Author Topic: Sharing the contents of those Japanese PCE mags  (Read 1962 times)

SamIAm

  • Hero Member
  • *****
  • Posts: 1835
Re: Sharing the contents of those Japanese PCE mags
« Reply #30 on: June 16, 2014, 02:00:30 AM »
Ten
Million
Yen


...THAT's how much you deserve for bringing some context to all of these moon symbols. 




Well shucks, thanks esteban.

It's hard to know exactly what that purchase includes. It could actually include a licensing fee, or some other superficial thing that doesn't reflect the cost of the technology itself. On the other hand, maybe the first CD writing tech really was super expensive.

esteban

  • Hero Member
  • *****
  • Posts: 24063
Re: Sharing the contents of those Japanese PCE mags
« Reply #31 on: June 16, 2014, 09:42:13 PM »
Yes, the cost of the CD-ROM tech might have been high, though much better than 5-7 years prior. I wonder when the costs dropped (would it have coincided with the proliferation of "cheaper" consumer hardware in late 90's).

This article was from 1995...in a short time...very different situation?
  |    | 

SamIAm

  • Hero Member
  • *****
  • Posts: 1835
Re: Sharing the contents of those Japanese PCE mags
« Reply #32 on: June 16, 2014, 11:34:29 PM »
I don't have the text with me now, but I remember thinking that they probably weren't referring to the most expensive dev kit available at that particular time, but rather the most expensive kit ever to exist in PCE history.

I remember reading once that when porting Ultima to the FM Towns CD-ROM, the developer had to go to a CD pressing plant and have them make up a glass master just to properly test a build. This was maybe in 1990 or 1991. I could definitely imagine the first CD burners in that era being giant boxes straight out of a 1950s sci-fi movie set with similarly NASA-like pricetags. I also remember the programmer of Sonic Xtreme on the Saturn saying that even in 1996, getting a CD-R test-build was a huge ordeal. I think he said they didn't have a burner in their office, and they had to do something like send a hard drive to another building or something like that.

I think someone once posted about a Hucard dev kit that cost about 10 grand originally. I see if I can dig it up later.

esteban

  • Hero Member
  • *****
  • Posts: 24063
Re: Sharing the contents of those Japanese PCE mags
« Reply #33 on: June 17, 2014, 02:15:33 AM »
It really is amazing how CD-ROM evolved over 20 years...glass master  at plant --> CDR in-house (if you are lucky --> CDR standard on all laptops --> whatever, dude.
  |    | 

Necromancer

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 21409
Re: Sharing the contents of those Japanese PCE mags
« Reply #34 on: June 17, 2014, 03:10:05 AM »
While working for ICOM, Andy Glaister built dev kits that sold for $15,000.  They included CD-ROM emulation, so presumably no CDRs would be needed.  Not to say that everyone worked that way, as surely some devs went with 'real' discs.
U.S. Collection: 98% complete    157/161 titles

esteban

  • Hero Member
  • *****
  • Posts: 24063
Re: Sharing the contents of those Japanese PCE mags
« Reply #35 on: June 17, 2014, 11:07:57 AM »

While working for ICOM, Andy Glaister built dev kits that sold for $15,000.  They included CD-ROM emulation, so presumably no CDRs would be needed.  Not to say that everyone worked that way, as surely some devs went with 'real' discs.


Interesting...do you have link to source (an interview, perhaps?)

 
  |    | 

Necromancer

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 21409
Re: Sharing the contents of those Japanese PCE mags
« Reply #36 on: June 17, 2014, 11:14:19 AM »
http://bit.ly/1yfG39n   :P

Second link and scroll down to about the middle of the page.
U.S. Collection: 98% complete    157/161 titles

Dicer

  • Hero Member
  • *****
  • Posts: 1905
Re: Sharing the contents of those Japanese PCE mags
« Reply #37 on: June 18, 2014, 03:39:48 AM »
Sam, I know you said to scan only certain parts, but I'm a scantard who must get every page... hope to have them up on DoxPhile [& tg16.com esty (;] in a couple of days, though I'll send you a link to the full set of scans the moment they're available.  Thanks so much for what you're doing here!




This...looks familiar...


SamIAm

  • Hero Member
  • *****
  • Posts: 1835
Re: Sharing the contents of those Japanese PCE mags
« Reply #38 on: June 18, 2014, 04:44:06 AM »
Thanks a million, nullity. Please don't kill yourself over this or anything, but I'll be sure to take a good look at your results. Judging by the cover, that's a really interesting issue. Although, it says that it contains as a separate book a guide for all hardware and peripherals. Do you have that, too?

I hope that's not what got chopped...

Dicer

  • Hero Member
  • *****
  • Posts: 1905
Re: Sharing the contents of those Japanese PCE mags
« Reply #39 on: June 18, 2014, 12:16:42 PM »
Sam, I know you said to scan only certain parts, but I'm a scantard who must get every page... hope to have them up on DoxPhile [& tg16.com esty (;] in a couple of days, though I'll send you a link to the full set of scans the moment they're available.  Thanks so much for what you're doing here!

This...looks familiar...


As it should! ( :  I've scanned up to page 110 so far.

P.S.  Where is page 39/40???  I want it, but someone expertly cut it out!!! :twisted:

Idk, I know I didn't never even noticed, or if I did I forgot that I did.


dshadoff

  • Full Member
  • ***
  • Posts: 175
Re: Sharing the contents of those Japanese PCE mags
« Reply #40 on: June 18, 2014, 01:35:10 PM »
P.S.  Where is page 39/40???  I want it, but someone expertly cut it out!!! :twisted:

I have that issue, and:
- page 39 is an ad for the PC Engine game "Kisou Louga".
- page 40 is an ad from Kadokawa Shoten, for various animes - "Hi no Tori", "Youseiki Suikoden", "Arusura-n Senki 3-4", and a serialized manga, "The Sneaker".

While we're on this nostalgia trip, a 45-minute VHS of "Youseiki Suikoden" costed 9800 yen.
Pretty severe.

SuperPlay

  • Hero Member
  • *****
  • Posts: 1659
Re: Sharing the contents of those Japanese PCE mags
« Reply #41 on: June 20, 2014, 11:43:14 PM »
PC Engine Fan - December 1995
What an issue!

Page 6
What the...I didn't know about this thing, but I suppose some people here do.

Make PC Engine games with a PC-98 or an MSX. I'm not sure what kind of language this supports. These things are apparently very rare, because you had to send in to purchase them.
Interesting to note that they say the most expensive dev kits, presumably for CD-ROM games, cost literally 10 million yen, or about $100,000.




You can download a copy of the devlo book above from here:

http://debuglife.free.fr/spip.php?article18


SamIAm

  • Hero Member
  • *****
  • Posts: 1835
Re: Sharing the contents of those Japanese PCE mags
« Reply #42 on: June 22, 2014, 07:33:36 PM »
I decided to go crazy and buy a batch of PCE mags. I'm having a pretty good time exploring this old stuff, so why not? I don't have access to a scanner, but the meat is the text anyway, so it shouldn't matter much.

Luckily enough, I was able to get ahold of the first issue of PCE Fan from December 1988, and in the back is a nice set of introductions for various developers. A lot of it is history and PR fluff, which I won't translate, but I'm going to try to get anything anyone says about the PC Engine. I'll start with Hudson.

This is a direct translation, and not a particularly polished one, but it's good enough. There's not a lot of groundbreaking info, but this should give you an idea of what the vibe around the PCE was like in its early days.

-------------------------------

Hudson

There are a lot of people who, upon hearing the word "Hudson", think of that company where Takahashi Meijin works. Among software houses, Hudson's achievements rank alongside the best, and we can hope for them to be plenty active in the PC Engine world. Mr. Naoki Hirai, the PR chief of Hudson's main development planning department, spoke to us about the direction of the company.

--A development structure that is always forward facing.--

In Tokyo's Shinjuku neighborhood, Hudson's branch office sits facing a street lined with cherry blossoms. It was there that we spoke to Mr. Hirai.

Their headquarters is in Sapporo, Hokkaido, and that's where their games are developed. [note: this is far north in Japan, in what most would consider the boonies.] That being the case, we reporters hoped to depart for Sapporo, but Mr. Hirai quickly said "if you're looking for something to report, just ask me." Oh well...

From the outside, their building looks like it was modeled after the Sapporo Clock Tower, and while it's seated snugly among the other buildings, it also stands out among the local scenery.

Nobody was at the reception desk when we arrived. I picked up the phone to ask through the office line for someone to meet us. Moments later, Mr. Hirai appeared. We were guided to a reception room with a large window that commanded a view of the street, and Mr. Hirai lit a cigarette.

We started with a stiff topic. "How exactly is your organization structured?" A stiff question indeed.

"We divide it into three parts: thinking, creating, and selling. We plan, we develop, and we put things on sale. That's the basic structure of our organization. That's the core."

When it comes to creation, three or four years ago, Hudson used only their internal staff. Recently, however, outside groups have been fairly involved. Scenario writing, music, graphics, working with these kinds of outside specialists gives their results a new flavor.

"When it comes to our structure of development as a software house going into the future, I think a key thing is going to be whether we are able to recruit the most talented outsiders."

Mr. Hirai choked on his cigarette smoke, but he kept talking.

"By the way, Mr. Hirai, we would like to take your picture."

With that, our cameraman started right to work taking photos. Mr. Hirai, being who he is, was so used to it that he didn't flinch. Without pausing, and with cigarette in hand, he started talking again.

"In particular, fields related to CD-ROM are expanding, and getting specialists from each of those fields is probably going to be a necessity."

There it is! For those of us already captivated with the PC Engine, the topic that really perks up our ears is the CD-ROM.

I mean, we can't even imagine a game that uses such a massive amount of memory as 540 megabytes. Even a commercial (i.e. arcade) game. The fact that we can barely take a shot at guessing what will happen is what excites us.

"Of course there will be games, but just wait until you see what else we have up our sleeves. Ha ha ha!"

Mr. Hirai says this with a curious smile. You can bet that he means it.

"For example, do you mean like a game with conversations in four different languages? Or a digital map that you load into your car and you can also play games there?"

When I ask this, I suddenly remember. There is a rumor that Tengai Makyo, a game they're currently developing, is going to have music provided by the famous Ryuichi Sakamoto. This must be what he's talking about.
[note: Ryuichi Sakamoto was one of the three members of Yellow Magic Orchestra, which were kind of like a Japanese Kraftwerk, and massively popular in the 80s. I'm a fan. To me, they sound like Japan in the same way that the Beach Boys sound like California.]

-Make the software cheap to have a good balance-

Well, readers, that's Hudson, the company that never forgets to provide entertainment for all users. From here on out, it sounds like they won't hold back when it comes to bringing in the most prominent people.

Of course, they can also push the the present Hucard system up to its maximum (8M), and that's still enough to provide a lot of new software. In the end, we're thinking that the Hucard will be the foundation, and the CD-ROM system will be the expansion.

For users, what everyone really wants to know is how things will proceed regarding price. There are a lot of cases of Hudson games being 4500-5000 yen, while other companies charge over 5000.

"Some Famicom games cost 10,000 yen. We want to keep our games at as low a price as possible, and make users feel glad that they bought them." It almost moves us to tears.

--Putting developers to the test--
-A machine many levels further evolved than the Famicom-

"In the PC Engine business, what is your greatest strength? Could you tell us your opinions and feelings toward the industry?" We said sitting seiza-style in our chairs...ha ha, of course that's just a joke. But we did straighten our posture.
[note: seiza is that painful way of sitting where your knees are together in front of you and your butt rests on your ankles. It's a formal way of sitting in Japan]

"It's fair to say that as a console, the PC Engine is more evolved than the existing Famicom. Actually, since its release in October of last year and right now as well, you could rank it as the single most superior hardware out there."

"In what ways is it superior?"

"Let me tell you...Wait, just a sec..."

Mr. Hirai went to greet another guest. Three minutes later, he was back.

"Heh, sorry about that. What were we talking about?"

"How the PC is superior."

"Right, right. It's got better color and better sound than the Famicom. Furthermore, it's equipped with expandability for peripherals. We call this a "core concept". In terms of the hardware itself, this makes a big difference.

-Asking about the strength of PC Engine developers-

"So, that only leaves the problem of games, right?"

"That's right. It's easy to develop a game on a Hucard, and I think whether a developer can get the most out of the hardware just depends on how he uses it."

Now he's getting into it.

"In other words, developers are put to the test on the PCE. How high the quality of their work is, and how cheaply they can price it, is a matter of their own abilities."

That's what we like to hear. Someone pounded the table and cheered, and it turned out to be our cameraman. He blushed, and hurried out to take some pictures of the reception area.

--Amazing software coming soon--

"Whether you're talking about the Famicom or the PC Engine, I believe we have taken on the role of being pioneers. We're the kind who take a zero and turn it into a one. "

To make something from nothing is truly a difficult thing. You have to keep making new developments even when the risks are high.

At the same time, you have to be flexible enough to take the lead with support for new hardware.

"Regarding hardware, we're going to support anything that's good. In short, we want to have an adaptability that's centered around users."

In the current PC Engine world, selling a PC Engine game is, you could say, not very difficult. The Famicom is overcrowded with software, and not many games sell more than 100,000 copies. On the other hand, in the PC Engine world, where there still aren't very many games, developers are lining up to join in one after another. The current amount of support for the PC Engine is, in a way, a kind of merit.

"We at Hudson are going to do all we can to put our know-how to use as we plan further games. In partucular, in the near future (next spring) we are going to put out some amazing software for you all. We want you to look forward to it. And while you're at it, we'd sure like you to buy a CD-ROM system this Christmas or over New Year's."

(on the lower left, there's a box advertising nationwide events throughout Japan. Hudson put them on in 85 and 86, and last year they did a special tie-up with Katochan and Kenchan the TV show. This year, they're doing a caravan in 40 locations, and holding a contest with the game Power Ring.)

------------------

Next up: Namco
« Last Edit: June 22, 2014, 07:38:18 PM by SamIAm »

SamIAm

  • Hero Member
  • *****
  • Posts: 1835
Re: Sharing the contents of those Japanese PCE mags
« Reply #43 on: June 22, 2014, 08:10:05 PM »
Namco
(skipping a bunch of stuff that reads like Namco's Wikipedia page)
--Reaching higher heights on the PC Engine--
-We want to put the PC Engine's excellence to use-

So, where does Namco stand when it comes to making software for our beloved PC Engine?

"When it comes to PC Engine software, Namco hasn't really done anything to make its presence known. But, the PC Engine is a system with excellent capabilites, and we want to make and sell games which draw out that that excellence. Users are going to have an ever-greater discernment for good games, and we want to work hard at providing ever-greater products."

When the topic turns to the PC Engine, they start giving humble replies.

All of their releases so far on the PC Engine have been hits, and Dragon Spirit, due before the end of the year, is already a hot topic.

On top of this, as we await their thoughts on the PC Engine getting more and more established, they said this:
"We at Namco are excited about publications coming out for the PC Engine. We haven't sold many PC Engine games, but all the ones we've put out so far have ranked well, no doubt about it. Just like with the Famicom, games on the PC Engine will attract a broad range of gamers."

No matter what the hardware is, we should all pay attention to Namco and their enthusiasm for making widely loved sofware.

SamIAm

  • Hero Member
  • *****
  • Posts: 1835
Re: Sharing the contents of those Japanese PCE mags
« Reply #44 on: June 23, 2014, 12:08:28 AM »
NEC Avenue

[jokey jabbering from NEC Avenue guy]
"Do you like western music? Then you'll fit in right in with the people at our company. Yep, definitely. And now, to introduce this month's new songs...yeah right. So, you hear NEC Avenue, and you immediately think of a software house. That makes you a hardcore PCE fan."
[note: this is probably because most people hearing "NEC" think of washing machines and other household appliances.]
[other note: the 80s were when western pop music really exploded in Japan. There was a little crossover before, but things didn't start going full tilt until at least the late 70s.]


--Six internal members and six external companies, 15 games in a year--
-The six members of the internal company are a team that gets along great-

For our interview, we got the leader of the business division, Mr. Shunyuu Tabeda (who knows how old he is?). Of course, he was wearing a suit. He tries to look sharp when he's facing our camera - he seems to be a serious fellow. But then he turns to his coworkers and says "This one's for all the ladies". What should we think?

"We'd like to serve up the full course from the menu of questions. Let's start with the software development...no wait, tell us about the structure of your staff."
[note: terrible puns omitted]

Now he's serious.

"Let's see. There are six of us, five men and one woman. What's that? Our average age? That would be 24."

Jeez, these guys are young. Even so, it must be tough with only six of them. Well, if two heads are better than one, maybe six is plenty.

There are apparently 5 or 6 outside development groups that stand under the NEC Avenue umbrella. Together, they boast the ability to make 15 games in one year.

The planning of the software is done by the internal staff. Their motto when it comes to development is "give priority to quality, not putting games out quickly."

Even if their sales dates get put off a few times, we're pleased with their desire to provide a product that has all the little wrinkles ironed out. Of course, a sales date is also kind of like a promise to your fans, so it's not good to break that promise...

Anyway, that's why games like Taito's Wardner being put off again and again are just being improved upon. We hope you can all sit tight until they finish it.
[note: Wardner was eventually cancelled.]


--Which comes first, the hardware of the software?--
"Recently, the price of software has started to settle around 5200 yen. I'd really like it if we could get it below 5000 yen." he says, in what is surely music to the ears of users. This Tabeda is a good guy. But there's always another side to sweet words like these, or so they say.

"Why is that?" we try to ask politely.

"Well, the PC Engine is a little expensive (relative to the Famicom) and we'd like to make up the difference with the cost of the software."

In other words, he wants users to feel like they're getting a decent deal. Owing also to the fact that they're a part of NEC, it's only natural that they're very concerned with the sales of the hardware as well. As the hardware spreads, the software can follow the same path. Of course, the opposite can happen. Chicken and egg, anyone?

I wonder what they are planning in terms of the number of new games and the prices for which they'll be sold.

"The number of games depends on the orders [note: for ports?] that we get, so we don't have a lot of control over that internally. When it comes to price, it takes some sensitivity. We like to set the price at the low end of the acceptable price range."


--Developing ports is their main business--

Mr. Tabeda, what are your beliefs and goals? That is to say, what are those of NEC Avenue?

"One is, and pardon the expression, to not put out crappy games. Another is to safeguard our quality and brand."

Regardless of their staff size or their history, they have a hard time feeling like a major developer. Mr. Tabeda spoke passionately.

"Next year, we really want to put out our own original game."

That's great news! Do your best, guys!

At present, they are fully dedicated to game software, and it's their bread and butter to develop ports. They've already put Fantasy Zone on sale. It's sold well, and in addition, they are garnering anticipation with their release of Space Harrier this month.

"We're going to be porting a whole mountain of games, and we promise not to let our users down."


--On the lively world of hardware--

"Just between you and me..."

He says, lowering his voice. He tells me about all the new software they're going to announce in February of next year.

Given the current pace of sales, the word is that tthe PC Engine hardware will sell 1 million units by the end of the year, and 1.5 million units by March of next year. Given the flux of sales that happen at the end of the year, we can expect an influx of new PCE fans.

Speaking of hardware, software houses and general users alike are taking interest in other systems coming out. Sega's recently announced "Mega Drive" and the Famicom's big brother, the "Super Famicom" are all going to be fighting for the biggest share. For the time being, however, the three groups are each unique, and they'll each be influencing the others.
[note: "announced" is indeed the word used for the Mega Drive, even though it was out for over a month at that point.]

For us hardcore PCE users, the reassuring thing is the appearance of the CD-ROM system. We aren't worried about Hucards, but this is one ace we're happy to have up our sleeves. Heh heh heh...

NEC Avenue says they're bound to the hardware "like it's a three legged race" and they'll put out software for whatever peripherals there are. We sure can't wait to see what they'll do.


--Setting a new path with "twin software"--

"To tell you the truth, we're thinking about making 'twin software' hucards and CDs. Call it a double-media path if you will, we want to make the same game for both formats."

There's one thing that's certain, and it's that in the larger world of game development, as the quality of software continues to go up, CDs can fulfill users' needs very well.

"I'd like to say something to other developers making CD games. Pretty please, keep the price under 5000 yen!" Mr. Tabeda pleads.

"Let me get in a plug for our software. Now on sale is Fantasy Zone, which is just like the arcade version, with a big boost in sound quality! And don't forget Space Harrier, coming to you at a whopping 4 megabits. And Darius is coming, too, at 3 megabits."

[on the lower left]
Hi guys! I work at NEC Avenue's telephone service. My name is Hana, and I'm a female college student! There are 10 other service ladies, too - all college students! We're waiting for your calls! But remember, we can only answer questions about software. We can also answer questions about the contents of the games, but when it comes to hardware...golly, we don't have a clue! We love games, and I think we'll be able to answer your questions. We'll do our best!

-Mr. Tabeda wants to have a special event before the end of the year. Maybe turn a showroom into a kind of theater and invite 1000 people to play a lot of games, including on CD-ROM.