Author Topic: Did the PC Engine die at the right time?  (Read 880 times)

CMcK

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Re: Did the PC Engine die at the right time?
« Reply #15 on: January 19, 2010, 04:48:40 AM »
I don't think it was just the PC Engine that died off too early but 2d gaming as a whole. Poor quality 3d was thrust onto the world with the 3DO, Saturn and PlayStation arguably before developers were ready for it.
We should have really had a generation of slick, well animated, high resolution and high colour 2d / 2.5d games before the Dreamcast appeared.

exodus

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Re: Did the PC Engine die at the right time?
« Reply #16 on: January 19, 2010, 07:22:44 AM »
I'd buy your argument, if it weren't for the Super Famicom's seemingly contradictory library.  1995 was arguably the last year of real support for the PCE, as only 11 titles were released after that year (1.5% of its library); the SF saw 245* games released in that same time period (14.6% of its library).  The SF admittedly had a much larger library (more than double) and greater third party support, but given such a startlingly vast disparity, coupled with the fact that many of the latter SF titles were fantastically original and among the best of its library, it's impossible to believe that few cared about the 16-bitters after '95.

The point is games take a while to develop, and everyone knew the market was moving on. There were lots of games still in development for the SFC when the PS and Saturn were announced, but a lot of games that could jumped ship to the newer platforms. PCE being so old didn't have the marketshare to make putting games on it as viable as it was for the SFC, which was still the only modern Nintendo-backed system. The continued support from the parent company was critical, especially for Japanese companies. As Hudson and NEC had already unveiled their PC-FX, and it was clear that proper game makers weren't going to be able to do much with it, developers must certainly have seen that NEC was going for a different market, and that they should move on to other consoles that support their strengths. So from a third party company standpoint, it didn't make sense to support the PCE when the PC-FX was already out as a successor, and not a very friendly one at that. The SFC on the other hand still had 100% of Nintendo's support as a home console, so seems more like a winning horse. And then, as I mentioned, there are the 3D consoles coming out around the same time.

esteban

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Re: Did the PC Engine die at the right time?
« Reply #17 on: January 19, 2010, 07:34:53 AM »
I suppose it was bound to happen, considering how "novel" the post-16-bit era promised to be...

That said...

The NES (Famicom) had a bunch of development late in its life, and many gems! NES and Famicom had such a huge user base, even a few years into the 16-bit era, that publishers were happy to make $$$.  If only the late-era PCE (transition to Saturn, PS1, etc.) was seen as a huge market "ripe for profit" akin to Nintendo's huge 8-bit market during transition to 16-bit.

Hmmmmmm, both the NES and PCE were uniquely successful during the 8-bit and 16-bit eras, so I really shouldn't complain. We were lucky the PCE thrived as long as it did.

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Necromancer

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Re: Did the PC Engine die at the right time?
« Reply #18 on: January 19, 2010, 09:03:52 AM »
The point is games take a while to develop, and everyone knew the market was moving on. There were lots of games still in development for the SFC when the PS and Saturn were announced, but a lot of games that could jumped ship to the newer platforms.

That's not much of a point, as you're just confirming that the PCE was abandoned long before the SFC.

PCE being so old didn't have the marketshare to make putting games on it as viable as it was for the SFC, which was still the only modern Nintendo-backed system. The continued support from the parent company was critical, especially for Japanese companies.  As Hudson and NEC had already unveiled their PC-FX, and it was clear that proper game makers weren't going to be able to do much with it, developers must certainly have seen that NEC was going for a different market, and that they should move on to other consoles that support their strengths. So from a third party company standpoint, it didn't make sense to support the PCE when the PC-FX was already out as a successor, and not a very friendly one at that. The SFC on the other hand still had 100% of Nintendo's support as a home console, so seems more like a winning horse. And then, as I mentioned, there are the 3D consoles coming out around the same time.

Let me get this straight: Hudson/NEC shouldn't have extended support for the PCE because Hudson/NEC had already stopped providing support.  Hard to argue with that logic.  :?

Third party support obviously disappears when a manufacturer halts support, yet the SF demonstrated that continued official support can lead to continued third party support, even after the release of the next-gen system (there were 82 SF releases after the release of the N64).  The SF's larger installed base isn't terribly important either; if it were, the third party developers would've abandoned the PCE soon after the SF took the lead in sales.
U.S. Collection: 98% complete    157/161 titles

awack

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Re: Did the PC Engine die at the right time?
« Reply #19 on: January 19, 2010, 12:57:48 PM »
As far as numbers go, i think Tengai Makyou sold about the same number of copies as chrono trigger, around 2 million. I don't know any sales figures for 1995, as far as the PCE is concerned.

Even though the PCE has an action RPG that equals anything on the SNES, its very true that it has no turn base RPG on the level of FF III or Chrono Trigger, i would throw in Lunar EB (SEGACD)...also missing is a platform shooter, side scroll brawler, and platformer(cute) with the production value of a Contra, Final Fight, Streets of Rage, DKC, or Yoshi island, but it did get the tops when it came shooters(WOT, Sapphire) action/hs(Rondo) dating sim(Tokimeki Memorial) and digital comic(Snatcher..along with the sega cd).

exodus

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Re: Did the PC Engine die at the right time?
« Reply #20 on: January 19, 2010, 07:38:45 PM »

Let me get this straight: Hudson/NEC shouldn't have extended support for the PCE because Hudson/NEC had already stopped providing support.  Hard to argue with that logic.  :?

ah, I guess we're coming at this from different angles. I suppose it could be argued that had NEC supported the PCE a bit longer, it could have lasted a  bit longer - but it was pretty unlikely given how they wanted users to transition to the PC-FX. If they could have proved there was still a market for the games, I'm sure they could've squeezed out another year, but given the direction the company was trying to go, I think it's for the best it died when it did. My point about third parties was more say that extending past the point that NEC supported it was pretty unlikely. SFC is a different story, I think.

BlackandBlue

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Re: Did the PC Engine die at the right time?
« Reply #21 on: January 19, 2010, 09:13:55 PM »
It didnt help that Nintendo use to have it's 3rd party developers by the balls, like Walmart does manufacturers.
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SignOfZeta

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Re: Did the PC Engine die at the right time?
« Reply #22 on: January 20, 2010, 01:14:26 AM »
It didnt help that Nintendo use to have it's 3rd party developers by the balls, like Walmart does manufacturers.


That's a ridiculous comparison. Nintendo's fees are high, but successful SFC publishers were totally rolling in it. Koei, Capcom, Square, etc were not working in sweat shops knee deep in toxic waste.

BlackandBlue

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Re: Did the PC Engine die at the right time?
« Reply #23 on: January 20, 2010, 01:37:34 AM »
That's a ridiculous comparison.

Sorry, couldn't think of anything else at the time.
Another douche trying to obtain a full Turbo collection.  119/146 so far.  Got a long way to go. Half way there. Hit the 100 mark. ich bein ein obeyer

Tom

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Re: Did the PC Engine die at the right time?
« Reply #24 on: January 20, 2010, 04:37:56 AM »


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The Arcade Card is disappointing, but hardly surprising. It cost half as much as an entire Super Famicom, for starters. And the point of the AC is to give you more memory...but everything you are going to fill that memory with costs money to make! If Star Breaker had cinemas with as high end as the opening of 3x3 Eyes the game would cost at least as much as a SFC RPG, and would it sell as many units? I don't see how it could.

 I'm sorry that you were poor or such. When the AC came out, I had a job and could easily afford it. The japanese also happened to be in healthy middle class driven economy. The Duo originally retailing for over $500USD over there and something like $100 for a AC Duo was some sort of factor? They already had a user base. And it's not like the card price couldn't have come down if software sales to drive the card went up and other factors (Like NEC having their *own* ram/rom fabrication plant, the ram isn't addressed like normal ram/rom - saving money right there - could be DRAM, could be serialized ram, whatever. It didn't have to be standard interface ram which makes it more expensive.) Also, why are you using Star Breaker as any sort of comparison regarding quality. That is a low production value, corner cutting, plain jane, game. And 3x3 eyes ACD support is an after thought. The load routines are extremely unoptimized (like they were assuming/built the game when the ACD was in prototype stages and access was slow). Which continues onto my next point...

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Also, and this is not really related, if anything the ACD increased load times usually. Super CDs had virtually no load times (not by post PS1 standards anyway) since 256k of RAM just doesn't take very long to fill. Compare something like Advanced VG or Asuka 120% to Fatal Fury 2 or Art of Fighting.

 I beg to differ. Many Super CD games handled loading in very poor fashion. Multiple calls and sector seeks for single level/environment conditions. There's no excuse for that. The CD data tracks can and do accompany redundant data out the ass. Dracula X does something like 8-9 CD load requests for a single level. That's ridiculous and it really slows down loading time. The only SCD game that I know of that does proper loading of that does proper loading is Gate of Thunder. It reads in 192k in one single linear read per level. And you can tell, there's almost no loading  in between stages. 3x3 eyes, IIRC, reads in 8k at at time - then copies that 8k to an ACD port, then rinse/repeat. That's extremely slow and *really* no need for it. Even later games used there own CD read routines to get faster access (imagine ~35% speed increase for linear read ins). Gulliverboy gets it right (custom CD read routine and writes directly to the AC ports), too bad it only uses the AC memory as a buffer for cinemas so it doesn't have to reload the game data back in when the cinema finishes. But there's nothing to say other AC games could or wouldn't have done this. And then there's the final aspect of an AC project. Built from the ground up, you don't treat it like a normal SCD but with more memory. You load in large constants of data in the very initial start of the game. So you only need small amount of variable data loads through out the game. And there's no rule saying you have to use large sections of memory all of the time. You could keep the dynamic allocation down to 512k most of the time and only use more in special case situations (since you have a lot of constants already loaded at the start of the SCD game state). And finally, to put things into perspective: Gulliver boy has no problem pulling 122k per second consistently for 5 minutes or more. And that's to keep things in sync, you can reach higher transfer speed up to 150k with custom routines (default system card bios calls don't/won't read in that fast). 3-4 seconds to load in 512k is pretty damn quick (not including any seek times if audio tracks need changing). That's well with in a fade out, and fade in transition of a normal cart game. So don't necessarily take you projections of 90% inefficient load times of SCDs and scale it against ACD additional memory. That's nonsense. Quite a few top titles for 95-96 uses fast custom CD read routines. There's nothing to say that wouldn't apply to top ACD games either.


 And a side note; 3x3 Eyes has some of the worst working logic for cinemas on the system... ever. It does in fact treat the game like SCD when in ACD. Load in a long series of graphic data (and with it's exceptionally slow loading routine at that), then display it. When it fact it should be streaming it. No HuVideo - but actually reading the data from the disc and applying the animation as necessary - more like Flash to give an example. Or more like Popful Mail on the SegaCD. You don't get constant high frame per second animation every second of the video. There are "rest" points where things can calm down or such, but don't appear to because you can still repeat old animation and/or slide layers around onscreen - do lip movement for talking, or pans across a view - whatever. And AC memory would be a *HUGE* help in this since you can buffer a LOT. 3x3 Eyes is a piss poor example of how to incorrectly work with the AC memory/environment.

 I used to think cliche terms like "lazy programmers" was thrown around way too much. But really, it's not. There are plenty designers and programmers that *will* takes the least amount of work/time/money approach to a project. This is called low production value. Good ideas/games on low-to-mid production value schedules. The more I look at games, trace code, look at tile/sprite usage, compression schemes used, the more I shake my head which is obviously corners being cut.

shubibiman

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Re: Did the PC Engine die at the right time?
« Reply #25 on: January 20, 2010, 05:35:55 AM »
Tom, the more I discover how well you know the PCE, the more I wish you could make a game. Isq it on your agenda?
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esteban

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Re: Did the PC Engine die at the right time?
« Reply #26 on: January 20, 2010, 07:53:30 AM »
Tom, the more I discover how well you know the PCE, the more I wish you could make a game. Isq it on your agenda?

I just want Tom to continue sharing his insights with us :)

[daydream]
Also, I think he should string together a bunch of demos (as mini-games), maybe even be creative and find a way to tie everything together into a cohesive theme/story.
[/dream]

That would be neat.
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shonenx

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Re: Did the PC Engine die at the right time?
« Reply #27 on: January 20, 2010, 02:37:57 PM »
I think continued third party support is greatly incouraged by first party support. Yes ..BUT.....Look at the dreamcast, 3rd party support jus didnt quit i think its a matter of how moved people are by a system to keep building software for it . unfortunately people didnt want to build that bridge between 2d and 3d by making superb 2d full motion anime games on the NEC hardware. #d was new and uncharted and every one wanted to get there first and companies that dont have stable game hisstory or a steady series cant afford to be behind the big push they all wanna break 3d sucess ground first .
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SignOfZeta

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Re: Did the PC Engine die at the right time?
« Reply #28 on: January 20, 2010, 06:31:12 PM »
I'm sorry that you were poor or such.

Since I wasn't even living in Japan in the early 90s I don't see how poor I may or may not have been has anything to do with this. I spent a f*ckload of money on games back then, a lot more than I do now, and most of it was spent...on SFC and SCD games, actually. That and the arcade. I mean, I played almost every AC game (had a Die Hard near me) but Mad Stalker and the SNK ports just didn't do it for me so I passed until ACs were really cheap. Now that I have almost every AC game I can honestly say I made the right choice. From what I can tell, the people in Japan did pretty much the same thing. Even if you are hella rich you can still see that it costs $120 more to play Fatal Fury 2 on the PC Engine than it does to play it on the SFC...and if you want a superior version of an SNK game, and you don't mind the huge load times, there was also the Neo CD, released about the same time.

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The Duo originally retailing for over $500USD over there and something like $100 for a AC Duo was some sort of factor? They already had a user base.

Yeah, they had a user base. An ever shrinking one. Every time a new fancy thingambob came out for PC Engine the user base was fragmented. This is why you can still buy unopened copies of Fatal Fury 2 by the case (literally) on eBay 16 years after its release. Not even mentioning the early PCE gamers who ditched NEC/Hudson before without ever buying a CD system, if %80 of all Duo owners bought an Arcade Card (highly unrealistic), and %80 of those people all bought AC games (also, unrealistic) you still wouldn't have enough sales to generate SFC quantities of revenue.

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Also, why are you using Star Breaker as any sort of comparison regarding quality. That is a low production value, corner cutting, plain jane, game.

Compared to what? I quite like it. I was using it as an example because it is very FF/DQ-like, although lower budget.

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And 3x3 eyes ACD support is an after thought. The load routines are extremely unoptimized (like they were assuming/built the game when the ACD was in prototype stages and access was slow). Which continues onto my next point...

And I used 3x3 Eyes as an example because it has, by far, the fanciest cinema in the PCE library. If Star Breaker was as fancy as 3x3 Eyes then...well, that would be pretty cool! But, it would have put Rayforce right the f*ck out of business (sooner) because it never would have made its money back. It would have cost more money to make, and fewer people would have bought it. This is why they made it a Super CD. This is why everyone made Super CDs. The was almost no possibility of full-on AC games making their money back. This was my point all along.

The failure of the Arcade Card was not a technical one, it was a social/economic one. Ya dig?

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I beg to differ. Many Super CD games handled loading in very poor fashion....etc etc etc...

OK, all that technical shit aside...you beg to differ with what? The cold hard fact is that AC games take longer to load. I don't know this because I'm a programmer, I know this simply because I have played the friggn games. Seriously, load of Art of Fighting right now and watch it load the first fight. Have you ever seen a SCD game that takes even half this long to load? I sure as hell haven't. I'm sure there are all sorts of reasons for this, but it doesn't change the fact that, all things being equal (so, same amount of programing skill/effort) it takes longer for the PCE's single speed drive to fill the AC's huge bucket that it takes to fill the Super System's thimble. There are some AC games with good load times, Battlefield '94 for example, but I've seen nothing in this game that couldn't have been done as a straight CDROM2. The flashy ones, IIRC, all have shitty load times. This is why I said that the AC increases load times. It could in theory reduce them, obviously, but in reality AC games take, on average, WAY longer to load than SCD games. Compare the loads in Sapphire to the loads in Got. Fatal Fury Special to Flash Hiders. You can beg to differ all you like, but AC games take longer to load and I suspect it is for the same reason that a book with more worlds in it takes longer to read. Everything about FF Special on PCE is absolutely first rate. It kicks the shit out of the crappy Takara ports of SNK games. If it could load all that much quicker it seems like it would since Hudson really put some effort into this sucker.


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And a side note; 3x3 Eyes has some of the worst working logic for cinemas on the system... ever. It does in fact treat the game like SCD when in ACD. Load in a long series of graphic data (and with it's exceptionally slow loading routine at that), then display it. When it fact it should be streaming it. No HuVideo - but actually reading the data from the disc and applying the animation as necessary - more like Flash to give an example. Or more like Popful Mail on the SegaCD. You don't get constant high frame per second animation every second of the video. There are "rest" points where things can calm down or such, but don't appear to because you can still repeat old animation and/or slide layers around onscreen - do lip movement for talking, or pans across a view - whatever. And AC memory would be a *HUGE* help in this since you can buffer a LOT. 3x3 Eyes is a piss poor example of how to incorrectly work with the AC memory/environment.

Its like this:

For years PCE developers and players had to have their cinemas one of two ways. You could have streaming portions with more animation that left you with scratchy as hell audio samples mixed in with chip tunes, or you could load it all at once and have CDDA sound, but with less animation because the CD can't stop playing the audio in order to load data.

With the Arcade Card that compromise didn't have to be made. At last they could load a f*ck ton of cinema into memory and also play CDDA through the entire thing. The makers of 3x3 Eyes saw this possibility and actually acted on it. The SCD version of the opening has the crappy audio ala Aim for the Top!.

You solution makes sense, but it assumes nobody cares about clean audio...and a lot of people do.

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I used to think cliche terms like "lazy programmers" was thrown around way too much. But really, it's not. There are plenty designers and programmers that *will* takes the least amount of work/time/money approach to a project. This is called low production value. Good ideas/games on low-to-mid production value schedules. The more I look at games, trace code, look at tile/sprite usage, compression schemes used, the more I shake my head which is obviously corners being cut.

This is because games are made on a budget. If they avoid the budget, it will be the last game they make. The next time your boss tells you to cut corners with some code, tell him to piss off. Tell him that you are going to do it the right way. He may let you work an extra 8 hours every day for free to pull it off, but I'll bet you'll get sick of that.

BTW, that "sorry you're poor" comment is total a$$hole. What is this, a Ferrari forum? You sound like the bad guy from an unproduced script of Caddyshack 3.
« Last Edit: January 20, 2010, 09:27:36 PM by SignOfZeta »

Tom

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Re: Did the PC Engine die at the right time?
« Reply #29 on: January 21, 2010, 10:17:52 AM »

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I spent a f*ckload of money on games back then, a lot more than I do now, and most of it was spent...on SFC and SCD games, actually. That and the arcade. I mean, I played almost every AC game (had a Die Hard near me) but Mad Stalker and the SNK ports just didn't do it for me so I passed until ACs were really cheap. Now that I have almost every AC game I can honestly say I made the right choice. From what I can tell, the people in Japan did pretty much the same thing.


 Wow. Thank you for proving original my point. Software sales drive hardware sales. See my later part of this thread as to why the AC failed.

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Even if you are hella rich you can still see that it costs $120 more to play Fatal Fury 2 on the PC Engine than it does to play it on the SFC...and if you want a superior version of an SNK game, and you don't mind the huge load times, there was also the Neo CD, released about the same time.

 One, your logic fails in that you assume FF2 only and the AC. Who the hell is going to one addon card to play 1 game (a port at that)? Your point is invalid. Just because you didn't care for the other ACD games, doesn't mean others don't. Let's take a few games; Mad Stalker, FF2, AoF, Sapphire. Four games off the top of my head. You divide the one time cost of the card, across the titles you bought. The more AC titles released (and those would include ACD/SCD bi-compatible games with significant additional context for ACD users), the more the original cost of the card becomes irrelevant. It's no different than when you buy a game system, or a DVD player, or whatever. All you're doing is bitching about the end result, and not the source of the problem (which you seem to have trouble formulating). The four repeated points you keep mentioning; price of the card, available titles, additional load times, and the lack of any audience left to buy it - as being the reason why it wasn't successful. The price is a non issue - about the cost of a game and a half or less. The lack of an audience to buy it - bullshit. While the card might have come out later (feb-ish '94), I'll give you that, PCE consumers/softs sales were still strong. And enough to warrant of bringing out the card to begin with. Additional load times - I've already discussed the technical f*ckups of most ACD games (two of them) and how they would have improved, but general logic still holds - if gameplay periods between loading are longer and/or the visual/animation/gameplay/whatever experience is dramatically increased, the additional length in load times are relatively tolerable (I'm not talking about the extreme load time cases like in some ACD games). Also, see might point in how load times could/would be decreased in the following two years.

 And lastly, the available titles. This is the failure of the AC. The difference isn't as great as between hucards to SCD, than it is from SCD to ACD. Not just that, but CD to SCD was not only needed because of how crippling the 64k of ram the original CD system had, but that the upgrade was solidified in being included in the new main system - the Duo. Even if they had come out with a new Duo model with AC built in, the conditions weren't the same as when the original Duo came out.

 So this addon required a completely different approach to entice existing Duo/PCE consumer base (I highly doubt NEC was expecting to gain any new consumers to its base with AC). Companies were reluctant to develop ACD only games for such a small audience when the SCD audience was HUGE in comparison. Therefore it relied on bi-compatible softs to get hardware sales moving. Bi-compatible softs that atleast gave a taste of what a true ACD game meant (which didn't happen, obviously). That and there weren't enough "show boat" ACD only titles out either. A Far East of Eden only ACD game released in mid '94 would have been a much bigger pusher of hardware sales than any of the fighting games/ports combined. Matter of fact, bi-compatible ACD/SCD softs would have been the biggest factor in selling these addon cards, more so than ACD only titles. You've said yourself, ACD only market is much smaller than SCD market and given the time left on the console even if you assume great sales numbers of the arcade card, it still wouldn't have matched it or exceeded it. I'm not trying to say it would have. I'm saying ACD offered two advantages; bi-compatible games would have upgraded content, and ACD only games (as little number as they still would be) would offer something that SCD games couldn't do - if a company wanted to take that route. It's a win/win situation that didn't play out... for the very fact that the existing so called bi-compatible ACD/SCD games that did come out (and there are quite a few of them) was a complete let down on the ACD side/content of the game. It was laughable. Leaving only ACD only games to show any real improvement/difference between SCD/ACD and the only incentive to purchase the card. Thus, failure. I think it's a perfectly safe logical assumption too, that if the ACD sales were much greater and that those users left near the very end of the consoles life - would more than likely be PCECD consumers with that card. The hardcore/loyal fans are usually the last to go. And the possibility of more ACD only titles that what was put, would have been a reality.

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Yeah, they had a user base. An ever shrinking one. Every time a new fancy thingambob came out for PC Engine the user base was fragmented. This is why you can still buy unopened copies of Fatal Fury 2 by the case (literally) on eBay 16 years after its release. Not even mentioning the early PCE gamers who ditched NEC/Hudson before without ever buying a CD system, if %80 of all Duo owners bought an Arcade Card (highly unrealistic), and %80 of those people all bought AC games (also, unrealistic) you still wouldn't have enough sales to generate SFC quantities of revenue.

 Who's the hell is making the point that NEC was gonna be level competitive to the SFC at that point? That's just stupid. You need to keep your thoughts/focus in context. Nobody that I can see, is saying how the ACD would generate sales figures anywhere near SFC at that time. Yeah, the PCE softs might have out sold the SFC softs for a short while - but that's only because of the popularity of the PCE at the time and the limited number of SFC titles at the time of the SFC's release. And fragmented the user base? Are you retarded? They combined the CD unit into the Duo as a single machine for the sake of focus. CD format was now the new machine starting 1991, hucards were the old machine and nothing but a legacy format. Fragmented what? If you're looking at it in the perspective of pce+cd addon+scd, then you're a fool. The so called "addons" were meant to keep existing customers giving them the option of upgrading without having to buy a whole new system. Be it owners there never have a CD unit (the Super CDROM2 was their option because it included the new SCD 3.0 card in it) or the SCD 3.0 upgrade card for those users that already had purchased the original CD unit. But I'm sure you'll probably come up with some asinine response pointing out all the devices NEC ever came out with and some how try to make it all logically (and I use that word loosely) fit into your point - and how the AC is related/fits in.