Arcade video game

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Short description: Coin-operated entertainment machine genre
Police 911 (also called The Keisatsukan and Police 24/7) is a light gun arcade game.

An arcade video game 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 mid-1980s. This golden age includes Space Invaders, Pac-Man, and Donkey Kong. The arcade industry had a resurgence from the early 1990s to mid-2000s, including Street Fighter II, Mortal Kombat, and Dance Dance Revolution, but ultimately declined in the Western world as competing home video game consoles such as the Sony PlayStation and Microsoft Xbox increased in their graphics and gameplay capability and decreased in cost. Nevertheless, Japan, China, and South Korea retain a strong arcade industry in the present day.[4][citation needed]

History

Main page: Software:History of arcade video games
Pong is the first commercially successful arcade video game

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

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

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

Main page: Software:Golden age of arcade video games

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

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

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

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

Technology

The inside of a Neo Geo

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

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

Coin-operated arcade video games from the 1990s to the 2000s generally use custom hardware often with multiple CPUs, highly specialized sound and graphics chips, and the latest in expensive computer graphics display technology. This allows more complex graphics and sound than contemporary video game consoles or personal computers. Many arcade games since the 2000s run on modified video game console hardware (such as the Sega NAOMI or Triforce) or gaming PC components (such as the Taito Type X). Many arcade games have more immersive and realistic game controls than PC or console games. This includes specialized ambiance or control accessories such as fully enclosed dynamic cabinets with force feedback controls, dedicated lightguns, rear-projection displays, reproductions of automobile or airplane cockpits, motorcycle or horse-shaped controllers, or highly dedicated controllers such as dancing mats and fishing rods. These accessories are usually too bulky, expensive, and specialized to be used with typical home PCs and consoles. Arcade makers experiment with virtual reality technology. Arcades have progressed from using coins as credits to smart cards that hold the virtual currency of credits.

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

Genres

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

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

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

Action

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

Many arcade combat flight 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]

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, and on the PlayStation 2 and GameCube with DVD-ROM compilations such as Midway Arcade Treasures.[citation needed] Arcade games are downloaded and emulated through the Nintendo Wii Virtual Console service starting in 2009.[citation needed]

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

Highest-grossing

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

Game Release year Hardware units sold Estimated gross revenue
(US$ without inflation)
Estimated gross revenue
(US$ with 2019 inflation)[44]
Pac-Man 1980 6000 $6 billion
(until 1982)[45][46]
$15.9 billion
Space Invaders 1978 750,000 (until 1979)[47] 3800 $3.8 billion
(until 1982)[48]
$14.9 billion
Street Fighter II 1991 221,000+ (until 1995)[n 1] 5310 $5.31 billion+
(until 1999)[53]
$9.97 billion
Donkey Kong 1981 132,000 (until 1982)[n 2] 0280 $280 million
(until 1982) 
(US hardware sales)[57]
$790 million
(US hardware sales)
Ms. Pac-Man 1982 125,000 (until 1988)[58][59] $1.5 billion (until 1995)[60] $2.9 billion
Asteroids 1979 100 100,000
(until 2001)[59][61]
0800 $800 million
(until 1991)[62][63]
$2.25 billion
Defender 1981 070 70,000
(until 2020)[64]
1500 $1.5 billion
(until 2020)[64]
$2.13 billion
Print Club (Purikura) 1995 045 45,000
(until 1997)[65]
1000 $1 billion
(until 1997)[66]
$1.68 billion
Centipede 1981 055 55,988
(until 1991)[67]
0115 $115.65 million

(hardware sales until 1991)[67]
$217 million
(hardware sales)
Galaxian 1979 050 50,000
(in the US until 1982)[68]
Virtua Fighter 1993 040 40,000+
(until 1996)[69]
Virtua Fighter 2 1994 040 40,000+
(until 1996)[70]
Tekken 2 1995 040 40,000
(until 1996)[71]
Starhorse2 2005 038.614 38,614
(until 2009)[n 3]
0059.321 $59.321 million
(until 2011) 
(Fifth Expansion)[n 4]
$77.7 million
(Fifth Expansion)
Hyper Olympic (Track & Field) 1983 038 38,000
(1983 in Japan)[82]
Tekken 3 1996 035 35,000
(in 1997)[83]
Donkey Kong Jr. 1982 030 30,000
(1982 in the US)[84]
Mr. Do! 1982 030 30,000
(1982 in the US)[85]
Karate Champ 1984 030 30,000
(in the US until 1985)[86]
Out Run 1986 030 30,000
(until 1994)[87]
0100 $100 million+
(cabinet sales)[88]
$230 million (cabinet sales)
Final Fight 1989 030 30,000
(until 1991)[89]
Virtua Fighter 3 1996 030 30,000
(until 1997)[83]
NBA Jam 1993 020 20,000
(until 2013)[90]
2000 $2 billion
(until 2013)[91]
$2.8 billion
World Club Champion Football 2002 002.479 2,479
(until 2009)[n 6]
0706.014 $706.014 million
(until 2012)[95]
$1 billion
Mortal Kombat II 1993 27,000 (until 2002)[96] 0600 $600 million
(until 2002)[97]
$921 million
Frogger 1981 0135 $135 million+

(US hardware sales)[98]

$380 million
(US hardware sales)
Tempest 1981 030 29,000
(until 1983)[99]
0062 $62.408 million

(hardware sales until 1991)[67]
$117 million
(hardware sales)
Q*bert 1982
Teenage Mutant Ninja Turtles 1989 025 25,000
(US & EU until May 1990)[100][101]
Beatmania 1997 025 25,000
(until 2000)[102]
0012.4 $12.4 million
(until 1998) 
(Japan hardware sales)[n 8]
$19.7 million
(Japan hardware sales)
Mortal Kombat 1992 24,000 (until 2002)[96] 0570 $570 million
(until 2002)[96]
$810 million
Darkstalkers 1994
Robotron 1982 023 23,000
(until 1983)[99]
Pole Position 1982 021 21,000
(in the US until 1983)[99]
0062 $60.933 million
(until 1983)[99][67] 
(US hardware sales)
$161 million
(US hardware sales)
Dig Dug 1982 022.228 22,228

[67] (in the US until 1983)[104]

0046.3 $46.3 million
(until 1983)[67] 
(US hardware sales)
$123 million
(US hardware sales)
Popeye 1982 020 20,000
(in the US until 1982)[56]
Vs. Super Mario Bros. 1986 020 20,000
(1986)[105]
Pump It Up 1999 020 20,000
(until 2005)[106]
Tekken Tag Tournament 1999 019 19,000
(until 2000)[107]
Jungle Hunt 1982 018 18,000
(in the US until 1983)[104]
Raiden 1990 017 17,000

[108]

Killer Instinct 1994 017 17,000

[109]

0125 $125 million

+[110]

$216 million+
Pokémon Mezastar 2020 0125 $Undefined year "2020" million

+ (until 2021)[111]

0125 $Undefined year "2020" million

+

Dragon's Lair 1983 016 16,000
(until 1983)[112][113]
0048 $68.8 million

(hardware sales until 1983)[112][114]
$177 million
(hardware sales)
Asteroids Deluxe 1981 022.399 22,399
(until 1999)[115]
0046.1 $46.1 million

(hardware sales until 1999)[115]
$70.8 million
(hardware sales)
Missile Command 1980 019.9 19,999
(until 2010)[116]
0036.8 $36.8 million

(hardware sales until 1991)[115]
$69.1 million
(hardware sales)
Berzerk 1980 015.78 15,780
(until 1981)[117]
Scramble 1981 015.136 15,136
(until 1981)[117]
Champion Baseball 1983 015 15,000
(in Japan until June 1983)[118]
Mushiking: King of the Beetles 2003 013.5 13,500
(until 2005)[119]
0530 $530 million
(until 2007)[n 9]
$737 million
Battlezone 1980 015.122 15,122
(until 1999)[115]
0031.2 $31.2 million

(hardware sales until 1999)[115]
$47.9 million
(hardware sales)
Stargate 1981 015 15,000
(until 1983)[99]
Space Duel 1982 012.038 12,038
(until 1991)[67]
Mahjong Fight Club 3 2004 013 13,000
(until 2004)[122]
Super Cobra 1981 012.337 12,337
(until 1981)[117]
Capcom Bowling 1988 012 12,000
(until 1991)[123]
Sega Rally Championship 1994 012 12,000

[124]

Oshare Majo 2004 010.3 10,300
(until 2006)[74][125]
0302.68 $302.68 million
(until 2007)[n 10]
$410 million
Double Dragon 1987 010 10,000+
(US in 1988)[126]
Street Fighter 1987 010 10,000+
(until 1991)[127]
Dance Dance Revolution 1998 10,000+ (until 1999)[128]
Wheels / Wheels II (Speed Race) 1974
Gee Bee 1978 010 10,000

[129]

Big Buck Hunter Pro 2006 010 10,000
(until 2009)[130][131]
World Club Champion Football: Intercontinental Clubs 2008 001.689 1,689
(until 2009)[n 5]
0150.1 $150.1 million
(until 2012)[n 7]
$178 million
Pokémon Battrio 2007 0125 $125 million

+ (until 2012)[111]

$154 million+
StarHorse3 Season I: A New Legend Begins 2011 0132.18 $132.18 million
(until 2012)[n 11]
$150 million
Pokémon Tretta 2012 0125 $125 million

+ (until 2014)[111]

$139 million+
Border Break 2009 002.998 2,998
(until 2009)[78]
0107 $107 million
(until 2012)[n 12]
$128 million
Tron 1982 000.8 800
(in the US until 1982)[137]
0045 $45 million
(until 1983)[138]
0102 $102 million


Sengoku Taisen 2010 0094.04 $94.04 million
(until 2012)[n 13]
$110 million
Pokémon Ga-Olé 2016 0092 $92 million

+ (until 2018)[111]

$98 million+
Dragon Quest 2007 0078.2 $78.2 million
(until 2008)[n 14]
$96.4 million
Samba de Amigo 1999 003 3,000
(until 2000)[141]
0047.11 $47.11 million
(until 2000)[142]
$72.3 million
Sangokushi Taisen 3 2007 0054.4 $54.4 million
(until 2011)[n 15]
$67.1 million
Pong 1972 010 8,500–19,000

[143][144]

0011 $11 million
(until 1973)[145]
$63.4 million
Lord of Vermilion 2008 0050.443 $50.443 million
(until 2008)[n 16]
$59.9 million
Sega Network Mahjong MJ4 2008 012.892 12,892
(until 2009)[146]
0047 $47 million
(until 2010)[n 17]
$55.8 million
Kangaroo 1982 009.803 9,803

[67] (until 1983)[104]

0020.58 $20.58 million
(until 1983) 
(US hardware sales)[67]
$54.5 million
(US hardware sales)
Hard Drivin' 1989 003.118 3,318
(until 1989)[67]
0022.9 $22.9 million
(until 1989)[67]
$47.2 million
Gauntlet 1985 007.848 7,848
(until 1985)[67]
0018.01 $18.01 million
(until 1985)[67]
$42.8 million
Sega Network Mahjong MJ5 2011 0034.87 $34.87 million
(until 2012)[n 18]
$39.6 million
Millipede 1982 009.99 9,990
(until 1991)[67]
0020 $20.669 million
(until 1991)[67]
$38.8 million
Race Drivin' 1990 003.525 3,525
(until 1991)[67]
0020.03 $20.03 million
(until 1991)[67]
$37.6 million
Breakout 1976 015 15,000
(until 1981)[147]
0012.045 $12.045 million

(hardware sales until 1981)[115]
$33.9 million
Time Traveler 1991 0018 $18 million
(until 1991)[114]
$33.8 million
Space Ace 1984 0013 $13 million
(until 1984)[114]
$32 million
Xevious 1982 005.295 5,295
(in the US until 1983)[67]
0011.1 $11.1 million
(until 1983)[67] 
(US hardware sales)
$29.4 million
(US hardware sales)
Atari Football 1978 011.306 11,306
(until 1999)[115]
0017.266 $17.266 million
(until 1999)[115]
$26.5 million
Final Lap 1987 001.15 1,150
(in the US until 1988)[67]
0009.5 $9.5 million
(until 1988)[67] 
(US hardware sales)
$21.4 million
(US hardware sales)
Paperboy 1984 003.442 3,442
(until 1991)[67]
0008.6 $8.6 million
(until 1991)[67]
$16.1 million
Star Wars 1983 012.695 12,695
(until 1991)[67]
0007.595 $7.595 million
(until 1991)[67]
$14.3 million
Sprint 2 1976 008.2 8,200
(until 1999)[115]
0012.669 $12.669 million
(until 1999)[115]
$19.4 million
Championship Sprint 1986 003.595 3,595
(until 1991)[67]
0008.26 $8.26 million
(until 1991)[67]
$15.5 million
Pole Position II 1983 002.4 2,400
(in the US until 1983)[67]
0007.43 $7.43 million
(until 1983)[67] 
(US hardware sales)
$19.1 million
(US hardware sales)
Sea Wolf 1976 010 10,000
(until 2000)[148]
Lunar Lander 1979 004.830 4,830
(until 1999)[115]
0008.19 $8.19 million
(until 1999)[115]
$12.6 million
Super Sprint 1986 008.2 2,232
(until 1999)[115]
0007.8 $7.8 million
(until 1999)[115]
$12 million
Marble Madness 1984 004 4,000
(until 1985)[149]
0006.3 $6.3 million
(until 1991)[67]
$11.8 million
Rolling Thunder 1986 002.406 2,406
(in the US until 1987)[67]
0004.8 $4.8 million
(until 1987)[67] 
(US hardware sales)
$11.2 million
(US hardware sales)
Arabian 1983 001.95 1,950
(in the US until 1983)[104]
0003.9 $3.9 million
(until 1983)[67] 
(US hardware sales)
$10 million
(US hardware sales)

Franchises

These are the combined hardware sales of at least two or more arcade games that are part of the same franchise. This list only includes franchises that have sold at least 5,000 hardware units or grossed at least $10 million revenues.

Franchise Original release year Total hardware units sold Estimated gross revenue
(US$ without inflation)
Estimated gross revenue
(US$ with 2019 inflation)[44]
Pac-Man 1980 526,412 (until 1988)[n 19] 6000 $6 billion
(until 1982)[151]
$16 billion
Space Invaders 1978 750,000 (until 1980)[47] 3800 $3.8 billion
(until 1982)[48]
$14.9 billion
Street Fighter 1987 500,000 (until 2002)[152][153] 5310 $5.31 billion+
(until 1999)[53]
$9.97 billion
Pac-Man clones 1980 300,000 (until 2002)[154]
Street Fighter clones 1987 200,000+[50]
Mario 1981 190,800 (until 1983)[n 20] 0280 $280 million
(until 1982) 
(US hardware sales)[57]
$787 million
(US hardware sales)
Donkey Kong 1981 167,000 (until 1983)[n 2] 0280 $280 million
(until 1982) 
(US hardware sales)[57]
$787 million
(US hardware sales)
Asteroids 1979 136,437 (until 1999)[n 21] 0850 $850.79 million
(until 1999)[n 22]
$1.31 billion
Virtua Fighter 1993 110 110,000+

[lower-alpha 1]

Golden Tee Golf 1989 100,000 (until 2011)[155]
Data Carddass 2005 100,000 (until 2012)[156]
Tekken 1994 094 94,000+

[lower-alpha 2]

Defender 1981 085 85,000
(until 2020)[n 23]
1500 $1.5 billion
(until 2020)[64]
$2.13 billion
Centipede 1981 0 65,978
(until 1991)[n 24]
0136.3 $136.3 million
(until 1991)[n 25]
$256 million
Mortal Kombat 1992 0 51,000
(until 2002)[96]
1170 $1.17 billion
(until 200)[96][97]
$1.66 billion
Galaxian 1979 045 50,986
(in the US until 1988)[n 26]
Pokémon arcade games 2007 0125 $Expression error: Unexpected < operator. million

+ (until 2021)[111]

$661 million+
Starhorse 2000 038.734 38,734
(until 2009)[n 27]
0191.501 $191.501 million
(until 2012)[n 28]
$284 million
Bemani 1997 035 35,000+
(until 2000)[n 29]
0012.4 $12.4 million
(until 1998) 
(Beatmania hardware sales in Japan)[n 8]
$19.7 million
(Beatmania hardware sales in Japan)
Big Buck 2000 033.5 33,500
(until 2010)[n 30]
Mr. Do! 1982 030 30,000
(in the US until 1982)[85]
Dragon Quest 2007 0078.2 $78.2 million
(until 2008)[n 14]
$96.4 million
Lord of Vermilion 2008 0050.443 $50.443 million
(until 2008)[n 16]
$59.9 million
Scramble 1981 027.473 27,473
(until 1981)[117]
Sega Network Mahjong 2000 025.986 25,986
(until 2006)[n 33]
0081.87 $81.87 million
(until 2012)[n 34]
$122 million
Darkstalkers 1994 027 27,000+

[160]

Pole Position 1982 0 24,550
(in the US until 1983)[n 35]
0077.9 $77.9 million
(until 1988) 
(US hardware sales)[n 36]
$206 million
(US hardware sales)
Dig Dug 1982 022.228 22,228

[67] (in the US until 1983)[104]

0046.3 $46.3 million
(until 1983)[67] 
(US hardware sales)
$123 million
(US hardware sales)
Pump It Up 1999 020 20,000
(until 2005)[106]
Breakout 1976 015.805 15,805
(until 1999)[115]
0017.745 $17.745 million
(until 1999)[115]
$27.2 million
Star Wars 1983 0 14,039
(until 1991)[67]
0009.275 $9.275 million
(until 1983)[67]
$17.4 million
Sprint 1976 014.027 14,027
(until 1999)[115]
0028.729 $28.729 million
(until 1999)[115]
$44.1 million
Mushiking 2003 013.5 13,500
(until 2005)[119]
0530 $530 million
(until 2007)[n 9]
$737 million
Sea Wolf 1976 0 14,000
(until 2000)[148]
Mahjong Fight Club 2002 013 13,000
(until 2004)[122]
Gauntlet 1985 0 11,368
(until 1991)[67]
0020.41 $20.41 million
(until 1991)[67]
$38.3 million
Love and Berry 2004 010.3 10,300
(until 2006)[74]
0302.68 $302.68 million
(until 2007)[n 10]
$410 million
Sangokushi Taisen 2005 009.929 9,929
(until 2008)[n 38]
0148.44 $148.44 million
(until 2012)[n 39]
$194 million
Pong 1972 010 8500–19,000

[143][144]

0011 $11 million
(until 1973)[145]
$63.4 million
Hard Drivin' 1989 006.843 6,843
(until 1991)[67]
0022.9 $42.93 million
(until 1991)[67]
0075.48 $75.48 million


Samba de Amigo 1999 003 3,000
(until 2000)[141]
0047.11 $47.11 million
(until 2000)[n 40]
$72.3 million
Border Break 2009 002.998 2,998
(until 2009)[78]
0107 $107 million
(until 2012)[n 12]
$128 million
World Club Champion Football 2012 002.479 2,479
(until 2015)[n 6]
0706.014 $706.014 million
(until 2012)[n 41]
$1 billion

See also


Notes

  1. Street Fighter II:
  2. 2.0 2.1 2.2 Donkey Kong:
  3. 3.0 3.1 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,[72] and 1,799 units during April–June 2006)[73]
      • StarHorse2: Second Fusion – 10,260 units from April 2006 to March 2007 (8,105 conversion kits during April–December 2006,[74] and 2,155 body and satellite units in fiscal year ending March 2007)[75]
    • From April 2007 to March 2008: 10,275 units (756 body and satellite units of StarHorse2: Second Fusion during April–September 2007,[76] and 9,519 conversion kits in fiscal year ended March 2008)[77]
    • From April 2009 to December 2009: 10,657 units of StarHorse2: Fifth Expansion[78]
  4. 4.0 4.1 StarHorse2: Fifth Expansion:
    • Fiscal year ended 31 March 2010: ¥2.8 billion[79]
    • Fiscal year ended 31 March 2011: ¥2 billion[80]
    • Currency conversion:[81]
      • ¥2.8 billion = $34.6039 million
      • ¥2 billion = $24.7171 million
  5. 5.0 5.1 World Club Champion Football: Intercontinental Clubs
    • World Club Champion Football: Intercontinental Clubs 2006–2007 – 831 units from June 2008 to March 2009[132]
    • World Club Champion Football: Intercontinental Clubs 2008–2009 – 858 units from April 2009 to December 2009[78]
  6. 6.0 6.1 World Club Champion Football series, unit sales:
    • World Club Champion Football: European Clubs 2004–2005 – 514 units in fiscal year ending March 2006[72]
    • World Club Champion Football: European Clubs 2004–2005 Ver. 2 – 276 units during April–September 2006 (240 satellite units during April–June 2006,[92] and 36 body units during April–September 2006)[73]
    • World Club Champion Football: Intercontinental Clubs 2008–2009 – 1,689 units from June 2008 to December 2009[n 5]
  7. 7.0 7.1 7.2 World Club Champion Football: Intercontinental Clubs
    • Fiscal year ended 31 March 2010: ¥4.2 billion[79]
    • Fiscal year ended 31 March 2011: ¥3.8 billion[80]
    • Fiscal year ended 31 March 2012: ¥3.6 billion[133][134]
    • 1st quarter ended 30 June 2012: ¥0.5 billion[135]
    • Currency conversion:[81]
      • ¥4.2 billion = $51.9159 million
      • ¥3.8 billion = $46.9716 million
      • ¥3.6 billion = $44.8253 million
      • ¥0.5 billion = $6.3784 million
  8. 8.0 8.1 Beatmania:
    • ¥1 billion in May 1998[103]
    • Yen-Dollar currency conversion: $12.4 million[81]
  9. 9.0 9.1 Mushiking:
    • 420 million[120] 100 yen coins[121] = ¥42 billion
    • Currency conversion: $530 million[81]
  10. 10.0 10.1 Love and Berry:
    • 240 million[120] 100 yen coins[121] = ¥24 billion
    • Currency conversion: $302.68 million[81]
  11. 11.0 11.1 StarHorse3 Season I: A New Legend Begins
    • Fiscal year ended March 2012: ¥10.1 billion[133]
    • 1st Quarter Ended 30 June 2012: ¥0.5 billion[135]
    • Currency conversion:[81]
      • ¥10.1 billion = $125.8 million
      • ¥0.5 billion = $6.3784 million
  12. 12.0 12.1 Border Break:
    • Fiscal year ended 31 March 2010: ¥3.3 billion[79]
    • Fiscal year ended 31 March 2011: ¥2.5 billion[80]
    • Fiscal year ended 31 March 2012: ¥2.3 billion[133][136]
    • 1st Quarter Ended 30 June 2012: ¥0.5 billion[135]
    • Currency conversion:[81]
      • ¥3.3 billion = $40.7317 million
      • ¥2.5 billion = $30.8542 million
      • ¥2.3 billion = $28.6371 million
      • ¥0.5 billion = $6.3784 million
  13. 13.0 13.1 Sengoku Taisen:
    • Fiscal year ended 31 March 2011: ¥6.4 billion[80]
    • Fiscal year ended 31 March 2012: ¥1.2 billion[133]
    Currency conversion:[81]
    • ¥6.4 billion = $79.1 million
    • ¥1.2 billion = $14.94 million
  14. 14.0 14.1 Dragon Quest: Monster Battle Road
    • ¥4.5 billion from June 2007 to March 2008[139]
      • Currency conversion: $56.731 million[81]
    • ¥1.7 billion from April 2008 to September 2008[140]
      • Currency conversion: $21.4317 million[81]
  15. 15.0 15.1 Sangokushi Taisen 3:
    • Fiscal year ended 31 March 2010: ¥1.8 billion[79]
    • Fiscal year ended 31 March 2011: ¥2.6 billion[80]
    • Currency conversion:[81]
      • ¥1.8 billion = $22.2401 million
      • ¥2.6 billion = $32.1248 million
  16. 16.0 16.1 Lord of Vermilion: ¥4 billion[140]
    • Currency conversion: $50.443 million[81]
  17. 17.0 17.1 Fiscal year ended 31 March 2010: ¥3.8 billion[79]
    • Currency conversion: $47 million[81]
  18. 18.0 18.1 Fiscal year ended March 2012: ¥2.8 billion[133]
    • Currency conversion: $34.87 million[81]
  19. Pac-Man series:
  20. Mario series:
  21. Asteroids series:
  22. Asteroids series:
  23. Defender series:
  24. Centipede series:[99][67] Millipede: 9,990
  25. Centipede series:[67] Millipede: $20.669 million
  26. Galaxian series:
  27. StarHorse series:
    • Starhorse Progress – 120 in fiscal year ended March 2005[157]
    • StarHorse2 – 38,614 until 2009[n 3]
  28. Starhorse series, 2009–2011:
    • Starhorse2 – $59.321 million[n 4]
    • StarHorse3 Season I: A New Legend Begins – $132.18 million[n 11]
  29. Bemani series, sales:
  30. Big Buck series:
    • Big Buck Hunter series sales until April 2007: 22,500 units, including 7,500 Big Buck Hunter Pro units.[131]
    • Series sales after April 2007 until September 2009: additional 2,500 Big Buck Hunter Pro units and 5,500 Big Buck Safari units.[130]
    • Big Buck Hunter Pro: Open Season sales from September 2009 to January 2010: 3,000 units[158]
  31. Sega Network Mahjong MJ2:
    • April 2004 to March 2005: 4,984[157]
    • April 2005 to June 2005: 502[159]
  32. Sega Network Mahjong MJ4:
    • Fiscal year ended March 2008: 10,427[77]
    • Fiscal year ended March 2009: 2,465[132]
  33. Sega Network Mahjong MJ series:
    • Sega Network Mahjong MJ2 from April 2004 to June 2005: 5,486 units[n 31]
    • Sega Network Mahjong MJ3 from April 2005 to March 2006: 7,608 units[72]
    • Sega Network Mahjong MJ4 from April 2007 to March 2009: 12,892[n 32]
  34. Sega Network Mahjong MJ series, 2009–2012:
    • Sega Network Mahjong MJ4: $47 million in fiscal year 2010[n 17]
    • Sega Network Mahjong MJ5: $34.87 million in fiscal year 2012[n 18]
  35. Pole Position series US sales:
  36. Pole Position series US sales:[99][67]
  37. Sangokushi Taisen:
    • As of March 2005: 421[157]
    • April 2005 to March 2006: 1,521[72]
  38. Sangokushi Taisen series:
    • Sales from January 2005 to September 2006: 5,153 units
      • Sangokushi Taisen from January 2005 to March 2006: 1,942 units[n 37]
      • Sangokushi Taisen 2 during April–September 2006: 3,211 units[73]
    • Sales from April 2007 to March 2008: 4,776
      • 166 body units of Sangokushi Taisen 2 during April–September 2007[76]
      • 4,610 satellite units of Sangokushi Taisen from April 2007 to March 2008[77]
  39. Sangokushi Taisen series, 2009–2011:
    • Sangokushi Taisen 3: $54.4 million[n 15]
    • Sengoku Taisen: $94.04 million[n 13]
  40. Samba de Amigo: ¥3.84 billion
    • Currency conversion: $47.11 million[81]
  41. World Club Champion Football series, revenue:
    • Series revenues until March 2009 – $552.3 million
      • 480 million player cards sold. Prices could range from ¥300 for a single card from an arcade machine to ¥1000 for a starter pack.[93] A¥1000 starter pack consists of 11 player cards, equivalent to ¥90.91 each.[94] 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.[81] The lowest value of $552.3 million will be assumed.
    • World Club Champion Football: Intercontinental Clubs revenues from April 2009 to June 2012 – $150.1 million[n 7]
  1. Virtua Fighter series arcade unit sales:
  2. Tekken series arcade unit sales:

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  55. Bienaimé, Pierre (13 January 2012). "Square Roots: Donkey Kong (NES)". Nintendojo. http://www.nintendojo.com/features/columns/square-roots/square-roots-donkey-kong-nes. "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." 
  56. 56.0 56.1 56.2 Steven L. Kent (2001). The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World. Prima. p. 352. ISBN 9780761536437. https://books.google.com/books?id=C2MH05ogU9oC. Retrieved 18 February 2016. "With more than 60,000 units sold in the United States, Donkey Kong was Nintendo's biggest arcade hit. The arcade industry began its long collapse the year after Donkey Kong was released, and Nintendo's arcade fortunes eroded quickly. Nintendo released Donkey Kong Junior in 1982 and sold only 30,000 machines, 20,000 Popeye machines (also 1982), and a mere 5000 copies of Donkey Kong 3 (1983)." 
  57. 57.0 57.1 57.2 Jörg Ziesak (2009). Wii Innovate – How Nintendo Created a New Market Through the Strategic Innovation Wii. GRIN Verlag. p. 50. ISBN 978-3640497744. https://books.google.com/books?id=C8rHXoUCbfAC&pg=PA2029. Retrieved 18 February 2016. "Donkey Kong was Nintendo's first international smash hit and the main reason behind the company's breakthrough in the Northern American market. In the first year of its publication, it earned Nintendo 180 million US dollars, continuing with a return of 100 million dollars in the second year." 
  58. 58.0 58.1 "Bally Will Quit Making Pinball, Video Machines". Toledo Blade: p. 22. 11 July 1988. https://news.google.com/newspapers?id=4FtQAAAAIBAJ&pg=6893,2823984. 
  59. 59.0 59.1 Mark J. P. Wolf (2001). The medium of the video game. University of Texas Press. p. 44. ISBN 0-292-79150-X. https://books.google.com/books?id=lKZriBxbcwQC&pg=PA44. Retrieved 18 February 2016. 
  60. "Ms. Pac-Man (Coin-Op)". Digital Press (24): 19. March 1995. https://archive.org/details/Digital_Press_Issue_24_1995-03_Santulli_Joe_US/page/n18. 
  61. 61.0 61.1 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. ISBN 0-7615-3643-4. "Atari sold more than 70,000 Asteroids machines in the United States. The game did not do as well in Europe and Asia, however. Only about 30,000 units were sold overseas." 
  62. 62.0 62.1 Gottschalk, S. (1995). "Videology: Video-Games as Postmodern Sites/Sights of Ideological Reproduction". Symbolic Interaction 18 (1): 1–18. doi:10.1525/si.1995.18.1.1. http://cdclv.unlv.edu/archives/interactionism/gottschalk/video.html. Retrieved 18 March 2012. 
  63. "Forbes". Forbes 127: 102. 1981. https://books.google.com/books?id=6y68AAAAIAAJ&q=%22At+$2000+a+unit,+Atari+has+made+about+$140+million+from+that+game+alone%22. Retrieved 18 February 2016. "At $2000 a unit, Atari has made about $140 million from that game alone.". 
  64. 64.0 64.1 64.2 64.3 Horowitz, Ken (6 August 2020). Beyond Donkey Kong: A History of Nintendo Arcade Games. McFarland & Company. p. 200. ISBN 978-1-4766-8420-8. https://books.google.com/books?id=Y3D0DwAAQBAJ&pg=PA200. Retrieved 4 March 2021. 
  65. Hunt, Joshua (23 November 2018). "How 'playing Puri' paved the way for Snapchat". BBC. https://www.bbc.com/worklife/article/20181119-why-playing-puri-was-the-precursor-for-snapchat. 
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  73. 73.0 73.1 73.2 "FY 2007: Interim Results (April–September 2006)". Sega Sammy Holdings. 10 November 2006. pp. 11–13. http://www.segasammy.co.jp/english/ir/library/pdf/settlement/2007/e_200703_2q_pre.pdf#page=11. 
  74. 74.0 74.1 74.2 "Fiscal Year Ending March 2007: 3rd Quarter Results (April–December 2006)". Sega Sammy Holdings. 7 February 2007. pp. 11–13. http://www.segasammy.co.jp/english/ir/library/pdf/settlement/2007/e_200703_3q_pre.pdf#page=11. 
  75. "Fiscal Year Ended March 2007: Full Year Results". Sega Sammy Holdings. 14 May 2007. p. 11. http://www.segasammy.co.jp/english/ir/library/pdf/settlement/2007/e_200703_4q_pre.pdf#page=11. 
  76. 76.0 76.1 "Fiscal Year 2008: Interim Results". Sega Sammy Holdings. 12 November 2007. p. 11. http://www.segasammy.co.jp/english/ir/library/pdf/settlement/2008/e_200803_2q_pre.pdf#page=11. 
  77. 77.0 77.1 77.2 77.3 "Segment Results: Amusement Machines". FY 2008: Full Year Results (Ending March 2008). Sega Sammy Holdings. 15 May 2008. p. 13. http://www.segasammy.co.jp/english/ir/library/pdf/settlement/2008/e_200803_4q_pre.pdf#page=13. 
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  87. "OutRun". Mean Machines Sega (EMAP) (22): 92–3. August 1994. ISSN 0967-9014. https://archive.org/details/mean-machines-sega-magazine-22/page/n91/mode/2up. 
  88. Horowitz, Ken (22 June 2018). "OutRun (September 1986)". The Sega Arcade Revolution: A History in 62 Games. McFarland & Company. pp. 112–114 (114). ISBN 978-1-4766-7225-0. https://books.google.com/books?id=xT1jDwAAQBAJ&pg=PA114. Retrieved 1 March 2021. "Both versions went on to produce terrific numbers for Sega, bringing in total worldwide sales of over $100 million and adding another memorable franchise to Sega's stable of hits." 
  89. 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. 
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  91. Leone, Matt. "The Rise, Fall, and Return of NBA Jam". 1UP. http://www.1up.com/features/rise-fall-return-nba-jam?pager.offset=1. 
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  93. 93.0 93.1 "AOU 2009 – Sega World Club Champion Football Intercontinental Clubs 2007–2008". AOU Amusement Expo 2009. DigInfo TV. 2 March 2009. http://www.diginfo.tv/v/09-0061-r-en.php. 
  94. 94.0 94.1 "Sports Gaming in Japan: World Club Champion Football". 22 September 2009. http://uk.gamespot.com/news/sports-gaming-in-japan-world-club-champion-football-6233603. 
  95. World Club Champion Football series, revenue:
    • Series revenues until March 2009 – $552.3 million
      • 480 million player cards sold. Prices could range from ¥300 for a single card from an arcade machine to ¥1000 for a starter pack.[93] A¥1000 starter pack consists of 11 player cards, equivalent to ¥90.91 each.[94] 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.[81] The lowest value of $552.3 million will be assumed.
    • World Club Champion Football: Intercontinental Clubs revenues from April 2009 to June 2012 – $150.1 million[n 7]
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  113. Harmetz, Aljean (13 August 1983). "Daring Dirk Perk For Arcades". Ottawa Citizen: p. 29. https://news.google.com/newspapers?id=7qMyAAAAIBAJ&pg=3206,953643. 
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  116. Fulton, Jeff (2010). "A short history of Missile Command". The essential guide to Flash games : building interactive entertainment with ActionScript 3.0 (New ed.). [Berkeley, Calif.]: Friends of ED. p. 138. ISBN 978-1-4302-2614-7. https://books.google.com/books?id=VCR7XYUncEsC&pg=PA138. Retrieved 18 February 2016. "While certainly not the size of Asteroids, the game was still a huge hit with almost 20,000 units sold." 
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  127. Leone, Matt (July 7, 2020). "Street Fighter 1: An oral history". Vox Media. https://www.polygon.com/2020/7/7/21270906/street-fighter-1-oral-history-takashi-nishiyama. 
  128. 128.0 128.1 Akagi, Masumi, ed (1 February 2000). "Sega's CG Videos Top Game Charts". Game Machine (Amusement Press, Inc.) (603): 18. https://onitama.tv/gamemachine/pdf/20000201p.pdf#page=10. 
  129. Kurokawa, Fumio (17 March 2018). "ビデオゲームの語り部たち 第4部:石村繁一氏が語るナムコの歴史と創業者・中村雅哉氏の魅力" (in ja). Aetas. https://www.4gamer.net/games/999/G999905/20180313040/. 
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  131. 131.0 131.1 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. 
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  133. 133.0 133.1 133.2 133.3 133.4 133.5 133.6 133.7 133.8 "Appendix of Consolidated Financial Statements: Year Ended March 31, 2012". Sega Sammy Holdings. 11 May 2012. p. 3. http://www.segasammy.co.jp/english/pdf/release/20120511_hosoku_e_final.pdf#page=3. 
  134. 134.0 134.1 "Appendix of Consolidated Financial Statements: 9 Months Ended December 31, 2011". Sega Sammy Holdings. 3 February 2012. p. 3. http://www.segasammy.co.jp/english/pdf/release/20120203_tanshin_hosoku_final_e.pdf#page=3. 
  135. 135.0 135.1 135.2 135.3 135.4 135.5 "FY Ending March 2013: 1st Quarter Results Presentation (Ended June 2012)". Sega Sammy Holdings. 1 August 2012. p. 11. https://www.segasammy.co.jp/english/pdf/release/20120801_presen_e_final.pdf#page=12. 
  136. 136.0 136.1 "Appendix of Consolidated Financial Statements 6 Months Ended September 30, 2011". Sega Sammy Holdings. 31 October 2011. p. 3. http://www.segasammy.co.jp/english/pdf/release/20111031_2012_2qhosoku_e_final.pdf#page=3. 
  137. Harmetz, Aljean (3 July 1982). "Movie Themes Come To Video Games". Star-News. https://news.google.com/newspapers?id=OwEzAAAAIBAJ&pg=5470,748067. 
  138. Jack B. Rochester; John Gantz (1983). The naked computer: a layperson's almanac of computer lore, wizardry, personalities, memorabilia, world records, mind blowers, and tomfoolery. William Morrow and Company. p. 164. ISBN 0-688-02450-5. https://archive.org/details/nakedcomputerla00roch. "Although the Disney Studios expected to make over $400 million from this siliconic extravaganza, our source at Variety tells us that its North American rentals were $15 million and estimated total gross, $30 million. The arcade game Tron, made by Bally, grossed more." 
  139. "Outline of Results Briefing". Square Enix. 23 May 2008. p. 4. http://www.square-enix.com/eng/pdf/explanatory_20080625_01.pdf#page=4. 
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  142. Samba de Amigo: ¥3.84 billion
    • Currency conversion: $47.11 million[81]
  143. 143.0 143.1 "Business 1974: Industry: Space Age Pinball, Atari's PONG". Time (magazine). 5 October 1983. http://www.time.com/time/magazine/article/0,9171,952086,00.html. Retrieved 9 April 2021. "Typical of the new games is Pong, a popular version of electronic table tennis manufactured by two-year-old Atari, Inc. (estimated fiscal 1974 revenue: $14 million) of Los Gatos, Calif. Atari sold some 8,500 games to U.S. amusement parlors and other businesses last year.". 
  144. 144.0 144.1 Ashley S. Lipson; Robert D. Brain (2009). Computer and Video Game Law: Cases and Materials. Carolina Academic Press. p. 9. ISBN 978-1-59460-488-1. https://books.google.com/books?id=IxNDAQAAIAAJ. Retrieved 18 February 2016. "Atari eventually sold more than 19,000 Pong machines, giving rise to many imitations. Pong made its first appearance in 1972 at "Andy Capp's," a small bar in Sunnyvale, California, where the video game was literally "overplayed" as eager customers tried to cram quarters into an already heavily overloaded coin slot." 
  145. 145.0 145.1 Barack, Lauren (8 May 2003). "In Blast From the Past, Atari Video Games Plan a Return". New York Post: p. 34. 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. "Its first hit game, "Pong," launched in 1972, made $11 million in revenue in just one year." 
  146. Sega Network Mahjong MJ4:
    • Fiscal year ended March 2008: 10,427[77]
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