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Arcade[]

The sales of arcade games (like massively multiplayer online games) generally cannot be judged using the same criteria as home console or computer games. For arcade games, sales are usually judged by either the number of arcade hardware units sold to retail outlets and arcades, or more commonly the amount of revenue generated, from the amount of coins (such as quarters or 100 yen coins) inserted into machines and/or the hardware sales.[1] This list includes arcade games that have sold at least 10,000 or more arcade hardware units, or generated a gross revenue of more than $100 million USD (i.e. 400 million quarters).

Hardware sales[]

  • Centipede (55,988)[12]
  • Tempest (29,000)[23]
  • Mortal Kombat (24,000)[24]
  • Pole Position (21,000 in the US)[23]
  • Popeye (20,000 in the US)[29]
  • Paddle Battle (17,000)[32]
  • Battlezone (15,122)[34]
  • Stargate (15,000)[23]
  • Sega Network Mahjong MJ4 (12,892)[n 4]
  • Breakout (11,000)[34]
  • Oshare Majo: Love and Berry (10,300)[16]
  • Sea Wolf (10,000)[41]

Gross revenues[]

Title Revenue (million USD) (without inflation) Release year Revenue as of (year) Source(s) Revenue (million USD) (2014 inflation)[42]
Japan Space Invaders 3702 1978 1982 [n 5] 13431
Japan Pac-Man 4090 1980 1990 [n 6] 11746
Japan Street Fighter II 4245 1991 1994 [n 9] 7375
Japan Donkey Kong 1496 1981 1982 [53] 3894
Japan World Club Champion Football 2507 2002 2013 [n 11] 3298
United States Asteroids 800 1979 1982 [n 12] 1962
Japan Pole Position (US) 579.6 1982 1983 [n 13] 1421
United States Defender 1000 1980 2002 [n 14] 1316
United States NBA Jam 1000 1993 2010 [66] 1085
United States Ms. Pac-Man 350 1981 1987 [n 15] 911
Japan OutRun (hardware sales) 393.06 1986 1993 [68] 849
Japan Mushiking: King of the Beetles 631.0232 2003 2006 [n 16] 812
Japan Dance Dance Revolution 516 1998 2005 [71] 749
United States Mortal Kombat 570 1992 2002 [24] 750
Japan Sangokushi Taisen 399.3404 2005 2006 [72] 484
Japan Beatmania 310 1997 2000 [n 17] 457
Japan Oshare Majo: Love and Berry 317 2004 2006 [n 18] 397
South Korea Pump It Up 222 1999 2005 [26][74] 315
United States Centipede 115.65 1981 1991 [12] 201
United States Dragon's Lair 68.8 1983 1983 [33][75] 163
Japan StarHorse3 Season I: A New Legend Begins 152.4 2011 2013 [n 19] 160
United States Mortal Kombat II 100 1993 1994 [77] 160
Japan Border Break 141 2009 2013 [n 20] 156
Japan Sengoku Taisen 121.44 2010 2013 [n 21] 132
Japan Dig Dug 46.3 1982 1983 [12] 114
United States Tempest 62.408 1981 1991 [12] 108
United States Tron 45 1982 1983 [79] 107

See also[]

Footnotes[]

  1. Street Fighter II:
  2. 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,[14] and 1,799 units during April–June 2006)[15]
      • StarHorse2: Second Fusion - 10,260 units from April 2006 to March 2007 (8,105 conversion kits during April–December 2006,[16] and 2,155 body and satellite units in fiscal year ending March 2007)[17]
    • From April 2007 to March 2008: 10,275 units (756 body and satellite units of StarHorse2: Second Fusion during April–September 2007,[18] and 9,519 conversion kits in fiscal year ended March 2008)[19]
    • From April 2009 to December 2009: 10,657 units of StarHorse2: Fifth Expansion[20]
  3. Dance Dance Revolution sales:
  4. Sega Network Mahjong MJ4:
    • Fiscal year ended March 2008: 10,427[19]
    • Fiscal year ended March 2009: 2,465[37]
  5. Space Invaders revenues:
  6. Pac-Man revenue:
    • Cabinet sales: $1.14 billion by 1982
      • $1 billion cabinet sales by 1981.[45]
        • $200 million cabinet sales in 1981, therefore $800 million cabinet sales in 1980.
      • 350,000 cabinets sold for $2800 each by 1981. [2] Out of total 400,000 sales by 1982,[3] remaining 50,000 for $2800 means $140 million additional revenue in cabinet sales in 1982.
    • Coin revenues: estimated 10 billion coins (quarters and 100-yen coins) in coin revenues by 1990's[46][47] = $2.95 billion
      • Estimated 7 billion coins by 1981:[3] $2.2 billion
      • Remaining 3 billion coins (1982 onwards) = $750 million in quarters
  7. 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.[50]
  8. Street Fighter II revenue:
    • 1992-1993: $3.126 billion
      • Based on Street Fighter II generating £260 million in 1992 in the UK alone,[n 7] 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.
  9. Street Fighter II revenue:
    • The World Warrior in 1992: $1.563 billion[n 8]
    • Champion Edition: $1.882 billion
      • Japan hardware sales: $257 million in 1992[51]
      • Coin revenue in quarters: $1.625 billion[52]
    • Later versions in 1994: $800 million
  10. World Club Champion Football: Intercontinental Clubs
    • Fiscal year ended 31 March 2010: ¥4.2 billion[56]
    • Fiscal year ended 31 March 2011: ¥3.8 billion[57]
    • Fiscal year ended 31 March 2012: ¥3.6 billion[58][59]
    • Fiscal year ended 31 March 2013: ¥3.2 billion
    • April-December 2013: ¥2.1 billion
    • Currency conversion: [3] $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. 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.[54][55] 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) [4] 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) [5] each = $158 million
    • World Club Champion Football: Intercontinental Clubs revenues from April 2009 to December 2013 - $224 million[n 10]
  12. [60][61]
  13. Pole Position revenue:
    • US hardware sales as of 1983: $88.2 million (21,000 units[23] at $4200[62] each)
    • US coin revenue as of 1984: $491.4 million (21,000 units[23] at $450 per week)[63]
  14. [64][65]
  15. 125,000 units[7] at $2800 each[67]
  16. Mushiking: King of the Beetles, revenue
    • 420 million cards by December 2006.[69]
    • 478 million cards [6] at 100 yen each[70] = ¥47.8 billion
    • Currency conversion: $631.023102 million [7]
  17. Beatmania revenue:
    • ¥1 billion in March 1998[27]
      • Yen-Dollar currency conversion: $12.4 million[73]
    • Based on $12.4 million revenue from 1,000 units sold in fiscal year ending March 1998,[27] assuming price of $12,400
      • 25,000 arcade machines at $12,400 each = $310 million
  18. Love and Berry:
    • 240 million[69] 100 yen coins[70] = ¥24 billion
    • Currency conversion: $317 million [8]
  19. StarHorse3 Season I: A New Legend Begins
    • Three quarters ended December 2011: ¥3.3 billion [9]
    • Fiscal year ended March 2012: ¥10.1 billion[58] (additional ¥6.8 billion)
    • Fiscal year ended March 2013: ¥1.7 billion [10] [76]
    • Currency conversion:
      • ¥3.3 billion in 2011 = $43 million in 2011 [11]
      • ¥6.8 billion in 2012 = $87.2 million in 2012 [12]
      • ¥1.7 billion in 2013 = $22.2 million in 2013 [13]
  20. Border Break:
    • Fiscal year ended 31 March 2010: ¥3.3 billion[56]
    • Fiscal year ended 31 March 2011: ¥2.5 billion[57]
    • Fiscal year ended 31 March 2012: ¥2.3 billion[58][78]
    • Fiscal year ended 31 March 2013: ¥2 billion
    • April-December 2013: ¥1.2 billion
    • Currency conversion:[73]
      • ¥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
  21. Sengoku Taisen:
    • Fiscal year ended 31 March 2011: ¥6.4 billion[57]
    • Fiscal year ended 31 March 2012: ¥1.2 billion[58]
    • Fiscal year ended 31 March 2013: ¥2.2 billion
    Currency conversion:[73]
    • ¥6.4 billion = $79.1 million
    • ¥1.2 billion = $14.94 million
    • ¥2.2 billion = $27.4 million

References[]

  1. Mark J. P. Wolf (2008), The video game explosion: a history from PONG to Playstation and beyond, ABC-CLIO, p. 275, ISBN 031333868X, http://books.google.co.uk/books?id=XiM0ntMybNwC&pg=PA275, retrieved 2011-04-10, "What are the best-selling video games? There are a number of factors to consider when attempting to answer this question. First, there are several different types of video games, which makes comparisons difficult, or perhaps unfair. Arcade games are played for a quarter a play (although some are 50 cents, or even more), while home games are bought outright, and their systems must be purchased as well." 
  2. 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."
  3. 3.0 3.1 3.2 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." 
  4. 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 2011-04-11, "When Street Fighter II′ (pronounced street fighter two dash) was released just a short time later, it sold around 140,000 units, at ¥160.000 (c. US $1300 / £820) each. The figures were beyond massive — they were simply unheard of. Capcom's Titanic wasn't sinking. Anything but. The game was a runaway success in its territory of choice, bringing Western gamers as much joy as it had in the East." 
  5. 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 2011-04-09, "Capcom will not release the final numbers, but some outsiders have estimated that more than 60,000 Street Fighter II arcade machines were sold worldwide." 
  6. 6.0 6.1 Donkey Kong cabinet sales:
    • Japan: 65,000 of Donkey Kong
    • United States: 87,000 of Donkey Kong and Crazy Kong
      • United States: 67,000 of Donkey Kong
        • Bienaimé, Pierre (January 13, 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: 30,000 of Donkey Kong Jr. and 5000 of Donkey Kong 3
  7. 7.0 7.1 "Bally Will Quit Making Pinball, Video Machines". Toledo Blade: p. 22. July 11, 1988. http://news.google.com/newspapers?id=4FtQAAAAIBAJ&sjid=kw4EAAAAIBAJ&pg=6893,2823984. Retrieved 9 March 2012. 
  8. 8.0 8.1 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 2011-04-09 
  9. Steve L. Kent (2001), The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world, Prima, p. 132, ISBN 0-7615-3643-4, "Atari sold more than 70,000 Asteroids machines in the United States. The game did not do as well in Europe and Asia, however. Only about 30,000 units were sold overseas." 
  10. 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." 
  11. 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 2011-04-09, "Defender was Williams Electronics' biggest seller. More than 55,000 units were placed worldwide." 
  12. 12.0 12.1 12.2 12.3 12.4 12.5 12.6 Atari Production Numbers Memo. Atari Games (4 January 2010). Retrieved on 18 March 2012
  13. 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 2011-04-09, "Since February 1980, Midway has sold in excess of 40,000 Galaxian games" 
  14. FY Ending March 2006: Full Year Results Presentation. Sega Sammy Holdings (16 May 2006). Retrieved on 17 May 2012
  15. FY 2007: Interim Results (April–September 2006) 11–13. Sega Sammy Holdings (November 10, 2006). Retrieved on 18 May 2012
  16. 16.0 16.1 Fiscal Year Ending March 2007: 3rd Quarter Results (April–December 2006) 11–13. Sega Sammy Holdings (February 7, 2007). Retrieved on 19 May 2012
  17. Fiscal Year Ended March 2007: Full Year Results. Sega Sammy Holdings (May 14, 2007). Retrieved on 17 May 2012
  18. Fiscal Year 2008: Interim Results. Sega Sammy Holdings (November 12, 2007). Retrieved on 19 May 2012
  19. 19.0 19.1 Segment Results: Amusement Machines. FY 2008: Full Year Results (Ending March 2008). Sega Sammy Holdings (May 15, 2008). Retrieved on 19 May 2012
  20. Appendix of Consolidated Financial Statements 9 Months Ended December 31, 2009. Sega Sammy Holdings (February 5, 2010). Retrieved on 13 April 2012
  21. Steve L. Kent (2001), The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world, Prima, p. 352, ISBN 0-7615-3643-4, "In 1982, Universal Sales made arcade history with a game called Mr Do! Instead of selling dedicated Mr Do! machines, Universal sold the game as a kit. The kit came with a customized control panel, a computer board with Mr Do! read-only memory (ROM) chips, stickers that could be placed on the side of stand-up arcade machines for art, and a plastic marquee. It was the first game ever sold as a conversion only. According to former Universal Sales western regional sales manager Joe Morici, the company sold approximately 30,000 copies of the game in the United States alone." 
  22. Mean Machines Sega, issue 22 (August 1994), page 92, published July 1994
  23. 23.0 23.1 23.2 23.3 23.4 23.5 Fujihara, Mary (1983-11-02). Inter Office Memo. Atari. Retrieved on 18 March 2012
  24. 24.0 24.1 24.2 24.3 Horwitz, Jeremy (July 8, 2002). "Technology: Mortal Apathy?". The New York Times. http://www.nytimes.com/2002/07/08/technology/08MIDW.html. Retrieved 4 March 2012.  Cite error: Invalid <ref> tag; name "nytimes2002" defined multiple times with different content
  25. 25.0 25.1 Beals, Gregory (December 11, 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." 
  26. 26.0 26.1 26.2 Pump It Up: Exceed drops to PS2 / Xbox. Punch Jump Crew (September 8, 2005). Retrieved on 18 March 2012
  27. 27.0 27.1 27.2 (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)
  28. Steve L. Kent (2001). The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world. Prima. p. 224. ISBN 0-7615-3643-4. "Gottlieb sold approximately 25,000 Q*Bert arcade machines." 
  29. 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 2011-04-09, "With more than 60,000 units sold in the United States, Donkey Kong was Nintendo's biggest arcade hit. ... Nintendo released Donkey Kong Junior in 1982 and sold only 30,000 machines, 20,000 Popeye machines (also 1982), and a mere 5000 copies of Donkey J (1983)." 
  30. 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." 
  31. Fujihara, Mary (1983-07-25). Inter Office Memo. Atari. Retrieved on 18 March 2012
  32. What Was The Best-Selling U.S. Arcade Video Game Prior to Space Invaders?, The Golden Age Arcade Historian
  33. 33.0 33.1 Steve L. Kent (2001), The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world, Prima, p. 225, ISBN 0-7615-3643-4, "Cinematronics sold more than 16,000 Dragon's Lair machines in 1983, for an average price of $4300. Coleco purchased the home rights to the game, giving Cinematronics an additional $2 million." 
  34. 34.0 34.1 Production Numbers. Atari (1999). Retrieved on 19 March 2012
  35. FY Ending March 2006: Interim Results Presentation (April–September 2005). Sega Sammy Holdings (22 November 2005). Retrieved on 17 May 2012
  36. FY2005 Third Quarter Financial Results (April–December 2004). Konami (January 27, 2005). Archived from the original on 2006-01-16 Retrieved on 20 April 2012
  37. Segment Results: Amusement Machine. Fiscal Year 2009: Full Year Results (Ending March 2009). Sega Sammy Holdings (May 14, 2009). Retrieved on 19 May 2012
  38. "Business 1974: Industry: Space Age Pinball, Atari's PONG", Time, 1983-10-05, http://www.time.com/time/magazine/article/0,9171,952086,00.html, retrieved 2011-04-21, "Typical of the new games is Pong, a popular version of electronic table tennis manufactured by two-year-old Atari, Inc. (estimated fiscal 1974 revenue: $14 million) of Los Gatos, Calif. Atari sold some 8,500 games to U.S. amusement parlors and other businesses last year." 
  39. 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 2011-04-11, "Atari eventually sold more than 19,000 Pong machines, giving rise to many imitations. Pong made its first appearance in 1972 at "Andy Capp's," a small bar in Sunnyvale, California, where the video game was literally "overplayed" as eager customers tried to cram quarters into an already heavily overloaded coin slot." 
  40. Stern Electronics, Inc. v. Kaufman, 669 F.2d 852 (2nd Cir. 1982)
  41. 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 2011-04-09, "Sea Wolf, which was another creation of Dave Nutting, did solid business, selling more than 10,000 machines." 
  42. CPI Inflation Calculator. Bureau of Labor Statistics. Retrieved on 2012-02-22
  43. 43.0 43.1 "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. 
  44. "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." 
  45. 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. 
  46. 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/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." 
  47. 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." 
  48. Kline, Stephen; Nick Dyer-Witheford, Greig de Peuter (2003). Digital play: the interaction of technology, culture, and marketing (Reprint ed.). Montréal, Quebec: McGill-Queen's University Press. p. 96. ISBN 0-7735-2591-2. http://books.google.co.uk/books?id=gw5V10iLEsUC&pg=PA96. Retrieved 25 February 2012. "The game produced one billion dollars in 1980 alone" 
  49. At least 800 million quarters ($200 million) in the US during 1981:
  50. Interview with David Snook, editor of Coin Slot, published in Mega (magazine), issue 10, page 18, July 1993
  51. 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." 
  52. 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 
  53. Donkey Kong revenue: $1.496 billion during 1981-1982
    • Cabinet sales revenue: $494 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 [14] = $125 million
      • 1982: $827 million
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    • $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+
  72. Sangokushi Taisen revenue: [17][18]
    • 500,000 users registered with starter packs at 500 yen each = ¥250 million = $3.30033 million [19]
    • 100 million cards at 300 yen each = ¥30 billion = $396.04 million [20]
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