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Pac-Man, originally called Puck Man in Japan, is a maze action game that was developed and released by Namco for arcades in 1980. It was licensed to Midway for manufacturing in North America, where profits were shared 50-50 between Namco and Midway.[1]

In terms of gross revenue, the game grossed an estimated $13 billion in revenue. Space Invaders (1978) and Pac-Man were the highest-grossing video games for several decades,[2] up until their records were eventually surpassed by Dungeon Fighter Online in the late 2010s (though Space Invaders remains the highest-grossing video game adjusted for inflation). In terms of units sold, Pac-Man surpassed Space Invaders in 1982 to become the best-selling video game, up until its cartridge sales record was surpassed by Super Mario Bros. (1985) in 1989. Pac-Man had sold over 10 million copies worldwide by 1983,[3] eventually selling over 80 million units across all platforms.

The game spawned the Pac-Man franchise. The franchise is owned by Bandai Namco, following the merger between Bandai and Namco in 2006. The franchise sold over 90 million units worldwide and grossed an estimated $15 billion.

Franchise[]

Title Platform(s) Market Release Unit sales (est.) Revenue (est.) Ref
Pac-Man Multi-platform Worldwide 1980 82,766,779 $13,559,469,344 [4]
Pac Attack TRS-80 USA 1981 5,000 [5]
Ms. Pac-Man Multi-platform USA 1982 3,525,108 $1,963,155,196 [6]
Super Pac-Man Arcade USA 1982 15,000 [7]
Baby Pac-Man Arcade USA 1982 10,000 [8]
Mr. & Mrs. Pac-Man Arcade USA 1982 10,600 [9]
Pac-Mania Arcade USA 1987 1,412 $2,820,000 [10]
Hello! Pac-Man Super Famicom Japan 1994 68,961 [11]
Pac-Man World PlayStation Worldwide 1999 1,500,000 [12]
Pac-Man Collection GBA USA 2001 1,060,000 [13]
Pac-Man World 2 PlayStation 2 USA 2002 1,210,000 $23,000,000 [13][14]
Pac-Pix Nintendo DS Japan 2005 98,650 [15]
Pac 'n Roll Nintendo DS Japan 2005 15,268
Pac-Man Championship Edition DX Xbox Live Arcade Worldwide 2010 266,526 [16]
Pac-Man Party Wii / 3DS Japan 2010 10,376 [11]
Total Multi-platform Worldwide 90,563,680 $15,548,444,540

Games[]

Pac-Man[]

Platform(s) Market Years(s) Unit sales (est.) Revenue (est.) Ref
Arcade Cabinet sales 1980—1999 700,000 $2,150,000,000
Arcade Cabinet sales 19801981 350,000 $1,100,000,000 [17][18][19]
1982 50,000 $150,000,000 [20][17][18]
1983—1999 300,000 $900,000,000 [21]
Arcade Coin drop earnings 1980—1982 $10,000,000,000
Arcade Coin drop earnings 1980 N/A $1,000,000,000 [22]
1981 N/A $3,000,000,000 [23][24][25]
1982 N/A $6,000,000,000 [26][27][28]
Home computers Worldwide 1982—1989 2,757,000 $76,300,000
Home computers United States 1981 60,000 $2,000,000 [29]
1982 130,000 $4,000,000 [30][31][32]
1983 887,000 $27,000,000 [31]
1984 10,000 $300,000 [33][31]
1985—1989 1,000,000 $35,000,000 [34][35]
PC-8001 Japan 1982 60,000 $1,000,000 [30]
Home computers Japan 1983 40,000 $1,000,000 [36]
FM-7 Japan 1984 20,000 $300,000
Home computers United Kingdom 1984 50,000 $700,000
Apple II / C64 Worldwide 1986 500,000 $5,000,000 [37][38]
Dedicated portables United States 1982 17,090,000 $423,000,000
Packri Monster United States 1982 90,000 $5,000,000 [39]
Coleco Mini-Arcade United States 1982 1,500,000 $98,000,000 [40][41][42]
Nelsonic Game Watch United States 1982 500,000 $20,000,000 [43]
TV Games Worldwide 2004 15,000,000 $300,000,000 [44][45]
Atari 2600 Anglosphere 1982—1990 8,306,786 $284,190,967
Atari 2600 United States 1982 7,271,844 $254,442,000 [46][47]
1983 684,569 $24,000,000
1984 1,200 $42,000
1986 37,063 $203,213 [48]
1987 61,685 $352,402
1988 3,885 $25,396
1989 34,374 $120,511
1990 2,166 $5,445
United Kingdom 1982 110,000 $3,000,000 [49]
1983 100,000 $2,000,000 [36]
Atari 5200 USA 1983—1988 355,011 $11,168,138
Atari 5200 United States 1983 320,000 $11,000,000 [36][47]
1986 29,716 $148,741 [48]
1987 5,223 $19,037
1988 72 $360
Famicom Japan 1984—1989 480,000 $18,000,000
Famicom Japan 1984—1989 480,000 $18,000,000 [11][50]
Atari XE United States 1986—1990 46,136 $210,239
Atari XE United States 1986 28,750 $29,064 [48]
1987 9,214 $96,365
1988 7,992 $83,379
1989 84 $825
1990 96 $606
PC / GB / PS1 / N64 United States 1990—1999 4,000,000 $80,000,000
PC / GB / PS1 / N64 United States 1990—1999 4,000,000 $80,000,000 [51]
Game Boy Advance Worldwide 2001—2007 5,418,679 $82,000,000
Game Boy Advance Worldwide 2001—2007 5,418,679 $82,000,000 [52][53][11]
Java / BREW / iOS Worldwide 2005—2012 42,000,000 $420,000,000
Java Worldwide 2004 2,000,000 $20,000,000 [54][55][56]
BREW United States 2005—2010 30,000,000 $300,000,000 [57][56]
iOS Worldwide 2008—2010 10,000,000 $100,000,000 [58][56]
Android Worldwide 2008—2012 1,300,000 $11,800,000
Android Worldwide 2008—2009 1,100,000 $11,000,000 [59][56]
2011-2012 200,000 $800,000 [60][61]
3DS / Switch Japan 2011 13,167
Nintendo 3DS Japan 2011 10,785 [11]
Nintendo Switch Japan 2022 2,382
Steam Worldwide 2016—2023 300,000 $2,800,000
Steam Worldwide 2016—2023 300,000 $2,800,000 [62][63][64]
Total Worldwide 1980—2023 82,766,779 $13,559,469,344

Ms. Pac-Man[]

Platform Market Years(s) Unit sales Revenue (est.) Ref
Arcade 1982—1995 125,000 $1,850,000,000
Arcade Cabinet sales 19821987 125,000 $350,000,000 [65][66][67]
Coin drop earnings 1982—1987 N/A $1,200,000,000 [66]
1988—1995 N/A $300,000,000 [68][66]
Atari 2600 1983—1990 2,375,748 $72,936,796
Atari 2600 United States 1983 1,963,078 $69,000,000 [46][69]
1984 34,320 $1,200,000
1986 35,719 $195,762 [48]
1987 138,400 $792,416
1988 125,266 $929,080
1989 38,597 $277,073
1990 10,368 $42,465
United Kingdom 1983 30,000 $500,000 [36]
Atari 5200 1986—1987 6,497 $32,679
Atari 5200 United States 1986 5,612 $28,254 [48]
1987 885 $4,425
Atari XE 1986—1990 17,863 $185,721
Atari XE United States 1986 646 $6,147 [48]
1987 8,529 $88,843
1988 8,538 $89,231
1990 150 $1,500
Sega Genesis 1991—1997 1,000,000 $40,000,000
Sega Genesis United States 1991—1997 1,000,000 $40,000,000 [70]
Total 1982—1997 3,525,108 $1,963,155,196

See also[]

References[]

  1. "Pac-Man mutation multiple". Play Meter 8 (7): 14. April 1, 1982. https://archive.org/details/play-meter-volume-8-number-7-april-1st-1982/Play%20Meter%20-%20Volume%208%2C%20Number%207%20-%20April%201st%201982/page/14.
  2. http://www.gamerevolution.com/features/13510-world-of-warcraft-leads-industry-with-nearly-10-billion-in-revenue
  3. https://archive.org/details/computer-and-videogames-magazine-1984-special/page/n15/mode/1up
  4. Pac-Man
  5. "List of Top Sellers". Computer Gaming World 2 (5): 2. September–October 1982. http://pdf.textfiles.com/zines/CGW/1982_0910_issue6.pdf#page=4.
  6. Ms. Pac-Man
  7. Ressner, Jeffrey (20 November 1982). "Stan Jarocki: Expanded Player Base Is The Key To The Future". Cash Box (Cash Box Pub. Co.): 52-56 (56). https://archive.org/details/cashbox44unse_23/page/56.
  8. "Pac-Man eating Bally's future profits". Boca Raton News: p. 15C. 6 March 1983. https://books.google.com/books?id=dHczAAAAIBAJ&pg=PA31&article_id=7060,1552346.
  9. https://www.ipdb.org/machine.cgi?id=1639
  10. Atari Production Numbers Memo. Atari Games (January 4, 2010). Archived from the original on January 20, 2013. Retrieved on January 20, 2013.
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  12. https://www.gematsu.com/2022/08/pac-man-world-re-pac-opening-movie
  13. 13.0 13.1 US Platinum Videogame Chart (Games sold over Million Copies since 1995). The Magic Box (December 27, 2007). Archived from the original on 2008-12-19.
  14. The Top 100 Games of the 21st Century. Next Generation (July 29, 2006). Archived from the original on October 10, 2007.
  15. Namco (Japan sales, 2000-2006). Garaph (based on Famitsu data) (2005-07-28). Retrieved on 17 March 2012.
  16. https://www.gamedeveloper.com/business/xbox-live-arcade-by-the-numbers---an-extensive-look-back-at-2012
  17. 17.0 17.1 Marlene Targ Brill (2009). America in the 1980s. Twenty-First Century Books. p. 119. ISBN 0-8225-7602-3. http://books.google.co.uk/books?id=NjmhJKkoKW0C&pg=PT119.
  18. 18.0 18.1 "Inside Track". Billboard: 72. 7 August 1982. https://books.google.com/books?id=FiQEAAAAMBAJ&pg=PT81.
  19. "The Milwaukee Sentinel". The Milwaukee Sentinel: p. 9. March 16, 1982. Archived from the original on 2015-09-20. https://web.archive.org/web/20150920041812/news.google.com/newspapers?id=goBQAAAAIBAJ&sjid=TxIEAAAAIBAJ&pg=7084,2952506&hl=en.
  20. Kao, John J. (1989). Entrepreneurship, creativity & organization: text, cases & readings. Englewood Cliffs, NJ: Prentice Hall. p. 45. ISBN 0-13-283011-6. https://books.google.com/books?id=P-MJAQAAMAAJ. "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."
  21. Leonard Herman, Jer Horwitz, Steve Kent, Skyler Miller (2002). The History of Video Games. GameSpot. Archived from the original on 2009-02-06. Retrieved on 14 March 2012.
  22. Kline, Stephen; Nick Dyer-Witheford, Greig de Peuter (2003). Digital play: the interaction of technology, culture, and marketing (Reprint ed.). Montréal, Quebec: McGill-Queen's University Press. p. 96. ISBN 0-7735-2591-2. http://books.google.co.uk/books?id=gw5V10iLEsUC&pg=PA96. Retrieved 25 February 2012. "The game produced one billion dollars in 1980 alone"
  23. Kline, Stephen; Dyer-Witheford, Nick; Peuter, Greig De (2003). Digital Play: The Interaction of Technology, Culture, and Marketing. McGill–Queen's University Press. p. 96. ISBN 978-0-7735-2591-7. https://books.google.com/books?id=gw5V10iLEsUC&pg=PA96. "250 million games of Pac-Man were being played on over 100,000 Pac-Man machines in arcades every week"
  24. "Special Effects Are Revolutionizing Film". The New York Times. 1982-07-04. ISSN 0362-4331. https://www.nytimes.com/1982/07/04/movies/special-effects-are-revolutionizing-film.html.
  25. https://web.archive.org/web/20160307004204/people.rit.edu/cnd6606/309/Portfolio1/MySite/historyPage.html
  26. Uncle John's Legendary Lost Bathroom Reader. Portable Press. September 1999. p. 373. ISBN 978-1-879682-74-0. https://books.google.com/books?id=OdxLduEdxmcC. "In 1982 alone, Americans pumped $6 billion in quarters into Pac-Man's mouth—more than they spent in Las Vegas casinos and movie theatres combined."
  27. Uncle John's Legendary Lost Bathroom Reader. Simon and Schuster. November 2012. p. 348. ISBN 978-1-60710-670-8. https://books.google.com/books?id=QClZDwAAQBAJ&pg=PT348. "In 1982 alone, Americans pumped $6 billion in quarters into Pac-Man's mouth—more than they spent in Las Vegas casinos and movie theatres combined."
  28. Stern, Jane; Stern, Michael (1992). Jane & Michael Stern's Encyclopedia of Pop Culture: An A to Z Guide of Who's who and What's What, from Aerobics and Bubble Gum to Valley of the Dolls and Moon Unit Zappa. Harper Perennial. p. 373. ISBN 978-0-06-055343-2. https://books.google.com/books?id=7AAi0VbjGU8C. "“I think we have the Mickey Mouse of the 1980s,” said one Pac-Man executive when it was noted that Americans were spending about $6 billion per year on the game and its spinoffs"
  29. 1981
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  32. The Entrepreneurial Organization. 1991. p. 99. https://books.google.com/books?id=3qQOAQAAMAAJ. "In 1982 most of the best-sellers on the list were "zap and escape" arcade-style games such as Pac Man and Choplifter."
  33. https://books.google.com/books?id=_SMEAAAAMBAJ&pg=PA22
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  35. "The Thrill Is Gone". PC Mag: 285. 29 May 1984. https://books.google.com/books?id=ZqO7wRZjZQQC&pg=PA285.
  36. 36.0 36.1 36.2 36.3 1983
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  42. http://www.digitpress.com/library/magazines/electronic_games/electronic_games_jun82.pdf#page=78
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  49. 1982
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  54. https://www.prweb.com/releases/2004/11/prweb181898.htm
  55. https://www.gamesindustry.biz/pac-man-ghosts-gobblin
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  57. "Namco Networks' Pac-Man Franchise Surpasses 30 Million Paid Transactions in the United States on Brew". Business Wire. 2010. Archived from the original on June 29, 2017. https://web.archive.org/web/20170629204316/www.businesswire.com/news/home/20100630005033/en/Namco-Networks%E2%80%99-PAC-MAN-Franchise-Surpasses-30-Million.
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  59. https://www.ign.com/articles/2009/08/25/pac-man-paves-way-for-more-great-namco-titles-on-android
  60. https://web.archive.org/web/20121114140105/play.google.com/store/apps/details?id=com.NamcoNetworks.international.PacMan
  61. https://web.archive.org/web/20121210023644/play.google.com/store/apps/details?id=namco.pacman.ce
  62. https://steamspy.com/app/394160
  63. https://steamspy.com/app/236470
  64. https://www.destructoid.com/reviews/review-pac-man-museum/
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  67. Defanti, Thomas A. (1984). "The Mass Impact of Videogame Technology". Advances in Computers 23: 109. ISBN 9780120121236. ISSN 0065-2458. http://www.vasulka.org/archive/Writings/VideogameImpact.pdf#page=17.
  68. "Ms. Pac-Man (Coin-Op)". Digital Press (24): 19. March 1995. https://archive.org/details/Digital_Press_Issue_24_1995-03_Santulli_Joe_US/page/n18.
  69. "Ms. Pac-Man". PC Mag: 282. 7 August 1984. https://books.google.com/books?id=-C_xVnQCcsEC&pg=PA282.
  70. Cifaldi, Frank. Retronauts Episode 91: A Tengen Family Reunion. Frank Cifaldi talks to rebellious NES game developers Franz Lanzinger (Toobin', Ms. Pac-Man), Steve Woita (Super Sprint, Police Academy) and Mark Morris (Hard Drivin', 007: License to Kill) about the old days.. 1Up. Archived from the original on 2012-10-16. Retrieved on 2010-09-27.

External links[]

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