Jump to content

Arcade video game: Difference between revisions

From Wikipedia, the free encyclopedia
Content deleted Content added
m clean up, typos fixed: ect → etc. using AWB
Jagged 85 (talk | contribs)
(17 intermediate revisions by the same user not shown)
Line 75: Line 75:
! Hardware units sold
! Hardware units sold
! Gross revenue <br> <small>([[United States dollar|USD]] without inflation)</small>
! Gross revenue <br> <small>([[United States dollar|USD]] without inflation)</small>
! Gross revenue <br> <small>([[United States dollar|USD]] with 2012 inflation)</small><ref name="cpi_inflation"/>
! Gross revenue <br> <small>([[United States dollar|USD]] with 2012 inflation)</small><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>
|-
|-
| ''[[Pac-Man]]''
| ''[[Pac-Man]]''
Line 125: Line 125:
**{{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>
**{{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>
| {{sort|1500|$1.5&nbsp;billion}} <small>(as of 1993)</small><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=0-7619-2976-2|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&nbsp;billion.}}</ref>
| {{sort|1500|$1.5&nbsp;billion}} <small>(as of 1993)</small><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=0-7619-2976-2|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&nbsp;billion.}}</ref>
| {{sort|2400|$2.4&nbsp;billion}}<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>
| {{sort|2400|$2.4&nbsp;billion}}<ref name="cpi_inflation"/>
|-
|-
| ''[[Street Fighter II: Champion Edition|Street Fighter II': Champion Edition]]''
| ''[[Street Fighter II: Champion Edition|Street Fighter II': Champion Edition]]''
Line 221: Line 221:
| {{sort|0062|$62.408 million}} <small>(as of 1983)</small><ref name="atari_production"/>
| {{sort|0062|$62.408 million}} <small>(as of 1983)</small><ref name="atari_production"/>
| {{sort|0142|$142.65 million}}
| {{sort|0142|$142.65 million}}
|-
| ''[[World Club Champion Football|World Club Champion Football: Intercontinental Clubs]]''
| 2008
| {{sort|000.858|858}} <small>(as of 2009)</small> <br> <small>(''Intercontinental Clubs 2008-2009'')</small><ref name="sega_dec09"/>
| {{sort|0137.21|$137.21 million}} <small>(as of 2011)</small><ref>''World Club Champion Football: Intercontinental Clubs''
*Fiscal year ended March 31, 2010: ¥4.2 billion ({{cite web|title=Appendix of Consolidated Financial Statements Year Ended March 31, 2010|url=http://www.segasammy.co.jp/english/pdf/release/1003hosoku_e_final.pdf#page=3|publisher=[[Sega Sammy Holdings]]|accessdate=13 April 2012|page=3|date=May 14, 2010}})
*Fiscal year ended March 31, 2011: ¥3.8 billion ({{cite web|title=Appendix of Consolidated Financial Statements Year Ended March 31, 2011|url=http://www.segasammy.co.jp/english/pdf/release/1103appendix_e_final.pdf#page=3|publisher=[[Sega Sammy Holdings]]|accessdate=13 April 2012|page=3|date=May 13, 2011}})
*Nine months ended December 31, 2011: ¥3.1 billion ({{cite web|title=Appendix of Consolidated Financial Statements 9 Months Ended December 31, 2011|url=http://www.segasammy.co.jp/english/pdf/release/20120203_tanshin_hosoku_final_e.pdf#page=3|publisher=[[Sega Sammy Holdings]]|accessdate=13 April 2012|page=3}})
*{{cite web|title=Currency Conversion|url=http://www.xe.com/ucc/|publisher=[[XE.com]]|accessdate=13 April 2012}}
**¥4.2 billion = $51.9159 million
**¥3.8 billion = $46.9716 million
**¥3.1 billion = $38.3189 million
</ref>
| {{sort|0141.59|$141.59 million}}<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}}
*$51.9159 million in 2010 = $54.61 million in 2012
*$46.9716 million in 2011 = $47.9 million in 2012
*$38.3189 million in 2011 = $39.08 million in 2012
</ref>
|-
|-
| ''[[Q*bert]]''
| ''[[Q*bert]]''
Line 294: Line 312:
| ''[[Hang-On]]''
| ''[[Hang-On]]''
| 1985
| 1985
| {{sort|007.5|7500}} <small>(as of 1985)</small><ref>{{cite news|title=Motorcycle game to Atari|url=http://www.gamearchive.com/General/Articles/ClassicNews/1985/NewsBytes10-1-85.htm|accessdate=7 March 2012|newspaper=NewsBytes|date=1985-10-01|archiveurl=http://web.archive.org/web/20090105185108/http://www.gamearchive.com/General/Articles/ClassicNews/1985/NewsBytes10-1-85.htm|archivedate=2009-01-05|quote=So far, Sega has shipped approx. 7,000 Hang-ons to the Japanese and overseas market. ATARI IRELAND gets 500 sets for the initial shipment, a report says.}}</ref>
| {{sort|007.5|7500}} <small>(as of 1985)</small><ref name="hangon_sales">{{cite news|title=Motorcycle game to Atari|url=http://www.gamearchive.com/General/Articles/ClassicNews/1985/NewsBytes10-1-85.htm|accessdate=7 March 2012|newspaper=NewsBytes|date=1985-10-01|archiveurl=http://web.archive.org/web/20090105185108/http://www.gamearchive.com/General/Articles/ClassicNews/1985/NewsBytes10-1-85.htm|archivedate=2009-01-05|quote=So far, Sega has shipped approx. 7,000 Hang-ons to the Japanese and overseas market. ATARI IRELAND gets 500 sets for the initial shipment, a report says.}}</ref>
|
|
|
|
Line 309: Line 327:
| {{sort|0045|$45&nbsp;million}} <small>(as of 1983)</small><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=0-688-02450-5|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&nbsp;million from this siliconic extravaganza, our source at Variety tells us that its North American rentals were $15&nbsp;million and estimated total gross, $30&nbsp;million. The arcade game Tron, made by Bally, grossed more.}}</ref>
| {{sort|0045|$45&nbsp;million}} <small>(as of 1983)</small><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=0-688-02450-5|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&nbsp;million from this siliconic extravaganza, our source at Variety tells us that its North American rentals were $15&nbsp;million and estimated total gross, $30&nbsp;million. The arcade game Tron, made by Bally, grossed more.}}</ref>
| {{sort|0102|$102&nbsp;million}}
| {{sort|0102|$102&nbsp;million}}
|-
| ''[[Border Break]]''
| 2009
| {{sort|002.998|2998}} <small>(as of 2009)</small><ref name="sega_dec09">{{cite web|title=Appendix of Consolidated Financial Statements 9 Months Ended December 31, 2009|url=http://www.segasammy.co.jp/english/pdf/release/201003_3qhosoku_e__final.pdf#page=3|publisher=[[Sega Sammy Holdings]]|accessdate=13 April 2012|page=3|date=February 5, 2010}}</ref>
| {{sort|0086.41|$86.41 million}} <small>(as of 2011)</small><ref>''Border Break'':
*Fiscal year ended March 31, 2010: ¥3.3 billion ({{cite web|title=Appendix of Consolidated Financial Statements Year Ended March 31, 2010|url=http://www.segasammy.co.jp/english/pdf/release/1003hosoku_e_final.pdf#page=3|publisher=[[Sega Sammy Holdings]]|accessdate=13 April 2012|page=3|date=May 14, 2010}})
*Fiscal year ended March 31, 2011: ¥2.5 billion ({{cite web|title=Appendix of Consolidated Financial Statements Year Ended March 31, 2011|url=http://www.segasammy.co.jp/english/pdf/release/1103appendix_e_final.pdf#page=3|publisher=[[Sega Sammy Holdings]]|accessdate=13 April 2012|page=3|date=May 13, 2011}})
*Six months ended September 30, 2011: ¥1.2 billion ({{cite web|title=Appendix of Consolidated Financial Statements 6 Months Ended September 30, 2011|url=http://www.segasammy.co.jp/english/pdf/release/20111031_2012_2qhosoku_e_final.pdf#page=3|publisher=[[Sega Sammy Holdings]]|accessdate=13 April 2012|page=3|date=October 31, 2011}})
*{{cite web|title=Currency Conversion|url=http://www.xe.com/ucc/|publisher=[[XE.com]]|accessdate=13 April 2012}}
**¥3.3 billion = $40.7317 million
**¥2.5 billion = $30.8542 million
**¥1.2 billion = $14.8237 million
</ref>
| {{sort|0089.44|$89.44 million}}<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}}
*$40.7317 million in 2010 = $42.85 million in 2012
*$30.8542 million in 2011 = $31.47 million in 2012
*$14.8237 million in 2011 = $15.12 million in 2012
</ref>
|-
| ''[[Sangokushi Taisen|Sengoku Taisen]]''
| 2010
|
| {{sort|0079.1|$79.1 million}} <small>(as of 2011)</small><ref>Fiscal year ended March 31, 2011: ¥6.4 billion ({{cite web|title=Appendix of Consolidated Financial Statements Year Ended March 31, 2011|url=http://www.segasammy.co.jp/english/pdf/release/1103appendix_e_final.pdf#page=3|publisher=[[Sega Sammy Holdings]]|accessdate=13 April 2012|page=3|date=May 13, 2011}})
*Currency conversion: $79.1 million {{cite web|title=Currency Conversion|url=http://www.xe.com/ucc/|publisher=[[XE.com]]|accessdate=13 April 2012}}</ref>
| {{sort|0080.7|$80.7 million}}
|-
|-
| ''[[Asteroids Deluxe]]''
| ''[[Asteroids Deluxe]]''
Line 315: Line 358:
| {{sort|0046.1|$46.1 million}} <small>(as of 1999)</small><ref name="atari_production99"/>
| {{sort|0046.1|$46.1 million}} <small>(as of 1999)</small><ref name="atari_production99"/>
| {{sort|0063|$63 million}}
| {{sort|0063|$63 million}}
|-
| ''[[Starhorse|StarHorse2: Fifth Expansion]]''
| 2009
| {{sort|010.657|10,657}} <small>(as of 2009)</small><ref name="sega_dec09"/>
| {{sort|0059.321|$59.321 million}} <small>(as of 2011)</small><ref>
*Fiscal year ended March 31, 2010: ¥2.8 billion ({{cite web|title=Appendix of Consolidated Financial Statements Year Ended March 31, 2010|url=http://www.segasammy.co.jp/english/pdf/release/1003hosoku_e_final.pdf#page=3|publisher=[[Sega Sammy Holdings]]|accessdate=13 April 2012|page=3|date=May 14, 2010}})
*Fiscal year ended March 31, 2011: ¥2 billion ({{cite web|title=Appendix of Consolidated Financial Statements Year Ended March 31, 2011|url=http://www.segasammy.co.jp/english/pdf/release/1103appendix_e_final.pdf#page=3|publisher=[[Sega Sammy Holdings]]|accessdate=13 April 2012|page=3|date=May 13, 2011}})
*{{cite web|title=Currency Conversion|url=http://www.xe.com/ucc/|publisher=[[XE.com]]|accessdate=13 April 2012}}
**¥2.8 billion = $34.6039 million
**¥2 billion = $24.7171 million
</ref>
| {{sort|0061.61|$61.61 million}}<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}}
*$34.6039 million in 2010 = $36.4 million in 2012
*$24.7171 million in 2011 = $25.21 million in 2012
</ref>
|-
|-
| ''[[Missile Command]]''
| ''[[Missile Command]]''
Line 349: Line 407:
| 1982
| 1982
| {{sort|003|3000}} <small>(in the US as of 1983)</small><ref name="atari_memo1"/>
| {{sort|003|3000}} <small>(in the US as of 1983)</small><ref name="atari_memo1"/>
|
|
|-
| ''[[Shining (series)|Shining Force Cross]]''
| 2009
| {{sort|002.289|2389}} <small>(as of 2009)</small><ref name="sega_dec09"/>
|
|
|
|
Line 357: Line 421:
|
|
|
|
|-
| ''[[Sangokushi Taisen|Sangokushi Taisen 3]]''
| 2007
|
| {{sort|0054.4|$54.4 million}} <small>(as of 2010)</small><ref>''Sangokushi Taisen 3'':
*Fiscal year ended March 31, 2010: ¥1.8 billion ({{cite web|title=Appendix of Consolidated Financial Statements Year Ended March 31, 2010|url=http://www.segasammy.co.jp/english/pdf/release/1003hosoku_e_final.pdf#page=3|publisher=[[Sega Sammy Holdings]]|accessdate=13 April 2012|page=3|date=May 14, 2010}})
*Fiscal year ended March 31, 2011: ¥2.6 billion ({{cite web|title=Appendix of Consolidated Financial Statements Year Ended March 31, 2011|url=http://www.segasammy.co.jp/english/pdf/release/1103appendix_e_final.pdf#page=3|publisher=[[Sega Sammy Holdings]]|accessdate=13 April 2012|page=3|date=May 13, 2011}})
*{{cite web|title=Currency Conversion|url=http://www.xe.com/ucc/|publisher=[[XE.com]]|accessdate=13 April 2012}}
**¥1.8 billion = $22.2401 million
**¥2.6 billion = $32.1248 million
</ref>
| {{sort|0056.2|$56.2 million}}<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}}
*$22.2401 million in 2010 = $23.4 million in 2012
*$32.1248 million in 2011 = $32.76 million in 2012
</ref>
|-
|-
| ''[[Pong]]''
| ''[[Pong]]''
Line 363: Line 442:
| {{sort|0011|$11&nbsp;million}} <small>(as of 1973)</small><ref>{{cite news|last=Barack|first=Lauren|title=In Blast From the Past, Atari Video Games Plan a Return|url=http://pqasb.pqarchiver.com/nypost/access/334044141.html?dids=334044141:334044141&FMT=ABS&FMTS=ABS:FT&type=current&date=May+08%2C+2003&author=Lauren+Barack&pub=New+York+Post&desc=IN+BLAST+FROM+THE+PAST%2C+ATARI+VIDEO+GAMES+PLAN+A+RETURN&pqatl=google|accessdate=28 February 2012|newspaper=[[New York Post]]|date=May 8, 2003|page=34|quote=It's first hit game, "Pong," launched in 1972, made $11&nbsp;million in revenue in just one year.}}</ref>
| {{sort|0011|$11&nbsp;million}} <small>(as of 1973)</small><ref>{{cite news|last=Barack|first=Lauren|title=In Blast From the Past, Atari Video Games Plan a Return|url=http://pqasb.pqarchiver.com/nypost/access/334044141.html?dids=334044141:334044141&FMT=ABS&FMTS=ABS:FT&type=current&date=May+08%2C+2003&author=Lauren+Barack&pub=New+York+Post&desc=IN+BLAST+FROM+THE+PAST%2C+ATARI+VIDEO+GAMES+PLAN+A+RETURN&pqatl=google|accessdate=28 February 2012|newspaper=[[New York Post]]|date=May 8, 2003|page=34|quote=It's first hit game, "Pong," launched in 1972, made $11&nbsp;million in revenue in just one year.}}</ref>
| {{sort|0056|$56&nbsp;million}}
| {{sort|0056|$56&nbsp;million}}
|-
| ''[[List of Sega arcade games#Sega Lindbergh / Lindbergh Red / Lindbergh Blue games|Sega Network Mahjong MJ4]]''
| 2008
|
| {{sort|0047|$47 million}} <small>(as of 2010)</small><ref>Fiscal year ended March 31, 2010: ¥3.8 billion ({{cite web|title=Appendix of Consolidated Financial Statements Year Ended March 31, 2010|url=http://www.segasammy.co.jp/english/pdf/release/1003hosoku_e_final.pdf#page=3|publisher=[[Sega Sammy Holdings]]|accessdate=13 April 2012|page=3|date=May 14, 2010}})
*Currency conversion: $47 million {{cite web|title=Currency Conversion|url=http://www.xe.com/ucc/|publisher=[[XE.com]]|accessdate=13 April 2012}}</ref>
| {{sort|0049.44|$49.44 million}}
|-
|-
| ''[[Kangaroo (video game)|Kangaroo]]''
| ''[[Kangaroo (video game)|Kangaroo]]''
Line 375: Line 461:
| {{sort|0022.9|$22.9 million}} <small>(as of 1989)</small><ref name="atari_production"/>
| {{sort|0022.9|$22.9 million}} <small>(as of 1989)</small><ref name="atari_production"/>
| {{sort|0042|$42 million}}
| {{sort|0042|$42 million}}
|-
| ''[[Starhorse|StarHorse3 Season I: A New Legend Begins]]''
| 2011
|
| {{sort|0040.8|$40.8 million}} <small>(as of 2011)</small><ref>Nine months ended December 31, 2011: ¥3.3 billion ({{cite web|title=Appendix of Consolidated Financial Statements 9 Months Ended December 31, 2011|url=http://www.segasammy.co.jp/english/pdf/release/20120203_tanshin_hosoku_final_e.pdf#page=3|publisher=[[Sega Sammy Holdings]]|accessdate=13 April 2012|page=3}})
*¥3.3 billion = $40.8 million ({{cite web|title=Currency Conversion|url=http://www.xe.com/ucc/|publisher=[[XE.com]]|accessdate=13 April 2012}})</ref>
| {{sort|0041.61|$41.61 million}}
|-
|-
| ''[[Gauntlet (1985 video game)|Gauntlet]]''
| ''[[Gauntlet (1985 video game)|Gauntlet]]''
Line 387: Line 480:
| {{sort|0020|$20.669 million}} <small>(as of 1991)</small><ref name="atari_production"/>
| {{sort|0020|$20.669 million}} <small>(as of 1991)</small><ref name="atari_production"/>
| {{sort|0034|$34.55 million}}
| {{sort|0034|$34.55 million}}
|-
| ''[[List of Sega arcade games#Sega RingEdge games|Sega Network Mahjong MJ5]]''
| 2011
|
| {{sort|0033.4|$33.4 million}} <small>(as of 2011)</small><ref>Nine months ended December 31, 2011: ¥2.7 billion ({{cite web|title=Appendix of Consolidated Financial Statements 9 Months Ended December 31, 2011|url=http://www.segasammy.co.jp/english/pdf/release/20120203_tanshin_hosoku_final_e.pdf#page=3|publisher=[[Sega Sammy Holdings]]|accessdate=13 April 2012|page=3}})
*Currency conversion: $33.4 million ({{cite web|title=Currency Conversion|url=http://www.xe.com/ucc/|publisher=[[XE.com]]|accessdate=13 April 2012}})</ref>
| {{sort|0034.06|$34.06 million}}
|-
|-
| ''[[Race Drivin']]''
| ''[[Race Drivin']]''
Line 438: Line 538:
| ''[[Beatmania]]''
| ''[[Beatmania]]''
| 1997
| 1997
| {{sort|008|8000}} <small>(in Japan as of 1999)</small><ref>{{cite web|title=Special Feature: Music Simulation Games Rock the Market|url=http://www.konami.co.jp/report/report99/english/special01.html|work=Annual Report|publisher=[[Konami]]|accessdate=6 March 2012|archiveurl=http://web.archive.org/web/20040625160414/http://www.konami.co.jp/report/report99/english/special01.html|archivedate=2004-06-25|year=1999|page=1}}</ref>
| {{sort|008|8000}} <small>(in Japan as of 1999)</small><ref name="beatmania_sales">{{cite web|title=Special Feature: Music Simulation Games Rock the Market|url=http://www.konami.co.jp/report/report99/english/special01.html|work=Annual Report|publisher=[[Konami]]|accessdate=6 March 2012|archiveurl=http://web.archive.org/web/20040625160414/http://www.konami.co.jp/report/report99/english/special01.html|archivedate=2004-06-25|year=1999|page=1}}</ref>
| {{sort|0012.4|$12.4&nbsp;million}} <small>(as of 1998)</small> <br> <small>(Japan hardware sales)</small><ref>
| {{sort|0012.4|$12.4&nbsp;million}} <small>(as of 1998)</small> <br> <small>(Japan hardware sales)</small><ref>
*[[Japanese yen|¥]]1 billion in May 1998 ({{cite web|title=Special Feature: Music Simulation Games Rock the Market|url=http://www.konami.co.jp/report/report99/english/special01.html|work=Annual Report|publisher=[[Konami]]|accessdate=6 March 2012|archiveurl=http://web.archive.org/web/20040625160414/http://www.konami.co.jp/report/report99/english/special01.html|archivedate=2004-06-25|year=1999|page=1}})
*[[Japanese yen|¥]]1 billion in May 1998 ({{cite web|title=Special Feature: Music Simulation Games Rock the Market|url=http://www.konami.co.jp/report/report99/english/special01.html|work=Annual Report|publisher=[[Konami]]|accessdate=6 March 2012|archiveurl=http://web.archive.org/web/20040625160414/http://www.konami.co.jp/report/report99/english/special01.html|archivedate=2004-06-25|year=1999|page=1}})
Line 706: Line 806:
| 1985
| 1985
| {{sort|0|11,368}} <small>(as of 1991)</small><ref name="atari_production"/>
| {{sort|0|11,368}} <small>(as of 1991)</small><ref name="atari_production"/>
|-
| ''[[Starhorse|StarHorse2]]''
| 2005
| {{sort|010.657|10,657}} <small>(as of 2009)</small><ref name="sega_dec09"/>
|-
| ''[[Beatmania]]''
| 1997
| {{sort|008|8000}} <small>(in Japan as of 1999)</small><ref name="beatmania_sales"/>
|-
| ''[[Hang-On]]''
| 1985
| {{sort|007.5|7500}} <small>(as of 1985)</small><ref name="hangon_sales"/>
|-
|-
| ''[[Hard Drivin'#Sequels|Hard Drivin']]''
| ''[[Hard Drivin'#Sequels|Hard Drivin']]''
| 1989
| 1989
| {{sort|006.843|6843}} <small>(as of 1991)</small><ref name="atari_production"/>
| {{sort|006.843|6843}} <small>(as of 1991)</small><ref name="atari_production"/>
|-
| ''[[Xevious]]''
| 1982
| {{sort|005.295|5295}} <small>(in the US as of 1983)</small><ref name="atari_production"/>
|}
|}



Revision as of 04:48, 14 April 2012

An arcade game is played on a coin-operated entertainment machine, usually installed in public businesses, such as restaurants, bars, and particularly amusement arcades. These days it can refer to a video game that was designed to look like an arcade game (adopting the isometric view, 2D graphics, scores, lives etc.) but instead released on XBLA or PC. Most arcade games are video games, pinball machines, electro-mechanical games, redemption games, and merchandisers (such as claw cranes). The golden age of video arcade games was from the late 1970s to the late 1980s, and while arcade games were still relatively popular during the first half of the 1990s, this type of media saw a continuous decline in popularity when video game consoles made the transition from 2D to 3D.

History

The first popular "arcade games" were early amusement park midway games such as shooting galleries, ball toss games, and the earliest coin-operated machines, such as those that claim to tell a person their fortune or played mechanical music. The old midways of 1920s-era amusement parks (such as Coney Island in New York) provided the inspiration and atmosphere of later arcade games.

In the 1930s, the earliest coin-operated pinball machines were made. These early amusement devices were distinct from their later electronic cousins in that they were made of wood, did not have plungers or lit-up bonus surfaces on the playing field, and used mechanical instead of electronic scoring readouts. By around 1977, most pinball machines in production switched to using solid state electronics for both operation and scoring.[1]

Electro-mechanical games

In 1966, Sega introduced an early electro-mechanical arcade game called Periscope.[2] It was an early submarine simulator and light gun shooter,[3] which used lights and plastic waves to simulate sinking ships from a submarine.[4] It became a worldwide success in Japan, Europe, and North America,[5] where it was the first arcade game to cost a quarter per play,[2] which would remain the standard price for arcade games for many years to come.[5] In 1967, Taito released an early electro-mechanical arcade game of their own, Crown Soccer Special, a two-player sports game that simulated association football, using various electronic components, including electronic versions of pinball flippers.[6]

Sega later produced gun games which resemble first-person shooter video games, but were in fact electro-mechanical games that used rear image projection in a manner similar to the ancient zoetrope to produce moving animations on a screen.[7] The first of these was the light gun game Duck Hunt,[8] which Sega released in 1969;[9] it featured animated moving targets on a screen, printed out the player's score on a ticket, and had sound effects that were volume controllable.[8] That same year, Sega released an early electro-mechanical arcade racing game Grand Prix, which had a first-person view, electronic sound, a dashboard with a racing wheel and accelerator,[10] and a forward-scrolling road projected on a screen.[11] Another Sega release that year was Missile, a shooter and vehicle combat simulation that featured electronic sound and a moving film strip to represent the targets on a projection screen. It was also the earliest known arcade game to feature a joystick with a fire button, which was used as part of an early dual-control scheme, where two directional buttons are used to move the player's tank and a two-way joystick is used to shoot and steer the missile onto oncoming planes displayed on the screen; when a plane is hit, an explosion is animated on screen along with an explosion sound.[12] In 1970,[13] the game was released in North America as S.A.M.I. by Midway.[12] That same year, Sega released Jet Rocket, a combat flight simulator featuring cockpit controls that could move the player aircraft around a landscape displayed on a screen and shoot missiles onto targets that explode when hit.[14]

Throughout the 1970s, electro-mechanical arcade games were gradually replaced by electronic video games, following the release of Pong in 1972.[15] In 1972, Sega released their final electro-mechanical game Killer Shark, a first-person light gun shooter known for appearing in the 1975 film Jaws.[7] In 1974, Nintendo released Wild Gunman, a light gun shooter that used full-motion video projection from 16 mm film to display live-action cowboy opponents on the screen.[16] One of the last successful electro-mechanical arcade games was F-1, a racing game developed by Namco and distributed by Atari in 1976;[17] the game was shown in the films Dawn of the Dead (1978)[18] and Midnight Madness (1980), as was Sega's Jet Rocket in the latter film. The 1978 video game Space Invaders, however, dealt a yet more powerful blow to the popularity of electro-mechanical games.[19]

Arcade video games

In 1971, students at Stanford University set up the Galaxy Game, a coin-operated version of the Spacewar video game. This is the earliest known instance of a coin-operated video game. Later in the same year, Nolan Bushnell created the first mass-manufactured such game, Computer Space, for Nutting Associates.

In 1972, Atari was formed by Nolan Bushnell and Ted Dabney. Atari essentially created the coin-operated video game industry with the game Pong, the smash hit electronic ping pong video game. Pong proved to be popular, but imitators helped keep Atari from dominating the fledgling coin-operated video game market. Taito's Space Invaders in 1978 proved to be an even greater success, and is now regarded as the first blockbuster arcade video game.[20] Video game arcades sprang up in shopping malls, and small "corner arcades" appeared in restaurants, grocery stores, bars and movie theaters all over the United States, Japan and other countries during the late 1970s and early 1980s. Space Invaders (1978), Galaxian (1979), Pac-Man (1980), Battlezone (1980) and Donkey Kong (1981) were especially popular.

During the late 1970s and 1980s, chains such as Chuck E. Cheese's, Ground Round, Dave and Busters, and Gatti's Pizza combined the traditional restaurant and/or bar environment with arcades.[21] By the late-1980s, the arcade video game craze was beginning to fade due to advances in home video game console technology. Arcade video games experienced a resurgence with the advent of two-player fighting games following the success of Street Fighter II (1991) by Capcom, leading to many more successful arcade fighting games such as Mortal Kombat (1992) by Midway Games, Fatal Fury: King of Fighters (1992) by SNK, Killer Instinct (1994) by Rare, and The King of Fighters (1994–2005) by SNK.

However by 1996, home video game consoles and computers with 3D accelerator cards had reached technological parity with arcade equipment—arcade games had always been based on commodity technology, but their advantage over previous generations of home system was in their ability to customize and use the latest graphics and sound chips, much as PC games of today do. Declines in arcade sales volume meant that this approach was no longer cost-effective. Furthermore, by the late 1990s and early 2000s, networked gaming via console and computers across the Internet had also appeared,[22] replacing the venue of head to head competition and social atmosphere once provided solely by arcades.[23]

The arcades also lost their status as the forefront of new game releases. Given the choice between playing a game at an arcade three or four times (perhaps 15 minutes of play for a typical arcade game), and renting, at about the same price, exactly the same game—for a video game console—the console was the clear winner. Fighting games were the most attractive feature for arcades, since they offered the prospect of face-to-face competition and tournaments, which correspondingly led players to practice more (and spend more money in the arcade), but they could not support the business all by themselves.

Recent 20th anniversary arcade machine, combining two classic video games.

To remain viable, arcades added other elements to complement the video games such as redemption games, merchandisers, and food service. Referred to as "fun centers" or "family fun centers",[24] some of the longstanding chains such as Chuck E. Cheese's and Gatti's Pizza ("GattiTowns")[25] also changed to this format. Many old video game arcades have long since closed, and classic coin-operated games have become largely the province of dedicated hobbyists.

Today's arcades have found a niche in games that use special controllers largely inaccessible to home users. An alternative interpretation (one that includes fighting games, which continue to thrive and require no special controller) is that the arcade game is now a more socially-oriented hangout, with games that focus on an individual's performance, rather than the game's content, as the primary form of novelty. Examples of today's popular genres are rhythm games such as Dance Dance Revolution (1998) and DrumMania (1999), and rail shooters such as Virtua Cop (1994), Time Crisis and House of the Dead (1996).

Technology

Inside of a Neo Geo

Virtually all modern arcade games (other than the very traditional midway-type games at county fairs) make extensive use of solid state electronics and integrated circuits. In the past coin-operated arcade video games generally used custom per-game hardware often with multiple CPUs, highly specialized sound and graphics chips, and the latest in computer graphics display technology. Recent arcade game hardware is often based on modified video game console hardware or high-end PC components.

Arcade games frequently have more immersive and realistic game controls than either PC or console games, including specialized ambiance or control accessories: Fully enclosed dynamic cabinets with force feedback controls, dedicated lightguns, rear-projection displays, reproductions of automobile or airplane cockpits, motorcycle or horse-shaped controllers, or highly dedicated controllers such as dancing mats and fishing rods. These accessories are usually what set modern video games apart from other games, as they are usually too bulky, expensive, and specialized to be used with typical home PCs and consoles.

Arcade genre

Arcade games often have very short levels, simple and intuitive control schemes, and rapidly increasing difficulty. This is due to the environment of the Arcade, where the player is essentially renting the game for as long as their in-game avatar can stay alive (or until they run out of tokens).

Games on consoles or PCs can be referred to as "arcade games" if they share these qualities or are direct ports of arcade titles. Many independent developers are now producing games in the arcade genre that are designed specifically for use on the Internet. These games are usually designed with Flash/Java/DHTML and run directly in web-browsers.

Arcade racing games have a simplified physics engine and do not require much learning time when compared with racing simulators. Cars can turn sharply without braking or understeer, and the AI rivals are sometimes programmed so they are always near the player (rubberband effect).

Arcade flight games also use simplified physics and controls in comparison to flight simulators. These are meant to have an easy learning curve, in order to preserve their action component. Increasing numbers of console flight video games, from Crimson Skies to Ace Combat and Secret Weapons Over Normandy indicate the falling of manual-heavy flight sim popularity in favor of instant arcade flight action.[26]

Emulation

Emulators such as MAME, which can be run on modern computers and a number of other devices, aim to preserve the games of the past.

Legitimate emulated titles started to appear on the Sony PlayStation and Sega Saturn, with CD-ROM compilations such as Arcade's Greatest Hits: The Atari Collection 1, and on the PlayStation 2 and GameCube with DVD-ROM titles such as Midway Arcade Treasures.

Arcade games are currently being downloaded and emulated through the Nintendo Wii Virtual Console Service starting in 2009 with Gaplus, Mappy, Space Harrier, Star Force, The Tower of Druaga, Tecmo Bowl, Altered Beast and many more. Other classic arcade games such as Asteroids, Tron, Discs of Tron, Yie Ar Kung-Fu, Pac-Man, Joust, Battlezone, Dig Dug, Robotron: 2084, and Missile Command are emulated on PlayStation Network and Xbox Live Arcade.

Locations

In addition to restaurants and video arcades, arcade games are also found in bowling alleys, college campuses, dormitories, laundromats, movie theatres, supermarkets, shopping malls, airports, ice rinks, corner shops, truck stops, bar/pubs, hotels, and even bakeries. In short, arcade games are popular in places open to the public where people are likely to have free time.

List of highest-grossing arcade video games

For arcade games, success was usually judged by either the number of arcade hardware units sold to operators, or the amount of revenue generated, from the number of coins (such as quarters or 100 yen coins) inserted into machines,[27] and/or the hardware sales (with arcade hardware prices often ranging from $1000 to $4000). 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. Most of the games in this list date back to the golden age of arcade video games, though some are also from before and after the golden age.

Game Release year Hardware units sold Gross revenue
(USD without inflation)
Gross revenue
(USD with 2012 inflation)[28]
Pac-Man 1980 400,000 (as of 1982)[29] $3.5 billion (as of 1999)[30] $7.61 billion[31]
Space Invaders 1978 360,000 (as of 1980)[32] $2.702 billion (as of 1982)[33] $7.25 billion[34]
Street Fighter II
(includes The World Warrior and Champion Edition)
1991 200,000 (as of 1992)
(The World Warrior and Champion Edition)[35]
$1.5 billion (as of 1993)[36] $2.4 billion[28]
Street Fighter II': Champion Edition 1992 140,000 (in Japan as of 1992)[37] $182 million (as of 1992)
(Japan hardware sales)[37]
$323.3 million[38]
(Japan hardware sales)
Donkey Kong 1981 132,000 (as of 1982)[39] $280 million (as of 1982)
(US hardware sales)[40]
$684 million[41]
(US hardware sales)
Ms. Pac-Man 1981 125,000 (as of 1988)[42][43]
Asteroids 1979 100,000 (as of 2001)[43][44] $800 million (as of 1991)[45][46] $1.3 billion
Street Fighter II: The World Warrior 1991 60,000[47] (as of 1992)
Defender 1981 60,000 (as of 2002)[48][49] $1 billion (as of 2002)[50][51] $1.2 billion
Galaxian 1979 40,000 (in the US as of 1982)[52][53]
Donkey Kong Jr. 1982 30,000 (in the US as of 1982)[39]
Mr. Do! 1982 30,000 (in the US as of 1982)[54]
Mortal Kombat II 1993 27,000 (as of 2002)[55]
Mortal Kombat 1992 24,000 (as of 2002)[55] $570 million (as of 2002)[55][56] $718 million
Centipede 1981 55,988 (as of 1991)[57] $115.65 million (as of 1991)[57] $193.31 million
Dragon's Lair 1983 16,000 (as of 1983)[58][59] $68.8 million (as of 1983)[58][60] $157.26 million
Tempest 1981 29,000 (as of 1983)[61] $62.408 million (as of 1983)[57] $142.65 million
World Club Champion Football: Intercontinental Clubs 2008 858 (as of 2009)
(Intercontinental Clubs 2008-2009)[62]
$137.21 million (as of 2011)[63] $141.59 million[64]
Q*bert 1982 25,000 (as of 2001)[65]
Robotron: 2084 1982 23,000 (as of 1983)[61]
Pole Position 1982 21,000 (in the US as of 1983)[61] $60.933 million (as of 1983)[57][61]
(US hardware sales)
$139.28 million
(US hardware sales)
Popeye 1982 20,000 (in the US as of 1982)[66]
Out Run 1986 20,000 (as of 1987)[67]
Dance Dance Revolution 1998 20,000 (as of 2005)[68][69]
Pump It Up 1999 20,000 (as of 2005)[68]
Dig Dug 1982 22,228[57] (in the US as of 1983)[70] $46.3 million (as of 1983)[57]
(US hardware sales)
$105.83 million
(US hardware sales)
Jungle Hunt 1982 18,000 (in the US as of 1983)[70]
Stargate 1983 15,000 (as of 1983)[61]
Space Duel 1982 12,038 (as of 1991)[57]
Hang-On 1985 7500 (as of 1985)[71]
Donkey Kong 3 1983 5000 (in the US as of 1982)[39]
Tron 1982 800 (in the US as of 1982)[72] $45 million (as of 1983)[73] $102 million
Border Break 2009 2998 (as of 2009)[62] $86.41 million (as of 2011)[74] $89.44 million[75]
Sengoku Taisen 2010 $79.1 million (as of 2011)[76] $80.7 million
Asteroids Deluxe 1981 22,399 (as of 1999)[77] $46.1 million (as of 1999)[77] $63 million
StarHorse2: Fifth Expansion 2009 10,657 (as of 2009)[62] $59.321 million (as of 2011)[78] $61.61 million[79]
Missile Command 1980 19,999 (as of 2010)[80] $36.8 million (as of 1991)[77] $61.5 million
Snake Pit 1983 9000 (as of 1983)[81]
Big Buck Hunter Pro 2006 7500 (as of 2007)[82]
Bagman 1983 5000 (in the US as of 1983)[70]
Mario Bros. 1983 3800 (in the US as of 1983)[61]
Zoo Keeper 1982 3000 (in the US as of 1983)[70]
Shining Force Cross 2009 2389 (as of 2009)[62]
Pengo 1982 2000 (in the US as of 1983)[70]
Sangokushi Taisen 3 2007 $54.4 million (as of 2010)[83] $56.2 million[84]
Pong 1972 8500–19,000[85][86] $11 million (as of 1973)[87] $56 million
Sega Network Mahjong MJ4 2008 $47 million (as of 2010)[88] $49.44 million
Kangaroo 1982 9803[57] (as of 1983)[70] $20.58 million (as of 1983)
(US hardware sales)[57]
$47.04 million
(US hardware sales)
Hard Drivin' 1989 3318 (as of 1989)[57] $22.9 million (as of 1989)[57] $42 million
StarHorse3 Season I: A New Legend Begins 2011 $40.8 million (as of 2011)[89] $41.61 million
Gauntlet 1985 7848 (as of 1985)[57] $18.01 million (as of 1985)[57] $38.11 million
Millipede 1982 9990 (as of 1991)[57] $20.669 million (as of 1991)[57] $34.55 million
Sega Network Mahjong MJ5 2011 $33.4 million (as of 2011)[90] $34.06 million
Race Drivin' 1990 3525 (as of 1991)[57] $20.03 million (as of 1991)[57] $33.48 million
Time Traveler 1991 $18 million (as of 1991)[60] $30 million
Space Ace 1984 $13 million (as of 1984)[60] $28 million
Lunar Lander 1979 4830 (as of 1979)[77] $8.19 million (as of 1979)[77] $25.68 million
Xevious 1982 5295 (in the US as of 1983)[57] $11.1 million (as of 1983)[57]
(US hardware sales)
$25.4 million
(US hardware sales)
Atari Football 1978 11,306 (as of 1999)[77] $17.266 million (as of 1999)[77] $23.59 million
Paperboy 1984 3442 (as of 1985)[57] $8.6 million (as of 1985)[57] $18.2 million
Sprint 2 1976 8200 (as of 1999)[77] $12.669 million (as of 1999)[77] $17.31 million
Beatmania 1997 8000 (in Japan as of 1999)[91] $12.4 million (as of 1998)
(Japan hardware sales)[92]
$17.24 million
(Japan hardware sales)
Championship Sprint 1986 3595 (as of 1986)[57] $8.26 million (as of 1986)[57] $17.16 million
Pole Position II 1983 2400 (in the US as of 1983)[57] $7.43 million (as of 1983)[57]
(US hardware sales)
$16.98 million
(US hardware sales)
Breakout 1976 11,000 (as of 1999)[77] $12.045 million (as of 1999)[77] $16.46 million
Sea Wolf 1976 10,000 (as of 2000)[93]
Super Sprint 1986 2232 (as of 1999)[77] $7.8 million (as of 1999)[77] $10.66 million
Marble Madness 1984 4000 (as of 1985)[94] $6.3 million (as of 1991)[57] $10.5 million
Sea Wolf II 1978 4000 (as of 2000)[95]
Rolling Thunder 1986 2406 (in the US as of 1987)[57] $4.8 million (as of 1987)[57]
(US hardware sales)
$9.62 million
(US hardware sales)
Tetris 1989 5771 (in the US as of 1989)[57] $5.2 million (as of 1989)[57]
(US hardware sales)
$9.55 million
(US hardware sales)
Blasteroids 1987 2000 (as of 1988)[57] $4.69 million (as of 1988)[57] $9.03 million
Arabian 1983 1950 (in the US as of 1983)[70] $3.9 million (as of 1983)[57]
(US hardware sales)
$8.91 million
(US hardware sales)
Super Breakout 1978 4805 (as of 1999)[77] $5.7 million (as of 1999)[77] $7.79 million
Indiana Jones and the Temple of Doom 1985 2825 (as of 1985)[57] $3.2 million (as of 1985)[57] $6.77 million
Pac-Mania 1987 1412 (in the US as of 1987)[57] $2.82 million (as of 1987)[57]
(US hardware sales)
$5.65 million
(US hardware sales)
Radar Scope 1980 1000 (in the US as of 1980)[96]
Four Trax 1989 205 (in the US & EU as of 1989)[57] $2.9 million (as of 1989)[57]
(US & EU hardware sales)
$5.32 million
(US & EU hardware sales)
Gauntlet II 1986 3520 (as of 1986)[57] $2.4 million (as of 1986)[57] $5 million
Assault 1988 1079 (in the US as of 1988)[57] $2.5 million (as of 1988)[57]
(US hardware sales)
$4.81 million
(US hardware sales)
Drag Race 1977 1900 (as of 1999)[77] $2.8 million (as of 1999)[77] $3.8 million
Star Wars: Return of the Jedi 1984 800 (as of 1984)[57] $1.68 million (as of 1984)[57] $3.68 million
Night Driver 1976 2100 (as of 1999)[77] $2.4675 million (as of 1999)[77] $3.37 million
I, Robot 1984 750-1000[57][97] $1.5 million (as of 1984)[57] $3.29 million
R.B.I. Baseball 1987 3945 (in the US as of 1987)[57] $1.6 million (as of 1987)[57]
(US hardware sales)
$3.21 million
(US hardware sales)
Computer Space 1971 1500–2000 (as of 1984)[98][99]
Death Race 1976 1000 (as of 1976)[100]
Dunk Shot 1986 556 (in the US as of 1987)[57] $1.4 million (as of 1987)[57]
(US hardware sales)
$2.81 million
(US hardware sales)
Dragon Spirit 1987 600 (in the US as of 1987)[57] $1.2 million (as of 1987)[57]
(US hardware sales)
$2.4 million
(US hardware sales)
Triple Hunt 1977 865 (as of 1999)[77] $1.2 million (as of 1999)[77] $1.6 million

Best-selling arcade video game franchises

These are the combined hardware sales of at least two or more arcade games that are part of the same franchise. This list only includes franchises that have sold at least 5000 hardware units.

Franchise Original release year Total hardware units sold
Pac-Man 1980 526,412 (as of 1988)[29][42][57]
Street Fighter 1987 500,000 (as of 2008)[101]
Space Invaders 1978 360,000 (as of 1980)[32]
Mario 1981 170,800 (as of 1983)[39][61]
Donkey Kong 1981 167,000 (as of 1983)[39]
Asteroids 1979 134,437 (as of 1999)[44][77]
Golden Tee Golf 1989 100,000 (as of 2011)[102]
Defender 1981 75,000 (as of 2002)[48]
Centipede 1981 65,978 (as of 1991)[57][61]
Mortal Kombat 1993 51,000 (as of 2002)[55]
Galaxian 1979 40,986 (in the US as of 1988)[52][53][57]
Pole Position 1982 24,550 (in the US as of 1983)[57][61]
Big Buck Hunter 2000 22,500 (as of 2007)[82]
Dance Dance Revolution 1998 20,000 (as of 2005)[68]
Pump It Up 1999 20,000 (as of 2005)[68]
Pong 1972 8500–19,000[85][86]
Breakout 1976 15,805 (as of 1999)[77]
Star Wars 1983 14,039 (as of 1991)[57]
Sprint 1976 14,027 (as of 1999)[57][77]
Sea Wolf 1976 14,000 (as of 2000)[93]
Gauntlet 1985 11,368 (as of 1991)[57]
StarHorse2 2005 10,657 (as of 2009)[62]
Beatmania 1997 8000 (in Japan as of 1999)[91]
Hang-On 1985 7500 (as of 1985)[71]
Hard Drivin' 1989 6843 (as of 1991)[57]
Xevious 1982 5295 (in the US as of 1983)[57]

See also

References

  1. ^ Vintage Coin Operated Fortune Tellers, Arcade Games, Digger/Cranes, Gun Games and other Penny Arcade games, pre-1977 from Marvin's Marvelous Mechanical Museum
  2. ^ a b Steven L. Kent (2000), The First Quarter: A 25-Year History of Video Games, p. 83, BWD Press, ISBN 0-9704755-0-0
  3. ^ Brian Ashcraft (2008) Arcade Mania! The Turbo Charged World of Japan's Game Centers, p. 133, Kodansha International
  4. ^ 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, p. 102, Prima, ISBN 0-7615-3643-4
  5. ^ a b Mark J. P. Wolf (2008), The video game explosion: a history from PONG to Playstation and beyond, p. 149, ABC-CLIO, ISBN 0-313-33868-X
  6. ^ Crown Soccer Special at the Killer List of Videogames
  7. ^ a b D.S. Cohen, Killer Shark: The Undersea Horror Arcade Game from Jaws, About.com, retrieved 2011-05-03
  8. ^ a b "1969 Sega Duck Hunt (Arcade Flyer)". pinrepair.com. Retrieved 2011-05-03.
  9. ^ Duck Hunt (1969) at the Killer List of Videogames
  10. ^ Grand Prix at the Killer List of Videogames
  11. ^ Bill Loguidice & Matt Barton (2009), Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time, p. 198, Focal Press, ISBN 0-240-81146-1
  12. ^ a b Missile at the Killer List of Videogames
  13. ^ S.A.M.I. at the Killer List of Videogames
  14. ^ Jet Rocket at the Killer List of Videogames
  15. ^ Brian Ashcraft (2008) Arcade Mania! The Turbo Charged World of Japan's Game Centers, p. 134, Kodansha International
  16. ^ Wild Gunman (1974) at the Killer List of Videogames
  17. ^ F-1 at the Killer List of Videogames
  18. ^ Mall Arcade (Dawn Of The Dead) on YouTube
  19. ^ Brian Ashcraft (2008) Arcade Mania! The Turbo Charged World of Japan's Game Centers, p. 136, Kodansha International
  20. ^ Chris Kohler (2005), Power-up: how Japanese video games gave the world an extra life, BradyGames, p. 18, ISBN 0-7440-0424-1, retrieved 2011-03-27
  21. ^ "Dave and Buster's About Page". Retrieved 2007-09-20.
  22. ^ Mabry, Donald J. "Evolution of Online Games". Archived from the original on 2008-02-09. Retrieved 2007-09-21.
  23. ^ Fuller, Brad. "Awakening the Arcade". Retrieved 2007-09-21.
  24. ^ "Bullwinkles Family Fun Center". Retrieved 2007-09-20.
  25. ^ "Gatti's Pizza: About Us". Retrieved 2007-09-20.
  26. ^ Butts, Steve (2003). "Secret Weapon Over Normandy Review". IGN. Retrieved August 15, 2007.
  27. ^ Mark J. P. Wolf (2008), The video game explosion: a history from PONG to Playstation and beyond, ABC-CLIO, p. 275, ISBN 0-313-33868-X, 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.
  28. ^ a b "CPI Inflation Calculator". Bureau of Labor Statistics. Retrieved 2012-02-22.
  29. ^ a b Kao, John J. (1989). Entrepreneurship, creativity & organization: text, cases & readings. Englewood Cliffs, NJ: Prentice Hall. p. 45. ISBN 0-13-283011-6. 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)
  30. ^
  31. ^ "CPI Inflation Calculator". Bureau of Labor Statistics. Retrieved 2012-02-22.:
    • $1 billion revenue in 1980: $2.75 in 2012
    • Additional $1.75 billion revenue in 1982: $4.11 billion in 2012
    • Additional 3 billion quarters / $0.75 billion in 1999: $1.02 billion in 2012
  32. ^ a b
  33. ^
  34. ^ "CPI Inflation Calculator". Bureau of Labor Statistics. Retrieved 2012-02-22.:
    • $600 million Japan cabinet sales in 1978: $2.09 billion in 2012
    • $102 million US cabinet sales in 1979: $318.45 million in 2012
    • $1 billion (4 billion quarters) in 1981: $2.49 billion in 2012
    • Additional $1 billion (4 billion quarters) in 1982: $2.35 billion in 2012
  35. ^
  36. ^ Steven J. Kirsh (2006), Children, adolescents, and media violence: a critical look at the research, SAGE Publications, p. 228, ISBN 0-7619-2976-2, retrieved 2011-04-23, In 1993, sales of the violent beat em up video game Street Fighter II exceeded $1.5 billion.
  37. ^ a b Ste Curran (2004), Game plan: great designs that changed the face of computer gaming, Rotovision, p. 38, ISBN 2-88046-696-2, 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.
  38. ^
  39. ^ a b c d e Donkey Kong sales:
    • Japan: 65,000 of Donkey Kong
      • 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 4-7700-3078-9. 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}}: |edition= has extra text (help); Unknown parameter |coauthors= ignored (|author= suggested) (help)CS1 maint: multiple names: authors list (link)
    • United States: 67,000 of Donkey Kong
      • Bienaimé, Pierre (January 13, 2012). "Square Roots: Donkey Kong (NES)". Nintendojo. Retrieved 8 April 2012. Donkey Kong sold some 67,000 arcade cabinets in two years, making two of its American distributors sudden millionaires thanks to paid commission. As a barometer of success, know that Pac-Man and Ms. Pac-Man are the only arcade games to have sold over 100,000 units in the United States.
    • United States: 30,000 of Donkey Kong Jr. and 5000 of Donkey Kong 3
  40. ^ Jörg Ziesak (2009), Wii Innovate - How Nintendo Created a New Market Through Strategic Innovation, GRIN Verlag, p. 2029, ISBN 3-640-49774-0, 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.
  41. ^ "CPI Inflation Calculator". Bureau of Labor Statistics. Retrieved 2012-02-22.:
    • $180 million in 1981: $448.84 million in 2012
    • $100 million in 1982: $234.89 million in 2012
  42. ^ a b "Bally Will Quit Making Pinball, Video Machines". Toledo Blade. July 11, 1988. p. 22. Retrieved 9 March 2012.
  43. ^ a b Mark J. P. Wolf (2001), The medium of the video game, University of Texas Press, p. 44, ISBN 0-292-79150-X, retrieved 2011-04-09
  44. ^ a b 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. 132, ISBN 0-7615-3643-4, Atari sold more than 70,000 Asteroids machines in the United States. The game did not do as well in Europe and Asia, however. Only about 30,000 units were sold overseas.
  45. ^ Gottschalk, S. (1995). "Videology: Video-Games as Postmodern Sites/Sights of Ideological Reproduction". Symbolic Interaction. 18 (1). Retrieved 26 February 2012.
  46. ^ "Forbes , Volume 127". Forbes: 102. 1981. Retrieved 25 February 2012. At $2000 a unit, Atari has made about $140 million from that game alone.
  47. ^ 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.
  48. ^ a b Sellers, John (2001). [books.google.co.uk/books?id=8_3TjWRSLuAC Arcade fever: the fan's guide to the golden age of video games]. Philadelphia: Running Press. p. 51. ISBN 0-7624-0937-1. Retrieved 25 February 2012. Williams sold around 60,000 units of Defender, easily the company's most successful game. {{cite book}}: Check |url= value (help)
  49. ^ 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.
  50. ^ Morrison, Michael (2002). Sams teach yourself game programming in 24 hours (1. printing. ed.). Indianapolis, IN: Sams Publishing. p. 2. ISBN 0-672-32461-X. Retrieved 23 February 2012.
  51. ^ Mark J. P. Wolf, The video game explosion: a history from PONG to Playstation and beyond, ABC-CLIO, p. 104, ISBN 0-313-33868-X, retrieved 2011-04-19
  52. ^ a b "MIDWAY MFG. CO. v. ARTIC INTERN". March 10, 1982. Retrieved 6 March 2012.
  53. ^ a b 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
  54. ^ 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 0-7615-3643-4, 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.
  55. ^ a b c d Horwitz, Jeremy (July 8, 2002). "Technology: Mortal Apathy?". The New York Times. Retrieved 4 March 2012.
  56. ^ Sickinger, Ted (1995-11-06). "The year of Mortal Kombat". The Kansas City Star. p. 1. Retrieved 4 March 2012. More than 1 billion quarters have dropped through its slots since 1992. The first two home versions sold more than 10 million copies at $50 and $60 apiece.
  57. ^ a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad ae af ag ah ai aj ak al am an ao ap aq ar as at au av aw ax ay az ba bb bc bd be bf bg bh bi bj "Atari Production Numbers Memo". Atari Games. 4 January 2010. Retrieved 18 March 2012.
  58. ^ a b 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. 225, ISBN 0-7615-3643-4, Cinematronics sold more than 16,000 Dragon's Lair machines in 1983, for an average price of $4300. Coleco purchased the home rights to the game, giving Cinematronics an additional $2 million.
  59. ^ Harmetz, Aljean (August 13, 1983). "Daring Dirk Perk For Arcades". Ottawa Citizen. p. 29. Retrieved 28 February 2012.
  60. ^ a b c "Rick Dyer: Biography". Allgame. Retrieved 2011-04-10.
  61. ^ a b c d e f g h i Fujihara, Mary (1983-11-02). "Inter Office Memo". Atari. Retrieved 18 March 2012.
  62. ^ a b c d e "Appendix of Consolidated Financial Statements 9 Months Ended December 31, 2009" (PDF). Sega Sammy Holdings. February 5, 2010. p. 3. Retrieved 13 April 2012.
  63. ^ World Club Champion Football: Intercontinental Clubs
  64. ^ "CPI Inflation Calculator". Bureau of Labor Statistics. Retrieved 2012-02-22.
    • $51.9159 million in 2010 = $54.61 million in 2012
    • $46.9716 million in 2011 = $47.9 million in 2012
    • $38.3189 million in 2011 = $39.08 million in 2012
  65. ^ 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. 224. ISBN 0-7615-3643-4. Gottlieb sold approximately 25,000 Q*Bert arcade machines.
  66. ^ 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).
  67. ^ Out Run: ZX Spectrum Instructions. U.S. Gold. 1987. Retrieved 23 February 2012.
  68. ^ a b c d "Pump It Up: Exceed drops to PS2 / Xbox". Punch Jump Crew. September 8, 2005. Retrieved 18 March 2012.
  69. ^
  70. ^ a b c d e f g Fujihara, Mary (1983-07-25). "Inter Office Memo". Atari. Retrieved 18 March 2012.
  71. ^ a b "Motorcycle game to Atari". NewsBytes. 1985-10-01. Archived from the original on 2009-01-05. Retrieved 7 March 2012. So far, Sega has shipped approx. 7,000 Hang-ons to the Japanese and overseas market. ATARI IRELAND gets 500 sets for the initial shipment, a report says.
  72. ^ Harmetz, Aljean (July 3, 1982). "Movie Themes Come To Video Games". Star-News. Retrieved 28 February 2012.
  73. ^ 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 0-688-02450-5, 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.
  74. ^ Border Break:
  75. ^ "CPI Inflation Calculator". Bureau of Labor Statistics. Retrieved 2012-02-22.
    • $40.7317 million in 2010 = $42.85 million in 2012
    • $30.8542 million in 2011 = $31.47 million in 2012
    • $14.8237 million in 2011 = $15.12 million in 2012
  76. ^ Fiscal year ended March 31, 2011: ¥6.4 billion ("Appendix of Consolidated Financial Statements Year Ended March 31, 2011" (PDF). Sega Sammy Holdings. May 13, 2011. p. 3. Retrieved 13 April 2012.)
  77. ^ a b c d e f g h i j k l m n o p q r s t u v w x "Production Numbers" (PDF). Atari. 1999. Retrieved 19 March 2012.
  78. ^
  79. ^ "CPI Inflation Calculator". Bureau of Labor Statistics. Retrieved 2012-02-22.
    • $34.6039 million in 2010 = $36.4 million in 2012
    • $24.7171 million in 2011 = $25.21 million in 2012
  80. ^ 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 1-4302-2614-5. 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)
  81. ^ "Entering The Snakepit - A Winner". NewsBytes. December 20, 1983. Archived from the original on 2008-08-20. Retrieved 7 March 2012. {{cite news}}: |archive-date= / |archive-url= timestamp mismatch; 2009-02-25 suggested (help)
  82. ^ a b Strang, Katie (Apr. 24, 2007). "Shootout at the local pub: Big Buck Hunter is a hit". The Arizona Republic. Retrieved 18 March 2012. {{cite news}}: Check date values in: |date= (help)
  83. ^ Sangokushi Taisen 3:
  84. ^ "CPI Inflation Calculator". Bureau of Labor Statistics. Retrieved 2012-02-22.
    • $22.2401 million in 2010 = $23.4 million in 2012
    • $32.1248 million in 2011 = $32.76 million in 2012
  85. ^ a b "Business 1974: Industry: Space Age Pinball, Atari's PONG", Time, 1983-10-05, retrieved 2011-04-21, 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.
  86. ^ a b Ashley S. Lipson & Robert D. Brain (2009), Computer and Video Game Law: Cases and Materials, Carolina Academic Press, p. 9, ISBN 1-59460-488-6, 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.
  87. ^ Barack, Lauren (May 8, 2003). "In Blast From the Past, Atari Video Games Plan a Return". New York Post. p. 34. Retrieved 28 February 2012. It's first hit game, "Pong," launched in 1972, made $11 million in revenue in just one year.
  88. ^ Fiscal year ended March 31, 2010: ¥3.8 billion ("Appendix of Consolidated Financial Statements Year Ended March 31, 2010" (PDF). Sega Sammy Holdings. May 14, 2010. p. 3. Retrieved 13 April 2012.)
  89. ^ Nine months ended December 31, 2011: ¥3.3 billion ("Appendix of Consolidated Financial Statements 9 Months Ended December 31, 2011" (PDF). Sega Sammy Holdings. p. 3. Retrieved 13 April 2012.)
  90. ^ Nine months ended December 31, 2011: ¥2.7 billion ("Appendix of Consolidated Financial Statements 9 Months Ended December 31, 2011" (PDF). Sega Sammy Holdings. p. 3. Retrieved 13 April 2012.)
  91. ^ a b "Special Feature: Music Simulation Games Rock the Market". Annual Report. Konami. 1999. p. 1. Archived from the original on 2004-06-25. Retrieved 6 March 2012.
  92. ^
  93. ^ a b Steven L. Kent (2000), The first quarter: a 25-year history of video games, BWD Press, p. 83, ISBN 0-9704755-0-0, retrieved 2011-04-09, Sea Wolf, which was another creation of Dave Nutting, did solid business, selling more than 10,000 machines.
  94. ^ Orland, Kyle (2011-03-04). "GDC 2011: Mark Cerny Discusses Marble Madness' Turbulent Development". Gamasutra. Retrieved 2011-03-08.
  95. ^ Steven L. Kent (2000), The first quarter: a 25-year history of video games, BWD Press, p. 83), ISBN 0-9704755-0-0, retrieved 2011-04-09
  96. ^ Radar Scope at the Killer List of Videogames
  97. ^ Buchanan, Levi (August 28, 2008). The Revolution of I, Robot, IGN.
  98. ^ "Atari: From Starting Block To Auction Block". InfoWorld. 6 (32). InfoWorld Media Group: 52. 6 Aug 1984. ISSN 0199-6649. Retrieved 2012-03-05.
  99. ^ Modine, Austin (13 December 2008). "Before Pong, there was Computer Space". The Register. Retrieved 23 February 2012.
  100. ^ 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. 91, retrieved 2011-04-09, According to Kauffman, Exidy sold only 1,000 Death Race machines, just a fraction of the number of Sea Wolf and Gun Fight machines Midway placed that same year, but Death Race stirred up protests and was even discussed on CBS's 60 Minutes.
  101. ^ "Guinness World Records Gamer's Edition 2008", Guinness World Records Gamer's Edition, Guinness World Records, p. 77, 2008, ISBN 1-904994-21-0, retrieved 2011-04-09, Street Fighter has sold over 25 million console games and 500,000 arcade units generating more than a billion dollars in revenue.
  102. ^ "What is Golden Tee?". Incredible Technologies.