Haha, gotta love press releases.
Great unintentionally funny read:
Nintendo GameCube: the Only Home Console with Positive Growth in 2003
REDMOND, Wash.--(BUSINESS WIRE)--Jan. 15, 2004--Around the world and around the block, Nintendo has taken a leadership position in the video game industry. Hardware and software sales in 2003 made significant leaps over 2002, and Nintendo's success bumped Microsoft's Xbox to the No. 3 position in the 2003 console wars.
Global holiday sales for Nintendo GameCube(TM) in 2003 outpaced 2002 by a whopping 70 percent, and Nintendo does not plan to change its global sales target of 6 million Nintendo GameCube systems this fiscal year.
Nintendo estimates for 2003, Nintendo GameCube U.S. hardware sales increased by more than 35 percent over 2002; Sony's PlayStation 2 dropped by about 25 percent and Xbox showed no relevant market growth. In December alone, Nintendo GameCube hardware sales soared 69 percent over December 2002, compared to a drop of about 30 percent for PlayStation 2. Again, Xbox showed little change.
U.S. sales got a boost from a Sept. 25 price drop, which brought Nintendo GameCube to an MSRP of $99.99. Now Nintendo GameCube has nearly 6.8 million units sold in the U.S. since its 2001 launch. And Mario Kart®: Double Dash!!(TM) has become the fastest-selling Nintendo GameCube game in the United States, selling more than 1 million units in just seven weeks.
"With the price drop for Nintendo GameCube and strong games across the board, we expected to have a good holiday season, but these numbers surpassed even our best projections," explains George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. "Nintendo GameCube and Game Boy Advance have become the engines powering the video game industry this year."
The hand-held Game Boy® Advance also saw double-digit increases in the United States, with nearly 2.5 million units sold in December, an 11 percent increase over December 2002. Nintendo sold more than 8.2 million Game Boy Advance systems in 2003, an increase of 18 percent over 2002 and the most sold in one calendar year in the 14-year history of the Game Boy. In 2003, the Game Boy Advance outsold PlayStation 2 by nearly 2 million units.
Nintendo also led the way during the holiday season's software boom. The 2003 sales for Nintendo GameCube software increased 63 percent over 2002, while Xbox software increased 54 percent and PlayStation 2 software increased 23 percent. Nintendo expects to continue riding the wave of success through 2004, with a steady flow of strong software titles, including Final Fantasy®: Crystal Chronicles(TM) in February and Pokemon Colosseum(TM) in March.
The worldwide leader and innovator in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its popular home and portable video game systems. Each year, hundreds of all-new titles for the best-selling Game Boy® Advance and Nintendo GameCube(TM) systems extend Nintendo's vast game library and continue the tradition of delivering a rich, diverse mix of quality video games for players of all ages. Since the release of its first home video game system in 1983, Nintendo has sold more than 1.8 billion video games globally, creating enduring industry icons such as Mario(TM) and Donkey Kong® and launching popular culture franchise phenomena such as Metroid®, Zelda(TM) and Pokemon®. A wholly owned subsidiary, Nintendo of America Inc., based in Redmond, Wash., serves as headquarters for Nintendo's operations in the Western Hemisphere.
And the competition:
Sony Computer Entertainment America's Holiday Sales Carry Industry in Key Selling Season, Generating $2 Billion in Retail Revenue
Global Company Achieves 70-Million-Unit Shipment Milestone on PlayStation(R)2, Creating New Growth Opportunities and Industry-Wide Confidence in 2004
FOSTER CITY, Calif., Jan. 14 /PRNewswire/ -- Sony Computer Entertainment America Inc. announced today impressive holiday sales results that will help fuel the momentum behind the videogame category as a whole for optimistic 2004 forecasts. The company delivered on its promise to expand the massive PlayStation(R)2 community in North America, greatly outperforming competitive offerings. The global success of the PlayStation business, unique among current platforms, is further demonstrated by a simultaneous announcement by Sony Computer Entertainment Inc. that highlights a historic worldwide product
shipment milestone of more than 70 million PlayStation 2 units life to date.
Despite a competitive pricing environment, Sony Computer Entertainment America continued to grow its massive consumer user base by adding close to three million additional PlayStation 2 hardware units during the key holiday selling season. Specifically, Sony Computer Entertainment America sold close to one million PlayStation 2 computer entertainment systems in November and more than two million additional units during December. More than 31 percent
of PlayStation 2 hardware sales came as a result of the newly introduced PlayStation(R)2 Combo Pack [includes the PlayStation 2 console, Network Adaptor (Ethernet/modem) (for PlayStation(R)2), and a copy of the online-enabled game, ATV Offroad Fury(TM) 2] at a $199 suggested retail price.
These figures helped propel the North America PlayStation 2 installed base to more than 24.5 million units in 38 months on the market, another industry first.
In its ninth holiday season on the market, the original PlayStation(R)game console has evolved as a cultural icon by posting sales of nearly 600,000 units in November and December. Fueled by the PS one(TM) console suggested retail pricing at $49, and with more than 1,400 games to choose from and an optional LCD screen for convenient portability, Sony Computer Entertainment America continues its unprecedented ability to extend the lifecycle for in-home console gaming beyond the assumed five-year period. With an installed base of 37 million, a PlayStation or PS one console can be found in more than one out of every three U.S. households.
"Sony Computer Entertainment America continues to be the driving force behind the videogame industry's growth, momentum and success. As leaders, we shoulder the responsibility of the industry, and we take this responsibility very seriously," said Jack Tretton, executive vice president, Sony Computer Entertainment America. "The PlayStation market penetration rate continues to astound. We have sold more than 37 million units of the original PlayStation in North America, maintaining popularity nearly a decade after its introduction. PlayStation 2, at just three years old and with more than 24.5 million gamers, continues to set new marks for achievement, currently selling 37 percent better than the original PlayStation at the same point in the product lifecycle."
In addition to success in North America, Sony Computer Entertainment Inc. also announced that it had exceeded worldwide shipments of more than 70 million units on PlayStation 2. The territory breakdown is as follows:
PlayStation 2 Cumulative Shipments by Territory (as of January 13, 2004)
-- Japan (including Asia) 16.18 million units (launch date:
March 4, 2000)
-- North America 29.26 million units (launch date:
October 26,2000)
-- Europe/PAL 24.56 million units (launch date:
November 24, 2000)
Worldwide Shipments: 70 million units
Driven to increase its first-party market share, Sony Computer Entertainment America released a landslide of big-hit properties during 2003. Total first party PlayStation 2 software sales increased in November and December, up 129 percent from the two months prior, and up four percent versus the same timeframe one year ago, through key titles such as SOCOM II: U.S. Navy SEALs, Jak II(TM), Ratchet & Clank(TM): Going Commando and EyeToy(TM).
Overall first party sales volume for the holidays, which includes front-line software and "Greatest Hits" titles for both PlayStation and PlayStation 2, achieved close to the five million-unit mark.
New Audiences Attracted to Innovative Software & Technology Advances
Consumers also demonstrated their excitement over the latest innovations from PlayStation through their purchases this holiday season, including EyeToy and online gaming, attracting an entire new audience of gamers to the platform.
Taking part in the much-anticipated, one-of-a-kind gameplay experience available only on PlayStation 2, consumers bought more than 400,000 units of the EyeToy, which includes the EyeToy USB camera and the EyeToy: Play game disc, in its two months on the market. Named by industry watchers as one of the hottest toys of the season and lauded as one of the most innovative new products, EyeToy features unique motion-tracking technology to enable gamers to become physically part of the game where players use their hands, head, knees and more.
The success of EyeToy demonstrates Sony Computer Entertainment America's unique ability to expand the experience of PlayStation 2 to include additional forms of entertainment. The company's ability to deliver a fun and easy-to-use interactive entertainment experience is a distinguishing factor among its competitors. In the month of November alone, EyeToy sold nearly eight times more than Music Mixer, Microsoft's attempt to expand Xbox beyond the gaming experience.
Additionally, Sony Computer Entertainment America has demonstrated innovation by being the first to bring online console gaming to the masses. Consumers this holiday season showed vast interest in the PlayStation 2 online community with this sector also leading holiday gift giving. While the competition struggles to move beyond their core audience to achieve critical mass, the PlayStation 2 community has already surpassed 2.4 million connected consoles.
SOCOM II: U.S. Navy SEALs, the sequel to the number one online console game, proved to be a key driver in growing the online gaming business, with close to one million units sold in its first two months of release. The first party hit is well on its way to becoming the most trafficked online title on any platform. During their holiday vacations this year, up to 33,000 simultaneous users spent their time online, logging more than 10 million hours of gameplay on SOCOM II.
Haha, gotta love press releases.
matthewgood fan
lupin III fan
Go to the BBC website they have an article on their technology page with the title "Gamecube fights so stay in the game"
http://news.bbc.co.uk/2/hi/technology/3397649.stm
GameCube fights to stay in the game
By Alfred Hermida
BBC News Online technology editor
The days of Nintendo as a player in the world of console gaming could be numbered, say experts.
Its GameCube has been struggling in the face of aggressive competition from Microsoft's Xbox and the supremacy of Sony's PlayStation 2.
Sales of Nintendo's plucky console faltered during 2003, though they picked up towards the end of the year when the GameCube's price tag fell to just £79.
"The most interesting thing of last year was that even with its low price and such a great games bundle, the GameCube did not do as well as I would have expected," said David Cole, an analyst with DFC Intelligence.
One of the problems for Nintendo has been the perception of its GameCube. Some see it as a console aimed at children, with its raft of child-friendly games.
The main market for console games, however, is the 18 to 35-year-old male.
"Nintendo has to figure what it wants to be," said PJ McNealy, a games analyst with American Technology Research.
"Does it want to be in the handheld, the kiddie market or compete more externally in the wider market?"
'Disappointing year'
Overall, sales of consoles have been slowing down, despite the falling cost of owning a games console.
It is very dangerous to underestimate Nintendo. It has been profitable games company for a long time
David Cole, DFC Intelligence
The decline looks set to continue until the end of 2005 when next generation machines are launched.
"2003 was a decent year but not what people had expected," said Mike Wallace, Managing Director of UBS Investment Research.
"I do think it was a disappointing year. People were looking for 10% growth but closer to 5%."
The challenge is for the GameCube is to hold its own in the fierce battle for the wallets of gamers.
"What makes the Xbox different is how it is surrounding itself with a lifestyle," said Richard Ow of games analysts NPD Funworld, referring to Microsoft's push into online gaming.
"On the PS2 side, the hard drive is coming soon and the console has a very strong consumer loyalty."
Next-gen battle
The Sony machine has built up an unassailable position. The PS2 is the undisputed console king, with sales far outstripping those of its rivals.
More than 70 million units have been sold since launch.
"The PS2 has won this generation. But the Xbox and the GameCube have a lot of growth potential as about 50% of this generation has two or more machines," said Mr Cole.
Xbox targets online gamers
The race is now on for the next generation of consoles, with both Microsoft and Nintendo keen to avoid giving Sony another year lead like it had with the PS2.
But even here, Nintendo could have a tough time competing. The company simply does not have the deep pockets of its rivals to throw money into developing the next wave of consoles.
"My understanding is that their next console is going to be a lower-end games machine," said Mr Wallace.
"I don't believe Nintendo is going to survive unless they have five or six exclusive titles.
"If you ask me if they are still going to be in the console business in 2008, I would say no," he said.
While some analysts agree with this prognosis, others warn that Nintendo has been in the games business for a long time.
"It is very dangerous to underestimate Nintendo," said Mr Cole. "It has been profitable games company for a long time. It has had to focus on bottom line while Sony and Microsoft can take short term loss."
Games heritage
The key battleground for future consoles could be games, rather than the hardware and here Nintendo has grounds for optimism.
Mario Kart: Double Dash was a hit on the GameCube
Experience has shown the impact a single exclusive title can have on console sales. Just think of what Grand Theft Auto: Vice City did for PS2 sales over 2003.
"Vice City, Halo and Legend of Zelda are platform-defining games and drive consumers to buy a console," said Richard Ow.
"Which console I am going to buy depends on the games. Software is going to be the driver for hardware sales."
Nintendo's legacy of producing unique and innovative games, with many of its veteran titles stretching back to the early 80s.
Indeed its Mario Kart: Double Dash!! proved the resilience of its branded titles. The game was one of the hits of the festive season, selling more than 500,000 units in the US in November alone.
Nintendo's quintessential games heritage could be its ace in the pack as the console makers prepare to do battle with their next-gen machines.
That nintendo press release basically says they got owned by microsoft for 10 months, until the price drop, then they slightly edged them out.
Profits will likely be down this year (along with the other 2 companies)
IGNcube: Okay. Now GameCube is selling for $99 and it's doing great. But is Nintendo losing money on each unit sold?
Perrin: I would say that our losses are really negligible. It's such a small amount
12 - 18 January.
platform title publisher this week total shipment sold
1 PS2 Minna no Golf 4 SCE 22.513 1,001,063 97.8%
2 GC Naruto: Fighting Ninja Wars! 2 Tomy 21,508 303,037 93.8%
3 GC Mario Kart Double Dash!! Nintendo 19,071 705,406 97.3%
4 PS2 Full Metal Alchemist Square-Enix 18,625 239,120 93.1%
5 GC Mario Party 5 Nintendo 17,955 624,910 91.3%
6 GC Donkey Konga Nintendo 16,801 367,980 89.9%
7 PS2 Momotaro Dentetsu 12 Hudson 16,203 338,032 90.2%
8 PS2 Gran Turismo 4 Prologue SCE 15,022 650,773 88.1%
9 PS2 Z Gundam AEUG vs Titans Bandai 9,205 614,768 96.3%
10 GC Atsumare!! Made in Wario Nintendo 7,234 338,752 90.6%
11 GBA Rockman EXE 4 Capcom 7,021 689,013 98.9%
12 PS2 Taiko no Tatsujin: 3rd Namco 6,886 505,567 97.2%
13 PS2 Biohazard Outbreak Capcom 6,504 408,203 95.7%
14 PS2 Ratchet & Clank 2 SCE 6,192 199,609 96.1%
15 PS2 Taiko no Tatsujin: Waku Waku Anime Matsuri Namco 6,102 154,293 91.0%
16 GBA Pokemon Ruby & Sapphire Pokemon 6,095 4,976,277 96.4%
17 PS2 One Piece Grand Battle 3 Bandai 5,942 291,706 88.7%
18 PS2 Jikkyou Powerful Pro Baseball 10 2003 Memorial Konami 5,814 155,165 91.0%
19 PS2 Lord of the Rings: Return of the King EA 5,572 21,424 39.5%
20 PS2 Front Mission 4 Square-Enix 5,309 220,777 92.9%
platform this week last week
1 PlayStation2 68,118 79,314
2 Gameboy Advance SP 41,636 74,381
3 Gamecube 11,302 37,086
4 Gameboy Advance 9,467 15,107
5 Xbox 326 1,789
That chart was incorrectly compiled... here's the real deal...
platform title publisher this week total shipment sold
1 GBA Rockman EXE 4 Capcom 48,244 727,085 89.1%
2 PS2 Minna no Golf 4 SCE 34,883 1,009,969 98.9%
3 PS2 Full Metal Alchemist Square-Enix 25,449 240,622 96.9%
4 PS2 Gran Turismo 4 Prologue SCE 24,840 670,672 88.5%
5 GC Mario Kart Double Dash!! Nintendo 21,321 707,088 99.%
6 GC Mario Party 5 Nintendo 19,229 622,599 91.3%
7 PS2 Anubis: Special Edition Konami 17,867 17,867 92.9%
8 GBA Pokemon Ruby & Sapphire Pokemon 17,510 4,986,814 99.3%
9 PS2 Momotaro Dentetsu 12 Hudson 17,356 335,257 88.2%
10 PS2 Jikkyou Powerful Pro Baseball 10 2003 Memorial Konami 16,653 167,305 95.0%
11 PS2 Z Gundam AEUG vs Titans Bandai 16,614 619,192 96.4%
12 PS2 Biohazard Outbreak Capcom 16,269 417,759 97.1%
13 GBA Mario & Luigi RPG Nintendo 13,918 379,045 95.0%
14 GC Naruto: Fighting Ninja Wars! 2 Tomy 10,226 296,340 96.7%
15 PS2 Front Mission 4 Square-Enix 9,874 225,115 93.2%
16 PS2 Sangokushi IX Koei 8,887 93,848 83.6%
17 GC Atsumare!! Made in Wario Nintendo 8,272 337,350 93.5%
18 PS2 Seven Samurai 20XX Sammy 7,675 23,811 48.7%
19 GC Pokemon Colosseum Pokemon 7,065 573,089 89.3%
20 PS2 Lord of the Rings: Return of the King EA 5,924 23,086 37.2%
21 GBA Super Donkey Kong Nintendo 5,858 203,423 78.7%
22 PS2 Taiko no Tatsujin: Waku Waku Anime Matsuri Namco 5,810 148,971 92.0%
23 PS2 SNK vs Capcom SVC Chaos SNK Playmore 5,799 76,981 79.1%
24 PS2 Ratchet & Clank 2 SCE 5,796 199,112 95.8%
25 PS2 One Piece Grand Battle 3 Bandai 5,708 285,583 89.0%
26 GBA Stafy's Legend 2 Nintendo 4,466 346,948 92.3%
27 GC Momotaro Dentetsu 12 Hudson 4,450 49,711 83.9%
28 GC Donkey Konga Nintendo 4,125 349,369 86.7%
29 GBA Made in Wario Nintendo 4,038/TD> 580,015 98.9%
30 GBA Super Mario Advance 4 Nintendo 4,018 494,447 92.9%
With a lack of new software titles, hardware sales drop further.
platform this week last week total
1 PlayStation2 72,496 79,314 385,239
2 Gameboy Advance SP 44,293 74,381 289,185
3 Gamecube 29,147 37,086 176,892
4 Gameboy Advance 5,715 15,107 53,222
5 Xbox 550 1,789 550
5 Xbox 326 1,789
After recompliling the results:
5 Xbox 550 1,789
Wow. ouch
Got this from Magic-Box so I'm not sure about how trustworthy it is:
Here are the video game hardware sales for the last 3 months (Dec, Nov, Oct) in US:
GameBoy Advance: 2,260,000/ 1,323,000/ 401,000/ Total base:19,893,0002
PlayStation 2: 1,940,000/ 849,000/ 300,000/ Total base: 22,228,0003
GameCube: 1,160,000/ 754,000/ 254,000/Total base: 6,862,0004
Xbox: 1,080,000/ 491,000/ 176,000/ Total base: 7,749,0005
N-Gage: 15,000----N/A
If that's true, then the GC's sales were only 80k more in Dec. than the Xbox. Even with almost twice the sales in Oct. and Nov. they still lag about the same distance behind as they were before.
Is this right? Anyone have some other stats?
Bookmarks