The following are lists of arcade game sales figures. Arcades were dominated by electro-mechanical games (EM games) up until the arrival of video games in the 1970s. In the history of video games, the video game industry originated from arcades in 1971. Since then, arcade games accounted for the largest share of the video game industry up until the late 1990s, while a majority of top-selling home video games were arcade ports or arcade-style games.[1] Home consoles eventually overtook arcades in worldwide revenue during the late 1990s.
The best-selling and highest-grossing arcade game of all time is Space Invaders (1978), followed by Pac-Man (1980) and then Street Fighter II (1991).
Contents
- 1 Arcade game industry
- 2 List of best-selling arcade games
- 3 List of highest-grossing arcade games
- 4 List of best-selling arcade game franchises
- 5 See also
- 6 Notes
- 7 References
- 8 External links
Arcade game industry[]
- See also: Video game industry, Video games in Japan,and Video games in the United States
By 1988, the three major arcade game manufacturers were Sega, Namco and Taito.[2]
Market revenue[]
Year | Japan [3] | United States [4] | United Kingdom |
---|
2016 | ¥573.3 billion ($5.27 billion) | $2 billion[5] | |
2015 | ¥573.3 billion ($5.41 billion) | $2 billion[6] | |
2014 | ¥637.5 billion ($6.02 billion) | $2 billion[7] | |
2013 | ¥637.5 billion ($6.02 billion) | $2 billion[8] | £275.4 million ($437.14 million)[9] |
2012 | ¥661.3 billion ($8.29 billion) | $2.3 billion[10][11] | £275.4 million ($437.14 million)[9] |
2011 | ¥699.581 billion ($8.77 billion) | $1 billion[12] | £275.4 million ($444.19 million)[9] |
2010 | ¥680.9 billion ($8.63 billion) | $1.459 billion[13] | |
2009 | ¥773.9 billion ($8.95 billion) | $1.492 billion[14] | |
2008 | ¥891.6billion ($10.08billion) | $1.512 billion[15] | |
2007 | ¥930.961 billion ($9.62 billion) | $1.459 billion[16] | |
2006 | ¥926.257 billion ($8.89 billion) | $953.2million[17] | |
2005 | ¥881.727 billion ($8.64 billion) | $2.322 billion[18] | |
2004 | ¥829.823 billion ($8.13 billion) | $3.5 billion[19] | |
2003 | ¥815.644 billion ($7.86 billion) | | |
2002 | ¥760 billion ($6.56 billion) | $1.7 billion[4] | |
2001 | ¥737.2 billion ($6.45 billion) | | |
2000 | ¥739 billion ($7.27 billion) | | |
1999 | ¥806.7 billion ($7.93 billion) | $5.7 billion[20] | |
1998 | ¥778.7 billion ($7.13 billion) | | |
1997 | ¥810.5 billion ($7.85 billion) | $6.5 billion[21] | |
1996 | ¥802.8 billion ($9.89 billion) | $8 billion | |
1995 | ¥772.6 billion ($9.52 billion) | $4.8 billion | |
1994 | ¥610 billion ($7.51 billion) | $7 billion | |
1993 | ¥610 billion ($6.16 billion) | $8 billion | |
1992 | ¥640 billion ($6.07 billion) | $9 billion | £434 million ($870 million)[22] |
1991 | ¥600 billion ($5.69 billion) | $2.1 billion | |
1990 | ¥510 billion ($3.76 billion) | $4.9 billion | |
List of best-selling arcade games[]
The following lists the arcade games that sold the most arcade hardware units, including arcade cabinets and conversion kits. The list includes both video games (VG) and electro-mechanical games (EM games).
Title | Release | Manufacturer | Sales | Market | Ref | Type |
---|
Space Invaders | 1978 | Taito | 757,030 | Worldwide | [23] | VG |
Pac-Man | 1980 | Namco | 700,000 | Worldwide | [24] |
Street Fighter II | 1991 | Capcom | 320,000 | Worldwide | [25] |
Donkey Kong | 1981 | Nintendo | 170,000 | Worldwide | [26] |
Galaxian | 1979 | Namco | 150,000 | Worldwide | [27][28] |
Ms. Pac-Man | 1982 | Namco | 125,000 | Worldwide | [29][30] |
Asteroids | 1979 | Atari | 100,000 | Worldwide | [30][31] |
Frogger | 1981 | Konami / Sega | 97,000 | Worldwide | [32] |
Track & Field (Hyper Olympic) | 1983 | Konami | 65,138 | Worldwide | [33][34] |
Defender | 1981 | Williams | 60,000 | Worldwide | [35][36] |
Centipede | 1980 | Atari | 55,988 | Worldwide | [37] |
Hang-On | 1985 | Sega | 50,000 | Worldwide | [38] |
IPM Invader | 1979 | IPM (Irem) | 50,000 | Worldwide | [39] |
Street Fighter | 1987 | Capcom | 50,000 | Worldwide | [40] |
Breakout | 1976 | Atari | 50,000 | Worldwide | [41][42] |
Print Club (Purikura) | 1995 | Atlus / Sega | 45,000 | Japan | [43] | EM |
Galaga | 1981 | Namco | 42,500 | USA | [44] | |
Karate Champ | 1984 | Technōs / Data East | 40,000+ | Worldwide | [45][46] | VG |
Virtua Fighter | 1993 | Sega | 40,000+ | Worldwide | [47] |
Tekken 2 | 1995 | Namco | 40,000 | Worldwide | [48] |
UFO Catcher | 1985 | Sega | 40,000 | Worldwide | [49] | EM |
Virtua Fighter 2 | 1994 | Sega | 40,000 | Worldwide | [50][47] | VG |
Double Dragon | 1987 | Technōs / Taito | 40,000 | Worldwide | [51][52] |
Speed Race (Wheels) | 1974 | Taito | 40,000 | Worldwide | [53][54] |
StarHorse2 | 2005 | Sega | 38,614 | Worldwide | [n 1] |
Tekken 3 | 1996 | Namco | 35,000 | Worldwide | [62] | VG |
Block Out | 1978 | IPM (Irem) | 35,000 | Worldwide | [63] |
Air Hockey | 1972 | Brunswick | 33,000 | Worldwide | [64] | EM |
Donkey Kong Jr. | 1982 | Nintendo | 30,000 | USA | [65] | VG |
Mr. Do! | 1982 | Universal | 30,000 | USA | [66] |
Final Fight | 1989 | Capcom | 30,000 | Worldwide | [67][68] |
OutRun | 1986 | Sega | 30,000 | Worldwide | [49] |
Virtua Fighter 3 | 1996 | Sega | 30,000 | Worldwide | [62] |
Tempest | 1981 | Atari | 29,000 | Worldwide | [69] |
Mortal Kombat II | 1993 | Midway | 27,000 | Worldwide | [70] |
Dance Dance Revolution | 1998 | Konami | 25,000+ | Worldwide | [n 2] |
Champion Baseball | 1983 | Sega | 25,000 | Worldwide | [76] |
VS. Super Mario Bros. / VS. Mario's Adventure | 1986 | Nintendo | 25,000 | USA | [77] |
Beatmania | 1997 | Konami | 25,000 | Worldwide | [72] |
Teenage Mutant Ninja Turtles | 1989 | Konami | 25,000 | Worldwide | [78] |
Gorf | 1981 | Midway | 25,000 | Worldwide | [79] |
Q*bert | 1982 | Gottlieb | 25,000 | Worldwide | [80] |
Mortal Kombat | 1992 | Midway | 24,000 | Worldwide | [70] |
Robotron: 2084 | 1982 | Williams | 23,000 | Worldwide | [69] |
Dig Dug | 1982 | Namco | 22,228 | USA | [37] |
Pole Position | 1982 | Namco | 21,000 | USA | [69] |
Hyper Sports | 1984 | Konami | 20,833 | USA | [81] |
Gyruss | 1983 | Konami | 20,060 | USA | [81] |
Popeye | 1982 | Nintendo | 20,000 | USA | [82] |
Pro Soccer | 1983 | Data East | 20,000 | — | [51] |
Pump It Up | 1999 | Andamiro | 20,000 | Worldwide | [73] |
NBA Jam | 1993 | Midway | 20,000 | Worldwide | [83] |
Missile Command | 1980 | Atari | 20,000 | Worldwide | [84] |
Tron | 1982 | Bally Midway | 20,000 | Worldwide | [85] |
Tekken Tag Tournament | 1999 | Namco | 19,000 | Worldwide | [86] |
Pong | 1972 | Atari | 19,000 | Worldwide | [87] |
Jungle Hunt (Jungle King) | 1982 | Taito | 18,000 | USA | [88] |
Paddle Battle | 1973 | Allied Leisure | 17,000 | USA | [89] |
Raiden | 1990 | Tecmo | 17,000 | Worldwide | [90] |
Killer Instinct | 1994 | Rare | 17,000 | Worldwide | [91] |
Dragon's Lair | 1983 | Cinematronics | 16,000 | Worldwide | [92] |
Scramble | 1981 | Konami | 15,136 | USA | [93][94] |
Battlezone | 1980 | Atari | 15,122 | Worldwide | [41] |
Commando | 1985 | Capcom | 15,000 | Europe | [95] |
Captain Commando | 1991 | Capcom | 15,000 | Worldwide | [96] |
Phoenix | 1980 | Taito / TPN | 15,000 | USA | [97] |
Stargate | 1981 | Williams | 15,000 | Worldwide | [69] |
Gorf | 1981 | Midway | 15,000 | Worldwide | [98] |
Mushiking: The King of Beetles | 2003 | Sega | 13,500 | Worldwide | [99] |
Mahjong Fight Club 3 | 2004 | Konami | 13,000 | Japan | [100] |
Sega Network Mahjong MJ4 | 2008 | Sega | 12,892 | Japan | [n 3] |
Star Wars | 1983 | Atari | 12,695 | Worldwide | [37] |
Super Cobra | 1981 | Konami | 12,337 | USA | [93] |
Space Duel | 1982 | Atari | 12,038 | Worldwide | [37] |
Sega Rally | 1994 | Sega | 12,000 | Worldwide | [102] |
Mahjong Gakuen | 1988 | Yuga | 12,000 | Japan | [103] | VG |
Indy 500 (Speedway) | 1968 | Kasco | 12,000 | Worldwide | [104] | EM |
Oshare Majo: Love and Berry | 2004 | Sega | 10,300 | Worldwide | [57] | VG |
Street Fighter III | 1997 | Capcom | 10,000 | Worldwide | [105] |
Astron Belt | 1983 | Sega | 10,000 | Japan | [106] |
Virtua Striker 2 ver. 2000 | 2000 | Sega | 10,000 | Worldwide | [107][108] |
Baby Pac-Man | 1982 | Namco / Midway | 10,000 | USA | [85] |
Sea Wolf | 1976 | Midway | 10,000 | Worldwide | [109] |
Snake Pit | 1983 | Sente | 9,000 | Worldwide | [110] |
Gun Fight | 1975 | Taito | 8,600 | USA | [111] |
Sega Network Mahjong MJ3 | 2005 | Sega | 7,608 | Japan | [55] |
Thunder Storm (Cobra Command) | 1984 | Data East | 7,000+ | Japan | [51] |
Dinosaur King | 2005 | Sega | 7,000 | Japan | [56] |
Nekketsu Kōha Kunio-kun | 1986 | Technōs / Taito | 7,000+ | Japan | [51] |
Toki (JuJu Densetsu) | 1989 | TAD Corporation | 5,600 | Worldwide | [112] |
Big Buck Safari | 2008 | Raw Thrills | 5,500 | Worldwide | [113] |
Sega Network Mahjong MJ2 | 2003 | Sega | 5,486 | Japan | [116] |
Periscope | 1965 | Namco / Sega | 5,100 | Worldwide | [117] | EM |
Donkey Kong 3 | 1983 | Nintendo | 5,000 | USA | [n 4] | VG |
Side Arms (Hyper Dyne Side Arms) | 1986 | Capcom | 5,000 | — | [120] |
China Gate | 1988 | Technōs | 5,000 | Worldwide | [121] |
Bagman | 1983 | Valadon | 5,000 | — | [88] |
Astro Invader | 1980 | Konami | 4,900 | USA | [93] |
Super Breakout | 1978 | Atari | 4,805 | — | [41] |
Sangokushi Taisen 2 | 2006 | Sega | 4,041 | — | [n 5] |
Cliff Hanger: Edward Randy | 1990 | Data East | 4,000 | Worldwide | [122] |
Sea Wolf II | 1978 | Midway | 4,000 | — | [123] |
R.B.I. Baseball | 1987 | Namco | 3,945 | — | [37] |
Initial D Arcade Stage 4 | 2007 | Sega | 3,904 | — | [n 6] |
Mario Bros. | 1983 | Nintendo | 3,800 | — | [69] |
Gauntlet II | 1986 | Atari Games | 3,520 | — | [37] |
Sky Fighter II | 1971 | Taito | 3,000 | Japan | [124] | EM |
Zoo Keeper | 1982 | Taito | 3,000 | — | [88] | VG |
Big Buck Hunter Pro: Open Season | 2009 | Incredible | 3,000 | — | [125] |
Silver Strike Live | 2010 | Incredible | 3,000 | — | [126] |
Mahjong Gakuen: Super Marukin-Ban | 1990 | Yuga | 2,900 | Japan | [127] |
Indiana Jones and the Temple of Doom | 1985 | Atari Games | 2,825 | — | [37] |
Initial D Arcade Stage | 2001 | Sega | 2,534 | — | [128] |
Rally-X | 1980 | Namco | 2,500 | USA | [129] |
Lost Worlds (Forgotten Worlds) | 1988 | Capcom | 2,500 | — | [130] |
Space Intruders | 1979 | Subelectro | 2,500 | — | [131] |
Shining Force Cross | 2009 | Sega | 2,389 | — | [61] |
The Pit | 1982 | Zilec | 2,193 | USA | [34] |
Night Driver | 1976 | Atari | 2,100 | — | [41] |
The End | 1980 | Konami | 2,067 | USA | [93] |
Pengo | 1982 | Coreland / Sega | 2,000 | — | [88] |
H2Overdrive | 2009 | Midway | 2,000 | — | [132] |
Blasteroids | 1987 | Atari | 2,000 | — | [37] |
Guitar Hero Arcade | 2009 | Konami | 2,000 | — | [133] |
Computer Space | 1971 | Syzygy | 2,000 | — | [134] |
Sangokushi Taisen | 2005 | Sega | 1,942 | — | [135] |
Drag Race | 1977 | Kee Games | 1,900 | — | [41] |
Special Criminal Investigation | 1989 | Taito | 1,500 | UK | [136] |
Pac-Mania | 1987 | Namco | 1,412 | — | [37] |
TV Basketball (Basketball) | 1974 | Taito | 1,400 | — | [137] |
Swimmer | 1982 | Tehkan (Tecmo) | 1,065 | USA | [34] |
Round-Up (Fitter) | 1981 | Taito[138] / Hiraoka[139] | 1,044 | USA | [34] |
The House of the Dead 4 | 2005 | Sega | 1,008 | — | [140] |
Radar Scope | 1980 | Nintendo | 1,000 | — | [141] |
Terminator Salvation | 2010 | Raw Thrills | 1,000 | — | [142] |
Assault | 1988 | Namco | 1,079 | — | [37] |
Ghosts 'n Goblins | 1985 | Capcom | 1,000 | USA | [143] |
Death Race | 1976 | Exidy | 1,000 | — | [144] |
I, Robot | 1984 | Atari | 1,000 | — | [37][145] |
List of highest-grossing arcade games[]
List of best-selling arcade game franchises[]
- See also: List of highest-grossing video game franchisesand List of best-selling video game franchises
These are the combined hardware sales of at least two or more arcade games that are part of the same franchise. This list only includes franchises that have sold at least 10,000 hardware units or grossed at least $100 million revenue.
Franchise | Original release year | Total hardware units sold | Gross revenue (US$ without inflation) | Gross revenue (US$ with 2014 inflation)[216] |
---|
Space Invaders | 1978 | 750,000 (up to 1990)[217] | $8.575 billion (up to 1982)[147] | $24.3billion |
Pac-Man | 1980 | 533,412 (up to 1988)[n 32] | $12.915 billion (up to 1999)[n 33] | $25.8billion |
Street Fighter | 1987 | 500,000 (up to 2002)[219][220] | $10.61 billion (up to 1994) (Street Fighter II)[148] | $21.2billion (Street Fighter II) |
Pac-Man clones | 1980 | 300,000 (up to 2002)[221] | | |
SEGA Model | 1992 | 240,000 (up to 2000)[n 34] | $6.38 billion (up to 2001)[n 35] | $13.9billion |
Mario | 1981 | 210,800 (up to 1986)[n 36] | $4.4 billion (up to 1982)[149] | $8.8billion |
Donkey Kong | 1981 | 187,000 (up to 1983)[149] | $4.4 billion (up to 1982)[149] | $8.8billion |
Virtua Fighter | 1993 | 110,000 (up to 2001)[n 37] | $4.08 billion (up to 2001)[n 38] | $8.61billion |
Whac-A-Mole | 1500 | Unknown | $1.5 billion (up to 2005)[150] | $7.54billion |
World Club Champion Football | 2002 | 2,479 (2006-2009)[n 40] | $2.507 billion (up to 2013)[n 8] | $4.25billion |
Asteroids | 1979 | 136,437 (up to 1999)[n 41] | $850.79 million (up to 1999)[n 42] | $1.46billion |
SEGA Model 2 | 1993 | 130,000 (up to 1996)[226] | $2.55 billion (up to 2001)[n 43] | $5.38billion |
Nintendo VS. System | 1984 | 100,000 (up to 1985)[227] | | |
Data Carddass | 2005 | 100,000 (up to 2012)[228] | | |
Golden Tee Golf | 1989 | 100,000 (up to 2011)[229] | | |
Defender | 1981 | 75,000 (up to 2002)[n 44] | $1 billion (up to 2002)[166] | $1.69billion |
SEGA Model 3 | 1996 | 70,000 (up to 1996)[n 35] | | |
Centipede | 1981 | 65,978 (up to 1991)[n 45] | $136.3 million (up to 1991)[n 46] | $305million |
Mortal Kombat | 1992 | 51,000 (up to 2002)[70] | $1 billion (up to 1995)[232] | $2billion |
Bemani | 1997 | 50,000+ (up to 2003)[n 47] | $709.32 million+ (as of 2003)[n 48] | $1.35billion |
Galaxian | 1979 | 45,986 (in the US up to 1988)[n 49] | | |
Starhorse | 2000 | 38,734 (up to 2009)[n 50] | $212 million (up to 2012)[n 51] | $375million |
Dragon Quest: Monster Battle Road | 2007 | | $327.2 million (up to 2008)[207] | $481million |
Big Buck | 2000 | 33,500 (up to 2010)[n 52] | | |
e-Amusem*nt | 2002 | 32,000 (up to 2004)[234] | $1.232 billion (up to 2012)[n 53] | $2.09billion |
Mr. Do! | 1982 | 30,000 (in the US up to 1982)[238] | | |
OutRun | 1986 | 30,000 (up to 1993)[49] | $1.104 billion (up to 1993)[n 10] | $3.07billion (hardware sales) |
Nintendo PlayChoice-10 | 1986 | 30,000[239] | | |
SEGA Network Mahjong | 2000 | 25,986 (up to 2006)[n 55] | $81.87 million (up to 2012)[n 56] | $145million |
Pole Position | 1982 | 24,550 (in the US up to 1983)[n 57] | $597 million (up to 1988) (US hardware sales)[n 58] | $1.88billion |
Dig Dug | 1982 | 22,228[37] (in the US up to 1983)[88] | $46.3 million (up to 1983)[37] (US hardware sales) | $146million (US hardware sales) |
Pump It Up | 1999 | 20,000 (up to 2005)[73] | $222 million (up to 2005)[73][240] | $406million |
Mushiking | 2003 | 13,500 (up to 2005)[99] | $631.0232 million (up to 2006)[n 20] | $1.05billion |
Love and Berry | 2004 | 10,300 (up to 2006)[57] | $317 million (up to 2005)[n 27] | $511million |
Sangokushi Taisen | 2005 | 9,929 (up to 2008)[n 60] | $582.2 million (up to 2011)[n 61] | $908million |
Pong | 1972 | 8500-19,000[241][87] | $11 million (up to 1973)[242] | $75.5million |
Breakout | 1976 | 15,805 (up to 1999)[41] | $17.745 million (up to 1999)[41] | $32.5million |
Star Wars | 1983 | 14,039 (up to 1991)[37] | $9.275 million (up to 1999)[37] | $17million |
Sprint | 1976 | 14,027 (up to 1999)[41] | $28.729 million (up to 1999)[41] | $52.5million |
Sea Wolf | 1976 | 14,000 (up to 2000)[243] | | |
Mahjong Fight Club | 2002 | 13,000 (up to 2004)[244] | | |
Gauntlet | 1985 | 11,368 (up to 1991)[37] | $20.41 million (up to 1991)[37] | $45.7million |
Border Break | 2009 | 2,998 (up to 2009)[61] | $141 million (up to 2013)[n 30] | $200million |
Nintendo Super System | 1991 | 1,200[239] | | |
See also[]
Notes[]
- ↑ 1.0 1.1 1.2 StarHorse2:
- From April 2005 to March 2007: 18,079 units
- StarHorse2: New Generation – 7,819 units from April 2005 to June 2006 (6,020 units in fiscal year ended March 2006,[55] and 1,799 units during April–June 2006[56]
- StarHorse2: Second Fusion - 10,260 units from April 2006 to March 2007 (8,105 conversion kits during April–December 2006,[57] and 2,155 body and satellite units in fiscal year ending March 2007[58]
- From April 2007 to March 2008: 10,275 units (756 body and satellite units of StarHorse2: Second Fusion during April–September 2007,[59] and 9,519 conversion kits in fiscal year ended March 2008[60]
- From April 2009 to December 2009: 10,657 units of StarHorse2: Fifth Expansion[61]
- ↑ 2.0 2.1 Dance Dance Revolution sales:
- Worldwide sales, as of 2003: at least 25,000[71] [72] [73]
- Japan cabinet sales as of 1999: 10,000+[74][75]
- North America cabinet sales as of August 2000: at least 100 (Tran, Khanh T.L. (August 16, 2000). "In the Latest Arcade Craze, Players". The Wall Street Journal. http://www.ddrfreak.com/newpress/Wall%20Street%20Journal.htm. Retrieved 6 March 2012. "To date, Konami has sold a "triple-digit" number of DDR machines in the U.S. and Canada, a company spokeswoman says. Their $15,500 price tag makes them one of the most expensive arcade games on the market.")
- Schools using machines: 3000+ (BISD bets 'Dance Dance Revolution' will keep students fit. AstroCon News. Asterisk User Conference & Expo (November 10, 2007). Retrieved on 6 March 2012.)
- Machine locations as of 2011: 3350 (Machine Locations. DDR Freak (2011). Retrieved on 6 March 2012.)
- ↑ 3.0 3.1 3.2 Sega Network Mahjong MJ4:
- Fiscal year ended March 2008: 10,427[60]
- Fiscal year ended March 2009: 2,465[101]
- ↑ Donkey Kong:
- Japan:
- 65,000 of Donkey Kong.[118]
- United States:
- 67,000 of Donkey Kong.[119]
- 30,000 of Donkey Kong Jr. and 5000 of Donkey Kong 3.[82]
- ↑ 5.0 5.1 Sangokushi Taisen 2:
- 3,211 units during April?September 2006.[56]
- 830 units during April?September 2007.[59]
- ↑ Initial D Arcade Stage 4:
- 3,056 units in fiscal year ending March 2007.[58]
- 848 units during April–September 2007.[59]
- ↑ World Club Champion Football: Intercontinental Clubs
- Fiscal year ended 31 March 2010: ¥4.2 billion[154]
- Fiscal year ended 31 March 2011: ¥3.8 billion[155]
- Fiscal year ended 31 March 2012: ¥3.6 billion[156][157]
- Fiscal year ended 31 March 2013: ¥3.2 billion
- April-December 2013: ¥2.1 billion
- Currency conversion: [1] $224 million
- ¥4.2 billion = $55.4312 million
- ¥3.8 billion = $50.2 million
- ¥3.6 billion = $48 million
- ¥3.2 billion = $42.2333 million
- ¥2.1 billion = $28 million
- ↑ 8.0 8.1 World Club Champion Football revenue:
- Card revenues up until January 2009 - ¥300 billion ($3.76 billion)
- 1 billion cards sold,[151] at ¥300 each.[152][153]
- Unit sales revenues from April 2005 to December 2009 - $307.4 million
- World Club Champion Football: European Clubs 2004–2005 at £90,000 ($189,000) [2] each - $149.4 million
- 514 units from April 2005 to March 2006: $97.2 million
- 276 units during April–September 2006: $52.2 million
- World Club Champion Football: Intercontinental Clubs 2006-2007 - 831 units from June 2008 to March 2009 at £90,000 ($189,000) [3] each = $158 million
- World Club Champion Football: Intercontinental Clubs revenues from April 2009 to December 2013 - $224 million[n 7]
- ↑ 9.0 9.1 125,000 units[29] at $2800 each[161]
- ↑ 10.0 10.1 10.2 10.3 OutRun arcade revenue:
- Arcade cabinet sales - $393.06 million[168]
- Coin drop earnings (1987-1988) - $711.36 million+
- Annual earnings per cabinet - At least more than $18,720 per year
- OutRun peaked at up to $1,900 weekly earnings per machine, while maintaining an average of at least more than $360 per week.[169] $360 per week is equivalent to $18,720 per year.
- 1987: $336.96 million+ (18,000 units,[170] $360+ weekly per unit)
- 1988: $374.4 million+ (20,000 units,[171] $360+ weekly per unit)
- ↑ 11.0 11.1 11.2 Virtua Fighter:
- Cabinet sales revenue - $840 million
- 40,000+ cabinet sales (by 1996),[47] £14,000 ($21,000) per cabinet[162]
- Coin drop earnings - $840 million+
- In 1994 coin drop earnings, it was the year's #1 highest-earning arcade game in Japan[163] and one of the year's top 5 in the United States.[164]
- To be a profitable hit for operators, that means coin drop earnings for each unit exceeded the cost of purchasing the machine.
- Virtua Fighter grossed more than OutRun.[50][n 10]
- ↑ [165][166][167]
- ↑ [172][173]
- ↑ Teenage Mutant Ninja Turtles:
- 1990 annual coin drop revenue - $286.3 million (25,000 cabinets,[78] $163 weekly per unit)[175]
- ↑ 15.0 15.1 15.2 15.3 Virtua Fighter 2:
- Cabinet sales revenue - $600 million
- 40,000 cabinet sales (by 2001),[50][47] $15,000 per cabinet[176]
- Coin drop earnings - $600 million+
- In 1996 coin drop earnings, it was the year's #1 highest-earning arcade game in Japan[177][178] and one of the year's top 10 in the United States.[179]
- To be a profitable hit for operators, that means coin drop earnings for each unit exceeded the cost of purchasing the machine.
- Virtua Fighter grossed more than OutRun.[50][n 10]
- ↑ 16.0 16.1 16.2 Virtua Fighter 3:
- Cabinet sales revenue - $600 million
- 30,000 cabinet sales (by 1997),[62] $20,000 per cabinet[180]
- Coin drop earnings - $600 million+
- In 1997 coin drop earnings, it was the year's #1 highest-earning arcade game in Japan[181]
- To be a profitable hit for operators, that means coin drop earnings for each unit exceeded the cost of purchasing the machine.
- ↑ 17.0 17.1 Pole Position revenue:
- US hardware sales as of 1983: $88.2 million (21,000 units[69] at $4200[186] each)
- US coin revenue in 1984: $491.4 million (21,000 units,[69] with $450 weekly earnings per cabinet)[187]
- ↑ Galaxian US revenue in 1980:
- Hardware sales - $120 million (40,000 units,[189] $3000 each)[190]
- Annual coin drop revenue - $266.44 million+ ($128+ weekly per unit)[190]
- ↑ Karate Champ
- Hardware sales - $96 million+ (40,000+ units,[45][46] $2400 each)[193]
- 1985 annual US coin drop revenue - $312 million ($200 weekly per unit)[193]
- ↑ 20.0 20.1 Mushiking: King of the Beetles, revenue
- 420 million cards by December 2006.[194]
- 478 million cards [4] at 100 yen each[195] = ¥47.8 billion
- Currency conversion: $631.023102 million [5]
- 498 million cards sold (as of November 2007)[196]
- ↑ Double Dragon revenue in the United States:
- Cabinet sales - $35 million+ (10,000+ units,[52] $3500 each)[197]
- Coin drop earnings (1987, 1988,[198][199] 1989)[200] - $312 million (3 years)
- Annual coin drop earnings - $104 million ($200 weekly per unit)[193]
- ↑ Final Fight
- Hardware sales - $60 million (30,000 units, $2000 each)[68]
- 1990 annual coin drop revenue - $286.3 million ($183.50 weekly per unit)[175]
- ↑ VS. Super Mario Bros. / VS. Mario's Adventure (arcade)
- 1986 arcade unit sales - 25,000 units,[77] $299.99 price,[203] $7,500,000 sales revenue
- 1986 coin drop earnings - $200 weekly earnings per unit,[34] $5,000,000 weekly revenue, $260,000,000 annual revenue
- ↑ 24.0 24.1 Beatmania revenue:
- ¥1 billion in March 1998[75]
- Yen-Dollar currency conversion: $12.4million[206]
- Based on $12.4 million revenue from 1,000 units sold in fiscal year ending March 1998,[75] assuming price of $12,400
- 25,000 arcade machines at $12,400 each = $310 million
- ↑ Raiden:
- 1990 annual coin drop revenue - $286.3 million (25,000 cabinets,[90] $194.25 weekly per unit)[175]
- ↑ Phoenix, March 1981 to February 1982: 15,000 arcade cabinets, with $201 weekly earnings per cabinet[97]
- ↑ 27.0 27.1 Love and Berry:
- 240 million[194] 100 yen coins[195] = ¥24 billion
- Currency conversion: $317 million [6]
- ↑ Pit Fighter:
- Hardware sales - $16 million (6500 units, $2495 each)[37]
- 1990 annual coin drop revenue - $140 million ($413.75 weekly per unit)[175]
- ↑ StarHorse3 Season I: A New Legend Begins
- Three quarters ended December 2011: ¥3.3 billion [7]
- Fiscal year ended March 2012: ¥10.1 billion[156] (additional ¥6.8 billion)
- Fiscal year ended March 2013: ¥1.7 billion [8] [213]
- Currency conversion:
- ¥3.3 billion in 2011 = $43 million in 2011 [9]
- ¥6.8 billion in 2012 = $87.2 million in 2012 [10]
- ¥1.7 billion in 2013 = $22.2 million in 2013 [11]
- ↑ 30.0 30.1 Border Break:
- Fiscal year ended 31 March 2010: ¥3.3 billion[154]
- Fiscal year ended 31 March 2011: ¥2.5 billion[155]
- Fiscal year ended 31 March 2012: ¥2.3 billion[156][214]
- Fiscal year ended 31 March 2013: ¥2 billion
- April-December 2013: ¥1.2 billion
- Currency conversion:[206]
- ¥3.3 billion = $40.7317 million
- ¥2.5 billion = $30.8542 million
- ¥2.3 billion = $28.6371 million
- ¥2 billion = $24.902 million
- ¥1.2 billion = $14.9411 million
- ↑ Sengoku Taisen:
- Fiscal year ended 31 March 2011: ¥6.4 billion[155]
- Fiscal year ended 31 March 2012: ¥1.2 billion[156]
- Fiscal year ended 31 March 2013: ¥2.2 billion
Currency conversion:[206]- ¥6.4 billion = $79.1 million
- ¥1.2 billion = $14.94 million
- ¥2.2 billion = $27.4 million
- ↑ Pac-Man series:
- ↑ Pac-Man series:
- Pac-Man: $9.745 billion by 1990s[24]
- Ms. Pac-Man: $350 million by 1987[n 9]
- Pac-Mania: $2.82 million in the US in 1987[37]
- ↑ Virtua Fighter for Model 1 sold 40,000 arcade units by 1996.[47] Model 2 and 3 sold 240,000 systems by 2000.[222]
- ↑ 35.0 35.1 Sega Model series:
- Virtua Fighter (Model 1) revenue - $1.68 billion (up until 1996)[n 11]
- Model 2 and 3 cabinet sales - $3.5 billion (up until 2000)[223]
- Virtua Fighter 2 and 3 coin drop earnings - $1.2 billion+ ($600 million each)[n 15][n 16]
- ↑ Mario series:
- ↑ Virtua Fighter series:
- Virtua Fighter: 40,000+[47]
- Virtua Fighter 2: 40,000[50][47]
- Virtua Fighter 3: 30,000[62]
- ↑ Virtua Fighter series:
- Virtua Fighter: $1.68 billion[n 11]
- Virtua Fighter 2: $1.2 billion[n 15]
- Virtua Fighter 3: $1.2 billion[n 16]
- ↑ World Club Champion Football: Intercontinental Clubs
- World Club Champion Football: Intercontinental Clubs 2006-2007 - 831 units from June 2008 to March 2009[101]
- World Club Champion Football: Intercontinental Clubs 2008-2009 - 858 units from April 2009 to December 2009[61]
- ↑ World Club Champion Football, unit sales:
- World Club Champion Football: European Clubs 2004-2005 - 514 units in fiscal year ending March 2006[55]
- World Club Champion Football: European Clubs 2004-2005 Ver. 2 - 276 units during April?September 2006 (240 satellite units during April?June 2006,[225] and 36 body units during April?September 2006)[56]
- World Club Champion Football: Intercontinental Clubs 2008-2009 - 1,689 units from June 2008 to December 2009[n 39]
- ↑ Asteroids series:
- Asteroids: 100,000[31]
- Asteroids sequels:[41]
- Asteroids Deluxe: 22,399
- Space Duel: 12,038
- Blasteroids: 2,000
- ↑ Asteroids series:
- Asteroids: $800 million in 1991[172]
- Asteroids sequels:
- Asteroids Deluxe: $46.1 million in 1999[41]
- Blasteroids: $4.69 million in 1991[37]
- ↑ Sega Model 2:
- Cabinet sales - $1.95 billion[226]
- Virtua Fighter 2 coin drop earnings - $600 million+[n 15]
- ↑ Defender series:
- Defender: 60,000[230][231]
- Stargate: 15,000[69]
- ↑ Centipede series:[37][69]
- Centipede: 55,988
- Millipede: 9,990
- ↑ Centipede series:[37]
- Centipede: $115.65 million
- Millipede: $20.669 million
- ↑ Bemani series, sales:
- Beatmania as of 2000: 25,000[72]
- Dance Dance Revolution as of 2003: at least 25,000[n 2]
- ↑ Bemani series, gross revenues:
- Beatmania as of 2000: estimated $310 million[n 24]
- Dance Dance Revolution as of 2003: at least $399.32 million[185]
- ↑ Galaxian series:
- Galaxian: 45,000 in the US[28]
- Galaga '88: 986 in the US[37]
- ↑ StarHorse series:
- Starhorse Progress - 120 in fiscal year ended March 2005[114]
- StarHorse2 - 38,614 up to 2009[n 1]
- ↑ Starhorse series, 2009-2011:
- Starhorse2 - $59.321 million[n 1]
- ↑ Big Buck series:
- Big Buck Hunter series sales up until April 2007: 22,500 units, including 7,500 Big Buck Hunter Pro units.[233]
- Series sales after April 2007 until September 2009: additional 2,500 Big Buck Hunter Pro units and 5,500 Big Buck Safari units.[113]
- Big Buck Hunter Pro: Open Season sales from September 2009 to January 2010: 3,000 units[125]
- ↑ e-Amusem*nt revenue:
- April 2009 to March 2010: ¥39 billion[235]
- April 2010 to March 2011: ¥28.3 billion[235]
- April 2011 to March 2012: ¥25.5 billion[236]
- April 2012 to June 2012: ¥3.8 billion[237]
- Currency conversion:[206]
- ¥39 billion = $497.5124 million in 2010
- ¥28.3 billion = $361.0154 million in 2011
- ¥25.5 billion = $325.2966 million in 2012
- ¥3.8 billion = $48.4756 million in 2012
- ↑ SEGA Network Mahjong MJ2:
- April 2004 to March 2005: 4,984[114]
- April 2005 to June 2005: 502[115]
- ↑ SEGA Network Mahjong MJ series:
- SEGA Network Mahjong MJ2 from April 2004 to June 2005: 5,486 units[n 54]
- SEGA Network Mahjong MJ3 from April 2005 to March 2006: 7,608 units[55]
- SEGA Network Mahjong MJ4 from April 2007 to March 2009: 12,892[n 3]
- ↑ SEGA Network Mahjong MJ series, 2009-2012:
- SEGA Network Mahjong MJ4: $47 million in fiscal year 2010[n 3]
- ↑ Pole Position series US sales:
- Pole Position: 21,000[69]
- Pole Position sequels:[37]
- Pole Position II: 2,400
- Final Lap: 1,150
- ↑ Pole Position series US sales:[37][69]
- Pole Position: $579.6 million (hardware sales & coin revenue) by 1983[n 17]
- Pole Position II: $7.43 million (hardware sales) in 1983
- Final Lap: $9.5 million (hardware sales) by 1988
- ↑ Sangokushi Taisen unit sales:
- As of March 2005: 421[114]
- April 2005 to March 2006: 1,521[55]
- ↑ Sangokushi Taisen series:
- Sales from January 2005 to September 2006: 5,153 units
- Sangokushi Taisen from January 2005 to March 2006: 1,942 units[n 59]
- Sangokushi Taisen 2 during April-September 2006: 3,211 units[56]
- Sales from April 2007 to March 2008: 4,776
- 166 body units of Sangokushi Taisen 2 during April-September 2007[59]
- 4,610 satellite units of Sangokushi Taisen from April 2007 to March 2008[60]
- ↑ Sangokushi Taisen series revenue:
- Sangokushi Taisen, 2005-2006: $399.3404 million[205]
- Sangokushi Taisen 2, 2006-2007: $7 million[n 5]
References[]
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- ↑ Space Invaders
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- ↑ Street Fighter
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- ↑ 31.0 31.1 Steve L. Kent (2001), The ultimate history of video games: from Pong to Pokémon and beyond: the story behind the craze that touched our lives and changed the world, Prima, p.132, ISBN0-7615-3643-4, "Atari sold more than 70,000 Asteroids machines in the United States. The game did not do as well in Europe and Asia, however. Only about 30,000 units were sold overseas."
- ↑ Lowest - or Highest - Serial Numbers. Killer List of Videogames (March 25, 2014).
- ↑ RePlay. January 1984. https://allincolorforaquarter.blogspot.com/2014/03/the-ultimate-so-far-history-of-allied_22.html.
- ↑ 34.0 34.1 34.2 34.3 34.4 34.5 Centuri/Allied Leisure Annual Report Goodies - Part 1: Release Dates and Production Numbers. The Golden Age Arcade Historian (August 30, 2013).
- ↑ Sellers, John (2001). Arcade fever: the fan's guide to the golden age of video games. Philadelphia: Running Press. p.51. ISBN0-7624-0937-1. http://books.google.co.uk/books?id=8_3TjWRSLuAC. Retrieved 25 February 2012. "Williams sold around 60,000 units of Defender, easily the company's most successful game."
- ↑ Steven L. Kent (2001), The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World, Prima, p.147, http://books.google.co.uk/books?id=C2MH05ogU9oC, retrieved 2011-04-09, "Defender was Williams Electronics' biggest seller. More than 55,000 units were placed worldwide."
- ↑ 37.00 37.01 37.02 37.03 37.04 37.05 37.06 37.07 37.08 37.09 37.10 37.11 37.12 37.13 37.14 37.15 37.16 37.17 37.18 37.19 37.20 37.21 37.22 37.23 37.24 37.25 37.26 37.27 37.28 Atari Production Numbers Memo. Atari Games (4 January 2010). Archived from the original on 2013-01-20. Retrieved on 18 March 2012.
- ↑ "Overseas Readers Column: Sega's "System 32" Board Brings Realistic Images". Game Machine (Amusem*nt Press, Inc.) (398): 30. 1 March 1991. https://onitama.tv/gamemachine/pdf/19910301p.pdf#page=16.
- ↑ https://retrocdn.net/images/8/8d/RePlay_US_Volume_11_No._03.pdf#page=85
- ↑ Leone, Matt (July 7, 2020). Street Fighter 1: An oral history. Polygon. Vox Media.
- ↑ 41.00 41.01 41.02 41.03 41.04 41.05 41.06 41.07 41.08 41.09 41.10 Production Numbers. Atari (1999). Archived from the original on 2013-01-20. Retrieved on 19 March 2012.
- ↑ Goldberg, Marty (2012). Atari Inc. Business Is Fun. Carmel, NY: Syzygy Co.. p.210. ISBN978-0-9855974-0-5. https://archive.org/details/atariincbusiness0000gold/page/210.
- ↑ https://www.bbc.com/worklife/article/20181119-why-playing-puri-was-the-precursor-for-snapchat
- ↑ Arcade Production Numbers. BrentRadio (2019).
- ↑ 45.0 45.1 Data East – 2002 Round Table Interview. Shmuplations (20 December 2021).
- ↑ 46.0 46.1 "Overseas Readers Column". Game Machine (Amusem*nt Press, Inc.) (259): 22. 1 May 1985. https://onitama.tv/gamemachine/pdf/19850501p.pdf#page=12.
- ↑ 47.0 47.1 47.2 47.3 47.4 47.5 47.6 https://segaretro.org/Press_release:_1996-09-03:_Virtua_Fighter_Kids:_New_Sega_Saturn_game_is_way_%22a-head%22_of_its_time
- ↑ https://onitama.tv/gamemachine/pdf/19970201p.pdf#page=14
- ↑ 49.0 49.1 49.2 Mean Machines Sega, issue 22 (August 1994), page 92, published July 1994 (archive)
- ↑ 50.0 50.1 50.2 50.3 50.4 http://shmuplations.com/akiranagai/
- ↑ 51.0 51.1 51.2 51.3 Yoshihisa Kishimoto biography
- ↑ 52.0 52.1 "Patent, Trademark & Copyright Series". Patent, Trademark & Copyright Series (Bureau of National Affairs) 13 (503–4): 423–4. 1989. https://books.google.com/books?id=KzI2AQAAIAAJ. "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"
- ↑ スピードレース
- ↑ Baer, Ralph H. (2005). Videogames: In the Beginning. Rolenta Press. pp.10–3. ISBN978-0-9643848-1-1. https://archive.org/details/VideogamesInTheBeginningRalphH.Baer/page/n31/mode/2up.
- ↑ 55.0 55.1 55.2 55.3 55.4 55.5 FY Ending March 2006: Full Year Results Presentation. Sega Sammy Holdings (16 May 2006). Retrieved on 17 May 2012.
- ↑ 56.0 56.1 56.2 56.3 56.4 FY 2007: Interim Results (April–September 2006) 11–13. Sega Sammy Holdings (November 10, 2006). Retrieved on 18 May 2012.
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- ↑ 59.0 59.1 59.2 59.3 Fiscal Year 2008: Interim Results. Sega Sammy Holdings (November 12, 2007). Retrieved on 19 May 2012.
- ↑ 60.0 60.1 60.2 Segment Results: Amusem*nt Machines. FY 2008: Full Year Results (Ending March 2008). Sega Sammy Holdings (May 15, 2008). Retrieved on 19 May 2012.
- ↑ 61.0 61.1 61.2 61.3 Appendix of Consolidated Financial Statements 9 Months Ended December 31, 2009. Sega Sammy Holdings (February 5, 2010). Retrieved on 13 April 2012.
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- ↑ https://retrocdn.net/images/8/8d/RePlay_US_Volume_11_No._03.pdf#page=85
- ↑ Oh, the shape we're in (September 1979)
- ↑ Donkey Kong cabinet sales:
- Japan: 65,000 of Donkey Kong
- United States: 87,000 of Donkey Kong and Crazy Kong
- United States: 67,000 of Donkey Kong
- Bienaimé, Pierre (January 13, 2012). Square Roots: Donkey Kong (NES). Nintendojo. Retrieved on 8 April 2012.“Donkey Kong sold some 67,000 arcade cabinets in two years, making two of its American distributors sudden millionaires thanks to paid commission. As a barometer of success, know that Pac-Man and Ms. Pac-Man are the only arcade games to have sold over 100,000 units in the United States.”
- United States: 20,000 of Crazy Kong (licensed release of Donkey Kong)
- United States: 30,000 of Donkey Kong Jr. and 5000 of Donkey Kong 3
- Steven L. Kent (2001), The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World, Prima, p.352, http://books.google.co.uk/books?id=C2MH05ogU9oC, retrieved 2011-04-09, "With more than 60,000 units sold in the United States, Donkey Kong was Nintendo's biggest arcade hit. 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)."
- ↑ Steve L. Kent (2001), The ultimate history of video games: from Pong to Pokémon and beyond: the story behind the craze that touched our lives and changed the world, Prima, p.352, ISBN0-7615-3643-4, "In 1982, Universal Sales made arcade history with a game called Mr Do! Instead of selling dedicated Mr Do! machines, Universal sold the game as a kit. The kit came with a customized control panel, a computer board with Mr Do! read-only memory (ROM) chips, stickers that could be placed on the side of stand-up arcade machines for art, and a plastic marquee. It was the first game ever sold as a conversion only. According to former Universal Sales western regional sales manager Joe Morici, the company sold approximately 30,000 copies of the game in the United States alone."
- ↑ Yasuda, Akira. Final Fight. Akiman. Archived from the original on 2001-04-22.
- ↑ 68.0 68.1 https://www.polygon.com/2020/12/8/22151873/street-fighter-3-an-oral-history
- ↑ 69.00 69.01 69.02 69.03 69.04 69.05 69.06 69.07 69.08 69.09 69.10 69.11 Fujihara, Mary (1983-11-02). Inter Office Memo. Atari. Archived from the original on 2013-01-20. Retrieved on 18 March 2012.
- ↑ 70.0 70.1 70.2 70.3 Horwitz, Jeremy (July 8, 2002). "Technology: Mortal Apathy?". The New York Times. http://www.nytimes.com/2002/07/08/technology/08MIDW.html. Retrieved 4 March 2012.
- ↑ Balauag, Miguel (2004). Dance Dance Revolution: A True Revolution. Stanford University. Archived from the original on 2016-03-07. Retrieved on 20 April 2012.
- ↑ 72.0 72.1 72.2 Beals, Gregory (December 11, 2000). "Kings of Cool". Newsweek. http://nl.newsbank.com/nl-search/we/Archives?p_product=NWEC&p_theme=nwec&p_action=search&p_maxdocs=200&p_topdoc=1&p_text_direct-0=0EC05F8B217664C7&p_field_direct-0=document_id&p_perpage=10&p_sort=YMD_date:D&s_trackval=GooglePM. Retrieved 19 April 2012. "Konami has sold 25,000 Beatmania machines in three years. In the arcade industry, selling 1000 units is considered a success."
- ↑ 73.0 73.1 73.2 73.3 73.4 Pump It Up: Exceed drops to PS2 / Xbox. Punch Jump Crew (September 8, 2005). Retrieved on 18 March 2012.
- ↑ Akagi, Masumi, ed. (1 February 2000). "Sega's CG Videos Top Game Charts". Game Machine (Amusem*nt Press, Inc.) (603): 18. https://onitama.tv/gamemachine/pdf/20000201p.pdf#page=10.
- ↑ 75.0 75.1 75.2 (Special Feature: Music Simulation Games Rock the Market. Annual Report. Konami (1999). Archived from the original on 25 June 2004. Retrieved on 6 March 2012.)
- ↑ "#1 Game In Japan: Sega Electronics To Bring 'Champion Baseball' Vid to U.S.". Cash Box: 33–4. June 16, 1983. https://worldradiohistory.com/Archive-All-Music/Cash-Box/80s/1983/CB-1983-06-18.pdf#page=33.
- ↑ 77.0 77.1 "Games". Chicago Tribune: pp.64. 23 September 1988. https://www.newspapers.com/article/18547724/chicago_tribune/.
- ↑ 78.0 78.1 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
- ↑ Financial World. 150. Financial World Partners. 1981. p.204. https://books.google.com/books?id=Gq0gAQAAMAAJ. "Gorf (frog spelled backward) has sold 25,000 units and Wizard of Wor has already sold 15,000 units."
- ↑ Steve L. Kent (2001). The ultimate history of video games: from Pong to Pokémon and beyond: the story behind the craze that touched our lives and changed the world. Prima. p.224. ISBN0-7615-3643-4. "Gottlieb sold approximately 25,000 Q*Bert arcade machines."
- ↑ 81.0 81.1 Centuri/Allied Leisure Annual Report Goodies - Part 1: Release Dates and Production Numbers. The Golden Age Arcade Historian (August 30, 2013).
- ↑ 82.0 82.1 Steven L. Kent (2001), The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World, Prima, p.352, http://books.google.co.uk/books?id=C2MH05ogU9oC, retrieved 2011-04-09, "With more than 60,000 units sold in the United States, Donkey Kong was Nintendo's biggest arcade hit. ... Nintendo released Donkey Kong Junior in 1982 and sold only 30,000 machines, 20,000 Popeye machines (also 1982), and a mere 5000 copies of Donkey J (1983)."
- ↑ 83.0 83.1 Leone, Matt. The Rise, Fall, and Return of NBA Jam. 1UP. Archived from the original on 12 April 2013.
- ↑ Fulton, Jeff Fulton, Steve; Steve Fulton (2010). "A short history of Missile Command". The essential guide to Flash games: building interactive entertainment with ActionScript 3.0 (New ed. ed.). [Berkeley, Calif.]: Friends of ED. p.138. ISBN1-4302-2614-5. http://books.google.co.uk/books?id=VCR7XYUncEsC&pg=PA138. Retrieved 7 February 2012. "While certainly not the size of Asteroids, the game was still a huge hit with almost 20,000 units sold."
- ↑ 85.0 85.1 "Pac-Man eating Bally's future profits". Boca Raton News: p.15C. 6 March 1983. https://books.google.com/books?id=dHczAAAAIBAJ&pg=PA31&article_id=7060,1552346.
- ↑ Akagi, Masumi, ed. (15 January 2001). ""Tekken TT", "Samba DE Amiga" Top Videos". Game Machine (Amusem*nt Press, Inc.) (626): 18. https://onitama.tv/gamemachine/pdf/20010115p.pdf#page=10.
- ↑ 87.0 87.1 Ashley S. Lipson & Robert D. Brain (2009), Computer and Video Game Law: Cases and Materials, Carolina Academic Press, p.9, ISBN1-59460-488-6, http://books.google.co.uk/books?id=IxNDAQAAIAAJ, retrieved 2011-04-11, "Atari eventually sold more than 19,000 Pong machines, giving rise to many imitations. Pong made its first appearance in 1972 at "Andy Capp's," a small bar in Sunnyvale, California, where the video game was literally "overplayed" as eager customers tried to cram quarters into an already heavily overloaded coin slot."
- ↑ 88.0 88.1 88.2 88.3 88.4 Fujihara, Mary (1983-07-25). Inter Office Memo. Atari. Retrieved on 18 March 2012.
- ↑ What Was The Best-Selling U.S. Arcade Video Game Prior to Space Invaders?, The Golden Age Arcade Historian
- ↑ 90.0 90.1 https://shmuplations.com/seibukaihatsu/
- ↑ 91.0 91.1 Horowitz, Ken (30 July 2020). Beyond Donkey Kong: A History of Nintendo Arcade Games. McFarland & Company. p.199. ISBN978-1-4766-4176-8. https://books.google.com/books?id=UXD0DwAAQBAJ&pg=PA199.
- ↑ 92.0 92.1 Steve L. Kent (2001), The ultimate history of video games: from Pong to Pokémon and beyond: the story behind the craze that touched our lives and changed the world, Prima, p.225, ISBN0-7615-3643-4, "Cinematronics sold more than 16,000 Dragon's Lair machines in 1983, for an average price of $4300. Coleco purchased the home rights to the game, giving Cinematronics an additional $2 million."
- ↑ 93.0 93.1 93.2 93.3 Stern Production Numbers and More CCI Photos (1 May 2012). Archived from the original on 2012-05-04.
- ↑ Stern Electronics, Inc. v. Kaufman, 669 F.2d 852 (2nd Cir. 1982)
- ↑ 95.0 95.1 Meades, Alan (25 October 2022). Arcade Britannia: A Social History of the British Amusem*nt Arcade. MIT Press. p.184. ISBN978-0-262-37235-0. https://books.google.com/books?id=LudaEAAAQBAJ&pg=PA184. "Capcom's games were excellent, and its Commando was immensely popular, selling more than 15,000 PCBs by early June 1985."
- ↑ Yasuda, Akira. Captain Commando. Akiman. Archived from the original on 2001-04-22.
- ↑ 97.0 97.1 How to Win Video Games. Pocket Books. 1982. pp.87. ISBN0-671-45841-8. https://archive.org/stream/book_how_to_win_video_games#page/n87/mode/2up.
- ↑ Financial World. 150. Financial World Partners. 1981. p.204. https://books.google.com/books?id=Gq0gAQAAMAAJ. "Gorf (frog spelled backward) has sold 25,000 units and Wizard of Wor has already sold 15,000 units."
- ↑ 99.0 99.1 FY Ending March 2006: Interim Results Presentation (April–September 2005). Sega Sammy Holdings (22 November 2005). Retrieved on 17 May 2012.
- ↑ FY2005 Third Quarter Financial Results (April–December 2004). Konami (January 27, 2005). Archived from the original on 2006-01-16. Retrieved on 20 April 2012.
- ↑ 101.0 101.1 Segment Results: Amusem*nt Machine. Fiscal Year 2009: Full Year Results (Ending March 2009). Sega Sammy Holdings (May 14, 2009). Retrieved on 19 May 2012.
- ↑ Sheffield, Brandon (February 8, 2008). DICE: Mizuguchi Talks Artistry and Commerce in Concert. Gamasutra. Retrieved on 19 August 2017.
- ↑ Yasuda, Akira. 麻雀学園 (Mahjong Gakuen). Akiman. Archived from the original on 2001-04-22.
- ↑ 104.0 104.1 Kasco and the Electro-Mechanical Golden Age: Former Kansai Seisakusho Staff Interview. Classic Videogame Station Odyssey (2001). Archived from the original on 2016.
- ↑ Leone, Matt (8 December 2020). "Street Fighter 3: An oral history". Polygon. https://www.polygon.com/2020/12/8/22151873/street-fighter-3-an-oral-history.
- ↑ "Overseas Readers Column: Sega's Astron Belt Will Be Shipped Soon". Game Machine (Amusem*nt Press, Inc.) (211): 30. 1 May 1983. https://onitama.tv/gamemachine/pdf/19830501p.pdf#page=16.
- ↑ https://archive.org/details/the-sega-arcade-revolution-a-history-in-62-games-by-ken-horowitz/page/n387/mode/2up
- ↑ Edge, issue 89, "October 2000" (UK; 2000-09-11), page 79
- ↑ Steven L. Kent (2000), The first quarter: a 25-year history of video games, BWD Press, p.83, ISBN0-9704755-0-0, http://books.google.co.uk/books?id=ny-CAAAAMAAJ, retrieved 2011-04-09, "Sea Wolf, which was another creation of Dave Nutting, did solid business, selling more than 10,000 machines."
- ↑ "Entering The Snakepit – A Winner". NewsBytes. 20 December 1983. http://www.gamearchive.com/General/Articles/ClassicNews/1983/NewsBytes12-20-83.htm.
- ↑ Smith, Alexander (19 November 2019). They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982. CRC Press. p.262. ISBN978-0-429-75261-2. https://books.google.com/books?id=Cxy_DwAAQBAJ&pg=PT262.
- ↑ Back in Toys
- ↑ 113.0 113.1 Big Buck SafariR Reaches Two Milestones!. Raw Thrills (1 September 2009). Retrieved on 19 May 2012.
- ↑ 114.0 114.1 114.2 114.3 114.4 FY2004 Financial Results (for the year ended March 31, 2005). SEGA Sammy Holdings (25 May 2005). Retrieved on 17 May 2012.
- ↑ 115.0 115.1 FY2005 1Q Results: Amusem*nt Machine Sales. FY2005 1Q Business Results (April?June 2005). SEGA Sammy Holdings (4 August 2005). Retrieved on 18 May 2012.
- ↑ Sega Network Mahjong MJ2:
- April 2004 to March 2005: 4,984[114]
- April 2005 to June 2005: 502[115]
- ↑ 1970
- ↑ Ashcraft, Brian; Snow, Jean (2008). Arcade Mania: The Turbo-charged World of Japan's Game Centers (1st ed.). Tokyo: Kodansha. ISBN978-4-7700-3078-8. https://books.google.com/books?id=wX8kAQAAIAAJ. "Jumpman hopped over barrels, climbed ladders, and jumped from suspended platform to suspended platform as he tried to rescue a damsel from his pissed-off pet gorilla. The game was a smash, and sixty-five thousand cabinets were sold in Japan, propping up the then-struggling Nintendo and laying the groundwork for Nintendo and Donkey Kong creator Shigeru Miyamoto to dominate gaming throughout the 1980s and beyond."
- ↑ Bienaimé, Pierre (13 January 2012). Square Roots: Donkey Kong (NES). Nintendojo.“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.”
- ↑ Yasuda, Akira. Side Arms. Akiman. Archived from the original on 2001-04-22.
- ↑ Les Oubliés de la Playhistoire #57: "China Gate" (Arcade) Feat. KISHIMOTO Yoshihisa!!
- ↑ Edward Randy: Unmasked
- ↑ Steven L. Kent (2000). The first quarter: a 25-year history of video games. BWD Press. p.83. ISBN0-9704755-0-0. https://books.google.com/books?id=ny-CAAAAMAAJ.
- ↑ Smith, Alexander (19 November 2019). They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982. CRC Press. p.193. ISBN978-0-429-75261-2. https://books.google.com/books?id=Cxy_DwAAQBAJ&pg=PT193.
- ↑ 125.0 125.1 Shaggy (7 January 2010). Big Buck Hunter Open Season pushes 3000 units in 90 days. Arcade Heroes. Retrieved on 16 June 2012.
- ↑ Shaggy (11 February 2010). Silver Strike LIVE starts shipping next week. Arcade Heroes.
- ↑ Yasuda, Akira. 麻雀学園 スーパーまる禁版. Akiman. Archived from the original on 2001-04-22.
- ↑ First Half Business Results (April–September 2004). Sega Sammy Holdings (11 November 2004).
- ↑ https://law.justia.com/cases/federal/district-courts/FSupp/543/466/1460981/
- ↑ Yasuda, Akira. Lost Worlds. Akiman. Archived from the original on 2001-04-22.
- ↑ Durham, Tony. “Space-age pirates in a battle of wits.” Sunday Times, 16 March 1980, p. 63
- ↑ Operator bowled over by H2Overdrive. Namco Bandai Games (5 March 2010).
- ↑ Shaggy (10 June 2009). Betson: 2000 Guitar Hero units have been sold in three months. Arcade Heroes.
- ↑ "Atari: From Starting Block To Auction Block". InfoWorld (InfoWorld Media Group) 6 (32): 52. 6 August 1984. ISSN0199-6649. https://books.google.com/books?id=HC8EAAAAMBAJ&pg=PA52.
- ↑ Sangokushi Taisen:
- As of March 2005: 421[114]
- April 2005 to March 2006: 1,521[55]
- ↑ "International News: London Preview". RePlay 15 (4): 140, 142. January 1990. https://archive.org/details/re-play-volume-14-issue-no.-4-january-1990-600DPI/RePlay%20-%20Volume%2014%2C%20Issue%20No.%204%20-%20January%201990/page/140.
- ↑ Smith, Keith (2013-11-22). The Golden Age Arcade Historian: Video Game Firsts??. Allincolorforaquarter.blogspot.co.uk.
- ↑ Akagi, Masumi (13 October 2006) (in ja). アーケードTVゲームリスト国内•海外編(1971-2005). Japan: Amusem*nt News Agency. pp.41-46 (42). ISBN978-4990251215. https://archive.org/details/ArcadeGameList1971-2005/page/n43.
- ↑ "Centuri, Hiraoka Announce Licensing Agreement For 'Round-Up' Video Game". Cash Box (Cash Box Pub. Co.): 39–41. 5 December 1981. https://archive.org/details/cashbox43unse_27/page/n38.
- ↑ Amusem*nt Machine: 3Q Principle Titles. Fiscal Year Ending March 2006: 3rd Quarter Appendix (April–December 2005). Sega Sammy Holdings (8 February 2006).
- ↑ Radar Scope at The International Arcade Museum
- ↑ Shaggy (3 May 2010). Initial sales numbers for Terminator Salvation arcade. Arcade Heroes.
- ↑ "Coin Machine: Around The Route". Cash Box (United States): 42. October 12, 1985. https://worldradiohistory.com/Archive-All-Music/Cash-Box/80s/1985/CB-1985-10-12.pdf#page=41.
- ↑ Steven L. Kent (2001). The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World. Prima. p.91. ISBN9780761536437. https://books.google.com/books?id=C2MH05ogU9oC. "According to Kauffman, Exidy sold only 1,000 Death Race machines, just a fraction of the number of Sea Wolf and Gun Fight machines Midway placed that same year, but Death Race stirred up protests and was even discussed on CBS's 60 Minutes."
- ↑ Buchanan, Levi (28 August 2008). The Revolution of I, Robot, IGN.
- ↑ Pac-Man
- ↑ 147.0 147.1 Space Invaders
- ↑ 148.0 148.1 Street Fighter
- ↑ 149.0 149.1 149.2 149.3 149.4 Donkey Kong
- ↑ 150.0 150.1 https://web.archive.org/web/20160305022024/www.thefreelibrary.com/Hasbro+Secures+Worldwide+Licensing+Rights+to+Whac-A-Mole%3B+Amusem*nt...-a0134984589
- ↑ 「セガい共通テスト」公式対策オンライン講座「セガゼミ」 第3回 アーケード 西村先生, 13 December 2020, https://www.youtube.com/watch?v=b2bQDnD5D5E, retrieved 2021-07-11
- ↑ AOU 2009 - Sega World Club Champion Football Intercontinental Clubs 2007-2008. AOU Amusem*nt Expo 2009. DigInfo TV (2 March 2009). Retrieved on 18 May 2012.
- ↑ Sports Gaming in Japan: World Club Champion Football. GameSpot (22 September 2009). Retrieved on 18 May 2012.
- ↑ 154.0 154.1 Appendix of Consolidated Financial Statements: Year Ended March 31, 2010. Sega Sammy Holdings (14 May 2010). Retrieved on 13 April 2012.
- ↑ 155.0 155.1 155.2 Appendix of Consolidated Financial Statements: Year Ended March 31, 2011. Sega Sammy Holdings (13 May 2011). Retrieved on 13 April 2012.
- ↑ 156.0 156.1 156.2 156.3 Appendix of Consolidated Financial Statements: Year Ended March 31, 2012. Sega Sammy Holdings (11 May 2012). Retrieved on 17 May 2012.
- ↑ Appendix of Consolidated Financial Statements: 9 Months Ended December 31, 2011. Sega Sammy Holdings (3 February 2012). Retrieved on 13 April 2012.
- ↑ Fact Book 2023. Bandai Namco Holdings. 2023. https://www.bandainamco.co.jp/files/ir/integrated/pdf/2023EN_fact1.pdf.
- ↑ Data Carddass Little Battlers eXperience (en). Battlers Box (2012-03-15).
- ↑ http://mentalfloss.com/article/63019/11-fun-facts-about-ms-pac-man
- ↑ Infoworld Media Group (April 12, 1982). Video arcades rival Broadway theatre and girlie shows in NY. InfoWorld. Retrieved on May 1, 2011.
- ↑ https://retrocdn.net/images/4/4c/CVG_UK_147.pdf#page=100
- ↑ https://onitama.tv/gamemachine/pdf/19950101p.pdf#page=19
- ↑ https://worldradiohistory.com/Archive-All-Music/Cash-Box/90s/1994/CB-1994-07-23.pdf#page=30
- ↑ https://books.google.com/books?id=cU5WAAAAIBAJ&pg=PA43&article_id=4872,3062687
- ↑ 166.0 166.1 Morrison, Michael (2002). Sams teach yourself game programming in 24 hours (1. printing. ed.). Indianapolis, IN: Sams Publishing. p.2. ISBN0-672-32461-X. http://books.google.co.uk/books?id=herTOT2QVWoC&pg=PP2. Retrieved 23 February 2012.
- ↑ Mark J. P. Wolf, The video game explosion: a history from PONG to Playstation and beyond, ABC-CLIO, p.104, ISBN031333868X, http://books.google.co.uk/books?id=XiM0ntMybNwC&pg=PA104, retrieved 2011-04-19
- ↑ 30,000 units at £7000 ($13,102) each
- ↑ Horowitz, Ken (2018). The Sega Arcade Revolution: A History in 62 Games. McFarland. pp.114 & 116. ISBN978-1-4766-3196-7. https://archive.org/details/the-sega-arcade-revolution-a-history-in-62-games-by-ken-horowitz/page/n177/mode/2up.
- ↑ "Business Japan". Business Japan (Nihon Kogyo Shimbun) 32 (7-12): 119. July 1987. https://books.google.com/books?id=z5gSAQAAMAAJ&q=%22outrun%22+%22million%22+sega. "Sega has achieved spectacular sales results of 18,000 “Outrun" machines in the preceding term, broken down into 3,500 units in the domestic market, 8,000 units in the U.S. and 6,500 units in Europe and Southeast Asia."
- ↑ Out Run: ZX Spectrum Instructions. U.S. Gold. 1987. http://www.worldofspectrum.org/infoseekid.cgi?id=0003563.
- ↑ 172.0 172.1 Gottschalk, S. (1995). "Videology: Video-Games as Postmodern Sites/Sights of Ideological Reproduction". Symbolic Interaction 18 (1). http://cdclv.unlv.edu/archives/interactionism/gottschalk/video.html. Retrieved 26 February 2012.
- ↑ "At+$2000+a+unit,+Atari+has+made+about+$140+million+from+that+game+alone" "Forbes , Volume 127". Forbes: 102. 1981. http://books.google.co.uk/books?id=6y68AAAAIAAJ&q="At+$2000+a+unit,+Atari+has+made+about+$140+million+from+that+game+alone". Retrieved 25 February 2012. "At $2000 a unit, Atari has made about $140million from that game alone."
- ↑ 174.0 174.1 174.2 174.3 The Evolution of Arcade Machines: From Pong to Virtual Reality. BitCade.
- ↑ 175.0 175.1 175.2 175.3 https://archive.org/details/re-play-volume-16-issue-no.-4-january-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%204%20-%20January%201991/page/6
- ↑ http://www.thg.ru/smoke/19991022/print.html
- ↑ http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v162.html
- ↑ https://onitama.tv/gamemachine/pdf/19960201p.pdf#page=12
- ↑ https://archive.org/details/cashbox59unse_26/page/26
- ↑ https://web.archive.org/web/20010305074013/segatech.com/arcade/naomi1/index.html
- ↑ http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v212.html
- ↑ "Understanding Dragon Ball Heroes Rarity Symbols and Card Features". CGC Cards. 8 August 2024. https://www.cgccards.com/news/article/13179/.
- ↑ "「スーパードラゴンボールヒーローズ」の稼働日が11月17日に決定。6周年&出荷5億枚達成の記念イベントも" (in ja). 4Gamer.net. 10 October 2016. https://www.4gamer.net/games/122/G012264/20161021049/.
- ↑ https://twitter.com/johnandersen21/status/986588367889592320
- ↑ 185.0 185.1 Dance Dance Revolution revenues:
- $24 million+ in United States by 2003 (Balauag, Miguel (2004). Dance Dance Revolution: A True Revolution. Stanford University. Archived from the original on 2016-03-07. Retrieved on 20 April 2012.)
- 1192 locations x $15,000 as of 2002 = $18 million+
- Additional 380 locations x $15,000 in 2003 = $6 million+
- Remaining 23,428+ units at £9995 ($21,000) each = $492 million+
- ↑ Thomas A. Defanti (1984), The Mass Impact of Videogame Technology, page 25
- ↑ Thomas A. Defanti (1984), The Mass Impact of Videogame Technology, page 13
- ↑ https://www.famitsu.com/game/news/2007/04/11/103,1176273669,69985,0,0.html
- ↑ https://law.justia.com/cases/federal/district-courts/FSupp/543/466/1460981/
- ↑ 190.0 190.1 https://archive.org/details/re-play-volume-11-issue-no.-2-november-1985-600DPI/RePlay%20-%20Volume%2011%2C%20Issue%20No.%202%20-%20November%201985/page/162/mode/2up
- ↑ Top 10 Highest-Grossing Arcade Games of All Time. USgamer (1 January 2016). Archived from the original on 3 March 2021.
- ↑ https://web.archive.org/web/20141025153220/www.deseretnews.com/article/347090/VIDEO-ARCADES-HANGOUT-CHOICE-OF-A-NEW-GENERATION.html
- ↑ 193.0 193.1 193.2 "Data East: Dedicated Videos Make Dollars & Sense for Operators". RePlay 11 (2): 108. November 1985. https://retrocdn.net/images/a/a1/RePlay_US_Volume_11_No._02.pdf#page=108.
- ↑ 194.0 194.1 Carless, Simon (29 March 2007). Uemura – Sega's Hidden Game Design Power?. GameSetWatch. Retrieved on 17 May 2012.
- ↑ 195.0 195.1 Ashcraft, Brian (14 October 2005). How Sega Reels in Girls. Kotaku. Retrieved on 17 May 2012.
- ↑ https://www.sega.jp/history/companyTimeline/en/
- ↑ https://worldradiohistory.com/hd2/IDX-Business/Music/Archive-Cash-Box-IDX/80s/1987/CB-1987-11-28-OCR-Page-0033.pdf
- ↑ "1988". Play Meter 20 (13): 80. December 1994. https://archive.org/details/play-meter-volume-20-number-13-december-1994/Play%20Meter%20-%20Volume%2020%2C%20Number%2013%20-%20December%201994/page/80.
- ↑ "Coin Machine: AMOA Jukebox, Games & Cig Vending Awards Winners". Cash Box: 30. November 26, 1988. https://archive.org/details/cashbox52unse_19/page/n29.
- ↑ "AMOA Jukebox, Games & Cigarette Vending Awards Winners". Cash Box (Cash Box Pub. Co.): 36. 1989-09-30. https://archive.org/details/cashbox53unse_10/page/36.
- ↑ Coin-Op history – 1975 to 1997 – from the pages of RePlay. RePlay (1998). Archived from the original on April 28, 1998.
- ↑ Horowitz, Ken (22 June 2018). The Sega Arcade Revolution: A History in 62 Games. McFarland & Company. pp.36–42. ISBN978-1-4766-7225-0. https://books.google.com/books?id=xT1jDwAAQBAJ&pg=PA36. "Frogger never reached the heights of Pac-Man, but it did incredibly well, far better than any title Sega/Gremlin had previously released. During its arcade production run, it earned over $135 million, garnering attention beyond video games."
- ↑ Horowitz, Ken (July 30, 2020). Beyond Donkey Kong: A History of Nintendo Arcade Games. McFarland & Company. p.156. ISBN978-1-4766-4176-8. https://books.google.com/books?id=UXD0DwAAQBAJ&pg=PA156.
- ↑ Dretzka, Gary (May 26, 1995). "Sony, Sega Fire Latest Shot in Game Wars". Chicago Tribune. https://www.chicagotribune.com/news/ct-xpm-1995-05-26-9505260307-story.html.
- ↑ 205.0 205.1 Sangokushi Taisen revenue: [12][13]
- 500,000 users registered with starter packs at 500 yen each = ¥250 million = $3.30033 million [14]
- 100 million cards at 300 yen each = ¥30 billion = $396.04 million [15]
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- ↑ 207.0 207.1 Dragon Quest
- ↑ 20,000 machines at $11,095 [16] each
- ↑ https://books.google.com/books?id=pyJVAAAAIBAJ&pg=PA3&article_id=6542,4346501
- ↑ https://videogamehistorian.wordpress.com/2015/06/08/historical-interlude-the-history-of-coin-op-part-6-a-technological-revolution/
- ↑ https://www.worldradiohistory.com/Archive-All-Music/Cash-Box/60s/1969/CB-1969-01-04.pdf#page=36
- ↑ Rick Dyer: Biography. AllGame. Retrieved on 2011-04-10.
- ↑ FY Ending March 2013: 1st Quarter Results Presentation (Ended June 2012). Sega Sammy Holdings (1 August 2012). Retrieved on 2 September 2012.
- ↑ Appendix of Consolidated Financial Statements 6 Months Ended September 30, 2011. Sega Sammy Holdings (31 October 2011). Retrieved on 13 April 2012.
- ↑ Jack B. Rochester & John Gantz (1983), The naked computer: a layperson's almanac of computer lore, wizardry, personalities, memorabilia, world records, mind blowers, and tomfoolery, William Morrow and Company, p.164, ISBN0-688-02450-5, http://books.google.co.uk/books?id=walFAAAAYAAJ, retrieved 20 April 2011, "Although the Disney Studios expected to make over $400million from this siliconic extravaganza, our source at Variety tells us that its North American rentals were $15million and estimated total gross, $30million. The arcade game Tron, made by Bally, grossed more."
- ↑ CPI Inflation Calculator. Bureau of Labor Statistics. Retrieved on 22 February 2012.
- ↑ https://archive.org/details/ACE_Issue_06_1988-03_Future_Publishing_GB/page/n28/mode/1up
- ↑ http://allincolorforaquarter.blogspot.co.uk/2012/10/video-gamepinball-combinations.html
- ↑ "Call-it Entertainment, Inc. Partners with Capcom to Launch Street Fighter Wireless Game Series". Business Wire. 16 May 2002. http://www.wirelessdevnet.com/news/2002/137/news9.html. Retrieved 17 April 2012.
- ↑ "Guinness World Records Gamer's Edition 2008", Guinness World Records Gamer's Edition (Guinness World Records): p.77, 2008, ISBN1-904994-21-0, http://books.google.co.uk/books?id=OJQFSlyMEfAC, retrieved 9 April 2011, "Street Fighter has sold over 25 million console games and 500,000 arcade units generating more than a billion dollars in revenue."
- ↑ Leonard Herman, Jer Horwitz, Steve Kent, Skyler Miller (2002). The History of Video Games. GameSpot. Archived from the original on 2009-02-06. Retrieved on 14 March 2012.
- ↑ http://www.stanford.edu/dept/HPS/TimLenoir/MilitaryEntertainmentComplex.htm
- ↑ 200,000 units at average $17,500 ($15,000 [17] [18] to $20,000 [19]) each
- ↑ "Gaming Gossip...". Top Score (Amusem*nt Players Association). Fall 1986. https://archive.org/details/1986FallTopScore/page/n2.
- ↑ Segment Results: Amusem*nt Machines. FY 2007: 1st Quarter Results (April?June 2006). SEGA Sammy Holdings (28 July 2006). Retrieved on 18 May 2012.
- ↑ 226.0 226.1 Sega Model 2: 130,000 units [20] at $15,000 each [21] [22]
- ↑ "Positive attitude hit of AMOA show". Play Meter 11 (21): 24-43 (27). November 15, 1985. https://retrocdn.net/images/f/fd/PlayMeter_US_Volume_11_No._21.pdf#page=27.
- ↑ "Bandai's "Carddas" topped the total sales volume of 10 billion pieces". GIGAZINE. March 29, 2012. https://gigazine.net/gsc_news/en/20120329-bandai-carddass/.
- ↑ What is Golden Tee?. Incredible Technologies.
- ↑ Sellers, John (2001). Arcade fever: the fan's guide to the golden age of video games. Philadelphia: Running Press. p.51. ISBN0-7624-0937-1. http://books.google.co.uk/books?id=8_3TjWRSLuAC. Retrieved 25 February 2012. "Williams sold around 60,000 units of Defender, easily the company's most successful game."
- ↑ Steven L. Kent (2001), The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World, Prima, p.147, http://books.google.co.uk/books?id=C2MH05ogU9oC, retrieved 9 April 2011, "Defender was Williams Electronics' biggest seller. More than 55,000 units were placed worldwide."
- ↑ Sickinger, Ted (6 November 1995). "The year of Mortal Kombat". The Kansas City Star: p.1. http://nl.newsbank.com/nl-search/we/Archives?p_product=KC&p_theme=kc&p_action=search&p_maxdocs=200&p_topdoc=1&p_text_direct-0=0EAF423FC2FB96A0&p_field_direct-0=document_id&p_perpage=10&p_sort=YMD_date:D&s_trackval=GooglePM. Retrieved 4 March 2012. "More than 1 billion quarters have dropped through its slots since 1992. The first two home versions sold more than 10 million copies at $50 and $60 apiece."
- ↑ Strang, Katie (24 April 2007). "Shootout at the local pub: Big Buck Hunter is a hit". The Arizona Republic. http://www.azcentral.com/ent/vgames/articles/0424shooter-CR.html. Retrieved 18 March 2012.
- ↑ 3rd quarter of FY2005: Summary of Financial Results. Konami (January 2005). Archived from the original on 7 March 2005. Retrieved on 20 April 2012.
- ↑ 235.0 235.1 FY2011 Financial Results: Fiscal year ended March 31, 2011. Konami (May 12, 2011). Retrieved on 2 September 2012.
- ↑ FY2012 Financial Results: Fiscal year ended March 31, 2012. Konami (May 10, 2012). Retrieved on 2 September 2012.
- ↑ FY2013 Financial Results: April 1 - June 30, 2012. Konami (August 2, 2012). Retrieved on 2 September 2012.
- ↑ Steve L. Kent (2001), The ultimate history of video games: from Pong to Pokemon and beyond: the story behind the craze that touched our lives and changed the world, Prima, p.352, ISBN0-7615-3643-4, "In 1982, Universal Sales made arcade history with a game called Mr Do! Instead of selling dedicated Mr Do! machines, Universal sold the game as a kit. The kit came with a customized control panel, a computer board with Mr Do! read-only memory (ROM) chips, stickers that could be placed on the side of stand-up arcade machines for art, and a plastic marquee. It was the first game ever sold as a conversion only. According to former Universal Sales western regional sales manager Joe Morici, the company sold approximately 30,000 copies of the game in the United States alone."
- ↑ 239.0 239.1 Meades, Alan (2022-10-25). "SegaWorld, Street Fighter II, and Exporting Games to Japan". Arcade Britannia: A Social History of the British Amusem*nt Arcade. The MIT Press. pp.203-231 (217). ISBN978-0-262-37234-3. https://direct.mit.edu/books/oa-monograph/chapter-pdf/2086421/c006300_9780262372343.pdf.
- ↑ 20,000 machines at $11,095 [23] each
- ↑ "Business 1974: Industry: Space Age Pinball, Atari's PONG", Time, 1983-10-05, http://www.time.com/time/magazine/article/0,9171,952086,00.html, retrieved 2011-04-21, "Typical of the new games is Pong, a popular version of electronic table tennis manufactured by two-year-old Atari, Inc. (estimated fiscal 1974 revenue: $14million) of Los Gatos, Calif. Atari sold some 8,500 games to U.S. amusem*nt parlors and other businesses last year."
- ↑ Barack, Lauren (8 May 2003). "In Blast From the Past, Atari Video Games Plan a Return". New York Post: p.34. "It's first hit game, "Pong," launched in 1972, made $11 million in revenue in just one year." (Link)
- ↑ Steven L. Kent (2000), The first quarter: a 25-year history of video games, BWD Press, p.83, ISBN0-9704755-0-0, http://books.google.co.uk/books?id=ny-CAAAAMAAJ, retrieved 9 April 2011, "Sea Wolf, which was another creation of Dave Nutting, did solid business, selling more than 10,000 machines."
- ↑ FY2005 Third quarter Financial Results (April?December 2004). Konami (27 January 2005). Archived from the original on 16 January 2006. Retrieved on 20 April 2012.
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