This article uses content from Wikipedia. The original aricle can be found at Arcade video games. The list of authors can be seen in the page history. As with Codex Gamicus, the text of Wikipedia is available under the Creative Commons Attribution-Share Alike 3.0 (unported) license. |
Arcade video games | |
---|---|
Basic Information | |
Type(s) |
Terminology |
Categories
|
Topics
|
Lists
|
Arcade video games are coin-operated entertainment machines typically installed in businesses such as restaurants, pubs, and arcades, especially video arcades. Most arcade games are video games, electro-mechanical games, pinball machines, redemption games, and merchandisers (such as claw cranes).
The golden age of arcade video games lasted from the late 1970s to the mid-1990s. While arcade games were still relatively popular during the late 1990s, the entertainment medium saw a continuous decline in popularity in the Western hemisphere when home-based video game consoles made the transition from 2D graphics to 3D graphics. Despite this, arcades remain popular in many parts of Asia as late as the early 2010s.
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[ | ]
- See also: Arcade and Video arcade
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 first coin-operated pinball machines were made. These early amusement machines were distinct from their later electronic cousins in that they were made of wood, also they 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 arcade games[ | ]
- See also: Electronic game
Electro-mechanical (EM) games were arcade games that predated and were similar to arcade video games, but relied on electro-mechanical components to produce sounds or images rather than a cathode ray tube screen.[2] These were popular during the electro-mechanical golden age of the 1960s and 1970s, but video games eventually overtook them in popularity during the golden age of arcade video games that began with Space Invaders in 1978.[3]
Electro-mechanical golden age[ | ]
The electro-mechanical golden age began with the 1959 arcade hit Mini Drive, a racing game where the player used a steering wheel to control a miniature car across a scrolling conveyor belt inside an arcade cabinet. It was manufactured by Kasco (Kansei Seiki Seisakusho) and became a hit in Japan.[3]
Periscope, released by Namco in 1965,[4][5] and then by SEGA in 1966,[6] was an early submarine simulator and light gun shooter,[7] which used lights and plastic waves to simulate sinking ships from a submarine.[8] It became an instant success in Japan, Europe, and North America,[9] where it was the first arcade game to cost a quarter per play,[6] which would remain the standard price for arcade games for many years to come.[9] Periscope revived the North American arcade industry in the late 1960s.[10] The game was cloned by Midway as Sea Raider (1969) and Sea Devil (1970). Midway later adapted it into an arcade video game, Sea Wolf (1976).[11]
In 1967, Taito's EM arcade game Crown Soccer Special was a two-player sports game that simulated association football, using various electronic components, including electronic versions of pinball flippers.[12] SEGA's 1970 multiplayer EM shooter game Gun Fight was a direct precedent to Taito's 1975 arcade video game Gun Fight, which in turn was influential on shooter video games.[13]
Video projection games[ | ]
In the late 1960s, Japanese arcade manufacturers Kasco and SEGA introduced a new type of electro-mechanical game, video projection games. They were similar to, and anticipated, arcade video games, using rear video image projection to display moving animations on a video screen.[2][3][13] Video projection games became common in arcades of the 1970s. They combined electro-mechanical and video elements, laying the foundations for arcade video games, which adapted cabinet designs and gameplay mechanics from earlier video projection games.[13]
The first video projection games were Kasco's Indy 500, released in the late 1960s,[3] and SEGA's Duck Hunt, released in January 1969.[14][15] Duck Hunt was a light gun shooter that featured animated moving targets on a screen, printed out the player's score on a ticket, and had sound effects that were volume controllable.[14]
Indy 500 was a rear-projection racing game designed by Kenzou Furukawa. It used rear image projection to display a first-person scrolling track on a video screen, along with rival cars the player needs to avoid crashing into, while the controls consisted of a steering wheel and accelerator pedal. It became a hit in Japan, selling 2,000 cabinets there, and inspired several clones in 1969, including SEGA's Grand Prix and Chicago Coin's Speedway, which became an even bigger hit in North America, selling 10,000 cabinets there and winning a prize.[3] SEGA's clone Grand Prix also had a first-person view, electronic sound, a dashboard with a racing wheel and accelerator,[16] and a similar forward-scrolling road projected on a screen.[17] Indy 500 laid the foundations for racing video games.[3]
Another 1969 SEGA release, Missile, a shooter and vehicle-combat simulation, featured electronic sound and a moving film strip to represent the targets on a projection screen. It was the earliest known arcade game to feature a joystick with a fire button, which formed 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 animated explosion appears on screen, accompanied by the sound of an explosion.[18] Midway released the game in North America as S.A.M.I. in 1970.[18][19]
In the late 1960s, SEGA developed Jet Rocket, which eventually released in 1970, and was cloned shortly after by three Chicago manufacturers.[10] Jet Rocket was 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.[20] It featured shooting and flight movement in a 3D environment from a first-person perspective, a precursor to first-person vehicle combat video games such as Battlezone (1980) and Hovertank 3D (1991), and the first-person shooter video game genre.[21]
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.[2] 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.[22] It was the first interactive movie game, and the first game to use full motion video (FMV).[21] The quick time event (QTE) mechanic also has origins in Wild Gunman. Alternate film footage was played depending on the player's quick draw reaction. It paved the way for later QTE laserdisc video games.[13] In the 1970s, Kasco released a hit electro-mechanical arcade game with live-action FMV, projecting car footage filmed by Toei.[3]
In 1975, Kasco released the first holographic 3-D game, Gun Smoke, a light gun shooter. It was a hit in Japan, selling 6,000 cabinets there, but only 750 cabinets were sold in the US.[23] It was followed by two more holographic Kasco gun games, Samurai and Bank Robber, released between 1975 and 1977, as well as a 1976 Midway clone, Top Gun. They predated the first holographic video games, SEGA's Time Traveler (1991) and Holosseum (1992).[24]
One of the last successful electro-mechanical arcade games was F-1, a racing game developed by Namco and distributed by Atari in 1976.[25] This game appeared in the films Dawn of the Dead (1978)[26] and Midnight Madness (1980), as did SEGA's Jet Rocket in the latter film.
In the course of the 1970s, following the release of Pong in 1972, arcade video games began competing with electro-mechanical games in the arcades.[27][3] The gradual shift was not abrupt, as early arcade video games were largely modelled after earlier video projection games,[13] which continued to thrive up until the 1978 video game Space Invaders,[3] which dealt a powerful blow to the popularity of electro-mechanical games.[28] Kasco, one of the biggest electro-mechanical arcade manufacturers at the time, declined due to its reluctance to make the transition to arcade video games. The 1978 release of Space Invaders marked the end of the electro-mechanical golden age, and the beginning of the golden age of arcade video games.[3]
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 first successful 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 the first blockbuster arcade video game.[29] 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), Defender (1980), and Bosconian (1981) were especially popular. By 1981, the arcade video game industry was worth $8 billion[30] ($20.8 billion in 2024).
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.[31] 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.[32]
SEGA AM2's Hang-On, designed by Yu Suzuki and running on the SEGA Space Harrier hardware, was the first of SEGA's "Super Scaler" arcade system boards that allowed pseudo-3D sprite-scaling at high frame rates.[33] The pseudo-3D sprite/tile scaling was handled in a similar manner to textures in later texture-mapped polygonal 3D games of the 1990s.[34] Designed by SEGA AM2's Yu Suzuki, he stated that his "designs were always 3D from the beginning. All the calculations in the system were 3D, even from Hang-On. I calculated the position, scale, and zoom rate in 3D and converted it backwards to 2D. So I was always thinking in 3D."[35] It was controlled using a video game arcade cabinet resembling a motorbike, which the player moves with their body. This began the "Taikan" trend, the use of motion-controlled hydraulic arcade cabinets in many arcade games of the late 1980's, two decades before motion controls became popular on video game consoles.[36]
Renaissance[ | ]
In the early 1990s, the arcades experienced a major resurgence with the 1991 release of Capcom's Street Fighter II,[37] which popularized competitive fighting games and revived the arcade industry to a level of popularity not seen since the days of Pac-Man,[38] setting off a renaissance for the arcade game industry in the early 1990s.[39] Its success led to a wave of other popular games which mostly were in the fighting genre, such as Pit-Fighter (1990) by Atari, Mortal Kombat by Midway Games,[40] Fatal Fury: King of Fighters (1992) by SNK, Virtua Fighter (1993) by SEGA, Killer Instinct (1994) by Rare, and The King of Fighters (1994–2005) by SNK.
3D polygon graphics were popularized by the SEGA Model 1 games Virtua Racing (1992) and Virtua Fighter (1993),[41] followed by racing games[38] like the Namco System 22 title Ridge Racer (1993) and SEGA Model 2 title Daytona USA, and light gun shooters like SEGA's Virtua Cop (1994)[42] and Mesa Logic's Area 51 (1995), gaining considerable popularity in the arcades.[38] By 1994, arcade games in the United States were generating revenues of $7 billion[43] in quarters (equivalent to $11.2 billion in 2024),[44] in comparison to home console game sales of $6 billion,[43] with many of the best-selling home video games in the early 1990s often being arcade ports.[45] Combined, total US arcade and console game revenues of $13 billion in 1994 ($20.8 billion in 2024) was nearly two and a half times the $5 billion revenue grossed by movies in the United States at the time.[43]
Around the mid-1990s, the fifth-generation home consoles, SEGA Saturn, PlayStation, and Nintendo 64, began offering true 3D graphics. By 1995, personal computers followed, with 3D accelerator cards. While arcade systems such as the SEGA Model 3 remained more advanced than home systems,[46] consoles and computers began approaching technological parity with arcade equipment. The technological advantage that arcade games had, in their ability to customize and use the latest graphics and sound chips, narrowed, and the convenience of home games caused a rapid decline in arcade gaming. By 1998, SEGA's 128-bit console, the Dreamcast, could produce 3D graphics on-par with the SEGA Naomi arcade machine. After producing the more powerful SEGA Hikaru in 1999 and SEGA Naomi 2 in 2000, SEGA eventually stopped manufacturing custom arcade system boards, with their subsequent arcade boards being based on either consoles or commercial PC components.
Decline[ | ]
Arcade video games had declined in popularity so much by the late 1990s, that revenues in the United States dropped to $1.33 billion in 1999,[47] and reached a low of $866 million in 2004.[48] Furthermore, by the early 2000s, networked gaming via computers and then consoles across the Internet had also appeared,[49] replacing the venue of head-to-head competition and social atmosphere once provided solely by arcades.[50]
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",[51] some of the longstanding chains such as Chuck E. Cheese's and Gatti's Pizza ("GattiTowns")[52] 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.[53] In 2005, arcade ownership and operation accounted for a majority of Namco's revenues, for example.[54] However, due to the country's economic recession, the Japanese arcade industry has also been steadily declining, from ¥702.9 billion (US$8.7 billion) in 2007 to ¥504.3 billion ($6.2 billion) in 2010.[55]
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.[56] In particular, arcade video games are a thriving industry in China, where arcades are widespread across the country.[57] 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.[58] In the early 2000's, consumers in the United Kingdom spent £58 million on arcade games each year, [39] equivalent to $120 million then (or $160 million in 2014 dollars).
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,[59] 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.[60]
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. Coin-operated arcade video games generally use multiple CPUs, additional sound and graphics chips and/or boards, and the latest in computer graphics display technology.
Throughout the latter 20th century, the arcade platform was known for featuring the most advanced graphics and cutting-edge technology in the video game industry, up until it was overtaken by the PC platform in the 21st century; recent arcade game hardware is often based on modified video game console hardware or high-end PC components.
The newest arcade video games tend to also have interactivity as part of the game design, making the game player feel like they are more kinesthetically connected to the game itself. One form of interactive technology, virtual reality, has failed to truly become popular in arcade games, but this is due to the technical limitations of truly being able to achieve real virtual reality by any means.
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.
Emulation[ | ]
Many older arcade games are enjoying a revival among fans, thanks to emulators such as MAME, which can be run on modern computers and a number of other devices.
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, bars/pubs and even bakeries. In short, arcade games are popular in places open to the public where people are likely to be waiting on something.
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,[61] 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 500 hardware units or generated a revenue of more than US$1 million. Most of the games in this list date back to the golden age of arcade video games, though many are also from before and after the golden age.
Game | Release year | Hardware units sold | Gross revenue (US$ without inflation) |
Gross revenue (US$ with 2014 inflation)[44] |
---|---|---|---|---|
Space Invaders | 1978 | 500,000 (up to 1990)[62] | $3.702 billion (up to 1982)[n 1] | $13.4 billion |
Pac-Man | 1980 | 400,000 (up to 1982)[65] | $4.09 billion (up to 1990s)[n 2] | $11.7 billion |
Street Fighter II | 1991 | 200,000 (up to 1992) (The World Warrior: 60,000 Champion Edition: 140,000)[n 3] |
$4.245 billion (up to 1994)[n 5] | $7.38 billion |
Donkey Kong | 1981 | 152,000 (up to 1982)[n 6] | $1.496 billion (up to 1982)[75] | $3.89 billion |
Galaxian | 1979 | 40,000 (in the US up to 1982)[76][77] | ||
Donkey Kong Jr. | 1982 | 30,000 (in the US up to 1982)[n 6] | ||
Mr. Do! | 1982 | 30,000 (in the US up to 1982)[78] | ||
Popeye | 1982 | 20,000 (in the US up to 1982)[74] | ||
Jungle Hunt | 1982 | 18,000 (in the US up to 1983)[79] | ||
Mahjong Fight Club 3 | 2004 | 13,000 (up to 2004)[80] | ||
Scramble | 1981 | 10,000 (in the US up to 1981)[81] | ||
The House of the Dead 2 | 1998 | 9,000 (up to 1999) [40] | ||
Gun Fight | 1975 | 8,000[82] (in the US up to 1976)[83][84] | ||
SEGA Network Mahjong MJ3 | 2005 | 7,608 (up to 2006)[85] | ||
Hang-On | 1985 | 7,500 (up to 1985)[86] | ||
Dinosaur King | 2005 | 7,000 (up to 2006)[87] | ||
Speed Race / Wheels | 1974 | 7,000[88] (in the US up to 1976)[84] | ||
Baby Pac-Man | 1982 | 7,000 (up to 1983)[89] | ||
SEGA Network Mahjong MJ2 | 2003 | 5,486 (up to 2005)[n 7] | ||
Donkey Kong 3 | 1983 | 5,000 (in the US up to 1982)[n 6] | ||
Mario Bros. | 1983 | 3,800 (in the US up to 1983)[92] | ||
Dissidia Final Fantasy | 2015 | 3,000 (2015-2016)[93] | ||
Initial D Arcade Stage | 2001 | 2,534 (up to 2004)[94] | ||
World Club Champion Football | 2002 | 2,479 (2006-2009)[n 9] | $2.507 billion (up to 2013)[n 11] | $3.3 billion |
Street Fighter II': Champion Edition | 1992 | 140,000 (in Japan as of 1992)[71] | $1.882 billion (in 1990s)[n 5] | $3.17 billion |
Street Fighter II: The World Warrior | 1991 | 60,000+[72] (up to 1992) | $1.563 billion (up to 1992)[n 4] | $2.72 billion |
Pole Position | 1982 | 21,000 (in the US up to 1983)[92] | $579.6 million (in the US up to 1983)[n 13] | $1.42 billion (US) |
Ms. Pac-Man | 1981 | 125,000 (up to 1987)[107][108] | $350 million[n 14] (US hardware sales) |
$911 million (US hardware sales) |
Asteroids | 1979 | 100,000 (up to 1991)[108][110] | $800 million (up to 1991)[111][112] | $1.39 billion |
Defender | 1981 | 60,000 (up to 2002)[113][114] | $1 billion (up to 2002)[115][116] | $1.32 billion |
NBA Jam | 1993 | 20,000 (up to 2010) | $1 billion (up to 2010)[117] | $1.09 billion |
OutRun | 1986 | 30,000 (up to 1993)[118] | $393.06 million (up to 1993)[119] (hardware sales) |
$849 million (hardware sales) |
Mushiking: King of the Beetles | 2003 | 13,500 (up to 2005)[120] | $631.0232 million (up to 2007)[n 15] | $812 million |
Mortal Kombat | 1992 | 24,000 (up to 2002)[40] | $570 million (up to 2002)[40] | $750 million |
Dance Dance Revolution | 1998 | 20,000+ (up to 2003)[n 16] | $516 million+ (up to 2005) (hardware sales)[126] |
$749 million (hardware sales) |
Sangokushi Taisen | 2005 | 1,942 (up to 2006)[n 17] | $399.3404 million (up to 2006)[127] | $484 million |
Beatmania | 1997 | 25,000 (up to 2000)[123] | $310 million (up to 2000) (Japan hardware sales)[n 18] |
$457 million (Japan hardware sales) |
Oshare Majo: Love and Berry | 2004 | 10,300 (up to 2006)[129][130] | $317 million (up to 2005)[n 19] | $397 million |
Dragon Quest: Monster Battle Road | 2007 | 3,500 (up to 2007)[131] | $327.2 million (up to 2008)[n 20] | $373 million |
Pump It Up | 1999 | 20,000 (up to 2005)[124] | $222 million (up to 2005)[124][134] | $315 million |
Centipede | 1981 | 55,988 (up to 1991)[135] | $115.65 million (up to 1991)[135] | $201 million |
Dragon's Lair | 1983 | 16,000 (up to 1983)[136][137] | $68.8 million (up to 1983)[n 21] | $163 million |
Tempest | 1981 | 29,000 (up to 1983)[92] | $62.408 million (up to 1983)[135] | $162 million |
StarHorse3 Season I: A New Legend Begins | 2011 | $152.4 million (up to 2013)[n 22] | $160 million | |
Mortal Kombat II | 1993 | 27,000 (up to 2002)[40] | $100 million (up to 1994)[140] | $160 million |
Border Break | 2009 | 2,998 (up to 2009)[97] | $141 million (up to 2013)[n 23] | $156 million |
Sangokushi Taisen | 2010 | $121.44 million (up to 2013)[n 24] | $132 million | |
Dig Dug | 1982 | 22,228[135] (in the US up to 1983)[79] | $46.3 million (up to 1983)[135] (US hardware sales) |
$114 million (US hardware sales) |
Shining Force Cross | 2009 | 2,389 (up to 2009)[97] | ||
Pengo | 1982 | 2,000 (in the US up to 1983)[79] | ||
The House of the Dead 4 | 2005 | 1,008 (up to 2005)[142] | ||
TRON | 1982 | 800 (in the US up to 1982)[143] | $45 million (up to 1983)[144] | $107 million |
StarHorse2 | 2005 | 38,614 (up to 2009)[n 25] | $59.321 million (up to 2011) (Fifth Expansion)[n 26] |
$71.9 million |
Q*bert | 1982 | 25,000 (up to 2001)[148] | ||
Robotron: 2084 | 1982 | 23,000 (up to 1983)[92] | ||
Asteroids Deluxe | 1981 | 22,399 (up to 1999)[149] | $46.1 million (up to 1999)[149] | $65.5 million |
Samba de Amigo | 1999 | 3,000 (up to 2000)[150] | $47.11 million (up to 2000)[n 27] | $64.7 million |
Missile Command | 1980 | 19,999 (up to 2010)[151] | $36.8 million (up to 1991)[149] | $63.9 million |
Sangokushi Taisen 3 | 2007 | $54.4 million (up to 2011)[n 28] | $62.1 million | |
Pong | 1972 | 8,500-19,000[152][153] | $11 million (up to 1973)[154] | $58.6 million |
Paddle Battle | 1973 | 17,000 (up to 1997)[84] | $13.51 million (up to 1976)[155] | $56.2 million |
Lord of Vermilion | 2008 | $50.443 million (up to 2008)[n 29] | $55.4 million | |
SEGA Network Mahjong MJ4 | 2008 | 12,892 (up to 2009)[n 30] | $47 million (up to 2010)[n 31] | $51.7 million |
Kangaroo | 1982 | 9,803[135] (up to 1983)[79] | $20.58 million (up to 1983) (US hardware sales)[135] |
$50.5 million (US hardware sales) |
Battlezone | 1980 | 15,122 (up to 1999)[149] | $31.2 million (up to 1999)[149] | $44.3 million |
Stargate | 1983 | 15,000 (up to 1983)[92] | ||
Space Duel | 1982 | 12,038 (up to 1991)[135] | ||
Hard Drivin' | 1989 | 3,318 (up to 1991)[135] | $22.9 million (up to 1991)[135] | $39.8 million |
Gauntlet | 1985 | 7,848 (up to 1991)[135] | $18.01 million (up to 1991)[135] | $31.3 million |
Zoo Keeper | 1982 | 3,000 (in the US up to 1983)[79] | ||
Virtua Fighter 5 | 2006 | 696 (up to 2007)[145] | 31.32 million (up to 2007)[156] | $36.8 million |
SEGA Network Mahjong MJ5 | 2011 | $34.87 million (up to 2012)[n 32] | $36.7 million | |
Millipede | 1982 | 9,990 (up to 1991)[135] | $20.669 million (up to 1991)[135] | $35.9 million |
Race Drivin' | 1990 | 3,525 (up to 1991)[135] | $20.03 million (up to 1991)[135] | $34.8 million |
Time Traveler | 1991 | $18 million (up to 1991)[138] | $31.3 million | |
Space Ace | 1984 | $13 million (up to 1984)[138] | $29.6 million | |
Code of Joker | 2013 | $27 million (up to 2013)[157] | $27.4 million | |
Xevious | 1982 | 5,295 (in the US up to 1983)[135] | $11.1 million (up to 1983)[135] (US hardware sales) |
$27.2 million (US hardware sales) |
Atari Football | 1978 | 11,306 (up to 1999)[149] | $17.266 million (up to 1999)[149] | $24.5 million |
Winner | 1973 | 7,000 (up to 1976)[84] | $5.56 million (up to 1976)[158] | $23.1 million |
Final Lap | 1987 | 1,150 (in the US up to 1988)[135] | $9.5 million (up to 1988)[135] (US hardware sales) |
$19.8 million (US hardware sales) |
Initial D Arcade Stage 4 | 2007 | 3,904 (up to 2007)[n 33] | $17 million (up to 2007)[159] | $19.4 million |
Pole Position II | 1983 | 2,400 (in the US up to 1983)[135] | $7.43 million (up to 1983)[135] (US hardware sales) |
$17.7 million (US hardware sales) |
Star Wars | 1983 | 12,695 (up to 1991)[135] | $7.595 million (up to 1991)[135] | $13.2 million |
Sprint 2 | 1976 | 8,200 (up to 1999)[149] | $12.669 million (up to 1999)[149] | $18 million |
Guitar Hero Arcade | 2009 | 2,000 (up to 2009)[160] | 16.058 million (up to 2009) [41][42] | $17.7 million |
Paperboy | 1985 | 3,442 (up to 1991)[135] | $8.6 million (up to 1991)[135] | $14.9 million |
Breakout | 1976 | 11,000 (up to 1999)[149] | $12.045 million (up to 1999)[149] | $17.1 million |
Championship Sprint | 1986 | 3,595 (up to 1991)[135] | $8.26 million (up to 1991)[135] | $14.4 million |
Maimai | 2012 | $13.4 million (up to 2013)[161] | $13.8 million | |
Sea Wolf | 1976 | 10,000 (up to 2000)[162] | ||
Big Buck Hunter Pro | 2006 | 10,000 (up to 2009)[163][164] | ||
Snake Pit | 1983 | 9,000 (up to 1983)[165] | ||
Amigyo | 2006 | 640 (up to 2007)[145] | $10 million (up to 2007)[166] | $11.7 million |
Lunar Lander | 1979 | 4,830 (up to 1999)[149] | $8.19 million (up to 1999)[149] | $11.6 million |
Super Sprint | 1986 | 2,232 (up to 1999)[149] | $7.8 million (up to 1999)[149] | $11.1 million |
Marble Madness | 1984 | 4,000 (up to 1985)[167] | $6.3 million (up to 1991)[135] | $10.9 million |
Rolling Thunder | 1986 | 2,406 (in the US up to 1987)[135] | $4.8 million (up to 1987)[135] (US hardware sales) |
$10.4 million (US hardware sales) |
Tetris | 1989 | 5,771 (in the US up to 1991)[135] | $5.2 million (up to 1991)[135] (US hardware sales) |
$9.03 million (US hardware sales) |
Big Buck Safari | 2008 | 5,500 (up to 2009)[163] | ||
Bagman | 1983 | 5,000 (in the US up to 1983)[79] | ||
Arabian | 1983 | 1,950 (in the US up to 1983)[79] | $3.9 million (up to 1983)[135] (US hardware sales) |
$9.27 million (US hardware sales) |
Terminator Salvation | 2010 | 1,000 (up to 2010)[168] | $8 million (up to 2010)[168] | $8.68 million |
Sangokushi Taisen 2 | 2006 | 4,041 (up to 2007)[n 34] | $7 million (up to 2007)[n 35] | $8.22 million |
Sea Wolf II | 1978 | 4,000 (up to 2000)[169] | ||
Blasteroids | 1987 | 2,000 (up to 1991)[135] | $4.69 million (up to 1991)[135] | $8.15 million |
Super Breakout | 1978 | 4,805 (up to 1999)[149] | $5.7 million (up to 1999)[149] | $8.1 million |
The Pit | 1982 | 1,806 (up to 1982)[170] | $3.07 million (up to 1982)[170] | $7.53 million |
Indiana Jones and the Temple of Doom | 1985 | 2,825 (up to 1991)[135] | $3.2 million (up to 1991)[135] | $5.56 million |
Pac-Mania | 1987 | 1,412 (in the US up to 1987)[135] | $2.82 million (up to 1987)[135] (US hardware sales) |
$5.87 million (US hardware sales) |
Radar Scope | 1980 | 1,000 (in the US up to 1980)[171] | ||
Bega's Battle | 1983 | 700 (in the US up to 1983) [43] | ||
Four Trax | 1989 | 205 (in the US & EU as of 1989)[135] | $2.9 million (up to 1989)[135] (US & EU hardware sales) |
$5.54 million (US & EU hardware sales) |
Assault | 1988 | 1,079 (in the US up to 1988)[135] | $2.5 million (up to 1988)[135] (US hardware sales) |
$5 million (US hardware sales) |
Gauntlet II | 1986 | 3,520 (up to 1991)[135] | $2.4 million (up to 1991)[135] | $4.17 million |
Drag Race | 1977 | 1,900 (up to 1999)[149] | $2.8 million (up to 1999)[149] | $3.98 million |
Round-Up | 1981 | 860 (up to 1982)[170] | $1.46 million (up to 1982)[170] | $3.58 million |
Night Driver | 1976 | 2,100 (up to 1999)[149] | $2.4675 million (up to 1999)[149] | $3.51 million |
Dunk Shot | 1986 | 556 (in the US up to 1987)[135] | $1.4 million (up to 1987)[135] (US hardware sales) |
$3.02 million (US hardware sales) |
Star Wars: Return of the Jedi | 1984 | 800 (up to 1991)[135] | $1.68 million (up to 1991)[135] | $2.92 million |
Swimmer | 1982 | 670 (up to 1982)[170] | $1.15 million (up to 1982)[170] | $2.82 million |
R.B.I. Baseball | 1987 | 3,945 (in the US up to 1991)[135] | $1.6 million (up to 1991)[135] (US hardware sales) |
$2.78 million (US hardware sales) |
Big Buck Hunter Pro: Open Season | 2009 | 3,000 (up to 2010)[172] | ||
Silver Strike Live | 2010 | 3,000 (up to 2010)[173] | ||
H2Overdrive | 2009 | 2,000 (up to 2010)[174] | ||
Computer Space | 1971 | 1,500 (up to 1984)[175][176] | ||
Basketball / TV Basketball | 1974 | 1,400 (in the US up to 1975) [44] | ||
Death Race | 1976 | 1,000 (up to 1976)[83] | ||
I, Robot | 1984 | 750-1,000[135][177] | $1.5 million (up to 1991)[135] | $2.61 million |
Dragon Spirit | 1987 | 600 (in the US up to 1987)[135] | $1.2 million (up to 1987)[135] (US hardware sales) |
$2.5 million (US hardware sales) |
Triple Hunt | 1977 | 865 (up to 1999)[149] | $1.2 million (up to 1999)[149] | $1.7 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 5,000 hardware units or grossed at least $10 million revenues.
Franchise | Original release year | Total hardware units sold | Gross revenue (US$ without inflation) |
Gross revenue (US$ with 2014 inflation)[44] |
---|---|---|---|---|
Pac-Man | 1980 | 533,412 (up to 1988)[n 36] | $4.443 billion (up to 1990s)[n 37] | $12.8 billion |
Space Invaders | 1978 | 500,000 (up to 1990)[62] | $3.702 billion (up to 1982)[n 1] | $13.4 billion |
Street Fighter | 1987 | 500,000 (up to 2002)[178][179] | $3.582 billion (up to 1994) (Street Fighter II)[n 5] |
$7.46 billion (Street Fighter II) |
Pac-Man Clones | 1980 | 300,000 (up to 2002)[180] | ||
SEGA Model | 1992 | 200,000 (up to 2000) (Model 2 & 3)[181] |
$3.5 billion (up to 2000) (Model 2 & 3 hardware sales)[182] |
$5.9 billion (Model 2 & 3 hardware sales) |
Mario | 1981 | 190,800 (up to 1983)[n 38] | $1.496 billion (up to 1982) (US hardware sales)[75] |
$3.89 billion (US hardware sales) |
Donkey Kong | 1981 | 187,000 (up to 1983)[n 6] | $1.496 billion (up to 1982) (hardware sales)[75] |
$3.89 billion (hardware sales) |
World Club Champion Football | 2002 | 2,479 (2006-2009)[n 9] | $2.507 billion (up to 2013)[n 11] | $3.3 billion |
Asteroids | 1979 | 136,437 (up to 1999)[n 39] | $850.79 million (up to 1999)[n 40] | $1.14 billion |
SEGA Model 2 | 1993 | 130,000 (up to 1996)[183] | $1.95 billion (up to 1996) (hardware sales)[183] |
$3.19 billion |
Golden Tee Golf | 1989 | 100,000 (up to 2011)[184] | ||
Defender | 1981 | 75,000 (up to 2002)[n 41] | $1 billion (up to 2002)[115] | $1.32 billion |
Centipede | 1981 | 65,978 (up to 1991)[n 42] | $136.3 million (up to 1991)[n 43] | $237 million |
Mortal Kombat | 1992 | 51,000 (up to 2002)[40] | $1 billion (up to 1995)[185] | $1.55 billion |
Bemani | 1997 | 50,000+ (up to 2003)[n 44] | $709.32 million+ (as of 2003)[n 45] | $1.05 billion |
Galaxian | 1979 | 40,986 (in the US up to 1988)[n 46] | ||
Starhorse | 2000 | 38,734 (up to 2009)[n 47] | $212 million (up to 2012)[n 48] | $291 million |
Dragon Quest: Monster Battle Road | 2007 | $327.2 million (up to 2008)[n 20] | $373 million | |
Lord of Vermilion | 2008 | $50.443 million (up to 2008)[n 29] | $55.4 million | |
Big Buck | 2000 | 33,500 (up to 2010)[n 49] | ||
e-Amusement | 2002 | 32,000 (up to 2004)[186] | $1.232 billion (up to 2012)[n 50] | $1.62 billion |
Mr. Do! | 1982 | 30,000 (in the US up to 1982)[78] | ||
OutRun | 1986 | 30,000 (up to 1993)[118] | $393.06 million (up to 1993)[119] (hardware sales) |
$849 million (hardware sales) |
SEGA Network Mahjong | 2000 | 25,986 (up to 2006)[n 51] | $81.87 million (up to 2012)[n 52] | $112 million |
Pole Position | 1982 | 24,550 (in the US up to 1983)[n 53] | $597 million (up to 1988) (US hardware sales)[n 54] |
$1.46 billion |
Dig Dug | 1982 | 22,228[135] (in the US up to 1983)[79] | $46.3 million (up to 1983)[135] (US hardware sales) |
$114 million (US hardware sales) |
Pump It Up | 1999 | 20,000 (up to 2005)[124] | $222 million (up to 2005)[124][134] | $315 million |
Mushiking | 2003 | 13,500 (up to 2005)[120] | $631.0232 million (up to 2006)[n 15] | $812 million |
Love and Berry | 2004 | 10,300 (up to 2006)[129] | $317 million (up to 2005)[n 19] | $397 million |
Sangokushi Taisen | 2005 | 9,929 (up to 2008)[n 55] | $582.2 million (up to 2011)[n 56] | $705 million |
Pong | 1972 | 8500-19,000[152][153] | $11 million (up to 1973)[154] | $58.6 million |
Breakout | 1976 | 15,805 (up to 1999)[149] | $17.745 million (up to 1999)[149] | $25.2 million |
Star Wars | 1983 | 14,039 (up to 1991)[135] | $9.275 million (up to 1999)[135] | $13.2 million |
Sprint | 1976 | 14,027 (up to 1999)[149] | $28.729 million (up to 1999)[149] | $40.8 million |
Sea Wolf | 1976 | 14,000 (up to 2000)[162] | ||
Mahjong Fight Club | 2002 | 13,000 (up to 2004)[80] | ||
Gauntlet | 1985 | 11,368 (up to 1991)[135] | $20.41 million (up to 1991)[135] | $35.5 million |
Hang-On | 1985 | 7,500 (up to 1985)[86] | ||
Initial D Arcade Stage | 2001 | 7,111 (2004-2007)[n 57] | $19.3 million (2004-2007)[n 58] | $25.8 million |
Dinosaur King | 2005 | 7,000 (up to 2006)[87] | ||
Hard Drivin' | 1989 | 6,843 (up to 1991)[135] | $42.93 million (up to 1991)[135] | $74.6 million |
Xevious | 1982 | 5,295 (in the US up to 1983)[135] | ||
Samba de Amigo | 1999 | 3,000 (up to 2000)[150] | $47.11 million (up to 2000)[n 27] | $66.9 million |
Border Break | 2009 | 2,998 (up to 2009)[97] | $141 million (up to 2013)[n 23] | $156 million |
Evolution of arcade video game hardware[ | ]
Throughout the late 20th century, arcade video game hardware was most often considerably more powerful than contemporary consoles and home computers of their time. In the early 2000s, however, this no longer remained the case, as powerful graphics boards previously limited to arcade systems became widely available for the PC platform, which eventually overtook arcade systems as the platform of choice for the most powerful graphics cards.
See also[ | ]
- Arcade cabinet
- Arcade system board
- Claw crane
- Money booth
- Golden age of arcade games
- High score
- Sprite
- Two-dimensional
- Three-dimensional
- List of arcade games
- JAMMA
- Killer List of Videogames
- Neo-Geo
- Recycle It, Don't Trash It!
Footnotes[ | ]
- ↑ 1.0 1.1 Space Invaders revenues:
- $600 million annual coin revenues since 1978[63] through to 1982[64] = $3 billion from 1978 to 1982
- $2 billion (4 billion quarters) coin revenues by 1982: "Making millions, 25 cents at a time". The Fifth Estate (Canadian Broadcasting Corporation). 23 November 1982. http://archives.cbc.ca/arts_entertainment/media/clips/15869/. Retrieved 30 April 2011.
- $1 billion (8 billion quarters) coin revenues by 1981: Glinert, Ephraim P. (1990), Visual Programming Environments: Applications and Issues, IEEE Computer Society Press, p. 321, ISBN 0-8186-8974-9, http://books.google.co.uk/books?id=NMtWAAAAMAAJ, retrieved 10 April 2011, "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"
- Cabinet sales during 1978-1979: $702 million
- $600 million annual coin revenues since 1978[63] through to 1982[64] = $3 billion from 1978 to 1982
- ↑ 2.0 2.1 Pac-Man revenue:
- Cabinet sales: $1.14 billion by 1982
- $1 billion cabinet sales by 1981.[66]
- $200 million cabinet sales in 1981, therefore $800 million cabinet sales in 1980.
- 350,000 cabinets sold for $2800 each by 1981. [1] Out of total 400,000 sales by 1982,[65] remaining 50,000 for $2800 means $140 million additional revenue in cabinet sales in 1982.
- $1 billion cabinet sales by 1981.[66]
- Coin revenues: estimated 10 billion coins (quarters and 100-yen coins) in coin revenues by 1990's[67][68] = $2.95 billion
- Estimated 7 billion coins by 1981:[65] $2.2 billion
- $1 billion in 1980.[69]
- $1.2 billion in 1981.[70]
- Remaining 3 billion coins (1982 onwards) = $750 million in quarters
- Estimated 7 billion coins by 1981:[65] $2.2 billion
- Cabinet sales: $1.14 billion by 1982
- ↑ Street Fighter II:
- ↑ 4.0 4.1 Street Fighter II revenue:
- 1992-1993: $3.126 billion
- Based on Street Fighter II generating £260 million in 1992 in the UK alone,[n 12] and the annual revenues in the larger Japan and US markets being larger. Generating at least £260 million annually in each of these three markets (the UK, US, and Japan) works out to at least £780 million ($1.563 billion) in 1992.
- 1992-1993: $3.126 billion
- ↑ 5.0 5.1 5.2 Street Fighter II revenue:
- The World Warrior in 1992: $1.563 billion[n 4]
- Champion Edition: $1.882 billion
- Later versions in 1994: $800 million
- ↑ 6.0 6.1 6.2 6.3 6.4 Donkey Kong cabinet sales:
- Japan: 65,000 of Donkey Kong
- Brian Ashcraft ; with Jean Snow. ; forewords by Kevin Williams; Crecente, Brian (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. http://books.google.co.uk/books?ei=DH03T87uGYbp8QO-rtHMAg&id=wX8kAQAAIAAJ&dq="sixty-five+thousand". 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."
- United States: 87,000 of Donkey Kong and Crazy Kong
- United States: 67,000 of Donkey Kong
- Bienaime, Pierre (13 January 2012). Square Roots: Donkey Kong (NES). Nintendojo. Retrieved on 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: 20,000 of Crazy Kong (licensed release of Donkey Kong)
- United States: 67,000 of Donkey Kong
- United States: 30,000 of Donkey Kong Jr. and 5000 of Donkey Kong 3.[74]
- Japan: 65,000 of Donkey Kong
- ↑ 7.0 7.1 SEGA Network Mahjong MJ2:
- ↑ World Club Champion Football: Intercontinental Clubs
- ↑ 9.0 9.1 World Club Champion Football, unit sales:
- World Club Champion Football: European Clubs 2004-2005 - 514 units in fiscal year ending March 2006[85]
- World Club Champion Football: European Clubs 2004-2005 Ver. 2 - 276 units during April?September 2006 (240 satellite units during April?June 2006,[95] and 36 body units during April?September 2006)[87]
- World Club Champion Football: Intercontinental Clubs 2008-2009 - 1,689 units from June 2008 to December 2009[n 8]
- ↑ World Club Champion Football: Intercontinental Clubs
- Fiscal year ended 31 March 2010: ¥4.2 billion[100]
- Fiscal year ended 31 March 2011: ¥3.8 billion[101]
- Fiscal year ended 31 March 2012: ¥3.6 billion[102][103]
- Fiscal year ended 31 March 2013: ¥3.2 billion
- April–December 2013: ¥2.1 billion
- Currency conversion: [2] $224 million
- ¥4.2 billion = $55.4312 million
- ¥3.8 billion = $50.2 million
- ¥3.6 billion = $48 million
- ¥3.2 billion = $42.2333 million
- ¥2.1 billion = $28 million
- ↑ 11.0 11.1 World Club Champion Football revenue:
- Card revenues up until January 2009 - $1.901 billion
- 480 million player cards sold as of January 2009, costing around ¥300 each.[98][99] This brings the total card revenue up to ¥144 billion, equivalent to $1.901 billion.
- Unit sales revenues from April 2005 to December 2009 - $307.4 million
- World Club Champion Football: European Clubs 2004-2005 at £90,000 ($189,000) [3] each - $149.4 million
- 514 units from April 2005 to March 2006: $97.2 million
- 276 units during April?September 2006: $52.2 million
- World Club Champion Football: Intercontinental Clubs 2006-2007 - 831 units from June 2008 to March 2009 at £90,000 ($189,000) [4] each = $158 million
- World Club Champion Football: European Clubs 2004-2005 at £90,000 ($189,000) [3] each - $149.4 million
- World Club Champion Football: Intercontinental Clubs revenues from April 2009 to December 2013 - $224 million[n 10]
- Card revenues up until January 2009 - $1.901 billion
- ↑ In 1992, the game captured 60% of the UK coin-op market, with individual machines taking up to £1000 per week, for an estimated total of £260 million per year.[104]
- ↑ 13.0 13.1 Pole Position revenue:
- ↑ 14.0 14.1 125,000 units[107] at $2800 each[109]
- ↑ 15.0 15.1 Mushiking: King of the Beetles, revenue
- ↑ 16.0 16.1 Dance Dance Revolution sales:
- Worldwide sales, as of 2003: at least 25,000 [8] [123][124]
- Japan cabinet sales as of March 1999: 3500[125]
- North America cabinet sales as of August 2000: at least 100 (Tran, Khanh T.L. (August 16, 2000). "In the Latest Arcade Craze, Players". The Wall Street Journal. http://www.ddrfreak.com/newpress/Wall%20Street%20Journal.htm. Retrieved 6 March 2012. "To date, Konami has sold a "triple-digit" number of DDR machines in the U.S. and Canada, a company spokeswoman says. Their $15,500 price tag makes them one of the most expensive arcade games on the market.")
- Schools using machines: 3000+ (BISD bets 'Dance Dance Revolution' will keep students fit. AstroCon News. Asterisk User Conference & Expo (November 10, 2007). Retrieved on 6 March 2012)
- Machine locations as of 2011: 3350 (Machine Locations. DDR Freak (2011). Retrieved on 6 March 2012)
- ↑ 17.0 17.1 Sangokushi Taisen unit sales:
- ↑ 18.0 18.1 Beatmania revenue:
- ↑ 19.0 19.1 Love and Berry:
- ↑ 20.0 20.1 Dragon Quest: Monster Battle Road
- ↑ Dragon's Lair revenues:
- ↑ 22.0 22.1 StarHorse3 Season I: A New Legend Begins
- ↑ 23.0 23.1 Border Break:
- Fiscal year ended 31 March 2010: ¥3.3 billion[100]
- Fiscal year ended 31 March 2011: ¥2.5 billion[101]
- Fiscal year ended 31 March 2012: ¥2.3 billion[102][141]
- Fiscal year ended 31 March 2013: ¥2 billion
- April–December 2013: ¥1.2 billion
- Currency conversion:[128]
- ¥3.3 billion = $40.7317 million
- ¥2.5 billion = $30.8542 million
- ¥2.3 billion = $28.6371 million
- ¥2 billion = $24.902 million
- ¥1.2 billion = $14.9411 million
- ↑ 24.0 24.1 Sengoku Taisen:
- Fiscal year ended 31 March 2011: ¥6.4 billion[101]
- Fiscal year ended 31 March 2012: ¥1.2 billion[102]
- Fiscal year ended 31 March 2013: ¥2.2 billion
- ¥6.4 billion = $79.1 million
- ¥1.2 billion = $14.94 million
- ¥2.2 billion = $27.4 million
- ↑ 25.0 25.1 StarHorse2:
- From April 2005 to March 2007: 18,079 units
- StarHorse2: New Generation ? 7,819 units from April 2005 to June 2006 (6,020 units in fiscal year ended March 2006,[85] and 1,799 units during April?June 2006)[87]
- StarHorse2: Second Fusion - 10,260 units from April 2006 to March 2007 (8,105 conversion kits during April?December 2006,[129] and 2,155 body and satellite units in fiscal year ending March 2007)[145]
- From April 2007 to March 2008: 10,275 units (756 body and satellite units of StarHorse2: Second Fusion during April?September 2007,[146] and 9,519 conversion kits in fiscal year ended March 2008)[147]
- From April 2009 to December 2009: 10,657 units of StarHorse2: Fifth Expansion[97]
- From April 2005 to March 2007: 18,079 units
- ↑ 26.0 26.1 StarHorse2: Fifth Expansion:
- ↑ 27.0 27.1 Samba de Amigo: ¥3.84 billion
- Currency conversion: $47.11 million[128]
- ↑ 28.0 28.1 Sangokushi Taisen 3:
- ↑ 29.0 29.1 Lord of Vermilion: ¥4 billion[133]
- Currency conversion: $50.443 million[128]
- ↑ 30.0 30.1 SEGA Network Mahjong MJ4:
- ↑ 31.0 31.1 Fiscal year ended 31 March 2010: ¥3.8 billion[100]
- Currency conversion: $47 million[128]
- ↑ 32.0 32.1 Fiscal year ended March 2012: ¥2.8 billion[102]
- Currency conversion: $34.87 million[128]
- ↑ 33.0 33.1 Initial D Arcade Stage 4:
- ↑ Sangokushi Taisen 2:
- ↑ 35.0 35.1 Sangokushi Taisen 2 revenue:
- ↑ Pac-Man series:
- Pac-Man: 400,000[65]
- Ms. Pac-Man: 125,000[107]
- Baby Pac-Man: 7,000[89]
- Pac-Mania: 1,412[135]
- ↑ Pac-Man series:
- ↑ Mario series:
- Donkey Kong series: 187,000[n 6]
- Mario Bros.: 3,800[92]
- ↑ Asteroids series:
- Asteroids: 100,000[110]
- Asteroids sequels:[149]
- Asteroids Deluxe: 22,399
- Space Duel: 12,038
- Blasteroids: 2,000
- ↑ Asteroids series:
- Asteroids: $800 million in 1991[111]
- Asteroids sequels:
- Asteroids Deluxe: $46.1 million in 1999[149]
- Blasteroids: $4.69 million in 1991[135]
- ↑ Defender series:
- ↑ Centipede series:[135][92]
- ↑ Centipede series:[135]
- ↑ Bemani series, sales:
- Beatmania as of 2000: 25,000[123]
- Dance Dance Revolution as of 2003: at least 25,000[n 16]
- ↑ Bemani series, gross revenues:
- Beatmania as of 2000: estimated $310 million[n 18]
- Dance Dance Revolution as of 2003: at least $399.32 million[126]
- ↑ Galaxian series:
- Galaxian: 40,000 in the US[76][77]
- Galaga '88: 986 in the US[135]
- ↑ StarHorse series:
- ↑ Starhorse series, 2009-2011:
- ↑ Big Buck series:
- Big Buck Hunter series sales up until April 2007: 22,500 units, including 7,500 Big Buck Hunter Pro units.[164]
- Series sales after April 2007 until September 2009: additional 2,500 Big Buck Hunter Pro units and 5,500 Big Buck Safari units.[163]
- Big Buck Hunter Pro: Open Season sales from September 2009 to January 2010: 3,000 units[172]
- ↑ e-Amusement revenue:
- April 2009 to March 2010: ¥39 billion[187]
- April 2010 to March 2011: ¥28.3 billion[187]
- April 2011 to March 2012: ¥25.5 billion[188]
- April 2012 to June 2012: ¥3.8 billion[189]
- Currency conversion:[128]
- ¥39 billion = $497.5124 million in 2010
- ¥28.3 billion = $361.0154 million in 2011
- ¥25.5 billion = $325.2966 million in 2012
- ¥3.8 billion = $48.4756 million in 2012
- ↑ SEGA Network Mahjong MJ series:
- ↑ SEGA Network Mahjong MJ series, 2009-2012:
- ↑ Pole Position series US sales:
- Pole Position: 21,000[92]
- Pole Position sequels:[135]
- Pole Position II: 2,400
- Final Lap: 1,150
- ↑ Pole Position series US sales:[135][92]
- Pole Position: $579.6 million (hardware sales & coin revenue) by 1983[n 13]
- Pole Position II: $7.43 million (hardware sales) in 1983
- Final Lap: $9.5 million (hardware sales) by 1988
- ↑ Sangokushi Taisen series:
- Sales from January 2005 to September 2006: 5,153 units
- Sales from April 2007 to March 2008: 4,776
- ↑ Sangokushi Taisen series revenue:
- ↑ Initial D series:
- Initial D Arcade Stage: 2,534 units from April 2004 to September 2004[94]
- Initial D Arcade Stage Ver. 3: 673 units from April 2004 to March 2005[90]
- Initial D Arcade Stage 4: 3,904 units from April 2006 to September 2007[n 33]
- ↑ Initial D series revenue:
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
- ↑ 2.0 2.1 2.2 D.S. Cohen. Killer Shark: The Undersea Horror Arcade Game from Jaws. About.com. http://classicgames.about.com/od/arcadegames/p/KillerShark.htm. Retrieved 2011-05-03.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 Kasco and the Electro-Mechanical Golden Age (Interview), Classic Videogame Station ODYSSEY, 2001
- ↑ Tweet, Onion Software
- ↑ Elemecha, Namco
- ↑ 6.0 6.1 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
- ↑ 9.0 9.1 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
- ↑ 10.0 10.1 https://archive.org/stream/NextGeneration24Dec1996/Next_Generation_24_Dec_1996#page/n10/mode/1up
- ↑ http://www.pinrepair.com/arcade/sperisc.htm
- ↑ Crown Soccer Special at Museum of the Game
- ↑ 13.0 13.1 13.2 13.3 13.4 Once Upon a Time on the Screen: Wild West in Computer and Video Games, Academia.edu
- ↑ 14.0 14.1 1969 SEGA Duck Hunt (Arcade Flyer). pinrepair.com. Retrieved on 2011-05-03
- ↑ Duck Hunt (1969) at Museum of the Game
- ↑ Grand Prix at Museum of the Game
- ↑ 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
- ↑ 18.0 18.1 Missile at Museum of the Game
- ↑ S.A.M.I. at Museum of the Game
- ↑ Jet Rocket at Museum of the Game
- ↑ 21.0 21.1 Carl Therrien, Inspecting Video Game Historiography Through Critical Lens: Etymology of the First-Person Shooter Genre, Game Studies: The International Journal of Computer Game Research, Volume 15, issue 2, December 2015, ISSN 1604-7982
- ↑ Wild Gunman (1974) at Museum of the Game
- ↑ https://www.arcade-history.com/?n=gun-smoke&page=detail&id=14552
- ↑ https://books.google.com/books?id=tLWlCgAAQBAJ&pg=PA179
- ↑ F-1 at Museum of the Game
- ↑ Mall Arcade (Dawn Of The Dead)
- ↑ Brian Ashcraft (2008) Arcade Mania! The Turbo Charged World of Japan's Game Centers, p. 134, Kodansha International
- ↑ 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, http://books.google.co.uk/books?id=auMTAQAAIAAJ, retrieved 27 March 2011
- ↑ "Can Lasers Save VIdeo Arcades?". The Philadelphia Inquirer. 3 February 1984. http://nl.newsbank.com/nl-search/we/Archives?p_product=PI&s_site=philly&p_multi=PI&p_theme=realcities&p_action=search&p_maxdocs=200&p_topdoc=1&p_text_direct-0=0EB29715971BCAA2&p_field_direct-0=document_id&p_perpage=10&p_sort=YMD_date:D&s_trackval=GooglePM. 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 on 20 September 2007
- ↑ Johnson, Tracy (3 April 1992). "Are Arcades Archaic? Business down, owners add zip and zap to lure players". The Boston Globe: p. 89. http://pqasb.pqarchiver.com/boston/access/61734163.html?FMT=ABS&FMTS=ABS:FT&type=current&date=Apr+03%2C+1992&author=Tracy+Johnson%2C+Contributing+Reporter&pub=Boston+Globe+%28pre-1997+Fulltext%29&desc=Are+Arcades+Archaic%3F+Business+down%2C+owners+add+zip+and+zap+to+lure+players&pqatl=google. Retrieved 17 April 2012.
- ↑ IGN Presents the History of SEGA: World War, IGN
- ↑ http://www.extentofthejam.com/pseudo/
- ↑ http://web.archive.org/web/20131113174154/http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=2
- ↑ http://web.archive.org/web/20131113173854/http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=1
- ↑ Shanna Compton (2004), Gamers: writers, artists & programmers on the pleasures of pixels, Soft Skull Press, p. 119, ISBN 1-932360-57-3, http://books.google.co.uk/books?id=-sCO-gODwy4C&pg=PA119
- ↑ 38.0 38.1 38.2 Spencer, Spanner, The Tao of Beat-'em-ups (part 2), EuroGamer, 12 February 2008. Retrieved 8 March 2009
- ↑ http://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only
- ↑ 40.0 40.1 40.2 40.3 40.4 40.5 Horwitz, Jeremy (8 July 2002). "Technology: Mortal Apathy?". The New York Times. http://www.nytimes.com/2002/07/08/technology/08MIDW.html. Retrieved 4 March 2012.
- ↑ Virtua Racing – Arcade (1992). 15 Most Influential Games of All Time. GameSpot (14 March 2001). Retrieved on 19 January 2014
- ↑ Virtua Cop, IGN, 7 July 2004. Retrieved 7 February 2009
- ↑ 43.0 43.1 43.2 "Business Week". Bloomberg Businessweek (Bloomberg) (3392–3405): 58. 1994. http://books.google.co.uk/books?ei=-DogT8i_I4TsOenhsbAO&id=kAseAQAAMAAJ. 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."
- ↑ 44.0 44.1 44.2 CPI Inflation Calculator. Bureau of Labor Statistics. Retrieved on 22 February 2012
- ↑ Mark Stephen Pierce (Atari Games Corporation) (1998), 30, "Coin-Op: The Life (Arcade Videogames)", Digital illusion: entertaining the future with high technology (ACM Press): p. 444, ISBN 0-201-84780-9, http://wayback.archive.org/web/20110723224105/http://www.communication.illinois.edu/csandvig/classes/Pierce.pdf, retrieved 2 May 2011
- ↑ "News: Virtua Fighter 3". Computer and Video Games (174): 10–1. May 1996.
- ↑ Henry, Lydia (26 April 2001). "Skee-ball Mania". Reading Eagle: p. 36. http://news.google.com/newspapers?id=ZFsxAAAAIBAJ&sjid=0aIFAAAAIBAJ&pg=5114,5262090. Retrieved 13 March 2012.
- ↑ "Video killed the arcade star". East Valley Tribune. 20 April 2006. http://www.eastvalleytribune.com/article_9b22d9ea-1810-5465-8bd9-a4e3204de569.html?mode=story. Retrieved 7 March 2012.
- ↑ Mabry, Donald J.. Evolution of Online Games. Archived from the original on 9 February 2008 Retrieved on 21 September 2007
- ↑ Bullwinkles Family Fun Center. Archived from the original on 11 September 2007 Retrieved on 20 September 2007
- ↑ Gatti's Pizza: About Us. Retrieved on 20 September 2007
- ↑ 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. http://www.springerlink.com/content/tkv51714762l3645/. Retrieved 25 January 2012.
- ↑ Carless, Simon (2 May 2005). Namco, Bandai To Merge. Gamasutra. Retrieved on 13 March 2012
- ↑ Market Data. Capcom (14 October 2011). Retrieved on 14 April 2012
- ↑ Chou, Yuntsai (Fall 2003). "G-commerce in East Asia: Evidence and Prospects". Journal of Interactive Advertising 4 (1). Archived from the original on 2013-01-19. http://web.archive.org/web/20130119102219/http://jiad.org/article43. Retrieved 31 January 2012.
- ↑ Jou, Eric (19 March 2012). The Wonderful and Seedy World of Chinese Arcades. Kotaku. Retrieved on 9 April 2012
- ↑ Nigel K. Li Pope, Kerri-Ann L. Kuhn, John J.H. Forster, ed (2009). Digital sport for performance enhancement and competitive evolution : intelligent gaming technologies. Hershey, PA: Information Science Reference. p. 260. ISBN 1-60566-406-5. http://books.google.co.uk/books?id=kags8xC1xzsC&pg=PA260. Retrieved 14 March 2012.
- ↑ Ms. Pac-Man/Galaga — Class Of 1981. KLOV. Retrieved on 10 September 2006
- ↑ "Namco Networks' Pac-Man Franchise Surpasses 30 Million Paid Transactions in the United States on Brew". AllBusiness.com. 2010. http://www.allbusiness.com/technology/software-services-applications-internet/14737270-1.html. Retrieved 22 February 2012.
- ↑ 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, http://books.google.co.uk/books?id=XiM0ntMybNwC&pg=PA275, retrieved 10 April 2011, "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."
- ↑ 62.0 62.1 Space Invaders arcade machine sales
- Worldwide sales: 500,000 cabinets
- Up until 1982: 350,000 cabinets in Japan and 65,000 cabinets in the United States
- Jiji Gaho Sha, inc. (2003), Asia Pacific perspectives, Japan, 1, University of Virginia, p. 57, http://books.google.co.uk/books?id=CTRWAAAAYAAJ, retrieved 9 April 2011, "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, http://books.google.co.uk/books?id=DL1YAAAAMAAJ, retrieved 1 May 2011, "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."
- Kubey, Craig (April 1982). The winners' book of video games. pp. 63-4. http://www.digitpress.com/library/books/book_winners_book_of_video_games.pdf. "Space Invaders. It is the Muhammad Ali of the video game world. It is the Greatest. The biggest seller in the history of the world. The best game ever for the year it was introduced. The game that revitalized the industry and changed it forever. The game that made the industry the monster it is today. The game that not only was an unprecedented success as a coin-op machine, but also the game that launched a home video version that became the biggest seller of all time. Space Invaders drove an entire nation mad. You may think the last sentence refers to the United States: Space Invaders did outsell the previous US leader—Pong of Sea Wolf, take your pick— by six to one (60,000 to 10,000). But if the United States was an eight on the scale of video craziness, Japan was an eleven. Space Invaders created a shortage of the hundred-yen coin. [...] The biggest seller in the history of the United States—Pac-Man—has sold about 100,000 units of the legal Midway version. That's in a country with a 1980 population of 226 million. Japan's 1980 population was about 117 million, or about half that of the United States. In Japan alone, approximately 350,000 Space Invaders machines were sold, about one for every 330 citizens!"
- Space Invaders, Arcade History: "About 65000 units were produced in the U.S. and a reported 350000 world wide."
- ↑ 63.0 63.1 "Can Asteroids Conquer Space Invaders?". Electronic Games 1 (1): 30-33 [31]. Winter 1981. http://www.digitpress.com/library/magazines/electronic_games/electronic_games_winter81.pdf. Retrieved February 1, 2012.
- ↑ "Video Warriors on the Screen", New Scientist 95 (1317): p. 377, August 5, 1982, ISSN 0262-4079, http://books.google.co.uk/books?id=MdyCKvgw4ksC&pg=PA377, retrieved May 1, 2011, "But this is 1982, and the game Space Invaders ? as the Disney handout enviously reminds us ? grosses over $600 million a year."
- ↑ 65.0 65.1 65.2 65.3 Kao, John J. (1989). Entrepreneurship, creativity & organization: text, cases & readings. Englewood Cliffs, NJ: Prentice Hall. p. 45. ISBN 0-13-283011-6. http://books.google.co.uk/books?id=P-MJAQAAMAAJ. 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."
- ↑ Marlene Targ Brill (2009). America in the 1980s. Twenty-First Century Books. p. 120. ISBN 0-8225-7602-3. http://books.google.co.uk/books?id=NjmhJKkoKW0C&pg=PT120. Retrieved 1 May 2011.
- ↑ Chris Morris (10 May 2005). "Pac Man turns 25: A pizza dinner yields a cultural phenomenon ? and millions of dollars in quarters". CNN. Archived from the original on 15 May 2011. http://web.archive.org/web/20110515011836/http://money.cnn.com/2005/05/10/commentary/game_over/column_gaming/index.htm. Retrieved 23 April 2011. "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, http://books.google.co.uk/books?id=XiM0ntMybNwC&pg=PA73, retrieved 10 April 2011, "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."
- ↑ Kline, Stephen; Nick Dyer-Witheford, Greig de Peuter (2003). Digital play: the interaction of technology, culture, and marketing (Reprint ed.). Montreal, Quebec: McGill-Queen's University Press. p. 96. ISBN 0-7735-2591-2. http://books.google.co.uk/books?id=gw5V10iLEsUC&pg=PA96. Retrieved 25 February 2012. "The game produced one billion dollars in 1980 alone"
- ↑ At least 800 million quarters ($200 million) in the US during 1981:
- Schenectady Gazette: p. 16. March 17, 1982. http://news.google.com/newspapers?id=RZBGAAAAIBAJ&sjid=gekMAAAAIBAJ&pg=3099,372728. Retrieved 2012-12-30.
- ↑ 71.0 71.1 71.2 Ste Curran (2004), Game plan: great designs that changed the face of computer gaming, Rotovision, p. 38, ISBN 2-88046-696-2, http://books.google.co.uk/books?id=TXcWlWkIZ0AC&pg=PA38, retrieved 11 April 2011, "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."
- ↑ 72.0 72.1 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, http://books.google.co.uk/books?id=C2MH05ogU9oC, retrieved 9 April 2011, "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."
- ↑ Top 10 Biggest-Grossing Arcade Games of All Time, 2013, http://www.usgamer.net/articles/top-10-biggest-grossing-arcade-games-of-all-time, retrieved 2014-11-10
- ↑ 74.0 74.1 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, http://books.google.co.uk/books?id=C2MH05ogU9oC, retrieved 9 April 2011, "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)."
- ↑ 75.0 75.1 75.2 Donkey Kong revenue: $1.496 billion during 1981-1982
- Cabinet sales revenue: $494 million during 1981-1982
- United States hardware sales: $280 million during 1981-1982
- Jorg Ziesak (2009), Wii Innovate ? How Nintendo Created a New Market Through the Strategic Innovation Wii, GRIN Verlag, p. 50, ISBN 3640497740, http://books.google.co.uk/books?id=C8rHXoUCbfAC&pg=PA2029, retrieved 9 April 2011, "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."
- Crazy Kong cabinet sales in United States: 20,000 cabinets at $4200 each = $84 million
- Average Donkey Kong cabinet price in United States: 67,000 cabinets for $280 million = $4200 per cabinet
- Japan hardware sales: 65,000 units at $2000 each in 1981 = $130 million
- United States hardware sales: $280 million during 1981-1982
- United States coin revenue: $1.002 billion from July 1981 to December 1982
- July–December 1981: $175 million
- July–October 1981: 4,000 cabinet sales per month, at $288 weekly average earnings per cabinet = $50 million
- July 1981: 4,000 cabinets = $5 million
- August 1981: 8,000 cabinets = $10 million
- September 1981: 12,000 cabinets = $15 million
- October 1981: 16,000 cabinets = $20 million
- November–December 1981: 50,000 cabinets at $288 weekly earnings each [19] = $125 million
- July–October 1981: 4,000 cabinet sales per month, at $288 weekly average earnings per cabinet = $50 million
- 1982: $827 million
- 60,000 cabinets sold by June 1982
- January–February 1982: 60,000 cabinets at $288 weekly average each = $150 million
- March 1982: 60,000 cabinets at $255 weekly average each = $66.3 million
- April 1982: 60,000 cabinets at $250 weekly average each = $65 million
- May–June 1982: 60,000 cabinets at $241 weekly average each = $125.32 million
- July–December 1982: 67,000 cabinets at $241 weekly average each = $420 million
- Donkey Kong was the highest-grossing arcade game of 1982 in the United States
- July–December 1981: $175 million
- Cabinet sales revenue: $494 million during 1981-1982
- ↑ 76.0 76.1 MIDWAY MFG. CO. v. ARTIC INTERN. (10 March 1982). Retrieved on 6 March 2012
- ↑ 77.0 77.1 Bureau of National Affairs (1983), "United States Patents Quarterly, Volume 216", United States Patents Quarterly (Associated Industry Publications) 216, http://books.google.co.uk/books?id=EbVCAQAAIAAJ, retrieved 9 April 2011, "Since February 1980, Midway has sold in excess of 40,000 Galaxian games"
- ↑ 78.0 78.1 Steve L. Kent (2001), The ultimate history of video games: from Pong to Pokemon 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."
- ↑ 79.0 79.1 79.2 79.3 79.4 79.5 79.6 79.7 Fujihara, Mary (25 July 1983). Inter Office Memo. Atari. Retrieved on 18 March 2012
- ↑ 80.0 80.1 FY2005 Third quarter Financial Results (April?December 2004). Konami (27 January 2005). Archived from the original on 16 January 2006 Retrieved on 20 April 2012
- ↑ Stern Electronics, Inc. v. Kaufman, 669 F.2d 852 (2nd Cir. 1982)
- ↑ Gun Fight, Arcade History
- ↑ 83.0 83.1 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, http://books.google.co.uk/books?id=C2MH05ogU9oC, retrieved 9 April 2011, "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."
- ↑ 84.0 84.1 84.2 84.3 What Was The Best-Selling U.S. Arcade Video Game Prior to Space Invaders?, The Golden Age Arcade Historian
- ↑ 85.0 85.1 85.2 85.3 85.4 FY Ending March 2006: Full Year Results Presentation. SEGA Sammy Holdings (16 May 2006). Retrieved on 17 May 2012
- ↑ 86.0 86.1 "Motorcycle game to Atari". NewsBytes. 1 October 1985. Archived from the original on 5 January 2009. http://web.archive.org/web/20090105185108/http://www.gamearchive.com/General/Articles/ClassicNews/1985/NewsBytes10-1-85.htm. 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."
- ↑ 87.0 87.1 87.2 87.3 87.4 87.5 FY 2007: Interim Results (April-September 2006) 11-13. SEGA Sammy Holdings (10 November 2006). Retrieved on 18 May 2012
- ↑ http://www.arcade-history.com/?n=wheels-no.-591&page=detail&id=4772
- ↑ 89.0 89.1 http://allincolorforaquarter.blogspot.co.uk/2012/10/video-gamepinball-combinations.html
- ↑ 90.0 90.1 90.2 90.3 90.4 FY2004 Financial Results (for the year ended March 31, 2005). SEGA Sammy Holdings (25 May 2005). Retrieved on 17 May 2012
- ↑ FY2005 1Q Results: Amusement Machine Sales. FY2005 1Q Business Results (April?June 2005). SEGA Sammy Holdings (4 August 2005). Retrieved on 18 May 2012
- ↑ 92.00 92.01 92.02 92.03 92.04 92.05 92.06 92.07 92.08 92.09 92.10 92.11 Fujihara, Mary (2 November 1983). Inter Office Memo. Atari. Retrieved on 18 March 2012
- ↑ http://www.hd.square-enix.com/eng/news/pdf/16q4outline.pdf
- ↑ 94.0 94.1 First Half Business Results (April?September 2004). SEGA Sammy Holdings (11 November 2004). Retrieved on 17 May 2012
- ↑ Segment Results: Amusement Machines. FY 2007: 1st Quarter Results (April?June 2006). SEGA Sammy Holdings (28 July 2006). Retrieved on 18 May 2012
- ↑ 96.0 96.1 Segment Results: Amusement Machine. Fiscal Year 2009: Full Year Results (Ending March 2009). SEGA Sammy Holdings (14 May 2009). Retrieved on 19 May 2012
- ↑ 97.0 97.1 97.2 97.3 97.4 Appendix of Consolidated Financial Statements: 9 Months Ended December 31, 2009. SEGA Sammy Holdings (5 February 2010). Retrieved on 13 April 2012
- ↑ AOU 2009 - SEGA World Club Champion Football Intercontinental Clubs 2007-2008. AOU Amusement Expo 2009. DigInfo TV (2 March 2009). Retrieved on 18 May 2012
- ↑ Sports Gaming in Japan: World Club Champion Football. GameSpot (22 September 2009). Retrieved on 18 May 2012
- ↑ 100.0 100.1 100.2 100.3 100.4 Appendix of Consolidated Financial Statements: Year Ended March 31, 2010. SEGA Sammy Holdings (14 May 2010). Retrieved on 13 April 2012
- ↑ 101.0 101.1 101.2 101.3 101.4 Appendix of Consolidated Financial Statements: Year Ended March 31, 2011. SEGA Sammy Holdings (13 May 2011). Retrieved on 13 April 2012
- ↑ 102.0 102.1 102.2 102.3 102.4 Appendix of Consolidated Financial Statements: Year Ended March 31, 2012. SEGA Sammy Holdings (11 May 2012). Retrieved on 17 May 2012
- ↑ Appendix of Consolidated Financial Statements: 9 Months Ended December 31, 2011. SEGA Sammy Holdings (3 February 2012). Retrieved on 13 April 2012
- ↑ Interview with David Snook, editor of Coin Slot, published in Mega (magazine), issue 10, page 18, July 1993
- ↑ http://www.vasulka.org/archive/Writings/VideogameImpact.pdf#page=25
- ↑ http://www.vasulka.org/archive/Writings/VideogameImpact.pdf#page=13
- ↑ 107.0 107.1 107.2 "Bally Will Quit Making Pinball, Video Machines". Toledo Blade: p. 22. 11 July 1988. http://news.google.com/newspapers?id=4FtQAAAAIBAJ&sjid=kw4EAAAAIBAJ&pg=6893,2823984. Retrieved 9 March 2012.
- ↑ 108.0 108.1 Mark J. P. Wolf (2001), The medium of the video game, University of Texas Press, p. 44, ISBN 0-292-79150-X, http://books.google.co.uk/books?id=lKZriBxbcwQC&pg=PA44, retrieved 9 April 2011
- ↑ Infoworld Media Group (April 12, 1982). Video arcades rival Broadway theatre and girlie shows in NY. InfoWorld. Retrieved on May 1, 2011
- ↑ 110.0 110.1 Steve L. Kent (2001), The ultimate history of video games: from Pong to Pokemon 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."
- ↑ 111.0 111.1 Gottschalk, S. (1995). "Videology: Video-Games as Postmodern Sites/Sights of Ideological Reproduction". Symbolic Interaction 18 (1). http://cdclv.unlv.edu/archives/interactionism/gottschalk/video.html. Retrieved 26 February 2012.
- ↑ "Forbes , Volume 127". Forbes: 102. 1981. http://books.google.co.uk/books?id=6y68AAAAIAAJ&q=%22At+$2000+a+unit,+Atari+has+made+about+$140+million+from+that+game+alone%22. Retrieved 25 February 2012. "At $2000 a unit, Atari has made about $140 million from that game alone."
- ↑ 113.0 113.1 Sellers, John (2001). Arcade fever: the fan's guide to the golden age of video games. Philadelphia: Running Press. p. 51. ISBN 0-7624-0937-1. http://books.google.co.uk/books?id=8_3TjWRSLuAC. Retrieved 25 February 2012. "Williams sold around 60,000 units of Defender, easily the company's most successful game."
- ↑ 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, http://books.google.co.uk/books?id=C2MH05ogU9oC, retrieved 9 April 2011, "Defender was Williams Electronics' biggest seller. More than 55,000 units were placed worldwide."
- ↑ 115.0 115.1 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. http://books.google.co.uk/books?id=herTOT2QVWoC&pg=PP2. 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, http://books.google.co.uk/books?id=XiM0ntMybNwC&pg=PA104, retrieved 19 April 2011
- ↑ [20][21]
- ↑ 118.0 118.1 Mean Machines SEGA, issue 22 (August 1994), page 92, published July 1994
- ↑ 119.0 119.1 30,000 units at (£7000) ($13,102) each
- ↑ 120.0 120.1 FY Ending March 2006: Interim Results Presentation (April?September 2005). SEGA Sammy Holdings (22 November 2005). Retrieved on 17 May 2012
- ↑ 121.0 121.1 Carless, Simon (29 March 2007). Uemura ? SEGA's Hidden Game Design Power?. GameSetWatch. Retrieved on 17 May 2012
- ↑ 122.0 122.1 Ashcraft, Brian (14 October 2005). How SEGA Reels in Girls. Kotaku. Retrieved on 17 May 2012
- ↑ 123.0 123.1 123.2 Beals, Gregory (11 December 2000). "Kings of Cool". Newsweek. http://nl.newsbank.com/nl-search/we/Archives?p_product=NWEC&p_theme=nwec&p_action=search&p_maxdocs=200&p_topdoc=1&p_text_direct-0=0EC05F8B217664C7&p_field_direct-0=document_id&p_perpage=10&p_sort=YMD_date:D&s_trackval=GooglePM. 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."
- ↑ 124.0 124.1 124.2 124.3 124.4 Pump It Up: Exceed drops to PS2 / Xbox. Punch Jump Crew (8 September 2005). Retrieved on 18 March 2012 “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.”
- ↑ 125.0 125.1 125.2 (Special Feature: Music Simulation Games Rock the Market. Annual Report. Konami (1999). Archived from the original on 25 June 2004 Retrieved on 6 March 2012)
- ↑ 126.0 126.1 Dance Dance Revolution revenues:
- $24 million+ in United States by 2003 (Balauag, Miguel (2004). Dance Dance Revolution: A True Revolution. Stanford University. Retrieved on 20 April 2012)
- 1192 locations x $15,000 as of 2002 = $18 million+
- Additional 380 locations x $15,000 in 2003 = $6 million+
- Remaining 23,428+ units at £9995 ($21,000) each = $492 million+
- $24 million+ in United States by 2003 (Balauag, Miguel (2004). Dance Dance Revolution: A True Revolution. Stanford University. Retrieved on 20 April 2012)
- ↑ 127.0 127.1 Sangokushi Taisen revenue: [22][23]
- ↑ 128.00 128.01 128.02 128.03 128.04 128.05 128.06 128.07 128.08 128.09 128.10 128.11 Currency Conversion. XE.com. Retrieved on 13 April 2012
- ↑ 129.0 129.1 129.2 Fiscal Year Ending March 2007: 3rd Quarter Results (April-December 2006) 11-13. SEGA Sammy Holdings (7 February 2007). Retrieved on 19 May 2012
- ↑ Fiscal Year Ending March 2006: 3rd quarter Results (April?December 2005). SEGA Sammy Holdings (8 February 2006). Retrieved on 17 May 2012
- ↑ FY2007 First-Half Period Results Briefing Session. Square Enix (2007-11-19). Archived from the original on 2012-02-13 Retrieved on 2009-01-13
- ↑ Outline of Results Briefing. Square Enix (23 May 2008). Retrieved on 18 May 2012
- ↑ 133.0 133.1 Outline of Results Briefing by SQUARE ENIX HOLDINGS held on November 7, 2008. Square-Enix.com. Retrieved on 20 December 2008
- ↑ 134.0 134.1 20,000 machines at $11,095 [26] each
- ↑ 135.00 135.01 135.02 135.03 135.04 135.05 135.06 135.07 135.08 135.09 135.10 135.11 135.12 135.13 135.14 135.15 135.16 135.17 135.18 135.19 135.20 135.21 135.22 135.23 135.24 135.25 135.26 135.27 135.28 135.29 135.30 135.31 135.32 135.33 135.34 135.35 135.36 135.37 135.38 135.39 135.40 135.41 135.42 135.43 135.44 135.45 135.46 135.47 135.48 135.49 135.50 135.51 135.52 135.53 135.54 135.55 135.56 135.57 135.58 135.59 135.60 135.61 135.62 135.63 135.64 135.65 135.66 135.67 135.68 135.69 135.70 135.71 135.72 Atari Production Numbers Memo. Atari Games (4 January 2010). Retrieved on 18 March 2012
- ↑ 136.0 136.1 Steve L. Kent (2001), The ultimate history of video games: from Pong to Pokemon 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 (13 August 1983). "Daring Dirk Perk For Arcades". Ottawa Citizen: p. 29. http://news.google.com/newspapers?id=7qMyAAAAIBAJ&sjid=Bu8FAAAAIBAJ&pg=3206,953643. Retrieved 28 February 2012.
- ↑ 138.0 138.1 138.2 Rick Dyer: Biography. Allgame. Retrieved on 10 April 2011
- ↑ FY Ending March 2013: 1st Quarter Results Presentation (Ended June 2012). SEGA Sammy Holdings (1 August 2012). Retrieved on 2 September 2012
- ↑ http://www.deseretnews.com/article/347090/VIDEO-ARCADES-HANGOUT-CHOICE-OF-A-NEW-GENERATION.html
- ↑ Appendix of Consolidated Financial Statements 6 Months Ended September 30, 2011. SEGA Sammy Holdings (31 October 2011). Retrieved on 13 April 2012
- ↑ Amusement Machine: 3Q Principle Titles. Fiscal Year Ending March 2006: 3rd Quarter Appendix (April?December 2005). SEGA Sammy Holdings (8 February 2006). Retrieved on 18 May 2012
- ↑ Harmetz, Aljean (3 July 1982). "Movie Themes Come To Video Games". Star-News. http://news.google.com/newspapers?id=OwEzAAAAIBAJ&sjid=WBMEAAAAIBAJ&pg=5470,748067. 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, http://books.google.co.uk/books?id=walFAAAAYAAJ, retrieved 20 April 2011, "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."
- ↑ 145.0 145.1 145.2 145.3 145.4 Fiscal Year Ended March 2007: Full Year Results. SEGA Sammy Holdings (14 May 2007). Retrieved on 17 May 2012
- ↑ 146.0 146.1 146.2 146.3 Fiscal Year 2008: Interim Results. SEGA Sammy Holdings (12 November 2007). Retrieved on 19 May 2012
- ↑ 147.0 147.1 147.2 Segment Results: Amusement Machines. FY 2008: Full Year Results (Ending March 2008). SEGA Sammy Holdings (15 May 2008). Retrieved on 19 May 2012
- ↑ Steve L. Kent (2001). The ultimate history of video games: from Pong to Pokemon 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."
- ↑ 149.00 149.01 149.02 149.03 149.04 149.05 149.06 149.07 149.08 149.09 149.10 149.11 149.12 149.13 149.14 149.15 149.16 149.17 149.18 149.19 149.20 149.21 149.22 149.23 149.24 149.25 149.26 149.27 149.28 Production Numbers. Atari (1999). Retrieved on 19 March 2012
- ↑ 150.0 150.1 Japanese gamers shake it, shake it!. Independent Online (14 August 2000). Retrieved on 19 April 2012
- ↑ Fulton, Jeff Fulton, Steve; Steve Fulton (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. http://books.google.co.uk/books?id=VCR7XYUncEsC&pg=PA138. Retrieved 7 February 2012. "While certainly not the size of Asteroids, the game was still a huge hit with almost 20,000 units sold."
- ↑ 152.0 152.1 "Business 1974: Industry: Space Age Pinball, Atari's PONG", Time, 5 October 1983, http://www.time.com/time/magazine/article/0,9171,952086,00.html, retrieved 21 April 2011, "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."
- ↑ 153.0 153.1 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, http://books.google.co.uk/books?id=IxNDAQAAIAAJ, retrieved 11 April 2011, "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."
- ↑ 154.0 154.1 Barack, Lauren (8 May 2003). "In Blast From the Past, Atari Video Games Plan a Return". New York Post: p. 34. "It's first hit game, "Pong," launched in 1972, made $11 million in revenue in just one year." (Link)
- ↑ 17,000 units at $795 each
- ↑ 696 units at ¥3,382,000 [27] ($45,000) [28] each
- ↑ ¥2.3 billion ($27 million)
- ↑ 7,000 units at $795 each
- ↑ 159.0 159.1 3,904 units at $4250 [29] each
- ↑ Shaggy (10 June 2009). Betson: 2000 Guitar Hero units have been sold in three months. Arcade Heroes. Retrieved on 16 June 2012
- ↑ [30] [31] Revenue from July 2012 to September 2012
- ↑ 162.0 162.1 Steven L. Kent (2000), The first quarter: a 25-year history of video games, BWD Press, p. 83, ISBN 0-9704755-0-0, http://books.google.co.uk/books?id=ny-CAAAAMAAJ, retrieved 9 April 2011, "Sea Wolf, which was another creation of Dave Nutting, did solid business, selling more than 10,000 machines."
- ↑ 163.0 163.1 163.2 Big Buck SafariR Reaches Two Milestones!. Raw Thrills (1 September 2009). Retrieved on 19 May 2012
- ↑ 164.0 164.1 Strang, Katie (24 April 2007). "Shootout at the local pub: Big Buck Hunter is a hit". The Arizona Republic. http://www.azcentral.com/ent/vgames/articles/0424shooter-CR.html. Retrieved 18 March 2012.
- ↑ "Entering The Snakepit ? A Winner". NewsBytes. 20 December 1983. Archived from the original on 20 August 2008. http://web.archive.org/web/20090225183758/http://gamearchive.com/General/Articles/index.html. Retrieved 7 March 2012.
- ↑ 640 units at $15,350 [32] each
- ↑ Orland, Kyle (4 March 2011). GDC 2011: Mark Cerny Discusses Marble Madness' Turbulent Development. Gamasutra. Archived from the original on 20 March 2011 Retrieved on 8 March 2011
- ↑ 168.0 168.1 Shaggy (3 May 2010). Initial sales numbers for Terminator Salvation arcade. Arcade Heroes. Retrieved on 16 June 2012
- ↑ Steven L. Kent (2000), The first quarter: a 25-year history of video games, BWD Press, p. 83), ISBN 0-9704755-0-0, http://books.google.co.uk/books?id=ny-CAAAAMAAJ, retrieved 9 April 2011
- ↑ 170.0 170.1 170.2 170.3 170.4 170.5 Centuri/Allied Leisure Annual Report Goodies - Part 1: Release Dates and Production Numbers
- ↑ Radar Scope at Museum of the Game
- ↑ 172.0 172.1 Shaggy (7 January 2010). Big Buck Hunter Open Season pushes 3000 units in 90 days. Arcade Heroes. Retrieved on 16 June 2012
- ↑ Shaggy (11 February 2010). Silver Strike LIVE starts shipping next week. Arcade Heroes. Retrieved on 16 June 2012
- ↑ Operator bowled over by H2Overdrive. Namco Bandai Games (5 March 2010). Retrieved on 16 June 2012
- ↑ "Atari: From Starting Block To Auction Block". InfoWorld (InfoWorld Media Group) 6 (32): 52. 6 August 1984. ISSN 0199-6649. http://books.google.co.uk/books?id=HC8EAAAAMBAJ&pg=PA52. Retrieved 5 March 2012.
- ↑ Modine, Austin (13 December 2008). Before Pong, there was Computer Space. The Register. Retrieved on 23 February 2012
- ↑ Buchanan, Levi (28 August 2008). The Revolution of I, Robot, IGN.
- ↑ "Call-it Entertainment, Inc. Partners with Capcom to Launch Street Fighter Wireless Game Series". Business Wire. 16 May 2002. http://www.wirelessdevnet.com/news/2002/137/news9.html. 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, http://books.google.co.uk/books?id=OJQFSlyMEfAC, retrieved 9 April 2011, "Street Fighter has sold over 25 million console games and 500,000 arcade units generating more than a billion dollars in revenue."
- ↑ Leonard Herman, Jer Horwitz, Steve Kent, Skyler Miller (2002). The History of Video Games. GameSpot. Retrieved on 14 March 2012
- ↑ http://www.stanford.edu/dept/HPS/TimLenoir/MilitaryEntertainmentComplex.htm
- ↑ 200,000 units at average $17,500 ($15,000 [33] [34] to $20,000 [35]) each
- ↑ 183.0 183.1 130,000 units [36] at $15,000 each [37] [38]
- ↑ What is Golden Tee?. Incredible Technologies.
- ↑ Sickinger, Ted (6 November 1995). "The year of Mortal Kombat". The Kansas City Star: p. 1. http://nl.newsbank.com/nl-search/we/Archives?p_product=KC&p_theme=kc&p_action=search&p_maxdocs=200&p_topdoc=1&p_text_direct-0=0EAF423FC2FB96A0&p_field_direct-0=document_id&p_perpage=10&p_sort=YMD_date:D&s_trackval=GooglePM. 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 (January 2005). Archived from the original on 7 March 2005 Retrieved on 20 April 2012
- ↑ 187.0 187.1 FY2011 Financial Results: Fiscal year ended March 31, 2011. Konami (May 12, 2011). Retrieved on 2 September 2012
- ↑ FY2012 Financial Results: Fiscal year ended March 31, 2012. Konami (May 10, 2012). Retrieved on 2 September 2012
- ↑ FY2013 Financial Results: April 1 - June 30, 2012. Konami (August 2, 2012). Retrieved on 2 September 2012