What exactly makes a phenomenon? There are several definitions including:
"An unusual, significant, or unaccountable fact or occurrence; a marvel."
"An observable event."
"Something that is impressive or extraordinary."
In the video games world, however, it's apparently all down to sales figures.
Nintendo of America (NoA) has made darned sure that the world is aware that
Super Smash Bros. Brawl is the Week One "fastest-selling video game in Nintendo of America's history" in the USA. This follows it being the
fastest-selling Wii title in Japan. It should be congratulated on a job well done.
The US figures - via Nintendo - come out as follows:
874,000 copies sold on launch day, March 9th.
1.4 million copies sold in the United States in the first week to March 16th.
"It has sold at a rate of more than 120 units per minute between launch and March 16."
We also read Cammie Dunaway, (NoA's executive vice president of Sales & Marketing) going a little, we thought, over-effusive in saying that "
Super Smash Bros. Brawl has made the leap from video game to cultural phenomenon".
'Cultural phenomenon'? we thought, 'that's a bit much'. But then our minds reached out to the dim distant (in video gaming years) past, and came up with:
"'
Halo is truly a cultural phenomenon, and the launch of
Halo 3 is an important milestone for Xbox 360 and for video games as entertainment and as an art form', said Bill Gates, chairman of Microsoft."
That was back in October last year
when Microsoft also told us that Halo 3 had 'officially become a global phenomenon'. Officially, no less. This was based on the fact that it had garnered $170 million (£84m back then) in sales in the US within the first 24 hours - some estimates held that at 2.4 million actual copies of the game, although this wasn't confirmed.
Back them, Microsoft had sold 6,728,800 Xbox 360s in the US in its lifetime. Nintendo has currently sold 9.8 million Wiis. Figures are, as ever, approximate.
We haven't, as yet, managed to discover anybody at Sony who has officially called the PlayStation a "cultural phenomenon". However, a Sony
press release does include the phrase, "
Guitar Hero is an epic experience that has mushroomed into a cultural phenomenon".
In fact, the more we looked, the more the phrase cropped up.
Here's Electronic Arts, "
The Sims skyrocketed to the top of the charts when it began shipping to stores in February 2000 and quickly became a universal gaming and cultural phenomenon".
Here's Nintendo again, upping the ante as ever,
talking about Pokemon, "
Pokemon was launched in Japan in 1996 for play on Nintendo's Game Boy(R) and has since evolved into a global cultural phenomenon".
Midway gets in on the act as well, but manages to introduce the idea of 'popular culture' when talking about
Mortal Kombat: Armageddon, which "...joins past games in the award-winning franchise as a top seller and continues to be a major pop culture phenomenon".
This rush for cultural phenominising doesn't stop with the big guys either, here's Stephen Offenheim Editor in Chief of the 'popular humorous superhero comic
Awesome Storm Justice 41'
talking about how the Rusy Axe Games' online game based on the comic is "the next logical step in our plan to evolve
Awesome Storm Justice 41 into a cultural phenomenon".
What we here at SPOnG want to discover is what gamers actually feel is a 'cultural phenomenon'? There appear to be so many of them about the place that it's time we got a consensus. As far as we're concerned, Pong, Pac-Man and Space Invaders definitely fit the bill.
What do you reckon? Tell us in the Forum.