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===Console game development (1985-1999)=== Beginning with a [[Nintendo Entertainment System]] port of ''1942'' (published in Dec. 1985), the company ventured into the market of [[home console]] video games,<ref name="history"/> which would eventually become its main business.<ref name="businesssegments"/> The Capcom USA division had a brief stint in the late 1980s as a [[video game publisher]] for [[Commodore 64]] and [[IBM PC DOS]] computers, although development of these arcade ports was handled by other companies. Capcom created home video game franchises, including ''[[Resident Evil]]'' in 1996,<ref name="salesdata">{{cite web|url=http://www.capcom.co.jp/ir/english/business/salesdata.html |title=Business Strategies & IR Data: Total Sales Units Data |date=March 31, 2010 |publisher=Capcom Co., Ltd |access-date=July 21, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20140327174103/http://www.capcom.co.jp/ir/english/business/salesdata.html |archive-date=March 27, 2014 }}</ref> while their highest-grossing title is the [[fighting game]] ''[[Street Fighter II]]'' (1991), driven largely by its success in arcades.<ref name="gamerevolution">{{cite news|title=World of Warcraft Leads Industry With Nearly $10 Billion In Revenue|url=http://www.gamerevolution.com/features/13510-world-of-warcraft-leads-industry-with-nearly-10-billion-in-revenue|work=[[Game Revolution]]|publisher=[[CraveOnline]]|date=January 26, 2017}}</ref> In the late 1980s, Capcom was on the verge of bankruptcy when the development of a strip [[Mahjong]] game called ''Mahjong Gakuen'' started. It outsold ''[[Ghouls 'n Ghosts]]'', the eighth highest-grossing [[1989 in video games|arcade game of 1989]] in Japan, and is credited with saving the company from financial crisis.<ref>{{cite web |last1=Yarwood |first1=Jack |title=This Strip Mahjong Game Saved Capcom From Bankruptcy |url=https://www.timeextension.com/news/2023/03/random-this-strip-mahjong-game-saved-capcom-from-bankruptcy |website=Time Extension |publisher=Hookshot Media |access-date=March 7, 2023 |date=March 7, 2023}}</ref><ref>{{cite magazine |title=第οΌε γ²γΌγ‘γΉγε€§θ³ γ γ€γ³γ«γ ι¨ιγγΉγ10 |trans-title=3rd Gamest Awards β Income Category: Best 10 |magazine=[[Gamest]] |date=December 27, 1989 |volume=41 (February 1990) |url=https://archive.org/details/gamest0041/page/79 |pages=49β79 (79) |language=ja}} [http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v041.html alternate url]</ref> Capcom has been noted as the last major publisher to be committed to 2D games, though it was not entirely by choice. The company's commitment to the [[Super Nintendo Entertainment System]] as its platform of choice caused them to lag behind other leading publishers in developing 3D-capable arcade boards.<ref name="NGen17">{{cite magazine|title=Capcom |magazine=[[Next Generation (magazine)|Next Generation]]|issue=17|publisher=[[Imagine Media]]|date=May 1996|pages=67β69}}</ref> Also, the 2D animated cartoon-style graphics seen in games such as ''[[Darkstalkers: The Night Warriors]]'' and ''[[X-Men: Children of the Atom (video game)|X-Men: Children of the Atom]]'' proved popular, leading Capcom to adopt them as a signature style and use them in more games.<ref name="NGen17"/> In 1990, Capcom entered the [[bowling]] industry with ''[[Capcom Bowling|Bowlingo]]''. It was a [[coin-operated]], [[Electro-mechanical games|electro-mechanical]], fully automated mini [[ten-pin bowling]] installation. It was smaller than a standard [[bowling alley]], designed to be smaller and cheaper for [[amusement arcades]]. ''Bowlingo'' drew significant earnings in North America upon release in 1990.<ref>{{cite magazine |title=A Bowling Alley No Arcade Should Be Without / Capcom Bows "Next ''Final Fight''" With ''Magic Sword'' |magazine=RePlay |date=September 1990 |volume=15 |issue=12 |pages=19β20, 68 |url=https://archive.org/details/re-play-volume-15-issue-no.-12-september-1990-600DPI/RePlay%20-%20Volume%2015%2C%20Issue%20No.%2012%20-%20September%201990/page/19}}</ref> In 1994, Capcom adapted its ''Street Fighter'' series of fighting games into [[Street Fighter (1994 film)|a film of the same name]]. While commercially successful, it was critically panned. [[Resident Evil (film)|A 2002 adaptation of its ''Resident Evil'']] series faced similar criticism but was also successful in theaters. The company sees films as a way to build sales for its video games.<ref name="Gaudiosi">Gaudiosi, John. "Capcom Seeks More Playtime in HWood." Hollywood Reporter 397 (2006): 4,4,29. ProQuest Research Library. Web. May 30, 2012.</ref>
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