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Apple’s Pippin console launched 30 years ago today — shunned by the public as too expensive and too slow, only 42,000 units were sold

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Why This Matters

Apple’s Pippin console, launched 30 years ago, was a commercial failure due to its high price and sluggish performance, selling only around 42,000 units. Despite its innovative concept as an open standard for home entertainment, it couldn't compete with the rising popularity of 3D gaming consoles like PlayStation and Nintendo 64. The Pippin's failure highlights the importance of aligning hardware capabilities with market trends and consumer expectations in the tech industry.

Key Takeaways

Apple’s Pippin was plucked from the tree 30 years ago today. But it turned out to be a rotten Apple, which failed to catch the interest of the public, despite it being heralded as an open standard for home entertainment. From its launch on April 21, 1996, this expensive device with lethargic performance only sold ~42,000 units worldwide. The Pippin was put out of its misery shortly after Steve Jobs returned to the helm in 1997.

The promise of Pippin

Development of the Pippin began shortly after Japanese entertainment firm Bandai approached Apple, hoping to collaborate on a CD-ROM-based living room entertainment system. According to various sources, the project expanded from a scaled-down (680X0 era) Mac that could play games directly from CD-ROMs to a much broader home entertainment device packing a PowerPC chip.

Initial marketing pitched the Pippin as “an integral part of the consumer audiovisual, stereo, and television environment.” Interestingly, Apple didn’t want to be the sole brand behind Pippins, and the devices were ultimately made by Bandai and Katz Media.

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Perhaps Apple thought its transition from Motorola 680X0 to PowerPC chips gave its new hardware an unbeatable console performance profile for the time. But despite its computing performance, the early PowerPC chips would be outmaneuvered and outclassed by the broad swing to 3D gaming in 1995/96, which the Sony PlayStation, Sega Saturn, and Nintendo 64 all successfully capitalized on and grew.

Compared to those rivals, the Pippin looked like a rehashed version of the old guard. Like a CPU-accelerated version of the 3DO or CD32 machines that had already slid by the wayside. Thus, the Pippin definitely failed to catch the coattails of the mid-1990s zeitgeist.

Pippin hardware / software

As we’ve said, the Pippin was based on the PowerPC architecture, which Apple had recently begun transitioning to. These new chips were doing an admirable job making Macs look computationally competitive with Wintel PC clones again, but consoles and home entertainment – and the new era of 3D gaming – would shift public desires. Additionally, the Pippin’s chip, a low-end of the range PowerPC 603 @ 66 MHz, wasn’t one of the best.

Other key specs of the Pippin were its 6MB of shared memory, 128KB SRAM for saves (no HDD), and its 4x CD-ROM. There were no custom chips to offload graphics or audio processing; the single-core PPC would have to do everything.

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