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->''"[[red:E]]NOS Lives: U R Not [[red:E]]"'' [[note]]The E in red is a pun on "ready / red E", and "NOS" stands for "Ninth of September", the date of the system's debut in North America (September 9th, 1995). The slogan is a subliminal way of saying "The [=PlayStation=] will launch on September 9, you are not ready."[[/note]]

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->''"[[red:E]]NOS Lives: U R Not [[red:E]]"'' [[note]]The E in red is a pun on "ready / red E", and "NOS" stands for "Ninth of September", the date of the system's debut in North America (September 9th, 1995). The slogan is a subliminal way of saying "The [=PlayStation=] will launch on September 9, you 9. You are not ready."[[/note]]
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* ''Blade Arts''


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* ''Brightis''


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* ''Farland'':
** ''Farland Story: Yottsu no Fuuin''
** ''Farland Saga: Toki no Michishirube''


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* ''VideoGame/{{Galaga}}: Destination Earth''


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* ''[[Music/WuTangClan Wu-Tang]]: Shaolin Style''
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* A MIPS [=R3000-A=] 32-bit RISC [[UsefulNotes/CentralProcessingUnit CPU]] at 33.8688 [=MHz=].
* A [[UsefulNotes/FlynnsTaxonomy Vector Unit]] called the "Geometry Transformation Engine", built inside the [=CPU=].

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* A MIPS [=R3000-A=] 32-bit RISC [[UsefulNotes/CentralProcessingUnit [[MediaNotes/CentralProcessingUnit CPU]] at 33.8688 [=MHz=].
* A [[UsefulNotes/FlynnsTaxonomy [[MediaNotes/FlynnsTaxonomy Vector Unit]] called the "Geometry Transformation Engine", built inside the [=CPU=].
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* 2 MB main UsefulNotes/RandomAccessMemory and 1 MB MediaNotes/VideoRAM. Bandwidth has a maximum of 130 MB.

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* 2 MB main UsefulNotes/RandomAccessMemory MediaNotes/RandomAccessMemory and 1 MB MediaNotes/VideoRAM. Bandwidth has a maximum of 130 MB.
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* ''VideoGame/GalaxyFight''



* ''Kyuin''



* ''[[VideoGame/KendoRage Makeruna! Makendou 2]]''

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* ''[[VideoGame/KendoRage Makeruna! Makendou 2]]''''VideoGame/MakerunaMakendo2''
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** In the US, Nintendo attempted to sue Sony for adding vibration and analog capabilities to the controller, but lost the case because using a different set of technology to produce the same result didn't violate its patents. Later, in 2002, California technology corporation Immersion [[https://en.wikipedia.org/wiki/Immersion_v._Sony successfully sued]] Sony and Microsoft on the same charge, winning in 2006 because the [=DualShock=] violated ''their'' patents (Immersion would later partner with Nintendo to develop the "HD Rumble" technology used in the Platform/NintendoSwitch).

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** In the US, North America, Nintendo attempted to sue Sony for adding vibration and analog capabilities to the controller, but lost the case because using a different set of technology to produce the same result didn't violate its patents. Later, in 2002, California technology corporation Immersion [[https://en.wikipedia.org/wiki/Immersion_v._Sony successfully sued]] Sony and Microsoft on the same charge, winning in 2006 because the [=DualShock=] violated ''their'' patents (Immersion would later partner with Nintendo to develop the "HD Rumble" technology used in the Platform/NintendoSwitch).



* ''[=PocketStation=]'': Sony's first handheld gaming system, despite it not even being its own console. Instead, it was sold as a memory card peripheral with a ''Tamagotchi''-like design, similar to the VMU of the later Platform/SegaDreamcast (though the VMU actually came first). It featured a small monochrome screen, a directional pad, and an action button, which could be used to play small minigames transferred to the system from its parent console. The system itself never saw release outside of Japan [[note]]It was planned to be available in the US and Europe but the worry from Sony about having enough stock for the Japanese market was a factor in it not making it out of Japan, of all things[[/note]], but some globally-released [=PocketStation=]-compatible games retained their compatibility with the system, including ''VideoGame/FinalFantasyVIII'', where the [=PocketStation=] game ''Chocobo World'' was included as a bonus in the PC port. On the original game, ''Chocobo World'' could still be played if you had imported a [=PocketStation=] from Japan. It also serves as a way for select Platform/WonderSwan titles to interface with select [=PlayStation=] titles (Mostly Bandai ones) via a [=WonderWave=] attached [=WonderSwan=] interfacing with a [=PocketStation=] attached [=PlayStation=] (i.e. the [=WonderSwan=] game ''[[Anime/DigimonAdventure02 Digital Partner]]'' interfacing with the [=PocketStation=] game ''Pocket VideoGame/DigimonWorld'', for example).

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* ''[=PocketStation=]'': Sony's first handheld gaming system, despite it not even being its own console. Instead, it was sold as a memory card peripheral with a ''Tamagotchi''-like design, similar to the VMU of the later Platform/SegaDreamcast (though the VMU actually came first). It featured a small monochrome screen, a directional pad, and an action button, which could be used to play small minigames transferred to the system from its parent console. The system itself never saw release outside of Japan [[note]]It was planned to be available in the US both North America and Europe Europe, but the worry from Sony about having enough stock for the Japanese market was a factor in it not making it out of Japan, of all things[[/note]], but some globally-released [=PocketStation=]-compatible games retained their compatibility with the system, including ''VideoGame/FinalFantasyVIII'', where the [=PocketStation=] game ''Chocobo World'' was included as a bonus in the PC port. On the original game, ''Chocobo World'' could still be played if you had imported a [=PocketStation=] from Japan. It also serves as a way for select Platform/WonderSwan titles to interface with select [=PlayStation=] titles (Mostly Bandai ones) via a [=WonderWave=] attached [=WonderSwan=] interfacing with a [=PocketStation=] attached [=PlayStation=] (i.e. the [=WonderSwan=] game ''[[Anime/DigimonAdventure02 Digital Partner]]'' interfacing with the [=PocketStation=] game ''Pocket VideoGame/DigimonWorld'', for example).



** ''Fear Effect 2: Retro Helix''



** ''Fighting Force 2''



** ''I.Q. Final''



* ''VideoGame/MetalGearSolid''

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* ''VideoGame/MetalGearSolid''''VideoGame/MetalGear'':
** ''VideoGame/MetalGearSolid''
** ''Metal Gear Solid: VR Missions'' (originally released as a third disc for the Japan exclusive ''Integral'' update of the main game)



** The [=PocketStation=] was an add on for the PSX that could store small amounts of data to be taken with the player while they're out and about to play on. It was released in Japan, but never came to the US and Europe due to small sells even in it's home country, and even moreso the worry that they might not have enough stock in Japan was another reason. As a result, several games that used the [=PocketStation=] for bonus content or as part of the balance [[BadExportForYou simply lost it when exported internationally]]. Infamously, ''VideoGame/YuGiOhForbiddenMemories'' ended up becoming [[DifficultyByRegion brutally difficult compared to the Japanese version]], due to the [=PocketStation=] being one of the main intended ways to get better cards without significant grinding.

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** The [=PocketStation=] was an add on for the PSX that could store small amounts of data to be taken with the player while they're out and about to play on. It was released in Japan, but never came to the US North America and Europe due to small sells even in it's its home country, and even moreso the worry that they might not have enough stock in Japan was another reason. As a result, several games that used the [=PocketStation=] for bonus content or as part of the balance [[BadExportForYou simply lost it when exported internationally]]. Infamously, ''VideoGame/YuGiOhForbiddenMemories'' ended up becoming [[DifficultyByRegion brutally difficult compared to the Japanese version]], due to the [=PocketStation=] being one of the main intended ways to get better cards without significant grinding.
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* ''VisualNovel/OneKagayakuKisetsuE''

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* ''VideoGame/RhapsodyAMusicalAdventure''


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* ''VideoGame/RhapsodyAMusicalAdventure''
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* ''VideoGame/RhapsodyAMusicalAdventure''
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* ''[[VideoGame/{{Medabots}} Medarot R]]''
** ''Medarot R Parts Collection''
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* ''VideoGame/LethalEnforcers''
** ''VideoGame/LethalEnforcers1'' (Via Lethal Enforcers I & II)
** ''VideoGame/LethalEnforcersIIGunFighters'' (Via Lethal Enforcers I & II)

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* ''VideoGame/LethalEnforcers''
** ''VideoGame/LethalEnforcers1'' (Via
''[[VideoGame/LethalEnforcers1 Lethal Enforcers I I]]'' & II)
** ''VideoGame/LethalEnforcersIIGunFighters'' (Via Lethal Enforcers I & II)
''[[VideoGame/LethalEnforcersIIGunFighters II]]''

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* ''VideoGame/LethalEnforcers1'' (Via Lethal Enforcers I & II)

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* ''VideoGame/LethalEnforcers''
**
''VideoGame/LethalEnforcers1'' (Via Lethal Enforcers I & II)

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* ''VideoGame/LethalEnforcers I & II''

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* ''VideoGame/LethalEnforcers ''VideoGame/LethalEnforcers1'' (Via Lethal Enforcers I & II''II)
** ''VideoGame/LethalEnforcersIIGunFighters'' (Via Lethal Enforcers I & II)
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* A [[UsefulNotes/GraphicsProcessingUnit GPU]]. Although the [=CPU=]/GTE rotates and translates the polygons, the GPU rasterizes and shades them.

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* A [[UsefulNotes/GraphicsProcessingUnit [[MediaNotes/GraphicsProcessingUnit GPU]]. Although the [=CPU=]/GTE rotates and translates the polygons, the GPU rasterizes and shades them.



* 2 MB main UsefulNotes/RandomAccessMemory and 1 MB UsefulNotes/VideoRAM. Bandwidth has a maximum of 130 MB.

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* 2 MB main UsefulNotes/RandomAccessMemory and 1 MB UsefulNotes/VideoRAM.MediaNotes/VideoRAM. Bandwidth has a maximum of 130 MB.
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In short, Creator/{{Nintendo}} [[ReadTheFinePrint overlooked the fine print on a contract with]] Creator/{{Sony}} by Hiroshi Yamauchi, then-president of Nintendo. The contract gave Sony all profits for [[Platform/{{SNESCDROM}} a potential CD-ROM add-on]] for the Platform/SuperNintendoEntertainmentSystem that was being developed by Ken Kutaragi. Yamauchi didn't like the deal, so he went with Phillips to develop a different CD-ROM add-on for the SNES, a deal which ''also'' imploded and caused Nintendo to spurn optical media for several years, as well as spawning the four infamous games based on [[VideoGame/HotelMario Mario]] and [[VideoGame/TheLegendOfZeldaCDiGames Zelda]] on the Platform/PhilipsCDi.

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In Long story short, Creator/{{Nintendo}} [[ReadTheFinePrint overlooked the fine print on a contract with]] Creator/{{Sony}} by Hiroshi Yamauchi, then-president of Nintendo. The contract gave Sony all profits for [[Platform/{{SNESCDROM}} a potential CD-ROM add-on]] for the Platform/SuperNintendoEntertainmentSystem that was being developed by Ken Kutaragi. Yamauchi didn't like the deal, so he went with Phillips to develop a different CD-ROM add-on for the SNES, a deal which ''also'' imploded and caused Nintendo to spurn optical media for several years, as well as spawning the four infamous games based on [[VideoGame/HotelMario Mario]] and [[VideoGame/TheLegendOfZeldaCDiGames Zelda]] on the Platform/PhilipsCDi.
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** The [=PlayStation=] and its PS one redesign are top-loading consoles with a spring-operated lid. The [=PlayStation=] 2 uses an extending disc tray, while the [=PlayStation=] 3 onwards would implement a cushioned conveyor to accept discs.

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** The [=PlayStation=] and its PS one redesign are top-loading consoles with a spring-operated lid. The Every following [=PlayStation=] 2 uses console would be front-loaded, first with an extending disc tray, while the tray (the [=PlayStation=] 3 onwards would implement a 2) and later with cushioned conveyor to accept discs.conveyors.

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* BoringButPractical: Graphically, the system is built more for speed and ease of development than polygonal accuracy or 2D sprite capabilities (see also JackOfAllStats below for more).
* EarlyInstallmentWeirdness:

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* BoringButPractical: Graphically, Of the system is built more three 5th generation consoles, the [=PlayStation=] was the easiest to develop for speed and ease of development than polygonal accuracy or but the least specialized, lacking the hardware 2D sprite capabilities (see also JackOfAllStats below of the Sega Saturn, the hardware Z-buffering and floating point unit of the Nintendo 64, and the RAM expandability of either. It instead just did 2D and 3D competently enough to get the job done for more).
either type. This ease of development, combined with Sony making the liscensing cost fairly cheap, caused third party developers to flock to the [=PlayStation=] despite its competitors being more powerful on paper.
* EarlyInstallmentWeirdness: EarlyInstallmentWeirdness:



** The Greatest Hits releases of games have green labels as opposed to red as seen with the [=PlayStation=] 2 onwards.

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** The Greatest Hits releases of games have green labels labels, as opposed to red as seen with the [=PlayStation=] 2 onwards.onwards.
** The [=PlayStation=] and its PS one redesign are top-loading consoles with a spring-operated lid. The [=PlayStation=] 2 uses an extending disc tray, while the [=PlayStation=] 3 onwards would implement a cushioned conveyor to accept discs.



* JackOfAllStats: Of the three 5th generation consoles, the [=PlayStation=] was the easiest to develop for but the least specialized, lacking the hardware 2D capabilities of the Sega Saturn or the hardware Z-buffering or floating point unit of the Nintendo 64, or the RAM expandability of either. It instead just did 2D and 3D competently enough to get the job done for either type.

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