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| | type = [[Home video game console]] | | | type = [[Home video game console]] |
| | generation = [[Fifth generation of video game consoles|Fifth generation]] | | | generation = [[Fifth generation of video game consoles|Fifth generation]] |
− | | releasedate = '''PlayStation'''{{vgrelease|JP|{{start date|df=yes|3 December 1994}}<ref name = "developmentJP"/>|NA|{{start date|df=yes|9 September 1995}}<ref name="developmentNA">{{cite web |url=http://www.scei.co.jp/corporate/data/bizdatausa_e.html | deadurl=yes | archiveurl=https://web.archive.org/web/20120227100114/http://www.scei.co.jp/corporate/data/bizdatausa_e.html | archivedate=27 February 2012 | title=Business Development/North America |publisher=Sony Computer Entertainment Inc | accessdate=16 November 2015}}</ref>|EU|{{start date|df=yes|29 September 1995}}<ref name="developmentEU">{{cite web |url=http://www.scei.co.jp/corporate/data/bizdataeu_e.html |archive-url=https://web.archive.org/web/20040422074254/http://www.scei.co.jp/corporate/data/bizdataeu_e.html |dead-url=yes |archive-date=22 April 2004 |title=Business Development/Europe |accessdate=19 December 2007 |publisher=Sony Computer Entertainment }}</ref>|AU|{{start date|df=yes|15 November 1995}}<ref name="aus">{{cite web | title = SCEE 1995—Key Facts and Figures | url = http://www.scee.presscentre.com/Content/Detail.asp?ReleaseID=93&NewsAreaID=22 | deadurl=yes | archiveurl=https://web.archive.org/web/20090812024733/http://www.scee.presscentre.com/Content/Detail.asp?ReleaseID=93&NewsAreaID=22 | archivedate=12 August 2009 | publisher = Sony Computer Entertainment| accessdate = 16 November 2015 }}</ref>}}'''PS one'''{{vgrelease|JP|{{start date|df=yes|7 July 2000}}|NA|{{start date|df=yes|19 September 2000}}|EU|{{start date|df=yes|29 September 2000}}}} | + | | releasedate = '''PlayStation'''<br />JP: 3 December 1994<br />NA: 9 September 1995<br />EU: 29 September 1995<br />AU: 15 November 1995<br />'''PS one'''<br />JP: 7 July 2000<br />NA: 19 September 2000<br />EU: 29 September 2000 |
| | lifespan = 1994–2006 | | | lifespan = 1994–2006 |
− | | discontinued = 23 March 2006<ref name="shipments"/><ref name="stops"/> | + | | discontinued = 23 March 2006 |
− | | unitssold = 102.49 million<ref name="shipments">{{cite web|url=http://scei.co.jp/corporate/data/bizdataps_e.html | deadurl=yes | archiveurl=https://web.archive.org/web/20110722094946/http://scei.co.jp/corporate/data/bizdataps_e.html | archivedate=22 July 2011 | title=PlayStation Cumulative Production Shipments of Hardware|accessdate=12 December 2012|publisher=Sony Computer Entertainment}}</ref> | + | | unitssold = 102.49 million |
| | media = [[CD-ROM]] | | | media = [[CD-ROM]] |
| | cpu = [[R3000]] | | | cpu = [[R3000]] |
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| | controllers = [[PlayStation Controller]], [[Dual Analog Controller]], [[DualShock]] | | | controllers = [[PlayStation Controller]], [[Dual Analog Controller]], [[DualShock]] |
| | connectivity = [[PlayStation Link Cable]] | | | connectivity = [[PlayStation Link Cable]] |
− | | topgame = ''[[Gran Turismo (video game)|Gran Turismo]]'', 10.85 million shipped<ref>{{cite press release |url=http://asia.playstation.com/eng_hk/index.php?q=node%2F1517 |title=Gran Turismo Series Shipment Exceeds 50 Million Units Worldwide |date=9 May 2008 |accessdate=3 June 2008 |publisher=[[Sony Computer Entertainment]] |deadurl=yes |archiveurl=https://web.archive.org/web/20080526121143/http://asia.playstation.com/eng_hk/index.php?q=node%2F1517 |archivedate=26 May 2008 }}</ref><ref>{{cite web |url=http://www.polyphony.co.jp/english/list.html |archive-url=https://web.archive.org/web/20070206025009/http://www.polyphony.co.jp/english/list.html |dead-url=yes |archive-date=6 February 2007 |title='Gran Turismo' Series Software Title List |date=March 2010 |accessdate=24 October 2010 |publisher=[[Polyphony Digital]] }}</ref> | + | | topgame = ''[[Gran Turismo (video game)|Gran Turismo]]'', 10.85 million shipped |
| | successor = [[PlayStation 2]] | | | successor = [[PlayStation 2]] |
| | title = PlayStation | | | title = PlayStation |
| }} | | }} |
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− | The '''PlayStation'''{{refn|group=note|{{nihongo|PlayStation|プレイステーション|Pureisutēshon}}<!-- See [[WP:JFN]] -->}} (officially abbreviated to '''PS''', and commonly known as the '''PS1''' or its codename, '''PSX''') is a [[home video game console]] developed and marketed by [[Sony Computer Entertainment]]. The console was released on 3 December {{vgy|1994}} in [[Japan]],<ref name="developmentJP">{{cite web |url=http://www.scei.co.jp/corporate/data/bizdatajpn_e.html |title=Business Development/Japan |accessdate=19 December 2007 |publisher=Sony Computer Entertainment Inc|archiveurl=https://web.archive.org/web/20040422074823/http://www.scei.co.jp/corporate/data/bizdatajpn_e.html|archivedate=22 April 2004}}</ref> 9 September 1995 in [[North America]], 29 September 1995 in [[Europe]], and 15 November 1995 in [[Australia]]. The console was the first of the [[PlayStation]] lineup of home video game consoles. It primarily competed with the [[Nintendo 64]] and the [[Sega Saturn]] as part of the [[fifth generation of video game consoles]].
| + | =Introduction= |
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− | The PlayStation is the first "computer entertainment platform" to ship 100 million units, which it had reached 9 years and 6 months after its initial launch.<ref>{{cite press release|url=http://www.scei.co.jp/corporate/release/pdf/051130e.pdf|archive-url=https://web.archive.org/web/20060103211119/http://www.scei.co.jp/corporate/release/pdf/051130e.pdf|dead-url=yes|archive-date=3 January 2006|title=PlayStation 2 Breaks Record as the Fastest Computer Entertainment Platform to Reach Cumulative Shipment of 100 Million Units|date=30 November 2005|publisher=[[Sony Computer Entertainment]]|accessdate=8 June 2008|format=PDF}}</ref> In July 2000, a redesigned, slim version called the '''PS one''' was released, replacing the original grey console and named appropriately to avoid confusion with its successor, the [[PlayStation 2]]. | + | The '''PlayStation''' (officially abbreviated to '''PS''', and commonly known as the '''PS1''' or its codename, '''PSX''') is a [[home video game console]] developed and marketed by [[Sony Computer Entertainment]]. The console was released on 3 December 1994 in [[Japan]], 9 September 1995 in [[North America]], 29 September 1995 in [[Europe]], and 15 November 1995 in [[Australia]]. The console was the first of the [[PlayStation]] lineup of home video game consoles. It primarily competed with the [[Nintendo 64]] and the [[Sega Saturn]] as part of the [[fifth generation of video game consoles]]. |
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− | The PlayStation 2, which is [[backward compatibility|backwards compatible]] with the PlayStation's [[DualShock]] controller and games, was announced in 1999 and launched in 2000. The last PS one units were sold in late 2006 to early 2007 shortly after it was officially discontinued, for a total of 102 million units shipped since its launch 11 years earlier. Games for the PlayStation continued to sell until Sony ceased production of both the PlayStation and PlayStation games on 23 March 2006 – over 11 years after it had been released, and less than a year before the debut of the [[PlayStation 3]].<ref name="stops">{{cite web |title=Sony stops making original PS |publisher=[[GameSpot]] |last=Sinclair |first=Brendan |url=http://www.gamespot.com/articles/sony-stops-making-original-ps/1100-6146549/ |date=24 March 2006 |accessdate=2 October 2015}}</ref> | + | The PlayStation is the first "computer entertainment platform" to ship 100 million units, which it had reached 9 years and 6 months after its initial launch. In July 2000, a redesigned, slim version called the '''PS one''' was released, replacing the original grey console and named appropriately to avoid confusion with its successor, the [[PlayStation 2]]. |
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− | On 19 September 2018, Sony unveiled the [[PlayStation Classic]], to mark the 24th anniversary of the original console. The new console is a miniature recreation of the original PlayStation, preloaded with 20 titles released on the original console, and was released on 3 December 2018, the exact date the console was released in Japan in 1994.<ref name=>{{cite web|title=Sony announces PlayStation Classic mini console|url=https://www.theguardian.com/games/2018/sep/19/sony-announces-playstation-classic-mini-console|website=The Guardian|publisher=The Guardian|accessdate=19 September 2018}}</ref>
| + | The PlayStation 2, which is [[backward compatibility|backwards compatible]] with the PlayStation's [[DualShock]] controller and games, was announced in 1999 and launched in 2000. The last PS one units were sold in late 2006 to early 2007 shortly after it was officially discontinued, for a total of 102 million units shipped since its launch 11 years earlier. Games for the PlayStation continued to sell until Sony ceased production of both the PlayStation and PlayStation games on 23 March 2006 – over 11 years after it had been released, and less than a year before the debut of the [[PlayStation 3]]. |
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− | ==History==
| + | On 19 September 2018, Sony unveiled the [[PlayStation Classic]], to mark the 24th anniversary of the original console. The new console is a miniature recreation of the original PlayStation, preloaded with 20 titles released on the original console, and was released on 3 December 2018, the exact date the console was released in Japan in 1994. |
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− | ===Development=== | + | =Specifications= |
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− | | footer = An original [[PlayStation Controller]] (top). This model was later replaced by the [[Dual Analog Controller|Dual Analog]] in 1997, and then the [[DualShock]] (bottom) that same year.
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− | The inception of what would become the released PlayStation dates back to 1986 with a joint venture between [[Nintendo]] and Sony.<ref name="evolution">{{cite web|title=Evolution of the PlayStation console|url=http://www.pocket-lint.com/news/97585-evolution-of-sony-playstation-consoles|website=Pocket-lint|publisher=Pocket Lint|accessdate=19 August 2014}}</ref> Nintendo had already produced floppy disk technology to complement cartridges, in the form of the [[Family Computer Disk System]], and wanted to continue this complementary storage strategy for the Super Famicom.<ref name="Eurogamer" /><ref>{{cite web |url=http://www.1up.com/features/15-years-cd-i?pager.offset=1 |title=CDi: The Ugly Duckling |author=Cowan, Danny |date=25 April 2006 |work=1UP.com |publisher= |accessdate=8 March 2012 |deadurl=yes |archiveurl=https://web.archive.org/web/20121104035709/http://www.1up.com/features/15-years-cd-i?pager.offset=1 |archivedate=4 November 2012 }}</ref> Nintendo approached Sony to develop a [[CD-ROM]] add-on, tentatively titled the "Play Station" or "[[SNES-CD]]".<ref name="Gamasutra">{{cite web |url=http://www.gamasutra.com/view/feature/6122/birthday_memories_sony_.php?print=1 |title=Birthday Memories: Sony PlayStation Turns 15 |author=Nutt, Christian |work=Gamasutra |publisher= |accessdate=8 March 2012}}</ref> A contract was signed, and work began.<ref name="Eurogamer">{{cite web |url=http://www.eurogamer.net/articles/farewell-father-article |title=Farewell, Father |author=Fahey, Rob |date=27 April 2007 |work=Eurogamer.net |publisher= |accessdate=8 March 2012}}</ref> Nintendo's choice of Sony was due to a prior dealing: [[Ken Kutaragi]], the person who would later be dubbed "The Father of the PlayStation",<ref>{{cite web |url=http://www.gamepro.com/gamepro/domestic/games/features/111823.shtml |title=The 10 Worst-Selling Consoles of All Time |accessdate=25 November 2007|author=Blake Snow |publisher=[[GamePro]].com |date=4 May 2007 |archiveurl=https://web.archive.org/web/20070508035815/http://www.gamepro.com/gamepro/domestic/games/features/111823.shtml |archivedate=8 May 2007}}</ref> was the individual who had sold Nintendo on using the Sony [[SPC700|SPC-700]] processor for use as the eight-channel [[Adapted Differential Pulse Code Modulation|ADPCM]] sound set in the [[Super Nintendo Entertainment System|Super Famicom/SNES]] console through an impressive demonstration of the processor's capabilities.<ref>"Game Over", by David Scheff</ref>
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− | Kutaragi was nearly fired by Sony because he was originally working with Nintendo on the side without Sony's knowledge (while still employed by Sony).<ref>{{cite web|title=Sony's Ken Kutaragi leaving|url=https://www.engadget.com/2007/04/26/sonys-ken-kutaragi-leaving-sce-chairman-and-ceo-spots-in-june/|website=Engadget|publisher=Engadget|accessdate=19 August 2014}}</ref> It was then-CEO, Norio Ohga, who recognised the potential in Kutaragi's chip, and in working with Nintendo on the project. Ohga kept Kutaragi on at Sony, and it was not until Nintendo cancelled the project that Sony decided to develop its own console.<ref>{{cite web | last=Swearingen | first=Jake | title=Great Intrapreneurs in Business History | publisher=CBS | date=17 June 2008 | url=http://www.cbsnews.com/8301-505125_162-51196888/great-intrapreneurs-in-business-history/ | accessdate=16 November 2015}}</ref>
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− | Sony also planned to develop a Super NES-compatible, Sony-branded console, but one which would be more of a home entertainment system playing both Super NES cartridges and a new CD format which Sony would design. This was also to be the format used in SNES-CDs, giving a large degree of control to Sony despite Nintendo's leading position in the video gaming market.<ref name="Edge">{{cite web |title=The Making Of: PlayStation |author=Edge staff |url=http://www.edge-online.com/features/making-playstation |work=Edge|publisher=Future Publishing|date=24 April 2009|accessdate=7 March 2012|archiveurl=https://web.archive.org/web/20120516003333/http://www.edge-online.com/features/making-playstation|archivedate=16 May 2012}}</ref><ref>{{cite web |url=http://psx.ign.com/articles/060/060188p1.html |title=History of the PlayStation |author=IGN staff |date=27 August 1998 |work= |publisher=IGN |accessdate=8 March 2012}}</ref>
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− | The product, dubbed the "[[SNES-CD|Play Station]]" was to be announced at the May 1991 [[Consumer Electronics Show]] (CES).<ref name="ces">{{cite web|title=The Nintendo PlayStation You Never Got To See|url=http://kotaku.com/5876374/the-playstation-you-never-got-to-play/|website=Kotaku.com |publisher=Kotaku|accessdate=20 August 2014}}</ref> However, when Nintendo's [[Hiroshi Yamauchi]] read the original 1988 contract between Sony and Nintendo, he realised 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 cancelled all plans for the joint Nintendo-Sony SNES CD attachment.<ref name="ces" /> Instead of announcing a partnership between Sony and Nintendo, at 9 am 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, unbeknownst to Sony, flown to Philips' global headquarters in the [[Netherlands]] and formed an alliance of a decidedly different nature—one that would give Nintendo total control over its licenses on Philips machines.<ref name="history">{{cite web|title=History of the PlayStation|url=http://ign.com/articles/1998/08/28/history-of-the-playstation|website=IGN|publisher=IGN|accessdate=18 August 2014}}</ref>
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− | After the collapse of the joint-Nintendo project, Sony briefly considered allying itself with [[Sega]] to produce a stand-alone console. The Sega CEO at the time, Tom Kalinske, took the proposal to Sega's Board of Directors in [[Tokyo]], who promptly vetoed the idea. Kalinske, in a 2013 interview recalled them saying "that’s a stupid idea, Sony doesn't know how to make hardware. They don’t know how to make software either. Why would we want to do this?".<ref name="sega ally">{{cite web|last1=Williams|first1=Mike|title=Sega and Sony Almost Teamed Up on a Console|url=http://www.usgamer.net/articles/sega-and-sony-almost-teamed-up-on-a-console|website=US Gamer|publisher=US Gamer|accessdate=28 August 2014}}</ref> This prompted Sony into halting their research, but ultimately the company decided to use what it had developed so far with both Nintendo and Sega to make it into a complete console based upon the Super Famicom.<ref name="sega ally" /> As a result, Nintendo filed a lawsuit claiming [[breach of contract]] and attempted, in [[United States federal courts|US federal court]], to obtain an [[injunction]] against the release of what was originally christened the "Play Station", on the grounds that Nintendo owned the name.<ref name="history" /> The federal judge presiding over the case denied the injunction and, in October 1991, the first incarnation of the aforementioned brand new game system was revealed. However, it is theorised that only 200 or so of these machines were ever produced.<ref>{{cite web|title=Original Nintendo/Sony PlayStation Prototype|url=http://www.joystiq.com/2007/06/07/original-nintendo-sony-playstation-prototype-found/|website=Joystiq|publisher=Joystiq|accessdate=18 August 2014}}</ref>
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− | [[File:PSX-Memory-Card.jpg|thumb|right|PlayStation [[Memory Card]].]]
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− | By the end of 1992, Sony and Nintendo reached a deal whereby the "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 "Play Station" was removed becoming "PlayStation", thereby ending Nintendo's involvement with the project.<ref name="history" /> According to a Sony engineer, all work on the console from the time of the partnership with Nintendo was eventually scrapped, and the PlayStation design was restarted from scratch.<ref>{{cite magazine|last=|first= |title=Nintendo's 32-Bit Super Console!|magazine=[[Next Generation (magazine)|Next Generation]] |issue=26|publisher=[[Imagine Media]]|date=February 1997|page=47}}</ref> Sony's North American division, known as Sony Computer Entertainment America (SCEA),<ref name="MiragePalace">{{cite web |url=http://maru-chang.com/hard/scph/index.php/english/#SCPH-1080 |title=SCPH |author=Maru-Chang |work=MiragePalace |accessdate=30 June 2010 |quote=It's the second type of controller for PlayStation. The cable became long, and the noise filter was added. Other functions are the same as SCPH-1010. April 2, 1996 for ¥2500.}}</ref> originally planned to market the new console under the alternative branding "PSX" following the negative feedback regarding "PlayStation" in focus group studies. Early advertising prior to the console's launch in North America referenced PSX, but the term was scrapped before launch.<ref>{{cite web |title=The Making Of: PlayStation |url=http://www.next-gen.biz/features/making-playstation |archiveurl=https://web.archive.org/web/20120516003333/http://www.edge-online.com/features/making-playstation|archivedate=16 May 2012 |work=Edge |publisher=Future Publishing |page=5 |date=24 April 2009 |accessdate=27 September 2009}}</ref><ref>{{cite magazine|last= |first= |title=The Next Generation 1996 Lexicon A to Z: PS-X|magazine=[[Next Generation (magazine)|Next Generation]]|issue=15 |publisher=[[Imagine Media]]|date=March 1996|page=39}}</ref>
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− | According to SCE's producer Ryoji Akagawa and chairman [[Shigeo Maruyama]], there was uncertainty over whether the console should primarily focus on [[2D computer graphics|2D]] [[Sprite (computer graphics)|sprite]] graphics or [[3D computer graphics|3D polygon graphics]]. It was only after witnessing the success of Sega's ''[[Virtua Fighter (video game)|Virtua Fighter]]'' in Japanese arcades that "the direction of the PlayStation became instantly clear" and 3D polygon graphics became the console's primary focus.<ref>{{cite web|url=https://www.wired.com/2012/09/how-virtua-fighter-saved-playstations-bacon/|title=How Virtua Fighter Saved PlayStation's Bacon|date=5 September 2012|work=WIRED|accessdate=16 November 2015}}</ref>
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− | Unlike Sega, Sony had no arcade division from which to draw console-selling ports, or any in-house development to speak of. To solve this problem, Sony acquired studios such as [[Psygnosis]] and signed exclusivity deals with hot arcade publishers [[Namco]] and [[Williams Entertainment]].<ref>{{cite magazine|last= |first= |title=Pssstt! Wanna Buy a Game System?|magazine=[[Next Generation (magazine)|Next Generation]]|issue=14 |publisher=[[Imagine Media]] |date=February 1996|page=77}}</ref>
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− | Industry hype for the console spread quickly, and in early 1994 ''[[GamePro]]'' reported that "many video game companies [feel] that in the near future, the video game platforms to contend with will be from Nintendo, Sega... and ''Sony''." [emphasis in original]<ref>{{cite news|last= |first= |title=No Business Like Show Business|work=[[GamePro]]|issue=67|publisher=[[International Data Group|IDG]]|date=April 1994|page=8}}</ref>
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− | ===Launch===
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− | Sony released the PlayStation in Japan on 3 December 1994,<ref name="NGen12"/> North America on 9 September 1995,<ref name="developmentNA" /> Europe on 29 September 1995,<ref name="developmentEU" /> and [[Oceania]] on 15 November 1995.<ref name="aus" /> In Japan, the console was immediately successful, selling over 2 million units after six months on the market.<ref>{{cite journal|last= |first= |title=Sega and Sony Go to War|journal=[[GamePro]]|issue=84|publisher=[[International Data Group|IDG]]|date=September 1995|page=138}}</ref> In the US, the console sold 800,000 units by the end of 1995, giving the PlayStation a commanding lead over the other fifth generation consoles,{{refn|group=note|Technically there is one exception to this. The [[3DO Interactive Multiplayer]], though consistently outsold by the PlayStation during this period, had more ''cumulative'' sales at the end of 1995, chiefly due to its having been on the market for nearly two years longer than the PlayStation.<ref name="NGen12"/>}}<ref>{{cite magazine|last= |first= |title=Can PlayStation Compete with Ultra 64?|magazine=[[Next Generation (magazine)|Next Generation]]|issue=15 |publisher=[[Imagine Media]] |date=March 1996|pages=6–10}}</ref> though the Super NES and Sega Genesis from the fourth still outsold it.<ref>{{cite magazine|last= |first= |title=16-Bit Surge|magazine=[[GamePro]]|issue=91|publisher=[[International Data Group|IDG]]|date=April 1996|page=16}}</ref> At a price of [[United States dollar|US$]]299,<ref name="developmentNA" /> the console enjoyed a very successful launch, with titles of almost every genre, including [[Battle Arena Toshinden|''Battle Arena Toshinden'']], ''[[Warhawk (1995 video game)|Warhawk]]'', [[Air Combat|''Air Combat'']], ''[[Philosoma]]'', [[Ridge Racer (video game)|''Ridge Racer'']] and ''[[Rayman (video game)|Rayman]]''. This was despite not including a [[pack-in game]], like many other gaming consoles of the time had.<ref>{{cite journal|last= |first= |title=But It'll Sure Look Pretty on the Shelf...|journal=[[Electronic Gaming Monthly]]|issue=75|publisher=[[Ziff Davis]]|date=October 1995|page=16}}</ref> In the months following launch, Sony reported strong software sales, with an [[attach rate]] of 4:1.<ref>{{cite magazine|last= |first= |url=https://archive.org/stream/GamePro_Issue_079_February_1996#page/n17/mode/2up|title=Trailing Sony, Sega Restructures |magazine=[[GamePro]] |issue=89 |publisher=[[International Data Group|IDG]]|date=February 1996|page=16}}</ref>
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− | The PlayStation was praised by multiple groups. For example, [[Bill Gates]], then [[Microsoft]] chairman, preferred Sony's console to the competition, saying "Our game designer likes the Sony machine."<ref>Brandt, Richard L. "Nintendo Battles for its Life." Upside 7.10 (1995): 50-. ABI/INFORM Global. Web. 24 May 2012.</ref>{{verification needed|date=June 2018}} Microsoft would later compete with Sony with its [[Xbox (console)|Xbox]] console. In a special Game Machine Cross Review in May 1995, ''[[Famicom Tsūshin]]'' would score the PlayStation console a 19 out of 40.<ref>Game Machine Cross Review: プレイステーション. Weekly Famicom Tsūshin. No.335. Pg.166. 12–19 May 1995.</ref> The staff of [[Next Generation (magazine)|''Next Generation'']] reviewed the PlayStation a few weeks after its North American launch, where they commented that, while the CPU is "fairly average", the supplementary custom hardware, such as the GPU and sound processor, is stunningly powerful. They praised the PlayStation’s focus on 3D, and complemented on the comfort of its controller and the convenience of its memory cards. Giving the system 4 1/2 out of 5 stars, they concluded, "To succeed in this extremely cut-throat market, you need a combination of great hardware, great games, and great marketing. Whether by skill, luck, or just deep pockets, Sony has scored three out of three in the first salvo of this war."<ref name="NGen12">{{cite journal|last= |first= |title=Which Game System is the Best!?|journal=[[Next Generation (magazine)|Next Generation]]|issue=12|publisher=[[Imagine Media]]|date=December 1995|pages=36–85}}</ref>
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− | The console was marketed with advertising slogans such as, "''Live in your world. Play in ours,''" stylised as, "LIVE IN Y[[File:PlayStationCircle.svg|15x12px|Circle]]UR W[[File:PlayStationX.svg|15x12px|X]]RLD. PL[[File:PlayStationTriangle.svg|15x12px|Triangle]]Y IN [[File:PlayStationSquare.svg|15x12px|Square]]URS,"{{citation needed|date=June 2018}}<!-- not in the source for a following statement --> and "You Are Not Ready" or "U R NOT {{font color|red|E}}."<ref>{{cite magazine|last=|first=|date=December 1995|title=The Magazine Biz|url=https://archive.org/stream/GamePro_Issue_077_December_1995#page/n17/mode/2up|magazine=[[GamePro]]|publisher=[[International Data Group|IDG]]|issue=77|page=17|doi=|pmid=|access-date=}}</ref> Regarding the second one, Sony's CCO [[Lee Clow]] explained that "it's the ultimate challenge. Gamers love to respond to that tag line and say 'Bullshit. Let me show you how ready I am.'"<ref>{{cite magazine|last= |first= |title=Sony TV: Turn On, Tune In, Buy Hardware|magazine=[[Next Generation (magazine)|Next Generation]]|issue=14 |publisher=[[Imagine Media]] |date=February 1996|pages=72–73}}</ref>
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− | ===Market success===
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− | The PlayStation's success was partially due to Sony's approach to third party developers. While Sega and Nintendo took an isolationist approach, focusing primarily on first party development while generally ignoring the concerns of third party developers, Sony streamlined game production by providing a range of online programming libraries that were constantly updated. They also organised third party technical support teams, and in some cases gave direct development support to third parties.<ref>{{cite magazine|last= |first= |title=Digital Disciples: Sony's PlayStation Game Plan |magazine=[[Next Generation (magazine)|Next Generation]]|issue=6|publisher=[[Imagine Media]]|date=June 1995|pages=44–48}}</ref> At the close of 1996, approximately 400 games were being developed for the PlayStation, compared to approximately 200 and 60 games being developed for the Saturn and the Nintendo 64 respectively.<ref>{{cite magazine |title=Sony PlayStation Expo '96|magazine=[[GamePro]] |issue=101|publisher=[[International Data Group|IDG]] |date=February 1997|pages=44–45}}</ref>
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− | While the Sega Saturn was marketed towards 18 to 34 year-olds, the PlayStation was marketed roughly, but not exclusively, towards 12 to 24 year-olds.<ref>{{cite magazine|last= |first= |title=Sega: Who Do they Think you Are?|magazine=[[Next Generation (magazine)|Next Generation]]|issue=14 |publisher=[[Imagine Media]] |date=February 1996|page=71}}</ref> Both Sony and Sega reasoned that because younger players typically look up to older, more experienced players, advertising targeted at teens and adults would draw them in too. Additionally, Sony found that adults react best to advertising geared towards teenagers; according to Lee Clow, "One of the first things we resolved early on was that everyone is 17 when they play video games. The young people look up to the best gamer who is usually a little older and more practiced and talented. Then there are people who start working and grow up, but when they go into their room and sit down with their video games, they're regressing and becoming 17 again."<ref>{{cite magazine|last= |first= |title=Sony: Who Do they Think you Are?|magazine=[[Next Generation (magazine)|Next Generation]]|issue=14 |publisher=[[Imagine Media]] |date=February 1996|page=70}}</ref> Initially, PlayStation demographics were skewed towards adults, but the audience broadened after the first price drop.<ref name="NGen23">{{cite magazine|last=|first= |title=Will the Real Boss of Sony Please Step Forward?|magazine=[[Next Generation (magazine)|Next Generation]]|issue=23 |publisher=[[Imagine Media]] |date=November 1996|pages=6–10}}</ref>
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− | In 1996, Sony expanded their CD production facilities in [[Springfield, Oregon]], due to the high demand for PlayStation games. This increased their monthly output from 4 million discs to 6.5 million discs.<ref>{{cite magazine|last= |first= |url=https://archive.org/stream/GamePro_Issue_085_August_1996#page/n17/mode/2up|title=News Bits|magazine=[[GamePro]]|issue=95|publisher=[[International Data Group|IDG]]|date=August 1996|page=17}}</ref> This was necessary because PlayStation sales were running at twice the rate of Saturn sales, and dramatically increased their lead when both the PlayStation and Saturn dropped in price to $199 in May; this was largely because some retailers (such as [[KB Toys]]) did not stock the Saturn.<ref>{{cite magazine|last= |first= |title=Dramatic Price Cuts Boost Sony and Sega Sales|magazine=[[GamePro]]|issue=96 |publisher=[[International Data Group|IDG]] |date=September 1996|page=20}}</ref> The PlayStation also outsold the Saturn at a similar ratio in Europe during 1996,<ref>{{cite magazine |last=Svenson |first=Christian |title=Stat Happy Sony|magazine=[[Next Generation (magazine)|Next Generation]]|issue=24 |publisher=[[Imagine Media]]|date=December 1996|page=28}}</ref> with an accumulated 2.2 million consoles sold in the region by the end of the year.<ref>{{cite magazine|title=Data Stream |magazine=[[Next Generation (magazine)|Next Generation]]|issue=29|publisher=[[Imagine Media]] |date=May 1997 |page=27}}</ref> Despite the launch of the Nintendo 64, PlayStation hardware and software sales figures only continued to increase.<ref>{{cite magazine |title=Who Won the Videogame Wars of 1996? |magazine=[[Next Generation (magazine)|Next Generation]]|issue=28 |publisher=[[Imagine Media]] |date=April 1997|pages=16–19}}</ref>
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− | However, the PlayStation took longer to achieve dominance in Japan. Sony Computer Entertainment president Teruhisa Tokunaka stated that, even after the PlayStation and Saturn had been on the market for nearly two years, the competition between them was still "very close", and that neither console had lead in sales for any meaningful length of time.<ref name="NGen23"/>
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| ==Functionality== | | ==Functionality== |
− | In addition to playing games, select PlayStation models are equipped to play audio CDs; further, Asian model SCPH-5903 can also play [[Video CD|Video CDs]].<ref>{{cite web|title=PlayStation Systems - The Official PlayStation Museum|url=http://playstationmuseum.com/playstation-systems/|accessdate=13 December 2013}}</ref> Like most CD players, the PlayStation can play songs in a programmed order, shuffle the playback order of the disc and repeat one song or the entire disc. Later PlayStation models utilise a music visualisation function called SoundScope.<ref name="CD specs">{{cite web|title=Sony PlayStation 1 CD Player|url=http://www.stereophile.com/content/sony-playstation-1-cd-player-page-2|website=Stereophile|publisher=Stereophile|accessdate=19 August 2014}}</ref> This function, as well as a memory card manager, is accessed by starting the console without either inserting a game or closing the CD tray, thereby accessing a GUI for the PlayStation BIOS.<ref name="Edge" /><ref name="Specs" /> | + | In addition to playing games, select PlayStation models are equipped to play audio CDs; further, Asian model SCPH-5903 can also play [[Video CD|Video CDs]]. Like most CD players, the PlayStation can play songs in a programmed order, shuffle the playback order of the disc and repeat one song or the entire disc. Later PlayStation models utilise a music visualisation function called SoundScope. This function, as well as a memory card manager, is accessed by starting the console without either inserting a game or closing the CD tray, thereby accessing a GUI for the PlayStation BIOS. |
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− | The GUI for the PS one and PlayStation differ depending on the firmware version: the original PlayStation GUI had a dark blue background with rainbow graffiti used as buttons, while the early PAL PlayStation and PS one GUI had a grey blocked background with 2 icons in the middle (these were different on each version).<ref>{{citation|date=June 1995
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− | |title=An interview with Ken Kutaragi|periodical=Next Generation|publication-place=Burlingame, California|publisher=Imagine Publishing|volume=1|issue=6|page=53|issn=1078-9693}}</ref> If the CD lid is closed with a game inside at any time while in the menu, the game will start.<ref name="CD specs" /><ref name="Specs" />
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− | ==Software library==
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− | {{See also|List of PlayStation games (A–L)|List of PlayStation games (M–Z)}}
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− | As of 30 June 2007, 7,918 [[software]] titles had been released worldwide for the PlayStation (counting games released in multiple regions as separate titles).<ref>{{cite web|title=Cumulative Software Titles |publisher=Sony Computer Entertainment Inc. |url=http://www.scei.co.jp/corporate/data/bizdatatitle_e.html |accessdate=19 September 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20080921062349/http://www.scei.co.jp/corporate/data/bizdatatitle_e.html |archivedate=21 September 2008 }}</ref> As of 31 March 2007, the cumulative software shipment was at 962 million units.<ref>{{cite web|title=Cumulative Production Shipments of Software Titles |publisher=Sony Computer Entertainment |url=http://www.scei.co.jp/corporate/data/bizdatapssoft_e.html |date=31 March 2007 |accessdate=19 September 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20080923062826/http://www.scei.co.jp/corporate/data/bizdatapssoft_e.html |archivedate=23 September 2008 }}</ref> ''[[FIFA Football 2005]]'' was the last game released for the system in the United States. However, several reprinted and remastered editions were released in later years. On 26 July 2007, Konami released ''Metal Gear Solid: The Essential Collection'', which contained ''Metal Gear Solid'' in the original PlayStation format. In 2011, Capcom released the ''Resident Evil 15th Anniversary Collection'', and in 2012, Square Enix released the ''Final Fantasy 25th Anniversary Ultimate Box'' in Japan containing all of the ''Final Fantasy'' titles, a majority of which were in the original PlayStation format.<ref>{{cite web|author=Search: |url=http://www.gamefaqs.com/console/ps2/data/944753.html |title=Gamefaqs Product page |publisher=Gamefaqs.com |date=18 March 2008 |accessdate=11 November 2010}}</ref><ref>{{cite web|url=http://www.gamespot.com/articles/final-fantasy-25th-anniversary-ultimate-box-collection-announced/1100-6394062/|title=Final Fantasy 25th anniversary Ultimate Box collection announced|last=Leo|first=John|date=31 August 2012|publisher=GameSpot.com|accessdate=5 March 2014}}</ref>
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− | Initially, in the United States, PlayStation games were packaged in long cardboard boxes, similar to non-Japanese 3DO and Saturn games. Sony later switched to the [[jewel case]] format typically used for audio CDs and Japanese video games, as this format took up less retailer shelf space (which was at a premium due to the large number of PlayStation games being released), and [[focus testing]] showed that most consumers preferred this format.<ref>{{cite magazine |title=Do Good Things Come in Small Packages?|magazine=[[Electronic Gaming Monthly]] |issue=92|publisher=[[Ziff Davis]]|date=March 1997|pages=110–1}}</ref>
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− | ===Regional variants===
| + | The GUI for the PS one and PlayStation differ depending on the firmware version: the original PlayStation GUI had a dark blue background with rainbow graffiti used as buttons, while the early PAL PlayStation and PS one GUI had a grey blocked background with 2 icons in the middle (these were different on each version). If the CD lid is closed with a game inside at any time while in the menu, the game will start. |
− | The ''OK'' and ''Cancel'' buttons in most of the Japanese PlayStation games are reversed in their North American and European releases. In Japan, the [[File:PlayStationCircle.svg|18x15px|Circle]] button (''maru'', right) is used as OK, while the [[File:PlayStationX.svg|18x15px|X]] button (''batsu'', wrong) is used as Cancel. North American and European releases have the [[File:PlayStationX.svg|18x15px|X]] button or the [[File:PlayStationCircle.svg|18x15px|Circle]] buttons as OK, while either the [[File:PlayStationSquare.svg|18x15px|Square]] or the [[File:PlayStationTriangle.svg|18x15px|Triangle]] button are used as Cancel (some titles, like ''[[Xenogears]],'' use the [[File:PlayStationCircle.svg|18x15px|Circle]] button for cancelling actions and selections, along with the PlayStation 2 system browser and the XrossMedia Bar on the PlayStation 3 and the PSP).<ref name="history"/>{{failed verification|date=July 2018}} However, a few games, such as [[Square (company)|Square's]] ''[[Vagrant Story]]'', ''[[Final Fantasy VII]]'' (which uses the [[File:PlayStationX.svg|18x15px|X]] button as cancel) and ''[[Final Fantasy Tactics]]'', Namco's ''[[Ridge Racer Type 4]]'', and [[Konami]]'s ''[[Metal Gear Solid]]'', use the Japanese button layout worldwide. Other games, like the Japanese version of [[Gran Turismo (video game)|''Gran Turismo'']], use controls that are similar to North American games. These Japanese button layouts also apply to future PlayStation consoles. This is because in the early years Sony America (SCEA),<ref>{{cite journal|date=19 May 1994|title=Sony latest to toss hat in vid game arena|journal=[[The Hollywood Reporter]]|publisher=Hollywood Reporter, Inc.}}</ref> Sony Europe (SCEE), and Sony Japan (SCEJ) had different development and testing documents (TRCs) for their respective territories.<ref>{{cite press release |url=http://www.scei.co.jp/corporate/release/pdf/020701be.pdf |archive-url=https://web.archive.org/web/20041208021124/http://www.scei.co.jp/corporate/release/pdf/020701be.pdf |dead-url=yes |archive-date=8 December 2004 |title=Sony Computer Entertainment Announces Changes in Corporate Officers |date=1 July 2002 |publisher=Sony Computer Entertainment |accessdate=23 March 2010 |location=Tokyo }}</ref> | |
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| ==Hardware== | | ==Hardware== |
− | In regard to the PlayStation’s hardware, its designer [[Ken Kutaragi]] stated, "The technology came from an original idea to create a synthesizer for graphics, something that takes a basic graphic and then adds various effects to it quickly and easily."<ref>{{cite magazine |title=75 Power Players: Back at the Lab...|magazine=[[Next Generation (magazine)|Next Generation]]|issue=11 |publisher=[[Imagine Media]]|date=November 1995|page=73}}</ref> | + | In regard to the PlayStation’s hardware, its designer [[Ken Kutaragi]] stated, "The technology came from an original idea to create a synthesizer for graphics, something that takes a basic graphic and then adds various effects to it quickly and easily." |
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− | The PlayStation utilises a proprietary video compression unit called MDEC, which is integrated into the CPU, allowing for the presentation of [[full motion video]] at a higher quality than other consoles of its generation.<ref>{{cite magazine |title=Video Playback |magazine=[[Next Generation (magazine)|Next Generation]] |issue=30|publisher=[[Imagine Media]] |date=June 1997|page=56 |url=https://archive.org/stream/NextGeneration30Jun1997/Next_Generation_30_Jun_1997#page/n57}}</ref> | + | The PlayStation utilises a proprietary video compression unit called MDEC, which is integrated into the CPU, allowing for the presentation of [[full motion video]] at a higher quality than other consoles of its generation. |
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| ===Hardware problems=== | | ===Hardware problems=== |
− | With the early PlayStation units, particularly early 1000 models, many gamers experience skipping full-motion video or physical "ticking" noises coming from their units. The problem seemingly comes from poorly placed vents leading to overheating in some environments. This causes the plastic mouldings inside the console to warp slightly and create knock-on effects with the laser assembly. The solution is to sit the console on a surface which dissipates heat efficiently in a well vented area or raise the unit up slightly from its resting surface.<ref name="problems">{{cite web|title=Sony PlayStation 1st-gen specs difficulties|url=https://www.engadget.com/products/sony/playstation/1st-gen/specs/|website=engadget|publisher=Engadget|accessdate=18 August 2014}}</ref> Sony representatives also recommended unplugging the PlayStation when it is not in use, as the system draws in a small amount of power (and therefore heat) even when turned off.<ref>{{cite magazine |title=Buyers Beware|magazine=[[GamePro]]|issue=102|publisher=[[International Data Group|IDG]]|date=March 1997|page=20}}</ref> | + | With the early PlayStation units, particularly early 1000 models, many gamers experience skipping full-motion video or physical "ticking" noises coming from their units. The problem seemingly comes from poorly placed vents leading to overheating in some environments. This causes the plastic mouldings inside the console to warp slightly and create knock-on effects with the laser assembly. The solution is to sit the console on a surface which dissipates heat efficiently in a well vented area or raise the unit up slightly from its resting surface. Sony representatives also recommended unplugging the PlayStation when it is not in use, as the system draws in a small amount of power (and therefore heat) even when turned off. |
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| [[File:PlayStation Pickup.jpg|thumbnail|Comparison of old and new pick-ups]] | | [[File:PlayStation Pickup.jpg|thumbnail|Comparison of old and new pick-ups]] |
− | The first batch of PlayStations use a KSM-440AAM [[laser]] unit, whose case and movable parts are all built out of plastic. Over time, the plastic lens sled rail wears out—usually unevenly—due to friction. The placement of the laser unit close to the power supply accelerates wear, due to the additional heat, which makes the plastic more vulnerable to friction. Eventually, one side of the lens sled will become so worn that the laser can tilt, no longer pointing directly at the CD; after this, games will no longer load, due to data read errors. One common fix is turning the PlayStation upside down, which makes the lens sled rest on the unworn top rails. Sony eventually fixed the problem by making the sled out of [[Die casting|die-cast]] metal and placing the laser unit further away from the power supply on later PlayStation models.<ref name="problems" /><ref name="specs">{{cite web|url=http://uk.playstation.com/psvitasystem/#select-tab-specifications |title=Official PlayStation website: PlayStation Vita, PS Vita; Specifications for PlayStationVita| accessdate=7 March 2011}}</ref> | + | The first batch of PlayStations use a KSM-440AAM [[laser]] unit, whose case and movable parts are all built out of plastic. Over time, the plastic lens sled rail wears out—usually unevenly—due to friction. The placement of the laser unit close to the power supply accelerates wear, due to the additional heat, which makes the plastic more vulnerable to friction. Eventually, one side of the lens sled will become so worn that the laser can tilt, no longer pointing directly at the CD; after this, games will no longer load, due to data read errors. One common fix is turning the PlayStation upside down, which makes the lens sled rest on the unworn top rails. Sony eventually fixed the problem by making the sled out of [[Die casting|die-cast]] metal and placing the laser unit further away from the power supply on later PlayStation models. |
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− | The PlayStation does not produce a proper signal on several older models of televisions (due to an engineering oversight) causing the display to flicker or bounce around the screen. Sony decided not to change the console design, since only a small percentage of PlayStation owners used such televisions, and instead gave consumers the option of sending their PlayStation unit to a Sony service centre to have an official [[modchip]] installed, allowing it to play on older televisions.<ref>{{cite magazine|last= |first= |title=Sony PS Handles TV Woes |magazine=[[Electronic Gaming Monthly]]|issue=79|publisher=[[Ziff Davis]]|date=February 1996|page=20}}</ref> | + | The PlayStation does not produce a proper signal on several older models of televisions (due to an engineering oversight) causing the display to flicker or bounce around the screen. Sony decided not to change the console design, since only a small percentage of PlayStation owners used such televisions, and instead gave consumers the option of sending their PlayStation unit to a Sony service centre to have an official [[modchip]] installed, allowing it to play on older televisions. |
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| ===Copy protection=== | | ===Copy protection=== |
− | Prior to the PlayStation, reproducing copyrighted material for game consoles was restricted to either enthusiasts with exceptional technical ability, or people who had access to [[CD manufacturing|CD manufacturers]]. However, due to the increased availability of cheap [[CD burner|CD burners]] at this time, Sony modified the shape of the first portion of the data track on PlayStation formatted discs: A normal data track follows a smooth spiral path around a disc, whereas the modified portion follows a wavy spiral path.<ref>http://www.google.com/patents/US6304971</ref> As a result, any discs that did not contain this modification, such as CD-R copies or standard pirated discs, would not boot on the console.<ref name="protection">{{cite web|title=PSX Copy Protection|url=http://consolecopyworld.com/psx/psx_cd_info.shtml#PSX|website=ConsoleCopyWorld |publisher=Console Copy World|accessdate=18 August 2014}}</ref><ref>{{cite book|url=https://books.google.com/books?id=9gV8BgAAQBAJ|title=Video Games and Creativity|page=255|editor-first1=Garo|editor-last1=Green|editor-first2=James|editor-last2=Kaufman|accessdate=20 April 2016}}</ref> This modified portion of the data path is also used to encode the disc "region"; for example, a disc distributed in the NTSC-U/C region would encode the letters "SCEA"; in Europe, "SCEE"; in Japan, "SCEI". This served as copy protection as well as region-locking. | + | Prior to the PlayStation, reproducing copyrighted material for game consoles was restricted to either enthusiasts with exceptional technical ability, or people who had access to [[CD manufacturing|CD manufacturers]]. However, due to the increased availability of cheap [[CD burner|CD burners]] at this time, Sony modified the shape of the first portion of the data track on PlayStation formatted discs: A normal data track follows a smooth spiral path around a disc, whereas the modified portion follows a wavy spiral path. As a result, any discs that did not contain this modification, such as CD-R copies or standard pirated discs, would not boot on the console. This modified portion of the data path is also used to encode the disc "region"; for example, a disc distributed in the NTSC-U/C region would encode the letters "SCEA"; in Europe, "SCEE"; in Japan, "SCEI". This served as copy protection as well as region-locking. |
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− | The installation of an unofficial [[modchip]] allowed the PlayStation to play [[CD-R]] copies of games. It also allowed the console to play games from any region, as the modchip could inject the data for any region into the system. Since there was a multitude of electronic parts on the market, by the end of the system's life cycle, anyone with minimal soldering experience could perform these modifications. This created a wave of games developed without official approval using [[Free software|free]], official tools, such as the [[Net Yaroze]], as well as unofficial tools, and the reproduction of original discs.<ref name="protection" /> With the introduction of such devices the console became very attractive to programmers and illegal copiers alike, as well as those who wished to protect the lifespan of their lawful, original discs.<ref>{{cite web|title=PSX protected games|url=http://consolecopyworld.com/psx/psx_protected_games.shtml|website=ConsoleCopyWorld|publisher=Console Copy World|accessdate=18 August 2014}}</ref> In 1996 Sony filed lawsuits against many companies which advertised such modchips and pirated games, under the [[Racketeer Influenced and Corrupt Organizations Act]].<ref>{{cite magazine|last=Svensson |first=Christian |title=Sony and the Bad Guys|magazine=[[Next Generation (magazine)|Next Generation]]|issue=25 |publisher=[[Imagine Media]]|date=January 1997|page=26}}</ref> | + | The installation of an unofficial [[modchip]] allowed the PlayStation to play [[CD-R]] copies of games. It also allowed the console to play games from any region, as the modchip could inject the data for any region into the system. Since there was a multitude of electronic parts on the market, by the end of the system's life cycle, anyone with minimal soldering experience could perform these modifications. This created a wave of games developed without official approval using [[Free software|free]], official tools, such as the [[Net Yaroze]], as well as unofficial tools, and the reproduction of original discs. With the introduction of such devices the console became very attractive to programmers and illegal copiers alike, as well as those who wished to protect the lifespan of their lawful, original discs. In 1996 Sony filed lawsuits against many companies which advertised such modchips and pirated games, under the [[Racketeer Influenced and Corrupt Organizations Act]]. |
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− | Some companies (notably [[Datel]]) eventually produced discs that booted on unmodified retail units while using special equipment.<ref>{{cite web|title=datel Development|url=http://www.datel.co.uk/pages/Development.aspx|website=Datel|publisher=Datel UK|accessdate=18 August 2014}}</ref> | + | Some companies (notably [[Datel]]) eventually produced discs that booted on unmodified retail units while using special equipment. |
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| ===Controller=== | | ===Controller=== |
− | {{main|PlayStation Controller}}
| + | Instead of a [[D-pad]], which is used for directional movement in nearly every other console then on the market, the PlayStation controller uses four directional buttons. |
− | Instead of a [[D-pad]], which is used for directional movement in nearly every other console then on the market, the PlayStation controller uses four directional buttons.<ref>{{cite news|last= |first= |title=The Sony PlayStation Plays For Keeps|work=[[GamePro]]|issue=78|publisher=[[International Data Group|IDG]]|date=March 1995|page=36}}</ref> | |
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| ===Peripherals=== | | ===Peripherals=== |
− | Peripherals released for the PlayStation include memory cards,<ref name="GPro87">{{cite magazine|last= |first= |title=Sony's Stocking Stuffers|magazine=[[GamePro]]|issue=87|publisher=[[International Data Group|IDG]]|date=December 1995|page=185}}</ref> the [[PlayStation Mouse]],<ref>{{cite journal |last= |first= |title=Review Crew: Horned Owl |journal=[[Electronic Gaming Monthly]] |issue=84|publisher=[[Ziff Davis]] |date=July 1996 |page=28}}</ref> the [[PlayStation Analog Joystick]],<ref>{{cite journal|last= |first= |title=Soar and Descend|journal=[[GamePro]]|issue=91|publisher=[[International Data Group|IDG]]|date=April 1996|page=24}}</ref> the [[PlayStation Link Cable]],<ref name="GPro87"/> the Multiplayer Adapter (a four-player [[multitap]]),<ref name="GPro87"/> the Memory Drive (a disk drive for [[3.5 inch floppy disk]]s),<ref>{{cite magazine|last=|first= |title=Datel Launches PlayStation Disk Drive |magazine=[[Next Generation (magazine)|Next Generation]]|issue=20|publisher=[[Imagine Media]] |date=August 1996 |page=25}}</ref> the [[GunCon]] (a [[light gun]]), and the [[Glasstron]] (a monoscopic [[head-mounted display]]).<ref>{{cite journal |last= |first= |title=Reality Check |journal=[[Electronic Gaming Monthly]] |issue=85|publisher=[[Ziff Davis]] |date=August 1996 |pages=14–16}}</ref> | + | Peripherals released for the PlayStation include memory cards, the [[PlayStation Mouse]], the [[PlayStation Analog Joystick]], the [[PlayStation Link Cable]], the Multiplayer Adapter (a four-player [[multitap]]), the Memory Drive (a disk drive for [[3.5 inch floppy disk]]s), the [[GunCon]] (a [[light gun]]), and the [[Glasstron]] (a monoscopic [[head-mounted display]]). |
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| ===Technical specifications=== | | ===Technical specifications=== |
− | {{main|PlayStation technical specifications}}
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| [[File:CXD8561CQ 02.JPG|thumbnail|The GPU CXD8561CQ (SCPH-9000 version)]] | | [[File:CXD8561CQ 02.JPG|thumbnail|The GPU CXD8561CQ (SCPH-9000 version)]] |
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− | * '''[[Central processing unit|CPU]]''': [[32-bit]] [[Reduced instruction set computing|RISC]] [[R3000|MIPS R3000A]]-compatible MIPS R3051 ([[Clock rate|33.8688 MHz]])<ref name="EGM65">{{cite journal|last= |first= |title=Sony's PlayStation Debuts in Japan!|journal=[[Electronic Gaming Monthly]]|issue=65|publisher=[[Ziff Davis]]|date=December 1994|page=70}}</ref> | + | * '''[[Central processing unit|CPU]]''': [[32-bit]] [[Reduced instruction set computing|RISC]] [[R3000|MIPS R3000A]]-compatible MIPS R3051 ([[Clock rate|33.8688 MHz]]) |
− | * '''MDEC''' (motion decoder) for FMV playback<ref>{{cite journal|last= |first= |title=Tech Specs: Sony PlayStation|journal=[[Next Generation (magazine)|Next Generation]]|issue=12|publisher=[[Imagine Media]]|date=December 1995|page=40}}</ref> | + | * '''MDEC''' (motion decoder) for FMV playback |
− | * '''[[Random access memory|RAM]]''': 2 [[Mebibyte|MB]] main, 1 MB [[Video memory|video]]<ref>{{cite journal|last= |first= |title=Inside the PlayStation |journal=[[Next Generation (magazine)|Next Generation]]|issue=6|publisher=[[Imagine Media]]|date=June 1995|page=51}}</ref> | + | * '''[[Random access memory|RAM]]''': 2 [[Mebibyte|MB]] main, 1 MB [[Video memory|video]] |
− | * '''Graphics''': GPU and Geometry Transformation Engine (GTE),<ref>{{cite web|url=http://problemkaputt.de/psx-spx.htm|title=Nocash PSX Specifications|publisher=|accessdate=16 November 2015}}</ref><ref>http://www.raphnet.net/electronique/psx_adaptor/Playstation.txt</ref> with [[2D computer graphics|2D]] rotation, scaling ([[2.5D]]), transparency and fading, and [[3D computer graphics|3D]] [[Texture mapping#Affine texture mapping|affine texture mapping]] and [[shading]]<ref name="EGM65"/> | + | * '''Graphics''': GPU and Geometry Transformation Engine (GTE), with [[2D computer graphics|2D]] rotation, scaling ([[2.5D]]), transparency and fading, and [[3D computer graphics|3D]] [[Texture mapping#Affine texture mapping|affine texture mapping]] and [[shading]] |
− | * '''[[List of color palettes|Colors]]''': 16.7 million ([[True Color]])<ref>{{cite journal |last= |first= |title=PlayStation Vs. Saturn: Battle of the Polygon Monsters |journal=[[Electronic Gaming Monthly]] |issue=67|publisher=[[Ziff Davis]] |date=February 1995 |pages=94–95}}</ref> | + | * '''[[List of color palettes|Colors]]''': 16.7 million ([[True Color]]) |
− | * '''[[Sprite (computer graphics)|Sprites]]''': 4,000<ref name="EGM65"/> | + | * '''[[Sprite (computer graphics)|Sprites]]''': 4,000 |
| * '''[[Polygon (computer graphics)|Polygons]]''': 180,000 per second ([[Texture mapping|textured]]), 360,000 per second ([[Flat shading|flat-shaded]]) | | * '''[[Polygon (computer graphics)|Polygons]]''': 180,000 per second ([[Texture mapping|textured]]), 360,000 per second ([[Flat shading|flat-shaded]]) |
− | * '''[[Display resolution|Resolution]]''': 256×224 to 640×480 [[pixel]]s ([[480i]])<ref name="EGM65"/> | + | * '''[[Display resolution|Resolution]]''': 256×224 to 640×480 [[pixel]]s ([[480i]]) |
− | * '''Sound''': 16-[[Audio bit depth|bit]], 24 channel [[ADPCM]]<ref name="Specs">{{cite web|title=Sony PlayStation Specs|url=http://www.cyberiapc.com/vgg/sony_ps.htm|website=Cyberiapc|publisher=Cyberiapc|accessdate=18 August 2014}}</ref> | + | * '''Sound''': 16-[[Audio bit depth|bit]], 24 channel [[ADPCM]] |
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| ==Models== | | ==Models== |
− | {{main|PlayStation models}}
| |
| [[File:PlayStation-Model-Backs.jpg|thumb|A comparison of the SCPH-1001 (bottom), SCPH-5001 (middle) and SCPH-9001 (top) models. The SCPH-900x revision saw the removal of the Parallel I/O port while the RCA jacks were removed in the SCPH-500x revision.]] | | [[File:PlayStation-Model-Backs.jpg|thumb|A comparison of the SCPH-1001 (bottom), SCPH-5001 (middle) and SCPH-9001 (top) models. The SCPH-900x revision saw the removal of the Parallel I/O port while the RCA jacks were removed in the SCPH-500x revision.]] |
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− | The PlayStation went through a number of variants during its production run. From an external perspective, the most notable change between variants was the reduction in the number of connectors. The RCA jacks were removed in the first revision, and the Parallel I/O port was removed in the final revision.<ref>{{cite web|title=PlayStation 1: The audiophile's dream?|url=http://www.destructoid.com/playstation-1-the-audiophile-s-dream--32269.phtml|website=Destructoid|publisher=Audiophile|accessdate=19 August 2014}}</ref> | + | The PlayStation went through a number of variants during its production run. From an external perspective, the most notable change between variants was the reduction in the number of connectors. The RCA jacks were removed in the first revision, and the Parallel I/O port was removed in the final revision. |
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− | Sony marketed a development kit for hobbyists and developers also known as the [[Net Yaroze]], which launched in June 1996 in Japan<ref>{{cite magazine|last= |first= |title=Tidbits|magazine=[[Electronic Gaming Monthly]]|issue=88 |publisher=[[Ziff Davis]] |date=November 1996|page=22}}</ref> and in 1997 in other countries. Sold only through an ordering service, the development console came with the necessary documentation and software to program PlayStation games and applications.<ref name="Net Yaroze">{{cite web|url=http://www.ign.com/games/net-yaroze/ps-896838|title=Net Yaroze|publisher=IGN|accessdate=28 February 2014}}</ref> | + | Sony marketed a development kit for hobbyists and developers also known as the [[Net Yaroze]], which launched in June 1996 in Japan and in 1997 in other countries. Sold only through an ordering service, the development console came with the necessary documentation and software to program PlayStation games and applications. |
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| ===PS one=== | | ===PS one=== |
− | {{main|PlayStation models#PS one}}
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− | On 7 July 2000, Sony released the PS one,<ref name="SCEE 2000—Key Facts and Figures">{{cite web | url=http://www.scee.presscentre.com/Content/Detail.asp?ReleaseID=98&NewsAreaID=22 | title=SCEE 2000—Key Facts and Figures | publisher=Sony Computer Entertainment Europe | accessdate=25 November 2006 | deadurl=yes | archiveurl=https://web.archive.org/web/20070919215408/http://www.scee.presscentre.com/Content/Detail.asp?ReleaseID=98&NewsAreaID=22 | archivedate=19 September 2007 | df=dmy-all }}</ref> a smaller, redesigned version of the original PlayStation.<ref name="SCEE 2000—Key Facts and Figures"/><ref name="PSOne" /> It was the highest-selling console through the end of the year, outselling all other consoles - including Sony's own [[PlayStation 2]].<ref name="PSOne">{{cite web | title = Sony PS One sales rocket as PS Two famine continues | publisher = theregister.co.uk | last = Smith| first = Tony | url = https://www.theregister.co.uk/2000/12/06/sony_ps_one_sales_rocket/ | date = 6 June 2000 | accessdate = 22 August 2008 }}</ref> A total of 28.15 million PS one units had been sold by the time it was discontinued in March 2006.<ref name="shipments"/><ref name="stops"/> | + | On 7 July 2000, Sony released the PS one, a smaller, redesigned version of the original PlayStation. It was the highest-selling console through the end of the year, outselling all other consoles - including Sony's own [[PlayStation 2]]. A total of 28.15 million PS one units had been sold by the time it was discontinued in March 2006. |
− | A version of the PS one included a {{Convert|5|in|adj=on}} [[Liquid crystal display|LCD]] screen, referred to as the "Combo pack".<ref>{{cite web|title=PsOne LCD Screen|url=http://www.bit-tech.net/modding/2004/07/07/psone_lcd/1|website=Bit-Tech|publisher=Bit-Tech|accessdate=19 August 2014}}</ref> | + | A version of the PS one included a {{Convert|5|in|adj=on}} [[Liquid crystal display|LCD]] screen, referred to as the "Combo pack". |
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| ===PlayStation Classic=== | | ===PlayStation Classic=== |
− | {{main|PlayStation Classic}}
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| On 19 September 2018, Sony announced the PlayStation Classic. It was released on 3 December 2018. It featured 20 pre-installed video games such as [[Tekken 3]], [[Final Fantasy VII]], [[Jumping Flash]], [[Wild Arms]] and [[Ridge Racer Type 4]]. It also features two replicas of the wired PlayStation controllers without [[analog sticks]]. It also features an [[HDMI]] output. The maximum resolution is 720p. It is 45% smaller than the original console. | | On 19 September 2018, Sony announced the PlayStation Classic. It was released on 3 December 2018. It featured 20 pre-installed video games such as [[Tekken 3]], [[Final Fantasy VII]], [[Jumping Flash]], [[Wild Arms]] and [[Ridge Racer Type 4]]. It also features two replicas of the wired PlayStation controllers without [[analog sticks]]. It also features an [[HDMI]] output. The maximum resolution is 720p. It is 45% smaller than the original console. |
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− | ==Successors==
| + | [[Category:Sony consoles]] |
− | {{main|PlayStation 2}}
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− | [[Sony Computer Entertainment|Sony's]] successor to the PlayStation is the [[PlayStation 2]], which is [[backward compatibility|backwards compatible]] with its predecessor in that it can play almost every original PlayStation game. | |
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− | The third generation of the PlayStation, the [[PlayStation 3]], was launched on 11 November 2006 in Japan, 17 November 2006 in North America, and 23 March 2007 in Europe. The backward compatibility of the PlayStation 3 differs by model. The newer PlayStation 3 models, like the Slim, are only backwards compatible with original PlayStation games; however, the older 60 GB model (the first PS3 model released) will play PlayStation and PlayStation 2 games through either having the Emotion Engine or Reality Synthesizer and emulating one or the other.<ref>{{cite web|last1=Robertson|title=ps3 backward compatibility|url=https://arstechnica.com/gaming/2009/09/the-forgotten-beloved-60gb-ps3-why-its-still-so-popular/|publisher=me|accessdate=20 February 2017}}</ref><ref>List of PlayStation 3 backward compatible PlayStation 2 and PlayStation games</ref> While PlayStation 3 games are not region-locked, PlayStation and PlayStation 2 games are only playable on PlayStation 3 consoles from the same region.
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− | A third successor, the [[PlayStation 4]], was announced by Sony on 20 February 2013 and was released in the US on 15 November, Europe on 29 November 2013, and Japan and Asia on 22 February 2014.<ref>{{cite web|url=http://www.techradar.com/news/gaming/consoles/ps4-release-date-news-and-features-937822|title=Sony PS4 review|author=Dave James and James Rivington|work=TechRadar|accessdate=16 November 2015}}</ref> However, it is backwards compatible with select PS3 Games through a download service dubbed PlayStation Now.<ref>{{cite web|last=Whitehead|first=Dan|url=http://www.eurogamer.net/articles/dreamcast-a-forensic-retrospective-article|title=Dreamcast: A Forensic Retrospective Article • Page • Articles • Retro •|publisher=Eurogamer.net|date=1 February 2009|accessdate=21 October 2012}}</ref><ref>{{cite web|title=PlayStation 2 Timeline|publisher=[[GameSpy]]|url=http://archive.gamespy.com/articles/february04/ps2timeline/index2.shtml|archive-url=https://web.archive.org/web/20040604030423/http://archive.gamespy.com/articles/february04/ps2timeline/index2.shtml|dead-url=yes|archive-date=4 June 2004|accessdate=19 August 2008|page=3}}</ref>
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− | The [[PlayStation Portable]], or PSP, is a [[handheld game console]] first released in late 2004. The PSP is capable of playing PlayStation games downloaded via Sony's online store, and can also play any PlayStation game by using the PlayStation 3's remote play feature while the disc is in the PlayStation 3.<ref>{{cite web | title = Sony Outlines PSP Future | publisher = IGN| last = Gantayat| first = Anoop | url = http://psp.ign.com/articles/696/696079p1.html | date = 15 March 2006 | accessdate = 10 July 2008 }}</ref><ref>{{cite web|url=http://manuals.playstation.net/document/en/ps3/current/remoteplay/remoteplay.html| title=User's Guide – Remote Play| publisher=Sony Computer Entertainment| accessdate=12 March 2008}}</ref><ref>{{cite web|url=http://www.us.playstation.com/Support/PSP/ConnectingToInternet/default.html|archiveurl=https://web.archive.org/web/20080313173005/http://www.us.playstation.com/support/psp/connectingtointernet/default.html |archivedate=13 March 2008| title=Support – PSP – Connecting to the Internet| publisher=Sony Computer Entertainment| accessdate=3 December 2008}}</ref>
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− | The successor to the PSP, the [[PlayStation Vita]], was introduced as a part of the 8th generation of video game consoles, and is backwards compatible with original PSP as well as original PlayStation games downloaded from the [[PlayStation Store]].<ref>2013-09-09, [http://www.siliconera.com/2013/09/09/ps-vita-tv-remade-into-a-console-for-95-play-vita-and-psp-on-your-tv/ PS Vita TV Remade Into A Console For $95, Plays Vita And PSP Games On Your TV], Siliconera</ref><ref name="SCE_VitaTV">2013-09-09, [https://web.archive.org/web/20131029195146/http://scei.co.jp/corporate/release/pdf/130909c_e.pdf SONY COMPUTER ENTERTAINMENT INTRODUCES PLAYSTATION(R) VITA TV] (Corporate Release), [[Sony Computer Entertainment]]</ref>
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− | ==Legacy==
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− | Sony Computer Entertainment was an upstart in the video game industry in late 1994, as the early 1990s were dominated by Nintendo and Sega. Nintendo had been the clear leader in the video game industry since the introduction of the [[Nintendo Entertainment System|NES]] in 1985 and the [[Nintendo 64]] was initially expected to maintain this position for Nintendo. The PlayStation's target audience included 15- to 17-year-olds who were not the primary focus of Nintendo, and 18- to 29-year-olds,<ref>{{cite news|last=Goodfellow|first=Kris|title=Sony Comes On Strong in Video-Game War|url=https://www.nytimes.com/1998/05/25/business/sony-comes-on-strong-in-video-game-war.html?pagewanted=2&src=pm|newspaper=New York Times|date=25 May 1998}}</ref> who represented the first generation to grow up playing video games. By the late 1990s, Sony became a highly regarded console brand due to the PlayStation, with a significant lead over second-place Nintendo, while Sega was relegated to a distant third.<ref name="vs">{{cite web|title=Sony PlayStation vs Nintendo 64|url=http://www.digitalspy.co.uk/gaming/news/a443707/sony-playstation-vs-nintendo-64-gamings-greatest-rivalries.html|website=DigitalSpy|publisher=Digital Spy|accessdate=19 August 2014}}</ref>
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− | The PlayStation's lead in installed base and developer support paved the way for the success of the next-generation [[PlayStation 2]],<ref name="vs" /> which overcame an early launch from the [[Sega Dreamcast]] and then fended off competition from the [[Xbox (console)|Microsoft Xbox]] and [[Nintendo GameCube]].<ref>{{cite web|url=http://www.ign.com/top-25-consoles/7.html |title=PlayStation is number 7 |publisher=IGN |accessdate=27 October 2012}}</ref><ref name="pcworld1">{{cite web|author=McKinley Noble, GamePro |url=http://www.pcworld.com/article/171127/5_biggest_game_console_battles.html |title=5 Biggest Game Console Battles |publisher=PCWorld |date=31 August 2009|accessdate=27 October 2012}}</ref><ref>{{cite web |url=http://www.businessweek.com/2000/00_51/b3712200.htm |archive-url=https://web.archive.org/web/20010125082200/http://businessweek.com/2000/00_51/b3712200.htm |dead-url=yes |archive-date=25 January 2001 |title=Sega vs. Sony: Pow! Biff! Whack! |publisher=Businessweek.com |date=18 December 2000 |accessdate=27 October 2012 }}</ref>
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− | ===CD format===
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− | 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 utilise an optical disc format, it is the first highly successful one, and ended up going head-to-head with the last major home console for over two decades to rely on proprietary cartridges—the [[Nintendo 64]].<ref name="pcworld1" /> Sony Computer Entertainment president Teruhisa Tokunaka remarked in 1996: {{quote|Choosing CD-ROM is one of the most important decisions that we made. As I'm sure you understand, PlayStation could just as easily have worked with masked ROM [cartridges]. The 3D engine and everything - the whole PlayStation format - is independent of the media. But for various reasons (including the economies for the consumer, the ease of the manufacturing, inventory control for the trade, and also the software publishers) we deduced that CD-ROM would be the best media for PlayStation.<ref name="NGen23"/>|sign=|source=}}
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− | Nintendo was very public about its scepticism toward using CD's and DVDs to store games, citing longer load times and durability issues.<ref name="advantages">{{Cite book|year=1994|title=Nintendo Power August, 1994 - Pak Watch|page=108|publisher=Nintendo}}</ref>{{Failed verification|date=December 2017}} It was widely speculated that the company was even more concerned with the proprietary cartridge format's ability to help enforce [[Nintendo 64 Game Pak#Copy protection|copy protection]], given its substantial reliance on [[licensing]] and exclusive titles for its revenue.<ref name="versus">{{cite web|title=The Game: PlayStation vs N64 |url=https://www.forbes.com/1997/09/19/feat.html|website=Forbes|publisher=Forbes |accessdate=18 August 2014}}</ref> Piracy was [[#Copy protection|rampant]] on the PlayStation due to the relative ease of the installation of a [[modchip]] allowing the PlayStation to play games region free or recorded on a regular [[CD-R]] making the console very attractive to programmers and illegal copiers.<ref name="Specs" />
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− | The increasing complexity of games (in content, graphics, and sound) pushed cartridges to their storage limits and this gradually turned off some third-party developers. Part of the CD format's appeal to publishers was that they could be produced at a significantly lower cost and offered more production flexibility to meet demand.<ref name="pcworld1" /> As a result, some third-party developers switched to the PlayStation, such as Squaresoft, whose ''[[Final Fantasy VII]]'', and Enix (later merged with Squaresoft create [[Square Enix]]), whose ''[[Dragon Quest VII]]'' titles were initially pre-planned for the N64;<ref>{{cite web|title=Elusions: Final Fantasy 64|url=http://www.lostlevels.org/200510/| accessdate=19 January 2009}}</ref> while some who remained released fewer games to the Nintendo 64 ([[Konami]], releasing only thirteen N64 games but over fifty on the PlayStation). While new games were coming out rapidly for the PlayStation, new Nintendo 64 game releases were less frequent and that system's biggest successes were developed by either Nintendo itself or by second-parties, such as [[Rare (company)|Rare]].<ref name="versus" /> The lower production costs also allowed publishers an additional source of profit: budget-priced reissues of titles which had already recouped their development costs.<ref name="NGen23"/>
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Introduction[edit]
The PlayStation (officially abbreviated to PS, and commonly known as the PS1 or its codename, PSX) is a home video game console developed and marketed by Sony Computer Entertainment. The console was released on 3 December 1994 in Japan, 9 September 1995 in North America, 29 September 1995 in Europe, and 15 November 1995 in Australia. The console was the first of the PlayStation lineup of home video game consoles. It primarily competed with the Nintendo 64 and the Sega Saturn as part of the fifth generation of video game consoles.
The PlayStation is the first "computer entertainment platform" to ship 100 million units, which it had reached 9 years and 6 months after its initial launch. In July 2000, a redesigned, slim version called the PS one was released, replacing the original grey console and named appropriately to avoid confusion with its successor, the PlayStation 2.
The PlayStation 2, which is backwards compatible with the PlayStation's DualShock controller and games, was announced in 1999 and launched in 2000. The last PS one units were sold in late 2006 to early 2007 shortly after it was officially discontinued, for a total of 102 million units shipped since its launch 11 years earlier. Games for the PlayStation continued to sell until Sony ceased production of both the PlayStation and PlayStation games on 23 March 2006 – over 11 years after it had been released, and less than a year before the debut of the PlayStation 3.
On 19 September 2018, Sony unveiled the PlayStation Classic, to mark the 24th anniversary of the original console. The new console is a miniature recreation of the original PlayStation, preloaded with 20 titles released on the original console, and was released on 3 December 2018, the exact date the console was released in Japan in 1994.
Specifications[edit]
Functionality[edit]
In addition to playing games, select PlayStation models are equipped to play audio CDs; further, Asian model SCPH-5903 can also play Video CDs. Like most CD players, the PlayStation can play songs in a programmed order, shuffle the playback order of the disc and repeat one song or the entire disc. Later PlayStation models utilise a music visualisation function called SoundScope. This function, as well as a memory card manager, is accessed by starting the console without either inserting a game or closing the CD tray, thereby accessing a GUI for the PlayStation BIOS.
The GUI for the PS one and PlayStation differ depending on the firmware version: the original PlayStation GUI had a dark blue background with rainbow graffiti used as buttons, while the early PAL PlayStation and PS one GUI had a grey blocked background with 2 icons in the middle (these were different on each version). If the CD lid is closed with a game inside at any time while in the menu, the game will start.
Hardware[edit]
In regard to the PlayStation’s hardware, its designer Ken Kutaragi stated, "The technology came from an original idea to create a synthesizer for graphics, something that takes a basic graphic and then adds various effects to it quickly and easily."
The PlayStation utilises a proprietary video compression unit called MDEC, which is integrated into the CPU, allowing for the presentation of full motion video at a higher quality than other consoles of its generation.
Hardware problems[edit]
With the early PlayStation units, particularly early 1000 models, many gamers experience skipping full-motion video or physical "ticking" noises coming from their units. The problem seemingly comes from poorly placed vents leading to overheating in some environments. This causes the plastic mouldings inside the console to warp slightly and create knock-on effects with the laser assembly. The solution is to sit the console on a surface which dissipates heat efficiently in a well vented area or raise the unit up slightly from its resting surface. Sony representatives also recommended unplugging the PlayStation when it is not in use, as the system draws in a small amount of power (and therefore heat) even when turned off.
Comparison of old and new pick-ups
The first batch of PlayStations use a KSM-440AAM laser unit, whose case and movable parts are all built out of plastic. Over time, the plastic lens sled rail wears out—usually unevenly—due to friction. The placement of the laser unit close to the power supply accelerates wear, due to the additional heat, which makes the plastic more vulnerable to friction. Eventually, one side of the lens sled will become so worn that the laser can tilt, no longer pointing directly at the CD; after this, games will no longer load, due to data read errors. One common fix is turning the PlayStation upside down, which makes the lens sled rest on the unworn top rails. Sony eventually fixed the problem by making the sled out of die-cast metal and placing the laser unit further away from the power supply on later PlayStation models.
The PlayStation does not produce a proper signal on several older models of televisions (due to an engineering oversight) causing the display to flicker or bounce around the screen. Sony decided not to change the console design, since only a small percentage of PlayStation owners used such televisions, and instead gave consumers the option of sending their PlayStation unit to a Sony service centre to have an official modchip installed, allowing it to play on older televisions.
Copy protection[edit]
Prior to the PlayStation, reproducing copyrighted material for game consoles was restricted to either enthusiasts with exceptional technical ability, or people who had access to CD manufacturers. However, due to the increased availability of cheap CD burners at this time, Sony modified the shape of the first portion of the data track on PlayStation formatted discs: A normal data track follows a smooth spiral path around a disc, whereas the modified portion follows a wavy spiral path. As a result, any discs that did not contain this modification, such as CD-R copies or standard pirated discs, would not boot on the console. This modified portion of the data path is also used to encode the disc "region"; for example, a disc distributed in the NTSC-U/C region would encode the letters "SCEA"; in Europe, "SCEE"; in Japan, "SCEI". This served as copy protection as well as region-locking.
The installation of an unofficial modchip allowed the PlayStation to play CD-R copies of games. It also allowed the console to play games from any region, as the modchip could inject the data for any region into the system. Since there was a multitude of electronic parts on the market, by the end of the system's life cycle, anyone with minimal soldering experience could perform these modifications. This created a wave of games developed without official approval using free, official tools, such as the Net Yaroze, as well as unofficial tools, and the reproduction of original discs. With the introduction of such devices the console became very attractive to programmers and illegal copiers alike, as well as those who wished to protect the lifespan of their lawful, original discs. In 1996 Sony filed lawsuits against many companies which advertised such modchips and pirated games, under the Racketeer Influenced and Corrupt Organizations Act.
Some companies (notably Datel) eventually produced discs that booted on unmodified retail units while using special equipment.
Controller[edit]
Instead of a D-pad, which is used for directional movement in nearly every other console then on the market, the PlayStation controller uses four directional buttons.
Peripherals[edit]
Peripherals released for the PlayStation include memory cards, the PlayStation Mouse, the PlayStation Analog Joystick, the PlayStation Link Cable, the Multiplayer Adapter (a four-player multitap), the Memory Drive (a disk drive for 3.5 inch floppy disks), the GunCon (a light gun), and the Glasstron (a monoscopic head-mounted display).
Technical specifications[edit]
The GPU CXD8561CQ (SCPH-9000 version)
- CPU: 32-bit RISC MIPS R3000A-compatible MIPS R3051 (33.8688 MHz)
- MDEC (motion decoder) for FMV playback
- RAM: 2 MB main, 1 MB video
- Graphics: GPU and Geometry Transformation Engine (GTE), with 2D rotation, scaling (2.5D), transparency and fading, and 3D affine texture mapping and shading
- Colors: 16.7 million (True Color)
- Sprites: 4,000
- Polygons: 180,000 per second (textured), 360,000 per second (flat-shaded)
- Resolution: 256×224 to 640×480 pixels (480i)
- Sound: 16-bit, 24 channel ADPCM
A comparison of the SCPH-1001 (bottom), SCPH-5001 (middle) and SCPH-9001 (top) models. The SCPH-900x revision saw the removal of the Parallel I/O port while the RCA jacks were removed in the SCPH-500x revision.
The PlayStation went through a number of variants during its production run. From an external perspective, the most notable change between variants was the reduction in the number of connectors. The RCA jacks were removed in the first revision, and the Parallel I/O port was removed in the final revision.
Sony marketed a development kit for hobbyists and developers also known as the Net Yaroze, which launched in June 1996 in Japan and in 1997 in other countries. Sold only through an ordering service, the development console came with the necessary documentation and software to program PlayStation games and applications.
On 7 July 2000, Sony released the PS one, a smaller, redesigned version of the original PlayStation. It was the highest-selling console through the end of the year, outselling all other consoles - including Sony's own PlayStation 2. A total of 28.15 million PS one units had been sold by the time it was discontinued in March 2006.
A version of the PS one included a 5-inch (130 mm) LCD screen, referred to as the "Combo pack".
PlayStation Classic[edit]
On 19 September 2018, Sony announced the PlayStation Classic. It was released on 3 December 2018. It featured 20 pre-installed video games such as Tekken 3, Final Fantasy VII, Jumping Flash, Wild Arms and Ridge Racer Type 4. It also features two replicas of the wired PlayStation controllers without analog sticks. It also features an HDMI output. The maximum resolution is 720p. It is 45% smaller than the original console.