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Nintendo Nintendo Co. , Ltd. Financial Results Explanatory Material 1st Quarter of Fiscal Year Ending March 2027 Nintendo Co. , Ltd. August 6 , 2026 1 1
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1. Consolidated Financial Results and Outlook 2 Nintendo Co., Ltd. 2
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Consolidated Financial Highlights ComparisonFY27/Q1FY26/Q1 %-9.5bn yen517.8bn yen572.3Net sales %+150.5bn yen142.5bn yen56.9Operating profit pt.+17.6%27.5%9.9Operating profit ratio %+115.1bn yen206.1bn yen95.8Ordinary profit %+53.5bn yen147.4bn yen96.0Net profit pt.+11.7%28.5%16.8Net 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, 2026. 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 by 9.5% year-on-year to 517.8 billion yen, operating profit rose by 150.5% to 142.5 billion 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 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. Nintendo Co., Ltd. 3
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Consolidated Sales ComparisonFY27/Q1FY26/Q1 %-9.5bn yen517.8bn yen572.3Net sales %-13.1bn yen483.0bn yen555.5Dedicated video game platform*1 %+107.4bn yen34.8bn yen16.7IP related income, etc.*2 *1 Includes hardware (including accessories and amiibo) and software (including downloadable versions of packaged software, download-only software, add-on content 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 game platform business declined by 13.1% year-on- year to 483.0 billion yen in the first quarter, due primarily to a decrease in unit sales of hardware. • IP related income rose by 107.4% year-on-year to 34.8 billion yen, due in part to the growth in income from movies and videos related to The Super Mario Galaxy Movie. Nintendo Co., Ltd. 4
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1.27 million units7.94 million units 5 ComparisonFY27/Q1FY26/Q1 Hardware %-34.4mil units3.82mil units5.82Nintendo Switch 2 %-31.8 mil units0.66 mil units0.98Nintendo Switch Software %+9.2 mil units9.46 mil units8.67Nintendo Switch 2 %+38.6 mil units33.81 mil units24.40Nintendo 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/Q1 Software 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/Q1 Hardware 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. Although Nintendo Switch 2 sales volume declined compared to the same quarter when 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 increased by 38.6% year- on-year to 33.81 million units. In addition to the solid performance of Tomodachi Life: Living the Dream, which sold 7.94 million units, and Pokémon Pokopia, which sold 1.27 million units, software sales were also bolstered by the wide variety of titles released by other software publishers, providing a robust lineup. Note: In Japan,Pokémon Pokopiais released and sold by The Pokémon Company. Note: Sell-in refers to sales by the Nintendo group to outside entities. In addition to units sold to corporate business partners, this number also includes units sold to individual consumers through Nintendo's direct- sales websites or as downloadable software. Nintendo Co., Ltd. 5
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Digital Sales ComparisonFY27/Q1FY26/Q1 %+90.0bn yen132.7bn yen69.8Digital sales*1 pt.+2.2%61.5%59.3Proportion 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 sales 6 29.5 42.4 74.3 66.4 84.040.3 43.2 52.2 59.2 48.6 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 Online, etc. Downloadable versions of packaged software Proportion of digital sales 132.7 bn125.6 bn126.5 bn85.6 bn69.8 bn • Next, we will talk about our digital 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 account 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 packaged 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 asMario Kart Worldis included in the number of software units sold, the corresponding revenue is not recognized as software sales or digital sales. Note: When calculating digital sales, sales of Nintendo software are recognized as gross sales, while sales of software released by other software publishers are recognized as net sales. For software released by other publishers, the sales commissions that Nintendo receives based on contracts with the software publishers or other parties are recognized as revenue. Nintendo Co., Ltd. 6
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Gross Profit Main Variable Factors ComparisonFY27/Q1FY26/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 sales *2 Proportion of sales to total dedicated video game platform software sales ComparisonFY27/Q1FY26/Q1 %+52.0bn yen281.3bn yen185.1Gross profit pt.+22.0%54.3%32.3Gross 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%, reflecting 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 previously been recorded as cost of sales, among other factors. Nintendo Co., Ltd. 7
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ComparisonFY27/Q1FY26/Q1 %+8.2bn yen138.8bn yen128.2SG&A expenses pt.+4.4%26.8%22.4SG&A expenses-to-sales ratio %+150.5bn yen142.5bn yen56.9Operating profit pt.+17.6%27.5%9.9Operating 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 ComparisonFY27/Q1FY26/Q1 %+26.0bn yen49.1bn yen38.9 Research and development expenses %-22.9bn yen28.6bn yen37.0Advertising expenses Selling, General and Administrative 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 advertising 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 increased by 17.6 points to 27.5%. Nintendo Co., Ltd. 8
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Ordinary Profit and Net Profit ComparisonFY27/Q1FY26/Q1 %+62.3bn yen63.7bn yen39.2Non-operating income %+642.7bn yen16.8bn yen2.2included foreign exchange gains %-52.9bn yen0.1bn yen0.3Non-operating expenses %+115.1bn yen206.1bn yen95.8Ordinary profit %+53.5bn yen147.4bn yen96.0Net profit pt.+11.7%28.5%16.8Net profit ratio 9 ComparisonFY27/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 gains 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. Nintendo Co., Ltd. 9
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10 Consolidated Financial Forecast Comparison FY27 (Forecast) FY26 (Actual) %-11.4bn yen2,050.0bn yen2,313.0Net sales %+2.7bn yen370.0bn yen360.1Operating profit %-20.7bn yen430.0bn yen542.1Ordinary profit %-26.9bn yen310.0bn yen424.0Net profit yen-57yen162yen219Annual dividend Assumptions for the FY27 Financial Forecast • Regarding the impact of U.S. tariff 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 factored into cost of sales. • Assumed exchange rates are 150 yen per U.S. dollar and 175 yen per euro. The consolidated financial forecast for the fiscal year ending March 2027 remains unchanged from the forecast 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. Nintendo Co., Ltd. 10
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Comparison FY27 (Forecast) FY26 (Actual)Sales units forecast Nintendo Switch 2 %-16.9mil units16.50mil units19.86Hardware %+23.2mil units*260.00mil units*148.71Software Nintendo Switch %-47.4mil units2.00mil units3.80Hardware %-23.3mil units*2105.00mil units*1136.91Software *1 FY26 software sales units include software bundled with hardware or other products during the 12 months ended March 31, 2026 (approx. 12.60 million units of Nintendo Switch 2 software and 0.96 million units of Nintendo Switch software). Of the Nintendo Switch software mentioned above, approximately 0.51 million units were bundled with Nintendo Switch 2 hardware. *2 Forecasted software sales units do not include the quantity bundled with hardware or other products during the fiscal year. During the 3 months ended June 30, 2026, approximately 0.35 million units of Nintendo Switch 2 software and 0.10 million units of Nintendo Switch 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 involve 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 (earnings, dividend, and other results) to be materially different from the forecasts. Nintendo Co., Ltd. 11
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2. Business Highlights 12 • I would now like to turn to our business highlights. Nintendo Co., Ltd. 12
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FY18 FY19 FY20 FY21 FY22 FY23 FY24 FY25 FY26 FY27 • Q1 Nintendo Switch 2 hardware sell-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 FY2027FY2026 Hardware Sell-Through and Annual Playing Users ■Nintendo Switch ■Nintendo Switch 2 Global Sell-Through (April Through June) • I will start by talking about hardware 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 level seen in the same quarter of last fiscal year, which was when the console launched. 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 stable relationship with consumers, and this relationship is serving as a foundation supporting the smooth transition from Nintendo Switch to Nintendo Switch 2. Note: Sell-through refers to sales to individual 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 price revisions, see the May 8 news release: https://www.nintendo.co.jp/corporate/release/en/2026/260508.html Note: The number of annual playing users refers to the number of Nintendo Accounts, out of all Nintendo Accounts registered to a Nintendo Switch 2 or Nintendo Switch system, thatused Nintendo Switch 2 or Nintendo Switch software one or more times during the 12-month data aggregation 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 retroactively. Nintendo Co., Ltd. 13
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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. Cumulative 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 Nintendo 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 evergreen titles by leveraging our hardware installed base, while working to maintain user awareness and expand sales. Note: There are software titles that are not compatible, and others that are limited to only certain styles of play. For more information, see: https://www.nintendo.com/us/gaming-systems/switch-2/transfer- guide/compatible-games/ Nintendo Co., Ltd. 14
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Released First-Party Nintendo Switch 2 Titles 15 May 21, 2026 June 25, 2026 July 23, 2026 • The titles shown here were released 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 crucial for building a foundation on which to expand our hardware installed base. This continuous release of new titles helps expand our hardware to a wider range of consumers. Nintendo Co., Ltd. 15
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Announced First-Party Nintendo Switch 2 Titles 162027 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 examples 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 delivering 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 2027. • These games—which include evergreen titles that we anticipate to have stable sales over the long term—take advantage of the enhanced performance and new features of Nintendo Switch 2, and we believe they will all become major contributors toward expanding the Nintendo Switch 2 user base. Note: In Japan,Pokémon Pokopiais released and sold by The Pokémon Company. Nintendo Co., Ltd. 16
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Announced Third-Party Nintendo Switch 2 Titles • These are some examples of titles for Nintendo Switch 2 from other software publishers that will be released in July of 2026 and beyond. Nintendo Co., Ltd. 17
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Announced Third-Party Nintendo Switch 2 Titles • With the support of software publishers, 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 contributing 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 development. • 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., Ltd. 18
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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 dedicated 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 audience 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 time 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 particular, 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 transcend the boundaries of the dedicated video game platform business and provide opportunities for people all over the world to become 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. Nintendo Co., Ltd. 19
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Construction of the Technology Development Center • A new research and development base for software and hardware. • Will have the functions and infrastructure required for future research and development, including development servers. 20 Nintendo Co., Ltd. Technology Development CenterFacility name 11-1 Kamitoba Hokotate-cho, Minami-ku, KyotoLocation 6,084.00 ㎡Building area 49,305.87 ㎡Floor area 9 floors above ground, 1 floor below groundStories Planned for March 2029Completion Rendering of the Technology Development Center * Building construction cost: ¥121 billion (current estimate as stated in the Annual Report) • Finally, I would like to talk about the construction of the Technology Development Center. • Nintendo is currently building the 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 addition to office space for developers, the facility will have the functions and infrastructure required for future research and development, 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 ground and is planned to be completed in March 2029. The cost of construction is currently estimated at 121 billion yen, as noted in the Annual Report. • Through the construction of the Technology Development Center and further investment in research and development, Nintendo will continue to create more reasons for consumers to choose Nintendo for unique, family-friendly entertainment, while striving to deliver Nintendo’s unique and original entertainment to everyone around the world. Nintendo Co., Ltd. 20
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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 for 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. Nintendo Co., Ltd. 21
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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 62,351 12,328 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 2,855 11,000 38,981 49,133 190,000 37,091 28,602 120,000 144.48 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, 2026 March 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 yen384 383 637 559 1,177 1,436 963 1 Euro= 183.28 yen 444 Nintendo Co., Ltd. 22
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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 sales 76.9% 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 Q4Q1 Q2 Q3 Q4 Q1 Q2 77.9% 55.3% FY26 FY26 FY26 82.6% FY27 FY27 FY27 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 Q4Q1 Q2 Q3 Q4 Q1 Q2 FY26 FY26 FY26 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 FY27 FY27 Q1 Q2 Q3 Q4 Q1 Q2 Nintendo Co., Ltd. 23
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Sales Units and Sales Units Forecast units 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 Nintendo Co., Ltd. 24
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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 Nintendo Co., Ltd. 25
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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 Nintendo Co., Ltd. 26
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Supplementary Information on Our Website Earnings Releases, etc. ・Earnings Releases ・Timely Disclosure 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. Nintendo Co., Ltd. 27