Arcade gaming sales figures.
Arcade gaming industry
- Further information: Arcade game
- See also: Video game industry, Video games in Japan, and Video games in the United States
By 1988, the three major arcade game manufacturers were Sega, Namco and Taito.[1]
Market revenue
Year | Japan [2] | United States [3] | United Kingdom |
---|---|---|---|
2016 | ¥573.3 billion ($5.27 billion) | $2 billion[4] | |
2015 | ¥573.3 billion ($5.41 billion) | $2 billion[5] | |
2014 | ¥637.5 billion ($6.02 billion) | $2 billion[6] | |
2013 | ¥637.5 billion ($6.02 billion) | $2 billion[7] | £275.4 million ($437.14 million)[8] |
2012 | ¥661.3 billion ($8.29 billion) | $2.3 billion[9][10] | £275.4 million ($437.14 million)[8] |
2011 | ¥699.581 billion ($8.77 billion) | $1 billion[11] | £275.4 million ($444.19 million)[8] |
2010 | ¥680.9 billion ($8.63 billion) | $1.459 billion[12] | |
2009 | ¥773.9 billion ($8.95 billion) | $1.492 billion[13] | |
2008 | ¥891.6 billion ($10.08 billion) | $1.512 billion[14] | |
2007 | ¥930.961 billion ($9.62 billion) | $1.459 billion[15] | |
2006 | ¥926.257 billion ($8.89 billion) | $953.2 million[16] | |
2005 | ¥881.727 billion ($8.64 billion) | $2.322 billion[17] | |
2004 | ¥829.823 billion ($8.13 billion) | $3.5 billion[18] | |
2003 | ¥815.644 billion ($7.86 billion) | ||
2002 | ¥760 billion ($6.56 billion) | $1.7 billion[3] | |
2001 | ¥737.2 billion ($6.45 billion) | ||
2000 | ¥739 billion ($7.27 billion) | ||
1999 | ¥806.7 billion ($7.93 billion) | $5.7 billion[19] | |
1998 | ¥778.7 billion ($7.13 billion) | ||
1997 | ¥810.5 billion ($7.85 billion) | $6.5 billion[20] | |
1996 | ¥802.8 billion ($9.89 billion) | $8 billion | |
1995 | ¥772.6 billion ($9.52 billion) | $4.8 billion | |
1994 | ¥610 billion ($7.51 billion) | $7 billion | |
1993 | ¥610 billion ($6.16 billion) | $8 billion | |
1992 | ¥640 billion ($6.07 billion) | $9 billion | £434 million ($870 million)[21] |
1991 | ¥600 billion ($5.69 billion) | $2.1 billion | |
1990 | ¥510 billion ($3.76 billion) | $4.9 billion |
List of best-selling arcade games
The following lists the arcade games that sold the most arcade hardware units, including arcade cabinets and conversion kits.
- Space Invaders (500,000)[22]
- Street Fighter II (300,000)[n 1]
- Donkey Kong (152,000)[27]
- Ms. Pac-Man (125,000)[28][29]
- StarHorse2 (38,614)[n 2]
- Donkey Kong Jr. (30,000 in the US)[27]
- Mortal Kombat II (27,000)[45]
- Dance Dance Revolution (25,000+)[n 3]
- Mortal Kombat (24,000)[45]
- Robotron: 2084 (23,000)[44]
- Pole Position (21,000 in the US)[44]
- Pump It Up (20,000)[47]
- Missile Command (20,000)[51]
- NBA Jam (20,000)
- Jungle Hunt (18,000 in the US)[52]
- Paddle Battle (17,000)[53]
- Dragon's Lair (16,000)[54]
- Battlezone (15,122)[57]
- Mushiking: The King of Beetles (13,500)[59]
- Mahjong Fight Club 3 (13,000)[60]
- Sega Network Mahjong MJ4 (12,892)[n 4]
- Super Cobra (12,337 in US)[55]
- Space Duel (12,038)[33]
- Indy 500 / Speedway (12,000)[64]
- Oshare Majo: Love and Berry (10,300)[37]
List of highest-grossing arcade games
- Further information: List of highest-grossing video games
Title | Gross (million US$) (no inflation) |
Release year |
Gross as of (year) |
Ref | Gross (million US$) (with inflation) |
---|---|---|---|---|---|
Pac-Man | 5093 | 1980 | 1990 | [66] | 18089 |
Space Invaders | 3702 | 1978 | 1982 | [66] | 16610 |
Street Fighter II | 4245 | 1991 | 1994 | [67] | 9121 |
Donkey Kong | 1744 | 1981 | 1982 | [68] | 5614 |
World Club Champion Football | 2507 | 2002 | 2013 | [n 6] | 4079 |
Ms. Pac-Man | 1200 | 1981 | 1987 | [75][n 7] | 3091 |
Asteroids | 800 | 1979 | 1982 | [n 8] | 2426 |
Pole Position (US gross) | 579.6 | 1982 | 1984 | [n 9] | 1758 |
Defender | 1000 | 1980 | 2002 | [n 10] | 1699 |
NBA Jam | 1000 | 1993 | 2010 | [n 11] | 1653 |
OutRun (hardware sales) | 393.06 | 1986 | 1993 | [85] | 1049 |
Mushiking: The King of Beetles | 631.0232 | 2003 | 2006 | [n 12] | 1004 |
Dance Dance Revolution | 516 | 1998 | 2005 | [88] | 926 |
Mortal Kombat | 570 | 1992 | 2002 | [45] | 927 |
Indy 500 / Speedway | 96 | 1969 | 1980 | [64] | 766 |
Sangokushi Taisen | 399.3404 | 2005 | 2006 | [89] | 598 |
Beatmania | 310 | 1997 | 2000 | [n 13] | 565 |
Phoenix (US gross) | 157 | 1980 | 1982 | [n 14] | 558 |
Oshare Majo: Love and Berry | 317 | 2004 | 2006 | [n 15] | 491 |
Dragon Quest: Monster Battle Road | 327.2 | 2007 | 2008 | [91] | 462 |
Pump It Up | 222 | 1999 | 2005 | [47][92] | 390 |
Centipede | 115.65 | 1981 | 1991 | [33] | 248 |
Dragon's Lair | 68.8 | 1983 | 1983 | [54][93] | 202 |
StarHorse3 Season I: A New Legend Begins |
152.4 | 2011 | 2013 | [n 16] | 198 |
Mortal Kombat II | 100 | 1993 | 1994 | [95] | 197 |
Border Break | 141 | 2009 | 2013 | [n 17] | 192 |
Sengoku Taisen | 121.44 | 2010 | 2013 | [n 18] | 163 |
Dig Dug | 46.3 | 1982 | 1983 | [33] | 140 |
Tempest | 62.408 | 1981 | 1991 | [33] | 134 |
Tron | 45 | 1982 | 1983 | [97] | 132 |
List of best-selling arcade game franchises
These are the combined hardware sales of at least two or more arcade games that are part of the same franchise. This list only includes franchises that have sold at least 10,000 hardware units or grossed at least $100 million revenue.
Franchise | Original release year | Total hardware units sold | Gross revenue (US$ without inflation) |
Gross revenue (US$ with 2014 inflation)[98] |
---|---|---|---|---|
Pac-Man | 1980 | 533,412 (up to 1988)[n 19] | $5.446 billion (up to 1999)[n 20] | $19.3 billion |
Space Invaders | 1978 | 500,000 (up to 1990)[22] | $3.852 billion (up to 1982)[66] | $17.3 billion |
Street Fighter | 1987 | 500,000 (up to 2002)[100][101] | $4.245 billion (up to 1994) (Street Fighter II)[67] |
$10.9 billion (Street Fighter II) |
Pac-Man clones | 1980 | 300,000 (up to 2002)[102] | ||
SEGA Model | 1992 | 200,000 (up to 2000) (Model 2 & 3)[103] |
$3.5 billion (up to 2000) (Model 2 & 3 hardware sales)[104] |
$7.3 billion (Model 2 & 3 hardware sales) |
Mario | 1981 | 190,800 (up to 1983)[n 21] | $1.8904 billion (up to 1982)[68] | $6.08 billion |
Donkey Kong | 1981 | 187,000 (up to 1983)[68] | $1.8904 billion (up to 1982)[68] | $6.08 billion |
World Club Champion Football | 2002 | 2,479 (2006-2009)[n 23] | $2.507 billion (up to 2013)[n 6] | $4.08 billion |
Asteroids | 1979 | 136,437 (up to 1999)[n 24] | $850.79 million (up to 1999)[n 25] | $1.41 billion |
SEGA Model 2 | 1993 | 130,000 (up to 1996)[106] | $1.95 billion (up to 1996) (hardware sales)[106] |
$3.95 billion |
Golden Tee Golf | 1989 | 100,000 (up to 2011)[107] | ||
Defender | 1981 | 75,000 (up to 2002)[n 26] | $1 billion (up to 2002)[81] | $1.63 billion |
Centipede | 1981 | 65,978 (up to 1991)[n 27] | $136.3 million (up to 1991)[n 28] | $293 million |
Mortal Kombat | 1992 | 51,000 (up to 2002)[45] | $1 billion (up to 1995)[110] | $1.92 billion |
Bemani | 1997 | 50,000+ (up to 2003)[n 29] | $709.32 million+ (as of 2003)[n 30] | $1.29 billion |
Galaxian | 1979 | 45,986 (in the US up to 1988)[n 31] | ||
Starhorse | 2000 | 38,734 (up to 2009)[n 32] | $212 million (up to 2012)[n 33] | $360 million |
Dragon Quest: Monster Battle Road | 2007 | $327.2 million (up to 2008)[91] | $462 million | |
Big Buck | 2000 | 33,500 (up to 2010)[n 34] | ||
e-Amusement | 2002 | 32,000 (up to 2004)[115] | $1.232 billion (up to 2012)[n 35] | $2 billion |
Mr. Do! | 1982 | 30,000 (in the US up to 1982)[119] | ||
OutRun | 1986 | 30,000 (up to 1993)[120] | $393.06 million (up to 1993)[85] (hardware sales) |
$1.05 billion (hardware sales) |
SEGA Network Mahjong | 2000 | 25,986 (up to 2006)[n 37] | $81.87 million (up to 2012)[n 38] | $139 million |
Pole Position | 1982 | 24,550 (in the US up to 1983)[n 39] | $597 million (up to 1988) (US hardware sales)[n 40] |
$1.81 billion |
Dig Dug | 1982 | 22,228[33] (in the US up to 1983)[52] | $46.3 million (up to 1983)[33] (US hardware sales) |
$140 million (US hardware sales) |
File:Flag of Korea (1899).svg Pump It Up | 1999 | 20,000 (up to 2005)[47] | $222 million (up to 2005)[47][122] | $390 million |
Mushiking | 2003 | 13,500 (up to 2005)[59] | $631.0232 million (up to 2006)[n 12] | $1 billion |
Love and Berry | 2004 | 10,300 (up to 2006)[37] | $317 million (up to 2005)[n 15] | $491 million |
Sangokushi Taisen | 2005 | 9,929 (up to 2008)[n 42] | $582.2 million (up to 2011)[n 44] | $872 million |
Pong | 1972 | 8500-19,000[62][63] | $11 million (up to 1973)[123] | $72.5 million |
Breakout | 1976 | 15,805 (up to 1999)[57] | $17.745 million (up to 1999)[57] | $31.2 million |
Star Wars | 1983 | 14,039 (up to 1991)[33] | $9.275 million (up to 1999)[33] | $16.3 million |
Sprint | 1976 | 14,027 (up to 1999)[57] | $28.729 million (up to 1999)[57] | $50.5 million |
Sea Wolf | 1976 | 14,000 (up to 2000)[124] | ||
Mahjong Fight Club | 2002 | 13,000 (up to 2004)[125] | ||
Gauntlet | 1985 | 11,368 (up to 1991)[33] | $20.41 million (up to 1991)[33] | $43.9 million |
Border Break | 2009 | 2,998 (up to 2009)[41] | $141 million (up to 2013)[n 17] | $192 million |
See also
Notes
- ↑ Street Fighter II:
- ↑ 2.0 2.1 2.2 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,[35] and 1,799 units during April–June 2006)[36]
- StarHorse2: Second Fusion - 10,260 units from April 2006 to March 2007 (8,105 conversion kits during April–December 2006,[37] and 2,155 body and satellite units in fiscal year ending March 2007)[38]
- From April 2007 to March 2008: 10,275 units (756 body and satellite units of StarHorse2: Second Fusion during April–September 2007,[39] and 9,519 conversion kits in fiscal year ended March 2008)[40]
- From April 2009 to December 2009: 10,657 units of StarHorse2: Fifth Expansion[41]
<ref>
tag; name "StarHorse2Sales" defined multiple times with different content - From April 2005 to March 2007: 18,079 units
- ↑ 3.0 3.1 Dance Dance Revolution sales:
- Worldwide sales, as of 2003: at least 25,000 [1] [46] [47]
- Japan cabinet sales as of May 1999: 3500[48]
- North America cabinet sales as of August 2000: at least 100 (Tran, Khanh T.L. (August 16, 2000). "In the Latest Arcade Craze, Players". The Wall Street Journal. http://www.ddrfreak.com/newpress/Wall%20Street%20Journal.htm. Retrieved 6 March 2012. "To date, Konami has sold a "triple-digit" number of DDR machines in the U.S. and Canada, a company spokeswoman says. Their $15,500 price tag makes them one of the most expensive arcade games on the market.")
- Schools using machines: 3000+ (BISD bets 'Dance Dance Revolution' will keep students fit. AstroCon News. Asterisk User Conference & Expo (November 10, 2007). Retrieved on 6 March 2012.)
- Machine locations as of 2011: 3350 (Machine Locations. DDR Freak (2011). Retrieved on 6 March 2012.)
- ↑ 4.0 4.1 4.2 Sega Network Mahjong MJ4:
Cite error: Invalid
<ref>
tag; name "MJ4Sales" defined multiple times with different content - ↑ World Club Champion Football: Intercontinental Clubs
- Fiscal year ended 31 March 2010: ¥4.2 billion[71]
- Fiscal year ended 31 March 2011: ¥3.8 billion[72]
- Fiscal year ended 31 March 2012: ¥3.6 billion[73][74]
- 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
- ↑ 6.0 6.1 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.[69][70] 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: European Clubs 2004–2005 at £90,000 ($189,000) [3] each - $149.4 million
- World Club Champion Football: Intercontinental Clubs revenues from April 2009 to December 2013 - $224 million[n 5]
- Card revenues up until January 2009 - $1.901 billion
- ↑ 7.0 7.1 125,000 units[28] at $2800 each[76]
- ↑ [77][78]
- ↑ 9.0 9.1 Pole Position revenue:
- ↑ [81][82]
- ↑ NBA Jam: Over $300 million in 1993,[83] $1 billion by 2010[84]
- ↑ 12.0 12.1 Mushiking: King of the Beetles, revenue
- ↑ 13.0 13.1 Beatmania revenue:
- ↑ Phoenix, March 1981 to February 1982: 15,000 arcade cabinets, with $201 weekly earnings per cabinet[58]
- ↑ 15.0 15.1 Love and Berry:
- ↑ StarHorse3 Season I: A New Legend Begins
- ↑ 17.0 17.1 Border Break:
- Fiscal year ended 31 March 2010: ¥3.3 billion[71]
- Fiscal year ended 31 March 2011: ¥2.5 billion[72]
- Fiscal year ended 31 March 2012: ¥2.3 billion[73][96]
- Fiscal year ended 31 March 2013: ¥2 billion
- April-December 2013: ¥1.2 billion
- Currency conversion:[90]
- ¥3.3 billion = $40.7317 million
- ¥2.5 billion = $30.8542 million
- ¥2.3 billion = $28.6371 million
- ¥2 billion = $24.902 million
- ¥1.2 billion = $14.9411 million
- ↑ Sengoku Taisen:
- Fiscal year ended 31 March 2011: ¥6.4 billion[72]
- Fiscal year ended 31 March 2012: ¥1.2 billion[73]
- Fiscal year ended 31 March 2013: ¥2.2 billion
- ¥6.4 billion = $79.1 million
- ¥1.2 billion = $14.94 million
- ¥2.2 billion = $27.4 million
- ↑ Pac-Man series:
- ↑ Pac-Man series:
- Pac-Man: $5.093 billion by 1990s[66]
- Ms. Pac-Man: $350 million by 1987[n 7]
- Pac-Mania: $2.82 million in the US in 1987[33]
- ↑ Mario series:
- Donkey Kong series: 187,000[68]
- Mario Bros.: 3,800[44]
- ↑ World Club Champion Football: Intercontinental Clubs
- ↑ World Club Champion Football, unit sales:
- World Club Champion Football: European Clubs 2004-2005 - 514 units in fiscal year ending March 2006[35]
- World Club Champion Football: European Clubs 2004-2005 Ver. 2 - 276 units during April?September 2006 (240 satellite units during April?June 2006,[105] and 36 body units during April?September 2006)[36]
- World Club Champion Football: Intercontinental Clubs 2008-2009 - 1,689 units from June 2008 to December 2009[n 22]
- ↑ Asteroids series:
- ↑ Asteroids series:
- ↑ Defender series:
- ↑ Centipede series:[33][44]
- Centipede: 55,988
- Millipede: 9,990
- ↑ Centipede series:[33]
- Centipede: $115.65 million
- Millipede: $20.669 million
- ↑ Bemani series, sales:
- ↑ Bemani series, gross revenues:
- ↑ Galaxian series:
- ↑ StarHorse series:
- ↑ Starhorse series, 2009-2011:
- Starhorse2 - $59.321 million[n 2]
- ↑ Big Buck series:
- Big Buck Hunter series sales up until April 2007: 22,500 units, including 7,500 Big Buck Hunter Pro units.[112]
- Series sales after April 2007 until September 2009: additional 2,500 Big Buck Hunter Pro units and 5,500 Big Buck Safari units.[113]
- Big Buck Hunter Pro: Open Season sales from September 2009 to January 2010: 3,000 units[114]
- ↑ e-Amusement revenue:
- April 2009 to March 2010: ¥39 billion[116]
- April 2010 to March 2011: ¥28.3 billion[116]
- April 2011 to March 2012: ¥25.5 billion[117]
- April 2012 to June 2012: ¥3.8 billion[118]
- Currency conversion:[90]
- ¥39 billion = $497.5124 million in 2010
- ¥28.3 billion = $361.0154 million in 2011
- ¥25.5 billion = $325.2966 million in 2012
- ¥3.8 billion = $48.4756 million in 2012
- ↑ SEGA Network Mahjong MJ2:
- ↑ SEGA Network Mahjong MJ series:
- ↑ SEGA Network Mahjong MJ series, 2009-2012:
- SEGA Network Mahjong MJ4: $47 million in fiscal year 2010[n 4]
- ↑ Pole Position series US sales:
- ↑ Pole Position series US sales:[33][44]
- Pole Position: $579.6 million (hardware sales & coin revenue) by 1983[n 9]
- Pole Position II: $7.43 million (hardware sales) in 1983
- Final Lap: $9.5 million (hardware sales) by 1988
- ↑ Sangokushi Taisen unit sales:
- ↑ Sangokushi Taisen series:
- Sales from January 2005 to September 2006: 5,153 units
- Sales from April 2007 to March 2008: 4,776
- ↑ Sangokushi Taisen 2:
- ↑ Sangokushi Taisen series revenue:
References
- ↑ Business Japan, Volume 33, Issues 7-12 (1988), page 121 – "On the other hand, Taito (Presii dent: Keisuke Hasegawa; main office, Tokyo); Sega Enterprises (President: Hayao Nakayama; main office, Tokyo) and Namco (President: Masaya Nakamura: main office, Tokyo), the three major manufacturers of commercial video game equipment for game centers, are enjoying favorable sales and earnings."
- ↑ Video games in Japan
- ↑ 3.0 3.1 Video games in the United States
- ↑ http://www.ibisworld.com/industry/default.aspx?indid=1647
- ↑ https://web.archive.org/web/20160306230715/www.ibisworld.com/industry/default.aspx?indid=1647
- ↑ https://web.archive.org/web/20140530160545/www.ibisworld.com/industry/default.aspx?indid=1647
- ↑ https://web.archive.org/web/20140530160545/www.ibisworld.com/industry/default.aspx?indid=1647
- ↑ 8.0 8.1 8.2 http://www.g3newswire.com/wp-content/uploads/2013/10/UKMarketReport-Yudu.pdf
- ↑ http://www.prweb.com/releases/2012/11/prweb10116526.htm
- ↑ https://web.archive.org/web/20160306230727/lgdata.s3-website-us-east-1.amazonaws.com/docs/19/778757/71312iExpert__1_.pdf
- ↑ https://web.archive.org/web/20120322093028/www.ibisworld.com/industry/default.aspx?indid=1647
- ↑ https://web.archive.org/web/20110303113514/www.ibisworld.com/industry/default.aspx?indid=1647
- ↑ https://web.archive.org/web/20100314130702/www.ibisworld.com/industry/default.aspx?indid=1647
- ↑ https://web.archive.org/web/20090912195454/www.ibisworld.com/industry/retail.aspx?indid=1647&chid=1
- ↑ https://web.archive.org/web/20080521082842/www.ibisworld.com/industry/retail.aspx?indid=1647&chid=1
- ↑ https://www.statista.com/statistics/200655/sales-of-us-coin-operated-videogames-since-2006/
- ↑ https://web.archive.org/web/20060831163602/www.ibisworld.com/industry/retail.aspx?indtid=1644&indpid=1644&indid=1647&chid=1
- ↑ https://web.archive.org/web/20130121161620/www.bmigaming.com/arcade-industry-facts.htm
- ↑ https://abcnews.go.com/US/story?id=94813&page=1
- ↑ https://www.gamasutra.com/view/feature/131612/developing_games_for_coinop.php
- ↑ Video games in Europe
- ↑ 22.0 22.1 Space Invaders arcade machine sales
- Worldwide: 500,000 cabinets
- Japan: 350,000 cabinets
- 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!"
- United States: 72,000 cabinets
- ↑ 23.0 23.1 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."
- ↑ 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."
- ↑ 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."
- ↑ [https://books.google.co.uk/books?id=HqC0AAAAIAAJ&q=super+street+fighter+ii Japan Company Handbook: Second section, Issues 1-2, Toyo Keizai Shinposha, 1994, page 758] – "Sales of "Street Fighter II Turbo' aimed at 4.2 mil units, and commercial-use "Super Street Fighter II" at 100,000 units in current term."
- ↑ 27.0 27.1 Donkey Kong cabinet sales:
- Japan: 65,000 of Donkey Kong
- Brian Ashcraft ; with Jean Snow. ; forewords by Kevin Williams; Crecente, Brian (2008). "sixty-five+thousand" Arcade Mania: The Turbo-charged World of Japan's Game Centers (1st ed. ed.). Tokyo: Kodansha International. ISBN 4-7700-3078-9. http://books.google.co.uk/books?ei=DH03T87uGYbp8QO-rtHMAg&id=wX8kAQAAIAAJ&dq="sixty-five+thousand". 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: 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: 67,000 of Donkey Kong
- United States: 30,000 of Donkey Kong Jr. and 5000 of Donkey Kong 3
- Steven L. Kent (2001), The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World, Prima, p. 352, http://books.google.co.uk/books?id=C2MH05ogU9oC, retrieved 2011-04-09, "With more than 60,000 units sold in the United States, Donkey Kong was Nintendo's biggest arcade hit. The arcade industry began its long collapse the year after Donkey Kong was released, and Nintendo's arcade fortunes eroded quickly. Nintendo released Donkey Kong Junior in 1982 and sold only 30,000 machines, 20,000 Popeye machines (also 1982), and a mere 5000 copies of Donkey Kong 3 (1983)."
- Japan: 65,000 of Donkey Kong
- ↑ 28.0 28.1 28.2 "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.
- ↑ 29.0 29.1 Mark J. P. Wolf (2001), The medium of the video game, University of Texas Press, p. 44, ISBN 0-292-79150-X, http://books.google.co.uk/books?id=lKZriBxbcwQC&pg=PA44, retrieved 2011-04-09
- ↑ 30.0 30.1 Steve L. Kent (2001), The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world, Prima, p. 132, ISBN 0-7615-3643-4, "Atari sold more than 70,000 Asteroids machines in the United States. The game did not do as well in Europe and Asia, however. Only about 30,000 units were sold overseas."
- ↑ 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."
- ↑ Steven L. Kent (2001), The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World, Prima, p. 147, http://books.google.co.uk/books?id=C2MH05ogU9oC, retrieved 2011-04-09, "Defender was Williams Electronics' biggest seller. More than 55,000 units were placed worldwide."
- ↑ 33.00 33.01 33.02 33.03 33.04 33.05 33.06 33.07 33.08 33.09 33.10 33.11 33.12 33.13 33.14 33.15 33.16 33.17 33.18 33.19 33.20 Atari Production Numbers Memo. Atari Games (4 January 2010). Retrieved on 18 March 2012.
- ↑ 34.0 34.1 https://archive.org/stream/Video_Games_Volume_1_Number_03_1982-12_Pumpkin_Press_US#page/n53/mode/2up
- ↑ 35.0 35.1 35.2 35.3 35.4 FY Ending March 2006: Full Year Results Presentation. Sega Sammy Holdings (16 May 2006). Retrieved on 17 May 2012. Cite error: Invalid
<ref>
tag; name "sega_mar06" defined multiple times with different content - ↑ 36.0 36.1 36.2 36.3 36.4 FY 2007: Interim Results (April–September 2006) 11–13. Sega Sammy Holdings (November 10, 2006). Retrieved on 18 May 2012. Cite error: Invalid
<ref>
tag; name "sega_sep06" defined multiple times with different content - ↑ 37.0 37.1 37.2 37.3 Fiscal Year Ending March 2007: 3rd Quarter Results (April–December 2006) 11–13. Sega Sammy Holdings (February 7, 2007). Retrieved on 19 May 2012. Cite error: Invalid
<ref>
tag; name "sega_dec06" defined multiple times with different content - ↑ 38.0 38.1 Fiscal Year Ended March 2007: Full Year Results. Sega Sammy Holdings (May 14, 2007). Retrieved on 17 May 2012.
- ↑ 39.0 39.1 39.2 39.3 Fiscal Year 2008: Interim Results. Sega Sammy Holdings (November 12, 2007). Retrieved on 19 May 2012.
- ↑ 40.0 40.1 40.2 40.3 40.4 Segment Results: Amusement Machines. FY 2008: Full Year Results (Ending March 2008). Sega Sammy Holdings (May 15, 2008). Retrieved on 19 May 2012. Cite error: Invalid
<ref>
tag; name "sega_mar08" defined multiple times with different content - ↑ 41.0 41.1 41.2 41.3 Appendix of Consolidated Financial Statements 9 Months Ended December 31, 2009. Sega Sammy Holdings (February 5, 2010). Retrieved on 13 April 2012.
- ↑ Steve L. Kent (2001), The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world, Prima, p. 352, ISBN 0-7615-3643-4, "In 1982, Universal Sales made arcade history with a game called Mr Do! Instead of selling dedicated Mr Do! machines, Universal sold the game as a kit. The kit came with a customized control panel, a computer board with Mr Do! read-only memory (ROM) chips, stickers that could be placed on the side of stand-up arcade machines for art, and a plastic marquee. It was the first game ever sold as a conversion only. According to former Universal Sales western regional sales manager Joe Morici, the company sold approximately 30,000 copies of the game in the United States alone."
- ↑ Mean Machines Sega, issue 22 (August 1994), page 92, published July 1994
- ↑ 44.00 44.01 44.02 44.03 44.04 44.05 44.06 44.07 44.08 44.09 44.10 Fujihara, Mary (1983-11-02). Inter Office Memo. Atari. Retrieved on 18 March 2012.
- ↑ 45.0 45.1 45.2 45.3 Horwitz, Jeremy (July 8, 2002). "Technology: Mortal Apathy?". The New York Times. http://www.nytimes.com/2002/07/08/technology/08MIDW.html. Retrieved 4 March 2012. Cite error: Invalid
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tag; name "nytimes2002" defined multiple times with different content - ↑ 46.0 46.1 46.2 Beals, Gregory (December 11, 2000). "Kings of Cool". Newsweek. http://nl.newsbank.com/nl-search/we/Archives?p_product=NWEC&p_theme=nwec&p_action=search&p_maxdocs=200&p_topdoc=1&p_text_direct-0=0EC05F8B217664C7&p_field_direct-0=document_id&p_perpage=10&p_sort=YMD_date:D&s_trackval=GooglePM. Retrieved 19 April 2012. "Konami has sold 25,000 Beatmania machines in three years. In the arcade industry, selling 1000 units is considered a success."
- ↑ 47.0 47.1 47.2 47.3 47.4 Pump It Up: Exceed drops to PS2 / Xbox. Punch Jump Crew (September 8, 2005). Retrieved on 18 March 2012.
- ↑ 48.0 48.1 48.2 (Special Feature: Music Simulation Games Rock the Market. Annual Report. Konami (1999). Archived from the original on 25 June 2004. Retrieved on 6 March 2012.)
- ↑ Steve L. Kent (2001). The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world. Prima. p. 224. ISBN 0-7615-3643-4. "Gottlieb sold approximately 25,000 Q*Bert arcade machines."
- ↑ Steven L. Kent (2001), The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World, Prima, p. 352, http://books.google.co.uk/books?id=C2MH05ogU9oC, retrieved 2011-04-09, "With more than 60,000 units sold in the United States, Donkey Kong was Nintendo's biggest arcade hit. ... Nintendo released Donkey Kong Junior in 1982 and sold only 30,000 machines, 20,000 Popeye machines (also 1982), and a mere 5000 copies of Donkey J (1983)."
- ↑ 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."
- ↑ 52.0 52.1 Fujihara, Mary (1983-07-25). Inter Office Memo. Atari. Retrieved on 18 March 2012.
- ↑ What Was The Best-Selling U.S. Arcade Video Game Prior to Space Invaders?, The Golden Age Arcade Historian
- ↑ 54.0 54.1 Steve L. Kent (2001), The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world, Prima, p. 225, ISBN 0-7615-3643-4, "Cinematronics sold more than 16,000 Dragon's Lair machines in 1983, for an average price of $4300. Coleco purchased the home rights to the game, giving Cinematronics an additional $2 million."
- ↑ 55.0 55.1 Stern Production Numbers and More CCI Photos (1 May 2012). Retrieved on 21 July 2013.
- ↑ Stern Electronics, Inc. v. Kaufman, 669 F.2d 852 (2nd Cir. 1982)
- ↑ 57.0 57.1 57.2 57.3 57.4 57.5 57.6 57.7 Production Numbers. Atari (1999). Retrieved on 19 March 2012.
- ↑ 58.0 58.1 How to Win Video Games. Pocket Books. 1982. pp. 87. ISBN 0-671-45841-8. https://archive.org/stream/book_how_to_win_video_games#page/n87/mode/2up.
- ↑ 59.0 59.1 FY Ending March 2006: Interim Results Presentation (April–September 2005). Sega Sammy Holdings (22 November 2005). Retrieved on 17 May 2012.
- ↑ FY2005 Third Quarter Financial Results (April–December 2004). Konami (January 27, 2005). Archived from the original on 2006-01-16. Retrieved on 20 April 2012.
- ↑ 61.0 61.1 61.2 Segment Results: Amusement Machine. Fiscal Year 2009: Full Year Results (Ending March 2009). Sega Sammy Holdings (May 14, 2009). Retrieved on 19 May 2012. Cite error: Invalid
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tag; name "sega_mar09" defined multiple times with different content - ↑ 62.0 62.1 "Business 1974: Industry: Space Age Pinball, Atari's PONG", Time, 1983-10-05, http://www.time.com/time/magazine/article/0,9171,952086,00.html, retrieved 2011-04-21, "Typical of the new games is Pong, a popular version of electronic table tennis manufactured by two-year-old Atari, Inc. (estimated fiscal 1974 revenue: $14 million) of Los Gatos, Calif. Atari sold some 8,500 games to U.S. amusement parlors and other businesses last year."
- ↑ 63.0 63.1 Ashley S. Lipson & Robert D. Brain (2009), Computer and Video Game Law: Cases and Materials, Carolina Academic Press, p. 9, ISBN 1-59460-488-6, http://books.google.co.uk/books?id=IxNDAQAAIAAJ, retrieved 2011-04-11, "Atari eventually sold more than 19,000 Pong machines, giving rise to many imitations. Pong made its first appearance in 1972 at "Andy Capp's," a small bar in Sunnyvale, California, where the video game was literally "overplayed" as eager customers tried to cram quarters into an already heavily overloaded coin slot."
- ↑ 64.0 64.1 Kasco and the Electro-Mechanical Golden Age
- ↑ Steven L. Kent (2000), The first quarter: a 25-year history of video games, BWD Press, p. 83, ISBN 0-9704755-0-0, http://books.google.co.uk/books?id=ny-CAAAAMAAJ, retrieved 2011-04-09, "Sea Wolf, which was another creation of Dave Nutting, did solid business, selling more than 10,000 machines."
- ↑ 66.0 66.1 66.2 66.3 List of highest-grossing video games
- ↑ 67.0 67.1 Street Fighter
- ↑ 68.0 68.1 68.2 68.3 68.4 Donkey Kong
- ↑ AOU 2009 - Sega World Club Champion Football Intercontinental Clubs 2007-2008. AOU Amusement Expo 2009. DigInfo TV (2 March 2009). Retrieved on 18 May 2012.
- ↑ Sports Gaming in Japan: World Club Champion Football. GameSpot (22 September 2009). Retrieved on 18 May 2012.
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- ↑ 72.0 72.1 72.2 Appendix of Consolidated Financial Statements: Year Ended March 31, 2011. Sega Sammy Holdings (13 May 2011). Retrieved on 13 April 2012.
- ↑ 73.0 73.1 73.2 73.3 Appendix of Consolidated Financial Statements: Year Ended March 31, 2012. Sega Sammy Holdings (11 May 2012). Retrieved on 17 May 2012.
- ↑ Appendix of Consolidated Financial Statements: 9 Months Ended December 31, 2011. Sega Sammy Holdings (3 February 2012). Retrieved on 13 April 2012.
- ↑ http://mentalfloss.com/article/63019/11-fun-facts-about-ms-pac-man
- ↑ Infoworld Media Group (April 12, 1982). Video arcades rival Broadway theatre and girlie shows in NY. InfoWorld. Retrieved on May 1, 2011.
- ↑ 77.0 77.1 Gottschalk, S. (1995). "Videology: Video-Games as Postmodern Sites/Sights of Ideological Reproduction". Symbolic Interaction 18 (1). http://cdclv.unlv.edu/archives/interactionism/gottschalk/video.html. Retrieved 26 February 2012.
- ↑ "At+$2000+a+unit,+Atari+has+made+about+$140+million+from+that+game+alone" "Forbes , Volume 127". Forbes: 102. 1981. http://books.google.co.uk/books?id=6y68AAAAIAAJ&q="At+$2000+a+unit,+Atari+has+made+about+$140+million+from+that+game+alone". Retrieved 25 February 2012. "At $2000 a unit, Atari has made about $140 million from that game alone."
- ↑ Thomas A. Defanti (1984), The Mass Impact of Videogame Technology, page 25
- ↑ Thomas A. Defanti (1984), The Mass Impact of Videogame Technology, page 13
- ↑ 81.0 81.1 Morrison, Michael (2002). Sams teach yourself game programming in 24 hours (1. printing. ed.). Indianapolis, IN: Sams Publishing. p. 2. ISBN 0-672-32461-X. http://books.google.co.uk/books?id=herTOT2QVWoC&pg=PP2. Retrieved 23 February 2012.
- ↑ Mark J. P. Wolf, The video game explosion: a history from PONG to Playstation and beyond, ABC-CLIO, p. 104, ISBN 031333868X, http://books.google.co.uk/books?id=XiM0ntMybNwC&pg=PA104, retrieved 2011-04-19
- ↑ http://news.google.com/newspapers?id=49wvAAAAIBAJ&sjid=dfwDAAAAIBAJ&pg=4448,1185138
- ↑ https://web.archive.org/web/20130630134059/www.computerandvideogames.com/268241/obama-bush-beastie-boys-star-in-nba-jam/
- ↑ 85.0 85.1 30,000 units at (£7000) ($13,102) each
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- ↑ 87.0 87.1 Ashcraft, Brian (14 October 2005). How Sega Reels in Girls. Kotaku. Retrieved on 17 May 2012.
- ↑ 88.0 88.1 Dance Dance Revolution revenues:
- $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+
- $24 million+ in United States by 2003 (Balauag, Miguel (2004). Dance Dance Revolution: A True Revolution. Stanford University. Retrieved on 20 April 2012.)
- ↑ 89.0 89.1 Sangokushi Taisen revenue: [13][14]
- ↑ 90.0 90.1 90.2 90.3 Currency Conversion. XE.com. Retrieved on April 13, 2012.
- ↑ 91.0 91.1 Dragon Quest
- ↑ 20,000 machines at $11,095 [17] each
- ↑ Rick Dyer: Biography. AllGame. Retrieved on 2011-04-10.
- ↑ FY Ending March 2013: 1st Quarter Results Presentation (Ended June 2012). Sega Sammy Holdings (1 August 2012). Retrieved on 2 September 2012.
- ↑ http://www.deseretnews.com/article/347090/VIDEO-ARCADES-HANGOUT-CHOICE-OF-A-NEW-GENERATION.html
- ↑ Appendix of Consolidated Financial Statements 6 Months Ended September 30, 2011. Sega Sammy Holdings (31 October 2011). Retrieved on 13 April 2012.
- ↑ Jack B. Rochester & John Gantz (1983), The naked computer: a layperson's almanac of computer lore, wizardry, personalities, memorabilia, world records, mind blowers, and tomfoolery, William Morrow and Company, p. 164, ISBN 0-688-02450-5, http://books.google.co.uk/books?id=walFAAAAYAAJ, retrieved 20 April 2011, "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."
- ↑ CPI Inflation Calculator. Bureau of Labor Statistics. Retrieved on 22 February 2012.
- ↑ http://allincolorforaquarter.blogspot.co.uk/2012/10/video-gamepinball-combinations.html
- ↑ "Call-it Entertainment, Inc. Partners with Capcom to Launch Street Fighter Wireless Game Series". Business Wire. 16 May 2002. http://www.wirelessdevnet.com/news/2002/137/news9.html. Retrieved 17 April 2012.
- ↑ "Guinness World Records Gamer's Edition 2008", Guinness World Records Gamer's Edition (Guinness World Records): p. 77, 2008, ISBN 1-904994-21-0, http://books.google.co.uk/books?id=OJQFSlyMEfAC, retrieved 9 April 2011, "Street Fighter has sold over 25 million console games and 500,000 arcade units generating more than a billion dollars in revenue."
- ↑ Leonard Herman, Jer Horwitz, Steve Kent, Skyler Miller (2002). The History of Video Games. GameSpot. Retrieved on 14 March 2012.
- ↑ http://www.stanford.edu/dept/HPS/TimLenoir/MilitaryEntertainmentComplex.htm
- ↑ 200,000 units at average $17,500 ($15,000 [18] [19] to $20,000 [20]) each
- ↑ Segment Results: Amusement Machines. FY 2007: 1st Quarter Results (April?June 2006). SEGA Sammy Holdings (28 July 2006). Retrieved on 18 May 2012.
- ↑ 106.0 106.1 130,000 units [21] [22] at $15,000 each [23] [24]
- ↑ What is Golden Tee?. Incredible Technologies.
- ↑ Sellers, John (2001). Arcade fever: the fan's guide to the golden age of video games. Philadelphia: Running Press. p. 51. 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."
- ↑ Steven L. Kent (2001), The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World, Prima, p. 147, http://books.google.co.uk/books?id=C2MH05ogU9oC, retrieved 9 April 2011, "Defender was Williams Electronics' biggest seller. More than 55,000 units were placed worldwide."
- ↑ Sickinger, Ted (6 November 1995). "The year of Mortal Kombat". The Kansas City Star: p. 1. http://nl.newsbank.com/nl-search/we/Archives?p_product=KC&p_theme=kc&p_action=search&p_maxdocs=200&p_topdoc=1&p_text_direct-0=0EAF423FC2FB96A0&p_field_direct-0=document_id&p_perpage=10&p_sort=YMD_date:D&s_trackval=GooglePM. Retrieved 4 March 2012. "More than 1 billion quarters have dropped through its slots since 1992. The first two home versions sold more than 10 million copies at $50 and $60 apiece."
- ↑ 111.0 111.1 111.2 FY2004 Financial Results (for the year ended March 31, 2005). SEGA Sammy Holdings (25 May 2005). Retrieved on 17 May 2012.
- ↑ Strang, Katie (24 April 2007). "Shootout at the local pub: Big Buck Hunter is a hit". The Arizona Republic. http://www.azcentral.com/ent/vgames/articles/0424shooter-CR.html. Retrieved 18 March 2012.
- ↑ Big Buck SafariR Reaches Two Milestones!. Raw Thrills (1 September 2009). Retrieved on 19 May 2012.
- ↑ Shaggy (7 January 2010). Big Buck Hunter Open Season pushes 3000 units in 90 days. Arcade Heroes. Retrieved on 16 June 2012.
- ↑ 3rd quarter of FY2005: Summary of Financial Results. Konami (January 2005). Archived from the original on 7 March 2005. Retrieved on 20 April 2012.
- ↑ 116.0 116.1 FY2011 Financial Results: Fiscal year ended March 31, 2011. Konami (May 12, 2011). Retrieved on 2 September 2012.
- ↑ FY2012 Financial Results: Fiscal year ended March 31, 2012. Konami (May 10, 2012). Retrieved on 2 September 2012.
- ↑ FY2013 Financial Results: April 1 - June 30, 2012. Konami (August 2, 2012). Retrieved on 2 September 2012.
- ↑ Steve L. Kent (2001), The ultimate history of video games: from Pong to Pokemon and beyond : the story behind the craze that touched our lives and changed the world, Prima, p. 352, ISBN 0-7615-3643-4, "In 1982, Universal Sales made arcade history with a game called Mr Do! Instead of selling dedicated Mr Do! machines, Universal sold the game as a kit. The kit came with a customized control panel, a computer board with Mr Do! read-only memory (ROM) chips, stickers that could be placed on the side of stand-up arcade machines for art, and a plastic marquee. It was the first game ever sold as a conversion only. According to former Universal Sales western regional sales manager Joe Morici, the company sold approximately 30,000 copies of the game in the United States alone."
- ↑ Mean Machines SEGA, issue 22 (August 1994), page 92, published July 1994
- ↑ FY2005 1Q Results: Amusement Machine Sales. FY2005 1Q Business Results (April?June 2005). SEGA Sammy Holdings (4 August 2005). Retrieved on 18 May 2012.
- ↑ 20,000 machines at $11,095 [25] each
- ↑ Barack, Lauren (8 May 2003). "In Blast From the Past, Atari Video Games Plan a Return". New York Post: p. 34. "It's first hit game, "Pong," launched in 1972, made $11 million in revenue in just one year." (Link)
- ↑ Steven L. Kent (2000), The first quarter: a 25-year history of video games, BWD Press, p. 83, ISBN 0-9704755-0-0, http://books.google.co.uk/books?id=ny-CAAAAMAAJ, retrieved 9 April 2011, "Sea Wolf, which was another creation of Dave Nutting, did solid business, selling more than 10,000 machines."
- ↑ FY2005 Third quarter Financial Results (April?December 2004). Konami (27 January 2005). Archived from the original on 16 January 2006. Retrieved on 20 April 2012.