The PC Engine is the japanese counterpart of the US-released Turbografx 16 / Turbo Duo product line. This platform was destined to carve it's way into gaming history, and is regarded by many as the true game enthusiast's system. This page is a historical reflection and tribute to this legendary game machine.
The PC Engine was born into the video game world in Japan on October 30th, 1987. It was the first of a new generation of advanced gaming machines. The efforts of elite companies NEC and Hudson created a system capable of playing arcade-quality games at an affordable price (24,800 yen, or around $180 at the time). It was far more powerful than any other console when it was released. Using a custom designed processor, the 8-bit HuC6280, the system ran at a fast 7.12 MHZ. Thanks to additional dual 8-bit graphics processors, graphics were truly arcade quality; it could display graphics from a palette of 512 colors at a resolution of 320X256. Sprites could be larger, and more of them could be displayed. Despite the PC Engine's 8-bit CPU, it's custom chips and innovative design enabled it to compete in the 16 bit era and beyond. However, there is much more to the PC Engine's story than just hardware specs.
Functionally and physically, the system was unique and well designed. Extremely compact, it measured roughly 5.5 X 5.5 X 1.5 inches; about the size and shape of a portable CD player. The original system was white, with the lone control being a power switch on the front. The included controller was a more ergonomically designed control pad similar to that found on the Famicom, and could be removed. The games themselves were not stored on cartridges, but on small plastic cards known as "HuCards". The cards were no larger than a credit card but slightly thicker, and were stored in space efficient cases that resembled a CD jewel case. Although they were small in size, they were powerful; HuCards were produced that stored between 1-20 megabits of ROM. This new type of media was a refreshing change of pace, and they were far easier to store and clean than cartridges.
The first titles for the system consisted of mostly shooters and action games. The first game, Bikkuri Man World was a version of the arcade "Monster Land" game, and was graphically superior to the Sega Master System version. Soon followed popular arcade translations like R-Type, Galaga 88', Dragon Spirit, Fantasy Zone, and Space Harrier. These are the kinds of games that sold the system, as it became the preferred platform of arcade game players. As a result, even more quality coin-op titles were translated. In addition, many exceptional non-arcade games were produced that made the PC Engine an even stronger platform. Some of these were: PC Genjin (Bonk), Moto Roader, Gunhed (Blazing Lasers), Super Star Soldier, Devil's Crush, and Bomberman.
The PC Engine was designed with expandability and cost-effectiveness in mind. One drawback was that the system supported only one player initially. However, with the addition of a "Multi Tap", the PC Engine could support up to 5 controllers for multiplayer games. The entire back end of the machine was devoted to a 69 pin external bus connector through which a variety of peripherals could be attached. An "AV Booster" was made available, which added composite video/audio output to the standard RF. "Ten No Koe" boosters provided a modular method of backup RAM storage.
The most important upgrade peripheral for the PC Engine, was the introduction of the CD-Rom2 in 1988. This was the first CD-Rom peripheral ever produced for a videogame console. It included a single-speed CD Rom Drive that could be detached and used as a portable CD player. The PC Engine and CD Rom drive docked side by side into an "interface unit" that provided both A/V output and backup RAM storage. It also turned into a handy, compact carrying case for gamers on the go. The design was smart and versatile, and remains the setup of choice for hardcore PC Engine gamers. Although the CD-Rom2's price was steep at 57,300 yen, it sold particularly well.
The first game for the CD-Rom2 system was Fighting Street, an adaptation of the Capcom arcade game, Street Fighter. Shooters on CD were released such as Monster Lair, Sidearms Special, Super Darius, Spriggan, and Download 2. A few action games were released such as Valis 2, Valis 3, and Jyu Oh Ki (Altered Beast). The CD digital comic found it's first success with the release of Urusei Yatsura: Stay With You, which was based on a popular anime. Perhaps the most impressive titles on CD-Rom, were the first RPG's on CD. Tengai Makyo Ziria was an all-time bestseller, and Y's I-II is still considered to be one of the best RPG's ever made on any system.
After the phenomenal success of the original PC Engine hardware, NEC released a second batch of PC Engine models in 1990. The first of these new models was the PC Engine Coregrafx. This was basically identical to the original PC Engine, except for a stylish black shell, and A/V output instead of RF. The Coregrafx sold for the same price as the original PC Engine. The next new system was the PC Engine Shuttle. It was shaped like a spaceship, lacked the 69-pin expansion port, and was priced at 18,800 yen; much less than the PC Engine or Core Grafx. The cheaper price was justified because of it's inability to use CD-Rom or Ten No Koe boosters. It also came with a strangely shaped pad that could not be purchased separately.
Another console in the second wave was the PC Engine Super Grafx. Shaped to resemble a car engine, this supersystem had 2 additional graphics processors and twice the video RAM. Besides being able to play the entire PC Engine HuCard library, the Super Grafx was capable of playing special games that could took advantage of the extra graphics power. Sadly, the system died with only a handful of titles released: Battle Ace, Granzort, Daimakaimura (Ghouls N' Ghosts), Aldynes, 1941, and Darius Plus (which was SG enhanced, but would work on a normal system). There were many factors contributing to the failure of the Super Grafx. First was the high price tag: 39,800 yen or about $350 at the time. Then there was a lack of software; the system needed more quality titles and support to remain a viable platform. The Supergrafx was not directly compatible with the CD-Rom2; an expensive, bulky adaptor was required to play CD games. Perhaps the deathblow to the SG format: it was not upwards compatible, meaning you couldn't upgrade a normal PC Engine to play Super Grafx games. This restricted the potential user base and discouraged existing PC Engine owners. The Super Grafx had great potential, but fell victim to design and support pitfalls.
Late in the second wave, an incredible PC Engine system was introduced: The PC Engine GT. This was a portable version of a PC Engine, with a high quality active matrix 2" LCD screen. Although the price was prohibitive (44,800 yen, or about $400 at the time), The GT was definitely the best portable on the market. Because any HuCard title could be played on it, a large library of games was already available for it. A comm link feature allowed 2 GT's to be connected for 2 players, with supporting software. The GT could also be used as a portable television, with the addition of a TV tuner. NEC now had a powerful entry into the portable games market.
The PC Engine continued to be a strong selling platform into 1991. Although it was firmly beating Sega's Mega Drive 16 bit system, it was feeling the heat from Nintendo's long awited Super Famicom 16-bitter. The PC Engine needed a shot in the arm, and the Super Grafx failed to do the job. The solution to the problem, was to upgrade the existing hardware, and to make new hardware models available that included the enhancements. Thus, the Super CD-Rom2 format was created in October of 1991. Owners of the existing CD-Rom2 could purchase a "Super System Card" for 9,800 yen, to upgrade their system. This increased the CD-Rom2's RAM buffer of 512 kilobits to a substantially more powerful 2 megabits (that's 4 times as big). Players who owned only a PC Engine could purchase a new Super CD-Rom2 drive, which clipped onto the back of the system and had the Super CD capabilities built-in for 47,800 yen. Players who did not own a PC Engine at all could buy the self contained PC Engine Duo, which was HuCard and Super CD ready. The Duo was a sleek, black unit costing a whopping 59,800 yen- almost $500 at the time. A matching 4" LCD monitor and battery pack for portable play were also introduced. The Super CD platform was a huge success because the hardware was relatively inexpensive to upgrade. This encouraged developers to produce more quality games due to the large potential user base.
Also in this third hardware wave were a couple of other PC Engine models. First was the Coregrafx 2, which was basically the same as the Coregrafx 1, but with sleeker molding and a grey color to go along with the booster-type Super CD-Rom2 unit. Priced at 19,800 yen, it was less expensive than previous PC Engine base systems.
The last system in the third hardware wave was the PC Engine LT. The LT (short for "laptop", which it physically resembles), was made to be a portable with a huge 4" active matrix LCD screen. The system was almost the same size as a normal PC Engine, and the screen flipped up to reveal the HuCard port and control pad area. Integrated into the system was a digital TV tuner operated by the built in-pad. The LT could be used as a high quality LCD monitor, thanks to an AV input. A controller port allowed the use of an external controller, or a multi tap for multi player play. The most important feature of the LT, was the inclusion of the 69-pin expansion bus. It could be used with the CD-Rom2 interface unit, and was fully compatible with every standard PC Engine peripheral. It could even be hooked up to a TV to be played as a console! This ultimate form of the PC Engine commanded an insane price tag, released at 99,800 yen (almost $1,000!). The LT is the rarest PC Engine model produced, and it remains to be the most advanced portable video game system ever made.
The third wave of PC Engine hardware spurred a surge of high quality software never before seen. HuCards were being phased out as Super CD became the prime format. The Super CD games available at launch were incredibly appealing. The massive RPG, Tengai Makyo 2: Manji Maru, was the flagship title; this game holds many sales and popularity poll records. Gate Of Thunder was an exceptionally good shooter, with a hard-rocking soundtrack and unrivaled graphics. Even the lesser titles like Populous: The Promised Lands, R-Type Complete CD, and Lady Phantom, were good, solid games. In the years to come, 90% of all games produced would be in the Super CD format. Some Super CD games that deserve high praise are Akumajou Dracula X, Y's IV, Macross Eternal Love Song, Snatcher, Gradius 2, Winds (Lords) Of Thunder, Fiend Hunter, The Legend of Xanadu 1 and 2, Tokimeki Memorial, Neo Nectaris, and Emerald Dragon. The last wave of HuCards were impressive as well, boasting excellent titles such as Street Fighter 2' Champion Edition, Gradius, Salamander (Life Force), Parodius, and Bomberman 94'.
Super CD games sold well into 1993. NEC released a new model called the Duo-R. This system was a white, rounded Duo that was missing the lid lock and headphone jack found on the original Duo. The price was practically cut in half; a Duo-R could be had for 29,800 yen. About a year later, the Duo RX was released; it was the same system and price as the Duo-R, but included a new controller with a 6-button design.
NEC planned to release another hardware upgrade in 1994, similar to what they had done 2 years earlier with the Super System Card. It was to be a ram upgrade of 16 megabits, bringing the 2 megabits of RAM buffer up to a whopping total of 18 megabits. This upgrade was designed primarily to make arcade-style fighting games, which required large amounts of memory. The problem was to make the upgrades as cost effective and user friendly as possible. For awhile they toyed around with an idea to release a 16MB upgrade card, and an adaptor for those who used Super System cards that allowed the 16MB and Super System Cards to be docked together. These plans were scrapped, and instead, they decided to produce two kinds of cards, eventually called the "Arcade Card". The Arcade Card Duo was for Duo and Super CD Rom drive users; it had 16 megabits of RAM, and sold for about $120. The Arcade Card Pro was for existing users of the Super System Card; it had 16 megabits of RAM plus the Super System Card RAM, and sold for about $170. The first few games released in this format were mostly Neo-Geo ports such as Garou Densetsu 2 (Fatal Fury 2), Ryu Ko No Ken (Art of Fighting), and World Heroes 2. Some games were "Arcade Card Enhanced" and used the extra 16 megabits of RAM to preload cinemas and character data. Among these games are Flash Hiders, 3X3 Eyes, Vasteel 2, and Princess Maker 2.
Other Arcade Card specific titles released included: Mad Stalker, Kabuki Itoryodan, Garou Densetsu Special (Fatal Fury Special), an awful version of Strider, and the excellent Gingafukei Densetsu Sapphire. There were several reasons the Arcade Card failed to do as well as the Super System Card. The price was quite high, especially for the Arcade Card Pro. A lack of software hurt the format, as there weren't enough games attractive enough to justify the $120- $170 purchase. A major mistake on NEC's part was that no hardware existed that was "Arcade CD ready"; perhaps if the Duo RX included the Arcade Card, the platform would have fared better. An additional factor was the marketing approach: while Super CD-Rom was an enhancement targeted at all types of games, the Arcade Card was too specific and only had fighting games available at release. Finally, Hudson made the fatal decision to cancel Tengai Makyo 3, the long awaited RPG planned for the Arcade Card. The release of Tengai Makyo 3 would have spurred an increase in the Arcade Card's user base, justifying further game development on that platform.
The games made after 1994 started a shift away from action and shooting type games, and more towards the RPG, simulation and digital comic generes. Big games usually had an anime or computer game license associated with it. As the types of new games available became limited to a few categories, the number of titles released each month slowed to half of that in 1993.
The PC Engine has earned itself a respected place in video game history, with it's many innovations and accomplishments. No other game system is available in so many different models and configurations. Nearly 700 games have been produced for the system's various formats. Masaya, Naxat, Human, Telenet, Right Stuff, Micro Cabin, Media Rings, and Ray Force, are among the many successful game companies that got their start by making PC Engine games. But to what end will the PC Engine face in the years ahead?
PC Engine games are still being sold in stores in Japan, and the platform has a strong presence in the used game market. As of December 1997, only one "official" game release still remains: "Dead of the Brain 1-2". Unofficial titles such as the Shiawase Usagi hentai game series, are also still being produced.
Some players who had played the PC Engine in the past or sold their system, are coming back to the platform. Players are rediscovering the PC Engine as it offers a level of variety and quality that newer systems fail to provide. There is something for everyone on the system, whether it be RPG's, shooters, action, fighting, simulation, digital comics, sports, driving, or puzzle games. The used market grows while PC Engine titles disappear off of the retail shelves. Several rare or popular PC Engine games command insanely high prices, even in Japan. The good games are harder to find; fans are discovering that now may be their last chance to get the games they want.
While some may say that the PC Engine is a dying or dead system, a few bold companies and individuals are taking steps to insure that this beloved platform never dies. In Japan, Tokumashoten Intermedia offers "Develo", a set of simple creative tools that enable users in to develop their own PC Engine games on a PC! Tokumashoten's Develo magazine is devoted to the subject of game creation, and includes sample programs and development advice. The concept is simple: if companies stop producing games for the players, let the players produce the games! These efforts in Japan are being reinforced by individuals in the U.S. who are developing their own tools and emulators in the hopes of creating a new generation of PC Engine software.
As long as the desire to experience the best in gaming exists, the dream and ideal of NEC's system will live forever. The PC Engine's future now rests in our hands: the players, the fans, and those who love great video games.