Xbox Live's Major Nelson posted some interesting year-end numbers, including this ranking of 2006's top Xbox Live Arcade titles ranked in order of sales:
1 UNO
2 Street Fighter II' Hyper Fighting
3 Geometry Wars Evolved
4 Marble Blast Ultra
5 PAC-MAN
6 DOOM
7 Ultimate Mortal Kombat 3
8 GALAGA
9 Gauntlet
10 Frogger
11 Bankshot Billiards 2
12 SmashTV
13 Contra
14 Zuma
15 Texas Hold 'em
16 Bejeweled 2
17 Feeding Frenzy
18 Small Arms
19 Cloning Clyde
20 LUMINES LIVE!
A few comments:
1. Who the heck is purchasing Gauntlet? That game is broken! (Hitting "Y" on the controller is the same as inserting a quarter into the original arcade game, but it can be hit an unlimited number of times, making it equivalent to an "invincibility" button.) Gauntlet's place on this list demonstrates the power of nostalgia over gameplay when it comes to arcade titles. We suspect that Nintendo's virtual console is benefiting from the same misguided gamer nostalgia. Some old games just don't hold up.
2. Most (all?) annual Xbox Live Gold subscriptions sold in the retail box (the one with the cheapo headset) included a free game code to redeem Bankshot Billiards 2, making that $15 game's rank on this list suspect.
3. Feeding Frenzy would be higher on this list if there were a reason to pay for it. It feels like the demo mode lasts forever. It's quite satisfying to play without ever purchasing it.
4. Street Fighter II would have been number one on this list if a solid arcade joystiq had been released simultaneously with the game. First- and third-party peripheral manufacturers really blew an opportunity there.



















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And Outpost Kaloki X isn't on the list? That's strange, it's an extremely good game... maybe people just don't like real time strategy games in the arcade.
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Similar to how Wii sports will probably be the best selling game this generation by virtue of being packed in with a console (even if the wii only sells, say, 15 million units in North America, thats still enough to net top selling this gen)
Its not fair, but thats marketing for ya...
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Uno is one of the most enjoyable experiences on XBL though. You get some great banter playing it.
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So, yes, you can slam 100 quarters in there and become "invincible" but good luck getting any sort of decent high score unless you break a million+ points.
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Maybe you should notice that:
1. High scores are PER COIN.
2. You can't do that in online play.
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You're also going to want to find a way to explain the sale of all those cheating devices like action replay that people buy so they can play their games with things like infinite health, since you're attributing a willingness to play a game with infinite health to an irrational need for nostalgia.
Take care!
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The player has already sunk the equivalent of many quarters into the game during its purchase. In this era of host systems that vastly exceed the requirements to run the exact arcade machine rather than an approximation, it isn't unreasonable to expect access to the free play mode supported by nearly every arcade machine. Part of the charm of the Namco Museum when it first appeared was to see the machines 'bout up' within the emulator and present the settings menu where hardware switches weren't the sole operator
control. Some of those old arcade machines have limiters on the number of continues that can be obtained (Gradius) or place conditions on the victory
level that can be achieved.
For instance, arcade original Gauntlet tracks high score per coin. A player cannot buy their way to a high score over more skilled players regardless of how many quarters they are willing to invest. At best,
additional quarters allow the player to keep his character going with all acquired bonuses such as extra speed or armor rather than starting from
scratch at the same level. The XBLA version should behave similarly if it maintains authenticity. Otherwise, it is a bad implementation, not because
it allows the application of infinite virtual quarters but because it fails to replicate the arcade design and intent of the creators after much play
testing.
That original design was meant to strike a balance between maximizing operator revenue and maintaining player interest. The 80s precursor to microtransactions.
You can obtain the original arcade Gauntlet Operator's Manual here:
http://www.basementarcade.com/arcade/library/manuals/g/gauntman.pdf
Note the advice given to operators and how this changes if one were to buy a Gauntlet machine for your home and set it to Free Play mode. Then consider whether buying a console version should differ from owning the standalone arcade unit.
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I had to deal with so many pricks like this in college who act like they know everything. It gets annoying. Vlad, don't be so full of yourself.
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Also, when are we going to get Ms. Pac Man on XBLA? Oh, and a good digital joystick to play the arcade games with.
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It was just released, so it didn't have the time to achieve the number of sales. Also, the co-op needs to be patched.
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For some people it will, the ones who dont nessesarily want to cheat, but when it is made very easy to do so, cant help themselves.
I used to cheat in games back in the NES days. But I didnt find it broke the game for me. My best arcade experience was playing an old shooter where someone had added almost 200 credits to the game. The fear of dying was gone, but the tension wasnt. I still tryed to stay alive as long as I could, and when I dyed, I was still penalized by loosing all the powerups. There was a balance.
The problem with the old arcade model, is that it doesnt work for the average gamer. Modern gamers wouldnt have gone to the arcades and droped $30 in machines, they would have dropped $2, and been done with it.
Think about MMO's and the death penalty in those games. No one likes loosing levels for dying, and no one likes loosing their equipment. A balance needed to be made, and the same is true in arcade games comming to the console.
My personl favorate example of an arcade game type working well on a home console is Jackel for the NES. There are many others that work allong this same model... die x number of times, force continue. Continue resets your score, and starts you at the start of the level you were on. Death costs you your power ups. Penalty is what creats tension... and ion the case of Guantlet, it was never a great game. Nothing broke it, its always been like that.
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Nah, that's how you're supposed to write. No one likes to read commentary that is watered down with, "I think," "I humbly submit," "IMHO," or their ilk. Everyone's supposed to be smart enough to know that it's Vlad's opinion, not fact.
This list bums me out because the original IP that were fun (Small Arms, Cloning Clyde) are way down on the list. So much for XBLA being a revolution. People want to just by endless iterations of the same games they've been playing for 20 years. Granted, it hasn't been out for as long, but Assault Heroes doesn't even show on the list. Neither does Outpost Kaloki X.
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If E.T. were to be sold on either XBLA or the VC it would be the top selling title like ever. Can you look me in the eye and honestly say you wouldn't buy it?
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Hey, mister, it's still spelled "joystick".
Anyway.. my only gripe with this article is... I mean.. who -cares-? The rankings aside, does there really need to be that much thought into whether or not a title or another deserved to get that spot? It's not a contest, it's just metrics.
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Takes a bit of getting into, but once practiced, it is a masterpiece of platform gaming, in my humble opinion.
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