I’ve heard about consoles like Sony’s PlayStation, Nintendo Wii, and Microsoft’s Xbox, but it’s possible that one or more of these are currently under the TV.
A successful gaming system can sell hundreds of millions of units and generate incredible revenue for manufacturers through live sales and licensing fees for every game sold.
Console games have grown so large that veteran consumer tech companies like Sony have been almost entirely dependent on profits these days, but not all consoles are willing to find viewers.
Many challengers have come and gone since breakthrough machines such as the Magnavox Odyssey and Atari VCS introduced this concept into millions of homes in the 1970s. ..
If you own all the machines listed here, you can consider yourself a true console enthusiast, or perhaps a bold punishment.
1. Amstrad GX4000 (1990)
Name Amstrad for those under the age of 30. In return, the company founded by Sir Alan Sugar was famous for its line of low-priced home microcomputers for British gamers in the 1980s. I challenged Sinclair ZX Spectrum and Commodore 64 with the bet that “my parents helped me with my homework, but I really use it for games.”
However, by the end of the 90’s, it became clear that such machines were losing to dedicated game consoles, and Amstrad launched the GX4000 to attend the party.
On paper it seemed like a good idea. The system was based on the architecture used by Amstrad’s CPC computer line, which allowed it to call a vast library of existing titles. It was also aggressive in price and was a much cheaper option than the just-launched Sega Megadrive / Genesis.
However, many of the games are simple ports of the CPC version, and from a pure power standpoint, the GX4000 was left in the dust by Sega and Nintendo’s powerful 16-bit consoles. Software support has diminished and many games under development were canceled when it became clear that the general public was simply not interested. A total of about 15,000 units were sold, and Amstrad discontinued the console in 1991.
2. Philips CD-i (1991)
Dutch electronics giant Philips was one of many companies eager to conquer the multimedia market that blossomed with the advent of CD-ROM technology in the late 1980s.
It actually started working on what would eventually become a CD-i (“i” for “interactive”) in 1984, and in 1991 the first production unit was put on the market.
Philips focuses on media such as video CDs, karaoke CDs, and educational titles, but envisions the CD-i as a ticket to the lucrative world of video games, signs a contract with Nintendo, and is based on Super Mario. I made an exclusive title. The Legend of Zelda – Almost uniformly terrible.
CD-i is a costly commercial failure for creators, despite the release of a redesigned system for gamers and Goldstar / LG, Grundig, and even Sony creating compatible systems. Yes, I could only shift about 1 million units. Globally.
3. Atari Jaguar (1993)
By the beginning of the 1990s, Atari was a very different company from the ones that achieved such control in the 1970s and 1980s. Atari Corp was founded in 1984. Born from the ashes of Atari’s old computer and home console divisions, which were sold by Warner Communications to Commodore founder Jack Tramiel.
Products like the Atari ST and Atari Lynx claimed their interest in home computing and gaming, respectively, but by 1993 there was an urgent need for a hardware hit.
Jaguar was developed by Cambridge-based Flare Technology and was billed as the world’s first 64-bit console. In reality, the CPU and GPU used a 32-bit instruction set to signal the 64-bit graphics “graphics accelerator”. “.
When Jaguar’s games proved to be very basic compared to those promised by systems like the PlayStation, the technical advantage bragging leveled off and the system was finally sold. Was less than 250,000 units.
4. 3DO Interactive Multiplayer (1993)
It’s easy to see why the 3DO concept created such a splash when it was announced in the early 90’s. Founded by former Electronic Arts big wig Trip Hawkins, 3DO Company’s vision was a single standard in the gaming industry, like VHS tapes and CDs in the field of video and music.
3DO creates the core technology, and then other hardware manufacturers such as Sanyo, Goldstar / LG, and Panasonic manufacture the units under license. In 1993, when the Megadrive and SNES were the best gamers, everything sounded pretty exciting, but the $ 700 console price in North America shattered the potential for mainstream success. rice field.
By the time Sony’s PlayStation and Sega Saturn arrived in 1994, 3DO was clearly apparently underpowered. With about 2 million sold, 3DO shifted its focus to third-party publishing, but not before dreaming of the M2, the successor to the Japanese giant Matsushita, which was finally completely shelved.
5. Sega 32X (1994)
The success of the 16-bit Megadrive / Genesis in the early 90’s has also transformed Sega from a business owner to an industry leader, thanks to the popularity of certain blue hedgehogs.
The company did something unthinkable and robbed Nintendo of much of the global video game market, leading to fierce competition between Megadrive / Genesis and SNES. However, Sega stumbled upon taking advantage of this incredible success and released a series of bolt-on devices to boost the power of popular 16-bit systems.
The first to appear was the Sega CD, which was too expensive for mainstream success and sold only 2.24 million copies during its lifetime. However, the subsequent 32X, released in 1994, was a much more costly obstacle.
This was aimed at bridging the gap between the Megadrive / Genesis and the next-generation 32-bit Sega Saturn that was launched at the same time. The reason was that those who couldn’t afford to upgrade to Saturn had a lower cost alternative.
The 32X was based on the same core technology as Saturn, but it used expensive cartridges and wasn’t very powerful. Few games were produced, and Sega quickly discontinued the unit to focus on the “true” 32-bit Challenger.
6. Virtual Boy (1995)
Some might think of the Wii U as Nintendo’s most embarrassing hardware failure, but the praise is actually given to the Virtual Boy. Created by the late Gunpei Yokoi behind Nintendo’s most successful products, such as Games & Watches and Game Boy, Virtual Boy was a strange fusion of home and portable systems. A special LED display was used to create a 3D deep impression.
The console has committed many sins. Some people had headaches, mainly due to the red visuals. Fortunately, those who could avoid this fate had to endure the pain of sitting on a desk, the only way to play the console.
Despite the inclusion of 32-bit processors, Virtual Boy’s software is mostly 2D in nature, with little interest at the time Sony’s PlayStation ushered in a new era of 3D graphics. ..
To make matters worse, the games released on Virtual Boy were at best average, and within a year the company reduced losses and abandoned the machine.
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