[HN Gopher] Kenji Tosaki Talks Saturn/Dreamcast Peripheral Desig...
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       Kenji Tosaki Talks Saturn/Dreamcast Peripheral Design, Reveals
       "Virtua Visor"
        
       Author : zdw
       Score  : 86 points
       Date   : 2022-06-11 15:58 UTC (2 days ago)
        
 (HTM) web link (www.segasaturnshiro.com)
 (TXT) w3m dump (www.segasaturnshiro.com)
        
       | fartcannon wrote:
       | It's likely my age, but articles like this are inspirational to
       | me. Look at all that beautiful design. Sega really knew what they
       | were doing. I'm sad they were pushed out by stuffy Microsoft and
       | Sony.
        
         | warning26 wrote:
         | It's really too bad that SEGA completely hemorrhaged talent
         | after dropping their hardware business -- nothing they've made
         | since then has come close to what they used to release.
        
         | causi wrote:
         | To me the Dreamcast controller was by far the best-feeling
         | controller of that generation. It's a terrible shame they
         | didn't have the vision to embrace dual-analog and game-agnostic
         | online voice chat.
        
           | [deleted]
        
         | xwdv wrote:
         | If Sega had a true Steve Jobs like visionary they could have
         | become the Apple of console gaming. Alas, their time has
         | passed.
        
           | fartcannon wrote:
           | Yeah they were definitely out marketed. A Steve Jobs like
           | marketing force but hopefully not the utilitarian design of
           | Apples products. Barf!
        
       | mafuyu wrote:
       | As someone who does firmware for consumer electronics, I feel
       | like having such ardent fans interview you years after the fact
       | must be a great honor. Hopefully, someday I can be involved in
       | something that's just as exciting to me and others.
       | 
       | As a side note on the Saturn analog stick section, there's
       | actually an open source Gamecube controller project called
       | PhobGCC,that's using a similar technique for the analog stick. I
       | believe it uses hall-effect sensors to magnetically detect the
       | stick position, with some fancy algorithmic filtering (Kalman
       | filters, etc.)
        
         | CarVac wrote:
         | I'm on the PhobGCC project (I wrote the snapback filter), it's
         | pretty exciting where things are going.
         | 
         | Finally people are going to have controllers that will last.
        
           | metadat wrote:
           | (For the uninitiated)
           | 
           | PhobGCC is a project to create a teensy based gamecube
           | controller with hall effect sensors, snapback filtering, and
           | notch calibration
           | 
           | https://github.com/PhobGCC
        
             | CarVac wrote:
             | We've moved to https://github.com/PhobGCC now.
        
               | metadat wrote:
               | Link updated, thanks.
        
               | [deleted]
        
           | mafuyu wrote:
           | Oh hey CarVac! Yeah, PhobGCC was sorely needed and I'm
           | excited to see where it goes. :)
           | 
           | I'm already on the Frame1 train, but I may end up building
           | one soon just to check it out.
        
             | CarVac wrote:
             | I had built a homemade rectangle last year and switched
             | fully, but the Phob has me back on the sticks, especially
             | now that I got the opportunity to try it (I wrote the
             | filter without having any controllers on hand).
        
       | MiddleEndian wrote:
       | Sega was so far ahead on console tech while also completely
       | unable to manage a business. They basically released the Wii in
       | 1999 with their bass pro fishing controller for Dreamcast that
       | could also play games like Virtua Tennis. They just decided not
       | to tell anyone lol. Baffling but impressive. The Dreamcast was
       | such a fun console.
       | 
       | Another fun Sega-ism is that the Genesis/Megadrive could play
       | games online in 1994, although I think only in Japan.
        
         | shaunxcode wrote:
         | including meganet only games like "phantasy star text
         | adventure"!
        
       | setgree wrote:
       | It's fun to see the author describe himself as a"massive Saturn
       | fan since Christmas '96."
       | 
       | I turned 8 right around then, and my parents agreed to buy either
       | a Sega Saturn or the N64. I don't think I cared which, but the
       | first toy store we drove to had sold out of Saturns, so we got
       | the N64 and Super Mario 64, and from that day on, I've been a
       | Nintendo fan.
       | 
       | If they'd had Saturns in stock, maybe today I too would call
       | myself a "massive Saturn fan."
        
         | AdmiralAsshat wrote:
         | I was also a Nintendo fan growing up, but we bought a Dreamcast
         | on the cheap around the turn of the millennium when Sega was
         | going through financial troubles and loved it. I also tracked
         | down a Sega Saturn many years later.
         | 
         | One thing I will give Sega credit for is that it really feels
         | like they "took care" of their user-base. And by that I mean
         | that there was enough variation in their first-party titles
         | that for pretty much any kind of gamer, Sega made a game for
         | you. Action, platformer, RPG, fighting game, racing game,
         | sports: there was at least one of everything. This is in
         | contrast to Nintendo, whose N64 and Gamecube libraries often
         | had huge gaps around certain genres. Nintendo's mindset felt
         | more like, "We're going to make the games we want to make, and
         | for anything else you can find a third party." But of course
         | third-party support fell off a cliff during the N64 and GCN
         | days, so if wanted something Nintendo didn't offer: good luck!
         | 
         | Just an observation in hindsight. I still hold both companies
         | very fondly (well, at least before the Sega/Sammy merger),
         | because both Sega and Nintendo seemed like the last companies
         | that wanted to make _games_ , rather than the all-in-one
         | entertainment centers of the Sony and Microsoft consoles.
        
       | Lammy wrote:
       | > TOSAKI: There was only one problem with the development of the
       | Virtua Gun... Virtua Cop was so good that SEGA was flooded with
       | Virtua Gun orders.
       | 
       | They knew it was so good that they even went through the trouble
       | of remodeling the in-game gun to exactly match the look of the
       | controller. The arcade gun is the same mold as the Virtua Gun but
       | looks more generic in the game :)
       | 
       | Compare the attract loops:
       | 
       | - Arcade: https://youtu.be/bE1I6riA-NU?t=70
       | 
       | - Saturn: https://youtu.be/rcfzFFpOtuY?t=90
        
       | trafficante wrote:
       | In recent years, the rise of the "gaming history" genre has
       | exposed me to many Western-centric Sega post mortems that
       | essentially blame the fall of Sega on conflicts between Sega of
       | America (and SoE) and the Sega of Japan mother company - with the
       | vast majority of the blame being placed on SoJ for being
       | ridiculously overly secretive.
       | 
       | Very interesting to hear the other side of the argument in this
       | article. Paraphrased: SoA was a marketing division that kept
       | biting off more than it could chew and was negatively impacted by
       | proximity to SV and the "move fast and break things" ethos.
       | 
       | The prototypes shown in the article demonstrate that SoJ clearly
       | had no lack of creativity or desire to experiment with unique
       | hardware concepts - but they were extremely cautious not to
       | release anything half-baked. Meanwhile, SoA kept announcing (and
       | sometimes even releasing) hardware that was inferior to similar
       | concepts under development in Japan.
       | 
       | The SoA "Sega VR" vs the SoJ "Virtua Visor", the SoA 32X vs the
       | SoJ Saturn, etc.
       | 
       | SoJ still likely deserves much of the blame since they repeatedly
       | refused to share information on internal prototypes to SoA, but
       | the issue is clearly more nuanced than the "stodgy Japanese vs
       | dynamic Americans" explanation I kept getting fed.
        
         | gryson wrote:
         | I have translated countless interviews and articles from
         | Japanese sources over the past few years on Sega's history, and
         | yes, the whole issue is full of ridiculously inaccurate
         | information.
         | 
         | Here's a thread of some recent info I uncovered about the 32X,
         | for example:
         | 
         | https://www.sega-16.com/forum/showthread.php?35945-Japan-exe...
         | 
         | I'm also not sure what you are talking about when you say Japan
         | refused to share information on internal prototypes. Is there
         | actual evidence of this refusal?
        
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       (page generated 2022-06-13 23:01 UTC)