Philips Magnavox Videogames and the Entertainment Revolution Trigger Happy User Manual

Page 15

Advertising
background image

Trigger Happy

17

their market preeminence, because Sony wasn’t happy
about being messed around with by the arrogant Mario
machine, and decided to go it alone and muscle in on
the videogames business themselves. Thus the Sony
PlayStation was born. On its launch in 1995 it blew
Sega’s new machine, the Saturn, out of the water.
Nintendo, meanwhile, didn’t have a competitive
console out until two years later: the Nintendo 64,
which had a handful of brilliant games but was
woefully under-supported by most software developers.
The landscape of power had irrevocably shifted while
my back was turned.

Apart from the odd blast in an arcade, I hadn’t

thought about videogames again. Then, one summer, I
was staying in a friend’s Edinburgh flat while watching
more or less disastrous pieces of fringe theater at the
rate of three or four a day. The odorous broom closet I
was sleeping in had only one particularly interesting
piece of furniture: a PlayStation. My friend introduced
me to something called WipEout 2097, a fast, futuristic
hover-racing game. My jaw dropped.

Over the previous decade, it seemed, videogames had

really grown up. This was an amazing, sensebattering,
physically thrilling trip. Artistically, it felt

Advertising