Every Handheld Console Ranked From WORST To BEST

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Some time ago we ranked every home console from  worst to best. Since then we’ve been badgered   day and night to give similar treatment to every  handheld console. Well, you can finally stop   knocking on the loo door when I’m trying to have  some Ben Time because we’re doing it right now.  But first, what is a handheld? It sounds pretty  self-explanatory, but some of the devices on this   list have stands. Some of them are strapped to  your head. And some of them you sit on. You’re   not supposed to sit on them, but it happens. Point  is, “handheld” is a just a term that has stuck.   It really refers to portable game consoles that  are entirely self-contained, requiring no external   displays or controllers. Don’t blame me if you  don’t like the term. I don’t like it, either.   I would have called them Electric Funboxes. So how are we ranking them? More or less the   same way we handled the previous list. We’ll be  considering the size of the console’s library,   its lifetime sales, its price at launch, the  number of years it was officially supported,   and the number of games that hold an  average of 90% or higher on Metacritic.  There are a few notable exclusions we  should discuss up front. For starters,   no “dedicated” handhelds; to qualify for this  list, the unit needs to be able to play more than   its built-in games. Additionally, we won’t count  anything that requires another device to use,   so no PocketStation,VMU, or eReader. We also won’t be including handhelds   that are designed for emulation. This isn’t  a legal issue; it’s simply that those are a   different subject altogether and don’t have their  own libraries. Oh, and no barcode systems, such as   Barcode Battler, Skannerz, or Tiger Barcodzz. This  is because barcodes are the mark of the beast and   I refuse to go to Hell over this list. And, finally, we will be combining   various versions of what is basically  the same system. That is to say,   a Game Boy Color is a Game Boy, a DSi  is a DS, a 2DS is a 3DS…you hear me,   Nintendo? Stop trying to take up more  of this list than you already do.  Let’s rank ‘em. I’m Ben,and I’m Peter   from TripleJump. And this is every video  game handheld ranked from worst to best. #67: Grandstand Game Wizard (1988) I don’t know what this is. Peter doesn’t know what   this is. The guy who wrote this script – I can’t  remember his name just now – doesn’t know what   this is. We can find exactly one picture of the  unit itself. We can find no photographic evidence   of a human being occupying the same space as  this thing. Did it only exist on another planet?  Depending on how you count, the Game  Wizard had either three releases or six;   each of the three cartridges had a different  game on each side. Grandstand as a company   released a number of simple LCD units – some  of which qualify for this list, most of which   do not – and nobody really kept records of them.  They were considered disposable at the time, and   hindsight certainly hasn’t changed that opinion. We tried, dear viewer. Really, we tried. We   couldn’t dig up any information that you  can’t already see from the images on screen.   I’d conclude that the thing never existed,  but people do remember playing it. Okay,   granted, the only game anyone can remember  playing on it is Candle Cove, but still. #66: Electronika IM-26 (1988) Don’t you miss the days when games consoles   had names like “IM-26”? That’s okay; neither do  we. It makes research a right pain, especially   when there’s so little information about a console  to begin with. We do know that Electronika was not   actually a company; it was a name applied to  products built by the Soviet Ministry of the   Electronics Industry. If that sounds scary and  imposing, it should! Electronika devices were   made by the Soviet military-industrial  complex for both business and pleasure.  And what pleasure! The IM-26 released  with a grand total of three games,   all of which made Game & Watch look like God  of War. Four years later, the Ministry of   the Electronics Industry blessed the public  with two more releases. Hail Mother Russia.  The IM-26 and its games were never produced in  mass quantities and were not released outside   of the USSR, presumably because Disney would  have had something to say about Mickey Mouse   being used in games produced by the Russian  government. Sales figures are not available,   but according to The Video Game Kraken –  the most reliable cephalopod when it comes   to gaming history –it sold poorly and was  abandoned. Somehow, the world kept turning. #65: Grandstand Light Games (1988) You may remember this device under a different   name. If you do, I apologize for bringing back  memories you have rightly suppressed. Depending   upon the region, the Grandstand Light Games was  released as the Playtime Products Light Games   Color LCD Projector, the Fantastiko Projector  Mega Video Game Color LCD System, and even more   ridiculous names for what was basically a torch. Okay, it’s a bit more interactive than a torch,   but not by much. Around 13 games were made for  the unit, and they were of course simple LCD games   that you could project onto a flat surface. Well,  we say “could.” Really, you had to project them;   there was no screen on the device itself, meaning  if you didn’t have an empty white wall and enough   distance in the room for the projector to work  properly, the unit became a luminous paperweight.  While the ability to play games on  your wall was a bit of a novelty,   the technology of this device was well behind the  times. For some context, the very next handheld   console to be released was the Game Boy, and I  don’t think they ported Super Mario Land to this. #64: Tiger R-Zone (1995) Technically the R-Zone is   more of a “head-held,” but we’ll cover it here  anyway. The device took all the fun of Tiger’s   LCD games – that is to say no fun whatsoever – and  put it on a screen that you belted to your head.   It’s like wearing a monocle except that people  realize even more quickly that you’re an idiot.  Were the games good at least? Could  you perhaps play R-Type on the R-Zone?   Not a chance; this thing couldn’t handle  Noughts and Crosses. The games were the same   kind of basic fare Tiger had been making for their  dedicated handhelds and digital watches for years,   only now they were displayed in searing red  and projected directly into your cornea.  Later versions were more like traditional  handhelds, but that didn’t help matters. The games   were awful and even their licenses – from Batman  to Jurassic Park to Mortal Kombat – could not   save the R-Zone. Nobody wanted it even after  they stopped making you strap it directly to   your eyeballs, which is probably saying something.  It retailed for only around $50 in today’s money,   but I’d be willing to blind you and  make you look foolish for even less. #63: Goldstar GPi-1200 (1997) The Goldstar GPi-1200   was…wait a minute…I…I recognize this. This is…oh,  Christ! This is a Philips CD-i! Come on, man,   I thought we were done with this abomination. Don’t ask me why, but a number of different   manufacturers produced their own versions  of portable CD-i units, including Sony,   who probably treated it better than they treated  the Vita. We’re using this entry as a sort of   catchall for the various portable CD-is, but  it’s worth noting that most of them never made   it to the consumer market. This GoldStar version  did, at least briefly, meaning kids could finally   get their Hotel Mario fix on the go. And then  almost certainly swear off video games forever.  On the bright side, the CD-i library had nearly  200 games. On the less-bright side, they were CD-i   games. The device weighed more than four pounds,  meaning it would certainly have served as a murder   weapon at some point, if anyone had purchased  one. The price was $1,900 in 1997. That’s not   adjusted for inflation. When we do adjust for  inflation, it’s around $3,100. What a coincidence;   that’s exactly the amount of money you’ll have  to pay me to speak about the CD-i ever again. #62: Palmtex Portable Videogame System (1984) The Palmtex Portable Videogame System is   the only console on this list to have  been sold exclusively via mail order,   but that was not the original intention.  What’s more, it didn’t sell under the Palmtex   or Portable Videogame System names at all. Palmtex got a taste of video game revenue   by importing Nintendo’s Game & Watch units  from Japan and selling them in North America.   It was a fruitful relationship, but before long  the company started to wonder if they could design   a system of their own. The eventual result  was the self-explanatory Portable Videogame   System. Palmtex had demonstration units  available just in time for the Consumer   Electronics Show in January 1984, an event  that would go on to break attendance records.  They failed, however, to find a distributor,  and Palmtex defaulted on its loans. Another   company named Home Computer Software bought  the stock, renamed the system the Super Micro,   and sold it through the mail to recoup its  investment. It was a quiet, undignified end   for what could have been an interesting system.  Only around 5,000 units were sold and a mere   three games were made. It’s an oddity, but  a fascinating one in just about every way. #61: VTech Variety (1983) Hey, do you want to make your   handheld console impossible to research in a few  decades? If so, take a page from the VTech Variety   and name it after a common word that people  will use when discussing pretty much any topic.   Here’s a list of potential console names to  get you started: The Color. The Play. The Unit.  VTech naming their handheld the Variety makes  it extremely difficult to find information,   and if it weren’t for a few scant photos of  the thing – hey, that’s another name for your   impossible-to-research console: The Thing  – we’d have assumed it never existed. And,   honestly, it may as well not have,  for what little it had to offer.  The Variety was basically a plastic shell  into which you could slot little handheld   LCD games. They were exactly the kinds of games  you could buy as separate, dedicated handhelds,   but now they didn’t come with buttons. Progress! Nobody seems to know what it cost, how many units   it sold, or when it was discontinued,  but it couldn’t have done that well.   Look at it! Bright yellow. Guaranteed  to be struck down before its time… #60: Tiger Gizmondo (2005) The Gizmondo was the product   of circumstances so bizarre we literally  cannot even scratch the surface here. Instead,   picture the absolute craziest thing you can  imagine, and know that whatever you pictured   is nowhere near as crazy as the actual  circumstances surrounding the Gizmondo.  Tiger Telematics – not to be confused with  Tiger Electronics, the other Tiger on this   list – expected the system to be huge. In  fact, when Gizmondo launched in the UK,   they opened a flagship store on London’s Regent  Street. Here’s evidence, if you’d like to post   it to any of those “cursed image” groups. It  was home to extravagant parties featuring rock   stars such as Sting, who I assure you has  never so much as uttered the word Gizmondo.  In the US it sold mainly at mall kiosks. A risky  move, considering human beings have an inborn   aversion to making eye contact with anyone working  at mall kiosks. For the equivalent of around $300,   you could buy a Gizmondo that periodically served  you advertisements. You could purchase a version   without ads for the equivalent of around $530.  Tiger never activated the ad function, though,   meaning anyone who bought the ad-free version  essentially flushed an extra $230 down the toilet.  The system sold fewer than 25,000 units, and  the company lost an impressive $382.5 million. #59: Entex Adventure Vision (1982) An early color handheld in the sense that red   is a color, the Entex Adventure Vision launched  with the only four games it would ever get.   Entex pulled the plug after about a year,  without releasing any of the planned peripherals.  The unit ran at a neither-silky-nor-smooth 15  frames per second, using a technically impressive   but realistically cumbersome series of red  LEDs and spinning mirrors to project its image.   This is similar to what would eventually  be used by the more successful Virtual Boy,   and the Adventure Vision should feel pretty  awful that I was able to use the phrase “the   more successful Virtual Boy.” Its pack-in game was  Defender, which was one of the most popular arcade   games of the era, but not enough people wanted  to play it on what was essentially a Lite-Brite.  Sales figures are hazy; some sources claim that  Entex sold 50,000 units, while others claim   that they only manufactured 50,000 units. Still  other sources put the number of units made at   10,000. In any of these scenarios, the  Adventure Vision was not a success, and   is a rare find on the collector’s market. Which  is good, because I don’t want you to buy one. #58: Entex Select-A-Game (1981) The Select-A-Game achieved infamy   from the very start. One of Entex’s first games  for the unit was Space Invader 2. Notice how   similar that title looks to “Space Invaders”  when you see it on the label. Midway indeed   sued for copyright infringement, but lost on the  grounds that arcade games and handheld titles   were works in different media, and therefore it  didn’t matter how similar the two names were.  This was, clearly, idiotic, but it was symptomatic  of games being both so new and so far from   established precedent. Emboldened by their  successful ripoff, Entex released Pac-Man 2, not   even trying to hide behind similar names anymore,  instead just slapping a number on the end.  This time justice was served; Entex would  have to discontinue the game by the end   of the year and had to pay all profits to  Coleco, which owned the Pac-Man license.  With a lifespan of just over a year and  only six games available for the system,   the Select-A-Game left more of an imprint on  copyright law than it did on handhelds to come.   But it’s at least why Microsoft can’t make a game  called Super Mario Kart 2 and get away with it. #57: VTech 3D Gamate (1983) The name of the console is meant to   be a portmanteau of “game” and “mate,” I have to  assume, but it doesn’t sound like that, does it?   Anyway, VTech’s first attempt at a handheld  console did little to move games forward. In fact,   it took familiar LCD technology and  simply held it closer to your eyes.  The device presented two slightly different  angles of the same image, creating a rudimentary   3D effect. Of course, none of its games was of the  sort that would benefit from 3D, meaning the only   advantage this offered over existing handhelds  was that you’d look much sillier while using it.  Sales figures are not available,  but we can’t blame VTech for that;   I likely wouldn’t brag about them, either.  Sources seem to agree that it must have been   discontinued quickly, however, as only half of  its planned six games were released. The 3D Gamate   is at least significant for being the first 3D  handheld with interchangeable cartridges. It’s   also the one most likely to permanently  blind you if you trip while playing it. #56: VTechProScreen (1984) Hold on, didn’t we just talk about this?   Yes. Also no, but…yes. The VTechProScreen  isn’t quite another iteration of the 3D Gamate,   but it is an entirely separate device released  the following year that happened to play the same   games. We can’t hold that against them, of course;  backwards compatibility is a welcome feature of   any console, and surely they didn’t want to leave  behind the 3D Gamate’s robust library of…[papers   rustling]…three games. It was a tossup as to whether   we should rank this higher or lower than the 3D  Gamate as no sales figures or pricing information   is available for either of them. We decided to  favor this version mainly because the games did   not benefit from the 3D functionality of the other  system, whereas the ProScreen actually did add   something interesting: the ability to project  the games onto a wall or other large surface.  In the days before televisions had screens  of decent size or picture quality, playing   video games with a large display was genuinely  innovative. Even if the games were terrible. Like,   just utter rubbish. Irredeemable crap, even. The ProScreen was very cheaply made,   so finding one in working condition  isn’t likely. Thank Christ for that. #55: LG Kids Pad (2012) The Kids Pad is another handheld   we haven’t found much information about.  LG released the device exclusively in its   native South Korea, so details are written  exclusively in a language I can’t read.  Sales figures are not available, but the Kids  Pad launched with only 2,000 units and I can’t   find any evidence that more were ever made.  Perhaps that represents great sales in the South   Korean children’s educational handheld market.  Perhaps it doesn’t. Who’s to say? Someone from   South Korea, probably, so not me. It was priced at around $315,   when adjusted for inflation, which was pretty  pricy compared to other educational handhelds.  I can find almost no information on the games that  were made and also very little footage of anybody   playing one, but it did seem to have some  nice features, such as a light sensor,   a camera, and mp3 playback capabilities. LG  also emphasized the Kids Pad’s durability,   meaning it could strike the floor over  and over again without sustaining damage,   so I suppose it also functions as a stress  reliever. Do I know that for sure? No. I   don’t know anything about the Kids Pad. And even  after listening to this entry, neither do you. #54: Koei PasoGo (1996) Normally we wouldn’t include a   handheld on this list if the only thing it  could do was play Go, but the Koei PasoGo   actually does qualify as a console, as it had  11 different games released for it. All of them   were different versions of Go, but you had to  buy them separately, so here we are. Talking   about a handheld that only plays Go. Hooray. In a way, this makes sense; Koei could cater   to a smaller audience of Go aficionados  with a less-expensive unit dedicated   entirely to their hobby. There was just  one problem: This thing cost almost $400   when adjusted for inflation; significantly more  expensive than the more-versatile handhelds.  I don’t know much about Go. I know that  Googling it is a flipping nightmare.   Maybe the PasoGo is the single greatest  thing to happen to Go since the letter G,   before which the game was only called  O. Maybe this handheld was excellent and   anybody who did not own one was mocked  ruthlessly and pelted with Go pellets,   or whatever those things are called. All I can say for sure is that if I’d   gotten this for Christmas as a kid,  I’d be an even grumpier adult today. #53: LeapFrogiQuest (2001) It’s difficult for us to rank   educational consoles, on the grounds that we  don’t need no education. The LeapFrogiQuest,   however, is one we feel comfortable keeping  toward the bottom of the list. I’m sure it’s   not terrible, but it also doesn’t do much  of anything. Also, for a handheld console   made in 2001, this feels remarkably primitive. Of course, the iQuest was not designed to compete   with game consoles. It’s a portable study aid and  only ends up on this list through technicality.   At the same time, though, it’s entirely text-based  and doesn’t do much other than roll through sets   of study questions. Different subjects were  available on cartridges, which seems like a big   step backward in an era during which study aids  would have been available online for no charge.  Sales figures are not available, but I have  reason to believe the LeapFrogiQuest didn’t   manage to outsell the Nintendo DS. Also, an obtuse  interface makes the unit’s alarm functionality   needlessly confusing, if this YouTube comment  from 2016 is to be believed. Shed a tear for   HovhannesDermovsesian[comment on the above-linked  YouTube video; there aren’t many], who was still   being woken up several times per  week by his 15-year-old iQuest. #52: MGA Game Wizard (1994) By 1994, you’d think the game industry   would be keeping decent records. And you would be  right! Good for you, you handsome genius. Even so,   nobody seemed to think it was worth documenting  anything to do with the MGA Game Wizard.  Maybe it’s because its technology would have  been out of date a full decade prior. Maybe   it’s because you couldn’t buy additional games  for it without buying a completely new unit.   Maybe it’s because every game played  just about the same as any other,   so getting three in a pack didn’t  feel like the bargain it should have.  The Game Wizard was little more than a cheap  toy attempting to ride on the popularity   of the properties MGA licensed, such as VR  Troopers, Power Rangers, and, yes, Star Wars.   Does that mean we forgot about these or  did we intentionally leave them out of   our Every Star Wars Game list to see who was  paying attention? We…forgot about them, okay?   But look at these things; you can’t blame us. The Game Wizard was distributed by Grandstand   in the UK, but Grandstand already had a handheld  called the Game Wizard, so they rechristened it   the Game Player. With exciting names like that,  it’s a wonder these didn’t fly off the shelves. #51: GiochiPreziosi My Life (2007) Have you ever wanted a Tamagotchi of yourself?   Are you a little girl? Unless you’ve answered yes  to both of those questions, the My Life is not   for you. GiochiPreziosi marketed it as the first  console designed entirely for women, which is true   as long as you don’t count the three consoles  designed entirely for women that preceded it.  Operating under the assumption that girls don’t  like video games unless they’re pink and bad, the   My Life is a strange handheld, revolving almost  entirely around a single life-sim experience.   Additional game cartridges were released; three  by our count, though we only need one. Mainly you   were expected to purchase “magic keys,” which  allowed you to access clothes, accessories,   and features that were built into the console.  On-disc DLC? Boy am I glad that never caught on…  The system saw some degree of success in its  native Italy, selling about a million units,   but it didn’t fare as well in other regions,  spending less than one year on shelves in America.   It was followed up by an improved  version called the My Real Life,   adding a camera and mp3 playback, but it  was less successful than its predecessor. #50: M&D Monon Color (2014) Chinese toy company M&D released   their Monon Color in 2014. It was  their first proper handheld console,   though they did flirt with the concept a few  years prior with their Dream Dragon, which used   trading cards and badges instead of cartridges. The Monon Color is more traditional and also,   to be honest, quite a bit more boring. It was  significantly outdated by the time of release,   but it did have one thing going for it:  its price. The Monon Color launched at   the equivalent of about $17. Yes, $17.  Since it wasn’t much of an investment,   maybe M&D figured more people would take a  gamble on it. Sales figures are not available   so it’s possible they were correct, but the  company announced plans to release a new game   every month and it looks like only 20 games  in total ever came out for it, so perhaps not.  Some of the games came from large franchises, such  as Roco Kingdom, Dragon Ball, and even Marvel,   but the Monon Color seems to have had little to  no presence outside of China. Which means nothing,   as Wish and AliExpress will try to get you to  buy one the next time you log into Facebook. #49: Mattel Children’s Discovery System (1981) You’ve seen many educational consoles on this   list – and on our list of Every Console Ranked  from Worst to Best – but we’d bet most of them   would be vague about what they actually promised  parents. Not so with the Children’s Discovery   System, which promised “a smarter child in 60  days, or your money back.” Sales figures are not   available – nor are refund figures – but after  three years on the market, Mattel liquidated   thousands of remaining units and games, so  we’ll assume the Children’s Discovery System   at least didn’t meet the company’s expectations. The unit itself is not all that impressive and,   truth be told, it wasn’t all  that impressive in 1981, either.   It had only 21 games and sold for more than $350  when adjusted for inflation, so it wasn’t really   an appealing product for children or parents. There is one standout feature of the console,   though: It had its own programming language.  KIDBASIC allowed youngsters to write their   own programs for the Children’s  Discovery System, and potentially   create their own games. I mean, the games  would look like this, but…still. Cool concept. #48: TimeTop GameKing (2003) The TimeTop GameKing seems to have   existed only to trick people into buying it.  It’s designed to look physically like a Game   Boy Advance – right down to the thing including  cosmetic shoulder buttons – but when you boot   it up, you’ll see that the games are far below the  standards of the original Game Boy. Maybe I should   say “if” you boot it up, as it doesn’t seem many  people did that. Sales figures are not available,   but surely anyone who actually played this  in 2003 would still be laughing to this day.  Nobody seems to know precisely how many games  were released for the GameKing, but there appear   to have been around 50, all of which were the  stuff of flu-induced nightmare. There’s a game   called Duck Man with a man who is clearly not  a duck. There’s a game called Penguin with box   art stolen from National Geographic. There’s a  game called Dracula Zone that is about surfing.   At least, I think it’s about surfing. I can  at least promise it’s not about Dracula.  Then there’s the Super Mario Bros.  clone with the incredible title   Adventure Legend Carlo. If your party  isn’t this lit, don’t bother inviting me. #47: Ohio Art Etch A Sketch Animator 2000 (1988)  You’re almost certainly familiar with the Etch  A Sketch. It was an art toy that everybody was   better at playing with than you were. Ohio Art  dreamed up a fair few versions over the years,   including theEtch A Sketch Animator, which allowed  children to draw up to 12 frames of animation,   pixel by pixel. One year later we got the Etch A  Sketch Animator 2000, which combined its animation   capabilities with those of a game console. The device is fascinating in retrospect if   only because of its striking similarity to what  Nintendo would do with its DS 16 years later:   two screens, oriented vertically, with the lower  one being a touchscreen controlled by a stylus.   Of course, the Etch A Sketch Animator 2000  did not have anywhere near the success   of the DS. Sales figures are not available,  but it seems to have been discontinued   within a year of its introduction, after  only three games were released for it.  Its price surely didn’t help things; it sold  for upwards of $300 today, significantly more   expensive than the previous version of the  Animator. It was an interesting concept,   but not one the public was  interested in. At least, not yet. #46: VTechV.Smile Pocket (2005) The V.Smile Pocket is another educational unit   from VTech with dubious educational value. It was  designed for children between 5 and 8 years old,   which is perfect, because a 9-year-old is  certain to realize this thing is crap. Even   its name is inaccurate, now that I think about  it, which is not a great start for a device   that’s supposed to teach your kids. I suppose it  might fit in your pocket if you’re a kangaroo.  Around 35 games were released for the V.Smile  Pocket, all of which were understandably   simplistic. They didn’t come on cartridges,  though. No, sir. To emphasize the educational   nature of the handheld, these games came on  Smartridges. VTech even trademarked the word   so that nobody else could call their cartridges  Smartridges. I assure you, VTech, nobody else   wanted to call their cartridges Smartridges. It was originally released in orange and purple,   but a pink and purple model eventually came  out, allowing girls to finally play it as well.   The unit was designed to be inexpensive,  selling for around $120 in today’s money, but it   struggled to sell even at that low price, and was  eventually reduced to $25 just to reduce stock. #45: LeapFrogDidj (2008)  LeapFrog is known for their educational consoles,  and the Didj – which has a name that I genuinely   hate saying – is indeed one of those. This  one had some rare appeal for older consumers,   as well, though: It ran on Linux and sold  for around $100 when adjusted for inflation,   making it an early and inexpensive way  to create a dedicated emulation handheld.  And while we are not by any means suggesting that  one system should be hacked to play emulated games   from another system, we are saying that we  can’t blame anyone who did it with the Didj,   because its actual games were bad. Only  around 16 were released, and reviewers   criticized the unit for running all of them  poorly, with freezing and unexpected rebooting   being a common issue. The unit suffered from poor  battery life, lasting only around two hours on a   full charge. It also suffered from overheating,  however, so maybe it was a good thing your child   couldn’t play it for very long. It saw some decent third-party support,   and is even home to Sonic’s absolute worst  game, which is an accomplishment in itself.   It says a lot when a game’s official commercial  makes it clear that it plays terribly. #44: Bandai Design Master Denshi Mangajuku (1995) That name just rolls off the tongue, doesn’t it?   Bandai Design Master Denshi Mangajuku was  not a success. Something tells me you could   have guessed that on your own, but it is a  genuinely interesting piece of technology.   It’s one of the earliest consoles centered around  a touchscreen, for instance. As such, much of its   intended appeal came from art programs. In fact,  you could actually connect game cartridges to   design cartridges and import sprites you’ve  created into the game you’re about to play.  If that seems far too advanced for  1995, that’s because it was. The   import functionality was limited and the games  – due to the touchscreen interface – were all   menu based. The Design Master Denshi Mangajuku did  not impress many people, and only nine cartridges   in total were released for the system. Amusingly, there were more variants of   the handheld than there were games. This included  a version called the Paluseata, marketed toward   girls, and a limited-edition Mega Man X3 version,  which Bandai hoped would turn the Design Master   Denshi Mangajuku’s fortunes around. Perhaps  because nobody in their right mind wanted to play   Mega Man X3 as a visual novel, the gambit failed  and the unit was discontinued after only one year. #43: Nikko digiBlast (2005) The Nikko digiBlast was developed in   the Netherlands, a region so named because they  should nether develop a handheld console again.   Ah, I kill me. Anyway, seemingly designed to look  like it could only be safely handled by robots,   the digiBlast was launched to no acclaim  and for no real reason. It did have some   multimedia capabilities, allowing parents  to purchase episodes of cartoon shows on   cartridges, but only 20 games were released  and, at most, 100,000 digiBlasts were sold.  The unit could be connected to a television, if  you wanted to watch your TV shows on an actual   TV screen, but at that point the digiBlast is  just a cumbersome middle man. OR MIDDLE WOMAN.   You could also play its games on your TV, but  then you’d be subjecting your entire family to   the digiBlast’s library, and I assure you they  do not deserve to be disrespected like that.  The failure of the digiBlast is sometimes  attributed to a chip shortage that made it   too costly to produce. Considering nobody  was buying this thing in the first place,   I find that difficult to believe. The device was  discontinued after about one year on the market. #42: Nintendo Pokémon Mini (2001) Pokémon is huge. Nintendo handhelds   are huge. Put them together and you get…this,  I guess? It’s fine. It is technically a console   but I think we can all agree that it was more of  a toy, and it was priced accordingly. At under   $60 when adjusted for inflation, the Pokémon Mini  was less than the price of a new game at retail   right now. Then again, you will almost  certainly enjoy the new game at retail   more than you will this thing. A total of 10 games were released,   all having to do with Pokémon. By that I mean  they carried the name Pokémon, not that they   were comparable in terms of gameplay, quality,  or enjoyability. They were mainly minigames and   puzzle games, but one game – Pokémon Tetris –  was actually pretty good. Because it was Tetris.  Sales figures are not available, which is a rarity  for Nintendo. In fact, they even released sales   figures for the Virtual Boy. If they’re keeping  quiet about how many Pokémon Minis they shifted,   we imagine it did not do well. For whatever  reason, the handheld has found a minor second   life on the homebrew scene, which I guess is  good. It keeps them out of the landfill, at least. #41: Fisher-Price Kasey the Kinderbot(2002)  Listen, I wouldn’t talk about this  terrifying thing if I didn’t have to,   but Kasey the Kinderbot technically qualifies  as a handheld by the rules we established   for this list. On a related note, I have fired the  person who established the rules for this list.  Kasey the Kinderbot is a robot  that gyrates and never shuts up,   but does so in the name of education so it’s  okay. He’s quite creepy and I really don’t   appreciate that he’s looking at me like he’s  about to offer me a drink after I already said   no.Because life is suffering, Kasey the Kinderbot  was followed by other iterations, including Toby   the Totbot and Fetch the Phonicsbot. Kasey  and pals won several toy of the year awards,   presumably because the competition vanished  mysteriously the night before the ceremony.  Kasey the Kinderbot accepted cartridges,  which contained different lessons and games   centered around various subjects, such as science,  reading, foreign languages, and why machines are   superior to weak, foolish humans. That one didn’t  sell too well but it was clearly the subject about   which Kasey the Kinderbot was most passionate. Kasey the Kinderbot was removed from the market   after thousands of units mistook children  for sentences and violently parsed them. #40: RomtecColorvision (1984)  Depending on where you were located, you might  have known the Colorvision as coming from   a different company, such as Altic,  Bazin, or Bristol. Depending on when   you were born – say any time after 1984 – you  might not have known the Colorvision at all.  Sales figures are not available but  its rarity on the secondhand market   suggests that it didn’t sell all that well. That’s  slightly surprising to me, as the games were about   on par with the quality of other handhelds of  the era and they looked significantly better.  True to its name, the Colorvision presented its  otherwise standard LCD games in full color, with   some genuinely lovely artwork in every cartridge.  And I do mean that the artwork is literally   in the cartridge; light shines through a plastic  screen from above, illuminating the backgrounds   and objects onto a mirror in the system. It was not especially advanced for its time,   but the games being in color helps them  to pop and gives them each a more unique   identity than most black-and-white LCD games.  The Colorvision was unquestionably a failure,   but it was a charming one. That’s more  than I can say for any of my failures. #39: Hartung Game Master (1990) When taking on the Game Boy,   Hartung had an exceptional idea: Sell it  in places that were not already overrun   with Game Boys. As such, the Hartung Game Master  was distributed in its native Germany and then   in France, Italy, and the UK. Once again, you may  have encountered it under a different name, which   is likely repeated in your nightmares to this day. The console was sold as late as 1994, but that   could be because it sold so poorly that Hartung  was still offloading stock four years later.19   masterful games were released for the Game Master,  and as you might have guessed they were unofficial   clones of other games, such as Tetris and Space  Invaders. Weirdly, despite sharing a name with a   Nintendo game, Urban Champion is not a clone at  all; it’s a case of parallel invention, meaning   Hartung is exactly as creative as Nintendo. The games also seem to have been carelessly made,   with titlesoften being different in the game  than on the box. You know, I’m beginning to   suspect Hartung were only in it for the money and  weren’t passionate about game development at all… #38: Tapwave Zodiac (2003) The Tapwave Zodiac seems to have been   released only so people could eventually include  it on lists of the worst consoles ever made. It   made next to no impression in the marketplace,  sold fewer than 200,000 units, and caused a global   sigh of relief when it was discontinued about a  year and a half later, because humanity was no   longer in any danger of accidentally buying it. Tapwave did their best to stir up interest,   announcing ahead of release that the Zodiac had  1,200 developers who would make games for it.   Only 46 games were released, so we think  they might have been over-optimistic.  In a puzzlingly fawning review, Pen  Computing Magazine gushed over its features,   the inevitability of it changing the face of  electronics as we knew them, and itsonly downside,   which was a lack of feet meaning we were unable to  kiss them. It says, “a Zodiac 1 is a quantum leap   beyond those wimpy, plastic GameBoys.” The Game  Boy Advance was on the market at this point, and   more of those were sold in the space it took one  to sneeze than the Zodiac sold in its entire life. #37: VTechPreComputer 1000 (1988) The VTechPreComputer 1000 was an   educational console, which means it had  some of the greatest games ever made. Sorry;   I got confused for a moment. It was an educational  console which means its games consisted of   spelling lessons and Bible trivia. Sales figures are not available,   but the PreComputer, which you should never  abbreviate as “PreCom,” seems to have sold   decently. It cost around $133 when adjusted for  inflation, which is fair for a learning tool.   Even if it only taught kids to type – which  it would, thanks to its QWERTY keyboard – that   could be considered a fair investment. The unit had games and utilities built in,   with seven more available on cartridge. It also  included Pre-BASIC, a programming language,   but considering the screen could only display 20  characters at a time and all programming was lost   every time you changed the batteries,  it’s safe to say kids weren’t doing   much more than getting it to display HELLO WORLD. VTech brought out an improved version known as the   PreComputer 2000 in 1992, three years after the  1000 was discontinued. The new unit could display   two lines of text instead of only  one. Truly, the future had arrived. #36: Bandai Digi Casse(1984)  Bandai entered the handheld market with the Digi  Casse, a device with interchangeable LCD screens.   Each of the games used the same controls,  obviously, but different iterations of the   Digi Casse had different styles of input, with  some featuring a tiny thumb stick and others   directional buttons. It’s a strange system  and not one that gets much attention,   which is a polite way of saying we were  able to dig up jack squat about it.  A total of 10 games were released for the system,  which isn’t many, but Bandai’s marketing of the   Digi Casse was smart. Instead of simply selling  it with or without a pack-in game and letting   consumers do the legwork, the system was sold in  different packages depending upon one’s interest,   each of them coming with the handheld and two  games that shared a theme. If you liked sport, you   could buy one that came with football and tennis.  If you liked cartoon characters, you could buy one   that came with two colorful mascot games. If you  liked historical tragedies, you could buy one that   came with a game called Mt. Fuji Explosion. Like I said, it’s a strange system. #35: Watara Supervision (1991) Fancy a game of Christ-Ball? Well, brother,   pick up a Watara Supervision and enjoy its pack-in  game! Also, it’s a crap version of Arkanoid on a   terrible screen so let’s not play Christ-Ball. The Supervision was designed to compete with   the Game Boy – no prizes for having guessed  that – and was actually a decently made unit.   It was sturdy and…well, it was sturdy. That’s more  than most of the Game Boy’s competition can say.   It also sold for significantly less, around $95  when adjusted for inflation. Its library consisted   of a nice 69 games, literally none of which are  worth the time it takes to drop them in the bin.  In fairness to Watara, it really was the weakness  of the games that let the Supervision down.   Selling a comparable unit for a fraction of  the Game Boy’s cost was a fair way to try   to get a piece of the action. It seems to  have made some degree of impact in Italy,   for whatever reason, but nowhere else. Weirdly, the Supervision is named after the   last thing you want when you’re trying to do  anything fun. Maybe that’s what scared people off. #34: Tiger Game.com (1997) We’ll give Tiger credit for improving on   the R-Zone. They’d have to have worked pretty hard  to do any worse, but, still, credit where it’s   due. The Game.com never stood a serious chance  of making a dent in the handheld market, but it   did feature primitive internet functionality, and  its stylus-based, app-like interface is something   we’ve seen in far more successful contexts since. The system certainly wasn’t helped by how far it   tried to reach. No handheld in 1997, for instance,  was going to play Resident Evil 2 competently, but   Game.com had a port. Ditto Duke Nukem 3D, Sonic  Jam, and even Mortal Kombat. They were all tied   for being the worst things imaginable. There were  even plans for Metal Gear Solid and Castlevania:   Symphony of the Night to be ported to this  thing. Can you imagine playing Symphony of   the Night on a Game.com? It would be  like playing Uncharted 4 on an abacus.  A later version, the Game.com Pocket Pro,  was far superior to the original handheld,   but so is whatever has curled up and died behind  your refrigerator. All told, the Game.com sold   fewer than 300,000 units. Those people formed a  support group that meets regularly to this day. #33: VTechInnoTab (2011) VTech released several different versions   of its child-friendly InnoTab, all of which were  ostensibly educational. I say “ostensibly” because   I played this Sponge Bob dancing game for 60  hours and I haven’t learned a bloody thing!  The InnoTab started at around $150 when adjusted  for inflation, which was certainly a safer   investment for your kids than a shatter-prone iPad  would have been at the time. Games were available   at both retail and through digital download, but  the latter seem to have all been lost to time.   There were only around 15 games released  at retail, but that likely was just a   small fraction of what was actually available. The games seem to have been simple, overall,   and there were also digital storybooks that were  intended to help children learn to read. However,   I played this Sponge Bob dancing game  for 60 hours and I still can’t read!  Critics were not impressed by the lack  of responsiveness in the touchscreen,   the system’s sluggish performance, and the poor  audio and video quality. We’ve already seen the   handhelds those critics had as children through.  Really, guys, you’ve got no room to complain. #32: Fisher-Price Pixter (2000) Initially released by Fisher-Price,   the Pixter soon moved over to the parent brand,   Mattel. As such, depending upon the model, you  might see either company’s branding on it. The   change was almost certainly made  to expand the console’s audience,   though that may not have been the best idea. The Pixter was very clearly designed with young   children in mind. Children who were able to hold  a stylus without sticking it down their throats,   yes, but still young. Its games would have  bored anyone older, as they all ran at the   speed of your dead grandmother. As might be  expected for an early touchscreen device,   the majority of the Pixter’s 60 titles  were minigame collections that saw you   tapping on things, dragging things, and wishing  Nintendo would hurry up and invent the DS already.  Children likely got more enjoyment out  of the artistic side of the device,   which allowed them to draw, color, and even  take photos. A later “multimedia” version   allowed kids to toy around with clips from  Dora the Explorer and Spongebob the…Sponge,   but only six cartridges were released. On the  bright side, only six cartridges were released. #31: Tiger VideoNow XP (2005) Perhaps it says something that Tiger’s   best handheld console is the one that was  the least like a handheld console. That’s   not to say it’s good, but the VideoNow XP at  least did what consumers expected it to do.  In the early 2000s, media players were a novel  concept, especially if they could handle video.   There was also little in the  way of an established standard,   meaning manufacturers were trying to push their  own formats and/or copy protection. VideoNow   was Tiger’s attempt at both – under its parent  company, Hasbro – and the VideoNow XP was the   portable device that could play the unusually  small discs. Tiger got buy-in from a number   of established shows, including Teenage Mutant  Ninja Turtles, Danny Phantom, Peanuts, Kirby,   and even Mr. Bean. Not the good Mr. Bean…the  naff animated Mr. Bean. But, still. Mr. Bean.  So why on Earth are we talking about  it? Well, games were available.   Only three of them, and they were all FMV games  with less interactivity than even Night Trap,   but they existed. Batman, Teen Titans, and  Scooby-Doo were all carved up into games   that asked you to press a button at the correct  time in order to see the next clip. Thrilling. #30: Nokia N-Gage (2003) The Nokia N-Gage attempted to   lure gamers away from other handhelds by being  a really crap handheld that was also a phone.   Being as you’ve got a really crap handheld  that’s also a phone in your pocket right now,   that really wasn’t such a bad idea,  but the unit saw negligible success   in its two years on the market. Criticism was levied at…well,   look at it. Playing games that required any sort  of reaction or dexterity on the part of the player   were uncomfortable at best and next to impossible  at worst. Though Nokia absolutely intended for the   unit to function as a handheld, its primary  design considerations treated it as a phone,   meaning consumers ended up with  this strange sort of device that   wasn’t especially desirable for either purpose. It was also expensive, selling for more than $420   (blaze it) when adjusted for inflation. It  did have almost 60 games available at retail,   and a surprising amount of support from Sega.  But that was less a compelling reason to own an   N-Gage than it was evidence that Sega had  literally no idea what they were doing anymore. #29: Welback Mega Duck (1993) If it looks like a duck, swims like a duck,   and quacks like a duck, it’s probably not anywhere  as good as a Game Boy. The Welback Mega Duck   wore its aspirations on its sleeve, designing  its unit to look as much like Nintendo’s as   either company’s legal team would allow. Sales figures are not available,   but we can’t imagine anyone other than confused  parents took one home from the store. In a way,   that’s disappointing; the games were better than  most other Game Boy pretenders had on offer.   There were only 24 of them, and the best  of them wouldn’t have held a candle to   anything Nintendo or Sega were releasing on  their handhelds, but they were competent enough.   Unfortunately,Welback seemed to believe that the  key to success was to not advertise it anywhere,   under any circumstances. As a result, nobody  knew it existed or spoke about it. It’s a proud   tradition that has been upheld to this day. In their press release announcing the Mega Duck,   Welback executives cited the  console’s “educational” benefits,   but having looked through the system’s library, I  think the only thing it could have taught people   was how to be more careful with their money. #28: Game Park GP32 (2001) Many consoles – handheld and otherwise – were   created mainly to compete with Nintendo. In the  case of South Korea’s Game Park 32, however, there   was no competition; due to restrictive trade laws,  electronics from Japan were not legally available.   There was certainly demand for handhelds, but  the most popular ones couldn’t be imported. Enter   the GP32, which was funded by the South Korean  government to generate money for the country.  It sold for the equivalent of $320 today and only  had 28 games released for it at retail, but the   GP32 – possibly due to a lack of large developers  in South Korea – was open source, deliberately   courting bedroom coders and indie developers who  could release their games digitally on the system.   Popular homebrew games were even available for  download from the official Game Park website.  Where there’s homebrew there’s emulation, as well,  which made the unit a popular pickup while it was   available. Ultimately, however, the embargo on  Japanese electronics was lifted and the GP32   couldn’t compete. The system was released in  a few more countries just to test the waters,   but a government-produced  handheld with fewer than 30 games   did not topple the world’s most  recognizable games company. Go figure! #27: Epoch Game Pocket Computer (1984) The Game Pocket Computer by Epoch was   well ahead of its time. That was almost  certainly the reason for its downfall. In 1984,   this simply was not like any other handheld on  the market, and consumers were skeptical. Sales   figures are not available, but no reliable source  describes it as anything other than a failure.  Only five games were released for the system  before it was discontinued, and none of them   are particularly unique or interesting, but  the Game Pocket Computer was more powerful   and technologically advanced than any handheld  gamers had seen yet, it sold for a fair price,   it was well constructed, and a full charge would  give it an incredible 30 hours of playtime.  The system is a fascinating failure, and I think  part of that failure is due to its size; despite   its name, the Game Pocket Computer doesn’t fit in  a pocket at all. And without ease of portability,   it was likely to stay in the home. 1984 also saw  the second generation of home consoles enter full   swing, a generation that included the NES,  Master System, and the Atari 7800. If the   Game Pocket Computer was going to stay in the  home, it simply could not compete with that. #26: VTechMobiGo (2010) The VTechMobiGo was not terrible, making   it a genuine rarity in the educational console  market. It isn’t great and I am not advising   you to stop watching this video so you can rush to  eBay and buy one – in fact, please don’t do that;   we worked very hard on this video and I will  miss you – but it was a fully competent device.  It featured both a touchscreen and a  slide-out keyboard, which is such a smart   concept for an educational handheld that  I’m shocked more of them didn’t do it.   The MobiGo helps children to develop both their  motor functions and their typing skills. At least,   we assume that’s the case; it would all come down  to the kinds of games available and how effective   they were at conveying their material. There’s little information about them,   however. There seems to have been around 10  released in total. There are racing games   and rhythm games, which probably offered some  nice variety but wouldn’t help junior do much   better on their exams. Still, the unit sold  for around $70 when adjusted for inflation,   meaning if your kid got any educational benefit  from it at all, it was money well spent. #25: Bit Corporation Gamate (1990) When Atari, Sega, and NEC tried to unseat   the Game Boy, they did it by manufacturing  hardware far beyond Nintendo’s system. When   Bit Corporation tried to unseat the Game  Boy, it basically made the Game Boy but   worse. Interesting strategy, I’ll give them that. The Gamate – which, oddly, is not related in   any way to the Gamate 3D we discussed  earlier – was released worldwide in what   must be one of humanity’s greatest  moments of unfounded optimism.   It suffered all of the limitations of a Game  Boy – the small screen, the motion blur,   the kidney-disease color palette – and had none  of its advantages. There isn’t any reliable   data on how large the library was, but there  seem to have been at least 72 games released,   nearly all of which were simple clones of  better games you would rather play elsewhere.  The one advantage the Gamate had was its price.  Adjusted for inflation, it sold for around $140,   quite a bit less than its competition. But  buying an expired tin of beans for $5 when   you could have had a steak for $7 doesn’t  necessarily mean you’ve gotten a good deal. #24: Nintendo Virtual Boy We love Nintendo. How could we not?   Even their failures are adorable. And the  Virtual Boy – let me be very clear about   this – was indeed a failure. It’s not quite as  bad as its reputation suggests, but that’s only   because its reputation suggests that it damned all  of our souls to an eternity as Satan’s roommates.   It’s still quite bad, and we ranked every one  of its games from worst to best to prove it.  Touted as Nintendo’s foray into virtual  reality – hence the name – it really just   presented traditional gaming experiences in 3D.  The library included puzzle games, sports games,   and platformers that weren’t presented any  differently than they were on consoles, aside   from the fact that they were all the same color  as your eyes after 10 minutes of playing them.  We’re classifying it as a handheld because  that’s how everybody seems to classify it,   but reallyyou’re supposed to put it  on its stand, step back several feet,   and pelt it with rocks. Nintendo did manage  to sell almost 800,000 of these things,   and we hope all 800,000 of the people who  bought them got the help they so clearly needed. #23: Milton Bradley Microvision (1979) You are looking at the very first handheld   console, at least as far as we’re defining them.  Dedicated handhelds for single games predated it,   but for the Microvision, Milton Bradley took  a cue from the home consoles that were gaining   traction at the time. Instead of building and  selling one-off games to customers, the company   could sell one console and as many games as they  liked for years to come. It might sound like an   obvious idea today, but in 1979, it was a big  risk. Who would want to carry around a handheld   and a library of games? Didn’t that defeat the  convenience of handheld games in the first place?  No, as it turns out. The Microvision was a  success. Reliable estimates place Milton Bradley’s   profits from the device at around $8 million…the  equivalent of around $28.6 million today.  Because the company had experience designing  hardware that would only work with one game,   the Microvision doesn’t actually have a CPU;  it’s essentially a controller, with the hardware   for each game built into its cartridge. And  how much did those cartridges cost? A mere   $20…or $71.57 when adjusted for  inflation. I don’t want to hear   you complaining about paying  $70 for a PS5 game ever again. #22: Tommo Neo Geo X (2012) A Neo Geo unit that isn’t by SNK?   That’s sure to be good! The Neo Geo X is what we’d  now call a mini-console, but it offers something   most other minis do not: a cartridge slot. Though  this system came with only 20 games preinstalled,   five additional cartridges featuring more  games were released. This – I wish to be   very clear – was an excellent idea. The  reason I want to be very clear about that   is that none of its other ideas were excellent. It was surprisingly expensive, around $230 when   adjusted for inflation. Even worse is that there  is nothing proprietary about the technology at   all; it runs an imperfect emulator that is  available online. The games didn’t even look   particularly good; reviewers complained of  imperfect scaling and washed-out colors,   problems that became even more obvious  if you plugged it into your television.  Are the critics just being big fat babies?!  Perhaps, but SNK themselves weren’t impressed,   either. A year after its debut,  they publicly accused Tommo of   releasing a product that was not up to the  standards associated with the Neo Geo name,   and insisted they discontinue it and  remove all existing stock from shelves.   Still, mini-console with an expandable  library. Let’s get more of that, please. #21: Nvidia Shield Portable (2013) Nvidia’s attempt to make it in the   handheld console market seems to  have been more of an experiment   than a serious direction for the company.  Their primary attention remained on the   other products – such as graphics cards and  tablets – that kept them afloat. In fact,   Nvidia never officially announced the product’s  discontinuation, preferring to let it quietly die.  It’s still a quite interesting device, however,  not least because it’s a strong first showing for   a company that hadn’t made any other handhelds  before. Its screen was great – still is,   to be honest – and the fact that it essentially  had a console-quality controller built into it   meant it felt good to hold and play. Of course,  this high-quality craftsmanship came at a cost:   about $340 when adjusted for inflation.  That was money that an enthusiast might   have been happy to pay, but the general  consumer would not have taken the risk.  Those who did own it enjoyed it, especially  since it had an Android operating system and   was therefore quite versatile. It also had  access to any game designed for Android and   was able to stream games from your  PC. It was a strong first showing. #20: Fisher-Price iXL (2010) An educational handheld slash media   player for young children, the Fisher-Price iXL  is not a bad unit at all. It offered kids a safe   electronic device that could download a large  variety of games through the official website.  That’s a straightforward  statement, I would have thought,   but that “official website” bit is actually what  makes the iXL notable for the wrong reasons.  An education company called Quia Corp. had  been producing online learning materials   since 1998. In 2007, they launched an educational  subseries called IXL. It was so successful the   company changed its name to IXL…in 2010, shortly  after Fisher-Price released its iXL handheld.  The company took Fisher-Price to court for  “Google confusion,” arguing that people   searching for IXL learning materials would be  directed toward Fisher-Price’s toy instead,   and though the company had only recently  started going by the name IXL, those letters   had been associated with their product for years. The case was ultimately settled in Fisher-Price’s   favor on the grounds that “trademark laws  protect against mistaken purchasing decisions,   and not against general confusion due to  coexistence.” And yet we had to change   our channel’s name a matter of days after  launching it. Justice for some, am I right? #19: Atari Lynx (1989) Pity the poor handheld   to release immediately after the Game  Boy, because no matter what it would be,   it wouldn’t stand a chance. That  ill fortune fell to the Atari Lynx.  About four years earlier, Nintendo unseated  Atari as the king of the console market with   its superior hardware. Atari could have gotten its  revenge here, unseating Nintendo as the handheld   king with its superior hardware. After all,  in a technical sense, the Lynx is absolutely   to the Game Boy what the NES was to whatever  console Atari was trying to sell that week.   And yet the Lynx was a failure, selling only  three million units. There are many reasons   for this. It was more than twice the price of  a Game Boy, its battery consumption was absurd,   and you’d be imprisoned for murder if  you dropped it on anybody. Ultimately,   though, we think it came down to the games. The Lynx had nothing that could compete with   Nintendo’s pack-in – the legendary  Tetris – for sheer addictiveness,   and that never changed during its six-year  lifespan. It received only 76 games, many of which   were downgraded console and arcade ports that were  outdated before the Lynx was even in development. #18: LeapFrog Turbo Twist (2000) The LeapFrog Turbo Twist combines the   fun of learning with the catharsis of smacking  your console when you’re doing poorly. Taking   a cue from Hasbro’s Bop It!, the Turbo Twist  encourages kids to smash it, twist it, and…well,   that’s about it, really, but it’s certainly more  engaging than studying with a pencil and paper.  There were several Turbo Twist units  released, focusing on Spelling, Math, and,   erm…Brains. Though it’s not immediately apparent  – and though they weren’t strictly necessary,   as the units came with enough preloaded content  to keep most kids busy – the Turbo Twist   accepted cartridges. Additionally, you could load  your own content onto the device. This honestly   wasn’t bad for an educational handheld shaped  like a…you know what? I won’t finish that thought.  LeapFrog doesn’t seem to make sales data available  for any of its consoles, but it sold for the   equivalent of around $60 today, which isn’t too  bad, and it seems to be remembered fondly enough   by those who had it growing up. Of course,  the fact that anybody could be said to have   been “growing up” in the year 2000 is making me  feel extremely old and I think I need a lie down. #17: LeapFrogLeapster Explorer (2010) We just can’t get enough of educational consoles   at TripleJump. At least, that’s what you’d think  considering we’ve taken the time to rank every   one of them. So, what is this thing? Leapster  Explorer? It’s wonderful. Truly fantastic unit.   I almost returned my PS5 when I discovered it. Alright, alright, I’ll review it properly. It’s   yet another handheld from LeapFrog, and it  was well received by parents and critics.   It’s a sturdy device that features  both a touchscreen and tilt controls,   which is good because kids are probably the only  ones who could possibly enjoy tilt controls. Games   were available as downloadable apps, which the  Leapster referred to as “Leaplets.” Is that a   pun on “leaflet?” What does a leaflet have to do  with an app? What is it with these educational   consoles and their made-up words? Teach kids  what things are actually called, you fools.  It had around 50 games and sold for the  equivalent of about $80, so you could do   much worse in terms of both variety and value. If  I were four years old, I’m sure I’d be thrilled. #16: NEC TurboExpress (1990) You may have thought that the first handheld   to play actual home console games was the Sega  Nomad. In reality, it was the TurboExpress, which   played PC Engine games – or TurboGrafx-16 games if  you want to get American about this – on the go.  Not every PC Engine game worked, as they came on a  variety of formats, but anything that was released   on a HuCardwould run on the TurboExpress, giving  it a library of nearly 300 games, all of which   were home-console quality. Because…y’know…they  actually were home console games.  The device was too far ahead of  its timeand was not a success,   due in large part to its astronomical price:  nearly $500 when adjusted for inflation.   Weirdly, while a console’s launch price is  usually its highest, NEC increased the cost   of the TurboExpress the year after it released.  That…probably didn’t earn it much good will.  It also suffered from technology that  wasn’t quite where it should have been,   with sound and visual failure being all too  common. Still, it was a fascinating bit of kit,   with an accessory that turned the  TurboExpress into a portable television.   Impressive for 1990. Unless you asked people  in 1990, I guess, since none of them wanted it. #15: LeapFrogLeapster (2003) If you’re looking to buy yourself a good   educational console, you can’t do much better  than the Leapster. Also, if you’re looking to   buy yourself a good educational console, you are  far too young to be on this channel. Do subscribe,   but don’t watch any videos until you’re older. LeapFrog is one of very few companies that   have managed to carve out a sustainable  presence in the educational console space,   with the Leapster and its revisions being  especially popular. This is no doubt due to   the fact that it’s inexpensive – around $180 when  adjusted for inflation – and features a library   of child-friendly games. Granted, there are  only 50 games in that library, but that’s the   number available for any educational handheld.  Besides, the Leapster isn’t meant to be played   for a lifetime. It’s meant to be played until  you’ve mastered your alphabet and animal facts.  For instance, did you know ducks  are allergic to cinnamon? Well,   if you had a Leapster you’d know I was  talking out of my arse. (Again, kids,   don’t watch any videos here. We use a lot of  words the Leapster won’t teach you, like arse.) #14: SNK Neo Geo Pocket (1998) The Neo Geo Pocket, as a 16-bit system,   outstepped the Game Boy in terms of power and  performance, and it sold for less, around $110   in today’s money. So of course, in the same month  of its release, Nintendo dropped the Game Boy   Color, and the monochrome Neo Geo Pocket looked  immediately outdated. It was as good as dead,   with only 10 games in its library. But SNK was smart; rather than   sink more money into a dying system, they  replaced it with the Neo Geo Pocket Color.   This was again more powerful than Nintendo’s  equivalent, and it’s the version of the Pocket   that SNK gave a global release. They also swelled  the library with nearly 100 games in recognizable   series such as Sonic the Hedgehog, Fatal  Fury, Metal Slug, King of Fighters, and more.  It was poised to be a solid rival…until the very  next year, when SNK’s parent company decided to   shut down global distribution. Nintendo’s Game Boy  Advance was on the horizon and, again, the Pocket   would be outdated and overshadowed. It had a rocky  three years on the market, sold only two million   units worldwide, and had the sad distinction  of having been assassinated twice by Nintendo. #13: Sega Nomad (1994) Sega launched its own portable   home console in 1994 with the Sega Nomad. It was  essentially a handheld Sega Genesis, and yes,   we can say Genesis instead of Mega Drive because  the Nomad never released outside of America.  The company had high sales expectations, and they  weren’t entirely unfounded. The Sega Mega Jet,   which was a version of the Mega Drive that could  be rented before flights, was popular in Japan.   In all, though, the Nomad sold only one  million units and was considered an abysmal   failure. Why? Well, the Sega Saturn released  a year earlier in Japan, so this wasn’t quite   the console Americans were saving their money  for. They weren’t saving their money for the   Saturn, either, but you get the point. With the Nomad, Sega repeated many of   the mistakes it had made with the Game Gear.  It was expensive, ate batteries like candy,   and weighed more than the Earth itself. It  was an interesting idea, though. It could   play nearly the entire Genesis library. It  did not support the Sega CD or 32X add-ons,   but I honestly consider that a bonus. For some  reason, nobody was really interested in a portable   home console. At least, not until Nintendo  did it. Then suddenly it was SUCH A GOOD IDEA. #12: Cybiko(2000) For its time, the Cybiko – made by Cybiko – was   an impressive piece of technology. It allowed  for wireless text communication between units,   mp3 playback, and complete PDA functionality.  It was also able to access the internet   and use email, but only with a physical  connection. And, of course, it played games.  The unit was aimed at the teenage market,  who Cybiko rightly predicted might enjoy   texting each other. Unlike most other  ahead-of-its-time handhelds on this list,   Cybiko actually appears to have done quite  well. Sales figures are not available,   but we do know that at least half a million  units were sold in the system’s first year.  Overall, reception was positive. The main  complaints were the limited range of the wireless   functionality, the extremely small keyboard,  and the simplicity of the games. There were at   least 430 of those games available, though, so  at least Cybiko fans didn’t want for variety.  So what ultimately caused the death of  the Cybiko? The world may never know.  It was mobile phones, though; the  world knows that quite well. Phones   came down in price and did everything the  Cybiko did better and more easily. Still,   it was an interesting device and  one that is remembered fondly. #11: NEC PC Engine LT (1991) Bless NEC; they really did think they were on to   something with this “handheld home console” idea.  Shortly after the launch of the TurboExpress,   they tried another approach with the PC  Engine LT. This version had a clamshell   design to keep the screen safe and it accepted  PC Engine peripherals, meaning it could play   the entire 700-game home console library.  You could even connect a controller if you   found its built-in controls uncomfortable. It was also, however, hideously expensive,   selling for the equivalent of around $1,100 today.  That’s more than twice the cost of a TurboExpress,   which was already causing anyone who saw  its price tag to drop dead on the spot.  In complete fairness to NEC, the cost was  understandable. The technology was genuinely   impressive and it had by far the highest-quality  screen of any handheld on the market.   Of course, when it comes down to choosing between  a handheld console and the possibility of having   children one day, the console is going to  suffer. Sales figures are not available,   but it performed poorly enough that any  plans for a Western release were scuppered.   It’s since become a sought-after item on the  collector’s market. For once, I can see why. #10: Evercade (2020) The newest handheld on this list,   the Evercade – made by…uh…Evercade – was designed  entirely to cater to fans of retro gaming.   It’s especially nice for those who  aren’t comfortable with emulation,   as the ports on the Evercade are  fully licensed, official releases.  The unfortunate thing is that the handheld does  not support direct arcade ports; instead, arcade   games are represented by their usually inferior  console versions. That’s not necessarily a deal   breaker, though, especially when you consider the  system sells for a mere $80, and each cartridge   available represents a collection of games, often  from major studios such as Atari, Interplay,   and Namco. In fact, there are around 200 games  available for the system as of this writing,   and they’re spread across only 17 releases,  making it easy to collect for. That’s honestly   not bad for its first year on the market. Early reviewers criticized the system for   lackluster emulation and an inability to remap  controls, but Evercade heard and responded to   those concerns through firmware updates. The  company has already earned a reputation for being   receptive and responsive, and a potential  successor that supports games from later   generations – and, hopefully, the arcade – has  the potential to rankeven higher on this list. #9: Bandai WonderSwan (1999) It takes a thief to catch a thief,   as they say. Demonstrably false, but they  still say it. Idiots. Anyway, point is,   if anyone had a shot at taking down the Game Boy,  it would be a man who helped develop it. Gunpei   Yokoi left Nintendo in 1996 and soon started to  lead development of the WonderSwan for Bandai.  Tragically, he didn’t live to see how the  system turned out, as he was struck and killed   by a motorist in 1997. Two years later, the  WonderSwan was complete and released in Japan,   where it did shockingly well. By some estimates  it captured as much as 8% of the handheld market,   which may not sound impressive, but  considering Nintendo’s dominance,   that was a significant chunk. It was a decently powerful system   that ran on a single AA battery, could be  played either horizontally or vertically,   and had a library of around 200 games. It  even featured impressive third-party support,   with games from the Final Fantasy, Mega Man,  and Clock Tower series putting in appearances.   There was also a puzzle game called Gunpey,  named for the console’s fallen designer.  It sold around 3.5 million units  before being discontinued in 2003. #8: Sega Game Gear (1990) Arriving almost exactly one year   after the Lynx hit shelves, the Game Gear was  in a good position. It had seen what Nintendo   had been doing for the past year with its Game  Boy, it had seen where the Lynx went wrong,   and Sega’s own Mega Drive had established the  company as a serious competitor in the industry.  Enter the Game Gear, which sold at a  significantly lower price than the Lynx,   had a much larger library, and featured  games starring beloved characters,   such as Sonic the Hedgehog, Sonic Spinball, Sonic  Chaos, Sonic Labyrinth, Sonic Blast, Sonic Drift,   and probably some other games, who knows? Fans responded positively to its color   screen. At least until anything began to move,  at which point the games looked like somebody   sneezed them onto the unit. It had fans, though,  which put it at an advantage over the Lynx.  Still, the system was a distant second to  Nintendo. Sega claims that 14 million units   were sold, but that’s a far cry from the  Game Boy’s 118.6 million units. The Game   Gear is often considered a failure as  a result. Is that fair? Not really;   but when you’re that far behind the winner, even  a second-place finish can seem like a thrashing. #7: Sony PlayStation Vita (2011) Ah, the Vita. The only handheld console that tears   open old wounds just by being mentioned. Sony  created what is still one of the most advanced   and powerful handhelds ever, and then spent  its entire life pretending it didn’t exist.  It was puzzling to say the least, especially  since Sony had the good fortune to release the   handheld at precisely the moment every  other company had been waiting for:   a significant stumble for Nintendo. That company’s  3DS flopped out of the gate. Sony responded   by…expending less effort than you’re expending  in watching this video. They gave Nintendo   plenty of time get the 3DS back on track and  leave the Vita in the dust, which it did,   selling around 76 million units  compared to the Vita’s 15 million.  Sony steadfastly refused to support it, and may  have restricted its success from the start by   requiring the purchase of expensive, proprietary  memory cards as opposed to the more-common SD   cards. It was a stroke of greed that made  the Vita a less appealing purchase up front.  As a piece of hardware, it had serious potential.  Sony, for reasons we cannot begin to fathom,   squandered every last bit of it. We’re sorry for  making you relive the trauma. I love my vita. #6: Nintendo 3DS (2011) Well, speak of the three-dimensional devil.   After years of dominating the handheld market,  Nintendo must have gotten complacent. Either   that, or they hit their heads really,  really hard. The 3DS released with a   massive price tag (around $290 when adjusted for  inflation) and no games. Well, not literally,   but when you release with Pilotwings Resort,  yet another port of Rayman 2, and whatever   Steel Diver is, you might as well have no games. Critics were impressed by the 3D effect and the   potential of augmented reality, but when you  couldn’t do much more than pet a Nintendog   with it, they found the system difficult to  recommend. Then Nintendo did what Sony didn’t:   They, y’know…fixed it. They dropped the price,  fast-tracked development on major titles,   added a Virtual Console…basically everything  they should have done in the first place.  The 3DS did not reach the heights of the DS  that preceded it, but it sold admirably and   was backwards compatible with that system’s  library. Nintendo has had some major successes   over the years and some high-profile failures,  but this might be the only time they truly turned   one into the other. It was a remarkable  comeback, and the system deserved it. #5: Sony PlayStation Portable (2004) The PlayStation Portable – or PSP if   you wanna get time sensitive about this - was  Sony’s first attempt at a handheld console,   and compared to some other first attempts on this  list, we have to say it was a darned good one.   It was priced significantly higher than its  competitor the DS – the PSP was about $350   when adjusted for inflation, with the DS being  only around $200 – but it had an excellent launch,   with its entire stock in the UK  selling out within three hours.  Critics found fault with it – the buffoons –  mainly due to the ease with which its screen could   be damaged; that was one area in which the DS was  clearly superior. They were also baffled by the   plastic sandwich that was the UMD, when cartridges  had been the more-convenient norm for handhelds.   But no amount of griping undid the fact that the  PSP had games that Nintendo simply never would,   with installments in series such as God of War,  Jak & Daxter, Metal Gear Solid, Persona, and more.  The PSP had a total of about 1,700  games and was supported for a full   decade. With somewhere around 80 million units  sold, the PlayStation Portable is the 10th   best-selling console ever, and the best-selling  handheld that was not made by Nintendo. #4: Nintendo Game Boy (1989) This is it. The entire reason   anyone even talks about handheld gaming today. The  Game Boy was, and remains, one of the industry’s   finest accomplishments. As we’ve seen, handheld  consoles predated the Game Boy by a full decade,   but never before had they been able  to offer experiences as long, as deep,   or as impressive as what the Game Boy did.  It was closer to what the NES offered than   anyone could have rightfully expected,  and it introduced several new franchises   that outlived the little guy, such  as Kirby, Shantae, and Pokémon.  It also gave us handheld adventures in established  series, such as Super Mario, The Legend of Zelda,   Metroid, Mega Man, Castlevania, and just about  anything else that was even remotely relevant   at the time. Also, we hear Tetris was pretty good. Of course, it had a tiny screen, issues with   motion blur, and could only display the  colors you’d find on a dehydration chart   (issues remedied by the Game Boy Color  and Pocket variants), but that ultimately   didn’t matter. It established Nintendo’s  dominance in the handheld space and that’s   a dominance that continues to this very day. It sold just under 119 million units in all,   making it the second-best  selling handheld console ever. #3: Nintendo Switch (2017) Well, if it isn’t our old   friend the Nintendo Switch! I haven’t seen you  since we ranked every home console. Doing well,   I see. #3 on this list? Well, you  have been moving up in the world!  Yes, complain if you must – and I get it; you  must – but the Switch is both a home console   and a handheld, so it gets spots on both  lists. If that angers you, just pretend   we’re focusing on the Switch Lite, which is  entirely handheld. And if you’re still upset…I   don’t know, maybe talk to a doctor? Nintendo’s hybrid console was exactly what   the company needed after the long, painful demise  of the Wii U. It showed that Nintendo could still   innovate and bring unique ways of enjoying games  into homes all around the world. As we’ve seen,   Nintendo has a near-perfect understanding of  how to make handhelds. Merging that side of   their business with the home console side was a  savvy move. It wouldn’t have meant much if the   games suffered for it, but with releases like  Breath of the Wild and Super Mario Odyssey,   it’s clear Nintendo’s games are as  reliably brilliant as ever. In addition,   you can play The Witcher 3in a public toilet.  That alone deserves some pretty high marks. #2: Nintendo Game Boy Advance (2001) Nintendo must have been pretty hesitant   to leave its Game Boy behind. It was a literal  worldwide phenomenon, but there came a time   that they simply had to move on. Enter the Game  Boy Advance, which did not eclipse the Game Boy   in sales, but did so in every other regard. It was less expensive at launch (around $150   when adjusted for inflation), it had a game  library that was larger by about a third,   it was more powerful, it was more  convenient, and the games…well…  The Game Boy found its success in  large part because it was home to   installments of beloved franchises, even  if those installments were nearly always   a bit lacking when compared to their console  counterparts. The Game Boy Advance, however,   saw installments that were so good, they’re still  considered series highlights. The Legend of Zelda:   The Minish Cap, Metroid Fusion, Mega Man Zero,  Pokémon Rubyand Sapphire, Advance Wars, Wario Land   4, Castlevania: Aria of Sorrow…the list goes on. As rightly adored as the Game Boy was,   the Game Boy Advance simply allowed developers to  do so much more, and they rose to the occasion.   With around 1,500 games in its library, it  has both more and better games than almost   any other handheld in gaming history. Pick  one up, if you haven’t already. Just make   sure you get an Advance SP with a backlight;  the games are even better when you can see them. #1: Nintendo DS (2004)  Everything about the DS positioned it for  success. It had a fair price (only around $200   in today’s money), backwards compatibility meaning  the entire GBA library was available to newcomers,   and it launched with installments in franchises  such as Pokémon, Metroid Prime, and Mario. The   dual-screen design opened new possibilities to  developers, and though many of them just slapped   together some touchscreen minigames, there were  notable exceptions to the disappointing rule.   It offered unique experiences that  simply were not possible elsewhere.  It’s difficult to remember at this point how much  of a risk the DS really was. With the GameCube   struggling, Nintendo needed a hit. In fact, prior  to launch, former Nintendo president and chairman   of its board of directors told the newspaper  Nikkei that “if the DS succeeds, we will rise   to heaven, but if it fails we will sink to hell.” That may sound dramatic, but it can’t have been   far from the truth. Fortunately for him and  the rest of Nintendo, they escaped damnation.   The DS was a success, selling almost 155 million  units worldwide, which is more than all but   one other console in history; the PS2  outsold it by only about a million units.  It’s the best handheld of all time, and it looks  likely to stay that way. So did Nintendo rise to   Heaven? We can’t promise that, but they did  rise to the top of our list of every handheld   ranked from worst to best. I think we can  all agree that that’s the higher honor. And that’s every handheld ranked from  worst to best. How many of them have you   accidentally misplaced? What did your grandmother  mistakenly buy you when you asked for a Game Boy?   Do you think the Switch has killed handheld  gaming as we know it? I can’t hear you if   you answer those questions out loud, so be  sure to type your responses below instead.  Also, if you have suggestions for other  “Every X Ranked from Worst to Best” videos,   let us know. As this video proves, badger  us enough and we’ll cave eventually.  You can follow TripleJump on Twitter  here, and while you’re at it,   why not support the things you enjoy by  having a look at our patreon. Finally,   don’t forget to like the video, share it with  your friends, and subscribe to the channel  I’m Peter, and I’m Ben from  TripleJump, and thanks for watching.
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Channel: TripleJump
Views: 264,385
Rating: 4.8590784 out of 5
Keywords: best selling handhelds, best selling consoles of all time, best handheld console, best games handheld ever, every handheld ranked, ranking every video game handheld, every video game handheld ranked from worst to best, handheld console ranked, ranking video game companies, ranking video games, handhelds ranked, triplejump, triplejump ranked, video game ranked list, video game rankings, retro handhelds ranked, Nintendo, sony, ds, game boy, psp, vita, portable games consoles
Id: OCED9-WtnTE
Channel Id: undefined
Length: 89min 50sec (5390 seconds)
Published: Fri Jan 01 2021
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