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Nintendo software and hardware sales data from 1983 to present

They had announced that they would stop releasing these book for the forseeable future and it was I think on their website but I can't find it anymore.
Here is last year's book and the text below it google translated says this:
"The next publication dates for both the "CESA Consumer Survey Report" and the "CESA Games White Paper" have yet to be determined.
We will announce on this website as soon as a decision is made to resume publication."


So not coming yet.
Damn, that sucks ass. Those were really good for a resource.
 
Damn, that sucks ass. Those were really good for a resource.
My guess is that they’ll still be made available at some point, it’ll just be on a significant time delay (think 2024 White Paper published in 2026) and perhaps not available as a print publication. They still have to collate all that data for their own internal metrics and certain other CESA members/high-paying paying market analysts, after all.
 
Added in OP the "Annual bundled software sales and ratio" chart (will shrink down the size at a latter time):
fyrstOU.jpeg
 
I wish we'll get an update someday of the titles that were available tu purchase in the Virtual Consoles, especially for the GB Pokémon Games where I suspect they did sell a significant amount of copies.
 
I wish we'll get an update someday of the titles that were available tu purchase in the Virtual Consoles, especially for the GB Pokémon Games where I suspect they did sell a significant amount of copies.
In the early Wii era, Nintendo kinda inform some milestones achieve on the Virtual Console. But always total numbers, not for individual titles.
Besides that, until now, the total sales on the Wii, DSi, 3DS and Wii U, remains unknown.
 
I wish we'll get an update someday of the titles that were available tu purchase in the Virtual Consoles, especially for the GB Pokémon Games where I suspect they did sell a significant amount of copies.
In the early Wii era, Nintendo kinda inform some milestones achieve on the Virtual Console. But always total numbers, not for individual titles.
Besides that, until now, the total sales on the Wii, DSi, 3DS and Wii U, remains unknown.
They did report how much the first gen Pokémon games sold on virtual console once in 2016.
On 3DS virtual console 1.5M combined sold copies for Pokémon Red/Green/Blue/Yellow up until March 31st 2016 with more than half coming from the American market.
 
I wish we'll get an update someday of the titles that were available tu purchase in the Virtual Consoles, especially for the GB Pokémon Games where I suspect they did sell a significant amount of copies.

It's possible to get info on virtual console software sales.

The only thing we need is a JP or US console (Wii U or 3DS) so that we can get US and JP lifetime downloads rankings.
Then using avaible data it would be possible to give range for downloads sales in both countries.

I explain it here for those interested:


Outside of that the only time Nintendo give anything about sales of a virtual console game is for the 1rst generation of Pokemon on 3DS like shared above.
 
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It's possible to scrap info on virtual console software sales.

The only thing we need is a JP or US console (Wii U or 3DS) so that we can scrap US and JP lifetime downloads rankings.
Then using avaible data it would be possible to give range for downloads sales in both countries.
Just for your info: "to scrap something" means to get rid of it and throw it away. I hope that's not what you mean.
 
They did report how much the first gen Pokémon games sold on virtual console once in 2016.
On 3DS virtual console 1.5M combined sold copies for Pokémon Red/Green/Blue/Yellow up until March 31st 2016 with more than half coming from the American market.

Yes I remember seeing that!

Very strong sales for it and it baffles me thar Nintendo/the Pokémon Company haven't updated the lifetimes sales of it of their main titles. Perahps someday.
 
Message from the President:

As an entertainment company that creates smiles, we aim to offer our unique and original brand of play that anyone and everyone can intuitively enjoy. To enable unique entertainment experiences, we place our dedicated video game platform business – integrating both hardware and software – at the center of everything we do. We understand that all entertainment eventually loses its appeal, so we continually work to provide new and original products and services for people everywhere.


With our dedicated video game platform business, we express the appeal and value of Nintendo Switch – paired with unique game offerings like the Super Mario titles – as an experience that can be enjoyed anytime, anywhere, and with anyone.


To continue growing our core business, our fundamental strategy is to expand the number of people who have access to Nintendo IP. To this end, we seek to broaden the touch points of Nintendo IP with consumers in areas beyond dedicated video game platforms. This includes applications for smart devices, which are ubiquitous throughout the world, as well as visual content, theme parks, and character-based merchandise.


In addition, we work to develop a long-term relationship with each of our consumers, with Nintendo Account as the connection that spans platform generations and unites a variety of entertainment experiences, centered on our integrated hardware-software entertainment.


Based on our belief that the true value of entertainment lies in its uniqueness, Nintendo will strive to increase our corporate value by offering unique entertainment that plays to the company’s strengths, continuing to adapt to the times and cherish the spirit of creativity.


We humbly ask you, our shareholders and investors, for your continued support.


The above was the [Nintendo] President message to shareholders and investors from 2021.

The current one (find the differences!):
As an entertainment company that creates smiles, we aim to offer our unique and original brand of play that anyone and everyone can intuitively enjoy.


To enable unique entertainment experiences, we place our dedicated video game platform business – integrating both hardware and software – at the center of everything we do. Under this development philosophy, we constantly aim to create unique products and services that everyone can enjoy, and that feel incredibly intuitive and fun to play, regardless of age, gender, or gaming experience.


With the dedicated video game platform business at our core, we express the appeal and value of Nintendo Switch – paired with unique game offerings like the Super Mario titles – as an experience that can be enjoyed anytime, anywhere and with anyone.


To continue invigorating our core business, our fundamental strategy is to expand the number of people who have access to Nintendo IP. Nintendo’s characters have been nurtured and grown hand in hand with the memories made by generations of consumers as they play our games. We are utilizing our characters to continue expansion into a broad range of areas, including visual content, mobile devices, theme parks and merchandise.


Through these initiatives, we aim to continually create points of contact with consumers, deepen their fondness for Nintendo IP, and ultimately spark their interest in our dedicated video game business.


In addition, we work to develop and maintain good, long-term relationships with each of our consumers. Nintendo Account plays a key role in those efforts as the connection point that spans platform generations and unites a variety of entertainment experiences, centered on our integrated hardware-software entertainment.


Based on our belief that the true value of entertainment lies in its uniqueness, Nintendo will strive to achieve sustainable growth and increase its corporate value by offering unique entertainment that plays to the company’s strengths, continuing to adapt to the times and cherishing the spirit of creativity.


We humbly ask you, our shareholders and investors, for your continued support.

-------------------

Personally I find of bad taste the removal of this part:
"We understand that all entertainment eventually loses its appeal, so we continually work to provide new and original products and services for people everywhere."

That's a quote (the idea, not the exact words) that come directly from Hiroshi Yamauchi (from the experience he matured before entering the videogame business) and that clarify why Nintendo was shaped up in the specific way it was (obsessed with uniqueness), it specifies what it the springboard behind Nintendo's philosophy (survival in the broad entertainment business).
Nintendo is a multinational company beloved worldwide, with billions of dollars in the bank and no debt yet it operates like it is in a constant survival mode to find the next unprecedented surprise hit.
In the course of decades since entering the videogame business has continued to build upon its timelessly legacy. On and on through successes and failures.
 
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I recently saw a video about the Nintendo Power system in Japan (Did you Know Gaming).
The sales is this service is counting on the total software sales on the SNES and the Game Boy? They say it was on the video.
 
The above was the [Nintendo] President message to shareholders and investors from 2021.

The current one (find the differences!):
As an entertainment company that creates smiles, we aim to offer our unique and original brand of play that anyone and everyone can intuitively enjoy.


To enable unique entertainment experiences, we place our dedicated video game platform business – integrating both hardware and software – at the center of everything we do. Under this development philosophy, we constantly aim to create unique products and services that everyone can enjoy, and that feel incredibly intuitive and fun to play, regardless of age, gender, or gaming experience.


With the dedicated video game platform business at our core, we express the appeal and value of Nintendo Switch – paired with unique game offerings like the Super Mario titles – as an experience that can be enjoyed anytime, anywhere and with anyone.


To continue invigorating our core business, our fundamental strategy is to expand the number of people who have access to Nintendo IP. Nintendo’s characters have been nurtured and grown hand in hand with the memories made by generations of consumers as they play our games. We are utilizing our characters to continue expansion into a broad range of areas, including visual content, mobile devices, theme parks and merchandise.


Through these initiatives, we aim to continually create points of contact with consumers, deepen their fondness for Nintendo IP, and ultimately spark their interest in our dedicated video game business.


In addition, we work to develop and maintain good, long-term relationships with each of our consumers. Nintendo Account plays a key role in those efforts as the connection point that spans platform generations and unites a variety of entertainment experiences, centered on our integrated hardware-software entertainment.


Based on our belief that the true value of entertainment lies in its uniqueness, Nintendo will strive to achieve sustainable growth and increase its corporate value by offering unique entertainment that plays to the company’s strengths, continuing to adapt to the times and cherishing the spirit of creativity.


We humbly ask you, our shareholders and investors, for your continued support.

-------------------

Personally I find of bad taste the removal of this part:
"We understand that all entertainment eventually loses its appeal, so we continually work to provide new and original products and services for people everywhere."

That's a quote (the idea, not the exact words) that come directly from Hiroshi Yamauchi (from the experience he matured before entering the videogame business) and that clarify why Nintendo was shaped up in the specific way it was (obsessed with uniqueness), it specifies what it the springboard behind Nintendo's philosophy (survival in the broad entertainment business).
Nintendo is a multinational company beloved worldwide, with billions of dollars in the bank and no debt yet it operates like it is in a constant survival mode to find the next unprecedented surprise hit.
In the course of decades since entering the videogame business has continued to build upon its timelessly legacy. On and on through successes and failures.
Old: "We understand that all entertainment eventually loses its appeal, so we continually work to provide new and original products and services for people everywhere."

vs.

New: "Under this development philosophy, we constantly aim to create unique products and services that everyone can enjoy, and that feel incredibly intuitive and fun to play, regardless of age, gender, or gaming experience."

That's stating the same thing in spirit, only a bit more positive. Not only "unique," but also "fun to play." Not just "for people everywhere," but "regardless of age, gender, or gaming experience" to make it sound even more inclusive than it was before.

So no removal, it's a rewording.
 
Me too. I think the only game to getting close, is Monster Hunter for the Switch.
MHR would be at roughly 10M on Switch and Just Dance 3 got just below 10M life time sales on Wii. If Suika Game keeps going it could get somewhat close to 10M too. But as said above Minecraft is way higher than that.
 
Yeah Minecraft is easily above 30m on Switch alone, when you compare its sales on tracked markets with the likes of Super Mario Odyssey.

It will ultimately be top 3 games on Switch, alongside MK8D and Animal Crossing.
Incredible numbers. I expected something in the range of 11 to 15 millions, but I guess you right.
 
Sorry got excited to think of the numbers potential for Pokemon LZA.

I still think Arceus has a chance to surpass BW, and I think PLZA has a chance to get into the top 5

31.05m RGB
26.44m SwSh
25.69m SV
23.73m GS
17.67m DP
16.73m XY
16.33m SM
16.22m RS
15.64m BW

15.07m LGPE
15.06m BDSP

15.00m LA
14.64m Ye
14.62m ORAS
12.72m HGSS
12.00m FRLG

9.21m USUM
8.52m BW2
7.60m Pl
7.06m Em
6.39m Cr
 
Sorry got excited to think of the numbers potential for Pokemon LZA.

I still think Arceus has a chance to surpass BW, and I think PLZA has a chance to get into the top 5

31.05m RGB
26.44m SwSh
25.69m SV
23.73m GS
17.67m DP
16.73m XY
16.33m SM
16.22m RS
15.64m BW

15.07m LGPE
15.06m BDSP

15.00m LA
14.64m Ye
14.62m ORAS
12.72m HGSS
12.00m FRLG

9.21m USUM
8.52m BW2
7.60m Pl
7.06m Em
6.39m Cr
PLA definitely already surpassed B/W at this point.
 
PLA definitely already surpassed B/W at this point.

Nah, not yet. Highest I see maybe is 15.5.

June 2023 last time we had numbers, that would mean you think it did 650k in the past year and 3 months.

How much did SwSh and SV increase from July 2023-Sept 2024?

Can use that to gauge PLA
 
Nah, not yet. Highest I see maybe is 15.5.

June 2023 last time we had numbers, that would mean you think it did 650k in the past year and 3 months.

How much did SwSh and SV increase from July 2023-Sept 2024?

Can use that to gauge PLA
Sw/Sh sold 520k from June 2023 to September 2024, from 25.92M to 26.44M. S/V sold 3.03M in that timeframe, from 22.66M to 25.69M.

I think PLA should definitely have moved more copies than Sw/Sh in that timeframe, especially since it moved 720k copies in the holiday season 2022 against 310k for Sw/Sh, 200k in the first quarter of 2023, against 140k for Sw/Sh and 170k in the second quarter against 100k for Sw/Sh.

After that in the following quarters Sw/Sh sold another 100k copies in the third and 150k copies in the fourth quarter of 2023 and in 2024 so far 100k, 80k and 90k copies. While it is possible that PLA continued dropping off and Sw/Sh moved more copies in the last few quarters I think that is unlikely because PLZA will likely have increased interest in it and subsequently helped it's legs. If that is the case it may be close to or at 16M by now.

That point is strengthened by the number we got from Nintendo in their recent quarterly report, that Let's Go, Sw/Sh, BD/SP, PLA and S/V all combined shipped more than 99M copies, while with the numbers we currently know they are at 97.26M. That would suggest that at least one of these three games outside the top 10 must have moved over 1M more units.

BD/SP had terrible legs before dropping out of the top 10, moving only 140k copies in the holiday quarter 2022, much less than any of the other Pokémon games (260k, 310k, 720k and 20.61M), so it won't make much of a difference.
On the other hand the last numbers we got for Let's Go in 2022 are 200k, 130k, 150k and 260k for each quarter of the year, which makes it very likely, that it moved more than 500k in the following 21 quarters up until September 2024.

So the missing at least 1.75M copies will have to be distributed at ~1M for PLA, ~500k or more for Let's Go and the rest goes to BDSP.

Sorry for the essay.
 
Well, it's going to be very interesting when we finally get some updated numbers for Switch software outside the top 10/FY million-sellers

I love watching popular pokemon games fight each other
 
It will never stop being funny that, as soon as BDSP was about to be the best selling remake, Let's Go leapfrogged it and we never got another updated number. Even God hates BDSP, clearly.
Anyway still on the 20M+ train for PL:ZA woop woooooooop
 
Sw/Sh sold 520k from June 2023 to September 2024, from 25.92M to 26.44M. S/V sold 3.03M in that timeframe, from 22.66M to 25.69M.

I think PLA should definitely have moved more copies than Sw/Sh in that timeframe, especially since it moved 720k copies in the holiday season 2022 against 310k for Sw/Sh, 200k in the first quarter of 2023, against 140k for Sw/Sh and 170k in the second quarter against 100k for Sw/Sh.

After that in the following quarters Sw/Sh sold another 100k copies in the third and 150k copies in the fourth quarter of 2023 and in 2024 so far 100k, 80k and 90k copies. While it is possible that PLA continued dropping off and Sw/Sh moved more copies in the last few quarters I think that is unlikely because PLZA will likely have increased interest in it and subsequently helped it's legs. If that is the case it may be close to or at 16M by now.

That point is strengthened by the number we got from Nintendo in their recent quarterly report, that Let's Go, Sw/Sh, BD/SP, PLA and S/V all combined shipped more than 99M copies, while with the numbers we currently know they are at 97.26M. That would suggest that at least one of these three games outside the top 10 must have moved over 1M more units.

BD/SP had terrible legs before dropping out of the top 10, moving only 140k copies in the holiday quarter 2022, much less than any of the other Pokémon games (260k, 310k, 720k and 20.61M), so it won't make much of a difference.
On the other hand the last numbers we got for Let's Go in 2022 are 200k, 130k, 150k and 260k for each quarter of the year, which makes it very likely, that it moved more than 500k in the following 21 quarters up until September 2024.

So the missing at least 1.75M copies will have to be distributed at ~1M for PLA, ~500k or more for Let's Go and the rest goes to BDSP.

Sorry for the essay.
Thanks!
If your calculations are right, PLA should surpass XY at some point and maybe DP well into Switch 2's life 😀
 
With a second Z-A trailer no doubt coming this fiscal year, do we think Arceus has a shot at passing a million for the year?
 
The record for the first game is incredible. Even in the most successful Nintendo console ever made, this barrier it’s untouchable.
It's not too surprising that games like SWSH & SV haven't been able to break RGB's record. Both games had controversies (Dexit, performance and yearly releases). Gen 8 definitely should have been a four year gen. It's actually an incredible that they've achieved the sales they've achieved. Just about every other major Nintendo franchise had no problems breaking series records. I would've done a release schedule like this:

2019: SWSH
2020: SWSH DLC
2021: BDSP
2022: BDSP Platinum DLC (didn't happen, but let's dream lol) & Arceus
2023: SV
2024: SV DLC
2025: BW remakes by ILCA (Switch 1 release)
2026: BW DLC (B2W2 basically; Switch 1 release); Gen 10 (Switch 2 release)

The DLC would be in the earlier part of the year and the games would be holiday releases. They could save the likes of ZA for Switch 2. I would actually make the first Legends game on Switch 2 to be based on Crystal. Thought about putting a Crystal remake in place of a BW remake, but I figured it would be partially redundant with LGPE having Kanto. Also, I believe we will get Gen 1-3 on the eShop for Switch 1 and Switch 2 announced during the 30th anniversary. Gen 4 and up would be a lot further out in time.
 
Thanks!
If your calculations are right, PLA should surpass XY at some point and maybe DP well into Switch 2's life 😀
If it keeps selling the way Let's Go has continued selling it'll definitely do so.
It's not too surprising that games like SWSH & SV haven't been able to break RGB's record. Both games had controversies (Dexit, performance and yearly releases). Gen 8 definitely should have been a four year gen. It's actually an incredible that they've achieved the sales they've achieved. Just about every other major Nintendo franchise had no problems breaking series records. I would've done a release schedule like this:

2019: SWSH
2020: SWSH DLC
2021: BDSP
2022: BDSP Platinum DLC (didn't happen, but let's dream lol) & Arceus
2023: SV
2024: SV DLC
2025: BW remakes by ILCA (Switch 1 release)
2026: BW DLC (B2W2 basically; Switch 1 release); Gen 10 (Switch 2 release)
Eeeeeeh, Scarlet and Violet released in 2022 and their DLC released in 2023.
I mean it was literally this huge deal that PLA and S/V released in the same year with three huge selling Pokémon games in twelve months which stumped PLA's legs, with it not having any holiday season to it.

Nothing Pokémon related released this year.
 
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I didn’t know about this. It’s very cool!
There’s any data about the sales from the Super Game Boy 1 and 2?
 
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