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INSIDE THE PlayStation

Retro Gamer

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Issue 270

TWENTY-FIVE YEARS AGO SONY LAUNCHED A CONSOLE THAT ENCOURAGED DEVELOPERS TO DREAM BIG, AND CAUSED THEM THE ODD NIGHTMARE. SPEAKING WITH DEVELOPERS WHO TACKLED ITS TRICKY TECHNOLOGY, WE DISCOVER WHAT IT WAS LIKE TO CREATE GAMES FOR A CONSOLE THAT TRULY TRANSFORMED WHAT WAS POSSIBLE IN VIDEOGAMES

- NICK THORPE

INSIDE THE PlayStation

Few consoles in the history of videogames have had the impact of the original PlayStation. It wasn't the first console to offer 3D graphics and CD-ROM technology, but it was a highly capable machine that was much easier for developers to work with than Sega's overly complex Saturn, and cheaper for players to buy. Though the Nintendo 64 had a clear advantage in overall power, the CD-ROMs used by Sony's console offered storage capacity that cartridge-based N64 games couldn't match, as well as cheaper games for consumers. By the end of 1998, the success of the PlayStation had catapulted Sony ahead of Nintendo and Sega into a position of market leadership, and with 50 million units sold it was well on its way to becoming the best-selling home console of all time.

imageSony's rivals weren't taking that success lightly, and Sega had already launched the Dreamcast in Japan. Excitement grew to see how Sony would respond, and on 2 March 1999, Sony announced a “next generation PlayStation system” – not yet known as the PlayStation 2. Sony claimed that the hardware “massively increases the quality and performance of graphics technology to the maximum level that can be enjoyed on a television set” and possessed “the revolutionary ability to generate worlds, characters, behaviours and complex physical simulations in real-time via the massive floating-point processing power of the system”.

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007 night fire

THE LATE-NINETIES AND EARLY NOUGHTIES WERE THE GOLDEN YEARS OF JAMES BOND VIDEOGAMES. AT THE CENTRE OF IT ALL IS THE MUCH-LOVED 2002 RELEASE NIGHTFIRE. THE GAME'C CO COMPOSER, AND LIFELONG BOND FAN, JEFF TYMOSCHUK KEENLY PAID HOMAGE TO THE SERIES' ICONIC MUSIC WITH HIS OWN REFERENCE-LADEN SOUNDTRACK

time to read

3 mins

Issue 278

Retro Gamer

Retro Gamer

THE MAKING OF OPERATION WOLF

FEW ARCADE GAMES WERE AS IMPOSING, AS ICONIC OR AS INFLUENTIAL AS TAITO'S HIT COIN-OP THAT REDEFINED THE LIGHTGUN GENRE. IN THIS EXCLUSIVE INTERVIEW, THE GAME'S DIRECTOR TOSHIAKI KATO REVEALS THE UNTOLD STORY BEHIND THE MAKING OF THIS ARCADE MILESTONE

time to read

11 mins

Issue 278

Retro Gamer

Retro Gamer

Hardware Heaven

Following the enormous success of the DS, Nintendo didn't feel the need to reinvent the wheel.

time to read

1 min

Issue 278

Retro Gamer

Retro Gamer

OFFICIAL UK PLAYSTATION MAGAZINE #31

THE PLAYSTATION HAD TAKEN THE WORLD BY STORM AND BUILT AN EARLY LIBRARY OF ICONIC TITLES. NOW THEY WERE GETTING SEQUELS, WHICH WOULD BUILD ON THEIR FOUNDATIONS AND DELIVER SOME OF THE BEST GAMES EVER MADE. THIS MONTH'S DISC FEATURES ONE OF THEM

time to read

2 mins

Issue 278

Retro Gamer

Retro Gamer

Burnout Dominator

HEY, HEY, YOU, YOU, I DON'T LIKE YOUR SOUNDTRACK

time to read

1 mins

Issue 278

Retro Gamer

FEELING THE FORCE

Darran looks back at his longtime affection for Star Wars

time to read

3 mins

Issue 278

Retro Gamer

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The Bat Man of Best Buy

There was a time, before online preorders, when a console launch felt like a holiday. You circled the date on the calendar, started saving up your money and cleared your schedule as if the whole thing was a proper vacation. And back then, scarcity wasn't much of a concern. As long as you had a retailer nearby and some patience, you had a fair shot. Then came the Flippers.

time to read

2 mins

Issue 278

Retro Gamer

Retro Gamer

Wing Commander

CHRIS ROBERTS DOES STAR WARS

time to read

1 mins

Issue 278

Retro Gamer

Retro Gamer

VERY SMALL VECTREX

David Oghia tells all about the upcoming mini console

time to read

3 mins

Issue 278

Retro Gamer

Retro Gamer

THE MAKING OF LUMINES

FOR OVER 20 YEARS, TETSUYA MIZUGUCHI HAS CHASED THE DREAM OF SYNESTHETIC GAMING WITH SUCH TITLES AS REZ, CHILD OF EDEN, TETRIS EFFECT AND LUMINES. WITH LUMINES ARISE JUST WEEKS AWAY, WE TALK TO THE LEGENDARY GAME CREATOR ABOUT THE MAKING OF HIS ORIGINAL MUSICAL PUZZLER

time to read

9 mins

Issue 278

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