Opinion

Arcades are something of a lumbering dinosaur in today’s world of hyper-powered home game consoles and high-definition displays. The days of gathering a pocketful of quarters just to waste an afternoon at the local arcade parlor has degenerated into the equivalent of tales of eight track tapes and piranha pants, subjects that today’s youth probably scoff at, but remain an touchstone for those of us who grew up in an era when arcades where still a fundamental part of the video game experience.

Twenty years ago was a special time for the arcade scene. Granted, back then I was oblivious to the inner workings of the industry. Being just twelve years old and having recently come into ownership of my very own Nintendo Entertainment System, video games were nonetheless a key ingredient to my daily routine; but for all the fun had at home, there was also the lure of the local arcade.

Whenever the opportunity arose, and there were dollars to be exchanged, I was only too happy to drop a few quarters into Gauntlet or Double Dragon. After all, those games looked better, and were perceived, at least to my childlike eyes, as far superior to anything I could ever have at home.

However, in reflecting back on this earlier time of coin-operated nirvana, I found myself recently flipping through the pages of an old issue of RePlay, an industry trade magazine representing the coin-op industry. The issue, dated June 1987, was obtained as part of a fierce, somewhat obsessive eBay bidding war between yours truly and fellow gaming journalist Simon Carless.

This particular issue detailed not only what was hot and not in the arcade scene twenty years ago, but also included some interesting interviews and forward-looking statements from an industry at the top of its game, but in a few years would be very nearly euthanized by a power-hungry console market.

The Quarter Munchers

In looking at the top arcade games in June 1987, it’s easy to see that Atari was one of the premier manufacturers of arcade machines in North America. The company that today dwindles in financial woe and self-doubt in the console market accounted for no less than four of the top five uprights at the time, and two of the top kits (interchangeable machines that allowed parlor operators to swap out games in the same cabinet).

Some of these favorites included sit down classic Roadblasters and the ridiculously frustrating Rolling Thunder as the second and third top-performing machines at the time. However, it was Sega’s now-classic racer Out Run that took top honors for the month as the most popular machine all around, while Romstar’s shooter Sky Shark ranked as the top performing kit.

The top new upright machines in North America for the month according to parlor operators at the time were Data East’s Lock-On, Taito’s Darius, Konami’s WEC LeMans 24, and Cinemx’s Baseball: Season II+. Of course, at that time arcade machines were still sharing floor space with pinball machines as well, and here Williams was unmatched, accounting for five of the top ten performing flippers that month, including the top-rated F-14 Tomcat.

Sky Shark also ranked as the top cocktail machine in Japan at the time, followed by Rastan Saga and one of my favorites, Alien Syndrome (a title that is getting some long overdue remake love in the near future care of the PSP and Wii). And like North America, it was Out Run from Sega that took top upright honors in Japan, with WEC Lemans and Darius also ranking among the region’s top performers as well. The most prosperous pinball game in Japan at the time was Williams’ Pinbot, proving that regardless of your nationality, everyone just wants to be a ‘pinball wizard’ at heart.

Ballouz, Through The Looking Glass

Again, while being but a child at the time, I was blissfully unaware of the larger industry at work with each silver coin plopped into the face of my favorite upright. But aware or not, the industry was very much there, and if comments by the newly elected American Amusement Machine Association (AAMA) president Frank Ballouz at the time were any indication, the coin-op industry was quite confident in its position during the summer of 1987, despite a bit of a downturn just a few years prior.

Founded in 1981, the AAMA is an international non-profit trade organization representing the manufacturers, distributors and part suppliers of the coin-operated amusement industry. The group works with various committees in order to establish programs designed to help promote and protect the coin-op industry.

While simultaneously serving as the president of Nintendo of America, where he led that company’s North American footprint for five years beginning in 1983, Ballouz was in the unique position as the new AAMA head to help align the arcade industry with the emerging home console market, while at the same time remaining focused on driving “profitability for every segment of the [arcade] industry.”

“As president,” commented Ballouz,” I can’t just think of Nintendo. I have to welcome every smash hit or good game that comes along because that fuels the industry’s furnace.”

Building on this, something that caught my attention was a comment made by Ballouz on the state of the arcade industry at the time, and how the AAMA had managed to draw players back into arcade parlors.

“…I remember back in the early ’80s when video [games] lost a lot of its lustre, wasn’t any longer the apple of the player’s eye,” commented the organization’s newly elected chief. “Today it’s regaining a lot of that lost popularity due in large part to the “unique” type of product on the map like Out Run, Rampage, Gauntlet, etc.”

He also added his belief that “AAMA’s consumer marketing campaigns will make other people aware or perhaps ‘re-aware’ of our side of the entertainment industry.” Those of you who grew up during this age teeming with enthusiasm for the coin-op industry can no doubt relate to what Ballouz meant by recalling the “Mothers Against Drunk Driving” and “Winners Don’t use Drugs” ads that were found on nearly every arcade game at the time.

The new AAMA chief also offered nuggets of wisdom on the now infamous crash of the home videogame market in the 80s, noting that the home market died off “for the same reason coin-op video took a slide… below average games. If the game itself has authentic entertainment value, be it a home cartridge or a coin machine, players will respond.” Simple, that.

One of the most interesting statements made by Ballouz at the time, however, had to do with his belief that the arcade and emerging home console markets existed in a symbiotic relationship, helping each other grow. “I honestly believe that the revitalized video industry has helped [bring players back to arcades] more than most of us know,” noted the executive. “Don’t you think a lot of people said , “If this is available at home, I wonder what’s available in the arcade?”… we’re trading off each other and I definitely believe home video is a positive thing for the coin-op side.”

Reading this, and knowing that Ballouz traces his roots prior to his position at the AAMA to Nintendo, a company let us not forget was establishing a significant footprint in the arcade business with its PlayChoice-10 and VS. line of machines (which offered NES titles for play in an arcade cabinet), it’s not hard to see things from his perspective. After all, in the NES era, arcade games were genuinely regarded by most players as the purest form of video game entertainment, with home conversions coming close, but never actually recapturing the whole of experience offered for twenty-five cents down the street at the local parlor.

Most times this was do to the edge in graphical fidelity held over the home console market, but this gap was soon to close, in retrospective much fast than anyone could have anticipated. Ballouz had no way of envisioning the rate at which the home console industry would take off, for even by the close of the 16-bit era nearly a decade later, the gap in technology had narrowed and the wealth of experiences available at home had so diversified that the home console market had eclipsed those offered by the arcade scene.

Ballouz also could not have predicted the release of hardware emulators such as MAME, which first hit the PC computing scene in the late 90s, and have since grown to offer the emulation community the means to play nearly uncountable numbers of arcade games at home, though admittedly through somewhat questionable means. Ignoring emulation, however, is not an effective means of making it go away, and that, together with rising game prices asked of consumers in arcades, helped diminish the once thriving industry to something of an afterthought in the pages of video game history for several years.

But things are not entirely riddled with doom and gloom for the arcade scene. While the popularity of coin-op machines has been diminished for some time in North America, games have continued to thrive in Japan, and in specialty venues in locations the world over.

It’s still rare to come across machines in gas stations or even find robust arcade setups at local malls anymore, which is unfortunate, but the growth in popularity of outlets such as Dave & Busters, Celebration Station, and other “family fun centers” manage to keep the arcade flame alive by offering a family setting and a handful of newer arcade machines, many of the sit down/competitive variety, for players both young and old to enjoy.

Capcom’s Flying Fists, The Birth Of Street Fighter

Before the phrase ‘Street Fighter’ was synonymous with the arcade fighting game paradigm, the genre was relatively unknown, having only been earlier realized in obscure coin-op titles such as Sega’s Heavyweight Champ and Tim Skelly’s Warrior.

And while the genre itself would not be perfected for another five years with Street Fighter II, Capcom nonetheless showed a lot of faith in the relatively unproven fighting game formula with the original’s somewhat ostentatious debut.

In May 1987, Capcom hosted a marketing event in Philadelphia to showcase two of its upcoming coin-op titles, namely the aforementioned Street Fighter as well as the side-scroller Bionic Commando. The latter, recognized as Capcom’s very first upright coin-op release, was shown at the Marriott Hotel by the Philadelphia Airport, complete with speeches by Capcom USA marketing head Bill Cravens and company president Kenzo Tsujimoto.

While by all accounts the game impressed those in attendance (at that time it had already shipped in Japan in “limited quantities” according to Cravens), the real star of the presentation was to come later, when the marketing and distribution reps boarded a bus that afternoon and headed to the Cambria Boxing Club, a location with some historical significance, as it was used for some on locations shots in the original Rocky.

According to a RePlay article at the time, the “suits and ties” at the venue were treated to a trio of three-round youth boxing matches (each of which ended in a draw), as well as a final exhibition bout between a pair of kick boxers.

There was even a “card girl” on display in between rounds, no doubt an early example of what the world would eventually know as the booth babe. Says the article, “she got more vocal reaction from the dealers than for the boxers.”

Of course, the reason for this showy display was to promote Street Fighter, with two of the expensive machines wrapped in brown butcher paper next to the ring. The games were unwrapped following the matches, and in that singular instant the world of arcade gaming changed forever. The games shown at the event were the initial versions featuring large rubber punch and kick “smash pads”, rather than the more traditional six-button layout. Here the harder a player punched down on the buttons, the more ferocious the attack. Unleashing a volley of fierce punches or roundhouse kicks was enough to give a player a real world workout.

The game also demanded 50A

Halo 3 MP EventWhen a game has 4 million preorders before the press even sees a running beta, the gaming press is downgraded to spectator status. Last Friday night’s Halo 3 preview event in San Francisco was a veritable who’s-who of gaming journalists – even the louder-than-life Editor-in-Chief of PC Gamer, Greg Vederman dropped by to see his console cousins’ prodigy at play.

We weren’t disappointed. Microsoft simply let us loose on the three new multiplayer maps and we entered the online Rumble Pit, where some very seasoned veterans lay in wait for the impotent press to drop into their online abattoir.

It’s not difficult to sense how differently Microsoft is treating the media concerning Halo 3. Simply put, it was obvious that they didn’t really care. Despite the fact that Halo is Microsoft’s baby – its system seller – there was to be no hand-holding; no controlled play sessions that Microsoft’s spin masters at Edelman PR are famous for. The train has already left the building, and the Halo juggernaut shall be deemed a commercial success before a critical gaze ever falls upon it.

Halo 3 MP EventLast year, developer Bungie unveiled an amazing Halo 3 trailer at E3 that set an impossibly high hurdle – but one that seemed justified after they claimed the excruciatingly high-definition preview was created A

Shadowrun has been a constant source of debate in the gaming community since last year’s E3, and for good reason. Many question the input device parity inherent in a cross-platform shooter, while even more have taken exception to the idea that their beloved pen and paper RPG franchise has been turned into a first-person shooter. More than a lot of games, most of the chatter has been largely abstract, highly divorced from the actual experience of playing the game.

Since the NDA on the beta has been lifted a few weeks back however, more and more people are starting to pay attention to the complex beast that Shadowrun really is. Make no mistake; this is no Gears of War we’re talking about here. It might look like a simple fantasy game with guns, but the depth that underlies its gameplay is deceptive, almost to a fault. It takes a couple hours to really even begin to understand the tactical possibilities that underlie the game, though the experience of figuring it out is refreshingly cerebral.

The setup for the game is heavily reminiscent of Counter-Strike. Before each match, you pick one of four races, which function more or less as a class, with their own specific quirks and powers. Dwarves are very magic heavy for instance, while Trolls tend to be the hardier gluttons for punishment. Matches are composed of six individual rounds, and at the beginning of each round, you have the option to purchase weapons, magic, and tech upgrades. There are no respawns in the middle of rounds, so victory hinges on either completing the objective or eliminating all of the enemy team members. Having the ability to resurrect fallen teammates adds to the dynamic somewhat, but matches more or less play like a round a CS.

As the match goes on, your magic and tech upgrades will stay with you, but you only retain your weapons if you survived the preceding round. Finding a play-style that you are comfortable with and which complements the abilities of your teammates is vital to having a positive experience with the game. While it’s often tempting to pick a speedy elf and go after the opposition with the katana, you can’t do everything, and the proper balance of heavy weapons, magic, and tech is what’s going to win rounds for your team. Since most players to the game in the beta are still new, victory is heavily dependent on how familiar your team is with this notion of balance.

It remains to be seen what sort of dynamic the game will assume once players on both sides are well-versed in the game’s intricacies and the roles of their race. There are so many possibilities in terms of magic and equipment layouts that your success relies almost as much on the composition of the other team as it does player skill. Make no mistake, being quick on the draw here will still give you a great edge over your opponent, but it’s not the deciding factor. I’m not sure at this point whether this is something that’s going to hurt the game in the long run. You’re constantly rethinking your strategy as somebody pulls out some new trick against you, and it’s difficult to really become comfortable with a specific role.

In my brief time with the Shadowrun beta, I never really found a sense of comfort. While the game appeals to me on an intellectual level, I’m just unsure of the staying power they’re promising in the final package. The gameplay modes are relatively limited, and the number of maps isn’t particularly impressive – I’m just wondering how they’re going to go about selling this thing as a retail package. It seems aimed only really at the hardcore, not bothering to include a true single-player mode, and the multiplayer that is the game’s main and only selling point has yet to prove its long-term viability. At $40, the game might garner a certain appeal, but they’re charging full price for Shadowrun. I’d wait until the reviews start coming out on the final version before I plunked down any coin for this one.

There is no denying that Xbox Live is a success. With millions of subscribers shelling out a few bucks each month, it is a veritable cash cow for Microsoft. Sony’s model of online play has always been very hands off by simply providing methods by which the individual developers could setup and individually maintain their own online services. This worked well for games where developers considered online play a vital asset to their game and opted to offer it free of charge. It was also a huge downside in that you had to maintain different accounts with each game and possibly pay different fees for each game you wanted to play. This disjointed model was ultimately nowhere near as successful as the offering from Microsoft, which considered online gameplay a vital aspect of success in their new venture of console gaming.

This generation marked a huge shift in the feelings towards online console gaming with Nintendo and Sony announcing plans to take their consoles fully online. Nintendo had an ace up their sleeve with a library of games that people seemingly shell out money for with each new release. These classics make up the lion’s share of Nintendo’s online strategy. Selling games that have paid for themselves 100 times over for $5 a shot and you have a pure profit stream coming into an already perfect business model. It has already been proven that enthusiasts given the right tools will develop their own methods for playing games online, so even with that aspect of the equation out of the picture Nintendo’s online venture would surely be a success. Factor in their additional plans and it could very well be a goldmine.

While Nintendo has been rather forthcoming with information and details on their online aspirations, Sony hasn’t been quite so open, until today. With just a few weeks left until the launch of Sony’s next generation console, hopes and rumors of what Sony had planned were showing up everywhere. Eurogamer.net scored a nice report from Sony’s UK headquarters in London that detailed many of the aspects that gamers had been speculating about for months now.

One major difference between the PS3 and it’s younger brother, the PS2, is that the PS3 was designed from the ground up with online capabilities in mind. This means that Sony crafted an OS able to update and patch itself over the network, much like the PSP, Xbox, and Xbox 360 are capable of. Another component of a successful online implementation, unless you are Nintendo, is the hard-drive which Sony intelligently is including in all versions of the PS3. It will be interesting to see how that stacks up to Microsoft’s segmented market approach.

When booting up the PS3 you will be greeted by a familiar screen to those PSP owners in the audience. Sony took a unified approach to the interface design and basically ported the already refined PSP interface for use on the PS3. There are a few additions that represent the PS3’s expanded abilities. The PS3 is going to sport a full set of User Profile options including multiple profiles per console. Boot up the PS3 and select your profile to login. Standard fare stuff for Live users. One aspect of the PS3 online system that trumps any offering from Microsoft is the built in browser. This is surprising in that even Nintendo is including a browser. Microsoft being the only one without a browser makes me… well speechless.
Jumping back to the PlayStation Network profiles, there are 2 types of accounts: master and associated. Master accounts can be thought of primary or admin accounts. Associated accounts are useful for parents to limit spending in things like the online Store. Profiles are unique and global just as you are familiar with on Live.

Once you add friends you can do all the typical things such as checking their status and sending and receiving messages to them. Entering text uses the same PSP style keypad or you can plug in a USB keyboard just to type. I have a feeling this may be the preferred method for people who send lots of messages. In addition to text messaging, you will be able to do voice and video chats. One limitation to the messaging system is that it’s not possible to do while still in game. This may or may not be added in a future update.

The one major aspect of the Sony online offering that is drastically different from Live is the cost. Sony is launching the PlayStation Network free of charge. Yes, I said free. Gaming and online services are completely free. Sony hopes to make up the overhead through transactions via the PlayStation Store where demos and other content will cost you something instead of being free like with Live. Initial reactions say that the store looks very similar to Apple’s iTunes Store. Expect the PlayStation Store to see a lot of tweaking prior to launch in November.

From what has been released, it looks like Sony has finally lined up a potentially killer online service to help boost their online presence. It will certainly be interesting to see which model works out best, the tried and true model that has made Microsoft the behemoth in this area of the gaming industry or Sony’s free venture that is sure to shake things up. We will definitely revisit this subject after the PlayStation Network has some time to get established and people start using the service.

If you’d like to check out some of the pictures in the original article, you can check it out [url=http://www.eurogamer.net/article.php?article_id=68677&page=1]here[/url].

In 1995, Sega was a well-established arcade game company with a respectable console and had just begun to lead the arcade 3D revolution, yet their entry into the 3d console world would be plagued by poor performance and awkward graphics. To compound their problems, their traditional rival, Nintendo, was seemingly replaced by dark horse Sony, who burst onto the scene with a more powerful system at a much lower price point than anyone expected.

[heading]Sega Stumbles into the Next Generation[/heading]

Sega had really led the way in 3d arcade games, with stunning titles like Virtua Racing, Virtua Fighter, and Daytona USA. Of course there had been 3d games in the past, but quirky games like I, Robot didn’t appeal to most players, and even classics like Hard Drivin’ ran like molasses. Nintendo had brought 3d gaming home with Super FX chip games like Star Fox and Stunt Race FX.[[url=http://en.wikipedia.org/wiki/Super_FX_Chip]1[/url]] Unfortunately, these first home games used a handful of flat-shaded polygons to create their 3D worlds, an effect which dated quickly. The additional cost of the FX chip in the games also drove up the price of the cartridges. Sega planned to take the lead from Nintendo by building a new 3D system.

Sega ran their different branches independently of each other, and their lack of internal cooperation often led to competing projects and wasted resources. Sega ran two projects for developing a next-generation 32-bit system.[[url=http://en.wikipedia.org/wiki/32X#Development]2[/url]] The American offering was intended as an add-on to the existing Sega Genesis, which would give it enhanced graphics performance and 3d capabilities. The resulting product was the 32x, which did in fact do these things, but hit the scene so late that people already knew about the competing systems from Sony and, sadly, Sega of Japan. These systems were built brand new from the ground up, so there was no question that they would outperform the little add-on cart. 32x had a handful of games, but nothing really classic, and certainly was of little improvement over the Super FX games Nintendo had been selling. It was virtually stillborn, and the lack of decent sales would result in future ill-will towards Sega from a number of American retailers.

The Saturn, developed by Sega of Japan, was a different story. It was a brand new system with 2 CPUs and custom sound and video chips, all designed to handle larger, more colorful games and 3d.[[url=http://en.wikipedia.org/wiki/Sega_Saturn#Technical_specifications]3[/url]] It used CD storage by default, instead of using cartridges or requiring an extra CD add-on. Although at first this was mostly put to use in storing videos and other fluff, both Sega and their competitors knew that games were beginning to outgrow their cartridges. Sega looked poised to put in a good show in the new “next generation” wars.

Unfortunately, there were some serious downsides to Sega’s new machine. Before the days when anyone was talking about “multicore,” dual processors were things for servers and extremely high-end workstations. Nobody really knew how to develop for the 2 CPUs and numerous specialized sound and graphics chips in Sega’s machine. The lack of a solid SDK or good programming libraries for third parties generally turned developers off to the device. The machine also had lackluster 3d performance, and from the very beginning Sony and their licensees were able to churn out prettier games. Most notable was Sega’s murky and glitchy hardware transparencies, which were normally completely unused, leaving a tendency for large, blocky, and oddly non-transparent special effects.

To make matters worse, Sony managed to undercut Sega on price by releasing the Playstation at $299, while Sega was still trying to sell the Saturn at $399.[[url=http://en.wikipedia.org/wiki/Sega_Saturn#North_America_and_Europe]4[/url]] Price problems plagued the Saturn for its whole existence, as the array of chips on a Saturn motherboard stubbornly refused to be simplified or cut down in any way. Most manufacturers are able to simplify their hardware production as they gain more experience in manufacturing it, leading to lower costs and often alternate, cut down models. Sega was only able to make minimal returns in this area with the Saturn, which was devastating for them because the Saturn was the first console ever sold at a loss.[[url=http://www.actsofgord.com/Proclamations/chapter02.html]5[/url]]

One thing Sega fans waited for patiently was the first Saturn-exclusive Sonic the Hedgehog game. It never came. Although it would have probably had a minimal effect on system sales, it was very disappointing to many of the hardcore fans that the most Sonic they got was a collection of older Genesis games and an odd little racing game with some very bad pop-up issues. There was apparently a game in design using 2D sprites over 3D levels and supposedly in full 3D, but it was killed before development was finished.[[url=http://www.lostlevels.org/200403/200403-xtreme.shtml]6[/url]]

[heading]Big in Japan[/heading]

No matter what happened in the US market, the Saturn did fairly well in Japan. Sony’s Playstation was still #1 of its generation, but Sega had a respectable chunk of the industry to itself. Indeed, many of the best games for the machine were only available to Americans as imports.

While Sony may have ruled the 3D roost, fighting games were still a cultural craze in Japan. Sega’s superior 2d performance allowed them to offer much smoother and more accurate ports of Capcom and SNK’s hit titles. Although the Playstation could handle simple 2D fighters like the original Street Fighter Alpha, some of the later games would show missing animation frames and completely cut features like swapping characters in tag team games. Sega’s Saturn was not only better able to handle the games 2D graphics, but it also had a Japan-only memory extension cart (first in 1 meg, later 4 meg) that allowed it to support arcade accurate versions of complex games like Darkstalkers and Marvel Super Heroes vs. Street Fighter. The Saturn rapidly became the system of choice for import fighter fans, but sadly none of these ports were ever released domestically.

Sega also had some brilliant strategy RPGs in the form of the Sakura Taisen games, which also worked in Japan’s love affair with cute female protagonists and a bit of dating sim. These games, along with many other RPGs, were not released in the US for fear that the market here would not have appreciated them.

But best of all, Japan had Segata Sanshiro, a large Judo thug who would beat the stuffing out of anyone who dared fail in their duty to play Sega Saturn at all times. He was large and impressive, and could occasionally blow a man up just by throwing him. Segata Sanshiro was one of Japan’s more memorable advertising mascots, eventually even spinning off his own Saturn game and finally going out with a spectacular sendoff (after saving the Sega headquarters from a huge missile fired by a raving lunatic, no less).

[heading]Enter Stolar[/heading]

“Bernie” Stolar was one of the most controversial figures in video gaming during his stay at Sega of America. A man with strong opinions and stronger words, he was both loved and hated by the gaming public. Mostly he is remembered as the man who put the ax to the Saturn in America.

Stolar actually began with Atari, but right before he joined Sega he had been the first president of SCEA. Despite the successful launch, he had made many unpopular licensing policies, including one that denied entry to any Japanese RPGs. He felt that the American audience had no interest in them, and the fact that most of them were 2D would make the Playstation look bad, considering its 3D capabilities were supposed to be its prime selling point.[[url=http://en.wikipedia.org/wiki/Bernie_Stolar]7[/url]]

After the first big holiday successes of the Playstation, Bernie jumped ship to Sega where he continued (although in a less draconian way) his policy of restricting licenses from certain genres. He didn’t help his popularity among fans by denigrating the current system, and his statements about competitors were often clearly misguided and unsportsmanlike. Stolar made no secret of his lack of faith in the Saturn and push for the new next-generation Dreamcast.

Stolar was also famous for the row he created with 3rd party publisher Working Designs. Working Designs had ported over a few quality RPGs from Japan for the Sega CD and thought of themselves as a major contributor to the Sega cause, but at a trade show, they had not been given the normal space they were used to at the Sega area. There was a lot of fairly public back and forth squabbling, but Stolar was not about to apologize to a small RPG publishing house. In what many saw as a fit of prima-donna behaviour, Working Designs switched their efforts over exclusively to the PlayStation. The last game they released for the Saturn, Magic Knight Rayearth, came out very far behind schedule (it was actually the last Saturn game released). Many saw this as an intentional strike against Sega.

Despite having paved the way for the Dreamcast, Stolar was not around to see it hit the shelves. It seems Sega Japan had enough of his attitude, and he was canned right before the American launch. His memory stays on with us as the Stolarium item in Panzer Dragoon Saga, which is, oddly enough, one of his much-hated RPGs.

[heading]Legacy[/heading]

The Saturn, at least in the US was steamrollered by Sony’s (mostly) superior Playstation. Sega quickly responded with the Dreamcast, a much more powerful machine with sharp, bright graphics, a large and high-quality library, and many other features that would later become standards for the competition, including online gaming support and near-universal 480p. Unfortunately, Sega began by selling the machine at a loss, and although they managed to sell reasonably well at the start, the Dreamcast was quickly overrun by the PS2’s hype machine.

Looking back, it seems ironic that Sega, who led the way in 3D game development in the arcades, was unable to capitalize on that same trend at home. It’s also strange that multiple CPUs were one of the nails in Saturn’s coffin, when multicore CPUs have become the standard for the next-gen machines hitting the market now.

The Saturn may not have had such a good run in the US, but it certainly had a share of truly classic exclusive games. The Panzer Dragoon series brought a very unique sense of style and design to the 3d games genre, which many would argue has never been duplicated. Importers loved the machine for its arcade-perfect 2d fighter game ports, and Saturn Bomberman is still one of the most well-respected entrants in the series. Saturn may have been a commercial failure, but many of its die-hard fans will remember it well.