PlayStation History Overview

The history of PlayStation begins with the “father of PlayStation” Ken Kutaragi. Ken Kutaragi had the foresight and personal drive to change the future of video gaming. In 1984 while attending a presentation at Sony’s Information Processing Research Center, Ken Kutaragi was amazed by Sony’s System G, a workstation that provided TV broadcasts 3-D computer graphics in real-time. Kutaragi-san envisioned providing this high level of 3-D computer graphics to console gaming and ultimately dominating the video game industry.  

Sony designed sound chip for Super Nintendo

Having noticed the poor sound quality of the Nintendo Famicom (NES), Ken Kutaragi persuaded Sony’s management to design and manufacture a powerful sound chip for Nintendo’s upcoming 16-bit console, the Super Famicom (SNES). This provided Kutaragi-san a foot in the door to further his aspirations of developing a powerful video gaming console.

It was evident in the early 90’s that CD-ROM technology was becoming important to gaming as it offered a unique interactive experience as well as a cheaper alternative to the rising costs of expensive cartridges. In 1991 Commodore released the CDTV unit , Philips released the CD-I which was a joint effort between Philips and Sony , and rumors abounded that Sega was nearing completion of a CD add-on for their increasingly popular 16-bit console Mega-Drive (Genesis). Other electronics giants were beginning to get involved in CD technology such as NEC (TurboGrafx) and Panasonic (3DO).

The sentiment at Sony HQ was that management did not want to be involved with video gaming because it was considered a ‘toy’ and would tarnish their brand perception of being a superior high end electronics manufacturer. Regardless, the tenacious Ken Kutaragi persuaded Sony management to design a proprietary CD-ROM unit for the SNES which would add processing power to the gaming unit making it the most powerful console at the time. The deal that materialized was Sony would design a CD-ROM add-on for the SNES and a standalone CD-ROM /SNES console titled “PlayStation”. Sony Imagesoft would license the CD-ROM software, Sony DADC would manufacture the CD media, and Nintendo would retain the licensing and manufacturing of all cartridges. Nintendo did not look favorably on this deal as it cut them out of control of the potentially lucrative and expanding CD-ROM business but since Sony was the exclusive supplier of the SNES sound chip, they were in a precarious position.

SNES CD Addon prototype

SNES CD Add-on: Top view

SNES CD Addon prototype

SNES CD Add-on bottom view

SNES Play Station

SNES PlayStation standalone console

During the 1991 Consumer Electronics Show, Sony proudly announced that it was partnering with Nintendo to release the SNES CD-ROM Play Station add-on and several games were already in development. However, later in the show, Nintendo contradicted Sony’s announcement by publicly announcing a separate deal with Philips to release a CD-i add-on for the SNES. Behind closed doors before the CES, Nintendo and Philips had agreed to a joint effort of developing a CD-i add-on for the SNES. This new Philips arrangement was more lucrative for Nintendo and for the first time ever, as part of the deal Nintendo allowed Philips to use their IP to develop games for the CD-I, a non-Nintendo console. 

PlayStation

Although the press was shocked by Nintendo’s snub of Sony at the CES, Sony’s management had advance knowledge of the Philips deal before the show but continued with their announcement. After further negotiations between Sony and Nintendo, the “PlayStation” deal was finally called off. Ken Kutaragi was angered by Nintendo’s actions and approached Norio Ohga, president of Sony, explaining that Sony should proceed with development of their own video game console. Ohga-san was furious that Nintendo broke their deal and told Kutaragi-san to “Just do it!”.

Ken Kutaragi embarked on a secret mission to design a new video game console using cutting edge 32-bit technology which provided powerful 3-D graphics and sound that would rival workstations costing thousands of dollars. The code name for the new console was “PS-X” which stood for “PlayStation X” as a reminder of Nintendo’s betrayal. The video gaming landscape would change forever as a result.

“Prepare yourself for a blast of ultimate game system power. Sony’s breakthrough 32-bit processor. CD-ROM architecture delivers real-time experience with ever-changing 3-D perspectives and stereo CD-quality sound. Custom multiple processors including a dedicated 32-bit RISC CPU pulse at the heart of the system. Results? Gameplay will never be the same.”.

The official PlayStation Museum

Terms of use

© Copyright 2023 PlayStation Museum - All Rights Reserved

PlayStation Wiki

PlayStation

The PlayStation 1 , or PS1 , is a video game console released by Sony Computer Entertainment . It is the first system in the PlayStation console line. The best selling game for the system was Gran Turismo with a total of 10.85 million copies shipped (as of April 30, 2008). The original PlayStation had sold a staggering 102.4 million units and is the 3rd most sold PlayStation since its release, after the PlayStation 4 and PlayStation 2.

  • 2.1 Background
  • 2.2 Inception
  • 2.3 Development
  • 3.1.1 PS one
  • 3.2 Controllers
  • 4 Peripherals
  • 5 Reception
  • 6 Functions

The PlayStation 1 was released in Japan on December 3, 1994 , in North America on September 9, 1995 , in Europe on September 29, 1995, and in Australasia on November 15, 1995. The system was praised by critics for the quality of its 3D graphics.

History [ ]

Background [ ].

[[null|link= https://en.wikipedia.org/wiki/File:Sony-playstation_prototype.jpg%7Calt=A photo of the only-known SNES-based PlayStation prototype with a controller and disk drive in the foreground.|right|thumb|A photo of the only known SNES-based PlayStation prototype ]] The PlayStation was conceived by Ken Kutaragi, a Sony executive who managed a hardware engineering division and was later dubbed "the Father of the PlayStation". Kutaragi's interest in working with video games stemmed from seeing his daughter play games on Nintendo's Famicom. Kutaragi convinced Nintendo to use his SPC-700 sound processor in the Super Nintendo Entertainment System (SNES) through a demonstration of the processor's capabilities. His willingness to work with Nintendo derived from both his admiration of the Famicom and conviction in video game consoles becoming the main home-use entertainment systems. Although Kutaragi was nearly fired because he worked with Nintendo without Sony's knowledge, president Norio Ohga recognised the potential in Kutaragi's chip and decided to keep him as a protégé.

The inception of the PlayStation dates back to a 1988 joint venture between Nintendo and Sony. Nintendo had 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 SNES. Since Sony was already contracted to produce the SPC-700 sound processor for the SNES, Nintendo contracted Sony to develop a CD-ROM add-on, tentatively titled the "Play Station" or "SNES-CD". The PlayStation name had already been trademarked by Yamaha, but Nobuyuki Idei liked it so much that he agreed to acquire it for an undisclosed sum rather than search for an alternative.

Sony was keen to obtain a foothold in the rapidly expanding video game market. 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. Although the initial agreement between Nintendo and Sony was about producing a CD-ROM drive add-on, Sony had also planned to develop a SNES-compatible Sony-branded console. This iteration was intended to be more of a home entertainment system, playing both SNES cartridges and a new CD format named the "Super Disc", which Sony would design. Under the agreement, Sony would retain sole international rights to every Super Disc game, giving them a large degree of control despite Nintendo's leading position in the video game market. Furthermore, Sony would also be the sole benefactor of licensing related to music and film software that it had been aggressively pursuing as a secondary application.

The Play Station was to be announced at the 1991 Consumer Electronics Show (CES) in Las Vegas. However, Nintendo president Hiroshi Yamauchi was wary of Sony's increasing leverage at this point and deemed the original 1988 contract unacceptable upon realising it essentially handed Sony control over all games written on the SNES CD-ROM format. Although Nintendo was dominant in the video game market, Sony possessed a superior research and development department. Wanting to protect Nintendo's existing licensing structure, Yamauchi cancelled all plans for the joint Nintendo–Sony SNES CD attachment without telling Sony. 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. This contract would give Nintendo total control over their licences on all Philips-produced machines.

Kutaragi and Nobuyuki Idei, Sony's director of public relations at the time, learned of Nintendo's actions two days before the CES was due to begin. Kutaragi telephoned numerous contacts, including Philips, to no avail. On the first day of the CES, Sony announced their partnership with Nintendo and their new console, the Play Station. At 9 am on the next day, in what has been called "the greatest ever betrayal" in the industry, Howard Lincoln stepped onto the stage and revealed that Nintendo was now allied with Philips and would abandon their work with Sony.

Inception [ ]

Incensed by Nintendo's renouncement, Ohga and Kutaragi decided that Sony would develop their own console. Nintendo's contract-breaking was met with consternation in the Japanese business community, as they had broken an "unwritten law" of native companies not turning against each other in favour of foreign ones. Sony's American branch considered allying with Sega to produce a CD-ROM-based machine called the Sega Multimedia Entertainment System, but their board of directors in Tokyo vetoed the idea when American CEO Tom Kalinske presented them the proposal. Kalinske 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?" Sony halted their research, but decided to develop what it had developed with Nintendo and Sega into a console based on the SNES.

Despite the tumultuous events at the 1991 CES, negotiations between Nintendo and Sony were still ongoing. A deal was proposed: the Play Station would still have a port for SNES games, on the condition that it would still use Kutaragi's audio chip and that Nintendo would own the rights and receive the bulk of the profits. Roughly two hundred prototype machines were created, and some software entered development. Many within Sony were still opposed to their involvement in the video game industry, with some resenting Kutaragi for jeopardising the company. Kutaragi remained adamant that Sony not retreat from the growing industry and that a deal with Nintendo would never work. Knowing that it had to take decisive action, Sony severed all ties with Nintendo on 4 May 1992.

To determine the fate of the PlayStation project, Ohga chaired a meeting in June 1992, consisting of Kutaragi and several senior Sony board members. Kutaragi unveiled a proprietary CD-ROM-based system he had been secretly working on which played games with immersive 3D graphics. Kutaragi was confident that his LSI chip could accommodate one million logic gates, which exceeded the capabilities of Sony's semiconductor division at the time. Despite gaining Ohga's enthusiasm, there remained opposition from a majority present at the meeting. Older Sony executives also opposed it, who saw Nintendo and Sega as "toy" manufacturers. The opposers felt the game industry was too culturally offbeat and asserted that Sony should remain a central player in the audiovisual industry, where companies were familiar with one another and could conduct "civili[s]ed" business negotiations. After Kutaragi reminded him of the humiliation he suffered from Nintendo, Ohga retained the project and became one of Kutaragi's most staunch supporters.

Ohga shifted Kutaragi and nine of his team from Sony's main headquarters to Sony Music Entertainment Japan (SMEJ), a subsidiary of the main Sony group, so as to retain the project and maintain relationships with Philips for the MMCD development project. 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. Sony Computer Entertainment (SCE) was jointly established by Sony and SMEJ to handle the company's ventures into the video game industry. On 27 October 1993, Sony publicly announced that it was entering the game console market with the PlayStation. 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. 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. Maruyama claimed that Sony further wanted to emphasize the new console's ability to utilize redbook audio from the CD-ROM format in its games alongside high quality visuals and gameplay.

Wishing to distance the project from the failed enterprise with Nintendo, Sony initially branded the PlayStation the "PlayStation X" (PSX). Sony formed their European division and North American division, known as Sony Computer Entertainment Europe (SCEE) and Sony Computer Entertainment America (SCEA), in January and May 1995. The divisions 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. The console was not marketed with Sony's name in contrast to Nintendo's consoles. According to Phil Harrison, much of Sony's upper management feared that the Sony brand would be tarnished if associated with the console, which they considered a "toy".

Development [ ]

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. 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. 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. Sony found that many disliked Nintendo's practices, such as favoring its own games over others. 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. Attaining these companies secured influential games such as Ridge Racer (1993) and Mortal Kombat 3 (1995), Ridge Racer being one of the most popular arcade games at the time, and it was already confirmed behind closed doors that it would be the PlayStation's first game by December 1993, despite Namco being a longstanding Nintendo developer. 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 . 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. 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. 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. 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. 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. 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. An order of over 600 systems followed, and SN Systems supplied Sony with additional software such as an assembler, linker, and a debugger. SN Systems produced development kits for future PlayStation systems, including the PlayStation 2 and was bought out by Sony in 2005.

Sony strived to make game production as streamlined and inclusive as possible, in contrast to the relatively isolated approach of Sega and Nintendo. 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. Sony did not favor its own over non-Sony products, unlike Nintendo; 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". Another strategy that helped attract software developers was the PlayStation's use of the CD-ROM format instead of traditional cartridges. In contrast to other disc-reading consoles such as the 3DO, the PlayStation could quickly generate and synthesise data from the CD since it was an image-generation system, rather than a data-replay system. Nintendo cartridges were expensive to manufacture, and the company controlled all production, prioritizing its own games, while inexpensive compact disc manufacturing occurred at dozens of locations around the world.

The PlayStation's architecture and interconnectability with PCs was beneficial to many software developers. The use of the programming language C proved useful during the early stages of development as it safeguarded future compatibility of the machine should developers decide to make further hardware revisions. Sony used the free software GNU C compiler, also known as GCC, to guarantee short debugging times as it was already familiar to many programmers. 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. 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. 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. 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. 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.

Hardware [ ]

The main microprocessor is a 32-bit LSI R3000 CPU with a clock rate of 33.86 MHz and 30 MIPS. Its 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. 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 being allocated to video memory. The PlayStation has a maximum colour depth of 16.7 million true colours with 32 levels of transparency and unlimited colour look-up tables. Its video output, initially provided by a parallel I/O cable (and later a serial I/O used for the PlayStation Link Cable) displays resolutions from 256×224 to 640×480 pixels. Different games can use different resolutions.

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. Whilst 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.

link=https://en.wikipedia.org/wiki/File:Sony-PSone-Console-wScreen-Open-FL.jpg|alt=A photo of a PS One console against a pure white background with a 5-inch LCD screen attachment placed on top.|right|thumb|The PS One "combo pack" with 5-inch LCD screen attachment 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. Subsequent models saw a reduction in number of parallel ports, with the final version only retaining one serial port.

Sony marketed a development kit for amateur developers known as the Net Yaroze (meaning "Let's do it together" in Japanese). It was launched in June 1996 in Japan, and following public interest, was released the next year in other countries. The Net Yaroze allowed hobbyists to create their own games and upload them via an online forum run by Sony. 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 compilers.

On 7 July 2000, Sony released the PS One (stylised as 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 the PlayStation 2. In 2002, Sony released a 5-inch (130 mm) LCD screen add-on for the PS One, referred to as the "Combo pack". It also included a car cigarette lighter adaptor adding an extra layer of portability. Production of the LCD "Combo Pack" ceased in 2004, when the popularity of the PlayStation began to wane in markets outside Japan. A total of 28.15 million PS One units had been sold by the time it was discontinued in March 2006.

Controllers [ ]

https://upload.wikimedia.org/wikipedia/commons/thumb/f/f9/PSX-Original-Controller.jpg/160px-PSX-Original-Controller.jpg

https://upload.wikimedia.org/wikipedia/commons/thumb/7/71/PlayStation-Analog-Joystick.jpg/160px-PlayStation-Analog-Joystick.jpg

https://upload.wikimedia.org/wikipedia/commons/thumb/c/c7/PSX-DualShock-Controller.jpg/160px-PSX-DualShock-Controller.jpg

https://upload.wikimedia.org/wikipedia/commons/thumb/9/97/PlayStation_Dual_Analog.png/160px-PlayStation_Dual_Analog.png

Three iterations of the PlayStation's controller were released over the console's lifespan. The first controller, the PlayStation controller, was released alongside the PlayStation in December 1994. It features four individual directional buttons (as opposed to a conventional D-pad), a pair of shoulder buttons on both sides, Start and Select buttons in the centre, and four face buttons consisting of simple geometric shapes: a green triangle, red circle, blue cross, and a pink square ( https://upload.wikimedia.org/wikipedia/commons/thumb/7/7b/PlayStationTriangle.svg/18px-PlayStationTriangle.svg.png , https://upload.wikimedia.org/wikipedia/commons/thumb/5/58/PlayStationCircle.svg/18px-PlayStationCircle.svg.png , https://upload.wikimedia.org/wikipedia/commons/thumb/9/91/PlayStationCross.svg/18px-PlayStationCross.svg.png , https://upload.wikimedia.org/wikipedia/commons/thumb/4/42/PlayStationSquare.svg/18px-PlayStationSquare.svg.png ). Rather than depicting traditionally used letters or numbers onto its buttons, the PlayStation controller established a trademark which would be incorporated heavily into the PlayStation brand. 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. The European and North American models of the original PlayStation controllers are roughly 10% larger than its Japanese variant, to account for the fact the average person in those regions has larger hands than the average Japanese person.

Sony's first analogue gamepad, the PlayStation Analog Joystick (often erroneously referred to as the "Sony Flightstick"), was first released in Japan in April 1996. 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. The stick also features a thumb-operated digital hat switch on the right joystick, corresponding to the traditional D-pad, and used for instances when simple digital movements were necessary. The Analog Joystick sold poorly in Japan due to its high cost and cumbersome size.

The increasing popularity of 3D games prompted Sony to add analogue sticks to its controller design to give users more freedom over their movements in virtual 3D environments. The first official analogue controller, the Dual Analog Controller, was revealed to the public in a small glass booth at the 1996 PlayStation Expo in Japan, and released in April 1997 to coincide with the Japanese releases of analogue-capable games Tobal 2 and Bushido Blade . In addition to the two analogue sticks (which also introduced two new buttons mapped to clicking in the analogue sticks), the Dual Analog controller features an "Analog" button and LED beneath the "Start" and "Select" buttons which toggles analogue functionality on or off. The controller also features rumble support, though Sony decided that haptic feedback would be removed from all overseas iterations before the United States release. A Sony spokesman stated that the feature was removed for "manufacturing reasons", although rumours circulated that Nintendo had attempted to legally block the release of the controller outside Japan due to similarities with the Nintendo 64 controller's Rumble Pak. However, a Nintendo spokesman denied that Nintendo took legal action. Next Generation 's Chris Charla theorized that Sony dropped vibration feedback to keep the price of the controller down.

In November 1997, Sony introduced the DualShock controller. Its name derives from its use of two (dual) vibration motors (shock). 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. The DualShock later replaced its predecessors as the default controller.

Peripherals [ ]

Sony released a series of peripherals to add extra layers of functionality to the PlayStation. Such peripherals include memory cards, the PlayStation Mouse, 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).

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. Sharing similarities with the Dreamcast's VMU peripheral, the PocketStation was typically distributed with certain PlayStation games, enhancing them with added features. The PocketStation proved popular in Japan, selling over five million units. Sony planned to release the peripheral outside Japan but the release was cancelled, despite receiving promotion in Europe and North America.

Reception [ ]

The PlayStation was mostly well received upon release. 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. They praised the PlayStation's focus on 3D, and complemented the comfort of its controller and the convenience of its memory cards. Giving the system 41⁄2 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". Albert Kim from Entertainment Weekly praised the PlayStation as a technological marvel, rivalling that of Sega and Nintendo. Famicom Tsūshin scored the console a 19 out of 40, lower than the Saturn's 24 out of 40, in May 1995.

In a 1997 year-end review, a team of five Electronic Gaming Monthly editors gave the PlayStation scores of 9.5, 8.5, 9.0, 9.0, and 9.5—for all five editors, the highest score they gave to any of the five consoles reviewed in the issue. They lauded the breadth and quality of the games library, saying it had vastly improved over previous years due to developers mastering the system's capabilities in addition to Sony revising its stance on 2D and role playing games. They also complimented the low price point of the games compared to the Nintendo 64's, and noted that it was the only console on the market that could be relied upon to deliver a solid stream of games for the coming year, primarily due to third party developers almost unanimously favouring it over its competitors.

Functions [ ]

The PlayStation 1 is able to function as a CD player alongside being a home console. It has various related features such as being able to shuffle a CD's playlist, play tracks in a certain order defined by the user, or play songs on loop. Both the CD player and the memory card manager can be accessed by turning on the system and keeping the CD tray open or by not inserting a game disc. Inserting a disc containing invalid or unreadable data instead may cause the system to display the Fearful Harmony or Personified Fear error screens.

Gallery [ ]

The console with DualShock controller.

See also [ ]

  • PlayStation 1 Accessories
  • PlayStation 1 models
  • 1 Nintendo PlayStation
  • 2 Fearful Harmony
  • 3 PlayStation 4

History Of PlayStation: PS1, PS2, PS3, PS4, PS5 – Launch Prices, Specs, Games

Justin Pinter / November 19, 2020

History of PlayStation: PS1, PS2, PS3, PS4, and PS5

The PlayStation brand has been around since 1994 and with the launch of Sony’s latest console, the PlayStation 5 , we thought it would be fun to take a trip down memory lane and discuss the history of PlayStation . This article will discuss where it all began and go over the history of each of Sony platform ranging from the PS1 to the PS5. We’ll discuss what were some of the consoles best games, how well the console sold, how it affected the entertainment industry, and give a comparison of each systems specs, launch price, and more. So let’s get started!

Nintendo PlayStation

The original device known as the Super NES CD-ROM System, or Nintendo PlayStation , was a partnership between Nintendo and Sony back in 1988 to develop a CD-ROM based system add-on for the SNES. Originally, Sony had no interest in the video-game industry, but thanks to one Ken Kutaragi, he took on the development of the console as a passion project and was able to convince the Sony board to go along. Approximately 200 prototypes were developed and the system was built to play both SNES cartridges as well as Super Disc format.

Nintendo PlayStation - Super NES CD-ROM

Fortunately, the system was never released as Nintendo not only backed out of the deal with Sony, but negotiated a side deal with Sony’s lead competitor Philips. This betrayal motivated Sony to take the technology they developed for a CD-based video-game console and announce the PlayStation at the 1991 Consumer Electronics Show. The rest is, well, history.

History of PlayStation (PSOne)

The first PlayStation console released on December 3, 1994 in Japan and September 9, 1995 in the US. The console was a commercial success selling over 102 million units worldwide over its lifespan. One of the major factors to Sony’s success was thanks to third party developers, who left Nintendo over feuds on expensive licensing and limited memory storage on cartridges.

The PS1 disc could hold 660mb, compared to an SNES cartridge who’s max hit 6mb in games like Tales of Phantasia and Star Ocean. Even the N64 had memory limits on its cartridge of 64mb, along with expensive costs to manufacture. These limitations were some of the leading reasons for Square to move development of Final Fantasy VII from N64 over to PS1, becoming the second best selling PS1 game of all-time, behind Gran Turismo.

Final Fantasy VII - PS1 - Square

In July of 2000, Sony released the PSOne, which was a smaller, more compact, version of the PlayStation. It removed the parallel and serial ports on the back of the console and merged the reset button as the power button. Sony also put out a combo pack of the PSOne which included a 5″ LCD screen built onto the console, using an adaptor for power. The PSOne sold extremely well, selling a total of 28.15 million units during its lifespan.

playstation 1 presentation

At the end of 2018, Sony released the PlayStation Classic which was marketed as a competitor in the newly formed “mini” console trend. The console was basically a crappy emulator that was packaged with only a handful of good games. You can’t play original PS1 discs on the console, as it’s built for looks rather than functionality. The PS Classic also uses an original PlayStation style controller, missing the DualShock capabilities that many of us now take for granted. Overall, it was a big missed opportunity.

Related Content – All PlayStation Classics Currently Available On PSN

Other popular games that released during the PS1 generation include Metal Gear Solid, Tekken 3, Crash Bandicoot, Tomb Raider, Resident Evil 2, Spyro The Dragon, Twisted Metal 2, Parasite Eve, and Syphon Filter.

History of PlayStation 2

The PlayStation 2 was announced in 1999 and released in Japan on March 4, 2000, in North America on October 26, 2000. The PS2 went on to sell over 155 million units over its lifespan making Sony a dominant force in the game industry, beating not only Nintendo’s N64 and Gamecube, but also SEGA’s Saturn and Dreamcast consoles. Despite, Microsoft entering the competition with the release of the more powerful Xbox, Sony held onto market dominance.

History of PS2

The PS2 drove the new DVD format to the masses and revolutionized gaming for a new generation. It was by far the cheapest DVD player on the market when the PS2 launched. Not only was it the next-generation game console, but you could also watch movies in crisp 480p on your CRTV with 3 to 5 channel Dolby sound.

Related Content – All PlayStation 2 Classics On PSN

While the PS2 had online support, it was severely limited when compared to Xbox Online’s service. You had to buy a PlayStation 2 Network Adaptor and use dial-up or broadband internet to connect to your game which ran on on third-party servers. Eventually, Sony released the PS2 Slim in 2004, which included networking ports on the console. Games like Burnout 3: Takedown, Call of Duty 3, Resident Evil Outbreak, Socom 2 U.S. Navy Seals, and Twisted Metal: Black Online were popular using the online capabilities of the time.

playstation 1 presentation

It was also during this era that the rise of rhythm games began to explode, with the likes of Guitar Hero, Rock Band, Dance Dance Revolution, and SingStar becoming popular on the platform. Not only were people buying the games, but they would spend hundreds of dollars on accessories like microphones, dance pads, guitars, and electronic drum kits.

Popular games that released on the PS2 include Grand Theft Auto: San Andreas, Gran Turismo 4, Final Fantasy X, Metal Gear Solid 2: Sons of Liberty, Kingdom Hearts, God of War, and Ratchet & Clank.

History of PlayStation 3

The PlayStation 3 launched on November 11, 2006 in Japan and November 17, 2006 in North America. It was by far the most expensive console by Sony, releasing with a $499 price tag for the 20GB model and $599 for the 60GB model due to the new Blu-ray format. The system was highly criticized early on for its high price tag, Sixaxis controller and poorly developed multi-platform games.

The unique Cell architecture was a large hurdle for developers in the beginning, but over time they were able to unlock the full potential of the console. Despite its hardships early on, the PS3 would eventually become one of the highest selling consoles of the seventh generation, selling 87.4 million units.

History of the PS3

The PS3 was Sony’s first real attempt at online capabilities too. Even though the PS2 technically had online support through a Network Adaptor, the release of the PS3 took things a step further with things like the PlayStation Store, PlayStation Home, and eventual PlayStation Plus subscription service.

Related Content – 50 Best PS3 Games Of All Time

The PlayStation Network was launched in 2006, for players to connect with friends and jump into multiplayer games online for free. The trophy system was introduced in July of 2008, adding a key missing feature that their competitors over at Xbox had with Achievements in years prior. Originally, Sony made trophies an optional feature for game developers, however by January 2009, they made them mandatory. Super Stardust HD was the first title to feature trophies thanks to an update. The first physical game to launch with trophies was PixelJunk Eden, and Uncharted: Drake’s Fortune became the first to feature a platinum trophy.

PlayStation-Home

PlayStation Home was fun while it lasted, allowing players to meet in virtual spaces using their own custom avatar. It was launched as an open beta in December of 2008, and eventually closed down in March of 2013. Each user was given a personal studio that users could furnish with free, paid, or won items. Users could explore Home’s virtual spaces, from The Hub to various districts like Action District, Sportswalk, Pier Park, and Shopping Centre.

Related Content – Every Single PlayStation 3 Launch Title

Each district were frequently updated by Sony and its partners with content, streaming events, mini-games, and more. There was also a game launching feature that allowed players to meet up with friends in Home and launch into a game together. While PlayStation Home couldn’t find longevity on the PS3, it would be cool if Sony revived it as a PSVR app.

Popular games that released on the PS3 include The Last of Us, Uncharted 3: Drake’s Deception, Warhawk, MotorStorm, LittleBigPlanet, Resistance: Fall of Man, Killzone 2 , Demon’s Souls, and Heavenly Sword .

History of PlayStation 4

The PlayStation 4 was the next evolution in Sony’s video-game consoles, improving everything they learned with the PS3. The PS4 was the first of Sony’s consoles to release in North America before Japan, launching on November 15, 2013. The PlayStation 4 featured better online support and better system architecture that made development for the console much easier than it’s predecessor.

Related Content – Every Single PlayStation 4 Launch Title

The PS4 was the first Sony console to introduce virtual reality with the PSVR headset, using the PS4 camera and PS Move controllers (introduced with the PS3). The PSVR headset has a 5.7″ OLED display allowing players to play games in up to 1080p resolution with 120hz/90hz refresh rates. The headset also includes a processor unit which allows for Social Screen video output, 3D audio, and Cinematic mode in 4K or HDR for non-PSVR content on a PS4 Pro. There are over 500 games and experiences for PSVR and the library is continuing to grow.

playstation 1 presentation

While the PS4’s optical drive doesn’t play 4K UHD discs, it’s still an improvement over the PS3. The PS4 Blu-ray drive features a maximum read speed of 27MB/s, which is about three times the speed of the PS3 Blu-ray drive, which was capped at 9MB/s. This allows for faster game installs, as during the PS4 era, it’s become common place for you to need to install your games to the console’s hard drive in order to play.

Related Content – Best PS4 Exclusives – Amazing Games That Everyone Should Play

In 2014, Sony launched PlayStation Now , a cloud-based streaming subscription service that allowed you to play new games as well as classics from previous console generations. In 2017, Sony discontinued the service for PS3, PS Vita, and PlayStation TV, making the service only available to PS4 owners. As of 2020, there are over 800 games available, with over 300 of them available for download.

Related Content – The Best PSVR Games

Having the ability to download the games to your hard drive is nice, for those who may not have reliably fast internet to stream. PlayStation Now is expected to continue on into the PS5 generation, although details on how it will function within the PS5 environment have been sparse.

PS4-console

The PS4 Pro, otherwise known as codename “Neo”, released in November 2016. It was a mid-generation improvement, boosting the clock-speed of the CPU to 2.1GHz and GPU to 911MHz, to push 4K resolution or boost performance in certain games. The PS4 Pro also features improved connections such as an extra USB port, HDMI 2.0a instead of HDMI 1.4, and an optical audio port. In addition to the boosted CPU and GPU, the Pro console got 1GB of DDR3 RAM for non-gaming apps to free up the faster GDDR5 RAM for gaming performance.

Related Content – PS4 Pro Games List: Every Title Enhanced By PlayStation 4 Pro, 4K, HDR, Improved Framerates

Popular games that were released for PS4 include Marvel’s Spider-Man, God of War, Horizon Zero Dawn, Final Fantasy VII Remake, Persona 5, Ghost of Tsushima, Bloodborne, Driveclub, Killzone Shadow Fall, and Infamous Second Son. And it’s still not over for the PS4. There are many games still yet to come, like Cyberpunk 2077, Elden Ring, Dying Light 2, Immortals: Fenyx Rising, Assassin’s Creed Valhalla, and Call of Duty: Black Ops Cold War.

Lead Up To PlayStation 5 & Beyond

The PlayStation 5 released on November 12, 2020 in North America & Japan and the rest of the world on November 19. The hype for the PS5 is unparalleled, with every retailer and online store selling out within minutes. In Japan, the PS5 sold 118,000 units in just four days. The only thing holding the PS5 back from making record sales, is supply, which due to COVID this year, has limited production.

When Mark Cerny unveiled the system architecture earlier this year at GDC, he talked about creating a console that is easier for developers to create their worlds without hitting bottlenecks. The addition of a custom SSD and support for Oodle Kraken compression allows developers to implement faster loading and game data streaming never seen before in gaming. Sony’s Jim Ryan also backed the notion that the PS5 is the best experience developers have had on any PlayStation console.

Related Content – Sony PlayStation 5 – The Full Hardware Review

“One thing that makes me particularly optimistic is, what we’re hearing from developers and publishers, is the ease in which they are able to get code running on PlayStation 5 is way beyond any experience they’ve had on any other PlayStation platform,” Ryan said.

playstation 1 presentation

The PS5’s hardware features a custom eight-core AMD Zen 2 CPU clocked at 3.5GHz along with a custom GPU based on AMD’s RDNA 2 architecture with 36 compute units clocked at 2.23GHz, hitting a whopping 10.28 teraflops. The PS5 includes 16GB of GDDR6 RAM/256-bit and a custom 825GB SSD that can deliver 5.5GB/sec (uncompressed) and 9GB/sec (compressed) speed.

“We’re talking two orders of magnitude faster, meaning very roughly 100 times faster. Which means at 5GB/sec on the SSD that the game boots in a second. There are no load screens. The game just fades down and loads a half-dozen gigabytes, and fades up again. Same for a reload. You immediately get back into the game after you do. And fast-travel becomes so fast that in a blink of an eye you’re present,” Cerny said.

Related Content – PS5 DualSense Complete Guide – Features, Specs, Questions, And More

Furthermore, the PS5 sports a custom 3D audio chip called the Tempest Engine. This custom chip processes 3D audio unique to you as it’s calculated based on your ear and head shape. Right now, it’s main function is to deliver unprecedented audio via your headset, but Sony has future plans to optimize the technology for television speakers, sound bars, and surround sound systems.

Perhaps no part of the PlayStation 5 hardware stands out more as truly next-generation than the DualSense wireless controller. Built with cutting edge haptic feedback and adaptive trigger technologies, when using the DualSense controller players will be able to feel the tightening of a bowstring, the impact of a right hook to the side of the head and the tension of pulling a cable out of a wall. The PlayStation 5 then, is as much about feeling the games as you play as it is about seeing and hearing them.

Related Content – All Best PS5 Exclusives – A Complete List Of Stunning Exclusive Next Generation Games

Hardware aside, Sony has also rolled out several improvements to PlayStation Plus, announcing the PS Plus Collection which encompasses a cream of the crop of PS4 exclusives at no extra cost to PS Plus subscribers. This means that if you came from a different platform ecosystem such as Microsoft’s Xbox, for example, you could get right up to date with enhanced versions of PS4 exclusives such as Days Gone, God of War and more.

And then finally there’s PSVR. While the PS5 can utilise existing PSVR headsets and accessories out of the box with a special free connector, it’s really the next iteration of Sony’s PlayStation VR tech that has us drooling. With an all-new headset and new, Valve Index style controllers apparently in the offing, in addition a range of other cutting edge innovations, Sony looks set to expand upon its market dominance of the VR gaming space with PS5 and PSVR 2.

Regardless of the technology lurking within the chassis of a console though, it’s clearly the quality of games that counts more and than anything and PlayStation 5 has these in spades. With the likes of Demon’s Souls scoring a perfect 10/10 here on PlayStation Universe in addition to the gorgeously twee platformer Sackboy: A Big Adventure, Spider-Man: Miles Morales, Astro’s Playroom and much more, it’s clear that the PlayStation 5 will be leading the field when it comes to sheer quality of games.

Related Content – PSVR 2 – Everything We Know About Next Generation PSVR

And that’s without even talking about 2021, too. Next year, PS5 owners will be getting Returnal, the next title from the folks that brought us Resogun, Gran Turismo 7, Horizon Forbidden West and much, much more besides.

Also, don’t be surprised to see more PS4 games being enhanced for PS5 too, such as The Last of Us Part 2, Bloodborne, Final Fantasy VII: Remake and much more.

Related Content – Sony PS5 Complete Guide – Release Date, Price, Tech Specs, PSVR 2, Backwards Compatibility

Console Specs/Launch Games/Price Comparison

Here is a quick run-down of each console’s release price, system specs, and launch games.

PS1PS2PS3PS4PS5
Price$299$299$499 (20GB) & $599 (60GB)$399$499 & $399 (Digital Only Version)
CPUR3000 @ 33.8688 MHzMIPS R5900 Emotion Engine @ 294.912 MHz3.2 GHz Cell Broadband Engine with 1 PPE and 8 SPEs8-core AMD x86-64 Jaguar 1.6 GHz CPU8x Cores @ 3.5GHz Custom Zen 2
GPUGeometry Transfer Engine150 MHz Graphics Synthesizer550 MHz Nvidia/SCEI RSX Reality SynthesizerCustom AMD GCN Radeon integrated into APU; clocked at 800MHzCustom AMD RDNA 2, 36 CUs @ variable frequency up to 2.23 GHz
Memory2 MB RAM, 1 MB VRAM32 MB of RDRAM (system RAM) & 4 MB of eDRAM (video RAM)256 MB XDR DRAM system and 256 MB GDDR3 video8 GB GDDR5 RAM & 256 MB DDR3 RAM16GB GDDR6 RAM
Launch Games (US)

What are some of your favorite PlayStation games and memories over the years? Let us know in the comments section below, or jump over to our forums .

PlayStation 1

  • Edit source

The PlayStation 1 (abbreviated as PS , commonly known as the PS1 or its codename PSX ) is a home video game console developed and marketed by Sony Computer Entertainment. It was first released on 3 December 1994 in Japan, 9 September 1995 in North America, 29 September 1995 in Europe, and 15 November 1995 in Australia, and was the first of the PlayStation line of video game consoles. As a fifth generation console, the PlayStation primarily competed with the Nintendo 64 and the Sega Saturn.

Development of the console began after a failed venture with Nintendo to create a CD-ROM for their Super Famicom in the early 1990s. Game production for the console was designed to be streamlined and inclusive, enticing the support of many third-party developers. 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 signalled Sony's rise to power in the video game industry. Its release elicited both critical acclaim and impressive sales: it eventually became the first "computer entertainment platform" to ship over 100 million units, doing so in under a decade. The PlayStation's use of compact discs (CDs) heralded the game industry's transition from cartridges. Games for the PlayStation continued to sell until Sony ceased production of both the PlayStation and its games on 23 March 2006 – over eleven years after it had been released, and less than a year before the debut of the PlayStation 3. Over 7,918 games were released for the console over its lifespan, with cumulative sales of 962 million units.

  • 2.1 Background[edit]
  • 2.2 Inception[edit]
  • 2.3 Development[edit]
  • 2.4 Launch[edit]
  • 2.5 Marketing success[edit]
  • 3.1 Technical specifications[edit]
  • 3.2.1 PS One[edit]
  • 3.3 Controllers[edit]
  • 3.4 Peripherals[edit]
  • 3.5 Functionality[edit]
  • 3.6 Hardware problems[edit]
  • 4 Game library[edit]
  • 5 Critical reception[edit]
  • 6.1 CD format[edit]
  • 6.2 PlayStation Classic[edit]

Contents [ ]

  • 1.1Background
  • 1.2Inception
  • 1.3Development
  • 1.5Marketing success
  • 2.1Technical specifications
  • 2.2.1PS One
  • 2.3Controllers
  • 2.4Peripherals
  • 2.5Functionality
  • 2.6Hardware problems
  • 3Game library
  • 4Critical reception
  • 5.1CD format
  • 5.2PlayStation Classic
  • 8.1Citations
  • 8.2Bibliography

History[edit] [ ]

Background[edit] [ ].

A photo of the only known SNES-based PlayStation prototype The PlayStation was the brainchild of Ken Kutaragi, a Sony executive who managed one of the company's hardware engineering divisions and was later dubbed "The Father of the PlayStation". Kutaragi's interest in working with video games stemmed from seeing his daughter play games on Nintendo's Famicom video game console. The inception of what became the released PlayStation dates back to 1988 with a joint venture between Nintendo and Sony. 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 Nintendo Entertainment System (SNES).

Kutaragi convinced Nintendo on using his SPC-700 sound processor for use in the SNES console through an impressive demonstration of the processor's capabilities. Although Kutaragi was nearly sacked by Sony because he was originally working with Nintendo on the side without Sony's knowledge, Sony president Norio Ohga recognised the potential in Kutaragi's chip and decided to keep him as a protégé. Since Sony was already being contracted to produce the SPC-700 sound processor for the SNES, Nintendo approached Sony to develop a CD-ROM add-on, tentatively titled the "Play Station" or "SNES-CD". A contract was signed, and work began.

Sony was keen to obtain a foothold in the rapidly expanding video game market. Having been the primary manufacturer of the ill-fated MSX home computer format, Sony had wanted to use its experience in consumer electronics to produce its own video game hardware. Although the initial agreement between Nintendo and Sony was for producing a CD-ROM add-on, Sony had also planned to develop a SNES-compatible, Sony-branded console, but one which would be more of a home entertainment system playing both SNES cartridges and a new CD format named the "Super Disc", which Sony would design. Under the agreement, Sony would retain sole international rights to every Super Disc title sold, giving the company a large degree of control despite Nintendo's leading position in the video gaming market. Furthermore, Sony would also be the sole benefactor of licensing related to music and film software that it had been aggressively pursuing as a secondary application.

The product, under the name "Play Station", was to be announced at the 1991 Consumer Electronics Show (CES) in Las Vegas. Already wary of Sony's increasing leverage at this point, Nintendo president Hiroshi Yamauchi deemed the original 1988 contract unacceptable as he realised the earlier agreement essentially handed Sony complete control over any and all titles written on the SNES CD-ROM format. Wanting to protect Nintendo's existing licensing structure, Yamauchi secretly cancelled all plans for the joint Nintendo–Sony SNES CD attachment. Also unbeknownst to Sony, Yamauchi 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. This contract would give Nintendo total control over its licences on all Philips-produced machines. As described by David Sheff in his book Game Over , "[The Philips deal] was meant to do two things at once: give Nintendo back its stranglehold on software and gracefully fuck Sony."

At 9 am on the day of the CES, instead of announcing a partnership between Sony and Nintendo, Howard Lincoln stepped onto the stage and publicly revealed that Nintendo was now allied with Philips, and Nintendo was planning on abandoning all the previous work they and Sony had accomplished.

Inception[edit] [ ]

Incensed by Nintendo's renouncement, Ohga and Kutaragi decided that Sony foray into the market by developing its own console. Sony briefly considered allying itself with Sega to produce a stand-alone console. Sega's 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?". 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 SNES.

Despite the tumultuous events at the 1991 CES, negotiations between Nintendo and Sony were still ongoing, culminating in another deal whereby the "Play Station" would still have a port for SNES games, on the condition that Nintendo would own the rights and receive the bulk of the profits from the games, and the machine in question would continue to use the audio chip Kutaragi designed. It is theorised that only two hundred of these prototype machines were created, and software for the system was being developed. By May 1992 however, Kutaragi was adamant that such a deal would never work and decided to cut all ties with Nintendo. 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. Ken Kutaragi, the "Father of the PlayStation", pictured in 1998 To determine the fate of the PlayStation project, Ohga chaired a meeting the following month, consisting of Kutaragi and several senior members of Sony's board. At the meeting, Kutaragi unveiled a proprietary CD-ROM-based system he had been working on which involved playing video games with immersive 3D graphics. Ohga decided to retain the project after being reminded by Kutaragi of the humiliation he suffered from Nintendo. Nevertheless, due to strong opposition from a majority present at the meeting as well as widespread internal opposition to the project by the older generation of Sony executives whom saw Nintendo and Sega as "toy" manufacturers, Ohga shifted Kutaragi and his team from Sony's main headquarters to Sony Music, a completely separate financial entity, so as to retain the project and maintain relationships with Philips for the MMCD development project (which helped lead to the creation of the DVD).

The involvement of Sony Music 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, to which Sony's music division had considerable experience with. While at Sony Music, Kutaragi worked with CEO Shigeo Maruyama and Akira Sato, both of whom would later become vice-presidents of the division that ran the PlayStation business. Sony Computer Entertainment (SCE) was then jointly established by Sony and its subsidiary Sony Music Entertainment Japan to handle the company's ventures into the video game industry. By the beginning of 1994, Sony had publicly announced that it was entering the game console market with the PlayStation. According to Maruyama, there was uncertainty over whether the console should primarily focus on 2D sprite graphics or 3D polygon graphics. It was only after witnessing the success of Sega's Virtua Fighter in Japanese arcades that the direction of the PlayStation became "instantly clear" and 3D polygon graphics became the console's primary focus.

Wishing to distance the project from the failed enterprise with Nintendo, Sony initially branded the PlayStation as the "PlayStation X" (PSX). Sony's North American division, known as Sony Computer Entertainment America (SCEA), 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. The console was not marketed with Sony's name in contrast to Nintendo's consoles; according to Phil Harrison, much of Sony's upper management feared that the "Sony" brand would be tarnished by connecting it with the console which they considered to be a "toy".

Development[edit] [ ]

Ian Hetherington, co-founder of Psygnosis, pictured in 1990. Psygnosis and SN Systems played pivotal roles in designing both hardware and software for the PlayStation. Since Sony had no experience in game development, the company turned to third-party game developers. Recently released consoles like the Atari Jaguar and 3DO suffered underwhelming sales due to a lack of developer support, prompting Sony to redouble their efforts in gaining the endorsement of arcade-savvy developers. With initial support from Namco, Konami, and Williams Entertainment, as well as 250 other development teams in Japan alone, the company secured the launch of influential new games such as Ridge Racer and Mortal Kombat 3 .

Despite securing the support of various Japanese studios, Sony had no developers working directly for them by the time they were developing the PlayStation. This changed in 1993 when Sony bought the Liverpudlian company Psygnosis (later renamed SCE Liverpool) for US$48 million, therefore securing their first in-house development team. While the purchase was controversial at the time, the acquisition meant that Sony could boost its launch title repertoire in time for the PlayStation's release in Europe and North America. Ian Hetherington, Psygnosis' co-founder, was disappointed after receiving early builds of the PlayStation and later recalled that the console "was not fit for purpose" until his team got involved with it. Hetherington frequently clashed with Sony executives over broader ideas; at one point it was suggested that a television variant of the console be produced. In the months leading up to the PlayStation's launch, Psygnosis had around 500 full-time staff working on various games as well as assisting with software development.

The purchase of Psygnosis also marked another turning point for the PlayStation as they 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. Andy Beveridge and Martin Day, owners of SN Systems, had previous experience with supplying development hardware for other consoles such as the Mega Drive, Atari ST and the SNES. 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', thus securing a cheaper and more efficient method for designing software. An order of over 600 systems followed, and the company supplied Sony with additional software such as an assembler, linker, and a debugger.

Sony strived to make game production as streamlined and inclusive as possible – an ethos which contrasted with the relatively isolated approach of rivals Sega and Nintendo. Phil Harrison, the then-representative director of Sony Computer Entertainment in Europe, 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. Peter Molyneux, who owned Bullfrog Productions at the time, 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".

The PlayStation's architecture and interconnectability with PCs gave a boon to many software developers. The use of the programming language C proved useful during the early stages of development as it safeguarded future compatibility of the machine should developers decide to make further hardware revisions. Sony used the free software GNU C compiler, also known as GCC, to guarantee short debugging times as it was already familiar to many programmers. 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. 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. 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.

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.

Launch[edit] [ ]

Sony released the PlayStation in Japan on 3 December 1994, a week after the release of its rival Sega Saturn, at a price of ¥39,800. Sales in Japan began with a "stunning" success with long queues in shops. It sold 100,000 units on the first day and then two million units after six months on the market. Mostly fuelled by the success of Virtua Fighter , the Saturn had initially outsold the PlayStation in the first few weeks of launch. By the end of 1994, 300,000 PlayStation units were sold in Japan compared to 500,000 Saturn units. After a while, a grey market emerged for PlayStations, which were shipped from Japan to North America and Europe, with some buyers of such consoles paying large amounts of money in the range of £700.

"When September 1995 arrived and Sony's Playstation roared out of the gate, things immediately felt different than they did with the Saturn launch earlier that year. Sega dropped the Saturn $100 to match the Playstation's $299 debut price, but sales weren't even close—Playstations flew out the door as fast as we could get them in stock.

Before the release in North America, Sega and Sony presented their consoles at the first Electronic Entertainment Expo (E3) in Los Angeles on 11 May 1995. At their keynote presentation, Sega of America CEO Tom Kalinske revealed that its Saturn console would be released at a price of $399. Immediately afterwards came Sony's turn: Olaf Olafsson, the head of the Sony Computer Entertainment America (SCEA), summoned Steve Race, the head of development, to the conference stage, who said "$299" and left the audience with a round of applause. The attention to the Sony conference was further bolstered by the surprise appearance of Michael Jackson and the showcase of highly anticipated games for the console: Wipeout , Ridge Racer and Tekken . In addition, Sony announced that there would be no bundled games with the console as previously expected.

Although the Saturn had released early in the United States to gain an advantage over the PlayStation, the surprise launch upset many retailers who were not informed in time, harming sales. Some retailers such as KB Toys responded by dropping the Saturn entirely. The PlayStation went on sale in North America on 9 September 1995 at the undercutting price of $299. Within two days of its release the PlayStation sold more units than the Saturn had in the first five months following its surprise launch, with almost all of the initial shipment of 100,000 units being sold in advance, and shops across the country reportedly running out of consoles and accessories. The well-received Ridge Racer contributed to the PlayStation's early success, with some critics considering it superior to Sega's arcade counterpart Daytona USA . There were over 100,000 pre-orders placed and 17 games available on the market by the time of its American launch, in comparison to the Saturn's six launch titles.

The PlayStation released in Europe on 29 September 1995 and in Australia on 15 November 1995. By November it had already outsold the Saturn by a factor of three in the United Kingdom, where Sony had allocated a £20 million marketing budget during the Christmas season compared to Sega's £4 million. Sony had 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. Within its first year, the PlayStation secured over 20% of the entire American video game market. From September to the end of 1995 – sales of the console in the United States amounted to 800,000 units, giving the PlayStation a commanding lead over the other fifth generation consoles, though the SNES and Mega Drive from the fourth generation outsold it that year. At the same time, according to the president of SCEA, the attach rate of sold games and consoles was four to one. Sales in Europe totalled 2.2 million towards the end of 1996, of which 700,000 was represented in the UK market. 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.

Marketing success[edit] [ ]

"Mental Wealth", a 1999 PlayStation TV advertisement directed by Chris Cunningham The PlayStation was backed by a successful marketing campaign, allowing Sony to gain an early foothold in Europe and North America. Initially, PlayStation demographics were skewed towards adults, but the audience broadened after the first price drop. The PlayStation was marketed roughly, but not exclusively, towards 12- to 24-year-olds whilst the Sega Saturn targeted towards 18- to 34-year-olds. Executives from both Sony and Sega reasoned that because younger players typically looked up to older, more experienced players, advertising targeted at teens and adults would draw them in too. 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. The console was marketed with advertising slogans stylised as "LIVE IN YUR WRLD. PLY IN URS" and "U R NOT E" (red E). Clow thought that by invoking such provocative statements gamers would respond to the contrary and say "'Bullshit. Let me show you how ready I am.'"

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. Recognising the influence early 1990s underground clubbing and rave culture had on young people, especially in the United Kingdom, Glaendenning 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. Sheffield-based graphic design studio The Designers Republic was contracted by Sony to produce promotional materials aimed at a fashionable, club-going audience. Psygnosis' Wipeout in particular became associated with nightclub culture as it was widely featured in venues. 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.

In 1996, Sony expanded their CD production facilities in the United States due to the high demand for PlayStation games, increasing their monthly output from 4 million discs to 6.5 million discs. This was necessary because PlayStation sales were running at twice the rate of Saturn sales, and their lead was dramatically increased when both the PlayStation and Saturn dropped in price to $199 that year. The PlayStation also outsold the Saturn at a similar ratio in Europe during 1996, with an accumulated 2.2 million consoles sold in the region by the end of the year. Sales figures for PlayStation hardware and software only increased following the launch of the Nintendo 64. Tokunaka speculated that the Nintendo 64 launch had actually helped PlayStation sales by raising public awareness of the gaming market through Nintendo's added marketing efforts. Despite this, the PlayStation took longer to achieve dominance in Japan. SCE president Teruhisa Tokunaka said 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 neither console had led in sales for any meaningful length of time.

Hardware[edit] [ ]

Technical specifications[edit] [ ].

Main article: PlayStation technical specifications

The main microprocessor is a 32-bit LSI R3000 CPU with a clock rate of 33.86MHz and 30 MIPS. The CPU relies heavily on the VLSI chip to provide the necessary speed to render complex 3D graphics. 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. The system features 2 MB of main RAM, with an additional 1 MB being allocated to video memory. The PlayStation has a maximum colour depth of 16.7 million true colours with 32 levels of transparency and unlimited colour look-up tables. Its video output, initially provided by a parallel I/O cable (and later a serial I/O used for the PlayStation Link Cable) displays resolutions from 256×224 to 640×480 pixels.

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. 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. Whilst 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.

Sony was aware that using CDs for game distribution could leave them vulnerable to piracy, due to the existence of the CD-R. In order to preclude illegal copying, a proprietary process for PlayStation game manufacturing was developed that, in conjunction with an augmented optical drive assembly, prevented burned copies of games from booting on an unmodified console. Specifically, all genuine PlayStation discs included a small section of deliberate physical irregularities, which the PlayStation's optical pick-up was capable of detecting and decoding. Consoles would not play game discs without the correct "wobble frequency." (The same system was also used to encode discs' regional lock-outs.) The irregularities were within Red Book CD tolerances, so PlayStation discs' actual content could still be read by a computer or disc duplicator, but those devices could neither detect nor replicate the physical characteristics necessary to make a copied disc play.

Sony erroneously asserted in advertisements that discs' unique black undersides played a role in copy protection. 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.

Models[edit] [ ]

Main article: PlayStation models 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 was the gradual reduction in the number of external connectors from the rear of the unit. This started early on with the original Japanese launch units; the SCPH-1000, released on 3 December 1994, was the only model that had an S-Video port, which was removed on the next release. Subsequent models saw a reduction in number of parallel ports, with the PlayStation's final version only retaining one serial port.

Sony marketed a development kit for amateur developers known as the Net Yaroze (meaning "Let's do it together" in Japanese). It was launched in June 1996 in Japan, and following public intrigue, was released the following year in other countries. The Net Yaroze allowed hobbyists to create their own games and upload them via an online forum run by Sony. 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 compilers.

PS One[edit] [ ]

Main article: PlayStation models § PS One

On 7 July 2000, Sony released the PS One (stylised as 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. In 2002, Sony released a 5-inch (130 mm) LCD screen add-on for the PS One, referred to as the "Combo pack". It also included a car cigarette lighter adaptor which gave the console an extra layer of portability. Production of the LCD "Combo Pack" ceased in 2004, when the popularity of the PlayStation began to wane in markets outside Japan. A total of 28.15 million PS one units had been sold by the time it was discontinued in March 2006.

Controllers[edit] [ ]

Main articles: PlayStation controller and DualShock

Clockwise from top left: an original PlayStation controller, PlayStation Analog Joystick, Dual Analog, and the DualShock.

The PlayStation's controller was released in three different iterations over the console's lifespan. The first controller, named the PlayStation controller, was released alongside the PlayStation in December 1994. It features four individual directional buttons (as opposed to a conventional D-pad), a pair of shoulder buttons on both sides, Start and Select buttons in the centre, and four face buttons consisting of simple geometric shapes: a green triangle, red circle, blue cross, and a pink square (, , , ). Rather than depicting traditionally used letters or numbers onto its buttons, the PlayStation controller established a trademark which would be incorporated heavily into the PlayStation brand. 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. The European and North American models of the original PlayStation controller is roughly 10% larger than its Japanese variant, to account for the fact the average person in those regions have larger hands than the average Japanese person.

Sony's first analogue gamepad, the PlayStation Analog Joystick (often erroneously referred to as the "Sony Flightstick"), was first released in Japan in April 1996. 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. The stick also features a thumb-operated digital hat switch on the right joystick, corresponding to the traditional D-pad, and used for instances when simple digital movements were necessary. The Analog Joystick sold poorly in Japan, reportedly due to its high cost and cumbersome size.

The increasing popularity of 3D games prompted Sony to add analogue sticks in their controller design to give users more freedom over their movements in virtual 3D environments. The first official analogue controller, the Dual Analog Controller, was revealed to the public in a small glass booth at the 1996 PlayStation Expo in Japan, and eventually released in April 1997, coincident with the Japanese releases of analogue-capable titles Tobal 2 and Bushido Blade . In addition to the two new analogue sticks, the Dual Analog controller features an "Analog" button and LED beneath the "Start" and "Select" buttons which toggles analogue functionality on or off. The controller also features rumble support, however before its release in the United States Sony decided that haptic feedback would be removed from all overseas iterations. A Sony spokesman stated that the feature was removed for "manufacturing reasons", although rumours circulated that Nintendo had attempted to legally block the release of the controller outside Japan due to similarities with the Nintendo 64 controller's Rumble Pak. However, a Nintendo spokesman firmly denied that legal action was being taken and rather it was suggested that vibration feedback was dropped due to Sony wanting to keep the price of the controller down.

In late 1997 Sony introduced the DualShock controller. Its name derives from its use of two (dual) vibration motors (shock). Unlike its predecessor, its analogue sticks feature textured rubber grips, longer handles and slightly different shoulder buttons. It additionally introduces two new buttons mapped to clicking in the analogue sticks and has rumble feedback included as standard on all versions. The DualShock later replaced its predecessors as the default controller, also being forward compatible with the PlayStation 2, as they use the same connector and protocol.

Peripherals[edit] [ ]

Sony released a series of peripherals to add extra layers of functionality to the PlayStation. Such peripherals 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).

Released late into the console's lifespan 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. Sharing similarities with the Dreamcast's VMU peripheral, the PocketStation was typically distributed with certain PlayStation games, enhancing them with added features. The PocketStation proved popular in Japan, immediately selling out all over the country. Sony planned to release the peripheral outside Japan but the release was cancelled despite engaging in promotional activity in Europe and North America.

Functionality[edit] [ ]

In addition to playing games, most PlayStation models are equipped to play audio CDs; the 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 graphical user interface (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 two icons in the middle.

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.

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. 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.

Due to an engineering oversight, the PlayStation does not produce a proper signal on several older models of televisions, 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.

Game library[edit] [ ]

See also: List of PlayStation games (A–L), List of PlayStation games (M–Z), List of best-selling PlayStation video games, and List of cancelled PlayStation video games In-game screenshot from Crash Bandicoot , one of the PlayStation's best-selling titles

A total of 7,918 software titles has been released worldwide for the PlayStation; 4,944 in Japan, 1,639 in Europe, and 1,335 in North America. The PlayStation's best-selling title is Gran Turismo , which sold 10.85 million units. After the console's discontinuation in 2006, the cumulative software shipment was at 962 million units.

The PlayStation included a diverse game library which grew to appeal to all types of players. The initial pack-in games were Jumping Flash! and Ridge Racer , with the former being heralded as an ancestor for 3D graphics in console gaming. The PlayStation's premier games went on to include critically acclaimed titles such as Final Fantasy VII , Crash Bandicoot , Metal Gear Solid , and Tekken , all of which spawned numerous sequels and became established franchises. Final Fantasy VII is credited with allowing role-playing games to gain mass-market appeal outside Japan, and is considered one of the most influential and greatest video games ever made.

Third-party developers committed largely to the console's wide-ranging game catalogue. At the time of the PlayStation's first Christmas season, Psygnosis had produced around 70% of its launch catalogue; its breakthrough racing title Wipeout was acclaimed for its "unique" techno soundtrack and helped raise awareness of Britain's underground music community. Eidos Interactive's action-adventure game Tomb Raider contributed substantially to the success of the console in 1996, with its main protagonist Lara Croft becoming an early gaming icon and garnering unprecedented media promotion. Licensed tie-in video games of popular films were also prevalent on the PlayStation; Argonaut Games' 2001 adaptation of Harry Potter and the Philosopher's Stone went on to sell over eight million copies late in the console's lifespan.

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.

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.

Critical reception[edit] [ ]

The PlayStation was well received at the time of its release. In a 1997 year-end review, a team of five Electronic Gaming Monthly editors gave the PlayStation scores of 9.5, 8.5, 9.0, 9.0, and 9.5 - for all five editors, the highest score they gave to any of the five consoles reviewed in the issue. They lauded the breadth and quality of the games library, saying it had vastly improved over previous years due to Sony dropping its ban on 2D games and RPGs and developers mastering the system's capabilities. They also complimented the low price point of the games, especially as compared to Nintendo 64 releases, and noted that it was the only console on the market that could be relied upon to deliver a solid stream of games for the coming year, primarily due to third party developers almost unanimously favouring it over its competitors.

Critics 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. 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". In May 1995, Famicom Tsūshin scored the PlayStation console a 19 out of 40, lower than the Saturn's 24 out of 40.

In September 1995, Albert Kim from Entertainment Weekly praised the PlayStation as a technological marvel, rivalling that of Sega and Nintendo.

Legacy[edit] [ ]

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 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, 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.

The PlayStation was the first console to sell over 100 million units worldwide, with Gran Turismo being the system's best-selling title with 10.85 million copies sold. Around 7,900 individual games were published for the console during its 11-year life span, the second-most amount of games ever produced for a console.

Lee Hutchinson of Ars Technica attributed PlayStation's success to third party developers:

The next-generation PlayStation 2, which is backward compatible with the PlayStation's DualShock controller and games, was announced in 1999 and launched in 2000. The PlayStation's lead in installed base and developer support paved the way for the success of the PlayStation 2, which overcame the earlier launch of the Sega Dreamcast and then fended off competition from Microsoft's Xbox and Nintendo's GameCube.

Hundreds of PlayStation titles were re-released as PS one classics for purchase and download on PlayStation Portable, PlayStation 3 (PS3) and PlayStation Vita. The PS3 also maintained backward compatibility with PlayStation discs.

The PlayStation has often ranked among the best video game consoles. In 2018, RetroGamer named it the third best console, citing its sophisticated 3D capabilities as one of its key factors in gaining mass success, and lauding it as a "game-changer in every sense possible". In 2009, IGN ranked the PlayStation the seventh best console in their list, noting its appeal towards older audiences to be a crucial factor in propelling the video game industry. Keith Stuart from The Guardian likewise named it as the seventh best console in 2020, declaring that its success was so profound it "ruled the 1990s".

CD format[edit] [ ]

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 console dedicated to home play to rely on proprietary cartridges—the Nintendo 64. Sony Computer Entertainment president Teruhisa Tokunaka remarked in 1996:

Nintendo was very public about its scepticism toward using CDs and DVDs to store games, citing longer load times and durability problems. [ failed verification ] It was widely speculated that the company was even more concerned with the proprietary cartridge format's ability to help enforce copy protection, given its substantial reliance on licensing and exclusive titles for its revenue. Indeed, in spite of Sony's innovative wobble frequency scheme, piracy eventually became relatively commonplace on the PlayStation because "modchips"—which bypassed the optical drive's verification entirely—were readily available and relatively trivial to install.

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. As a result, some third-party developers switched to the PlayStation, such as Square, whose Final Fantasy VII , and Enix (later merged with Square to form Square Enix), whose Dragon Quest VII titles were initially pre-planned for the N64; 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. The lower production costs also allowed publishers an additional source of profit: budget-priced reissues of titles which had already recouped their development costs.

PlayStation Classic[edit] [ ]

Main article: PlayStation Classic

The PlayStation Classic is a dedicated video game console by Sony Interactive Entertainment that emulates games released on the original PlayStation console. It was announced in September 2018 at the Tokyo Game Show, and released on December 3, 2018, the 24th anniversary of the release of the original.

As a dedicated console, games are pre-installed to internal memory with 20 games included such as Tekken 3 , Final Fantasy VII , Jumping Flash , and Syhphon Filter ; games run off the open source emulator PCSX. The console is bundled with two replica wired PlayStation controllers (those without analogue sticks), an HDMI cable, and a USB-Type A cable. Internally, the console utilises a MediaTek MT8167a Quad A35 system on a chip with four central processing cores clocked at @ 1.5 GHz and a Power VR GE8300 graphics processing unit. It includes 16 GB of eMMC flash storage and 1 GB of DDR3 SDRAM. The PlayStation Classic is 45% smaller than the original console.

The PlayStation Classic received mostly negative reviews from critics, with criticism directed at its weak game library, cumbersome user interface, and high retail price; though the console's design did attract some praise.

  • 1 Cyber-shot
  • 2 WEGA/FD Trinitron
  • 3 Trinitron

Playstation 1 | Presentation by braxton

Toto, we're not in kansas anymore....

A server error occured and unexplained things are happening around us.

  • emaze for Business
  • emaze for Education
  • Presentation
  • Photo Album
  • Digital Card
  • this one opens the old contactus popup which no longer works
  • Get Inspired

playstation 1 presentation

  • Learning Management System

Remembering the PS1 Launch Titles

4

Your changes have been saved

Email is sent

Email has already been sent

Please verify your email address.

You’ve reached your account maximum for followed topics.

Why Baldur's Gate 4 is Already Primed to Play Very Differently From BG3

Mortal kombat 1 cutting one series-long fighter may have sealed their fate, 6 best open-world rpg dlcs, ranked.

Originally coming from a failed agreement between Sony and Nintendo, the PlayStation made its way to US store shelves in 1995, almost a whole year after its debut in Japan. Though it may have been a little late to the party, the PlayStation quickly became one of the best-selling consoles on the market and marked a gigantic leap forward for gaming technology, coming just a few years after Nintendo's SNES . But while its technology paved the way for greatness, it's the console's wide selection of games that cemented the PlayStation as a gaming icon.

The Crash Bandicoot series, Gran Turismo , and Resident Evil have all become synonymous with the PlayStation brand , and all three can trace their roots back to that first PlayStation console. Unfortunately, none of those were included in the PlayStation's launch line-up. In fact, out of the 11 games that launched with the PS1 in the US, there are only a handful that are remembered today, but that doesn't mean the rest are bad.

RELATED: Controversial Retail Gaming Store DKOldies Explained

Every US PlayStation 1 Launch Title

rayman PS1 gameplay

  • Battle Arena Toshinden
  • ESPN Extreme Sports
  • Kileak: The DNA Imperative
  • NBA Jam Tournament Edition
  • Ridge Racer
  • Soul Caliber
  • Street Fighter: The Movie
  • The Raiden Project
  • Total Eclipse Turbo

By far the most memorable PlayStation 1 US launch title is Ridge Racer . An impressive port of an arcade game, Ridge Racer is the very first racing game to ever use 3D texture-mapped graphics, and that was easily one of the biggest selling points at the time. Ridge Racer was used constantly in Sony's marketing for the original PlayStation, being used as the primary example of just what the console was capable of. Though it isn't perfect, and it certainly looks a little dated today, Ridge Racer is still one of the most iconic PlayStation 1 titles.

Another standout of the PlayStation's launch line-up is the beautifully bright and colorful Rayman . The first in a long series of platformers, action-adventures, and party games, the first Rayman wasn't a PlayStation exclusive, but it did become one of the best reasons to get one in its early days. Highly detailed and bright textures popped on the PlayStation's hardware, and though Rayman wasn't the most technically-impressive title, its high-quality gameplay and presentation have kept it in the hearts of countless gamers.

The PlayStation launched with three sports titles, a trend that would only continue to expand with every subsequent console launch. The most memorable of the two is NBA Jam Tournament Edition , a souped-up version of the 1993 arcade game. As far as arcade-y sports titles go, NBA Jam is about as good as they come, with its tongue-in-cheek tone and responsive gameplay holding up even today. ESPN Extreme Games was the second sports title on the launch line-up. Though its gameplay was frantic and fun, its blocky textures and stuttering framerate kept ESPN Extreme Sports from being written on the annals of history. But by far the worst of the three sports launch day offerings was Power Serve 3D Tennis , a lackluster tennis game that had unintuitive controls and repetitive gameplay.

The rest of the PlayStation's US launch line-up is, unfortunately, largely quite forgettable. Battle Arena Toshinden was an impressive-looking 3D fighter, but it was destined to be overshadowed by Soul Caliber soon after its release. The Raiden Project was a solid port of the first two Raiden arcade shoot-em-ups, but didn't quite capitalize on what made the original PlayStation so impressive. Two flight simulators were also available on launch, Air Combat and Total Eclipse Turbo , with Air Combat being the more memorable of the two thanks to its impressive graphics and engaging combat. A disappointingly monotonous first-person shooter, Kileak: The DNA Imperative , was also on the launch line-up, though few will remember it. The final game on the PlayStation 1's US launch line-up was Street Fighter: The Movie , another lackluster game that marked a low point for the franchise.

MORE: Easiest PlayStation Trophy Games Released in December 2022

  • GR Originals

PS1

What to Look for when Buying a PlayStation 1

The original Sony PlayStation, first released in 1994, remains one of the most iconic and influential video game consoles of all time. As the first mainstream disc-based system, the PS1 ushered in the era of 3D graphics and expansive game worlds that shaped gaming for decades to come.

Table of Contents

Overview of Key PlayStation 1 Purchase Criteria

Here is a quick overview of the main factors to consider when assessing a potential PS1 purchase:

Keeping these quick checks in mind will help you identify quality PS1 consoles worth purchasing for your collection. Next, we’ll dive deeper into what to inspect for an ideal retro PlayStation experience.

Check Condition of the Outer Shell and Buttons

Given their age, many PS1 consoles for sale online or at thrift stores have considerable wear and tear built up over decades of use. The PlayStation’s outer plastic shell is prone to scuffs, discoloration, and cracks from heavy play. Closely inspect the overall condition of the casing and seams.

Also verify button functionality. PS1 controls should still provide good tactile feedback without sticky residue or jammed inputs.

Replacement cases and button pads are available if the shell or controls are beyond restoration. But pristine condition originals retain more collector value if buttons operate crisply.

Examine Condition of Ports and Disk Drive

Next, insert a disc and check that the drive still spins and focuses properly. Listen for any loud grinding noises of a severely worn out motor.

Faulty optical drives are unfortunately common on aging PS1 systems. But replacements are readily available if needed. The key is avoiding consoles with severely malfunctioning and grinding drives requiring extensive repairs.

Open Up the Case and Check Inside Components

While not always fully necessary, opening up the console to peek into its interior condition can reveal potential issues with components. This requires removing the bottom screws and carefully lifting the outer shell. Refer to online teardown guides for exact screw placements.

Aim for systems where the inside appears tidy and intact with no major signs of moisture or pest infiltration. Some surface grime and dust is expected on older models. But heavy internal corrosion, battery damage, and frayed cabling can be tough fixes.

Test Gameplay with Reliable Titles

Aim to test for at least 20-30 minutes of gameplay per title, varying camera angles and gameplay intensity. Check that controls remain accurately responsive throughout without loose sticks or buttons failing.

Also let systems fully load for a while to check for potential overheating shutdown issues. Properly functioning consoles should play all game genres without graphical, audio, or crashing problems.

Verify Serial Numbers and Model

Research your particular PS1 model number online to learn its quirks and hardware variances. And check it matches the label stickers which should avoid sign of swapping or non-original parts. Box included systems will have matching serials on packaging.

PS1 Regional Hardware and Model Differences

Japanese SCPH-1000 – Earliest launch units had a power switch on front and S-Video output. Serial port on back for discs and link cable. No regional lockout.

North American SCPH-1001 – Initial launch model had only composite AV out and integrated power button. Added regional disc lockout chip.

PAL SCPH-1002 – Featured 50Hz mode modifying for PAL TVs. Had same integrated power switch and lockout chip as NA version.

SCPH-700x Models – Integrated RCA jacks rather than proprietary AV port. Further component integration and cost savings.

Expected Market Pricing for PlayStation 1 Consoles

Pricing for an original PlayStation can range considerably based on model, bundled accessories, special editions, limited bundles and overall condition. Here are some typical market values:

Prices tend to climb over time as condition grade complete-in-box units become harder to source. Remember to factor in cost of replacing controllers, cables, adding mods, and repairs to bring older units up to snuff. Patience and persistence pays off tracking down bargains on local marketplaces. But expect to pay premiums for pristine condition.

Refurbishing and Cleaning Tips To Restore a PS1

Take the time to properly inspect and clean every component. Refurbished PS1 systems tend to be far more reliable when brought thoroughly back up to spec. The repairs and effort invested help ensure your PlayStation 1 provides many more years of faithful retro gaming.

Ideal Display Connection Options

CRT TV – The classic way to play PS1 on an old-school CRT with great scanlines and low latency. Great nostalgia factor if you can find one.

PVM/BVM – Professional Sony triniton monitors offer incredible RGB sharpness paired with original PlayStations. The pinnacle for purists but expensive.

CRT Emudriver – Modding graphics cards to output 240p natively allows CRT-quality scanlines combined with lining flexibility.

Ideally, aim for a low lag scaler into a gaming optimized LCD display for responsive controls. But this is down to preference and budget. Avoid laggy standalone upscalers or HDTVs without gaming modes.

Modding and Enhancing the PS1 Experience

As a testament to the PlayStation’s popularity, the console boasts one of the most extensive and innovative modding communities around classic hardware. Popular upgrades include:

Region Switch Removal – Disables region check allowing playing imports. Simple solder swap.

ROM Chip Replacement – Upgrade to larger mod chips for running burned disc backups or imports. Requires soldering.

Case Transplants – Move PS1 motherboard into customized or smaller replacement cases. Cooling becomes a concern.

RAM Upgrades – Easy drop in RAM upgrades like 8MB/16MB expansion boards for developer kits etc. Help homebrew.

Display Output – RGB and S-Video output mods possible from replacing AV Multi Out port. Require encoders and soldering skill.

Hardware hobbyists will never run out of creative enhancements and mods for the PlayStation 1. But approach any advanced electronics modifications carefully and know your skill limits.

Buying Guidance for Specific PlayStation 1 Models

With dozens of hardware and bundle variants, which specific PlayStation 1 models offer the best retro experience? Here’s a quick buyer’s cheat sheet:

SCPH-5501 – Among the most plentiful and affordable PS1 models. Reliable drive and playability if recapped and cleaned.

SCPH-100 – Japanese white import. Unique color and S-video output make it sought after. Mod for NTSC games.

PSOne – Tiny form factor model. Hard to repair but appealing “mini PS1” iteration. Doesn’t play burned discs.

Factor in repair costs, display output quality, availability of parts and accessories, and collecting appeal when selecting a PS1 model to pursue. Just be wary that replacement parts dwindle over time.

Joining the PlayStation Collector Community

Part of the fun of building a PlayStation 1 library is engaging with fellow collectors online and locally. Active communities to checkout include:

/r/Ps1 – Reddit’s main PS1 fan forum. Show off collections and discuss mods. Over 200,000 members.

PlayStation Collecting – Facebook group with over 10k members buying, selling, and trading PS1.

RacketBoy PS1 Collecting – Informative guide on cost and regional differences when buying PS1s.

PlayStation Museum – Site documenting the complete history of PlayStation hardware and games across generations.

While now over 25 years into its lifespan, the original PlayStation 1 remains a must-own classic gaming console. But finding units in quality condition requires diligent inspection, cleaning, and refurbishment.

Hopefully this deep dive guide covered all the major factors to look for when evaluating and purchasing an original PS1. Taking the time to inspect condition, test with reliable games, and research serial numbers pays dividends in getting many more years of enjoyment from your PlayStation 1.

Buying an Original PlayStation 1 FAQs

What are signs of a quality and working PS1 console?

Avoid major cracks or damage. Test buttons and disc drive responsiveness. Verify AV ports are intact. Check insides for corrosion or animal infestations. Test varied games for glitches.

How much should I expect to pay for an original PS1?

What tools do I need to open and maintain a PlayStation 1?

Basic Phillips screwdriver. Security Torx bits for stickboxes. Anti-static precautions. Q-tips and isopropyl alcohol help clean. Replacement gear grease and thermal paste for maintenance.

Is the PS1 easy to mod and enhance?

Electronics retailers carry common replacement screws, cables, controller gears, and optical drives. Specialty shops offer rarer internal components for ambitious fixes and upgrades.

Recent Posts

The Atari 2600, originally released in 1977, was one of the first popular home video game consoles. Decades later, vintage Atari systems and games are sought-after by collectors. So how much are...

slidesppt.net, slides ppt.

  • Entertainment
  • PlayStation Template

PlayStation has become synonymous with innovation in the electronic entertainment industry, and its online platform has connected millions of gamers around the world. With a global community of fans, it continues to be an influential leader in the world of video games, fusing cutting-edge technology with exceptional gaming experiences. Today you can represent the success of their console lineup with our powerful PlayStation template for PowerPoint and Google Slides. Use it right now and discover the best way to make your gaming presentations.

This PlayStation template offers you a wide list of slides where you will find from high quality graphics, to images and backgrounds inspired by their most popular consoles. It is important to note that the entire design can be exported to Canva to be edited as a team, simultaneously and online. This means that you only need to download this free digital material to be able to elaborate a professional, modern and above all suitable presentation for this gaming theme.

Free PlayStation Template for PowerPoint and Google Slides

Free PlayStation Template for PowerPoint and Google Slides.

Main features

  • 30 slides 100% editable
  • 16:9 widescreen format suitable for all screens
  • High quality royalty-free images
  • Easy to edit layouts for presenting or printing
  • Included resources: charts, graphs, timelines and diagrams
  • More than 100 icons customizable in color and size
  • Main font: Arial
  • Predominant color: Black

Download this template

Ready to give action, strategy and fun to each of your presentations. Well, that's what you will find in our repertoire of Google Slides themes and games PowerPoint templates, where choosing and downloading a ppt is very easy and costs nothing. Explore within this category and discover the creations we have for you.

We use cookies to improve the experience of everyone who browses our website. Cookies Policy

Accept Cookies

  • Newest Listings
  • All Video Games
  • Nintendo NES
  • Super Nintendo
  • Nintendo 64
  • GameBoy Color
  • GameBoy Advance
  • Nintendo DS
  • Nintendo 3DS
  • Virtual Boy
  • Game & Watch
  • PAL (Europe)
  • PAL Super Nintendo
  • PAL Nintendo 64
  • PAL Gamecube
  • PAL GameBoy
  • PAL GameBoy Color
  • PAL GameBoy Advance
  • PAL Nintendo DS
  • PAL Nintendo 3DS
  • Super Famicom
  • JP Nintendo 64
  • JP Gamecube
  • JP GameBoy Color
  • JP GameBoy Advance
  • JP Nintendo DS
  • JP Nintendo 3DS
  • JP Virtual Boy
  • Atari 400/800
  • Atari Jaguar
  • Neo Geo MVS
  • Neo Geo AES
  • Neo Geo Pocket Color
  • PlayStation 1
  • PlayStation 2
  • PlayStation 3
  • PlayStation 4
  • PlayStation 5
  • PlayStation Vita
  • PAL PlayStation 1
  • PAL PlayStation 2
  • PAL PlayStation 3
  • PAL PlayStation 4
  • PAL PlayStation 5
  • PAL PlayStation Vita
  • JP PlayStation 1
  • JP PlayStation 2
  • JP PlayStation 3
  • JP PlayStation 4
  • JP PlayStation 5
  • JP PlayStation Vita
  • Sega Master System
  • Sega Genesis
  • Sega Saturn
  • Sega Dreamcast
  • Sega Game Gear
  • PAL Master System
  • PAL Mega Drive
  • PAL Mega CD
  • PAL Mega Drive 32X
  • PAL Sega Saturn
  • PAL Sega Dreamcast
  • PAL Sega Game Gear
  • PAL Sega Pico
  • JP Sega Mark III
  • JP Mega Drive
  • JP Super 32X
  • JP Sega Saturn
  • JP Sega Dreamcast
  • JP Sega Game Gear
  • JP Sega Pico
  • Original Xbox
  • Xbox Series X
  • PAL Original Xbox
  • PAL Xbox 360
  • PAL Xbox One
  • PAL Xbox Series X
  • JP Original Xbox
  • JP Xbox 360
  • JP Xbox One
  • Other Platforms
  • amiibo Figures
  • Skylanders Figures
  • Infinity Figures
  • LEGO Dimensions Figs
  • Starlink Figures
  • Strategy Guides
  • Nintendo Power
  • All Trading Cards
  • Pokemon Cards
  • Amiibo Cards
  • Garbage Pail Cards
  • Lorcana Cards
  • Marvel Cards
  • Magic Cards
  • One Piece Cards
  • Star Wars CCG Cards
  • YuGiOh Cards
  • Marvel Comics
  • Dell Comics
  • Image Comics
  • Other Comics
  • All LEGO Sets
  • LEGO Star Wars
  • LEGO Superheroes
  • LEGO Harry Potter
  • LEGO Ninjago
  • LEGO Super Mario
  • Half Dollars
  • Silver Dollars
  • All Sports Cards
  • Baseball Cards
  • Basketball Cards
  • Football Cards
  • Hockey Cards
  • Racing Cards
  • Soccer Cards
  • Wrestling Cards
  • Sports Cards
  • Premium Features
  • Collection Tracker
  • Lot Value Calculator
  • List Value Automator
  • eBay Lot Bot
  • eBay Deal Scanner
  • Item Demand Reports
  • Buy Collections
  • Expanded User Profile
  • Grading Recommend ations

Playstation Prices & PS1 Value Guide

Playstation Game list & price guide. Prices for all 1918 PS1 Games, accessories and consoles.

Prices are updated daily based upon Playstation listings that sold on eBay and our marketplace . Read our methodology .

Other Regions: PAL (Europe) | Japan

Shortcuts: Most Expensive , Cheapest , Alphabetical List

You own: 0 / 1918 items 0% Track your collection for free

PriceCharting Index: Playstation

Average loose price for all licensed, non-variant games for Playstation | Compare vs.

playstation 1 presentation

Premium: Download Price List

Sort & Filter +

Release Date

  Title Loose Price CIB Price New Price
$119.97 $188.79 $399.95 In One Click With Details + Collection
$18.45 $39.03 $179.95 In One Click With Details + Collection
$42.56 $97.48 $129.99 In One Click With Details + Collection
$28.32 $49.90 $206.12 In One Click With Details + Collection
$22.34 $39.96 $163.50 In One Click With Details + Collection
$61.00 $139.99 $286.77 In One Click With Details + Collection
$11.45 $18.97 $284.95 In One Click With Details + Collection
$31.48 $72.90 $199.98 In One Click With Details + Collection
$360,000.00 $612,000.00 $1,656,000.00 In One Click With Details + Collection
$14.54 $18.77 $125.00 In One Click With Details + Collection
$92.52 $153.75 $279.95 In One Click With Details + Collection
$45.00 $86.74 $200.00 In One Click With Details + Collection
$19.60 $48.41 $179.95 In One Click With Details + Collection
$33.99 $55.88 $159.95 In One Click With Details + Collection
In One Click With Details + Collection
$44.36 $143.44 $19.99 In One Click With Details + Collection
$62.78 $102.57 $275.00 In One Click With Details + Collection
$33.97 $91.38 $146.90 In One Click With Details + Collection
$8.74 $25.00 $129.95 In One Click With Details + Collection
$119.99 $249.75 $787.20 In One Click With Details + Collection
$35.00 $57.66 $181.52 In One Click With Details + Collection
$585.00 $768.05 In One Click With Details + Collection
$163.84 $372.66 $590.76 In One Click With Details + Collection
$11.00 $23.99 $90.99 In One Click With Details + Collection
$277.18 $544.00 $1,055.01 In One Click With Details + Collection
$128.24 $256.90 $841.22 In One Click With Details + Collection
$50.00 $131.25 $230.00 In One Click With Details + Collection
$35.83 $48.51 $126.00 In One Click With Details + Collection
$4,496.15 $7,639.70 $19,863.00 In One Click With Details + Collection
$58.89 $111.98 $600.00 In One Click With Details + Collection
$576.73 $999.99 $2,600.00 In One Click With Details + Collection
$64.97 $94.97 $240.00 In One Click With Details + Collection
$10.50 $19.99 $85.24 In One Click With Details + Collection
$17.78 $35.00 $119.97 In One Click With Details + Collection
$19.00 $59.18 $269.00 In One Click With Details + Collection
$24.56 $24.68 $178.28 In One Click With Details + Collection
$199.99 $404.99 $519.26 In One Click With Details + Collection
$40.47 $84.42 $219.95 In One Click With Details + Collection
$59.99 $129.99 $270.07 In One Click With Details + Collection
$72.79 $105.00 $279.92 In One Click With Details + Collection
$171.59 $420.48 $526.35 In One Click With Details + Collection
$14.90 $34.99 $205.50 In One Click With Details + Collection
$73.95 $122.59 $345.67 In One Click With Details + Collection
$100.58 $200.00 $709.49 In One Click With Details + Collection
$14.38 $20.12 $124.00 In One Click With Details + Collection
$41.98 $94.99 $240.50 In One Click With Details + Collection
$52.85 $104.27 $418.47 In One Click With Details + Collection
$11.25 $13.20 $62.58 In One Click With Details + Collection
$76.11 $79.27 In One Click With Details + Collection
$17.85 $39.87 $169.98 In One Click With Details + Collection
  • Video Game Prices
  • Coin Prices
  • Comic Book Prices
  • Pokemon Card Prices
  • LEGO Set Prices
  • Baseball Card Prices
  • Basketball Card Prices
  • Football Card Prices
  • eBay Game Sniper
  • PriceCharting Pro
  • Request Features
  • Other Links
  • Blog & Changelog
  • API Documentation
  • Edit/Contribute
  • PriceCharting App
  • Terms of Service
  • Privacy Policy
  • Return Policy

PriceCharting © 2007-2024 We are user supported. We may earn an affiliate commission if you buy stuff after clicking links on our site to eBay or Amazon PriceIt Game | No More Secrets Puzzle Game

Take/Upload a Pokemon/Magic Card or Comic photo. Find the best match in our database

playstation 1 presentation

Best Matches

PlayStation PowerPoint Template

  • Brands and Companies , Games , PowerPoint , Templates

The free PlayStation PowerPoint Template has a blue background and the PlayStation logo that make it look very beautiful. The template is branded PPT template that is convenient for presentations about this video game console and the games that can be played on it. With this background for PowerPoint you can also create a presentation abut the software that is used, online services that Sony Entertainment provides for gamers, PlayStation 4 and previous versions, etc. This PowerPoint template is perfect for addicted gamers that want to share their experience with this console. This template can also be used by the game creators, business managers and other presenters. Its clearness and simplicity make it the perfect background for presentations about PlayStation games. If you want to quickly make a remarkable presentation with a professional look this is the right template for you. There are more similar templates that you can find in our Games Category . You can also find similar backgrounds by browsing through labels such as game ,  blue , etc.

How to Use It?

Now, you can download either a background to apply to an existing presentation, or PowerPoint template if you are just about to start to make your presentation. This PowerPoint template is very easy to use, there are various slide layouts that you can use to create a beautiful presentation. If you are not sure how to use it, you may check our free tutorial: How to Use PowerPoint Template . There are more free tutorials on our site that can help you to create professional presentations. You should also read some of our blog posts  that can be very useful for presenters, check it out right now and impress your audience.

If you like this free branded PowerPoint template you can share your thoughts by replying below this post. Do not forget to follow us on social networks where you can get links to exclusive stories and templates. Visit our Facebook , Google Plus , Twitter and Pinterest profiles and stay tuned to the latest news and trends from the world of presenting.

  • Blue , Game

Dinosaurus PowerPoint Template

Max verstappen powerpoint template, red bull f1 team powerpoint template, selena gomez powerpoint template, cleveland cavaliers powerpoint template, ronaldo powerpoint template.

Need your decks to shine but short on time? Let us handle all for you!

We create stunning presentations and templates that will captivate your audience.

Build slides   4x faster  and  save up to 10 hours per week!

Say goodbye to slide shame now with our premium presentation templates.

  • Collections
  • Subscriptions

All PS5 Games

playstation 1 presentation

  • Integrations
  • Learning Center

MoSCoW Prioritization

What is moscow prioritization.

MoSCoW prioritization, also known as the MoSCoW method or MoSCoW analysis, is a popular prioritization technique for managing requirements. 

  The acronym MoSCoW represents four categories of initiatives: must-have, should-have, could-have, and won’t-have, or will not have right now. Some companies also use the “W” in MoSCoW to mean “wish.”

What is the History of the MoSCoW Method?

Software development expert Dai Clegg created the MoSCoW method while working at Oracle. He designed the framework to help his team prioritize tasks during development work on product releases.

You can find a detailed account of using MoSCoW prioritization in the Dynamic System Development Method (DSDM) handbook . But because MoSCoW can prioritize tasks within any time-boxed project, teams have adapted the method for a broad range of uses.

How Does MoSCoW Prioritization Work?

Before running a MoSCoW analysis, a few things need to happen. First, key stakeholders and the product team need to get aligned on objectives and prioritization factors. Then, all participants must agree on which initiatives to prioritize.

At this point, your team should also discuss how they will settle any disagreements in prioritization. If you can establish how to resolve disputes before they come up, you can help prevent those disagreements from holding up progress.

Finally, you’ll also want to reach a consensus on what percentage of resources you’d like to allocate to each category.

With the groundwork complete, you may begin determining which category is most appropriate for each initiative. But, first, let’s further break down each category in the MoSCoW method.

Start prioritizing your roadmap

Moscow prioritization categories.

Moscow

1. Must-have initiatives

As the name suggests, this category consists of initiatives that are “musts” for your team. They represent non-negotiable needs for the project, product, or release in question. For example, if you’re releasing a healthcare application, a must-have initiative may be security functionalities that help maintain compliance.

The “must-have” category requires the team to complete a mandatory task. If you’re unsure about whether something belongs in this category, ask yourself the following.

moscow-initiatives

If the product won’t work without an initiative, or the release becomes useless without it, the initiative is most likely a “must-have.”

2. Should-have initiatives

Should-have initiatives are just a step below must-haves. They are essential to the product, project, or release, but they are not vital. If left out, the product or project still functions. However, the initiatives may add significant value.

“Should-have” initiatives are different from “must-have” initiatives in that they can get scheduled for a future release without impacting the current one. For example, performance improvements, minor bug fixes, or new functionality may be “should-have” initiatives. Without them, the product still works.

3. Could-have initiatives

Another way of describing “could-have” initiatives is nice-to-haves. “Could-have” initiatives are not necessary to the core function of the product. However, compared with “should-have” initiatives, they have a much smaller impact on the outcome if left out.

So, initiatives placed in the “could-have” category are often the first to be deprioritized if a project in the “should-have” or “must-have” category ends up larger than expected.

4. Will not have (this time)

One benefit of the MoSCoW method is that it places several initiatives in the “will-not-have” category. The category can manage expectations about what the team will not include in a specific release (or another timeframe you’re prioritizing).

Placing initiatives in the “will-not-have” category is one way to help prevent scope creep . If initiatives are in this category, the team knows they are not a priority for this specific time frame. 

Some initiatives in the “will-not-have” group will be prioritized in the future, while others are not likely to happen. Some teams decide to differentiate between those by creating a subcategory within this group.

How Can Development Teams Use MoSCoW?

  Although Dai Clegg developed the approach to help prioritize tasks around his team’s limited time, the MoSCoW method also works when a development team faces limitations other than time. For example: 

Prioritize based on budgetary constraints.

What if a development team’s limiting factor is not a deadline but a tight budget imposed by the company? Working with the product managers, the team can use MoSCoW first to decide on the initiatives that represent must-haves and the should-haves. Then, using the development department’s budget as the guide, the team can figure out which items they can complete. 

Prioritize based on the team’s skillsets.

A cross-functional product team might also find itself constrained by the experience and expertise of its developers. If the product roadmap calls for functionality the team does not have the skills to build, this limiting factor will play into scoring those items in their MoSCoW analysis.

Prioritize based on competing needs at the company.

Cross-functional teams can also find themselves constrained by other company priorities. The team wants to make progress on a new product release, but the executive staff has created tight deadlines for further releases in the same timeframe. In this case, the team can use MoSCoW to determine which aspects of their desired release represent must-haves and temporarily backlog everything else.

What Are the Drawbacks of MoSCoW Prioritization?

  Although many product and development teams have prioritized MoSCoW, the approach has potential pitfalls. Here are a few examples.

1. An inconsistent scoring process can lead to tasks placed in the wrong categories.

  One common criticism against MoSCoW is that it does not include an objective methodology for ranking initiatives against each other. Your team will need to bring this methodology to your analysis. The MoSCoW approach works only to ensure that your team applies a consistent scoring system for all initiatives.

Pro tip: One proven method is weighted scoring, where your team measures each initiative on your backlog against a standard set of cost and benefit criteria. You can use the weighted scoring approach in ProductPlan’s roadmap app .

2. Not including all relevant stakeholders can lead to items placed in the wrong categories.

To know which of your team’s initiatives represent must-haves for your product and which are merely should-haves, you will need as much context as possible.

For example, you might need someone from your sales team to let you know how important (or unimportant) prospective buyers view a proposed new feature.

One pitfall of the MoSCoW method is that you could make poor decisions about where to slot each initiative unless your team receives input from all relevant stakeholders. 

3. Team bias for (or against) initiatives can undermine MoSCoW’s effectiveness.

Because MoSCoW does not include an objective scoring method, your team members can fall victim to their own opinions about certain initiatives. 

One risk of using MoSCoW prioritization is that a team can mistakenly think MoSCoW itself represents an objective way of measuring the items on their list. They discuss an initiative, agree that it is a “should have,” and move on to the next.

But your team will also need an objective and consistent framework for ranking all initiatives. That is the only way to minimize your team’s biases in favor of items or against them.

When Do You Use the MoSCoW Method for Prioritization?

MoSCoW prioritization is effective for teams that want to include representatives from the whole organization in their process. You can capture a broader perspective by involving participants from various functional departments.

Another reason you may want to use MoSCoW prioritization is it allows your team to determine how much effort goes into each category. Therefore, you can ensure you’re delivering a good variety of initiatives in each release.

What Are Best Practices for Using MoSCoW Prioritization?

If you’re considering giving MoSCoW prioritization a try, here are a few steps to keep in mind. Incorporating these into your process will help your team gain more value from the MoSCoW method.

1. Choose an objective ranking or scoring system.

Remember, MoSCoW helps your team group items into the appropriate buckets—from must-have items down to your longer-term wish list. But MoSCoW itself doesn’t help you determine which item belongs in which category.

You will need a separate ranking methodology. You can choose from many, such as:

  • Weighted scoring
  • Value vs. complexity
  • Buy-a-feature
  • Opportunity scoring

For help finding the best scoring methodology for your team, check out ProductPlan’s article: 7 strategies to choose the best features for your product .

2. Seek input from all key stakeholders.

To make sure you’re placing each initiative into the right bucket—must-have, should-have, could-have, or won’t-have—your team needs context. 

At the beginning of your MoSCoW method, your team should consider which stakeholders can provide valuable context and insights. Sales? Customer success? The executive staff? Product managers in another area of your business? Include them in your initiative scoring process if you think they can help you see opportunities or threats your team might miss. 

3. Share your MoSCoW process across your organization.

MoSCoW gives your team a tangible way to show your organization prioritizing initiatives for your products or projects. 

The method can help you build company-wide consensus for your work, or at least help you show stakeholders why you made the decisions you did.

Communicating your team’s prioritization strategy also helps you set expectations across the business. When they see your methodology for choosing one initiative over another, stakeholders in other departments will understand that your team has thought through and weighed all decisions you’ve made. 

If any stakeholders have an issue with one of your decisions, they will understand that they can’t simply complain—they’ll need to present you with evidence to alter your course of action.  

Related Terms

2×2 prioritization matrix / Eisenhower matrix / DACI decision-making framework / ICE scoring model / RICE scoring model

Prioritizing your roadmap using our guide

Talk to an expert.

Schedule a few minutes with us to share more about your product roadmapping goals and we'll tailor a demo to show you how easy it is to build strategic roadmaps, align behind customer needs, prioritize, and measure success.

Share on Mastodon

playstation 1 presentation

mosmatic ltd moscow russia solution partner siemens authorized dialer rittal

Share Presentation

  • stock company
  • oskol kemerovo mosmatic offices
  • voltage compete equipment production
  • industrial power supply
  • avtozavodsky pr

zora

JayPee Authorized Channel Partner

Udai PropMart is one of the Best Property Dealer in Delhi/NCR. The firm dealt in buy, sell, rent Property and JayPee authorized channel partner in Delhi/NCR

259 views • 14 slides

Denis Ganziy – Moscow, Russia

Denis Ganziy – Moscow, Russia

Education: Moscow Institute of Physics and Technology (State University) Department of Physical and Quantum Electronics - 2004-2008: BSc of Applied Mathematics and Physics - 2008-2010: MSc of Applied Mathematics and Physics. Denis Ganziy – Moscow, Russia.

212 views • 0 slides

Siemens Israel Ltd .

Siemens Israel Ltd .

Siemens Israel Ltd . Siemens Israel: Mr. Ofir Rosenzweig, Head of BD & Strategy. November 2012. סימנס, נוסדה בשנת 1847, הינה חברת הנדסה הפעילה בכל העולם. החברה מציעה פתרונות ומוצרים לסקטורי התעשייה, האנרגיה, מערכות רפואיות, ערים ותשתיות.

321 views • 7 slides

Moscow, Russia

Moscow, Russia

Moscow, Russia. Lindsey Dorenkott’s Travel Itinerary. Getting There. Cost of Plane Tickets From PIT to MOW June 15 th , 2013 Multiple Airlines, 1 Stop $755.29. Getting There. Immunizations Routine Shots

360 views • 13 slides

Your solution partner in Russia

Your solution partner in Russia

Your solution partner in Russia. June 201 4. OOO Aktrion Contract. Aktrion Contract is a joint venture of “Aktrion Automotive” from ( the UK ) Assitec (IT)

318 views • 21 slides

Moscow Russia

Moscow Russia

Moscow Russia. Facts About Moscow. Moscow is the capital of Russia Located along the far west side of Russia. Moscow vs. Ontario. Moscow: Approx . population is 10,672, 000 Life expectancy is 65. Ontario: Approx . population is 12,851 , 821 Life expectancy is 81.

670 views • 13 slides

Doctor Web, Ltd. IT-security developer Moscow, Russia

Doctor Web, Ltd. IT-security developer Moscow, Russia

Doctor Web, Ltd. IT-security developer Moscow, Russia. History, company profile & Dr.Web ® products overview. “ You don’t have to be a big company to stop viruses. All you need is a good technology developed and maintained by the team of devoted people. Devoted to the cyber-world security.”

453 views • 27 slides

Moscow, Russia

Moscow, Russia. Marilie Toro Business Info Management(BIM) Mrs. Rupley 7/10/14. History. Beginning in the 14 th century the city of Moscow gradually grew around the Moscow Kremlin. Well known as the capital of Great Russia, the city was also known as the ‘Muscovy’.

449 views • 10 slides

EWDTS 2009, Moscow, Russia

EWDTS 2009, Moscow, Russia

EWDTS 2009, Moscow, Russia. Analysis of the Control Vector Optimal Structure for a Minimal-Time Circuit Optimization Process. A.M. Zemliak 1,2 , M.A. Torres 1 , T.M. Markina 2 1 Puebla Autonomous University, Mexico 2 National Technical University of Ukraine, Kiev, Ukraine. Outline.

468 views • 33 slides

Moscow, Russia 2012

Moscow, Russia 2012

PREDPROCESSING System presentation. Moscow, Russia 2012. What is Predprocessing. Predprocessing is a dynamic software development company focused on developing and implementing payment systems, e-commerce solutions, web solutions.

329 views • 14 slides

Alexander Gelbukh Moscow, Russia

Alexander Gelbukh Moscow, Russia

Alexander Gelbukh Moscow, Russia. Mexico. Computing Research Center (CIC), Mexico. Chung-Ang University, Korea Electronic Commerce and Internet Application Lab. Natural Language Processing. Alexander Gelbukh www.Gelbukh.com. What language is. Better communication with computers.

521 views • 36 slides

Siemens in Russia

Siemens in Russia

Siemens in Russia. Siemens in Russia : more than 150 years of tradition and progress. 1851 Supply of 75 recording telegraphs for the Russian telegraph line from St. Petersburg to Moscow 1853 Foundation of the Siemens office in St. Petersburg

499 views • 9 slides

daily newspaper Moscow, Russia

daily newspaper Moscow, Russia

«Moskovskaya pravda». «Moskovskaya pravda». daily newspaper Moscow, Russia. Introduction. «Moskovskaya Pravda» (Moscow Pravda) is a daily newspaper published in Moscow since 1918 at all times.

225 views • 8 slides

Russia Moscow

Russia Moscow

Russia Moscow. [w]. Swan swam over the sea. Swim, swan, swim! Swan swam back again. Well swum, swan!. St. Basil’s/ Pokrovsky Cathedral ( Vasiliya Blazhennovo Khram ). The Monument to Minin and Pozharsky. Lobnoye Mesto. The Spasskaya Tower. The Lenin Mausoleum ( Mavzoley Lenina ).

279 views • 9 slides

Alexander Gelbukh Moscow, Russia

Alexander Gelbukh Moscow, Russia. Mexico. Computing Research Center (CIC), Mexico. Chung-Ang University, Korea Electronic Commerce and Internet Application Lab. Special Topics in Computer Science Advanced Topics in Information Retrieval. Alexander Gelbukh www.Gelbukh.com.

316 views • 17 slides

Alexander Granovsky Moscow State University, Moscow 119991, Russia

Alexander Granovsky Moscow State University, Moscow 119991, Russia

Modern Magnetism: Introduction Toward energy efficiency. Alexander Granovsky Moscow State University, Moscow 119991, Russia Ikerbasque Visiting Professor. 5 th March – the World Energy Efficiency day 25 th Jan. – Birthday of Moscow State University.

809 views • 46 slides

D.Sokoloff Moscow University & IZMIRAM , Moscow, Russia E.Yushkov, A.Lukin  P.Frick, Russia

D.Sokoloff Moscow University & IZMIRAM , Moscow, Russia E.Yushkov, A.Lukin P.Frick, Russia

Solar Helicities in Theory and Observations: Implications for Space Weather and Dynamo Theories NORDITA, Stockholm, Sweden, 04 – 08 March 2019 Helicity separation in small-scale dynamo. D.Sokoloff Moscow University & IZMIRAM , Moscow, Russia E.Yushkov, A.Lukin P.Frick, Russia.

127 views • 10 slides

Alexander Gelbukh Moscow, Russia

193 views • 17 slides

the Kremlin … Moscow, Russia

the Kremlin … Moscow, Russia

" I pledge allegiance to the flag of the United States of America, and to the Republic for which it stands: one Nation under God, indivisible, with Liberty and Justice for all. “ A moment of Silent Meditation. the Kremlin … Moscow, Russia.

128 views • 9 slides

Moscow ,  Russia

Moscow , Russia

Moscow , Russia. School № 726. It’s a fantastic way to communicate in English!. Find new friends and talk about your pets online. Hello! My name is Igor.

315 views • 28 slides

Feature prioritization template

Prioritize features using data and trusted frameworks

playstation 1 presentation

Use this template to make informed decisions and prioritize features based on a combination of guided principles and data. The feature prioritization template empowers product managers to guide prioritization decisions with two tried and true frameworks: MoSCoW and RICE.

We recommend using the MoSCoW method for prioritizing features that take your product from 0 to 1, or pre-product market fit.

RICE scoring is best for prioritizing features that take your product from 1 to N, or post-product market fit.

The feature prioritization template helps you:

  • Clearly outline your priorities
  • Get aligned with stakeholders on priorities and next steps
  • Mitigate risk using proven methods and data-driven decision making
  • Make efficient use of resources

How to use the feature prioritization template

To use Mural’s feature prioritization template with your team, follow the steps outlined below.

1. Prepare by answering the four questions

The first step in feature prioritization is to make sure you have answers for the following questions:

  • Do you have a solid strategy and clear prioritization criteria?
  • Are you chasing a trend or will this have lasting impact?
  • Who are you mainly listening to? The loudest speaker or biggest customer?
  • Are you only responding to your competitors’ features (feature parity)?

2. Determine the best framework for current state

Next, determine which stage of the process best fits your journey: Is this a pre-market exercise? If so, it’s best to use the MoSCoW method. Is this about scaling an established solution? Then you should use the RICE scoring model.

MoSCoW method

The MoSCoW method is a prioritization technique used in project management and product development to categorize requirements or features based on their importance and urgency. The acronym "MoSCoW" stands for:

  • Must have : These are the requirements or features that are critical and essential for the project's success. They are considered non-negotiable and must be delivered within the specified timeframe.
  • Should have : These requirements or features are important but not critical for the project's immediate success. They are considered high-priority items that should be included if possible, but their omission would not jeopardize the project's overall viability.
  • Could have : These requirements or features are desirable but not necessary for the project's core functionality. They are considered nice-to-have items that can be included if time and resources permit.
  • Won't have (this time) : These are the requirements or features that are explicitly excluded from the current project scope. They are considered low-priority or non-essential items that will not be addressed in the current iteration or release.

The MoSCoW method helps teams prioritize and make decisions about which requirements or features to focus on, especially when faced with limited time, resources, or tight deadlines. It provides a framework for stakeholders to align their expectations and make informed decisions about what is critical, important, or optional for the project's success.

RICE scoring model

The RICE scoring model is a prioritization framework used to evaluate and rank ideas, features, or projects based on their potential impact, effort required, confidence level, and reach. The acronym "RICE" stands for:

  • Reach : This factor measures the number of users or customers who will be affected by the idea, feature, or project. It quantifies the potential reach or audience size. For example, if a feature will impact all users, the reach score would be high.
  • Impact : This factor assesses the potential impact or benefit that the idea, feature, or project will have on users or the business. It quantifies the expected positive outcomes, such as increased revenue, improved user experience, or enhanced efficiency. The impact score reflects the magnitude of the expected impact.
  • Confidence : This factor represents the level of confidence or certainty that the team has in the estimates for reach and impact. It takes into account the availability of data, user research, market analysis, or any other relevant information that supports the estimates. The confidence score reflects the reliability of the reach and impact assessments.
  • Effort : This factor evaluates the level of effort, resources, and time required to implement the idea, feature, or project. It considers factors such as development complexity, design work, testing, and any other necessary tasks. The effort score reflects the estimated workload or investment needed.

Each factor is assigned a score from 1 to 10, with 10 being the highest. Once the scores for each factor are determined, they are multiplied together to calculate the RICE score:

RICE Score = Reach x Impact x Confidence / Effort

Higher RICE scores indicate higher priority items that are expected to have a significant impact, reach a large audience, and require relatively less effort.

3. Capture any questions, ideas, and other considerations

After you’ve gone through the appropriate exercise, make sure that you give space to your team to brainstorm any related ideas, answer questions, and record other considerations that may factor into the success of your feature(s).

Tips for running a feature prioritization template exercise

To get the most out of the Mural feature prioritization template, built by the Product School of Silicon Valley, you should:

  • Before bringing the team together, go through the four questions at the beginning of the template to make sure you’re prepared and can make the group effort as effective and rewarding as possible
  • Use tools like anonymous voting and private mode to get honest feedback and determine next steps, as well as avoid groupthink when brainstorming
  • Once you’ve conducted your exercise, share it with stakeholders to make sure you have broad alignment and a clear vision for next steps

How to create a Feature prioritization template

Mural makes it easy to collaborate visually and make informed decisions.

Real-time collaboration

Real-time collaboration

Add more productivity and engagement to meetings and calls with features to guide collaboration.

Sticky notes & text

Sticky notes & text

Add ideas, action items, and more as a sticky note or text box — then change the colors and cluster to identify patterns and new solutions.

Anonymous voting

Anonymous voting

Gain consensus and reach alignment quickly, either in real time or asynchronously.

Private mode

Private mode

Avoid groupthink and get authentic feedback by allowing collaborators to add content privately.

Easy sharing

Easy sharing

There are no barriers to collaboration with the ability to safely and securely share murals with others.

Video meeting integrations

Video meeting integrations

Seamlessly add visual collaboration to meetings with Microsoft Teams, Webex, and Zoom integrations.

Feature prioritization template frequently asked questions

What are the benefits of a feature prioritization template, how do you prioritize features.

Product School

Template by Product School

Mural and LUMA System Logo Lockup

Mural is the only platform that offers both a shared workspace and training on the LUMA System™, a practical way to collaborate that anyone can learn and apply.

More Evaluate templates

Pros and cons list

Pros and cons list

Workshop summary

Workshop summary

Weekly team retrospective

Weekly team retrospective

COMMENTS

  1. Sony PlayStation

    Sony PlayStation - Pre-Launch promotion video (1995) fenarinarsa 1.27K subscribers Subscribed 1.7K 84K views 3 years ago June 1995, source: Betacam SP PAL ...more June 1995, source: Betacam SP PAL

  2. Sony PlayStation: The Price Heard Around the World

    Olaf Olaffson intentionally drones on about stuff no one cares about and then asks Steve Race to come up to the stage for a brief presentation. What follows ...

  3. PlayStation (console)

    PlayStation (console) The PlayStation[ a] (abbreviated as PS, commonly known as the PS1/PS one or its codename PSX) is a home video game console developed and marketed by Sony Computer Entertainment. It was released in Japan on 3 December 1994, in North America on 9 September 1995, in Europe on 29 September 1995, and in Australia on 15 November ...

  4. PlayStation History

    The history of PlayStation begins with the "father of PlayStation" Ken Kutaragi. Ken Kutaragi had the foresight and personal drive to change the future of video gaming. In 1984 while attending a presentation at Sony's Information Processing Research Center, Ken Kutaragi was amazed by Sony's System G, a workstation that provided TV broadcasts 3-D computer graphics in real-time. Kutaragi ...

  5. Console Development

    History of the Playstation game console.Presentation for Console Game Development at George Brown College, Fall, 2021. Presentation by Benjamin Frank, Eric G...

  6. PlayStation

    The PlayStation 1, or PS1 , is a video game console released by Sony Computer Entertainment. It is the first system in the PlayStation console line. The best selling game for the system was Gran Turismo with a total of 10.85 million copies shipped (as of April 30, 2008). The original PlayStation had sold a staggering 102.4 million units and is the 3rd most sold PlayStation since its release ...

  7. Sony PlayStation (PS1) 101: A Beginners Guide

    Sony PlayStation (PS1) 101: A Beginners Guide. Note from racketboy: Special thanks goes to Ack for putting most of this guide together! The RetroGaming 101 series is aimed at gamers who are just starting out in the classic gaming scene or are curious about an older console that they don’t know much about yet.

  8. History Of PlayStation: PS1, PS2, PS3, PS4, PS5

    Join us as we take a trip down memory lane through the five generations of PlayStation home console, their launch games, specs and sales.

  9. PlayStation 1

    The PlayStation 1 (abbreviated as PS, commonly known as the PS1 or its codename PSX) is a home video game console developed and marketed by Sony Computer Entertainment. It was first released on 3 December 1994 in Japan, 9 September 1995 in North America, 29 September 1995 in Europe, and 15 November 1995 in Australia, and was the first of the PlayStation line of video game consoles. As a fifth ...

  10. Playstation 1 at emaze Presentation

    playstation 1by: braxton rogersfirst released in 1994people first got the playstation 1 by reserving it at different stores and then on the release da

  11. Remembering the PS1 Launch Titles

    Launched all the way back in 1995, the PlayStation 1 is one of the most beloved consoles of all time, but its launch line-up was a little lackluster.

  12. PlayStation technical specifications

    The PlayStation technical specifications describe the various components of the original PlayStation video game console.

  13. PlayStation State of Play January 2024: Everything Announced

    PlayStation hosted its first State of Play event of 2024 today, and it included extended looks at Stellar Blade and Rise of the Ronin, as well as some surprises like Death Stranding 2: On the ...

  14. What to Look for when Buying a PlayStation 1

    Here is a quick overview of the main factors to consider when assessing a potential PS1 purchase: Outer plastic shell condition - Look for cracks, scuffs, damage. Ports - Verify disc drive, controller, AV ports are intact. Buttons and controls - Ensure buttons have click and d-pad is firm. Discs - Spin games to check drive reads without ...

  15. PlayStation State of Play: Every Showcase and Major Game ...

    Below we've chronicled every State of Play (and PlayStation Showcase, which are essentially large-scale State of Plays), highlighting the biggest announcements from each event to give you a better ...

  16. PlayStation Template

    The PlayStation template for PowerPoint and Google Slides features 30 100% editable slides that you can download for free for your use.

  17. Playstation Prices & Values

    Playstation Prices & PS1 Value Guide Playstation Game list & price guide. Prices for all 1918 PS1 Games, accessories and consoles.

  18. Free PlayStation PowerPoint Template

    The free PlayStation PowerPoint Template has a blue background and the PlayStation logo that make it look very beautiful. The template is branded PPT template that is convenient for presentations about this video game console and the games that can be played on it. With this background for PowerPoint you can also create a presentation abut the ...

  19. All PS5 Games

    PlayStation Portal Remote Player. PS VR2. Audio. All accessories. News. News PS Blog. This Month on PlayStation. Store. Store Buy consoles. Buy games. Buy accessories ... Year 1 Bundle. $89.99. PS5. Pre-Order Assassin's Creed Shadows Gold Edition. $109.99. PS5. Pre-Order Assassin's Creed Shadows Ultimate Edition. $129.99. PS5.

  20. What is MoSCoW Prioritization?

    The MoSCoW method is a prioritization framework used to help key stakeholders understand the significance of initiatives in a release.

  21. PPT

    MOSMATIC Ltd. Moscow, Russia Solution Partner SIEMENS Authorized Dialer RITTAL. ООО «МОСМАТИК». Benefits, Facility. -Engineering Programming Electrical Equipment Deliveries Low Voltage Compete Equipment Production. Our History and Experience. Slideshow 1302569 by zora

  22. Feature prioritization template

    The feature prioritization template empowers product managers to guide prioritization decisions with two tried and true frameworks: MoSCoW and RICE. We recommend using the MoSCoW method for prioritizing features that take your product from 0 to 1, or pre-product market fit. RICE scoring is best for prioritizing features that take your product ...

  23. PDF International training seminar 'CONFORMANCE TESTING'

    International Telecommunication Union 3 Seminar 'CONFORMANCE TESTING'-Moscow, Russia, 10-11 December 2009 Some Problems 1) How many Bluetooth™ earpieces are you ready to buy before you find the good