Anyway, good points. I wish that they had never hired that idiot who didn't want JRPGs on the system...since Sony only got stronger when he was sacked from their Department.
To be fair to Bernie, he was left a bad hand by the previous staff and he did do a lot of good for the Dreamcast launch in the USA, where got most of the fundamentals right for the system launch (on a much smaller budget) . He made sure to buy VC and so the DC had some stunning Sports titles ready to go, had an every effective PR push and a nice 3rd party line up and even made sure that for a change the base system and its menu screen had zero changes to its look and design and made sure to use Japanese art and the CD jewel cases of that of the DC in Japan . All in all, he did a great job for the DC, but let the Saturn down and he picked a needless fight with Working Designs too.
Anyway the major mistakes SEGA did in the Saturn era was trying to have its cake and eat it with both the Saturn and 32X. SEGA should have just gone with the Saturn and run a single PR and development plan all behind the Saturn. I wouldn't have changed too much with the Saturn Hardware myself other than it would have been nice for some 'Hardware' support for 3D transparent effects and lighting as that was what really helped most PS games look instantly better , the big screw up with the Saturn design was not to double the Sound Ram or built-in Hardware compression . The Saturn sound Hardware was awesome, but SEGA crippled the design with low Sound Ram and that made most PS games sound better (thanks to PS built in sound compression.
We all know the development tools and libraries weren't the best, but that was just a cop out used by developers. The PS2 tools weren't the best and the likes of the MD and Snes never really launched with development libraries and developers just had to come up with their own. The main stuff I would have done different with the Saturn would be that wouldn't cost the earth ...
1) Scraped all In-House MD development in 1994 and move the likes of Vectorman II and so on up the Saturn development . Games like Comic Zone could then have had a 2 player mode added in Ect.
2) With no 32X. Saturn would have had the likes of Star Wars, Doom and VR to help with its launch.
3) Would have had one of the consumer Teams to handle a port of Sonic CD to the Saturn . Get rid of the slowdown, make the 3D section run faster and use sprite scaling (poor than the Mega CD didn't already do it), have the FMC run at full-screen ect . That would have been decent enough for launch.
4) Launched the system when Bug and VR Remix were finished and ready to go and not before .
5) Would have built on SEGA Rally and as soon as the Team finished it , would have had them make a Saturn only follow up (separate to the Arcade) and just build on the game, like Namco did with RR on the PS.
6) . Small thing, but no way should the design of the Joypad or menu system of the Japenese system been changed for the Western
7) Released the white Saturn in the West . It's a think of beauty when you see it for real and much better than the black Saturn, which in the shops just seem to show of dust more than any console I can rememeber
Brought out the 1 and 4 Meg Carts in the West. I really doubt SEGA could have even beaten SONY, but the Saturn could have made a nice little niche for its self with its 2D games and Fighters that used the 4 Meg cart Ect and showed off the system and did stuff the PS couldn't do and really could have gone toe to toe with the N64
9) On the back of the RPG hype, it was madness by SEGA West not to translate Grandia. That should never have happened
10) Would have had the SOR Team make Streets Of Rage IV . Just build on what had been done for the MD for only the Saturn we could have seen huge 2D sprites, massive bosses and maybe even a 3 player mode
11) It would have flopped, but I would have brought RSG to the west . Only to show what the system could do how it could top PS graphics when all the system it used right .