1993_in_video_gaming

1993 in video games

1993 in video games

Overview of the events of 1993 in video games


1993 saw many sequels and prequels in video games, such as Dragon Ball Z: Super Butōden, Mortal Kombat II, Secret of Mana, and Super Street Fighter II, alongside new titles such as Star Fox, FIFA International Soccer, Doom, Gunstar Heroes, Myst, Samurai Shodown, Ridge Racer, NBA Jam, Disney's Aladdin, and Virtua Fighter.

Quick Facts List of years in video games ...

This year's highest grossing video game worldwide was Capcom's arcade fighting game Street Fighter II for the third year in a row, while again being the year's highest grossing entertainment product. The best selling home system around the globe was the Nintendo Super Famicom/SNES video game console.[1]

Top-rated games

Game of the Year awards

The following titles won Game of the Year awards for 1993.

Famitsu Platinum Hall of Fame

The following video game releases in 1993 entered Famitsu magazine's "Platinum Hall of Fame" for receiving Famitsu scores of at least 35 out of 40.[9]

More information Title, Platform ...

Financial performance

Highest-grossing arcade games

Street Fighter II was the highest-grossing entertainment product of 1993, earning more than the film Jurassic Park.[10][11] The following table lists the year's top-grossing arcade games in Japan, the United Kingdom, United States, and worldwide.

More information Market, Period ...

Japan

The following titles were the top ten highest-grossing arcade games of 1993 in Japan.

United States

In the United States, NBA Jam was the highest-grossing arcade game of 1993,[16] followed by Mortal Kombat; both games exceeded the $300,000,000 (equivalent to $630,000,000 in 2023) domestic box office gross of Jurassic Park that year.[14][15]

The following titles were the highest-grossing arcade video games of the year, according to the Amusement & Music Operators Association (AMOA) and American Amusement Machine Association (AAMA).

Best-selling home systems

Consoles

More information Rank, Manufacturer ...

Computers

More information Rank, Manufacturer ...

Best-selling home video games

The following titles were the top ten best-selling home video games (console games or computer games) of 1993 with known sales figures.

More information Rank, Title ...

Japan

In Japan, the following titles were the top ten best-selling home video games of 1993.

More information Rank, Title ...

Europe

In Europe, the following titles were the top two best-selling 1993 releases during the first quarter of the year.[43]

More information Rank, Title ...

In the United Kingdom, the following titles were the top ten best-selling home video games of 1993.[35]

More information Rank, Title ...

United States

In the United States, the following titles were the top two highest-grossing home video game franchises in 1993.[44]

More information Franchise, Publisher ...

The following titles were the best-selling home video games of each month for video game consoles (home consoles and handheld consoles) in 1993, according to Babbage's (reported by Electronic Gaming Monthly and Electronic Games), Mega (for the Sega Genesis in January), and The NPD Group (for the Super NES and Genesis in July).

The following titles were the year's top six best-selling PC games on CD-ROM format in the United States.[61]

Events

Business

Notable releases

Arcade

More information Date, Title ...

Home

More information Date, Title ...

Hardware

Atari Jaguar

See also


References

  1. Install Base | "SNES and Sega Genesis/Mega Drive hardware sales comparison", posted on October 9, 2021 by Celine the Archivist. | url=https://www.installbaseforum.com/forums/threads/snes-and-sega-genesis-mega-drive-hardware-sales-comparison.57/
  2. Electronic Gaming Monthly's Buyer's Guide. 1994.
  3. "EGM is Number One in Europe!". Electronic Gaming Monthly. No. 59. Sendai Publishing. June 1994. p. 14.
  4. "第7回 ゲーメスト大賞" [7th Gamest Awards]. Gamest (in Japanese). Vol. 107 (February 1994). December 27, 1993. pp. 20-43 (20). alternate url
  5. Carter, Chip; Carter, Jonathan (January 7, 1994). "Super Nintendo Dominated the Fab 15 List for '93". Chicago Tribune. Retrieved October 28, 2021.
  6. "The Electronic Gaming Awards: Here are YOUR Picks for the Best Interactive Entertainment". Electronic Games. Vol. 2, no. 7 (May 1994). April 21, 1993. pp. 30–4.
  7. GameFan, volume 2, issue 2 (January 1994), pages 54-58 (PDF)
  8. "25 Years Of Game Informer's GOTY Awards". Game Informer. January 2, 2017. Archived from the original on December 30, 2017. Retrieved December 29, 2017.
  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. Goldstein, Jeffrey H. (1998). "Immortal Kombat: War Toys and Violent Video Games". Why We Watch: The Attractions of Violent Entertainment. Oxford University Press. pp. 53-68 (53). ISBN 978-0-19-802790-4. Its financial success was exceeded only by a video game with violence as its theme. "One single game–StreetFighter II–made $1.5 billion last year [1993]. Nothing, not even Jurassic Park, touched that success in the entertainment business," said screenwriter Michael Backes (quoted in Covington, 1994).
  11. Sheff, David (1994). Video Games: A Guide for Savvy Parents. Random House. p. 42. ISBN 978-0-679-75282-0. But "Street Fighter II" has none of the charm and whimsy of the "Turtle" games and none of the innocence of other martial-arts games such as the first "Double Dragon." This game, depicting only brutal street fighting, was the biggest hit of 1992 and 1993, selling a worldwide total of 8 million copies
  12. "第7回 ゲーメスト大賞 〜 ヒットゲーム BEST 10 〜 インカム中心" [7th Gamest Awards – Hit Games: Best 10 – Income Center]. Gamest (in Japanese). Vol. 107 (February 1994). December 27, 1993. pp. 20-43 (39). alternate url
  13. "The making of Street Fighter 2 - a video game legend" (PDF). Mega. No. 10 (July 1993). June 17, 1993. pp. 14-35 (18-21).
  14. McKanic, Patricia Ann (March 24, 1994). "Video values: It's a whole new game for the industry". Lakeland Ledger. Retrieved February 17, 2021.
  15. McKanic, Patricia Ann (April 3, 1994). "Games more complex, but also more violent". Times Daily. Retrieved February 17, 2021.
  16. "NBA Jam". GamePro. No. 56. IDG. March 1994. p. 188.
  17. "1993". Play Meter. Vol. 20, no. 13. December 1994. p. 90.
  18. "The AMOA Awards". RePlay. Vol. 19, no. 2. November 1993. p. 87.
  19. "AMOA Award Nominees: Game Awards". RePlay. Vol. 19, no. 1. October 1993. p. 59.
  20. "Finance & Business". Screen Digest. March 1995. pp. 56–62. Retrieved May 23, 2021.
  21. "Market size and market shares". Video Games: A Report on the Supply of Video Games in the UK. United Kingdom: Monopolies and Mergers Commission (MMC), H.M. Stationery Office. April 1995. pp. 66 to 68. ISBN 978-0-10-127812-6.
  22. 게임월드 [Game World] (in Korean). 1994.
  23. "SEGA - Hardware Estimates". Proceedings. The Conference. 1994. p. 125. Genesis   GameGear   CDROM
    1993   6.5   1.5   0.8
  24. "The Interview: Mr Patrick Lavanant" (PDF). MEGA Force (in French). No. 27. April 1994. pp. 18-21 (19).
  25. 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).
  26. 清水欣一『富士通のマルチメディア・ビジネス』オーエス出版社、May 15, 1995第1刷、March 14, 1997第4刷、ISBN 4-87190-415-6、151頁。
  27. "3DO Sales Called Pleasing". The New York Times. November 20, 1993. Archived from the original on May 26, 2015. Retrieved November 25, 2019.
  28. Reimer, Jeremy (December 15, 2005). "Total share: 30 years of personal computer market share figures". Ars Technica. Retrieved November 27, 2021.
  29. "Windows Magazine". Windows Magazine. Vol. 5, no. 3. March 1994. p. 38.
  30. "Japan". U.S. Industrial Outlook. U.S. Department of Commerce, Bureau of Industrial Economics. 1994. p. 26-19.
  31. "1993年のコンシューマーゲームソフトの売上Top30" [1993 Consumer Game Software Sales: Top 30]. Dengeki Oh (in Japanese). MediaWorks. Archived from the original on September 19, 2001. Retrieved September 16, 2021.
  32. "Top-Selling Video Game Titles In UK — 1993 (All Formats)". Screen Digest. Screen Digest Limited: 110. 1994. nb sales level at number 5 = 400,000 units, at number 9 = 250,000 units, at number 10 = 200,000 units
    Source: Gallup-ELSPA/Electronic Arts/CTW
  33. 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.
  34. Tokyo Business Today. Toyo Keizai Shinposha (The Oriental Economist). 1993. p. 38. The most important new contributor to Sega is Capcom Co., producer of the phenomenally successful Street Fighter II (five million unit sales last year). Capcom is widely known as the single biggest outside contributor to the Nintendo legend, but will launch software designed for Sega this spring.
  35. Ali, Reyan (October 22, 2019). NBA Jam. Boss Fight Books. p. 138. ISBN 978-1-940535-20-3.
  36. "Mortal Kombat kicks butt". Mega Zone. No. 36 (February 1994). January 26, 1994. p. 11.
  37. "Nintendo sells 100-millionth 'Mario' game". United Press International (UPI). June 2, 1993. Retrieved December 18, 2021.
  38. "Movie-game links continue to get stronger". Screen Digest. Screen Digest Limited: 272. 1993. Major video game players Nintendo and Sega are both pushing hard to cash in on game spin-offs from Disney blockbuster animated feature Aladdin. In US, Sega (...) shipped 800,000 units of Virgin-developed Aladdin for Genesis/Mega Drive in same week as some 30m sell-through video units hit the street (10.8m selling through in three days). Another 800,000 units have been shipped in Europe, 50 per cent as hardware bundles.
  39. Torishima, Kazuhiko (September 1993). "ドラゴンボールZ外伝 -サイヤ人絶滅計画-". V Jump (in Japanese). No. 11. Shueisha. pp. 49–53.
  40. "Count Down Hot 100: Worldwide!". Famicom Tsūshin (in Japanese). No. 226. April 16, 1993. p. 89.
  41. Seigel, Jessica (July 10, 1994). "Interactive Frenzy". Sun-Sentinel. Archived from the original on May 22, 2020. Retrieved February 22, 2021.
  42. "EGM Top Ten". Electronic Gaming Monthly. No. 44. March 1993. p. 40.
  43. "Top 20: The Charts" (PDF). Mega. No. 7 (April 1993). March 18, 1993. p. 10.
  44. "EGM Top Ten". Electronic Gaming Monthly. No. 45. April 1993. p. 40.
  45. "EGM Top Ten". Electronic Gaming Monthly. No. 46. May 1993. p. 40.
  46. "EGM Top Ten". Electronic Gaming Monthly. No. 47. June 1993. p. 46.
  47. "EGM Top Ten". Electronic Gaming Monthly. No. 48. July 1993. p. 42.
  48. "EGM Top Ten". Electronic Gaming Monthly. No. 49. August 1993. p. 44.
  49. "Top 10 Video Games". Wired. 1993. Retrieved October 18, 2021.
  50. "EGM Top Ten". Electronic Gaming Monthly. No. 50. September 1993. p. 44.
  51. "EGM Top Ten". Electronic Gaming Monthly. No. 51. October 1993. p. 50.
  52. "EGM Top Ten". Electronic Gaming Monthly. No. 52. November 1993. p. 56.
  53. "EGM Top Ten". Electronic Gaming Monthly. No. 53. December 1993. p. 60.
  54. "Top Video Games". Electronic Games. Reese Publishing Company. January 1994. p. 16. ISSN 0730-6687. Archived from the original on November 6, 2015. Retrieved December 31, 2014.
  55. "EGM Top Ten". Electronic Gaming Monthly. No. 54. January 1994. p. 58.
  56. "Top Video Games: As of November 22, 1993". Electronic Games. Vol. 2, no. 5 (February 1994). January 20, 1994. p. 24.
  57. "EGM Top Ten". Electronic Gaming Monthly. No. 55. February 1994. p. 52.
  58. "Top-Selling CD-ROM Titles in US 1993". Screen Digest. Screen Digest Limited: 110. 1994. nb 1 and 2 above were placed at 3 and 10 in the top-selling PC games of all types.
    Source: PC Data (sales by 10 retail chains representing over 1,300 stores)
  59. "Game Over". Kirkus Reviews. February 1, 1993.
  60. Graunke, Julie (May 11, 1993). "FuncoLand opens in Crystal Lake". Northwest Herald. Woodstock, Illinois. p. 31 via Newspapers.com.
  61. "Sega to Begin Rating System for Video Games". The Los Angeles Times. May 25, 1993. Archived from the original on November 20, 2020. Retrieved March 13, 2020.
  62. "In brief". Star Tribune. Minneapolis. August 4, 1993. p. 33 via Newspapers.com.
  63. McFerran, Damien (November 24, 2023). "ICONIC ISSUES: EDGE #1, October 1993". Retrieved December 17, 2023.
  64. O'Leary, Jay (October 1, 1993). "Learning to fly". AllBusiness.com. Retrieved January 27, 2010.
  65. Freeman, Will (October 6, 2017). "Daytona USA: why the best arcade racing game ever just won't go away". The Guardian. ISSN 0261-3077. Retrieved January 2, 2018.
  66. "NBA Jam". GamePro. No. 66. IDG. March 1994. p. 188.
  67. "15 Things You Might Not Know About Myst". April 23, 2015. Retrieved January 2, 2018.

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