@GTV reviews the Cosmic Fantasy 1-2 Switch collection by Edia, provides examples of the poor English editing/localization work. It's much worse for CF1. Rated "D" for disappointment, finding that TurboGrafx CF2 is better & while CF1's the real draw, Edia screwed it up...
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Topics - handygrafx

#51
I've uploaded the Ghouls N Ghosts ~ Daimakaimura ending music from the SATURN version from Capcom Generation vol 2,    as well as the Arcade, Genesis and SuperGrafx versions.



in my honest opinion, they REALLY screwed up the ending music in the Saturn version -- whatever they did to it --  call it a remix, an arrangement, or what have you.   I strongly dislike it. It's highly irritating.
even if it is technically advanced ( i'm not saying it is)  I still really dislike this rendition...
 
I think the Genesis version of the ending music is FAR, FAR better as it reproduces the arcade much more nicely. The SuperGrafx version, well they kinda tried, concidering the limitations of the audio chip... it's not as good as the Genesis version. but these all make for an interesting comparison.   I'll try to upload the Playstation / Xbox versions later.

note: I could only get 3 minutes each because that's what the trial version of the software I'm using allows.  I have more robust audio recording software but it's way over my head and didn't have time to learn it.  3min for each version should be enough for you to get the idea.... i'm not even a novice at using software or computers...
#52
http://revolution.ign.com/articles/697/697882p1.html

QuoteIwata also announced partnerships with Sega and Hudson to offer downloadable access to their classic games via Revolution's Virtual Console. Revolution owners will be able to relive their past gaming glories from the Sega Genesis console by playing a "best of" selection from more than 1,000 Genesis titles, as well as games sold for the TurboGrafx console (a system jointly developed by NEC and Hudson). These games join Revolution's access to 20 years of fan-favorite Nintendo games from the NES(R), Super NES(R) and Nintendo(R) 64 eras.



http://revolution.ign.com/articles/697/697922p1.html

QuoteGDC 06: Revolution Goes Retro
TG-16 and Genesis games due out for Nintendo's new console.
by Nix

March 23, 2006 - In a press release simultaneously with an announcement made during Nintendo's keynote speech at GDC 2006 this morning, Nintendo announced that Sega and Hudson have signed on as partners for the Revolution's Virtual Console service. With this, the emulators will be best games from the two companies for the TurboGraphix-16 (or PC-Engine, as it was called in Japan) and Sega Genesis will be downloadable and playable for the Revolution.

Curiously, only Sega Genesis games were mentioned as planned for the Virtual Console system in the deal with Sega (um, hello? Master System? Saturn? Game Gear? 32X?!?), but the partnership promises that many of the best out of the Genesis' 1,000+ gaming library will be available for the Revolution. Individual deals will have to be worked out with publishers for titles to be released on the Revolution, but with a growing interest in classic gaming, publishers and license owners will hopefully be fast to get on-board with Genesis support. And considering that most of the TurboGraphix-16's games released were published and/or developed by Hudson and NEC, it seems that the vast majority of games for the system will automatically fall into that partnership without much more licensing work from the company.

With NES, SNES, N64, and now Genesis and TG-16 on-board, the Revolution has got years of gaming already ready to play as soon as it launches later this year. Look for more news on supported systems and licensed games for the Nintendo Virtual Console as things develop.

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wow!  8)
#53
This is about trying to understand the changes that happened to NEC - Hudson's 32-bit console effort.   The Tetsujin project (IronMan) was started around late 1990 and shown publicly in 1992, but the final PC-FX system that came out at the end of 1994 was significantly different.

originally, the Tetsujin was to be a system that was capable of at least basic 3D graphics -- perhaps not quite as strong as those of the Playstation, but more than what the PC-FX had, which is basically none.

Yes, the Tetsujin/IronMan board is the same thing that's in the rumors section of the pcengine-fx.com website, and some of the graphics shown (both pre-rendered and realtime) are also the same.

https://www.grospixels.com/site/necpcfx.php

And a translated page I found  ..yeah I know the translation is far from perfect, but...



From promising beginnings...

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The "board" presented in 1992: note that the logos of the NEC pad have been changed to Hudson.

IMG Buoyed by the Japanese success of the PC-Engine range, an overpowered 8-bit console, Hudson Soft launched the development of 32-bit technology at the end of 1990. About 2 years later, we are then in May 1992, a first prototype is presented: it is only a "board" (set of components arranged on a card). Composed of a central microprocessor HuC62320 ( 32-bit RISC, 10 Mips) and backed up by 5 coprocessors (sound management, input/output, color palette, sprites and special effects as well as compression/decompression of images), the set developed internally by Hudson is already defeating the competition then represented by 16-bit consoles and other computers. At this level of design, the storage device (cartridge, CD-ROM, etc.) and the manufacturer were not yet finalized. The project, then named Tetsujin (IronMan), made a strong impression in the specialized press. A probable commercialization was announced for January or June 1994...

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One of the graphic demos consists in choosing, between these 4 heads, a starting face and a finishing face. The machine then takes care of transforming choice 1 into choice 2 through a whole series of incredibly fluid animations. Very impressive (it seems).

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Image quality, display speed, manipulation and animation of full surface 3D objects: with these demonstrations, Hudson strikes a great blow!

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Diagram of architecture of the Tetsujin project.

...to radical changes

At the beginning of 1994, a new revelation: The Tetsujin project turned into the FX project. A manufacturer is announced. It is, of course, the mighty NEC, Hudson's partner from the PC Engine via its NEC HE branch (NEC Home Entertainment). Contrary to the plan initially envisioned, the microprocessor is no longer the HuC62320 but a much more powerful NEC V810. This seemingly innocuous change partly seals the fate of the machine: 3D is abandoned in favor of the manipulation of video images in real time. But why such a transformation will you tell me?

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These are the kinds of images that magazines filled us with at that time: They were supposed to show us the power of the architecture of the machine. In hindsight, the joke may seem amusing. I give you the comments of this great moment of journalism: 1) "this photo illustrates well the possibilities of transparency offered by the Alpha Channel (???) of FX" 2) "the shoot-'em-up on FX go wild »These photos illustrate the games Lords Of Thunder FX and Super Star Soldier FX, 2 shooter powerhouses that unfortunately were never made/marketed.

Several factors have to be taken into consideration. The first: the increase in the price of components supporting 3D. Those proposed and developed by Hudson are now much more expensive. The second: some of the technical characteristics of the future Sega Saturn are beginning to circulate in the middle and somewhat cool our 2 thieves (particularly those concerning the processing of mapped 3D). Finally: The unofficial announcement by Sony of its arrival on the console market. It is too much for NEC which forces Hudson to review its copy. The engineers of the Japanese tandem are now in a hurry by the Sega/Sony duo. By abandoning 3D, the bulk of the problem is solved: saving time and saving money. For the rest of the architecture, Hudson inflates the capacities of some of its components and NEC grafts a video system allowing unparalleled bitmap management. This change of direction will drastically lower the cost of the future console. As a result, Hudson and NEC aim to market the cheapest 32-bit consoled on the market. Finally, the compatibility between PC-Engine games and those of the FX is unfortunately not on the agenda. See you in a few months...

____________________________________________________________
end of article


hmmm....


well, it seems the PC-FX specs were increased in some areas, such as the CPU and the video system for displaying smooth animation, but the 3D graphics sub-system was cut out.

now, it is possible that the PC-FX of 1994 contains all of the co-processors of the 1992 prototype board -- perhaps the 1992 prototype did not contain the planned 3D chipset ?

some years after the 'FX launched, there were rumors of a PowerVR graphics card upgrade -- if that had ever become a reality, of course it would've boosted the 3D graphics capabilities of the 3D-less 'FX well beyond what the original 3D-capable Tetsujin could've offered.
#54
I thought you guys might get a kick out of this July 1990 article 
The TurboGrafx-16 Goes Into The Shrinking Machine from Video Games & Computer Entertainment about the Turbo Express ~ PC-Engine GT when it was just known as the "Game Tank" and TGP ~ TurboGrafx-16 Portable

enjoy  8)

cover:
/vgcetgpcover7fs.jpg

editorial:
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article:
/vgcetgp6nz.jpg
/vgcetgp27kc.jpg
/vgcetgp38jf.jpg
#55
/vgceapril19ln.jpg
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I cannot believe I found this online :shock:  -- VG&CE's April 1989 article on the PC-Engine.  when I had the actual magazine in spring-summer 1989 it was the first I had ever heard of the PC-Engine.  I was stunned when I saw it had a better game of R-Type than my Master System R-Type that I had just bought.  The funny thing is, the PC-Engine had been out in Japan for a year and a half, and its version of R-Type (both parts) had been out for a year.   Man, what a trip down memory lane seeing this article again. 

A few months after this magazine, I was seeing Keith Courage In Alpha Zones playing on a TurboGrafx-16 on a shelf behind the glass at my local Toys "R" US.  It would be another year and a few months, fall 1990, before I got my own TG16.
#56
guys,  what do you remember TurboGrafx R-Type retailing for in the U.S.?

I remember it being rather expensive, and expensive even years after original 1989 release.    $69 at Toys R US and probably other places.

can you recall specific prices from specific years for a new copy - 1989 through say 1994.

I got my R-Type free on xmas eve 1990, for purchasing the TG16 earlier that fall, probably for $149, i think.   8)

but i was amazed at how expensive R-Type was, years later
#57
here is the earliest mentioning of the TurboGrafx-16 that I could find on Usenet newsgroups.  1989-05-27   aka  May 27, 1989


http://www.google.ca/groups?selm=938%40cadillac.CAD.MCC.COM&output=gplain

QuoteThe current issue has a cover story on the Nintendo Gameboy
handheld system.  There is a brief article describing their tests of
a Japanese Sega MegaDrive 16-bit system.  Last month they did a similar
piece on NEC's PC Engine.  (They note in this issue that it will be
released in the US this fall as the "TurboGrafx-16").


and here is the oldest post mentioning the PC-Engine

1989-03-06  - March 6, 1989

http://www.google.ca/groups?selm=3397%40uhccux.uhcc.hawaii.edu&output=gplain

QuoteUnless, of course, that you travel to Japan fairly often.  In which case you go to NEC and buy their wonderful PC-Engine (that what they call it) with the CD-ROM drive...


strangely enough, this first post (seemingly the first)  on the PC-Engine also mentions the CD-ROM drive.    it makes sense, because the CD-ROM came out in 1988, but what I find odd is, there is no mention on Usenet of the PC-Engine in late 1987 when it came out, or, through ALL of 1988.  this surprises me, a little. even though it was a Japanese console.  you'd still think that someone would've mentioned it.





another old one on the PC Engine, from March 1989

http://www.google.ca/groups?selm=8903220643.AA06980%40baldwin.csri.toronto.edu&output=gplain

QuoteActually, Nintendo/Sega is already dead in much of Asia.  The
current hot machine is NEC's PC ENGINE.  Sega has pretty much
abandoned their stock sega machine and concentrate on their
Sega 16 bit machine.

Why has PC ENGINE killed Nintendo?  The answer lies in graphics.
In HK, many arcades actually use PC-ENGINE for their video games
and few people realize this.  The graphics is the same, and it
has stereo sound.  The only reason NEC has not marketed this
machine in N. America is because they couldn't keep up with
demand in Japan alone.  (The machines are not officially sold
outside Japan by NEC (at least not in Asia), and machines
in HK are bought in Japan.  The ones in Singapore are brought
over from HK.  All docs are in Japanese.

An NTSC system costs HK$1100 with one free game, (this is about
CAN$185)  Over in Japan, when bought by dealers in bulk, they
are (supposedly) HK800 (about CAN125, US105).
#58
NEC SUPERGRAFX | SUPER GRAFX | aka PC ENGINE SUPERGRAFX |  aka PC ENGINE 2

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fortunecity.com/underworld/genesis/107/super_grafx_mini.gif
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xoomer.virgilio.it/romasar/Console_Supergrafx.jpg
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SuperGrafx and CoreGrafx, both with Super CD-ROM2 units
fortunecity.com/underworld/genesis/107/coreandsuper_grafx_cd-rom.jpg

SuperGrafx with Super CD-ROM2 and Arcade Card - this is the only PC Engine configuration capable of playing all PC Engine formats: HuCard, CD-ROM2, SHuCard (SGX), Super CD-ROM2 and Arcade Card CD
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SuperGrafx along with original PC Engine and Core Grafx
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SuperGrafx with Power Console controller attached
img78.exs.cx/img78/786/superconsole17io.jpg

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galeon.com/maxmuseum/images/supergrafx.jpg
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battleship.ibbun.com/html/pcengine/history/supergrafx.jpg
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est.hi-ho.ne.jp/okamotoz/sg.jpg
konsolen.emubase.de/bilder/nec/pcenginesupergrafx.jpg
musepat.club.fr/supergfp.jpg
est.hi-ho.ne.jp/okamotoz/cdsg.jpg
federico.biz/SuperGrafx2.jpg
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federico.biz/SuperGrafx3.jpg
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#59
Hi.  we all know that the PC-FX came out in late 1994. 
what most people don't know is that NEC and Hudson's
32-bit system was in development for a long time. about 4 years. 

from what I have gathered from magazine articles
and the internet, development of the system began
in 1990.  this was Project Tetsujin, better known as
Ironman, sometimes known as Iron Man FX and also
known as Hudson HuC62.

Also, I have read conflicting information about the changes
made from Tetjsujin / Ironman to the final PC-FX.  supposedly
the earlier incarnation of the hardware, Tetsujin / Ironman
could handle some 3D polygon graphics.  not as well as Playstation
or Nintendo64 but perhaps as well as Saturn. this capability was
supposedly dropped from the final PC-FX.  maybe that would explain
the absense of those 3D games like Super Star Soldier FX / 3D and
Lords of Thunder FX. and that 3D driving game that looked like
Virtua Racing seen in GameFan magazine. Perhaps these were games
for the Tetsujin / Ironman system, but got scrapped when PC-FX turned
out to be a system more for FMV based games than for 3D or even sprites.


anyway, I'll just post some of the info I find, as I find it, and add
more comments.  probably in an unorganized fashion, but, ah well.

http://66.102.7.104/search?q=cache:Yo8DUuM0H9MJ:tuvgm.online.fr/Dossiers/PC-FX/+hudson+HuC62&hl=en
QuoteHistory
Hudson Soft begins the development at the end of 1990, named project: Tetsujin . In May 1992 , a first prototype is presented. Composed of a central microprocessor HuC62320 (32-bits RISC , 10 Mips) and assisted by 5 coprocessors. At the beginning of 1994 , the Tetsujin project was moulted in project FX. Manufacturing is NEC partner of Hudson since the PC-Engine via its branch NEC HE (NEC Home Entertainment). The microprocessor is not any more HuC62320 but a NEC V810.
translated: http://translate.google.com/translate?u=http%3A%2F%2Fjuly.fixedreference.org%2Ffr%2F20040727%2Fwikipedia%2FPC-FX&langpair=fr%7Cen&hl=en&safe=off&ie=UTF-8&oe=UTF-8&prev=%2Flanguage_tools

Hudson Soft begins the development at the end of 1990, named project: Tetsujin . In May 1992 , a first prototype is presented. Composed of a central microprocessor HuC62320 (32-bits RISC , 10 Mips) and assisted by 5 coprocessors. At the beginning of 1994 , the Tetsujin project was moulted in project FX. Manufacturing is NEC partner of Hudson since the PC-Engine via its branch NEC HE (NEC Home Entertainment). The microprocessor is not any more HuC62320 but a NEC V810.[/quote]
PCFX motherboard - circa 1994
IMG


Hudson 32-bit prototype system: Ironman aka Iron Man FX aka Hudson HuC62 aka Project Tetsujin - circa 1992

IronMan.jpg
..credit to Fabrizio Pedrazzini of The Strange (and Rare) Videogame Pics Page

IMG
credit to Aaron Nanto of pcengine-fx.com
#60
nice page with pictures of SuperGrafx motherboard, chips, various parts
(all in Japanese)
http://www.h5.dion.ne.jp/~baku/RGB/PCESG_RGB/PCESG_RGB.html


SuperGrafx motherboard
IMG

SuperGrafx playing R-Type  (not sure if its playing HuCard or Complete CD)
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#61
I remember back in the early 1990s, I read a preview for a PC Engine CD-ROM or Super CD-ROM RPG called 'Far East of Eden 2'.   It was in one of the TurboGrafx magazines. the thing that stood out about it was the size of the adventure. I remember reading it had thousands of overhead map screens. hundreds of enemies, dozens of bosses, tons of music and it was said to be one of the most expensive games ever made.   :shock:


oh YES! I found the article!  It's from the April/May 1992 TurboPlay
(from the same people that did VideoGames & Computer Entertainment)

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God Forever Bless the TurboGrafx-16 Preservation Society and their TurboPlay Magazine Archives!  (every page of every single videogame magazine ever printed should be archived like this!!!!)

guys, I still know next to nothing about the Tenjai Makyo series.  no doubt I have the spelling wrong and even the title of this 2nd game in the series wrong, but I am just going by the above magazine article, nothing else.

So my questions to anyone out there with knowledge about
Tengai Makyo 2  aka Ziria: Far East of Eden 2,  was the game in fact *that* large, and did it have everything that the article above says, like 20,000 overhead screens, 300 enemies, 48 bosses, 90 minutes of animation, 24 CD music tracks, 80+ chip-generated music tracks, and was it the most expensive game ever made for its time ???

overall was it as impressive as that old preview makes it out to be?

....I also know understand that this game was remade for Playstation2.