It has always been easy to know what Yutaka “Yoot” Saito was all about in his games, without even playing them. All the hints you needed were right there in the name of the studio he founded in 1996: Vivarium. Saito named his small development house after ecosystem enclosures used for observing and researching, a semi-controlled environment for plants and animals—a place for life, to pull from the word’s Latin etymological roots.
Those concepts were often at the core of Saito’s projects, both before and with Vivarium, and never is that more obvious than with 2000’s cult classic Dreamcast release, Seaman. Cult outside of Japan, anyway: in Saito’s home country, Seaman was ranked third on the system in sales, at just shy of 400,000 copies. That number isn’t going to blow you away without context, so here you go: there were just over 2.5 million Dreamcasts sold in Japan, meaning that something like one-sixth of those people also picked up Seaman, or, Seaman had a higher attach rate with Japanese Dreamcast owners than the critically acclaimed, literally-a-Mario-game Super Mario Wonder has for the Switch.
Even with the game being more of a cult release internationally, Seaman still ranks number eight on the Dreamcast’s all-time sales chart, and it sold another 300,000 copies upon being re-released for the Playstation 2.
Sales are the least interesting thing about Seaman, of course, but a point had to be made here, which is that its cult status is context-dependent. Seaman was popular enough in Japan the first time around that its sequel, Seaman 2: Pekin Genjin Ikusei Kit, was the best-selling game in Japan in its week of release, despite being a Playstation 2-exclusive in 2007, well into the lifespan of the Wii, DS, Playstation Portable, and Playstation 3, and years after Seaman originally landed.
Part of its popularity had to do with how different it was from anything else out there—a point of pride for Saito both at the time and decades later—and it helped that Sega, which published the game in North America and was extremely hands on with Vivarium during its development even though it was self-published in Japan, was willing to add on the required microphone accessory without increasing the price. Per Sega Retro’s detailed record-keeping, the bundle ran for $49.95 in North America and about that in Japan, too (though they also had an additional bundle that included a Visual Memory Unit, or VMU, for about another $10—listen, things get a little vaguer when you combine inflation and currency conversions), which is also what titles like Sonic Adventure sold for at launch. Which is to say that everyone involved took a real chance here, releasing the kind of game where the game-ness of it would be debated, that required some unproven technology in terms of the speech recognition and learning of Seaman himself, and necessitated the use of a microphone that worked, but didn’t work, you know? At least not by the standards we might be used to 25 years later.
Another part of Seaman’s popularity came from just how much effort Vivarium put into making this all seem based off of actual, living events and beliefs. The website, the now-defunct (but archived) Meet Seaman, detailed the history of the creature dating back to ancient Egypt, the expeditions that discovered him, as well as the research projects that sought to unlock his hidden knowledge that had previously helped humanity advance by leaps and bounds. What was the Sphinx built for? That continues to be debated even now. Yoot Saito and Co. had a theory, though, and it involved Seaman.
It wasn’t just the website. The manual devoted itself more to backstory than to an explanation of the game’s systems, which, beyond the very initial tasks, you were mostly meant to discover yourself, through experimentation and with a little help from literally Leonard Nimoy. Nimoy served as the game’s narrator in the English-language release of Seaman, giving the player little bits of present-day backstory, welcoming them each day, and catching them up on the situation in the aquarium, too. When the gillmen start using the tubes on their heads to suck the blood from other gillmen in an evolutionary battle of survival of the fittest, it’s Nimoy who lets you know why the tank is feeling a little emptier than when you last left it, and also why the remaining gillmen are both larger and crankier. Crankier at and with you, specifically.
In Japan, Saito wrote a book that went to great lengths explaining the backstory of Seaman. It is 139 pages long. The entire thing has been scanned and loaded up for your perusal, if you’re curious: while it’s in Japanese, the book is also filled with art, as it’s meant to convey to you that Dr. Jean Paul Gassé devoted his life to researching Seaman, including drawing sketches of the various evolutionary stages. This is a frankly absurd amount of extracurricular activities to include for a virtual pet simulator, but Seaman was no simple Tamagotchi. Your Tamagotchi could give you a little animation of happiness to convey that it appreciated your care. Seaman would simply tell you how you were doing, and also ask you questions about your own life, with all of it progressing you through a story that went beyond just checking in daily on how hungry he was or how dirty the aquarium was. Not to spoil a 25-year-old game, but Seaman doesn’t end, exactly, yet there comes a point where you’ve done your duty and realized the dream of Gassé, and in-game you’re left with a friend you can go hang out with and talk to who doesn’t need you to take care of him anymore, at least not in terms of cleaning up after him and feeding. Just in the way friends can take care of each other, by listening and talking.
You spend the game in the lab of Dr. Jean Paul Gassé, where a single Seaman egg and some food pellets have been provided, which Nimoy will explain to you as you’re getting started. Set the tank to the proper temperature—you can use visual hints on the meter as it goes from a cautionary yellow to an affirming light blue to gauge whether the temperature is right, in the days before one of the Seamen will straight-up tell you that you are ruining its life by placing your hand on the dial—fill it with fresh air to improve the quality of the water, and then wait for the egg to hatch. The egg will produce some mushroom-with-tendril-looking things, you’ll eventually figure out that the shell you can interact with has a squid-like creature living in it—a hungry squid-like creature—and then nature takes its course. Oh, and then those mushroom things chestburst out of the squid thing, killing it in the process, and you’ve got your little baby Seamen to take care of.
You have to figure out—with hints from Nimoy before you enter the lab each day, that you can skip if you want—how to progress your Seaman (or Seamen, depending on how you do at keeping them alive) through various evolutionary stages. Seaman starts as those mushroomy guys in an egg, then bursts forth from the squid that ate them as gillmen, which are basically baby fish with the face of an adult man, and then become larger, adult fish with the face of an adult man, and so on until you get them to look more like a frog. Still with that face, though.
Everything you have to do is done by hand, rather than scheduled or automated. This was intentional, not just to give you something to do, but also because Vivarium wanted to impart something onto the player. The manual itself speaks on this, stating that, “Granted, the system used to operate this habitat requires far more work than would a fully automated digital habitat system, but let us not forget the benefits that this analog style system provides. Perhaps such work will be useful in teaching you a concept that is often forgotten in this fully automated society we live in, mainly that the first step towards conveying true affection for another is through constant attention and care.” Conversing with Seaman is vital for his growth and your relationship; you would miss opportunities to speak with him and deepen your relationship if you were simply setting up the Seaman equivalent of an autofeeder and thermostat. You’re supposed to get something out of this game beyond just “beating” it, to the point that the manual goes to great lengths, repeatedly, to tell you that Seaman is not like other games, and not meant to be played for hours on end all at once. This is a routine to get into, a part of your day, a part of your life, and it’s up to you to commit yourself to it and see it through, on its own terms: one visit, and day, at a time, until Seaman lets you know that he’s satisfied.
And Seaman will absolutely tell you how he’s feeling. As Saito explained in an interview with Vice’s Motherboard in 2015, Seaman’s personality was designed around the capabilities of the technology, in a way that confounded the huge companies who inquired with Vivarium about it after the release of the game:
I really understood that the technology was the generic, unfinished thing. We needed to apply wisdom. I changed the response method. If the user said things that the Seaman didn’t understand too many times, Seaman says “You talk too much. I don’t understand. Explain briefly!” instead of “What? Can you say that again?” When Seaman didn’t understand words he wouldn’t be polite like most AI, he would get angry. That was the way we trained the user to speak clearly and that’s why Seaman is kind of a jerk.
People from Microsoft and IBM visited after they saw how successful the tech was. I told them simply, “We disciplined the user instead of changing the software.” They didn’t understand and thought I was joking, but I truly believe that if the technology is lacking, the creator needs to compensate for it.
Its uniqueness set it apart 25 years ago, but it remains an incredible experience in the present. Given that the voice recognition technology has improved greatly since its release and that Seaman was certainly popular enough, it’s shocking that it hasn’t been revisited or re-released in some way on modern platforms. It’s not that Vivarium or Saito are opposed to this idea in general, given that his first commercial game, The Tower, has seen sequels and remakes over the years on multiple platforms. Though it’s not like you can find The Tower in any of its forms on modern platforms, either, despite the fact that, outside of Japan, it was known as SimTower. First came The Tower, and then Saito convinced Maxis to publish it elsewhere as part of the Sim line of games, increasing its reach, but no one with the rights to it anywhere has done anything with it in ages. It’s not even on GOG!
None of Vivarium’s works—or those of Saito’s pre-Vivarium career—are available in the present. Seaman is stuck on the Dreamcast and the Japanese Playstation 2, which is also where its sequel lives, and a genuine copy of the former is going to cost you as much as a modern physical video game even before you get into how much a secondhand Dreamcast mic costs in 2025, if you can even find a working one. No form of The Tower, be it SimTower on PC or any of its ports to the Saturn or Game Boy Advance, is available for purchase on modern platforms. Vivarium’s real-time strategy pinball-warfare game with voice controls on the GameCube, Odama, has never left that platform despite Nintendo publishing it. (Or maybe because of Nintendo publishing it.) Aero Porter, a downloadable 3DS game that was part of Level-5’s Guild01 series and had you sorting luggage on modular carousels in a bid to increase airport traffic as much as possible, came out there and only there. Yoot Tower, the sequel to The Tower/SimTower,released for iPads through the iOS store in 2012, but has since been delisted.
All of these games could be released on one modern platform or another—microphones and mic compatibility through headsets and Bluetooth connections aren’t exactly lacking in today’s consoles, and Nintendo even has GameCube emulation running on the Switch 2 now. Titles like Seaman and Odama represent opportunities to tweak the voice recognition just enough to improve their reliability, but it’s not like that’s necessary for the games to work in the present—more like those are the only acceptable changes outside of ensuring these titles developed for CRT monitors look right on modern displays. And The Tower doesn’t need any bells or whistles, just an ability to run on computers that existed after Windows XP was introduced.
It’s been well over a decade since Vivarium and Yoot Saito graced us with another game unlike any other; the least a publisher could do is at least give the games we already had back to the world again. And what better time to remind the world of this need than while celebrating the 25th anniversary of Seaman? After all, that fishy frog man always did appreciate good timing and good conversation.
Marc Normandin covers retro video games at Retro XP, which you can read for free but support through his Patreon, and can be found on Bluesky at @marcnormandin