Saturn emulation has come a long way, and it is becoming very good, but the system requirements to emulate Saturn titles are much higher than PlayStation or N64 emulators. Saturn emulation is also heavily CPU bound and there are a lot of co-processors that need to be emulated and kept in sync with each other. SS emulation also doesn't really have the luxury of hardware acceleration like PlayStation or N64 emulators because the Saturn relies on quads a rasterization. Which makes 3D acceleration a problem, from what I understand. I don't think there is a Saturn emulator out there that supports 3D acceleration.
I would think that any vaguely modern computer could do Saturn games just fine... my circa-'07 Core 2 Duo can do Saturn emulation pretty well, after all.
Comparing the PlayStation version of Doom to the N64 game is fine, but the Saturn port of Doom was just terrible all around. I know there is a Japanese port that is said to be better (never tried it), but the US port was just bad. Like right up there with Panasonic 3DO bad. Yes even the 32X had a better port.
Sure, the Saturn version's pretty bad by all accounts. But comparing the PS1 and N64 Doom games, the N64 one clearly has better graphics. Doom 64 was made by the same team that made the PS1 port of Doom, and they improved over that game graphically on the N64.
this, and its obvious to anyone spending time with both libraries - Mischief Makers & a few others are nice, but the more you dive into JP saturn games, the wider the gap gets.
Play Bangaioh sometime. It's more than just "nice".
Also, of course, you continue to focus more on number of games than on what the hardware can do... of course that's going to give you a result biased against the N64. But to repeat this point yet again, that's because of developers not wanting to make many 2d games for N64, not because of any hardware issues!
Comparing the $10,000 SGI workstation that the demo was made on to the N64 because they come from the same manufacturer is absolutely laughable and shows a stunning lack of technical insight.
FFVII was never, ever, ever in development for the N64.
It's pretty funny that you're so certain about this, when in reality the story about the Square/Nintendo break has never been told, because neither side has talked about exactly what happened... so the fact is, we don't know if they ever did anything directly towards and N64 FF7, early on in development, before moving over to PS1. And I don't know if we ever will, with how quiet they've been about it so far.
Perhaps, just perhaps the reason they were working with the SGI workstation is because they had already used it in development of Mario RPG.
Umm... this doesn't help your case as much as you seem to think. I mean, SGI and Nintendo started working together on what became "Project Reality" (the N64) in late 1993. Then Nintendo and Square collaborated on Mario RPG in '95-'96. Yes, I know that back then SGI was the leading company in high-end computers, but Square decided to use SGI computers on a project they were working on in collaboration with Nintendo at a time when Nintendo was working with SGI on what became the N64... and you're calling that all a coincidence? Come on, that's absurd!
Or maybe it was because, you know, SGI were the leader in graphics technologies.
Sure, they were. But they weren't the only option, and Square chose to use SGI hardware while working with Nintendo.
Or maybe it was because the SGI workstation they used was also used to make the backgrounds for FFVII on the PSX.
Once you already have the hardware, why not continue to use it for something?
Ok, I need one. Even if it doesn't run anything, I just want the console to look pretty on the shelf. The ultimate unobtainable, if you will.
There are actually a couple of things you can play on an M2. Not many, but there are a few.