• Welcome to Install Base!
    Join the Community and gain access to Prediction Leagues, Polls, specific answers and exclusive content now!
  • Industry Q&A featuring Mat Piscatella

    Q&A is now over. Check out a legendary 5-hour answering marathon here!

Nintendo FY3/2024 Q4 Earnings Release, Switch Hardware Q4: 1.96M units (-35.95% YoY), 141.32M units LTD.

TiBDG5o.jpeg


1KoVrp5.jpeg


pIdRAm8.jpeg


NKEkffd.jpeg

(I've included PlayStation new category "Other Software" which should be mostly revenue generated by software on PC thus digital only)'
How did Nintendo manage to have better profit margins than Playstation during the Gamecube/PS2 years? Didn't Nintendo sell their consoles at a loss as well back then?
 
How did Nintendo manage to have better profit margins than Playstation during the Gamecube/PS2 years? Didn't Nintendo sell their consoles at a loss as well back then?
GBA was a literal goldmine. Cheap as hell to develop for, manufacture and they made a mint off it.

GC was a brief loss taker twice (launch and $99 price drop), but still net profitable too.
 
GBA was a literal goldmine. Cheap as hell to develop for, manufacture and they made a mint off it.

GC was a brief loss taker twice (launch and $99 price drop), but still net profitable too.
Another interesting fact is that everyone assumes Wii U is the biggest bomb ever, but it seems Sony actually lost more money during the PS3 era than Nintendo lost during Wii U era. Which is weird based on 90 million PS3s sold vs 17 million Wii Us sold. But its probably due to Nintendo having the 3DS that helped them a lot when it came to revenue during that period.
 
Another interesting fact is that everyone assumes Wii U is the biggest bomb ever, but it seems Sony actually lost more money during the PS3 era than Nintendo lost during Wii U era. Which is weird based on 90 million PS3s sold vs 17 million Wii Us sold. But its probably due to Nintendo having the 3DS that helped them a lot when it came to revenue during that period.

Sony was selling PS3 at GIANT loss, and sales during first years weren't great. It was a financial disaster.

Sony will lose over $300 on each 20GB PS3 sold, "And a further US$ 240 on high-end 60GB unit," according to research.


Wii U sold at loss because of the Wii U GamePad expensiveness, but not at this kind of loss.
 
Last edited:
Another interesting fact is that everyone assumes Wii U is the biggest bomb ever, but it seems Sony actually lost more money during the PS3 era than Nintendo lost during Wii U era. Which is weird based on 90 million PS3s sold vs 17 million Wii Us sold. But its probably due to Nintendo having the 3DS that helped them a lot when it came to revenue during that period.
Nintendo lost more on the 3DS Rescue Plan than they did Wii U (which never got a Rescue Plan).
 
Nintendo lost more on the 3DS Rescue Plan than they did Wii U (which never got a Rescue Plan).
Not sure about that. Took under 2 years for 3DS to return to profitability after the price drop by Nintendo's own admission, while Wii U suffered throughout its entire stretch, being expensive at launch, never reaching economies of scale due to poor sales and eventually leading to a premature fully halted production (of which there was undoubtedly stiff financial penalties involved) and unsold inventory storage costs. They were betting on it being much more popular than it actually was, and that comes at a cost when you're wrong. The return to profitability in FY03/2015 was on the back of the 3DS, because it surely wasn't due to Wii U. At best, Splatoon in the following fiscal year just made the Wii U losses a little less agonizing.
 
There are also the rumours of Kirby and the Rainbow Paintbrush and Fullblox making a comeback,
in that case we've had a million golden sun and cusotm robos.


dont look at copyright renewmentas any sort of conformation, it can be. but its a broken clock thats only right sometimes.
 
Another interesting fact is that everyone assumes Wii U is the biggest bomb ever, but it seems Sony actually lost more money during the PS3 era than Nintendo lost during Wii U era. Which is weird based on 90 million PS3s sold vs 17 million Wii Us sold. But its probably due to Nintendo having the 3DS that helped them a lot when it came to revenue during that period.
Wii U sold 13.56M units, not 17M and PS3 sold 87.4M.
It wasnt copyright, it was rating boards
Source? I've seen articles about Nintendo renewing the copyright for both games, nothing about ratings.
 
Wii U sold 13.56M units, not 17M and PS3 sold 87.4M.

Source? I've seen articles about Nintendo renewing the copyright for both games, nothing about ratings.
VOOKS: https://www.vooks.net/new-trademarks-filed-for-kirby-and-the-rainbow-paintbrush-fullblox/

Trademarks only, which is why I don't take it as confirmation, just labelled as 'rumour' (perhaps 'speculation' would be better). The reason why more weight was added to this speculation, in particular, was because it seems to be new trademarks, rather than renewals (the old ones are still separately listed).
 
VOOKS: https://www.vooks.net/new-trademarks-filed-for-kirby-and-the-rainbow-paintbrush-fullblox/

Trademarks only, which is why I don't take it as confirmation, just labelled as 'rumour' (perhaps 'speculation' would be better). The reason why more weight was added to this speculation, in particular, was because it seems to be new trademarks, rather than renewals (the old ones are still separately listed).
Well if it's not just renewals that makes it a bit more interesting. So no ratings.
 
Another interesting fact is that everyone assumes Wii U is the biggest bomb ever, but it seems Sony actually lost more money during the PS3 era than Nintendo lost during Wii U era. Which is weird based on 90 million PS3s sold vs 17 million Wii Us sold. But its probably due to Nintendo having the 3DS that helped them a lot when it came to revenue during that period.

Nothing Strange. PS3 era literally wiped out all PS1, PS2 and PSP profit that era. It is soo bad that it actually hurt Sony corps whole earning at that time. PS4 is such a big comeback which is crazy.(And thats not counting how bad Vita tanked as well.)

Nintendo despite having Wii U level flop, or GC. They always have handheld to count on. And often, they often find some other way to still get more income. Like during Wii U era, Nintendo created Amiibo and Classic Consoles which all helped the company float as well.
 
Sales per fiscal year for all 10+ million sellers on Switch plus Kirby and the Forgotten Land. Super Smash Bros. Ultimate, Super Mario Party, Luigi's Mansion 3 and SM3DW+BF were all up year over year.

WJyoRdN.png
 
Last edited:
How did Nintendo manage to have better profit margins than Playstation during the Gamecube/PS2 years? Didn't Nintendo sell their consoles at a loss as well back then?
Sony was extremely aggressive with their loss-leading strategy for the PS2, likely in pursuit of attaining a monopoly in the home console market. For example, even in the most competitive market (the USA) the PS2 was handily beating the GC and Xbox shortly after their launch periods in late 2001, but Sony chose to cut the price from $299 to $199 in May 2002 regardless.

In late 2004 Sony launched the PSP which was sold at a significant loss too. This had worked for Sony twice already, so they were going to do it again. This is why the PS division's profits shrunk considerably at a time when the PS2 had established near total dominance in the home console market.

The worst part for Sony was that they couldn't push either Nintendo or Microsoft out of the market, so they sacrificed a ton of potential PS2 profits for absolutely nothing. They did learn from this though, which is why the PS4 remained at $299.
 
Some records will probably be unbeatable for years.

3D Mario and Pokémon are in my opinion some of the record-breaking franchises that could improve if done well.
What I mean is that the top selling games in the monthly reports. Like we get right now COD, Minecraft etc. in the top played - I wonder how many of those games will continue just to be the same top selling games as on Switch 1.
 
What I mean is that the top selling games in the monthly reports. Like we get right now COD, Minecraft etc. in the top played - I wonder how many of those games will continue just to be the same top selling games as on Switch 1.
Historically at least people have always jumped over from old Nintendo games to new, ie as soon as new Mario Kart comes out everyone starts jumping over to play the new over the older Mario Kart. Same with Zelda, Mario, Pokemon etc. That may of course change during the coming gen for Nintendo.
 
Some records will probably be unbeatable for years.

3D Mario and Pokémon are in my opinion some of the record-breaking franchises that could improve if done well.

Agreed. Pokemon putting out a game that is close to the quality of major internal Nintendo(graphically and in terms of bugs/general polish) and reviews 90+ meta...throw in voice acting and improved battle speed/online and there is a good chance to outsell RBY.

Medicore Presentation in several ways and poor online/bugs/QoL problems are the main things holding pokemon back. The characters and mons have been on point since gen 5 barring a few misses like X/Y story/characters in general and Rose in Sword/Shield and the same holds true for their stories which have improved a lot after gen 4(again with XY being the main exception and partly SWSH)
 
I was hoping Kirby would have reached 10 mil by now. It's my fav in the series since Superstar.
It probably won't quite there but I think it'll hit around 9 million lifetime, which is a huge number for a 3D platformer that isn't Mario.
 
Sales per fiscal year for all 10+ million sellers on Switch plus Kirby and the Forgotten Land. Super Smash Bros. Ultimate, Super Mario Party, Luigi's Mansion 3 and SM3DW+BF were all up year over year.

WJyoRdN.png
BDSP... forgotten...

If Mario Maker 2 eventually makes it to 10 million and Z-A does as expected, there will be 23 Nintendo published games at over 10 million sales on Switch. With Minecraft, and potentially Monster Hunter Rise it might just make it to 25.
 
Last edited:
Considering the top selling games on Switch and alleged BC in Switch 2, I wonder how many of those top selling games will remain the same.

I remember 3DS game still sells despite Switch already launch like 5 years there. So i don't see Switch 1 games to stop selling at all there.
 
With BC, and the rise of digital adoption, it is going to be even more widespread on Switch 2. Some of the Switch games will never stop selling as long as it is possible to buy them imo.

Mario Kart 8 DX is going to sell over a million copies every FY until the end of the human race isn't it?
 
New Special Page Data
Since there was confusion regarding the tweet from Chris Dring where he said that digital sales had surpassed 50% for the first time ever, I have updated my webpage and added new special page data.

There is now Special Page Data for Key Sales Indicators, from my webpage: https://r134x7.github.io/nintendo-earnings-data-and-other-video-game-companies/#/nintendo

If you go to the link, you can view the different quarters/cumulative periods.

I am posting here just the 4th quarter and the FY Cumulative.

Special Page Data

Key Sales Indicators 4th Quarters:
Code:
+−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Nintendo Co., Ltd.       |
+−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Key Sales Indicators     |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Data as of March 31st, 2024 |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+

+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Sales Outside of Japan           |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 4th Quarter |   77.4% |   ¥137,752M |
| FY3/2018 4th Quarter |   77.8% |   ¥154,565M |
| FY3/2019 4th Quarter |   78.7% |   ¥159,970M |
| FY3/2020 4th Quarter |     74% |   ¥211,530M |
| FY3/2021 4th Quarter |   76.6% |   ¥271,506M |
| FY3/2022 4th Quarter |   78.2% |   ¥293,348M |
| FY3/2023 4th Quarter |   80.6% |   ¥247,038M |
| FY3/2024 4th Quarter |   76.4% |   ¥211,681M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of sales outside of Japan to total   |
| sales                                            |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+

+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Hardware Sales                   |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 4th Quarter |   67.3% |   ¥110,392M |
| FY3/2018 4th Quarter |   61.3% |   ¥115,300M |
| FY3/2019 4th Quarter |   51.1% |    ¥97,224M |
| FY3/2020 4th Quarter |   39.6% |   ¥107,170M |
| FY3/2021 4th Quarter |   47.6% |   ¥161,353M |
| FY3/2022 4th Quarter |   41.5% |   ¥149,818M |
| FY3/2023 4th Quarter |   42.7% |   ¥125,003M |
| FY3/2024 4th Quarter |   36.6% |    ¥94,002M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of hardware (including accessories)  |
| sales to total dedicated video game platform     |
| sales                                            |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+

+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of First Party Software Sales       |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 4th Quarter |   85.7% |    ¥45,967M |
| FY3/2018 4th Quarter |   84.9% |    ¥61,800M |
| FY3/2019 4th Quarter |   80.3% |    ¥74,710M |
| FY3/2020 4th Quarter |   85.1% |   ¥139,105M |
| FY3/2021 4th Quarter |   71.1% |   ¥126,291M |
| FY3/2022 4th Quarter |   82.3% |   ¥173,809M |
| FY3/2023 4th Quarter |   77.9% |   ¥130,672M |
| FY3/2024 4th Quarter |   74.9% |   ¥121,963M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of first-party software sales to     |
| total dedicated video game platform software     |
| sales                                            |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+

+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Digital Sales                    |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 4th Quarter |   17.7% |     ¥9,494M |
| FY3/2018 4th Quarter |   24.2% |    ¥17,616M |
| FY3/2019 4th Quarter |   37.2% |    ¥34,610M |
| FY3/2020 4th Quarter |   48.5% |    ¥79,279M |
| FY3/2021 4th Quarter |   49.6% |    ¥88,102M |
| FY3/2022 4th Quarter |   49.5% |   ¥104,539M |
| FY3/2023 4th Quarter |   56.7% |    ¥95,110M |
| FY3/2024 4th Quarter |   59.5% |    ¥96,887M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of digital sales to total dedicated  |
| video game software sales                        |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+

+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
|Proportion of Downloadable Versions of Packaged Software Sales|
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2019 4th Quarter |   62.6% |    ¥21,660M |
| FY3/2020 4th Quarter |   76.9% |    ¥60,905M |
| FY3/2021 4th Quarter |   60.9% |    ¥53,653M |
| FY3/2022 4th Quarter |   63.9% |    ¥66,839M |
| FY3/2023 4th Quarter |   52.2% |    ¥49,694M |
| FY3/2024 4th Quarter |   43.5% |    ¥42,152M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of downloadable versions of packaged |
| software sales to total digital sales as         |
| indicated above: a/(a+b+c+d)                     |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+

+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Software Sales                   |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 4th Quarter |   32.7% |    ¥53,637M |
| FY3/2018 4th Quarter |   38.7% |    ¥72,792M |
| FY3/2019 4th Quarter |   48.9% |    ¥93,038M |
| FY3/2020 4th Quarter |   60.4% |   ¥163,461M |
| FY3/2021 4th Quarter |   52.4% |   ¥177,624M |
| FY3/2022 4th Quarter |   58.5% |   ¥211,190M |
| FY3/2023 4th Quarter |   57.3% |   ¥167,743M |
| FY3/2024 4th Quarter |   63.4% |   ¥162,835M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of software (including digital       |
| sales) sales to total dedicated video game       |
| platform sales                                   |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+

+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Physical Software Sales          |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 4th Quarter |   82.3% |    ¥44,143M |
| FY3/2018 4th Quarter |   75.8% |    ¥55,176M |
| FY3/2019 4th Quarter |   62.8% |    ¥58,428M |
| FY3/2020 4th Quarter |   51.5% |    ¥84,182M |
| FY3/2021 4th Quarter |   50.4% |    ¥89,522M |
| FY3/2022 4th Quarter |   50.5% |   ¥106,651M |
| FY3/2023 4th Quarter |   43.3% |    ¥72,633M |
| FY3/2024 4th Quarter |   40.5% |    ¥65,948M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of physical software sales to total  |
| dedicated video game platform software sales     |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+

Key Sales Indicators FY Cumulative data:
Code:
+−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Nintendo Co., Ltd.       |
+−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Key Sales Indicators     |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Data as of March 31st, 2024 |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+

+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Sales Outside of Japan           |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 FY Cumulative |   73.4% |   ¥358,996M |
| FY3/2018 FY Cumulative |   75.3% |   ¥794,929M |
| FY3/2019 FY Cumulative |   77.9% |   ¥935,236M |
| FY3/2020 FY Cumulative |     77% | ¥1,007,560M |
| FY3/2021 FY Cumulative |   77.4% | ¥1,361,396M |
| FY3/2022 FY Cumulative |   78.8% | ¥1,335,931M |
| FY3/2023 FY Cumulative |   77.2% | ¥1,236,495M |
| FY3/2024 FY Cumulative |   78.3% | ¥1,309,070M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of sales outside of Japan to total   |
| sales                                            |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+

+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Hardware Sales                   |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 FY Cumulative |     54% |   ¥250,091M |
| FY3/2018 FY Cumulative |   65.4% |   ¥663,569M |
| FY3/2019 FY Cumulative |   58.4% |   ¥673,120M |
| FY3/2020 FY Cumulative |   52.2% |   ¥654,673M |
| FY3/2021 FY Cumulative |   52.7% |   ¥895,926M |
| FY3/2022 FY Cumulative |   48.4% |   ¥793,386M |
| FY3/2023 FY Cumulative |   45.6% |   ¥704,484M |
| FY3/2024 FY Cumulative |   43.6% |   ¥683,571M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of hardware (including accessories)  |
| sales to total dedicated video game platform     |
| sales                                            |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+

+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of First Party Software Sales       |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 FY Cumulative |     87% |   ¥185,345M |
| FY3/2018 FY Cumulative |   85.3% |   ¥299,456M |
| FY3/2019 FY Cumulative |   83.8% |   ¥401,806M |
| FY3/2020 FY Cumulative |   82.8% |   ¥496,377M |
| FY3/2021 FY Cumulative |   79.4% |   ¥638,474M |
| FY3/2022 FY Cumulative |   78.8% |   ¥666,523M |
| FY3/2023 FY Cumulative |   79.1% |   ¥664,785M |
| FY3/2024 FY Cumulative |   81.2% |   ¥718,013M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of first-party software sales to     |
| total dedicated video game platform software     |
| sales                                            |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+

+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Digital Sales                    |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 FY Cumulative |   15.3% |    ¥32,595M |
| FY3/2018 FY Cumulative |   17.3% |    ¥60,734M |
| FY3/2019 FY Cumulative |   24.8% |   ¥118,912M |
| FY3/2020 FY Cumulative |     34% |   ¥203,826M |
| FY3/2021 FY Cumulative |   42.8% |   ¥344,165M |
| FY3/2022 FY Cumulative |   42.6% |   ¥360,328M |
| FY3/2023 FY Cumulative |   48.2% |   ¥405,090M |
| FY3/2024 FY Cumulative |   50.2% |   ¥443,895M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of digital sales to total dedicated  |
| video game software sales                        |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+

+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
|Proportion of Downloadable Versions of Packaged Software Sales|
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2019 FY Cumulative |   67.6% |    ¥80,309M |
| FY3/2020 FY Cumulative |     70% |   ¥142,870M |
| FY3/2021 FY Cumulative |   59.3% |   ¥204,051M |
| FY3/2022 FY Cumulative |   56.2% |   ¥202,095M |
| FY3/2023 FY Cumulative |   56.1% |   ¥227,317M |
| FY3/2024 FY Cumulative |   51.5% |   ¥228,300M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of downloadable versions of packaged |
| software sales to total digital sales as         |
| indicated above: a/(a+b+c+d)                     |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+

+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Software Sales                   |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 FY Cumulative |     46% |   ¥213,040M |
| FY3/2018 FY Cumulative |   34.6% |   ¥351,062M |
| FY3/2019 FY Cumulative |   41.6% |   ¥479,482M |
| FY3/2020 FY Cumulative |   47.8% |   ¥599,489M |
| FY3/2021 FY Cumulative |   47.3% |   ¥804,124M |
| FY3/2022 FY Cumulative |   51.6% |   ¥845,841M |
| FY3/2023 FY Cumulative |   54.4% |   ¥840,436M |
| FY3/2024 FY Cumulative |   56.4% |   ¥884,253M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of software (including digital       |
| sales) sales to total dedicated video game       |
| platform sales                                   |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+

+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Physical Software Sales          |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 FY Cumulative |   84.7% |   ¥180,445M |
| FY3/2018 FY Cumulative |   82.7% |   ¥290,328M |
| FY3/2019 FY Cumulative |   75.2% |   ¥360,570M |
| FY3/2020 FY Cumulative |     66% |   ¥395,663M |
| FY3/2021 FY Cumulative |   57.2% |   ¥459,959M |
| FY3/2022 FY Cumulative |   57.4% |   ¥485,513M |
| FY3/2023 FY Cumulative |   51.8% |   ¥435,346M |
| FY3/2024 FY Cumulative |   49.8% |   ¥440,358M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of physical software sales to total  |
| dedicated video game platform software sales     |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+

Just like with the data each fiscal year you can view from my webpage; the sales numbers are calculated from the proportions given. The sales numbers come from the consolidated sales information section (read the footnotes).

Onto the important part:
Code:
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Digital Sales                    |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 FY Cumulative |   15.3% |    ¥32,595M |
| FY3/2018 FY Cumulative |   17.3% |    ¥60,734M |
| FY3/2019 FY Cumulative |   24.8% |   ¥118,912M |
| FY3/2020 FY Cumulative |     34% |   ¥203,826M |
| FY3/2021 FY Cumulative |   42.8% |   ¥344,165M |
| FY3/2022 FY Cumulative |   42.6% |   ¥360,328M |
| FY3/2023 FY Cumulative |   48.2% |   ¥405,090M |
| FY3/2024 FY Cumulative |   50.2% |   ¥443,895M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of digital sales to total dedicated  |
| video game software sales                        |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+

You can see above that in a fiscal year, the proportion reached >50% for the first time in FY3/2024.

You can contrast this with the physical software sales:
Code:
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Physical Software Sales          |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 FY Cumulative |   84.7% |   ¥180,445M |
| FY3/2018 FY Cumulative |   82.7% |   ¥290,328M |
| FY3/2019 FY Cumulative |   75.2% |   ¥360,570M |
| FY3/2020 FY Cumulative |     66% |   ¥395,663M |
| FY3/2021 FY Cumulative |   57.2% |   ¥459,959M |
| FY3/2022 FY Cumulative |   57.4% |   ¥485,513M |
| FY3/2023 FY Cumulative |   51.8% |   ¥435,346M |
| FY3/2024 FY Cumulative |   49.8% |   ¥440,358M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of physical software sales to total  |
| dedicated video game platform software sales     |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+

A reminder, you won't see "Proportion of Physical Software Sales" in the slides from Nintendo: https://www.nintendo.co.jp/ir/pdf/2024/240507_3e.pdf

That is data that I calculated which I mentioned before in the following thread from 2022: https://www.installbaseforum.com/fo...-sales-indicators-in-depth-no-mysteries.1243/

Same thing for "Proportion of Software Sales" which is what I calculated to contrast the given "Proportion of Hardware Sales:
Code:
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Software Sales                   |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 FY Cumulative |     46% |   ¥213,040M |
| FY3/2018 FY Cumulative |   34.6% |   ¥351,062M |
| FY3/2019 FY Cumulative |   41.6% |   ¥479,482M |
| FY3/2020 FY Cumulative |   47.8% |   ¥599,489M |
| FY3/2021 FY Cumulative |   47.3% |   ¥804,124M |
| FY3/2022 FY Cumulative |   51.6% |   ¥845,841M |
| FY3/2023 FY Cumulative |   54.4% |   ¥840,436M |
| FY3/2024 FY Cumulative |   56.4% |   ¥884,253M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of software (including digital       |
| sales) sales to total dedicated video game       |
| platform sales                                   |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
 
I guess what we are all interested in is to compare the money made by selling full games on the eShop (which should be ¥228,300M for FY 2024) and the software sales at retail (which should be ¥440,358M).

I might be wrong but that would mean that every third dollar made by the sales of full games is made on the eShop. Correct?

Then that would be a digital software ratio of 33% (more or less).

And if you count in all the DLC and subscriptions, you reach 50% (still in dollar sales), which is the ratio Chris mentioned in his tweet.
 
Last edited:
Back
Top Bottom