Video Game Sales Wiki
Register
Advertisement

Best-selling games and franchises developed and/or published by Sega, including console, computer, mobile, arcade and pachinko games.

Consoles[]

See also: List of best-selling game consoles
Home console sales Handheld console sales Total console sales Attach rate
Hardware 104.675 million >14.4 million >119.075 million 10.48
Software 1,233.63 million >14.4 million >1,248.03 million

Hardware sales[]

Home console sales
Platform Released Hardware sales
(million units)
Ref
Sega Mega Drive series 1988 49 [1]
Sega Mega Drive / Genesis 1988 40
SG-1000 series 1983 23 [2]
Sega Master System 1985 21
Saturn 1994 11 [3]
Dreamcast 1998 10 [4][5]
Sega CD / Mega-CD 1991 6 [6]
Sega Pico 1993 3.4 [7]
SG-1000 1983 2 [8]
Mega Drive Mini 2019 1.5 [9]
Total 166.9
Handheld console sales
See also: Best selling handheld consoles
Platform Released Hardware sales
(million units)
Game Gear 1990 11
Nomad 1995 1
12

Software sales[]

Platform Released Software sales
(million units)
Attach rate
(per console)
Ref
Sega Mega Drive / Genesis 1988 576.16 16 [10][11]
Sega Master System 1985 422.47 20 [12]
Sega Saturn 1994 150 9.09 [13]
Dreamcast 1998 85 8 [14]
Sega Pico 1993 11.2 3.29 [7]
Total 1,244.83

Franchises[]

Software sales[]

  1. Sonic - 360 million[15]
  2. Puyo Puyo - 25 million[15]
  3. Total War - 20 million[16][17]
  4. Megami Tensei - 15.7 million
    1. Persona - 8.5 million [15]
    2. Megami Tensei - 7.2 million[15]
  5. Warhammer - 13 million[18]
  6. Yakuza/Like A Dragon - 10.5 million[15]
  7. Company of Heroes - 9 million[18]
  8. Football Manager - 7 million[19]
  9. Virtua Fighter - 5.4 million[20][21][22][23]
  10. Hatsune Miku - 5.5 million[15]
  11. Monkey Ball - 4.6 million[24][25]
  12. Sakura Wars - 4.5 million[26]
  13. Streets of Rage - 2.7 million+[n 1]
  14. Etrian Odyssey - 1.8 million[15]

Arcade sales[]

  1. Sega Model (240,000)[30]
  2. Virtua Fighter (110,000+)[30]
  3. StarHorse (38,734)[n 3]
  4. Print Club (45,000)[32]
  5. UFO Catcher (40,000)[33]
  6. OutRun (30,000)[33]
  7. Sega Network Mahjong MJ (25,986)[n 6]

Gross revenue[]

Franchise Debut
year
Revenue
(no inflation)
Ref Revenue
(2016 inflation)
Sonic 1991 $7 billion (as of 2020) [36][37] $15 billion
Sega Model 1992 $6.38 billion (as of 2001) [30] $13.3 billion
Virtua Fighter 1993 $4.08 billion (as of 2001) [30] $8 billion
World Club Champion Football 2002 $2.507 billion (as of 2013) [n 7] $4.08 billion

Games[]

Software sales[]

  1. Sonic the Hedgehog (44.146 million)
  2. Sonic Dash (20 million)
  3. Sonic 2 (15 million)
  4. Mario & Sonic at the Olympic Games (13.06 million)
  5. Sonic 3 & Knuckles (8.0925 million)
  6. Sonic Jump (8 million)
  7. Mario & Sonic at the Winter Olympic Games (6.53 million)
  8. Persona 5 (6.5 million)[38][39]
  9. Sonic Adventure (4.586 million)
  10. Frogger (4 million)[40]
  11. Disney's Aladdin (4 million)[41]
  12. Sonic Generations (3.871 million)
  13. Mario & Sonic at the London 2012 Olympic Games (3.7 million)
  14. Empire: Total War (3.6 million)[42]
  15. Sonic Adventure 2 (3.3913 million)
  16. Sonic Mega Collection (3.813 million)
  17. ESPN NFL 2K5 (3.38 million in US)[43]
  18. Shogun 2: Total War (3.021 million)[44]
  19. Company of Heroes (3 million)[45]
  20. Persona 4 (2.9 million)[46][47]
  21. Iron Man (2.68 million)[48]
  22. Warhammer 40,000: Dawn of War II (2.6 million)[49]
  23. Virtua Fighter 2 (2.5 million)[n 8]
  24. Streets of Rage 4 (2.5 million)[29]
  25. Sonic Unleashed (2.45 million)
  26. Total War: Rome II (2.4 million)[53]
  27. Company of Heroes: Opposing Fronts (2.4 million)[54]
  28. The Golden Compass (2.2827 million)[55]
  29. Crazy Taxi (2.28 million in US)[n 9]
  30. Napoleon: Total War (2.2 million)[57]
  31. Company of Heroes: Tales of Valor (2.2 million)[58]
  32. Sonic Heroes (2.19 million)
  33. Sonic Colors (2.18 million)
  34. Sonic CD (2.11 million)
  35. Alien: Isolation (2.11 million)[59]
  36. Company of Heroes 2 (2.1 million)[60]
  37. OutRun (2 million+)[61]
  38. Medieval II: Total War (1.9 million)[62]
  39. Jet Set Radio (1.8133 million)[63]
  40. Warhammer 40,000: Dawn of War II – Retribution (1.8 million)[64]
  41. Warhammer 40,000: Dawn of War II – Chaos Rising (1.8 million)[65]
  42. Yakuza: Like a Dragon (1.8 million)[66]
  43. Alien vs. Predator (1.69 million)[67]
  44. Sega Mega Drive and Genesis Classics (1.5145 million)[68]
  45. Virtua Fighter (1.5 million)[20]
  46. Virtua Fighter 4 (1.5 million)[23]
  47. Like a Dragon: Infinite Wealth[69]

Mobile/Online[]

  1. Sonic Dash (200 million downloads)
  2. Sonic the Hedgehog (13 million downloads)
  3. Crazy Taxi City Rush (10 million downloads)[70]
  4. Sonic 4: Episode II LITE (10 million downloads)[71]
  5. Sonic Dash 2: Sonic Boom (10 million downloads)[72]
  6. Sonic Jump Fever (10 million downloads)[73]
  7. Sonic Racing Transformed (10 million downloads)[74]
  8. Chain Chronicle (10 million downloads)[15]
  9. Sonic Jump (8 million downloads)
  10. Hatsune Miku: Colorful Stage (5 million downloads) [75]
  11. Phantasy Star Online 2 (4.5 million players)[76]

Arcade sales[]

  1. Sega Model 2 (130,000)[77]
  2. Sega Model 3 (70,000)[30]
  3. Print Club (45,000)[32]
  4. Virtua Fighter (40,000+)[78]
  5. UFO Catcher (40,000)[33]
  6. Virtua Fighter 2 (40,000)[30]
  7. Starhorse2 (38,614)[n 2]
  8. OutRun (30,000)[33]
  9. Virtua Fighter 3 (30,000)[30]
  10. Mushiking: King of the Beetles (13,500)[85]
  11. Sega Network Mahjong MJ4 (12,892)[n 5]
  12. Sega Rally (12,000)[87]
  13. Oshare Majo: Love and Berry (10,300)[80]
  14. Periscope (5,000)[88]

Arcade revenue[]

Titles Year Revenue
(no inflation)
Ref Revenue
(2016 inflation)
Sega Model 2 1993 $2.55 billion (as of 1996) [30] $5.17 billion
World Club Champion Football 2002 $2.507 billion (as of 2013) [n 7] $4.08 billion
Virtua Fighter 1993 $1.68 billion (as of 2001) [30] $3.4 billion
OutRun 1986 $1.104 million (as of 1993) [30] $2.95 billion
Virtua Fighter 2 1994 $1.2 billion (as of 2001) [30] $2.37 billion
Mushiking: King of the Beetles 2003 $631.0232 million (up to 2007) [n 11] $1 billion
Periscope 1966 $13 million (up to 1967) [88] $117 million

Notes[]

  1. Streets of Rage series:
    • Streets of Rage (Genesis) - 960 units in the US between April 1995 and March 1996[27]
    • Streets of Rage 2 - 185,330+ (incomplete)
      • Genesis - 775 units in the US between April 1995 and March 1996[27]
      • Xbox Live Arcade - 184,555[28]
    • Streets of Rage 4 - 2.5 million[29]
  2. 2.0 2.1 StarHorse2:
    • From April 2005 to March 2007: 18,079 units
      • StarHorse2: New Generation – 7,819 units from April 2005 to June 2006 (6,020 units in fiscal year ended March 2006,[35] and 1,799 units during April–June 2006)[79]
      • StarHorse2: Second Fusion - 10,260 units from April 2006 to March 2007 (8,105 conversion kits during April–December 2006,[80] and 2,155 body and satellite units in fiscal year ending March 2007)[81]
    • From April 2007 to March 2008: 10,275 units (756 body and satellite units of StarHorse2: Second Fusion during April–September 2007,[82] and 9,519 conversion kits in fiscal year ended March 2008)[83]
    • From April 2009 to December 2009: 10,657 units of StarHorse2: Fifth Expansion[84]
  3. StarHorse series:
  4. SEGA Network Mahjong MJ2:
    • April 2004 to March 2005: 4,984[31]
    • April 2005 to June 2005: 502[34]
  5. 5.0 5.1 Sega Network Mahjong MJ4:
    • Fiscal year ended March 2008: 10,427[83]
    • Fiscal year ended March 2009: 2,465[86]
  6. SEGA Network Mahjong MJ series:
    • SEGA Network Mahjong MJ2 from April 2004 to June 2005: 5,486 units[n 4]
    • SEGA Network Mahjong MJ3 from April 2005 to March 2006: 7,608 units[35]
    • SEGA Network Mahjong MJ4 from April 2007 to March 2009: 12,892 units[n 5]
  7. 7.0 7.1 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.[89][90] 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) [1] 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) [2] each = $158 million
    • World Club Champion Football: Intercontinental Clubs revenues from April 2009 to December 2013 - $224 million[n 10]
  8. 1.7 million in Japan,[50] at least 500,000 bundled in US,[51] 200,000 sold in US in December 1995[52]
  9. 2.18 million US sales for Dreamcast and PS2,[43] 100,000 sales for Xbox 360[56]
  10. World Club Champion Football: Intercontinental Clubs
    • Fiscal year ended 31 March 2010: ¥4.2 billion[91]
    • Fiscal year ended 31 March 2011: ¥3.8 billion[92]
    • Fiscal year ended 31 March 2012: ¥3.6 billion[93][94]
    • Fiscal year ended 31 March 2013: ¥3.2 billion
    • April-December 2013: ¥2.1 billion
    • Currency conversion: [3] $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
  11. Mushiking: King of the Beetles, revenue
    • 420 million cards by December 2006.[95]
    • 478 million cards [4] at ¥100 each[96][97] = ¥47.8 billion
    • Currency conversion: $631.023102 million [5]

References[]

  1. Fourth generation of video games
  2. Third generation of video games: Sales figures
  3. Evans, David S.; Hagiu, Andrei; Schmalensee, Richard (2006). Invisible engines: how software platforms drive innovation and transform industries ([Online-Ausg.] ed.). Cambridge (Mass.): MIT Press. p. 131. ISBN 0262050854. http://books.google.co.uk/books?id=5Wx6-uv-DSkC&pg=PA131. Retrieved 31 January 2012. (with reference to Table 2: Worldwide Video Game Console Annual Shipment History - 1989-1998. Video Game Consoles: Sony, Nintendo and Sega Brace for Microsoft Challenge. In-Stat (NPD Group) (December 2000). Archived from the original on 2001-05-01. Retrieved on 31 January 2012.)
  4. Carroll, Russell (2005-09-06). Good Enough: Why graphics aren't number one. Game Tunnel. Retrieved on 2007-10-28.
  5. Snow, Blake (2007-07-30). The 10 Worst-Selling Consoles of All Time 1. GamePro. Archived from the original on 2007-05-08. Retrieved on 2009-01-10.
  6. Blake Snow (2007-07-30). The 10 Worst-Selling Consoles of All Time. GamePro. Archived from the original on 2007-05-08. Retrieved on 2008-10-25.
  7. 7.0 7.1 Sega Toys Business Strategy. Sega Toys. Archived from the original on December 16, 2005.
  8. Co-opetition (1996), page 238
  9. https://gamerant.com/sega-genesis-mini-2-low-limited-supply/
  10. Fourth generation of video games
  11. Press release: 1997-06-04: Sega Lowers Price on Hardware, Software
  12. Third generation of video games
  13. 9.09 attach rate
  14. 8.0 attach rate
  15. 15.0 15.1 15.2 15.3 15.4 15.5 15.6 15.7 Sega Sammy Annual report 2017. Sega Sammy Holdings (October 30, 2017). Retrieved on 2017-11-02.
  16. "Sega has quietly become one of the world's best PC strategy game companies". Eurogamer. 2016-08-04. http://www.eurogamer.net/articles/2016-08-04-sega-has-quietly-become-one-of-the-worlds-best-strategy-pc-game-companies. Retrieved 2016-08-04.
  17. http://steamspy.com/search.php?s=Total+War *
  18. 18.0 18.1 http://steamspy.com/dev/SEGA
  19. MCV UK (2011-09-09). "Now FIFA takes aim at Football Manager". Press release. http://content.yudu.com/A1ttw8/MCV090911/resources/8.htm. Retrieved 2011-09-09.
  20. 20.0 20.1 Sega captures dollar share of videogame market -- again; diverse product strategy yields market growth; Sega charts path for 1996.. Business Wire (1996-01-10). Retrieved on 2015-11-27. “In addition, Sega's exclusive software "Virtua Fighter 2(TM)" sold more than 1.5 million units, bringing to 3 million the total number sold in Japan of the "Virtua Fighter" series (including: "Virtua Fighter," "Virtua Fighter Remix," and "Virtua Fighter 2") ... [In the U.S.] Sega sold more than 200,000 copies of "Virtua Fighter 2" in December, even though the title didn't reach retail until mid-December and was in limited distribution.”
  21. At least 500,000 copies of Virtua Fighter 2 were given away as part of Sega's "Three Free" promotion in the U.S. See Sega tops holiday, yearly sales projections; Sega Saturn installed base reaches 1.6 million in U.S., 7 million worldwide.. Business Wire (1997-01-13). Retrieved on 2015-11-27.
  22. Final sales of Virtua Fighter 2 in Japan are estimated at 1.7 million units. See Japan Platinum Game Chart. The Magic Box. Retrieved on 2015-11-27.
  23. 23.0 23.1 Gantayat, Anoop (2002-06-11). Hands on: Virtua Fighter 4: Evolution. IGN. Retrieved on 2015-11-27. “The original VF4 has sold upwards of 1.5 million copies to date.”
  24. かわいいおサルの大快挙!! 『スーパーモンキーボール』シリーズが世界累計出荷本数400万本を達成!. Famitsu.
  25. https://web.archive.org/web/20090328001730/www.andriasang.com/e/blogs/anoop/2009/03/24/masano_maeda_nikkei_interview/
  26. Gantayat, Anoop (2010-11-18). Sakura Wars Becomes a Browser Game. Andriasang. Retrieved on 31 January 2012.
  27. 27.0 27.1 Sega Consumer Products Division (April 3, 1996), Sega of America
  28. Langley, Ryan (January 20, 2012). "Xbox Live Arcade by the numbers - the 2011 year in review". Gamasutra (UBM Technology Group). https://www.gamasutra.com/view/news/39713/Xbox_Live_Arcde_by_the_numbers__the_2011_year_in_review.php. Retrieved 29 April 2020.
  29. 29.0 29.1 Romano, Sal (April 8, 2021). Streets of Rage 4 DLC 'Mr. X Nightmare' and free update announced; downloads top 2.5 million. Gematsu.
  30. 30.00 30.01 30.02 30.03 30.04 30.05 30.06 30.07 30.08 30.09 30.10 Arcade gaming
  31. 31.0 31.1 FY2004 Financial Results (for the year ended March 31, 2005). Sega Sammy Holdings (25 May 2005). Retrieved on 17 May 2012.
  32. 32.0 32.1 https://www.bbc.com/worklife/article/20181119-why-playing-puri-was-the-precursor-for-snapchat
  33. 33.0 33.1 33.2 33.3 Mean Machines Sega, issue 22 (August 1994), page 92, published July 1994
  34. FY2005 1Q Results: Amusement Machine Sales. FY2005 1Q Business Results (April?June 2005). Sega Sammy Holdings (4 August 2005). Retrieved on 18 May 2012.
  35. 35.0 35.1 FY Ending March 2006: Full Year Results Presentation. Sega Sammy Holdings (16 May 2006). Retrieved on 17 May 2012.
  36. https://screenrant.com/sonic-hedgehog-2-free-steam-sale/
  37. https://www.licenseglobal.com/archive/shopro-go
  38. Persona 5 Royal shipments and digital sales top one million for new platforms; 3.3 million including PS4. Gematsu (1 December 2022).
  39. Harding, Daryl (July 1, 2021). "Atlus Reveals Updates Persona Sales Numbers, Franchise Has Sold 15 Million Copies Worldwide" (in en-us). Crunchyroll. https://www.crunchyroll.com/anime-news/2021/06/30-1/atlus-reveals-updates-persona-sales-numbers-franchise-has-sold-15-million-copies-worldwide.
  40. "Ed English: 2600 (Frogger, Mr. Do!, Roc 'n Rope)". Digital Press (52): p. 7. May–June 2003. https://www.digitpress.com/library/newsletters/digitalpress/dp52.pdf#page=7.
  41. Horowitz, Ken (2006-03-28). Interview: Dr. Stephen Clarke-Willson. Retrieved on 2011-12-26.
  42. http://steamspy.com/app/10500
  43. 43.0 43.1 http://www.the-magicbox.com/Chart-USPlatinum.shtml
  44. http://steamspy.com/app/10500
  45. http://steamspy.com/app/4560
  46. "Game Search". Game Data Library (Famitsu sales data). https://sites.google.com/site/gamedatalibrary/game-search.
  47. Harding, Daryl (July 1, 2021). "Atlus Reveals Updates Persona Sales Numbers, Franchise Has Sold 15 Million Copies Worldwide" (in en-us). Crunchyroll. https://www.crunchyroll.com/anime-news/2021/06/30-1/atlus-reveals-updates-persona-sales-numbers-franchise-has-sold-15-million-copies-worldwide.
  48. https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2009/e_200903_4q_sup.pdf
  49. http://steamspy.com/app/15620
  50. Japan Platinum Game Chart. The Magic Box. Retrieved on 2015-11-27.
  51. "Sega tops holiday, yearly sales projections; Sega Saturn installed base reaches 1.6 million in U.S., 7 million worldwide". Business Wire. 1997-01-13. http://www.thefreelibrary.com/Sega+tops+holiday,+yearly+sales+projections%3B+Sega+Saturn+installed...-a019014339. Retrieved 2009-08-08.
  52. Sega captures dollar share of videogame market -- again; diverse product strategy yields market growth; Sega charts path for 1996.. Business Wire (1996-01-10). Retrieved on 2015-11-27.
  53. http://steamspy.com/app/214950
  54. http://steamspy.com/app/9340
  55. https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2008/e_200803_4q_pre.pdf
  56. Langley, Ryan (2012-01-20). Xbox Live Arcade by the numbers – the 2011 year in review. Gamasutra. Retrieved on 2012-01-23.
  57. http://steamspy.com/app/34030
  58. http://steamspy.com/app/20540
  59. https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2015/201503_4q_tanshinhosoku_e_final_.pdf
  60. http://steamspy.com/app/231430
  61. https://www.wired.co.uk/article/out-run-video-game-design
  62. http://steamspy.com/app/4700
  63. 64,257 Japan sales for Dreamcast, 1,700,000 Steam sales for PC, 48,995 XBLA sales for Xbox 360
  64. http://steamspy.com/app/56400
  65. http://steamspy.com/app/20570
  66. https://www.segasammy.co.jp/cms/wp-content/uploads/pdf/en/ir/management_meeting2023_e_day1.pdf
  67. https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2010/e_201003_4q_sup.pdf
  68. https://www.ricedigital.co.uk/the-best-selling-japanese-games-on-steam/
  69. https://www.ign.com/articles/like-a-dragon-infinite-wealth-sells-1-million-copies
  70. https://play.google.com/store/apps/details?id=com.sega.cityrush
  71. https://play.google.com/store/apps/details?id=com.sega.sonic4ep2lite
  72. https://play.google.com/store/apps/details?id=com.sega.sonicboomandroid
  73. https://play.google.com/store/apps/details?id=com.sega.sonicjumpfever
  74. https://play.google.com/store/apps/details?id=com.sonicjump.sonicjump
  75. https://www.4gamer.net/games/476/G047609/20210726012/
  76. https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2017/20161102_2q_tanshin_e_final.pdf
  77. 130,000 units [6] at $15,000 each [7] [8]
  78. https://segaretro.org/Press_release:_1996-09-03:_Virtua_Fighter_Kids:_New_Sega_Saturn_game_is_way_%22a-head%22_of_its_time
  79. FY 2007: Interim Results (April–September 2006) 11–13. Sega Sammy Holdings (November 10, 2006). Retrieved on 18 May 2012.
  80. 80.0 80.1 Fiscal Year Ending March 2007: 3rd Quarter Results (April–December 2006) 11–13. Sega Sammy Holdings (February 7, 2007). Retrieved on 19 May 2012.
  81. Fiscal Year Ended March 2007: Full Year Results. Sega Sammy Holdings (May 14, 2007). Retrieved on 17 May 2012.
  82. Fiscal Year 2008: Interim Results. Sega Sammy Holdings (November 12, 2007). Retrieved on 19 May 2012.
  83. 83.0 83.1 Segment Results: Amusement Machines. FY 2008: Full Year Results (Ending March 2008). Sega Sammy Holdings (May 15, 2008). Retrieved on 19 May 2012.
  84. Appendix of Consolidated Financial Statements 9 Months Ended December 31, 2009. Sega Sammy Holdings (February 5, 2010). Retrieved on 13 April 2012.
  85. FY Ending March 2006: Interim Results Presentation (April–September 2005). Sega Sammy Holdings (22 November 2005). Retrieved on 17 May 2012.
  86. Segment Results: Amusement Machine. Fiscal Year 2009: Full Year Results (Ending March 2009). Sega Sammy Holdings (May 14, 2009). Retrieved on 19 May 2012.
  87. Sheffield, Brandon (February 8, 2008). DICE: Mizuguchi Talks Artistry and Commerce in Concert. Gamasutra. Retrieved on 19 August 2017.
  88. 88.0 88.1 https://videogamehistorian.wordpress.com/2015/06/08/historical-interlude-the-history-of-coin-op-part-6-a-technological-revolution/
  89. 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.
  90. Sports Gaming in Japan: World Club Champion Football. GameSpot (22 September 2009). Retrieved on 18 May 2012.
  91. Appendix of Consolidated Financial Statements: Year Ended March 31, 2010. Sega Sammy Holdings (14 May 2010). Retrieved on 13 April 2012.
  92. Appendix of Consolidated Financial Statements: Year Ended March 31, 2011. Sega Sammy Holdings (13 May 2011). Retrieved on 13 April 2012.
  93. Appendix of Consolidated Financial Statements: Year Ended March 31, 2012. Sega Sammy Holdings (May 11, 2012). Retrieved on 17 May 2012.
  94. Appendix of Consolidated Financial Statements: 9 Months Ended December 31, 2011. Sega Sammy Holdings (3 February 2012). Retrieved on 13 April 2012.
  95. Carless, Simon (29 March 2007). Uemura ? SEGA's Hidden Game Design Power?. GameSetWatch. Retrieved on 17 May 2012.
  96. Ashcraft, Brian (14 October 2005). How SEGA Reels in Girls. Kotaku. Retrieved on 17 May 2012.
  97. http://www.segasammy.co.jp/english/ir/library/pdf/printing_annual/2005/e_2005_annual.pdf

External links[]

Best selling video games
List of best-selling video games · List of highest-grossing video games

Franchises · United States (NPD) · Japan · Best selling new IPs
Consoles (6th generation · 7th generation) · Arcade · Mobile · PC
2017 · 2018 · 2021 · 2022
Nintendo · Sega · Sony · Microsoft · Bandai Namco · Capcom · Konami · Square Enix · Ubisoft · Blizzard

See also: Best selling games · Best selling franchises · Highest-grossing franchises
Advertisement