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| PC-98 | |
|---|---|
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| Name | PC-98 |
| Developer | NEC |
| Manufacturer | NEC Corporation |
| Release | 1982 |
| Discontinued | 1997 |
| Cpu | Intel 8086 family, NEC V20, V30, i286, i386, i486 variants |
| Memory | 128 KB–4 MB typical |
| Os | MS-DOS, CP/M-86, Windows 3.1, NetBSD, UNIX System V |
| Display | proprietary 640×400 text/graphics modes |
| Media | 5.25″ floppy, 3.5″ floppy, hard disk, magneto-optical |
| Input | keyboard, mouse, game port |
| Connectivity | RS-232C, Centronics parallel, proprietary bus |
PC-98 The PC-98 family was a series of Japanese personal computers developed and sold by NEC during the 1980s and 1990s. It established a dominant business and consumer platform in Japan through compatibility with a broad range of hardware, software, and peripheral ecosystems. The platform influenced software markets, publishing, and gaming industries tied to companies such as Microsoft, Sega, Square, and Enix.
NEC introduced the system in 1982 to compete with Western microcomputers from IBM, Apple Computer, Commodore, and Tandy Corporation. Early models used processors from Intel and NEC's V-series microprocessors, targeting offices, universities, and hobbyists alongside vertical markets like banking and publishing served by firms such as Fujitsu, Hitachi, and Mitsubishi Electric. The platform's proprietary architecture encouraged development by software houses including ASCII Corporation, Enix, Falcom, Konami, and Capcom, while influencing standards discussions involving JEIDA and JIS. As personal computing evolved through eras defined by MSX, X68000, Amiga, and PC/AT compatibles, NEC iterated with models supporting Windows, networking initiatives with Novell NetWare, and multimedia aspirations aligning with CD-ROM adopters like Pioneer.
The system employed a non-IBM-compatible bus design and bespoke video and BIOS implementations built around NEC-manufactured CPUs such as the V20, V30, i386, and i486. Motherboards featured expansion slots for controllers from companies like Yamaha and NEC Tokin, while storage solutions came from Mitsumi, TEAC, and Fujitsu optical drives. Peripheral interfaces included RS-232C ports used by Canon and Ricoh printers, Centronics parallel ports common to Hewlett-Packard devices, and proprietary connectors supporting peripherals from Brother Industries and Sharp. Power supplies, cooling, and chassis design were influenced by industrial suppliers including Sumitomo and Nippon Steel.
Software for the platform included localized editions of MS-DOS and ports of CP/M-86, with later support for graphical environments like Windows 3.1 and Unix variants from AT&T and Sun Microsystems vendors. Application suites for word processing, spreadsheet, and desktop publishing were produced by Ichitaro creators JustSystems and vertical ISVs such as Oki Electric and Nippon Telegraph and Telephone subsidiaries. Game development studios including Squaresoft, Enix Corporation, Falcom Corporation, Konami Corporation, Capcom Co., Ltd., Hudson Soft, and Taito Corporation produced titles for the platform, while multimedia publishing leveraged standards promoted by ISO committees and hardware from Pioneer and Sony.
Graphics subsystems provided bitmap and text modes unique to the architecture, enabling detailed character sets compliant with JIS X 0208 and input methods associated with NEC CJK implementations used by ATOK and SKK developers. Sound cards and FM synthesis chips were supplied by Yamaha Corporation and audio subsidiaries like Roland Corporation, while PC speaker alternatives and PCM sampling hardware came from companies such as Creative Technology partners in the region. Multimedia drives and standards including CD-ROM XA and magneto-optical media were integrated to support educational titles and multimedia encyclopedias distributed by publishers like Kodansha and Shogakukan.
The platform dominated Japan's corporate and consumer markets, affecting distribution channels run by retailers such as Yodobashi Camera and Bic Camera and software retail networks like Softopia Japan and mail-order houses including Sofmap. Its ecosystem shaped careers at studios later tied to global franchises; contributors moved between companies such as Square Enix, Sega Enterprises, Bandai Namco, and PlatinumGames. PC-98’s prevalence influenced localization and standardization debates involving Ministry of International Trade and Industry (Japan), and its hardware footprint affected manufacturing chains including Panasonic and NEC Electronics.
NEC iterated through desktop and laptop form factors produced under branding in collaboration with partners like Toshiba and Matsushita Electric Industrial Co., Ltd. Variants spanned low-cost models for education purchased by Ministry of Education, Culture, Sports, Science and Technology (Japan) programs and high-end workstations used by design houses relying on software from Adobe Systems and CAD vendors such as AutoDesk. OEM partners and third-party vendors produced clone peripherals and aftermarket upgrades from firms like IO Data and Buffalo Inc..
After market decline due to the rise of IBM PC compatibles and global Microsoft Windows dominance, communities and preservationists including MAMEdevteam, university archives, and enthusiast projects from groups like Retrocomputing Museum created emulators and documentation. Open-source projects and ports to modern systems involve NetBSD, Linux, and emulation layers referencing CPU emulators of Intel families and sound emulation for chips by Yamaha and Roland. Collectors and museums such as The National Museum of Nature and Science (Tokyo) and private archives maintain hardware and software, while academic researchers at institutions like University of Tokyo and Waseda University study the platform's role in Japan's information technology history.
Category:NEC computers Category:1982 introductions Category:Japanese personal computers