(Link to Part 4 (2 of 2))
[AVGT: 5TH GEN (PART 5 (PART 1))]
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[1994]
[JANUARY]
SNK and The 3DO Company (alongside Panasonic) make their partnership known to the world
>The 3DO Company and SNK formally announce their partnership for the 3DO system in January 1994 at Winter CES. As mentioned prior, the two companies entered talks in the back half of 1993, with SNK looking for a viable 3D chipset to license upon "favorable terms" for use in both a home console and arcade platform, and with fast turnaround time. However, they also wanted something that could be integrated with their Neo Geo technology. Seeing a good opportunity, The 3DO Company made a deal with SNK, and work on an SNK hybrid Neo Geo/3DO system began in the last quarter of 1993.
The SNK 3DO, also known as 3DO-NG, will combine the 3DO and Neo Geo chipsets, enable compatibility with 3DO titles and also get SNK's software support for the 3DO platform. To ensure 2D SNK games run smoothly, the NG will pack a whopping 10 MB of RAM, with 7 MB of that for the integrated Neo Geo chipset components, satiating SNK fans who want perfect 2D of the company's arcade conversions. Another aspect of the design is that it will feature both the 3DO's ARM60 CPU as well as the Neo Geo's 68000, and a custom bus interface will enable the two CPUs to communicate & function together.
Despite the massive RAM difference between NG and other 3DO systems, SNK will make games compatible with all 3DO consoles. To do this, they plan on developing a NG Dock for the expansion port of other 3DO models containing the additional 7 MB of RAM, allowing them to play perfect conversions of Neo Geo games.
An aggressive September 1994 launch window is set for 3DO-NG in Japan, while 1995 is set for Western markets. In order to hit this time frame, SNK are working directly with Panasonic, who are currently at work on a slimline 3DO revision of their own (FZ-10) scheduled for roughly the same time as the NG's Japanese launch. In doing so, SNK have granted Panasonic rights to manufacture their own NG variants, and retain exclusive manufacturing rights for NG models outside of SNK themselves.
Non-SNK & Panasonic 3DO systems can still obtain similar functionality with the NG Dock. Meanwhile, SNK also plan to adapt the 3DO chipset to the arcade market via the NG-3D. The NG-3D is expected to launch in the back-half of 1994, and act as a high-end successor to the Neo Geo MVS but not a replacement for it (MVS will serve the entry-level point of SNK's arcade business market strategy).
Part of the reason for the announcement at this time is to drum up confidence in the 3DO from the Japanese market, by having a well-respected Japanese software & hardware developer already involved with the platform, signaling a greater appeal in the Japanese market. It's also done in order to take some of the wind out of Sony's PlayStation announcement and keep 3DO in position against upcoming systems from NEC, Sharp, Fujitsu, and SEGA.
SEGA's 32-bit console news cycle gets very active starting beginning of 1994
>SEGA (via SEGA of America) also have a presence at January's Winter CES, to announce the existence of the SEGA 32X. This add-on promises to provide a significant boost to the base
Genesis's processing capabilities, plugging right into the cartridge slot. The company aims to have the device available by the end of the year, and will show off the add-on at the June Consumer Electronics Show (CES); while some merely see the 32X as a natural booster to Genesis in light of advances from software on Nintendo's SNES, others feel it to be SEGA's attempt at revitalizing the Genesis's add-on market given the slowdown in SEGA CD sales.
Yet others begin to pontificate that the 32X is actually a response to Atari's Jaguar and The 3DO Company's 3DO, both having released just a couple months prior in Late 1993 for the American market. SEGA of America likely felt they could not wait for Late 1995 to get Saturn to Western shores, and that Genesis needed a substantive power-up system in the meantime to retain its competitive standing.
Indeed, SEGA of America' Joe Miller had been considering the potential of another Genesis add-on as early as June 1993, in the wake of build-up for Atari's Jaguar and the 3DO. The earliest ideas for 32X actually involved a SEGA CD with additional processing functionality built-in, but this was scaled back for cost reasons and that additional processing power moved to an add-on unit with just a port for the Genesis cartridge slot (but still technically compatible with the SEGA CD if one was also connected to a Genesis).
While the 32X has a favorable development lifecycle for it at current time (plans for a combination 32X/Genesis unit are also getting underway, thanks in part to suggestions from Hideki Sato-san and his group's visits to SEGA of America in Early 1994 to aid in 32X design work), this is unfortunately (or perhaps fortunately?) not set to last.
Early system prototype dev board for the Saturn around time it was internally known as GigaDrive (1992-1993)
>
SEGA provide an update on the GigaDrive specifications, now known as the SEGA Saturn, in January 1994. It now features 2x Hitachi SH2 processors in a dual config (Master/Slave both operating at 28 MHz. Also in the design is a revamped VDP1 sprite/polygon chip (now handling perspective distortion transformation of quad sprites for a pseudo-3D effect, making it more advanced than the Warp Transform Engine in NEC's system), a beefed-up VDP2, and also has a SH1 for the CD-ROM drive (alongside a 512 KB CD-ROM cache buffer), a 68C000 as the audio CPU, 1.5 MB VRAM (1x 512 KB VDP1 texture cache, 2x 256 KB VDP1 framebuffers, 1x 512 KB VDP2 texture cache), a 512 KB BIOS ROM, and a SCU with a 85 MIPs DSP alongside a 32-bit external cartridge bus for future peripheral designs & products.
However, as comes to be known later, the initial update of SEGA Saturn specifications actually has an error in it: to try reigning in high production costs, SEGA have actually removed the 68000 CPU from the design, and have the SH1 on double duty for both the CD-ROM controller as well as audio CPU. The external cartridge port has also been moved from the A-bus to the B-bus. The corrected specifications are provided in a February press release update, and have their own implications for Saturn going forward
A custom development workstation unit for NEC's 32-bit games machine
>
Also in January 1994, Turbo Technologies Inc receive their first official communication from NEC Home Electronics back in Japan as to the existence of the company's 5th-generation 32-bit games console. This comes in the form of a partially translated set of briefings & documents, as well as a development model of the near-finalized architectural chipset. As NEC's plans are to release the system in Japan by EOY 1994 and in America around Late 1995, now is the best time to finally bring TTI into the fold so they can start getting familiar with the system and prepare.
Given recent moves from Atari (Jaguar launch in Late 1993), 3DO (launch in Late 1993) alongside 3D arcade developments with SEGA and Namco, not to mention Sony's reveal of the
PlayStation
AND SEGA revealing the Saturn in January of 1994 (the same month), Michael Katz and Steve Garwood were getting a bit antsy as to what was happening with the PC Engine/TG-16's successor. Sure, they
KNEW a successor of some kind was in development, and small bits of details had been communicated with TTI over the course of 1993, but NEC Corporation were waiting until Project Tetsujin E specifications were near finalization before presenting everything in full to the Americans.
That said, this drip-feed of info between sides through 1993 meant that TTI could not really answer what NEC's response to the aforementioned developments was going to be. In a
way, this was good: TTI were building towards a crescendo in terms of market growth for the TG-16 and recently-releases Turbo Duo, the latter only being a little over one year old. It would have been premature to begin hyping up a 32-bit replacement for these systems considering Operation Turbo Mode only really started kicking off in H2 1992, and the Turbo Duo was seeing some good momentum thanks to moves like the release of Street Fighter 2 Super Champion Edition. It also helped that rival Nintendo were simply trucking along with the SNES and mostly staying out of the 5th-gen news cycle aside from their partnership announcement with Silicon Graphics back in June 1993.
Michael Katz, Steve Garwood and others at TTI begin reading the provided material and getting other parts translated as they wait for the Japanese side to send more data and product samples over the following few months. NEC Home Electronics Ltd. are also interested in getting TTI's impressions on the machine, but will be somewhat surprised when some of the impressions are not as what were expected.
In any case, the providence of early material and hardware allows for NEC Home Electronics to proceed with the console's full reveal the following February, where at least the final name, controller, and some footage of in-development titles (all being things provided to TTI in January or between January and early February) shall be presented.
[FEBRUARY]
One of the main pushes of NEC's 32-bit console is to provide near Laserdisc-quality FMV on CD format. Footage of 1991 film Zeiram, under license from Toho Co Ltd., is used as demonstration, claimed running off NEC's actual hardware
>NEC finally unveil the PC-Engine's successor, the PC-Tajigen, in a February
press release statement and TV broadcast special. In light of Sony's PlayStation announcement plus SEGA's recent details on the Saturn, NEC's HCDDG have been working on a way to frame the system's reveal in a strong way which can direct the focus of
conversation to their benefit. The timing of this reveal is also convenient in being able to get in front of Sharp's impending X68K-C^3 Japanese launch, and knocking wind out of the 3DO/SNK announcement from back in January.
The heart of the PC-Tajigen's performance is in its unparalleled MJPEG video support. With 2x HuC6271 'Rainbow' decoders, both of which can write macroblock data to the King ASIC 'KRAM' or bypass it directly to the 'Iron Guanyin PCT' Mixer, it gives the PC-Tajigen a level of 2D and even 3D depth previously not seen in the gaming space. One way to think of the HuC6271 decoders is that they can act as background tile or sprite engines with the King ASIC's ability to perform macroblock tiling of decoded video content, effectively using MJPEG video as a texture sheet canvas.
Or, another way to picture them are as two video background layers for full-motion parallax effects in a 2D game; the random access and intra-frame nature of MJPEG and the Rainbow decoders allows them to even simulate 3D depth in a game world by accessing frames based on player input and game logic context. With the MJPEG decoders, the PC-Tajigen can also provide significantly higher FMV playback resolution than any other console on the market or set to release in the near future, as well as true 60 FPS video playback support if desired.
An in-game screenshot of NEC's in-development 2D/FMV RPG dungeon-crawler for PC-Tajigen
To demonstrate the new system's capabilities, NEC show off footage of one of the in-development titles, an unnamed dungeon crawler-style RPG with a third-person viewpoint and with an on-screen character viewed from behind. The character seems to be a high-resolution digitized, scaled sprite, with the actual dungeon background being a MJPEG video file. One of the key features of the dungeon area shown is the ceiling has light refraction of the water texture on the floor below; since the MJPEG decoders can push video frames to the King's KRAM at a fast rate, animated water textures reflective of the wall can be mapped to other surfaces with clever hardware programming. This creates an atmospheric impression.
As well, despite being FMV and only being 30 FPS, the actual frame-pacing of the video background is very smooth, showing that the other strengths of MJPEG is that frames can be individually, randomly accessed and parameter-controlled by the game logic via the CPU. This type of function would not be possible on other consoles or with MPEG, as other consoles lack video decode bypass (to a direct analog mixer circuit), and MPEG uses inter-frame encoding. The gameplay demo also displays that the player character can turn about corners and reverse course; when doing so, the character appears to
actually turn based on the player input and then the camera pans around them to re-center behind their back.
The name of the game demo is not provided in the footage, but more details will be shared at the upcoming Tokyo Toy Show in June. Additionally, the television program does not show off the design of the PC-Tajigen, but it does have some members of the HCDDG speak about ideas behind the design. Some preview footage of what looks like a new 2D Bonk game can be seen as well, but it's rather grainy and obscured, so details can't be made out, and it's not even acknowledged in the program directly. Additional specs are presented, such as information on the V810 CPU that powers the system, and Soundbox audio processor features.
Regarding the V810, it is mentioned that the one in PC-Tajigen has had the FPU functionality reduced in order to make it cost-effective, and that it will operate at a very fast 21.5 MHz clock, as will the King ASIC. The Soundbox is stated to be an improved version of the one seen in the PC-98 Kantan product line, and will feature 32 channels of operation (the specific composition of those channels is not shared in the television broadcast). Also mentioned in the program (and press statement) is that more games and details will be made present at the upcoming Tokyo Toy Show later in June.
Turbo Technologies Inc's Steve Garwood feels NEC's PC-Tajigen could be a console haven for original IP (and ports) of games like DOS's Star Wars: Rebel Assault (above)
>
Also in February, Michael Katz & others at TTI begin having internal discussions as to the PC-Tajigen as they prepare to parlay these with NEC Home Electronics (Japan) in a scheduled meeting early March. In terms of the PC-Tajigen's overall design, reception is...somewhat mixed. While various aspects of the architecture still need to be parsed over and caught up on (to this end, Junji "Jim" Namiki is brought over to help with more technical parts of the analysis), the prevailing thought is that the PC-Tajigen seems more like a console focused on 2D and FMV, things the Turbo Duo can already do, rather than what feels to be an impending market shift towards polygonal 3D.
Mind, PC-Tajigen clearly seems much more capable at both 2D and especially FMV than the Turbo Duo could dream of, and the dual-HuC6271 Rainbow MJPEG decoders are viewed as real pieces of work. However, Katz & Garwood have seen that FMV favor in the American gaming market has not been particularly great, looking towards the CD-i and SEGA's CD add-on as examples of this. The PC-Tajigen could be a haven for FMV-based PC game ports to the console market, building off the nice niche the Turbo Duo has been establishing in getting (albeit mostly non-FMV) PC and computer title ports over the past year.
However, Katz & Garwood are not oblivious to the talk of the trades and among gamers. They are noticing a growing number of American press openly express favored interest towards the SEGA Saturn and especially Sony PlayStation
because of their focus on 3D. While the Atari Jaguar is badly struggling on the market, one of its most anticipated upcoming titles is Rebellion Development's Alien vs Predator, due for release later in the year. Meanwhile, 3DO is leaning harder into its 3D capabilities for marketing and have upcoming releases like The Need for Speed and Road Rash.
As things are, Katz can't necessarily see a window of opportunity for the PC-Tajigen in the American market if things continue shifting the way they seem they will. Garwood is more optimistic, particularly for what PC titles could benefit from the system's FMV hardware, but is ready to admit that such could be a niche and still challenging to bring over. Both men are also keenly aware of how TTI lacks its own software development house when competitors like SEGA have STI (SEGA Technical Institute), though are hopeful that budgets can expand to build upon the PC ports to Turbo Duo by commissioning devs to make original content for NEC platforms outright, especially if they can specifically serve the needs of the American market.
But perhaps most pressing, and in light of the PC-Tajigen's official reveal, is the quandary presented to TTI in messaging for the system. It's only a matter of time before American press pick up on the Japanese reveal presentation, which means that TTI will have to start fielding a lot more questions about PC-Tajigen while actively trying to prevent coverage & anticipation for it from eating into the active sales market of the TurboGrafx-16 and Turbo Duo. It'll be a true balancing act, but Katz & Garwood are up for the challenge and have some ideas in that regard.
The X68030 Compact-HD represents one of the very final model releases in the original X68000 series line
>
Sharp officially end manufacturing of new X68000 desktop systems in February 1994. The combination of low sales, high (relative) production costs, sales success of the X68000-CC and impending release of the X68K-C^3 combined with a re-evaluation of X68K in the shifting Japanese computer market have Sharp re-evaluate the platform.
In doing this, they pivot it as an entry (and with some variants, mid-range) computer offering with their proprietary design, saving IBM PC-compatibles for other mid-range and high-end computer products from among their offering. As well, it allows them to leverage future X68K developments as an incubation bed for console-based designs, retaining a clear pricing structure value difference between them and the X68000-CC products to come.
[MARCH]
Fujitsu's upcoming revision for the FM Towns Marty, the FM Towns Marty 2, eventually disappoints due to lack of upgraded features.
>
Market performance of the Fujitsu FM Towns Marty has not been strong. A year after its launch, a total of ~50K units have been sold across Japan. The main reasons cited for this are competition from Sharp's X68000-CC and NEC's PC-98 Kantan, plus the increase in low-cost DOS/V IBM PC-compatible PCs in the Japanese market beginning around H2 1992. An FM Towns Marty 2 is planned for a June 1994 launch, but internally (and quietly), Fujitsu are seemingly ready to wind down the FM Towns Marty platform operations altogether, as their consumer line focuses to more DOS/V IBM PC-compatible computer systems and preparing for Microsoft's upcoming Windows 95 operating system.
In the meantime, Fujitsu continue working with SEGA on their arcade hardware, such as the various Model 2 arcade board revisions. This combined with them securing a manufacturing & design license for Video Logic's PowerVR graphics architecture, will put them in a favorable position to partner with SEGA on future project initiatives.
Michael Katz, Steve Garwood & TTI prepare for an impending generational shift as NEC Corporation brings them into the PC-Tajigen fold.
>Michael Katz & Steve Garwood present their thoughts on PC-Tajigen to representatives of NEC Home Electronics (Japan) in early March 1994. Asked to speak candidly, the duo state what aspects of the system are exciting, and what aspects leave them with concern. They also state that TTI will need to see a great deal of expansion if it is to provide the PC-Tajigen with all of the support it needs, under the assumption that goals for market share will continue to shift upwards from what the TG-16 and Turbo Duo are already managing.
In spite of some concerns, Katz, Garwood, and the rest of TTI are generally receptive of the PC-Tajigen; Garwood in particular thinks it could be a boon for "proper" FMV-style games, unlike the ones that have plague the SEGA CD. Between the system's MJPEG capabilities and 2D prowess (between the King ASIC, HuC6270 VDC cores, and PEGC blitter), there would likely be some RPG game developers from the PC and Amiga scene very interested in working with the platform, especially if they have already enjoyed working with the Turbo Duo. TTI also feel that the PC-Tajigen could serve well in both continuing and growing Operation Turbo Mode, as the program itself has been steadily shifting into a rewards-based subscription service for dedicated customers in the ecosystem.
Eventually, TTI are asked three main questions: are they able to get things ready for a Late 1995 American launch, what aspects of the PC-Tajigen do they feel can best be marketed against the competition, and what resources are needed not currently present in order to meet what they feel is necessary to make the PC-Tajigen competitive in America in a way the TurboGrafx-16 was not. NEC Corporation are also considering bringing the PC-Tajigen to the European market; plans to do this with TurboGrafx were ultimately abandoned in 1992 despite success with Operation Turbo Mode because NEC did not have facilities set up in the region to handle sales & operations.
In fact, even at current they have no such thing, and Hudson Soft lack a European branch themselves. The current plan is to mirror the current American setup, and have NEC Europe set up an internal regional branch for PC-Tajigen. To assist in this, NEC Corporation also want TTI to help in getting the European unit up and running in time for a European launch, currently set internally for Early 1996. So even if TTI had no other reasons for expansion, this would be reason enough.
However, TTI did indeed have other reasons for expansion. The idea for expansion rested a lot on ensuring the PC-Tajigen could be effectively competitive in America; having learned from the Turbo Duo, Katz wanted to tap into Garwood's experience with Universal Music & Video Distribution. Simultaneously, Hudson Soft were looking to scale down & sell off their American office, and a 45 RPM record company named American Pie was looking for a buyer. Katz and Garwood felt this was the best time to expand TTI into its own subsidiary branch, and provide it its own offices, while still retaining close affiliation with the NEC Technologies USA branch. This would give TTI better means of managing distribution of supply, organizing marketing efforts, and arranging for region-specific ports, translations, and original titles.
In essence, Katz and Garwood would like this expansion to provide TTI with a degree of operational freedom, flexibility and scalability of competitors like SEGA of America and its SEGA Technical Institute, but within the management principalities of what TTI has already managed (and succeeded with) thus far. Details in terms of expansion and setting up a European gaming arm within NEC Europe are hashed over over the March - June 1994 period.
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That's all the time I have for an update for now. Like mentioned previously, 1994 (and from the looks of things, 1995) will have to be broken up into multiple parts, and currently I'm handling that with covering just 2-3 months per part, so the years going forward could take 2-3 weeks to be fully complete. Another reason for this is because for hypothetical game releases, I want to create gameplay screenshots for them. You've seen some efforts of this with that "The Crow" gameplay screenshot in an earlier post, but I've been working to refine that with other titles, like the unnamed game (dungeon crawler/RPG) mentioned above for the PC-Tajigen's February television broadcast reveal.
There'll be more of that going forward just to try making the timeline feel more authentic, but NGL it's been a bit of a bitch to try doing this for 3D games. I think I have a method that'll work, but I'm not using any actual 3D modeling program for these. Just regular 2D drawing programs and trying to analyze best how 3D on these 5th-gen systems both actually looked and how we tended to see them on CRT screens and in game magazines from the day. So, I'm applying everything I can through observation and approximations, and like I said before I'm not using AI for any the gameplay screenshots because it's just not very good at making things the way I need these screenshots to look. The AI's been very helpful for the console and controller renders tho
I'll post again on Sunday with more of the 1994 timeline. Most likely, the Sunday post will cover April-June 1994, but only have a briefing for the 1994 June Tokyo Toy Show. Then likely next Saturday, I'll post the full Tokyo Toy Show info alongside pictures/screenshots, because I'm actually still working on the gameplay screenshot for one of the games shown off at the event. Hoping for that one, the 3D elements can look convincingly 3D; another added complication in all of this is that I have to try getting the games to appear reflective of the performance features & capabilities of their respective systems, too, so there's basically a shit ton of steps involved and jumping between two programs to get everything looking right.
Hope you all enjoy; as usual definitely share any of your own thoughts or ideas, or any corrections if you noticed I posted a contradiction between any of the posts. Will be back Sunday; peace!
(Link to Part 5 (2 of 2))