Via Joystiq a bit of good news for SEGA fans, and even better news for SEGA parent company Sega Sammy Holdings. Sega Sammy revealed their financial results for the fiscal year ending March 31st, 2013, making note of a net profit of ¥33.5 billion ($331 million), an annual growth of 53.3 percent. However, Sega Sammy’s operating profit decreased year-on-year by 67.3 percent, down to ¥19.1 billion ($189 million). A large part of the net profit was through the sales of “investment securities” and transfers of employees’ pension benefits. Fun stuff.
Sega Sammy made note of a decreased demand for packaged games, and that the company has to adapt towards games on social networks and mobile devices. Don’t freak out, as the packaged games that SEGA has released have been quite successful. Aliens: Colonial Marines, despite all the bad press and low review scores, shipped 1.31 million units. Sonic & All Stars Racing Transformed shipped 1.36 million units. SEGAbits reader, and tipster ROJM notes that Sonic & All Stars Racing Transformed just might be the most succesful non-Mario related spin-off Sonic game in the third party Sega era. Football Manager 2013 is noted as selling just under 1 million, however Sports Interactive’s Miles Jacobson has recently tweeted that the title has since passed the 1 million mark. Yakuza 5 shipped 590,000 units. It should be noted that as a result of SEGA’s lessening of packaged games that the total number of packaged shipments saw a decline (down 10.8 million overall), but the decline makes sense and was surely expected.
The biggest success, gaming-wise, is Phantasy Star Online 2, with a subscription base of over 2.5 million on the the PC and Vita. As the game is free-to-play, this large number isn’t exactly a gauge for how much the game made in sales, but the company says in-game purchases have “exceeded forecasted levels.” So, the game is exceeding expectations. It’ll be interesting to see how these numbers change once PSO2 releases to the West. As for the future of SEGA, the company forecasts 11 games on PC, 7 on Wii U, 7 on PS3, 6 on 3DS, 5 on Vita, 4 on Xbox 360, and 2 on PSP in the fiscal year ending March 31 2014. The company estimates a 41 percent growth in net profit for the next fiscal year, up to ¥47 billion, or $464 million.
Update: SEGA’s future game forecast is SKU numbers, not game numbers. So say for example, the new Sonic game comes out on 3DS, that counts as one SKU for each region, so that would leave 3 SKU’s for 3DS, one of the other 3DS SKU’s is probably japan exclusive hatsune miku, so that leaves 2 3DS SKU left. Digital games aren’t taken into account for SEGA’s SKU forecast.
SEGA assured that the changes they made would help the company and it doesn’t seem they are lying. SEGA has reported increased profits for the first quarter of the current fiscal year. Sadly the consumer business is still reporting losses, however SEGA has really reduced the losses year-over-year. Sadly the losses are contributed to the lack of demand for home video games in the U.S. and Europe.
SEGA only shifted 1.34 million units this quarter, which is down 42.5 perfect compared to 2.33 million year-over-year. SEGA has also stated that their free-to-play game Kingdom Conquest has been downloaded over 3 million times. No idea how many people opted for buying upgrades and other pay-to-use items.
In SEGA’s first report since the recent news of the restructuring of their consumer division, this was always bound to be an interesting report. The numbers show a very mixed picture for the group as the Pachinko and Pachislot segment operating profits (¥71 billion yen/$889.4 million) and arcade sales (¥7.4 billion/$92.8 million) were quite healthy whilst amusement centres posted minor operating profits (¥355 million/$4.4 million) but the consumer division fared less well, hit back after the break to find out how much money SEGA’s consumer division lost for them.
On Friday, SEGA Sammy Holdings posted their 3rd quarter results for the fiscal year 2012. In it they gave out numbers for Sonic Generations, Mario & Sonic at the London Olympic Games 2012 and Hatsune Miku. Following the disaster that shaked Japan to its core, many Japanese business are recovering strongly but how did SEGA, in particular their consumer division, cope with the financial crisis in America and Europe? And did both their arcade operations and Sammy’s own business recover strongly from the disaster? Read on to find out.
SEGA Sammy posted their half year results for the period ending September 30th 2011. A difficult period saw that the publisher declined in both revenue and profit, numerous reasons from the natural disaster that struck Japan earlier this year that still holds ramification for the publisher today, to the weak global economy that is affecting consumer sales. In these tough times, read on to find out how the group managed.
SEGA-Sammy has changed their financial forecast, stating that they will make less revenue, yet make more profits.
SEGA-Sammy has changed their forecast due to recent software titles not selling as well as expected. But they reduced the cost of operation from their pachinko machine business, thus they will return profit instead of losses.
SEGA-Sammy orginally posted that they expected to make $2.15 billion in revenue, now they changed it to $1.96 billion. Revenue isn’t Profit. SEGA orginally forecasted that they will lose $39.11 million, now changed it to a profit of $26.08 million.
The first quarter of the year hasn’t been to kind to Japan and its video game industry. What with the tsunami and earthquakes that ravaged the lands. Its not that surprising seeing SEGA-Sammy post about losing revenue.
“During the first quarter of the fiscal year ending March 31, 2012, some uncertainty prevailed in the Japanese economy due to various impacts in the aftermath of the Great East Japan Earthquake that took place on March 11, 2011, including the concern for the availability of parts and materials and the struggle to cope with the shortage of electricity supply which is now likely to be prolonged”
This means that operating their Japanese studios, pachinko slots and arcade buildings cost more than previously, thus where some loses come in. But what about SEGA, the consumer division?
SEGA Sammy Holdings have posted remarkable results for the fiscal year of 2010 that has even beaten their intial projections. It has seen profits doubling from the previous year’s 20.2 billion yen to 41.5 billion yen (£317 million/$515.5 million) an amazing turn around for the group considering the heavy losses they incurred only a few years back. For those who would like a read through SEGA Sammy’s various segments, or catch up on sales of video games, arcade, pachinko and pachislot units, please read on.
SEGA-Sammy has posted a net income of ¥36,821 million (about $451 million), that’s 117.3% increased compared to last year. So what branch of SEGA made the most money? Not a big surprise. Pachinco/Pachislots division ranked in ¥54,666 million(about $670 million) operating income.
Coming in at a hot second was Amusement Machine Sales, which had a operating income of ¥8,458 million (about $103 million). Guess who isn’t losing money and didn’t come dead last? Consumer Business (SEGA you know and love, they make those games you play). They brought in an operating income of ¥2,811 million(about $34 million). Congrats SEGA!
SEGA-Sammy Holdings remained profitable during the second quarter of 2010. But how much did the company earn? A cool $302 million dollars, compared to the net loss of 78 million dollars the year prior.
We do a break down.