I haven't made updates for a while as I was very busy with work, but there are several new things I've been working on : -I am now using the SCU DSP for the entities (enemys, weapons, etc.). It doesn't lead to any noticable increased performances as, quite honestly, the SH2 cpus are quite good for 3d maths (built-in math units) while the SCU DSP is just poorly designed. -My model converter (enemys and more) allows support for texture coordinates, generating Saturn-friendly predistorted textures. You can see it on the enemy models from Quake! -I added support for doors, switches, locked doors, switches to turn on lights, elevators (not seen here) and more. -And yeah, the dog model isn't animated at the moment! -More stuff not seen here (new weapons and all) I will probably not make other updates for the next couple of weeks, but the engine is getting near to a point where I can now consider creating interesting levels and focus more on the gameplay.
Virtua Fighter Remix was, and remains, a great videogame for Saturn. It cleans the clock off of Battle Arena Toshinden (honestly, the most overrated fighting game ever made) and Tekken 1. As to why it wasn't released as the US Saturn's pack-in title instead of the original VF1, nobody knows. It's a mystery that has baffled fans for years, and like many I have wondered what would have happened if Sega released the improved version at launch. Mind you, this alternate reality also involves Saturn launching in September instead of May, which we all agree was a terrible move.
It's interesting to see the different receptions VF1 received in the West versus Japan. Even today, Japanese Saturn fans praise VF1 as one of the console's greatest classics, and it was an enormous success for Sega back in 1994-95. The series alone sustained the system and kept them either even or slightly ahead of Sony, at least until Square & Enix were stolen away. In the West, all anybody cared about were the glitchy graphics of Virtua Fighter, the flat polygons, the weird pop-outs from the ring. Japan, meanwhile, never seemed to mind very much. They were just happy to have a high quality arcade translation in their home.
We should also remember that Virtua Fighter was a blockbuster hit in Japan, becoming Sega's greatest franchise for the next decade. In the USA, however, it was never more than a curiosity, a minor blip on the scene. American kids never wanted fighting games to be anything more than button-mashing contests, bam-bam-bam-bam knock out, here's your sugar pellet and dopamine rush. VF proved to be far too technical, complex and obsessively precise, far closer to a martial arts simulation than anything seen at the time. It certainly didn't help matters that Sega of America never bothered to explain how the game actually played, or demonstrate the depths of the VF fighting system. Japan, once again, supported the fans with videotapes, strategy guides and professional tournaments. Some of those "tatsujin" players became videogame legends.
So we can see key differences between Sega Japan versus Sega America, which also illustrates the fatal differences that doomed the console on our shores. It probably just couldn't be helped.
From a technical standpoint, VF Remix looks superb, running at a solid 30 fps (Sega's obsession with high frame rates put them above Sony and Nintendo), offering smooth, fluid animation and wonderfully colorful texture mapped graphics. Everything looks supremely polished, and, not to sound like a broken record, smashes the overrated Toshinden to bits. However, and here's where SoA gets slapped upside the head once again, most videogame fans never saw this version. Remix was given out for free to registered Saturn owners, but a longbox retail release was limited, it seems, to Minnesota and Canada. That release has now become one of the system's most expensive games on the collectors' market.
Toshinden, meanwhile, was available everywhere and every kid on the continent was wowed. They never cared that the gameplay was shit, the controls were sluggish, the moves were uninspired Street Fighter ripoffs, or that the frame rate was sluggish. The damned thing had a girl with a transparent skirt and some lightey glowey effects, and that visual style would define the Sony Playstation brand until the end of time. And may God have mercy on our souls for consuming such tacky sludge.
Whatever. It's all a moot point by now. If you're playing any fighting game on PSX, it's going to be Tekken 3, and you're going to be playing as Eddy Gordo because he has a wicked, kick-ass breakdancing combo that you can unleash by mashing the kick buttons and doing nothing else. Anyone else who really cares about fighting games will migrate over to Saturn, which became the greatest console the genre has ever seen.
So, out of curiosity, I replayed a bunch of the 3D fighting games on PS1 a few nights ago and thought of this post. No surprise, Toshinden has aged the worst, by far. At least among the more well-known fighting games of that generation. Tekken, Bloody Roar, and especially Soul Edge hold up well. Looking back, I can't understand the praise Toshinden received at the time. I think it plays like shit in any era.
I'd rather play Masters of Teras Kasi than that game tbh.
Next Generation Saturn Reviews: Part II
Continuing our comprehensive look at Next Generation Magazine's collection of Sega Saturn reviews, we continue with the early launch titles which appeared in the August-October 1995 issues.
The games reviewed include the following: Worldwide Soccer, Myst, Pebble Beach Golf Links, Tama, Astal, Battle Monsters, Bug, Greatest Nine (World Series Baseball), Gran Chaser, Shin Shinobi Den (Shinobi Legions), Virtual Hydlide and Virtua Fighter Remix. Most were given respectable 3/5 scores, with only World Series Baseball and VF Remix scoring higher. On one hand, it does feel a touch frustrating for any Saturn fan, but it's nice to have a videogame magazine that actually wrote critical reviews, instead of being industry bootlicks who praise everything with smiley faces and 95% scores.
Taken in the context of the era, these tougher scores reflect a desire for games that reinvent the wheel, push the technical envelope and introduce new ideas. Today, we really just want to relax and have a good time, and these software titles succeed admirably. I'd personally rate Worldwide Soccer and Myst a 4/5, but that's just me.
No real surprises so far, but no shocking disappointments or "what were they thinking" moments yet. Key word on "yet." Bonus points for this comical phrase: "With an increased polygon count and sophisticated shading techniques, Virtua Fighter can now trade blows with the likes of Tekken and, yes, Battle Arena Toshinden, although the fighting styles are still vastly different." I swear I have no idea why anybody ever liked Toshinden. These guys were tripping on banana peels.
Next Generation Saturn Reviews: Part II
Continuing our comprehensive look at Next Generation Magazine's collection of Sega Saturn reviews, we continue with the early launch titles which appeared in the August-October 1995 issues.
The games reviewed include the following: Worldwide Soccer, Myst, Pebble Beach Golf Links, Tama, Astal, Battle Monsters, Bug, Greatest Nine (World Series Baseball), Gran Chaser, Shin Shinobi Den (Shinobi Legions), Virtual Hydlide and Virtua Fighter Remix. Most were given respectable 3/5 scores, with only World Series Baseball and VF Remix scoring higher. On one hand, it does feel a touch frustrating for any Saturn fan, but it's nice to have a videogame magazine that actually wrote critical reviews, instead of being industry bootlicks who praise everything with smiley faces and 95% scores.
Taken in the context of the era, these tougher scores reflect a desire for games that reinvent the wheel, push the technical envelope and introduce new ideas. Today, we really just want to relax and have a good time, and these software titles succeed admirably. I'd personally rate Worldwide Soccer and Myst a 4/5, but that's just me.
No real surprises so far, but no shocking disappointments or "what were they thinking" moments yet. Key word on "yet." Bonus points for this comical phrase: "With an increased polygon count and sophisticated shading techniques, Virtua Fighter can now trade blows with the likes of Tekken and, yes, Battle Arena Toshinden, although the fighting styles are still vastly different." I swear I have no idea why anybody ever liked Toshinden. These guys were tripping on banana peels.
So, what is a 32-bit RPG like?
with an assortment of 90210-inspired Sega Rock tracks blaring in the background.
Haha, music was a big no-no in football/soccer games in the UK at the time, as was simple arcadey action. The game received a pretty bad press in the UK magazines at the time, which lead to me avoiding the game (although I did buy the later sequels, which were very well reviewed). You're right about it looking great, and even the more negative reviews of the time mention the graphics.
Here is an Edge review (6/10, which isn't too bad given their strict standards):
There is something I was curious about and wonder if Homebrewers would be up to the Challenge.
I wonder if the Saturn could run a "demake" of the games Super Monkey Ball, Space Channel 5 and Jet Set Radio under the strict polygonal count?
Another question that's been burning inside me since Sonic Mania was released would be COULD the game (under compression) run on the Saturn?
What are your thoughts?
I never played SimCity 2000, even though the original is my all-time favorite game for the Super Nintendo. I find this sequel to be far too complicated and complex, and the speed appears to be painfully slow. It might be good, and one of these days, I'll force myself to put some real time into it. But I'd rather play the SNES SimCity in a heartbeat.
There is something I was curious about and wonder if Homebrewers would be up to the Challenge.
I wonder if the Saturn could run a "demake" of the games Super Monkey Ball, Space Channel 5 and Jet Set Radio under the strict polygonal count?
Another question that's been burning inside me since Sonic Mania was released would be COULD the game (under compression) run on the Saturn?
What are your thoughts?
Here's a real novelty for the Sega Saturn community: a software tool for homebrew coders called Game Basic For Sega Saturn. Similar to Sony's Net Yaroze for Playstation, this program allows users to create Saturn software in the BASIC language, via connection to a Windows 95 PC. The retail package includes two discs, a connection cable and two extensive manuals, and a number of demo games are included that demonstrate what you can create.
Modern Vintage Gamer has just posted this informative video on Game Basic, as well as offering a short overview of BASIC during the home computer era. For many of us, this was our introduction to computer programming and continues to serve as an easy way to learn coding.
Retro Core also posted a Game Basic video to Youtube in 2011, featuring a comprehensive look at the packaging and software and the included demos.
Finally, we have two videos from 2007 of a racing game by someone named Kuribayashi. We know nothing more about the programmer or what happened to this project, if it was ever completed or if anything further came of it. Most likely, this was a hobby project made for fun and no greater aspirations were intended. That said, it's a very solid demo and appears to be very playable. It looks better than some retail Saturn games, to be brutally honest, and makes me wonder why retail racing titles didn't use VDP2 planes for the ground.
More Game Basic demos are available on MadRoms' Youtube channel.
I wrote Sonic 3D Blast on the Saturn, and used C++ which was generated from the 68k Asm source for the Genesis version. We used the same code on the PC, although I had to make some changes due to the fact the endian is the other way around on the PC. The biggest problem was that the Saturn only had 2MB of RAM and the game I was porting had 4MB of ROM, so I had to mark each sprite as to the level it was available on, to reduce memory (the problem was harder as well, since the Genesis sprites were 16 colors and the Saturn ones were 256 colors, and the background increased from 256 characters to 4096 characters). I wrote the ASM to C++ converter and we had game in 3 months, which was identical to Genesis version, then I spent a month adding overlay sprites, environment effects that did not change the game play but improved the look (the overlay sprites could interact with Sonic, so you might go past a tree and it would drop a bunch of snow, or a tile could alter it's angle depending on where you stood on it). My brother wrote the hardware mapping (so that the memory mapped code for updating sprite positions worked on Saturn memory layout instead of Genesis).
There was an interesting thread on the topic of Sonic Mania on the Saturn over on Sega-16:
Sonic Mania Saturn
How likely is it this game could run on Saturn? Before someone just says easily. There are many NES looking indie games that actually are way more advanced than the NES could handle or use color palettes NES could not use plus sometimes being a couple hundred MB of data in size. Mania has a very...www.sega-16.com
JSR was already only 30 fps on Dreamcast, I think it would have really struggle on Saturn. The others would probably have been possible though. I think up-ports of later Saturn games to the Dreamcast would have been interesting (the likes of Deep Fear, HotD, Burning Rangers, Panzer Saga). Not many western people had Saturns, so it would have given those games a second chance.
I will read that when I get the chance!
JSR with N64 Frames Per Second? Maybe the older Nintendo fans would like that.
Didn't HotD 2 release on the Dreamcast? 1 and 2 pretty much look similar as they were made on the same Engine.
Regarding Panzer Dragoon, the team were already making Skies of Arcadia after Saga was finished, so we technically got the game, only in a different layout!
Would have loved a Burning Rangers 2 on the Dreamcast though.
Is Sonic 3D Blast actually better on the Saturn than the Mega Drive? I honestly never saw the appeal of the game as it felt like an experiment for Adventure and it didn't really flow that well I felt. The Music is great though.
I didn't realise HotD 1 & 2 both ran on the same engine. That should have made porting HotD 1 even easier then! It's a shame it didn't happen. I'm looking forward to what they do with the remake.
I have to admit that I've never played either MD or Saturn versions of Sonic 3D Blast. The Saturn one certainly looks and sounds better. I know the dev released a patch for the MD version which improves lots of small things. Since the Saturn version came later, maybe it was more polished anyway.
A new Burning Rangers on modern systems would be even better
According to that Modern Vintage Gamer video, the Sega Basic software only takes up half the RAM and no processor speed (if I heard him correctly). While the Saturn didn't have too much RAM to lose in the first place, that isn't too bad considering. Could C be used to programme Saturn games, or did it have to be assembly only?
Use of "lower" languages faded out in Gen-6 and today pretty much everything is done in the "higher" languages.
As I understand it, the main reason is that computers now have plenty of RAM and CPU power, so don't need to code to the metal quite do much. A coder friend of mine says that coders of the past wrote much more efficient code, whereas modern coders can afford to be more sloppy, as the modern hardware gives them a lot of slack.
Next Generation Saturn Reviews, Part IV
Our series on Sega Saturn reviews from the pages of Next Generation Magazine continues into the January-March 1996 issues. Software titles shown include: Double Switch, Quarterback Attack, Steamgear Mash, Theme Park, Wicked 18 (Valora Valley Golf), F-1 Live Information (F1 Challenge), Hang On GP '95, Virtua Fighter 2, Sega Rally Championship, Virtua Cop, High Velocity, Thunderstrike 2, Galactic Attack, Battle Arena Toshinden Remix, Johnny Bazookatone, Wing Arms and X-Men: Children of the Atom. These include the final releases for the 1995 holiday season and the long-awaited appearance of NG's first five-star Saturn reviews.
It's interesting to see Tom Zito and Digital Pictures taking one last stab with their FMV titles from the Sega CD era. That genre was an interesting idea from the 1980s that never quite clicked with audiences, although Sewer Shark was pretty popular. On Saturn, they exist largely to pad out the software lineup during the lean post-launch months. I'm sure these games have their fans out there somewhere, but it's a pretty small audience.
Sega's triple punch of Virtua Fighter 2, Sega Rally and Virtua Cop saved the Saturn in the States and astonished all the critics who were convinced the console was a second-rate mess unworthy of competing against Sony and Nintendo (or even 3DO and Atari, for that matter). If it weren't for these games, the system would have died around the same time as the 32X, and it did appear that Sega was at least considering scrapping the machine entirely in favor of a newer, more powerful model for a 1996 launch. I still say Tom Kalinske was rooting for that outcome. In any case, the issue was now moot and Saturn was firmly established and in for the long haul.
Cave's High Velocity (Touge: King of Spirits in Japan) was a favorite of mine and it still holds up very nicely. The mountain track designs are some of the most inventive of the era, full of dips and turns and steep climbs. I was often reminded of the hillside roads along Duluth's great hills, with nothing more than large rocks along the side to keep your car from falling over the edge.
Toshinden had no business existing on Saturn, or anywhere else, for that matter. But Sega of America thought they could win a direct competition against the Playstation even though this game played directly to Sony's strengths and Saturn's weaknesses. Besides, there was already a far superior fighting game in VF2, so what's the point? Any nimrod could tell this translation was terrible and blocked its release. Instead, casual and hardcore gamers alike tuned in to see Sega's console struggle yet again with their "inferior" machine, and much of their newly acquired goodwill was evaporated.
It is at this time that Saturn's 2D muscles are beginning to flex, and the arrival of Galactic Attack, Darius Gaiden and X-Men gave the system a true edge over its rivals and marked the next generation of classic arcade videogames. Unfortunately, the gamers and press wanted nothing to do with 2D pixel art anymore. It's "obsolete," after all, and who wants to shoot alien spaceships, battle mutant fish or fight Wolverine when you could gawk at that kewpie doll with the see-through skirt in Toshinden?
Everybody was out of their damned minds. But at least Saturn had its second wind, and for a short time, was running even against Sony in US sales. It was as close as Sega would ever get to retaking the lead, and within a few months, Nintendo 64 mania would begin and zap all the oxygen out of the room. Super Mario can do that. If only Sega had a mascot of their own? Oh, well, whatever, nevermind.