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Arcade game

Arcade game

An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are video games, pinball machines, electro-mechanical games, redemption games or merchandisers. While exact dates are debated, the golden age of arcade video games is usually defined as a period beginning sometime in the late 1970s and ending sometime in the mid-1980s. Excluding a brief resurgence in the early 1990s, the arcade industry subsequently declined in the Western hemisphere as competing home video game consoles such as the Sony PlayStation and Microsoft Xbox increased in their graphics and game-play capability and decreased in cost. The Eastern hemisphere retains a strong arcade industry.[47]

History

The first popular "arcade games" included early amusement-park midway games such as shooting galleries, ball-toss games, and the earliest coin-operated machines, such as those that claimed to tell a person's fortune or that played mechanical music. The old Midways of 1920s-era amusement parks (such as Coney Island in New York) provided the inspiration and atmosphere for later arcade games. In the 1930s the first coin-operated pinball machines emerged. These early amusement machines differed from their later electronic cousins in that they were made of wood. They lacked plungers or lit-up bonus surfaces on the playing field, and used mechanical instead of electronic scoring-readouts. By around 1977 most pinball machines in production switched to using solid-state electronics both for operation and for scoring.[48]

Popularity of arcade machines came with contention through the mid 1970s and early 1980s. During the same period that video games proliferated and were celebrated as a sign of technological progress, numerous communities organized against arcades.[49] Efforts to regulate coin op video gaming were geographically widespread, and they also drew on long standing suspicions of the coin-operated industry, which included organized crime and influence of violence. Existing regulation in several communities facilitated the ongoing regulation existed due to its associations to money laundering and organized criminal activity and its long standing cultural and historical ties with gambling.[49] Despite the negative connotations of the coin operated industry in the preceding decades of the 1960s and the 1950s, by the 1970s, those in the industry were working towards professionalization and acceptance as a legitimate business. Two major trade journals RePlay Magazine published in 1975 and Play Meter published in 1974 offered profiles on industry professional and updates on industry news that helped professionalize the industry.

Electro-mechanical games

In 1966 Sega introduced an electro-mechanical game called Periscope[50] – an early submarine simulator and light gun shooter[51] which used lights and plastic waves to simulate sinking ships from a submarine.[52] It became an instant success in Japan, Europe, and North America,[53] where it was the first arcade game to cost a quarter per play,[50] which would remain the standard price for arcade games for many years to come.[53] In 1967 Taito released an electro-mechanical arcade game of their own, Crown Soccer Special, a two-player sports game that simulated association football, using various electronic components, including electronic versions of pinball flippers.[54]

Sega later produced gun games which resemble first-person shooter video games, but which were in fact electro-mechanical games that used rear image projection in a manner similar to the ancient zoetrope to produce moving animations on a screen.[55] The first of these, the light-gun game Duck Hunt,[56] appeared in 1969;[57] it featured animated moving targets on a screen, printed out the player's score on a ticket, and had volume-controllable sound-effects.[56] That same year, Sega released an electro-mechanical arcade racing game, Grand Prix, which had a first-person view, electronic sound, a dashboard with a racing wheel and accelerator,[58] and a forward-scrolling road projected on a screen.[59] Another Sega 1969 release, Missile, a shooter and vehicle-combat simulation, featured electronic sound and a moving film strip to represent the targets on a projection screen. It was the earliest known arcade game to feature a joystick with a fire button, which formed part of an early dual-control scheme, where two directional buttons are used to move the player's tank and a two-way joystick is used to shoot and steer the missile onto oncoming planes displayed on the screen; when a plane is hit, an animated explosion appears on screen, accompanied by the sound of an explosion.[60] In 1970 Midway released the game in North America as S.A.M.I..[60][61] In the same year, Sega released Jet Rocket, a combat flight-simulator featuring cockpit controls that could move the player aircraft around a landscape displayed on a screen and shoot missiles onto targets that explode when hit.[62]

In the course of the 1970s, following the release of Pong in 1972, electronic video-games gradually replaced electro-mechanical arcade games.[63] In 1972, Sega released an electro-mechanical game called Killer Shark, a first-person light-gun shooter known for appearing in the 1975 film Jaws.[55] In 1974, Nintendo released Wild Gunman, a light-gun shooter that used full-motion video-projection from 16 mm film to display live-action cowboy opponents on the screen.[64] One of the last successful electro-mechanical arcade games was F-1, a racing game developed by Namco and distributed by Atari in 1976;[65] this game appeared in the films Dawn of the Dead (1978)[66] and Midnight Madness (1980), as did Sega's Jet Rocket in the latter film. The 1978 video game Space Invaders, however, dealt a yet more powerful blow to the popularity of electro-mechanical games.[67]

Arcade video games

In 1971, students at Stanford University set up the Galaxy Game, a coin-operated version of the video game Spacewar. This ranks as the earliest known instance of a coin-operated video game. Later in the same year, Nolan Bushnell created the first mass-manufactured game, Computer Space, for Nutting Associates.

In 1972, Atari was formed by Nolan Bushnell and Ted Dabney. Atari essentially created the coin-operated video game industry with the game Pong, the first successful electronic ping pong video game. Pong proved to be popular, but imitators helped keep Atari from dominating the fledgling coin-operated video game market.

Golden age

Taito's Space Invaders, in 1978, proved to be the first blockbuster arcade video game.[68] Its success marked the beginning of the golden age of arcade video games. Video game arcades sprang up in shopping malls, and small "corner arcades" appeared in restaurants, grocery stores, bars and movie theaters all over the United States, Japan and other countries during the late 1970s and early 1980s. Space Invaders (1978), Galaxian (1979), Pac-Man (1980), Battlezone (1980), Defender (1980), and Bosconian (1981) were especially popular. By 1981, the arcade video game industry was worth US$8 billion[69] ($22 billion in 2018).

During the late 1970s and 1980s, chains such as Chuck E. Cheese's, Ground Round, Dave and Busters, ShowBiz Pizza Place and Gatti's Pizza combined the traditional restaurant or bar environment with arcades.[70] By the late 1980s, the arcade video game craze was beginning to fade due to advances in home video game console technology. By 1991, US arcade video game revenues had fallen to $2.1 billion.[71]

Late 1980s

Sega AM2's Hang-On, designed by Yu Suzuki and running on the Sega Space Harrier hardware, was the first of Sega's "Super Scaler" arcade system boards that allowed pseudo-3D sprite-scaling at high frame rates.[72] The pseudo-3D sprite/tile scaling was handled in a similar manner to textures in later texture-mapped polygonal 3D games of the 1990s.[73] Designed by Sega AM2's Yu Suzuki, he stated that his "designs were always 3D from the beginning. All the calculations in the system were 3D, even from Hang-On. I calculated the position, scale, and zoom rate in 3D and converted it backwards to 2D. So I was always thinking in 3D."[74] It was controlled using a video game arcade cabinet resembling a motorbike, which the player moves with their body. This began the "Taikan" trend, the use of motion-controlled hydraulic arcade cabinets in many arcade games of the late 1980s, two decades before motion controls became popular on video game consoles.[75]

Renaissance

Arcades experienced a major resurgence with the 1991 release of Capcom's Street Fighter II,[76] which popularized competitive fighting games and revived the arcade industry to a level of popularity not seen since the days of Pac-Man,[77] setting off a renaissance for the arcade game industry in the early 1990s.[78] Its success led to a wave of other popular games which mostly were in the fighting genre, such as Pit-Fighter (1990) by Atari, Mortal Kombat by Midway Games,[79] Fatal Fury: King of Fighters (1992) by SNK, Virtua Fighter (1993) by Sega, Killer Instinct (1994) by Rare, Tekken (1994) by Namco, and The King of Fighters (1994–2005) by SNK. In 1993, Electronic Games noted that when "historians look back at the world of coin-op during the early 1990s, one of the defining highlights of the video game art form will undoubtedly focus on fighting/martial arts themes" which it described as "the backbone of the industry" at the time.[80]

3D polygon graphics were popularized by the Sega Model 1 games Virtua Racing (1992) and Virtua Fighter (1993),[81] followed by racing games[77] like the Namco System 22 title Ridge Racer (1993) and Sega Model 2 title Daytona USA, and light gun shooters like Sega's Virtua Cop (1994)[82] and Mesa Logic's Area 51 (1995), gaining considerable popularity in the arcades.[77] By 1994, arcade games in the United States were generating revenues of $7 billion[83] in quarters (equivalent to $11.8 billion in 2018),[84] in comparison to home console game sales of $6 billion,[83] with many of the best-selling home video games in the early 1990s often being arcade ports.[85] Combined, total US arcade and console game revenues of $13 billion in 1994 ($22 billion in 2018) was nearly two and a half times the $5 billion revenue grossed by movies in the United States at the time.[83]

Around the mid-1990s, the fifth-generation home consoles, Sega Saturn, PlayStation, and Nintendo 64, began offering true 3D graphics, improved sound, and better 2D graphics, than the previous generation. By 1995, personal computers followed, with 3D accelerator cards. While arcade systems such as the Sega Model 3 remained considerably more advanced than home systems in the late 1990s,[86][87] the technological advantage that arcade games had, in their ability to customize and use the latest graphics and sound chips, slowly began narrowing, and the convenience of home games eventually caused a decline in arcade gaming. Sega's sixth generation console, the Dreamcast, could produce 3D graphics comparable to the Sega NAOMI arcade system in 1998, after which Sega produced more powerful arcade systems such as the Sega NAOMI Multiboard and Sega Hikaru in 1999 and the Sega NAOMI 2 in 2000, before Sega eventually stopped manufacturing expensive proprietary arcade system boards, with their subsequent arcade boards being based on more affordable commercial console or PC components.

Decline

A 20th anniversary arcade machine, combining the two classic games Ms Pac-Man and Galaga.

A 20th anniversary arcade machine, combining the two classic games Ms Pac-Man and Galaga.

Arcade video games had declined in popularity so much by the late 1990s, that revenues in the United States dropped to US$1.33 billion in 1999,[88] and reached a low of $866 million in 2004.[89] The gap in release dates and quality between console ports and the arcade games they were ported from dramatically narrowed, thus setting up home consoles as a major competitor with arcades.[90] Furthermore, by the early 2000s, networked gaming via computers and then consoles across the Internet had also appeared,[91] replacing the venue of head-to-head competition and social atmosphere once provided solely by arcades.[92]

The arcade market suffered from a lack of diversity even compared to other gaming markets (a 1996 survey showed that 70% of arcade players were teenage males), leading to a cycle in which the uniformity of the audience discouraged innovation in game design, which in turn further discouraged people outside the narrow target audience from visiting arcades.[93] The arcades lost their status as the forefront of new game releases. Given the choice between playing a game at an arcade three or four times (perhaps 15 minutes of play for a typical arcade game), and renting, at about the same price, exactly the same game—for a video game console—the console became the preferred choice. Fighting games were the most attractive feature for arcades, since they offered the prospect of face-to-face competition and tournaments, which correspondingly led players to practice more (and spend more money in the arcade), but they could not support the business all by themselves.

To remain viable, arcades added other elements to complement the video games such as redemption games, merchandiser games, and food service, typically snacks and fast food. Referred to as "fun centers" or "family fun centers",[94] some of the longstanding chains such as Chuck E. Cheese's and Gatti's Pizza ("GattiTowns")[95] also changed to this format. Many 1980s-era video game arcades have long since closed, and classic coin-operated games have become largely the province of dedicated gamers and hobbyists. In the 2010s, some movie theaters and family fun centers still have small arcades.

2000s–2010s

In the 2000s and 2010s, arcades have found a niche market by providing games that use special controllers largely inaccessible to home users, such as dance games that have a floor that senses the user's dancing. An alternative interpretation (one that includes fighting games, which continue to thrive and require no special controller) is that the arcade is now a more socially-oriented hangout, with games that focus on an individual's performance, rather than the game's content, as the primary form of novelty. Examples of today's popular genres are rhythm games such as Dance Dance Revolution (1998) and DrumMania (1999), and rail shooters such as Virtua Cop (1994), Time Crisis (1995) and House of the Dead (1996). In the Western world, the arcade video game industry still exists, but in a greatly reduced form. Video arcade game hardware is often based on home game consoles to reduce development costs; there are video arcade versions of Dreamcast (NAOMI, Atomiswave), PlayStation 2 (System 246), Nintendo GameCube (Triforce), and Microsoft Xbox (Chihiro) home consoles and PC (e.g. Taito Type X). Some arcades have survived by expanding into ticket-based prize redemption and more physical games with no home console equivalent, such as skee ball and Whac-A-Mole. Some genres, particularly dancing and rhythm games (such as Konami's Dance Dance Revolution), continue to be popular in arcades.

Worldwide, arcade game revenues gradually increased from US$1.8 billion in 1998 to US$3.2 billion in 2002, rivalling PC game sales of US$3.2 billion that same year.[96] In particular, arcade video games are a thriving industry in China, where arcades are widespread across the country.[97] The US market has also experienced a slight resurgence, with the number of video game arcades across the nation increasing from 2,500 in 2003 to 3,500 in 2008, though this is significantly less than the 10,000 arcades in the early 1980s. As of 2009, a successful arcade game usually sells around 4000 to 6000 units worldwide.[98]

The relative simplicity yet solid gameplay of many of these early games has inspired a new generation of fans who can play them on mobile phones or with emulators such as MAME. Some classic arcade games are reappearing in commercial settings, such as Namco's Ms. Pac-Man/Galaga: Class of 1981 two-in-one game,[99] or integrated directly into controller hardware (joysticks) with replaceable flash drives storing game ROMs. Arcade classics have also been reappearing as mobile games, with Pac-Man in particular selling over 30 million downloads in the United States by 2010.[100] Arcade classics have also begun to appear on multi-game arcade machines for home users.[101]

Japan

A man playing a drumming arcade game (Drummania) in Tsukuba, Ibaraki, 2005.

A man playing a drumming arcade game (Drummania) in Tsukuba, Ibaraki, 2005.

Girls playing The House of the Dead III in an amusement arcade in Japan, 2005.

Girls playing The House of the Dead III in an amusement arcade in Japan, 2005.

Outside of Sega Arcade, a famous arcade located in Akihabara, Japan

Outside of Sega Arcade, a famous arcade located in Akihabara, Japan

In the Japanese gaming industry, arcades have remained popular through to the present day. Much of the consistent popularity and growing industry is due to several factors such as support for continued innovation and that developers of machines own the arcades. Additionally, Japan arcade machines are notably more unique as to US machines, where Japanese arcades can offer experiences that players could not get at home. This is constant throughout Japanese arcade history.[102] As of 2009, out of Japan's US$20 billion gaming market, US$6 billion of that amount is generated from arcades, which represent the largest sector of the Japanese video game market, followed by home console games and mobile games at US$3.5 billion and US$2 billion, respectively.[103] According to in 2005, arcade ownership and operation accounted for a majority of Namco's for example.[104] With considerable withdrawal from the arcade market from companies such as Capcom, Sega became the strongest player in the arcade market with 60% marketshare in 2006.[105] Despite the global decline of arcades, Japanese companies hit record revenue for three consecutive years during this period.[106] However, due to the country's economic recession, the Japanese arcade industry has also been steadily declining, from ¥702.9 billion (US$8.7 billion) in 2007 to ¥504.3 billion (US$6.2 billion) in 2010.[107] In 2013, estimation of revenue is ¥470 billion.[107]

The layout of an arcade in Japan greatly differs from an arcade in America. The arcades of Japan are multi-floor complexes (often taking up entire buildings), split into sections by game types. On the ground level the arcade typically hosts physically demanding games that draw crowds of onlookers, like music rhythm games. Another floor is often a maze of multi-player games and battle simulators. These multi-player games often have online connectivity tracking rankings and reputation of each player; top players are revered and respected in arcades. The top floor of the arcade is typically for rewards where Players can trade credits or tickets for prizes.[108]

In the Japanese market, network and card features introduced by Virtua Fighter 4 and World Club Champion Football, and novelty cabinets such as Gundam Pod machines have caused revitalizations in arcade profitability in Japan. The reason for the continued popularity of arcades in comparison to the west, are heavy population density and an infrastructure similar to casino facilities.

Former rivals in the Japanese arcade industry, Konami, Taito, Bandai Namco Entertainment and Sega, are now working together to keep the arcade industry vibrant. This is evidenced in the sharing of arcade networks, and venues having games from all major companies rather than only games from their own company.[109]

Technology

Inside of a Neo Geo

Inside of a Neo Geo

Virtually all modern arcade games (other than the very traditional Midway-type games at county fairs) make extensive use of solid state electronics, integrated circuits and cathode-ray tube screens. In the past, coin-operated arcade video games generally used custom per-game hardware often with multiple CPUs, highly specialized sound and graphics chips, and the latest in expensive computer graphics display technology. This allowed arcade system boards to produce more complex graphics and sound than what was then possible on video game consoles or personal computers, which is no longer the case in the 2010s. Arcade game hardware in the 2010s is often based on modified video game console hardware or high-end PC components. Arcade games frequently have more immersive and realistic game controls than either PC or console games, including specialized ambiance or control accessories: fully enclosed dynamic cabinets with force feedback controls, dedicated lightguns, rear-projection displays, reproductions of automobile or airplane cockpits, motorcycle or horse-shaped controllers, or highly dedicated controllers such as dancing mats and fishing rods. These accessories are usually what set modern video games apart from other games, as they are usually too bulky, expensive, and specialized to be used with typical home PCs and consoles. Currently with the advent of Virtual reality, arcade makers have begun to experiment with Virtual reality technology. Arcades have also progressed from using coin as credits to operate machines to cards that hold the virtual currency of credits.

Arcade genre

A man playing World Combat (here known by its alternate name Warzaid) in Jakarta, Indonesia

A man playing World Combat (here known by its alternate name Warzaid) in Jakarta, Indonesia

Arcade games often have short levels, simple and intuitive control schemes, and rapidly increasing difficulty. This is due to the environment of the Arcade, where the player is essentially renting the game for as long as their in-game avatar can stay alive (or until they run out of tokens). Games on consoles or PCs can be referred to as "arcade games" if they share these qualities or are direct ports of arcade titles. Many independent developers are now producing games in the arcade genre that are designed specifically for use on the Internet. These games are usually designed with Flash/Java/DHTML and run directly in web-browsers. Arcade racing games have a simplified physics engine and do not require much learning time when compared with racing simulators. Cars can turn sharply without braking or understeer, and the AI rivals are sometimes programmed so they are always near the player (rubberband effect).

Arcade flight games also use simplified physics and controls in comparison to flight simulators. These are meant to have an easy learning curve, in order to preserve their action component. Increasing numbers of console flight video games, from Crimson Skies to Ace Combat and Secret Weapons Over Normandy indicate the falling of manual-heavy flight sim popularity in favor of instant arcade flight action.[110] Other types of arcade-style games include fighting games (often played with an arcade controller), beat 'em up games (including fast-paced hack and slash games), light gun rail shooters and "bullet hell" shooters (intuitive controls and rapidly increasing difficulty), music games (particularly rhythm games), and mobile/casual games (intuitive controls and often played in short sessions).

Arcade action games

The term "arcade game" is also used to refer to an action video game that was designed to play similarly to an arcade game with frantic, addictive gameplay.[111] The focus of arcade action games is on the user's reflexes, and the games usually feature very little puzzle-solving, complex thinking, or strategy skills. Games with complex thinking are called strategy video games or puzzle video games.

Emulation

Emulators such as MAME, which can be run on modern computers and a number of other devices, aim to preserve the games of the past. Emulators enable game enthusiasts to play old video games using the actual code from the 1970s or 1980s, which is translated by a modern software system. Legitimate emulated titles started to appear on the Macintosh (1994)[112][113] with Williams floppy disks, Sony PlayStation (1996) and Sega Saturn (1997), with CD-ROM compilations such as Williams Arcade's Greatest Hits and Arcade's Greatest Hits: The Atari Collection 1, and on the PlayStation 2 and GameCube with DVD-ROM titles such as Midway Arcade Treasures. Arcade games are currently being downloaded and emulated through the Nintendo Wii Virtual Console Service starting in 2009 with Gaplus, Mappy, Space Harrier, Star Force, The Tower of Druaga, Tecmo Bowl, Altered Beast and many more. Other classic arcade games such as Asteroids, Tron, Discs of Tron, Yie Ar Kung-Fu, Pac-Man, Joust, Battlezone, Dig Dug, Robotron: 2084, and Missile Command are emulated on PlayStation Network and Xbox Live Arcade. The emulators have evolved to be used in mobile phones (APPS) or websites that function as an online emulator.

Industry

In addition to restaurants and video arcades, arcade games are also found in bowling alleys, college campuses, video rental shops, dormitories, laundromats, movie theaters, supermarkets, shopping malls, airports, ice rinks, corner shops, truck stops, bars/pubs, hotels, and even bakeries. In short, arcade games are popular in places open to the public where people are likely to have free time.[114]

Currently

Arcade machines spawned various communities and industries such as Fighting game community, and popular tournaments such as Evolution Championship Series.

The American Amusement Machine Association (AAMA) is a trade association established in 1981[115] that represents the coin-operated amusement machine industry,[116] including 120 arcade game distributors and manufacturers.[117]

Often averaging the amount paid per game based on the length of the game play, knowing people are likely to try more than one game.

List of highest-grossing games

For arcade games, success was usually judged by either the number of arcade hardware units sold to operators, or the amount of revenue generated, from the number of coins (such as quarters or 100 yen coins) inserted into machines,[118] or the hardware sales (with arcade hardware prices often ranging from US$1000 to US$4000 or more). This list only includes arcade games that have either sold more than 1000 hardware units or generated a revenue of more than US$1 million. Most of the games in this list date back to the golden age of arcade video games, though some are also from before and after the golden age.

GameRelease yearHardware units soldEstimated gross revenue
(US$ without inflation)
Estimated gross revenue
(US$ with 2018 inflation)[84]
Pac-Man1980400,000 (up to 1982)[119]$3.5 billion(up to 1999)[120][1]$10.6 billion
Space Invaders1978360,000 (up to 1980)[121]$2.702 billion(up to 1982)[2]$10.4 billion
Street Fighter II1991200,000 (up to 1992)
(The World Warrior: 60,000
Champion Edition: 140,000)[3]
$2.312 billion(up to 1995)
(The World Warrior
Champion Edition)[120]
$4.25 billion
(The World Warrior
Champion Edition)
Donkey Kong1981132,000 (up to 1982)[4]$280 million(up to 1982)
(US hardware sales)[125]
$772 million
(US hardware sales)
Ms. Pac-Man1981125,000 (up to 1988)[126][127]
Asteroids1979100,000(up to 2001)[127][128]$800 million(up to 1991)[129][130]$1.47 billion
Defender198160,000(up to 2002)[131][132]$1 billion(up to 2002)[133][134]$1.39 billion
Galaxian197940,000(in the US up to 1982)[135][136]
Donkey Kong Jr.198230,000(in the US up to 1982)[137]
Mr. Do!198230,000(in the US up to 1982)[138]
Popeye198220,000(in the US up to 1982)[124]
Out Run198620,000(up to 1987)[139]
Pump It Up199920,000(up to 2005)[140]
NBA Jam199320,000(up to 2013)[141]$1 billion(up to 2010)[142]$1.15 billion
Gun Fight19758,000(up to 1976)[143][144]
Sega Network Mahjong MJ320057,608(up to 2006)[145]
Hang-On19857,500(up to 1985)[146]
Dinosaur King20057,000(up to 2006)[147]
Speed Race19747,000(up to 1975)[148][149]
Sega Network Mahjong MJ220035,486(up to 2005)[152]
Donkey Kong 319835,000(in the US up to 1982)[4]
Sangokushi Taisen 220064,041(up to 2007)[5]
Initial D Arcade Stage 420073,904(up to 2007)[6]
Mario Bros.19833,800(in the US up to 1983)[155]
Dance Dance Revolution19983,500(in Japan as of 1999)[156]
Zoo Keeper19823,000(in the US up to 1983)[157]
Initial D Arcade Stage20012,534(up to 2004)[158]
World Club Champion Football20022,479(up to 2009)[8]$706.014 million(up to 2012)[163]$983 million
Mortal Kombat199224,000 (up to 2002)[79]$570 million(up to 2002)[79]$794 million
Jungle Hunt198218,000(in the US up to 1983)[157]
Scramble198115,136(up to 1981)[164]
Mushiking: King of the Beetles200313,500(up to 2005)[165]$530 million(up to 2007)[10]$722 million
Mahjong Fight Club 3200413,000(up to 2004)[168]
Super Cobra198112,337(up to 1981)[164]
Oshare Majo: Love and Berry200410,300(up to 2006)[169][170]$302.68 million(up to 2007)[11]$401 million
Centipede198155,988(up to 1991)[171]$115.65 million(up to 1991)[171]$213 million
Shining Force Cross20092,389(up to 2009)[172]
Pengo19822,000(in the US up to 1983)[157]
Sangokushi Taisen20051,942(up to 2006)[173]
World Club Champion Football: Intercontinental Clubs20081,689(up to 2009)[7]$150.1 million(up to 2012)[9]$175 million
Dragon's Lair198316,000(up to 1983)[180][181]$68.8 million(up to 1983)[180][182]$173 million
Mortal Kombat II199327,000 (up to 2002)[79]$100 million(up to 1994)[183]$169 million
Pole Position198221,000(in the US up to 1983)[155]$60.933 million(up to 1983)[155][171]
(US hardware sales)
$158 million
(US hardware sales)
StarHorse3 Season I: A New Legend Begins2011$132.18 million(up to 2012)[12]$147 million
Border Break20092,998(up to 2009)[172]$107 million(up to 2012)[13]$125 million
Dig Dug198222,228[171] (in the US up to 1983)[157]$46.3 million(up to 1983)[171]
(US hardware sales)
$120 million
(US hardware sales)
Tempest198129,000(up to 1983)[155]$62.408 million(up to 1991)[171]$115 million
TV Basketball (Basketball)19741,400(up to 1974)[185]
The House of the Dead 420051,008(up to 2005)[186]
Radar Scope19801,000(in the US up to 1980)[187]
Tron1982800(in the US up to 1982)[188]$45 million(up to 1983)[189]$102 million
Sengoku Taisen2010$94.04 million(up to 2012)[14]$108 million
Dragon Quest: Monster Battle Road2007$78.2 million(up to 2008)[15]$94.5 million
Starhorse2200538,614(up to 2009)[16]$59.321 million(up to 2011)
(Fifth Expansion)[17]
$76.1 million
(Fifth Expansion)
Qbert*198225,000(up to 2001)[193]
Robotron: 2084198223,000(up to 1983)[155]
Samba de Amigo19993,000(up to 2000)[194]$47.11 million(up to 2000)[195]$70.9 million
Asteroids Deluxe198122,399(up to 1999)[196]$46.1 million(up to 1999)[196]$69.3 million
Missile Command198019,999(up to 2010)[197]$36.8 million(up to 1991)[196]$67.7 million
Berzerk198015,780(up to 1981)[164]
Sangokushi Taisen 32007$54.4 million(up to 2011)[18]$65.7 million
Pong19728,500–19,000[198][199]$11 million(up to 1973)[200]$62.1 million}
Lord of Vermilion2008$50.443 million(up to 2008)[19]$58.7 million
Sega Network Mahjong MJ4200812,892(up to 2009)[201]$47 million(up to 2010)[20]$54.7 million
Kangaroo19829,803[171] (up to 1983)[157]$20.58 million(up to 1983)
(US hardware sales)[171]
$53.4 million
(US hardware sales)
Battlezone198015,122(up to 1999)[196]$31.2 million(up to 1999)[196]$46.9 million
Stargate198315,000(up to 1983)[155]
Space Duel198212,038(up to 1991)[171]
Big Buck Hunter Pro200610,000(up to 2009)[202][203]
Snake Pit19839,000(up to 1983)[204]
Bagman19835,000(in the US up to 1983)[157]
Big Buck Safari20085,500(up to 2009)[202]
Hard Drivin'19893,318(up to 1989)[171]$22.9 million(up to 1989)[171]$46.3 million
Gauntlet19857,848(up to 1985)[171]$18.01 million(up to 1985)[171]$42 million
Sega Network Mahjong MJ52011$34.87 million(up to 2012)[21]$38.8 million
Millipede19829,990(up to 1991)[171]$20.669 million(up to 1991)[171]$38 million
Race Drivin'19903,525(up to 1991)[171]$20.03 million(up to 1991)[171]$36.8 million
Time Traveler1991$18 million(up to 1991)[182]$33.1 million
Space Ace1984$13 million(up to 1984)[182]$31.4 million
Xevious19825,295(in the US up to 1983)[171]$11.1 million(up to 1983)[171]
(US hardware sales)
$28.8 million
(US hardware sales)
Big Buck Hunter Pro: Open Season20093,000(up to 2010)[205]
Silver Strike Live20103,000(up to 2010)[206]
H2Overdrive20092,000(up to 2010)[207]
Atari Football197811,306(up to 1999)[196]$17.266 million(up to 1999)[196]$26 million
Final Lap19871,150(in the US up to 1988)[171]$9.5 million(up to 1988)[171]
(US hardware sales)
$21 million
(US hardware sales)
Paperboy19843,442(up to 1991)[171]$8.6 million(up to 1991)[171]$15.8 million
Star Wars198312,695(up to 1991)[171]$7.595 million(up to 1991)[171]$14 million
Beatmania199725,000(up to 2000)[208]$12.4 million(up to 1998)
(Japan hardware sales)[22]
$19.4 million
(Japan hardware sales)
Sprint 219768,200(up to 1999)[196]$12.669 million(up to 1999)[196]$19.1 million
Championship Sprint19863,595(up to 1991)[171]$8.26 million(up to 1991)[171]$15.2 million
Pole Position II19832,400(in the US up to 1983)[171]$7.43 million(up to 1983)[171]
(US hardware sales)
$18.7 million
(US hardware sales)
Breakout197611,000(up to 1999)[196]$12.045 million(up to 1999)[196]$18.1 million
Sea Wolf197610,000(up to 2000)[209]
Lunar Lander19794,830(up to 1999)[196]$8.19 million(up to 1999)[196]$12.3 million
Super Sprint19862,232(up to 1999)[196]$7.8 million(up to 1999)[196]$11.7 million
Marble Madness19844,000(up to 1985)[210]$6.3 million(up to 1991)[171]$11.6 million
Sea Wolf II19784,000(up to 2000)[211]
Rolling Thunder19862,406(in the US up to 1987)[171]$4.8 million(up to 1987)[171]
(US hardware sales)
$11 million
(US hardware sales)
Tetris19895,771(in the US up to 1991)[171]$5.2 million(up to 1991)[171]
(US hardware sales)
$9.57 million
(US hardware sales)
Arabian19831,950(in the US up to 1983)[157]$3.9 million(up to 1983)[171]
(US hardware sales)
$9.81 million
(US hardware sales)
Terminator Salvation20101,000(up to 2010)[212]$8 million(up to 2010)[212]$9.19 million
Blasteroids19872,000(up to 1991)[171]$4.69 million(up to 1991)[171]$8.63 million
Super Breakout19784,805(up to 1999)[196]$5.7 million(up to 1999)[196]$8.57 million
Pac-Mania19871,412(in the US up to 1987)[171]$2.82 million(up to 1987)[171]
(US hardware sales)
$6.22 million
(US hardware sales)
Indiana Jones and the Temple of Doom19852,825(up to 1991)[171]$3.2 million(up to 1991)[171]$5.89 million
Four Trax1989205(in the US & EU as of 1989)[171]$2.9 million(up to 1989)[171]
(US & EU hardware sales)
$5.86 million
(US & EU hardware sales)
Assault19881,079(in the US up to 1988)[171]$2.5 million(up to 1988)[171]
(US hardware sales)
$5.3 million
(US hardware sales)
Gauntlet II19863,520(up to 1991)[171]$2.4 million(up to 1991)[171]$4.41 million
Guitar Hero Arcade20092,000(up to 2009)[213]
Drag Race19771,900(up to 1999)[196]$2.8 million(up to 1999)[196]$4.21 million
Night Driver19762,100(up to 1999)[196]$2.4675 million(up to 1999)[196]$3.71 million
I, Robot1984750-1,000[171][214]$1.5 million(up to 1984)[171]$3.62 million
R.B.I. Baseball19873,945(in the US up to 1987)[171]$1.6 million(up to 1987)[171]
(US hardware sales)
$3.53 million
(US hardware sales)
Computer Space19711,500–2,000(up to 1984)[215][216]
Death Race19761,000(up to 1976)[144]
Dunk Shot1986556(in the US up to 1987)[171]$1.4 million(up to 1987)[171]
(US hardware sales)
$3.2 million
(US hardware sales)
Star Wars: Return of the Jedi1984800(up to 1991)[171]$1.68 million(up to 1991)[171]$3.09 million
Dragon Spirit1987600(in the US up to 1987)[171]$1.2 million(up to 1987)[171]
(US hardware sales)
$2.65 million
(US hardware sales)
Triple Hunt1977865(up to 1999)[196]$1.2 million(up to 1999)[196]$1.8 million

Best-selling arcade video game franchises

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

FranchiseOriginal release yearTotal hardware units soldGross revenue
(US$ without inflation)
Gross revenue
(US$ with 2018 inflation)[84]
Pac-Man1980526,412 (up to 1988)[23]$3.853 billion(up to 1999)[24]$11.7 billion
Street Fighter1987500,000 (up to 2002)[218][219]$2.312 billion(up to 1993)
(Street Fighter II: The World Warrior
Street Fighter II′: Champion Edition)[120]
$5.1 billion
(Street Fighter II: The World Warrior
Street Fighter II': Champion Edition)
Space Invaders1978360,000 (up to 1980)[121]$2.702 billion(up to 1982)[220]$10.4 billion
Pac-Man clones1980300,000 (up to 2002)[221]
Mario1981170,800 (up to 1983)[25]$280 million(up to 1982)
(US hardware sales)[125]
$772 million
(US hardware sales)
Donkey Kong1981167,000 (up to 1983)[4]$280 million(up to 1982)
(US hardware sales)[125]
$772 million
(US hardware sales)
Asteroids1979136,437 (up to 1999)[26]$850.79 million(up to 1999)[27]$1.28 billion
Golden Tee Golf1989100,000 (up to 2011)[222]
Defender198175,000(up to 2002)[28]$1 billion(up to 2002)[133]$1.39 billion
Centipede198165,978(up to 1991)[29]$136.3 million(up to 1991)[30]$251 million
Mortal Kombat199251,000(up to 2002)[79]$1 billion(up to 1995)[223]$1.39 billion
Galaxian197940,986(in the US up to 1988)[31]
Starhorse200038,734(up to 2009)[32]$191.501 million(up to 2012)[33]$279 million
Big Buck200033,500(up to 2010)[34]
Mr. Do!198230,000(in the US up to 1982)[138]
Dragon Quest: Monster Battle Road2007$78.2 million(up to 2008)[15]$94.5 million
Lord of Vermilion2008$50.443 million(up to 2008)[19]$58.7 million
Bemani199728,500(up to 2000)[35]$12.4 million(up to 1998)
(Japan hardware sales)[22]
$19.4 million
(Japan hardware sales)
Scramble198127,473(up to 1981)[164]
Sega Network Mahjong200025,986(up to 2006)[38]$81.87 million(up to 2012)[39]$119 million
Pole Position198224,550(in the US up to 1983)[40]$77.9 million(up to 1988)
(US hardware sales)[41]
$202 million
(US hardware sales)
Dig Dug198222,228[171] (in the US up to 1983)[157]$46.3 million(up to 1983)[171]
(US hardware sales)
$120 million
(US hardware sales)
Pump It Up199920,000(up to 2005)[140]
Breakout197615,805(up to 1999)[196]$17.745 million(up to 1999)[196]$26.7 million
Star Wars198314,039(up to 1991)[171]$9.275 million(up to 1983)[171]$17.1 million
Sprint197614,027(up to 1999)[196]$28.729 million(up to 1999)[196]$43.2 million
Mushiking200313,500(up to 2005)[165]$530 million(up to 2007)[10]$722 million
Sea Wolf197614,000(up to 2000)[209]
Mahjong Fight Club200213,000(up to 2004)[168]
Gauntlet198511,368(up to 1991)[171]$20.41 million(up to 1991)[171]$37.5 million
Love and Berry200410,300(up to 2006)[169]$302.68 million(up to 2007)[11]$401 million
Sangokushi Taisen20059,929(up to 2008)[43]$148.44 million(up to 2012)[44]$190 million
Pong19728500–19,000[198][199]$11 million(up to 1973)[200]$62.1 million
Hang-On19857,500(up to 1985)[146]
Initial D Arcade Stage20017,111(up to 2005)[224]
Dinosaur King20057,000(up to 2006)[147]
Hard Drivin'19896,843(up to 1991)[171]$42.93 million(up to 1991)[171]$75.48 million
Xevious19825,295(in the US up to 1983)[171]
Samba de Amigo19993,000(up to 2000)[194]$47.11 million(up to 2000)[45]$70.9 million
Border Break20092,998(up to 2009)[172]$107 million(up to 2012)[13]$125 million
World Club Champion Football20122,479(up to 2015)[8]$706.014 million(up to 2012)[46]$983 million

See also

  • Claw crane

  • Money booth

  • Medal game

  • JAMMA

  • Killer List of Videogames

  • List of arcade video games

  • Neo-Geo

  • Winners Don't Use Drugs

References

[1]
Citation Linkopenlibrary.orgPac-Man: Estimated 10 billion quarters ($2.5 billion) by 1999: Chris Morris (10 May 2005). "Pac Man turns 25: A pizza dinner yields a cultural phenomenon – and millions of dollars in quarters". CNN. Archived from the original on 15 May 2011. Retrieved 23 April 2011. In the late 1990s, Twin Galaxies, which tracks video game world record scores, visited used game auctions and counted how many times the average Pac Man machine had been played. Based on those findings and the total number of machines that were manufactured, the organization said it believed the game had been played more than 10 billion times in the 20th century. Mark J. P. Wolf (2008). The video game explosion: a history from PONG to Playstation and beyond. ABC-CLIO. p. 73. ISBN 0-313-33868-X. Retrieved 10 April 2011. It would go on to become arguably the most famous video game of all time, with the arcade game alone taking in more than a billion dollars, and one study estimated that it had been played more than 10 billion times during the twentieth century. Estimated 7 billion coins (7 billion quarters / $1.75 billion) by 1982. Kao, John J. (1989). Entrepreneurship, creativity & organization: text, cases & readings. Englewood Cliffs, NJ: Prentice Hall. p. 45. ISBN 0-13-283011-6. Retrieved 12 February 2012. Estimates counted 7 billion coins that by 1982 had been inserted into some 400,000 Pac Man machines worldwide, equal to one game of Pac Man for every person on earth. US domestic revenues from games and licensing of the Pac Man image for T-shirts, pop songs, to wastepaper baskets, etc. exceeded $1 billion. $1 billion cabinet sales by 1982: Marlene Targ Brill (2009). America in the 1980s. Twenty-First Century Books. p. 120. ISBN 0-8225-7602-3. Retrieved 1 May 2011. $1 billion revenue in 1980: Kline, Stephen; Nick Dyer-Witheford; Greig de Peuter (2003). Digital play: the interaction of technology, culture, and marketing (Reprint ed.). Montréal, Quebec: McGill-Queen's University Press. p. 96. ISBN 0-7735-2591-2. Retrieved 25 February 2012. The game produced one billion dollars in 1980 alone
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[2]
Citation Linkwww.digitpress.comSpace Invaders: $2 billion (4 billion quarters) by 1982: "Making millions, 25 cents at a time". The Fifth Estate. Canadian Broadcasting Corporation. 23 November 1982. Retrieved 30 April 2011. $1 billion (8 billion quarters) by 1981: Glinert, Ephraim P. (1990). Visual Programming Environments: Applications and Issues. IEEE Computer Society Press. p. 321. ISBN 0-8186-8974-9. Retrieved 10 April 2011. As of mid-1981, according to Steve Bloom, author of Video Invaders, more than four billion quarters had been dropped into Space Invaders games around the world $600 million Japan cabinet sales in 1978: "Can Asteroids Conquer Space Invaders?" (PDF). Electronic Games. 1 (1): 30–33 [31]. Winter 1981. Retrieved 1 February 2012. $102 million US cabinet sales by 1979. Horwitz, Jeremy (8 July 2002). "Technology: Mortal Apathy?". The New York Times. Retrieved 4 March 2012.
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[3]
Citation Linkopenlibrary.orgStreet Fighter II: Street Fighter II′: Champion Edition: 140,000 Ste Curran (2004). Game plan: great designs that changed the face of computer gaming. Rotovision. p. 38. ISBN 2-88046-696-2. Retrieved 11 April 2011. When Street Fighter II′ (pronounced street fighter two dash) was released just a short time later, it sold around 140,000 units, at ¥160.000 (c. US$1300 / £820) each. The figures were beyond massive – they were simply unheard of. Capcom's Titanic wasn't sinking. Anything but. The game was a runaway success in its territory of choice, bringing Western gamers as much joy as it had in the East. Street Fighter II: The World Warrior: 60,000 Steven L. Kent (2001). "The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World". Prima. p. 446. Retrieved 9 April 2011. Capcom will not release the final numbers, but some outsiders have estimated that more than 60,000 Street Fighter II arcade machines were sold worldwide.
Sep 21, 2019, 10:59 PM
[4]
Citation Linkwww.nintendojo.comDonkey Kong: Japan: 65,000 of Donkey Kong Ashcraft, Brian; Snow, Jean (2008). "sixty-five+thousand" Arcade Mania: The Turbo-charged World of Japan's Game Centers (1st ed.). Tokyo: Kodansha. ISBN 4-7700-3078-9. Retrieved 12 February 2012. Jumpman hopped over barrels, climbed ladders, and jumped from suspended platform to suspended platform as he tried to rescue a damsel from his pissed-off pet gorilla. The game was a smash, and sixty-five thousand cabinets were sold in Japan, propping up the then-struggling Nintendo and laying the groundwork for Nintendo and Donkey Kong creator Shigeru Miyamoto to dominate gaming throughout the 1980s and beyond. United States: 67,000 of Donkey Kong Bienaimé, Pierre (13 January 2012). "Square Roots: Donkey Kong (NES)". Nintendojo. Retrieved 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: 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. Retrieved 9 April 2011. 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).
Sep 21, 2019, 10:59 PM
[5]
Citation Linkopenlibrary.orgSangokushi Taisen 2: 3,211 units during April–September 2006. "FY 2007: Interim Results (April–September 2006)" (PDF). Sega Sammy Holdings. 10 November 2006. pp. 11–13. Retrieved 18 May 2012. 830 units during April–September 2007. "Fiscal Year 2008: Interim Results" (PDF). Sega Sammy Holdings. 12 November 2007. p. 11. Retrieved 19 May 2012.
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[6]
Citation Linkopenlibrary.orgInitial D Arcade Stage 4: 3,056 units in fiscal year ending March 2007. "Fiscal Year Ended March 2007: Full Year Results" (PDF). Sega Sammy Holdings. 14 May 2007. p. 11. Retrieved 17 May 2012. 848 units during April–September 2007.
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[7]
Citation Linkopenlibrary.orgWorld Club Champion Football: Intercontinental Clubs World Club Champion Football: Intercontinental Clubs 2006–2007 – 831 units from June 2008 to March 2009 "Segment Results: Amusement Machine" (PDF). Fiscal Year 2009: Full Year Results (Ending March 2009). Sega Sammy Holdings. 14 May 2009. p. 15. Retrieved 19 May 2012. World Club Champion Football: Intercontinental Clubs 2008–2009 – 858 units from April 2009 to December 2009 "Appendix of Consolidated Financial Statements: 9 Months Ended December 31, 2009" (PDF). Sega Sammy Holdings. 5 February 2010. p. 3. Retrieved 13 April 2012.
Sep 21, 2019, 10:59 PM
[8]
Citation Linkopenlibrary.orgWorld Club Champion Football series, unit sales: World Club Champion Football: European Clubs 2004–2005 – 514 units in fiscal year ending March 2006 "FY Ending March 2006: Full Year Results Presentation" (PDF). Sega Sammy Holdings. 16 May 2006. p. 11. Retrieved 17 May 2012. World Club Champion Football: European Clubs 2004–2005 Ver. 2 – 276 units during April–September 2006 (240 satellite units during April–June 2006, "Segment Results: Amusement Machines" (PDF). FY 2007: 1st Quarter Results (April–June 2006). Sega Sammy Holdings. 28 July 2006. p. 10. Retrieved 18 May 2012. and 36 body units during April–September 2006) World Club Champion Football: Intercontinental Clubs 2008–2009 – 1,689 units from June 2008 to December 2009 World Club Champion Football: Intercontinental Clubs World Club Champion Football: Intercontinental Clubs 2006–2007 – 831 units from June 2008 to March 2009 "Segment Results: Amusement Machine" (PDF). Fiscal Year 2009: Full Year Results (Ending March 2009). Sega Sammy Holdings. 14 May 2009. p. 15. Retrieved 19 May 2012. World Club Champion Football: Intercontinental Clubs 2008–2009 – 858 units from April 2009 to December 2009 "Appendix of Consolidated Financial Statements: 9 Months Ended December 31, 2009" (PDF). Sega Sammy Holdings. 5 February 2010. p. 3. Retrieved 13 April 2012.
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[9]
Citation Linkopenlibrary.orgWorld Club Champion Football: Intercontinental Clubs Fiscal year ended 31 March 2010: ¥4.2 billion "Appendix of Consolidated Financial Statements: Year Ended March 31, 2010" (PDF). Sega Sammy Holdings. 14 May 2010. p. 3. Retrieved 13 April 2012. Fiscal year ended 31 March 2011: ¥3.8 billion "Appendix of Consolidated Financial Statements: Year Ended March 31, 2011" (PDF). Sega Sammy Holdings. 13 May 2011. p. 3. Retrieved 13 April 2012. Fiscal year ended 31 March 2012: ¥3.6 billion "Appendix of Consolidated Financial Statements: Year Ended March 31, 2012" (PDF). Sega Sammy Holdings. 11 May 2012. p. 3. Retrieved 17 May 2012. "Appendix of Consolidated Financial Statements: 9 Months Ended December 31, 2011" (PDF). Sega Sammy Holdings. 3 February 2012. p. 3. Retrieved 13 April 2012. 1st Quarter Ended 30 June 2012: ¥0.5 billion "FY Ending March 2013: 1st Quarter Results Presentation (Ended June 2012)" (PDF). Sega Sammy Holdings. 1 August 2012. p. 11. Retrieved 2 September 2012. Currency conversion: "Currency Conversion". XE.com. Retrieved 13 April 2012. ¥4.2 billion = $51.9159 million ¥3.8 billion = $46.9716 million ¥3.6 billion = $44.8253 million ¥0.5 billion = $6.3784 million
Sep 21, 2019, 10:59 PM
[10]
Citation Linkopenlibrary.orgMushiking: 420 million Carless, Simon (29 March 2007). "Uemura – Sega's Hidden Game Design Power?". GameSetWatch. Retrieved 17 May 2012. 100 yen coins Ashcraft, Brian (14 October 2005). "How Sega Reels in Girls". Kotaku. Retrieved 17 May 2012. = ¥42 billion Currency conversion: $530 million
Sep 21, 2019, 10:59 PM
[11]
Citation Linkopenlibrary.orgLove and Berry: 240 million 100 yen coins = ¥24 billion Currency conversion: $302.68 million
Sep 21, 2019, 10:59 PM
[12]
Citation Linkopenlibrary.orgStarHorse3 Season I: A New Legend Begins Fiscal year ended March 2012: ¥10.1 billion 1st Quarter Ended 30 June 2012: ¥0.5 billion Currency conversion: ¥10.1 billion = $125.8 million ¥0.5 billion = $6.3784 million
Sep 21, 2019, 10:59 PM
[13]
Citation Linkopenlibrary.orgBorder Break: Fiscal year ended 31 March 2010: ¥3.3 billion Fiscal year ended 31 March 2011: ¥2.5 billion Fiscal year ended 31 March 2012: ¥2.3 billion "Appendix of Consolidated Financial Statements 6 Months Ended September 30, 2011" (PDF). Sega Sammy Holdings. 31 October 2011. p. 3. Retrieved 13 April 2012. 1st Quarter Ended 30 June 2012: ¥0.5 billion Currency conversion: ¥3.3 billion = $40.7317 million ¥2.5 billion = $30.8542 million ¥2.3 billion = $28.6371 million ¥0.5 billion = $6.3784 million
Sep 21, 2019, 10:59 PM
[14]
Citation Linkopenlibrary.orgSengoku Taisen: Fiscal year ended 31 March 2011: ¥6.4 billion Fiscal year ended 31 March 2012: ¥1.2 billion Currency conversion: ¥6.4 billion = $79.1 million ¥1.2 billion = $14.94 million
Sep 21, 2019, 10:59 PM
[15]
Citation Linkopenlibrary.orgDragon Quest: Monster Battle Road ¥4.5 billion from June 2007 to March 2008 "Outline of Results Briefing" (PDF). Square Enix. 23 May 2008. p. 4. Retrieved 18 May 2012. Currency conversion: $56.731 million ¥1.7 billion from April 2008 to September 2008 "Outline of Results Briefing by SQUARE ENIX HOLDINGS held on November 7, 2008" (PDF). Square-Enix.com. Retrieved 20 December 2008. Currency conversion: $21.4317 million
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[16]
Citation Linkopenlibrary.orgStarHorse2: 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, and 1,799 units during April–June 2006) StarHorse2: Second Fusion – 10,260 units from April 2006 to March 2007 (8,105 conversion kits during April–December 2006, "Fiscal Year Ending March 2007: 3rd Quarter Results (April–December 2006)" (PDF). Sega Sammy Holdings. 7 February 2007. pp. 11–13. Retrieved 19 May 2012. and 2,155 body and satellite units in fiscal year ending March 2007) From April 2007 to March 2008: 10,275 units (756 body and satellite units of StarHorse2: Second Fusion during April–September 2007, and 9,519 conversion kits in fiscal year ended March 2008) "Segment Results: Amusement Machines" (PDF). FY 2008: Full Year Results (Ending March 2008). Sega Sammy Holdings. 15 May 2008. p. 13. Retrieved 19 May 2012. From April 2009 to December 2009: 10,657 units of StarHorse2: Fifth Expansion
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[17]
Citation Linkopenlibrary.orgStarHorse2: Fifth Expansion: Fiscal year ended 31 March 2010: ¥2.8 billion Fiscal year ended 31 March 2011: ¥2 billion Currency conversion: ¥2.8 billion = $34.6039 million ¥2 billion = $24.7171 million
Sep 21, 2019, 10:59 PM
[18]
Citation Linkopenlibrary.orgSangokushi Taisen 3: Fiscal year ended 31 March 2010: ¥1.8 billion Fiscal year ended 31 March 2011: ¥2.6 billion Currency conversion: ¥1.8 billion = $22.2401 million ¥2.6 billion = $32.1248 million
Sep 21, 2019, 10:59 PM
[19]
Citation Linkopenlibrary.orgLord of Vermilion: ¥4 billion Currency conversion: $50.443 million
Sep 21, 2019, 10:59 PM
[20]
Citation Linkopenlibrary.orgFiscal year ended 31 March 2010: ¥3.8 billion Currency conversion: $47 million
Sep 21, 2019, 10:59 PM