In short
Nintendo’s integrated hardware-and-software business model, how it changed after the Wii U failure, and what to watch for with the Switch 2 launch and long-term investment thesis.
Guests
Brett (resident Nintendo expert; also a shareholder) and the host (not a shareholder; interviews Brett).
Key claims
Nintendo makes money by selling its own consoles (Switch, historically GameCube/Wii/DS) and first-party games only playable on Nintendo hardware. Flagship titles (Mario, Pokémon, Animal Crossing, Splatoon, Zelda) drive high attach rates and high incremental margins (claimed ~90%+). Nintendo improved margins and operating leverage over time (operating margin cited ~6% a decade ago to ~20s now). Business model modernization includes Nintendo Account, online play, digital downloads via eShop (higher margins than physical retail), and recurring revenue through Nintendo Switch Online and paid add-on “expansion” content.
Notable examples
Switch 2 sold 3.5M units in four days; Nintendo Switch Online cited ~35–40M subscribers; Mario Kart 8 Deluxe cited ~6M units sold in FY2025; Wii U described as catalyst for merging mobile/console teams into Switch. Nintendo movie/theme park strategy (Illumination Mario film; theme parks with Universal) to expand the IP ecosystem.
Written by AI. May contain mistakes. Listen to the episode to check what was said.
Chapters
Tap a time to open that second in VOExploring Nintendo's Business Model
0:34 to 0:51
Analyzing Nintendo's core integrated hardware and software business model.
“It can help you with practically anything on the web, like restoring a vintage motorcycle from a 50-page restoration block, or finally break down that long article you've had open for weeks.”
Exploring Nintendo's Business Model
2:06 to 3:20
Analyzing Nintendo's core integrated hardware and software business model.
“Yes, Nintendo company, I think almost every listener will have heard of.”
Revenue and Profit Margins
3:20 to 5:46
Reviewing Nintendo's revenue growth and profit margins over the years.
“Right now they have the Switch, but historically people might know of the GameCube, the Wii, Super Nintendo.”
Hardware Lifecycle and Game Updates
5:46 to 7:59
Discussing the lifecycle of Nintendo hardware and the frequency of game updates.
“10 years ago no it wasn't and that's one of the things that i noticed when i was looking at their financials on fiscal was that 10 years ago they were doing 6 % operating margins.”
Business Model Evolution
7:59 to 14:00
Examining Nintendo's business model changes and their adaptation to modern gaming.
“that's happened over the last 10 years, the lesson they learned from their failures 10 to 15 years ago with the Wii U.”
Nintendo's Business Model Evolution
14:00 to 16:45
Explore how Nintendo is adapting its business model to enhance revenue.
“streaming games from past cycles i forget all these names but think an old mario game from the 90s that you wish you could play or an old Pokemon game, stuff like that.”
Lessons from the Wii U Flop
16:45 to 19:12
Understand the impact of the Wii U's failure on Nintendo's strategy changes.
“right so what prompted them to start making this change like you mentioned earlier that they were kind of behind in some of these cycles.”
Success of the Nintendo Switch
19:12 to 20:12
Learn how the Nintendo Switch transformed the gaming experience and company revenue.
“But the fact that you just don't have the pain points of saying, you know, this feels like it's in 2005, instead of 2025, that's helped them a ton.”
Sales Expectations for the Switch 2
20:12 to 23:08
Discuss expectations and forecasts for the upcoming Nintendo Switch 2 release.
“So do they have any expectations for the Switch 2?”
Nintendo as the Disney of Gaming
24:48 to 28:00
Examine Nintendo's brand expansion and its parallels with Disney's strategy.
“What's the best way to get started in the market?”
Show all 24 chapters
Nintendo's Brand Recognition and Marketing Strategy
28:00 to 29:09
Learn how Nintendo builds brand loyalty through family entertainment.
“And when you have an eight-year-old kid that say, I love Mario.”
Revenue Sources: Hardware vs. Subscription Services
29:10 to 31:08
Explore Nintendo's revenue breakdown between hardware sales and subscriptions.
“Do you think that that's going to merge at some point or get closer?”
Profit Margins and Game Sales
31:09 to 35:01
Understand how Nintendo's profit margins rely on game sales and subscriptions.
“They still sold 6 million Mario Kart 8 Deluxe units.”
Competition in Family-Friendly Gaming
35:02 to 35:42
Identify Nintendo's competitors and their position in family gaming.
“entertainment franchises that they know or have the culture of, we're going to not overproduce and we're only going to release a game if we think people are going to buy it.”
Competition in Family-Friendly Gaming
36:16 to 37:05
Identify Nintendo's competitors and their position in family gaming.
“It can help you with practically anything on the web, like restoring a vintage motorcycle from a 50-page restoration block, or finally break down that long article you've had open for weeks.”
Generational Appeal and Brand Loyalty
37:06 to 39:29
Discover how Nintendo builds lifelong brand loyalty among gamers.
“or play this FIFA or Madden game with me.”
Nintendo's Management and Future Vision
39:30 to 42:06
Examine the management structure and future direction of Nintendo.
“is the fact that now nintendo and their franchises you know i know there's third-party games such as fifa as well that's another revenue stream they span generations and that can make them similar to a Disney.”
Nintendo's Management and Cash Strategy
42:06 to 45:20
Learn about Nintendo's management approach and cash retention strategy.
Key Performance Indicators for Nintendo
45:20 to 48:22
Discover the crucial KPIs to watch when investing in Nintendo.
“Based on what little I know, very little I know about the culture and the business atmosphere there, it sounds like that's going to be an uphill fight to change that.”
Valuation Considerations for Investors
48:22 to 51:35
Understand the implications of Nintendo's trailing PE and market cap.
“So what would you say about the valuation?”
Nintendo's Theme Park Expansion
51:35 to 53:07
Explore Nintendo's theme park projects and their potential impact.
“from the business going forward, I think that's probably fairly realistic.”
Personal Gaming Experiences with Nintendo
53:07 to 55:09
Hear personal anecdotes about gaming experiences with Nintendo titles.
“And during the pandemic, when we were all holed up in our apartments or our homes, I will admit, my daughter and I played a fair amount of those games, and it was fun.”
Disclaimer and Additional Content
56:41 to 57:10
Important disclaimers about financial advice and a segue into a personal story.
“The information contained is for general information and educational purposes only.”
Audiobook Promotion
57:10 to 57:44
Introduction to a free audiobook titled 'The Love Story of Carty and Rucker'.
Transcript
Automatic transcript. May contain errors.0:00This episode is brought to you by Accenture. When your advertising operations fall out of sync, everything else follows. Spotify and Accenture are working together to reinvent the rhythm of ad sales, using automation, analytics, and smarter workflows to simplify campaign delivery and access better data across the business. The result? Less time spent on operations, more time connecting brands with the moments and fandoms that matter most. Learn more at Accenture.com slash Spotify. This episode is brought to you by Google Chrome. You think you know a browser, but Gemini and Chrome? That's new. It can help you with practically anything on the web, like restoring a vintage motorcycle from a 50-page restoration block, or finally break down that long article you've had open for weeks.
0:45Gemini and Chrome is here for it. Ready to make anything online make sense? There's no place like Chrome. Check responses set up required, compatibility and availability varies 18+.
1:17Starts now.
1:27All right, folks, welcome to the Investing for Beginners podcast. Today, Brett and I are going to do a, I guess, company focus on a company called Nintendo. Might have heard of it. Brett is a shareholder. I am not. And so I'm going to kind of interview Brett about the company and try to learn as much about it as I can and pass that along to you guys. So Brett is our resident expert. He knows the company quite well. And if you've listened to a show, which if you haven't, after you're done here, go listen to a show. He and Ryan do a great job bringing Nintendo and many other companies down. So Brett, thanks for coming back again and talking to us about Nintendo today.
2:07Excited to discuss them. Yes, Nintendo company, I think almost every listener will have heard of. It's a Japanese company. You might think the Japanese stock market's been really bad. Let me just to entice the listeners in the last year Nintendo stock is up 63 % the US ADR it's been crushing the S &P Nasdaq indices even if even as those are soaring as well so don't think that this is just some boring Japanese stock that goes nowhere and I will say it's also going to be a fun lesson in a business case study and then looking at a stock and trying to analyze it analyze a business when it's at a i wouldn't call it a business model inflection but a huge turning point in their operations as we're right around the time of the launch of the switch two and their new console yeah yeah and so this is this is really good timing so let's let's maybe start with that like what is what is their business model how do they make money and we'll start there and then maybe we can talk about the transition or the turn not turnaround but the transition they're going through okay nintendo's business model has been at its core and this is back going back decades it's essentially been the same thing for a long while and it's the only business model like this in the gaming market and it's an integrated hardware and software business And when I say software, I just mean the video games that they sell.
3:41So they make gaming hardware. Right now they have the Switch, but historically people might know of the GameCube, the Wii, Super Nintendo. Sorry, I'm a little young. I don't know. I can't remember the names of the ones from the 90s as well. But then you had the handhelds, such as the Game Boy, the Nintendo DS. And that model has changed slightly because with the Switch, the reason it's called the switch is because you can switch from your home console to mobile with the same device and that just integrated those teams together but on the whole it's the same thing you they make the hardware and they sell the hardware because you can only play their first party titles on nintendo devices you have titles that they own such as mario and then all the characters associated with that you have, and these are the really popular ones, Pokemon, Animal Crossing, Splatoon, Zelda, that would probably be rounding out the top five of games that when they launch a flagship title, you can probably bet on at least 10 million unit sales and upwards of 20, 30 or 40 million, depending on how popular and how successful the game is.
4:56And when a game costs over$60 a pop, maybe pushing$80 now with some of the game inflation. Each 10 million units, that's$800 million in revenue. And given the incremental margins of the game business, especially without paying third-party fees to a PlayStation or an Xbox, you can have 90 % incremental margins in every game sale. So when Nintendo gets scale within their console business, they can generate a ton of cash but the downside is you got to make sure you create good hardware for people and you got to make sure you create games they want to play right now it seems like they're firing on all cylinders in both regards but as we can talk about that wasn't the case 10 years ago no it wasn't and that's one of the things that i noticed when i was looking at their financials on fiscal was that 10 years ago they were doing 6 % operating margins.
6:01Now they're in the 20s. And if you look at the revenue cycle, if you will, like the switch one came out in Kirkham if I'm wrong, 2017, 18, somewhere in that range. Okay. And so that year revenues were okay. the next year, boom, big time revenue growth. And the next two or three years after that, very big revenue growth. And then it started to kind of start to slide. And now you're starting to see with the new switch that's just come online recently, I expect that we're going to see a big upturn in revenues from that point. Yeah, we should. So far, it's been rock solid. Within the first four days, they sold 3.5 million switch twos.
6:48it seems like the wait lists have been quite strong and one of the reasons why and if you look at the chart you can kind of you need to look at the revenue chart but you can also look if we're talking about operating leverage which is as we mentioned i want to just define this again that is when you have the fixed cost which is all the money you invest into the hardware and then all the money you invest into the game development when you sell all of these software sales another million another 10 million of a mario card a new zelda game your margins can start expanding and expanding and expanding as your revenue grows.
7:20If we look from, say, the March 2017, you know, 6 % margin really low. During the peak in 2021, when we saw the peak of the original Switch, profit margins hit 36%. And it's trailed off since then, as we've seen the Switch, the original Switch mature. It had a really long lifespan of going, I think, about eight years until the Switch 2 was released. And that I don't think should be a concern or it's not a concern for me. It's just part of the business model. But what I would note, and we can talk about some of the changes to their business model that's happened over the last 10 years, the lesson they learned from their failures 10 to 15 years ago with the Wii U.
8:05If we're at, say, the trough of the cycle right before the new hardware launches, you know, financially, when we look at the income statement with a switch to over the last 12 months, according to Fiscal.ai, their operating margin was 24 % compared to six. So there has been a business model change where we're seeing, even though you're not going to eliminate all cyclicality with a video game business, especially one with integrated hardware and software model, they made some improvements that have helped steady the business and combined with a very conservative balance sheet, it's not, I would say, a very risky stock down.
8:47Yeah. So those are all great points. And I guess some questions that kind of pop up to my mind, I want to get to the business model kind of evolution. But I'm curious about two things. Number one, is the time between hardware devices, between Switch 1 and Switch 2, is that normal in the industry? And is that normal for them? And then I guess the second part of that is how often do they update the games themselves? So you mentioned Zelda. I never played it, don't know anything about it. But is that something that they update regularly or is it more of a legacy game that generation after generation just falls in love with and keeps playing?
9:32Okay, so on the hardware side, this one was a little bit in an extended cycle. Typically, from what I've read, the gaming hardware, you know, could be Xbox, PlayStation, Nintendo, or any of the other smaller players. You upgraded about a five to seven year time horizon. Now, Nintendo, they did upgrade their screen halfway through with what was called the OLED model or OLED model. And that was a little bit of a change, but the actual processing power, you know, the computer chip was the same. The underlying hardware was the same. So, eight years was a little bit long and people were anticipating an announcement from the notoriously secretive company for many years, or at least two to three years.
10:14So, it was a little bit longer. And then when we're talking about the games themselves, one of the key, I guess the first thing I'll mention is when they have the integrated hardware and software, Whereas you probably noticed if you shop for holiday shopping for, you know, Christmas gifts for kids, they'll have the bundle because you can't get a gaming hardware and then have no games to play. You got to buy at least one game. It would be very crazy not to do that and spend all that money. They'll integrate, say, Mario Kart as their flagship game. And that'll consistently sell year after quarter after quarter after quarter because they bundle it together.
10:52Now, I think it was almost 10 years in between the last Mario Kart and the one that just came out. So, sometimes that can last a long time, but they will and what they've changed, this is part of the change of their business model, is every couple of years or maybe on a, you know, they'll roll it out every quarter or half year or some sort of cadence, they'll do add-on software that will be a small fee, say 10 to 20 bucks, that you can buy to enhance the game, which is important for the online functionality they've built and just you know new games and stuff like that now if we look at a zelda game those are usually longer life cycles those are the most what i would call premium games or games for adults that nintendo builds and that might have a five to seven year development cycle but something like pokemon which they don't develop mostly themselves i'm maybe getting some of this wrong but it's not necessarily important that there's a separate pokemon company that they partially own and they have a long-standing relationship with those come out more frequently but it just kind of depends on on what gaming franchise you're looking at okay all right that makes a lot of sense so let's now i guess kind of dive into the business model change we've kind of teased that a little bit here so what what exactly is going on like what are they what how are they changing what what are they changing from and how are they changing so the they're changing from i think they were stuck maybe 10 to 15 years behind compared to Xbox and PlayStation when it comes to the consumer value proposition.
12:23The first thing I think they wanted to do was bring their model to the 21st century. This includes things like an integrated Nintendo account, online play, software downloads, essentially making it so it's easier to play for a modern person. You can, I guess, have all that functionality, play with your friends, download this game online without going to a store and just making it much better for software updates as opposed to, you know, the old model before we could have internet connectivity. So, that was part of the value proposition that they've continued to build and continue to invest in.
13:06Now, the business model change, first, they added on, for anyone that doesn't know, they have these online subscriptions that, you know, let you play online with friends, but also have for Nintendo specifically what they try to play on is the nostalgia of families that own a Nintendo Switch which has become more important as the people that they were the original players of Nintendo games in the 90s early 2000s are getting into the age of their 30s 40s and 50s when they're going to have families themselves and they'll probably want to buy Nintendo hardware for their kids you know it's family friendly you don't you're not gonna be having your eight-year-old kid be playing call of duty i hope no judgments if they are but you with the nintendo switch online which or nso which has i think 35 or 40 million subscribers you can get say a bunch of cloud streaming games from past cycles i forget all these names but think an old mario game from the 90s that you wish you could play or an old Pokemon game, stuff like that.
14:13So they're bundling this all together there, including the online functionality. And you get, I think the cost is, and again, it's not really relevant for the podcast, but either 25 bucks or 50 bucks a year, fairly reasonable price, but you're at 40 million subscribers around the globe. That can add up to some really strong recurring revenue that will have high margins. Now, the second thing they changed with their business model is one that also relates to the consumer value proposition, which is software downloads. Now, instead of having a physical game, which costs money for them to make, and then paying your cut to the physical retailer, such as a Target, Best Buy, or Walmart, or Amazon, if you're buying it online, you can purchase directly from the Nintendo eShop.
15:00And that's going to have better profit margins for Nintendo. And they're actually way behind PlayStation and Xbox in this regard. So, they have plenty of room to keep expanding their margins, as I would assume 90 % plus to maybe even 100 % plus. Eventually, you know, we get rid of physical games just because it's much easier, more economical for everyone. I know there's some hardcore gamers out there that want to have the physical package. Maybe they'll keep it around for them, but it'll probably be more expensive. Third thing they did is the add-on content that I mentioned. So, previously, you'd buy a game, the physical game and maybe you didn't buy another one for five years within that franchise you'd play the same one you give nintendo sixty dollars and then boom you have nothing left now they're doing these things called and again i i the names escape me i you can tell i'm not a gamer but let's say you play mario kart okay they add 12 new courses that you now play online with your friends or they add some sort of new pack.
16:07I think they call them expansion packs. That's 25 bucks. That's another revenue stream that you can add in three or four years later and it'll keep people playing more. You know, it helps them find more enjoyment. It makes the game even better and it's another revenue stream for Nintendo. I think there might be some others that I'm mentioning but that is the core thing. They're trying to build more recurring revenue, add-on revenue and just keep more consistent software sales as opposed to selling the hardware selling you a few games when you buy the hardware and then hoping you buy another one eight years later right so what prompted them to start making this change like you mentioned earlier that they were kind of behind in some of these cycles.
16:56So if a company had some success in one style, what made them want to change? Are you saying from the hardware perspective or just the whole business model? More for the hardware, I guess. I think it was the key catalyst was the flop of the Wii U. I think it was their worst gaming hardware ever was the follow-up to the fairly successful Wii. but I think the Wii gets overhyped because it was that novel game plan it didn't actually have that much staying power for true gamers you had kids playing you know that that was when I was a kid you'd play things like Wii Sports and Mario Kart and you'd play it all day but were you really a good customer quote-unquote for that business not as much as you would be on a Switch customer base so they they had the first Wii and then they came out the Wii U Wii U was a total flop just from the hardware perspective, they had antiquated, you know, the electronic shop, online play was either non-existent or terrible.
17:56It was just coming at the same time that Xbox and PlayStation had, you know, the Xbox Live, the online stores, and they were just with a superior model there. And even though Nintendo still had these great gaming franchises, the Wii U is such a bad hardware that no one is buying it. If no one's buying it, no one's going to buy the game. So, it really ruins your business model. This inspired them to say, look, we got to modernize. They merged the mobile team and the at-home console team together. They formed the Switch. It became an innovative model that has been a roaring success ever since where you can take the hardware that you play at home and it has a detachable handheld console and you can play the same games on the go.
18:44I think some companies have tried to copy them, but given the fact that they've actually built modern functionality, they seem to be in a much better place. And they're not going to have ever, you know, compared to the PC gaming, especially, or the PlayStations or the Xboxes of the world, from a graphical processing or the actual computing power, however you want to define it, of the gaming hardware. It's probably never going to be as good on Nintendo. That doesn't really matter. But the fact that you just don't have the pain points of saying, you know, this feels like it's in 2005, instead of 2025, that's helped them a ton.
19:23And it's seemed to make their customers quite happy because we can look at and I hopefully I can find this chart quick because they post it on every annual report. If we go back to 2018 2019, they have this annual playing users chart which is essentially I think anyone that's logged in and played a game they had 36 million that has grown and this is remember at the end of the switch uh life cycle so this is right before the switch 2 has come out that has grown to 128 million and that's about the same as it was in 2023 and 2024 but we've seen a huge expansion of their annual playing users and hopefully can grow once the Switch 2 starts selling through.
20:11Yeah, yeah. So do they have any expectations for the Switch 2? Or have they stated anything? Funny you say that. They do have guidance. But if, say, you're a listener to this and you're someone that likes to look at a bunch of, you know, financial statements yourself, look at IR investor relations pages, just know that Nintendo is sometimes shockingly conservative in how many, I don't know, in all of their guidance. They never want to miss to the downside. They try to be conservative. It's just kind of in their company culture. It's why they have a really conservative balance sheet. And this kind of stems from that Wii U disaster where they just disappointed the whole investor community, disappointed their fan bases, and they just don't want to have that happen again.
20:57That being said, their current fiscal year forecast, and remember I already mentioned that they sold three and a half million units in four days and we still have a holiday quarter in this fiscal year they believe they're going to sell only 15 million Nintendo Switch 2s this year and 45 million software units and software units includes full party games Nintendo Switch Online subscriptions add-on content anything that's a purchase that's you know software related so i think both of those are highly likely to get surpassed yeah typically for anyone that doesn't know they do they did about 200 million plus in software unit sales at the peak of the switch two during co but i think they sold in between 20 and 30 million switch ones a year and that was when people were still getting how should i say associated with that brand.
21:50I was coming from scratch and people were still learning how to, what the device even was. And now we're starting at a higher base. Everyone knows the switch. You have 128 million people who already love the switch. I think we're going to hit 20 to 30 million units this year fairly easily. I'm not going to lie. Running a small business has been stressful lately, swamped in paperwork, different state agencies, and got all these expenses to track and everything. And it's hard to have visibility on these things. But I've stumbled on a better solution, kind of like a one-stop shop for my bookkeeping, my expenses, my P &L, my banking, my contractor payments, all of the messy pieces.
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24:33I use Function and you should too. Check your health the way I do. Function provides 160 plus lab tests for$1 a day and member pricing on advanced imaging. Join at functionhealth.com slash beginners and use gift code beginners25. What's the best way to get started in the market? Download my ebook for free at stockmarketpdf.com. I was reading a little bit about the company in preparation for today. and somebody mentioned that they felt like Nintendo was kind of like the Disney of gaming that they you know that they have been able to create an IP around the brand name and having you know movies and TV shows and all these things that are super popular kind of alongside the games I don't remember the numbers around the the Mario movie 1.3 billion or something in revenue from the movie and I think that correlated to increased sales for the company.
25:31And so I guess what are your thoughts on that idea that they're kind of like the Disney of gaming? They're trying to do that for sure, expand outside of just video games. I think most importantly, they started out from the base of we are a trusted family-friendly content for whatever category you know disney for whatever their issues right now have that for movies where nintendo has that for video games and i would argue that nintendo's been much better at not overly what i would call juicing their ip or putting out multiple stuff each year that dilutes it and they'll have a game come out once every five years where disney might put out what 10 might be a bit much but a couple things each year for a single franchise that's more of a business strategy thing but i think the analogy does play if we look at their what is it the growth the the movies it's one of the top grossing animated movies ever i think on this list i'm looking at now it's fourth either way it could be it's top five there was some movie i hadn't recognized down there 1.36 billion dollars at the box office this is the first one they've done so i think it is a good testament to their creative skills they partner with illumination which is a is a strong animation studio yeah i i think it's it's going quite quite well i think they're going to have a pace of about one per year once they start consistently making these movies They have plans for another Mario one in that universe and then another Zelda one coming.
27:12I think one per year can be helpful for them. But as you mentioned, it's not necessarily going to be the box office revenue. Given that the video game industry is so profitable, they'll probably make more money by turning someone who sees the Mario movie or a kid that watches the Mario movie five times on Netflix into a gaming customer. because think about the transaction. What does a movie ticket cost? 20 bucks. Nintendo keeps a slice of that. Now, if you get someone to buy a Switch 2, that's a$500 purchase. If you get them to buy Mario Kart, that's an$80 purchase with the vast majority of that$80 going to Nintendo.
27:53So, it's not necessarily the money they're going to make from the movies, but how it can drive more fans to those franchises. And when you have an eight-year-old kid that say, I love Mario. My friend plays Mario Kart. We got to get a Switch 2. Or how do I play Mario? They probably don't know what a Switch 2, but how do I play Mario? Well, the parent's going to go, okay, well, I think we're going to buy a Switch 2 this holiday season. Yeah. Yeah, I could definitely see that. And I think it's a smart marketing ploy or play to kind of help further deepening the recognition of the brand and the acknowledgement meant that, hey, we will help entertain your family, either in the movie or via the games.
28:43So I guess I'm curious about the subscription part of the business versus the hardware part of the business. Does Fiscal break out the percentages of what that is and how is that changing? And I'll get to my point here in just a second. So my question is, I think that there's probably a gap between the amount of people that have bought the hardware versus subscribing to the online subscription services. Do you think that that's going to merge at some point or get closer? Or do you feel like the hardware is going to be the dominant play and the other one will be not necessarily a minor play, but maybe a lesser part of the business going forward?
29:28or is that just on the upswing? So we don't, they don't break out hardware revenue versus software revenue, I don't think. And they don't break out the subscription revenue. You have to kind of backfill it yourself. If we look at the ones they have on fiscal, they'll have Nintendo Switch revenue and then mobile and IP revenue, which is the movies, theme parks and other. And the vast majority of their overall revenue is going to be from video game platform sales, which includes hardware and software. But if we look at, and this is how I think about it, they sell the Switch 2 or their gaming hardware at low margin.
30:06I don't think, unlike the PlayStation or the Xbox, I don't think they sell them at like zero or negative margins. But they do sell them at a low margin and most of the profits not going to come from the games. but the majority of the profit is going to come from the or sorry the gaming harder the majority of the profit is going to come from the game sales and the add-on subscriptions if we look at i'm just trying to do the math in my head if you have 10 million people free every 10 million nintendo switch online subscribers that pay 50 million a year or sorry 50 a year that would be 500 million in annual recurring revenue that is really high margin revenue so every new subscriber you add to that that's going to have high incremental margins if we look at their latest quarterly earnings this is right before the new Mario Kart came out on the Switch 2 they still sold let me find the number for you in fiscal year 2025 which is what ended in March They still sold 6 million Mario Kart 8 Deluxe units.
31:16And this game was, I think, 10 years old. It was even on the Wii U to start. And each one is, I think,$60. So do the math on that. They're not putting any new development costs into that. Every single new sale on that may have close to 80%, 90 % margins. I could be exaggerating. But even though the revenue from software might be slightly lower than hardware, and it probably will still be because you need them to sell hardware, the majority of the profits are going to come from game sales. So one of the most important things I like to track is if their flagship titles, Zelda, Mario, Animal Crossing, Splatoon, Pokemon, and maybe a couple others, if their flagship titles within those franchises are selling well, because that's going to be where the profit shows up.
32:08yeah yeah that makes a lot of sense so i guess one of the i guess concerns that i would have about this company would be the cycle that we kind of talked about a little bit earlier like if four or five years for the switch one if you project a similar scenario for switch two well you know like like everything else what's next like what are you going to do for me after that so do you feel like maybe if you're looking at this company as a long-term investment are you banking on them coming up with another hardware device or a switch three or something else that can continue to carry them forward or are you banking more on the the games and the the online subscription part of the business so first thing i'll say is i think we're de-risked from that i know it's a long ways away so yeah take that take that for what it's worth if you asked me that question two years ago i would have said there's much more near-term risk that has become de-risked in the last year and that's why the stock's up 60 is that they seem to have executed fairly flawlessly with the switch to and pleased most of their customers and just basically taking the same concept and improved on it four to five years from now or essentially in perpetuity if you're going to be a permanent shareholder, you have to understand that there is a little bit of a cyclicality risk.
33:42I guess if you're doing your valuation work, you know, don't take the peak profits from 2021 and say, that's going to happen forever. You're probably going to be upset with the returns what leads me to like the company is just their culture of excellence around game development and yeah they might take some risks and eventually maybe if the there's new developments in hardware around gaming which include you know ar augmented reality virtual reality any sort of new innovation within gaming that they are going to have to take advantage of this could be five ten years from now if there is the virtual reality and that's what becomes the main way that people play they're probably going to have to add that on there could be like eye tracking stuff there could be any sort of new innovations within video games they're going to have to innovate on that and make something that delights their customer now they've had a long culture of doing that.
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34:49You know, the Wii was innovative, the Switch was innovative. But what it comes down to is if they can get that right, and which I think they can now, since they have the understanding they need to have these online services and the core customer value proposition is, you know, comparatively similar to an Xbox or a PlayStation, they have these long-standing entertainment franchises that they know or have the culture of, we're going to not overproduce and we're only going to release a game if we think people are going to buy it. We're not going to release something we think is low quality and all of our first party high-end games are only going to be at the standards that we set which are extremely high and that's why their reviews, critical scores are extremely high in general.
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36:27Gemini and Chrome is here for it. Ready to make anything online make sense? There's no place like Chrome. Check responses set up required. Compatibility and availability varies 18+. That makes a lot of sense, and I'm... I like a lot of the things that you were saying about that. So let's maybe pivot off of them for a moment and maybe talk about who are their competitors? Like who are they competing against? I think some people like to just toss out Xbox and PlayStation. I don't honestly think they compete with them. If you're a hardcore gamer, you're not the Nintendo customer. Think about a hardcore gamer that has a kid.
37:05You're not going to say, hey, look, play this violent Xbox game with me or play this FIFA or Madden game with me. You're probably not going to be ready until that, until you're, I don't know what age, but a little bit older. Even though you can now play a lot of those type of games on the Switch. I think their competition is just all, any sort of family-friendly entertainment. You have the Robloxes of the world. You have Disney. You have essentially what, okay, the family wants to do something at home to entertain themselves or say kids under the age of 12 to 14 want to entertain themselves what are they going to choose and that's nintendo's been pretty darn good at getting time spent within that and the reason i say under 12 is because that'll build a nintendo fan for life like if i ever have a family i know for a fact i'll probably be buying the Nintendo device and I know I had a great time playing the the gaming you know all the games when I was under 12 years old and I can really build the brand for life among these customers and I think that's who they're competing with if Disney gets its act together and can convince more people to spend time on their properties versus Nintendo that would probably would be a negative if roblox takes off like wildfire as it kind of has been that could be that too uh yeah i think that's how it encapsulates what what do you think you have children so i have yeah i have a i have a 13 year old daughter who is addicted to the switch so she plays fifa on there literally every day probably hours a day and she could probably compete in a champion you know some sort of tournament if they had it and she's quite good at it so that is my very limited experience with with the whole gaming thing she did she was addicted to roblox she and some of her friends would play roblox together for a while but that that's a couple years in in the past now it was really more popular during the pandemic and a little bit after that and that's that's kind of faded and now they're now they're kind of all about playing on the switch and you know occasionally roblox and that's it and i think what builds nintendo's brand and competitive advantage is the fact that now nintendo and their franchises you know i know there's third-party games such as fifa as well that's another revenue stream they span generations and that can make them similar to a Disney.
39:47I know that's not the best company to compare to right now because their stock's like down over the last 10 years, but you can become a perpetual part of, I guess for them globally, you know, Japanese. Their main markets are Japan and North America. A little bit of Europe as well. That's a sizable market. Those brands can be durable parts of those cultures and you know. That means when you release a game, as long as it's good, there's going to be people out there that are going to want to buy it. Yeah. Yeah, for sure. I mean, to your point, I grew up watching Star Wars, and now my daughter loves Star Wars.
40:30And think of how, and maybe you probably agree with me here, think of the low quality of the recent Star Wars franchises. That brand is still valuable. Nintendo, if there was even one of those bad movies, they would have an intervention with the entire company to make sure everyone gets in line. That's why I like this company better than Disney. Yeah. Okay. So, that kind of leads me to what are your thoughts on the management of Nintendo? It's not founder-led, I'm guessing. No, it's not. It's like 100-something years old, actually. They didn't start video games back then. But you can think of the company almost as a new business starting in whatever it was in 19, it might have been 88 when they came out with the first video game hardware.
41:22You can almost think of like the modern Nintendo was founded there. Now, they still have the game designer Shigeru Miyamoto as on the board of directors. I forget his exact title. He is still working at the company. I would almost think of him as the Walt Disney of Nintendo because he's basically the inventor of Mario, the inventor of Zelda, really helped make Pokemon. He was the backbone and there's, you know, thousands of other people out there and he's, you know, they've helped out as well. But he is the culture leader in game development and that game culture. What I like is that he's actually talked about in the last few years that previously he was worried about what would happen if there was people that could take the mantle from him.
42:05when he retired because I think he's probably maybe near 70 something years old. But now he's confident that they've built up the culture around that and he's actually stepped away, I think, mainly from game development and his final act has been to develop the theme parks and the movies and getting that off the ground. So, he is still there and I think it's nice to, you know, it'd be nice if Walt Disney was still at Disney but the president is and I hope I'm saying this name right Shinturo Furukawa I don't know much about him obviously never met him but his direction business model wise I think is what I'm just looking at if he's been leading the company through this entire business model transition of one using the theme parks and movies to drive further adoption and create an ecosystem for all the video games and two just making a better run gaming experience for everyone and they seem to have been doing quite well so far so i like management and the long-term oriented thinking of the company yeah i like that too and they also own part of the mariners too so that's they did say it's not a they did save my favorite baseball team so yeah yeah and we can we can thank them for helping bring ichiro suzaki to america so we could watch him play every day here exactly and now you can see nintendo switch 2 logo right on the has the has the mariners advertisement let's see the last thing i'll say okay here's one downside they have i think about and it's probably going to even grow from here about 20 billion dollars USD in cash on the balance sheet they don't need it they're profitable every year they run very conservatively because they don't want to run into any liquidity issues if they have a bad hardware cycle but I kind of think you got about 10 years of expenses on the balance sheet we can probably start returning more cash to shareholders that's been a downside but the other but I will say I guess they're not the worst offender in Japan.
44:16The Japanese government and the Japanese financial regulators, and I think the stock exchanges and basically all the regulation around publicly traded companies, they realize that there's an issue in Japan where there's cross holdings of stock ownership and tons of conservative balance sheets, where if you just have a bunch of cash sitting on your balance sheet doing nothing, well, it can be returned to, you know, quote unquote, society or the shareholders and then they can get recycled into the economy and it's just better for the overall ecosystem of capitalism that they're trying to incentivize these companies to do that so hopefully nintendo take you know it starts returning more capital to shareholders but i wouldn't bank on it it's kind of a positive and negative i wouldn't want this company running at a huge net debt position, but it'd be nice to get a special dividend.
45:12Yeah. Or, you know, throw 10 billion at share buybacks or something like that. That would be certainly nice. Yeah. Based on what little I know, very little I know about the culture and the business atmosphere there, it sounds like that's going to be an uphill fight to change that. I mean, it's been many, many decades. Unless they legally mandate, you know, hey, you have to do this. I think they have if the company is trading below book value, but Nintendo has a lot of intangible assets. So they might slide through. Right. Yeah. All right. So if you are going to look at this company as an investor, are there any KPIs or any metrics that you would want to kind of keep an eye on to make sure that, air quote, the thesis is remaining intact?
46:07First one, as I'm going kind of through the income statement on fiscal AI here, operating margin through the cycle. I try to it's going to fluctuate a little bit as console sales balloon and then there's a little cyclicality in game sales but if that is either stable or steadily rising I would hopefully it's going to be close to 30 percent maybe higher through this cycle and then if we're looking at KPIs it's really two things and maybe three if we want to get granular to the specific games because that can be an indicator to operating leverage as we talked before where if you sell another 5 million game copies of a game you already produced.
46:44It's very, very high margin. So first thing would be number of hardware units sold. You can't buy games if you don't have the hardware. So that's where everything starts. Second is the number of software units sold per year or per quarter because you want, and I think it's called the tie ratio. We don't really, the acronym doesn't necessary matter. What you want is a higher ratio as possible of software sales per gaming hardware in circulation, because that means that you're producing games that people want, the customers are happy, there's active players. So I want to look at software unit sales.
47:23And luckily, they always show that every quarter. And the other thing is specific game sales. This one might just be for the Mario Karts of the world. And that's funny enough, I say I use that word because the latest Mario Kart is called Mario Kart World. So next quarter, I'm going to be looking at how many Mario Kart units have been sold and kind of see, okay, look, as this flagship game that launched along with the Switch 2 gets going, if they start selling 20, 30 billion units of the Nintendo Switch 2 each year for the next three years, something like that, you know, they can get maybe 100 million units sold over a five-year period.
48:01If half of them attach a Mario Kart world to them, that could be 50 million Mario Kart world sales. And that's going to be a good profit generator for many years. Yeah. Yeah. Those are awesome. And I appreciate you sharing those. So I guess the last question would be, I noticed on Fiscal AI that it's trading at a trailing PE of 55. So that seems a little rich. So what would you say about the valuation? Like If somebody's listening to what we're talking about today, and this sounds really intriguing, how would you try to couch somebody thinking about that? Okay, so investors have to remember that a stock is going to be worth what it generates in the future.
48:46So trailing earnings technically don't matter, and especially not so for a company like this, because let's look at the last 12 months. The original switch unit sales have fallen off on a cliff because people didn't want to up or didn't want to buy one right before and when they knew that the switch two was coming out so why would they buy that and then game sales have also fallen off a cliff although another part of their business model i should mention is that they previously did not integrate the games between like the new hardware you weren't able to play and this sounds very simple and something you would want to do you weren't able to play like they say the previous generations game on the new hardware which was really really i'll say dumb yeah but now they fixed that so partially you can actually buy the first nintendo switch games and i think pay maybe a ten dollar fee and then then it gets you can play it on the switch too so the game sales were down and the hardware was down so they're at the trough of their revenue and earnings and the next 12 months is going to factor in the switch to sales, which I think can lead.
49:57Let's see. Let's try to figure out what their market cap is and not in yen, because I know most listeners don't care about that. I can give some basic numbers if we have the market cap here, and we don't need to go into enterprise value, but just know that if you're using that, you can take that off of the balance sheet. Okay. Convert to USD. All right. Okay. Let's just say, yeah, it's about$100 billion market cap, maybe 105. When the Switch 2 gets up and running, and we have, we didn't mention the theme parks, we don't have to, it's kind of the same strategy as the movies. And you add on, you know, that can add on a little bit of earnings.
50:34The Switch 2 has adjusted a lot of things for inflation. So we should see a higher nominal base of revenue. Previously, I believe, and it gets complicated because of foreign currency translations, but I believe the previous peak was about$6 billion in operating earnings. I think we can easily hit that within the next 18 months and keep that above that for many years. We can maybe get in between$6 to$10 billion in earnings depending on how successful they are. $10 billion is probably a peak. But let's say you're above$5 billion. That's a PE of 20 or lower, which I think is quite reasonable for a high-quality company like Nintendo.
51:15window it was much cheaper a couple years ago as i mentioned it's up 63 percent in the last year but i don't think it's overvalued today i kind of think it's reasonably be valued to slightly undervalued okay all right i can i can probably get behind that logic and reasoning i think that's pretty i think that's conservative based on what they've done in the past and what you would expect from the business going forward, I think that's probably fairly realistic. You're not, I don't feel like you're drinking the Kool-Aid, so to speak. I hope not. Hopefully, you know, good returns going forward as a shareholder.
51:54Right, right. Is there anything else about Nintendo that we maybe haven't touched on today that you'd want to share with people if they're thinking about this company as a possible investment? Okay, I know a lot of people like to get boots on the ground and check stuff out. They're opening theme parks in, I guess there's probably not that many Japanese listeners here, but they have one in Japan. They're going to have one in Singapore. They have one in California and one in Florida. These are in collaboration with Universal Studios. So I think you have to buy tickets in conjunction with Universal Studios.
52:26These are similar to the movies where they're trying to build fans. I mean, think about it. Disneyland is jacking up their prices. You can take your family to a theme park. your six-year-old kid is going to have an incredible time with all the Mario characters and hey look now you gotta buy a Nintendo Switch so those can be something to watch out for I think it's probably the only thing we didn't mention that might be relevant to the thesis because that's kind of the two pillars the two big pillars of the ecosystem that's going to drive hopefully more fans to the the gaming hardware I guess my last question super important were you ever a player of any of the nintendo games i was i was wii sports on the wii mario kart wii super mario smash bros wii not not a zelda though i guess i wasn't too much of a zelda no it was more of a casual gamer um those are those are for the hardcore fans that want to put in a hundred hours on on their games right i loved i remember loving the baseball on the wii and the tennis yeah see those i could those i could play for hours yeah and i do have nintendo switch sports so if you're thinking of making i think it's only 30 so it's it's a fun it's a fun game yeah those are i think that that's a testament to was that the most advanced graphics in the world no but people had some of the most fun with video games in their whole lives playing that and that's what Nintendo does better than any company in the world.
54:00Yeah, I 100 % agree. And during the pandemic, when we were all holed up in our apartments or our homes, I will admit, my daughter and I played a fair amount of those games, and it was fun. It was a lot of fun. It was competitive. It was, yeah, the graphics aren't like movie quality, but they were good enough for us to enjoy many, many hours of trying to beat each other in tennis. As did I. Yeah. Well, 2010. Back then, yeah. I held on to the game for a while, so I'm probably not the ideal customer for them. So you can take that for what it's worth. That's an example of the previous business model where they had no way to keep monetizing the Wii Sports customer.
54:46Now they do. Right. And that's what's changed. Yeah. Yeah, good point. Very good point. All right. So this has been a lot of fun. I know I've learned a lot about the company today. it's a company that I've been interested in I heard your podcast I heard you guys talking about it I've heard some other people talking about it and read a little bit about it but I really enjoyed the insights you were providing today so that's I think a good segue to talk about your show and what you and Ryan are doing over at Chitchat Stocks yeah so Chitchat Stocks we do a lot of research I'd say it can be your free research partner we're actually trying to come up with a tagline your free research partner for stock investing we'll sharpen it up but you can find us on youtube spotify apple podcast we cover stuff on a regular basis interview people such as dave or andrew on specific stock sectors what have you and if you're looking for a nintendo episode we've done a couple of them in the past that i think are still relevant and we've also done some newsletter write-ups so just look up chitchatstock's newsletter on google or find it on sub stack you'll find a nintendo write-up there yeah that's about it covering a lot of companies like nintendo yep yep and they do a great job of it too i will put all those in the show notes as well so if you are listening and you want to quickly easily link to the their stuff you can do it and i encourage you to do so and with that we'll go ahead and sign us off you guys go out there and invest with a margin of safety emphasis on the safety have a great week and we'll talk to you all next week we hope you enjoyed this content seven steps to understanding the stock market shows you precisely how to break down the numbers in an engaging and readable way with real-life examples.
56:29Get access today at stockmarketpdf.com. Until next time, have a prosperous day. The information contained is for general information and educational purposes only. It is not intended for a substitute for legal, commercial, and or financial advice from a licensed professional. Review our full disclaimer at einvestingforbeginners.com I want to date with Rawls, Carty says. Rawls? Rucker asks. This is the love story of real hinge couple Carty and Rucker. Written and read by me, Nicola Dynan. Listen to the free audiobook now.
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From the publisher
Welcome to the Investing for Beginners podcast! In this episode, join us as we interview Brett, a knowledgeable Nintendo shareholder, about the iconic Japanese gaming company. Learn about Nintendo's business model, its evolutionary changes, and how it has achieved significant growth, especially with the upcoming launch of the Switch 2. We delve into the company's integrated hardware and software approach, its growth in software sales, and its venture into movies and theme parks. Additionally, we analyze key performance indicators and management strategies that solidify Nintendo's position in the gaming industry.
00:00 Introduction to the Podcast and Nintendo Focus
00:40 Nintendo's Business Model and Historical Context
04:22 Financial Performance and Market Position
10:33 Nintendo's Business Model Evolution
15:43 Nintendo's Hardware and Software Strategy
20:39 Nintendo's Expansion Beyond Gaming
24:30 Subscription Services and Revenue Streams
28:40 De-Risking and Future Prospects
29:43 Nintendo's Culture of Excellence
31:34 Competitors and Market Position
35:45 Management and Leadership
40:40 Financials and Valuation
46:46 Nintendo's Ecosystem and Future
Timestamps are generated by artificial intelligence, and are not 100% accurate depending on the platform used for listening.
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