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To: Mike McFarland who wrote (60)4/5/1999 6:56:00 AM
From: Neil H  Read Replies (1) | Respond to of 497
 
From Forbes 4/5/99 issue

Delusions of grandeur? Sony aims to zap
Wintel with a gameplayer that has the
power of a supercomputer.

Killer sequel

By Benjamin Fulford

THE PlayStation took Sony from
Nowheresville to Easy Street in the
videogame business in just a few years. The
prodigious little box has won a place in 50
million homes around the world, racking up
more than a billion dollars in profit for Sony
last year-more than the four major U.S. TV
networks combined.

Now comes Part 2. Sony hopes to parlay a
new PlayStation-on-steroids into a central
role in the digital home entertainment
system of the future. Sony President
Nobuyuki Idei hopes the new player,
unveiled in Tokyo a few weeks ago and
bound for the U.S. late next year, will
evolve into a family of other intelligent
products-digital TV sets, set-top boxes and
new categories of consumer entertainment.

PlayStation 2 (a sexier name could come
later) is a roughly $400 hotbox that can
crunch numbers as fast as a
supercomputer, act as a DVD and music CD
player and connect to the Internet. The
muscle-bound "entertainment computer" will
link up with PCs, TV sets, video cameras
and myriad other digital devices. It will be
able to serve as a mere word processor or a
TV set-top box, video e-mail machine or
cable modem.

And, oh yeah, it will play video-games,
too-both the 390 million copies shipped for
the current PlayStation and a next
generation with startling video effects.
Realistic facial expressions, natural texture
in hair, awesome 3-D scenes. Think A Bug's
Life ( Jurassic Park is still out of reach).

"We have designed it so there will be no
limits on whatever marketing decisions are
made for it," says Shinichi Okamoto, a vice
president at Sony Computer Entertainment.

Sony sees selling 20 million to 30 million
units per year by 2001. At that scale Sony
would be on a collision course with the
home-computer business dominated by
"Wintel"-Windows software from Microsoft
and chips from Intel. Sony Chief Idei
explicitly calls the player a threat to the
Wintel forces. PlayStation and related
efforts will be "the horse that pulls the Sony
cart," says Ken Kutaragi, president of Sony
Computer Entertainment, the game division.

Some hurdles lie in the horse's path. Sony
hasn't begun full-scale production, which
could mean it will stumble over setbacks
and delays. Rivals at Nintendo and Sega
question whether enough new games will be
ready for the launch in Japan this coming
fall. Nintendo is working with Silicon
Graphics to develop a new generation
gameplayer by next year. Sega has a
one-year lead in 128-bit players; its
Dreamcast went on sale in Japan last
Christmas and will hit the U.S. this fall.

Still, Sony has world-class marketing might
and technology behind it. It has forged a
billion-dollar chip alliance with Toshiba to
make the soul of the new machine. The
graphics power comes from an "emotion
engine" chip that crunches data 128 bits at
a time, four times the power of "32-bit"
systems such as the latest Apple Macintosh
or Pentium PCs. It will run three to four
times as fast as the speediest Pentium and
spin out three-dimensional images at speeds
rivaling the hottest motion picture industry
workstations.

And Sony has surprised its videogame rivals
before. The original PlayStation came out of
nowhere to race past both Nintendo and
Sega. Kutaragi was one of the brains behind
that success. A digital sound researcher, he
saw huge game potential in the
workstations he was using. In 1993 he
persuaded a skeptical Sony board to let him
set up a game subsidiary, even as it named
a more senior executive to run it.

PlayStation appeared late in 1994 and
quickly grabbed over 60% of the world
market for computer games. In the fourth
quarter of 1998 it provided 16% of Sony's
sales-and 44% of profits. It broadened the
videogamer profile:

More than 30% of PlayStation users are 30
or older; only 17% are grade-school
students. By contrast, the bulk of Nintendo
users are 6 to 13 years old.

One key edge was an open design process
that unleashed a creative outburst by the
maniaku (maniacs) in the hundreds of small
Japanese software companies that produce
most of the world's computer games. Now
more than 390 million units of PlayStation
software have been sold, generating close
to $20 billion total for Sony and other
companies. Close to 3,000 titles are
available for PlayStation, more than ten
times the output for Nintendo 64, the
number two machine. (Nintendo controls its
software more tightly.) The bestseller, the
role-playing game Final Fantasy 7, has sold
more than 6 million copies.

Look for more of the open-design approach
as Sony pushes the new PlayStation into
millions more homes. No truce with Wintel is
in sight.

Regards

Neil