ps1 with lcd screen free sample
The PlayStation went through a number of variants during its production run, each accompanied by a change in the part number. From an external viewpoint, the most notable change was the gradual reduction in the number of external connectors from the back of the unit. This started very early on with the original Japanese launch units; the SCPH-1000, released on 3 December 1994, was the only model that had an S-Video port, which was removed on the next release.printf function and developers had to use another function instead.
This series of machines had a reputation for CD drive problems – the original optical pickup sled (KSM-440AAM) was made of thermoplastic and placed close to the power supply, eventually leading to uneven wear that moved the laser into a position where it was no longer parallel with the CD surface. Late KSM-440ACM drives had the sled replaced with a die-cast one with hard nylon inserts in order to address the issue.
The PAL region consoles from SCPH-1002 up to SCPH-5552 were different from the systems released in other regions in that they had a different menu design; a grey blocked background with square icons for the Memory Card (an icon showing a PlayStation with 2 memory cards inserted) and CD player (an icon with musical keyboards) menus. The CD player also included reverberation effects unique to those systems until the release of the PS one in 2000, which featured a slightly modified version of the BIOS.
With the release of the SCPH-5000 series being produced only in Japan, it followed the same exterior design as the Japanese SCPH-3xxx series, its only differences being that it was switched to Rev. C hardware (same as late 1001/1002 units) with some upgrades to flawed components from previous models and a reduced retail price. This was followed by the first major consolidation, SCPH-550x/5001 and PAL-exclusive SCPH-5552 units, released in April 1997. This model further addressed the reliability issues with the disc drive assembly by placing the drive further away from the power supply in order to reduce heat; the chipset was also redesigned to use digital servo for focus/tracking and also to auto-calibrate the drive, as opposed to manual gain/bias calibration on earlier models. Also, shielding and PSU wiring were simplified, and from the SCPH-5001 on the RCA jacks and RFU power connectors were removed from the rear panel and the printed text on the back was changed to reliefs of the same. Starting with the SCPH-550x series, PAL variants had the "power" and "open" buttons changed from text to symbols, something that would later appear on the redesigned PS one. Originally, the PlayStation was supposed to have provision on Video CD support, but this feature was only included on the Asian exclusive SCPH-5903 model.
These were followed by the SCPH-700x and SCPH-750x series, released in April 1998—they are externally identical to the SCPH-500x machines, but have internal changes made to reduce manufacturing costs (for example, the system RAM went from 4 chips to 1, and the CD controller went from 3 chips to 1) and these were the last models to support parallel port for Gameshark devices and Xploder Pro. In addition, a slight change of the start-up screen was made; the diamond remains unchanged but the font used for Sony Computer and Entertainment is now consistent, making the words appear smaller than the diamond overall, and the trademark symbol (™) is now placed after "Computer Entertainment" instead of after the diamond, as it was on the earlier models. New to the SCPH-700x series was the introduction of the "Sound Scope" – light show music visualizations. These were accessible by pressing the Select button while playing any normal audio CD in the system"s CD player. While watching these visualizations, players could also add various effects like color cycling or motion blur and can save/load their memory card. These were seen on the SCPH-700x, 750x, 900x, and PS one models.
The PS one, released on 7 July 2000, was originally based on essentially the same hardware as the SCPH-900x; the serial port was removed, the controller/memory card ports moved to the main PCB and the internal power supply replaced with an external 7.5VDC power adapter with the other required power rails being generated internally on the main using a mixture of regulators and DC/DC converters for the various rails. It also incorporated a slightly modified version of the menu design previously used only on PAL consoles. The later revision (still designated as SCPH-10x but with a different PM-41(2) main circuit board) was functionally identical, but reduced manufacturing cost for a last time by moving to more highly integrated chips, namely the replacement of external RAM with on-chip RAM, which both reduced the parts count and allowed the use of smaller and cheaper packages by reducing the number of pins required.
The reason for the two different case colors was a hardware change that Sony had made fairly early in the PlayStation production cycle - the original machines were built using Rev. A (early Japan market units) or Rev. B (later Japan units, US and Europe) hardware, both using the same GPU with VRAM to store the video data. Later models used Rev. C silicon and SGRAM - although the two chipsets had very similar performance, and Rev. C was explicitly designed with compatibility in mind, they were not identical - the Rev. C version was significantly faster at doing alpha blending, and hence the PS "semitransparent" writing mode - it was also rather slow at certain screen memory block moves (basically, ones involving narrow vertical strips of the display) on top of this there were some minor hardware bugs in the older silicon that had been addressed by including workarounds for them in the libraries - the later library versions checked the GPU type at startup time and disabled the patches if they were not needed. Because this made the two machine types quite significantly different from each other, the developer had to test the title on both machines before submitting. The blue debugs (DTL-H100x, DTL-H110x) had the old silicon and the green ones (DTL-H120x) had the new silicon.
In 1997, Sony released a version of the PlayStation called the Net Yaroze. It only came via mail order and was more expensive than the regular PlayStation ($750 instead of $299 for the original PlayStation). It had a matte black finish instead of the usual gray, and most importantly, came with tools and instructions that allowed a user to be able to program PlayStation games and applications without the need for a full development unit, which was more expensive than a normal PlayStation (official development kits cost around $50,000.00 at the time). It was only available to approved video game developers, who needed to sign an agreement that they wouldn"t distribute their games to anyone else or try to reverse-engineer the hardware. The Net Yaroze lacked many of the features the full developer suite provided, lacking the on-demand support and code libraries that licensed developers had.Ridge Racer ran entirely from the system RAM (except for the streamed music tracks).regional lockout; it would play games from any territory. It would not however play CD-R discs, so it was not possible to create self-booting Yaroze games without a modified PlayStation.
Sony also released a version with a 5-inch LCD screen and an adaptor (though it did not have a battery: it is powered by plugging the adaptor in a main socket, or in a car). It was called the Combo pack. However, it includes a headphone jack (for headphones or other audio connection) and an AV mini jack for connecting camcorders or other devices.
These models, intended for developers, all feature A/V Direct Out, parallel and serial ports; none of them feature Sound Scope. They also have low-quality CD drives. These models can also boot software with any region code (except for those with later Japanese boot ROMs).
Sony Computer Entertainment has released an LCD screen add-on for the PSOne, the slimmed-down version of its original PlayStation game console. The $129 high-definition screen plugs into the back of the console and allows players to take their game-playing on the road, without the need to hook up to a TV set.
DuckStation is an simulator/emulator of the Sony PlayStation(TM) console, focusing on playability, speed, and long-term maintainability. The goal is to be as accurate as possible while maintaining performance suitable for low-end devices. "Hack" options are discouraged, the default configuration should support all playable games with only some of the enhancements having compatibility issues.
A "BIOS" ROM image is required to to start the emulator and to play games. You can use an image from any hardware version or region, although mismatching game regions and BIOS regions may have compatibility issues. A ROM image is not provided with the emulator for legal reasons, you should dump this from your own console using Caetla or other means.
Binaries of DuckStation for Windows x64/ARM64, Linux x86_64 (in AppImage format), and Android ARMv7/ARMv8 are available via GitHub Releases and are automatically built with every commit/push. Binaries or packages distributed through other sources may be out of date and are not supported by the developer, please speak to them for support, not us.
You will need a device with armv7 (32-bit ARM), AArch64 (64-bit ARM), or x86_64 (64-bit x86). 64-bit is preferred, the requirements are higher for 32-bit, you"ll probably want at least a 1.5GHz CPU.
No support is provided for the Android app, it is free and your expectations should be in line with that. Please do not email me about issues about it, they will be ignored. This repository should also not be used to raise issues about the app, as it does not contain the app code, only the desktop versions.
DuckStation releases ship with a database of game controller mappings for the SDL controller backend, courtesy of https://github.com/gabomdq/SDL_GameControllerDB. The included gamecontrollerdb.txt file can be found in the database subdirectory of the DuckStation program directory.
If you are experiencing issues binding your controller with the SDL controller backend, you may need to add a custom mapping to the database file. Make a copy of gamecontrollerdb.txt and place it in your user directory (or directly in the program directory, if running in portable mode) and then follow the instructions in the SDL_GameControllerDB repository for creating a new mapping. Add this mapping to the new copy of gamecontrollerdb.txt and your controller should then be recognized properly.
"PlayStation" and "PSX" are registered trademarks of Sony Interactive Entertainment Europe Limited. This project is not affiliated in any way with Sony Interactive Entertainment.
Fearful Harmony is the name given to a type of start-up error encountered on PlayStation 1 consoles, displayed when the system BIOS is corrupted due to the reading of non-PlayStation data as machine code. This causes the system to hang while displaying audio and visual glitches, caused by a combination of invalid instructions and reduced system performance. This error is triggered whenever the user inserts a damaged or non-PlayStation disk into a console modchipped to bypass copy-protection. It can also be triggered on an unmodded console by disk-swapping. This error only occurs on SCPH-100x and SCPH-5xxx models; models SCPH-7xxx and newer will return a Red Screen of Death. Fearful Harmony is part of a group of related errors (see Personified Fear, Forbidden Image, Callous Venture, Dreadful Harmony).
On startup, the Sony Computer Entertainment logo will appear as normal, however, as the console reads the invalid disk, the screen will stay on the Sony logo for longer than usual, until the screen changes to black with the PlayStation logo missing and the other visual elements staying on the screen, often glitched with parts missing. The "PlayStation" text also fades in much slower than usual. The "woosh" sound normally heard on this screen will be much louder. After 60 seconds or less, a slowed down version of the startup chimes will play for a while before more chimes begin to play at faster and slower speeds, as the console would attempt to read the disc. Eventually, the music will stop, and the console will either go to the game when the data is found or freeze when not, upon attempting to execute the loaded "game data" all at once.
The cause of Fearful Harmony is due to a malfunction in the PS1"s startup sequence. When the console is powered on, the BIOS is copied from ROM to RAM, and the loaded disk is checked for a digital signature known as an ATIP groove. This is to ensure the disk is authentic, and if a valid groove is detected, the data from the disk is written to RAM as normal and the PS1 logo displays. If this copy-protection is defeated by a modchip or via disk-swapping, the console reads the disk as if it were genuine. As a damaged or non-PS1 disk is read, the console interprets the data as erroneous machine instructions on how much data to read and where to write it. This will eventually overwrite the BIOS, causing the Fearful Harmony state. Unlike Personified Fear, the BIOS is only partially corrupted, enough to allow runtime to continue.
The most memorable feature of Fearful Harmony, the music, is a consequence of how the PS1"s startup music is stored as sound data and played back. Unlike a discrete MP3 or WAV file, the PS1"s startup music is played live with a MIDI controller which draws from three music samples in the BIOS to build its soundfont: a chime, glass breaking in reverse, and a synth wave from a Roland D-50. Like how playing MIDI samples on a lower or higher key affects the pitch-scaling and playback speed, these samples are likewise manipulated to create a whole piece of music from three basic "instruments". Different sections of the song are intended to play when the disk is read and verified, which is why the breaking glass "woosh" sound always plays when the PS1 logo is displayed. In a state of Fearful Harmony, the MIDI controller begins replaying the chimes section of the PS1 startup music at a much lower pitch and slower speed. The music plays out while the console finishes reading and writing the disk, and the system freezes after both are completed.
Video glitches are caused by a lack of system memory and corrupted display instructions. The visual sequence involved in the PS1"s startup sequence involves drawing assets to the screen and removing them when unneeded. This not only involves bitmap images but also 3D models as seen with the Sony and PS1 logos. What happens is that the polygonal data for the Sony logo which carries into the post-authentication screen is altered, leading to it taking on strange shapes. How the visual glitches appear depends on the disc you"ve inserted and the version of your console. Some show or hide the diamond, others make the "PlayStation" text appear and disappear, and some graphics may be overwritten with others stored in the BIOS. Rarely, the screen will fill with pixels of random color creating a "rainbow" effect, possibly due to the console mistaking dynamic RAM (DRAM) for video RAM (VRAM).
The reason why the PS1 logo is never present during Fearful Harmony is because the model is intended to be read from the game disk, which is missing on an invalid disk. This is similar to the Nintendo logo that displays at the beginning of every Game Boy game, which was required in every cartridge"s ROM as copy-protection.
Sony PlayStation consoles have generally been the go-to platform for many gamers since the mid-1990s, with the exception of one or two generations. In fact, it’s not uncommon to hear PlayStation being used as a generic term for consoles in general.
Sony obviously wasn’t the first company to launch a console, with the likes of Atari, Nintendo, and Sega coming before it. But it certainly made gaming cool again, bringing the medium to new audiences.
Nintendo took Sony by surprise when it announced a partnership with Philips for an add-on instead at the 1991 CES expo. Sony wasn’t keen to ditch all its work that went into the machine and therefore chose to launch a standalone PlayStation in 1994. The $299 price tag in the US also undercut Sega’s Saturn by a considerable $100, with Sony infamously announcing this price at E3 1995.
The PS1 was among the first wave of consoles capable of delivering 3D visuals, while also being arguably the first CD-based console to really gain widespread, global popularity. This differed from its arch rival’s offering, the Nintendo 64, which still used cartridges. CDs had much slower loading times than cartridges but offered 700MB of data compared to the maximum of 64MB of storage seen on later N64 games. This allowed PS1 developers to cram tons of in-game content, plenty of hours of audio tracks/voice acting, and loads of video content into their games. In fact, it wasn’t uncommon to see N64 ports of PS1 games — like Tony Hawk’s Pro Skater — lacking music tracks, more voice acting, and/or videos.
Powering the console was a 33Mhz RISC-based processor and a Toshiba-designed GPU, along with other bits of silicon for high-quality audio and video. Oddly enough, the console didn’t include dedicated 2D silicon, resulting in some 2D games looking better on rival platforms of the time (e.g. Sega Saturn).
The console originally launched with a controller that featured no analog sticks or vibration, but Sony launched a Dual Analog and then “DualShock” controller in 1997. This wouldn’t be the last time a PlayStation console underwent a controller change during its time on the market.
Sony later launched a Pocket Station accessory, similar to Sega’s VMUs for the Dreamcast. This was essentially a memory card with a screen, allowing you to play simple games on it.
Another major feather in the PS2’s cap was backward compatibility with PS1 games, which meant you didn’t have to abandon your entire collection of older PlayStation games.
As for the controller, Sony opted to essentially keep the PS1’s DualShock design. However, the company also made the face buttons pressure-sensitive, so pressing “X” harder would result in faster acceleration in racing games, for example.
The early launch relative to rivals, combined with massive third-party support, DVD playback, and backward compatibility all contributed to it being the most popular console ever made. In fact, the machine is believed to have sold nearly 160 million units to date.
One particularly interesting PS2 variant was the Japan-only PSX, which combined a PS2 with DVR functionality (featuring a 160GB or 250GB hard drive) and DVD burning. This was also the first PlayStation device to use the Xross Media Bar UI, later seen on the PSP and PS3.
Between the PS2 and PS3 launches, Sony decided to launch the first handheld in PlayStation history with the PlayStation Portable (PSP) back in 2004. Unlike Nintendo and its conservative approach to handheld power, Sony took the brute-force approach with the PSP by offering a processor that was closer to the Dreamcast and PS2. This resulted in many ports of contemporary home console titles.
The PSP also delivered features like Sony’s Memory Card Pro Duo format for storage, a built-in web browser, and a large LCD screen. Toss in multimedia playback functionality and Wi-Fi, and you had a feature-packed handheld for the time.
Sony would go on to launch several PSP revisions during its lifetime. The first was the PSP Slim (or PSP-2000), featuring a sleeker design, USB charging, and double the RAM and storage. We also saw the PSP-3000 (featuring a better screen and integrated mic), the PSP Go (with a slideout gamepad, no UMD drive, and 16GB of internal storage), and the PSP Street (ditching Wi-Fi).
Popular online import website Lik-Sang was forced to shut down in 2006 after getting embroiled in a legal battle with Sony. The website came under fire from Sony for selling PSPs to customers in the UK ahead of the official UK launch. Lik-Sang alleged that even Sony executives were importing PSPs from the company.
Flush with success after the PS1 and PS2, Sony had all the confidence in the world when it revealed the PS3. Or was it arrogance? Judging by its infamous E3 2006 press conference, we’d go with the latter.
The PS3 was filled to the brim with exotic and/or cutting-edge tech at launch, such as a purpose-built Cell processor, Nvidia RSX GPU, and a Blu-ray drive. And this was Sony’s first console designed with HD from the get-go, supporting an HDMI output and 1080p resolution. The company even offered support for PS2 games by including the PS2’s hardware in the new console.
Another issue for the PS3 at this time was that the system was even harder to develop for than the PS2, owing to the Cell processor and the seven specialized Synergistic Processing Units (SPUs). The latter processors were essentially used akin to today’s multi-threaded or multi-core CPUs, and it took a long time for developers to get to grips with this. This tricky architecture meant that many multi-platform titles looked better on Xbox 360 in those early years.
The PS3 underwent several cost-cutting revisions in its lifecycle, with Sony killing PS2 support a couple of years in by removing the relevant silicon, introducing a slim model, and then later offering a super-slim option. These measures all meant that the PS3 eventually became a more affordable proposition. Combine the price tag with the excellent games library, and it’s no wonder the PS3 eventually outsold the Xbox 360 globally.
The PS3 initially supported Linux distributions as an alternative operating system, but Sony later killed this feature due to security concerns (i.e. hacking). Sony was taken to court for this move, with the company eventually settling out of court.
PS3 controllers shipped with gyroscope-style functionality dubbed SixAxis. Unfortunately, the first generation of controllers lacked vibration owing to a lawsuit by Immersion. Sony would explain this omission by claiming that vibration interfered with the SixAxis sensors. The company would later implement both vibration and SixAxis functionality after settling with Immersion.
Sony first showed off the PS3 with a so-called “boomerang” controller in 2005, before reverting to the traditional DualShock form factor prior to launch.
Sony’s Cell processor was designed in partnership with IBM and Toshiba in a deal worth $400 million. IBM then offered a modified version of this processor to Microsoft for the Xbox 360, according to one of the lead engineers in charge of the Cell project. Yep, Sony essentially funded its competition’s processor.
Sony followed up on the PSP with the PlayStation Vita in 2012, and it makes a strong argument for being one of the most technologically impressive handheld consoles of all time. Featuring a gorgeous OLED screen, dual analog sticks, and a slick design, the Vita definitely made a favorable first impression.
The big selling point with the new handheld was a rear trackpad, allowing you to control various elements of a game by touching the back of your machine. For example, the platformer Tearaway allowed you to manipulate the environment, while Borderlands 2 mapped the melee attack to this touchpad.
Sony also implemented some beastly internals derived from smartphones and tablets, featuring a quad-core Cortex-A9 CPU and a PowerVR SGX543MP4+ GPU. In fact, this is essentially the same GPU as the iPad 3, albeit with a couple of tweaks. Other notable features included a gyroscope, front and rear cameras, and optional 3G connectivity.
The PlayStation Vita originally shipped with no meaningful internal storage, forcing users to buy memory cards to store digital downloads and saves. Unfortunately, Sony opted for expensive proprietary storage media, starting at $20 for a 4GB memory card all the way to $100 for a 32GB card. Even a measly 16GB card retailed for $60 at launch. No wonder third-party adapters surfaced which allowed you to use SD cards.
Some of the more prominent games released on the Vita include Tearaway, Gravity Rush, Killzone Mercenary, Persona 4 Golden, Uncharted: Golden Abyss, and Dragon’s Crown. Fortunately, the console was also compatible with PSP and PS1 titles.
The Vita gained a reputation as a haven for indie games, with numerous titles like Luftrausers, Spelunky, Fez, Guacamelee, and Bastion appearing on the handheld. In fact, indie titles were still being developed for the platform in 2021.
Sony released the Vita Slim a few years after the original model. The new device was thinner as the name implies, but it also brought an LCD screen, 1GB of internal storage, standard micro-USB charging, and longer battery life.
It seemed like Sony learned its lesson with the PS3, as 2013’s PS4 launched at a solid $399 price tag and opted for largely conventional hardware. The PS4 offered an AMD APU, featuring an octa-core Jaguar-based CPU, custom AMD graphics, and 8GB of GDDR5 RAM. This was largely similar to the Xbox One, but with Sony’s console offering more impressive AMD graphics and faster RAM.
One big downer was that the PS4 doesn’t support older PlayStation titles such as the PS3 and PS2 libraries. Instead, some PS2 games were re-released as “Classics” titles for digital download. This was in sharp contrast to the Xbox One, which offered backward compatibility with loads of Xbox 360 and original Xbox titles.
Sony also introduced a revised DualShock 4 controller with the new console, featuring a trackpad, a light strip on the back of the gamepad, and a “Share” button so users can quickly share screenshots and videos.
The Japanese company later launched the PS4 Slim and PS4 Pro in 2016, with the former offering a thinner, more compact design. The latter upped the ante with much faster CPU clock speeds, beefed-up graphics, and 4K gaming support (via so-called checkerboard rendering).
Unlike the PS3, which offered free online multiplayer access, PS4 owners need to buy a PlayStation Plus subscription to play most paid games online. This was in line with arch-rival Microsoft’s long-standing policy.
Sony launched a Playroom live-streaming app alongside the PS4, allowing users to stream video with the included PlayStation Camera to the likes of Twitch. Twitch would crack down on Playroom streams shortly after launch due to people streaming all manner of unsavory/illegal content.
VR gameplay came to the PS4 thanks to the PlayStation VR headset, with support for a variety of games. Notable titles include Astro Bot Rescue Mission, Resident Evil 7, Ace Combat 7, Beat Saber, Gran Turismo Sport, and Tetris Effect.
Sony’s latest console is the PlayStation 5, and it represents another major step forward in terms of technology. The Achilles heel of the PS4 was the CPU, which was actually built with low-end tablets and netbooks in mind. But Sony upgraded things in a big way with the PS5, using an octa-core AMD Zen 2 CPU paired with RDNA2 graphics and 16GB of GDDR6 RAM.
Perhaps the biggest upgrade comes in the storage arena, as the PS5 adopts a super-fast custom NVMe M.2 SSD (825GB). This enables lightning-fast loading times in games, even in open-world titles. Sony has also focused on audio with the new console, with its so-called Tempest Engine tech enabling more immersive audio effects when used with headphones.
The gamepad got a major overhaul in this generation, now called the DualSense controller. The biggest change here is the addition of shoulder triggers that can simulate resistance. Sony cited the example of drawing an arrow with a bow, while stealth/action game Deathloop physically lock the gamepad’s trigger if your gun jams in-game. Another neat controller addition is improved haptic feedback, allowing you to feel more subtle effects (e.g. the pitter-patter of rain) than simple vibration.
The PS5 is available in two variants, with both featuring the same horsepower and 825GB SSD. But the standard model comes with a 4K Blu-ray disc drive for $499, while the $399 variant lacks a physical disc drive and relies on digital downloads only.
Sony quietly released a new PS5 variant in 2022, being equipped with a 6nm processor rather than the original’s 7nm design. This makes for a cooler, more quiet console.
Sony announced an all-you-can-eat subscription gaming service for the platform in March 2022. The service is divided into three tiers, with the first being the existing PlayStation Plus service and the other two dubbed PlayStation Plus Extra and PlayStation Plus Premium. The latter option also gives you access to PS2 classics and titles ported from other PlayStation consoles.
Clearly a blatantZelda clone for Sony’s console, Alundrais a top-down action adventure with light RPG elements. It features the same hack-and-slash combat as Nintendo’s series, as well as item gathering, and adds in the ability to explore other people’s dreams and nightmares. There’s also a heavy puzzle element, some of the most difficult in the genre.
Alongside the combat modes, the game also features a quest mode, much like Tekken‘s later installments that are crammed in as a side show. This boasts a long dungeon crawl-style of play, complete with item looting and a hunger status. Other minigames are also featured, further bolstering the longevity of the title.
Now a cult series of wacked-out RPGs, thePersona series also found a home on the PS1, and Persona 2is a great example of what the traditionally off-the-wall series has in store. Played in third-person, with random battles and the persona system that grants new strengths and abilities, it’s a different, but no less absorbing role player.
Personas can be levelled up with use, and new personas are acquired by gathering tarot cards and attracting demons. The rumor system is intriguing, and new rumors can be collected with various outcomes if the player pays for the rumor to become fact. Quriky? Yes. Great? Most definitely.
The second game in the series, and another excellent JRPG for the PS1, Suikoden II doesn’t try to follow many of its stable mates by using flashy 3D or technical prowess. Instead, it simply goes for pure, traditional JRPG 2D quality, and tasks you with recruiting a myriad of characters to aid you in your fight.
A Sony-published RPG, and one that was initially criticized for being overly generic, The Legend of Dragoon has become a cult classic for PS1 fans. The game is a clear product of the Final Fantasyera, and has many similar features, including random encounters (which can be avoided if the player wishes).
Many fans of the game actually consider The Legend of Dragoonto be superior to the Final Fantasy series, such is its impact, and this definitely makes this a game to seek out if you’re looking for some classic PS1 RPG action.
One of Capcom’s most overlooked releases, Rival Schools is a great example of the 3D one-on-one brawler. Set in typically colorful Japanese-style schools, complete with dodgy schoolgirl underwear flashing, combatants vary from martial artists to sports players, and you pick two of them at a time. One is your actual combatant, and the second is used to the game’s team-up special attacks.
Treasure is one of the the most acclaimed developers of the 16- and 32-bit era, and it made a big name for itself by creating off the wall titles with distinctive twists. Silhouette Mirage is one of those titles, and it’s a side-scroller that plays like a mash-up of two other Treasure titles, Gunstar Heroes and Ikaruga.
The main twist of the game is main character Shyna’s split abilities. Using both Silhouette and Mirage powers, you have to attack your foes with the opposite power, similar to Ikaruga‘s polarity-switching mechanic. Silhouette enemies are defeated by Mirage, and vice versa. The added twist is that to use each power, you need to be facing the right direction.
This produces a very interesting and quirky take on side-scroller play, and being a treasure title, it packs in great visuals and a well-balanced difficulty. It’s also very challenging for completionists, as you have to complete the game numerous times with only a handful of continues to unlock all of the secrets.
The game features bold, colorful worlds to jump around in three dimensions and sports a rather unique interface, complete with radar and an auto view tilt when you jump, so you can see where you were going to land. It mixes this platforming with first-person shooting of sorts, and item collection goals with boss battles.
The game plays well, even with the PS1’s limited tech, and it set the stage for 3D platformers to come when it first arrived, so it deserves praise if only for its precursor status.
A 2.5D platformer of the Metroidvania-style, this is another often overlooked, but trend-setting title on the PS1, despite the protagonist having bright pink hair. As the feral hero, players explore the large environments of the game, jumping in and out of the background and breaking the traditionally linear platforming mold. Players can also choose where they want to go at various points. Some areas of the game open up with top-down gameplay that allows more freedom, and there are tons of missions to try out, over 100 in total.
Imagine Hudson Soft’s Bomberman series, only faster, with open levels and more anime hair, and you’ve got Silent Bomber. This is a great fast-paced, top-down action title in which you complete missions by running around like a loon, jumping, and wall climbing, while throwing and detonating bombs to blow up your foes and objectives.
On a platform that’s so well endowed with RPGs, especially of the JRPG persuasion, it’s easy for truly great titles to get lost in the mix, and Star Ocean is one such example. Although overshadowed by other, more recognized titles, Star Ocean: The Second Story is one of the best RPGs on the system.
Underneath some great and lovingly polished presentation, the game has a solid combat system, a massive quest, a unique item creation tool, and multiple endings. The series has jumped ship to various platforms since, but this is one of the best, and it’s well worth seeking out if you still have your PS1, and are a fan of classic JRPGs.
Puzzle Bobble 4 on the PS1 is one of the best examples of the series, too. With well over 600 levels and new pulley/scale system game mechanics, this is also one of the finest puzzlers on the platform, period. Both a story and arcade mode are present, along with puzzle mode, challenges, and more. You can even use the level editor to create your own challenges. Chain reactions are also introduced in two player matches (and 1P vs. CPU). The various modes and excellent two player challenges make this a no-brainer for puzzle fans.
With Street Fighter dominating the genre, Capcom decided to broaden the series’ horizons by creating Puzzle Fighter. Like many of the best puzzle games, the core gameplay is simple – match colored blocks and drop them on your opponent. It features cutesy versions of popularStreet Fighter characters and special moves based on the fighting title.
As with many popular puzzlers, the game has been cloned (it was itself based on Capcom’s Pnickies), most notably in Mortal Kombat: Deception. It’s also been ported to modern consoles via PSN and Xbox Live, but the PS1 version is one of the best, and despite bearing theStreet Fighter name, could have done much better.
Consistently brought up in underrated discussions by fans, Legend of Legaia is one of the most fondly remembered titles on the platform by genre fanatics. One of many examples of fine JRPGs on the system, it features a turn-based combat system that allows players to choose the type of attack by selecting left or right attacks, as well as high and low. Depending on the equipment used, these attacks can be greatly affected. High and low attacks can be useful in different situations, with low attacks missing flying enemies, for example. Characters can also team up with powerful entities called Ra-Seru, which augment their abilities.
A space combat sim, Colony Warsfeatures smooth space dogfights, and a non-linear mission structure, with mission failure not always leading to a game over, but instead changing the progress of the missions, a nod to the classic, genre stable mate, Wing Commander.
The game features a number of possible endings, making for increased replayability, and there are few similar titles of this genre as good on the PS1.
Long before Nintendo’s Wario developed a taste for tiny, bite-size minigames, Bishi Bashi Special was shaking soda bottles and wasting mechanical pencil lead on the PlayStation with style and content that could only come from Japan.
A sequel of sorts to the more famous Parappa the Rapper, Um Jammer Lammy follows the same formula as the previous release, but has a focus on guitar playing, rather than rapping. Like Parappa, Lammy has to play various songs alongside her teachers with players reproducing button presses as instructed.
As with a lot of underappreciated titles, Bushido Blade is a game that takes a famliar genre and attempts to do something differently. This time it was to replace fisticuffs and flashy special moves with realistic, insta-death sword fights.
Although it may not have worked from a commercial standpoint, hence its inclusion here, Bushido Blade‘s combat is both rewarding and addictive. It does away with the ability to button mash your way to victory, and instead features a combat system that requires genuine skill and perfect timing, especially when going up against another human opponent.
Perhaps its focus on a more realistic and low-key setting, coupled with the rather mundane characters, compared to the competition at least, did it no favors initially, but overlooking this yields some truly brilliant combat packed with depth.
Spanning the first three Die Hardmovies, Die Hard Trilogyfeatures three different games in one package, all of which are great. Die Hardis a third-person action-shooter,Die Hard 2: Die Harder is a Virtua Cop-like shooting gallery (with light gun support), and the jewel in the crown is Die Hard with a Vengeance, which is a challenging, checkpoint-lead driving game.
All three titles are full games in their own right, and the mixture of styles make for a long-lasting challenge, and what a challenge it is. The on-railsDie Hard 2 is enjoyable, but both Die Hardand Die Hard with A Vengeanceare very tricky, with the latter being the hardest of the three. This challenge is always on the right-side of fair, though, and for its time, this was a very impressive compilation. And it’s Die Hard, which just never gets old (until Die Hard 4.0, anyway).
Directed by Metal Gearcreator, Hideo Kojima, Policenauts is very similar to the previous, excellent Sega CD title, Snatcher. Like the previous game, this is a point-and-click interactive comic of sorts, with shooting segments. By clicking on the environment, the protagonist, Jonathan Ingram, can analyze items and converse with people in order to investigate the circumstances surrounding his wife’s death.
Using either the supplied music, or your own, your goal is simple, to guide the enigmatic protagonist, Vibri, along a straight line that warps and shifts along with the music. As the music plays, the line changes, generating obstacles that can be avoided with well-timed and correct button presses. The obstacles are generated in time with the music, which means that the style and tempo of music you use can actually affect the difficulty.
A criminally (if you’ll forgive the pun) overlooked gem of a game. Future Cop LAPD is a great sci-fi action title that sees you control a powerful law enforcement mech (that can transform into a car) on a series of missions. The gamepley somewhat resembles that of EA’s Strike series (which is well overdue for a return), and the entire campaign can be played in split-screen co-op.
Alongside the main content, there’s also a basic strategy game included, complete with unit building. This can also be played by two players. Great value and a great game.
Created by Crystal Dynamics, who ironically now heads Tomb Raider, the game takes plenty of inspiration from Ms. Croft’s outings, including a heavy focus on block puzzles and environmental navigation. Unlike Tomb Raider games of the period, however, Soul Reaver features a large, open world with no loading times, a big feature at the time of release. This world is split into various regions, each ruled by a different vampire clan, the leader of which Raziel has to locate and defeat in order to acquire new abilities. Raziel can also switch from the living and dead planes, and this serves as a major puzzle and plot device.
This all amounts to a brilliant mixture of Tomb Raider and Metroid, with areas opening up once Raziel acquires the powers needed to access previously closed-off zones. Throw in some Zelda-style combat and all sorts of supernatural abilities (which also make for some very impressive puzzles) and you have a fantastic fantasy adventure.
While Resident EvilandSilent Hillmay have captured all of the mainstream attention in the survival horror genre, there was another series that was every bit as good – if not better, according to its fans. This was Parasite Eve, which mixed Resident Evil-style survival horror with RPG elements to create a very different take on the genre.
Unlike the first title, PEIIfeatures a real-time battle system, reminiscent of Resident Evil, and this is tempered by the Parasite Energy system that grants Aya special, magic-style abilities. Although it’s certainly a survival horror, complete with puzzles and pre-rendered environments, there’s a larger emphasis on combat, and here you also need to level Aya up, improving her abilities and customizing her weapons. This is important, as later enemies became increasingly more and more deadly, and unprepared players can be unceremoniously destroyed.
It’s crazy to think of a SquareSoft RPG title as being underappreciated, given that the PS1 was arguably one of the finest hours for the company, but the sublime Vagrant Story is just that. It is a very different kind of RPG for the traditionally turn-based JRPG developer, but one that’s blissfully refreshing and difficult.
As elite an Riskbreaker named Ashley Riot, your mission is to infiltrate the creepy, abandoned city of Lea Monde in pursuit of cult leader Sydney, who’s kidnapped the Emperor’s son. The city is populated with all manner of beasts and monsters, along with powerful bosses. Along the way we also discover Ashley’s troubled past.
What sets Vagrant Story apart from its RPG brethren is the overall style. Instead of a traditional turn-based approach used by the likes of Final Fantasy, here the game fuses both turn-based and real-time with action-adventure exploration and puzzle solving.
Combat is essentially turn-based, but is more fluid. You can move around during combat, which flows seamlessly with exploration, eschewing random battles, and you use a unique targeting system to strike various enemy body parts. As you fight, your “risk” meter fills up. The higher it gets, the less likely your hits are to connect, but critical hit chances are increased. With careful timing, you can string together attacks endlessly, using your own custom move set, and a full counter attack system is in place.
Outside of combat, Ashley can craft his own weapons, and all of these gain experience (affinity) against specific enemy types as they’re used. There’s also a hefty dose of block-based puzzling, all wrapped up with a visually impressive, very different style, and a good story with strong characters.
The mailbox database copy and its log files are being compared with the active copy of the database to check for any divergence between the two copies. The copy status will remain in this state until any divergence is detected and resolved.
The mailbox database copy is no longer connected to the active database copy, and it was in the Healthy state when the loss of connection occurred. This state represents the database copy with respect to connectivity to its source database copy. It may be reported during DAG network failures between the source copy and the target database copy.
The mailbox database copy is no longer connected to the active database copy, and it was in the Resynchronizing state when the loss of connection occurred. This state represents the database copy with respect to connectivity to its source database copy. It may be reported during DAG network failures between the source copy and the target database copy.
Verifies that log copying and inspection by the passive copies of databases on the specified DAG member, or if no DAG member is specified, on the local server, are able to keep up with log generation activity on the active copy.
Verifies that replay activity for the passive copies of databases on the specified DAG member, or if no DAG member is specified, on the local server, is able to keep up with log copying and inspection activity.
The Applications and Services logs category includes four subtypes: Admin, Operational, Analytic, and Debug logs. Events in Admin logs are of particular interest if you use event log records to troubleshoot problems. Events in the Admin log should provide you with guidance about how to respond to the events. Events in the Operational log are also useful, but may require more interpretation. Admin and Debug logs aren"t as user friendly. Analytic logs (which by default are hidden and disabled) store events that trace an issue, and often a high volume of events are logged. Debug logs are used by developers when debugging applications.
The HighAvailability channel contains events related to startup and shutdown of the Microsoft Exchange Replication service, and the various components that run within the Microsoft Exchange Replication service, such as Active Manager, the third-party synchronous replication API, the tasks RPC server, TCP listener, and Volume Shadow Copy Service (VSS) writer. The HighAvailability channel is also used by Active Manager to log events related to Active Manager role monitoring and database action events, such as a database mount operation and log truncation, and to record events related to the DAG"s underlying cluster.
Exchange Server includes a script called CollectOverMetrics.ps1, which can be found in the Scripts folder. CollectOverMetrics.ps1 reads DAG member event logs to gather information about database operations (such as database mounts, moves, and failovers) over a specific time period. For each operation, the script records the following information:
Specifies the folder used to store the results of event processing. If this parameter is omitted, the Scripts folder will be used. When specified, the script takes a list of .csv files generated by the script and uses them as the source data to generate a summary HTML report. The report is the same one that"s generated with the -GenerateHtmlReport option. The files can be generated across multiple DAGs at many different times, or even with overlapping times, and the script will merge all of their data together.
Specifies that the script gather all the information it has recorded, group the data by the operation type, and then generate an HTML file that includes statistics for each of these groups. The report includes the total number of operations in each group, the number of operations that failed, and statistics for the time taken within each group. The report also contains a breakdown of the types of errors that resulted in failed operations.
Specifies the type of operational actions the script should collect. The values for this parameter are Move, Mount, ismount, and Remount. The Move value refers to any time that the database changes its active server, whether by controlled moves or by failovers. The Mount, Dismount, and Remount values refer to times that the database changes its mounted status without moving to another computer.
Specifies that the script writes the results that would have been written to .csv files directly to the output stream, as would happen with write-output. This information can then be piped to other commands.
Specifies that a filter should be applied to the operations using the fields as they appear in the .csv files. This parameter uses the same format as a Where operation, with each element set to $_ and returning a Boolean value. For example: {$_DatabaseName -notlike "Mailbox Database*"} can be used to exclude the default databases from the report.
CollectOverMetrics.ps1 -SummariseCsvFiles (dir *.csv) -ReportFilter {($_.ActiveOnStart -like "ServerXYZ*") -and ($_.ActiveOnEnd -notlike "ServerXYZ*")}
CollectReplicationMetrics.ps1 is another health metric script included in Exchange Server. This script provides an active form of monitoring because it collects metrics in real time, while the script is running. CollectReplicationMetrics.ps1 collects data from performance counters related to database replication. The script gathers counter data from multiple Mailbox servers, writes each server"s data to a .csv file, and then reports various statistics across all of this data (for example, the amount of time each copy was failed or suspended, the average copy or replay queue length, or the amount of time that copies were outside of their failover criteria).
The data collected from each server is written to a file named CounterData.
The CollectReplicationMetrics.ps1 script supports parameters that allow you to customize the script"s behavior and output. The available parameters are listed in the following table.
Specifies the amount of time the collection process should run. Typical values would be one to three hours. Longer durations should be used only with long intervals between each sample or as a series of shorter jobs run by scheduled tasks.
Specifies a list of .csv files to generate a summary report. These files are the files named CounterData.
ProcessOnly: This value signifies that the script should import data from a set of .csv files and process them to produce the summary report. The SummariseFiles parameter is used to provide the script with the list of files to process.
In short, Nintendo overlooked the fine print on a contract with Sony by Hiroshi Yamauchi, then-president of Nintendo. The contract gave Sony all profits for a potential CD-ROM add-on for the Super Nintendo Entertainment System that was being developed by Ken Kutaragi. Yamauchi didn"t like the deal, so he went with Phillips to develop a different CD-ROM add-on for the SNES, a deal which also imploded and caused Nintendo to spurn optical media for several years, as well as spawning the four games based on Mario and Zelda on the Philips CD-i.
Feeling insulted by Nintendo"s actions (Because Nintendo chose to make the announcement in front of a public audience at CES, where the Sony CEO and Ken Kutaragi were also at)noteand were actually waiting for their cue from the Big N to get on stage when the Big N dropped the bomb, Sony moved on to attempting to woo the other hot video game company of the time: Sega. They sent Sony Electronic Publishing president Olaf Olafsson and Sony Corporation of America president Micky Schulhof to meet with Sega of America president Tom Kalinske, with the logic that both companies had a common enemy in Nintendo. The proposal of partnering with Sony intrigued Kalinske, who met up with Kutaragi, similarly bullish over the concept. The hardware, which both companies agreed had to be CD-based, would likely be sold at a loss, and the partnership could mean Sega and Sony splitting the losses. Kalinske then brought the idea to the attention of his Japanese counterpart Hayao Nakayama and the Sega Board of Directors, who promptly shot it down, claiming "That"s a stupid idea, Sony doesn"t know how to make hardware. They don"t know how to make software either. Why would we want to do this?" note(The answer wasn"t surprising, in retrospect. Sega of Japan was very jealous of the insane success that their American counterparts were having with the Sega Genesis in comparison to the meager success they had at home with the Sega Mega Drive, and the ensuing internal Right Hand Versus Left Hand drama was leading to several decisions that would ultimately sink the Sega Saturn outside of Japan and destroy their reputation as a hardware manufacturer. This was likely just another idea from the American branch that was shot down on principle. On another note, the claim that Sony didn"t know how to make hardware or software comes off as rather amusing, given how they designed the sound chip for the SNES and had been building MSX computers - a very popular gaming platform in Japan - for several years, and had even before then experimented with the market by releasing a quiz machine. On the software end, it had been developing and publishing games under the both Sega and Nintendo"s consoles since 1989.) Being rudely rejected by the industry"s biggest names left Sony reluctant to get into gaming, but simply giving up would have compounded the humiliation; Sony had to get into gaming to reclaim its honor.
Thus, the PlayStation as we know it was conceived when Sony reworked their fancy CD drive for the SNES and the technical specs from their project with Sega into their own full-fledged video game console. Developers were getting excited by 3D gaming, so Kutaragi designed the system with that in mind and also made sure it was easy to develop for so programmers could get their 3D system right out the gate. Sony"s developer license had a "come one, come all" approach with very lax censorship policies, which meant that if you could develop a game, you could put it on the PlayStation. This lead to games like two generations of PlayStation dominance. The hardware was also adopted (often in modified form) for numerous Arcade Games by major companies such as Namco, Capcom, 8ing/Raizing, Taito, and Tecmo. This had the benefit of making arcade ports easier since they could actually be ports rather than total conversions (essentially remaking the game from the ground up for drastically different hardware) or Reformulated Games, which had previously been the norm.
In Japan, the PlayStation had a smooth start, but the pickup was still slower than a new console from the established brands. The platform was also initially unpopular for RPG titles, as it did not have any released for it despite debuting in Japan in 1994. The previous-gen Super Famicom was still the most popular system to release RPGs for by this point, as Enix chose to release noteThough that did eventually get an enhanced port to the PS1. It wasn"t until the deafeningly loud positive response for Square Soft"s ground-breaking
While it had always a success in North America, with a solid launch line-up and the $299 price announced at E3 1995 as a response to the Saturn"s $399, it had a bit of a slow start. Sony hired Bernie Stolar as head of Sony Computer Entertainment America, the arm responsible for licensing content and developers for the PlayStation in North America. Stolar"s policies, specifically his "Five-Star Policy" that he used to prevent 2D games and JRPG localization releases from being released in North America, held back the system while prioritizing sports titles. However, the Japanese arm caught on, and following Stolar"s removal, the PlayStation really began to take a foothold in the US with the release of killer apps like Resident Evil, Final Fantasy VII, and
Much of the PlayStation"s success can be attributed to the actions of its competitors. The Sega Saturn left a lot to be desired thanks to its hardware being difficult to program for, plus Sega was making many poor decisions at the time (including, but not limited to, bringing the aforementioned Bernie Stolar aboard after Sony laid him off) that caused the console to flounder outside of Japan. While the Nintendo 64 was a more powerful machine and managed to outsell the PS1 in North America initially, its potential was bottlenecked by Nintendo"s decision to stick with cartridges, which were more expensive to produce than CDs and had significantly less storage space. It also came to market nearly two years after the PlayStation, giving Sony a substantial head start. All of this, combined with the low licensing requirements mentioned previously, lead to the PlayStation being the console of choice for third-party developers, giving it a massive and diverse library of nearly 8,000 games.
Although the PlayStation is now often referred to as the "PS1" in order to differentiate it from its long line of successors, only the smaller, redesigned version of the original console, which was released late in its lifespan in 2000, is officially known as the "PS one" and was titled as such to avoid confusion between the original PlayStation model and its successor, the PlayStation 2. Despite this, written discussion of the console typically uses "PS one" to specifically denote the redesigned models and "PS1" to refer to the PlayStation console in general. That said, Sony has kept the "PS one" designation for its downloadable "PS one Classics" line. Don"t confuse it with the latter-day PSX video device, even though it was common before the announcement of the PS2 to abbreviate the original PlayStation as "PSX", referring to its original codename "PlayStation X".noteThe PSX, released exclusively for Japan in 2003, was a high-end cross between a PS2 and a DVR. Its only contribution was the introduction of the XrossMediaBar interface used in the PlayStation Portable and PlayStation 3. However, referring to the console as "PSX" isn"t unheard of.
While it was acclaimed for introducing many to 3D consoles and harboring a large library that mostly took full advantage of CD media, the console had some infamous hardware issues. Many games had Loads and Loads of Loading that sometimes reached two minutes, and the console was prone to overheating, which was a huge problem when early models put the optical lens right next to the power supply (it would be moved to a less dangerous position in later revisions). The first batches even had a reputation for CD drive problems, as the fully plastic tray moved the laser into a position where it was no longer parallel with the CD surface over time. However, none of this stopped the PlayStation from becoming the highest-selling home video game console in the world at the time. Aside from the inevitable deluge of "90s kids with fond memories of Sony"s 32-bit bombshell, the PlayStation also lives on among the audiophile community due to its sound quality allegedly being significantly better than many dedicated CD players.
Video CD (SCPH-5903 only, this model was only released in Southeast Asian countries. Other models require a 3rd party "Movie Card" add-on)noteThe PlayStation uses a proprietary video format that is different from the established White Book standard. The Motion Decoder co-processor does not decode the MPEG-1 datastream found on White Book Video CDs, instead opting for a non-standard Motion JPEG format. SCPH-5903 models add a separate daughterboard with an MPEG-1 decoder to the board. Due to the relative unpopularity of the format outside of Southeast Asia (and possibly to avoid paying licensing fees to Philips), Sony had forgone MPEG-1 support on all other models.
Nor was it able to do texture mapping well; due to the use of affine texture mapping (no accounting for perspective or depth), textures generally appear to warp if placed on triangles because the graphics processor does not process depth information, which is required to properly apply a texture map to a triangle. Textures applied only to quadrilaterals are correctly processed because the locations of a quadrilateral"s corners provide enough information to properly texture it, unlike triangles. Some developers came up with tricks to minimize these effects, but it was just something that PlayStation owners got used to. This was made worse because most 3D modeling tools are based on triangles as their only primitives, so converting objects to use quadrilaterals instead of triangles to make texture mapping more smooth meant extra work.
The graphics processor can perform Gouraud shading on triangles where the lighting and color assigned to a non-textured triangle"s vertices are smoothly blended throughout the triangle. If the triangle has a texture map, only the lighting can be smoothly blended through a triangle. Unfortunately, the graphics processor can only apply flat shading to a quadrilateral, meaning that a quadrilateral without a texture has one color and amount of light throughout it, and a textured quadrilateral has one shade of light applied throughout the whole shape. Developers were forced to choose good shading or good texture mapping, but not both.
Finally, despite both the vector unit and rasterizer working with fixed-point mathematics (not as good as an FPU, but much better than nothing), only integers can be passed between the two with no Z-buffer in place, leading to the Line Boil-esque movement of polygons that typify PlayStation graphics. Watch any slow-moving object and you"ll notice how the polygons seem to "snap" to each new position, rather than moving smoothly.
The system supports standard composite cables, S-video cables, and an RF Modulator for coaxial, all via the AV Multi Out port. However, very early models also had regular composite ports (with the very first model also including an S-video port) like a VCR, which was considered very unique as most consoles used proprietary AV ports. These AV Direct Out ports allegedly delivered superior audio quality than the AV Multi Out ports, making the early models popular among audiophiles for use as CD players. The AV Direct Out ports were removed starting with the SCPH-55XX revision.
PeripheralsDualShock: Since the PlayStation was developed as a 3D system from the start, having three-dimensional control in its games would be vital, so the original PlayStation controller design featured not one, but two pairs of shoulder buttons for three-dimensional movement. Eventually, in 1997, Sony responded to the Nintendo 64"s analog controller and rumble feature by incorporating force feedback and dual analog sticks into the controller. This controller design would later serve as the basis of all Sony first-party gamepad controllers, ranging from the PlayStation 2"s DualShock 2 (with analog pressure-sensitive face buttons) to the PS3"s Sixaxis and DualShock 3 (the former added motion-sensing abilities at the cost of force feedback and the latter brought rumble back while still using the motion sensor).
Dual Analog: Actually preceding the DualShock, the Dual Analog controller shared the same button placement as its successors, but distinguished itself with it