PLAYSTATION JAPANESE T-SHIRT XXXL Katakana PS1 classic original logo gray 3XL

$36.99 Buy It Now or Best Offer, $5.01 Shipping, eBay Money Back Guarantee
Seller: sidewaysstairsco ✉️ (1,180) 100%, Location: Santa Ana, California, US, Ships to: US & many other countries, Item: 196181651242 PLAYSTATION JAPANESE T-SHIRT XXXL Katakana PS1 classic original logo gray 3XL. Check out our store for more great new, used, and vintage items! FOR SALE: An officially licensed classic PlayStation product 2023 SONY PLAYSTATION KATAKANA T-SHIRT (3XL) DETAILS: プレイステーション is Japanese for PlayStation! Here's a keeper for all gaming connoisseurs and lovers of Japanese culture - an iconic 2023 Sony PlayStation Katakana logo screen-printed t-shirt. Get transported back to the golden era of 3D gaming with this nostalgia-inducing wearable, featuring the original PlayStation logo that rocked the gaming world in 1994. Below the logo in white is the product name "PlayStation" written in Katakana, the Japanese writing system. Made from 100% cotton, it ensures a heavenly soft touch against your skin, making even the longest gaming sessions an absolute breeze. The dark charcoal gray hue adds a touch of sophistication that perfectly complements any fashion aesthetic, whether you're heading out or diving into the virtual realms. Wear it to gaming expos, comic conventions, or simply flaunt it whenever you're feeling the urge to infuse your day with a touch of classic PlayStation. Unlock the inner collector within you and add this officially licensed t-shirt to your must-have classics. The 2023 Sony PlayStation Katakana logo t-shirt is an essential piece for every classic gaming fanatic and lover of Japanese-inspired goodness. Size: Men's size XXXL (similar to 3XL). CONDITION: In like-new condition. Never worn but there's a small hole on the back by the neck and shoulder seam. Please see photos. To ensure safe delivery all items are carefully packaged before shipping out. THANK YOU FOR LOOKING. QUESTIONS? JUST ASK. *ALL PHOTOS AND TEXT ARE INTELLECTUAL PROPERTY OF SIDEWAYS STAIRS CO. ALL RIGHTS RESERVED.* "PlayStation (Japanese: プレイステーション, Hepburn: Pureisutēshon, officially abbreviated as PS) is a video gaming brand that consists of five home video game consoles, two handhelds, a media center, and a smartphone, as well as an online service and multiple magazines. The brand is produced by Sony Interactive Entertainment, a division of Sony. The first PlayStation console was released in Japan in December 1994, and worldwide the following year.[1] The original console in the series was the first console of any type to ship over 100 million units, doing so in under a decade.[2] Its successor, the PlayStation 2, was released in 2000; it is the best-selling home console to date, having reached over 155 million units sold by the end of 2012.[3] Sony's next console, the PlayStation 3, was released in 2006, selling over 87.4 million units by March 2017.[4] Sony's next console, the PlayStation 4, was released in 2013, selling a million units within a day, becoming the fastest selling console in history.[5] The latest console in the series, the PlayStation 5, was released in 2020[6] and sold 10 million units in its first 249 days, unseating its predecessor as the fastest-selling PlayStation console to-date.[7] The main series of controllers utilized by the PlayStation series is the DualShock, a line of vibration-feedback gamepads that sold 28 million units by June 2008.[8] The first handheld console in the series, the PlayStation Portable (PSP), sold a total of 80 million units worldwide by November 2013.[9] Its successor, the PlayStation Vita (PSVita), which launched in Japan in December 2011 and in most other major territories in February 2012, sold over four million units by January 2013.[10] PlayStation TV is a microconsole and a non-portable variant of the PlayStation Vita handheld game console.[11] Other hardware released as part of the PlayStation series includes the PSX, a digital video recorder which was integrated with the PlayStation and PlayStation 2, though it was short-lived due to its high price and was never released outside Japan, as well as a Bravia television set which has an integrated PlayStation 2. The PlayStation Network is an online service with about 110 million registered users[12] (as of June 2013) and over 103 million active users monthly.[13] (as of December 2019) It comprises an online virtual market, the PlayStation Store, which allows the purchase and download of games and various forms of multimedia, a subscription-based online service known as PlayStation Plus and a social gaming networking service called PlayStation Home, which had over 41 million users worldwide at the time of its closure in March 2015.[14] PlayStation Mobile (formerly PlayStation Suite) is a software framework that provides PlayStation content on mobile devices. Version 1.xx supports both PlayStation Vita, PlayStation TV and certain devices that run the Android operating system, whereas version 2.00 released in 2014 only targeted PlayStation Vita and PlayStation TV.[15] Content set to be released under the framework consist of only original PlayStation games currently.[16] Seventh generation PlayStation products also use the XrossMediaBar, which is an Technology & Engineering Emmy Award–winning graphical user interface.[17] A touch screen-based user interface called LiveArea was launched for the PlayStation Vita, which integrates social networking elements into the interface. Additionally, the PlayStation 2 and PlayStation 3 consoles also featured support for Linux-based operating systems; Linux for PlayStation 2 and OtherOS respectively, though this has since been discontinued. The series has also been known for its numerous marketing campaigns, the latest of which being the "Greatness Awaits" and eventually, "Play Has No Limits" commercials in the United States. The series also has a strong line-up of first-party games due to PlayStation Studios, a group of many studios owned by Sony Interactive Entertainment that exclusively developed them for PlayStation consoles. In addition, the series features various budget re-releases of games by Sony with different names for each region; these include the Greatest Hits, Platinum, Essentials, and The Best selection of games. History Origins Original PlayStation logo (1994) PlayStation was the brainchild of Ken Kutaragi, a Sony executive who managed one of the company's hardware engineering divisions and was later dubbed "The Father of the PlayStation".[18][19] Until 1991, Sony had little direct involvement with the video game industry. The company supplied components for other consoles, such as the sound chip for the Super Famicom from Nintendo, and operated a video game studio, Sony Imagesoft.[20] As part of a joint project between Nintendo and Sony that began as early as 1988, the two companies worked to create a CD-ROM version of the Super Famicom,[21] though Nintendo denied the existence of the Sony deal as late as March 1991.[22] At the Consumer Electronics Show in June 1991, Sony revealed a Super Famicom with a built-in CD-ROM drive that incorporated Green Book technology or CD-i, called "Play Station" (also known as SNES-CD). However, a day after the announcement at CES, Nintendo announced that it would be breaking its partnership with Sony, opting to go with Philips instead but using the same technology.[23] The deal was broken by Nintendo after they were unable to come to an agreement on how revenue would be split between the two companies.[23] The breaking of the partnership infuriated Sony President Norio Ohga, who responded by appointing Kutaragi with the responsibility of developing the PlayStation project to rival Nintendo. At that time, negotiations were still on-going between Nintendo and Sony, with Nintendo offering Sony a "non-gaming role" regarding their new partnership with Philips. This proposal was swiftly rejected by Kutaragi who was facing increasing criticism over his work with regard to entering the video game industry from within Sony. Negotiations officially ended in May 1992 and in order to decide the fate of the PlayStation project, a meeting was held in June 1992, consisting of Sony President Ohga, PlayStation Head Kutaragi and several senior members of Sony's board. At the meeting, Kutaragi unveiled a proprietary CD-ROM-based system he had been working on which involved playing video games with 3D graphics to the board. Eventually, Sony President Ohga decided to retain the project after being reminded by Kutaragi of the humiliation he suffered from Nintendo. Nevertheless, due to strong opposition from a majority present at the meeting as well as widespread internal opposition to the project by the older generation of Sony executives, Kutaragi and his team had to be shifted from Sony's headquarters to Sony Music, a completely separate financial entity owned by Sony, so as to retain the project and maintain relationships with Philips for the MMCD development project (which helped lead to the creation of the DVD).[23] According to SCE's producer Ryoji Akagawa and chairman Shigeo Maruyama, there was uncertainty over whether the console should primarily focus on 2D sprite graphics or 3D polygon graphics. Eventually, after witnessing the success of Sega's Virtua Fighter in Japanese arcades, that Sony realized "the direction of the PlayStation became instantly clear" and 3D polygon graphics became the console's primary focus.[24] The PlayStation logo was designed by Manabu Sakamoto. He wanted the logo to capture the 3D support of the console, but instead of just adding apparent depth to the letters "P" and "S", he created an optical illusion that suggested the letters in depth of space. Sakamoto also stuck with four bright principal colors, red, yellow, green, and blue, only having to tune the green color for better harmony across the logo. Sakamoto also designed the black and white logo based on the same design, reserved for times where colors could not be used.[25] Formation of Sony Computer Entertainment At Sony Music Entertainment, Kutaragi worked closely with Shigeo Maruyama, the CEO of Sony Music, and with Akira Sato to form Sony Computer Entertainment Inc. (SCEI) on November 16, 1993.[26] A building block of SCEI was its initial partnership with Sony Music which helped SCEI attract creative talent to the company as well as assist SCEI in manufacturing, marketing and producing discs, something that Sony Music had been doing with Music Discs. The final two key members of SCEI were Terry Tokunaka, the President of SCEI from Sony's headquarters, and Olaf Olafsson. Olafsson was CEO and president of New York-based Sony Interactive Entertainment[27] which was the parent company for the 1994-founded Sony Computer Entertainment of America (SCEA). The PlayStation project, SCEI's first official project, was finally given the green light by Sony executives in 1993 after a few years of development. Also in 1993, Phil Harrison, who later became President of SCE Worldwide Studios, was recruited into SCEI to attract developers and publishers to produce games for their new PlayStation platform.[23] Computer Gaming World in March 1994 reported a rumor that the "Sony PS-X" would be released in Japan "before the end of this year and will retail for less than $400".[28] After a demonstration of Sony's distribution plan as well as tech demos of its new console to game publishers and developers in a hotel in Tokyo in 1994, numerous developers began to approach PlayStation. Two of whom later became major partners were Electronic Arts in the West and Namco in Japan. One of the factors which attracted developers to the platform was the use of a 3D-capable, CD-ROM-based console which was much cheaper and easier to manufacture for in comparison to Nintendo's rival console, which used cartridge systems. The project eventually hit Japanese stores in December 1994 and gained massive sales due to its lower price point than its competitor, the Sega Saturn. The popularity of the console spread after its release worldwide in North America and Europe. Home consoles PlayStation Main article: PlayStation (console) The original PlayStation, released in Japan on December 3, 1994, was the first of the ubiquitous PlayStation series of console and hand-held game devices. It has included successor consoles and upgrades including the Net Yaroze (a special black PlayStation with tools and instructions to program PlayStation games and applications), "PS one" (a smaller version of the original) and the PocketStation (a handheld which enhances PlayStation games and also acts as a memory card). It was part of the fifth generation of video game consoles competing against the Sega Saturn and the Nintendo 64. By December 2003, the PlayStation and PS one had shipped a combined total of 102.49 million units,[29] eventually becoming the first video game console to sell 120 million units.[2] PS One Main article: PlayStation models § PS One Released on July 7, 2000,[30] concurrently with its successor the PlayStation 2, the PS One (stylized as PS one) was a considerably smaller, redesigned version of the original PlayStation video game console.[31] The PS one went on to outsell all other consoles, including its successor, throughout the remainder of the year.[31] It featured two main changes from its predecessor, the first being a cosmetic change to the console and the second being the home menu's Graphical User Interface; a variation of the GUI previously used only on PAL consoles up to that point....Controllers Early PlayStation controllers Main articles: PlayStation controller, PlayStation Analog Joystick, PlayStation Mouse, and Dual Analog Controller     An original PlayStation controller     An original PlayStation controller     PlayStation Analog Joystick     PlayStation Analog Joystick     PlayStation Mouse     PlayStation Mouse     Dual Analog controller     Dual Analog controller Released in 1994, the PlayStation control pad was the first controller made for the original PlayStation. It featured a basic design of a D-pad, 4 main select buttons (Green Triangle ('Green Triangle'), Red Circle ('Red Circle/Red O')), Blue Cross ('Blue Cross/Blue X') and Pink Square ('Pink Square'), and start and select buttons on the face. 'Shoulder buttons' are also featured on the top [L1, L2, R1, R2] (named by the side [L=Left, R=Right] and 1 and 2 [top and bottom]). In 1996, Sony released the PlayStation Analog Joystick for use with flight simulation games.[114] The original digital controller was then replaced by the Dual Analog in 1997, which added two analog sticks based on the same potentiometer technology as the Analog Joystick.[115] This controller was then also succeeded by the DualShock controller....Released in 1998, the DualShock controller for the PlayStation succeeded its predecessor, the Dual Analog, and became the longest running series of controllers for the PlayStation brand. In addition to the inputs of the original, digital, controller (Triangle, Circle, Cross, Square, L1, L2, R1, R2, Start, Select and a D-pad), the DualShock featured two analog sticks in a similar fashion to the previous Dual Analog controller, which can also be depressed to activate the L3 and R3 buttons.[116] The DualShock series consists of four controllers: the DualShock which was the fourth controller released for the PlayStation....Games Main articles: List of PlayStation games, List of PlayStation 2 games, List of PlayStation 3 games, List of PlayStation 4 games, List of PlayStation 5 games, List of PlayStation VR games, List of PlayStation Portable games, List of PlayStation Vita games, List of PlayStation Store games, and List of PlayStation Mobile games Each console has a variety of games. The PlayStation 2, PSX and PlayStation 3 exhibit backwards compatibility and can play most of the games released on the original PlayStation. Some of these games can also be played on the PlayStation Portable but they must be purchased and downloaded from a list of PS one Classics from the PlayStation Store. Games released on the PlayStation 2 can currently only be played on the original console as well as the PSX and the early models of the PlayStation 3 which are backwards compatible. The PlayStation 3 has two types of games, those released on Blu-ray Discs and downloadable games from the PlayStation Store. The PlayStation Portable consists of numerous games available on both its physical media, the Universal Media Disc and the Digital Download from the PlayStation Store. However, some games are only available on the UMD while others are only available on the PlayStation Store. The PlayStation Vita consists of games available on both its physical media, the PlayStation Vita card and digital download from the PlayStation Store....Marketing Slogans Advertising slogans used for each PlayStation console iteration: PlayStation     "eNoS Lives" (The first letter 'E' was printed in red to denote the word, ready. Enos stood for Ready, Ninth of September)[23] (US Commercials)     "U R Not e" (The letter 'E' was printed in red to denote the word, ready, as in You Are Not Ready)[23]     "Do Not Underestimate The Power of PlayStation." (From the S.A.P.S. – Society Against PlayStation — series of adverts)[190] PS one     "Wherever, Whenever, Forever."" (wikipedia.org) "A home video game console is a video game console that is designed to be connected to a display device, such as a television, and an external power source as to play video games. Home consoles are generally less powerful and customizable than personal computers, designed to have advanced graphics abilities but limited memory and storage space to keep the units affordable. While initial consoles were dedicated units with only a few games fixed into the electronic circuits of the system, most consoles since support the use of swappable game media, either through game cartridges, optical discs, or through digital distribution to internal storage. There have been numerous home video game consoles since the first commercial unit, the Magnavox Odyssey in 1972. Historically these consoles have been grouped into generations lasting each about six years based on common technical specifications. As of 2024, there have been nine console generations, with the current leading manufacturers being Sony, Microsoft, and Nintendo, colloquially known as the "Big 3." Past console manufacturers have included Atari, Fairchild, Mattel, Coleco, Sega, NEC, 3DO, Fujitsu and SNK. Overview Main article: Video game console A home video game console is a predesigned piece of electronic hardware that is meant to be placed at a fixed location at one's home, connected to a display like a television screen or computer monitor, and to an external power source, to play video games on using one or more video game controllers. This differs from a handheld game console which will have a built-in screen, controller buttons/features, and a power supply like a battery or battery pack. Earlier home consoles were typically built from a selection of standard and highly customized integrated computer chips, packaged onto circuit boards and cases. Over time, home console design has converged to a degree with personal computers, using similar component and system design, including standardization with main computer chip architecture. Consoles remain as fixed systems, lacking the customization options that personal computer components have, and most consoles include customized components to maximize space and reduce power consumption to provide the best performance for game playing, while lowering costs with reduced storage and memory configurations.[1] Home video game consoles typically can play a multitude of games, offered either as game cartridges (or ROM cartridges), on optical media like CD-ROM or DVD, or obtained by digital distribution. Early consoles, also considered dedicated consoles, had games that were fixed in the electronic circuitry of the hardware. Some facets may be controlled by switching external controls on the console but the games could not be changed themselves. Most home consoles require a separate game controller, and may support multiple controllers for multiplayer games. Some console games can only be played with special, unconventional game controllers, such as light guns for rail shooters and guitar controllers for music games. Some consoles also possess the ability to connect and interface with a particular handheld game system, which certain games can leverage to provide alternate control schemes, second screen gameplay elements, exclusive unlockable content or the ability to transfer certain game data." (wikipedia.org) "Sony Interactive Entertainment LLC (SIE) is a multinational video game and digital entertainment company owned by Sony. SIE primarily operates the PlayStation brand of video game consoles and products. In 1993, Sony and Sony Music Entertainment Japan jointly established Sony Computer Entertainment Inc. (株式会社ソニー・コンピュータエンタテインメント, SCE) in Tokyo.[3] SCE released the video game console PlayStation in Japan the following year and subsequently in the United States and Europe the year after. In 2010, SCE underwent a corporate split and established Sony Network Entertainment International (SNEI). SNEI provided gaming-related services through the PlayStation Network, including the sale of game titles and content on the PlayStation Store, as well as offering PlayStation Plus. In 2016, SCE and SNEI merged to form Sony Interactive Entertainment LLC, with its headquarters located in San Mateo, California, U.S.[4] Since the launch of the original PlayStation console in 1994, the company has been developing PlayStation home video game consoles, accessories and services. The company expanded from Japan into North America and Europe, where it founded the branches Sony Computer Entertainment America (SCEA) in May 1995 (in Foster City, California) and Sony Computer Entertainment Europe (SCEE) in July 1995 (in Liverpool). The company quickly became Sony's main resource for research and development in video games and interactive entertainment. In April 2016, SCE and Sony Network Entertainment International was restructured and reorganized into Sony Interactive Entertainment, carrying over the operations and primary objectives from both companies. The same year, SIE LLC was established, with its headquarters in San Mateo, California. Sony Interactive Entertainment handles the research and development, production, and sales of both hardware and software for the PlayStation video game systems. SIE is also a developer and publisher of video game titles, and operates several subsidiaries in Sony's largest markets: North America, Europe and Asia. By June 2022, the company had sold more than 581 million PlayStation consoles worldwide.[5] History Establishment, PlayStation release, and North American expansion (1993–2005) Sony Computer Entertainment, Inc. (SCEI) was jointly established by Sony and its subsidiary Sony Music Entertainment Japan in 1993 to handle the company's ventures into the video game industry.[6] The original PlayStation console was released on December 3, 1994, in Japan.[7] The company's North American operations, Sony Computer Entertainment of America (SCEA), were originally established in May 1995 as a division of Sony Electronic Publishing.[8] Located in Foster City, California, the North American office was originally headed by Steve Race. In the months prior to the release of the PlayStation in Western markets, the operations were restructured: All video game marketing from Sony Imagesoft was folded into SCEA in July 1995, with most affected employees transferred from Santa Monica to Foster City.[9] On August 7, 1995, Race unexpectedly resigned and was named CEO of Spectrum HoloByte three days later.[9] He was replaced by Sony Electronics veteran Martin Homlish.[9] This proved to be the beginning of a run of exceptional managerial turnover.[10][11] The PS console was released in the United States on September 9, 1995.[7] As part of a worldwide restructuring at the beginning of 1997, SCEA and Sony Computer Entertainment Europe (SCEE) were both re-established as wholly owned subsidiaries of SCEI.[12][13] The launch of the second PS console, the PlayStation 2 was released in Japan on March 4, 2000,[14] and the U.S. on October 26, 2000.[15] On July 1, 2002, chairman of SCEI, Shigeo Maruyama, was replaced by Tamotsu Iba as chairman. Jack Tretton and Phil Harrison were also promoted to senior vice presidents of SCE.[16] The PlayStation Portable (PSP) was SCEI's first foray into the small handheld console market. Its development was first announced during SCE's E3 conference in 2003, and it was officially unveiled during their E3 conference on May 11, 2004. The system was released in Japan on December 12, 2004, in North America on March 24, 2005, and in Europe and Australia on September 1, 2005....Hardware Main article: PlayStation PlayStation brand logo PlayStation Main article: PlayStation (console) SCEI produces the PlayStation line of video game hardware that consists of consoles and handhelds. Sony's first wide home console release, the PlayStation (codenamed "PSX" during development), was initially designed to be a CD-ROM drive add-on for Nintendo's Super NES (a.k.a. "Super Famicom" in Japan) video game console, in response to add-ons for competing platforms such as the TurboGrafx-CD and the Sega CD (sold as the PC Engine CD-ROM² System and Mega CD in Japan respectively). When the prospect of releasing the system as an add-on dissolved, Sony redesigned the machine into a standalone unit. The PlayStation was released in Japan on December 3, 1994, and later in North America on September 9, 1995.[7] By the end of the console 12-year production cycle, the PlayStation had sold 102 million units." (wikipedia.org) " video game[a] or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations), and some video games also allow microphone and webcam inputs for in-game chatting and livestreaming. Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer (PC) games; the latter also encompasses LAN games, online games, and browser games. More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience. The first video game prototypes in the 1950s and 1960s were simple extensions of electronic games using video-like output from large, room-sized mainframe computers. The first consumer video game was the arcade video game Computer Space in 1971. In 1972 came the iconic hit game Pong and the first home console, the Magnavox Odyssey. The industry grew quickly during the "golden age" of arcade video games from the late 1970s to early 1980s but suffered from the crash of the North American video game market in 1983 due to loss of publishing control and saturation of the market. Following the crash, the industry matured, was dominated by Japanese companies such as Nintendo, Sega, and Sony, and established practices and methods around the development and distribution of video games to prevent a similar crash in the future, many of which continue to be followed. In the 2000s, the core industry centered on "AAA" games, leaving little room for riskier experimental games. Coupled with the availability of the Internet and digital distribution, this gave room for independent video game development (or "indie games") to gain prominence into the 2010s. Since then, the commercial importance of the video game industry has been increasing. The emerging Asian markets and proliferation of smartphone games in particular are altering player demographics towards casual gaming and increasing monetization by incorporating games as a service. Today, video game development requires numerous interdisciplinary skills, vision, teamwork, and liaisons between different parties, including developers, publishers, distributors, retailers, hardware manufacturers, and other marketers, to successfully bring a game to its consumers. As of 2020, the global video game market had estimated annual revenues of US$159 billion across hardware, software, and services, which is three times the size of the global music industry and four times that of the film industry in 2019,[1] making it a formidable heavyweight across the modern entertainment industry. The video game market is also a major influence behind the electronics industry, where personal computer component, console, and peripheral sales, as well as consumer demands for better game performance, have been powerful driving factors for hardware design and innovation." (wikipedia.org) "A T-shirt (also spelled tee shirt, or tee for short) is a style of fabric shirt named after the T shape of its body and sleeves. Traditionally, it has short sleeves and a round neckline, known as a crew neck, which lacks a collar. T-shirts are generally made of stretchy, light, and inexpensive fabric and are easy to clean. The T-shirt evolved from undergarments used in the 19th century and, in the mid-20th century, transitioned from undergarments to general-use casual clothing. It is an intercultural staple of casual wear, worn by people of all genders. They are typically made of cotton textile in a stockinette or jersey knit, which has a distinctively pliable texture compared to shirts made of woven cloth. Some modern versions have a body made from a continuously knitted tube, produced on a circular knitting machine, such that the torso has no side seams. The manufacture of T-shirts has become highly automated and may include cutting fabric with a laser or a water jet. T-shirts are inexpensive to produce and are often part of fast fashion, leading to outsized sales of T-shirts compared to other attire.[1] For example, two billion T-shirts are sold per year in the United States,[2] and the average person in Sweden buys nine T-shirts a year.[3] Production processes vary but can be environmentally intensive and include the environmental impact caused by their materials, such as cotton, which uses a lot of water and pesticides.[4][2][5] History Simple, T-shaped top garments have been a part of human clothing since ancient times; garments similar to the T-shirt worn earlier in history are generally called tunics. The modern T-shirt evolved from undergarments used in the 19th century. First, the one-piece union suit underwear was cut into separate top and bottom garments, with the top long enough to tuck under the waistband of the bottoms. With and without buttons, they were adopted by miners and stevedores during the late 19th century as a convenient covering for hot environments. In 1913, the U.S. Navy first issued them as undergarments.[6] These were a crew-necked, short-sleeved, white cotton undershirt to be worn under a uniform. It became common for sailors and Marines in work parties, the early submarines, and tropical climates to remove their uniform jacket, thus wearing (and soiling) only the undershirt.[7] They soon became popular as a bottom layer of clothing for workers in various industries, including agriculture. The T-shirt was easily fitted, easily cleaned, and inexpensive; for these reasons, it became the shirt of choice for young boys. Boys' shirts were made in various colors and patterns. The word T-shirt became part of American English by the 1920s, and appeared in the Merriam-Webster Dictionary. By the Great Depression, the T-shirt was often the default garment to be worn when doing farm or ranch chores, as well as other times when modesty called for a torso covering but conditions called for lightweight fabrics.[7] Following World War II, it was worn by Navy men as undergarments and slowly became common to see veterans wearing their uniform trousers with their T-shirts as casual clothing. The shirts became even more popular in the 1950s after Marlon Brando wore one in A Streetcar Named Desire, finally achieving status as fashionable, stand-alone, outerwear garments.[8] Often boys wore them while doing chores and playing outside, eventually opening up the idea of wearing them as general-purpose casual clothing. Printed T-shirts were in limited use by 1942 when an Air Corps Gunnery School T-shirt appeared on the cover of Life magazine.[9] In the 1960s, printed T-shirts gained popularity for self-expression as well as for advertisements, protests, and souvenirs. Current versions are available in many different designs and fabrics, and styles include crew-neck and V-neck shirts. T-shirts are among the most worn garments of clothing used today. T-shirts are especially popular with branding for companies or merchandise, as they are inexpensive to make and purchase. Trends T-shirts were originally worn as undershirts, but are now worn frequently as the only piece of clothing on the top half of the body, other than possibly a brassiere or, rarely, a waistcoat (vest). T-shirts have also become a medium for self-expression and advertising, with any imaginable combination of words, art and photographs on display.[10] A T-shirt typically extends to the waist. Variants of the T-shirt, such as the V-neck, have been developed. Hip hop fashion calls for tall-T shirts which may extend down to the knees. A similar item is the T-shirt dress or T-dress, a dress-length T-shirt that can be worn without pants.[11] Long T-shirts are also sometimes worn by women as nightgowns. A 1990s trend in women's clothing involved tight-fitting cropped T-shirt or crop tops short enough to reveal the midriff. Another less popular trend is wearing a short-sleeved T-shirt of a contrasting color over a long-sleeved T-shirt, which is known as layering. T-shirts that are tight to the body are called fitted, tailored or baby doll T-shirts. With the rise of social media and video sharing sites also came numerous tutorials on DIY T-shirt projects.[12] These videos typically provided instructions on how to modify an old shirt into a new, more fashionable form....Screen printing A woman wearing a T-shirt with an architectural motif The most common form of commercial T-shirt decoration is screen printing. In screen printing, a design is separated into individual colors. Plastisol or water based inks are applied to the shirt through mesh screens partially coated with an emulsion which limits the areas where ink is deposited. In most commercial T-shirt printing, a limited number (typically one to four) of spot colors are used to print the design. To achieve a wider color spectrum with a limited number of colors, process printing (using only cyan, magenta, yellow and black ink) or simulated process (using only white, black, red, green, blue, and gold ink) is effective. Process printing is best suited for light colored shirts.[20] The simulated process is best suited for dark colored shirts. In 1959, the invention of plastisol provided an ink more durable and stretchable than water-based ink, allowing much more variety in T-shirt designs. Very few companies continue to use water-based inks on their shirts. The majority of companies that create shirts prefer plastisol due to the ability to print on varying colors without the need for color adjustment at the art level. Specialty inks trend in and out of fashion and include shimmer, puff, discharge, and chino based[21] inks. A metallic foil can be heat pressed and stamped onto any plastisol ink. When combined with shimmer ink, metallics give a mirror like effect wherever the previously screened plastisol ink was applied. Specialty inks are more expensive to purchase as well as screen and tend to appear on garments in boutiques. Other methods of decoration used on T-shirts include airbrush, applique, embroidery, impressing or embossing, and the ironing on of either flock lettering, heat transfers, or dye-sublimation transfers. Laser printers are capable of printing on plain paper using a special toner containing sublimation dyes which can then be permanently heat-transferred to T-shirts. ...Other methods Other methods of decorating shirts include using paints, markers, fabric transfer crayons, dyes and spray paint. Some techniques that can be used include sponging, stenciling, daubing, stamping, screen printing, bleaching, and many more.[23] Some new T-shirt creators have used designs with multiple advanced techniques, which includes using glow-in-the-dark inks, heat-sensitive fabrics, foil printing and all-over printing." (wikipedia.org) "atakana (片仮名、カタカナ, IPA: [katakaꜜna, kataꜜkana]) is a Japanese syllabary, one component of the Japanese writing system along with hiragana,[2] kanji and in some cases the Latin script (known as rōmaji). The word katakana means "fragmentary kana", as the katakana characters are derived from components or fragments of more complex kanji. Katakana and hiragana are both kana systems. With one or two minor exceptions, each syllable (strictly mora) in the Japanese language is represented by one character or kana in each system. Each kana represents either a vowel such as "a" (katakana ア); a consonant followed by a vowel such as "ka" (katakana カ); or "n" (katakana ン), a nasal sonorant which, depending on the context, sounds either like English m, n or ng ([ŋ]) or like the nasal vowels of Portuguese or Galician. In contrast to the hiragana syllabary, which is used for Japanese words not covered by kanji and for grammatical inflections, the katakana syllabary usage is comparable to italics in English; specifically, it is used for transcription of foreign-language words into Japanese and the writing of loan words (collectively gairaigo); for emphasis; to represent onomatopoeia; for technical and scientific terms; and for names of plants, animals, minerals and often Japanese companies. Katakana evolved from Japanese Buddhist monks transliterating Chinese texts into Japanese....Usage Main article: Japanese writing system In modern Japanese, katakana is most often used for transcription of words from foreign languages or loanwords (other than words historically imported from Chinese), called gairaigo.[5] For example, "ice cream" is written アイスクリーム (aisukurīmu). Similarly, katakana is usually used for country names, foreign places, and foreign personal names. For example, the United States is usually referred to as アメリカ (Amerika), rather than in its ateji kanji spelling of 亜米利加 (Amerika). Katakana are also used for onomatopoeia,[5] words used to represent sounds – for example, ピンポン (pinpon), the "ding-dong" sound of a doorbell. Technical and scientific terms, such as the names of animal and plant species and minerals, are also commonly written in katakana.[6] Homo sapiens, as a species, is written ヒト (hito), rather than its kanji 人. Katakana are often (but not always) used for transcription of Japanese company names. For example, Suzuki is written スズキ, and Toyota is written トヨタ. As these are common family names, Suzuki being the second most common in Japan,[7] using katakana helps distinguish company names from surnames in writing. Katakana are commonly used on signs, advertisements, and hoardings (i.e., billboards), for example, ココ (koko, "here"), ゴミ (gomi, "trash"), or メガネ (megane, "glasses"). Words the writer wishes to emphasize in a sentence are also sometimes written in katakana, mirroring the usage of italics in European languages.[5] Pre–World War II official documents mix katakana and kanji in the same way that hiragana and kanji are mixed in modern Japanese texts, that is, katakana were used for okurigana and particles such as wa or o. Katakana was also used for telegrams in Japan before 1988, and for computer systems – before the introduction of multibyte characters – in the 1980s. Most computers of that era used katakana instead of kanji or hiragana for output. Although words borrowed from ancient Chinese are usually written in kanji, loanwords from modern Chinese dialects that are borrowed directly use katakana instead. The very common Chinese loanword rāmen, written in katakana as ラーメン, is rarely written with its kanji (拉麺). There are rare instances where the opposite has occurred, with kanji forms created from words originally written in katakana. An example of this is コーヒー kōhī, ("coffee"), which can alternatively be written as 珈琲. This kanji usage is occasionally employed by coffee manufacturers or coffee shops for novelty. Katakana is used to indicate the on'yomi (Chinese-derived readings) of a kanji in a kanji dictionary. For instance, the kanji 人 has a Japanese pronunciation, written in hiragana as ひと hito (person), as well as a Chinese derived pronunciation, written in katakana as ジン jin (used to denote groups of people). Katakana is sometimes used instead of hiragana as furigana to give the pronunciation of a word written in Roman characters, or for a foreign word, which is written as kanji for the meaning, but intended to be pronounced as the original. Katakana are also sometimes used to indicate words being spoken in a foreign or otherwise unusual accent. For example, in a manga, the speech of a foreign character or a robot may be represented by コンニチワ konnichiwa ("hello") instead of the more typical hiragana こんにちは. Some Japanese personal names are written in katakana. This was more common in the past, hence elderly women often have katakana names. This was particularly common among women in the Meiji and Taishō periods, when many poor, illiterate parents were unwilling to pay a scholar to give their daughters names in kanji.[8] Katakana is also used to denote the fact that a character is speaking a foreign language, and what is displayed in katakana is only the Japanese "translation" of their words. Some frequently used words may also be written in katakana in dialogs to convey an informal, conversational tone. Some examples include マンガ ("manga"), アイツ aitsu ("that guy or girl; he/him; she/her"), バカ baka ("fool"), etc. Words with difficult-to-read kanji are sometimes written in katakana (hiragana is also used for this purpose). This phenomenon is often seen with medical terminology. For example, in the word 皮膚科 hifuka ("dermatology"), the second kanji, 膚, is considered difficult to read, and thus the word hifuka is commonly written 皮フ科 or ヒフ科, mixing kanji and katakana. Similarly, difficult-to-read kanji such as 癌 gan ("cancer") are often written in katakana or hiragana. Katakana is also used for traditional musical notations, as in the Tozan-ryū of shakuhachi, and in sankyoku ensembles with koto, shamisen and shakuhachi. Some instructors teaching Japanese as a foreign language "introduce katakana after the students have learned to read and write sentences in hiragana without difficulty and know the rules."[9] Most students who have learned hiragana "do not have great difficulty in memorizing" katakana as well.[10] Other instructors introduce katakana first, because these are used with loanwords. This gives students a chance to practice reading and writing kana with meaningful words. This was the approach taken by the influential American linguistics scholar Eleanor Harz Jorden in Japanese: The Written Language (parallel to Japanese: The Spoken Language)." (wikipedia.org) "Japanese (日本語, Nihongo, [ɲihoŋɡo] ⓘ) is the principal language of the Japonic language family spoken by the Japanese people. It has around 128 million speakers, primarily in Japan, the only country where it is the national language, and within the Japanese diaspora worldwide. The Japonic family also includes the Ryukyuan languages and the variously classified Hachijō language. There have been many attempts to group the Japonic languages with other families such as the Ainu, Austroasiatic, Koreanic, and the now-discredited Altaic, but none of these proposals has gained widespread acceptance. Little is known of the language's prehistory, or when it first appeared in Japan. Chinese documents from the 3rd century AD recorded a few Japanese words, but substantial Old Japanese texts did not appear until the 8th century. From the Heian period (794–1185), extensive waves of Sino-Japanese vocabulary entered the language, affecting the phonology of Early Middle Japanese. Late Middle Japanese (1185–1600) saw extensive grammatical changes and the first appearance of European loanwords. The basis of the standard dialect moved from the Kansai region to the Edo region (modern Tokyo) in the Early Modern Japanese period (early 17th century–mid 19th century). Following the end of Japan's self-imposed isolation in 1853, the flow of loanwords from European languages increased significantly, and words from English roots have proliferated. Japanese is an agglutinative, mora-timed language with relatively simple phonotactics, a pure vowel system, phonemic vowel and consonant length, and a lexically significant pitch-accent. Word order is normally subject–object–verb with particles marking the grammatical function of words, and sentence structure is topic–comment. Sentence-final particles are used to add emotional or emphatic impact, or form questions. Nouns have no grammatical number or gender, and there are no articles. Verbs are conjugated, primarily for tense and voice, but not person. Japanese adjectives are also conjugated. Japanese has a complex system of honorifics, with verb forms and vocabulary to indicate the relative status of the speaker, the listener, and persons mentioned. The Japanese writing system combines Chinese characters, known as kanji (漢字, 'Han characters'), with two unique syllabaries (or moraic scripts) derived by the Japanese from the more complex Chinese characters: hiragana (ひらがな or 平仮名, 'simple characters') and katakana (カタカナ or 片仮名, 'partial characters'). Latin script (rōmaji ローマ字) is also used in a limited fashion (such as for imported acronyms) in Japanese writing. The numeral system uses mostly Arabic numerals, but also traditional Chinese numerals." (wikipedia.org) "The PlayStation[a] (abbreviated as PS, commonly known as the PS1/PS one or its codename PSX) is a home video game console developed and marketed by Sony Computer Entertainment. It was released in Japan on 3 December 1994, in North America on 9 September 1995, in Europe on 29 September 1995, and in Australia on 15 November 1995. As a fifth-generation console, the PlayStation primarily competed with the Nintendo 64 and the Sega Saturn. Sony began developing the PlayStation after a failed venture with Nintendo to create a CD-ROM peripheral for the Super Nintendo Entertainment System in the early 1990s. The console was primarily designed by Ken Kutaragi and Sony Computer Entertainment in Japan, while additional development was outsourced in the United Kingdom. An emphasis on 3D polygon graphics was placed at the forefront of the console's design. PlayStation game production was designed to be streamlined and inclusive, enticing the support of many third-party developers. The console proved popular for its extensive game library, popular franchises, low retail price, and aggressive youth marketing which advertised it as the preferable console for adolescents and adults. Premier PlayStation franchises included Gran Turismo, Wipeout, Crash Bandicoot, Spyro, Tomb Raider, Resident Evil, Metal Gear, Tekken, and Final Fantasy, all of which spawned numerous sequels. PlayStation games continued to sell until Sony ceased production of the PlayStation and its games on 23 March 2006—over eleven years after it had been released, and less than a year before the debut of the PlayStation 3.[12] A total of 3,061 PlayStation games were released, with cumulative sales of 967 million units. The PlayStation signalled Sony's rise to power in the video game industry. It received acclaim and sold strongly; in less than a decade, it became the first computer entertainment platform to ship over 100 million units.[15] Its use of compact discs heralded the game industry's transition from cartridges. The PlayStation's success led to a line of successors, beginning with the PlayStation 2 in 2000. In the same year, Sony released a smaller and cheaper model, the PS one. History Background The PlayStation was conceived by Ken Kutaragi, a Sony executive who managed a hardware engineering division and was later dubbed "the Father of the PlayStation".[17][18] Kutaragi's interest in working with video games stemmed from seeing his daughter play games on Nintendo's Famicom.[19] Kutaragi convinced Nintendo to use his SPC-700 sound processor in the Super Nintendo Entertainment System (SNES) through a demonstration of the processor's capabilities.[20] His willingness to work with Nintendo derived from both his admiration of the Famicom and conviction in video game consoles becoming the main home-use entertainment systems.[21] Although Kutaragi was nearly fired because he worked with Nintendo without Sony's knowledge,[22] president Norio Ohga recognised the potential in Kutaragi's chip and decided to keep him as a protégé.[19] The inception of the PlayStation dates back to a 1988 joint venture between Nintendo and Sony.[10] Nintendo had produced floppy disk technology to complement cartridges in the form of the Family Computer Disk System, and wanted to continue this complementary storage strategy for the SNES.[19][23] Since Sony was already contracted to produce the SPC-700 sound processor for the SNES,[10] Nintendo contracted Sony to develop a CD-ROM add-on, tentatively titled the "Play Station" or "SNES-CD".[24][25] The PlayStation name had already been trademarked by Yamaha, but Nobuyuki Idei liked it so much that he agreed to acquire it for an undisclosed sum rather than search for an alternative.[26] Sony was keen to obtain a foothold in the rapidly expanding video game market. Having been the primary manufacturer of the ill-fated MSX home computer format, Sony had wanted to use their experience in consumer electronics to produce their own video game hardware.[27][28] Although the initial agreement between Nintendo and Sony was about producing a CD-ROM drive add-on, Sony had also planned to develop a SNES-compatible Sony-branded console. This iteration was intended to be more of a home entertainment system, playing both SNES cartridges and a new CD format named the "Super Disc", which Sony would design.[10][29] Under the agreement, Sony would retain sole international rights to every Super Disc game, giving them a large degree of control despite Nintendo's leading position in the video game market.[10][30][28] Furthermore, Sony would also be the sole benefactor of licensing related to music and film software that it had been aggressively pursuing as a secondary application.[31] The Play Station was to be announced at the 1991 Consumer Electronics Show (CES) in Las Vegas.[32] However, Nintendo president Hiroshi Yamauchi was wary of Sony's increasing leverage at this point and deemed the original 1988 contract unacceptable upon realising it essentially handed Sony control over all games written on the SNES CD-ROM format. Although Nintendo was dominant in the video game market, Sony possessed a superior research and development department.[33] Wanting to protect Nintendo's existing licensing structure, Yamauchi cancelled all plans for the joint Nintendo–Sony SNES CD attachment without telling Sony.[34][35][32] He sent Nintendo of America president Minoru Arakawa (his son-in-law) and chairman Howard Lincoln to Amsterdam to form a more favourable contract with Dutch conglomerate Philips, Sony's rival. This contract would give Nintendo total control over their licences on all Philips-produced machines.[36][28] Kutaragi and Nobuyuki Idei, Sony's director of public relations at the time, learned of Nintendo's actions two days before the CES was due to begin. Kutaragi telephoned numerous contacts, including Philips, to no avail.[37] On the first day of the CES, Sony announced their partnership with Nintendo and their new console, the Play Station. At 9 am on the next day, in what has been called "the greatest ever betrayal" in the industry,[36] Howard Lincoln stepped onto the stage and revealed that Nintendo was now allied with Philips and would abandon their work with Sony.[19][38][39] Inception Incensed by Nintendo's renouncement, Ohga and Kutaragi decided that Sony would develop their own console.[40] Nintendo's contract-breaking was met with consternation in the Japanese business community,[19] as they had broken an "unwritten law" of native companies not turning against each other in favour of foreign ones.[28] Sony's American branch considered allying with Sega to produce a CD-ROM-based machine called the Sega Multimedia Entertainment System, but their board of directors in Tokyo vetoed the idea when American CEO Tom Kalinske presented them the proposal. Kalinske recalled them saying: "That's a stupid idea, Sony doesn't know how to make hardware. They don't know how to make software either. Why would we want to do this?"[41] Sony halted their research, but decided to develop what it had developed with Nintendo and Sega into a console based on the SNES.[41] Despite the tumultuous events at the 1991 CES, negotiations between Nintendo and Sony were still ongoing. A deal was proposed: the Play Station would still have a port for SNES games, on the condition that it would still use Kutaragi's audio chip and that Nintendo would own the rights and receive the bulk of the profits. Roughly two hundred prototype machines were created, and some software entered development.[28][42] Many within Sony were still opposed to their involvement in the video game industry, with some resenting Kutaragi for jeopardising the company.[43] Kutaragi remained adamant that Sony not retreat from the growing industry and that a deal with Nintendo would never work.[19][36] Knowing that it had to take decisive action, Sony severed all ties with Nintendo on 4 May 1992.[44] To determine the fate of the PlayStation project, Ohga chaired a meeting in June 1992, consisting of Kutaragi and several senior Sony board members. Kutaragi unveiled a proprietary CD-ROM-based system he had been secretly working on which played games with immersive 3D graphics. Kutaragi was confident that his LSI chip could accommodate one million logic gates, which exceeded the capabilities of Sony's semiconductor division at the time.[45] Despite gaining Ohga's enthusiasm, there remained opposition from a majority present at the meeting. Older Sony executives also opposed it, who saw Nintendo and Sega as "toy" manufacturers.[46] The opposers felt the game industry was too culturally offbeat and asserted that Sony should remain a central player in the audiovisual industry, where companies were familiar with one another and could conduct "civili[s]ed" business negotiations.[47] After Kutaragi reminded him of the humiliation he suffered from Nintendo, Ohga retained the project and became one of Kutaragi's most staunch supporters.[25][48] Ohga shifted Kutaragi and nine of his team from Sony's main headquarters to Sony Music Entertainment Japan (SMEJ),[49] a subsidiary of the main Sony group, so as to retain the project and maintain relationships with Philips for the MMCD development project.[46] The involvement of SMEJ proved crucial to the PlayStation's early development as the process of manufacturing games on CD-ROM format was similar to that used for audio CDs, with which Sony's music division had considerable experience. While at SMEJ, Kutaragi worked with Epic/Sony Records founder Shigeo Maruyama and Akira Sato; both later became vice presidents of the division that ran the PlayStation business.[30] Sony Computer Entertainment (SCE) was jointly established by Sony and SMEJ to handle the company's ventures into the video game industry.[50][51] On 27 October 1993, Sony publicly announced that it was entering the game console market with the PlayStation.[36][52] According to Maruyama, there was uncertainty over whether the console should primarily focus on 2D, sprite-based graphics or 3D polygon graphics. After Sony witnessed the success of Sega's Virtua Fighter (1993) in Japanese arcades, the direction of the PlayStation became "instantly clear" and 3D polygon graphics became the console's primary focus.[53] SCE president Teruhisa Tokunaka expressed gratitude for Sega's timely release of Virtua Fighter as it proved "just at the right time" that making games with 3D imagery was possible.[54] Maruyama claimed that Sony further wanted to emphasize the new console's ability to utilize redbook audio from the CD-ROM format in its games alongside high quality visuals and gameplay.[55] Wishing to distance the project from the failed enterprise with Nintendo, Sony initially branded the PlayStation the "PlayStation X" (PSX).[36] Sony formed their European division and North American division, known as Sony Computer Entertainment Europe (SCEE) and Sony Computer Entertainment America (SCEA), in January and May 1995.[56][57] The divisions planned to market the new console under the alternative branding "PSX" following the negative feedback regarding "PlayStation" in focus group studies. Early advertising prior to the console's launch in North America referenced PSX, but the term was scrapped before launch.[58] The console was not marketed with Sony's name in contrast to Nintendo's consoles. According to Phil Harrison, much of Sony's upper management feared that the Sony brand would be tarnished if associated with the console, which they considered a "toy".[30][31] Development Since Sony had no experience in game development, it had to rely on the support of third-party game developers. This was in contrast to Sega and Nintendo, which had versatile and well-equipped in-house software divisions for their arcade games and could easily port successful games to their home consoles.[59] Recent consoles like the Atari Jaguar and 3DO suffered low sales due to a lack of developer support, prompting Sony to redouble their efforts in gaining the endorsement of arcade-savvy developers.[28] A team from Epic Sony visited more than a hundred companies throughout Japan in May 1993 in hopes of attracting game creators with the PlayStation's technological appeal.[60] Sony found that many disliked Nintendo's practices, such as favoring its own games over others.[61] Through a series of negotiations, Sony acquired initial support from Namco, Konami, and Williams Entertainment, as well as 250 other development teams in Japan alone. Namco in particular was interested in developing for PlayStation since Namco rivalled Sega in the arcade market.[62] Attaining these companies secured influential games such as Ridge Racer (1993) and Mortal Kombat 3 (1995),[28][9] Ridge Racer being one of the most popular arcade games at the time,[63] and it was already confirmed behind closed doors that it would be the PlayStation's first game by December 1993,[64] despite Namco being a longstanding Nintendo developer.[61] Namco's research managing director Shegeichi Nakamura met with Kutaragi in 1993 to discuss the preliminary PlayStation specifications, with Namco subsequently basing the Namco System 11 arcade board on PlayStation hardware and developing Tekken to compete with Virtua Fighter.[65] The System 11 launched in arcades several months before the PlayStation's release, with the arcade release of Tekken in September 1994. Despite securing the support of various Japanese studios, Sony had no developers of their own by the time the PlayStation was in development. This changed in 1993 when Sony acquired the Liverpudlian company Psygnosis (later renamed SCE Liverpool) for US$48 million, securing their first in-house development team. The acquisition meant that Sony could have more launch games ready for the PlayStation's release in Europe and North America.[28][9] Ian Hetherington, Psygnosis' co-founder, was disappointed after receiving early builds of the PlayStation and recalled that the console "was not fit for purpose" until his team got involved with it.[67] Hetherington frequently clashed with Sony executives over broader ideas; at one point it was suggested that a television with a built-in PlayStation be produced.[68] In the months leading up to the PlayStation's launch, Psygnosis had around 500 full-time staff working on games and assisting with software development.[67][69] The purchase of Psygnosis marked another turning point for the PlayStation as it played a vital role in creating the console's development kits. While Sony had provided MIPS R4000-based Sony NEWS workstations for PlayStation development, Psygnosis employees disliked the thought of developing on these expensive workstations and asked Bristol-based SN Systems to create an alternative PC-based development system.[30] Andy Beveridge and Martin Day, owners of SN Systems, had previously supplied development hardware for other consoles such as the Mega Drive, Atari ST, and the SNES.[70] When Psygnosis arranged an audience for SN Systems with Sony's Japanese executives at the January 1994 CES in Las Vegas, Beveridge and Day presented their prototype of the condensed development kit, which could run on an ordinary personal computer with two extension boards. Impressed, Sony decided to abandon their plans for a workstation-based development system in favour of SN Systems's, thus securing a cheaper and more efficient method for designing software.[28] An order of over 600 systems followed, and SN Systems supplied Sony with additional software such as an assembler, linker, and a debugger.[71] SN Systems produced development kits for future PlayStation systems, including the PlayStation 2 and was bought out by Sony in 2005.[72] Sony strived to make game production as streamlined and inclusive as possible, in contrast to the relatively isolated approach of Sega and Nintendo. Phil Harrison, representative director of SCEE, believed that Sony's emphasis on developer assistance reduced most time-consuming aspects of development. As well as providing programming libraries, SCE headquarters in London, California, and Tokyo housed technical support teams that could work closely with third-party developers if needed.[51][73] Sony did not favor its own over non-Sony products, unlike Nintendo;[61] Peter Molyneux of Bullfrog Productions admired Sony's open-handed approach to software developers and lauded their decision to use PCs as a development platform, remarking that "[it was] like being released from jail in terms of the freedom you have".[74] Another strategy that helped attract software developers was the PlayStation's use of the CD-ROM format instead of traditional cartridges. In contrast to other disc-reading consoles such as the 3DO, the PlayStation could quickly generate and synthesise data from the CD since it was an image-generation system, rather than a data-replay system.[75] Nintendo cartridges were expensive to manufacture, and the company controlled all production, prioritizing its own games, while inexpensive compact disc manufacturing occurred at dozens of locations around the world.[61] The PlayStation's architecture and interconnectability with PCs was beneficial to many software developers. The use of the programming language C proved useful during the early stages of development as it safeguarded future compatibility of the machine should developers decide to make further hardware revisions. Sony used the free software GNU C compiler, also known as GCC, to guarantee short debugging times as it was already familiar to many programmers.[69] Despite the inherent flexibility, some developers found themselves restricted due to the console's lack of RAM. While working on beta builds of the PlayStation, Molyneux observed that its MIPS processor was not "quite as bullish" compared to that of a fast PC and said that it took his team two weeks to port their PC code to the PlayStation development kits and another fortnight to achieve a four-fold speed increase.[76] An engineer from Ocean Software, one of Europe's largest game developers at the time, thought that allocating RAM was a challenging aspect given the 3.5 megabyte restriction.[77] Kutaragi said that while it would have been easy to double the amount of RAM for the PlayStation, the development team refrained from doing so to keep the retail cost down.[78] Kutaragi saw the biggest challenge in developing the system to be balancing the conflicting goals of high performance, low cost, and being easy to program for, and felt he and his team were successful in this regard.[78] Its technical specifications were finalised in 1993 and its design during 1994.[79] The PlayStation name and its final design were confirmed during a press conference on May 10, 1994, although the price and release dates had not been disclosed yet.[80] Launch Sony released the PlayStation in Japan on 3 December 1994, a week after the release of the Sega Saturn, at a price of ¥39,800.[9][81] Sales in Japan began with a "stunning"[19] success with long queues in shops.[28] Ohga later recalled that he realized how important PlayStation had become for Sony when friends and relatives begged for consoles for their children.[61] PlayStation sold 100,000 units on the first day[82] and two million units within six months,[83] although the Saturn outsold the PlayStation in the first few weeks due to the success of Virtua Fighter.[9][84] By the end of 1994, 300,000 PlayStation units were sold in Japan compared to 500,000 Saturn units.[85] A grey market emerged for PlayStations shipped from Japan to North America and Europe, with buyers of such consoles paying up to £700.[82] Before the release in North America, Sega and Sony presented their consoles at the first Electronic Entertainment Expo (E3) in Los Angeles on 11 May 1995. At their keynote presentation, Sega of America CEO Tom Kalinske revealed that its Saturn console would be released immediately to select retailers at a price of $399. Next came Sony's turn: Olaf Olafsson, the head of SCEA, summoned Steve Race, the head of development, to the conference stage, who said "$299" and left the audience with a round of applause.[87][88][89][90] The attention to the Sony conference was further bolstered by the surprise appearance of Michael Jackson and the showcase of highly anticipated games, including Wipeout (1995), Ridge Racer and Tekken (1994).[91][92][93] In addition, Sony announced that no games would be bundled with the console.[28][94] Although the Saturn had released early in the United States to gain an advantage over the PlayStation,[95] the surprise launch upset many retailers who were not informed in time, harming sales.[96] Some retailers such as KB Toys responded by dropping the Saturn entirely.[97] The PlayStation went on sale in North America on 9 September 1995. It sold more units within two days than the Saturn had in five months, with almost all of the initial shipment of 100,000 units sold in advance and shops across the country running out of consoles and accessories.[28] The well-received Ridge Racer contributed to the PlayStation's early success,[84][98][99] with some critics considering it superior to Sega's arcade counterpart Daytona USA (1994).[100][101] There were over 100,000 pre-orders placed and 17 games available on the market by the time of the PlayStation's American launch,[28] in comparison to the Saturn's six launch games.[102] The PlayStation released in Europe on 29 September 1995[3] and in Australia on 15 November 1995.[4] By November it had already outsold the Saturn by three to one in the United Kingdom, where Sony had allocated a £20 million marketing budget during the Christmas season compared to Sega's £4 million.[103][104] Sony found early success in the United Kingdom by securing listings with independent shop owners as well as prominent High Street chains such as Comet and Argos.[67] Within its first year, the PlayStation secured over 20% of the entire American video game market.[105] From September to the end of 1995, sales in the United States amounted to 800,000 units, giving the PlayStation a commanding lead over the other fifth-generation consoles,[b][107] though the SNES and Mega Drive from the fourth generation still outsold it.[108] Sony reported that the attach rate of sold games and consoles was four to one.[109] To meet increasing demand, Sony chartered jumbo jets and ramped up production in Europe and North America.[110] By early 1996, the PlayStation had grossed $2 billion (equivalent to $3.732 billion 2022) from worldwide hardware and software sales.[111] By late 1996, sales in Europe totalled 2.2 million units, including 700,000 in the UK.[112] Approximately 400 PlayStation games were in development, compared to around 200 games being developed for the Saturn and 60 for the Nintendo 64.[113] In India, the PlayStation was launched in test market during 1999–2000 across Sony showrooms, selling 100 units.[114] Sony finally launched the console (PS One model) countrywide on 24 January 2002 with the price of Rs 7,990 and 26 games available from start.[115] Marketing success and later years The PlayStation was backed by a successful marketing campaign, allowing Sony to gain an early foothold in Europe and North America.[116] Initially, PlayStation demographics were skewed towards adults, but the audience broadened after the first price drop.[117] While the Saturn was positioned towards 18- to 34-year-olds,[118] the PlayStation was initially marketed exclusively towards teenagers. Executives from both Sony and Sega reasoned that because younger players typically looked up to older, more experienced players, advertising targeted at teens and adults would draw them in too. Additionally, Sony found that adults reacted best to advertising aimed at teenagers; Lee Clow surmised that people who started to grow into adulthood regressed and became "17 again" when they played video games.[119] The console was marketed with advertising slogans stylised as "LIVE IN YOUR WORLD. PLAY IN OURS" and "U R NOT E" (red E).[120][28] Clow thought that by invoking such provocative statements, gamers would respond to the contrary and say "'Bul. Let me show you how ready I am.'"[121] As the console's appeal enlarged, Sony's marketing efforts broadened from their earlier focus on mature players to specifically target younger children as well.[122] Shortly after the PlayStation's release in Europe, Sony tasked marketing manager Geoff Glendenning with assessing the desires of a new target audience. Sceptical over Nintendo and Sega's reliance on television campaigns, Glendenning theorised that young adults transitioning from fourth-generation consoles would feel neglected by marketing directed at children and teenagers.[123] Recognising the influence early 1990s underground clubbing and rave culture had on young people, especially in the United Kingdom, Glendenning felt that the culture had become mainstream enough to help cultivate PlayStation's emerging identity. Sony partnered with prominent nightclub owners such as Ministry of Sound and festival promoters to organise dedicated PlayStation areas where demonstrations of select games could be tested.[124] Sheffield-based graphic design studio The Designers Republic was contracted by Sony to produce promotional materials aimed at a fashionable, club-going audience.[125] Psygnosis' Wipeout in particular became associated with nightclub culture as it was widely featured in venues.[124][126] By 1997, there were 52 nightclubs in the United Kingdom with dedicated PlayStation rooms. Glendenning recalled that he had discreetly used at least £100,000 a year in slush fund money to invest in impromptu marketing.[123] In 1996, Sony expanded their CD production facilities in the United States due to the high demand for PlayStation games, increasing their monthly output from 4 million discs to 6.5 million discs.[127] This was necessary because PlayStation sales were running at twice the rate of Saturn sales, and its lead dramatically increased when both consoles dropped in price to $199 that year.[128] The PlayStation also outsold the Saturn at a similar ratio in Europe during 1996,[129] with 2.2 million consoles sold in the region by the end of the year.[130] Sales figures for PlayStation hardware and software only increased following the launch of the Nintendo 64.[131][132] Tokunaka speculated that the Nintendo 64 launch had actually helped PlayStation sales by raising public awareness of the gaming market through Nintendo's added marketing efforts.[133] Despite this, the PlayStation took longer to achieve dominance in Japan. Tokunaka said that, even after the PlayStation and Saturn had been on the market for nearly two years, the competition between them was still "very close", and neither console had led in sales for any meaningful length of time.[117] By 1998, Sega, encouraged by their declining market share and significant financial losses,[134] launched the Dreamcast as a last-ditch attempt to stay in the industry.[135] Although its launch was successful, the technically superior 128-bit console was unable to subdue Sony's dominance in the industry.[136][137] Sony still held 60% of the overall video game market share in North America at the end of 1999.[138] Sega's initial confidence in their new console was undermined when Japanese sales were lower than expected,[139] with disgruntled Japanese consumers reportedly returning their Dreamcasts in exchange for PlayStation software.[140] On 2 March 1999, Sony officially revealed details of the PlayStation 2, which Kutaragi announced would feature a graphics processor designed to push more raw polygons than any console in history, effectively rivalling most supercomputers.[141][142] The PlayStation continued to sell strongly at the turn of the new millennium: in June 2000, Sony released the PSOne, a smaller, redesigned variant which went on to outsell all other consoles in that year, including the PlayStation 2.[143] The combined successes of both PlayStation consoles led to Sega retiring the Dreamcast in 2001, and abandoning the console business entirely.[137] The PlayStation was eventually discontinued on 23 March 2006—over eleven years after its release, and less than a year before the debut of the PlayStation 3....Game library See also: List of PlayStation games (A–L), List of PlayStation games (M–Z), List of best-selling PlayStation video games, and List of cancelled PlayStation video games A total of 7,918 PlayStation games have been released worldwide.[198] The PlayStation's bestselling game is Gran Turismo (1997), which sold 10.85 million units.[13] After the PlayStation's discontinuation in 2006, the cumulative software shipment was 962 million units.[199] The PlayStation featured a diverse game library which grew to appeal to all types of players. The first two games available at launch were Jumping Flash! (1995) and Ridge Racer,[200][201] with Jumping Flash! heralded as an ancestor for 3D graphics in console gaming.[202] Critically acclaimed PlayStation games included Final Fantasy VII (1997), Crash Bandicoot (1996), Spyro the Dragon (1998), Metal Gear Solid (1998), all of which became established franchises. Final Fantasy VII is credited with allowing role-playing games to gain mass-market appeal outside Japan,[203] and is considered one of the most influential and greatest video games ever made.[204] At the time of the PlayStation's first Christmas season, Psygnosis had produced around 70% of its launch catalogue;[68] its breakthrough racing game Wipeout was acclaimed for its techno soundtrack and helped raise awareness of Britain's underground music community.[205] Eidos Interactive's action-adventure game Tomb Raider contributed substantially to the success of the console in 1996,[206] with its main protagonist Lara Croft becoming an early gaming icon and garnering unprecedented media promotion.[207][208] Licensed tie-in video games of popular films were also prevalent; Argonaut Games' 2001 adaptation of Harry Potter and the Philosopher's Stone went on to sell over eight million copies late in the console's lifespan.[209] Third-party developers committed largely to the console's wide-ranging game catalogue even after the launch of the PlayStation 2.[82][147] Initially, in the United States, PlayStation games were packaged in long cardboard boxes, similar to non-Japanese 3DO and Saturn games. Sony later switched to the jewel case format typically used for audio CDs and Japanese video games, as this format took up less retailer shelf space (which was at a premium due to the large number of PlayStation games being released), and focus testing showed that most consumers preferred this format.[210] Reception The PlayStation was mostly well received upon release. Critics in the west generally welcomed the new console; the staff of Next Generation reviewed the PlayStation a few weeks after its North American launch, where they commented that, while the CPU is "fairly average", the supplementary custom hardware, such as the GPU and sound processor, is stunningly powerful. They praised the PlayStation's focus on 3D, and complemented the comfort of its controller and the convenience of its memory cards. Giving the system 41⁄2 out of 5 stars, they concluded, "To succeed in this extremely cut-throat market, you need a combination of great hardware, great games, and great marketing. Whether by skill, luck, or just deep pockets, Sony has scored three out of three in the first salvo of this war".[211] Albert Kim from Entertainment Weekly praised the PlayStation as a technological marvel, rivalling that of Sega and Nintendo.[212] Famicom Tsūshin scored the console a 19 out of 40, lower than the Saturn's 24 out of 40, in May 1995.[213] In a 1997 year-end review, a team of five Electronic Gaming Monthly editors gave the PlayStation scores of 9.5, 8.5, 9.0, 9.0, and 9.5—for all five editors, the highest score they gave to any of the five consoles reviewed in the issue. They lauded the breadth and quality of the games library, saying it had vastly improved over previous years due to developers mastering the system's capabilities in addition to Sony revising its stance on 2D and role playing games. They also complimented the low price point of the games compared to the Nintendo 64's, and noted that it was the only console on the market that could be relied upon to deliver a solid stream of games for the coming year, primarily due to third party developers almost unanimously favouring it over its competitors.[214] Legacy SCE was an upstart in the video game industry in late 1994, as the video game market in the early 1990s was dominated by Nintendo and Sega. Nintendo had been the clear leader in the industry since the introduction of the Nintendo Entertainment System in 1985 and the Nintendo 64 was initially expected to maintain this position. The PlayStation's target audience included the generation which was the first to grow up with mainstream video games, along with 18- to 29-year-olds who were not the primary focus of Nintendo.[215] By the late 1990s, Sony became a highly regarded console brand due to the PlayStation, with a significant lead over second-place Nintendo, while Sega was relegated to a distant third.[216] The PlayStation became the first "computer entertainment platform" to ship over 100 million units worldwide,[10][217] with many critics attributing the console's success to third-party developers.[86] It remains the fifth best-selling console of all time as of 2024, with a total of 102.49 million units sold.[217] Around 7,900 individual games were published for the console during its 11-year life span, the second-most games ever produced for a console.[10] Its success resulted in a significant financial boon for Sony as profits from its video game division contributed to 23%.[218] Sony's next-generation PlayStation 2, which is backward compatible with the PlayStation's DualShock controller and games, was announced in 1999 and launched in 2000. The PlayStation's lead in installed base and developer support paved the way for the success of its successor,[216] which overcame the earlier launch of the Sega's Dreamcast and then fended off competition from Microsoft's newcomer Xbox and Nintendo's GameCube.[219][220][221] The PlayStation 2's immense success and failure of the Dreamcast were among the main factors which led to Sega abandoning the console market.[222][223] To date, five PlayStation home consoles have been released, which have continued the same numbering scheme, as well as two portable systems. Hundreds of PlayStation games were re-released as PS One Classics for purchase and download on the PlayStation Portable, PlayStation 3, and PlayStation Vita.[224] The PlayStation 2 and PlayStation 3 also maintained backward compatibility with original PlayStation discs.[225] The PlayStation has often ranked among the best video game consoles. In 2018, Retro Gamer named it the third best console, crediting its sophisticated 3D capabilities as one of its key factors in gaining mass success, and lauding it as a "game-changer in every sense possible".[226] In 2009, IGN ranked the PlayStation the seventh best console in their list, noting its appeal towards older audiences to be a crucial factor in propelling the video game industry, as well as its assistance in transitioning game industry to use the CD-ROM format.[227] Keith Stuart from The Guardian likewise named it as the seventh best console in 2020, declaring that its success was so profound it "ruled the 1990s"." (wikipedia.org) "PlayStation Logo (1994) The iconic PlayStation logo, in its first iteration, emerged with the first PlayStation console and accompanied the brand through its earliest years. The original logo appeared in an eye-catching font where the letters “P” and “S” interlocked in a sort of 3-dimensional optical illusion where the letters appeared in different planes—the “P” standing upright and the “S” laying flat. The original interlocking “P” and “S” logo was designed by Manabu Sakamoto, a graphic designer at Sony. His creative concept was to intertwine the initials of PlayStation to symbolize unity and convergence in gaming. The connection between the letters indicated that the console had the power to bring players together through a sense of camaraderie through gaming. Just like the PlayStation console, the logo came about through collaboration and innovation and is a tribute to the creative minds behind every aspect of PlayStation. The designers knew they needed an emblem that would resonate with the rapidly expanding and increasingly diverse gaming community. Their efforts produced a logo that became more than a symbol. It was a sign of friendship and shared interest linking those with a passion for gaming. The logo was typically presented with a red “P” and the “S” with a combination of yellow, green, and blue. The green of the “S” is located between the yellow and blue. Perhaps that is another indication of interconnectedness, as though yellow and blue mixed to make green. The font used for the logo was bold and modern and suggested technological sophistication. The size and shape of the logo varied depending on how it was used, such as on the console itself, packaging, and promotional materials. Over the years, the interlocking design remained consistent, with subsequent iterations keeping the core concept while working in stylistic refinements to match the evolving brand identity and current design trends." (hatchwise.com)
  • Condition: New with defects
  • Condition: In like-new condition; small hole on back. Please see photos and description.
  • Sleeve Length: Short Sleeve
  • Neckline: Crew Neck
  • Size: 3XL
  • Garment Care: Machine Washable
  • Color: Gray
  • Material: Cotton
  • Year Manufactured: 2020-2029
  • Fabric Type: Knit
  • Accents: Logo
  • Brand: PlayStation
  • Fit: Regular
  • Size Type: Regular
  • Type: T-Shirt
  • Department: Men
  • Model: Katakana
  • Theme: 90s, Classic, Geek, Grunge, Hip Hop, Nerd, Retro
  • Features: All Seasons, Breathable, Easy Care, Tagless
  • Season: Fall, Spring, Summer, Winter
  • Country/Region of Manufacture: El Salvador

PicClick Insights - PLAYSTATION JAPANESE T-SHIRT XXXL Katakana PS1 classic original logo gray 3XL PicClick Exclusive

  •  Popularity - 0 watchers, 0.0 new watchers per day, 78 days for sale on eBay. 0 sold, 1 available.
  •  Best Price -
  •  Seller - 1,180+ items sold. 0% negative feedback. Great seller with very good positive feedback and over 50 ratings.

People Also Loved PicClick Exclusive