Shazam!
10-16-2009, 12:48 AM
I love this console, it's one of my favorite retro systems and have one still. I know many don't know about it. Some never even probably heard of it. Some have heard of it but never seen it because it didn't gain the foothold it should have. For those who are interested in a forgotten piece of gaming lore, here's a look back at the history of a console that was the talk of the gaming world and was to take the US by storm... but failed miserably. Hard for me to believe this was 20 years ago last month. Happy birthday Turbografx, I still love you!
___________________________________________
20 Years of Turbo Power
NEC's TurboGrafx-16 has one more year left until its drinking age. Find out why its influence far outreaches its sales success in America.
By Kevin Gifford
1UP
http://media.1up.com/media?id=3743754&type=lg
Imagine this: We're right in the middle of a console generation, with one company dominating the market and another one lagging behind. Suddenly, out of the blue, a brand-new outfit appears with a brand-new console, packed with crazy unique features and playing host to all kinds of new and original games from previously unknown developers. People deride the console for being too expensive and far-out at first, but in a few years' time, most of the positive things introduced with that console are considered standard in all videogames.
What am I talking about here? The images around this text probably spoiled it for you, but pretend they weren't here for a moment. It sounds a lot like what Microsoft did, introducing the Xbox in 2001 and trying to compete with Sony and Nintendo, no? But a very similar upheaval happened in the console scene way back in the late 1980s -- and while the TurboGrafx-16's battle against the Super NES and Sega's Genesis 20 years ago is all but forgotten, the standards it helped to set in Japan largely helped to define videogaming as we know it today.
http://media.1up.com/media?id=3743776&type=lg
Turbografx 16 w/CD attachment
Flash back to 1987 for a moment. Nintendo has an iron grip on the game console marketplace in Japan and America, although it wouldn't achieve behemoth status in the US for another year or so. The NES (Famicom in Japan) was king, and Nintendo took full advantage of that position to browbeat its third parties senseless, limiting the number of games they could release per year and even forcing them to sign contracts that forbade them from developing for rival platforms. It was very much the same sort of place that Wal-Mart enjoys today in general retail: If you, a fledgling game developer, wanted to release a NES game, you had to play by Nintendo's all-controlling rules, or you could take a hike.
One company saw an opportunity in this...or, actually, two. Hudson Soft, a large Japanese software company based on the northern island of Hokkaido, launched a top-secret internal project in 1985 to design a possible successor to the Famicom in Japan. Hudson's largely known here for their bippy platformers (and, more recently, their mobile and iPhone game publishing), but they were also a computer development powerhouse in the 1980s, creating the operating systems for several Japanese computers and coding the software that drove the NES's Japan-only keyboard attachment.
The chipset for this console project was manufactured by Epson and was first displayed to the public in July 1987. At the same time, NEC Home Electronics, the consumer division of Japanese computer giant NEC, was searching for a game console. Most of their expertise was in business computing and household appliances, and while they didn't have any experience in the game biz, they certainly had the enthusiasm -- and the money -- to try challenging Nintendo at their own industry.
NEC wound up using Hudson's console chipset verbatim for the PC Engine, but the monolithic manufacturer had another order for the system: It must have a CD-ROM attachment, something that Hudson had prepared for at an early stage. "NEC Home Electronics was adamant on the point of selling a game system that would eventually have a CD-ROM drive," explained Toshio Tabeta, former hardware and software developer for NEC, in a 2003 interview. "Hudson was there at just the right time to develop the main system and provide the knowledge we needed to finish it, so it wound up being something of a tandem project."
Thus was born the PC Engine, renamed the TurboGrafx-16 for its US launch in the summer of 1989. A demure white box in Japan turned sleek black rectangle for America, the TG-16 made good on NEC's promise of a NES-beating experience. It was the first system of the post-NES era, and in contrast to Nintendo's toy company approach to their 8-bit console, NEC's US division made the TG-16 look sleek, modern, and ready for the '90s. Nowhere was this better represented than with the HuCard, the tiny plastic chips (just a bit thicker than a credit card) that housed the system's games. Compared to the NES's enormous cartridges -- which, for the majority of games, are half empty space inside -- HuCards looked like they came straight from the year 2000, figuratively speaking. It was many a gamer, no doubt, who thought "How did they get all those graphics into this thing?"
http://media.1up.com/media?id=3743735&type=lg
The US version of the PC Engine (the Turbografx 16) made its debut on the cover of VideoGames & Computer Entertainment in mid-1989.
The hardware itself was no terrible slouch, either. The TG-16 used the same 6502-inspired base as the NES for its CPU, but ran it at up to 7.16 MHz, four times faster than its competition. As opposed to the NES's unwieldy palette (only 56 distinguishable colors and no very useful shade of yellow), the TG-16 had 512 colors to choose from, with up to 482 displayable onscreen at once -- a number that trounced the Genesis's 64 simultaneous colors, even though that system was a year younger than the Turbo. One of the NES's biggest development headaches was its strict sprite limitations; movable elements could only be 8x8 pixels, and programmers could only display eight of them on a horizontal line before coming face-to-face with flickering ugliness. Meanwhile, flicker was the least of your problems on the TG-16 -- sprites could be any size from 16x16 to 32x64 pixels, letting you span the entire screen with them without breaking a sweat.
The result was that the Turbo was one of the easiest consoles ever to program for, free of the idiosyncrasies and weird workarounds that coders had to deal with for both the NES and its successor. "If you had a basic knowledge of 6502 assembly language, you could get something up and running onscreen after a couple hours," said Hiromasa Iwasaki, a game journalist and programmer who worked on several TG-16 titles, including Ys Books I & II. "There was no need to memorize any exceptions or special tricks, because as long as you weren't trying anything too impossible, they didn't exist." The only real complaint from developers: the TG-16's cramped work RAM, which clocked in at only 8K compared to the Genesis's 64K and the SNES's 128K.
From Game & Watch to Wii, Nintendo's videogame hardware has been designed around a common philosophy: Be original, be creative, but be affordable. It's a somewhat famous story among Japanese industry circles that ex-Nintendo president Hiroshi Yamauchi allowed the Famicom's hardware designers to do anything they wanted, so long as he could make a profit off their final design at the price point of 14,800 yen (about $100 in 1982 dollars). To Nintendo, games -- and making money -- always came hand-in-hand.
NEC was not Nintendo. They were a computer company down to the core, and their philosophy was to pursue state-of-the-art hardware and software, emphasis on hardware, at all costs. Selling a consumer console with Hudson was no doubt an alien experience to them, and it shows in the TurboGrafx-16's early software library -- or lack thereof.
The TG-16 launched in America for $199, packed in with Keith Courage in Alpha Zones and one controller. A mediocre anime license in Japan, Keith failed to become much of a marquee name for NEC in America -- even VideoGames & Computer Entertainment, the magazine that campaigned for the Turbo harder than any other US media outlet, couldn't say much more about it besides "It should appeal to most game players." NEC, being a hardware company, simply didn't have the development prowess of Nintendo or Sega; they didn't have a single internal development studio until Tabeta helped establish NEC Avenue in 1987. Instead, they relied heavily on Hudson for the first year or so, with results that were occasionally brilliant and, in the case of JJ & Jeff, occasionally just weird.
The real showpieces of the early Turbo era lay in the rest of NEC's launch lineup. VIctor's Legendary Axe is a side-scrolling platformer that was the first TG-16 game to show off the system's eye-catching palette to the hilt. Naxat Soft's Alien Crush, a pinball sim straight out of the twisted world of H.R. Giger, spawned several brilliant sequels and a recent Hudson-bankrolled WiiWare remake. R-Type, a perfect port of one of arcade-dom's most memorable shooters, was the PC Engine's first "killer app" and a testament to what Hudson's talented coders could do with the hardware when they wanted. The system had a curious lack of RPGs at launch, despite how popular the genre was in Japan; for the US debut, Turbo owners had no choice but Dungeon Explorer, a fun but dated-looking action RPG.
(cont'd)
___________________________________________
20 Years of Turbo Power
NEC's TurboGrafx-16 has one more year left until its drinking age. Find out why its influence far outreaches its sales success in America.
By Kevin Gifford
1UP
http://media.1up.com/media?id=3743754&type=lg
Imagine this: We're right in the middle of a console generation, with one company dominating the market and another one lagging behind. Suddenly, out of the blue, a brand-new outfit appears with a brand-new console, packed with crazy unique features and playing host to all kinds of new and original games from previously unknown developers. People deride the console for being too expensive and far-out at first, but in a few years' time, most of the positive things introduced with that console are considered standard in all videogames.
What am I talking about here? The images around this text probably spoiled it for you, but pretend they weren't here for a moment. It sounds a lot like what Microsoft did, introducing the Xbox in 2001 and trying to compete with Sony and Nintendo, no? But a very similar upheaval happened in the console scene way back in the late 1980s -- and while the TurboGrafx-16's battle against the Super NES and Sega's Genesis 20 years ago is all but forgotten, the standards it helped to set in Japan largely helped to define videogaming as we know it today.
http://media.1up.com/media?id=3743776&type=lg
Turbografx 16 w/CD attachment
Flash back to 1987 for a moment. Nintendo has an iron grip on the game console marketplace in Japan and America, although it wouldn't achieve behemoth status in the US for another year or so. The NES (Famicom in Japan) was king, and Nintendo took full advantage of that position to browbeat its third parties senseless, limiting the number of games they could release per year and even forcing them to sign contracts that forbade them from developing for rival platforms. It was very much the same sort of place that Wal-Mart enjoys today in general retail: If you, a fledgling game developer, wanted to release a NES game, you had to play by Nintendo's all-controlling rules, or you could take a hike.
One company saw an opportunity in this...or, actually, two. Hudson Soft, a large Japanese software company based on the northern island of Hokkaido, launched a top-secret internal project in 1985 to design a possible successor to the Famicom in Japan. Hudson's largely known here for their bippy platformers (and, more recently, their mobile and iPhone game publishing), but they were also a computer development powerhouse in the 1980s, creating the operating systems for several Japanese computers and coding the software that drove the NES's Japan-only keyboard attachment.
The chipset for this console project was manufactured by Epson and was first displayed to the public in July 1987. At the same time, NEC Home Electronics, the consumer division of Japanese computer giant NEC, was searching for a game console. Most of their expertise was in business computing and household appliances, and while they didn't have any experience in the game biz, they certainly had the enthusiasm -- and the money -- to try challenging Nintendo at their own industry.
NEC wound up using Hudson's console chipset verbatim for the PC Engine, but the monolithic manufacturer had another order for the system: It must have a CD-ROM attachment, something that Hudson had prepared for at an early stage. "NEC Home Electronics was adamant on the point of selling a game system that would eventually have a CD-ROM drive," explained Toshio Tabeta, former hardware and software developer for NEC, in a 2003 interview. "Hudson was there at just the right time to develop the main system and provide the knowledge we needed to finish it, so it wound up being something of a tandem project."
Thus was born the PC Engine, renamed the TurboGrafx-16 for its US launch in the summer of 1989. A demure white box in Japan turned sleek black rectangle for America, the TG-16 made good on NEC's promise of a NES-beating experience. It was the first system of the post-NES era, and in contrast to Nintendo's toy company approach to their 8-bit console, NEC's US division made the TG-16 look sleek, modern, and ready for the '90s. Nowhere was this better represented than with the HuCard, the tiny plastic chips (just a bit thicker than a credit card) that housed the system's games. Compared to the NES's enormous cartridges -- which, for the majority of games, are half empty space inside -- HuCards looked like they came straight from the year 2000, figuratively speaking. It was many a gamer, no doubt, who thought "How did they get all those graphics into this thing?"
http://media.1up.com/media?id=3743735&type=lg
The US version of the PC Engine (the Turbografx 16) made its debut on the cover of VideoGames & Computer Entertainment in mid-1989.
The hardware itself was no terrible slouch, either. The TG-16 used the same 6502-inspired base as the NES for its CPU, but ran it at up to 7.16 MHz, four times faster than its competition. As opposed to the NES's unwieldy palette (only 56 distinguishable colors and no very useful shade of yellow), the TG-16 had 512 colors to choose from, with up to 482 displayable onscreen at once -- a number that trounced the Genesis's 64 simultaneous colors, even though that system was a year younger than the Turbo. One of the NES's biggest development headaches was its strict sprite limitations; movable elements could only be 8x8 pixels, and programmers could only display eight of them on a horizontal line before coming face-to-face with flickering ugliness. Meanwhile, flicker was the least of your problems on the TG-16 -- sprites could be any size from 16x16 to 32x64 pixels, letting you span the entire screen with them without breaking a sweat.
The result was that the Turbo was one of the easiest consoles ever to program for, free of the idiosyncrasies and weird workarounds that coders had to deal with for both the NES and its successor. "If you had a basic knowledge of 6502 assembly language, you could get something up and running onscreen after a couple hours," said Hiromasa Iwasaki, a game journalist and programmer who worked on several TG-16 titles, including Ys Books I & II. "There was no need to memorize any exceptions or special tricks, because as long as you weren't trying anything too impossible, they didn't exist." The only real complaint from developers: the TG-16's cramped work RAM, which clocked in at only 8K compared to the Genesis's 64K and the SNES's 128K.
From Game & Watch to Wii, Nintendo's videogame hardware has been designed around a common philosophy: Be original, be creative, but be affordable. It's a somewhat famous story among Japanese industry circles that ex-Nintendo president Hiroshi Yamauchi allowed the Famicom's hardware designers to do anything they wanted, so long as he could make a profit off their final design at the price point of 14,800 yen (about $100 in 1982 dollars). To Nintendo, games -- and making money -- always came hand-in-hand.
NEC was not Nintendo. They were a computer company down to the core, and their philosophy was to pursue state-of-the-art hardware and software, emphasis on hardware, at all costs. Selling a consumer console with Hudson was no doubt an alien experience to them, and it shows in the TurboGrafx-16's early software library -- or lack thereof.
The TG-16 launched in America for $199, packed in with Keith Courage in Alpha Zones and one controller. A mediocre anime license in Japan, Keith failed to become much of a marquee name for NEC in America -- even VideoGames & Computer Entertainment, the magazine that campaigned for the Turbo harder than any other US media outlet, couldn't say much more about it besides "It should appeal to most game players." NEC, being a hardware company, simply didn't have the development prowess of Nintendo or Sega; they didn't have a single internal development studio until Tabeta helped establish NEC Avenue in 1987. Instead, they relied heavily on Hudson for the first year or so, with results that were occasionally brilliant and, in the case of JJ & Jeff, occasionally just weird.
The real showpieces of the early Turbo era lay in the rest of NEC's launch lineup. VIctor's Legendary Axe is a side-scrolling platformer that was the first TG-16 game to show off the system's eye-catching palette to the hilt. Naxat Soft's Alien Crush, a pinball sim straight out of the twisted world of H.R. Giger, spawned several brilliant sequels and a recent Hudson-bankrolled WiiWare remake. R-Type, a perfect port of one of arcade-dom's most memorable shooters, was the PC Engine's first "killer app" and a testament to what Hudson's talented coders could do with the hardware when they wanted. The system had a curious lack of RPGs at launch, despite how popular the genre was in Japan; for the US debut, Turbo owners had no choice but Dungeon Explorer, a fun but dated-looking action RPG.
(cont'd)