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Nintendo FY2027 Q1 Earnings Release

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1
Financial Results Explanatory Material
1st Quarter of Fiscal Year Ending March 2027Nintendo Co., Ltd.
August 6, 2026
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1. Consolidated Financial Results and Outlook
2
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Consolidated Financial Highlights
Comparison
FY27/Q1
FY26/Q1
% -9.5 bn yen 517.8 bn yen 572.3
Net sales
% +150.5 bn yen 142.5 bn yen 56.9
Operating profit
pt. +17.6 % 27.5 % 9.9
Operating profit ratio
% +115.1 bn yen 206.1 bn yen 95.8
Ordinary profit
% +53.5 bn yen 147.4 bn yen 96.0
Net profit
pt. +11.7 % 28.5 % 16.8
Net profit ratio
• Net profit: Profit attributable to owners of parent
• FY = Fiscal Year
FY27/Q1 indicates the period between April 1, 2026 and June 30, 2
026.
3
In FY27/Q1, we recorded approximately 300 million U.S. dollars as a reduction of cost of sales in
connection with refunds of IEEPA tariffs. The tariffs related to the refunds were primarily borne by
the company rather than passed on to consumers through product prices.
•For the first quarter of the fiscal year, net sales decreased b y 9.5% year-on-year to
517.8 billion yen, operating profit rose by 150.5% to 142.5 bil lion yen, ordinary profit
rose by 115.1% to 206.1 billion yen, and profit attributable to owners of parent rose
by 53.5% to 147.4 billion yen.
• We recorded approximately 300 mil lion U.S. dollars as a reduction of cost of sales
in connection with refunds of IEEPA tariffs. The tariffs relate d to the refunds were
primarily borne by the company rather than passed on to consume rs through
product prices.
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Consolidated Sales
Comparison
FY27/Q1
FY26/Q1
% -9.5 bn yen 517.8 bn yen 572.3
Net sales
% -13.1 bn yen 483.0 bn yen 555.5 Dedicated video game platform*1
% +107.4 bn yen 34.8 bn yen 16.7 IP related income, etc.*2
*1 Includes hardware (including accessories and amiibo) and
software (including downloadable versions of packaged software,
download-only software, add-on c ontent and Nintendo Switch Online).
*2 Includes income from movies and videos, smart-device content, royalties and merchandise sales at official stores.
Effect of changes in foreign exchange rates
on net sales: +39.0 billion yen
22.1%
42.2%
23.6% 12.1%
FY27/Q1 Regional Sales Ratio
Japan
The Americas
Europe
Other
Proportion of sales outside Japan: 77.9%
4

Despite an increase in software unit sales and the depreciation of the yen, overall
sales for our dedicated video ga me platform business declined b y 13.1% year-on-
year to 483.0 billion yen in the first quarter, due primarily t o a decrease in unit
sales of hardware.
• IP related income rose by 107.4% year-on-year to 34.8 billion y en, due in part to the
growth in income from movi es and videos related to
The Super Mario Galaxy Movie .
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1.27 million units 7.94 million units
5
Comparison FY27/Q1
FY26/Q1
Hardware
% -34.4 mil
units 3.82 mil
units 5.82
Nintendo Switch 2
% -31.8 mil
units 0.66 mil
units 0.98
Nintendo Switch
Software
% +9.2 mil
units 9.46 mil
units 8.67
Nintendo Switch 2
% +38.6 mil
units 33.81 mil
units 24.40
Nintendo Switch
Sales Status of Hardware and Software (Sell-In)
24.40 37.17
47.37
27.98 33.81
8.67 11.95 17.31
10.79 9.46
0.00
20.00 40.00 60.00
FY26/Q1 FY26/Q2 FY26/Q3 FY26/Q4 FY27/Q1Software Quarterly Unit Sales Trends
Nintendo Switch Nintendo Switch 2
0.98
0.91 1.36
0.56 0.66
5.82
4.54 7.01
2.49 3.82
0.00 2.00
4.00
6.00
8.00
FY26/Q1 FY26/Q2 FY26/Q3 FY26/Q4 FY27/Q1Hardware Quarterly Unit Sales Trends
Nintendo Switch Nintendo Switch 2
(mil units)
(mil units)
Note: In Japan, this software is
released and sold by
The Pokémon Company
• Now we will talk about sell-in of hardware and software in our dedicated video
game platform business.
• Looking at hardware sales, Nintendo Switch 2 sales declined by 34.4% year-on-
year to 3.82 million units, and Nintendo Switch sales declined by 31.8% year-on-
year to 0.66 million units. Altho ugh Nintendo Switch 2 sales vo lume declined
compared to the same quarter whe n it launched last fiscal year, many consumers
continued to adopt the system, encouraged by the release of new titles and other
factors.
• Looking at software sales, Nintendo Switch 2 software increased by 9.2% year-on-
year to 9.46 million units, and Nintendo Switch software increa sed by 38.6% year-
on-year to 33.81 million units. In addition to the solid perfor mance of
Tomodachi
Life: Living the Dream
, which sold 7.94 million units, and Pokémon Pokopia , which
sold 1.27 million units, softwar e sales were also bolstered by the wide variety of
titles released by other software publishers, providing a robust lineup.
Note:In Japan, Pokémon Pokopia is released and sold by The Pokémon Company.
Note:
Sell-in refers to sales by the Nintendo group to outside entities. In addition to un its sold to corporate
business partners, this number also includes units sold to individual con sumers through Nintendo’s direct-
sales websites or as downloadable software.
Nintendo Co., itd.
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Digital Sales
Comparison
FY27/Q1
FY26/Q1
% +90.0 bn yen 132.7 bn yen 69.8
Digital sales *1
pt. +2.2 % 61.5 % 59.3
Proportion of digital sales*2
*1 Sales of downloadable versions of packaged software, download-only software,
add-on content and Nintendo Switch Online, etc.
*2 Proportion to total dedicated video game platform software s ales
6
29.542.474.3
66.484.0
40.3 43.252.2
59.248.6
59.3%
51.2%46.1% 67.2%
61.5%
0% 10% 20% 30% 40% 50% 60% 70%
80%
0.0
20.0 40.0 60.0 80.0
100.0 120.0 140.0
FY26/Q1 FY26/Q2 FY26/Q3 FY26/Q4 FY27/Q1
Quarterly Digital Sales Trends (bn yen)
Download-only software, add-on content, and Nintendo Switch Onl ine, etc.Downloadable versions of packaged softwareProportion of digital sales
132.7 bn
125.6 bn
126.5 bn
85.6 bn
69.8 bn
• Next, we will talk about our d igital business for software.
• For this period, digital sales increased by 90.0% year-on-year to 132.7 billion yen,
with proportion of digital sales growing by 2.2 points to accou nt for 61.5% of total
software sales for our dedicated video game platform.
• Digital sales increased year-on-year due to factors including an increase in sales
of downloadable versions of pack aged software and the depreciation of the yen.
Note:Net sales from software bundled with hardware is entirely classified as hardware sales. As a result,
although bundled software such as
Mario Kart World is included in the number of software units sold, the
corresponding revenue is not recognized as software sales or digital sale s.
Note: When calculating digital sales, sales of Nintendo software are recognize d as gross sales, while sales of
software released by other software publishers are recognized as net sale s. For software released by other
publishers, the sales commissions that Nintendo receives based on contra cts with the software publishers or
other parties are recognized as revenue.
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Gross Profit
Main Variable FactorsComparison
FY27/Q1
FY26/Q1
pt. -23.5 % 55.3 % 78.8 Proportion of hardware
sales*1
pt. +17.8 % 82.6 % 64.8 Proportion of first-party
software sales*2
pt. +2.2 % 61.5 % 59.3 Proportion of digital
sales*2
yen
yen
+14.90
+21.36
yen
yen
159.38
185.27
yen
yen
144.48
163.91
1 USD
1 Euro Average
exchange rate
*1 Proportion of sales to total dedicated video game platform s
ales
*2 Proportion of sales to total dedicated video game platform s oftware sales
Comparison
FY27/Q1
FY26/Q1
% +52.0 bn yen 281.3 bn yen 185.1
Gross profit
pt. +22.0 % 54.3 % 32.3
Gross profit ratio
7
• Gross profit increased 52.0% year-on-year to 281.3 billion yen, helped in
conjunction with the decrease in cost of sales.
• The gross profit margin increased by 22.0 points to 54.3%, refl ecting solid software
sales and the resulting increase in the proportion of software in net sales, as well
as refunds of U.S. tariffs imposed under IEEPA that had previou sly been recorded
as cost of sales, among other factors.
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Comparison
FY27/Q1
FY26/Q1
% +8.2 bn yen 138.8 bn yen 128.2
SG&A expenses
pt. +4.4 % 26.8 % 22.4
SG&A expenses-to-sales ratio
% +150.5 bn yen 142.5 bn yen 56.9
Operating profit
pt. +17.6 % 27.5 % 9.9
Operating profit ratio
• SG&A expenses: Selling, general and administrative expenses
Effect of changes in foreign exchange rates on operating profit: approx. +22.2 billion yen
Comparison
FY27/Q1
FY26/Q1
% +26.0 bn yen 49.1 bn yen 38.9
Research and development
expenses
% -22.9 bn yen 28.6 bn yen 37.0
Advertising expenses
Selling, General and Administrativ e Expenses / Operating Profit
8
•Selling, general, and administrative expenses (SG&A expenses) rose by 8.2% year-
on-year to 138.8 billion yen despite the decrease in advertisin g expenses, due to
factors such as an increase in research and development expenses and a rise in
yen-equivalent foreign currency expenses due to the weakness of the yen.
• The ratio of SG&A expenses to sales increased by 4.4 points to 26.8% due to the
decline in sales.
• As a result, operating profit increased by 150.5% year-on-year to 142.5 billion yen,
and the operating profit ratio i ncreased by 17.6 points to 27.5 %.
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Ordinary Profit and Net Profit
Comparison
FY27/Q1
FY26/Q1
% +62.3 bn yen 63.7 bn yen 39.2
Non-operating income
% +642.7 bn yen 16.8 bn yen 2.2
included foreign exchange gains
% -52.9 bn yen 0.1 bn yen 0.3
Non-operating expenses
% +115.1 bn yen 206.1 bn yen 95.8
Ordinary profit
% +53.5 bn yen 147.4 bn yen 96.0
Net profit
pt. +11.7 % 28.5 % 16.8
Net profit ratio
9
Comparison
FY27/Q1 (6/30/2026)
FY26
(3/31/2026) Exchange rate
yen
yen +3.08
+1.97 yen
yen 162.39
185.25 yen
yen 159.31
183.28
1 USD
1 Euro

Ordinary profit increased 115.1% year-on-year to 206.1 billion yen, due to an
increase in non-operating income, including foreign exchange ga ins and share of
profit of entities accounted for using equity method.
• Profit attributable to owners of parent increased 53.5% year-on-year to 147.4
billion yen due to the increase in ordinary profit.
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10
Consolidated Financial Forecast
Comparison
FY27
(Forecast)
FY26
(Actual)
% -11.4 bn yen 2,050.0 bn yen 2,313.0 Net sales
% +2.7 bn yen 370.0 bn yen 360.1 Operating profit
% -20.7 bn yen 430.0 bn yen 542.1 Ordinary profit
% -26.9 bn yen 310.0 bn yen 424.0 Net profit
yen -57 yen 162 yen
219 Annual dividend
Assumptions for the FY27 Financial Forecast
• Regarding the impact of U.S. tar
iff measures, the forecast takes into account the tariff rates in effect
as of the end of March 2026.
• An impact of approximately 100.0
billion yen due to rising component prices, particularly for memory, and
tariff measures has been f actored into cost of sales.

Assumed exchange rates are 150 yen per U.S. dollar and 175 yen p
er euro.
The consolidated financial forecast for the fiscal year ending March 2027 remains
unchanged from the foreca st announced on May 8, 2026.
•The consolidated financial forecast for the fiscal year ending March 2027 remains
unchanged from the forecast announced on May 8, 2026.
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Comparison
FY27
(Forecast)
FY26
(Actual)
Sales units forecast
Nintendo Switch 2
% -16.9 mil units 16.50 mil units 19.86 Hardware
% +23.2 mil units *2 60.00 mil units *1 48.71 Software
Nintendo Switch
% -47.4 mil units 2.00 mil units 3.80 Hardware
% -23.3 mil units *2 105.00 mil units *1 136.91 Software
*1 FY26 software sales units include software bundled with hard ware or other products during the 12 months ended March 31, 202 6 (approx.
12.60 million units of Nintendo Switch 2 software and 0.96 mill ion units of Nintendo Switch software). Of the Nintendo Switch s oftware
mentioned above, approximatel y 0.51 million units were bundled with Nintendo Switch 2 hardware.
*2 Forecasted software sales un its do not include the quantity bundled with hardware or other products during the fiscal year. During the 3
months ended J une 30, 2026, approximatel y 0.35 million units of Nintendo Switch 2 software an d 0.10 million units of Nintendo S witch
software have been sold bundled with hardware or other products.
Consolidated Financial Forecast
11
Note: Appropriate Use of Earnings Forecasts: Forecasts referred to above were prepared based on management’s
assumptions with information available at this time and therefore involv e known and unknown risks and
uncertainties such as fluctuation in foreign exchange rates and other changes in the market environment.
Please note such risks and uncertainties may cause the actual results (ear nings, dividend, and other results) to
be materially different from the forecasts.
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2. Business Highlights
12
•I would now like to turn to our business highlights.
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FY18 FY19 FY20 FY21 FY22 FY23 FY24 FY25 FY26 FY27
•Q1 Nintendo Switch 2 hardware se ll-through exceeds that of Nintendo Switch during its
initial adoption
• Annual playing users exceeded 100 million, continuing the trend from last fiscal year
Annual Playing Users
Nintendo estimates
108M
67M
39M
3.8M 91M
122M
129M
130M
130M
20M
July 2022 –
June 2023
July 2021 –
June 2022
July 2020 –
June 2021
July 2018 –
June 2019 July 2019 –
June 2020
July 2024 –
June 2025
July 2017 –
June 2018 July 2025 –
June 2026
July 2023 –
June 2024
July 2016 –
June 2017
13
FY2018 FY2019 FY2020 FY2021 FY2022 FY2023 FY2024 FY2025 FY2027
FY2026
Hardware Sell-Through and Annual Playing Users
■Nintendo Switch
■Nintendo Switch 2
Global Sell-Through (April Through June)
•I will start by talking about ha rdware sell-through and annual playing users.
• The graph on the left shows the global sell-through of Nintendo Switch 2 and
Nintendo Switch hardware units for April through June.
• First-quarter sales for Nintendo Switch 2 did not reach the lev el seen in the same
quarter of last fiscal year, which was when the console launche d. However, for a
hardware system in its second year, sales compare favorably to the adoption
trajectory of Nintendo Switch. In the Japanese market, where a price revision took
effect on May 25, hardware sell-through has also remained solid .
• Looking now at the graph on the right, which shows the trend in annual playing
users, you can see that the numbers remained above 100 million, maintaining the
level from last year.
• Through Nintendo Account, we have been able to maintain a stabl e relationship
with consumers, and this relationship is serving as a foundatio n supporting the
smooth transition from Nintendo Switch to Nintendo Switch 2.
Note: Sell-through refers to sales to indivi dual consumers. In addition to units sold by retailers, this number also
includes units sold to individual consumers through Nintendo’s direct-sales websites.
Note: For more information about the pr ice revisions, see the May 8 news release:
https://www.nintendo.co.jp/corporate/release/en/2026/260508.htm l
Note: The number of annual playing users refers to the number of Nintendo Account s, out of all Nintendo
Accounts registered to a Nintendo Switch 2 or Nintendo Switch system, that used Nintendo Switch 2 or
Nintendo Switch software one or more times during the 12-month data aggreg ation period. In addition, the
count does not include use of services such as Nintendo eShop. Past usage data is collected when the
hardware is connected to the internet, so the results are revised retroact ively.
Nintendo Co., Ltd.
13

14
Over 8 million units
Cumulative Global Sell-Through
Note: As of August 5, 2026
Sell-Through of Tomodachi Life: Living the Dream
Nintendo Estimates
•Looking at software sell-through, the Nintendo Switch title Tomodachi Life: Living
the Dream
has shown strong sales. Cumulati ve global sell-through has exceeded 8
million units, and it is being enjoyed by people of all ages, regardless of gender.
• Consumers are able to play Nintendo Switch software with Nintend o Switch 2, and
many people are taking advantage of this feature. For Nintendo Switch software,
we will also continue to communicate the appeal of our evergree n titles by
leveraging our hardware installe d base, while working to maintain user awareness
and expand sales.
Note: There are software titles that a re not compatible, and others that are limited to only ce rtain styles of play.
For more information, see: https://www.nintendo.com/us/gaming-s ystems/switch-2/transfer-
guide/compatible-games/
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Released First-Party Nintendo Switch 2 Titles
15
May 21, 2026June 25, 2026
July 23, 2026
• The titles shown here were releas ed for Nintendo Switch 2 during this fiscal year.
We released
Yoshi and the Mysterious Book in May, Star Fox in June, and Splatoon
Raiders
in July.
• We believe that releasing new titles at regular intervals is cr ucial for building a
foundation on which to expand ou r hardware installed base. This continuous
release of new titles helps expa nd our hardware to a wider rang e of consumers.
Nintendo Co., itd.
NR

Announced First-Party Nintendo Switch 2 Titles
16 2027
September 17, 2026 October 22, 2026
2026 2027
Part 1: August 5, 2026
Part 2: Late 2026
Part 3: 2027
• The titles shown here are exampl es of first-party Nintendo Switch 2 titles we plan
to release in the future. Only previously announced titles are included.
• For
Pokémon Pokopia , we have released Part 1 of the Pokémon Pokopia Expansion
Pass paid add-on content on August 5. We plan to release Part 2 in late 2026 and
Part 3 in 2027, continuously deli vering new content so consumers can enjoy the
title for a long time.

Fire Emblem: Fortune’s Weave is scheduled to be released in September. This title
offers the deep strategic gameplay characteristic of the series , along with a
compelling story woven by captivating characters.

Nintendo Switch Sports Resort is slated for release in October. With this title,
players can easily enjoy a variety of sports through intuitive motion controls.

The Legend of Zelda: Ocarina of Time is also scheduled to be released this year.
• In addition,
Xenoblade Genesis , Pokémon Winds and Pokémon Waves , the latest
games in their respective series, are slated for release in 202 7.
• These games—which include evergreen titles that we anticipate t o have stable
sales over the long term—take advantage of the enhanced perform ance and new
features of Nintendo Switch 2, and we believe they will all bec ome major
contributors toward expanding the Nintendo Switch 2 user base.
Note: In Japan, Pokémon Pokopia is released and sold by The Pokémon Company.
Nintendo Co., itd.
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Announced Third-Party Nintendo Switch 2 Titles
•These are some examples of title s for Nintendo Switch 2 from other software
publishers that will be released in July of 2026 and beyond.

Nintendo Co., itd.
NT

Announced Third-Party Nintendo Switch 2 Titles
•With the support of software pub lishers, a wide variety of titles have been released
since launch. In addition, the announcement of new titles means the lineup will
appeal to an even broader range of consumers.
• Many software publishers are con tributing to the Nintendo Switch 2 software
lineup. There are more titles for Nintendo Switch 2 than there were in the first year
for Nintendo Switch, and numerous other titles are in active de velopment.
• With Nintendo Switch 2 now in its second year since launch, we believe this further
expansion of the software lineup will lead to expansion of the installed base.

Nintendo Co., itd.
NU

The Super Mario Galaxy Movie
•Total box-office revenue has exceeded 1 billion U.S. dollars, the second-highest total ever
for a film based on a video game , with the highest being the previous installment.
• Transcends the boundaries of dedic ated video game platforms to create points of contact
between Nintendo characters and people all over the world.
19
•In the field of movies and videos, The Super Mario Galaxy Movie began its global
release on April 1, 2026.
• The movie has drawn a broad audi ence of all ages around the world, and the
cumulative global box-office revenue has exceeded 1 billion U.S. dollars. This
represents the second-highest box office performance of all tim e for a film based
on a video game, behind the previous installment,
The Super Mario Bros. Movie .
• In addition to Japan, North America, and Europe, which are the largest markets for
Nintendo’s dedicated video game platform business, many people also made their
way to theaters to see the movie in other regions such as Central and South
America and Asia/Oceania. In par ticular, it serves as an opportunity for consumers
in regions where dedicated video game platforms are not yet widely adopted to
experience Nintendo content for the first time.
• We believe that our initiatives in movies and videos can transc end the boundaries
of the dedicated video game plat form business and provide opportunities for
people all over the world to beco me aware of Nintendo characters. The movie
highlights individual characters and enables audiences to discover new aspects of
their appeal. These factors form an important foundation for people to choose
Nintendo for unique, family-friendly entertainment, regardless of whether they
have previous experience with our games.
• A live-action movie of
The Legend of Zelda is planned for release in 2027. Going
forward, we will take a variety of approaches to continually create contact points
with Nintendo characters all over the world, working to convey the appeal of
Nintendo’s entertainment offerings to an even wider audience.

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Construction of the Technology Development Center
•A new research and development b ase for software and hardware.
• Will have the functions and infras tructure required for future research and
development, including development servers.
20
Nintendo Co., Ltd.
Technology Development Center
Facility name
11-1 Kamitoba Hokotate-cho, Minami-ku, Kyoto
Location
6,084.00 ㎡
Building area
49,305.87 ㎡
Floor area
9 floors above ground, 1 floor below ground
Stories
Planned for March 2029
Completion
Rendering of the
Technology Development Center * Building construction cost: ¥121 b illion (current estimate as stated
in the Annual Report)
• Finally, I would like to talk about the construction of the Tec hnology Development
Center.
• Nintendo is currently building th e Technology Development Center on the land that
we acquired from Kyoto City in 2022.
• The Technology Development Center will serve as a new research and
development base for Nintendo’s software and hardware. In addit ion to office
space for developers, the facility will have the functions and infrastructure required
for future research and developme nt, including development servers, and Nintendo
plans to continue investing in the center.
• As an overview of the construction, the building will have a total floor area of
49,305.87 ㎡, with 9 floors above ground and 1 floor below groun d and is planned to
be completed in March 2029. The c ost of construction is currently estimated at 121
billion yen, as noted in the Annual Report.
• Through the construction of the Technology Development Center a nd further
investment in research and development, Nintendo will continue to create more
reasons for consumers to choose Nintendo for unique, family-fri endly
entertainment, while striving to deliver Nintendo’s unique and original
entertainment to everyone around the world.

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OM

3. Reference Materials
21
[Disclaimers]
The contents of these materials are based upon the information available and the judgments which can be made
at the time of the announcement. Nintendo is not responsible for updating or changing these materials if the
information presented changes due to future circumstances or fo r other reasons.
Also, forecasts referred to in these materials involve known and unknown risks and uncertainties. Please note that
such risks and uncertainties may cause actual results to be materially different from the forecasts.

kintendo=CoKI=itdK
ON

Sales Breakdown (by Region)million yen
FY27/Q1
Dedicated video game platform
IP related income, etc.
FY26/Q1
Dedicated video game platform
IP related income, etc.
Dedicated video game platform : Includes hardware (including accessories and amiibo) and software (including downloadable versions of packaged software,
download-only software, add-on content and Nintendo Switch Online)
IP related income, etc. : Includes income from movies and videos, smart-device content, royalties,
and merchandise sales at official stores.
Supplementary Information
million yen
Depreciation of property, plant and equipment
Research and development expenses
Advertising expenses
Average exchange rate 1 USD =
1 Euro =
Consolidated net sales in U.S. dollars
Consolidated net sales in Euros
Non-consolidated purchases in U.S. dollars
Balance of Major Assets and Liabilities in Foreign Currencies held by Nintendo Co., Ltd. (Japan) million U.S. dollars/Euros
USD Cash and deposits Accounts receivable-trade
Accounts payable-trade
Euro Cash and deposits Accounts receivable-trade 102,204 198,016 121,004 61,784
483,009
Japan
The Americas
Europe Other Total
Total 114,532 218,564 122,365 62,35112,328 20,547 1,361 566 34,803
517,813
Japan The Americas
Europe Other Total
572,363
107,409 226,348 133,638 88,184
555,581
9,905 5,538 943 394 16,782
Total 117,315 231,887 134,582 88,578
FY26/Q1 FY27/Q1 FY27 (forecast)
3,170 2,85511,000
38,981 49,133190,000
37,091 28,602120,000
144.48 yen 159.38 yen 150.00 yen
163.91 yen 185.27 yen 175.00 yen
1.5 billion 1.3 billion –
0.8 billion 0.6 billion –
2.2 billion 2.0 billion –
March 31, 2026 June 30, 2026March 31, 2027
(Forecast)
1,617 1 USD=
159.31 yen 1,732
1 USD=
162.39 yen 1 USD=
150.00 yen
Balance Exchange Rate Balance Exchange Rate
Assumed Exchange Rate
1 Euro=
185.25 yen 1 Euro=
175.00 yen
384
383
637
559
1,177 1,436
963 1 Euro=
183.28 yen 444

kintendo CoKI itdK
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Digital Sales billion yen
[Notes] ・Digital Sales: Includes (a) downloadable version of packaged software (the downloadable version
of software that is offered both physically and digitally), (b) download-only software, (c) add-on
content and (d) Nintendo Switch Online, etc.
・Proportion of Digital Sales: Proportion of digital sales to total dedicated video game platform
software sales
・Proportion of Downloadable Versions of Packaged Software Sales: Proportion of downloadable
versions of packaged software sales to total digital sales [= a/(a+b+c+d)]
Key Indicators
[Notes] ・Proportion of Sales Outside of Japan: Proportion of sales outside of Japan to total sales
・Proportion of Hardware Sales: Proportion of hardware (including accessories) sales to total
dedicated video game platform sales
・Proportion of First-Party Software Sales: Proportion of first-party software sales to total dedicated
video game platform software sales76.9%
66.7%74.7%
79.5%
73.2%67.2%
77.2% 69.8%74.9%
65.1% 51.8% 64.8% 68.7% 81.9% 73.8%
79.5% 79.5% 73.9% 75.6% 78.8% 67.2% Q3 Q4 Q1 Q2 Q3 Q4
Q1 Q2 Q3 Q4 Q1 Q2
77.9%
55.3%
FY26 FY26FY26
82.6%
FY27
FY27FY27
Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 407.6
54.6% 52.2%
Proportion of Sales Proportion of Hardware Sales Proportion of First-Party
Outside of Japan Software Sales
155.5
54.5% 46.3%
282.0 50.4% 51.9%
46.1% 67.2% 42.3% 49.5% 58.7% 52.9%
69.8 85.6 126.5 125.6 59.3% 51.2% Q3 Q4 Q1 Q2 Q3 Q4
Q1 Q2 Q3 Q4 Q1 Q2 FY26
FY26FY26
63.3%
132.7 61.5% Proportion of Downloadable
Digital Sales Proportion of Digital Sales
Versions of Packaged
Q3 Q4 Q1 Q2 Q3 Q4 Software Sales
FY27 FY27FY27
Q1 Q2 Q3 Q4 Q1 Q2

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Sales Units and Sales Units Forecastunits in ten thousands
Nintendo Switch 2 Hardware Japan
The Americas
Europe
Other
Total
Software Japan
The Americas
Europe
Other
Total
Nintendo Switch Hardware (Total) Japan
The Americas
Europe
Other
Total
of which Nintendo Switch Japan
The Americas
Europe
Other
Total
of which Nintendo Switch Japan
– OLED Model The Americas
Europe
Other
Total
of which Nintendo Switch Lite Japan The Americas
Europe
Other
Total
Software Japan
The Americas
Europe
Other
Total
[Notes] ・Software sales units include both packaged and downloadable versions of software, and do not
include download-only software or add-on content.
・Actual software sales units include the quantity bundled with hardware or other products.
・Forecasted software sales units do not include the quantity to be bundled with hardware
or other products.
・Packaged versions of Nintendo Switch 2 Edition software are included in Nintendo Switch 2
software sales units, and downloadable versions are included in Nintendo Switch software
sales units. Sales of upgrade packs are not included in software sales units. 208 122 795
134 96 537
FY26/Q1 FY27/Q1 Life-to-date
Forecast
FY27
127 104 670
176 299 1,616
331 350 2,098 113 59 366
582 382 2,368 1,650
867 946 5,817 6,000
33 21 3,855
242 203 1,440
117 94 663
17 15 1,809
98 66 15,659 200
30
20 5,980
17 11 4,014
6 6 2,696
1 1 1,122
5
4 2,114
11 6 3,843
10 9 958
8 3 734
22
16 9,775
18 8 1,010
10 9 732
9 5 1,179
15
12 522
52 33 3,223
23 18 2,661
544 855 31,055 3
3 584
1 1 165
184 312 12,319
2,440 3,381 156,195 10,500 1,021 1,424 67,643 690 791 45,178

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Million-Seller Nintendo First-Party Titles
units in ten thousands
Pokémon Pokopia (*1)
Tomodachi Life: Living the Dream
[Notes] ・Software sales units include those bundled with hardware or other products and downloadable
versions of packaged software.
*1 This title is published by The Pokémon Company in Japan, and by Nintendo outside of Japan.
*2 This title was released during the current fiscal year, however a portion of sell-in shipments
made ahead of release was recorded in the previous fiscal year.
Launch Dates of Primary Nintendo Products (April through June 2026)
Nintendo Switch 2
(Software)
Xenoblade Chronicles X: Definitive Edition – Nintendo Switch 2 Edition (*2/*3)
Yoshi and the Mysterious Book
Xenoblade Chronicles: Definitive Edition – Nintendo Switch 2 Edition (*2/*4)
Star Fox
Nintendo Switch
(Software)
Pokémon Champions (*1)
Hello, Yoshi! (*1)
Tomodachi Life: Living the Dream
[Notes] ・Release dates may differ by region. Please refer to the official site of each region for further details.
*1 This title is available in digital format only. (“Pokémon Champions” and “Hello, Yoshi!”
are available for free download.)
*2 Owners of the packaged or downloadable versions of the game for Nintendo Switch will be able to
purchase the upgrade pack to upgrade to the Nintendo Switch 2 Edition.
*3 The downloadable version was released on 2/19/2026.
*4 The release date for the packaged version is 7/30/2026.
4/8/2026
Release Date
4/9/2026
Nintendo Switch
FY27/Q1 Life-to-date
Global Japan Outside of
Japan
Global
Nintendo Switch 2
FY27/Q1 Life-to-date
Global Japan Outside of
Japan
Global
Release Date
127 – 127 368
6/9/2026
4/16/2026
5/21/2026
794 255 539
796 (*2)
4/16/2026
6/25/2026

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Launch Schedule of Primary Nintendo Products (extracts: July 2026 onwards)
Nintendo Switch 2
(Software)
Fitness Boxing 3: Your Personal Trainer – Nintendo Switch 2 Edition (*4)
Splatoon Raiders
Xenoblade Chronicles: Definitive Edition – Nintendo Switch 2 Edition (*1/*2)
Xenoblade Chronicles 2 – Nintendo Switch 2 Edition (*1/*3)
Fire Emblem: Fortune’s Weave
Nintendo Switch Sports Resort
Xenoblade Chronicles 3 – Nintendo Switch 2 Edition (*1)
The Legend of Zelda: Ocarina of Time
Pokémon Winds
Pokémon Waves
Xenoblade Genesis
(Software)
Rhythm Heaven Groove
[Notes] ・Launch dates and titles etc. are subject to change.
・Release dates may differ by region. Please refer to the official site of each region for further details.
*1 Owners of the packaged or downloadable versions of the game for Nintendo Switch will be able to
purchase the upgrade pack to upgrade to the Nintendo Switch 2 Edition.
*2 The downloadable version was released on 6/9/2026.
*3 The packaged version will release on 10/1/2026.
*4 This title is licensed to be released and sold as a Nintendo product outside of Japan.
7/2/2026
7/23/2026
2027
Release Date
7/30/2026
12/3/2026
Nintendo Switch
7/30/2026
7/16/2026
9/17/2026
10/22/2026
2026
2027
2027
Release Date

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Supplementary Information on Our Website
Earnings Releases, etc.・Earnings
Releases
・ Timely Discl
osure of Information, etc.
Financial Results Announcement/IR Events
・Corporate Management Policy Briefing Presentation Materials
・Financial Results Explanatory Materials, etc.
Financial Highlights
・Consolidated Statements of Income (Annual/ Quarterly)
・Consolidated Balance Sheet (Annual/ Quarterly)
・Consolidated Cash Flows (Annual)
・Key Figures per Share (Annual)
・Geographical Sales Breakdown (Annual/ Quarterly)
・Sales Breakdown by Category (Annual/ Quarterly)
Dedicated Video Game Sales Units
・Total Unit Sales (Life-to-date)
・Unit Sales (Annual/ Quarterly)
Top Selling Title Sales Units
・Top selling Nintendo software sales units on an accumulated basis
Historical Data (Updated at fiscal year-end)
・Consolidated Statements of Income Transition
・Consolidated Sales Transition by Region
Upcoming Software Title Lineup (Japan /United States /Europe )
・Upcoming Software Publishers’ Title Lineup
[Notes] ・Corresponding pages on our website can be accessed by clicking on the titles above.
・Financial Highlights will be updated within 2 business days of our financial announcement.

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