Prologue
It
all began with a challenge. In the mid 1980s, NEC was a semiconductor
corporation that manufactured and supplied silicon chips to
electronics companies throughout the globe, including the
ever popular Nintendo. Nintendo was selling millions of their
Famicom system in Japan, as well as in the United States with
the American Famicom counterpart, the Nintendo Entertainment
System. NEC sat there scratching their heads wondering why
Nintendo was making such a huge gain when it was NEC developing
the semiconductor technology that made these game systems
possible to begin with. In 1987, NEC met with a software developer
named Hudson Soft who was well known for such classics as
Bomberman, (a title that was massively successful on the NES/Famicom
system) and together the two companies developed a working
alliance that would last nearly fifteen years, with a mission
to dethrone the seemingly invincible Nintendo.
The
Dawn of the PC Engine
The
defeat of Nintendo was to be an almost impossible task as
Nintendo had captured nearly 90% of the gaming market share.
The resulting factor of the NEC/Hudson partnership was the
1987 introduction of the PC Engine game system in Japan, a
revolutionary 16-Bit war machine that was capable of more
sprites, better resolution, and nearly ten times the colors
on screen than Nintendo could handle. The PC Engine was an
extremely small system with a footprint not too much larger
than that of a CD jewel case, and featured an innovative new
way of accessing media that NEC and Hudson called “HuCard,”
a credit card-style form of media that would take the place
of a video game cartridge. By Christmas of 1987 the Japanese
market was hot for the PC Engine, and NEC and Hudson Soft
were making the waves that they had set out to make hardly
even a year before. Nintendo was given a run for its money
as the PC Engine quickly grew to rival Nintendo, both technologically
and financially. Introduced two years prior to the Sega Genesis
(MegaDrive) and nearly five years prior to the introduction
of the Super Nintendo (Super Famicom) NEC and Hudson were
sitting pretty with a solid lead time on the competition.
Redefining
the PC Engine for America
With
the PC Engine an undeniable success in Japan, it was time
to take Nintendo on in a new arena; the United States. However
this is where the one critical mistake was made on part of
NEC and Hudson. Instead of introducing the PC Engine the following
spring of 1988 as many Japanese companies would have, NEC
decided to test the Japanese market a little bit longer and
redevelop the PC Engine into a unit the company felt would
prove to be more successful in the United States. With the
PC Engine the size it was, NEC had qualms that the American
consumers would view the machine as dainty and toy-like. After
a slight reconfiguration of the PC Engine hardware, NEC and
Hudson Soft felt ready to do battle in the Americas. In May
of 1989, NEC announced they would be bringing the PC Engine
to America. The American consumer gaming market was never
to be quite the same again.
"The
Higher Energy Video Game System"
On
September 1st, 1989 the PC Engine was introduced to the United
States as the TurboGrafx-16. The TurboGrafx-16 reflected many
of the unique features that had been integrated into the original
PC Engine’s design such as the PC Engine HuCard technology
and the ability to expand into a CD-Rom system. Dubbed “The
Higher Energy Video Game System” the American PC Engine
simply ran rings around everything Nintendo had to offer.
By Christmas of 1989, the NES, despite what has been said,
had overstayed its welcome, and NEC was out to make sure that
Nintendo was promptly "escorted out of the party."
With little marketing experience in the United States, NEC
was determined to prove once and for all that Nintendo was
not invincible. The September 1, 1989 launch of the system
was met with great anticipation from the gaming public, much
due to an overwhelming advertising campaign on channels such
as Nickelodeon and MTV. With the PC Engine's breakthrough
technology backing the TurboGrafx-16 effort, NEC was about
to add a truly viable option to gamers who expected more out
of a game system and as a result the TurboGrafx-16 flew off
store shelves during its introduction at retail venues including
Toys R Us, (which NEC had cut a special deal with, allowing
Toys ‘R’ Us to be one of the largest backers in
this game system), Babbage’s, and many large videogame
retail stores as the public ate up the dawn of the 16-Bit
revolution. The success of the TurboGrafx-16 seemed to be
all but in the bag as 1990 promised an uncanny future for
the Turbo product line.
The
Slight Miscalculation of American Introduction
NEC
however had made a few miscalculations in the introduction
of the TurboGrafx. For one, the TurboGrafx-16 (through the
PC Engine) had been developed as a war machine to fight the
Nintendo Famicom/NES systems and was initially released in
1987 to the Japanese market. However NEC and Hudson Soft had
allowed over two years to pass before bringing the PC Engine
to America, allowing Sega to eat up much of NEC’s lead
time. By the time the PC Engine had made it to American shores
as the TurboGrafx-16, it wasn’t just fighting against
Nintendo, it had to go head-to-head with Sega and the Genesis.
The PC Engine / TurboGrafx architecture was based around two
custom built 8-Bit co-processors (8+8=16) working in conjunction
with a 16-Bit graphics engine, while the Genesis was based
around the Atari ST computer architecture utilizing a single
16-Bit microprocessor. That being said, critics of the Turbo
raised questions about the legitimacy of their system being
a “true” 16-Bit console. Interestingly enough,
no one seemed to question Sega’s blatant rip-off of
Atari’s European market technology to build the Genesis
/ MegaDrive. (Atari sued Sega in U.S. Court and won an unconditional
victory, proving Sega couldn’t come up with anything
successful on their own.) In Japan the PC Engine had a two
year lead over the Genesis / MegaDrive allowing the PC Engine
to fight the good fight against Nintendo and build up a solid
user-base and develop a stellar line of game titles, years
before the Genesis system was even an issue. When the Genesis
/ MegaDrive came into play in Japan, it hardly made a dent
on the market. Believe it or not, the Sega MegaDrive was a
huge marketing and financial disaster in Japan, as was all
of Sega’s efforts in the country. This was because the
PC Engine had come in and set up camp well in advance of the
MegaDrive’s release. This was not the case in the United
States. The delay in releasing the TurboGrafx-16 in America
coupled with the lack of the same stellar game titles that
made the PC Engine so popular in Japan, lead to Sega pulling
ahead in the gaming market during 1990 and 1991. NEC was fumbling
the ball.
Gaming
Software & Lack Thereof
While
there were several excellent titles released on the TurboGrafx-16
(Bonk’s Adventure, TV Sports Football and Dungeon Explorer
to name a few) there simply were not enough game titles being
translated from their Japanese counterparts to keep up with
the competition. By this time the PC Engine had many hundreds
of titles released in Japan, however NEC was lucky to release
ten to fifteen titles a month in the United States. The TurboGrafx-16
also ran into an advertising shortage by 1991. During the
initial 1989 launch the TurboGrafx-16 commercials were catchy,
innovative and modern, comparing the Turbo to the NES and
demonstrating how it simply blew it out of the water. However
by 1991, good TurboGrafx advertising was beginning to run
dry, meanwhile Sega was launching their “welcometothenextlevel”
advertising campaign featuring the infamous “Sega scream”
at the end of each commercial. Sega was becoming the solid
sales leader in the 16-Bit war, and with the release of Nintendo’s
16-Bit console looming over NEC’s head, it was going
to be an up hill fight from here on out, at least in the United
States.
The
Most Attractive Advancements in Gaming History
However,
it was this fierce competition that spawned some of the most
attractive advancements in NEC TurboGrafx technology. To begin
with, NEC had taken a unique approach in software interfacing
with the original 1987 PC Engine, bypassing the traditional
game cartridge for a unique style of media similar in design
to a credit card commonly referred to as "HuCards"
and introduced in the United States "Turbo Chips".
This HuCard technology garnished a great deal of attention
and intrigue for the system in its early days, setting the
consumer mentality of the TurboGrafx as a unique game system
utilizing innovative state-of-the-art methodology for media
interfacing. Even with Sega having produced a similar technology
for their inexpensive 8-Bit titles, it was NEC who was seen
as the leader with regards to innovative media management,
not Sega. NEC moved to capitalize on this image by pushing
the TurboGrafx-16 / PC Engine to the next level with the development
of the TurboGrafx-CD, the first commercialized CD-Rom game
peripheral marketed to the home consumer that proved to be
just a little ahead of its time. The TurboGrafx-CD component
sat in sync behind the TurboGrafx-16 base unit, adding a massive
amount of potential to the already powerful system. A CD-Rom
could hold hundreds of times the data that could be stored
on a silicon-based cartridge, allowing the quality of gaming
to increase dramatically over a standard game cartridge based
on the huge potential for storage capacity. Ahead of their
time, NEC forced the gaming industry to accept and embrace
the concept of CD-Rom based videogames for the home, setting
the stage for the CD/DVD standard of today.
Turbo
Express
For 1990 NEC also introduced a technological wonder to compete
against the Nintendo GameBoy and Atari Lynx, while redefining
the image of the entire TurboGrafx product line as “the
serious video game line” comparing “the others”
to toys. And comparatively, they were. The Turbo Express was
undeniably remarkable for its time, and yet to this day it
still one of the most powerful handheld systems ever crafted.
The Turbo Express was not an independent system developed
to play a new line of portable but underpowered software as
had been done by the competition. Instead NEC opted to rest
the Turbo Express' laurels on its already existing line of
TurboGrafx-16 software and technology. Proving to be an innovative
concept, the Turbo Express was designed to take advantage
of the slim design of the TurboGrafx-16 HuCard to the greatest
extent, cloning the TurboGrafx-16 into its own portable version
of its self, crafting a portable console unit that would on
its own play any TurboGrafx-16 HuCard game on the market.
With a price tag in upwards of three-hundred dollars, the
Turbo Express was certainly viewed as the portable entertainment
system for the serious gamer.
Turbo
Duo
By
1992 the TurboGrafx-16 line was becoming a niche market product,
catering to “serious” gamers as well as gamers
who enjoyed a distinctively Japanese feel to their video games.
NEC was breathing in more life into the TurboGrafx line first
with the Turbo Express and in October 1992, with the release
of the Turbo Duo, the big sister to the standard TurboGrafx-16
base unit. With the advent of NEC's CD games for the Turbo
Grafx 16, NEC was not about to give up. They still had a champ
on their hands and intended on riding this sucker on out to
the end of the line.
We
Were the First
However
it’s important to remember, nothing felt like “doom
and gloom” if you were a TurboGrafx-16 player up until
the very end. TurboGrafx games were exciting to play. There
were many great titles that have been overlooked throughout
the years. The advancements made by NEC with the TurboGrafx
line was incomparable to the others on the market. TurboGrafx
was the first to introduce CD gaming. The first to introduce
a handheld entertainment system that was a portable version
of its primary console. The first to introduce a game system
that was a multiple access merged game system that combined
the best of both worlds. NEC was willing to take a lot of
risks with their systems, and that’s a whole lot more
than what most of their competition could ever say. NEC should
be commended for this and as TurboGrafx enthusiasts, we should
all remember what they did and hold our heads up in respect
of that.
1993
Onward
In
the end, 1993 was the definitive year. It started out with
high-hopes for the Turbo Express and Turbo Duo systems. However
poor marketing techniques featuring programmer John Brandstetter
as “Johnny Turbo” coupled with the massive success
of the Sega and Nintendo systems, along with the 3DO and Atari
Jaguar 32 & 64-Bit systems on the horizon, the “questionably”
16-Bit TurboGrafx-16 was all but a warrior who had fought
its last fight. At least on this battle ground.
The
TurboGrafx took a rough ride through Christmas of 1994 where
by that time NEC and Hudson (through Turbo Technologies) had
begun to pull the Turbo line out of the American market, abandoning
the system and the huge line of dedicated gamers it left in
its wake. It was possible to find TurboGrafx-16 systems and
software through portions of 1995 in some major retail markets
in America if you were fortunate enough to locate some inventory.
Ownership of the TurboGrafx responsibility along with the
majority of remaining TurboGrafx-16 stock was transferred
to a mail order house called Turbo Zone Direct who, like us,
is dedicated to keeping the TurboGrafx-16 system and spirit
alive, even to this day.
Epilogue
The TurboGrafx-16 continued to live on through the end of
the 1990’s in Japan through its PC Engine counterpart
which continued to reap success in the foreign market. The
Turbo Duo went on to evolve into two more editions, the Duo-R
and the Duo-RX. A SuperGrafx system was developed around a
16-Bit central processor which produced even better graphics,
and a 32-Bit “Project Ironman” was developed to
the point of completion and released in Japan as the NEC PC-FX
game system in 1994.
In the end, NEC and Hudson had been successful. They made
their case that Nintendo was not invincible. Nobody was. And
TurboGrafx showed to us that in the world of gaming, anything
is possible. The TurboGrafx-16 gave us all hope for the future,
and what was to come. With futuristic graphics, intense gameplay,
HuCards, and CDs that made us feel as if we were playing with
“the game system of tomorrow”, the TurboGrafx
16 gave all of us a small taste of the world of gaming to
come.