Arcade video game: Difference between revisions
→Highest-grossing: came out in 1997 |
imported>Indrian Other way around. No evidence the home crash hurt arcades, which were already hitting bottom by that point. Arcade crash certainly hurt the home, however. |
||
| Line 2: | Line 2: | ||
{{Distinguish|Casino game}} | {{Distinguish|Casino game}} | ||
{{Use dmy dates|date=August 2020}} | {{Use dmy dates|date=August 2020}} | ||
[[File:Arcade-20071020-a.jpg|thumb|Two children playing | {{Jagged 85 cleanup|date=October 2025}} | ||
[[File:Arcade-20071020-a.jpg|thumb|Two children playing the arcade [[Racing video-game|racing game]] "The Fast and the Furious: Drift" in 2007.]] | |||
{{Video Games}} | {{Video Games}} | ||
An '''arcade video game''' is an [[arcade game]] that 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 arcade]]s alongside other kinds of [[arcade game]]s. Until the early 2000s, arcade video games were the largest<ref name="vgmarket"/> and most technologically advanced<ref name="VF3"/><ref name="thg"/> segment of the [[video game industry]]. | An '''arcade video game''' is an [[arcade game]] that 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 arcade]]s alongside other kinds of [[arcade game]]s. Until the early 2000s, arcade video games were the largest<ref name="vgmarket"/> and most technologically advanced<ref name="VF3"/><ref name="thg"/> segment of the [[video game industry]]. | ||
Early prototypical entries ''[[Galaxy Game]]'' and ''[[Computer Space]]'' in 1971 established the principle operations for arcade games, and [[Atari, Inc.|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 the early 1980s. This golden age includes ''[[Space Invaders]]'', ''[[Pac-Man]]'', and ''[[Donkey Kong (arcade game)|Donkey Kong]]''. The arcade industry had a resurgence from the early 1990s to mid-2000s, including ''[[Street Fighter II]]'', ''[[Mortal Kombat (1992 video game)|Mortal Kombat]]'', and ''[[Dance Dance Revolution]]'', but ultimately declined in the [[Western world]] as competing [[home video game console]]s 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 | Early [[prototypical]] entries ''[[Galaxy Game]]'' and ''[[Computer Space]]'' in 1971 established the principle operations for arcade games, and [[Atari, Inc.|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 the early 1980s. This golden age includes ''[[Space Invaders]]'', ''[[Pac-Man]]'', and ''[[Donkey Kong (arcade game)|Donkey Kong]]''. The arcade industry had a resurgence from the early 1990s to mid-2000s, including ''[[Street Fighter II]]'', ''[[Mortal Kombat (1992 video game)|Mortal Kombat]]'', and ''[[Dance Dance Revolution]]'', but ultimately declined in the [[Western world]] as competing [[home video game console]]s 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 continue to maintain a robust arcade industry in contemporary times.<ref>{{Cite web|url=https://venturebeat.com/2016/12/06/even-in-decline-japans-arcades-are-critically-important-to-japanese-game-makers/|title=Why Japan's arcades are its game industry's cutting-edge labs|date=2016-12-06|website=VentureBeat|language=en-US|access-date=2019-05-16|archive-date=9 December 2016|archive-url=https://web.archive.org/web/20161209092438/https://venturebeat.com/2016/12/06/even-in-decline-japans-arcades-are-critically-important-to-japanese-game-makers/|url-status=live}}</ref> | ||
==History== | ==History== | ||
| Line 12: | Line 14: | ||
{{See also|History of arcade games}} | {{See also|History of arcade games}} | ||
[[File:Signed_Pong_Cabinet.jpg|thumb|upright|''[[Pong]]'' is the first commercially successful arcade video game.]] | [[File:Signed_Pong_Cabinet.jpg|thumb|upright|''[[Pong]]'' is the first commercially successful arcade video game.]] | ||
[[Game of skill|Games of skill]] were popular [[amusement park|amusement-park]] [[midway (fair)|midway]] attractions from the 19th century on. With the introduction of electricity and coin-operated machines, they facilitated a viable [[Industry classification|business]]. When [[pinball]] machines with electric lights and displays were introduced in 1933 (but without the user-controller [[Flipper (pinball)|flippers]] which would not be invented until 1947) these machines were seen as [[game of luck|games of luck]]. Numerous states and cities treated them as amoral playthings for rebellious young people, and banned them into the 1960s and 1970s.<ref name=":0">{{Cite book|title=Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade|last= Kocurek|first= Carly|year= 2015|isbn= | [[Game of skill|Games of skill]] were popular [[amusement park|amusement-park]] [[midway (fair)|midway]] attractions from the 19th century on. With the introduction of electricity and coin-operated machines, they facilitated a viable [[Industry classification|business]]. When [[pinball]] machines with electric lights and displays were introduced in 1933 (but without the user-controller [[Flipper (pinball)|flippers]] which would not be invented until 1947) these machines were seen as [[game of luck|games of luck]]. Numerous states and cities treated them as amoral playthings for rebellious young people, and banned them into the 1960s and 1970s.<ref name=":0">{{Cite book|title=Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade|last= Kocurek|first= Carly|year= 2015|isbn=978-0-8166-9182-1|pages=91|publisher= University of Minnesota Press}}</ref> | ||
[[Electro-mechanical game]]s (EM games) appeared in [[Amusement arcade|arcade]]s in the mid-20th century. Following [[Sega]]'s EM game [[Periscope (arcade 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.<ref name="Smith">{{cite book |last1=Smith |first1=Alexander |title=They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982 |date=19 November 2019 |publisher=[[CRC Press]] |isbn=978-0-429-75261-2 |pages=119–20, 188–91 |url=https://books.google.com/books?id=Cxy_DwAAQBAJ&pg=PT119 |access-date=21 May 2021 |archive-date=17 January 2023 |archive-url=https://web.archive.org/web/20230117222408/https://books.google.com/books?id=Cxy_DwAAQBAJ&pg=PT119 |url-status=live }}</ref> In the late 1960s, college student [[Nolan Bushnell]] had a part-time job at an arcade where he became familiar with EM games | [[Electro-mechanical game]]s (EM games) appeared in [[Amusement arcade|arcade]]s in the mid-20th century. Following [[Sega]]'s EM game [[Periscope (arcade 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.<ref name="Smith">{{cite book |last1=Smith |first1=Alexander |title=They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982 |date=19 November 2019 |publisher=[[CRC Press]] |isbn=978-0-429-75261-2 |pages=119–20, 188–91 |url=https://books.google.com/books?id=Cxy_DwAAQBAJ&pg=PT119 |access-date=21 May 2021 |archive-date=17 January 2023 |archive-url=https://web.archive.org/web/20230117222408/https://books.google.com/books?id=Cxy_DwAAQBAJ&pg=PT119 |url-status=live }}</ref> In the late 1960s, college student [[Nolan Bushnell]] had a part-time job at an arcade where he became familiar with EM games watching customers play and helping to maintain the machinery, while learning the game business.<ref name="NGen23">{{cite magazine |title=The Great Videogame Swindle? |magazine=[[Next Generation (magazine)|Next Generation]] |issue=23 |publisher=[[Imagine Media]] |date= November 1996 |pages=211–229 |url= https://archive.org/details/NextGeneration23Nov1996P2/page/n72}}</ref> | ||
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]].<ref name="verge history">{{cite web | url = https://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only | title = For Amusement Only: the life and death of the American arcade | first = Laura | last = June | date = January 16, 2013 | access-date = August 13, 2020 | work = [[The Verge]] | archive-date = 6 October 2014 | archive-url = https://web.archive.org/web/20141006081005/http://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only | url-status = live }}</ref> It was demonstrated at the Amusement & Music Operators Association (AMOA) show in October 1971.<ref name="TCW129135">{{cite book |title=They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry |volume=1: 1971 – 1982 |last=Smith |first=Alexander |publisher=[[CRC Press]] |date= November 27, 2019 |isbn=978-1-138-38990-8 |pages=129–135}}</ref> 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.<ref name="verge history"/> | 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]].<ref name="verge history">{{cite web | url = https://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only | title = For Amusement Only: the life and death of the American arcade | first = Laura | last = June | date = January 16, 2013 | access-date = August 13, 2020 | work = [[The Verge]] | archive-date = 6 October 2014 | archive-url = https://web.archive.org/web/20141006081005/http://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only | url-status = live }}</ref> It was demonstrated at the Amusement & Music Operators Association (AMOA) show in October 1971.<ref name="TCW129135">{{cite book |title=They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry |volume=1: 1971 – 1982 |last=Smith |first=Alexander |publisher=[[CRC Press]] |date= November 27, 2019 |isbn=978-1-138-38990-8 |pages=129–135}}</ref> 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.<ref name="verge history"/> | ||
| Line 20: | Line 22: | ||
{{Main|Golden age of arcade video games}} | {{Main|Golden age of arcade video games}} | ||
The video game industry transitioned from discrete integrated circuitry to programmable [[microprocessor]]s 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 | The video game industry transitioned from discrete integrated circuitry to programmable [[microprocessor]]s 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. From 1978 to 1982, several other major arcade-games from Namco, Atari, Williams Electronics, Stern Electronics, and Nintendo were all considered [[Blockbuster (entertainment)|blockbuster]]s, 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 {{USD|8 billion}} in the US.<ref>{{cite news |title= Can Lasers Save Video Arcades? |url= http://nl.newsbank.com/nl-search/we/Archives?p_product=PI&s_site=philly&p_multi=PI&p_theme=realcities&p_action=search&p_maxdocs=200&p_topdoc=1&p_text_direct-0=0EB29715971BCAA2&p_field_direct-0=document_id&p_perpage=10&p_sort=YMD_date:D&s_trackval=GooglePM |newspaper= [[The Philadelphia Inquirer]] |date= 3 February 1984 |quote= Last year, arcade game revenues were approximately $5 billion, compared to $8 billion in 1981 and $7 billion in 1982. |access-date= 17 April 2012 |archive-date= 14 May 2013 |archive-url= https://web.archive.org/web/20130514005512/http://nl.newsbank.com/nl-search/we/Archives?p_product=PI&s_site=philly&p_multi=PI&p_theme=realcities&p_action=search&p_maxdocs=200&p_topdoc=1&p_text_direct-0=0EB29715971BCAA2&p_field_direct-0=document_id&p_perpage=10&p_sort=YMD_date:D&s_trackval=GooglePM |url-status= live }}</ref> | ||
The novelty of arcade games waned sharply after 1982 due to several factors, including [[market saturation]] of arcades and arcade games | The novelty of arcade games waned sharply after 1982 due to several factors, including [[market saturation]] of arcades and arcade games amd a [[moral panic]] over video games (similar to fears raised over pinball machines in the decades prior). 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 (video game)|''Kung-Fu Master'']] (1984) and [[Renegade (video game)|''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.<ref name="replaymag">{{cite web |title=Coin-Op history – 1975 to 1997 – from the pages of RePlay |url= http://replaymag.com/history.htm |website=RePlay |year=1998 |archive-url= https://web.archive.org/web/19980428063132/http://replaymag.com/history.htm |archive-date= 28 April 1998 |access-date=April 21, 2021 }}</ref> | ||
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 game]]s 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.<ref>{{cite book |title=Gamers: writers, artists & programmers on the pleasures of pixels| first= Shanna | last= Compton|publisher= [[Soft Skull Press]]|year= 2004|isbn= 1-932360-57-3|page= 119|url= https://books.google.com/books?id=-sCO-gODwy4C&pg=PA119}}</ref><ref>{{cite web |title=Insert Coin Here: Getting a Fighting Chance|first=Jay | last=Carter|magazine=[[Electronic Games]]|date=July 1993|issue=10|url= https://archive.org/stream/Electronic-Games-1993-07/Electronic%20Games%201993-07#page/n15/mode/2up}}</ref> Another factor was realism,<ref name="GW">{{cite magazine |last1= Perry |first1= Dave |author1-link=Dave Perry |title=Arcades: Ready for a Renaissance? |magazine= [[Games World]] |date= November 1994 |issue=7 (January 1995) |publisher=[[Paragon Publishing]] |page= 6 |url=https://archive.org/details/games-world-07/page/n5}}</ref> including the "3D Revolution" from [[2D graphics|2D]] and [[pseudo-3D]] graphics to "true" [[Real-time computer graphics|real-time]] [[3D computer graphics|3D polygon graphics]].<ref name="Williams">{{cite book |last1=Williams |first1=Andrew |title=History of Digital Games: Developments in Art, Design and Interaction |date=16 March 2017 |publisher=[[CRC Press]] |isbn= 978-1-317-50381-1 |pages=143–6, 152–4}}</ref><ref name="tao2">{{cite web | last = Spencer | first = Spanner | url = http://www.eurogamer.net/articles/a_taoofbeatemups_pt2_retro | title = The Tao of Beat-'em-ups (part 2) | archive-url= https://web.archive.org/web/20110715094144/http://www.eurogamer.net/articles/a_taoofbeatemups_pt2_retro | archive-date= July 15, 2011 | work = [[Eurogamer]] | date = February 12, 2008 | access-date = March 18, 2009}}</ref> This was largely driven by a technological [[arms race|arms-race]] between [[Sega]] and [[Namco]].<ref name="RG127">{{cite magazine |last1=Thorpe |first1=Nick |title=The 90s: The Decade of Rivalries |magazine=[[Retro Gamer]] |date=March 2014 |issue=127 |pages=32–5 |url= https://archive.org/details/retro_gamer/RetroGamer_127/page/34/mode/2up}}</ref> 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,<ref name=vracing>{{cite web|title= Virtua Racing – Arcade (1992) |url=http://www.gamespot.com/gamespot/features/video/15influential/p13_01.html |work=15 Most Influential Games of All Time |publisher=[[GameSpot]] |date=14 March 2001 | 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 game]]s 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.<ref>{{cite book |title=Gamers: writers, artists & programmers on the pleasures of pixels| first= Shanna | last= Compton|publisher= [[Soft Skull Press]]|year= 2004|isbn= 1-932360-57-3|page= 119|url= https://books.google.com/books?id=-sCO-gODwy4C&pg=PA119}}</ref><ref>{{cite web |title=Insert Coin Here: Getting a Fighting Chance|first=Jay | last=Carter|magazine=[[Electronic Games]]|date=July 1993|issue=10|url= https://archive.org/stream/Electronic-Games-1993-07/Electronic%20Games%201993-07#page/n15/mode/2up}}</ref> Another factor was realism,<ref name="GW">{{cite magazine |last1= Perry |first1= Dave |author1-link=Dave Perry |title=Arcades: Ready for a Renaissance? |magazine= [[Games World]] |date= November 1994 |issue=7 (January 1995) |publisher=[[Paragon Publishing]] |page= 6 |url=https://archive.org/details/games-world-07/page/n5}}</ref> including the "3D Revolution" from [[2D graphics|2D]] and [[pseudo-3D]] graphics to "true" [[Real-time computer graphics|real-time]] [[3D computer graphics|3D polygon graphics]].<ref name="Williams">{{cite book |last1=Williams |first1=Andrew |title=History of Digital Games: Developments in Art, Design and Interaction |date=16 March 2017 |publisher=[[CRC Press]] |isbn= 978-1-317-50381-1 |pages=143–6, 152–4}}</ref><ref name="tao2">{{cite web | last = Spencer | first = Spanner | url = http://www.eurogamer.net/articles/a_taoofbeatemups_pt2_retro | title = The Tao of Beat-'em-ups (part 2) | archive-url= https://web.archive.org/web/20110715094144/http://www.eurogamer.net/articles/a_taoofbeatemups_pt2_retro | archive-date= July 15, 2011 | work = [[Eurogamer]] | date = February 12, 2008 | access-date = March 18, 2009}}</ref> This was largely driven by a technological [[arms race|arms-race]] between [[Sega]] and [[Namco]].<ref name="RG127">{{cite magazine |last1=Thorpe |first1=Nick |title=The 90s: The Decade of Rivalries |magazine=[[Retro Gamer]] |date=March 2014 |issue=127 |pages=32–5 |url= https://archive.org/details/retro_gamer/RetroGamer_127/page/34/mode/2up}}</ref> 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,<ref name=vracing>{{cite web|title= Virtua Racing – Arcade (1992) |url=http://www.gamespot.com/gamespot/features/video/15influential/p13_01.html |work=15 Most Influential Games of All Time |publisher=[[GameSpot]] |date=14 March 2001|archive-url= https://web.archive.org/web/20111213013602/http://www.gamespot.com/gamespot/features/video/15influential/p13_01.html |archive-date=13 December 2011}}</ref> though arcade systems such as the [[Sega Model 3]] remained considerably more advanced than home systems in the late 1990s.<ref name="VF3">{{cite magazine|title=News: Virtua Fighter 3|magazine=[[Computer and Video Games]]|date=May 1996| issue=174|pages=10–1}}</ref><ref name="thg">{{cite web |url=http://www.thg.ru/smoke/19991022/print.html |title=Second Hand Smoke – One up, two down |publisher=[[Tom's Hardware Guide]] |date=October 22, 1999 |access-date=2018-01-08 |archive-date=22 February 2015 |archive-url=https://web.archive.org/web/20150222220103/http://www.thg.ru/smoke/19991022/print.html |url-status=live }}</ref> 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.<ref name="vgmarket">{{cite web | url = https://www.bloomberg.com/news/articles/2019-01-23/peak-video-game-top-analyst-sees-industry-slumping-in-2019 | title = Peak Video Game? Top Analyst Sees Industry Slumping in 2019 | first = Yuki | last = Naramura | date = January 23, 2019 | access-date = January 29, 2019 | work = [[Bloomberg L.P.]] | url-access = subscription | archive-url = https://web.archive.org/web/20190130053850/http://www.bloomberg.com/news/articles/2019-01-23/peak-video-game-top-analyst-sees-industry-slumping-in-2019 | archive-date = 30 January 2019 | url-status = live }}</ref> | ||
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.<ref name="socialarcades">{{cite web |last= Fuller|first= Brad|title= Awakening the Arcade|url= http://blogs.oreilly.com/digitalmedia/2005/11/awakening-the-arcade.html |access-date=21 September 2007 |archive-url= https://web.archive.org/web/20111003012240/http://blogs.oreilly.com/digitalmedia/2005/11/awakening-the-arcade.html |archive-date= 3 October 2011 | 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.<ref name="socialarcades">{{cite web |last= Fuller|first= Brad|title= Awakening the Arcade|url= http://blogs.oreilly.com/digitalmedia/2005/11/awakening-the-arcade.html |access-date=21 September 2007 |archive-url= https://web.archive.org/web/20111003012240/http://blogs.oreilly.com/digitalmedia/2005/11/awakening-the-arcade.html |archive-date= 3 October 2011 }}</ref> In Japan, 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.<ref>{{Cite web|url= https://kotaku.com/why-arcades-havent-died-in-japan-1792338461|title= Why Arcades Haven't Died in Japan|last= Ashcraft|first= Brian|website= Kotaku|date= 15 February 2017|language= en-US|access-date= 2022-07-25|quote= What has remained constant is that Japanese arcades have always aimed to offer experiences that players could not get at home. This is a constant throughout Japanese arcade history.|archive-date= 22 April 2019|archive-url= https://web.archive.org/web/20190422182306/https://kotaku.com/why-arcades-havent-died-in-japan-1792338461|url-status= live}}</ref> | ||
==Technology== | ==Technology== | ||
{{more citations needed | {{more citations needed section|date=August 2021}} | ||
{{See also|Arcade cabinet|List of Sega arcade system boards|Sprite (computer graphics)}} | {{See also|Arcade cabinet|List of Sega arcade system boards|Sprite (computer graphics)}} | ||
[[File:Neogeoguts.JPG|thumb|right|The inside of a [[Neo Geo | [[File:Neogeoguts.JPG|thumb|right|The inside of a [[Neo Geo|Neo Geo MVS]] arcade cabinet]] | ||
Virtually all modern arcade games (other than the very traditional fair [[midway (fair)|midway]]) make extensive use of solid state [[electronics]], [[integrated circuit]]s, and monitor screens, all installed inside an [[arcade cabinet]]. | Virtually all modern arcade games (other than the very traditional fair [[midway (fair)|midway]]) make extensive use of solid state [[electronics]], [[integrated circuit]]s, 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 computer]]s, 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.<ref name="Ultimate History">{{cite book|first=Steven L.|last=Kent|title=The Ultimate History of Video Games: Volume Two: from Pong to Pokemon and beyond...the story behind the craze that touched our lives and changed the world|url=https://books.google.com/books?id=PTrcTeAqeaEC&pg=PT762|date=16 June 2010|publisher=Crown/Archetype|isbn=978-0-307-56087-2|access-date=26 May 2021|archive-date=17 January 2023|archive-url=https://web.archive.org/web/20230117222410/https://books.google.com/books?id=PTrcTeAqeaEC&pg=PT762|url-status=live}}</ref>{{rp|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.<ref>{{cite book |url=https://books.google.com/books?id=XiM0ntMybNwC&q=top+gunner%2C+last+vector+based+arcade+game&pg=PA71 |title=The video game explosion: a history ... - Mark J. P. Wolf - Google Books |isbn= | With the exception of ''Galaxy Game'' and ''Computer Space'', which were built around small form-factor [[mainframe computer]]s, 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.<ref name="Ultimate History">{{cite book|first=Steven L.|last=Kent|title=The Ultimate History of Video Games: Volume Two: from Pong to Pokemon and beyond...the story behind the craze that touched our lives and changed the world|url=https://books.google.com/books?id=PTrcTeAqeaEC&pg=PT762|date=16 June 2010|publisher=Crown/Archetype|isbn=978-0-307-56087-2|access-date=26 May 2021|archive-date=17 January 2023|archive-url=https://web.archive.org/web/20230117222410/https://books.google.com/books?id=PTrcTeAqeaEC&pg=PT762|url-status=live}}</ref>{{rp|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.<ref>{{cite book |url=https://books.google.com/books?id=XiM0ntMybNwC&q=top+gunner%2C+last+vector+based+arcade+game&pg=PA71 |title=The video game explosion: a history ... - Mark J. P. Wolf - Google Books |isbn=978-0-313-33868-7 |access-date=2011-11-22 |last1=Wolf |first1=Mark J. P. |year=2008 |publisher=Abc-Clio |archive-date=17 January 2023 |archive-url=https://web.archive.org/web/20230117222410/https://books.google.com/books?id=XiM0ntMybNwC&q=top+gunner%2C+last+vector+based+arcade+game&pg=PA71 |url-status=live }}</ref> Prior to the availability of color CRT or vector displays, some arcade cabinets have a combination of angled monitor positioning, [[one-way mirror]]s, and clear overlays to simulate colors and other graphics onto the gameplay field.<ref name="arcade design">{{cite journal | title = Beyond the Bezel: Coin-Op Arcade Video Game Cabinets as Design History | first= Raiford | last = Gains | journal = Journal of Design History | volume =28| issue =4 | date = November 2015 | article-number= epv036 | doi = 10.1093/jdh/epv036 }}</ref> | ||
Coin-operated arcade video games from the 1990s to the 2000s generally use custom hardware often with multiple [[Central processing unit|CPUs]], highly specialized [[Sound chip|sound]] and [[Graphics processing unit|graphics chips]], and the latest in expensive [[computer graphics]] display technology. This allows more complex graphics and sound than contemporary [[video game console]]s or [[personal computer]]s. 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 game|PC]] or [[console game]]s. This includes specialized ambiance or control accessories such as fully enclosed dynamic cabinets with [[Haptic technology|force feedback]] controls, dedicated [[lightgun]]s, rear-projection displays, reproductions of automobile or airplane cockpits, motorcycle or horse-shaped controllers, or highly dedicated controllers such as [[dance pad|dancing mats]] and [[fishing rod]]s. 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. | Coin-operated arcade video games from the 1990s to the 2000s generally use custom hardware often with multiple [[Central processing unit|CPUs]], highly specialized [[Sound chip|sound]] and [[Graphics processing unit|graphics chips]], and the latest in expensive [[computer graphics]] display technology. This allows more complex graphics and sound than contemporary [[video game console]]s or [[personal computer]]s. 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 game|PC]] or [[console game]]s. This includes specialized ambiance or control accessories such as fully enclosed dynamic cabinets with [[Haptic technology|force feedback]] controls, dedicated [[lightgun]]s, rear-projection displays, reproductions of automobile or airplane cockpits, motorcycle or horse-shaped controllers, or highly dedicated controllers such as [[dance pad|dancing mats]] and [[fishing rod]]s. 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. | ||
| Line 43: | Line 45: | ||
==Genres== | ==Genres== | ||
[[File:Sega Rally.jpg|thumb|''[[Sega Rally]]'' arcade racing games at the [[Veljekset Keskinen]] department store in [[Tuuri]], [[Alavus]], [[Finland]] in 2017]] | [[File:Sega Rally.jpg|thumb|''[[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 level|difficulty]]. The classic formula for a successful arcade video game is "easy to learn, difficult to master"<ref name="kunkel">{{cite magazine |last1=Kunkel |first1=Bill |author1-link=Bill Kunkel (journalist) |title=Insert Coin Here: Jungle King |magazine=[[Electronic Games]] |date=February 1983 |volume=1 |issue=12 |page=62 |url=https://archive.org/details/Electronic_Games_Volume_01_Number_12_1983-02_Reese_Communications_US/page/n61}}</ref> along with a "multiple [[Life (video games)|life]], progressively difficult [[Level (video games)|level]]" paradigm.<ref>{{cite book | | Many arcade games have short levels, simple and intuitive control schemes, and rapidly increasing [[Difficulty level|difficulty]]. The classic formula for a successful arcade video game is "easy to learn, difficult to master"<ref name="kunkel">{{cite magazine |last1=Kunkel |first1=Bill |author1-link=Bill Kunkel (journalist) |title=Insert Coin Here: Jungle King |magazine=[[Electronic Games]] |date=February 1983 |volume=1 |issue=12 |page=62 |url=https://archive.org/details/Electronic_Games_Volume_01_Number_12_1983-02_Reese_Communications_US/page/n61}}</ref> along with a "multiple [[Life (video games)|life]], progressively difficult [[Level (video games)|level]]" paradigm.<ref>{{cite book |last=Hague |first=James |chapter=Eugene Jarvis |title=Halcyon Days: Interviews with Classic Computer and Video Game Programmers |title-link=Halcyon Days (book) |date=March 1997 |publisher=Dadgum Games |chapter-url=https://dadgum.com/halcyon/BOOK/JARVIS.HTM |url-status=live |archive-url=https://web.archive.org/web/20020622145031/http://dadgum.com/halcyon/BOOK/JARVIS.HTM |archive-date=22 June 2002 |access-date=15 September 2025 }}</ref> 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 [[token coin|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|date=August 2021}} | ||
Arcade [[racing game]]s often have sophisticated [[motion simulator]] [[arcade cabinet]]s,<ref name="arcadeheroes">{{cite news |title=Sega's Wonderful Simulation Games Over The Years |url=https://arcadeheroes.com/2013/06/06/segas-wonderful-simulation-games-over-the-years/ |access-date=22 April 2021 |work=Arcade Heroes |date=6 June 2013 |archive-date=2 October 2021 |archive-url=https://ghostarchive.org/archive/20211002141051/https://arcadeheroes.com/2013/06/06/segas-wonderful-simulation-games-over-the-years/ |url-status=live }}</ref><ref name="Horowitz2">{{cite book |last1=Horowitz |first1=Ken |title=The Sega Arcade Revolution: A History in 62 Games |date=6 July 2018 |publisher=[[McFarland & Company]] |isbn=978-1-4766-3196-7 |pages=96–9 |url=https://books.google.com/books?id=7qZhDwAAQBAJ |access-date=30 April 2021 |archive-date=17 January 2023 |archive-url=https://web.archive.org/web/20230117222411/https://books.google.com/books?id=7qZhDwAAQBAJ |url-status=live }}</ref> a simplified [[physics engine]], and short learning time when compared with more realistic [[racing simulation]]s. Cars can turn sharply without braking or understeer, and the [[artificial intelligence|AI]] rivals are sometimes programmed so they are always near the player with a [[rubberband effect]]. Other types of arcade-style games include [[music game]]s (particularly [[rhythm game]]s), and [[mobile game|mobile]] and [[casual game]]s with intuitive controls and short sessions.{{citation needed|date=August 2021}} | Arcade [[racing game]]s often have sophisticated [[motion simulator]] [[arcade cabinet]]s,<ref name="arcadeheroes">{{cite news |title=Sega's Wonderful Simulation Games Over The Years |url=https://arcadeheroes.com/2013/06/06/segas-wonderful-simulation-games-over-the-years/ |access-date=22 April 2021 |work=Arcade Heroes |date=6 June 2013 |archive-date=2 October 2021 |archive-url=https://ghostarchive.org/archive/20211002141051/https://arcadeheroes.com/2013/06/06/segas-wonderful-simulation-games-over-the-years/ |url-status=live }}</ref><ref name="Horowitz2">{{cite book |last1=Horowitz |first1=Ken |title=The Sega Arcade Revolution: A History in 62 Games |date=6 July 2018 |publisher=[[McFarland & Company]] |isbn=978-1-4766-3196-7 |pages=96–9 |url=https://books.google.com/books?id=7qZhDwAAQBAJ |access-date=30 April 2021 |archive-date=17 January 2023 |archive-url=https://web.archive.org/web/20230117222411/https://books.google.com/books?id=7qZhDwAAQBAJ |url-status=live }}</ref> a simplified [[physics engine]], and short learning time when compared with more realistic [[racing simulation]]s. Cars can turn sharply without braking or understeer, and the [[artificial intelligence|AI]] rivals are sometimes programmed so they are always near the player with a [[rubberband effect]]. Other types of arcade-style games include [[music game]]s (particularly [[rhythm game]]s), and [[mobile game|mobile]] and [[casual game]]s with intuitive controls and short sessions.{{citation needed|date=August 2021}} | ||
| Line 50: | Line 52: | ||
The term "arcade game" can refer to an [[action video game]] designed to play similarly to an arcade game with frantic, addictive gameplay.<ref>{{cite web|title=Genre Definitions|url=http://www.mobygames.com/glossary/genres|publisher=Mobygames|access-date=7 October 2014|archive-date=12 July 2015|archive-url=https://web.archive.org/web/20150712151646/http://www.mobygames.com/glossary/genres|url-status=live}}</ref> 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|date=August 2021}} These include [[fighting game]]s often played with an [[arcade controller]], [[beat 'em up]] games including fast-paced [[hack and slash]] games, and [[light gun shooter|light gun]] [[rail shooters]] and "[[bullet hell]]" [[shooter game|shooters]] with intuitive controls and rapidly increasing difficulty.{{citation needed|date=August 2021}} | The term "arcade game" can refer to an [[action video game]] designed to play similarly to an arcade game with frantic, addictive gameplay.<ref>{{cite web|title=Genre Definitions|url=http://www.mobygames.com/glossary/genres|publisher=Mobygames|access-date=7 October 2014|archive-date=12 July 2015|archive-url=https://web.archive.org/web/20150712151646/http://www.mobygames.com/glossary/genres|url-status=live}}</ref> 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|date=August 2021}} These include [[fighting game]]s often played with an [[arcade controller]], [[beat 'em up]] games including fast-paced [[hack and slash]] games, and [[light gun shooter|light gun]] [[rail shooters]] and "[[bullet hell]]" [[shooter game|shooters]] with intuitive controls and rapidly increasing difficulty.{{citation needed|date=August 2021}} | ||
Many arcade [[combat flight simulation games]] have sophisticated hydraulic motion simulator cabinets,<ref name="arcadeheroes"/><ref name="Horowitz2"/> 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: High Road to Revenge|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.<ref>{{cite web|last=Butts | first=Steve |year=2003 |title=Secret Weapon Over Normandy Review |url=http://ps2.ign.com/articles/441/441056p1.html |work=[[IGN]] | Many arcade [[combat flight simulation games]] have sophisticated hydraulic motion simulator cabinets,<ref name="arcadeheroes"/><ref name="Horowitz2"/> 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: High Road to Revenge|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.<ref>{{cite web|last=Butts | first=Steve |year=2003 |title=Secret Weapon Over Normandy Review |url=http://ps2.ign.com/articles/441/441056p1.html |work=[[IGN]]|archive-url=https://web.archive.org/web/20070214100501/http://ps2.ign.com/articles/441/441056p1.html |archive-date=14 February 2007 }}</ref> | ||
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.<ref>{{cite news |last1=Hovermale |first1=Chris |title=How Devil May Cry's arcade inspirations shaped character action games |url=https://www.destructoid.com/stories/how-devil-may-cry-s-arcade-inspirations-shaped-character-action-games-545783.phtml |archive-url=https://archive.today/20210518055447/https://www.destructoid.com/stories/how-devil-may-cry-s-arcade-inspirations-shaped-character-action-games-545783.phtml | 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.<ref>{{cite news |last1=Hovermale |first1=Chris |title=How Devil May Cry's arcade inspirations shaped character action games |url=https://www.destructoid.com/stories/how-devil-may-cry-s-arcade-inspirations-shaped-character-action-games-545783.phtml |archive-url=https://archive.today/20210518055447/https://www.destructoid.com/stories/how-devil-may-cry-s-arcade-inspirations-shaped-character-action-games-545783.phtml |archive-date=18 May 2021 |access-date=30 April 2021 |work=[[Destructoid]] |date=2019-03-10 }}</ref> | ||
==Industry== | ==Industry== | ||
| Line 59: | Line 61: | ||
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.<ref>{{cite magazine |first=Marcus |last=Webb |title=WMS Report Offers Revealing Look at Factory |magazine=[[Next Generation (magazine)|Next Generation]]|issue=37|publisher=[[Imagine Media]] |date=January 1998 |page=34}}</ref> | 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.<ref>{{cite magazine |first=Marcus |last=Webb |title=WMS Report Offers Revealing Look at Factory |magazine=[[Next Generation (magazine)|Next Generation]]|issue=37|publisher=[[Imagine Media]] |date=January 1998 |page=34}}</ref> | ||
The [[American Amusement Machine Association]] (AAMA) is a [[trade association]] established in 1981<ref>{{cite web|url=http://www.gamingregulation.com/association/united-states/american-amusement-machine-association/|title=American Amusement Machine Association|website=www.gamingregulation.com|access-date=2017-12-10|archive-url=https://web.archive.org/web/20170925230625/http://www.gamingregulation.com/association/united-states/american-amusement-machine-association/|archive-date=25 September 2017 | The [[American Amusement Machine Association]] (AAMA) is a [[trade association]] established in 1981<ref>{{cite web|url=http://www.gamingregulation.com/association/united-states/american-amusement-machine-association/|title=American Amusement Machine Association|website=www.gamingregulation.com|access-date=2017-12-10|archive-url=https://web.archive.org/web/20170925230625/http://www.gamingregulation.com/association/united-states/american-amusement-machine-association/|archive-date=25 September 2017}}</ref> that represents the American coin-operated amusement machine industry,<ref>{{cite web |url=http://coin-op.org/about/mission/ |title=AAMA mission statement |publisher=AAMA |date=2016 |access-date=25 January 2017 |archive-date=2 February 2017 |archive-url=https://web.archive.org/web/20170202045615/http://coin-op.org/about/mission/ |url-status=live }}</ref> including 120 arcade game distributors and manufacturers.<ref>{{Cite news |url=https://www.nytimes.com/1999/09/23/technology/care-for-a-latte-with-that-mr-nukem.html |title=Care for a Latte With That, Mr. Nukem? |last=Kushner |first=David |date=1999-09-23 |work=The New York Times |access-date=2017-12-10 |language=en-US |issn=0362-4331 |archive-date=5 March 2017 |archive-url=https://web.archive.org/web/20170305002651/http://www.nytimes.com/1999/09/23/technology/care-for-a-latte-with-that-mr-nukem.html |url-status=live }}</ref> 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== | ==Conversions, emulators, and recreations== | ||
Prior to the 2000s, successful video games were often [[Video game conversion|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.<ref name="nl bromley">{{cite web | url = https://www.nintendolife.com/news/2010/09/feature_how_colecovision_became_the_king_of_kong | title = Feature: How ColecoVision Became the King of Kong | first = Damien | last = McFerran | date = September 18, 2010 | access-date = April 13, 2021 | work = [[Nintendo Life]] | archive-date = 6 January 2012 | archive-url = https://web.archive.org/web/20120106181833/http://retro.nintendolife.com/news/2010/09/feature_how_colecovision_became_the_king_of_kong | url-status = live }}</ref> | Prior to the 2000s, successful video games were often [[Video game conversion|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.<ref name="nl bromley">{{cite web | url = https://www.nintendolife.com/news/2010/09/feature_how_colecovision_became_the_king_of_kong | title = Feature: How ColecoVision Became the King of Kong | first = Damien | last = McFerran | date = September 18, 2010 | access-date = April 13, 2021 | work = [[Nintendo Life]] | archive-date = 6 January 2012 | archive-url = https://web.archive.org/web/20120106181833/http://retro.nintendolife.com/news/2010/09/feature_how_colecovision_became_the_king_of_kong | url-status = live }}</ref> | ||
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.<ref name="RG-41">{{Cite magazine|date=September 2007|title=The Definitive Space Invaders|url=https://archive.org/stream/retro_gamer/RetroGamer_041#page/24/mode/2up|magazine=[[Retro Gamer]]|publisher=[[Imagine Publishing]]|issue=41|pages=24–33}}</ref> 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.<ref name="Gama-2600">{{cite web|url=http://www.gamasutra.com/view/feature/3551/a_history_of_gaming_platforms_.php?page=5|title=A History of Gaming Platforms: Atari 2600 Video Computer System/VCS|last1=Barton|first1=Matt|last2=Loguidice|first2=Bill|date=February 28, 2008|website=[[Gamasutra]]|page=5|archive-url=https://web.archive.org/web/20181224184727/http://www.gamasutra.com/view/feature/3551/a_history_of_gaming_platforms_.php?page=5|archive-date=December 24, 2018 | 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.<ref name="RG-41">{{Cite magazine|date=September 2007|title=The Definitive Space Invaders|url=https://archive.org/stream/retro_gamer/RetroGamer_041#page/24/mode/2up|magazine=[[Retro Gamer]]|publisher=[[Imagine Publishing]]|issue=41|pages=24–33}}</ref> 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.<ref name="Gama-2600">{{cite web|url=http://www.gamasutra.com/view/feature/3551/a_history_of_gaming_platforms_.php?page=5|title=A History of Gaming Platforms: Atari 2600 Video Computer System/VCS|last1=Barton|first1=Matt|last2=Loguidice|first2=Bill|date=February 28, 2008|website=[[Gamasutra]]|page=5|archive-url=https://web.archive.org/web/20181224184727/http://www.gamasutra.com/view/feature/3551/a_history_of_gaming_platforms_.php?page=5|archive-date=December 24, 2018|access-date=July 15, 2009}}</ref> | ||
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 (1992 video game)|Mortal Kombat]]'' removed much of the gore from the arcade version to meet Nintendo's quality control standards.<ref>{{cite web |url=http://archive.gamespy.com/articles/june03/dumbestmoments/readers/index4.shtml |title=Gamespy's The 25 Dumbest Moments in Gaming |publisher=Archive.gamespy.com |access-date=2012-06-11 |archive-url=https://web.archive.org/web/20040818132132/http://archive.gamespy.com/articles/june03/dumbestmoments/readers/index4.shtml |archive-date=2004-08-18 |url-status=live }}</ref> | 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 (1992 video game)|Mortal Kombat]]'' removed much of the gore from the arcade version to meet Nintendo's quality control standards.<ref>{{cite web |url=http://archive.gamespy.com/articles/june03/dumbestmoments/readers/index4.shtml |title=Gamespy's The 25 Dumbest Moments in Gaming |publisher=Archive.gamespy.com |access-date=2012-06-11 |archive-url=https://web.archive.org/web/20040818132132/http://archive.gamespy.com/articles/june03/dumbestmoments/readers/index4.shtml |archive-date=2004-08-18 |url-status=live }}</ref> | ||
| Line 83: | Line 85: | ||
|- | |- | ||
! Game | ! Game | ||
!Publisher | |||
! Release year | ! Release year | ||
! Hardware units sold | ! Hardware units sold | ||
| Line 89: | Line 92: | ||
|- | |- | ||
| ''[[Pac-Man]]'' | | ''[[Pac-Man]]'' | ||
|[[Namco]] | |||
| [[1980 in video games|1980]] | | [[1980 in video games|1980]] | ||
| 400,000 <small>(until 1982)</small><ref name="pac_sales">{{cite book|last=Kao|first=John J.|title=Entrepreneurship, creativity & organization: text, cases & readings|year=1989|publisher=[[Prentice Hall]]|location=Englewood Cliffs, NJ|isbn=0-13-283011-6|url=https://books.google.com/books?id=P-MJAQAAMAAJ|author-link=John Kao|page=45|quote=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.}}</ref> | | 400,000 <small>(until 1982)</small><ref name="pac_sales">{{cite book|last=Kao|first=John J.|title=Entrepreneurship, creativity & organization: text, cases & readings|year=1989|publisher=[[Prentice Hall]]|location=Englewood Cliffs, NJ|isbn=0-13-283011-6|url=https://books.google.com/books?id=P-MJAQAAMAAJ|author-link=John Kao|page=45|quote=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.}}</ref> | ||
| Line 95: | Line 99: | ||
|- | |- | ||
| ''[[Space Invaders]]'' | | ''[[Space Invaders]]'' | ||
|[[Taito]] | |||
| [[1978 in video games|1978]] | | [[1978 in video games|1978]] | ||
| 750,000 <small>(until 1979)</small><ref name="invaders_sales">{{cite magazine |title=After ''Pong'' |magazine=[[ACE (magazine)|ACE]] |date=4 February 1988 |issue=6 (March 1988) |pages=29–32 (29) |url=https://archive.org/details/ACE_Issue_06_1988-03_Future_Publishing_GB/page/n28/mode/1up}}</ref> | | 750,000 <small>(until 1979)</small><ref name="invaders_sales">{{cite magazine |title=After ''Pong'' |magazine=[[ACE (magazine)|ACE]] |date=4 February 1988 |issue=6 (March 1988) |pages=29–32 (29) |url=https://archive.org/details/ACE_Issue_06_1988-03_Future_Publishing_GB/page/n28/mode/1up}}</ref> | ||
| Line 101: | Line 106: | ||
|- | |- | ||
| ''[[Street Fighter II]]'' | | ''[[Street Fighter II]]'' | ||
|[[Capcom]] | |||
| [[1991 in video games|1991]] | | [[1991 in video games|1991]] | ||
| 221,000+ {{small|(until 1995)}}{{refn|''Street Fighter II'': | | 221,000+ {{small|(until 1995)}}{{refn|''Street Fighter II'': | ||
| Line 106: | Line 112: | ||
** Japan: 140,000<ref name="curran38">{{cite book|title=Game plan: great designs that changed the face of computer gaming|author=Ste Curran|publisher=Rotovision|year=2004|isbn=2-88046-696-2|page=38|url=https://books.google.com/books?id=TXcWlWkIZ0AC&pg=PA38|quote=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.|access-date=18 February 2016|archive-date=17 January 2023|archive-url=https://web.archive.org/web/20230117222415/https://books.google.com/books?id=TXcWlWkIZ0AC&pg=PA38|url-status=live}}</ref> | ** Japan: 140,000<ref name="curran38">{{cite book|title=Game plan: great designs that changed the face of computer gaming|author=Ste Curran|publisher=Rotovision|year=2004|isbn=2-88046-696-2|page=38|url=https://books.google.com/books?id=TXcWlWkIZ0AC&pg=PA38|quote=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.|access-date=18 February 2016|archive-date=17 January 2023|archive-url=https://web.archive.org/web/20230117222415/https://books.google.com/books?id=TXcWlWkIZ0AC&pg=PA38|url-status=live}}</ref> | ||
** United States: 20,000+<ref name="Polygon">{{cite web |last1=Leone |first1=Matt |title=Street Fighter 2: An Oral History |url=https://www.polygon.com/a/street-fighter-2-oral-history/ |access-date=29 April 2021 |website=[[Polygon (website)|Polygon]] |date=February 3, 2014 |archive-date=15 May 2021 |archive-url=https://web.archive.org/web/20210515155936/https://www.polygon.com/a/street-fighter-2-oral-history |url-status=live }}</ref> | ** United States: 20,000+<ref name="Polygon">{{cite web |last1=Leone |first1=Matt |title=Street Fighter 2: An Oral History |url=https://www.polygon.com/a/street-fighter-2-oral-history/ |access-date=29 April 2021 |website=[[Polygon (website)|Polygon]] |date=February 3, 2014 |archive-date=15 May 2021 |archive-url=https://web.archive.org/web/20210515155936/https://www.polygon.com/a/street-fighter-2-oral-history |url-status=live }}</ref> | ||
* ''[[Street Fighter II: The World Warrior]]'' {{ndash}} 60,000+<ref name="kent446">{{cite book|author=Steven L. Kent|year=2001|title=The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World|publisher=[[Prima Games|Prima]]|url=https://books.google.com/books?id=C2MH05ogU9oC|page=446|isbn= | * ''[[Street Fighter II: The World Warrior]]'' {{ndash}} 60,000+<ref name="kent446">{{cite book|author=Steven L. Kent|year=2001|title=The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World|publisher=[[Prima Games|Prima]]|url=https://books.google.com/books?id=C2MH05ogU9oC|page=446|isbn=978-0-7615-3643-7|quote=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.|access-date=18 February 2016|archive-date=17 January 2023|archive-url=https://web.archive.org/web/20230117222415/https://books.google.com/books?id=C2MH05ogU9oC|url-status=live}}</ref> | ||
* ''[[Super Street Fighter II]]'' {{ndash}} 1,000+ (US launch)<ref>{{cite magazine |title=Hot Off The Press! Revenue Sharing |magazine=RePlay |date=October 1993 |volume=19 |issue=1 |page=9 |url=https://archive.org/details/re-play-volume-19-issue-no.-1-october-1993-600dpi/RePlay%20-%20Volume%2019%2C%20Issue%20No.%201%20-%20October%201993/page/9}}</ref> | * ''[[Super Street Fighter II]]'' {{ndash}} 1,000+ (US launch)<ref>{{cite magazine |title=Hot Off The Press! Revenue Sharing |magazine=RePlay |date=October 1993 |volume=19 |issue=1 |page=9 |url=https://archive.org/details/re-play-volume-19-issue-no.-1-october-1993-600dpi/RePlay%20-%20Volume%2019%2C%20Issue%20No.%201%20-%20October%201993/page/9}}</ref> | ||
|group=n}} | |group=n}} | ||
| Line 113: | Line 119: | ||
|- | |- | ||
| ''[[The King of Fighters '97]]'' | | ''[[The King of Fighters '97]]'' | ||
|[[SNK]] | |||
| [[1997 in video games|1997]] | | [[1997 in video games|1997]] | ||
| 150,000 <small>(until 1998)</small><ref>{{cite magazine |title=Fiscal Year Sales |magazine=Game Machine |date=August 1998 |issue=568 |url=https://web.archive.org/web/20200601000000*/https://onitama.tv/gamemachine/pdf/19980801p.pdf}}</ref> | | 150,000 <small>(until 1998)</small><ref>{{cite magazine |title=Fiscal Year Sales |magazine=Game Machine |date=August 1998 |issue=568 |url=https://web.archive.org/web/20200601000000*/https://onitama.tv/gamemachine/pdf/19980801p.pdf}}</ref> | ||
| Line 119: | Line 126: | ||
|- | |- | ||
| ''[[Donkey Kong (arcade game)|Donkey Kong]]'' | | ''[[Donkey Kong (arcade game)|Donkey Kong]]'' | ||
|[[Nintendo]] | |||
| [[1981 in video games|1981]] | | [[1981 in video games|1981]] | ||
| 132,000 <small>(until 1982)</small>{{refn|''Donkey Kong'': | | 132,000 <small>(until 1982)</small>{{refn|''Donkey Kong'': | ||
| Line 124: | Line 132: | ||
** 65,000 of ''[[Donkey Kong (arcade game)|Donkey Kong]]''.<ref>{{cite book|first1=Brian|last1=Ashcraft|first2=Jean|last2=Snow|title=Arcade Mania: The Turbo-charged World of Japan's Game Centers|year=2008|publisher=[[Kodansha]]|location=Tokyo|isbn=978-4-7700-3078-8|url=https://books.google.com/books?id=wX8kAQAAIAAJ|edition=1st|quote=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.|access-date=12 May 2020|archive-date=17 January 2023|archive-url=https://web.archive.org/web/20230117222416/https://books.google.com/books?id=wX8kAQAAIAAJ|url-status=live}}</ref> | ** 65,000 of ''[[Donkey Kong (arcade game)|Donkey Kong]]''.<ref>{{cite book|first1=Brian|last1=Ashcraft|first2=Jean|last2=Snow|title=Arcade Mania: The Turbo-charged World of Japan's Game Centers|year=2008|publisher=[[Kodansha]]|location=Tokyo|isbn=978-4-7700-3078-8|url=https://books.google.com/books?id=wX8kAQAAIAAJ|edition=1st|quote=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.|access-date=12 May 2020|archive-date=17 January 2023|archive-url=https://web.archive.org/web/20230117222416/https://books.google.com/books?id=wX8kAQAAIAAJ|url-status=live}}</ref> | ||
* United States: | * United States: | ||
** 67,000 of ''Donkey Kong''.<ref>{{cite web|last=Bienaimé|first=Pierre|title=Square Roots: Donkey Kong (NES)|url=http://www.nintendojo.com/features/columns/square-roots/square-roots-donkey-kong-nes|publisher=Nintendojo|date=13 January 2012|quote=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.|archive-url=https://web.archive.org/web/20120201042701/http://www.nintendojo.com/features/columns/square-roots/square-roots-donkey-kong-nes|archive-date=1 February 2012 | ** 67,000 of ''Donkey Kong''.<ref>{{cite web|last=Bienaimé|first=Pierre|title=Square Roots: Donkey Kong (NES)|url=http://www.nintendojo.com/features/columns/square-roots/square-roots-donkey-kong-nes|publisher=Nintendojo|date=13 January 2012|quote=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.|archive-url=https://web.archive.org/web/20120201042701/http://www.nintendojo.com/features/columns/square-roots/square-roots-donkey-kong-nes|archive-date=1 February 2012}}</ref> | ||
** 30,000 of ''[[Donkey Kong Jr.]]'' and 5000 of ''[[Donkey Kong 3]]''.<ref name="Kent-352"/> | ** 30,000 of ''[[Donkey Kong Jr.]]'' and 5000 of ''[[Donkey Kong 3]]''.<ref name="Kent-352"/> | ||
|group=n|name=DonkeyKong}} | |group=n|name=DonkeyKong}} | ||
| {{sort|0280|$280 million}} <small>(until 1982)</small> <br /> <small>(US hardware sales)</small><ref name="DK_gross">{{cite book|title=Wii Innovate – How Nintendo Created a New Market Through the Strategic Innovation Wii|author=Jörg Ziesak|publisher=[[:de:GRIN Verlag|GRIN Verlag]]|year=2009|isbn=978- | | {{sort|0280|$280 million}} <small>(until 1982)</small> <br /> <small>(US hardware sales)</small><ref name="DK_gross">{{cite book|title=Wii Innovate – How Nintendo Created a New Market Through the Strategic Innovation Wii|author=Jörg Ziesak|publisher=[[:de:GRIN Verlag|GRIN Verlag]]|year=2009|isbn=978-3-640-49774-4|page=50|url=https://books.google.com/books?id=C8rHXoUCbfAC&pg=PA2029|quote=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.|access-date=18 February 2016|archive-date=17 January 2023|archive-url=https://web.archive.org/web/20230117222417/https://books.google.com/books?id=C8rHXoUCbfAC&pg=PA2029|url-status=live}}</ref> | ||
| ${{formatprice|{{inflation|US|280000000|1981|r=-7}}}} <br /> <small>(US hardware sales)</small> | | ${{formatprice|{{inflation|US|280000000|1981|r=-7}}}} <br /> <small>(US hardware sales)</small> | ||
|- | |- | ||
| ''[[Ms. Pac-Man]]'' | | ''[[Ms. Pac-Man]]'' | ||
|[[Midway Games|Midway]] | |||
| [[1982 in video games|1982]] | | [[1982 in video games|1982]] | ||
| 125,000 <small>(until 1988)</small><ref name="mspac_sales">{{cite news|title=Bally Will Quit Making Pinball, Video Machines|url=https://news.google.com/newspapers?id=4FtQAAAAIBAJ&pg=6893,2823984|newspaper=[[Toledo Blade]]|date=11 July 1988|page=22|access-date=12 May 2020|archive-date=20 October 2021|archive-url=https://web.archive.org/web/20211020162953/https://news.google.com/newspapers?id=4FtQAAAAIBAJ&pg=6893%2C2823984|url-status=live}}</ref><ref name="Wolf-44">{{cite book|title=The medium of the video game|author=Mark J. P. Wolf|publisher=[[University of Texas Press]]|year=2001|isbn=0-292-79150-X|page=44|url=https://books.google.com/books?id=lKZriBxbcwQC&pg=PA44|access-date=18 February 2016|archive-date=17 January 2023|archive-url=https://web.archive.org/web/20230117222417/https://books.google.com/books?id=lKZriBxbcwQC&pg=PA44|url-status=live}}</ref> | | 125,000 <small>(until 1988)</small><ref name="mspac_sales">{{cite news|title=Bally Will Quit Making Pinball, Video Machines|url=https://news.google.com/newspapers?id=4FtQAAAAIBAJ&pg=6893,2823984|newspaper=[[Toledo Blade]]|date=11 July 1988|page=22|access-date=12 May 2020|archive-date=20 October 2021|archive-url=https://web.archive.org/web/20211020162953/https://news.google.com/newspapers?id=4FtQAAAAIBAJ&pg=6893%2C2823984|url-status=live}}</ref><ref name="Wolf-44">{{cite book|title=The medium of the video game|author=Mark J. P. Wolf|publisher=[[University of Texas Press]]|year=2001|isbn=0-292-79150-X|page=44|url=https://books.google.com/books?id=lKZriBxbcwQC&pg=PA44|access-date=18 February 2016|archive-date=17 January 2023|archive-url=https://web.archive.org/web/20230117222417/https://books.google.com/books?id=lKZriBxbcwQC&pg=PA44|url-status=live}}</ref> | ||
| Line 137: | Line 146: | ||
|- | |- | ||
| ''[[Asteroids (video game)|Asteroids]]'' | | ''[[Asteroids (video game)|Asteroids]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| [[1979 in video games|1979]] | | [[1979 in video games|1979]] | ||
| {{sort|100|100,000}} <small>(until 2001)</small><ref name="Wolf-44"/><ref name="kent_asteroids">{{cite book |title=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|author=Steve L. Kent|publisher=[[Prima Games|Prima]]|year=2001|isbn=0-7615-3643-4|page=132|quote=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.}}</ref> | | {{sort|100|100,000}} <small>(until 2001)</small><ref name="Wolf-44"/><ref name="kent_asteroids">{{cite book |title=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|author=Steve L. Kent|publisher=[[Prima Games|Prima]]|year=2001|isbn=0-7615-3643-4|page=132|quote=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.}}</ref> | ||
| {{sort|0800|$800 million}} <small>(until 1991)</small><ref name="asteroids_gross">{{cite journal|last=Gottschalk|first=S.|title=Videology: Video-Games as Postmodern Sites/Sights of Ideological Reproduction|journal=Symbolic Interaction|year=1995|volume=18|issue=1|pages=1–18|doi=10.1525/si.1995.18.1.1|url=http://cdclv.unlv.edu/archives/interactionism/gottschalk/video.html|access-date=18 March 2012|archive-date=15 May 2012|archive-url=https://web.archive.org/web/20120515082650/http://cdclv.unlv.edu/archives/interactionism/gottschalk/video.html|url-status=live|url-access=subscription}}</ref><ref>{{cite magazine|title=Forbes|volume=127|magazine=[[Forbes]]|year=1981|url=https://books.google.com/books?id=6y68AAAAIAAJ&q=%22At+$2000+a+unit,+Atari+has+made+about+$140+million+from+that+game+alone%22|page=102|quote=At $2000 a unit, Atari has made about $140 million from that game alone.|access-date=18 February 2016|archive-date=17 January 2023|archive-url=https://web.archive.org/web/20230117222418/https://books.google.com/books?id=6y68AAAAIAAJ&q=%22At+$2000+a+unit,+Atari+has+made+about+$140+million+from+that+game+alone%22|url-status=live}}</ref> | | {{sort|0800|$800 million}} <small>(until 1991)</small><ref name="asteroids_gross">{{cite journal|last=Gottschalk|first=S.|title=Videology: Video-Games as Postmodern Sites/Sights of Ideological Reproduction|journal=Symbolic Interaction|year=1995|volume=18|issue=1|pages=1–18|doi=10.1525/si.1995.18.1.1|url=http://cdclv.unlv.edu/archives/interactionism/gottschalk/video.html|access-date=18 March 2012|archive-date=15 May 2012|archive-url=https://web.archive.org/web/20120515082650/http://cdclv.unlv.edu/archives/interactionism/gottschalk/video.html|url-status=live|url-access=subscription}}</ref><ref>{{cite magazine|title=Forbes|volume=127|magazine=[[Forbes]]|year=1981|url=https://books.google.com/books?id=6y68AAAAIAAJ&q=%22At+$2000+a+unit,+Atari+has+made+about+$140+million+from+that+game+alone%22|page=102|quote=At $2000 a unit, Atari has made about $140 million from that game alone.|access-date=18 February 2016|archive-date=17 January 2023|archive-url=https://web.archive.org/web/20230117222418/https://books.google.com/books?id=6y68AAAAIAAJ&q=%22At+$2000+a+unit,+Atari+has+made+about+$140+million+from+that+game+alone%22|url-status=live}}</ref> | ||
| ${{formatprice|{{inflation|US|800000000|1981}}}} | | ${{formatprice|{{inflation|US|800000000|1981}}}} | ||
|- | |- | ||
| ''[[Defender (video game)|Defender]]'' | | ''[[Defender (video game)|Defender]]'' | ||
|[[WMS Industries|Williams]] | |||
| 1981 | | 1981 | ||
| {{sort|070|70,000}} <small>(until 2020)</small><ref name="defender_sales">{{cite book |last1=Horowitz |first1=Ken |title=Beyond Donkey Kong: A History of Nintendo Arcade Games |date=6 August 2020 |publisher=[[McFarland & Company]] |isbn=978-1-4766-8420-8 |page=200 |url=https://books.google.com/books?id=Y3D0DwAAQBAJ&pg=PA200 |access-date=4 March 2021 |archive-date=17 January 2023 |archive-url=https://web.archive.org/web/20230117222931/https://books.google.com/books?id=Y3D0DwAAQBAJ&pg=PA200 |url-status=live }}</ref> | | {{sort|070|70,000}} <small>(until 2020)</small><ref name="defender_sales">{{cite book |last1=Horowitz |first1=Ken |title=Beyond Donkey Kong: A History of Nintendo Arcade Games |date=6 August 2020 |publisher=[[McFarland & Company]] |isbn=978-1-4766-8420-8 |page=200 |url=https://books.google.com/books?id=Y3D0DwAAQBAJ&pg=PA200 |access-date=4 March 2021 |archive-date=17 January 2023 |archive-url=https://web.archive.org/web/20230117222931/https://books.google.com/books?id=Y3D0DwAAQBAJ&pg=PA200 |url-status=live }}</ref> | ||
| Line 149: | Line 160: | ||
|- | |- | ||
| ''[[Print Club]]'' (''Purikura'') | | ''[[Print Club]]'' (''Purikura'') | ||
|[[Sega]]/[[Atlus]] | |||
| [[1995 in video games|1995]] | | [[1995 in video games|1995]] | ||
| {{sort|045|45,000}} {{small|(until 1997)}}<ref name="Hunt">{{cite news |last1=Hunt |first1=Joshua |title=How 'playing Puri' paved the way for Snapchat |url=https://www.bbc.com/worklife/article/20181119-why-playing-puri-was-the-precursor-for-snapchat |access-date=11 October 2021 |agency=[[BBC]] |date=23 November 2018 |archive-date=28 October 2021 |archive-url=https://web.archive.org/web/20211028225457/https://www.bbc.com/worklife/article/20181119-why-playing-puri-was-the-precursor-for-snapchat |url-status=live }}</ref> | | {{sort|045|45,000}} {{small|(until 1997)}}<ref name="Hunt">{{cite news |last1=Hunt |first1=Joshua |title=How 'playing Puri' paved the way for Snapchat |url=https://www.bbc.com/worklife/article/20181119-why-playing-puri-was-the-precursor-for-snapchat |access-date=11 October 2021 |agency=[[BBC]] |date=23 November 2018 |archive-date=28 October 2021 |archive-url=https://web.archive.org/web/20211028225457/https://www.bbc.com/worklife/article/20181119-why-playing-puri-was-the-precursor-for-snapchat |url-status=live }}</ref> | ||
| Line 155: | Line 167: | ||
|- | |- | ||
| ''[[Centipede (video game)|Centipede]]'' | | ''[[Centipede (video game)|Centipede]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1981 | | 1981 | ||
| {{sort|055|55,988}} <small>(until 1991)</small><ref name="atari_production">{{cite web|title=Atari Production Numbers Memo |url=http://www.atarigames.com/index.php?option=com_content&view=article&id=47:atari-production-numbers-memo&catid=5:atari-inter-office-memos&Itemid=5 |publisher=[[Atari Games]] |date=4 January 2010 | | {{sort|055|55,988}} <small>(until 1991)</small><ref name="atari_production">{{cite web|title=Atari Production Numbers Memo |url=http://www.atarigames.com/index.php?option=com_content&view=article&id=47:atari-production-numbers-memo&catid=5:atari-inter-office-memos&Itemid=5 |publisher=[[Atari Games]] |date=4 January 2010|archive-url=https://web.archive.org/web/20130120084806/http://www.atarigames.com/index.php?option=com_content&view=article&id=47%3Aatari-production-numbers-memo&catid=5%3Aatari-inter-office-memos&Itemid=5 |archive-date=20 January 2013 }}</ref> | ||
| {{sort|0115|$115.65 million}} <br /> <small>(hardware sales until 1991)</small><ref name="atari_production" /> | | {{sort|0115|$115.65 million}} <br /> <small>(hardware sales until 1991)</small><ref name="atari_production" /> | ||
| ${{formatprice|{{inflation|US|115650000|1991|r=0}}}} <br /> <small>(hardware sales)</small> | | ${{formatprice|{{inflation|US|115650000|1991|r=0}}}} <br /> <small>(hardware sales)</small> | ||
|- | |- | ||
| ''[[Galaxian]]'' | | ''[[Galaxian]]'' | ||
|[[Namco]] | |||
| 1979 | | 1979 | ||
| {{sort|050|50,000}} <small>(in the US until 1982)</small><ref name="galaxian1">{{cite book |last1=Bloom |first1=Steve |title=Video Invaders |publisher=Arco Publishing |year=1982 |isbn=978-0-668-05520-8 |page=24 |url=https://archive.org/details/book_video_invaders/page/n44}}</ref> | | {{sort|050|50,000}} <small>(in the US until 1982)</small><ref name="galaxian1">{{cite book |last1=Bloom |first1=Steve |title=Video Invaders |publisher=Arco Publishing |year=1982 |isbn=978-0-668-05520-8 |page=24 |url=https://archive.org/details/book_video_invaders/page/n44}}</ref> | ||
| Line 167: | Line 181: | ||
|- | |- | ||
| ''[[Virtua Fighter (video game)|Virtua Fighter]]'' | | ''[[Virtua Fighter (video game)|Virtua Fighter]]'' | ||
|[[Sega]] | |||
| [[1993 in video games|1993]] | | [[1993 in video games|1993]] | ||
| {{sort|040|40,000+}} {{small|(until 1996)}}<ref name="VF">{{cite news |title=Virtua Fighter Kids: New Sega Saturn game is way "a-head" of its time |url=https://segaretro.org/Press_release:_1996-09-03:_Virtua_Fighter_Kids:_New_Sega_Saturn_game_is_way_%22a-head%22_of_its_time |access-date=11 October 2021 |publisher=[[Sega of America]] |date=September 3, 1996 |archive-date=31 March 2022 |archive-url=https://web.archive.org/web/20220331111034/https://segaretro.org/Press_release:_1996-09-03:_Virtua_Fighter_Kids:_New_Sega_Saturn_game_is_way_%22a-head%22_of_its_time |url-status=live }}</ref> | | {{sort|040|40,000+}} {{small|(until 1996)}}<ref name="VF">{{cite news |title=Virtua Fighter Kids: New Sega Saturn game is way "a-head" of its time |url=https://segaretro.org/Press_release:_1996-09-03:_Virtua_Fighter_Kids:_New_Sega_Saturn_game_is_way_%22a-head%22_of_its_time |access-date=11 October 2021 |publisher=[[Sega of America]] |date=September 3, 1996 |archive-date=31 March 2022 |archive-url=https://web.archive.org/web/20220331111034/https://segaretro.org/Press_release:_1996-09-03:_Virtua_Fighter_Kids:_New_Sega_Saturn_game_is_way_%22a-head%22_of_its_time |url-status=live }}</ref> | ||
| Line 173: | Line 188: | ||
|- | |- | ||
| ''[[Virtua Fighter 2]]'' | | ''[[Virtua Fighter 2]]'' | ||
|[[Sega]] | |||
| [[1994 in video games|1994]] | | [[1994 in video games|1994]] | ||
| {{sort|040|40,000+}} {{small|(until 1996)}}<ref name="GM515">{{cite magazine|title=Sega Promotes 64-Bit CG Board "Model 3"|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=515|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=1 April 1996|page=26|lang=ja|url=https://onitama.tv/gamemachine/pdf/19960401p.pdf#page=14|archive-url=https://web.archive.org/web/20200309060115/https://onitama.tv/gamemachine/pdf/19960401p.pdf|archive-date=9 March 2020|url-status=live}}</ref> | | {{sort|040|40,000+}} {{small|(until 1996)}}<ref name="GM515">{{cite magazine|title=Sega Promotes 64-Bit CG Board "Model 3"|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=515|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=1 April 1996|page=26|lang=ja|url=https://onitama.tv/gamemachine/pdf/19960401p.pdf#page=14|archive-url=https://web.archive.org/web/20200309060115/https://onitama.tv/gamemachine/pdf/19960401p.pdf|archive-date=9 March 2020|url-status=live}}</ref> | ||
| Line 179: | Line 195: | ||
|- | |- | ||
| ''[[Tekken 2]]'' | | ''[[Tekken 2]]'' | ||
|[[Namco]] | |||
| 1995 | | 1995 | ||
| {{sort|040|40,000}} {{small|(until 1996)}}<ref name="GM534">{{cite magazine|editor-last=Akagi|editor-first=Masumi|title="Tekken 2", "Virtua Cop 2" Top Videos '96|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=534|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=1 February 1997|page=26|url=https://onitama.tv/gamemachine/pdf/19970201p.pdf#page=14|archive-url=https://web.archive.org/web/20200523214551/https://onitama.tv/gamemachine/pdf/19970201p.pdf|archive-date=23 May 2020|url-status=live}}</ref> | | {{sort|040|40,000}} {{small|(until 1996)}}<ref name="GM534">{{cite magazine|editor-last=Akagi|editor-first=Masumi|title="Tekken 2", "Virtua Cop 2" Top Videos '96|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=534|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=1 February 1997|page=26|url=https://onitama.tv/gamemachine/pdf/19970201p.pdf#page=14|archive-url=https://web.archive.org/web/20200523214551/https://onitama.tv/gamemachine/pdf/19970201p.pdf|archive-date=23 May 2020|url-status=live}}</ref> | ||
| Line 185: | Line 202: | ||
|- | |- | ||
| ''[[Starhorse]]2'' | | ''[[Starhorse]]2'' | ||
|[[Sega]] | |||
| 2005 | | 2005 | ||
| {{sort|038.614|38,614}} <small>(until 2009)</small>{{refn|''StarHorse2'': | | {{sort|038.614|38,614}} <small>(until 2009)</small>{{refn|''StarHorse2'': | ||
| Line 203: | Line 221: | ||
|- | |- | ||
| ''[[Hyper Olympic]]'' (''Track & Field'') | | ''[[Hyper Olympic]]'' (''Track & Field'') | ||
|[[Konami]] | |||
| 1983 | | 1983 | ||
| {{sort|038|38,000}} {{small|(1983 in Japan)}}<ref>{{cite book |title=RePlay |date=January 1984}}</ref> | | {{sort|038|38,000}} {{small|(1983 in Japan)}}<ref>{{cite book |title=RePlay |date=January 1984}}</ref> | ||
| Line 209: | Line 228: | ||
|- | |- | ||
| ''[[Tekken 3]]'' | | ''[[Tekken 3]]'' | ||
|[[Namco]] | |||
| [[1997 in video games|1997]] | | [[1997 in video games|1997]] | ||
| {{sort|035|35,000}} {{small|(in 1997)}}<ref name="GM557">{{cite magazine|editor-last=Akagi|editor-first=Masumi|title="Tekken 3", "Virtua Fighter 3" Top Videos|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=557|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=1 February 1998|page=22|url=https://onitama.tv/gamemachine/pdf/19980201p.pdf#page=12|archive-url=https://web.archive.org/web/20200524095937/https://onitama.tv/gamemachine/pdf/19980201p.pdf|archive-date=24 May 2020|url-status=live}}</ref> | | {{sort|035|35,000}} {{small|(in 1997)}}<ref name="GM557">{{cite magazine|editor-last=Akagi|editor-first=Masumi|title="Tekken 3", "Virtua Fighter 3" Top Videos|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=557|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=1 February 1998|page=22|url=https://onitama.tv/gamemachine/pdf/19980201p.pdf#page=12|archive-url=https://web.archive.org/web/20200524095937/https://onitama.tv/gamemachine/pdf/19980201p.pdf|archive-date=24 May 2020|url-status=live}}</ref> | ||
| Line 215: | Line 235: | ||
|- | |- | ||
| ''[[Donkey Kong Jr.]]'' | | ''[[Donkey Kong Jr.]]'' | ||
|[[Nintendo]] | |||
| 1982 | | 1982 | ||
| {{sort|030|30,000}} <small>(1982 in the US)</small>{{#tag:ref|''Donkey Kong'': | | {{sort|030|30,000}} <small>(1982 in the US)</small>{{#tag:ref|''Donkey Kong'': | ||
| Line 220: | Line 241: | ||
** {{cite book |author1=Brian Ashcraft |author2=with Jean Snow |author3=forewords by Kevin Williams |author4=Crecente, Brian|title=Arcade Mania: The Turbo-charged World of Japan's Game Centers|year=2008|publisher=[[Kodansha]]|location=Tokyo|isbn=978-4-7700-3078-8|url=https://books.google.com/books?id=wX8kAQAAIAAJ&q="sixty-five+thousand"|edition=1st|quote=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.}} | ** {{cite book |author1=Brian Ashcraft |author2=with Jean Snow |author3=forewords by Kevin Williams |author4=Crecente, Brian|title=Arcade Mania: The Turbo-charged World of Japan's Game Centers|year=2008|publisher=[[Kodansha]]|location=Tokyo|isbn=978-4-7700-3078-8|url=https://books.google.com/books?id=wX8kAQAAIAAJ&q="sixty-five+thousand"|edition=1st|quote=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'' | * United States: 67,000 of ''Donkey Kong'' | ||
** {{cite web|last=Bienaimé|first=Pierre|title=Square Roots: Donkey Kong (NES)|url=http://www.nintendojo.com/features/columns/square-roots/square-roots-donkey-kong-nes|publisher=Nintendojo|date=13 January 2012|quote=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.|archive-url=https://web.archive.org/web/20120201042701/http://www.nintendojo.com/features/columns/square-roots/square-roots-donkey-kong-nes|archive-date=1 February 2012 | ** {{cite web|last=Bienaimé|first=Pierre|title=Square Roots: Donkey Kong (NES)|url=http://www.nintendojo.com/features/columns/square-roots/square-roots-donkey-kong-nes|publisher=Nintendojo|date=13 January 2012|quote=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.|archive-url=https://web.archive.org/web/20120201042701/http://www.nintendojo.com/features/columns/square-roots/square-roots-donkey-kong-nes|archive-date=1 February 2012}} | ||
* United States: 30,000 of ''[[Donkey Kong Jr.]]'' and 5000 of ''[[Donkey Kong 3]]''.<ref name="Kent-352"/> | * United States: 30,000 of ''[[Donkey Kong Jr.]]'' and 5000 of ''[[Donkey Kong 3]]''.<ref name="Kent-352"/> | ||
<!--|group=n|name=DonkeyKong-->}} | <!--|group=n|name=DonkeyKong-->}} | ||
| Line 227: | Line 248: | ||
|- | |- | ||
| ''[[Mr. Do!]]'' | | ''[[Mr. Do!]]'' | ||
|[[Universal Entertainment|Universal]] | |||
| 1982 | | 1982 | ||
| {{sort|030|30,000}} <small>(1982 in the US)</small><ref name="kent_do">{{cite book |title=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|author=Steve L. Kent|publisher=[[Prima Games|Prima]]|year=2001|isbn=0-7615-3643-4|page=352|quote=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.}}</ref> | | {{sort|030|30,000}} <small>(1982 in the US)</small><ref name="kent_do">{{cite book |title=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|author=Steve L. Kent|publisher=[[Prima Games|Prima]]|year=2001|isbn=0-7615-3643-4|page=352|quote=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.}}</ref> | ||
| | | | ||
| | | | ||
|- | |- | ||
| ''[[Karate Champ]]'' | | ''[[Karate Champ]]'' | ||
|[[Data East]] | |||
| [[1984 in video games|1984]] | | [[1984 in video games|1984]] | ||
| {{sort|030|30,000}} <small>(in the US until 1985)</small><ref name="GM259">{{cite magazine|title=Overseas Readers Column|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=259|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=1 May 1985|page=22|lang=ja|url=https://onitama.tv/gamemachine/pdf/19850501p.pdf#page=12|archive-url=https://web.archive.org/web/20200131231206/https://onitama.tv/gamemachine/pdf/19850501p.pdf|archive-date=31 January 2020|url-status=live}}</ref> | | {{sort|030|30,000}} <small>(in the US until 1985)</small><ref name="GM259">{{cite magazine|title=Overseas Readers Column|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=259|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=1 May 1985|page=22|lang=ja|url=https://onitama.tv/gamemachine/pdf/19850501p.pdf#page=12|archive-url=https://web.archive.org/web/20200131231206/https://onitama.tv/gamemachine/pdf/19850501p.pdf|archive-date=31 January 2020|url-status=live}}</ref> | ||
| Line 239: | Line 262: | ||
|- | |- | ||
| ''[[Out Run]]'' | | ''[[Out Run]]'' | ||
|[[Sega]] | |||
| [[1986 in video games|1986]] | | [[1986 in video games|1986]] | ||
| {{sort|030|30,000}} <small>(until 1994)</small><ref name="MMS22">{{Cite magazine|title=OutRun|magazine=[[Mean Machines Sega]]|publisher=EMAP|issue=22|date=August 1994|pages=92–3|issn=0967-9014|url=https://archive.org/details/mean-machines-sega-magazine-22/page/n91/mode/2up}}</ref> | | {{sort|030|30,000}} <small>(until 1994)</small><ref name="MMS22">{{Cite magazine|title=OutRun|magazine=[[Mean Machines Sega]]|publisher=EMAP|issue=22|date=August 1994|pages=92–3|issn=0967-9014|url=https://archive.org/details/mean-machines-sega-magazine-22/page/n91/mode/2up}}</ref> | ||
| Line 245: | Line 269: | ||
|- | |- | ||
| ''[[Final Fight (video game)|Final Fight]]'' | | ''[[Final Fight (video game)|Final Fight]]'' | ||
|[[Capcom]] | |||
| 1989 | | 1989 | ||
| {{sort|030|30,000}} <small>(until 1991)</small><ref>{{cite news |last1=Leone |first1=Matt |title=Street Fighter 3: An oral history |url=https://www.polygon.com/2020/12/8/22151873/street-fighter-3-an-oral-history |access-date=29 April 2021 |work=[[Polygon (website)|Polygon]] |date=8 December 2020 |archive-date=18 December 2020 |archive-url=https://web.archive.org/web/20201218024356/https://www.polygon.com/2020/12/8/22151873/street-fighter-3-an-oral-history |url-status=live }}</ref> | | {{sort|030|30,000}} <small>(until 1991)</small><ref>{{cite news |last1=Leone |first1=Matt |title=Street Fighter 3: An oral history |url=https://www.polygon.com/2020/12/8/22151873/street-fighter-3-an-oral-history |access-date=29 April 2021 |work=[[Polygon (website)|Polygon]] |date=8 December 2020 |archive-date=18 December 2020 |archive-url=https://web.archive.org/web/20201218024356/https://www.polygon.com/2020/12/8/22151873/street-fighter-3-an-oral-history |url-status=live }}</ref> | ||
| Line 251: | Line 276: | ||
|- | |- | ||
| ''[[Virtua Fighter 3]]'' | | ''[[Virtua Fighter 3]]'' | ||
|[[Sega]] | |||
| 1996 | | 1996 | ||
| {{sort|030|30,000}} {{small|(until 1997)}}<ref name="GM557"/> | | {{sort|030|30,000}} {{small|(until 1997)}}<ref name="GM557"/> | ||
| Line 257: | Line 283: | ||
|- | |- | ||
| ''[[NBA Jam (1993 video game)|NBA Jam]]'' | | ''[[NBA Jam (1993 video game)|NBA Jam]]'' | ||
|[[Midway Games|Midway]] | |||
| 1993 | | 1993 | ||
| {{sort|020|20,000}} <small>(until 2013)</small><ref>{{cite news |url=https://www.huffpost.com/entry/nba-jam-rigged_n_3998321 |title='NBA Jam' Rigged Against The Chicago Bulls According To Pistons Fan/Lead Designer, Mark Turmell |work=The Huffington Post |date=2013-09-26 |access-date=2018-01-08 |archive-date=26 July 2020 |archive-url=https://web.archive.org/web/20200726102643/https://www.huffpost.com/entry/nba-jam-rigged_n_3998321 |url-status=live }}</ref> | | {{sort|020|20,000}} <small>(until 2013)</small><ref>{{cite news |url=https://www.huffpost.com/entry/nba-jam-rigged_n_3998321 |title='NBA Jam' Rigged Against The Chicago Bulls According To Pistons Fan/Lead Designer, Mark Turmell |work=The Huffington Post |date=2013-09-26 |access-date=2018-01-08 |archive-date=26 July 2020 |archive-url=https://web.archive.org/web/20200726102643/https://www.huffpost.com/entry/nba-jam-rigged_n_3998321 |url-status=live }}</ref> | ||
| {{sort|2000|$2 billion}} <small>(until 2013)</small><ref>{{cite web|last=Leone|first=Matt|title=The Rise, Fall, and Return of NBA Jam|url=http://www.1up.com/features/rise-fall-return-nba-jam?pager.offset=1|publisher=1UP|access-date=1 March 2021 | | {{sort|2000|$2 billion}} <small>(until 2013)</small><ref>{{cite web|last=Leone|first=Matt|title=The Rise, Fall, and Return of NBA Jam|url=http://www.1up.com/features/rise-fall-return-nba-jam?pager.offset=1|publisher=1UP|access-date=1 March 2021|archive-url=https://web.archive.org/web/20130412043344/http://www.1up.com/features/rise-fall-return-nba-jam?pager.offset=1|archive-date=12 April 2013}}</ref> | ||
| {{US$|{{inflation|US|2|2002|r=1}} billion|long=no}} | | {{US$|{{inflation|US|2|2002|r=1}} billion|long=no}} | ||
|- | |- | ||
| ''[[World Club Champion Football]]'' | | ''[[World Club Champion Football]]'' | ||
|[[Sega]] | |||
| [[2002 in video games|2002]] | | [[2002 in video games|2002]] | ||
| {{sort|002.479|2,479}} <small>(until 2009)</small>{{refn|''World Club Champion Football'' series, unit sales: | | {{sort|002.479|2,479}} <small>(until 2009)</small>{{refn|''World Club Champion Football'' series, unit sales: | ||
| Line 270: | Line 298: | ||
| {{sort|0706.014|$706.014 million}} <small>(until 2012)</small>{{refn|''World Club Champion Football'' series, revenue: | | {{sort|0706.014|$706.014 million}} <small>(until 2012)</small>{{refn|''World Club Champion Football'' series, revenue: | ||
* Series revenues until March 2009 – $552.3 million | * 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.<ref name="DigInfo TV">{{cite web|title=AOU 2009 – Sega World Club Champion Football Intercontinental Clubs 2007–2008|url=http://www.diginfo.tv/v/09-0061-r-en.php|work=AOU Amusement Expo 2009|publisher=DigInfo TV|date=2 March 2009 | ** 480 million player cards sold. Prices could range from ¥300 for a single card from an arcade machine to ¥1000 for a starter pack.<ref name="DigInfo TV">{{cite web|title=AOU 2009 – Sega World Club Champion Football Intercontinental Clubs 2007–2008|url=http://www.diginfo.tv/v/09-0061-r-en.php|work=AOU Amusement Expo 2009|publisher=DigInfo TV|date=2 March 2009|archive-url=https://web.archive.org/web/20120823125143/http://www.diginfo.tv/v/09-0061-r-en.php|archive-date=23 August 2012}}</ref> A¥1000 starter pack consists of 11 player cards, equivalent to ¥90.91 each.<ref name="GameSpot">{{cite web|title=Sports Gaming in Japan: World Club Champion Football|url=http://uk.gamespot.com/news/sports-gaming-in-japan-world-club-champion-football-6233603|website=[[GameSpot]]|date=22 September 2009|archive-url=https://web.archive.org/web/20130203083816/http://uk.gamespot.com/news/sports-gaming-in-japan-world-club-champion-football-6233603|archive-date=3 February 2013}}</ref> 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.<ref name="xe_currency"/> 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<ref group="n" name="Intercontinental"/> | * ''World Club Champion Football: Intercontinental Clubs'' revenues from April 2009 to June 2012 – $150.1 million<ref group="n" name="Intercontinental"/> | ||
<!--|group=n|name=wccf_revenue-->}} | <!--|group=n|name=wccf_revenue-->}} | ||
| Line 276: | Line 304: | ||
|- | |- | ||
| ''[[Mortal Kombat II]]'' | | ''[[Mortal Kombat II]]'' | ||
|[[Midway Games|Midway]] | |||
| 1993 | | 1993 | ||
| 27,000 <small>(until 2002)</small><ref name="nytimes2002"/> | | 27,000 <small>(until 2002)</small><ref name="nytimes2002"/> | ||
| Line 282: | Line 311: | ||
|- | |- | ||
| ''[[Frogger]]'' | | ''[[Frogger]]'' | ||
|[[Sega]] | |||
| 1981 | | 1981 | ||
| | | | ||
| Line 288: | Line 318: | ||
|- | |- | ||
| ''[[Tempest (video game)|Tempest]]'' | | ''[[Tempest (video game)|Tempest]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1981 | | 1981 | ||
| {{sort|030|29,000}} <small>(until 1983)</small><ref name="atari_memo2" /> | | {{sort|030|29,000}} <small>(until 1983)</small><ref name="atari_memo2" /> | ||
| Line 294: | Line 325: | ||
|- | |- | ||
| ''[[Q*bert]]'' | | ''[[Q*bert]]'' | ||
|[[Gottlieb]] | |||
| 1982 | | 1982 | ||
| {{sort|025|25,000}} <small>(until 2001)</small><ref>{{cite book|title=[[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]]|author=Steve L. Kent| | | {{sort|025|25,000}} <small>(until 2001)</small><ref>{{cite book|title=[[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]]|author=Steve L. Kent|author-link=Steven L. Kent|publisher=[[Prima Games|Prima]]|year=2001|isbn=0-7615-3643-4|page=224|quote=Gottlieb sold approximately 25,000 Q*Bert arcade machines.}}</ref> | ||
| | | | ||
| | | | ||
|- | |- | ||
| ''[[Teenage Mutant Ninja Turtles (arcade game)|Teenage Mutant Ninja Turtles]]'' | | ''[[Teenage Mutant Ninja Turtles (arcade game)|Teenage Mutant Ninja Turtles]]'' | ||
|[[Konami]] | |||
| 1989 | | 1989 | ||
| {{sort|025|25,000}} <small>(US & EU until May 1990)</small><ref>{{cite magazine |title=Overseas Readers Column: Korean Counterfeiters Were Exposed By Police |magazine=[[:ja:ゲームマシン|Game Machine]] |issue=379 |publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]] |date=1 May 1990 |page=30 |lang=ja |url=https://onitama.tv/gamemachine/pdf/19900501p.pdf#page=16 |archive-url=https://web.archive.org/web/20200131225318/https://onitama.tv/gamemachine/pdf/19900501p.pdf |archive-date=31 January 2020 |url-status=live }}</ref><ref>{{cite magazine |title=News Digest: ''TMNT'' Counterfeiters |magazine=RePlay |date=June 1990 |volume=15 |issue=9 |page=18 |url=https://archive.org/details/re-play-volume-14-issue-no.-9-june-1990-600DPI/RePlay%20-%20Volume%2014%2C%20Issue%20No.%209%20-%20June%201990/page/18}}</ref> | | {{sort|025|25,000}} <small>(US & EU until May 1990)</small><ref>{{cite magazine |title=Overseas Readers Column: Korean Counterfeiters Were Exposed By Police |magazine=[[:ja:ゲームマシン|Game Machine]] |issue=379 |publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]] |date=1 May 1990 |page=30 |lang=ja |url=https://onitama.tv/gamemachine/pdf/19900501p.pdf#page=16 |archive-url=https://web.archive.org/web/20200131225318/https://onitama.tv/gamemachine/pdf/19900501p.pdf |archive-date=31 January 2020 |url-status=live }}</ref><ref>{{cite magazine |title=News Digest: ''TMNT'' Counterfeiters |magazine=RePlay |date=June 1990 |volume=15 |issue=9 |page=18 |url=https://archive.org/details/re-play-volume-14-issue-no.-9-june-1990-600DPI/RePlay%20-%20Volume%2014%2C%20Issue%20No.%209%20-%20June%201990/page/18}}</ref> | ||
| Line 306: | Line 339: | ||
|- | |- | ||
| ''[[Beatmania]]'' | | ''[[Beatmania]]'' | ||
|[[Konami]] | |||
| [[1997 in video games|1997]] | | [[1997 in video games|1997]] | ||
| {{sort|025|25,000}} <small>(until 2000)</small><ref name="beatmania_sales">{{cite news|last=Beals|first=Gregory|title=Kings of Cool|url=https://www.newsweek.com/kings-cool-156033|newspaper=[[Newsweek]]|date=11 December 2000|access-date=30 October 2021|quote=Konami has sold 25,000 Beatmania machines in three years. In the arcade industry, selling 1000 units is considered a success.|archive-date=30 October 2021|archive-url=https://web.archive.org/web/20211030142137/https://www.newsweek.com/kings-cool-156033|url-status=live}}</ref> | | {{sort|025|25,000}} <small>(until 2000)</small><ref name="beatmania_sales">{{cite news|last=Beals|first=Gregory|title=Kings of Cool|url=https://www.newsweek.com/kings-cool-156033|newspaper=[[Newsweek]]|date=11 December 2000|access-date=30 October 2021|quote=Konami has sold 25,000 Beatmania machines in three years. In the arcade industry, selling 1000 units is considered a success.|archive-date=30 October 2021|archive-url=https://web.archive.org/web/20211030142137/https://www.newsweek.com/kings-cool-156033|url-status=live}}</ref> | ||
| Line 315: | Line 349: | ||
|- | |- | ||
| ''[[Mortal Kombat (1992 video game)|Mortal Kombat]]'' | | ''[[Mortal Kombat (1992 video game)|Mortal Kombat]]'' | ||
|[[Midway Games|Midway]] | |||
| [[1992 in video games|1992]] | | [[1992 in video games|1992]] | ||
| 24,000 <small>(until 2002)</small><ref name="nytimes2002">{{cite news|last=Horwitz|first=Jeremy|title=Technology: Mortal Apathy?|url=https://www.nytimes.com/2002/07/08/technology/08MIDW.html|newspaper=[[The New York Times]]|date=8 July 2002|access-date=18 February 2017|archive-date=3 October 2013|archive-url=https://web.archive.org/web/20131003002950/http://www.nytimes.com/2002/07/08/business/technology-mortal-apathy.html?pagewanted=2|url-status=live}}</ref> | | 24,000 <small>(until 2002)</small><ref name="nytimes2002">{{cite news|last=Horwitz|first=Jeremy|title=Technology: Mortal Apathy?|url=https://www.nytimes.com/2002/07/08/technology/08MIDW.html|newspaper=[[The New York Times]]|date=8 July 2002|access-date=18 February 2017|archive-date=3 October 2013|archive-url=https://web.archive.org/web/20131003002950/http://www.nytimes.com/2002/07/08/business/technology-mortal-apathy.html?pagewanted=2|url-status=live}}</ref> | ||
| Line 321: | Line 356: | ||
|- | |- | ||
| ''[[Darkstalkers: The Night Warriors]]'' | | ''[[Darkstalkers: The Night Warriors]]'' | ||
|[[Capcom]] | |||
| 1994 | | 1994 | ||
| {{sort|020|24,000}}<ref name="okamoto_darkstalkers">{{cite AV media |last=Okamoto |first=Yoshiki |author1-link=Yoshiki Okamoto |title=[How Darkstalkers Was Born!] Katsuya Akitomo, the Man Who Influenced Character Designs in "CAPCOM" |url=https://www.youtube.com/watch?v=l-jiOuxVUog | archive-url=https://ghostarchive.org/varchive/youtube/20211211/l-jiOuxVUog| archive-date=2021-12-11 | url-status=live|website=[[YouTube]] |time=6 minutes |access-date=21 July 2021 |date=23 January 2021}}{{cbignore}}.</ref> | | {{sort|020|24,000}}<ref name="okamoto_darkstalkers">{{cite AV media |last=Okamoto |first=Yoshiki |author1-link=Yoshiki Okamoto |title=[How Darkstalkers Was Born!] Katsuya Akitomo, the Man Who Influenced Character Designs in "CAPCOM" |url=https://www.youtube.com/watch?v=l-jiOuxVUog | archive-url=https://ghostarchive.org/varchive/youtube/20211211/l-jiOuxVUog| archive-date=2021-12-11 | url-status=live|website=[[YouTube]] |time=6 minutes |access-date=21 July 2021 |date=23 January 2021}}{{cbignore}}.</ref> | ||
| Line 327: | Line 363: | ||
|- | |- | ||
| ''[[Robotron: 2084]]'' | | ''[[Robotron: 2084]]'' | ||
|[[WMS Industries|Williams]] | |||
| 1982 | | 1982 | ||
| {{sort|023|23,000}} <small>(until 1983)</small><ref name="atari_memo2"/> | | {{sort|023|23,000}} <small>(until 1983)</small><ref name="atari_memo2"/> | ||
| Line 333: | Line 370: | ||
|- | |- | ||
| ''[[Pole Position (video game)|Pole Position]]'' | | ''[[Pole Position (video game)|Pole Position]]'' | ||
|[[Namco]] | |||
| 1982 | | 1982 | ||
| {{sort|021|21,000}} <small>(in the US until 1983)</small><ref name="atari_memo2">{{cite web|last=Fujihara|first=Mary|title=Inter Office Memo|url=http://www.atarigames.com/index.php?option=com_content&view=article&id=49:atari-sales-estimates-for-other-manufactures-2&catid=5:atari-inter-office-memos&Itemid=5|publisher=[[Atari]]|date=2 November 1983 | | {{sort|021|21,000}} <small>(in the US until 1983)</small><ref name="atari_memo2">{{cite web|last=Fujihara|first=Mary|title=Inter Office Memo|url=http://www.atarigames.com/index.php?option=com_content&view=article&id=49:atari-sales-estimates-for-other-manufactures-2&catid=5:atari-inter-office-memos&Itemid=5|publisher=[[Atari]]|date=2 November 1983|archive-url=https://web.archive.org/web/20141006081923/http://www.atarigames.com/index.php?option=com_content&view=article&id=49:atari-sales-estimates-for-other-manufactures-2&catid=5:atari-inter-office-memos&Itemid=5|archive-date=6 October 2014|access-date=18 March 2012}}</ref> | ||
| {{sort|0062|$60.933 million}} <small>(until 1983)</small><ref name="atari_memo2"/><ref name="atari_production"/> <br /> <small>(US hardware sales)</small> | | {{sort|0062|$60.933 million}} <small>(until 1983)</small><ref name="atari_memo2"/><ref name="atari_production"/> <br /> <small>(US hardware sales)</small> | ||
| ${{formatprice|{{inflation|US|60933000|1982|r=0}}}} <br /> <small>(US hardware sales)</small> | | ${{formatprice|{{inflation|US|60933000|1982|r=0}}}} <br /> <small>(US hardware sales)</small> | ||
|- | |- | ||
| ''[[Dig Dug]]'' | | ''[[Dig Dug]]'' | ||
|[[Namco]] | |||
| 1982 | | 1982 | ||
| {{sort|022.228|22,228}}<ref name="atari_production"/> <small>(in the US until 1983)</small><ref name="atari_memo1"/> | | {{sort|022.228|22,228}}<ref name="atari_production"/> <small>(in the US until 1983)</small><ref name="atari_memo1"/> | ||
| Line 345: | Line 384: | ||
|- | |- | ||
| ''[[Popeye (video game)|Popeye]]'' | | ''[[Popeye (video game)|Popeye]]'' | ||
|[[Nintendo]] | |||
| 1982 | | 1982 | ||
| {{sort|020|20,000}} <small>(in the US until 1982)</small><ref name="Kent-352">{{cite book|author=Steven L. Kent|year=2001|title=The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World|publisher=[[Prima Games|Prima]]|url=https://books.google.com/books?id=C2MH05ogU9oC|page=352|isbn= | | {{sort|020|20,000}} <small>(in the US until 1982)</small><ref name="Kent-352">{{cite book|author=Steven L. Kent|year=2001|title=The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World|publisher=[[Prima Games|Prima]]|url=https://books.google.com/books?id=C2MH05ogU9oC|page=352|isbn=978-0-7615-3643-7|quote=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).|access-date=18 February 2016|archive-date=17 January 2023|archive-url=https://web.archive.org/web/20230117222415/https://books.google.com/books?id=C2MH05ogU9oC|url-status=live}}</ref> | ||
| | | | ||
| | | | ||
|- | |- | ||
| ''[[Vs. Super Mario Bros.]]'' | | ''[[Vs. Super Mario Bros.]]'' | ||
|[[Nintendo]] | |||
| 1986 | | 1986 | ||
| {{sort|020|20,000}} <small>(1986)</small><ref name="Horowitz">{{cite book |last1=Horowitz |first1=Ken |title=Beyond Donkey Kong: A History of Nintendo Arcade Games |date=30 July 2020 |publisher=[[McFarland & Company]] |isbn=978-1-4766-4176-8 |page=156 |url=https://books.google.com/books?id=UXD0DwAAQBAJ&pg=PA156 |access-date=2 April 2021 |archive-date=17 January 2023 |archive-url=https://web.archive.org/web/20230117222933/https://books.google.com/books?id=UXD0DwAAQBAJ&pg=PA156 |url-status=live }}</ref> | | {{sort|020|20,000}} <small>(1986)</small><ref name="Horowitz">{{cite book |last1=Horowitz |first1=Ken |title=Beyond Donkey Kong: A History of Nintendo Arcade Games |date=30 July 2020 |publisher=[[McFarland & Company]] |isbn=978-1-4766-4176-8 |page=156 |url=https://books.google.com/books?id=UXD0DwAAQBAJ&pg=PA156 |access-date=2 April 2021 |archive-date=17 January 2023 |archive-url=https://web.archive.org/web/20230117222933/https://books.google.com/books?id=UXD0DwAAQBAJ&pg=PA156 |url-status=live }}</ref> | ||
| Line 357: | Line 398: | ||
|- | |- | ||
| ''[[Pump It Up (video game)|Pump It Up]]'' | | ''[[Pump It Up (video game)|Pump It Up]]'' | ||
|Andamiro | |||
| [[1999 in video games|1999]] | | [[1999 in video games|1999]] | ||
| {{sort|020|20,000}} <small>(until 2005)</small><ref name="pump_sales">{{cite news|title=Pump It Up: Exceed drops to PS2 / Xbox|publisher=Punch Jump Crew|date=8 September 2005}}</ref> | | {{sort|020|20,000}} <small>(until 2005)</small><ref name="pump_sales">{{cite news|title=Pump It Up: Exceed drops to PS2 / Xbox|publisher=Punch Jump Crew|date=8 September 2005}}</ref> | ||
| Line 363: | Line 405: | ||
|- | |- | ||
| ''[[Tekken Tag Tournament]]'' | | ''[[Tekken Tag Tournament]]'' | ||
|[[Namco]] | |||
| 1999 | | 1999 | ||
| {{sort|019|19,000}} <small>(until 2000)</small><ref name="Tag">{{cite magazine|editor-last=Akagi|editor-first=Masumi|title="Tekken TT", "Samba DE Amiga" Top Videos|url=https://onitama.tv/gamemachine/pdf/20010115p.pdf#page=10|magazine=[[:ja:ゲームマシン|Game Machine]]|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|issue=626|date=15 January 2001|page=18|access-date=30 October 2021|archive-date=30 October 2021|archive-url=https://web.archive.org/web/20211030220531/https://onitama.tv/gamemachine/pdf/20010115p.pdf#page=10|url-status=live}}</ref> | | {{sort|019|19,000}} <small>(until 2000)</small><ref name="Tag">{{cite magazine|editor-last=Akagi|editor-first=Masumi|title="Tekken TT", "Samba DE Amiga" Top Videos|url=https://onitama.tv/gamemachine/pdf/20010115p.pdf#page=10|magazine=[[:ja:ゲームマシン|Game Machine]]|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|issue=626|date=15 January 2001|page=18|access-date=30 October 2021|archive-date=30 October 2021|archive-url=https://web.archive.org/web/20211030220531/https://onitama.tv/gamemachine/pdf/20010115p.pdf#page=10|url-status=live}}</ref> | ||
|- | |- | ||
| ''[[Jungle Hunt]]'' | | ''[[Jungle Hunt]]'' | ||
|[[Taito]] | |||
| 1982 | | 1982 | ||
| {{sort|018|18,000}} <small>(in the US until 1983)</small><ref name="atari_memo1">{{cite web |last1=Fujihara |first1=Mary |title=Inter Office Memo: Coin-Op Product Sales |url=http://www.atarigames.com/pdffiles/salesestimates1.pdf |publisher=[[Atari, Inc.]] |date=July 25, 1983 |access-date=14 October 2021 |archive-date=20 October 2021 |archive-url=https://web.archive.org/web/20211020200920/http://www.atarigames.com/pdffiles/salesestimates1.pdf | | {{sort|018|18,000}} <small>(in the US until 1983)</small><ref name="atari_memo1">{{cite web |last1=Fujihara |first1=Mary |title=Inter Office Memo: Coin-Op Product Sales |url=http://www.atarigames.com/pdffiles/salesestimates1.pdf |publisher=[[Atari, Inc.]] |date=July 25, 1983 |access-date=14 October 2021 |archive-date=20 October 2021 |archive-url=https://web.archive.org/web/20211020200920/http://www.atarigames.com/pdffiles/salesestimates1.pdf }}</ref> | ||
| | | | ||
| | | | ||
|- | |- | ||
| ''[[Raiden (video game)|Raiden]]'' | | ''[[Raiden (video game)|Raiden]]'' | ||
|[[Tecmo]] | |||
| 1990 | | 1990 | ||
| {{sort|017|17,000}}<ref name="TFDRDIII">{{cite web|url=http://www.inhgroup.com/item/raiden04/|title=THE FLASH DESIRE 雷電III|website=inhgroup.com|date=2007|access-date=2019-10-03|language=ja|archive-url=https://web.archive.org/web/20190407204956/http://www.inhgroup.com/item/raiden04/|archive-date=7 April 2019|url-status=live | | {{sort|017|17,000}}<ref name="TFDRDIII">{{cite web|url=http://www.inhgroup.com/item/raiden04/|title=THE FLASH DESIRE 雷電III|website=inhgroup.com|date=2007|access-date=2019-10-03|language=ja|archive-url=https://web.archive.org/web/20190407204956/http://www.inhgroup.com/item/raiden04/|archive-date=7 April 2019|url-status=live}} ([http://shmuplations.com/seibukaihatsu2/ Translation] by Shmuplations. {{Webarchive|url=https://web.archive.org/web/20191217170505/http://shmuplations.com/seibukaihatsu2/|date=2019-12-17}}).</ref> | ||
| | | | ||
| | | | ||
|- | |- | ||
| ''[[Killer Instinct (1994 video game)|Killer Instinct]]'' | | ''[[Killer Instinct (1994 video game)|Killer Instinct]]'' | ||
|[[Midway Games|Midway]] | |||
| 1994 | | 1994 | ||
| {{sort|017|17,000}}<ref>{{cite book |last1=Horowitz |first1=Ken |title=Beyond Donkey Kong: A History of Nintendo Arcade Games |date=30 July 2020 |publisher=[[McFarland & Company]] |isbn=978-1-4766-4176-8 |page=199 |url=https://books.google.com/books?id=UXD0DwAAQBAJ&pg=PA199 |access-date=19 October 2021 |archive-date=17 January 2023 |archive-url=https://web.archive.org/web/20230117222933/https://www.google.com/books/edition/Beyond_Donkey_Kong/UXD0DwAAQBAJ?hl=en&gbpv=1&pg=PA199&printsec=frontcover |url-status=live }}</ref> | | {{sort|017|17,000}}<ref>{{cite book |last1=Horowitz |first1=Ken |title=Beyond Donkey Kong: A History of Nintendo Arcade Games |date=30 July 2020 |publisher=[[McFarland & Company]] |isbn=978-1-4766-4176-8 |page=199 |url=https://books.google.com/books?id=UXD0DwAAQBAJ&pg=PA199 |access-date=19 October 2021 |archive-date=17 January 2023 |archive-url=https://web.archive.org/web/20230117222933/https://www.google.com/books/edition/Beyond_Donkey_Kong/UXD0DwAAQBAJ?hl=en&gbpv=1&pg=PA199&printsec=frontcover |url-status=live }}</ref> | ||
| Line 385: | Line 431: | ||
|- | |- | ||
|''[[List of Pokémon video games|Pokémon Mezastar]]'' | |''[[List of Pokémon video games|Pokémon Mezastar]]'' | ||
|[[Takara Tomy]] | |||
|2020 | |2020 | ||
| | | | ||
| Line 391: | Line 438: | ||
|- | |- | ||
| ''[[Dragon's Lair (1983 video game)|Dragon's Lair]]'' | | ''[[Dragon's Lair (1983 video game)|Dragon's Lair]]'' | ||
|[[Cinematronics]] | |||
| [[1983 in video games|1983]] | | [[1983 in video games|1983]] | ||
| {{sort|016|16,000}} <small>(until 1983)</small><ref name="kent_lair">{{cite book |title=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|author=Steve L. Kent|publisher=[[Prima Games|Prima]]|year=2001|isbn=0-7615-3643-4|page=225|quote=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.}}</ref><ref>{{cite news|last=Harmetz|first=Aljean|title=Daring Dirk Perk For Arcades|url=https://news.google.com/newspapers?id=7qMyAAAAIBAJ&pg=3206,953643|newspaper=[[Ottawa Citizen]]|date=13 August 1983|page=29|access-date=12 May 2020|archive-date=20 October 2021|archive-url=https://web.archive.org/web/20211020202256/https://news.google.com/newspapers?id=7qMyAAAAIBAJ&pg=3206%2C953643|url-status=live}}</ref> | | {{sort|016|16,000}} <small>(until 1983)</small><ref name="kent_lair">{{cite book |title=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|author=Steve L. Kent|publisher=[[Prima Games|Prima]]|year=2001|isbn=0-7615-3643-4|page=225|quote=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.}}</ref><ref>{{cite news|last=Harmetz|first=Aljean|title=Daring Dirk Perk For Arcades|url=https://news.google.com/newspapers?id=7qMyAAAAIBAJ&pg=3206,953643|newspaper=[[Ottawa Citizen]]|date=13 August 1983|page=29|access-date=12 May 2020|archive-date=20 October 2021|archive-url=https://web.archive.org/web/20211020202256/https://news.google.com/newspapers?id=7qMyAAAAIBAJ&pg=3206%2C953643|url-status=live}}</ref> | ||
| {{sort|0048|$68.8 million}} <br /> <small>(hardware sales until 1983)</small><ref name="kent_lair" /><ref name="Allgame-Dyer" /> | | {{sort|0048|$68.8 million}} <br /> <small>(hardware sales until 1983)</small><ref name="kent_lair" /><ref name="Allgame-Dyer" /> | ||
| ${{formatprice|{{inflation|US|68800000|1983|r=0}}}} <br /> <small>(hardware sales)</small> | | ${{formatprice|{{inflation|US|68800000|1983|r=0}}}} <br /> <small>(hardware sales)</small> | ||
|- | |- | ||
| ''[[Asteroids Deluxe]]'' | | ''[[Asteroids Deluxe]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1981 | | 1981 | ||
| {{sort|022.399|22,399}} <small>(until 1999)</small><ref name="atari_production99">{{cite web|title=Production Numbers|url=http://www.atarigames.com/atarinumbers90s.pdf|publisher=[[Atari Games]]|date=August 31, 1999|access-date=April 19, 2021|archive-date=10 May 2013|archive-url=https://web.archive.org/web/20130510143012/http://www.atarigames.com/atarinumbers90s.pdf | | {{sort|022.399|22,399}} <small>(until 1999)</small><ref name="atari_production99">{{cite web|title=Production Numbers|url=http://www.atarigames.com/atarinumbers90s.pdf|publisher=[[Atari Games]]|date=August 31, 1999|access-date=April 19, 2021|archive-date=10 May 2013|archive-url=https://web.archive.org/web/20130510143012/http://www.atarigames.com/atarinumbers90s.pdf}}</ref> | ||
| {{sort|0046.1|$46.1 million}} <br /> <small>(hardware sales until 1999)</small><ref name="atari_production99" /> | | {{sort|0046.1|$46.1 million}} <br /> <small>(hardware sales until 1999)</small><ref name="atari_production99" /> | ||
| ${{formatprice|{{inflation|US|46100000|1999|r=0}}}} <br /> <small>(hardware sales)</small> | | ${{formatprice|{{inflation|US|46100000|1999|r=0}}}} <br /> <small>(hardware sales)</small> | ||
|- | |- | ||
| ''[[Missile Command]]'' | | ''[[Missile Command]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1980 | | 1980 | ||
| {{sort|019.9|19,999}} <small>(until 2010)</small><ref>{{cite book|last=Fulton|first=Jeff|title=The essential guide to Flash games : building interactive entertainment with ActionScript 3.0|year=2010|publisher=Friends of ED|location=[Berkeley, Calif.]|isbn=978-1-4302-2614-7|chapter-url=https://books.google.com/books?id=VCR7XYUncEsC&pg=PA138|edition=New|page=138|chapter=A short history of Missile Command|quote=While certainly not the size of Asteroids, the game was still a huge hit with almost 20,000 units sold.|access-date=18 February 2016|archive-date=17 January 2023|archive-url=https://web.archive.org/web/20230117222934/https://books.google.com/books?id=VCR7XYUncEsC&pg=PA138|url-status=live}}</ref> | | {{sort|019.9|19,999}} <small>(until 2010)</small><ref>{{cite book|last=Fulton|first=Jeff|title=The essential guide to Flash games: building interactive entertainment with ActionScript 3.0|year=2010|publisher=Friends of ED|location=[Berkeley, Calif.]|isbn=978-1-4302-2614-7|chapter-url=https://books.google.com/books?id=VCR7XYUncEsC&pg=PA138|edition=New|page=138|chapter=A short history of Missile Command|quote=While certainly not the size of Asteroids, the game was still a huge hit with almost 20,000 units sold.|access-date=18 February 2016|archive-date=17 January 2023|archive-url=https://web.archive.org/web/20230117222934/https://books.google.com/books?id=VCR7XYUncEsC&pg=PA138|url-status=live}}</ref> | ||
| {{sort|0036.8|$36.8 million}} <br /> <small>(hardware sales until 1991)</small><ref name="atari_production99" /> | | {{sort|0036.8|$36.8 million}} <br /> <small>(hardware sales until 1991)</small><ref name="atari_production99" /> | ||
| ${{formatprice|{{inflation|US|36800000|1991|r=0}}}} <br /> <small>(hardware sales)</small> | | ${{formatprice|{{inflation|US|36800000|1991|r=0}}}} <br /> <small>(hardware sales)</small> | ||
|- | |- | ||
| ''[[Berzerk (video game)|Berzerk]]'' | | ''[[Berzerk (video game)|Berzerk]]'' | ||
|[[Stern Electronics|Stern]] | |||
| 1980 | | 1980 | ||
| {{sort|015.78|15,780}} <small>(until 1981)</small><ref name="stern_production_numbers">{{cite web|title=Stern Production Numbers and More CCI Photos|url=http://www.tokensonly.com/2012/05/misc/stern-production-numbers-and-more-cci-photos/|date=1 May 2012|access-date=1 October 2014|archive-date=4 May 2012|archive-url=https://web.archive.org/web/20120504204825/http://www.tokensonly.com/2012/05/misc/stern-production-numbers-and-more-cci-photos/|url-status=live}}</ref> | | {{sort|015.78|15,780}} <small>(until 1981)</small><ref name="stern_production_numbers">{{cite web|title=Stern Production Numbers and More CCI Photos|url=http://www.tokensonly.com/2012/05/misc/stern-production-numbers-and-more-cci-photos/|date=1 May 2012|access-date=1 October 2014|archive-date=4 May 2012|archive-url=https://web.archive.org/web/20120504204825/http://www.tokensonly.com/2012/05/misc/stern-production-numbers-and-more-cci-photos/|url-status=live}}</ref> | ||
| Line 415: | Line 466: | ||
|- | |- | ||
| ''[[Scramble (video game)|Scramble]]'' | | ''[[Scramble (video game)|Scramble]]'' | ||
|[[Konami]] | |||
| 1981 | | 1981 | ||
| {{sort|015.136|15,136}} <small>(until 1981)</small><ref name="stern_production_numbers" /> | | {{sort|015.136|15,136}} <small>(until 1981)</small><ref name="stern_production_numbers" /> | ||
| Line 421: | Line 473: | ||
|- | |- | ||
| ''[[Champion Baseball]]'' | | ''[[Champion Baseball]]'' | ||
|[[Sega]] | |||
| 1983 | | 1983 | ||
| {{sort|015|15,000}} <small>(in Japan until June 1983)</small><ref name="CB">{{cite magazine |title=#1 Game In Japan: Sega Electronics To Bring 'Champion Baseball' Vid to U.S. |magazine=[[Cash Box]] |date=June 16, 1983 |pages=33–4 |url=https://worldradiohistory.com/Archive-All-Music/Cash-Box/80s/1983/CB-1983-06-18.pdf#page=33 |archive-url=https://web.archive.org/web/20200813195404/https://worldradiohistory.com/Archive-All-Music/Cash-Box/80s/1983/CB-1983-06-18.pdf |archive-date=August 13, 2020 |url-status=live }}</ref> | | {{sort|015|15,000}} <small>(in Japan until June 1983)</small><ref name="CB">{{cite magazine |title=#1 Game In Japan: Sega Electronics To Bring 'Champion Baseball' Vid to U.S. |magazine=[[Cash Box]] |date=June 16, 1983 |pages=33–4 |url=https://worldradiohistory.com/Archive-All-Music/Cash-Box/80s/1983/CB-1983-06-18.pdf#page=33 |archive-url=https://web.archive.org/web/20200813195404/https://worldradiohistory.com/Archive-All-Music/Cash-Box/80s/1983/CB-1983-06-18.pdf |archive-date=August 13, 2020 |url-status=live }}</ref> | ||
| Line 427: | Line 480: | ||
|- | |- | ||
| ''[[Mushiking: King of the Beetles]]'' | | ''[[Mushiking: King of the Beetles]]'' | ||
|[[Sega]] | |||
| [[2003 in video games|2003]] | | [[2003 in video games|2003]] | ||
| {{sort|013.5|13,500}} <small>(until 2005)</small><ref name="sega_sep05">{{cite web|title=FY Ending March 2006: Interim Results Presentation (April–September 2005)|url=http://www.segasammy.co.jp/english/ir/library/pdf/settlement/2006/e_200603_2q_pre.pdf|publisher=[[Sega Sammy Holdings]]|date=22 November 2005|access-date=17 May 2012|archive-date=20 January 2013|archive-url=https://web.archive.org/web/20130120065244/http://www.segasammy.co.jp/english/ir/library/pdf/settlement/2006/e_200603_2q_pre.pdf|url-status=live}}</ref> | | {{sort|013.5|13,500}} <small>(until 2005)</small><ref name="sega_sep05">{{cite web|title=FY Ending March 2006: Interim Results Presentation (April–September 2005)|url=http://www.segasammy.co.jp/english/ir/library/pdf/settlement/2006/e_200603_2q_pre.pdf|publisher=[[Sega Sammy Holdings]]|date=22 November 2005|access-date=17 May 2012|archive-date=20 January 2013|archive-url=https://web.archive.org/web/20130120065244/http://www.segasammy.co.jp/english/ir/library/pdf/settlement/2006/e_200603_2q_pre.pdf|url-status=live}}</ref> | ||
| Line 436: | Line 490: | ||
|- | |- | ||
| ''[[Battlezone (1980 video game)|Battlezone]]'' | | ''[[Battlezone (1980 video game)|Battlezone]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1980 | | 1980 | ||
| {{sort|015.122|15,122}} <small>(until 1999)</small><ref name="atari_production99" /> | | {{sort|015.122|15,122}} <small>(until 1999)</small><ref name="atari_production99" /> | ||
| Line 442: | Line 497: | ||
|- | |- | ||
| ''[[Stargate (1981 video game)|Stargate]]'' | | ''[[Stargate (1981 video game)|Stargate]]'' | ||
|[[WMS Industries|Williams]] | |||
| 1981 | | 1981 | ||
| {{sort|015|15,000}} <small>(until 1983)</small><ref name="atari_memo2" /> | | {{sort|015|15,000}} <small>(until 1983)</small><ref name="atari_memo2" /> | ||
| Line 448: | Line 504: | ||
|- | |- | ||
| ''[[Space Duel]]'' | | ''[[Space Duel]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1982 | | 1982 | ||
| {{sort|012.038|12,038}} <small>(until 1991)</small><ref name="atari_production" /> | | {{sort|012.038|12,038}} <small>(until 1991)</small><ref name="atari_production" /> | ||
| Line 454: | Line 511: | ||
|- | |- | ||
| ''[[List of Konami games#2000-2009|Mahjong Fight Club 3]]'' | | ''[[List of Konami games#2000-2009|Mahjong Fight Club 3]]'' | ||
|[[Konami]] | |||
| [[2004 in video games|2004]] | | [[2004 in video games|2004]] | ||
| {{sort|013|13,000}} <small>(until 2004)</small><ref name="konami05">{{cite web|title=FY2005 Third quarter Financial Results (April–December 2004)|url=http://www.konami.co.jp/en/ir/pdf/meeting/2005/050127.pdf#page=15|publisher=[[Konami]]|archive-url=https://web.archive.org/web/20060116103026/http://www.konami.co.jp/en/ir/pdf/meeting/2005/050127.pdf#page=15|archive-date=16 January 2006|page=15|date=27 January 2005}}</ref> | | {{sort|013|13,000}} <small>(until 2004)</small><ref name="konami05">{{cite web|title=FY2005 Third quarter Financial Results (April–December 2004)|url=http://www.konami.co.jp/en/ir/pdf/meeting/2005/050127.pdf#page=15|publisher=[[Konami]]|archive-url=https://web.archive.org/web/20060116103026/http://www.konami.co.jp/en/ir/pdf/meeting/2005/050127.pdf#page=15|archive-date=16 January 2006|page=15|date=27 January 2005}}</ref> | ||
| Line 460: | Line 518: | ||
|- | |- | ||
| ''[[Super Cobra]]'' | | ''[[Super Cobra]]'' | ||
|[[Konami]] | |||
| 1981 | | 1981 | ||
| {{sort|012.337|12,337}} <small>(until 1981)</small><ref name="stern_production_numbers" /> | | {{sort|012.337|12,337}} <small>(until 1981)</small><ref name="stern_production_numbers" /> | ||
| Line 466: | Line 525: | ||
|- | |- | ||
| ''[[Capcom Bowling]]'' | | ''[[Capcom Bowling]]'' | ||
|[[Capcom]] | |||
| 1988 | | 1988 | ||
| {{sort|012|12,000}} {{small|(until 1991)}}<ref>{{cite magazine |title=Craven Exits Capcom to Form Leprechaun, Inc.; Walker Now Tops Capcom Sales, Sets Dealer Meet |magazine=RePlay |date=February 1991 |volume=16 |issue=5 |pages=36, 38 |url=https://archive.org/details/re-play-volume-16-issue-no.-5-february-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%205%20-%20February%201991/page/36}}</ref> | | {{sort|012|12,000}} {{small|(until 1991)}}<ref>{{cite magazine |title=Craven Exits Capcom to Form Leprechaun, Inc.; Walker Now Tops Capcom Sales, Sets Dealer Meet |magazine=RePlay |date=February 1991 |volume=16 |issue=5 |pages=36, 38 |url=https://archive.org/details/re-play-volume-16-issue-no.-5-february-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%205%20-%20February%201991/page/36}}</ref> | ||
| Line 472: | Line 532: | ||
|- | |- | ||
| ''[[Sega Rally Championship]]'' | | ''[[Sega Rally Championship]]'' | ||
|[[Sega]] | |||
| 1994 | | 1994 | ||
| {{sort|012|12,000}}<ref>{{cite news |last1=Alexander |first1=Leigh |last2=Sheffield |first2=Brandon |title=DICE: Mizuguchi Talks Artistry And Commerce In Concert |url=https://www.gamedeveloper.com/game-platforms/dice-mizuguchi-talks-artistry-and-commerce-in-concert |access-date=31 May 2021 |work=[[Gamasutra]] |date=February 8, 2008 |archive-date=24 August 2021 |archive-url=https://web.archive.org/web/20210824223915/https://www.gamasutra.com/view/news/108245/DICE_Mizuguchi_Talks_Artistry_And_Commerce_In_Concert.php |url-status=live }}</ref> | | {{sort|012|12,000}}<ref>{{cite news |last1=Alexander |first1=Leigh |last2=Sheffield |first2=Brandon |title=DICE: Mizuguchi Talks Artistry And Commerce In Concert |url=https://www.gamedeveloper.com/game-platforms/dice-mizuguchi-talks-artistry-and-commerce-in-concert |access-date=31 May 2021 |work=[[Gamasutra]] |date=February 8, 2008 |archive-date=24 August 2021 |archive-url=https://web.archive.org/web/20210824223915/https://www.gamasutra.com/view/news/108245/DICE_Mizuguchi_Talks_Artistry_And_Commerce_In_Concert.php |url-status=live }}</ref> | ||
| Line 478: | Line 539: | ||
|- | |- | ||
| ''[[Oshare Majo: Love and Berry]]'' | | ''[[Oshare Majo: Love and Berry]]'' | ||
|[[Sega]] | |||
| 2004 | | 2004 | ||
| {{sort|010.3|10,300}} <small>(until 2006)</small><ref name="sega_dec06">{{cite web|url=http://www.segasammy.co.jp/english/ir/library/pdf/settlement/2007/e_200703_3q_pre.pdf#page=11|title=Fiscal Year Ending March 2007: 3rd Quarter Results (April–December 2006)|publisher=[[Sega Sammy Holdings]]|pages=11–13|date=7 February 2007|access-date=19 May 2012|archive-date=20 January 2013|archive-url=https://web.archive.org/web/20130120065323/http://www.segasammy.co.jp/english/ir/library/pdf/settlement/2007/e_200703_3q_pre.pdf#page=11|url-status=live}}</ref><ref name="sega_dec05">{{cite web|title=Fiscal Year Ending March 2006: 3rd quarter Results (April–December 2005)|url=http://www.segasammy.co.jp/english/ir/library/pdf/settlement/2006/e_200603_3q_pre.pdf#page=8|publisher=[[Sega Sammy Holdings]]|page=8|date=8 February 2006|access-date=17 May 2012|archive-date=16 June 2013|archive-url=https://web.archive.org/web/20130616233502/http://www.segasammy.co.jp/english/ir/library/pdf/settlement/2006/e_200603_3q_pre.pdf#page=8|url-status=live}}</ref> | | {{sort|010.3|10,300}} <small>(until 2006)</small><ref name="sega_dec06">{{cite web|url=http://www.segasammy.co.jp/english/ir/library/pdf/settlement/2007/e_200703_3q_pre.pdf#page=11|title=Fiscal Year Ending March 2007: 3rd Quarter Results (April–December 2006)|publisher=[[Sega Sammy Holdings]]|pages=11–13|date=7 February 2007|access-date=19 May 2012|archive-date=20 January 2013|archive-url=https://web.archive.org/web/20130120065323/http://www.segasammy.co.jp/english/ir/library/pdf/settlement/2007/e_200703_3q_pre.pdf#page=11|url-status=live}}</ref><ref name="sega_dec05">{{cite web|title=Fiscal Year Ending March 2006: 3rd quarter Results (April–December 2005)|url=http://www.segasammy.co.jp/english/ir/library/pdf/settlement/2006/e_200603_3q_pre.pdf#page=8|publisher=[[Sega Sammy Holdings]]|page=8|date=8 February 2006|access-date=17 May 2012|archive-date=16 June 2013|archive-url=https://web.archive.org/web/20130616233502/http://www.segasammy.co.jp/english/ir/library/pdf/settlement/2006/e_200603_3q_pre.pdf#page=8|url-status=live}}</ref> | ||
| Line 487: | Line 549: | ||
|- | |- | ||
| ''[[Double Dragon (video game)|Double Dragon]]'' | | ''[[Double Dragon (video game)|Double Dragon]]'' | ||
|[[Technōs Japan|Technōs]] | |||
| 1987 | | 1987 | ||
| {{sort|010|10,000+}} <small>(US in 1988)</small><ref>{{cite journal |title=Patent, Trademark & Copyright Series |journal=Patent, Trademark & Copyright Series |date=1989 |volume=13 |issue=503–4 |pages=423–4 |url=https://books.google.com/books?id=KzI2AQAAIAAJ |publisher=[[Bureau of National Affairs]] |quote=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 |access-date=20 July 2021 |archive-date=17 January 2023 |archive-url=https://web.archive.org/web/20230117222935/https://books.google.com/books?id=KzI2AQAAIAAJ |url-status=live }}</ref> | | {{sort|010|10,000+}} <small>(US in 1988)</small><ref>{{cite journal |title=Patent, Trademark & Copyright Series |journal=Patent, Trademark & Copyright Series |date=1989 |volume=13 |issue=503–4 |pages=423–4 |url=https://books.google.com/books?id=KzI2AQAAIAAJ |publisher=[[Bureau of National Affairs]] |quote=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 |access-date=20 July 2021 |archive-date=17 January 2023 |archive-url=https://web.archive.org/web/20230117222935/https://books.google.com/books?id=KzI2AQAAIAAJ |url-status=live }}</ref> | ||
| Line 493: | Line 556: | ||
|- | |- | ||
| ''[[Street Fighter (video game)|Street Fighter]]'' | | ''[[Street Fighter (video game)|Street Fighter]]'' | ||
|[[Capcom]] | |||
| 1987 | | 1987 | ||
| {{sort|010|10,000+}} <small>(until 1991)</small><ref>{{cite web |last1=Leone |first1=Matt |title=Street Fighter 1: An oral history |url=https://www.polygon.com/2020/7/7/21270906/street-fighter-1-oral-history-takashi-nishiyama |website=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |access-date=July 16, 2020 |date=July 7, 2020 |archive-date=16 July 2020 |archive-url=https://web.archive.org/web/20200716104722/https://www.polygon.com/2020/7/7/21270906/street-fighter-1-oral-history-takashi-nishiyama |url-status=live }}</ref> | | {{sort|010|10,000+}} <small>(until 1991)</small><ref>{{cite web |last1=Leone |first1=Matt |title=Street Fighter 1: An oral history |url=https://www.polygon.com/2020/7/7/21270906/street-fighter-1-oral-history-takashi-nishiyama |website=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |access-date=July 16, 2020 |date=July 7, 2020 |archive-date=16 July 2020 |archive-url=https://web.archive.org/web/20200716104722/https://www.polygon.com/2020/7/7/21270906/street-fighter-1-oral-history-takashi-nishiyama |url-status=live }}</ref> | ||
| Line 499: | Line 563: | ||
|- | |- | ||
| ''[[Dance Dance Revolution]]'' | | ''[[Dance Dance Revolution]]'' | ||
|[[Konami]] | |||
| [[1998 in video games|1998]] | | [[1998 in video games|1998]] | ||
| 10,000+ {{small|(until 1999)}}<ref name="GM603">{{cite magazine|editor-last=Akagi|editor-first=Masumi|title=Sega's CG Videos Top Game Charts|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=603|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=1 February 2000|page=18|url=https://onitama.tv/gamemachine/pdf/20000201p.pdf#page=10|archive-url=https://web.archive.org/web/20200523201951/https://onitama.tv/gamemachine/pdf/20000201p.pdf|archive-date=23 May 2020|url-status=live}}</ref> | | 10,000+ {{small|(until 1999)}}<ref name="GM603">{{cite magazine|editor-last=Akagi|editor-first=Masumi|title=Sega's CG Videos Top Game Charts|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=603|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=1 February 2000|page=18|url=https://onitama.tv/gamemachine/pdf/20000201p.pdf#page=10|archive-url=https://web.archive.org/web/20200523201951/https://onitama.tv/gamemachine/pdf/20000201p.pdf|archive-date=23 May 2020|url-status=live}}</ref> | ||
| Line 505: | Line 570: | ||
|- | |- | ||
| [[Speed Race|''Wheels / Wheels II'' (''Speed Race'')]] | | [[Speed Race|''Wheels / Wheels II'' (''Speed Race'')]] | ||
|[[Taito]] | |||
| [[1974 in video games|1974]] | | [[1974 in video games|1974]] | ||
| {{sort|010|10,000}} <small>(1975 in the US)</small><ref name="Baer">{{cite book |last1=Baer |first1=Ralph H. |author1-link=Ralph H. Baer |title=Videogames: In the Beginning |date=2005 |publisher=Rolenta Press |isbn=978-0-9643848-1-1 |pages=10–3 |url=https://archive.org/details/VideogamesInTheBeginningRalphH.Baer/page/n31/mode/2up}}</ref> | | {{sort|010|10,000}} <small>(1975 in the US)</small><ref name="Baer">{{cite book |last1=Baer |first1=Ralph H. |author1-link=Ralph H. Baer |title=Videogames: In the Beginning |date=2005 |publisher=Rolenta Press |isbn=978-0-9643848-1-1 |pages=10–3 |url=https://archive.org/details/VideogamesInTheBeginningRalphH.Baer/page/n31/mode/2up}}</ref> | ||
| Line 511: | Line 577: | ||
|- | |- | ||
| ''[[Gee Bee (video game)|Gee Bee]]'' | | ''[[Gee Bee (video game)|Gee Bee]]'' | ||
|[[Namco]] | |||
| 1978 | | 1978 | ||
| {{sort|010|10,000}}<ref name="4Gamer">{{cite web |last1=Kurokawa |first1=Fumio |title=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 |url=https://www.4gamer.net/games/999/G999905/20180313040/ |language=ja |website=[[4Gamer]] |publisher=Aetas |access-date=2 August 2019 |archive-url=https://web.archive.org/web/20190801205701/https://www.4gamer.net/games/999/G999905/20180313040/ |archive-date=1 August 2019 |date=17 March 2018 |url-status=live}}</ref> | | {{sort|010|10,000}}<ref name="4Gamer">{{cite web |last1=Kurokawa |first1=Fumio |title=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 |url=https://www.4gamer.net/games/999/G999905/20180313040/ |language=ja |website=[[4Gamer]] |publisher=Aetas |access-date=2 August 2019 |archive-url=https://web.archive.org/web/20190801205701/https://www.4gamer.net/games/999/G999905/20180313040/ |archive-date=1 August 2019 |date=17 March 2018 |url-status=live}}</ref> | ||
| Line 517: | Line 584: | ||
|- | |- | ||
| ''[[Big Buck Hunter|Big Buck Hunter Pro]]'' | | ''[[Big Buck Hunter|Big Buck Hunter Pro]]'' | ||
|[[Raw Thrills]] | |||
| 2006 | | 2006 | ||
| {{sort|010|10,000}} <small>(until 2009)</small><ref name="bigbuck_safari">{{cite web |date=1 September 2009 |title=Big Buck Safari Reaches Two Milestones! |url=http://rawthrills.com/09-01-2009 |archive-url=https:// | | {{sort|010|10,000}} <small>(until 2009)</small><ref name="bigbuck_safari">{{cite web |date=1 September 2009 |title=Big Buck Safari Reaches Two Milestones! |url=http://rawthrills.com/09-01-2009 |archive-url=https://web.archive.org/web/20090902000000/http://rawthrills.com/09-01-2009 |archive-date=2 September 2009 |publisher=[[Raw Thrills]]}} [https://arcadeheroes.com/2009/09/02/big-buck-safari-passes-5000-units-sold/ Alt URL]</ref><ref name="bbh_sales">{{cite news|last=Strang|first=Katie|title=Shootout at the local pub: Big Buck Hunter is a hit|url=http://www.azcentral.com/ent/vgames/articles/0424shooter-CR.html|newspaper=[[The Arizona Republic]]|date=24 April 2007|access-date=18 March 2012|archive-date=17 January 2023|archive-url=https://web.archive.org/web/20230117222923/https://help.azcentral.com/|url-status=live}}</ref> | ||
| | | | ||
| | | | ||
|- | |- | ||
| ''[[World Club Champion Football|World Club Champion Football: Intercontinental Clubs]]'' | | ''[[World Club Champion Football|World Club Champion Football: Intercontinental Clubs]]'' | ||
|[[Sega]] | |||
| [[2008 in video games|2008]] | | [[2008 in video games|2008]] | ||
| {{sort|001.689|1,689}} <small>(until 2009)</small>{{refn|''World Club Champion Football: Intercontinental Clubs'' | | {{sort|001.689|1,689}} <small>(until 2009)</small>{{refn|''World Club Champion Football: Intercontinental Clubs'' | ||
| Line 540: | Line 609: | ||
|- | |- | ||
|''[[Pokémon Battrio]]'' | |''[[Pokémon Battrio]]'' | ||
|[[Takara Tomy]] | |||
|2007 | |2007 | ||
| | | | ||
| Line 546: | Line 616: | ||
|- | |- | ||
| ''[[Starhorse|StarHorse3 Season I: A New Legend Begins]]'' | | ''[[Starhorse|StarHorse3 Season I: A New Legend Begins]]'' | ||
|[[Sega]] | |||
| 2011 | | 2011 | ||
| | | | ||
| Line 558: | Line 629: | ||
|- | |- | ||
|[[List of Pokémon video games|''Pokémon Tretta'']] | |[[List of Pokémon video games|''Pokémon Tretta'']] | ||
|[[Takara Tomy]] | |||
|2012 | |2012 | ||
| | | | ||
| Line 564: | Line 636: | ||
|- | |- | ||
| ''[[Border Break]]'' | | ''[[Border Break]]'' | ||
|[[Sega]] | |||
| 2009 | | 2009 | ||
| {{sort|002.998|2,998}} <small>(until 2009)</small><ref name="sega_dec09">{{cite web|title=Appendix of Consolidated Financial Statements: 9 Months Ended December 31, 2009|url=http://www.segasammy.co.jp/english/pdf/release/201003_3qhosoku_e__final.pdf#page=3|publisher=[[Sega Sammy Holdings]]|page=3|date=5 February 2010|access-date=13 April 2012|archive-date=20 January 2013|archive-url=https://web.archive.org/web/20130120065401/http://www.segasammy.co.jp/english/pdf/release/201003_3qhosoku_e__final.pdf#page=3|url-status=live}}</ref> | | {{sort|002.998|2,998}} <small>(until 2009)</small><ref name="sega_dec09">{{cite web|title=Appendix of Consolidated Financial Statements: 9 Months Ended December 31, 2009|url=http://www.segasammy.co.jp/english/pdf/release/201003_3qhosoku_e__final.pdf#page=3|publisher=[[Sega Sammy Holdings]]|page=3|date=5 February 2010|access-date=13 April 2012|archive-date=20 January 2013|archive-url=https://web.archive.org/web/20130120065401/http://www.segasammy.co.jp/english/pdf/release/201003_3qhosoku_e__final.pdf#page=3|url-status=live}}</ref> | ||
| Line 580: | Line 653: | ||
|- | |- | ||
| ''[[Tron (video game)|Tron]]'' | | ''[[Tron (video game)|Tron]]'' | ||
|[[Midway Games|Midway]] | |||
| 1982 | | 1982 | ||
| {{sort|000.8|800}} <small>(in the US until 1982)</small><ref>{{cite news|last=Harmetz|first=Aljean|title=Movie Themes Come To Video Games|url=https://news.google.com/newspapers?id=OwEzAAAAIBAJ&pg=5470,748067|newspaper=[[Star-News]]|date=3 July 1982|access-date=12 May 2020|archive-date=5 December 2022|archive-url=https://web.archive.org/web/20221205113750/https://news.google.com/newspapers?id=OwEzAAAAIBAJ&pg=5470,748067|url-status=live}}</ref> | | {{sort|000.8|800}} <small>(in the US until 1982)</small><ref>{{cite news|last=Harmetz|first=Aljean|title=Movie Themes Come To Video Games|url=https://news.google.com/newspapers?id=OwEzAAAAIBAJ&pg=5470,748067|newspaper=[[Star-News]]|date=3 July 1982|access-date=12 May 2020|archive-date=5 December 2022|archive-url=https://web.archive.org/web/20221205113750/https://news.google.com/newspapers?id=OwEzAAAAIBAJ&pg=5470,748067|url-status=live}}</ref> | ||
| Line 586: | Line 660: | ||
|- | |- | ||
| ''[[Sangokushi Taisen|Sengoku Taisen]]'' | | ''[[Sangokushi Taisen|Sengoku Taisen]]'' | ||
|[[Sega]] | |||
| 2010 | | 2010 | ||
| | | | ||
| Line 598: | Line 673: | ||
|- | |- | ||
|[[List of Pokémon video games|''Pokémon Ga-Olé'']] | |[[List of Pokémon video games|''Pokémon Ga-Olé'']] | ||
|[[Takara Tomy]] | |||
|2016 | |2016 | ||
| | | | ||
| Line 604: | Line 680: | ||
|- | |- | ||
| ''[[Dragon Quest: Monster Battle Road]]'' | | ''[[Dragon Quest: Monster Battle Road]]'' | ||
|[[Square Enix]] | |||
| 2007 | | 2007 | ||
| | | | ||
| Line 615: | Line 692: | ||
|- | |- | ||
| ''[[Samba de Amigo]]'' | | ''[[Samba de Amigo]]'' | ||
|[[Sega]] | |||
| 1999 | | 1999 | ||
| {{sort|003|3,000}} <small>(until 2000)</small><ref name="iol_samba">{{cite web|title=Japanese gamers shake it, shake it!|url=http://www.iol.co.za/news/back-page/japanese-gamers-shake-it-shake-it-1.47183|publisher=[[Independent Online (South Africa)]]|location=South Africa|date=14 August 2000|access-date=19 April 2012|archive-date=14 May 2012|archive-url=https://web.archive.org/web/20120514113410/http://www.iol.co.za/news/back-page/japanese-gamers-shake-it-shake-it-1.47183|url-status=live}}</ref> | | {{sort|003|3,000}} <small>(until 2000)</small><ref name="iol_samba">{{cite web|title=Japanese gamers shake it, shake it!|url=http://www.iol.co.za/news/back-page/japanese-gamers-shake-it-shake-it-1.47183|publisher=[[Independent Online (South Africa)]]|location=South Africa|date=14 August 2000|access-date=19 April 2012|archive-date=14 May 2012|archive-url=https://web.archive.org/web/20120514113410/http://www.iol.co.za/news/back-page/japanese-gamers-shake-it-shake-it-1.47183|url-status=live}}</ref> | ||
| Line 623: | Line 701: | ||
|- | |- | ||
| ''[[Sangokushi Taisen|Sangokushi Taisen 3]]'' | | ''[[Sangokushi Taisen|Sangokushi Taisen 3]]'' | ||
|[[Sega]] | |||
| 2007 | | 2007 | ||
| | | | ||
| Line 635: | Line 714: | ||
|- | |- | ||
| ''[[Pong]]'' | | ''[[Pong]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1972 | | 1972 | ||
| {{sort|010|8,500–19,000}}<ref name="time74">{{cite magazine|title=Business 1974: Industry: Space Age Pinball, Atari's PONG|magazine=[[Time (magazine)|Time]]|url=http://www.time.com/time/magazine/article/0,9171,952086,00.html|quote=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.|date=5 October 1983 | | {{sort|010|8,500–19,000}}<ref name="time74">{{cite magazine|title=Business 1974: Industry: Space Age Pinball, Atari's PONG|magazine=[[Time (magazine)|Time]]|url=http://www.time.com/time/magazine/article/0,9171,952086,00.html|quote=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.|date=5 October 1983|archive-url=https://web.archive.org/web/20081222000733/http://www.time.com/time/magazine/article/0,9171,952086,00.html|archive-date=22 December 2008|access-date=9 April 2021}}</ref><ref name="ashley9">{{cite book|title=Computer and Video Game Law: Cases and Materials|author1=Ashley S. Lipson|author2=Robert D. Brain|publisher=Carolina Academic Press|year=2009|isbn=978-1-59460-488-1|url=https://books.google.com/books?id=IxNDAQAAIAAJ|page=9|quote=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.|access-date=18 February 2016|archive-date=17 January 2023|archive-url=https://web.archive.org/web/20230117222935/https://books.google.com/books?id=IxNDAQAAIAAJ|url-status=live}}</ref> | ||
| {{sort|0011|$11 million}} <small>(until 1973)</small><ref name="pong_gross">{{cite news|last=Barack|first=Lauren|title=In Blast From the Past, Atari Video Games Plan a Return|url=https://pqasb.pqarchiver.com/nypost/access/334044141.html?dids=334044141:334044141&FMT=ABS&FMTS=ABS:FT&type=current&date=May+08%2C+2003&author=Lauren+Barack&pub=New+York+Post&desc=IN+BLAST+FROM+THE+PAST%2C+ATARI+VIDEO+GAMES+PLAN+A+RETURN&pqatl=google |archive-url=https://web.archive.org/web/20120512045136/https://pqasb.pqarchiver.com/nypost/access/334044141.html?dids=334044141:334044141&FMT=ABS&FMTS=ABS:FT&type=current&date=May+08%2C+2003&author=Lauren+Barack&pub=New+York+Post&desc=IN+BLAST+FROM+THE+PAST%2C+ATARI+VIDEO+GAMES+PLAN+A+RETURN&pqatl=google |archive-date=2012-05-12|newspaper=[[New York Post]]|date=8 May 2003|page=34|quote=Its first hit game, "Pong," launched in 1972, made $11 million in revenue in just one year.}}</ref> | | {{sort|0011|$11 million}} <small>(until 1973)</small><ref name="pong_gross">{{cite news|last=Barack|first=Lauren|title=In Blast From the Past, Atari Video Games Plan a Return|url=https://pqasb.pqarchiver.com/nypost/access/334044141.html?dids=334044141:334044141&FMT=ABS&FMTS=ABS:FT&type=current&date=May+08%2C+2003&author=Lauren+Barack&pub=New+York+Post&desc=IN+BLAST+FROM+THE+PAST%2C+ATARI+VIDEO+GAMES+PLAN+A+RETURN&pqatl=google |archive-url=https://web.archive.org/web/20120512045136/https://pqasb.pqarchiver.com/nypost/access/334044141.html?dids=334044141:334044141&FMT=ABS&FMTS=ABS:FT&type=current&date=May+08%2C+2003&author=Lauren+Barack&pub=New+York+Post&desc=IN+BLAST+FROM+THE+PAST%2C+ATARI+VIDEO+GAMES+PLAN+A+RETURN&pqatl=google |archive-date=2012-05-12|newspaper=[[New York Post]]|date=8 May 2003|page=34|quote=Its first hit game, "Pong," launched in 1972, made $11 million in revenue in just one year.}}</ref> | ||
| ${{formatprice|{{inflation|US|11000000|1973|r=0}}}} | | ${{formatprice|{{inflation|US|11000000|1973|r=0}}}} | ||
|- | |- | ||
| ''[[Lord of Vermilion]]'' | | ''[[Lord of Vermilion]]'' | ||
|[[Square Enix]] | |||
| 2008 | | 2008 | ||
| | | | ||
| Line 649: | Line 730: | ||
|- | |- | ||
| ''[[List of Sega arcade games#Sega Lindbergh games|Sega Network Mahjong MJ4]]'' | | ''[[List of Sega arcade games#Sega Lindbergh games|Sega Network Mahjong MJ4]]'' | ||
|[[Sega]] | |||
| 2008 | | 2008 | ||
| {{sort|012.892|12,892}} <small>(until 2009)</small>{{refn|''Sega Network Mahjong MJ4'': | | {{sort|012.892|12,892}} <small>(until 2009)</small>{{refn|''Sega Network Mahjong MJ4'': | ||
| Line 660: | Line 742: | ||
|- | |- | ||
| ''[[Kangaroo (video game)|Kangaroo]]'' | | ''[[Kangaroo (video game)|Kangaroo]]'' | ||
|[[Sun Corporation|Sunsoft]] | |||
| 1982 | | 1982 | ||
| {{sort|009.803|9,803}}<ref name="atari_production"/> <small>(until 1983)</small><ref name="atari_memo1"/> | | {{sort|009.803|9,803}}<ref name="atari_production"/> <small>(until 1983)</small><ref name="atari_memo1"/> | ||
| Line 666: | Line 749: | ||
|- | |- | ||
| ''[[Hard Drivin']]'' | | ''[[Hard Drivin']]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1989 | | 1989 | ||
| {{sort|003.118|3,318}} <small>(until 1989)</small><ref name="atari_production"/> | | {{sort|003.118|3,318}} <small>(until 1989)</small><ref name="atari_production"/> | ||
| Line 672: | Line 756: | ||
|- | |- | ||
| ''[[Gauntlet (1985 video game)|Gauntlet]]'' | | ''[[Gauntlet (1985 video game)|Gauntlet]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1985 | | 1985 | ||
| {{sort|007.848|7,848}} <small>(until 1985)</small><ref name="atari_production"/> | | {{sort|007.848|7,848}} <small>(until 1985)</small><ref name="atari_production"/> | ||
| Line 678: | Line 763: | ||
|- | |- | ||
| ''[[List of Sega arcade games#Sega RingEdge games|Sega Network Mahjong MJ5]]'' | | ''[[List of Sega arcade games#Sega RingEdge games|Sega Network Mahjong MJ5]]'' | ||
|[[Sega]] | |||
| 2011 | | 2011 | ||
| | | | ||
| Line 686: | Line 772: | ||
|- | |- | ||
| ''[[Millipede (video game)|Millipede]]'' | | ''[[Millipede (video game)|Millipede]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1982 | | 1982 | ||
| {{sort|009.99|9,990}} <small>(until 1991)</small><ref name="atari_production"/> | | {{sort|009.99|9,990}} <small>(until 1991)</small><ref name="atari_production"/> | ||
| Line 692: | Line 779: | ||
|- | |- | ||
| ''[[Race Drivin']]'' | | ''[[Race Drivin']]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1990 | | 1990 | ||
| {{sort|003.525|3,525}} <small>(until 1991)</small><ref name="atari_production"/> | | {{sort|003.525|3,525}} <small>(until 1991)</small><ref name="atari_production"/> | ||
| Line 698: | Line 786: | ||
|- | |- | ||
| ''[[Breakout (video game)|Breakout]]'' | | ''[[Breakout (video game)|Breakout]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1976 | | 1976 | ||
| {{sort|015|15,000}} <small>(until 1981)</small><ref>{{cite news |title=Video Games Star War |url=https://www.nytimes.com/1981/10/25/magazine/video-games-star-war.html |access-date=23 September 2021 |work=[[The New York Times]] |date=25 October 1981 |archive-date=23 September 2021 |archive-url=https://web.archive.org/web/20210923223211/https://www.nytimes.com/1981/10/25/magazine/video-games-star-war.html |url-status=live }}</ref> | | {{sort|015|15,000}} <small>(until 1981)</small><ref>{{cite news |title=Video Games Star War |url=https://www.nytimes.com/1981/10/25/magazine/video-games-star-war.html |access-date=23 September 2021 |work=[[The New York Times]] |date=25 October 1981 |archive-date=23 September 2021 |archive-url=https://web.archive.org/web/20210923223211/https://www.nytimes.com/1981/10/25/magazine/video-games-star-war.html |url-status=live }}</ref> | ||
| Line 704: | Line 793: | ||
|- | |- | ||
| ''[[Time Traveler (video game)|Time Traveler]]'' | | ''[[Time Traveler (video game)|Time Traveler]]'' | ||
|[[Sega]] | |||
| 1991 | | 1991 | ||
| | | | ||
| {{sort|0018|$18 million}} <small>(until 1991)</small><ref name="Allgame-Dyer">{{cite web|title=Rick Dyer: Biography|publisher=[[Allgame]]|url=http://www.allgame.com/person.php?id=3332|access-date=10 April 2011 | | {{sort|0018|$18 million}} <small>(until 1991)</small><ref name="Allgame-Dyer">{{cite web|title=Rick Dyer: Biography|publisher=[[Allgame]]|url=http://www.allgame.com/person.php?id=3332|access-date=10 April 2011|archive-url=https://web.archive.org/web/20100210011051/http://www.allgame.com/person.php?id=3332|archive-date=10 February 2010}}</ref> | ||
| ${{formatprice|{{inflation|US|18000000|1991|r=0}}}} | | ${{formatprice|{{inflation|US|18000000|1991|r=0}}}} | ||
|- | |- | ||
| ''[[Space Ace]]'' | | ''[[Space Ace]]'' | ||
|[[Cinematronics]] | |||
| 1984 | | 1984 | ||
| | | | ||
| Line 716: | Line 807: | ||
|- | |- | ||
| ''[[Xevious]]'' | | ''[[Xevious]]'' | ||
|[[Namco]] | |||
| 1982 | | 1982 | ||
| {{sort|005.295|5,295}} <small>(in the US until 1983)</small><ref name="atari_production"/> | | {{sort|005.295|5,295}} <small>(in the US until 1983)</small><ref name="atari_production"/> | ||
| Line 722: | Line 814: | ||
|- | |- | ||
| ''[[Atari Football]]'' | | ''[[Atari Football]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1978 | | 1978 | ||
| {{sort|011.306|11,306}} <small>(until 1999)</small><ref name="atari_production99"/> | | {{sort|011.306|11,306}} <small>(until 1999)</small><ref name="atari_production99"/> | ||
| Line 728: | Line 821: | ||
|- | |- | ||
| ''[[Final Lap]]'' | | ''[[Final Lap]]'' | ||
|[[Namco]] | |||
| 1987 | | 1987 | ||
| {{sort|001.15|1,150}} <small>(in the US until 1988)</small><ref name="atari_production"/> | | {{sort|001.15|1,150}} <small>(in the US until 1988)</small><ref name="atari_production"/> | ||
| Line 734: | Line 828: | ||
|- | |- | ||
| ''[[Paperboy (video game)|Paperboy]]'' | | ''[[Paperboy (video game)|Paperboy]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1984 | | 1984 | ||
| {{sort|003.442|3,442}} <small>(until 1991)</small><ref name="atari_production"/> | | {{sort|003.442|3,442}} <small>(until 1991)</small><ref name="atari_production"/> | ||
| Line 740: | Line 835: | ||
|- | |- | ||
| ''[[Star Wars (1983 video game)|Star Wars]]'' | | ''[[Star Wars (1983 video game)|Star Wars]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1983 | | 1983 | ||
| {{sort|012.695|12,695}} <small>(until 1991)</small><ref name="atari_production"/> | | {{sort|012.695|12,695}} <small>(until 1991)</small><ref name="atari_production"/> | ||
| Line 746: | Line 842: | ||
|- | |- | ||
| ''[[Sprint 2]]'' | | ''[[Sprint 2]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1976 | | 1976 | ||
| {{sort|008.2|8,200}} <small>(until 1999)</small><ref name="atari_production99"/> | | {{sort|008.2|8,200}} <small>(until 1999)</small><ref name="atari_production99"/> | ||
| Line 752: | Line 849: | ||
|- | |- | ||
| ''[[Championship Sprint]]'' | | ''[[Championship Sprint]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1986 | | 1986 | ||
| {{sort|003.595|3,595}} <small>(until 1991)</small><ref name="atari_production"/> | | {{sort|003.595|3,595}} <small>(until 1991)</small><ref name="atari_production"/> | ||
| Line 758: | Line 856: | ||
|- | |- | ||
| ''[[Pole Position II]]'' | | ''[[Pole Position II]]'' | ||
|[[Namco]] | |||
| 1983 | | 1983 | ||
| {{sort|002.4|2,400}} <small>(in the US until 1983)</small><ref name="atari_production"/> | | {{sort|002.4|2,400}} <small>(in the US until 1983)</small><ref name="atari_production"/> | ||
| Line 764: | Line 863: | ||
|- | |- | ||
| ''[[Sea Wolf (video game)|Sea Wolf]]'' | | ''[[Sea Wolf (video game)|Sea Wolf]]'' | ||
|[[Midway Games|Midway]] | |||
| 1976 | | 1976 | ||
| {{sort|010|10,000}} <small>(until 2000)</small><ref name="seawolf_sales">{{cite book|title=The first quarter: a 25-year history of video games|author=Steven L. Kent|publisher=BWD Press|year=2000|isbn=0-9704755-0-0|url=https://books.google.com/books?id=ny-CAAAAMAAJ|page=83|quote=Sea Wolf, which was another creation of Dave Nutting, did solid business, selling more than 10,000 machines.|access-date=18 February 2016|archive-date=17 January 2023|archive-url=https://web.archive.org/web/20230117222935/https://books.google.com/books?id=ny-CAAAAMAAJ|url-status=live}}</ref> | | {{sort|010|10,000}} <small>(until 2000)</small><ref name="seawolf_sales">{{cite book|title=The first quarter: a 25-year history of video games|author=Steven L. Kent|publisher=BWD Press|year=2000|isbn=0-9704755-0-0|url=https://books.google.com/books?id=ny-CAAAAMAAJ|page=83|quote=Sea Wolf, which was another creation of Dave Nutting, did solid business, selling more than 10,000 machines.|access-date=18 February 2016|archive-date=17 January 2023|archive-url=https://web.archive.org/web/20230117222935/https://books.google.com/books?id=ny-CAAAAMAAJ|url-status=live}}</ref> | ||
| Line 770: | Line 870: | ||
|- | |- | ||
| ''[[Lunar Lander (arcade game)|Lunar Lander]]'' | | ''[[Lunar Lander (arcade game)|Lunar Lander]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1979 | | 1979 | ||
| {{sort|004.830|4,830}} <small>(until 1999)</small><ref name="atari_production99"/> | | {{sort|004.830|4,830}} <small>(until 1999)</small><ref name="atari_production99"/> | ||
| Line 776: | Line 877: | ||
|- | |- | ||
| ''[[Super Sprint]]'' | | ''[[Super Sprint]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1986 | | 1986 | ||
| {{sort|008.2|2,232}} <small>(until 1999)</small><ref name="atari_production99"/> | | {{sort|008.2|2,232}} <small>(until 1999)</small><ref name="atari_production99"/> | ||
| Line 782: | Line 884: | ||
|- | |- | ||
| ''[[Marble Madness]]'' | | ''[[Marble Madness]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1984 | | 1984 | ||
| {{sort|004|4,000}} <small>(until 1985)</small><ref name="GDC2011">{{cite web| url = http://www.gamasutra.com/view/news/33375/gdc_2011_mark_cerny_discusses_.php| title = GDC 2011: Mark Cerny Discusses Marble Madness' Turbulent Development| first = Kyle| last = Orland| website = Gamasutra| date=4 March 2011| archive-url= https://web.archive.org/web/20110320065109/http://www.gamasutra.com/view/news/33375/gdc_2011_mark_cerny_discusses_.php| archive-date=20 March 2011 | | {{sort|004|4,000}} <small>(until 1985)</small><ref name="GDC2011">{{cite web| url = http://www.gamasutra.com/view/news/33375/gdc_2011_mark_cerny_discusses_.php| title = GDC 2011: Mark Cerny Discusses Marble Madness' Turbulent Development| first = Kyle| last = Orland| website = Gamasutra| date=4 March 2011| archive-url= https://web.archive.org/web/20110320065109/http://www.gamasutra.com/view/news/33375/gdc_2011_mark_cerny_discusses_.php| archive-date=20 March 2011 }}</ref> | ||
| {{sort|0006.3|$6.3 million}} <small>(until 1991)</small><ref name="atari_production"/> | | {{sort|0006.3|$6.3 million}} <small>(until 1991)</small><ref name="atari_production"/> | ||
| ${{formatprice|{{inflation|US|6300000|1991|r=0}}}} | | ${{formatprice|{{inflation|US|6300000|1991|r=0}}}} | ||
|- | |- | ||
| ''[[Rolling Thunder (video game)|Rolling Thunder]]'' | | ''[[Rolling Thunder (video game)|Rolling Thunder]]'' | ||
|[[Namco]] | |||
| 1986 | | 1986 | ||
| {{sort|002.406|2,406}} <small>(in the US until 1987)</small><ref name="atari_production"/> | | {{sort|002.406|2,406}} <small>(in the US until 1987)</small><ref name="atari_production"/> | ||
| Line 794: | Line 898: | ||
|- | |- | ||
| ''[[Arabian (video game)|Arabian]]'' | | ''[[Arabian (video game)|Arabian]]'' | ||
|[[Sun Corporation|Sunsoft]] | |||
| 1983 | | 1983 | ||
| {{sort|001.95|1,950}} <small>(in the US until 1983)</small><ref name="atari_memo1"/> | | {{sort|001.95|1,950}} <small>(in the US until 1983)</small><ref name="atari_memo1"/> | ||
| Line 808: | Line 913: | ||
|- | |- | ||
! Franchise | ! Franchise | ||
!Publisher | |||
! Original release year | ! Original release year | ||
! Total hardware units sold | ! Total hardware units sold | ||
| Line 814: | Line 920: | ||
|- | |- | ||
| ''[[List of Pac-Man video games|Pac-Man]]'' | | ''[[List of Pac-Man video games|Pac-Man]]'' | ||
|[[Namco]] | |||
| 1980 | | 1980 | ||
| 526,412 <small>(until 1988)</small>{{refn|''Pac-Man'' series: | | 526,412 <small>(until 1988)</small>{{refn|''Pac-Man'' series: | ||
| Line 820: | Line 927: | ||
* ''[[Pac-Mania]]'': 1,412<ref name="atari_production"/> | * ''[[Pac-Mania]]'': 1,412<ref name="atari_production"/> | ||
|group=n}} | |group=n}} | ||
| {{sort|6000|$6 billion}} <small>(until 1982)</small><ref name="Stern">{{cite book |last1=Stern |first1=Jane |last2=Stern |first2=Michael |title=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 |date=1992 |publisher=[[Harper Perennial]] |isbn=978-0-06-055343-2 |page=373 |url=https://books.google.com/books?id=7AAi0VbjGU8C |quote= | | {{sort|6000|$6 billion}} <small>(until 1982)</small><ref name="Stern">{{cite book |last1=Stern |first1=Jane |last2=Stern |first2=Michael |title=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 |date=1992 |publisher=[[Harper Perennial]] |isbn=978-0-06-055343-2 |page=373 |url=https://books.google.com/books?id=7AAi0VbjGU8C |quote="I think we have the Mickey Mouse of the 1980s," said one Pac-Man executive when it was noted that Americans were spending about $6 billion per year on the game and its spinoffs |access-date=1 March 2021 |archive-date=17 January 2023 |archive-url=https://web.archive.org/web/20230117222936/https://books.google.com/books?id=7AAi0VbjGU8C |url-status=live }}</ref> | ||
| {{US$|{{inflation|US|6|1982}} billion|long=no}} | | {{US$|{{inflation|US|6|1982}} billion|long=no}} | ||
|- | |- | ||
| ''[[List of Space Invaders video games|Space Invaders]]'' | | ''[[List of Space Invaders video games|Space Invaders]]'' | ||
|[[Taito]] | |||
| 1978 | | 1978 | ||
| 750,000 <small>(until 1980)</small><ref name="invaders_sales"/> | | 750,000 <small>(until 1980)</small><ref name="invaders_sales"/> | ||
| Line 830: | Line 938: | ||
|- | |- | ||
| ''[[Street Fighter]]'' | | ''[[Street Fighter]]'' | ||
|[[Capcom]] | |||
| 1987 | | 1987 | ||
| 500,000 <small>(until 2002)</small><ref>{{cite news|title=Call-it Entertainment, Inc. Partners with Capcom to Launch Street Fighter Wireless Game Series |url=http://www.wirelessdevnet.com/news/2002/137/news9.html |archive-url=https://web.archive.org/web/20020624002357/http://www.wirelessdevnet.com/news/2002/137/news9.html | | 500,000 <small>(until 2002)</small><ref>{{cite news|title=Call-it Entertainment, Inc. Partners with Capcom to Launch Street Fighter Wireless Game Series |url=http://www.wirelessdevnet.com/news/2002/137/news9.html |archive-url=https://web.archive.org/web/20020624002357/http://www.wirelessdevnet.com/news/2002/137/news9.html |archive-date=24 June 2002 |date=16 May 2002|agency=[[Business Wire]] }}</ref><ref name="Guiness-77">{{cite book|title=Guinness World Records Gamer's Edition 2008|work=[[Guinness World Records#Gamer's Edition]]|year=2008|publisher=[[Guinness World Records]]|isbn=978-1-904994-21-3|url=https://books.google.com/books?id=OJQFSlyMEfAC|page=77|quote=Street Fighter has sold over 25 million console games and 500,000 arcade units generating more than a billion dollars in revenue.|access-date=18 February 2016|archive-date=17 January 2023|archive-url=https://web.archive.org/web/20230117222938/https://books.google.com/books?id=OJQFSlyMEfAC|url-status=live}}</ref> | ||
| {{sort|5310|${{#expr:10.61/2 round 2}} billion+}} <small>(until 1999)</small><ref name="gamerevolution"/> | | {{sort|5310|${{#expr:10.61/2 round 2}} billion+}} <small>(until 1999)</small><ref name="gamerevolution"/> | ||
| ${{formatprice|{{inflation|US|5310000000|1991|r=0}}}} | | ${{formatprice|{{inflation|US|5310000000|1991|r=0}}}} | ||
|- | |- | ||
| [[List of Pac-Man clones|''Pac-Man'' clones]] | | [[List of Pac-Man clones|''Pac-Man'' clones]] | ||
|— | |||
| 1980 | | 1980 | ||
| 300,000 <small>(until 2002)</small><ref>{{cite web|title=The History of Video Games |url=http://serialkiller.org/articles/videogames_history/videogames_history.pdf#page=7 |website=[[GameSpot]]|author1=Leonard Herman |author2=Jer Horwitz |author3=Steve Kent |author4=Skyler Miller |page=7 |year=2002 | | 300,000 <small>(until 2002)</small><ref>{{cite web|title=The History of Video Games |url=http://serialkiller.org/articles/videogames_history/videogames_history.pdf#page=7 |website=[[GameSpot]]|author1=Leonard Herman |author2=Jer Horwitz |author3=Steve Kent |author4=Skyler Miller |page=7 |year=2002 |archive-url=https://web.archive.org/web/20120425073445/http://serialkiller.org/articles/videogames_history/videogames_history.pdf |archive-date=25 April 2012}}</ref> | ||
| | | | ||
| | | | ||
|- | |- | ||
| [[Street Fighter|''Street Fighter'' clones]] | | [[Street Fighter|''Street Fighter'' clones]] | ||
|— | |||
| 1987 | | 1987 | ||
| 200,000+<ref name="Polygon"/> | | 200,000+<ref name="Polygon"/> | ||
| Line 848: | Line 959: | ||
|- | |- | ||
|''[[Mario (franchise)|Mario]]'' | |''[[Mario (franchise)|Mario]]'' | ||
|[[Nintendo]] | |||
| 1981 | | 1981 | ||
| 190,800 <small>(until 1983)</small>{{refn|''Mario'' series: | | 190,800 <small>(until 1983)</small>{{refn|''Mario'' series: | ||
| Line 858: | Line 970: | ||
|- | |- | ||
| ''[[Donkey Kong]]'' | | ''[[Donkey Kong]]'' | ||
|[[Nintendo]] | |||
| 1981 | | 1981 | ||
| 167,000 <small>(until 1983)</small><ref group="n" name="DonkeyKong"/> | | 167,000 <small>(until 1983)</small><ref group="n" name="DonkeyKong"/> | ||
| Line 864: | Line 977: | ||
|- | |- | ||
| ''[[Asteroids (video game)#Legacy|Asteroids]]'' | | ''[[Asteroids (video game)#Legacy|Asteroids]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1979 | | 1979 | ||
| 136,437 <small>(until 1999)</small>{{refn|''Asteroids'' series: | | 136,437 <small>(until 1999)</small>{{refn|''Asteroids'' series: | ||
| Line 881: | Line 995: | ||
|- | |- | ||
| ''[[Virtua Fighter]]'' | | ''[[Virtua Fighter]]'' | ||
|[[Sega]] | |||
| 1993 | | 1993 | ||
| {{sort|110|110,000+}}{{efn|''[[Virtua Fighter]]'' series arcade unit sales: | | {{sort|110|110,000+}}{{efn|''[[Virtua Fighter]]'' series arcade unit sales: | ||
| Line 891: | Line 1,006: | ||
|- | |- | ||
| ''[[Golden Tee Golf]]'' | | ''[[Golden Tee Golf]]'' | ||
|[[Incredible Technologies]] | |||
| 1989 | | 1989 | ||
| 100,000 <small>(until 2011)</small><ref name="WhatIsGT">{{cite web |url = http://www.goldentee.com/gt/GT/TheGame/WhatIsGT/ |title = What is Golden Tee? |publisher = [[Incredible Technologies]] | | 100,000 <small>(until 2011)</small><ref name="WhatIsGT">{{cite web |url = http://www.goldentee.com/gt/GT/TheGame/WhatIsGT/ |title = What is Golden Tee? |publisher = [[Incredible Technologies]] |archive-url = https://archive.today/20130111053415/http://www.goldentee.com/gt/GT/TheGame/WhatIsGT/ |archive-date = 11 January 2013}}</ref> | ||
| | | | ||
| | | | ||
|- | |- | ||
| ''[[Data Carddass]]'' | | ''[[Data Carddass]]'' | ||
|[[Bandai]] | |||
| 2005 | | 2005 | ||
| 100,000 <small>(until 2012)</small><ref>{{cite news |title=Bandai's "Carddas" topped the total sales volume of 10 billion pieces |url=https://gigazine.net/gsc_news/en/20120329-bandai-carddass/ |work=[[:ja:GIGAZINE|GIGAZINE]] |date=March 29, 2012 |access-date=2 October 2021 |archive-date=3 September 2020 |archive-url=https://web.archive.org/web/20200903173432/https://gigazine.net/gsc_news/en/20120329-bandai-carddass/ |url-status=live }}</ref> | | 100,000 <small>(until 2012)</small><ref>{{cite news |title=Bandai's "Carddas" topped the total sales volume of 10 billion pieces |url=https://gigazine.net/gsc_news/en/20120329-bandai-carddass/ |work=[[:ja:GIGAZINE|GIGAZINE]] |date=March 29, 2012 |access-date=2 October 2021 |archive-date=3 September 2020 |archive-url=https://web.archive.org/web/20200903173432/https://gigazine.net/gsc_news/en/20120329-bandai-carddass/ |url-status=live }}</ref> | ||
| Line 903: | Line 1,020: | ||
|- | |- | ||
| ''[[Tekken]]'' | | ''[[Tekken]]'' | ||
|[[Namco]] | |||
| 1994 | | 1994 | ||
| {{sort|094|94,000+}}{{efn|''[[Tekken]]'' series arcade unit sales: | | {{sort|094|94,000+}}{{efn|''[[Tekken]]'' series arcade unit sales: | ||
| Line 913: | Line 1,031: | ||
|- | |- | ||
| ''[[Defender (video game)#Remakes and sequels|Defender]]'' | | ''[[Defender (video game)#Remakes and sequels|Defender]]'' | ||
|[[WMS Industries|Williams]] | |||
| 1981 | | 1981 | ||
| {{sort|085|85,000}} <small>(until 2020)</small>{{refn|''Defender'' series: | | {{sort|085|85,000}} <small>(until 2020)</small>{{refn|''Defender'' series: | ||
| Line 922: | Line 1,041: | ||
|- | |- | ||
| ''[[Centipede (video game)#Legacy|Centipede]]'' | | ''[[Centipede (video game)#Legacy|Centipede]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1981 | | 1981 | ||
| {{sort|0|65,978}} <small>(until 1991)</small>{{refn|''Centipede'' series:<ref name="atari_memo2"/><ref name="atari_production"/> | | {{sort|0|65,978}} <small>(until 1991)</small>{{refn|''Centipede'' series:<ref name="atari_memo2"/><ref name="atari_production"/> | ||
| Line 934: | Line 1,054: | ||
|- | |- | ||
| ''[[Mortal Kombat]]'' | | ''[[Mortal Kombat]]'' | ||
|[[Midway Games|Midway]] | |||
| 1992 | | 1992 | ||
| {{sort|0|51,000}} <small>(until 2002)</small><ref name="nytimes2002"/> | | {{sort|0|51,000}} <small>(until 2002)</small><ref name="nytimes2002"/> | ||
| Line 940: | Line 1,061: | ||
|- | |- | ||
| ''[[Galaxian]]'' | | ''[[Galaxian]]'' | ||
|[[Namco]] | |||
| 1979 | | 1979 | ||
| {{sort|045|50,986}} <small>(in the US until 1988)</small>{{refn|''Galaxian'' series: | | {{sort|045|50,986}} <small>(in the US until 1988)</small>{{refn|''Galaxian'' series: | ||
| Line 949: | Line 1,071: | ||
|- | |- | ||
|[[List of Pokémon video games|''Pokémon'' arcade games]] | |[[List of Pokémon video games|''Pokémon'' arcade games]] | ||
|[[Takara Tomy]] | |||
|2007 | |2007 | ||
| | | | ||
| Line 955: | Line 1,078: | ||
|- | |- | ||
| ''[[Starhorse]]'' | | ''[[Starhorse]]'' | ||
|[[Sega]] | |||
| 2000 | | 2000 | ||
| {{sort|038.734|38,734}} <small>(until 2009)</small>{{refn|''StarHorse'' series: | | {{sort|038.734|38,734}} <small>(until 2009)</small>{{refn|''StarHorse'' series: | ||
| Line 979: | Line 1,103: | ||
|- | |- | ||
| ''[[List of Bemani series|Bemani]]'' | | ''[[List of Bemani series|Bemani]]'' | ||
|[[Konami]] | |||
| 1997 | | 1997 | ||
| {{sort|035|35,000+}} <small>(until 2000)</small>{{refn|''Bemani'' series, sales: | | {{sort|035|35,000+}} <small>(until 2000)</small>{{refn|''Bemani'' series, sales: | ||
| Line 988: | Line 1,113: | ||
|- | |- | ||
| ''[[Big Buck Hunter|Big Buck]]'' | | ''[[Big Buck Hunter|Big Buck]]'' | ||
|[[Incredible Technologies]]/[[Raw Thrills]] | |||
| 2000 | | 2000 | ||
| {{sort|033.5|33,500}} <small>(until 2010)</small>{{refn|''Big Buck'' series: | | {{sort|033.5|33,500}} <small>(until 2010)</small>{{refn|''Big Buck'' series: | ||
| Line 998: | Line 1,124: | ||
|- | |- | ||
| ''[[Mr. Do!]]'' | | ''[[Mr. Do!]]'' | ||
|[[Universal Entertainment|Universal]] | |||
| 1982 | | 1982 | ||
| {{sort|030|30,000}} <small>(in the US until 1982)</small><ref name="kent_do"/> | | {{sort|030|30,000}} <small>(in the US until 1982)</small><ref name="kent_do"/> | ||
| Line 1,004: | Line 1,131: | ||
|- | |- | ||
| ''[[Dragon Quest: Monster Battle Road]]'' | | ''[[Dragon Quest: Monster Battle Road]]'' | ||
|[[Square Enix]] | |||
| 2007 | | 2007 | ||
| | | | ||
| Line 1,010: | Line 1,138: | ||
|- | |- | ||
| ''[[Lord of Vermilion]]'' | | ''[[Lord of Vermilion]]'' | ||
|[[Square Enix]] | |||
| 2008 | | 2008 | ||
| | | | ||
| Line 1,015: | Line 1,144: | ||
| ${{formatprice|{{inflation|US|50443000|2008|r=0}}}} | | ${{formatprice|{{inflation|US|50443000|2008|r=0}}}} | ||
|- | |- | ||
| ''[[Scramble (video game)#Reception | | ''[[Scramble (video game)#Reception|Scramble]]'' | ||
|[[Konami]] | |||
| 1981 | | 1981 | ||
| {{sort|027.473|27,473}} <small>(until 1981)</small><ref name="stern_production_numbers"/> | | {{sort|027.473|27,473}} <small>(until 1981)</small><ref name="stern_production_numbers"/> | ||
| Line 1,022: | Line 1,152: | ||
|- | |- | ||
| ''[[List of Sega arcade games|Sega Network Mahjong]]'' | | ''[[List of Sega arcade games|Sega Network Mahjong]]'' | ||
|[[Sega]] | |||
| 2000 | | 2000 | ||
| {{sort|025.986|25,986}} <small>(until 2006)</small>{{refn|''Sega Network Mahjong MJ'' series: | | {{sort|025.986|25,986}} <small>(until 2006)</small>{{refn|''Sega Network Mahjong MJ'' series: | ||
| Line 1,041: | Line 1,172: | ||
|- | |- | ||
| ''[[Darkstalkers]]'' | | ''[[Darkstalkers]]'' | ||
|[[Capcom]] | |||
| 1994 | | 1994 | ||
| {{sort|027|27,000+}}<ref name="okamoto_darkstalkers"/> | | {{sort|027|27,000+}}<ref name="okamoto_darkstalkers"/> | ||
| Line 1,047: | Line 1,179: | ||
|- | |- | ||
| ''[[Pole Position (video game)#Sequels|Pole Position]]'' | | ''[[Pole Position (video game)#Sequels|Pole Position]]'' | ||
|[[Namco]] | |||
| 1982 | | 1982 | ||
| {{sort|0|24,550}} <small>(in the US until 1983)</small>{{refn|''Pole Position'' series US sales: | | {{sort|0|24,550}} <small>(in the US until 1983)</small>{{refn|''Pole Position'' series US sales: | ||
| Line 1,062: | Line 1,195: | ||
|- | |- | ||
| ''[[Dig Dug]]'' | | ''[[Dig Dug]]'' | ||
|[[Namco]] | |||
| 1982 | | 1982 | ||
| {{sort|022.228|22,228}}<ref name="atari_production"/> <small>(in the US until 1983)</small><ref name="atari_memo1"/> | | {{sort|022.228|22,228}}<ref name="atari_production"/> <small>(in the US until 1983)</small><ref name="atari_memo1"/> | ||
| Line 1,068: | Line 1,202: | ||
|- | |- | ||
| ''[[Pump It Up (video game)|Pump It Up]]'' | | ''[[Pump It Up (video game)|Pump It Up]]'' | ||
|Andamiro | |||
| 1999 | | 1999 | ||
| {{sort|020|20,000}} <small>(until 2005)</small><ref name="pump_sales"/> | | {{sort|020|20,000}} <small>(until 2005)</small><ref name="pump_sales"/> | ||
| Line 1,074: | Line 1,209: | ||
|- | |- | ||
| ''[[Breakout (video game)|Breakout]]'' | | ''[[Breakout (video game)|Breakout]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1976 | | 1976 | ||
| {{sort|015.805|15,805}} <small>(until 1999)</small><ref name="atari_production99"/> | | {{sort|015.805|15,805}} <small>(until 1999)</small><ref name="atari_production99"/> | ||
| Line 1,080: | Line 1,216: | ||
|- | |- | ||
| ''[[Star Wars computer and video games|Star Wars]]'' | | ''[[Star Wars computer and video games|Star Wars]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1983 | | 1983 | ||
| {{sort|0|14,039}} <small>(until 1991)</small><ref name="atari_production"/> | | {{sort|0|14,039}} <small>(until 1991)</small><ref name="atari_production"/> | ||
| Line 1,086: | Line 1,223: | ||
|- | |- | ||
| ''[[Sprint 2|Sprint]]'' | | ''[[Sprint 2|Sprint]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1976 | | 1976 | ||
| {{sort|014.027|14,027}} <small>(until 1999)</small><ref name="atari_production99"/> | | {{sort|014.027|14,027}} <small>(until 1999)</small><ref name="atari_production99"/> | ||
| Line 1,092: | Line 1,230: | ||
|- | |- | ||
| ''[[Mushiking: King of the Beetles|Mushiking]]'' | | ''[[Mushiking: King of the Beetles|Mushiking]]'' | ||
|[[Sega]] | |||
| 2003 | | 2003 | ||
| {{sort|013.5|13,500}} <small>(until 2005)</small><ref name="sega_sep05"/> | | {{sort|013.5|13,500}} <small>(until 2005)</small><ref name="sega_sep05"/> | ||
| Line 1,101: | Line 1,240: | ||
|- | |- | ||
| ''[[Sea Wolf (video game)|Sea Wolf]]'' | | ''[[Sea Wolf (video game)|Sea Wolf]]'' | ||
|[[Midway Games|Midway]] | |||
| 1976 | | 1976 | ||
| {{sort|0|14,000}} <small>(until 2000)</small><ref name="seawolf_sales"/> | | {{sort|0|14,000}} <small>(until 2000)</small><ref name="seawolf_sales"/> | ||
| Line 1,107: | Line 1,247: | ||
|- | |- | ||
| ''[[List of Konami games#2000-2009|Mahjong Fight Club]]'' | | ''[[List of Konami games#2000-2009|Mahjong Fight Club]]'' | ||
|[[Konami]] | |||
| 2002 | | 2002 | ||
| {{sort|013|13,000}} <small>(until 2004)</small><ref name="konami05"/> | | {{sort|013|13,000}} <small>(until 2004)</small><ref name="konami05"/> | ||
| Line 1,112: | Line 1,253: | ||
| | | | ||
|- | |- | ||
| ''[[ | | ''[[Gauntlet (1985 video game)|Gauntlet]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1985 | | 1985 | ||
| {{sort|0|11,368}} <small>(until 1991)</small><ref name="atari_production"/> | | {{sort|0|11,368}} <small>(until 1991)</small><ref name="atari_production"/> | ||
| Line 1,119: | Line 1,261: | ||
|- | |- | ||
| ''[[Oshare Majo: Love and Berry|Love and Berry]]'' | | ''[[Oshare Majo: Love and Berry|Love and Berry]]'' | ||
|[[Sega]] | |||
| 2004 | | 2004 | ||
| {{sort|010.3|10,300}} <small>(until 2006)</small><ref name="sega_dec06"/> | | {{sort|010.3|10,300}} <small>(until 2006)</small><ref name="sega_dec06"/> | ||
| Line 1,128: | Line 1,271: | ||
|- | |- | ||
| ''[[Sangokushi Taisen]]'' | | ''[[Sangokushi Taisen]]'' | ||
|[[Sega]] | |||
| 2005 | | 2005 | ||
| {{sort|009.929|9,929}} <small>(until 2008)</small>{{refn|''Sangokushi Taisen'' series: | | {{sort|009.929|9,929}} <small>(until 2008)</small>{{refn|''Sangokushi Taisen'' series: | ||
| Line 1,159: | Line 1,303: | ||
|- | |- | ||
| ''[[Pong]]'' | | ''[[Pong]]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1972 | | 1972 | ||
| {{sort|010|8500–19,000}}<ref name="time74"/><ref name="ashley9"/> | | {{sort|010|8500–19,000}}<ref name="time74"/><ref name="ashley9"/> | ||
| Line 1,165: | Line 1,310: | ||
|- | |- | ||
| ''[[Race Drivin'|Hard Drivin']]'' | | ''[[Race Drivin'|Hard Drivin']]'' | ||
|[[Atari, Inc.|Atari]] | |||
| 1989 | | 1989 | ||
| {{sort|006.843|6,843}} <small>(until 1991)</small><ref name="atari_production"/> | | {{sort|006.843|6,843}} <small>(until 1991)</small><ref name="atari_production"/> | ||
| Line 1,171: | Line 1,317: | ||
|- | |- | ||
| ''[[Samba de Amigo]]'' | | ''[[Samba de Amigo]]'' | ||
|[[Sega]] | |||
| 1999 | | 1999 | ||
| {{sort|003|3,000}} <small>(until 2000)</small><ref name="iol_samba"/> | | {{sort|003|3,000}} <small>(until 2000)</small><ref name="iol_samba"/> | ||
| Line 1,179: | Line 1,326: | ||
|- | |- | ||
| ''[[Border Break]]'' | | ''[[Border Break]]'' | ||
|[[Sega]] | |||
| 2009 | | 2009 | ||
| {{sort|002.998|2,998}} <small>(until 2009)</small><ref name="sega_dec09"/> | | {{sort|002.998|2,998}} <small>(until 2009)</small><ref name="sega_dec09"/> | ||
| Line 1,195: | Line 1,343: | ||
|- | |- | ||
| ''[[World Club Champion Football]]'' | | ''[[World Club Champion Football]]'' | ||
|[[Sega]] | |||
| 2012 | | 2012 | ||
| {{sort|002.479|2,479}} <small>(until 2015)</small><ref name=wccf group=n /> | | {{sort|002.479|2,479}} <small>(until 2015)</small><ref name=wccf group=n /> | ||
Latest revision as of 06:50, 18 November 2025
Template:Short description Script error: No such module "Distinguish". Template:Use dmy dates Template:Jagged 85 cleanup
An arcade video game is an arcade game that 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.
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 the early 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 continue to maintain a robust arcade industry in contemporary times.[4]
History
Script error: No such module "Labelled list hatnote". Script error: No such module "Labelled list hatnote".
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 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]
Script error: No such module "Labelled list hatnote".
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. 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 Template:USD 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 amd a moral panic over video games (similar to fears raised over pinball machines in the decades prior). 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, 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
Template:More citations needed section Script error: No such module "Labelled list hatnote".
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]Template:Rp 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
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.Script error: No such module "Unsubst".
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.Script error: No such module "Unsubst".
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.Script error: No such module "Unsubst". 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.Script error: No such module "Unsubst".
Many arcade combat flight simulation games 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]
Script error: No such module "Labelled list hatnote". 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.Script error: No such module "Unsubst". Arcade games are downloaded and emulated through the Nintendo Wii Virtual Console service starting in 2009.Script error: No such module "Unsubst".
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
Script error: No such module "Labelled list hatnote".
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 Template:US$. Most of the games listed were released between the golden age of arcade video games (1978–1984) and the 1990s.
Script error: No such module "Hatnote".
Franchises
Script error: No such module "Labelled list hatnote".
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 also
Script error: No such module "Portal". Template:Div col
Notes
Template:Reflist Template:Notelist
References
Template:Reflist Template:Reflist
External links
- The Video Arcade Preservation Society
- Online collection of Automatic Age trade journals, 1925–1945
- Collection of Cocktail Arcade Machines
- Arcade History (Coin-Op Database)
- The Museum of Soviet Arcade Games (blog article)
Template:Video game platforms Template:Amusement arcade Template:Authority control
- ↑ a b Script error: No such module "citation/CS1".
- ↑ a b Template:Cite magazine
- ↑ a b Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Template:Cite magazine
- ↑ a b Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Template:Cite magazine
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Template:Cite magazine
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "Citation/CS1".
- ↑ Template:Cite magazine
- ↑ Script error: No such module "citation/CS1".
- ↑ a b Script error: No such module "citation/CS1".
- ↑ a b Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Tricks of the Podcasting Masters p. 38
- ↑ Template:Cite magazine
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Template:Cite magazine
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ a b Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ a b Template:Cite magazine
- ↑ a b Script error: No such module "citation/CS1".
- ↑ a b Script error: No such module "citation/CS1".
- ↑ Template:Cite magazine
- ↑ a b c Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ a b Script error: No such module "citation/CS1".
- ↑ Template:Cite magazine
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "Citation/CS1".
- ↑ Template:Cite magazine
- ↑ a b c Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ 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 Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Template:Cite magazine
- ↑ Template:Cite magazine
- ↑ Script error: No such module "citation/CS1".
- ↑ a b Template:Cite magazine
- ↑ a b Script error: No such module "citation/CS1".
- ↑ Donkey Kong:
- Japan: 65,000 of Donkey Kong
- Script error: No such module "citation/CS1".
- United States: 67,000 of Donkey Kong
- Script error: No such module "citation/CS1".
- United States: 30,000 of Donkey Kong Jr. and 5000 of Donkey Kong 3.[69]
- Japan: 65,000 of Donkey Kong
- ↑ a b Script error: No such module "citation/CS1".
- ↑ Template:Cite magazine
- ↑ Template:Cite magazine
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ a b c d e Script error: No such module "citation/CS1".
- ↑ a b Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ a b c d e Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Template:Cite magazine
- ↑ Template:Cite magazine
- ↑ Script error: No such module "citation/CS1".
- ↑ a b Script error: No such module "Citation/CS1".Template:Cbignore.
- ↑ a b c d e Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ a b Script error: No such module "citation/CS1".
- ↑ Template:Cite magazine
- ↑ Script error: No such module "citation/CS1". (Translation by Shmuplations. Template:Webarchive).
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ a b c d e Script error: No such module "citation/CS1".
- ↑ a b Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ a b c Script error: No such module "citation/CS1".
- ↑ a b c d e f g h i j k l m n o p q r Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ a b c d Script error: No such module "citation/CS1".
- ↑ Template:Cite magazine
- ↑ a b Script error: No such module "citation/CS1".
- ↑ a b Script error: No such module "citation/CS1".
- ↑ Template:Cite magazine
- ↑ Script error: No such module "citation/CS1".
- ↑ a b Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "Citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Template:Cite magazine
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1". Alt URL
- ↑ Script error: No such module "citation/CS1".
- ↑ a b Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ a b Script error: No such module "citation/CS1".
- ↑ a b Template:Cite magazine
- ↑ a b Script error: No such module "citation/CS1".
- ↑ a b Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ a b Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedPolygon - ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ a b Cite error: Invalid
<ref>tag; no text was provided for refs namedgamesetwatch_sega - ↑ a b Cite error: Invalid
<ref>tag; no text was provided for refs namedkotaku_sega - ↑ a b c d e f Cite error: Invalid
<ref>tag; no text was provided for refs namedxe_currency - ↑ a b Cite error: Invalid
<ref>tag; no text was provided for refs namedsega_mar10 - ↑ a b Cite error: Invalid
<ref>tag; no text was provided for refs namedsega_mar11 - ↑ a b Cite error: Invalid
<ref>tag; no text was provided for refs namedsega12 - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedSega Sammy Holdings - ↑ a b Cite error: Invalid
<ref>tag; no text was provided for refs namedsega_jun12 - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedDigInfo TV - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedGameSpot - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedsega_dec11
Cite error: <ref> tags exist for a group named "n", but no corresponding <references group="n"/> tag was found