Apple Pippin

Pippin
Bandai Pippin console and its wireless controller
DeveloperApple Computer
ManufacturerBandai
TypeMultimedia player platform for video game console, Internet appliance and interactive kiosk development
GenerationFifth
Release date
Lifespan1995–1997
Introductory priceUS$599 (equivalent to $1,200 in 2023)
Discontinued1997 (1997)
Units sold42,000
Operating systemPippin OS (System 7.5.2)
CPUPowerPC 603 @ 66 MHz
Display640x480, 8-bit and 16-bit color
Sound16-bit, 44 kHz
PredecessorPlaydia

The Pippin (stylized as PiPP!N) is a defunct open multimedia technology platform,[1] designed by Apple Computer. According to Apple, Pippin was directed at the home market as "an integral part of the consumer audiovisual, stereo, and television environment".[1]

Pippin is based on the Macintosh platform, including the classic Mac OS architecture. Apple built a demonstration device based on Pippin called Pippin Power Player and used it to demonstrate the platform at trade shows and to the media, to attract potential software developers and hardware manufacturers.[2] Apple licensed the Pippin technology to third-party companies. Bandai Company Ltd. developed the ATMARK and @WORLD models, and focused them on the gaming and entertainment business in Japan, Canada and the United States. Katz Media developed the KMP 2000, and focused it on vertical markets throughout Europe and Canada.

Naming

The Pippin platform was named for the Newtown Pippin, an apple cultivar, a smaller and more tart relative of the McIntosh apple (which is the namesake of the Macintosh).[1] According to Apple, it intended for Pippin to be more than just a platform for game consoles. "Apple believes that over time Pippin will take many forms, including home telecommunication devices and much more. Apple did not want to choose a name that would be specific for certain market space, as it will certainly appeal to many types of consumers and be shipped in a variety of forms from many manufacturers."[1] It was initially named "Sweet Pea" during the initial planning of the console.[3]

The word "pippin" was used by Apple prior to the Pippin platform. The Apple ProFile, an external hard disk drive for the Apple III and Lisa, used the codename Pippin during development.[4]

History

Apple never intended to release Pippin on its own. Apple intended to make the Pippin platform an open standard[5] by licensing the technology to third parties, much like how JVC shared the VHS format in the 1970s.[5] Relying on third-party companies to produce Pippin systems was a way to increase Macintosh's market share – a goal identical to Apple's clone attempt in the late 1990s.[5] It even encouraged differentiation between systems, in order to encourage competition – as long as the systems stuck to Apple's reference design to avoid fragmentation.[6] The licensees could improve their systems by improving industrial design, integrating telephony, improving video and audio capabilities, increasing memory capacity, and more.[6]

Bandai and Apple

In 1993, Bandai wanted to deliver a scaled-down version of the Macintosh purely for CD-ROM game-playing. Bandai President and CEO Makoto Yamashina chose the Macintosh platform over other platforms available at the time.[7]

In early 1994, Bandai approached Apple with the gaming console idea. The original design was based on a Macintosh Classic II 16 MHz Motorola 68030 running Macintosh system software. Apple's involvement would be to define the initial logic board design, and Bandai would provide the casing and packaging. This was considered the fastest delivery solution to market at a very reasonable return on investment for Apple and Bandai.

As Bandai specifically marketed its Pippin models as game consoles, many of the releases are games, entertainment software, or edutainment software. However, unlike conventional gaming consoles, the Pippin has no dedicated graphics or sound processors.[8] Because the Pippin platform is based on Macintosh system software, graphic services such as 2D and 3D QuickDraw are available to developers. Early on, Apple encouraged hardware developers to produce 3D rendering hardware so that the RISC processor could be free for other processing. The MPEG codec is not supported by the system software, as QuickTime is the only video format supported by the platform.

Originally, Bandai never intended to develop a system with Internet connectivity.[7] However, Apple and Bandai received customer feedback requesting a system with Internet connectivity. To make that possible, Apple incorporated a modem into the Pippin design. Two years earlier in 1992, Apple had already moved away from the older serial interface with an external Hayes-compatible modem on its Macintosh systems, and switched to a serial interface which included GeoPort – a serial data technology that allowed software to emulate a modem. Implementing GeoPort into the Pippin platform required Apple to make a major change in its design – moving away from the 68030 footprint and to a PowerPC footprint. Apple chose the PowerPC 603 32-bit processor, as it was designed to be a low-cost, low-end processor for embedded use.

On December 13, 1994, Apple announced the Pippin platform in Tokyo, and its partnership with Bandai.[9] In March 1996, the white-colored Bandai Pippin ATMARK (ピピンアットマーク, Pipin Attomāku) went on sale in Japan at a price of 64,800 yen, which included a dial-up modem and four bundled CD-ROMs.[8] Yamashina predicted 200,000 Pippin ATMARK systems would be sold in Japan within the first twelve months.[7]

Once Bandai licensed Pippin from Apple, Apple made no effort to market the Pippin platform. All the marketing was to be done by the licensees. Bandai spent US$93 million in marketing alone to sell the Pippin line.[7] As part of the licensing agreement, both Bandai and Katz Media were not allowed to use the term "computer" when marketing the Pippin systems, so that the systems would not be confused with Apple's own Macintosh product line.[citation needed]

In October 1995, the Nikkei reported that Mitsubishi Electric would follow Bandai as a licensee to the Pippin technology. Although Mitsubishi did not actually sign a license agreement with Apple, it did manufacture the systems for Bandai (and effectively, Katz Media) on an original equipment manufacturer basis.[10]

Bandai originally planned to launch the Pippin in 1995, but the release was later pushed back to March 1996 for Japan and June 1996 for the US.[11]

The black-colored Bandai Pippin @WORLD (pronounced at-world) went on sale in the United States in June 1996 at a price of US$599.00. The @WORLD bundle included a six-month unlimited Internet account from PSINet at a cost of US$24.95 per month.[citation needed] Bandai predicted 200,000 Pippin @WORLD systems would be sold in Japan in its first twelve months, and 300,000 systems sold in the US within twelve months of being released there.[7][12]

Developer marketing

To encourage software developers to create content for the Pippin platform, Apple attempted to sell the platform as being scalable, in that applications written, for example, the ATMARK or @WORLD would work in future models of Pippin. In Apple's Q&A document, Apple contrasted its scalability with the Nintendo system, where the "Nintendo 8-bit NES cartridges don't work on the 16-bit SNES."[6] The CD-ROMs do not contain region protection so that releases made for the ATMARK would also run on the @WORLD. Apple also promised the developers that, "Apple has no intention or desire to enter the business of regulating an industry which should be encouraged to exercise freedoms needed by the creative artists which Apple wants to evangelize onto the platform. Apple will abide by whatever ratings systems are regulated by governments. Apple, where reasonable, will endorse those systems which reduce excessive oversight and permit the freedom to the artists."[6] An example of this is the Yellows series by Akira Gomi; originally a book displaying nude Japanese women, it was converted to an electronic database.

Pippin application developers had to first register as Apple developers and receive the developer kits, and to receive discounts on equipment required for Pippin development, such as the Power Macintosh AV system. At the May 1995 World Wide Developers Conference (WWDC), details were made available to potential developers.[6] Bandai also issued a "Pippin Security Key" in the Pippin hardware development kit, which when inserted into the AppleJack ADB port allowed an off-the-shelf Pippin system to bypass the authentication system when running non-authenticated CD-ROMs.[13]

Merlin Media was contracted to produce Pippin demonstration CD-ROMs.[14]

Network Computer Platform

On May 21, 1996, Oracle Corporation, along with 30 hardware and software vendors, announced an intent to build computers that are designed around the Network Computer platform.[15] The idea was to design technology based on a Network Computer Reference Profile including diskless computers, commonly coded applications using languages such as Java, and interface with the Internet using common software such as Netscape Navigator. In May 1996, Apple became a partner in the network computing effort through Pippin.[16] Katz Media attempted to use the network computer platform concept to push the Pippin to eliminate the floppy disk,[17] the Pippin was about two years ahead of the iMac in this effort.

A June 1996 Pippin Special issue of Mac Fan magazine in Japan is dedicated entirely to Pippin.[18]

Unfulfilled roadmap

Apple intended to grow the Pippin platform alongside the rest of the Macintosh line. In a July 1996 Apple developer publication, Apple's CEO Gil Amelio announced the Pippin 1997 Reference Platform, and suggested that the platform would include the latest Macintosh technologies, including IEEE 1394 or FireWire, and a 25-pin external SCSI port as standard interfaces.[19] In May 1997, Bandai announced a docking station that would include Ethernet support at US$139.00, although such a peripheral was never made available.[20]

In 1997, Bandai developed two prototype units and displayed them at the MACWORLD Expo/Tokyo '97 event. The Bandai ATMARK-PD was designed as a direct replacement of the original ATMARK footprint, and would have included an internal drive that can read a standard CD-ROM disc, and read and write to a magneto-optical WORM PD disk with 600 MB of storage capacity.[21]

The Bandai ATMARK-EX was to feature a footprint similar to a Macintosh desktop unit.[22] It was designed to include 8 MB of RAM (expandable to 40 MB) and the ability to utilize standard 72-pin EDO-DRAM modules, instead of the proprietary memory modules used in the ATMARK and @WORLD. The chassis can handle a half-sized PCI card internally. The displayed unit contains a PCI card-based Ethernet interface, and a built-in analog modem. An infrared-based ADB interface is in the prototype, for a new line of peripherals.

Katz Media Player 2000

The Katz Media Player 2000 includes the generic docking station with PCI interface.

On June 4, 1996, Katz Media, based in Norway, became the second (and last) company to sign a license agreement with Apple to produce Pippin systems.[23] While Bandai was targeting the Japan and United States markets, Katz Media focused on Europe and Canada. Because Katz Media was a media software-only company, it signed an agreement with Bandai so that Bandai would produce the hardware as an OEM for Katz Media.[24]

Katz Media originally intended to produce two configurations of the Pippin: one as a basic multimedia system for running CD-ROMs, and a higher-end system supporting Internet access.[25] The goal was to start shipping Pippin units in November 1996,[25] but Katz Media did not actually start shipping their products until March 1997;[26] it ended up producing only one model of the Pippin – the Katz Media Player 2000 (KMP 2000).[27] The KMP 2000 was available in two configurations: with or without an external 50-pin SCSI interface on the back of the unit.

To develop content, Katz Media worked with a variety of multimedia developers and publishers to "Pippinize" their existing CD-ROMs and make them available for the Pippin.[28]

Katz Media never sold the KMP 2000 in the retail market. Instead, it attempted to use the system as a set-top box for a television set or VGA display, to be distributed to its partners' respective client bases in order to interface with a variety of vertically marketed interests, such as catalogs, databases, Internet content, and so on.[29] As a result, the KMP 2000 is the rarest of the Pippin systems, and is extremely difficult to find in today's used market.

Katz Media signed a number of agreements with companies across Europe and Canada. One agreement was to publish CD-ROM-based catalogs for Redwall Retail Stores, and use the Pippin as an interactive kiosk that would be set up in stores running the CD-ROMs.[30] Katz Media also attempted to push the KMP 2000 into Canada – a country where, in May 1997, only 20 percent of its citizens had access to the Internet.[27] The idea was to use the country's existing cable network to bring in Internet access, and the KMP 2000 was to be used as an Internet appliance that would be issued to subscribers.[27] A hotel chain in Europe signed a deal with Katz Media to use the KMP 2000 in hotel rooms so that guests could access the Internet.[31] Katz Media then signed with a hospital in France, using the KMP 2000 as an online system so that, as a team, physicians could pull up and review case studies, and collaborate on diagnoses and treatments.[32] On June 16, 1997, the Netface Consortium in the Netherlands selected the KMP 2000 as the device to be used as a part of what the company called "the world's first Internet shopping mall."[33] CAI-Westland owned a two-way cable system with 55,000 subscribers, and the KMP 2000 was to be given to the subscribers as a device to shop for products from a consortium of 23 companies.[33]

Decline

By 1997, the Bandai @WORLD was extremely unpopular in the United States.[34][35] Bandai canceled production of the Pippin during its merger discussions with Sega in early 1997, and after the merger was canceled, began rethinking its marketing strategy for the Pippin.[36] This led to a short-lived, last resort attempt to market the Pippin as an all-in-one set-top box, but this approach failed.[35] Bandai pulled the @WORLD out of the American market, and shipped the unsold units back to Japan.[35] The black-colored units were re-branded ATMARK (without the ATMARK labeling on the front) and sold in the Japanese market.[35]

By the time the Pippin systems were released, the market was already dominated by the Sega Saturn, Sony PlayStation, and the mostly Windows-based PC. In addition, although Apple made efforts to sign on software developers, there was little ready-to-use software for Pippin, the only major publisher being Bandai itself. The system's third-party developers consisted solely of small software houses.[37] At a price of US$599 on launch,[38] it was considered too expensive.

When Steve Jobs returned to Apple in 1997, he stopped all Macintosh clone efforts, which shut down the Pippin concept. Once Apple stopped all Pippin development, it affected all parties. Bandai stopped the production of all models of Pippin by mid-1997. Katz Media, who was receiving its systems from Bandai, vowed to continue supporting Pippin in a PR notice released June 25, 1997.[39] Katz Media reportedly had some 100,000 units committed because of written agreements with companies spanning twenty countries.[39] The company would eventually file for bankruptcy by the end of 1998. On February 27, 1998, DayStar Digital purchased all remaining inventory of hardware from Bandai and sold the inventory to anyone who would buy them.[40] A former employee of DayStar placed sales of the Pippin through its distribution chain as high as 2,000 systems.

Bandai continued to support its consoles until December 31, 2002.

Apple Bandai Pippin

Gold Apple Bandai Pippin

The goal of the Bandai Pippin was to create an inexpensive computer system aimed mostly at playing CD-based multimedia software, especially games, but also functioning as a thin client. The operating system is a version of System 7.5.2, and is based on a 66 MHz PowerPC 603 processor and a 14.4 kb/s modem. It features a 4×-speed CD-ROM drive[41] and a video output that can connect to a standard television display.

Marketing

In Japan, Bandai produced Pippin-based systems called the Pippin Atmark (ピピンアットマーク, Pipin Attomāku). Most of the Atmark systems use the same platinum color used on many of the Apple Macintosh models at the time.

In the United States and most parts of Europe, Bandai named the system the Bandai Pippin @WORLD (pronounced "at-world"). The @WORLD has the same specifications as the Pippin Atmark, but runs an English version of Mac OS. Most of the western systems use a black color.

System overview

Hardware

The rear panel of the Pippin has multiple A/V outs and printer and modem ports.

The Pippin platform is based on the PowerPC Platform, a platform designed and supported by IBM and Apple. The PowerPC 603 processor is based on RISC design,[42] thereby allowing peripherals to rely on the Pippin CPU. For example, instead of relying on a fully-featured analog modem, the Pippin has a GeoPort serial port. Pippin supports generic dialup Internet service providers (ISP), which at the time included Prodigy, America On-Line, and eWorld.

The address bus of the PowerPC 603 can theoretically access memory up to 64 MB. However, the operating system's maximum addressable memory size is 37 MB.[43] Furthermore, because of the ASIC design of the Pippin hardware, the maximum RAM size that can be added is 32 MB.[44] Officially, Bandai produced memory upgrade modules of 2, 4, 8, and 16 MB. The memory chips are soldered onto a printed circuit board which is placed in a plastic housing, simplifying installation for the end user.[45] Japanese hackers produced an aftermarket 16 MB module, but because the module was much larger than the memory module compartment on the Pippin, installation required removing the logic board from the chassis, and then mounting the large memory module in-between the logic board and chassis.[43]

Developer signatures were embossed into the inside of the hard plastic top case.

Apple encouraged hardware developers to produce PCI compatible peripherals that could be added to the Pippin. The only official method of producing add-ons for the Pippin was by developing PCI-compatible devices and then placed in a docking station cabinet. A proprietary riser card interface (referred to by Apple as an X-PCI slot) is located on the bottom of a Pippin system and is used by docking stations. A docking station for a Pippin can contain a variety of hardware, such as SCSI or floppy disk drive controllers, video interfaces, codecs, or network interfaces such as Ethernet. The logic board passes PCI signals through the X-PCI docking interface, and then to the docking station.[46] Docking stations within the Pippin line do not provide pass-through support, thereby limiting a Pippin system to use only one docking station at one time. For example, a docking station for a floppy disk drive would need to be removed in order to attach a docking station for the magneto-optical drive. Katz Media produced a generic docking station, containing a PCI slot, allowing a user to install PCI cards. No PCI-based peripherals were ever developed specifically for the Pippin.

The operating system is not located in the Pippin's onboard storage and is instead located on the CD-ROMs for each of the Pippin's software releases.[47] Apple could thus upgrade the operating system without having to sell new hardware to the consumer.[47] However, because of this, once Pippin software releases ended, it became impossible to upgrade to a later operating system or install extensions and such. The system automatically reboots whenever the CD-ROM eject button is pushed, so a user can not load the system software off one CD-ROM, and then insert another CD-ROM. Apple intended for the Pippin platform to be an appliance, and encouraged consumers to purchase a fully featured Macintosh system if they were looking for something upgradable. Bandai never upgraded its system software beyond the 7.5.2 version. Hardware enthusiasts have been able to run system software as late as Mac OS 8.0, but this can only be done on a system utilizing a developer ROM-BIOS.[48]

Technical specifications

This Pippin logic board is in the Bandai systems. 6 MB is on the logic board by way of six 1 MB chips – four on the top, and two on the bottom.
The rear of the Katz Media KMP 2000 has a unique external SCSI interface.
KINKA 1.0 ROM-BIOS

According to Apple, the loadout of a Pippin-based product was specific to each manufacturer.[1] Other than the color, the specifications on the Bandai releases were the same across both the ATMARK and @WORLD packages, and the Katz Media release addressed features needed to be scalable, including an external SCSI interface, additional on-board memory, and the lack of RSA technology.

System Bandai Pippin ATMARK Bandai Pippin @WORLD Katz Media Pippin KMP 2000
Model number PA-82001 PW-10001 KMP 2000
Introduction March 1996 October 1996 March 17, 1997
Discontinued Summer 1997
Processor 66 MHz PowerPC 603 RISC microprocessor[49]
On-board memory 6 MB combined system and video memory[50] 8 MB combined system and video memory
Memory upgrades RAM is upgradable in 2, 4, 8 and 16 MB increments
NVRAM 128 KB NVRAM accessible storage space.
Video Output VGA, S-video, RCA composite video (NTSC/PAL switchable),[50] with 640x480 resolution, 8-bit and 16-bit color.
Audio In/out RCA composite left/right stereo, 16-bit 44 kHz sampled, and headphone output jack
Expansion PCI expansion slot PCI, and optionally external 50-pin Centronics SCSI interface
Input/Output Two "AppleJack" ruggedized ADB inputs (P-ADB); Two high-speed serial ports; modem port is GeoPort ready
Power supply Internal universal switching power supply, 100 v 25 w 50/60 Hz 0.5 A Internal universal switching power supply, 100–240 v 25 w 50/60 Hz 0.5 A
Notes 1996 - White; 1997 - Black All units were black Available with or without external SCSI
ROM-BIOS
Version KINKA Developer KINKA Pre-release KINKA 1.0 KINKA 1.2 KINKA 1.3
Part number AP2660-02 AP2735-01 AP2777-01 820-0867-01 AP2777-01
Chip labeling 16 flash ROM chips 341S0241 thru 245, 247, 248, 250 341S0251 thru 254 341S0297 thru 300 341S0328 thru 331
Support FDD Yes Yes Yes Yes Yes
Support HDD Yes No No Yes Yes
Support Zip 100 Yes Yes No Yes Yes
Support MO 230 Yes No No Yes Yes
Support PCI expansion adapter No No No No Yes
Notes Programmable; unstable Only 500 parts were shipped Common ROM-BIOS (JP) Common ROM-BIOS (US) Authentication disabled
Peripherals

Standard equipment in every Pippin package includes a dial-up analog modem (earlier packages included a 14.4 kbit/s modem (PA-82010 or PA-82007), and later packages included a 33.6 kbit/s modem (PA-82017/BDE-82017)) over a GeoPort interface and one corded AppleJack gamepad.

Originally, the expansion of the Pippin was to be by way of the docking station. However, Apple was looking forward to third-party manufacturers producing add-on products, such as PCMCIA slots, MPEG-2 codecs, among others.[1] Some add-ons were made available by Bandai and other third-party manufacturers, this includes a docking station with a 3.5-inch floppy disk drive (PA-82002), a Deltis 230 MO Docking Turbo (MOS330P) with a 230 MB magneto-optical disk drive that is manufactured by Olympus Optical Co. Ltd. (requires KINKA 1.2 or later); and AppleJack wireless controller/gamepad (PA-82014/BDE-82014), and a Keyboard drawing pad stylus combination through the AppleJack ADB interface (PA-82003).

System software

On a typical PowerPC-based Macintosh system, the boot process includes loading a bootstrap loader from ROM, loading the Process Manager stored in the boot blocks of the startup device, locating a "blessed" System Folder on the startup device, and then loading Finder.[51] However, because the Pippin platform ran only on non-writable CD-ROM, a modification to the boot process had to be made. For developers who were using standard 7.5.2 system software, a "PippinFinder" was installed into the System Folder, allowing the CD-ROM to be bootable on a Pippin-based system. Once development was finalized, PippinFinder was removed from the System Folder, and the Pippin-specific system software was placed onto the build. In addition, an alias of the main executable was placed into the Startup Items folder, so that upon bootup, the application will launch automatically. Developers are constrained to the base hardware profile of the Pippin platform, using no hard drive cache for downloaded content, and sharing 128 KB of NVRAM with the system.[52]

The standard Finder interface was replaced with a simpler interface called "Pippin Launch". In Finder, the interface is based on folders and files. In Pippin Launch, the icons are clickable squares, and the user does not have access to standard Finder features, such as "New Folder".

Among developers, "Pippinized" is a reference to creating CD-ROMs designed to boot on a Pippin device.[53] The system and application software is prepared on the external hard disk drive, and with the use of a dongle available only to developers, is tested by booting off the hard disk drive on the Pippin system.[54] After the CD-R is made, the disc had to be sent out to an authorized CD stamping house to be authenticated.[55] RSA's public/private key system was used to create the authentication system on the Pippin platform.

Other than the RSA authentication and modified system files, according to Apple, "Yes, Pippin titles will play on Macintosh computers. If the titles are 68k based they will play on both Power Macintosh and 68k based Macintosh computers. If the titles are written in native PowerPC code they might also play on both platforms depending upon whether or not the developer chose to code in fat binaries or not."[1]

Commercially released games

Regions released Region description Released
NA (North America) North America and other NTSC territories. ?
PAL PAL/SECAM territories: much of Europe and Australia. ?
JP (Japan) Japan and other NTSC-J territories. ?
Title Genre(s) Developer(s) Publisher(s) Date first released Regions released
@Card SD Gundam Gaiden Card game Bandai 1997 JP
AI Shogi Board game Something Good Something Good 1996 JP
Anpanman no AIUEO-N! Edutainment Bandai Bandai 1996 JP
Anpanman to Asobou! 1 Edutainment Bandai Bandai 1996 JP
Anpanman to Asobou! 2 Edutainment Bandai Bandai 1997 JP
Better Homes and Gardens Cool Crafts Edutainment CD Vision Multicom Publishing 1996 NA
Book of Lulu, The Edutainment Ariadne Organa 1996 JP
Circus! Edutainment Matra Hachette Multimedia 1996 JP
Chibikko Club Edutainment Gakugei Gakugei 1996 JP
CombiPark Tonde Mat Edutainment Combi Corporation Combi Corporation 1997 JP
Dazzeloids Edutainment Center for Advanced Whimsy Voyager Company 1996 JP
Densha Daishuugou: Driving Train Simulator Bandai Bandai 1996 JP
Fair, then Partly Piggy Edutainment Studio Flagship Studio Flagship 1996 JP
Franklin the Turtle Learns Math Edutainment Sanctuary Woods Sanctuary Woods 199? JP
Funky Funny Aliens Edutainment Amuse Amuse 1996 JP
Gadget: Invention, Travel, & Adventure Adventure Synergy Interactive 1996 JP
Gakkō no Kowai Uwasa: Hanako-san ga Kita!! Adventure Amuse Amuse 1996 JP
Gundam 0079: The War for Earth Action Presto Studios Bandai Digital Entertainment 199? JP
Gundam Tactics: Mobility Fleet 0079 Strategy DigiCube JVC Advanced Media 1996 JP
Gus Goes to Cyberopolis Edutainment Modern Media Ventures 1996 JP
Gus Goes to the Kooky Carnival in search of Rant Edutainment Modern Media Ventures 1996 JP
Jungle Park Role-Playing Game Digitalogue Bandai Digital Entertainment 1996 JP
Kids Box Edutainment Aloalo International ASK Kodansha 1996 JP
L-Zone Adventure Synergy, Infocity Synergy 1996 JP
Mobile Suit Gundam: White Base – The 13th Independent Force Strategy JVC Advanced Media 1997 JP
Mr. Potato Head Saves Veggie Valley Adventure Duck Soup Productions Inc., Turning Point Software Bandai Digital Entertainment 1996 NA
Music ISLAND vol.1: Peter and the Wolf Edutainment Oracion Oracion 1996 JP
Music ISLAND vol.2: The Nutcracker Edutainment Oracion Oracion 1996 JP
Music ISLAND vol.3: The Four Seasons Edutainment Oracion Oracion 1996 JP
Music ISLAND vol.4: Carnival of the Animals Edutainment Oracion Oracion 1996 JP
Narabete! Tsukkute! Ugoku Block Edutainment Bandai Digital Entertainment Bandai 1996 JP
Nemurenu Yoru no Chiisana Ohanashi Adventure Amuse Amuse 199 JP
Nobunaga's Ambition Returns Strategy Koei Bandai Digital Entertainment 1996 JP
PEASE Compilation Maki Enterprise Emotion Digital Software 1996 JP
Pippin Atmark Demonstration Disk Compilation Apple Inc. 199? JP
Playskool Puzzles Puzzle ImageBuilder Software 1996 NA
Power Nazoler Edutainment Infortech Infortech 1996 JP
Power Rangers Zeo Versus The Machine Empire Action CyberFlix 1996 NA
Racing Days Racing Kitt Peak 1996 NA, JP
Randoseru Shougakkou 1-Nensei Edutainment Gakugei Gakugei 1996 JP
SD Gundam Wars Strategy Bandai 1997 JP
SD Ultraman's Challenge! Maze Island Edutainment Bandai 1996 JP
SeesawC 1: My favorite things 120 Edutainment Ai Ga Areba Daijobu Bandai 1996 JP
SeesawC 2: My favorite places 400 Edutainment Ai Ga Areba Daijobu Bandai 1996 JP
Shockwave Assault Action Electronic Arts Electronic Arts Victor 1996 JP
Super Marathon Action Bungie 1996 JP
T-Break Board game Infocity Infocity 1996 JP
Tamagotchi CD-ROM Simulation 7th Level Bandai Digital Entertainment 1997 JP
Tarot Mystery Card game Visit Visit 1996 JP
Tetsuman Gaiden: Ambition of Great Game Edutainment Teichiku 1996 JP
The Journeyman Project: Pegasus Prime Adventure Presto Studios Bandai Digital Entertainment 1997 NA, JP
Thomas the Tank Engine & Friends Edutainment Bandai 1996 JP
Tropic Island Arcade Momodera's Brand Momodera's Brand 1996 JP
Tunin'Glue Simulation NanaOn-Sha Bandai Digital Entertainment 1996 JP
Ultraman: The Digital Board Game Board game Bandai 1996 JP
Ultraman Quiz King Game show Bandai 1996 JP
Victorian Park Adventure F2, JVC Advanced Media Bandai Digital Entertainment 1996 JP
Yellow Brick Road I Adventure Synergy Synergy 1997 JP
Yellow Brick Road II: Glinda to Nishi no Majo Adventure Synergy Synergy 1997 JP
Zukkoke Threesome: Drama Murder Case Adventure Poplar Publishing Bandai Digital Entertainment 1997 JP

Non-game software

Title Genre(s) Developer(s) Publisher(s) Year Notes
@WORLD Basics Non-game, Web Tool 1996 NA
@WORLD Browser Non-game, Web Tool Spyglass, Inc. 1996 NA
@WORLD Registration Non-game, Web Tool Bandai Digital Entertainment 1996 NA
1995.1.17: The Great Hanshin Earthquake Non-game, Edutainment Keikakudo 1996 JP
Action Designer: Ultraman Tiga Non-game, Art Editor Magic Mouse 1997 JP
ad.hoc Medical Practice Quick Training Course Non-game, Edutainment ad.hoc Co., Ltd. 1998 JP
Anime Designer: Dragon Ball Z Non-game, Art Editor Magic Mouse 1996 JP
Apple PIPPIN Macworld Presentation & Demo Non-game, Utility Software Merlin Media 1996 NA
Atmark Town Non-game, Web Tool Bandai Digital Entertainment 1996 JP
B no Kaidan Non-game, Multimedia Tool Bandai Bandai 1996 JP
Chisato Moritaka CD-ROM Watarase Bashi Non-game, Multimedia Tool Oracion 1996 JP
CineNoir Non-game, Multimedia Tool Bandai Digital Entertainment 1996 NA
Compton's Interactive Encyclopedia: @World Edition Non-game, Edutainment SoftKey Multimedia 1996 NA
Dinosaur Museum Non-game, Edutainment Apollon Create Bandai 1996 JP
EGWORD Pure Non-game, Utility Software Bandai Digital Entertainment 1996 JP
Epson Colorio Club Print Sample Kit Non-game, Utility Software O2 Interactive 1997 JP
Exotic Sushi Non-game, Edutainment Electric Dreams 1996 NA
Fortullia Non-game, Edutainment Bandai Digital Entertainment 1996 JP
Franky Online Non-game, Web Tool Future Pirates 1996 JP
Gokigen Mama no Omakase Diary Non-game, Utility Tool NanaOn-Sha 1996 JP
Gundam Virtual Modeler Light Non-game, Art Tool Expression Tools 1996 JP
Histoires d'Urologie Non-game, Edutainment MELOdY 1999 PAL
Home Improvement 1-2-3 Non-game, Multimedia Tool Multicom Publishing 1996 NA
Internet Kit Non-game, Web Tool Netscape Communications 1996 JP
Introducing "Forester" CD-ROM Non-game, Edutainment Fuji Heavy Industries 1996 JP
Katz Pippin Demo CD Non-game, Utility Tool 3ème Vague Katz Media 1997 PAL
Mac Bin 38 Non-game, Utility Tool 1997 JP
Mac Bin 40A & 40B Non-game, Utility Tool 1997 JP
Mobile Suit Gundam: Zion Dukedom Military-File Non-game, Edutainment JVC Advanced Media 1997 JP
Movioke Non-game, Multimedia Tool DigiToy Entertainment 1997 NA
NetCruiser Non-game, Web Tool Netcom 1996 JP
New Legacy Laboratory Non-game, Edutainment Fuji Heavy Industries 1996 JP
Ocean Life: Hawaii edition Non-game, Edutainment Universal Magic Sumeria 1996 JP
Odotte AIUEO Non-game, Utility Tool Tom Create Emotion Digital Software 1997 JP
Picture Book of Mission School Uniform Edutainment Shikanen Emotion Digital Software 1996 JP
Pippin Atmark ISDN Setup CD Non-game, Web Tool Active Open Communications 199? JP
Pippin Hardware Demo Non-game, Utility Tool 199? JP
Pippin Navigator CD Non-game, Utility Tool 1996 JP
Pippin Network CD Non-game, Web Tool Active Open Communication 1996 JP
PiPPiN Title Non-game, Utility Tool Bandai Digital Entertainment 1996 JP
Post de Card Non-game, Art Tool SystemSoft Bandai Digital Entertainment 1996 JP
Shichisokusen Non-game, Edutainment Radio Tanba Media Five 1996 JP
SurfEZ! masterCD Non-game, Web Tool Katz Media 1997 PAL
Teleport Jr. CD-ROM Magazine Non-game, Utility Tool 1996 JP
The Virgin Of a Legend Non-game, Multimedia Tool 1996 JP
TV Works Non-game, Multimedia Tool Sonoran Blue 1996 NA, JP
WebViewer with MS Internet Explorer Non-game, Web Tool Microsoft 1997 JP
With Open Eyes: Images from the Art Institute of Chicago Non-game, Edutainment Voyager Voyager 1996 JP
Yellows Non-game, Multimedia Tool Digitalogue 1996 JP

Reception

In May 1996, PC Graphics Report interviewed a Japanese executive associated with Bandai,[56] concluding that attempting to market a gaming console as a computer was a sign of lack of cultural research on the part of the Japan-based Bandai.[56] In particular, computer illiterate people did not know what an "@" sign was, as in the name @WORLD.[56] American consumers could not grasp the idea of surfing the Internet using such a device.[56] Executives could not understand how Americans might not be interested in surfing the Internet. Even among Internet surfers, the Pippin was not necessarily the console of choice. A July 1996 article in Electronic Gaming Monthly pointed out that the competing Sega Saturn and its separately sold Netlink device combined still cost under $400, making it a far less expensive Internet appliance than the Pippin.[57] And, any device that was not simple to use would fail in the U.S. market.

The small default memory configuration could not run the industry-standard Netscape 2.0 browser, nor anything comparable to Java and VRML support. The rendering of text on the most common composite video TV screen made reading difficult. The $599 (equivalent to $1,200 in 2023) price was too high, especially during late 1996 when the Bandai Pippin was originally released.[56] In May 2006, the Pippin was listed 22nd in PC World's list of the "25 Worst Tech Products of All Time."[58]

See also

References

  1. ^ a b c d e f g "Apple Pippin FAQ". Apple Computer, Inc. Archived from the original on March 25, 2021. Retrieved August 2, 2012.
  2. ^ "Software Development Page". Archived from the original on June 2, 2021. Retrieved August 3, 2012.
  3. ^ Samuel Clemens (July 26, 2022). "A Brief History of the Apple Pippin". Games Reviews. GR Media. Archived from the original on July 26, 2022. Retrieved July 26, 2022.
  4. ^ Linzmayer, Owen W. (2004). Apple Confidential 2.0. p. 41. ISBN 978-1-59327-010-0.
  5. ^ a b c The Computer Chronicles – Winter CES 1996, 19-minute, 22 second mark. 1996. Retrieved December 25, 2012.
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  12. ^ Sherman, Christopher (May 1996). "Bandai Pippin a Sleeper Hit?". Next Generation. No. 17. p. 24.
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  27. ^ a b c "Arborescence launches the first Canadian-content Network Centric computer". Archived from the original on July 13, 1997. Retrieved December 25, 2012.
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  31. ^ "Five Star Web Access Seamless Internet arrives for Hotel bedrooms". Archived from the original on July 13, 1997. Retrieved December 25, 2012.
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  33. ^ a b "European Two-way Cable Network Uses Katz Media/Pippin STB For Shopping & TV Internet Access". Archived from the original on November 18, 2014. Retrieved December 27, 2012.
  34. ^ "News Bits". GamePro. No. 105. IDG. June 1997. p. 20. The Pippin has never taken off in the U.S. as hoped – some analysts suggest it has reached only 20 percent of its sales target in its second year of release.
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