Arcade game
An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are video games, pinball machines, electro-mechanical games, redemption games or merchandisers.
While exact dates are debated, the initial golden age of arcade video games is usually defined as a period from the late 1970s to mid-1980s, with titles such as Space Invaders, Pac-Man and Donkey Kong. The arcade industry also had somewhat of a resurgence from the early 1990s to mid-2000s, with titles such as 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, the Eastern world retains a strong arcade industry in the present day.[1][citation needed]
HistoryEdit
Games of skill had been popular amusement-park midway attractions since the 19th century, and with the introduction of solid-state electronics and coin-operated machines, presented the opportunity for 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, as well as amoral playthings that drew the attention of rebellious young people to them, and numerous state and city bans were placed on these machines which lasted into the 1960s and 1970s.[2]
Spacewar! inspired the first two arcade video games; Galaxy Game, a demonstration coin-operated unit run at Stanford University in November 1971, Computer Space, the first commercial arcade game created by Nolan Bushnell and Ted Dabney in the same month. Bushnell and Dabney followed their success of Computer space with the help of Allan Alcorn to create a table tennis game Pong, released in 1972. Pong was a commercial success, leading to numerous other coin-op manufacturers to enter the market and create the arcade game industry.[3]
The industry entered a "Golden Age" in 1978 with the release of Taito's Space Invaders, which introduced a number of novel gameplay features including tracking the highest score, leading to its popularity. From 1978 to 1982 several other major arcade games from Namco, Atari, Williams Electronics, Stern Electronics, and Nintendo were all considered blockbuster titles, particularly with Namco's Pac-Man in 1980 as the game became a popular culture fixture. 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[4] The novelty of the arcade game waned sharply after 1982 from several factors, including an oversaturation of the market with the number of arcade titles and arcades themselves, a moral panic created over video games due to similar fears that had been raised over pinball machines in the decades prior, and the 1983 video game crash in the home console market that impacted arcades. By 1991, US arcade video game revenues had fallen to US$2.1 billion.[5]
Arcade games continued to improve with technology and gameplay evolutions. 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 titles such as Mortal Kombat, Fatal Fury, Killer Instinct, Virtua Fighter, and Tekken, creating a new renaissance in the arcade.[6][7] Convergence of computer technology and features such as 3D graphics also led to more advanced games, with arcade publishers able to make titles comparable to games on computers and consoles.[8]
Since the 2000s, the arcade game field has taken different routes globally. In the United States, arcades have become niche markets as they compete with the home console market, and they have had to adapt other business models, such as providing other entertainment options or adding prize redemptions.[9] On the other hand, arcades continue to flourish in Japan and China, where arcade games like Dance Dance Revolution and The House of the Dead are tailored to experiences that players cannot easily have at home.[10]
TechnologyEdit
Virtually all modern arcade games (other than the very traditional Midway-type games at county fairs) make extensive use of solid state electronics, integrated circuits and cathode-ray tube screens, all installed inside an arcade cabinet.
In the past, coin-operated arcade video games generally used custom per-game hardware often with multiple CPUs, highly specialized sound and graphics chips, and the latest in expensive computer graphics display technology. This allowed arcade system boards to produce more complex graphics and sound than what was then possible on video game consoles or personal computers, which is no longer the case in the 2010s. Arcade game hardware since the 2000s is often based on modified video game console hardware (Such as the Sega NAOMI or Triforce) or gaming PC components. (Such as the Taito Type X) Arcade games frequently have more immersive and realistic game controls than either PC or console games, including specialized ambiance or control accessories: fully enclosed dynamic cabinets with force feedback controls, dedicated lightguns, rear-projection displays, reproductions of automobile or airplane cockpits, motorcycle or horse-shaped controllers, or highly dedicated controllers such as dancing mats and fishing rods. These accessories are usually what set modern video games apart from other games, as they are usually too bulky, expensive, and specialized to be used with typical home PCs and consoles. Currently with the advent of Virtual reality, arcade makers have begun to experiment with Virtual reality technology. Arcades have also progressed from using coins as credits to operate machines to smart cards that hold the virtual currency of credits.
More modern arcade cabinets use flat panel displays instead of cathode-ray tubes. Arcade games may be connected to the internet through services such as ALL.Net, NESiCAxLive, e-Amusement and NESYS, allowing the cabinets to download updates or other games and players to play online with other players and save their progress, unlockable content and credits which are then accessed using a smart card.
GenresEdit
Arcade games often have short levels, simple and intuitive control schemes, and rapidly increasing difficulty. This is due to the environment of the Arcade, where the player is essentially renting the game for as long as their in-game avatar can stay alive (or until they run out of tokens). Games on consoles or PCs can be referred to as "arcade games" if they share these qualities or are direct ports of arcade titles. Many independent developers are now producing games in the arcade genre that are designed specifically for use on the Internet. These games are usually designed with Flash/Java/DHTML and run directly in web-browsers. Arcade racing games have a simplified physics engine and do not require much learning time when compared with racing simulators. Cars can turn sharply without braking or understeer, and the AI rivals are sometimes programmed so they are always near the player (rubberband effect).
Arcade flight games also use simplified physics and controls in comparison to flight simulators. These are meant to have an easy learning curve, in order to preserve their action component. Increasing numbers of console flight video games, from Crimson Skies to Ace Combat and Secret Weapons Over Normandy indicate the falling of manual-heavy flight sim popularity in favor of instant arcade flight action.[11] Other types of arcade-style games include fighting games (often played with an arcade controller), beat 'em up games (including fast-paced hack and slash games), light gun rail shooters and "bullet hell" shooters (intuitive controls and rapidly increasing difficulty), music games (particularly rhythm games), and mobile/casual games (intuitive controls and often played in short sessions).
ActionEdit
The term "arcade game" is also used to refer to an action video game that was designed to play similarly to an arcade game with frantic, addictive gameplay.[12] The focus of arcade action games is on the user's reflexes, and the games usually feature very little puzzle-solving, complex thinking, or strategy skills. Games with complex thinking are called strategy video games or puzzle video games.
EmulationEdit
Emulators such as MAME, which can be run on modern computers and a number of other devices, aim to preserve the games of the past. Emulators enable game enthusiasts to play old video games using the actual code from the 1970s or 1980s, which is translated by a modern software system. Legitimate emulated titles started to appear on the Macintosh (1994)[13][14] with Williams floppy disks, Sony PlayStation (1996) and Sega Saturn (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 titles such as Midway Arcade Treasures. Arcade games are currently being downloaded and emulated through the Nintendo Wii Virtual Console service starting in 2009 with Gaplus, Mappy, Space Harrier, Star Force, The Tower of Druaga, Tecmo Bowl, Altered Beast and many more. Other classic arcade games such as Asteroids, Tron, Discs of Tron, Yie Ar Kung-Fu, Pac-Man, Joust, Battlezone, Dig Dug, Robotron: 2084, and Missile Command are emulated on PlayStation Network and Xbox Live Arcade. The emulators have evolved to be used in mobile phones (apps) or websites that function as an online emulator.
IndustryEdit
In addition to restaurants and video arcades, arcade games are also found in bowling alleys, college campuses, video rental shops, dormitories, laundromats, movie theaters, supermarkets, shopping malls, airports, ice rinks, corner shops, truck stops, bars/pubs, hotels, and even bakeries. In short, arcade games are popular in places open to the public where people are likely to have free time.[15]
Arcade machines spawned various communities and industries such as Fighting game community, and popular tournaments such as Evolution Championship Series.
The American Amusement Machine Association (AAMA) is a trade association established in 1981[16] that represents the coin-operated amusement machine industry,[17] including 120 arcade game distributors and manufacturers.[18]
Often averaging the amount paid per game based on the length of the game play, knowing people are likely to try more than one game.
Highest-grossingEdit
For arcade games, success was usually judged by either the number of arcade hardware units sold to operators, or the amount of revenue generated, from the number of coins (such as quarters, dollars or 100 yen coins) inserted into machines,[19] or the hardware sales (with arcade hardware prices often ranging from $1000 to $4000 or more). This list only includes arcade games that have either sold more than 10,000 hardware units or generated a revenue of more than $10 million. Most of the games in this list date back to the golden age of arcade video games, though some are also from before and after the golden age.
FranchisesEdit
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.
See alsoEdit
FootnotesEdit
- ^ Street Fighter II:
- ^ a b c Donkey Kong:Japan:65,000 of Donkey Kong.[29]United States:67,000 of Donkey Kong.[30]30,000 of Donkey Kong Jr. and 5000 of Donkey Kong 3.[31]
- ^ a b World Club Champion Football: Intercontinental ClubsWorld Club Champion Football: Intercontinental Clubs 2006–2007 – 831 units from June 2008 to March 2009[68]World Club Champion Football: Intercontinental Clubs 2008–2009 – 858 units from April 2009 to December 2009[69]
- ^ 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[52]World Club Champion Football: European Clubs 2004–2005 Ver. 2 – 276 units during April–September 2006 (240 satellite units during April–June 2006,[53] and 36 body units during April–September 2006)[54]World Club Champion Football: Intercontinental Clubs 2008–2009 – 1,689 units from June 2008 to December 2009[n 3]
- ^ a b c World Club Champion Football: Intercontinental ClubsFiscal year ended 31 March 2010: ¥4.2 billion[70]Fiscal year ended 31 March 2011: ¥3.8 billion[71]Fiscal year ended 31 March 2012: ¥3.6 billion[72][73]1st Quarter Ended 30 June 2012: ¥0.5 billion[74]Currency conversion:[57]¥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 Mushiking:
- ^ a b Love and Berry:
- ^ a b StarHorse3 Season I: A New Legend Begins
- ^ a b Border Break:Fiscal year ended 31 March 2010: ¥3.3 billion[70]Fiscal year ended 31 March 2011: ¥2.5 billion[71]Fiscal year ended 31 March 2012: ¥2.3 billion[72][79]1st Quarter Ended 30 June 2012: ¥0.5 billion[74]Currency conversion:[57]¥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: [57]¥6.4 billion = $79.1 million¥1.2 billion = $14.94 million
- ^ a b Dragon Quest: Monster Battle Road
- ^ a b StarHorse2:From April 2005 to March 2007: 18,079 unitsStarHorse2: New Generation – 7,819 units from April 2005 to June 2006 (6,020 units in fiscal year ended March 2006,[52] and 1,799 units during April–June 2006)[54]StarHorse2: Second Fusion – 10,260 units from April 2006 to March 2007 (8,105 conversion kits during April–December 2006,[65] and 2,155 body and satellite units in fiscal year ending March 2007)[84]From April 2007 to March 2008: 10,275 units (756 body and satellite units of StarHorse2: Second Fusion during April–September 2007,[85] and 9,519 conversion kits in fiscal year ended March 2008)[86]From April 2009 to December 2009: 10,657 units of StarHorse2: Fifth Expansion[69]
- ^ a b StarHorse2: Fifth Expansion:
- ^ a b Sangokushi Taisen 3:
- ^ a b Lord of Vermilion: ¥4 billion[83]
- ^ a b Fiscal year ended 31 March 2010: ¥3.8 billion[70]
- ^ a b Fiscal year ended March 2012: ¥2.8 billion[72]
- ^ a b Beatmania:
- ^ Pac-Man series:
- ^ Mario series:Donkey Kong series: 167,000[n 2]Mario Bros.: 3,800[78]
- ^ Asteroids series:Asteroids: 100,000[36]Asteroids sequels:[90]Asteroids Deluxe: 22,399Space Duel: 12,038Blasteroids: 2,000
- ^ Asteroids series:
- ^ Defender series:
- ^ Centipede series:[78][67]Millipede: 9,990
- ^ Centipede series:[67]Millipede: $20.669 million
- ^ Galaxian series:
- ^ StarHorse series:
- ^ Starhorse series, 2009–2011:
- ^ Big Buck series:Big Buck Hunter series sales up until April 2007: 22,500 units, including 7,500 Big Buck Hunter Pro units.[97]Series sales after April 2007 until September 2009: additional 2,500 Big Buck Hunter Pro units and 5,500 Big Buck Safari units.[96]Big Buck Hunter Pro: Open Season sales from September 2009 to January 2010: 3,000 units[108]
- ^ Bemani series, sales:
- ^ Sega Network Mahjong MJ2:
- ^ Sega Network Mahjong MJ4:
- ^ 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[52]Sega Network Mahjong MJ4 from April 2007 to March 2009: 12,892[n 32]
- ^ Sega Network Mahjong MJ series, 2009–2012:
- ^ Pole Position series US sales:Pole Position: 21,000[78]Pole Position sequels:[67]Pole Position II: 2,400Final Lap: 1,150
- ^ Pole Position series US sales:[78][67]Pole Position: $60.933 million in 1983Pole Position II: $7.43 million in 1983Final Lap: $9.5 million in 1988
- ^ Sangokushi Taisen:
- ^ Sangokushi Taisen series:Sales from January 2005 to September 2006: 5,153 unitsSales from April 2007 to March 2008: 4,776
- ^ Sangokushi Taisen series, 2009–2011:
- ^ Samba de Amigo: ¥3.84 billion
- ^ World Club Champion Football series, revenue:Series revenues up until March 2009 – $552.3 million480 million player cards sold. Prices could range from ¥300 for a single card from an arcade machine to ¥1000 for a starter pack.[55] A¥1000 starter pack consists of 11 player cards, equivalent to ¥90.91 each.[56] 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.[57] 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 5]
ReferencesEdit
- ^ "Why Japan's arcades are its game industry's cutting-edge labs". VentureBeat. 6 December 2016. Retrieved 16 May 2019.
- ^ Kocurek, Carly (2015). Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade. p. 91. ISBN 9780816691821.
- ^ June, Laura (16 January 2013). "For Amusement Only: the life and death of the American arcade". The Verge. Retrieved 13 August 2020.
- ^ "Can Lasers Save VIdeo Arcades?". The Philadelphia Inquirer. 3 February 1984.
Last year, arcade game revenues were approximately $5 billion, compared to $8 billion in 1981 and $7 billion in 1982.
- ^ Johnson, Tracy (3 April 1992). "Are Arcades Archaic? Business down, owners add zip and zap to lure players". The Boston Globe. p. 89.
- ^ Shanna Compton (2004). Gamers: writers, artists & programmers on the pleasures of pixels. Soft Skull Press. p. 119. ISBN 1-932360-57-3.
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- ^ Ashcraft, Brian. "Why Arcades Haven't Died in Japan". Kotaku. Retrieved 16 May 2019.
- ^ Butts, Steve (2003). "Secret Weapon Over Normandy Review". IGN. Archived from the original on 14 February 2007.
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- ^ Kushner, David (23 September 1999). "Care for a Latte With That, Mr. Nukem?". The New York Times. ISSN 0362-4331. Retrieved 10 December 2017.
- ^ Mark J. P. Wolf (2008). The video game explosion: a history from PONG to Playstation and beyond. ABC-CLIO. p. 275. ISBN 978-0-313-33868-7.
What are the best-selling video games? There are a number of factors to consider when attempting to answer this question. First, there are several different types of video games, which makes comparisons difficult, or perhaps unfair. Arcade games are played for a quarter a play (although some are 50 cents, or even more), while home games are bought outright, and their systems must be purchased as well.
- ^ a b "CPI Inflation Calculator". Bureau of Labor Statistics. Retrieved 22 February 2012.
- ^ a b Kao, John J. (1989). Entrepreneurship, creativity & organization: text, cases & readings. Englewood Cliffs, NJ: Prentice Hall. p. 45. ISBN 0-13-283011-6.
Estimates counted 7 billion coins that by 1982 had been inserted into some 400,000 Pac Man machines worldwide, equal to one game of Pac Man for every person on earth. US domestic revenues from games and licensing of the Pac Man image for T-shirts, pop songs, to wastepaper baskets, etc. exceeded $1 billion.
- ^ Uncle John's Legendary Lost Bathroom Reader. Portable Press. September 1999. p. 373. ISBN 978-1-879682-74-0.
In 1982 alone, Americans pumped $6 billion in quarters into Pac-Man's mouth—more than they spent in Las Vegas casinos and movie theatres combined.
- ^ Uncle John's Legendary Lost Bathroom Reader. Simon and Schuster. November 2012. p. 348. ISBN 978-1-60710-670-8.
In 1982 alone, Americans pumped $6 billion in quarters into Pac-Man's mouth—more than they spent in Las Vegas casinos and movie theatres combined.
- ^ a b "After Pong". ACE. No. 6 (March 1988). 4 February 1988. pp. 29-32 (29).
- ^ a b Hansen, Dusty (2016). Game On! Video Game History From Pong and Pac-Man to Mario, Minecraft and More. MacMillan Publishing Group, LLC. p. 11. ISBN 978-1-250-08095-0.
- ^ Ste Curran (2004). Game plan: great designs that changed the face of computer gaming. Rotovision. p. 38. ISBN 2-88046-696-2.
When Street Fighter II′ (pronounced street fighter two dash) was released just a short time later, it sold around 140,000 units, at ¥160.000 (c. US$1300 / £820) each. The figures were beyond massive – they were simply unheard of. Capcom's Titanic wasn't sinking. Anything but. The game was a runaway success in its territory of choice, bringing Western gamers as much joy as it had in the East.
- ^ Steven L. Kent (2001). The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World. Prima. p. 446. ISBN 9780761536437.
Capcom will not release the final numbers, but some outsiders have estimated that more than 60,000 Street Fighter II arcade machines were sold worldwide.
- ^ a b Leack, Jonathan (26 January 2017). "World of Warcraft Leads Industry With Nearly $10 Billion In Revenue". GameRevolution. 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.
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.
- ^ Bienaimé, 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.
With more than 60,000 units sold in the United States, Donkey Kong was Nintendo's biggest arcade hit. The arcade industry began its long collapse the year after Donkey Kong was released, and Nintendo's arcade fortunes eroded quickly. Nintendo released Donkey Kong Junior in 1982 and sold only 30,000 machines, 20,000 Popeye machines (also 1982), and a mere 5000 copies of Donkey Kong 3 (1983).
- ^ a b c Jörg Ziesak (2009). Wii Innovate – How Nintendo Created a New Market Through the Strategic Innovation Wii. GRIN Verlag. p. 50. ISBN 978-3640497744.
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.
- ^ a b Mark J. P. Wolf (2001). The medium of the video game. University of Texas Press. p. 44. ISBN 0-292-79150-X.
- ^ "Ms. Pac-Man (Coin-Op)". Digital Press (24): 19. March 1995.
- ^ a b Steve L. Kent (2001). The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world. Prima. p. 132. ISBN 0-7615-3643-4.
Atari sold more than 70,000 Asteroids machines in the United States. The game did not do as well in Europe and Asia, however. Only about 30,000 units were sold overseas.
- ^ a b Gottschalk, S. (1995). "Videology: Video-Games as Postmodern Sites/Sights of Ideological Reproduction". Symbolic Interaction. 18 (1): 1–18. doi:10.1525/si.1995.18.1.1.
- ^ "Forbes, Volume 127". Forbes: 102. 1981.
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 & Company. p. 200. ISBN 978-1-4766-8420-8.
- ^ a b Bloom, Steve (1982). Video Invaders. Arco Publishing. p. 24. ISBN 978-0-668-05520-8.
- ^ RePlay. January 1984.
- ^ "OutRun". Mean Machines Sega. No. 22. EMAP. August 1994. p. 92. ISSN 0967-9014.
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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.
- ^ Donkey Kong:Japan: 65,000 of Donkey KongBrian 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 KongBienaimé, 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.[31]
- ^ a b Steve L. Kent (2001). The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world. Prima. p. 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.
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- ^ a b c "FY 2007: Interim Results (April–September 2006)" (PDF). Sega Sammy Holdings. 10 November 2006. pp. 11–13.
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- ^ a b c d e f g h i j k l m n o p q r s t u v w x "Currency Conversion". XE.com. Retrieved 13 April 2012.
- ^ World Club Champion Football series, revenue:Series revenues up until March 2009 – $552.3 million480 million player cards sold. Prices could range from ¥300 for a single card from an arcade machine to ¥1000 for a starter pack.[55] A¥1000 starter pack consists of 11 player cards, equivalent to ¥90.91 each.[56] 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.[57] 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 5]
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- ^ a b c d "Appendix of Consolidated Financial Statements: 9 Months Ended December 31, 2009" (PDF). Sega Sammy Holdings. 5 February 2010. p. 3.
- ^ a b c d e f g h i "Appendix of Consolidated Financial Statements: Year Ended March 31, 2010" (PDF). Sega Sammy Holdings. 14 May 2010. p. 3.
- ^ a b c d e f g h i j "Appendix of Consolidated Financial Statements: Year Ended March 31, 2011" (PDF). Sega Sammy Holdings. 13 May 2011. p. 3.
- ^ 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.
- ^ a b "Appendix of Consolidated Financial Statements: 9 Months Ended December 31, 2011" (PDF). Sega Sammy Holdings. 3 February 2012. p. 3.
- ^ 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.
- ^ a b Steve L. Kent (2001). The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world. Prima. p. 225. ISBN 0-7615-3643-4.
Cinematronics sold more than 16,000 Dragon's Lair machines in 1983, for an average price of $4300. Coleco purchased the home rights to the game, giving Cinematronics an additional $2 million.
- ^ Harmetz, Aljean (13 August 1983). "Daring Dirk Perk For Arcades". Ottawa Citizen. p. 29.
- ^ a b c "Rick Dyer: Biography". Allgame. Retrieved 10 April 2011.
- ^ 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.
- ^ a b "Appendix of Consolidated Financial Statements 6 Months Ended September 30, 2011" (PDF). Sega Sammy Holdings. 31 October 2011. p. 3.
- ^ Harmetz, Aljean (3 July 1982). "Movie Themes Come To Video Games". Star-News.
- ^ 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. Retrieved 20 December 2008.
- ^ "Fiscal Year Ended March 2007: Full Year Results" (PDF). Sega Sammy Holdings. 14 May 2007. p. 11.
- ^ a b "Fiscal Year 2008: Interim Results" (PDF). Sega Sammy Holdings. 12 November 2007. p. 11.
- ^ a b c d "Segment Results: Amusement Machines" (PDF). FY 2008: Full Year Results (Ending March 2008). Sega Sammy Holdings. 15 May 2008. p. 13.
- ^ Steve L. Kent (2001). The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world. Prima. p. 224. ISBN 0-7615-3643-4.
Gottlieb sold approximately 25,000 Q*Bert arcade machines.
- ^ a b "Japanese gamers shake it, shake it!". South Africa: Independent Online (South Africa). 14 August 2000.
- ^ Samba de Amigo: ¥3.84 billion
- ^ a b c d e f g h i j k l m n o p q r s t u "Production Numbers" (PDF). Atari. 1999.
- ^ 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.
While certainly not the size of Asteroids, the game was still a huge hit with almost 20,000 units sold.
- ^ a b "Business 1974: Industry: Space Age Pinball, Atari's PONG". Time. 5 October 1983.
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.
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:
- ^ 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.
- ^ a b Beals, Gregory (11 December 2000). "Kings of Cool". Newsweek.
Konami has sold 25,000 Beatmania machines in three years. In the arcade industry, selling 1000 units is considered a success.
- ^ a b ("Special Feature: Music Simulation Games Rock the Market". Annual Report. Konami. 1999. p. 2. Archived from the original on 25 June 2004.)
- ^ 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.
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 & 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.
“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.
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.
- ^ a b c "FY2004 Financial Results (for the year ended March 31, 2005)" (PDF). Tokyo: Sega Sammy Holdings. 25 May 2005. p. 11.
- ^ Shaggy (7 January 2010). "Big Buck Hunter Open Season pushes 3000 units in 90 days". Arcade Heroes.
- ^ "FY2005 1Q Results: Amusement Machine Sales" (PDF). FY2005 1Q Business Results (April–June 2005). Sega Sammy Holdings. 4 August 2005. p. 6.
External linksEdit
|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)