
Apple Bandai Pippin
~ the goodbye ~
i was twelve in 1996. consoles in turkey at that age meant a famicom clone in someone's living room or an atari at the corner store. the apple bandai pippin lived on a different continent and a different price tier, and it never made the trip to my universe. the first time i heard about it was many years later, in a writeup about apple's pre-jobs flailing.
apple licensed its multimedia platform to bandai in 1994, hoping to ship a hybrid console that could play games and run cd-roms with a built-in modem for internet access. the japanese version, the pippin atmark, launched on march 28, 1996 at sixty-four thousand eight hundred yen, with a built-in dial-up modem and four bundled cd-roms. the us version, the pippin atworld, launched in june 1996 at five hundred ninety-nine dollars.
bandai planned to sell two hundred thousand units in japan in the first year and three hundred thousand in the us. the actual numbers came in around thirty thousand japan and twelve thousand us. apple manufactured roughly a hundred thousand units total. when steve jobs returned to apple in mid-1997 the pippin was on the short list of projects he killed within months, and bandai folded its american division at the end of 1997 and exited the platform.
~ the chronicle ~
| Born | 1996-03-28 (Japan launch) |
|---|---|
| Peak | About 42,000 units sold worldwide |
| Killed | 1997 (Jobs canceled the platform) |
| Lifespan | Under 2 years |
| Made by | Apple Computer with Bandai |
| Killed by | Steve Jobs's return and the Sony PlayStation |
~ what it was ~
the pippin was a power-pc machine running a stripped-down mac os 7.5.2 inside a black or white plastic shell shaped like a cd player. the controller was a gamepad with a trackball at the top, since the platform had to support both arcade-style games and mac applications meant for a mouse. the modem was the selling point in japan, where home internet was rare and the pippin promised plug-and-play web access through bandai's atmark service.
the catalog was the problem. apple expected mac developers to port their software to pippin, but the macintosh in 1996 was a small platform with a small catalog of games, and bandai had no game-publisher relationships outside japan. only around eighty titles ever shipped, most of them ports of mac shareware or japan-only releases. the playstation in the same window had over four hundred games at half the price.
~ what got buried with it ~
apple's licensing model for pippin was the same one nintendo and sony had refused to give up. third-party hardware partners build the box and apple takes a cut on the platform. it was a model that made sense for the early-90s mac-clone strategy that john sculley had pushed, and it died with the pippin and with sculley's career. when jobs killed the mac clone program in late 1997 he closed the door on apple ever doing licensed hardware again, and that decision held until the iphone made the question moot.
~ the long tail ~
the pippin's failure killed any apple console ambition for two decades. the apple tv, when it eventually shipped in 2007, was a pure media-streaming box rather than a games platform. apple arcade, when it finally launched in 2019, was a software service running on existing hardware, since apple had taken from the pippin the lesson that hardware-plus-games was a market for two companies and apple was not one of them. tomshardware ran a retrospective for the pippin's thirtieth anniversary in 2026, by which point most of the surviving units were sitting on japanese collector forums.
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other gaming: Sega CDX, Atari Games, Lionhead Studios, Ever, Jane
also died in the 1990s: Sega CDX, Gravis UltraSound, BITNET Relay
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