USA TODAY US Edition

PLAYSTATIO­N TURNS 20

How the game console changed everything,

- @MikeSnider USA TODAY Mike Snider

Twenty years ago this month, Sony disrupted the video game landscape when its first PlayStatio­n console system hit the U.S.

Back then, the Japanese company set the pace in the electronic­s arms race with Trinitron TVs, Walkman portable music players and the co-developmen­t of the compact disc with Philips. Nintendo and Sega were the dominant home console video game powers at the time.

Even though the Super Nintendo Entertainm­ent System and Sega Genesis sold about 49 million and 40 million respective­ly, at the time, the highest-fidelity game experience­s came at arcades. But Sony aimed to change that with the PlayStatio­n, which it first brought to market in Japan in December 1994.

Few considered the PlayStatio­n a slam-dunk success, but Sony’s inaugural system ushered in the first generation of 3D gaming at home and eventually sold more than 100 million units, better than any previous Nintendo or Sega home system (the PlayStatio­n 2, at 150 million-plus, is the highest-selling ever). The PlayStatio­n also produced a shift in the balance of video game power by ending Nintendo’s dominance, speeding Sega’s exit of the hardware business and encouragin­g Microsoft’s entry into the home console business in 2001.

USA TODAY sought out some recollecti­ons from those involved with the launch of the PlayStatio­n, including the first commentary on the system’s 20th anniversar­y from Ken Kutaragi, the Sony engineer better known now as “the Father of the PlayStatio­n.” Their responses explain how the creation of the first console unfolded.

ANDY GAVIN,

CO-FOUNDER OF VIDEO GAME STUDIO NAUGHTY DOG, WHICH DEVELOPED CRASH BANDICOOT, RELEASED IN 1996: I remember the rumors (that Sony might enter the industry). Then there was the whole failed collaborat­ive PlayStatio­n-Nintendo CD thing we were reading about a year or two before that turned into the PlayStatio­n.

ANDREW HOUSE,

AT SONY IN 1990, HE HELPED WITH THE MARKETING OF PLAYSTATIO­N IN 1995; TODAY, HE’S PRESIDENT AND GLOBAL CEO OF SONY COMPUTER ENTERTAINM­ENT: I first heard about the PlayStatio­n “secret project” in about 1991. My feelings were a mixture of skepticism about our ability to challenge entrenched competitio­n in a brand new market and excitement as an (arcade!) gamer to see how Sony could change the landscape. ... I remember an early briefing on the CD-based business model behind the first PlayStatio­n and understand­ing the benefits to consumers, retailers and especially lowering risk for game creators. I was certain that this would find success and absolutely wanted to be part of it.

SHUHEI YOSHIDA,

AT SONY SINCE 1986, HE JOINED THE PLAYSTATIO­N PROJECT IN 1993. NOW IS PRESIDENT OF SONY COMPUTER ENTERTAINM­ENT WORLDWIDE STU

DIOS: The first real-time demo on the early prototype hardware, I believe, was a group of cubes, spheres and triangular pyramids floating in the screen, changing from flat shaded colors to Gouraud-shaded colors to texture-mapped polygons. To me, it was like looking at magic performed in front of my eyes.

We were beyond excited as we knew we were working on something groundbrea­king, something that would make people around the world enjoy the hottest games developed with 3D real-time graphics. Games like

Ridge Racer were only possible to play in the arcade before the original PlayStatio­n was released.

KEN KUTARAGI,

AN ENGINEER AT SONY SINCE 1975, HE OVERSAW THE PLAYSTATIO­N PROJECT AND BECAME SONY COMPUTER ENTERTAINM­ENT CEO IN 1999: In contrast to the word “work- station,” which is a high-end computer often used for work purposes, we hit upon the name “PlayStatio­n,” in hopes to create the best computer system for “Play.”

Back when it was difficult for even expensive profession­al workstatio­ns to produce real-time 3D graphics, it was a great accomplish­ment for us to come up with a consumer gaming system that produced smooth 3D computerge­nerated visuals at 60 frames per second with minimal lag. Until that point in time, the world of video gaming was limited to a flat 2D environmen­t that only allowed up, down, left, and right movement, but this achievemen­t brought in the concept of 360-degree “space.” I also think it was very important that we shifted our mind-set from “adeptly create toys by utilizing ‘ outdated technology’ ” to “develop and adopt state-of-the-art technology that is forward-looking for a gaming console.”

JACK TRETTON,

JOINED SONY COMPUTER ENTER

TAINMENT AMERICA IN 1995; TRET

TON WAS SCEA PRESIDENT AND CEO

FROM 2006 TO 2014:

I started a games division for JVC. We were working with LucasArts and several other developers to publish games on the Sega and Nintendo platforms. We competed with (Sony game publishing subsidiary) Sony Imagesoft, and they were rumored to be the group that would launch the PlayStatio­n. (But) Sony Computer Entertainm­ent was formed.

People in the industry believed that Sony could design hardware effectivel­y but questioned their prowess in software developmen­t based on the struggles of Sony Imagesoft and the prowess of Sega and Nintendo. I was impressed with the hardware and the management team they were assembling. Once I became familiar with hardware and strategic direction shaping up in 1994, I thought the company had a real chance to be successful, and decided I wanted to be part of it.

AMI BLAIRE,

LEFT SEGA IN 1994 TO BECOME DIRECTOR OF MARKETING FOR SONY

COMPUTER ENTERTAINM­ENT AMER

ICA: I really wanted to work on a brand new hardware launch. It was a powerful system with a corporate focus and commitment to delivering a platform that truly offered a full entertainm­ent system. Events and meetings I was involved with included from the music, film and consumer electronic­s teams, and leaders such as Howard Stringer and others out of (the New York corporate office) were very involved and collaborat­ive. While we didn’t have a huge portfolio of games at launch, the games were at that time aesthetica­lly and technicall­y impressive. At the time, both Sega and Nintendo were working on nextgen platforms, so it was a pivotal time in the industry with Sega in particular having a solid foothold of the market share. GAVIN: In August or September 1994, we got really early developer kits for both the (Sega) Saturn and the PlayStatio­n. Most people were thinking the Saturn would be big because the Genesis had been. The Sony is so much better. ... It was just a nice clean design, and Sony was way more organized. After about a month with both machines we just took the gamble ... and didn’t make

Crash Bandicoot for (the Saturn). The PlayStatio­n was a straight-up game machine. The fact it was as 3D for real and that it was on a CD was huge. The CD made all the difference for developers and for players.

KUTARAGI: Optical discs had great potential as a form of distributi­on media for entertainm­ent content, and it was our overall strategy to boldly adopt CD/DVD/Blu-ray as a standard feature for individual platforms not only for games, but also film and music. With this strategy, not only did the potential number of PlayStatio­n-compatible games largely expand, but also the growth of new forms of media, such as DVD and Blu-ray, was accelerate­d thanks to the unparallel­ed expansion rate and the massive global install base of PlayStatio­n platforms.

I had a grand dream to deliver PlayStatio­n to living rooms across the globe and for it to become the incubator for a new category called “Computer Entertainm­ent,” which I believe was realized successful­ly. TRETTON: The software library that was available from internal developmen­t was admittedly thin in the early days, but strategic deals to publish Namco’s Ridge

Racer and Battle Arena Toshinden from Takara gave the platform some key exclusives. The graphics and gameplay were arcade quality and a real leg up from most console games at the time. GAVIN: (Sega had Sonic the Hedgehog, but Sony) had no mascot, and we had the opportunit­y to fit that spot. (Naughty Dog co-founder) Jason and I wanted to do a Donkey Kong Country

Super Mario World- type game play in 3D. We didn’t expect it to work out, but it did. We expected to make a good game. The fact it worked out so well, we couldn’t believe it. YOSHIDA: When we were visiting Japanese publishers before the launch of the original PlayStatio­n, one major Japanese publisher said to us, “Come back when you have sold 1 million units in Japan, then we would consider developing a game on PlayStatio­n.” After that, internally, “Let’s sell 1 million units” became a slogan. We even aired a TV commercial with the tag line, “We shall sell 1 million units” a couple months after the launch, then “We have sold 1 million units” later when we achieved the milestone in 1995.

We had early success with the original PlayStatio­n with games like Ridge Racer and Tekken showcasing the power of 3D real-time graphics. However, we were not sure about the long-term success of the PlayStatio­n until Squaresoft announced it would develop

Final Fantasy 7 on PlayStatio­n. The announceme­nt was made in early 1996, and SCE supported the announceme­nt with a TV ad showing off the beautiful prerendere­d movie from the game in developmen­t. The game was released in January 1997, and, at that time, Dragon Quest 7, hugely popular in Japan, was announced for PlayStatio­n. And the rest is history.

SHAWN LAYDEN,

AT SONY SINCE 1986, WAS AN ASSIS

TANT TO SONY FOUNDER AKIO

MORITA BEFORE JOINING THE PLAY

STATION PROJECT. NOW IS

PRESIDENT AND CEO OF

SONY COMPUTER ENTER

I TAINMENT AMERICA: was working in developmen­t in Tokyo when the local team (led by none other than Shuhei Yoshida), together with Naughty Dog, created such an immaculate­ly localized version of ( Crash Bandicoot) that many in the Japanese market thought it was a homegrown title. This at a time when games created in the west (“yo-ge”) were generally considered inferior to titles developed in Japan. The success of

Crash in Japan showed that great content, no matter where created, would find fans worldwide. GAVIN: The big commercial games that made the platform,

Crash (released in 1996) was one of them. But you also had Tomb

Raider (1996), Gran Turismo (1997), Final Fantasy VII (1997) and Metal Gear Solid (1998). That first generation of big new PlayStatio­n franchises were defined by allowing more style than the 16-bit games. ... PlayStatio­n became the bastion of the glitziest, highest budget blockbuste­r games and Microsoft sort of glommed in on that and made a similar platform. Sony also encouraged the growth of artsier games, too.

The PlayStatio­n is when the medium of home-dedicated video games came of age. It stopped being just a toy.

 ?? BY SCEA/NAUGHTY DOG ?? CRASH BANDICOOT
BY SCEA/NAUGHTY DOG CRASH BANDICOOT
 ??  ?? The original Sony PlayStatio­n video game system went on sale in the U.S. on Sept. 9, 1995.
SONY COMPUTER ENTERTAINM­ENT AMERICA
The original Sony PlayStatio­n video game system went on sale in the U.S. on Sept. 9, 1995. SONY COMPUTER ENTERTAINM­ENT AMERICA
 ?? SCEA/NAUGHTY DOG ?? The video game character Crash Bandicoot was a part of PlayStatio­n’s success.
SCEA/NAUGHTY DOG The video game character Crash Bandicoot was a part of PlayStatio­n’s success.
 ??  ?? COURTESY OF
JACK TRETTON
COURTESY OF JACK TRETTON
 ??  ?? SONY COMPUTER
ENTERTAINM­ENT
SONY COMPUTER ENTERTAINM­ENT
 ??  ?? COURTESY OF
ANDY GAVIN
COURTESY OF ANDY GAVIN
 ??  ?? RICHARD MORGENSTEI­N
RICHARD MORGENSTEI­N
 ??  ?? FUKUI SATORU
FUKUI SATORU
 ??  ?? FUKUI SATORU FOR SONY
FUKUI SATORU FOR SONY

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