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=                           PlayStation_2                            =
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                            Introduction
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The PlayStation 2 (PS2) is a home video game console developed and
marketed by Sony Computer Entertainment. It was first released in
Japan on 4 March 2000, in North America on 26 October, in Europe on 24
November, in Australia on 30 November, and other regions thereafter.
It is the successor to the original PlayStation, as well as the second
instalment in the PlayStation brand of consoles. As a sixth-generation
console, it competed with Nintendo's GameCube, Sega's Dreamcast, and
Microsoft's Xbox.

Announced in 1999, Sony began developing the console after the immense
success of its predecessor. In addition to serving as a game console,
it features a built-in DVD drive and was priced competitively with
standalone DVD players of the time, enhancing its value. Full backward
compatibility with original PlayStation games and accessories gave it
access to a vast launch library, far surpassing those of its
competitors. The console's hardware was also notable for its
custom-built Emotion Engine processor, co-developed with Toshiba,
which was promoted as being more powerful than most personal computers
of the era.

The PlayStation 2 remains the best-selling video game console of all
time, having sold 160.63 million units worldwide, nearly triple the
combined sales of competing sixth-generation consoles. It received
widespread critical acclaim and amassed a global library of 10,987
game titles, with 1.54billion copies sold. In 2004, Sony revised the
console with a smaller, lighter body officially known as the
"Slimline". Even after the release of its successor, the PlayStation
3, in 2006, it remained in production and continued to receive new
game releases for several years. Manufacturing officially ended in
early 2013, giving the console one of the longest lifespans in video
game history.


Background
============
Released in 1994, the original PlayStation proved to be a phenomenal
worldwide success and signalled Sony's rise to power in the video game
industry. Its launch elicited critical acclaim and strong sales; it
eventually became the first computer entertainment platform to ship
over 100 million units. The PlayStation enjoyed particular success
outside Japan in part due to Sony's refined development kits,
large-scale advertising campaigns, and strong third-party developer
support. By the late 1990s Sony had dethroned established rivals Sega
and Nintendo in the global video game market. Sega, spurred on by
their declining market share and significant financial losses,
launched the Dreamcast in 1998 as a last-ditch attempt to stay in the
industry. Fuelled by a large marketing campaign, it sold over 500,000
units within two weeks.


Development
=============
Though Sony has kept details of the PlayStation 2's development
secret, Ken Kutaragi, "the Father of the PlayStation", reportedly
began working on a second console around the time of the original
PlayStation's launch in late 1994. At some point during development,
employees from Argonaut Games, under contract for semiconductor
manufacturer LSI Corporation, were instructed to design a rendering
chip for Sony's upcoming console. Jez San, founder of Argonaut,
recalled that his team had no direct contact with Sony during the
development process. Unbeknownst to him, Sony was designing their own
chip in-house and had instructed other companies to design rendering
chips merely to diversify their options.

By early 1997, the press was reporting that a new PlayStation was
being developed and would have backward-compatibility with the
original PlayStation, a built-in DVD player, and Internet
connectivity. However, Sony continued to officially deny that a
successor was being developed. Chris Deering, then-president of Sony
Computer Entertainment Europe (SCEE) recalled that there was a degree
of trepidation among Sony leaders to produce a console which would
recapture or exceed the success of its predecessor. As such, Sony
aimed for a consecutive market success, noting that neither Nintendo
nor Sega had achieved back-to-back console victories. Deering compared
the goal to winning "two gold medals in two back-to-back Olympics".

Sony officially revealed the first details of the PlayStation 2 on 2
March 1999, confirming in a press release that its processor would
ensure full backwards compatibility with original PlayStation
software, significantly boosted performance, four-fold increase in
data transfer rates, and a 20-times faster serial interface. Kutaragi
affirmed that the new console would allow video games to convey
"unprecedented emotions". Indeed, Sony estimated the PlayStation 2
could render 7.5 million to 16 million polygons per second, whereas
contemporary independent estimates ranged from 3 million to 20
million, compared to Sega's estimates of more than 3 million to 6
million for the rival Dreamcast. Later in the year, Nintendo announced
their next console, the GameCube, and Microsoft began development of
their own console, the Xbox.

Rumours soon emerged suggesting that, despite its technical
capabilities, the PlayStation 2 was notably difficult to develop for.
Capcom designer Shinji Mikami, known for creating the 'Resident Evil'
and 'Dino Crisis' franchises, criticised the lack of adequate
development tools provided by Sony. Having worked on titles for
multiple fifth-generation platforms, Mikami described the PlayStation
2 as the most challenging system he had encountered. Likewise,
Konami's Hideo Kojima expressed disappointment with the console's
power, feeling it had not met his expectations.



The PlayStation 2 was officially unveiled at the Tokyo Game Show on 20
September 1999, in the presence of around 1,500 journalists. Although
no physical console was shown and the name had yet to be finalised,
Sony presented a series of visually striking--if somewhat
overstated--technical demonstrations that generated considerable media
attention. A press release issued the same day described the hardware
as featuring "the world’s fastest graphics rendering processor",
capable of producing "movie-quality 3D graphics in real time". One of
the event's most symbolic moments came when Sony president Norio Ohga
expressed pride in formally associating the Sony name with the
PlayStation brand--a notable reversal from the company's cautious
stance during the development of the original console, when concerns
about entering the video game industry had led executives to distance
the corporate brand from the project. By this point, the PlayStation
had sold over 50 million units worldwide and become one of Sony's most
profitable divisions, accounting for roughly a quarter of their
operating income. Shortly after its unveiling, Sony announced a major
restructuring that included workforce reductions and a shift in focus
towards PlayStation as a core part of the company's future. Kutaragi,
once considered a maverick for championing the original PlayStation,
remarked: "We’re just going to be forced to educate the Sony
Corporation a bit".

On 1 April 1999, Sony and Toshiba established a joint venture in
Nagasaki Prefecture to manufacture the PlayStation 2's central
processor, known as the Emotion Engine. Sony Computer Entertainment
(SCE) held a 49 per cent stake in the new company, which was formed to
ensure a steady supply of the chip and avoid production issues similar
to those faced by rivals such as Sega and NEC. The Emotion Engine was
central to Kutaragi's vision for the console. Designed specifically
for gaming, it featured strong floating-point performance and could
deliver 6.2 gigaflops at 300 MHz--twice the speed of the leading PC
processors at the time. Kutaragi envisioned the chip as enabling more
lifelike and emotionally resonant gameplay. According to
then-Worldwide Studios head Phil Harrison, the processor's
architecture was initially met with scepticism when presented at a
chip design conference, with some experts doubting it could be
manufactured at scale. Sony ultimately invested over $1 billion in
production during the console's first two years. The ultimate success
of the Emotion Engine helped elevate SCE's profile from a game
developer to a serious player in semiconductor design.

Incorporating a DVD player in the console proved to be a pivotal
decision. While Sony presented it primarily as a gaming device, the
DVD functionality would prove influential in expanding its appeal. Ray
Maguire, then-managing director of SCE UK, later said that although
the DVD feature was acknowledged in marketing, the focus remained on
games. In contrast, Deering noted that in regions such as Southern
Europe, where gaming was less prevalent, the DVD capability was to be
promoted more heavily. This strategy proved successful in increasing
console penetration in markets like Spain, where the PS2 significantly
expanded the installed base of video game hardware.


Japan
=======
Sony launched the PlayStation 2 in Japan on 4 March 2000, at a price
of . Reported scenes of "hysteria" contrasted with the relatively
subdued launch of the original PlayStation in 1994. More than 10,000
people queued across Tokyo on its launch day, some of whom had started
waiting four days earlier. Demand was exceptionally high, with all one
million launch units selling out over the course of the first weekend.
A black market had quickly opened up in Akihabara, with most consoles
on eBay selling in excess of $2000 each.  One Japanese man committed
suicide after failing to purchase one. Despite very strong hardware
sales, the Japanese launch was not without issues. Software sales were
initially low, with reports suggesting that many consumers purchased
the console primarily for its DVD playback capabilities. Additionally,
early complaints about faulty memory cards contributed to a dip in
Sony's stock price on the Tokyo Stock Exchange in the days following
the release.



Former Worldwide Studios president Shuhei Yoshida acknowledged that
Sony had been "awfully unprepared" for the transition from the
original PlayStation, noting the company's limited experience in
managing generational console launches. Due to a lack of launch
software, much of the early consumer interest centred on the console's
ability to play DVDs. According to Yoshida, in Japan, the best-selling
title during the launch period was not a game, but a DVD of 'The
Matrix'. He remarked that while standalone DVD players were still
expensive at the time, the PlayStation 2 offered comparable
functionality at a significantly lower price point, contributing to
its immediate commercial success. The PlayStation 2 launched with
eleven "underwhelming" titles, including 'Ridge Racer V', 'Tekken Tag
Tournament', and 'Street Fighter EX3'. By 31 March 2000, the
PlayStation 2 had sold its entire inventory of 1.4 million units in
Japan.


North America
===============
The United States launch on 26 October 2000 received a mixed
reception. Sony reduced their initial shipment from one million units
to approximately 500,000 due to supply constraints and manufacturing
issues with a new, smaller version of the Graphics Synthesiser chip,
leading to widespread shortages. This sparked rumours of intentional
stock manipulation to drive hype, especially as small supplies
remained available in Japan. Retailers, who had taken pre-orders based
on the higher estimates, were forced to cancel many reservations.
Despite the frustration, the scarcity created a media frenzy, with
widespread coverage of long queues and eager buyers camping outside
stores. Technology analyst Michael Gartenberg remarked that "you could
not get a PlayStation 2 in the US in that first holiday season", and
felt that its demand could have harmed Sony's image when consumers
were looking to purchase, but ultimately could not.

However, the launch was supported by a broader selection of games
compared to Japan. Electronic Arts sold 40,000 copies of 'Madden NFL
2001' prior to the console's release, and Rockstar Games saw early
success with 'Midnight Club: Street Racing' (2000) and 'Smuggler's
Run' (2000). Despite some criticism of the launch itself, Rockstar's
Sam Houser remarked that it marked the "beginning of a new era" for
the video game industry. American sales of the console generated $250
million on the first day, beating the $97 million made on the first
day of the Dreamcast. Sony's strategy of shipping approximately
100,000 PlayStation 2 units per week to the American market did little
to ease consumer frustration. While the console was readily available
in Japan, it remained largely sold out in the United States until
March 2001 due to manufacturing delays.


Europe
========
The PlayStation 2 had a yet more troubled launch in the United Kingdom
and rest of Europe on 24 November 2000. The BBC's consumer advocacy
programme 'Watchdog' criticised the console's £299 price as part of a
"Rip-off Britain" segment. Additionally, some media outlets speculated
that Sony had deliberately limited supply to create artificial demand.
This perception was intensified by the decision to allocate only
80,000 preorders to the European market, despite Sony having
previously identified Europe as its largest PlayStation territory,
with 28 million original PlayStation units sold--compared to 27
million in North America and 17 million in Japan. Particularly serious
were complaints about faults with the new consoles, many of which
purportedly failed to work on Christmas Day.

The European launch of the PlayStation 2 was marked by stock
shortages, which led to an unusual scene on release night as
journalists searched unsuccessfully for the kind of large-scale
consumer queues seen in Japan and the United States. Early resale
attempts online saw ambitious asking prices of up to £1,500, though
most units ultimately sold for closer to £500. Post-launch criticism
emerged online, with some gaming outlets focusing on the console's
lack of anti-aliasing and developers voicing frustration over the
system's programming complexity. At the time, Phil Harrison dismissed
the backlash as indicative of the "worldwide cultural significance" of
the console's arrival.


Market domination
===================
Despite its problematic launch, the PlayStation 2 was an immediate
financial and competitive triumph. Its success at the end of 2000
compounded Sega's serious financial issues; having sold 6.5 million
Dreamcast consoles over a period of 22 months, Sony managed to ship 10
million PlayStation 2 units in under 15 months, with sales continuing
to accelerate. As the PlayStation 2 increasingly dominated the market,
and with Nintendo and Microsoft preparing to enter with new consoles,
Sega chairman Isao Okawa made the decision to exit the hardware
business. The Dreamcast was discontinued on 31 March 2001. On the same
day, Sony announced that over 10.6 million units had been sold
worldwide.


Sony soon faced a new challenge from Microsoft's entry into the gaming
sector with their release of the Xbox in November 2001. Internally,
Sony executives recognised the scale of the threat, aware that
Microsoft held significantly greater financial resources. Whilst the
Japanese team were less alarmed, SCEE's Chris Deering anticipated
intense competition and took a cautious approach. However, Microsoft's
US-centric strategy resulted in the Xbox struggling to gain traction
outside North America, despite hiring talented staff. Sony's emphasis
on building strong relationships with third-party publishers, and
attractive incentives such as reduced platform fees, marketing
support, and access to advanced development kits, secured key
exclusives that helped maintain their market lead. This initiative was
heavily emphasised by Ken Kutaragi, who advocated for a diverse
ecosystem of software support. He advised that Sony should not
dominate more than a third of its own software market to avoid
alienating third-party developers.

By 2001, Sony had established a commanding lead in the gaming market,
bolstered by the break-out success of Rockstar's 'Grand Theft Auto
III' and Konami's 'Metal Gear Solid 2: Sons of Liberty'. The game's
open-world design captured the attention of a broad audience and
marked a turning point in the PlayStation 2's momentum. The console's
growing library reflected the same wide-ranging appeal that had
defined the original PlayStation, offering something for "every type"
of consumer. Sony also positioned itself at the forefront of
innovation. Early trade show demonstrations showcased the PlayStation
2's USB capabilities, with developers experimenting with motion
controls long before they became industry standard. This
experimentation would eventually lead to the release of the EyeToy, a
camera-based peripheral that introduced a new form of interactive play
and inspired a wave of titles aimed at broader, non-traditional
audience.

Many analysts initially predicted a close three-way matchup among the
PlayStation 2, Xbox and GameCube. While the Xbox boasted the most
powerful hardware, and the GameCube least expensive of the three, the
PlayStation 2 continued to rapidly outsell both platforms. By October
2002, it had sold 40 million units worldwide. Market research firm
In-Stat projected that Sony would sell 120 million consoles by 2006,
reaffirming the platform's commercial dominance. The report
highlighted the expanding scale of the video game industry,
characterising it as an increasingly significant segment of the
consumer electronics market. Sony cut the price of the console in 2002
from $299 to $199 in North America, undercutting both the Xbox and
GameCube. Further price drops in Japan followed in the following year.

In early 2004, Sony Computer Entertainment America (SCEA) reported
over 25 million PlayStation 2 units had sold in North America. Of
these, approximately 2.6 million were equipped for online play, with
one million users actively engaging in online gaming services. While
hardware sales were expected to decline as the PlayStation 2 entered
its post-peak sales period, software sales remained strong. Analysts
projected continued growth in the platform's game library and online
engagement, particularly as new online-compatible titles were released
and existing users looked to extend the utility of their consoles.

In September 2004, Sony revealed a newer, slimmer model of the
PlayStation 2 dubbed the "Slimline". An apparent manufacturing issue
and underestimated demand caused initial slowdown in producing the new
unit caused in part by shortages between the time Sony cleared out the
old units and the new units were ready. The issue was compounded in
the United Kingdom when a Russian oil tanker became stuck in the Suez
Canal, blocking a ship from China carrying PlayStation 2s bound for
the Port of Felixstowe. During one week in November 2004, British
sales totalled 6,000 units--compared to 70,000 units a few weeks
prior. Sony remedied the issue by hiring Russian Antonov AN-24 cargo
planes to airlift units twice a week. There were shortages in more
than 1,700 shops in North America on the day before Christmas.

It became the fastest game console to sell 100 million units by 2008,
accomplishing the feat within 5 years and 9 months from its launch;
though this was surpassed 4 years later when the Nintendo DS reached
100 million shipments in 4 years and 5 months from its launch.


Later years and discontinuation
=================================
The PlayStation 2 remained the best-selling and most played console by
2008, even surpassing the PlayStation 3. By July 2009, the system had
sold 138.8 million units worldwide, with 51 million of those units
sold in PAL regions. Later that year, Sony announced that it had
discontinued all console colours, however sales remained consistently
strong. In 2010, Sony introduced a Bravia television with a built-in
PlayStation 2.

Sales dropped significantly to 600,000 units by the beginning of 2012,
partly due to the global launch of the PlayStation Vita a few months
prior. By 31 March 2012, twelve years after its launch, over 155
million units were sold worldwide. Sony officially stopped supplying
updated sales numbers of the system in the same year. Production was
officially discontinued on 4 January 2013 after almost thirteen years
of production--one of the longest lifespans of any video game console.
Sales in the fourth quarter of 2012 reached an "astonishing" 1.6
million units, totalling to 5 million units sold that year, surpassing
the previous year's sales of 4.1 million units. New games continued to
be made until the end of 2013, including 'Final Fantasy XI' for Japan,
and 'FIFA 14: Legacy Edition' for North America and South America. The
last game ever released for the system was 'Pro Evolution Soccer 2014'
for the United Kingdom on 8 November 2013. Repair services for the
system in Japan ended on 7 September 2018 due to a shortage of parts.

In February 2024, Jim Ryan (CEO of Sony Interactive Entertainment)
confirmed on the Official PlayStation Podcast that the PlayStation 2
had sold 160.63 million units worldwide. This statement was not
directly corroborated by Sony themselves until eight months later,
when this figure officially appeared on the PlayStation 30th
Anniversary website in November that year.


Technical specifications
==========================
Emotion Engine CPU      PlayStation 2 graphics synthesiser      I/O processor

memory controller       SCPH-10000 motherboard  SCPH-70001 motherboard


The main central processing unit (CPU) is the 64-bit R5900-based
"Emotion Engine", custom-designed by Sony and Toshiba. The Emotion
Engine consists of eight separate "units", each performing a specific
task, integrated onto the same die. These units include a central CPU
core, two Vector Processing Units (VPU), a 10-channel DMA unit, a
memory controller, and an Image Processing Unit (IPU). There are three
interfaces: an input output interface to the I/O processor running at
a clock speed of 36.864 MHz, a graphics interface to the graphics
synthesiser, and a memory interface to the system memory. The Emotion
Engine CPU has a clock rate of 294.912 MHz (299 MHz on newer versions)
and 6,000 MIPS, with a floating point performance of 6.2 GFLOPS. The
system's I/O processor was based on the PlayStation's CPU and was
designed to provide full backward compatibility with the PlayStation.
The system has 32 MB of RDRAM.

The GPU is likewise custom-designed for the console, named the
"Graphics Synthesizer". It has a fillrate of 2.4 gigapixels per
second, capable of rendering up to 75 million polygons per second. The
GPU also runs with a clock frequency of 147.456 MHz (which is half the
clock speed of the Emotion Engine), 4 MB of DRAM is capable of
transmitting a display output of 1280 x 1024 pixels on both PAL and
NTSC televisions. The PlayStation 2 has a maximum colour depth of 16.7
million true colours. When accounting for features such as lighting,
texture mapping, artificial intelligence, and game physics, the
console has a real-world performance of 25 million polygons per
second. The PlayStation 2 also features two USB ports, and one IEEE
1394 (Firewire) port for SCPH-10000 to 3900x models only. A hard disk
drive can be installed in an expansion bay on the back of the console,
and is required to play certain games, notably the popular 'Final
Fantasy XI'. The system has 4 MB of Video RAM in the form of eDRAM.

Software was distributed primarily on DVD-ROMs, with some titles being
published on blue-tinted CD-ROM format. In addition, the console can
play audio CDs and DVD films and is backward-compatible with almost
all original PlayStation games. The PlayStation 2 also supports
PlayStation memory cards and controllers, although original
PlayStation memory cards will only work with original PlayStation
games and the controllers may not support all functions (such as
analogue buttons) for PlayStation 2 games. The standard PlayStation 2
memory card has an 8 megabyte (MB) capacity and features MagicGate
encryption.

The PlayStation 2 can natively output video resolutions on SDTV and
HDTV from 480i to 480p, and some games, such as 'Gran Turismo 4' and
'Tourist Trophy', are known to support up-scaled 1080i resolution. The
PlayStation 2 supports the following standards: composite video(480i),
S-Video (480i), RGB (480i/p), VGA (for progressive scan games and PS2
Linux only), YPbPr component video (which display most original
PlayStation games in their native 240p mode which most HDTV sets do
not support), and D-Terminal. Cables are available for all of these
signal types; these cables also output analogue stereo audio.
Additionally, an RF modulator is available for the system to connect
to older TVs.


Models
========
The PlayStation 2 underwent many revisions during its lifespan. It is
primarily differentiated between models featuring the original "fat"
case design and "slimline" models, which were introduced at the end of
2004. In 2010, the Sony Bravia KDL-22PX300 was made available to
consumers. It was a 22" HD-Ready television which incorporated a
built-in PlayStation 2.

The standard colour of the PS2 is matte black. Several variations in
colour were produced in different quantities and regions, including
ceramic white, light yellow, aqua, metallic silver, navy blue, opaque
blue, midnight black, pearl white, sakura purple, satin gold, satin
silver, snow white, super red, ocean blue, and pink, which was
distributed in some regions such as Oceania, and parts of Asia.

In October 2004, Sony released the "Slimline", a smaller, redesigned
version of the original PlayStation 2. It includes a built-in Ethernet
port and an internal power supply. Due to its thinner profile, it does
not contain the 3.5" expansion bay and therefore does not support the
internal hard disk drive. The removal of the expansion bay was
criticised as a limitation to software, due to the existence of titles
such as 'Final Fantasy XI', which required the HDD use. The slimline
model features a top-loading disc mechanism, replacing the motorised
tray-loading system of the original version. Like its predecessor, the
slimline console is designed to operate in both horizontal and
vertical orientations; however, vertical placement requires a
dedicated stand for stability.

Sony also manufactured a consumer electronic device, the PSX, which
was marketed as an all-in-one home media centre. Integrating
nanotechnology, the system combines the PlayStation 2's Graphics
Synthesiser and Emotion Engine processors into a single chipset, known
as the 90 nm EE+GS. In addition to its gaming capabilities, the PSX
features an integrated analogue television tuner, as well as the
ability to record both television programmes and DVDs. The device also
supports broadband internet connectivity and features a memory card
slot, enabling users to view digital photographs and play MP3 audio
files directly on a connected television. It was released exclusively
in Japan on 13 December 2003 in two models: the DESR-5000, featuring a
160 GB hard drive, priced at ¥79,800, and the DESR-7000, with a 250 GB
hard drive, priced at ¥99,800.


Online support
================
The PlayStation 2 introduced optional online functionality via a
dedicated network adaptor, which enabled both Ethernet and dial-up
internet connections. The hardware component of the adaptor was
compact--smaller than a standard paperback book--and installed easily
into the expansion bay at the rear of the console. Once secured with
two screws and connected to a telephone line or Ethernet cable, the
adaptor was ready for use. Sony did not operate their own
subscription-based online service for the PlayStation 2, instead
allowing users to connect through existing internet service providers.
However, some providers, such as AOL, imposed additional charges for
console connectivity--typically around $4.95 per month.

A key distinction in Sony's approach was their support for both
broadband and dial-up connections, in contrast to Microsoft's
broadband-only requirement for the Xbox. While broadband provided a
significantly smoother experience, Sony's decision ensured greater
accessibility for users with limited internet infrastructure. For
households with established home networks, connecting the PlayStation
2 via Ethernet to a router was straightforward and efficient.  Sony
also delegated the responsibility for online functionality to
individual game developers and publishers. Each third-party developer
was required to manage their own servers and infrastructure for their
respective titles. This decentralised model meant that users often
needed to create separate login credentials for each game, and the
quality of online services varied depending on the developer's
expertise and resources.


Controllers
=============
The PlayStation 2's DualShock 2 controller retains most of the same
functionality as its predecessor, with several key enhancements. The
most significant functional upgrade is the inclusion of
pressure-sensitive inputs across all primary controls. Unlike the
original DualShock controller, which featured only digital input for
the directional pad and face buttons, the DualShock 2 allowed for 255
levels of pressure sensitivity on the directional pad; four face
buttons, and four shoulder buttons. Aesthetically, the DualShock 2 is
distinguished by its black colour scheme and minor adjustments in
weight and internal components. It is marginally lighter than the
original, due in part to a reduction in the mechanical complexity of
the vibration motors. The DualShock 2 maintained the overall layout
and ergonomics of the original controller. Like its predecessor, the
DualShock 2 controller has force feedback, or "vibration"
functionality.

Specialised controllers include light guns (GunCon), fishing rod and
reel controllers, a 'Dragon Quest VIII' "slime" controller, a 'Final
Fantasy X-2' "Tiny Bee" dual pistol controller, an 'Onimusha 3' katana
controller, and a 'Resident Evil 4' chainsaw controller.


Peripherals
=============
EyeToy  DVD remote      8MB memory card

[[PlayStation Multitap]]        40GB hard drive Network adaptor


Much like the original PlayStation, Sony released a series of
peripherals to add extra layers of functionality. Such peripherals
include memory cards, a DVD remote control, an internal or external
hard disk drive (HDD), network adapter, horizontal and vertical
stands, the Multiplayer Adapter (a four-player Multitap), a USB motion
camera (EyeToy), keyboard and mouse, and a headset. Unlike the
original PlayStation, which requires the use of an official
PlayStation Mouse to play mouse-compatible games, the few PlayStation
2 games with mouse support also work with a standard USB mouse as well
as a USB trackball.

Early versions of the console could be networked via an i.LINK port,
though this had little game support and was ultimately removed in the
"Slimline" model. Some third-party companies, such as Joytech,
produced LCD monitor and speaker attachments for the PlayStation 2,
which attach to the rear of the console. These allow users to play
games without access to a television as long as there is access to
mains electricity or a similar power source.

There are many accessories for musical games, such as dance pads for
'Dance Dance Revolution' titles, Konami microphones for use with the
'Karaoke Revolution' games, wireless microphones (sold with and used
exclusively for 'SingStar' games), various "guitar" controllers (for
the 'Guitar Freaks' series and 'Guitar Hero' series), the drum set
controller (sold in a box set (or by itself) with a "guitar"
controller and a USB microphone (for use with 'Rock Band' and 'Guitar
Hero' series), and a taiko drum controller for 'Taiko: Drum Master'
(2004).

Sony released a Linux-based operating system kit, Linux for
PlayStation 2, which included a keyboard, mouse, Ethernet adapter and
HDD. In Europe and Australia, the consoles comes with a free Yabasic
interpreter on the bundled demo disc. This allows users to create
simple programs for the PlayStation 2. A port of the NetBSD project
and BlackRhino GNU/Linux, an alternative Debian-based distribution,
are also available.


                            Game library
======================================================================
With a total of 10,987 game titles, the PlayStation 2 features a
diverse global library. Premier franchises include the 'Grand Theft
Auto', 'Final Fantasy', and 'Metal Gear Solid' series, most games of
which were released exclusively for the console. Several prolific
series first arrived on the console, including 'God of War' (2005),
'Ratchet & Clank' (2002), 'Jak and Daxter: The Precursor Legacy'
(2001), 'Devil May Cry' (2001), and 'Kingdom Hearts' (2002). The
best-selling PlayStation 2 game is 'Grand Theft Auto: San Andreas',
which sold 17.33 million units. After the PlayStation 2's
discontinuation in 2013, the cumulative software shipment was 1.54
billion units.

Following its 2000 launch in Japan, the PlayStation 2 was released
with eleven launch titles; early notable games included 'Ridge Racer
V' (2000) and 'Tekken Tag Tournament' (2000). This was increased to 29
titles for its North American launch, and 30 in Europe. The last games
released for the console were 'Final Fantasy XI: Seekers of Adoulin'
(2013) in Japan, 'FIFA 14' (2013) in North America, and 'Pro Evolution
Soccer 2014' (2013) in the United Kingdom.


                             Reception
======================================================================
The PlayStation 2 received critical acclaim upon release. Initial
reviews commended its hardware and graphics capabilities, ability to
play DVDs, and backward compatibility with games and hardware for the
original PlayStation. Early points of criticism included the lack of
online support at the time, its inclusion of only two controller
ports, and the system's price at launch compared to the Dreamcast in
2000. 'PC Magazine' in 2001 called the console "outstanding", praising
its "noteworthy components" such as the Emotion Engine CPU, 32 MB of
RAM, support for IEEE 1394 (branded as "i.LINK" by Sony and "FireWire"
by Apple), and the console's two USB ports while criticising its
"expensive" games and its support for only two controllers without the
multitap accessory.

The inclusion of DVD playback was a major factor in the commercial
success of the PlayStation 2. At launch, the PS2 was priced comparably
to standalone DVD players, making it an attractive option for
consumers. This multifunctionality also the increased console's appeal
beyond traditional gamers and accelerate DVD adoption in households.

There was, however, some concern about the system's abilities
following the lack of anti-aliasing in the two most popular early
titles, 'Ridge Racer V' (2000) and 'Tekken Tag Tournament' (2000). It
was exacerbated for a period of time post-launch amid concerns about
the relative lack of new quality software. This situation was
eventually turned around following a spate of highly acclaimed games
in the final quarter of 2001. Later reviews, especially after the
launch of the competing GameCube and Xbox systems, continued to praise
the PlayStation 2's large game library and DVD playback, while
routinely criticising the PlayStation 2's lesser graphics performance
compared to the newer systems and its rudimentary online service
compared to Xbox Live. In 2002, CNET rated the console 7.3 out of 10,
calling it a "safe bet" despite not being the "newest or most
powerful", noting that the console "yields in-game graphics with more
jagged edges". CNET also criticised the DVD playback functionality,
claiming that the console's video quality was "passable" and that the
playback controls were "rudimentary", recommending users to purchase a
remote control. The console's two controller ports and the high cost
of its memory cards were also a point of criticism.

The slim model of the PlayStation 2 received positive reviews for its
small size and built-in networking, but received criticism for easily
overheating due to the exclusion of the original model's built-in fan.
The requirement for a separate power adapter was criticised while the
top-loading disc drive was noted as being less likely to break
compared to the tray-loading drive of the original model.


Legacy
========
The PlayStation 2 overcame the earlier launch of the Sega's Dreamcast
and then fended off competition from Microsoft's newcomer Xbox and
Nintendo's GameCube. Its immense success and failure of the Dreamcast
were among the main factors which led to Sega abandoning the console
market entirely. Sony's integration of a DVD player into the console
not only positioned it as a cost-effective home entertainment device,
but also helped broaden its reach beyond traditional gaming audiences.
This feature contributed to the PlayStation 2's widespread adoption,
particularly as DVD technology was gaining popularity.

Additionally, the console served as the exclusive platform for several
early landmark titles such as 'Grand Theft Auto III' (2001), 'Final
Fantasy X' (2001), and 'Metal Gear Solid 2' (2001), during a period
marked by significant innovation in game design. This era saw the
emergence of cinematic storytelling and expansive open-world gameplay,
which further solidified the system's appeal. According to Piers
Harding-Rolls, a senior analyst at IHS Screen Digest, Sony's marketing
strategy--particularly its alignment with association football--was
instrumental in securing strong market penetration in regions where
console gaming had previously been underdeveloped. In its later years,
the PlayStation 2 expanded its demographic by incorporating lifestyle
and social games, further enhancing its longevity and appeal during
the mid-2000s.

The PlayStation 2 has often ranked among the best video game consoles.
In 2020, Keith Stuart from 'The Guardian' named it as the second best
console, declaring that its "utter dominance" and technical prowess
heralded a golden era in video gaming. IGN ranked the PlayStation 2 in
2009 as the third best console, noting its diverse game library and
appeal towards all audiences to be a strong testament to its "staying
power". In 2018, 'Retro Gamer' named it the fifth best console,
similarly crediting its large library and appeal to developers as key
factors in gaining mass success, lauding it as a machine with "mad
architecture".


                              See also
======================================================================
* Linux for PlayStation 2
* PCSX2 - PlayStation 2 (PS2) emulator for Microsoft Windows, Linux,
and macOS
* PlayStation Broadband Navigator


License
=========
All content on Gopherpedia comes from Wikipedia, and is licensed under CC-BY-SA
License URL: http://creativecommons.org/licenses/by-sa/3.0/
Original Article: http://en.wikipedia.org/wiki/PlayStation_2