[Nintendo] Resultados fiscales 2o trimestre
#1
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Nintendo’s financial results for the second quarter are now in. The latest data covers sales for Switch and 3DS, overall results for the company, and more. We’ve rounded up the relevant information below.

– Switch hardware forecast increased to 14 million
– Net sales: 374,041 million yen, 173.4% increase year-over-year
– Operating income: 39,961 million yen
– Profit: 51,503 million yen
– Switch hardware sales: 2.93 million for the quarter / 7.3 million LTD
– Switch software sales: 13.98 million for the quarter / 27.58 million LTD
– 3DS hardware sales: 1.91 million for the quarter / 68.98 million LTD
– 3DS software sales: 7.97 million for the quarter / 343.07 million LTD
– Smart device, IP related income: 17,925 million yen

During the six months ended September 30, 2017, for Nintendo Switch, Splatoon 2 released in July gained popularity both in Japan and overseas, with 3.61 million units sold globally. Mario Kart 8 Deluxe and ARMS also both sold well after their releases in April and June, respectively. All told, the sales volume for the Nintendo Switch hardware and software during this period came to 4.89 million units and 22.02 million units respectively.

Sales of the Nintendo 3DS family were given an increase with the global release of New Nintendo 2DS XL in June and July. Hardware sales came in at 2.86 million units (5% increase on a year-on-year basis). Despite firm sales of Fire Emblem Echoes: Shadows of Valentia and Metroid: Samus Returns, overall software sales were 13.82 million units (28% decrease on a year-on-year basis).

In addition, Super Nintendo Entertainment System: Super NES Classic Edition was off to a good start following its September launch (launched on October 5 in Japan). We also made moves to expand our amiibo line, by launching the new Splatoon series amiibo. Our amiibo sales were approximately 5.10 million units for figure-type and approximately 2.80 million units for card-type.

Download sales were increased in particular by Nintendo Switch software, pushing total download sales up to 22.8 billion yen (55% increase on a year-on-year basis).

For smart devices, many consumers are continuing to enjoy Super Mario Run and Fire Emblem Heroes, released during the previous fiscal year. Our smart device and IP related income was 17.9 billion yen (426% increase on a year-on-year basis).

With this background, our total sales reached 374.0 billion yen (of which overseas sales were 272.3 billion yen or 72.8% of the total sales). Operating profit came to 39.9 billion yen, ordinary profit was 69.5 billion yen, and profit attributable to owners of parent reached 51.5 billion yen.

Fuente
#2
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Actualización de ventas de juegos:

Switch

The Legend of Zelda: Breath of the Wild – 4.70 million pcs
Mario Kart 8 Deluxe – 4.42 million pcs
Splatoon 2 – 3.61 million pcs
1-2-Switch – 1.37 million pcs
ARMS – 1.35 million pcs

Wii U

Mario Kart 8 – 8.38 million pcs
New Super Mario Bros. U – 5.73 million pcs
Super Mario 3D World – 5.70 million pcs
Super Smash Bros. for Wii U – 5.26 million pcs
Nintendo Land – 5.18 million pcs
Splatoon – 4.87 million pcs
Super Mario Maker – 3.98 million pcs
New Super Luigi U – 2.99 million pcs
The Legend of Zelda: The Wind Waker HD – 2.23 million pcs
Mario Party 10 – 2.13 million pcs

3DS

Pokémon X/Pokémon Y – 16.20 million pcs
Mario Kart 7 – 15.95 million pcs
Pokémon Sun/Pokémon Moon – 15.91 million pcs
Pokémon Omega Ruby/Pokémon Alpha Sapphire – 13.85 million pcs
New Super Mario Bros. 2 – 11.73 million pcs
Super Mario 3D Land – 11.40 million pcs
Animal Crossing: New Leaf – 11.23 million pcs
Super Smash Bros. for Nintendo 3DS – 8.91 million pcs
Tomodachi Life – 5.93 million pcs
Luigi’s Mansion: Dark Moon – 5.45 million pcs
#3
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#4
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3DS al borde del 69... roto2rie
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#5
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Más comentarios de Kimishima:

Switch stock
– Kimishima apologized for the situation, saying the company’s forecast was too cautious
– Nintendo will make sure the item was well-stocked for the year-end holiday shopping season
– “Thanks to our component suppliers, who even opened up new production lines for the Switch, our ability to ship the console has improved drastically.”
– “We’ve boosted Switch production to meet strong demand as it was difficult for customers to buy the consoles at retail stores.”

Switch sales
– Kimishima is confident Switch’s sales momentum would accelerate after the holiday season
– “The true power of the Switch would be tested during the upcoming holiday season.”
– “The top priority for us when we release smartphone games is to lure more new users to the Switch.”

Switch tease
– Nintendo is preparing game software that provides Switch users with new “experiences”
– The software has the potential to attract new users and boost sales
– “We will introduce more ways to have fun with the Switch next year, and we expect those will further strengthen demand for the Switch.”

Capcom’s Switch support
– A company spokeswoman said releasing older games on a new console is normal procedure for third-party software developers because there isn’t enough time to make new games for a console within a year of its launch

Koei Tecmo
“We bet big on the Switch as a game changer so we began making games before the Switch’s launch, but many software companies showed reluctance in releasing Switch games before they witnessed the current success.” – Koei Tecmo’s Yoichi Erikawa

Fuente
#6
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Esperan distribuir 16,74 millones de Switch hasta el 31 de marzo de 2018.

1,7 millones de SNES Mini distribuidas (en este caso equivale a unidades vendidas prácticamente) hasta el 30 de septiembre. Sin contar Japón.

69 millones de 3DS. Estas navidades probablemente le supere PS4 en hardware (en software ya la pasó hace tiempo). Se quedará en unos 72-75 millones al final, no está mal. Y lleva 343 millones de sofware vendido, casi 5 juegos por consola.

Es bueno que hayan aumentado la producción de Switch por fin de forma considerable.

Y esto lo he sacado de nuestro compañero Hiska en Meri:

Distribución de 3DS en el mismo periodo de tiempo (comparación):

3DS (hasta el 30 de Septiembre de 2011)
Japón - 2,13M (31,9%)
América - 2,13M (31,9%)
Europa y otros - 2,42M (36,2%)
Total - 6,68M (100%)

Switch (hasta el 30 de Septiembre de 2017)
Japón - 1,95M (25,6%)
América - 3,11M (40,8%)
Europa y resto - 2,56M (33,6%)
Total - 7,63M (100%)
#7
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Comentarios de Kimishima a los accionistas

Kimishima: Over 300 software publishers developing for Switch, third-party lineup, growing appeal from children / women

Cita:Nintendo Switch has not been on the market for long, but we already have a lot of software publishers who see Nintendo Switch as an opportunity to expand their business moving forward. More than 300 software publishers at present, including indie developers, have begun developing game titles.

This is just some of the lineup that has been announced. As you can see, the wide variety of genres among the titles will further increase interest for Nintendo Switch. Having a broader consumer base will make it even easier for software publishers to do business. We are also continuing our work to establish a collaborative framework that facilitates the creation of more successful titles for our software publisher partners.

Based on the data at hand, we can see that the growth of our appeal among children and female consumers is beginning, more so for the Japanese market than for the US and European markets. Looking at intent to purchase among consumers who have not yet bought Nintendo Switch, there are indications that purchase intent is trending upward not only among children and families in their 30s but also among junior and senior high school students, and consumers in their 20s, of both genders. Nintendo is going to continue to work hard to expand our consumer base, among families and game fans as well, to increase purchases.


Super Mario Odyssey sells over 2 million copies in first 3 days

Cita:Furthermore, last Friday saw the release of Super Mario Odyssey in Japan and in overseas markets. This newest title in the Super Mario series received many awards this year at the largest game shows in Western markets, such as E3 and gamescom, and consumers had high expectations leading to its release. Although Super Mario Odyssey launched just a few days ago, the game appears to be meeting those expectations, judging by its high review scores from the gaming media and players’ positive comments on social media.

While about 7 million units of Nintendo Switch hardware have been delivered into the hands of our consumers around the world, we estimate that the global sellthrough of Super Mario Odyssey has already exceeded 2 million units in just its first 3 days. The holiday sales season will soon go into full swing, and we plan to make more Nintendo Switch systems available in the market. We will endeavor to further increase the number of consumers who want to purchase Super Mario Odyssey, and eventually we would like the game to be seen as an evergreen title that has longevity in the market beyond this holiday season.

Kimishima on expanding Switch production, upcoming slate of games

Cita:The first holiday season for Nintendo Switch will be here soon. Sales began for Nintendo Switch in March, which is not the usual sales season. Our challenge, as we head into the year’s end, will be in our ability to gain the support of a wide range of consumers.

We are expanding our production structure to meet domestic and overseas demand, which has exceeded our initial projections. We have worked hard to ensure that we can provide as many consoles as possible. There was an announcement yesterday that we will revise our hardware sales projections for this fiscal year to 14 million units.

The ongoing lack of Nintendo Switch hardware on shelves in domestic and overseas markets means that our consumers, eager to play the software that has already been released, are not yet fully able to acquire the hardware. We are working to ensure that these consumers are able to get hardware, moving forward. We therefore believe that already-released titles offer big opportunities for us during this upcoming holiday season and beyond, and will support a long tail for hardware sales.

This winter, there will be a second major release of paid downloadable content for The Legend of Zelda: Breath of the Wild, as well as the release of amiibo for the Four Heroes, as shown on this slide. There will also be a new

packaged version for Snipperclips: Cut It Out, Together!, which has been only available as a download to date, that includes new stages and features. The ongoing free updates for ARMS and Splatoon 2 are part of our commitment to ensure consumers will keep playing, even for just one title. These efforts will generate buzz for released titles as well, and we believe it will help convince new consumers to make purchases.

In addition, December will also see the worldwide release of a new Nintendo title: Xenoblade Chronicles 2.

Kimishima on download sales

I would also like to touch on the progress we have made for our download sales. This figure shows the download sales of digital content for dedicated video game platforms compared to past years. Sales through the second quarter were the highest in our history for a sixmonth period. Download sales for Nintendo Switch highly contribute to increase of total download sales.

Kimishima on Switch’s initial lineup, breakdown of sell-through rates and trends


Our message at the financial results briefing in April focused on expanding the energy from the launch of Nintendo Switch and on the importance of maintaining its buzz throughout the year ahead, to maximize the installed base. Two new Nintendo titles went on sale in March at the same time as the Nintendo Switch launch, The Legend of Zelda: Breath of the Wild and 1-2-Switch. This was followed by the April release of Mario Kart 8 Deluxe, then ARMS in June and Splatoon 2 in July, generating non-stop consecutive release with titles that let you have fun with groups of friends or acquaintances. Our goal was to further promote longer play on Nintendo Switch.

During that same period, several software publishers were able to offer an impressive lineup of titles. From our consumers’ perspectives, the sense was that there were many titles available early on that could help cement a decision to buy our hardware.

This graph shows a regional breakdown of sell-through rates for five Nintendo titles. For Japan, the most impressive performer to date has been Splatoon 2. For Europe and the US, it has been The Legend of Zelda: Breath of the Wild. Worldwide, it has been Mario Kart 8 Deluxe with a strong selling. Each region shows different trends, but that said, we can see that no single title is monopolizing the market in any region.

This graph shows the trends for Nintendo Switch console use. We can see that our consumers are actually playing their Nintendo Switch once they have it. The continuous release of titles has led to increasing hardware use, without any significant fall-offs.

Kimishima on Switch sales


This graph shows post-release Nintendo Switch sellthrough trends for the North American market. The above shows an overlay of sell-through figures together with Wii and Wii U data for the first years after release. While Wii and Wii U were released during the holiday season, it’s important to note that the Nintendo Switch launch was timed completely differently, in March. It now looks like holiday season sales for Nintendo Switch could catch up to the Wii figures.

These are the figures for the European market. Similarly for the European market, sales figures are tracking to those for Wii.

This graph shows sell-through trends for the Japanese market. The sell-through rates are clearly growing in Japan as well.

We ended up with Nintendo Switch product shortages after worldwide demand exceeded our anticipated numbers. We might have seen further sales growth if we were better prepared from the start.

Kimishima on how people are playing Switch, usage by household


Cita:This indicates the Nintendo Switch gameplay trends. This chart is based on the figures for Nintendo Switch gameplay for registered Nintendo Account users, gathered via the Internet. There are three different Nintendo Switch play modes: TV Mode, where Nintendo Switch is docked and play occurs on a TV screen, and Tabletop Mode and Handheld Mode, where Nintendo Switch is removed from the dock. As the graph breaks it down, we can see how the different play modes for hardware use are classified, from the docked to the undocked experience. We can clearly see that consumers are playing to suit their own play styles.

Here is some information on who is purchasing Nintendo Switch. These are the results of an Internet survey that was given to consumers in the US market in October who had linked a Nintendo Account to their Nintendo Switch system. Please keep in mind that these figures are only for the US market. As you can see, purchases are primarily made by male consumers in their 20s and early 30s. The results also show good interest among consumers in the 10 to 19 age range. This lets us look forward to future growth in our consumer base.

Kimishima: SNES Classic Edition / SNES Mini / Super Famicom Mini has sold over 2 million units

Cita:The palm-sized Super Nintendo Entertainment System: Super NES Classic Edition, a home console that recalls the nostalgia for Nintendo’s 1990s hardware, went on sale overseas in September, and in Japan in October.

The Super Nintendo Entertainment System: Super NES Classic Edition has reached a sell-through of 2 million units worldwide, at latest tallies.

The expectation is that the chance to interact with video games for those who either haven’t done so in a long while or those who never have will lead to a greater appreciation for our newest gaming console, Nintendo Switch. The Super Nintendo Entertainment System: Super NES Classic Edition will continue to ship moving forward.
As has been announced already, a decision has been reached to resume production of the Nintendo Entertainment System: NES Classic Edition in 2018. We are hoping that consumers eager to purchase this system will wait just a short while longer.

Kimishima on 3DS’ lineup

Cita:We have continued to introduce software titles to maintain the Nintendo 3DS business momentum. As you
can see, multiple titles, including download-only titles, were released in September, well in advance of the holiday season.
From October onward, additional new titles include Mario & Luigi: Superstar Saga + Bowser’s Minions, Nintendo Presents: New Style Boutique 3 – Styling Star, Kirby Battle Royale, and Mario Party The Top 100.

The latest entries in the Pokémon series will be released in November as well. We’re striving to maximize our business as we head into the holiday season with a wonderful combination of evergreen titles and new titles.
There will also be new color options and specially designed hardware for New Nintendo 2DS XL, expanding consumer choices.

Kimishima on 3DS sales, should reach 70 million soon


This graph shows the total Nintendo 3DS family weekly sell-through rates for Japan, the US, and Europe from the first week in 2017 to the second week of October. Even after the New Nintendo 2DS XL launch shown in


blue, sales of other 3DS family hardware remained stable. Week 30 shows particularly high growth, and this spike was driven by the release in Japan of the Square Enix title Dragon Quest XI: Echoes of an Elusive Age.

Even after Nintendo Switch sales began, sales of the Nintendo 3DS family remain stable, as you can see here.

This graph shows Nintendo 3DS hardware and software sell-through rates in the US market from the first week of April 2017 through the second week of October in a year-on-year comparison for the past 2 years. The Pokémon series had a major impact on hardware and software sales in FY2017, resulting in a year-on-year decline in sell-through for FY2018.

This graph shows Nintendo 3DS hardware and software sell-through trends for the European market. Although the figures for FY2018 are not as good for those of previous years, they are still firm overall.

These are the figures for the Japanese market. For this graph alone, we include titles from other software publishers in the sales figures for software. In the domestic Japanese market, Dragon Quest XI: Echoes of an Elusive Age helped drive hardware sell-through upwards year-on-year.

Nintendo 3DS sales in each region for both hardware and software have experienced no significant drop-offs, as shown above, and maintain the positive momentum we expected.


We expect to reach the 70 million unit mark for cumulative series sell-in numbers for the Nintendo 3DS family soon. We will continue to work to make sure our business leverages this installed base this holiday season.

Kimishima on Fire Emblem Heroes’ success, doing very well in the west


Cita:We will continue on to Fire Emblem Heroes, released in February of this year. For this title, we listened to the voices of our consumers and provided continual updates. As the result, we are on track to meet our overall business objectives, including our profit objectives. Since this summer, we have been holding large-scale events, adding new characters, adjusting specifications, and running new promotional campaigns, all bringing about another increase in active users.

You might think that the Fire Emblem series is more popular within Japan, but the share of sales overseas for Fire Emblem Heroes is steadily growing. As you can see, the overseas share of total sales has been expanding for the past several months and has exceeded sales in Japan. By the end of the year, we will also add support for Traditional Chinese text, and expand service to five new target countries and regions: Hong Kong, Taiwan, Macao, Thailand, and Singapore.

We will continue services for applications that have already been released, and we will continue releasing new smart device applications on the order of two to three per year.

Kimishima – Super Mario Run over 200 million downloads, version 3.0 increasing interest

Cita:Super Mario Run has hit the 200 million mark for downloads. Overseas downloads comprise more than 90% of the total, and in spite of the difficulties in bringing a Japanese gaming application for smart devices to the global market, we were able to distribute a Mario game broadly, including to countries and regions not previously reached by our dedicated video game platform business.

Our aim is for this application to be the definitive Mario application for smart devices. The major update to version 3.0 in September added, among other things, the new “Remix10” mode to allow for shorter bursts of thrilling play. Thankfully, it appears that “Remix10” and other updates have excited both consumers who have already purchased Super Mario Run as well as consumers who are downloading it for the first time. We also ran campaigns to foster more interest, including a special price offer for a limited period, to commemorate the release of the new version.

Although we have not yet reached an acceptable profit point, we have learned a lot in terms of game development and deployment that we want to take advantage of moving forward.
Fuente

Los gráficos a los que se refiere los podéis ver en los enlaces que he puerto
#8
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6 millones de 3DS vendidas con Swicth en el mercado está más que bien.
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#9
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El gráfico que se puede ver aquí me parece realmente interesante y digno de destacar. A ver si alguien puede subir la foto, que yo ahora estoy en un ordenador ajeno y no puedo.

http://nintendoeverything.com/kimishima-...household/


La foto con la demografía por edades y género también está bastante bien y es muy real (no como el 50% de mujeres que juegan videojuegos que leo a veces en medios "generalistas").
#10
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Osea, que menos del 20 % usa la consola como sobremesa únicamente. Un 30 % usa su modo portátil primordial mente. Y un 50% ambos modos.
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#11
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Ahí tenéis las gráficas. Sorprendente para muchos será que el 60% de los dueños de Switch tengan entre 25 y 44 años.
#12
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A mi no me sorprende.

De hecho fue algo que discutí con alguien por aquí mismo. 

El público de Switch es mayoritariamente adulto. Primero por el precio, segundo porque están tirando mucho de nostalgia y tercero porque el concepto, cuadra con el perfil de edad que nos han vendido en sus anuncios plublicitarios.
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