Posts Tagged ‘pc engine’
RetroActive Podcast: 8-Bit Tech
This week Fred discusses the technology behind the 8-bit generation of consoles (NES, SMS, TG-16). He discusses 8-bit processing power, how the architecture of the consoles is set up, and how video signals and broadcast standards played a role.
Photo courtesy of Evan Amos (wikipedia).
Opening Song: “Pure Stone” from Zillion (SMS)
Mid Song: “Character Selection” from Super Mario Bros. 2 (NES)
Closing Song: “Boss Battle” from Keith Courage In Alpha Zones (TG-16)
The 8-Bit Guy on Assembly Language: https://youtu.be/HWpi9n2H3kE
Displaced Gamers Channel: https://www.youtube.com/@DisplacedGamers
My Life in Gaming Channel: https://www.youtube.com/@mylifeingaming
Lecture 1: The PC Engine/Turbografx-16
In this first lecture Fred goes back to 1987 and the release of the PC Engine, one of the most “hybrid” consoles of all times. Created by Hudson and NEC to be the versatility of a PC with a sole operation of gaming like a console. The PC engine utilized an 8-bit processor with 16-bit graphics, merging much of the stronger tech from the time without re-inventing the wheel for its developers. It also gave way to the first CD-ROM add-on. The talk wraps up with a discussion on the game library, what you can expect if beginning to collect, and of course the upcoming mini consoles.
Opening Song: Title Screen – The Kung-Fu (PC Engine)
TG-16 Intro Song: Title Screen – Keith Courage in Alpha Zones (Turbografx-16)
CD-ROM Intro Song: Theme of Adol – Ys Book I & II (Turbografx CD)
Library Intro Song: Vampire Killer (Stage 2b) – Dracula X: Chi no Rondo (PC Engine CD)
Closing Song: Boss Theme – Ginga Fukei Densetsu Sapphire (PC Engine CD)
Video: Keith Courage in Alpha Zones Retrospective
A look back at the origins of the PC-Engine, its Western counterpart the Turbografx-16, and the pack-in title Keith Courage in Alpha Zones.
Podcast: Are You One of Us?
This week Fred flies solo to discuss the short live but highly coveted niche console the Turbografx-16. With an 8-bit processor and a 16-bit graphics card this Japan-centric console by NEC only hung around for 4-5 years but has a cult following almost as intense as Sega. This episode covers its release, different versions, Japanese counterpart the PC Engine, and of course the expensive CD expansion and games.
Darius Series (Taito)
Of all the shmups I mention this month, the toughest to actually play the way it is intended will be Darius (pronounced “dah-rai-us”). This title premiered in arcades in 1986 by developer Taito and featured a super wide 3-screen arcade cabinet. The first monitor would be centered like you’re used to, but the other two would be at slight angles on either side, using mirrors to create one straight wide view. As a result the way you play the game is completely different because there’s a lot more to see coming and going around you. Nowadays you could do a decent job emulating it on widescreen televisions, but no one has decided to do it yet. Because of this visual mode it doesn’t work all that great on MAME and I highly recommend trying one of the home ports or later arcade ports, which were designed around 4:3 televisions.
Darius isn’t only significant for having a super wide screen resolution, otherwise it would have died in obscurity as a one-off coin-op. It breaks the mold of the traditional shmup in many ways, including the fact that the player picks which level to play next. Much like Castlevania III it is impossible to see all 28 levels in one playthrough, in fact you will only see 7 in any one completion, but eventually you can piece together every level. Seafood haters out there will also note the interesting crustacean look to the enemies in the series. Your ship, the Silver Hawk, comes equipped with a cannon, bombs/missiles for ground attacks and a force field, all of which are upgraded by, you guessed it, power-up items dropped by destroyed enemies. Each level ends in a boss battle, although the size of the bosses isn’t quite the scale as I was used to with other shmups.
Magical Chase (Palsoft/Quest)
To keep the theme of this weekend alive, I decided to go with yet another light and fluffy shmup on this Sunday afternoon. I’ve chosen to go with one of the most expensive games in my collection, Magical Chase, one of the few Japanese-heavy shmups to find a release on the Turbografx-16 system in the US. I always thought this game was kind of a throw away title as a child, it didn’t do anything quite as well as Fantasy Zone, Gradius or even R-Type, but of course I had to dig it out when I found out how rare and expensive it was. I am pleased to say that when I gaze upon this title with learned eyes I am much more aware of some of the great things it does and now that I finally got my hands on an owner’s manual I can play the game the way it’s supposed to be played. See, back then if we couldn’t understand a game we just assumed that it was too complicated or we were too stupid and just ignored it. I had no idea how to control the stars before getting my hands on that text document. Don’t believe I actually have the game? Well here’s your proof below (yes, this is a cheesy excuse to show it off):
Generation Gap: Import Edition
So you’ve decided you may be interested in this import scene, huh? You may want to see what the other regions have to offer? Perhaps you just don’t know what’s out there and you’re just curious. Well here you go – a wrap-up of some of the most popular consoles overseas that didn’t quite it over here.
Sega SG-1000 – Released in: Japan, Europe – Launch: 1983
Sega and Nintendo have been up against each other since day one, literally. While we didn’t see the NES over here until at least 1985, Sega’s first console, the SG-1000, released day in date alongside the Famicom (NES) in Japan. A cartridge based system that had nearly identical hardware to the ColecoVision, Sega’s first outing is most notable for having a solid Donkey Kong clone (Congo Bongo) and some of Sega’s top arcade titles. I’m fairly certain that Flicky made its first home appearance thanks to the SG-1000 as did Monaco GP.
Generation Gap Pt. 3: 16-Bit
By 1989 the NES was a powerhouse not to be reckoned with. Sure, there were other consoles out there, but if you were doing home gaming it was predominantly on the NES. That is, until Sega introduced the first 16-bit system to the market. Billed as the Genesis (Mega Drive in other regions, but due to an US copyright it was renamed to the Genesis), Sega hit the ground running bringing near-perfect arcade ports of popular titles like Golden Axe and Altered Beast. This spawned the popular “Genesis does what Nintendon’t” campaign, the onslaught of the console wars, and the second true generation of consoles since the crash. For those simply wondering what 16-bit (and other “bits”) means is the type of processor working within the system at a given speed (think “Pentium 4” for a basic comparison).
16-bit Generation (1989 – 1999)
Sega Genesis – Launch Price: $189.99 – Released: 1989
It came literally out of nowhere. Back then the only place to purchase Nintendo games in the Chicago suburbs was Toys R Us – you’d go see a slew of Nintendo box art in closed plastic sleeves, remove a ticket with a large price on it, and take it up to a booth that was enclosed and caged like a casino redemption. There wasn’t a “video game” section, just a “Nintendo” section, because at that time Nintendo was synonymous with video game (and for my grandparents, it still is). On that faithful summer day in August 1989 I walked into the Nintendo section and a slot was missing from the game display, replaced by a big blue logo that read “Sega” and a television that had a commercial playing. In the commercial games like Golden Axe were getting compared to Bionic Commando, a truly unfair comparison from a graphics standpoint alone, despite hindsight revealing Bionic Commando the better title. This upbeat guy was chanting “Genesis…” and a bold deep voice finished the sentence “Does!” as the commercial cross-cut the great visuals of Sega’s new console versus Nintendo’s clearly dated NES. Then my eyes wandered down to the price: $189.99 – available soon! I immediately forgot about it.