Common questions about Video games in Japan

Short answers, pulled from the story.

When did Sega release the first arcade game to cost a quarter per play?

Sega released Periscope, the first arcade game to cost a quarter per play, in 1966. This electro-mechanical submarine simulator established a pricing standard that persisted for decades and fundamentally altered how society viewed the value of digital entertainment.

What year did Taito release Space Invaders and create a coin shortage legend in Japan?

Taito released Space Invaders in 1978, creating an urban legend about a national shortage of 100 yen coins in Japan. The game was created by Tomohiro Nishikado and introduced concepts such as lives and high scores that set the template for the shoot-em-up genre.

When was the Nintendo Famicom released and what impact did it have on Japanese households?

The Nintendo Famicom was released on the 15th of July 1983 and transformed Nintendo into an internationally recognized gaming giant. By 1988, one-third of Japanese households owned a Famicom, and by 1990, Nintendo surpassed Toyota as Japan's most successful corporation.

Which game published by Enix in 1986 established the Japanese role-playing game genre?

Enix published Dragon Quest in 1986, which became the template for future console RPGs and established the Japanese role-playing game as a distinct genre. The game was created by Yuji Horii and his team at Chunsoft and featured anime-style art by Akira Toriyama and a classical score by Koichi Sugiyama.

What year did Final Fantasy VII release and how did it change the perception of video games?

Final Fantasy VII released in 1997 and is considered one of the most influential games of all time. The game demonstrated the enormous implications of 3D computer graphics and optical discs, establishing video games as a legitimate art form with the same cultural impact as films and literature.

When did mobile game publishers in Japan surpass console game publishers in income?

In 2015, mobile game publishers in Japan had more than twice the ordinary income rate as console game publishers. This shift was driven by the unique lifestyle of many Japanese people who spend long hours commuting, making mobile phones portable and convenient alternatives to home consoles.