有關 playstation 既 歷史 資料

2006-10-18 11:54 pm
有關 playstation 既 歷史 資料
如 : 為何會有 playstation 出現
他們 的理念
日後 發展 等等

回答 (4)

2006-10-19 12:01 am
✔ 最佳答案
PlayStation(簡稱:PS),是日本新力電腦娛樂SCEI於1994年12月3日發售的家用電視遊戲機。
當時與PlayStation競爭的還有世嘉公司的土星(SEGA Saturn),和任天堂公司的Nintendo 64等。通過爭取第三方遊戲製造商的戰略,最終PlayStation在遊戲軟體數上以絕對的優勢獲取了這場商戰的勝利。
PSone是日本索尼公司於2000年9月14日發佈的一款遊戲機,是PlayStation的小型化版。它以PlayStation為基礎,進行了電源外置等改造,使得主機體積只有原來的1/3大小。PSOne還可以外接液晶顯示屏(需單獨購買),這樣再配上車內電源的話,就可以在汽車內進行遊戲。另外,索尼還發售過一款名為Mobile Power One的組件,它可以為PSOne主機提供一個半到三個小時的電源,這樣PSOne就可以完全當作手掌機來使用了。


歷史
[編輯]

發展


圖片參考:http://upload.wikimedia.org/wikipedia/zh/thumb/b/b0/Playstation_Controller.jpg/180px-Playstation_Controller.jpg



圖片參考:http://zh.wikipedia.org/skins-1.5/common/images/magnify-clip.png
一個原版的PlayStation控制桿,是受到Super Nintendo控制桿的影響。 This model was later replaced by the Dual Analog, and then the DualShock.
Playstation控制臺的第一個構想建於到1988年。 Nintendo 試圖與盤技術一起使用從Famicom,但媒介有問題。 可能容易地刪掉它可再寫的磁性自然(因而導致缺乏耐久性),並且盤是海盜行為危險。 因此,當詞從被開發的新的光存儲器技術出來 索尼 並且 Philips Nintendo 感興趣。 Nintendo 接近 索尼 開發a CD-ROM 添加物,試探性地題為「SNES-CD」。 合同被觸擊了,並且工作開始了。
1991年, SNES-CD將宣佈在6月CES。 然而,當 Hiroshi Yamauchi 讀原物1988合同在索尼和Nintendo之間並且獲悉它允許贏利的索尼25%從機器,他是憤怒的。 他視為合同完全不能接受和秘密地取消了所有計劃為一個聯合 Nintendo索尼SNES CD附件。 的確,而不是宣佈他們的合作,在上午9點CES, Nintendo主席的天 霍華德・林肯 跨步階段和顯露他們現在加盟了與 Philips和在摒棄計劃所有以前的工作Nintendo,並且索尼完成了。 林肯和 Minoru Arakawa (unbeknownst對索尼)在歐洲飛行到Philips總部,並且形成將給Nintendo對它的執照的總控制在Philips斷然不同的自然一的聯盟用機器製造。
9am CES announcment是巨大的震動。 不僅是它完全意外對於 showgoers (索尼有樂觀炫耀聯合規劃)的僅早先夜,但它由許多看見在日本社區作為斥責另一家基於日本的公司作為厚待的日本公司歐洲一個被認為難以想像在日本事務的巨型的背叛。
最初,聯合規劃的Nintendo的放棄造成索尼考慮制止他們的研究,但最後被決定的公司使用什麼到目前為止他們開發了和做它成完全,立場單獨控制臺。 這導致了提出訴訟要求的Nintendo 合同違約 並且試圖,在U。S. 聯邦法庭,獲得 命令 反對 PlayStation的發行,根據Nintendo擁有了名字。 主持案件的聯邦法官否認了命令。 因此,在1991年 10月,新的索尼Playstation的第一化身顯露了。 關於成交在Philips和Nintendo之間,它失敗了。 然而,由於成交, Philips能創造比賽為它 CD我 計算機為主在 Nintendo執照。 比賽是可怕的和由Philips看見,因為另一企圖銷售惡運的計算機。
[編輯]

推動
The PlayStation was launched in Japan on December 3, 1994, the USA on September 9, 1995 and Europe on September 29, 1995. In America, Sony enjoyed a very successful launch with titles of almost every genre including Toshinden, Twisted Metal, Warhawk, Philosoma, Wipeout and Ridge Racer. Almost all of Sony's and Namco's launch titles went on to produce numerous sequels.
The PlayStation was also able to generate interest with a unique slew of ad campaigns. Many of the ads released at the time of launch were full of ambiguous content which had many gamers rabidly debating their meanings. The most well-known launch ads include the "Enos Lives" campaign, and the "You Are Not E" ads (the "E" in "You Are Not E" was always colored in red, to symbolize the word "ready", and the "Enos" meant "ready Ninth Of September", the U.S. launch date). It is believed that these ads were an attempt to play off the gaming public's suspicion towards Sony as an unknown, untested quantity in the video game market.
[編輯]

遊戲
The console was extremely popular, spawning the so-called "PlayStation Generation". Well known titles on the PlayStation include Tomb Raider, Final Fantasy 7, Resident Evil, Tekken, Wipeout, Gran Turismo, Crash Bandicoot, Spyro, Parasite Eve, Silent Hill, and Metal Gear Solid. As of May 18 2004, Sony has shipped 100 million PlayStation and PSone consoles throughout the world. As of March 2004, there were 7,300 software titles available with cumulative software shipment of 949 million. The PlayStation logo was designed by Manabu Sakamoto, who also designed the logo for Sony's VAIO computer products.
[編輯]

盛產期
PlayStation作為電視遊戲產業中最長壽的產品之一整整流行了11年。2006年3月23日,Sony正式宣佈他們停止所有類型的PlayStation的生產。[1]
[編輯]

差異
The first new version was actually a revision in early 1996, produced in response to complaints that PlayStations were overheating. Sony did not change the technical aspects or the cosmetics but did remove the RCA ports left over from the Japanese release. The parallel port (which was mostly unused by Sony) was also removed to reduce production costs. Sony also slightly improved the laser assembly. Many gamers experienced skipping full-motion video or dreaded physical "ticking" noises coming from their PlayStations. The seemingly universal fix for this was to turn one's PlayStation sideways or upside-down—although some gamers smacked the lid of the PlayStation to make a game load or work. This problem was carried over to many first-generation PlayStation 2s in the form of the very well known Disc Read Error message.


圖片參考:http://upload.wikimedia.org/wikipedia/zh/thumb/6/6d/PS_one_%28logo%29.png/150px-PS_one_%28logo%29.png



圖片參考:http://zh.wikipedia.org/skins-1.5/common/images/magnify-clip.png
新的PSone標誌
Sony produced a redesigned version of the original console, called the PSone, in a smaller (and more ergonomic) case which was introduced in September 2000. The original PlayStation was abbreviated in Japan to "PS" and was often abbreviated as "PSX" by American gamers, as this was Sony's internal code name for the system while it was under development (PlayStation Xperimental). This led to some confusion in 2003年, when Sony introduced a PS2-derived system in Japan actually called the PSX. The PlayStation is now officially abbreviated as the "PS1" or "PSone," although many people still abbreviate it "PS" or "PSX". There were only 2 differences between the "PSone" and the original, the first one being cosmetic change to the console, and the second one was the home menu's Graphical User Interface.


圖片參考:http://upload.wikimedia.org/wikipedia/commons/thumb/6/64/PSone.jpg/250px-PSone.jpg



圖片參考:http://zh.wikipedia.org/skins-1.5/common/images/magnify-clip.png
PSone擁有LCD螢幕和一個DualShock控制桿
A version of the PlayStation called the Net Yaroze was also produced. It was more expensive than the original PlayStation, coloured black instead of the usual gray, and most importantly, came with tools and instructions that allowed a user to be able to program PlayStation games and applications without the need for a full developer suite, which cost many times the amount of a PlayStation and was only available to approved video game developers. Naturally, the Net Yaroze lacked many of the features the full developer suite provided. Programmers were also limited by the 2MB of total game space that Net Yaroze allowed. That means, your whole game had to be crammed into the 2MB of system RAM. You couldn't officially make actual game discs. The amount of space may seem small, but games like Ridge Racer, ran entirely from the system RAM (except for the streamed music tracks of course). It was unique in that it was the only officially retailed Sony PlayStation with no regional lockout; it would play games from any territory.
Another version that was colored blue (as opposed to regular console units that were gray in color) was available to game developers and select press. Later versions of this were coloured green. Contrary to popular belief, the RAM was not 4 megabytes but instead the standard 2 megabytes. The console included a CD-ROM emulator board connected to a PC. It was also able to run in-development games which lacked region coding (which would be rejected by a normal PlayStation as though they were pirated copies). A few of these units eventually appeared for sale through somewhat dubious channels at high prices.
The installation of a modchip allows the PlayStation's capabilities to be expanded. This allows unauthorized copies of games to be played, but it also allows the playing of games from other regions, such as PAL titles on a NTSC console. Since modchips allow playing games recorded on a regular CD-ROM, it created a wave of games developed without official Sony approval, using free GNU compiler tools.




製造商
新力

類型
電視遊樂器

世代
32-bit/64-bit era

首次發售

圖片參考:http://upload.wikimedia.org/wikipedia/commons/thumb/9/9e/Flag_of_Japan.svg/22px-Flag_of_Japan.svg.png
1994年12月3日

圖片參考:http://upload.wikimedia.org/wikipedia/commons/thumb/a/a4/Flag_of_the_United_States.svg/22px-Flag_of_the_United_States.svg.png
1995年9月9日

圖片參考:http://upload.wikimedia.org/wikipedia/commons/thumb/6/6d/European_flag.svg/22px-European_flag.svg.png
1995年9月29日

媒體
CD-ROM

銷售量
1億台 (2005年6月)

最暢銷遊戲
Gran Turismo
參考: wikipedia
2006-10-20 12:57 pm
Development

An original PlayStation control pad. This model was later replaced by the Dual Analog, and then the DualShock.The first conceptions of the PlayStation date back to 1986. Nintendo had been attempting to work with disk technology since the Famicom, but the medium had problems. Its rewritable magnetic nature could be easily erased (thus leading to a lack of durability), and the disks were a piracy danger. Consequently, when details of CDROM/XA (an extension of the CD-ROM format that combines compressed audio, visual and computer data, allowing all to be accessed simultaneously) came out, Nintendo was interested. CDROM/XA was being simultaneously developed by Sony and Philips. Nintendo approached Sony to develop a CD-ROM add-on, tentatively titled the "SNES-CD". A contract was struck, and work began. Nintendo's choice of Sony was due to a prior dealing: Ken Kutaragi, the person who would later be dubbed "The Father of PlayStation," was the individual who had sold Nintendo on using the Sony SPC-700 processor for use as the 8 channel ADPCM sound synthesis set in the Super Famicom/SNES console through an impressive demonstration of the processor's capabilities.

Sony also planned to develop another, Nintendo compatible, Sony-branded console, but one which would be more of a home entertainment system playing both Super Nintendo cartridges and a new CD format which Sony would design. This was also to be the format used in SNES-CD discs, giving a large degree of control to Sony despite Nintendo's leading position in the video gaming market.

In 1991, the SNES-CD was to be announced at the June CES. However, when Hiroshi Yamauchi read the original 1988 contract between Sony and Nintendo, he realized that the earlier agreement essentially handed Sony complete control over any and all titles written on the SNESCD-ROM format. Yamauchi was furious; deeming the contract totally unacceptable, he secretly cancelled all plans for the joint Nintendo-Sony SNES CD attachment. Indeed, instead of announcing their partnership, at 9 am the day of the CES, Nintendo chairman Howard Lincoln stepped onto the stage and revealed that they were now allied with Philips, and were planning on abandoning all the previous work Nintendo and Sony had accomplished. Lincoln and Minoru Arakawa had (unbeknownst to Sony) flown to Philips headquarters in Europe and formed an alliance of a decidedly different nature—one that would give Nintendo total control over its licenses on Philips machines.

The 9pm CES announcement was a huge shock. Not only was it a complete surprise to the showgoers (Sony had only just the previous night been optimistically showing off the joint project under the "Play Station" brand), but it was seen by many in the Japanese community as a massive betrayal: a Japanese company snubbing another Japan-based company in favor of a European one was considered unthinkable in Japanese business.

After the collapse of the joint project, Sony considered halting their research, but ultimately the company decided to use what they had developed so far and make it into a complete, stand alone console. This led to Nintendo filing a lawsuit claiming breach of contract and attempted, in U.S. federal court, to obtain an injunction against the release of the Play Station, on the grounds that Nintendo owned the name[citation needed]. The federal judge presiding over the case denied the injunction. Thus, in October 1991, the first incarnation of the new Sony PlayStation was revealed; it's estimated that only 200 or so of these machines were ever produced.
參考: wikipedia
2006-10-19 12:26 am
Sony Computer Entertainment America Inc. (SCEA) markets the PlayStation® family of products and develops, publishes, markets, and distributes software for the PS one™ console and the PlayStation®2 computer entertainment system for the North American market. Based in Foster City, California, Sony Computer Entertainment America Inc. serves as headquarters for all North American operations and is a wholly owned subsidiary of Sony Computer Entertainment Inc.

In case you've been in a coma since the inception of car phones, the PlayStation family of products has taken home entertainment to new, sometimes frightening, heights. The secret sauce is one part hardware and more than 1500 parts software for the two systems combined.

Our advanced hardware technology enables the most talented developers to produce vanguard titles, setting new standards in interactive entertainment. The software speaks for itself--whatever you are into is bound to be found on the PlayStation®2 computer entertainment system, the PS one™ game console, or the PlayStation® game console.

The incredible true and inspiring PlayStation saga

Long before there was such a thing as affordable CD-ROM gaming or 3D polygonal graphics, Sony Computer Entertainment Inc. set the not-too-humble goal of creating a gaming platform that would become as pervasive as the VCR and change the industry forever. And on September 9, 1995, when we introduced the PlayStation game console to the North America, that's exactly what happened.

The launch of the PlayStation brand was a sensation. In the very first weekend, more than 100,000 units were sold. In the first six months, over a million were sold. By the end of 1996, more than 3.2 million PlayStation game consoles could be found in homes across North America.

In April 1997, with nearly 4 million units in North America, we found a way to strengthen our bond with PlayStation owners even more. Our interactive relationship marketing program, PlayStation Underground, gives us the opportunity to recognize and reward our loyal gamers. Members of the PlayStation Underground can feel like they belong to a subculture of intense gamers. They can experience new game challenges and get the scoop on upcoming games, merchandise, and special offers.

Everyone knows what comes next. There was a point when hardcore gamers thought things couldn't get any better. Then we graced the Americas with PlayStation 2. With its incredible power and the exciting added ability to play DVD movies, this new system was unstoppable, making it possible for smooth, lifelike animation to be shown in real time. Gaming would never be the same.

Thanks to the combination of superb hardware, ease of software development, and the CD format itself, the PlayStation business model continues to offer lower risk and more creative freedom for developers and publishers. As a result, it has become the system of choice for the top game creators. Presently, the PlayStation brand has the largest library of high-quality titles in the industry.

So, now what?

With more and more exclusive titles developed for the PS one console and the PlayStation 2 computer entertainment system, new game peripherals, innovative marketing, and competitive pricing programs in place, the simple goal is to push the edge that gamers have come to expect from the PlayStation brand. You know, nice and intense.

PlayStation® Experience
2006-10-19 12:08 am
以下有一個網址都有記述Playstation的來源以及理念,或有當有曾遇到的問題,以及過往的遊戲介紹。

Playstation十週年專題
http://www.thmalex.com/thmsoft3/myworks/playstation/playstation.html


收錄日期: 2021-04-26 14:08:30
原文連結 [永久失效]:
https://hk.answers.yahoo.com/question/index?qid=20061018000051KK01921

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