世嘉土星的架構引發世嘉高層論戰。據湯姆·卡林斯基表示,美國世嘉對世嘉土星採用雙中央處理器及圖形處理器的架構頗有微詞,「不斷反對決議」[34]。不過,卡林斯基仍在公開場合為世嘉土星的設計辯護:「我們期望將街機遊戲帶到家用遊戲機上,並試圖開發足以實現願景的架構,成果即是雙處理器設計。」[34][35]卡林斯基曾企圖找尋其他圖形處理器替代品,並與視算科技締結合作協議,不過最後遭世嘉總部駁回[36][37],視算科技則改與任天堂合作開發其次世代主機,即後來的任天堂64[36][38]。卡林斯基還曾一度與日本索尼電子出版的歐拉夫·歐拉弗森(英语:Ólafur Jóhann Ólafsson)及美國索尼的米基·舒爾霍夫(Micky Schulhof)計畫開發「世嘉/索尼聯合主機」,但是由於雙方對硬體的考量分歧而破局[37][39][40]。
^ 22.022.122.222.322.422.522.622.7McFerran, Damien. Retroinspection: Sega 32X. 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.
^Donovan, Tristan. Replay: The History of Video Games. 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.
^ 26.026.126.226.326.426.526.626.726.8Sega Saturn. 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: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.
^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.
^EGM. EGM Interviews SEGA Saturn Product Manager Hideki Okamura. EGM2(英语:EGM2). 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.
^ 31.031.1Pollack, Andrew. Sega to Use Hitachi Chip In Video Game Machine. The New York Times. 1993-09-22 [2018-09-15]. (原始内容存档于2014-04-18) (英语). cf. Sega to add 64-Bit Processor to New Saturn System!. 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.
^ 32.032.132.232.332.432.5NG Hardware: Saturn. 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.
^ 33.033.1NG Hardware: Saturn. 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.
^ 40.040.1Japanese Stats Give Saturn the Edge. 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.
^The Making Of ... Panzer Dragoon Saga Part 1. 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.
^ 46.046.146.246.3Sega and Sony Sell the Dream. 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.
^ 53.053.153.253.3Daytona USA. 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. Prepare Yourself for the Ultimate Racing Experience. Game Informer. 1995-09 [2018-09-15]. (原始内容存档于1997-11-20) (英语). cf. Air Hendrix. Pro Review: Daytona USA. 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.
^ 57.057.157.2Schilling, Mellissa A. Technological Leapfrogging: Lessons From the U.S. Video Game Console Industry. 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. Is War hell for Sega?. 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.
^ 62.062.162.262.362.4Mäyrä, Frans (editor); Finn, Mark. Console Games in the Age of Convergence. Computer Games and Digital Cultures: Conference Proceedings: Proceedings of the Computer Games and Digital Cultures Conference, June 6–8, 2002, Tampere, Finland. Tampere University Press. 2002: 45–58. ISBN 9789514453717(英语).
^ 66.066.166.266.366.4Gallagher, Scott; Park, Seung Ho. Innovation and Competition in Standard-Based Industries: A Historical Analysis of the U.S. Home Video Game Market. IEEE Transactions on Engineering Management. 2002-02, 49 (1): 67–82.
^ 67.067.167.2Sega of America appoints Shoichiro Irimajiri chairman/chief executive officer. 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
^ 71.071.1Tekken. 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.
^Namco. Next Generation. 1995-01, 1 (1): 70–73 (英语).
^Tekken. Next Generation. 1995-02, 1 (2): 82 (英语).
^cf. Scary Larry. Pro Review: Virtua Fighter. 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:Battle Arena Toshinden)—now make better use of the polygon engine.
^cf. Reiner, Andrew. Rendered and Ready to Wear. Game Informer. 1996-01 [2018-09-15]. (原始内容存档于1997-11-20) (英语). cf. Stunning. 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.
^Marriott, Scott Alan. Virtua Fighter 2. Allgame. [2018-09-15]. (原始内容存档于2014-11-14) (英语).
^cf. Platinum Pick: Virtua Fighter 2. Next Generation. 1996-01, 2 (13): 179 (英语). The ultimate arcade translation ... the best fighting game ever. cf. Excellent!. Next Generation. 1996-02, 2 (14): 160 (英语). A general attention to detail that sets a new mark for quality game design.
^ 82.082.1Sony fights Sega on US streets. Next Generation. 1996-01, 2 (13): 14–16 (英语).
^Zackariasson, Peter; Wilson, Timothy L.; Ernkvist, Mirko. Console Hardware: The Development of Nintendo Wii. The Video Game Industry: Formation, Present State, and Future. Routledge. 2012: 158. ISBN 978-1138803831(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.
^Is War Hell for Sega?. Next Generation (Imagine Media(英语:Imagine Media)). 1996-01, (13): 9 (英语). Sega of Japan recently announced it was going to produce a Saturn with Internet access built in.
^Sonic 3D Blast. Game Informer. 1997-01 [2018-08-21]. (原始内容存档于1997-10-21) (英语).
^Bug! for Saturn. GameRankings. [2018-08-21]. (原始内容存档于2014-03-15) (英语). cf. McNamara, Andy. Not To Be Denied!. Game Informer. 1995-09 [2018-08-21]. (原始内容存档于1997-11-20) (英语). cf. Bug! (review). Electronic Gaming Monthly. 1995-08, 7 (73): 38 (英语).
^Buchanan, Levi. What Hath Sonic Wrought? Vol. 10. 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!
^Bug!. Next Generation. 1995-09, 1 (9): 88–89 (英语).
^Nights into Dreams (review). Edge. 1996-08-02 [2018-08-21]. (原始内容存档于2014-12-24) (英语). cf. Nights Into Dreams Retrospective. Edge. June 8, 2007 [2018-08-21]. (原始内容存档于2014-10-31) (英语). cf. Retrospective: Nights Into Dreams. 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.
^Classic Reviews: Burning Rangers. 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.
^ 197.0197.1Buchanan, Levi. Burning Rangers Retro Review. 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.
^cf. Catching up with Tecmo's Prince of Darkness. 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.
^Panzer Dragoon Saga: The Sad Tale of the Saturn's Last Great Game. 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.
^The History of Sega Fighting Games, Page 18. GameSpot. [2018-08-21]. (原始内容存档于2009-05-17) (英语). Sega executives started to quietly state that Virtua Fighter 3 was not going to come out for the Saturn.
DeMaria, Rusel; Wilson, Johnny L. High Score!: The Illustrated History of Electronic Games. Emeryville, California: McGraw-Hill/Osborne. 2004. ISBN 0-07-223172-6.