PC-FX 主機

人氣指數:
日文名稱:PC-FX本体
英文名稱:PC-FX Console
類別:懷舊遊戲
定價:54,780円
分級1/發行日期: 全年齡 1994-12-09
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遊戲內容

NEC的PC-FX主機於1994年12月在日本上市,是以光碟為媒介的家用遊戲機。主機的開發是NEC繼其著名的PC Engine(TurboGrafx-16)後,進一步進軍家用遊戲市場的作品。然而,PC-FX並未達到預期的市場成功,並最終成為NEC HE的最後作品。

硬體規格在當時具備一定的先進性。採用32位元的架構,搭載NEC自行開發的V810 RISC處理器,主頻為21.5MHz,這樣的規格在1994年來說具備不錯的運行效率。其特點之一是設計為垂直擺放,外觀類似小型的電腦機箱,這在當時的家用主機中較為少見。

以CD-ROM為遊戲載體,配備2倍速的光碟驅動器,並且支援MPEG解碼,讓主機具備播放FMV(Full Motion Video,即全動態影像)的能力。這使PC-FX可以呈現清晰的動畫畫面,與當時主流的16位元遊戲畫面相比大幅提升。然而,由於缺乏硬體加速的3D圖形處理能力,在競爭對手如Sony PlayStation和Sega Saturn逐漸以3D圖形技術作為主要發展方向的同時,PC-FX在3D遊戲的呈現上顯得無法與之競爭。

主機還擁有2MB的DRAM和1MB的VRAM,這些記憶體容量在當時的家用主機中算突出,但這樣的配置並不足以支撐更複雜的遊戲畫面。音效方面,支援PCM音效輸出,可以提供32聲道的混合聲音,這在聲效表現上有著良好的效果,能夠提供較為豐富的音樂和音效。

主機的最大優點在於其FMV處理能力和高品質的2D圖像顯示。NEC開發這款主機時看準動畫遊戲的市場需求,因此PC-FX具備相當出色的影像播放效果,這讓它成為播放全動態動畫遊戲的良好平台。許多日本動畫風格的遊戲都針對PC-FX進行優化,如《卒業II ~Neo Generation~》和《女神天國II》,這些作品大多帶有豐富的動畫過場及日式美術風格,吸引一批忠實的動畫迷。

然而,主要的缺點則在於它缺乏3D圖形加速能力。當時3D遊戲已逐漸成為遊戲市場的主流,競爭對手如PlayStation和Sega Saturn皆投入大量資源開發3D遊戲作品,這讓PC-FX的2D優勢顯得略為過時。在3D遊戲體驗方面的欠缺,限制PC-FX在當時市場的競爭力。此外,遊戲陣容有限,許多作品偏向視覺小說、策略和模擬類型,而並非當時最受歡迎的動作、射擊或競速類型。這導致它未能吸引到更多的主流玩家,反而成為小眾市場。

在操作界面上,主機採用與PC Engine相似的控制器設計,缺乏更高的舒適性和設計感。這在遊戲體驗上略顯不足,無法與競爭對手的更具創意的控制器相媲美。再者,上市後的第三方支援也較為薄弱,缺乏重量級遊戲開發商的參與,進一步限制其遊戲種類的多樣性與質量。

該主機在市場上的銷售表現並不理想。上市後,由於競爭對手的強勢表現和其自身3D圖形能力的不足,導致其銷量疲軟。整體估計銷量約為40萬台左右,遠低於預期。當時Sony的PlayStation和Sega的Saturn憑藉強大的遊戲陣容和3D表現能力迅速搶佔市場,PC-FX僅依靠動畫風格遊戲難以吸引更多主流玩家,銷量一路下滑。隨著時間推移,逐漸被市場邊緣化。

當時未能成功的主要原因之一在於NEC未能預見市場對3D遊戲需求的迅速增長,選擇專注於2D和動畫表現,最終導致其市場競爭力不足。此外,缺乏第三方大廠的支持也讓其遊戲陣容受限。PC-FX成為NEC最後一款家用遊戲主機,NEC在這次失敗後決定退出家用遊戲市場,轉而專注於其他電子領域。

儘管銷售量有限,PC-FX在特定玩家群體中仍保有一定的地位,特別是對動畫和2D遊戲愛好者而言,提供高質量的視覺體驗。這款主機的技術和市場定位在當時算是創新之舉,但其戰略錯誤導致最終在市場上的失敗。

 

NEC’s PC-FX console, launched in Japan in December 1994, was a CD-ROM-based home gaming system designed to build on the success of NEC's popular PC Engine (known as TurboGrafx-16). The PC-FX marked NEC’s attempt to further penetrate the home gaming market, but it ultimately did not achieve the expected market success, becoming the last console by NEC Home Electronics.

The PC-FX hardware specifications were relatively advanced for its time. Built on a 32-bit architecture, it featured NEC’s proprietary V810 RISC processor clocked at 21.5 MHz, which provided decent processing efficiency for 1994. One unique feature was its vertical design, giving it an appearance similar to a small computer tower—a rarity among home consoles of that era.

With CD-ROM as its game medium and equipped with a 2x speed CD drive, the PC-FX supported MPEG decoding, allowing it to play Full Motion Video (FMV) content. This enabled the PC-FX to deliver clear, animated video, significantly enhancing visuals over the mainstream 16-bit graphics of the time. However, the system lacked hardware-accelerated 3D graphics capabilities, which put it at a disadvantage as competitors like Sony’s PlayStation and Sega’s Saturn were moving toward 3D graphics as a central feature.

The console also included 2MB of DRAM and 1MB of VRAM, which were considerable amounts of memory for a home console at the time, though they still fell short of supporting more complex graphics. For sound, the PC-FX supported PCM audio output with 32 channels, allowing for impressive sound mixing and enhancing music and sound effects quality.

The primary strength of the PC-FX lay in its FMV processing and high-quality 2D graphics. NEC developed the console with the growing demand for animated games in mind, and as a result, it excelled in video playback, making it ideal for FMV-heavy anime games. Many games optimized for the PC-FX showcased Japanese anime styles, such as Graduation II: Neo Generation and Megami Paradise II. These titles featured extensive animated sequences and Japanese art styles, appealing to a niche but dedicated fan base of anime enthusiasts.

The main drawback, however, was its lack of 3D graphics acceleration. By then, 3D games were becoming mainstream, and competitors like the PlayStation and Sega Saturn had invested heavily in developing 3D titles, making the PC-FX’s 2D strengths appear outdated. Without strong 3D capabilities, the PC-FX struggled to compete, particularly in the action, shooter, and racing genres that dominated the mainstream. Instead, its game lineup leaned toward visual novels, strategy, and simulation genres, which limited its appeal to a broader audience.

The PC-FX’s controller interface was similar to the PC Engine’s, lacking in comfort and design innovations, which slightly hindered the gaming experience compared to the more creatively designed controllers of its competitors. Furthermore, the console received limited third-party support, with few major developers contributing titles. This restricted both the diversity and quality of its game library.

Sales performance for the PC-FX was disappointing. Following its release, strong competition and the console’s lack of 3D graphics capability led to weak sales, with an estimated total of around 400,000 units—far below expectations. While the PlayStation and Sega Saturn quickly captured market share with robust game libraries and impressive 3D performance, the PC-FX’s focus on anime-styled games proved insufficient to attract mainstream players, and sales steadily declined, leading to its gradual marginalization.

The PC-FX’s failure was largely due to NEC’s miscalculation of the rapidly growing demand for 3D games. NEC chose to focus on 2D and animated content, which ultimately hindered its competitive edge. Additionally, a lack of third-party support limited the console’s game selection. Following this failure, NEC opted to exit the home gaming market, redirecting its efforts toward other electronic fields.

Despite its limited sales, the PC-FX retains a certain status among a specific audience, especially anime and 2D game fans, for delivering high-quality visual experiences. The console’s technology and market positioning were innovative for the time, though strategic missteps ultimately led to its downfall in the gaming market.

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