Played by: Eino Kisuishou Densetsu Asutaru, (Shining Crystal Legend Astal) is Sega Saturn exclusive 2D platform game released in Japan and USA, but not in Europe. There is minor audio cracking caused by emulation at the beginning of two stages (The River of Dreams and The Forest Fiend), but not very serious imo. The Journey Begins Into the Darkness The Evil Eye (boss) Cutscene The Deep Forest The River of Dreams The Forest Fiend (boss) Cutscene Volcanic Valley Guardian of Fire (boss) Sea of Clouds The Behemoth (boss) Cutscene Glacial Rift The Crystal Palace Frostbite! (boss) Cutscene The Plains of Destiny Destiny Unfolds (boss) Cutscene The Fight for the Future (boss) Ending Credits.
. Website Sega Sammy Holdings Inc. ( 株式会社セガサミーホールディングス, Sega Samī Hōrudingusu,: ) is a Japanese consolidated formed from the of and in 2004.
Both companies are involved in the business (Sega with games, Sammy with machines), and Sega's fame also comes from their video game franchises and home consoles. The Sega Sammy logo is a design based on the letter “S,” the initial letter of both companies’ names. The synergy generated by the integration of the two companies are represented by a combination of blue and green, which are the companies’ corporate colors. Furthermore, In the logo, a curved line that suggests the horizon linking the words Sega and Sammy symbolizes the companies’ collaboration, and the Sega Sammy Group’s determination to develop globally. Main article: Sega was established in Japan in 1951 under the name Service Games when Richard Stewart and Ray LeMaire went to Tokyo under Martin Bromley’s request to gain a new distributor for the company.
The company started to distribute provided coin-operated slot machines to U.S. Bases in Japan. During the 1960s, Service Games was renamed to Sega Enterprises Ltd. Sega Enterprises sold their first product, the electro-mechanical game called which became a worldwide hit. In 1969, Sega Enterprises was acquired by U.S. Conglomerate In 1983, Sega launched the, the first 8-bit video game platform.
In 1986, the acquired Sega Enterprises through capital participation. Sega Europe Ltd. Was established in Europe, and in 1985, Sega Enterprises Inc.
Was established in the United States. These regional subsidiaries served as a marketing base for amusement arcade machines. During 1985, Sega released, the world's first force feedback game. Sega Enterprises was registered stock on over-the-counter (OTC) market. In 1988, Sega Listed stock on the second section of Tokyo Stock Exchange. Within this year, Sega released the, a 16-bit home video game platform that solidified Sega’s presence in the console market.
During this year, Sega also launched the, the world's first amusement arcade cabinet could rotate 360 degrees in all directions. In 1991, Sega released as a competitor mascot to represent Sega against, and with 15 million copies sold, spawned multiple sequels over the years and became Sega’s flagship franchise. In 1992, Sega released in order to utilise polygonal 3D-graphics engines, and in 1993, Sega released, the world's first polygonal 3D fighting game. The Virtua Fighter series resulted in various world records including 'First Polygon Based Fighting Game', 'First 3D Fighting Game', and 'First Fighting Game for a 32-bit Console'.
In 1994, Sega launched the, a 32-bit home video game platform. In 1995, Sega launched Print Club Arcades in partnership with.
In 1996, Sega released, a Japan exclusive sim-based Strategy RPG that became a cultural phenomenon within Japan spawning a multi-media franchise. In 1998, Sega launched the Sega. In 2000, Sega Enterprises changed their name to Sega Corporation.
During this year, Sega released, the first networked role-playing game (RPG) for home video game platforms. In 2001, Sega discontinued the Dreamcast and withdrew from the console hardware industry to become a third-party video game developer and publisher. Sammy Corporation. Main article: Sammy Corporation was founded on 1975 as Sammy Industry Co., Ltd. By Japanese Business magnate,. It was formed from Satomi Corporation's manufacturing and marketing divisions for amusement arcade machines.
In the 1980s, Sammy marketed and sold Pachislot machines, and in the 1990s, Sammy expanded their portfolio by marketing and selling Pachinko machines. These two business ventures have been the primary pillar of Sammy Corporations revenue. During 1997, Sammy Industry Co., Ltd. Changed its name to Sammy Corporation. By 2000, Sammy Corporation was listed in the Tokyo Stock Exchange's 1st section, indicating it as a 'large company'. Outside of Pachinko and Pachislot industry, Sammy Corporation was also involved in the video game industry as a publisher for fighting games such as the series (developed by ), The series (developed by ) and. Merger According to the first Sega Sammy Annual Report, the merger of the two companies happened due to the companies facing difficulties.
According to chairman Hajime Satomi, Sega had been in the red for nearly 10 years and lacked a clear financial base. Sammy, on the other hand, feared stagnation and overreliance of its highly profitable pachislot and pachinko machine business, and wanted to divesify its business in new fields, using Sega's broader range of involvement in different entertainment fields. Together, as the Sega Sammy group, the company has grown and acquired and founded multiple companies. Until 2015, the group was structured in four areas.
The 'Consumer Business', which contained video games, toys and animation. The 'Amusement Machine Business' which contained Sega's arcade business. The 'Amusement Center Business' which contained Sega's amusement centers and theme parks. The 'Pachislot and Pachinko Business' is the Sammy Corporation and is the main pillar the groups revenue. For the better half of the first decade of the holding's existence it has sought the arcade machine sales of Sega and the pachinko sales of Sammy, as its biggest financial incentive. A shift happened in the 2010s, leading to the 'Group Structure Reform' in 2015.
Casinos, resorts and digital games are now the biggest financial incentives. Arcade sales and packaged games from Sega has softened, while growth in pachinko sales is not anticipated. Today the group is structured around the entertainment, resort and pachinko/pachislot industries. With the exception of Sega's theme park business (Sega Live Creation), the consumer, amusement machine and amusement center businesses are in the entertainment sector of the group, led by Sega. Retrieved June 1, 2017. Sega Sammy Holdings.
Retrieved 14 February 2017. Sega Sammy Holdings.
Retrieved 2014-02-09. Sega Sammy Holdings. 31 March 2004. Retrieved 10 January 2017.
Retrieved 2016-12-11. Retrieved 2016-12-11. Hirohiko Niizumi (2004-06-01). Retrieved 2016-11-16.
Sega Sammy Holdings Inc. Retrieved 2016-11-16. Sega Sammy Co., Ltd. Sega Sammy Holdings.
Retrieved 2016-11-16. Sega Sammy Holdings Inc. Retrieved 2016-11-16. Sega Sammy Holdings Inc. Retrieved 2016-11-16. Retrieved 2015-02-04.
Retrieved 2016-12-11. Retrieved 2016-12-11. 4-traders (1960-08-10). Retrieved 2015-08-13.
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Astal, known as Kisuishou Densetsu Astal (輝水晶伝説アスタル) in Japan, is a 2D platformer created by exclusively for the. It was originally released in April 1995 in Japan before subsequently seeing a release in North America and Brazil. Curiously the game was never released in Europe, despite initial plans.
Astal was not a launch title in western regions, though was brought to the Saturn in its 'software drought' period, created when unexpectedly brought the console's launch several months forward. Though reviews of the game were not stellar, it became a common and relatively well-known Saturn title in the regions it was sold in due to a lack of alternative software. Astal has yet to be bought to any other platforms or see any sequels since release. Contents.
Story Astal's Tale My story begins on a world that's different from your Earth. This is the legend of the beginning of the world of Quartalia. Quartalia was created by our goddess, Antowas.
Out of precious gems she made the land and sea, the mountains and the trees. And finally, from her last two jewels she created us. From a green jewel, Antowas created Leda, who has the power to make things live on Quartalia. From a red jewel, she created me, and made me really strong and powerful so I could keep Leda safe. Leda and I are as different as night and day. Leda is gentle and sweet and could never hurt anybody. I have a short temper, and sometimes I overdo things.
That's what happened this time. Unknown to us, the demon Jerado had been watching Antowas work. He wanted to rule a world all his own, but his powers weren't as strong as Antowas', and he didn't have the strength to make his own world. Instead he plotted to take over Quartalia, and change it the way he liked.
Exhausted from her work, Antowas fell asleep. That's when Jerado made his move. The first part of his plan was to get rid of Leda and me, and he created a powerful warrior named Geist to do the dirty work. One day, while I was taking a nap, Geist stole Leda away. I searched and searched, and I tore Quartalia apart looking for her. I finally found her, trapped in a crystal on the bottom of the sea.
Once I rescued Leda, I thought things could get back to normal, but the ruckus I caused woke Antowas up. When she saw the mess I'd made, boy, was she angry! When Leda found out about my punishment, she was heartbroken, and gave her green jewel to me to keep.
Then Antowas sent me to Quartalia's moon, where I would stay out of trouble. Finally, Antowas used up the rest of her power to deal with Jerado, then fell into another deep sleep. Now Jerado was out of the action, but Geist was still free.
One day, from my prison on the moon, I saw him capture Leda again! This was too much! I destroyed my prison, broke my chains and headed back to Quartalia. Nothing in the world means more to me than Leda—nothing!
I will find her. I will find the one who took her, and I will deal with him!
It's only a matter of time. Quartalia has changed. The demon Jerado has transformed it somehow, and none of the creatures who now live here are friendly. Except for this bird I rescued, who for some reason, just won't leave me alone.
Gameplay Astal is a 2D platform game which supports one or two players. Player 1 plays as 'Astal', alongside a cooperative buddy, a bird, which can assist Astal in several ways. In single player mode, Astal gives commands to this bird to attack enemies, retrieve health or even perform context sensitive actions that are specific to certain levels, however in two player mode, the bird can be controlled by a second player instead. Two player mode also allows both players to team up and perform attacks together, with the downside being that the bird now has a health bar, and both players share the same lives counter. Hints on how to defeat bosses are hidden within the opening cinematic.
In the overseas (i.e. Non-Japanese) version, the player's hit points are reduced to three and the opening cinematic music is changed. Production credits. アニメーション制作. オープニング編集/制作:,.
監督: ( 東京ムービー新社). 美術監督: 水谷 利春 ( STUDIO風雅). 彩色: 酒井 智子 ( 東京ムービー新社). プロデュース: 竹内 孝次 ( 東京ムービー新社). オープニング/エンディング主題歌: 「Let me try again!」, 「輝く世界を」.
作詞: 厳 秀. 作曲:. 編曲:. 歌: 久川 綾. エンディング/イベントアニメ制作:,.
スタッフロール背景:,. マーケティングプロモーション:,. 宣伝担当:,. パッケージ&マニュアル:,. キャスト. アスタル: 折笠 愛. レダ: 白鳥 由里.
アントワース: 久川 綾. ガイスト: 堀川 亮. ジェラード: 郷里 大輔.
エネミー:. エネミー:. エネミー:. エネミー: 堀田 泰丸. Special Thanks:,.error., 細井 貴志,.error. 制作協力: (株)プロダクションバオバブ, (株)青二プロダクション, (株)アーツビジョン.
監督:. 指揮:. 制作総指揮:. 制作著作: Source: In-game credits (JP).
Contents. Downloads. (The 'test versions' are development builds.).
![Saturn Saturn](/uploads/1/2/3/7/123756030/282613522.jpg)
Review The best Saturn emulator right now. SSF is superior to Yabause and Mednafen for compatibility, but is Windows only, closed source and requires mounting ISO files in a virtual drive to run them. A recent major update to 0.12 improved compatibility for certain games and broke others.
It added support for some of games such as Astal (needs 'Enable SH2 Cache'). Keep both versions, pre- and post-0.12 just in case. To raise compatibility, you can try with 'No Bios' enabled or disabled, and you'll want to start with the MaxCompatibility (slow) option, then try with the faster options (that do not always work).
SSF requires either an external virtual drive or a specific loader to read disc images. Close and restart the emulator (as it says in the Japanese dialogue popup appearing) whenever you modify the options for them to take effect. Even though it has a 'No Bios' option, you'll sometimes need the BIOS files, of course specifying the correct region in the options.
Some useful commands:. F7: Pause and Load State (Press 0-9 to choose).
Shift + F7: Pause and Save State (Press 0-9 to choose). Numeral Pad 1-6: Disable 2D layers. Useful for sprite ripps. Keep in mind this often causes 3D games to crash, and they already have lower compatibility than 2D one when it comes to general emulations. You can change the speed of emulation under options up to 4x.
Guides and Info Troubleshooting A rough translation of Shima's FAQ about compatibility issues with various games and fixes for them. The original can be found. The configuration closest to accurate hardware emulation would be: Enable 'Bus Wait'. Set 'Bus Wait Clock' to 0. Enable 'SH2 DMA Real Transfer'. Alternatively, 'Setting5' (holding the 5 keyboard button at startup) achieves similar results.
General issues:. Character sprites in SNK games don't appear: Change 'Cartridge' to '1MBytes RAM Cartridge'. Flickering in FMVs: Enable 'Check Cycle Pattern'. No sound: Enable 'Memory Access Wait'. Stuttering sound: Enable 'Scanline Base Timing'. Game-specific issues:.
Marvel Super Heroes Vs. Street Fighter (fix for sound noise): Disable 'Sound Thread'. Idol Janshi Suchie-Pai II (fix for cutscenes): Enable 'Check Cycle Pattern' and 'VDP2 RAM Revision Access'. The Tower: Enable 'VDP2 RAM Write Timing'. Quovadis 2 (fix for FMVs): Set 'Dot Clock' to 3.0 or above, and 'EZ Setting' to 'High'. Galjan: Enable 'SH2 DMA Real Transfer'.
Whizz, Thunder Hawk II: Enable 'Bus Wait'. Dark Savior: Enable 'Bus Wait' (fix for logo).
Enable 'VDP2 RAM Revision Access' (fix for save data screen). Taito Chase HQ Plus SCI: Enable 'CD Track/Index'.
Daytona USA Circuit Edition: Enable 'VDP2 RAM Revision Access'. Virtua Fighter 2: Enable 'VDP2 RAM Revision Access' (fix for key config screen).
Enable 'Memory Access Wait'. Baroque (FMV issues): Enable 'Check Sprite Priority'. Sonic Jam: Set 'Dot Clock' to 2.7 or above. Enable 'Check Cycle Pattern' (fix for 2P Mode in Sonic 2). Lunar Silver Star Story (FMV issues): Enable 'SCU DMA Delay Interrupt'. Grandia (FMV issues): Set 'Dot Clock' on 3.7 or above.
![Saturn Saturn](/uploads/1/2/3/7/123756030/237505109.jpg)
Set 'SlaveSH2 Speed' to 90%, Set 'EZ Setting' to Highest. Deep Fear, Daina ☆ Airan, Mr. Bones, X-Men Vs. Street Fighter: Enable 'Memory Access Wait'. Riglord Saga 2: Set 'Dot Clock' to 3 or above.
Sol Divide: Set 'Dot Clock' to 3.4 or above. Pro Mahjong Kiwame S, Megaman X3: Set 'Dot Clock' to 3.7 or above. Set '1Block Clock' to a value as low as possible. World Heroes Perfect, Castlevania Symphony of the Night (fix for data select screen), Macross Do You Remember Love: Enable 'VDP2 RAM Revision Access'.
Chaos Seed: Enable 'Check Cycle Pattern'. Enable 'VDP2 RAM Revision Access'. Denpa Shounenteki Game, Astal: Enable 'SH2 Cache'. Gokujou Parodius Da!
Deluxe Pack (aka Fantastic Journey): Enable 'Bus Wait', Set 'Bus Wait Clock' to 0. Ruri Iro no Yuki (fix for company logo among other stuff): Enable 'Check Cycle Pattern'. Toshinden URA (if FMVs skip): Set '1Block Clock' to 50. Disable 'Check SlaveSH2 Idle Loop'. Enable 'Bus Wait'. Set 'Bus Wait Clock' to 1. Enable 'Enable Instruction Cache'.
CHDSSF allows you to use disc image without having to mount them at all with the only major caveat being that it requires you to convert your rips to.CHD beforehand using or one of it's forks. Free Virtual Drive Software As said above one of the ways to get SSF to use disc images is using a virtual disc drive. Sadly, most of the good free ones don't work with SSF for one reason or another. They either have a bunch of adware or they don't support some formats.
The ones that do work (along with some that don't) will be listed below. List of Free Virtual Drive Software Program Name Pros Cons. Isn't a cut-down version of a paid software. Very lightweight. Doesn't try to install unwanted software. Doesn't support.mdf/.mds files. This is kind of a big deal, since quite a few of the Saturn's popular titles are only available as mdf/mds.
Can't mount.cue files. DON'T mount the.bin instead, as SSF will boot you back to the bios whenever it feels like it if you do. Instead, make a.ccd/.img copy with CloneCD and another virtual drive program. Supports every Saturn image extension. Very reliable.
Installer contains optional adware. Mounting the images causes the sound files to autoplay. The installer forces you to install crapware called Smart File Advisor, which you can't uninstall without uninstalling Alcohol. (You can mostly ignore the program by stopping it from running on startup, or you can install the program while completely offline using an and the crapware will fail to install itself and won't cause any further issues at any point).
Nice UI. Supports every Saturn image extension. Installer tries to fill your computer up with adware, and newer versions force you to install adware (Version 4.30.4 does not force it).
Sends data on every image you mount to an outside location. (mostly applies to versions 4.4x and on, seems unaffected and still works with modern systems but might be buggier). No longer run by the original team.
Possibly Chinese spyware at this point. Isn't a cut-down version of a paid software. Open-source. Very lightweight. Doesn't try to install unwanted software. Supports every Saturn image extension. SSF isn't compatible with it.
Sega Saturn Astal
Lightweight. Doesn't try to install unwanted software. Supports every Saturn image extension. SSF isn't compatible with it. References.