IR Information

Third Quarter Financial Results Briefing
for Fiscal Year Ending March 2015
May 8, 2015
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In the video game platform business, although people tend to focus on the huge spike of sales immediately after a game release, looking back at the history of Nintendo’s handheld game systems, not only does hardware sell well with new titles, but our systems also tend to sell well paired with big titles that have become evergreen.
This tendency is strongest in the overseas markets, and we will aim to expand our hardware by promoting new titles as well as retaining the energy of our abundant evergreen titles (which are not new on the market but maintain consistent sales.)


These are the cumulative sales figures of some of the Nintendo 3DS software sold so far. Although "Mario Kart 7" was released in 2011, "New Super Mario Bros. 2" and "Animal Crossing: New Leaf" were in 2012 and "Pokémon X" and "Pokémon Y" were released in 2013, each of these titles sold more than 1 million units in the subject fiscal year. In the overseas markets especially, many titles tend to become evergreen and sell consistently even long after their releases.
"Super Smash Bros. for Nintendo 3DS" was released in fall last year and sold 6.75 million copies by the end of the subject fiscal year. "Tomodachi Life" was released in Japan in November 2013 and in the subject fiscal year overseas, and it sold particularly well in Europe with the global cumulative shipment reaching 4.15 million units. Also, from their release in November last year to the end of the subject fiscal term, 9.94 million units of "Pokémon Omega Ruby" and "Pokémon Alpha Sapphire" were shipped. While on one hand, we will keep these titles evergreen and on another we will add new quality software, we aim to further expand the sales of Nintendo 3DS hardware by increasing its broad software lineup.


In addition, as I mentioned in my presentation for the last Financial Results Briefing, we are working on further promoting multiplayer gameplay using the local communication function of Nintendo 3DS in the overseas markets as well. This shall play a major role for franchises such as "Mario Kart," "Animal Crossing," "Super Smash Bros.," "Pokémon," "Monster Hunter" and for the "YO-KAI WATCH" game, which will be released in overseas markets in the future.


Next, I would like to talk about Wii U.


Wii U is maintaining momentum even after the start of the new year, especially in the overseas markets.


This is the year-on-year Wii U hardware/software sell-through ratio for the October-December period we showed at the Third Quarter Financial Results Briefing.
The momentum gained during the year-end continued into the fourth quarter.


As the ratios show, software in all regions and hardware in the overseas markets exceeded those of the previous year.
Our analysis is that this increase is not so much owed to the release of new titles but instead to the release of two classic multiplayer titles for Nintendo’s home console last year.


Specifically, I believe it was significant that "Mario Kart 8" and "Super Smash Bros. for Wii U" were released in the same year and that we have been able to maintain users’ active use of these titles months after their respective releases.


We are trying to motivate our consumers to continually play the games that they have purchased and are placing emphasis on the ability to keep a high replay value even after time has passed since their release by adding new functionalities via software updates or by digitally offering new add-on content such as new characters and new courses. This is an important effort for maintaining the performance and momentum of evergreen titles and further extending their lifespan.


These are the already announced Wii U titles that will be released in the fiscal year ending March 31, 2016, and there are also unannounced titles that are not listed here. Among these titles, there are games that actively utilize the Wii U GamePad, including several we showed at E3 last year that are considered part of the Wii U GamePad utilization project led by Mr. Miyamoto.
In the case of other such titles as "Mario Maker (temp.)," I believe that the type of gameplay that lets consumers use the GamePad to take advantage of their creativity to create UGC (user-generated content) for everyone to enjoy offers tremendous possibilities, and I also believe that the nature of the gameplay that encourages parents and children to play together has great potential as well.


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