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History of Playstation
PlayStation (often abbreviated PS, PSone or
PS1, and informally as the PSX) is a 32-bit video game console of the
fifth generation that was first released by Sony Computer Entertainment in
December 1994.
The PlayStation was the first of the ubiquitous PlayStation series of
console and hand-held game devices, which has included successor consoles
and upgrades including the Net Yaroze (a special black PS with tools and
instructions to program PS games and applications), PS one (a smaller
version of the original), PocketStation (a handheld which enhances PS
games and acts as a memory card), PlayStation 2, a revised, slimline PS2,
PlayStation Portable (a handheld gaming console), a revised "PSP slim &
lite", PSX (Japan only; a media center, DVR and DVD recorder based on the
PS2), and PlayStation 3 (20GB, 40GB, 60GB, & 80GB). By March 31, 2005, the
PlayStation and PS one had shipped a combined total of 102.49 million
units, becoming the first video game console to reach the 100 million
mark.
According to the book "Game Over", by David Scheff, the first conceptions
of the PlayStation date back to 1986. Nintendo had been attempting to work
with disc technology since the Famicom, but the medium had problems. Its
rewritable magnetic nature could be easily erased (thus leading to a lack
of durability), and the discs were a copyright infringement danger.
Consequently, when details of CDROM/XA (an extension of the CD-ROM format
that combines compressed audio, visual and computer data, allowing all to
be accessed simultaneously) came out, Nintendo was interested. CD-ROM/XA
was being simultaneously developed by Sony and Phillips. Nintendo
approached Sony to develop a CD-ROM add-on, tentatively titled the "SNES-CD".
A contract was signed, and work began. Nintendo's choice of Sony was due
to a prior dealing: Ken Kutaragi, the person who would later be dubbed
"The Father of PlayStation", was the individual who had sold Nintendo on
using the Sony SPC-700 processor for use as the eight-channel ADPCM sound
synthesis set in the Super Famicom/SNES console through an impressive
demonstration of the processor's capabilities.
Sony also planned to develop another, Nintendo compatible, Sony-branded
console, but one which would be more of a home entertainment system
playing both Super Nintendo cartridges and a new CD format which Sony
would design. This was also to be the format used in SNES-CD discs, giving
a large degree of control to Sony despite Nintendo's leading position in
the video gaming market.
The DualShock controller.The SNES-CD was to be announced at the June 1991
Consumer Electronics Show (CES). However, when Hiroshi Yamauchi read the
original 1988 contract between Sony and Nintendo, he realized that the
earlier agreement essentially handed Sony complete control over any and
all titles written on the SNES CD-ROM format. Yamauchi decided that the
contract was totally unacceptable and he secretly canceled all plans for
the joint Nintendo-Sony SNES CD attachment. Instead of announcing a
partnership between Sony and Nintendo, at 9 a.m. the day of the CES,
Nintendo chairman Howard Lincoln stepped onto the stage and revealed that
Nintendo was now allied with Philips, and Nintendo was planning on
abandoning all the previous work Nintendo and Sony had accomplished.
Lincoln and Minoru Arakawa had, unbeknown to Sony, flown to Philips
headquarters in Europe and formed an alliance of a decidedly different
nature—one that would give Nintendo total control over its licenses on
Philips machines.
After the collapse of the joint project, Sony considered halting their
research, but ultimately the company decided to use what they had
developed so far and make it into a complete, stand alone console. As a
result, Nintendo filed a lawsuit claiming breach of contract and
attempted, in U.S. federal court, to obtain an injunction against the
release of the PlayStation, on the grounds that Nintendo owned the name.
The federal judge presiding over the case denied the injunction and, in
October 1991, the first incarnation of the new Sony PlayStation was
revealed. However, it is theorized that only 200 or so of these machines
were ever produced.
PlayStation Memory CardBy the end of 1992, Sony and Nintendo reached a
deal whereby the "Sony Play Station" would still have a port for SNES
games, but Nintendo would own the rights and receive the bulk of the
profits from the games, and the SNES would continue to use the
Sony-designed audio chip. However, Sony decided in early 1993 to begin
reworking the "Play Station" concept to target a new generation of
hardware and software. As part of this process the SNES cartridge port was
dropped and the space between the names was removed.
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Prologue B.P. (Before PlayStation)
Before the release of the PlayStation, Sony had never held a large
portion of the videogames market. It had made a few forays into the
computer side of things, most notably in its involvement with the failed
MSX chip in the early 80's, but it wasn't until the advent of CD-ROM
technology that Sony could claim any market share. A joint venture with
the Dutch company Philips had yielded the CD-ROM/XA, an extension of the
CD-ROM format that combined compressed audio, and visual and computer data
and allowed both to be accessed simultaneously with the aid of extra
hardware. By the late 80's, CD-ROM technology was being assimilated,
albeit slowly, into the home computer market, and Sony was right there
along side it. But they wanted a bigger piece of the pie.
1988 Sony Enters The Arena
By 1988, the gaming world was firmly gripped in Nintendo's 8-bit fist.
Sega had yet to make a proper showing, and Sony, although hungry for some
action, hadn't made any moves of its own. Yet.
Sony's first foray into the gaming market came in 1988, when it embarked
on a deal with Nintendo to develop a CD-ROM drive for the Super NES, not
scheduled to be released for another 18 months. This was Sony's chance to
finally get involved in the home videogame market. What better way to
enter that arena than on the coat-tails of the world's biggest gaming
company?
Using the same Super Disc technology as the proposed SNES drive, Sony
began development on what was to eventually become the PlayStaion.
Initially called the Super Disc, it was supposed to be able to play both
SNES cartridges and CD-ROMs, of which Sony was to be the "sole worldwide
licenser," as stated in the contract. Nintendo was now to be at the mercy
of Sony, who could manufacture their own CDs, play SNES carts, and play
Sony CDs. Needless to say, Nintendo began to get worried.

1991 Multimedia Comes Home
1991 saw the commercial release of the multimedia machine in the form
of Philips' CD-I, which had initially been developed jointly by both
Philips and Sony until mounting conflicts resulted in a parting of ways.
Multimedia, with the current rise of the CD-ROM, was seen as the next big
thing. And although the CD-I was too expensive for the mass market, its
arrival cemented the CD-ROM as a medium for entertainment beyond the
computer.
June 1991 Treachery At The 11th Hour
In June of 1991, at the Chicago CES (Consumer Electronics Show), Sony
officially announced the Play Station (space intentional). The Play
Station would have a port to play Super Nintendo cartridges, as well as a
CD-ROM drive that would play Sony Super Discs. The machine would be able
to play videogames as well as other forms of interactive entertainment, as
was considered important at the time.
Sony intended to draw on its family of companies, including Sony Music and
Columbia Pictures, to develop software. Olaf Olafsson, then chief of Sony
Electronic Publishing, was seen on the set of Hook, Steven Spielberg's new
Peter Pan movie, presumably deciding how the movie could be worked into a
game for the fledgling Play Station. In Fortune magazine, Olafsson was
quoted as saying "The video-game business...will be much more interesting
(than when it was cartridge based). By owning a studio, we can get
involved right from the beginning, during the writing of the movie."
By this point, Nintendo had had just about all it could take. On top of
the deal signed in 1988, Sony had also contributed the main audio chip to
the cartridge-based Super NES. The Ken Kutaragi-designed chip was a key
element to the system, but was designed in such a way as to make effective
development possible only with Sony's expensive development tools. Sony
had also retained all rights to the chip, which further exaserbated
Nintendo.
The day after Sony announced its plans to begin work on the Play Station,
Nintendo made an announcement of its own. Instead of confirming its
alliance with Sony, as everyone expected, Nintendo announced it was
working with Philips, Sony's longtime rivals, on the SNES CD-ROM drive.
Sony was understandably furious.
Because of their contract-breaking actions, Nintendo not only faced legal
repercussions from Sony, but could also experience a serious backlash from
the Japanese business community. Nintendo had broken the unwritten law
that a company shouldn't turn against a reigning Japanese company in favor
of a foreign one.
However, Nintendo managed to escape without a penalty. Because of their
mutual involvement, it would be in the best interests of both companies to
maintain friendly relations. Sony, after all, was planning a port for SNES
carts, and Nintendo was still using the Sony audio chip.
1992 The Smoke Clears
By the end of 1992, most of the storm had blown over. Despite a deal
penned between Sega, one of Nintendo's biggest competitors, and Sony,
whereby Sony would produce software for the proposed Sega Multimedia
Entertainment System, negotiations were reached with Nintendo. In October
of 1992, it was announced that the two companies' CD-ROM players would be
compatible. The software licensing for the proposed 32-bit machines was
awarded to Nintendo, with Sony receiving only minimal licensing royalties.
Nintendo had won this battle, but hadn't won the war. Not by a long shot.
The first Play Station never made it out of the factories. Apparently,
about 200 were produced, and some software even made it to development.
For whatever reason, whether it was because of the tough licensing deal
with Nintendo, or the predicted passing of masked ROM (cartridge-based)
technology, Sony scrapped its prototype. Steve Race, Sony Computer
Entertainment Of America's (SCEA) then CEO, stated, "Since the deal with
Nintendo didn't come to fruition we decided to put games on a back burner
and wait for the next category. Generally, the gaming industry has a
seven-year product life-cycle, so we bided our time until we could get in
on the next cycle."
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1993 The Next Cycle
After returning to the drawing boards, Sony revealed the PS-X, or
PlayStation-X. Gone was the original cartridge port, as were the plans for
multimedia. Apparently, Sony had visited 3DO when Trip Hawkins was selling
his hardware and had come away unimpressed, saying it was "nothing new."
The PS-X was to be a dedicated game-machine, pure and simple. Steve Race
said in Next Generation magazine, "We designed the PlayStation to be the
best game player we could possibly make. Games really are multimedia, no
matter what we want to call it. The conclusion is that the PlayStation is
a multimedia machine that is positioned as the ultimate game player."
Key to Sony's battle plan was the implementation of 3D into its graphics
capabilities, a move that many felt was critical to any kind of future
success. At the core of the PlayStation's 3D prowess was the R3000
processor, operating at 33 Mhz and 30 MIPS (millions of instructions per
second). While this may seem fairly average for a RISC CPU, it's the
PlayStation's supplementary custom hardware, designed by Ken Kutaragi (who
had previously designed the key audio chip for the SNES), that provides
the real power. The CPU relies heavily on Kutaragi's VLSI (very large
scale integration) chip to provide the speed necessary to process complex
3D graphics quickly.
The CPU is backed up by the GPU (Graphics Processing Unit), which takes
care of all the data from the CPU and passes the results to the 1024K of
dual-ported VRAM, which stores the current frame buffer and allows the
picture to be displayed on-screen. Part of this picture involves adding
special effects such as transparency and fog, something that the
PlayStation excels at. This was to be the most impressive display of
hardware the home gaming world had ever seen
1994 Third Party Round Up
There was no doubt that Sony could deliver the hardware. After all,
Sony was one of the world's largest manufacturers of electronics. There
was no denying though, that Sony was extremely green when it came to
videogames. And no one knew it better than Sony.
Not wanting to end up like Atari or 3DO, Sony set about rounding up third
party developers, assembling an impressive 250 developing parties in Japan
alone. Sony also knew it had to gain the support of the millions of
arcade-going gamers if it was to succeed. The involvement of Namco,
Konami, and Williams helped ensure Sony would be able to compete with the
arcade-savvy Sega on its own turf. Namco's Ridge Racer was the natural
choice to be the flagship launch game, and Williams' Mortal Kombat III,
previously promised to Nintendo for their Ultra 64, could be tested in the
arcades using the new PS-X board.
Perhaps Sony's most controversial acquisition was the purchase of
Psygnosis, a relatively unknown European developer, for $48 million. Sony
needed a strong in-house development team, and Psygnosis' Lemmings seemed
to point at good things. While the purchase confused many at the time,
prompting vocal outcries from naysayers and competitors alike, Psygnosis
has since proven them all wrong. Sony Interactive Entertainment, as
Psygnosis was renamed, has been responsible for some of the PlayStation's
best games, including WipeOut and Destruction Derby.
Sony's acquisition of Psygnosis yielded another fruit as well: the
development system. SN Systems, co-owned by Andy Beveridge and Martin Day,
had been publishing its development software through Psygnosis under the
PSY-Q moniker. Sony originally had been planning on using expensive,
Japanese MIPS R4000-based machines that would be connected to the
prototype PS-X box. Having become accustomed to developing on the PC,
Psygnosis gave Beveridge and Day first crack at creating a PlayStation
development system that would work with a standard PC.
The two men worked through Christmas and New Year's, around the clock,
eventually completing the GNU-C compiler and the source-level debugger.
Psygnosis quickly arranged a meeting for SN and Sony at the Winter CES in
Las Vegas, 1994. Fortunately, Sony liked the PSY-Q alternative and decided
to work with SN Systems on cendensing the software onto two PC-compatible
cards. Thus, an afordable and, more importantly, universally compatible
PlayStation development station was born.
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December 3, 1994 We Have Lift Off
On December 3, 1994, the PlayStation was finally released in Japan,
one week after the Sega Saturn. The initial retail cost was 37,000 yen, or
about $387. Software available at launch included King's Field, Crime
Crackers, and Namco's Ridge Racer, the PlayStation's first certifiable
killer app. It was met with long lines across Japan, and was hailed by
Sony as their most important product since the WalkMan in the late 1970's.
Also available at launch were a host of peripherals, including: a memory
card to save high scores and games; a link cable, whereby you could
connect two PlayStations and two TVs and play against a friend; a mouse
with pad for PC ports; an RFU Adaptor; an S-Video Adaptor; and a Multitap
Unit. Third party peripherals were also available, including Namco's
Negcon.
The look of the PlayStation was dramatically different than the Saturn,
which was beige (in Japan), bulky, and somewhat clumsy looking. In
contrast, the PlayStation was slim, sleek, and gray, with a revolutionary
controller that was years ahead of the Saturn's SNES-like pad. The new PSX
joypad provided unheardof control by adding two more buttons on the
shoulder, making a total of eight buttons. The two extended grips also
added a new element of control. Ken Kutaragi realized the importance of
control when dealing with 3 Dimensional game worlds. "We probably spent as
much time on the joypad's development as the body of the machine. Sony's
boss showed special interest in achieving the final version so it has his
seal of approval." To Sony's delight, the PlayStation sold more than
300,000 units in the first 30 days. The Saturn claimed to have sold
400,000, but research has shown that number to be misleading. The PSX sold
through (to customers) 97% of its stock, while many Saturns were still
sitting on the shelves. These misleading numbers were to be quoted by Sega
on many occasions, and continued even after the US launch.
1995 Setting Up House
By mid-1995, Sony had set its sights firmly on the United States. Sony
Computer Entertainment of America was created and housed in Foster City,
California, in the heart of Silicon Valley. Steve Race, formerly of Atari,
was appointed as president and CEO of the new branch of Sony.
The accumulation of third party developers continued apace, with over 100
licenses in the US and 270 licenses in Japan secured. Steve Race said,
"We've allowed people to come in and to play on the PlayStation - and at a
much more reasonable cost than has been done in the old days with Nintendo
and Sega." Sony's development strategy had paid off, with over 700
development units having been shipped out worldwide.
May 11, 1995 Victory At E3
The Electronic Entertainment Expo (E3) was held in Los Angeles from
May 11 to 13, 1995, and was the United State's first real look at the
PlayStation. Sony made a huge impression at the show with their (rumored)
$4 million booth and surprise appearance by Michael Jackson. The PSX was
definitely the highlight of the show, besting Sega's Saturn and Nintendo's
laughable Virtual Boy.
The launch software was also displayed, with WipeOut and Namco's Tekken
and Ridge Racer drawing the most praise. Sony also announced the unit
would not be bundled with Ridge Racer, as was previously assumed.
Overall, Sony made a very formidable showing at E3. They had already
proven themselves in Japan and were close on Sega's heels. Over the course
of the next year they would overtake Sega and conquer Japan as their own.
Now they were poised to do the same in America.
September 9, 1995 You Are Not Ready
The PlayStation launched in the United States on September 9, 1995 to
instant success. Although it retailed for $299, that was still $100 less
than the Sega Saturn. Over 100,000 units were already presold at launch,
and 17 games were available. Stores reported sell-outs across the country,
and sold out of many games and peripherals as well, including second
controllers and memory cards.
Sony's initial marketing strategy seemed to be aimed at an older audience
than the traditional 8-16 year old demographic of the past. With the tag
line "U R Not E" (the "E" being red) and a rumored $40 million to spend on
launch marketing, Sony swiftly positioned itself as the market leader. To
further cement their audience demographic, Sony sponsored the 1995 MTV
Music Awards.
Epilogue What A Year
By the US launch, Sony had sold over one million PlayStations in Japan
alone. Since the US launch, as of late 1996, the PlayStation has sold over
7 million units worldwide, with close to two million of those being in the
US alone. In May of 1996, Sony dropped the price of the PlayStation to
$199, making it even more attractive to buy.
Like Japan, America and Europe embraced the PlayStation as their next-gen
console of choice. The demographic of PlayStation owners has fallen in
years steadily from twenty-somethings to the younger age bracket so
coveted by Nintendo. In fact, many former Nintendo loyalists, tired of
waiting for the Nintendo 64 to be released, bought PlayStations and are
now happier for it. With close to 200 games available by Christmas 1996,
it's easy to see why. This really is the ultimate gaming console!
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Launch
The PlayStation was launched in Japan on December 3, 1994, North
America on September 9, 1995, Europe on September 29, 1995, and Oceania in
November 1995. The launch price in the American market was US$299 (a price
point later used by its successor, the PlayStation 2), and Sony enjoyed a
very successful launch with titles of almost every genre, including Battle
Arena Toshinden, Twisted Metal, Warhawk, Philosoma, and Ridge Racer.
Almost all of Sony's and Namco's launch titles went on to spawn numerous
sequels.[citation needed]
The PlayStation was also able to generate interest with a unique series of
advertising campaigns. Many of the ads released at the time of launch were
full of ambiguous content which had many gamers rabidly debating their
meanings. The most well-known launch ads include the "Enos Lives"
campaign, and the "U R Not e" ads (the "e" in "U R Not e" was always
colored in red, to symbolize the word "ready", and the "Enos" meant "ready
Ninth Of September", the U.S. launch date). The Enos ad could also be read
as Sony written backward with phonetic sound of "E" replacing the "y". It
is believed that these ads were an attempt to play off the gaming public's
suspicion towards Sony as an unknown, untested entity in the video game
market. The PlayStation 3 slogan, "PLAY B3YOND", resembles this slogan, as
the 3 is red.
The PlayStation logo was designed by Ryan Harrington,[citation needed] who
also designed the logo for Sony's VAIO computer products.
Titles
As of September 30, 2007, 7,978 software titles have been released
worldwide (counting games released in multiple regions as separate
titles).As of March 31, 2007, the cumulative software shipment was at 962
million units. The very last game for the system was FIFA Football 2005.
The OK and Cancel buttons on most of the Japanese PlayStation games are
reversed in their North American and European releases. In Japan, the
button (maru, right) is universally used as the OK button, while the
button (batsu, wrong) is used as the Cancel one. North American and
European releases have the button or the buttons as the OK button, while
the or the buttons are used as the Cancel ones. However, a few games such
as Squaresoft's Vagrant Story, Final Fantasy VII, and Final Fantasy
Tactics, and Konami's Metal Gear Solid, have the buttons remain in the
same Japanese configuration in their North American and European releases.
These Japanese button layouts still apply to other PlayStation consoles,
such as the PlayStation Portable (PSP), PlayStation 2 and the PlayStation
3. This is because in the early years Sony America (SCEA), Sony Europe (SCEE)
and Sony Japan (SCEJ) had different development and testing documents (TRCs)
for their respective territories.
Production run
Lasting over 11 years, the PlayStation enjoyed one of the longest
production runs in the video game industry. On March 23, 2006, Sony
announced the end of production.
Variants
Developer's kit PlayStationThe PlayStation went through a number of
variants during its production run, each accompanied by a change in the
part number. From an external perspective, the most notable change was the
gradual reduction in the number of external connectors on the unit. This
started very early on—the original Japanese launch units (SCPH-1000) had
an S-Video port, which was removed on the next release. This also led to
the strange situation where the US and European launch units had the same
part number series (SCPH-100x) as the Japanese launch units, but had
different hardware (Rev. C silicon and no S-Video port)—they were the same
as the Japanese SCPH-3000, so for consistency should have been SCPH-3001
and SCPH-3002 (this numbering was used for the Yaroze machines, which were
based on the same hardware and numbered DTL-H3000, DTL-H3001, and
DTL-H3002). This series of machines had a reputation for CD drive
problems—the optical pickup sled was made of thermoplastic, and eventually
developed wear spots that moved the laser into a position where it was no
longer parallel with the CD surface—a modification was made that replaced
the sled with a die-cast one with hard nylon inserts, which corrected the
problem.
With the release of the next series (SCPH-500x), the numbers moved back
into sync. A number of changes were made to the unit internally (CD drive
relocated, shielding simplified, PSU wiring simplified) and the RCA jacks
and RFU power connectors were removed from the rear panel. This series
also contained the SCPH-550x and SCPH-555x units, but these appear to have
been bundle changes rather than actual hardware revisions.
These were followed by the SCPH-700x and SCHP-750x series—they are
externally identical to the SCPH-500x machines, but have internal changes
made to reduce manufacturing costs (for example, the system RAM went from
4 chips to 1, and the CD controller went from 3 chips to 1).
The final revision to the original PlayStation was the SCPH-900x
series—these had the same hardware as the SCPH-750x machines with the
exception of the removal of the parallel port and a slight reduction in
the size of the PCB. The removal of the parallel port was probably partly
because no official add-on had ever been released for it, and partly
because it was being used to connect cheat cartridges that could be used
to defeat the copy prevention.
The PS one was based on substantially the same hardware as the SCPH-750x
and 900x, but had the serial port removed, the controller / memory card
ports moved to the main PCB and the power supply replaced with a DC-DC
converter that was also on the main PCB.
With the early units, many gamers experienced skipping full-motion video
or dreaded physical "ticking" noises coming from their PlayStations. The
problem appears to have come from poorly placed vents leading to
overheating in some environments—the plastic moldings inside the console
would warp very slightly and create knock-on effects with the laser
assembly. The solution was to ensure the console was sat on a surface
which dissipated heat efficiently in a well vented area, or raise the unit
up slightly by propping something at its edges. A common fix for already
affected consoles was to turn the PlayStation sideways or upside-down
(thereby using gravity to cancel the effects of the warped interior)
although some gamers smacked the lid of the PlayStation to make a game
load or work.
Sony then released a version dubbed "Dual Shock", which included a
controller with 2 analog sticks and a built in force-feedback feature.
Another version that was colored blue (as opposed to regular console units
that were grey in color) was available to game developers and select
press. Later versions of this were colored green—on a technical level,
these units were almost identical to the retail units, but had a different
CD controller in them that did not require the region code found on all
pressed disks, since they were intended to be used with CD-R media for
debugging. This also allowed the use of discs from different regions, but
this was not officially supported; different debug stations existed for
each region. The two different color cases were not cosmetic—the original
blue debug station (DTL-H100x, DTL-H110x) contained "Revision B" silicon,
the same as the early retail units (these units had silicon errata that
needed software workarounds), the green units (DTL-H120x) had Rev. C
hardware. As part of the required tests, the user had to test the title on
both. Contrary to popular belief, the RAM was the same as the retail units
at 2 MB. The firmware was nearly identical—the only significant change was
that debug printf()s got sent to the serial port if the title didn't open
it for communications—this used a DTL-H3050 serial cable (the same as the
one used for the Yaroze).
A white version was also produced that had the ability to play VCDs—this
was only sold in Asia, since that format never really caught on anywhere
else. From a developer perspective, the white PSX could be treated exactly
like any other NTSC:J PlayStation.
The PS1 with a model number of SCPH-1001 has been reported to be a very
good sounding compact disc player rivaling audiophile CD players from high
end audio manufacturers.
Hacks
A number of these units appeared on the secondary market and were
popular because they would run games from any region and CD-R copies,
which tended to result in them commanding high prices. All the blue units
tend to have CD problems, but the DTL-H110x units (with an external PSU
block) are significantly more reliable than the original DTL-H100x ones.
"Chipped" consoles
The installation of a modchip allowed the PlayStation's capabilities
to be expanded, and several options were made available. By the end of the
system's life cycle almost anyone with minimal soldering experience was
able to realize the modification of the console. Such a modification
allowed the playing of games from other regions, such as PAL titles on a
NTSC console, or allowed the ability to play copies of original games
without restriction. Modchips allow the playing of games recorded on a
regular CD-R. This created a wave of games developed without official
approval using free GNU compiler tools, as well as the reproduction of
original discs. With the introduction of such devices the console was very
attractive to programmers and illegal copiers alike.
Anyone seeking to create copies of games that would work correctly faced
several issues at the time, as the discs that were produced by Sony were
designed to be difficult to copy — and impossible to copy on recordable
media. Discs were manufactured with a black-colored plastic, transparent
only to the infrared radiation used by the CD-ROM drive's laser. This was
found to offer little protection. Additionally, the discs were mastered
with a specific wobble in the lead-in area. This wobble encodes a
four-character sequence which is checked by the CD-ROM drive's controller
chip. The drive will only accept the disc if the code is correct. This
string varies depending on the region of the disk—"SCEI" for NTSC:J
machines, "SCEA" for NTSC:U/C machines, "SCEE" for PAL machines and "SCEW"
for the Net Yaroze. Since the tracking pattern is pressed into the disc at
the time of manufacture, this cannot be reproduced on a CD-R recorder.
Some companies (notably Datel) did manage to produce discs that booted on
unmodified retail units, but this required special equipment and can only
be done with "pressed" discs. However, inexpensive modchips were created
that simply injected the code to the appropriate connections to the
controller chip, which provided an easy way of bypassing these measures.
The other issue is that most PC drives used Mode 1 or Mode 2/Form 1 (2048
bytes/sector) and the PSX uses a mixed-mode format with most data in Mode
2/Form 1 and streaming audio/video data in Mode 2/Form 2, which most CD-R
drives at the time could not handle well. Newer drives were able to
correctly handle these variations.
The creation and mass-production of these inexpensive modchips, coupled
with their ease of installation, marked the beginning of widespread
console videogame copyright infringement. Coincidentally, CD-ROM burners
were made available around this time. Prior to the PlayStation, the
reproduction of copyrighted material for gaming consoles was restricted to
either enthusiasts with exceptional technical ability, or others that had
access to CD manufacturers. With this console, amateurs could replicate
anything Sony was producing for a mere fraction of the MSRP.
Net Yaroze
A version of the PlayStation called the Net Yaroze was also produced.
It was more expensive than the original PlayStation, colored black instead
of the usual gray, and most importantly, came with tools and instructions
that allowed a user to be able to program PlayStation games and
applications without the need for a full developer suite, which cost many
times the amount of a PlayStation and was only available to approved video
game developers. Naturally, the Net Yaroze lacked many of the features the
full developer suite provided. Programmers were also limited by the 2 MB
of total game space that Net Yaroze allowed. That means the entire game
had to be crammed into the 2 MB of system RAM. The amount of space may
seem small, but games like Ridge Racer ran entirely from the system RAM
(except for the streamed music tracks). It was unique in that it was the
only officially retailed Sony PlayStation with no regional lockout; it
would play games from any territory. It would not however play CDR discs,
so it was not possible to create self-booting Yaroze games without a
modified Playstation.
PS one
The PS one (also PSone, PSOne, or PS1), launched in 2000, is Sony's
smaller (and redesigned) version of its PlayStation video game console.
The PS one is about one-half times smaller than the original PlayStation
(38 mm × 193 mm × 144 mm versus 45 mm × 260 mm × 185 mm). It was released
in July 7, 2000,[13] and went on to outsell all other consoles—including
Sony's own brand-new PlayStation 2—throughout the remainder of the year.
Sony also released a small LCD screen and an adaptor to power the unit for
use in cars. The PS one is fully compatible with all PlayStation software.
The PlayStation is now officially abbreviated as the "PS1" or "PS one."
There were three differences between the "PS one" and the original, the
first one being cosmetic change to the console, the second one was the
home menu's Graphical User Interface, and the third being added protection
against the mod-chip by changing the internal layout and making
previous-generation mod-chip devices unusable. The PS one also lacks the
original PlayStation's parallel and serial ports. The serial port allowed
multiple consoles to be connected for multiplayer or for connecting a
console to debugging software. The parallel port could be used for
development, an external cheat cartridge or a mod-chip, which may have
been why it was removed,[citation needed] although size constraints are
most likely to blame.
Successors
PlayStation 2Sony's successor to the PlayStation is the PlayStation 2,
which is backward compatible with its predecessor in that it can play
almost every PlayStation game. This was done by embedding the most
important parts of the PS one inside the PlayStation 2 design. Unlike
emulators that run on a PC, the PlayStation 2 actually contains the
original PlayStation processor, allowing games to run exactly as they do
on the PlayStation. For PlayStation 2 games this processor, called the IOP,
is used for input and output (memory cards, DVD drive, network, and hard
drive). Like its predecessor, the PlayStation 2 is based on hardware
developed by Sony themselves.
The third generation of the PlayStation is known as the PlayStation 3, or
PS3, and was launched on November 11, 2006 in Japan, November 17, 2006 in
North America, and March 23, 2007 in Europe. The PlayStation 3 is backward
compatible with nearly all games that were originally made for PlayStation
1. In PAL territories and later shipments in North America and Japan,
however, the PlayStation 3 lacks some of the backwards compatibility
hardware and so supports significantly fewer PlayStation 2 games. However,
the list of compatible games is being increased via software emulation.
PS3 games will not be region-locked, but PlayStation 1 and 2 games still
only play on a PS3 console from the same territory.
The PlayStation Portable (officially PSP) is a handheld game console first
released in late 2004. Despite the name, it is not compatible with
PlayStation games; it only runs games developed specifically for the PSP
on the UMD format. Nevertheless, at the PlayStation Briefing conference on
March 15, 2006 in Japan, Sony revealed plans for PlayStation 1 games to be
downloaded and playable on the PSP through emulation. Sony hopes to
release nearly all PlayStation 1 games on a gradual basis; however, as of
late December 2006, a custom firmware release allows users to play PS1
image files converted into the PSP's EBOOT format.
Legacy
The success of the PlayStation is widely believed to have influenced
the demise of the cartridge-based home console. While not the first system
to utilize an optical disc format, it was the first success story, and
ended up going head-to-head with the last major home console to rely on
proprietary cartridges—the Nintendo 64.
Nintendo was very public about its skepticism toward using CDs and DVDs to
store games, citing longer load times and durability issues. It was widely
speculated that the company was even more concerned with copyright
infringement, given its substantial reliance on licensing and exclusive
titles for its revenue.
The increasing complexity of games (in content, graphics, and sound)
pushed cartridges to their storage limits and this fact began to turn off
third party developers. Also, CDs were appealing to publishers due to the
fact that they could be produced at a significantly lower cost and offered
more flexibility (it was easy to change production to meet demand). In
turn, they were able to pass the lower costs onto consumers. One major
industry disadvantage of CDs was illegal copying due to the advent of CD
burners and mod chips. However, this ironically became a selling point of
the PlayStation. The PlayStation's production was discontinued on March
23, 2006.
Advertisement controversy
To celebrate the ten-year anniversary of the PlayStation in 2005, Sony
Italy released an advertisement portraying a young man wearing a crown of
thorns (the thorns being made of , , and symbols, the labels on the
buttons of PlayStation controllers), on his head. The ad was captioned
with "Dieci anni di passione" (in English, this translates to "Ten years
of passion"). The ad, assumed to be a takeoff of Mel Gibson's 2004 movie
The Passion of the Christ, was met with outrage from the Vatican. Sony
apologized and removed the advertisement.
Quality of construction
The first batch of PlayStations used a KSM-440AAM laser unit whose
case and all movable parts were completely made out of plastic. Over time,
friction caused the plastic tray to wear out—usually unevenly. The
placement of the laser unit close to the power supply accelerated wear
because of the additional heat, which made the plastic even more
vulnerable to friction. Eventually, the tray would become so worn that the
laser no longer pointed directly at the CD and games would no longer load.
Sony eventually fixed the problem by making the tray out of die-cast metal
and placing the laser unit farther away from the power supply on later
models of the PlayStation.
A common, but temporary, fix to the laser problem was to tip the
PlayStation on its side. This made the tray "hang" perpendicular to the
CD, allowing the PlayStation to read the disc. Unfortunately, friction
would continue to wear down the plastic tray and, eventually, the
PlayStation would not read the disc.
Some units, particularly the early 100x models, would be unable to play
FMV or music correctly, resulting in skipping or freezing. In more extreme
cases the PlayStation would only work correctly when used upside down.
PS4 SPY

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