Arcade video game: Difference between revisions
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*''StarHorse3 Season I: A New Legend Begins'' - $41.61 million<ref name="cpi_inflation"/> |
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Revision as of 14:53, 22 April 2012
This article needs additional citations for verification. (September 2007) |
Video games |
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An arcade game is played on a coin-operated entertainment machine, usually installed in public businesses, such as restaurants, bars, and particularly amusement arcades. Most arcade games are video games, pinball machines, electro-mechanical games, redemption games, and merchandisers (such as claw cranes).
The golden age of arcade video games was from the late 1970s to the 1980s. While arcade games were still relatively popular during the 1990s, this type of media saw a continuous decline in popularity in the Western world when video game consoles made the transition from 2D to 3D. Despite this, arcades remain popular in Asia through to the present day.
The term "arcade game" is also, in recent times, used to refer to a video game that was designed to look like a classic arcade game (adopting an isometric view, 2D graphics, scores, lives, etc.) but instead released on platforms such as XBLA or PC.
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 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 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 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 an electro-mechanical game called 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
Part of a series on the |
History of video games |
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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 first seuccessful electronic ping pong video game. Pong proved to be popular, but imitators helped keep Atari from dominating the fledgling coin-operated video game market.
Golden age
Taito's Space Invaders in 1978 proved to be a mainstream success and is now regarded as the first blockbuster arcade video game.[20] Its success marked the beginning of the golden age of arcade video games. 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. By 1981, the arcade video game industry was worth $8 billion.[21]
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.[22] By the late-1980s, the arcade video game craze was beginning to fade due to advances in home video game console technology. By 1991, US arcade video game revenues had fallen to $2.1 billion.[23]
Resurgence
In the early 1990s, the arcades experienced a major resurgence with the 1991 release of Capcom's Street Fighter II,[24] which popularized competitive fighting games and revived the arcade industry to a level of popularity not seen since the days of Pac-Man.[25] Its success led to a wave of other popular fighting games, such as Mortal Kombat by Midway Games,[26] Fatal Fury: King of Fighters (1992) by SNK, Killer Instinct (1994) by Rare, and The King of Fighters (1994–2005) by SNK. Arcade video games thus experienced a resurgence with the advent of two-player fighting games.
Following the rise of 3D graphics in the early-mid 1990s, racing games[25] and light gun shooters[27] would also gain considerable popularity in the arcades.[25] By 1994, arcade games in the United States were generating revenues of $7 billion[28] in quarters (equivalent to $11 billion in 2011),[29] in comparison to home console game sales of $6 billion,[28] with many of the best-selling home video games in the early 1990s often being arcade ports.[30] 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.[28]
Around the mid-1990s, the fifth-generation consoles, Sega Saturn, PlayStation, and Nintendo 64, began offering true 3D graphics. By 1996, personal computers soon followed with 3D accelerator cards. While arcade systems such as the Sega Model 3 remained more advanced than home systems,[31] consoles and computers began approaching 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. By 1998, Sega's 128-bit console, the Dreamcast, could produce 3D graphics on-par with arcade machines at the time.
Decline
Arcade video games had declined in popularity by the late 1990s, with revenues in the United States dropping to $1.33 billion in 1999,[32] and eventually reaching a low of $866 million in 2004.[33] Furthermore, by the late 1990s and early 2000s, networked gaming via computers and then consoles across the Internet had also appeared,[34] replacing the venue of head to head competition and social atmosphere once provided solely by arcades.[35]
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 became the preferred choice. 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.
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",[36] some of the longstanding chains such as Chuck E. Cheese's and Gatti's Pizza ("GattiTowns")[37] 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
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).
In the Western world, the arcade video 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, particularly dancing and rhythm games (such as Konami's Dance Dance Revolution), continue to be popular in arcades.
In the Japanese gaming industry, on the other hand, arcades have remained popular through to the present day. As of 2009, out of Japan's $20 billion gaming 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.[38] In 2005, arcade ownership and operation accounted for a majority of Namco's revenues, for example.[39] However, due to the country's economic recession, the Japanese arcade industry has also been steadily declining, from ¥702.9 billion ($8.7 million) in 2007 to ¥504.3 billion ($6.2 billion) in 2010.[40]
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.[41] In particular, arcade video games are a thriving industry in China, where arcades are widespread across the country.[42] The US market has also experienced a slight resurgence, with the number of video game arcades across the nation increasing from 2,500 in 2003 to 3,500 in 2008, though this is significantly less than the 10,000 arcades in the early 1980s. As of 2009, a successful arcade game usually sells around 4000 to 6000 units worldwide.[43]
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,[44] or integrated directly into controller hardware (joysticks) with replaceable flash drives storing game ROMs. Arcade classics have also been reappearing as mobile games, with Pac-Man in particular selling over 30 million downloads in the United States by 2010.[45]
Technology
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.[46]
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,[47] 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)[29] |
---|---|---|---|---|
Pac-Man | 1980 | 400,000 (as of 1982)[48] | $3.5 billion (as of 1999)[n 1] | $7.61 billion[n 2] |
Space Invaders | 1978 | 360,000 (as of 1980)[49] | $2.702 billion (as of 1982)[n 3] | $7.25 billion[n 4] |
Street Fighter II (includes The World Warrior and Champion Edition) |
1991 | 200,000 (as of 1992) (The World Warrior and Champion Edition)[n 5] |
$1.5 billion (as of 1993)[52] | $2.4 billion |
Street Fighter II': Champion Edition | 1992 | 140,000 (in Japan as of 1992)[50] | $182 million (as of 1992) (Japan hardware sales)[50] |
$323.3 million[n 6] (Japan hardware sales) |
Donkey Kong | 1981 | 132,000 (as of 1982)[n 7] | $280 million (as of 1982) (US hardware sales)[55] |
$684 million[n 8] (US hardware sales) |
Ms. Pac-Man | 1981 | 125,000 (as of 1988)[56][57] | ||
Asteroids | 1979 | 100,000 (as of 2001)[58][57] | $800 million (as of 1991)[59][60] | $1.3 billion |
Street Fighter II: The World Warrior | 1991 | 60,000[51] (as of 1992) | ||
Defender | 1981 | 60,000 (as of 2002)[61][62] | $1 billion (as of 2002)[63][64] | $1.2 billion |
Galaxian | 1979 | 40,000 (in the US as of 1982)[65][66] | ||
Donkey Kong Jr. | 1982 | 30,000 (in the US as of 1982)[n 7] | ||
Mr. Do! | 1982 | 30,000 (in the US as of 1982)[67] | ||
Mortal Kombat II | 1993 | 27,000 (as of 2002)[26] | ||
Mortal Kombat | 1992 | 24,000 (as of 2002)[26] | $570 million (as of 2002)[26] | $718 million |
Centipede | 1981 | 55,988 (as of 1991)[68] | $115.65 million (as of 1991)[68] | $193.31 million |
Dragon's Lair | 1983 | 16,000 (as of 1983)[69][70] | $68.8 million (as of 1983)[69][71] | $157.26 million |
Tempest | 1981 | 29,000 (as of 1983)[72] | $62.408 million (as of 1983)[68] | $142.65 million |
World Club Champion Football: Intercontinental Clubs | 2008 | 858 (as of 2009) (Intercontinental Clubs 2008-2009)[73] |
$137.21 million (as of 2011)[n 9] | $141.59 million[n 10] |
Q*bert | 1982 | 25,000 (as of 2001)[77] | ||
Robotron: 2084 | 1982 | 23,000 (as of 1983)[72] | ||
Pole Position | 1982 | 21,000 (in the US as of 1983)[72] | $60.933 million (as of 1983)[68][72] (US hardware sales) |
$139.28 million (US hardware sales) |
Popeye | 1982 | 20,000 (in the US as of 1982)[54] | ||
Out Run | 1986 | 20,000 (as of 1987)[78] | ||
Dig Dug | 1982 | 22,228[68] (in the US as of 1983)[79] | $46.3 million (as of 1983)[68] (US hardware sales) |
$105.83 million (US hardware sales) |
Jungle Hunt | 1982 | 18,000 (in the US as of 1983)[79] | ||
Stargate | 1983 | 15,000 (as of 1983)[72] | ||
Space Duel | 1982 | 12,038 (as of 1991)[68] | ||
Hang-On | 1985 | 7,500 (as of 1985)[80] | ||
Donkey Kong 3 | 1983 | 5,000 (in the US as of 1982)[n 7] | ||
Tron | 1982 | 800 (in the US as of 1982)[81] | $45 million (as of 1983)[82] | $102 million |
Border Break | 2009 | 2,998 (as of 2009)[73] | $86.41 million (as of 2011)[n 11] | $89.44 million[n 12] |
Sengoku Taisen | 2010 | $79.1 million (as of 2011)[n 13] | $80.7 million | |
Asteroids Deluxe | 1981 | 22,399 (as of 1999)[83] | $46.1 million (as of 1999)[83] | $63 million |
Pump It Up | 1999 | 20,000 (as of 2005)[84] | ||
Mahjong Fight Club 3 | 2004 | 13,000 (as of 2004)[85] | ||
Dance Dance Revolution | 1998 | 3,500 (in Japan as of 1999)[86] | ||
Samba de Amigo | 1999 | 3,000 (as of 2000)[87] | $47.11 million (as of 2000)[n 14] | $62.76 million |
StarHorse2 | 2009 | 10,657 (as of 2009) (StarHorse2: Fifth Expansion)[73] |
$59.321 million (as of 2011)[n 15] | $61.61 million[n 16] |
Missile Command | 1980 | 19,999 (as of 2010)[88] | $36.8 million (as of 1991)[83] | $61.5 million |
Snake Pit | 1983 | 9,000 (as of 1983)[89] | ||
Big Buck Hunter Pro | 2006 | 7,500 (as of 2007)[90] | ||
Bagman | 1983 | 5,000 (in the US as of 1983)[79] | ||
Mario Bros. | 1983 | 3,800 (in the US as of 1983)[72] | ||
Zoo Keeper | 1982 | 3,000 (in the US as of 1983)[79] | ||
Shining Force Cross | 2009 | 2,389 (as of 2009)[73] | ||
Pengo | 1982 | 2,000 (in the US as of 1983)[79] | ||
Sangokushi Taisen 3 | 2007 | $54.4 million (as of 2011)[n 17] | $56.2 million[n 18] | |
Pong | 1972 | 8,500–19,000[91][92] | $11 million (as of 1973)[93] | $56 million |
Sega Network Mahjong MJ4 | 2008 | $47 million (as of 2010)[n 19] | $49.44 million | |
Kangaroo | 1982 | 9,803[68] (as of 1983)[79] | $20.58 million (as of 1983) (US hardware sales)[68] |
$47.04 million (US hardware sales) |
Hard Drivin' | 1989 | 3,318 (as of 1989)[68] | $22.9 million (as of 1989)[68] | $42 million |
StarHorse3 Season I: A New Legend Begins | 2011 | $40.8 million (as of 2011)[n 20] | $41.61 million | |
Gauntlet | 1985 | 7,848 (as of 1985)[68] | $18.01 million (as of 1985)[68] | $38.11 million |
Millipede | 1982 | 9,990 (as of 1991)[68] | $20.669 million (as of 1991)[68] | $34.55 million |
Sega Network Mahjong MJ5 | 2011 | $33.4 million (as of 2011)[n 21] | $34.06 million | |
Race Drivin' | 1990 | 3,525 (as of 1991)[68] | $20.03 million (as of 1991)[68] | $33.48 million |
Time Traveler | 1991 | $18 million (as of 1991)[71] | $30 million | |
Space Ace | 1984 | $13 million (as of 1984)[71] | $28 million | |
Lunar Lander | 1979 | 4,830 (as of 1979)[83] | $8.19 million (as of 1979)[83] | $25.68 million |
Xevious | 1982 | 5,295 (in the US as of 1983)[68] | $11.1 million (as of 1983)[68] (US hardware sales) |
$25.4 million (US hardware sales) |
Atari Football | 1978 | 11,306 (as of 1999)[83] | $17.266 million (as of 1999)[83] | $23.59 million |
Final Lap | 1987 | 1,150 (in the US as of 1983)[68] | $9.5 million (as of 1988)[68] (US hardware sales) |
$18.42 million (US hardware sales) |
Paperboy | 1984 | 3,442 (as of 1985)[68] | $8.6 million (as of 1985)[68] | $18.2 million |
Star Wars | 1983 | 12,695 (as of 1983)[68] | $7.595 million (as of 1983)[68] | $17.49 million |
Beatmania | 1997 | 25,000 (as of 2000)[94] | $12.4 million (as of 1998) (Japan hardware sales)[n 22] |
$17.45 million (Japan hardware sales) |
Sprint 2 | 1976 | 8,200 (as of 1999)[83] | $12.669 million (as of 1999)[83] | $17.31 million |
Championship Sprint | 1986 | 3,595 (as of 1986)[68] | $8.26 million (as of 1986)[68] | $17.16 million |
Pole Position II | 1983 | 2,400 (in the US as of 1983)[68] | $7.43 million (as of 1983)[68] (US hardware sales) |
$16.98 million (US hardware sales) |
Breakout | 1976 | 11,000 (as of 1999)[83] | $12.045 million (as of 1999)[83] | $16.46 million |
Sea Wolf | 1976 | 10,000 (as of 2000)[95] | ||
Super Sprint | 1986 | 2,232 (as of 1999)[83] | $7.8 million (as of 1999)[83] | $10.66 million |
Marble Madness | 1984 | 4,000 (as of 1985)[96] | $6.3 million (as of 1991)[68] | $10.5 million |
Sea Wolf II | 1978 | 4,000 (as of 2000)[97] | ||
Rolling Thunder | 1986 | 2,406 (in the US as of 1987)[68] | $4.8 million (as of 1987)[68] (US hardware sales) |
$9.62 million (US hardware sales) |
Tetris | 1989 | 5,771 (in the US as of 1989)[68] | $5.2 million (as of 1989)[68] (US hardware sales) |
$9.55 million (US hardware sales) |
Gun Fight | 1975 | 2,000+ (as of 1976)[98] | ||
Blasteroids | 1987 | 2,000 (as of 1988)[68] | $4.69 million (as of 1988)[68] | $9.03 million |
Arabian | 1983 | 1,950 (in the US as of 1983)[79] | $3.9 million (as of 1983)[68] (US hardware sales) |
$8.91 million (US hardware sales) |
Super Breakout | 1978 | 4,805 (as of 1999)[83] | $5.7 million (as of 1999)[83] | $7.79 million |
Indiana Jones and the Temple of Doom | 1985 | 2,825 (as of 1985)[68] | $3.2 million (as of 1985)[68] | $6.77 million |
Pac-Mania | 1987 | 1,412 (in the US as of 1987)[68] | $2.82 million (as of 1987)[68] (US hardware sales) |
$5.65 million (US hardware sales) |
Radar Scope | 1980 | 1,000 (in the US as of 1980)[99] | ||
Four Trax | 1989 | 205 (in the US & EU as of 1989)[68] | $2.9 million (as of 1989)[68] (US & EU hardware sales) |
$5.32 million (US & EU hardware sales) |
Gauntlet II | 1986 | 3,520 (as of 1986)[68] | $2.4 million (as of 1986)[68] | $5 million |
Assault | 1988 | 1,079 (in the US as of 1988)[68] | $2.5 million (as of 1988)[68] (US hardware sales) |
$4.81 million (US hardware sales) |
Drag Race | 1977 | 1,900 (as of 1999)[83] | $2.8 million (as of 1999)[83] | $3.8 million |
Star Wars: Return of the Jedi | 1984 | 800 (as of 1984)[68] | $1.68 million (as of 1984)[68] | $3.68 million |
Night Driver | 1976 | 2,100 (as of 1999)[83] | $2.4675 million (as of 1999)[83] | $3.37 million |
I, Robot | 1984 | 750-1,000[68][100] | $1.5 million (as of 1984)[68] | $3.29 million |
R.B.I. Baseball | 1987 | 3,945 (in the US as of 1987)[68] | $1.6 million (as of 1987)[68] (US hardware sales) |
$3.21 million (US hardware sales) |
Computer Space | 1971 | 1,500–2,000 (as of 1984)[101][102] | ||
Death Race | 1976 | 1,000 (as of 1976)[98] | ||
Dunk Shot | 1986 | 556 (in the US as of 1987)[68] | $1.4 million (as of 1987)[68] (US hardware sales) |
$2.81 million (US hardware sales) |
Dragon Spirit | 1987 | 600 (in the US as of 1987)[68] | $1.2 million (as of 1987)[68] (US hardware sales) |
$2.4 million (US hardware sales) |
Triple Hunt | 1977 | 865 (as of 1999)[83] | $1.2 million (as of 1999)[83] | $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 or grossed at least $10 million revenues.
Franchise | Original release year | Total hardware units sold | Gross revenue (USD without inflation) |
Gross revenue (USD with 2012 inflation)[29] |
---|---|---|---|---|
Pac-Man | 1980 | 526,412 (as of 1988)[n 23] | $3.503 billion (as of 1999)[n 24] | $7.616 billion[n 25] |
Street Fighter | 1987 | 500,000 (as of 2002)[103][104] | $1.5 billion (as of 1993) (Street Fighter II)[52] |
$2.4 billion (Street Fighter II) |
Space Invaders | 1978 | 360,000 (as of 1980)[49] | $2.702 billion (as of 1982)[n 3] | $7.25 billion[n 4] |
Mario | 1981 | 170,800 (as of 1983)[n 26] | $280 million (as of 1982) (US hardware sales)[55] |
$684 million[n 8] (US hardware sales) |
Donkey Kong | 1981 | 167,000 (as of 1983)[n 7] | $280 million (as of 1982) (US hardware sales)[55] |
$684 million[n 8] (US hardware sales) |
Asteroids | 1979 | 136,437 (as of 1999)[n 27] | $850.79 million (as of 1999)[n 28] | $1.37 billion[n 29] |
Golden Tee Golf | 1989 | 100,000 (as of 2011)[105] | ||
Defender | 1981 | 75,000 (as of 2002)[n 30] | $1 billion (as of 2002)[63] | $1.2 billion |
Centipede | 1981 | 65,978 (as of 1991)[n 31] | $136.3 million (as of 1991)[n 32] | $227.86 million[n 33] |
Mortal Kombat | 1993 | 51,000 (as of 2002)[26] | $1 billion (as of 1995)[106] | $1.5 billion |
Galaxian | 1979 | 40,986 (in the US as of 1988)[n 34] | ||
e-Amusement | 2002 | 32,000 (as of 2004)[107] | ||
Bemani | 1997 | 28,500 (as of 2000)[n 35] | $12.4 million (as of 1998) (Japan hardware sales)[n 22] |
$17.45 million (Japan hardware sales) |
Pole Position | 1982 | 24,550 (in the US as of 1983)[n 36] | $77.9 million (as of 1988) (US hardware sales)[n 37] |
$174.7 million (US hardware sales)[n 38] |
Big Buck Hunter | 2000 | 22,500 (as of 2007)[90] | ||
Pump It Up | 1999 | 20,000 (as of 2005)[84] | ||
Sangokushi Taisen | 2005 | $133.5 million (as of 2011)[n 39] | $136.9 million[n 40] | |
Sega Network Mahjong MJ | 2000 | $82.84 million (as of 2011)[n 41] | $103.22 million[n 42] | |
Pong | 1972 | 8500–19,000[91][92] | $11 million (as of 1973)[93] | $56 million |
Breakout | 1976 | 15,805 (as of 1999)[83] | $17.745 million (as of 1999)[83] | $24.25 million |
Star Wars | 1983 | 14,039 (as of 1991)[68] | $9.275 million (as of 1983)[68] | $21.17 million |
Sprint | 1976 | 14,027 (as of 1999)[83] | $28.729 million (as of 1999)[83] | $45.13 million |
Sea Wolf | 1976 | 14,000 (as of 2000)[95] | ||
Gauntlet | 1985 | 11,368 (as of 1991)[68] | $20.41 million (as of 1985)[68] | $43.11 million |
Starhorse | 2000 | 10,657 (as of 2009) (StarHorse2: Fifth Expansion)[73] |
$100.121 million (as of 2011)[n 43] | $103.22 million[n 44] |
Hard Drivin' | 1989 | 6,843 (as of 1991)[68] | $42.93 million (as of 1991)[68] | $75.48 million |
Xevious | 1982 | 5,295 (in the US as of 1983)[68] | ||
Samba de Amigo | 1999 | 3,000 (as of 2000)[87] | $47.11 million (as of 2000)[n 14] | $62.76 million |
Border Break | 2009 | 2,998 (as of 2009)[73] | $86.41 million (as of 2011)[n 11] | $89.44 million[n 12] |
World Club Champion Football | 2002 | 858 (as of 2009) (Intercontinental Clubs 2008-2009)[73] |
$137.21 million (as of 2011) (Intercontinental Clubs)[n 9] |
$141.59 million (Intercontinental Clubs)[n 10] |
See also
Footnotes
- ^ a b Pac-Man:
- 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 0-313-33868-X, 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 (7 billion quarters / $1.75 billion) by 1982.[48]
- $1 billion cabinet sales by 1982:
- Marlene Targ Brill (2009). America in the 1980s. Twenty-First Century Books. p. 120. ISBN 0-8225-7602-3. Retrieved May 1, 2011.
- $1 billion revenue in 1980:
- Kline, Stephen (2003). Digital play: the interaction of technology, culture, and marketing (Reprint ed.). Montréal, Quebec: McGill-Queen's University Press. p. 96. ISBN 0-7735-2591-2. Retrieved 25 February 2012.
The game produced one billion dollars in 1980 alone
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- Kline, Stephen (2003). Digital play: the interaction of technology, culture, and marketing (Reprint ed.). Montréal, Quebec: McGill-Queen's University Press. p. 96. ISBN 0-7735-2591-2. Retrieved 25 February 2012.
- Estimated 10 billion quarters ($2.5 billion) by 1999:
- ^ a b Inflation:[29]
- $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
- ^ a b Space Invaders:
- $2 billion (4 billion quarters) by 1982: "Making millions, 25 cents at a time". The Fifth Estate. Canadian Broadcasting Corporation. November 23, 1982. Retrieved 2011-04-30.
- $1 billion (8 billion quarters) by 1981: Glinert, Ephraim P. (1990), Visual Programming Environments: Applications and Issues, IEEE Computer Society Press, p. 321, ISBN 0-8186-8974-9, 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
- $600 million Japan cabinet sales in 1978: "Can Asteroids Conquer Space Invaders?" (PDF). Electronic Games. 1 (1): 30–33 [31]. 1981. Retrieved 1 February 2012.
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- ^ a b Inflation:[29]
- $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
- ^ Street Fighter II:
- ^ Street Fighter II': Champion Edition
- 2009 Japanese yen inflation: ¥24.6 billion ("Five Ways to Compute the Relative Value of a Japanese Yen Amount, 1879 - 2009". Measuring Worth. Retrieved 2011-04-25.)
- Yen-Dollar currency conversion: $306 million[53]
- 2012 Dollar inflation: $323.3 million[29]
- ^ a b c d e Donkey Kong:
- 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.
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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 4-7700-3078-9. Retrieved 12 February 2012.
- 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.
- Bienaimé, Pierre (January 13, 2012). "Square Roots: Donkey Kong (NES)". Nintendojo. Retrieved 8 April 2012.
- United States: 30,000 of Donkey Kong Jr. and 5000 of Donkey Kong 3.[54]
- Japan: 65,000 of Donkey Kong
- ^ a b c Inflation:[29]
- $180 million in 1981: $448.84 million in 2012
- $100 million in 1982: $234.89 million in 2012
- ^ a b World Club Champion Football: Intercontinental Clubs
- ^ a b Inflation:[29]
- $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
- ^ a b Border Break:
- Fiscal year ended March 31, 2010: ¥3.3 billion[74]
- Fiscal year ended March 31, 2011: ¥2.5 billion[75]
- Six months ended September 30, 2011: ¥1.2 billion ("Appendix of Consolidated Financial Statements 6 Months Ended September 30, 2011" (PDF). Sega Sammy Holdings. October 31, 2011. p. 3. Retrieved 13 April 2012.)
- Currency conversion:[53]
- ¥3.3 billion = $40.7317 million
- ¥2.5 billion = $30.8542 million
- ¥1.2 billion = $14.8237 million
- ^ a b Inflation:[29]
- $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
- ^ a b Fiscal year ended March 31, 2011: ¥6.4 billion[75]
- Currency conversion: $79.1 million[53]
- ^ a b Samba de Amigo: ¥3.84 billion
- Currency conversion: $47.11 million[53]
- ^ a b StarHorse2: Fifth Expansion
- ^ a b Inflation:[29]
- $34.6039 million in 2010 = $36.4 million in 2012
- $24.7171 million in 2011 = $25.21 million in 2012
- ^ a b Sangokushi Taisen 3:
- ^ a b Inflation:[29]
- $22.2401 million in 2010 = $23.4 million in 2012
- $32.1248 million in 2011 = $32.76 million in 2012
- ^ a b Fiscal year ended March 31, 2010: ¥3.8 billion[74]
- Currency conversion: $47 million[53]
- ^ a b Nine months ended December 31, 2011: ¥3.3 billion[76]
- ¥3.3 billion = $40.8 million[53]
- ^ a b Nine months ended December 31, 2011: ¥2.7 billion[76]
- Currency conversion: $33.4 million[53]
- ^ a b Beatmania:
- ^ Pac-Man series:
- ^ Pac-Man series:
- ^ Pac-Man series:
- ^ Mario series:
- Donkey Kong series: 167,000[n 7]
- Mario Bros.: 3,800[72]
- ^ Asteroids series:
- Asteroids: 100,000[58]
- Asteroids sequels:[83]
- Asteroids Deluxe: 22,399
- Space Duel: 12,038
- Blasteroids: 2,000
- ^ Asteroids series:
- Asteroids: $800 million in 1991[59]
- Asteroids sequels:
- Asteroids Deluxe: $46.1 million in 1999[83]
- Blasteroids: $4.69 million in 1991[68]
- ^ Asteroids series:[29]
- Asteroids: $1.3 billion
- Asteroids Deluxe: $63 million
- Blasteroids: $9.03 million
- ^ Defender series:
- ^ Centipede series:[68][72]
- Centipede: 55,988
- ^ Centipede series:[68]
- Centipede: $115.65 million
- ^ Centipede series:[68]
- Centipede: $193.31 million
- ^ Galaxian series:
- Galaxian: 40,000 in the US[65][66]
- Galaga '88: 986 in the US[68]
- ^ Bemani series, sales:
- Beatmania as of 2000: 25,000[94]
- Dance Dance Revolution in Japan as of May 1999: 3,500[86]
- ^ Pole Position series US sales:
- Pole Position: 21,000[72]
- Pole Position sequels:[68]
- Pole Position II: 2,400
- Final Lap: 1,150
- ^ Pole Position series US sales:[68][72]
- Pole Position: $60.933 million in 1983
- Pole Position II: $7.43 million in 1983
- Final Lap: $9.5 million in 1988
- ^ Pole Position series US sales with 2012 inflation:[29]
- Pole Position: $139.28 million
- Pole Position II: $16.98 million
- Final Lap: $18.42 million
- ^ Sangokushi Taisen series, 2009-2011:
- ^ Sangokushi Taisen series inflation:
- ^ Sega Network Mahjong MJ series, 2009-2011:
- ^ Sega Network Mahjong MJ series, inflation:[29]
- Sega Network Mahjong MJ4: $49.44 million
- Sega Network Mahjong MJ5: $34.06 million
- ^ Starhorse series, 2009-2011:
- ^ StarHorse series, inflation:
References
- ^ Vintage Coin Operated Fortune Tellers, Arcade Games, Digger/Cranes, Gun Games and other Penny Arcade games, pre-1977 from Marvin's Marvelous Mechanical Museum
- ^ 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
- ^ Brian Ashcraft (2008) Arcade Mania! The Turbo Charged World of Japan's Game Centers, p. 133, Kodansha International
- ^ 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
- ^ 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
- ^ Crown Soccer Special at the Killer List of Videogames
- ^ a b D.S. Cohen, Killer Shark: The Undersea Horror Arcade Game from Jaws, About.com, retrieved 2011-05-03
- ^ a b "1969 Sega Duck Hunt (Arcade Flyer)". pinrepair.com. Retrieved 2011-05-03.
- ^ Duck Hunt (1969) at the Killer List of Videogames
- ^ Grand Prix at the Killer List of Videogames
- ^ 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
- ^ a b Missile at the Killer List of Videogames
- ^ S.A.M.I. at the Killer List of Videogames
- ^ Jet Rocket at the Killer List of Videogames
- ^ Brian Ashcraft (2008) Arcade Mania! The Turbo Charged World of Japan's Game Centers, p. 134, Kodansha International
- ^ Wild Gunman (1974) at the Killer List of Videogames
- ^ F-1 at the Killer List of Videogames
- ^ Mall Arcade (Dawn Of The Dead) on YouTube
- ^ Brian Ashcraft (2008) Arcade Mania! The Turbo Charged World of Japan's Game Centers, p. 136, Kodansha International
- ^ 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
- ^ "Can Lasers Save VIdeo Arcades?". The Philadelphia Inquirer. February 3, 1984. Retrieved 13 March 2012.
Last year, arcade game revenues were approximately $5 billion, compared to $8 billion in 1981 and $7 billion in 1982.
- ^ "Dave and Buster's About Page". Retrieved 2007-09-20.
- ^ Johnson, Tracy (Apr 3, 1992). "Are Arcades Archaic? Business down, owners add zip and zap to lure players". The Boston Globe. p. 89. Retrieved 17 April 2012.
- ^ Shanna Compton (2004), Gamers: writers, artists & programmers on the pleasures of pixels, Soft Skull Press, p. 119, ISBN 1-932360-57-3
- ^ a b c Spencer, Spanner, The Tao of Beat-'em-ups (part 2), EuroGamer, Feb 12, 2008, Accessed Mar 18, 2009
- ^ a b c d e f Horwitz, Jeremy (July 8, 2002). "Technology: Mortal Apathy?". The New York Times. Retrieved 4 March 2012.
- ^ Virtua Cop, IGN, July 7, 2004, Accessed Feb 27, 2009
- ^ 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.
- ^ a b c d e f g h i j k l m n o p "CPI Inflation Calculator". Bureau of Labor Statistics. Retrieved 2012-02-22.
- ^ Mark Stephen Pierce (Atari Games Corporation) (1998), "Coin-Op: The Life (Arcade Videogames)" (PDF), Digital illusion: entertaining the future with high technology, ACM Press, p. 444, ISBN 0-201-84780-9, retrieved 2011-05-02
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- ^ "Video killed the arcade star". East Valley Tribune. April 20, 2006. Retrieved 7 March 2012.
- ^ Mabry, Donald J. "Evolution of Online Games". Archived from the original on 2008-02-09. Retrieved 2007-09-21.
- ^ "Bullwinkles Family Fun Center". Retrieved 2007-09-20.
- ^ "Gatti's Pizza: About Us". Retrieved 2007-09-20.
- ^ 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.
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and|year=
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- ^ "Market Data". Capcom. October 14, 2011. Retrieved 14 April 2012.
- ^ Chou, Yuntsai (Fall 2003). "G-commerce in East Asia: Evidence and Prospects". Journal of Interactive Advertising. 4 (1). Retrieved 31 January 2012.
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- ^ "Namco Networks' Pac-Man Franchise Surpasses 30 Million Paid Transactions in the United States on Brew". AllBusiness.com. 2010. Retrieved 22 February 2012.
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- ^ 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.
- ^ a b c 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) - ^ a b
- 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.
- Dale Peterson (1983), Genesis II, creation and recreation with computers, Reston Publishing, p. 175, ISBN 0-8359-2434-3, retrieved 2011-05-01,
By 1980, some 300,000 Space Invader video arcade games were in use in Japan, and an additional 60,000 in the United States.
- Kohler, Chris (2004). Power-Up: How Japanese Video Games Gave the World an Extra Life. Indianapolis, Ind.: BradyGames. p. "represented+a+significant+portion+of+the+cost" 19. ISBN 0-7440-0424-1.
Within one year of its US release, an additional 60,000 machines had been sold. One arcade owner said of Space Invaders that it was the first arcade game whose intake "represented a significant portion of the cost of [buying] the game in any one week." That is, it was the first video game that paid for itself within about a month.
- Jiji Gaho Sha, inc. (2003), Asia Pacific perspectives, Japan, vol. 1, University of Virginia, p. 57, retrieved 2011-04-09,
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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.
- ^ a b 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.
- ^ a b 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.
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With more than 60,000 units sold in the United States, Donkey Kong was Nintendo's biggest arcade hit. The arcade industry began its long collapse the year after Donkey Kong was released, and Nintendo's arcade fortunes eroded quickly. 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 Kong 3 (1983).
- ^ a b c 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.
- ^ a b "Bally Will Quit Making Pinball, Video Machines". Toledo Blade. July 11, 1988. p. 22. Retrieved 9 March 2012.
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- ^ 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.
- ^ a b Gottschalk, S. (1995). "Videology: Video-Games as Postmodern Sites/Sights of Ideological Reproduction". Symbolic Interaction. 18 (1). Retrieved 26 February 2012.
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At $2000 a unit, Atari has made about $140 million from that game alone.
- ^ 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) - ^ 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.
- ^ a b 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.
- ^ 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
- ^ a b "MIDWAY MFG. CO. v. ARTIC INTERN". March 10, 1982. Retrieved 6 March 2012.
- ^ 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
- ^ 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.
- ^ 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 bk bl bm bn bo bp bq br bs bt bu bv "Atari Production Numbers Memo". Atari Games. 4 January 2010. Retrieved 18 March 2012.
- ^ 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.
- ^ Harmetz, Aljean (August 13, 1983). "Daring Dirk Perk For Arcades". Ottawa Citizen. p. 29. Retrieved 28 February 2012.
- ^ a b c "Rick Dyer: Biography". Allgame. Retrieved 2011-04-10.
- ^ a b c d e f g h i j k Fujihara, Mary (1983-11-02). "Inter Office Memo". Atari. Retrieved 18 March 2012.
- ^ a b c d e f g "Appendix of Consolidated Financial Statements 9 Months Ended December 31, 2009" (PDF). Sega Sammy Holdings. February 5, 2010. p. 3. Retrieved 13 April 2012.
- ^ a b c d e "Appendix of Consolidated Financial Statements Year Ended March 31, 2010" (PDF). Sega Sammy Holdings. May 14, 2010. p. 3. Retrieved 13 April 2012.
- ^ a b c d e "Appendix of Consolidated Financial Statements Year Ended March 31, 2011" (PDF). Sega Sammy Holdings. May 13, 2011. p. 3. Retrieved 13 April 2012.
- ^ a b c "Appendix of Consolidated Financial Statements 9 Months Ended December 31, 2011" (PDF). Sega Sammy Holdings. February 3, 2012. p. 3. Retrieved 13 April 2012.
- ^ 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.
- ^ Out Run: ZX Spectrum Instructions. U.S. Gold. 1987. Retrieved 23 February 2012.
- ^ a b c d e f g Fujihara, Mary (1983-07-25). "Inter Office Memo". Atari. Retrieved 18 March 2012.
- ^ "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.
- ^ Harmetz, Aljean (July 3, 1982). "Movie Themes Come To Video Games". Star-News. Retrieved 28 February 2012.
- ^ 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.
- ^ 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 "Production Numbers" (PDF). Atari. 1999. Retrieved 19 March 2012.
- ^ a b [Pump It Up debuted in the arcades in 1999 and has sold over 20,000 machines worldwide. The phenomenonal success of the game has made it a strong competitor to Konami's Dance Dance Revolution. "Pump It Up: Exceed drops to PS2 / Xbox"]. Punch Jump Crew. September 8, 2005. Retrieved 18 March 2012.
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value (help) - ^ "FY2005 Third Quarter Financial Results (April–December 2004)" (PDF). Konami. January 27, 2005. p. 15. Archived from the original (PDF) on 2006-01-16. Retrieved 20 April 2012.
- ^ a b c ("Special Feature: Music Simulation Games Rock the Market". Annual Report. Konami. 1999. p. 2. Archived from the original on 2004-06-25. Retrieved 6 March 2012.)
- ^ a b "Japanese gamers shake it, shake it!". South Africa: Independent Online. August 14 2000. Retrieved 19 April 2012.
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(help) - ^ 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.
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suggested) (help)CS1 maint: multiple names: authors list (link) - ^ "Entering The Snakepit - A Winner". NewsBytes. December 20, 1983. Archived from the original on 2008-08-20. Retrieved 7 March 2012.
{{cite news}}
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timestamp mismatch; 2009-02-25 suggested (help) - ^ 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.
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(help) - ^ 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.
- ^ 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.
- ^ a b 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.
- ^ a b Beals, Gregory (December 11, 2000). "Kings of Cool". Newsweek. Retrieved 19 April 2012.
Konami has sold 25,000 Beatmania machines in three years. In the arcade industry, selling 1000 units is considered a success.
- ^ 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.
- ^ Orland, Kyle (2011-03-04). "GDC 2011: Mark Cerny Discusses Marble Madness' Turbulent Development". Gamasutra. Retrieved 2011-03-08.
- ^ 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
- ^ a b 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.
- ^ Radar Scope at the Killer List of Videogames
- ^ Buchanan, Levi (August 28, 2008). The Revolution of I, Robot, IGN.
- ^ "Atari: From Starting Block To Auction Block". InfoWorld. 6 (32). InfoWorld Media Group: 52. 6 Aug 1984. ISSN 0199-6649. Retrieved 2012-03-05.
- ^ Modine, Austin (13 December 2008). "Before Pong, there was Computer Space". The Register. Retrieved 23 February 2012.
- ^ "Call-it Entertainment, Inc. Partners with Capcom to Launch Street Fighter Wireless Game Series". Business Wire. May 16, 2002. Retrieved 17 April 2012.
- ^ "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.
- ^ "What is Golden Tee?". Incredible Technologies.
- ^ 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.
- ^ "3rd Quarter of FY2005: Summary of Financial Results". Konami. 2005. Archived from the original on 2005-03-07. Retrieved 20 April 2012.
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