Changes in market needs and sales plan volatility due to development lead times
First written in FY2016. 13 of 18 entries say "Materialised", first in FY2017-Q1. Latest entry: FY2026.
Sankyo moved to the "Worse" side of this theme in 2016, 8 years before the typical company in this theme (2024).
The whole theme swung hardest in 2024: 3 of 11 companies on the "Worse" side.
21 other companies' latest entry also says "Restated".
- FY2026RestatedAnnual report
「Because gaming-machine development takes approximately 1 to 2 years, the Group's sales plans and operating results may be affected if it is unable to respond flexibly to changes in market needs after development begins or if the sales timing overlaps with popular products from other companies.」
The company continues to identify the risks of sales plan and earnings volatility caused by the 1 to around 2-year development period, changes in market needs, and overlapping launch timing with competing products. - FY2023RestatedAnnual report
「Parlors have become particularly demanding in their evaluation of gaming machines in recent years, increasing their preference for selectively introducing products with lasting popularity that will not cause players to lose interest. Most other products have failed to attract sufficient attention. The group aims to strengthen product competitiveness and expand its market share, but gaming machine development takes 1 to around 2 years. If the group cannot respond flexibly to changes in market needs after development begins, or if its launch timing overlaps with popular products from other companies, its sales plans and earnings may be affected.」
The company continues to identify the risks of selective introductions by parlors, changes in market needs during the 1 to around 2-year development period, and overlapping launch timing. - FY2022RestatedAnnual report
「Parlors have become particularly demanding in their evaluation of gaming machines in recent years, increasing their preference for selectively introducing products with lasting popularity that will not cause players to lose interest. Most other products have failed to attract sufficient attention. The group aims to strengthen product competitiveness and expand its market share, but gaming machine development takes 1 to around 2 years. If the group cannot respond flexibly to changes in market needs after development begins, or if its launch timing overlaps with popular products from other companies, its sales plans and earnings may be affected.」
The company continues to identify the risks of selective introductions by parlors, changes in market needs during the 1 to around 2-year development period, and overlapping launch timing. - FY2021MaterialisedAnnual report
「After assessing market trends amid the COVID-19 pandemic, the company narrowed the number of titles sold, so the number of titles sold declined from the usual level, although」
The company in practice responded by narrowing the number of titles sold based on market trends. In addition, for pachislot machines, one title scheduled for the fourth quarter was postponed to the following period, bringing volatility due to product launch timing to the fore. - FY2021-Q2MaterialisedAnnual report
「Because the company narrowed the number of titles sold after assessing parlors' appetite for purchasing new models amid the COVID-19 pandemic, the number of titles declined from the usual level, but」
After assessing parlors' appetite for purchases, the company in practice narrowed the number of titles sold from the usual level, and volatility in the sales plan became apparent. - FY2021-Q1MaterialisedAnnual report
「Gaming machine manufacturers temporarily experienced a stagnation in the supply of machines compliant with the new regulations due to delays in procuring components, a decline in the number of type approval tests accepted by the HoTsuKyo, and the persistently low approval rate.」
Supply of machines compliant with the new regulations temporarily stalled in practice due to delays in procuring components and a decline in the number of type testing applications accepted, bringing the volatility risk in product launches and sales plans to the fore. - FY2020-Q2MaterialisedAnnual report
「No core pachinko machines were launched during the first quarter consolidated accounting period, and sales remained low. During the second quarter consolidated accounting period, however, sales volumes of other titles also increased, led by SANKYO's "Fever Mobile Suit Gundam: Char's Counterattack," resulting in growth in both sales and profit.」
Volatility caused by product launch timing has materialized in actual results, with first-quarter revenue remaining low because of the timing of core title launches, followed by growth in revenue and profit from launches in the second quarter. - FY2020-Q1MaterialisedAnnual report
「The Group launched 2 pachinko machine titles, excluding reuse machines, and 1 pachislot machine title. However, sales remained at a low level during the cumulative first quarter because the launch of core pachinko titles was scheduled from the second quarter onward.」
The impact of product launch timing, with core titles scheduled to be launched from the second quarter onward, has materialized as low revenue in the first quarter under review. - FY2019RestatedAnnual report
「Parlors have become particularly demanding in their evaluation of gaming machines in recent years, increasing their preference for selectively introducing products with lasting popularity that will not cause players to lose interest. Most other products have failed to attract sufficient attention. The group aims to strengthen product competitiveness and expand its market share, but gaming machine development takes 1 to around 2 years. If the group cannot respond flexibly to changes in market needs after development begins, or if its launch timing overlaps with popular products from other companies, its sales plans and earnings may be affected.」
The company continues to identify the impact of prolonged development lead times and changes in market evaluations and demand on sales plans as major risks. - FY2019-Q3MaterialisedAnnual report
「The pachislot machine business recorded revenue of ¥1.7 billion, down 78.1% year on year, an operating loss of ¥2.3 billion, compared with an operating loss of ¥400 million in the same period a year earlier, and sales of 4 thousand units, compared with 18 thousand units in the same period a year earlier. The main title sold was SANKYO-brand "Pachislot Total Eclipse" (July 2018), and no new models were launched during the third quarter accounting period under review, from October to December 2018.」
No new models were launched during the third quarter accounting period, and volatility due to launch timing materialized as a substantial decline in revenue and unit sales and an expanded operating deficit in the pachislot machine business. - FY2019-Q1MaterialisedAnnual report
「The group's earnings can fluctuate significantly on a quarterly basis because they are affected by factors such as the timing of hit product launches in its core pachinko and pachislot businesses. In the cumulative first quarter of the previous fiscal year, the group recorded an operating loss because it launched relatively few models. In the cumulative first quarter of the fiscal year under review, however, pachinko machine "Fever Senki Zessho Symphogear," launched in August 2017, became a long-running hit and additional sales remained strong, enabling the group to secure operating profit and achieve an operating margin of 9.5%.」
Quarterly earnings volatility caused by product launch timing and the presence or absence of hit products has materialized in actual results as a shift from an operating loss in the same period a year earlier to operating profit in the quarter under review. - FY2018MaterialisedAnnual report
「Against this backdrop, the group sold 15 pachinko titles, excluding reused machines, and 6 pachislot titles. Because only 5 new pachinko titles were launched in the first half, the group was forced to record an operating loss through the cumulative third quarter, but sales recovered in the second half after 10 titles were launched.」
The timing and number of new machine launches resulted in an operating loss in the first half and a recovery in sales in the second half, bringing the volatility risk in development and sales plans into actual earnings. - FY2018-Q3MaterialisedAnnual report
「Sales recovered from the level through the cumulative second quarter by launching new titles, including tie-ups with well-known content, to capture replacement demand ahead of the regulatory revisions. However, as noted above, earnings fell short of expectations because parlors remained cautious about replacing machines and demand was concentrated on established titles with stable popularity.」
Sales partly recovered through the launch of new titles targeting demand ahead of the regulatory revisions, but the risk materialized in the form of earnings falling short of expectations due to parlors' cautious stance and demand concentration on established titles. - FY2018-Q2MaterialisedAnnual report
「Pachinko sales consisted mainly of additional sales of products launched in the previous fiscal year in new specifications, and revenue for the cumulative second quarter of the fiscal year under review remained low.」
The product mix centered on additional sales of products from the previous fiscal year in new specifications, and revenue remained low, bringing risks related to the product mix and launch timing into actual results. - FY2018-Q1MaterialisedAnnual report
「Pachinko sales were centered on additional sales of products launched in the previous fiscal year with new specifications, while sales of major titles were scheduled from the second quarter onward, leaving sales at a low level in the cumulative first quarter.」
Constraints on product launch timing and the scheduled launch timing of major titles have materialized in actual results as low revenue in the first quarter under review. - FY2017-Q2MaterialisedAnnual report
「In this environment, the Group worked together to expand sales in its core pachinko and pachislot businesses and sold 5 pachinko titles, excluding reused machines, and 2 pachislot titles. However, sales of both pachinko and pachislot fell below target in the market environment described above, and weak revenue forced the Group to struggle on the earnings front as well.」
Changes in market needs and the sales environment have materialized as failure to meet sales targets and weak revenue, also affecting earnings. - FY2017-Q1MaterialisedAnnual report
「Given that pachinko and pachislot machines could effectively not be sold in May, the Group focused on original products that did not use licensed properties and narrowed the number of models sold, resulting in 3 pachinko titles and 1 pachislot title.」
The company has in practice responded by narrowing the number of models sold in light of periods when sales were not possible and market conditions, and the impact on the sales plan has become apparent. - FY2016First statedAnnual report
「Because gaming-machine development takes approximately 1 to 2 years, the Group's sales plans and operating results may be affected if it is unable to respond flexibly to changes in market needs after development begins or if the sales timing overlaps with popular products from other companies.」
The development period has been specified more concretely as 1 to around 2 years, with changes in demand after development begins and overlapping launch timing with competing products identified as risks.