Exploring the Sega Saturn library in 2020

:birthday:22/30 A thirty years journey :ringer_planet:

All caught up, in the nick of time! It is the 22nd post, which means it is (roughly for most of you) the 22nd of November, and the Sega Saturn is now three decades young.

Rather than celebrate with a specific topic or game, I wanted to tell you a personal anecdote about one of my first direct contacts with the Saturn. Quite honestly, I can’t guarantee that the dates or specific games are 100% accurate, but the gist of the anecdote is correct. It also concerns Panzer Dragoon, and that’s what gave me the idea of telling you first about the OVA based on the game.

At the beginning of 1995, after reading articles and previews in games magazines, I had initially chosen the PlayStation as my next generation console pick. Clearly, I was either the least or the most discerning preteen at the time, because it was the unlikely trio of Crime Crackers, Arc The Lad and King’s Field - as well as (I think) one of the first articles on GensōSuikoden and its 108 characters - that had convinced me.

But after a summer of 1995 spent losing an absurd amount of 5-franc coins on Virtua Fighter 2 and Sega Rally, and the recent announcement of Shining Wisdom, which foreshadowed the inevitability of Shining Force III, I finally came to my senses. (Well, I did not expect that Shining Force III would take almost three years, but…)

Since many of my buddies seemed to be moving towards the PlayStation, and since we were used to hanging out at each other’s houses and lending each other our consoles to play everything under the sun, a rebalancing of our hardware responsibilities was kinda convenient for everyone.

The fact remains that preteen me was still too young (or immature) and economically dependent to buy a console with my own money in 1995, let alone at import prices. The end goal was to convince my parents to buy one.

A few weeks later, I found myself in Hong Kong with my parents (who frequently worked in the region at the time), and my memory swears that this is where I first touched the console. It was the Japanese gray model; it must have been shortly after the release of Shin Shinobi Den and the MPEG card necessary for playing Video CDs, because those, along with Clockwork Knight, are the three demos I remember in the store.

So, I tried to convince my mother that we absolutely had to bring this thing back. It was a golden opportunity! It hadn’t even been released in France yet! (Non-contractual comment.) It was going to cost more in France! (Again.) It’s not just a console! It plays movies and audio CDs! Of course Video CD will replace the VHS!

Anyway, I must have worn her down, or made untenable election promises such as “I’ll get good grades in algebra next year”, because she at least agreed to progress to the next stage of the negotiation: “OK, but if we bring one back to Paris now, what do you want to buy with it? We’re not going to bring back one of those Chinese-language films, are we?”

That’s when I saw close to me, like a divine intervention…

… My esteemed compatriot Moebius’ incredible illustration. It wasn’t an actual copy of the game, just a SAMPLE piece of cardboard with the cover printed on it. I don’t think I’d ever seen Panzer Dragoon running in stores in Paris by that point, but the game looked absolutely brilliant according to magazine impressions. And so I explained to the poor woman who’d given birth to me that we absolutely had to return from Hong Kong with a Saturn and Panzer Dragoon - a future-proof and indelible souvenir, in the living room, of our successful trip to Hong Kong.

And then, so close to the goal, I committed my own Kolo Muani all alone in front of the Argentinian keeper moment. My mother asked one last question: OK, but what kind of game is Panzer Dragoon? A shooting game? A role-playing game? Is there a story at all?

My calculation was as follows: if I tell the truth, that it’s a shooting game on the verge of a technical demo that can be cleaned up in a few hours, she’ll think that the console will be used for a weekend and will then rot in the living room until someone comes back (at the cash register) in Hong Kong or Japan. So I replied that it was a role-playing game, oh la la, oui oui, huge world! No kidding, I pretty much described Panzer Dragoon as if it was Daggerfall.

And she snapped back something like: “Oh hell no, you spent all your vacations in the dark with your bloody game [Shining Force II], I’m sick and tired of your role-playing games… Let’s go back to the hotel” (without the Saturn). Betrayed by Shining Force II, damn it, there’s no justice in this world!

I’d hoped to do something not too complicated and involving for this anniversary, but in the end, this series of little daily posts (started quite frankly at the worst possible moment work-wise) was more a handful to manage than any more in-depth subject I could have prepared for one day… Well, I guess this is a nice (unintentional) tribute to the many false good ideas found in the stupid planet that runs all these great games. I love it anyway.

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The Saturn’s birthday reminded me that my ‘personal brand’ in primary school was being a SEGA kid, to the point that this was in my yearbook…

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:birthday:23/30 How did everybody else celebrate?

The photo above was shared by Sega’s official account on social media. Let’s take a quick, certainly non-comprehensive look at how other folks celebrated this 30th anniversary.

◉ Sega announced a new Virtua Fighter. Well, it’s just yet another version of Virtua Fighter 5, this time for Steam, really. But it is the first one with rollback netcode, so yay!

◉ The Sega Sound Team also released a remastered album (physical only!) for Burning Rangers this Holy Friday.

◉ The Sega Sound Team also hosted a stream for a Saturn-themed Sega soundtrack mix curated by Okunari Yōsuke (Mr. retrogaming at Sega).

◉ 8bitDo has announced a wireless mechanical keyboard, using the This is Cool era color theme. This is stupid and a waste of plastic and I will buy it.

◉ The technical director of RGG Studio shared a cool secret about Fighters Megamix.

@Slink already mentioned the new Pandamonium video about Tōge King a.k.a. High Velocity a few posts ago. It’s still a Patreon exclusive as of this writing, but only for the next few hours!

◉ I never listen to the SHIRO! guys, and I feel bad because I am basically the target demo, so I don’t really know if they are good people but I am giving them the benefit of the doubt and, of course, they had a dedicated live show and Q&A on this occasion.

◉ Here is a celebratory video from another popular Segatube creator, Sega Lord X, with 30 game recommendations.

◉ If you prefer videos that let games do the talking, iPlaySega had a nice little video digest medley.

◉ Here is a chill dude going through the very first issue of Sega Saturn Magazine. He also mentions a blog post related to the video but be forgot to post the link in the comments, so here it is.

◉ VG Densetsu has a (short) thread about the topic on BlueSky.

(Digging into Japanese stuff now, sorry for the less accessible contents. I hope autogenerated translations will do their job.)

◉ The excellent retro channel Yawaraka Uchūsen Kenkyūjo had a two-part chronological overview of the console’s landmark releases, specifically intended for people not familiar with the hardware.

◉ One of my favorite Sega-dedicated channels, SSSG, gave their Top 10 and worst 10 of the console, based on the cumulated rankings from SSM, Saturn Fan and their own impressions. Ah, Cube Battler… Almost talked about that one. Might still do. Consider this a threat.

◉ Retro game Yūchannel popped out their own personal Top 40 best games for the console.

◉ Another favorite, miyabi360f, gave a tour of their collection. Not a very interesting video, if I am being honest. But check out their other stuff!

◉ Sunsoft has a weird video about losing weight? Both Waku Waku 7 and Popoitto Hebereke are on the Saturn so I say it counts.

◉ And I am pretty sure the timing is a coincidence but there is this wild new TVCM broadcast in Japan right now for a brand of energy drinks and energy complements by Ōtsuka Pharmaceuticals that is all about the trials and tribulations of a female dōjin artist preparing for to her first Comiket (which indeed one would be as we approach the deadline to secure the printing of your work for this December’s Comiket 105), and they picked Sakura Taisen’s main theme by Tanaka Kōhei as its CM song for some reason.

(Might add to this post more stuff I come across during the weekend. There is actually a good video that I am going to keep for tomorrow because I think it deserves its own spotlight.)

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Having an amazing time reading your posts on the Saturn @chazumaru Thank you so much for taking the time to write and share this information with us all. Can’t wait to see the rest!

Yes, yes it is.

Yes, yes I did. Taxes and shipping be damned!

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This video appeared on my feed and I do not regret spending over an hour watching it.

Brilliant.

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All Pandamonium videos are a delight and obligatory viewing for Saturn-heads.

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Excellent stuff once again. The game was a big success in Japan, in part because it released before Sega Rally there (as mentioned in the video) so it was the first great 2P racing game for the Saturn there. The two Tōge King games are indeed some of the best in-game integration of the Racing Controller.

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Howdy! If anyone is interested, the Burning Rangers, Sega Rally, and Thunder Force V anniversary albums are available from Amazon Japan, and they ship internationally (at least to the US).

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Touge king the spirits 2 has one of my favorite extras - a showcase of 100 people who sent in photos of themselves with their cars. It’s a very fun look at car culture and fashion in Japan in the mid-late 90s. I hope to do a video about just that section some day.

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:birthday:24/30 How the Sega Saturn worked

Here is another video released on the Saturn’s anniversary, but which I wanted to highlight in its own entry: a relatively short but didactic explanation, from the Retro48K channel, on the logic behind the Saturn’s architecture. The timing of the video is apparently a mere coincidence! I like the subtle distinction he offers by way of conclusion: it’s not harder to program on the Saturn, it just requires more effort.

Well, when part of the answer is “all you had to do was not use any of the tools provided by Sega, and program everything directly in Assembler”, I think we can safely and objectively assume that it was also a little bit more complicated to develop on this console than on PlayStation. Especially since Sony had put a lot of work into supporting developers in all three territories, with a particular goal to attract developers from the home computer scene.

We also now know from the recently leaked SOA archives that Sega had very clumsily translated the documents provided to foreign developers, with plenty of false or misleading information in their wording, by what seems to have been a double jeopardy of hasty translation and a bit of misunderstanding of the hardware on the part of its own internal developers in charge of preparing the documents.

The video mentions the technological filiation between the console’s architecture and its arcade hardware history, in particular the games based on the Super Scaler technology emblematic of 1980s Sega. I had long been convinced that this filiation had been orchestrated in concert with the arcade teams, as it was the 3D development logic that the in-house developers knew best, but we learned from the many staff interviews given during Sega’s 60th anniversary that the arcade team had not been directly involved in the Saturn’s architecture; the team in charge of development had simply had, in particular with quads over triangles, the wrong intuition about the direction 3D game development would take.

Well, unsurprisingly given today’s topic, that would be a bit of a downer ending, so here’s a bonus feature on Sophia, the Saturn’s principal development kit.

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The Christmas Nights website is still online
https://nights.sega.jp/nights1/contents.html

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The Japanese YouTube scene’s total lack of video essays and nigh-total lack of in-the-flesh human commentary videos has always baffled and deterred me… If I’m to read paragraph upon paragraph of text, I don’t want it to be trapped within a video, and the vocaloid-esque Yukkuri commentary videos are so devoid of personality and feeling and… well, humanity.

I wonder if one could clean up by making Anglosphere-style scripted microphone-and-occasional-camera commentary videos or video essays in Japanese, or if this is a taste that’s taken root in the Japanese cultural consciousness. Japanese netizens’ videographic tastes stem from a different ancestry – Nico Nico Dōga – so the latter isn’t impossible… but if that is indeed the case, it’s difficult for me to fully wrap my enthusiasm around.

i love that this autoplays music but on modern browsers just downloads an aiff!

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Honestly Japan’s lack of video essays is why I’m more likely to search for games in Japanese, so I don’t have to hear a person talk over them. But if you just mean their talky videos tend to be worse, I agree!

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Also a good time to just re-link the classic lowscoreboy graphical breakdown, one of my all time favorite videos about the saturn.

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Right, talky videos specifically! If I want to see unadorned gameplay, I tend to search in English, thanks to the venerable phenomenon of the longplay.

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As it’s almost Christmas, time to get Christmast NiGHTS into Dreams back out. But now it’s with a twist, an updated SoNIC into Dreams patch:

Looking forward to this one.

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Have tested it, works great! The Gillwing boss fight is odd but won’t spoil it for those who want to try it. Lovely little treat for us Saturn fans for Christmas.

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Oops, work caught up, wrenched my arm, sent me tumbling into a dark alley and beat me up with an iron pipe this week. Fortunately, I’ve got six hours of combined train travel time ahead of me as I begin writing this post, so we’re going to try and make up for lost time this weekend. I’ll give you three posts today and - if all goes well - the last three tomorrow. It’s a Thanksgiving Sega Sa-Turducken!


:birthday:25/30 Shenmue

Many mysteries, theories and rumours abound surrounding the Saturn port of Virtua Fighter 3. We know that the Namie Amuro - Digital Dance Mix Vol.1 game software, featuring the biggest little starlet of the 90s, was first and foremost a technical demo for the game’s port. And we also know that several elements of VF3 were shared (anticipated? recycled?) in Fighters Megamix: the desert stage comes from VF3, the VF2 characters have almost all their moves and animations from VF3, and Janet (the Virtua Cop 2 chick) clearly has her movement palette animations borrowed from Aoi (the new VF3 chick).

There are plenty of stories about the Saturn VF3 being shown to the press in behind closed doors and even, allegedly, two different porting projects identified as cancelled in 1997 and 1998 – the last of which was supposedly cancelled because it was almost too close in technical performance to the Dreamcast port of VF3 releasing just a few months later. Nevertheless, to this day, there are no development builds, nor any attested videos of Virtua Fighter 3 running on Saturn.

Personally, however, I am convinced that VF3 Saturn does indeed exist in some way, simply because AM2 was crazy enough to develop Shenmue on Saturn before starting again from scratch on Dreamcast.

You probably know this but the above video of the cancelled Saturn version of Shenmue was a bonus in Shenmue II on the Dreamcast, unlocked after completion of the game. The Saturn version had never been announced by that point.

The video shows scenes which would appear in both Shenmue and Shenmue II, suggesting that the game was already relatively far along in its development on Saturn. This version also goes some way to justifying why 1986 wonderteen Ryō had a Sega Saturn in his bedroom, in order to play arcade game ports without going to the arcade. On Dreamcast, the jarring anachronism was a sour spot (for some) in a game that often aimed for absurd realism. But assuming all contents have been preserved 1:1, playing the Saturn on a Saturn would probably have gone down better for everybody as a fun escapade behind the fourth wall.

Anyway, this video, coupled with the trauma of Sega’s “death” as a manufacturer and the nefarious feeling that the crazy cliffhanger at the end of Shenmue II would never be followed up, had a huge impact on Sega fans and a particular aura among Saturn truthers: a brief glimpse of the technical pinnacle of what the best developers at Sega (and arguably, at the time, the best developers in the world) could program on the most complex console architecture.

Amateur developer Frogbull is now trying to fulfill this delusion in their own way, with this technical demo released a few days ago to celebrate the 30th anniversary of the Saturn.

It is obviously less impressive than the AM2’s version of Shenmue on the Saturn, bit it’s a cute idea. Honestly, I’d rather prefer seeing Frogbull stay focused on the insane porting of Metal Gear Solid to Saturn, which made a lot of buzz lightyear last year. Technically, it was only announced as a prototype to demonstrate the technical feasibility of a Saturn version of MGS, but it would be pretty cool to see Psycho Mantis tell us we like Honō no Striker.

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:birthday:26/30 That moment when Shining Force III derailed

Shining Force II is my all-time my favorite game, so you can imagine that I was eagerly awaiting Shining Force III. And wait I did, for the first third of the game wasn’t released until December 1997 in Japan, three years after the Saturn’s release and more than three years after Shining Force II (released in October 1993 in Japan and the following Summer in PAL regions).

If I had a little more time ahead of me and a few less late posts to deliver, I’d have given you a useless lecture on all the twists and turns that explain why it took so long to release Shining Force III. Let’s instead summarize: Sega is a complicated publisher, Camelot is a complicated developer, and the game was so ambitious that it had to be split into three “scenarios”, pushing the envelope even further than Super Robot Taisen F did earlier that year.

At the time, I can’t hide the fact that I was a little disappointed by Shining Force III: Scenario 1 (December 1997). This was partly on me: I am also possibly the only guy in the world to have been disappointed by Dark Souls, because I’d expected way too much after Demon’s Souls. Sometimes, one unfairly asks for a game (or a place, or a person) to let them relive an emotion which can only be experienced once.

Shining Force III also suffered, more objectively, in comparison with its direct neighbors on the import store racks for the Saturn’s last big Christmas: it didn’t offer the dazzling tactical possibilities of Super Robot Taisen F, nor the presentation prowesses of Grandia, which was a kind of a platonic ideal for the 32-bit RPG generation, with its magnificent 3D backgrounds, expressive sprites instead of the ugly pudgy polygons à la FF7, numerous dubbed scenes and Iwadare’s phenomenal soundtrack (it’s Sakuraba officiating on SF3, but I’ve never been a fan of Sakuraba’s post-Super Famicom work).

Worse still, the game abandoned Shining Force II’s best idea: the player’s ability to wander freely around the world in the manner of a classic JRPG, and thus (re)discover the world at your own pace. Instead, it returned to a more classic Fire Emblem-style Simulation RPG model, with a succession of battles to be completed in order. The only flexibility retained from previous Shining Force games is their much greater effort than the competition on making the village phases between each battle more interesting, with villages much larger and richer in content than average, and often packed with secrets.

Unsurprisingly, the real brilliance of Shining Force III would reveal itself with the next two Scenarios, released respectively in April and September 1998. Not only does the Rashōmon aspect of the three protagonists’ different points of view work wonderfully in the context of an epic conflict between politically opposed kingdoms in a heroic fantasy setting, but the three Scenarios fit together quite well in terms of story progression, avoiding the deflating sentiment of starting the adventure from the beginning each time.

And from point of view of the player’s influence on the game, many of the choices in Scenario 1 (which item you found, which character you saved or spared, etc.) only become important in Scenario 2 or Scenario 3. It’s a cool use of the CD-ROM + internal memory combo, which could never have been achieved back when games were played on cartridges. In retrospect, the complete Shining Force III experience is a monumental Simulation RPG. Mea culpa.

But there was one thing that was obvious as soon as Scenario 1 dropped: once again, Camelot would dig deep and come up with some highly original battles for the genre, with a fun or at least memorable gimmick in almost every chapter. And the most illustrious of these gimmicks, for better or worse, is the game’s infernal eighth battle: saving dem fucking refugees on dem fucking railroad tracks. Pardon my French.


Scenario 1’s eighth battle’s premise is that a band of villagers try to flee the conflict between the Republic and the Empire by hopping like Southern folk’s tale vagabonds onto the next freight train, but suddenly find themselves cornered by zealous militiamen who wish to slaughter them for daring to flee and thus betraying their homeland.

Not only do you have to kill the militia leader, but you also have to save as many refugees as possible, while one train arrives on the track, then a second on the opposite track. Here’s roughly what the map looks like (via Sega Saturn Magazine’s official guide). The starting point is the Tetris “T” at the top of the map.

There are potentially five refugees to save. Most of them die in one, two hits max. Only one of them dumb civilians has brought back a medicinal herb with them. There’s absolutely no need to save these numbnuts to progress into the story. Most players will probably save one or two on the second attempt, after the inevitable “understanding the map’s whole deal” defeat. The real challenge is to save them all, which some people at the time actually believed was impossible, and became a much bigger deal when players discovered almost a full year later that successfully saving all the refugees on this Scenario 1 map unlocks an awesome weapon in Scenario 3.

You may have guessed it from the map, but the fork in the tracks to the south plays a crucial role in the success of the (side) mission; indeed, I don’t think you can save a single refugee without manipulating the tracks. So, part of your Shining Force (for that’s the eponymous name for your band of companions in the Shining Force games) needs to cast safety aside and rush to the middle to activate a lever, while the other members start clearing the map to the west. Here’s the same map in the guide released by Famitsu, with the positioning of the five refugees to the south and an ideal routing (the blue arrows) for the player’s two groups.

Even if you know what you are supposed to do, this is stupidly difficult. Remember that saving these clowns is totally optional. And by the eighth map, you still have very few options and your characters’ stats are still a bit shite. The player is at the mercy of the RNG’s slightest whim. Here’s a tutorial on the ideal execution for this map.

I may sound like I’m only complaining about the map, but this battle is iconic; it’s arguably the most memorable moment of Scenario 1 (apart from the sudden disappearance of an important character who later returns in Scenario 2), and the game very cleverly exploits the train theme over an entire chapter, with this railway map followed by two cute battles in the train’s carriage and then on the roof of the train. And getting to follow the story of these refugees in Scenario 2 then Scenario 3 is a very cool payoff.

I’ll leave you with this nice and lenghty retrospective of Shining Force III by Inglebard Gaming, timed to coincide with the moment they reach this battle.

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