The encyclopedia · Product & Design · Product decision · 1995–1996
UMC's Super A'Can lost $6M — Taiwan's homegrown console that lasted six months
UMC's Super A'Can, launched 1995 against the PlayStation, sold so poorly that UMC destroyed the tooling and sold the units as scrap.
Funtech Entertainment Corporation · United Microelectronics Corporation (UMC) · 1995-10-25
What happened
Funtech (敦煌科技), a Taiwanese electronics company and subsidiary of United Microelectronics Corporation (UMC), launched the Super A'Can home video game console on October 25, 1995, exclusively in Taiwan and China. The 16-bit console used a Motorola 68000 CPU — the same chip inside the Sega Genesis and Neo Geo — and was positioned to compete with the Super Nintendo Entertainment System. It was priced at NT$2,900 and supported by twelve games released between 1995 and 1996, all in Traditional Chinese with strong Taiwanese cultural flavour.
The timing was catastrophic. The Super A'Can launched the same month as the Sony PlayStation and the Sega Saturn in the West, and the Nintendo 64 was just months away. The 16-bit console market was being swept aside by 32-bit and 64-bit machines with 3D graphics. Despite technically competent hardware — 32,768 colours, 640×480 resolution, four-layer parallax scrolling — the A'Can was a fourth-generation console entering a fifth-generation market. It was too little, too late, and too expensive.
The console was a commercial disaster. UMC, which had invested in Funtech to enter the consumer electronics market, wrote off the entire project. The company destroyed all development and manufacturing equipment and sold the remaining inventory to the United States as scrap. The total loss exceeded US$6 million, making it the most severe loss-making product at UMC before the year 2000. The console was discontinued in April 1996, barely six months after launch. Funtech itself was dissolved on November 5, 1998.
Why it happened
- The Super A'Can launched in October 1995, the same month as the PlayStation — a 16-bit console against 32-bit machines with 3D graphics, obsolete on arrival.
- UMC, a semiconductor foundry, had no gaming experience and underestimated competing against Nintendo, Sega, and Sony with years of developer relationships and brand trust.
- Only 12 games, all in Chinese and mostly clones of existing SNES and Genesis titles, too small a library to attract buyers away from systems with hundreds of titles each.
- The console was priced at NT$2,900, which was expensive for a 16-bit machine in 1995 when consumers could already see the next generation arriving.
The lesson
Timing is the most dangerous variable in hardware. A competent product launching into the wrong generation is a write-off, not a runner-up. Being late is nearly as bad as being wrong.
Aftermath
UMC wrote off the entire Super A'Can investment and destroyed all development and manufacturing equipment. The remaining consoles were sold as scrap to the United States. Funtech, the subsidiary that developed the console, was dissolved on November 5, 1998. The Super A'Can became a collector's item in later years, with emulator support added to MESS in 2010. The failure is cited in Taiwanese business history as a cautionary tale about a semiconductor company underestimating the consumer gaming market and entering at the wrong moment.
Sources
- Wikipedia — Super A'Can (console specifications, launch date, game list, loss of $6M, equipment destroyed)
- Wikipedia (Chinese) — Super A'Can (detailed game list, market context, loss details, scrap sale to US)
- Wikipedia — Funtech Entertainment Corporation (founded 1983, dissolved 1998, UMC subsidiary, bankruptcy)
- Wikipedia (Chinese) — 敦煌科技 (founded 1983, became UMC subsidiary 1995, dissolved 1998)
- The Video Game Kraken — Super A'Can by Funtech (released 25 Oct 1995; US$6M loss; UMC closed Funtech)
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