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The latest Japanese hardware sales from Media Create are as follows:

Wii U – 22,898
PS4 – 19,782
Vita – 17,748
New 3DS LL – 17,062
New 3DS – 5,901
PS3 – 3,956
3DS – 1,520
3DS LL – 1,465
Vita TV – 687
Xbox One – 341

For comparison’s sake, here are the hardware numbers from last week:

PS4 – 20,112
Vita – 15,467
New 3DS LL – 13,981
Wii U – 7,210
New 3DS – 5,329
PS3 – 4,248
3DS LL – 1,253
3DS – 1,095
Vita TV – 558
Xbox One – 201

And here are the software charts:

1. [3DS] Puzzle & Dragons: Super Mario Bros. Edition – 179,926 / NEW
2. [WIU] Dragon Quest X: Inishie no Ryuu no Denshou Online – 98,323 / NEW
3. [WIU] Xenoblade Chronicles X – 85,586 / NEW
4. [3DS] Bravely Second – 20,195 / 120,242
5. [3DS] Girls Mode 3 – 20,103 / 99,007
6. [PSV] Minecraft: PlayStation Vita Edition – 16,166 / 125,951
7. [PSV] Saenai Heroine no Sodatekata -Blessing Flowers- – 11,202 / NEW
8. [PSV] To Heart 2: Dungeon Travelers – 10,956 / NEW
9. [PSV] Tokyo Shinseiroku: Operation Babel – 8,104 / NEW
10. [WIU] Mario Kart 8 – 7,955 / 974,448
11. [3DS] Assassination Classroom: Grand Siege on Kurosensei – 7,141 / 63,814
12. [WIU] Mario Party 10 – 6,888 / 130,353
13. [3DS] Pokemon Omega Ruby/Alpha Sapphire – 6,427 / 2,610,284
14. [PS4] Dying Light – 6,277 / 38,837
15. [3DS] Yo-Kai Watch 2: Shinuchi – 5,618 / 2,597,320
16. [3DS] Super Smash Bros. for 3DS – 5,272 / 2,220,527
17. [PS3] BlazBlue: Chrono Phantasma Extend – 4,870 / 20,420
18. [PS3] One Piece: Pirate Warriors 3 – 4,652 / 146,633
19. [PS4] Tropico 5 – 4,495 / 13,201
20. [PS4] Hyperdimension Neptunia Victory II – 4,369 / 26,979

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These graphs show the download sales transitions in the recent three fiscal years. In the just-ended financial year, following on from the third quarter, the fourth-quarter download sales grew dramatically and the total download sales for the full fiscal year reached 31.3 billion yen. The digital download sales increase of about 30 percent compared to the previous fiscal year should be mainly attributable to such facts as the sales of the digital versions of both the Nintendo 3DS and Wii U software increasing, especially in the overseas markets.

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

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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.

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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.

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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.

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This is the graph displayed in the last Financial Results Briefing, which shows the percentage of change found in the sell-through data of Nintendo 3DS hardware and software in each market for the third quarter of this fiscal year compared to the corresponding term of the previous year.

As you can see, except for Japan, where New Nintendo 3DS contributed to the full quarter, the hardware sales fell far short of the previous year in the U.S. and Europe where the new models were not available during the third quarter and in Australia, where they were launched in late November.

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In the fourth quarter, you can see the launch of New Nintendo 3DS in the overseas markets boosted the sales of both hardware and software from one year prior and brought momentum to the platform once again.

On the other hand, the Japanese market was in between big titles and this resulted in a different outcome after having enjoyed five double-million sellers in the latter six months of the year 2014.

In the Japanese market, the cumulative sales of Nintendo 3DS hardware since its launch are about to reach 19 million units. Regarding the Nintendo 3DS software market, the situation remains promising not only because there have been numerous major-hit titles released since the latter half of last year, but also because we have high hopes for the many titles that are planned to be released this year by both Nintendo and other game software developers. On the other hand, regarding the Nintendo 3DS hardware, four years since its release, we are seeing a certain level of positive results by the release of New Nintendo 3DS, but we still have not been able to break free from the period beyond the popularization of the Nintendo 3DS in which the performance leveled off. I believe that the key to revitalizing the Nintendo 3DS business in Japan is by intensifying its appeal to even more generations of female consumers.

This year, we are planning to release titles that offer high potential to appeal to female consumers, and we would like to further strengthen our approach to reach a female audience covering wider generations.

Meanwhile, in the overseas markets, the Nintendo 3DS hardware has not spread to a level where it has reached its market potential. In other words, there is plenty of room for growth.

Since the release of New Nintendo 3DS in February this year, especially for the large-screened New Nintendo 3DS XL, stock in stores has continued to run low in the U.S. and Europe, which of course is a sign that the game platform has momentum.

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Nintendo has shipped 10.5 million amiibo figures worldwide, president Satoru Iwata has confirmed. Iwata shared the news during today’s fiscal year financial results briefing.

66 percent of amiibo sales stem from the U.S. and Canada. Europe is next with 20 percent, followed by Japan at 11 percent and Australia at 3 percent.

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Capcom

Like Nintendo, Capcom reported its latest financial results for the full fiscal year today.

Capcom’s revenue decreased by 37.1 percent compared to the previous year. For the period ending March 31, the company brought in ¥64.3 billion ($538.4 million). That’s Capcom’s lowest yearly revenue figure since 2004 (¥52.7 billion).

There are a few bright spots. Capcom’s operating income rose 2.7 percent from the previous fiscal year while net income saw a boost by 92.1 percent to ¥6.6 million. Additionally, Monster Hunter 4 Ultimate was cited as a success.

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Nintendo updated a couple of important listings in conjunction with today’s financial results. We now have the latest figures for lifetime Wii U, 3DS, Wii, and DS hardware sales. Additionally, Nintendo shared new listings of the best-selling games on Wii U and 3DS. All of that information can be found in the gallery below.

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Nintendo’s latest financial results are in. The company has now reported data for the fiscal year ending March 31, 2015.

Here’s a breakdown of Nintendo’s performance:

Nintendo Q4 Results:

Net Sales: ¥106.860 billion yen
Operating Income: – ¥6.834 billion yen
Net Income: -¥17.672 billion yen

Nintendo Full-Year Guidance:

Net Sales: ¥550 billion yen
Operating Income: ¥20 billion yen
Net Income: ¥30 billion yen

Nintendo Full-Year Results:

Net Sales: ¥549.780 billion yen (?)
Operating Income: ¥24.770 billion yen (?)
Net Income: ¥41.843 billion yen (?)

Hardware & Software Guidance FY15:

3DS HW: 9 million
Wii U HW: 3.6 million
3DS SW: 61 million
Wii U SW: 25 million

Hardware & Software Results FY15:

3DS HW: 8.73 million (?)
Wii U HW: 3.38 million
3DS SW: 62.74 million (?)
Wii U SW: 24.440 million (?)

Additional Information Q4 (Software/Hardware Shipments, Digital Sales, Cash & Equivalents):

Pokemon ORAS LTD: 9.94 million
Super Smash Bros 3DS LTD: 6.75 million
Super Smash Bros Wii U LTD: 3.65 million
Mario Kart 8 LTD: 5.11 million
Wii U HW: .35 million
3DS HW: 1.65 million
Digital Sales: ¥10.2 billion yen
Cash & Equivalents: ¥915.293 billion yen

Nintendo FY16 Full-Year Guidance:

Net Sales: ¥570 billion yen
Operating Income: ¥50 billion yen
Net Income: ¥35 billion yen

One of the big takeaways here is that Nintendo has finally returned to a full-year profit. The company also beat estimates from the financial community. For the overall year, Wii U sales are up, though 3DS sales fell a bit. A large part of Nintendo’s success resulted from the popularity of amiibo.

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The Pokemon Company has announced its 2014 brand licensing results through License! Global. In terms of retail sales, they were able to generate $2 billion of licensed products worldwide. Along with the Pokemon video games, other elements such as the anime and trading card game are included in that amount.

An excerpt from License! Global’s report reads:

Pokémon features a wide array of offerings from video games, the Pokémon trading card game, animation and wide variety of licensed lifestyle products, making it one of the most diverse and beloved entertainment franchises in the world. Highly anticipated Pokémon Omega Ruby and Pokémon Alpha Sapphire launched in November and, with only six weeks of sales, became the best-selling set of video games in 2014, adding to the more than 270 million Pokémon video games sold to-date.

With more than 21.5 billion Pokémon TCG cards shipped globally and nearly 800 episodes currently in its animation library, Pokémon is a long-standing market leader and enjoyed an incredibly strong year at retail in 2014.

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