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Arcade gaming sales figures.

Arcade gaming industryEdit

Further information: Arcade game
See also: Video game industry, Video games in Japan, and Video games in the United States

In 2004, the United States spent $3.5 billion dollars in coin-operated arcade machines.[18]

List of best-selling arcade gamesEdit

The following lists the arcade games that sold the most arcade hardware units, including arcade cabinets and conversion kits.

List of highest-grossing arcade gamesEdit

Title Gross
(million US$)
(no inflation)
Release
year
Gross
as of
(year)
Ref Gross
(million US$)
(with inflation)
Japan Pac-Man 5093 1980 1990 [43] 14804
Japan Space Invaders 3702 1978 1982 [43] 13594
Japan Street Fighter II 4245 1991 1994 [44] 7464
Japan Donkey Kong 1744 1981 1982 [45] 4594
Japan World Club Champion Football 2507 2002 2013 [n 6] 3338
United States Ms. Pac-Man 1200 1981 1987 [52][n 7] 2530
United States Asteroids 800 1979 1982 [n 8] 1985
Japan Pole Position (US gross) 579.6 1982 1984 [n 9] 1438
United States Defender 1000 1980 2002 [n 10] 1391
United States NBA Jam 1000 1993 2010 [n 11] 1353
Japan OutRun (hardware sales) 393.06 1986 1993 [62] 859
Japan Mushiking: The King of Beetles 631.0232 2003 2006 [n 12] 822
Japan Dance Dance Revolution 516 1998 2005 [65] 758
United States Mortal Kombat 570 1992 2002 [23] 759
Japan Sangokushi Taisen 399.3404 2005 2006 [66] 490
Japan Beatmania 310 1997 2000 [n 13] 462
Japan Phoenix (US gross) 157 1980 1982 [n 14] 456
Japan Oshare Majo: Love and Berry 317 2004 2006 [n 15] 402
South Korea Pump It Up 222 1999 2005 [25][68] 319
United States Centipede 115.65 1981 1991 [11] 203
United States Dragon's Lair 68.8 1983 1983 [32][69] 165
Japan StarHorse3 Season I:
A New Legend Begins
152.4 2011 2013 [n 16] 162
United States Mortal Kombat II 100 1993 1994 [71] 162
Japan Border Break 141 2009 2013 [n 17] 157
Japan Sengoku Taisen 121.44 2010 2013 [n 18] 133
Japan Dig Dug 46.3 1982 1983 [11] 115
United States Tempest 62.408 1981 1991 [11] 110
United States Tron 45 1982 1983 [73] 108

See alsoEdit

NotesEdit

  1. Street Fighter II:
    • Street Fighter II': Champion Edition (140,000 in Japan)[3]
    • Street Fighter II: The World Warrior (60,000)[4]
  2. StarHorse2:
    • From April 2005 to March 2007: 18,079 units
      • StarHorse2: New Generation – 7,819 units from April 2005 to June 2006 (6,020 units in fiscal year ended March 2006,[13] and 1,799 units during April–June 2006)[14]
      • StarHorse2: Second Fusion - 10,260 units from April 2006 to March 2007 (8,105 conversion kits during April–December 2006,[15] and 2,155 body and satellite units in fiscal year ending March 2007)[16]
    • From April 2007 to March 2008: 10,275 units (756 body and satellite units of StarHorse2: Second Fusion during April–September 2007,[17] and 9,519 conversion kits in fiscal year ended March 2008)[18]
    • From April 2009 to December 2009: 10,657 units of StarHorse2: Fifth Expansion[19]
  3. Dance Dance Revolution sales:
  4. Sega Network Mahjong MJ4:
    • Fiscal year ended March 2008: 10,427[18]
    • Fiscal year ended March 2009: 2,465[39]
  5. World Club Champion Football: Intercontinental Clubs
    • Fiscal year ended 31 March 2010: ¥4.2 billion[48]
    • Fiscal year ended 31 March 2011: ¥3.8 billion[49]
    • Fiscal year ended 31 March 2012: ¥3.6 billion[50][51]
    • Fiscal year ended 31 March 2013: ¥3.2 billion
    • April-December 2013: ¥2.1 billion
    • Currency conversion: [2] $224 million
      • ¥4.2 billion = $55.4312 million
      • ¥3.8 billion = $50.2 million
      • ¥3.6 billion = $48 million
      • ¥3.2 billion = $42.2333 million
      • ¥2.1 billion = $28 million
  6. World Club Champion Football revenue:
    • Card revenues up until January 2009 - $1.901 billion
      • 480 million player cards sold as of January 2009, costing around ¥300 each.[46][47] This brings the total card revenue up to ¥144 billion, equivalent to $1.901 billion.
    • Unit sales revenues from April 2005 to December 2009 - $307.4 million
      • World Club Champion Football: European Clubs 2004–2005 at £90,000 ($189,000) [3] each - $149.4 million
        • 514 units from April 2005 to March 2006: $97.2 million
        • 276 units during April–September 2006: $52.2 million
      • World Club Champion Football: Intercontinental Clubs 2006-2007 - 831 units from June 2008 to March 2009 at £90,000 ($189,000) [4] each = $158 million
    • World Club Champion Football: Intercontinental Clubs revenues from April 2009 to December 2013 - $224 million[n 5]
  7. 125,000 units[6] at $2800 each[53]
  8. [54][55]
  9. Pole Position revenue:
    • US hardware sales as of 1983: $88.2 million (21,000 units[22] at $4200[56] each)
    • US coin revenue in 1984: $491.4 million (21,000 units,[22] with $450 weekly earnings per cabinet)[57]
  10. [58][59]
  11. NBA Jam: Over $300 million in 1993,[60] $1 billion by 2010[61]
  12. Mushiking: King of the Beetles, revenue
    • 420 million cards by December 2006.[63]
    • 478 million cards [5] at 100 yen each[64] = ¥47.8 billion
    • Currency conversion: $631.023102 million [6]
  13. Beatmania revenue:
    • ¥1 billion in March 1998[26]
      • Yen-Dollar currency conversion: $12.4 million[67]
    • Based on $12.4 million revenue from 1,000 units sold in fiscal year ending March 1998,[26] assuming price of $12,400
      • 25,000 arcade machines at $12,400 each = $310 million
  14. Phoenix, March 1981 to February 1982: 15,000 arcade cabinets, with $201 weekly earnings per cabinet[36]
  15. Love and Berry:
    • 240 million[63] 100 yen coins[64] = ¥24 billion
    • Currency conversion: $317 million [7]
  16. StarHorse3 Season I: A New Legend Begins
    • Three quarters ended December 2011: ¥3.3 billion [8]
    • Fiscal year ended March 2012: ¥10.1 billion[50] (additional ¥6.8 billion)
    • Fiscal year ended March 2013: ¥1.7 billion [9] [70]
    • Currency conversion:
      • ¥3.3 billion in 2011 = $43 million in 2011 [10]
      • ¥6.8 billion in 2012 = $87.2 million in 2012 [11]
      • ¥1.7 billion in 2013 = $22.2 million in 2013 [12]
  17. Border Break:
    • Fiscal year ended 31 March 2010: ¥3.3 billion[48]
    • Fiscal year ended 31 March 2011: ¥2.5 billion[49]
    • Fiscal year ended 31 March 2012: ¥2.3 billion[50][72]
    • Fiscal year ended 31 March 2013: ¥2 billion
    • April-December 2013: ¥1.2 billion
    • Currency conversion:[67]
      • ¥3.3 billion = $40.7317 million
      • ¥2.5 billion = $30.8542 million
      • ¥2.3 billion = $28.6371 million
      • ¥2 billion = $24.902 million
      • ¥1.2 billion = $14.9411 million
  18. Sengoku Taisen:
    • Fiscal year ended 31 March 2011: ¥6.4 billion[49]
    • Fiscal year ended 31 March 2012: ¥1.2 billion[50]
    • Fiscal year ended 31 March 2013: ¥2.2 billion
    Currency conversion:[67]
    • ¥6.4 billion = $79.1 million
    • ¥1.2 billion = $14.94 million
    • ¥2.2 billion = $27.4 million


ReferencesEdit

  1. Space Invaders arcade machine sales
    • Worldwide sales: 500,000 cabinets
    • Up until 1982: 350,000 cabinets in Japan and 65,000 cabinets in the United States
    • Jiji Gaho Sha, inc. (2003), Asia Pacific perspectives, Japan, 1, University of Virginia, p. 57, http://books.google.co.uk/books?id=CTRWAAAAYAAJ, retrieved 9 April 2011, "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."
    • Dale Peterson (1983), Genesis II, creation and recreation with computers, Reston Publishing, p. 175, ISBN 0-8359-2434-3, http://books.google.co.uk/books?id=DL1YAAAAMAAJ, retrieved 1 May 2011, "By 1980, some 300,000 Space Invader video arcade games were in use in Japan, and an additional 60,000 in the United States."
    • Kohler, Chris (2004). Power-Up: How Japanese Video Games Gave the World an Extra Life. Indianapolis, Ind.: BradyGames. p. "represented+a+significant+portion+of+the+cost" 19. ISBN 0-7440-0424-1. "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."
    • Kubey, Craig (April 1982). The winners' book of video games. pp. 63-4. http://www.digitpress.com/library/books/book_winners_book_of_video_games.pdf. "Space Invaders. It is the Muhammad Ali of the video game world. It is the Greatest. The biggest seller in the history of the world. The best game ever for the year it was introduced. The game that revitalized the industry and changed it forever. The game that made the industry the monster it is today. The game that not only was an unprecedented success as a coin-op machine, but also the game that launched a home video version that became the biggest seller of all time. Space Invaders drove an entire nation mad. You may think the last sentence refers to the United States: Space Invaders did outsell the previous US leader—Pong of Sea Wolf, take your pick— by six to one (60,000 to 10,000). But if the United States was an eight on the scale of video craziness, Japan was an eleven. Space Invaders created a shortage of the hundred-yen coin. [...] The biggest seller in the history of the United States—Pac-Man—has sold about 100,000 units of the legal Midway version. That's in a country with a 1980 population of 226 million. Japan's 1980 population was about 117 million, or about half that of the United States. In Japan alone, approximately 350,000 Space Invaders machines were sold, about one for every 330 citizens!"
    • Space Invaders, Arcade History: "About 65000 units were produced in the U.S. and a reported 350000 world wide."
  2. Kao, John J. (1989). Entrepreneurship, creativity & organization: text, cases & readings. Englewood Cliffs, NJ: Prentice Hall. p. 45. ISBN 0-13-283011-6. http://books.google.co.uk/books?id=P-MJAQAAMAAJ. 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."
  3. Ste Curran (2004), Game plan: great designs that changed the face of computer gaming, Rotovision, p. 38, ISBN 2-88046-696-2, http://books.google.co.uk/books?id=TXcWlWkIZ0AC&pg=PA38, retrieved 2011-04-11, "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."
  4. 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, http://books.google.co.uk/books?id=C2MH05ogU9oC, retrieved 2011-04-09, "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."
  5. 5.0 5.1 Donkey Kong cabinet sales:
    • Japan: 65,000 of Donkey Kong
    • United States: 87,000 of Donkey Kong and Crazy Kong
      • United States: 67,000 of Donkey Kong
        • Bienaimé, Pierre (January 13, 2012). Square Roots: Donkey Kong (NES). Nintendojo. Retrieved on 8 April 2012. “Donkey Kong sold some 67,000 arcade cabinets in two years, making two of its American distributors sudden millionaires thanks to paid commission. As a barometer of success, know that Pac-Man and Ms. Pac-Man are the only arcade games to have sold over 100,000 units in the United States.”
      • United States: 20,000 of Crazy Kong (licensed release of Donkey Kong)
    • United States: 30,000 of Donkey Kong Jr. and 5000 of Donkey Kong 3
  6. 6.0 6.1 "Bally Will Quit Making Pinball, Video Machines". Toledo Blade: p. 22. July 11, 1988. http://news.google.com/newspapers?id=4FtQAAAAIBAJ&sjid=kw4EAAAAIBAJ&pg=6893,2823984. Retrieved 9 March 2012.
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  9. Sellers, John (2001). Arcade fever: the fan's guide to the golden age of video games. Philadelphia: Running Press. p. 51. ISBN 0-7624-0937-1. http://books.google.co.uk/books?id=8_3TjWRSLuAC. Retrieved 25 February 2012. "Williams sold around 60,000 units of Defender, easily the company's most successful game."
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  12. Bureau of National Affairs (1983), "United States Patents Quarterly, Volume 216", United States Patents Quarterly (Associated Industry Publications) 216, http://books.google.co.uk/books?id=EbVCAQAAIAAJ, retrieved 2011-04-09, "Since February 1980, Midway has sold in excess of 40,000 Galaxian games"
  13. FY Ending March 2006: Full Year Results Presentation. Sega Sammy Holdings (16 May 2006). Retrieved on 17 May 2012.
  14. FY 2007: Interim Results (April–September 2006) 11–13. Sega Sammy Holdings (November 10, 2006). Retrieved on 18 May 2012.
  15. 15.0 15.1 Fiscal Year Ending March 2007: 3rd Quarter Results (April–December 2006) 11–13. Sega Sammy Holdings (February 7, 2007). Retrieved on 19 May 2012.
  16. Fiscal Year Ended March 2007: Full Year Results. Sega Sammy Holdings (May 14, 2007). Retrieved on 17 May 2012.
  17. Fiscal Year 2008: Interim Results. Sega Sammy Holdings (November 12, 2007). Retrieved on 19 May 2012.
  18. 18.0 18.1 Segment Results: Amusement Machines. FY 2008: Full Year Results (Ending March 2008). Sega Sammy Holdings (May 15, 2008). Retrieved on 19 May 2012.
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  29. Fulton, Jeff Fulton, Steve; Steve Fulton (2010). "A short history of Missile Command". The essential guide to Flash games : building interactive entertainment with ActionScript 3.0 (New ed. ed.). [Berkeley, Calif.]: Friends of ED. p. 138. ISBN 1-4302-2614-5. http://books.google.co.uk/books?id=VCR7XYUncEsC&pg=PA138. Retrieved 7 February 2012. "While certainly not the size of Asteroids, the game was still a huge hit with almost 20,000 units sold."
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    • $24 million+ in United States by 2003 (Balauag, Miguel (2004). Dance Dance Revolution: A True Revolution. Stanford University. Retrieved on 20 April 2012.)
      • 1192 locations x $15,000 as of 2002 = $18 million+
      • Additional 380 locations x $15,000 in 2003 = $6 million+
    • Remaining 23,428+ units at £9995 ($21,000) each = $492 million+
  66. Sangokushi Taisen revenue: [13][14]
    • 500,000 users registered with starter packs at 500 yen each = ¥250 million = $3.30033 million [15]
    • 100 million cards at 300 yen each = ¥30 billion = $396.04 million [16]
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