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Documente Profesional
Documente Cultură
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6 The Playstation Story
16 The Systems
20 US Game Releases
24 Ape Escape
29 Castlevania: Symphony of the Night
32 Crash Bandicoot Series
36 Dance Dance Revolution
40 Final Fantasy VII
43 Gran Turismo Series
46 Hot Shots Golf
51 Intelligent Qube
54 Metal Gear Solid
59 Parappa the Rapper
63 Resident Evil 2
67 Tekken 3
72 Tomb Raider
75 Tony Hawk Pro Skater
79 WipEout
82 Playstation Database
84 Lightspan Releases
86 Talking: Jason Rubin
87 Boxsets
88 Demo Discs
93 Talking: Chris Charla
94 Games Listed by Publisher
106 Rare Japanese and EU Releases
108 Expensive Japanese and EU Releases
110 Games Listed by SLUS/SCUS
125 Talking: Bill Rehbock
126 Peripherals of Note
128 Games Listed by Genre
Contents
138 Further Reading
The Playstation Story
OVER ONE HUNDRED MILLION systems sold. Over one billion pieces of software
sold. The Sony Playstation is the single most successful home videogame system ever
released, dominating in the USA, Japan and Europe. In 1998, the Playstation alone was
responsible for forty percent of the profits at Sony, one of the world’s largest companies.
Lara Croft, Crash Bandicoot and Cloud Strife have joined Sonic the Hedgehog and Mario
in the public consciousness.
This book is directed toward fans of Kutaragi’s grey box. We’ve provided information on
every American release and interviewed some of the creators of the Playstation’s best
games. But the data would be meaningless without the tales that made it possible. Here is
the story of how an eccentric Tokyo-born engineer succeeded in his dream of bringing 3D
Above: “Polygonman” was games to the masses.
featured in early ads for the Sony
Playstation, though luckily the Born the son of a poor tradesman in August 1950, Ken Kutaragi began working at Sony in
character was never made into
1975, hoping to use the knowledge he would gain at Sony in order to start his own electronics
Sony’s mascot.
Left: Shigeru Miyamoto, creator firm. Reiji Asakura, author of Revolutionaries at Sony, notes that Kutaragi’s middle-class
of Mario and Nintendo legend, background and business-minded father led him to value hard work and business-world
tries out Crash Bandicoot at E3 realities in addition to simple engineering research. Despite Kutaragi’s rebellious
1996. Image courtesy Naughty individualism, his success at Sony would be ensured by continuous creativity and a pinpoint
Dog.
focus on results.
Before his work on the Playstation, Kutaragi was already acclaimed as a star engineer for
work on projects ranging from LCD projectors and floppy disks to digital audio processing.
In 1984, he attended a presentation at Sony’s Information Processing Research Center
where a new 3D texture mapping computer called System Gazo (“image” in Japanese), or
System G, was being displayed. Kutaragi was inspired by his belief that, just as Famicom
(the Japanese name of Nintendo’s NES) was dominating Sony’s MSX computer with its
graphical superiority in the mid-1980s, System G technology would dominate the videogame
industry as the price of the hardware dropped. The quality of graphics on System G is
quite similar to that on the Playstation.
Kutaragi also had tremendous foresight in his belief that the videogame market would
become important for consumer electronics companies. Videogames were often dismissed
as toys for children when Kutaragi began pressing Sony’s management to develop a high-
Sony Japan eventually decided to Indeed, that plan was exactly what Sony had intended. After developing the CDROM/XA
accept the enormously successful
standard with Dutch electronics firm Philips in the mid-1980s, Sony signed a deal in 1988
and oft-copied three-dimensional
pad designed by Teiyu Gotoh. with Nintendo to develop a CDROM add-on to the Famicom and Super Famicom for
Though Kutaragi was skeptical release in 1990. Sony was given complete control over the sale and licensing of games on
of launching the Playstation with CDROM, called Super Discs, and would also develop a system called the Play Station
a controller so different from that which would play both SNES games and Sony CD games. As Sony finished preparation of
of the Famicom and other well-
the Play Station in 1991, Nintendo began to realize the importance of the CD game market
known systems, Sony President
Norio Ohgo insisted on its release. and how much they had given away with their 1988 agreement; Hiroshi Yamauchi, Nintendo’s
President, secretly initiated contact with Philips and began developing a deal whereby Philips,
rather than Sony, would develop the SNES CD add-on with more favorable terms for
Nintendo. Nintendo also planned development of software for the Philips CDi format.
David Sheff quotes an industry consultant in his Nintendo history, Game Over, arguing
“Sony had Nintendo by the balls. The Philips deal was meant to…give Nintendo back its
stranglehold on software and gracefully fuck Sony.”
Fact: The name “Playstation” The setting for Nintendo’s betrayal was not a Wild West saloon, but the 1991 Consumer
came from the concept that a com-
Electronics Show (CES) in Chicago. On May 29, 1991, Kutaragi and Sony PR head Nobuyuki
puter for work is a workstation;
therefore, a computer meant for Idei received word of the Nintendo-Philips deal. With foreknowledge of the Nintendo-
play should be a Playstation. Philips deal, Sony nonetheless continued as planned with their unveiling of the Play Station,
capable of playing both SNES and CD-ROM titles, on June 1 in Chicago. On June 2,
reporters at Nintendo’s press conference were astounded to hear that Philips, not Sony,
would develop the SNES CD. Norio Ohga and Sony’s US head of electronic publishing,
Olaf Olafsson, were enraged. Nintendo had not only “stabbed [Sony] in the back,” in
Olafsson’s words, but had violated Japanese business etiquette by shunning a dominant
Japanese company in exchange for a foreign one.
Both sides, however, had too much to lose if a long-standing feud broke out. Sony was the
supplier of the audio chip for the Super Nintendo, and Nintendo could not afford to lose
Above: “Crash” takes a bow at Kutaragi had convinced Sony’s Japanese leadership in June 1992 that a better option existed
the 97 Playstation Awards in than alliance with Nintendo. He was convinced that a true 3D system, well beyond the
Japan, where Naughty Dog was technology proposed by competitors such as Trip Hawkins’s 3DO, would allow Sony to
awarded a Gold Prize for selling
over 500,000 copies of their first
lead the 3D era just as Nintendo had led the 2D era. Despite the negotiations with Nintendo,
Playstation game in Japan. Sony was secretly developing this 3D system. Realizing that the contract for a Nintendo-
Left: Four prototype Playstation Sony CD standard left Sony with few opportunities for profit, and further realizing that
controllers developed by Sony Kutaragi’s team was developing a better system, Sony cancelled the SNES/CD-ROM Play
Japan. Sony went through dozens Station project. Sony America CEO Steve Race noted “Since the deal with Nintendo
of prototype designs before
settling on the final version; that
didn’t come to fruition, we decided to put games on a back burner…[T]he gaming industry
version, of course, was quickly has a seven-year life cycle, so we bided our time until we could get in on the next cycle.”
replaced by the Dual Shock With the rest of industry unaware, Kutaragi continued development of Sony’s own CD-
analog controller. based 3D system, which continued to be called the Playstation.
As Kutaragi’s team continued developing the internals, Sony tapped Teruhisa Tokunaka, a
longtime employee at Sony Japan headquarters, to develop the Playstation business plan in
1993. Tokunaka understood that, given that poor quality of games released by Epic Sony
Japan and Sony Interactive Studios America during the 16-bit era, enticing third-party
developers to work on the Playstation was essential. In Japan, this required not only high-
quality hardware and an attractive pricing scheme, but also a novel distribution system.
Nintendo dominated a videogame distribution network called the Shoshinkai, and entry
into this network for a new hardware company was quite difficult. Sony already owned CD
manufacturing and distribution facilities in the US, Europe and Japan, however; this cheap
format allowed Sony to sidestep the Shoshinkai and distribute games with much shorter
lag time and much lower licensing fees than Nintendo or Sega were able to offer.
The early 1990s are littered with failed videogames platforms – Jaguar, Sega CD, CDi, 3DO
– suffering from a common plague: low third-party software support. Atari in the early
1980s and Nintendo in the 80s and 90s are the only console developers that have had
strong enough first-party software to sell a system. Sony Imagesoft in the US and Epic
Sony in Japan were notorious for their dismal titles, most of which were simply adaptations
of Sony films done in whatever genre was popular at the moment. Tokunaka realized that
Hudson Hawk, Cliffhanger and ESPN Sunday Night NFL were not going to be enough to
sell the Playstation.
The timing of the Playstation, however, was perfect. 1994, the year the Playstation launched,
marks the division between the 2D and the 3D eras. Cyan’s Myst was released for the
Macintosh, giving players a taste of the graphics they could expect in the future. John
Carmack’s id Software began work on Quake. In Japan, Virtua Fighter was a smash hit in
Launch was set in Japan for December, 3, 1994, one month after Sega launched the Saturn.
To counter Sega’s home port of Virtua Fighter, Sony launched with a near-perfect arcade
port of Namco’s Ridge Racer. The initial run of 100,000 units sold out within days, and by
May 1995, both Sega and Sony had sold one million units. The two remained neck-in-neck
in Japan leading up to the respective US launches.
The Los Angeles E3 Convention in May 1995 presented two surprises. Sega garnered all
the early press by announcing an early launch, telling the crowd that instead of launching
the Saturn in the fall, units were already on the way to select stores. Sony trumped Sega
with a single message: $299. The early CD-based consoles were doomed by high prices,
such as the $700 commanded by the 3DO. The Saturn cost $399, and was doomed from
the start because of the “backdoor launch” which infuriated retailers not among the select
few to receive the early units. Playstation total sales overtook Saturn soon after Sony’s
September 9, 1995 launch date in the US. Sony launched successfully in Europe later in the
same month. Early software was a hit in both territories: an exclusive 32-bit version of
Mortal Kombat 3, Namco’s beautiful Ridge Racer, the first true 3D fighter in Battle Arena
Above: A screenshot from Sony’s Toshinden and Psygnosis’ rave-infused WipEout were all massive sellers. At the end of
T-Rex demo. A tech demo
1995, dozens of titles were available in the US and Europe, and over 200 developers were
shown to prospective Playstation
developers in 1993 and 1994 working on Playstation games.
featured this stunning dinosaur
model rendered in real time. The By the end of 1996, Sega’s Saturn was being humbled by Sony in both the US and Europe,
T-Rex proved so popular that as Sega’s focus on arcade ports limited mainstream appeal and slowed sales. Sony’s next
Sony included it on an early
battled loomed with Nintendo, the company that had ruled the videogame roost since the
consumer demo disc (The
Developers Demo Disc or ‘Black mid-1980s. Despite early sales driven by Miyamoto’s brilliant Super Mario 64, a very slow
Ice’ demo: SCUS-94950). software release schedule and the high price of cartridges cursed Nintendo. Squaresoft’s
Left: Early sketches of Parappa Final Fantasy VII alone, with its breathtaking FMV and music and ubiquitous 1997
the Rapper, dated 11/27/1995. advertising campaign, was nearly enough to better Nintendo in all three territories. As
Courtesy Parappa conceptual
Sony continued to lock up exclusive releases of major titles – Tomb Raider, Metal Gear
artist Rodney Alan Greenblat,
www.whimsyload.com. Solid, Dragon Quest, Final Fantasy – their dominance of the 32-bit generation was assured.
First, Sony aimed the console at the eighteen to twenty-five year old market; they created a
Playstation room at London’s Ministry of Sound, distributed leaflets at the Glastonbury
rock festival and sponsored the 1995 MTV Video Music Awards. Realizing that kids who
had grown up with an NES were still interested in videogames, Sony sought out developers
who could reach this demographic. Genres like survival horror, rhythm, rally racing and
extreme sports all were popularized by the Playstation. Borders were crossed not simply
with gore and sex, but with issues such as religion (Xenogears) and homosexuality (Fear
Effect). Games like Parappa the Rapper, Hot Shots Golf, and Ape Escape appealed to the
mainstream and introduced new players to the world of videogames.
Second, Playstation software was much cheaper than cartridge software. A number of
Super Nintendo and Sega Genesis titles sold for more than seventy dollars. Playstation
games not only launched cheaply – sixty bucks was as high as the games were ever priced –
but also went down in price quickly. Japan’s Playstation’s Best program was brought to the
Above: The Playstation saw
US as Greatest Hits, allowing Playstation owners to buy the best-selling games on the
thousands of games released, but system for $20. It is no surprise that developers were eager to create games for a system
even more exist only on rare with a staggering software-to-hardware ratio that topped 9:1.
prototype CDs and in the vaults
of developers around the world. It is difficult to think of a genre for which the Playstation did not have top-flight title. All-
Screenshots above, from top, are
from the unreleased games Bubble
time classics such as Metal Gear Solid, Gran Turismo, Resident Evil 2 and Tomb Raider sit
Bobble 2, StarCon and Deuce. alongside niche successes like Parappa the Rapper, Devil Dice and Incredible Crisis. Those
All three, along with dozens games are the focus of this book. Inside, you’ll find collector data that is the result of three
more, were essentially complete years of market research, as well as tributes to the best and most interesting games on the
when they were cancelled. If he system. Toward the end of the text are the databases, where you can look up, for instance,
knows where to look, the diehard
collector can purchase unreleased
a list of all the Boxing titles or a list of all the titles published by Eidos. Sony’s Playstation
prototypes for as little as $200. empire, including the Playstation2 and Playstation Portable, continues to set the standard
Left: The Elemental Gearbolt for modern videogames – this book is the guide to how the empire began.
“Assassin Case” Edition.
Working Designs had a few
dozen Guncons and memory
cards gold-plated for the 1998
E3 Expo, and gave them away
during an Elemental Gearbolt
competition. Considered one of
the Holy Grails for PSX
collecters. Pictures courtesy
“norkusa” and Zach Meston.
The first change was the pack-in game. Sony chose to in-
clude only a demo disc with the Playstation upon its release
in 1995; this demo disc would be updated frequently. Di-
rect AV out was removed in the first hardware change, the
5501. In an effort to combat piracy, the parallel port on the
back of the system was removed starting with the SCPH-
9001.
The larger Playstation was slowly faded out after the 2000
release of the consolidated PSone. While the original de-
sign was elegantly and efficiently designed, it has proven to
have a temperamental laser. It is rare to find a SCPH-1001
that does not have problems reading discs on occasion. For
this reason, the PSone is preferred by most serious
videogamers.
The system itself, and its matching controller, are navy blue
and have a feel quite unlike any other Playstation. The tex-
ture feels something like satin. A complete 10 Million model
includes a special dark blue box marked “Not for Resale,”
the system, a controller, a power cable, an RCA cable, a set
of documentation and the demo “Interactive Vol. 6.” Win-
ners of the Sweepstakes were also sent a letter handsigned
by a Sony executive congratulating them on their victory.
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“Retro Mode” in Bomberman Party Edition
the game, which rec- Hudson Soft | Vatical | 2000 | Party Game
reates this game’s
levels using the
graphics from the Bomberman Party Edition is the next best thing to the 10-
original NES player craziness of Saturn Bomberman. Up to five players
Bomberman. can get in on the bombardier action of Hudson Soft’s clas-
sic series. The single-party game is downright terrible, but
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Worries about
Heart of Darkness
Heart of Darkness
exploded when Vir- Amazing Studio | Interplay | 1998 | Action
gin Interactive flat-
out dropped the title In production for five years, France’s Heart of Darkness
in 1996 after in-
vesting in the game
was once hailed as the future of videogames. The Toy Story-
for four and a half quality cutscenes, great voice acting, and orchestral music
years. caused a scene at E3 1995 when movie/game convergence
was seen as the next wave. Unfortunately, the gameplay is
nothing more than a standard set of trial-and-error puzzles.
Amazing Studio would never make another game.
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In Jumping Flash,
Robbit fights
Jumping Flash series
against the evil Exact | Sony | 1995, 1996 | Action
Baron Aloha; the
sequel has the You control a giant mechanical rabbit (named Robbit, of
Baron calling for
Robbit’s help in de-
course) in the Jumping Flash series, two games which truly
feating the even are platformers. Accurate jumps between platforms, espe-
more terrible cially after the addition of the Jump Meter in the sequel, are
Kaptain Kabuki. essential. Both games are fun, goreless, shoot-em-ups with
Can Aloha be a terribly addictive musical score.
trusted?
Playstation Game List [046 | 047]
Koudelka R | $20 Lemmings & Oh No! More Lemmings R | $14
SLUS-01051 (2: 01100, 3: 01101, 4: 01102). Genre: RPG. Year Released: SLUS-00760. Genre: Puzzle. Year Released: 1998. Published by
2000. Published by Infogrames. Developed by Sacnoth. 4 discs packaged Psygnosis. Developed by Distinctive Developments.
in a double jewel case. Lemmings 3D R | $10
Krazy Ivan R | $1 SCUS-94601. Released in Longbox packaging. Genre: Puzzle. Year
SCUS-94303. Released in Longbox packaging. Genre: Simulation. Year Released: 1995. Published by Psygnosis. Developed by Clockwork.
Released: 1996. Published by Psygnosis. Developed by Psygnosis. Lethal Enforcers 1 & 2 R | $12
Kurt Warner's Arena Football Unleashed U | $3 SLUS-00293. Genre: Lightgun. Year Released: 1997. Published by
SLUS-01125. Genre: Sports - Football. Year Released: 2000. Published Konami. Developed by Konami.
by Midway. Developed by Midway Home. Lilo and Stitch, Disney's U | $8
Land Before Time, The: Big Water Adventure U | $5 SCUS-94646. Genre: Action. Year Released: 2002. Published by Sony.
SLUS-01481. Genre: Action. Year Released: 2002. Published by TDK Developed by Blitz Games.
Impulse. Developed by Digital Illusions. Lion King, Disney's The: Simba's Mighty U | $8
Land Before Time, The: Great Valley Racing U | $8 Adventure
Adventure SLUS-01282. Released in Collector's Edition packaging. Genre: Action.
SLUS-01213. Genre: Racing. Year Released: 2001. Published by TDK Year Released: 2000. Published by Activision. Developed by Paradox.
Mediaactive. Developed by Vision Scape. Little Mermaid II, Disney's The U | $15
Land Before Time, The: Return to the Great U | $6 SLUS-01286. Genre: Action. Year Released: 2000. Published by THQ.
Valley Developed by Blitz Games.
SLUS-01043. Genre: Adventure. Year Released: 2000. Published by Loaded U | $2
Sound Source. Developed by Realtime. SLUS-00076. Released in Greatest Hits packaging. Released in Longbox
Largo Winch // Commando SAR U | $2 packaging. Genre: Action. Year Released: 1995. Published by Interplay.
SLUS-01441. Genre: Action. Year Released: 2002. Published by Ubisoft. Developed by Gremlin. Also available packaged in a standard jewel case.
Developed by Rebellion. Lode Runner R | $8
Legacy of Kain: Soul Reaver C | $6 SLUS-00557. Genre: Action. Year Released: 1998. Published by
SLUS-00708. Released in Greatest Hits packaging. Released in Natsume. Developed by Presage.
Collector's Edition packaging. Genre: Action. Year Released: 1999. Looney Tunes Racing U | $10
Published by Eidos. Developed by Crystal Dynamics. SLUS-01145. Genre: Racing. Year Released: 2000. Published by
Legend of Dragoon, The C | $6 Infogrames. Developed by Circus Freek.
SCUS-94491 (2: 94584, 3: 94585, 4: 94586). Released in Greatest Hits Lost World, The: Jurassic Park C | $5
packaging. Genre: RPG. Year Released: 2000. Published by Sony. SLUS-00515. Released in Greatest Hits packaging. Genre: Action. Year
Developed by Sony. 4 discs packaged in a double jewel case. Released: 1997. Published by Electronic Arts. Developed by
Legend of Legaia C | $8 Dreamworks. Greatest Hits version is called "The Lost World: Special
SCUS-94254. Genre: RPG. Year Released: 1999. Published by Sony. Edition."
Developed by Prokion / Contrail. 1 disc packaged in a double jewel case. Lucky Luke U | $7
Legend of Mana C | $30 SLUS-00719. Genre: Action. Year Released: 1998. Published by
SLUS-01013. Genre: RPG. Year Released: 2000. Published by Infogrames. Developed by Infogrames.
Squaresoft. Developed by Squaresoft. Lunar 2: Eternal Blue Complete C | $40
Lego Island 2: The Brickster's Revenge U | $7 SLUS-01071 (2: 01239, 3: 01240, making of: 01257). Genre: RPG. Year
SLUS-01246. Genre: Action. Year Released: 2001. Published by LEGO Released: 2000. Published by Working Designs. Developed by Game
Media. Developed by Silicon Dreams. Arts. In Collector's Box with standees, pendant, 3 game discs, making of
Lego Racers U | $6 and music CDs, map and artbook: $60. Disc variant: 2 sets of art
available on the three game discs.
SLUS-00581. Genre: Racing. Year Released: 1999. Published by LEGO
Media. Developed by High Voltage.
Lego Rock Raiders U | $6
SLUS-00937. Genre: Action. Year Released: 2000. Published by LEGO
Media. Developed by LEGO Media / Data Design.
Madden 96 was
being developed by
Madden NFL series
Visual Concepts, Tiburon/Budcat | EA | 96-04 | Sports - Football
the company later
responsible for 989’s GameDay series gave EA quite a scare at the start of
Sega’s 2K series,
before it was can-
the Playstation era, even forcing the cancellation of Mad-
celled. The game, if den 96 when Electronic Arts realized they couldn’t com-
you can believe it, pete. Nonetheless, by 2001 Madden was back on top, hav-
was going to be re- ing popularized franchise and front office modes, in-game
leased with 2D fatigue, situation games and a host of other sports football
sprite characters.
innovations.
Playstation Game List [048 | 049]
MechWarrior 2 U | $8 Metal Slug X U | $15
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Perfect balance
among the different
Micro Machines V3
cars and well-de- Codemasters | Midway | 1997 | Racing
signed, challenging
courses made How did an overhead racer featuring Micro Machine ve-
MMV3 an unex-
pected cult hit.
hicles receive a perfect score from the Official Playstation
Magazine and rank among the Digital Press “Top 50
Playstation Games”? V3, with its 48 tracks, is among the
best multiplayer games released on the Playstation. Each
player attempts to move a full screen ahead of his oppo-
nent, thus extinguishing one of his opponent’s four “lights.”
Playstation’s Best
Intelligent Qube
Sony | Sony | 1997 | Puzzle
1993’s “Mortal
Monday” caused
Mortal Kombat 3
midnight lines Williams | Sony | 1995 | Fighting - 2D
across the nation as
gamers queued for It may seem tough to believe now, but in the runup to the
the home release of
“Mortal Kombat.”
launch of the Playstation the big news from Sony’s camp
Sony hoped for a was the 32-bit exclusivity obtained for Mortal Kombat 3,
similar result when the newest sequel in the massively popular franchise.
it released MK3. Though the game sold well enough to obtain Greatest Hits
status, reviewers and gamers panned the unoriginal title as a
poor substitute for 1995 blockbusters like Virtua Fighter.
Mr. Driller U | $5 Nagano Winter Olympics '98 U | $2
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Though the
Playstation version
Myst
of Myst sold mod- Psyg./Visual Sc. | Psygnosis | 1996 | Adventure
estly, the PC version
was the bestselling The Playstation ushered videogame hardware into the CD
PC game ever until
the release of “The
era, but Cyan’s Myst did it first for software. First released
Sims.” It was also in 1993, Myst, with its beautiful pre-rendered graphics, was
the first CD game ported to nearly every CD-capable platform. In retrospect,
to sell one million Myst is only a rather pedestrian adventure mystery, but the
copies in the US. title quite adequately demonstrated the technical capability
of CD games.
Playstation Game List [052 | 053]
Playstation’s Best
Metal Gear Solid
Konami | Konami | 1998 | Action
MGS also has the little touches that are the hallmark of a
classic. When Solid Snake smokes, his health slowly but
surely goes down. Voice acting is leaps and bounds beyond
typical videogame standards, with David Hayter’s gruff
drawl perfectly matching Solid Snake’s persona. An
unlockable Bond-style tuxedo for Snake can be acquired.
While its Playstation2 sequels would bring the cinematics
to new heights, the original Metal Gear Solid is still reck-
oned by many to have the best story and gameplay of the
series.
NASCAR Rumble C | $8 NBA Live 2001 C | $1
SLUS-01068. Released in Collector's Edition packaging. Genre: Racing. SLUS-01271. Genre: Sports - Basketball. Year Released: 2000. Published
Year Released: 2000. Published by Electronic Arts. Developed by by Electronic Arts. Developed by NuFX / Electronic Arts.
Electronic Arts. NBA Live 2002 C | $1
NASCAR Thunder 2002 C | $6 SLUS-01416. Released in Collector's Edition packaging. Genre: Sports -
SLUS-01403. Released in Collector's Edition packaging. Genre: Racing. Basketball. Year Released: 2001. Published by Electronic Arts.
Year Released: 2001. Published by Electronic Arts. Developed by Black Developed by NuFX / Electronic Arts.
Box. NBA Live 2003 U | $3
NASCAR Thunder 2003 U | $4 SLUS-01483. Genre: Sports - Basketball. Year Released: 2002. Published
SLUS-01502. Genre: Racing. Year Released: 2002. Published by by Electronic Arts. Developed by NuFX / Electronic Arts.
Electronic Arts. Developed by Budcat. NBA Live 96 U | $1
NASCAR Thunder 2004 R | $6 SLUS-00060. Released in Longbox packaging. Genre: Sports -
SLUS-01571. Genre: Racing. Year Released: 2003. Published by Basketball. Year Released: 1996. Published by Electronic Arts.
Electronic Arts. Developed by Budcat. Developed by Electronic Arts. Also available packaged in double jewel
NBA Fastbreak '98 U | $1 case.
SLUS-00492. Genre: Sports - Basketball. Year Released: 1997. Published NBA Live 97 C | $1
by Midway. Developed by Visual Concepts. SLUS-00267. Genre: Sports - Basketball. Year Released: 1996. Published
NBA Hangtime R | $5 by Electronic Arts. Developed by Electronic Arts.
SLUS-00329. Genre: Sports - Basketball. Year Released: 1997. Published NBA Live 98 C | $1
by Midway. Developed by Midway. SLUS-00523. Genre: Sports - Basketball. Year Released: 1997. Published
NBA Hoopz U | $2 by Electronic Arts. Developed by Electronic Arts.
SLUS-01331. Genre: Sports - Basketball. Year Released: 2001. Published NBA Live 99 C | $1
by Midway. Developed by Eurocom. SLUS-00736. Genre: Sports - Basketball. Year Released: 1998. Published
NBA In the Zone U | $1 by Electronic Arts. Developed by Electronic Arts.
SLUS-00048. Released in Longbox packaging. Genre: Sports - NBA Shootout C | $1
Basketball. Year Released: 1995. Published by Konami. Developed by SCUS-94500. Released in Longbox packaging. Genre: Sports -
Konami. Basketball. Year Released: 1996. Published by Sony. Developed by
NBA In the Zone 2 U | $1 SCEE Studio Soho.
SLUS-00294. Genre: Sports - Basketball. Year Released: 1996. Published NBA Shootout 2000 U | $1
by Konami. Developed by Konami. SCUS-94561. Genre: Sports - Basketball. Year Released: 1999. Published
NBA In the Zone 2000 R | $3 by 989 Sports. Developed by 989 Studios.
SLUS-01028. Genre: Sports - Basketball. Year Released: 2000. Published NBA Shootout 2001 U | $2
by Konami. Developed by Konami. SCUS-94581. Genre: Sports - Basketball. Year Released: 2000. Published
NBA In the Zone '98 U | $1 by 989 Sports. Developed by Killer Game.
SLUS-00445. Genre: Sports - Basketball. Year Released: 1998. Published NBA Shootout 2002 U | $2
by Konami. Developed by Konami. SCUS-94641. Genre: Sports - Basketball. Year Released: 2001. Published
NBA In the Zone '99 U | $1 by 989 Sports. Developed by Killer Game.
SLUS-00791. Genre: Sports - Basketball. Year Released: 1999. Published NBA Shootout 2003 U | $3
by Konami. Developed by Konami. SCUS-94673. Genre: Sports - Basketball. Year Released: 2002. Published
NBA Jam Extreme U | $1 by 989 Sports. Developed by Killer Game.
SLUS-00388. Genre: Sports - Basketball. Year Released: 1996. Published NBA Shootout 2004 U | $4
by Acclaim. Developed by Sculptured Software. SCUS-94691. Genre: Sports - Basketball. Year Released: 2003. Published
NBA Jam Tournament Edition U | $5 by 989 Sports. Developed by Killer Game.
SLUS-00002. Released in Longbox packaging. Genre: Sports - NBA Shootout '97 C | $1
Basketball. Year Released: 1995. Published by Acclaim. Developed by SCUS-94552. Genre: Sports - Basketball. Year Released: 1997. Published
Iguana Entertainment. by Sony. Developed by Sony America.
NBA Live 2000 C | $1 NBA Shootout 98 C | $1
SLUS-00998. Genre: Sports - Basketball. Year Released: 1999. Published SCUS-94171. Genre: Sports - Basketball. Year Released: 1998. Published
by Electronic Arts. Developed by Electronic Arts. by Sony. Developed by Sony America.
Though EA had
been making bas-
NBA Live series
ketball games since NuFX/EA | EA | 96-02 | Sports - Basketball
the mid-80s, the
NBA Live brand Basketball was the first sport to be licensed in a videogame,
wasn’t introduced
until Live 95 on the
with Electronic Arts’ 1984 “Julius Erving and Larry Bird
Genesis and Super Go One-on-One.” Until the Playstation incarnation of NBA
Nintendo. Live, however, realistic basketball gaming was a mirage. With
3D characters, television style overhead cameras, and
semiaccurate statistics, ball fans finally had a choice beyond
NBA Jam.
Playstation Game List [054 | 055]
NBA Showtime: NBA on NBC C | $1 NCAA March Madness '98 C | $1
SLUS-00948. Genre: Sports - Basketball. Year Released: 1999. Published SLUS-00526. Genre: Sports - Basketball. Year Released: 1998. Published
by Midway. Developed by Eurocom. by Electronic Arts. Developed by Electronic Arts.
NCAA Basketball Final Four 97 U | $1 NCAA March Madness '99 C | $1
SLUS-00142. Genre: Sports - Basketball. Year Released: 1997. Published SLUS-00805. Genre: Sports - Basketball. Year Released: 1998. Published
by Mindscape. Developed by High Voltage. by Electronic Arts. Developed by Electronic Arts.
NCAA Final Four 2000 C | $1 Nectaris: Military Madness R | $20
SCUS-94562. Genre: Sports - Basketball. Year Released: 1999. Published SLUS-00764. Genre: Strategy. Year Released: 1999. Published by Jaleco.
by 989 Sports. Developed by Killer Game. Developed by Hudson Soft.
NCAA Final Four 2001 U | $1 Need for Speed II C | $6
SCUS-94579. Genre: Sports - Basketball. Year Released: 2000. Published SLUS-00276. Released in Greatest Hits packaging. Genre: Racing. Year
by 989 Sports. Developed by Killer Game. Released: 1997. Published by Electronic Arts. Developed by EA Canada
NCAA Final Four 99 C | $1 / EA Seattle.
SCUS-94264. Genre: Sports - Basketball. Year Released: 1999. Published Need for Speed III: Hot Pursuit C | $6
by 989 Sports. Developed by Killer Game. SLUS-00620. Released in Greatest Hits packaging. Released in
NCAA Football 2000 C | $4 Collector's Edition packaging. Genre: Racing. Year Released: 1998.
Published by Electronic Arts. Developed by EA Canada / EA Seattle.
SLUS-00932. Genre: Sports - Football. Year Released: 1999. Published
by Electronic Arts. Developed by Tiburon. Need for Speed, Road & Track Presents The C | $6
NCAA Football 2001 C | $5 SLUS-00204. Released in Greatest Hits packaging. Released in Longbox
packaging. Genre: Racing. Year Released: 1996. Published by Electronic
SLUS-01219. Genre: Sports - Football. Year Released: 2000. Published
Arts. Developed by Pioneer Productions. Also available packaged in
by Electronic Arts. Developed by Sennari Interactive.
standard jewel case.
NCAA Football 98 C | $1
Need for Speed, The: V-Rally C | $3
SLUS-00514. Genre: Sports - Football. Year Released: 1997. Published
SLUS-00590. Genre: Racing. Year Released: 1997. Published by
by Electronic Arts. Developed by Tiburon.
Electronic Arts. Developed by Eden Studios.
NCAA Football 99 C | $1
Need for Speed, The: V-Rally 2 C | $3
SLUS-00688. Genre: Sports - Football. Year Released: 1998. Published
SLUS-01003. Genre: Racing. Year Released: 1999. Published by
by Electronic Arts. Developed by Tiburon.
Electronic Arts. Developed by Eden Studios.
NCAA Football GameBreaker U | $1
Need for Speed: High Stakes C | $3
SCUS-94509. Genre: Sports - Football. Year Released: 1996. Published
SLUS-00826. Released in Greatest Hits packaging. Genre: Racing. Year
by Sony. Developed by Sony America.
Released: 1999. Published by Electronic Arts. Developed by EA Canada.
NCAA GameBreaker 2000 C | $3
Need for Speed: Porsche Unleashed C | $9
SCUS-94557. Genre: Sports - Football. Year Released: 1999. Published
SLUS-01104. Genre: Racing. Year Released: 2000. Published by
by 989 Sports. Developed by RedZone.
Electronic Arts. Developed by Eden Studios.
NCAA GameBreaker 2001 U | $2
Newman Haas Racing U | $2
SCUS-94573. Genre: Sports - Football. Year Released: 2000. Published
SLUS-00602. Genre: Racing. Year Released: 1998. Published by
by 989 Sports. Developed by RedZone.
Psygnosis. Developed by Studio 33.
NCAA GameBreaker 98 U | $2
Next Tetris, The C | $15
SCUS-94172. Genre: Sports - Football. Year Released: 1997. Published
SLUS-00862. Genre: Puzzle. Year Released: 1999. Published by Atari.
by Sony. Developed by Sony Americe.
Developed by Blue Planet.
NCAA GameBreaker 99 C | $1
NFL Blitz C | $1
SCUS-94246. Genre: Sports - Football. Year Released: 1998. Published
SLUS-00617. Released in Greatest Hits packaging. Genre: Sports -
by 989 Sports. Developed by RedZone.
Football. Year Released: 1998. Published by Midway. Developed by
NCAA March Madness 2000 C | $1 Midway.
SLUS-01023. Genre: Sports - Basketball. Year Released: 1999. Published NFL Blitz 2000 C | $2
by Electronic Arts. Developed by Black Ops.
SLUS-00861. Released in Greatest Hits packaging. Genre: Sports -
NCAA March Madness 2001 C | $1 Football. Year Released: 1999. Published by Midway. Developed by
SLUS-01320. Genre: Sports - Basketball. Year Released: 2000. Published Midway.
by Electronic Arts. Developed by Black Ops.
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R4: Ridge Racer Type 4
“Ridge Racer Namco | Namco | 1999 | Racing
Turbo Mode.” This
disc includes a full While Gran Turismo gained accolades for its realistic simu-
version of the origi-
nal 1995 bestselling
lation, the fourth entry in Namco’s Ridge Racer series sim-
Ridge Racer, plus a ply did what the series has done since it first hit arcades in
second version of 1995: provide high-speed, barrel-around-the-turns,
that title with up- powerslide-into-shortcuts car racing action. R4, the final
dated graphics and Ridge Racer game on the PS1, is the best of the series.
60 fps gameplay.
Playstation Game List [060 | 061]
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RayCrisis: Series Termination
out RayCrisis’ Taito | Working Designs (Spaz) | 2000 | Shooter
prequel, RayStorm,
which came to the There’s a reason RayCrisis came to the Playstation under
Playstation in
1997. RayStorm
the “Spaz” imprint: it is a fast and furious overhead shooter
is the only other PS utilizing Taito’s Lock-on system, where multiple ships are
game released under targeted then simultaneously destroyed by a missile barrage.
Working Designs’ The game is a shooter fan’s shooter, as it is quickly beaten
Spaz label. and replay consists of attempts to improve high scores. For
twitchy-fingered arcade fans, this goal is all that’s needed.
Playstation’s Best
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RPG Maker
Erwin’s “Remote Success | Agetec | 2000 | RPG
Control” which not
only won EGM’s Everyone wants to make their own RPG. Draw fantastical
RPG Maker con-
test, but was
monsters? Check. Plan medievil fortress towns? Check.
awarded a score of Create spiky-haired hero avenging the loss of his home-
9.0, 8.5, 8.0 by the town / girl / family? Check again. This is as close as con-
magazine! soles got to a mod cummunity; a number of high-quality
RPG Maker minigames can still be found on the internet.
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technology as many
of the boss and en- Silent Bomber is a shooter with a twist - rather than fly
emy ships are avail-
able.
around with turrets blasting, the game requires the player
to lay bombs on the enemies, then simultaneously detonate
as many enemies as possible for the maximum score. By
the later stages, this becomes quite a feat, as the bombs and
napalm fires can easily injure the player as he lures enemies
into a trap. The graphics, all 3D, are top-notch.
Playstation’s Best
Tekken 3
Namco | Namco | 1998 | Fighting - 3D
In a realistic touch,
Harry is an inaccu-
Silent Hill
rate shooter after he Konami Kobe | Konami | 1999 | Adventure
crashes in this ghost
town. This means Alone in the Dark and Resident Evil introduced the sur-
that even when you
have the ammo
vival horror genre, but Silent Hill perfected it. The game is
available, turn and not about cheap thrills, but rather a terrifying atmosphere.
run is often the best Enemies are nearly as fast as your character Harry, a terrify-
way to survive an ing set of ambient noise continually gives players the willies,
attack. and dimly lit environments always hide what’s around the
corner. The creepy sobbing girl is unforgettable. Truly scary.
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one of the best
Tenchu: Stealth Assassins
weapons ever used Acquire | Activision | 1998 | Action
in a videogame: a
bowl of poisoned Tenchu, known as Metal Gear Ninja to some, brings stealth
rice. Paralyze man
and dog alike by
action back to the day of the samurai. A grappling hook is
leaving the bowl out the game’s key element, allowing players to soar from roof-
in the open, where top to rooftop avoiding the clueless guards below. If a fight
insatiable hunger does occur, prepare for Tenchu’s notorious spray of blood
soon gets the best of that erupts every time an enemy is struck.
the enemy.
Playstation Game List [072 | 073]
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Tobal No. 1 are
Tobal No. 1
designed by Akira Dreamfactory | Sony | 1996 | Fighting - 3D
Toriyama, the man
responsible for Tobal No. 1 is Square’s first attempt at a 3D Fighter. Pro-
Dragonball Z.
duced by fighting game veterans Seiichi Ishii and Koji
Yamashita’s DreamFactory, the game features silky-smooth
animation and reasonable character balance. There’s also a
Quest Mode, which is essentially a mini-RPG that reverts
to the standard fighting game when the player encounters
an enemy.
Playstation’s Best
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most famous driver
Twisted Metal
is Sweet Tooth, a Singletrac | Sony | 1995 | Vehicular Shooter
pyschopathic clown
driving a fully- Released soon after launch, Twisted Metal popularized the
loaded ice cream
truck.
Vehicular Shooter genre. Players are called to participate in
an annual tournament to the death conducted by an insane
Los Angeles tycoon. The one-player mode is nothing to
write home about, but the two-player car combat
deathmatches set the standard with inventive level design
and clever weapons.
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Yasunori Mitsuda, Squaresoft | Squaresoft | 1998 | RPG
the man responsible
for Chrono Trigger’s Xenogears is a top-notch RPG from Squaresoft that was
score, among many
other games.
subject to controversy soon after release. The complex story
references religious subjects, often casting Judeo-Christian
beliefs in a disparaging light. Beyond the frequent narrative
cutscenes, the battle system is also worthy of acclaim, espe-
cially the battles with mechanized Gears.
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Jellyvision claims
they realized trivia
You Don’t Know Jack
games could be fun Jellyvision/Starsphere | Sierra | 1999 | Trivia
when they figured
out how to include Featuring a distinctive brand of sophomoric humor, You
Scooby Doo and
Shakespeare in the
Don’t Know Jack is the best trivia game on the Playstation.
same question. Though the game suffers the curse of every trivia game -
only 1400 questions means the player quickly sees repeats -
cleverly written questions, the enthusiastic hosting of Tom
Gottlieb, and varied play modes keep YDKJ a party-game
favorite.
Playstation Game List [080 | 081]
Background image: Early demonstration of Crash
Bandicoot at E3 1996. From left: Ken Kutaragi,
Shigeru Miyamoto, Mark Cerny, Andy Gavin.
Image courtesy Naughty Dog.
THE DATA SECTION WHICH FOLLOWS is the domain
of the true collector. Full listings of demo discs, Lightspan
edutainment titles and boxsets break down the “not quite”
games which you’ll need to complete your collection. A listing
of every Playstation game by publisher and genre allows
subcollectors to know when they’ve achieved a full set of
Capcom releases, fishing games or first person shooters. A
complete sequential listing of US releases by part number,
beginning SCUS for first-party games and SLUS for third-party
titles, allows collectors to track the evolution of the system
from beginning (Air Combat SLUS-00001) to end (FIFA Soccer
2005 SLUS-01585).
It’s not all hard data, however. Crash Bandicoot creator Jason
Rubin, former Next Generation Editor Chris Charla and former
Sony executive Bill Rehbock provide their qualified insight into
the Playstation era in exclusive interviews. For importers, an
introduction to rare and expensive foreign releases is available.
Playstation controllers are more than just the trusty old Dual
Shock, so we’ve also taken a look at peripherals of note.
84 Lightspan
86 Talking: Jason Rubin
87 Boxsets
88 Demo Discs
93 Talking: Chris Charla
94 Games by Publisher
106 Rare EU/Japanese Titles
108 Expensive EU/Japanese Titles
110 Games listed by SCUS/SLUS
125 Talking: Bill Rehbock
Data
126 Peripherals of Note
128 Games Listed by Genre
Lightspan WHILE THE 3DO, CD-i AND other 32-bit
systems were marketing themselves as “mul-
timedia” systems, the Playstation was always
concerned with games first. Or was it? Be-
ginning in 1995, a small American company
called Lightspan Technologies reckoned that
Playstations were cheaper for poor school dis-
tricts than PCs and thus began work on a se-
ries of edutainment games for the system.
The titles were developed either in-house or
by partner AIT. Graphics and gameplay were
outdated from the startand the company never
developed a top-tier title like Math Blaster or
Oregon Trail. By 2002, schools had all but
abandoned Lightspan; a planned Playstation2
update was cancelled.
Why was the Playstation able to become so successful with the public? What opportunities were missed during the 32-bit era?
Two reasons. Ken Kutaragi nailed the hardware. It was Not many. Just about everything was tried in 32-bit that
easy to develop for, and made the transition to 3D really could be. FMV, classic 2D adventures, RTS, 3D
easy for developers. So developers were able to create adventures, action, platformers, sports, extreme sports,
these awesome new experiences we’d never had before in rhythm action, racing, experimental games like Carnage
the home (or even the arcades). Second, Sony totally nailed Heart or Tail of the Sun, etc. There may have been some
the marketing. They saw that the base for games was implementation issues, but by and large, the game industry
growing, and rather than targeting the tradition 12 - 16 threw everything it had at the 32-bit era, saw what stuck,
demographic, they aimed at a much older demographic. and made a lot of it. You can decry a lack of innovation
Not only did this older demographic have more money at the tail end, but I’d say on balance 1995-2000 clearly
to spend on games and game systems, but they also ranks as one of the game industry’s most golden times.
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Jersey Devil SCUS-94907 Final Round, The SLUS-00064
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Playstation Picks: Purple SCUS-94951 Castlevania: Symphony of the Night Music Sampler SLUS-00067
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Interactive CD Sampler Vol. 3.0 SCUS-94959 Ball Blazer Champions SLUS-00068
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TALKING Bill Rehbock
Nintendo was famous for their content/quality restrictions in the
BILL REHBOCK WAS SONY’S VICE president of
NES era. What content restrictions were in place at SCEA?
R&D at Sony during the launch of the Playstation in
The target audience was older than Nintendo’s, so
1995. He was in charge of third-party developer sup-
PlayStation was more willing to entertain content that
port, English language documentation, and third
skewed a bit more mature. The standards were more
party peripheral licensing. He is currently the direc-
similar to Sega’s, but everyone was wary of the situation
tor of developer relations at Nvidia.
with Joe Lieberman and the folks in Washington focusing
on the industry. These were the days of Mortal Kombat
It’s been said there was some friction between SCEA and SCEI on and the original Doom, so it was a constant discussion.
how best to launch the PSX in America (such as the dispute on Many have said that the Net Yaroze wasn’t well-supported in the
controller design, for instance). What disagreements did the two US. What were the discussions that led to the Yaroze being released,
sides have? Did the US side ever consider a different case design? and why did it die such a quick death?
Many controller designs were considered, but I think that Pricing was the biggest issue. The original Net Yaroze in
history has now shown that Goto-san’s design continues Japan sold for well over $1000. The correct price for Net
to be a clear winner. The controller outside of Japan Yaroze should have been $499; roughly the cost of
wound up being a little bit larger, with a slightly longer Microsoft’s MSDN program or Apple’s Developer
cord. One of the biggest issues was simply communication Program subscription. SCEI didn’t want to make
between SCEI and SCEA, especially in terms of what purchasers in Japan feel like they got burned, so a
technical information could be supplied to developers. compromise was finally settled where original purchasers
The Account Executives at SCEA was pretty new to the in Japan were given a copy of a 3D Creation package (I
industry and third-party relations. Everyone was extremely think Caligari) and the price in the U.S. was set at $750.
passionate and dedicated to making PlayStation a success, The other issue was that the runtime libraries that were
so that made up for the shortcomings. We spent a lot of made available didn’t allow the same level of access to the
time in the first year I was at SCEA opening up hardware that the “professional” development
communications between SCEA and SCEI. Much of the environment allowed. Still, there were a good number of
documentation was re-translated and the beginnings of success stories that came of it and a number of people
the middleware licensing program was put in place. This that used their Yaroze games to get jobs in the industry.
greatly improved the next generations of games for the What gameplay innovations on the PS will be remembered as the
platform. most important?
The PS sold over 100m systems worldwide. In 1995, what were Just the fact that PlayStation put legitimate 3D gaming
you guys projecting to sell? Were you surprised by the success of the into the market was a huge impact. Battle Arena Toshinden
system? and Tekken redefined the fighter; Crash Bandicoot
Neither I nor most of the people at SCE were surprised. redefined the platform game.
We knew PlayStation was a winner. Many others were Gearing up to the release of the N64, what was the attitude inside
surprised that Sony Computer Entertainment could of Sony? How did you guys react to the first demos of Mario 64,
execute as well as they did. Many people in the industry for instance, or the whole “same power as SGI” Project Reality
thought, “What does Sony know about consoles?” Sony announcements?
brought to bear about 50 years of knowing what Content from Nintendo was always impressive. My
consumers want and fulfilling those wants. The Playstation opinion of N64 was that it was pretty good hardware, but
began as a 50/50 venture of Sony Music and Sony Nintendo has always designed, and continues to design
Electronics. It was a perfect balance of respect and value with Gamecube, hardware that is well-suited for delivering
of content with the engineering wherewithal and their franchises. The market was well-headed in the
manufacturing and sales infrastructure. It’s a balance that direction of richer media and cartridges weren’t going to
players like Microsoft still don’t really understand. cut it for the games that third-parties had in mind.
Nyko Trackball
North America
ASCII
North America
Glove
DEVELOPED SPECIFICALLY FOR the PlayStation, the
Glove lets users move objects up, down, right, left or diago-
nally on the game screen without the need to aim. Arcade-
style buttons are located at the fingertips, allowing users
easy access and one-handed control. It is made from plas-
tic, neoprene and velcro (suitable for right hand use only).
ASCII claims in the directions that there is a learning curve
to using the Glove. I can vouch for that. Originally this
accessory retailed for $89, but can now be purchased at bar-
gain basement prices on eBay.
Happy Diet Stepper
Japan
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