Exploring the Sega Saturn library in 2020

:birthday:27/30 What the Devil’s Diabolical Dick happened with DDD, a.k.a. D-Xhird?

The 1997 fighting game D-Xhird is frequently described as a second-rate, mediocre game. Here’s a review that’s fairly representative of the general opinion of the game (and spares me a long introduction).

All caught up? Good! For now is grand time to correct a grave injustice: D-Xhird absolutely does not deserve to be considered a mediocre game. D-Xhird deserves to be seen as a flabbergasting disaster of a game. An ambitious, pompous project developed by true animation greats, who really worked their butts off to come up with something so impressively meh.

Here’s how the mysterious DDD project first appeared in the Japanese media, just after its announcement at TGS 1996.

As you can probably tell without even speaking a lick of Japanese, this grand reveal only cares about sharing the tortured and bloody story of the game’s protagonist, BØY, without a single word or screenshot about what the game is actually about when you control it. There were early misconceptions in French press that DDD was a sort of RPG or adventure game.

A few months later, developers interviews explain the motivations and priorities of the team behind the game. We learn, for example, that the game will be more technical and complex than Tōshinden, because Tōshinden was designed with the suckers across the pond “beginners” in mind, whereas you, our dear Saturn owners, are real Gamers who must be respected with a real demanding #gitgud game. The charm act is subtle like a brick.

More importantly, these interviews reveal that almost all the important people who worked on D-Xhird were originally brilliant people from the animation scene. The producer at Nextech, for example, was one of the main lieutenants on Akira’s animation! He was the one who insisted on using motion capture for D-Xhird, and I’d love to see the footage for these live action recordings, because it must have been pretty difficult to shove a broom up everyone’s colon.

The game’s art lead was Minowa Yūtaka, the charadesigner for many of Kawajiri’s feature films (Ninja Scroll, Vampire Hunter D etc.) and a key animator for both Lodoss and the animated adaptation of Clamp’s X (a.k.a. X/1999 for you New World weirdos). Personally, I think the influence of X on the characters’ charadesign, motifs and story bits is immense.

Sidebar: X which ended up getting its own belated fighting game on the PS1, developed by Taito for Bandai in 2002, and I mention it here only because Wikipedia offers a very complete page in English on the game but manages the feat of never once mentioning (at least as I write this post) Psychic Force, of which this game is practically a simple reskin (or “unofficial third entry” if you wanna be generous), and this omission baffles me.

Not that I’d be the best judge of that but, to me, D-Xhird as a whole projects a weird queer coding “à la Clamp but thought up by a straight guy”, that seems to miss the mark with the various audiences usually attracted to BL contents. As a result, I’m not convinced it could even be belatedly rehabilitated as a yaoi icon by a younger audience in 2024, but what says LGBTQou?

In this respect, the only character who seems to have made any kind of breakthrough in the dōjin scene is Karen, the game’s budget burger version of Sakura. Smut never lies!

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I gotta say, the train map is what made me give up on shining force iii. The load times, the awful voice acting, the incredibly high difficulty (if you wanted to stay alive) and the whims of the ai made me feel like I finally had to admit Sega had lost the console wars. This made panzer dragoon saga more like a final blaze of glory to me than capstone of success if that makes sense.

I have a hard time imagining ever playing sfiii again, it was so fiddly and annoying to play! I want to like it but it’s just not there for me.

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Shining Force 3 having played the 16 bit versions was the first time I remember being like, “new technology has made this worse.” Final Fantasy 7 and PDS in their spectacle felt like games that could not be done on the 16 bit machines, but SF3 in having the same old underlying bones just suffered in the translation. Maybe if I revisited it now knowing I could play the whole thing I might be game, but really I would probably just run through SF2 or CD again.

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Yeah, to me even cd with its short loading times felt more system appropriate and frankly playable than iii. I wanted to like it so bad! I still do.

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Being an absolutely enormous SF head—i more or less credit playing 2 on Sega Channel as a kid for saving my at-the-time waning interest in video games—every year when I replay the series and get to the train in Scenario 1 I always have to cheat because it drives me absolutely insane and I could not remember how on earth I did it as a like, 8 year old

My older sister was visiting me a couple years back and we were just hanging around and she got nostalgic for the Saturn and was like “ah oh wow we played as kids” yada yada and she brought up, sight unseen, “a war game with a train saving peasants” and apparently she was able to recount how we played it together with zero memory of it being hard

I have to imagine we were the luckiest kids ever or else I imagine my interest being killed there too!

@chazumaru this might in the end have been better as a DM but in the interest of being effusive on main: this thread and your posts genuinely mean a lot to me. I was a Sega kid through and through and the Mega CD, Saturn and Dreamcast, both as a kid but into my teens and adulthood, have meant an awful, awful lot to me, and seeing the Saturn get so much loving attention here from you—and in so much detail—is genuinely meaningful and heartwarming to me in a way that almost makes me want to cry

Not to be too high-falutin’ about it but I’ve always felt a bit like a misfit toy, who had the misfit toy systems and likes the misfit toy games. And as an adult you realize that oddness and misfit-ness makes you unique and wonderful, but as a kid it always genuinely broke my heart how much people didn’t “get” the video games I loved. Reading your posts about my beloved Saturn is just a balm on my inner 9 year old’s heart

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:birthday:28/30 The Sega Saturn home menu

When I switched to the iPhone in 2016, one of the first things I did was getting the ringtone of the Saturn’s (standard Japanese) boot up sequence sound and setting it as my alarm clock sound. It seemed like a fun combination. The first boot of the morning, get it? It was a terrible idea.

After seven years of waking up to the pavlovian yell of a Saturn, I realized last year that I was stressing every time I heard the sound in its natural element, as if I were suddenly late for something, whether it was when I turned on the console or watched a Youtube video. I’ve since changed my alarm, but the trauma lingers. And that, kids, is why your dad never became a Chunithm champion.

Thirty years on, the Saturn’s OS and interface remain surprisingly exemplary in terms of ergonomics, to the point where I wonder why no-one has taken up the same concept, especially on touch-screen consoles. The audio CD playback options also make it an excellent Hi-Fi machine, especially for Karaoke CDs, then popular in Japan and Hong Kong. The biodesign look of the menu quickly aged (especially when the sleek, minimalist designs of the PS2 and Gamecube arrived) but today it has its own “90s smell” retro charm.

The most memorable aspect of this menu is, of course, its visualizer: the swan-looking spaceship that any Saturn owner to this day regrets there was never a way to control. There’s a guy rocking Youtube playlists with this viewer in 2024.

I believe this link has already been shared here (and might even be coming from someone posting on IC?), but I’ll remind you that there’s an HTML5 site that lets you play your own playlist on a a virtual Saturn menu. Unfortunately, no ship in this version, but it’s up to your coding skills to change that.

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:birthday:29/30 Hooligans painting the blue sky in red instead

Felt like I should talk about a shoot’em up before we wrap up. A few weeks ago was released this commented 1CC of Sōkyūgurentai, a rather notorious shmup from Raizing originally released on ST-V (1996), which explains its horizontal screen format despite it’s vertical scrolling: Raizing wanted to ensure a simple port to the Saturn. “The hooligans who paint the blue sky blood red” is roughly the most faithful translation of the double-meaning hidden in the kanji 蒼穹紅蓮隊 for the Japanese title.

Either the commentary or the video’s notes mentions, at one point, this excellent interview with Raizing published in the ShootingSide Vol.1 mook in 2010, which goes in great detail on the development of Sōkyūgurentai. Shmuplations kindly translated it two years ago.

Perhaps the most interesting tidbit from this interview is that the game had started out with the aim of using the 3D capabilities of the ST-V to the fullest and changing camera angles to give scenes more dynamism depending on the situation, Raystorm-style, before the developers abandoned the idea as they realized the scale of the technical challenge.

This is interesting because ① Sōkyūgurentai had clearly been influenced by Rayforce, the predecessor to Raystorm ② Raystorm was released in August 1996, a few weeks before Sōkyūgurentai ③ Raystorm was then released on PlayStation at around the same time as Sōkyūgurentai was released on Saturn, in early 1997, reinforcing their untold rivalry and ④ Raystorm was finally released on Saturn in October 1997, under the title Layer Section II, just to prove that Raizing’s idea was neither unfounded on paper, nor made impossible by the hardware.

But I certainly don’t hold it against Raizing, because I think they made the right choices, and that Sōkyūgurentai is actually a better game than Raystorm (and definitely better than Layer Section II specifically).

The team at Raizing has clearly identified the immense possibilities but also the limits of the hardware, enabling discreet but effective 3D, and above all flashy 2D assets, with huge sprites, zooms, rotations, the impressive display of huge text fonts… It’s like seeing Mode 7 on the Super Famicom all over again, but after it went through a few lines of coke.

In fact, it’s reasonable to assume that Raizing’s technical choices would inspire Treasure when they developed the ST-V’s most famous shmup, Radiant Silvergun, which released two years later.

Two aspects of this game are not mentioned in the interview, however. First, the Saturn version is compatible with all official Sega analog sticks. I’ve got no idea whether analog play makes the game even more precise for top level players, but it’s a fun little detail.

Next, the Western name of the game. As you can see from the cartridge’s label above, Sōkyūgurentai actually has an international name, Terra Diver, and there’s even a translation available in the ROM of the ST-V version.

The thing is, there’s absolutely no tangible evidence of a Western release. I think the name is mostly due to Raizing’s publishing partnership with Electronic Arts Victor (a short-lived subsidiary of EA and Victor) for the consumer version of this game. At the time, EAV was run by a guy with a long history in the industry, Sameshima Yasuhiko. I suspect he tried to convince EA to release the game overseas.

I won’t go into Sameshima’s entire career here, but to bring things full circle, that version of EAV only survived for a couple of years due to its boss’s many anachronistic decisions, such as signing Eighting/Rizing games; Sameshima then moved on to the Japanese industry before being announced, around 2016, as the new CEO of… Eighting!

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:birthday:30/30 Sega Saturn Portable

We’re living in a kind of Golden Age for the Saturn’s rehabilitation. After years of hardship, emulation has made prodigious leaps with SSF, Yabause and the Zebra Engine. On Nintendo Switch, you’ll now find some twenty Saturn games officially released (without a single one coming from Sega) via direct emulation, the surrogate emulation of a later port, or a proper HD remastering or full remake of their own.

The console’s draconian security was finally circumvented in 2020, allowing new solutions such as Saroo, Fenrir and Satiator to flourish. New amateur translation projects appear frequently for various languages, sometimes with titanic projects like the famous Bulk Slash patch. We are eating good, as kids say these days.

But let’s go back two decades. Ten years after the Saturn, almost day-for-day, came the Nintendo DS and PlayStation Portable. You were probably there already; you remember how the story went. Before the PS3’s disastrous launch put things back into perspective, the complicated beginnings of the PSP had been Sony Computer Entertainment’s first mishap, at a time when the manufacturer seemed near invincible.

The console sold well in absolute terms, but it was sandwiched between two phenomena: the Nintendo DS, which inexplicably managed to be a cooler console for the general public despite its self-attributed toy-like nature, and then shortly afterwards the Apple iPhone, whose touch interface, always-on connection and, above all, Appstore were a much more relevant embodiment of the great multimedia ambitions Sony had for the Cross Media Bar and Universal Media Disc.

The situation improved around the end of 2006, particularly in Japan with the emergence of the social phenom Monster Hunter Portable, and to a lesser extent in the West with GTA Vice City Stories. In Japan, the console really took off in 2007, first with the release of Monster Hunter Portable 2nd in March and then, above all, with the release of the new PSP-2000 model, accompanied by Crisis Core Final Fantasy 7.

That means, between the end of 2004 and the end of 2006, for around two years, the PSP was a bit of a console for losers, with too few games, too many games that remained in Japan, too many games designed for home consoles but awkwardly adapted to the portable format, too many games geared towards Japanese otaku, poor hardware choices (the UMD, the absence of a second analog stick) and a wrong reading of the future by having completely missed the touch screen revolution. Suffice to say, that era of the PSP reminded me a lot of the Saturn.

I even remember precisely the announcement that made me compare the two consoles: it was the puzzle game Kuru Kuru Chameleon in January 2006, which made me think that it was exactly the kind of game that would have been released to general indifference on Saturn in 1997 before costing ¥10000 at Super Potato ten years later. (And it is a relatively expensive game today, at around ¥7000, but ironically, it’s its belated port to the DS that’s worth much more now).

However, this hardware association wasn’t totally unfounded or subjective; it just so happens that six fairly emblematic Saturn games were released on PSP during this No Man’s Land phase of its career. There may have been others (I could have mentioned Myst, for example) and we can quibble about what counts as “a Saturn game”, but it’s these six titles that count for me. And they were all released only in Japan, which I find symbolic of the Saturn’s tragedy, but also of the PSP game library, which is probably still underestimated in the West today.

We’re talking about a time when Saturn emulation was very complicated, and Saturn ports to other consoles still very rare. This celebration of the Saturn concludes a few days too early to coincide with the 20th anniversary of the PlayStation Portable, on December 12, but I certainly won’t have the time or the same zeal for Sony’s little disc muncher, so we’ll celebrate it here instead, on November 30 (shut up), with the six games that sealed the peace between the Saturn and the PlayStation.

Here they are, in order of their release on PSP.


Princess Crown
11 December 1997
22 September 2005

The first game from (what was to become) Vanillaware, which already established their trademark for the next two decades: a side view action-adventure game with georgous sprites, a surprisingly developed setting and plot, memorable female characters and way too many food recipes.

The Saturn version had been a commercial failure and managed the feat of sinking two different studios (its first during development, then Atlus Osaka after release) before becoming one of the Saturn’s first “cult games” – and therefore expensive second hand copies – in the early 2000s, thanks in particular to the development of Internet message boards and the blossoming of more intellectual video game magazines and mooks like YūGē or Continue.

The PSP version changes virtually nothing. Vanillaware, which was then busy developing Odin Sphere for Atlus on PS2, wasn’t involved. This PSP version served three purposes for Atlus: it was their first game on the console, an opportunity to reap the rewards of the game’s recent critical and media reconsideration, and a promotional exercise for Odin Sphere, presented at the time as the spiritual successor to Princess Crown.


Shin Megami Tensei: Devil Summoner
25 December 1995
20 December 2005

Atlus’ second PSP game was once again a Saturn port, released in the week of its tenth anniversary. Unlike Princess Crown, Devil Summoner was a huge hit for Atlus on the Saturn. This was, of course, largely due to the fact that it was released on Christmas Day 1995, at the height of the console’s popularity in Japan, between the releases of VF2 and Sega Rally.

But 1995 was also arguably the peak of Shin Megami Tensei’s popularity. The RPGs in the series had been a monumental success on Super Famicom, but Atlus had the astute business intuition to move the series to Saturn and PlayStation at the best of times.

On Saturn, the series would keep satisfying its most hardcore fans with Devil Summoner (1995), a hardcore sequel/spinoff with a tougher challenge, weirder demons and (probably suiting the growing up of its early fans) a more adult setting, strongly inspired by manga and Hong Kong movies featuring hard boiled detectives navigating the underbelly of society. On PlayStation, the series took a different turn to appeal to a younger, broader audience, with Persona (1996), again launched at the right time, right when the general public decided to ditch the Super Famicom for the PlayStation.

Here again, the PSP version of Devil Summoner was released primarily to promote a new episode of Devil Summoner, Kuzunoha Raidō tai Chōrikiheidan, which would land on PS2 the following spring. At the time, in other words, the PSP was being treated by Atlus – and, indeed, by a number of other publishers – as a promotional stooge for bigger PS2 productions.

Devil Summoner on Saturn is also known for its fan disc, Devil Summoner Akuma Zensho, released four months after the game (until Atlus sold the two as a bundle from late Summer 1996). It was a kind of multimedia encyclopedia of the game’s demons, which were notoriously difficult to recruit in Devil Summoner.

Akuma Zensho is the kind of product “of its time” that would have come out as a guidebook two years earlier, but which testified to the popularity of the series at that stage, to the possibilities of the CD-ROM format compared to the cartridge format, and to the future multimedia ideal that Sega and the publishers were still imagining in 1995 for the Saturn generation of laser-based consoles. The content of Akuma Zensho is included directly inside the PSP version.


Sakura Taisen 1 & 2
27 September 1996 & 4 April 1998
9 March 2006

What have we come to when even Sega starts re-releasing Saturn games!? So, this is a rather 1:1 straight port of the first two games in the series, which was a bit of a disappointment for fans, as the first Sakura Taisen had at that point in time just received a nice remake on PS2, prefiguring what was to become the combat system of the Valkyria Chronicles series (developed by the same team).

Another problem: to fit the equivalent of five Saturn CD-ROMs on a single UMD, Sega had to make major concessions on sound quality and video scene compression, not to mention long loading times. Still, it’s an insane amount of content for a single UMD. You can choose to start Sakura Taisen 2 straight away, without having to finish the first one first.


Tokimeki Memorial ~Forever with me~
19 July 1996
9 March 2006

The most debatable fit on this list, since Tokimeki Memorial was originally a PC Engine game, and the ~Forever with me~ version was first released on PlayStation. Nevertheless, it remains one of the Saturn’s most emblematic games – and one of its biggest commercial successes – to the extent that the console received a number of spin-offs from this first episode alone.

But above all, Tokimeki Memorial released on the same day as Sakura Taisen 1+2; March 2006 is undoubtedly the paroxysm of the similarities between the two consoles. Too bad the Saturn never got its own Monster Hunter Portable…

As for the PSP game, it’s virtually the PS1 version as is, without any notable additions; it was officially released to commemorate the tenth anniversary of this version. Fair enough! You may have seen the news, but a new Switch version of the first Tokimeki Memorial was announced a few weeks ago.


Machi
22 January 1998
27 April 2006

Machi is a Sound Novel, in other words, an interactive photonovel in the style of a “game book” (a form of entertainment that was even more popular in Japan in the 80s than it was in the West). You follow a story, mainly reading pure paragraphs of text, making a few choices and navigating to an ending, and usually trying to solve a mystery.

Chunsoft is more or less the creator of the genre on consoles, first with the horror game Otogirisō (1992) and then more importantly the locked-room murder mystery Kamaitachi no Yoru (1994), a huge commercial success and even, one could say, a small social phenomenon at the time. These first two games were released on Super Famicom and launched an entire genre.

Machi is the third title in this series, and one of the last great Saturn games with its release in January 1998. In fact, its release on Saturn made little sense by that point – it was the perfect mainstream PS1 product for its time, and Machi would in fact be ported to PS1 a year later.

We owe Chunsoft’s apparent good grace to one of Nakayama Hayao’s last great moves before he stepped down as president of Sega. Noting that small Japanese developers were finding it increasingly difficult to deal with traditional publishers, and more and more keen to self-publish, and that the CD-ROM format greatly reduced the risks of game production for Sega compared to (e.g.) Nintendo’s cartridges, Nakayama had financed the creation of a support label for developer self-publishing, Entertainment Software Publishing (ESP).

ESP basically provided the distribution and promotion networks for the games, relying heavily on Sega’s structures, without having to go through an official production team at Sega. This commercial collaboration method attracted a number of “big” names, including Neverland (Chaos Seed), Treasure (Radiant Silvergun), Sting (Baroque), Game Arts (Grandia) and Quintet (Code R). If we were to consider ESP as a traditional publisher, it would undoubtedly be one of the best on the console.

Chunsoft didn’t need a structure like ESP to release its games: Machi is published by Chunsoft themselves, just to be clear. But as part of this charm offensive on smaller devs, and to counter Squaresoft’s support for PlayStation, Sega also approached Chunsoft to propose releasing more experimental stuff together.

We don’t know for sure whether Sega co-financed Machi, either via its own funds, a scam with ESP or another financial trick with its parent company CSK, but Sega has always been involved in Machi in one way or another, and this PSP release is a game published by Sega (and not Chunsoft).

Machi had been a modest success on Saturn (~120,000 copies) without making much more waves on PlayStation (~60,000 copies), but the game truly became notorious thanks to Famitsu magazine and its weekly column 読者が選ぶTOP20 in which readers vote their twenty favorite games of the moment. For over a decade, Machi fans had organized themselves to constantly feature the Saturn version in this top. Here it is, chilling in thirteenth place in 2008, not far behind Metal Gear Solid 4 on PS3 and Tales of Vesperia on Xbox 360.

Such fervor from zealous fans because the game offers a unique narrative experience. We follow the intersecting fates of eight characters in Shibuya, each with their own independent storyline, and most of them never meet in the game. However, the choices made by the omniscient player influence the destinies of each character according to the actions committed for another character. So it’s not just a question of solving each character’s plot, but also of unraveling the puzzle that will lead to a happy ending for all the characters.

By now, you know the drill: Machi was re-released on PSP following renewed interest in the Saturn game, thanks to its vociferous fan base, and above all to pave the way for the promotion of a spiritual sequel, 428, which would eventually be released on Wii in 2008. Yet, symbolizing the changing status of the PSP in Japan, the PSP would eventually be entitled to its own port of 428, in 2009.


Tengai Makyō: Dai4 no Mokushiroku
14 January 1997
13 July 2006

Tengai Makyō Gaiden: Dai4 no Mokushiroku, which eventually lost its “Gaiden” a few months after its announcement, was the big RPG planned for the Saturn in 1996.

Developed in parallel with Tengai Makyō III: Namida (which famously ended up never releasing), the game’s title played on words to make it the unofficial Tenjai Makyō IV of the series; it’s still under this name (or its westernized Far East of Eden IV) that many talk about the game today.

Its planning studio Red had spread itself a little too thinly in 1996; they were simultaneously involved in the mediamix project Gulliver Boy, these two Tengai Makyō projects (plus Tengai Makyō ZERO had just been released in 1995) and that new Sakura Taisen game at Sega.

Announced as early as spring 1995, and repeatedly delayed, Dai4 no Mokushiroku (“the 4 (i.e. horsemen) of the Apocalypse”) was finally released at the beginning of 1997, barely escaping the ogre Final Fantasy VII, which would come out just two weeks later. Indeed, after Tengai IV, the apocalypse…

Namida and Dai4 no Mokushiroku had quite a challenge on their hands after the impact left by Tengai Makyō II: Manjimaru in 1992. It was no doubt this pressure, added to the cancelling of the original PC Engine version to restart development on PC-FX, a console quickly doomed to fail, that killed Namida. (Fun fact: Yoshida Naoki, of FF14 and FF16 fame, worked on Namida).

Dai4 no Mokushiroku did manage to release, despite a complicated final stretch of development. As the game was designed from the outset for the Saturn, it embraces even more openly the desire to mix JRPG with anime. We finally get real animated cutscenes, the enemies are drawn on cells and take up the whole screen during battles, and the game yaps a lot more. The overall vibe is also even more delirious and comedic than its predecessor, sometimes bordering on parody or pastiche.

Unlike all the other episodes, which take place in a feudal Japan as the Japanese imagined Westerners fantasized it in the 19th century (yep, quite a concept), this episode takes place in the American Wild West as a Japanese of the Shōwa years on acid might fantasize it thanks to Hollywood films. It’s less interesting from a “disguised critique of (Japanese) society” point of view, which I later came to understand better with Manjimaru, but it’s even wackier.

Dai4 no Mokushiroku is not the masterpiece that Tengai Makyō II was, and you can feel that the last arc of the story has been botched by delays, budget overruns and FF7 steamrolling its way to collision, but it’s still a great RPG.

Tengai Makyō III: Namida was finally remade from scratch and released in 2005 on PS2, almost like an unlikely remake of a ghost-game. To capitalize on the comeback of their most illustrious RPG series, Red and Hudson would (re)release the other three main episodes of the series in 2006, on three different consoles - which seems a rather stupid idea to me, but also testifies to the confusion among Japanese publishers circa 2004-2005 about the direction to take for their future.

Thanks to Microsoft’s blank checks, the Xbox 360 got a genuine (and much-needed) full 3D remake of the first game, Ziria. The Nintendo DS received a nice port of Tengai Makyō II: Manjimaru (worth a fortune today due to its modest print run), as its most mainstream episode but also a reasonable port of an old 2D game on a console with reasonable specs. As for the PSP version and its ambitions as a portable multimedia machine, it would logically be entitled to Dai4 no Mokushiroku, the most “interactive anime”-ish episode among the three.

Tengai Makyō: Dai4 no Mokushiroku is by far the best of these PSP ports. It’s basically the complete version of the game that Red and Hudson had hoped to release on Saturn.

This version adds two regions, densifies the ending and adds lots of little events to make the secondary characters more interesting. This nomad version also adds the possibility to save the game at any time, and the audio-video compression work is much more solid than that of Sakura Taisen. This is unquestionably the best version of the game, and also one of the best RPGs available on the PSP. :ringer_planet: You’re welcome!

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Let’s recap everything in one post, that should be handy in the future (at least for me to come back and fix some typos… I wrote many of these half-asleep).

Insert Credit’s🪐 SEGΛSΛTURN 30

NOV.01| A comparison of the different NiGHTS ~into dreams…~ ports
NOV.02| Sega Rally Championship’s 30th Anniversary Soundtrack
NOV.03| GHOST in the SHELL Kōkakukidōtai Premium Photo•CD
NOV.04| A video guide for F.I.S.T., possibly Saturn’s worst fighting game
NOV.05| A comparison of twenty-nine brands producing CR2032 batteries to find the best CR2032 battery
NOV.06| Parking on the Street Is a Terrible Thing
NOV.07| The birth (and rebirth) of Real Arcade, or why the dash matters
NOV.08| ♬RUN AT THE SPEED OF LIGHT, IMPERIAL ASSAULT FORCE! ROAR LIKE THE THUNDER’S MIGHT, IMPERIAL ASSAULT FORCE!
NOV.09| Everything you never needed to know about Airs Adventure
NOV.10| No idea why Yoko Ono’s name appears in the rolling credits
NOV.11| A “Golden Axe: The Duel” tournament held at Game Center Mikado in February 2024
NOV.12| I had to go back and edit the last four posts because I forgot the birthday cake emoji (also: that weird partnership business mess between Sega and SNK)
NOV.13| Taisen Kakutō Karatedō
NOV.14| The Saturn’s twenty worst games, according to SEGA Saturn Magazine
NOV.15| Hanagumi Taisen Columns, the best of both worlds
NOV.16| Ōtomo’s game that almost happened
NOV.17| Polygon with the wind…
NOV.18| The Top 100 best Saturn games, according to Saturn Fan’s readership
NOV.19| 【Play F to pay respects】get in the Saturn, Shinji !
NOV.20| 【Play F-Final to pay respects】in space, no one can hear you scream “IDEON GUN!!!”
NOV.21| Panzer Dragoon (the full digital animation)
NOV.22| A thirty years journey :birthday:
NOV.23| How did everybody else celebrate?
NOV.24| How the Sega Saturn worked
NOV.25| Shenmue
NOV.26| That moment when Shining Force III derailed
NOV.27| What the Devil’s Diabolical Dick happened with DDD, a.k.a. D-Xhird?
NOV.28| The Sega Saturn home menu
NOV.29| Hooligans painting the blue sky in red instead
NOV.30| Sega Saturn Portable


In retrospect, maybe one too many fighting games, but I had already shared some stories like Nanatsu Kaze no Shima Monogatari, Mechanical Violator Hakaider and Hōma Hunter Lime here before, so I didn’t have much else left to talk about.

@GameBeginnerGirl Thank you! That’s a very sweet and touching message. I am glad this endeavor made people remember or reconsider the Saturn in a new light. It was also interesting to see with which posts people resonated the most. I certainly did not expect this project would take that much effort and I definitely know what I am not doing for the 35th Anniversary.

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It’s here.

Way too much 1995 MTV energy in this thing.

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There is a much deeper thought about how Sega couldn’t advertise their way to victory in the same way the could with the Genesis. When the SNES was a comparable competitor they could pull this off, but just thinking about that PS1 launch line up… Sony had them dead to rights just by looking at the games.

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Maybe it’d be good to break out these amazing posts into own Insert Credit’s🪐 SEGΛSΛTURN 30 thread.

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I was thinking of making them a front page article… if I had time… in 2025

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i used to think this too, but someone online compared their first year or two’s lineups and i ended up thinking the saturn was ahead at that point, around '96 you could see it really wasn’t close though

also meant to follow up the shining force 3 talk:

if i’d have ended up with a saturn in the day (again, even as a diehard sega kid, that launch price tag put me off), maybe at the time i would’ve felt the same. the series always had fun gimmicky battles, but 3’s art style isn’t especially memorable, and as was said, load times/etc keep it form feeling as snappy as 2/etc did. of course, i would absolutely have hated knowing that we only got the first part of a trilogy, too

i finally picked up a saturn around 2012/2013 or so, and it was decent timing because the scene was picking up a bit, but the retro bubble hadn’t hit yet, so most of even the cult hits were still sub $100 (PDS aside), imports often a lot less. a few years later, shining force central had a really fantastic setup for patching your disc images with their current fan translations, and i spent the better part of a year off and on running through all 3 games + premium disk, and maybe the great distance from that early 3D era + the hype of seeing through this series really made the experience an amazing one. i knew there’d be political intrigue; i didn’t know, as chazu highlighted, there’d be changes in later scenarios based on choices made. that was incredible

and yeah, i too spent a while trying to save the refugees…i think i got 3 of them after so many tries? it did feel impossible to save them all, so i kinda kept it moving and just dealt with the guilt of seeing them missing thier folks later

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OK but then please wait for May 11 and suddenly shadowdrop it on the site without any prior nor further notice, and make it accessible for just a tad too expensive tier of Patreon subs, in true Sega of America fashion.

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Raystorm

Now’s my chance to lock on! if anyone wants to catch some crunchy 3D Ray’z, M2 released a solid collection trilogy on Switch and Steam. Though I’d recommend waiting on a sale. Was my first intro to the series, and…its fine and fun! Totally fine and fun!

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This kind of reminds me of how I got my Saturn, also by lying to my parents. I had a newspaper delivery job (which in retrospect might have violated child labour laws and probably minimum wage as well given the ratio of how long it took me to how much I got paid) and my parents required me to put half the money from it into a separate account that I wasn’t supposed to withdraw from. Meanwhile I was saving all the rest of the money on my own initiative to get a Saturn. The console had dropped from its launch price of $700AUD (!) to $400 when I reached $200 in each account, at which point I withdrew all the money from both accounts after school one day (and felt very nervous walking around with the astronomical sum of $400 in my pocket) and told my parents I’d saved enough. I don’t remember exactly what I said but I think I managed to imply but not actually say that I wasn’t touching the money in the savings account. They took me to Big W where I got most of my new games at that point and I took the console home. Unfortunately I hadn’t saved enough for any games, so I just had the demo disc (one of the Sega Flashes - I may have had some others from magazines) it came with until I got paid again and managed to scrape together enough for a second hand copy of Tomb Raider (“It can’t be much good if someone’s sold their copy already”, according to my Dad, to which I pointed out the sticker on the case conveying Hyper magazine’s Big Rubber Stamp of Approval).

Three weeks after I bought it the price dropped again to $300. I tried to convince the kid at the counter at Big W to give me the hundred bucks difference back, without success. Divine punishment for my misdeeds.

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hi! want to thank everyone in this thread. i finally have access to a Saturn with an ODE and I’m excited to thumb through everything here ^_^

one thing I think went unmentioned was the Falcom Classics series. they have full remakes of Dragon Slayer, Xanadu, Ys 1+2, and Tombs&Treasure/Asteka 2. Each game has its’ original broken English script (“original mode”) & a full Japanese rewrite (“Saturn mode”), and there’s a kinda jank, incomplete fan patch that re-translates the Ys 1 remake into English. to be clear, that’s a fresh translation of the rewritten Japanese script. nobody’s hurting for ways to play Ys 1 ofc, but this version’s quite cute, and you can play it on your Saturn!

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Useful tool for Rhea owners

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