WEBVTT
Kind: captions
Language: en

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When Sony released the PlayStation, the first
commercially successful game console to use

00:00:04.360 --> 00:00:08.940
the compact disc as its storage medium, they
had a problem on their hands.

00:00:08.940 --> 00:00:14.900
Using a CD gave them all sorts of advantages,
but the CD burner and CD-R presented a challenge.

00:00:14.900 --> 00:00:19.570
What’s to stop someone from making illegal
copies of our precious intellectual property?

00:00:19.570 --> 00:00:21.070
Well, they thought of a solution.

00:00:21.070 --> 00:00:25.531
If I take this copy of Parappa the Rapper
and pop it in my computer’s CD drive, it

00:00:25.531 --> 00:00:26.710
can see what’s on there.

00:00:26.710 --> 00:00:28.820
And it will gladly make a copy.

00:00:28.820 --> 00:00:31.460
My duplicate disc has exactly the same files
on here.

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Awesome!

00:00:32.460 --> 00:00:33.460
It should work!

00:00:33.460 --> 00:00:34.460
And yet, it doesn't.

00:00:34.460 --> 00:00:38.250
The PlayStation knows that this is a counterfeit
disc, and it won’t play it.

00:00:38.250 --> 00:00:39.250
Why?

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Well, the data on these two discs may be exactly
the same, but this disc is missing something

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which cannot be replicated by a CD burner.

00:00:45.489 --> 00:00:48.329
Now, it’s actually pretty easy to get around
this.

00:00:48.329 --> 00:00:52.950
Mod chips and disc swapping were two well
known ways to bypass this copy protection.

00:00:52.950 --> 00:00:57.510
And of course these days, there are emulators,
so using the console itself isn’t even required.

00:00:57.510 --> 00:01:02.090
Now I’m not going make a comment on the
pitfalls of DRM or the people who circumvent it.

00:01:02.090 --> 00:01:05.560
Sony has valid reasons for using it, and there
are also perfectly legitimate reasons for

00:01:05.560 --> 00:01:10.470
an individual to use a copied disc--for example
to provide a backup of your software library.

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But in this video, I’d like to suggest a
way that Sony could have made the PlayStation

00:01:13.900 --> 00:01:16.110
discs almost impossible to copy.

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There’s a certain quirk in the design of
these consoles that suggests they might have

00:01:19.790 --> 00:01:22.090
had this in mind, but abandoned it.

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So first, let’s take a quick look at the
history of the console, as well as how the

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copy protection actually works.

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The original Sony PlayStation was a groundbreaking
product in a number of ways.

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Though not the first video game console to
use the compact disc for data storage, it

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was the first to achieve widespread success.

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There’s a fascinating history as well as
a juicy tale of corporate backstabbing behind

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the PlayStation’s creation which I won’t
go into here in much detail.

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But if you weren’t aware, the PlayStation
started as an accessory for the SNES.

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Yep, Nintendo hired Sony as a hardware accessory
partner, and after deciding that the terms

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of the contract weren’t to their liking
in regards to software rights, Nintendo just

00:01:59.850 --> 00:02:04.320
shoved Sony aside and instead announced a
new partnership with Philips.

00:02:04.320 --> 00:02:08.149
Rather than just abandon their work, Sony
decided to make their own game console as

00:02:08.149 --> 00:02:10.619
the ultimate F.U. to Nintendo.

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Using optical storage for game data had tons
of advantages over the then standard ROM cartridges.

00:02:16.070 --> 00:02:20.319
They were cheaper to make, could hold MUCH
more data, were smaller, more versatile, and

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due to that extra data, allowed for things
such as CD-quality audio alongside gameplay.

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The CD-ROM’s biggest disadvantage was that
of a slow load time, as the data being read

00:02:30.670 --> 00:02:33.770
from the disc isn’t coming in particularly
quickly.

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A ROM cartridge could be read at any point
randomly and with higher data throughput,

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allowing many games to load nearly instantly.

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Oh, and the CD was also pretty fragile, so
there’s that, too.

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And, uh, early consoles suffered from a poorly
designed CD reader, so…

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well they weren’t perfect.

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Even though the original PlayStation only
has a measly 2 megabytes of RAM, a normal

00:02:54.590 --> 00:02:58.170
CD only outputs 1.2 megabits per second.

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The CD-ROM drive in the PlayStation could
operate at 2X speed, but even then it would

00:03:02.540 --> 00:03:05.530
take 6.5 seconds to fill the RAM completely.

00:03:05.530 --> 00:03:09.110
But of course, it usually took longer than
that, as the laser would have to dart around

00:03:09.110 --> 00:03:12.730
the disc to get all of the data it needed
to load the next environment.

00:03:12.730 --> 00:03:14.900
Want to play a skirmish in Twisted Metal 4?

00:03:14.900 --> 00:03:19.540
You’ll be staring at this screen and listening
to this for a good while.

00:03:19.760 --> 00:03:33.140
[Sound of console seeking data on CD]

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Anyway, though there were downsides, the CD-ROM
is arguably what made the original PlayStation

00:03:38.879 --> 00:03:40.209
so successful.

00:03:40.209 --> 00:03:43.450
But it also introduced that unique problem for
Sony.

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All cartridge based video game systems are
essentially immune to counterfeit copies being

00:03:47.300 --> 00:03:48.620
made of their games.

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You’d need to have awfully specialized equipment
to duplicate one of these, and then you’d

00:03:52.870 --> 00:03:55.239
need to track down a blank cartridge with
writable memory.

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So, it was pretty much never done.

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But the CD-ROM, well that’s easy as pie
to copy!

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Although they were pretty expensive at the
time, the CD Burner was very much a thing

00:04:03.980 --> 00:04:08.909
when the PS1 was released, and so was the
CD-R. Obviously worried about the potential

00:04:08.909 --> 00:04:13.330
for piracy, Sony engineered a pretty clever
trick into the system to ensure only legit

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discs could be played.

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However, it wasn’t actually that clever.

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OK, well, the actual feature is, but the implementation
wasn’t.

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Like I said before, in reality it was pretty
easy to get around the copy protection.

00:04:25.560 --> 00:04:28.699
So then, how does the copy protection on the
PS1 discs work?

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First, let’s get it out of the way and say
that the black color of the disc has nothing

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to do with it, whatsoever.

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Though one promo video about the PlayStation
suggests that this could be the purpose, it isn’t.

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This is just for looks.

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[NARRATOR: Black ink is added to the plastic
to give the CD its distinctive, “cool PlayStation-only look.”

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This also helps protect the CD from illegal
copying.]

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Actually, it’s not even black, it’s a
very deep purpley-blue.

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This is a similar color of plastic to what's
commonly found in front of infrared light

00:04:58.159 --> 00:05:00.689
sensors on a device with a remote control.

00:05:00.689 --> 00:05:04.849
It’s completely transparent to infrared
light, but mostly opaque to visible light.

00:05:04.849 --> 00:05:10.369
There was nothing special about the PlayStation’s
CD-ROM drive that allowed it to read these discs.

00:05:10.369 --> 00:05:13.580
The infrared light of a normal CD laser will
read it just fine.

00:05:13.580 --> 00:05:17.300
Side note--In my last video, I made an error
in suggesting that DVD players don’t have

00:05:17.300 --> 00:05:21.160
an infrared laser, and use their red laser
to read a CD.

00:05:21.160 --> 00:05:25.759
This is not true, in fact many early DVD players
have two complete laser pickups on a single

00:05:25.759 --> 00:05:29.629
sled, and later devices used the same laser
with two diodes.

00:05:29.629 --> 00:05:33.599
The wavelength of light is pretty important
for reading an optical disc correctly--it’s

00:05:33.599 --> 00:05:37.759
tuned to the size of the pits--so a second
infrared laser diode is necessary to read

00:05:37.759 --> 00:05:38.819
a CD.

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I had completely forgotten about the importance
of wavelength, and thankfully the comments

00:05:42.680 --> 00:05:43.710
set me straight.

00:05:43.710 --> 00:05:48.020
One commenter noted that CD compatible DVD
laser pickups usually have two adjustment

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pots on them, one for the IR laser, and one
for the red laser, and sure enough,

00:05:51.900 --> 00:05:53.100
there they are!

00:05:53.100 --> 00:05:53.600
Anyway,

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What Sony actually did was to add two things
to the disc during mastering that weren’t

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normally there on a garden variety compact
disc.

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Well, actually, it was one addition that accomplished
two tasks.

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To understand what they did requires a little
bit of knowledge into the laser pickup system

00:06:08.409 --> 00:06:10.419
of any optical disc format.

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It’s impossible to produce a CD, DVD, Laserdisc,
Blu-Ray, or economic policy that is exactly perfect.

00:06:17.160 --> 00:06:19.500
There will always be some imperfections.

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The discs aren’t usually completely flat,
so the distance between the disc and laser

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lens is constantly fluctuating.

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The disc is also never exactly centered, so
the pits usually move back and forth with

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each rotation.

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To handle this, the objective lens is sort
of floating, and electromagnets can lift it

00:06:35.800 --> 00:06:40.129
(or lower it) as well as wiggle it left and
right it to make sure the pits are in focus,

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and that it’s following the data spiral.

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To see this in action, it’s actually easiest
to look at a Laserdisc.

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This disc is badly warped, and towards the
edges the laser is bouncing pretty wildly

00:06:49.469 --> 00:06:51.899
to keep its focus distance constant.

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Though almost never this extreme, a CD player
or PlayStation needs to do this, too.

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In fact, here’s the laser of a PlayStation
wiggling back and forth ever so slightly to

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read the data from this Audio CD.

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This clip also shows how the laser carriage
only moves for coarse tracking in steps.

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Notice how it moves outward, but the position
of the lense relative to the disc doesn’t change.

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Now, the laser’s movement is only there
to maintain tracking on the data stream.

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A CD player couldn’t care less about what
the Laser is doing,

00:07:19.340 --> 00:07:21.479
it just wants to see the data.

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Any wobbliness of the track is irrelevant
to its goal of reading the data; so as long

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as the wobble isn’t too extreme, its presence
is of no consequence.

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Generally, the circuitry in charge of this
tracking and focus is part of the laser pickup assembly.

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This task is done at the hardware level, and
can be considered automatic from the perspective

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of the circuitry that actually processes the
data itself.

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There’s a really great paper linked in the
description that goes over how this is actually

00:07:46.009 --> 00:07:47.009
accomplished.

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What Sony did was introduce a way to actually
keep track of how the laser lens moved.

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The hardware would monitor the horizontal
movement of the objective lens, and it was

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looking for a specific wobble in the data
it’s reading.

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As part of the mastering process in PlayStation
discs, the very first sectors of data in the

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pregap are recorded with a wobble of a specific
frequency.

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Rather than a smooth spiral, the track looked
something like this.

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The wobbling was also used for encoding which
region the disc was for.

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The region code was amplitude modulated into
the wobble itself, and if the code on the

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disc didn’t match the console’s BIOS,
it would not play.

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The reason this worked was that any ordinary
CD drive would just ignore this wobble.

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Actually, ignore isn’t quite the right word.

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It was unaware of the wobble.

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The tracking circuitry in its laser pickup
would just do its job and keep the laser in

00:08:35.440 --> 00:08:36.789
line with the data stream.

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It didn’t matter how the data wobbled, or
even if the data wobbled.

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Its job was just to get the data.

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When you made a copy, that copy would be missing
the wobble.

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When the CD drive is reading the disc to make
an image file for burning, it isn’t even

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aware of the wobble.

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The data captured during the disc read is
all that matters for burning the disc.

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Now, a CD burner is looking for a wobble
on a CD-R, but for a very different reason.

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A CD-R has a premade wobble molded into the
polycarbonate--that’s the plastic the disc

00:09:06.079 --> 00:09:07.170
is made of.

00:09:07.170 --> 00:09:11.440
This wobble contains the ATIP, which tells
the CD burner the properties of the disc such

00:09:11.440 --> 00:09:15.519
as its capacity and maximum write speed, and
throughout the rest of the disc it wobbles

00:09:15.519 --> 00:09:17.089
at a constant frequency.

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A CD burner is looking for this wobble as
it writes to a disc both to maintain proper

00:09:21.550 --> 00:09:26.069
tracking as it writes on it, as well as to
maintain the proper writing speed.

00:09:26.069 --> 00:09:30.970
Because this wobble is already there on a
CD-R, even if a CD drive could detect the

00:09:30.970 --> 00:09:35.220
region-encoding wobble on a PlayStation disc,
it couldn’t recreate it.

00:09:35.220 --> 00:09:40.040
To recreate the wobble of a PlayStation disc
would require jumping in and out of this premade

00:09:40.040 --> 00:09:42.540
groove, which the burner can’t do.

00:09:42.540 --> 00:09:47.009
Even if it tried, by crossing the premade
lines, the data would likely be impossible

00:09:47.009 --> 00:09:48.410
to read correctly.

00:09:48.410 --> 00:09:53.139
Where Sony failed was by being a little lazy
with how disc authenticity is checked.

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With few exceptions, the console only looks
for this wobble at bootup.

00:09:57.310 --> 00:10:01.399
People figured this out, and by defeating
the lid switch and carefully watching a disc

00:10:01.399 --> 00:10:06.170
spin, you can see when it’s checking for
the wobble and swap in a burned copy for a

00:10:06.170 --> 00:10:08.579
real disc with a little practice.

00:10:08.579 --> 00:10:12.440
The reason this worked is that Sony built
in a healthy bit of tolerance for damaged

00:10:12.440 --> 00:10:17.350
discs; so as long as you are fast enough,
it will just pass the disc off as being scratched,

00:10:17.350 --> 00:10:19.730
thus needing multiple attempts to read the
data.

00:10:19.730 --> 00:10:24.279
But disc swapping was annoying and also could
damage your discs and perhaps even the console,

00:10:24.279 --> 00:10:28.280
so the other option was to install a modchip
that would inject the code into the system

00:10:28.280 --> 00:10:32.330
at the right time, so even though the laser
wasn’t seeing the wobble, the processor

00:10:32.330 --> 00:10:34.250
would think that it did.

00:10:34.250 --> 00:10:38.589
Game developers eventually created ways to
detect a modchip, so this wasn’t completely

00:10:38.589 --> 00:10:43.180
infallible, but it was still a relatively
easy way to play a burnt disc.

00:10:43.180 --> 00:10:46.959
So now that you know what the PS1 does to
determine the validity of a disc, as well

00:10:46.959 --> 00:10:51.529
as why it was so easy to get around it, here’s
where my little theory comes into play.

00:10:51.529 --> 00:10:54.060
I had mentioned there’s a design quirk.

00:10:54.060 --> 00:10:58.230
When you open up the lid of a PS1, you might
notice that the area that holds the CD is

00:10:58.230 --> 00:11:01.880
MUCH larger than the CD itself.

00:11:01.880 --> 00:11:07.360
Could it be that Sony had originally intended
for PS1 discs to be larger than a standard CD?

00:11:07.360 --> 00:11:12.060
Some people think the PS1 discs contain data
outside the range of a normal CD’s laser

00:11:12.060 --> 00:11:15.550
carriage, and that this is how the copy protection
works.

00:11:15.550 --> 00:11:18.819
While this isn’t the case, Sony could have
done that.

00:11:18.819 --> 00:11:23.139
And if they did it by going outside the normal
readable area, they could have really locked

00:11:23.139 --> 00:11:24.440
this down.

00:11:24.440 --> 00:11:28.930
Imagine that the PlayStation discs were an
extra 3 centimeters across, making it a 15

00:11:28.930 --> 00:11:30.879
centimeter disc rather than 12.

00:11:30.879 --> 00:11:35.139
If Sony had extended the rails on their CD
drive in here, the laser could read all the

00:11:35.139 --> 00:11:37.920
way to the edge of this slightly larger disc.

00:11:37.920 --> 00:11:41.379
Not only would this have increased the amount
of data on the disc, but it would have made

00:11:41.379 --> 00:11:44.269
copying them almost impossible.

00:11:44.269 --> 00:11:48.680
Almost every CD drive has a second insert
for 8 cm discs, and top loading drives can

00:11:48.680 --> 00:11:50.509
of course handle them, too.

00:11:50.509 --> 00:11:53.930
The physical size of a CD can be smaller,
and it will still work.

00:11:53.930 --> 00:11:58.529
But if Sony had gone bigger, you could not
physically fit a PlayStation disc into the

00:11:58.529 --> 00:12:01.410
standard five and a quarter inch CD burner
in your PC.

00:12:01.410 --> 00:12:05.699
If would fit fine in here, but there’s no
way it will make it in here.

00:12:05.699 --> 00:12:09.509
If they had done this, the PS1 could still
play audio CDs just fine.

00:12:09.509 --> 00:12:12.290
It wouldn’t remove any functionality from
the system.

00:12:12.290 --> 00:12:16.379
It’s already more than capable of playing
an 8 cm CD OK.

00:12:16.379 --> 00:12:20.420
And if they had always ensured that some of
the game data was written outside the 12cm

00:12:20.420 --> 00:12:25.760
diameter of a normal CD, even on smaller games
which needed less than the 700 megabytes of

00:12:25.760 --> 00:12:31.740
data available on standard CD, a copy would
be impossible to make without the console noticing.

00:12:31.740 --> 00:12:36.840
If Sony had gone this route, can you imagine
how difficult it would be to make a duplicate disc?

00:12:36.840 --> 00:12:41.519
No one was making CD drives capable of reading
a disc that large, and there would be little

00:12:41.519 --> 00:12:44.060
incentive to start doing so.

00:12:44.060 --> 00:12:48.740
Even if a CD burner appeared on the market
which could handle a 15 centimeter disc, how

00:12:48.740 --> 00:12:52.420
easy do you think it would be to get your
hands on a 15 centimeter CD-R?

00:12:52.420 --> 00:12:54.680
Now, it’s obvious why Sony didn’t do this.

00:12:54.680 --> 00:12:59.209
The whole point of using the CD was to make
manufacturing games quick and cheap.

00:12:59.209 --> 00:13:04.069
To make a 15cm CD is really to make an entirely
new format.

00:13:04.069 --> 00:13:08.490
That would require new disc pressing machinery,
or at the very least significant retooling

00:13:08.490 --> 00:13:09.980
of existing machinery.

00:13:09.980 --> 00:13:14.879
Also, a new case design would be needed, with
a physically larger disc being more difficult

00:13:14.879 --> 00:13:15.879
to store.

00:13:15.879 --> 00:13:20.399
The standard CD jewel case already had the
support of countless storage systems.

00:13:20.399 --> 00:13:24.550
But if they had decided to just make the discs
a tiny bit bigger, which the design of the

00:13:24.550 --> 00:13:30.140
early consoles suggests was possible, if not
intended, mod chips and disc swapping couldn’t

00:13:30.140 --> 00:13:31.519
have done a thing.

00:13:31.519 --> 00:13:35.060
A burned PlayStation game simply couldn’t
exist.

00:13:35.060 --> 00:13:37.029
Thanks for watching, I hope you enjoyed this
video.

00:13:37.029 --> 00:13:40.540
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00:13:45.259 --> 00:13:48.560
That’s what happens when you’re late to
the party.

00:13:48.560 --> 00:13:51.589
Of course, I’d like to take the time to
thank my Patreon supports.

00:13:51.589 --> 00:13:53.580
Patrons of the channel are what keep these
videos coming.

00:13:53.580 --> 00:13:57.529
If you’re interested in becoming a patron
as well, please check out my Patreon page.

00:13:57.529 --> 00:14:01.269
There’s a link on your screen, or you can
find one in the description.

00:14:01.269 --> 00:14:03.840
Thanks for your consideration, and I’ll
see you next time!

00:14:11.760 --> 00:14:14.300
[Snaps fingers] And That!... is the end.

