Sega shipped the Saturn four months early and lost in a day
On 11 May 1995, at the first ever E3, Tom Kalinske announced the console was already in stores at 399 dollars. Minutes later Steve Race stepped onto Sony's stage and said two words: two ninety-nine.
The first E3 opened at the Los Angeles Convention Center on 11 May 1995. Sega took the stage first. Tom Kalinske, head of Sega of America, announced that the Saturn's scheduled 2 September launch was cancelled, because the console was already in stores — that day, at 399 dollars. The manoeuvre was called a surprise launch, and it was meant to take four months of lead away from Sony.
A few minutes later, at Sony's own conference, Steve Race of Sony Computer Entertainment America walked to the microphone, said two ninety-nine, and left. That was the entire speech. The PlayStation was a hundred dollars cheaper.
What the early launch actually broke
History likes to remember the price gap, but the price gap did not kill the Saturn. What killed it was that nobody warned the people whose plans depended on the date.
The console shipped to four retail chains only: Toys R Us, Babbage's, Software Etc. and Electronics Boutique. Walmart and KB Toys learned about the launch from the news, along with the public. KB Toys took it badly enough to refuse to stock the Saturn at all and began clearing Sega product off its shelves in favour of the competition. A retail sector that had just lived through the 32X was handed another reason to distrust the supplier.
Developers were in the same position. They believed in September and had planned around September. At launch the Saturn had four games on sale — Daytona USA, Clockwork Knight, Worldwide Soccer and Panzer Dragoon — plus Virtua Fighter in the box. For four months the console sat on the shelf nearly empty, and those are precisely the months in which a buyer decides whose generation this will be.
Hardware that needed explaining
Under the lid things were worse. The Saturn was built around two SH-2 central processors and eight processing units in total, and it drew geometry as quadrilaterals rather than triangles. Each decision had an engineering justification, but together they meant that porting code between the Saturn and the PlayStation was close to impossible and that only a handful of teams could extract the performance. The industry was standardising on triangles at exactly that moment: the tools and the coming accelerators were built for them.
Sony was selling a simple machine and a simple price. Sega was selling a complicated machine and a surprise.
The arithmetic followed. The Saturn sold around 9.26 million units, 5.75 million of them in Japan, where the machine did reasonably well, and only 1.8 million in the United States. The PlayStation passed a hundred million. Kalinske left Sega in 1996.
The lesson is not about price or megahertz. A platform launch is not an event but a schedule that synchronises factories, retail chains and dozens of studios. By moving the date for one dramatic announcement, Sega broke not its own timetable but everyone else's. The industry remembered: console launch dates are now announced a year ahead and held even when moving them is tempting.
Source: en.wikipedia.org