10 Video Game Consoles That Flopped Hard
Grab your retro safety goggles as we tune in to ten of the most spectacular video game console flops in history.
Grab your retro safety goggles as we tune in to ten of the most spectacular video game console flops in history.
Welcome back, broadcast fans! Today we are taking a playful look at ten real video game consoles that stumbled, crashed, and burned at retail despite big promises and bold tech.
Nintendo attempted to bring stereoscopic 3D to the living room with a red monochrome display that required players to hunch over a tabletop tripod. The awkward ergonomics, headache complaints, and a meager library of 22 games caused the hardware to be discontinued after less than a year. It stands as one of Nintendo's most famous hardware missteps, selling under one million units globally.
Sources: Wikipedia
Designed as a budget friendly add-on to boost the Sega Genesis into the 32-bit generation, the 32X confused consumers right out of the gate. Sega announced the standalone Sega Saturn almost simultaneously, rendering this transitional peripheral obsolete almost immediately. Third-party developers quickly abandoned it, leaving the add-on with only 40 games before its premature demise.
Sources: Wikipedia
Atari aggressively marketed the Jaguar as the world's first 64-bit console, even though its architecture relied on two 32-bit RISC processors alongside a Motorola 68000. Complex multi-chip hardware made game development notoriously difficult, which resulted in a sparse software library. The console failed to reverse Atari's declining hardware fortunes, selling fewer than 250,000 units before Atari exited the home console market.
Sources: Wikipedia
Conceived by Electronic Arts founder Trip Hawkins, the 3DO was a high-spec 32-bit system licensed to third-party hardware manufacturers like Panasonic. Unfortunately, a staggering launch price of $699.99 made it far too expensive for average gamers. Cheaper competitors like the PlayStation and Sega Saturn soon arrived to crush any remaining commercial hopes for the platform.
Sources: Wikipedia
Philips positioned the Compact Disc Interactive as a complete multimedia home entertainment box rather than a dedicated gaming machine. Its high price tag and clunky controllers were not suited for fast-paced gameplay, while its infamous Nintendo-licensed Zelda and Mario games were widely ridiculed. It struggled to build a solid audience, remaining an expensive novelty of the early CD-ROM era.
Sources: Wikipedia
Before Apple dominated mobile gaming, it partnered with Bandai to create a multimedia console hybrid based on Macintosh technology. Priced at $600 at launch, the system was vastly overpriced compared to contemporary gaming consoles like the Nintendo 64 and PlayStation. With poor marketing and a tiny selection of software, it sold roughly 42,000 units before Apple scrapped the project.
Sources: Wikipedia
The Gizmondo packed impressive handheld features for its time, including GPS, cellular connectivity, and digital camera functions. However, bad marketing, a tiny game catalog, and executive scandals completely derailed the platform. It sold under 25,000 units worldwide, earning a reputation as one of the worst commercial disasters in gaming hardware history.
Sources: Wikipedia
Nokia attempted to bridge the gap between cell phones and handheld gaming by releasing this taco-shaped device. Gamers hated having to remove the battery cover just to swap game cartridges, and making phone calls required holding the edge of the device against your ear in an awkward position known as sidetalking. The system managed to sell only 3 million units across its lifespan despite a major redesign.
Sources: Wikipedia
Though successful in Japan, Sega's 32-bit Saturn suffered a disastrous surprise launch in North America that alienated major retailers and developers. The system featured a complex dual-CPU architecture that was famously hard to program for 3D graphics compared to Sony's streamlined PlayStation. As sales plummeted outside Japan, Sega was forced to abandon the system early to focus on the Dreamcast.
Sources: Wikipedia
Toy titan Mattel launched the HyperScan to merge physical collectible RFID cards with 2D video games targeted at tweens. Unfortunately, long loading times, flimsy software, and the added cost of buying booster packs turned off young players and parents alike. Mattel pulled the plug on the console after just one year on the market with only five games ever released.
Sources: Wikipedia
That concludes tonight's broadcast from the neon graveyard of forgotten hardware, but we must know which of these plastic catastrophes you actually owned. Tell us your fondest failed-console memories in the comments before our signal fades into static!
The Common Clickbait crew who watch too much so you do not have to. Fueled by nostalgia, cheap snacks, and an unhealthy need to be right about the ending.
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