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Games Entertainment

Dismal Console Failures 369

Anonymous Howard writes "Shacknews' jason bergman has written an article that looks at some of the biggest failures in console gaming. It's a great read, and spotlights stuff like the Halcyon, a $2500 (!) laserdisc system with only two games and Nintendo's Virtual Boy, a stereoptic system that had red-on-black simulated 3D graphics."
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Dismal Console Failures

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  • Well (Score:5, Funny)

    by Slashdot Insider ( 623670 ) on Friday January 31, 2003 @07:37PM (#5200408)
    As an owner of an Atari Jaguar CD system, I must say that I am disgusted that this fine unit was omitted from the list. I mean, when installed, the thing looks like toilet...
    • Re:Well (Score:5, Informative)

      by Saige ( 53303 ) <evil.angela@gma[ ]com ['il.' in gap]> on Friday January 31, 2003 @07:52PM (#5200503) Journal
      It was omitted from the list because it wasn't a DISMAL failure. It failed, sure, due to being tough to program for, because Jack Tramiel had no right running a company, and because all the Japanese console fanboys attacked it from the start (usually by straight out lying, such as claiming it wasn't really a 64-bit system, though the magazines were guilty of this too).

      It didn't help that the inclusion of a 16-bit 68000 meant as a simple general purpose chip to do little things encouraged companies to port their 16-bit games to the system using mainly that chip without attempts to even improve the game. (Flashback, anyone?)

      The existence of the 3DO at the same time, with it's $700 price-tag, compared to the $250 Jaguar, helped make the Jag look like the more viable of the two - which I believe it was.

      I wonder what kind of games we might have seen if the system had survived long enough for programmers to push it to the limit - probably some impressive stuff. After all, T2K came out really darn quick, and it is still visually impressive in many ways. (Maybe that's just the extreme trippiness of the game...)
      • Re:Well (Score:2, Informative)

        How bad does it have to be before it's dismal? The thing didn't have a chance coming out of the gate, 3DO or not.
  • The Atari Jaguar, that brings back memories. Such a good console system... 2 processors one for graphics AFAIK and the other for everything else. Just a pity that there weren't any major game releases/support for it.

  • Virtual Boy (Score:3, Informative)

    by josh crawley ( 537561 ) on Friday January 31, 2003 @07:38PM (#5200414)
    DOnt know about anybody else, but after playing any game on the virtual boy, I developed a nasty headache. And it happened about 20 minutes in every time.
    • Re:Virtual Boy (Score:4, Informative)

      by Kenja ( 541830 ) on Friday January 31, 2003 @07:46PM (#5200466)
      oods are that one of your eyes is stronger then the other and your weak eye objects to being forced to be used. This is common with all steroscopic display systems.
      • If what you say is true, only Ambidex'es could use this console without ills..

        The sad thing is the games were fun. I just couldnt play them.
        • Re:Virtual Boy (Score:2, Informative)

          If what you say is true, only Ambidex'es could use this console without ills..

          I am fully ambidextrous (dominant left-hand, but I can write perfectly legibly with my right as well -- it was great drawing graphs with both hands at the same time on the board at university, but that's OT ^_^) and I can state that, while nice to be, doesn't help one bit with Virtual Boy.

          I do own a VB and about 6 games and it's really too bad that this project wasn't fully thought out. You had to take breaks every 20 minutes (forced by most games by a screen that comes out to tell you to go away for 10 minutes) and it seems that most people got serious headaches from any type of play, so they didn't even make it to the twenty minute mark.

          I never experienced any ill effects (yet?) even though I played the truly brilliant and enjoyable Wario game for far too many hours on end; but then there were games like Red Alert (a plane shooter) where you could not tell if those lines approaching the screen were going to be a cave or a wall... parts like that were not so fun.

          I packed it away a few years ago and, even though I would love to play Wario again, I don't have the courage to play it again lest I ruin my eyesight. I will hang onto my system though, perhaps it'll be an antique one day*

          *please refrain from posting that it is an antique now. The type of antique I mean is one that is actually worth some decent cash = )
          • Re:Virtual Boy (Score:5, Insightful)

            by Anonvmous Coward ( 589068 ) on Friday January 31, 2003 @09:50PM (#5201221)
            "I do own a VB and about 6 games and it's really too bad that this project wasn't fully thought out."

            It probably would have been a good idea for them to use yellow instead of red for the color. Even green might have been a better choice. Red was just hard for people to focus on. I'm not sure why their research landed them there.

            There's a reason that monochrome monitors were never red.
            • Remember, blue LEDs haddn't even been invented when the virtual boy was released. The best you could get was green and those were expensive. Red was really all they could have used without the unit being insanely expensive. It's to bad, if they'd waited a year or two they could have used a much nicer color. If it had been made today they could have used pure white, or even done color using mixed red, green, and blue LEDs.
      • Or it's due to poor motion tracking of your head. If your field of view doesn't move at the same pace as your inner ear, I imagine you'd fall down vomiting in a few minutes.
    • i own one too (Score:3, Interesting)

      by rebelcool ( 247749 )
      i never had the headache problem, but i do remember the instruction book recommending a gaming pause every 15 minutes. In fact, I recall at least one game that automatically paused after 20 minutes and told you to take a break.

      All in all, I dont think it was THAT bad. I kinda liked the little bugger. Sure the red on black was odd, but the effect was neat and it worked. The sound was pretty good too, since your ears were right by the speakers and it used true stereo sound with a fairly high sampling rate for the time.

    • I rented one from a blockbuster for a weekend when it came out. Even now, thinking of it after all these years, I can still remmeber the searing head pain...

      Anything with a label on it telling you it will give you a headache in 20 minutes has to be a failure. Plus the 3 games developed for it sucked ass.
      • Re:I did... (Score:4, Informative)

        by MBCook ( 132727 ) <foobarsoft@foobarsoft.com> on Friday January 31, 2003 @08:39PM (#5200787) Homepage
        Plus the 3 games developed for it sucked ass.

        Wrong. I own two of these things and they are actually quite nice. There were a decent number of games. Here is a few of them:

        • Wario Land - This game was reason enough to own the system. It was fantastic. It played just like a Mario game, but hat little twists here and there. Nintendo has continued the franchise, and the other games have been good too. But if you ever get the chance, play this game.
        • Mario's Tennis - This was a great tennis game. The 3D effect worked great. I could play this game for hours. It was alot like Mario's Tennis for the N64 (in what it looked like, sorta) and played something like that (the N64 game was more refied, it wasn't a port or anything, it was a new game with the same old name). Loved this game.
        • 3D Tetris - This was actually pretty good. Nothing like "normal" tetris, but a good puzzel game none the less.
        • Water World - He he he. I never played this, I just had to mention it. Of course, we all know this is the real reason the system failed. It was a conspiracy. It was I tell you! Bwhahahahahahahahahhahahaha.
        • Red Alarm - If I remember correctly, this game was alot like Descent. I never played it, but I think it was good.
        • Mario Clash - Alot like the origional Mario Brothers, this was another great game. The 3D effect worked very well here too.
        • Galactic Pinball - A great pinball game. The 3D worked quite well, even if it was gimmicky for a pinball game.
        • Others - There were other games. Before the system was canceled, an FZero like game was announced, along with screenshots, that looked great. I would have bought it, but it was never released. Also, if that had ported (or made a new) StarFox for the system, I think that would have helped it alot. StarFox would have worked so well in true 3D.
    • Re:Virtual Boy (Score:4, Informative)

      by Chris Canfield ( 548473 ) <slashdot.chriscanfield@net> on Friday January 31, 2003 @09:24PM (#5201093) Homepage
      If you read the instruction manual that came with the unit, on seven out of the ten pages it warns you that it will make you nauseous. On two out of the remaining three it mentions that it may permanently damage the vision of small children. I think the last page was blank.

      I played the Virtual boy for long enough that it no longer effects me, but it took a *long* time for that to happen. My roommate played the thing for an hour and was unable to do anything requiring depth perception for the rest of the day.

      Part of the problem was that the system wasn't designed to display 3D polygons at its core... It's a slightly beefier Sprite-based Game Boy at heart. Warioland was one of the best games available, yet in many places that which was deeper in the background wouldn't parallax at all (despite the left-eye, right-eye separation), or the deeper image would parallax horizontally but not vertically. The botched effects could be quite, quite nauseating.

      On the bright side, they had (and still have) an excellent 4D tetris, and perhaps the best boxing videogames to date (Teleroboxer). But with the assorted physical ills associated with playing, and the fact that depth never really effected gameplay, the system probably shouldn't have made it out of the prototype phase. Gumpei Yokoi, I salute your creativity and your energy, but the time is not right just yet.

      Now if you'll excuse me, I have a championship Teleroboxer to defend.

      -C
  • Lotsa money got wasted for research, and for buying the technology.
  • Jaguar! (Score:2, Insightful)

    by corebreech ( 469871 )
    Not Apple Jaguar, but Atari Jaguar.

    That was a bitching console, but too difficult to code for.

    That said, it had Tempest 2000, for which the Jaguar version was simply breathtaking in places.

    Aliens vs. Predator was excellent too.
  • What ? No Odessy ?! (Score:5, Interesting)

    by HealYourChurchWebSit ( 615198 ) on Friday January 31, 2003 @07:39PM (#5200425) Homepage


    Perhaps I'm just showing my age, but perhaps a paragraph or two on the the Magnavox [pong-story.com] Odyssey [ralphbaer.com] and it's betaMax-like [guardian.co.uk] demise may be just the history we need so later failures learn the lesson before trying and dying on the lonely shelves of stores and warehouses.

  • Virtual Boy (Score:5, Insightful)

    by proj_2501 ( 78149 ) <mkb@ele.uri.edu> on Friday January 31, 2003 @07:41PM (#5200437) Journal
    I think the Virtual Boy's biggest flaw was that you had to mess up your neck to play it. A strap to attach it to your head would probably have worked better, and you could have played it in bed.

    Some decent software and polygons instead of wireframes would have been nice too.
    • by MBCook ( 132727 ) <foobarsoft@foobarsoft.com> on Friday January 31, 2003 @08:24PM (#5200700) Homepage
      I own 2 Virtual Boys, and the best ways to play it that I found were to lie on the floor on your stomach and look into it (screwed up your neck after a while) and to lay on your back and rest the unit on your head (worked good if you put a little foam tape or something inbetween the eye pieces, otherwise it cut into your nose).
      • by dubiousmike ( 558126 ) on Friday January 31, 2003 @10:37PM (#5201430) Homepage Journal
        I own 2 Virtual Boys, and the best ways to play it that I found were to lie on the floor on your stomach and look into it (screwed up your neck after a while) and to lay on your back and rest the unit on your head (worked good if you put a little foam tape or something inbetween the eye pieces, otherwise it cut into your nose).

        I hear the next version of the Virtual Boy required you to hold your breath while fully submerged in hot pudding. Doesn't sound too much more painful of a gaming experience than what you are describing.

        :P

  • by Big Mark ( 575945 ) on Friday January 31, 2003 @07:41PM (#5200439)
    I could never get the infinite lives cheat on Sonic 3 to work on the Sega MegaDrive.

    My childhood... RUINED!

    -Mark
  • by Anonymous Coward on Friday January 31, 2003 @07:43PM (#5200451)
    There was a Konami console I seem to remember that never made it past prototype. but was hyped beyond all belief with a power chair, foot controls etc.

    The Commodore CDTV and Philips CDI were CD-ROM-based interactive players that popped up in the early 90s - both failed pretty badly, although the CDTV morphed into the CD32 which was mildly successful... before Commodore bit the dust.

    I also seem to remember a C64-based console, and one by Amstrad called the GX4000, which was rubbish. Even the first wave of Neo-Geo boxes died a horrible death rather quickly, but I think that was down to price...
    • by Anonymous Coward on Friday January 31, 2003 @08:12PM (#5200633)
      I also seem to remember a C64-based console

      Indeed you do, and it was called the C64GS. You can read about it (and a whole host of other old consoles and computers) here [old-computers.com].

      There was essentially no point in buying a C64GS since it did nothing that an ordinary C64 couldn't do, and the GS didn't have a datasette port either, which cut out the vast amount of cassette-based games already available.
    • thing is though teh Neo Geo failed as a home unit, it was over all a success because of the arcade. you have to realise it was identicle hardware and software, the games just checked to see which they were running on and configured themselves accordingly.

      You still find Neo Geo units in the arcade, and new games were released till 2001 at least. Thus, though the home unit failed, the platform did well over all.
  • Wow... (Score:3, Interesting)

    by La Temperanza ( 638530 ) <temperanza@softhom e . net> on Friday January 31, 2003 @07:45PM (#5200460)
    Impressive NEC managed avoided a mention here (except indirectly, within the Pioneer LaserActive. I guess the PC-FX was excluded because it never made it to our shores, but what about the SuperGrafx? There was also that PC Engine laptop which I believe weighed 20 pounds and sold for $15,000.
    • Re:Wow... (Score:2, Informative)

      That's the PC Engine LT. It didn't weigh 20 pounds, and it cost around $800. Here's a pic [silicium.org].

      Also, the SuperGrafx was never released domestically. It had six games (seven if you count the hybrid). The console sold for around $400 and the games were about 9800 yen ($110 at the time).

      The PC-FX was essentially an NEC PC converted into a gaming console.

  • Lest weforget... (Score:5, Insightful)

    by bjohn ( 214722 ) on Friday January 31, 2003 @07:45PM (#5200461)
    The Article appears to pick on only a few of the more notable failures, but what about all the hyped, yet still-born console failures?

    They neglected to mention Apple/Bandai's much lauded Pippin, the Atari Jaguar, and the mighty Indrema...

    Perhaps they can return to this topic in six months and include the mysterious "Phantom."
    • The article specifically mentioned that none of the Atari consoles would be included because they had potential.

      The Jaguar wasn't a spectacular failure at all - it didn't have the ridiculous price of the Halcyon or 3DO, and wasn't a screwy concept like the 32X or Virtual Boy. It was just a flop due to poor managment, lack of dev tools, mostly bad in-house games, and bad third party support.

      The console itself wasn't a bad idea, thus it didn't qualify for the list.
    • Re:Lest weforget... (Score:2, Interesting)

      by Teese ( 89081 )
      The pippen! Ruggedized ADB ports, 6 megs of ram! a slimmed down macos that only had one game that I've ever heard of (Marathon!! I loved that game).

      The specs for the pippen are available at this site [updatestage.com]

      ah yes those heady days where apple was so distracted by any little ... oooh! a shiny penny!
  • by Zeinfeld ( 263942 ) on Friday January 31, 2003 @07:46PM (#5200468) Homepage
    The really big problem in this space is the stupid business model of razor and blades. People won't pay an economic price for the console so they are sold below cost but tricked out so the vendor can recoup their costs selling overpriced games.

    So anyone trying to sell a really innovative platform is going to end up charging way more than the market will bear.

    BTW $2K is not too much in principle for a games system. I know plenty of people with MUCH more expensive systems. Mine cost $5K, only they are called PCs, not consoles. Mind you these days it would take a lot of dedication to go above $2K for a desktop machine. It took some doing to spend $5K two years ago. I paid $400 for the upgrade to my Son's machine a few months ago and he basically got a new machine with almost the same spec as mine.

    When is Lara Croft comming out, thats what I want to know.

    • by neurostar ( 578917 ) <neurostar@NosPAM.privon.com> on Friday January 31, 2003 @08:05PM (#5200600)

      ...Mine cost $5K, only they are called PCs...

      $5k!! I hope your processor has gold connectors on it or something!

      ... Wait!

      Damn.

    • Well, last I checked, Nintendo makes money on the GameCube.. And I'm sure volume and manufacturing advances have reduced the loss (if any) on the PS2.
    • by Chris Canfield ( 548473 ) <slashdot.chriscanfield@net> on Friday January 31, 2003 @10:04PM (#5201289) Homepage
      The really big problem in this space is the stupid business model of razor and blades. People won't pay an economic price for the console so they are sold below cost but tricked out so the vendor can recoup their costs selling overpriced games.

      So anyone trying to sell a really innovative platform is going to end up charging way more than the market will bear.

      I don't follow you here. Gillette gives away razor handles which cost them very little and yolk consumers to the tune of nearly $1 per blade (for dual-bladed designs), a full 100% markup above blades without handles.

      Sony, Nintendo, et.al make hardware that they sell for little or no profit, but that they make back $5 licencing fee per game released. That brings a $45 dollar game to $50 dollars, or a markup of %10. Successful consoles are also self-subsidizing, as over their lifespan they transition from being loss-leaders to profitable items in and of themselves.

      I don't see why you would say that anyone selling an innovative platform will do so at above what the market can bear, with the implication that they wouldn't be tricking the consumer into buying overpriced games? The PC market continues to exist, and despite a glut of options PC market prices aren't significantly lower than Console prices. They actually have a significantly higher TCO, if you factor the difference in price between the two platforms across the number of games for the platform you have purchased (On average, 10 for a console). 2,000 is too much for a console box. After the cost of the television, audio system, et.al, it isn't bad, but even computers are multi-purpose items. If you buy 20 games for a $2,000 system at $50 each, you have still spent $150 dollars per game. Those are NeoGeo prices, the amazing system that didn't have a shot in heck because they had solid-state cartridges comparable in size to CD's... in 92. You cannot sell a $2,000 gaming console, period. It wouldn't matter anyway, as the technology of that console would be within $400 reach in just 2 years after it was released. $2,000 is just too far up the curve to be worth it.

      Consoles do not have a stupid business model. They have a very intelligent and market-driven model. Pippin, 3D0, Indrema, Computers, and Cell-Phone makers have all tried different models, with varying degrees of success, but none as successful as this, the "razor blade" model.

      And so that you know, the glut of games for the 2600 which caused the horrible average quality and the great gaming crash of 83 was caused becase anyone who wanted to exploit gaming an the innocence of consumers could make a game for that system. From then on, Systems carried authentication chips which publishers had to not just buy access to, but had to submit their code for an extensive approval process. While there may be some pretty bad games released today, without this approval process it would be a wasteland of bad games.

      -C

  • We only had two games that I remember: Baseball and Blackjack. Amazing how much fun block graphics can be when you don't know any better!

    I'm surprised this didn't do better against the atari.. the controllers were way better (8 way if I recall). It was probably because they couldn't come up with decent games for it.

  • Was it released in the west ?, I'm pretty sure it was never released in UK, would prolly remember if it had.

    The whole 3DO thing was interesting, seems like for a long time the ultimate aim of lots of tech companies was to create a video game standard similar to VHS and DVD.

    Maybe the XBox will start a trend towards all consoles becoming more x86 based, particularly since the PC has such a huge catalogue of easily portable classics.
  • 3do (Score:2, Interesting)

    by dimer0 ( 461593 )
    I'm sorry, but the 3DO was an AWESOME gaming system. It was the first system I ever played that had a pretty decent fighting game backed by WHITE ZOMBIE.. No, not synth music - THE REAL STUFF. This amazed me.

    Return Fire was an awesome - awesome - awesome game as well. One of the best soundtracks I've ever heard in a game to date, and the strategy between 2 players in this game was amazing.

    There was also that game-show-ish "Twisted", I believe it was. The presentation in that was excellent.

    The 3DO was INNOVATIVE, not one of the biggest failures. Geeeze..

    The Heroes of Might and Magic Series (3DO) is a damn good PC game now.. They are a great software house as well.

    Long live Trip!

    • Re:3do (Score:5, Insightful)

      by 10Ghz ( 453478 ) on Friday January 31, 2003 @08:03PM (#5200585)
      The 3DO was INNOVATIVE, not one of the biggest failures. Geeeze.


      Maybe that's why it is one of the biggest failures? I mean, it had huge industry backing, the specs were impressive, the games looked GOOD, the media was all over it. It seemed that 3DO was about to take over entire console-business. And then... nothing happened. It just went away. It never got popular. With all those games, with all that money, with all that media-attention... Nothing.

      To me, that makes 3DO one huge failure.
    • The article wasn't about "bad" consoles, just the ones that failed. Lots of good products fail. All you need is a bad price point, or a lack of cevelopers and even the best product can fail.

    • The 3DO did have a pretty decent collection of games, despite what the author says. I don't think he ever actually had one. I did. I got one for $250 and never regretted it.

      I can't believe they compared the 3DO to the 32X or the Virtual Boy. Niether the 32X nor the VB had a decent library or an interested customer base. The 3DO did have a following and had a respectable library of games. Further, the 3DO had a different style when it came to playing games that really ushered in the new generation of consoles like the Saturn or the Playstation.

      I'm not convinced that the author of this article really researched what happened with the 3DO.
    • Re:3do (Score:4, Insightful)

      by Rayonic ( 462789 ) on Friday January 31, 2003 @11:31PM (#5201652) Homepage Journal
      The Heroes of Might and Magic Series (3DO) is a damn good PC game now.. They are a great software house as well.

      3DO is a *HORRIBLE* software house. These are the people responsible for the Army Men franchise, remember. Also all those lousy Might and Magic spinoffs (Warriors, Legends). Plus they drove the main Might and Magic series into mediocrity after reviving it with 6/7.

      How they manage to maintain the excellent Heroes of Might and Magic series is beyond me, though I do notice that they shove out a lot of expansions for it.

      Actually, the "Army Men: Air Attack" sub-series isn't bad either. 3DO still isn't a good developer, though.
  • by badasscat ( 563442 ) <basscadet75@@@yahoo...com> on Friday January 31, 2003 @07:53PM (#5200511)
    The most interesting thing about this article is what was left out and why. As someone who's been around consoles since the 1970's and owns more than 40(!) of them to this day (including the modern ones), I have to say I actually agree with his methodology. The Jaguar and Saturn both had a good chance at success, the TG-16 was actually a huge success in Japan, and in fact most of the systems considered "failures" here really weren't, in most ways other than the financial. The systems spotlighted in this article were just dismal and atrocious in pretty much every way - I don't even give the same props for the conception of some of these as the author does. How could a $700 console like the 3DO ever sound plausible to anyone? SNK tried the same thing with the Neo Geo AES, though at least they realized their system would never be mass-market despite having a built-in library of great arcade games - 3DO thought they could crack that $700 niche in a huge way from the ground up with all-new games. Stupid business decision, as all of these consoles were.
  • by woobieman29 ( 593880 ) on Friday January 31, 2003 @07:55PM (#5200519)
    first of all 'cause it sucked major ass, and secondly because Atari **COULD** have had sales rights to the Nintendo Entertainment System instead.

    Probably one of the biggest f-ups in the history of the electronic entertainment industry.
    • by badasscat ( 563442 ) <basscadet75@@@yahoo...com> on Friday January 31, 2003 @08:04PM (#5200594)
      " first of all 'cause it sucked major ass, and secondly because Atari **COULD** have had sales rights to the Nintendo Entertainment System instead."

      Except that those potential rights would have come in 1985, not 1983 (when the 5200 was released).

      In fact, the 5200 was not a failure in really any way. It was selling better than the Colecovision when the plug was pulled. It had some great games (mostly ports of Atari franchises from the arcade and 2600, enhanced for the 5200). It was a victim of the same crash of 1984 as everybody else.

      The 7800 is the system you're thinking of, though it was clearly even a better system than the 5200. It was just mis-timed and badly marketed. But it had just as reasonable a chance of success as any console - who would have predicted at that time that Nintendo would be this unstoppable juggernaut in the late 1980's? The smart money would all have bet on Atari to win in the end. They just didn't. Predicting these things is often a lot easier with hindsight.
  • VirtualBoy (Score:3, Funny)

    by ZZ-Type ( 577907 ) on Friday January 31, 2003 @07:59PM (#5200554) Homepage

    I bought a VirtualBoy along with several games a few years ago just to keep around. I'm a sort of fan of early 3D efforts and still have lots of old 3D comics and magazines with the red/blue glasses, and some of the early hologram efforts, ViewMasters, etc.)

    I have to say, that these days, my 8-year-old and his friends can't get enough of Mario Tennis, Virtual Baseball and other 3D games on the VirtualBoy, even though they all have the latest GameBoy Advance, GameCube, Playstation 2, X-Box, etc.

    There's still enjoyment to be had in the VirtualBoy. Plenty of units and games are up for grabs on eBay, too.

  • Sega Channel (Score:2, Interesting)

    by finse ( 63518 )
    Maybe this is off topic, but who here remembers the Sega Channel?
    I ditched more classes in high school then you could imagine, just so I could go to my buddy's place and game all day. Essentially, you downloaded ROMS off your cable TV feed. Sega was _really_ ahead of its time on this idea, to bad it didn't stick.
    • Re:Sega Channel (Score:2, Interesting)

      by Dibblah ( 645750 )
      That wasn't new. The BBC did a few series (for the BBC B, etc) with a flashing microdot.

      You attached a big sucker to the corner of the screen, and it 'downloaded' the program. It was waay too cool at the time.
  • by SystematicPsycho ( 456042 ) on Friday January 31, 2003 @08:00PM (#5200560)
    There is no way the Master System was a failure. When they came out everyone had one and there were more than 200 games for it. The Megadrive was no failure either and Sega still make good games for the arcade and other consoles.
  • Okay, $2500 sounds like a lot for a game console. But *somebody* must be buying those $400 video cards for PCs. I'll bet alot of those go into $2500+ "gaming rigs." (Sure, those PCs can do other stuff too, but mostly no better than whatever computer they're replacing).
    • Re:$2500? (Score:4, Insightful)

      by pla ( 258480 ) on Friday January 31, 2003 @08:20PM (#5200679) Journal
      But *somebody* must be buying those $400 video cards for PCs.

      The "hardest-core" gamers, yes. But even reading the first-run numbers expected for the GeForce FX, *only* the most serious of gamers will spring for that. And for most people, even that will serve as an upgrade, rather than the entire $2500 system all at once.

      I think the problem doesn't involve *no one* wanting to buy it, but *not enough* people. Perhaps the situation differed a bit 20 years ago, but today, any console with "only" a million units in the field after a year will fail miserably. Why? Not because the company can't pull *some* profit from the hard-core gamers who will pay almost anything for the best gear available. Rather, because very few 3rd party developers will sign on with them (for example, the Sega 32X the article mentioned - a decent product, with a reasonably large number of units sold, but Sega ended up having almost every title that ran on it as one of their own efforts).
      • Perhaps the situation differed a bit 20 years ago,

        Hell yeah they are different. ITs called inflation. $2500 20 years ago was a lot of money. Thats when the average salary was like $24,000 a year. Most cars were less than $10,000. That could actually cover a years rent for a studio apartment, rent stabalized, in manhattan.

        $2500 ain't shit now, but was several month's pay for most peope 20 years ago.

        $400 is a weeks pay for a kid working at a retail store.
  • All these consoles everybody's mentioning here are the consoles that I walked by thinking they're trash.

    This the the sequence of consoles that I thought were quality...

    Nintendo (tons and tons of games, many greats)
    Super Nintendo (Still tons of games, some of the best are in here)
    (skip N64 to...)
    Playstation (The start of true 3d games. Many sucked, but it was new stuff)
    PS2/Gameqube/eXbox (Who knows. I do computer games and such these days)
  • The failed systems featured all seem to have common feature: extra large price tags. People were just not willing to spend that amount of money for the "features" these machines gave.

    And its still true today. You can get the hotest hardware, the niftiest features, and the coolest designers all to collaborate on something but if it is priced out the interest of the common consumer its going to be a boat anchor or a bookend.

    Hopefully this will be a lesson for future console makers.
  • The Infinium game console is doomed before it gets started. Given the current game console market, you have to make the hardware cheaper than what it cost to manufacture it. The only way to make money is to pump enough cash into manufacturing the systems and marketing them up front and make the money back later on licensing.

    They are going to be VERY hard pressed to make a console in the $200-300 price range that has a decent amount of power. Furthermore, even if they manage to pull off that magical feat, people have to actually buy them which comes down to marketing. Sony, Microsoft, and Nintendo already have a natural momentum in marketing because of both their history and their war chests.

    I'd love to see a console come onto the market that uses some of the ideas these guys are throwing out, but unless a big corporation backs it, it isn't going to happen.
  • by KalvinB ( 205500 ) on Friday January 31, 2003 @08:17PM (#5200664) Homepage
    The Head Mounted Display Virtual Boy [icarusindie.com]

    That was really what it needed: to be head mounted. And it wasn't difficult to do. Seperating the system from the display was impossible due to what I assume was the timing (when I extended the wires the mirrors couldn't sync up). Fortunatly there was enough unneccessary crap that could be removed to lessen the weight enough to make it wearable.

    I have many of the games and two systems (one is HMD now). I don't think console makers will take the plunge again though until little LCDs can display the quality of a full size LCD at a reasonable price.

    With dirt cheap little LCD monitors comming out I don't think it's too far off. It's really the next logical step. I think Nintendo just took it too soon.

    They should just have a dual video out for their next console and offer 3D glasses as an option. That would be nice. Trying to embed it all together is just a bad idea.

    Ben
  • The Gamecube controller and the Virtual Boy controller look extremely similar... I wonder how they jumped to the bizarre claw-like design of the N64 controller...
  • by MBCook ( 132727 ) <foobarsoft@foobarsoft.com> on Friday January 31, 2003 @08:21PM (#5200683) Homepage
    So many consoles, so many comments. Oh well, here is what I think of some things.
    • Virtual Boy - I've said it before, and I'll say it again. I LOVED this system. The tennis game was great, and Mario Clash was great too. The pinball game really showed off the 3D. The red thing never realy bothered me, and I actually own two of these things (bought them both for $20 from a Blockbuster after the system failed). The biggest mistake they made was naming this thing "VirtualBoy." This made it sound like a GameBoy, and many people I know thought that it was meant to be a replacement to the GameBoy. The problem with this fact was... say it with me now... IT'S NOT PORTABLE. It's about as portable as a PSOne with a little LCD screen on it. This isn't something you can just slip in your pocket like a GameBoy. The other big mistake was that the head unit contained all the guts and so it was heavy and cumbersome. They should have put all the electronics in a little box that went in between the controller (which was quite nice, actualy) and the "display". Personally, I'd really love to see them re-release this. They could probably do color for a reasonable price (GameBoy Color type color, not GBA type) and make a great system because they could make it much smaller. I liked this system.
    • Atari Jaguar - Why wasn't this on the list? I rented this thing too, and it sucked. First of all, if you think that the X-Box's origional controller was big (which it wasn't that bad) try this thing. It's like they took a "normal" controller, and stuck a calculator in the middle of it. Plus, the games... well... sucked. The only one I remember wasn't THAT bad. I think it was the pack in. The game was you in a spaceship, or something, that transformed, or something. The fact that they actually made addons (like the CD drive, and wasn't there a modem?) amazes me.
    • 32X - Owned one of these too (bought from Toys 'r' Us for $50 after it bombed, great way to get stuff ;). The games varried. The only one I really liked I still own. It had you flying around in a spaceship in a little 3D polygonal universe (sorta like StarFox but not on rails and no planets). You could play with two players at once (one controlled the ship, the other the gun). It was actually a pretty good game. I also tried some of the 32XCD games, but I don't remember them. One of the big flaws with this thing was that the saturn was already announced (or at least rumored as the Dural or BlackBelt or whatever. Things always have cooler codenames than final names. Project Dolphin.) and many people wouldn't buy it because it wouldn't play Saturn games. If it had done that, it probably would have done quite well.
    • 3DO - I always thought that it looked neat, and I heard it had a few great games. But the fact is when your 10 years old, you don't have $500 to drop on a video game machine. It did hang around for a LONG time though.
    • CDI - To tell you the truth, I remember hearing of this, and seeing games in magazines. But I never saw a single one for sale, that I can remember. That's a great recipe for success. I also remember hearing it was expensive.
    • Saturn - Two games I wanted to play. I wanted to play Nights (still waiting for a rerelease of that) and Panzer Dragoon (that game looked so amazing at the time.) Plus, the Saturn had all those cool "Theater of the Eye" commercials. Very cool. But of course, it was expensive as hell, the analog controller (when it finally came out for Nights) was weird (and fixed (somewhat) in the Dreamcast). Part of it's problem what that it was supposed to be terrible to develop for because of it's dual CPU nature. There were some good games, but let's face it, Sega has always had a hard time with consoles after the Genesis. The Saturn and Dreamcast didn't do too well (Dreamcast was good). I would have bought one of these if that 3D Sonic game that they previewed ever came out. The only Sonic game was that terrible racing game.
    • Lynx - I never played one (it was supposed to be quite good) but I had a friend who thought it was amazing. I don't remember anything about it. I don't know why it failed.

    There you have it.

    • Sorry all, forgot to add one more system. Here you go:
      • NeoGeo - This was supposed to be a very nice system. In fact, most of these systems were quite good. But this one failed (in the US at least, that's my only vantage point) due to... can you guess it yet?... PRICE! It was also expensive, $500?

      Sometimes I wish you could edit your comments before they got moderated or replyed to, so you could fix this kinda thing. Oh well.

    • by badasscat ( 563442 ) <basscadet75@@@yahoo...com> on Friday January 31, 2003 @10:55PM (#5201498)
      Atari Jaguar - Why wasn't this on the list? I rented this thing too, and it sucked. First of all, if you think that the X-Box's origional controller was big (which it wasn't that bad) try this thing.

      Well I have both sitting right in front of me and the Xbox's is bigger and significantly heavier. If anything that tells you how big the Xbox's original controller is - the fact that a controller with a keypad on it could actually be smaller than the XB controller is pretty amazing (though pretty much all the keypad controllers I can think of - Intellivision, Colecovision, 5200, Jaguar to name a few - are smaller than the XB controller). It also tells you how we don't always remember things as they really were. Hindsight is not always 20/20 (though it's usually closer to that than foresight is).

      CDI - To tell you the truth, I remember hearing of this, and seeing games in magazines. But I never saw a single one for sale, that I can remember. That's a great recipe for success. I also remember hearing it was expensive.

      The CD-i was not specifically intended as a game system. I don't actually recall if the CD-i came before or after the 3DO, but it's possible Philips was trying to learn the lessons of 3DO. CD-i was marketed as a full entertainment set-top box capable of playing CD's, movies and of course games. The gaming capability of the system was not very good, though - not up to the standards of the systems it was "competing" with (though again, they were trying to go for the more casual gaming/home entertainment market). The CD-i is probably the main reason why gamers these days cringe whenever anyone uses the word "set-top box" or starts talking about doing things like adding movie playing or other functionality to game consoles.

      Saturn - Two games I wanted to play. I wanted to play Nights (still waiting for a rerelease of that) and Panzer Dragoon (that game looked so amazing at the time.) Plus, the Saturn had all those cool "Theater of the Eye" commercials. Very cool. But of course, it was expensive as hell, the analog controller (when it finally came out for Nights) was weird (and fixed (somewhat) in the Dreamcast). Part of it's problem what that it was supposed to be terrible to develop for because of it's dual CPU nature.

      Yes, the Saturn has a complicated architecture, but then so does the PS2 and it doesn't seem to have mattered in its case. Developers will develop for a system no matter how hard it is if they believe it's viable. In fact, the Saturn was viable for a while, and was actually quite successful in Japan (like the TG-16) - which is why it doesn't belong on this list. Sega and other developers continued supporting the Saturn in Japan until after the Dreamcast's release.

      There are so many misconceptions about the Saturn it's hard to even count. One of the biggest is that it was designed as a 2D system, with 3D added at the last minute in response to Sony's PSX announcement. This is refuted in section 15.2 of the Saturn hardware FAQ (which you can find at GameFAQs [gamefaqs.com] - sorry, they don't allow direct linking). The Saturn was always a 3D system, designed as a sort of home version of the Model 2 arcade board, but had its texture capabilities enhanced in response to Sony's PSX.

      The Saturn does remain one of the best 2D systems ever, though (perhaps only the Neo Geo - with its processing power and unlimited, cartridge-based RAM beats it) and in fact had more VRAM and greater raw 3D polygon-pushing power than the PSX (>500,000 vs. ~360,000, by the published specs in the respective manuals). But as MS is trying to do this generation to Sony, Sony basically bought the market out from under Sega last generation. Only Sega ended up thinking it really worthwhile to learn how to program their own system, and games like Virtua Fighter 2 still look better than most anything ever released on the PSX. The Saturn really did have some great games - though most of them were first-party Sega titles.

      Lynx - I never played one (it was supposed to be quite good) but I had a friend who thought it was amazing. I don't remember anything about it. I don't know why it failed.

      Several reasons - though it was a great system for its time. Big, backlit screen, excellent sound, great graphics for the day. But it was too big, ate batteries like nobody's business (the original version would get you 2 hours on 4 AA's if you were lucky), and was poorly marketed by Atari - who couldn't really do anything right by that point. It also didn't have a killer app like the competing GameBoy did (Tetris). In fact, there aren't that many good games for the Lynx in general, though the few that there are really make you wish the system would have stuck around for a while. Plus, for adult hands, the Lynx II (the version most people have) is really comfortable - even if it is still pretty big.
  • They forgot three. (Score:5, Informative)

    by NeuroManson ( 214835 ) on Friday January 31, 2003 @08:23PM (#5200696) Homepage
    One, was the Colecovision ADAM, the only system to commit data suicide every time it was turned on. Great concept, lousy implementation.

    Two, the Vectrex game system. Brilliant platform, gave people that true arcade vector graphics feel, decent sound (considering this came out about the same time as the Colecovision), and an all in one package the size of a first gen Macintosh. Killed by low game variety and demand (it was a $150-200 game system, which, despite the fact the whole system came in one package, came in on the coattails of the 1970s recessions, when most parents were able to justify paying $20-$40 for a kids toy, but forget anything more).

    Third: ISIX. The videogame platform that never came. This was an incredible console that required nothing more than a common VCR to deliver laserdisk'esque videogaming to the masses, using a frameshuffling method to allow multiple video game footage scenes to be displayed. I tried the system over a decade ago, from the wirewrapped prototypes. If Worlds of Wonder didn't tank, we would have seen this on the market, and it would have blown all other interactive media machines of the late 1980s out of the water.

    Most of the games lived on, however, in rereleases such as Night Trap, Sewer Shark, and a few "Do your own music video" games that came later. Detach yourself from what you learned and paid for CD based games, and imagine how it would have been to get a game system that would rival them, just by hooking up the VCR you already had. That was it. Not that the games themselves were spectacular in CD media dependant world, but for the technology involved, it was leaps ahead.
    • I think they just didn't consider it as fitting the catagory of console.

      The Adam was an *extension* of the Colecovision that turned it into a peronal computer. I've known a number of Adam owners and not one ever considered it a games machine at all.

      Now as a *personal computer*, boy was it a huge failure. Ate up all the Cabbage Patch Doll profits, and then some. They made them right down the road from me a piece and when the company went under they were giving them away like promotional pens.

      Even for free they weren't really worth it, as far as I'm concerned, but believe it or not there are *still* people using these things. I know one of them. But they all seem to use it as dedicated WP machine more than anything else. The built in daisy wheel printer seems to be the main attraction.

      Ironically it was the low quality of this printer that was one of the key factors in the Adam's failure.

      Oh yeah, that and the built in *300* baud modem when 2400 was the norm.

      The Adam was built to a price point using whatever *discontinued* stuff they could scrounge up from other manufacturers (the daisy wheel was a Smith-Corona) to slap it together. The public realized that and stayed away from it in the proverbial droves.

      KFG
  • Yeah but (Score:2, Insightful)

    by hikousen ( 636819 )
    For all the point and sneer "ahh haaa! what a waste!" types out there:

    Without these "dismal failures" there wouldn't be a Playstation 2 or Gamecube.

    It's called trial and error, folks, and yes, it's important. Fact: The foundation for every success is a string of failures.

  • Neo Geo (Score:2, Interesting)

    by GregoryD ( 646395 )
    Who could forget the Neo Geo? The I don't know what turned people off more. The 500 dollar price tag on the system or the 200 dollar price tag on the games. Also I think the worst peripheral of all time need mentioning: The Nintendo Power Glove. The Wizard lied to me.

  • The NGPC. To date, the finest handheld console to have existed. Died in the wreckage of SNK. I still take mine out when I want to feel the goodness of real SNK fighting action on a handheld.

    ***minute of silence***

  • Unless is has a transputer or something, believe me, it's not too difficult to code for. Not for most game producing companies, who insist on doing it their way even when you give them a lot of cool toys to play with.

    This is an industry where momentum and future are king. You'll never buy a box with only 5 games unless it comes from Sony or Nintendo and has promise for more.

    When I worked at TV settop box company, you'd be surprised at how they casually thought that they could just step in to the game business. Seriously, they thought they'd just put doom on it and the next thing you know the world would come running. Meanwhile the hardware has about a 10th the performance of a PS2 and offers just as much in the way of platform support. Never mind that doom was years old at the time. The idea got wacked, but not before some poor bastard spent 5 months working on getting doom running on it.

    Most of those things have that same vibe. Some company with some money thought that they could just step in and own. Doesn't work that way.

  • I rather enjoyed the virtual boy. Granted, I paid $30 for the system and all 12 games (new, I might add) but there were still a few good games.. Teleroboxer and Red Alarm come to mind.. Mario Tennis was also kinda fun. But, in the end, it wasn't worth $130 or whatever Nintendo charged for it. I would never have touch the thing if it hadn't been on super-clearance.
  • by Waffle Iron ( 339739 ) on Friday January 31, 2003 @08:40PM (#5200789)
    My contrarian father bought this system for our family in the late 70s rather than the slightly more popular Atari. IIRC, it did have somewhat better technical specs, but none of my friends knew how to play any of the games. The Galaxians clone was far superior to the Atari version, however.

    They turned out to be very sensitive to being fried by ESD (static electricity). He went on to buy several more units at surplus sales over the years to protect our investment in game cartridges.

    One cool thing you could get for it was a BASIC cartridge. You used the cheap bouncy 15-button calculator keypad on the base unit to peck out programs for the 1K or so RAM. The cartridge itself had a 1/8-inch phono jack embedded in it so you could save programs on casette. It was a heavy cartridge; I'm guessing it had more logic in it than the base unit. I wrote my first lines of code on that thing.

  • 3DO (Score:4, Informative)

    by gornar ( 572285 ) on Friday January 31, 2003 @08:41PM (#5200805)

    Aside from my nostalgia for this list (I had a 32X and Sega CD, and still have my Virtual Boy), I have to take sincere issue with the writer mentioning Captain Quazar as one of the decent games for the 3DO.

    Captain Quazar? That game was crap! And I should know, I worked on it! The company that developed it, Cyclone Studios (bought by 3DO near the end of the game's production cycle) split their initial development efforts between that game and the best game made for the 3DO, Battlesport. Now THAT was a good game. Intuitive controls, fast action, quick rounds; everything I want in a round-robin multiplayer blast fest.

    But no, Captain Quazar was just an ambitious mistake. I was a high-school student who played football with the company president, and they brought me in for some simple playtesting and initial level design. Captain Quazar's biggest problem was the fact that you could only get ammo by breaking open crates, but there wasn't enough RAM for them to include a melee weapon animation, so the only way to break crates was with the gun. If you ran out of your very limited ammo, you were screwed.

    I heard it had a lot of bugs on release. I guess you can blame me for that, I was always playing Battlesport (or Tekken on the new import Playstation we had), and I never bothered to test Captain Quazar enough.

  • Star Control 2 [sf.net] which is being ported to Linux (in fact, quite playable already) is based on the source of the 3DO version, not the x86 one. In fact I only heard of 3DO because of this...
  • Factual Correction (Score:3, Informative)

    by ewhac ( 5844 ) on Friday January 31, 2003 @08:48PM (#5200865) Homepage Journal

    And so under the leadership of Pong-creator Trip Hawkins, and the backing of Matsushita, AT&T, Time Warner, Electronic Arts and MCA, 3DO was born.[emphasis mine]

    Uh, no. Not by a longshot. Nolan Bushnell is the shepherd behind Pong. Trip Hawkins is the founder of Electronic Arts.

    Schwab

  • Anyone remember the Lynx? 16-bit handheld, IIRC, competed around the time of the Game Gear? I saw one in a catalog a LOOOONG time ago. Was it any good? Was it doomed to fail?

    Also, my roommate's talking about Neo Geo, which I recall in name only. Any thoughts on that? I'm FASCINATED.

    Oh, and, okay, so. I remember seeing CD-based "interactive TV"? units, in the earlyish nineties. I remember playing them at the electronics stores. You could like paint with them using the remote control. Weird as hell. Supposed to be the next big thing, even bigger than that "Internet" thing that was coming along.

    Anyway, just nostalgic ranting. Please feel free to reply with any hints. :)
    • Also, my roommate's talking about Neo Geo, which I recall in name only. Any thoughts on that? I'm FASCINATED.

      I would guess you're talking about the Neo Geo AES, the home version of their arcade hardware. These things still fetch a pretty penny on eBay [ebay.com], and with good reason. First of all, they sold for $700 initially just like the 3DO. Secondly, despite what a lot of people think the system is still being supported by developers and in fact has had one of the longest lifespans of any console (the last game I know of - Rage of the Dragons - was released in Sept. 2002. The system these days generally gets about 2-4 new games per year). SNK never intended this system to be mass-market - it was always a niche console. It was priced to be profitable right from the start, as were the games, which sold for $300 and up initially and still do. The idea was to generate buzz for the company's arcade business by getting systems into the hands of high-class buyers who would then spread word of mouth about the games and drive people to the arcades where average people could afford to play them - the exact opposite of what most other arcade publishers do today.

      The reason for the high game prices? The games were literally the exact same games as you'd find in the arcade. Only the pin-outs of the carts were different (in fact, you can buy adapters now so that you can use the cheaper arcade carts in your home AES system). Lots and lots of RAM, and this back in the day when RAM was not cheap. As RAM came down in price, the games didn't because SNK just kept adding more memory to the games.

      A CD-based system was released several years after the AES in order to try to make it more mass-market. But it still wasn't really supposed to compete with the likes of the PlayStation or Saturn - more to just satisfy less cash-rich Neo Geo fans and open up new lines of revenue. The system was still expensive, though the games dropped to around $50. Load times were a major problem, though, and real Neo Geo afficionados avoided the system because of the lack of arcade perfection. Some games were actually enhanced with new redbook audio, but again, it was arcade-perfection that Neo Geo fans wanted. The system was a failure even by SNK's modest standards. (A second version of the system was released to try to fix some of its problems, but it didn't really help.)

      There is still a large and thriving Neo Geo community [neo-geo.com] - as you'd expect from a fully alive and thriving console. Neo Geo systems are no longer produced and SNK themselves went bankrupt about a year ago - but not because of the AES system (their arcade business - the core part of the company - fell apart). The system itself, though, is still supported with new titles periodically and is considered by many probably the best 2D system ever. That is, of course, if you're a fan of Neo Geo games - there's always a debate among the "classic gaming" community as to whether SNK ever actually put out any good games or not (most of them were fighting games that didn't differ all that much, though I personally find more variety in the company's titles than most, and enjoy a lot of the smaller, lesser-known games that the company released).

      As a Neo Geo owner I have to say that it's still one serious system. Everything about it just feels quality - at least if you have one of the original packages with the old-style large controllers. It's a large system but doesn't look it - with its clean, elegant, bat-wedge design. The cartridges are absolutely monstrous and most of them come in high-quality clamshell cases. Holding one in your hand is like holding a brick. Truly a unique system and one that I definitely recommend owning - no way it belongs on this list of failures.
  • everyone cares about the poor buyers of these failed consoles but nobody cares about the poor shareholders who went bankrupt. oh well, this is /. where u expect more poor grad students than shareholders. atleast the console buyers can impress girls with their collectibles.
    • Re: shareholders! (Score:3, Insightful)

      by Antity ( 214405 )

      Shareholders are what brought at least one company I used to work for to bankruptcy. Once there were shares, they started to smell "big money", which started with telling all the employees on the very next full-company meeting that they can always be replaced, that the shareholders are now the uppermost important persons to please, customers came next, and then us.

      Well, replacing year-long employees that know how the company was actually making money by Wallstreet junkies never seemed to be a good idea to me.

      About one year later, there was nothing anymore to worry about.

      You see, we're talking about a company that made real money before this IPO and shareholder shit. Sorry for being a bit angry, but shareholders are in no way more important than the people that work for a company, brought it up and have no choice but to see upper management start playing Bullshit Bingo.

      I personally don't have any understanding about people buying shares of some company and not knowing (or not wanting to know but prefer to listen to quackers) about the risks. Shares are a game. Games are not where you should put your money if you REALLY need it. This only attracks all the sharks and destroys even more people's lifes that you never even heard about.

  • I liked the Virtual Boy - was I the only one? I never got a headache from it, and I liked the tennis game for it - it used the sense of depth very well. My sister and I used to play it for hours. Really - did no one else like this system?
  • by phaln ( 579585 )
    Interesting fact is, the Jaguar was bound for higher success if the Tramiel family hadn't scared away every publisher that had been already been planning on porting some of their games over. I do recall that one of these was to be Mortal Kombat III, as I've seen screens and it was actually shaping up to be a killer game for the system. Also in the pipeline were a WebTV adapter (of which exactly 2 prototypes exist), the VR system (of which there are I think 3 prototypes, 1 fully functional with Missile Command 3D [to be the pack-in game]), and the 19.2k modem (of which there are I think 18 in circulation, all prototypes that work with the game Ultra Vortek via an in-game special code to access the dialer). Games like Tempest 2000 and Alien vs. Predator were fairly groundbreaking for the system, and the DOOM port was something of "the best port ever" according to Carmack at the time. You really have to pass by the chaff to see the "wheat" in the system. Battlesphere, which was released WAY after the Jaguar's demise, is one hell of a game, offering 16-Jaguar network capability, although it's incredibly expensive to obtain (check eBay). The GOLD version even adds a full development system to the mix. DOOM also enjoyed this networking capability, although buggy. Pretty far ahead in terms of networking consoles. Between this and the modem, it was the precursor to things like "XBox Live" you see today. Which brings me to another point - continued development. The Jaguar enjoys probably one of the best game release rates for a "dead" system in video game history, other than perhaps the Atari 2600. Telegames released I believe 4-5 games that had been finished but not released before the system was canned. 4Play (Battlesphere) released Battlesphere. Songbird Productions released another 5 games (and continue to obtain rights and release them after tweaking code/completing them). B&C Computervisions released several prototypes (both finished and unfinished) in the past year. There's further development going on, given the advent of CD-encryption bypasses included on some newer releases and a reliable way to encrypt the cartridges. Quite an amazing feat, really. ANd the fans are rabid as HELL.
  • ...are at the bottom of a landfill right now. The successful ones *and* the failures. They are throw-away commodities, the worst examples of planned obsolescence in fact.

    Closed box, proprietary, non-upgradable computing devices should be anathema, especially on Slashdot of all places...

    just my $.02
    • Closed box, proprietary, non-upgradable computing devices should be anathema, especially on Slashdot of all places...

      Sadly, what is an upgrade for a box? You need a new processor, so you need a new motherboard. The new motherboard takes a new power supply and a faster type of RAM. Your removable media drive has been surpassed by far larger / faster / more funtional types, and so that should be replaced. And with the larger media drive you need a new Hard disk of sufficient size. All you've kept is the networking card, and the little aluminum box which is recyclable anyway.

      Upgradable computing solutions all wind up in the trash, just one piece at a time rather than all at once. Personally, I'd rather see them put to some use rather than thrown out, but console boards are optimized to play videogames: NESs would make crappy routers.

      And they are not the worst example of planned obsolescence. That distinction goes to alternatively the Car or the Toaster. The technology exists right now to create a $20 toaster that will outlive the owner, simply by using a thick enough band on the heating elements. Many toasters from the 70's are still around for this very reason. Modern toasters are intentionally down-tuned to last for 2 years, to keep the production cycle up. Cars are designed to last 5 years, despite the fact that 5 year old cars do exactly the same thing that modern cars do. You throw out your 4,000 pound car every 5 years, much like you throw out your 3 lb console, yet you are replacing the car with a functionally identical product. Consoles are obsolete because they have been replaced by functionally significantly improved versions, and console owners are hesitant to replace an existing system without that significant bonus.

      The two things are very different. The obsolescence of consoles isn't intentional.

      Just my $1/50.

  • Hard to code for? (Score:3, Insightful)

    by microTodd ( 240390 ) on Friday January 31, 2003 @09:19PM (#5201065) Homepage Journal
    How come so many people cite the reason the Saturn and Jaguar failed commercially was because "It was hard to code for"?

    Meanwhile, many people talk about how the PlayStation2 is hard to code for, yet it continues to be a commercial success.

    What's the difference here?

    Personally, I think any developer who complains "Its hard to code for" is not a real programmer. Since when have you heard about someone giving up breaking an encryption or copy protection system because "Its too hard".
    • Talk to developers. There are a lot of companies who gave up programming projects for the PS2 because the investment in programmers in both time to market and cash expenditure was significant. The PS2 has a tremendous installed userbase, which is why it is financially beneficial for many companies to program for it, but that benefit is offset by the resources necessary. If the PS2 didn't have a lot of hype behind it, and a userbase transfer from the PS1, it would be dead in the water. Why is the X-Box getting lots of exclusive titles from edgy developers? Because the PS2 was too hard to code for.

      "Its hard to code for" is a perfectly valid reason to not do a project, both from a programmer perspective and from a business perspective. Any developer worth his salt knows when to walk away. Your programming talent shouldn't be wasted trying to figure out the obscurities of timing processor instructions to use the DSP as a co-processor in a non-threaded environment. For more information on wasted genius, look up the Game Developer's in-depth technical issue on fitting Resident Evil onto a N64 cartridge.

  • by ewhac ( 5844 ) on Friday January 31, 2003 @09:24PM (#5201092) Homepage Journal

    Well, gee, what to say, except that hindsight is always 20/20. Armchair analysts of today haven't had the benefit of experiencing Trip's Reality Distortion Field(tm), where the idea of a $700.00 console actually seems fairly reasonable.

    I have my own ideas as to why the 3DO platform failed. One is that the development system was hosted on NuBus-based Macintosh systems (this was in the 68K era, before Apple jumped entirely over to PowerPC). Despite screams of developers everywhere, no effort was made to port to the PC until very late. Further, once Apple announced they were abandoning NuBus in favor of PCI, no effort was made to convert the development hardware, forcing developers to find increasingly scarce (and slow) older Macs. And, despite the protestations of enthusiasts everywhere, the Mac was just agonizingly slow. (3DO developers should count themselves fortunate, however. Had the original system developers had their way, development would have been hosted on the Amiga. Commodore declared bankruptcy about six months before the 3DO was launched.)

    The other big problem was that the development software and tools were, for the most part, utter $(EXPLETIVE) $(EXPLETIVE) $(EXPLETIVE) garbage. 3DODebug was little better than a program loader and dumb command terminal. Being in the system software group, I was fortunate in that I got to use a Philips logic analyzer to debug the thornier problems, rather than suffer with the never-did-work-right symbolic debugger. 3DOAnimator was a very crufty hack on top of EA's Studio32, and it would regularly crash, destroying all work. There were a couple of Photoshop plugins, but their use and enhancement was discouraged, as they were considered "stopgap" measures until 3DOAnimator came up to snuff (it never did). And the Norcroft C compiler sucked rocks. It generated bad code and kicked out stupid and incorrect warnings that couldn't be turned off. That so many titles were developed in this apalling environment is a tribute to the dedication and talent of all the developers we had.

    At the end of it all, though, I don't really know why 3DO failed. We had more than enough money, and a charismatic leader who could convince people of the most astonishing things -- a formula for sure-fire success in anybody's book. Except ours.

    Get me drunk sometime and I'll tell you all about Jurassic Park Interactive...

    Schwab

  • It may not have made the article because: A.) It was primarily sold in Japan, and B.) It was more of a premature "digital convergance" box than a pure game machine per se. A co-production with Bandai, the Pippin used a PowerPC 603 processor and a slimmed-down version of Apple OS.

    Information on this system is surprisingly hard to come by for a machine released in the mid-1990s, but here's an ancient page listing the specshttp://karx.narod.ru/tmegames/pippin.html [narod.ru].

    And another link from a retrogaming site: http://assembler.roarvgm.com/Apple_Bandai_pippin/a pple_bandai_pippin.html [roarvgm.com].
  • by Schnapple ( 262314 ) <tomkidd.gmail@com> on Friday January 31, 2003 @11:35PM (#5201671) Homepage
    People keep saying "how come 'Console X' wasn't included?" The answer is twofold - first, these are dismal console failures. Second, most consoles fail, so the failures of these particular consoles are more interesting.

    The two laserdisc consoles were simply retarded. The Virtual Boy is famous since it was percieved Nintendo could do no wrong post-NES/SNES, so it stands as a fascinating example (I still have one to this day). The 32X stands out since it was dumb to come out with a 32-bit add-on, then ditch it promptly when your "real" 32-bit console came out. The 3D0 stands out since they went for the different business model and happened to be around when FMV games were the talk of the town.

    But the Dreamcast didn't make it to this list, neither did the Saturn, since they weren't dismal failures. The Nintendo 64 didn't make it since it wasn't a failure at all - it just never did as good as the PSX and it's not as popular with adults (who *ahem* should be the readers of this site). The Jaguar was done in by management bungling, not because it was a "bad" console.

    The main reason "Console X" didn't make it is because the story behind it wasn't interesting. A console that flopped because it just wasn't the best is boring. A console that flopped because of bad management is boring. A console that flopped because no one wanted to pay $2K for one game or because the designer hadn't been wrong yet, or because they tried to replicate VHS, that's interesting.

  • by Steve Cowan ( 525271 ) on Friday January 31, 2003 @11:58PM (#5201774) Journal
    Apple's console - code-named Pippin, developed under the Amelio era... I think it sold briefly in Japan through toymaker Bandai called the "@world" or "@mark" or something like that.

    It had a PowerPC 603 processor, I do believe, and ran a scaled down Mac OS. I never actually saw one.
  • by frostgiant ( 243045 ) on Saturday February 01, 2003 @01:58AM (#5202168)
    I am a huge fan of the Nintendo Virtual Boy. In fact, I just got done doing some homebrewn work for the system. There should be a port of good 'ol GCC for it soon.
    The system really had immense power, the CPU is faster and more powerful than that on a GBA. (The VB actually has a divide instruction and floating point opcodes!)

    I think this author is exaggerating the effects of Virtual Boy and just running on speculations. I NEVER have known anyone in real life to get sick or loose their vision from playing one of these things. I always have friends give my system a try, it is actually quite fun to play, especially Wario Land and the Japanese niche game Space Squash.

    The biggest shame is that the finest games - Bound High, Dragon Hopper, Zero Racers (F-Zero), et. al were never released. :-(

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