Nintendo was engaged in a war with former technology partner Sony over a SNES-based CD-ROM console that it had wanted to bring to market. Back in 1988, Nintendo had contracted Sony to develop a "Super Disc" drive for the 16-bit SNES. This device would later be revealed to the world as the SNES PlayStation, or just PlayStation for short. Nintendo's intent had been to ship the system's CD-ROMs inside a custom caddy complete with an SNES-style lockout chip - a convoluted approach that would have ensured it retained control over the process. Sony understandably balked at this idea - it wanted to put the lockout chip in the CD-ROM drive controller, inside the console, and leave the games alone. This move would also open up the production process, and Sony quietly made plans to license production of PlayStation games to anybody they wanted. Sony president Olaf Olaffson first announced the PlayStation at the 1991 Summer Consumer Electronics Show (CES) in Chicago, proudly proclaiming that "... Sony intends to broadly license it to the [whole] software industry]." This was anathema to Nintendo CEO Hiroshi Yamauchi, who had no intention of letting Nintendo losing control over any part of the process. He conspired with Sony's rival Philips to publically humiliate Sony the following day at the show. In a public press conference held at 9:00 am sharp, Nintendo's Howard Lincoln announced that it had instead signed a deal with Philips for its new CD-ROM system. The stated reason? Since Philips had invented CD-ROM technology, it could offer superior workmanship. The real reason? Nintendo refused to relinquish control of any part of its proprietary hardware. If Nintendo was going to release a CD-ROM based console on the market, then people would have to come to Nintendo to license it - not some ambitious third-party licensee. "Nintendo believes in a standard - our standard," Yamauchi later said of the affair. Sony saw it differently. "They stabbed us in the back," Olaffson told one of his confidants. The resultant legal and technical hopscotch that Nintendo would be forced to play over the affair pretty much assured that it would not be able to bring a decent CD-ROM system to market in time to ride the crest of the 32-bit wave. Instead, they would have to develop a completely new system from the ground up, launch it after everybody else's systems had already hit the market, and pray that their marketing prowess and company's public reputation would sell the new system for them. Nintendo was unconcerned, though - they thought they had derailed Sony's ambitions for good and went blithely ahead with making money. They were wrong ... quite wrong. Realizing that revenge is a dish best served cold, to quote an old Arabian proverb, Sony decided to use the experience it had already gained with developing for everybody else and instead release its very own console. It knew what the developers wanted - a simple yet powerful console that was easy to program - and it knew what gamers wanted - a good, cheap system. It had lots of money and lots of connections within the third party community. While it had never attempted to field its own console before, the fact that Sony knew the field of battle and how to negotiate it put the company in a far better position than had been the lot of NEC back in the 16-bit days. About a year after the CES debacle, Sony's Ken Kuratagi was put charge of a top-secret in-house project aimed at developing a brand new 32-bit videogame console from scratch. It had to be cheap to make and sell, yet powerful enough to handle complex 3D graphics of the kind that were becoming increasingly common in videogames. Sony scored a major coup by getting Namco into its console fold early on, but then again Namco needed no prodding - it was still looking for ways to burn Nintendo over the Mega Drive development affair back in 1990. At the same time, Sony quietly made arrangements with perhaps the most powerful pool of videogame programmers outside of Japan - Europe's third-party community - to develop launch titles for its new system. Psygnosis was perhaps the most prominent of this lot, for it enjoyed a worldwide reputation for its development hardware and software. Soon, like Namco halfway around the world, Psygnosis began developing its own showcase titles for Kuratagi's still-secret wonderbox.
Originally posted by Mysticales@June 24 2002,06:31
No the design is real. I have another in my mags. Also if NES wouldve done the CD system, Sony, and Sega wouldve had a HARD time competing as NES wouldve had the head start.
Originally posted by Mysticales@June 24 2002,18:57
Let me say this... I was HAPPY as hell when I had a PSX (Still smelled of plastic on controllers... man I got high off that!)
Had NO memory card. Had not really any games... them BOOM I barrowed FF7 AND memory card from friend! I was HAPPY! That game was FUN!