Difference between revisions of "Sega Saturn"
From Sega Retro
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==Game Packaging== | ==Game Packaging== |
Revision as of 15:56, 22 November 2015
Sega Saturn | |||||
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Manufacturer: Sega | |||||
|
The Sega Saturn (セガサターン), is a video game console manufactured by Sega and was the successor to the Sega Mega Drive/Genesis (as opposed to add-ons such as the Sega 32X and Mega-CD). Initially released in 1994, the Saturn was a 32-bit compact disc-based system, and was a key player in what is now widely known as the fifth generation of video game consoles. The Saturn was first released on November 22, 1994 in Japan, May 11, 1995 in North America, and July 8, 1995 in Europe.
Depending on where you live, the Saturn could be described as either Sega's most successful console of all time (Japan) or one of their biggest commercial failures (North America). Its complex hardware and inability to meet rapidly evolving consumer expectations and demands put it in a distant third place in the Western world, but a combination of above-average 2D rendering capabilities and a strong marketing campaign made the Saturn the most successful Sega console in Japan. Estimates for the total number of Saturns sold worldwide range from ten million to seventeen million.
The Saturn's main competitors were the Sony PlayStation released in 1995 and the Nintendo 64 released in 1996. Its arcade counterpart was the Sega Titan Video (ST-V). It was replaced by the Sega Dreamcast in late 1998.
Contents
Hardware
The system uses CD-ROMs as its primary choice of media. Though it contains a cartridge slot, this is not used for games, but rather backup memory or RAM cartridges. The former was to extend the space for save games beyond that of the Saturn's internal memory, while the latter was used to augment the Saturn's limited memory and to avoid long CD load times.
The Saturn has two controller ports, and the standard Saturn controller builds on that seen in the six button Sega Mega Drive controller. It adds two shoulder buttons, first seen in the Super Nintendo, bringing the amount of buttons up to nine. The 3D Control Pad, released later with NiGHTS into Dreams, would supply the console with an analogue stick and analogue shoulder buttons, the latter later being used in the Sega Dreamcast before being adopted by Nintendo and Microsoft for their GameCube and Xbox consoles, respectively.
Models
- Main article: Sega Saturn consoles
There are a variety of Sega Saturn models of different shapes and colours, as well as novelty units, such as the Game & Car Navi HiSaturn. Differences between systems are not as drastic as seen with the Sega Mega Drive - the same basic feature set and component designs were used throughout the console's lifespan in all regions.
HST-3200/HST-3210
First seen on launch day in Japan (1994-11-22), the HST-3200 (later revised and released as the HST-3210, although the differences aside from a BIOS update are not fully understood), commonly referred to as the "grey Saturn" (although during development it had a metallic finish), was the basis for all Sega Saturns released between the Japanese launch and early 1996. These Saturns use blue "oval" buttons, mounted to black plastic at the front of the unit, and have both "power" and "access" LEDs similar to the Sega Mega CD.
The Saturn saw variants produced by Hitachi and Victor as the HiSaturn and V-Saturn respectively, though aside from altered BIOSes and aesthetics (and bundles/pricing) these do not deviate much from the Sega designs. Novelty value sees these models worth slightly more in pre-owned markets - fewer were produced than the Sega models, but compatibility rates are much the same.
Overseas versions are physically identical (save for region encoding), but use black plastic throughout.
HST-3220
Released in March 1996, the HST-3220 stands as the only significant change to the Saturn's design, although functionality wise, the only feature omitted is the "access" LED seen in previous models. These "white" Saturns likely cost less to produce, but from a user perspective the change is largely negligible - the console is roughly the same size and has no problems running any Saturn software. White Saturns opt for grey "circle" power and reset buttons and a pink "open" button for lifting the lid.
It is rumoured, though not proven, that the HST-3220 has a faster disc reading time than its earlier counterparts, meaning quicker loading screens in games.
When brought overseas the console continued to be shipped only in black, although the North American and European models have different coloured buttons. In 1998 Sega started releasing these consoles with semi-transparent plastic under the "This is cool" brand - it is not known if these versions replaced the white models, or were sold alongside them. Again aside from aesthetic differences the consoles are interchangable.
Some of the Japanese colour designs were also brought to Brazil.
BIOS
BIOS Version | Machine | Download |
---|---|---|
1.00 | Sega Saturn (Japan) | 1.00 (Asian Saturn) (info) ("Sega Saturn BIOS (1.00) (J).zip" does not exist) |
1.00a | Sega Saturn (NA & EU) | 1.00a (NA & EU Saturn) (info) ("Sega Saturn BIOS (1.00a) (UE).zip" does not exist) |
1.003 | Sega Saturn Devkit (Japan) | 1.003 (Asian Devkit) (info) ("Sega Saturn BIOS (1.003) (J).zip" does not exist) |
1.01 | Sega Saturn (Japan), HiSaturn (Japan), V-Saturn (Japan) | 1.01 (Asian Saturn) (info) ("Sega Saturn BIOS (1.01) (J).zip" does not exist) |
1.01 (Asian HiSaturn) (info) ("HI-Saturn BIOS (1.01) (J).zip" does not exist) | ||
1.01 (Asian V-Saturn) (info) ("V-Saturn BIOS (1.01) (J).zip" does not exist) | ||
1.01a | Sega Saturn (NA & EU) | 1.01a (NA & EU Saturn) (info) ("Sega Saturn BIOS (1.01a) (UE).zip" does not exist) |
1.02 | HiSaturn (Japan) | 1.02 (JP HiSaturn) (info) ("Bios_Hi-Saturn_1.02_(J).rar" does not exist) |
1.03 | HiSaturn Navi (Japan) | 1.03 (JP HiSaturn Navi) (info) ("Bios_GameNavi_HiSaturn_1.03.rar" does not exist) |
Errata
VDP1 transparency rendering quirk causes strips of pixels to be rewritten to framebuffer for 2-point (scaled) and 4-point (quadrangle) "sprites", applying the transparency effect multiple times. Rarely seen in commercial games (Robotica explosions), later titles implemented software transparency to correctly render polygons (Dural in Virtua Fighter Kids).
Technical Specifications
Processors
- Main CPU Processors: 2× Hitachi SuperH2 7604 32-Bit RISC (SH2) processors @ 28.6364 MHz [1]
- Master/Slave configuration
- Internal math processor: [2] Fixed-point arithmetic, 32-bit RISC instructions/registers @ 57.2728 MIPS (28.6364 MIPS each)
- Bus width: 32-bit internal, 32-bit external [3]
- Fixed-Point Math Coprocessor: Custom Saturn Control Unit (SCU), with DSP for geometry processing and DMA controller [3][2]
- CD-ROM CPU: Hitachi SH1 32-bit RISC processor @ 20 MHz (20 MIPS) [1] (controlling the CD-ROM)
- Microcontroller: Hitachi HD404920 [4] (4-bit MCU) "System Manager & Peripheral Control" (SMPC) @ 4 MHz [2]
Audio
- Sound Processor: Yamaha SCSP (Saturn Custom Sound Processor) YMF292 [6]
- Sound CPU: Motorola 68EC000 (16/32-bit CISC) sound processor @ 11.3 MHz (1.9775 MIPS) [3]
- Bus width: 16-bit internal, 16-bit external
Video
- Sega/Hitachi VDP1 32-bit video display processor @ 28.6364 MHz: Sprites, textures, polygons [8][4]
- Bus width: 32-bit internal, 32-bit external (3× 16-bit) [2]
- Sega/Yamaha VDP2 32-bit background and scroll plane video display processor @ 28.6364 MHz: Backgrounds, scrolling [9][4]
- Bus width: 32-bit internal, 32-bit external (2× 16-bit) [2]
- Sony CXA1645M RGB-Composite Video Encoder [4]
Memory
- System RAM: 4640 KB (4.53125 MB) [4][2]
- 2 MB Work RAM (32-bit, 28.6364 MHz) [10]
- 1.5 MB VRAM (SDRAM, dual-bank, 28.6364 MHz)
- 512 KB VDP1 sprite/texture cache (16-bit) [11]
- 512 KB (2× 256 KB) VDP1 dual framebuffers (2× 16-bit) [13]
- 512 KB (2× 256 KB) VDP2 backgrounds (2× 16-bit) [13]
- 512 KB Sound DRAM (FPM, 16-bit, 20 MHz) [14]
- 512 KB CD-ROM cache (sub-system buffer data cache) DRAM (FPM, 16-bit, 20 MHz) [12]
- 32 KB battery backup NV SRAM (8-bit, 10 MHz) [15]
- System ROM: 512 KB BIOS MROM/EPROM (16-bit, 10 MHz) [4][16]
- Internal processor memory: 37,360 bytes (12 KB cache, 5872 bytes RAM, 20 KB ROM) [3][2]
- SH2: 8 KB cache (4 KB per SH2)
- SH1: 4 KB cache
- SCU: 1.25 KB DSP RAM (1 KB program, 256 bytes data)
- SMPC: 20,976 bytes (496 bytes 4-bit RAM, 20 KB 10-bit ROM) [5]
- VDP2: 4 KB on-chip color RAM
- Optional cartridge RAM: 512 KB to 4.5 MB
- Extended RAM Cartridge: 1 MB or 4 MB Work RAM
- Saturn Backup Memory: 512 KB battery backup
- Pro Action Replay: 512 KB battery backup
- Action Replay Plus: 4.5 MB (4 MB Work RAM, 512 KB battery backup)
- Optional Video CD Card memory: 1 MB (512 KB buffer RAM, 512 KB program ROM) [2]
Configuration
- System bus (32-bit, 28.6364 MHz)
- SH2 (×2), SCU, SMPC <-> Work RAM (2× SDRAM, 2× FPM DRAM), battery backup SRAM
- Video sub-system buses [8]
- VDP1 <-> Texture cache VRAM (SDRAM)
- VDP1 <-> Framebuffer 0 VRAM (SDRAM)
- VDP1 <-> Framebuffer 1 VRAM (SDRAM)
- VDP2 <-> Background VRAM (2× SDRAM) [17]
- Sound sub-system bus — 68EC000 & SCSP <-> Sound DRAM (FPM DRAM)
- CD-ROM sub-system bus — SH1 <-> CD-ROM cache/buffer DRAM (FPM DRAM)
Bandwidth
- Internal processor bandwidth:
- SH2 cache: 218.4 MB/sec (109.239196 MB/sec per SH2)
- SH1 cache: 76.2 MB/sec
- SCU DSP RAM: 54.5 MB/sec
- SMPC: 4.768 MB/sec (1.907 MB/sec RAM, 4.768 MB/sec ROM)
- 68EC000: 21.5 MB/sec
- SCSP: 64.6 MB/sec
- VDP: 218.478392 MB/sec (114.5456 MB/sec VDP1, 114.5456 MB/sec VDP2 color RAM)
- System RAM bandwidth: 404.01 MB/sec
- System bus RAM: 109.239196 MB/sec
- Work RAM: 109.239196 MB/sec (109.239196 MB/sec SDRAM, 84.771049 MB/sec DRAM)
- Battery backup SRAM: 9.536743 MB/sec
- VRAM: 218.478392 MB/sec (SDRAM)
- VDP1: 109.239196 MB/sec (109.239196 MB/sec framebuffers, 54.6195988 MB/sec texture cache)
- VDP2: 109.239196 MB/sec (backgrounds)
- Sound DRAM: 38.146972 MB/sec
- CD-ROM cache/buffer DRAM: 38.146972 MB/sec
- System bus RAM: 109.239196 MB/sec
- System ROM bandwidth: 19.073486 MB/sec
Sound
- SCSP: [6]
- Audio channels: 32
- Sound formats: PCM, FM, MIDI, LFO
- PCM sampling: 16‑bit and 8-bit audio depth, 44.1 kHz sampling sate (CD quality), up to 32 PCM channels
- FM synthesis: 1-4 operators per FM channel, up to 32 FM channels (1-operator) or 8 FM channels (4-operator)
- LFO waveforms: 4 waveform types (Sawtooth, rectangular, triangular, white noise), up to 32 LFO channels
- CD-DA: 1 streaming CD-DA channel (16‑bit PCM, 44.1 kHz) from CD
- Stereo audio output
Graphics
- Refresh rate: 60 Hz (NTSC), 50 Hz (PAL) [8]
- Frame rate: 30-60 frames/sec (NTSC), 25-50 frames/sec (PAL)
- Color palette: 16,777,216, with up to 16,777,216 per background[18] and 32,768 (15-bit color) per sprite/texture [19]
- Color depth: 32-bit RGBA, 24-bit color with 8-bit Z-buffering and alpha transparency [7]
- Colors on screen: 71,680 (320×224) to 207,360 (720×288)
- Fillrate: 57.2728 million pixels/sec (NTSC), 56.875 million pixels/sec (PAL)
- Maximum pixels per frame: 1.909093 million (NTSC), 2.275 million (PAL)
- Maximum pixels per scanline: 7457 (NTSC), 8886 (PAL)
- MPEG Video CD Card: 704×480 resolution, 30 frames/sec, 16-bit audio with 44.1 kHz sampling,[20] up to 72 minutes on one CD[2]
Display Resolutions
The Saturn supported the following resolutions: [1]
- 320 × 224 (Lo-Res, Progressive)
- 320 × 240 (Lo-Res, Progressive)
- 320 × 448 (Interlaced)
- 320 × 480 (Interlaced)
- 352 × 240 (Lo-Res, Scanline)
- 640 × 224 (Progressive)
- 640 × 240 (Progressive)
- 640 × 448 (Interlaced)
- 640 × 480 (Hi-Res, Interlaced)
- 704 × 480 (Hi-Res, Progressive)
- 720 × 240 (Progressive)
- 720 × 448 (Interlaced)
- 720 × 480 (Hi-Res, Interlaced)
- 720 × 576 (Hi-Res, Interlaced)
VDP1
- VDP1 32-bit video display processor @ 28.6364 MHz: Handles sprite/texture and polygon drawing,[8] color calculation and shading[2]
- Framebuffers: Dual 256 KB framebuffers with rotation & scaling, three framebuffer sizes (512×256, 512×512, 1024×256) [19][21]
- 3D polygon capabilities: Texture mapping,[8] lighting,[22] shading, wire-frame, flat shading, Gouraud shading[2]
- Polygon rendering performance: 200,000 texture-mapped polygons/sec, 500,000 flat-shaded polygons/sec[23]
- Sprite/Texture capabilities: Rotation & scaling, flipping, distortion,[8][19] virtually unlimited color tables, virtually unlimited sprites,[23] System 24/32 sprite rendering system[24]
- Sprite/Texture memory cache: 512 KB[25]
- Sprite/Texture size: 8×1 to 504×255 pixels [26]
- Colors per sprite/texture: 16, 64, 128, 256 and 32,768 (standard resolution),[27] or 16, 64, 128 and 256 (high resolution) [28]
- Sprites/Textures per frame: 512 KB sprite/texture memory, 32 bytes per sprite/texture,[29] up to 16,384 sprites/textures per frame
- Sprite/Texture fillrate: 28.6364 million texels/sec (NTSC), 28.4375 million texels/sec (PAL) [8]
- Maximum texels per frame: 954,546 (NTSC), 1,137,500 (PAL)
- Maximum texels per scanline: 3728 (NTSC), 4443 (PAL)
- Maximum sprites/textures per scanline: 466 (NTSC), 555 (PAL)
- Other features: Alpha blending, clipping, luminance, shadows, transparency,[19] anti-aliasing [30]
VDP2
- VDP2 32-bit background and scroll plane video display processor @ 28.6364 MHz: Handles background and scroll planes [9]
- Features: Transparency effects, shadowing, 2 windows for special calculations, 8×8 and 16×16 tile sizes [18]
- Background planes: 7 layers (5 simultaneous parallax scrolling backgrounds, 2 simultaneous scrolling/scaling/rotating playfields) [18][31]
- NBG0: 16 to 16,777,216 colors, tilemap (512×512 to 1024×1024) or bitmap (512×256 to 1024×512), scrolling, scrolling, column/row/line scrolling, scaling
- NBG1: 16 to 32,768 colors, tilemap (512×512 to 1024×1024) or bitmap (512×256 to 1024×512), scrolling, column/row/line scrolling, scaling
- NBG2/NBG3: 16 to 256 colors, tilemap (512×512 to 1024×1024), scrolling
- RBG0: 16 to 16,777,216 colors, tilemap (512×512 to 1024×1024) or bitmap (512×256 to 512×512), scrolling, scaling & rotation
- RBG1: 16 to 16,777,216 colors, tilemap (512×512 to 1024×1024), scrolling, scaling & rotation
- Back screen: 1 bitmap background[32]
Storage
Input/Output
- Main article: Sega Saturn Accessories
- Two 16-bit bidirectional parallel I/O ports
- High-speed serial communications port (Both SH2 SCI channels and SCSP MIDI)
- Cartridge connector
- Internal expansion port for video decoder card
- Composite video/stereo (JP Part No: HSS-0106)
- NTSC/PAL RF (US Part No.: MK-80116, JP Part No.: HSS-0110)
- S-Video compatible (JP Part No.: HSS-0105)
- RGB compatible (JP Part No.: HSS-0109)
- EDTV compatible (optional)
Peripherals
- Main article: Sega Saturn Accessories
Power Source
- AC120 volts; 60 Hz (US)
- AC240 volts; 50 Hz (EU)
- AC200 volts; 60 Hz (JP)
- 4 volt lithium battery to power non-volatile RAM and SMPC internal real-time clock
- Power Consumption: 25 W
Dimensions (US/European model)
- Width: 260 mm (10.2 in)
- Length: 230 mm (9.0 in)
- Height: 89 mm (3.2 in)
History
- Main article: History of the Sega Saturn
Game Packaging
Japanese Packaging
Japanese Saturn software usually came packaged in standard jewel cases, much like music CDs. They also came with spinecards - three-fold pieces of light cardboard that hug the spine of the jewel case. These are very valuable for collectors who wish to claim a game is "complete". The spinecard also indicates that the CD is for use with a Sega Saturn console - specifically Japanese NTSC systems. There were also jewel case quad CD cases, and a variant of the single case which was slightly thicker and VERY hard to replace.
Most of the time the spinecard will have a gold and black background with the Japanese Saturn logo and lettering printed vertically. Saturn collection games will have red and white spinecard with white lettering, the Saturn Collection logo under that, and the 2,800 yen price featured prominently. Manual is included with the cover seen through the front of the jewel case. The left side of the manual will usually have a bar similar in design to the spinecard. The Japanese SEGA rating, if there is one, will be included on the manual front (usually on one of the corners). There is also the insert on the back which may feature artwork or screenshots from the game. A black bar on the bottom of the insert contains information much like the spinecard, licensing information, et cetera.
The Japanese packaging was adopted in smaller Asian markets such as South Korea and China.
North American Packaging
The US used much larger jewel cases identical to the US Sega Mega-CD jewel cases, since many of these were in fact leftover Sega CD jewel cases. The US case has a white spine containing a 30 degree stripe pattern in gray, with white outlined lettering displaying the words "Sega Saturn". Oddly some US packaging seems to have taken a step backwards in terms of aesthetics - with minimal front artwork almost akin to the Sega Master System.
There are many flaws with the US packaging:
- Their sheer size made them more vulnerable to cracking.
- The mechanism that keeps the cover closed wears out quickly if the cover is opened and closed too much
- There is too much empty space inside the case. If the CD ever came off the case's spindle on its own (caused by rough handling of the case), the CD ends up being tossed around the inside of the case, causing either huge amount of scratches on the disc from careful handling of the case or shattering the disc from continued rough handling of the case.
European Packaging
European cases come in two variants, both designed and engineered by Sega. One has a strong plastic design similar to the cases used with the Mega Drive and Master System (but taller, thinner and slightly more secure). The other feels far cheaper, being literally two pieces of plastic held together by a cardboard cover. Though the former was more preferred by the consumer, the latter was more common as it was cheaper to produce.
Both European cases has a solid black spine, with white lettering displaying the words "Sega Saturn". The manual slides in the case just like a normal jewel case and there is a back insert with information about the game. Like the American cases they are still too big and can lead to discs moving about and becoming scratched, though this may be to compensate for large multi-language manuals.
Some European boxes were wrapped in a transparent plastic shell after manufacture for extra security.
Brazillian Packaging
Brazilian games were packaged in cardboard boxes, with a CD sleeve inside to keep the disc secure.
Emulation
The Saturn is notoriously hard to emulate due to its complex architecture (dual processors, etc.), but three notable emulators do exist:
- SSF is a highly compatible emulator, which is in continual development by a single developer.
- GiriGiri was initially based on an abandoned emulator by Sega themselves, and was considered the best until development ceased and SSF overtook it.
- Yabause is an open-source effort to create a Saturn emulator.
Software that plays files in the Saturn Sound Format, which stores audio ripped from games, does so through emulation of the audio-related code only.
Launch Titles
Japan
North America
- Clockwork Knight
- Daytona USA
- Panzer Dragoon
- Worldwide Soccer: Sega International Victory Goal Edition
- Virtua Fighter
Europe
Brazil
- Bug!
- Clockwork Knight
- Daytona USA
- Panzer Dragoon
- Virtua Fighter
- Worldwide Soccer: Sega International Victory Goal Edition
Gallery
Promotional Material
Print Advertisements
- Saturn US PrintAdvert 3.jpg
US (Head for Saturn)
- Saturn US PrintAdvert 2.jpg
US (A Little Too Real)
- Saturn US PrintAdvert 1.jpg
US (3)
- Saturn US PrintAdvert 4.jpg
US (4)
- Saturn US PrintAdvert IceCube.jpg
US (Head For Saturn(Ice Cube Variant))
- Saturn FR PrintAdvert.jpg
FR (1)
Pamphlets
Television Advertisements
JP (launch)
US (1)
US (2)
External links
- Sega Saturn Console Information at Console Database
- Dave's Sega Saturn Page - Famous fansite that was extremely popular during the Saturn's heyday (no longer updated).
- Sega Saturn Gamepics at the Video Game Museum.
Sega Home Video Game Systems | ||||||||||||||||||||||||||||
83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 00 | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | 11 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SG-1000 | SG-1000 II | Mega Drive | Mega Drive II | |||||||||||||||||||||||||
SC-3000 | Mega-CD | Mega-CD II | Genesis 3 | |||||||||||||||||||||||||
Sega Mark III | 32X | Dreamcast | ||||||||||||||||||||||||||
Master System | Master System II | |||||||||||||||||||||||||||
AI Computer | Game Gear | |||||||||||||||||||||||||||
Saturn | ||||||||||||||||||||||||||||
Pico | Beena |
- ↑ 1.0 1.1 File:Hitachi SuperH Programming Manual.pdf
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 File:ST-103-R1-040194.pdf
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 https://github.com/mamedev/mame/blob/master/src/mame/drivers/saturn.cpp
- ↑ 5.0 5.1 File:HD40491 datasheet.pdf
- ↑ 6.0 6.1 File:ST-077-R2-052594.pdf
- ↑ 7.0 7.1 http://www.consoledatabase.com/faq/segasaturn/segasaturnfaq.txt
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 8.6 File:ST-013-R3-061694.pdf
- ↑ 9.0 9.1 File:ST-058-R2-060194.pdf
- ↑ 10.0 10.1 File:13-APR-94.pdf, page 8
- ↑ 11.0 11.1 File:HM5241605 datasheet.pdf
- ↑ 12.0 12.1 File:TC514260B datasheet.pdf
- ↑ 13.0 13.1 File:UPD4504161 datasheet.pdf
- ↑ File:HM514270D datasheet.pdf
- ↑ File:SRM20256L datasheet.pdf
- ↑ File:TC574200D datasheet.pdf
- ↑ File:ST-058-R2-060194
- ↑ 18.0 18.1 18.2 htt (Wayback Machine: 2013-01-04 20:29)
- ↑ 19.0 19.1 19.2 19.3 htt (Wayback Machine: 2013-01-04 20:29)
- ↑ File:ST-103-R1-040194.pdf, page 17
- ↑ File:ST-013-R3-061694.pdf, page 149
- ↑ File:ST-238-R1-051795.pdf
- ↑ 23.0 23.1 http://www.sega-saturn.com/saturn/other/satspecs.htm
- ↑ htt (Wayback Machine: 2014-03-18 18:31)
- ↑ File:ST-013-R3-061694.pdf, page 81
- ↑ File:ST-013-R3-061694.pdf, page 119
- ↑ File:ST-013-R3-061694.pdf, page 18
- ↑ File:ST-013-R3-061694.pdf, page 29
- ↑ File:ST-013-R3-061694.pdf, page 75
- ↑ File:ST-013-R3-061694.pdf, page 24
- ↑ File:ST-058-R2-060194.pdf, page 24
- ↑ File:ST-058-R2-060194.pdf, page 23
- ↑ http://segatech.com/technical/saturnspecs/index.html