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The list of commercial failures in video games includes any video game software on any platform, and any video game console hardware, of all time. As a hit-driven business, the great majority of the video game industry 's software releases have been commercial disappointments. Some of these failure events have drastically changed the video game market since its origin in the late s. For example, the failure of E. Some games, though commercial failures, are well received by certain groups of gamers and are considered cult games.

Co-designed by R. Mical and the team behind the Amiga , and marketed by Electronic Arts founder Trip Hawkins , this "multimedia machine" released in was marketed as a family entertainment device and not just a video game console.

The success of subsequent next generation systems led to the platform's demise and the company's exit from the hardware market. In , Amstrad attempted to enter the console video game market with hardware based on its successful Amstrad CPC range but also capable of playing cartridge-based games with improved graphics and sound.

However, only a few months later the Mega Drive , a much-anticipated bit console, was released in Europe, and the GX's aging 8-bit technology proved uncompetitive. Many of the games are direct ports of existing CPC games available more cheaply on tape or disc with few if any graphical improvements. Fewer than thirty games were released on cartridge, and the GX's failure ended Amstrad's involvement in the video game industry. It featured a 4x CD-ROM drive and a video output that could connect to a standard television monitor.

Apple intended to license the technology to third parties; however, only two companies signed on, Bandai and Katz Media, [8] while the only Pippin license to release a product to market was Bandai's. By the time the Bandai Pippin was released in Japan , in the United States , the market was already dominated by the Nintendo 64 and PlayStation. Total sales were only around 42, units.

The Atari was created as the successor to the highly successful Atari Reasons for the console's poor reception include that most of the games were simply enhanced versions of those played on its predecessor [10] and the awkward design of the controllers, which themselves were also prone to breaking down. The console sold only a little over a million units. Nonetheless, the failure of the Atari marked the beginning of Atari's fall in the console business.

Released by Atari Corporation in , this bit system was more powerful than its contemporaries, the Genesis and the Super NES hence its "Do the Math" slogan ; however, its sales were hurt by a lack of software and a number of crippling business practices on the part of Atari senior management. The controller was widely criticized as being too big and unwieldy, with a baffling number of buttons.

The system never attained critical mass in the market before the release of the PlayStation and Sega Saturn , and without strong leadership to drive a recovery, it failed and brought the company down with it. The Lynx was the second handheld game system to be released with the Atari name. The system was originally developed by Epyx as the Handy Game.

In , Atari Corporation collapsed due to the failures of the Lynx and Jaguar consoles. Released only in Europe in , the C64GS was basically a Commodore 64 redesigned as a cartridge-based console. Aside from some hardware issues, the console did not get much attention from the public, who preferred to buy the cheaper original computer that had far more possibilities. Also, the console appeared just as the bit era was starting, which left no chance for it to succeed as it was unable to compete with consoles like the Super Nintendo Entertainment System and Mega Drive.

In common with the Philips CD-i and the 3DO, the CDTV was intended as an all-in-one home multimedia appliance that would play games, music, movies, and other interactive content. The name was short for "Commodore Dynamic Total Vision". The hardware was based on the Amiga computer with a single-speed CD-ROM drive rather than a floppy disk drive, in a case that was designed to integrate unobtrusively with a home entertainment center.

However, the expected market for home multimedia appliances did not materialize, and the CDTV was discontinued in , [21] having sold only 30, units. The Dreamcast, released globally in , was Sega's final console before the company focused entirely on software. Although the console was initially successful and management in the company improved significantly after harsh lessons were learned from the Sega Saturn fiasco, the console also faced stiff competition from the technically superior PlayStation 2 despite being in the market over a year ahead.

The Dreamcast sold less than the Saturn, coming in at 9. The Fairchild Channel F was a second generation console released in , and the first home console unit to use interchangeable video game cartridges. It had respectable sales within its first year on the market, but soon faced competition from the Atari , another cartridge-based system that was released in September Whereas the Channel F's games were generally based on intellectual and educational concepts, Atari had crafted games that were conversions of their action-based arcade video game hits, and were more popular, making the Atari the more popular system.

Throughout its few years in the market, the console sold an underwhelming 45, units. With poor promotion, few games only fourteen were ever released , short battery life, a small screen, competition from the cheaper and more reputable Nintendo DS and PSP , and controversy surrounding the company, the system was a commercial failure.

Several high-ranking Tiger executives were subsequently arrested for fraud and other illegal activities related to the Gizmondo. Tiger Telematics went bankrupt when it was discontinued in February , just 11 months after it was released. Released in late by Mattel , the HyperScan was the company's first video game console since the Intellivision.

It used radio frequency identification RFID [31] along with traditional video game technology. The system was sold in two varieties, a cube, and a 2-player value pack.

The cube box version was the version sold in stores. It included the system, controller, an X-Men game disc, and 6 X-Men cards. Two player value packs were sold online but may have been liquidated in stores and included an extra controller and 12 additional X-Men cards. The front-loading version was the original console design, with the top-loading version developed shortly before the Neo Geo CD launch as a scaled-down, cheaper alternative model.

The Neo Geo CD had met with limited success due to it being plagued with slow loading times that could vary from 30 to 60 seconds between loads, depending on the game. Although SNK's American home entertainment division quickly acknowledged that the system simply was unable to compete with the 3D-able powerhouse systems of the day like Nintendo 's 64 , Sega 's Saturn and Sony 's PlayStation , SNK corporate of Japan felt they could continue to maintain profitable sales in the Japanese home market by shortening the previous system's load-times.

The two handheld video game consoles, created by SNK , were released between through markets dominated by Nintendo. The Neo Geo Pocket is considered to be an unsuccessful console, as it was immediately succeeded by the Color, a full color device allowing the system to compete more easily with the dominant Game Boy Color handheld, and which also saw a western release. Though the system enjoyed only a short life, there were some significant games released on the system.

After a good sales start in both the U. It was SNK's last video game console, as the company went bust on October 22, A disk drive add-on and Internet appliance for the Nintendo 64 , it was first announced at 's Nintendo Shoshinkai game show event now called Nintendo World.

The 64DD was repeatedly and notoriously delayed until its release in Japan on December 1, Nintendo, anticipating poor sales, sold the 64DD through mail order and bundled with its Randnet dialup subscription service instead of directly to retailers or consumers.

As a result, the 64DD was supported by Nintendo for only a short period of time and only nine games were released for it. It was never released outside Japan. Most 64DD games were either canceled entirely, released as normal Nintendo 64 cartridges or ported to other systems such as Nintendo's next-generation GameCube.

Upon announcement of the cancellation of Randnet in , Nintendo reported a total of 15, current 64DD users on Randnet. Common complaints included the difficulty of swapping games the cartridge slot was located beneath the battery slot, requiring its removal and the fact that its cellphone feature required users to hold the device "sideways" i. However, the N-Gage brand still suffered from a poor reputation and the QD did not address the popular complaint that the control layout was "too cluttered".

In November , Nokia announced the failure of its product, in light of poor sales fewer than three million units sold during the platform's three-year run, against projections of six million. Nokia ceased to consider gaming a corporate priority until , when it expected improved screen sizes and quality to increase demand.

The idea was that a manufacturer could use the chip instead of an existing MPEG-2 decoder, thus turning a DVD player into a game console.

A year after launch only eight games were available. The Ouya is an Android -based microconsole released in by Ouya, Inc. Even though the Ouya was a success on Kickstarter , the product was plagued by problems from the beginning. The console's bit architecture was created in , and by it was outdated, largely due to the fact that it was unable to create 3D images, instead utilizing an architecture that relied on JPEG video.

The PC-FX was severely underpowered compared to other fifth generation consoles and had a very low budget marketing campaign, with the system never managing to gain a foothold against its competition or a significant part of the marketshare.

Around this time, NEC announced that they had only sold , units with a library of only 62 titles, most of which were dating sims. Nintendo, however, did give Philips the rights and permission to use five Nintendo characters for the CD-i games.

All four of these Nintendo-themed games are commonly cited by critics as being among the worst ever made. Much criticism was also aimed at the CD-i's controller. Sales began to slow down by , and in , Philips announced that the product had been discontinued. In all, roughly , units were sold, [69] with games released. Made by Pioneer Corporation in a clone was produced by NEC as well , the LaserActive employed the trademark LaserDiscs as a medium for presenting games and also played the original LaserDisc movies.

The LaserActive was quietly discontinued one year later after total sales of roughly 10, units. Like the Nintendo systems, the PlayStation Classic was presented as a smaller form factor of the original PlayStation preloaded with 20 games. The system was heavily criticized at launch.

For nine of the games, it used PAL versions favored in European markets rather than NTSC , meaning they ran at a slower 50 Hz clock compared to the 60 Hz used in the Americas, which caused notable frame rate problems and impacted the gameplay style for some of the more highly-interactive titles.

The emulation also lacked the feature set that Nintendo had set with its microconsoles. Some of these absences were attributed to intellectual rights for example, Activision holding the rights to Crash Bandicoot , Spyro the Dragon , and Tony Hawk's , but other omissions were considered odd and disappointing. Sony's second major handheld game console , the PlayStation Vita, was released in Japan in and in the West the following year. Built upon the PlayStation 2 , the PSX enhanced multimedia derivative was touted to bring convergence to the living room in by including non-gaming features such as a DVD recorder, TV tuner, and multi-use hard drive.

Not only was it an unsuccessful attempt by Sony Computer Entertainment head Ken Kutaragi to revive the ailing consumer electronics division, [87] it also hurt Sony's media convergence plans. The CD-ROM format sported a much larger storage capacity than traditional cartridges, allowing for a incorporation of full-motion video into games.

By the time Sega discontinued the unit as part of the shift towards the Sega Saturn , the unit had sold only 2. Unveiled by Sega at June 's Consumer Electronics Show , the 32X was later described as the "poor man's entry into 'next generation' games. Designed from the Mega Jet , a portable version of the home console designed for use on airline flights in Japan, Nomad served to succeed the Game Gear and was the last handheld console released by Sega. Released late in the Genesis era, the Nomad had a short lifespan.

Sold exclusively in North America , the Nomad was never officially released worldwide, and employs regional lockout. The release was five years into the market span of the Genesis, with an existing library of more than Genesis games. Sega decided to stop focusing on the Genesis in , several months before the release of the Dreamcast, by which time the Nomad was being sold at less than a third of its original price.

Blake Snow of GamePro listed the Nomad as fifth on his list of the "10 Worst-Selling Handhelds of All Time," criticizing its poor timing into the market, inadequate advertising, and poor battery life.

   

 

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