An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are video games, pinball machines, electro-mechanical games, redemption games or merchandisers.
While exact dates are debated, the initial golden age of arcade video games is usually defined as a period from the late 1970s to mid-1980s, with titles such as Pac-Man and Donkey Kong. The arcade industry also had somewhat of a resurgence from the early 1990s to mid-2000s, with titles such as Mortal Kombat and Dance Dance Revolution, but ultimately declined in the Western world as competing home video game consoles such as the Sony PlayStation and Microsoft Xbox increased in their graphics and gameplay capability and decreased in cost. Nevertheless, the Eastern world retains a strong arcade industry in the present day.[1][]
Games of skill had been popular amusement-park midway attractions since the 19th century, and with the introduction of solid-state electronics and coin-operated machines, presented the opportunity for a viable business. When pinball machines with electronic lights and displays were introduced in 1933, but without the user-controller flippers which would not invented until 1947, these machines were seen as games of luck, as well as amoral playthings that drew the attention of rebellious young people to them, and numerous state and city bans were placed on these machines which lasted into the 1960s and 1970s.[2]
Spacewar!, recognized as the first video game, inspired to the first two arcade games; Galaxy Game, a demonstration coin-operated unit run at Stanford University in November 1971, Computer Space, the first commercial arcade game created by Nolan Bushnell and Ted Dabney in the same month. Bushnell and Dabney followed their success of Computer space with the help of Allan Alcorn to create a table tennis game Pong, released in 1972. Pong was a commercial success, leading to numerous other coin-op manufacturers to enter the market and create the arcade game industry.[3]
The industry entered a "Golden Age" in 1978 with the release of Taito's Space Invaders, which introduced a number of novel gameplay features including tracking the highest score, leading to its popularity. From 1978 to 1982 several other major arcade games from Namco, Atari, Williams Electronics, Stern Electronics, and Nintendo were all considered blockbuster titles, particularly with Namco's Pac-Man in 1980 as the game became a popular culture fixture. Across North America and Japan, dedicated video game arcades appeared and arcade game cabinets appeared in many smaller storefronts. By 1981, the arcade video game industry was worth US$8 billion[4] The novelty of the arcade game waned sharply after 1982 from several factors, including an oversaturation of the market with the number of arcade titles and arcades themselves, a moral panic created over video games due to similar fears that had been raised over pinball machines in the decades prior, and the 1983 video game crash in the home console market that impacted arcades. By 1991, US arcade video game revenues had fallen to US$2.1 billion.[5]
Arcade games continued to improve with technology and gameplay evolutions. In the early 1990s, the release of Capcom's Street Fighter II established the modern style of fighting games and led to a number of similar titles such as Mortal Kombat, Fatal Fury, Killer Instinct, Virtua Fighter, and Tekken, creating a new renaissance in the arcade.[6][7] Convergence of computer technology and features such as 3D graphics also led to more advanced games, with arcade publishers able to make titles comparable to games on computers and consoles.[8]
Since the 2000s, the arcade game field has taken different routes globally. In the United States, arcades have become niche markets as they compete with the home console market, and they have had to adapt other business models, such as providing other entertainment options or adding prize redemptions.[9] On the other hand, arcades continue to flourish in Japan and China, where arcade games like Dance Dance Revolution and The House of the Dead are tailored to experiences that players cannot easily have at home.[10]
Virtually all modern arcade games (other than the very traditional Midway-type games at county fairs) make extensive use of solid state electronics, integrated circuits and cathode-ray tube screens, all installed inside an arcade cabinet.
In the past, coin-operated arcade video games generally used custom per-game hardware often with multiple CPUs, highly specialized sound and graphics chips, and the latest in expensive computer graphics display technology. This allowed arcade system boards to produce more complex graphics and sound than what was then possible on video game consoles or personal computers, which is no longer the case in the 2010s. Arcade game hardware since the 2000s is often based on modified video game console hardware (Such as the Sega NAOMI or Triforce) or gaming PC components. (Such as the Taito Type X) Arcade games frequently have more immersive and realistic game controls than either PC or console games, including specialized ambiance or control accessories: fully enclosed dynamic cabinets with force feedback controls, dedicated lightguns, rear-projection displays, reproductions of automobile or airplane cockpits, motorcycle or horse-shaped controllers, or highly dedicated controllers such as dancing mats and fishing rods. These accessories are usually what set modern video games apart from other games, as they are usually too bulky, expensive, and specialized to be used with typical home PCs and consoles. Currently with the advent of Virtual reality, arcade makers have begun to experiment with Virtual reality technology. Arcades have also progressed from using coins as credits to operate machines to smart cards that hold the virtual currency of credits.
More modern arcade cabinets use flat panel displays instead of cathode-ray tubes. Arcade games may be connected to the internet through services such as ALL.Net, NESiCAxLive, e-Amusement and NESYS, allowing the cabinets to download updates or other games and players to play online with other players and save their progress, unlockable content and credits which are then accessed using a smart card.
Arcade games often have short levels, simple and intuitive control schemes, and rapidly increasing difficulty. This is due to the environment of the Arcade, where the player is essentially renting the game for as long as their in-game avatar can stay alive (or until they run out of tokens). Games on consoles or PCs can be referred to as "arcade games" if they share these qualities or are direct ports of arcade titles. Many independent developers are now producing games in the arcade genre that are designed specifically for use on the Internet. These games are usually designed with Flash/Java/DHTML and run directly in web-browsers. Arcade racing games have a simplified physics engine and do not require much learning time when compared with racing simulators. Cars can turn sharply without braking or understeer, and the AI rivals are sometimes programmed so they are always near the player (rubberband effect).
Arcade flight games also use simplified physics and controls in comparison to flight simulators. These are meant to have an easy learning curve, in order to preserve their action component. Increasing numbers of console flight video games, from Crimson Skies to Ace Combat and Secret Weapons Over Normandy indicate the falling of manual-heavy flight sim popularity in favor of instant arcade flight action.[11] Other types of arcade-style games include fighting games (often played with an arcade controller), beat 'em up games (including fast-paced hack and slash games), light gun rail shooters and "bullet hell" shooters (intuitive controls and rapidly increasing difficulty), music games (particularly rhythm games), and mobile/casual games (intuitive controls and often played in short sessions).
The term "arcade game" is also used to refer to an action video game that was designed to play similarly to an arcade game with frantic, addictive gameplay.[12] The focus of arcade action games is on the user's reflexes, and the games usually feature very little puzzle-solving, complex thinking, or strategy skills. Games with complex thinking are called strategy video games or puzzle video games.
Emulators such as MAME, which can be run on modern computers and a number of other devices, aim to preserve the games of the past. Emulators enable game enthusiasts to play old video games using the actual code from the 1970s or 1980s, which is translated by a modern software system. Legitimate emulated titles started to appear on the Macintosh (1994)[13][14] with Williams floppy disks, Sony PlayStation (1996) and Sega Saturn (1997), with CD-ROM compilations such as Williams Arcade's Greatest Hits and Arcade's Greatest Hits: The Atari Collection 1, and on the PlayStation 2 and GameCube with DVD-ROM titles such as Midway Arcade Treasures. Arcade games are currently being downloaded and emulated through the Nintendo Wii Virtual Console service starting in 2009 with Gaplus, Mappy, Space Harrier, Star Force, The Tower of Druaga, Tecmo Bowl, Altered Beast and many more. Other classic arcade games such as Asteroids, Tron, Discs of Tron, Yie Ar Kung-Fu, Pac-Man, Joust, Battlezone, Dig Dug, Robotron: 2084, and Missile Command are emulated on PlayStation Network and Xbox Live Arcade. The emulators have evolved to be used in mobile phones (apps) or websites that function as an online emulator.
In addition to restaurants and video arcades, arcade games are also found in bowling alleys, college campuses, video rental shops, dormitories, laundromats, movie theaters, supermarkets, shopping malls, airports, ice rinks, corner shops, truck stops, bars/pubs, hotels, and even bakeries. In short, arcade games are popular in places open to the public where people are likely to have free time.[15]
Arcade machines spawned various communities and industries such as Fighting game community, and popular tournaments such as Evolution Championship Series.
The American Amusement Machine Association (AAMA) is a trade association established in 1981[16] that represents the coin-operated amusement machine industry,[17] including 120 arcade game distributors and manufacturers.[18]
Often averaging the amount paid per game based on the length of the game play, knowing people are likely to try more than one game.
For arcade games, success was usually judged by either the number of arcade hardware units sold to operators, or the amount of revenue generated, from the number of coins (such as quarters, dollars or 100 yen coins) inserted into machines,[19] or the hardware sales (with arcade hardware prices often ranging from 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$1 million. Most of the games in this list date back to the golden age of arcade video games, though some are also from before and after the golden age.
Game | Release year | Hardware units sold | Estimated gross revenue (US$ without inflation) |
Estimated gross revenue (US$ with 2019 inflation)[20] |
---|---|---|---|---|
Pac-Man | 1980 | 400,000 (up to 1982)[21] | $3.5 billion (up to 1999)[22][n 1] | $10.9 billion |
Space Invaders | 1978 | 360,000 (up to 1980)[23] | $2.702 billion (up to 1982)[n 2] | $10.6 billion |
Street Fighter II | 1991 | 200,000 (up to 1992) (The World Warrior: 60,000 Champion Edition: 140,000)[n 3] |
$2.312 billion (up to 1995) (The World Warrior Champion Edition)[22] |
$4.34 billion (The World Warrior Champion Edition) |
Donkey Kong | 1981 | 132,000 (up to 1982)[n 4] | $280 million (up to 1982) (US hardware sales)[28] |
$787 million (US hardware sales) |
Ms. Pac-Man | 1981 | 125,000 (up to 1988)[29][30] | ||
Asteroids | 1979 | 100,000 (up to 2001)[30][31] | $800 million (up to 1991)[32][33] | $1.5 billion |
Defender | 1981 | 60,000 (up to 2002)[34][35] | $1 billion (up to 2002)[36][37] | $1.42 billion |
Galaxian | 1979 | 40,000 (in the US up to 1982)[38][39] | ||
Donkey Kong Jr. | 1982 | 30,000 (in the US up to 1982)[40] | ||
Mr. Do! | 1982 | 30,000 (in the US up to 1982)[41] | ||
Popeye | 1982 | 20,000 (in the US up to 1982)[27] | ||
Out Run | 1986 | 20,000 (up to 1987)[42] | ||
Pump It Up | 1999 | 20,000 (up to 2005)[43] | ||
NBA Jam | 1993 | 20,000 (up to 2013)[44] | $1 billion (up to 2010)[45] | $1.17 billion |
Gun Fight | 1975 | 8,000 (up to 1976)[46][47] | ||
Sega Network Mahjong MJ3 | 2005 | 7,608 (up to 2006)[48] | ||
Hang-On | 1985 | 7,500 (up to 1985)[49] | ||
Dinosaur King | 2005 | 7,000 (up to 2006)[50] | ||
Speed Race | 1974 | 7,000 (up to 1975)[51][52] | ||
Sega Network Mahjong MJ2 | 2003 | 5,486 (up to 2005)[55] | ||
Donkey Kong 3 | 1983 | 5,000 (in the US up to 1982)[n 4] | ||
Sangokushi Taisen 2 | 2006 | 4,041 (up to 2007)[n 5] | ||
Initial D Arcade Stage 4 | 2007 | 3,904 (up to 2007)[n 6] | ||
Mario Bros. | 1983 | 3,800 (in the US up to 1983)[58] | ||
Dance Dance Revolution | 1998 | 3,500 (in Japan as of 1999)[59] | ||
Zoo Keeper | 1982 | 3,000 (in the US up to 1983)[60] | ||
Initial D Arcade Stage | 2001 | 2,534 (up to 2004)[61] | ||
World Club Champion Football | 2002 | 2,479 (up to 2009)[n 8] | $706.014 million (up to 2012)[66] | $1 billion |
Mortal Kombat | 1992 | 24,000 (up to 2002)[24] | $570 million (up to 2002)[24] | $810 million |
Jungle Hunt | 1982 | 18,000 (in the US up to 1983)[60] | ||
Scramble | 1981 | 15,136 (up to 1981)[67] | ||
Mushiking: King of the Beetles | 2003 | 13,500 (up to 2005)[68] | $530 million (up to 2007)[n 10] | $737 million |
Mahjong Fight Club 3 | 2004 | 13,000 (up to 2004)[71] | ||
Super Cobra | 1981 | 12,337 (up to 1981)[67] | ||
Oshare Majo: Love and Berry | 2004 | 10,300 (up to 2006)[72][73] | $302.68 million (up to 2007)[n 11] | $410 million |
Centipede | 1981 | 55,988 (up to 1991)[74] | $115.65 million (up to 1991)[74] | $217 million |
Shining Force Cross | 2009 | 2,389 (up to 2009)[75] | ||
Pengo | 1982 | 2,000 (in the US up to 1983)[60] | ||
Sangokushi Taisen | 2005 | 1,942 (up to 2006)[76] | ||
World Club Champion Football: Intercontinental Clubs | 2008 | 1,689 (up to 2009)[n 7] | $150.1 million (up to 2012)[n 9] | $178 million |
Dragon's Lair | 1983 | 16,000 (up to 1983)[83][84] | $68.8 million (up to 1983)[83][85] | $177 million |
Mortal Kombat II | 1993 | 27,000 (up to 2002)[24] | $100 million (up to 1994)[86] | $172 million |
Pole Position | 1982 | 21,000 (in the US up to 1983)[58] | $60.933 million (up to 1983)[58][74] (US hardware sales) |
$161 million (US hardware sales) |
StarHorse3 Season I: A New Legend Begins | 2011 | $132.18 million (up to 2012)[n 12] | $150 million | |
Border Break | 2009 | 2,998 (up to 2009)[75] | $107 million (up to 2012)[n 13] | $128 million |
Dig Dug | 1982 | 22,228[74](in the US up to 1983)[60] | $46.3 million (up to 1983)[74] (US hardware sales) |
$123 million (US hardware sales) |
Tempest | 1981 | 29,000 (up to 1983)[58] | $62.408 million (up to 1991)[74] | $117 million |
TV Basketball (Basketball) | 1974 | 1,400 (up to 1974)[88] | ||
The House of the Dead 4 | 2005 | 1,008 (up to 2005)[89] | ||
Radar Scope | 1980 | 1,000 (in the US up to 1980)[90] | ||
Tron | 1982 | 800 (in the US up to 1982)[91] | $45 million (up to 1983)[92] | $102 million |
Sengoku Taisen | 2010 | $94.04 million (up to 2012)[n 14] | $110 million | |
Dragon Quest: Monster Battle Road | 2007 | $78.2 million (up to 2008)[n 15] | $96.4 million | |
Starhorse2 | 2005 | 38,614 (up to 2009)[n 16] | $59.321 million (up to 2011) (Fifth Expansion)[n 17] |
$77.7 million (Fifth Expansion) |
Q*bert | 1982 | 25,000 (up to 2001)[96] | ||
Robotron: 2084 | 1982 | 23,000 (up to 1983)[58] | ||
Samba de Amigo | 1999 | 3,000 (up to 2000)[97] | $47.11 million (up to 2000)[98] | $72.3 million |
Asteroids Deluxe | 1981 | 22,399 (up to 1999)[99] | $46.1 million (up to 1999)[99] | $70.8 million |
Missile Command | 1980 | 19,999 (up to 2010)[100] | $36.8 million (up to 1991)[99] | $69.1 million |
Berzerk | 1980 | 15,780 (up to 1981)[67] | ||
Sangokushi Taisen 3 | 2007 | $54.4 million (up to 2011)[n 18] | $67.1 million | |
Pong | 1972 | 8,500-19,000[101][102] | $11 million (up to 1973)[103] | $63.4 million} |
Lord of Vermilion | 2008 | $50.443 million (up to 2008)[n 19] | $59.9 million | |
Sega Network Mahjong MJ4 | 2008 | 12,892 (up to 2009)[104] | $47 million (up to 2010)[n 20] | $55.8 million |
Kangaroo | 1982 | 9,803[74](up to 1983)[60] | $20.58 million (up to 1983) (US hardware sales)[74] |
$54.5 million (US hardware sales) |
Battlezone | 1980 | 15,122 (up to 1999)[99] | $31.2 million (up to 1999)[99] | $47.9 million |
Stargate | 1981 | 15,000 (up to 1983)[58] | ||
Space Duel | 1982 | 12,038 (up to 1991)[74] | ||
Big Buck Hunter Pro | 2006 | 10,000 (up to 2009)[105][106] | ||
Snake Pit | 1983 | 9,000 (up to 1983)[107] | ||
Bagman | 1983 | 5,000 (in the US up to 1983)[60] | ||
Big Buck Safari | 2008 | 5,500 (up to 2009)[105] | ||
Hard Drivin' | 1989 | 3,318 (up to 1989)[74] | $22.9 million (up to 1989)[74] | $47.2 million |
Gauntlet | 1985 | 7,848 (up to 1985)[74] | $18.01 million (up to 1985)[74] | $42.8 million |
Sega Network Mahjong MJ5 | 2011 | $34.87 million (up to 2012)[n 21] | $39.6 million | |
Millipede | 1982 | 9,990 (up to 1991)[74] | $20.669 million (up to 1991)[74] | $38.8 million |
Race Drivin' | 1990 | 3,525 (up to 1991)[74] | $20.03 million (up to 1991)[74] | $37.6 million |
Time Traveler | 1991 | $18 million (up to 1991)[85] | $33.8 million | |
Space Ace | 1984 | $13 million (up to 1984)[85] | $32 million | |
Xevious | 1982 | 5,295 (in the US up to 1983)[74] | $11.1 million (up to 1983)[74] (US hardware sales) |
$29.4 million (US hardware sales) |
Big Buck Hunter Pro: Open Season | 2009 | 3,000 (up to 2010)[108] | ||
Silver Strike Live | 2010 | 3,000 (up to 2010)[109] | ||
H2Overdrive | 2009 | 2,000 (up to 2010)[110] | ||
Atari Football | 1978 | 11,306 (up to 1999)[99] | $17.266 million (up to 1999)[99] | $26.5 million |
Final Lap | 1987 | 1,150 (in the US up to 1988)[74] | $9.5 million (up to 1988)[74] (US hardware sales) |
$21.4 million (US hardware sales) |
Paperboy | 1984 | 3,442 (up to 1991)[74] | $8.6 million (up to 1991)[74] | $16.1 million |
Star Wars | 1983 | 12,695 (up to 1991)[74] | $7.595 million (up to 1991)[74] | $14.3 million |
Beatmania | 1997 | 25,000 (up to 2000)[111] | $12.4 million (up to 1998) (Japan hardware sales)[n 22] |
$19.7 million (Japan hardware sales) |
Sprint 2 | 1976 | 8,200 (up to 1999)[99] | $12.669 million (up to 1999)[99] | $19.4 million |
Championship Sprint | 1986 | 3,595 (up to 1991)[74] | $8.26 million (up to 1991)[74] | $15.5 million |
Pole Position II | 1983 | 2,400 (in the US up to 1983)[74] | $7.43 million (up to 1983)[74] (US hardware sales) |
$19.1 million (US hardware sales) |
Breakout | 1976 | 11,000 (up to 1999)[99] | $12.045 million (up to 1999)[99] | $18.5 million |
Sea Wolf | 1976 | 10,000 (up to 2000)[112] | ||
Lunar Lander | 1979 | 4,830 (up to 1999)[99] | $8.19 million (up to 1999)[99] | $12.6 million |
Super Sprint | 1986 | 2,232 (up to 1999)[99] | $7.8 million (up to 1999)[99] | $12 million |
Marble Madness | 1984 | 4,000 (up to 1985)[113] | $6.3 million (up to 1991)[74] | $11.8 million |
Sea Wolf II | 1978 | 4,000 (up to 2000)[114] | ||
Rolling Thunder | 1986 | 2,406 (in the US up to 1987)[74] | $4.8 million (up to 1987)[74] (US hardware sales) |
$11.2 million (US hardware sales) |
Tetris | 1989 | 5,771 (in the US up to 1991)[74] | $5.2 million (up to 1991)[74] (US hardware sales) |
$9.76 million (US hardware sales) |
Arabian | 1983 | 1,950 (in the US up to 1983)[60] | $3.9 million (up to 1983)[74] (US hardware sales) |
$10 million (US hardware sales) |
Terminator Salvation | 2010 | 1,000 (up to 2010)[115] | $8 million (up to 2010)[115] | $9.38 million |
Blasteroids | 1987 | 2,000 (up to 1991)[74] | $4.69 million (up to 1991)[74] | $8.8 million |
Super Breakout | 1978 | 4,805 (up to 1999)[99] | $5.7 million (up to 1999)[99] | $8.75 million |
Pac-Mania | 1987 | 1,412 (in the US up to 1987)[74] | $2.82 million (up to 1987)[74] (US hardware sales) |
$6.35 million (US hardware sales) |
Indiana Jones and the Temple of Doom | 1985 | 2,825 (up to 1991)[74] | $3.2 million (up to 1991)[74] | $6.01 million |
Four Trax | 1989 | 205 (in the US & EU as of 1989)[74] | $2.9 million (up to 1989)[74] (US & EU hardware sales) |
$5.98 million (US & EU hardware sales) |
Assault | 1988 | 1,079 (in the US up to 1988)[74] | $2.5 million (up to 1988)[74] (US hardware sales) |
$5.4 million (US hardware sales) |
Gauntlet II | 1986 | 3,520 (up to 1991)[74] | $2.4 million (up to 1991)[74] | $4.51 million |
Guitar Hero Arcade | 2009 | 2,000 (up to 2009)[116] | ||
Drag Race | 1977 | 1,900 (up to 1999)[99] | $2.8 million (up to 1999)[99] | $4.3 million |
Night Driver | 1976 | 2,100 (up to 1999)[99] | $2.4675 million (up to 1999)[99] | $3.79 million |
I, Robot | 1984 | 750-1,000[74][117] | $1.5 million (up to 1984)[74] | $3.69 million |
R.B.I. Baseball | 1987 | 3,945 (in the US up to 1987)[74] | $1.6 million (up to 1987)[74] (US hardware sales) |
$3.6 million (US hardware sales) |
Computer Space | 1971 | 1,500-2,000 (up to 1984)[118][119] | ||
Death Race | 1976 | 1,000 (up to 1976)[47] | ||
Dunk Shot | 1986 | 556 (in the US up to 1987)[74] | $1.4 million (up to 1987)[74] (US hardware sales) |
$3.27 million (US hardware sales) |
Star Wars: Return of the Jedi | 1984 | 800 (up to 1991)[74] | $1.68 million (up to 1991)[74] | $3.15 million |
Dragon Spirit | 1987 | 600 (in the US up to 1987)[74] | $1.2 million (up to 1987)[74] (US hardware sales) |
$2.7 million (US hardware sales) |
Triple Hunt | 1977 | 865 (up to 1999)[99] | $1.2 million (up to 1999)[99] | $1.84 million |
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 $10 million revenues.
Franchise | Original release year | Total hardware units sold | Gross revenue (US$ without inflation) |
Gross revenue (US$ with 2019 inflation)[20] |
---|---|---|---|---|
Pac-Man | 1980 | 526,412 (up to 1988)[n 23] | $3.853 billion (up to 1999)[n 24] | $12 billion |
Street Fighter | 1987 | 500,000 (up to 2002)[121][122] | $2.312 billion (up to 1993) (Street Fighter II: The World Warrior Street Fighter II?: Champion Edition)[22] |
$5.2 billion (Street Fighter II: The World Warrior Street Fighter II': Champion Edition) |
Space Invaders | 1978 | 360,000 (up to 1980)[23] | $2.702 billion (up to 1982)[123] | $10.6 billion |
Pac-Man clones | 1980 | 300,000 (up to 2002)[124] | ||
Mario | 1981 | 170,800 (up to 1983)[n 25] | $280 million (up to 1982) (US hardware sales)[28] |
$787 million (US hardware sales) |
Donkey Kong | 1981 | 167,000 (up to 1983)[n 4] | $280 million (up to 1982) (US hardware sales)[28] |
$787 million (US hardware sales) |
Asteroids | 1979 | 136,437 (up to 1999)[n 26] | $850.79 million (up to 1999)[n 27] | $1.31 billion |
Golden Tee Golf | 1989 | 100,000 (up to 2011)[125] | ||
Defender | 1981 | 75,000 (up to 2002)[n 28] | $1 billion (up to 2002)[36] | $1.42 billion |
Centipede | 1981 | 65,978 (up to 1991)[n 29] | $136.3 million (up to 1991)[n 30] | $256 million |
Mortal Kombat | 1992 | 51,000 (up to 2002)[24] | $1 billion (up to 1995)[126] | $1.42 billion |
Galaxian | 1979 | 40,986 (in the US up to 1988)[n 31] | ||
Starhorse | 2000 | 38,734 (up to 2009)[n 32] | $191.501 million (up to 2012)[n 33] | $284 million |
Big Buck | 2000 | 33,500 (up to 2010)[n 34] | ||
Mr. Do! | 1982 | 30,000 (in the US up to 1982)[41] | ||
Dragon Quest: Monster Battle Road | 2007 | $78.2 million (up to 2008)[n 15] | $96.4 million | |
Lord of Vermilion | 2008 | $50.443 million (up to 2008)[n 19] | $59.9 million | |
Bemani | 1997 | 28,500 (up to 2000)[n 35] | $12.4 million (up to 1998) (Japan hardware sales)[n 22] |
$19.7 million (Japan hardware sales) |
Scramble | 1981 | 27,473 (up to 1981)[67] | ||
Sega Network Mahjong | 2000 | 25,986 (up to 2006)[n 38] | $81.87 million (up to 2012)[n 39] | $122 million |
Pole Position | 1982 | 24,550 (in the US up to 1983)[n 40] | $77.9 million (up to 1988) (US hardware sales)[n 41] |
$206 million (US hardware sales) |
Dig Dug | 1982 | 22,228[74](in the US up to 1983)[60] | $46.3 million (up to 1983)[74] (US hardware sales) |
$123 million (US hardware sales) |
Pump It Up | 1999 | 20,000 (up to 2005)[43] | ||
Breakout | 1976 | 15,805 (up to 1999)[99] | $17.745 million (up to 1999)[99] | $27.2 million |
Star Wars | 1983 | 14,039 (up to 1991)[74] | $9.275 million (up to 1983)[74] | $17.4 million |
Sprint | 1976 | 14,027 (up to 1999)[99] | $28.729 million (up to 1999)[99] | $44.1 million |
Mushiking | 2003 | 13,500 (up to 2005)[68] | $530 million (up to 2007)[n 10] | $737 million |
Sea Wolf | 1976 | 14,000 (up to 2000)[112] | ||
Mahjong Fight Club | 2002 | 13,000 (up to 2004)[71] | ||
Gauntlet | 1985 | 11,368 (up to 1991)[74] | $20.41 million (up to 1991)[74] | $38.3 million |
Love and Berry | 2004 | 10,300 (up to 2006)[72] | $302.68 million (up to 2007)[n 11] | $410 million |
Sangokushi Taisen | 2005 | 9,929 (up to 2008)[n 43] | $148.44 million (up to 2012)[n 44] | $194 million |
Pong | 1972 | 8500-19,000[101][102] | $11 million (up to 1973)[103] | $63.4 million |
Hang-On | 1985 | 7,500 (up to 1985)[49] | ||
Initial D Arcade Stage | 2001 | 7,111 (up to 2005)[127] | ||
Dinosaur King | 2005 | 7,000 (up to 2006)[50] | ||
Hard Drivin' | 1989 | 6,843 (up to 1991)[74] | $42.93 million (up to 1991)[74] | $75.48 million |
Xevious | 1982 | 5,295 (in the US up to 1983)[74] | ||
Samba de Amigo | 1999 | 3,000 (up to 2000)[97] | $47.11 million (up to 2000)[n 45] | $72.3 million |
Border Break | 2009 | 2,998 (up to 2009)[75] | $107 million (up to 2012)[n 13] | $128 million |
World Club Champion Football | 2012 | 2,479 (up to 2015)[n 8] | $706.014 million (up to 2012)[n 46] | $1 billion |
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.
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.
The game produced one billion dollars in 1980 alone
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
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.
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.
Last year, arcade game revenues were approximately $5 billion, compared to $8 billion in 1981 and $7 billion in 1982.
What are the best-selling video games? There are a number of factors to consider when attempting to answer this question. First, there are several different types of video games, which makes comparisons difficult, or perhaps unfair. Arcade games are played for a quarter a play (although some are 50 cents, or even more), while home games are bought outright, and their systems must be purchased as well.
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.
Due to the relative ease of making illegal versions of Capcom's CP System boards, many pirated copies of the arcade game also existed, which would likely boost its revenue number considerably. But for obvious reasons, the actual sum will never be known.
At that time, a game for use in entertainment arcades was considered a hit if it sold 1000 units; sales of Space Invaders topped 300,000 units in Japan and 60,000 units overseas.
By 1980, some 300,000 Space Invader video arcade games were in use in Japan, and an additional 60,000 in the United States.
Within one year of its US release, an additional 60,000 machines had been sold. One arcade owner said of Space Invaders that it was the first arcade game whose intake "represented a significant portion of the cost of [buying] the game in any one week." That is, it was the first video game that paid for itself within about a month.
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.
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.
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).
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.
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.
At $2000 a unit, Atari has made about $140 million from that game alone.
Williams sold around 60,000 units of Defender, easily the company's most successful game.
Defender was Williams Electronics' biggest seller. More than 55,000 units were placed worldwide.
Since February 1980, Midway has sold in excess of 40,000 Galaxian games
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.
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.
In 1982, Universal Sales made arcade history with a game called Mr Do! Instead of selling dedicated Mr Do! machines, Universal sold the game as a kit. The kit came with a customized control panel, a computer board with Mr Do! read-only memory (ROM) chips, stickers that could be placed on the side of stand-up arcade machines for art, and a plastic marquee. It was the first game ever sold as a conversion only. According to former Universal Sales western regional sales manager Joe Morici, the company sold approximately 30,000 copies of the game in the United States alone.
According to Kauffman, Exidy sold only 1,000 Death Race machines, just a fraction of the number of Sea Wolf and Gun Fight machines Midway placed that same year, but Death Race stirred up protests and was even discussed on CBS's 60 Minutes.
So far, Sega has shipped approx. 7,000 Hang-ons to the Japanese and overseas market. ATARI IRELAND gets 500 sets for the initial shipment, a report says.
Cinematronics sold more than 16,000 Dragon's Lair machines in 1983, for an average price of $4300. Coleco purchased the home rights to the game, giving Cinematronics an additional $2 million.
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.
Gottlieb sold approximately 25,000 Q*Bert arcade machines.
While certainly not the size of Asteroids, the game was still a huge hit with almost 20,000 units sold.
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.
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.
Its first hit game, "Pong," launched in 1972, made $11 million in revenue in just one year.
Konami has sold 25,000 Beatmania machines in three years. In the arcade industry, selling 1000 units is considered a success.
Sea Wolf, which was another creation of Dave Nutting, did solid business, selling more than 10,000 machines.
Street Fighter has sold over 25 million console games and 500,000 arcade units generating more than a billion dollars in revenue.
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
More than 1 billion quarters have dropped through its slots since 1992. The first two home versions sold more than 10 million copies at $50 and $60 apiece.