Premier PlayStation franchises included Gran Turismo, Crash Bandicoot, Spyro, Tomb Raider, Resident Evil, Metal Gear, Tekken, and Final Fantasy, all of which spawned numerous sequels.
Having been the primary manufacturer of the ill-fated MSX home computer format, Sony had wanted to use their experience in consumer electronics to produce their own video game hardware.
[34][35][32] He sent Nintendo of America president Minoru Arakawa (his son-in-law) and chairman Howard Lincoln to Amsterdam to form a more favourable contract with Dutch conglomerate Philips, Sony's rival.
[30] 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.
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.
[53] 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.
[30] 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.
[69] 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.
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.
[76] 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.
[85][86][87][88] The attention to the Sony conference was further bolstered by the surprise appearance of Michael Jackson and the showcase of highly anticipated games, including Wipeout (1995), Ridge Racer and Tekken (1994).
[28] The well-received Ridge Racer contributed to the PlayStation's early success,[82][96][97] — with some critics considering it superior to Sega's arcade counterpart Daytona USA (1994)[98][99] — as did Battle Arena Toshinden (1995).
[102][103] Sony found early success in the United Kingdom by securing listings with independent shop owners as well as prominent High Street chains such as Comet and Argos.
Additionally, Sony found that adults reacted best to advertising aimed at teenagers; Lee Clow surmised that people who started to grow into adulthood regressed and became "17 again" when they played video games.
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.
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.
[138] On 2 March 1999, Sony officially revealed details of the PlayStation 2, which Kutaragi announced would feature a graphics processor designed to push more raw polygons than any console in history, effectively rivalling most supercomputers.
[148] 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.
Teiyu Goto, the designer of the original PlayStation controller, said that the circle and cross represent "yes" and "no", respectively (though this layout is reversed in Western versions); the triangle symbolises a point of view and the square is equated to a sheet of paper to be used to access menus.
Featuring two parallel joysticks, it uses potentiometer technology previously used on consoles such as the Vectrex; instead of relying on binary eight-way switches, the controller detects minute angular changes through the entire range of motion.
[173] Unlike its predecessor, its analogue sticks feature textured rubber grips, longer handles, slightly different shoulder buttons and has rumble feedback included as standard on all versions.
In reality, the black plastic used was transparent to any infrared laser and did not itself pose an obstacle to duplicators or computer CD drives, although it may have helped customers distinguish between unofficial and genuine copies.
The problems stem from poorly placed vents leading to overheating in some environments, causing the plastic mouldings inside the console to warp slightly and create knock-on effects with the laser assembly.
Critically acclaimed PlayStation games included Final Fantasy VII (1997), Crash Bandicoot (1996), Spyro the Dragon (1998), Metal Gear Solid (1998), all of which became established franchises.
[200] 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.
[203] 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.
[204][205] At the time of the PlayStation's first Christmas season, Psygnosis had produced around 70% of its launch catalogue;[67] their breakthrough racing game Wipeout was acclaimed for its techno soundtrack and helped raise awareness of Britain's underground music community.
Critics in the west generally welcomed the new console; the staff of 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.
The PlayStation's lead in installed base and developer support paved the way for the success of its successor,[217] which overcame the earlier launch of the Sega's Dreamcast and then fended off competition from Microsoft's newcomer Xbox and Nintendo's GameCube.
The production flexibility of CD-ROMs meant that Sony could produce larger volumes of popular games to get onto the market quickly, something that could not be done with cartridges due to their manufacturing lead time.