Hacking the Playstation Project

Total Page:16

File Type:pdf, Size:1020Kb

Hacking the Playstation Project Hacking the PlayStation Francisco A. Fortes, L. Jacob Mariscal This project tries to be an approximation to different security tactics adopted by Sony in the history of his home videogames systems and the way this tactics has been violated by hackers/crackers of the underground scene . All this battle has been produced in terms of cryptology protections and decryption/inverse engineering. In competitive world of electronic entertainment, protect the own interests with complex and sophisticated systems is an obligation. With the perspective of a race, we’ll analyse the beginning of this protection systems from first PlayStation hardware and his easy region protection , the first modchips programmable and the next steal mochip who discover when the system tries to find illegal hardware installed. The next jump happen in PlayStation 2 with programmable modchips capable of many functions and two alternatives to crack the security: using exploits who filter data in mistakes of implementation and using a hard-disk to emulate the dvd-rom. Objectively our point of view will analyze how the cryptology must be not only reduced to theory applied to software, being present in design of hardware too. The ethical topics about the hacking won’t be considered, that not means it try to teach how to do illegal actions: It will be only a scientific study about reality, excluding from project the hardware with actual economic interests to Sony: PSP and PlayStation 3 . 1 Introduction Most of people have use an illegal copy of software in his life, and in the final process of piracy are no proofs of the technological battle from his beginning. The life of security in software (also in electronic systems) is short and similar in all cases: design with new cryptology systems by engineers of a company, release of the product and t-time of inviolability and finally crack the system. By now there is no system non-pirated in history of informatics, and videogames systems are not excluded of this curse. The first PlayStation, appeared in Japan in December of 1994, and was the first Sony video system and maybe the first focused to “adults”. His success was incredible, and his violation inevitable. The hacking in PlayStation coincided with the massive use of optical format Compact Disk and the reduction of prices in CD-RW recorders; with all this factors was inevitable the apparition of the underground scene of amateur users with knowledge of engineering and maths, who begins the biggest technological battle against the most rich electronic companies in the world, for all generation of PlayStation and others entertainment systems. The first bullet of this war, a simply chip, created in the cradle of piracy: Hong Kong, in 1996. In the beginning it was a commercial product for people who import games and had enough money to pay his elevated price. But sooner clone and cheapest versions of chip appear, and the hacker Scott Rider, aka Old Crow, published on internet the font code and functions of the chip, and instructions to rebuild it with a microcontroller PIC12C508 of MicroChip Technology. It was curious how Scott Rider’s altruist initiative make lost billions to electronic entertainment world. 1.1 The Regional Protection The most vulnerable point of a system is the boot, and there begins the hacking of PlayStation. The first action executed by this system is read the first sectors of the CD in the reader. The regional data block is a group of 4 bytes where is codified the nationality of the disk. Basically is the hexadecimal representation of SCEE (Sony Computer Entertainment Europe), SCEA (for America) and SCEI (for Asia). If the PlayStation is from one of this region, but this sector contains the code of another, the system doesn’t run and a message of error appear in the TV. At this low level is necessary to violate the system by hardware, leaving software for future restrictions. The first solution for this regional protection was a simply chip (called later multiregion-chip ) connected to the data channel of CD-ROM player. This chip send the 3 regional codes in a loop, one after another, in the start. The PlayStation compare all three codes with the system ROM and accept one, the only valid. This weakness was fixed soon adding new regional codes into the game, and the solution was again new chips more complex. The new chips try to block all this internal regional protections in the boot, because his signal can interfere with the 3 codes signal of the own chip and be identified by the system like trash (This block is not necessary in an original CD- ROM). The regional codes in CD go and disappear in earth spin of the chip, the 5th. Here is an example of all process of the regional codification. This is the information generated by chip in loop: LINE 1: DB 09h A9h 3Dh 2Bh A5h F4h - PSone Asia (NTSC) LINE 2: DB 09h A9h 3Dh 2Bh A5h 74h - PSone Europe (PAL) LINE 3: DB 09h A9h 3Dh 2Bh A5h B4h - PSone America (NTSC) Our European PlayStation needs to run the data: 0x9 0xA9 0x3D 0x2B 0xA5 0x74 This same info in binary system: 1001 10101001 00111101 00101011 10100101 01110100 Expanding the bits in groups and using the first like init and the two last for stopping the sequence: 1 00110101 00 1 00111101 00 1 01011101 00 1 01011101 00 Without init and stop bits, and regroup: 00110101 00111101 01011101 01011101 Computing the inverse of all groups: 10101100 10111100 10111010 10111010 And the NOT operation in individual bits: 01010011 01000011 01000101 01000101 We convert to hexadecimal again: 0x53 0x43 0x45 0x45 The ASCII representation is: S C E E : our needed "Sony Computer Entertainment Europe" 1.2 Anticopy and Steals Chips Because modification of hardware, the first generation of chips were called modchips. But this generation was not useful since 1998, when Sony designed a new protection in his system. This new protection was compatible with first PlayStation models (the SCPH-1000 of 1994) to the actual in ’98, the SCPH-7502. The new protection was the detection, by software, of an independent and active component sending data to the original hardware. The first games with this protection were Final Fantasy VII and Chocobo Racing, created and published by Square Soft in 1999. 1. Normal Modchip diagram Only a few weeks later, three solutions appear to resolve the new anticopy protection. One of them was add a patch in the game before recorded it, erasing all additional protection. Other was include a programmable component in the modchip , which will be explained later, and the third was create a stealth-modchip, who try to be invisible to the software detection, knowing when have to be in silence and when have to work. For example, in the regional protection case, it’s only necessary when the system boot, so after the start the three codes loop must finish to not be detected. Others signal to break protection must work and disappear in different phases of the system, for example, start or finish when the reset button is pressed, when the CD- ROM player is opened, when the system read the memory card, etc. All this things do the stealth-modchip very hard to install, with many soldiering and the necessity of electronic instruments to control different values like voltage. In the firsts stealth- modchips around 4 wires was connected inside the PlayStation. With more complex protection in software was necessary to add 7 and mores wires, which can broke other hardware components. 2. Stealth-Modchip Diagram This soldiering were an inconvenient also because in the next years was implemented a software protection anti-stealth-modchip , first in Namco’s Dino Crisis game. Is important to say that this last protection in first PlayStation was very used in Japan, but not in Europe because the high number of PlayStation modified. There is examples like Silent Hill game from Konami, which appeared with anti-stealth- modchip in his country and without it in occident, because an original copy can’t be executed in modified hardware. And against the anti-stealth-modchip the only solution was programmed the chip for future encryptions. The microcontroller of chips (usually from PIC, FPGA or SX family) began to include an EEPROM memory in the circuit. It happened in the middle of two generations, from PlayStation to PlayStation 2 , but including in the Microsoft Xbox too. From this point, the diversity and complexity of chips grow to new levels. 2. Programable Chips With PlayStation 2, appeared in middle of 1999 in Japan, the war between underground scene and Sony continues with new protections and weapons, again with the hacker Scott Rider in the background. Rider was the first in adapt the old stealth- modchips to the new system programming the code for the EEPROM of first versions. To programme a chip is necessary to extract the information from it, use an oscillator RC and being calibrate many times. The diversity of chips was opened in different families, depending how attack the BIOS (modbios) of system and how were programmed. Usually, the codes into chip attack when PlayStation is vulnerable, for example, when DVD-ROM is reading from disk (this attack is called swapping ). There is a subdivision of the way they broke the security using the BIOS, changing all content in this Basic Input Output System directly and adding also new functions like play DivX video. The information can be replaced by a copy without copyright into the chip’s memory, or patching the BIOS in execution time only with the values the game need to run free of protections.
Recommended publications
  • Computer Game Mods, Modders, Modding, and the Mod Scene
    Computer Game Mods, Modders, Modding, and the Mod Scene Walt Scacchi Institute for Software Research and Center for Computer Games and Virtual Worlds University of California, Irvine 92697-3455 USA March 2010 Abstract Computer games have increasingly been the focus of user-led innovations in the form of game mods. This paper examines how different kinds of socio-technical affordances serve to organize the actions of the people who develop and share their game mods. The affordances examined include customization and tailoring mechanisms, software and content copyright licenses, game software infrastructure and development tools, career contingencies and organizational practices of mod teams, and social worlds intersecting the mod scene. Numerous examples will be used to ground this review and highlight how such affordances can organize, facilitate or constrain what can be done. Overall, this study helps to provide a deeper understanding of how a web of associated affordances collectively serve to govern what mods get made, how modding practices emerge and flourish, and how modders and the game industry serve each others' interests, though not always in equivocal terms. Introduction Computer game mods are a leading form of user-led innovation in game design and game play experience. But modded games are not standalone systems, as they require the user to have an originally acquired or authorized copy of the unmodded game. Thus, there are questions of not only who creates what and who owns such modified games, but also whether or how the practice of game modding is controlled or governed by external parties to ultimately exploit the efforts of game modders.
    [Show full text]
  • Video Games: Changing the Way We Think of Home Entertainment
    Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part.
    [Show full text]
  • UPC Platform Publisher Title Price Available 730865001347
    UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435
    [Show full text]
  • Sony Cuts Playstation 2 Price to $100 31 March 2009
    Sony cuts PlayStation 2 price to $100 31 March 2009 Sony reports selling more than 136 million PS2 consoles since they were launched in 2000. "Demand for PlayStation 2 remains strong throughout the world," said SCEA president Jack Tretton. "The new 99-dollar price point will bring in new consumers who will discover how PlayStation platforms are an outstanding choice for their gaming and home entertainment needs." Sony is cutting the price of its older generation Sony hopes that beefing up the ranks of PS2 users PlayStation 2 (PS2) videogame consoles to 100 dollars will eventually translate into loyal fans that upgrade (US) in a move prompted by tough economic times and to PS3 models. a desire to lure fans to the platform. Analysts have gone on record saying they believe it will take a PS3 price cut to breathe new life into sales of the consoles. Sony is cutting the price of its older generation PlayStation 2 (PS2) videogame consoles to 100 Microsoft saw Xbox 360 console sales rise last year dollars (US) in a move prompted by tough after the US technology giant trimmed about 50 economic times and a desire to lure fans to the dollars from price tags. platform. Wii consoles are priced at 250 dollars each and Sony Computer Entertainment America said the have dominated the market since their launch in price of a PS2 console will drop 30 dollars late 2006. beginning April 1 but that it is not trimming the price of its latest-generation PlayStation 3 (c) 2009 AFP consoles. PS2 consoles have remained strong sellers despite the launch in late 2006 of a more powerful PS3 version with built-in Blu-ray high definition disk player.
    [Show full text]
  • Playstation 3 (PS3)
    Parental controls guide Playstation 3 (PS3) Parental Controls information Type of guide Gaming consoles and platforms Features and Benefits The PS3 Parental Controls allow you to restrict games and DVDs with mature content, use of the internet browser and how your child can chat and interact on the PlayStation Network. What specific content can I restrict? Browser Access Chatting Game Ratings Inappropriate content Online games Privacy and identity theft Purchasing What do I need? Access to the PlayStation 3 console. Playstation 3 (PS3) Step by step guide 1 ​From the main menu navigate left/right to select “Settings” and then scroll down to “Security Settings” and press the X button. Playstation 3 (PS3) Step by step guide 2 Select “Change Password”. Playstation 3 (PS3) Step by step guide 3 Enter your current password (the default passcode is 0000). Playstation 3 (PS3) Step by step guide 4 Enter your new 4 digit passcode and then confirm that you want to change the passcode. Playstation 3 (PS3) Step by step guide 5 Scroll down to “BD – Parental Control” and press the X button. When prompted enter your PIN. Playstation 3 (PS3) Step by step guide 6 On the “BD – Parental Control” screen you are able to restrict Blue-Ray Disc playback by age on supporting Blue-Ray Discs. Confirm your selection. Playstation 3 (PS3) Step by step guide 7 Scroll down to “BD/DVD – Parental Control Region Code” and press the X button. When prompted enter your PIN. Playstation 3 (PS3) Step by step guide 8 On the “BD/DVD – Parental Control Region Code” page you are required to set the region you are in which will allow the system to use age ratings relevant to your region.
    [Show full text]
  • Ps3 Serial Number Cech 2001 B Specs >>> DOWNLOAD
    Ps3 Serial Number Cech 2001 B Specs >>> DOWNLOAD 1 / 4 2 / 4 This analysis of the PS3 was executed in the Oct-Nov 2009 timeframe and based on . Sony PS3 CECH-2001A Game Console Teardown. Sony PS3 CECH-2001A Game .PS3 Model and Serial Number Location. Published by SuperCheats Staff on Sep 16th 2013 . PS3 Slim. CECH-2001A; CECH-2001B; CECH-2101A; CECH-2101B; CECH-2501A; CECH .Discover Online Games, Tips, Reviews & Cheat Codes for All Gaming Platforms!Every model of the Playstation 3 has a model number printed alongside the serial number on . would be a CECH-2001B. PS3 Specifications PS3 Spec Sheet .A chart detailing the differences between all the Playstation 3 models that are available. and some new specs have been added. .PlayStation 3 System Software User's Guide. (model CECH 2001A/B) . with PlayStation3 system safety, specifications and other information. 20GB (model .PlayStation 3 (PS3) cheats, cheat . ps3 serial number / ps3 serial number cech -2001a / ps3 .Tesco PLC is a British multinational grocery and general merchandise retailer with headquarters in Welwyn Garden City, Hertfordshire, England, United Kingdom.More detailed specs about all PS3 . i recently bought a ps3 slim 250gb CECH-2001B from the US and am . Obviously the serial number is the same as with the US .PlayStation 3 Model Guide. CECH-2001B; CECH-2101A; . CECH-2501B; CECH-3001A; CECH-3001B . PS3 Phat: PS3 Serial number model guide. Model Number. Hard Drive .sony playstation 3 . serial number / 03274458525749310-cech-4002c. model number / cech-4002c. the item is used, is working as per manufacturers specifications. and .All PS3 games have a serial number containing a four .
    [Show full text]
  • @Nnuncispeciale De Di Inserzioni E Informazioni Commerciali LA SICILIA
    www.lasiciliannunci.it @nnunciSpeciale de di inserzioni e informazioni commerciali LA SICILIA Euro 1,00 EDIZIONE DI CATANIA In abbinamento con LA SICILIA di VENERDÌ 15 GENNAIO 2016 Il tuo annuncio GRATUITAMENTE sul prossimo numero de La Sicilia@nnunci in edicola VENERDÌ 22 GENNAIO 2016 P A G I Venerdì 15 gennaio 2016 www.lasiciliannunci.it N 2 @nnunci A @nnunci P A G www.lasiciliannunci.it @nnunci Venerdì 15 gennaio 2016 I 3 N A ALFA ROMEO 75 2.0 twin spark anno ´89 FIAT 500 1.1 100000km anno ´05 buone FIAT PANDA 4x4 anno ´93 gommata nuo- FORD FOCUS 1.8 tdi sw anno ´02 colore colore grigio/verde metallizzato ottime condizioni vendesi € 1.100 trattabili Tel: va batteria e frenatura nuova possibilità blu buone condizioni vendesi € 1.700. condizioni vendesi € 4.000 Tel: 3387746454 iscrizione epoca colore verde metalizzato h/serali Tel: 3493807799 3383240298 FIAT 500 ie 1.1 fire benzina anno ´04 perfettamente funzionante no ammaccatu- FORD FOCUS 1.8 tdci anno ´04 vetri elettri- ALFA SPIDER ultimo modello 2.2 cabrio 76000km revisionata tagliandata full optio- re vendesi € 2.300 Tel: 3482331558 ci antifurto gancio traino cerchi in lega 4 air- benzina colore nero 45000km full optional nal ottime condizioni vendesi € 1.500 più FIAT PANDA yung 9.0 anno´99 160000km bag impianto stereo vendesi Tel: vendesi €11.500 Tel: 3281238393 passaggio Tel: 3471995430 COD:CGL2 colore bordeaux unico proprietario revisio- 3890768123 AUDI A3 td 130cv anno ‘02 6 marce 5 porte FIAT 500 anni ‘70 per intero ideale per nata vendesi Tel: 3661656780 FORD KA benzina anno
    [Show full text]
  • Forensic Analysis of a Playstation 3 Console
    Publications 2010 Forensic Analysis of a Playstation 3 Console Scott Conrad University of Central Florida Greg Dorn University of Central Florida Philip Craiger University of Central Florida, [email protected] Follow this and additional works at: https://commons.erau.edu/publication Part of the Forensic Science and Technology Commons, and the Information Security Commons Scholarly Commons Citation Conrad, S., Dorn, G., & Craiger, P. (2010). Forensic Analysis of a Playstation 3 Console. Advances in Digital Forensics VI, (). Retrieved from https://commons.erau.edu/publication/999 This Conference Proceeding is brought to you for free and open access by Scholarly Commons. It has been accepted for inclusion in Publications by an authorized administrator of Scholarly Commons. For more information, please contact [email protected]. Chapter 5 FORENSIC ANALYSIS OF A PLAYSTATION 3 CONSOLE Scott Conrad, Greg Dorn and Philip Craiger Abstract The Sony PlayStation 3 (PS3) is a powerful gaming console that sup- ports Internet-related activities, local file storage and the playing of Blu-ray movies. The PS3 also allows users to partition and install a secondary operating system on the hard drive. This “desktop-like” func- tionality along with the encryption of the primary hard drive containing the gaming software raises significant issues related to the forensic anal- ysis of PS3 systems. This paper discusses the PS3 architecture and behavior, and provides recommendations for conducting forensic inves- tigations of PS3 systems. Keywords: Sony PlayStation 3, gaming console, forensic analysis 1. Introduction The Sony PlayStation 3 (PS3) hit the Japanese and North American retail markets in November 2006 (March 2007 in Europe) [13].
    [Show full text]
  • The Dreamcast, Console of the Avant-Garde
    Loading… The Journal of the Canadian Game Studies Association Vol 6(9): 82-99 http://loading.gamestudies.ca The Dreamcast, Console of the Avant-Garde Nick Montfort Mia Consalvo Massachusetts Institute of Technology Concordia University [email protected] [email protected] Abstract We argue that the Dreamcast hosted a remarkable amount of videogame development that went beyond the odd and unusual and is interesting when considered as avant-garde. After characterizing the avant-garde, we investigate reasons that Sega's position within the industry and their policies may have facilitated development that expressed itself in this way and was received by gamers using terms that are associated with avant-garde work. We describe five Dreamcast games (Jet Grind Radio, Space Channel 5, Rez, Seaman, and SGGG) and explain how the advances made by these industrially productions are related to the 20th century avant- garde's lesser advances in the arts. We conclude by considering the contributions to gaming that were made on the Dreamcast and the areas of inquiry that remain to be explored by console videogame developers today. Author Keywords Aesthetics; art; avant-garde; commerce; console games; Dreamcast; game studios; platforms; politics; Sega; Tetsuya Mizuguchi Introduction A platform can facilitate new types of videogame development and can expand the concept of videogaming. The Dreamcast, however brief its commercial life, was a platform that allowed for such work to happen and that accomplished this. It is not just that there were a large number of weird or unusual games developed during the short commercial life of this platform. We argue, rather, that avant-garde videogame development happened on the Dreamcast, even though this development occurred in industrial rather than "indie" or art contexts.
    [Show full text]
  • SONY COMPUTER ENTERTAINMENT JAPAN LAUNCHES PLAYSTATION®2 in a NEW COLOR Th Playstation®2 “Ceramic White” to Become Available on May 26 in Japan
    SONY COMPUTER ENTERTAINMENT JAPAN LAUNCHES PLAYSTATION®2 IN A NEW COLOR th PlayStation®2 “Ceramic White” to Become Available on May 26 in Japan Tokyo, May 9, 2005 – Sony Computer Entertainment Japan (SCEJ), a division of Sony Computer Entertainment Inc. (SCEI) responsible for business operations in Japan, announced today that PlayStation®2 will become available in a new color, “Ceramic White”, beginning Thursday, May 26th 2005, at an open price. Given the numerous requests and strong popularity of the color “Ceramic White” in Japan, SCEJ decided to launch PlayStation 2 in this color. The new hardcover size PlayStation 2 will now become available at a stylish color making it a fashionable item to enjoy coordination with interior decorations and audio-visual products. Since the release of the new slim line model (in “Charcoal Black” color) in November 2004, PlayStation 2 has enjoyed strong sales with active demand from first time buyers as well as repurchasing users, and with this, it has reached cumulative shipments of 20 million units in Japan (including Asia) as of end of March this year. This remarkable achievement of 20 million units comes within a little more than 5 years since PlayStation 2 was made available for the first time in March 2000, which is approximately 3 years faster than the original PlayStation®, launched in 1994. Software shipments also hit an all-time record of 42 million units in fiscal year 2004, indicating that the PlayStation platform is still growing strong. -more- 1/3 2-2-2-2 SCEJ Launches PlayStation 2 in a New Color “Ceramic White” for the new PlayStation 2 will become available as a standard color along with the existing “Charcoal Black”.
    [Show full text]
  • The Sony Playstation 2 Case
    The Sony PlayStation 2 case THE SONY PLAYSTATION 2 The video games industry comprises both hardware (games consoles) and games software, much of it dedicated. This case discusses the rapid growth of Sony’s first video games machine in the mid-late 1990s - and which quickly became a major contributor to Sony’s profits - and the launch of its successor, PlayStation 2, in 2000. The launch was affected by temporary supply chain problems. This case looks at the possible impact of the Nintendo GameCube and Microsoft’s X-Box, both due for launch in November 2001. This case was written by John L Thompson in 2001 from a variety of published sources for the purposes of class discussion. It should not be taken to reflect either effective or ineffective management. INTRODUCTION Late in 2000 Sony was unable to satisfy the early demand in both the US and Europe for its new PlayStation 2 video games console. It was experiencing internal supply problems of critical components, a real setback in the run-up to Christmas, the peak sales period. The innovative Sony has typically striven to bring its new products to market as quickly as possible, laying it open to criticism that it will not get things 100% right. One rival, Sega, seized the opportunity this created to promote its newest model, the Dreamcast. The other main competitor, Nintendo, planned a new model launch in 2001. Microsoft was also planning to enter this market for the first time in 2001. In 1994 Sony had been a ‘non-entity’ in the video games market - but by 1996 it was the world leader of this fast growth market.
    [Show full text]
  • Find MAC Address for Game Console
    Find MAC address for game console Please follow the instruction below to find the MAC address of your game console. Nintendo DS To obtain the MAC Address from a Nintendo DS, you must first insert a Nintendo Wi-Fi Connection compatible game and access the WFC Setup Utility. Please note that the exact steps to access the setup utility varies by game. However, the setup utility is a standard menu, included with all WFC-compatible games. After accessing the utility, tap "Options," then "System Information." The MAC Address and Nintendo WFC ID will be listed on the screen. Unless the game player has successfully connected with Nintendo Wi-Fi Connection, the WFC ID will be blank. Nintendo Wii To Locate the MAC address of wired and wireless cards on a Wii: 1) Click on the Wii button in the bottom left of the main channel screen 2) Click on Wii Settings 3) Go to "Internet" on page 2 4) Click on "Console Information" PlayStation 2 To find the MAC address of your Sony PlayStation 2 you will need the Network Adaptor connected to the PS2 and you will need the disc that came with the Network Adaptor. Then follow these steps: 1. Power up the PlayStation 2 and load the Network Adaptor Startup Disc. 2. Once it has loaded, select "ISP Setup" and press X on your controller. 3. The ISP Setup will begin to load, and you will be presented with a license agreement. Select Agree and press X to continue. 4. For connection type, choose "Local Area Network (LAN)" and press X to continue.
    [Show full text]