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Two children playing the arcaderacing game "The Fast and the Furious: Drift" in 2007.
Anarcade video game is anarcade game that takes player input from its controls, processes it through electrical or computerized components, and displays output to an electronic monitor or similar display. All arcade video games arecoin-operated or accept other means of payment, housed in anarcade cabinet, and located inamusement arcades alongside other kinds ofarcade games. Until the early 2000s, arcade video games were the largest[1] and most technologically advanced[2][3] segment of thevideo game industry.
Pong is the first commercially successful arcade video game.
Games of skill were popularamusement-parkmidway attractions from the 19th century on. With the introduction of electricity and coin-operated machines, they facilitated a viablebusiness. Whenpinball machines with electric lights and displays were introduced in 1933 (but without the user-controllerflippers which would not be invented until 1947) these machines were seen asgames of luck. Numerous states and cities treated them as amoral playthings for rebellious young people, and banned them into the 1960s and 1970s.[5]
Electro-mechanical games (EM games) appeared inarcades in the mid-20th century. FollowingSega's EM gamePeriscope (1966), the arcade industry experienced a "technological renaissance" driven by "audio-visual" EM novelty games, establishing the arcades as a suitable environment for the introduction of commercial video games in the early 1970s.[6] In the late 1960s, college studentNolan Bushnell had a part-time job at an arcade where he became familiar with EM games watching customers play and helping to maintain the machinery, while learning the game business.[7]
Theearly mainframe gameSpacewar! (1962) inspired the first commercial arcade video game,Computer Space (1971), created by Nolan Bushnell andTed Dabney and released byNutting Associates.[8] It was demonstrated at the Amusement & Music Operators Association (AMOA) show in October 1971.[9] AnotherSpacewar-inspired coin-operated video game,Galaxy Game, was demonstrated atStanford University in November 1971. Bushnell and Dabney followed theirComputer Space success to create - with the help ofAllan Alcorn - a table-tennis game,Pong, released in 1972.Pong became a commercial success, leading numerous other coin-op manufacturers to enter the market.[8]
The video game industry transitioned from discrete integrated circuitry to programmablemicroprocessors in the mid-1970s, starting withGun Fight in 1975. The arcade industry entered a "Golden Age" in 1978 with the release ofTaito'sSpace Invaders, which introduced many novelgameplay features. From 1978 to 1982, several other major arcade-games from Namco, Atari, Williams Electronics, Stern Electronics, and Nintendo were all consideredblockbusters, particularly Namco'sPac-Man (1980), which became a fixture inpopular culture. Across North America and Japan, dedicated video-game arcades appeared and arcade-game cabinets appeared in many smaller storefronts. By 1981, the arcade video-game industry was worthUS$8 billion in the US.[10]
The novelty of arcade games waned sharply after 1982 due to several factors, includingmarket saturation of arcades and arcade games amd amoral panic over video games (similar to fears raised over pinball machines in the decades prior). The arcade market had recovered by 1986, with the help of software-conversion kits, the arrival of popularbeat 'em up games (such asKung-Fu Master (1984) andRenegade (1986–1987)), and advancedmotion simulator games (such as Sega's "taikan" games includingHang-On (1985),Space Harrier (1985), andOut Run (1986)). However, the growth of home video-game systems such as theNintendo Entertainment System led to another brief arcade decline toward the end of the 1980s.[11]
Arcade games continued to improve with the development of technology and of gameplay. In the early 1990s, the release ofCapcom'sStreet Fighter II established the modern style offighting games and led to a number of similar games such asMortal Kombat,Fatal Fury,Killer Instinct,Virtua Fighter, andTekken, creating a new renaissance in the arcades.[12][13] Another factor was realism,[14] including the "3D Revolution" from2D andpseudo-3D graphics to "true"real-time3D polygon graphics.[15][16] This was largely driven by a technologicalarms-race betweenSega andNamco.[17] During the early 1990s games such as Sega'sVirtua Racing andVirtua Fighter popularized 3D-polygon technology in arcades. 3D graphics later became popular in console and computer games by the mid-1990s,[18] though arcade systems such as theSega Model 3 remained considerably more advanced than home systems in the late 1990s.[2][3] Until about 1996, arcade video-games had remained the largest segment of the globalvideo-game industry. Arcades declined in the late 1990s, surpassed by the console market for the first time around 1997–1998.[1]
Since the 2000s, arcade games have taken different routes globally. In the United States, arcades have become niche markets as they compete with the home-console market, and they have adapted other business models, such as providing other entertainment options or adding prize redemptions.[19] In Japan, where arcades continue to flourish, games likeDance Dance Revolution andThe House of the Dead aim to deliver tailored experiences that players cannot easily have at home.[20]
Virtually all modern arcade games (other than the very traditional fairmidway) make extensive use of solid stateelectronics,integrated circuits, and monitor screens, all installed inside anarcade cabinet.
With the exception ofGalaxy Game andComputer Space, which were built around small form-factormainframe computers, the first arcade games are based on combinations of multiple discrete logic chips, such astransistor–transistor logic (TTL) chips. Designing an arcade game was more about the combination of these TTL chips and other electronic components to achieve the desired effect on screen. More complex gameplay required significantly more TTL components to achieve this result. By the mid-1970s, the first inexpensive programmablemicroprocessors had arrived on the market. The first microprocessor-based video game is Midway'sGun Fight in 1975 (a conversion of Taito'sWestern Gun), and with the advent ofSpace Invaders and the golden era, microprocessor-based games became typical.[21]: 64 Early arcade games were also designed aroundraster graphics displayed on acathode-ray tube (CRT) display. Many games of the late 1970s and early 1980s use special displays that renderedvector graphics, though these waned by the mid-1980s as display technology on CRTs improved.[22] Prior to the availability of color CRT or vector displays, some arcade cabinets have a combination of angled monitor positioning,one-way mirrors, and clear overlays to simulate colors and other graphics onto the gameplay field.[23]
Coin-operated arcade video games from the 1990s to the 2000s generally use custom hardware often with multipleCPUs, highly specializedsound andgraphics chips, and the latest in expensivecomputer graphics display technology. This allows more complex graphics and sound than contemporaryvideo game consoles orpersonal computers. Many arcade games since the 2000s run on modified video game console hardware (such as the Sega NAOMI or Triforce) or gaming PC components (such as theTaito Type X). Many arcade games have more immersive and realistic game controls thanPC orconsole games. This includes specialized ambiance or control accessories such as fully enclosed dynamic cabinets withforce feedback controls, dedicatedlightguns, rear-projection displays, reproductions of automobile or airplane cockpits, motorcycle or horse-shaped controllers, or highly dedicated controllers such asdancing mats andfishing rods. These accessories are usually too bulky, expensive, and specialized to be used with typical home PCs and consoles. Arcade makers experiment withvirtual reality technology. Arcades have progressed from using coins as credits to smart cards that hold the virtual currency of credits.
Modern arcade cabinets use flat panel displays instead of cathode-ray tubes. Internet services such asALL.Net,NESiCAxLive,e-Amusement andNESYS, allow the cabinets to download updates or new games, do online multiplayer gameplay, save progress, unlock content, or earn credits.
Many arcade games have short levels, simple and intuitive control schemes, and rapidly increasingdifficulty. The classic formula for a successful arcade video game is "easy to learn, difficult to master"[24] along with a "multiplelife, progressively difficultlevel" paradigm.[25] This is due to the environment of the arcade, where the player is essentially renting the game for as long as their in-game avatar can stay alive or until they run out oftokens. Games on consoles or PCs can be referred to as "arcade games" if they share these qualities, or are direct ports of arcade games.[citation needed]
Many arcadecombat flight simulation games have sophisticated hydraulic motion simulator cabinets,[26][27] and simplified physics and handling. Arcade flight games are meant to have an easylearning curve, in order to preserve their action component. Increasing numbers of console flight video games, such asCrimson Skies,Ace Combat, andSecret Weapons Over Normandy indicate the falling of manual-heavy flight sim popularity in favor of instant arcade flight action.[29]
A modern subgenre of action games called "hack and slash" or "character action games" represent an evolution of traditional arcade action games, and are sometimes considered a subgenre of beat 'em up brawlers. This subgenre of games was largely defined byHideki Kamiya, creator of theDevil May Cry andBayonetta franchises.[30]
Arcade games are found in restaurants, bowling alleys, college campuses, video rental shops, dormitories, laundromats, movie theaters, supermarkets, shopping malls, airports, and other retail environments. They are popular in public places where people are likely to have free time.[31]
Their profitability is expanded by the popularity of conversions of arcade games for home-based platforms. In 1997,WMS Industries (parent company ofMidway Games) reported that if more than 5,000 arcade units are sold, at least 100,000 home version units will be sold.[32]
TheAmerican Amusement Machine Association (AAMA) is atrade association established in 1981[33] that represents the American coin-operated amusement machine industry,[34] including 120 arcade game distributors and manufacturers.[35] TheJapan Amusement Machine and Marketing Association (JAMMA) represents the Japanese arcade industry. Arcade machines may have standardized connectors or interfaces such as JAMMA, or JVS, that help with quick replacement of game systems or boards in arcade cabinets. The game boards or arcade boards may themselves allow for games to be replaced via game cartridges or discs.
Prior to the 2000s, successful video games were oftenconverted to a home video game console or home computer. Many of the initialAtari VCS games, for example, were conversions of Atari's success arcade games. Arcade game manufacturers that were not in the home console or computer business found licensing of their games to console manufacturers to be a successful business model, as console manufacturer competitors would vie for rights to more popular games.Coleco famously bested Atari to secure the rights to convert Nintendo'sDonkey Kong, which it subsequently included as a pack-in game for theColecoVision to challenge the VCS.[36]
Arcade conversions typically had to make concessions for the lower computational power and capabilities of the home console, such as limited graphics or alterations in gameplay. Such conversions had mixed results. The Atari VCS conversion ofSpace Invaders was considered the VCS'skiller application, helping to quadruple the VCS sales in 1980.[37] In contrast, the VCS conversion ofPac-Man in 1982 was highly criticized for technical flaws due to VCS limitations such as flickering ghosts and simplified gameplay. ThoughPac-Man was the best-selling game on the VCS, it eroded consumer confidence in Atari's games and partially contributed to the 1983 crash.[38]
The need for arcade conversions began to wane as arcade game manufacturers like Nintendo, Sega, and SNK entered the home console market and used similar technology within their home consoles as found at the arcade, negating the need to simplify the game. Concessions still may be made for a home release; notably, theSuper Nintendo Entertainment System conversion ofMortal Kombat removed much of the gore from the arcade version to meet Nintendo's quality control standards.[39]
Using emulation, companies likeArcade1Up have produced at-scale or reduced-scale recreations of arcade cabinets using modern technology, such as LCD monitors and lightweight construction. These cabinets are typically designed to resemble the original arcade game cabinets, but may also support multiple related games. These cabinets can be offered in diverse and miniaturized styles, such as table-mounted and wall-mounted versions.[42]
For arcade games, success is usually judged by either the number ofarcade hardware units sold to operators, or the amount of revenue generated. The revenue can include the coin drop earnings from coins (such asquarters,dollars, or100 yen coins) inserted into machines,[43] and/or the earnings from hardware sales with each unit costing thousands of dollars. Most of the revenue figures listed below are incomplete as they only include hardware sales revenue, due to a lack of available data for coin drop earnings which typically account for the majority of a hit arcade game's gross revenue. This list only includes arcade games that either sold more than 10,000 hardware units or generated a revenue of more than$10 million. Most of the games listed were released between thegolden age of arcade video games (1978–1984) and the 1990s.
This is adynamic list and may never be able to satisfy particular standards for completeness. You can help byediting the page to add missing items, with references toreliable sources.
Game
Publisher
Release year
Hardware units sold
Estimated gross revenue (US$ without inflation)
Estimated gross revenue (US$ with 2024 inflation)[44]
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 5,000 hardware units or grossed at least $10 million revenues.
Franchise
Publisher
Original release year
Total hardware units sold
Estimated gross revenue (US$ without inflation)
Estimated gross revenue (US$ with 2024 inflation)[44]
StarHorse2: New Generation – 7,819 units from April 2005 to June 2006 (6,020 units in fiscal year ended March 2006,[74] and 1,799 units during April–June 2006)[75]
StarHorse2: Second Fusion – 10,260 units from April 2006 to March 2007 (8,105 conversion kits during April–December 2006,[76] and 2,155 body and satellite units in fiscal year ending March 2007)[77]
From April 2007 to March 2008: 10,275 units (756 body and satellite units ofStarHorse2: Second Fusion during April–September 2007,[78] and 9,519 conversion kits in fiscal year ended March 2008)[79]
From April 2009 to December 2009: 10,657 units ofStarHorse2: Fifth Expansion[80]
^abWorld Club Champion Football: Intercontinental Clubs
World Club Champion Football: Intercontinental Clubs 2006–2007 – 831 units from June 2008 to March 2009[137]
World Club Champion Football: Intercontinental Clubs 2008–2009 – 858 units from April 2009 to December 2009[80]
^abWorld Club Champion Football series, unit sales:
World Club Champion Football: European Clubs 2004–2005 – 514 units in fiscal year ending March 2006[74]
World Club Champion Football: European Clubs 2004–2005 Ver. 2 – 276 units during April–September 2006 (240 satellite units during April–June 2006,[94] and 36 body units during April–September 2006)[75]
World Club Champion Football: Intercontinental Clubs 2008–2009 – 1,689 units from June 2008 to December 2009[n 5]
^abcWorld Club Champion Football: Intercontinental Clubs
480 million player cards sold. Prices could range from ¥300 for a single card from an arcade machine to ¥1000 for a starter pack.[95] A¥1000 starter pack consists of 11 player cards, equivalent to ¥90.91 each.[96] Total revenues from player card sales thus range from ¥43.64 billion (at ¥90.91 per card) to ¥144 billion (at ¥300 per card). In US dollars, this is equivalent to a range of $552.3 million to $1.82244 billion.[83] The lowest value of $552.3 million will be assumed.
World Club Champion Football: Intercontinental Clubs revenues from April 2009 to June 2012 – $150.1 million[n 7]
^Kocurek, Carly (2015).Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade. University of Minnesota Press. p. 91.ISBN978-0-8166-9182-1.
^Smith, Alexander (27 November 2019).They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry. Vol. 1: 1971 – 1982.CRC Press. pp. 129–135.ISBN978-1-138-38990-8.
^Williams, Andrew (16 March 2017).History of Digital Games: Developments in Art, Design and Interaction.CRC Press. pp. 143–6,152–4.ISBN978-1-317-50381-1.
^Ashcraft, Brian (15 February 2017)."Why Arcades Haven't Died in Japan".Kotaku.Archived from the original on 22 April 2019. Retrieved25 July 2022.What has remained constant is that Japanese arcades have always aimed to offer experiences that players could not get at home. This is a constant throughout Japanese arcade history.
^Gains, Raiford (November 2015). "Beyond the Bezel: Coin-Op Arcade Video Game Cabinets as Design History".Journal of Design History.28 (4) epv036.doi:10.1093/jdh/epv036.
^Wolf, Mark J. P. (2008).The video game explosion: a history from PONG to Playstation and beyond.ABC-CLIO. p. 275.ISBN978-0-313-33868-7.Archived from the original on 17 January 2023. Retrieved18 February 2016.What are the best-selling video games? There are a number of factors to consider when attempting to answer this question. First, there are several different types of video games, which makes comparisons difficult, or perhaps unfair. Arcade games are played for a quarter a play (although some are 50 cents, or even more), while home games are bought outright, and their systems must be purchased as well.
^abKao, John J. (1989).Entrepreneurship, creativity & organization: text, cases & readings. Englewood Cliffs, NJ:Prentice Hall. p. 45.ISBN0-13-283011-6.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.
^ab"AfterPong".ACE. No. 6 (March 1988). 4 February 1988. pp. 29–32 (29).
^abHansen, Dusty (2016).Game On! Video Game History From Pong and Pac-Man to Mario, Minecraft and More. MacMillan Publishing Group, LLC. p. 11.ISBN978-1-250-08095-0.
^Ste Curran (2004).Game plan: great designs that changed the face of computer gaming. Rotovision. p. 38.ISBN2-88046-696-2.Archived from the original on 17 January 2023. Retrieved18 February 2016.WhenStreet 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'sTitanic 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.
^Ashcraft, Brian; Snow, Jean (2008).Arcade Mania: The Turbo-charged World of Japan's Game Centers (1st ed.). Tokyo:Kodansha.ISBN978-4-7700-3078-8.Archived from the original on 17 January 2023. Retrieved12 May 2020.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 andDonkey Kong creator Shigeru Miyamoto to dominate gaming throughout the 1980s and beyond.
^Bienaimé, Pierre (13 January 2012)."Square Roots: Donkey Kong (NES)". Nintendojo. Archived fromthe original on 1 February 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.
^abcSteven 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.ISBN978-0-7615-3643-7.Archived from the original on 17 January 2023. Retrieved18 February 2016.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 releasedDonkey Kong Junior in 1982 and sold only 30,000 machines, 20,000Popeye machines (also 1982), and a mere 5000 copies ofDonkey Kong 3 (1983).
^abcJörg Ziesak (2009).Wii Innovate – How Nintendo Created a New Market Through the Strategic Innovation Wii.GRIN Verlag. p. 50.ISBN978-3-640-49774-4.Archived from the original on 17 January 2023. Retrieved18 February 2016.Donkey Kong was Nintendo's first international smash hit and the main reason behind the company's breakthrough in the Northern American market. In the first year of its publication, it earned Nintendo 180 million US dollars, continuing with a return of 100 million dollars in the second year.
^abSteve 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.ISBN0-7615-3643-4.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.
^"Forbes".Forbes. Vol. 127. 1981. p. 102.Archived from the original on 17 January 2023. Retrieved18 February 2016.At $2000 a unit, Atari has made about $140 million from that game alone.
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.). Tokyo:Kodansha.ISBN978-4-7700-3078-8.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 andDonkey Kong creator Shigeru Miyamoto to dominate gaming throughout the 1980s and beyond.
United States: 67,000 ofDonkey Kong
Bienaimé, Pierre (13 January 2012)."Square Roots: Donkey Kong (NES)". Nintendojo. Archived fromthe original on 1 February 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.
^abSteve 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.ISBN0-7615-3643-4.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.
^Horowitz, Ken (22 June 2018)."OutRun (September 1986)".The Sega Arcade Revolution: A History in 62 Games.McFarland & Company. pp. 112–114 (114).ISBN978-1-4766-7225-0.Archived from the original on 17 January 2023. Retrieved1 March 2021.Both versions went on to produce terrific numbers for Sega, bringing in total worldwide sales of over $100 million and adding another memorable franchise to Sega's stable of hits.
480 million player cards sold. Prices could range from ¥300 for a single card from an arcade machine to ¥1000 for a starter pack.[95] A¥1000 starter pack consists of 11 player cards, equivalent to ¥90.91 each.[96] Total revenues from player card sales thus range from ¥43.64 billion (at ¥90.91 per card) to ¥144 billion (at ¥300 per card). In US dollars, this is equivalent to a range of $552.3 million to $1.82244 billion.[83] The lowest value of $552.3 million will be assumed.
World Club Champion Football: Intercontinental Clubs revenues from April 2009 to June 2012 – $150.1 million[n 7]
^abBeals, Gregory (11 December 2000)."Kings of Cool".Newsweek.Archived from the original on 30 October 2021. Retrieved30 October 2021.Konami has sold 25,000 Beatmania machines in three years. In the arcade industry, selling 1000 units is considered a success.
^abcde"アミューズメントマシン『ポケモンメザスタ』 累計プレイ回数1億回突破のお知らせ" [Amusement machine "Pokemon Mezasta" notice that the cumulative number of plays has exceeded 100 million times].PR TIMES (in Japanese). 14 December 2021.Archived from the original on 22 December 2021. Retrieved22 December 2021.
^abSteve 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.ISBN0-7615-3643-4.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.
^Fulton, Jeff (2010)."A short history of Missile Command".The essential guide to Flash games: building interactive entertainment with ActionScript 3.0 (New ed.). [Berkeley, Calif.]: Friends of ED. p. 138.ISBN978-1-4302-2614-7.Archived from the original on 17 January 2023. Retrieved18 February 2016.While certainly not the size of Asteroids, the game was still a huge hit with almost 20,000 units sold.
^"Patent, Trademark & Copyright Series".Patent, Trademark & Copyright Series.13 (503–4).Bureau of National Affairs:423–4. 1989.Archived from the original on 17 January 2023. Retrieved20 July 2021.Taito sold over 10,000 Double Dragon dedicated games in the United States, and over 80% of U.S. video game operators bought at least one Double Dragon
^ab"Business 1974: Industry: Space Age Pinball, Atari's PONG".Time. 5 October 1983. Archived fromthe original on 22 December 2008. Retrieved9 April 2021.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.
^abAshley S. Lipson; Robert D. Brain (2009).Computer and Video Game Law: Cases and Materials. Carolina Academic Press. p. 9.ISBN978-1-59460-488-1.Archived from the original on 17 January 2023. Retrieved18 February 2016.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.