Codex Gamicus
Explore
Main Page
Discuss
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Forums
Company Index
Character Index
Hardware Index
In-Game Index
Ratings Index
Video Game Index
Fandom
Gamepedia support
Report a bad ad
Help Wiki
Contact us
FANDOM
Fan Central
BETA
Games
Anime
Movies
TV
Video
Wikis
Explore Wikis
Community Central
Start a Wiki
Don't have an account?
Register
Sign In
Sign In
Register
Fandom's centric source of video game knowledge
42,423
pages
Explore
Main Page
Discuss
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Forums
Company Index
Character Index
Hardware Index
In-Game Index
Ratings Index
Video Game Index
Fandom
Gamepedia support
Report a bad ad
Help Wiki
Contact us
Editing
Arcade video games
(section)
Back to page
Edit
VisualEditor
View history
Talk (0)
Edit Page
Arcade video games
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Renaissance==== In the early 1990s, the arcades experienced a major resurgence with the 1991 release of [[Capcom]]'s ''[[Street Fighter II]]'',<ref>{{Citation|title=Gamers: writers, artists & programmers on the pleasures of pixels|author=Shanna Compton|publisher=[[Soft Skull Press]]|year=2004|isbn=1-932360-57-3|page=119|url=http://books.google.co.uk/books?id=-sCO-gODwy4C&pg=PA119}}</ref> which popularized competitive [[fighting game]]s and revived the arcade industry to a level of popularity not seen since the days of ''Pac-Man'',<ref name="tao2">Spencer, Spanner, [http://www.eurogamer.net/articles/a_taoofbeatemups_pt2_retro The Tao of Beat-'em-ups (part 2)], ''EuroGamer'', 12 February 2008. Retrieved 8 March 2009</ref> setting off a renaissance for the arcade game industry in the early 1990s.<ref>http://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only</ref> 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]],<ref name="nytimes2002"/> ''[[Fatal Fury: King of Fighters]]'' (1992) by [[SNK Playmore|SNK]], ''[[Virtua Fighter]]'' (1993) by [[SEGA]], ''[[Killer Instinct (1994 video game)|Killer Instinct]]'' (1994) by [[Rare Ltd.|Rare]], and ''[[The King of Fighters]]'' (1994β2005) by SNK. [[3D computer graphics|3D polygon graphics]] were popularized by the [[SEGA Model 1]] games ''[[Virtua Racing]]'' (1992) and ''[[Virtua Fighter (arcade game)|Virtua Fighter]]'' (1993),<ref name=vracing>{{Cite web|title=Virtua Racing β Arcade (1992)|url=http://web.archive.org/web/20100412225953/http://www.gamespot.com/gamespot/features/video/15influential/p13_01.html|work=15 Most Influential Games of All Time|publisher=[[GameSpot]]|accessdate=19 January 2014|date=14 March 2001}}</ref> followed by [[racing game]]s<ref name="tao2"/> like the [[Namco System 22]] title ''[[Ridge Racer]]'' (1993) and [[SEGA Model 2]] title ''[[Daytona USA (video game)|Daytona USA]]'', and [[light gun shooter]]s like SEGA's ''[[Virtua Cop]]'' (1994)<ref name="ngage">[http://uk.ngage.ign.com/articles/528/528915p1.html Virtua Cop], ''IGN,'' 7 July 2004. Retrieved 7 February 2009</ref> and Mesa Logic's ''[[Area 51 (1995 video game)|Area 51]]'' (1995), gaining considerable popularity in the arcades.<ref name="tao2"/> By 1994, arcade games in the United States were generating revenues of $7 billion<ref name="business_1994">{{Cite journal|title=Business Week|journal=[[Bloomberg Businessweek]]|year=1994|issue=3392β3405|url=http://books.google.co.uk/books?ei=-DogT8i_I4TsOenhsbAO&id=kAseAQAAMAAJ|accessdate=25 January 2012|page=58|publisher=[[Bloomberg L.P.{{!}}Bloomberg]]|quote=Hollywood's aim, of course, is to tap into the $7 billion that Americans pour into arcade games each year β and the $6 billion they spend on home versions for Nintendo and SEGA game machines. Combined, it's a market nearly 2 Β½ times the size of the $5 billion movie box office.}}</ref> in quarters (equivalent to ${{Formatprice|{{Inflation|US|7000000000|1994|r=0}}}} in {{CURRENTYEAR}}),<ref name="cpi_inflation"/> in comparison to home console game sales of $6 billion,<ref name="business_1994"/> with many of the best-selling home video games in the early 1990s often being arcade ports.<ref name="Mark Stephen Pierce Atari Games Corporation 1998 444">{{Citation|work=Digital illusion: entertaining the future with high technology|chapter=30|title=Coin-Op: The Life (Arcade Videogames)|author=Mark Stephen Pierce (Atari Games Corporation)|publisher=[[ACM Press]]|year=1998|isbn=0-201-84780-9|url=http://wayback.archive.org/web/20110723224105/http://www.communication.illinois.edu/csandvig/classes/Pierce.pdf|accessdate=2 May 2011|page=444}}</ref> Combined, total US arcade and console game revenues of $13 billion in 1994 (${{Formatprice|{{Inflation|US|13000000000|1994|r=0}}}} in {{CURRENTYEAR}}) was nearly two and a half times the $5 billion revenue grossed by movies in the United States at the time.<ref name="business_1994"/> Around the mid-1990s, the [[History of video game consoles (fifth generation)|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 system board|arcade systems]] such as the [[SEGA Model 3]] remained more advanced than home systems,<ref>{{Cite journal|title=News: Virtua Fighter 3|journal=[[Computer and Video Games]]|date=May 1996| issue=174|pages=10β1}}</ref> 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 [[History of video game consoles (sixth generation)|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.
Summary:
Please note that all contributions to the Codex Gamicus are considered to be released under the CC BY-SA 3.0
Cancel
Editing help
(opens in new window)
Follow on IG
TikTok
Join Fan Lab