But that was not the case with PAC-MAN, was it? You mentioned (in Part 1) that games would sell well for the first 1 or 2 months after they released, but fall off quickly after that. About 6 months after release, it really started to sell in larger numbers.ĭomestic Location Business Manager, Katsutoshi Endo The Fight Against Illegal Copies Was Formative on the Advance of Today’s Game Industry The game held on and continued to sell domestically, eventually spreading further and further. We would see couples excitedly playing games together before, but it was pretty rare to see women playing these games all by themselves. I would see situations like this pretty often, too, as I went around to the locations we had cabinets set up in. Iwatani said (in Part 1) that he wanted to make a game that would be enjoyed by men and women alike, and I knew we had made a game that could be played by all sorts of people when I saw a woman playing PAC-MAN alone in a coffeehouse. But 40 to 50 days after we shipped the units out, we heard from our vendors that while sales were by no means astronomical, they were more consistent than those of Galaxian, and we started to see PAC-MAN sell more and more.Įndo: Mr. Sales of the game started afterwards, but we ended up having more than enough units on hand at the start. It offered a good look at how the game would reach a wider audience. I distinctly remember an attendee from Hokkaido though, someone not usually the sort to play games, who kept playing until the end of the show. PAC-MAN was an extreme deviation from this, and it probably left a lot of them unsure of what to make of it. Back then, the games industry was made up of mostly shooting and racing games. But there wasn’t really a sense that the other business people attending offered any sort of strong reaction. Sarukawa: We held a private showing (*solo corporate exhibition) ahead of PAC-MAN‘s release.
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