Topic: Video games (Page 6)

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πŸ”— List of commercial failures in video games

πŸ”— Companies πŸ”— Video games πŸ”— Lists πŸ”— Business πŸ”— Video games/Nintendo πŸ”— Popular Culture πŸ”— Industrial design πŸ”— Video games/Sega

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 failures. In the early 21st century, industry commentators made these general estimates: 10% of published games generated 90% of revenue; that around 3% of PC games and 15% of console games have global sales of more than 100,000 units per year, with even this level insufficient to make high-budget games profitable; and that about 20% of games make any profit.

Some of these failure events have drastically changed the video game market since its origin in the late 1970s. For example, the failures of E.T. and Pac-Man for the Atari 2600 contributed to the video game crash of 1983. Some games, though commercial failures, are well received by certain groups of gamers and are considered cult games.

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πŸ”— Tennis for Two was an electronic game developed in 1958 on an analog computer

πŸ”— Video games πŸ”— Tennis

Tennis for Two (also known as Computer Tennis) is a sports video game, which simulates a game of tennis, and was one of the first games developed in the early history of video games. American physicist William Higinbotham designed the game in 1958 for display at the Brookhaven National Laboratory's annual public exhibition after learning that the government research institution's Donner Model 30 analog computer could simulate trajectories with wind resistance. He designed the game, displayed on an oscilloscope and played with two custom aluminum controllers, in a few hours, after which he and technician Robert V. Dvorak built it over three weeks. The game's visuals show a representation of a tennis court viewed from the side, and players adjust the angle of their shots with a knob on their controller and try to hit the ball over the net by pressing a button.

The game was very popular during the three-day exhibition, with players lining up to see the game, especially high school students. It was shown again the following year with a larger oscilloscope screen and a more complicated design that could simulate different gravity levels. It was then dismantled and largely forgotten until the late 1970s when Higinbotham testified in court about the game during lawsuits between Magnavox and Ralph H. Baer over video game patents. Since then, it has been celebrated as one of the earliest video games, and Brookhaven has made recreations of the original device. Under some definitions Tennis for Two is considered the first video game, as while it did not include any technological innovations over prior games, it was the first computer game to be created purely as an entertainment product rather than for academic research or commercial technology promotion.

πŸ”— Nuclear Gandhi

πŸ”— Video games πŸ”— Computing

Nuclear Gandhi is an Internet meme and an urban legend about the video game Civilization. According to the legend, there was a bug in Civilization that eventually forced the pacifist leader Mahatma Gandhi to be extremely aggressive and to use nuclear weapons heavily.

The bug was first mentioned in 2012, two years after the release of Civilization V, and eventually became one of the most recognizable video game glitches; it has been used as an example of integer overflow in computer science and was included in other Civilization games as an easter egg.

In 2020, Sid Meier contradicted the urban legend, stating there had never been a bug of this sort in the original 1991 game. Nuclear Gandhi was first implemented in Civilization V (2010) as a joke.

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πŸ”— Vectrex

πŸ”— Video games

The Vectrex is a vector display-based home video game console developed by Smith Engineering. It was first released for North America in November 1982 and for both Europe and Japan in 1983. Originally manufactured by General Computer Electronics, it was licensed to Milton Bradley after they acquired the company. Bandai released the system in Japan.

In contrast to other video game systems available at the time, the Vectrex uses a monochrome CRT monitor, capable of displaying vector graphics, without need to be hooked up to a television set. The control pad is mounted to the base of the console, and is detachable. Games came with color overlays to compensate for the monochrome screen. A number of peripherals were also produced, such as a pair of 3D goggles known as the "3D Imager", alongside a "light-pen" that allowed the player to draw on the screen. The system also comes with a built-in game, Mine Storm, playable if a cartridge is absent.

The console was originally conceived by John Ross, an employee at Smith Engineering, as far back as late 1980. Originally an idea to clear out excess inventory of 1-inch monitors, the console became Smith's first foray into the home game market. It was at first conceived as a handheld system, known as the "Mini Arcade". Once the prototype was completed, it was presented to General Computer, who agreed to publish the console. Initial sales of the system were strong, causing General Computer to be acquired by Milton Bradley. The Vectrex was a victim of the North American video game crash of 1983, and was discontinued shortly after Milton Bradley's acquisition by Hasbro.

Despite being a commercial failure, the Vectrex was highly praised for its software library, graphical capabilities and use of a built-in monitor; several publications labeled it one of the best home consoles available at the time. The Vectrex is considered the first video game console to have a 3D-based peripheral. In later years, the system gained a cult following, with many releasing homebrew software for it. A colorized handheld version of the Vectrex was conceived in the late 1980s. However, the success of the Nintendo Game Boy and manufacturing cost caused it to be shelved.

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πŸ”— RIP Rebecca Heineman

πŸ”— Biography πŸ”— California πŸ”— Video games πŸ”— Women πŸ”— Biography/sports and games πŸ”— California/Southern California πŸ”— California/Los Angeles area πŸ”— LGBTQ+ studies πŸ”— Video games/esports πŸ”— LGBTQ+ studies/LGBTQ+ Person

Rebecca Ann Heineman (October 30, 1963 – November 17, 2025) was an American video game designer and programmer. Heineman was a founder or co-founder of video game companies Interplay Productions, Logicware, Contraband Entertainment, and Olde SkΓΌΓΌl. She was the chief executive officer of Olde SkΓΌΓΌl from 2013 until her death in 2025.

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πŸ”— Zachtronics

πŸ”— Biography πŸ”— Video games

Zachtronics LLC is an American indie video game studio, best known for their engineering puzzle games and programming games. Zachtronics was founded by Zach Barth in 2000, who serves as its lead designer. Some of their products include SpaceChem, Infinifactory, TIS-100, and Shenzhen I/O.

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πŸ”— Sokoban

πŸ”— Video games

Sokoban (倉庫η•ͺ, Sōko-ban, lit. 'warehouse keeper') is a puzzle video game in which the player pushes boxes around in a warehouse, trying to get them to storage locations. The game was designed in 1981 by Hiroyuki Imabayashi, and first released in December 1982 for the PC-80, PC-88, and FM-7 computers.

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πŸ”— Music Macro Language

πŸ”— Video games πŸ”— Computing πŸ”— Electronic music

Music Macro Language (MML) is a music description language used in sequencing music on computer and video game systems.

πŸ”— BBC Micro

πŸ”— Video games πŸ”— Computing πŸ”— BBC

The British Broadcasting Corporation Microcomputer System, or BBC Micro, is a series of microcomputers and associated peripherals designed and built by Acorn Computers in the 1980s for the BBC Computer Literacy Project. Designed with an emphasis on education, it was notable for its ruggedness, expandability, and the quality of its operating system. An accompanying 1982 television series, The Computer Programme, featuring Chris Serle learning to use the machine, was broadcast on BBC2.

After the Literacy Project's call for bids for a computer to accompany the TV programmes and literature, Acorn won the contract with the Proton, a successor of its Atom computer prototyped at short notice. Renamed the BBC Micro, the system was adopted by most schools in the United Kingdom, changing Acorn's fortunes. It was also successful as a home computer in the UK, despite its high cost. Acorn later employed the machine to simulate and develop the ARM architecture.

While nine models were eventually produced with the BBC brand, the phrase "BBC Micro" is usually used colloquially to refer to the first six (Model A, B, B+64, B+128, Master 128, and Master Compact); subsequent BBC models are considered part of Acorn's Archimedes series.

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πŸ”— Joyboard is a balance board peripheral for the Atari 2600

πŸ”— Video games πŸ”— Computing πŸ”— Computing/Amiga

The Joyboard is a balance board peripheral for the Atari 2600 home video game console. It was released in 1983 and was used by standing on top of it and leaning in a certain direction. Skier Suzy Chaffee appeared on television and at toy fairs demonstrating its use.

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