A website dedicated to the game.com portable gaming
system from Tiger Electronics, and its games.

a feature of Diskman Presents
www.diskman.com
SYSTEM
  Introduction
  game.com
  Internet
  Web Link
  Scans
  Music
  Commercials
GAMES
  Batman & Robin
  Centipede
  Duke Nukem 3D
  Fighters Megamix
  Frogger
  Henry
  Indy 500
  Jeopardy!
  Lights Out
  Monopoly
  Mortal Kombat Trilogy
  Quiz Wiz: Cyber Trivia
  Resident Evil 2
  Scrabble
  Sonic Jam
  The Lost World:
  
Jurassic Park
  Tiger Casino
  Wheel of Fortune
  Wheel of Fortune 2
  Williams Arcade Classics

EXTRAS

  Unreleased games
  Cartridge icons
INTERVIEWS
  Al Baker
  Anthony Grimaud
  Marc Rosenberg
  Brian Rubash
  Matt Scott
  John Young
INTERVIEW: ANTHONY GRIMAUD
Anthony Grimaud was the Regional European Sales Director at Tiger Electronics from 1995 - 2002. He was interviewed by Brandon Cobb for “The end of the game.com” in 2020.

What were your duties with Tiger Electronics?

I was the export manager at the time. So, it's sort of head of international, and I was purely looking after international sales outside of the US and the UK, basically, I was the guy.

What was your first impression of the game.com?

I remember it was too early, those days, to succeed. Tiger Electronics was a company that was spitting out products that were absolutely fantastic, always ahead of their time. Some of the time, they would work and some of the time they weren't working.

And the reason would not be necessarily the price, would not be necessarily the software or the hardware, it would be sometimes that the product's technology was too advanced for many markets, for many consumers's point of view. They would not understand the full potential of it. And in the case of game.com, I remember very well one of the issues was that we were so early with it at the time where internet was not so developed, especially in Europe, at least.

And things were pretty pricey internet-wise back in those days.

It was, and you know, you have Game Boy flying and you had Sega. And game.com didn't have the color digital screen.

What if they had done a second model, with a color screen?

We would not have launched it in Europe, because the first version didn't succeed.

Ah.

Now, the sound was really good. And the games were okay. And the multitude of functions that the game would offer was fantastic. It would offer more than a Game Boy because a Game Boy would only offer me a game.

And unfortunately, the compound of it, the organizing parts of the software, in those days was just too premature. And kids and young adults would not necessarily associate gameplay with video games, or digital games, with the game.com because they didn't grasp the features and the potential outside of the game. And the games were okay. But the games were far behind Game Boy, far behind. So, from a gamer point of view it didn't match and from a communicator and organizer point of view, it was the wrong demographics. So, but other than that, it was a brilliant piece of kit.

I understand that one of the main problems was that the company always wanted to place the game.com in the toy section instead of with the video games, like the Game Boy. So they were marketing to young children. And with licenses like Resident Evil and Duke Nukem 3D, that's kind of confusing. So I'm wondering if, in Europe, that was an issue as well?

Yeah, there's definitely an issue there. I mean, first of all Tiger it's first a toy company. So, whenever you went direct to retail distributors and wholesalers and so on, you were talking to toy people and you were talking to placing the product in toy aisles. Now, if you were talking to place the products in the video games aisles, this was an absolute different world as you can remember in those days, and video games cost volumes and really growing fast. That was the way it got big as it is today. And people associated video games pretty much with big console and big packages to go with it, and plug on to TV and play.

And game.com was not supposed to do that as such. It was actually a direct opposition to Game Boy. But due to the nature of the screen that was probably a bit too small, not colored screen. And due to the fact that this performance of the game was probably not quite as good as a Game Boy, I think. Again, in terms of selling and pitching video games, video games buyers, we were less interesting because of the performance of the games itself. And if we talk to toy people, and then of course, they would either say to you, “This is belonging to the toy aisle,” or “This is too expensive to the video games aisle, sorry,” or “This is too expensive to be a toy.”

Or they would also tell you that the product was far too advanced and very difficult to communicate. So, if we were not gonna spend absolute millions, where Game Boy was doing ten times this in terms of spending millions and millions on marketing, then we were not going to stand our ground. And then really, that's what happens.

The other thing that happens is a company, in five years, this is my personal view from a sales manager or sales director point of view, we were carried away with selling success, and success didn't look like income necessarily. It looked like Furby, it looked like Giga Pets, it looked like Poo-Chi. It looked like everything we touched, in the toy aisle, as Tiger Electronics, was such a success. And it was, dare I say, an easy sale. And to go and push all our efforts on sales and marketing to promote an easy sell, rather than bang your head against the walls, and try to sell a super-duper system, the company, in my view, was half-committing, in terms of the marketing. And I'm not talking from a European point of view, I'm talking from a global, Chicago-based headquarter. As much as it was a huge product, I don't think the marketing care and focus was there to last.

No, I tend to agree because they had a great commercial that was shot out in Canada. I don't know if you remember that, with the little guy yelling at everyone...

Absolutely I remember.

That caught our attention as teenagers because of the snarky attitude. But unfortunately after that, there wasn't much else. You never saw the game.com in game magazines, for example. I got the impression, it really came down to they just didn't have the dollars to keep pushing it.

That's right. And also watching the focus, the focus was, we're not necessarily all the time on such a big project. If Nintendo was launching a handheld game console, they would spend. This is their focus, this is what they do day in and out. And in the case of Tiger Electronics, it was a, “By the way, we've got a huge kit of technology here that's going to blow your socks off,” we didn't allow to have the budget, the focus, but also potentially the knowledge and the channel to do it justice, although it was extremely, extremely, extremely good product.

I mean, for example, we launched game.com in Italy with a company called GIG, and you might have heard of them. In those days, they were simply the biggest Italian distributor and importer for toys, but they happen to be the Nintendo exclusive agent as well for the whole of Italy.

So, we had a bit of a dilemma, and we agreed that they were going to launch it. And they had the video games channel, and they had the knowledge, they had the marketing team for both toys and games. And that still didn't take off. And I think we were short. The game console was okay. We needed a color screen. And we needed improved games, and we needed more games. And that didn't come and you can't just succeed with half-planned markets.

And I think when we tried to launch game.com, I believe it was '97 or '98. And these are the years of Furby. And Furby was, I'm sorry to say, historically he was the biggest toy in the world, for as far as we can remember. Fifty-five million pieces of a forty dollar retail, little animatronic. And that is what took focus at the back of a huge success of Giga Pets, Tamagotchi thing, at the back of a huge success with other toys too. And then followed very closely by the Poo-Chi interactive dog. And then followed with the I-Cybie, which was a sort of a toy imitation of the AIBO from Sony. So, the point is, I think simply there wasn't a focus.

Fundamentally, the kit would have been a fantastic kit if there had been a generation two, three, four, and kept improving it and kept changing the games. I think it would have taken a different turn because the product and its capabilities, outside of the gaming part, was way superior to Nintendo Game Boy. So, dare I say, maybe this would have sold both hardware and software to someone like Sega to compete with Nintendo, but they didn't. So, as I said, in Europe, we launched it, we did our best, but you know, that could not happen and product was only half of the reason.

Is there anything else you think could have been done better, to market it?

I remember the packaging; had we done the right thing in terms of packaging it? If I do remember the packaging, it wasn't “kid” enough. It was just way too mature, too grown-up-like. And in those days, if you compared packaging with Nintendo Game Boy or Sega, they were probably a little bit more, positioned a bit younger. So, I think there was also potentially some confusion on the target age group, and, more importantly, on the core target age group.

The product did not really take off. And when Furby came on board, that was game over because there was just simply no time to push that game.com thing when you're sitting on the product that's, all of a sudden, makes your company millions in six months. Game.com fell through the grate I'm afraid.

And so what was the company view of the game.com then, after its failure?

This is a little bit related to toy industry and remember, Tiger Electronics, no matter how it's called “electronics,” Tiger Electronics was a toy manufacturer. And whether you're selling electronic toys or you're selling other things, in the toy business, when something doesn't work, it's nine times out of ten, you're going to walk away and drop it. There is no second chance. No second chance because of licenses attached to the game.com.

No second chance because if the retailers are stuck at Christmas and they don't want to be stuck in January, so they have to clear it. Once been cleared unless you spend a third of your margin trying to appease the retailer and have them to promote the stock without clearing it and unless you done that, it's forgotten, you move on. It's gone. You failed, first Christmas, you move to something else. It's very rare. I've been in industry for twenty-seven years, it's very rare that you get a second chance in the toy industry. Very rare. It happens but very rare. And that so, all the odds are against it.

So then, it wasn't too big of a deal because they had such great products appear in the wake of that. I guess it was easy to just kind of step over the game.com, yes?

It was easy. The money was flowing. What I'm telling you here is from the inside of it, let's say that it's made me sound a little controversial but that's the hard facts. The hard fact is the money was flowing. And there was, in those very days, Tiger Electronics, Randy Rissman, the genius that he is and the great man that he is, was obviously being chased by the likes of Hasbro to buy the business. And between these, that, and the other, I think the lack of focus, rather, killed game.com. And if you could make a billion, nearly a billion dollars within six or eight months with one type of product, which was low sweats.

You know, why are we going to spend on game.com so much money and to try to market it, and the huge risk at a time where for the first time you have a massive, massive payoff and you have a chance to sell your business?

Oh, sure. Makes perfect sense.

And in my humble opinion does it take anything away from the genius of Tiger Electronics? No. If you asked me, of the six companies I've been with, Tiger Electronics was the best to work with. The best to perform. The best to develop products. Randy Rissman and Roger Shiffman, they were absolute genius. They still are I'm sure. And they were phenomenal, phenomenal guys. And they just had to, you know, bet their money on something else that's quick turnaround and quick, quick turnover, you know. So, the risk was limited in terms of what they knew how to do.

Sure. And other, former Tiger employees have told me it was their favorite company to work for too, so that seems to be kind of a trend.

I wish I was still there. I wish it still exists. But Hasbro did the usual Hasbro and both the company and then a few years later, the whole name disappeared and their whole soul, sold the entire soul of the business that they bought disappeared. And when you know it was nearly a billion dollar company when the buy happened, it's a shame but it's typical Hasbro and Mattel, how they handled things. But also times moves on and, you know, in those days electronics was the highest thing you look for in toys.

And today, electronics doesn't necessarily cut it, you got to have the media, you got to have video, you got to have digital, you got to have something to do with communication, internet, and so on and so forth. So, again, Tiger Electronics at its good times and because all the owners and the key stakeholder and all product development such as Jeff Johnson and Patty Jackson and all the guys, they're absolutely brilliant guys. You know, they devastated Hasbro and therefore the business's soul went away with all these guys when they left Hasbro. So, there we go.

Thanks very much for all that. I appreciate you taking the time, and it was really nice to talk to somebody who was handling marketing in Europe because it's a pretty unique perspective you shared.

Yes and remember, Europe would also be six months behind the US in those days, in terms of trends and launching things. But also technology. But also acceptance, acceptance of a fast technology in the households. So, if anything, Europe, the UK, or Germany, or France, the key markets, it would have been also even more difficult.

One more thing: Do you happen to remember the sales numbers you did in Europe?

Oh, I'm going to tell you I think it was not big. In terms of units I couldn't tell you because we sold software and hardware, but I can tell you that it was probably less than a couple of million pounds, probably less than three million. It was quite small.
“The end of the game.com” created by and © Brandon Cobb.