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Thread: The unreleased SEGA 'Saturn 2' and The Dreamcast Story

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    Default The unreleased SEGA 'Saturn 2' and The Dreamcast Story

    From Next Generation November 1995:

    http://i.imgur.com/4fBFl.jpg
    http://i.imgur.com/Z6hbZ.jpg
    http://i.imgur.com/vQK0g.jpg

    'Saturn 2' could've been a new console instead of Saturn or a quick replacement
    (not in place of Dreamcast, it's not of that class) or as a Saturn upgrade cart for Model 2 ports and downscaled Model 3 conversions.

    Note that the Real3D/100 graphics card is not to be confused with the high-end Real3D/Pro-1000 GPUs used in Sega's Model 3 arcade board.

    More on Real3D/100:

    http://i.imgur.com/CfcM0.jpg
    http://i.imgur.com/TYRpc.jpg

    The Real3D/100 chipset could've been reduced into a single chip, much like PS1's CPU+GTE or better yet, the 3DO M2's Bulldog ASIC. If Lockheed Martin had desired to enter the consumer market in a big way (nevermind the i740), They would've been a force to be respected.

    We would've had visuals like these:
    http://i.imgur.com/aJqcE.jpg



    The Dreamcast Story

    ''A do-or-die machine which will decide whether Sega stays in the
    hardware biz''

    Dreamcast is a system born out of Sega's darkest hour, a do-or-die
    machine which will decide whether the company stays in the hardware
    business. Its precursor, the 32bit Sega Saturn, had been widely
    expected to conquer the world with Nintendo's own second next
    generation system heavily delayed -- due to the collapse of an
    alliance with Sony -- and neither Atari nor 3DO seriously threatening
    mass market success.
    All that changed with the November '93 announcement of the Sony
    PlayStation, a system which would heavily defeat Sega's system and
    become a considerable influence on how Sega designed Dreamcast.
    Although there had been rumours of Sony producing a console, what came
    as a heavy shock to Sega was the technical superiority of the
    PlayStation. While the Saturn had been designed as perhaps the
    ultimate 2D arcade machine, albeit with a substantial 3D capability,
    PlayStation was totally committed to polygons.

    Sega boss Hayao Nakayama angrily berated Sega's engineers for their
    failings, but it was too late to totally redesign the system if the
    1994 launch was too proceed. Instead, Sega added yet another processor
    to an already over-complicated design. In terms of raw power, the new
    Saturn was much more of a match for PlayStation, but it would never be
    an easy machine to program for. The twin CPU design in particular
    demanded highly specialised machine code rather than the C most
    Japanese developers prefered: barely a year after Saturn's launch a
    key Sega manager admitted only one in a hundred programmers would have
    the skill to use the machine's full potential.

    Ironically, the Saturn's Japanese launch would be Sega's best ever
    performance in its home territory. Even a flawed version of Virtua
    Fighting was enough to transform the company's traditional weakness in
    its home territory. Overseas, however, it was to be a different
    matter. Scepticism about the prospects of a CD-ROM machine succeeding
    in the cost-sensitive US market meant Saturn was originally partnered
    with a low-cost, cart-based system codenamed Jupiter -- principally
    due to American scepticism that a CD-ROM machine could be
    competitively priced. When Saturn was upgraded, Jupiter got axed in
    favour of Mars, an upgrade for Sega's 16bit Mega Drive which was
    supposed to protect the company's hugely lucrative US market. In fact,
    32X was an unmitigated disaster, drawing vital developer support away
    from Saturn and destroying the company's reputation among gamers who
    found themselves with an add-on with barely a handful of games.

    The Saturn debacle would cost the jobs of Sega's American and Japanese
    bosses, beside reducing its US empire to a ruin running up losses of
    $167 million in 1997. For any replacement machine the lessons were
    clear: a single format, complete user-friendliness for developers and
    a new brand -- so low had sunk the once mighty Sega name.


    As soon as any console is launched, work is usually underway on a
    replacement but the Saturn's troubles gave this process an unusual
    urgency for Sega. By 1995, rumours surfaced that US defence
    contractors Lockheed Martin Corp. were already deep into the
    development of a replacement, possibly even with a view to releasing
    it as a Saturn upgrade. There were even claims that during Saturn's
    pre-launch panic a group of managers argued the machine should simply
    be scrapped in favour of an all-new LMC design.


    Sega originally entered into partnership with LMC to solve problems
    with its Model 2 coin-op board, however by 1995 the relationship had
    soured somewhat with the Model 3 board suffering massive delays.
    Around the same time, 3DO began shopping around its 64bit M2 system.
    According to informed sources, Sega's Japanese bankers had brokered an
    unwritten deal whereby Matsushita would manufacture M2 units, while
    Sega would concentrate on the software. M2 devkits were supplied to
    Sega in early 1996, with initial work reputedly concentrating on a
    Virtua Fighter 3 conversion for M2's launch.

    Sega's M2 project soon fell apart however. 3DO's Trip Hawkins blamed
    corporate ‘egos' for the collapse, while Sega insisted its engineers
    were unconvinced M2 was the breakthrough technology they needed.
    Instead, the company was increasingly preoccupied by the PC market --
    unlike Nintendo, it was fully prepared to convert its games onto the
    format and in mid-1995 it had entered into a partnership with PC
    graphics card manufacturer nVidia. Under the terms of the deal, Sega
    would supply ports of key Saturn titles exclusively for the nVidia PC
    graphics card. At the time, pundits wondered if Sega might be
    switching from Saturn to nVidia as its principal platform.

    By 1996, this speculation was ebbing away as two clear frontrunners
    emerged in the PC graphics market: VideoLogic's PowerVR and 3Dfx's
    Voodoo chipsets. Sega approached both companies to be partners in two
    parallel Saturn 2 projects, each of which having minimal if any
    knowledge of the other. The 3Dfx-Sega of America project was codenamed
    Black Belt, while the VideoLogic-Sega of Japan system was known as
    Dural. Although console development is usually shrouded in total
    secrecy, Saturn 2's development coincided with the rise of the
    Internet and Black Belt soon became a popular topic of gossip. For a
    time, many presumed Black Belt was the only new Sega system.

    All this changed on July 22nd, 1997, when 3Dfx was informed them Black
    Belt was cancelled. It was a shattering blow -- "Our contract with
    Sega was considered to be gospel right up until we received the call,"
    admitted marketing manager Chris Kramer. Two months later, 3Dfx issued
    a lawsuit against Sega while blaming VideoLogic's Japanese backers,
    NEC, for bringing influence to bear on a decision which would
    otherwise have gone to 3Dfx. An initial burst of publicity soon gave
    way to highly confidential discussions which settled the lawsuit away
    from the public eye in August 1998.

    For outsiders, 3Dfx had always been the favoured partner due to their
    leadership in the PC market, moreover Sega let it be known the
    decision to cancel wasn't due to either performance or cost reasons.
    What may have been a factor is 3Dfx's very strength made it a
    difficult partner for Sega, VideoLogic's second-place status obviously
    made it the hungrier partner. Moreover, whereas 3Dfx see themselves as
    creating a new gaming platform around their Voodoo hardware and Glide
    software, VideoLogic were much more eager to use Microsoft's Direct3D
    API.

    Whatever the reasoning behind the decision, the PowerVR decision
    further dampened excitement about a machine soon to be redubbed
    Katana. In January '98, UK trade newspaper CTW ran a savage onslaught
    upon the new format: "When one looks at a format owner that actually
    struggles to garner interest in its latest hardware announcements, you
    know it''s in trouble. From Black Belt to Dural and Katana,
    journalists have leapt into headline mode, but the level of
    disinterest elsewhere is palpable." Commenting upon the latest
    redundancies in America and Britain, Dinsey wondered whether the
    company was "giving up and trying to re-invent itself as a PC
    publisher."

    In May, Sega gave its response with the official announcement of its
    new system, its specifications and that controversial name: Dreamcast.
    The marketing campaign began with the announcement of the marketing
    campaign and its $100 million budget for each territory: America,
    Europe and Japan. Sega boss Shoichiro Irimajiri put the cost of
    hardware development at $50-80 million, software development at
    $150-200 million, which with marketing added up to half a billion
    dollars.

    The PR statements were suitably bullish: "Dreamcast is Sega's bridge
    to world-wide market leadership for the 21st century" commented Sega
    US VP Bernie Stolar. "I am confident that Dreamcast will become a de
    facto standard for digital entertainment" claimed Sega chairman Isso
    Okawa. However, it was at E3 itself that the tide really began to turn
    for Sega with bravura software demos finally earning the machine
    journalists' respect. Post E3 reports were full of adoration , as
    impressed by the restoration of Sega's old self-confidence as the raw
    processing power on show. Dreamcast's launch date was set as November
    20th and this time all Sony can threaten is the announcement of new
    hardware -- 1998 is Dreamcast's alone.

    From E3 onwards, Sega orchestrated a careful drumbeat of
    announcements, including the launch of the VMS unit on July 11th to
    tie-in with the Godzilla movie and a much hyped August 22nd PR event
    for Sega's old mascot in Sonic Adventure. In September, Sega ran an ad
    showing MD Eiichi Yukawa being abused by members of the public who
    preferred Sony -- and promising all would change with Dreamcast's
    arrival. And so it is, everything now rests with the machine and its
    software.

    I was devastated when SEGA decided not to use Lockheed Martin Real3D in Dreamcast.
    I mean, PowerVR2 was great, but not Real3D-great. I figure Lockheed could've come up with a cost-effective next-gen GPU beyond what was in Model 3 to compete with the other consoles of its generation.

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    Insert Coin (Level 0) isufje's Avatar
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    Yeah but Lockheed Martin is known for airplanes not video games For all we know, they were probably using that stuff for their flight simulator.

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    Quote Originally Posted by isufje View Post
    Yeah but Lockheed Martin is known for airplanes not video games For all we know, they were probably using that stuff for their flight simulator.
    Yeah but Lockheed Martin was also known for its graphics in SEGA arcade games, and, they did have a rather poor PC 3D accelerator called the i740, for gaming, during the 3DFX Voodoo & Voodoo 2 era.


    I think it would've been amazing if Saturn came out in 1996 using a single PowerPC 603e CPU and a LM R3D/100 GPU, with more power than the N64 and 3DO M2. It would have allowed better than Model 2 graphics and decent downscaled conversions of Model 3 games. Then, in 2000, SEGA releases the Dreamcast with a next-gen LM R3D GPU. All of this would, again, be subsidized by Lockheed, Sega, Microsoft and IBM, sort of a 'grand alliance' against Sony PS2.
    Last edited by parallaxscroll; 03-25-2012 at 05:43 PM.

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    Well i was not aware of that! (next time i should read instead of just looking at the pictures...)

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    Peach (Level 3) parallaxscroll's Avatar
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    Anyone wish to discuss this further? I really very much do....

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    I thought we discussed this over on pcefx already? :P

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    Quote Originally Posted by PC-ENGINE HELL View Post
    I thought we discussed this over on pcefx already? :P

    Well, I'm so interested in the subject that I want to discuss it everywhere, as not everyone visits that awesome site :P

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    Cherry (Level 1) rkotm's Avatar
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    Quote Originally Posted by parallaxscroll View Post
    Anyone wish to discuss this further? I really very much do....
    I would, i'd actually like some scans of the Playstation issue of Next generation (an early issue) of their article on it. But back OT, i think Sega was planning a 32x 2 for the Saturn, based off the second scan, saying the Saturn could be used as an external drive for processing the discs and inputs. But since Sega was losing money on the Saturn the whole time, this understandably was dropped in favor of the Dreamcast plans (wasn't the DC first talked of in early 1998?). That's only 2 1/2 to 3 years after the Saturn.

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    Quote Originally Posted by rkotm View Post
    I would, i'd actually like some scans of the Playstation issue of Next generation (an early issue) of their article on it. But back OT, i think Sega was planning a 32x 2 for the Saturn, based off the second scan, saying the Saturn could be used as an external drive for processing the discs and inputs. But since Sega was losing money on the Saturn the whole time, this understandably was dropped in favor of the Dreamcast plans (wasn't the DC first talked of in early 1998?). That's only 2 1/2 to 3 years after the Saturn.

    I think SEGA going with only a beefed up Sega CD in 1991/1992 would've been the only good upgrade for the Genesis. Sega should've NEVER released the 32X. A more powerful Saturn without an upgrade cart, could've been released in 1996 for $299. Although alternatively, if Saturn, as it was, was released in 1994/1995, again as it was, an upgrade cart would've been very interesting. It probably would not have 'saved' Sega though, so Saturn as it was should've also have been scrapped. Read the bold part of The Dreamcast Story again. A faction within Sega wanted just this, a Lockheed Martin designed machine instead of the DISASTER that Saturn was.

    As soon as any console is launched, work is usually underway on a replacement but the Saturn's troubles gave this process an unusual urgency for Sega. By 1995, rumours surfaced that US defence contractors Lockheed Martin Corp. were already deep into the development of a replacement, possibly even with a view to releasing it as a Saturn upgrade. There were even claims that during Saturn's pre-launch panic a group of managers argued the machine should simply be scrapped in favour of an all-new LMC design.
    Dead accurate (as far as what should've happened).

    Dreamcast was first talked about in 1997, as the Black Belt and Dural/Katana (two different systems). Katana won the internal competition within SEGA, and then Katana was announced as Dreamcast in May 1998, releasing later that year in Japan.
    Last edited by parallaxscroll; 03-29-2012 at 06:28 PM.

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    Anyone wish to discuss this further?

    I would.



    BTW kinda off-topic, here's an interesting USENET post on 3DFX Voodoo vs Lockheed Martin Real3D/100, circa 1996

    http://groups.google.com/group/comp....e=source&hl=en

    First, let me start off by saying I am going to be buying a Voodoo card.
    For low end comsumer grade flight sims and such, the Voodoo looks like
    about the best thing available. Second, I am not necessarily responding
    to just you, because there seems to be a hell of a lot of confusion
    about Lockheed Martin's graphics accelerators. I have been seeing posts
    all over the place confusing the R3D/100 with the AGP/INTEL project that
    L.M. is working on. The R3D/100 is *NOT* the chipset that is being
    developed for the AGP/INTEL partnership.

    However, since your inference is that the Voodoo is faster than the
    R3D/100, I have to say that you are totally dead wrong. While the specs
    say that the Voodoo is *capable* of rendering a higher number of pixels
    per second, or the same number of polygons per second as the R3D/100,
    the specs fail to mention that these are not real world performance
    figures any you probably will not ever see the kind of performance that
    3Dfx claims to be able to acheive. This does *not* mean that the Voodoo
    is not a good (its great actually) card, just that the game based 3D
    accelerator companies (all of them) don't tell you the whole story.


    The Voodoo uses a polygon raster processor. This accelerates line and
    polygon drawing, rendering, and texture mapping, but does not accelerate
    geometry processing (ie vertex transormation like rotate and scale).
    Geometry processing on the Voodoo as well as every other consumer (read
    game) grade 3D accelerator. Because the cpu must handle the geometry
    transforms and such, you will never see anything near what 3Dfx,
    Rendition, or any of the other manufacturers claim until cpu's get
    significantly faster (by at least an order of magnitude). The 3D
    accelerator actually has to wait for the cpu to finish processing before
    it can do its thing.


    I have yet to see any of the manufacturers post what cpu was plugged
    into their accelerator, and what percentage of cpu bandwidth was being
    used to produce the numbers that they claim. You can bet that if it was
    done on a Pentium 200, that the only task the cpu was handling was
    rendering the 3D model that they were benchmarking. For a game,
    rendering is only part of the cpu load. The cpu has to handle flight
    modelling, enemy AI, environmental variables, weapons modelling, damage
    modelling, sound, etc, etc.


    The R3D includes both the raster accelerator (see above) and a 100 MFLOP
    geometry processing engine. Read that last line again. All geometry
    processing data is offloaded from the system cpu and onto the R3D
    floating point processor, allowing the cpu to handle more important
    tasks. The Voodoo does not have this, and if it were to add a geometry
    processor, you would have to more than double the price of the card.


    The R3D also allows for up to 8M of texture memory (handled by a
    seperate texture processor) which allows not only 24 bit texturemaps
    (RGB), but also 32bit maps (RGBA) the additional 8 bits being used for
    256 level transparency (Alpha). An addtional 10M can be used for frame
    buffer memory, and 5M more for depth buffering.


    There are pages and pages of specs on the R3D/100 that show that in the
    end, it is a better card than the Voodoo and other consumer and
    accelerator cards, but I guess the correct question is, for what? If
    the models that are in your scene are fairly low detailed (as almost all
    games are - even the real cpu pigs like Back to Bagdhad), then the R3D
    would be of little added benefit over something like the Voodoo.
    However, when you are doing scenes where the polys are 2x+ times more
    than your typical 3D game, the R3D really shines. The R3D is and always
    was designed for mid to high end professional type application, where
    the R3D/1000 (much much faster than the 100) would be too expensive, or
    just plain overkill. I've seen the 1000 and I have to say that it rocks!
    I had to wipe the drool from my chin after seeing it at Siggraph (We're
    talking military grade simulation equipment there boys, both in
    performance and price!)


    Now then, as I mentioned before, I'm going be buying the Voodoo for my
    home system, where I would be mostly playing games. But, I am looking
    at the R3D for use in professional 3D application. More comparible 3D
    accelerators would not be Voodoo, Rendition based genre, but more along
    the lines of high end GLINT based boards containing Delta geometry
    accelerator chips (and I don't mean the low end game base Glint chips,
    or even the Permedia for that matter), or possibly the next line from
    Symmetric (Glyder series), or Intergraph's new professional accelerator
    series.


    Ted K.
    Shadowbox Graphics
    Chicago - where being dead isn't a voting restriction.

    Extremely interesting and well written IMHO.

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    Wow, what a blast from the past, I remember reading the original article back in college between classes. Things were more exciting back then with the promise of new hardware on the horizon.

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    Quote Originally Posted by madman77 View Post
    Wow, what a blast from the past, I remember reading the original article back in college between classes. Things were more exciting back then with the promise of new hardware on the horizon.
    Yeah I remember reading that 3 page article back in late 1995, I was blown away by the possibilities. They don't write magazines like they used too. Things were indeed much more exciting back in those times with such new hardware on the gaming horizon.

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    The Lockheed Martin hardware never stood a chance. Why? Because Sega is a Japanese owned company, and they arrogantly think that all non-Japanese technology and games are inferior to their own. Just look at the cool reception Western game consoles have received in the past, from the Atari 2600 onward. Being designed and made in Japan fairly guarantees it a certain amount of sales and support in their home country. And if it were known that their latest console was the product of a bunch of barbaric gaijin, it probably wouldn't have gotten as much support there. Japanese culture tends to be a bit xenophobic, it's sad but true.

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    Quote Originally Posted by PC-ENGINE HELL View Post
    I thought we discussed this over on pcefx already? :P
    thats weird, this is a topic on neogaf.com .

    http://neogaf.net/forum/showthread.php?t=467752
    Last edited by dairugger; 04-05-2012 at 04:28 AM.

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    Quote Originally Posted by Steve W View Post
    The Lockheed Martin hardware never stood a chance. Why? Because Sega is a Japanese owned company, and they arrogantly think that all non-Japanese technology and games are inferior to their own. Just look at the cool reception Western game consoles have received in the past, from the Atari 2600 onward. Being designed and made in Japan fairly guarantees it a certain amount of sales and support in their home country. And if it were known that their latest console was the product of a bunch of barbaric gaijin, it probably wouldn't have gotten as much support there. Japanese culture tends to be a bit xenophobic, it's sad but true.
    Pretty much nailed it - Anyone who know's the history of Sega will know the pride of Sega Japan is what was their downfall. Originally when Saturn was being developed they had a team from Japan and a team from USA working on a system and they were planning on having the best man win. Sega America had worked out a deal with Silicon Graphics to create the graphics chip and when the top Japanese brass actually saw the American version was not only more powerful (64 bit not 32bit) their pride got in the way and still went with the much lacking Japanese version which was a horror to design for because of its 2 chip processor. After Silicon Graphics was stood up they turned and sold their chip to Nintendo which was then used in the N64.

    Even before the Japanese model went into production the American team tried one last ditch effort and and had a deal in place with Sony to co-develop the new system and well..we all know what happened. Sony not only got the snuff from Nintendo for making a CD based add on to compete with the Sega CD, but Sega snuffed them again on a console deal. Thats when the PS1 was born.

    Sega Japan must of never heard the term "Pride before the fall"
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    Quote Originally Posted by Steve W View Post
    The Lockheed Martin hardware never stood a chance. Why? Because Sega is a Japanese owned company, and they arrogantly think that all non-Japanese technology and games are inferior to their own. Just look at the cool reception Western game consoles have received in the past, from the Atari 2600 onward. Being designed and made in Japan fairly guarantees it a certain amount of sales and support in their home country. And if it were known that their latest console was the product of a bunch of barbaric gaijin, it probably wouldn't have gotten as much support there. Japanese culture tends to be a bit xenophobic, it's sad but true.
    You have a point there, but how do you explain Sega of Japan going with Lockheed Martin technology for the arcades?

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    Quote Originally Posted by parallaxscroll View Post
    You have a point there, but how do you explain Sega of Japan going with Lockheed Martin technology for the arcades?
    I believe that can be answered by looking at the way Sega was structured. Instead of one company, look at it like this: Sega of America operated as their own company (although Sega of Japan did have final say), Sega of Japan did the same, but within SOJ, was the arcade company which also operated as their own business.

    Lockheed Martin was involved with the Model 1,2, and 3 but Sega put out a new arcade board nearly every year.

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    Quote Originally Posted by crazyjackcsa View Post
    I believe that can be answered by looking at the way Sega was structured. Instead of one company, look at it like this: Sega of America operated as their own company (although Sega of Japan did have final say), Sega of Japan did the same, but within SOJ, was the arcade company which also operated as their own business.
    Yes, exactly, and I believe that the arcade company (or AM divisions) wanted a Lockheed Martin Real3D based console and/or upgrade but didn't get their way with the rest of SoJ.

    Lockheed Martin was involved with the Model 1,2, and 3 but Sega put out a new arcade board nearly every year.
    To be totally accurate, it was General Electric Aerospace on Model 1, then Martin Marietta on Model 2 and finally, Lockheed Martin Real3D on Model 3.

    General Electric Aerospace was bought by Martin Marietta in 1993, I think. Then Lockheed merged with Martin Marietta to form Lockheed Martin, and finally Lockheed Martin formed Real3D in 1995.

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    Finally

    By April 1997, Next Generation Online discovered that Lockheed Martin would not be involved with Sega's home console plans, and that Black Belt would not be an upgrade for Saturn but a whole new console.

    Black Belt from a Lockheed Perspective
    Two former Lockheed Martin employees, N-Space's Erick Dyke and Dan O'Leary voice their views on Sega's move to use 3Dfx instead of a Lockheed Martin solution.
    April 29, 1997


    With experience in developing for Model 2 (Desert Tank) and having helped develop the Model 3 hardware while at Lockheed Martin, Erick Dyke and Dan O'Leary have indicated that it would have been difficult for Sega to make a better decision in terms of a graphics subsystem.

    "3Dfx has proven itself. Just look downstairs (at CGDC). Nearly every major demo at every booth is running off of some form of the Voodoo graphics chipset," said O'Leary. While consumers have yet to establish a standard in 3D acceleration, most of the developers projects and demos were using Voodoo as their target platform.

    Commenting upon the strengths of the proposed Black Belt Dyke said: "Not only is Sega getting the hottest chipset around, but with Microsoft in its corner it will be getting useful libraries; something the Saturn desperately lacked."

    The major question facing the duo was why did Sega neglect its long-term hardware partner Lockheed Martin when designing the hardware? O'Leary stepped up to the plate answering: "Sega has to find the cheapest but most powerful hardware it can. Lockheed Martin is still trying to figure out how it fits into the consumer space seeing as it has traditionally worked in the simulation arena. 3Dfx on the other hand was created from the ground up to be a consumer level product. It isn't at all surprising that Sega has gone this route."

    When comparing Lockheed's Model 2 and Model 3 hardware to the proposed Black Belt specification, both O'Leary and Dyke felt that that Black Belt would be far more similar to developing for the Model 2 than Model 3. "The Model 2 is a beautiful board that is simple to get right to the metal, " said Dyke. "The Model 3 was designed around more of a traditional simulator model with a host and GPU arrangement where the database runs the entire game."

    While Dyke mentions getting to the metal easily, some developers such as Scott Corley and Dave Perry both voiced some concern over Microsoft's OS getting in the way. "Good developers will cut through the OS to get to the metal as they need it." says Dyke. "As long as Microsoft doesn't force the OS upon the developers it should be fine."

    With the ease of development that is expected to go along with the system, and the double-edged sword that this situation can present, Dyke said that Sega's quality assurance program should help to weed out games from developers that are relying too much upon the base libraries or that are quick ports of substandard PC titles.

    Both Dyke and O'Leary also pointed to one non-technical element that is different at Sega presently than it was at the launch of the Saturn: executive personnel. Both men cited the fact that Bernie Stollar was a major factor for the third party support that PlayStation enjoys and the fact that Stollar is now responsible for generating that same third party support for Sega. "They've assembled a really good team at Sega now and it's going to be interesting to see what the next generation brings." said Dyke.
    http://web.archive.org/web/199706051.../042997b.chtml

    Black Belt eventually lost the internal competition within SEGA in favor of Katana in the summer of 1997, which was then named Dreamcast in May 1998.

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