The late, great Sega Saturn had four (count 'em) different 32-bit microprocessors inside. Three were from Hitachi's SuperH line with one Motorola 68000 just to baby sit the CD-ROM drive. Ironically, that processing power probably led to Saturn's downfall and Sega's eventual departure from the console market. Game programmers found that writing code for four processors was just too complicated. With a finite amount of time to get a game to market, programmers tended to cut corners and write games that used only one or two of Saturn's processors, making the games less appealing than they might have been. Symmetric multiprocessing is nontrivial, even in games.