For the Saturn, this resulted in the console packed with little goodies that were created by different departments. Things like off to the side audio chips that did barely anything. Dual CPUs. Strange 3D tech that used quads instead of triangles.
A few years later, we did work with Sony, and they seemed for some reason to work more like an American company, in the sense that they say they need more able to make rational decisions and move quickly when they needed to.
No one who has worked for a Japanese company would ever use the word agile to describe them. Sony may be the exception, at least at that time.
Nintendo collaborated with SGI on the N64, giving them a HUGE leg up on ALL the competition with respect to rendering techniques -- perspective-correct, filtered textures when even the PlayStation could only do affine transforms on textures (leading to the "texture warping" phenomenon). But even their programmers had to come to grips with 3D, which was hard. One reason StarFox 2 was cancelled was because Nintendo wanted to use its camera code in titles like Super Mario 64 (and did NOT want word of this getting back to Argonaut).
See, e.g.: http://www.sci.utah.edu/~kpotter/publications/ramsey-2004-RB...