[HN Gopher] The world of Japan's PC-98 computer
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       The world of Japan's PC-98 computer
        
       Author : ecliptik
       Score  : 151 points
       Date   : 2025-05-23 20:51 UTC (1 days ago)
        
 (HTM) web link (strangecomforts.com)
 (TXT) w3m dump (strangecomforts.com)
        
       | TheHideout wrote:
       | Because hug of death: https://archive.is/iBrYt
        
         | Taikonerd wrote:
         | Apparently this site is hosted by a PC-98 too...
        
       | hello_computer wrote:
       | PC-98 eroge art is beautiful. These writers--who freely take pot-
       | shots at the "perverted" hikikomori of 30 years ago--wouldn't
       | dare criticize the hardcore pornography (Bonnie Blue? The
       | OnlyFans Economy!) the world is presently steeped in. It's like
       | they know which waggle dance lets you in, and which one gets you
       | booted from the hive...
        
         | rtpg wrote:
         | Plenty of PC98 games out there that are just pure smut and
         | assault fantasies.
         | 
         | You could make an argument about the production environments of
         | "actual real person" pornography but if you're talking about
         | aesthetics and morality of the end product? I dunno... tough
         | sell to me for a "random" one.
         | 
         | Plenty of "real art" PC98 stuff too ofc (there are also of
         | course people on the record saying "we put stuff in here so we
         | could sell our RPG" and the like... market demands).
        
       | mrandish wrote:
       | > this now-forgotten art style native to Japan is known,
       | shorthand, as "PC-98"
       | 
       | I'm _really_ into retro computing having collected over a hundred
       | 80s  'home' computers (all non-PC/Mac), including at least a
       | dozen Japanese models, but have never heard the term "PC-98" to
       | describe a particular style of pixel art, probably because I
       | don't speak Japanese and haven't lived there. However, I do see
       | some traits in how the examples shown were constructed which
       | strike me as unique beyond just the obvious Japanese aesthetic of
       | the content.
       | 
       | While the article highlights that Japanese computers had greater
       | memory and graphics capabilities earlier due to the need to
       | represent more complex fonts, there's another factor I suspect is
       | behind the differences I'm seeing in those images. Japanese
       | business computers tended to have analog RGB output and displays
       | earlier and more commonly than those in the U.S. Of course,
       | analog RGB was available in the U.S. around the same time but it
       | wasn't usually considered worth the increased cost for mainstream
       | desktop use in the early 80s. Monochrome or 4 colors were
       | generally considered sufficient for 80-column capable text
       | displays (~640 pixels wide).
       | 
       | Some of the dot patterns I'm seeing in those examples work well
       | on RGB displays but wouldn't work as well on composite video
       | displays or TVs. In the US, early home computer pixel art
       | targeted resolutions like 256 x 192 and 320 x 200 in 4 or 16
       | colors but generally assumed the pixels would be displayed on a
       | TV or composite monitor and so leveraged the pixel blending and
       | additional artifact colors composite video can uniquely create to
       | enhance their artwork. These composite-exploiting blends and
       | colors are lost when those images are displayed in RGB, leaving
       | only the original pixel patterns which aren't what the original
       | pixel artist saw or intended when they created the image (which
       | is why original composite-targeted pixel art is best viewed on a
       | composite CRT or CRT emulation). I think these Japanese artists
       | being able to target analog RGB output is behind some of the
       | subtle (but cool) uniqueness I'm seeing in the "PC-98" pixel
       | patterns.
        
         | jordibunster wrote:
         | I remember trying to install Slackware as a 16 year old living
         | as an exchange student in Japan and not getting anywhere. Turns
         | out PC98 needed a patched kernel.
        
         | aidenn0 wrote:
         | IMO PC-98 is unique because it sits between EGA and VGA in
         | capabilities; it is still a 16 color display, but from a much
         | broader palette (4096 vs 64). EGA is very distinctive because
         | of the limited palette.
        
           | mrandish wrote:
           | Indeed, starting with IBM's initial 5150 design, early PC
           | graphics made cost, memory and capability trade-offs which
           | would soon be seen as _unfortunate_ from a graphics and
           | gaming perspective. Although IBM specced the platform and
           | chose Motorola 's 6845 video display chip, I assign some
           | blame to Motorola too for not having created a range of video
           | chips with increasing capabilities to choose from. We'll
           | never know if IBM would have ponied up a few dollars more for
           | a chip with at least a 256 color palette or a few other
           | niceties but it's always possible.
           | 
           | Strangely, Motorola did eventually decide to get serious
           | about offering more capable graphics in the form of the RMS
           | chipset but not until it was already too little and too late.
           | They announced the RMS chipset in 1984 and tried to drum up
           | interest among system designers but eventually cancelled it
           | before release amidst lukewarm response and bugs in the early
           | prototypes (https://retrocomputing.stackexchange.com/question
           | s/10977/fat...). It certainly didn't help that other options
           | like TI's 99x8 VDP chips were now getting cheaper and the
           | pre-Commodore Hi-Toro company was shopping around their Amiga
           | chipset to all the major consumer computer manufacturers in
           | 1984.
        
             | michalpleban wrote:
             | The Motorola 6845 CRTC chip is quite versatile, and one of
             | its unique characteristics is that it knows and cares
             | nothing about the resolution or number of colors on the
             | screen. It is just a display address generator, which is
             | meant to provide some external hardware with a memory
             | address that contains data to be displayed at some part of
             | the screen. What to do with this address and data is
             | completely up to the computer hardware, which can interpret
             | it whichever it wants. So there is nothing in the 6845 chip
             | that prevents using it to display 256, 4096 or 16777216
             | colors on the screen.
        
             | flomo wrote:
             | IBM only gave maybe 1.0 shits about gaming, to the extent
             | they needed "business graphics" like charts, and maybe just
             | some extra fun shit. The primary competition was loads of
             | CP/M "business micros" with not many real graphical games
             | at all. IBM benchmarked the Apple II+ with a Z80 Softcard
             | because that was the ultimate mullet machine, all the
             | business software upfront, all the gaming party in the
             | back. CGA was good enough for an Apple II game or a pie
             | chart, and that's all they cared about.
        
               | mrandish wrote:
               | +1 for describing the "Apple II+ with a Z80 Softcard" as
               | "the ultimate mullet machine, all the business software
               | upfront, all the gaming party in the back."
               | 
               | I agree with your point, the bar IBM was shooting for was
               | set by existing popular microcomputers circa 1979. The
               | only significant consideration for future
               | growth/competition was seemingly that the established
               | trend of RAM size growth would probably continue. At the
               | time there wasn't really any established trend of
               | progressive growth in graphics resolution or colors. Pre-
               | Apple II examples like the Cromemco Dazzler for the
               | Altair weren't fundamentally different than the Apple II
               | and probably not even on their radar due to being barely
               | out of the kit/hobbyist level.
               | 
               | I'll add that when considering the 5150's initial design,
               | the "IBM" we're talking about isn't really " _The_ IBM "
               | but rather a sole skunkworks project located in a
               | backwater division down in Boca Raton Florida intended as
               | an experiment to learn more about these new
               | microcomputers. Most of the rest of the traditional IBM
               | management structure barely knew about it during
               | development and those parts that did mostly ignored it.
               | If 'mainstream IBM' had approached the PC as a real IBM
               | project, it would have certainly been very different and
               | probably unsuccessful (if it had managed to ship at all).
               | As it was, the 5150 was only able to use off the shelf
               | components (including the CPU) because it was considered
               | a one-off experiment initially given a month for the
               | design and a year to ship.
        
               | simne wrote:
               | > RAM size growth would probably continue.
               | 
               | True. But note - very long RAM grows ~ periodically
               | doubling one chip size, and first chips don't have
               | controller inside, so require very short traces to bus
               | chip or CPU.
               | 
               | And usually, old chip becomes for example 10% cheaper,
               | but twice size priced ~50% more than old, and to adopt
               | new chips you need new memory controller with additional
               | pins.
               | 
               | > At the time there wasn't really any established trend
               | of progressive growth in graphics resolution or colors
               | 
               | Unfortunately, only partially true.
               | 
               | You may hear about RAMDAC on video forums topics. It is
               | partially palette, but also generator of video signal,
               | reading from RAM very fast.
               | 
               | Problem is that first "fast page" DRAM have very slow
               | interface, so when larger chips become available (and
               | with cheaper kilobytes than older, this was real logic of
               | semiconductor technology progress), speed of RAM was not
               | grow. And unfortunately, this once become bottleneck, it
               | limits grow pixelrate, so even with twice RAM you could
               | not got twice resolution.
               | 
               | In past, I few times calculated speed of RAM need to give
               | classic 60 FPS, and at least up to (and including) first
               | SDRAM machines just show their screen was enough to eat
               | significant share of main RAM throughput, so internal
               | graphics could even affect CPU performance.
               | 
               | On consoles problem was not so harmful, because limited
               | resolution of consumer TV, but on few consoles used
               | expensive frame buffer inside graphics chip.
               | 
               | On modern GPUs problem of RAM throughput solved by used
               | overclocked designed VRAM chips and with extremely wide
               | RAM bus, so chips run in parallel - in computers typical
               | ~64bit, but GPUs start with 128 and top models have 512
               | or even 1024 bits.
        
         | aidenn0 wrote:
         | I didn't read your comment all the way to the end; later EGA
         | games used similar dithering patterns (Loom[1] was one of the
         | later and most visually impressive EGA games)
         | 
         | 1: https://www.superrune.com/tutorials/loom_ega.php
        
           | mrandish wrote:
           | Those Loom comparisons between EGA and VGA are cool. Very
           | impressive work that they did back then. It really highlights
           | how much 16 color palettes forced artists toward simplified
           | cartoon or comic-like representations yet adding just a
           | couple hundred colors enabled the best artists to evoke
           | almost photographic dimensionality, texture and lighting
           | effects.
           | 
           | If you haven't seen it, you might find this site useful.
           | https://en.wikipedia.org/wiki/List_of_color_palettes. I use
           | it as a reference when I'm exploring original retro pixel art
           | from various platforms.
        
       | ngcc_hk wrote:
       | So far only collect 2 Casio one basic and one, well, lisp (!)
       | calculators ... interesting artefacts. Still try to get a
       | national those tube-like display scientific calendars used during
       | my senior secondary school.
       | 
       | This is a total different genre. So hard level .... In 1980s just
       | thought it was a j model to be ... wonder any simulation would
       | see as collecting one just have a look is impossible.
        
       | ngcc_hk wrote:
       | This emulation seems to say pc98 is msdos based and hence can run
       | on dosbox-x
       | 
       | https://dosbox-x.com/wiki/Guide%3APC%E2%80%9098-emulation-in...
       | 
       | Seeing some yt even more confused as pointed out by wiki it is a
       | 16/32 bit ...
        
       | theogravity wrote:
       | I totally recommend the Basement Brothers YouTube channel which
       | has a large set of reviews with summarized playthroughs and
       | historical background for PC-88 and 98 games:
       | 
       | https://www.youtube.com/watch?v=96tLZTtNcZA&list=PL_W1EM66_B...
        
       | makeitdouble wrote:
       | For those into light-novel or anime, 16bit sensation is straight
       | into this topic, right as the PC-98 area was under pressure.
       | 
       | [0] https://16bitsensation-al.com/
        
         | YurgenJurgensen wrote:
         | And, fully in line with its themes, the legendary Akiba Mister
         | Doughnut it features shut its doors for the last time last
         | year.
        
       | mastazi wrote:
       | Link seems to be experiencing HN's hug of death, archived link:
       | 
       | https://web.archive.org/web/20250523210148/https://strangeco...
       | 
       | Note: the link contains some slightly NSFW images
        
       | TD-Linux wrote:
       | Almost none of the games pictured are actually "doujin" games -
       | they are commercial publishers.
       | 
       | Also, the reason we don't remember PC-98 is because it was never
       | sold in the US (except for the very unpopular APC-III). It was
       | the most popular computer on Japan from late 80s to early 90s and
       | is well remembered there. Being the most popular PC, there is a
       | huge amount of software for it, including huge amounts of office
       | and productivity software, many genres of games, and plenty of
       | Western ports.
        
         | msephton wrote:
         | I agree. Whilst it's great to see a mention of PC-98 the
         | article views it through a very odd lens, and gets a lot of
         | things confused or even just plain wrong.
        
         | bitbasher wrote:
         | I agree. I posted a documentary on actual doujin gamedev in
         | Japan, but it looks like the documentary was removed from
         | Youtube. You can still find it on archive.org though for those
         | that are interested in the scene.
         | 
         | https://archive.org/details/branching-paths
        
         | djur wrote:
         | And there similarly was a market for relatively low-budget
         | and/or pornographic and/or copyright-infringing computer games
         | in western markets, it's just that people today find weird old
         | ecchi VNs with anime art more interesting than weird old strip
         | poker games with digitized photos.
        
       | tempodox wrote:
       | > ...incompatible with MS-DOS computers at the time...
       | 
       | Thank goodness! The PC-98 colors are great, while the colors on
       | DOS boxes of the time were so horrible, it's a miracle our
       | retinas and optic nerves survived.
        
       | rollcat wrote:
       | I've learned about the PC-98 by accident, by browsing FreeBSD
       | releases. It used to be a tier-1 target, later degraded, and
       | finally dropped in 12.0. Since FreeBSD is now moving to drop
       | _all_ 32bit CPUs entirely, it wouldn 't have lived much longer.
       | 
       | In a way, supporting PC-98 sounds like exactly the kind of
       | problem we currently have with Arm. The ISA is technically the
       | same, but everything else is just what it is. The x86(-64) PCs
       | with BIOS/UEFI are the closest we have to a standard, but still-
       | check all the ACPI&friends quirks.
        
       | krispyfi wrote:
       | > Metal Gear creator / problematic gaming legend Hideo Kojima got
       | his start on the platform with his classic potboiler
       | "Policenauts"
       | 
       | That should be "Snatcher". Criminally overlooked game.
        
         | wk_end wrote:
         | Hmm. I'm pretty sure Kojima directed Metal Gear before Snatcher
         | (and worked on various other Konami games before that). And
         | Snatcher was a PC-88 game, not a PC-98 game. All great games,
         | at any rate.
        
       | msephton wrote:
       | Previously: https://news.ycombinator.com/item?id=38409692
        
       | jovial_cavalier wrote:
       | I don't appreciate cartoon pornography being shared here. I think
       | this website is best when it's professional.
        
       | sombragris wrote:
       | In some previous life, while studying biochemistry at my
       | university's Faculty (school) of Chemical Sciences, I hung around
       | the Botany Department (yes, they had one. Because you know,
       | chemistry schools teach pharmacy, which in turn uses plants and
       | so...). That was in 1989-1992.
       | 
       | The Department had a NEC PC 9801 (IIRC), with two floppy drives
       | and no hard disk, and they used to register plants cataloged in
       | their herbarium using a simple dBase-II application. Quite nice
       | setup for that time. I never saw any graphics; all I saw was a
       | very well-built system with a beautiful text font (it looked very
       | well IMHO representing Western Latin characters).
        
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