Sega Saturn (English Wikipedia)

Analysis of information sources in references of the Wikipedia article "Sega Saturn" in English language version.

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  • "Sega Saturn". Next Generation. Vol. 1, no. 2. February 1995. pp. 36–43. Sega's knee-jerk reaction was to delay its Saturn development program for a few months to incorporate a new video processor into the system. Not only would this boost its 2D abilities considerably (something that Sony's machine was less proficient at), but it would also provide better texture mapping for 3D graphics ... Of course, Hitachi's link with the Saturn project goes much deeper. In 1993, the Japanese electronics company set up a joint venture with Sega to develop a CPU for the Saturn based on proprietary Hitachi technology. Several Hitachi staff were seconded to Sega's Saturn division (it's now believed that the same team is now working on preliminary 64-bit technology for Sega), and the result was the SH-2 ... As with most Sega hardware, Model 1 was basically an expensive assortment of bought-in chips. Its main CPU, an NEC V60 running at just 16 MHz, was simply too slow for the Saturn. And the bulk of Virtua Racing's number crunching was handled by four serial DSPs that were way too costly to be included in any home system. Sega's consequent development of the SH-2 meant that it could also produce a Saturn-compatible arcade system.
  • "News Digest". RePlay. Vol. 19, no. 8. May 1994. p. 14.
  • "Sega Saturn". Next Generation. Vol. 1, no. 2. February 1995. pp. 36–43 (42).

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  • "Interview: Ezra Dreisbach". Curmudgeon Gamer. July 9, 2002. Archived from the original on September 27, 2007. Retrieved December 24, 2014. Ezra Dreisbach: And really, if you couldn't tell from the games, the PSX is way better than the Saturn. It's way simpler and way faster. There are a lot of things about the Saturn that are totally dumb. Chief among these is that you can't draw triangles, only quadrilaterals.

doi.org

  • Schilling, Mellissa A. (Spring 2003). "Technological Leapfrogging: Lessons From the U.S. Video Game Console Industry". California Management Review. 45 (3): 12, 23. doi:10.2307/41166174. JSTOR 41166174. S2CID 114838931. Lack of distribution may have contributed significantly to the failure of the Sega Saturn to gain an installed base. Sega had limited distribution for its Saturn launch, which may have slowed the building of its installed base both directly (because consumers had limited access to the product) and indirectly (because distributors that were initially denied product may have been reluctant to promote the product after the limitations were lifted). Nintendo, by contrast, had unlimited distribution for its Nintendo 64 launch, and Sony not only had unlimited distribution, but had extensive experience with negotiating with retailing giants such as Wal-Mart for its consumer electronics products.
  • Gallagher, Scott; Park, Seung Ho (February 2002). "Innovation and Competition in Standard-Based Industries: A Historical Analysis of the U.S. Home Video Game Market". IEEE Transactions on Engineering Management. 49 (1): 67–82. doi:10.1109/17.985749.

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  • Kim, Albert (June 9, 1995). "Sega Saturn". Entertainment Weekly. Archived from the original on January 20, 2015. Retrieved January 20, 2015.

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  • Kato, Matthew (October 30, 2013). "Which Game Console Had the Best Launch Lineup?". Game Informer. p. 3. Archived from the original on June 30, 2017. Retrieved February 17, 2017.
  • "Daytona USA". Edge. Vol. 3, no. 21. June 1995. pp. 72–75. Although AM2 has managed to replicate the coin-op tolerably well, Saturn Daytona fails to capture the arcade experience that PlayStation Ridge Racer so convincingly delivers. cf. McNamara, Andy; et al. (September 1995). "Prepare Yourself for the Ultimate Racing Experience". Game Informer. Archived from the original on November 20, 1997. Retrieved April 15, 2014. Daytona rules the arcade, but I think Ridge Racer dominates the home systems. cf. Air Hendrix (August 1995). "Pro Review: Daytona USA". GamePro. Vol. 7, no. 73. p. 50. Daytona pales in comparison to Ridge Racer for the Japanese PlayStation, which takes an early lead with better features, gameplay, and graphics.
  • cf. Reiner, Andrew; et al. (January 1996). "Easy Left, Baby". Game Informer. Archived from the original on November 20, 1997. Retrieved September 16, 2014. I'm far more impressed with this title than I was with Daytona. cf. "Top Gear". Next Generation. Vol. 2, no. 14. February 1996. p. 160.
  • cf. Reiner, Andrew; et al. (January 1996). "Rendered and Ready to Wear". Game Informer. Archived from the original on November 20, 1997. Retrieved September 16, 2014. cf. "Stunning". Next Generation. Vol. 2, no. 14. February 1996. p. 162. Totally eliminates the hit or miss polarity of other light-gun games and adds a whole new level of detail to the genre.
  • "Fighters Megamix for Saturn". GameRankings. Archived from the original on March 26, 2014. Retrieved March 26, 2014. cf. McNamara, Andy; et al. (May 1997). "Fighters Megamix – Saturn". Game Informer. Archived from the original on August 24, 1999. Retrieved March 19, 2014. This has to be one of the finest fighters to ever grace consoles. cf. Williamson, Colin. "Fighters Megamix Review". Allgame. Archived from the original on November 15, 2014. Retrieved December 13, 2014. cf. "Fighters Megamix". Next Generation Online. February 3, 1998. Archived from the original on August 31, 1999. Retrieved December 18, 2016. The best console fighter yet.
  • "Panzer Dragoon Saga for Saturn". GameRankings. Archived from the original on January 9, 2013. Retrieved March 26, 2014. cf. "Panzer Dragoon Saga". Game Informer. May 1998. Archived from the original on August 24, 1999. Retrieved March 26, 2014. Only Final Fantasy VII tops it. cf. "Panzer Dragoon Saga Review". Edge. March 25, 1998. Archived from the original on December 24, 2014. Retrieved March 5, 2015. Adds a creative depth only SquareSoft games can currently rival. cf. "Panzer Dragoon Saga". Next Generation Online. May 14, 1998. Archived from the original on August 29, 1999. Retrieved December 19, 2016. One of the best RPGs ever.
  • cf. "Sega Sports Does It One More Time". Game Informer. November 1995. Archived from the original on August 24, 1999. Retrieved March 19, 2014. World Series Baseball is by far the smoothest baseball game ever made. cf. "Worldwide Soccer '98". Game Informer. January 1998. Archived from the original on September 30, 1999. Retrieved March 19, 2014. The graphics are smooth, and the physics are perfect.
  • "Sonic 3D Blast". Game Informer. January 1997. Archived from the original on October 21, 1997. Retrieved November 27, 2014.
  • "Bug! for Saturn". GameRankings. Archived from the original on March 15, 2014. Retrieved March 15, 2014. cf. McNamara, Andy; et al. (September 1995). "Not To Be Denied!". Game Informer. Archived from the original on November 20, 1997. Retrieved March 15, 2014. cf. "Bug! (review)". Electronic Gaming Monthly. Vol. 7, no. 73. August 1995. p. 38.
  • Vore, Bryan (October 12, 2011). "Guardian Heroes". Game Informer. Archived from the original on March 30, 2014. Retrieved March 17, 2014. Even though some aspects of Guardian Heroes haven't aged well, the strength of the battle system, branching paths, and characters help this brawler retain its place near the top of the class. cf. Parkin, Simon (October 12, 2011). "Guardian Heroes". Eurogamer. Archived from the original on February 3, 2014. Retrieved March 28, 2014. One of the most satisfying combat games ever conceived.
  • Wallace, Kimberley (April 16, 2013). "Shin Megami Tensei: Devil Summoner: Soul Hackers". Game Informer. Archived from the original on January 4, 2015. Retrieved March 17, 2014. I still can't believe that a game that came out in 1997 feels so fresh and exciting over 15 years later.

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  • Towell, Justin (June 23, 2012). "'Mr. Sega Saturn' lives on via amazing T-shirt". GamesRadar. Archived from the original on March 8, 2014. Retrieved March 3, 2014.
  • Houghton, David (April 24, 2008). "The greatest Sonic game we never got ..." GamesRadar. Archived from the original on October 26, 2013. Retrieved July 23, 2012.
  • Towell, Justin (June 23, 2012). "Super-rare 1990 Sonic The Hedgehog prototype is missing". GamesRadar. Archived from the original on March 24, 2016. Retrieved March 4, 2014. Yuji Naka: The reason why there wasn't a Sonic game on Saturn was really because we were concentrating on Nights. We were also working on Sonic Adventure—that was originally intended to be out on Saturn, but because Sega as a company was bringing out a new piece of hardware—the Dreamcast—we resorted to switching it over to the Dreamcast, which was the newest hardware at the time. So that's why there wasn't a Sonic game on Saturn. With regards to X-treme, I'm not really sure on the exact details of why it was cut short, but from looking at how it was going, it wasn't looking very good from my perspective. So I felt relief when I heard it was cancelled.
  • "Best Saturn games of all time". GamesRadar. March 6, 2014. Archived from the original on April 8, 2016. Retrieved April 6, 2014. But that doesn't mean it's a total bust. Numerous excellent games were released for the console, which was supported primarily in the mid-to-late 1990s, including a variety of original Sega classics and several stellar third-party releases. RPG and fighting game fans, in particular, enjoyed a healthy array of options on the platform.
  • Towell, Justin (November 22, 2014). "Sega Saturn turns 20, and it's not as shit as you think". GamesRadar. Archived from the original on January 20, 2015. Retrieved January 20, 2015.

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  • Schilling, Mellissa A. (Spring 2003). "Technological Leapfrogging: Lessons From the U.S. Video Game Console Industry". California Management Review. 45 (3): 12, 23. doi:10.2307/41166174. JSTOR 41166174. S2CID 114838931. Lack of distribution may have contributed significantly to the failure of the Sega Saturn to gain an installed base. Sega had limited distribution for its Saturn launch, which may have slowed the building of its installed base both directly (because consumers had limited access to the product) and indirectly (because distributors that were initially denied product may have been reluctant to promote the product after the limitations were lifted). Nintendo, by contrast, had unlimited distribution for its Nintendo 64 launch, and Sony not only had unlimited distribution, but had extensive experience with negotiating with retailing giants such as Wal-Mart for its consumer electronics products.

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  • "Sega of America appoints Shoichiro Irimajiri chairman/chief executive officer". M2PressWIRE. July 16, 1996. Archived from the original on October 18, 2014. Retrieved December 24, 2014. Sega of America Inc. (SOA) Monday announced that Shoichiro Irimajiri has been appointed chairman and chief executive officer. Sega also announced that Bernard Stolar, previously of Sony Computer Entertainment America, has joined the company as executive vice president, responsible for product development and third-party business [...] Sega also announced that Hayao Nakayama and David Rosen have resigned as chairman and co-chairman of Sega of America, respectively.

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  • Strom, Stephanie (March 14, 1998). "INTERNATIONAL BUSINESS; Sega Enterprises Pulls Its Saturn Video Console From the U.S. Market" – via NYTimes.com.
  • Pollack, Andrew (September 22, 1993). "Sega to Use Hitachi Chip In Video Game Machine". The New York Times. Archived from the original on April 18, 2014. Retrieved April 15, 2014. Sega Enterprises said today that it would base its next-generation home video game machine, due in the fall of 1994, on a new chip being developed by Hitachi Ltd [...] One Sega official said Hitachi's chip was attractively priced and would be designed with Sega's needs in mind [...] Yamaha is expected to provide sound chips and JVC the circuitry for compressing video images. cf. "Sega to add 64-Bit Processor to New Saturn System!". Electronic Gaming Monthly. Vol. 5, no. 53. December 1993. p. 68. There are reportedly seven different processors in the Saturn. The main processor will be a custom 32-Bit RISC chip under joint development by Sega and Hitachi.
  • Stephanie Strom (March 14, 1998). "Sega Enterprises Pulls Its Saturn Video Console From the U.S. Market". The New York Times. Archived from the original on April 30, 2013. Retrieved December 7, 2014.
  • King, Sharon R. (July 12, 1999). "TECHNOLOGY; Sega Is Giving New Product Special Push". The New York Times. Archived from the original on December 25, 2014. Retrieved December 24, 2014.

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  • Sczepaniak, John (2006). "Retroinspection: Mega Drive". Retro Gamer. No. 27. pp. 42–47. Archived from the original on September 24, 2015. Retrieved May 1, 2014.
  • Horowitz, Ken (July 11, 2006). "Interview: Tom Kalinske". Sega-16. Archived from the original on February 7, 2009. Retrieved December 24, 2014. Tom Kalinske: I remember we had a document that Olaf and Mickey took to Sony that said they'd like to develop jointly the next hardware, the next game platform, with Sega, and here's what we think it ought to do. Sony apparently gave the green light to that [...] Our proposal was that each of us would sell this joint Sega/Sony hardware platform; we'll share the loss on the hardware (whatever that is, we'll split it), combine our advertising and marketing, but we'll each be responsible for the software sales we'll generate. Now, at that particular point in time, Sega knew how to develop software a hell of a lot better than Sony did. They were just coming up the learning curve, so we would have benefited much more greatly [...] I felt that we were rushing Saturn. We didn't have the software right, and we didn't have the pricing right, so I felt we should have stayed with Genesis for another year.
  • Horowitz, Ken (February 7, 2013). "Interview: Joe Miller". Sega-16. Archived from the original on December 2, 2013. Retrieved May 25, 2014. Joe Miller: I'd say that the rhetoric around the deteriorating relationship is probably overblown a little bit, based on what I've read. Nakayama-san and SOJ knew they had a strong, proven management team in place at SOA, and while everyone was concerned about growing the business, neither side lost confidence in the other.
  • Horowitz, Ken (June 11, 2007). "Developer's Den: Sega Technical Institute". Sega-16. Archived from the original on April 8, 2016. Retrieved April 16, 2014. Roger Hector: When it became obvious that Sony was taking the lead, Sega's corporate personality changed. It became very political, with lots of finger-pointing around the company. Sega tried to get a handle on the situation, but they made a lot of mistakes, and ultimately STI was swallowed up in the corporate turmoil.

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  • Schilling, Mellissa A. (Spring 2003). "Technological Leapfrogging: Lessons From the U.S. Video Game Console Industry". California Management Review. 45 (3): 12, 23. doi:10.2307/41166174. JSTOR 41166174. S2CID 114838931. Lack of distribution may have contributed significantly to the failure of the Sega Saturn to gain an installed base. Sega had limited distribution for its Saturn launch, which may have slowed the building of its installed base both directly (because consumers had limited access to the product) and indirectly (because distributors that were initially denied product may have been reluctant to promote the product after the limitations were lifted). Nintendo, by contrast, had unlimited distribution for its Nintendo 64 launch, and Sony not only had unlimited distribution, but had extensive experience with negotiating with retailing giants such as Wal-Mart for its consumer electronics products.

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  • "Virtua Racing – Arcade (1992)". GameSpot. 2001. Archived from the original on April 12, 2010. Retrieved June 6, 2014. cf. Feit, Daniel (September 5, 2012). "How Virtua Fighter Saved PlayStation's Bacon". Wired. Archived from the original on October 14, 2014. Retrieved October 9, 2014. Ryoji Akagawa: If it wasn't for Virtua Fighter, the PlayStation probably would have had a completely different hardware concept. cf. Thomason, Steve (July 2006). "The Man Behind the Legend". Nintendo Power. Vol. 19, no. 205. p. 72. Toby Gard: It became clear to me watching people play Virtua Fighter, which was kind of the first big 3D-character console game, that even though there were only two female characters in the lineup, in almost every game I saw being played, someone was picking one of the two females.

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