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1970 was the year before the video game industry began with the release of the first commercial arcade video games in 1971. The video game industry emerged from the arcade game industry, which at the time was dominated by electro-mechanical games (EM games), a type of arcade game that was popularized years earlier by Periscope (1965) from Namco and Sega.[1][2] As such, this page will only list electro-mechanical arcade games.

The year's highest-grossing arcade game is Speedway (Indy 500), an electro-mechanical racing game originally developed by Kasco for Japan in 1968 and released as Speedway for North America in 1969.

Financial performance[]

The following table lists the annual revenue generated by the electronic games industry this year, only including electro‑mechanical games as commercial video games did not exist yet.

Products Industry Market Annual revenue (est.) Ref
Nominal Inflation
Electro‑mechanical games Japan $290,000,000 $2,300,000,000
Handheld Japan $34,000,000 $270,000,000 [3]
Electro‑mechanical games Arcade Worldwide $361,000,000 $2,800,000,000
Electro‑mechanical games Arcade Japan $256,000,000 $2,000,000,000 [4]
United States $105,000,000 $820,000,000 [5][6]
Electro‑mechanical games Worldwide $395,000,000 $3,100,000,000

Highest-grossing arcade games[]

The following titles were the highest-grossing arcade games of 1970. The list only includes electro‑mechanical games (EM games), as arcade video games did not exist yet.

Rank Title Company Cabinet sales Gross revenue (est.) Genre
Annual Cume Ref Nominal Inflation Ref
1 Speedway (Indy 500) Kasco Unknown 9,000 [7] $47,000,000 $370,000,000 [8][9] Racing
2 Periscope Sega Unknown 5,000 [10] $26,000,000 $200,000,000 [11][9] FPS
3 Indy 500 Kasco Unknown 2,000 [12] $16,000,000 $130,000,000 [13] Racing
4 Computer Quiz Nutting Unknown 4,400 [14] $5,000,000 $39,000,000 [15] Quiz
5 I.Q. Computer Nutting Unknown 3,600 [14] $4,000,000 $31,000,000
6 Super Missile (Missile) Sega 400 400 [16] $1,000,000 $8,000,000 [17]
7 Periscope Namco Unknown 100+ [18] $1,000,000 $4,100,000 [11] FPS
8 Jet Rocket Sega 40+ 40+ [19] $100,000+ $780,000+ [17]
9 Sky Fighter Taito Unknown Unknown [20] $16,000+ $130,000+ [21]
10 Super Road 7 Taito Unknown Unknown [22] $12,000+ $94,000+ [21] Racing

Home market[]

Electro‑mechanical game Manufacturer Year Unit sales Gross revenue (est.) Ref
Nominal Inflation
Beam Gun Nintendo 1970 1,000,000 $34,000,000 $270,000,000 [3]

References[]

  1. "EDITORIAL: Staple Games vs Novelties". Cash Box: 44. 1971-05-22. https://www.worldradiohistory.com/Archive-All-Music/Cash-Box/70s/1971/Cash-Box-1971-05-22.pdf#page=44.
  2. "1970 Amusement Machine Route Survey". Cash Box. 1970-10-17. https://www.worldradiohistory.com/Archive-All-Music/Cash-Box/70s/1970/CB-1979-10-17.pdf#page=123.
  3. 3.0 3.1 https://darkzero.co.uk/game-articles/the-history-of-nintendo/
  4. 情報メディア白書 [Information Media White Paper]. Dentsu Institute. 2010. p. 293. https://books.google.com/books?id=fSFNAQAAIAAJ. "産業興行収入市場規模営業収入営業収入全体ビデオゲームアーケードゲーム中短波 FM (Box office revenue, Market size, Operating revenue, Total operating revenue, Video games, Arcade games, Medium and shortwave FM) ... 1965 755 152 713 1,090 4,843 1966 758 174 752 1,266 5,760 1967 789 214 788 1,530 6,793 1968 820 254 792 1,736 7,843 1969 838 323 0 848 2,206 9,305 1970 825 398 13 921 2,691 10,802 1971 793 430 17 1,010 2,893 12,649 1972 770 482 1,100 3,333 14,828 1973 927 580 235 24 1,187 4,018 17,344 1974 1,171 628 46 1,258 4,442 19,171 1975 1,308 683 52 1,314 4,856 21,555 1976 1,457 790 65 1,915 5,809 25,714 1977 1,524 892 83 2,091 6,512 34,784 1978 1,605 1,006 97 2,141 7,362 37,058 1979 1,582 1,164 115 2,191 8,326 39,255 1980 1,659 1,263 131 2,714 8,687 41,008 1981 1,633 1,347 143 2,816 9,284 42,625 1982 1,695 2,780 4,500 1,391 180 2,877 9,967 44,611 1983 1,863 3,860 4,570 1,450 237 2,926 10,713 46,915"
  5. Annual Survey of Manufactures: 1970-1971. U.S. Department of Commerce, Bureau of the Census. September 1973. pp. 83. https://books.google.com/books?id=kdhu6fbVqeYC&pg=PA83.
  6. U.S. Commodity Exports and Imports as Related to Output: 1971 and 1970. U.S. Department of Commerce, Bureau of the Census. 1974. p. 141. https://books.google.com/books?id=Osh0ve7nKc0C&pg=PA141.
  7. https://www.worldradiohistory.com/Archive-All-Music/Cash-Box/70s/1971/Cash-Box-1971-12-25.pdf#page=164
  8. "Jukebox Firm Hails Campsite 'Arcade' Stops". Billboard 82 (31): 43, 45. 1 August 1970. ISSN 0006-2510. https://books.google.com/books?id=X0UEAAAAMBAJ&pg=PA43.
  9. 9.0 9.1 https://www.worldradiohistory.com/Archive-All-Music/Cash-Box/60s/1969/CB-1969-11-29.pdf#page=69
  10. https://videogamehistorian.wordpress.com/2015/06/08/historical-interlude-the-history-of-coin-op-part-6-a-technological-revolution/
  11. 11.0 11.1 "Sega's Periscope Game Captivates Paris Showgoers". Billboard: 81. November 25, 1967. ISSN 0006-2510. https://books.google.com/books?id=PigEAAAAMBAJ&q=Periscope&pg=PA81.
  12. Kasco and the Electro-Mechanical Golden Age: Former Kansai Seisakusho Staff Interview. Classic Videogame Station Odyssey (2001). Archived from the original on 2016.
  13. Kasco no Jidai ~ Moto Kansai Seisakusho Staff Interview ~ (Kasco and the Electro-Mechanical Golden Age ~Former Kansai Seisakusho Staff Interview~) (Japanese). Classic Videogame Station Odyssey (2001). Archived from the original on 13 February 2016.
  14. 14.0 14.1 Donovan, Tristan (April 20, 2010). Replay: The History of Video Games. Yellow Ant. p. 19. ISBN 978-0-9565072-0-4. https://archive.org/details/replayhistoryofv0000dono/page/19.
  15. "1970 Amusement Machine Route Survey". Cash Box: MOA 18 & 31. 1970-10-17. https://www.worldradiohistory.com/Archive-All-Music/Cash-Box/70s/1970/CB-1979-10-17.pdf#page=123.
  16. Meades, Alan (2022-10-25). "3: Coin-Op Entrepreneurialism". Arcade Britannia: A Social History of the British Amusement Arcade. The MIT Press. pp. 67-94. ISBN 978-0-262-37234-3. https://direct.mit.edu/books/oa-monograph/5459/chapter/3979908/Coin-Op-Entrepreneurialism.
  17. 17.0 17.1 "Classified Advertising Section". Cash Box: 52. November 25, 1972. https://www.worldradiohistory.com/Archive-All-Music/Cash-Box/70s/1972/Cash-Box-1972-11-25.pdf#page=46.
  18. https://archive.org/details/play-meter-volume-3-number-1-january-1977/Play%20Meter%20-%20Volume%203%2C%20Number%201%20-%20January%201977/page/n10
  19. "SEGA Announces Delivery of Jet Rocket' Right Simulator". Cash Box: 51. August 29, 1970. https://www.worldradiohistory.com/Archive-All-Music/Cash-Box/70s/1970/CB-1970-08-29.pdf#page=51.
  20. Smith, Alexander (19 November 2019). They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982. CRC Press. p. 193. ISBN 978-0-429-75261-2. https://books.google.com/books?id=Cxy_DwAAQBAJ&pg=PT193.
  21. 21.0 21.1 https://shmuplations.com/nishikado/
  22. Smith, Alexander (19 November 2019). They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982. CRC Press. p. 194. ISBN 978-0-429-75261-2. https://books.google.com/books?id=Cxy_DwAAQBAJ&pg=PT194.

External links[]

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