世嘉土星
參考資料

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1 2 3   (PDF). SEGA Retro.   [2018-08-13]. （原始内容存档 (PDF)于2017-08-06） （英语）.
1 2   (PDF). SEGA Retro.   [2018-08-13]. （原始内容存档 (PDF)于2017-08-06） （英语）.
↑   (PDF). SEGA Retro.   [2018-08-13]. （原始内容存档 (PDF)于2017-08-07） （英语）.
1 2  . SEGA Retro.   [2018-08-13]. （原始内容存档于2018-08-14） （韩语）.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22  . セガハード大百科. SEGA.   [2018-08-13]. （原始内容存档于2018-06-12） （日语）.
1 2 3 4 5 6 7 8 9 10 11 12  McFerran, Damien. . Retro Gamer: 44–49 （英语）.
↑   (PDF). SEGA Retro.   [2018-08-13]. （原始内容存档 (PDF)于2017-08-07） （英语）.
1 2 3 4 5 6  Stephanie Strom. . The New York Times. 1998-03-14  [2018-09-15]. （原始内容存档于2013-04-30） （英语）.
1 2 3  〈第11章 CESAゲームアーカイブス〉. 《2014 CESAゲーム白書》. CESA: 159 （日語）
1 2   (PDF). SEGA Retro.   [2018-08-13]. （原始内容存档 (PDF)于2017-08-07） （英语）.
↑  . VGChartz.   [2018-08-17]. （原始内容存档于2018-06-12） （英语）.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50  . セガハード大百科. SEGA.   [2018-08-12]. （原始内容存档于2018-06-12） （日语）.
1 2 3 4 5 6 7 8 9 10 11 12 13  . SEGA.   [2018-08-12]. （原始内容存档于2016-08-14） （日语）.
1 2  . Telecompaper. 1997-11-21  [2018-09-15]. （原始内容存档于2015-11-05） （英语）.
1 2 3 4 5  . Edge (Future plc). 2007-07, 15 (177): 100–103  [2018-08-12]. （原始内容存档于2013-04-17） –Edge Online （英语）.
1 2  Sczepaniak, John. . Retro Gamer. 2006, (27): 42–47  [2018-08-08]. （原始内容存档于2015-09-24） （英语）.
1 2  McFerran, Damien. . Eurogamer. 2012-02-22  [2018-09-15]. （原始内容存档于2014-02-16） （英语）.
↑  Kent 2001，第424, 427頁.
1 2  . GameSpot. 2001  [2018-09-15]. （原始内容存档于2010-04-12）.  cf. Feit, Daniel. . Wired. 2012-09-05  [2018-09-15]. （原始内容存档于2014-10-14） （英语）.  cf. Thomason, Steve. . Nintendo Power. 2006-07, 19 (205): 72 （英语）.
↑  Kent 2001，第428頁.
1 2 3 4 5 6 7 8  McFerran, Damien. . Retro Gamer. 2010, (77): 44–49 （英语）. Scot Bayless: The 32X call was made in early January [1994] ... There's a part of me that wishes the Saturn had adopted the 32X graphics strategy, but that ship had sailed long before the greenlight call from Nakayama.
1 2 3  Leone, Matt. . 1UP.com. 2010  [2018-09-15]. （原始内容存档于2012-07-19） （英语）.
↑  Donovan, Tristan. . Yellow Ant. 2010: 267. ISBN 978-0956507204 （英语）. 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.
1 2  . Edge. 1994-12-22  [2018-09-15]. （原始内容存档于2014-12-10） （英语）.
1 2 3 4 5 6 7 8 9  . Next Generation. 1995-02, 1 (2): 36–43 （英语）. 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（英语：） 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.
↑  Mott 2013，第226, 250. "Virtua Racing ... was perhaps the first to treat polygons not as a graphical gimmick but as an opportunity to expand the boundaries of traditional driving games ... It's like witnessing the discovery of fire ... [Virtua Fighter] establish[ed] the template that future 3-D fighters would follow"頁.
↑  Kent 2001，第501–502頁.
↑  EGM. . EGM2（英语：）. 1994-07, 1 (1): 114 （英语）. Hideki Okamura: [Saturn] was just a development code name for hardware that was adopted by the Japanese development staff. The name has become common knowledge and it has a nice ring to it.
1 2 3 4 5 6 7 8  . 巴哈姆特電玩資訊站.   [2019-04-29]. （原始内容存档于2015-07-11）.
1 2  Pollack, Andrew. . The New York Times. 1993-09-22  [2018-09-15]. （原始内容存档于2014-04-18） （英语）.  cf. . Electronic Gaming Monthly. 1993-12, 5 (53): 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.
1 2 3 4 5 6  . Next Generation. 1995-12, 1 (12): 45–48 （英语）. The early pictures and technical breakdowns have remained relatively close to the final system, perhaps because the system was completed far earlier than many people realize ... It was too late to make major alterations to the system, so, at the cost of pushing the launch schedule slightly, a video processor was added to the board to boost its 2D and 3D texture-mapping abilities. The real processing power of the Saturn comes from two Hitachi SH2 32-bit RISC processors running at 28 MHz. These processors were specially commissioned by Sega and are optimized for fast 3D graphics work.
1 2  . Next Generation. 1995-01, 1 (1): 44–45 （英语）. Sega has spent the last nine months or so playing catch-up with Sony after a publisher-friend tipped Sega off about the power of PlayStation.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17  Sewart, Greg. . 1UP.com. 2005-08-05  [2018-09-15]. （原始内容存档于2014-03-17） （英语）.
1 2 3  . Next Generation. 1995-08, 1 (8): 26–32 （英语）.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17  Fahs, Travis. . IGN: 6. 2009-04-21  [2018-09-15]. （原始内容存档于2014-03-06） （英语）.
1 2 3 4 5  Dring, Christopher. . MCVUK.com. 2013-07-07  [2018-09-15]. （原始内容存档于2014-10-23） （英语）.
1 2  Buchanan, Levi. . IGN. 2008-10-24  [2018-09-15]. （原始内容存档于2016-04-17）.
↑  Horowitz, Ken. . Sega-16. 2006-07-11  [2018-09-15]. （原始内容存档于2009-02-07） （英语）.
1 2  . Edge. 1995-04, 3 (19): 10–11 （英语）. This equates to the Saturn shifting an average number of 17,241 units a day and the PlayStation 15,789.
↑  . Now Gamer. 2008-12-17  [2018-09-15]. （原始内容存档于2014-07-24） （英语）. Kentaro Yoshida: We thought we'd have no problem making games that were superior to PlayStation games.
1 2  Beuscher, David. . Allgame.   [2018-09-15]. （原始内容存档于2014-12-10）.
↑  Horowitz, Ken. . Sega-16. 2013-02-07  [2018-09-15]. （原始内容存档于2013-12-02） （英语）.
1 2  . Edge: 3. 2009-04-24  [2018-09-15]. （原始内容存档于2014-10-18） （英语）.
1 2  . 巴哈姆特電玩資訊站.   [2019-04-29]. （原始内容存档于2015-07-11）.
1 2 3 4  . Edge. 1995-02, 3 (17): 6–9 （英语）. The December 3 ship-out of 100,000 PlayStations to stores across Japan ... was not met with the same euphoria-charged reception that the Saturn received ... Saturn arrived to a rapturous reception in Japan on November 22. 200,000 units sold out instantly on day one ... Japanese gamers were beside themselves as they walked away with their prized possession and a near-perfect conversion of the Virtua Fighter coin-op ... Sega (and Sony) have proved that with dedicated processors handling the drive (the SH-1 in the Saturn's case), negligible access times are possible.
1 2  Horsman, Mathew. . The Independent. 1995-11-11  [2018-09-15]. （原始内容存档于2015-01-20） （英语）.
1 2 3  . Sony Computer Entertainment.   [2018-09-15]. （原始内容存档于2014-07-28） （英语）.
↑  . SEGA.   [2018-08-08]. （原始内容存档于2014-07-16） （日语）.
1 2 3  . IGN.   [2018-09-15]. （原始内容存档于2012-02-18） （英语）.
1 2  Kato, Matthew. . Game Informer: 3. 2013-10-30  [2018-09-15]. （原始内容存档于2017-06-30） （英语）.
↑  . Business Wire. 1995-03-09  [2018-09-15]. （原始内容存档于2014-10-25） （英语）.
1 2 3 4  . Edge. 1995-06, 3 (21): 72–5 （英语）. 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. . Game Informer. 1995-09  [2018-09-15]. （原始内容存档于1997-11-20） （英语）.  cf. Air Hendrix. . GamePro. 1995-08, 7 (73): 50 （英语）. Daytona pales in comparison to Ridge Racer for the Japanese PlayStation, which takes an early lead with better features, gameplay, and graphics.
1 2 3  Tokyo Drifter. . GamePro. 2002-04, 14 (163): 48–50 （英语）.
1 2  . Business Wire. 1995-05-19  [2018-09-15]. （原始内容存档于2016-10-25） （英语）.
1 2 3  Cifaldi, Frank. . 1UP.com. 2010-05-11  [2018-09-15]. （原始内容存档于2013-06-29） （英语）.
1 2 3  Schilling, Mellissa A. . California Management Review. 2003, 45 (3): 12, 23 （英语）. 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.  cf. . Next Generation. 1996-01, 2 (13): 7 （英语）. Tom Kalinske: We needed to do something shocking because we were $100 more than the other guy ... I still think [the surprise launch] was a good idea. If I had it to do over again would I do it a little differently? Yeah, definitely. I wouldn't take the risk of annoying retailers the way we did. I would clue them in and do an early launch in a region or three regions or something so we could include everybody.
↑  Harris 2014，第545頁.
↑  Kent 2001，第505, 516頁.
↑  . Sega Saturn Magazine（英语：） 1 (2). 1995-12: 51 （英语）.
↑  . Business Wire. 1995-05-11  [2018-09-15]. （原始内容存档于2015-02-18） （英语）.
1 2 3 4 5  Mäyrä, Frans (editor); Finn, Mark. . . Tampere University Press. 2002: 45–58. ISBN 9789514453717 （英语）.
↑  . Next Generation. No. 14 (Imagine Media（英语：）). 1996-02: 71 （英语）.
↑  . Next Generation. No. 14 (Imagine Media（英语：）). 1996-02: 74 （英语）.
↑  . Next Generation (Imagine Media（英语：）). 1996-01, (13): 47 （英语）.
1 2 3 4 5  Gallagher, Scott; Park, Seung Ho. . IEEE Transactions on Engineering Management. 2002-02, 49 (1): 67–82.
1 2 3  . 1996-07-16  [2018-09-17]. （原始内容存档于2014-10-18） （英语）. 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.  |journal=被忽略 (帮助) 需付费查阅
↑  Parkin, Simon. . Edge. 2014-06-19  [2018-09-15]. （原始内容存档于2014-11-29） （英语）.
1 2  . Next Generation. 1996-07-25  [2018-09-15]. （原始内容存档于1996-12-20） （英语）.  cf. Reiner, Andrew. . Game Informer. 1996-01  [2018-09-15]. （原始内容存档于1997-11-20）.  cf. . Next Generation. 1996-02, 2 (14): 160 （英语）.
1 2  Johnston, Chris. . GameSpot. 1998-07-15  [2018-09-15]. （原始内容存档于2017-07-10） （英语）.
1 2  . Edge. 1995-06, 3 (21): 66–70 （英语）. Namco took a significant risk in basing its Tekken coin-op on raw PlayStation hardware, considering that it would be competing directly with Sega's Model 2-powered Virtua Fighter 2 ... For once, a home system can boast an identical conversion of a cutting-edge coin-op ... Namco's research section managing director, Shegeichi Nakamura ... explains: "When Sony came along we decided to go for a low-cost system—in short, we've left the big arcade stores to Sega and VF2 and Tekken has been sold to smaller arcade centres" ... Namco has a further four titles planned for System 11, all of which are likely to make the jump to the PlayStation.
↑  . Next Generation. 1995-01, 1 (1): 70–73 （英语）.
↑  . Next Generation. 1995-02, 1 (2): 82 （英语）.
↑  . Edge. 2013-09-23  [2018-09-15]. （原始内容存档于2014-11-29） （英语）.
↑  cf. Scary Larry. . GamePro. 1995-08, 7 (73): 48. The graphics were state-of-the-art when this game was released in the arcades a year ago. Other fighters—notably Tekken and Toh Shin Den（英语：）—now make better use of the polygon engine.
1 2 3  . IGN. 1999-07-13  [2018-09-15]. （原始内容存档于2014-10-30） （英语）.
1 2  . Business Wire. 1995-10-02  [2018-09-17]. （原始内容存档于2014-05-04） （英语）.
↑  cf. Reiner, Andrew. . Game Informer. 1996-01  [2018-09-15]. （原始内容存档于1997-11-20） （英语）.  cf. . Next Generation. 1996-02, 2 (14): 162 （英语）. Totally eliminates the hit or miss polarity of other light-gun games and adds a whole new level of detail to the genre.
1 2 3 4  . Next Generation.   [2018-09-15]. （原始内容存档于1997-04-19） （英语）.
↑  Marriott, Scott Alan. . Allgame.   [2018-09-15]. （原始内容存档于2014-11-14） （英语）.
↑  cf. . Next Generation. 1996-01, 2 (13): 179 （英语）. The ultimate arcade translation ... the best fighting game ever.  cf. . Next Generation. 1996-02, 2 (14): 160 （英语）. A general attention to detail that sets a new mark for quality game design.
1 2  . Next Generation. 1996-01, 2 (13): 14–16 （英语）.
1 2 3  . Business Wire. 1996-01-10  [2018-09-17]. （原始内容存档于2014-05-02） （英语）.
1 2 3 4 5  . Electronic Gaming Monthly (Ziff Davis). 1996-06, (83): 14–15 （英语）.
↑  . Maximum: The Video Game Magazine (Emap International Limited（英语：）). 1996-06, (7): 72–73 （英语）.
1 2   (PDF). SEGA: 1, 7–8.   [2018-09-15]. （原始内容 (PDF)存档于2004-05-04） （英语）.
1 2 3  Lemos, Robert. . ZDNet. 1999-03-17  [2018-09-15]. （原始内容存档于2014-12-17） （英语）.
1 2 3  Fahs, Travis. . IGN. 2010-09-09  [2018-09-15]. （原始内容存档于2014-09-28） （英语）.
↑   (PDF). SEGA: 18.   [2018-09-15]. （原始内容 (PDF)存档于2007-09-25） （英语）.
↑  King, Sharon R. . The New York Times. 1999-07-12  [2018-09-15]. （原始内容存档于2014-12-25） （英语）.
1 2  . Next Generation. 1996-07-13  [2018-09-15]. （原始内容存档于1996-12-20） （英语）.
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1 2  . Next Generation. 1996-07-16  [2018-09-15]. （原始内容存档于1996-12-20） （英语）.
1 2 3 4 5  Day, Rebecca. . Popular Mechanics（英语：）. 1996-12, 173 (12): 52 （英语）.
1 2  Kent 2001，第506頁.
↑  . GIGAZINE. 2018-09-15  [2018-08-14]. （原始内容存档于2018-06-12） （日语）.
1 2 3 4  . SEGA. 1994-06-06 （英语）.
↑  Kolan, Patrick. . IGN. 2007-08-07  [2018-09-15]. （原始内容存档于2014-11-04） （英语）.
↑  . Edge. 2014-03-20  [2018-09-15]. （原始内容存档于2014-12-15） （英语）.
↑  Corriea, Alexa Ray. . Polygon. 2014-03-19  [2018-09-15]. （原始内容存档于2015-06-28） （英语）.
↑  . Edge. 1995-08, 3 (23): 55 （英语）.
1 2  Horowitz, Ken. . Sega-16. 2007-06-11  [2018-09-15]. （原始内容存档于2016-04-08） （英语）.
1 2 3 4 5  Fahs, Travis. . IGN. 2008-05-29  [2018-09-15]. （原始内容存档于2017-07-12） （英语）.
1 2 3 4 5  Houghton, David. . GamesRadar. 2008-04-24  [2018-09-15]. （原始内容存档于2013-05-21） （英语）.
↑  Barnholt, Ray. . 1UP.com.   [2016-12-10]. （原始内容存档于2014-03-04） （英语）.
1 2  Towell, Justin. . GamesRadar. 2012-06-23  [2014-03-04]. （原始内容存档于2016-03-24） （英语）.
↑  . Next Generation. No. 23 (Imagine Media). November 1996: 17 （英语）.
↑  McCarthy, Dave. . Eurogamer. 2006-11-20  [2018-09-15]. （原始内容存档于2014-11-29） （英语）.
↑  西田宗千佳. 《美学vs.実利 「チーム久夛良木」対任天堂の総力戦15年史》. 講談社. 2008: 114-115 （日語）
↑  . Edge: 3. 2012-08-26  [2018-09-15]. （原始内容存档于2014-10-26） （英语）.
↑  . GameSpot. 1998-03-18  [2018-09-15]. （原始内容存档于2017-07-05） （英语）.
1 2 3 4 5 6 7 8  Parish, Jeremy. . USgamer. 2014-11-17  [2018-08-21]. （原始内容存档于2014-12-15） （英语）.
1 2  Lefton, Terry. . Brandweek. 1998, 9 (39): 26–29 （英语）.
↑  . Electronic Gaming Monthly (Ziff Davis). 1996-05, (82): 20 （英语）.
↑  . SEGA. 2007-10-01  [2019-07-01]. （原始内容存档于2013-07-06） （日语）.
↑  . Dreamcast Magazine. 2000-04-07, 3 (12): 154 （英语）.
↑  Zackariasson, Peter; Wilson, Timothy L.; Ernkvist, Mirko. . . Routledge. 2012: 158. ISBN 978-1138803831 （英语）.
↑  . Famitsu. 1996-06-21, 11 (392): 8 （英语）.
↑  DeMaria & Wilson 2004，第282–283頁.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20  . SEGA Retro.   [2018-08-13]. （原始内容存档于2018-08-14） （英语）.
↑  Beuscher, Dave. . Allgame.   [2018-09-15]. （原始内容存档于2014-11-14） （英语）.
↑  Kent 2001，第509. "In theory, Saturn, which featured two Hitachi SH2 32-bit central processing chips, was more powerful than PlayStation. The truth was that the SH2 chips were somewhat inferior to the chip Sony had selected ... and allotting different operations to both of the processing chips proved nearly impossible"頁.
↑   (PDF). SEGA Retro.   [2018-08-13]. （原始内容存档 (PDF)于2018-08-14） （英语）.
1 2 3 4  . Sega of America: 134. 1995-06-27 （英语）.
1 2 3 4 5  Musashi, Joe Shinobi. . Shin Force.   [2018-08-13]. （原始内容存档于2017-10-21） （英语）.
1 2 3 4  . SEGA Retro.   [2018-08-13]. （原始内容存档于2017-10-04） （英语）.
↑  . Curmudgeon Gamer. 2002-07-09  [2018-09-15]. （原始内容存档于2007-09-27） （英语）.
1 2  . 電ファミニコゲーマー. 2016-07-07  [2018-08-14]. （原始内容存档于2018-06-12） （日语）.
1 2 3 4  . SEGA Retro.   [2018-08-14]. （原始内容存档于2017-10-03） （英语）.
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↑   (PDF). SEGA Retro.   [2018-08-13]. （原始内容存档 (PDF)于2018-08-14） （英语）.
↑   (PDF). SEGA Retro.   [2018-08-13]. （原始内容存档 (PDF)于2017-08-06） （英语）.
↑   (PDF). SEGA Retro.   [2018-08-13]. （原始内容存档 (PDF)于2017-08-06） （英语）.
↑  . Fami通. 2016-06-03  [2018-08-14]. （原始内容存档于2018-06-13） （日语）.
1 2 3 4 5 6 7 8 9 10  . セガハード大百科. SEGA.   [2018-08-14]. （原始内容存档于2018-07-11） （日语）.
↑  . GIGAZINE.   [2018-08-13]. （原始内容存档于2018-08-14） （日语）.
↑   (PDF). SEGA Retro.   [2018-08-13]. （原始内容存档 (PDF)于2018-08-14） （英语）.
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1 2  . SEGA.   [2018-08-14]. （原始内容存档于2018-08-14） （日语）.
↑  Hunter, Yasuhiro. . Maximum: The Video Game Magazine (Emap International Limited（英语：）). 1996-05, (6): 127 （英语）.
↑  .   [2018-09-17]. （原始内容存档于2018-03-31） （日语）.
↑  . Sega Saturn Magazine（英语：） 2 (4). 1996-02: 9 （英语）.
↑  . SEGA Retro.   [2019-04-29]. （原始内容存档于2019-03-31） （英语）.
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↑  . SEGA Retro.   [2018-08-15]. （原始内容存档于2014-08-02） （英语）.
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↑  . Electronic Gaming Monthly. No. 92 (Ziff Davis). 1997-03: 34 （英语）.
↑  . GamePro (IDG). 1995-10, (85): 154 （英语）.
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↑  . Electronic Gaming Monthly (Ziff Davis). 1996-07, (84): 18 （英语）.
↑  . Sega Saturn Magazine 2 (5). 1996-03: 8 （英语）.
↑  Mott 2013，第309頁.
1 2  Redsell, Adam. . IGN. 2012-05-20  [2018-09-17]. （原始内容存档于2013-10-12） （英语）.
↑  . Next Generation (Imagine Media（英语：）). 1996-01, (13): 9 （英语）. Sega of Japan recently announced it was going to produce a Saturn with Internet access built in.
↑  Blagdon, Jeff. . The Verge. 2013-04-17  [2018-09-17]. （原始内容存档于2014-03-22） （英语）.
↑  House, Michael L. . Allgame.   [2018-08-21]. （原始内容存档于2014-11-14） （英语）.
1 2 3 4 5 6  . GamesRadar. 2014-03-06  [2018-08-21]. （原始内容存档于2016-04-08） （英语）.
1 2  . IGN.   [2018-08-21]. （原始内容存档于2012-01-20） （英语）.
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↑  . GameRankings.   [2018-08-21]. （原始内容存档于2014-03-26） （英语）.
↑  Mott 2013，第300頁.
↑  . GameRankings.   [2018-08-21]. （原始内容存档于2016-03-04） （英语）.
↑  Mott 2013，第302頁.
↑  . GameRankings.   [2018-08-21]. （原始内容存档于2014-03-26） （英语）.
↑  . Nintendo Power. 2008-08, 21 (229): 80–83.
1 2  Mott 2013，第350頁.
↑  . GameRankings.   [2018-08-21]. （原始内容存档于2013-01-09） （英语）.  cf.. Game Informer. 1998-05-15  [2018-08-21]. （原始内容存档于1999-08-24） （英语）. Only Final Fantasy VII tops it.  cf. . Edge. 1998-03-25  [2018-08-21]. （原始内容存档于2014-12-24） （英语）. Adds a creative depth only SquareSoft games can currently rival.  cf. . Next Generation. 1998-05-14  [2018-08-21]. （原始内容存档于1999-08-29） （英语）. One of the best RPGs ever.
↑  . GameRankings.   [2018-08-21]. （原始内容存档于2014-03-26） （英语）.
↑  Kent 2001，第533頁.
↑  cf. . Game Informer. 1995-11  [2018-08-21]. （原始内容存档于1999-08-24） （英语）.  cf. . Game Informer. 1998-01  [2018-08-21]. （原始内容存档于1999-09-30） （英语）.
↑  . レトロゲームラボ.   [2019-04-29]. （原始内容存档于2017-06-13） （日语）.
↑  . Fami通. 1997-05-04. （原始内容存档于2021-06-23）.
↑  . ねとらぼ. 2017-10-05  [2019-04-29]. （原始内容存档于2019-04-05） （日语）.
↑  . セガハード大百科. SEGA.   [2018-08-21]. （原始内容存档于2018-08-08） （日语）.
↑  . Game Informer. 1997-01  [2018-08-21]. （原始内容存档于1997-10-21） （英语）.
↑  . GameRankings.   [2018-08-21]. （原始内容存档于2014-03-15） （英语）.  cf. McNamara, Andy. . Game Informer. 1995-09  [2018-08-21]. （原始内容存档于1997-11-20） （英语）.  cf. . Electronic Gaming Monthly. 1995-08, 7 (73): 38 （英语）.
↑  Buchanan, Levi. . IGN. 2009-02-02  [2018-08-21]. （原始内容存档于2013-11-11） （英语）. Steven Spielberg, CES 1995: This is the character! This is the character that is going to do it for Saturn!
↑  . Next Generation. 1995-09, 1 (9): 88–89 （英语）.
↑  . Edge. 1996-08-02  [2018-08-21]. （原始内容存档于2014-12-24） （英语）.  cf. . Edge. June 8, 2007  [2018-08-21]. （原始内容存档于2014-10-31） （英语）.  cf. . Edge. 2014-03-15  [2018-08-21]. （原始内容存档于2014-10-06） （英语）. The 3D environments were drawn by one processor, while another handled the 2D enemies, hoops and trees, melding them seamlessly to create a smooth, surprisingly fast-moving game that still looks striking today.
↑  Buchanan, Levi. . IGN. 2008-08-18  [2018-08-21]. （原始内容存档于2012-12-27） （英语）.
↑  Robinson, Martin. . Eurogamer. 2012-05-10  [2018-08-21]. （原始内容存档于2012-11-02） （英语）.
↑  . Game Informer. 2002-06, 12 (110): 104 （英语）. This futuristic fire-fighting game was an instant cult classic ... The game has all the makings of a masterpiece, but is held back by both the Saturn's limited power and the fireman motif.
1 2  Buchanan, Levi. . IGN. 2008-09-03  [2018-08-21]. （原始内容存档于2014-11-29） （英语）. A wholly competent (but somewhat workmanlike, as the Saturn was not as good at 3D as the PSone or N64) action-adventure game.
↑  Mott 2013，第353頁.
↑  cf. . Edge. 2006-03-03  [2018-08-21]. （原始内容存档于2014-10-10） （英语）.
↑  cf. . Game Informer. 2004-12, 15 (140): 203 （英语）. 板垣伴信: Saturn was a great machine, great system. If someone were to ask me if I want to make a game for PSone or Saturn I would—100 percent of the time—make games for the Saturn.
↑  . Game Informer. 2007-12, 17 (176): 164–165 （英语）. One of the greatest games ever crafted by human hands ... Critically, the game was a smash hit, lauded as one of the year's best, and generally considered the Saturn's finest title. But despite glowing reviews across the board, Saga was destined to fail. Sega had moved on—shifted its focus to developing its next console, the Dreamcast, and wasn't willing to risk any more money on a system that had already lost so much. Therefore, less than 20,000 retail copies of Panzer Dragoon Saga were even made, making it a very rare title and a prize for collectors.
↑  Mott 2013，第361頁.