WEBVTT - Make Way for the PS2

0:00:04.400 --> 0:00:07.760
<v Speaker 1>Welcome to text Time, a production from I Heart Radio.

0:00:12.200 --> 0:00:15.480
<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

0:00:15.640 --> 0:00:18.920
<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio

0:00:19.000 --> 0:00:22.080
<v Speaker 1>and I love all things tech and today we are

0:00:22.079 --> 0:00:25.000
<v Speaker 1>going to pick up where we left off with the

0:00:25.160 --> 0:00:28.960
<v Speaker 1>episode about the birth of the PlayStation. And here is

0:00:29.200 --> 0:00:33.000
<v Speaker 1>the story so far. I covered in that recent episode

0:00:33.000 --> 0:00:36.520
<v Speaker 1>how Ken Kutaragi, the so called father of the PlayStation,

0:00:36.880 --> 0:00:41.720
<v Speaker 1>had to develop Sony's first video game console essentially out

0:00:41.720 --> 0:00:44.479
<v Speaker 1>of view of the company's board members, who are more

0:00:44.600 --> 0:00:48.480
<v Speaker 1>keen on pursuing a collaboration with Nintendo at the time.

0:00:49.000 --> 0:00:53.320
<v Speaker 1>But the Nintendo partnership never produced a consumer product, and

0:00:53.360 --> 0:00:56.000
<v Speaker 1>I'm not even sure if there were ever any working

0:00:56.040 --> 0:00:59.639
<v Speaker 1>prototypes that came out of this project, because Nintendo kind

0:00:59.640 --> 0:01:01.959
<v Speaker 1>of kill hold it all off without ever making an

0:01:01.960 --> 0:01:06.839
<v Speaker 1>official announcement about the program being canceled. Kutaragi was confident

0:01:06.880 --> 0:01:10.360
<v Speaker 1>that Sony could build a CD ROM based video game

0:01:10.400 --> 0:01:14.440
<v Speaker 1>system as opposed to Nintendo's cartridge based system that would

0:01:14.440 --> 0:01:18.280
<v Speaker 1>not just compete, but would outperform the competition. Now, it

0:01:18.319 --> 0:01:22.440
<v Speaker 1>almost wasn't called the PlayStation, by the way, Kutaragi wanted

0:01:22.480 --> 0:01:24.480
<v Speaker 1>to call it that. In fact, that was the name

0:01:24.560 --> 0:01:28.920
<v Speaker 1>of the proposed Nintendo and Sony peripheral for the Supernintendo,

0:01:29.560 --> 0:01:32.240
<v Speaker 1>though at that time that version of the PlayStation was

0:01:32.280 --> 0:01:36.240
<v Speaker 1>two words play station, and Kutaragi wanted to create a

0:01:36.240 --> 0:01:39.240
<v Speaker 1>game console called PlayStation one word big P big S.

0:01:39.800 --> 0:01:43.880
<v Speaker 1>When Sony CEO Norrio Oga gave the thumbs up, it

0:01:44.000 --> 0:01:46.840
<v Speaker 1>was going to be called PlayStation. Sony had already even

0:01:46.920 --> 0:01:49.440
<v Speaker 1>registered the name. Everything was ready to go, but as

0:01:49.440 --> 0:01:53.720
<v Speaker 1>a courtesy, they brought the idea to the founder of Sony,

0:01:53.960 --> 0:01:59.520
<v Speaker 1>Akio Morita. This is sort of a very traditional approach

0:01:59.520 --> 0:02:01.560
<v Speaker 1>in jeb and Theese business. It was a sign of

0:02:01.600 --> 0:02:05.280
<v Speaker 1>respect to the founder. Now, Marita loved the idea of

0:02:05.640 --> 0:02:08.200
<v Speaker 1>the video game console. He liked the idea of getting

0:02:08.200 --> 0:02:12.440
<v Speaker 1>into that industry, and everything was great, except he hated

0:02:12.639 --> 0:02:15.560
<v Speaker 1>the name, and he said that they should change it.

0:02:16.480 --> 0:02:20.720
<v Speaker 1>So reluctantly they began to search for a new name,

0:02:21.280 --> 0:02:25.760
<v Speaker 1>and then a couple of months later, Marita sadly suffered

0:02:25.800 --> 0:02:28.240
<v Speaker 1>a severe stroke and it was bad enough to keep

0:02:28.280 --> 0:02:31.560
<v Speaker 1>him from returning to work. The team hadn't found a

0:02:31.560 --> 0:02:35.239
<v Speaker 1>new name at that point, and everything was already ready

0:02:35.280 --> 0:02:39.080
<v Speaker 1>to go under the PlayStation name so Oga. The CEO

0:02:39.400 --> 0:02:42.280
<v Speaker 1>quietly kind of gave the go ahead for them to

0:02:42.320 --> 0:02:45.280
<v Speaker 1>stick with that name after all. One thing I didn't

0:02:45.360 --> 0:02:49.000
<v Speaker 1>really cover in the previous episode was how Kutaragi came

0:02:49.040 --> 0:02:54.480
<v Speaker 1>across to his superiors and his subordinates. Stubborn would probably

0:02:54.480 --> 0:02:57.680
<v Speaker 1>be a good adjective to use, traditional another good adjective,

0:02:58.160 --> 0:03:03.320
<v Speaker 1>aggressive is another one. Shigeyo Maruyama said in interviews that

0:03:03.720 --> 0:03:06.639
<v Speaker 1>while he was a manager at the time and Kutaragi

0:03:06.800 --> 0:03:10.160
<v Speaker 1>was an engineer at the time, Kutaragi would sometimes treat

0:03:10.200 --> 0:03:14.560
<v Speaker 1>Shigeyo like he was the subordinate. At one point, angry

0:03:14.680 --> 0:03:18.440
<v Speaker 1>that Shigeo wasn't doing whatever it was that Kutaragi wanted done,

0:03:18.720 --> 0:03:22.639
<v Speaker 1>Kutaragi said that Shigeo should quit, and according to Shigeyo,

0:03:22.880 --> 0:03:26.080
<v Speaker 1>who seemed pretty good natured about the whole thing, Kutaragi

0:03:26.240 --> 0:03:30.200
<v Speaker 1>was like a temperamental artist who didn't believe in apologizing

0:03:30.280 --> 0:03:32.400
<v Speaker 1>even if he knew he was the one in the wrong.

0:03:33.040 --> 0:03:36.960
<v Speaker 1>So he's definitely a visionary, but he also sounds like

0:03:37.000 --> 0:03:38.839
<v Speaker 1>the kind of guy I wouldn't really want to work with.

0:03:39.720 --> 0:03:42.680
<v Speaker 1>Kutaragi also encountered issues when he tried to work with

0:03:42.760 --> 0:03:46.160
<v Speaker 1>his counterparts in the United States. He was in charge

0:03:46.240 --> 0:03:50.200
<v Speaker 1>of the Sony PlayStation project, a huge deal. However, that

0:03:50.280 --> 0:03:53.160
<v Speaker 1>wasn't reflected in his official title, which was more or

0:03:53.240 --> 0:03:57.640
<v Speaker 1>less like assistant manager. The business hierarchy in Japan is

0:03:58.080 --> 0:04:01.760
<v Speaker 1>really rigid. Companies have strict rules in place that limit

0:04:01.800 --> 0:04:05.480
<v Speaker 1>when someone could be even eligible to apply for a

0:04:05.520 --> 0:04:09.560
<v Speaker 1>position with a larger title. So while Kutaragi was leading

0:04:09.640 --> 0:04:12.600
<v Speaker 1>the PlayStation efforts and his decisions were the ones that

0:04:12.720 --> 0:04:17.240
<v Speaker 1>completely guided the development of that console, his title was

0:04:17.279 --> 0:04:21.599
<v Speaker 1>translated into assistant manager essentially, and that meant that his

0:04:21.760 --> 0:04:24.920
<v Speaker 1>US counterparts weren't really listening to him. I mean, why

0:04:24.960 --> 0:04:27.560
<v Speaker 1>would they. They were all executives, right, They had big,

0:04:27.600 --> 0:04:30.400
<v Speaker 1>important titles. And now I should add that does not

0:04:30.520 --> 0:04:34.480
<v Speaker 1>necessarily reflect a person's capability, or their wisdom, or their

0:04:34.560 --> 0:04:37.560
<v Speaker 1>knowledge or anything like that. But titles are sometimes seen

0:04:37.640 --> 0:04:42.120
<v Speaker 1>as more important than those qualities because because humans are

0:04:42.360 --> 0:04:46.520
<v Speaker 1>silly creatures I guess anyway, Kutaragi would eventually resort to

0:04:46.640 --> 0:04:50.800
<v Speaker 1>using more grandiose titles in English on his business cards

0:04:51.120 --> 0:04:54.640
<v Speaker 1>because as US counterparts couldn't read his real title, which

0:04:54.640 --> 0:04:56.920
<v Speaker 1>was printed in Japanese, so his real title would say

0:04:56.960 --> 0:05:01.120
<v Speaker 1>assistant manager in Japanese, but he might have senior vice

0:05:01.200 --> 0:05:05.160
<v Speaker 1>president or something listed as his title in English. And

0:05:05.200 --> 0:05:07.920
<v Speaker 1>I include this story simply because it points out a

0:05:07.960 --> 0:05:11.200
<v Speaker 1>cultural divide between Japan and the United States, and it's

0:05:11.200 --> 0:05:13.520
<v Speaker 1>one that a lot of people have to figure out

0:05:13.560 --> 0:05:18.160
<v Speaker 1>how to work around and through whenever they're producing collaborative projects.

0:05:18.720 --> 0:05:21.160
<v Speaker 1>And it's not you know, it's not an outlier. This

0:05:21.200 --> 0:05:23.480
<v Speaker 1>is something that lots of companies deal with, but I

0:05:23.520 --> 0:05:26.479
<v Speaker 1>thought it was an interesting story. In the United States,

0:05:26.760 --> 0:05:31.200
<v Speaker 1>the PlayStation would debut at the very first Electronic Entertainment

0:05:31.279 --> 0:05:35.120
<v Speaker 1>Expo or E three, way back in nine at E

0:05:35.320 --> 0:05:39.440
<v Speaker 1>three number one. Here in twenty the latest E three

0:05:39.480 --> 0:05:41.960
<v Speaker 1>has been canceled, and there's a big question mark over

0:05:42.040 --> 0:05:45.640
<v Speaker 1>the future of the the the event and whether or

0:05:45.680 --> 0:05:48.279
<v Speaker 1>not it will make a return in twenty one, we

0:05:48.360 --> 0:05:53.799
<v Speaker 1>don't know. But at three, the PlayStation made a huge impact,

0:05:54.080 --> 0:05:57.000
<v Speaker 1>and it didn't hurt that it was up against some

0:05:57.000 --> 0:06:01.200
<v Speaker 1>some kind of shaky competition. You had the extreme misfire

0:06:01.279 --> 0:06:05.760
<v Speaker 1>on Nintendo's part, for example, the much maligned Virtual Boy.

0:06:05.800 --> 0:06:08.839
<v Speaker 1>So the buzz about the PlayStation was really powerful leading

0:06:08.920 --> 0:06:11.599
<v Speaker 1>up to its launch in the United States, it already

0:06:11.640 --> 0:06:15.000
<v Speaker 1>launched in Japan at that point. Now these days, we'd

0:06:15.040 --> 0:06:17.599
<v Speaker 1>refer to that first PlayStation as being one of the

0:06:17.640 --> 0:06:21.320
<v Speaker 1>consoles in the fifth generation of home video game consoles,

0:06:21.360 --> 0:06:24.039
<v Speaker 1>and a word on that. It's a bit tricky to

0:06:24.080 --> 0:06:28.120
<v Speaker 1>apply terms like generation to video game consoles, largely because

0:06:28.120 --> 0:06:32.000
<v Speaker 1>each company has its own release dates and some technologies

0:06:32.040 --> 0:06:37.599
<v Speaker 1>overlapped between generations. But generally speaking, the generation designation tends

0:06:37.640 --> 0:06:41.719
<v Speaker 1>to apply to the capabilities of the consoles. The first

0:06:41.760 --> 0:06:45.840
<v Speaker 1>generation included dedicated game systems like the Odyssey, you know,

0:06:45.880 --> 0:06:48.599
<v Speaker 1>stuff where you could play Pong, and it was hard

0:06:48.760 --> 0:06:51.960
<v Speaker 1>coded on the hardware itself. In other words, you couldn't

0:06:52.000 --> 0:06:54.800
<v Speaker 1>play other games. It was literally the game that was

0:06:54.880 --> 0:06:59.280
<v Speaker 1>coded onto the circuitry of the console. The second generation

0:06:59.320 --> 0:07:02.880
<v Speaker 1>of video game consoles included slightly more sophisticated game systems

0:07:02.920 --> 0:07:06.599
<v Speaker 1>like the at twenty. These are game systems that could

0:07:06.880 --> 0:07:09.720
<v Speaker 1>accept things like cartridges, so you weren't stuck with that

0:07:09.920 --> 0:07:12.640
<v Speaker 1>single title. You could actually switch that out by by

0:07:12.680 --> 0:07:15.200
<v Speaker 1>pulling the cartridge out and putting a different cartridge. In

0:07:15.840 --> 0:07:19.600
<v Speaker 1>the original Nintendo Entertainment System, or the Famicom as it

0:07:19.640 --> 0:07:23.040
<v Speaker 1>was known, in Japan would belong to the third generation

0:07:23.320 --> 0:07:25.720
<v Speaker 1>of video game consoles that's also known as the eight

0:07:25.800 --> 0:07:28.920
<v Speaker 1>bit era, and I talked about eight bit and sixteen

0:07:28.960 --> 0:07:32.640
<v Speaker 1>bit uh in the last episode, the Super Nintendo and

0:07:32.640 --> 0:07:36.160
<v Speaker 1>the consoles like the Turbographics sixteen and Sega Genesis. In

0:07:36.200 --> 0:07:39.840
<v Speaker 1>other words, the sixteen bit systems were in the fourth generation.

0:07:40.160 --> 0:07:42.600
<v Speaker 1>And now that brings us up to the fifth generation

0:07:42.920 --> 0:07:46.560
<v Speaker 1>where the PlayStation would belong, and that was the thirty

0:07:46.560 --> 0:07:50.000
<v Speaker 1>two bit era. Other consoles that belonged to that same

0:07:50.040 --> 0:07:55.080
<v Speaker 1>generation included the Nintendo sixty four and the Sega Saturn. Now.

0:07:55.080 --> 0:07:58.280
<v Speaker 1>I mentioned at the end of the previous PlayStation episode

0:07:58.680 --> 0:08:01.040
<v Speaker 1>that in North America and Particul Killer there was a

0:08:01.040 --> 0:08:05.240
<v Speaker 1>heavy emphasis on three D graphics. In general, the evolution

0:08:05.360 --> 0:08:07.440
<v Speaker 1>into the era of three D graphics was one of

0:08:07.440 --> 0:08:10.600
<v Speaker 1>the defining features for the fifth generation of video game

0:08:10.640 --> 0:08:15.000
<v Speaker 1>consoles as a whole. Some systems, like the PlayStation were

0:08:15.000 --> 0:08:17.320
<v Speaker 1>in better shape when it came to a three D

0:08:17.440 --> 0:08:21.360
<v Speaker 1>graphics option. The CD ROM drive allowed game developers to

0:08:21.400 --> 0:08:25.440
<v Speaker 1>make bigger, more complicated games than they could on Nintendo's

0:08:25.480 --> 0:08:28.800
<v Speaker 1>old cartridge based sixty four. Now, don't get me wrong,

0:08:29.480 --> 0:08:33.360
<v Speaker 1>that does not necessarily mean that games were automatically better

0:08:33.520 --> 0:08:35.839
<v Speaker 1>on one system versus the other. I owned both the

0:08:35.920 --> 0:08:38.959
<v Speaker 1>PS one and an in sixty four, and in general

0:08:39.040 --> 0:08:43.240
<v Speaker 1>I preferred the Nintendo console. But to be fair, I

0:08:43.280 --> 0:08:46.760
<v Speaker 1>didn't own a ton of games on either system, so

0:08:46.800 --> 0:08:50.000
<v Speaker 1>my experience was really limited. I did have some killer

0:08:50.120 --> 0:08:53.079
<v Speaker 1>games on the n sixty four, like Golden I and

0:08:53.240 --> 0:08:56.680
<v Speaker 1>some w c W and at the time old WWF

0:08:56.720 --> 0:09:01.679
<v Speaker 1>wrestling games. Also the extremely cheeky Conquer is Bad for day.

0:09:01.679 --> 0:09:05.359
<v Speaker 1>Things like that and those won me over over the PlayStation.

0:09:05.640 --> 0:09:08.600
<v Speaker 1>But again, I didn't have a lot of PlayStation titles,

0:09:08.640 --> 0:09:11.720
<v Speaker 1>and I was definitely in the minority on this one. Now,

0:09:11.840 --> 0:09:15.160
<v Speaker 1>let me be clear, the PlayStation has no shortage of

0:09:15.240 --> 0:09:18.640
<v Speaker 1>great games. Far from it. It has an enormous game library,

0:09:19.320 --> 0:09:22.360
<v Speaker 1>and that's thanks in large part to Sony's general practice

0:09:22.400 --> 0:09:25.480
<v Speaker 1>of supporting a video game console even into the life

0:09:25.480 --> 0:09:28.960
<v Speaker 1>cycle of its successor. I'll talk more about that in

0:09:28.960 --> 0:09:32.000
<v Speaker 1>this episode. So it's not unusual to find new game

0:09:32.080 --> 0:09:35.520
<v Speaker 1>titles coming out for a console that is a generation

0:09:35.559 --> 0:09:39.000
<v Speaker 1>behind the most current console on the market. But I'm

0:09:39.000 --> 0:09:42.800
<v Speaker 1>getting ahead of myself. One interesting behind the scenes fact

0:09:43.280 --> 0:09:47.439
<v Speaker 1>about the PlayStation is how Sony CEO norio Oga, decided

0:09:47.480 --> 0:09:51.439
<v Speaker 1>to position it from a company standpoint, like what division

0:09:51.760 --> 0:09:55.800
<v Speaker 1>would it actually be produced under. He was worried that

0:09:56.120 --> 0:10:00.280
<v Speaker 1>if the Sony Corporation was the sole producer of this,

0:10:00.480 --> 0:10:03.720
<v Speaker 1>if it was under that label, then it wouldn't do

0:10:03.840 --> 0:10:06.839
<v Speaker 1>very well because Sony wasn't known for video games, so

0:10:06.920 --> 0:10:09.240
<v Speaker 1>he was worried that no one would pay attention. He

0:10:09.320 --> 0:10:13.080
<v Speaker 1>actually designated it as a joint venture between the Sony

0:10:13.120 --> 0:10:17.600
<v Speaker 1>Corporation that is the main brand, and Sony Music. I mean,

0:10:17.640 --> 0:10:19.720
<v Speaker 1>I guess the thing did have a CD ROM drive

0:10:19.840 --> 0:10:22.360
<v Speaker 1>so you could play music CD s on it, so

0:10:23.000 --> 0:10:27.400
<v Speaker 1>I suppose that's close enough. One huge advantage Sony had

0:10:27.440 --> 0:10:31.680
<v Speaker 1>over Nintendo was because of Nintendo's stubborn insistence on sticking

0:10:31.760 --> 0:10:36.120
<v Speaker 1>with that cartridge format. Well, cartridge based games loaded faster,

0:10:36.360 --> 0:10:39.040
<v Speaker 1>and they were harder to pirate. They were also harder

0:10:39.080 --> 0:10:42.000
<v Speaker 1>to produce, and they were a pain and that took

0:10:42.080 --> 0:10:44.240
<v Speaker 1>us to make. In other words, if you were a developer.

0:10:44.720 --> 0:10:47.600
<v Speaker 1>But developing a game for a CD ROM based system

0:10:47.840 --> 0:10:51.600
<v Speaker 1>simplified things a lot, and so Sony attracted way more

0:10:51.760 --> 0:10:56.320
<v Speaker 1>third party developers to its platform. Nintendo was producing amazing

0:10:56.400 --> 0:10:59.160
<v Speaker 1>first party and second party content, but found it more

0:10:59.240 --> 0:11:02.760
<v Speaker 1>challenging to get third party companies to sign on. This

0:11:02.880 --> 0:11:06.200
<v Speaker 1>also meant that the Sony PlayStation would serve as the

0:11:06.240 --> 0:11:10.360
<v Speaker 1>foundation for some exclusive agreements between Sony and various video

0:11:10.360 --> 0:11:14.680
<v Speaker 1>game developers, or at least specific franchises, and those franchises

0:11:14.720 --> 0:11:17.760
<v Speaker 1>would help define the console's place in video game history.

0:11:18.160 --> 0:11:21.920
<v Speaker 1>That place, by the way, is pretty high up there.

0:11:22.400 --> 0:11:25.560
<v Speaker 1>Oh and Sony also acquired a game developer company of

0:11:25.559 --> 0:11:29.000
<v Speaker 1>its own. It was a game company called Psygnosis, which

0:11:29.040 --> 0:11:31.680
<v Speaker 1>was mostly famous for a series of games called Lemmings,

0:11:31.800 --> 0:11:34.520
<v Speaker 1>where you try and lead a group of limings across

0:11:34.679 --> 0:11:39.920
<v Speaker 1>a dangerous environment, and you assign different abilities to lemmings

0:11:40.000 --> 0:11:42.480
<v Speaker 1>in order to get as many of them across as possible.

0:11:43.000 --> 0:11:46.120
<v Speaker 1>It's an adorable strategy game and I highly recommend you

0:11:46.160 --> 0:11:47.840
<v Speaker 1>check it out if you've never played a Limmings game,

0:11:48.040 --> 0:11:51.080
<v Speaker 1>there's tons of them out there anyway. Psygnosis would become

0:11:51.160 --> 0:11:54.720
<v Speaker 1>Sony Interactive Entertainment, which would become the internal video game

0:11:54.760 --> 0:11:59.040
<v Speaker 1>developer division at Sony. Now the PlayStation would go on

0:11:59.240 --> 0:12:03.240
<v Speaker 1>to become the top selling console from the fifth generation

0:12:03.240 --> 0:12:06.080
<v Speaker 1>of consoles. It's sold more than three hundred thousand units

0:12:06.120 --> 0:12:09.400
<v Speaker 1>in the first thirty days, with a nine scent sell

0:12:09.480 --> 0:12:12.280
<v Speaker 1>through rate, meaning that Sony was selling nearly all of

0:12:12.320 --> 0:12:15.560
<v Speaker 1>its inventory in stock. In fact, for a while, it

0:12:15.640 --> 0:12:18.800
<v Speaker 1>held the title as the top selling video game console

0:12:18.960 --> 0:12:20.920
<v Speaker 1>of all time, and it was the first to hit

0:12:21.080 --> 0:12:24.880
<v Speaker 1>one hundred million units sold, which isn't bad for a

0:12:24.920 --> 0:12:28.559
<v Speaker 1>clandestine project that initially did not have the support of

0:12:28.600 --> 0:12:33.880
<v Speaker 1>the company's board of directors. Kutaragi's ambition was not limited

0:12:33.880 --> 0:12:38.559
<v Speaker 1>to creating a video game console, though. He told Shuji Utsumi,

0:12:38.880 --> 0:12:41.320
<v Speaker 1>one of the engineers who worked on the design of

0:12:41.360 --> 0:12:44.400
<v Speaker 1>the PlayStation, that his ultimate goal was to create not

0:12:44.520 --> 0:12:48.280
<v Speaker 1>just a video game system, but an entire operating system

0:12:48.360 --> 0:12:51.200
<v Speaker 1>upon which all sorts of stuff could be built. So

0:12:51.240 --> 0:12:54.440
<v Speaker 1>he saw the console as a type of specialized computer,

0:12:54.760 --> 0:12:57.560
<v Speaker 1>and that developing for the console should be similar to

0:12:57.640 --> 0:13:01.200
<v Speaker 1>developing for other personal computers. He said he wanted the

0:13:01.240 --> 0:13:05.720
<v Speaker 1>PlayStation to be more modeled after Microsoft's approach to business

0:13:05.840 --> 0:13:10.040
<v Speaker 1>rather than Nintendo's or Sega's, And keep in mind Microsoft

0:13:10.160 --> 0:13:13.080
<v Speaker 1>didn't have a console at this point, so he's really

0:13:13.120 --> 0:13:18.040
<v Speaker 1>talking about the productivity approach. One thing that Sony did

0:13:18.240 --> 0:13:20.800
<v Speaker 1>and that a lot of companies do, was that they

0:13:20.920 --> 0:13:26.440
<v Speaker 1>region locked video game consoles, So this means Sony would

0:13:26.440 --> 0:13:30.319
<v Speaker 1>include some firmware in region specific models of the PlayStation,

0:13:30.400 --> 0:13:35.080
<v Speaker 1>So a Japanese PlayStation console would have this coded into

0:13:35.160 --> 0:13:38.480
<v Speaker 1>the firmware, and a United States console would have a

0:13:38.559 --> 0:13:42.600
<v Speaker 1>different region code coded into its hardware, and that would

0:13:42.600 --> 0:13:45.360
<v Speaker 1>mean that you could only play the games that were

0:13:45.400 --> 0:13:48.440
<v Speaker 1>produced and marketed for the region you were in, or

0:13:48.440 --> 0:13:50.720
<v Speaker 1>for the region that the console was from, but not

0:13:50.800 --> 0:13:53.400
<v Speaker 1>for other regions. So if you were in the US

0:13:53.480 --> 0:13:56.679
<v Speaker 1>and you bought a US PlayStation, you couldn't just get

0:13:56.720 --> 0:13:59.520
<v Speaker 1>a copy of a Japanese title and slap it into

0:13:59.559 --> 0:14:02.199
<v Speaker 1>your con soul and have it work. The games were

0:14:02.200 --> 0:14:06.920
<v Speaker 1>region locked, so you'd be forced to either wait for

0:14:07.000 --> 0:14:11.720
<v Speaker 1>the company to eventually produce an American localized version of

0:14:11.720 --> 0:14:14.840
<v Speaker 1>whatever game you wanted to play, which might not ever happen,

0:14:15.400 --> 0:14:18.440
<v Speaker 1>or give up. And this comes down to companies making

0:14:18.480 --> 0:14:20.800
<v Speaker 1>bets on which games are going to work well within

0:14:20.880 --> 0:14:24.200
<v Speaker 1>certain regions, and the prevailing philosophy is that due to

0:14:24.280 --> 0:14:28.920
<v Speaker 1>cultural differences, some titles just will not appeal to certain audiences,

0:14:29.160 --> 0:14:31.560
<v Speaker 1>so it's not worth the trouble to go through the

0:14:31.600 --> 0:14:35.560
<v Speaker 1>development and localization to make a version for that region.

0:14:36.040 --> 0:14:38.360
<v Speaker 1>Why do it if you're just gonna waste money. No

0:14:38.400 --> 0:14:41.880
<v Speaker 1>one's going to play it anyway. That's the that's the philosophy.

0:14:41.920 --> 0:14:45.160
<v Speaker 1>And there are a lot of Japanese RPG or role

0:14:45.200 --> 0:14:47.640
<v Speaker 1>playing games that fall into that category, and there is

0:14:47.680 --> 0:14:50.880
<v Speaker 1>a healthy fan base for Japanese RPGs that are outside

0:14:50.920 --> 0:14:54.680
<v Speaker 1>of Japan. A lot of people outside Japan love those

0:14:54.760 --> 0:14:58.120
<v Speaker 1>games and so they find it very frustrating when these

0:14:58.160 --> 0:15:01.720
<v Speaker 1>games are region locked. Now, my manufacturers of cartridge based

0:15:01.800 --> 0:15:05.240
<v Speaker 1>systems could use the physical connectors between a cartridge and

0:15:05.240 --> 0:15:08.400
<v Speaker 1>a console to do this, so they can make consoles

0:15:08.440 --> 0:15:11.480
<v Speaker 1>for one region, and the cartridges for that one region

0:15:11.600 --> 0:15:15.480
<v Speaker 1>a specific size that will not fit into the consoles

0:15:15.520 --> 0:15:17.520
<v Speaker 1>that are made for another region. So if you've got

0:15:17.560 --> 0:15:22.040
<v Speaker 1>a Japanese cartridge for a US console, you wouldn't even

0:15:22.040 --> 0:15:24.280
<v Speaker 1>be able to physically plug it in because they wouldn't

0:15:24.280 --> 0:15:27.440
<v Speaker 1>match up. So that was something that cartridge makers could do.

0:15:27.520 --> 0:15:30.240
<v Speaker 1>But c d s are universal, right, they can fit

0:15:30.280 --> 0:15:35.400
<v Speaker 1>into any CD player. There's thankfully not a huge variation

0:15:35.880 --> 0:15:38.880
<v Speaker 1>in sizes and shapes of c d s. There's a

0:15:38.880 --> 0:15:43.600
<v Speaker 1>little variation, but not much, so typically you can take

0:15:43.640 --> 0:15:45.920
<v Speaker 1>any c D and put it into any CD player,

0:15:46.240 --> 0:15:49.560
<v Speaker 1>but it won't necessarily work because of that region locking

0:15:49.560 --> 0:15:52.320
<v Speaker 1>I was talking about. Sony solution was to create a

0:15:52.360 --> 0:15:54.960
<v Speaker 1>special pit. So if you if you were to take

0:15:55.040 --> 0:15:57.640
<v Speaker 1>a c D and take a microscope and look at

0:15:57.680 --> 0:15:59.920
<v Speaker 1>the surface of a c D, you would see the

0:16:00.320 --> 0:16:04.120
<v Speaker 1>that surface, the surface that the laser actually reads, has

0:16:04.160 --> 0:16:06.840
<v Speaker 1>a series of bumps and pits in it, and that's

0:16:06.840 --> 0:16:09.840
<v Speaker 1>actually where the data is, you know, that's the representation

0:16:09.920 --> 0:16:14.600
<v Speaker 1>of those zeros and ones, that digital information. And this

0:16:14.680 --> 0:16:17.760
<v Speaker 1>was a special pit that was at a depth that

0:16:17.880 --> 0:16:21.160
<v Speaker 1>was beyond what a typical laser burner could do. So

0:16:21.200 --> 0:16:24.640
<v Speaker 1>if you had a consumer grade c D burner, it

0:16:24.680 --> 0:16:26.840
<v Speaker 1>would not be able to make a pit of this

0:16:26.920 --> 0:16:31.360
<v Speaker 1>particular size on the c D. And that meant that

0:16:32.000 --> 0:16:35.640
<v Speaker 1>you could encode things on CDs that could be picked

0:16:35.680 --> 0:16:40.760
<v Speaker 1>up by specific region locked consoles, and it wouldn't allow

0:16:41.080 --> 0:16:43.120
<v Speaker 1>things to play. So if you put a Japanese c

0:16:43.320 --> 0:16:48.480
<v Speaker 1>D into an American console, the location of that pit

0:16:48.680 --> 0:16:51.440
<v Speaker 1>would give away that it wasn't the right kind of

0:16:51.480 --> 0:16:54.040
<v Speaker 1>c D for that console and it wouldn't play for you.

0:16:54.480 --> 0:16:56.480
<v Speaker 1>So it's a way of preventing people from playing. It

0:16:56.520 --> 0:17:00.640
<v Speaker 1>was also kind of a copy protection approach. So they

0:17:00.680 --> 0:17:05.280
<v Speaker 1>did make a small tactical error with this particular strategy,

0:17:05.320 --> 0:17:09.160
<v Speaker 1>and by that I mean a huge tactical error. I'll

0:17:09.160 --> 0:17:12.000
<v Speaker 1>explain more in a moment, but first let's take a

0:17:12.080 --> 0:17:22.359
<v Speaker 1>quick break. So what was that error that Sony made.

0:17:22.640 --> 0:17:27.240
<v Speaker 1>You know they had created this region locking copy protection system.

0:17:27.240 --> 0:17:30.080
<v Speaker 1>It was reliant upon the pit on a c D

0:17:30.600 --> 0:17:35.119
<v Speaker 1>and a special region locked key that's hard coded into

0:17:35.160 --> 0:17:39.720
<v Speaker 1>the consoles. Well, what Sony did was they included in

0:17:39.720 --> 0:17:44.120
<v Speaker 1>the original PlayStation a pair of parallel input output ports

0:17:44.160 --> 0:17:46.680
<v Speaker 1>and these reports that were meant to serve as a

0:17:46.680 --> 0:17:49.600
<v Speaker 1>way to connect peripherals to the PlayStation. The idea being

0:17:49.640 --> 0:17:53.080
<v Speaker 1>that further down the line, Sony might create something that

0:17:53.800 --> 0:17:57.720
<v Speaker 1>would augment the PlayStation's abilities in some way, but you

0:17:57.720 --> 0:18:00.520
<v Speaker 1>would have to connect it to the system somehow, and

0:18:00.560 --> 0:18:02.520
<v Speaker 1>the way you would do it is through one of

0:18:02.560 --> 0:18:05.840
<v Speaker 1>these ports. Now, not a lot of official Sony peripherals

0:18:05.880 --> 0:18:09.080
<v Speaker 1>were ever actually produced, but some were pitched like a

0:18:09.160 --> 0:18:12.080
<v Speaker 1>v c D player. V c D s are video

0:18:12.080 --> 0:18:15.000
<v Speaker 1>compression discs. You can think of them as sort of

0:18:15.040 --> 0:18:18.919
<v Speaker 1>a predecessor to DVD s. They're essentially video c D s,

0:18:19.720 --> 0:18:22.040
<v Speaker 1>but for you to store video on the c D

0:18:22.440 --> 0:18:24.439
<v Speaker 1>really have to compress it or it has to be

0:18:24.480 --> 0:18:27.600
<v Speaker 1>super short, because the CD has a limited amount of

0:18:27.680 --> 0:18:29.880
<v Speaker 1>data it can hold, and video takes up a lot

0:18:29.920 --> 0:18:33.400
<v Speaker 1>of data. So typically you end up with video that's

0:18:33.440 --> 0:18:37.560
<v Speaker 1>compressed so much that the quality is not exactly spectacular. Anyway,

0:18:37.560 --> 0:18:40.400
<v Speaker 1>the only PlayStation ones that I know about that could

0:18:40.400 --> 0:18:43.280
<v Speaker 1>actually support v c D playback were sold in Japan.

0:18:43.800 --> 0:18:45.800
<v Speaker 1>I don't think there were any that were sold outside

0:18:45.800 --> 0:18:49.640
<v Speaker 1>of Japan that had that capability, but I could be wrong. Anyway,

0:18:49.840 --> 0:18:53.000
<v Speaker 1>third party companies looked at those parallel ports and they

0:18:53.000 --> 0:18:57.040
<v Speaker 1>saw an opportunity. Some of those third party companies produced

0:18:57.080 --> 0:19:00.920
<v Speaker 1>devices that players could plug into a PlayStation and those

0:19:00.920 --> 0:19:04.680
<v Speaker 1>devices would bypass region locking. So if you were in

0:19:04.720 --> 0:19:06.760
<v Speaker 1>the United States and you got one of these devices,

0:19:06.760 --> 0:19:09.240
<v Speaker 1>you could plug it into your PlayStation and then you

0:19:09.280 --> 0:19:12.160
<v Speaker 1>could get a Japanese game, put it in your system,

0:19:12.280 --> 0:19:14.920
<v Speaker 1>and you could play games from Japan. Uh those games

0:19:14.960 --> 0:19:17.600
<v Speaker 1>would probably be in Japanese, there might not be any

0:19:17.640 --> 0:19:19.679
<v Speaker 1>translation there. It might be a little bit of a

0:19:19.920 --> 0:19:22.879
<v Speaker 1>language barrier, but you would sidestep the region locking you

0:19:22.880 --> 0:19:26.200
<v Speaker 1>would get access to those games. There were some companies

0:19:26.200 --> 0:19:29.240
<v Speaker 1>that offered up versions of this hardware that were specifically

0:19:29.280 --> 0:19:32.920
<v Speaker 1>meant to let you play pirated games on a PlayStation.

0:19:33.200 --> 0:19:36.800
<v Speaker 1>So these were peripherals that got around copy protection and

0:19:36.920 --> 0:19:40.879
<v Speaker 1>region locking. Later, Sony would revise the design of the

0:19:40.920 --> 0:19:44.800
<v Speaker 1>PlayStation and remove the parallel ports, which forced gamers to

0:19:44.840 --> 0:19:47.479
<v Speaker 1>go an extra step. So what people started doing at

0:19:47.480 --> 0:19:50.000
<v Speaker 1>that point was they made these little micro chips that

0:19:50.040 --> 0:19:53.800
<v Speaker 1>are called mod chips. They essentially did the same thing

0:19:53.920 --> 0:19:56.480
<v Speaker 1>as those plug in devices would do, but you know

0:19:56.520 --> 0:19:58.600
<v Speaker 1>those plug in devices, you would just attach those to

0:19:58.680 --> 0:20:01.560
<v Speaker 1>a parallel port. For a mod chip to work, you

0:20:01.600 --> 0:20:04.760
<v Speaker 1>would have to open up your PlayStation, take out the

0:20:04.920 --> 0:20:09.480
<v Speaker 1>circuit board inside the PlayStation, and then solder the mod

0:20:09.560 --> 0:20:13.920
<v Speaker 1>ship to a specific location on that circuit board, thus

0:20:14.200 --> 0:20:18.560
<v Speaker 1>potentially damaging your your PlayStation as a result, and then

0:20:18.680 --> 0:20:22.080
<v Speaker 1>reinstall it and then it would work in a way

0:20:22.200 --> 0:20:24.520
<v Speaker 1>very similar to those plug ins. So if you knew

0:20:24.520 --> 0:20:26.960
<v Speaker 1>what you were doing, you could get around this region

0:20:27.000 --> 0:20:30.680
<v Speaker 1>locking and copy protection, but it wasn't for the faint

0:20:30.680 --> 0:20:33.639
<v Speaker 1>at heart. Now, I'm not crazy about the concept of

0:20:33.680 --> 0:20:36.840
<v Speaker 1>region locking in general, and I think, particularly in the

0:20:36.840 --> 0:20:39.760
<v Speaker 1>age of streaming, it shouldn't be as big a deal

0:20:39.880 --> 0:20:42.760
<v Speaker 1>as it is, although I also don't have to comb

0:20:42.760 --> 0:20:46.360
<v Speaker 1>through licensing contracts that are a hundred pages long, so

0:20:46.840 --> 0:20:50.760
<v Speaker 1>different regions of different agreements in place. It is very complicated.

0:20:50.840 --> 0:20:55.040
<v Speaker 1>In concept. It's simple technologically, it's simple to stream something

0:20:55.080 --> 0:21:00.679
<v Speaker 1>to all different regions, but more on the procedure rural side,

0:21:00.760 --> 0:21:05.440
<v Speaker 1>the legal side, it's way more complicated anyway. I don't

0:21:05.440 --> 0:21:09.840
<v Speaker 1>care for copy protection that punishes legitimate customers either. So

0:21:09.960 --> 0:21:12.520
<v Speaker 1>if people and Sony has been really bad about this

0:21:12.560 --> 0:21:15.520
<v Speaker 1>in the past, if people or companies put in copy

0:21:15.560 --> 0:21:19.479
<v Speaker 1>protection that makes it harder to enjoy the stuff you

0:21:19.640 --> 0:21:25.320
<v Speaker 1>legally purchased, that's bad. It actually encourages piracy because people

0:21:25.640 --> 0:21:28.560
<v Speaker 1>will go an extra step to bypass the bad stuff

0:21:28.600 --> 0:21:30.639
<v Speaker 1>in order to get to what they want, and then

0:21:30.680 --> 0:21:33.359
<v Speaker 1>they essentially make it freely available for everyone else, or

0:21:33.640 --> 0:21:36.560
<v Speaker 1>very frequently that happens. So this is not a black

0:21:36.600 --> 0:21:38.879
<v Speaker 1>and white kind of topic. I'm not saying all copy

0:21:38.920 --> 0:21:43.560
<v Speaker 1>protection is good and all piracy is completely unjustified. I

0:21:43.600 --> 0:21:46.160
<v Speaker 1>don't think piracy in most cases is justified, but every

0:21:46.160 --> 0:21:48.680
<v Speaker 1>now and then you come across a case where it's

0:21:48.760 --> 0:21:51.840
<v Speaker 1>really hard to argue against it, especially if you're talking

0:21:51.880 --> 0:21:55.640
<v Speaker 1>about copy protection that could potentially be harmful. Sony had

0:21:55.680 --> 0:22:00.159
<v Speaker 1>a CD based copy protection that ended up creating a

0:22:00.200 --> 0:22:02.960
<v Speaker 1>backdoor vulnerability in a computer. If you were to put

0:22:03.000 --> 0:22:06.600
<v Speaker 1>the CD into a PC, that for example, would be

0:22:06.640 --> 0:22:09.800
<v Speaker 1>a terrible, terrible thing to do. It was a terrible

0:22:09.800 --> 0:22:12.280
<v Speaker 1>thing to do, and it's the sort of thing where

0:22:12.280 --> 0:22:16.199
<v Speaker 1>I would say, yes, absolutely break that copy protection, because

0:22:16.720 --> 0:22:20.480
<v Speaker 1>it's breaking your computer otherwise. Anyway, this meant that the

0:22:20.520 --> 0:22:24.680
<v Speaker 1>original PlayStation would be the target of bootleggers of I

0:22:24.840 --> 0:22:28.000
<v Speaker 1>P pirates and folks trading or buying games outside the

0:22:28.040 --> 0:22:32.240
<v Speaker 1>approved regions. Kudaragi denied that this was a big issue,

0:22:32.480 --> 0:22:35.520
<v Speaker 1>even though it was undeniably happening, but that might have

0:22:35.600 --> 0:22:38.359
<v Speaker 1>been because he was already thinking about the PlayStation two,

0:22:38.359 --> 0:22:41.080
<v Speaker 1>which would take a slightly different approach to copy protection

0:22:41.200 --> 0:22:43.600
<v Speaker 1>and eliminate some of the strategies that folks were using

0:22:43.680 --> 0:22:46.960
<v Speaker 1>during the PlayStation one, So he was already looking ahead

0:22:46.960 --> 0:22:48.920
<v Speaker 1>and not so much concerned with what was happening at

0:22:48.960 --> 0:22:52.480
<v Speaker 1>that moment. So one interesting thing about the mod chip

0:22:52.560 --> 0:22:56.320
<v Speaker 1>culture is that it launched a sort of seesaw battle

0:22:56.440 --> 0:23:00.280
<v Speaker 1>between companies like Sony and the mod or hacker Commune City.

0:23:00.600 --> 0:23:03.240
<v Speaker 1>Sony would make a change to the PlayStation, cutting off

0:23:03.280 --> 0:23:06.440
<v Speaker 1>options for maters. The mats would then refine their approach

0:23:06.440 --> 0:23:10.240
<v Speaker 1>and try something new. So, for example, early mod chips,

0:23:10.600 --> 0:23:13.280
<v Speaker 1>when you soldered them into a circuit board, they were

0:23:13.400 --> 0:23:17.160
<v Speaker 1>always on, so if you powered the PlayStation, the mod

0:23:17.240 --> 0:23:19.600
<v Speaker 1>chip would also get power. But that gave Sony the

0:23:19.680 --> 0:23:21.920
<v Speaker 1>chance to create some code that would do sort of

0:23:21.920 --> 0:23:25.000
<v Speaker 1>a sweep and scan for the presence of mod chips,

0:23:25.320 --> 0:23:27.440
<v Speaker 1>and if the system detected that there was a mod

0:23:27.520 --> 0:23:31.600
<v Speaker 1>chip in place, then it would prevent the games from loading.

0:23:32.200 --> 0:23:34.520
<v Speaker 1>So then the maters had to go in and build

0:23:34.760 --> 0:23:38.360
<v Speaker 1>extra chips that would sort of put the mod chip

0:23:38.440 --> 0:23:41.359
<v Speaker 1>in stealth mode. It would deactivate it during the sweep

0:23:41.880 --> 0:23:44.320
<v Speaker 1>and then reactivate it when the sweep was done, which

0:23:44.320 --> 0:23:47.440
<v Speaker 1>sounds a lot to me like the system Volkswagen had

0:23:47.440 --> 0:23:52.040
<v Speaker 1>in place for their diesel engine cars where it would

0:23:52.280 --> 0:23:55.960
<v Speaker 1>turn off some of the the output of the engine

0:23:56.440 --> 0:23:59.560
<v Speaker 1>whenever it was in an emissions testing mode, and it

0:23:59.560 --> 0:24:02.880
<v Speaker 1>would go back into full blast once the emissions testing

0:24:02.920 --> 0:24:05.600
<v Speaker 1>mode was over. It's very similar to that anyway. One

0:24:05.640 --> 0:24:08.600
<v Speaker 1>other things Sony tried to do to fight piracy had

0:24:08.640 --> 0:24:10.680
<v Speaker 1>to do with the discs themselves. So if you take

0:24:10.720 --> 0:24:13.439
<v Speaker 1>a PS one disc and you turn it over, so

0:24:13.480 --> 0:24:15.200
<v Speaker 1>you're looking at the label at the first part, and

0:24:15.240 --> 0:24:17.000
<v Speaker 1>you turn it over to look at the business side.

0:24:17.000 --> 0:24:19.560
<v Speaker 1>You know, the side where the data is actually encoded.

0:24:20.600 --> 0:24:23.400
<v Speaker 1>If it's an official PS one game disc, you'll see

0:24:23.440 --> 0:24:26.280
<v Speaker 1>that that side is black. And the thought was that

0:24:26.320 --> 0:24:29.080
<v Speaker 1>if you, as a gamer, were to see a PlayStation

0:24:29.160 --> 0:24:32.160
<v Speaker 1>one disc that wasn't black on the underside, you would

0:24:32.200 --> 0:24:35.600
<v Speaker 1>know immediately that you were actually looking at a pirated copy.

0:24:35.760 --> 0:24:38.359
<v Speaker 1>You weren't looking at an official game. You were looking

0:24:38.359 --> 0:24:42.639
<v Speaker 1>at something that someone had illegally produced, and that you

0:24:42.680 --> 0:24:45.680
<v Speaker 1>would perhaps no better than to go down that dark,

0:24:45.840 --> 0:24:49.119
<v Speaker 1>dark road and thus consign yourself to a life of

0:24:50.240 --> 0:24:53.840
<v Speaker 1>video game crime. I guess. Secondly, there was a general

0:24:53.880 --> 0:24:57.639
<v Speaker 1>belief that this black coding would foil pirates, and the

0:24:57.680 --> 0:25:00.960
<v Speaker 1>assumption was that the average c D DREW drive would

0:25:01.000 --> 0:25:03.840
<v Speaker 1>not be able to rip data off the black side

0:25:03.880 --> 0:25:07.800
<v Speaker 1>of a disk, which might have been true for really

0:25:08.240 --> 0:25:10.840
<v Speaker 1>early CD drives like the really old ones, but by

0:25:10.880 --> 0:25:13.359
<v Speaker 1>the time the PlayStation came out, most drives were precise

0:25:13.480 --> 0:25:16.080
<v Speaker 1>enough that that black coating did not present any kind

0:25:16.080 --> 0:25:19.560
<v Speaker 1>of challenge. You could totally rip data off of a

0:25:19.680 --> 0:25:25.159
<v Speaker 1>Sony PlayStation disc. Big games on the original PlayStation included Spiro,

0:25:25.320 --> 0:25:30.560
<v Speaker 1>The Dragon, Castlevania, Symphony of the Night, Silent Hill, Metal

0:25:30.680 --> 0:25:35.360
<v Speaker 1>Gear Solid, That's a huge one, tomb Raider, Dead or Alive, Resideval,

0:25:35.680 --> 0:25:38.159
<v Speaker 1>and Taken. Those were all big, big games with the

0:25:38.160 --> 0:25:43.480
<v Speaker 1>original PlayStation. In April n nearly three years after the

0:25:43.520 --> 0:25:46.959
<v Speaker 1>PlayStation had debuted in Japan and two after it arrived

0:25:46.960 --> 0:25:50.400
<v Speaker 1>in the United States, Sony would release the dual analog

0:25:50.560 --> 0:25:54.720
<v Speaker 1>controller in North America and other Western markets, and this

0:25:54.800 --> 0:25:58.639
<v Speaker 1>was the first PlayStation controller to feature two thumbsticks. You

0:25:58.680 --> 0:26:01.200
<v Speaker 1>still had the four directional buttons on one side of

0:26:01.200 --> 0:26:03.960
<v Speaker 1>the controller, and you had the four action buttons on

0:26:04.000 --> 0:26:06.800
<v Speaker 1>the opposite side of the controller, but in between those

0:26:06.800 --> 0:26:11.120
<v Speaker 1>two and set a little below them, were two thumbsticks.

0:26:11.600 --> 0:26:13.919
<v Speaker 1>So it was this controller that would actually turn me

0:26:14.080 --> 0:26:17.399
<v Speaker 1>off of PlayStation for a really long time because I

0:26:17.400 --> 0:26:20.720
<v Speaker 1>always felt that this particular controller was really awkward to hold.

0:26:20.840 --> 0:26:25.359
<v Speaker 1>It was just a little too cramped, too small, um

0:26:25.400 --> 0:26:27.879
<v Speaker 1>so I felt that if I played any game for

0:26:27.920 --> 0:26:30.640
<v Speaker 1>more than twenty minutes, my hands would just seize up.

0:26:31.080 --> 0:26:33.560
<v Speaker 1>But the thumbsticks did add a lot of versatility to

0:26:33.600 --> 0:26:36.399
<v Speaker 1>the PlayStation, and it opened up opportunities for developers to

0:26:36.400 --> 0:26:38.800
<v Speaker 1>make new types of games to take advantage of those

0:26:38.800 --> 0:26:42.200
<v Speaker 1>two thumbsticks. So, for example, you could have one thumbstick

0:26:42.240 --> 0:26:45.240
<v Speaker 1>controller character while the second one controlled the camera angle.

0:26:45.840 --> 0:26:48.520
<v Speaker 1>Or you could use one to control movement and the

0:26:48.560 --> 0:26:51.280
<v Speaker 1>other to control the direction of a firing weapon like

0:26:51.400 --> 0:26:55.480
<v Speaker 1>Smash TV. Games like MEC Warrior launched with support for

0:26:55.520 --> 0:27:00.119
<v Speaker 1>the dual analog controller and helped promote that peripheral. The

0:27:00.240 --> 0:27:03.760
<v Speaker 1>version that appeared in Japan a few months later included

0:27:03.960 --> 0:27:07.040
<v Speaker 1>an additional feature not found in the North American version,

0:27:07.520 --> 0:27:11.480
<v Speaker 1>which was vibration. That introduced the world to the first

0:27:11.640 --> 0:27:15.520
<v Speaker 1>dual shock controller, and that gave the controller the ability

0:27:15.560 --> 0:27:20.239
<v Speaker 1>to provide haptic feedback, that is, touch based feedback, and

0:27:20.280 --> 0:27:22.760
<v Speaker 1>that's a feature game developers would use in lots of

0:27:22.800 --> 0:27:25.919
<v Speaker 1>inventive ways. You want to indicate that a character in

0:27:25.920 --> 0:27:28.640
<v Speaker 1>a game is anticipating danger when you send a vibration

0:27:28.680 --> 0:27:30.719
<v Speaker 1>to the controller and now the player knows something's up.

0:27:31.119 --> 0:27:33.800
<v Speaker 1>Or you want to send feedback when a player's character

0:27:33.920 --> 0:27:35.960
<v Speaker 1>is hit by something in the game, you just buzz

0:27:36.040 --> 0:27:38.879
<v Speaker 1>that controller. Now, the duel Shock was not the first

0:27:38.960 --> 0:27:43.240
<v Speaker 1>controller to feature vibration because Nintendo actually released the rumble

0:27:43.280 --> 0:27:46.520
<v Speaker 1>pack for the IN sixty four controller in April of

0:27:46.600 --> 0:27:49.800
<v Speaker 1>that year. That was the same month that the non

0:27:50.000 --> 0:27:53.800
<v Speaker 1>vibrating version of the Sony controller launched in the United States.

0:27:54.400 --> 0:27:56.720
<v Speaker 1>Now the U s would get the upgraded controller in

0:27:56.880 --> 0:28:01.840
<v Speaker 1>n So why was there l A Well, it beats me.

0:28:01.920 --> 0:28:04.000
<v Speaker 1>I have no idea. I've seen a lot of guesses

0:28:04.119 --> 0:28:06.560
<v Speaker 1>as to why, but not a definitive answer. So the

0:28:06.560 --> 0:28:11.480
<v Speaker 1>guesses ranged between two general approaches. There are a few others,

0:28:11.480 --> 0:28:14.000
<v Speaker 1>but these are the two big ones. One is, well,

0:28:14.119 --> 0:28:17.240
<v Speaker 1>Sony needed to get a new controller out because third

0:28:17.280 --> 0:28:21.159
<v Speaker 1>party manufacturers were coming up with their own controllers, and

0:28:21.240 --> 0:28:23.880
<v Speaker 1>Sony wanted to make sure that they were the dominant

0:28:23.880 --> 0:28:27.280
<v Speaker 1>player in that space, but they didn't have the vibration

0:28:27.960 --> 0:28:31.720
<v Speaker 1>version ready when they were needing to get into the

0:28:31.800 --> 0:28:35.439
<v Speaker 1>market and compete against the third parties. A similar but

0:28:35.600 --> 0:28:38.880
<v Speaker 1>slightly different approach, the second of the two arguments goes

0:28:39.440 --> 0:28:43.880
<v Speaker 1>that the vibrating controllers were ready that Sony could have

0:28:43.880 --> 0:28:46.080
<v Speaker 1>gone with that model, but it would have meant that

0:28:46.120 --> 0:28:49.560
<v Speaker 1>the controllers would have been more expensive, and thus the

0:28:49.760 --> 0:28:54.640
<v Speaker 1>third party versions that were on the market would undercut Sony,

0:28:54.720 --> 0:28:58.080
<v Speaker 1>and so Sony would just waste money producing controllers no

0:28:58.120 --> 0:29:01.959
<v Speaker 1>one was buying either way. The United States didn't get

0:29:01.960 --> 0:29:05.760
<v Speaker 1>the duel Shock vibrating controller until but once it did,

0:29:06.200 --> 0:29:09.200
<v Speaker 1>that controller would make an enormous difference, and Sony would

0:29:09.440 --> 0:29:15.120
<v Speaker 1>quietly discontinue the non vibrating dual analog version. And while

0:29:15.160 --> 0:29:17.760
<v Speaker 1>the duel Shock would set a standard for PS controllers,

0:29:18.280 --> 0:29:20.960
<v Speaker 1>it didn't necessarily mean every system would debut with a

0:29:21.080 --> 0:29:25.680
<v Speaker 1>vibrating controller at launch. More on that in future episodes.

0:29:26.080 --> 0:29:31.320
<v Speaker 1>So Sony announced the new console, the PlayStation two, in

0:29:31.480 --> 0:29:35.760
<v Speaker 1>nineteen nine, and they launched it in two thousand, but

0:29:36.320 --> 0:29:39.960
<v Speaker 1>the company continued to produce the original PlayStation, or technically

0:29:40.200 --> 0:29:43.480
<v Speaker 1>a redesign of it, called the PS one. It was

0:29:43.520 --> 0:29:46.160
<v Speaker 1>a little smaller than the original console, but otherwise had

0:29:46.160 --> 0:29:50.560
<v Speaker 1>the same features and capabilities as your standard PlayStation. In fact,

0:29:50.760 --> 0:29:55.120
<v Speaker 1>Sony kept making the PS one consoles and publishing games

0:29:55.160 --> 0:29:58.560
<v Speaker 1>for the PlayStation one all the way up until two

0:29:58.560 --> 0:30:03.000
<v Speaker 1>thousand six. Now that means that the original PlayStation had

0:30:03.040 --> 0:30:06.640
<v Speaker 1>a lifespan of more than eleven years from the time

0:30:06.640 --> 0:30:10.720
<v Speaker 1>it launched in Japan to the time that Sony discontinued production,

0:30:10.920 --> 0:30:13.920
<v Speaker 1>which is pretty incredible. And it also set a precedent

0:30:14.000 --> 0:30:17.520
<v Speaker 1>for Sony that the company tried to replicate later, and

0:30:17.560 --> 0:30:20.720
<v Speaker 1>in two thousand eighteen, in a nod to the nostalgic

0:30:20.880 --> 0:30:25.040
<v Speaker 1>gamers out there, Sony released the PS Classic, which is

0:30:25.080 --> 0:30:30.320
<v Speaker 1>a console with twenty pre installed PlayStation one games on it.

0:30:30.320 --> 0:30:32.880
<v Speaker 1>It does not have an optical drive, so unlike the

0:30:32.920 --> 0:30:37.440
<v Speaker 1>original PlayStation consoles, this one can't accept disks. You're limited

0:30:37.480 --> 0:30:40.360
<v Speaker 1>to the games that have been hard coded and preloaded

0:30:40.480 --> 0:30:44.000
<v Speaker 1>into the system. While Sony would focus a lot of

0:30:44.040 --> 0:30:47.200
<v Speaker 1>attention on the PS two, the company continued to support

0:30:47.240 --> 0:30:51.120
<v Speaker 1>the original console and it's enormous installed base of gamers

0:30:51.160 --> 0:30:53.360
<v Speaker 1>for many years. But now it's time for us to

0:30:53.400 --> 0:30:57.560
<v Speaker 1>shift our story to the PlayStation two. Specifically, the PlayStation

0:30:57.600 --> 0:31:01.480
<v Speaker 1>two console would be one of the big players, in fact,

0:31:01.560 --> 0:31:06.440
<v Speaker 1>the biggest player in the sixth generation of video game consoles.

0:31:07.440 --> 0:31:11.400
<v Speaker 1>This was what some would call the eight bit era

0:31:11.560 --> 0:31:14.360
<v Speaker 1>of video game consoles. It's also the last time anyone

0:31:14.400 --> 0:31:18.640
<v Speaker 1>would bother describing consoles in as you know, having a

0:31:18.680 --> 0:31:21.000
<v Speaker 1>word size of a certain number of bits, because that

0:31:21.080 --> 0:31:26.360
<v Speaker 1>became less important. But this particular generation of consoles included

0:31:26.440 --> 0:31:29.600
<v Speaker 1>not just the PlayStation two, but also the Sega Dreamcast,

0:31:30.040 --> 0:31:33.080
<v Speaker 1>which launched a couple of years before the PlayStation two,

0:31:33.120 --> 0:31:35.120
<v Speaker 1>and to this day it's still one of my favorite

0:31:35.120 --> 0:31:38.640
<v Speaker 1>consoles of all time, but it pretty much fizzled in

0:31:38.680 --> 0:31:43.880
<v Speaker 1>the marketplace. It also includes the Nintendo GameCube in that generation,

0:31:43.960 --> 0:31:47.560
<v Speaker 1>which is one of my least favorite consoles I've ever owned,

0:31:48.280 --> 0:31:51.960
<v Speaker 1>and Microsoft's first foray into the world of video game consoles.

0:31:52.040 --> 0:31:56.160
<v Speaker 1>The original Xbox was also in the sixth generation. The

0:31:56.240 --> 0:31:59.240
<v Speaker 1>Dreamcast was the first one to hit shelves, and it

0:31:59.320 --> 0:32:03.160
<v Speaker 1>did so in Japan in just one year after Sony

0:32:03.200 --> 0:32:06.880
<v Speaker 1>introduced the dual shot controller and two full years before

0:32:06.960 --> 0:32:10.240
<v Speaker 1>the PlayStation two would arrive. So you would think, Sega,

0:32:10.520 --> 0:32:14.200
<v Speaker 1>you've got two full years to establish a gamer base,

0:32:14.320 --> 0:32:17.800
<v Speaker 1>a loyal customer base of gamers. You've got the headstart

0:32:17.840 --> 0:32:22.400
<v Speaker 1>on Sony. Surely you couldn't fail. You'd be wrong. Kudaragi

0:32:22.560 --> 0:32:25.960
<v Speaker 1>again headed up the design process for the sequel to

0:32:26.000 --> 0:32:29.080
<v Speaker 1>the hottest selling video game console up to that point,

0:32:29.560 --> 0:32:31.840
<v Speaker 1>and he was thinking about the PlayStation two pretty early on.

0:32:32.000 --> 0:32:35.520
<v Speaker 1>Essentially during the launch of PlayStation one. He had ideas

0:32:35.520 --> 0:32:38.360
<v Speaker 1>on how to prevent people from circumventing region locking and

0:32:38.400 --> 0:32:41.320
<v Speaker 1>copy of protection. He had ideas about how the system

0:32:41.360 --> 0:32:44.920
<v Speaker 1>should support more advanced features, and he had greater ambitions

0:32:44.960 --> 0:32:47.320
<v Speaker 1>as well. It was his hope to establish a type

0:32:47.320 --> 0:32:51.200
<v Speaker 1>of technology that would be transferable to other Sony products. So,

0:32:51.240 --> 0:32:54.239
<v Speaker 1>in other words, he wasn't content in just making the

0:32:54.280 --> 0:32:57.800
<v Speaker 1>best selling game system in the world. He wanted to

0:32:57.920 --> 0:33:02.960
<v Speaker 1>establish a framework upon which many different Sony products could stand.

0:33:03.560 --> 0:33:05.680
<v Speaker 1>He wanted to make a sort of universal set of

0:33:05.720 --> 0:33:08.880
<v Speaker 1>blueprints for basic functionality. I like to think of it

0:33:08.920 --> 0:33:11.880
<v Speaker 1>as kind of the Apple approach with iOS, you know,

0:33:11.920 --> 0:33:16.640
<v Speaker 1>iOS powers, not just the iPhone, but also the iPad

0:33:16.800 --> 0:33:20.400
<v Speaker 1>and as well as some other Apple products. I think

0:33:20.440 --> 0:33:22.760
<v Speaker 1>that Kutaragi wanted to do the same thing and have

0:33:22.920 --> 0:33:28.560
<v Speaker 1>the PlayStation console line sort of serve as the flagship

0:33:28.720 --> 0:33:33.280
<v Speaker 1>for that. The PS two wouldn't quite reach that level

0:33:33.280 --> 0:33:36.360
<v Speaker 1>of ambition, but it would become the top selling home

0:33:36.440 --> 0:33:40.000
<v Speaker 1>console of all time, so I think that's a worthy

0:33:40.040 --> 0:33:44.080
<v Speaker 1>accolade all by itself. One thing the PS two had

0:33:44.120 --> 0:33:47.800
<v Speaker 1>that gamers really liked was backwards compatibility. So if you

0:33:47.880 --> 0:33:51.000
<v Speaker 1>had a PS two, you could play most PS one

0:33:51.080 --> 0:33:53.920
<v Speaker 1>games on it in addition to all the PS two titles.

0:33:54.320 --> 0:33:57.000
<v Speaker 1>And this was another big reason why Sony would continue

0:33:57.040 --> 0:34:00.320
<v Speaker 1>to support PS one development even after the law launch

0:34:00.400 --> 0:34:03.760
<v Speaker 1>of the PlayStation two, because new PS one games could

0:34:03.800 --> 0:34:05.920
<v Speaker 1>find a home either with gamers who had not yet

0:34:06.120 --> 0:34:09.279
<v Speaker 1>upgraded to the new console or two gamers who had

0:34:09.320 --> 0:34:11.440
<v Speaker 1>a PS two but they still like playing some of

0:34:11.440 --> 0:34:13.640
<v Speaker 1>this stuff that was coming out for the older console.

0:34:14.040 --> 0:34:17.080
<v Speaker 1>They didn't have to switch between consoles in the meantime,

0:34:17.160 --> 0:34:19.400
<v Speaker 1>right even if you had to play PlayStation one and

0:34:19.440 --> 0:34:22.120
<v Speaker 1>a PlayStation two, but you just hook up the PlayStation

0:34:22.160 --> 0:34:25.480
<v Speaker 1>two to your television because it can play nearly all

0:34:25.560 --> 0:34:28.200
<v Speaker 1>the games of the PS one. Because there were a

0:34:28.239 --> 0:34:30.960
<v Speaker 1>handful of PS one titles that did not work on

0:34:31.000 --> 0:34:34.920
<v Speaker 1>the PS two, you know, like Mortal Kombat Trilogy or

0:34:35.239 --> 0:34:38.320
<v Speaker 1>this was a really big one. Metal gear Solid didn't

0:34:38.360 --> 0:34:41.000
<v Speaker 1>work on some models of the PS two. That was

0:34:41.040 --> 0:34:44.719
<v Speaker 1>a big blow. In addition, during the production span of

0:34:44.760 --> 0:34:48.560
<v Speaker 1>the PS two, Sony actually made lots of different versions

0:34:48.719 --> 0:34:53.560
<v Speaker 1>of the PlayStation two. A lot of them were indistinguishable externally,

0:34:53.719 --> 0:34:55.640
<v Speaker 1>like you could put the two side by side and

0:34:55.640 --> 0:34:59.440
<v Speaker 1>they would look identical, but inside they'd be slightly different.

0:35:00.080 --> 0:35:02.279
<v Speaker 1>And some of the times those slight differences would mean

0:35:02.320 --> 0:35:05.360
<v Speaker 1>that certain games would no longer run on that PS

0:35:05.400 --> 0:35:09.960
<v Speaker 1>two certain PS one games. So the question about whether

0:35:10.040 --> 0:35:12.520
<v Speaker 1>or not you could play any particular PS one game

0:35:12.520 --> 0:35:15.800
<v Speaker 1>on a PS two depended on two things. Was it

0:35:15.880 --> 0:35:18.320
<v Speaker 1>one of the titles that just wasn't supported by PS

0:35:18.360 --> 0:35:21.520
<v Speaker 1>two in general? And what model of PS two did

0:35:21.520 --> 0:35:24.759
<v Speaker 1>you have, because it might end up being incompatible with

0:35:24.800 --> 0:35:27.680
<v Speaker 1>a specific PS one title. So it was a little complicated,

0:35:27.719 --> 0:35:31.799
<v Speaker 1>but generally speaking, backwards compatibility was really popular and it

0:35:31.920 --> 0:35:34.520
<v Speaker 1>was a lauded feature, and it's one of those things

0:35:34.600 --> 0:35:39.520
<v Speaker 1>that when consoles don't support it, gamers complain because Sony

0:35:39.600 --> 0:35:44.719
<v Speaker 1>kind of set this precedent, and gamers loved that. The

0:35:44.760 --> 0:35:48.439
<v Speaker 1>PS two had a new CPU with an unusual name.

0:35:48.840 --> 0:35:54.520
<v Speaker 1>Sony called it the Emotion Engine, and the CPU included

0:35:54.520 --> 0:35:58.880
<v Speaker 1>a single core processor, two vp us those are vector

0:35:59.080 --> 0:36:03.239
<v Speaker 1>processing units for graphics, had a memory controller and an

0:36:03.280 --> 0:36:07.040
<v Speaker 1>imaging processing unit or an image processing unit I should say,

0:36:07.200 --> 0:36:09.759
<v Speaker 1>or an IPU in other words, and it also had

0:36:09.880 --> 0:36:14.200
<v Speaker 1>a direct memory access component or d m a H.

0:36:14.320 --> 0:36:18.400
<v Speaker 1>The architecture design meant that a properly optimized game for

0:36:18.440 --> 0:36:20.960
<v Speaker 1>the PS two would have state of the art graphics.

0:36:21.080 --> 0:36:23.120
<v Speaker 1>Not keep in mind we're talking about state of the

0:36:23.239 --> 0:36:27.080
<v Speaker 1>art circuit two thousand here, and that was pretty impressive.

0:36:27.440 --> 0:36:30.239
<v Speaker 1>The chip ran at nearly three hundred mega hurts, which

0:36:30.280 --> 0:36:32.879
<v Speaker 1>is ultra slow by today's standards, but at the time

0:36:32.920 --> 0:36:35.960
<v Speaker 1>it was pretty speedy. It had thirty two megabytes of

0:36:36.080 --> 0:36:40.480
<v Speaker 1>RAM plus four megabytes of video memory, and unlike the

0:36:40.480 --> 0:36:45.280
<v Speaker 1>original PlayStation, which was white plastic, this one was black

0:36:45.680 --> 0:36:49.240
<v Speaker 1>and it featured a dual shock to controller, which refined

0:36:49.280 --> 0:36:52.440
<v Speaker 1>the design of the previous generation's controller, and it became

0:36:52.760 --> 0:36:56.440
<v Speaker 1>the real standard from that point forward. I have more

0:36:56.480 --> 0:36:59.160
<v Speaker 1>to say about the PlayStation two in just a moment,

0:36:59.200 --> 0:37:09.600
<v Speaker 1>but first let's take another quick break. The PS two

0:37:09.640 --> 0:37:12.920
<v Speaker 1>had a memory card expansion slot, It could support forty

0:37:12.960 --> 0:37:16.560
<v Speaker 1>eight channels of audio, had to USB ports, It had

0:37:16.560 --> 0:37:19.520
<v Speaker 1>a FireWire port. Do you guys remember a FireWire? You

0:37:19.520 --> 0:37:22.920
<v Speaker 1>could use that to hook up an an additional drive,

0:37:23.440 --> 0:37:25.480
<v Speaker 1>which was required for certain games. There was a Final

0:37:25.520 --> 0:37:29.120
<v Speaker 1>Fantasy game that required an additional component or else you

0:37:29.160 --> 0:37:32.000
<v Speaker 1>just couldn't run it on a standard PS two. The

0:37:32.040 --> 0:37:36.080
<v Speaker 1>PS two also included support for DVD playback, and DVDs

0:37:36.160 --> 0:37:39.080
<v Speaker 1>had been developed between the time the PS one had

0:37:39.080 --> 0:37:43.040
<v Speaker 1>come out and the launch of the PS two, so

0:37:43.280 --> 0:37:45.680
<v Speaker 1>that gave the PS two the capability to serve as

0:37:45.719 --> 0:37:48.560
<v Speaker 1>more than just a game console. It could act as

0:37:48.600 --> 0:37:52.080
<v Speaker 1>more of an entertainment center, which would be greatly expanded

0:37:52.160 --> 0:37:55.160
<v Speaker 1>upon by future generations of the consoles. In fact, have

0:37:55.239 --> 0:37:57.880
<v Speaker 1>become a real point of focus for the Xbox line

0:37:58.000 --> 0:38:02.600
<v Speaker 1>later that would your tap some gamers who I remember

0:38:02.880 --> 0:38:05.880
<v Speaker 1>a certain E three presentation where people were leaving an

0:38:06.080 --> 0:38:12.000
<v Speaker 1>Xbox UH stage event saying why didn't they talk about games?

0:38:12.040 --> 0:38:14.560
<v Speaker 1>It's a game system. But this was sort of the

0:38:14.600 --> 0:38:18.520
<v Speaker 1>beginning of that move to becoming more than a video

0:38:18.520 --> 0:38:21.799
<v Speaker 1>game console. Now, while the PS two had the new

0:38:21.800 --> 0:38:26.480
<v Speaker 1>Emotion Engine CPU, it wasn't an enormous departure from the

0:38:26.480 --> 0:38:31.160
<v Speaker 1>PS one's operation. Both processors are risk processors r I

0:38:31.600 --> 0:38:36.239
<v Speaker 1>s C. That stands for reduced instruction set computer, and

0:38:36.840 --> 0:38:39.320
<v Speaker 1>this is where being a console can really pay off

0:38:39.400 --> 0:38:42.600
<v Speaker 1>from sort of an engineering perspective. So if you think

0:38:42.600 --> 0:38:46.040
<v Speaker 1>about it a general purpose computer with a regular CPU,

0:38:46.280 --> 0:38:49.120
<v Speaker 1>it has to be able to do everything pretty well,

0:38:49.560 --> 0:38:52.799
<v Speaker 1>and that includes running all sorts of different software, and

0:38:52.880 --> 0:38:57.000
<v Speaker 1>different software required different processes, So that means the processor

0:38:57.040 --> 0:38:59.560
<v Speaker 1>itself has to be able to run a wide spectrum

0:39:00.040 --> 0:39:04.680
<v Speaker 1>of instructions, but consoles are limited in what they have

0:39:04.800 --> 0:39:07.239
<v Speaker 1>to do. They don't have to do everything, they just

0:39:07.280 --> 0:39:10.279
<v Speaker 1>have to do a subset of things really well. And

0:39:10.360 --> 0:39:12.759
<v Speaker 1>games can come in all sorts of varieties, but the

0:39:12.800 --> 0:39:16.200
<v Speaker 1>instructions all come from the same basic pool. So if

0:39:16.239 --> 0:39:18.920
<v Speaker 1>you reduce the variety of instructions that you need to

0:39:19.000 --> 0:39:22.000
<v Speaker 1>carry out, that means you narrow the scope of water

0:39:22.040 --> 0:39:25.040
<v Speaker 1>processor has to do, and you simplify things. You rule

0:39:25.080 --> 0:39:27.680
<v Speaker 1>out all the stuff that the processor is never going

0:39:27.719 --> 0:39:30.840
<v Speaker 1>to have to handle, and then you optimize the processor

0:39:30.920 --> 0:39:34.400
<v Speaker 1>to handle the stuff that matters a risk. Processor is

0:39:34.440 --> 0:39:39.200
<v Speaker 1>capable of multitasking simple instructions. So the combination of running

0:39:39.200 --> 0:39:42.520
<v Speaker 1>programs that consist of simpler tasks as well as the

0:39:42.560 --> 0:39:46.360
<v Speaker 1>ability to multitask means that these processors are really efficient.

0:39:46.440 --> 0:39:50.200
<v Speaker 1>That translates to us into speed. There's some other technical

0:39:50.239 --> 0:39:52.640
<v Speaker 1>stuff that we're going to get into, and this is

0:39:52.640 --> 0:39:55.359
<v Speaker 1>where we get super nerdy. But don't worry, I'm going

0:39:55.400 --> 0:39:58.560
<v Speaker 1>to explain some stuff that I think is is really cool.

0:39:58.600 --> 0:40:02.920
<v Speaker 1>It's also relevant p on the PlayStation. But um, this

0:40:02.960 --> 0:40:05.359
<v Speaker 1>is why it gives me my opportunity to totally geek out.

0:40:05.440 --> 0:40:10.200
<v Speaker 1>So the PS two has a floating point unit or FPU.

0:40:10.640 --> 0:40:13.719
<v Speaker 1>What is that, Well, it's a special processor that handles

0:40:13.960 --> 0:40:20.600
<v Speaker 1>specific types of complicated mathematic equations. Those usually involve non

0:40:20.600 --> 0:40:24.799
<v Speaker 1>integers numbers that are after a decimal point, and these

0:40:24.800 --> 0:40:28.120
<v Speaker 1>are called floating point operations because the decimal point can

0:40:28.160 --> 0:40:32.080
<v Speaker 1>move or or float depending on the outcome of the calculation.

0:40:32.840 --> 0:40:37.640
<v Speaker 1>So the complexity of these numbers creates an enormous challenge

0:40:38.040 --> 0:40:40.279
<v Speaker 1>for the main processor. If it has to handle all

0:40:40.360 --> 0:40:43.160
<v Speaker 1>those calculations, it will get bogged down and other stuff

0:40:43.200 --> 0:40:46.319
<v Speaker 1>will slow down as a result. So to kind of

0:40:46.840 --> 0:40:50.800
<v Speaker 1>take the pain away for the main processor, you build

0:40:51.280 --> 0:40:54.600
<v Speaker 1>a specific process or a floating point unit designed to

0:40:54.680 --> 0:41:00.400
<v Speaker 1>handle those calculations. Now you've probably heard about flops in computing.

0:41:00.760 --> 0:41:04.120
<v Speaker 1>Now I'm talking about a type of operation. I'm not

0:41:04.160 --> 0:41:07.719
<v Speaker 1>talking about flops like Microsoft Bob, though that was a

0:41:07.719 --> 0:41:10.200
<v Speaker 1>heck of a flop. No flops in this case refer

0:41:10.320 --> 0:41:14.280
<v Speaker 1>to the speed with which the FPU can process these calculations.

0:41:14.320 --> 0:41:18.799
<v Speaker 1>It actually stands for floating point operations per second. A

0:41:18.880 --> 0:41:22.360
<v Speaker 1>giga flop would be one billion of those. The PS

0:41:22.440 --> 0:41:27.160
<v Speaker 1>two's FPU is a six point two giga flop FPU,

0:41:27.280 --> 0:41:31.320
<v Speaker 1>so it can perform six point two billion floating point

0:41:31.360 --> 0:41:35.840
<v Speaker 1>operations in one second. The PS two has a component

0:41:35.920 --> 0:41:39.200
<v Speaker 1>called the Graphics Synthesizer, which is in charge of stuff

0:41:39.239 --> 0:41:42.320
<v Speaker 1>that includes and I love these terms, guys, strip yourselves

0:41:42.360 --> 0:41:49.040
<v Speaker 1>in besier surfacing, alpha channel, UH, perspective correction, MIP mapping.

0:41:49.760 --> 0:41:51.359
<v Speaker 1>I swear I didn't make any of these up here.

0:41:51.680 --> 0:41:54.160
<v Speaker 1>I'll tell you what. I'll prove it. We'll go through these.

0:41:54.320 --> 0:41:57.319
<v Speaker 1>So let's start with Besier surfacing. That's a three D

0:41:57.480 --> 0:42:00.880
<v Speaker 1>modeling process, and the whole point of the process and

0:42:00.960 --> 0:42:04.560
<v Speaker 1>it breaks down, how many polygons? How many simple shapes

0:42:04.600 --> 0:42:08.560
<v Speaker 1>do you need to create a three dimensional object within

0:42:08.600 --> 0:42:11.520
<v Speaker 1>a game? Right? Think of something like I don't know

0:42:11.560 --> 0:42:16.600
<v Speaker 1>a car. Well, the more smooth you want that car,

0:42:16.760 --> 0:42:20.960
<v Speaker 1>the more individual tiny little polygons you're going to need

0:42:21.040 --> 0:42:26.440
<v Speaker 1>to represent that car. And Besier servicing bases the number

0:42:26.680 --> 0:42:29.280
<v Speaker 1>on the level of detail necessary to make the object

0:42:29.280 --> 0:42:31.560
<v Speaker 1>appear to be smooth to the viewer, and that number

0:42:31.680 --> 0:42:35.719
<v Speaker 1>can change depending upon perspective. The PS two only performs

0:42:35.760 --> 0:42:38.919
<v Speaker 1>these calculations on besier surfaced objects that are in the game,

0:42:39.000 --> 0:42:43.880
<v Speaker 1>so not all objects are designated as besier surfaced objects,

0:42:43.920 --> 0:42:47.480
<v Speaker 1>and perspective correction makes the texture map re size at

0:42:47.480 --> 0:42:50.640
<v Speaker 1>the same rate as the object that has mapped that

0:42:50.760 --> 0:42:55.680
<v Speaker 1>the texture map appears on. Texture maps are images like

0:42:56.120 --> 0:42:57.960
<v Speaker 1>and it's pretty much what it sounds like. Just think

0:42:57.960 --> 0:43:00.560
<v Speaker 1>of a texture and then think of a peating that

0:43:00.640 --> 0:43:04.239
<v Speaker 1>texture over and over and over across all the surfaces

0:43:04.280 --> 0:43:06.000
<v Speaker 1>of an object in order to make it look like

0:43:06.040 --> 0:43:09.080
<v Speaker 1>it's made out of whatever that stuff is, like wood

0:43:09.239 --> 0:43:12.480
<v Speaker 1>or stone or I don't know. Dog. For the PS

0:43:12.520 --> 0:43:15.600
<v Speaker 1>two has that alpha channel I mentioned, what's that, Well,

0:43:15.600 --> 0:43:19.640
<v Speaker 1>that's to add transparency effects to an object, and it's

0:43:19.640 --> 0:43:23.160
<v Speaker 1>a special graphics mode that's used by digital video animation

0:43:23.200 --> 0:43:27.240
<v Speaker 1>and video games. To make this happen, they use twenty

0:43:27.239 --> 0:43:32.120
<v Speaker 1>four bits to define the amounts of red, green, and blue.

0:43:32.160 --> 0:43:34.759
<v Speaker 1>Each of those get eight bits that are needed to

0:43:34.800 --> 0:43:38.279
<v Speaker 1>create a specific color, and another eight bits are used

0:43:38.280 --> 0:43:41.719
<v Speaker 1>to create a gray scale mask that acts as a

0:43:41.800 --> 0:43:47.160
<v Speaker 1>separate layer for representing levels of object transparency. The degree

0:43:47.160 --> 0:43:50.000
<v Speaker 1>of that transparency is completely determined by how dark the

0:43:50.120 --> 0:43:53.960
<v Speaker 1>gray in that alpha channel is. If you make an

0:43:54.000 --> 0:43:57.160
<v Speaker 1>area of that mask dark gray, you can make an

0:43:57.160 --> 0:43:59.680
<v Speaker 1>object appear to be very transparent, so it can be

0:43:59.719 --> 0:44:03.080
<v Speaker 1>like a ghost. If you do light gray, you can

0:44:03.120 --> 0:44:06.560
<v Speaker 1>create other sorts of effects like water effects or fog effects.

0:44:06.719 --> 0:44:09.000
<v Speaker 1>What about mip mapping. This is the one that sounds

0:44:09.000 --> 0:44:10.960
<v Speaker 1>the most fake, right, It kind of sounds like the

0:44:11.000 --> 0:44:15.880
<v Speaker 1>noise that the those muppets make on Sesame Street. Mip mapping.

0:44:16.040 --> 0:44:19.600
<v Speaker 1>Mip mapping that I lose you all guys, because it's

0:44:19.760 --> 0:44:22.719
<v Speaker 1>it's great, it's great character anyway. It's a form of

0:44:22.800 --> 0:44:27.040
<v Speaker 1>texture mapping in which different sizes of each texture map

0:44:27.160 --> 0:44:32.000
<v Speaker 1>are made. Does that mean Okay? So imagine you've got

0:44:32.000 --> 0:44:35.200
<v Speaker 1>an image that represents a texture, right, it's a it's

0:44:35.200 --> 0:44:37.520
<v Speaker 1>a picture of a cinder block very close up. So

0:44:37.560 --> 0:44:41.759
<v Speaker 1>you've got that texture of a cinder block as a picture. Well,

0:44:41.800 --> 0:44:47.080
<v Speaker 1>with mip mapping, you have different sizes of that texture image.

0:44:47.440 --> 0:44:50.440
<v Speaker 1>And it's so that when you get closer or further

0:44:50.600 --> 0:44:54.640
<v Speaker 1>away from a virtual object in a game, the texture

0:44:54.840 --> 0:44:57.960
<v Speaker 1>that you see will match the distance you're at, so

0:44:58.040 --> 0:45:00.680
<v Speaker 1>it won't look weird like you won't have a close

0:45:00.760 --> 0:45:04.240
<v Speaker 1>up view of that cinder block texture when the cinder

0:45:04.239 --> 0:45:08.600
<v Speaker 1>block is really far away. But here's the problem. You

0:45:08.640 --> 0:45:12.319
<v Speaker 1>can't make a texture map for every possible distance your

0:45:12.440 --> 0:45:14.879
<v Speaker 1>character or your point of view will have from a

0:45:14.960 --> 0:45:18.839
<v Speaker 1>virtual object. That's just way too much, right, So if

0:45:18.880 --> 0:45:21.399
<v Speaker 1>we were thinking in terms of feet, which doesn't really

0:45:21.400 --> 0:45:23.520
<v Speaker 1>apply in the virtual world, but just stick with me.

0:45:23.960 --> 0:45:27.520
<v Speaker 1>Let's say that you have texture maps that are equivalent

0:45:27.560 --> 0:45:30.440
<v Speaker 1>to being three feet away, six ft away, or twelve

0:45:30.440 --> 0:45:33.560
<v Speaker 1>feet away from the same object, and if you're further

0:45:33.640 --> 0:45:35.640
<v Speaker 1>than twelve feet away, you don't see the texture because

0:45:35.719 --> 0:45:38.000
<v Speaker 1>you're not you're not close enough to get that detail.

0:45:39.160 --> 0:45:41.759
<v Speaker 1>Your virtual character, let's say that they are nine feet

0:45:41.800 --> 0:45:44.400
<v Speaker 1>away from this object, so they're in between two of

0:45:44.440 --> 0:45:47.080
<v Speaker 1>those image sets, right, the six ft and the and

0:45:47.160 --> 0:45:50.400
<v Speaker 1>the twelve feet. So what do you do well with

0:45:50.440 --> 0:45:53.520
<v Speaker 1>admit mapping. What it does is it takes the values

0:45:53.840 --> 0:45:57.040
<v Speaker 1>for six ft and it takes the values of twelve feet,

0:45:57.480 --> 0:46:01.320
<v Speaker 1>runs a mathematic application in order to determine what size

0:46:01.360 --> 0:46:04.520
<v Speaker 1>that texture map should be for nine feet, and then

0:46:04.560 --> 0:46:08.040
<v Speaker 1>displays it on the object. So that way, by having

0:46:08.080 --> 0:46:12.680
<v Speaker 1>a few benchmarks, you can use those benchmarks to estimate

0:46:13.320 --> 0:46:17.320
<v Speaker 1>the right size of that texture map for whatever virtual

0:46:17.400 --> 0:46:20.279
<v Speaker 1>distance you are from that object. And it saves a

0:46:20.280 --> 0:46:23.239
<v Speaker 1>lot of memory. You don't have to have, you know,

0:46:23.800 --> 0:46:27.120
<v Speaker 1>an infinite number of different texture maps in order to

0:46:27.160 --> 0:46:32.680
<v Speaker 1>represent objects. You know, realistically and it doesn't compromise too

0:46:32.840 --> 0:46:35.760
<v Speaker 1>much on that realistic value, so that way things still

0:46:35.760 --> 0:46:38.200
<v Speaker 1>look good in your game. It's a really clever way

0:46:38.239 --> 0:46:42.239
<v Speaker 1>of fixing that problem. And the goal is always to

0:46:42.320 --> 0:46:45.840
<v Speaker 1>use the smallest texture map possible given the distance that

0:46:45.880 --> 0:46:48.160
<v Speaker 1>the object is from the viewer, because the smaller the

0:46:48.200 --> 0:46:52.040
<v Speaker 1>texture map, the lower the processing load. So you have

0:46:52.120 --> 0:46:55.440
<v Speaker 1>to have this balance between the size of the texture

0:46:55.480 --> 0:46:59.680
<v Speaker 1>map versus the virtual distance of your character to the

0:46:59.680 --> 0:47:02.480
<v Speaker 1>ob checked and also the effect you want to have

0:47:02.640 --> 0:47:06.320
<v Speaker 1>because if you're on a close object, small texture maps

0:47:06.360 --> 0:47:08.680
<v Speaker 1>create sort of a grainy surface that looks really bad,

0:47:08.719 --> 0:47:11.960
<v Speaker 1>so you want to use larger texture maps when you're close.

0:47:12.560 --> 0:47:13.719
<v Speaker 1>So there's a lot of things you have to take

0:47:13.760 --> 0:47:17.239
<v Speaker 1>into consideration, and clearly that needs to happen all on

0:47:17.280 --> 0:47:21.200
<v Speaker 1>an automated side in the background. Now, one day we're

0:47:21.200 --> 0:47:23.239
<v Speaker 1>gon we're done with the super technical stuff, by the way,

0:47:23.320 --> 0:47:26.120
<v Speaker 1>so wake up, we're gonna get back into the story here.

0:47:26.680 --> 0:47:30.600
<v Speaker 1>One day after launching the PS two in Japan, Sony

0:47:30.680 --> 0:47:35.640
<v Speaker 1>sold nearly one million units. Now remember the PlayStation one

0:47:35.680 --> 0:47:38.240
<v Speaker 1>sold three hundred thousand units in the first thirty days.

0:47:39.440 --> 0:47:43.080
<v Speaker 1>The PS two sold nine hundred eighty thousand units one

0:47:43.160 --> 0:47:47.680
<v Speaker 1>day after launch in Japan. That's incredible. The new system

0:47:47.719 --> 0:47:51.080
<v Speaker 1>costs the same as a DVD player around that time.

0:47:51.719 --> 0:47:55.680
<v Speaker 1>It actually costs around two dars, which was the same

0:47:55.719 --> 0:48:00.400
<v Speaker 1>price tag as the original PlayStation back in one launched

0:48:00.400 --> 0:48:04.920
<v Speaker 1>at two. However, when we adjust for inflation, there is

0:48:04.960 --> 0:48:07.279
<v Speaker 1>a difference. If we had just for inflation, it would

0:48:07.320 --> 0:48:11.560
<v Speaker 1>mean that a brand new PS two bought with today's dollars,

0:48:12.000 --> 0:48:13.680
<v Speaker 1>if it were the price the same as it was

0:48:13.719 --> 0:48:17.360
<v Speaker 1>back in two thousand, would cost about four d fifty bucks. Today,

0:48:17.800 --> 0:48:20.880
<v Speaker 1>a PS one would be more expensive because it came out,

0:48:21.280 --> 0:48:23.719
<v Speaker 1>So if we had just for inflation, that's about five

0:48:23.800 --> 0:48:29.279
<v Speaker 1>hundred dollars. Anyway, Since most DVD players cost around three

0:48:29.360 --> 0:48:32.600
<v Speaker 1>hundred dollars or more in two thousand because they were

0:48:32.600 --> 0:48:36.759
<v Speaker 1>relatively new technology, it meant that some consumers opted for

0:48:36.840 --> 0:48:40.719
<v Speaker 1>a PS two over a standard DVD player because if

0:48:40.719 --> 0:48:43.080
<v Speaker 1>they both cost the same amount, why would you not

0:48:43.239 --> 0:48:45.160
<v Speaker 1>go and buy the one that also lets you play

0:48:45.239 --> 0:48:48.200
<v Speaker 1>games on it, go and get a DVD player that

0:48:48.239 --> 0:48:51.920
<v Speaker 1>can also play games. It makes sense. Sony had really

0:48:51.960 --> 0:48:55.720
<v Speaker 1>positioned the PS two well, and it paid off big time.

0:48:56.520 --> 0:49:01.400
<v Speaker 1>Sales quickly outpaced Sega's Dreamcast system, which again faded away

0:49:01.440 --> 0:49:04.800
<v Speaker 1>in two thousand one, which meant that for about half

0:49:04.800 --> 0:49:08.480
<v Speaker 1>a year, Sony was the only company that had a

0:49:08.560 --> 0:49:12.840
<v Speaker 1>sixth generation console on the market. The Dreamcast was gone,

0:49:13.200 --> 0:49:16.239
<v Speaker 1>and the GameCube and the original Xbox wouldn't come around

0:49:16.320 --> 0:49:19.680
<v Speaker 1>until late two thousand one, So for half of two

0:49:19.680 --> 0:49:24.320
<v Speaker 1>thousand one, the PlayStation two was the only game console

0:49:24.760 --> 0:49:28.600
<v Speaker 1>in town. Nintendo and Microsoft would be left fighting over

0:49:28.719 --> 0:49:32.960
<v Speaker 1>second place. Microsoft would squeak out a win over Nintendo,

0:49:33.360 --> 0:49:36.320
<v Speaker 1>but even if you added the total number of sales

0:49:36.360 --> 0:49:39.160
<v Speaker 1>of the Xbox to the total number of sales of

0:49:39.200 --> 0:49:42.480
<v Speaker 1>the game Cube, you would just hit maybe a third

0:49:42.480 --> 0:49:45.800
<v Speaker 1>of the total sales of the PS two. The PS

0:49:45.840 --> 0:49:50.640
<v Speaker 1>two ultimately sold one hundred fifty five million units. It

0:49:50.800 --> 0:49:54.439
<v Speaker 1>is the best selling home video game console so far.

0:49:55.080 --> 0:49:58.080
<v Speaker 1>Sony was able to get really aggressive with its pricing

0:49:58.120 --> 0:50:01.160
<v Speaker 1>as well, because in two thousand two they dropped the

0:50:01.200 --> 0:50:05.440
<v Speaker 1>price tag from two dollars to one dollars in an

0:50:05.440 --> 0:50:09.000
<v Speaker 1>effort to compete more with the GameCube and to undercut

0:50:09.239 --> 0:50:14.600
<v Speaker 1>the Xbox. Now, like the PS one, Sony would continue

0:50:14.600 --> 0:50:17.040
<v Speaker 1>to support the PlayStation two for a really long time.

0:50:17.520 --> 0:50:20.680
<v Speaker 1>It launched in two thousand, and Sony would halt production

0:50:20.760 --> 0:50:24.200
<v Speaker 1>in late two thousand twelve early two thousand thirteen, which

0:50:24.239 --> 0:50:27.239
<v Speaker 1>is pretty phenomenal considering that the PS three came out

0:50:27.239 --> 0:50:31.000
<v Speaker 1>in two thousand six. For like seven years, while the

0:50:31.040 --> 0:50:33.640
<v Speaker 1>PS three was out, Sony was still making PS two's

0:50:33.680 --> 0:50:38.520
<v Speaker 1>and still publishing PS two games. That's amazing. That would

0:50:38.560 --> 0:50:41.480
<v Speaker 1>make the PS two the last of the major sixth

0:50:41.520 --> 0:50:45.440
<v Speaker 1>generation consoles to go out of production. The Dreamcast was

0:50:45.520 --> 0:50:48.000
<v Speaker 1>first made rest in peace because it died in two

0:50:48.040 --> 0:50:52.040
<v Speaker 1>thousand one. The game Cube followed, but lasted until two

0:50:52.040 --> 0:50:55.879
<v Speaker 1>thousand seven. The original Xbox stayed in production until two

0:50:55.880 --> 0:50:59.160
<v Speaker 1>thousand nine, and everyone else had moved on when Sony

0:50:59.239 --> 0:51:04.000
<v Speaker 1>was still supporting PS two. Of course, it was simultaneously producing, promoting,

0:51:04.040 --> 0:51:06.839
<v Speaker 1>and selling the PS three. But that's a console we're

0:51:06.840 --> 0:51:09.279
<v Speaker 1>going to talk about in our next episode, and that

0:51:09.360 --> 0:51:14.240
<v Speaker 1>one's really interesting for both good and bad reasons. Something

0:51:14.280 --> 0:51:16.680
<v Speaker 1>else will talk more about in our next episode will

0:51:16.719 --> 0:51:21.239
<v Speaker 1>be online capabilities. So when Sony first launched the PS two,

0:51:21.480 --> 0:51:24.839
<v Speaker 1>that console didn't really have any way to connect online,

0:51:24.960 --> 0:51:28.160
<v Speaker 1>which is interesting because Sega's Dreamcast did have ports that

0:51:28.280 --> 0:51:30.319
<v Speaker 1>lets you connect to the Internet if you wanted to,

0:51:30.880 --> 0:51:33.680
<v Speaker 1>but the PS two didn't have that. It wouldn't be

0:51:33.800 --> 0:51:38.280
<v Speaker 1>until Microsoft unveiled the Xbox Live Online feature that Sony

0:51:38.320 --> 0:51:41.640
<v Speaker 1>got really serious about online gaming, and that's when the

0:51:41.680 --> 0:51:45.000
<v Speaker 1>company released an adapter that players could connect to a

0:51:45.040 --> 0:51:48.839
<v Speaker 1>PS two in order to give it online capabilities. Kutaragi

0:51:49.000 --> 0:51:51.480
<v Speaker 1>would take this into account when he was working on

0:51:51.520 --> 0:51:54.080
<v Speaker 1>the design for the PS three, which technically he had

0:51:54.120 --> 0:51:56.200
<v Speaker 1>been doing since the launch of the PS two or

0:51:56.200 --> 0:52:00.000
<v Speaker 1>maybe even before that. Like the PS one, Sony would

0:52:00.000 --> 0:52:03.200
<v Speaker 1>release redesigns of the PS two, some with smaller and

0:52:03.280 --> 0:52:07.600
<v Speaker 1>sleeker form factors. The company also saw some problems meeting demands,

0:52:07.640 --> 0:52:09.720
<v Speaker 1>and not all of those were the fault of Sony's

0:52:09.719 --> 0:52:14.400
<v Speaker 1>manufacturing processes. For example, in the Suez Canal, there was

0:52:14.440 --> 0:52:17.919
<v Speaker 1>a Russian oil tanker that got stuck and it ended

0:52:18.000 --> 0:52:22.040
<v Speaker 1>up blocking the passage of a Chinese freight ship that

0:52:22.239 --> 0:52:24.960
<v Speaker 1>was carrying a vital supply of PS two units that

0:52:25.000 --> 0:52:28.279
<v Speaker 1>were bound for Britain. There are many British gamers who

0:52:28.320 --> 0:52:30.600
<v Speaker 1>spent many a night wondering when the heck they'd be

0:52:30.600 --> 0:52:33.399
<v Speaker 1>able to get their little mits on a PS two. Well,

0:52:33.440 --> 0:52:37.439
<v Speaker 1>that wraps up this episode about the PlayStation two I'll

0:52:37.480 --> 0:52:39.200
<v Speaker 1>have a little bit more to say about the PS

0:52:39.280 --> 0:52:41.520
<v Speaker 1>two in our next episode, and then we'll move on

0:52:41.560 --> 0:52:45.759
<v Speaker 1>to talk about the PlayStation three and it's innovative and

0:52:45.920 --> 0:52:52.319
<v Speaker 1>somewhat difficult CPU system. Uh that had a lot of

0:52:52.360 --> 0:52:55.480
<v Speaker 1>promise and also ended up causing a lot of headaches.

0:52:55.640 --> 0:52:57.920
<v Speaker 1>But I'll explain more about that in our next episode.

0:52:58.280 --> 0:53:00.680
<v Speaker 1>If you guys have suggestions for a few your episodes

0:53:00.760 --> 0:53:02.920
<v Speaker 1>of tech Stuff, get in touch with me. You can

0:53:03.000 --> 0:53:05.880
<v Speaker 1>let me know on Twitter or Facebook. We use the

0:53:05.920 --> 0:53:09.359
<v Speaker 1>handle tex stuff h s W at both and I'll

0:53:09.360 --> 0:53:18.000
<v Speaker 1>talk to you again really soon. Text Stuff is an

0:53:18.000 --> 0:53:21.720
<v Speaker 1>I Heart Radio production. For more podcasts from I Heart Radio,

0:53:22.040 --> 0:53:25.200
<v Speaker 1>visit the I Heart Radio app, Apple Podcasts, or wherever

0:53:25.280 --> 0:53:26.840
<v Speaker 1>you listen to your favorite shows.