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— CH. 1 · INTRODUCTION —

TurboGrafx-16

9 min listen · Ch. 1 of 7
7 sections
  • The TurboGrafx-16 sold half a million units in its first week on Japanese shelves in October 1987. That number tells you something important: this was not an also-ran. It was the first console of the fourth generation, and in Japan it would go on to become the main rival to the Super Famicom. Yet in North America, where it arrived two years later under a different name and a completely redesigned body, it struggled and faded. How does the same machine triumph in one market and collapse in another? That is the central question of the TurboGrafx-16's story. To answer it, you have to follow a chain of decisions made by engineers, executives, and marketers, from a failed pitch meeting in 1985 to an overconfident warehouse in Chicago, from the smallest major home console ever made to a beast of a machine built to look futuristic for American consumers.

  • In July 1985, Hudson Soft walked into Nintendo's offices with a proposal: a new add-on for the Famicom that could play and overwrite games stored on their patented Bee Card format, which Hudson had already experimented with on the MSX computer. Nintendo was intrigued by the technology's flexibility. But the cost of the cards and the royalty structure made the deal unworkable, and Nintendo passed. That rejection set off a chain reaction. Hudson, holding advanced graphics chip designs that Nintendo did not want, needed a manufacturing partner. NEC, dominant in Japan's personal computer market through its PC-88 and PC-98 platforms, was eager to enter the video game business but lacked the industry knowledge to do it alone. The two companies found each other, and together they built the PC Engine. The collaboration was genuinely unusual. A software company provided the core technology; a hardware giant provided the manufacturing muscle and the brand reach. Neither could have done it without the other.

  • The PC Engine remains the smallest major home console ever released. Its compact, white-and-red body was described at the time as elegant and eye-catching, which mattered in a Japanese market that rewarded design. Under that small shell lived an 8-bit CPU running at 7.16 MHz paired with two 16-bit graphics processors, a HuC6270 video display controller and a HuC6260 video color encoder. The system could show 482 colors on screen simultaneously from a palette of 512. Games arrived on HuCards, thin credit card-sized cartridges with 38 connector pins that slid into a slot on the front of the console. The "16" in the eventual North American name was a reference to those dual graphics processors, not the CPU; critics called the branding misleading, and they had a point. The console carried 8 KB of RAM and 64 KB of Video RAM, with sound hardware built directly into the CPU, a programmable sound generator running at 3.58 MHz and a stereo PCM unit capable of 5-10 bit output.

  • By 1989, NEC had sold more than 1.2 million PC Engine consoles in Japan, along with over 80,000 CD-ROM units. The platform drew genuine enthusiasm from third-party developers. Namco contributed arcade conversions including Pac-Land, Galaga '88, and Splatterhouse. Compile released Alien Crush and Devil's Crush, two well-received virtual pinball games. The CD-ROM² add-on, released in Japan on the 4th of December 1988 at a price that reflected its novelty, made the PC Engine the first video game console to use compact disc as a storage format. It sold 60,000 units in its first five months. Victor Entertainment's The Legendary Axe won numerous awards and became one of the platform's defining titles. Ys Book I & II, from Nihon Falcom's long-running series, was particularly successful, and Cosmic Fantasy 2 earned an Electronic Gaming Monthly RPG of the Year award in 1993 after being brought to North America. At its peak, the PC Engine sat at the top of Japanese console sales charts, serving as the Super Famicom's main competition.

  • NEC Technologies boss Keith Schaefer assembled a team to test the PC Engine in the American market in 1988. Their findings reshaped the product entirely. American consumers, the team concluded, would not warm to the name "PC Engine" and would expect a larger, more futuristic-looking device. So NEC renamed the system the TurboGrafx-16, gave it a large black casing, and rebranded it as the TurboGrafx-16 Entertainment SuperSystem on packaging. That lengthy redesign process, combined with NEC's broader doubts about the system's viability in the United States, delayed the launch. When the console finally reached test markets in New York City and Los Angeles in late August 1989, it arrived two weeks after Sega had already released the Sega Genesis in U.S. test markets. Sega had not redesigned the Japanese Mega Drive at all, making only cosmetic changes, while NEC had spent months on a transformation that ultimately failed to produce the desired result. The pack-in game chosen for North America was Keith Courage in Alpha Zones, a Hudson Soft title unknown to western players; Sega countered with a port of the arcade hit Altered Beast. NEC's American operations in Chicago then produced 750,000 units, well above actual demand. Because NEC paid Hudson Soft royalties for every console manufactured rather than every console sold, that overproduction cost NEC significantly while benefiting Hudson Soft.

  • By March 1991, NEC reported that it had sold 750,000 TurboGrafx-16 consoles in the United States and 500,000 CD-ROM units worldwide. But the platform's hardware story had grown complicated. The TurboGrafx-CD launched in the United States in November 1989 at $399.99 with no bundled games; Fighting Street and Monster Lair were the launch titles, followed shortly by Ys Book I & II. Then came the SuperGrafx, an enhanced variant with a second HuC6270A graphics processor, four times as much RAM, twice the video RAM, and an additional scrolling layer. Only five exclusive SuperGrafx games were released before the variant was discontinued. On the 12th of March 1994, NEC introduced the Arcade Card, which pushed onboard RAM up to 2 MB; the first games for it were ports of the Neo-Geo fighting games Fatal Fury 2 and Art of Fighting, with World Heroes 2 and Fatal Fury Special following later. No configuration of the hardware could run all formats simultaneously. No North American version of the Arcade Card was ever produced. The PC Engine LT, a laptop-shaped model released in Japan on the 13th of December 1991 at a retail price of 99,800 yen, required an adapter just to use the Super CD-ROM² unit. Over 17 hardware variants in total were produced across the platform's lifespan, and the resulting fragmentation left consumers unsure of what they were buying.

  • Production of the final PC Engine model ended in 1994. In Japan, NEC had sold a total of 5.84 million PC Engine units, with CD-ROM² units and the Duo combined accounting for 1.92 million of that figure. The platform's successor, the PC-FX, was released exclusively in Japan as a 32-bit tower-shaped machine; it was a commercial failure and led NEC to leave the video game industry. TurboGrafx-16 games reached Nintendo's Virtual Console service in 2006 for the Wii, later extending to the Wii U and Nintendo 3DS, including several titles that had never been released outside Japan. In 2011, ten TurboGrafx-16 games were made available on the PlayStation Network for play on the PlayStation 3 and PlayStation Portable in North America. In 2019, Konami announced the TurboGrafx-16 Mini at E3, a plug-and-play console with many built-in games; supply chain disruptions caused by the COVID-19 pandemic pushed back its planned release from the 19th of March 2020. It eventually reached North America on the 22nd of May 2020 and Europe on the 5th of June 2020. The final licensed release for the original PC Engine was Dead of the Brain Part 1 & 2 on the 3rd of June 1999, more than a decade after the console first launched.

Common questions

What was the TurboGrafx-16 and who made it?

The TurboGrafx-16 was a fourth-generation home video game console developed by Hudson Soft and manufactured by NEC. It was released in Japan in 1987 as the PC Engine and in North America in 1989 under its American name.

Why did the TurboGrafx-16 fail in North America?

The TurboGrafx-16 arrived in U.S. test markets in late August 1989, two weeks after Sega released the Genesis, putting it immediately at a competitive disadvantage. Limited marketing, a weak pack-in game (Keith Courage in Alpha Zones), a smaller game library, and NEC overproducing 750,000 units far above actual demand all contributed to its poor performance.

How did the TurboGrafx-16 perform in Japan compared to North America?

In Japan, where it was known as the PC Engine, the console sold 500,000 units in its first week of release and became the Super Famicom's main competitor. NEC sold a total of 5.84 million PC Engine units in Japan. In North America, by contrast, NEC sold only 750,000 TurboGrafx-16 consoles in total by March 1991.

Was the TurboGrafx-16 actually a 16-bit console?

The TurboGrafx-16 used an 8-bit CPU running at 7.16 MHz paired with two 16-bit graphics processors. The "16" in the name referred to those dual graphics chips, not the central processor. Critics at the time called the branding misleading.

What CD-ROM add-ons were available for the TurboGrafx-16?

The CD-ROM² add-on released in Japan on the 4th of December 1988 made the PC Engine the first video game console to use compact disc as a storage format. It launched in the United States in November 1989 as the TurboGrafx-CD at a price of $399.99. Later upgrades included the Super CD-ROM² in 1991 and the Arcade Card on the 12th of March 1994, which expanded onboard RAM to 2 MB.

What happened to the TurboGrafx-16 Mini and when was it released?

Konami announced the TurboGrafx-16 Mini at E3 2019. Its original launch date of the 19th of March 2020 was delayed indefinitely due to COVID-19 pandemic supply chain disruptions. It was released in North America on the 22nd of May 2020 and in Europe on the 5th of June 2020.

All sources

51 references cited across the entry

  1. 3JournalEnter the bit wars: A study of video game marketing and platform crafting in the wake of the TurboGrafx-16 launchCarl Therrien et al. — April 29, 2015
  2. 4Feature: The Making of the PC EngineMcFerran — November 2, 2012
  3. 5Stalled engine: The TurboGrafx-16 turns 25Nutt — September 12, 2014
  4. 7NewsWhy Kanye West is right to recommend the TurboGrafx-16Keith Stuart et al. — February 27, 2016
  5. 9VideoThe Story of the Famicom Disk SystemGaming Historian — July 14, 2016
  6. 10MagazineConsole Yourself31 August 1989
  7. 11BookThe Emergence of the Electronic BookTony Feldman — British Library — 1990
  8. 12JournalJapanese AnnouncementsOnline, Incorporated — 1989
  9. 13BookThe Ultimate History of Video GamesSteve L. Kent — Three Rivers Press — 2001
  10. 15Magazine4 Page Review: BC Kid (Amiga)Paul Anglin et al. — 15 August 1992
  11. 16MagazineThe Secret's Out!October 1989
  12. 19MagazineCelebrating SoftwareJune 1991
  13. 20NewsThe Turbo Technologies LineupMay 1992
  14. 21NewsTech Talk: The Latest on Video Game Hardware & SoftwareSpring 1992
  15. 22MagazineAt the DeadlineIDG — July 1994
  16. 24Newsウィークエンド経済 第765号 あの失敗がこう生きた Weekend Economics Issue 765. That Mistake Lived On.December 1, 2001
  17. 25MagazineWeekly Famitsu ExpressJune 21, 1996
  18. 28MagazineTurboGrafx-CD SystemDecember 1989
  19. 29NewsToys R Us weekly adDecember 5, 1990
  20. 31MagazineスーパーPCエンジンファンTokuma Shoten Intermedia — January 15, 1994
  21. 32MagazineInternational NewsJanuary 1994
  22. 36BookElectric BrainApril 1993
  23. 37BookElectronic Gaming MonthlyFebruary 1993
  24. 39MagazineWhat in the Name of Sam Hill is a PC Engine?Ziff Davis — May 1995
  25. 41MagazineSystem ShopperIDG — December 1993
  26. 47My next album is titled "Turbo Grafx 16" as of now…Kanye West — February 26, 2016
  27. 53Notice We have added the notice "Regarding the manufacturing and shipping delays of the PC Engine Core Grafx mini products due to the Coronavirus disease (COVID-19)" to the official website. Check here for more details: https://konami.com/games/pcemini/eu/en/ #CoreGrafxMarch 6, 2020