Guess who home console is 31 years old today, yeah: Playstation also known as PSX.>Sony released the PlayStation in Japan on 3 December 1994.Feel free to post or bump and rebump this thread with images, thoughts, opinions, tales, ads, webms, scans, magazines, links, videos, mp4sLet's celebrate its superb games and entries.
>The PlayStation uses a proprietary video compression unit, MDEC, which is integrated into the CPU and allows for the presentation of full motion video at a higher quality than other consoles of its generation.[] Unusual for the time, the PlayStation lacks a dedicated 2D graphics processor; 2D elements are instead calculated as polygons by the Geometry Transfer Engine (GTE) so that they can be processed and displayed on screen by the GPU.[] While running, the GPU can also generate a total of 4,000 sprites and 180,000 polygons per second, in addition to 360,000 per second flat-shaded
>The main microprocessor is a R3000 CPU made by LSI Logic operating at a clock rate of 33.8688 MHz and 30 MIPS.[151][152] This 32-bit CPU relies heavily on the "cop2" 3D and matrix math coprocessor on the same die to provide the necessary speed to render complex 3D graphics.[31] The role of the separate GPU chip is to draw 2D polygons and apply shading and textures to them: the rasterisation stage of the graphics pipeline. Sony's custom 16-bit sound chip supports ADPCM sources with up to 24 sound channels and offers a sampling rate of up to 44.1 kHz and MIDI sequencing. It features 2 MB of main RAM, with an additional 1 MB of video RAM.[153][154] The PlayStation has a maximum colour depth of 16.7 million true colours[155] with 32 levels of transparency and unlimited colour look-up tables. The PlayStation can output composite, S-Video or RGB video signals through its AV Multi connector (with older models also having RCA connectors for composite), displaying resolutions from 256×224 to 640×480 pixels.[152] Different games can use different resolutions. Earlier models also had proprietary parallel and serial ports that could be used to connect accessories or multiple consoles together; these were later removed due to a lack of usage.
>The PlayStation went through a number of variants during its production run. Externally, the most notable change was the gradual reduction in the number of external connectors from the rear of the unit. This started with the original Japanese launch units; the SCPH-1000, released on 3 December 1994, was the only model that had an S-Video port, as it was removed from the next model.[159] Subsequent models saw a reduction in number of parallel ports, with the final version only retaining one serial port.[160]>Sony marketed a development kit for amateur developers known as the Net Yaroze (meaning "Let's do it together" in Japanese[161]). It was launched in June 1996 in Japan,[162] and following public interest, was released the next year in other countries.[163] The Net Yaroze allowed hobbyists to create their own games and upload them via an online forum run by Sony.[164] The console was only available to buy through an ordering service and with the necessary documentation and software to program PlayStation games and applications through C programming compiler
>Sony was aware that using CDs for game distribution could have left games vulnerable to piracy, due to the growing popularity of CD-R and optical disc drives with burning capability. To preclude illegal copying, a proprietary process for PlayStation disc manufacturing was developed that, in conjunction with an augmented optical drive in Tiger H/E assembly, prevented burned copies of games from booting on an unmodified console. Specifically, all genuine PlayStation discs were printed with a small section of deliberate irregular data, which the PlayStation's optical pick-up was capable of detecting and decoding. Consoles would not boot game discs without a specific wobble frequency contained in the data of the disc pregap sector (the same system was also used to encode discs' regional lockouts).[199] This signal was within Red Book CD tolerances, so PlayStation discs' actual content could still be read by a conventional disc drive; however, the disc drive could not detect the wobble frequency (therefore duplicating the discs omitting it), since the laser pick-up system of any optical disc drive would interpret this wobble as an oscillation of the disc surface and compensate for it in the reading process
>In addition to playing games, most PlayStation models are equipped to play audio CDs; the Asian model SCPH-5903 can also play Video CDs.[192] 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 use 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 graphical user interface (GUI) for the PlayStation BIOS.[33] 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 two icons in the middle.[193]>PlayStation emulation is versatile and can be run on numerous modern devices.[194][195] Bleem! was a commercial emulator which was released for IBM-compatible PCs and the Dreamcast in 1999. It was notable for being aggressively marketed during the PlayStation's lifetime, and was the centre of multiple controversial lawsuits filed by Sony. Bleem! was programmed in assembly language, which allowed it to emulate PlayStation games with improved visual fidelity, enhanced resolutions, and filtered textures that was not possible on original hardware.[196] Sony sued Bleem! two days after its release, citing copyright infringement and accusing the company of engaging in unfair competition and patent infringement by allowing use of PlayStation BIOSs on a Sega console.[197] Bleem! were subsequently forced to shut down in November 2001
>Sony released a series of peripherals to add extra layers of functionality to the PlayStation. Such peripherals include memory cards,[183] the PlayStation Mouse,[184][185] the PlayStation Link Cable,[183] the Multiplayer Adapter (a four-player multitap),[183] the Memory Drive (a disk drive for 3.5-inch floppy disks),[186] the GunCon (a light gun), and the Glasstron (a monoscopic head-mounted display).[187]>Released exclusively in Japan, the PocketStation is a memory card peripheral which acts as a miniature personal digital assistant. The device features a monochrome liquid crystal display (LCD), infrared communication capability, a real-time clock, built-in flash memory, and sound capability.[188][189] Sharing similarities with the Dreamcast's VMU peripheral, the PocketStation was typically distributed with certain PlayStation games, enhancing them with added features.[9] The PocketStation proved popular in Japan, selling over five million units.[190] Sony planned to release the peripheral outside Japan but the release was cancelled, despite receiving promotion in Europe and North Americ
>Sony produced several models of the PlayStation (PS1) video game console from 1994 to 2006. Most revisions of the PlayStation addressed known hardware issues or aimed to lower manufacturing costs and time. External changes were minor, for example, the removal of external I/O ports, until the introduction of the miniaturised "PS one" console revision.>The final digit in the model number represents the region code of the console. For example, SCPH-xxx1 for North America. Model numbers ending in '0' were released in Japan (NTSC-J). Models ending in '1' denote North America (NTSC-U/C). Models ending in '2' signify PAL regions including Europe and Australia. Finally, '3' indicates Asia outside of Japan. Game discs are region-locked, only working in consoles from the matching region. The default system language is Japanese for NTSC-J consoles and English for PAL/NTSC-U/C units.
>In 1997, Sony released a version of the PlayStation called the Net Yaroze. It was more expensive than the regular PlayStation ($750 instead of $299 for the original PlayStation) and also harder to obtain as it only came via mail order. It had a matte black finish instead of the usual gray, and most importantly, came with tools and instructions that allowed a user to program PlayStation games and applications without the need for a full development unit, which cost around $5,000 at the time. The Net Yaroze lacked many of the features the full developer suite provided to licensed developers, such as on-demand support and code libraries.[citation needed] Programmers were also limited by the 2 MB of total game space that the Net Yaroze allowed,[4] which was otherwise not an issue for games like Ridge Racer that ran entirely from the system RAM (except for the streamed music tracks).[5] It was unique in that it was the only officially retailed PlayStation with no regional lockout; it would play games from any territory. It would not however play CD-R discs, so it was not possible to create self-booting Yaroze games without a modified PlayStation.
>There were also debugging consoles - these were generally in either blue or green cases, although there were some special production units (mostly intended for use as show demo units) that were grey, the same as the retail consoles. The debug units were designed to be as close as possible to retail consoles, so they only had 2 MB of RAM (the developer boards had 8MB) and had standard retail boot ROMs. The only real difference is that the CD controller was reprogrammed so that it would identify any disc that had a data track as being "licensed", rather than requiring the region code in the lead-in that was present on pressed PlayStation CDs. This was done to allow developers to burn games to CD for testing. A side-effect of this was that most debug consoles would also boot discs from other regions (one notable exception being the later NTSC-J debugs, which only boot Japanese titles), although this was not officially supported. Sony made specific debug consoles for each region, and the TRC (technical requirement checklist) provided by Sony for each region required testing the title on the correct debug stations.
>The reason for the two different case colors was a hardware change that Sony had made fairly early in the PlayStation production cycle - the original machines were built using Rev. A (early Japan market units) or Rev. B (later Japan units, US and Europe) hardware, both using the same GPU with VRAM to store the video data. Later models used Rev. C silicon and SGRAM - although the two chipsets had very similar performance, and Rev. C was explicitly designed with compatibility in mind, they were not identical - the Rev. C version was significantly faster at doing alpha blending, and hence the PS "semitransparent" writing mode - it was also rather slow at certain screen memory block moves (basically, ones involving narrow vertical strips of the display) on top of this there were some minor hardware bugs in the older silicon that had been addressed by including workarounds for them in the libraries - the later library versions checked the GPU type at startup time and disabled the patches if they were not needed. Because this made the two machine types quite significantly different from each other, the developer had to test the title on both machines before submitting. The blue debugs (DTL-H100x, DTL-H110x) had the old silicon and the green ones (DTL-H120x) had the new silicon.
>Ken Kutaragi recounted the designing of the controller:In development, we simulated every possible joypad situation. We imagined what it would be like to have to continually put the pad down while mapping a game, or playing while lying on the floor, and many other cases. After that we had to decide on the weight of the buttons and the pad itself. We adjusted the weights one gram at a time and eventually we found the correct balance. We probably spent as much time on the joypad's development as we did on the body of the machine
>When the PlayStation was launched in North America and Europe on the 9th and 29th of September 1995 respectively, the controller was slightly retooled to meet the needs of the western market, and came with a revised version of the PlayStation controller (model SCPH-1080) for their respective launch models in those regions. This version is 10% larger than the original version in Japan, presumably to account for the differences in hand size among eastern and western people.[5] It featured slightly longer grip handles as well as a longer cord with a ferrite bead, and was bundled with all subsequent PlayStation consoles afterwards. This iteration of the controller was later released in Japan on 2 April 1996.[4]>After briefly selling the Dual Analog Controller in 1997, Sony began phasing out the PlayStation controller later that year with the introduction of the DualShock controller, which would become the new standard controller for the PlayStation from that point onwards.[6] The first game to explicitly require the use of DualShock (and Dual Analog) controllers, Ape Escape, would not come out until two years after the DualShock's initial release.
>The DualShock controller is widely supported; shortly after its launch most new games, including Waku Waku Puyo Puyo Dungeon, Crash Bandicoot: Warped, Spyro the Dragon, and Tekken 3 include support for the vibration feature and dual analog sticks, and Capcom re-released Resident Evil: Director's Cut and Resident Evil 2 with support for the controller added to these newer versions. Some games designed for the Dual Analog's vibration capability, such as Porsche Challenge and Crash Bandicoot 2, also work. Many games take advantage of the presence of two motors to provide vibration effects in stereo including Gran Turismo and the PlayStation port of Quake II. Beginning in 1998, the DualShock became bundled with the console as the standard controller for all regions, replacing the original digital-only controller that was used since its Japan and Western launches in 1994 and 1995 respectively. Released in 1999, the PlayStation hit Ape Escape is the first game to explicitly require Dual Analog/DualShock-type controllers, with its gameplay requiring the use of both analog sticks.
>The console proved popular for its extensive game library, popular franchises, low retail price, and aggressive youth marketing which advertised it as the preferable console for adolescents and adults. Critically acclaimed games that defined the console include Gran Turismo, Crash Bandicoot, Spyro the Dragon, Tomb Raider, Resident Evil, Metal Gear Solid, Tekken 3, and Final Fantasy VII. Sony ceased production of the PlayStation on 23 March 2006—over eleven years after it had been released>More than 4,000 PlayStation games were released, with cumulative sales of 962 million units.
>The PlayStation signaled Sony's rise to power in the video game industry. It received acclaim and sold strongly; in less than a decade, it became the first computer entertainment platform to ship over 100 million units
>Ohga shifted Kutaragi and nine of his team from Sony's main headquarters to Sony Music Entertainment Japan (SMEJ),[51] a subsidiary of the main Sony group, so as to retain the project and maintain relationships with Philips for the MMCD development project.[33] The involvement of SMEJ proved crucial to the PlayStation's early development as the process of manufacturing games on CD-ROM format was similar to that used for audio CDs, with which Sony's music division had considerable experience. While at SMEJ, Kutaragi worked with Epic/Sony Records founder Shigeo Maruyama and Akira Sato; both later became vice-presidents of the division that ran the PlayStation business.[33] Sony Computer Entertainment (SCE) was jointly established by Sony and SMEJ to handle the company's ventures into the video game industry.[52][53] On 27 October 1993, Sony publicly announced that it was entering the game console market with the PlayStation.[39][54] According to Maruyama, there was uncertainty over whether the console should primarily focus on 2D, sprite-based graphics or 3D polygon graphics. After Sony witnessed the success of Sega's Virtua Fighter (1993) in Japanese arcades, the direction of the PlayStation became "instantly clear" and 3D polygon graphics became the console's primary focus.[55] SCE president Teruhisa Tokunaka expressed gratitude for Sega's timely release of Virtua Fighter as it proved "just at the right time" that making games with 3D imagery was possible.[56] Maruyama claimed that Sony further wanted to emphasise the new console's ability to utilise redbook audio from the CD-ROM format in its games alongside high quality visuals and gameplay
>Since Sony had no experience in game development, it had to rely on the support of third-party game developers. This was in contrast to Sega and Nintendo, which had versatile and well-equipped in-house software divisions for their arcade games and could easily port successful games to their home consoles.[61] Recent consoles like the Atari Jaguar and 3DO suffered low sales due to a lack of developer support, prompting Sony to redouble their efforts in gaining the endorsement of arcade-savvy developers.[31] A team from Epic Sony visited more than a hundred companies throughout Japan in May 1993 in hopes of attracting game creators with the PlayStation's technological appeal.[62] Sony found that many disliked Nintendo's practices, such as favouring their own games over others.[63] Through a series of negotiations, Sony acquired initial support from Namco, Konami, and Williams Entertainment, as well as 250 other development teams in Japan alone. Namco in particular was interested in developing for PlayStation since Namco rivalled Sega in the arcade market.[64] Attaining these companies secured influential games such as Ridge Racer (1993) and Mortal Kombat 3 (1995),[31][9] Ridge Racer being one of the most popular arcade games at the time,[65] and it was already confirmed behind closed doors that it would be the PlayStation's first game by December 1993,[66] despite Namco being a longstanding Nintendo developer.[63] Namco's research managing director Shegeichi Nakamura met with Kutaragi in 1993 to discuss the preliminary PlayStation specifications, with Namco subsequently basing the Namco System 11 arcade board on PlayStation hardware and developing Tekken to compete with Virtua Fighter.[67] The System 11 launched in arcades several months before the PlayStation's release, with the arcade release of Tekken in September 1994
>Despite securing the support of various Japanese studios, Sony had no developers of their own by the time the PlayStation was in development. This changed in 1993 when Sony acquired the Liverpudlian company Psygnosis (later renamed SCE Liverpool) for US$48 million, securing their first in-house development team. The acquisition meant that Sony could have more launch games ready for the PlayStation's release in Europe and North America.[31][9] Ian Hetherington, Psygnosis' co-founder, was disappointed after receiving early builds of the PlayStation and recalled that the console "was not fit for purpose" until his team got involved with it.[69] Hetherington frequently clashed with Sony executives over broader ideas; at one point it was suggested that a television with a built-in PlayStation be produced.[70] In the months leading up to the PlayStation's launch, Psygnosis had around 500 full-time staff working on games and assisting with software development
>The purchase of Psygnosis marked another turning point for the PlayStation as it played a vital role in creating the console's development kits. While Sony had provided MIPS R4000-based Sony NEWS workstations for PlayStation development, Psygnosis employees disliked the thought of developing on these expensive workstations and asked Bristol-based SN Systems to create an alternative PC-based development system.[33] Andy Beveridge and Martin Day, owners of SN Systems, had previously supplied development hardware for other consoles such as the Mega Drive, Atari ST, and the SNES.[72] When Psygnosis arranged an audience for SN Systems with Sony's Japanese executives at the January 1994 CES in Las Vegas, Beveridge and Day presented their prototype of the condensed development kit, which could run on an ordinary personal computer with two extension boards. Impressed, Sony decided to abandon their plans for a workstation-based development system in favour of SN Systems's, thus securing a cheaper and more efficient method for designing software.[31] An order of over 600 systems followed, and SN Systems supplied Sony with additional software such as an assembler, linker, and a debugger
>Phil Harrison, representative director of SCEE, believed that Sony's emphasis on developer assistance reduced most time-consuming aspects of development. As well as providing programming libraries, SCE headquarters in London, California, and Tokyo housed technical support teams that could work closely with third-party developers if needed.[53][75] Sony did not favour their own over non-Sony products, unlike Nintendo;[63] Peter Molyneux of Bullfrog Productions admired Sony's open-handed approach to software developers and lauded their decision to use PCs as a development platform, remarking that "[it was] like being released from jail in terms of the freedom you have".[76] Another strategy that helped attract software developers was the PlayStation's use of the CD-ROM format
>The PlayStation's architecture and interconnectability with PCs was beneficial to many software developers. The use of the programming language C proved useful, as it safeguarded future compatibility of the machine should developers decide to make further hardware revisions.[71] Despite the inherent flexibility, some developers found themselves restricted due to the console's lack of RAM. While working on beta builds of the PlayStation, Molyneux observed that its MIPS processor was not "quite as bullish" compared to that of a fast PC and said that it took his team two weeks to port their PC code to the PlayStation development kits and another fortnight to achieve a four-fold speed increase.[77] An engineer from Ocean Software, one of Europe's largest game developers at the time, thought that allocating RAM was a challenging aspect given the 3.5 megabyte restriction.[78] Kutaragi said that while it would have been easy to double the amount of RAM for the PlayStation, the development team refrained from doing so to keep the retail cost down.[79] Kutaragi saw the biggest challenge in developing the system to be balancing the conflicting goals of high performance, low cost, and being easy to program for, and felt he and his team were successful in this regard.
>Its technical specifications were finalised in 1993 and its design during 1994.[80] The PlayStation name and its final design were confirmed during a press conference on May 10, 1994, although the price and release dates had not been disclosed yet
>Sony released the PlayStation in Japan on 3 December 1994, a week after the release of the Sega Saturn, at a price of ¥39,800.[9][82] Sales in Japan began with a "stunning"[22] success with long queues in shops.[31] Ohga later recalled that he realised how important PlayStation had become for Sony when friends and relatives begged for consoles for their children.[63] PlayStation sold 100,000 units on the first day[83] and two million units within six months,[84] although the Saturn outsold the PlayStation in the first few weeks due to the success of Virtua Fighter.[9][85] By the end of 1994, 300,000 PlayStation units were sold in Japan compared to 500,000 Saturn units.[86] A grey market emerged for PlayStations shipped from Japan to North America and Europe, with buyers of such consoles paying up to £700
>PlayStation was also doing well in markets where it was never officially released. For example, in Brazil, due to the registration of the trademark by a third company, the console could not be released, which was why the market was taken over by the officially distributed Sega Saturn during the first period, but as the Sega console withdraws, PlayStation imports and large piracy increased.[117][118][119] In another market, China, the most popular 32-bit console was Sega Saturn, but after leaving the market, PlayStation grown with a base of 300,000 users until January 2000, although Sony China did not have plans to release it
>Shortly after the PlayStation's release in Europe, Sony tasked marketing manager Geoff Glendenning with assessing the desires of a new target audience. Sceptical over Nintendo and Sega's reliance on television campaigns, Glendenning theorised that young adults transitioning from fourth-generation consoles would feel neglected by marketing directed at children and teenagers.[129] Recognising the influence early 1990s underground clubbing and rave culture had on young people, especially in the United Kingdom, Glendenning felt that the culture had become mainstream enough to help cultivate PlayStation's emerging identity. Sony partnered with prominent nightclub owners such as Ministry of Sound and festival promoters to organise dedicated PlayStation areas where demonstrations of select games could be tested.[130] Sheffield-based graphic design studio The Designers Republic was contracted by Sony to produce promotional materials aimed at a fashionable, club-going audience.[131] Psygnosis' Wipeout in particular became associated with nightclub culture as it was widely featured in venues.[130][132] By 1997, there were 52 nightclubs in the United Kingdom with dedicated PlayStation rooms. Glendenning recalled that he had discreetly used at least £100,000 a year in slush fund money to invest in impromptu marketing
>Following its 1994 launch in Japan, early games included Ridge Racer, Crime Crackers, King's Field, Motor Toon Grand Prix, Toh Shin Den (i.e. Battle Arena Toshinden), and Kileak: The Blood. The first two games available at its later North American launch were Jumping Flash! (1995) and Ridge Racer,[208][209] with Jumping Flash! heralded as an ancestor for 3D graphics in console gaming.[210] Wipeout, Air Combat, Twisted Metal, Warhawk and Destruction Derby were among the popular first-year games, and the first to be reissued as part of Sony's Greatest Hits or Platinum range
>Resident Evil was created by a team of staff members who would later become part of Capcom Production Studio 4.[9] The inspiration for Resident Evil was the earlier Capcom horror game Sweet Home (1989), itself a video game adaption of the Japanese horror film of the same name.[10] Shinji Mikami was commissioned to make a game set in a haunted mansion like Sweet Home.[11] The project was proposed by Sweet Home creator Tokuro Fujiwara, who was Mikami's mentor and served as the game's producer.[12] Fujiwara said the "basic premise was that I'd be able to do the things that I wasn't able to include" in Sweet Home, "mainly on the graphics front", and that he was "confident that horror games could become a genre in themselves." He entrusted Mikami, who was initially reluctant because he hated "being scared", with the project, because he "understood what's frightening
>Tekken 3 (鉄拳3) is a 1997 fighting game developed and published by Namco. It is the third installment in the Tekken series and the first game built on the Namco System 12 arcade hardware. The game takes place nineteen years after Tekken 2 (1995) and features a largely new cast of characters, including the debut of several staple characters such as Jin Kazama, Ling Xiaoyu and Bryan Fury, and adds a sidestepping ability to every character. Tekken 3 was ported to the PlayStation in 1998 with additional content, including a beat 'em up mode called Tekken Force.
>Colin McRae Rally is a rally simulation game, featuring the works-entered cars and the rallies of the 1998 World Rally Championship. There are three difficulty modes in the game, and each mode offers different cars: the Novice mode offers FWD F2-class cars, such as the SEAT Ibiza F2 Kit Car, the Intermediate mode offers 4WD World Rally Car class cars, such as the Subaru Impreza WRC, and the Expert mode offers the ability to unlock bonus cars, such as the Ford Escort MKII, Lancia Delta Integrale, Audi Quattro S1, and Ford RS200. There are a total of 12 cars, produced using laser-modelling.[6] When released in North America in 2000, only 11 cars featured due to Codemasters losing the license to use Renault in Novice mode. Renault were replaced by extra drivers from the remaining 3 manufacturers. Also unlike in the European release of the game (real driver names), the American release has made-up driver names (apart from Colin McRae).
>Crash Team Racing (stylized as CTR: Crash Team Racing) is a 1999 kart racing game developed by Naughty Dog and published by Sony Computer Entertainment for the PlayStation. It is the fourth installment in the Crash Bandicoot series. The game's story focuses on the efforts of Crash Bandicoot, Doctor Neo Cortex, and other ragtag team of characters in the Crash Bandicoot series, who must race against the egomaniacal Nitros Oxide to save the Earth from destruction. In the game, players can take control of one of fifteen Crash Bandicoot series characters, though only eight are available at first. During the races, offensive and speed boosting power-ups can be used to gain an advantage.>Development of Crash Team Racing started as an original intellectual property with block-headed characters. Naughty Dog pitched the title to Sony, to which Sony agreed after Naughty Dog showed willingness in making the title a Crash game. Sony made a deal with copyright owner Universal Interactive to publish the game. The game could have had original characters in case the deal did not come through.[24] Naughty Dog began production on Crash Team Racing after the completion of Crash Bandicoot 2: Cortex Strikes Back; the game engine for Crash Team Racing was created at the same time Crash Bandicoot: Warped was produced.[25] Development took place over the course of eight months on a budget of $2.4 million[26][27] by a team of 16–18 staff.[28] The characters of the game were designed by Charles Zembillas and Joe Pearson, who designed the characters of the last three installments of the series.[29] Nitros Oxide was originally a mad scientist obsessed with speed who plotted to speed up the entire world until the end of time.[30][31] However, having exhausted human, animal, machine, and various combinations for Crash Bandicoot bosses in the past, it was decided to have Nitros Oxide be an otherworldly character.
>There are 454 PlayStation games released in the year 1997.
>The PlayStation became THE console to own amongst my group of friends and I finally got my hands on one in 1998 alongside a copy of Premier Manager. The very same year David Beckham gave that little Argentinian fella a tap on the leg and Bruce Willis saved the planet in Armageddon.I quickly realised my new gaming addiction was going to be an expensive hobby, so when a friend told me there was a way to get games on the cheap with minimal risk, I never even question it. He showed me his collection of pirated games and I was instantly jealous.>The process of modifying a PlayStation to play counterfeit games went by many different names, locally where I lived in the north of England they called it ‘Chipping’.>Chipping (more commonly known today as a mod chip) to put it simply, is when a small chip or board is soldered into the console itself. This allows the system to play games from other regions as well as pirated copies, bypassing any anti-piracy hardware installed to prevent this.>I would estimate about 75% of my friends who owned the console had it chipped, the only reason the other 25% didn’t wasn’t a choice based on moral grounds, but simply because their parents wouldn’t let them. Looking back, I can’t lay the responsibility solely on my younger self, morally my parents could have stepped in. However, mine (like many at the time) didn’t really understand gaming and as long as it kept me quiet and saved them a bob or two, they were happy to oblige.https://www.retrovideogamer.co.uk/dirty-deeds-piracy-on-the-psx/
>Final Fantasy VII[b] is a 1997 role-playing video game developed and published by Square for the PlayStation. The seventh main installment in the Final Fantasy series, it was released in Japan by Square and internationally by Sony Computer Entertainment, becoming the first game in the main series to have a PAL release. The game's story follows Cloud Strife, a mercenary who joins an eco-terrorist organization to stop a world-controlling megacorporation from using the planet's life essence as an energy source.
>Formula 1 97 (known as Formula 1 Championship Edition in North America) is a 1997 racing video game developed by Bizarre Creations and published by Psygnosis for the PlayStation and Microsoft Windows. It is the sequel to the 1996 game Formula 1 and was based on the 1997 Formula One World Championship. This was the last Formula One game to be made by Bizarre Creations, who moved on to create the successful Metropolis Street Racer for the Dreamcast and Project Gotham Racing for the Xbox; development would move on to Visual Science and eventually Studio 33.
>Morale dropped further when the team were invited to a private screening of the film; they found it underwhelming at best, and were disappointed that the game they had made for the film, Atom Zone, only appeared very briefly.[1] The team struggled over technical difficulties with their 3D game engine for over a year, and in late 1998 decided to change the format a second time, to a first-person shooter. Having the game in first person removed the fundamental problems in the game's development; senior designer Christopher Smith recalled, "It was a moment where everything went, 'right'. If it remained in the other perspective it would've got cancelled. I'd have put money on that."[1]>The game was one of the first games to use both analogue sticks of the DualShock controller for simultaneous movement and aiming.[1] According to Ben Broth, a tester at Fox Interactive, the game's twin stick control scheme immediately went down well with the game's QA team.[1] The game also supports the PlayStation Mouse.[1]>The game was finally released exclusively for the Sony PlayStation in 2000 (20 October in the US and 1 December in Europe),[5] almost three years after the film ran its course in theaters.
>set in World War II that features the Allied side of operations. It is a sequel to Panzer General.[1] Players can progress through four campaigns as an Allied general against Axis forces controlled by the computer. In Germany,
>The Simple[a] series is a line of budget-priced video games published by Japanese company D3 Publisher, a subsidiary of Bandai Namco Entertainment.[1] Games in the series have been developed by several different companies, including Sandlot, Success, Irem, and Taito (primarily for re-releases of their arcade ports, such as RC de Go!). It was introduced in 1998 for the PlayStation,
>While Sony Europe approved the game early on, making Tomb Raider one of the earliest approved third-party products for the PlayStation, Sony America initially rejected the game's concept and asked for more and better content.[23][24] Douglas blamed the response on Core Design submitting Tomb Raider too early in production.[23] In response the development team made several changes to the game design documentation and produced a version on Sony hardware which would lead to worldwide approval by Sony
>>12220661I might check Jumping Flash out, that 'mind-boggling effects' meme replaced with the green bird always makes me laugh
>>12220704it's very odd nobody talks about its sequel
>>12220661>Not a single bad gameAnd people wonder how it fucking won.
>>12220712Destruction derby needs even more love.--->The last Mean Machines magazine was Mean Machines PlayStation ISSN 1364-3746; the original Mean Machines staff had long since moved on. This soon folded after the launch of Official PlayStation Magazine. Only six issues were released.
>>12220720Thanks I will save these ones. The FPS/shoot em up ones are really good too.
>PlayStation World (PSW) was a monthly video games magazine that covered the PlayStation brand. The pages were featured news, previews, reviews and letter pages. It was launched in 2000, published by Computec Media.[2] The magazine had a circulation of 17,132 along with a readership of 210,000.[1] The UK portion of Computec Media was acquired by Future Publishing in 2003, with the title added to Future's portfolio.[3] At the time of the acquisition, the magazine had an average monthly circulation of 53,349
>Playstation Max was a Sony-approved publication by Future Publishing aimed at a younger audience than the Official UK PlayStation Magazine readership. It underwent several design changes over its lifetime, the first in September 2000 (issue 22),
>Total PlayStation was a monthly magazine published in the UK by Rapide Publishing between 1996 and 2001. From issue 50, the magazine was named Total Station.
>>12220549>>12220543Any hope that creator of these remakes them on mp4 instead of puny webm? Any hope of sharing the raw videos?Fucking shit phone quality man.
>>12220945those wembs are from 2014-2015, I download them from 4chan, I hope someone remade it or make more of them.Any webm or mp4 is welcome.
>was a United Kingdom magazine which reported on Sony's PlayStation product range. It was produced and published monthly by Future plc. It featured news, reviews, and previews concerning upcoming PlayStation titles. In addition to being sold in the UK, PLAY was also sold in Australia (as PLAY Australia) and as an import in the United States
>The Official UK PlayStation Magazine was a magazine launched in November 1995[5] to coincide with the launch of the PlayStation console. It ran for 108 issues, with the last hitting news stands in March 2004. The first issue sold 37,000 copies.[citation needed] Roughly midway through its run the abbreviations in the magazine changed from PSM to OPM (this was mainly because another magazine by the name of PSM2 was launched in the 4th quarter of 2000,[5] and so as not to cause confusion, the abbreviations of the official magazine were changed to OPM). It had 3 design changes in its lifetime: 1 to 51, 52 to 72, and finally 73 to 108.>The first game to be reviewed was Wipeout, which received 8/10. The last game to be reviewed was Ford Truck Mania, which garnered 7/10.>The magazine would go on to become not only the best selling PlayStation magazine in the United Kingdom, but the best selling videogames magazine in the world.[6][7] By mid-1997, PSM was selling over 150,000 issues a month.[citation needed] In the month of February 1999, issue 42 (cover game: Metal Gear Solid), according to ABC the magazine managed a record 453,571, beating the UK's biggest lads magazines FHM, Maxim and Loade
>Published by Tokuma Shoten Intermedia, PlayStation Magazine was published from 1995 through 1999, ceasing publication just prior to the release of the PlayStation 2. It started on a monthly publication schedule but switched to bimonthly within its first year. Early issues were published in the traditional Japanese right-to-left style (meaning the spine was on the right side, and pages were turned from the left and read from right to left), but later it switched to the Western style used by most other magazines.
>Dengeki PlayStation (Japanese: 電撃 PlayStation) was a Japanese video gaming publication by ASCII Media Works (formerly MediaWorks). It primarily features information pertaining to the PlayStation brand. Dengeki PlayStation was originally founded as a magazine in 1994 and ran until 2020, when it ceased production and went fully digital as Dengeki Online.>The magazine first went on sale in December 1994 as a special edition version of Dengeki G's Magazine.
It's a shame there's not as much autism for the PlayStation compared to Nintendo to collect and scan all magazines
>>12221002There is plenty magazinse on archive and retromags, but archive has starting to delete old magazines from the 90s and 2000s at least italian and portuguese ones.
I never had a PSX as a kid and have only started emulating it a few years ago but its quickly shot to near the top of my favourite consoles even outdoing the SNES. What a triumph, things will never be as good as they were then.Great thread OP
>>12221078lovely video. Saved.----https://youtu.be/Cex1VvmWtRc>The NeGcon[a], stylized as neGcon, is a motion-based game controller manufactured in 1995 by Namco for the PlayStation. One of the first third-party peripherals for the system, the controller is connected by a swivel joint, allowing the player to twist the halves relative to each other. The controller also replaces the "symbol" buttons on the original PlayStation controller with two "A" and "B" buttons, as well as "I" and "II" buttons that allowed for analogue control. A black variant was released exclusively in Japan.>The NeGcon was created to replicate the analog-stick movement used in the arcade game Cyber Sled (1993); the name comes from the Japanese word "nejiru", meaning "to twist". The controller was intended for use in racing games, including Ridge Racer, Gran Turismo and Wipeout. Critical reception for the NeGcon was highly positive, being praised for its responsive control in games and unique design.
>The GunCon[a], known as the G-Con in Europe, is a family of gun peripherals designed by Namco for the PlayStation consoles. The original controllers used traditional light gun technology, while newer controllers use LED tracking technology.>The GunCon was preceded by the Hyper Blaster (sold as the Justifier in North America) manufactured by Konami, which was the first light gun peripheral for the PlayStation. Konami's Hyper Blaster and Namco's Guncon were mutually incompatible due to the fact that the Hyper Blaster only requires to be plugged into either of the console's controller ports in order to work, whereas the Guncon also requires a connection into the console's video output port in order to synchronize with its video signals for better accuracy. Initially the GunCon was only designed to support Namco-developed titles, but other developers immediately started adopting it for their own gun shooting titles as well, eventually phasing out Konami's peripheral as the console's primary gun peripheral.[8] A few titles, namely Die Hard Trilogy 2: Viva Las Vegas, Elemental Gearbolt, Maximum Force, and Mighty Hits Special, features support for both peripherals, while certain third-party light guns were also produced that support switching between Hyper Blaster and GunCon modes
https://www.youtube.com/watch?v=5162yRJ2PnQhttps://www.youtube.com/watch?v=W7IimJgW7uYhttps://youtu.be/WbYyGz3hFxc>A meticulously crafted action-RPG with exquisite graphics, excellent sound design, and puzzle-based gameplay reminiscent of Alundra. Players move boxes, use bombs, and press switches to progress, interspersed with platforming sections, and open chests to obtain healing items. Combat unfolds in real time. The game has a one-hour time limit, more than enough to complete it, during which the goal is to advance as far as possible without dying, which would force a restart.
moar webms
>>12221126impressive moves from blue pants guy.
https://www.youtube.com/watch?v=0opA-E4Wqpshttps://www.youtube.com/watch?v=h1qchd3M-r8https://www.youtube.com/watch?v=aQBDNLcLqLchttps://youtu.be/BLROKhFcLvs
Link cable:https://youtu.be/J5NQZqY4ofA
I still have one of these.
How to store memories
T-REX demohttps://www.youtube.com/watch?v=k7Lk7idveeUhttps://youtu.be/fRUq7bA3wu8
The greatest of all time.
>>12220952>2014 4chan /vr/Man, even though the hood one was 2013, I REALLY wanna go back, like, actually, go back!We used to have a shop thread
>>12221092Does it have the horrid AI upscaling filter that YT now randomly forces on older videos and channel?
>>12221223shame we didn't got the others system22 games
>>12221241>Rave Racer>Ace Driver Victory Lap>Cyber Cycles>Dirt Dash>Alpine Racer>OutfoxiesI pray to be reborn in a timeline where Namco blessed us with PSX ports of all of these.
>>12220543>>12220549>>12220551>>12220552>>12220556>>12220557i feel you just picked random crap
>>12220574It's a very poor list,very disappointing you could make a list similar to the PS2 one with the depth of the PS1 library
>>12220543It's still my favorite console of all time... it's like every IP ever was in it, and every genre had dozens of different and unique titles for you to choose from, ranging in quality from the bad ones, naturally, to the good and even the stellar ones. I love the controller, the charm of early 3D graphics, many of its OSTs, it was a nice time to grow up playing video games then.
>>12221727I love those square, triangle, circle and ecks/cross symbols
>>12222313I love the 'eck
>>12221217what gaem
>>12220543>>12220549This is an interesting webm, but it's sensory overload. If you made it 3 columns and split it into 4 parts instead of 2, it would be better
>>12222812It's hilarious, this game only has one car, the Porsche Boxster. You can use it in 6 different colors. That's it.That said, the game is pretty good
>>12223229Omega boosthttps://www.youtube.com/watch?v=iVRv3fMHUWkI played its demo hundred of times.
Top 10 developper on PS1 :1) Squaresoft 2) Konami3) Namco4) Capcom5) Psygnosis6) Core design 7) Taito8) Naughty dog 9) Tri-Ace10) Sony studiosI know Tri-Ace only make 2 games for the PS1 but Star ocean 2 and especially Valkyrie Profile are just so amazing (VP is in my top 5 game ever made)
>>12223580Namco and Psygnosis are 1st and 2nd respectively, for single-handedly making the PSX a success, really.
Some french demos
Most played demo ever, the one in the left.
This 2022 image has other variant, I had to look it up for it.
hyper playstation re-mix a japanese magazine from 1997 to 2006.
>>12223580for me would be:1 Namco2 Core-Eidos3 Psygnosis4 Naughty dog5 Squaresoft6 Taito7 Capcom8 Neversoft9 konami10 EA
These anniversary threads are a copypasta treasure trove.Was there a saturn one?
my favourite gamehttps://www.youtube.com/watch?v=Yxrpyv8SNS4
>>12223775Saturn anniversary was a few months ago. But maybe on christmas or later I will make one.
a hideo kojima gamehttps://www.youtube.com/watch?v=tcli12wMLT0
It's a Playstation masterpiece.
Mandatory video:https://www.youtube.com/watch?v=xXutugd67DA
>>12223795Good choice. I always ask my self why ace combat 2 is always the forgotten one.
>>12223418I always wanted to try this one
>>12223587Totally true
>>12224692It's fun but if you're an experienced player, you might want to download a 100% savefile so you can start the game on hard mode, I felt it was too easy
>>12223580what is "Sony studios"?
>>12225078Japan studioSony musicPolyphony digitalStuff like that
The variety and richness of the PS1 library are unmatchedYou could dedicate your entire life playing only PS1 and you will never be boredBest J-RPG ever:FF7 Best racing game ever:Crash team racing Best 2D Zelda :AlundraBest console FPS:ExhumedBest cinematic platformer :Abe odyssey Best classic shmup:Gradius gaiden Top 3 Metroidvania :SOTNTop 3 2D platformer :RaymanTop 3 infiltration game :MGS1Top 5 point&click: MystTop 5 fighting game:Tekken 3Top 5 survival horror :RE trilogy And i could go on
https://www.youtube.com/watch?v=CieyncJaX0U
https://www.youtube.com/watch?v=oGWpnyTNUXE
Most satisfying game ever, it is really fun to killing dinos with those weapons
https://www.youtube.com/watch?v=mi0oSzrGqsk
>>12220945The codec and file size limits aren't really much of a bottleneck on quality for those because the loop is so short. Eventually I realized I could double the length and still get away with 3-ish megabytes. With 4MB and modern codecs it could easily go to ten seconds. The issue is that a webm bigger than your monitor will just display scaled down. I don't think most web browsers have a way you can easily zoom in and scroll around on a video like you typically do on giant infographic images. So they are designed to be viewed as a single slide on a 1080p monitor. Hopefully they should still be barely readable on like a shitty 720p laptop screen too. If I made them 4k or something they'd be unreadable even at 1080p. They're definitely not made for phones. If they were "phone quality," all of those problems would be easily solved and they could be as big as you want, because you can scroll around a video on most phones.
>>12226227you actually mode those? i've been curious. what software did you use to make them? and how long did it take approximately?
>>12226234It was an old scripting tool called AviSynth, but today I would probably use some video manipulation library in Python. All of the webm charts are made the same way, from a grid of tiles. I drew the background image for the tiles in MS paint and then hard coded the locations of where each element of the tile should go into the script. Image and video assets to populate those elements are stored in separate folders (you can easily download nearly complete collections of screen caps, cover art, etc. for any popular console), so all I had to type into the script was a big list of arguments like >"Game Title", 1997, "Publisher Name", multiplayer=true>"Another Game", 1999, "Different Publisher", lightgun=trueand the script would find the correct assets or strings and draw them in the right place, repeated in a loop over each tile. The Playstation ones were very slightly elaborated by using two types of tiles instead of one so that they can overlap between the columns and leave more space for the screen caps. You could really do the same kind of thing in any scriptable tool that can manipulate images and video, probably even ffmpeg alone. (Pic related, and this is what it looks like when it's actually starved for bitrate by 4chan's limitations.)
>>12226282pretty cool. thanks for the write-up. i actually still have avisynth installed - for some reason or other presumably. never really use it. didn't expect you to drop ms paint though but i guess it's as good as other tool as long as it gets the job done. i might try my hand at one of these some day when i feel like it
>>12226282Thanks for this webm
>>12227052Thanks anons.
Anons feel free to post image, webms, links, etc...
one of my favourites games,seeing this in eraly 1998 was amazing
>>12228224>HexenWhy was Heretic never ported to anything? Did it have too many enemies for consoles to handle? Shit gets pretty ridiculous in that game.
another cool one, its demo was quite OK
medal of honor, call of duty precursor.
>>12228236>Hereticit got released in msdos, macos and risc os
in late 90s south park was HUGE popular.
bond james bond
tomb raider was so HUGE that it was psx synonym
chase the express.
spyro trilogy is great, but 3 and 1 are the best ones, 2 is OK too.
if you can only play one game, that must be crash bandicoot 2 cortex strikes back.
I prever 2 and world tour over 1.
can you guys talk about the games or something idk
>>12228278That's the Saturn version
Every time brahma force gets mentioned a zoomie gets kicked in the balls.
>>12226227Thanks tech webm anon
>>12228352What a shit game, the handling sucks.
the famous iss pes pro series, started on playstation
>>12230303>famousI've never heard of that series until now.
>>12230312it's is really popular almost 40-50 million piracy copies in its era.
>>12230517only the lightgun part?
>>12230523Quite an interesting gameSupervised by the author of Gunnm in person,this is the only piece of media that follow his original plan with the true ending and the discovery of Gally originAbsolutely necessary to play if you're a fan of Gunnm
>>12230542don't have one for the 3rd part. always sucked at that.
>>12230557awful awful music throughout though
The most famous metal slug ever, althogh 2 and 3 are quite superb too.
>>12230892Aren't Metal slug and X the same game but without slowdown for X?
Fave gems for PS1:Symphony of the NightLegend of ManaRapid ReloadPanzer BanditHarmful Park Punky SkunkDarkstalkers 3Marvel vs Capcom Silhouette Mirage Warriors of Fate Strider 2Rampage 2Rayman Klonoa Gradius Gaiden Zanac Neo
>>12230912X is just 2 remixed with new stuff
Better than the film for sure.
Dave mirra games were almost as good as tony games in its era.
the third game in looney tunes trilogy
>>12230938>Rayman 1>Gradius gaidenKino,you're a good fellaRayman 1 is so underated, genuinly a top 5 2D platformer ever made imo
There was a time, when every film or animated film used to get a mandatory vidya adaptation
>>12230938Good for saying strider