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Why Nintendo’s Revenue Can Fall Even When Its Games Remain Popular

Popular games are only one part of Nintendo’s sales. Hardware launches, digital and movie income, bundles and tough year-on-year comparisons can shift revenue in either direction.
Length4 min Posted Quest giverVGSources Team
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Nintendo’s revenue can fall even while its games remain popular because hit-game sales are only one part of the company’s worldwide business. Hardware, software, digital purchases and services, and income from films, video and merchandise all contribute to reported sales. A new-console launch or an unusually strong prior-year lineup can also make the comparison period hard to match.

What Nintendo counts as revenue

Nintendo’s reported net sales cover more than standalone game sales. Its dedicated video-game-platform business includes hardware, software, accessories, amiibo and digital services. The company also reports IP-related income, which includes movies and videos, smart-device content, royalties and merchandise. Those streams can rise or fall on different schedules.

Nintendo’s fiscal year runs from April 1 through March 31: FY2025 covered April 2024–March 2025, and FY2026 covered April 2025–March 2026. The results below are worldwide consolidated figures; in FY2026, 76.9% of sales came from outside Japan. Net sales (revenue) should not be confused with operating profit, ordinary profit or net profit.

How the recent results illustrate the gap

Period Net sales Operating profit Relevant hardware and software figures
FY2025, year ended March 31, 2025 ¥1,164.9 billion ¥282.5 billion Hardware: 10.80 million units, down 31.2%; software: 155.41 million units, down 22.2% (Nintendo, FY2025 results, May 8, 2025: official results).
FY2026, year ended March 31, 2026 ¥2,313.0 billion ¥360.1 billion Switch 2: 19.86 million hardware units and 48.71 million software units (Nintendo, FY2026 results, May 8, 2026: official results).
April–June 2026 ¥517.813 billion, down 9.5% year on year ¥142.596 billion, up 150.5% year on year Switch 2 hardware: 3.82 million units; Switch 2 software: 9.46 million; Nintendo Switch software: 33.81 million (Nintendo’s FY2027 first-quarter filing, August 6, 2026; Japanese-language filing hosted by Japan IR: filing).

The fiscal-year comparisons show a console transition’s effect on the top line: the Switch 2 launch in June 2025 helped FY2026 sales more than double FY2025’s total. The following April–June quarter then faced a comparison with the prior-year Switch 2 launch period. Its lower revenue does not, on its own, show that games had lost popularity.

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Why popular games do not guarantee higher sales

The comparison period may have been exceptional

Year-on-year revenue compares one period with the same period a year earlier, not with an average year. Nintendo said FY2025 hardware and software sales both declined against a prior fiscal year substantially driven by The Legend of Zelda: Tears of the Kingdom and Super Mario Bros. Wonder. Even with 24 million-seller titles in FY2025, including third-party games, that year’s total was lower. A game can sell well while the overall period still trails a comparison period with stronger releases.

A console launch changes volume and value

Hardware is part of revenue, so the number and price of consoles sold affect the total. Nintendo sold 19.86 million Switch 2 systems in FY2026. Its FY2026 nine-month explanatory presentation said the Switch 2’s higher individual unit price than the Switch contributed to net-sales growth. When the launch surge passes, the next comparable period may have fewer hardware sales even if software remains strong.

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Digital and IP income move on different schedules

FY2025 digital sales were ¥326.0 billion, down 26.5%, mainly because sales of downloadable Nintendo Switch packaged software decreased. Mobile and IP-related sales were ¥67.6 billion, down 27.0%, mainly due to lower revenue related to The Super Mario Bros. Movie, which opened in April 2023. These declines can weigh on the company’s total independently of whether individual games remain appealing.

In FY2026, digital sales reached ¥407.6 billion, up 25.0%, while IP-related sales were ¥73.5 billion, down 9.7%, mainly because of lower movie-related revenue. In April–June 2026, digital sales rose 90.0% year on year and IP-related sales rose 107.4%, with the IP-related increase associated with The Super Mario Galaxy Movie. These figures illustrate why different parts of Nintendo’s business can offset or amplify one another. (Sources: FY2025 results; FY2026 results; April–June 2026 filing.)

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Why revenue, profit and game-unit counts can tell different stories

Hardware mix can raise sales but weigh on margins

Nintendo’s FY2026 nine-month presentation explained that hardware made up a larger share of sales after Switch 2 launched, and that Switch 2 hardware had a lower margin than Switch hardware. That mix reduced gross-profit margin even as both revenue and gross profit rose. Gross margin is not revenue: a lower margin does not mean the company sold less, and it does not by itself determine operating profit.

Bundles complicate software comparisons

Nintendo classifies all revenue from software bundled with hardware as hardware sales. A game’s reported unit total can therefore include bundled copies without those copies generating separately reported software revenue. Nintendo’s title and cumulative sales data are useful indicators of volume and popularity, but they are not a direct measure of standalone software revenue. The company’s sales-data pages report cumulative hardware and software units through June 30, 2026, and include bundled units in title totals: hardware and software sales data.

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Lower sales can coincide with higher operating profit

In April–June 2026, operating profit rose even as net sales fell. Nintendo attributed the improved operating profit to steady software sales and software’s greater share of sales, as well as a refund of U.S. IEEPA tariffs previously recorded in cost of sales. The quarter also included strong individual game sales: Tomodachi Life: Living the Dream sold 7.94 million units. This is why a revenue decline should not be treated as proof that games were unpopular—or as a complete account of profitability. (Source: Nintendo’s April–June 2026 filing.)

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A practical way to read a Nintendo revenue decline

  1. Check the exact period. Identify the fiscal year or quarter and compare it with the matching prior-year period. Nintendo’s financial results are available from its investor relations results page.
  2. Look for a hardware-cycle effect. Note whether the period includes a console launch, a launch-year surge or a transition between systems; compare hardware units and, where stated, the effect of price and product mix.
  3. Separate game volume from game revenue. Check whether the unit figures include bundles, and do not treat a reported game-unit total as equivalent to standalone software sales.
  4. Check digital and IP-related sales. Downloadable software, movies and other IP businesses can move separately from physical game sales.
  5. Read profit measures separately. Compare net sales with gross profit, operating profit and other profit measures, and account for stated factors such as product mix or one-time refunds.

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