action 98 N N N
NiGHTS N N N
Parodius N N N
Pandemonium N N N
Panzer Dragoon Y N N
Panzer Dragoon Saga Y Y N
Panzer Dragoon Zwie Y N N
Puzzle Figher 2 Turbo Y N N
Quake Y N N
Res