
Complacency can be deadly. You only have to look at the changeover between the 16-bit and 32/64-bit generations for confirmation of this fact; amazingly, during this period of transition all of the established hardware manufacturers - Nintendo included - were caught with their trousers down while new boy Sony waded in and effortlessly mopped up their precious market share. Poor old Sega stumbled badly, first with the ill-advised 32X and then with the Saturn, and while Nintendo's fall from grace was slightly less pronounced few would have the confidence to declare that the N64 lived up to the lofty expectations established by the tremendous success of its predecessor, the SNES. And who could forget the still-born Virtual Boy, another product of this period and Nintendo's biggest console failure to date?
However, by far the most humiliating collapse was that of NEC and their cohorts Hudson Soft. These two companies had previously worked together on the legendary 8-bit PC Engine, which in Japan had managed to beat Sega's Mega Drive into third place and even went as far as to challenge Nintendo's previously unassailable dominance. Unfortunately, like their fellow rivals they drastically underestimated the challenge posed by creating a successor to such outrageously popular hardware.

But let's not get ahead of ourselves here; there's a history lesson to brush up on first. As previously mentioned, NEC and Hudson's partnership had proven to be a particularly profitable one and it was almost a given that the dynamic duo would collaborate on new projects together. Work on what would become known as "Tetsujin" (Iron Man in Japanese) commenced almost as soon as the '90s had begun, with an official announcement coming as early as 1992. As had been the case with the PC Engine, Hudson provided the custom chipset (which included five separate co-processors) while NEC would bring its considerable electronics production experience to the table.
Tetsujin boasted fearsome specifications for the time. Not only was it to be CD-ROM based, it also contained a RISC processor clocked at 25MHz and was supported by 2 megabytes of RAM to facilitate speedy CD access. The system also featured highly advanced 2D capabilities as well as support for full-screen 24bit video playback. A prototype was demonstrated to selected parties in the same year, with three games being displayed. Two of these were merely tech demos but the third got delegates really hot under the collar; it was an updated version of Hudson's classic Star Soldier, which ran in what appeared to be full 3D. In reality it was actually displaying 3D objects over a pre-rendered background (the same technique employed by GameArts' Silpheed on the Mega CD and Namco's Starblade in the arcades), but it was more than enough to impress the assembled throng and with a successful demonstration of their new hardware out of the way NEC and Hudson feverishly worked on getting the new machine ready for release.
Initially the two companies were confident of launching Tetsujin in 1992, but lack of finished software forced a rethink and Spring 1993 became the target date. When this was also missed rumours began to circulate that NEC and Hudson were reluctant to usurp the PC Engine while it was still pulling in good business (in Japan, at least). As the months passed Tetsujin became less and less cutting-edge and it seems that during this time little development was undertaken to ensure the new hardware retained parity with newer machines like the 3DO and Atari Jaguar; NEC and Hudson seemed content to rest on their collective laurels, at least while their current hardware was still commercially viable.
Then in early 1994 it was confirmed that the Tetsujin project had been formally cancelled. Sources at the time insisted that development had been abandoned due to NEC and Hudson seeing the proposed specs for Sega and Sony's 32-bit challengers, both of which comfortably out-shined Tetsujin and also promised considerable 3D capability. In the light of such incredible competition the partners were forced to scurry back to the drawing board. Unfortunately it was far too late to come up with an entirely new design and therefore much of the architecture that was present in the (by now) hopelessly underpowered Tetsujin was utilized in the new machine. Although Hudson's 5-piece custom graphics chipset was streamlined to just a single co-processor, Tetsujin's reliance on streamed footage rather than real-time rendering was retained. The working title for this new platform was 'FX', which soon became PC-FX – the 'PC' presumably being added to capitalize on the prominence the PC-Engine brand was enjoying in Japan at the time. Despite this name-checking, it was confirmed early on that this new device would not be backwards compatible with existing PC Engine CD-ROM software.

The PC-FX made its worldwide début at the 1994 Tokyo Toy Show where it fought with the Saturn, PlayStation, Neo-Geo CD and Bandai Playdia for the attention of the masses. The unconventional casing design immediately caused tongues to waggle, with many commentators unfavourably comparing it to the rather unflattering PC towers that were available at the time. Nevertheless, attendees at the show were left open-mouthed by FX Fighter, a title shrewdly positioned to steal the thunder of Sega's Virtua Fighter arcade conversion, which also happened to be on display. Hudson's game looked nothing short of stunning, boasting highly detailed combatants constructed of smoothly shaded polygons. It certainly put Sega's boxy effort to shame, but there was a significant catch: the PC-FX was in fact spooling pre-rendered footage directly from the CD and not actually generating these images in real time. It wasn't immediately apparent at the time but the system lacked dedicated 3D hardware and this effectively meant that it couldn't hope to compete with the Saturn and PlayStation in this regard. In their defence, neither NEC nor Hudson ever insisted that the footage was real time rendering; it was rather the assumption of those that viewed the demonstration that perpetuated this viewpoint. Nevertheless, magazines picked up on the impressive footage and this contributed to the expectation surrounding the launch of the console.
However, when the PC-FX eventually hit Japanese store shelves in December of '94 the mystique surrounding its 3D muscle swiftly evaporated. FX Fighter was nowhere to be seen, although leading launch title Battle Heat proved to be a very similar proposition. It was essentially a Dragon's Lair-style anime fighting game where animated sequences were spooled off the disc in time with the player's button commands. To be fair, it was (and still is) an awesomely impressive trick; there is practically no delay between the player's input and on-screen action and the quality of the FMV is tremendous. This is thanks to the fact that NEC and Hudson had decided to shun traditional MPEG video playback - which resulted in low quality compressed footage with lots of pixilation and a generally low frame rate - in favour of the much more memory-intensive JPEG system, which essentially displayed a different high-quality still image for each frame of animation, and all at a silky-smooth rate of 30 frames a second. Because it was built on the foundations of Project Tetsujin, the console was therefore constructed from the outset to make use of this unique method. Tetsuya Iguchi, a member of NEC's Electronic Products planning department, proudly told EDGE magazine at the time that the PC-FX was a "Direct Memory Access" machine; instead of pushing data from the CD through the CPU bus, the PC-FX channelled the information directly to the video-out port via a sequencer, rendering chip and video encoding processor. This process allowed the machine to produce blisteringly fast video footage, and it should come as no surprise to learn that the console eventually became a hotbed of anime-style games.
However, for all this FMV-related trickery, it was hard to ignore that the Saturn and PlayStation were bringing cutting-edge 3D visuals to home for the same retail price, making the PC-FX look massively underpowered as a result. But it wasn't just technical issues that PC-FX owners had to deal with; software support was equally disappointing. The much-hyped FX Fighter was quietly cancelled and in a move that with the benefit of hindsight appears particularly foolhardy, Hudson established publishing guidelines that stipulated that famous franchises such as Bomberman and Adventure Island would not to be developed for the system. Perhaps the company was attempting to prove that the PC-FX was too advanced to host these seemingly simplistic games; whatever the reason for this puzzling stance, it meant that the console was fighting without the aid of Hudson's most potent weaponry – its best-selling franchises.
However, even in the darkness a few faint glimmers of light could be seen. Games such as Chip Chan Kick, Der Langrisser FX and Kishin Doji Zenki: Vajura Fight managed to ignite the interest of gamers the world over, with Zenki's exhilarating mixture of gorgeous 2D visuals and addictive gameplay almost providing enough justification for numerous enthusiasts to purchase a PC-FX purely to play it. Many of the anime FMV games were actually remarkably entertaining and very nearly succeeded in making what was previously a laughable genre appear almost worthwhile. For all its faults, NEC's machine was certainly adept at creating attractive 2D video games and could handle FMV with remarkable proficiency, but sadly NEC and Hudson had simply backed the wrong horse – 3D was the next big thing, as the runaway success of the PlayStation would attest.
Like so many machines of the era, the PC-FX was billed as "multimedia" device as well as a gaming platform. The PC tower casing – so at odds with conventional console design, which favoured machines that spread themselves horizontally rather than vertically – may not have been to everyone's tastes, but it arguably gave the PC-FX a mature, almost professional look. The ability to receive (but not send) faxes was an innovative attempt to introduce the kind of online connectivity we now take for granted; indeed, prior to the console's release Iguchi spoke of forging a link between different electronic products, such personal computers and telecommunications systems. The machine featured ports for future expandability and although the only peripheral to make use of this was the FX-BMP game save memory module, there were rumours that a fully-fledged 3D graphics card was in the works that would have allowed the PC-FX to compete toe-to-toe with Sony and Sega's machines. Music CD and Photo CD playback was also supported and in a rather novel move the console could be connected to a PC-98 personal computer via a special SCSI adapter and function as a CD-ROM drive.
However, as innovative as these features may have been, they counted for little in the face of more technically potent rivals. Bolstered by impressive capability and sterling support from publishers, the PlayStation quickly ran away with the majority of the market leaving rivals in its wake. The PC-FX hardly figured in the scheme of things; sales were pitiful, with less than 100,000 units sold after a year - compare this to the performance of the PlayStation, which had shifted over a million units in Japan by this stage. Amazingly, these figures might not have come as much of a surprise to NEC as it would appear the company's aspirations were low from the beginning, with Iguchi telling EDGE that he expected the PC-FX to sell "around 50,000" units in '94 and another 50,000 in the following year.
As things became increasing fraught, NEC opened the floodgates on what many would consider to be the console's lasting legacy – dubious "Hentai" dating simulations featuring wide-eyed schoolgirls in provocative poses. But even before this occurred, the acutely Japanese nature of the software had effectively spelt an end to what little chance there had been of a Western release. It could be argued that after the dismal performance of the TurboGrafx-16 (the American version of the PC Engine), NEC wasn't going to make the same mistake twice, but had the PC-FX been a success in its homeland, the probability of it reaching Western shores would have been much greater.
Nevertheless, the PC-FX did manage to carve out a niche for itself in Japan and hung onto a tiny market share for over three years. The final release (called First Kiss Story – you guessed it, a dating simulator) limped onto Japanese shelves in April 1998, by which point the 32/64-bit generation was coming to an end. Rumours circulated that other games (including a highly-anticipated update of Hudson's classic Far East of Eden series) were awaiting development "dependant on market performance", but they predictably never appeared. The PC-FX was arguably a console that was outdated from the moment it went on sale, and a far cry from the triumphant legacy left by the PC Engine; it also spelt the end of NEC and Hudson's previously fruitful relationship.
Thanks to PCEngineFX.com's Aaron Nanto for providing exclusive hardware and software photography. The feature has been republished with the kind permission of Retro Gamer magazine, where it was previously printed in its entirety. You can subscribe to the magazine by visiting the Imagine Publishing online store.
Comments 47
I honestly don't remember even hearing about this back in the era. The only system that I remember seeing, and became a flop, was the Atari Jaguar. I remember seeing it on store shelves priced at $800 and each game priced at $100 or more...can't imagine why it flopped, but it looked amazing at the time. The Virtual Boy I remember seeing in stores for probably a month, and then nothing more of it...it was fun, I'll give it that, but it did give a headache. Other than that, my favorite system in this era was the Dreamcast...which I bought, got the magazine subscription, two months later found out the system was dead...hurried up to get as many games as I could, bought an N64 later...fell in love with that console, and my Dreamcast became my love of the past.
Huh. I had no idea this even existed. Good article, NL.
@JLPick I hadn't heard about it either at the time, but that was likely due to it being only released in Japan, so gaming magazines probably gave it little or no mention.
It's a shame how the whole thing turned out though, the PC Engine was a great system.
@pyrotek85 A lot of systems are like that, great but end up flopping. I loved the Dreamcast and I loved the Turbo Grafx 16, but both were short lived. I know it's impossible for the companies to keep the systems going to try with more games, but it's still a shame for the ones who bought and put a lot of money into the system...sort of a let down to the fans...that's why many times I don't even buy the console at day one launch.
I remember a friend in college having a TurboGrafx-16, but didn't know there was a followup console that never made it over the pond. Amazing how much of a mess the console wars were in the way back of the early 90s. Neat article, great read on a saturday morning, keep these little history lessons coming.
Huh. Despite my many attempts to learn the history of video-games, this whole product line has eluded me. Good article, Retrogamer, very informative.
Thanks. I'm a retro gamer but still — like many in the US, I'm sure — knew little more than this console existed and was the successor to the TurboGrafx-16. I appreciate the well written history lesson and the insight into this piece of the console wars.
it states that nintendo was caught with their pants down, no they was not, if you remember their was a brief alliance with sony in the snes days and nintendo pulled out due to how can we put it publishing royalty rights ect, my guess is nintendo stuck to quality as they knew the size of sony and knew that nintendo's own software would shine through at the end of the day, just look at what nintendo did with the wii, play a playstation game today and compare to the n64 and you will see and feel what i mean, nintendo...class!
I didn't know this existed.
Like others have said. This was an enjoyable bit of history for a Saturday morning.
I knew this existed. I feel like a bit of a nerd now.
I honestly never knew about this. Nintendo's very unfortunate exit from the HW market will probably look like a mixture between Hudson and SEGA's. We're all screwed as consumers anyway.
This system is dirt cheap, but the shipping is insane unless you can find one in the U.S. I did see one on Amazon.com from the U.S. so the shipping was also dirt cheap.
Very good article as usual for Retrogamer.
Like others, I've never heard of it. Good history lesson.
@ironman28 ?
Sony never wanted to go into the game console business, it's all Nintendo's fault. Nintendo asked Sony to built them an add-on CD-Rom drive for the N64 but later they decided not to use it because games can be pirated too easily with CDs.
Sony had already built them the drive, and were angry with Nintendo for backing out at last minute. What to do? They roughly put together some of the technology they owned and assembled a console based on CD-Rom and named it Playstation. They never expected it to be a success, the graphics were sh*t, it wasn't a thoroughly planned console. But developers loved it, they can put more content on it, especially video cutscenes. Konami with Hideo Kojima's Metal Gear Solid was the first cinematic game on console all thanks to Playstation. (This game wasn't popular in Japan compared to the West.) Because of it's success, Sony introduced Playstation 2 which highlighted cinematic games and made video games mainstream in the West. This trend continues until today.
It's kinda sad they didn't push it as a 2d system. Looking back a hell of a lot of thse 3d games looked like and even played like crap. A system full of exclusive beautiful 2d games with Bombeman, Bonk, Adventure Island and a crapload of shooters would have been an amazing alternative at the time.
The PC Engine was a 16 bit console not a 8 bit
Unlike many of the people that comment before me, I do know the existence of this device but like the 3DO and Sega CD, it got way too much FMV and text heavy stuff on it than actual games so it was just a big flopped. The fact that it was not compatible with the PC Engine or the CD add-on means there's no real benefit to buying the system unless you just want to try it out. Lacking a killer app for the system is also another downner. The fact that this thing even still borrow the PC ref in its title shame both the actual PC and PC Engine platforms.
Never knew this existed, nice read.
@Aldebaran It has an 8-bit CPU, so it's 8-bit. The GPUs were 16-bit, which is what causes the confusion.
@Nintendian No. Nintendo backed up because Sony was asking full rights for the games published on CD's and break the confidentiality agreement.
I wish people stop treating this story as "Nintendo was so greedy that they made the PLAYSTATION" myth. But judging by your post, i guess that will never happen.
The turbo duo, TG 16's successor was my favourite system of that era. So many incredible games that only I knew about. Beyond Shadowgate, a sequel to the NES game was by far my favourite.
I'm one of the few I suppose that knew the PC-FX and it's unique take on video games, although it suffered the same problem the Neo Geo consoles and handhelds had which is an overabundance of fighting games; a genre which outside of SSB does not interest me. However, if anyone would like to know a bit more about the system, there is a great video on the console and some of it's games on the YouTube channel for Game Sack.
I highly recommend the duo's other videos as well. The hosts are childhood friends, one of which is a Sega fanboy, the other a Nintendo fanboy, so you know you are in for a good time no matter what video you watch from them.
I wanted this system so badly. Loved the tg16.
I almost bought one of these years ago. Then I went and looked at how much importing the games would have cost me. It would have been a small fortune to import not only the system but the games too. I had gone through importing a bunch of PCEngine games and didn't want to do that again. Every game was 100.00 dollars to import good or bad game. This kind of ended my collecting days. How times have changed in gaming. Some good changes and some bad. I would have never imagined an Apple IPad or Android type of tablet to game on where most of the gaming is free and very few titles cost over 5.00 dollars. There can be a nasty little catch to those free to play games with in game purchases which in my opinion makes this type gaming ugly. I love owning a system, having a controller and owning the cartridge or CDROM the games are on. Sometimes I wish I had bought the pcefx
PC-FX localized for Virtual Console then
Great Article. I remember all the Hype, and as a turbo fan who never got to try one or own one...I was intrigued. To bad that Sega and NEC both shunned 2d games because by all accounts they really could have held on to the gamers that still wanted the 2d experience...yes there were some of us back then even as kids that would have loved to at least have an option for 2d goodness...
Well this article is kinda off. Before anything occur an local writer/artist was talking with HudsonSoft about building an game system that could have animated graphics with sound like any typical animation ( Japanimation ). This was in Japan and the writer said "It was as if Hudson was making an game console just for me". HudsonSoft first went to Nintendo and said they should use CD's and Hu-Cards but Nintendo said the idea sounded expensive. Nintendo later used HudsonSoft idea and created the Famicom and Disk System. HudsonSoft basically gave the idea to Nintendo. Hudson then went to NEC and NEC liked their idea. The NES/Famicom was being produced alongside the PC-Engine.
NEC biggest downfall was straying away from the PC-Engine original design in order to create the SuperGrafx. That is the problem with this whole scene because the Super Grafx was not really that far off from the original PCEngine. Then the design of the unit was also flawed as the Japanese market seek to mimic the west ( an common practice by many products today ) as with the east.
Now the PC-FX idea was to create an machine just for Comic-Adventures/Dating Sims. The problem was the PC-FX was censored as an console compared to the many uncensored PC-88 games. To make matters worst NEC was producing computers ( thus NEC was against it's self in the console market ). People would just purchase the computers over the game consoles.
Now hear the reality. NEC saw the on coming beast of Windows 95/98. They knew the DOS era was ending so they decided to pull out of the computer market. They still made parts and various electronic goods and till this day that is their practice.
The last time NEC was invovled was the gaming market was the R2 and the Dreamcast ( Power VR ) from my understanding.
It was obvious that SEGA would choose NEC over the company that would become Nvida today. Since Japan is nationalist and all.
The PC-FX did not really fail. It was an dedicated system for an dedicated time.
Interesting controller
@RegalSin What is your primary language?
First time I heard of it. Thank you NL for this interesting article!
Great article! Thanks
If you read GameFan magazine throughout the 90s then you knew all about this console (and many others). That amazing magazine, Nintendo Power, and rec.game.video on usenet were my videogame nirvana throughout the 90s!
@JLPick I have no idea what stores you were going to but the jaguar was no where near that price and neither were the games. I think you are remembering the neo geo.
@darthstuey Saw it in Kmart for that price...kinda the bad store to go into for that kind of thing, but, yeah, my brother and I both remember the price being that. As the Neo Geo goes, I honestly don't even remember seeing that in the stores, but, for my area, back then, we didn't have a lot of places that carried the newer games until EB Games finally arrived in our mall...it was hard enough to find NES, Super NES, Atari, Gameboy and Genesis games until we got EB and Toys R Us, so most of the time, unless you went further into the state or out of state, we missed many games that should or would have been fun.
Co-incidentally, a 3D fighter called FX Fighter was released in 1995 for PC with a planned SNES version being cancelled.
I wonder if they were made by the same developer who reused the name?
http://en.wikipedia.org/wiki/FX_Fighter
PC Version footage: https://www.youtube.com/watch?v=DIMlll1gOWQ
Cancelled SNES version footage: https://www.youtube.com/watch?v=egbW3oYo0K8
How sad...
@JLPick I remember the Panasonic version of the 3DO being $700 or so in stores and it's notorious for being quite expensive. The Jaguar wasn't supposed to be that much. Perhaps someone at KMart mixed the two up somehow. They were out around the same time.
Good article. I also read about this thing in Game Fan back in the 90s. I always enjoy reading about it as I enjoyed playing my Turbo Graphx 16 back in the day. One of my favorite youtube shows,Game Sack, just did a show on the PCFX. http://m.youtube.com/watch?v=t7qGy1jxsM0
"...in April 1998, by which point the 32/64-bit generation was coming to an end."
In April 1998? No.
Good article though.
I find a startling amount of irony in Nintendo Life hosting this article, which spends considerable time explaining why a "woefully underpowered and outdated piece of hardware was so thoroughly dominated by technically superior and more robust competitors."
It's like he's talking about the Wii U, not the PC FX. Hell, the way and reason they just tacked the "PC" label on the console (to capitalize on previously powerful hardware) feels staggeringly similar to Nintendo slapping the "Wii" moniker on the drastically different Wii U.
@Verm Nope, that was by Argonaut, the same UK studio which worked with Nintendo on Star Fox.
Everyone seems to have loved the TG16 but I don't remember a single friend owning one back in the day. I would have friends come over, and I would suggest playing the TG16 and they would be like, "what's that?" My favorite game was this weird puzzle game called Tricky Kick. The system and all my games are lost somewhere in my parent's basement. I also owned the 3DO & Dreamcast, two more systems that I loved but were considered failures. I loved Star Control II for 3DO and Soul Calibur for the Dreamcast.
@sdelfin Wouldn't surprise me with Kmart. Other than that, yeah, prices that high were way too high at that time. I still couldn't believe the price I paid for a few Atari 2600 games, when I found some of the old receipts in the game case...yup, they're still in the original cases...I think I paid $40 for Pitfall 2.
@JLPick Dreamcast was really the following generation, though. Which Sega jumped into first because the Saturn was a dud in western markets due to a combination of factors, not the least was the bungled early US launch (ordered by the Japanese head office over the objections of the president of the American branch who had actually made the Genesis a success) which made he console look like it had no games, and then mismanagement in the latter part of its lifespan by then-Sega of America president Bernie Stoller (who basically said no imports of Japanese games that probably would have been successes in the west, and pretty much announced that he was giving up on it less than a year into his tenure). Didn't help that the hardware design was a mess either, making it more expensive than the PS1 and much harder to program for. Or that the entire design project was handled by a team in Japan with little input from or updates given to American management, which lead to the belief that the console was a year or two off and so they came up with the 32X add-on to act as a bridge only for the Saturn to be released in Japan later that same year. The entire mess damaged Sega's reputation inexorably.
The Dreamcast was their attempt to put the mess behind them and reset for the next generation, which they jumped into first. Much better received critically, unfortunately people knew the PS2 was coming (and it would wind up being the best selling console ever) and Dreamcast console sales weren't enough to sustain Sega. (Probably also didn't help that the copy protection was defeated really early on the console's life and piracy of its games was rampant.)
As for the Jaguar, it was a poorly designed, falsely advertised piece of junk from day 1. And everyone following the industry at the time knew it was going to be so it never amounted to squat. The games were mostly terrible, with some of them being obviously incomplete betas.
@DarthNocturnal This, despite its name, wasn't a PC in any way. NEC made high end business-oriented PCs in their 8-bit PC-88 and later 16-bit PC-98 series, which has some popularity as gaming machines, though not as much as their respective peers, the MSX and Sharp X68000. Supposedly it was the reputation of those that lead to the PC Engine's name, despite it having nothing to do with those computers. The PC-FX was clearly named because of the success of the PCE, even though it wasn't a PC either.
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