La PlayStation fue lanzada por Sony en 1994, trayendo los videojuegos a una audiencia más adulta a través de gráficos 3D y la tecnología de CD-ROM. Fue un éxito inmediato en Japón, Estados Unidos y Europa, con juegos populares como Ridge Racer y WipeOut, y eventualmente se convirtió en la consola más vendida de su generación. Los desarrolladores utilizaron kits de desarrollo de software como Psy-Q para crear juegos para la plataforma, y aunque fue pirateada, la PlayStation sigui
RetroEuskal 2019: Charla-taller «PlayStation: 25 años de la consola que trajo los videojuegos a los adultos»
1. PlayStation: 25 años de la
consola que trajo el
videojuego a los adultos
Sergio Presa - Asociación RetroAcción
2. PlayStation: El origen
En los 70, Philips y Sony comienzan a trabajar en el sustituto del vinilo puesto
que eran grandes y frágiles.
● Philips presenta los primeros
prototipos en hacia el año 1977.
● Sony en 1976 mostró públicamente
su disco compacto.
3. PlayStation: El origen
● Para 1980 las dos compañías ya estaban trabajando conjuntamente en
nuevos prototipos.
● No tardaron en adherirse al proyecto multitud de compañías para licenciar
la tecnología para fabricar reproductores de audio y discos.
4. PlayStation: El origen
● El Compact Disc iba poco a poco quitando cuota de mercado al vinilo.
● Los costes de fabricación a medida que iba avanzando la década también
se iban reduciendo.
● En 1983 aparece Dragon’s Lair, el primer juego en formato óptico y único
juego junto con Pacman y Pong que se exhibe de forma permanente en la
Smithsonian Institution en Washington, DC
13. PlayStation: El origen
● Tecnología 3D
● CD-ROM
● Las empresas de videojuegos empiezan
a interesarse por el proyecto:
○ Electronic Arts
○ Namco
○ Y hasta 200 empresas japonesas
Dragon’s Lair, aunque tenía una jugabilidad bastante mala, abre los ojos a las compañías de videojuegos. Se dan cuenta que utilizando discos ópticos pueden construir juegos más largos, mucho más bonitos graficamente y mucho más ambiocios
Nec empieza a trabajar en una unidad de CD.
Esa unidad de CD salió el 4 de diciembre de 1988.
Castlevania o Dragon Ball dan cuenta de hasta donde se puede conseguir teniendo un cd para poder meter datos.
SNES-CD
The SNES-CD platform was developed in a partnership between Nintendo and Sony. The platform was planned to be launched as an add-on for the standard SNES, as well as a hybrid console by Sony called the PlayStation (nicknamed the "Nintendo Play Station" to distinguish it from the later Sony console of the same name) similar to Sharp Twin Famicom and NEC TurboDuo.
The relationship between Sony and Nintendo started when Sony engineer Ken Kutaragi became interested in working with video games after seeing his daughter play games on Nintendo's Famicom video game console. He took on a contract at Sony for developing hardware that would drive the audio subsystem of Nintendo's next console, the Super NES. Kutaragi secretly developed the chip, known as the Sony SPC 700. As Sony was uninterested in the video game business, most of his superiors did not approve of the project, but Kutaragi found support in Sony executive Norio Ohga and the project was allowed to continue. The success of the project spurred Nintendo to enter into a partnership with Sony to develop both a CD-ROM add-on for the Super NES and a Sony-branded console that would play both SNES cartridges, as well as titles released for the new Super Disc format
Development of the format started in 1988, when Nintendo signed a contract with Sony to produce a CD-ROM add-on for the SNES. The system was to be compatible with existing SNES titles as well as titles released for the Super Disc format.[7][8] Under their agreement, Sony would develop and retain control over the Super Disc format, with Nintendo thus effectively ceding a large amount of control of software licensing to Sony. To counter this, Nintendo president Hiroshi Yamauchi sent Nintendo of America president Minoru Arakawa and executive Howard Lincoln to Europe to negotiate a more favorable contract with Philips, Sony's industry rival. At the June 1991 Consumer Electronics Show, Sony announced its SNES-compatible cartridge/CD console, the "PlayStation".[7] The next day, Nintendo revealed its partnership with Philips at the show—a surprise to the entire audience, including Sony.[
SNES-CD
The SNES-CD platform was developed in a partnership between Nintendo and Sony. The platform was planned to be launched as an add-on for the standard SNES, as well as a hybrid console by Sony called the PlayStation (nicknamed the "Nintendo Play Station" to distinguish it from the later Sony console of the same name) similar to Sharp Twin Famicom and NEC TurboDuo.
The relationship between Sony and Nintendo started when Sony engineer Ken Kutaragi became interested in working with video games after seeing his daughter play games on Nintendo's Famicom video game console. He took on a contract at Sony for developing hardware that would drive the audio subsystem of Nintendo's next console, the Super NES. Kutaragi secretly developed the chip, known as the Sony SPC 700. As Sony was uninterested in the video game business, most of his superiors did not approve of the project, but Kutaragi found support in Sony executive Norio Ohga and the project was allowed to continue. The success of the project spurred Nintendo to enter into a partnership with Sony to develop both a CD-ROM add-on for the Super NES and a Sony-branded console that would play both SNES cartridges, as well as titles released for the new Super Disc format
Development of the format started in 1988, when Nintendo signed a contract with Sony to produce a CD-ROM add-on for the SNES. The system was to be compatible with existing SNES titles as well as titles released for the Super Disc format.[7][8] Under their agreement, Sony would develop and retain control over the Super Disc format, with Nintendo thus effectively ceding a large amount of control of software licensing to Sony. To counter this, Nintendo president Hiroshi Yamauchi sent Nintendo of America president Minoru Arakawa and executive Howard Lincoln to Europe to negotiate a more favorable contract with Philips, Sony's industry rival. At the June 1991 Consumer Electronics Show, Sony announced its SNES-compatible cartridge/CD console, the "PlayStation".[7] The next day, Nintendo revealed its partnership with Philips at the show—a surprise to the entire audience, including Sony.[
Philips CDI
After the original contract with Sony failed, Nintendo continued its partnership with Philips. This contract provisioned Philips with the right to feature Nintendo's characters in a few games for its CD-i multimedia device, but never resulted in a CD-ROM add-on for the SNES.[12] The Nintendo-themed CD-i games were very poorly received, and the CD-i itself is considered a commercial failure.[22] The main game in development for the SNES-CD platform launch was Square's Secret of Mana, whose planned content was cut down to the size suitable for cartridge and released on that medium instead.[23][24]
Ken Kutaragi and Sony continued to develop their own console and released the PlayStation in 1994. The CD-based console successfully competed with Nintendo's cartridge-based Nintendo 64 and other CD-based console systems such as the Fujitsu FM Towns Marty, the NEC PC-FX, the Panasonic 3DO Interactive Multiplayer and the Sega Saturn. The broken partnership with Sony has often been cited as a mistake on Nintendo's part, effectively creating a formidable rival in the video game market.[25][6] Nintendo would not release an optical disc-based console of its own until the release of the GameCube in 2001.
Philips CDI
After the original contract with Sony failed, Nintendo continued its partnership with Philips. This contract provisioned Philips with the right to feature Nintendo's characters in a few games for its CD-i multimedia device, but never resulted in a CD-ROM add-on for the SNES.[12] The Nintendo-themed CD-i games were very poorly received, and the CD-i itself is considered a commercial failure.[22] The main game in development for the SNES-CD platform launch was Square's Secret of Mana, whose planned content was cut down to the size suitable for cartridge and released on that medium instead.[23][24]
Ken Kutaragi and Sony continued to develop their own console and released the PlayStation in 1994. The CD-based console successfully competed with Nintendo's cartridge-based Nintendo 64 and other CD-based console systems such as the Fujitsu FM Towns Marty, the NEC PC-FX, the Panasonic 3DO Interactive Multiplayer and the Sega Saturn. The broken partnership with Sony has often been cited as a mistake on Nintendo's part, effectively creating a formidable rival in the video game market.[25][6] Nintendo would not release an optical disc-based console of its own until the release of the GameCube in 2001.
Tras el varapalo de Nintendo, a Kutaragi le encargan que siga con el desarrollo del proyecto para derrotar a Nintendo.
El equipo de Kutaragi siguió con el proyecto y ya había desarrollado alguna demo con graficos 3d.
Pero en Sony no estaban convencidos con el proyecto.
Tal es así que el proyecto PlayStation pasa a estar bajo la batuta de Sony Music.
Finalmente, Sony creó unos pocos meses más tarde Sony Computer Inc.
Formation of Sony Computer Entertainment
At Sony Music Entertainment, Kutaragi worked closely with Shigeo Maruyama, the CEO of Sony Music, and with Akira Sato to form Sony Computer Entertainment Inc. (SCEI) on November 16, 1993.[23] A building block of SCEI was its initial partnership with Sony Music which helped SCEI attract creative talent to the company as well as assist SCEI in manufacturing, marketing and producing discs, something that Sony Music had been doing with Music Discs. The final two key members of SCEI were Terry Tokunaka, the President of SCEI from Sony's headquarters, and Olaf Olafsson. Olafsson was CEO and president of New York-based Sony Interactive Entertainment[24] which was the parent company for the 1994-founded Sony Computer Entertainment of America (SCEA).
The PlayStation project, SCEI's first official project, was finally given the green light by Sony executives in 1993 after a few years of development. Also in 1993, Phil Harrison, who would later become President of Sony Computer Entertainment Worldwide Studios, was recruited into SCEI to attract developers and publishers to produce games for their new PlayStation platform.[21]
Computer Gaming World in March 1994 reported a rumor that the "Sony PS-X" would be released in Japan "before the end of this year and will retail for less than $400".[25] After a demonstration of Sony's distribution plan as well as tech demos of its new console to game publishers and developers in a hotel in Tokyo in 1994, numerous developers began to approach PlayStation. Two of whom later became major partners were Electronic Arts in the West and Namco in Japan. One of the factors which attracted developers to the platform was the use of a 3D-capable, CD-ROM-based console which was much cheaper and easier to manufacture for in comparison to Nintendo's rival console, which used cartridge systems. The project eventually hit Japanese stores in December 1994 and gained massive sales due to its lower price point than its competitor, the Sega Saturn. Popularity of the console spread after its release worldwide in North America and Europe
Computer Gaming World in March 1994 reported a rumor that the "Sony PS-X" would be released in Japan "before the end of this year and will retail for less than $400".[25] After a demonstration of Sony's distribution plan as well as tech demos of its new console to game publishers and developers in a hotel in Tokyo in 1994, numerous developers began to approach PlayStation. Two of whom later became major partners were Electronic Arts in the West and Namco in Japan. One of the factors which attracted developers to the platform was the use of a 3D-capable, CD-ROM-based console which was much cheaper and easier to manufacture for in comparison to Nintendo's rival console, which used cartridge systems. The project eventually hit Japanese stores in December 1994 and gained massive sales due to its lower price point than its competitor, the Sega Saturn. Popularity of the console spread after its release worldwide in North America and Europe
G-Police
Ace Combat
Gunners Heaven
Motor Toon GrandPrix
StarBlade
Tekken
Cool Spot goes to Hollywood
Rapid Reload
Power Sports Soccer
Mundo Disco
3D Lemmings
CyberSled
Jumping Flash
Destruction Derby
Psygnosis fue una empresa inglesa desarrolladora de videojuegos de ordenador, responsable de títulos como el popular Lemmings. La estética de los juegos y de la marca era singular y característica, con dibujos hechos por el dibujante del grupo Yes, Roger Dean.
En 1993 fue adquirida por Sony, desarrollando títulos para PlayStation como la saga Wipeout o F1. En 1999 el núcleo de lo que fue la Psygnosis original pasó a llamarse Sony Studio Liverpool, aunque indirectamente también se puede considerar como sus descendientes a algunos estudios de desarrollo como Bizarre Creations, Traveller's Tales, Creative Assembly y Reflections, que publicaron bajo su sello durante años.
Las oficinas centrales se encuentran en Liverpool, Reino Unido.
PlayStation tenía un ritmo de venta de consolas y de juegos que avanzaba a buen ritmo.
E
The original mod chip was implemented on the PIC16C54, a popular
inexpensive OTP EPROM-based 8-bit microcontroller from Arizona Microchip,
later known as just Microchip. Early reverse-engineered versions of the
chip were implemented on the same hardware.
The initial "Old Crow" reverse of the chip used a Zilog Z8-series
microcontroller, which is comparable featurewise with the 16C54. A
back-port soon followed to the 16C54, as well as the EEPROM based
16C84, which is very popular outside the US, particularly in the pirate
satellite TV industry in Europe.
In early 1997, the 12C508 microcontroller became available from Microchip.
The "Old Crow" as well as at least one of the earlier reverse-engineers
ported the mod chip code to this chip independently. The 12C508 (and its
double-size memory but otherwise identical sibling the 12C509) represented
a cheaper (approximately half the cost for blanks) and simpler (did not
need a reset circuit, saving one connection, and could be run off an
internal RC oscillator, optionally saving a second) platform for the mod
chip code.
La meta era crear un SDK que aprovechará la máquina sin utilizar rutinas en ensamblador