Nintendo shouldn't have matched anything. They should have wiped their ass with the Playstation. By Nintendo standards back then "matching" is hardly surviving. And it was all due to their own stupidity.Yet Nintendo matched SCE profits despite its "own stupidity and Playstation".
The reality was that Nintendo had more cash, was better run and with far stronger games (better selling) compared to Sega.
That arcade were going south didn't help either.
While I know Stolar himself wasn't the only issue with Sega (he is, again, more a symptom of a bigger problem), I still wonder if he did anything beneficial for his time in the gaming industry.
Bernie Stolar and Sega of America and Japan did a LOT of things wrong with the Saturn, but honestly, this isn't one of them. Most of the games Sega passed over for US release either released far too late to matter -- localizing a few more Japanese 1997-1998 releases would have done nothing to help unless we also had a no-"Saturn is not our future" Sega which would have been much more likely to localize more games anyway -- or were so niche that they wouldn't have sold much here, such as the system's many shmups. We did miss out on some pretty good Saturn games which could have sold well in the West, but those are the exceptions, not the rule, I think.The Saturn could have done much better had Sega USA not been so dumb. There was twice as many Japanese releases as there was US ones.
The 2D Capabilities were glorious. STILL my preferred system for 90's era fighting game goodness.
Fighting Vipers, Fighters Megamix, Panzer Dragoon, etc. etc.
Wouldn't be surprised if that was better for Sega (shortterm at least), worse for the industry at large. Then again maybe if Sega went out regardless (which I do suspect would've happened, Nintendo was damn smart and Sony/Microsoft have the resources to stay in hardware) it would've been a blow for EA trying to make similar deals with others, they'd just point to Sega and go "and end up like them?"On another Bernie Stolar-related note, I have wondered... what if Sega hadn't bought Visual Concepts and HAD taken EA's "we get sports game exclusivity" ransom demand for Dreamcast support? Sure, Visual Concept's sports games may have been better (I haven't played many of either, myself), but having EA would have been huge for PR and casual gamer sales...
And that only begins to go through the list of Sega's mistakes in the '90s. The length of the list is kind of amazing, honestly.
While I know Stolar himself wasn't the only issue with Sega (he is, again, more a symptom of a bigger problem), I still wonder if he did anything beneficial for his time in the gaming industry.
Like what games?
Please cite japanese games that could have been released within 1997 in US (Saturn was more or less dead by that time in US) and that could turn a decent return over investement.
The Saturn could have done much better had Sega USA not been so dumb. There was twice as many Japanese releases as there was US ones.
The 2D Capabilities were glorious. STILL my preferred system for 90's era fighting game goodness.
Fighting Vipers, Fighters Megamix, Panzer Dragoon, etc. etc.
well, i did say maybe, but perhaps Sega should have been more open to localizing RPGs which were starting to become popular around '97. Grandia (which didn't see localization on PSOne till some time after the Saturn release) and Sakura Wars sort of comes to mind. X-Men Vs Street Fighter still feels like a moronic oversight for localization.
Sega-16: ItÂ’s good that you mention that, as it must have been very difficult for Japanese game executives to see the American arm of their company leading the way, considering how poorly the Mega Drive was doing in Japan. Do you think that there was some resentment on their part over the GenesisÂ’ success? Could this have been what caused them to exert more authority over how things were run?
Tom Kalinske: In hindsight, I think there probably was. I don’t believe there was from 1991-1993. I think somewhere in the mid ’90s, ’94 or ’95, they built up a great deal of resentment, and I didn’t realize it at the time, until probably the latter part of 1995, when one of my colleagues in Japan, who I knew well and had a good relationship with, said to me something to the effect of “you don’t understand how browbeat and annoyed the Japanese executives here are because of your success. Every meeting we go into, Nakayama asks us why can’t you do things the way the Americans and Europeans did? Why aren’t you guys as successful as they are? We’ve been around longer.” I think the local executives didn’t appreciate that he’d take that tone with them. Apparently, he also beat them up over Sonic, which was never as successful in Japan as it was in the U.S. and Europe (to this day, that’s the case), and I think he was always throwing that in their faces too. So clearly, by late ’95 there was great resentment built up: jealously, resentment, and kind of a desire to get back at those Americans that Nakayama kept throwing in their faces.
Sega-16: So could that have perhaps caused them to exert more authority over how things were done? The inner rivalry that existed between the American and Japanese branches of Sega is legendary, and most believe that this, rather than any hardware decision, is what caused the company to lose its focus. Would you agree? How much do you think SOJÂ’s treatment of its U.S. branch hurt business?
Tom Kalinske: I think so. I donÂ’t know how many different instances you know about, but what basically occurred (and IÂ’m probably going to be a little fuzzy on the timing. Joe Miller could probably help you on that one) was that we all knew that there would come a day when the Genesis would no longer have a life, and weÂ’d have to move on to the next technology. There was of course, a big debate as how best to go about that. When we started the CD-ROM efforts, clearly those were the early days of using optical discs for video games, and it was very rudimentary (a lot of it was even done in black & white back in those days), and the combination of live-action and real program software was very difficult.
I remember Joe Miller and I were talking about this, and we had been contacted by Jim Clark, the founder of SGI (Silicon Graphics Inc.), who called us up one day and said that he had just bought a company called MIPS Inc. which had been working on some things with some great R&D people, and it just so happened that they came up with a chip that they thought would be great for a video game console. We told them that in the U.S., we donÂ’t really design consoles; we do the software, but it sounded interesting and we would come over and take a look at it. We were quite impressed, and we called up Japan and told them to send over the hardware team because these guys really had something cool. So the team arrived, and the senior VP of hardware design arrived, and when they reviewed what SGI had developed, they gave no reaction whatsoever. At the end of the meeting, they basically said that it was kind of interesting, but the chip was too big (in manufacturing terms), the throw-off rate would be too high, and they had lots of little technical things that they didnÂ’t like: the audio wasnÂ’t good enough; the frame rate wasnÂ’t quite good enough, as well as some other issues.
So, the SGI guys went away and worked on these issues and then called us back up and asked that the same team be sent back over, because they had it all resolved. This time, Nakayama went with them. They reviewed the work, and there was sort of the same reaction: still not good enough.
Now, IÂ’m not an engineer, and you kind of have to believe the people you have at the company, so we went back to our headquarters, and Nakayama said that it just wasnÂ’t good enough. We were to continue on our own way. Well, Jim Clark called me up and asked what was he supposed to do now? They had spent all that time and effort on what they thought was the perfect video game chipset, so what were they supposed to do with it? I told them that there were other companies that they should be calling, because we clearly werenÂ’t the ones for them. Needless to say, he did, and that chipset became part of the next generation of Nintendo products (N64).
Not really, it was terrible at 3D.
Fighting Vipers, Fighters Megamix, Panzer Dragoon, etc. etc.
So, basically Sega passed on what was to become N64 hardware because gaijin, then designed what probably should still be in the running for the most hideous hardware architecture in a mainstream computer product.
Sega's magazine advertising for Panzer Dragoon Saga:
"We're sorry that we made this game hard to find in the US due to its extremely limited print run. Cut out this mask and pretend you are playing the roll of the main character instead."
well, i did say maybe, but perhaps Sega should have been more open to localizing RPGs which were starting to become popular around '97. Grandia (which didn't see localization on PSOne till some time after the Saturn release) and Sakura Wars sort of comes to mind. X-Men Vs Street Fighter still feels like a moronic oversight for localization.
the saturn was a niche console, much like the mega drive before it. much like the mega drive, it easily had the best shooters of any console of this generation. however, that genre was pretty much dead in the states so, even if stuff was localized, it would have inevitably fared bad in comparison the the Playstation 1's shiny action games and cinematic RPGs and the N64's collectahon platformers and party games.
See that's where we end up in localization for Sega's games, aside from maybe at most Dragon Force 2, most significant Sega games were released. Sakura Wars not getting localized was understandable, since it was basicilly a dating sim.
Doubt Sega could have done much different for their Software situation.
This is basically the story of almost every US subsidiary of a Japanese entertainment company ever. It's like Sony is the only one that can properly handle the fact that the rest of the planet exists.
True, but they still botched the architecture badly. Matsushita offered them the M2, but Sega declined because they felt it was too expensive. And the M2 was a beast. And I suspect the PowerPC inside it was fully within Hitachi's manufacturing capability.Their "not good enough" comment was complete BS. I think the real truth was that Sega of Japan already penned out contracts with companies like Hitachi and probably didn't want to burn bridges by switching over to another CPU supplier. Hitachi supplied CPU's for the Saturn. 32x and Dreamcast .
Nintendo shouldn't have matched anything. They should have wiped their ass with the Playstation. By Nintendo standards back then "matching" is hardly surviving. And it was all due to their own stupidity.
Of course I'm not saying there weren't great games confined to Japan which never got released in US however I can't see anything that would really make a impact in US in the supposed timeframe they could have been published there.well, i did say maybe, but perhaps Sega should have been more open to localizing RPGs which were starting to become popular around '97. Grandia (which didn't see localization on PSOne till some time after the Saturn release) and Sakura Wars sort of comes to mind. X-Men Vs Street Fighter still feels like a moronic oversight for localization.
the saturn was a niche console, much like the mega drive before it. much like the mega drive, it easily had the best shooters of any console of this generation. however, that genre was pretty much dead in the states so, even if stuff was localized, it would have inevitably fared bad in comparison the the Playstation 1's shiny action games and cinematic RPGs and the N64's collectahon platformers and party games.
This cannot be stressed enough.The Saturn was a big expensive mess of silicone to produce. So many processors and co-processors that drove the BOM price up. They had to take a bullet and reduce the price on the system to compete with the $299.99 Playstation, they lost quite a bit of money on each unit sold. Developers didn't really like the architecture and were happier making games for the easier to develop; Playstation 1. And the majority of third party developers didn't even make use of the second CPU in the Saturn because of all the extra development time used to get it to sync properly.
Not if you designed a "bad" product (and no I'm not saying Saturn is a bad system).I have no doubt Sony delivered a heavy blow to any serious comeback by SEGA but I believe successful marketing can always be used to salvage or make a situation less worse.
Doubtful. The games were great, sure, but that does not translate into great sales. The titles left in Japan wasn't those with broad demographic appeal.The Saturn could have done much better had Sega USA not been so dumb. There was twice as many Japanese releases as there was US ones.
According to rumor that was thanks to the Arcade division. They wanted the Saturn to have enough 2D oomph to be used as a low end 2D arcade machine. Naturally this came at the cost of 3D performance, but the Arcade folks were fine with that.The 2D Capabilities were glorious.
STILL my preferred system for 90's era fighting game goodness.
Fighting Vipers, Fighters Megamix, etc. etc.
I've not played this one, but I got Orta on my XBox and it suffers the same flaw as Sega's fighting and driving games. It's good, but appeals more to hard core players. I played Orta for a bit and then dropped it because it was too difficult, even on easy.Panzer Dragoon
What a dreadful alternative pastImagine if Sega had instead released the 32X as a 150$ console in 1994.
I think they should have left the Sega Saturn in Japan and instead focused on the cheaper 32X in the US. Then they could push out the Dreamcast in 1998, with the 32x having a nice 4-year life span. With hindsight we know that the Playstation didn't shoot up in popularity until 1997, so a cheaper 32X might actually have outdone the PlayStation in the early years.
Sometime I feel like Saturn is underestimate.Pushing 3d when it was weak at 3d was just stupid
Not if you designed a "bad" product (and no I'm not saying Saturn is a bad system).
Good marketing helps to sell even better if you have a desirable product.
Bernie Stolar dropped the ball with the RAM cartridge
The Saturn was destined to be a third place failure for sure, by early 1997, but it could have lasted longer and been more credible opposition had Sega not given up on it in early 1997. Look at the US release library, too -- the Saturn actually did get ports of some major PS1 games in 1995-1996, but that mostly stopped in 1997, thanks to Sega giving up too early. With the changes above, the Saturn could have made it to the Dreamcast's launch, and maybe even pushed back the urgency of getting a DC out in 1998 so that Sega could have made that system a bit more powerful too, and released it in 1999/2000 instead of 1998/1999. And probably release it in the US first, too. Okay, that's another more drastic change... but just the basic level of that, keeping the Saturn alive until the DC released in the West in late 1999, was absolutely possible, had Sega not messed things up for itself in so many ways.
Michael Katz > Tom Kalinske
By Nintendo standard Nintendo profits in that generation were roughly comparable to the ones during the previous generation:
Of course I'm not saying there weren't great games confined to Japan which never got released in US however I can't see anything that would really make a impact in US in the supposed timeframe they could have been published there.
Even a masterpiece like Grandia wouldn't have sold good if released in US in 1998.
Sakura Taisen is the best selling (strategic) RPG on Saturn but it's a really japanese concept and I'm not sure it would have fared better in US.
In general I don't think that lack of localized RPGs is the culprit for Saturn situation in US, RPGs would become more popular that gen (mostly Squaresoft ones though) but were never big seller (outside Squaresoft ones).
Sadly even 2D fighting games were impacted by the 3D craze and, for example, Street Fighter games sales were greatly reduced compared to the previous gen.
This cannot be stressed enough.
Sega was trying to compete with a costlier hardware (yet PS1 seemed to be more powerful) against a ruthless Sony.
The only possible outcome was heavy losses.
"One very fast central processor would be preferable. I don't think all programmers have the ability to program two CPUs—most can only get about one-and-a-half times the speed you can get from one SH-2. I think that only 1 in 100 programmers are good enough to get this kind of speed [nearly double] out of the Saturn."
From Eurogamer: http://www.eurogamer.net/articles/death-tanks-ezra-driesbach-interview
Eurogamer: Saturn versus PlayStation, let's put this to rest once and for all. You helped oversee two of the most technically accomplished games on those systems, so lay it out for us, which machine did you prefer from a technical perspective and why? What were the most rewarding and annoying aspects of both systems?
Ezra Dreisbach: I didn't exactly oversee anything. Jeff Blazier programmed the entirety of Lobotomy's PlayStation output. But it's not hard to tell the PlayStation is better.
2
The Saturn was really an insane abortion. The graphics hardware was made by guys that obviously wanted to just keep developing 2D hardware and tried to avoid learning anything about 3D. So they made this thing that was totally different from what everyone else in the 3D community was doing and missed some real key ideas, making some things (clipping) impossible.
And then the rest of the system had a whole other batch of warts caused (according to the internet) by a hasty pre-launch upgrade to match the PlayStation. They threw a whole bunch more parts in the box, and none of them worked out that great. The second processor in particular made it both more difficult to program, and impossible to fully utilise.
This probably ultimately doomed the Saturn. With so much different crap jammed in the box, it never got cheap for them to produce it.
Eurogamer: The challenge of getting maximum performance from Saturn always seemed to be linked with exploiting that dual-CPU set-up. How do the challenges of the '90s relate to working with parallelisation needed to get the most out of today's platforms?
Ezra Dreisbach: It's the same kind of deal, but on the Saturn you needed to use all the processing power available in order to get decent graphics performance. Today, there's plenty of easily programmable processing attached directly to the graphics hardware. So you don't need to struggle to use every resource to maximise graphics performance. You can, for example, make a perfectly good PS3 game while completely ignoring the SPUs. There are probably lots of peripheral tricks you can do, but it's not central anymore.
But marketshare wasn't. They got their asses kicked in that department. They also allowed Sony to make as much as them in their own game. I assume they never let the competition do that before either.Michael Katz > Tom Kalinske
By Nintendo standard Nintendo profits in that generation were roughly comparable to the ones during the previous generation.
Michael Katz > Tom Kalinske
I've not played this one, but I got Orta on my XBox and it suffers the same flaw as Sega's fighting and driving games. It's good, but appeals more to hard core players. I played Orta for a bit and then dropped it because it was too difficult, even on easy.
Had they made the game more like StarFox in difficulty I think more people, like me, would have enjoyed it. As it is it's a game for the fans.
The N64 sold nearly 33 million units. How is that even comparable?![]()
It's pretty amazing (and maybe sad) how one system manage to screw over an entire gaming company who had previously built the success known as Genesis.
Of course, the system wasn't without flaws. It launched too early, the hardware was difficult to work with, and SEGA nearly killed consumer interest by releasing those terrible Genesis add-ons and even teasing new consoles (Sega Neptune).
That said, it's really surprising it only manage to sell 9.5 million units in the end. Did anyone at SEGA not see how this could destroy their future? That's less numbers than the cartridge based N64 which had to be really embarrassing.
So was Saturn impossible to fix? Or was there ever hope somewhere?
I think the console could have at least gained exposure if they actually made a flagship Sonic. I remember there was Sonic R and Sonic Jam but those were no where near as memorable as the first Sonic 1,2 and 3 on the Genesis.
The Saturn's graphic was actually less glitchy (warping polygons, split seams, dithering ugliness) than the PlayStation.The Playstation was built with 3D in mind, the Saturn was a 2D machine with some 3D capabilities. The Saturn doesn't even use triangle based rendering like the Playstation and N64 did, it used quads, which caused quite a few problems of their own. Though quads did have a few upsides as well.
VF2 was very impressive, but it was also pretty much a perfect fit for the system. Even Sega's later fighter games, running on the same engine, didn't go for the same graphic mode since it limited what the artists could do.VF2 was 60FPS.
Tom Kalinske was a hero to all. Sega would be in a better place if they'd bring him back.
Or I like to believe that, anyway.
???The N64 sold nearly 33 million units. How is that even comparable?