Author Topic: What were the life time sales for the PCE/PCEDuo  (Read 8204 times)

Necromancer

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #75 on: May 20, 2014, 03:57:42 AM »
There's a difference between a time when a system is actually available, and a time before its release, you know... :p


That was my point, genius.  Since the SF/N64 came out years after the PCE/PC-FX, it's no surprise that it was supported later.

That is somewhat true, but if you separate teh console and the addon.... The SNES was supported for the longest amount of time.


Learn to read.  I was clearly talking about the time periods when the two systems were heavily supported; years where a comparative handful of games dribbled out don't matter, and separating games by formats is just plain foolish.

Year   PC Engine% of Library   Super Famicom% of Library
1987   5.7%   NANA
1988   233.3%   NANA
1989   7911.2%   NANA
1990   13218.7%   9.7%
1991   11616.4%   443.4%
1992   12617.8%   16112.4%
1993   9112.9%   22917.7%
1994   8411.9%   32425%
1995   395.5%   32224.9%
1996   81.1%   14311%
1997   2.28%   282.2%
1998   00%   151.2%
1999   1.14%   161.2%
2000   NANA   4.3%

(numbers taken from pcedaisakusen, omitting unofficial games which have no posted release date, and from 'super chrontendo' database)

I repeat: the PCE had the bulk of its support parceled out over a longer period of time.  Only 7% of its library came out after the PC-FX was released; similarly, only about 7% of the SF's library came out after the N64 was released.

Sure, there were fewer in '97 to '00 than before, but the system was getting old by that point and newer systems were out, so you expect it.


But we can't expect it of the PCE, eh?  Are you intentionally being obtuse?

I mean, the Xbox and Gamecube released well after the PS2, but they obviously weren't supported as long!


They received the bulk of their support up 'til the point that their replacements were released, same as the PCE and SNES.  No surprise, really.
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SamIAm

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #76 on: May 20, 2014, 04:10:19 AM »
The PC Engine doesn't do 256 x 224 pixel fmv. The actual video is a lower resolution and is doubled one way or another. Some Sega-CD games do the same thing. Otherwise all 16-bit fmv games would be full screen.

That sounds to me like either the VDP has some sort of automatic doubling function, or there's a kind of software graphics decompression algorithm (essentially like a codec) that's telling the CPU to double everything when it copies graphics into the VRAM. Both of these things are quite emulate-able.

The PC-FX FMV decoder literally cannot output more than 256 pixels per line, and that's coming directly from the author of mednafen. There's no room for trickery there.

Have you already forgotten that the Sega CD, which released only three months after the Super System Card, has three times more RAM than the Super System Card does?  Get closer to Sega in RAM in '91 and they'd have had plenty for the generation.


I seem to remember Bonknuts, the master of all things PCE hardware related, saying that the type of RAM used in the Super System Card was a more expensive kind, and that it was used out of some kind of necessity. I could be wrong, though.

and separating games by formats is just plain foolish.

That's at least a little subjective. Are Sega CD and 32X games part of the Genesis library? A lot of people would say no.

There's a case to be made both ways. I'd be curious to see another table with the formats separated.

And don't get me wrong, you could make the exact same argument about the Satellaview. In the end, it's a complex situation, and I don't think there is really one single answer to what "is" the PC Engine.
« Last Edit: May 20, 2014, 04:59:06 AM by SamIAm »

A Black Falcon

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #77 on: May 20, 2014, 11:47:09 AM »
The PC Engine doesn't do 256 x 224 pixel fmv. The actual video is a lower resolution and is doubled one way or another. Some Sega-CD games do the same thing. Otherwise all 16-bit fmv games would be full screen.


That sounds to me like either the VDP has some sort of automatic doubling function, or there's a kind of software graphics decompression algorithm (essentially like a codec) that's telling the CPU to double everything when it copies graphics into the VRAM. Both of these things are quite emulate-able.

The PC-FX FMV decoder literally cannot output more than 256 pixels per line, and that's coming directly from the author of mednafen. There's no room for trickery there.

The PC-FX clearly was a system designed during the FMV boom of the early '90s, but it released too late; release that in 1993 sometime and they'd have had a chance for a 3DO-like period of limited success, though not having 3d power even on the 3DO's level would have hurt it even there... but by late 1994, times were changing.  3D was the new thing, and FMV was on its way out.  And as you've shown, the PS1 could match or beat the PC-FX in FMV from the beginning.

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I seem to remember Bonknuts, the master of all things PCE hardware related, saying that the type of RAM used in the Super System Card was a more expensive kind, and that it was used out of some kind of necessity. I could be wrong, though.

Huh.  Still, it probably should have had more RAM on that card, might have avoided the perceived need for a second card...

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and separating games by formats is just plain foolish.


That's at least a little subjective. Are Sega CD and 32X games part of the Genesis library? A lot of people would say no.

There's a case to be made both ways. I'd be curious to see another table with the formats separated.

And don't get me wrong, you could make the exact same argument about the Satellaview. In the end, it's a complex situation, and I don't think there is really one single answer to what "is" the PC Engine.

The Satellaview is a bit complex, yes, but any game which ran over the service and used live voice streaming I'd absolutely say is on a separate platform, the Satellaview.  It's trickier for the games which are just SNES games you could download to the Satellaview and didn't use any of the voice-streaming features, but if those games were not released on SNES cartridges or on the NP service, they really are on a separate platform.  I know that listing sites like GameFAQs do not list the Satellaview separately from the SNES, but it really is a separate system and should be separate. 

Of course, those sites also almost always merge the Nintendo DS and DSiWare games (they are absolutely separate consoles!), and never separate out dual-mode GB/GBC from GBC-only games in the GBC library, so they do that for multiple platforms.  The TG16 and Turbo CD are separated there, but it is somewhat common online to see the TG16 and TCD mixed together, as if they're all the same platform... but you almost never see that with the Sega CD or 32X, those games are separated from the Genesis library.  Why the double standard there?  They're either all one platform or they're not!  Addons like the TCD, SCD, 32X, or Satellaview are kind of their own platforms, and kind of part of their main system, so I can see why there's disagreement about this, but I absolutely think that addons are not exactly the same thing as the main platform.  Since they require the main platform listing something showing all releases for a system plus its addons is reasonable, but the addons also should be separated out because they are NOT the same thing as the main system.  They are each their own sub-system.

Unlike the Satellaview NP-exclusive releases clearly ARE a part of the SNES's library, but even there I think it's worth mentioning that those games were download service-only and did not release on standard cartridges; even now download-only and physical-release games are often distinguished between on modern consoles, after all, though all are of course games for those systems.

There's a difference between a time when a system is actually available, and a time before its release, you know... :p


That was my point, genius.  Since the SF/N64 came out years after the PCE/PC-FX, it's no surprise that it was supported later.

That is somewhat true, but if you separate teh console and the addon.... The SNES was supported for the longest amount of time.


Learn to read.  I was clearly talking about the time periods when the two systems were heavily supported; years where a comparative handful of games dribbled out don't matter, and separating games by formats is just plain foolish.

Year   PC Engine% of Library   Super Famicom% of Library
1987   5.7%   NANA
1988   233.3%   NANA
1989   7911.2%   NANA
1990   13218.7%   9.7%
1991   11616.4%   443.4%
1992   12617.8%   16112.4%
1993   9112.9%   22917.7%
1994   8411.9%   32425%
1995   395.5%   32224.9%
1996   81.1%   14311%
1997   2.28%   282.2%
1998   00%   151.2%
1999   1.14%   161.2%
2000   NANA   4.3%

(numbers taken from pcedaisakusen, omitting unofficial games which have no posted release date, and from 'super chrontendo' database)

I repeat: the PCE had the bulk of its support parceled out over a longer period of time.  Only 7% of its library came out after the PC-FX was released; similarly, only about 7% of the SF's library came out after the N64 was released.

Interesting chart, but as I say above, I definitely disagree about addons!  No, addons are NOT the same thing as the console they are an addon to.  0% of the TG16/PCE library released after the PC-FX released; the system's last game released that month, and that was only the second game released for the system that year.  The Turbo CD did have games that year, plenty of them, but that's not quite the same thing as the main system.  But I get into this issue above, so just read that.

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But we can't expect it of the PCE, eh?  Are you intentionally being obtuse?

There's a difference between 1995 and 1997, though.  In 1995, the first full year after the PC-FX, Saturn, and PS1 releases, there was still a large market for new 4th gen games.  By 1997 though, the first full year after the N64's release, there was not nearly as much of that.  The two situations are different because of Nintendo's later release date.  You see this on the chart you posted -- 322 SNES games in 1995, 28 in 1997.  This is mostly not because of the release of the not-too-successful-in-Japan N64, but simply because the 5th gen had taken over almost completely by that point.  That wasn't yet true in 1995.  I know that numbers like '1.2/1.3 million Saturns and PS1s sold by mid 1995' shows that in Japan the 5th gen got going a bit sooner than it did in the US -- it really wasn't until later 1996 and 1997 that the 5th gen got really hot in North America -- but still, the sheer number of new SNES games in Japan in '95 shows how important the 4th gen still was there.

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I mean, the Xbox and Gamecube released well after the PS2, but they obviously weren't supported as long!


They received the bulk of their support up 'til the point that their replacements were released, same as the PCE and SNES.  No surprise, really.

That ignores my point that the PS2 had FAR more releases in its later years than those systems, even though it released a year to 1 1/2 years earlier.
« Last Edit: May 20, 2014, 11:58:09 AM by A Black Falcon »

Bonknuts

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #78 on: May 24, 2014, 12:52:19 PM »
It's been forever, but I remember the Saturn having issues with quality FMV. This was a point of contention back in the day of PS vs Saturn. The Saturn FMV had some terrible looking artifacts in motion. At what point did they fix this?

 Even if the Saturn did use native 320 horizontal resolution for video, the advantage isn't as great 25% increase leads you to believe. For one, SDTVs played a factor and the output of the 320 resolution blurred enough on the Saturn to even make mesh transparency trick seem solid. That, and video is a tricky thing. Assuming high color images with nice gradients; vertical resolution makes much more so than horizontal resolution. Always has, always will (for video). There was a trick to re-encode DVD video from 704/720x480 res into 352x480 res (common for CVCDs/KVCDs at the time, also a legal format for DVD), and although the difference was half - the perceivable difference was much-much less than that. Some people couldn't even tell.

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Interesting chart, but as I say above, I definitely disagree about addons!  No, addons are NOT the same thing as the console they are an addon to.  0% of the TG16/PCE library released after the PC-FX released; the system's last game released that month, and that was only the second game released for the system that year.  The Turbo CD did have games that year, plenty of them, but that's not quite the same thing as the main system.  But I get into this issue above, so just read that.

 That's your problem; you're trying to fit the PCE system into other system standards. When in fact, the PCE set its own standard of what's an addon and what's part of the console. The Duo over took the main system; it replaced it for the rest of the life of the system. The CD system, added very little; you can't compare it to the SegaCD which has so much hardware added on that it's almost its own system (add a video chip and it would be). Same can be said for the 32x; even more so because you could rig the 32X as a standalone system (has ram, video, audio, and processors - it's only missing gamepad inputs).

 What is the main purpose of the CD unit for the PCE? It adds a new storage medium. That's the main purpose of it. It didn't upgrade the graphical capabilities or the processing capabilities. Didn't add 3D. Yeah ok, it upgraded the sound (which would have happened anyway via hucard). The SNES did this with addon chips directly in the carts (as well as the NES), and they even added processors and other specialty chips. Those are mini-self contained addons. If the Duo is no part of the main system, then neither are carts on the SNES that employ such chips (especially the late gen ones).

Black Tiger

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #79 on: May 24, 2014, 01:29:38 PM »
Black Falcon views everything around the perspective of Nintendo inventing all standards for games and every innovation, no matter what may have been done before. If someone else does things different than Nintendo, then it is not normal and doesn't count.

Turbo/PCE CD games don't count as real Turbo/PCE games, even if you ignore the CD music and adpcm, but all the NES and SNES games with add-on hardware in carts, Zapper/Super Scope/Power Pad/ROB Robot/Piano/etc games and ram pak N64 games are real because they are Nintendo and Turbo/PCE is not.
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A Black Falcon

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #80 on: May 24, 2014, 02:47:33 PM »
Black Falcon views everything around the perspective of Nintendo inventing all standards for games and every innovation, no matter what may have been done before. If someone else does things different than Nintendo, then it is not normal and doesn't count.
100% false and lies.  Sure I like Nintendo, but I'd never think that only Nintendo invented standards or anything silly like that.

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Turbo/PCE CD games don't count as real Turbo/PCE games, even if you ignore the CD music and adpcm, but all the NES and SNES games with add-on hardware in carts, Zapper/Super Scope/Power Pad/ROB Robot/Piano/etc games and ram pak N64 games are real because they are Nintendo and Turbo/PCE is not.
If you can't understand the difference between an external addon system which you have to buy separately, and a chip the company puts inside a cartridge, there's really nothing I can say.  It should be blatantly self-evident that those two things are different.

Also why are you conflating games which use special controllers with games which use a hardware addon?  That's nonsense.  Go look on, well, any site on the internet pretty much.  They sort game by platform.  Not by what controllers the game supports.  Come on, that's obviously not how it works.  And as for the Nintendo thing, have you forgotten that it's not only the N64 that has a RAM expansion which counts as a part of the main system, but also the Turbo CD and Saturn?  All three work the exact same way, as far as classification: They are not separate platforms.  The 64DD, which requires the N64 RAM expansion, is, though.  That's a full hardware addon.

That's your problem; you're trying to fit the PCE system into other system standards. When in fact, the PCE set its own standard of what's an addon and what's part of the console. The Duo over took the main system; it replaced it for the rest of the life of the system. The CD system, added very little; you can't compare it to the SegaCD which has so much hardware added on that it's almost its own system (add a video chip and it would be). Same can be said for the 32x; even more so because you could rig the 32X as a standalone system (has ram, video, audio, and processors - it's only missing gamepad inputs).

 What is the main purpose of the CD unit for the PCE? It adds a new storage medium. That's the main purpose of it. It didn't upgrade the graphical capabilities or the processing capabilities. Didn't add 3D. Yeah ok, it upgraded the sound (which would have happened anyway via hucard). The SNES did this with addon chips directly in the carts (as well as the NES), and they even added processors and other specialty chips. Those are mini-self contained addons. If the Duo is no part of the main system, then neither are carts on the SNES that employ such chips (especially the late gen ones).
I'm sorry, but this doesn't matter.  The Jaguar CD, Nintendo 64 Disk Drive, Famicom Disk System,  SFC Satellaview... outside of storage (or streaming fo rthe Satellaview), those addons all add either nothing or very little (FDS adds a sound channel or two, nothing else).  They are still addons.  They are still things which should be listed separately from the main system.  The Turbo CD works the same way.

Sure though, yeah, you do have to draw a line somewhere.  So the Turbo CD is a separate platform, but not really the Super or Arcade CD system cards, those I'd count as part of the Turbo CD library.  The same goes for Saturn or N64 games that support those systems' RAM expansions.  Or for the NES and SNES it doesn't matter what extra chips games use, they're all for those systems.  And no, requiring some special controller does not make a game something for a separate platform.  Those differences all matter, and should be noted somehow, but they're not quite enough to make the game something for an entirely separate platform -- the media format and what you're actually putting the game in matters a lot for that kind of distinction.

SamIAm

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #81 on: May 24, 2014, 05:23:28 PM »
It's been forever, but I remember the Saturn having issues with quality FMV. This was a point of contention back in the day of PS vs Saturn. The Saturn FMV had some terrible looking artifacts in motion. At what point did they fix this?

 Even if the Saturn did use native 320 horizontal resolution for video, the advantage isn't as great 25% increase leads you to believe. For one, SDTVs played a factor and the output of the 320 resolution blurred enough on the Saturn to even make mesh transparency trick seem solid. That, and video is a tricky thing. Assuming high color images with nice gradients; vertical resolution makes much more so than horizontal resolution. Always has, always will (for video). There was a trick to re-encode DVD video from 704/720x480 res into 352x480 res (common for CVCDs/KVCDs at the time, also a legal format for DVD), and although the difference was half - the perceivable difference was much-much less than that. Some people couldn't even tell.

As for the Saturn, its FMV is all done via software codecs, so there's a great degree of variability in FMV quality throughout the library due to different codecs being used, as well as some versions being improved upon over time.

The most common codecs are variants of Cinepak and Trumotion, but there are a few more. The game Vatlva apparently uses a software MPEG codec that was compatible with VCD MPEG, but renders the image at a smaller resolution, in a box. I think it's called SOFDEC.

1995 Saturn games almost all have windowed, artifact-heavy FMV, but 1997 games on average look much better.

Over at the SegaXtreme forums, where the western Saturn emulator coders used to hang out, one person managed to rig a Saturn emulator in such a way as to be able to estimate how much idling the CPUs were doing over any given period of time. For the Saturn, a dual CPU system, this was really interesting because you could see which games were very well optimized to use both CPUs fully, which ones weren't, and which ones only used one CPU.

One surprising find was that a great deal of the games in the Saturn library use only one CPU for FMV decoding, but some (very nice looking) games used two. I'll see if I can't hunt up the thread.

And again, I have to say, the whole point was not that the PC-FX has awful FMV. It was that NEC/Hudson bet the farm on having the best FMV in town, and they didn't. The PSX could consistently produce slightly better FMV right from the start (64 more horizontal pixels may or may not be a big deal, but they'll sure break a tie), and the Saturn was not far behind in the beginning and caught up just fine in the later years.

By the way, though, I just have to say, the Saturn's mesh-transparency trick really doesn't work, and in S-Video, the meshing is clear as day
« Last Edit: May 25, 2014, 12:45:43 AM by SamIAm »

Bonknuts

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #82 on: May 25, 2014, 02:45:32 AM »
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I'm sorry, but this doesn't matter.  The Jaguar CD, Nintendo 64 Disk Drive, Famicom Disk System,  SFC Satellaview... outside of storage (or streaming fo rthe Satellaview), those addons all add either nothing or very little (FDS adds a sound channel or two, nothing else).  They are still addons.  They are still things which should be listed separately from the main system.  The Turbo CD works the same way.

 Except, the difference between all of those and the TG/PCE, is that they remained as addons. The CD unit became the main system, for the PCE. There is nothing else like that in history of gaming consoles. The Duo came out in 1991, less than half its life span. The Duo WAS the new system.


Sure though, yeah, you do have to draw a line somewhere.  So the Turbo CD is a separate platform, but not really the Super or Arcade CD system cards, those I'd count as part of the Turbo CD library. 
Why? If the CD games are a separate platform, then why not CD, SuperCD, and Arcade CD? Those cards are addons, with extra hardware in them, and are required to play those formats. Your logic doesn't make any sense; you're willing to dismiss the hardware requirements for each CD format and lump them together, but you're unwilling do to so for the hucard format.

Bonknuts

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #83 on: May 25, 2014, 03:06:36 AM »
By the way, though, I just have to say, the Saturn's mesh-transparency trick really doesn't work, and in S-Video, the meshing is clear as day

  Work as in doesn't appear solid? Every instance of Saturn hooked up with composite on a sdtv BITD, looked solid on those meshes that I saw. But the point, even if the mesh was slight noticeable on some of the better SDTV sets under composite, is that resolution difference didn't have any advantage when the details were filtered out by the encoder chip via composite/rf. The higher resolution played more to an anti-aliasing effect for 3D rendering and the like. Given the limited bandwidth of the CD transfer (2x for all systems), I'd say it would have been a waste to go any higher res than 256. You're just throwing away bandwidth that could go back into the frame rate or better optimization for artifacts.

 Sherlock Holmes on the PCECD uses 512 res for the video (although the video frame isn't that wide). IMO, its a waste of bandwidth and frame rate. Just look at the SegaCD version which uses a lower res and looks fine.

 S-Video is a world of difference over composite (especially considering what most SDTVs did with the composite signal back then). It's the same on PS as well. PS has a global dither across the screen, which you couldn't really see unless you had S-Video cables, which I did buy and immediate was disgusted by it and went back to composite. Not many people bothered with s-video cables BITD. The dominate connection type for gamers was rf and composite (in NA, anyway). Hell, even in the PS2 era - composite was still heavily dominate.
« Last Edit: May 25, 2014, 03:14:04 AM by Bonknuts »

SamIAm

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #84 on: May 25, 2014, 03:54:09 AM »
I meant that it doesn't "work" as in it doesn't produce a convincing transparency. Even with a crappy old TV using composite (which is a situation I was stuck in several years ago), it's not too hard to make out each individual opaque pixel in the mesh, as long as it's not moving too quickly. Maybe RF on an ancient crappy 80s TV is different, I don't know.

EDIT: One extra thing to note, since we are talking in part about a Japan exclusive system here, is that TV technology in the average Japanese consumer's home has always been a little better than in the west. S-Video was probably much more widely used in Japan in the mid 90s.

You have a fair point about bandwidth possibly going to waste on the extra 64 pixels during FMV playback. For normal graphics, though, I think the difference is significant enough in any situation that 320 is preferable, even if you wind up needing more VRAM.

I think it would be interesting to survey the PS1 library and see how many games used the 256 pixel width mode for FMV compared to how many used 320. If the majority went with 320, then there's an argument to be made that the extra pixels really did make things look better.

And this still doesn't affect my opinion that the PC-FX did not have the best FMV playback of its generation, despite all the emphasis they gave it. Take another look at the screenshots of Der Langrisser, and compare the PS1 and PC-FX. They're both 256 pixels across, and they both have essentially the same quality. The option to go with 320 on the PS1 gives it the tie-breaking advantage.

As an aside, you may be interested to know that CD drive read-speed does not seem to be the primary limiting factor in FMV quality for the 32-bit systems. It's just as much a matter of space on the CD and processing bandwidth. A lot of games, including PC-FX games, have a data rate that is well below 300kBps, even though the drive is capable of streaming more. During the Zeroigar FMV subtitling project, we found that the average transfer rate of the original video was around 227kBps, but the drive on a real system could handle 300 just fine. This did a lot to help us keep the quality high even though we were working with a lossy source.
« Last Edit: May 25, 2014, 04:03:59 AM by SamIAm »

Bonknuts

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #85 on: May 25, 2014, 04:54:36 AM »
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As an aside, you may be interested to know that CD drive read-speed does not seem to be the primary limiting factor in FMV quality for the 32-bit systems. It's just as much a matter of space on the CD and processing bandwidth. A lot of games, including PC-FX games, have a data rate that is well below 300kBps, even though the drive is capable of streaming more. During the Zeroigar FMV subtitling project, we found that the average transfer rate of the original video was around 227kBps, but the drive on a real system could handle 300 just fine. This did a lot to help us keep the quality high even though we were working with a lossy source.

 I wonder if it's a hardware limitation, or related limitation. On the PCE, the original system card library for reading in DATA is about 90k a second. The drive is spec'd at 150k (obviously, for red book audio to be compliant). Late gen PCE games use custom libs to access the CD hardware directly, and bump up the data reading rate from 90k to about ~122k (huvideo uses this custom lib too). Still not the max 150k. Everyone assumes the PCE CD units handle 150k data transfer rate, but even with the update libs (which I ripped and used for my own stuffs), still didn't hit that peak rate. I never tried using the ADPCM CD data dma mode to reach max transfer rate (assuming you can even read from ADPCM ram while it's being filled on the CD side).

SamIAm

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #86 on: May 25, 2014, 05:44:29 AM »
Well, the thing is, when we hard subbed the video rips and re-encoded them using a PC-FXGA development tool, we set the max data rate at 300k and came out with files that were much bigger than the originals. And yet, they worked fine on real hardware, with no modifications made to the game itself other than the offsets for the video locations.

Another interesting case is the remake of Lunar 2. The PS1 version is two CDs, while the Saturn version is three, and there is no difference in content. It can only follow that the PS1 version streams FMV data at lower rate. This isn't surprising, because again, Lunar 2 has maybe the best looking FMV on the Saturn.

TheClash603

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #87 on: May 25, 2014, 07:11:34 AM »
Agreed the PC-Engine is a completely separate beast than any other add-on in the history of gaming.

Did the CDX take over as the primary Sega system?  Was the "Jag Duo" ever released?  The only time in the history of the medium where there was a mainstream shift and adoption of a system from one thing (Core) to another (Duo) was the PC-Engine.

For that reason, CD games must be included as standard games for the system, whereas you cannot do the same for the Sega CD or similar "add-ons.".  The CD component of the PC-E was no longer an add-on for the second half of the system's life, it WAS the system.

A Black Falcon

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #88 on: May 25, 2014, 02:42:25 PM »
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I'm sorry, but this doesn't matter.  The Jaguar CD, Nintendo 64 Disk Drive, Famicom Disk System,  SFC Satellaview... outside of storage (or streaming fo rthe Satellaview), those addons all add either nothing or very little (FDS adds a sound channel or two, nothing else).  They are still addons.  They are still things which should be listed separately from the main system.  The Turbo CD works the same way.

 Except, the difference between all of those and the TG/PCE, is that they remained as addons. The CD unit became the main system, for the PCE. There is nothing else like that in history of gaming consoles. The Duo came out in 1991, less than half its life span. The Duo WAS the new system.
Well, there are other combo systems out there of course -- the Sega CDX has been mentioned, but there's also the Sharp Twin Famicom, with both a Famicom and Disk System built into one unit.  There are some other examples of combo systems.

As for using success as a separator -- that is, saying that because the Turbo CD was more successful than other addons it deserves to be counted separately than other addons and isn't really an addon -- that is something I strongly disagree with.  For example, one big issue I have with listings of console generations is that the new consoles of 1982 are (wrongly) listed on all the big sites as being "2nd generation" platforms.  That's ridiculous of course; the Atari 5200, Colecovision, and Vectrex are in no way 2nd-gen.  They are early 3rd gen systems, which released less than a year before the NES (looking at first-release-anywhere, not just the US).  And yet most people dump those systems in with systems released five or six years earlier, simply because the systems of 1982 all crashed and burned in the crash, while the NES released in the West several years later and brought back the market.  I don't think that that should matter -- what matters is when it was first released and the systems' hardware power, and by those standards, there is absolutely no question that the 5200 and Colecovision are much closer to the NES than stuff like the 2600 or Odyssey 2.

So, that the Turbo CD was much more successful than other addons is irrelevant when considering whether it's an addon or not.  However, there is one "addon" that we need to consider, that I think you're not thinking of -- the Xbox 360 Kinect.  The Kinect was hugely successful -- it sold tens of millions of units.  24 million Kinects sold as of early 2013, meaning that a solid third or so of X360 owners have a Kinect.  The Kinect was also bundled in with the system at all higher-priced system tiers after its release.  Of course, on the other hand, maybe the Kinect should be considered to be just an accessory, like a light gun or PS2 camera, and not a full addon?  After all, as I said, that some games require the NES Zapper don't make those games for a separate platform, just a subset of the main platform that requires a specific accessory.  The Kinect is kind of like that... except it DOES have hardware in it beyond just a camera.  It is true that the processor on the Kinect 1 was removed for cost reasons, so it relies on using the X360's CPU, but still, it's more than just a camera.  The Kinect is right there on the boundary between accessory and addon.

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Why? If the CD games are a separate platform, then why not CD, SuperCD, and Arcade CD? Those cards are addons, with extra hardware in them, and are required to play those formats. Your logic doesn't make any sense; you're willing to dismiss the hardware requirements for each CD format and lump them together, but you're unwilling do to so for the hucard format.
It's generally agreed on that just adding more RAM doesn't make something a new platform.  Of course it's an enhancement, but it doesn't fundamentally change the platform as much as something like a disc drive does.  It's just not the same.

Agreed the PC-Engine is a completely separate beast than any other add-on in the history of gaming.

Did the CDX take over as the primary Sega system?  Was the "Jag Duo" ever released?  The only time in the history of the medium where there was a mainstream shift and adoption of a system from one thing (Core) to another (Duo) was the PC-Engine.

For that reason, CD games must be included as standard games for the system, whereas you cannot do the same for the Sega CD or similar "add-ons.".  The CD component of the PC-E was no longer an add-on for the second half of the system's life, it WAS the system.
How successful a platform is really should not affect how it is classified.  Those are two completely separate issues.

Also, this "most successful addon ever", the Turbo CD/Duo, only managed to sell to ~40%, at the absolute most (that is, if you wrongly presume that most Duo buyers had previously owned HuCard systems; there's no way to know that, so the truth is somewhere between 20% and 40%), of the PCE/TG16 HuCard system owning userbase.  The most successful addon ever wasn't owned by a majority of people who owned the system.  And even if we count Kinect 1 as an "addon", it wasn't either; as I said, 1/3rd at best, depending on where X360 sales are now.  I don't think any addon ever has been, if there's something I'm not thinking of.
« Last Edit: May 25, 2014, 02:47:38 PM by A Black Falcon »

pulstar

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Re: What were the life time sales for the PCE/PCEDuo
« Reply #89 on: May 26, 2014, 09:02:41 AM »
I think the point you're missing (intentionally?) that is being raised is that the Duo became the PC Engine system from 1991 onwards. The PC Engine evolved into the Duo so it ceased to be an add on any longer, it was the system. This did not happen for the Mega CD, Jaguar CD, 64DD, Famicom Disk System etc.
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