Networking

Networking

You can enjoy online games by connecting the PlayStation®2 console to a network.

Notes

Games that require use of the internal hard disk drive (for PlayStation®2) are not compatible with this console. Contact SCEA Consumer Services at 1-800-345- 7669 or visit http://www.us.playstation.com for details.

There is no need to purchase the network adaptor (for PlayStation®2) (sold separately). This console has a built-in network connector to allow connection to a broadband network.

Items you will need

To connect to a network and to create network settings, you will need the following:

An account with a broadband Internet service provider

A commercially available network cable

The online start-up disc (supplied) or PlayStation®2 format software compatible with the network adaptor (for PlayStation®2)

A memory card (8MB) (for PlayStation®2) (sold separately) with at least 94 KB of free space

Login and network settings information provided by your Internet service provider

Notes

Network cables can be of either straight-thru or crossover types. In most cases, a straight-thru type cable can be used to connect a PlayStation®2 console to a network. Depending on the network device being used, a crossover type cable may be required. For details, refer to the instructions supplied with the network device.

Some titles may not require a memory card (8MB) (for PlayStation®2) to access online content.

Connecting to a network

This model of the PlayStation®2 console supports broadband connection. See "Connecting with a network cable" ( page 44) for basic setup instructions.

Warning

Do not plug the AC power cord for the console into an electrical outlet until you have made all other connections.

About DNAS

Sony Computer Entertainment Inc. (SCEI) uses DNAS (Dynamic Network Authentication System), a proprietary authentication system, to help protect copyright and security in connecting the PlayStation®2 console to a network. DNAS retrieves information about a user's hardware and software for authentication, copy protection, account blocking, system, rules, or game management and other purposes. The information collected does not identify the user personally. For full details, see the online user agreement in individual games.

US

Networking

Networking 43