After Console Wars, he apparently stopped giving interviews because he didn't like that game historians were constantly getting the Sega story wrong.
> limiting myself to mouth-speed
Audiobooks are mouth-speed.
The article suggests this is the right slow speed, at least for the author.
Maybe you yourself want even slower, but that's not what the article is suggesting.
>So I tried slowing down even more, and discovered something. I slowed to a pace that felt almost absurd, treating each sentence as though it might be a particularly important one. I gave each one maybe triple the usual time and attention, ignoring the fact that there are hundreds of pages to go.
Since the project has been announced, lots of people have come out of the woodwork with other fun potential use cases, such as CD-ROM replacement in arcade cabinets and the Dreamcast, and hard drive replacement in multitrack recorders and samplers.
I've been on the fence about getting a ZuluIDE for a while because of the price and because I don't exactly need one... I'll wait and see how the PicoIDE is priced.
Also, revealing they were doing illegal price fixing with Sega is not surprising.
SCE in Japan fought back and eventually positioned themselves within the company to be able to fire nearly all of the upper management in the US in order to promote their vision of the console.
It turned out no consumer in the US cared enough about the name, the size of the controller, or the color and look of the console to not buy it.
Sony explicitly forbade this, presumably because they envisioned the API established by the C SDK as a way to ensure future backward-compatibility. We just ignored the rules and hoped the superior performance we could achieve would overcome any bureaucratic obstacles.
We also had to reverse engineer some of the PS1’s really nice capabilities. I only learned the hardware supported vector pipelining for strip rendering by noticing the coordinate values move from one register set to the next in the debugger.
Seeing that was a revelation: when rendering a polygonal mesh, you naively have to project three coordinates for each triangle. But if you convert your mesh into sequences of polygonal strips where each triangle shares an edge with the next triangle in the mesh, you only need to project a single additional vertex for each additional polygon in the strip. Observing the behavior in the debugger, it was obvious to me that the Sony hardware had in fact been optimized for this approach. But not only were we not given any documentation on this, we were instead told to use the C SDK, which didn’t expose this capability at all.
The PS1 also had 2KB of “scratchpad” that was slower than registers but much faster than RAM. Hearsay was this was a way for the CPU designers to make use of the physical space on the die meant for floating point instructions which the MIPS CPU in the PS1 didn’t have.
I used the scratchpad to store projected 2D “stamps” of the 3D world (stored in an octree) and Crash: a kind of low-res Crash Flatland. I could then check for X/Y collisions between Crash and the world very rapidly by inspecting the flatland bitmap stored in the 2K scratchpad. This was Mark Cerny’s idea; he was our producer on the Crash games and has also been responsible for PS2 through PS5 hardware.
Dragon Quest, a video game series that was very popular in Japan in the 1980s, featured character art by Toriyama. I wouldn't exactly call Dragon Quest "Toriyama's work". And while Dragon Quest is very popular among a certain audience, it doesn't have nearly the reach and broad appeal of Dragon Ball.
The Saturn hardware, for example, was designed by Kazuhiko Hamada and a team of about a dozen engineers who had previously made the System 32 arcade hardware.
In addition to his work leading Sega's R&D efforts, Sato should also be remembered as one of the primary reasons why Sega began investing more into arcade video game development in the 1970s.