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==History== ===Background=== [[File:Nintendo Playstation Prototype (26398118438).jpg|thumb|One of the only two known [[Super NES CD-ROM|SNES-based PlayStation prototypes]]<ref name="only">{{cite web |last1=Carpenter |first1=Nicole |title=Rare Nintendo Play Station sold at auction for more than $300,000 |url=https://www.polygon.com/2020/3/6/21168106/rare-nintendo-playstation-auction-sold-heritage |website=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |access-date=12 January 2022 |archive-url=https://web.archive.org/web/20211010025645/https://www.polygon.com/2020/3/6/21168106/rare-nintendo-playstation-auction-sold-heritage |archive-date=10 October 2021|date=6 March 2020|url-status=live}}</ref><ref>{{Cite web |last=Jenkins |first=Dwayne |date=2025-03-20 |title=PlayStation Co-Creator Still Has a "Nintendo PlayStation" Prototype -- Which Is Wild To Witness |url=https://www.vice.com/en/article/playstation-co-creator-ken-kutaragi-still-has-a-nintendo-playstation-prototype-which-is-wild-to-witness/ |access-date=2025-04-10 |website=VICE |language=en-US}}</ref>|alt=A photo of the only-known SNES-based PlayStation prototype with a controller and disk drive in the foreground.]] 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".<ref name=father2>{{cite web |url=http://kotaku.com/5475462/whats-the-father-of-the-playstation-doing-these-days| archive-url=https://ghostarchive.org/archive/20211001/http://kotaku.com/5475462/whats-the-father-of-the-playstation-doing-these-days| archive-date=1 October 2021 |title=What's The Father of the PlayStation Doing These Days? |first=Brian|last=Ashcraft |date=19 February 2010 |website=[[Kotaku]]|publisher=[[Future plc]]|location=[[Bath, Somerset|Bath]]|access-date=11 August 2010|url-status=live}}{{cbignore}}</ref><ref>{{cite web|url=http://www.gamespot.com/news/6239672.html |title='Father of the PlayStation' adopts new start up |first=Tom |last=Magrino |date=11 November 2009 |website=[[GameSpot]]|publisher=[[Red Ventures]]|location=[[San Francisco]]|url-status=live|access-date=11 August 2010 |archive-url=https://web.archive.org/web/20100303103306/http://www.gamespot.com/news/6239672.html |archive-date=3 March 2010 }}</ref> Kutaragi's interest in working with video games stemmed from seeing his daughter play games on [[Nintendo]]'s [[Nintendo Entertainment System|Famicom]].<ref name=father>{{cite web |url=http://www.eurogamer.net/articles/farewell-father-article |title=Farewell, Father |last1=Fahey|first1=Rob |date=27 April 2007 |website=[[Eurogamer]]|access-date=8 March 2012 |archive-url=https://web.archive.org/web/20120817080000/http://www.eurogamer.net/articles/farewell-father-article |archive-date=17 August 2012 |url-status=live|publisher=[[Future plc]]|location=[[Bath, Somerset|Bath]] }}</ref> Kutaragi convinced Nintendo to use his [[SPC700|SPC-700]] sound processor in the [[Super Nintendo Entertainment System]] (SNES) through a demonstration of the processor's capabilities.{{sfn|Leigh|2018|p=188}} His willingness to work with Nintendo was derived from both his admiration of the Famicom and conviction in video game consoles becoming the main home-use entertainment systems.{{sfn|Asakura|2000|p=28}} Although Kutaragi was nearly fired because he worked with Nintendo without Sony's knowledge,<ref>{{cite web|last1=Miller|first1=Paul|title=Sony's Ken Kutaragi leaving|url=https://www.engadget.com/2007/04/26/sonys-ken-kutaragi-leaving-sce-chairman-and-ceo-spots-in-june/|date=26 April 2007|website=[[Engadget]]|publisher=[[Verizon Media]]|location=[[New York City]]|access-date=19 August 2014|archive-url=https://web.archive.org/web/20140820055743/http://www.engadget.com/2007/04/26/sonys-ken-kutaragi-leaving-sce-chairman-and-ceo-spots-in-june/|archive-date=20 August 2014|url-status=live}}</ref> president [[Norio Ohga]] recognised the potential in Kutaragi's chip and decided to keep him as a protégé.<ref name=father/> The inception of the PlayStation dates back to a 1988 joint venture between Nintendo and Sony.{{sfn|McFerran|2015|p=9}} 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.<ref name=father /><ref>{{cite web |url=http://www.1up.com/features/15-years-cd-i?pager.offset=1 |title=CDi: The Ugly Duckling |last1=Cowan|first1=Danny |date=25 April 2006 |website=[[1UP.com]] |access-date=8 March 2012 |url-status=dead |archive-url=https://web.archive.org/web/20121104035709/http://www.1up.com/features/15-years-cd-i?pager.offset=1 |archive-date=4 November 2012 }}</ref> Since Sony was already contracted to produce the SPC-700 sound processor for the SNES,{{sfn|McFerran|2015|p=9}} Nintendo contracted Sony to develop a [[CD-ROM]] add-on, tentatively titled the "Play Station" or "[[Super NES CD-ROM|SNES-CD]]".<ref>{{cite web |last1=Nutt |first1=Christian |title=Birthday Memories: Sony PlayStation Turns 15 |url=https://www.gamedeveloper.com/business/birthday-memories-sony-playstation-turns-15 |website=Game Developer |publisher=[[Informa]] |access-date=7 March 2022 |archive-url=https://web.archive.org/web/20220306101017/https://www.gamedeveloper.com/business/birthday-memories-sony-playstation-turns-15 |archive-date=6 March 2022 |location=[[London]] |language=en |date=9 September 2010 |url-status=live}}</ref><ref name="polygonhistory">{{cite web |last1=Hester |first1=Blake |title=The history of PlayStation was almost very different |url=https://www.polygon.com/features/2019/12/6/20999590/the-history-of-playstation-was-almost-very-different |website=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |access-date=17 September 2020 |archive-url=https://web.archive.org/web/20200420110919/https://www.polygon.com/features/2019/12/6/20999590/the-history-of-playstation-was-almost-very-different |archive-date=20 April 2020 |location=[[Washington D.C.]] |language=en |date=6 December 2019}}</ref> 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.<ref>{{Cite book |last=Kenkel |first=Paul |title=Digital Dreams: The Work of the Sony Design Center |publisher=Universe Publishing |year=1999 |isbn=978-0789302625 |pages=127}}</ref> 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.{{sfn|McFerran|2015|pp=8–9}}<ref name=ignhistory/> 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.{{sfn|McFerran|2015|p=9}}{{sfn|Asakura|2000|p=32}} 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.{{sfn|McFerran|2015|p=9}}<ref name="edgehistory">{{cite magazine |title=The Making Of: PlayStation |author=Edge staff |url=http://www.edge-online.com/features/making-playstation |magazine=[[Edge (magazine)|Edge]] |publisher=[[Future plc]]|location=[[Bath, Somerset|Bath]]|date=24 April 2009 |access-date=7 March 2012|archive-url=https://web.archive.org/web/20120516003333/http://www.edge-online.com/features/making-playstation|archive-date=16 May 2012}}</ref><ref name=ignhistory/> 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.<ref name="pschronicles">{{cite web|url=https://www.videogameschronicle.com/features/psones-betrayal-and-revenge-story/ | title = PSOne's Betrayal And Revenge Story |first1= Andy|last1= Robinson|date=5 February 2020|access-date=6 February 2020|work=[[Video Games Chronicle]]|publisher=[[Gamer Network]]|location=[[Brighton]]|url-status=live|archiveurl=https://web.archive.org/web/20210309015909/https://www.videogameschronicle.com/features/psones-betrayal-and-revenge-story/|archivedate=9 March 2021}}</ref> The Play Station was to be announced at the 1991 [[Consumer Electronics Show]] (CES) in [[Las Vegas]].<ref name="ces">{{cite web|last1=Ashcraft|first1=Brian|date=16 January 2012|title=The Nintendo PlayStation You Never Got To See|url=http://kotaku.com/5876374/the-playstation-you-never-got-to-play/|url-status=live|archive-url=https://web.archive.org/web/20140821050918/http://kotaku.com/5876374/the-playstation-you-never-got-to-play/|archive-date=21 August 2014|access-date=20 August 2014|website=[[Kotaku]]|publisher=[[Univision Communications]]|location=[[Los Angeles]]}}</ref> 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.{{sfn|Asakura|2000|pp=25–26}} Wanting to protect Nintendo's existing licensing structure, Yamauchi cancelled all plans for the joint Nintendo–Sony SNES CD attachment without telling Sony.{{sfn|McFerran|2015|pp=9–10}}<ref>{{cite magazine|url=https://www.wired.com/2013/10/hiroshi-yamauchi-henk-rogers/|title=Remembering My Friend, Hiroshi Yamauchi|last=Rogers|first=Henk|date=1 October 2013|magazine=Wired|access-date=2 October 2019|issn=1059-1028|archive-url=https://web.archive.org/web/20191209215614/https://www.wired.com/2013/10/hiroshi-yamauchi-henk-rogers/|archive-date=9 December 2019|url-status=live}}</ref><ref name="ces" /> 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.{{sfn|McFerran|2015|p=10}}<ref name="ignhistory">{{cite web|author=IGN staff|date=28 August 1998|title=History of the PlayStation|url=https://ign.com/articles/1998/08/28/history-of-the-playstation|url-status=live|archive-url=https://web.archive.org/web/20130125054331/http://www.ign.com/articles/1998/08/28/history-of-the-playstation|archive-date=25 January 2013|access-date=18 August 2014|website=[[IGN]]|publisher=[[Ziff Davis]]|location=[[Chicago]]}}</ref> 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.{{sfn|Asakura|2000|p=25}} 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,{{sfn|McFerran|2015|p=10}} Howard Lincoln stepped onto the stage and revealed that Nintendo was now allied with Philips and would abandon their work with Sony.<ref name=father/><ref name="venture">{{cite web |last1=Donovan |first1=Tristan |title=The story behind Nintendo's betrayal of Sony – and how it created its fiercest rival |url=https://venturebeat.com/2018/06/23/the-story-behind-nintendos-betrayal-of-sony-and-how-it-created-its-fiercest-rival/ |website=[[VentureBeat]] |access-date=11 September 2020 |archive-url=https://web.archive.org/web/20200830165935/https://venturebeat.com/2018/06/23/the-story-behind-nintendos-betrayal-of-sony-and-how-it-created-its-fiercest-rival/ |archive-date=30 August 2020 |date=23 June 2018}}</ref>{{sfn|Shapiro|1991|p=86}} ===Inception=== [[File:Ken Kutaragi - Game Developers Choice Awards 2014 (cropped).jpg|thumb|left|upright|[[Ken Kutaragi]], the "Father of the PlayStation", pictured at the [[Game Developers Choice Awards]] in 2014|alt=Ken Kutaragi pictured in 2014 at the Game Deveolopers Choice Awards ceremony. Kutaragi is standing on stage, holding an award in his right hand.]] Incensed by Nintendo's renouncement, Ohga and Kutaragi decided that Sony would develop their own console.<ref>{{cite web |last=Swearingen |first=Jake |title=Great Intrapreneurs in Business History |publisher=CBS |date=10 April 2008 |url=https://www.cbsnews.com/news/great-intrapreneurs-in-business-history/ |access-date=16 November 2015 |archive-url=https://web.archive.org/web/20131012020533/http://www.cbsnews.com/8301-505125_162-51196888/great-intrapreneurs-in-business-history/ |archive-date=12 October 2013 |url-status=live}}</ref> Nintendo's contract-breaking was met with consternation in the Japanese business community,<ref name=father/> as they had broken an "unwritten law" of native companies not turning against each other in favour of foreign ones.<ref name=ignhistory/> Sony's American branch considered allying with [[Sega]] to produce a CD-ROM-based machine called the Sega Multimedia Entertainment System, but the Sega board of directors in Tokyo vetoed the idea when Sega of America 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?"<ref name="sega ally">{{cite web|last1=Williams|first1=Mike|title=Sega and Sony Almost Teamed Up on a Console|url=http://www.usgamer.net/articles/sega-and-sony-almost-teamed-up-on-a-console|website=US Gamer|date=11 July 2013|access-date=28 August 2014|archive-url=https://web.archive.org/web/20140820050547/http://www.usgamer.net/articles/sega-and-sony-almost-teamed-up-on-a-console|archive-date=20 August 2014|url-status=live}}</ref> Sony halted their research, but decided to develop what it had developed with Nintendo and Sega into a console based on the SNES.<ref name="sega ally" /> 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.<ref name=ignhistory/><ref>{{cite web|author=JC Fletcher|title=Original Nintendo/Sony PlayStation prototype found|url=http://www.joystiq.com/2007/06/07/original-nintendo-sony-playstation-prototype-found/|website=[[Joystiq]]|publisher=[[AOL]]|location=[[New York City]]|date=7 June 2007|access-date=18 August 2014|archive-url=https://web.archive.org/web/20150128050800/http://www.joystiq.com/2007/06/07/original-nintendo-sony-playstation-prototype-found/|archive-date=28 January 2015|url-status=dead}}</ref> Many within Sony were still opposed to their involvement in the video game industry, with some resenting Kutaragi for jeopardising the company.{{sfn|Asakura|2000|p=34}} Kutaragi remained adamant that Sony not retreat from the growing industry and that a deal with Nintendo would never work.<ref name=father/>{{sfn|McFerran|2015|p=10}} Knowing that they had to take decisive action, Sony severed all ties with Nintendo on 4 May 1992.{{sfn|Asakura|2000|p=35}} 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 Logic Corp.|LSI chip]] could accommodate one million [[logic gate]]s, which exceeded the capabilities of Sony's semiconductor division at the time.{{sfn|Asakura|2000|p=37}} 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.<ref name=edgehistory/> 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.{{sfn|Asakura|2000|p=41}} After Kutaragi reminded him of the humiliation he suffered from Nintendo, Ohga retained the project and became one of Kutaragi's most staunch supporters.<ref name=polygonhistory/>{{sfn|Asakura|2000|pp=37, 64}} Ohga shifted Kutaragi and nine of his team from Sony's main headquarters to [[Sony Music Entertainment Japan]] (SMEJ),{{sfn|Asakura|2000|p=42}} a subsidiary of the main Sony group, so as to retain the project and maintain relationships with Philips for the [[MMCD]] development project.<ref name=edgehistory/> 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.<ref name=edgehistory/> [[Sony Computer Entertainment]] (SCE) was jointly established by Sony and SMEJ to handle the company's ventures into the video game industry.{{sfn|Senrad|1993|p=68}}{{sfn|Baggatta|1997|p=10}} On 27 October 1993, Sony publicly announced that it was entering the game console market with the PlayStation.{{sfn|McFerran|2015|p=10}}{{sfn|Asakura|2000|p=65}} According to Maruyama, there was uncertainty over whether the console should primarily focus on [[2D computer graphics|2D]], [[Sprite (computer graphics)|sprite]]-based graphics or [[3D computer graphics|3D polygon graphics]]. After Sony witnessed the success of Sega's ''[[Virtua Fighter (video game)|Virtua Fighter]]'' (1993) in Japanese [[Amusement arcade|arcades]], the direction of the PlayStation became "instantly clear" and 3D polygon graphics became the console's primary focus.<ref>{{cite web|last1=Felit|first1=Daniel|url=https://www.wired.com/2012/09/how-virtua-fighter-saved-playstations-bacon/ |title=How Virtua Fighter Saved PlayStation's Bacon |date=5 September 2012 |magazine=[[Wired (magazine)|Wired]] |access-date=16 November 2015 |archive-url=https://web.archive.org/web/20141014093913/http://www.wired.com/2012/09/how-virtua-fighter-saved-playstations-bacon/ |archive-date=14 October 2014 |url-status=live|publisher=[[Condé Nast]]|location=[[New York City]]}}</ref> 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.{{sfn|Asakura|2000|p=62}} Maruyama claimed that Sony further wanted to emphasise the new console's ability to utilise [[Compact Disc Digital Audio|redbook audio]] from the CD-ROM format in its games alongside high quality visuals and gameplay.<ref name="famitsu280">{{cite magazine | author=''Famitsu'' staff | date=29 April 1994 | magazine=[[Famitsu|Weekly Famicom Tsūshin]] | publisher=[[ASCII Corporation]] | number=280 | page=12 | language=ja | title=ファミ通エクスプレス FACE ソニー·コンピュータエンタテインメント副社長 | trans-title=Famitsu Express Face: Vice President of Sony Computer Entertainment Shigeo Maruyama| oclc=85244248}}</ref> Wishing to distance the project from the failed enterprise with Nintendo, Sony initially branded the PlayStation the "PlayStation X" (PSX).{{sfn|McFerran|2015|p=10}} 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.<ref>{{cite web |title=Codemasters appoints new non-executive Chairman Chris Deering, former President of Sony Europe, Consumer Electronics Division, and Chairman and CEO Sony Computer Entertainment Europe. |url=https://www.gamesindustry.biz/articles/codemasters-appoints-new-non-executive-chairman-chris-deering-former-president-of-sony-europe-consumer-electronics-division-and-chairman-and-ceo-sony-computer-entertainment-europe |website=[[GamesIndustry.biz]] |publisher=[[Gamer Network]] |access-date=29 January 2022 |archive-url=https://web.archive.org/web/20220129212541/https://www.gamesindustry.biz/articles/codemasters-appoints-new-non-executive-chairman-chris-deering-former-president-of-sony-europe-consumer-electronics-division-and-chairman-and-ceo-sony-computer-entertainment-europe |archive-date=29 January 2022 |location=[[Brighton]] |language=en |date=3 February 2006|url-status=live}}</ref><ref>{{cite web |last1=Miller |first1=Bryan |title=After the Quilted Giraffe, There's Sony and Cyberspace |url=https://www.nytimes.com/1995/05/24/garden/after-the-quilted-giraffe-there-s-sony-and-cyberspace.html |website=[[The New York Times]] |access-date=29 January 2022 |archive-url=https://web.archive.org/web/20210416215539/https://www.nytimes.com/1995/05/24/garden/after-the-quilted-giraffe-there-s-sony-and-cyberspace.html |archive-date=16 April 2021 |location=[[New York City]] |date=24 May 1995}}</ref> 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.{{sfn|Charla|1996|p=39}} 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".<ref name=edgehistory/><ref name="pschronicles"/> ===Development=== Since Sony had no experience in game development, it had to rely on the support of [[Third party developer|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 [[porting|port]] successful games to their home consoles.{{sfn|Asakura|2000|p=57}} Recent consoles like the [[Atari Jaguar]] and [[3DO Interactive Multiplayer|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.<ref name=ignhistory/> 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.{{sfn|Asakura|2000|p=58}} Sony found that many disliked Nintendo's practices, such as favouring their own games over others.{{r|maher20231208}} 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.{{sfn|Asakura|2000|pp=72–73}} Attaining these companies secured influential games such as ''[[Ridge Racer (video game)|Ridge Racer]]'' (1993) and ''[[Mortal Kombat 3]]'' (1995),<ref name=ignhistory/>{{sfn|McFerran|2015|p=12}} ''Ridge Racer'' being one of the most popular arcade games at the time,{{sfn|Desmond|1995|pp=170–71}} and it was already confirmed behind closed doors that it would be the PlayStation's first game by December 1993,<ref>{{cite journal|title=Japan News Network|journal=[[Gamefan]]|issue=2|date=January 1994|page=158}}</ref> despite Namco being a longstanding Nintendo developer.{{r|maher20231208}} 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 (video game)|Tekken]]'' to compete with ''Virtua Fighter''.<ref>{{cite magazine|title=System 11: Namco's PlayStation coin-op|magazine=Edge|issue=21|volume=3|date=June 1995|page=68|url=https://archive.org/details/EDGE.N021.1995.06/page/n67}}</ref> The System 11 launched in arcades several months before the PlayStation's release, with the arcade release of ''Tekken'' in September 1994.<ref>{{cite web |title=Tekken (Registration Number PA0000704272) |url=https://cocatalog.loc.gov/ |publisher=[[United States Copyright Office]] |access-date=8 October 2021 |archive-date=31 May 2021 |archive-url=https://web.archive.org/web/20210531152425/https://cocatalog.loc.gov/ |url-status=live }}</ref> [[File:Ian_Hetherington_1990.png|thumb|right|[[Ian Hetherington]] pictured in 1990. Hetherington and [[Psygnosis]] played important roles in the PlayStation project.|alt=A photo of Ian Hetherington, founder of game developer Psygnosis, seated at a desk.]] 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 {{USD|48}} million, securing their first in-house development team. The acquisition meant that Sony could have more [[launch game]]s ready for the PlayStation's release in Europe and North America.<ref name=ignhistory/>{{sfn|McFerran|2015|p=12}} [[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.<ref name="eusuccess">{{cite magazine|author=MCV staff|title=How PlayStation conquered Europe |url=https://www.mcvuk.com/business-news/how-playstation-conquered-europe/ |magazine=[[MCV/DEVELOP|MCV]] |publisher=[[Future plc]] |access-date=20 October 2020 |archive-url=https://web.archive.org/web/20201020222543/https://www.mcvuk.com/business-news/how-playstation-conquered-europe/|url-status=live|archive-date=20 October 2020 |location=[[Bath, Somerset|Bath]] |date=2 October 2015}}</ref> 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.<ref name="hetherington">{{cite web |last1=Stafford |first1=Patrick |title=From Lemmings to Wipeout: how Ian Hetherington incubated gaming success |url=https://www.polygon.com/features/2017/7/12/15924520/from-lemmings-to-wipeout-how-ian-hetherington-incubated-gaming-success |website=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |access-date=11 September 2020 |archive-url=https://web.archive.org/web/20190316102427/https://www.polygon.com/features/2017/7/12/15924520/from-lemmings-to-wipeout-how-ian-hetherington-incubated-gaming-success |archive-date=16 March 2019 |location=[[Washington D.C.]] |language=en |date=12 July 2017|url-status=live}}</ref> 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.<ref name=eusuccess/>{{sfn|Perry|1995|p=47}} The purchase of Psygnosis marked another turning point for the PlayStation as it played a vital role in creating the console's [[Game development kit|development kit]]s. 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.<ref name=edgehistory/> 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.{{sfn|Perry|1995|p=49}} 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.<ref name=ignhistory/> An order of over 600 systems followed, and SN Systems supplied Sony with additional software such as an [[assembler (computing)|assembler]], [[linker (computer)|linker]], and a [[debugger]].{{sfn|Perry|1995|p=50}} SN Systems produced development kits for future PlayStation systems, including the [[PlayStation 2]] and was bought out by Sony in 2005.<ref>{{cite web|title=Sony Computer Entertainment to start providing PRODG tools for PlayStation 3 game content development|url=http://www.scei.co.jp/corporate/release/pdf/050927be.pdf|publisher=[[Sony Computer Entertainment]]|location=[[Tokyo]]|date=27 September 2005|access-date=27 September 2005|url-status=dead|archive-url=https://web.archive.org/web/20051105114732/http://www.scei.co.jp/corporate/release/pdf/050927be.pdf|archive-date=5 November 2005}}</ref> 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 library|programming libraries]], SCE headquarters in London, California, and Tokyo housed technical support teams that could work closely with third-party developers if needed.{{sfn|Baggatta|1997|p=10}}{{sfn|Perry|1995|p=46}} Sony did not favour their own over non-Sony products, unlike Nintendo;{{r|maher20231208}} [[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".{{sfn|Perry|1995|pp=46–47}} Another strategy that helped attract software developers was the PlayStation's use of the CD-ROM format instead of traditional [[ROM cartridge|cartridges]]. Nintendo cartridges were expensive to manufacture, and the company controlled all production, prioritising their own games, while inexpensive [[compact disc manufacturing]] occurred at dozens of locations around the world.{{r|maher20231208}} The PlayStation's architecture and interconnectability with PCs was beneficial to many software developers. The use of the programming language [[C (programming language)|C]] proved useful, as it safeguarded future compatibility of the machine should developers decide to make further hardware revisions.{{sfn|Perry|1995|p=47}} 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.{{sfn|Perry|1995|pp=47–48}} 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.{{sfn|Perry|1995|p=48}} 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.{{sfn|Baggatta|1997|p=11}} 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.{{sfn|Baggatta|1997|p=11}} Its technical specifications were finalised in 1993 and its design during 1994.<ref>{{cite journal|title=Update|journal=[[PlayStation Official Magazine – UK]]|issue=1|date=November 1995|page=12}}</ref> 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.<ref>{{cite magazine|title=The Sony 32-bit PS-X System: companies and titles|magazine=[[Electronic Gaming Monthly]]|issue=60|date=June 1994|page=16}}</ref> ===Launch=== [[File:Sony Computer Entertainment Logo.png|thumb|right|200px|Sony Computer Entertainment logo used on PlayStation startup screen]] Sony released the PlayStation in Japan on 3 December 1994, a week after the release of the [[Sega Saturn]], at a price of {{¥|39,800|link=yes}}.{{sfn|McFerran|2015|p=12}}{{sfn|Leigh|2018|p=190}} Sales in Japan began with a "stunning"<ref name=father/> success with long queues in shops.<ref name=ignhistory/> Ohga later recalled that he realised how important PlayStation had become for Sony when friends and relatives begged for consoles for their children.<ref name="maher20231208">{{Cite web |last=Maher |first=Jimmy |date=2023-12-08 |title=Putting the "J" in the RPG, Part 2: PlayStation for the Win The Digital Antiquarian |url=https://www.filfre.net/2023/12/putting-the-j-in-the-rpg-part-2-playstation-for-the-win/ |access-date=2023-12-08 |website=The Digital Antiquarian |language=en-US}}</ref> PlayStation sold 100,000 units on the first day{{sfn|McFerran|2015|p=25}} and two million units within six months,{{sfn|Skaggs|1995|p=138}} although the Saturn outsold the PlayStation in the first few weeks due to the success of ''Virtua Fighter''.{{sfn|McFerran|2015|p=12}}{{sfn|Kent|2001|p=502}} By the end of 1994, 300,000 PlayStation units were sold in Japan compared to 500,000 Saturn units.{{sfn|Edge staff|1995a|pp=10–11}} A [[grey market]] emerged for PlayStations shipped from Japan to North America and Europe, with buyers of such consoles paying up to £700.{{sfn|McFerran|2015|p=25}} {{Quote box |quote = "When September 1995 arrived and Sony's Playstation roared out of the gate, things immediately felt different than {{sic}} 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.|source = —Lee Hutchinson of ''[[Ars Technica]]'', a [[Babbage's]] employee in 1995, recalling how PlayStation preorders greatly outnumbered Saturn sales at his shop.<ref name=hutchinson>{{cite web |last=Hutchinson |first=Lee |date=13 January 2013 |title=How I launched 3 consoles (and found true love) at Babbage's store no. 9 |url=https://arstechnica.com/gadgets/2013/01/how-i-launched-3-consoles-and-found-true-love-at-babbages-store-no-9/| archive-url=https://ghostarchive.org/archive/20211001/https://arstechnica.com/gadgets/2013/01/how-i-launched-3-consoles-and-found-true-love-at-babbages-store-no-9/| archive-date=2021-10-01 |access-date=20 June 2020 |website=[[Ars Technica]]|publisher=[[Condé Nast]]|location=[[New York City]]|language=en-us|url-status=live}}{{cbignore}}</ref>|width = 30em}} 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 their Saturn console would be released immediately to select retailers at a price of $399. Next came Sony's turn: [[Ólafur Jóhann Ólafsson|Olaf Olafsson]], the head of SCEA, summoned Steve Race, the head of development, to the conference stage, who said "$299" and left the audience with a round of applause.{{sfn|McFerran|2015|p=28}}{{sfn|Harris|2014|p=545}}<ref>{{cite web |url=http://www.syfygames.com/news/article/this-week-in-gaming-history-how-e3-1995-changed-gaming-forever|title=This Week in Gaming History: How E3 1995 changed gaming forever|author=Patterson, Patrick|website=[[Syfy Universal|Syfy Games]] |date=12 May 2015 |access-date=25 June 2018|archive-url=https://web.archive.org/web/20151225204734/http://www.syfygames.com/news/article/this-week-in-gaming-history-how-e3-1995-changed-gaming-forever|archive-date=25 December 2015}}</ref><ref>{{cite web |url=http://www.theguardian.com/technology/2015/may/14/sega-saturn-how-one-decision-destroyed-playstations-greatest-rival|title=Sega Saturn: how one decision destroyed PlayStation's greatest rival|first=Keith|last=Stuart|website=[[The Guardian]]|location=[[London]]|date=14 May 2015|language=en |access-date=25 June 2018|archive-url=https://web.archive.org/web/20180330025923/https://www.theguardian.com/technology/2015/may/14/sega-saturn-how-one-decision-destroyed-playstations-greatest-rival|archive-date=30 March 2018|url-status=live}}</ref> The attention to the Sony conference was further bolstered by the surprise appearance of [[Michael Jackson]] and the showcase of highly anticipated games, including ''[[Wipeout (video game)|Wipeout]]'' (1995), ''Ridge Racer'' and ''Tekken'' (1994).<ref>{{cite web |last1=Wilson |first1=Jeffrey L. |title=E3: 8 Jaw-Dropping Moments From Years Past |url=https://uk.pcmag.com/features/32971/e3-8-jaw-dropping-moments-from-years-past |website=PCMag UK |publisher=[[Ziff Davis]] |access-date=20 September 2020 |archive-url=https://web.archive.org/web/20200502221425/https://uk.pcmag.com/features/32971/e3-8-jaw-dropping-moments-from-years-past |archive-date=2 May 2020 |location=[[Chicago]] |language=en-gb |date=7 June 2019}}</ref><ref>{{cite web |last1=Campbell |first1=Colin |title=The story of the first E3 |url=https://www.polygon.com/features/2019/6/7/18653968/e3-history-1995-sega-saturn-nintendo-64-playstation-launch |website=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |access-date=20 September 2020 |archive-url=https://web.archive.org/web/20200727070309/https://www.polygon.com/features/2019/6/7/18653968/e3-history-1995-sega-saturn-nintendo-64-playstation-launch |archive-date=27 July 2020 |location=[[Washington D.C.]] |language=en |date=7 June 2019|url-status=live}}</ref><ref>{{cite web |last1=Totilo |first1=Stephen |title=Industry Figures Share Michael Jackson Memories, From E3 To Neverland |url=https://kotaku.com/industry-figures-share-michael-jackson-memories-from-e-5302983 |website=[[Kotaku]] |publisher=[[Univision Communications]]|url-status=live|access-date=20 September 2020 |archive-url=https://web.archive.org/web/20190916090315/https://kotaku.com/industry-figures-share-michael-jackson-memories-from-e-5302983 |archive-date=16 September 2019 |location=[[Los Angeles]] |language=en-us |date=26 June 2009}}</ref> In addition, Sony announced that no games would be [[pack-in game|bundled]] with the console.<ref name=ignhistory/>{{sfn|Mewatt|1995|p=16}} Although the Saturn had released early in the United States to gain an advantage over the PlayStation,{{sfn|Harris|2014|p=536}} the surprise launch upset many retailers who were not informed in time, harming sales.{{sfn|Campbell|1996|p=7}} Some retailers such as [[KB Toys]] responded by dropping the Saturn entirely.{{sfn|Kent|2001|p=516}} The PlayStation went on sale in North America on 9 September 1995. It sold more units within two days than the Saturn had in five months, with almost all of the initial shipment of 100,000 units sold in advance and shops across the country running out of consoles and accessories.<ref name=ignhistory/> The well-received ''Ridge Racer'' contributed to the PlayStation's early success,{{sfn|Kent|2001|p=502}}<ref>{{cite magazine|last=Parkin |first=Simon |url=http://www.edge-online.com/features/a-history-of-videogame-hardware-sony-playstation/ |title=A History of Videogame Hardware: Sony PlayStation |magazine=[[Edge (magazine)|Edge]]|publisher=[[Future plc]]|location=[[Bath, Somerset|Bath]] |date=19 June 2014 |access-date=5 March 2015 |url-status=dead |archive-url=https://web.archive.org/web/20141129042841/http://www.edge-online.com/features/a-history-of-videogame-hardware-sony-playstation/ |archive-date=29 November 2014 }}</ref>{{sfn|Asakura|2000|p=69}} — with some critics considering it superior to Sega's arcade counterpart ''[[Daytona USA]]'' (1994){{sfn|Leigh|2018|p=191}}{{sfn|Edge staff|1995b|p=73}} — as did ''[[Battle Arena Toshinden]]'' (1995).<ref>{{cite magazine |author= |date=1996 |title=By the numbers |url=https://archive.org/details/UneditedGPScans/GP80u/page/n21/mode/2up |magazine=Game Players |publisher= |pages=21 |publication-date=January 1996 |issue= |issn=}}</ref> There were over 100,000 pre-orders placed and 17 games available on the market by the time of the PlayStation's American launch,<ref name=ignhistory/> in comparison to the Saturn's six launch games.<ref>{{cite magazine|last=Kato|first=Matthew|url=https://www.gameinformer.com/b/features/archive/2013/10/30/which-game-console-had-the-best-launch-lineup.aspx?PostPageIndex=3|title=Which Game Console Had The Best Launch Lineup?|magazine=[[Game Informer]]|publisher=[[GameStop]]|location=[[Grapevine, Texas|Grapevine]]|date=30 October 2013|access-date=20 September 2020|archive-url=https://web.archive.org/web/20170630042313/http://www.gameinformer.com/b/features/archive/2013/10/30/which-game-console-had-the-best-launch-lineup.aspx?PostPageIndex=3|archive-date=30 June 2017|url-status=live}}</ref> The PlayStation released in Europe on 29 September 1995<ref name="developmentEU" /> and in Australia on 15 November 1995.<ref name="aus" /> By November it had already outsold the Saturn by three to one in the United Kingdom, where Sony had allocated a £20 million marketing budget during the Christmas season compared to Sega's £4 million.<ref>{{cite web|last=Horsman|first=Mathew|url=https://www.independent.co.uk/news/business/sega-profits-plunge-as-rivals-turn-up-the-heat-1581404.html|title=Sega profits plunge as rivals turn up the heat|work=[[The Independent]]|location=[[London]]|date=11 November 1995|access-date=20 September 2020|archive-url=https://web.archive.org/web/20150120053343/http://www.independent.co.uk/news/business/sega-profits-plunge-as-rivals-turn-up-the-heat-1581404.html|archive-date=20 January 2015|url-status=live}}</ref><ref>{{cite web|url=http://scei.co.jp/corporate/data/bizdataeu_e.html |title=Sony Computer Entertainment Inc. Business Development/Europe |publisher=[[Sony Computer Entertainment]]|location=[[Tokyo]]|accessdate=20 September 2020|url-status=dead |archive-url=https://web.archive.org/web/20140728173744/http://scei.co.jp/corporate/data/bizdataeu_e.html |archive-date=28 July 2014 }}</ref> Sony found early success in the United Kingdom by securing listings with independent shop owners as well as prominent [[High Street]] chains such as [[Comet (retailer)|Comet]] and [[Argos (retailer)|Argos]].<ref name=eusuccess/> Within its first year, the PlayStation secured over 20% of the entire American video game market.{{sfn|Mäyrä|2002|p=47}} From September to the end of 1995, sales in the United States amounted to 800,000 units, giving the PlayStation a commanding lead over the other [[fifth generation of video game consoles|fifth-generation]] consoles,{{efn|Technically, there is one exception to this. The [[3DO Interactive Multiplayer]], though consistently outsold by the PlayStation during this period, had more ''cumulative'' sales at the end of 1995, chiefly due to its having been on the market for nearly two years longer than the PlayStation.{{sfn|Stockdale|1995|p=54}}}}<ref>{{cite magazine|title= Can PlayStation Compete with Ultra 64? |magazine=[[Next Generation (magazine)|Next Generation]]|issue=15 |publisher=[[Imagine Media]]|location=[[New York City]]|date=March 1996|pages=6–10}}</ref> though the SNES and Mega Drive from the [[fourth generation of video game consoles|fourth generation]] still outsold it.<ref>{{cite magazine|title= 16-Bit Surge |magazine=[[GamePro]]|issue=91 |publisher=[[International Data Group]] |date=April 1996 |page=16}}</ref> Sony reported that the [[attach rate]] of sold games and consoles was four to one.<ref>{{cite magazine |url=https://archive.org/stream/GamePro_Issue_079_February_1996#page/n17/mode/2up |title=Trailing Sony, Sega Restructures |magazine=[[GamePro]] |issue=89 |publisher=[[International Data Group|IDG]] |date=February 1996 |page=16 |access-date=20 January 2020 |archive-url=https://web.archive.org/web/20180707033430/https://archive.org/stream/GamePro_Issue_079_February_1996#page/n17/mode/2up |archive-date=7 July 2018 |url-status=live}}</ref> To meet increasing demand, Sony chartered jumbo jets and ramped up production in Europe and North America.{{sfn|Asakura|2000|pp=210–211}} By early 1996, the PlayStation had grossed $2 billion (equivalent to ${{Inflation|US|2|1996|r=3}} billion {{Inflation/year|US}}) from worldwide hardware and software sales.<ref>{{cite news |title=Sony Reaches $2 Billion in Sales |url=http://www.next-generation.com/news/031596a.html |access-date=17 October 2021 |work=[[Next Generation (magazine)|Next Generation]] |date=15 March 1996 |archive-url=https://web.archive.org/web/19970419214133/http://www.next-generation.com/news/031596a.html |archive-date=19 April 1997}}</ref> By late 1996, sales in Europe totalled {{nowrap|2.2 million}} units, including 700,000 in the UK.{{sfn|Anderson|1997|p=54}} Approximately 400 PlayStation games were in development, compared to around 200 games being developed for the Saturn and 60 for the [[Nintendo 64]].<ref>{{cite magazine |title=Sony PlayStation Expo '96 |magazine=[[GamePro]] |issue=101 |publisher=[[International Data Group|IDG]] |date=February 1997|pages=44–45}}</ref> In India, the PlayStation was launched in test market during 1999–2000 across Sony showrooms, selling 100 units.<ref>{{cite web |url=https://m.rediff.com/money/2000/jun/12sony.htm |title=Sony to launch Playstation in India next year |work=Rediff |date=12 June 2000 |access-date=12 December 2023}}</ref> Sony finally launched the console (PS One model) countrywide on 24 January 2002 with the price of Rs 7,990 and 26 games available from start.<ref name="india"/> ===Marketing success and later years=== The PlayStation was backed by a successful marketing campaign, allowing Sony to gain an early foothold in Europe and North America.{{sfn|DeMaria|Wilson|2004|page=283}} Initially, PlayStation demographics were skewed towards adults, but the audience broadened after the first price drop.{{sfn|Lundrigan|1996|p=9}} While the Saturn was positioned towards 18- to 34-year-olds,<ref>{{cite magazine |title=Sega: Who Do they Think you Are?|magazine=[[Next Generation (magazine)|Next Generation]]|issue=14 |publisher=[[Imagine Media]] |location=[[New York City]]|date=February 1996|page=71}}</ref> the PlayStation was initially marketed exclusively towards teenagers. 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.<ref>{{cite magazine |title=Sony: Who Do they Think you Are?|magazine=[[Next Generation (magazine)|Next Generation]]|issue=14 |publisher=[[Imagine Media]]|location=[[New York City]] |date=February 1996|page=70}}</ref> The console was marketed with advertising slogans stylised as "LIVE IN Y[[File:PlayStationCircle.svg|15x12px|O]]UR W[[File:PlayStationCross.svg|15x12px|O]]RLD. PL[[File:PlayStationTriangle.svg|15x12px|A]]Y IN [[File:PlayStationSquare.svg|15x12px|O]]URS" (''Live in Your World. Play in Ours.'') and "U R NOT {{font color|red|E}}" (red E). The four geometric shapes were derived from the symbols for the four buttons on the controller.{{sfn|Crotty|1995|p=17}}<ref name=ignhistory/> 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.{{'"}}<ref>{{cite magazine |title=Sony TV: Turn On, Tune In, Buy Hardware|magazine=[[Next Generation (magazine)|Next Generation]]|issue=14 |publisher=[[Imagine Media]]|location=[[New York City]] |date=February 1996|pages=72–73}}</ref> As the console's appeal enlarged, Sony's marketing efforts broadened from their earlier focus on mature players to specifically target younger children as well.<ref name=NGen36>{{cite magazine |title=Where to Play? The Dust Settles |magazine=[[Next Generation (magazine)|Next Generation]]|issue=36 |publisher=[[Imagine Media]]|location=[[New York City]] |date=December 1997|page=50}}</ref> 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.<ref name="nightclub">{{cite web |last1=Boxer |first1=Keith|last2=Boxer|first2=Steve|title=Level up: how PlayStation infiltrated youth culture |url=https://www.theguardian.com/technology/2014/dec/03/how-playstation-infiltrated-youth-culture |website=[[The Guardian]] |access-date=11 November 2020|url-status=live|archive-url=https://web.archive.org/web/20200221145404/https://www.theguardian.com/technology/2014/dec/03/how-playstation-infiltrated-youth-culture |archive-date=21 February 2020 |location=[[London]] |language=en |date=3 December 2014}}</ref> Recognising the influence early 1990s underground clubbing and [[rave|rave culture]] had on young people, especially in the United Kingdom, Glendenning felt that the culture had become mainstream enough to help cultivate PlayStation's emerging identity. Sony partnered with prominent [[nightclub]] owners such as [[Ministry of Sound]] and festival promoters to organise dedicated PlayStation areas where demonstrations of select games could be tested.{{sfn|McFerran|2015|p=24}} [[Sheffield]]-based graphic design studio [[The Designers Republic]] was contracted by Sony to produce promotional materials aimed at a fashionable, club-going audience.<ref>{{cite web |title=The Designers Republic (Company) |url=https://www.giantbomb.com/the-designers-republic/3010-6360/| archive-url=https://ghostarchive.org/archive/20211001/https://www.giantbomb.com/the-designers-republic/3010-6360/| archive-date=1 October 2021 |website=[[Giant Bomb]] |publisher=[[CBS Interactive]] |access-date=14 November 2020 |location=[[San Francisco]] |language=en}}{{cbignore}}</ref> Psygnosis' ''Wipeout'' in particular became associated with nightclub culture as it was widely featured in venues.{{sfn|McFerran|2015|p=24}}<ref>{{cite web |last1=Hartley |first1=Adam |title=Are these the 20 best British games? |url=https://www.techradar.com/uk/news/gaming/are-these-the-20-best-british-games-1167179/4 |website=[[TechRadar]] |publisher=[[Future plc]] |access-date=14 November 2020 |archive-url=https://web.archive.org/web/20201114200418/https://www.techradar.com/uk/news/gaming/are-these-the-20-best-british-games-1167179/4 |archive-date=14 November 2020 |location=[[Bath, Somerset|Bath]] |language=en |date=19 July 2013}}</ref> 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.<ref name=nightclub/> 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.{{sfn|Strodder|1996|p=17}} This was necessary because PlayStation sales were running at twice the rate of Saturn sales, and its lead dramatically increased when both consoles dropped in price to $199 that year.{{sfn|Neves|1996|p=20}} The PlayStation also outsold the Saturn at a similar ratio in Europe during 1996,<ref>{{cite magazine |last=Svenson |first=Christian |title=Stat Happy Sony |magazine=[[Next Generation (magazine)|Next Generation]]|issue=24 |publisher=[[Imagine Media]]|location=[[New York City]] |date=December 1996 |page=28}}</ref> with 2.2 million consoles sold in the region by the end of the year.<ref>{{cite magazine|title=Data Stream |magazine=[[Next Generation (magazine)|Next Generation]]|issue=29 |publisher=[[Imagine Media]]|location=[[New York City]] |date=May 1997 |page=27}}</ref> Sales figures for PlayStation hardware and software only increased following the launch of the Nintendo 64.<ref>{{cite magazine |title=Who Won the Videogame Wars of 1996? |magazine=[[Next Generation (magazine)|Next Generation]]|issue=28 |publisher=[[Imagine Media]]|location=[[New York City]] |date=April 1997|pages=16–19}}</ref>{{sfn|Charla|1997b|p=74}} 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.{{sfn|Lundrigan|1996|p=8}} Despite this, the PlayStation took longer to achieve dominance in Japan. 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.{{sfn|Lundrigan|1996|p=9}} By 1998, Sega, encouraged by their declining market share and significant financial losses,<ref>{{cite web|url=http://sega.jp/IR/en/ar/ar1998/ar98.pdf |title=Sega Enterprises Annual Report 1998 |publisher=Sega Enterprises, Ltd. |pages=1, 7–8 |access-date=7 December 2014 |url-status=dead |archive-url=https://web.archive.org/web/20040504003308/http://sega.jp/IR/en/ar/ar1998/ar98.pdf |archive-date=4 May 2004}}</ref> launched the [[Dreamcast]] as a last-ditch attempt to stay in the industry.<ref>{{cite web |title=State of the Game: August 1999 |url=https://www.ign.com/articles/1999/08/10/state-of-the-game-august-1999 |website=[[IGN]] |publisher=[[Ziff Davis]] |access-date=17 January 2022 |location=[[Chicago]] |language=en |date=10 August 1999 |archive-date=17 January 2022 |archive-url=https://web.archive.org/web/20220117223146/https://www.ign.com/articles/1999/08/10/state-of-the-game-august-1999 |url-status=live }}</ref> Although its launch was successful, the technically superior 128-bit console was unable to subdue Sony's dominance in the industry.{{sfn|McFerran|2015|p=13}}{{sfn|Kent|2001|pp=588—589}} Sony still held 60% of the overall video game market share in North America at the end of 1999.<ref>{{cite news|title=Dreamcast beats PlayStation record |work=[[BBC News]]|location=[[London]] |url=http://news.bbc.co.uk/2/hi/business/534957.stm |access-date=29 October 2014 |date=24 November 1999 |url-status=live |archive-url=https://web.archive.org/web/20131016054015/http://news.bbc.co.uk/2/hi/business/534957.stm |archive-date=16 October 2013}}</ref> Sega's initial confidence in their new console was undermined when Japanese sales were lower than expected,{{sfn|Kent|2001|pp=563-564}} with disgruntled Japanese consumers reportedly returning their Dreamcasts in exchange for PlayStation software.<ref>{{cite web|url=https://www.questia.com/read/1G1-55625096/who-s-got-game-beleaguered-sega-hopes-to-get-back |title=Who's Got Game? Beleaguered Sega Hopes to Get Back on Top in the Video Game Wars with Dreamcast, the First of a New Generation of Superfast, Supercool Fun Machines |work=Newsweek |date=6 September 1999 |access-date=30 October 2014 |url-status=dead|archive-url=https://web.archive.org/web/20141031033938/https://www.questia.com/read/1G1-55625096/who-s-got-game-beleaguered-sega-hopes-to-get-back |archive-date=31 October 2014}}</ref> On 2 March 1999, Sony officially revealed details of the [[PlayStation 2]], which Kutaragi announced would feature a graphics processor designed to push more raw [[polygons]] than any console in history, effectively rivalling most supercomputers.{{sfn|Kent|2001|pages=560–561}}<ref>{{cite web|last=Casamassina |first=Matt |url=https://ign.com/articles/2000/11/04/gamecube-versus-playstation-2 |title=Gamecube Versus PlayStation 2 |website=[[IGN]]|publisher=[[Ziff Davis]]|location=[[Chicago]]|date=3 November 2000 |access-date=14 November 2014 |url-status=live |archive-url=https://web.archive.org/web/20141104021340/http://www.ign.com/articles/2000/11/04/gamecube-versus-playstation-2 |archive-date=4 November 2014}}</ref> The PlayStation continued to sell strongly at the turn of the new millennium: in June 2000, Sony released the PSOne, a smaller, redesigned variant which went on to outsell all other consoles in that year, including the PlayStation 2.<ref>{{cite web|last=Becker |first=David |url=http://news.cnet.com/Old-PlayStation-tops-holiday-game-console-sales/2100-1040_3-249457.html |title=Old PlayStation Tops Holiday Game Console Sales |publisher=CNET News |date=5 December 2000 |access-date=30 October 2014 |url-status=dead |archive-url=https://web.archive.org/web/20141031031819/http://news.cnet.com/Old-PlayStation-tops-holiday-game-console-sales/2100-1040_3-249457.html |archive-date=31 October 2014}}</ref> In 2005, PlayStation became the first console to ship 100 million units with the PlayStation 2 later achieving this faster than its predecessor.<ref>{{Cite web |date=2024-11-27 |title=PlayStation {{!}} Console and Games {{!}} Britannica |url=https://www.britannica.com/topic/PlayStation |access-date=2024-12-03 |website=www.britannica.com |language=en}}</ref> The combined successes of both PlayStation consoles led to Sega retiring the Dreamcast in 2001, and abandoning the console business entirely.{{sfn|Kent|2001|pp=588—589}} The PlayStation was eventually discontinued on 23 March 2006—over eleven years after its release, and less than a year before the debut of the [[PlayStation 3]].<ref name=stops/>
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