PlayStation: Difference between revisions

Fix Wikipedia link, change image, increase image size, improve formatting by removing unnecessary "self-pointing" wikilinks.
No edit summary
(Fix Wikipedia link, change image, increase image size, improve formatting by removing unnecessary "self-pointing" wikilinks.)
 
(3 intermediate revisions by 2 users not shown)
Line 1:
{{IndexTropeUseful Notes|wppage=PlayStation (console)}}
<tabber>
Basics=
[[File:250pxPSX-PlayStationConsole_bkgConsole-transparentwController.pngjpg|thumb|upright=1.2]]
{{quote|''{{color|red|E}}NOS Lives: U R NOT {{color|red|E}}''}}
 
Line 9:
Long story short, Nintendo didn't think through a contract with Sony by Hiroshi Yamauchi, then-president of [[Nintendo]]. The contract gave Sony all profits for [[SNESCDROM|a potential CD-ROM add-on]] which was being developed by Ken Kutaragi. Yamauchi didn't like the deal, but instead of telling Sony that and drawing up a new contract, he instead went with Phillips to develop an alternative CD-ROM add-on for the SNES... a deal which ''also'' imploded (resulting in Phillips' split with Nintendo for their own standalone CD-ROM "multimedia" set-top, the CD-i; a messy legal battle also gave Phillips the rights to some of Nintendo's franchises, resulting in the infamous ''[[The Legend of Zelda CDI Games|Zelda]]'' and ''[[Hotel Mario|Mario]]'' CD-i games), and caused Nintendo to spurn both the 32-bit era and the CD-ROM format. Sony, meanwhile, was reluctant to get into gaming, but that move lost Sony face. So Sony had to get into gaming to reclaim its honor.
 
Thus the [['''PlayStation]]''' as we know it was conceived. Sony redesigned the "[[PlayStation]] X" from a fancy CD drive for the SNES into a full-fledged console. Developers were getting excited by 3D gaming, so Kutaragi designed the system with that in mind. He also made sure it was easy to develop for, so programmers could get their 3D system right out the gate. Sony also had, by far, the most developer-friendly license in the industry, with low royalties and no "our console and nobody else's" restrictions. This made the system extremely attractive to developers. Combined with great early sales and the larger profit margin, it attracted many developers, and thus began two generations of [[PlayStation]] dominance.
 
However, in North America, the [[PlayStation]] had a rocky start. Sony hired a certain [[Corrupt Corporate Executive|Bernie Stolar]] as head of Sony Computer Entertainment America, the North American arm responsible for licensing content and developers for the [[PlayStation]]. Stolar's [[Executive Meddling]], specifically vetoing many JRPG localization releases for the [[PlayStation]] in North America and prioritizing sports titles, almost lead to the [[PlayStation]] failing in the market. Sony quickly caught on and booted Stolar and voided his policies. The [[PlayStation]] began to thrive in the US once other game genres began entering the market soon after Stolar's policies were removed, and with the release of ''[[Final Fantasy VII]]'' the rest is history.
 
Meanwhile, Stolar went over to managing [[Sega]] of America...[[Sega Saturn|and we all know how that turned out]].
 
Incidentally, only the smaller redesigned models usually display the words "[[PS 1]]"/"[[PS One]]", given that they were released late in the console's lifespan with its successor, the [[PlayStation 2]], on the horizon, thus there was a need to differentiate it from its impending successor. Though Sony has kept the [[PS One]] designation for its downloadable "[[PS One]] Classics" line.
|-|
Processors=
Line 32:
* But polygon count is only part of it:
** Textures were high quality for the time, and could have quite a bit of detail. Unfortunately, the system lacked filtering for the textures, which meant that high-contrast textures would look blocky up close.
** Nor was it able to do texture ''mapping'' well; due to the use of affine texture mapping (no accounting for perspective) textures generally appear to warp and twitch when the camera moves. Some developers came up with tricks to minimize these effects, but in the main it was just something that [[PlayStation]] owners got used to.
** Finally, despite both the vector unit and rasterizer working with fixed-point mathematics (not as good as an FPU, but much better than nothing), only integers could be passed between the two, leading to the slightly stilted movement of polygons that typify [[PlayStation]] graphics (Watch any slow-moving object and you'll notice how the polygons seem to "snap" to each new position, rather than moving smoothly).
* The "Motion Decoder", a hardware decompressor for JPEG-like image data. This could be used for still images, but its main purpose was to decode a video format similar to Motion JPEG. This made it feasible to mix FMV and polygon graphics, although most games only used it for cut scenes. [[Sega Saturn]] and [[Nintendo 64]], by contrast, used software decoding for FMV (though the Saturn had two CPUs and an optional hardware MPEG decoder, while the N64's typically 8-64 Mb carts mostly precluded the use of FMVs.)
|-|
Line 41:
** ''Dual Analog'': Actually preceding the Dual Shock, the Dual Analog controller shared the same buttom placement as its successors but distinguished itself with its longer grips, concave sticks, ridged shoulder buttons and an additional compatibility setting for games that supported the little-known analog joystick. It also lacked rumble outside of Japan.
* ''Link Cable'': A peripheral allowing for playing games with multiplayer modes without the need of [[Split Screen]]. However, it has two issues — 1) a set of 2 TVs, 2 Playstation units, and 2 copies of the game are required, and 2) the cable isn't compatible with the [[Product Facelift|redesigned]] PSOne. About 30 games are compatible with the Link Cable, among which are the ''[[Armored Core]]'' series, the ''[[Wipeout]]'' series, ''TOCA 2 Touring Car'', and ''[[Doom|Final Doom]]''.
* ''Net Yaroze'': Sony's gift to bedroom programmers all over the world, the Net Yaroze (Yaroze being [[Gratuitous Japanese]] for "Let's do it") was a one-of-a-kind development kit marketed to computer hobbyists as a chance to create their own [[PlayStation]] games. The $750 package included a special region-free black [[PlayStation]] console, manuals, instruction books and software to get users started, although users had to supply their own computers and programming skills to create software for it. Usually these games could be submitted to Sony to be published on the demo discs of Official Playstation Magazine. While most of the games produced with the Net Yaroze were fairly amateurish clones of commercial games such as ''[[Doom]]'', ''[[Bubble Bobble|Puzzle Bobble]]'' and ''[[Pac-Man]]'' (one ''[[Doom]]'' clone going so far as to [[Lampshade Hanging|hang a lampshade on it]] by calling itself ''Clone''), some of them were surprisingly ambitious (such as the Zelda-like RPG ''Terra Incognita''). Although future Sony consoles have not featured similar in-depth homebrew options, it's possible to run distributions of Linux on both the [[PlayStation 2]] and, until a firmware update released after the redesigned model, the [[Play Station 3]], and the demo disc that comes with the [[PlayStation 2]] features a YABasic programming tool.
* ''[[PlayStation]] Mouse'': A peripheral designed for games with mouse-friendly (or required) interfaces, such as [[Real Time Strategy]] games (''[[Command & Conquer]]'' series), [[Point and Click Game|Point & Click]] Adventure games (''[[Broken Sword]]'', ''[[Clock Tower (series)|Clock Tower]]'', ''[[Discworld]]''), or [[FPS]] games (''[[Doom (series)|Final Doom]]'', ''[[Quake II]]''). About 50 games, [[No Export for You|a number of which being Japan-only]], are compatible with the Playstation Mouse. A ''[[Tokimeki Memorial]]''-themed [[media:tm_ps1mouse_976.jpg|mouse]] was issued as one of the goods of the ''Tokimeki Memorial 1'' Limited Edition Box.
* ''Pocketstation'': The Pocketstation was Sony's first handheld gaming system, despite it not even being its own console. Instead, it was sold as a memory card peripheral with a ''Tamagotchi''-like design, featuring a small monochrome screen, a directional pad and an action button, which could be used to play small minigames transferred to the system from its parent console. The system itself never saw release outside of Japan, but some globally-released Pocketstation-compatible games retained their compatibility with the system, including ''[[Final Fantasy VIII]]'', where the Pocketstation game ''Chocobo World'' was included as a bonus in the PC port.
</tabber>
Line 52:
[[Category:Videogame Systems]]
[[Category:Sony]]
[[Category:PlayStation]]