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Arcade video game

Arcade video games takes player input from its controls, processes it through electrical or computerized components, and displays output to an electronic monitor or similar display. All arcade video games are coin-operated or accept other means of payment, housed in an arcade cabinet, and located in amusement arcades alongside other kinds of arcade games. Until the early 2000s, arcade video games were the largest[1] and most technologically advanced[2][3] segment of the video game industry.

Police 911 (also called The Keisatsukan and Police 24/7) is a light gun arcade game.

Early prototypical entries Galaxy Game and Computer Space in 1971 established the principle operations for arcade games, and Atari's Pong in 1972 is recognized as the first successful commercial arcade video game. Improvements in computer technology and gameplay design led to a golden age of arcade video games, the exact dates of which are debated but range from the late 1970s to mid-1980s. This golden age includes Space Invaders, Pac-Man, and Donkey Kong. The arcade industry had a resurgence from the early 1990s to mid-2000s, including Street Fighter II, Mortal Kombat, and Dance Dance Revolution, but ultimately declined in the Western world as competing home video game consoles such as the Sony PlayStation and Microsoft Xbox increased in their graphics and gameplay capability and decreased in cost. Nevertheless, Japan, China, and South Korea retain a strong arcade industry in the present day.[4][citation needed]

History

 
Pong is the first commercially successful arcade video game

Games of skill were popular amusement-park midway attractions from the 19th century on. With the introduction of electricity and coin-operated machines, they facilitated a viable business. When pinball machines with electric lights and displays were introduced in 1933 (but without the user-controller flippers which would not be invented until 1947) these machines were seen as games of luck. Numerous states and cities treated them as amoral playthings for rebellious young people, and banned them into the 1960s and 1970s.[5]

Electro-mechanical games (EM games) appeared in arcades in the mid-20th century. Following Sega's EM game Periscope (1966), the arcade industry experienced a "technological renaissance" driven by "audio-visual" EM novelty games, establishing the arcades as a suitable environment for the introduction of commercial video games in the early 1970s.[6] In the late 1960s, college student Nolan Bushnell had a part-time job at an arcade where he became familiar with EM games such as Chicago Coin's racing game Speedway (1969), watching customers play and helping to maintain the machinery, while learning the game business.[7]

The early mainframe game Spacewar! (1962) inspired the first commercial arcade video game, Computer Space (1971), created by Nolan Bushnell and Ted Dabney and released by Nutting Associates.[8] It was demonstrated at the Amusement & Music Operators Association (AMOA) show in October 1971.[9] Another Spacewar-inspired coin-operated video game, Galaxy Game, was demonstrated at Stanford University in November 1971. Bushnell and Dabney followed their Computer Space success to create - with the help of Allan Alcorn - a table-tennis game, Pong, released in 1972. Pong became a commercial success, leading numerous other coin-op manufacturers to enter the market.[8]

The video game industry transitioned from discrete integrated circuitry to programmable microprocessors in the mid-1970s, starting with Gun Fight in 1975. The arcade industry entered a "Golden Age" in 1978 with the release of Taito's Space Invaders, which introduced many novel gameplay features - including a scoreboard. From 1978 to 1982, several other major arcade-games from Namco, Atari, Williams Electronics, Stern Electronics, and Nintendo were all considered blockbusters, particularly Namco's Pac-Man (1980), which became a fixture in popular culture. Across North America and Japan, dedicated video-game arcades appeared and arcade-game cabinets appeared in many smaller storefronts. By 1981, the arcade video-game industry was worth US$8 billion in the US.[10]

The novelty of arcade games waned sharply after 1982 due to several factors, including market saturation of arcades and arcade games, a moral panic over video games (similar to fears raised over pinball machines in the decades prior), and the 1983 video game crash as the home-console market impacted arcades. The arcade market had recovered by 1986, with the help of software-conversion kits, the arrival of popular beat 'em up games (such as Kung-Fu Master (1984) and Renegade (1986-1987)), and advanced motion simulator games (such as Sega's "taikan" games including Hang-On (1985), Space Harrier (1985), and Out Run (1986)). However, the growth of home video-game systems such as the Nintendo Entertainment System led to another brief arcade decline toward the end of the 1980s.[11]

Arcade games continued to improve with the development of technology and of gameplay. In the early 1990s, the release of Capcom's Street Fighter II established the modern style of fighting games and led to a number of similar games such as Mortal Kombat, Fatal Fury, Killer Instinct, Virtua Fighter, and Tekken, creating a new renaissance in the arcades.[12][13] Another factor was realism,[14] including the "3D Revolution" from 2D and pseudo-3D graphics to "true" real-time 3D polygon graphics.[15][16] This was largely driven by a technological arms-race between Sega and Namco.[17] During the early 1990s games such as Sega's Virtua Racing and Virtua Fighter popularized 3D-polygon technology in arcades. 3D graphics later became popular in console and computer games by the mid-1990s,[18] though arcade systems such as the Sega Model 3 remained considerably more advanced than home systems in the late 1990s.[2][3] Until about 1996, arcade video-games had remained the largest segment of the global video-game industry. Arcades declined in the late 1990s, surpassed by the console market for the first time around 1997–1998.[1]

Since the 2000s, arcade games have taken different routes globally. In the United States, arcades have become niche markets as they compete with the home-console market, and they have adapted other business models, such as providing other entertainment options or adding prize redemptions.[19] In Japan and China,[citation needed] where arcades continue to flourish, games like Dance Dance Revolution and The House of the Dead aim to deliver tailored experiences that players cannot easily have at home.[20]

Technology

 
The inside of a Neo Geo

Virtually all modern arcade games (other than the very traditional fair midway) make extensive use of solid state electronics, integrated circuits, and monitor screens, all installed inside an arcade cabinet.

With the exception of Galaxy Game and Computer Space, which were built around small form-factor mainframe computers, the first arcade games are based on combinations of multiple discrete logic chips, such as transistor–transistor logic (TTL) chips. Designing an arcade game was more about the combination of these TTL chips and other electronic components to achieve the desired effect on screen. More complex gameplay required significantly more TTL components to achieve this result. By the mid-1970s, the first inexpensive programmable microprocessors had arrived on the market. The first microprocessor-based video game is Midway's Gun Fight in 1975 (a conversion of Taito's Western Gun), and with the advent of Space Invaders and the golden era, microprocessor-based games became typical.[21]: 64  Early arcade games were also designed around raster graphics displayed on a cathode-ray tube (CRT) display. Many games of the late 1970s and early 1980s use special displays that rendered vector graphics, though these waned by the mid-1980s as display technology on CRTs improved.[22] Prior to the availability of color CRT or vector displays, some arcade cabinets have a combination of angled monitor positioning, one-way mirrors, and clear overlays to simulate colors and other graphics onto the gameplay field.[23]

Coin-operated arcade video games from the 1990s to the 2000s generally use custom hardware often with multiple CPUs, highly specialized sound and graphics chips, and the latest in expensive computer graphics display technology. This allows more complex graphics and sound than contemporary video game consoles or personal computers. Many arcade games since the 2000s run on modified video game console hardware (such as the Sega NAOMI or Triforce) or gaming PC components (such as the Taito Type X). Many arcade games have more immersive and realistic game controls than PC or console games. This includes specialized ambiance or control accessories such as 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 too bulky, expensive, and specialized to be used with typical home PCs and consoles. Arcade makers experiment with virtual reality technology. Arcades have progressed from using coins as credits to smart cards that hold the virtual currency of credits.

Modern arcade cabinets use flat panel displays instead of cathode-ray tubes. Internet services such as ALL.Net, NESiCAxLive, e-Amusement and NESYS, allow the cabinets to download updates or new games, do online multiplayer gameplay, save progress, unlock content, or earn credits.

Genres

 
Sega Rally arcade racing games at the Veljekset Keskinen department store in Tuuri, Alavus, Finland in 2017

Many arcade games have short levels, simple and intuitive control schemes, and rapidly increasing difficulty. The classic formula for a successful arcade video game is "easy to learn, difficult to master"[24] along with a "multiple life, progressively difficult level" paradigm.[25] This is due to the environment of the arcade, where the player is essentially renting the game for as long as their in-game avatar can stay alive or until they run out of tokens. Games on consoles or PCs can be referred to as "arcade games" if they share these qualities, or are direct ports of arcade games.[citation needed]

Arcade racing games often have sophisticated motion simulator arcade cabinets,[26][27] a simplified physics engine, and short learning time when compared with more realistic racing simulations. Cars can turn sharply without braking or understeer, and the AI rivals are sometimes programmed so they are always near the player with a rubberband effect. Other types of arcade-style games include music games (particularly rhythm games), and mobile and casual games with intuitive controls and short sessions.[citation needed]

Action

The term "arcade game" can refer to an action video game designed to play similarly to an arcade game with frantic, addictive gameplay.[28] The focus of arcade action games is on the user's reflexes, and many feature very little puzzle-solving, complex thinking, or strategy skills.[citation needed] These include fighting games often played with an arcade controller, beat 'em up games including fast-paced hack and slash games, and light gun rail shooters and "bullet hell" shooters with intuitive controls and rapidly increasing difficulty.[citation needed]

Many arcade combat flight simulators have sophisticated hydraulic motion simulator cabinets,[26][27] and simplified physics and handling. Arcade flight games are meant to have an easy learning curve, in order to preserve their action component. Increasing numbers of console flight video games, such as Crimson Skies, Ace Combat, and Secret Weapons Over Normandy indicate the falling of manual-heavy flight sim popularity in favor of instant arcade flight action.[29]

A modern subgenre of action games called "hack and slash" or "character action games" represent an evolution of traditional arcade action games, and are sometimes considered a subgenre of beat 'em up brawlers. This subgenre of games was largely defined by Hideki Kamiya, creator of the Devil May Cry and Bayonetta franchises.[30]

Industry

Arcade games are found in restaurants, bowling alleys, college campuses, video rental shops, dormitories, laundromats, movie theaters, supermarkets, shopping malls, airports, and other retail environments. They are popular in public places where people are likely to have free time.[31]

Their profitability is expanded by the popularity of conversions of arcade games for home-based platforms. In 1997, WMS Industries (parent company of Midway Games) reported that if more than 5,000 arcade units are sold, at least 100,000 home version units will be sold.[32]

The American Amusement Machine Association (AAMA) is a trade association established in 1981[33] that represents the American coin-operated amusement machine industry,[34] including 120 arcade game distributors and manufacturers.[35] The Japan Amusement Machine and Marketing Association (JAMMA) represents the Japanese arcade industry. Arcade machines may have standardized connectors or interfaces such as JAMMA, or JVS, that help with quick replacement of game systems or boards in arcade cabinets. The game boards or arcade boards may themselves allow for games to be replaced via game cartridges or discs.

Conversions, emulators, and recreations

Prior to the 2000s, successful video games were often converted to a home video game console or home computer. Many of the initial Atari VCS games, for example, were conversions of Atari's success arcade games. Arcade game manufacturers that were not in the home console or computer business found licensing of their games to console manufacturers to be a successful business model, as console manufacturer competitors would vie for rights to more popular games. Coleco famously bested Atari to secure the rights to convert Nintendo's Donkey Kong, which it subsequently included as a pack-in game for the ColecoVision to challenge the VCS.[36]

Arcade conversions typically had to make concessions for the lower computational power and capabilities of the home console, such as limited graphics or alterations in gameplay. Such conversions had mixed results. The Atari VCS conversion of Space Invaders was considered the VCS's killer application, helping to quadruple the VCS sales in 1980.[37] In contrast, the VCS conversion of Pac-Man in 1982 was highly criticized for technical flaws due to VCS limitations such as flickering ghosts and simplified gameplay. Though Pac-Man was the best-selling game on the VCS, it eroded consumer confidence in Atari's games and partially contributed to the 1983 crash.[38]

The need for arcade conversions began to wane as arcade game manufacturers like Nintendo, Sega, and SNK entered the home console market and used similar technology within their home consoles as found at the arcade, negating the need to simplify the game. Concessions still may be made for a home release; notably, the Super Nintendo Entertainment System conversion of Mortal Kombat removed much of the gore from the arcade version to meet Nintendo's quality control standards.[39]

Exact copies of arcade video games can be run through emulators such as MAME on modern devices. An emulator is an application that translates foreign software onto a modern system, in real-time. Emulated games appeared legally and commercially on the Macintosh in 1994[40][41] with Williams floppy disks, Sony PlayStation in 1996, and Sega Saturn in 1997 with CD-ROM compilations such as Williams Arcade's Greatest Hits and Arcade's Greatest Hits: The Atari Collection 1, and on the PlayStation 2 and GameCube with DVD-ROM compilations such as Midway Arcade Treasures.[citation needed] Arcade games are downloaded and emulated through the Nintendo Wii Virtual Console service starting in 2009.[citation needed]

Using emulation, companies like Arcade1Up have produced at-scale or reduced-scale recreations of arcade cabinets using modern technology, such as LCD monitors and lightweight construction. These cabinets are typically designed to resemble the original arcade game cabinets, but may also support multiple related games. These cabinets can be offered in diverse and miniaturized styles, such as table-mounted and wall-mounted versions.[42]

Highest-grossing

For arcade games, success is usually judged by either the number of arcade hardware units sold to operators, or the amount of revenue generated. The revenue can include the coin drop earnings from coins (such as quarters, dollars, or 100 yen coins) inserted into machines,[43] and/or the earnings from hardware sales with each unit costing thousands of dollars. Most of the revenue figures listed below are incomplete as they only include hardware sales revenue, due to a lack of available data for coin drop earnings which typically account for the majority of a hit arcade game's gross revenue. This list only includes arcade games that either sold more than 10,000 hardware units or generated a revenue of more than $10 million. Most of the games listed were released between the golden age of arcade video games (1978–1984) and the 1990s.

Game Release year Hardware units sold Estimated gross revenue
(US$ without inflation)
Estimated gross revenue
(US$ with 2021 inflation)[44]
Pac-Man 1980 400,000 (until 1982)[45] $6 billion (until 1982)[46][47] $16.8 billion
Space Invaders 1978 750,000 (until 1979)[48] $3.8 billion (until 1982)[49] $15.8 billion
Street Fighter II 1991 221,000+ (until 1995)[n 1] $5.31 billion+ (until 1999)[54] $10.6 billion
Donkey Kong 1981 132,000 (until 1982)[n 2] $280 million (until 1982)
(US hardware sales)[58]
$830 million
(US hardware sales)
Ms. Pac-Man 1982 125,000 (until 1988)[59][60] $1.5 billion (until 1995)[61] $3.1 billion
Asteroids 1979 100,000 (until 2001)[60][62] $800 million (until 1991)[63][64] $2.38 billion
Defender 1981 70,000 (until 2020)[65] $1.5 billion (until 2020)[65] $2.26 billion
Print Club (Purikura) 1995 45,000 (until 1997)[66] $1 billion (until 1997)[67] $1.78 billion
Centipede 1981 55,988 (until 1991)[68] $115.65 million
(hardware sales until 1991)[68]
$230 million
(hardware sales)
Galaxian 1979 50,000 (in the US until 1982)[69]
Virtua Fighter 1993 40,000+ (until 1996)[70]
Virtua Fighter 2 1994 40,000+ (until 1996)[71]
Tekken 2 1995 40,000 (until 1996)[72]
Starhorse2 2005 38,614 (until 2009)[n 3] $59.321 million (until 2011)
(Fifth Expansion)[n 4]
$82.3 million
(Fifth Expansion)
Hyper Olympic (Track & Field) 1983 38,000 (1983 in Japan)[83]
Tekken 3 1996 35,000 (in 1997)[84]
Donkey Kong Jr. 1982 30,000 (1982 in the US)[85]
Mr. Do! 1982 30,000 (1982 in the US)[86]
Karate Champ 1984 30,000 (in the US until 1985)[87]
Out Run 1986 30,000 (until 1994)[88] $100 million+ (cabinet sales)[89] $250 million (cabinet sales)
Final Fight 1989 30,000 (until 1991)[90]
Virtua Fighter 3 1996 30,000 (until 1997)[84]
NBA Jam 1993 20,000 (until 2013)[91] $2 billion (until 2013)[92] $3 billion
World Club Champion Football 2002 2,479 (until 2009)[n 6] $706.014 million (until 2012)[96] $1.06 billion
Mortal Kombat II 1993 27,000 (until 2002)[97] $600 million (until 2002)[98] $976 million
Frogger 1981 $135 million+(US hardware sales)[99] $402 million
(US hardware sales)
Tempest 1981 29,000 (until 1983)[100] $62.408 million
(hardware sales until 1991)[68]
$124 million
(hardware sales)
Q*bert 1982 25,000 (until 2001)[101]
Teenage Mutant Ninja Turtles 1989 25,000 (US & EU until May 1990)[102][103]
Beatmania 1997 25,000 (until 2000)[104] $12.4 million (until 1998)
(Japan hardware sales)[n 8]
$20.9 million
(Japan hardware sales)
Mortal Kombat 1992 24,000 (until 2002)[97] $570 million (until 2002)[97] $859 million
Darkstalkers: The Night Warriors 1994 24,000[106]
Robotron: 2084 1982 23,000 (until 1983)[100]
Pole Position 1982 21,000 (in the US until 1983)[100] $60.933 million (until 1983)[100][68]
(US hardware sales)
$171 million
(US hardware sales)
Dig Dug 1982 22,228[68] (in the US until 1983)[107] $46.3 million (until 1983)[68]
(US hardware sales)
$130 million
(US hardware sales)
Popeye 1982 20,000 (in the US until 1982)[57]
Vs. Super Mario Bros. 1986 20,000 (1986)[108]
Pump It Up 1999 20,000 (until 2005)[109]
Tekken Tag Tournament 1999 19,000 (until 2000)[110]
Jungle Hunt 1982 18,000 (in the US until 1983)[107]
Raiden 1990 17,000[111]
Killer Instinct 1994 17,000[112] $125 million+[113] $229 million+
Pokémon Mezastar 2020 $187 million+ (until 2021)[114] $187 million+
Dragon's Lair 1983 16,000 (until 1983)[115][116] $68.8 million
(hardware sales until 1983)[115][117]
$187 million
(hardware sales)
Asteroids Deluxe 1981 22,399 (until 1999)[118] $46.1 million
(hardware sales until 1999)[118]
$75 million
(hardware sales)
Missile Command 1980 19,999 (until 2010)[119] $36.8 million
(hardware sales until 1991)[118]
$73.2 million
(hardware sales)
Berzerk 1980 15,780 (until 1981)[120]
Scramble 1981 15,136 (until 1981)[120]
Champion Baseball 1983 15,000 (in Japan until June 1983)[121]
Mushiking: King of the Beetles 2003 13,500 (until 2005)[122] $530 million (until 2007)[n 9] $781 million
Battlezone 1980 15,122 (until 1999)[118] $31.2 million
(hardware sales until 1999)[118]
$50.8 million
(hardware sales)
Stargate 1981 15,000 (until 1983)[100]
Space Duel 1982 12,038 (until 1991)[68]
Mahjong Fight Club 3 2004 13,000 (until 2004)[125]
Super Cobra 1981 12,337 (until 1981)[120]
Capcom Bowling 1988 12,000 (until 1991)[126]
Sega Rally Championship 1994 12,000[127]
Oshare Majo: Love and Berry 2004 10,300 (until 2006)[75][128] $302.68 million (until 2007)[n 10] $434 million
Double Dragon 1987 10,000+ (US in 1988)[129]
Street Fighter 1987 10,000+ (until 1991)[130]
Dance Dance Revolution 1998 10,000+ (until 1999)[131]
Wheels / Wheels II (Speed Race) 1974 10,000 (1975 in the US)[132]
Gee Bee 1978 10,000[133]
Big Buck Hunter Pro 2006 10,000 (until 2009)[134][135]
World Club Champion Football: Intercontinental Clubs 2008 1,689 (until 2009)[n 5] $150.1 million (until 2012)[n 7] $189 million
Pokémon Battrio 2007 $125 million+ (until 2012)[114] $163 million+
StarHorse3 Season I: A New Legend Begins 2011 $132.18 million (until 2012)[n 11] $159 million
Pokémon Tretta 2012 $125 million+ (until 2014)[114] $148 million+
Border Break 2009 2,998 (until 2009)[79] $107 million (until 2012)[n 12] $135 million
Tron 1982 800 (in the US until 1982)[141] $45 million (until 1983)[142] $102 million
Sengoku Taisen 2010 $94.04 million (until 2012)[n 13] $117 million
Pokémon Ga-Olé 2016 $92 million+ (until 2018)[114] $104 million+
Dragon Quest: Monster Battle Road 2007 $78.2 million (until 2008)[n 14] $102 million
Samba de Amigo 1999 3,000 (until 2000)[145] $47.11 million (until 2000)[146] $76.6 million
Sangokushi Taisen 3 2007 $54.4 million (until 2011)[n 15] $71.1 million
Pong 1972 8,500–19,000[147][148] $11 million (until 1973)[149] $67.1 million
Lord of Vermilion 2008 $50.443 million (until 2008)[n 16] $63.5 million
Sega Network Mahjong MJ4 2008 12,892 (until 2009)[150] $47 million (until 2010)[n 17] $59.2 million
Kangaroo 1982 9,803[68] (until 1983)[107] $20.58 million (until 1983)
(US hardware sales)[68]
$57.8 million
(US hardware sales)
Hard Drivin' 1989 3,318 (until 1989)[68] $22.9 million (until 1989)[68] $50.1 million
Gauntlet 1985 7,848 (until 1985)[68] $18.01 million (until 1985)[68] $45.4 million
Sega Network Mahjong MJ5 2011 $34.87 million (until 2012)[n 18] $42 million
Millipede 1982 9,990 (until 1991)[68] $20.669 million (until 1991)[68] $41.1 million
Race Drivin' 1990 3,525 (until 1991)[68] $20.03 million (until 1991)[68] $39.8 million
Breakout 1976 15,000 (until 1981)[151] $12.045 million
(hardware sales until 1981)[118]
$35.9 million
Time Traveler 1991 $18 million (until 1991)[117] $35.8 million
Space Ace 1984 $13 million (until 1984)[117] $33.9 million
Xevious 1982 5,295 (in the US until 1983)[68] $11.1 million (until 1983)[68]
(US hardware sales)
$31.2 million
(US hardware sales)
Atari Football 1978 11,306 (until 1999)[118] $17.266 million (until 1999)[118] $28.1 million
Final Lap 1987 1,150 (in the US until 1988)[68] $9.5 million (until 1988)[68]
(US hardware sales)
$22.7 million
(US hardware sales)
Paperboy 1984 3,442 (until 1991)[68] $8.6 million (until 1991)[68] $17.1 million
Star Wars 1983 12,695 (until 1991)[68] $7.595 million (until 1991)[68] $15.1 million
Sprint 2 1976 8,200 (until 1999)[118] $12.669 million (until 1999)[118] $20.6 million
Championship Sprint 1986 3,595 (until 1991)[68] $8.26 million (until 1991)[68] $16.4 million
Pole Position II 1983 2,400 (in the US until 1983)[68] $7.43 million (until 1983)[68]
(US hardware sales)
$20.2 million
(US hardware sales)
Sea Wolf 1976 10,000 (until 2000)[152]
Lunar Lander 1979 4,830 (until 1999)[118] $8.19 million (until 1999)[118] $13.3 million
Super Sprint 1986 2,232 (until 1999)[118] $7.8 million (until 1999)[118] $12.7 million
Marble Madness 1984 4,000 (until 1985)[153] $6.3 million (until 1991)[68] $12.5 million
Rolling Thunder 1986 2,406 (in the US until 1987)[68] $4.8 million (until 1987)[68]
(US hardware sales)
$11.9 million
(US hardware sales)
Arabian 1983 1,950 (in the US until 1983)[107] $3.9 million (until 1983)[68]
(US hardware sales)
$10.6 million
(US hardware sales)

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 Estimated gross revenue
(US$ without inflation)
Estimated gross revenue
(US$ with 2021 inflation)[44]
Pac-Man 1980 526,412 (until 1988)[n 19] $6 billion (until 1982)[154] $17 billion
Space Invaders 1978 750,000 (until 1980)[48] $3.8 billion (until 1982)[49] $15.8 billion
Street Fighter 1987 500,000 (until 2002)[155][156] $5.31 billion+ (until 1999)[54] $10.6 billion
Pac-Man clones 1980 300,000 (until 2002)[157]
Street Fighter clones 1987 200,000+[51]
Mario 1981 190,800 (until 1983)[n 20] $280 million (until 1982)
(US hardware sales)[58]
$835 million
(US hardware sales)
Donkey Kong 1981 167,000 (until 1983)[n 2] $280 million (until 1982)
(US hardware sales)[58]
$835 million
(US hardware sales)
Asteroids 1979 136,437 (until 1999)[n 21] $850.79 million (until 1999)[n 22] $1.38 billion
Virtua Fighter 1993 110,000+[a]
Golden Tee Golf 1989 100,000 (until 2011)[158]
Data Carddass 2005 100,000 (until 2012)[159]
Tekken 1994 94,000+[b]
Defender 1981 85,000 (until 2020)[n 23] $1.5 billion (until 2020)[65] $2.26 billion
Centipede 1981 65,978 (until 1991)[n 24] $136.3 million (until 1991)[n 25] $271 million
Mortal Kombat 1992 51,000 (until 2002)[97] $1.17 billion (until 200)[97][98] $1.76 billion
Galaxian 1979 50,986 (in the US until 1988)[n 26]
Pokémon arcade games 2007 $530 million+ (until 2021)[114] $700 million+
Starhorse 2000 38,734 (until 2009)[n 27] $191.501 million (until 2012)[n 28] $301 million
Bemani 1997 35,000+ (until 2000)[n 29] $12.4 million (until 1998)
(Beatmania hardware sales in Japan)[n 8]
$20.9 million
(Beatmania hardware sales in Japan)
Big Buck 2000 33,500 (until 2010)[n 30]
Mr. Do! 1982 30,000 (in the US until 1982)[86]
Dragon Quest: Monster Battle Road 2007 $78.2 million (until 2008)[n 14] $102 million
Lord of Vermilion 2008 $50.443 million (until 2008)[n 16] $63.5 million
Scramble 1981 27,473 (until 1981)[120]
Sega Network Mahjong 2000 25,986 (until 2006)[n 33] $81.87 million (until 2012)[n 34] $129 million
Darkstalkers 1994 27,000+[106]
Pole Position 1982 24,550 (in the US until 1983)[n 35] $77.9 million (until 1988)
(US hardware sales)[n 36]
$219 million
(US hardware sales)
Dig Dug 1982 22,228[68] (in the US until 1983)[107] $46.3 million (until 1983)[68]
(US hardware sales)
$130 million
(US hardware sales)
Pump It Up 1999 20,000 (until 2005)[109]
Breakout 1976 15,805 (until 1999)[118] $17.745 million (until 1999)[118] $28.9 million
Star Wars 1983 14,039 (until 1991)[68] $9.275 million (until 1983)[68] $18.5 million
Sprint 1976 14,027 (until 1999)[118] $28.729 million (until 1999)[118] $46.7 million
Mushiking 2003 13,500 (until 2005)[122] $530 million (until 2007)[n 9] $781 million
Sea Wolf 1976 14,000 (until 2000)[152]
Mahjong Fight Club 2002 13,000 (until 2004)[125]
Gauntlet 1985 11,368 (until 1991)[68] $20.41 million (until 1991)[68] $40.6 million
Love and Berry 2004 10,300 (until 2006)[75] $302.68 million (until 2007)[n 10] $434 million
Sangokushi Taisen 2005 9,929 (until 2008)[n 38] $148.44 million (until 2012)[n 39] $206 million
Pong 1972 8500–19,000[147][148] $11 million (until 1973)[149] $67.1 million
Hard Drivin' 1989 6,843 (until 1991)[68] $42.93 million (until 1991)[68] $75.48 million
Samba de Amigo 1999 3,000 (until 2000)[145] $47.11 million (until 2000)[n 40] $76.6 million
Border Break 2009 2,998 (until 2009)[79] $107 million (until 2012)[n 12] $135 million
World Club Champion Football 2012 2,479 (until 2015)[n 6] $706.014 million (until 2012)[n 41] $1.06 billion

See also

Notes

  1. ^ Street Fighter II:
  2. ^ a b c Donkey Kong:
  3. ^ a b 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,[73] and 1,799 units during April–June 2006)[74]
      • StarHorse2: Second Fusion – 10,260 units from April 2006 to March 2007 (8,105 conversion kits during April–December 2006,[75] and 2,155 body and satellite units in fiscal year ending March 2007)[76]
    • From April 2007 to March 2008: 10,275 units (756 body and satellite units of StarHorse2: Second Fusion during April–September 2007,[77] and 9,519 conversion kits in fiscal year ended March 2008)[78]
    • From April 2009 to December 2009: 10,657 units of StarHorse2: Fifth Expansion[79]
  4. ^ a b StarHorse2: Fifth Expansion:
    • Fiscal year ended 31 March 2010: ¥2.8 billion[80]
    • Fiscal year ended 31 March 2011: ¥2 billion[81]
    • Currency conversion:[82]
      • ¥2.8 billion = $34.6039 million
      • ¥2 billion = $24.7171 million
  5. ^ a b World Club Champion Football: Intercontinental Clubs
    • World Club Champion Football: Intercontinental Clubs 2006–2007 – 831 units from June 2008 to March 2009[136]
    • World Club Champion Football: Intercontinental Clubs 2008–2009 – 858 units from April 2009 to December 2009[79]
  6. ^ a b World Club Champion Football series, unit sales:
    • World Club Champion Football: European Clubs 2004–2005 – 514 units in fiscal year ending March 2006[73]
    • World Club Champion Football: European Clubs 2004–2005 Ver. 2 – 276 units during April–September 2006 (240 satellite units during April–June 2006,[93] and 36 body units during April–September 2006)[74]
    • World Club Champion Football: Intercontinental Clubs 2008–2009 – 1,689 units from June 2008 to December 2009[n 5]
  7. ^ a b c World Club Champion Football: Intercontinental Clubs
    • Fiscal year ended 31 March 2010: ¥4.2 billion[80]
    • Fiscal year ended 31 March 2011: ¥3.8 billion[81]
    • Fiscal year ended 31 March 2012: ¥3.6 billion[137][138]
    • 1st quarter ended 30 June 2012: ¥0.5 billion[139]
    • Currency conversion:[82]
      • ¥4.2 billion = $51.9159 million
      • ¥3.8 billion = $46.9716 million
      • ¥3.6 billion = $44.8253 million
      • ¥0.5 billion = $6.3784 million
  8. ^ a b Beatmania:
    • ¥1 billion in May 1998[105]
    • Yen-Dollar currency conversion: $12.4 million[82]
  9. ^ a b Mushiking:
  10. ^ a b Love and Berry:
  11. ^ a b StarHorse3 Season I: A New Legend Begins
    • Fiscal year ended March 2012: ¥10.1 billion[137]
    • 1st Quarter Ended 30 June 2012: ¥0.5 billion[139]
    • Currency conversion:[82]
      • ¥10.1 billion = $125.8 million
      • ¥0.5 billion = $6.3784 million
  12. ^ a b Border Break:
    • Fiscal year ended 31 March 2010: ¥3.3 billion[80]
    • Fiscal year ended 31 March 2011: ¥2.5 billion[81]
    • Fiscal year ended 31 March 2012: ¥2.3 billion[137][140]
    • 1st Quarter Ended 30 June 2012: ¥0.5 billion[139]
    • Currency conversion:[82]
      • ¥3.3 billion = $40.7317 million
      • ¥2.5 billion = $30.8542 million
      • ¥2.3 billion = $28.6371 million
      • ¥0.5 billion = $6.3784 million
  13. ^ a b Sengoku Taisen:
    • Fiscal year ended 31 March 2011: ¥6.4 billion[81]
    • Fiscal year ended 31 March 2012: ¥1.2 billion[137]
    Currency conversion:[82]
    • ¥6.4 billion = $79.1 million
    • ¥1.2 billion = $14.94 million
  14. ^ a b Dragon Quest: Monster Battle Road
    • ¥4.5 billion from June 2007 to March 2008[143]
      • Currency conversion: $56.731 million[82]
    • ¥1.7 billion from April 2008 to September 2008[144]
      • Currency conversion: $21.4317 million[82]
  15. ^ a b Sangokushi Taisen 3:
    • Fiscal year ended 31 March 2010: ¥1.8 billion[80]
    • Fiscal year ended 31 March 2011: ¥2.6 billion[81]
    • Currency conversion:[82]
      • ¥1.8 billion = $22.2401 million
      • ¥2.6 billion = $32.1248 million
  16. ^ a b Lord of Vermilion: ¥4 billion[144]
    • Currency conversion: $50.443 million[82]
  17. ^ a b Fiscal year ended 31 March 2010: ¥3.8 billion[80]
    • Currency conversion: $47 million[82]
  18. ^ a b Fiscal year ended March 2012: ¥2.8 billion[137]
    • Currency conversion: $34.87 million[82]
  19. ^ Pac-Man series:
  20. ^ Mario series:
  21. ^ Asteroids series:
  22. ^ Asteroids series:
  23. ^ Defender series:
  24. ^ Centipede series:[100][68]Millipede: 9,990
  25. ^ Centipede series:[68]Millipede: $20.669 million
  26. ^ Galaxian series:
  27. ^ StarHorse series:
    • Starhorse Progress – 120 in fiscal year ended March 2005[160]
    • StarHorse2 – 38,614 until 2009[n 3]
  28. ^ Starhorse series, 2009–2011:
    • Starhorse2 – $59.321 million[n 4]
    • StarHorse3 Season I: A New Legend Begins – $132.18 million[n 11]
  29. ^ Bemani series, sales:
  30. ^ Big Buck series:
    • Big Buck Hunter series sales until April 2007: 22,500 units, including 7,500 Big Buck Hunter Pro units.[135]
    • Series sales after April 2007 until September 2009: additional 2,500 Big Buck Hunter Pro units and 5,500 Big Buck Safari units.[134]
    • Big Buck Hunter Pro: Open Season sales from September 2009 to January 2010: 3,000 units[161]
  31. ^ Sega Network Mahjong MJ2:
    • April 2004 to March 2005: 4,984[160]
    • April 2005 to June 2005: 502[162]
  32. ^ Sega Network Mahjong MJ4:
    • Fiscal year ended March 2008: 10,427[78]
    • Fiscal year ended March 2009: 2,465[136]
  33. ^ Sega Network Mahjong MJ series:
    • Sega Network Mahjong MJ2 from April 2004 to June 2005: 5,486 units[n 31]
    • Sega Network Mahjong MJ3 from April 2005 to March 2006: 7,608 units[73]
    • Sega Network Mahjong MJ4 from April 2007 to March 2009: 12,892[n 32]
  34. ^ Sega Network Mahjong MJ series, 2009–2012:
    • Sega Network Mahjong MJ4: $47 million in fiscal year 2010[n 17]
    • Sega Network Mahjong MJ5: $34.87 million in fiscal year 2012[n 18]
  35. ^ Pole Position series US sales:
  36. ^ Pole Position series US sales:[100][68]
  37. ^ Sangokushi Taisen:
    • As of March 2005: 421[160]
    • April 2005 to March 2006: 1,521[73]
  38. ^ Sangokushi Taisen series:
    • Sales from January 2005 to September 2006: 5,153 units
      • Sangokushi Taisen from January 2005 to March 2006: 1,942 units[n 37]
      • Sangokushi Taisen 2 during April–September 2006: 3,211 units[74]
    • Sales from April 2007 to March 2008: 4,776
      • 166 body units of Sangokushi Taisen 2 during April–September 2007[77]
      • 4,610 satellite units of Sangokushi Taisen from April 2007 to March 2008[78]
  39. ^ Sangokushi Taisen series, 2009–2011:
    • Sangokushi Taisen 3: $54.4 million[n 15]
    • Sengoku Taisen: $94.04 million[n 13]
  40. ^ Samba de Amigo: ¥3.84 billion
    • Currency conversion: $47.11 million[82]
  41. ^ World Club Champion Football series, revenue:
    • Series revenues until March 2009 – $552.3 million
      • 480 million player cards sold. Prices could range from ¥300 for a single card from an arcade machine to ¥1000 for a starter pack.[94] A¥1000 starter pack consists of 11 player cards, equivalent to ¥90.91 each.[95] Total revenues from player card sales thus range from ¥43.64 billion (at ¥90.91 per card) to ¥144 billion (at ¥300 per card). In US dollars, this is equivalent to a range of $552.3 million to $1.82244 billion.[82] The lowest value of $552.3 million will be assumed.
    • World Club Champion Football: Intercontinental Clubs revenues from April 2009 to June 2012 – $150.1 million[n 7]
  1. ^ Virtua Fighter series arcade unit sales:
  2. ^ Tekken series arcade unit sales:

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    • United States: 67,000 of Donkey Kong
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    • United States: 30,000 of Donkey Kong Jr. and 5000 of Donkey Kong 3.[57]
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External links

  • The Video Arcade Preservation Society
  • Online collection of Automatic Age trade journals, 1925–1945
  • Arcade History (Coin-Op Database)
  • (blog article)


arcade, video, game, confused, with, casino, game, this, article, misquote, misrepresent, many, sources, please, cleanup, page, more, information, editors, please, remove, this, warning, only, after, diffs, listed, wikipedia, talk, requests, comment, jagged, s. Not to be confused with Casino game This article may misquote or misrepresent many of its sources Please see the cleanup page for more information Editors please remove this warning only after the diffs listed Wikipedia talk Requests for comment Jagged 85 subpage here have been checked for accuracy April 2023 Arcade video games takes player input from its controls processes it through electrical or computerized components and displays output to an electronic monitor or similar display All arcade video games are coin operated or accept other means of payment housed in an arcade cabinet and located in amusement arcades alongside other kinds of arcade games Until the early 2000s arcade video games were the largest 1 and most technologically advanced 2 3 segment of the video game industry Police 911 also called The Keisatsukan and Police 24 7 is a light gun arcade game Early prototypical entries Galaxy Game and Computer Space in 1971 established the principle operations for arcade games and Atari s Pong in 1972 is recognized as the first successful commercial arcade video game Improvements in computer technology and gameplay design led to a golden age of arcade video games the exact dates of which are debated but range from the late 1970s to mid 1980s This golden age includes Space Invaders Pac Man and Donkey Kong The arcade industry had a resurgence from the early 1990s to mid 2000s including Street Fighter II Mortal Kombat and Dance Dance Revolution but ultimately declined in the Western world as competing home video game consoles such as the Sony PlayStation and Microsoft Xbox increased in their graphics and gameplay capability and decreased in cost Nevertheless Japan China and South Korea retain a strong arcade industry in the present day 4 citation needed Contents 1 History 2 Technology 3 Genres 3 1 Action 4 Industry 5 Conversions emulators and recreations 6 Highest grossing 6 1 Franchises 7 See also 8 Notes 9 References 10 External linksHistory EditMain article History of arcade video games See also History of arcade games Pong is the first commercially successful arcade video game Games of skill were popular amusement park midway attractions from the 19th century on With the introduction of electricity and coin operated machines they facilitated a viable business When pinball machines with electric lights and displays were introduced in 1933 but without the user controller flippers which would not be invented until 1947 these machines were seen as games of luck Numerous states and cities treated them as amoral playthings for rebellious young people and banned them into the 1960s and 1970s 5 Electro mechanical games EM games appeared in arcades in the mid 20th century Following Sega s EM game Periscope 1966 the arcade industry experienced a technological renaissance driven by audio visual EM novelty games establishing the arcades as a suitable environment for the introduction of commercial video games in the early 1970s 6 In the late 1960s college student Nolan Bushnell had a part time job at an arcade where he became familiar with EM games such as Chicago Coin s racing game Speedway 1969 watching customers play and helping to maintain the machinery while learning the game business 7 The early mainframe game Spacewar 1962 inspired the first commercial arcade video game Computer Space 1971 created by Nolan Bushnell and Ted Dabney and released by Nutting Associates 8 It was demonstrated at the Amusement amp Music Operators Association AMOA show in October 1971 9 Another Spacewar inspired coin operated video game Galaxy Game was demonstrated at Stanford University in November 1971 Bushnell and Dabney followed their Computer Space success to create with the help of Allan Alcorn a table tennis game Pong released in 1972 Pong became a commercial success leading numerous other coin op manufacturers to enter the market 8 Main article Golden age of arcade video games The video game industry transitioned from discrete integrated circuitry to programmable microprocessors in the mid 1970s starting with Gun Fight in 1975 The arcade industry entered a Golden Age in 1978 with the release of Taito s Space Invaders which introduced many novel gameplay features including a scoreboard From 1978 to 1982 several other major arcade games from Namco Atari Williams Electronics Stern Electronics and Nintendo were all considered blockbusters particularly Namco s Pac Man 1980 which became a fixture in popular culture Across North America and Japan dedicated video game arcades appeared and arcade game cabinets appeared in many smaller storefronts By 1981 the arcade video game industry was worth US 8 billion in the US 10 The novelty of arcade games waned sharply after 1982 due to several factors including market saturation of arcades and arcade games a moral panic over video games similar to fears raised over pinball machines in the decades prior and the 1983 video game crash as the home console market impacted arcades The arcade market had recovered by 1986 with the help of software conversion kits the arrival of popular beat em up games such as Kung Fu Master 1984 and Renegade 1986 1987 and advanced motion simulator games such as Sega s taikan games including Hang On 1985 Space Harrier 1985 and Out Run 1986 However the growth of home video game systems such as the Nintendo Entertainment System led to another brief arcade decline toward the end of the 1980s 11 Arcade games continued to improve with the development of technology and of gameplay In the early 1990s the release of Capcom s Street Fighter II established the modern style of fighting games and led to a number of similar games such as Mortal Kombat Fatal Fury Killer Instinct Virtua Fighter and Tekken creating a new renaissance in the arcades 12 13 Another factor was realism 14 including the 3D Revolution from 2D and pseudo 3D graphics to true real time 3D polygon graphics 15 16 This was largely driven by a technological arms race between Sega and Namco 17 During the early 1990s games such as Sega s Virtua Racing and Virtua Fighter popularized 3D polygon technology in arcades 3D graphics later became popular in console and computer games by the mid 1990s 18 though arcade systems such as the Sega Model 3 remained considerably more advanced than home systems in the late 1990s 2 3 Until about 1996 arcade video games had remained the largest segment of the global video game industry Arcades declined in the late 1990s surpassed by the console market for the first time around 1997 1998 1 Since the 2000s arcade games have taken different routes globally In the United States arcades have become niche markets as they compete with the home console market and they have adapted other business models such as providing other entertainment options or adding prize redemptions 19 In Japan and China citation needed where arcades continue to flourish games like Dance Dance Revolution and The House of the Dead aim to deliver tailored experiences that players cannot easily have at home 20 Technology EditThis section needs additional citations for verification Please help improve this article by adding citations to reliable sources in this section Unsourced material may be challenged and removed Find sources Arcade video game news newspapers books scholar JSTOR August 2021 Learn how and when to remove this template message See also Arcade cabinet List of Sega arcade system boards and Sprite computer graphics The inside of a Neo Geo Virtually all modern arcade games other than the very traditional fair midway make extensive use of solid state electronics integrated circuits and monitor screens all installed inside an arcade cabinet With the exception of Galaxy Game and Computer Space which were built around small form factor mainframe computers the first arcade games are based on combinations of multiple discrete logic chips such as transistor transistor logic TTL chips Designing an arcade game was more about the combination of these TTL chips and other electronic components to achieve the desired effect on screen More complex gameplay required significantly more TTL components to achieve this result By the mid 1970s the first inexpensive programmable microprocessors had arrived on the market The first microprocessor based video game is Midway s Gun Fight in 1975 a conversion of Taito s Western Gun and with the advent of Space Invaders and the golden era microprocessor based games became typical 21 64 Early arcade games were also designed around raster graphics displayed on a cathode ray tube CRT display Many games of the late 1970s and early 1980s use special displays that rendered vector graphics though these waned by the mid 1980s as display technology on CRTs improved 22 Prior to the availability of color CRT or vector displays some arcade cabinets have a combination of angled monitor positioning one way mirrors and clear overlays to simulate colors and other graphics onto the gameplay field 23 Coin operated arcade video games from the 1990s to the 2000s generally use custom hardware often with multiple CPUs highly specialized sound and graphics chips and the latest in expensive computer graphics display technology This allows more complex graphics and sound than contemporary video game consoles or personal computers Many arcade games since the 2000s run on modified video game console hardware such as the Sega NAOMI or Triforce or gaming PC components such as the Taito Type X Many arcade games have more immersive and realistic game controls than PC or console games This includes specialized ambiance or control accessories such as 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 too bulky expensive and specialized to be used with typical home PCs and consoles Arcade makers experiment with virtual reality technology Arcades have progressed from using coins as credits to smart cards that hold the virtual currency of credits Modern arcade cabinets use flat panel displays instead of cathode ray tubes Internet services such as ALL Net NESiCAxLive e Amusement and NESYS allow the cabinets to download updates or new games do online multiplayer gameplay save progress unlock content or earn credits Genres Edit Sega Rally arcade racing games at the Veljekset Keskinen department store in Tuuri Alavus Finland in 2017 Many arcade games have short levels simple and intuitive control schemes and rapidly increasing difficulty The classic formula for a successful arcade video game is easy to learn difficult to master 24 along with a multiple life progressively difficult level paradigm 25 This is due to the environment of the arcade where the player is essentially renting the game for as long as their in game avatar can stay alive or until they run out of tokens Games on consoles or PCs can be referred to as arcade games if they share these qualities or are direct ports of arcade games citation needed Arcade racing games often have sophisticated motion simulator arcade cabinets 26 27 a simplified physics engine and short learning time when compared with more realistic racing simulations Cars can turn sharply without braking or understeer and the AI rivals are sometimes programmed so they are always near the player with a rubberband effect Other types of arcade style games include music games particularly rhythm games and mobile and casual games with intuitive controls and short sessions citation needed Action Edit The term arcade game can refer to an action video game designed to play similarly to an arcade game with frantic addictive gameplay 28 The focus of arcade action games is on the user s reflexes and many feature very little puzzle solving complex thinking or strategy skills citation needed These include fighting games often played with an arcade controller beat em up games including fast paced hack and slash games and light gun rail shooters and bullet hell shooters with intuitive controls and rapidly increasing difficulty citation needed Many arcade combat flight simulators have sophisticated hydraulic motion simulator cabinets 26 27 and simplified physics and handling Arcade flight games are meant to have an easy learning curve in order to preserve their action component Increasing numbers of console flight video games such as Crimson Skies Ace Combat and Secret Weapons Over Normandy indicate the falling of manual heavy flight sim popularity in favor of instant arcade flight action 29 A modern subgenre of action games called hack and slash or character action games represent an evolution of traditional arcade action games and are sometimes considered a subgenre of beat em up brawlers This subgenre of games was largely defined by Hideki Kamiya creator of the Devil May Cry and Bayonetta franchises 30 Industry EditArcade games are found in restaurants bowling alleys college campuses video rental shops dormitories laundromats movie theaters supermarkets shopping malls airports and other retail environments They are popular in public places where people are likely to have free time 31 Their profitability is expanded by the popularity of conversions of arcade games for home based platforms In 1997 WMS Industries parent company of Midway Games reported that if more than 5 000 arcade units are sold at least 100 000 home version units will be sold 32 The American Amusement Machine Association AAMA is a trade association established in 1981 33 that represents the American coin operated amusement machine industry 34 including 120 arcade game distributors and manufacturers 35 The Japan Amusement Machine and Marketing Association JAMMA represents the Japanese arcade industry Arcade machines may have standardized connectors or interfaces such as JAMMA or JVS that help with quick replacement of game systems or boards in arcade cabinets The game boards or arcade boards may themselves allow for games to be replaced via game cartridges or discs Conversions emulators and recreations EditPrior to the 2000s successful video games were often converted to a home video game console or home computer Many of the initial Atari VCS games for example were conversions of Atari s success arcade games Arcade game manufacturers that were not in the home console or computer business found licensing of their games to console manufacturers to be a successful business model as console manufacturer competitors would vie for rights to more popular games Coleco famously bested Atari to secure the rights to convert Nintendo s Donkey Kong which it subsequently included as a pack in game for the ColecoVision to challenge the VCS 36 Arcade conversions typically had to make concessions for the lower computational power and capabilities of the home console such as limited graphics or alterations in gameplay Such conversions had mixed results The Atari VCS conversion of Space Invaders was considered the VCS s killer application helping to quadruple the VCS sales in 1980 37 In contrast the VCS conversion of Pac Man in 1982 was highly criticized for technical flaws due to VCS limitations such as flickering ghosts and simplified gameplay Though Pac Man was the best selling game on the VCS it eroded consumer confidence in Atari s games and partially contributed to the 1983 crash 38 The need for arcade conversions began to wane as arcade game manufacturers like Nintendo Sega and SNK entered the home console market and used similar technology within their home consoles as found at the arcade negating the need to simplify the game Concessions still may be made for a home release notably the Super Nintendo Entertainment System conversion of Mortal Kombat removed much of the gore from the arcade version to meet Nintendo s quality control standards 39 Main article List of video game emulators Arcade Exact copies of arcade video games can be run through emulators such as MAME on modern devices An emulator is an application that translates foreign software onto a modern system in real time Emulated games appeared legally and commercially on the Macintosh in 1994 40 41 with Williams floppy disks Sony PlayStation in 1996 and Sega Saturn in 1997 with CD ROM compilations such as Williams Arcade s Greatest Hits and Arcade s Greatest Hits The Atari Collection 1 and on the PlayStation 2 and GameCube with DVD ROM compilations such as Midway Arcade Treasures citation needed Arcade games are downloaded and emulated through the Nintendo Wii Virtual Console service starting in 2009 citation needed Using emulation companies like Arcade1Up have produced at scale or reduced scale recreations of arcade cabinets using modern technology such as LCD monitors and lightweight construction These cabinets are typically designed to resemble the original arcade game cabinets but may also support multiple related games These cabinets can be offered in diverse and miniaturized styles such as table mounted and wall mounted versions 42 Highest grossing EditSee also Golden age of arcade video games For arcade games success is usually judged by either the number of arcade hardware units sold to operators or the amount of revenue generated The revenue can include the coin drop earnings from coins such as quarters dollars or 100 yen coins inserted into machines 43 and or the earnings from hardware sales with each unit costing thousands of dollars Most of the revenue figures listed below are incomplete as they only include hardware sales revenue due to a lack of available data for coin drop earnings which typically account for the majority of a hit arcade game s gross revenue This list only includes arcade games that either sold more than 10 000 hardware units or generated a revenue of more than 10 million Most of the games listed were released between the golden age of arcade video games 1978 1984 and the 1990s This is a dynamic list and may never be able to satisfy particular standards for completeness You can help by adding missing items with reliable sources Game Release year Hardware units sold Estimated gross revenue US without inflation Estimated gross revenue US with 2021 inflation 44 Pac Man 1980 400 000 until 1982 45 6 billion until 1982 46 47 16 8 billionSpace Invaders 1978 750 000 until 1979 48 3 8 billion until 1982 49 15 8 billionStreet Fighter II 1991 221 000 until 1995 n 1 5 31 billion until 1999 54 10 6 billionDonkey Kong 1981 132 000 until 1982 n 2 280 million until 1982 US hardware sales 58 830 million US hardware sales Ms Pac Man 1982 125 000 until 1988 59 60 1 5 billion until 1995 61 3 1 billionAsteroids 1979 100 000 until 2001 60 62 800 million until 1991 63 64 2 38 billionDefender 1981 70 000 until 2020 65 1 5 billion until 2020 65 2 26 billionPrint Club Purikura 1995 45 000 until 1997 66 1 billion until 1997 67 1 78 billionCentipede 1981 55 988 until 1991 68 115 65 million hardware sales until 1991 68 230 million hardware sales Galaxian 1979 50 000 in the US until 1982 69 Virtua Fighter 1993 40 000 until 1996 70 Virtua Fighter 2 1994 40 000 until 1996 71 Tekken 2 1995 40 000 until 1996 72 Starhorse2 2005 38 614 until 2009 n 3 59 321 million until 2011 Fifth Expansion n 4 82 3 million Fifth Expansion Hyper Olympic Track amp Field 1983 38 000 1983 in Japan 83 Tekken 3 1996 35 000 in 1997 84 Donkey Kong Jr 1982 30 000 1982 in the US 85 Mr Do 1982 30 000 1982 in the US 86 Karate Champ 1984 30 000 in the US until 1985 87 Out Run 1986 30 000 until 1994 88 100 million cabinet sales 89 250 million cabinet sales Final Fight 1989 30 000 until 1991 90 Virtua Fighter 3 1996 30 000 until 1997 84 NBA Jam 1993 20 000 until 2013 91 2 billion until 2013 92 3 billionWorld Club Champion Football 2002 2 479 until 2009 n 6 706 014 million until 2012 96 1 06 billionMortal Kombat II 1993 27 000 until 2002 97 600 million until 2002 98 976 millionFrogger 1981 135 million US hardware sales 99 402 million US hardware sales Tempest 1981 29 000 until 1983 100 62 408 million hardware sales until 1991 68 124 million hardware sales Q bert 1982 25 000 until 2001 101 Teenage Mutant Ninja Turtles 1989 25 000 US amp EU until May 1990 102 103 Beatmania 1997 25 000 until 2000 104 12 4 million until 1998 Japan hardware sales n 8 20 9 million Japan hardware sales Mortal Kombat 1992 24 000 until 2002 97 570 million until 2002 97 859 millionDarkstalkers The Night Warriors 1994 24 000 106 Robotron 2084 1982 23 000 until 1983 100 Pole Position 1982 21 000 in the US until 1983 100 60 933 million until 1983 100 68 US hardware sales 171 million US hardware sales Dig Dug 1982 22 228 68 in the US until 1983 107 46 3 million until 1983 68 US hardware sales 130 million US hardware sales Popeye 1982 20 000 in the US until 1982 57 Vs Super Mario Bros 1986 20 000 1986 108 Pump It Up 1999 20 000 until 2005 109 Tekken Tag Tournament 1999 19 000 until 2000 110 Jungle Hunt 1982 18 000 in the US until 1983 107 Raiden 1990 17 000 111 Killer Instinct 1994 17 000 112 125 million 113 229 million Pokemon Mezastar 2020 187 million until 2021 114 187 million Dragon s Lair 1983 16 000 until 1983 115 116 68 8 million hardware sales until 1983 115 117 187 million hardware sales Asteroids Deluxe 1981 22 399 until 1999 118 46 1 million hardware sales until 1999 118 75 million hardware sales Missile Command 1980 19 999 until 2010 119 36 8 million hardware sales until 1991 118 73 2 million hardware sales Berzerk 1980 15 780 until 1981 120 Scramble 1981 15 136 until 1981 120 Champion Baseball 1983 15 000 in Japan until June 1983 121 Mushiking King of the Beetles 2003 13 500 until 2005 122 530 million until 2007 n 9 781 millionBattlezone 1980 15 122 until 1999 118 31 2 million hardware sales until 1999 118 50 8 million hardware sales Stargate 1981 15 000 until 1983 100 Space Duel 1982 12 038 until 1991 68 Mahjong Fight Club 3 2004 13 000 until 2004 125 Super Cobra 1981 12 337 until 1981 120 Capcom Bowling 1988 12 000 until 1991 126 Sega Rally Championship 1994 12 000 127 Oshare Majo Love and Berry 2004 10 300 until 2006 75 128 302 68 million until 2007 n 10 434 millionDouble Dragon 1987 10 000 US in 1988 129 Street Fighter 1987 10 000 until 1991 130 Dance Dance Revolution 1998 10 000 until 1999 131 Wheels Wheels II Speed Race 1974 10 000 1975 in the US 132 Gee Bee 1978 10 000 133 Big Buck Hunter Pro 2006 10 000 until 2009 134 135 World Club Champion Football Intercontinental Clubs 2008 1 689 until 2009 n 5 150 1 million until 2012 n 7 189 millionPokemon Battrio 2007 125 million until 2012 114 163 million StarHorse3 Season I A New Legend Begins 2011 132 18 million until 2012 n 11 159 millionPokemon Tretta 2012 125 million until 2014 114 148 million Border Break 2009 2 998 until 2009 79 107 million until 2012 n 12 135 millionTron 1982 800 in the US until 1982 141 45 million until 1983 142 102 millionSengoku Taisen 2010 94 04 million until 2012 n 13 117 millionPokemon Ga Ole 2016 92 million until 2018 114 104 million Dragon Quest Monster Battle Road 2007 78 2 million until 2008 n 14 102 millionSamba de Amigo 1999 3 000 until 2000 145 47 11 million until 2000 146 76 6 millionSangokushi Taisen 3 2007 54 4 million until 2011 n 15 71 1 millionPong 1972 8 500 19 000 147 148 11 million until 1973 149 67 1 millionLord of Vermilion 2008 50 443 million until 2008 n 16 63 5 millionSega Network Mahjong MJ4 2008 12 892 until 2009 150 47 million until 2010 n 17 59 2 millionKangaroo 1982 9 803 68 until 1983 107 20 58 million until 1983 US hardware sales 68 57 8 million US hardware sales Hard Drivin 1989 3 318 until 1989 68 22 9 million until 1989 68 50 1 millionGauntlet 1985 7 848 until 1985 68 18 01 million until 1985 68 45 4 millionSega Network Mahjong MJ5 2011 34 87 million until 2012 n 18 42 millionMillipede 1982 9 990 until 1991 68 20 669 million until 1991 68 41 1 millionRace Drivin 1990 3 525 until 1991 68 20 03 million until 1991 68 39 8 millionBreakout 1976 15 000 until 1981 151 12 045 million hardware sales until 1981 118 35 9 millionTime Traveler 1991 18 million until 1991 117 35 8 millionSpace Ace 1984 13 million until 1984 117 33 9 millionXevious 1982 5 295 in the US until 1983 68 11 1 million until 1983 68 US hardware sales 31 2 million US hardware sales Atari Football 1978 11 306 until 1999 118 17 266 million until 1999 118 28 1 millionFinal Lap 1987 1 150 in the US until 1988 68 9 5 million until 1988 68 US hardware sales 22 7 million US hardware sales Paperboy 1984 3 442 until 1991 68 8 6 million until 1991 68 17 1 millionStar Wars 1983 12 695 until 1991 68 7 595 million until 1991 68 15 1 millionSprint 2 1976 8 200 until 1999 118 12 669 million until 1999 118 20 6 millionChampionship Sprint 1986 3 595 until 1991 68 8 26 million until 1991 68 16 4 millionPole Position II 1983 2 400 in the US until 1983 68 7 43 million until 1983 68 US hardware sales 20 2 million US hardware sales Sea Wolf 1976 10 000 until 2000 152 Lunar Lander 1979 4 830 until 1999 118 8 19 million until 1999 118 13 3 millionSuper Sprint 1986 2 232 until 1999 118 7 8 million until 1999 118 12 7 millionMarble Madness 1984 4 000 until 1985 153 6 3 million until 1991 68 12 5 millionRolling Thunder 1986 2 406 in the US until 1987 68 4 8 million until 1987 68 US hardware sales 11 9 million US hardware sales Arabian 1983 1 950 in the US until 1983 107 3 9 million until 1983 68 US hardware sales 10 6 million US hardware sales Franchises Edit See also List of best selling 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 Estimated gross revenue US without inflation Estimated gross revenue US with 2021 inflation 44 Pac Man 1980 526 412 until 1988 n 19 6 billion until 1982 154 17 billionSpace Invaders 1978 750 000 until 1980 48 3 8 billion until 1982 49 15 8 billionStreet Fighter 1987 500 000 until 2002 155 156 5 31 billion until 1999 54 10 6 billionPac Man clones 1980 300 000 until 2002 157 Street Fighter clones 1987 200 000 51 Mario 1981 190 800 until 1983 n 20 280 million until 1982 US hardware sales 58 835 million US hardware sales Donkey Kong 1981 167 000 until 1983 n 2 280 million until 1982 US hardware sales 58 835 million US hardware sales Asteroids 1979 136 437 until 1999 n 21 850 79 million until 1999 n 22 1 38 billionVirtua Fighter 1993 110 000 a Golden Tee Golf 1989 100 000 until 2011 158 Data Carddass 2005 100 000 until 2012 159 Tekken 1994 94 000 b Defender 1981 85 000 until 2020 n 23 1 5 billion until 2020 65 2 26 billionCentipede 1981 65 978 until 1991 n 24 136 3 million until 1991 n 25 271 millionMortal Kombat 1992 51 000 until 2002 97 1 17 billion until 200 97 98 1 76 billionGalaxian 1979 50 986 in the US until 1988 n 26 Pokemon arcade games 2007 530 million until 2021 114 700 million Starhorse 2000 38 734 until 2009 n 27 191 501 million until 2012 n 28 301 millionBemani 1997 35 000 until 2000 n 29 12 4 million until 1998 Beatmania hardware sales in Japan n 8 20 9 million Beatmania hardware sales in Japan Big Buck 2000 33 500 until 2010 n 30 Mr Do 1982 30 000 in the US until 1982 86 Dragon Quest Monster Battle Road 2007 78 2 million until 2008 n 14 102 millionLord of Vermilion 2008 50 443 million until 2008 n 16 63 5 millionScramble 1981 27 473 until 1981 120 Sega Network Mahjong 2000 25 986 until 2006 n 33 81 87 million until 2012 n 34 129 millionDarkstalkers 1994 27 000 106 Pole Position 1982 24 550 in the US until 1983 n 35 77 9 million until 1988 US hardware sales n 36 219 million US hardware sales Dig Dug 1982 22 228 68 in the US until 1983 107 46 3 million until 1983 68 US hardware sales 130 million US hardware sales Pump It Up 1999 20 000 until 2005 109 Breakout 1976 15 805 until 1999 118 17 745 million until 1999 118 28 9 millionStar Wars 1983 14 039 until 1991 68 9 275 million until 1983 68 18 5 millionSprint 1976 14 027 until 1999 118 28 729 million until 1999 118 46 7 millionMushiking 2003 13 500 until 2005 122 530 million until 2007 n 9 781 millionSea Wolf 1976 14 000 until 2000 152 Mahjong Fight Club 2002 13 000 until 2004 125 Gauntlet 1985 11 368 until 1991 68 20 41 million until 1991 68 40 6 millionLove and Berry 2004 10 300 until 2006 75 302 68 million until 2007 n 10 434 millionSangokushi Taisen 2005 9 929 until 2008 n 38 148 44 million until 2012 n 39 206 millionPong 1972 8500 19 000 147 148 11 million until 1973 149 67 1 millionHard Drivin 1989 6 843 until 1991 68 42 93 million until 1991 68 75 48 millionSamba de Amigo 1999 3 000 until 2000 145 47 11 million until 2000 n 40 76 6 millionBorder Break 2009 2 998 until 2009 79 107 million until 2012 n 12 135 millionWorld Club Champion Football 2012 2 479 until 2015 n 6 706 014 million until 2012 n 41 1 06 billionSee also Edit 1980s portal 1990s portal Video games portalClaw crane JAMMA List of arcade video games Medal game Money booth Neo Geo Winners Don t Use DrugsNotes Edit Street Fighter II Street Fighter II Champion Edition 160 000 Japan 140 000 50 United States 20 000 51 Street Fighter II The World Warrior 60 000 52 Super Street Fighter II 1 000 US launch 53 a b c Donkey Kong Japan 65 000 of Donkey Kong 55 United States 67 000 of Donkey Kong 56 30 000 of Donkey Kong Jr and 5000 of Donkey Kong 3 57 a b 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 73 and 1 799 units during April June 2006 74 StarHorse2 Second Fusion 10 260 units from April 2006 to March 2007 8 105 conversion kits during April December 2006 75 and 2 155 body and satellite units in fiscal year ending March 2007 76 From April 2007 to March 2008 10 275 units 756 body and satellite units of StarHorse2 Second Fusion during April September 2007 77 and 9 519 conversion kits in fiscal year ended March 2008 78 From April 2009 to December 2009 10 657 units of StarHorse2 Fifth Expansion 79 a b StarHorse2 Fifth Expansion Fiscal year ended 31 March 2010 2 8 billion 80 Fiscal year ended 31 March 2011 2 billion 81 Currency conversion 82 2 8 billion 34 6039 million 2 billion 24 7171 million a b World Club Champion Football Intercontinental Clubs World Club Champion Football Intercontinental Clubs 2006 2007 831 units from June 2008 to March 2009 136 World Club Champion Football Intercontinental Clubs 2008 2009 858 units from April 2009 to December 2009 79 a b World Club Champion Football series unit sales World Club Champion Football European Clubs 2004 2005 514 units in fiscal year ending March 2006 73 World Club Champion Football European Clubs 2004 2005 Ver 2 276 units during April September 2006 240 satellite units during April June 2006 93 and 36 body units during April September 2006 74 World Club Champion Football Intercontinental Clubs 2008 2009 1 689 units from June 2008 to December 2009 n 5 a b c World Club Champion Football Intercontinental Clubs Fiscal year ended 31 March 2010 4 2 billion 80 Fiscal year ended 31 March 2011 3 8 billion 81 Fiscal year ended 31 March 2012 3 6 billion 137 138 1st quarter ended 30 June 2012 0 5 billion 139 Currency conversion 82 4 2 billion 51 9159 million 3 8 billion 46 9716 million 3 6 billion 44 8253 million 0 5 billion 6 3784 million a b Beatmania 1 billion in May 1998 105 Yen Dollar currency conversion 12 4 million 82 a b Mushiking 420 million 123 100 yen coins 124 42 billion Currency conversion 530 million 82 a b Love and Berry 240 million 123 100 yen coins 124 24 billion Currency conversion 302 68 million 82 a b StarHorse3 Season I A New Legend Begins Fiscal year ended March 2012 10 1 billion 137 1st Quarter Ended 30 June 2012 0 5 billion 139 Currency conversion 82 10 1 billion 125 8 million 0 5 billion 6 3784 million a b Border Break Fiscal year ended 31 March 2010 3 3 billion 80 Fiscal year ended 31 March 2011 2 5 billion 81 Fiscal year ended 31 March 2012 2 3 billion 137 140 1st Quarter Ended 30 June 2012 0 5 billion 139 Currency conversion 82 3 3 billion 40 7317 million 2 5 billion 30 8542 million 2 3 billion 28 6371 million 0 5 billion 6 3784 million a b Sengoku Taisen Fiscal year ended 31 March 2011 6 4 billion 81 Fiscal year ended 31 March 2012 1 2 billion 137 Currency conversion 82 6 4 billion 79 1 million 1 2 billion 14 94 million a b Dragon Quest Monster Battle Road 4 5 billion from June 2007 to March 2008 143 Currency conversion 56 731 million 82 1 7 billion from April 2008 to September 2008 144 Currency conversion 21 4317 million 82 a b Sangokushi Taisen 3 Fiscal year ended 31 March 2010 1 8 billion 80 Fiscal year ended 31 March 2011 2 6 billion 81 Currency conversion 82 1 8 billion 22 2401 million 2 6 billion 32 1248 million a b Lord of Vermilion 4 billion 144 Currency conversion 50 443 million 82 a b Fiscal year ended 31 March 2010 3 8 billion 80 Currency conversion 47 million 82 a b Fiscal year ended March 2012 2 8 billion 137 Currency conversion 34 87 million 82 Pac Man series Pac Man 400 000 45 Ms Pac Man 125 000 59 Pac Mania 1 412 68 Mario series Donkey Kong series 167 000 n 2 Mario Bros 3 800 100 Vs Super Mario Bros 20 000 108 Asteroids series Asteroids 100 000 62 Asteroids sequels 118 Asteroids Deluxe 22 399 Space Duel 12 038 Blasteroids 2 000 Asteroids series Asteroids 800 million in 1991 63 Asteroids sequels Asteroids Deluxe 46 1 million in 1999 118 Blasteroids 4 69 million in 1991 68 Defender series Defender 70 000 65 Stargate 15 000 100 Centipede series 100 68 Centipede 55 988Millipede 9 990 Centipede series 68 Centipede 115 65 millionMillipede 20 669 million Galaxian series Galaxian 50 000 in the US 69 Galaga 88 986 in the US 68 StarHorse series Starhorse Progress 120 in fiscal year ended March 2005 160 StarHorse2 38 614 until 2009 n 3 Starhorse series 2009 2011 Starhorse2 59 321 million n 4 StarHorse3 Season I A New Legend Begins 132 18 million n 11 Bemani series sales Beatmania as of 2000 25 000 104 Dance Dance Revolution as of 1999 10 000 131 Big Buck series Big Buck Hunter series sales until April 2007 22 500 units including 7 500 Big Buck Hunter Pro units 135 Series sales after April 2007 until September 2009 additional 2 500 Big Buck Hunter Pro units and 5 500 Big Buck Safari units 134 Big Buck Hunter Pro Open Season sales from September 2009 to January 2010 3 000 units 161 Sega Network Mahjong MJ2 April 2004 to March 2005 4 984 160 April 2005 to June 2005 502 162 Sega Network Mahjong MJ4 Fiscal year ended March 2008 10 427 78 Fiscal year ended March 2009 2 465 136 Sega Network Mahjong MJ series Sega Network Mahjong MJ2 from April 2004 to June 2005 5 486 units n 31 Sega Network Mahjong MJ3 from April 2005 to March 2006 7 608 units 73 Sega Network Mahjong MJ4 from April 2007 to March 2009 12 892 n 32 Sega Network Mahjong MJ series 2009 2012 Sega Network Mahjong MJ4 47 million in fiscal year 2010 n 17 Sega Network Mahjong MJ5 34 87 million in fiscal year 2012 n 18 Pole Position series US sales Pole Position 21 000 100 Pole Position sequels 68 Pole Position II 2 400 Final Lap 1 150 Pole Position series US sales 100 68 Pole Position 60 933 million in 1983 Pole Position II 7 43 million in 1983 Final Lap 9 5 million in 1988 Sangokushi Taisen As of March 2005 421 160 April 2005 to March 2006 1 521 73 Sangokushi Taisen series Sales from January 2005 to September 2006 5 153 units Sangokushi Taisen from January 2005 to March 2006 1 942 units n 37 Sangokushi Taisen 2 during April September 2006 3 211 units 74 Sales from April 2007 to March 2008 4 776 166 body units of Sangokushi Taisen 2 during April September 2007 77 4 610 satellite units of Sangokushi Taisen from April 2007 to March 2008 78 Sangokushi Taisen series 2009 2011 Sangokushi Taisen 3 54 4 million n 15 Sengoku Taisen 94 04 million n 13 Samba de Amigo 3 84 billion Currency conversion 47 11 million 82 World Club Champion Football series revenue Series revenues until March 2009 552 3 million 480 million player cards sold Prices could range from 300 for a single card from an arcade machine to 1000 for a starter pack 94 A 1000 starter pack consists of 11 player cards equivalent to 90 91 each 95 Total revenues from player card sales thus range from 43 64 billion at 90 91 per card to 144 billion at 300 per card In US dollars this is equivalent to a range of 552 3 million to 1 82244 billion 82 The lowest value of 552 3 million will be assumed World Club Champion Football Intercontinental Clubs revenues from April 2009 to June 2012 150 1 million n 7 Virtua Fighter series arcade unit sales Virtua Fighter 40 000 as of 1996 update 70 Virtua Fighter 2 40 000 as of 1996 update 71 Virtua Fighter 3 30 000 as of 1997 update 84 Tekken series arcade unit sales Tekken 2 40 000 as of 1996 update 72 Tekken 3 35 000 as of 1997 update 84 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of Video Games The Story behind the Craze that Touched Our Lives and Changed the World Prima p 446 ISBN 9780761536437 Archived from the original on 17 January 2023 Retrieved 18 February 2016 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 Hot Off The Press Revenue Sharing RePlay Vol 19 no 1 October 1993 p 9 a b Leack Jonathan 26 January 2017 World of Warcraft Leads Industry With Nearly 10 Billion In Revenue GameRevolution Archived from the original on 20 April 2021 Retrieved 9 January 2019 Ashcraft Brian Snow Jean 2008 Arcade Mania The Turbo charged World of Japan s Game Centers 1st ed Tokyo Kodansha ISBN 978 4 7700 3078 8 Archived from the original on 17 January 2023 Retrieved 12 May 2020 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 Bienaime Pierre 13 January 2012 Square Roots Donkey Kong NES Nintendojo Archived from the original on 1 February 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 a b c 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 ISBN 9780761536437 Archived from the original on 17 January 2023 Retrieved 18 February 2016 With more than 60 000 units sold in the United States Donkey Kong was Nintendo s biggest arcade hit The arcade industry began its long collapse the year after Donkey Kong was released and Nintendo s arcade fortunes eroded quickly Nintendo released Donkey Kong Junior in 1982 and sold only 30 000 machines 20 000 Popeye machines also 1982 and a mere 5000 copies of Donkey Kong 3 1983 a b c Jorg Ziesak 2009 Wii Innovate How Nintendo Created a New Market Through the Strategic Innovation Wii GRIN Verlag p 50 ISBN 978 3640497744 Archived from the original on 17 January 2023 Retrieved 18 February 2016 Donkey Kong was Nintendo s first international smash hit and the main reason behind the company s breakthrough in the Northern American market In the first year of its publication it earned Nintendo 180 million US dollars continuing with a return of 100 million dollars in the second year a b Bally Will Quit Making Pinball Video Machines Toledo Blade 11 July 1988 p 22 Archived from the original on 20 October 2021 Retrieved 12 May 2020 a b Mark J P Wolf 2001 The medium of the video game University of Texas Press p 44 ISBN 0 292 79150 X Archived from the original on 17 January 2023 Retrieved 18 February 2016 Ms Pac Man Coin Op Digital Press No 24 March 1995 p 19 a b 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 a b Gottschalk S 1995 Videology Video Games as Postmodern Sites Sights of Ideological Reproduction Symbolic Interaction 18 1 1 18 doi 10 1525 si 1995 18 1 1 Archived from the original on 15 May 2012 Retrieved 18 March 2012 Forbes Forbes Vol 127 1981 p 102 Archived from the original on 17 January 2023 Retrieved 18 February 2016 At 2000 a unit Atari has made about 140 million from that game alone a b c d Horowitz Ken 6 August 2020 Beyond Donkey Kong A History of Nintendo Arcade Games McFarland amp Company p 200 ISBN 978 1 4766 8420 8 Archived from the original on 17 January 2023 Retrieved 4 March 2021 Hunt Joshua 23 November 2018 How playing Puri paved the way for Snapchat BBC Archived from the original on 28 October 2021 Retrieved 11 October 2021 Atlus Print Club Sales in a Flash Atlus 1997 Archived from the original on 20 January 2022 Retrieved 24 April 2022 a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad ae af ag ah ai aj ak al am an ao ap aq ar as at au av Atari Production Numbers Memo Atari Games 4 January 2010 Archived from the original on 20 January 2013 a b Bloom Steve 1982 Video Invaders Arco Publishing p 24 ISBN 978 0 668 05520 8 a b Virtua Fighter Kids New Sega Saturn game is way a head of its time Sega of America 3 September 1996 Archived from the original on 31 March 2022 Retrieved 11 October 2021 a b Sega Promotes 64 Bit CG Board Model 3 PDF Game Machine in Japanese No 515 Amusement Press Inc 1 April 1996 p 26 Archived PDF from the original on 9 March 2020 a b Akagi Masumi ed 1 February 1997 Tekken 2 Virtua Cop 2 Top Videos 96 PDF Game Machine No 534 Amusement Press Inc p 26 Archived PDF from the original on 23 May 2020 a b c d FY Ending March 2006 Full Year Results Presentation PDF Sega Sammy Holdings 16 May 2006 p 11 Archived PDF from the original on 20 January 2013 Retrieved 17 May 2012 a b c FY 2007 Interim Results April September 2006 PDF Sega Sammy Holdings 10 November 2006 pp 11 13 Archived PDF from the original on 20 January 2013 Retrieved 18 May 2012 a b c Fiscal Year Ending March 2007 3rd Quarter Results April December 2006 PDF Sega Sammy Holdings 7 February 2007 pp 11 13 Archived PDF from the original on 20 January 2013 Retrieved 19 May 2012 Fiscal Year Ended March 2007 Full Year Results PDF Sega Sammy Holdings 14 May 2007 p 11 Archived PDF from the original on 24 September 2015 Retrieved 18 May 2012 a b Fiscal Year 2008 Interim Results PDF Sega Sammy Holdings 12 November 2007 p 11 Archived PDF from the original on 20 January 2013 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February 1998 Tekken 3 Virtua Fighter 3 Top Videos PDF Game Machine No 557 Amusement Press Inc p 22 Archived PDF from the original on 24 May 2020 Donkey Kong 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 Tokyo Kodansha ISBN 978 4 7700 3078 8 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 67 000 of Donkey Kong Bienaime Pierre 13 January 2012 Square Roots Donkey Kong NES Nintendojo Archived from the original on 1 February 2012 Donkey Kong sold some 67 000 arcade cabinets in two years making two of its American distributors sudden millionaires thanks to paid commission As a barometer of success know that Pac Man and Ms Pac Man are the only arcade games to have sold over 100 000 units in the United States United States 30 000 of Donkey Kong Jr and 5000 of Donkey Kong 3 57 a b 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 Overseas Readers Column PDF Game Machine in Japanese No 259 Amusement Press Inc 1 May 1985 p 22 Archived PDF from the original on 31 January 2020 OutRun Mean Machines Sega No 22 EMAP August 1994 pp 92 3 ISSN 0967 9014 Horowitz Ken 22 June 2018 OutRun September 1986 The Sega Arcade Revolution A History in 62 Games McFarland amp Company pp 112 114 114 ISBN 978 1 4766 7225 0 Archived from the original on 17 January 2023 Retrieved 1 March 2021 Both versions went on to produce terrific numbers for Sega bringing in total worldwide sales of over 100 million and adding another memorable franchise to Sega s stable of hits Leone Matt 8 December 2020 Street Fighter 3 An oral history Polygon Archived from the original on 18 December 2020 Retrieved 29 April 2021 NBA Jam Rigged Against The Chicago Bulls According To Pistons Fan Lead Designer Mark Turmell The Huffington Post 26 September 2013 Archived from the original on 26 July 2020 Retrieved 8 January 2018 Leone Matt The Rise Fall and Return of NBA Jam 1UP Archived from the original on 12 April 2013 Retrieved 1 March 2021 Segment Results Amusement Machines PDF FY 2007 1st Quarter Results April June 2006 PDF Sega Sammy Holdings 28 July 2006 p 10 Archived PDF from the original on 17 June 2013 a b AOU 2009 Sega World Club Champion Football Intercontinental Clubs 2007 2008 AOU Amusement Expo 2009 DigInfo TV 2 March 2009 Archived from the original on 23 August 2012 a b Sports Gaming in Japan World Club Champion Football GameSpot 22 September 2009 Archived from the original on 3 February 2013 World Club Champion Football series revenue Series revenues until March 2009 552 3 million 480 million player cards sold Prices could range from 300 for a single card from an arcade machine to 1000 for a starter pack 94 A 1000 starter pack consists of 11 player cards equivalent to 90 91 each 95 Total revenues from player card sales thus range from 43 64 billion at 90 91 per card to 144 billion at 300 per card In US dollars this is equivalent to a range of 552 3 million to 1 82244 billion 82 The lowest value of 552 3 million will be assumed World Club Champion Football Intercontinental Clubs revenues from April 2009 to June 2012 150 1 million n 7 a b c d e Horwitz Jeremy 8 July 2002 Technology Mortal Apathy The New York Times Archived from the original on 3 October 2013 Retrieved 18 February 2017 a b Rignall Jaz 1 January 2016 Top 10 Highest Grossing Arcade Games of All Time USgamer Archived from the original on 3 March 2021 Retrieved 16 February 2021 Horowitz Ken 22 June 2018 The Sega Arcade Revolution A History in 62 Games McFarland amp Company pp 36 42 ISBN 978 1 4766 7225 0 Archived from the original on 17 January 2023 Retrieved 7 April 2021 a b c d e f g h i j Fujihara Mary 2 November 1983 Inter Office Memo Atari Archived from the original on 6 October 2014 Retrieved 18 March 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 Overseas Readers Column Korean Counterfeiters Were Exposed By Police PDF Game Machine in Japanese No 379 Amusement Press Inc 1 May 1990 p 30 Archived PDF from the original on 31 January 2020 News Digest TMNT Counterfeiters RePlay Vol 15 no 9 June 1990 p 18 a b Beals Gregory 11 December 2000 Kings of Cool Newsweek Archived from the original on 30 October 2021 Retrieved 30 October 2021 Konami has sold 25 000 Beatmania machines in three years In the arcade industry selling 1000 units is considered a success Special Feature Music Simulation Games Rock the Market Annual Report Konami 1999 p 2 Archived from the original on 25 June 2004 a b Okamoto Yoshiki 23 January 2021 How Darkstalkers Was Born Katsuya Akitomo the Man Who Influenced Character Designs in CAPCOM YouTube Event occurs at 6 minutes Archived from the original on 11 December 2021 Retrieved 21 July 2021 a b c d e Fujihara Mary 25 July 1983 Inter Office Memo Coin Op Product Sales PDF Atari Inc Archived from the original PDF on 20 October 2021 Retrieved 14 October 2021 a b Horowitz Ken 30 July 2020 Beyond Donkey Kong A History of Nintendo Arcade Games McFarland amp Company p 156 ISBN 978 1 4766 4176 8 Archived from the original on 17 January 2023 Retrieved 2 April 2021 a b Pump It Up Exceed drops to PS2 Xbox Punch Jump Crew 8 September 2005 a b Akagi Masumi ed 15 January 2001 Tekken TT Samba DE Amiga Top Videos PDF Game Machine No 626 Amusement Press Inc p 18 Archived PDF from the original on 30 October 2021 Retrieved 30 October 2021 THE FLASH DESIRE 雷電III inhgroup com in Japanese 2007 Archived from the original on 7 April 2019 Retrieved 3 October 2019 Translation by Shmuplations Archived 2019 12 17 at the Wayback Machine Horowitz Ken 30 July 2020 Beyond Donkey Kong A History of Nintendo Arcade Games McFarland amp Company p 199 ISBN 978 1 4766 4176 8 Archived from the original on 17 January 2023 Retrieved 19 October 2021 Dretzka Gary 26 May 1995 Sony Sega Fire Latest Shot in Game Wars Chicago Tribune Archived from the original on 31 March 2022 Retrieved 19 October 2021 a b c d e アミューズメントマシン ポケモンメザスタ 累計プレイ回数1億回突破のお知らせ Amusement machine Pokemon Mezasta notice that the cumulative number of plays has exceeded 100 million times PR TIMES in Japanese 14 December 2021 Archived from the original on 22 December 2021 Retrieved 22 December 2021 a b 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 Archived from the original on 20 October 2021 Retrieved 12 May 2020 a b c Rick Dyer Biography Allgame Archived from the original on 10 February 2010 Retrieved 10 April 2011 a b c d e f g h i j k l m n o p q r s t Production Numbers PDF Atari Games 31 August 1999 Archived from the original PDF on 10 May 2013 Retrieved 19 April 2021 Fulton Jeff 2010 A short history of Missile Command The essential guide to Flash games building interactive entertainment with ActionScript 3 0 New ed Berkeley Calif Friends of ED p 138 ISBN 978 1 4302 2614 7 Archived from the original on 17 January 2023 Retrieved 18 February 2016 While certainly not the size of Asteroids the game was still a huge hit with almost 20 000 units sold a b c d Stern Production Numbers and More CCI Photos 1 May 2012 Archived from the original on 4 May 2012 Retrieved 1 October 2014 1 Game In Japan Sega Electronics To Bring Champion Baseball Vid to U S PDF Cash Box 16 June 1983 pp 33 4 Archived PDF from the original on 13 August 2020 a b FY Ending March 2006 Interim Results 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February 2006 p 8 Archived PDF from the original on 16 June 2013 Retrieved 17 May 2012 Patent Trademark amp Copyright Series Patent Trademark amp Copyright Series Bureau of National Affairs 13 503 4 423 4 1989 Archived from the original on 17 January 2023 Retrieved 20 July 2021 Taito sold over 10 000 Double Dragon dedicated games in the United States and over 80 of U S video game operators bought at least one Double Dragon Leone Matt 7 July 2020 Street Fighter 1 An oral history Polygon Vox Media Archived from the original on 16 July 2020 Retrieved 16 July 2020 a b Akagi Masumi ed 1 February 2000 Sega s CG Videos Top Game Charts PDF Game Machine No 603 Amusement Press Inc p 18 Archived PDF from the original on 23 May 2020 Baer Ralph H 2005 Videogames In the Beginning Rolenta Press pp 10 3 ISBN 978 0 9643848 1 1 Kurokawa Fumio 17 March 2018 ビデオゲームの語り部たち 第4部 石村繁一氏が語るナムコの歴史と創業者 中村雅哉氏の魅力 4Gamer in Japanese Aetas Archived from the original on 1 August 2019 Retrieved 2 August 2019 a b Big Buck Safari Reaches Two Milestones Raw Thrills 1 September 2009 dead link a b Strang Katie 24 April 2007 Shootout at the local pub Big Buck Hunter is a hit The Arizona Republic Archived from the original on 17 January 2023 Retrieved 18 March 2012 a b c Segment Results Amusement Machine PDF Fiscal Year 2009 Full Year Results Ending March 2009 PDF Sega Sammy Holdings 14 May 2009 p 15 Archived PDF from the original on 20 January 2013 a b c d e f g h i Appendix of Consolidated Financial Statements Year Ended March 31 2012 PDF Sega Sammy Holdings 11 May 2012 p 3 Archived PDF from the original on 22 May 2012 Retrieved 17 May 2012 a b Appendix of Consolidated Financial Statements 9 Months Ended December 31 2011 PDF Sega Sammy Holdings 3 February 2012 p 3 Archived PDF from the original on 5 May 2012 Retrieved 14 April 2012 a b c d e f FY Ending March 2013 1st Quarter Results Presentation Ended June 2012 PDF Sega Sammy Holdings 1 August 2012 p 11 Archived PDF from the original on 17 June 2013 Retrieved 2 September 2012 a b Appendix of Consolidated Financial Statements 6 Months Ended September 30 2011 PDF Sega Sammy Holdings 31 October 2011 p 3 Archived PDF from the original on 16 June 2013 Retrieved 13 April 2012 Harmetz Aljean 3 July 1982 Movie Themes Come To Video Games Star News Archived from the original on 5 December 2022 Retrieved 12 May 2020 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 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 Outline of Results Briefing PDF Square Enix 23 May 2008 p 4 a b Outline of Results Briefing by SQUARE ENIX HOLDINGS held on November 7 2008 PDF Square Enix com Archived PDF from the original on 21 March 2015 Retrieved 20 December 2008 a b Japanese gamers shake it shake it South Africa Independent Online South Africa 14 August 2000 Archived from the original on 14 May 2012 Retrieved 19 April 2012 Samba de Amigo 3 84 billion Currency conversion 47 11 million 82 a b Business 1974 Industry Space Age Pinball Atari s PONG Time 5 October 1983 Archived from the original on 22 December 2008 Retrieved 9 April 2021 Typical of the new games is Pong a popular version of electronic table tennis manufactured by two year old Atari Inc estimated fiscal 1974 revenue 14 million of Los Gatos Calif Atari sold some 8 500 games to U S amusement parlors and other businesses last year a b Ashley S Lipson Robert D Brain 2009 Computer and Video Game Law Cases and Materials Carolina Academic Press p 9 ISBN 978 1 59460 488 1 Archived from the original on 17 January 2023 Retrieved 18 February 2016 Atari eventually sold more than 19 000 Pong machines giving rise to many imitations Pong made its first appearance in 1972 at Andy Capp s a small bar in Sunnyvale California where the video game was literally overplayed as eager customers tried to cram quarters into an already heavily overloaded coin slot a b Barack Lauren 8 May 2003 In Blast From the Past Atari Video Games Plan a Return New York Post p 34 Archived from the original on 12 May 2012 Its first hit game Pong launched in 1972 made 11 million in revenue in just one year Sega Network Mahjong MJ4 Fiscal year ended March 2008 10 427 78 Fiscal year ended March 2009 2 465 136 Video Games Star War The New York Times 25 October 1981 Archived from the original on 23 September 2021 Retrieved 23 September 2021 a b Steven L Kent 2000 The first quarter a 25 year history of video games BWD Press p 83 ISBN 0 9704755 0 0 Archived from the original on 17 January 2023 Retrieved 18 February 2016 Sea Wolf which was another creation of Dave Nutting did solid business selling more than 10 000 machines Orland Kyle 4 March 2011 GDC 2011 Mark Cerny Discusses Marble Madness Turbulent Development Gamasutra Archived from the original on 20 March 2011 Stern Jane Stern Michael 1992 Jane amp Michael Stern s Encyclopedia of Pop Culture An A to Z Guide of Who s who and What s What from Aerobics and Bubble Gum to Valley of the Dolls and Moon Unit Zappa Harper Perennial p 373 ISBN 978 0 06 055343 2 Archived from the original on 17 January 2023 Retrieved 1 March 2021 I think we have the Mickey Mouse of the 1980s said one Pac Man executive when it was noted that Americans were spending about 6 billion per year on the game and its spinoffs Call it Entertainment Inc Partners with Capcom to Launch Street Fighter Wireless Game Series Business Wire 16 May 2002 Archived from the original on 24 June 2002 Guinness World Records Gamer s Edition 2008 Guinness World Records Gamer s Edition Guinness World Records 2008 p 77 ISBN 978 1 904994 21 3 Archived from the original on 17 January 2023 Retrieved 18 February 2016 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 PDF GameSpot p 7 Archived from the original PDF on 25 April 2012 What is Golden Tee Incredible Technologies Archived from the original on 11 January 2013 Bandai s Carddas topped the total sales volume of 10 billion pieces GIGAZINE 29 March 2012 Archived from the original on 3 September 2020 Retrieved 2 October 2021 a b c FY2004 Financial Results for the year ended March 31 2005 PDF Tokyo Sega Sammy Holdings 25 May 2005 p 11 Archived PDF from the original on 17 June 2013 Retrieved 17 May 2012 Shaggy 7 January 2010 Big Buck Hunter Open Season pushes 3000 units in 90 days Arcade Heroes Archived from the original on 14 May 2013 Retrieved 16 June 2012 FY2005 1Q Results Amusement Machine Sales PDF FY2005 1Q Business Results April June 2005 PDF Sega Sammy Holdings 4 August 2005 p 6 Archived PDF from the original on 16 June 2013 External links Edit Wikimedia Commons has media related to Arcade games The Video Arcade Preservation Society Online collection of Automatic Age trade journals 1925 1945 System 16 The Arcade Museum Arcade History Coin Op Database The Museum of Soviet Arcade Games blog article Retrieved from https en wikipedia org w index php title Arcade video game amp oldid 1150419307, wikipedia, wiki, book, books, library,

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