Sega Saturn (Russian Wikipedia)

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

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1up.com

allgame.com

archive.org

  • Магазин Игрушек #04' 1996 : Computerra : Free Download, Borrow, and Streaming : Internet Archive
  • Donovan, Tristan. Replay: The History of Video Games (англ.). — Yellow Ant, 2010. — P. 267. — ISBN 978-0956507204. — «One of the key objections to 3D graphics that developers had been raising with Sony was that while polygons worked fine for inanimate objects such as racing cars, 2D images were superior when it came to animating people or other characters. Virtua Fighter, Suzuki’s follow-up to Virtua Racing, was a direct riposte to such thinking … The characters may have resembled artists' mannequins but their lifelike movement turned Suzuki’s game into a huge success that exploded claims that game characters couldn’t be done successfully in 3D … Teruhisa Tokunaka, chief executive officer of Sony Computer Entertainment, even went so far as to thank Sega for creating Virtua Fighter and transforming developers' attitudes.»

archive.today

copetti.org

curmudgeongamer.com

  • Interview: Ezra Dreisbach (англ.). Curmudgeon Gamer (9 июля 2002). — «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.» Дата обращения: 24 декабря 2014. Архивировано 27 сентября 2007 года.

doi.org

dx.doi.org

  • Schilling, Mellissa A. Technological Leapfrogging: Lessons From the U.S. Video Game Console Industry (англ.) // California Management Review. — Spring 2003. — Vol. 45, no. 3. — P. 12, 23. — doi:10.2307/41166174.

edge-online.com

eurogamer.net

gameinformer.com

  • Kato, Matthew. Which Game Console Had The Best Launch Lineup? (англ.). Game Informer (30 октября 2013). Дата обращения: 17 февраля 2017. Архивировано 30 июня 2017 года.
  • cf.Reiner, Andrew. Easy Left, Baby. Game Informer (январь 1996). — «I'm far more impressed with this title than I was with Daytona.» Дата обращения: 16 сентября 2014. Архивировано из оригинала 20 ноября 1997 года.cf. Top Gear (англ.) // Next Generation. — 1996. — February (vol. 2, no. 14). — P. 160.
  • cf.Reiner, Andrew. Rendered and Ready to Wear. Game Informer (январь 1996). Дата обращения: 16 сентября 2014. Архивировано из оригинала 20 ноября 1997 года.cf. Stunning (англ.) // Next Generation. — 1996. — February (vol. 2, no. 14). — P. 162.

gamepro.com

gamespot.com

gamesradar.com

  • David Houghton. The Top 7... Best console generations so far. GamesRadar (4 ноября 2013). Дата обращения: 12 октября 2019. Архивировано 12 октября 2019 года.
  • Towell, Justin. 'Mr. Sega Saturn' lives on via amazing T-shirt (англ.). GamesRadar (23 июня 2012). Дата обращения: 3 марта 2014. Архивировано 8 марта 2014 года.
  • Houghton, David. The greatest Sonic game we never got ... (англ.). GamesRadar (24 апреля 2008). Дата обращения: 23 июля 2012. Архивировано 26 октября 2013 года.
  • Towell, Justin. Super-rare 1990 Sonic The Hedgehog prototype is missing (англ.). GamesRadar (23 июня 2012). — «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.» Дата обращения: 4 марта 2014. Архивировано 24 марта 2016 года.
  • David Houghton. The greatest Sonic game we never got to play (англ.). GamesRadar (24 апреля 2008). Дата обращения: 7 сентября 2019. Архивировано 21 мая 2013 года.
  • Towell, Justin. Super-rare 1990 Sonic The Hedgehog prototype is missing (англ.). GamesRadar (23 июня 2012). — «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.» Архивировано 24 марта 2016 года.

ign.com

independent.co.uk

m2.com

  • "Sega of America appoints Shoichiro Irimajiri chairman/chief executive officer". M2PressWIRE (англ.). M2 Communications, Ltd. 16 июля 1996. Архивировано 18 октября 2014. Sega of America Inc. (SOA) Monday announced that Shoichiro Irimajiri has been appointed chairman and chief executive officer. In addition, Sega 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.

mcvuk.com

mit.edu

mitpress.mit.edu

  • David S. Evans[англ.], Andrei Hagiu, Richard Schmalensee. PONG // Invisible Engines: How Software Platforms Drive Innovation and Transform Industries (англ.). — Cambridge, Massachusetts: MIT Press, 2006. — P. 131. — ISBN 0-262-05085-4. Архивировано 11 октября 2012 года. Архивированная копия. Дата обращения: 2 ноября 2012. Архивировано из оригинала 11 октября 2012 года.

next-generation.com

nintendo.co.jp

nowgamer.com

  • The Making Of ... Panzer Dragoon Saga Part 1 (англ.). Now Gamer (17 декабря 2008). — «Kentaro Yoshida: We thought we'd have no problem making games that were superior to PlayStation games.» Дата обращения: 20 марта 2014. Архивировано из оригинала 24 июля 2014 года.

nytimes.com

onitama.tv

osp.ru

polygon.com

scei.co.jp

sega-16.com

  • Horowitz, Ken. Interview: Tom Kalinske (англ.). Sega-16 (11 июля 2006). — «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.» Дата обращения: 24 декабря 2014. Архивировано из оригинала 7 февраля 2009 года.
  • Horowitz, Ken. Interview: Joe Miller (англ.). Sega-16 (7 февраля 2013). — «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.» Дата обращения: 25 мая 2014. Архивировано 2 декабря 2013 года.
  • Horowitz, Ken. Developer's Den: Sega Technical Institute (англ.). Sega-16 (11 июня 2007). — «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.» Дата обращения: 16 апреля 2014. Архивировано 8 апреля 2016 года.

sega.jp

segasammy.co.jp

syfygames.com

telecompaper.com

the-magicbox.com

thefreelibrary.com

theguardian.com

usgamer.net

web.archive.org

webcitation.org

wikipedia.org

en.wikipedia.org

  • David S. Evans[англ.], Andrei Hagiu, Richard Schmalensee. PONG // Invisible Engines: How Software Platforms Drive Innovation and Transform Industries (англ.). — Cambridge, Massachusetts: MIT Press, 2006. — P. 131. — ISBN 0-262-05085-4. Архивировано 11 октября 2012 года. Архивированная копия. Дата обращения: 2 ноября 2012. Архивировано из оригинала 11 октября 2012 года.

wired.com

zdnet.com