FANDOM


Gen3

Red territories were won by the Nintendo Entertainment System
Blue territories were won by the Sega Master System

The third generation of video games (1983–1993) includes the Nintendo Entertainment System, Sega SG-1000 series (including the Sega Master System) and Atari 7800.

Hardware sales figures

See also: List of best-selling game consoles

Worldwide

Console Worldwide Japan Americas Elsewhere
Nintendo
Entertainment System

(Famicom) (1983)
61.91 million (2009)[1][2] 19.35 million
(2009)[1]
34 million (1996)[1] 8.56 million (1996)[1]
Sega SG-1000 series 22.19 million 3.52 million 10 million 7.67 million
Sega
Master System

(Mark III) (1985)
20.19 million (2012) 2.52 million
(1989)[7]
10 million
  • Brazil: 8 million (2016)[8]
  • United States: 2 million (1992)[9]
7.67 million (1993)
Sega SG-1000
(Mark II) (1983)
2 million (1996)[11] 1 million
(1986)[7]
Atari consoles 1.13 million
Atari 7800 (1986) 1 million (1988)[12]
Atari XEGS (1987) 130,000 (1989) United States:
100,000 (1988)[13]
France:
30,000 (1989)[3]
Other consoles
Daewoo Zemmix
(MSX based console) (1985)
415,000 (1990)[6] South Korea:
415,000 (1990)[6]
Super Cassette Vision (1984) 330,000 (1986) 300,000
(1986)[14]
France:
30,000 (1986)[3]
Total 85.975 million 23.17 million 44.1 million+ 16.705 million
Home computer Worldwide Japan North America Elsewhere
NEC PC-98 (1982) 18 million (1999) 18 million (1999)[15]
Commodore 64 (1982) 12.5 million (1993)[16] 100,000 (1983)[17] 2.1 million (1993)[16] 10.3 million (1993)[16]
MSX (1983) 9.2 million (2013) 9 million (2013)[18] EU: 200,000 (1985)[19]
Sinclair ZX Spectrum (1982) 5 million (2000)[20]
Commodore Amiga (1985) 4.85 million (1993)[21] 700,000 (1993)[21] EU: 3.8 million (1993)[21]
Atari ST (1985) 2.1 million (1993)[22] US: 50,000 (1985)[23] UK: 120,000 (1988)[24]
Sega SC-3000 (1983) 120,000 (1983)[25]
Total 51.76 million 27.1 million 2.85 million 14.42 million+

Asia

In South Korea, the Master System, sold by Samsung,[26] was the market leader, outselling the NES.[6]

Japan

The cumulative (including annual) sales figures for Japan:

Year Sales
Nintendo Famicom series Sega SG-1000 series Epoch
SCV
Famicom [27] FDS Modem SG-1000 [27] Mark III Master System
1983 450,000 200,000
1984 2,100,000
(+1,650,000)
440,000
(+240,000)
1985 6,600,000[28][29]
(+4,500,000)
(95% market)[30]
720,000
(+280,000)
370,000[31] 90,000[31]
1986 10,500,000
(+3,900,000)
2,500,000[32] 1,000,000
(+280,000)
1,000,000[33]
(+630,000)
300,000[14]
(+210,000)
1987 12,280,000
(+1,780,000)
1,280,000
(+280,000)[27]
800,000[34]
1988 13,870,000
(+1,590,000)
(90% market)[35]
100,000[36] 1,040,000
(+240,000)[27]
1989 15,390,000
(+1,520,000)
150,000[37]
(+50,000)
1,240,000
(+200,000)[27]
1990 16,750,000
(+1,360,000)
2,520,000
1991 17,390,000[3]
(+640,000)
3,520,000
1992 18,130,000
(+790,000)[3]
(40% of Japan homes)[38]
1993 18,600,000[3]
(+470,000)
1994 18,870,000
(+80,000)[39]
1995 18,950,000[39]
(+70,000)
1996 19,020,000
(+60,000)[1]
1997 19,050,000
(+30,000)[1]
1998 19,100,000
(+50,000)[1]
1999 19,150,000
(+50,000)[1]
2000 19,200,000
(+50,000)[1]
2001 19,260,000
(+60,000)[1]
2002 19,320,000
(+60,000)[1]
2003 19,350,000
(+30,000)[1]
4,500,000[40]

Americas

In Brazil, the Master System, sold by Tec Toy, was the market leader, outselling the NES. Tec Toy still sells the Master System in Brazil through to the present day. By 1996, the Master System and Mega Drive sold a combined 2 million units, mostly the Master System.[41] By 2012, Tec Toy sold 5 million Master System consoles in Brazil.[42] By 2016, 8 million Master System consoles were sold in Brazil, indicating at least 4 million sales between 2012 and 2016.[8]

United States

The cumulative (including annual) sales figures for the United States:

Year Sales
Nintendo
Entertainment System
Sega
Master System
Atari
7800 XEGS
1985 90,000 (NYC)[43][44]
1986 1,100,000
(+1,100,000)[45][46][29]
(+$310 million)
(73% market)[47]
125,000[45] 100,000[45][48]
1987 4,100,000
(+3,000,000)[49][50]
(+$1 billion)[51][52]
(70% market)[53]
625,000
(+500,000)[3]
(10% market)[54]
100,000[13]
1988 11,100,000
(+7,000,000)[55]
(+$1.7 billion)[51][56]
(75-85% market)[57][58]
1,665,000
(+1,040,000)
(+$299 million)
(13% market)[59]
< 1,000,000[12]
1989 20,300,000
(+9,200,000)[60][61]
(79-90% market)[62][63]
1990 27,500,000
(+7,200,000)[64][65]
(85-90% market)[66][64]
1991 31,900,000[67][3][68]
(+4,400,000)
2,000,000[9]
1992 33,290,000[3]
(+1,390,000)
(33% of US homes)[38]

Western Europe

The cumulative (including annual) sales figures for Western Europe:

Year Sales
NES [3] SMS SCV XEGS Amiga
1986 30,000[3]
1987 300,000 155,000[3]
1988 350,000[3]
(+195,000)
1989 1,000,000 700,000
(+350,000)[3]
30,000[3]
1990 1,655,000
(+655,000)
1,425,000[3]
(+725,000)
1991 3,500,000[5]
(+1,845,000)
3,840,000[4]
(+2,415,000)
1992 5,610,000[4]
(+2,110,000)
6,200,000[69]
(+2,360,000)
1993 5,980,000[4]
(+370,000)
6,950,000
(+750,000)
3,980,000[21]

The regional sales figures for Western Europe:

Nation(s) Sales
NES [4] SMS [4] SCV [3] XEGS [3] MSX Amiga [21] Atari ST
United Kingdom 1,150,000[70] 1,500,000[71] 1,500,000 120,000[24]
France 1,400,000 1,600,000 30,000 30,000 250,000
Germany 1,200,000 700,000 1,300,000
Italy 500,000 400,000 600,000
Belgium 220,000 600,000 45,000
Netherlands 250,000 200,000
Spain 440,000 550,000 105,000
Others 820,000 1,400,000
Platform Total 5,980,000[4][5] 6,950,000 30,000 30,000 200,000[19] 3,800,000 120,000

Australia

In Australia, the most successful console during this generation was the Sega Master System, which outsold the NES as well as home computers.[72]

Software sales figures

System Software sales Attach rate (per console) Source
Nintendo Entertainment System 500,010,000 8.08 [73]
Sega Master System 422,470,000 20.9 [74]
Atari 7800 3,770,000 3.77 [75]
Atari XEGS 827,504 6.37 [75]

References

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 Consolidated Sales Transition by Region (PDF). Nintendo (2010-01-27). Archived from the original on 2010-02-14. Retrieved on 2010-02-14.
  2. NES. Classic Systems. Nintendo. Archived from the original on 2007-08-04. Retrieved on 2007-12-04.
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 3.17 Sales figures from magazine scans
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 "Active installed base estimates". Screen Digest. Screen Digest. March 1995. p. 60. (cf. here, here, and here)
  5. 5.0 5.1 5.2 https://archive.org/stream/Game_Over_1999_Cyberactive_Publishing#page/n425/mode/2up
  6. 6.0 6.1 6.2 6.3 6.4 Game World (South Korea)
  7. 7.0 7.1 Japan
  8. 8.0 8.1 Azevedo, Théo (May 12, 2016). Console em produção há mais tempo, Master System já vendeu 8 mi no Brasil (Portuguese). Universo Online. Retrieved on May 13, 2016. “Comercializado no Brasil desde setembro de 1989, o saudoso Master System já vendeu mais de 8 milhões de unidades no país, segundo a Tectoy.”
  9. 9.0 9.1 Sheff, David (1993). Game Over (1st ed. ed.). New York: Random House. p. 349. ISBN 0-679-40469-4. https://archive.org/stream/Game_Over_1999_Cyberactive_Publishing#page/n357/mode/2up. Retrieved 16 January 2012.
  10. Western Europe
  11. Co-opetition (1996), page 238
  12. 12.0 12.1 Press Release, Atari (June 1, 1988)
  13. 13.0 13.1 http://www.atarimagazines.com/v7n1/marketplace.html
  14. 14.0 14.1 Epoch Japanese Hardware
  15. "Computing Japan". Computing Japan (LINC Japan) 54-59: 18. 1999. https://books.google.com/books?id=oP61AAAAIAAJ. Retrieved 6 February 2012. "...its venerable PC 9800 series, which has sold more than 18 million units over the years, and is the reason why NEC has been the number one PC vendor in Japan for as long as anyone can remember."
  16. 16.0 16.1 16.2 Steil, Michael (2011-02-01). How many Commodore 64 computers were really sold?. Archived from the original on 2016-03-06. Retrieved on 2017-03-18.
  17. http://scacom.bplaced.net/Collection/max/maxen.php
  18. Games vs. Hardware. The History of PC video games: The 80's, page 51 (2014)
  19. 19.0 19.1 https://www.theregister.co.uk/2013/06/27/feature_30_years_of_msx/?page=6
  20. "Videogaming: The Odyssey". EDGE Magazine (Future Publishing): 76. January 2000.
  21. 21.0 21.1 21.2 21.3 21.4 Commodore-Amiga Sales Figures, Amiga History Guide
  22. Total Share: Personal Computer Market Share 1975-2010
  23. http://mcurrent.name/atarihistory/tramel_technology.html
  24. 24.0 24.1 The Games Machine, issue 11 (October 1988), page 8
  25. http://i.imgur.com/3sBZ9Lz.jpg
  26. https://segaretro.org/Samsung
  27. 27.0 27.1 27.2 27.3 27.4 Hardware Shipments (Japan)
  28. http://news.google.com/newspapers?nid=1301&dat=19860407&id=apAyAAAAIBAJ&sjid=MegDAAAAIBAJ&pg=2107,4408710
  29. 29.0 29.1 https://archive.org/stream/06Kahle001551#page/n5/mode/2up
  30. http://news.google.com/newspapers?nid=2209&dat=19860608&id=PborAAAAIBAJ&sjid=SPwFAAAAIBAJ&pg=3978,2380436
  31. 31.0 31.1 The Birth of “Final Fantasy”: Square Corporation
  32. https://books.google.co.uk/books?id=RI51dkpbcGoC&pg=PA34
  33. Nihon Kōgyō Shinbunsha (1986). "Amusement". Business Japan (Nihon Kogyo Shimbun) 31 (7-12): 89. (Link)
  34. Arcades, issue 7, page 29
  35. http://news.google.com/newspapers?nid=1876&dat=19881113&id=YeoeAAAAIBAJ&sjid=lc4EAAAAIBAJ&pg=6700,5100300
  36. http://news.google.com/newspapers?nid=1876&dat=19881113&id=YeoeAAAAIBAJ&sjid=lc4EAAAAIBAJ&pg=6700,5100300
  37. http://news.google.com/newspapers?nid=1243&dat=19890813&id=85BTAAAAIBAJ&sjid=yYYDAAAAIBAJ&pg=6774,717076
  38. 38.0 38.1 https://archive.org/stream/Game_Over_1999_Cyberactive_Publishing#page/n427/mode/2up
  39. 39.0 39.1 Famitsu, Issue 392, Page 8 (March 1996)
  40. http://arstechnica.com/gaming/2013/07/time-to-feel-old-inside-the-nes-on-its-30th-birthday/2/
  41. Szczepaniak, John (2006). "Company Profile: Tec Toy". Retro Gamer (30): 50–53.
  42. Théo Azevedo (2012-07-30). Vinte anos depois, Master System e Mega Drive vendem 150 mil unidades por ano no Brasil (Portuguese). Universo Online. Retrieved on 2012-08-06.
  43. http://elafountain.escalonimaginario.com/comeback.html
  44. http://www.nytimes.com/1986/09/27/business/video-games-once-zapped-in-comeback.html
  45. 45.0 45.1 45.2 Computer Entertainer, February 1987, page 13
  46. http://news.google.com/newspapers?nid=1350&dat=19870228&id=ChNPAAAAIBAJ&sjid=4AIEAAAAIBAJ&pg=7027,7957469
  47. http://news.google.com/newspapers?nid=1665&dat=19890730&id=qKIbAAAAIBAJ&sjid=R04EAAAAIBAJ&pg=5459,6856521
  48. Computer Entertainer, December 1986, page 8
  49. http://news.google.com/newspapers?nid=1314&dat=19880409&id=klpWAAAAIBAJ&sjid=mu8DAAAAIBAJ&pg=4634,5262094
  50. https://archive.org/stream/06Kahle001551#page/n7/mode/2up
  51. 51.0 51.1 http://vidgame.info/vid1987.htm
  52. http://news.google.com/newspapers?nid=1454&dat=19881121&id=Qb8sAAAAIBAJ&sjid=uyYEAAAAIBAJ&pg=6937,3445595
  53. http://www.nytimes.com/1988/12/04/business/nintendo-scores-big.html?pagewanted=2
  54. "Video Games". Los Angeles Times. June 13, 1988. http://articles.latimes.com/1988-06-13/business/fi-3249_1_video-game-systems. Retrieved 16 January 2012.
  55. http://news.google.com/newspapers?nid=1243&dat=19890622&id=kZBTAAAAIBAJ&sjid=x4YDAAAAIBAJ&pg=5094,956076
  56. http://news.google.com/newspapers?nid=1310&dat=19881208&id=hvFVAAAAIBAJ&sjid=yuEDAAAAIBAJ&pg=6835,2121822
  57. http://news.google.com/newspapers?nid=1901&dat=19890526&id=AIgfAAAAIBAJ&sjid=tNIEAAAAIBAJ&pg=3930,7137789
  58. http://news.google.com/newspapers?nid=861&dat=19881121&id=xjRSAAAAIBAJ&sjid=MjYNAAAAIBAJ&pg=2041,4303690
  59. https://newspaperarchive.com/aiken-standard-dec-01-1988-p-21/
  60. http://www.nytimes.com/1990/12/08/business/waiting-for-the-zapping-of-nintendo.html?pagewanted=2
  61. http://news.google.com/newspapers?nid=1350&dat=19891224&id=hktQAAAAIBAJ&sjid=AQ4EAAAAIBAJ&pg=6439,3430124
  62. https://archive.org/stream/06Kahle001568#page/n0/mode/2up
  63. https://web.archive.org/web/20150219225357/http://vidgame.info/vid1989.htm
  64. 64.0 64.1 https://web.archive.org/web/20150102192032/http://vidgame.info/vid1990.htm
  65. http://news.google.com/newspapers?nid=1499&dat=19911217&id=MTAgAAAAIBAJ&sjid=RiwEAAAAIBAJ&pg=2101,1140372
  66. http://news.google.com/newspapers?nid=1309&dat=19940303&id=LdBOAAAAIBAJ&sjid=cBMEAAAAIBAJ&pg=3371,1240681
  67. http://news.google.com/newspapers?nid=1356&dat=19920110&id=IV0xAAAAIBAJ&sjid=TgcEAAAAIBAJ&pg=3802,6316567
  68. http://books.google.co.uk/books?id=puMDAAAAMBAJ&pg=PA75
  69. 1992-1997 hardware sales from magazine scans
  70. Edge, issue 1 (October 1993), page 14
  71. UK Installed Bases (EA)
  72. http://www.smh.com.au/technology/games/nintendos-nes-launched-30-years-ago-in-australia-this-month-or-did-it-20170706-gx6ex0.html
  73. https://www.nintendo.co.jp/ir/en/finance/hard_soft/
  74. Sega Master System software sales:
    • United States – 2 million hardware units, each bundled with one or more games = More than 2 million software units
    • Western Europe – 6.95 million hardware units, each bundled with one or more games = More than 6.95 million software units
    • Brazil (1989-2016) – 8 million hardware units = More than 411 million software units
      • 1989-2012 – 5 million hardware units, each bundled with 3 or more games = More than 15 million software units
      • 2012-2016 – 3 million hardware units, each bundled with 132 games = 396 million software units
    • Japan – 2.52 million hardware units = At least 2.52 million software units
  75. 75.0 75.1 http://www.atarimuseum.com/whatsnew/2009-MAY-28.html



Prev: Second generation of video games Generations Next: Fourth generation of video games