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News CommentarySega Sammy Holdings shows massive pachinko returns
Topic started: 3 Feb 2005 @ 21:46
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Thu, Feb 3, 05 @ 21:46
Results converted from Yen figures at Sega-Sammy's IR report.
Pachinko division
Sales: $2,123,801,772 (£1,127,407,428)
Costs: $1,272,372,365 (£675,431,236)
Profit: $851,429,407 (£451,976,192)
Costs = 60% of total sales.
Arcade manufacturing division
Sales: $611,408,704 (£324,562,642)
Costs: $549,751,215 (£291,832,134)
Profit: $61,657,489 (£32,730,508)
Costs = 90% of total sales.
Arcade operating division
Sales: $599,402,377 (£318,189,156)
Costs: $550,992,254 (£292,490,932)
Profit: $48,410,124 (£25,698,224)
Costs = 92% of total sales.
Consumer business
Sales: $472,393,146 (£250,767,067)
Costs: $521,120,744 (£276,633,820)
Profit: -$48,717,978 (-£25,861,646)
Costs = 110% of total sales. LOSS!
Other business
Sales: $175,371,253 (£93,094,778)
Costs: $176,958,628 (£93,937,426)
Profit: -$1,577,754 (-£837,541)
Costs = 101% of total sales. LOSS!
Corporate crap
Sales: -$139,573,545 (-£74,091,779)
Costs: -$113,309,705 (-£60,149,777)
Profit: -$26,254,219 (-£13,936,894)
Outgoings = 123% of income. LOSS!
NOTE: A minus figure in the costs obviously means they made money. Ask Sega-Sammy, not me.
Total pre-tax profit
Sales: $3,818,832,446 (£2,031,706,695)
Costs: $2,939,419,608 (£1,563,838,838)
Profit: $879,412,839 (£467,867,857)
Costs = 77% of sales.
Other stuff (taxes, minority interests, etc)
-$560,774,468 (-£298,344,915)
Total income for the nine-month period
$441,919,651 (£235,111,418)
Bear in mind that the online currency converter I used knocked out small change and such, so a certain margin of error is to be expected.
What can we get from this? Firstly, Pachinko = Money. The arcade operations bring in nearly $100 million in profit too. So what's the lead weight of the sales categories? Hello, consumer games. Notably, looking at Sega's US figures, games under-performing in that market. Even the massive sales (over 2 million) of ESPN NFL 2K5 didn't help, because all the money went to Take 2!
However, because the consumer games aspect of the company isn't nearly as important as it was before, this doesn't drag them down too much.
Successes for Sega in the past year include strong sales of Sonic Heroes, Football Manager 2005 and apparently Headhunter Redemption in Europe. However, in Japan, Heroes underperformed badly.
Over the course of the next year look for many of the old franchises to be returning to drive sales (this worked wonders for Shinobi). I don't see innovation going anywhere just yet, given the likes of Feel the Magic/Project Rub.
We shall see.
EDIT: Interesting bit here about how many copies they sold per region:
Japan: 7 games, 550,000 sales. Average sales per game: 78,571 copies.
USA: 11 games, 1.56 million sales. Average sales per game: 141,818 copies.
Europe: 7 games, 1.95 million sales. Average sales per game: 278,571 copies.
Draw your own conclusions from that...
Pachinko division
Sales: $2,123,801,772 (£1,127,407,428)
Costs: $1,272,372,365 (£675,431,236)
Profit: $851,429,407 (£451,976,192)
Costs = 60% of total sales.
Arcade manufacturing division
Sales: $611,408,704 (£324,562,642)
Costs: $549,751,215 (£291,832,134)
Profit: $61,657,489 (£32,730,508)
Costs = 90% of total sales.
Arcade operating division
Sales: $599,402,377 (£318,189,156)
Costs: $550,992,254 (£292,490,932)
Profit: $48,410,124 (£25,698,224)
Costs = 92% of total sales.
Consumer business
Sales: $472,393,146 (£250,767,067)
Costs: $521,120,744 (£276,633,820)
Profit: -$48,717,978 (-£25,861,646)
Costs = 110% of total sales. LOSS!
Other business
Sales: $175,371,253 (£93,094,778)
Costs: $176,958,628 (£93,937,426)
Profit: -$1,577,754 (-£837,541)
Costs = 101% of total sales. LOSS!
Corporate crap
Sales: -$139,573,545 (-£74,091,779)
Costs: -$113,309,705 (-£60,149,777)
Profit: -$26,254,219 (-£13,936,894)
Outgoings = 123% of income. LOSS!
NOTE: A minus figure in the costs obviously means they made money. Ask Sega-Sammy, not me.
Total pre-tax profit
Sales: $3,818,832,446 (£2,031,706,695)
Costs: $2,939,419,608 (£1,563,838,838)
Profit: $879,412,839 (£467,867,857)
Costs = 77% of sales.
Other stuff (taxes, minority interests, etc)
-$560,774,468 (-£298,344,915)
Total income for the nine-month period
$441,919,651 (£235,111,418)
Bear in mind that the online currency converter I used knocked out small change and such, so a certain margin of error is to be expected.
What can we get from this? Firstly, Pachinko = Money. The arcade operations bring in nearly $100 million in profit too. So what's the lead weight of the sales categories? Hello, consumer games. Notably, looking at Sega's US figures, games under-performing in that market. Even the massive sales (over 2 million) of ESPN NFL 2K5 didn't help, because all the money went to Take 2!
Take Two wrote:
Effective May 2004, we entered into a three-year agreement with SEGA Corporation, whereby we co-publish and exclusively distribute SEGA’s sports titles. Under our current arrangement, we are entitled to receive all of the revenue and profit, if any, from the sale of the sports titles developed by Visual Concepts and Kush, and we are obligated to pay for development and marketing costs of the sports titles. The agreement may be terminated by us under certain circumstances, including as a result of SEGA’s failure to obtain licenses from the major sports leagues and players associations.
However, because the consumer games aspect of the company isn't nearly as important as it was before, this doesn't drag them down too much.
Successes for Sega in the past year include strong sales of Sonic Heroes, Football Manager 2005 and apparently Headhunter Redemption in Europe. However, in Japan, Heroes underperformed badly.
Over the course of the next year look for many of the old franchises to be returning to drive sales (this worked wonders for Shinobi). I don't see innovation going anywhere just yet, given the likes of Feel the Magic/Project Rub.
We shall see.
EDIT: Interesting bit here about how many copies they sold per region:
Japan: 7 games, 550,000 sales. Average sales per game: 78,571 copies.
USA: 11 games, 1.56 million sales. Average sales per game: 141,818 copies.
Europe: 7 games, 1.95 million sales. Average sales per game: 278,571 copies.
Draw your own conclusions from that...
http://www.dreamcast-lives.tk
3 direct replies to this message.
Thu, Feb 3, 05 @ 22:59
F**k me, you've taken number crunching to a whole new level. Good work that man :-)
Atari 2600, ZX Spectrum+, Sega Megadrive, Sega Saturn, N64, Dreamcast, GBA, Xbox, Gamecube, Nintendo DS, Xbox 360... so far.
1 direct reply to this message.
Thu, Feb 3, 05 @ 23:28
If Sega doesn't continue to contribute to the gaming scene in favor of a more streamlined approach, it'll be a large sign that the entire gaming industry is heading into either a boring monopolized industry, or another crash.
--
http://pandaman27.deviantart.com/gallery - The Home of Awesome
http://pandaman27.deviantart.com/gallery - The Home of Awesome
No replies to this message.
Thu, Feb 3, 05 @ 23:49
kid_77 wrote:
F**k me, you've taken number crunching to a whole new level. Good work that man :-)
Heh, thank you!
AMENDMENT TO PREVIOUS POST
Somehow, I managed to screw up the Other Stuff category (taxes and stuff). The figures SHOULD read:
$427,703,345 (£227,548,017)
This makes things reasonably correct.
http://www.dreamcast-lives.tk
No replies to this message.
Fri, Feb 4, 05 @ 09:03
Wow! Well done Nik!
It's interesting that Europe is the second biggest market for Sega, as for most companies it seems to be the smallest.
You can't blame the Japanese for not lapping up Heroes. An epitome of poor design.
I don't think we have a Sega of old anymore. Sega can't appear to produce good games from it's classic franchises and it's last wave of critically-acclaimed games appeared on the Dreamcast.
What I find even more amusing is that, as Nik pointed out, we'll probably bein to see a Nintendo-style Sonic-this, Golden Axe-that, NiGHTS-pinball. I'm hoping they'll forget about S**tnobi - one of their worse 16 bit games.
Prehaps it's good that Sammy can now reorganise and make Sega profitable. Only with profit can they afford to create the mind-blowing games, and Sammy could provide the guidence and resources to allow this to happen.
It's interesting that Europe is the second biggest market for Sega, as for most companies it seems to be the smallest.
You can't blame the Japanese for not lapping up Heroes. An epitome of poor design.
I don't think we have a Sega of old anymore. Sega can't appear to produce good games from it's classic franchises and it's last wave of critically-acclaimed games appeared on the Dreamcast.
What I find even more amusing is that, as Nik pointed out, we'll probably bein to see a Nintendo-style Sonic-this, Golden Axe-that, NiGHTS-pinball. I'm hoping they'll forget about S**tnobi - one of their worse 16 bit games.
Prehaps it's good that Sammy can now reorganise and make Sega profitable. Only with profit can they afford to create the mind-blowing games, and Sammy could provide the guidence and resources to allow this to happen.
No longer frequenting SPOnG. It's been nice knowing you guys :).
2 direct replies to this message.
