Arena Of Valor Merchandise

03.08.2019
Arena Of Valor Merchandise 3,1/5 920 votes
Arena of Valor
Developer(s)Tencent
Publisher(s)Tencent
Composer(s)
EngineUnity
Platform(s)Android, iOS, Nintendo Switch
ReleaseAndroid, iOS
  • EU: August 10, 2017
  • NA: December 19, 2017
Genre(s)Multiplayer online battle arena
Mode(s)Multiplayer
  1. Arena Of Valor Freebie

Arena of Valor’s Sun Shangxiang perches eleganty on her weapon for this beautifully designed figure from Hobby Max. Browse our Arena of Valor selection! Earn TOM Points! Shop Label; Arena of Valor Merchandise. Arena of Valor Sun Shangxiang 1/7 Scale Figure.

Arena of Valor (Chinese: 傳說對決; pinyin: Chuánshuō Duìjué), formerly Realm of Valor then Strike of Kings, is an international adaptation of Wangzhe Rongyao (Chinese: 王者荣耀, variably known in English unofficial translations as Honor of Kings, King of Glory, Kings of Glory, Honor of King, or Honour of King), a multiplayer online battle arena developed and published by Tencent Games for the iOS, Android and Nintendo Switch, for markets outside mainland China. As of September 2018, the game has grossed over $140 million outside China.[1]

  • 1Gameplay
  • 4Esports

Gameplay

Arena of Valor is a 3D, third-person, multiplayer online battle arena (MOBA) style game for mobile. The game has multiple modes, with the main three being Grand Battle, Valley Skirmish and Abyssal Clash.[2] Players compete in these matches which on average last for around 12 - 18 minutes. Players aim to destroy turrets on the map, in order to destroy the core.

Players control characters, referred to as heroes, and each of these heroes have a unique set of abilities.[3] Heroes start the game at a low level, and can earn level up in various ways. Killing non-player creatures such as minions or monsters, defeating other players, destroying structures, passively through time and through special items that can be purchased through the shop. These actions also increase XP the player has, making them more powerful. The items purchased do not carry over matches, and therefore all players are on equal footing at the start of the match.

Matches give players rewards, such as gold, which can then be used to buy a variety of heroes, or arcana.[4] In addition to this, players can play a 'Ranked' match type, which allows them to attempt to go up in tiers in order to be matched with players who are at their skill level.[5] Stars are earnt for a victory, and lost when the player loses.

There are various game modes, with 5v5, also known as Grand Battle or Ranked, being the most popular. Here, players can choose a role to play in, such as marksmen, who do high damage yet have little health, or a tank, which has a lot of health. The team then coordinate in order to destroy the towers, and finally to destroy the enemy base. Players can choose to play in the 'jungle', which allows them to level up quicker and make a large difference to the game.

In addition to this, Valley Skirmish is a 3v3 game mode, using a much smaller map. In this version of the game, there is only one tower. These games are designed to be much quicker, for the player that does not have time for a longer game, and typically last for 4 - 6 minutes. Abyssal Clash is a game mode where players are randomly selected heroes, and have two towers they must destroy in order to reach the enemy base. Arena of Valor also has a death match mode, however this is not as popular as the other three modes.

Hero types

There are currently 85 heroes in Arena of Valor as of June 8, 2019.[6]Arena of Valor divides the heroes into numerous categories that each play different roles. The most notable difference is the type of damage a hero deals - some heroes deal physical damage, which can be countered by the armour stat, whilst other heroes deal mainly magic damage, which is resisted by the magic resistance stat. However, some heroes deal both types of damage, and some heroes deal 'True' damage, which cannot be countered by either the armour or magic resistance stat. All heroes are classified as one of six categories, however some heroes can overlap and go into more than one category.

  • Marksman: Also known as 'AD Carries', marksmen are ranged heroes that usually deal physical damage. This hero type often deals sustained damage, and therefore are useful in team fights in order to reduce the health of the opponent. In addition to this, they are useful in taking objectives in order to win the game. However, they do not have much health and therefore are very vulnerable. Examples of marksmen are Fennik, Tel-Annas and Moren.
  • Mage: Mages are sometimes known as 'AP Carries'. These heroes deal lots of magic damage, often in a burst, however have weak defense and low mobility. Mages are a mix of ranged heroes, which deal high amounts of burst damage from afar, melee heroes, which deal lots of damage from close up, or a mixture of both. Examples of mages are Jinnar, Raz and Liliana.
  • Assassin: These are melee range heroes that are designed to deal large amounts of damage quickly, and often do not have much health. This hero type often searches for the enemy's AD/AP Carry and other 'squishy' heroes. They have high mobility in order to be able to strike at valuable targets on the oppositions team such as the marksman or mage. Examples of assassins are Zill, Butterfly and Quillian.
  • Tank: Tanks are heroes that have large amounts of HP, and usually built armour to be able to take damage for the team. As a result, they often deal little damage, however, they often have abilities known as 'crowd control' that allow them to inhibit the movement of the other team. In addition to this, they can use these abilities to prevent the enemy team from attacking high priority targets such as the marksman or mage. Examples of tanks are Xeniel, Thane and Roxie.
  • Warrior: Heroes that have medium damage and medium HP, warriors are heroes that have moderate survivability along with moderate damage. These are usually melee heroes, that need to get close to the target in order to deal damage, and this is why they have lots of HP in order to survive this. Examples of fighters are Amily, Zanis and Maloch.
  • Support: Heroes whose skills aid the rest of the team by providing healing, buffing allies (such as movement speed buffs), debuffing the enemy team (such as stunning), or a combination of the above. Support heroes often are paired with the marksman in the early laning phase of the game where the support doesn't attack minions, but instead focuses on aiding their partner and harassing the enemy heroes. Supports aid the marksman as they are often weaker during the early phase of the game and need support in order to survive. Example of supports are Cresht, Alice and TeeMee.

Players can purchase items, which make a large impact on the heroes stats and play style. An example of this is Butterfly, where if offensive items are bought, the hero deals lots of damage however has small HP and does not survive for long. If the Butterfly buys all defensive items, the hero can act as a warrior and take damage for the team whilst still dealing some damage. This can be applied to all heroes, allowing tanks to play as supports, or for mages to act as supports.

Development and release

Arena of Valor (formerly Strike of Kings) is an international adaptation of Wangzhe Rongyao for markets outside mainland China. In 2015, Tencent approached Riot Games and asked them to turn their popular game League of Legends into a mobile title. However, Riot declined and claimed that League of Legends gameplay could not be replicated on smartphones. Tencent then proceeded to create their own mobile game, Wangzhe Rongyao, roughly translated to English as Honor of Kings.[7]Arena of Valor is developed by Timi Studio Group and published by Tencent Games with the same engine and design as Wangzhe Rongyao, but the in-game characters have been swapped from characters inspired by Chinese folklore and mythology, to characters inspired by European folklore and taken from the DC Universe. The soundtrack for the international version of the game is composed by American music artist Matthew Carl Earl, proving a different atmosphere compared to the original score with Chinese music instruments.

Arena of Valor was first launched in Taiwan in October 14, 2016, following a two-week closed beta testing period.[8] In October 2017, Arena of Valor was launched in the Philippines, Singapore and Malaysia where majority of the gaming community are playing mobile games. Garena decided to combined these three countries in one server. The game was released in some European app stores in August 2017,[9] and was released in North and South American mobile app stores on December 19, 2017.[10]

The game was announced to be released for the Nintendo Switch console during the September 2017 Nintendo Direct presentation.[11] A closed beta became available for the platform between June and July 2018,[12] and participants received an exclusive in-game skin for one of the characters.[13] The game is confirmed to launch on the platform in September 25, 2018.[14]

Speaking to Engadget, Tencent Games revealed the Nintendo Switch port of the game is enhanced and optimized for the platform, taking advantage of the console's processing power and hardware features to implement various changes to the game, such as improved graphics and animations, better lighting, smoother lines, and additional minute details like butterflies. Additionally, several adjustments were made to the game to be playable on a bigger screen with traditional controls, and characters' stats have been reconfigured. Because of these changes, cross-play between the Nintendo Switch and mobile versions of the game is not possible. Tencent Games also have plans for competitive events based on the Nintendo Switch version.[15]

Accolades

Arena of Valor won the award for 'Best Music in a Casual/Social Game' at the 15th Annual Game Audio Network Guild Awards, whereas its other nomination was for 'Best Original Instrumental'.[16] It was also nominated for 'Original Score – Video Game' at the 2017 Hollywood Music in Media Awards,[17] for 'Original Dramatic Score, New IP' at the National Academy of Video Game Trade Reviewers Awards,[18][19] for 'Best Competitive Game' at the 2018 Golden Joystick Awards,[20][21] and for 'Fan Favorite Mobile Game' at the Gamers' Choice Awards.[22]Arena of Valor: Flip the World won the award for 'Song/Score - Mobile Video Game' at the 9th Hollywood Music in Media Awards.[23]

Esports

Asian Games 2018

Arena Of Valor Freebie

Arena of Valor are part of electronic sports demonstration event in Asian Games 2018 held in Indonesia. Eight countries are able to participate after qualified from their respective regional qualification with Indonesia automatically qualifies as host. Unlike other electronic sports event, there is no qualification for Central and West Asia.[24]

References

  1. ^Spannbauer, Adam (September 17, 2018). 'Arena of Valor Revenue Clears $140 Million Outside China'. Sensor Tower.
  2. ^Green (2018-02-20). 'Arena of Valor (AoV) - Game Modes Overview (Abyssal Clash, Hook Wars, etc.)'. SAMURAI GAMERS. Retrieved 2019-02-03.
  3. ^'Arena of Valor'. Arena of Valor. Retrieved 2019-02-03.
  4. ^'Tips to Earn Gold'. Arena of Valor (AoV) Wiki Guide. Retrieved 2019-02-03.
  5. ^Green (2017-11-18). 'Arena of Valor (AoV) - Ranked Match (Game Modes)'. SAMURAI GAMERS. Retrieved 2019-02-03.
  6. ^'Arena of Valor Hero List'. Arena of Valor. Retrieved 2019-02-03.
  7. ^Mickunas, Aaron. 'Riot's relationship with Tencent has reportedly been strained over declining profits and mobile games'. dotesports. Retrieved 2018-08-21.
  8. ^4Gamers. 'Garena《傳說對決》揭開神秘面紗,封測預登活動即日開跑'. 4Gamers 官方網站 (in Chinese). Retrieved January 5, 2018.
  9. ^Joseph (July 25, 2017). 'A Big Update is Coming: A Letter From the Producer – Game Updates – Arena of Valor Forum'. Arena of Valor Forum. Archived from the original on January 5, 2018. Retrieved January 5, 2018.
  10. ^Webster, Andrew (December 18, 2017). 'Tencent is bringing China's biggest game to the rest of the world'. The Verge. Retrieved December 18, 2017.
  11. ^McFerran, Damien (September 14, 2017). 'Free-To-Play MOBA Arena Of Valor Is Fighting Towards Switch'. Nintendo Life. Retrieved August 21, 2018.
  12. ^Jevtic, Stevan (June 19, 2018). 'Arena Of Valor Gets To Switch, In Beta Now, And A New Hero'. Blue Moon Game. Retrieved June 19, 2018.
  13. ^Doolan, Liam (June 23, 2018). 'Arena Of Valor Closed Beta Starts On 28th June, Participants Receive Exclusive In-Game Skin'. Nintendo Life. Retrieved August 21, 2018.
  14. ^Doolan, Liam (August 21, 2018). 'Free-To-Play MOBA Arena Of Valor Launches On Switch This September'. Nintendo Life. Retrieved August 21, 2018.
  15. ^Conditt, Jessica (August 23, 2018). ''Arena of Valor' is a completely different game on Switch'. Engadget. Retrieved August 27, 2018.
  16. ^'2017 Awards'. Game Audio Network Guild. Retrieved April 16, 2018.
  17. ^'Hollywood Music in Media Awards: Full Winners List'. The Hollywood Reporter. November 17, 2017. Retrieved March 14, 2018.
  18. ^'Nominee List for 2017'. National Academy of Video Game Trade Reviewers. February 9, 2018. Retrieved February 19, 2018.
  19. ^'Horizon wins 7; Mario GOTY'. National Academy of Video Game Trade Reviewers. March 13, 2018. Retrieved March 14, 2018.
  20. ^Hoggins, Tom (September 24, 2018). 'Golden Joysticks 2018 nominees announced, voting open now'. The Daily Telegraph. Retrieved October 7, 2018.
  21. ^Sheridan, Connor (November 16, 2018). 'Golden Joystick Awards 2018 winners: God of War wins big but Fortnite gets Victory Royale'. GamesRadar+. Retrieved November 17, 2018.
  22. ^Glyer, Mike (November 19, 2018). '2018 Gamers' Choice Awards Nominees'. File 770. Retrieved January 15, 2019.
  23. ^'2018 HMMA WINNERS'. Hollywood Music in Media Awards. November 14, 2018. Retrieved November 15, 2018.
  24. ^'AESF Game Result'(PDF). Asian Electronic Sports Federation. 11 July 2018. Archived from the original(PDF) on 2018-08-31. Retrieved 11 July 2018.

External links

Arena Of Valor Merchandise
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Arena_of_Valor&oldid=902556631'

This is a list of the highest-grossing video game franchises that have grossed at least $1 billion in revenue.

List[edit]

FranchiseYear of inceptionLifetime revenueRevenue breakdownFranchise owner(s)Platform(s) of origin
Pokémon1996est. $90 billion (as of 2019)[1][2] (including all media)
  • Japan retail – $4.513 billion[a]
  • Overseas retail – $9.265 billion[c]
  • Mobile games – $3.36 billion[d]
Nintendo
Game Freak
Creatures, Inc.
Game Boy
Mario1981est. $30.25 billion (as of 2018)
  • Super Mario$15.898 billion[e]
  • Donkey Kong$6.366 billion[h]
  • Mario Kart$5.544 billion[i]
  • Other Mario games – $2.442 billion[j]
NintendoArcade
Call of Duty2003est. $17 billion (as of 2018)
  • 2003–2016 – $15 billion[90]
  • WWII (2017) – $1 billion[91]
  • Black Ops 4 (2018) – $1 billion[92]
ActivisionPC
Wii2006est. $14.808 billion (as of 2018)
  • Wii Sports$6.08 billion[93]
  • Wii Fit$5 billion[51]
  • Other games – $3.728 billion[k]
NintendoWii
Pac-Man1980est. $14.107 billion (as of 2016)
  • Pac-Man$12.81 billion[93]
  • Ms. Pac-Man$1.2 billion[107]
  • Other games (US) – $97 million[l]
Bandai Namco EntertainmentArcade
Space Invaders1978 $13.93 billion (as of 2016)[93]
  • Space Invaders$13.93 billion[93]
Taito
Square Enix
Arcade
Dungeon Fighter Online2005est. $11.8 billion (as of 2018)
  • 2005–2017 – $10.3 billion[m][112]
  • 2018 – $1.5 billion[21]
Neople
Nexon
PC
Street Fighter1987est. $11.279 billion (as of 2018)
  • Street Fighter II$10.61 billion[93]
  • Street Fighter IV$480 million[113]
  • Other games – $189 million[n]
CapcomArcade
Final Fantasy1987est. $10.656 billion (as of 2018)
  • Main series – $9.31 billion[o]
  • Spin-offs – $1.346 billion[p]
Square EnixNintendo Entertainment System
Warcraft1994est. $10.627 billion (as of 2018)
  • Original trilogy – $236 million[q]
  • World of Warcraft$9.391 billion[r]
  • Hearthstone$1 billion[170]
Blizzard EntertainmentPC
CrossFire2007est. $10.6 billion (as of 2018)
  • 2007–2015 – $6.8billion[51]
  • 2016–2017 – $2.5 billion[s]
  • 2018 – $1.3 billion[21]
Smilegate
Tencent
PC
FIFA1993est. $10.189 billion (as of 2018)
  • 1993–2013 – $6 billion[172]
  • 2014–2017 – $2.917 billion[t]
  • 2018 – $1.272 billion[111]
Electronic ArtsSega Mega Drive
Grand Theft Auto1997est. $9.391 billion (as of 2018)
  • 1997–2009 – $3.368 billion[u]
  • 2012–2018 – $6.023 billion[v]
Rockstar GamesPC
Lineage1998est. $9.319 billion (as of 2018)
  • PC games – $6.431 billion[w]
  • Mobile games – $2.888 billion[x]
NCsoftPC / Mac
League of Legends2009est. $8.398 billion (as of 2018)
  • Up until 2016 – $4.898 billion[y]
  • 2017 – $2.1 billion[111]
  • 2018 – $1.4 billion[21]
Riot Games
(Tencent)
PC / Mac
Monster Strike2013est. $7.236 billion (as of 2018)
  • Mobile game – $7.2 billion[190]
  • Nintendo 3DS – $36 million[z]
MixiMobile
Puzzle & Dragons2012est. $7.083 billion (as of 2018)
  • Mobile game – $7 billion[192]
  • Nintendo 3DS games – $83 million[aa]
GungHo Online EntertainmentMobile
Westward Journey2001est. $6.524 billion (as of 2018)
  • PC – $3.995 billion[ab]
  • Mobile – $2.529 billion[ac]
NetEasePC
Digimon1997est. $6.358 billion (as of 2017) (including all media)
  • Console games (Japan) – $90.5 million[ad]
  • Digital pets – $424.1 million[ae]
  • Other media – $5.844 billion[ak]
Bandai Namco EntertainmentDigital pet
Honor of Kings / Arena of Valor2015est. $6.388 billion (as of 2018)
  • 2016 – $1.61 billion[al]
  • 2017 – $2.778 billion[am]
  • 2018 – $2 billion[220]
Tencent GamesMobile
Sonic the Hedgehog1991est. $6.228 billion (as of 2018)
  • Sonic the Hedgehog$5.093 billion[an]
  • Mario & Sonic$1.135 billion[ao]
SegaSega Mega Drive
Dragon Quest1986est. $6.015 billion (as of 2018)
  • Japan retail – $5.097 billion[ap]
  • Mobile (2017–2018) – $487.3 million[aq]
  • Arcade games – $430.4 million[as]
Square EnixNintendo Entertainment System
Clash of Clans2012est. $6 billion (as of 2018)[239]SupercellMobile
Pro Evolution Soccer /
Winning Eleven
1995est. $5.648 billion (as of 2018)
  • Japan (2001–2014) – $1.175 billion[at]
  • Other console sales – $4.299 billion[au]
  • Mobile (2018) – $177 million (Japan)[163]
KonamiPlayStation
Dragon Ball video games1986est. $5.585 billion (as of 2019)
  • Dragon Ball games – $5.368 billion[av]
  • Shōnen Jump$217.3 million[aw]
Bandai Namco EntertainmentSuper Cassette Vision
Halo2001$5 billion (as of 2015)[251] (including console bundles)
  • Consumer products – $1.5 billion[252]
MicrosoftXbox
Candy Crush Saga2012est. $4.964 billion (as of 2018)
  • Candy Crush Saga$3.91 billion[253]
  • Soda Saga$961 million[ax]
  • Other games – $93 million[254]
KingBrowser
Star Wars video games1982est. $4.944 billion (as of 2018)
  • 1982–2015 – $4 billion[ay]
  • Battlefront II (2017) – $540 million[az]
  • Galaxy of Heroes$404 million[ba]
The Walt Disney CompanyAtari 2600
Assassin's Creed2007est. $4.091 billion (as of 2016)
  • 2007–2016 – $4 billion[262]
  • 2017 – $91 million[263]
UbisoftPlayStation 3 / Xbox 360
Madden NFL1988$4 billion (as of 2013)[264]Electronic ArtsApple II
Need for Speed1994$4 billion (as of 2014)[265]Electronic Arts3DO Interactive Multiplayer
Gran Turismo1997$4 billion (as of 2017)[266]Sony Interactive EntertainmentPlayStation
Monster Hunter2004est. $3.704 billion (as of 2018) (including all media)
  • Japan (2004–2017) – $1.736 billion[bb]
  • Overseas (2016–2017) – $60.5 million[bc]
  • World (2018) – $865 million[bd]
  • Other media – $1.042 billion[bg]
CapcomPlayStation 2
Resident Evil1996est. $3.614 billion (as of 2019)
  • 1996–2011 – $2.474 billion[bh]
  • 2012–2019 – $1.14 billion[bi]
CapcomPlayStation
Skylanders2011$3.5 billion (as of 2017)[305] (including all media)ActivisionWii
Fate2004est. $3.486 billion (as of 2018)
  • Fate/Grand Order$3.4 billion[bj]
  • Other Fate games – $86.3 million[bk]
Type-Moon
Sony Music Entertainment Japan
PC
The Legend of Zelda1986est. $3.436 billion (as of 2018) (including all media)
  • Zelda I & II (NES) – $501.5 million[bl]
  • Japan (1990–2018) – $788 million[bm]
  • Overseas (1991–2018) – $1.963 billion[bn]
  • Other media – $183 million[bq]
NintendoFamicom Disk System
Tomb Raider1996est. $3.122 billion (as of 2017) (including all media)
  • 1996–2012 – $1 billion[354]
  • 2013–2017 – $1.08 billion[br]
  • Other media – $1.042 billion[bs]
Square EnixSega Saturn
Super Smash Bros.1999est. $3.044 billion (as of 2018)
  • Console games – $2.97 billion[bt]
  • Amiibo – $74.04 million[bu]
NintendoNintendo 64
MapleStory2003est. $3.004 billion (as of 2018)
  • PC – $2.981 billion[bw]
  • Portable – $23.3 million[bx]
Wizet
Nexon
PC
Battlefield2002est. $2.74 billion (as of 2017)
  • Battlefield 3$1.1 billion[by]
  • Battlefield 4$499.9 million[bz]
  • Battlefield 1$1.14 billion[377]
Electronic ArtsPC
Minecraft2011est. $2.697 billion (as of 2019)
  • PC game – $809 million[ca]
  • Other platforms – $1.888 billion[cb]
MojangPC / Mac
PlayerUnknown's Battlegrounds2017est. $2.558 billion (as of 2019)
  • 2017 – $900 million[386]
  • 2018 (premium) – $1.028 billion[21]
  • PUBG Mobile$630.4 million[387]
Bluehole
Tencent
PC
Metal Gear1987est. $2.513 billion (as of 2016)
  • Japan (1998–2016) – $512 million[cc]
  • Overseas (1987–2015) – $1.408 billion[cd]
  • Other sales – $593.1 million[ce]
KonamiMSX2
The Sims2000$2.5 billion (as of 2010)[411]
  • 2000–2007 – $1.2 billion[412]
Electronic ArtsPC
Fortnite2017est. $2.489 billion (as of 2018)
  • 2017 – $89 million[413]
  • 2018 – $2.4 billion[21]
Epic Games
(Tencent)
PlayStation 4 / Xbox One / PC
Clash Royale2016est. $2 billion (as of 2018)[414]SupercellMobile
Guitar Hero2005$2 billion (as of 2010)[415]ActivisionPlayStation 2
Lego video games1995$2 billion (as of 2014)[416]The Lego GroupSega Pico
Mortal Kombat1992est. $1.878 billion (as of 2006)
  • Arcade games – $1.17 billion[417]
  • Console games – $708 million[cf]
Warner Bros. Interactive EntertainmentArcade
Onimusha2001est. $1.798 billion (as of 2016)
  • PS2 games – $246 million[cg]
  • Arcade/Pachinko – $1.552 billion[be]
CapcomPlayStation 2
Spider-Man video games1982est. $1.65 billion (as of 2018)
  • 1982–2003 – $1 billion[423]
  • Spider-Man 2 (2004) – $110 million[424]
  • Spider-Man (2018) – $540 million[425][426]
Sony Interactive EntertainmentAtari 2600
Tetris1984est. $1.631 billion (as of 2011)
  • Game Boy – $753 million[ch]
  • Mobile – $532 million[ci]
  • NES – $346 million[cj]
The Tetris Company
Blue Planet Software
Electronika 60
One Piece video games2000est. $1.627 billion (as of 2018)
  • One Piece games – $1.508 billion[ck]
  • Shōnen Jump games – $119.3 million[aw]
Bandai Namco EntertainmentWonderSwan
Harry Potter video games2001est. $1.555 billion (as of 2018)
  • 2001–2014 – $1.5 billion[441]
  • Hogwarts Mystery (2018) – $55 million[442]
Electronic Arts
Warner Bros. Interactive Entertainment
Game Boy / PlayStation / PC
The Elder Scrolls1994est. $1.39 billion (as of 2015)
  • Skyrim$1.39 billion[443]
Bethesda SoftworksPC
Tom Clancy's1987est. $1.2 billion (as of 2018)
  • The Division$1.2 billion[444]
UbisoftCommodore / Atari ST / PC
Gundam video games1983est. $1.152 billion (as of 2018)
  • 2000–2007 (Japan) – $691 million[cl]
  • 2008–2014 (Japan) – $436 million[cm]
  • Mobile (2018) – $25 million[163]
Bandai Namco EntertainmentFM-7 / Handheld / PC
The Idolmaster2005est. $1.115 billion (as of 2018) (including all media)
  • Mobile games – $588 million[cn]
  • Console games – $65 million[co]
  • Other media – $462 million[cn]
Bandai Namco EntertainmentArcade
Diablo1996$1 billion (as of 2017)[170]Blizzard EntertainmentPC
StarCraft1998$1 billion (as of 2017)[170]Blizzard EntertainmentPC
Red Dead2004 $1 billion (as of 2018)[447]Rockstar GamesPlayStation 2 / Xbox
Forza2005$1 billion (as of 2017)[448]Microsoft StudiosXbox
Gears of War2006$1 billion (as of 2011)[449]Microsoft StudiosXbox 360
Bubble Witch2011$1 billion (as of 2017)[170]KingBrowser / Facebook
Pet Rescue2012$1 billion (as of 2017)[170]KingFacebook
Farm Heroes2013$1 billion (as of 2017)[170]KingMobile
Destiny2014$1 billion (as of 2017)[170]BungiePlayStation / Xbox
Heroes of the Storm2015$1 billion (as of 2017)[170]Blizzard EntertainmentPC / Mac
Overwatch2016$1 billion (as of 2017)[450]Blizzard EntertainmentPlayStation 4 / Xbox One / PC

See also[edit]

Notes[edit]

  1. ^ abPokémon handheld/console software retail sales in Japan – 83,074,946 units up until December 2018
    • 1996–2012 releases – 67,885,098 units – ¥300,462,849,600 ($3,765,670,505)
      • 1996–2000 Game Boy releases – 25,410,000 units, average ¥3,679 price – ¥93,484,600,000[3]
      • 1998–2000 Nintendo 64 releases – 2,510,000 units, ¥6,800 price[4]¥17,068,000,000
      • 2002–2012 releases – 39,965,098 units, average ¥4,752 price – ¥189,910,249,600[5]
    • Pokemon X & Y (2013) – 4,236,309 units, ¥4,571 price[5]¥19,364,168,439 ($198,729,151)
    • Pokemon Omega Ruby & Alpha Sapphire (2014) – 3,124,487 units, ¥4,571 price[5]¥14,282,030,077 ($134,806,358)
    • Pokémon Super Mystery Dungeon (2015) and Pokémon Sun & Moon (2016) – 3,124,487 units, average ¥4,957 price – ¥19,675,454,760[5] ($180,907,087)
    • Pokkén Tournament (2016) – 169,043 units, ¥7,200 price[6]¥1,217,109,600 ($11,022,147)
    • 2017–2018 – 4,535,522 units, ¥24,699,770,560 ($223,681,179)
      • Pokkén Tournament DX (2017) – 262,871 units, ¥5,980 price[7]¥1,571,968,580
      • Pokémon Ultra Sun & Ultra Moon (2017) – 2,343,601 units, ¥4,980 price[8]¥11,671,132,980
      • Detective Pikachu (2018) – 79,050 units, ¥4,980 price[9]¥393,669,000
      • Pokémon: Let's Go (2018) – 1.85million units,[10]¥5,980 price[11]¥11,063 million
  2. ^See List of best-selling Japanese role-playing game franchises § List.
  3. ^Pokémon handheld/console software retail sales in overseas markets – 228,465,054 units up until December 2018 (311.54million worldwide,[b] 83,074,946 in Japan)[a]
    • Up until 2015 – 200,006,810 units, average $39.99 price[12][13]$8 billion
    • Pokémon Sun & Moon (2016) – 12,478,558 overseas sales (16.12million worldwide,[14] 3,641,442 in Japan),[5] $39.99 price[15]$500 million
    • Pokkén Tournament DX (2017) – 1.16million units,[16] $59.99 price[17]$70 million
    • Pokémon Ultra Sun & Ultra Moon (2017) – 5,114,843 overseas sales (7.72million worldwide,[14] 2,663,546 in Japan),[8] $39.99 price[18]$205 million
    • Pokémon: Let's Go – 8.16million units,[10] $59.99 price[19]$490 million
  4. ^Pokémon mobile games:
    • Pokémon Go$3.3 billion
      • 2016–2017 – $2 billion[20]
      • 2018 – $1.3 billion[21]
    • Pokémon Quest$9.63 million
      • May–June 2018 – $8 million[22]
      • July–October 2018 – $1,630,000[23][24]
    • Pokémon Duel, Shuffle Mobile, Magikarp Jump$48.6 million[25]
  5. ^Super Mario series – $15,727,844,291
    • Worldwide retail sales up until September 2010 – 240million units[26][27] – $12,988,043,606
      • Japan – 41,242,852 units – ¥243,374,357,360 ($3,050,186,206)
        • Famicom – 13.3million units – ¥64.954 billion[28]
        • Super Famicom – 7.44million units – ¥66.522 billion[29]
        • Super Mario 64 – 1.92million units – ¥18,816 million[4]
        • Releases between March 2001 and May 2010 – 18,582,852 units – ¥93,082,357,360[30]
      • Overseas – 198,757,148 units, average $50 price[27] – $9,937,857,400
    • Virtual Console digital sales – $15 million ($13.9 million in 2009,[31]$1.1 million in 2011)[32]
    • Post-September-2010 Japan retail sales of pre-September-2010 games – ¥5,503,168,800 ($68,970,658)
      • New Super Mario Bros.¥1,277,601,600[33]
      • New Super Mario Bros. Wii¥3,399,809,200[34]
      • Super Mario 64 DS¥107,683,200[35]
      • Super Mario Galaxy 2¥718,074,800[36]
    • Post-September-2010 overseas retail sales of pre-September-2010 games – $408 million
      • New Super Mario Bros.$104 million (2.59million units,[37][38] $39.99 price)[39]
      • New Super Mario Bros. Wii$247.5 million (4.95million units,[37][38] $49.99 price)[40]
      • Super Mario Galaxy 2$56 million (1.12million units,[37][38] $49.99 price)[41]
    • Japan retail sales of games released after September 2010 – 12,049,747 units – ¥59,351,664,612 ($637,838,704)[30]
    • Overseas retail sales of games released after September 2010 – $1,687,129,471
      • Super Mario All-Stars (Wii) – $26,386,800[37][42]
      • New Super Mario Bros. 2 (2012) – 10,183,751 units[14][30]$407,248,202[43]
      • Super Mario 3D World (2013) – 5,045,598 units[44][30]$302,685,424[45]
      • Super Mario Maker (2015) – 3,039,459 units[44][30]$182,337,145[46]
      • Super Mario Maker for Nintendo 3DS (2016) – $74,987,500[47][48]
      • Super Mario Odyssey (2017) – 11.56million units[16][10]$693,484,400[49]
    • Super Mario Run (2016) – $94 million (up until 2017)[50]
  6. ^Donkey Kong Country series:
    • Donkey Kong Country (SNES) – 9.3million cartridges,[52]$809.47 million revenue
      • Japan – 3million sales, ¥9,800 price,[29]¥29,400 million ($368.47 million) revenue.
      • Other regions – 6.3million sales, $69.95 price,[53]$441 million revenue.
    • Donkey Kong Country 2 (SNES) – 5.15million cartridges,[52]$545.47 million revenue
      • Japan – 2.2million sales, ¥9,800 price,[29]¥21,560 million ($368.47 million) revenue.
      • Other regions – 2.95million sales, $59.99 price,[54]$177 million revenue.
    • Donkey Kong Country 3 (SNES) – 3.51million cartridges,[52]$255.4 million revenue
      • Japan – 1.77million sales, ¥12,036 million revenue[29] ($151 million)
      • Other regions – 1.74million sales, $59.99 price,[55]$104.4 million revenue.
    • Donkey Kong Country 1 & 2 (GBA) sales in the United States – $45 million[56]
    • Donkey Kong Country Returns retail sales in Japan – ¥7,403,573,080 ($87,582,564)[57]
      • Donkey Kong Country Returns¥5,721,079,400 ($71,701,709)
      • Donkey Kong Country Returns 3D¥1,682,493,680 ($15,880,855)
  7. ^Japan retail sales of other Donkey Kong games – ¥17,825,589,000 ($223,406,304)
      • Donkey Kong 64 (N64) – ¥8,580 million[4]
      • Mario vs. Donkey Kong series – ¥4,245,388,800[58]
      • Other 2003–2012 releases – ¥5,000,200,200[59]
  8. ^Donkey Kong:
    • Donkey Kong (1981) – $4.4 billion[51]
    • Donkey Kong Country$1.743 billion[f]
    • Other games (Japan) – $223.4 million[g]
  9. ^Mario Kart series:
    • Mario Kart: Double Dash – 6.96million units[60]$355.424 million
      • Japan – 847,000 units, ¥5,800 price[61]¥4,912.6 million ($62 million)
      • Overseas – 6.113million units,[60][61] average $48 price[62]$293.424 million
    • Japan retail sales of other 1992–2001 releases – ¥48,455.6 million ($607.29 million)
      • Super Mario Kart and Mario Kart 64¥44,750 million[29][4]
      • Mario Kart Advance¥3,705.6 million[63][61]
    • Super Circuit retail sales in the United States – 2.1million units – $63 million[56]
    • Mario Kart DS – 23.6million units[44] – $925,664,614
      • Japan – 3,969,364 units, ¥4,800 price[64]¥19,052,947,200 ($238,788,660)
      • Overseas – 19,630,636 units,[44][64] $34.99 price[65]$686,875,954
    • Mario Kart Wii (Wii) – $1,402,848,573 ($1.4billion worldwide up until October 2013,[66]¥301,791,400 ($2,848,573) in Japan during 2014)[67]
    • Mario Kart 7 – 18.11million units[44] – $783,407,857
      • Japan – 2,916,692 units grossed ¥14,029,273,800[68][69][70] ($175,827,470)
      • Overseas – 15,193,308 units, $39.99 price[71]$607,580,387
    • Mario Kart 8 – 23.44 million units,[44] $59.99 price[72][73]$1,406,165,600
  10. ^Other Mario games – $2,326,808,108
    • Dr. Mario – 10.19million units[74][75] – $391,974,200
      • Japan – 3.61million units – ¥12,905 million[28][3] ($161.74 million)
      • Overseas – 6.58million units, $34.99 price[76]$230,234,200
    • Japan retail sales of other 1983–2012 releases – ¥138,819,283,884 ($1,739,808,045)
      • Mario Bros. (Famicom) – ¥7,335 million[28]
      • Tennis and Golf (Famicom) – ¥18,090 million[28]
      • Mario Tennis series – ¥13,819,361,684[4][61][77]
      • Mario Strikers series – ¥2,291,504,600[78]
      • Mario Baseball series – ¥2,744,003,200[79]
      • Mario Hoops and Sports Mix¥6,273,317,600[80][81]
      • Super Mario RPG¥10,875 million[29]
      • Paper Mario series – ¥11,931,229,600[82][61][83][84]
      • Mario & Luigi series – ¥7,847,889,600[85]
      • Mario Party series – ¥57,611,977,600[4][86]
    • United States retail sales between 2003 and 2006 – $99 million
      • Mario Golf: Toadstool Tour$26 million[62]
      • Mario & Luigi: Superstar Saga$30 million[56]
      • Mario Party 4$43 million[62]
    • Japan retail sales of 2013 releases – ¥4,621,957,508 ($47,433,882)
      • Mario & Luigi: Dream Team¥2,036,371,358[85]
      • Mario Party: Island Tour¥2,585,586,150[86]
    • Japan retail sales between 2015 and 2016 – ¥3,891,775,200 ($35,783,148)
      • Mario & Luigi: Paper Jam¥1,245,494,400[85]
      • Puzzle & Dragons: Super Mario Bros. Edition¥1,380,736,000[87]
      • Mario Party 10¥1,265,544,800[86]
    • Mario Party: The Top 100 (2017) at Japan retail – ¥864,448,320[86] ($7,828,446)
    • Mario + Rabbids Kingdom Battle – 2million units,[88] $59.99 price[89]$119,980,000
  11. ^Other games in Wii series:
    • Wii Play$1.25 billion[94]
    • Japan releases between 2008 and 2012 – 6,240,159 units, ¥31,578,774,200 ($395,773,583) revenue[95][96]
    • Overseas releases between 2008 and 2012 – 40,079,841 units, $2,003,591,252 revenue
      • Wii Music – 2,266,748 units,[97][95]$113,314,733 revenue[98]
      • Wii Sports Resort – 29,850,409 units,[99][95]$1,492,221,946 revenue[100]
      • Wii Party – 6,879,276 units,[101][95]$343,895,007 revenue[102]
      • Wii Play: Motion – 1,083,408 units,[103][96]$54,159,566 revenue[104]
    • Wii Party U (2013) – 1.58million units,[105] $78,565,340 revenue
      • Japan – 238,641 units, ¥1,121,612,700 ($11,510,804) revenue[95]
      • Overseas – 1,341,359 units, $67,054,536 revenue[106]
  12. ^Other Pac-Man game sales in the United States:
    • Pac-Mania (Arcade) – $2.82 million[108]
    • Microsoft Return of Arcade (PC) – $9.5 million[109]
    • Pac-Man Collection and Namco Museum (GBA) – $62 million[56]
    • Pac-Man World 2 (PS2) – $23 million[62]
  13. ^$8.7 billion up until 2016.[110]$1.6 billion in 2017.[111]
  14. ^Other Street Fighter games:
    • Street Fighter V$160 million[113]
    • Japan retail sales of other Street Fighter games – ¥2,295,737,810 ($28,772,250)
      • Street Fighter III: 3rd Strike (Dreamcast) – ¥258,105,800[114]
      • Street Fighter EX3 (PS2) – ¥1,043,521,200[115]
      • Street Fighter Alpha series (PS2) – ¥237,834,520[116]
      • Street Fighter X Tekken¥756,276,290[117]
  15. ^Final Fantasy main series:
    • Final Fantasy I–XIV¥651,896,872,520 ($8,170.16 million)
      • Final Fantasy I & II¥17,025.4 million[118][119]
      • Final Fantasy III¥24,008.4 million[120]
      • Final Fantasy IV and The After Years¥25,827.4 million[121][122]
      • Final Fantasy V and VI¥63,466 million[123][124]
      • Final Fantasy VII and Compilation¥84,636.2 million[125][126][127]
      • Final Fantasy VIII and IX¥107,380 million[128][129]
      • Final Fantasy X and X-2¥93,383,672,520[130][131][132]
      • Final Fantasy XI¥40 billion (operating profit)[133]
      • Final Fantasy XII and Ivalice Alliance¥86,375.8 million[134][135][136][137][138]
      • Final Fantasy XIII trilogy and Type-0¥101,054 million[139][140][141][142][143]
      • Final Fantasy XIV¥8,740 million (launch sales)[144][145][146]
    • Final Fantasy XV$1,140.19 million
      • Final Fantasy XV (2016) – ¥71,280 million[147] ($655.39 million)
      • Final Fantasy XV: A New Empire (2017) – $485 million[148]
  16. ^Final Fantasy spin-off sales:
    • Up until 2012 – ¥62,177,919,200 ($779.27 million)
      • Final Fantasy Legend trilogy – ¥12,859.2 million[149]
      • Final Fantasy Adventure¥3,464 million[150]
      • Final Fantasy Mystic Quest¥2,370 million[150]
      • Chocobo series¥13,708 million[151]
      • Crystal Chronicles series – ¥7,827.6 million[152]
      • Dragon Quest & Final Fantasy in Itadaki Street¥3,160 million[153]
      • Mario Hoops¥2,567,419,200[80]
      • Dissidia and Dissidia 012¥13,127.3 million[154][155]
      • The 4 Heroes of Light¥1,196 million[150]
      • Final Fantasy Dimensions¥315 million[150]
      • Theatrhythm Final Fantasy¥1,583.4 million[156]
    • 2014 releases – ¥2.146 billion ($30 million)
      • Theatrhythm Final Fantasy: Curtain Call¥696 million[157]
      • Final Fantasy Explorers¥1,450 million[158]
      • Final Fantasy Record Keeper¥1 billion[159]
    • World of Final Fantasy (2016) – ¥4,640 million[160] ($43 million)
    • Final Fantasy mobile game revenue in Japan during 2017 – ¥28.8 billion[161] ($261 million)
    • Dissidia Final Fantasy NT (2018) – ¥1,074,769,800[162] ($10 million)
    • Final Fantasy mobile game revenue in Japan (excluding A New Empire) during 2018 – ¥21.93 billion ($199 million)[163]
    • Final Fantasy Brave Exvius English revenue during April 2018 and June–October 2018 – $31 million (including $9 million on the App Store,[164] and $22 million on Google Play)[165]
  17. ^Warcraft original trilogy:
    • Warcraft: Orcs & Humans$13.5 million (300,000 copies,[166] average $45 price)[167]
    • Warcraft II: Tides of Darkness$34.5 million (United States)[109]
    • Warcraft III: Reign of Chaos$188 million[168]
  18. ^$9.23 billion up until 2017.[93]$161 million in 2018.[169]
  19. ^$1.1billion in 2016.[171] $1.4billion in 2017.[111]
  20. ^$145 million digital revenue in 2014.[173]$1.876 billion revenue in 2016.[174]$896 million in 2017.[111]
  21. ^Grand Theft Auto franchise revenue up until 2009:
    • Up until March 2005 – $2 billion[175]
    • November 2005 to October 2008 – $1,071,429,641[176]
    • November 2008 to October 2009 – $296,357,328[177]
  22. ^Grand Theft Auto franchise revenue between 2012 and 2018:
    • April 2012 to March 2013 – $23.4 million[178]
    • September 2013 to April 2018 – $6 billion[179]
  23. ^Lineage and Lineage II grossed $5.7billion up until 2015,[51]₩452.601 billion ($411.24million) in 2016,[180] and ₩374.082 billion ($340 million) between January 2017 and September 2018.[181]
  24. ^Lineage mobile games:
    • Lineage 2 Revolution$1.3 billion[182]
    • Lineage M$1.388 billion
      • June 2017 to June 2018 – $1.2 billion[183]
      • July–October 2018 – $188 million[184][185]
  25. ^$624 million up until 2013.[186]$946 million in 2014.[187]$1.628 billion in 2015.[188]$1.7 billion in 2016.[189]
  26. ^¥3,889,894,500[191] ($36 million).
  27. ^Puzzle & Dragons retail sales on Nintendo 3DS in Japan:
    • Puzzle & Dragons Z + Super Mario Bros. Edition¥7,828,778,095 ($72 million)
      • Puzzle & Dragons Z (2013) – ¥6,448,042,095 (as of 2016)[193]
      • Puzzle & Dragons: Super Mario Bros. Edition (2015) – ¥1,380,736,000 (as of 2016)[87]
    • Puzzle & Dragons X (2016) – ¥1,161,537,600 ($11 million)[194]
  28. ^$3.9 billion up until 2015.[51]Westward Journey Online II grossed $95million during January–April 2016.[195]
  29. ^Fantasy Westward Journey mobile game grossed over $800 million in China by 2016,[196] $1.5billion worldwide in 2017,[111] and $229 million during June–October 2018.[197]
  30. ^Digimon console game retail sales in Japan – $90,467,983
    • 2000–2002 releases – 216,890 units, average ¥4,430 price – ¥960,751,800[198] ($12,041,005)
    • 2006–2012 releases – 797,387 units, average ¥5,081 price – ¥4,051,533,280[199] ($50,777,457)
    • 2013–2014 releases – 958,518 units, average ¥5,911 price – ¥952,385,880[199] ($8,989,455)
    • 2014–2016 releases – 258,702 units, average ¥6,637 price – ¥1,717,000,040[199] ($15,787,054)
    • 2017 releases – 51,456 units, average ¥6,273 price – ¥322,801,200[199] ($2,923,288)
  31. ^Digital Monstervirtual pet sales:
    • By 2005, Bandai sold more than 24million units, at about ¥1,260 price,[200] grossing approximately ¥30,240 million ($379 million).
    • Bandai Namco's Digimon toy sales from April 2005 to March 2007 – ¥3.6 billion ($45.12 million)[201][202]
  32. ^Digimon merchandise sales – ¥110.54 billion ($1.39 billion)
    • Up until 2001 (Japan Sales) – ¥100 billion[203][204]
    • Up until 2003 (US and Europe Sales) – US$4 billion[205][206]
    • 2003 & 2006 (Japan) – ¥10.54 billion[207]
  33. ^See V Jump § Circulation.
  34. ^Sales revenue of V Jump issues serializing Digimon manga series:[ag]
    • November 1998 to March 2012 – 22,055,333 copies, ¥550 price – ¥12,130,433,150 ($152,029,492)
      • Digimon Adventure V-Tamer 01 (November 1998 to August 2003) – 8,690,314 copies
      • Digimon Next (February 2006 to February 2008) – 6,133,349 copies
      • Digimon Fusion (June 2010 to March 2012) – 7,231,670 copies
    • Digimon World Re:Digitize from April 2013 to March 2018 – ¥7,895,251,650 ($73,751,881)
  35. ^See List of highest-grossing anime films § Highest-grossing anime film franchises and film series.
  36. ^Digimon home entertainment media:
    • Digimon anime DVD and Blu-ray re-release sales in Japan – ¥1,182,507,200[209] ($15 million)
    • Toei Animation's Digimon anime earnings (overseas sales/licensing and domestic licensing) from April 2003 to December 2017 – ¥4.324 billion ($44.1 million)
      • April 2003 to March 2012 – ¥2.659 billion ($33.32 million)[210][211][212]
      • April 2012 to March 2013 – ¥399 million ($4.09 million)[213]
      • April 2013 to March 2014 – ¥73 million ($689,038)[214]
      • April 2016 to March 2018 – ¥619 million ($6 million)[215][216]
  37. ^Digimon anime, manga and merchandise sales revenue:
    • Merchandise sales – $5.39 billion[af]
    • Manga & comic sales – $252 million[208][ah]
    • Box office – $143 million[ai]
    • Home entertainment – $59.1 million[aj]
  38. ^¥10.7billion[217] ($1.61 billion)
  39. ^$1.76 billion in first quarter.[218]$911 million in second quarter.[219]
  40. ^Sonic the Hedgehog series:
    • Up until 2014 – $5 billion[221]
    • 2015–2018 – $92,859,479
      • Sonic Lost World – $39,876,179
        • Consoles – 710,000 units,[222] $49.95 price,[223]$35,464,500 revenue.
        • Steam – $4,411,679[224]
      • Sonic Boom – 620,000 units,[225] $49.99 price,[226]$30,993,800 revenue.
      • Sonic Mania digital sales – $19,990,000[227]
      • Sonic Forces digital sales on Steam – $1,999,500[228]
  41. ^Mario & Sonic series:
    • Mario & Sonic at the Olympic Games and Olympic Winter Games – 19million units[229] – $973,048,190
      • Japan – 1,369,274 units – ¥7,315,801,200[230] ($91,688,197)
      • Overseas – 17,630,726 units, average $49.99 price[231]$881,359,993
    • Mario & Sonic at the London 2012 Olympic Games and Sochi 2014 Olympic Winter Games – $150,263,143
      • Japan – 523,156 units – ¥2,787,345,100[230] ($30,263,143)
      • North America & Europe – 2.4million units,[232] average $49.99 price[233]$120 million
    • Mario & Sonic at the Rio 2016 Olympic Games retail sales in Japan – 272,234 units, ¥4,700 price[230]¥1,279,499,800 ($11,764,434)
  42. ^Dragon Quest game retail sales in Japan:
    • 1986–2012 releases – ¥364,984,524,600 ($4,574,314,132)
      • Famicom – ¥70,220 million[28]
      • Super Famicom – ¥85,986 million[29]
      • PlayStation – ¥40,452 million[234]
      • Game Boy – ¥25,955,928,000[3][235]
      • 2002–2012 releases – 22,392,455 units, average ¥6,358 price – ¥142,370,596,600[236]
    • 2013–2017 releases – $560,874,238
      • Dragon Quest VII: Fragments of the Forgotten Past (3DS) – 1,255,626 units, ¥5,800 price[236]¥7,282,630,800 ($74,739,643)
      • Dragon Quest Monsters 2 (3DS) – 807,174 units, ¥5,229 price[236]¥4,220,712,846 ($39,838,799)
      • 2015–2016 releases – 3,337,392 units, average ¥6,476 price – ¥21,611,864,960[236] ($198,711,520)
      • 2017 releases – 3,272,121 units, average ¥7,175 price – ¥23,476,470,970[236] ($212,602,976)
  43. ^Dragon Quest mobile game revenue in Japan during 2017–2018 – ¥54.66 billion ($495 million)
    • 2017 – ¥29.6 billion[161]
    • 2018 – ¥25.06 billion[163]
  44. ^See Dragon Quest: Monster Battle Road § Reception.
  45. ^Dragon Quest: Monster Battle Road revenue:
    • Arcade sales during 2007–2008 – $78.2 million[ar]
    • Card sales up until 2010 – 200million cards,[237] average ¥842 price per 6-card pack[238]¥28.1 billion ($352.17 million)
  46. ^14,009,999 retail sales, at average ¥6,735 price, grossed approximately ¥94,354,237,127 ($1,174,620,312).[240]
  47. ^85,990,001 sales,[241][240] at average $49.99 price.[242][243]
  48. ^See List of Dragon Ball video games § Commercial reception
  49. ^ abShōnen Jump video game retail sales in Japan:
    • Famicom Jump: Hero Retsuden – 1.1million cartridges, ¥6,500 price[28]¥7,150 million ($90 million)
    • 2006–2012 – ¥7,579,055,580 ($95 million)
      • Battle Stadium D.O.N – 217,647 units, at ¥7,140 price,[244] grossed approximately ¥1,553,999,580.
      • Jump Super Stars – 517,514 units, at ¥4,800 price,[245] grossed approximately ¥2,484,067,200.
      • Jump Ultimate Stars – 737,706 units, at ¥4,800 price,[246] grossed approximately ¥3,540,988,800.
    • J-Stars Victory VS (2014) – 360,114 units, at ¥7,600 and ¥6,648 prices,[247][248] grossed approximately ¥2,574,363,808 ($24.3 million).
    • 50th Anniversary Shōnen Jump Edition (June 2018) – 110,000 units,[249] $73 price[250]$8.03 million
  50. ^$518million in 2015.[188]$443 million in 2018.[254]
  51. ^$3 billion up until July 2015.[255]$1 billion during August–December 2015.[256]
  52. ^Star Wars Battlefront II sold 9million units[257] ($59.99 price),[258] grossing approximately $540 million.
  53. ^Star Wars: Galaxy of Heroes mobile game grossed $100 million up until 2016,[259]$304 million during 2017–2018,[260][261]
  54. ^Monster Hunter console game retail sales in Japan during 2004–2017:
    • 2004–2012 – 17,443,368 units, average ¥5,133 price – ¥89,539,373,091[267] ($1,122,187,907)
    • Monster Hunter 4 (2013) – 3,378,455 units, ¥5,705 price[267]¥19,274,085,775 ($197,804,657)
    • Monster Hunter 4 Ultimate (2014) – 2,559,186 units, ¥5,800 price[267]¥14,843,278,800 ($140,103,917)
    • 2015–2016 – 3,097,450 units, ¥5,800 price – ¥17,965,210,000[267] ($165,182,144)
    • Monster Hunter XX (2017) – 2.15million units (1.8million on 3DS,[268] 350,000 on Switch),[269]¥5,800 price[267]¥12,470 million ($112.24 million)
  55. ^Monster Hunter Generations (3DS) – 4.3million worldwide sales[268] (including 2,787,985 Japan sales)[267]
    • Overseas sales – 1,512,015 units,[268][267] $39.99 price[270] – $60,465,480
  56. ^Monster Hunter: World
    • PS4 & Xbox One – 8.3million units,[271]$565 million revenue
      • Japan – 3.2million units,[272][273]¥8,980 price[267]¥74,534 million ($260 million)
      • Overseas – 5.1million units, $59.99 price[274]$306 million
    • Steam – $300 million[275]
  57. ^ abcSee Pachinko § Franchises.
  58. ^Monster Hunter licensed merchandise sales in Japan between 2007 and 2012 – ¥11,324.2 million ($142 million)
    • 2007 & 2010 – ¥9.33 billion[207]
    • 2012 – ¥1,994.2 million[276]
  59. ^Other Monster Hunter media:
    • Pachinko sales – $900.1 million[be]
    • Licensed merchandise – $142 million[bf]
  60. ^Up until October 2011 – 46million sales[277]
    • Known Japan sales revenue figures – ¥70,036,995,482 ($877,766,581) from 9,794,070 units
      • Biohazard (PlayStation) – 2.03million units grossed ¥13,804 million[234]
      • Biohazard 2 (PlayStation) – 2.3million units[278] grossed ¥16,891.2 million[279]
      • Biohazard 3 (PlayStation) – 1.2million units[278] grossed ¥8,813 million[280]
      • Survivor and Outbreak – 565,023 units grossed ¥3,630,452,400[281]
      • Biohazard Code: Veronica – 724,901 units grossed ¥4,975,067,050[282]
      • Biohazard 0 & 1 (GameCube) – 796,000 units grossed ¥5,849.8 million[61]
      • Biohazard 4 (GameCube/PS2/Wii) – 772,571 units grossed ¥6,667,247,060[283]
      • Umbrella Chronicles (Wii) – 248,221 units grossed ¥1,821,942,140[284]
      • Biohazard 5 (PS3 & Xbox 360) – 1,157,354 units grossed ¥7,584,286,832[285][286][287]
    • Known overseas sales revenue figures – $1,241,079,498 from 24,375,174 units
      • Resident Evil (PlayStation) – 3.22million units[288][234] grossed $216 million[289]
      • Resident Evil 2 (PlayStation) – 3.47million units[288][290][278] grossed $208.2 million[291]
      • Resident Evil 3 (PlayStation) – 2.3million units[288][278] grossed $115 million[292]
      • Resident Evil Code: Veronica – 1,815,099 units[288][282] grossed $90,754,950[293]
      • Resident Evil 4 (GameCube/PS2/Wii) – 5,127,429 units[288][283] grossed $256,320,176[294][295]
      • Biohazard 5 (PS3 & Xbox 360) – 8,442,646 units[288] grossed $506,474,334[296]
    • Other sales revenue – 11,830,756 units grossed $354,804,372[277]
  61. ^2012–2019 sales:
    • Resident Evil: Revelations and Operation Raccoon City (2012) retail sales in Japan – ¥5,124,144,250[297] ($64,220,382)
    • Resident Evil 6 (2012) – 7.1million units[288] grossed $462,054,838
      • Japan – 969,562 retail units grossed ¥7,402,956,868[298] ($89,951,338)
      • Other – 6,130,438 units grossed $372,103,500[299]
    • Resident Evil Anniversary Package (2013) retail sales in Japan – 8,487 units grossed ¥76,298,130[298] ($720,169)
    • Resident Evil 7 (2017) – 6.1million units,[288] $369,587,539 revenue
      • Japan – 365,674 units, ¥2,842,529,260 ($25,741,952) revenue[300]
      • Overseas – 5,734,326 units, $344,002,217 revenue[301]
    • Resident Evil 2 (2019) – 4million units,[302] $243,558,363 revenue
      • Japan – 352,193 units, ¥2,747,105,400 ($24,877,793) revenue[303]
      • Overseas – 3,647,807 units, $218,831,942 revenue[304]
  62. ^See Fate/Grand Order § Revenue.
  63. ^Other games in Fate series – $86,319,559
    • 2007–2012 releases – ¥4,986,551,447 ($62,495,945)
      • Fate/stay night: Realta Nua¥1,758,008,600[306][307][308][309]
      • Fate/tiger colosseum¥667,628,400[310][311]
      • Fate/unlimited codes¥1,177,277,360[312][313]
      • Fate/Extra¥1,383,637,087[314][315][316][317]
    • 2014 handheld releases – ¥559,185,360 ($5,278,083)
      • Fate/hollow ataraxia (PSV) – ¥510,216,000[318]
      • Fate/Kaleid Liner (3DS) – ¥48,969,360[319]
    • Fate/Extella (2016) – $18,545,531
      • Consoles – ¥1,825,620,820[320][321][322][323] ($16,785,774)
      • Steam – $2,499,500[324]
  64. ^10.89million units[325] grossed $501,476,100[326][327]
  65. ^Zelda sales in Japan:
    • 1991–2012 – ¥52,981,178,477 ($664,007,751)
      • Triforce of the Gods¥9,280,482,349[29][328]
      • Ocarina of Time¥12,908,829,400[329][330][331]
      • Majora's Mask¥8,316,968,896[330]
      • The Wind Waker¥6,181,577,600[61][332]
      • Zelda I & II (Famicom Mini) – ¥560,446,000[333][334]
      • Minish Cap¥961,233,600[335]
      • Twilight Princess¥4,869,612,900[330][336]
      • Phantom Hourglass and Spirit Tracks¥7,506,537,332[330][337]
      • Skyward Sword¥2,395,490,400[330][338]
    • A Link Between Worlds (2013) – ¥2,129,424,000[330][339] ($21,853,695)
    • Hyrule Warriors (2014) – ¥1,972,854,397[340][341] ($18,621,535)
    • Tri Force Heroes (2015) – ¥790,638,700[342] ($7,269,572)
    • Breath of the Wild (2017) – 1,223,024 units (1.09million on Switch,[47][16] 133,024 units on Wii U)[343]¥8,536,707,520[344] ($77,308,443)
  66. ^Zelda sales in the United States:
    • A Link to the Past (SNES) overseas sales – 3.45million units[325][278] grossed $172,465,500[345]
    • United States retail sales from 1995 to March 2017 – $1.4 billion[346]
    • Virtual Console digital sales (2009 & 2011) – $6.7 million
      • Wii Virtual Console (2009) – $4.4 million[31]
      • Link's Awakening (3DS) – $2.3 million (2011)[32]
    • Breath of the Wild overseas sales from April 2017 to March 2018 – 6,396,976 units (5.01million on Switch,[16] 1,386,976 on Wii U)[347][343] grossed $383,754,590[348][349]
  67. ^The Legend of Zelda merchandise sales:
    • Japan licensed merchandise sales in 2003 & 2007 – ¥7.32 billion ($92 million)
    • Link Amiibo sales – $37.02 million – At least 2.85million Link Amiibo sales up until February 2015,[350] $12.99 retail price.[351]
  68. ^3million+ copies,[352] $17.99 price[353]$54 million.
  69. ^Other Zelda media:
    • Merchandise sales – $129 million[bo]
    • Manga sales – $54 million[bp]
  70. ^18million sales,[355] $59.99 price[356][357]
  71. ^Other Tomb Raider media:
    • Box office – $705 million[358]
    • Pachinko sales – $300 million[be]
    • DVD rentals – $36.6 million[359]
  72. ^Super Smash Bros sales up until 2016:
    • Super Smash Bros. – 5.55million units,[360]$358.2 million revenue.
      • Japan – 1.97million units, ¥5,800 price,[4]¥11,426 million ($143.2 million) revenue.
      • Overseas – 3.58million units,[360][4] $59.95 price,[361]$215 million revenue.
    • Super Smash Bros. Melee – 7.09million units,[362] $406,188,789 revenue.
      • Japan – 1,497,415 units, ¥6,800 price,[363]¥10,182,422,000 ($127,615,265) revenue.
      • Overseas – 5,572,585 units, $49.99 price,[364]$278,573,524 revenue.
    • Super Smash Bros. Brawl – 13.29million units,[44] $752,784,938 revenue.
      • Japan – 2,509,467 units, ¥6,800 price,[363]¥17,064,375,600 ($213,866,093) revenue.
      • Overseas – 10,780,533 units, $49.99 price,[365]$538,918,845 revenue.
    • Super Smash Bros. for Nintendo 3DS – 9.45million units,[44] $400,489,501 revenue.
      • Japan – 2,483,895 units, ¥5,200 price,[363]¥12,916,254,000 ($121,914,962) revenue.
      • Overseas – 6,966,105 units, $39.99 price,[366]$278,574,539 revenue.
    • Super Smash Bros. for Wii U – 5.35million units,[44] $327,813,193 revenue.
      • Japan – 861,575 units, ¥7,200 price,[363]¥6,203,340,000 ($58,552,577) revenue.
      • Overseas – 4,488,425 units, $59.99 price,[367]$269,260,616 revenue.
    • Super Smash Bros. Ultimate – 12.08million units,[44] $59.99 price[368]$724,679,200
  73. ^5.7million Amiibo sales for Super Smash Bros. (Nintendo 3DS and Wii U) up until February 2015, $12.99 retail price.[351]
  74. ^$326million in 2013.[370] $240million in 2014.[187] $253million in 2015.[188] $83million in 2016.[195] $279million in 2017.[111]
  75. ^MapleStory PC revenue:
    • 2003–2011 – $1.8billion[369]
    • 2013–2017 – $1.181billion[bv]
  76. ^MapleStory portable revenue:
    • DS & 3DS retail sales in Japan – ¥117,617,238 ($1,334,276)[371]
    • MapleStory M (iOS & Android) mobile revenue during July–October 2018 – $22 million[372]
  77. ^Battlefield 3:
    • Sales – 15million units,[373] $59.99 price[374]$899.85 million
    • Subscriptions – $200 million[375]
  78. ^Battlefield 4:
    • Sales – 7million units,[376] $59.99 price[374]$419.93 million
    • Subscriptions – $79.984 million[374]
  79. ^30million sales, at $26.95 price, as of 2019.[378]
  80. ^Minecraft sales on other platforms:
    • Known sales on consoles up until 2015 – 23million units, at average $20 price, grossed approximately $460 million.
      • Sales on Xbox up until 2015 – $400 million (20million units,[379] at $20 price).[380]
      • Sales on PlayStation up until 2014 – $60 million (3million units,[381] at $19.99 price).[382]
    • Known Pocket Edition sales up until 2016 – 40million units,[383] at $7 price,[384] grossed approximately $280 million.
    • Remaining 85million sales (out of 176million sales, as of 2019),[385] at average $13.5 price, grossed approximately $1,148 million.
  81. ^Known Japan sales during 1998–2016 – 6,855,344 units
    • 1998–2005 – 2,789,813 sales – ¥18,937,418,585 ($237,340,752)
      • Metal Gear Solid (PS1) – 1million sales,[388]¥6,264 price[389]¥6,264 million
      • Metal Gear Solid 2 (PS2) – 839,548 sales, ¥6,800 price[390][391]¥5,708,926,400
      • Metal Gear Solid 3 (PS2) – 950,265 sales, ¥7,329 price[390][392]¥6,964,492,185
    • 2006–2016 – 4,065,531 retail sales, average ¥5,982 price – ¥24,321,650,838 ($274,380,317)[390]
  82. ^Known overseas sales during 1987–2015 – 26,866,625 units – $1,407,710,939
    • Metal Gear (NES) – 1million cartridges,[393] $39.95 price[394]$39.95 million
    • Metal Gear Solid (PS1) – 5million units,[388] $50 price[395]$250 million
    • Metal Gear Solid 2 (PS2) – 6,160,452 units,[396][390][391] $50 price[397] – $308,022,600
    • Metal Gear Solid 3 (PS2) – 2,842,052 units,[398][390] $50 price[399] – $142,102,600
    • Metal Gear Solid 4 (PS3) – 5,070,425 units,[400][390] $59.99 price[401] – $304,174,796
    • Metal Gear Rising (Steam) – 722,000 units, $29.99 price[402] – $21,652,780
    • Metal Gear Solid V: Ground Zeroes (2014) – 748,012 units,[403][390] average $30 price[404] – $22,440,360
    • Metal Gear Solid V: The Phantom Pain (2015) – 5,323,684 units,[405][390] $59.99 price[406] – $319,367,803
  83. ^15,478,031 sales,[407] at average $38.32 price.[408][409][410]
  84. ^Mortal Kombat grossed at least $120 million.[418]Mortal Kombat II exceeded $400 million.[419]Mortal Kombat III sold 2.24million cartridges,[420] at $60 price,[421] grossing approximately $134.4 million. Mortal Kombat: Deadly Alliance grossed $54 million.[62]
  85. ^Onimusha retail sales on PlayStation 2:
    • Sales in Japan – 2,427,301 units, average ¥7,161 price – ¥17,381,661,170[422] ($217,842,601)
    • Onimusha: Warlords sales in the United States – 800,000 units – $28 million[62]
  86. ^Tetris sales on Game Boy – 35million units[427]
    • Japan – 4.24million units grossed ¥11,024 million[3] ($138.13 million)
    • Other regions – 30.76million units grossed $614,892,400[428]
  87. ^Tetris mobile game – 132million paid downloads, as of June 2011.[429]
    • 100million downloads up until January 2010, at $5 price,[430] grossed approximately $500 million.
    • 32million downloads between February 2010 and June 2011, at $0.99 price,[431] grossed approximately $32 million.
  88. ^Tetris sales on NES – 8million units[432]
    • Japan – 1.81million units grossed ¥8,869 million[28] ($111.13 million)
    • Other regions – 6.19million units grossed $235,158,100[433]
  89. ^One Piece video game revenue:
    • Between 2001 and March 2012 – ¥36,633,485,800 billion ($459,123,772)
      • Japan retail sales between 2001 and 2003 – ¥5,133,485,800[434]
      • Bandai Namco's One Piece video game revenue from April 2008 to March 2012 – ¥31.5 billion[435][436]
    • Bandai Namco's One Piece video game revenue between April 2012 and December 2018 – $1,048.43 million
      • April 2012 to March 2014 – ¥47.7 billion ($450.23million)[437]
      • April 2016 to December 2018 – ¥67.1 billion ($607.66 million)[438][439][440]
  90. ^8,160,226 retail sales, at average ¥6,761 price, grossed approximately ¥55,170,844,400 ($691,450,613).[445]
  91. ^Gundam video game retail sales of 2013–2014 releases in Japan:[445]
    • 2008–2012 releases – 4,334,427 sales, average ¥6,806 price – ¥29,501,067,413 ($369,733,894)
    • 2013 releases – 491,798 sales, average ¥7,807 price – ¥3,839,631,720 ($39,405,087)
    • Mobile Suit Gundam: Extreme Vs. Full Boost (2014) – 371,323 sales, ¥7,600 price – ¥2,822,054,800 ($26,637,035)
  92. ^ abSee The Idolmaster § Commercial reception
  93. ^Idolm@ster console game sales revenue in Japan – 792,116 units – ¥5,151,623,280 ($64,564,774)[446]

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