世嘉所有主机的设计师佐藤秀喜去世。
Hideki Sato, designer of all Sega's consoles, has died

原始链接: https://www.videogameschronicle.com/news/hideki-sato-designer-of-segas-consoles-dies-age-75/

佐藤秀树,世嘉的关键人物和几乎所有世嘉游戏机的主要设计师,享年77岁。他于1971年加入世嘉,领导了Master System、Genesis/Mega Drive、Saturn和Dreamcast等标志性系统的硬件开发,始终从世嘉街机技术中汲取灵感。 他于2001年至2003年担任公司代理社长,并一直为世嘉工作至2008年。佐藤强调了世嘉街机和家用机开发之间的联系,解释了街机技术的进步如何直接影响游戏机设计——特别是16位Mega Drive。 关于Dreamcast,尽管它最终未能使世嘉在硬件市场中立足,佐藤专注于“游戏和交流”,融入了调制解调器和VMU等功能。他甚至俏皮地承认,为了吸引沉迷于“位战争”的消费者,夸大了Dreamcast的处理能力。

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原文

Hideki Sato, the designer behind virtually every Sega console, and the company’s former president, has died age 77.

Japanese games outlet Beep21 reports that Sato passed away this weekend.

Sato and his R&D team were responsible for the creation of Sega’s arcade and home console hardware, including the Master System, Genesis / Mega Drive, Saturn, and Dreamcast.

The engineer joined Sega in 1971 and was the company’s acting president between 2001 and 2003. He left the company in 2008.

“From the beginning, Sega’s home console development has always been influenced by our arcade development,” Sato previously told Famitsu in an interview covering Sega’s history.

“Our first 8-bit machine was the SC-3000. This was a PC for beginner-level users. At that time, Sega only did arcade games, so this was our first challenge. We had no idea how many units we’d sell.”

Sato said of Mega Drive, Sega’s most successful console: “At that point, we decided to start developing a new home console. By then, arcade games were using 16-bit CPUs.

“Arcade development was something we were very invested in, so we were always using the most cutting-edge technology there. Naturally, it started us thinking: what if we used that technology in a home console?

“Two years after we started development, it was done: a 16-bit CPU home console, the Megadrive. The 68000 chip had also recently come down in price, so the timing was right.”

On Dreamcast, the release that ultimately ended Sega’s run in hardware, Sato said the keyword for the development was “play and communication.”

“The ultimate form of communication is a direct connection with another, and we included the modem and the linkable VMUs for that purpose,” he said.

“We had also planned to have some sort of linking function with cell phones, but we weren’t able to realize it. Consumers were now used to the raging ‘bit wars’, so even though we knew it was a lot of nonsense, we needed to appeal to them in those terms with the Dreamcast.

“And so we marketed it as having a ‘128 bit graphics engine RISC CPU’, even the SH-4 was only 64-bit. (laughs) On the other hand, we extensively customized the original SH-4 for the Dreamcast, to the point where I think you could almost call it something new.”

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