Author Topic: What were the life time sales for the PCE/PCEDuo  (Read 8142 times)

Black Tiger

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #120 on: June 02, 2014, 11:02:46 AM »
Here's a common sense approach using reasonably solid/fact-based figures and proportional estimates that most people would agree upon.

The PC Engine was only released outside of Japan in a significant way in North America, where it may have done alright as a niche console, but wasn't anywhere near as substantial as the mainstream consoles, nor the PC Engine in Japan. As such, it didn't draw the kind of third party support that worldwide-massively successful consoles did and unlike the Genesis, it couldn't get companies like Capcom to break Nintendo's grip on them to support it. Pretty much the only game development for PCE/TG-16 outside of Japan was a handful of games published by the North American first party entities. There's no point getting into why or how it didn't get the kind of European game support that the successful consoles did, all that matters is that it didn't. We can all agree that the PCE was in the worst position of the 16-bit consoles for receiving third or even first party support, since games developed for it didn't have the potential to be successful in other markets.

Now Sega Genesis was insanely popular worldwide, but especially in North America. Although we'll never get solid figures, 40+ million worldwide and 20+ million in North American hardware sales gets tossed around a lot. Obviously the Genesis benefited development-wise from being huge in Europe, while still garnering massive support from Japanese publishers, even if the Mega Drive wasn't as popular in Japan. So it's logical that the Genesis was in a position to receive a much higher rate of published games proportionate to consoles-sold, than the stuck-in-Japan PC Engine. Obviously, the SNES also benefited in what should be a much higher games-published to hardware-sold ratio. It just makes sense.

So taking this non-radical point of view, how is this possible:

Genesis: 20 million consoles sold in NA / 40 million worldwide / 700'ish published games for NA
SNES: 23 million consoles sold in NA / 50 million worldwide / 700'ish published games for NA
PC Engine: >6 million consoles sold in JP / >7 million worldwide / 700'ish published games for JP

Super Famicom: 17 million consoles sold in JP / 50 million worldwide / 1440 published cart games + 232 Satellaview games for JP


So even though the PC Engine should have a much lower number of available games proportionate to consoles sold, the extra low hardware figures being pushed in this thread would have us believe that PC Engine games sold so well, that it garnered a hugely disproportionate amount of development, while still being snubbed by so many publishers because of the whole Nintendo honor/blackmail/bs? And yet we're still supposed to believe that the best selling PC Engine game only moved 200,000 units?

None of this makes any sense unless you're blindly trying to make the PC Engine seem unsuccessful from multiple contradicting points of view.

It just doesn't add up.
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ClodBuster

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #121 on: June 02, 2014, 09:01:48 PM »
I found this article from NFG on the PC Engine magazine to be very enjoyable to read. It also gives a point of view on the numerous hardware variations, add-ons and accessories of the PC Engine:
http://nfgworld.com/?p=1508 (NSFW content)



Black Tiger & A Black Falcon, please keep both your posts coming, I think you've got both many valid points.
« Last Edit: June 02, 2014, 09:12:54 PM by ClodBuster »

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SamIAm

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #122 on: June 02, 2014, 11:19:34 PM »
Genesis: 20 million consoles sold in NA / 40 million worldwide / 700'ish published games for NA
SNES: 23 million consoles sold in NA / 50 million worldwide / 700'ish published games for NA
PC Engine: >6 million consoles sold in JP / >7 million worldwide / 700'ish published games for JP

Super Famicom: 17 million consoles sold in JP / 50 million worldwide / 1440 published cart games + 232 Satellaview games for JP


So even though the PC Engine should have a much lower number of available games proportionate to consoles sold, the extra low hardware figures being pushed in this thread would have us believe that PC Engine games sold so well, that it garnered a hugely disproportionate amount of development, while still being snubbed by so many publishers because of the whole Nintendo honor/blackmail/bs? And yet we're still supposed to believe that the best selling PC Engine game only moved 200,000 units?

First of all, I'm assuming that you're referencing the sales stat I got for Tengai Makyo II. If that's correct, then what is your source for your claim that it was the best-selling PCE game? I mean, I wouldn't be surprised if it was, but I wouldn't be surprised if it wasn't, either.

Second of all, you're saying that because the PCE with the CD expansion had a total of about 700 games released for it, it must have had a level of market presence closer to the Super Nintendo and the Genesis because they, too, each had about 700 games released for them (albeit in North America only).

In other words, you're saying that the Asahi newspaper figure of 5.8 million PCE system sales worldwide, and Famitsu's figures of 3.92 million Hucard systems and 1.92 million CD systems including Duos in Japan only, must be wrong because of the number of games made. Isn't this right?

By the way, nice shoehorning of another million into the PCE sales quotes in your post.

What you're doing is speculating based on a single limited correlation. There are lots of reasons why the PCE could have gotten 700 games with only 5 million units sold in Japan. How did the 3DO get over 300 games made for it when it only ever sold 2 million units worldwide? It's because it had its own niche, and it had certain developers that focused on it. The PCE had these things going for it and more.

For example, when the PCE was rising in popularity in 1988 thanks to hits like R-Type, the actual number of Hucard games available in Japan was still small. Developers could count on less competition and get good sales even if the PCE user base wasn't as big as the Famicom's, and this probably contributed to the flourishing of Hucard games in 1989 and 1990. However, you could say that something similar happened with CD system, too, given the number of CD games available in 1990 and the boom over the next couple of years. And again for the 3.0 system and the number of games in 1992.

So sheer newness, as well as promise from early popularity, was enough to be an influence on developers each time a new format came out. I hate to bring it up again, but this is another reason why treating the PCE and its CD expansion as one system and comparing it directly to the Mega Drive and the Super Famicom often makes for an apples/oranges comparison. The PCE with the CD expansion arguably got this effect three times, while the others got it just once.

And again, that's all just one possible reason why there were 700 games on a system with 5 million sales.

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None of this makes any sense unless you're blindly trying to make the PC Engine seem unsuccessful from multiple contradicting points of view.

It just doesn't add up.

Look, dude, Famitsu and the Asashi newspaper are credible sources, and their two independent figures complement each other very well. And there's that guy from NEC saying that they had sold 1.8 million CD systems in 1994, too, which makes three separate corroborating sources straight from Japan. Do you have even one source that is as credible as a single one of these three?

Because it sounds to me like your only source is your gut.
« Last Edit: June 03, 2014, 03:11:39 AM by SamIAm »

Otaking

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #123 on: June 03, 2014, 01:26:16 AM »
I found this article from NFG on the PC Engine magazine to be very enjoyable to read. It also gives a point of view on the numerous hardware variations, add-ons and accessories of the PC Engine:
http://nfgworld.com/?p=1508


Quote
I’ve been going through a massive archive of PC Engine magazines recently. Complete runs of every PCE mag ever printed, basically, 43 gigabytes of scans that brought me on a roller coaster of PC Engine history.

I wonder where he got the PC Engine magazine scans from?


Necromancer

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #125 on: June 03, 2014, 06:32:07 AM »
Once again, did they really?  "Integral piece of the pie" from day one in December 1988?  But NEC didn't even release a Turbo CD game until September 1989!  That's not "from day one".

You're one dumb cookie.  The design of the hardware (and the prototypes shown before the PCE was released) makes it painfully obvious that the PCE and CD were designed side by side.  The CD is clearly not an afterthought, and the number and timing of game releases by a separate branch of the parent company is wholly irrelevant.

It wasn't until 1991 that NEC decided to focus on the Turbo CD as their main platform.  Look at their 1989-1990 CD release libraries if you want to see that.

I didn't say they considered the CD the main platform.  Learn to read.

Besides, it's downright retarded to look at their released games as an indicator of what they wanted from the system as a whole (from all developers).  Do you also believe they only wanted arcade ports and karaoke discs?

Their only CD releases in '89 -- again, the first one coming in September -- were Altered Beast CD, the first three volumes of Rom Rom Karaoke, and Sidearms Special.  In 1990 all they had on CD was Super Darius and two more volumes of Rom Rom Karaoke.  That's a thin lineup of three games previously or also available on HuCard and five volumes of karaoke.

You talk as if they released a ton of HuCard games in that time frame.  There's only 21 titles from them in '89 and '90, making CDs 38% of the mix, which is hardly the tiny minority you make it out to be.

Addons kind of are a weird middle-ground between supplements and completely different systems, though.  They kind of go in both categories...

But the games for those add-ons are unequivocally separate from the main library?  Try to be consistent with your inanity.

Adding a CD storage medium radically alters what you can do in games in certain important ways -- videos, voice acting, CD audio, etc.

And adding an FX chip (or other helper chips) radically alters what can be done in games too.  Why do you ignore that distinction?

So 24 million sales are irrelevant just because you say so and dislike it?  Uh, that's not right.  I've never used the Kinect myself and doubt it works well for most games, but that's completely besides the point.

It's irrelevant because it in no way, shape, or form can be considered a console; it's a controller, pure and simple.  Bringing it up in this discussion made no sense whatsoever.
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A Black Falcon

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #126 on: June 03, 2014, 07:12:08 AM »
You're one dumb cookie.  The design of the hardware (and the prototypes shown before the PCE was released) makes it painfully obvious that the PCE and CD were designed side by side.
You should try to follow my actual argument and not make stuff up I didn't say...

Get the argument straight.  Black Tiger there said that he thinks that the PCE and CD weren't designed at the same time, and that the PCE came first and the CD later, from NEC and not Hudson.  I said that I doubt this and think that Hudson came up with the CD idea on its own, which obviously suggests that even if the PCE maybe came first, they came up with the CD addon idea early on, almost certainly before the PCE released.  I'm not the one you should be insulting here.

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The CD is clearly not an afterthought, and the number and timing of game releases by a separate branch of the parent company is wholly irrelevant.
Well, this first depends on whether the CD system was indeed originally intended as the primary format or not.  Being so forward-thinking as to expect, in 1987, that CDs would be the format that this platform you're releasing now would mostly use... maybe, that could be, but I'm skeptical.  It seems more likely that it was intended at first as what the Turbo CD was for the first three years of its life: an add-on, for the kinds of games that need CD audio or cutscene data.  The 'CD as the main platform' idea dates to the creation of the Duo in 1991.

As for game releases, that it was indeed intended to be 'just an addon' at first explains both NEC and Hudson's relatively thin CD release libraries in '88 to '90.  Both companies were mostly focused on HuCard games, clearly.

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I didn't say they considered the CD the main platform.  Learn to read.

Besides, it's downright retarded to look at their released games as an indicator of what they wanted from the system as a whole (from all developers).  Do you also believe they only wanted arcade ports and karaoke discs?
Well, when you look at the kind of stuff releasing on the Turbo CD early on, I think they didn't really know WHAT they wanted.  And this makes sense -- the CD was brand new as a videogame medium, and this massive amount of space was hard to deal with.  What do you put on the disc to take up all that space?  Nobody was really sure that generation about how to make the best use of the space.  And so you end up with cartridge games with CD audio, information discs which aren't really games, FMV-heavy games (on Sega CD particularly), music/karaoke 'games', and such.  Actual game data at the time did not need anywhere near a CD's worth of space, after all, so you couldn't fill a disc with just a game!
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You talk as if they released a ton of HuCard games in that time frame.  There's only 21 titles from them in '89 and '90, making CDs 38% of the mix, which is hardly the tiny minority you make it out to be.
38%?  But of the 8 CD games, three are games also available on HuCards, and the other five are karaoke discs.  With the HuCard games, though, all of them are full, individual games.  It's not comparable.

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But the games for those add-ons are unequivocally separate from the main library?  Try to be consistent with your inanity.
What you need to be is be consistent in each comparison!  Either include all addons, or don't.  None of this middle ground some people in this thread want where some addons count but others don't.  Go with the standard definition of an addon -- that is, some significant piece of hardware you have to buy separately from the main system that's more than just a RAM expansion -- and either include them all, so compare Genesis+Sega CD+32X to SNES+Satellaview to TG16+TCD, or compare all of them separately.  Both ways are valid, really.  What isn't valid is merging the TCD and TG16 and calling them one platform but not doing so with Sega and claiming that that's a fair comparison, as was done in this thread.

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And adding an FX chip (or other helper chips) radically alters what can be done in games too.  Why do you ignore that distinction?
FX chips are built into the carts, they aren't something sold separately as an addon.  This is the difference between the SVP chip in Genesis Virtua Racing and 32X Virtua Racing Deluxe, for instance.  Expansion chips in carts do matter, and in a certain way of looking at it sort of are "self-contained addons", but they are definitely not consoles, since a console is something with multiple, interchangeable games.  And because they are in the carts, and not separate, people count them as part of the main library.

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It's irrelevant because it in no way, shape, or form can be considered a console; it's a controller, pure and simple.  Bringing it up in this discussion made no sense whatsoever.
So you're putting it in the same category as, say, light guns?  That might be fair, but special controllers like light guns or the Kinect could, from a certain point of view, count as "addons" too you know.  You're already trying to expand the definition of addon by including special chips in cartridges as "addons", so what's so odd about expanding it to include addon controllers as well?
« Last Edit: June 03, 2014, 05:55:30 PM by A Black Falcon »

A Black Falcon

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #127 on: June 03, 2014, 07:22:52 AM »
Here's a common sense approach using reasonably solid/fact-based figures and proportional estimates that most people would agree upon.

The PC Engine was only released outside of Japan in a significant way in North America, where it may have done alright as a niche console, but wasn't anywhere near as substantial as the mainstream consoles, nor the PC Engine in Japan. As such, it didn't draw the kind of third party support that worldwide-massively successful consoles did and unlike the Genesis, it couldn't get companies like Capcom to break Nintendo's grip on them to support it. Pretty much the only game development for PCE/TG-16 outside of Japan was a handful of games published by the North American first party entities. There's no point getting into why or how it didn't get the kind of European game support that the successful consoles did, all that matters is that it didn't. We can all agree that the PCE was in the worst position of the 16-bit consoles for receiving third or even first party support, since games developed for it didn't have the potential to be successful in other markets.

Now Sega Genesis was insanely popular worldwide, but especially in North America. Although we'll never get solid figures, 40+ million worldwide and 20+ million in North American hardware sales gets tossed around a lot. Obviously the Genesis benefited development-wise from being huge in Europe, while still garnering massive support from Japanese publishers, even if the Mega Drive wasn't as popular in Japan. So it's logical that the Genesis was in a position to receive a much higher rate of published games proportionate to consoles-sold, than the stuck-in-Japan PC Engine. Obviously, the SNES also benefited in what should be a much higher games-published to hardware-sold ratio. It just makes sense.

So taking this non-radical point of view, how is this possible:

Genesis: 20 million consoles sold in NA / 40 million worldwide / 700'ish published games for NA
SNES: 23 million consoles sold in NA / 50 million worldwide / 700'ish published games for NA
PC Engine: >6 million consoles sold in JP / >7 million worldwide / 700'ish published games for JP

Super Famicom: 17 million consoles sold in JP / 50 million worldwide / 1440 published cart games + 232 Satellaview games for JP


So even though the PC Engine should have a much lower number of available games proportionate to consoles sold, the extra low hardware figures being pushed in this thread would have us believe that PC Engine games sold so well, that it garnered a hugely disproportionate amount of development, while still being snubbed by so many publishers because of the whole Nintendo honor/blackmail/bs? And yet we're still supposed to believe that the best selling PC Engine game only moved 200,000 units?

None of this makes any sense unless you're blindly trying to make the PC Engine seem unsuccessful from multiple contradicting points of view.

It just doesn't add up.
SamIAm already covered a lot of the reasons why your argument here makes no sense, but I can add a little more as well. 

First, as he said, it's 5.8 million total, not 7 million.

But more importantly, you seem to not understand that in Japan, many more console games release than release in the West.  This is true with every successful platform!  Saturn, Playstation, PS2, NES, SNES, what have you, consoles get FAR more games in Japan than we do here.  It's easy to release lots of games for a system in Japan, because of the country's relatively small size and dense population.  Releasing a game physically in the West requires a lot more distribution costs for sure,  and doesn't happen anywhere near as often.  Look at those SNES numbers you posted, for example -- the SNES sold better in the US than it did in Japan, but had twice as many game releases in Japan as it did in the US.  With the PS1 or PS2, there is an even bigger discrepancy.

So basically, the main point of your argument, that somehow because the SNES and Genesis in the US got as many game releases as the TG16+CD did in Japan it did as well there as those did here, is based on absolutely nothing.  In fact, in Japan you expect consoles to get more game releases than they get in the West.  It happens all the time.  Cheap distribution costs, easy access to the market, low budgets for games that match the expected sales... that's how the industry worked, and still often works, there.
« Last Edit: June 03, 2014, 04:27:32 PM by A Black Falcon »

SamIAm

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #128 on: June 03, 2014, 12:17:49 PM »
If the number of games in a library were strictly a function of the number of systems sold, let's say to a minimum ratio of 100 games per 1 million consoles sold, then the PC-FX should have had about 11 games. It had 62.

If you're interested, the figure of 110,000 PC-FX systems sold comes from another Asahi newspaper interview with an NEC executive. By the way, and I mentioned this once before, there is actually yet another quote about PC-FX sales from a different interview with an NEC person: he said that it sold 1/50th as many as the PC Engine. That's not exactly precise if 110,000 and 5.8 million are the real sales numbers, but it's pretty close. Close enough to call it a fourth corroborating source for PCE sales, if you ask me.

NFG

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #129 on: June 03, 2014, 02:38:23 PM »
I updated the above referenced NFGworld  post with a sales chart from the November 1993 PC Engine Fan magazine.

http://nfgworld.com/?p=1508#comment-21492

Please stop confusing your opinion with fact.

SamIAm

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #130 on: June 03, 2014, 02:58:18 PM »
I updated the above referenced NFGworld  post with a sales chart from the November 1993 PC Engine Fan magazine.

http://nfgworld.com/?p=1508#comment-21492


Thank you for sharing this.

This chart confirms everything that I've been saying and the sources I've been quoting. In 1992, we see Hucard system sales peaking at <4 million, and still some room to grow for the CD system with sales at 1.5 million. We also see Hucard sales taking a dive when the Super Famicom came out, fueling the transition to the CD system.

NFG, do you read Japanese? I'm a fast reader (used to be a professional translator), and if there is something related to this that you would like me to look at and give everyone the gist of, I would be happy to do so.

I'm really curious about the sales of specific games, especially Hucards. I've scoured the internet in Japanese, but I can't find a single reliable source for a sales quote on specific Hucard games.

A Black Falcon

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #131 on: June 03, 2014, 04:33:38 PM »
One interesting thing about that chart, aren't those hardware totals by '92 very close to the numbers you were saying were the final numbers?  So did the system sell much worse in '93-'99, or something?

Also, you really, really should get together your source citations and fix the English TG16 Wikipedia article's sales numbers... those Gamepro numbers they cite are WRONG.  The Sega Genesis article used to be just as bad, but now it's full of sources for the most specific sales information that could be found.  The TG16 needs something similar.
« Last Edit: June 03, 2014, 04:35:39 PM by A Black Falcon »

SamIAm

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #132 on: June 03, 2014, 05:45:23 PM »
One interesting thing about that chart, aren't those hardware totals by '92 very close to the numbers you were saying were the final numbers?  So did the system sell much worse in '93-'99, or something?

It wouldn't be too surprising. According to that one fan-site, roughly half of the 1.92 million CD systems are the non-Duo, attachment type. Of the remaining million, maybe 500k are original Duos, 300k are Duo-R systems, and 200k are RX systems. That's just a guess, of course, but the Duo-R came out in March 1993, and the RX was in 1994. It seems to line up. It also helps explain why the R and RX are more expensive nowadays, though there are other factors.

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Also, you really, really should get together your source citations and fix the English TG16 Wikipedia article's sales numbers... those Gamepro numbers they cite are WRONG.  The Sega Genesis article used to be just as bad, but now it's full of sources for the most specific sales information that could be found.  The TG16 needs something similar.

That might be a good idea. I'll see what I can do. It would be nice to get the specific issue numbers for the Famitsu quotes, but I haven't found any yet. The Asahi newspaper quotes are specific, though, and so is that PC Engine Fan issue.

I'm actually thinking of putting together some kind of essay/retrospective on the PC-FX. I dare say that after reading so many Japanese magazine articles, fan sites and forums, and after getting my hands dirty translating one of the games, I've come to have a perspective on the system that nobody else in the English speaking world has ever had. The PC-FX makes for a good story, because you really have to understand the context of the PCE-CD system to understand the decision making process behind the PC-FX.

Here's one interesting quote from the scenario-writer of such definitive PCE-CD games as the Tengai Makyo series and Linda3: "A PCE game has to have beautiful women in it, or it won't sell."
« Last Edit: June 04, 2014, 03:41:50 AM by SamIAm »

esteban

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #133 on: June 03, 2014, 06:08:32 PM »
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Here's one interesting quote from the scenario-writer of such definitive PCE-CD games as the Tengai Makyo series and Linda3: &quot;A PCE game has to have beautiful women in it, or it won't sell.&quot;

I'm sure he felt that way, but can we think of a few exceptions?
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SamIAm

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #134 on: June 03, 2014, 07:32:29 PM »
I'm sure he felt that way, but can we think of a few exceptions?

Do you mean developers who didn't feel that way, or games that contradicted that? I don't have any other developer quotes on hand. As for successful CD games that didn't have beautiful women in them...that's a good question. Especially if you're talking about games after 1992.