stringtranslate.com

1994 in video games

1994 saw many sequels and prequels in video games, such as Super Metroid, Donkey Kong Country, Final Fantasy VI, Sonic 3 & Knuckles, Super Street Fighter II Turbo and Virtua Fighter 2 and Doom II, along with new titles such as Daytona USA, Ace Driver, Alpine Racer and Tekken.

The year's best-selling video game console was the Game Boy, while the Sega Mega Drive/Genesis remained the best-selling home console. The year's highest-grossing arcade video games were Super Street Fighter II X (Super Street Fighter II Turbo) and Virtua Fighter in Japan, and Daytona USA and Mortal Kombat II in the United States, while the year's best-selling home video game worldwide was Donkey Kong Country.

Events

Hardware releases

PlayStation video game console, first released in Japan

Top-rated games

Game of the Year awards

The following titles won Game of the Year awards for 1994.

Famitsu Platinum Hall of Fame

The following video game releases in 1994 entered Famitsu magazine's "Platinum Hall of Fame" for receiving Famitsu scores of at least 35 out of 40.[9]

Financial performance

Highest-grossing arcade games

The best-selling arcade printed circuit board (PCB) worldwide in 1994 was SNK's Neo Geo MVS system.[10]

Japan

The following titles were the top ten highest-grossing arcade games of 1994 in Japan.

United Kingdom

In the United Kingdom, the following titles were the highest-grossing games of each month in 1994.

Virtua Fighter by Sega AM2 was also one of the UK's most popular coin-ops of the year.[22]

United States

In the United States, the following titles were the highest-grossing arcade video games of 1994.

Best-selling video game consoles

Best-selling home video games

The following titles were the top ten best-selling home video games (console games or computer games) worldwide in 1994.

Japan

In Japan, the following titles were the top ten best-selling home video games of 1994.

United States

In the United States, the following titles were the top ten best-selling home video games of 1994.[44]

United Kingdom

HMV, a British entertainment retailer, released a monthly list of the chain's highest-selling home video game titles. The following titles topped the monthly all-formats charts, as reported by Computer and Video Games.

Notable releases

Game Releases

January:

Business

See also

Notes

  1. ^ a b 222,224+ Street Fighter II Turbo and Special Champion Edition sales up until August.[39] 341,728 Super Street Fighter II sales up until September.[40] 448,452 Street Fighter II, Turbo and Special Champion Edition sales in December.[35]
  2. ^ 1.9 million worldwide sales during January–March 1994.[37][38] 77,910+ Street Fighter II Turbo and Special Champion Edition sales in the US during April–August.[39] 941,000 Super Street Fighter II sales in Japan during June–December.[34] 341,728 Super Street Fighter II sales in the US during July–September.[40] 448,452 Street Fighter II, Turbo and Special Champion Edition sales in the US during December.[35]

References

  1. ^ "Showtime at the Nintendo Booth for the Winter Consumer Electronics Show". Free Library. January 5, 1994. Archived from the original on July 14, 2014. Retrieved February 10, 2014.
  2. ^ Peter Brown (May 21, 2014). "Gaming Highlights from 1994". Gamespot. Retrieved July 4, 2020.
  3. ^ "EGM Awards". Archived from the original on December 30, 2017. Retrieved December 29, 2017.
  4. ^ "25 Years Of Game Informer's GOTY Awards". GameInformer.com. January 2, 2017. Archived from the original on December 30, 2017. Retrieved December 29, 2017.
  5. ^ GameFan, volume 3, issue 1 (January 1995), pages 68-75
  6. ^ a b "第8回 ゲーメスト大賞" [8th Gamest Awards]. Gamest (in Japanese). Vol. 136 (January 1995). December 27, 1994. pp. 40–59. alternate url
  7. ^ "News Digest: Sega, Namco Simulators Score Bit At Parks Show". RePlay. Vol. 20, no. 3. December 1994. p. 25.
  8. ^ "Home Entertainment Awards – Video Games". Entertainment Merchants Association. Archived from the original on November 1, 2013. Retrieved February 5, 2012.
  9. ^ "週刊ファミ通クロスレビュープラチナ殿堂入りソフト一覧" [Weekly Famitsu Cross Review Platinum Hall of Fame Software List]. Geimin (in Japanese). Archived from the original on October 27, 2008. Retrieved February 24, 2021.
  10. ^ "Letter From Europe". RePlay. Vol. 20, no. 7. April 1995. p. 36, 38.
  11. ^ "Best Videos '94: "Puyo Puyo", "Ridge Racer" DX" (PDF). Game Machine (in Japanese). No. 487. Amusement Press, Inc. January 1–15, 1995. p. 36.
  12. ^ "Arcade Action" (PDF). Computer and Video Games. No. 149 (April 1994). United Kingdom: Future Publishing. March 15, 1994. pp. 82–6.
  13. ^ "Charts" (PDF). Edge. No. 8. United Kingdom: Future Publishing (published March 31, 1994). May 1994. pp. 90–1. Retrieved May 4, 2022.
  14. ^ "Charts" (PDF). Edge. No. 9. United Kingdom: Future Publishing (published April 28, 1994). June 1994. pp. 86–7. Retrieved May 4, 2022.
  15. ^ "Charts" (PDF). Edge. No. 10. United Kingdom: Future Publishing (published May 26, 1994). July 1994. pp. 84–5. Retrieved May 4, 2022.
  16. ^ "Charts" (PDF). Edge. No. 11. United Kingdom: Future Publishing (published June 30, 1994). August 1994. pp. 80–1. Retrieved May 4, 2022.
  17. ^ "Charts" (PDF). Edge. No. 12. United Kingdom: Future Publishing (published July 28, 1994). September 1994. pp. 82–3. Retrieved May 4, 2022.
  18. ^ "Charts" (PDF). Edge. No. 13. United Kingdom: Future Publishing (published August 25, 1994). October 1994. pp. 80–1. Retrieved May 4, 2022.
  19. ^ "Charts" (PDF). Edge. No. 14. United Kingdom: Future Publishing (published September 29, 1994). November 1994. pp. 88–9. Retrieved May 4, 2022.
  20. ^ "Charts" (PDF). Edge. No. 15. United Kingdom: Future Publishing (published October 27, 1994). December 1994. pp. 90–1. Retrieved May 4, 2022.
  21. ^ "Charts" (PDF). Edge. No. 16. United Kingdom: Future Publishing (published November 24, 1994). January 1995. p. 98. Retrieved May 4, 2022.
  22. ^ Patterson, Mark; James, Steve; Lawrence, Eddy (Radion Automatic); Lord, Gary (December 15, 1994). "Sega Saturn exclusive! Virtua Fighter: fighting in the third dimension" (PDF). Computer and Video Games. No. 158 (January 1995). United Kingdom: Future plc. pp. 12–3, 15–6, 19.
  23. ^ "Coin Machine: ACME Show Honors Six Firms For "Product Excellence"" (PDF). Cash Box. April 29, 1995. p. 30.
  24. ^ "ACME Awards". RePlay. Vol. 20, no. 7. April 1995. pp. 68–9.
  25. ^ "AMOA Awards Banquet". RePlay. Vol. 20, no. 1. October 1994. pp. 149–50.
  26. ^ "AMOA Jukebox And Game Awards Nominees Announced" (PDF). Cash Box. July 23, 1994. p. 30.
  27. ^ "1994". Play Meter. Vol. 20, no. 13. December 1994. p. 92.
  28. ^ a b c d e f 小川 (Ogawa), 純生 (Sumio) (December 14, 2010). "テレビゲーム機の変遷 —ファミコン、スーパーファミコン、プレステ、プレステ2、Wiiまで—" [Recent Developments in Video Game Technology in Japan — Famicom, Super Famicom, Play Station, Play Station 2 and Wii —] (PDF). 経営論集 (Keiei Ronshū) (in Japanese) (77) (published March 2011): 1-17 (2). ISSN 0286-6439. Archived from the original (PDF) on July 25, 2015. Retrieved December 6, 2021 – via Toyo University Academic Information Repository (Toyo University).
  29. ^ Market Research International. Vol. 2. Euromonitor. 1995. p. 82. In the hand-held games market, the company launched Game Boy, which currently leads the field with sales surpassing 7.5 million units.
  30. ^ a b c d e f g h i j k l m n "Finance & Business". Screen Digest. March 1995. pp. 56–62. Retrieved May 23, 2021.
  31. ^ a b c "Sega threepeat as video game leader for Christmas sales; second annual victory; Sega takes No. 1 position for entire digital interactive entertainment industry". Business Wire. January 6, 1995. Archived from the original on October 14, 2013. Retrieved December 24, 2021.
  32. ^ a b Clements, Matthew T.; Ohashi, Hiroshi (October 2004). "Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994–2002" (PDF). NET Institute. pp. 12, 24. Archived (PDF) from the original on March 7, 2016. Retrieved September 21, 2011.
  33. ^ "Showtime at the Nintendo Booth for the Winter Consumer Electronics Show". Free Library. January 5, 1994. Archived from the original on July 14, 2014. Retrieved February 10, 2014.
  34. ^ a b c "1994年のコンシューマーゲームソフトの売上" [1994 Consumer Game Software Sales]. Dengeki Oh (in Japanese). MediaWorks. Archived from the original on September 20, 2001. Retrieved September 16, 2021.
  35. ^ a b c d e f g "December 1994 - U.S. Top 40". The NPD Group. August 26, 2006. Archived from the original on November 7, 2021. Retrieved November 7, 2021.
  36. ^ Parish, Jeremy (November 21, 2019). "Donkey Kong Country Turns 25: Gaming's Biggest Bluff". USGamer. Archived from the original on November 20, 2020. Retrieved May 19, 2020.
  37. ^ Pollack, Andrew (September 6, 1994). "Market Place; Pummeling A Warrior of Video Games (Published 1994)". The New York Times. Archived from the original on May 26, 2015. Retrieved February 21, 2021. Capcom sold 6.5 million copies of the game for the Nintendo machine in the fiscal year that ended in March 1993, and an additional 5.4 million for the Nintendo and Sega machines combined in the year that ended last March.
  38. ^ Japan Economic Almanac. Japan Economic Journal. 1994. p. 90. ISBN 978-4-532-67504-2. As for video-game software, accumulated sales of Capcom Co.'s Street Fighter II series reached 10 million units in 1993, compared with 15 million units of Enix Inc.'s Dragon Quest series and 100 million units of Nintendo's Super Mario series.
  39. ^ a b "January-August 1994". The NPD Group. June 2006. Archived from the original on June 5, 2019. Retrieved November 7, 2021.
  40. ^ a b "October 1994". The NPD Group. July 11, 2006. Archived from the original on November 7, 2021. Retrieved November 7, 2021.
  41. ^ a b "Final Fantasy III". Electronic Gaming Monthly. No. 63. Ziff Davis. October 1994. p. 172.
  42. ^ "Shelf Talk: Soaring Sales". Billboard. Vol. 106, no. 44. Nielsen Business Media, Inc. October 29, 1994. p. 80. ISSN 0006-2510. Archived from the original on November 7, 2021. Retrieved February 24, 2021.
  43. ^ "September 1994: Top 40". The NPD Group. June 30, 2006. Archived from the original on November 7, 2021. Retrieved November 7, 2021.
  44. ^ a b Famighetti, Robert, ed. (1995). "Top-Selling Video Games, 1994". The World Almanac and Book of Facts, 1996. World Almanac Books. p. 259. Source: The NPD TRSTS Video Game Tracking Service, The NPD Group, Inc., Port Washington, NY; ranked by units sold
  45. ^ "Charts" (PDF). Computer & Video Games. No. 148 (March 1994). EMAP. February 15, 1994. p. 9.
  46. ^ "Charts" (PDF). Computer & Video Games. No. 149 (April 1994). EMAP. March 15, 1994. p. 12.
  47. ^ "Charts" (PDF). Computer & Video Games. No. 150 (May 1994). EMAP. April 15, 1994. pp. 114–115.
  48. ^ "All the Charts on All the Formats" (PDF). Computer & Video Games. No. 151 (June 1994). EMAP. May 15, 1994. pp. 126–128.
  49. ^ "Chart Attack with HMV" (PDF). Computer & Video Games. No. 152 (July 1994). EMAP. June 15, 1994. pp. 126–128.
  50. ^ "Chart Attack with HMV" (PDF). Computer & Video Games. No. 153 (August 1994). EMAP. July 15, 1994. pp. 126–128.
  51. ^ "Chart Attack with HMV" (PDF). Computer & Video Games. No. 154 (September 1994). EMAP. August 15, 1994. pp. 112–113.
  52. ^ "Chart Attack with HMV" (PDF). Computer & Video Games. No. 155 (October 1994). EMAP. September 15, 1994. pp. 128–129.
  53. ^ "Chart Attack with HMV" (PDF). Computer & Video Games. No. 156 (November 1994). EMAP. October 15, 1994. p. 113.
  54. ^ "Chart Attack with HMV" (PDF). Computer & Video Games. No. 157 (December 1994). EMAP. November 15, 1994. p. 145.
  55. ^ "Chart attack with HMV" (PDF). Computer and Video Games. No. 158 (January 1995). EMAP. December 15, 1994. p. 115.
  56. ^ "Chart attack with HMV" (PDF). Computer and Video Games. No. 159 (February 1995). EMAP. January 15, 1995. p. 95.
  57. ^ "Sonic & Knuckles Release Information for Genesis". GameFAQs. October 17, 1994. Archived from the original on October 31, 2012. Retrieved November 5, 2012.
  58. ^ "The Need for Speed". Electronic Gaming Monthly. Vol. 8, no. 1. January 1995. p. 254. Retrieved March 5, 2024.
  59. ^ Coleman, Terry Lee (December 1995). "Is The Price of Freedom Worth $12 Million?". Computer Gaming World. No. 137. pp. 46–7, 50, 52, 54.
  60. ^ "Tidbits...". Electronic Gaming Monthly. No. 90. Ziff Davis. January 1997. p. 28.
  61. ^ Johnston, Chris (June 24, 1997). "Nintendo Decision Final". GameSpot. Archived from the original on January 19, 1998. Retrieved July 28, 2022.