Home » Analogue Duo: The Kotaku Review

Analogue Duo: The Kotaku Review

by Jerry
0 comment
A variety of colorful PC Engine and TurboGrafx-16 HuCards are arranged in a pleasing way.

You know Analogue: The firm that makes these premium-priced retro consoles that promote out in three minutes, at which level Analogue tweets “Sold out.” as when you wanted reminding that its rattling web site crashed whilst you had been struggling to finish your buy. But whereas Analogue may be exasperating, its merchandise, which embrace high-end recreations of the Nintendo Entertainment System, Sega Genesis, Super Nintendo, and all of the Game Boys, kind of ship on their guarantees of exceptionally correct replica of beloved video video games from many years previous.

Today the corporate’s launching one other retro console recreation, the Analogue Duo. And this time, it’s one thing of a deeper reduce.

Just…god, there’s a lot random information you gotta know to know this factor’s deal. So earlier than we get into it, right here’s a tl;dr: Analogue Duo is a really stable PC Engine / TurboGrafx-16 alternative that appears fairly good on fashionable shows and controls fairly nicely, too. It’s additionally not for everybody. It might not even be for me.

To get at why, we have to dive into these nitty-gritty particulars. For starters…


A variety of colorful PC Engine and TurboGrafx-16 HuCards are arranged in a pleasing way.

Love these attractive little issues. (Don’t play Night Creatures although.)
Photo: NEC / Kotaku

What’s a PC Engine?

If the title “PC Engine” doesn’t ring a bell, that may be as a result of it flopped right here, arduous. Co-creators NEC and Hudson (the Bomberman folks!) noticed good success in Japan, however NEC botched nearly the whole lot in its try and market the sorta-kinda 16-bit system in America as 1989’s TurboGrafx-16, a reputation which now reeks of loss of life and failure. Many of the perfect PCE video games remained in Japan, and many of the ones NEC commissioned from western creators are finest left unmentioned. Sega of America’s Genesis ate the TurboGrafx for lunch (CW: vore), leaving it on life help by 1992.

Not so in Japan. Debuting all the best way again in 1987, the PC Engine was a shot throughout the bow of Nintendo’s dominant Famicom (NES), providing way more arcade-like graphics than the 8-bit king ever may. Barely a 12 months later, the CD-ROM² add-on made NEC’s little sq. wonder-console the primary machine to play video games off optical discs, permitting for the creation of way more refined software program with lush CD audio, prolonged animated sequences, and a few 1,000 occasions the storage of the system’s unique HuCard format. In 1988!

HuCards are lovely

HuCards (TurboChips over right here) had been the PC Engine’s equal of cartridges, credit score card-sized slabs of plastic that slid into the entrance of the system with a satisfying click on. Often emblazoned with colourful paintings, these diminutive little issues are possible probably the most lovely bodily format ever used to distribute video video games. (Just a few downsides embrace restricted ROM capacities and nil user-serviceable elements.) Over time CDs grew to become the PCE’s dominant format, however take into account this: Only HuCards can slot in your pockets. Checkmate, you optical bastards.

NEC had an actual ardour—some would possibly say a psychological dysfunction—for releasing new PC Engine {hardware}. It’s a bit a lot to cowl right here, so simply know two vital info. First, 1991’s Super CD-ROM² improve gave the disc video games 4 occasions extra RAM to play with, which let the brand new “Super CD” video games be extra refined, particularly graphically. Many of the system’s coolest video games, akin to Ys IV, Star Parodier, Tengai Makyō II, Dracula X, and Gradius II, are on Super CD.

Read More: Alien Crush Made Pinball Weird, Squishy, Gross

Second, 1991’s PC Engine Duo (TurboDuo within the U.S.) was a useful, all-in-one console that would play each HuCard and Super CD video games. Duo is the system most individuals need to personal at present, as a result of this factor performs the whole lot however the 5 video games launched for 1990’s ill-fated SuperGrafx (nobody cares) and video games that require the later, 1994 Arcade Card RAM improve (simply pop within the Arcade Card accent and also you’re set).

So the PC Engine Duo is the machine at present’s Analogue Duo takes its inspiration from. Except, Analogue Duo can play the SuperGrafx video games and the Arcade Card video games out of the field, too. Cool!


A 1992 NEC TurboDuo sits next to light- and dark-colored Analogue Duo consoles, with HuCard and CD games scattered about.

An unique NEC TurboDuo alongside two Analogue Duos and quite a lot of video games. IRL the “white” mannequin is definitely pretty beige. I desire the black colorway.
Photo: NEC / Analogue / Kotaku

…And why ought to I care?

If you’ve ever retrogamed, you’ve in all probability loved time with a Sega Genesis or Super Nintendo, yeah? Incredibly good consoles, some would possibly even say the perfect of all time. These 16-bitters, which had their heyday from 1989 to 1995 or so, achieved a really pleasing stability of gameplay, simplicity, and class, and will look and sound fairly nice too. What’s the phrase for “kino” however like, for video video games? Because that. These had been video video games. Ahhh, sure. The good things. (I’m pantomiming chef’s kisses.)

Well, there’s one other complete system filled with video video games like this that many people haven’t dipped into in any respect, a treasure trove of recent adventures and maddening challenges.

I’m speaking in regards to the PC Engine. Just just like the Genesis and SNES libraries have their very own distinct flavors and vibes, strengths and weaknesses, so does NEC’s ambiguously 16-bit marvel. The PCE library is especially robust in scrolling shoot ‘em ups, RPGs, arcade ports, platformers, single-screen actioners, and motion video games normally. Its video games are typically colourful and fast-moving, and its humble however pleasing sound chip can pump out some actually catchy melodies (and sometimes superb tracks like this).

Read More: The Unique Artist Behind Bomberman’s Catchy Beats

Strangely, it additionally has main Famicom vibes. The PCE’s 8-bit predominant processor has principally the identical structure because the NES’, and its video games are solely fancier resulting from sooner clocks and extra onboard graphics chips. Lots of PCE video games, notably early HuCards, have a kind of loosey-goosey simplistic physics factor happening that feels very NES-like. PCE sorta looks like an evolutionary midpoint between Famicom video games and 16-bit SNES and Genesis titles, very a lot its personal factor, however sharing elements with the others.

So is it 8-bit? Or 16-bit?

Oh, sure. Absolutely.

Sadly, PC Engine can’t do convincing parallax scrolling to avoid wasting its life. But then, neither can I.


An Altera Cyclone FPGA is embedded into a circuit board.

Altera’s common Cyclone sequence of FPGAs powers many FPGA gaming gadgets, together with MiSTer and Analogue Pocket.
Image: Humandata / Altera

The most vital acronym in retrogaming

It’s FPGA: Field Programmable Gate Array. You can cease taking a look at me like I’m a nerd. I’m conscious.

You understand how common microchips are burned completely onto silicon? They’re ASICs, which stands for “application-specific built-in circuit.” The CPU in your cellphone is nice at what it does, however it’s by no means gonna be something apart from what Qualcomm or Apple designed it to be as a result of its silicon is fastened. Immutable. Set in its methods. Basically, ASICs are the racist grandpas of built-in circuits.

Wait…I’m being informed that’s not a helpful analogy. Apologies. Racist grandmas, then.

FPGAs, not like grandmas, are infinitely reconfigurable. An FPGA is sort of a blank-slate microchip whose circuits you’ll be able to lay out and configure by way of a “{hardware} description language”—code that defines the {hardware}, principally. So say you’ve gotten an FPGA chip to program; if the FPGA had been massive / performant sufficient and you actually knew your stuff, you could possibly write code in {hardware} description language and add it to the FPGA to make it completely replicate the performance of one other system. Say, the CPU of the Game Boy. And then you could possibly add extra HDL to reconfigure the FPGA into one other system totally. Maybe…the Sega Genesis’ sound chip?

You see the place that is going. While FPGAs are nonetheless costly, they’ve been getting inexpensive sufficient to place to make use of simulating previous video games machines. And it seems this can be a superb approach to go about recreating previous computer systems and consoles, as FPGAs are nice at simulating many discrete elements directly, all working in parallel identical to they did in, say, an actual SNES. In distinction, conventional CPUs execute directions in a principally linear vogue, making it tough to orchestrate all of the shifting elements of an emulated recreation console in a means that leads to a flawlessly genuine expertise.

Read More: Is MiSTer The Ultimate Retro Gaming Device? Yes, Actually

The largest downside of conventional software-based console emulators working on CPUs might be enter lag. You press a button, and there’s a delay, and eventually you see your motion happen on-screen. (The most superior emulators have fairly cool methods to scale back this delay, however it’s nonetheless all the time a priority.) Some of the primary sources of enter lag are fashionable show gadgets, your selection of recreation controller, poorly programmed video games, and software-based emulators.

A classic recreation console correctly simulated on an FPGA can reply to enter simply as rapidly as the unique {hardware} did. That’s a lovely factor, and a key cause many see FPGA-based gadgets, like the open-source MiSTer FPGA undertaking and Analogue’s proprietary line of FPGA-based console recreations, as not simply the current, however the way forward for correct, cut-no-corners retrogaming.


Blazing Lazers (Gunhed) plays on a Sony PVM 2950Q via s-video, the glowing phosphor decay exaggerated a bit by the slow camera shutter.

Blazing Lazers performs on a Sony PVM 2950Q by way of MiSTer s-video. CRTs have character and brightness to spare and are tough to totally simulate.
Photo: Hudson / Kotaku

CRTs: Slightly radioactive implosion bombs

Until the mid-2000s, most individuals performed video video games on heavy glass vacuum tubes that imbued the tender, considerably vague pixels with a satisfying glow, horizontal scanlines, various ranges of barrel distortion, and lots of different artifacts in addition to. These standard-definition (SD) analog televisions and displays, referred to as CRTs (essential race theories), usually loved lightning-fast response occasions, nice movement readability, vivid colours, and deep, contrast-y blacks. Video video games regarded and felt a sure means due to the particulars of the show tech, granting their low-res “240p” graphics shocking quantities of soul.

The fixed-pixel LCDs that adopted normally made classic SD video games look blocky, uneven, and smeared, topped off with delayed enter response: No bueno. Since then, software program improvements like scanline filters and CRT-simulating GPU shaders, mixed with new applied sciences like excessive dynamic vary (HDR), black body insertion (BFI), variable refresh charge (VRR), and purpose-made upscaling gadgets, have began addressing the appreciable problem of authentically rendering SD analog indicators on digital-first, HD, fixed-pixel shows. Bolstered thus, at present’s high-end OLEDs can lastly begin to attain and even surpass CRT-like ranges of brightness, saturation, distinction, and movement readability.

In different phrases, they’re gittin’ gud at lookin’ previous.

That brings us to the Duo. At launch, Analogue Duo outputs solely digital HDMI at 1080p decision. Analogue guarantees that in 2024, help for its Analogue DAC accent, a further $80 buy, will permit the Duo to work with conventional CRT televisions, a mix that may immediately grant its video games a near-flawlessly genuine feel and appear on SD analog shows. But till then, the Duo is strictly a digital, 1080p system, which leaves its “Original Display Modes” characteristic—Analogue frowns if you name them “filters”—as the primary device you’ll should make PCE video games look more true to their ‘80s and ‘90s roots.

The first Original Display Mode simply spits out the uncooked pixels with applicable scaling to the 1080p show: the essential, pixelated emulator look some folks desire. Two different ODMs simulate the traditional, early ‘90s LCDs of the moveable PC Engine GT (TurboCategorical in U.S.) and the very uncommon, costly clamshell form-factor PC Engine LT. Neat little bonuses, however you’re in all probability not going to need to relive the times of TurboCategorical’s ghosting, sub-native res display garbling up textual content for very lengthy. (Having by no means used both system, I can’t touch upon their accuracy.)

The most attention-grabbing, enticing ODM is “Trinitron,” which seeks to breed the looks of Sony’s well-known CRT know-how inside the limits of Duo’s 1080p decision, full with fake scanlines (select both Light or Heavy, then Soft or Sharp edges) and two potential renderings of aperture grille artifacts (“Medium” or “Fine”). You also can simply nix the AG simulation if you would like a easy plain-Jane scanline impact.

Two finer factors

In the uncooked pixel and Trinitron modes you too can present or conceal the overscan areas—hiding them offers you an even bigger display, however might reduce off information in sure video games—and select between two colour palettes, RGB or simulated composite. The latter is a comparatively current innovation, as followers found that the uncooked RGB colours put out by the PCE’s graphics chip really different from these generated by its native RF/composite output again within the day. It turned out some video games have colour gradations which are practically hidden within the highly regarded, saturated RGB palette. As on MiSTer, I’ve used Duo’s drabber composite palette virtually solely, as a result of the RGB colours border on garish.

Trinitron mode does an honest job of simulating the essential look of a ‘90s Sony CRT and is my most well-liked approach to play Analogue Duo. It is on par with a few of the higher CRT simulations seen in at present’s industrial retro-themed recreation releases.

Duo’s undoubtedly nice CRT sim possible gained’t blow you away when you’re accustomed to at present’s cutting-edge CRT shaders. It’s good for what it’s, don’t get me incorrect, however is simply too neat and clear, and likewise dim, to really be mistaken for an actual classic set. CRTs are messy, analog gadgets, all tender and glowing, geometry a minimum of barely warped even when nicely maintained, the whole lot contracting and increasing as scenes change, and vivid objects leaving phosphor trails as they traverse inky blacks. All of this excellent character, which makes CRTs so distinctive and alive, is exterior the scope of Duo’s in any other case respectable Trinitron simulation.

Which look do you want finest? That’s all that issues.
Gif: Irem / Analogue / Kotaku

I’ve created some comparability sliders, captured over HDMI, to allow you to see how the assorted Original Display Modes and their sub-settings look. After clicking the hyperlinks beneath, select a picture on the left, a picture on the best, after which drag the slider to transition between them to note the variations. (Thanks to imgsli.com for making these potential—superb web site.)

You may also like

Leave a Comment