PlayStation is a gaming brand that consists of four home video game consoles, as well as a media center, an online service, a line of controllers, two handhelds and a phone, as well as multiple magazines. It is created and owned by Sony Interactive Entertainment since December 3, 1994, with the launch of the original PlayStation in Japan; the original console in the series was the first video game console to ship 100 million units, 9 years and 6 months after its initial launch. Its successor, the PlayStation 2, was released in 2000; the PlayStation 2 is the best-selling home console to date, having reached over 155 million units sold as of December 28, 2012. Sony's next console, the PlayStation 3, was released in 2006 and has sold over 80 million consoles worldwide as of November 2013. Sony's latest console, the PlayStation 4, was released in 2013, selling 1 million consoles in its first 24 hours on sale, becoming the fastest selling console in history; the first handheld game console in the PlayStation series, the PlayStation Portable or PSP, sold a total of 80 million units worldwide by November 2013.
Its successor, the PlayStation Vita, which launched in Japan on December 17, 2011 and in most other major territories in February 2012, had sold over 4 million units by January 2013. PlayStation TV is a microconsole and a non-portable variant of the PlayStation Vita handheld game console. Other hardware released as part of the PlayStation series includes the PSX, a digital video recorder, integrated with the PlayStation and PlayStation 2, though it was short lived due to its high price and was never released outside Japan, as well as a Sony Bravia television set which has an integrated PlayStation 2; the main series of controllers utilized by the PlayStation series is the DualShock, a line of vibration-feedback gamepad having sold 28 million controllers as of June 28, 2008. The PlayStation Network is an online service with over 110 million users worldwide, it comprises an online virtual market, the PlayStation Store, which allows the purchase and download of games and various forms of multimedia, a subscription-based online service known as PlayStation Plus and a social gaming networking service called PlayStation Home, which had over 41 million users worldwide at the time of its closure in March 2015.
PlayStation Mobile is a software framework. Version 1.xx supports both PlayStation Vita, PlayStation TV and certain devices that run the Android operating system, whereas version 2.00 released in 2014 would only target PlayStation Vita and PlayStation TV. Content set to be released under the framework consist of only original PlayStation games currently.7th generation PlayStation products use the XrossMediaBar, an award-winning graphical user interface. A touch screen-based user interface called LiveArea was launched for the PlayStation Vita, which integrates social networking elements into the interface. Additionally, the PlayStation 2 and PlayStation 3 consoles featured support for Linux-based operating systems; the series has been known for its numerous marketing campaigns, the latest of which being the "Greatness Awaits" commercials in the United States. The series has a strong line-up of first-party titles due to Sony Interactive Entertainment Worldwide Studios, a group of fifteen first-party developers owned by Sony Interactive Entertainment which are dedicated to developing first-party games for the series.
In addition, the series features various budget re-releases of titles by Sony with different names for each region. In October 2018, Sony President Kenichiro Yoshida stated the necessity of the new PlayStation console. Yoshida said, it has become "necessary to have a next-generation hardware" to replace the PlayStation 4, now 5 years old. PlayStation was the brainchild of Ken Kutaragi, a Sony executive who had just finished managing one of the company's hardware engineering divisions at that time and would be dubbed as "The Father of the PlayStation"; the console's origins date back to 1988 where it was a joint project between Nintendo and Sony to create a CD-ROM for the Super Famicom. Although Nintendo denied the existence of the Sony deal as late as March 1991, Sony revealed a Super Famicom with a built-in CD-ROM drive, that incorporated Green Book technology or CD-i, called "Play Station" at the Consumer Electronics Show in June 1991. However, a day after the announcement at CES, Nintendo announced that it would be breaking its partnership with Sony, opting to go with Philips instead but using the same technology.
The deal was broken by Nintendo after they were unable to come to an agreement on how revenue would be split between the two companies. The breaking of the partnership infuriated Sony President Norio Ohga, who responded by appointing Kutaragi with the responsibility of developing the PlayStation project to rival Nintendo. At that time, negotiations were still on-going between Nintendo and Sony, with Nintendo offering Sony a "non-gaming role" regarding their new partnership with Philips; this proposal was swiftly rejected by Kutaragi, facing increasing criticism over his work with regard to entering the video game industry from within Sony. Negotiations ended in May 1992 and in order to decide the fate of the PlayStation project, a meeting was held in June 1992, consisting of Sony President Ohga, PlayStation Head Kutaragi and several senior members of Sony's board. At the meeting, Kutaragi unveiled a pro
Super Nintendo Entertainment System
The Super Nintendo Entertainment System known as the Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo, released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Europe and Australasia, 1993 in South America. In Japan, the system is called the Super Famicom. In South Korea, it was distributed by Hyundai Electronics; the system was released in Brazil on August 1993, by Playtronic. Although each version is the same, several forms of regional lockout prevent the different versions from being compatible with one another; the SNES is Nintendo's second programmable home console, following the Nintendo Entertainment System. The console introduced advanced graphics and sound capabilities compared with other systems at the time; the development of a variety of enhancement chips integrated in game cartridges helped to keep it competitive in the marketplace. The SNES was a global success, becoming the best-selling console of the 16-bit era despite its late start and the intense competition it faced in North America and Europe from Sega's Genesis console.
The SNES remained popular well into the 32-bit era having sold 49.1 million worldwide by the time it was discontinued in 2003.. It continues to be popular among collectors and retro gamers, some of whom still make homebrew ROM images, in addition to its popularity in Nintendo's emulated rereleases, such as on the Virtual Console and the Super NES Classic Edition. To compete with the popular Family Computer in Japan, NEC Home Electronics launched the PC Engine in 1987, Sega followed suit with the Mega Drive in 1988; the two platforms were launched in North America in 1989 as the TurboGrafx-16 and the Sega Genesis, respectively. Both systems were built on 16-bit architectures and offered improved graphics and sound over the 8-bit NES. However, it took several years for Sega's system to become successful. Nintendo executives were in no rush to design a new system, but they reconsidered when they began to see their dominance in the market slipping. Designed by Masayuki Uemura, the designer of the original Famicom, the Super Famicom was released in Japan on Wednesday, November 21, 1990 for 25,000 yen.
It was an instant success. The system's release gained the attention of the Yakuza, leading to a decision to ship the devices at night to avoid robbery. With the Super Famicom outselling its rivals, Nintendo reasserted itself as the leader of the Japanese console market. Nintendo's success was due to the retention of most of its key third-party developers, including Capcom, Tecmo, Square and Enix. Nintendo released the Super Nintendo Entertainment System, a redesigned version of the Super Famicom, in North America for $199, it began shipping in limited quantities on August 23, 1991, with an official nationwide release date of September 9, 1991. The SNES was released in the United Kingdom and Ireland in April 1992 for £150, with a German release following a few weeks later. Most of the PAL region versions of the console use the Japanese Super Famicom design, except for labeling and the length of the joypad leads; the Playtronic Super NES in Brazil, although PAL-M, uses the North American design.
Both the NES and SNES were released in Brazil in 1993 by Playtronic, a joint venture between the toy company Estrela and consumer electronics company Gradiente. The SNES and Super Famicom launched with few games, but these games were well received in the marketplace. In Japan, only two games were available: Super Mario World and F-Zero. In North America, Super Mario World launched as a bundle with the console; the rivalry between Nintendo and Sega resulted in what has been described as one of the most notable console wars in video game history, in which Sega positioned the Genesis as the "cool" console, with games aimed at older audiences, advertisements that attacked the competition. Nintendo however, scored an early public relations advantage by securing the first console conversion of Capcom's arcade classic Street Fighter II for SNES, which took over a year to make the transition to the Genesis. Despite the Genesis's head start, much larger library of games, lower price point, the Genesis only represented an estimated 60% of the American 16-bit console market in June 1992, neither console could maintain a definitive lead for several years.
Donkey Kong Country is said to have helped establish the SNES's market prominence in the latter years of the 16-bit generation, for a time, maintain against the PlayStation and Saturn. According to Nintendo, the company had sold more than 20 million SNES units in the U. S. According to a 2014 Wedbush Securities report based on NPD sales data, the SNES outsold the Genesis in the U. S. market. During the NES era, Nintendo maintained exclusive control over games released for the system—the company had to approve every game, each third-party developer could only release up to five games per year, those games could not be released on another console within two years, Nintendo was the exclusive manufacturer and supplier of NES cartridges
Fifth generation of video game consoles
The fifth-generation era refers to computer and video games, video game consoles, handheld gaming consoles dating from 1993 to 2002. For home consoles, the best-selling console was the PlayStation by a wide margin, followed by the Nintendo 64, the Sega Saturn; the PlayStation had a redesigned version, the PSOne, launched in July 2000. For handhelds, this era was characterized by significant fragmentation, because the first handheld of the generation, the Sega Nomad, had a lifespan of just two years, the Nintendo Virtual Boy had a lifespan of less than one. Both of them were discontinued; the Neo Geo Pocket was released in 1998, but was dropped by SNK in favor of the backwards-compatible Neo Geo Pocket Color just a year later. Nintendo's Game Boy Color was the winner in handhelds by a large margin. There were two updated versions of the original Game Boy: Game Boy Light and Game Boy Pocket; some features that distinguished fifth generation consoles from previous fourth generation consoles include: 3D polygon graphics with texture mapping 3D graphics capabilities – lighting, Gouraud shading, anti-aliasing and texture filtering Optical disc game storage, allowing much larger storage space than ROM cartridges CD quality audio recordings – PCM audio with 16-bit depth and 44.1 kHz sampling rate Wide adoption of full motion video, displaying pre-rendered computer animation or live action footage Analog controllers Display resolutions from 480i to 576i Color depth up to 16,777,216 colors This era is known for its pivotal role in the video game industry's leap from 2D to 3D computer graphics, as well as the shift from home console games being stored on ROM cartridges to optical discs.
The development of the Internet made it possible to store and download tape and ROM images of older games leading 7th generation consoles to make many older games available for purchase or download, such as popular games from this generation. There was considerable time overlap between this generation and the next, the sixth generation of consoles, which began with the launch of the Dreamcast in Japan on November 27, 1998; the fifth generation ended with the discontinuation of the PlayStation in late 2006, a year after the launch of the seventh generation. The 32-bit/64-bit era is most noted for the rise of 3D polygon games. While there were games prior that had used three-dimensional polygon environments, such as Virtua Racing and Virtua Fighter in the arcades and Star Fox on the Super NES, it was in this era that many game designers began to move traditionally 2D and pseudo-3D genres into 3D on video game consoles. Early efforts from then-industry leaders Sega and Nintendo saw the introduction of the 32X and Super FX, which provided rudimentary 3D capabilities to the 16-bit Genesis and Super NES.
Starting in 1996, 3D video games began to take off with releases such as Virtua Fighter 2 on the Saturn, Tomb Raider on the PlayStation and Saturn, Tekken 2 and Crash Bandicoot on the PlayStation, Super Mario 64 on the N64. Their 3D environments were marketed and they steered the industry's focus away from side-scrolling and rail-style titles, as well as opening doors to more complex games and genres. 3D became the main focus in this era as well as a slow decline of cartridges in favor of CDs, due to the ability to produce games less expensively and the media's high storage capabilities. After allowing Sony to develop a CD-based prototype console for them and a similar failed partnership with Philips, Nintendo decided to make the Nintendo 64 a cartridge-based system like its predecessors. Publicly, Nintendo defended this decision on the grounds that it would give games shorter load times than a compact disc. However, it had the dubious benefit of allowing Nintendo to charge higher licensing fees, as cartridge production was more expensive than CD production.
Many third-party developers like EA Sports viewed this as an underhanded attempt to raise more money for Nintendo and many of them became more reluctant to release games on the N64. Nintendo's decision to use a cartridge based system sparked a small scale war among gamers as to, better; the chief advantages of the CD-ROM format were larger storage capacity, allowing for a much greater amount of game content lower manufacturing costs, making them much less risky for game publishers, lower retail prices due to the reduced need to compensate for manufacturing costs. Its disadvantages compared to cartridge were considerable load times, their inability to load data "on the fly", making them reliant on the console RAM, the greater manufacturing costs of CD-ROM drives compared to cartridge slots, resulting in higher retail prices for CD-based consoles. A Nintendo magazine ad placed a Space Shuttle next to a snail and dared consumers to decide "which one was better"; every other contemporary system used the new CD-ROM technology.
Consequent to the storage and cost advantages of the CD-ROM format, many game developers shifted their support away from the Nintendo 64 to the PlayStation. One of the most influential game franchises to change consoles during this era was the Final Fantasy series, beginning with Final Fantasy VII, being developed for the N64 but due to storage capacity issues w
A CD-ROM is a pre-pressed optical compact disc that contains data. Computers can read—but not write to or erase—CD-ROMs, i.e. it is a type of read-only memory. During the 1990s, CD-ROMs were popularly used to distribute software and data for computers and fourth generation video game consoles; some CDs, called enhanced CDs, hold both computer data and audio with the latter capable of being played on a CD player, while data is only usable on a computer. The CD-ROM format was developed by Japanese company Denon in 1982, it was an extension of Compact Disc Digital Audio, adapted the format to hold any form of digital data, with a storage capacity of 553 MiB. CD-ROM was introduced by Denon and Sony at a Japanese computer show in 1984; the Yellow Book is the technical standard. One of a set of color-bound books that contain the technical specifications for all CD formats, the Yellow Book, standardized by Sony and Philips in 1983, specifies a format for discs with a maximum capacity of 650 MiB. CD-ROMs are identical in appearance to audio CDs, data are stored and retrieved in a similar manner.
Discs are made from a 1.2 mm thick disc of polycarbonate plastic, with a thin layer of aluminium to make a reflective surface. The most common size of CD-ROM is 120 mm in diameter, though the smaller Mini CD standard with an 80 mm diameter, as well as shaped compact discs in numerous non-standard sizes and molds, are available. Data is stored on the disc as a series of microscopic indentations. A laser is shone onto the reflective surface of the disc to read the pattern of lands; because the depth of the pits is one-quarter to one-sixth of the wavelength of the laser light used to read the disc, the reflected beam's phase is shifted in relation to the incoming beam, causing destructive interference and reducing the reflected beam's intensity. This is converted into binary data. Several formats are used for data stored on compact discs, known as the Rainbow Books; the Yellow Book, published in 1988, defines the specifications for CD-ROMs, standardized in 1989 as the ISO/IEC 10149 / ECMA-130 standard.
The CD-ROM standard builds on top of the original Red Book CD-DA standard for CD audio. Other standards, such as the White Book for Video CDs, further define formats based on the CD-ROM specifications; the Yellow Book itself is not available, but the standards with the corresponding content can be downloaded for free from ISO or ECMA. There are several standards that define how to structure data files on a CD-ROM. ISO 9660 defines the standard file system for a CD-ROM. ISO 13490 is an improvement on this standard which adds support for non-sequential write-once and re-writeable discs such as CD-R and CD-RW, as well as multiple sessions; the ISO 13346 standard was designed to address most of the shortcomings of ISO 9660, a subset of it evolved into the UDF format, adopted for DVDs. The bootable CD specification was issued in January 1995, to make a CD emulate a hard disk or floppy disk, is called El Torito. Data stored on CD-ROMs follows the standard CD data encoding techniques described in the Red Book specification.
This includes cross-interleaved Reed–Solomon coding, eight-to-fourteen modulation, the use of pits and lands for coding the bits into the physical surface of the CD. The structures used to group data on a CD-ROM are derived from the Red Book. Like audio CDs, a CD-ROM sector contains 2,352 bytes of user data, composed of 98 frames, each consisting of 33-bytes. Unlike audio CDs, the data stored in these sectors corresponds to any type of digital data, not audio samples encoded according to the audio CD specification. To structure and protect this data, the CD-ROM standard further defines two sector modes, Mode 1 and Mode 2, which describe two different layouts for the data inside a sector. A track inside a CD-ROM only contains sectors in the same mode, but if multiple tracks are present in a CD-ROM, each track can have its sectors in a different mode from the rest of the tracks, they can coexist with audio CD tracks as well, the case of mixed mode CDs. Both Mode 1 and 2 sectors use the first 16 bytes for header information, but differ in the remaining 2,336 bytes due to the use of error correction bytes.
Unlike an audio CD, a CD-ROM cannot rely on error concealment by interpolation. To achieve improved error correction and detection, Mode 1, used for digital data, adds a 32-bit cyclic redundancy check code for error detection, a third layer of Reed–Solomon error correction using a Reed-Solomon Product-like Code. Mode 1 therefore contains 288 bytes per sector for error detection and correction, leaving 2,048 bytes per sector available for data. Mode 2, more appropriate for image or video data, contains no additional error detection or correction bytes, having therefore 2,336 available data bytes per sector. Note that both modes, like audio CDs, still benefit from the lower layers of error correction at the frame level. Before being stored on a disc with the techniques described above, each CD-ROM sector is scrambled to prevent some problematic patterns from showing up; these scrambled sectors follow the same encoding process described in the Red Book in order to be stored
The Sega Genesis, known as the Mega Drive in regions outside of North America, is a 16-bit home video game console developed and sold by Sega. The Genesis was the successor to the Master System. Sega released it as the Mega Drive in Japan in 1988, followed by North America as the Genesis in 1989. In 1990, it was distributed as the Mega Drive by Virgin Mastertronic in Europe, Ozisoft in Australasia, Tec Toy in Brazil. In South Korea, it was distributed by Samsung as the Super Gam*Boy and the Super Aladdin Boy. Designed by an R&D team supervised by Hideki Sato and Masami Ishikawa, the Genesis was adapted from Sega's System 16 arcade board, centered on a Motorola 68000 processor as the CPU, a Zilog Z80 as a sound controller, a video system supporting hardware sprites and scrolling, it plays a library of more than 900 games created by Sega and a wide array of third-party publishers and delivered on ROM-based cartridges. Several add-ons were released, including a Power Base Converter to play Master System games.
It was released in several different versions, some created by third parties. Sega created two network services to support the Genesis: Sega Channel. In Japan, the Mega Drive fared poorly against its two main competitors, Nintendo's Super Famicom and NEC's PC Engine, but it achieved considerable success in North America and Europe. Contributing to its success were its library of arcade game ports, the popularity of Sega's Sonic the Hedgehog series, several popular sports franchises, aggressive youth marketing that positioned the system as the cool console for adolescents; the release of the Super Nintendo Entertainment System two years after the Genesis resulted in a fierce battle for market share in the United States and Europe, termed as a "console war" by journalists and historians. As this contest drew increasing attention to the video game industry among the general public, the Genesis and several of its highest-profile games attracted significant legal scrutiny on matters involving reverse engineering and video game violence.
Controversy surrounding violent games such as Night Trap and Mortal Kombat led Sega to create the Videogame Rating Council, a predecessor to the Entertainment Software Rating Board. 30.75 million first-party Genesis units were sold worldwide. In addition, Tec Toy sold an estimated three million licensed variants in Brazil, Majesco projected it would sell 1.5 million licensed variants of the system in the United States, much smaller numbers were sold by Samsung in South Korea. By the mid-2010s, licensed third-party Genesis rereleases were still being sold by AtGames in North America and Europe. Many games have been rereleased in compilations or on online services such as the Nintendo Virtual Console, Xbox Live Arcade, PlayStation Network, Steam; the Genesis was succeeded in 1994 by the Sega Saturn. In the early 1980s, Sega Enterprises, Inc. a subsidiary of Gulf & Western, was one of the top five arcade game manufacturers active in the United States, as company revenues surpassed $200 million between July 1981 and June 1982.
A downturn in the arcade business starting in 1982 hurt the company, leading Gulf & Western to sell its North American arcade manufacturing organization and the licensing rights for its arcade games to Bally Manufacturing. The company retained Sega's North American R&D operation, as well as its Japanese subsidiary, Sega Enterprises, Ltd. With its arcade business in decline, Sega Enterprises, Ltd. president Hayao Nakayama advocated that the company leverage its hardware expertise to move into the home console market in Japan, in its infancy at the time. Nakayama received permission to proceed with this project, leading to the release of Sega's first home video game system, the SG-1000, in July 1983; the SG-1000 was not successful. Sega estimated; the SG-1000 was replaced by the Sega Mark III within two years. In the meantime, Gulf & Western began to divest itself of its non-core businesses after the death of company founder Charles Bluhdorn, so Nakayama and former Sega CEO David Rosen arranged a management buyout of the Japanese subsidiary in 1984 with financial backing from CSK Corporation, a prominent Japanese software company.
Nakayama was installed as CEO of the new Sega Enterprises, Ltd. In 1986, Sega redesigned the Mark III for release in North America as the Sega Master System; this was followed by a European release the next year. Although the Master System was a success in Europe, in Brazil, it failed to ignite significant interest in the Japanese or North American markets, which, by the mid-to-late 1980s, were both dominated by Nintendo. With Sega continuing to have difficulty penetrating the home market, Sega's console R&D team, led by Masami Ishikawa and supervised by Hideki Sato, began work on a successor to the Master System immediately after that console launched. In 1987, Sega faced another threat to its console business when Japanese computer giant NEC released the PC Engine amid great publicity. To remain competitive against the two more established consumer electronics companies and his team decided they needed to incorporate a 16-bit microprocessor into their new system to make an impact in the marketplace and once again turned to Sega's strengths in the arcade industry to adapt the successful Sega System 16 arcade board into architecture for a home console.
The decision to use a Motorola 68000 as the system's main CPU was made late in development, while a Zilog Z80 was used as a secondary CPU to handle the sound due to f
The Nintendo GameCube is a home video game console released by Nintendo in Japan and North America in 2001 and Europe and Australia in 2002. The sixth-generation console is the successor to the Nintendo 64, designed to compete with Sony's PlayStation 2 and Microsoft's Xbox; the GameCube is the first Nintendo console to use optical discs as its primary storage medium. The discs are in the miniDVD format and the system was not designed to play full-sized DVDs or audio CDs, unlike its competitors, focused on gaming instead; the console supports online gaming for a small number of games via a GameCube broadband or modem adapter and can connect to a Game Boy Advance with a link cable, which allows players to access exclusive in-game features using the handheld as a second screen and controller. The GameCube uses composite video cables to display games on the television; the models produced before May 2004 had the ability to use digital component AV cables and progressive scan and a second serial port.
The nameplate on the top of the console with the words "Nintendo GameCube" could be removed. This model was known as DOL-001. All those features were removed in GameCube consoles produced between 2004-2007; the newer model had firmware that disabled Action Replay cheats and cheat codes and the disc-reading laser was improved in many ways, though it did not last as long. The newer model came with a 48-watt AC adapter to power the console, while the original was 46 watts. Reception of the GameCube at the time was positive; the console was praised for its controller, extensive software library and high-quality games, but was criticized for its exterior design and lack of features. Nintendo sold 21.74 million GameCube units worldwide before the console was discontinued in 2007. Its successor, the seventh-generation Wii, was released in November 2006. In 1997, a graphics hardware design company called ArtX was launched, staffed by twenty engineers who had worked at SGI on the design of the Nintendo 64's graphics hardware.
The team was led by Dr. Wei Yen, SGI's head of Nintendo Operations, the department responsible for the Nintendo 64's fundamental architectural design. Partnering with Nintendo in 1998, ArtX began the complete design of the system logic and of the graphics processor of Nintendo's sixth-generation video game console bearing the early internal code name of "N2000". At Nintendo's press conference in May 1999, the console was first publicly announced as "Project Dolphin", the successor to the Nintendo 64. Subsequently, Nintendo began providing development kits to game developers such as Rare and Retro Studios. Nintendo formed a strategic partnership with IBM, who created the Dolphin's CPU, named "Gekko". ArtX was acquired by ATI in April 2000, whereupon the Flipper graphics processor design had been completed by ArtX and was not overtly influenced by ATI. In total, ArtX team cofounder Greg Buchner recalled that their portion of the console's hardware design timeline had arced from inception in 1998 to completion in 2000.
Of ATI's acquisition of ArtX, an ATI spokesperson said, "ATI now becomes a major supplier to the game console market via Nintendo. The Dolphin platform is reputed to be king of the hill in terms of graphics and video performance with 128-bit architecture."The console was announced as the GameCube at a press conference in Japan on August 24, 2000, abbreviated as "NGC" in Japan and "GCN" in North America. Nintendo unveiled its software lineup for the sixth-generation console at E3 2001, focusing on fifteen launch games, including Luigi's Mansion and Star Wars Rogue Squadron II: Rogue Leader. Several games scheduled to launch with the console were delayed, it is the first console in the company's history not to accompany a Super Mario platform game at launch. Long before the console's launch, Nintendo had developed and patented an early prototype of motion controls for the GameCube, with which developer Factor 5 had experimented for its launch games. An interview quoted Greg Thomas, Sega of America's VP of Development as saying, "What does worry me is Dolphin's sensory controllers because there's an example of someone thinking about something different."
These motion control concepts would not be deployed to consumers for several years, until the Wii Remote. Prior to the GameCube's release, Nintendo focused resources on the launch of the Game Boy Advance, a handheld game console and successor to the original Game Boy and Game Boy Color; as a result, several games destined for the Nintendo 64 console were postponed in favor of becoming early releases on the GameCube. The last first-party game in 2001 for the Nintendo 64 was released in May, a month before the Game Boy Advance's launch and six months before the GameCube's, emphasizing the company's shift in resources. Concurrently, Nintendo was developing software for the GameCube which would provision future connectivity between it and the Game Boy Advance. Certain games, such as The Legend of Zelda: Four Swords Adventures and Final Fantasy Crystal Chronicles, can use the handheld as a secondary screen and controller when connected to the console via a link cable. Nintendo began its marketing campaign with the catchphrase "The Nintendo Difference" at its E3 2001 reveal.
The goal was to distinguish itself from the competition as an entertainment company. Advertisements push the slogan, "Born to Play", video game commercials feature a rotating cube animation that morphs into a GameCube logo and ends with a voice whisperin
Sony Corporation is a Japanese multinational conglomerate corporation headquartered in Kōnan, Tokyo. Its diversified business includes consumer and professional electronics, gaming and financial services; the company owns the largest music entertainment business in the world, the largest video game console business and one of the largest video game publishing businesses, is one of the leading manufacturers of electronic products for the consumer and professional markets, a leading player in the film and television entertainment industry. Sony was ranked 97th on the 2018 Fortune Global 500 list. Sony Corporation is the electronics business unit and the parent company of the Sony Group, engaged in business through its four operating components: electronics, motion pictures and financial services; these make Sony one of the most comprehensive entertainment companies in the world. The group consists of Sony Corporation, Sony Pictures, Sony Mobile, Sony Interactive Entertainment, Sony Music, Sony/ATV Music Publishing, Sony Financial Holdings, others.
Sony is among the semiconductor sales leaders and since 2015, the fifth-largest television manufacturer in the world after Samsung Electronics, LG Electronics, TCL and Hisense. The company's current slogan is Be Moved, their former slogans were The One and Only, It's like.no.other and make.believe. Sony has a weak tie to the Sumitomo Mitsui Financial Group corporate group, the successor to the Mitsui group. Sony began in the wake of World War II. In 1946, Masaru Ibuka started an electronics shop in a department store building in Tokyo; the company started with a total of eight employees. In May 1946, Ibuka was joined by Akio Morita to establish a company called Tokyo Tsushin Kogyo; the company built Japan's first tape recorder, called the Type-G. In 1958, the company changed its name to "Sony"; when Tokyo Tsushin Kogyo was looking for a romanized name to use to market themselves, they considered using their initials, TTK. The primary reason they did not is that the railway company Tokyo Kyuko was known as TTK.
The company used the acronym "Totsuko" in Japan, but during his visit to the United States, Morita discovered that Americans had trouble pronouncing that name. Another early name, tried out for a while was "Tokyo Teletech" until Akio Morita discovered that there was an American company using Teletech as a brand name; the name "Sony" was chosen for the brand as a mix of two words: one was the Latin word "sonus", the root of sonic and sound, the other was "sonny", a common slang term used in 1950s America to call a young boy. In 1950s Japan, "sonny boys" was a loan word in Japanese, which connoted smart and presentable young men, which Sony founders Akio Morita and Masaru Ibuka considered themselves to be; the first Sony-branded product, the TR-55 transistor radio, appeared in 1955 but the company name did not change to Sony until January 1958. At the time of the change, it was unusual for a Japanese company to use Roman letters to spell its name instead of writing it in kanji; the move was not without opposition: TTK's principal bank at the time, had strong feelings about the name.
They pushed for a name such as Sony Teletech. Akio Morita was firm, however. Both Ibuka and Mitsui Bank's chairman gave their approval. According to Schiffer, Sony's TR-63 radio "cracked open the U. S. market and launched the new industry of consumer microelectronics." By the mid-1950s, American teens had begun buying portable transistor radios in huge numbers, helping to propel the fledgling industry from an estimated 100,000 units in 1955 to 5 million units by the end of 1968. Sony co-founder Akio Morita founded Sony Corporation of America in 1960. In the process, he was struck by the mobility of employees between American companies, unheard of in Japan at that time; when he returned to Japan, he encouraged experienced, middle-aged employees of other companies to reevaluate their careers and consider joining Sony. The company filled many positions in this manner, inspired other Japanese companies to do the same. Moreover, Sony played a major role in the development of Japan as a powerful exporter during the 1960s, 1970s and 1980s.
It helped to improve American perceptions of "made in Japan" products. Known for its production quality, Sony was able to charge above-market prices for its consumer electronics and resisted lowering prices. In 1971, Masaru Ibuka handed the position of president over to his co-founder Akio Morita. Sony began a life insurance company in one of its many peripheral businesses. Amid a global recession in the early 1980s, electronics sales dropped and the company was forced to cut prices. Sony's profits fell sharply. "It's over for Sony," one analyst concluded. "The company's best days are behind it." Around that time, Norio Ohga took up the role of president. He encouraged the development of the Compact Disc in the 1970s and 1980s, of the PlayStation in the early 1990s. Ohga went on to purchase CBS Records in 1988 and Columbia Pictures in 1989 expanding Sony's media presence. Ohga would succeed Morita as chief executive officer in 1989. Under the vision of co-founder Akio Morita and his successors, the company had aggressively expanded in