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Tiger Electronics

American toy and electronic-game brand known for inexpensive handheld games, licensed electronics, virtual pets, and interactive toys.

Last updated August 26, 2026

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Overview

Tiger Electronics is an American toy and electronic-game company established in 1978 by Gerald, Randy, and Arnold Rissman. It began with relatively simple consumer electronics and educational products before developing a broad portfolio of electronic toys, handheld games, audio games, and licensed merchandise. The company became especially prominent in the 1980s and 1990s by selling inexpensive, self-contained LCD handheld games. Unlike cartridge-based consoles, these products generally contained a fixed game and integrated controls, allowing Tiger to sell recognizable entertainment properties at a substantially lower price than a dedicated console and software combination. Early products included the 2-XL talking robot and K28, marketed as Tiger's Talking Learning Computer. During the 1980s and 1990s, Tiger expanded aggressively into licensed products. Its handheld range used properties including RoboCop, The Terminator, Spider-Man, Star Wars, Sonic the Hedgehog, Street Fighter, Castlevania, and other film, television, and game franchises. The company’s retail strategy depended heavily on quickly securing licenses associated with properties popular with children and families, then producing relatively simple games at mass-market prices. This approach made Tiger handhelds widely available through major chain stores and helped establish the company as a significant supplier of low-cost electronic entertainment. Tiger also developed products outside conventional handheld games. The Talkboy portable voice recorder gained major visibility after appearing in the 1992 film Home Alone 2: Lost in New York. Other notable lines included the Brain audio-game family, Barcodzz barcode-based games, Super Data Blasters sports organizers, wrist-mounted games, electronic versions of quiz and television game shows, and Lazer Tag products. Tiger acquired the toy division of Texas Instruments in 1995 and manufactured or marketed electronic products for other companies, including Hasbro and Sega. Tiger introduced several more ambitious systems. Quiz Wiz used interchangeable quiz cartridges together with printed question books. The R-Zone used red LCD cartridges and a reflective viewing system, while the Game.com handheld added a touchscreen and limited Internet-related functionality in an attempt to compete with Nintendo and Sega. Both R-Zone and Game.com received a weak commercial response compared with Tiger’s simpler dedicated handhelds. Hasbro acquired Tiger Electronics in 1998 for approximately $335 million, after which Tiger operated as a Hasbro subsidiary and product label. The acquisition coincided with the launch of Furby, an interactive electronic pet developed with Hasbro’s support. Furby became one of the defining toys of the 1998 and 1999 holiday seasons, and Hasbro has continued to revive and update the property. Under Hasbro ownership, Tiger’s portfolio expanded into products such as VideoNow personal video players, VCamNow camcorders, ChatNow radios, TVNow portable video products, iDog, ZoomBox, Yahoo!-branded electronics, and electronic versions of television quiz shows. Tiger therefore evolved from an independent low-cost handheld specialist into a Hasbro-associated brand spanning games, novelty electronics, licensed toys, and interactive entertainment.

History

Tiger Electronics was founded in June 1978 by Gerald, Randy, and Arnold Rissman. Its earliest business involved relatively low-tech consumer products, including phonographs, but the company soon moved toward educational electronics and interactive toys. The 2-XL robot became one of its early notable products, combining recorded speech with an educational and entertainment format. In 1984, Tiger introduced K28, known as Tiger's Talking Learning Computer, which was distributed internationally through Kmart and other retail chains. The company’s most important growth engine was its dedicated handheld electronic-game business. Tiger produced small, battery-powered devices with LCD displays, fixed artwork, and simple controls. These products were less technically sophisticated than cartridge-based consoles, but their low price and ease of use made them attractive to younger players. Tiger also used licensing extensively, releasing handheld interpretations of popular films, television programs, comic characters, and video games. Properties associated with RoboCop, The Terminator, Spider-Man, Star Wars, Sonic the Hedgehog, Street Fighter, and Castlevania appeared in its product catalog. The company’s ability to pursue current licenses quickly, combined with mass retail distribution, helped it capitalize on short-lived but powerful children’s entertainment trends. Tiger broadened its range during the 1990s. The Talkboy portable cassette recorder received substantial publicity after appearing in Home Alone 2: Lost in New York. The Brain series—Brain Bash, Brain Warp, and Brain Shift—used lights, sounds, colors, and physical controls to create fast reaction and memory games. Other products included the Barcodzz line, which used barcodes to generate game data; Super Data Blasters, which combined sports statistics and simple games; wrist games; and the Lazer Tag brand. Tiger also made electronic versions of television quiz programs and licensed toys tied to properties such as Barney & Friends, Arthur, Teletubbies, Winnie the Pooh, Neopets, Jeopardy!, Wheel of Fortune, and The Weakest Link. Tiger made repeated attempts to enter more advanced hardware categories. Quiz Wiz used cartridges and corresponding printed quiz books. The R-Zone used a red-LCD display projected toward a reflective viewing surface. In 1997, Game.com offered cartridge software, a touchscreen, and limited Internet-related features. These systems were intended to compete with established handheld platforms but did not match the market impact of Tiger’s inexpensive dedicated games. Tiger also produced plug-and-play products, including Designer’s World and Dream Life, which simulated fashion, business, lifestyle, and social choices for younger players. In 1995, Tiger acquired the Texas Instruments toy division and entered manufacturing and marketing arrangements involving Hasbro and Sega. Hasbro subsequently acquired Tiger Electronics on April 1, 1998, for approximately $335 million. The transaction transformed Tiger from an independent company into a Hasbro subsidiary. One of the acquisition’s most consequential products was Furby, an interactive electronic pet that became a major holiday phenomenon in 1998 and 1999. Hasbro later continued the Furby brand through additional generations. After the acquisition, Tiger remained associated with a wide range of electronic products. These included Yahoo!-branded digital cameras, webcams, and music-download products; HitClips accessories; iDog; ZoomBox; VideoNow; VCamNow; ChatNow; TVNow; and electronic editions of Who Wants to Be a Millionaire? and The Weakest Link. The Tiger name thus came to represent both the company’s classic handheld-game heritage and Hasbro’s broader program of licensed, portable, and interactive electronics.

  • 1998

    Hasbro acquisition completed

    [1]

    Tiger becomes part of Hasbro on April 1 following an acquisition valued at approximately $335 million.

  • 1998

    Furby becomes a breakout hit

    [1]

    Furby becomes one of the leading electronic toys of the 1998 holiday season.

  • 1997

    Game.com launched

    [1]

    Tiger introduces its touchscreen-enabled cartridge handheld, Game.com.

  • 1995

    Texas Instruments toy division acquired

    [1]

    Tiger acquires the Texas Instruments toy division and expands its manufacturing relationships.

  • 1994

    Brain Bash launches

    [1]

    Tiger begins the Brain family of electronic audio and reaction games.

  • 1994

    Barcodzz introduced

    [1]

    Tiger releases handheld barcode games, which become particularly successful in Japan.

  • 1992

    Talkboy gains film exposure

    [1]

    The Talkboy appears in Home Alone 2: Lost in New York, increasing public awareness of the product.

  • 1984

    K28 Talking Learning Computer

    [1]

    Tiger launches K28, an educational talking computer distributed through major retail channels.

  • 1978

    Company founded

    [1]

    Gerald, Randy, and Arnold Rissman establish Tiger Electronics in the United States.

  • 1978

    2-XL robot introduced

    [1]

    Tiger enters talking educational and entertainment toys with the 2-XL robot.

Products and positioning

Mass-market, accessible electronic entertainment emphasizing recognizable licenses, simple gameplay, portability, and relatively low prices for children and families.

  • Handheld electronic games

    Dedicated LCD handheld games

    Tiger’s signature products were inexpensive, self-contained handhelds using LCD segments, fixed background artwork, simple controls, and battery power. The company released original games and numerous licensed adaptations, including titles based on film, television, comic, and video-game properties. Their low retail price and straightforward mechanics made them especially accessible to younger children.

  • Interactive electronic toy · 1998

    Furby

    Furby is an interactive electronic pet developed with Hasbro support and distributed through Tiger during the 1998 launch period. The toy combined animated movement, sound, sensors, and simulated social interaction. It became a major holiday phenomenon and has subsequently been revived in multiple generations by Hasbro.

  • Audio electronics

    Talkboy

    Talkboy was a portable cassette player and recorder with variable-speed playback and recording functions. Its appearance in Home Alone 2: Lost in New York gave the product unusually high cultural visibility and helped make it one of Tiger’s best-known non-game electronics.

  • Audio and reaction games · 1994

    Brain family

    The Brain family consisted of voice-driven games that challenged players to respond to colors, numbers, lights, or physical controls. Brain Bash, Brain Warp, and Brain Shift used increasingly complex commands and memory patterns. The line represented Tiger’s effort to create social, replayable electronic games without a conventional screen.

  • Cartridge-based handheld console · 1997

    Game.com

    Game.com was Tiger’s more ambitious handheld platform, using interchangeable cartridges, a touchscreen, and limited Internet-related functionality. It was positioned against Nintendo and Sega handheld systems but was commercially unsuccessful and received a comparatively weak market response.

  • Cartridge-based handheld console

    R-Zone

    R-Zone used red LCD cartridges and a reflective display arrangement viewed through one eye. It was another attempt by Tiger to move beyond dedicated LCD games and compete in the handheld-console market, but it did not achieve sustained commercial success.

  • Portable video player

    VideoNow

    VideoNow was a personal portable video system sold under Tiger’s post-acquisition electronics portfolio. It extended the brand from games into mobile entertainment hardware and prerecorded video content.

  • Virtual pet

    Giga Pets

    Giga Pets were small electronic virtual pets that required users to monitor and care for a simulated animal. The line placed Tiger within the late-1990s virtual-pet trend alongside other handheld digital companions.

Brand decisions

  • 1998

    Join HasbroM&A

    Background

    Tiger had built a substantial portfolio of electronic toys and licensed handheld products, while Hasbro was expanding its toy portfolio.

    Action taken

    Hasbro acquired Tiger Electronics and completed the transaction on April 1, 1998.

    Aftermath

    Tiger became a Hasbro subsidiary, and its label continued across interactive toys, games, and consumer electronics.

    Acquisition price. Approximately $335 million (1998 acquisition)

  • 1997

    Launch Game.comProduct launch

    Background

    Tiger attempted to compete with established cartridge-based handheld platforms from Nintendo and Sega.

    Action taken

    Tiger released Game.com with cartridges, a touchscreen, and limited Internet connectivity.

    Aftermath

    The system was commercially unsuccessful and did not displace the leading handheld platforms.

  • 1995

    Acquire the Texas Instruments toy divisionM&A

    Background

    Tiger sought to broaden its electronic-toy capabilities and manufacturing base.

    Action taken

    The company acquired Texas Instruments’ toy division and entered related manufacturing and marketing arrangements.

    Aftermath

    The transaction expanded Tiger’s product-development and licensing footprint before the later Hasbro acquisition.

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