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Best selling Sega games

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

FranchisesEdit

Software salesEdit

  1. Sonic - 350 million[1]
  2. Puyo Puyo - 22 million[2]
  3. Frogger - 20 million[3]
  4. Total War - 20 million[4][5]
  5. NBA 2K - 17 million[6]
  6. Megami Tensei - 14.1 million[2]
    1. Megami Tensei - 7.2 million
    2. Persona - 6.9 million
  7. Warhammer - 13 million[7]
  8. Yakuza - 9.3 million[2]
  9. Company of Heroes - 9 million[7]
  10. Football Manager - 7 million[8]
  11. Project Gotham Racing - 7 million[9]
  12. Virtua Fighter - 5.4 million[10][11][12][13]
  13. Hatsune Miku - 5.3 million[2]
  14. Sakura Wars - 4.5 million[14]
  15. Etrian Odyssey - 1.5 million[2]

Arcade salesEdit

  1. Sega Model series (200,000)[15]
  2. StarHorse (38,734)[n 2]
  3. OutRun (30,000)[17]
  4. Sega Network Mahjong MJ (25,986)[n 5]

Gross revenueEdit

Franchise Debut
year
Revenue
(no inflation)
Ref Revenue
(2016 inflation)
Sonic 1991 $5 billion (as of 2014) [20] $8.8 billion
Sega Model series 1992 $3.5 billion (as of 2000) [21] $5.97 billion
World Club Champion Football 2002 $2.507 billion (as of 2013) [n 6] $3.34 billion

GamesEdit

Software salesEdit

  1. Sonic the Hedgehog (23,982,960)
  2. Sonic Dash (20,000,000)
  3. Mario & Sonic at the Olympic Games (9,768,400)
  4. Sonic Jump (8,000,000)
  5. Sonic 2 (6,609,805)
  6. Mario & Sonic at the Winter Olympic Games (6,530,000)
  7. Sonic the Hedgehog (Master System) (5,960,000)
  8. Sonic Adventure (4,535,855)
  9. Disney's Aladdin (4,000,000)[22]
  10. Sonic Generations (3,741,000)
  11. Mario & Sonic at the London 2012 Olympic Games (3,700,000)
  12. Empire: Total War (3,600,000)[23]
  13. ESPN NFL 2K5 (3,380,000 in US)[24]
  14. Sonic Adventure 2 (3,212,277)
  15. Shogun 2: Total War (3,021,000)[25]
  16. Company of Heroes (3,000,000)[26]
  17. Sonic Mega Collection (2,710,000 in US)
  18. Iron Man (2,680,000)[27]
  19. Warhammer 40,000: Dawn of War II (2,600,000)[28]
  20. Virtua Fighter 2 (2,500,000)[n 7]
  21. Sonic Unleashed (2,450,000)
  22. Total War: Rome II (2,400,000)[32]
  23. Company of Heroes: Opposing Fronts (2,400,000)[33]
  24. Sonic CD (2,325,030)
  25. The Golden Compass (2,282,700)[34]
  26. Crazy Taxi (2,280,000 in US)[n 8]
  27. Napoleon: Total War (2,200,000)[36]
  28. Company of Heroes: Tales of Valor (2,200,000)[37]
  29. Sonic Colors (2,180,000)
  30. Alien: Isolation (2,110,000)[38]
  31. Company of Heroes 2 (2,100,000)[39]
  32. Sonic Heroes (2,080,000)
  33. Medieval II: Total War (1,900,000)[40]
  34. Jet Set Radio (1,813,300)[41]
  35. Warhammer 40,000: Dawn of War II Retribution (1,800,000)[42]
  36. Warhammer 40,000: Dawn of War II - Chaos Rising (1,800,000)[43]
  37. Alien vs. Predator (1,690,000)[44]

Mobile/OnlineEdit

  1. Sonic Dash (200 million downloads)
  2. Crazy Taxi City Rush (10 million downloads)[45]
  3. Sonic 4: Episode II LITE (10 million downloads)[46]
  4. Sonic Dash 2: Sonic Boom (10 million downloads)[47]
  5. Sonic Jump Fever (10 million downloads)[48]
  6. Sonic Racing Transformed (10 million downloads)[49]
  7. Sonic the Hedgehog (8.5 million downloads)
  8. Sonic Jump (8 million downloads)
  9. Chain Chronicle (5 million downloads)[2]
  10. Phantasy Star Online 2 (4.5 million players)[50]

Arcade salesEdit

  1. Sega Model 2 games (130,000)[51]
  2. Starhorse2 (38,614)[n 1]
  3. OutRun (30,000)[17]
  4. Mushiking: King of the Beetles (13,500)[58]
  5. Sega Network Mahjong MJ4 (12,892)[n 4]
  6. Oshare Majo: Love and Berry (10,300)[53]

Arcade revenueEdit

Titles Year Revenue
(no inflation)
Ref Revenue
(2016 inflation)
World Club Champion Football 2002 $2.507 billion (as of 2013) [n 6] $3.34 billion
Sega Model 2 games 1993 $2 billion (as of 1996) [51] $3.32 billion
OutRun 1986 $404.42 million (as of 1993) [66] $884 million
Mushiking: King of the Beetles 2003 $631.0232 million (up to 2007) [n 10] $822 million

NotesEdit

  1. 1.0 1.1 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,[19] and 1,799 units during April–June 2006)[52]
      • StarHorse2: Second Fusion - 10,260 units from April 2006 to March 2007 (8,105 conversion kits during April–December 2006,[53] and 2,155 body and satellite units in fiscal year ending March 2007)[54]
    • From April 2007 to March 2008: 10,275 units (756 body and satellite units of StarHorse2: Second Fusion during April–September 2007,[55] and 9,519 conversion kits in fiscal year ended March 2008)[56]
    • From April 2009 to December 2009: 10,657 units of StarHorse2: Fifth Expansion[57]
  2. StarHorse series:
  3. SEGA Network Mahjong MJ2:
    • April 2004 to March 2005: 4,984[16]
    • April 2005 to June 2005: 502[18]
  4. 4.0 4.1 Sega Network Mahjong MJ4:
    • Fiscal year ended March 2008: 10,427[56]
    • Fiscal year ended March 2009: 2,465[59]
  5. SEGA Network Mahjong MJ series:
    • SEGA Network Mahjong MJ2 from April 2004 to June 2005: 5,486 units[n 3]
    • SEGA Network Mahjong MJ3 from April 2005 to March 2006: 7,608 units[19]
    • SEGA Network Mahjong MJ4 from April 2007 to March 2009: 12,892 units[n 4]
  6. 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.[60][61] 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 9]
  7. 1.7 million in Japan,[29] at least 500,000 bundled in US,[30] 200,000 sold in US in December 1995[31]
  8. 2.18 million US sales for Dreamcast and PS2,[24] 100,000 sales for Xbox 360[35]
  9. World Club Champion Football: Intercontinental Clubs
    • Fiscal year ended 31 March 2010: ¥4.2 billion[62]
    • Fiscal year ended 31 March 2011: ¥3.8 billion[63]
    • Fiscal year ended 31 March 2012: ¥3.6 billion[64][65]
    • 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
  10. Mushiking: King of the Beetles, revenue
    • 420 million cards by December 2006.[67]
    • 478 million cards [4] at ¥100 each[68][69] = ¥47.8 billion
    • Currency conversion: $631.023102 million [5]


ReferencesEdit

  1. Christopher Dring (June 27, 2016). Sega: 'We are turning Sonic into an entertainment icon'. Retrieved on 2017-01-09. “Joining Iizuka is Sonic’s new chief brand officer Ivo Gerscovich. [...] Gerscovich: Well this year it’s Sonic’s 25th anniversary. [...] We have now sold over 350m games - either physically or downloaded. [...] Sonic is the star of his fifth TV series now, and even on mobile we have had over 200m downloads from the last few games.”
  2. 2.0 2.1 2.2 2.3 2.4 2.5 https://twitter.com/ZhugeEX/status/804041811169865728
  3. Konami (2005-10-11). "Konami's Frogger and Castlevania Nominated for Walk of Game Star". Press release. http://www.gamespot.com/news/6135485.html. Retrieved 2009-03-21.
  4. "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.
  5. http://steamspy.com/search.php?s=Total+War *
  6. Take-Two Interactive Software's (TTWO) CEO Strauss Zelnick on Q4 2014 Results - Earnings Call Transcript (2014-05-13). Retrieved on 2014-05-14.
  7. 7.0 7.1 http://steamspy.com/dev/SEGA
  8. 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.
  9. Rob Crossley (2009-07-20). $40m at stake on Blur's sales performance. Retrieved on 2009-07-27.
  10. 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.”
  11. 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.
  12. 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.
  13. 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.”
  14. Gantayat, Anoop (2010-11-18). Sakura Wars Becomes a Browser Game. Andriasang. Retrieved on 31 January 2012.
  15. http://www.stanford.edu/dept/HPS/TimLenoir/MilitaryEntertainmentComplex.htm
  16. 16.0 16.1 FY2004 Financial Results (for the year ended March 31, 2005). Sega Sammy Holdings (25 May 2005). Retrieved on 17 May 2012.
  17. 17.0 17.1 Mean Machines Sega, issue 22 (August 1994), page 92, published July 1994
  18. FY2005 1Q Results: Amusement Machine Sales. FY2005 1Q Business Results (April?June 2005). Sega Sammy Holdings (4 August 2005). Retrieved on 18 May 2012.
  19. 19.0 19.1 FY Ending March 2006: Full Year Results Presentation. Sega Sammy Holdings (16 May 2006). Retrieved on 17 May 2012.
  20. Sonic the Hedgehog still running fast for Sega, Fortune
  21. 200,000 arcade units at average $17,500 ($15,000 [6] [7] to $20,000) each
  22. Horowitz, Ken (2006-03-28). Interview: Dr. Stephen Clarke-Willson. Retrieved on 2011-12-26.
  23. http://steamspy.com/app/10500
  24. 24.0 24.1 http://www.the-magicbox.com/Chart-USPlatinum.shtml
  25. http://steamspy.com/app/10500
  26. http://steamspy.com/app/4560
  27. https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2009/e_200903_4q_sup.pdf
  28. http://steamspy.com/app/15620
  29. Japan Platinum Game Chart. The Magic Box. Retrieved on 2015-11-27.
  30. "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.
  31. 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.
  32. http://steamspy.com/app/214950
  33. http://steamspy.com/app/9340
  34. https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2008/e_200803_4q_pre.pdf
  35. Langley, Ryan (2012-01-20). Xbox Live Arcade by the numbers – the 2011 year in review. Gamasutra. Retrieved on 2012-01-23.
  36. http://steamspy.com/app/34030
  37. http://steamspy.com/app/20540
  38. https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2015/201503_4q_tanshinhosoku_e_final_.pdf
  39. http://steamspy.com/app/231430
  40. http://steamspy.com/app/4700
  41. 64,257 Japan sales for Dreamcast, 1,700,000 Steam sales for PC, 48,995 XBLA sales for Xbox 360
  42. http://steamspy.com/app/56400
  43. http://steamspy.com/app/20570
  44. https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2010/e_201003_4q_sup.pdf
  45. https://play.google.com/store/apps/details?id=com.sega.cityrush
  46. https://play.google.com/store/apps/details?id=com.sega.sonic4ep2lite
  47. https://play.google.com/store/apps/details?id=com.sega.sonicboomandroid
  48. https://play.google.com/store/apps/details?id=com.sega.sonicjumpfever
  49. https://play.google.com/store/apps/details?id=com.sonicjump.sonicjump
  50. https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2017/20161102_2q_tanshin_e_final.pdf
  51. 51.0 51.1 130,000 units [8] [9] at $15,000 each [10] [11]
  52. FY 2007: Interim Results (April–September 2006) 11–13. Sega Sammy Holdings (November 10, 2006). Retrieved on 18 May 2012.
  53. 53.0 53.1 Fiscal Year Ending March 2007: 3rd Quarter Results (April–December 2006) 11–13. Sega Sammy Holdings (February 7, 2007). Retrieved on 19 May 2012.
  54. Fiscal Year Ended March 2007: Full Year Results. Sega Sammy Holdings (May 14, 2007). Retrieved on 17 May 2012.
  55. Fiscal Year 2008: Interim Results. Sega Sammy Holdings (November 12, 2007). Retrieved on 19 May 2012.
  56. 56.0 56.1 Segment Results: Amusement Machines. FY 2008: Full Year Results (Ending March 2008). Sega Sammy Holdings (May 15, 2008). Retrieved on 19 May 2012.
  57. Appendix of Consolidated Financial Statements 9 Months Ended December 31, 2009. Sega Sammy Holdings (February 5, 2010). Retrieved on 13 April 2012.
  58. FY Ending March 2006: Interim Results Presentation (April–September 2005). Sega Sammy Holdings (22 November 2005). Retrieved on 17 May 2012.
  59. Segment Results: Amusement Machine. Fiscal Year 2009: Full Year Results (Ending March 2009). Sega Sammy Holdings (May 14, 2009). Retrieved on 19 May 2012.
  60. 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.
  61. Sports Gaming in Japan: World Club Champion Football. GameSpot (22 September 2009). Retrieved on 18 May 2012.
  62. Appendix of Consolidated Financial Statements: Year Ended March 31, 2010. Sega Sammy Holdings (14 May 2010). Retrieved on 13 April 2012.
  63. Appendix of Consolidated Financial Statements: Year Ended March 31, 2011. Sega Sammy Holdings (13 May 2011). Retrieved on 13 April 2012.
  64. Appendix of Consolidated Financial Statements: Year Ended March 31, 2012. Sega Sammy Holdings (May 11, 2012). Retrieved on 17 May 2012.
  65. Appendix of Consolidated Financial Statements: 9 Months Ended December 31, 2011. Sega Sammy Holdings (3 February 2012). Retrieved on 13 April 2012.
  66. OutRun
  67. Carless, Simon (29 March 2007). Uemura ? SEGA's Hidden Game Design Power?. GameSetWatch. Retrieved on 17 May 2012.
  68. Ashcraft, Brian (14 October 2005). How SEGA Reels in Girls. Kotaku. Retrieved on 17 May 2012.
  69. http://www.segasammy.co.jp/english/ir/library/pdf/printing_annual/2005/e_2005_annual.pdf


External linksEdit

Best selling video games
Worldwide sales · Gross revenue

Franchises · United States · Japan · Best selling new IPs · Sixth generation · Seventh generation
Nintendo · Sega · Capcom · Konami · Square Enix · Ubisoft · Blizzard

See also: Best selling games · Best selling franchises

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