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Tiger Electronics

Tiger Electronics is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Tiger Electronics rather than just read about it. In short: Tiger Electronics Ltd. (also known as Tiger and Tiger Toys) is an American toy manufacturer best known for its handheld electronic games, the Furby, the Talkboy, Giga Pets, the 2-XL robot, and audio games such as Brain Warp and the Brain Shift.

Tiger Electronics — main illustration
Tiger Electronics — illustration

Key takeaways

  • Tiger Electronics belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Tiger Electronics to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Tiger Electronics from memory before moving on to harder problems.

Reference excerpt

Tiger Electronics Ltd. (also known as Tiger and Tiger Toys) is an American toy manufacturer best known for its handheld electronic games, the Furby, the Talkboy, Giga Pets, the 2-XL robot, and audio games such as Brain Warp and the Brain Shift. When it was an independent company, Tiger Electronics Inc., its headquarters were in Vernon Hills, Illinois. It has been a subsidiary of Hasbro since 1998.

History Gerald Rissman, Randy Rissman and Arnold Rissman founded the company in June 1978. It started with low-tech items like phonographs, then began developing handheld electronic games and educational toys. Prominent among these was the 2-XL Robot in 1978, and K28, Tiger's Talking Learning Computer (1984) which was sold worldwide by Kmart and other chain stores. Tiger also achieved success with many simple handheld electronics games like Electronic Bowling and titles based on licenses, such as RoboCop, Terminator, and Spider-Man. An early 1990s hit was the variable-speed portable cassette player and recorder, the Talkboy (first seen in the 1992 movie Home Alone 2: Lost in New York), followed by the Brain family of games which include games like Brain Bash, Brain Warp, and Brain Shift. It also licensed the Lazer Tag brand from its inventors, Shoot the Moon Products, which was born from the remnants of the Worlds of Wonder company. The company's cash cow through much of the 1990s was their line of licensed handheld LCD games. In a 1993 feature on these games, GamePro attributed their success to the following three factors:

Tiger's effective licensing. Director of marketing Tamara Lebovitz stated, "We read all the magazines and talk to all the studios to keep on the cutting edge of what's hot with kids." As a fairly small company at the time, Tiger was able to pursue desirable licenses quickly and aggressively. This allowed them to release licensed games while the properties they were licensed from were still at the peak of their popularity. The low price per game. Tiger handheld games sold for roughly $20 each. By comparison, most handheld games of the time cost over $30, and required a separately sold system (an additional $50 or more) to play it on. The simplistic, addictive gameplay of the games. While older gamers tended to find Tiger handheld games one-dimensional and boring, for kids aged five to twelve years old, their simple and easy-to-learn mechanics were more appealing than other video games of the time, which were often frustratingly difficult and dauntingly complex for younger children. In the fall of 1994, Tiger introduced a specialized line of their handheld LCD games, called Tiger Barcodzz. These were barcode games which read any barcode and used it to generate stats for the player character. The line was a major success in Japan, where there were even reality shows based around gamers competing to find the best barcodes to defeat other players. Tiger produced a version of Lights Out around 1995. In 1997 it produced a quaint fishing game called Fishing Championship, in the shape of a reduced fishing rod. Another 1990s creation was Skip-It. In 1995, Tiger acquired the Texas Instruments toy division. Tiger agreed to manufacture and market electronic toys for Hasbro and Sega.

Merging with Hasbro Tiger Electronics has been part of the Hasbro toy company since April 1, 1998. Hasbro paid approximately $335 million for the acquisition. In 2000, Tiger was licensed to provide a variety of electronics with the Yahoo! brand name, including digital cameras, webcams, and a "Hits Downloader" that made music from the Internet (mp3s, etc.) accessible through Tiger's assorted "HitClips" players. Tiger also produces the long-lasting iDog Interactive Music Companion, the ZoomBox (a portable 3-in-1 home entertainment projector that will play DVDs, CDs and connects to most gaming systems), the VideoNow personal video player, the VCamNow digital camcorder, the ChatNow line of kid-oriented two-way radios and the TVNow, a personal handheld DVR player. They released an electronic tabletop version of Who Wants to Be a Millionaire? with voice recordings by host Chris Tarrant. Tiger also released an electronic version of The Weakest Link with voice recordings by Anne Robinson.

Products

Standalone handhelds Tiger is best known for its low-end handheld electronic game systems with LCD screens. Each unit contains a fixed image printed onto the handheld that can be seen through the screen. Static images then light up individually in front of the background that represent characters and objects, similar to numbers on a calculator or digital clock. In addition to putting out some of its own games, Tiger was able to secure licenses from many of the time's top selling companies to sell their own versions of games such as Capcom's Street Fighter II, Sega's Sonic 3D Blast, and Konami's Castlevania II: Simon's Quest. Later, Tiger introduced what it called "wrist games". These combined a digital watch with a scaled-down version of a Tiger handheld game. In 1995, Tiger introduced Super Data Blasters, a line of sports-themed handhelds. Each featured the contemporary statistics for players in a specific sport, the ability to record new sports statistics, a built-in electronic game for the sport and typical electronic organizer features such as an address book and calculator. In 1998, Tiger released 99X Games, a series of handhelds fitted with a dot-matrix screen, allowing a wide variety of backgrounds and different gameplay for a single game. Although running a software program stored in ROM, those systems were dedicated consoles, similarly to the plug-and-play TV games of the 2000s decade. Two systems running the same game could be linked with the included cable to allow two players to challenge each other.

… excerpt ends here. Continue reading the full article.

Worked examples

Example 1 — a first encounter with Tiger Electronics

Start with the simplest possible case. Write down what Tiger Electronics claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Tiger Electronics before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Tiger Electronics ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Tiger Electronics

In research
Tiger Electronics appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Tiger Electronics in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Tiger Electronics is common in secondary-school and first-year university syllabi. It links to neighbouring topics 1998 mergers and acquisitions, American companies established in 1978, Companies based in Lake County, Illinois, so understanding it makes those chapters shorter.
In everyday life
Look for Tiger Electronics outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Tiger Electronics in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Tiger Electronics means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Tiger Electronics out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Tiger Electronics in simple terms?

Tiger Electronics Ltd. (also known as Tiger and Tiger Toys) is an American toy manufacturer best known for its handheld electronic games, the Furby, the Talkboy, Giga Pets, the 2-XL robot, and audio games such as Brain Warp and the Brain Shift.

Why does Tiger Electronics matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Tiger Electronics?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Tiger Electronics.

Tags

  • 1998 mergers and acquisitions
  • American companies established in 1978
  • Companies based in Lake County, Illinois
  • Electronic game manufacturers
  • Electronic toys
  • Hasbro subsidiaries
  • Toy companies established in 1978
  • Toy companies of the United States
  • Vernon Hills, Illinois

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