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Originally Posted by
A Black Falcon
Overall though, I do think that their best decision would have been to not release the 32X in any form. It's NOT a next-gen system and could never have been. Neptune couldn't have been Sega's main 32-bit platform, not if they wanted even a minimum level of long-term success. And what about the carts-CDs thing? Neptune is necessarily stuck to carts, which Sega of Japan didn't really want to be using anymore; sure you can hook it to a Sega CD, but there's a big additional cost, and that adds a whole bunch more limitations thanks to the small bandwidth of the side bus.
Yes, I was saying that having bother was worse than either alone and Saturn alone would be the best. (but still far from ideal) Yes, the CD thing was also an issue, that was one of the big interests for developers as well, CDs are cheap, high capacity media, very different in nature from ROM carts.
BTW I think the CD interface was limited not by bandwidth (other than the VDP limitations in general), but by the odd and limited memory map. (only 17 bit of address space mapped to genesis, that's only 128 KB) Having a cloned cartige port might have been a much better idea for that connector. (set-up to switch between cart/exp port with priority for cart games -which the CD already does)
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If only the Genesis had had better color hardware... that really was the system's biggest flaw, more so than the scaling and rotation stuff. Sega CD at least added scaling and rotation functionality. Polygons... eh, just use the SVP anyway. I know it's a lot weaker, but addons were NOT the way to go.
That's what the Super VDP thread was about, I'm not sure if the expansion slot has the necessary pins for supporting video overly like the 32x does though. (that may be a big part of why they abandoned it) Fact is that the ASIC int he Sega CD would have been a lot more useful had it not been tied to the Genesis VDP. (but instead had it's own, simple bitmap display controller, something like the 32x has)
Also, Chilly Willy suggested that they Genesis VDP should have had at least a 12-bit (4,096 color) palette, not bothered with hilight/shadow, and supported a pixel accumulation mode allowing 8-bit palettetized colors at 1/2 horizontal resolution. (256 color palettes) http://sega-16.com/forum/showthread.php?t=4328&page=14
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Really though, overall it's hard to imagine a WORSE path through this era than the one Sega took. Almost any alternative sounds better, really... :lol:
Yep. (even if they'd just gotten the Satun's launch right I think it would have gone a long way)
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But anyway, get Sega of Japan and America to actually work together on their next system, using the best ideas from both of them, and design something good that'd be ready for late 1995 or early 1996. Stick with Genesis and Sega CD until then. No 32X. Make more non-FMV Sega CD games instead, and some more Genesis ones too. That's what I wish they had done.
Yeah, if there had to be a delay until mid/late 1995 for their new console, the Sega CD might have been an intrim option, Chaotix should have been fine on Sega CD for the most part. (special stages would have to be soewhat different -maybe use streaming video background to approximate the 3D tunnels) Maybe emphesize the existing library of non-"FMV" games too, point out the few really showcasing the ASIC's capabilities. (like Soul Star)
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Again though, what's the point? I don't think they really thought of using the same hardware again, back then nobody did that, but how would that be an advantage over a new design? I don't see it... backwards compatibility, I guess, but they didn't seem too interested in that. Maybe they should have been, I like BC too (one of the many awesome things about the GBC and GBA are their full backwards compatibility!), but if it restricts what you can do with your next system, sometimes you have to abandon it...
That's just it though, both the Master System (Mk.III) and MegaDrive had been evolutionary developments of their predicessors, optimizing to make use of the old hardware efficiently while maintaing compatibility (via a passive adaptor for MD) and still enhance them considerably.
With add-ons you're very limited on how you can enhance the hardware, with a standalone system there's tons of engineering options available, and building on the old hardware should save development time and cost. Chilly Willy's suggestion was built around the use of dual Genesis VDPs and would have allowed a rougly comperable system to Saturn, but most likely sooner, somewhat less expensive, and arguably less complex, and certainly easier to work with if for no other reason a switch to triangle polygon rendering. (if nothing else, building on an established architecture, and avoiding the issues the Sega CD has as well)
Compatibility may be hit and miss, but it's never a bad thing so long as the design was effeciently built around the principal. (might be more important in Europe too as a selling point, but then again, SMS wasn't very popular in the US, so that aspect of Genesis wasn't really a selling point; something that would differ with the Genesis)
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More expensive per cartridge, sure, but people don't really look at that, they look at 'not having to buy an addon'.
... But seriously, you think Super FX should have been an addon too? You're thinking like Sega, and that's why they lost and Nintendo won. Nintendo realized how bad an idea addons were, and planned the SNES from day one to just put the addon chips in the carts and raise the prices of those games. It was a policy that worked very well, and I can't fault it much. The only bad thing I'd say is that Nintendo killed off the Super FX a bit too soon... they were evidently thinking that the N64 would be out sooner than it actually was. They should have kept it going a bit longer, and not done thing like cancel Star Fox 2 "because N64 was coming soon" when at that point actually N64 was like a year or two off. It was that that kept there from being more Super FX games I would say, not price or the fact that it was an addon chip.
I'm not talking 32x level add-on here, I'm talking a simple Sonic and Knuckles or GameGenie type cartridge with SVP/Super FX built in (maybe with some enhancements like more than 128 kB of RAM and/or more than 2 MB of ROM address space), so only very moderately more expensive than the standalone games, and with a built-in game to offset this. (N/Sega could even eat a bit of the cost to offset this with the advantage of widening the market for subsequent FX/SVP games to lock-on)
The cost was as much a reason for cancellation of additional Super FX games than was the N64, and SF2 wasn't the only cancelled game, the other few did not have N64 equivelents. Manufacturing those carts was more of an investment than normal games, so cost wasn't just an issue for consumers, but the manufacturers as well.
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(about DKC) Oh, and I was also referencing all of the ads talking about how it was a next-gen game in a cart, hyping the 3d rendered characters, etc. It was all just marketing-speak, but it worked... but of course, it didn't hurt that the game was fantastic and looked outstanding. That's the kind of thing I was talking about, not whether it used enhancement chips or not; it didn't, but that wasn't the point. Hardware does not always determine everything. :)
It was in part due to hardware though, the SNES's large color palette facilitated this, not sure if any parts actually used one of the 256 color modes, but even so, the SNES used a good number more 16-color sprite/bg palettes than the genesis. (although toy story compares relatively well on both, it's still fairly noticable)
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Agreed completely, as I've said. Killing Genesis, whether out of spite or whatever, was a bewilderingly bad decision.
As I understand it, the dropped everthyng because they were stretched too thin and money was tight, so they bet everything on Saturn... and lost.
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Well, if it was designed to compete with Sony, they sure didn't have a good idea of what Sony was doing did they, given the giant mess Saturn ended up as, with all that random hardware tossed in the box to try to match Sony's high specs, not that they did...
It wasn't random hardware, it was a bunch of custom chips that were rushed and had some bugs (and the peculiarity of quadrilateral rendering)
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You're right that Saturn wasn't too far off of PSX in potential performance, but 3d games on Saturn definitely looked worse than 3d on PSX, partially because the PSX was more powerful and partially because of how ridiculously hard Saturn was to program for.
Comparing best to best, the both looked ok in 3d.
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Really? I've heard that compared to later systems PSX was pretty complex... not more so than PS2 I guess (yeah, that one's infamous too), but definitely complex. I don't know for sure though, I'm not a console programmer. :)
Not sure on the base hardware (though it does seem pretty streamlines and straightforeward), but the development tools were excelent, very comprehensive and C freindly, facilitating rapid development of software.
Single CPU of well known architecture. GPU with texture cache, triangle rasterization, affine texture mapping, and gouraud shading support, DSP coprocessor (geometry transformation engine) for 3D math, and a rather basic sound system. (same DSP setup used with SNES, actually removed some features iirc, though had 24 channels opposed to the SNES's 8)
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Really, you think $400 might have been okay when Sony was $300 at the same time? Sega dropped its price soon after Sony launched for a reason... and it wasn't just that Saturn was selling badly, which it was. It was because it was too expensive.
No, $400 would have been ok for a sytem ready for US release in fall of 1994, drop the price to match Sony a year later. (and still have a big head start) This is a total hypothetical situation of course.
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Really though, they couldn't have had a good system out in the US in late 1994, and anyway they didn't need one. I know the Jaguar and 3DO came out in late 1993, but few people had one. Most people weren't ready for next-gen systems until late 1995, and Sega didn't need a system out here before then. Early 1996 would have been fine too. Heck, Nintendo did quite fine with a late 1996 launch, only the lack of third party support kept the N64 from getting past the PSX in its early months... PSX sales in the US were solid but slow for its first year, while the N64 initially sold MASSIVE numbers... it only didn't pass PSX because of how much longer PSX had been on the market. But had N64 had better third party support keeping out a good stream of games, I think it'd have passed it easy. As it was though, over the whole generation PSX sold about 40 million in the US, N64 21 million, and Saturn maybe 2-2.5 million. The late launch hurt Nintendo a bit, but other things hurt them more. Conclusion? Late launches aren't a problem if you have the right hardware. Also see the SNES, which got past Genesis eventually despite launching over a year and a half later, and Wii, which passed 360 eventually despite coming out a year later. Focusing too much on matching the date isn't helpful. Of course you can launch too late, but still, getting it right doesn't mean being out the same week as your competition. :)
Sega certainly felt they needed something soon, and I know others on here who agree. I think a 1995 release would be fine though, just as long as they at least met Sony's release with comperable lineup and such.
Nentendo did well with the late SNES launch because of their massive market share in the US, at least in large part. That was a big contribution to the N64 as well, but they were significantly weakened by then, with the Japanese in particular.
The thing is, I think Sega could have had a decent machine out by late '94 which would remain reasonably competitive against the competition and certainly be fine by the time the Dreamcast launched.
Such a 1994 launch would come just after the Genesis's 5 year anivercery in the US, a pretty standard time for a new console. (with the Dreamcast launching in roughly another 5 years)
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See above. I absolutely don't think that 1996 would have been too late.
I think they'd have lost out big time by 1996, they were already loosing market share to Nintendo, who lost market share themselves with the N64's late release and scant library. (related as many developers had moved to Sony, in part due to CD of course) But Sega was still the smallest one of the "big boys" in the market, particularly in Japan, where they'd been quite weak up to the Saturn. People who bought their consoles back in '89/90 before the SNES was even released were almost certainly ready for a new console. (with the exception perhaps to the few who had gotten the Sega CD)
The SNES had still been out for barely 5 years in the US when the N64 was released. (and that was with a good bit of delays)
I'm others others on the board feel a good deal more strongly on this late release issue that I do.
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Sorry, but designing systems entirely based on hindsight, not based on what they knew at the time, isn't too helpful. Assuming that there's a way to get them to work together is one thing, but just assuming that they magically know EXACTLY what people will want years down the road? That's not so much
That was the ideal system, but it makes perfect sense from a tchnical standpoint, Sega already had done similarly in the arcades (combining 2 SMS VDPs). The Genesis VDP had been designed with the external pixel/color bus there, but left unused. The Sega CD's ASIC was already flexible enough for affine texture rendering, and could have been much more useful with a better VDP set-up. (including a simple "Super VDP" set-up like in the 32x)
Now to my other proposed system, not the evolutionary one, that's a pretty simple concept, and if Sega really had wanted to quicly build a PSX competitive system, that would be the one. Hell, looking at the emerging market in 1993 in general you could see where things were moving. Triangles make th emost sense to use for rendering, period, texture mapping started to come into its own, so hardware support for both is pretty much a no-brainer. Now, shading was pretty big too, and for a while it was unclear whether smoothe shading or texture mapping would be the bigger thing for 3D, Flare (designing the Jaguar) in th eearly 90s went for an emphesis on shading with affine mapping secondary. 3DO and PSX supported this more evenly, probably with more of a bias towards textures. (again 3DO had th eodd feature of quad rendering, which is something Sega should have learned from to NOT do)
They seemed pretty gung-ho for the dual SH2 cpus for whatever reason, which really weren't a bad choice, you're not forced to use both, a single one still is reasonably comperable to the PSX's 33 MHz R3000. And a DSP as a 3D coprocessor isn't absolutely necessary (use CPUs instead), but they could have used the SVP for this.
More or less a basic system, somewhere between 32x and Saturn. (and a simple sound system, either taking the Ricoh chip like in Sega CD, more sample RAM, or just a simple set of DACs driven by software -but better than the 10-bit PWM crap in 32x) Probably manage under 3 MB of total RAM, 2 MB main, 512 kB for video, and 128-256 kB for audio, plus the CD-ROM cache. (PSX only used 32 kB for this I beleive, but saturn had a huge 512 kB one, not sure if that was mislabeled kB instead of kb, which would be 64 kB)
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Western handheld and PC gamers liked 2d just fine (aside from PC gamers who exclusively played FPSes or something), but console ones had mostly gone to wanting everything 3d. And I can understand why, the feeling when I first saw Mario 64 was like nothing I had ever seen... retroactively people condemn it, but at the time, I think the feeling was understandable and probably unavoidable. 3d stuff looked so different and cool! :)
I've seen this mentioned before, but I'm not entirely sure what it refers to, FPSs weren't that huge yet, particularly with 3D's limitations, flight/space sims were huge though, X-Wing, Tie Fighter, Wing Commander III/IV, big 3D games, and I'm talking pre-1996 here. Plus the Mech Warrior games among others.
Maybe you mean 2D in the context of adventure games, and strategy/rpgs, but in the case of adventure games, they'd gone rather big with FMV (Myst, Returnt to Zork), followed by 3D. (Grimm Fandango)
Flying games and Adventure type games were probably the biggest genres in PC gaming prior to the explosion of FPSs in the late 90s. The main 2D games I remember were some arcade ports (inluding some very old atari/namco compilations and rip-offs) plus Jazz Jackrabbit. (plus soem consoleports like Earthworm Jim) There were some puzzel games and such though. (but many of those were older)
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Oh, and yes, a stronger game lineup is of course vital. Saturn had far too few games early on. Even had they stuck with the Saturn hardware as it was, other than the later launch they also needed many more games... maybe never make 32X and mostly work on more Saturn stuff instead, so you'd have an actual game lineup ready early on, for the Saturn's fall 1995 launch (where it should have been). With more games and the lower price and no 32X abandonment making people mad, oh and no Genesis discontinuation of course, I think Sega would have been in much, much better shape even with that hardware.
I agree as mentioned, and even so, it was just mistake after mistake, with 32x and then the horrible debacle with the early release.
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Releasing DC even sooner isn't the answer, it was probably released a bit too early as it was, given the power gap between it and the other consoles of that generation (GC and Xbox particularly blow DC away, but even PS2 once pushed was more powerful). No, they needed a better system in that generation... I think with Atari's experience between the 7800 and Jaguar we learn that you can't just skip a generation and expect to do as well the next time as you did before, people forget about you and what you were doing before isn't necessarily going to work anymore... but see above for my 1996 thoughts.
PS2 was a big polygon pusher, DC has better antialiasing and texture mapping capabilites I beleive. Delaying the DC may have allowed a bit more RAM onboard, maube enhance th evideo hardware a little, but DVD was not going to happen and be price competitive with PS2. (and who knows if it would have helped with the CD-R issue, Sega didn't bother much with security because they had propritary media, the CD-R flaw was a bit of an oversight, perhaps something that they'd have caught with more time, perhaps not)
And the Atari comment is a poor comparison, the 7800 was delayed after Atari Inc ceased to exist, Atari Corp did later release it with rather little advertizing and very modest releases, even so it sold reasonably well (over 3 million in US alone from the figures I've seen). Of course that's after the numerous problems with Atari Inc/warner management, the 5200, and th e1983 crash, followed by a completel new company taking peices of the old. And the 7800 didn't skip a generation, if anything they tried to cram 2 machines into the same generation, with the 5200.
Now the Jag is another issue entirely, again not really related to skipping a generation, but Atari jumping mack into th econsole market from their dying computer line, short on funding, problmematic management, and desperate moves. Really a different situation, and something else I've discussed at lenght at Atariage. (it really could have been a great little system if they'd hade the time/money to really finish up the hardware and make a proper release)
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Really? You don't believe that? Hard to imagine, it seems like there's so much proving it... that there aren't many other ways to explain why Sega of Japan didn't consider at all what other regions wanted in a next-gen console, why they discontinued everything other than Saturn, etc, etc... but I think at least one of the interviews here said something like this, about the jealousy aspect. Forget which one, though...
Already explained the discontiuneation connected to money, a somewhat desperate bet, bt makes sense in some respects. I don't necessarily think the Saturn was designed more for Japan than any previous system had either. And a big part of SoJ/A's conflict did come from SoA's spending, and again there seemed to be a general issue with the way Nakayama was doing things as well. (something both SoA and SoJ management were conflicted about, for different reasons)
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Sega of America wanted a cartridge-based next-gen system. Japan wanted CDs. Nakayama or whoever eventually decided to go with both. Oh, and sure, I'll agree about Nakayama being part of the problem, he was on top after all, it's ultimately his responsibility! When things go horribly wrong so systemically, the person in charge has to be at least partially responsible...
What??? SoA not wanting CDs? They're the ones who put all that money into "multimedia" stuff for the Sega CD, the only reason the 32x was cartridge based was because of the original request from Nakayama and what that subsequqntly morphed into. Everyone was moving toward CDs, multimedia was still huge at the time, the only ones who went for carts were Nintendo, and look where that got them!
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Well, it was kind of a successor, it was a new handheld after all... but it was never going to be much more than a niche product, that I'll agree with for sure, not with THAT battery life and coming out that late in a fading system's lifecycle. They really needed a redesigned GG which got much better battery life, and to stick with that system. It'd have done fine for years more, particularly with such a redesign.
Agree. :D
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They didn't have the money to keep going as a hardware manufacturer, I think... remember, Sega lost money, hundreds of millions of dollars of it, on both Saturn and Dreamcast. Sega did not make money on either system, and only started making money again the year they went fully third party, after four or five straight years of losses. I think that Sega could not have done what you suggest unless you fundamentally fix their business model in the years before that to fix the massive losses that caused the eventual exit from the hardware market. Don't fix that and you don't change the outcome. As I'm sure you know, what you're saying there is not realistic for the Sega that existed in, say, 2000 or 2001... but that's why we're speculating here, to try to create a situation where something like that IS realistic. :)
Some people have gotten th eimpression that Peter Moore had the main hand in pulling the plug on DC, and maybe have had something to do with his relationship with MS... I have no idea how much merit such speculation has or whether Moore really just ended up being the guy who had to handel such responsibility and was backed by the rest of the company (and board of directors) in the decision.
At least the attempted plans with M$ didn't go anywhere, that could have been really bad, I brought up the possibility of merging with M$ and colaberating on the Xbox release (endorements, branding, exclusives titles etc) Chilly Willy mentioned how noone surved such a deal with Microsoft, comparing them to the Borg. ;)
Too bad things with Bandai didn't go through though, that could have perhaps have really helped things for Sega at the time...