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*** ''Mega Man: Battle & Chase''

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*** ''Mega Man: Battle & Chase''''VideoGame/MegaManBattleAndChase''



* ''VideoGame/TombRaiderI''

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* ''Franchise/TombRaider'':
**
''VideoGame/TombRaiderI''
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** ''VideoGame/MegaManLegends''

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** ''VideoGame/MegaManLegends''''VideoGame/MegaManLegends'':
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** ''VideoGame/StreetFighterAlpha: Warriors' Dreams''
** ''Street Fighter Alpha 2''
** ''Street Fighter Alpha 3''

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** ''VideoGame/StreetFighterAlpha: ''VideoGame/StreetFighterAlpha'':
*** ''Street Fighter Alpha:
Warriors' Dreams''
** *** ''Street Fighter Alpha 2''
** *** ''Street Fighter Alpha 3''



** ''VideoGame/StreetFighterEX Plus α''
** ''Street Fighter EX 2 Plus''

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** ''VideoGame/StreetFighterEX ''VideoGame/StreetFighterEX'':
*** ''Street Fighter EX
Plus α''
** *** ''Street Fighter EX 2 Plus''Plus''
** ''VideoGame/StreetFighterTheMovie''
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* ''[[TabletopGame/{{Ravenloft}} Iron & Blood: Warriors of Ravenloft]]''


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* ''Killing Zone''
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* ''Goiken Muyou II''

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* ''Goiken Muyou ''VideoGame/GoikenMuyou II''
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* ''VideoGame/DragonSeeds''


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* ''VideoGame/DragonSeeds''
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Thus, the '''[=PlayStation=]''' as we know it was conceived when Creator/{{Sony|InteractiveEntertainment}} reworked their fancy CD drive for the SNES into their own full-fledged video game console. Developers were getting excited by 3D gaming, so Kutaragi designed the system with that in mind and also made sure software development was easy so programmers could get their 3D system right out the gate. Sony's developer license had a "come one, come all" approach with very lax censorship policies, which meant that if you could develop a game, you could put it on the [=PlayStation=]. This led to games like ''VideoGame/ResidentEvil1'' and ''VideoGame/SilentHill1'', horror titles for mature audiences that Nintendo and Sega would not have published at the time. Sony also had a fairly generous US$10 licensing fee; since [=PlayStation=] games sold for about US$50, this was lower than the industry standard 30% (which would have been $15).[[note]]Those values are $20, $100, and $30 respectively when adjusted for inflation in 2023.[[/note]] Thus began [[MediaNotes/TheFifthGenerationOfConsoleVideoGames two]] [[MediaNotes/TheSixthGenerationOfConsoleVideoGames generations]] of [=PlayStation=] dominance. The hardware was also adopted (often in enhanced form) for numerous UsefulNotes/{{Arcade Game}}s by major companies such as Creator/{{Namco}}, Creator/{{Capcom}}, Creator/EightingRaizing, Creator/{{Taito}}, and Creator/{{Tecmo}}. This had the benefit of making arcade ports easier since they could actually be ''ports'' rather than total conversions (essentially remaking the game from the ground up for drastically different hardware) or {{Reformulated Game}}s, which had previously been the norm.

to:

Thus, the '''[=PlayStation=]''' as we know it was conceived when Creator/{{Sony|InteractiveEntertainment}} reworked their fancy CD drive for the SNES into their own full-fledged video game console. Developers were getting excited by 3D gaming, so Kutaragi designed the system with that in mind and also made sure software development was easy so programmers could get their 3D system right out the gate. Sony's developer license had a "come one, come all" approach with very lax censorship policies, which meant that if you could develop a game, you could put it on the [=PlayStation=]. This led to games like ''VideoGame/ResidentEvil1'' and ''VideoGame/SilentHill1'', horror titles for mature audiences that Nintendo and Sega would not have published at the time. Sony also had a fairly generous US$10 licensing fee; since [=PlayStation=] games sold for about US$50, this was lower than the industry standard 30% (which would have been $15).[[note]]Those values are $20, $100, and $30 respectively when adjusted for inflation in 2023.[[/note]] Thus began [[MediaNotes/TheFifthGenerationOfConsoleVideoGames two]] [[MediaNotes/TheSixthGenerationOfConsoleVideoGames generations]] of [=PlayStation=] dominance. The hardware was also adopted (often in enhanced form) for numerous UsefulNotes/{{Arcade MediaNotes/{{Arcade Game}}s by major companies such as Creator/{{Namco}}, Creator/{{Capcom}}, Creator/EightingRaizing, Creator/{{Taito}}, and Creator/{{Tecmo}}. This had the benefit of making arcade ports easier since they could actually be ''ports'' rather than total conversions (essentially remaking the game from the ground up for drastically different hardware) or {{Reformulated Game}}s, which had previously been the norm.



In September 2018, Sony announced their own miniature UsefulNotes/PlugnPlayGame console: the [[https://blog.us.playstation.com/2018/09/18/introducing-playstation-classic-with-20-pre-loaded-games/ PlayStation Classic]], in an attempt to [[FollowTheLeader ride off Nintendo's runaway success with their similarly named mini-consoles]]. It was released on December 3, 2018 (exactly 24 years after the original [=PlayStation=]'s release in Japan), and contained 20 built-in games.[[labelnote:Western List (exclusives in bold)]] ''VideoGame/BattleArenaToshinden'', '''''[[VideoGame/CoolBoarders Cool Boarders 2]]''''', '''''Destruction Derby''''', ''VideoGame/FinalFantasyVII'', '''''VideoGame/GrandTheftAuto''''', ''VideoGame/IntelligentQube'', ''VideoGame/JumpingFlash'', ''VideoGame/MetalGearSolid'', ''VideoGame/MrDriller'', '''''[[VideoGame/{{Oddworld}} Oddworld: Abe's Oddysee]]''''', '''''VideoGame/Rayman1''''', ''[[VideoGame/ResidentEvil Resident Evil Director's Cut]]'', ''[[VideoGame/{{Persona1}} Revelations: Persona]]'', ''[[VideoGame/RidgeRacer Ridge Racer Type 4]]'', ''[[Franchise/StreetFighter Super Puzzle Fighter II Turbo]]'', '''''VideoGame/SyphonFilter''''', ''VideoGame/Tekken3'', '''''[[VideoGame/RainbowSix Tom Clancy's Rainbow Six]]''''', '''''VideoGame/TwistedMetal''''', ''VideoGame/WildArms1''.[[/labelnote]][[labelnote:Japanese List (exclusives in bold)]] '''''VideoGame/ArcTheLad''''', '''''Arc the Lad II''''', '''''[[VideoGame/ArmoredCore1 Armored Core]]''''', ''Battle Arena Toshinden'', '''''Devil Dice''''', '''''[[VideoGame/{{Darius}} G Darius]]''''', ''Final Fantasy VII'', '''''[[VideoGame/{{Gradius}} Gradius Gaiden]]''''', ''Intelligent Qube'', ''Jumping Flash!'', ''Metal Gear Solid'', ''Mr. Driller'', '''''VideoGame/ParasiteEve''''', ''Resident Evil Director's Cut'', ''Revelations: Persona'', ''Ridge Racer Type 4'', '''''VideoGame/SagaFrontier''''', ''Super Puzzle Fighter II Turbo'', ''Tekken 3'', ''Wild ARMS 1''.[[/labelnote]] While many had high hopes that it would be a worthy competitor to Nintendo's offerings, the final product was met with disappointment from critics and fans, who considered its game selection questionable at best, even considering the licensing issues for some of the more popular titles. The console also came with the original joystick-less controllers as well, making some games way more difficult to play than intended, and despite the fact that the [=PlayStation=] had been readily emulated for over two decades, the console was plagued with performance issues and inaccuracies (so much so that the ''NES Classic'' is considered a better [=PS1=] emulator), and even more puzzling, some games had the inferior PAL versions included instead (likely due to the multilingual support that would make it easier to sell units worldwide). Not only did this mean that owners had to put up with the lower 50 Hz refresh rate, it also didn't play well with 60 Hz displays, as it introduced a lot of microstutter. Finally, the console was considered quite lacking in the feature department, with a bare-bones UI and no graphical filtering options or save states. It used an open-source emulator one could readily install on a PC or Platform/RaspberryPi without having to buy an official device (which is hilariously ironic considering Sony's history of suppressing unofficial emulators like Bleem). Word spread of the device's cheap quality very quickly, and retailers had so much trouble selling it that its price was slashed mere ''weeks'' after its launch from USD $99 to USD $59, and even that wasn't enough to get rid of the mountains of unsold stock that retailers were stuck with. Much of the problems with the device have been attributed to it having been ChristmasRushed.

to:

In September 2018, Sony announced their own miniature UsefulNotes/PlugnPlayGame Platform/PlugnPlayGame console: the [[https://blog.us.playstation.com/2018/09/18/introducing-playstation-classic-with-20-pre-loaded-games/ PlayStation Classic]], in an attempt to [[FollowTheLeader ride off Nintendo's runaway success with their similarly named mini-consoles]]. It was released on December 3, 2018 (exactly 24 years after the original [=PlayStation=]'s release in Japan), and contained 20 built-in games.[[labelnote:Western List (exclusives in bold)]] ''VideoGame/BattleArenaToshinden'', '''''[[VideoGame/CoolBoarders Cool Boarders 2]]''''', '''''Destruction Derby''''', ''VideoGame/FinalFantasyVII'', '''''VideoGame/GrandTheftAuto''''', ''VideoGame/IntelligentQube'', ''VideoGame/JumpingFlash'', ''VideoGame/MetalGearSolid'', ''VideoGame/MrDriller'', '''''[[VideoGame/{{Oddworld}} Oddworld: Abe's Oddysee]]''''', '''''VideoGame/Rayman1''''', ''[[VideoGame/ResidentEvil Resident Evil Director's Cut]]'', ''[[VideoGame/{{Persona1}} Revelations: Persona]]'', ''[[VideoGame/RidgeRacer Ridge Racer Type 4]]'', ''[[Franchise/StreetFighter Super Puzzle Fighter II Turbo]]'', '''''VideoGame/SyphonFilter''''', ''VideoGame/Tekken3'', '''''[[VideoGame/RainbowSix Tom Clancy's Rainbow Six]]''''', '''''VideoGame/TwistedMetal''''', ''VideoGame/WildArms1''.[[/labelnote]][[labelnote:Japanese List (exclusives in bold)]] '''''VideoGame/ArcTheLad''''', '''''Arc the Lad II''''', '''''[[VideoGame/ArmoredCore1 Armored Core]]''''', ''Battle Arena Toshinden'', '''''Devil Dice''''', '''''[[VideoGame/{{Darius}} G Darius]]''''', ''Final Fantasy VII'', '''''[[VideoGame/{{Gradius}} Gradius Gaiden]]''''', ''Intelligent Qube'', ''Jumping Flash!'', ''Metal Gear Solid'', ''Mr. Driller'', '''''VideoGame/ParasiteEve''''', ''Resident Evil Director's Cut'', ''Revelations: Persona'', ''Ridge Racer Type 4'', '''''VideoGame/SagaFrontier''''', ''Super Puzzle Fighter II Turbo'', ''Tekken 3'', ''Wild ARMS 1''.[[/labelnote]] While many had high hopes that it would be a worthy competitor to Nintendo's offerings, the final product was met with disappointment from critics and fans, who considered its game selection questionable at best, even considering the licensing issues for some of the more popular titles. The console also came with the original joystick-less controllers as well, making some games way more difficult to play than intended, and despite the fact that the [=PlayStation=] had been readily emulated for over two decades, the console was plagued with performance issues and inaccuracies (so much so that the ''NES Classic'' is considered a better [=PS1=] emulator), and even more puzzling, some games had the inferior PAL versions included instead (likely due to the multilingual support that would make it easier to sell units worldwide). Not only did this mean that owners had to put up with the lower 50 Hz refresh rate, it also didn't play well with 60 Hz displays, as it introduced a lot of microstutter. Finally, the console was considered quite lacking in the feature department, with a bare-bones UI and no graphical filtering options or save states. It used an open-source emulator one could readily install on a PC or Platform/RaspberryPi without having to buy an official device (which is hilariously ironic considering Sony's history of suppressing unofficial emulators like Bleem). Word spread of the device's cheap quality very quickly, and retailers had so much trouble selling it that its price was slashed mere ''weeks'' after its launch from USD $99 to USD $59, and even that wasn't enough to get rid of the mountains of unsold stock that retailers were stuck with. Much of the problems with the device have been attributed to it having been ChristmasRushed.



* ''UsefulNotes/RPGMaker''

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* ''UsefulNotes/RPGMaker''''MediaNotes/RPGMaker''



* TruncatedThemeTune: When playing a [=PlayStation=] game on a [=PlayStation=] 2, it omits the first part of the logo animation (with the Sony Computer Entertainment logo), and skips to the [=PlayStation=] logo [[note]](this is because the first part of the logo animation is how the [=PS1=] checks to see if the console BIOS boots up properly; because this check is already performed at the [=PS2=] startup screen, doing it a second time is unnecessary)[[/note]]. Conversely, playing a non-NTSC-J game on earlier Japanese units (either by disc swap or mod chip) skips the [=PlayStation=] logo entirely [[note]](this is because the [=PlayStation=] logo's appearance is used to check to see if the disc is loaded properly, which includes UsefulNotes/RegionCoding; because the lockout was circumvented, the check, and with it the logo animation, doesn't occur)[[/note]].

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* TruncatedThemeTune: When playing a [=PlayStation=] game on a [=PlayStation=] 2, it omits the first part of the logo animation (with the Sony Computer Entertainment logo), and skips to the [=PlayStation=] logo [[note]](this is because the first part of the logo animation is how the [=PS1=] checks to see if the console BIOS boots up properly; because this check is already performed at the [=PS2=] startup screen, doing it a second time is unnecessary)[[/note]]. Conversely, playing a non-NTSC-J game on earlier Japanese units (either by disc swap or mod chip) skips the [=PlayStation=] logo entirely [[note]](this is because the [=PlayStation=] logo's appearance is used to check to see if the disc is loaded properly, which includes UsefulNotes/RegionCoding; MediaNotesf/RegionCoding; because the lockout was circumvented, the check, and with it the logo animation, doesn't occur)[[/note]].
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** ''Real Bout Fatal Fury''


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** ''The King of Fighters Kyo'' (Japan exclusive)


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** ''Samurai Spirits: Kenkaku Shinan Pack'' (a CompilationRerelease of ''Samurai Shodown'' and ''Samurai Shodown II'')


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** ''Shinsetsu Samurai Spirits: Bushidou Retsuden''
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* ''VideoGame/PhixTheAdventure''
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** ''Vigilante 8: Second Offense''

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** ''Vigilante 8: Second Offense''''VideoGame/Vigilante8SecondOffense''
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* "Mickey's Wild Adventure"
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* "Mickey's Wild Adventure"
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In short, Creator/{{Nintendo}} [[ReadTheFinePrint overlooked the fine print on a contract with]] [[Creator/SonyComputerEntertainment Sony]] by Hiroshi Yamauchi, then-president of Nintendo. The contract gave Sony all profits for [[Platform/{{SNESCDROM}} a potential CD-ROM add-on]] for the Platform/SuperNintendoEntertainmentSystem that was being developed by Ken Kutaragi. Yamauchi didn't like the deal, so he went with Phillips to develop a different CD-ROM add-on for the SNES, a deal which ''also'' imploded and caused Nintendo to spurn optical media for several years, as well as spawning the four infamous games based on [[VideoGame/HotelMario Mario]] and [[VideoGame/TheLegendOfZeldaCDiGames Zelda]] on the Platform/PhilipsCDi.

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In short, Creator/{{Nintendo}} [[ReadTheFinePrint overlooked the fine print on a contract with]] [[Creator/SonyComputerEntertainment Sony]] Creator/{{Sony}} by Hiroshi Yamauchi, then-president of Nintendo. The contract gave Sony all profits for [[Platform/{{SNESCDROM}} a potential CD-ROM add-on]] for the Platform/SuperNintendoEntertainmentSystem that was being developed by Ken Kutaragi. Yamauchi didn't like the deal, so he went with Phillips to develop a different CD-ROM add-on for the SNES, a deal which ''also'' imploded and caused Nintendo to spurn optical media for several years, as well as spawning the four infamous games based on [[VideoGame/HotelMario Mario]] and [[VideoGame/TheLegendOfZeldaCDiGames Zelda]] on the Platform/PhilipsCDi.



Thus, the '''[=PlayStation=]''' as we know it was conceived when Sony reworked their fancy CD drive for the SNES into their own full-fledged video game console. Developers were getting excited by 3D gaming, so Kutaragi designed the system with that in mind and also made sure software development was easy so programmers could get their 3D system right out the gate. Sony's developer license had a "come one, come all" approach with very lax censorship policies, which meant that if you could develop a game, you could put it on the [=PlayStation=]. This led to games like ''VideoGame/ResidentEvil1'' and ''VideoGame/SilentHill1'', horror titles for mature audiences that Nintendo and Sega would not have published at the time. Sony also had a fairly generous US$10 licensing fee; since [=PlayStation=] games sold for about US$50, this was lower than the industry standard 30% (which would have been $15).[[note]]Those values are $20, $100, and $30 respectively when adjusted for inflation in 2023.[[/note]] Thus began [[MediaNotes/TheFifthGenerationOfConsoleVideoGames two]] [[MediaNotes/TheSixthGenerationOfConsoleVideoGames generations]] of [=PlayStation=] dominance. The hardware was also adopted (often in enhanced form) for numerous UsefulNotes/{{Arcade Game}}s by major companies such as Creator/{{Namco}}, Creator/{{Capcom}}, Creator/EightingRaizing, Creator/{{Taito}}, and Creator/{{Tecmo}}. This had the benefit of making arcade ports easier since they could actually be ''ports'' rather than total conversions (essentially remaking the game from the ground up for drastically different hardware) or {{Reformulated Game}}s, which had previously been the norm.

to:

Thus, the '''[=PlayStation=]''' as we know it was conceived when Sony Creator/{{Sony|InteractiveEntertainment}} reworked their fancy CD drive for the SNES into their own full-fledged video game console. Developers were getting excited by 3D gaming, so Kutaragi designed the system with that in mind and also made sure software development was easy so programmers could get their 3D system right out the gate. Sony's developer license had a "come one, come all" approach with very lax censorship policies, which meant that if you could develop a game, you could put it on the [=PlayStation=]. This led to games like ''VideoGame/ResidentEvil1'' and ''VideoGame/SilentHill1'', horror titles for mature audiences that Nintendo and Sega would not have published at the time. Sony also had a fairly generous US$10 licensing fee; since [=PlayStation=] games sold for about US$50, this was lower than the industry standard 30% (which would have been $15).[[note]]Those values are $20, $100, and $30 respectively when adjusted for inflation in 2023.[[/note]] Thus began [[MediaNotes/TheFifthGenerationOfConsoleVideoGames two]] [[MediaNotes/TheSixthGenerationOfConsoleVideoGames generations]] of [=PlayStation=] dominance. The hardware was also adopted (often in enhanced form) for numerous UsefulNotes/{{Arcade Game}}s by major companies such as Creator/{{Namco}}, Creator/{{Capcom}}, Creator/EightingRaizing, Creator/{{Taito}}, and Creator/{{Tecmo}}. This had the benefit of making arcade ports easier since they could actually be ''ports'' rather than total conversions (essentially remaking the game from the ground up for drastically different hardware) or {{Reformulated Game}}s, which had previously been the norm.
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* ''Power Move Pro Wrestling''


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* ''Film/SpaceJam''


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* ''Wrestling/{{WCW}}'':
** ''WCW vs. The World''
** ''[[Wrestling/WCWMondayNitro WCW Nitro]]''
** ''WCW/[[Wrestling/NewWorldOrder nWo]] Thunder''


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* ''Wrestling/{{WWE}}'':
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** ''WWF In Your House''
** ''WWF War Zone''
** ''WWF Attitude''
** ''[[Wrestling/WWESmackDown WWF SmackDown!]]''
** ''WWF [=SmackDown=]! 2: Know Your Role''
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->''"[[red:E]]NOS Lives: U R Not [[red:E]]"'' [[note]]"NOS" stands for "Ninth of September", the date of the system's debut in North America (Sept. 9th, 1995). The slogan is a subliminal way of saying "The [=PlayStation=] will launch on September 9, you are not ready."[[/note]]

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->''"[[red:E]]NOS Lives: U R Not [[red:E]]"'' [[note]]"NOS" [[note]]The E in red is a pun on "ready / red E", and "NOS" stands for "Ninth of September", the date of the system's debut in North America (Sept. (September 9th, 1995). The slogan is a subliminal way of saying "The [=PlayStation=] will launch on September 9, you are not ready."[[/note]]

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Thus, the '''[=PlayStation=]''' as we know it was conceived when Sony reworked their fancy CD drive for the SNES into their own full-fledged video game console. Developers were getting excited by 3D gaming, so Kutaragi designed the system with that in mind and also made sure software development was easy so programmers could get their 3D system right out the gate. Sony's developer license had a "come one, come all" approach with very lax censorship policies, which meant that if you could develop a game, you could put it on the [=PlayStation=]. This led to games like ''VideoGame/ResidentEvil1'' and ''VideoGame/SilentHill1'', horror titles for mature audiences that Nintendo and Sega would not have published at the time. Sony also had a fairly generous US$10 licensing fee; since [=PlayStation=] games sold for about US$50, this was lower than the industry standard 30% (which would have been $15).[[note]]Those values are $20, $100, and $30 respectively when adjusted for inflation in 2023.[[/note]] Thus began [[MediaNotes/TheFifthGenerationOfConsoleVideoGames two]] [[MediaNotes/TheSixthGenerationOfConsoleVideoGames generations]] of [=PlayStation=] dominance. The hardware was also adopted (often in enhanced form) for numerous UsefulNotes/{{Arcade Game}}s by major companies such as [[Creator/BandaiNamcoEntertainment Namco]], Creator/{{Capcom}}, Creator/EightingRaizing, Creator/{{Taito}}, and Creator/{{Tecmo}}. This had the benefit of making arcade ports easier since they could actually be ''ports'' rather than total conversions (essentially remaking the game from the ground up for drastically different hardware) or {{Reformulated Game}}s, which had previously been the norm.

to:

Thus, the '''[=PlayStation=]''' as we know it was conceived when Sony reworked their fancy CD drive for the SNES into their own full-fledged video game console. Developers were getting excited by 3D gaming, so Kutaragi designed the system with that in mind and also made sure software development was easy so programmers could get their 3D system right out the gate. Sony's developer license had a "come one, come all" approach with very lax censorship policies, which meant that if you could develop a game, you could put it on the [=PlayStation=]. This led to games like ''VideoGame/ResidentEvil1'' and ''VideoGame/SilentHill1'', horror titles for mature audiences that Nintendo and Sega would not have published at the time. Sony also had a fairly generous US$10 licensing fee; since [=PlayStation=] games sold for about US$50, this was lower than the industry standard 30% (which would have been $15).[[note]]Those values are $20, $100, and $30 respectively when adjusted for inflation in 2023.[[/note]] Thus began [[MediaNotes/TheFifthGenerationOfConsoleVideoGames two]] [[MediaNotes/TheSixthGenerationOfConsoleVideoGames generations]] of [=PlayStation=] dominance. The hardware was also adopted (often in enhanced form) for numerous UsefulNotes/{{Arcade Game}}s by major companies such as [[Creator/BandaiNamcoEntertainment Namco]], Creator/{{Namco}}, Creator/{{Capcom}}, Creator/EightingRaizing, Creator/{{Taito}}, and Creator/{{Tecmo}}. This had the benefit of making arcade ports easier since they could actually be ''ports'' rather than total conversions (essentially remaking the game from the ground up for drastically different hardware) or {{Reformulated Game}}s, which had previously been the norm.
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* ''Armed Fighter''


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* ''Megatudo 2096''


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* ''Vanark''
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* Polygon processing was done in the Geometry Transform or GTE, which was built as a co-processor in the CPU itself. Texturing and shading the polygons is done through a seperate GPU.
** Sony claimed, with optimizations, that the GTE could perform 1 million flat-shaded polygons or 500,000 textured polygons per second. This was likely only if the CPU was doing nothing else. In practice, the figures were more like 380,000 flat shaded polygons or 160,000 texture mapped polygons per second.

to:

* Polygon processing was done in the Geometry Transform Engine or GTE, which was built as a co-processor in the CPU itself. Texturing and shading the polygons is done through a seperate GPU.
** Sony claimed, with optimizations, that the GTE could perform process 1 million flat-shaded polygons or 500,000 textured polygons per second. This was likely only if the CPU was doing nothing else. In practice, the figures were more like 380,000 flat shaded polygons or 160,000 texture mapped polygons per second.

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* Theoretical polygon count is 1,000,000... but that's assuming the processor is making nothing else, so it isn't helpful. In real-time games, the count would be around 100,000 to 120,000. A few games reached 150,000 polygons a second, which comes out to around 3,500 polygons per frame at 30 fps. As a comparison, this is about 1% of what the [=PS3=] can push.
* But polygon count is only part of it:
** The graphics processor is a strictly 2D affair with no concept of depth. All 3D math has to be handled and converted into 2D graphics by the CPU.
** Textures could be high quality for the time if they were programmed correctly, and could have quite a bit of detail. Unfortunately, the system lacked filtering for the textures, which meant that high-contrast textures would look blocky up close.
** Nor was it able to do texture ''mapping'' well; due to the use of affine texture mapping (no accounting for perspective or depth), textures generally appear to warp if placed on triangles because the graphics processor does not process depth information, which is required to properly apply a texture map to a triangle. Textures applied only to quadrilaterals are correctly processed because the locations of a quadrilateral's corners provide enough information to properly texture it, unlike triangles. Some developers came up with tricks to minimize these effects, but it was just something that [=PlayStation=] owners got used to. This was made worse because most 3D modeling tools are based on triangles as their only primitives, so converting objects to use quadrilaterals instead of triangles to make texture mapping more smooth meant extra work.

to:

* Theoretical polygon count is 1,000,000... but that's assuming Polygon processing was done in the processor is making nothing else, so it isn't helpful. In real-time games, Geometry Transform or GTE, which was built as a co-processor in the count would be around 100,000 to 120,000. A few games reached 150,000 CPU itself. Texturing and shading the polygons is done through a second, which comes out to around 3,500 seperate GPU.
** Sony claimed, with optimizations, that the GTE could perform 1 million flat-shaded polygons or 500,000 textured
polygons per frame at 30 fps. As a comparison, this is about 1% of what the [=PS3=] can push.
* But polygon count is
second. This was likely only part of it:
** The graphics processor is a strictly 2D affair with no concept of depth. All 3D math has to be handled and converted into 2D graphics by
if the CPU.
CPU was doing nothing else. In practice, the figures were more like 380,000 flat shaded polygons or 160,000 texture mapped polygons per second.
** Textures could be high quality for the time if they were programmed correctly, and could have quite a bit of detail. Unfortunately, However, the system GPU lacked filtering for the textures, which meant that high-contrast any texture filtering, so textures would look blocky often looked pixelated, especially when viewed up close.
**
close. Nor was it able to do texture ''mapping'' well; due to the use of affine texture mapping (no accounting for perspective or depth), textures generally appear to warp if placed on triangles because the graphics processor does not process depth information, which is required to properly apply a texture map to a triangle. Textures applied only to quadrilaterals are correctly processed because the locations of a quadrilateral's corners provide enough information to properly texture it, unlike triangles. Some developers came up with tricks to minimize these effects, but it was just something that [=PlayStation=] owners got used to. This was made worse because most 3D modeling tools are based on triangles as their only primitives, so converting objects to use quadrilaterals instead of triangles to make texture mapping more smooth meant extra work.work.
** Furthermore, the graphics processor does not process depth at all. It requires the CPU to sort polygons from the back to the front, the order that the processor draws them in. Since no perfect system to do so can exist, especially if some polygons go through others, objects that are behind other opaque objects are sometimes shown when they should be hidden.



** Furthermore, because the graphics processor does not process depth at all, it requires the CPU to sort polygons from the back to the front, the order that the processor draws them in. Since no perfect system to do so can exist, especially if some polygons go through others, objects that are behind other opaque objects are sometimes shown when they should be hidden.
** Finally, despite both the vector unit and rasterizer working with fixed-point mathematics (not as good as an FPU, but much better than nothing), only integers can be passed between the two with no Z-buffer in place, leading to the LineBoil-esque movement of polygons that typify [=PlayStation=] graphics. Watch any slow-moving object and you'll notice how the polygons seem to "snap" to each new position, rather than moving smoothly.

to:

** Furthermore, because the graphics processor does not process depth at all, it requires the CPU to sort polygons from the back to the front, the order that the processor draws them in. Since no perfect system to do so can exist, especially if some polygons go through others, objects that are behind other opaque objects are sometimes shown when they should be hidden.
** Finally, despite both the vector unit and rasterizer working with fixed-point mathematics (not as good as an FPU, but much better than nothing), only integers can be passed between the two with no Z-buffer in place, leading to the LineBoil-esque movement of polygons that typify [=PlayStation=] graphics. Watch any slow-moving object and This causes the characteristic "wobbling" effect you'll notice how the see with polygons seem to "snap" to each new position, rather than moving smoothly.and textured polygons having crooked details.

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* ''VideoGame/HardEdge''



* ''[[VideoGame/TRAGTacticalRescueAssaultGroupMissionOfMercy TRAG: Tactical Rescue Assault Group Mission of Mercy]]''
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* ''VideoGame/ClickMedic''
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* ''Manga/Cyborg009: The Block Kuzushi''


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* ''The Gun Shooting''
** ''The Gun Shooting 2''


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* ''High School! Kimengumi: The Table Hockey''


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* ''Manga/SakigakeOtokojuku: The Dodgeball''


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* ''Anime/ScienceNinjaTeamGatchaman: The Shooting''
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* ''VideoGame/Rayman1''

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* ''VideoGame/{{Rayman}}'':
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''VideoGame/Rayman1''



* ''Susume! Taisen Puzzle Dama''



* ''Franchise/{{Tekken}}''

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* ''Franchise/{{Tekken}}''''Franchise/{{Tekken}}'':

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* ''VideoGame/{{Tekken}}''

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* ''VideoGame/{{Tekken}}''''Franchise/{{Tekken}}''
** ''Tekken''



** ''Tekken 3''

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** ''Tekken 3''''VideoGame/Tekken3''
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Thus, the '''[=PlayStation=]''' as we know it was conceived when Sony reworked their fancy CD drive for the SNES into their own full-fledged video game console. Developers were getting excited by 3D gaming, so Kutaragi designed the system with that in mind and also made sure software development was easy so programmers could get their 3D system right out the gate. Sony's developer license had a "come one, come all" approach with very lax censorship policies, which meant that if you could develop a game, you could put it on the [=PlayStation=]. This led to games like ''VideoGame/ResidentEvil1'' and ''VideoGame/SilentHill1'', horror titles for mature audiences that Nintendo and Sega would not have published at the time. Sony also had a fairly generous US$10 licensing fee; since [=PlayStation=] games sold for about US$50, this was lower than the industry standard 30% (which would have been $15).[[note]]Those values are $20, $100, and $30 respectively when adjusted for inflation in 2023.[[/note]] Thus began [[UsefulNotes/TheFifthGenerationOfConsoleVideoGames two]] [[UsefulNotes/TheSixthGenerationOfConsoleVideoGames generations]] of [=PlayStation=] dominance. The hardware was also adopted (often in enhanced form) for numerous UsefulNotes/{{Arcade Game}}s by major companies such as [[Creator/BandaiNamcoEntertainment Namco]], Creator/{{Capcom}}, Creator/EightingRaizing, Creator/{{Taito}}, and Creator/{{Tecmo}}. This had the benefit of making arcade ports easier since they could actually be ''ports'' rather than total conversions (essentially remaking the game from the ground up for drastically different hardware) or {{Reformulated Game}}s, which had previously been the norm.

to:

Thus, the '''[=PlayStation=]''' as we know it was conceived when Sony reworked their fancy CD drive for the SNES into their own full-fledged video game console. Developers were getting excited by 3D gaming, so Kutaragi designed the system with that in mind and also made sure software development was easy so programmers could get their 3D system right out the gate. Sony's developer license had a "come one, come all" approach with very lax censorship policies, which meant that if you could develop a game, you could put it on the [=PlayStation=]. This led to games like ''VideoGame/ResidentEvil1'' and ''VideoGame/SilentHill1'', horror titles for mature audiences that Nintendo and Sega would not have published at the time. Sony also had a fairly generous US$10 licensing fee; since [=PlayStation=] games sold for about US$50, this was lower than the industry standard 30% (which would have been $15).[[note]]Those values are $20, $100, and $30 respectively when adjusted for inflation in 2023.[[/note]] Thus began [[UsefulNotes/TheFifthGenerationOfConsoleVideoGames [[MediaNotes/TheFifthGenerationOfConsoleVideoGames two]] [[UsefulNotes/TheSixthGenerationOfConsoleVideoGames [[MediaNotes/TheSixthGenerationOfConsoleVideoGames generations]] of [=PlayStation=] dominance. The hardware was also adopted (often in enhanced form) for numerous UsefulNotes/{{Arcade Game}}s by major companies such as [[Creator/BandaiNamcoEntertainment Namco]], Creator/{{Capcom}}, Creator/EightingRaizing, Creator/{{Taito}}, and Creator/{{Tecmo}}. This had the benefit of making arcade ports easier since they could actually be ''ports'' rather than total conversions (essentially remaking the game from the ground up for drastically different hardware) or {{Reformulated Game}}s, which had previously been the norm.
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* ''VideoGame/SuikoEnbu''
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* ''Linda Cube Again''

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* ''Linda Cube Again''''VideoGame/LindaCubeAgain''
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* ''Linda Cube Again''



* ''VideoGame/TwilightSyndrome''

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* ''VideoGame/TwilightSyndrome''''VideoGame/TwilightSyndrome'':
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* ''VideoGame/CrazyClimber'':
** ''Hyper Crazy Climber''
** ''Crazy Climber 2000''
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* ''VideoGame/TeamBuddies''
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In short, Creator/{{Nintendo}} [[ReadTheFinePrint overlooked the fine print on a contract with]] [[Creator/SonyComputerEntertainment Sony]] by Hiroshi Yamauchi, then-president of Nintendo. The contract gave Sony all profits for [[Platform/{{SNESCDROM}} a potential CD-ROM add-on]] for the Platform/SuperNintendoEntertainmentSystem that was being developed by Ken Kutaragi. Yamauchi didn't like the deal, so he went with Phillips to develop a different CD-ROM add-on for the SNES, a deal which ''also'' imploded and caused Nintendo to spurn optical media for several years, as well as spawning the four games based on [[VideoGame/HotelMario Mario]] and [[VideoGame/TheLegendOfZeldaCDiGames Zelda]] on the Platform/PhilipsCDi.

to:

In short, Creator/{{Nintendo}} [[ReadTheFinePrint overlooked the fine print on a contract with]] [[Creator/SonyComputerEntertainment Sony]] by Hiroshi Yamauchi, then-president of Nintendo. The contract gave Sony all profits for [[Platform/{{SNESCDROM}} a potential CD-ROM add-on]] for the Platform/SuperNintendoEntertainmentSystem that was being developed by Ken Kutaragi. Yamauchi didn't like the deal, so he went with Phillips to develop a different CD-ROM add-on for the SNES, a deal which ''also'' imploded and caused Nintendo to spurn optical media for several years, as well as spawning the four infamous games based on [[VideoGame/HotelMario Mario]] and [[VideoGame/TheLegendOfZeldaCDiGames Zelda]] on the Platform/PhilipsCDi.

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