Golden age of arcade video games: Difference between revisions
Gross misreading of the source, which says nothing about worldwide figures and only alludes to some analysts speculating that spend could have been "as much as five times higher" than the generally accepted estimate of $7 billion. Not credible |
added a "List of highest-grossing arcade games" section |
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==Business== |
==Business== |
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⚫ | The golden age was a time of great technical and design creativity in arcade games. Games were designed in a wide variety of [[Computer and video game genres|genres]] while developers had to work within strict limits of available processor power and memory. Prior to the golden age, the [[video game industry]] was flooded with ''Pong'' clones, which led to the [[video game crash of 1977]]. The crash eventually came to an end following the success of [[Taito Corporation|Taito]]'s ''[[Space Invaders]]'', which sparked a renaissance for the video game industry.<ref name="Whittaker-122"/> The era saw the rapid spread of [[video arcade]]s across [[North America]], [[Europe]], and [[Asia]]. The number of video game arcades in North America, for example, more than doubled between 1980 and 1982;<ref name="Wolf-105">{{citation|title=The video game explosion: a history from PONG to Playstation and beyond|author=Mark J. P. Wolf|publisher=[[ABC-CLIO]]|isbn=031333868X|page=105|url=http://books.google.co.uk/books?id=XiM0ntMybNwC&pg=PA105|accessdate=2011-04-19}}</ref> reaching a peak of 13,000 video game arcades across the region (compared to 4,000 as of 1998.)<ref name="Mark Stephen Pierce Atari Games Corporation 1998 444">{{citation|work=Digital illusion: entertaining the future with high technology|chapter=30|title=Coin-Op: The Life (Arcade Videogames)|author=Mark Stephen Pierce (Atari Games Corporation)|publisher=[[ACM Press]]|year=1998|isbn=0201847809|url=http://www.communication.illinois.edu/csandvig/classes/Pierce.pdf|accessdate=2011-05-02|page=444}}</ref> Beginning with ''Space Invaders'', video arcade games also started to appear in [[supermarket]]s, [[restaurants]], [[liquor store]]s, [[gas station]]s and many other retail establishments looking for extra income.<ref>{{cite web| url = http://www.next-gen.biz/features/30-defining-moments-gaming| title = The 30 Defining Moments in Gaming| publisher = [[Future plc]]| work = [[Edge (magazine)|Edge]]| author= Edge Staff| date = 2007-08-13| accessdate = 2008-09-18}}</ref> Video game arcades at the time became as common as [[convenience store]]s, while arcade games like ''Pac-Man'' and ''Space Invaders'' would appear in most locations across the United States, including even [[funeral home]]s.<ref name="Wolf-44"/> The sales of arcade video game machines increased significantly during this period, from $50 million in 1978 to $900 million in 1981,<ref name="Wolf-105"/> with 500,000 arcade machines sold in the United States at prices ranging as high as $3000 in 1982 alone.<ref>{{citation|title=Sociology: principles and applications|author=James A. Inciardi & Robert A. Rothman|edition=2|publisher=[[Harcourt Brace Jovanovich]]|year=1990|isbn=015582290X|url=http://books.google.co.uk/books?id=WtLZAAAAIAAJ|accessdate=2011-04-20|page=540|quote=To cash in on the Pac-Man video mania, game developers also introduced Asteroids, Frogger, Donkey Kong, Tron, and hundreds more. By 1982, arcade games had become a multi-billion dollar industry. In that year alone, almost 500,000 machines were sold at prices ranging as high as $3000 each.}}</ref> |
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⚫ | The golden age was a time of great technical and design creativity in arcade games. Games were designed in a wide variety of [[Computer and video game genres|genres]] while developers had to work within strict limits of available processor power and memory. Prior to the golden age, the video game industry was flooded with ''Pong'' clones, which led to the [[video game crash of 1977]]. The crash eventually came to an end following the success of [[Taito Corporation|Taito]]'s ''[[Space Invaders]]'', which sparked a renaissance for the video game industry.<ref name="Whittaker-122"/> The era saw the rapid spread of [[video arcade]]s across [[North America]], [[Europe]], and [[Asia]]. The number of video game arcades in North America, for example, more than doubled between 1980 and 1982;<ref name="Wolf-105">{{citation|title=The video game explosion: a history from PONG to Playstation and beyond|author=Mark J. P. Wolf|publisher=[[ABC-CLIO]]|isbn=031333868X|page=105|url=http://books.google.co.uk/books?id=XiM0ntMybNwC&pg=PA105|accessdate=2011-04-19}}</ref> reaching a peak of 13,000 video game arcades across the region (compared to 4,000 as of 1998.)<ref name="Mark Stephen Pierce Atari Games Corporation 1998 444">{{citation|work=Digital illusion: entertaining the future with high technology|chapter=30|title=Coin-Op: The Life (Arcade Videogames)|author=Mark Stephen Pierce (Atari Games Corporation)|publisher=[[ACM Press]]|year=1998|isbn=0201847809|url=http://www.communication.illinois.edu/csandvig/classes/Pierce.pdf|accessdate=2011-05-02|page=444}}</ref> Beginning with ''Space Invaders'', video arcade games also started to appear in [[supermarket]]s, [[restaurants]], [[liquor store]]s, [[gas station]]s and many other retail establishments looking for extra income.<ref>{{cite web| url = http://www.next-gen.biz/features/30-defining-moments-gaming| title = The 30 Defining Moments in Gaming| publisher = [[Future plc]]| work = [[Edge (magazine)|Edge]]| author= Edge Staff| date = 2007-08-13| accessdate = 2008-09-18}}</ref> Video game arcades at the time became as common as [[convenience store]]s, while arcade games like ''Pac-Man'' and ''Space Invaders'' would appear in most locations across the United States, including even [[funeral home]]s.<ref name="Wolf-44"/> The sales of arcade video game machines increased significantly during this period, from $50 million in 1978 to $900 million in 1981,<ref name="Wolf-105"/> with 500,000 arcade machines sold in the United States at prices ranging as high as $3000 in 1982 alone.<ref>{{citation|title=Sociology: principles and applications|author=James A. Inciardi & Robert A. Rothman|edition=2|publisher=[[Harcourt Brace Jovanovich]]|year=1990|isbn=015582290X|url=http://books.google.co.uk/books?id=WtLZAAAAIAAJ|accessdate=2011-04-20|page=540|quote=To cash in on the Pac-Man video mania, game developers also introduced Asteroids, Frogger, Donkey Kong, Tron, and hundreds more. By 1982, arcade games had become a multi-billion dollar industry. In that year alone, almost 500,000 machines were sold at prices ranging as high as $3000 each.}}</ref> |
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In 1980, the arcade video game industry's revenue generated from [[Quarter (United States coin)|quarters]] tripled to $2.8 billion.<ref>{{citation|title=Electronic Education|work=Electronic Education|volume=2|issue=5-8|publisher=Electronic Communications|year=1983|url=http://books.google.co.uk/books?id=nFBRAAAAYAAJ|accessdate=2011-04-23|page=41|quote=In 1980 alone, according to Time, $2.8 billion in quarters, triple the amount of the previous years, were fed into video games.}}</ref> By 1981, the arcade video game industry in the United States was generating an annual revenue of over $5 billion<ref name="Whittaker-122"/><ref name="Mark J. P. Wolf 103">{{citation|title=The video game explosion: a history from PONG to Playstation and beyond|author=Mark J. P. Wolf|publisher=[[ABC-CLIO]]|isbn=031333868X|page=103|url=http://books.google.co.uk/books?id=XiM0ntMybNwC&pg=PA103|accessdate=2011-04-19}}</ref> (equivalent to $12.3 billion in 2011),<ref name="Inflation">{{cite web|title=CPI Inflation Calculator|publisher=[[Bureau of Labor Statistics]]|url=http://www.bls.gov/data/inflation_calculator.htm|accessdate=2011-03-22}}</ref> with some estimates as high as $10.5 billion for all video games (arcade and home) in the US that year, which would be three times the amount spent on movie tickets in 1981,<ref>{{citation|title=Computer-mediated communication: human relationships in a computerized world|author=James W. Chesebro & Donald G. Bonsall|publisher=[[University of Alabama Press]]|year=1989|isbn=0817304606|url=http://books.google.co.uk/books?id=6Se3AAAAIAAJ|accessdate=2011-04-26|page=130|quote=In 1981, $10.5 billion was spent on all features of video games, 3 times the amount spent on movie tickets that year (Surrey, 1982, p. 74).}}</ref> and equivalent to over $25.8 billion in 2011.<ref name="Inflation"/> In 1982, the arcade video game industry's revenue in quarters was estimated at $8 billion<ref name="Rogers-Larsen-263">{{citation|title=Silicon Valley fever: growth of high-technology culture|author=Everett M. Rogers & Judith K. Larsen|publisher=[[Basic Books]]|year=1984|isbn=0465078214|url=http://books.google.co.uk/books?id=frYrAAAAYAAJ|accessdate=2011-04-23|page=263|quote=Video game machines have an average weekly take of $109 per machine. The video arcade industry took in $8 billion in quarters in 1982, surpassing pop music (at $4 billion in sales per year) and Hollywood films ($3 billion). Those 32 billion arcade games played translate to 143 games for every man, woman, and child in America. A recent Atari survey showed that 86 percent of the US population from 13 to 20 has played some kind of video game and an estimated 8 million US homes have video games hooked up to the television set. Sales of home video games were $3.8 billion in 1982, approximately half that of video game arcades.}}</ref> (equivalent to $18.5 billion in 2011),<ref name="Inflation"/> surpassing the annual gross revenue of both [[pop music]] ($4 billion) and [[Cinema of the United States|Hollywood]] films ($3 billion) combined that year,<ref name="Rogers-Larsen-263"/><ref name="CBC-1982">{{cite news|title=Making millions, 25 cents at a time|work=[[The Fifth Estate]]|publisher=[[Canadian Broadcasting Corporation]]|date=November 23, 1982|url=http://archives.cbc.ca/arts_entertainment/media/clips/15869/|accessdate=2011-04-30}}</ref> as well as exceeding the revenues of all major [[sports]] combined at the time.<ref name="CBC-1982"/> This was also more than twice as much revenue as the $3.8 billion generated by the home video game industry (during the [[History of video game consoles (second generation)|second generation of consoles]]) that same year;<ref name="Rogers-Larsen-263"/> both the arcade and home markets combined added up to a total revenue between $11.8 billion and $12.8 billion for the video game industry in 1982, equivalent to between $27.3 billion and $30 billion in 2011.<ref name="Inflation"/> In the following years, the arcade video game industry would continue to generate an annual revenue of at least $5 billion in quarters through to 1985.<ref>{{citation|title=Keeping in touch|author=[[Ellen Goodman]]|publisher=[[Summit Books]]|year=1985|isbn=0671553763|url=http://books.google.co.uk/books?id=Un7N5WbyW94C|accessdate=2011-04-23|page=38|quote=There are 95,000 others like him spread across the country, getting fed a fat share of the $5 billion in videogame quarters every year.}}</ref> |
In 1980, the arcade video game industry's revenue generated from [[Quarter (United States coin)|quarters]] tripled to $2.8 billion.<ref>{{citation|title=Electronic Education|work=Electronic Education|volume=2|issue=5-8|publisher=Electronic Communications|year=1983|url=http://books.google.co.uk/books?id=nFBRAAAAYAAJ|accessdate=2011-04-23|page=41|quote=In 1980 alone, according to Time, $2.8 billion in quarters, triple the amount of the previous years, were fed into video games.}}</ref> By 1981, the arcade video game industry in the United States was generating an annual revenue of over $5 billion<ref name="Whittaker-122"/><ref name="Mark J. P. Wolf 103">{{citation|title=The video game explosion: a history from PONG to Playstation and beyond|author=Mark J. P. Wolf|publisher=[[ABC-CLIO]]|isbn=031333868X|page=103|url=http://books.google.co.uk/books?id=XiM0ntMybNwC&pg=PA103|accessdate=2011-04-19}}</ref> (equivalent to $12.3 billion in 2011),<ref name="Inflation">{{cite web|title=CPI Inflation Calculator|publisher=[[Bureau of Labor Statistics]]|url=http://www.bls.gov/data/inflation_calculator.htm|accessdate=2011-03-22}}</ref> with some estimates as high as $10.5 billion for all video games (arcade and home) in the US that year, which would be three times the amount spent on movie tickets in 1981,<ref>{{citation|title=Computer-mediated communication: human relationships in a computerized world|author=James W. Chesebro & Donald G. Bonsall|publisher=[[University of Alabama Press]]|year=1989|isbn=0817304606|url=http://books.google.co.uk/books?id=6Se3AAAAIAAJ|accessdate=2011-04-26|page=130|quote=In 1981, $10.5 billion was spent on all features of video games, 3 times the amount spent on movie tickets that year (Surrey, 1982, p. 74).}}</ref> and equivalent to over $25.8 billion in 2011.<ref name="Inflation"/> In 1982, the arcade video game industry's revenue in quarters was estimated at $8 billion<ref name="Rogers-Larsen-263">{{citation|title=Silicon Valley fever: growth of high-technology culture|author=Everett M. Rogers & Judith K. Larsen|publisher=[[Basic Books]]|year=1984|isbn=0465078214|url=http://books.google.co.uk/books?id=frYrAAAAYAAJ|accessdate=2011-04-23|page=263|quote=Video game machines have an average weekly take of $109 per machine. The video arcade industry took in $8 billion in quarters in 1982, surpassing pop music (at $4 billion in sales per year) and Hollywood films ($3 billion). Those 32 billion arcade games played translate to 143 games for every man, woman, and child in America. A recent Atari survey showed that 86 percent of the US population from 13 to 20 has played some kind of video game and an estimated 8 million US homes have video games hooked up to the television set. Sales of home video games were $3.8 billion in 1982, approximately half that of video game arcades.}}</ref> (equivalent to $18.5 billion in 2011),<ref name="Inflation"/> surpassing the annual gross revenue of both [[pop music]] ($4 billion) and [[Cinema of the United States|Hollywood]] films ($3 billion) combined that year,<ref name="Rogers-Larsen-263"/><ref name="CBC-1982">{{cite news|title=Making millions, 25 cents at a time|work=[[The Fifth Estate]]|publisher=[[Canadian Broadcasting Corporation]]|date=November 23, 1982|url=http://archives.cbc.ca/arts_entertainment/media/clips/15869/|accessdate=2011-04-30}}</ref> as well as exceeding the revenues of all major [[sports]] combined at the time.<ref name="CBC-1982"/> This was also more than twice as much revenue as the $3.8 billion generated by the home video game industry (during the [[History of video game consoles (second generation)|second generation of consoles]]) that same year;<ref name="Rogers-Larsen-263"/> both the arcade and home markets combined added up to a total revenue between $11.8 billion and $12.8 billion for the video game industry in 1982, equivalent to between $27.3 billion and $30 billion in 2011.<ref name="Inflation"/> In the following years, the arcade video game industry would continue to generate an annual revenue of at least $5 billion in quarters through to 1985.<ref>{{citation|title=Keeping in touch|author=[[Ellen Goodman]]|publisher=[[Summit Books]]|year=1985|isbn=0671553763|url=http://books.google.co.uk/books?id=Un7N5WbyW94C|accessdate=2011-04-23|page=38|quote=There are 95,000 others like him spread across the country, getting fed a fat share of the $5 billion in videogame quarters every year.}}</ref> |
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Some of these strategy guides sold hundreds of thousands of copies at prices ranging from $1.95 to $3.95 in 1982<ref name="Ludington-1982"/> (equivalent to between $4.52 and $9.15 in 2011).<ref name="Inflation"/> That year, Ken Uston's ''Mastering Pac-Man'' sold 750,000 copies, reaching #5 on [[B. Dalton]]'s mass-market [[bestseller]] list, while Bantam's ''How To Master the Video Games'' sold 600,000 copies, appearing on the ''[[The New York Times]]'' mass-market paperback list.<ref name="Ludington-1982"/> By 1983, 1.7 million copies of ''Mastering Pac-Man'' had been been printed.<ref>{{cite journal|last=Uston|first=Ken|title=Mastering Pac-Man Plus and Super Pac-Man|journal=Creative Computing Video & Arcade Games|year=1983|month=Fall|volume=1|issue=2|url=http://www.atarimagazines.com/cva/v1n2/pacman.php|accessdate=22 February 2012|author=Ken Uston|authorlink=Ken Uston|page=32}}</ref> |
Some of these strategy guides sold hundreds of thousands of copies at prices ranging from $1.95 to $3.95 in 1982<ref name="Ludington-1982"/> (equivalent to between $4.52 and $9.15 in 2011).<ref name="Inflation"/> That year, Ken Uston's ''Mastering Pac-Man'' sold 750,000 copies, reaching #5 on [[B. Dalton]]'s mass-market [[bestseller]] list, while Bantam's ''How To Master the Video Games'' sold 600,000 copies, appearing on the ''[[The New York Times]]'' mass-market paperback list.<ref name="Ludington-1982"/> By 1983, 1.7 million copies of ''Mastering Pac-Man'' had been been printed.<ref>{{cite journal|last=Uston|first=Ken|title=Mastering Pac-Man Plus and Super Pac-Man|journal=Creative Computing Video & Arcade Games|year=1983|month=Fall|volume=1|issue=2|url=http://www.atarimagazines.com/cva/v1n2/pacman.php|accessdate=22 February 2012|author=Ken Uston|authorlink=Ken Uston|page=32}}</ref> |
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==List of |
==List of popular arcade games== |
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{{see also|Timeline of video arcade game history |
{{see also|Timeline of video arcade game history}} |
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[[Image:Donkey Kong arcade.png|thumb|upright|''[[Donkey Kong (video game)|Donkey Kong]]'']] |
[[Image:Donkey Kong arcade.png|thumb|upright|''[[Donkey Kong (video game)|Donkey Kong]]'']] |
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| A boxing [[fighting game]] featuring digitized voices, dual monitors, a third-person perspective, and [[3D computer graphics|3D]] [[Wire-frame model|wire-frame]] graphics. |
| A boxing [[fighting game]] featuring digitized voices, dual monitors, a third-person perspective, and [[3D computer graphics|3D]] [[Wire-frame model|wire-frame]] graphics. |
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==List of highest-grossing arcade games== |
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For arcade games, success was usually judged by either the number of [[Video game arcade cabinet|arcade hardware]] units sold to retail outlets and [[amusement arcade|arcades]], or more commonly the amount of revenue generated, from the number of coins (such as [[Quarter (United States coin)|quarters]] or [[100 yen coin]]s) inserted into machines and/or the hardware sales.<ref>{{citation|title=The video game explosion: a history from PONG to Playstation and beyond|author=Mark J. P. Wolf|publisher=[[ABC-CLIO]]|year=2008|isbn=031333868X|page=275|url=http://books.google.co.uk/books?id=XiM0ntMybNwC&pg=PA275|accessdate=2011-04-10|quote=What are the best-selling video games? There are a number of factors to consider when attempting to answer this question. First, there are several different types of video games, which makes comparisons difficult, or perhaps unfair. Arcade games are played for a quarter a play (although some are 50 cents, or even more), while home games are bought outright, and their systems must be purchased as well.}}</ref> This list only includes arcade games that have either sold more than 1000 hardware units or generated a revenue of more than [[United States dollar|US$]]1 million. |
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===Gross revenue=== |
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*''[[Pac-Man]]'' ($3.5 billion approximately)<ref> |
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*Estimated 10 billion [[Quarter (United States coin)|quarters]] / $2.5 billion by 1999: |
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**{{cite news|title=Pac Man turns 25: A pizza dinner yields a cultural phenomenon - and millions of dollars in quarters|date=May 10, 2005|author=Chris Morris|publisher=[[CNN]]|url=http://money.cnn.com/2005/05/10/commentary/game_over/column_gaming/index.htm|accessdate=2011-04-23|quote=In the late 1990s, Twin Galaxies, which tracks video game world record scores, visited used game auctions and counted how many times the average Pac Man machine had been played. Based on those findings and the total number of machines that were manufactured, the organization said it believed the game had been played more than 10 billion times in the 20th century.}} |
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**{{citation|title=The video game explosion: a history from PONG to Playstation and beyond|author=Mark J. P. Wolf|publisher=[[ABC-CLIO]]|year=2008|isbn=031333868X|page=73|url=http://books.google.co.uk/books?id=XiM0ntMybNwC&pg=PA73|accessdate=2011-04-10|quote=It would go on to become arguably the most famous video game of all time, with the arcade game alone taking in more than a billion dollars, and one study estimated that it had been played more than 10 billion times during the twentieth century.}} |
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*Estimated 7 billion coins / $1.75 billion by 1982: |
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**{{cite book|last=Kao|first=John J.|title=Entrepreneurship, creativity & organization: text, cases & readings|year=1989|publisher=[[Prentice Hall]]|location=Englewood Cliffs, NJ|isbn=0132830116|url=http://books.google.co.uk/books?id=P-MJAQAAMAAJ|author=John J. Kao|authorlink=John Kao|accessdate=12 February 2012|page=45|quote=Estimates counted 7 billion coins that by 1982 had been inserted into some 400,000 Pac Man machines worldwide, equal to one game of Pac Man for every person on earth. US domestic revenues from games and licensing of the Pac Man image for T-shirts, pop songs, to wastepaper baskets, etc. exceeded $1 billion.}} |
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*$1 billion cabinet sales by 1982: |
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**{{Cite book|title=America in the 1980s|author=Marlene Targ Brill|publisher=[[Lerner Publishing Group|Twenty-First Century Books]]|year=2009|isbn=0822576023|page=120|url=http://books.google.co.uk/books?id=NjmhJKkoKW0C&pg=PT120|accessdate=May 1, 2011}} |
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</ref> (inflation adjusted: $7.5 billion in 2012)<ref>{{cite web|title=CPI Inflation Calculator|publisher=[[Bureau of Labor Statistics]]|url=http://www.bls.gov/data/inflation_calculator.htm|accessdate=2012-02-22}}: |
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*7 billion quarters / $1.75 billion in 1982: $4.11 billion in 2012 |
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*Additional 3 billion quarters / $0.75 billion by 1999: $1.02 billion in 2012 |
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*$1 billion cabinet sales in 1982: $2.35 billion in 2012 |
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</ref> |
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*''[[Space Invaders]]'' ($2 billion by 1982)<ref> |
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*$2 billion by 1982: {{cite news|title=Making millions, 25 cents at a time|work=[[The Fifth Estate]]|publisher=[[Canadian Broadcasting Corporation]]|date=November 23, 1982|url=http://archives.cbc.ca/arts_entertainment/media/clips/15869/|accessdate=2011-04-30}} |
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*$1 billion by 1981: {{citation|title=Visual Programming Environments: Applications and Issues|first=Ephraim P.|last=Glinert|publisher=[[IEEE Computer Society Press]]|year=1990|isbn=0818689749|url=http://books.google.co.uk/books?id=NMtWAAAAMAAJ|accessdate=2011-04-10|page=321|quote=As of mid-1981, according to Steve Bloom, author of ''Video Invaders'', more than four billion quarters had been dropped into Space Invaders games around the world}} |
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</ref> (inflation adjusted: $4.9 billion in 2012)<ref>{{cite web|title=CPI Inflation Calculator|publisher=[[Bureau of Labor Statistics]]|url=http://www.bls.gov/data/inflation_calculator.htm|accessdate=2012-02-22}}: |
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*$1 billion by 1981: $2.5 billion in 2012 |
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*Additional $1 billion in 1982: $2.4 billion in 2012 |
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</ref> |
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*''[[Street Fighter II]]'' ($1.5 billion by 1993)<ref name="Kirsh-228">{{citation|title=Children, adolescents, and media violence: a critical look at the research|author=Steven J. Kirsh|publisher=[[SAGE Publications]]|year=2006|isbn=0761929762|url=http://books.google.co.uk/books?id=MbIoAAAAYAAJ|accessdate=2011-04-23|page=228|quote=In 1993, sales of the violent beat em up video game Street Fighter II exceeded $1.5 billion.}}</ref> (inflation adjusted: $2.4 billion in 2012)<ref name="cpi_inflation">{{cite web|title=CPI Inflation Calculator|publisher=[[Bureau of Labor Statistics]]|url=http://www.bls.gov/data/inflation_calculator.htm|accessdate=2012-02-22}}</ref> |
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*''[[Donkey Kong (video game)|Donkey Kong]]'' ($280 million by 1982)<ref>{{citation|title=Wii Innovate - How Nintendo Created a New Market Through Strategic Innovation|author=Jörg Ziesak|publisher=[[:de:GRIN Verlag|GRIN Verlag]]|year=2009|isbn=3640497740|page=2029|url=http://books.google.co.uk/books?id=C8rHXoUCbfAC&pg=PA2029|accessdate=2011-04-09|quote=Donkey Kong was Nintendo's first international smash hit and the main reason behind the company's breakthrough in the Northern American market. In the first year of its publication, it earned Nintendo 180 million US dollars, continuing with a return of 100 million dollars in the second year.}}</ref> (inflation adjusted: $684 million in 2012)<ref>{{cite web|title=CPI Inflation Calculator|publisher=[[Bureau of Labor Statistics]]|url=http://www.bls.gov/data/inflation_calculator.htm|accessdate=2012-02-22}}: |
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*$180 million in 1981: $448.84 million |
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*$100 million in 1982: $234.89 million |
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</ref> |
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*''[[Defender (video game)|Defender]]'' ($100 million by 1982)<ref>{{citation|title=The video game explosion: a history from PONG to Playstation and beyond|author=Mark J. P. Wolf|publisher=[[ABC-CLIO]]|isbn=031333868X|page=104|url=http://books.google.co.uk/books?id=XiM0ntMybNwC&pg=PA104|accessdate=2011-04-19}}</ref> (inflation adjusted: $235 million in 2011)<ref name="cpi_inflation"/> |
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*''[[Dragon's Lair]]'' ($48 million in 1983)<ref name="Allgame-Dyer">{{cite web|title=Rick Dyer: Biography|publisher=[[Allgame]]|url=http://www.allgame.com/person.php?id=3332|accessdate=2011-04-10}}</ref> (inflation adjusted: $109 million in 2012)<ref name="cpi_inflation"/> |
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*''[[Tron (video game)|Tron]]'' ($30 million by 1983)<ref>{{citation|title=The naked computer: a layperson's almanac of computer lore, wizardry, personalities, memorabilia, world records, mind blowers, and tomfoolery|author=Jack B. Rochester & John Gantz|publisher=[[William Morrow and Company]]|year=1983|isbn=0688024505|url=http://books.google.co.uk/books?id=walFAAAAYAAJ|accessdate=2011-04-20|page=164|quote=Although the Disney Studios expected to make over $400 million from this siliconic extravaganza, our source at Variety tells us that its North American rentals were $15 million and estimated total gross, $30 million. The arcade game Tron, made by Bally, grossed more.}}</ref> (inflation adjusted: $68 million in 2012)<ref name="cpi_inflation"/> |
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*''[[Time Traveler (video game)|Time Traveler]]'' ($18 million in 1991)<ref name="Allgame-Dyer"/> (inflation adjusted: $30 million in 2012)<ref name="cpi_inflation"/> |
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*''[[Space Ace]]'' ($13 million in 1984)<ref name="Allgame-Dyer"/> (inflation adjusted: $28 million in 2012)<ref name="cpi_inflation"/> |
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===Hardware unit sales=== |
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*''[[Pac-Man]]'' (400,000)<ref>{{cite book|last=Kao|first=John J.|title=Entrepreneurship, creativity & organization: text, cases & readings|year=1989|publisher=[[Prentice Hall]]|location=Englewood Cliffs, NJ|isbn=0132830116|url=http://books.google.co.uk/books?id=P-MJAQAAMAAJ|author=John J. Kao|authorlink=John Kao|accessdate=12 February 2012|page=45|quote=Estimates counted 7 billion coins that by 1982 had been inserted into some 400,000 Pac Man machines worldwide, equal to one game of Pac Man for every person on earth. US domestic revenues from games and licensing of the Pac Man image for T-shirts, pop songs, to wastepaper baskets, etc. exceeded $1 billion.}}</ref> |
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*''[[Space Invaders]]'' (360,000)<ref>{{citation|title=Asia Pacific perspectives, Japan|volume=1|author=Jiji Gaho Sha, inc.|year=2003|publisher=[[University of Virginia]]|url=http://books.google.co.uk/books?id=CTRWAAAAYAAJ|accessdate=2011-04-09|page=57|quote=At that time, a game for use in entertainment arcades was considered a hit if it sold 1000 units; sales of Space Invaders topped 300,000 units in Japan and 60,000 units overseas.}}</ref> |
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*''[[Street Fighter II]]'' (200,000 approximately) |
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**''[[Street Fighter II: Champion Edition|Street Fighter II': Champion Edition]]'' (140,000 in Japan)<ref>{{citation|title=Game plan: great designs that changed the face of computer gaming|author=Ste Curran|publisher=Rotovision|year=2004|isbn=2880466962|page=38|url=http://books.google.co.uk/books?id=TXcWlWkIZ0AC&pg=PA38|accessdate=2011-04-11|quote=When ''Street Fighter II′'' (pronounced street fighter two dash) was released just a short time later, it sold around 140,000 units, at [[¥]]160.000 (c. US $1300 / £820) each. The figures were beyond massive — they were simply unheard of. Capcom's ''Titanic'' wasn't sinking. Anything but. The game was a runaway success in its territory of choice, bringing Western gamers as much joy as it had in the East.}}</ref> |
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**''[[Street Fighter II|Street Fighter II: The World Warrior]]'' (60,000)<ref>{{citation|author=Steven L. Kent|year=2001|title=The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World|publisher=[[Prima Games|Prima]]|url=http://books.google.co.uk/books?id=C2MH05ogU9oC|accessdate=2011-04-09|page=446|quote=Capcom will not release the final numbers, but some outsiders have estimated that more than 60,000 Street Fighter II arcade machines were sold worldwide.}}</ref> |
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*''[[Donkey Kong (video game)|Donkey Kong]]'' (125,000)<ref> |
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*Japan: 65,000 |
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**{{cite book|author=Brian Ashcraft ; with Jean Snow. ; forewords by Kevin Williams|title=Arcade Mania: The Turbo-charged World of Japan's Game Centers|year=2008|publisher=[[Kodansha{{!}}Kodansha International]]|location=Tokyo|isbn=4770030789|url=http://books.google.co.uk/books?ei=DH03T87uGYbp8QO-rtHMAg&id=wX8kAQAAIAAJ&dq="sixty-five+thousand"|edition=1st ed.|coauthors=Crecente, Brian|accessdate=12 February 2012|quote=Jumpman hopped over barrels, climbed ladders, and jumped from suspended platform to suspended platform as he tried to rescue a damsel from his pissed-off pet gorilla. The game was a smash, and sixty-five thousand cabinets were sold in Japan, propping up the then-struggling Nintendo and laying the groundwork for Nintendo and ''Donkey Kong'' creator Shigeru Miyamoto to dominate gaming throughout the 1980s and beyond.}} |
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*United States: 60,000 |
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**{{citation|author=Steven L. Kent|year=2001|title=The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World|publisher=[[Prima Games|Prima]]|url=http://books.google.co.uk/books?id=C2MH05ogU9oC|accessdate=2011-04-09|page=352|quote=With more than 60,000 units sold in the United States, Donkey Kong was Nintendo's biggest arcade hit. ... Nintendo released Donkey Kong Junior in 1982 and sold only 30,000 machines, 20,000 Popeye machines (also 1982), and a mere 5000 copies of Donkey J (1983).}}</ref> |
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*''[[Ms. Pac-Man]]'' (115,000)<ref name="Wolf-44">{{citation|title=The medium of the video game|author=Mark J. P. Wolf|publisher=[[University of Texas Press]]|year=2001|isbn=029279150X|page=44|url=http://books.google.co.uk/books?id=lKZriBxbcwQC&pg=PA44|accessdate=2011-04-09}}</ref> |
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*''[[Asteroids (video game)|Asteroids]]'' (70,000)<ref name="Wolf-44"/> |
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*''[[Defender (video game)|Defender]]'' (55,000)<ref>{{citation|author=Steven L. Kent|year=2001|title=The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World|publisher=[[Prima Games|Prima]]|url=http://books.google.co.uk/books?id=C2MH05ogU9oC|accessdate=2011-04-09|page=147|quote=Defender was Williams Electronics' biggest seller. More than 55,000 units were placed worldwide.}}</ref> |
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*''[[Galaxian]]'' (40,000 in the US)<ref>{{citation|title=United States Patents Quarterly, Volume 216|work=[[United States Patents Quarterly]]|volume=216|author=[[Bureau of National Affairs]]|publisher=Associated Industry Publications|year=1983|url=http://books.google.co.uk/books?id=EbVCAQAAIAAJ|accessdate=2011-04-09|quote=Since February 1980, Midway has sold in excess of 40,000 Galaxian games}}</ref> |
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*''[[Donkey Kong Junior]]'' (35,000 in the US)<ref name="Kent-352">{{citation|author=Steven L. Kent|year=2001|title=The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World|publisher=[[Prima Games|Prima]]|url=http://books.google.co.uk/books?id=C2MH05ogU9oC|accessdate=2011-04-09|page=352|quote=With more than 60,000 units sold in the United States, Donkey Kong was Nintendo's biggest arcade hit. ... Nintendo released Donkey Kong Junior in 1982 and sold only 30,000 machines, 20,000 Popeye machines (also 1982), and a mere 5000 copies of Donkey J (1983).}}</ref> |
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*''[[Mr. Do!]]'' (30,000 in the US)<ref>{{citation|title=The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world|author=Steve L. Kent|publisher=[[Prima Games|Prima]]|year=2001|isbn=0761536434|page=352|quote=In 1982, Universal Sales made arcade history with a game called Mr Do! Instead of selling dedicated Mr Do! machines, Universal sold the game as a kit. The kit came with a customized control panel, a computer board with Mr Do! read-only memory (ROM) chips, stickers that could be placed on the side of stand-up arcade machines for art, and a plastic marquee. It was the first game ever sold as a conversion only. According to former Universal Sales western regional sales manager Joe Morici, the company sold approximately 30,000 copies of the game in the United States alone.}}</ref> |
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*''[[Popeye (video game)|Popeye]]'' (20,000 in the US)<ref name="Kent-352"/> |
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*''[[Missile Command]]'' (20,000)<ref>{{cite book|last=Fulton|first=Jeff Fulton, Steve|title=The essential guide to Flash games : building interactive entertainment with ActionScript 3.0|year=2010|publisher=Friends of ED|location=[Berkeley, Calif.]|isbn=1430226145|url=http://books.google.co.uk/books?id=VCR7XYUncEsC&pg=PA138|author=Jeff Fulton|edition=New ed.|coauthors=Steve Fulton|accessdate=7 February 2012|page=138|chapter=A short history of Missile Command|quote=While certainly not the size of Asteroids, the game was still a huge hit with almost 20,000 units sold.}}</ref> |
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*''[[Pong]]'' (19,000)<ref>{{citation|title=Computer and Video Game Law: Cases and Materials|author=Ashley S. Lipson & Robert D. Brain|publisher=Carolina Academic Press|year=2009|isbn=1594604886|url=http://books.google.co.uk/books?id=IxNDAQAAIAAJ|accessdate=2011-04-11|page=9|quote=Atari eventually sold more than 19,000 Pong machines, giving rise to many imitations. Pong made its first appearance in 1972 at "Andy Capp's," a small bar in Sunnyvale, California, where the video game was literally "overplayed" as eager customers tried to cram quarters into an already heavily overloaded coin slot.}}</ref> |
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*''[[Sea Wolf (video game)|Sea Wolf]]'' (10,000)<ref>{{citation|title=The first quarter: a 25-year history of video games|author=Steven L. Kent|publisher=BWD Press|year=2000|isbn=0970475500|url=http://books.google.co.uk/books?id=ny-CAAAAMAAJ|accessdate=2011-04-09|page=83|quote=Sea Wolf, which was another creation of Dave Nutting, did solid business, selling more than 10,000 machines.}}</ref> |
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==The end of the era== |
==The end of the era== |
Revision as of 08:02, 23 February 2012
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Part of a series on the |
History of video games |
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The golden age of arcade video games was a peak era of arcade video game popularity and innovation. Although there is no consensus as to its exact time period, most sources place it around the early 1980s.
Overview
![]() | This section possibly contains original research. (March 2011) |
During the late 1970s, video arcade game technology had become sophisticated enough to offer good-quality graphics and sounds, but it was still fairly basic (realistic images and full motion video were not yet available, and only a few games used spoken voice) and so the success of a game had to rely on simple and fun gameplay. This emphasis on the gameplay is why many of these games continue to be enjoyed today despite their technology being vastly outdated by modern computing technology.
Relevant time period
Walter Day of Twin Galaxies places it as lasting from January 18, 1982 to January 5, 1986.[1] Technology journalist Jason Whittaker, in The Cyberspace Handbook, places the beginning of the golden age in 1978, with the release of Space Invaders, which he credits for bringing an end to the video game crash of 1977, sparking a renaissance for the video game industry, and starting a video game revolution.[2]
Video game journalist Steven L. Kent, in his book The Ultimate History of Video Games, places it at 1979 to 1983.[3] The book pointed out that 1979 was the year that Space Invaders,[4] which he credits for ushering in the golden age,[5] was gaining considerable popularity in the United States,[4] and the year that saw the advent of vector graphics technology, which in turn spawned many of the popular early arcade games. However, 1983 was the period that began "a fairly steady decline" in the coin-operated video game business and when many arcades started disappearing.[3]
The History of Computing Project places the golden age of video games between 1971 and 1983, covering the “mainsteam appearance of video games as a consumer market” and “the rise of dedicated hardware systems and the origin of multi-game cartridge based systems”.[6] 1971 was chosen as an earlier start date by the project for two reasons: the creator of Pong filed a pivotal patent regarding video game technology, and it was the release of the first arcade video game machine, Computer Space.[7]
Other opinions place this period's beginning in the late 1970s, when color arcade games became more prevalent and video arcades themselves started appearing outside of their traditional bowling alley and bar locales, through to its ending in the mid-1980s.[8]
Business
The golden age was a time of great technical and design creativity in arcade games. Games were designed in a wide variety of genres while developers had to work within strict limits of available processor power and memory. Prior to the golden age, the video game industry was flooded with Pong clones, which led to the video game crash of 1977. The crash eventually came to an end following the success of Taito's Space Invaders, which sparked a renaissance for the video game industry.[2] The era saw the rapid spread of video arcades across North America, Europe, and Asia. The number of video game arcades in North America, for example, more than doubled between 1980 and 1982;[9] reaching a peak of 13,000 video game arcades across the region (compared to 4,000 as of 1998.)[10] Beginning with Space Invaders, video arcade games also started to appear in supermarkets, restaurants, liquor stores, gas stations and many other retail establishments looking for extra income.[11] Video game arcades at the time became as common as convenience stores, while arcade games like Pac-Man and Space Invaders would appear in most locations across the United States, including even funeral homes.[12] The sales of arcade video game machines increased significantly during this period, from $50 million in 1978 to $900 million in 1981,[9] with 500,000 arcade machines sold in the United States at prices ranging as high as $3000 in 1982 alone.[13]
In 1980, the arcade video game industry's revenue generated from quarters tripled to $2.8 billion.[14] By 1981, the arcade video game industry in the United States was generating an annual revenue of over $5 billion[2][15] (equivalent to $12.3 billion in 2011),[16] with some estimates as high as $10.5 billion for all video games (arcade and home) in the US that year, which would be three times the amount spent on movie tickets in 1981,[17] and equivalent to over $25.8 billion in 2011.[16] In 1982, the arcade video game industry's revenue in quarters was estimated at $8 billion[18] (equivalent to $18.5 billion in 2011),[16] surpassing the annual gross revenue of both pop music ($4 billion) and Hollywood films ($3 billion) combined that year,[18][19] as well as exceeding the revenues of all major sports combined at the time.[19] This was also more than twice as much revenue as the $3.8 billion generated by the home video game industry (during the second generation of consoles) that same year;[18] both the arcade and home markets combined added up to a total revenue between $11.8 billion and $12.8 billion for the video game industry in 1982, equivalent to between $27.3 billion and $30 billion in 2011.[16] In the following years, the arcade video game industry would continue to generate an annual revenue of at least $5 billion in quarters through to 1985.[20]
Prior to the golden age, the best selling arcade video game, Pong, had sold over 19,000 arcade cabinets,[21] and generated a revenue of $14 million in 1974.[22] In contrast, the best-selling arcade games of the golden age, Space Invaders and Pac-Man, had sold over 360,000[23] and 400,000[24] cabinets, respectively, with each machine costing between $2000 and $3000 (specifically $2400 in Pac-Man's case).[25] In addition, Space Invaders had grossed $2 billion in quarters by 1982[19] (equivalent to $4.6 billion in 2011),[16] while Pac-Man had grossed over $1 billion within a year by 1981[26] and $2.5 billion by the late 1990s[27][28] (equivalent to over $3.4 billion in 2011).[16] In 1982, Space Invaders was considered the highest-grossing entertainment product of its time, with comparisons made to the then highest-grossing film Star Wars,[19][29] which had grossed $486 million,[29] while Pac-Man is today considered the highest-grossing video game of all time.[30] Many other arcade games during the golden age also had hardware unit sales at least in the tens of thousands, including Ms. Pac-Man with over 115,000 units, Asteroids with 70,000,[12] Donkey Kong with over 60,000,[31] Defender with 55,000,[32] Galaxian with 40,000,[33] Donkey Kong Junior with 35,000,[31] Mr. Do! with 30,000,[34] and Popeye with 20,000 units.[31] A number of arcade games also generated revenues (from quarters) in the hundreds of millions, including Defender with more than $100 million[15] and Donkey Kong with $280 million,[35] in addition to many more with revenues in the tens of millions, including Dragon's Lair with $48 million and Space Ace with $13 million.[36]
The most successful arcade game companies of this era included Taito (which ushered in the golden age with the shooter game Space Invaders[5] and produced other successful arcade action games such as Gun Fight and Jungle King), Namco (the Japanese company that created Galaxian, Pac-Man, Pole Position and Dig Dug) and Atari (the company that introduced video games into arcades with Computer Space and Pong, and later produced Asteroids). These companies wrestled for the top slot in American arcades for several years. Other companies such as Sega (who later entered the home console market against its former arch rival, Nintendo), Nintendo (whose mascot, Mario, was introduced in 1981's Donkey Kong), Bally Midway Manufacturing Company (which was later purchased by Williams), Cinematronics, Konami, Centuri, Williams and SNK also entered around this era.
Technology
Arcades catering to video games began to gain momentum in the late 1970s with games such as Space Invaders (1978), Gee Bee (1978), and Galaxian (1979), and became widespread in 1980 with Pac-Man, Rally-X, Missile Command, Defender, and others. The central processing unit in these games allowed for more complexity than earlier discrete circuitry games such as Atari's Pong (1972). The arcade boom that began in the late 1970s is credited with establishing the basic techniques of interactive entertainment and for driving down hardware prices to the extent of allowing the PC to become a technological and economic reality.[37]
During this period, arcade video games began shifting away from single-screen titles towards scrolling games.[38] Early examples were Sega's side-scrolling shooters Bomber (1977)[39] and Secret Base (1978).[40] Namco's Rally-X in 1980 introduced multi-directional scrolling,[41] as well as a radar tracking the player position.[42] Sega's Space Tactics that year was a space combat game allowing multi-directional scrolling from a first-person perspective.[43] The following year, Namco's Bosconian allowed the player's ship to freely move across open space that scrolls in all directions.[44] By the early 1980s, scrolling had become popular among arcade video games and would make its way to third-generation consoles, where it would prove nearly as pivotal as the move to 3D graphics on later fifth-generation consoles.[38]
The Golden Age also saw developers experimenting with vector displays, which produced crisp lines that couldn't be duplicated by raster displays. An early example of vector graphics was Sega's 1978 release Space Ship, a multi-directional shooter space combat game.[45] A few of these vector games became great hits, such as 1980's Battlezone and Tempest and 1983's Star Wars from Atari, as well as 1982's Star Trek from Sega and Asteroids. Another notable example was Sega's 1981 release Eliminator, the only four-player vector game ever created,[46] and featuring color vector graphics as well as both cooperative and competitive multiplayer.[47] Sega's Space Fury that year also featured colour vector graphics, in addition to speech synthesis.[48] However, vector technology fell out of favor with arcade game companies due to the high cost of repairing vector displays.
Several developers at the time were also experimenting with pseudo-3D and stereoscopic 3D using 2D sprites on raster displays. Sega's racing video game Moto-Cross, also released as Fonz (under license from Happy Days), introduced a three-dimensional third-person perspective, displaying scaling sprites on a forward-scrolling road.[49][50] In 1979, Nintendo's Radar Scope introduced a three-dimensional third-person perspective to the shoot 'em up genre, later imitated by shooters such as Konami's Juno First and Activision's Beamrider in 1983.[51] In 1981, Sega's Turbo was the first racing game to feature a third-person rear view format,[52] and use sprite scaling with full-colour graphics.[38] Namco's Pole Position featured an improved rear-view racer format in 1982 that would remain the standard for the genre; the game provided a perspective view of the track, with its vanishing point swaying side to side as the player approaches corners, accurately simulating forward movement into the distance.[53] That same year, Sega released Zaxxon, which introduced the use of isometric graphics and shadows;[54] SubRoc-3D, which introduced the use of stereoscopic 3D through a special eyepiece;[55] and Buck Rogers: Planet of Zoom,[56] which introduced fast pseudo-3D scaling.[38] By 1985, Space Harrier introduced Sega's "Super Scaler" technology that allowed pseudo-3D sprite-scaling at high frame rates,[57] with the ability to scale 32,000 sprites and fill a moving landscape with them.[53]
This period also saw significant advances in digital audio technology. Space Invaders in 1978 was the first game to use a continuous background soundtrack, with four simple chromatic descending bass notes repeating in a loop, though it was dynamic and changed pace during stages.[58] Rally-X in 1980 was the first game to feature continuous background music,[59] which was generated using a dedicated sound chip, a Namco 3-channel PSG.[42] That same year saw the introduction of speech synthesis, which was first used in Stratovox, released by Sun Electronics in 1980,[59] followed soon after by Namco's King & Balloon, which was an early example of multiple CPUs, using two Z80 microprocessors, the second to drive a DAC for speech.[60] Multi-CPUs were used by several arcade games the following year, including Frogger, which used two Z80 microprocessors and an AY-3-8910 PSG sound chip,[61] and Scramble, which used two Z80 microprocessors and two AY-3-8910 sound chips.[62] In 1982, Gyruss, known for its stereo sound and musical score, utilized multi CPUs, which included two Z80 microprocessors, one 6809 microprocessor, and one 8039 microprocessor, along with five AY-3-8910 sound chips and a DAC for the sound.[63] That same year, the Namco Pole Position system used two Z8002 microprocessors and one Z80 microprocessor, along with a Namco 6-channel stereo PSG sound chip for the sound.[64]
Developers also experimented with laserdisc players for delivering full motion video based games with movie-quality animation. The first laserdisc video game to exploit this technology was 1983's Astron Belt from Sega,[65][66] soon followed by Dragon's Lair from Cinematronics; the latter was a sensation when it was released (and, in fact, the laserdisc players in many machines broke due to overuse). While laserdisc games were usually either shooter games with full-motion video backdrops like Astron Belt or interactive movies like Dragon's Lair, Data East's 1983 game Bega's Battle introduced a new form of video game storytelling: using brief full-motion video cutscenes to develop a story between the game's shooting stages, which would years later become the standard approach to video game storytelling. By the mid-1980s, the genre dwindled in popularity, as laserdiscs were losing out to the VHS format and the laserdisc games themselves were losing their novelty,[67] due to their linearity and, in many cases, depending less on reflexes than on memorizing sequences of moves.
New controls cropped up in a few games, though, arguably, joysticks and buttons remained the favorites for most manufacturers. A racing wheel was included in racing games such as Road Race[68] and Night Driver, while Fonz introduced a motorcycle handlebar with vibrating force feedback technology,[69] Atari introduced the trackball with 1978's Atari Football, Paperboy used a bicycle handlebar, and tethered optical light guns were popularized by Nintendo's 1984 light gun shooters Wild Gunman, Duck Hunt and Hogan's Alley. Other specialty controls, such as pedals in racing games, and a crossbow-shaped light gun in Crossbow, also debuted in this era.
Gameplay
With the enormous success of the early games, dozens of developers jumped into the development and manufacturing of video arcade games. Some simply copied the "invading alien hordes" idea of Space Invaders and turned out successful imitators like Namco's Galaxian, Galaga, and Gaplus, though they took the shoot 'em up genre further with new gameplay mechanics, more complex enemy patterns, and richer graphics.[70][71] Galaxian introduced levels and boss encounters, the "risk-reward" concept and was the first game to have all of its graphics in RGB colour,[72] while Galaga was one of the first games with a bonus stage.[73] Sega's Secret Base in 1978 introduced two-player cooperative gameplay,[74] while their 1980 release Space Tactics was an early first-person space combat game with multi-directional scrolling as the player moved the cross-hairs on the screen.[43]
Others tried new concepts and defined new genres. Rapidly evolving hardware allowed new kinds of games which allowed for different styles of gameplay. In 1980, Namco released Pac-Man, which established the maze chase genre, and Rally-X, the earliest multi-directional scrolling game[41] with a radar tracking the player position on the map.[42] Games such as the pioneering 1981 games Donkey Kong and Qix in 1981 introduced new types of games where skill and timing are more important than shooting as fast as possible, with Nintendo's Donkey Kong in particular setting the template for the platform game genre.[75] Namco's Bosconian in 1981 introduced a free-roaming style of gameplay where the player's ship freely moves across open space, while also including a radar tracking player & enemy positions.[44] Bega's Battle in 1983 introduced a new form of video game storytelling: using brief full-motion video cutscenes to develop a story between the game's shooting stages.[67] Other examples of innovative games are Atari Games' Paperboy in 1984 where the goal is to successfully deliver newspapers to customers, and Namco's Phozon where the object is to duplicate a shape shown in the middle of the screen. The theme of Exidy's Venture is dungeon exploration and treasure-gathering. One innovative game, Q*Bert, played upon the user's sense of depth perception to deliver a novel experience.
Popular culture
Some games of this era were so popular that they entered the popular culture. The first to do so was Space Invaders. Following its release in 1978, the game caused a national shortage of 100 yen coins in Japan, leading to a production increase of coins to meet demand for the game.[76][77] It would soon have a similar impact in North America, where it has appeared or is referenced in numerous facets of popular culture. Soon after the release of Space Invaders, hundreds of favourable articles and stories about the emerging video game medium aired on television and were printed in newspapers and magazines. The Space Invaders Tournament held by Atari in 1980 was the first video game competition and attacted more than 10,000 participants, establishing video gaming as a mainstream hobby.[78]
The game that had the biggest impact on popular culture in North America was Pac-Man. Its release in 1980 caused such a sensation that it initiated what is now referred to as "Pac-Mania" (which later became the title of the last coin-operated game in the series, released in 1987). Released by Namco, the game featured a yellow, circle-shaped creature trying to eat dots through a maze while avoiding pursuing enemies. Though no one could agree what the "hero" or enemies represented (they were variously referred to as ghosts, goblins or monsters), the game was extremely popular; there are anecdotes to the effect that some game owners had to empty the game's coin bucket every hour in order to prevent the game's coin mechanism from jamming from having too many coins in the receptacle. The game spawned an animated television series, numerous clones, Pac-Man-branded foods, toys, and a hit pop song, Pac-Man Fever. The game's popularity was such that President Ronald Reagan congratulated a player for setting a record score in Pac-Man.[79] Pac-Man was also responsible for expanding the arcade game market to involve large numbers of female audiences across all age groups.[80] Though many popular games quickly entered the lexicon of popular culture, most have since left, and Pac-Man is unusual in remaining a recognized term in pop culture, along with Space Invaders, Donkey Kong, Mario, and Frogger.
Arcade games at the time had an impact, both positive and negative, on the music industry, revenues for which had declined by $400 million between 1978 and 1981 (from $4.1 billion to $3.7 billion), a decrease that was directly credited to the rise of arcade games at the time.[81] Successful songs based on video games also began appearing. The pioneering electronic music band Yellow Magic Orchestra (YMO) sampled Space Invaders sounds in their 1978 self-titled album and the hit single "Computer Game" from the same album,[82] the latter selling over 400,000 copies in the United States.[83] In turn, YMO would have a major influence on much of the video game music produced during the 8-bit and 16-bit eras.[84] Other pop songs based on Space Invaders soon followed, including "Disco Space Invaders" (1979) by Funny Stuff,[82] "Space Invaders" (1980) by Playback,[85] and the hit songs "Space Invader" (1980) by The Pretenders[82] and "Space Invaders" (1980) by Uncle Vic.[86] The "Pac-Man Fever" song reached #9 on the Billboard Hot 100 and sold over a million singles in 1982,[87] while the Pac-Man Fever album sold over a million records, with both receiving Gold certifications.[88] That same year, R. Cade and the Video Victims also produced an arcade-inspired album, Get Victimized, featuring songs such as "Donkey Kong".[89] In 1984, former YMO member Haruomi Hosono produced an album entirely from Namco arcade game samples entitled Video Game Music, an early example of a chiptune record[90] and the first video game music album.[91] Arcade game sounds also had a strong influence on the hip hop,[92] pop music (particularly synthpop)[93] and electro music genres during the early 1980s.[94] The booming success of video games at the time led to music magazine Billboard listing the 15 top-selling video games alongside their record charts by 1982.[95]
Arcade games also had an impact on the film industry; beginning with Space Invaders, arcade games began appearing at many movie theaters,[12] while early films based on video games were also produced, most notably Tron which grossed over $33 million in 1982[96] (equivalent to over $76 million in 2011),[16] inspired the use of CGI by Hollywood film studios such as Pixar,[97][98] and began the Tron franchise which included a video game adptation that grossed more than the film.[99] Other films based on video games included the 1983 films WarGames (where Matthew Broderick plays Galaga at an arcade),[100] Nightmares, and Joysticks, the 1984 film The Last Starfighter, and the anime Super Mario Bros.: Peach-Hime Kyushutsu Dai Sakusen! in 1986. Arcades also appeared in many other films at the time, such as Dawn of the Dead (where they play Gun Fight and F-1) in 1978,[101] Used Cars and Midnight Madness in 1980, Take This Job and Shove It and Puberty Blues in 1981, the 1982 releases Rocky III, Fast Times At Ridgemont High, Koyaanisqatsi and The Toy, the 1983 releases Psycho II, Spring Break and Never Say Never Again, the 1984 releases Footloose, The Karate Kid (where Elisabeth Shue plays Pac-Man), The Terminator and The Adventures of Buckaroo Banzai Across the 8th Dimension, the 1985 releases Back to the Future, The Goonies and The Boys Next Door,[102] and Ferris Bueller's Day Off[100] and Something Wild in 1986.[102] In more recent years, there have been critically acclaimed films based on the golden age of arcade games, such as The King of Kong: A Fistful of Quarters and Chasing Ghosts: Beyond the Arcade in 2007.
Strategy guides
The period saw the emergence of a gaming media, publications dedicated to video games, in the form of video game journalism and strategy guides.[19] The enormous popularity of video arcade games led to the very first video game strategy guides;[103] these guides (rare to find today) discussed in detail the patterns and strategies of each game, including variations, to a degree that few guides seen since can match. "Turning the machine over"—making the score counter overflow and reset to zero—was often the final challenge of a game for those who mastered it, and the last obstacle to getting the highest score.
Some of these strategy guides sold hundreds of thousands of copies at prices ranging from $1.95 to $3.95 in 1982[103] (equivalent to between $4.52 and $9.15 in 2011).[16] That year, Ken Uston's Mastering Pac-Man sold 750,000 copies, reaching #5 on B. Dalton's mass-market bestseller list, while Bantam's How To Master the Video Games sold 600,000 copies, appearing on the The New York Times mass-market paperback list.[103] By 1983, 1.7 million copies of Mastering Pac-Man had been been printed.[104]
List of popular arcade games
![](http://upload.wikimedia.org/wikipedia/commons/thumb/3/3f/Donkey_Kong_arcade_at_the_QuakeCon_2005.png/170px-Donkey_Kong_arcade_at_the_QuakeCon_2005.png)
The games below are some of the most popular and/or influential games of the era.[105]
Vector display |
Raster display |
Name | Year | Manufacturer | Notes |
---|---|---|---|
Space Invaders | 1978 | Taito (Japan) / Midway (U.S.) | Considered the game that revolutionized the video game industry.[106] The first blockbuster video game,[107] it established the shoot 'em up genre,[108] and has influenced most shooter games since.[109] |
Galaxian | 1979 | Namco (Japan) / Midway (U.S.) | Created to compete with Space Invaders. Featured a color screen and had aliens attack in swooping formation. It also featured levels and boss encounters.[72] |
Lunar Lander | 1979 | Atari | First Atari game to use vector graphics |
Asteroids | 1979 | Atari | Atari's most successful coin-operated game. |
Battlezone | 1980 | Atari | Custom cabinet with novel dual-joystick controls, using two 2-way joysticks for movement, and periscope-like viewer.[110] |
Berzerk | 1980 | Stern Electronics | Early use of speech synthesis was also translated into other languages in Europe. |
Centipede | 1980 | Atari | One of the first games to use trackball control, vertical monitor orientation. |
Defender | 1980 | Williams Electronics | Was predicted to be outsold by Rally-X, but Defender trounced it, going on to sell 60,000 units |
Missile Command | 1980 | Atari | One of the first games to use trackball control. Originally to have a localities-option that named the cities, but was determined too complicated. |
Pac-Man | 1980 | Namco (Japan) / Midway (U.S.) | One of the most popular and influential games, it had the first gaming mascot, established maze chase genre, opened gaming to female audiences,[111] and introduced power-ups[112] and cutscenes.[113] |
Phoenix | 1980 | Amstar Electronics / Centuri (U.S.) / Taito (Japan) | Notable for its haunting melody accompaniment. One of the first games to feature a boss battle. |
Rally-X | 1980 | Namco | First game to feature a "bonus" round, background music,[114] multi-directional scrolling,[41] and a radar.[42] When released, was predicted to outsell two other new releases: Pac-Man and Defender. |
Star Castle | 1980 | Cinematronics | The colors of the rings and screen are provided by a transparent plastic screen overlay |
Tempest | 1980 | Atari | One of the first games to use a color vector display |
Wizard of Wor | 1980 | Midway | Game featured maze-like dungeons infested with monsters. |
Donkey Kong | 1981 | Nintendo | Laid foundations for platform game genre as well as visual storytelling in video games,[75] and introduced Mario, the character who would become Nintendo's mascot. |
Frogger | 1981 | Konami (Japan) / Sega-Gremlin (North America) | Novel gameplay free of fighting and shooting |
Scramble | 1981 | Konami (Japan) / Stern (North America) | Horizontal scrolling shooter game |
Galaga | 1981 | Namco (Japan) / Midway (North America) | Leapfrogged its predecessor, Galaxian, in popularity |
Gorf | 1981 | Midway | Consisted of several levels, all clones of other popular games. Featured synthesized speech. |
Ms. Pac-Man | 1981 | Midway (North America) / Namco | Created from a bootlegged hack of Pac-Man. |
Qix | 1981 | Taito | The objective is to fence off a supermajority of the play area |
Vanguard | 1981 | SNK (Japan) / Centuri (US) | Early scrolling shooter that scrolls in multiple directions, and allows shooting in four directions,[115][116] using four direction buttons, similar to dual-stick controls.[117] |
BurgerTime | 1982 | Data East (Japan) / Bally Midway (US) | Original title changed from Hamburger when brought to the U.S. from Japan |
Dig Dug | 1982 | Namco (Japan) / Atari (North America) | Rated the sixth most popular coin-operated video game of all time[118] |
Donkey Kong Junior | 1982 | Nintendo | The last time Nintendo's mascot, Mario, was featured as an antagonist in a Nintendo game |
Joust | 1982 | Williams Electronics | Contained a design flaw so popular it was intentionally touted by producers as a "hidden feature" |
Jungle King | 1982 | Taito | An early side-scrolling (and diagonal-scrolling) platformer, featuring vine-swinging mechanics, run & jump sequences, climbing hills, and swimming.[119] |
Moon Patrol | 1982 | Irem (Japan) / Williams Electronics (U.S.) | The first arcade game to feature parallax scrolling.[120] |
Pengo | 1982 | Sega | A maze game set in an environment full of ice blocks, which can be used by the player's penguin, who can slide them to attack enemies.[121] |
Pole Position | 1982 | Namco (Japan) / Atari (U.S.) | A racing video game that popularized the third-person "rear-view racer format" player perspective |
Q*bert | 1982 | Gottlieb | Became one of the most merchandised arcade games behind Pac-Man and Donkey Kong.[122][123] |
Robotron 2084 | 1982 | Williams Electronics | Featured novel dual joystick gameplay |
Star Trek | 1982 | Sega | Space combat sim featuring five different controls, six different enemies, and 40 different simulation levels. One of the most elaborate vector games released.[124] |
Time Pilot | 1982 | Konami (Japan) / Centuri (U.S.) | Time travel themed aerial combat game with free-roaming gameplay in open air space that scrolls indefinitely in all directions, with player's plane always remaining centered.[125][126][127] |
Tron | 1982 | Bally Midway | Earned more than the film it was based on[128] |
Xevious | 1982 | Namco (Japan) / Atari (U.S.) | The first arcade video game to have a TV commercial.[129] It was also responsible for popularizing vertical scrolling shooters.[70] |
Zaxxon | 1982 | Sega | First game to employ isometric axonometric projection, which the game was named after |
Dragon's Lair | 1983 | Cinematronics (U.S.) / Taito (Japan) | An early laserdisc video game, which allowed film-quality animation in the game. |
Elevator Action | 1983 | Taito | An action game where the protagonist must traverse the building's numerous levels via a series of elevators and escalators while acquiring documents |
Gyruss | 1983 | Konami (Japan) / Centuri (U.S.) | Often remembered for its musical score that plays throughout the game, Bach's "Toccata and Fugue in D minor"[63] |
Mappy | 1983 | Namco (Japan) / Bally Midway (U.S.) | Featured early side-scrolling platforming action |
Mario Bros. | 1983 | Nintendo | The first game featuring Nintendo's mascot, Mario, along with his brother, Luigi |
Spy Hunter | 1983 | Bally Midway | Memorable for its music, "The Peter Gunn Theme", that plays throughout the game |
Star Wars | 1983 | Atari | Features several digitized samples of actors' voices from the movie |
Tapper | 1983 | Bally Midway | Originally aligned with American beer Budweiser, was revamped as Root Beer Tapper, so as not to be construed as attempting to peddle alcohol to minors |
Track & Field | 1983 | Konami (Japan) / Centuri (North America) | The first Olympic-themed sports game. |
1942 | 1984 | Capcom | Capcom's first hit game |
Paperboy | 1984 | Atari | Novel controls and high resolution display |
Punch-Out!! | 1984 | Nintendo | A boxing fighting game featuring digitized voices, dual monitors, a third-person perspective, and 3D wire-frame graphics. |
List of highest-grossing arcade games
For arcade games, success was usually judged by either the number of arcade hardware units sold to retail outlets and arcades, or more commonly the amount of revenue generated, from the number of coins (such as quarters or 100 yen coins) inserted into machines and/or the hardware sales.[130] This list only includes arcade games that have either sold more than 1000 hardware units or generated a revenue of more than US$1 million.
Gross revenue
- Pac-Man ($3.5 billion approximately)[131] (inflation adjusted: $7.5 billion in 2012)[132]
- Space Invaders ($2 billion by 1982)[133] (inflation adjusted: $4.9 billion in 2012)[134]
- Street Fighter II ($1.5 billion by 1993)[135] (inflation adjusted: $2.4 billion in 2012)[136]
- Donkey Kong ($280 million by 1982)[137] (inflation adjusted: $684 million in 2012)[138]
- Defender ($100 million by 1982)[139] (inflation adjusted: $235 million in 2011)[136]
- Dragon's Lair ($48 million in 1983)[36] (inflation adjusted: $109 million in 2012)[136]
- Tron ($30 million by 1983)[140] (inflation adjusted: $68 million in 2012)[136]
- Time Traveler ($18 million in 1991)[36] (inflation adjusted: $30 million in 2012)[136]
- Space Ace ($13 million in 1984)[36] (inflation adjusted: $28 million in 2012)[136]
Hardware unit sales
- Pac-Man (400,000)[141]
- Space Invaders (360,000)[142]
- Street Fighter II (200,000 approximately)
- Street Fighter II': Champion Edition (140,000 in Japan)[143]
- Street Fighter II: The World Warrior (60,000)[144]
- Donkey Kong (125,000)[145]
- Ms. Pac-Man (115,000)[12]
- Asteroids (70,000)[12]
- Defender (55,000)[146]
- Galaxian (40,000 in the US)[147]
- Donkey Kong Junior (35,000 in the US)[31]
- Mr. Do! (30,000 in the US)[148]
- Popeye (20,000 in the US)[31]
- Missile Command (20,000)[149]
- Pong (19,000)[150]
- Sea Wolf (10,000)[151]
The end of the era
The golden age cooled around the mid-1980s as copies of popular games began to saturate the arcades, though arcades would remain commonplace through to the early 1990s as there were still new genres being explored. In 1987, arcades experienced a short resurgence with Double Dragon, which started the golden age of beat 'em up games, a genre that would peak in popularity with Final Fight two years later.[152] After yet another relative decline,[152] the arcades would experience its last major resurgence in 1991 with the release of Street Fighter II,[153] which popularized competitive fighting games and revived the arcade industry to a level of popularity not seen since the days of Pac-Man.[152] In 1994, arcades in the United States were generating revenues of $7 billion[154] in quarters (equivalent to $11 billion in 2011),[16] in comparison to home console game sales of $6 billion;[154] many of the best-selling home video games in the early 1990s were often arcade ports.[10] Combined, total arcade and console game revenues in 1994 was nearly two and a half times the $5 billion revenue grossed by movies in the United States at the time.[154] Following the rise of 3D graphics soon after, racing games[152] and light gun shooters[155] would gain more popularity,[152] after which arcade video games would decline in popularity once again by the late 1990s. Most arcade video games since then have been fighting games, shooters, maze games, racing games, and other variations on old familiar themes.
One of the causes of decline was new generations of home computers and video game consoles that sapped interest from arcades. Earlier consoles, such as the Atari 2600 and Mattel's Intellivision, were general-purpose and were meant to play a variety of games, and often could not measure up to video arcade game hardware, which was built for the singular purpose of providing a single game well. In fact, the glut of poor-quality home video game systems contributed in no small way to the video game crash of 1983. However, the debut of the Nintendo Entertainment System (released 1983 in Japan and 1985 in North America) began to level the playing field by providing a reasonably good video arcade experience at home, an experience the Sega Master System would replicate to a greater degree. In the early to mid 1990s, the Super Nintendo Entertainment System and the Sega Mega Drive (Sega Genesis in North America) greatly improved home play and some of the technology was even integrated into a few video arcade machines. By the time of the PlayStation (1995) and the Nintendo 64 (1996), both of which boasted true 3D graphics, many video game arcades across the country had gone out of business.
The video arcade game industry still exists today, but in a greatly reduced form. Video arcade game hardware is often based on home game consoles to facilitate porting a video arcade game to a home system; there are video arcade versions of Dreamcast (NAOMI, Atomiswave), PlayStation 2 (System 246), Nintendo GameCube (Triforce), and Microsoft Xbox (Chihiro) home consoles. Some arcades have survived by expanding into ticket-based prize redemption and more physical games with no home console equivalent, such as skee ball and whack-a-mole. Some genres, such as dancing and rhythm games (such as Dance Dance Revolution) continue to be popular in arcades.
The general exception to the decline of arcades is Japan, where arcades have remained popular to the present day. As of 2009, out of Japan's $20 billion video game market, $6 billion of that amount is generated from arcades, which represent the largest sector of the Japanese video game market, followed by home console games and mobile games at $3.5 billion and $2 billion, respectively.[156] Worldwide, arcade game revenues gradually increased from $1.8 billion in 1998 to $3.2 billion in 2002, rivalling PC game sales of $3.2 billion that same year.[157]
The relative simplicity yet solid gameplay of many of these early games has inspired a new generation of fans who can play them on mobile phones or with emulators such as MAME. Some classic arcade games are reappearing in commercial settings, such as Namco's Ms. Pac-Man 20 Year Reunion / Galaga Class of 1981 two-in-one game,[158] or integrated directly into controller hardware (joysticks) with replaceable flash drives storing game ROMs.
Legacy
The Golden Age of Video Arcade Games spawned numerous cultural icons and even gave some companies their identity. Elements from games such as Space Invaders, Pac-Man, Donkey Kong, Frogger, and Centipede are still recognized in today's popular culture.
Pac-Man and Dragon's Lair joined Pong for permanent display at the Smithsonian in Washington, D.C. for their cultural impact in the United States. No video game has been inducted since.[159]
The success of these early video games has led many hobbyists who were teenagers during the Golden Age to collect some of these classic games. Since few have any commercial value any longer, they can be acquired for US$200 to US$750 (though fully restored games can cost much more).
Some fans of these games have companies devoted to restoring the classic games, and others, such as Arcade Renovations, which produces reproduction art for classic arcade games, focus solely on one facet of the restoration activity. Many of these restorers have set up websites full of tips and advice on restoring games to mint condition. There are also several newsgroups devoted to discussion around these games, and a few conventions, such as California Extreme,[160] dedicated to classic arcade gaming.
See also
- Arcade cabinet
- Arcade game
- List of video arcade games
- List of video game consoles
- Video arcade
- Timeline of video arcade game history
References
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- ^ a b c Jason Whittaker (2004), The cyberspace handbook, Routledge, p. 122, ISBN 041516835X
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- ^ Day, Walter (1998-02-08). "Chapter 13 - The Golden Age Ends". The Golden Age of Video Game Arcades. Twin Galaxies. Retrieved 2011-05-02.
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To cash in on the Pac-Man video mania, game developers also introduced Asteroids, Frogger, Donkey Kong, Tron, and hundreds more. By 1982, arcade games had become a multi-billion dollar industry. In that year alone, almost 500,000 machines were sold at prices ranging as high as $3000 each.
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In 1980 alone, according to Time, $2.8 billion in quarters, triple the amount of the previous years, were fed into video games.
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In 1981, $10.5 billion was spent on all features of video games, 3 times the amount spent on movie tickets that year (Surrey, 1982, p. 74).
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Video game machines have an average weekly take of $109 per machine. The video arcade industry took in $8 billion in quarters in 1982, surpassing pop music (at $4 billion in sales per year) and Hollywood films ($3 billion). Those 32 billion arcade games played translate to 143 games for every man, woman, and child in America. A recent Atari survey showed that 86 percent of the US population from 13 to 20 has played some kind of video game and an estimated 8 million US homes have video games hooked up to the television set. Sales of home video games were $3.8 billion in 1982, approximately half that of video game arcades.
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There are 95,000 others like him spread across the country, getting fed a fat share of the $5 billion in videogame quarters every year.
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Atari eventually sold more than 19,000 Pong machines, giving rise to many imitations. Pong made its first appearance in 1972 at "Andy Capp's," a small bar in Sunnyvale, California, where the video game was literally "overplayed" as eager customers tried to cram quarters into an already heavily overloaded coin slot.
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Typical of the new games is Pong, a popular version of electronic table tennis manufactured by two-year-old Atari, Inc. (estimated fiscal 1974 revenue: $14 million) of Los Gatos, Calif. Atari sold some 8,500 games to U.S. amusement parlors and other businesses last year.
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At that time, a game for use in entertainment arcades was considered a hit if it sold 1000 units; sales of Space Invaders topped 300,000 units in Japan and 60,000 units overseas.
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Estimates counted 7 billion coins that by 1982 had been inserted into some 400,000 Pac Man machines worldwide, equal to one game of Pac Man for every person on earth. US domestic revenues from games and licensing of the Pac Man image for T-shirts, pop songs, to wastepaper baskets, etc. exceeded $1 billion.
{{cite book}}
: More than one of|author=
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The machines were well worth the investment; in total they raked in over a billion dollars worth of quarters in the first year alone.
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It would go on to become arguably the most famous video game of all time, with the arcade game alone taking in more than a billion dollars, and one study estimated that it had been played more than 10 billion times during the twentieth century.
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In the late 1990s, Twin Galaxies, which tracks video game world record scores, visited used game auctions and counted how many times the average Pac Man machine had been played. Based on those findings and the total number of machines that were manufactured, the organization said it believed the game had been played more than 10 billion times in the 20th century.
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They compare this to the box office movie top blockbuster Star Wars, which has taken in only $486 million, for a net of $175 million.
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Rumors emerged that the unknown creator of Pac-Man had left the industry when he received only a $3500 bonus for creating the highest-grossing video game of all time.
- ^ a b c d e Steven L. Kent (2001), The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World, Prima, p. 352, retrieved 2011-04-09,
With more than 60,000 units sold in the United States, Donkey Kong was Nintendo's biggest arcade hit. ... Nintendo released Donkey Kong Junior in 1982 and sold only 30,000 machines, 20,000 Popeye machines (also 1982), and a mere 5000 copies of Donkey J (1983).
- ^ Steven L. Kent (2001), The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World, Prima, p. 147, retrieved 2011-04-09,
Defender was Williams Electronics' biggest seller. More than 55,000 units were placed worldwide.
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Since February 1980, Midway has sold in excess of 40,000 Galaxian games
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In 1982, Universal Sales made arcade history with a game called Mr Do! Instead of selling dedicated Mr Do! machines, Universal sold the game as a kit. The kit came with a customized control panel, a computer board with Mr Do! read-only memory (ROM) chips, stickers that could be placed on the side of stand-up arcade machines for art, and a plastic marquee. It was the first game ever sold as a conversion only. According to former Universal Sales western regional sales manager Joe Morici, the company sold approximately 30000 copies of the game in the United States alone.
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Donkey Kong was Nintendo's first international smash hit and the main reason behind the company's breakthrough in the Northern American market. In the first year of its publication, it earned Nintendo 180 million US dollars, continuing with a return of 100 million dollars in the second year.
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- ^ Template:Allgame
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- ^ Galaga at the Killer List of Videogames
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{{cite journal}}
: Unknown parameter|month=
ignored (help) - ^ Ramsey, David. "The Perfect Man - How Billy Mitchell became a video-game superstar and achieved Pac-Man bliss." Oxford American, issue 53. Spring 2006.
- ^ Worley, Joyce (1982). "Women Join the Arcade Revolution". Electronic Games. 1 (3): 30–33. Retrieved 3 February 2012.
{{cite journal}}
: Unknown parameter|month=
ignored (help) - ^ "Movie Studios Purchase Piece Of Video Game Action", The Durant Daily Democrat, p. 22, July 14, 1982, retrieved 2011-04-30
- ^ a b c [[The Wire (magazine)|The Wire]], 2002, p. 44, retrieved 2011-05-25
{{citation}}
: URL–wikilink conflict (help) - ^ "Computer rock music gaining fans". Sarasota Journal: 8. August 18, 1980. Retrieved 2011-05-25.
- ^ Daniel Robson (February 29, 2008). "YMCK takes 'chiptune' revolution major". The Japan Times. Retrieved 2011-06-11.
- ^ Playback – Space Invaders at Discogs
- ^ Lovelace, Craven (2010). "Take a waka-waka-waka on the wild side". Grand Junction Free Press. Retrieved 15 July 2011.
{{cite web}}
: Unknown parameter|month=
ignored (help) - ^ "Popular Computing". McGraw-Hill. 1982: Volume 2. Retrieved August 14, 2010.
Pac-Man Fever went gold almost instantly with 1 million records sold.
{{cite news}}
: Check date values in:|date=
(help) - ^ RIAA Gold & Platinum Searchable Database - Pac-Man Fever. RIAA.com. Retrieved 2009-11-01.
- ^ "R. Cade And The Video Victims – Get Victimized". Discogs. Retrieved 2011-05-03.
- ^ Haruomi Hosono – Video Game Music at Discogs (list of releases)
- ^ Carlo Savorelli. "Xevious". Hardcore Gaming 101. p. 2. Retrieved 2011-06-11.
- ^ David Toop (2000). Rap attack 3: African rap to global hip hop, Issue 3 (3rd ed.). Serpent's Tail. p. 129. ISBN 1852426276. Retrieved 2011-06-06.
- ^ Stout, Andrew (2011). "Yellow Magic Orchestra on Kraftwerk and How to Write a Melody During a Cultural Revolution". SF Weekly. Retrieved 30 June 2011.
{{cite web}}
: Unknown parameter|month=
ignored (help) - ^ "Electro". Allmusic. Retrieved 2011-05-25.
- ^ "Cash In On the Video Game Craze", Black Enterprise, vol. 12, no. 5, pp. 41–2, December 1982, ISSN 0006-4165, retrieved 2011-05-01
- ^ Tron (1982) at Box Office Mojo
- ^ Thompson, Anne (December 9, 2010). "What Will Tron: Legacy's 3D VFX Look Like in 30 Years?". Tron Legacy VFX Special Effects in Tron Legacy. Popular Mechanics. Retrieved 24 December 2010.
{{cite web}}
: C1 control character in|work=
at position 17 (help) - ^ Lyons, Mike (1998). "Toon Story: John Lasseter's Animated Life". Animation World Magazine. Retrieved 13 October 2010.
{{cite web}}
: Unknown parameter|month=
ignored (help) - ^ Jack B. Rochester & John Gantz (1983), The naked computer: a layperson's almanac of computer lore, wizardry, personalities, memorabilia, world records, mind blowers, and tomfoolery, William Morrow and Company, p. 164, ISBN 0688024505, retrieved 2011-04-20,
Although the Disney Studios expected to make over $400 million from this siliconic extravaganza, our source at Variety tells us that its North American rentals were $15 million and estimated total gross, $30 million. The arcade game Tron, made by Bally, grossed more.
- ^ a b Kevin Bowen, "Galaga: Game of The Week", GameSpy, retrieved 2011-05-02
- ^ Mall Arcade (Dawn Of The Dead) on YouTube
- ^ a b "Browse". The Electronic Playground. Retrieved 15 July 2011.
- ^ a b c "Learn The Code Book And Beat Video Games". Ludington Daily News. March 1, 1982. p. 25. Retrieved 2011-04-30.
- ^ Uston, Ken (1983). "Mastering Pac-Man Plus and Super Pac-Man". Creative Computing Video & Arcade Games. 1 (2): 32. Retrieved 22 February 2012.
{{cite journal}}
: More than one of|author=
and|last=
specified (help); Unknown parameter|month=
ignored (help) - ^ Greg McLemore and the KLOV team. "The Top Coin-Operated Videogames of all Times". Killer List of Videogames. Retrieved 2011-05-05.
- ^ Sayre, Carolyn (2007-07-19). "10 Questions for Shigeru Miyamoto". Time. Retrieved 2007-09-04.
{{cite news}}
: Italic or bold markup not allowed in:|publisher=
(help) - ^ Chris Kohler (2005), Power-up: how Japanese video games gave the world an extra life, BradyGames, p. 18, ISBN 0744004241, retrieved 2011-03-27
- ^ "Essential 50: Space Invaders". 1UP.com. Retrieved 2011-03-26.
- ^ Edwards, Benj. "Ten Things Everyone Should Know About Space Invaders". 1UP.com. Retrieved 2008-07-11.
- ^ Battlezone at the Killer List of Videogames
- ^ The Essential 50 - Pac-Man, 1UP
- ^ Playing With Power: Great Ideas That Have Changed Gaming Forever, 1UP
- ^ Gaming's Most Important Evolutions, GamesRadar
- ^ Gaming's Most Important Evolutions (Page 2), GamesRadar
- ^ Vanguard at the Killer List of Videogames
- ^ Where Were They Then: The First Games of Nintendo, Konami, and More (SNK), 1UP
- ^ Matt Barton & Bill Loguidice, The History of Robotron: 2084 - Running Away While Defending Humanoids, Gamasutra
- ^ McLemore, Greg. "The Top Coin-Operated Videogames of All Time". Killer List of Videogames. Retrieved 2007-07-17.
- ^ Jungle King at the Killer List of Videogames
- ^ History of Computing: Video games - Golden Age
- ^ Pengo at the Killer List of Videogames
- ^ Sellers, John (2001). Arcade Fever: The Fan's Guide to The Golden Age of Video Games. Running Press. pp. 108–109. ISBN 0762409371.
{{cite book}}
: Unknown parameter|month=
ignored (help) - ^ Wild, Kim (2008). "The Making of Q*bert". Retro Gamer (54). Imagine Publishing: 70–73.
{{cite journal}}
: Unknown parameter|month=
ignored (help) - ^ Mark J. P. Wolf (2008), The video game explosion: a history from PONG to Playstation and beyond, p. 70, ABC-CLIO, ISBN 031333868X
- ^ Template:Allgame
- ^ "Konami Classics Series: Arcade Hits - NDS - Review". GameZone. April 9, 2007. Retrieved 2011-04-08.
- ^ "Konami Arcade Classics: Well, at least it's classic". IGN. January 7, 2000. Retrieved 2011-04-08.
- ^ "Trivia for TRON" (Web). www.imdb.com. Retrieved 2007-09-15.
{{cite web}}
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- ^ Xevious at the Killer List of Videogames
- ^ Mark J. P. Wolf (2008), The video game explosion: a history from PONG to Playstation and beyond, ABC-CLIO, p. 275, ISBN 031333868X, retrieved 2011-04-10,
What are the best-selling video games? There are a number of factors to consider when attempting to answer this question. First, there are several different types of video games, which makes comparisons difficult, or perhaps unfair. Arcade games are played for a quarter a play (although some are 50 cents, or even more), while home games are bought outright, and their systems must be purchased as well.
- ^
- Estimated 10 billion quarters / $2.5 billion by 1999:
- Chris Morris (May 10, 2005). "Pac Man turns 25: A pizza dinner yields a cultural phenomenon - and millions of dollars in quarters". CNN. Retrieved 2011-04-23.
In the late 1990s, Twin Galaxies, which tracks video game world record scores, visited used game auctions and counted how many times the average Pac Man machine had been played. Based on those findings and the total number of machines that were manufactured, the organization said it believed the game had been played more than 10 billion times in the 20th century.
- Mark J. P. Wolf (2008), The video game explosion: a history from PONG to Playstation and beyond, ABC-CLIO, p. 73, ISBN 031333868X, retrieved 2011-04-10,
It would go on to become arguably the most famous video game of all time, with the arcade game alone taking in more than a billion dollars, and one study estimated that it had been played more than 10 billion times during the twentieth century.
- Chris Morris (May 10, 2005). "Pac Man turns 25: A pizza dinner yields a cultural phenomenon - and millions of dollars in quarters". CNN. Retrieved 2011-04-23.
- Estimated 7 billion coins / $1.75 billion by 1982:
- Kao, John J. (1989). Entrepreneurship, creativity & organization: text, cases & readings. Englewood Cliffs, NJ: Prentice Hall. p. 45. ISBN 0132830116. Retrieved 12 February 2012.
Estimates counted 7 billion coins that by 1982 had been inserted into some 400,000 Pac Man machines worldwide, equal to one game of Pac Man for every person on earth. US domestic revenues from games and licensing of the Pac Man image for T-shirts, pop songs, to wastepaper baskets, etc. exceeded $1 billion.
{{cite book}}
: More than one of|author=
and|last=
specified (help)
- Kao, John J. (1989). Entrepreneurship, creativity & organization: text, cases & readings. Englewood Cliffs, NJ: Prentice Hall. p. 45. ISBN 0132830116. Retrieved 12 February 2012.
- $1 billion cabinet sales by 1982:
- Marlene Targ Brill (2009). America in the 1980s. Twenty-First Century Books. p. 120. ISBN 0822576023. Retrieved May 1, 2011.
- Estimated 10 billion quarters / $2.5 billion by 1999:
- ^ "CPI Inflation Calculator". Bureau of Labor Statistics. Retrieved 2012-02-22.:
- 7 billion quarters / $1.75 billion in 1982: $4.11 billion in 2012
- Additional 3 billion quarters / $0.75 billion by 1999: $1.02 billion in 2012
- $1 billion cabinet sales in 1982: $2.35 billion in 2012
- ^
- $2 billion by 1982: "Making millions, 25 cents at a time". The Fifth Estate. Canadian Broadcasting Corporation. November 23, 1982. Retrieved 2011-04-30.
- $1 billion by 1981: Glinert, Ephraim P. (1990), Visual Programming Environments: Applications and Issues, IEEE Computer Society Press, p. 321, ISBN 0818689749, retrieved 2011-04-10,
As of mid-1981, according to Steve Bloom, author of Video Invaders, more than four billion quarters had been dropped into Space Invaders games around the world
- ^ "CPI Inflation Calculator". Bureau of Labor Statistics. Retrieved 2012-02-22.:
- $1 billion by 1981: $2.5 billion in 2012
- Additional $1 billion in 1982: $2.4 billion in 2012
- ^ Steven J. Kirsh (2006), Children, adolescents, and media violence: a critical look at the research, SAGE Publications, p. 228, ISBN 0761929762, retrieved 2011-04-23,
In 1993, sales of the violent beat em up video game Street Fighter II exceeded $1.5 billion.
- ^ a b c d e f "CPI Inflation Calculator". Bureau of Labor Statistics. Retrieved 2012-02-22.
- ^ Jörg Ziesak (2009), Wii Innovate - How Nintendo Created a New Market Through Strategic Innovation, GRIN Verlag, p. 2029, ISBN 3640497740, retrieved 2011-04-09,
Donkey Kong was Nintendo's first international smash hit and the main reason behind the company's breakthrough in the Northern American market. In the first year of its publication, it earned Nintendo 180 million US dollars, continuing with a return of 100 million dollars in the second year.
- ^ "CPI Inflation Calculator". Bureau of Labor Statistics. Retrieved 2012-02-22.:
- $180 million in 1981: $448.84 million
- $100 million in 1982: $234.89 million
- ^ Mark J. P. Wolf, The video game explosion: a history from PONG to Playstation and beyond, ABC-CLIO, p. 104, ISBN 031333868X, retrieved 2011-04-19
- ^ Jack B. Rochester & John Gantz (1983), The naked computer: a layperson's almanac of computer lore, wizardry, personalities, memorabilia, world records, mind blowers, and tomfoolery, William Morrow and Company, p. 164, ISBN 0688024505, retrieved 2011-04-20,
Although the Disney Studios expected to make over $400 million from this siliconic extravaganza, our source at Variety tells us that its North American rentals were $15 million and estimated total gross, $30 million. The arcade game Tron, made by Bally, grossed more.
- ^ Kao, John J. (1989). Entrepreneurship, creativity & organization: text, cases & readings. Englewood Cliffs, NJ: Prentice Hall. p. 45. ISBN 0132830116. Retrieved 12 February 2012.
Estimates counted 7 billion coins that by 1982 had been inserted into some 400,000 Pac Man machines worldwide, equal to one game of Pac Man for every person on earth. US domestic revenues from games and licensing of the Pac Man image for T-shirts, pop songs, to wastepaper baskets, etc. exceeded $1 billion.
{{cite book}}
: More than one of|author=
and|last=
specified (help) - ^ Jiji Gaho Sha, inc. (2003), Asia Pacific perspectives, Japan, vol. 1, University of Virginia, p. 57, retrieved 2011-04-09,
At that time, a game for use in entertainment arcades was considered a hit if it sold 1000 units; sales of Space Invaders topped 300,000 units in Japan and 60,000 units overseas.
- ^ Ste Curran (2004), Game plan: great designs that changed the face of computer gaming, Rotovision, p. 38, ISBN 2880466962, retrieved 2011-04-11,
When Street Fighter II′ (pronounced street fighter two dash) was released just a short time later, it sold around 140,000 units, at ¥160.000 (c. US $1300 / £820) each. The figures were beyond massive — they were simply unheard of. Capcom's Titanic wasn't sinking. Anything but. The game was a runaway success in its territory of choice, bringing Western gamers as much joy as it had in the East.
- ^ Steven L. Kent (2001), The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World, Prima, p. 446, retrieved 2011-04-09,
Capcom will not release the final numbers, but some outsiders have estimated that more than 60,000 Street Fighter II arcade machines were sold worldwide.
- ^
- Japan: 65,000
- Brian Ashcraft ; with Jean Snow. ; forewords by Kevin Williams (2008). "sixty-five+thousand" Arcade Mania: The Turbo-charged World of Japan's Game Centers (1st ed. ed.). Tokyo: Kodansha International. ISBN 4770030789. Retrieved 12 February 2012.
Jumpman hopped over barrels, climbed ladders, and jumped from suspended platform to suspended platform as he tried to rescue a damsel from his pissed-off pet gorilla. The game was a smash, and sixty-five thousand cabinets were sold in Japan, propping up the then-struggling Nintendo and laying the groundwork for Nintendo and Donkey Kong creator Shigeru Miyamoto to dominate gaming throughout the 1980s and beyond.
{{cite book}}
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- Brian Ashcraft ; with Jean Snow. ; forewords by Kevin Williams (2008). "sixty-five+thousand" Arcade Mania: The Turbo-charged World of Japan's Game Centers (1st ed. ed.). Tokyo: Kodansha International. ISBN 4770030789. Retrieved 12 February 2012.
- United States: 60,000
- Steven L. Kent (2001), The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World, Prima, p. 352, retrieved 2011-04-09,
With more than 60,000 units sold in the United States, Donkey Kong was Nintendo's biggest arcade hit. ... Nintendo released Donkey Kong Junior in 1982 and sold only 30,000 machines, 20,000 Popeye machines (also 1982), and a mere 5000 copies of Donkey J (1983).
- Steven L. Kent (2001), The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World, Prima, p. 352, retrieved 2011-04-09,
- Japan: 65,000
- ^ Steven L. Kent (2001), The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World, Prima, p. 147, retrieved 2011-04-09,
Defender was Williams Electronics' biggest seller. More than 55,000 units were placed worldwide.
- ^ Bureau of National Affairs (1983), "United States Patents Quarterly, Volume 216", United States Patents Quarterly, vol. 216, Associated Industry Publications, retrieved 2011-04-09,
Since February 1980, Midway has sold in excess of 40,000 Galaxian games
- ^ Steve L. Kent (2001), The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world, Prima, p. 352, ISBN 0761536434,
In 1982, Universal Sales made arcade history with a game called Mr Do! Instead of selling dedicated Mr Do! machines, Universal sold the game as a kit. The kit came with a customized control panel, a computer board with Mr Do! read-only memory (ROM) chips, stickers that could be placed on the side of stand-up arcade machines for art, and a plastic marquee. It was the first game ever sold as a conversion only. According to former Universal Sales western regional sales manager Joe Morici, the company sold approximately 30,000 copies of the game in the United States alone.
- ^ Fulton, Jeff Fulton, Steve (2010). "A short history of Missile Command". The essential guide to Flash games : building interactive entertainment with ActionScript 3.0 (New ed. ed.). [Berkeley, Calif.]: Friends of ED. p. 138. ISBN 1430226145. Retrieved 7 February 2012.
While certainly not the size of Asteroids, the game was still a huge hit with almost 20,000 units sold.
{{cite book}}
:|edition=
has extra text (help); More than one of|author=
and|last=
specified (help); Unknown parameter|coauthors=
ignored (|author=
suggested) (help)CS1 maint: multiple names: authors list (link) - ^ Ashley S. Lipson & Robert D. Brain (2009), Computer and Video Game Law: Cases and Materials, Carolina Academic Press, p. 9, ISBN 1594604886, retrieved 2011-04-11,
Atari eventually sold more than 19,000 Pong machines, giving rise to many imitations. Pong made its first appearance in 1972 at "Andy Capp's," a small bar in Sunnyvale, California, where the video game was literally "overplayed" as eager customers tried to cram quarters into an already heavily overloaded coin slot.
- ^ Steven L. Kent (2000), The first quarter: a 25-year history of video games, BWD Press, p. 83, ISBN 0970475500, retrieved 2011-04-09,
Sea Wolf, which was another creation of Dave Nutting, did solid business, selling more than 10,000 machines.
- ^ a b c d e Spencer, Spanner, The Tao of Beat-'em-ups (part 2), EuroGamer, Feb 12, 2008, Accessed Mar 18, 2009
- ^ Shanna Compton (2004), Gamers: writers, artists & programmers on the pleasures of pixels, Soft Skull Press, p. 119, ISBN 1932360573
- ^ a b c "Business Week". Business Week (3392–3405). Bloomberg: 58. 1994. Retrieved 25 January 2012.
Hollywood's aim, of course, is to tap into the $7 billion that Americans pour into arcade games each year — and the $6 billion they spend on home versions for Nintendo and Sega game machines. Combined, it's a market nearly 2 ½ times the size of the $5 billion movie box office.
- ^ Virtua Cop, IGN, July 7, 2004, Accessed Feb 27, 2009
- ^ Sambe, Yukiharu (NaN undefined NaN). "Japan's Arcade Games and Their Technology". Lecture Notes in Computer Science. Entertainment Computing– ICEC 2009. 5709: 338. doi:10.1007/978-3-642-04052-8_62. Retrieved 25 January 2012.
{{cite journal}}
: Check date values in:|date=
and|year=
/|date=
mismatch (help) - ^ Chou, Yuntsai (Fall 2003). "G-commerce in East Asia: Evidence and Prospects". Journal of Interactive Advertising. 4 (1). Retrieved 31 January 2012.
- ^ "Ms. Pac-Man/Galaga — Class Of 1981". KLOV. Retrieved 2006-09-10.
- ^ History of Computing: Video games - Golden Age from The History of Computing Project
- ^ "California Extreme". California Extreme. Retrieved 2006-11-24.
- The Official Price Guide to Classic Video Games by David Ellis (2004), ISBN 0-375-72038-3