TABLE OF CONTENTS
1 BANDAI NAMCO Group Outline
Results of Operations

01	Consolidated Business Performance /Management Indicators
02 Sales by Category

Products / Service Data

03 Sales by IPs / Toys and Hobby Unit
05 Network Entertainment Unit
06	Real Entertainment Unit / Visual and Music
Production Unit / IP Creation Unit

2 Related Market Data
Toys and Hobby

07 Toy Market
08	Plastic Model Market / Figure Market /Capsule Toy Market / Card Product Market
09	Candy Toy Market / Children’s Lifestyle (Sundries)
Market / Babies’ / Children’s Clothing Market

Network Entertainment

BANDAI NAMCO GroupFA C T B O O K 202009	Game App Market /Top Publishers in the Global App Market
10 Home Video Game Market

Real Entertainment

10	Amusement Machine Market /Amusement Facility Market

Visual and Music Production

11 Visual Software Market / Music Content Market

IP Creation

11 Animation Market

3 ESG Data	BANDAI NAMCO Group Important CSR Themes:
FY2020.3 Activity Report

12 Safety and Cleanliness of Products and Services
13	Environmental Consideration
14	Policies Regarding Influence on Society of theGroup’s Content and Products / Supply Chain
Management

Environment-Related Information

15	Overview of Environmental Performance Data for
FY2020.3 / BANDAI NAMCO Group CO2 Emissions

	Human Resources-Related Information(Total for Unit Core Companies)

17	Number of Employees by Type of Employment /Number of Female Managers / Number of Employees Hired after Graduation / Employment Rate for
People with Disabilities / Averages / Number of
Employees That Took Leave for Childcare or Family
Nursing / Annual Paid Leave Utilization Rate /Industrial Accidents / Systems to Promote Achievement of Work–Life Balance (Examples)

4 BANDAI NAMCO Group’s History
History

18 BANDAI’s History / NAMCO’s History
26 BANDAI NAMCO Group’s History
Notes: 1. Figures in this fact book have been rounded down.
2. T his English-language fact book is based on a translation of theJapanese-language fact book.

1

BANDAI NAMCO Group Outline

RESULTS OF OPERATIONS
For the Fiscal Years Ended March 31

CONSOLIDATED BUSINESS PERFORMANCE

MANAGEMENT INDICATORSNET SALESROE (Profit (Loss) Attributable to Owners of Parent / Average Total
Shareholders’ Equity)(¥ million)(%)

800,000

20

732,347 723,989
678,312700,000
600,000

565,486 575,504

500,000

454,210487,241

620,06150

300,000–5

200,000–10

100,000

–15

0

10

11

12

13

14

15

16

17

18

19

20

OPERATING PROFIT

(FY)

–20

84,04580,00075,02470,000

15.5

18

19

13.1

0.8

–12.4

10

11

12

13

14

15

16

17

20

20

14.0

15

48,64340,00049,641

44,67314.0
12.2

56,32150,000

13.5

14.7

15.1

12.9

11.4

10.7

10

34,60730,00020,000

0.6

1,884
10

5.2

5

16,33810,000
11

12

13

14

15

16

17

18

19

20

0
(FY)

10

11

12

13

14

PROFIT (LOSS) ATTRIBUTABLE TO OWNERS OF PARENTOVERSEAS SALES PROPORTION(¥ million)(%)

70,00063,38360,00054,10950,00037,58832,38330,000

16

17

18

20.6

20.5

17

18

19

20

24.4
22.4

20.8

34,58320

25,054

19,30320,0001530

57,665

44,15940,0000

14.7

78,77563,23960,00010,00013.3(%)

90,000(FY)

11.2

ROA (Recurring Profit / Average Total Assets)(¥ million)

0

13.2
9.7

9.1

10

507,679

400,000 378,547 394,178

(FY)

14.1

15

–29,928 1,848

16.7

16.6

16.0

12

13

14

18.7

20.0

16.7

10

–10,000–20,000–30,000

(FY)

01

10

11

12

13

14

15

16

17

18

19

20

0
(FY)

10

11

15

16

19

20

SALES BY CATEGORYSALES BY SEGMENT (CONSOLIDATED)• FY2019.3• FY2020.3

Elimination of internal transactions and corporateNet sales (after eliminations)

Toys and Hobby
Network Entertainment
Real Entertainment
Visual and Music Production
IP Creation
Other

Elimination of internal transactions and corporate¥50,687 million¥732,347 million¥242,865 million

31.0%¥340,927 million

43.5%¥101,493 million

13.0%¥45,518 million

5.8%¥22,464 million

2.9%¥29,764 million

3.8%



Net sales (after eliminations)

Toys and Hobby
Network Entertainment
Real Entertainment
Visual and Music Production
IP Creation
Other¥52,012 million¥723,989 million¥253,714 million

32.7%¥328,079 million

42.3%¥91,753 million

11.8%¥46,951 million

6.1%¥19,750 million

2.5%¥35,752 million

4.6%

Note: Percentage figures are calculated based on sales before elimination of inter-segment transactions.

SALES BY GEOGRAPHIC REGION• FY2019.3
Sales to external customers• FY2020.3¥732,347 million

Sales to external customers¥723,989 million

Japan¥595,291 million

81.3%

Japan

¥578,922 million

80.0%

Americas¥46,797 million

6.4%

Americas¥53,553 million

7.4%

Europe¥43,900 million

6.0%

Europe¥44,168 million

6.1%

Asia, excluding Japan¥46,359 million

6.3%

Asia, excluding Japan¥47,347 million

6.5%

Note: Percentage figures are calculated based on external sales. Figures are estimates based on management accounting.

02

1

BANDAI NAMCO Group Outline

PRODUCTS / SERVICE DATASALES BY IPs
Groupwide Sales by IPs(Total of Japan and overseas sales)(¥ billion)
FY2019.3

FY2020.3

Aikatsu! series

3.0

3.2

Ultraman series

6.9

7.8

KAMEN RIDER series

29.3

31.2

Mobile Suit Gundam series

78.1

78.1

Super Sentai (Power Rangers) series

10.2

6.8

Anpanman

12.0

9.9

DRAGON BALL series

129.0

134.9

NARUTO

15.8

13.0

PRETTY CURE! series

10.3

8.4

ONE PIECE

30.4

34.9

Note: Sales before elimination of inter-segment transactions

Sales by IP for Toys and Hobby Unit (Japan)
(¥ billion)

FY2019.3

FY2020.3

KAMEN RIDER series

27.3

28.5

Mobile Suit Gundam series

32.5

35.7

Anpanman

11.5

9.4

DRAGON BALL series

20.4

20.7

PRETTY CURE! series

10.1

8.3

ONE PIECE

5.6

7.9

Note: Sales before elimination of inter-segment transactions

FACTS & FIGURES[ Toys and Hobby Unit ]BANDAI CO., LTD. / BANDAI SPIRITS CO., LTD.

Toys
• Ultraman soft figures (heroes and monsters)	Cumulative shipment volume,
1983 to March 2020 
98.77 million units•S uper Sentai series(shape-changing model robots)	Cumulative shipment volume,
1979 to March 2020 
30.45 million units•D igital Monsters (Digimon portable LCD games)	Cumulative shipment volume,June 1997 to March 2020 
14.15 million units•H yper Yo-Yo	Cumulative shipment volume,
April 1997 to March 2020 
18.30 million units•K AMEN RIDER transformation belt (HEISEI / REIWA RIDER)	Cumulative shipment volume,
February 2000 to March 2020 
14.01 million units•D X Yo-kai Watch series
	Cumulative shipment volume,
January 2014 to March 2020 
5.37 million units•Y o-kai Medal series
	Cumulative shipment volume,
January 2014 to March 2020 
461.83 million units•H eroine transformation items
	Cumulative shipment volume,
1990 to March 2020 
18.22 million units

03•F irst-generation Tamagotchi (including overseas)	Cumulative shipment volume,
November 1996 to March 1999 
40.00 million units• Tamagotchi (including overseas)	Cumulative shipment volume,
March 2004 to March 2020 
42.67 million units•D onjara series
	Cumulative shipment volume,
1984 to March 2020 
3.72 million units• Anpanman PC series
	Cumulative shipment volume including tablet devices,
1999 to March 2020 
2.27 million units

Collectible figures• S.I.C. (SUPER IMAGINATIVE CHOGOKIN)	Cumulative shipment volume,
December 1998 to March 2020 • SOUL OF CHOGOKIN series
	Cumulative shipment volume,
December 1997 to March 2020 • SAINT CLOTH MYTH series
	Cumulative shipment volume,
November 2003 to March 2020 • SOUL OF ROBOT series
	Cumulative shipment volume,
October 2008 to March 2020 • S.H. Figuarts series
	Cumulative shipment volume,
February 2008 to March 2020 

2.38 million units

3.22 million units

5.31 million units

5.09 million units

12.94 million units

Plastic Model Kits
•G undam series plastic models	Cumulative number of shipments,
As of the end of March 2020	Gundam (Real) series plastic models
Cumulative shipment volume,
July 1980 to March 2020 	Gundam (SD) series plastic models
Cumulative shipment volume,
July 1987 to March 2020 •F
 igure-rise series
	Cumulative shipment volume,
December 2009 to March 2020 

696.73 million units522.69 million units

174.04 million units

3.69 million units

Prizes•N umber of items developed into prizes in FY2020.3
	Total number of items Formed products (figures, etc.) 		 Sewn products (stuffed toys, etc.) 		Sundries 

872 items
361 items
311 items
200 items

Candy Toys
• Candy toys (all lines)	Cumulative shipment volume,
1995 to March 2020 • Super Sentai series
	Cumulative shipment volume,
1992 to March 2020 

2,613.65 million units

350.37 million units

Confectionery• Crayon Shin-chan Chocobi series
	Cumulative shipment volume,
March 2005 to March 2020 • Character tray gummi candy series
	Cumulative shipment volume,
September 2011 to March 2020 

Lifestyle (Sundries)

215.38 million units

176.69 million units

Foods• Character decoration cake series
	Cumulative shipment volume,
1994 to March 2020 
11.18 million units• Tabemasu (Japanese-style confection) series
	Cumulative shipment volume,
April 2015 to March 2020 
7.64 million units

Capsule Toys: Gashapon• Gashapon (¥100–¥500)
	Cumulative shipment volume,
1977 to March 2020 
3,642.10 million units• HG / DG / HBG series (non-deformed figures)	Cumulative shipment volume,
September 1994 to March 2020 
298.93 million units• SD Gundam series (multicolored figures)	Cumulative shipment volume,
October 1997 to March 2020 
223.59 million units

Cards, Trading Cards• CARDDASS series
	Cumulative shipment volume,
1988 to March 2020 • JUMBO CARDDASS series
	Cumulative shipment volume,
1994 to March 2020 • DATA CARDDASS series
	Cumulative total card shipments,
March 2005 to March 2020 

11,620.03 million units

420.43 million sets

• Children’s shampoo	Cumulative shipment volume,
1988 to March 2020 
92.06 million units• Children’s bathing salts
	Cumulative shipment volume,
1991 to March 2020 
71.89 million units• Bikkura Tamago bathing salts
	Cumulative shipment volume,
March 2002 to March 2020 
121.38 million units• Children’s toothbrushes
	Cumulative shipment volume,
1994 to March 2020 
84.12 million units• Children’s sticking plasters	Cumulative shipment volume,
1993 to March 2020 
47.82 million units• The Rose of Versailles Liquid Eyeliner series(including overseas)	Cumulative shipment volume,
September 2007 to March 2020 
6.62 million units

Overseas• SAINT CLOTH MYTH series
	Cumulative shipment volume,
October 2003 to March 2020 • Gundam action figures
	Cumulative shipment volume,
January 2000 to March 2020 • Gundam plastic model kits	Cumulative shipment volume,
January 2000 to March 2020 • Web service “GUNDAM.INFO”
	Visual product viewing results,
March 2011 to March 2020 

8.59 million units

15.32 million units

76.38 million units

1,419.40 million views

2,647.88 million units

Apparel• T-shirts
	Cumulative shipment volume,
1991 to March 2020 • Transformation suits
	Cumulative shipment volume,
1991 to March 2020 • Briefs	Cumulative shipment volume,
1992 to March 2020 • Socks	Cumulative shipment volume,
1990 to March 2020 • Pajamas	Cumulative shipment volume,
1996 to March 2020 

39.50 million units

10.76 million units

119.21 million units

84.39 million units

38.50 million units04

1

BANDAI NAMCO Group Outline

PRODUCTS / SERVICE DATA
MegaHouse Corporation

BANDAI NAMCO Entertainment Inc.

• Othello series
	Cumulative shipment volume,
1973 to March 2020 • Rubik’s Cube series
	Cumulative shipment volume,
1980 to March 2020 • Slime series
	Cumulative shipment volume,
1978 to March 2020 

25.42 million units

13.80 million units

15.16 million units

CCP Co., Ltd.

• SWEEPLUS vacuum cleaner series
	Cumulative shipment volume,
August 2011 to March 2020 • Cordless rotating mop cleaner series
	Cumulative shipment volume,
July 2015 to March 2020 

1.73 million units

0.55 million units

SUN-STAR STATIONERY CO., LTD.

• Nurie (coloring book) series
	Cumulative shipment volume,
July 2009 to March 2020 • STICKYLE (stick-type stationery) series
	Cumulative shipment volume,
November 2010 to March 2020 

76.60 million units

10.20 million units

HEART CORPORATION• Results in shipments of products for seasonal events	Confectionery for2019 Christmas 
108 items, 3.05 million units
	Confectionery for2020 Valentine’s Day 
152 items, 3.15 million units
	Confectionery for2020 White Day 
95 items, 1.65 million units[ Network Entertainment Unit ]• Sales by major category(¥ billion)
FY2019.3

FY2020.3

Network content

211.1

200.9

Home video games

102.1

99.0

• Number of network content titles in Japan(As of the end of March 2020)
SNS 
Game apps (Google Play) Game apps (App Store) 05

6 titles
67 titles
67 titles

 ajor home video game titles: Cumulative total number ofMshipments by series (including PC versions)• TEKKEN series
	Cumulative total number of shipments,
March 1995 to March 2020 
50.52 million units• DARK SOULS series
	Cumulative total number of shipments,
September 2011 to March 2020 
25.22 million units* Total for overseas sales for which BANDAI NAMCO Entertainment Inc. was theoriginal seller (excluding domestic sales by FromSoftware, Inc.)• Tales... of series
	Cumulative total number of shipments,
December 1995 to March 2020 • Super Robot Wars series
	Cumulative total number of shipments,
April 1991 to March 2020 • Ultimate Ninja Storm series
	Cumulative total number of shipments,
January 2009 to March 2020 

23.86 million units

19.10 million units

15.66 million units

Major network content titles: Cumulative total number ofdownloads• ONE PIECE Treasure Cruise	Cumulative total number of downloads,
May 2014 to March 2020 
100.00 million downloads• DRAGON BALL Z DOKKAN BATTLE	Cumulative total number of downloads,
January 2015 to March 2020 
300.00 million downloads• THE IDOLM@STER CINDERELLA GIRLS: STARLIGHT STAGE	Cumulative total number of downloads,
September 2015 to March 2020 
25.00 million downloads• NARUTO X BORUTO NINJA VOLTAGE
	Cumulative total number of downloads,
November 2017 to March 2020 
33.50 million downloads• DRAGON BALL LEGENDS	Cumulative total number of downloads,
May 2018 to March 2020 
30.00 million downloads
BANDAI NAMCO Rights Marketing Inc.

•C umulative number of fee-based viewings for on-demanddelivery of animations(Total for TVOD and SVOD, excluding free distribution)
	Cumulative total,
October 2002 to March 2020 
492,924,783 viewings•N umber of animation productions available for on-demanddelivery	Number of productions delivered as ofMarch 31, 2020 
4,508 productions (71,739 episodes)

[ Real Entertainment Unit ]• Sales by category(¥ billion)
FY2019.3

FY2020.3

Amusement machines

35.6

27.1

Amusement facilities

66.8

64.7

Amusement Facilities• Number of facilities at end of FY2020.3
Directly
managed facilities

Revenue-sharing
facilities*

Other

Japan

261

442

4

Overseas

49

842

0

Total

310

1,284

4

Region* Revenue-sharing facilities: Revenues from the operation of amusement machines
are shared.

• Existing-store sales (YoY)Japan

FY2019.3

FY2020.3

98.1%

98.1%

HANAYASHIKI CO., LTD.

• Number of customers entering
Asakusa Hanayashiki in FY2020.3 560,000 customers[ Visual and Music Production Unit /IP Creation Unit ]• Sales by category(¥ billion)
FY2019.3

FY2020.3

Packaged products

17.0

15.2

Productions, license, distribution,
events, etc.

50.9

51.5

Total

67.9

66.7

[ Visual and Music Production Unit ]BANDAI NAMCO Arts Inc.

Cumulative total sales of visual packaged products• Mobile Suit Gundam series
	Cumulative shipment volume,
December 1987 to March 2020 
20.84 million units• Ultraman series
	Cumulative shipment volume,
8.39 million units
January 1988 to March 2020 • FY2020.3 visual packaged products overall	Cumulative total number of shipments,
April 2019 to March 2020 
1.74 million units
Number of copyrighted products and total number of hours(As of March 31, 2020)• Number of copyrighted products 
1,116 products• Total number of hours 4,224 hours
Total number of musical works (As of the end of March 2020)• Number of works with master license
recordings Approx. 45,000 works• Number of works published 
Approx. 24,000 works
Note: F rom FY2017.3, number of works managed in-house (excluding works
managed jointly and works not recorded on CD)[ IP Creation Unit ]SUNRISE INC. / BANDAI NAMCO Pictures INC.

Number of copyrighted products and total number of hours(As of March 31, 2020)• Number of copyrighted products 
337 products• Total number of hours 2,742 hours

06

1
2

Related Market Data

TOYS AND HOBBYTOY MARKET (JAPAN)[Toy Market Scale](Unit: Millions of yen, manufacturer’s suggested retail price basis)
Major Categories

FY2019.3

Games

FY2020.3

17,497

16,578107,800

113,031

9,924

11,525

7,140

5,190

76,37066,54050,27351,892

71,07860,042

27,84027,188172,582

169,091

49,34147,72997,507

95,638

136,588

138,355

Other

13,041

12,496

Total

836,981815,295

General games (including mini electronic games), 3D puzzles, others (including party games, humorous games, magic tricks)

Cards, trading cards
Jigsaw puzzles
High-tech-related trendy toys
Interactive toys, robots, cameras, app-related products

Character products for boys
Toys for boys
Mini cars, railroad toys, RC toys, electric, others (racing, spring, metal toys, etc.)

Toys for girls
Dress-up (dolls, dollhouses), products for playing house, girls’ hobbies, character products for girls, girls’ collections, cuddly dolls,
others (including accessories, girls’ cosmetics)

Stuffed toys
Character stuffed toys, non-character stuffed toys

Educational
Blocks, wooden products, preschool, infants’ characters, babies’ products (babies’ toys, bath toys, baby products),
transportation-related (including baby carriages, child seats, tricycles), others (including musical instruments, telephones,
picture books, playground equipment, childrens’ videos, electric animals)

Seasonal products
Small sparklers, summer toys, summer goods, small toys, sports toys, sports supplies, outdoor products

Sundries
Variety goods, gifts, interior goods, housewares, stationery, apparel, others

Hobby products
Plastic models, RC hobby products, model trains, figures, others

FY2019.3

FY2020.3
Other Games
1.6% 2.1%

Hobby products
16.3%

Sundries
11.6%

Cards, trading cards
12.9%
Jigsaw puzzles
1.2%
High-tech-related
trendy toys
0.9%
Character products
for boys
9.1%

FY2019.3 Toy Market¥836,981 million

Toys for boys
6.0%

Seasonal products
5.9%

Toys for girls
8.5%
Educational
20.6%

Stuffed toys
3.3%

Hobby products
17.0%

Sundries
11.7%

Other Games
Cards, trading cards
1.5% 2.0%
13.9%
Jigsaw puzzles
1.4%
High-tech-related
trendy toys
0.6%
Character products
for boys
8.2%

FY2020.3 Toy Market¥815,295 million

Toys for boys
6.4%

Seasonal products
5.9%

Toys for girls
7.4%
Educational
20.7%

Stuffed toys
3.3%

* In principle, the market created by the original products and own-brand products of member companies of the Japan Toy Association and of exhibitors at the International Tokyo Toy Show.
* Excluding drugstore distribution* Hobby products include distribution of models
Source: Research by the Japan Toy Association

07

PLASTIC MODEL MARKET (JAPAN)

CAPSULE TOY MARKET (JAPAN)

PLASTIC MODEL OVERALL MARKET TRENDCAPSULE TOY MARKET TREND(¥ billion)(%)(¥ billion)

(%)

60

100

40

100

47.7

46.2

45

47.6

44.2

35.0

48.7
75

52.3

53.0

52.0

30

53.4

15

0

2016

2017

2018

2019

50

20

25

10

0

2020

0

(FY)

35.5

29.7

75
60.0

56.8

(FY)

30

36.5

34.6

59.2

58.0

57.5

58.6

50

25

2016

2017

2018

2019

0

2020

Market scale (left)
BANDAI share (right)
Source: Research by BANDAI (amounts are on a suggested retail price basis)
Fiscal years ended March 31

Market scale (left)
BANDAI share (right)
Source: Research by BANDAI (amounts are on a suggested retail price basis)
Fiscal years ended March 31

CHARACTER PLASTIC MODEL MARKET TRENDCARD PRODUCT MARKET SCALE TRENDCARD PRODUCT MARKET (JAPAN)(¥ billion)

30

29.7
91.3

30.2

29.3

28.0
87.0

26.5

86.0

83.0

(%)

(¥ billion)

(%)

100

80

100

75

60

86.0

64.0

59.3

58.6

58.2

20

75

47.5

50

40

25

20

50

10
25

20.0

0

(FY)

2016

2017

2018

2019

2020

Market scale (left)
BANDAI share (right)
Source: Research by BANDAI (amounts are on a suggested retail price basis)
Fiscal years ended March 31

0

0

(FY)

2016

2017

7.0

6.9

5.9

2018

2019

9.0
0

2020

Market scale (left)
BANDAI share (right)* Graph data about the overall market and market share does not include new types of card
machines from companies, such as DATA CARDDASS.
Fiscal years ended March 31

FIGURE MARKET (JAPAN)
FIGURE MARKET SCALE TREND

DIGITAL CARD MARKET SCALE TREND(¥ billion)(¥ billion)

(%)

40

40

100

32.0

32.0

31.9

30

31.0

30.5

32.2

30

32.2
68.0

30.7
67.0

67.4

27.2

62.0

75

24.7
60.8

20

20

50

10

10

25

0

(FY)

2015

2016

2017

2018

Source: Y ano Research Institute Ltd. Toy Industry 2020
* Domestic shipment value basis, forecasts as of December 20192019 (Forecast)

0

(FY)

2016

2017

2018

2019

2020

0

Market scale (left)
BANDAI share (right)
Source: Research by BANDAI (amounts are on a suggested retail price basis)
Fiscal years ended March 31

08

1
2

Related Market Data

TOYS AND HOBBYNETWORK ENTERTAINMENTCANDY TOY MARKET (JAPAN)GAME APP MARKET (JAPAN)

CANDY TOY MARKET TRENDGAME APP MARKET SCALE TREND(¥ billion)(%)(¥ billion)

40

100

1,600

75

1,200

33.2

31.8

32.4

30.9

30

29.6

1,166.0
928.3

51.3

20

44.0

45.3

37.7

0

2015

2016

2017

2018

800

25

400

39.3

10

(FY)

50

969.0

1,214.0

1,058.0

0

2019

0

2015

(Year)

2016

2017

2018

2019

Source: “Famitsu Game White Paper 2020” (KADOKAWA Game Linkage Inc.)* Prepared based on information as of May 2020
Game apps: Games provided for smartphones and tablets(Includes games for feature phones that operate on SNS platforms)

Market scale (left)
BANDAI share (right)
Source: 2020 version of research from FUJI KEIZAI regarding food marketing (No. 1)
Fiscal years ended March 31

CHILDREN’S LIFESTYLE (SUNDRIES) MARKET (JAPAN)

TOP PUBLISHERS IN THE GLOBAL APP MARKETCHILDREN’S LIFESTYLE (SUNDRIES) MARKET TRENDTOP PUBLISHERS IN THE GLOBAL APP MARKET(¥ billion)

(%)

30

75

25.0

24.6

27.2

26.0

24.7

50

20

39.6

34.7

33.9

30.0

32.3

25

10

0

(FY)

2016

2017

2018

2019

0

2020

Market scale (left)
BANDAI share (right)
Source: Research by BANDAI (amounts are on a suggested retail price basis)
Fiscal years ended March 31

Rank

Name of Publisher

Country1

Tencent

China

2

NetEaseChina

3

Activision Blizzard

U.S.

4

SupercellFinland5

BANDAI NAMCO

Japan

6

Netmarble

South Korea

7

Playrix

Ireland

8

Sony

Japan

9

Playtika

Israel10InterActiveCorp (IAC)

U.S.

Source: App Annie
Total for iOS, Google Play / Prepared by App Annie based on 2019 revenue figures

BABIES’ / CHILDREN’S CLOTHING MARKET (JAPAN)
The BANDAI NAMCO Group’s Ranking in the App Market

BABIES’ / CHILDREN’S CLOTHING MARKET TREND(¥ billion)

(%)

1,200

10.0

900

922.3

600

918.0

0

920.0

917.8

2016

2.6

2.4

2017

2018

2.2

2019

Market scale (left)
BANDAI share (right)
Source: Research by BANDAI (amounts are on a suggested retail price basis)
Fiscal years ended March 31

09

Ranking

No. 5

2018

No. 4

2017

No. 7

2016

No. 8

2015

No. 12

Based on ranking in Top Publishers in Global App Market, which was prepared by App Annie

2.8

2015

7.5

5.0

4.4

300

(FY)

916.1

Year

2019

2.5

0

REAL ENTERTAINMENTHOME VIDEO GAME MARKET

AMUSEMENT MACHINE MARKET (JAPAN)

HOME VIDEO GAME MARKET SCALE TREND

AMUSEMENT MACHINE SALES TREND(¥ billion)(¥ billion)

200

500
446.4

400

54.7
360.1
39.2

300

200

100

0

(Year)

190.9

343.9
44.5

434.3

436.8

88.2

110.4

150

176.0

166.9

100

170.0

159.5

2018

2019

175.0
161.1

156.9

157.4

152.9

2015

2016

2017

2018

161.7

189.3

182.4

202.3
130.0

117.0

2015

2016

2017

2,023

50

0

(FY)

2014

2019

Hardware
Software
OnlineSource: “Famitsu Game White Paper 2020” (KADOKAWA Game Linkage Inc.)* Prepared based on information as of May 2020

Source: 2
 018 report on the state of the amusement industry by the Japan Amusement
Industry Association
Fiscal years ended March 31

UNIT SALES SHARE BY MANUFACTURING (2019)

AMUSEMENT FACILITY MARKET SCALE AND NUMBER OFPARTICIPANTS (GAME CENTERS)AMUSEMENT FACILITY MARKET (JAPAN)

Koei Tecmo
Games
2.4%

(¥ billion)

Other
18.9%
Nintendo
27.9%

Microsoft
Japan
2.4%
KONAMI
3.1%

Capcom
6.1%

3,000

42.4

40.0

45.5

44.2

42.1

40.5

2,000

1,920

1,530

1,480

1,450

1,340

1,000

20.0

SEGA Games
3.3%
Sony Interactive
Entertainment
4.1%(Million people)

60.0

Pokémon
13.5%
0

SQUAREENIX
8.8%

BANDAI NAMCOEntertainment
9.5%Collection period: December 31, 2018 to December 29, 2019
Source: “Famitsu Game White Paper 2020” (KADOKAWA Game Linkage Inc.)* Company names are as of the collection date.

(Year)

2014

2015

2016

2017

2018

0

Market scale (left)
Number of participants (right)
Source: “Leisure White Paper 2019,” Japan Productivity Center

TREND IN NUMBER OF NO. 5 FACILITIES(OPERATION OF GAME CENTERS, ETC.)(No. of facilities)

6,000
4,856

4,000

2,026

4,542

1,867

4,381

4,193

4,022

1,779

1,678

1,597

2,000

0

(Year)

2,830

2,675

2,602

2,515

2,425

2015

2016

2017

2018

2019

Full-timePart-time
Source: National Police Agency, Community Safety Bureau, Safety Division

10

1
2

Related Market DataXXXXXXX

VISUAL AND MUSIC PRODUCTION

IP CREATIONVISUAL SOFTWARE MARKET (JAPAN)

ANIMATION MARKET (JAPAN)

VISUAL SOFTWARE MARKET SCALE TRENDANIMATION MARKET SCALE TREND(¥ billion)(¥ billion)

600

563.8

562.8
513.6

525.8

96.1

125.6

300

521.3
198.0

151.0

240.4

267.1

400
194.1

183.1

165.9

250

154.2

0

(Year)

217.1

197.6

210.6

204.4

2015

2016

2017

Rental market

2018

201.2

10.8
1.6

Source: 2019 survey of video software market scale and user trends from the Japan Video
Software Association, the Digital Entertainment Group Japan, and the Institute for
the Arts

4.2

19.5

4.5

3.6

4.0

26.6

2,000
100

1,493.6

10.2

11.0

16.1

14.5

30.4

14.7
13.6

12.0

23.1

61.7

60.5

8.1

11.7

12.5

34.1
29.3

25.2

22.6

42.5

34.5

25.8

(¥ billion)

1,387.4

4.4

45.9

34.9

150

アニメ業界市場規模の推移（億円）

1,451.1

52.4

13.9

14.2

MUSIC-RELATED MARKET SCALE TREND

1,497.2

13.3
11.1
2.4

186.9

Paid online video distribution market

1,523.7

60.3

2.7

2019

MUSIC CONTENT MARKET (JAPAN)

3.1
13.4

18.4

200

Sales market

1,500

14.2

230.6

200
223.4

15.1

245.3

125.9

7.5
3.9

1,000
50
500

0

(Year)

2014

2015

2016

2017

2018

0

Source: Prepared by Media Development Research Institute Inc. based on “Information MediaWhite Paper 2020” from DENTSU INC., Dentsu Media Innovation Lab* Calculated on the basis of user payments for music software (records, video software) purchase / rental, online music distribution, fee-based music channels, karaoke, and concerts(Year)

2014

2015

2016

TV
MoviesVideo
Online distribution
Overseas
Amusement
Live entertainment* Manufacturing / production company sales

AUDIO RECORD PRODUCTION VALUE AND
LIVE ENTERTAINMENT MARKET SCALE TRENDNUMBER OF TV ANIMATION TITLES(¥ billion)(No. of titles)

400
318.6

300

344.8

332.4

310.1

366.5

0

200
177.7

173.9

Music

341

356

340

332

232

233

266

230

90

110

97

2016

2017

2018

235

152.8

157.6

100

2015

2016

2017

2018

2019

Live entertainment market
Audio record production value* Information regarding the live entertainment market is calculated based on the informationfrom full members of the All Japan Concert & Live Entertainment Promoters Conference.
Sources: Recording Industry Association of Japan, All Japan Concert & Live Entertainment
Promoters Conference

11

2018

300

100

(Year)

2017

Merchandising
Other

400
322

200
182.6

76.5

68.9

65.7

0

(Year)

90

108

2014

2015

Titles continued from the previous year
Newly released titles
Source: “Animation Industry Report 2019,” The Association of Japanese Animations

3

ESG Data
XXXXXXXBANDAI NAMCO GROUP IMPORTANT CSR THEMES:
FY2020.3 ACTIVITY REPORTThe BANDAI NAMCO Group’s Units and affiliated business companies have formulated mid-term plans for the Group’s Important CSR
Themes and are implementing initiatives on that basis. Under these mid-term plans, major initiative themes are established, andmeasures and roadmaps are determined for each theme. The Group CSR Committee and Group CSR Subcommittee confirm andreview progress with activities. In these ways, we are working to achieve the plans. The status of the activities of the Units andaffiliated business companies in regard to the three-year Mid-term Plan that was launched in April 2018 is as follows.
BANDAI NAMCO GROUP’S IMPORTANT CSR THEMES:SAFETY AND CLEANLINESS OF PRODUCTS AND SERVICES
Units

Major Initiative Themes

Status of Progress

FY2020.3 Activity Report

Toys and Hobby

Focusing on safety andpeace of mind

 Holding the Product Safety Forum, with six Group companies cooperating
to implement exhibitions in Japan in order to foster consideration for
product safety Holding four study sessions with cooperating manufacturers, including
both lectures and workshops
Average satisfaction level of participants: 95.4% (Target: 80% or more)

Network
Entertainment

Advancing the provisionof safe, secure services Revising regulations and guidelines for game production at BANDAI
NAMCO Entertainment Inc. and BANDAI NAMCO Online Inc.
 Revising guidelines for the “enza” platform, which is being rolled out by
BXD Inc.

RealEntertainment

Creating safe,
secure facilities Promoting acquisition of AOU Youth Advisor certification
Certification acquisition rate for newly assigned facility managers andfacility leaders at amusement facilities operated by BANDAI NAMCO
Amusement Inc.: 100%
 Promoting acquisition of service skills certification
Acquisition rate for new employees at BANDAI NAMCO Amusement Inc.:
95.8% (Target: 100%) Implementing checks related to facility safetyImplementing BANDAI NAMCO Amusement facility safety checks(250 points), play equipment checks (55 points), andlarge-scale entertainment facility checks (23 points) Implementing 32 independent inspections related to food safety(food safety inspections)

Visual andMusic Production

Product safety standard
initiatives and live event
safety and security Revising BANDAI NAMCO Arts Inc. quality control standards Implementing timely observation of manufacturing processes for
new packaging Implementing handbag inspections at point of entry to live events

IP Creation

Zero accidents campaign:
Working to increase safety
and eliminate accidents
in regard to the operationof vehicles used for thedelivery and collectionof products Implementing driving skills and traffic safety lecture for 46 new employees(including mid-career hires) Managing driving operations with the installation of SmartDrive movementmonitoring systems on all 21 vehicles used for the delivery and collectionof products

Affiliated BusinessCompanies(BANDAI LOGIPAL INC. /LOGIPAL EXPRESS INC.)

Reducing vehicle accidents
through safe driving anddelivering cargo withoutdelay Implementing safety training for drivers and dispatchers (5 times) Implementing safety guidance during roll call Acquiring / maintaining G-Mark certification for excellent standards forsafety at 14 sites

Providing safe, secure
products with initiatives
in manufacturing andmaterials Implementing ongoing management of production processes withflowcharts Implementing plant audits (1 time), confirming strict observance of quality
control in production processes Updating information in a database for existing materials used by typeof material and by product title Implementing ongoing periodic checks for newly introduced materials,
in accordance with material characteristics

Affiliated BusinessCompanies(ARTPRESTO CO., LTD.)

12

1
3

ESG Data

BANDAI NAMCO GROUP’S IMPORTANT CSR THEMES:ENVIRONMENTAL CONSIDERATION
Units

Major Initiative Themes

Status of Progress

FY2020.3 Activity Report

Toys and Hobby“Act Now For Future
Smiles” Within the Unit, we held meetings of the CSR Promotion Committee(4 meetings) and the Eco Medals committee (4 meetings) Enhancing environmental communications and other CSR
communications
Exhibiting at events: 8 exhibits
Implementing on-site lessons: 228 schools Certifying 256 items in FY2020.3 under the Eco Medal certification
system, which certifies products that meet internal standards forenvironmental friendlinessNetwork
Entertainment

Advancing environmental
education activities Saving electricity through “lights down” initiatives and advancing
paperless operations through the use of digital tools

Energy-saving initiatives Aggressively utilizing LEDs in lighting equipment in amusement facilities With the understanding of the commercial facilities that house ouramusement facilities, we turned down the lighting to the extent possible
without adversely affecting customer safety and crime prevention,
and we operated with the lighting from the game machines, etc.

Visual andMusic Production

Implementing environmental
consideration Recycling excess work-in-progress and product inventories Aggressively using LEDs for lighting at live events Taking steps to reduce the use of wood and other natural materials,
such as reusing stage props Advancing the transition from paper tickets to electronic tickets

IP Creation

Promoting environmental
consideration andthe environmental understanding of employees Reducing the use of paper resources through the digitalization ofanimation production processes
Establishing studio in Iwaki specializing in digitalization at BANDAI
NAMCO Pictures INC.
 Continuing educational activities for employees through internal notices,mail magazines, etc.

Affiliated BusinessCompanies(BANDAI LOGIPAL INC. /LOGIPAL EXPRESS INC.)

Reducing CO2 emissions
through control of CO2
from vehicle exhaust
and reduced electricity
consumption at work sites For newly purchased vehicles, introducing types of vehicles compliant
with 2010 (post new long term) emission regulations Average fuel consumption achieved through continued eco-driving activities
5.29 km/L
 Continuing to save power by turning off unnecessary lighting at offices
and warehouses

RealEntertainment

13

BANDAI NAMCO GROUP’S IMPORTANT CSR THEMES:POLICIES REGARDING INFLUENCE ON SOCIETY OF THE GROUP’S CONTENT AND PRODUCTS
Units

Major Initiative Themes

Status of Progress

FY2020.3 Activity Report

Toys and Hobby

Control of ethicalexpression in content andproducts Implementing training related to ethics
Implementing training for new employees (1 time) and training forcompanies in the Toys and Hobby Unit (1 time) In regard to ethical expression in products, accumulating examples fromother companies and from inside the Company, and revising ethical assessment standards in line with target customer groups

Network
Entertainment

Initiatives related toappropriate expression Announcing that “appropriately controlling ethical expression in content”
is an important initiative theme shared by all companies in the Network
Entertainment Unit, and implementing initiatives Holding briefings related to ethical expression for suppliers for
BANDAI NAMCO Entertainment Inc.

RealEntertainment

Showing considerationfor ethics in content
and products Establishing secretariat in charge of ethics for ethical expression in products
and services and continuing to advance checking system

Visual andMusic Production

Initiatives in the areas of
ethical expression and
IP protection Continuing to implement multiple checks of ethical expression by
two departments Implementing internal lectures related to copyrights

IP Creation

Implementing initiatives
for appropriate ethicalexpression Advancing internal checks of ethical expression

BANDAI NAMCO GROUP’S IMPORTANT CSR THEMES:

SUPPLY CHAIN MANAGEMENT
Units

Major Initiative Themes

Status of Progress

FY2020.3 Activity Report

Toys and Hobby

BANDAI Factory Audits(BFAs) Implementing audits of all overseas final packaging plants that make
BANDAI products for the Japanese market (168 companies) Implementing Unit-wide integrated management at manufacturing
plants that make copyrighted products that have character information
regulations Implementing supplier conferences at three locations—Tokyo, Shanghai,and Shenzhen—to share information with suppliers

RealEntertainment

Appropriate supply chain
management in Japan andoverseas When starting business relationships with suppliers, implementing CSR
Procurement Questionnaire, which covers seven major items, includingprohibition of human rights violations, such as forced labor Implementing audits of confirmation items, including the working
environment, for amusement machine assembly plants (1 company) withwhich we are starting a new business relationship

Visual andMusic Production

Implementing supply chain
management Implementing audits at customer centers that handle personal information Continuing to implement interview research based on plant audit checklists
for major production plants in Japan and overseas

Affiliated BusinessCompanies(BANDAI LOGIPAL INC. /LOGIPAL EXPRESS INC.)

Rolling out integrated
distribution services Maintaining AEO (Authorized Economic Operator) customs broker certification Maintaining PrivacyMark

Affiliated BusinessCompanies(ARTPRESTO CO., LTD.)

Safety and security inproduction plants Continuing to implement supplier plant audits(9 companies out of a total of 18 in Japan and overseas)

14

1
3

ESG Data

Environment-Related Information
OVERVIEW OF ENVIRONMENTAL PERFORMANCE DATA FOR FY2020.3

Measured Items

Gasoline

Unit

Fuel

0

27,3002,165

Other*

ℓ

0

0

0

ℓ

0

0

0

From use of company
vehicles (diesel vehicles)

ℓ

0

1,064

0

Other*

ℓ

0

0

0

ℓ

0

2

0

From use of company
vehiclesPetroleumgas

Liquefied petroleumgas (LPG)

t

0

3

0

Other*t0

00Combustible
natural gas

Othercombustible
natural gas

From use of company
vehicles

m3

0

0

0

Other*

m3

0

0

0

Tap water used

m

3

159

83,503

6,746

Wastewater

m3

159

80,671

6,349

kWh73,53920,448,470

5,668,846

City gas*m

3

12,15756,363235,946

Steam (industrial use)*

GJ

0

0

0

Steam (excluding industrial use)*

GJ

0

0

0

Hot water*

GJ

0

0

0

Electricity*

Other
fuels

Waste

Network EntertainmentℓHeavy oil A*

Water

Toys and Hobby

From use of company vehicles

Kerosene*

Diesel fuel

BANDAI NAMCO
Holdings Inc.

Cold water*

GJ

0

0

0

Non-industrial waste

kg

2,937

516,040

58,360Industrial wastekg

0510,882

12,723

Recycling volumes

kg

6,250

678,22144,848kg

1,319

55,297

9,271

Photocopy paper

Note: In accordance with the Law Regarding the Rationalization of Energy Use, the BANDAI NAMCO Group calculates CO2 emissions from the items marked “*” in the table above.

BANDAI NAMCO GROUP CO2 EMISSIONS(t- CO2)

80,00064,25460,00061,79559,04359,55059,551

58,16940,000* CO2 emissions per employee or per unit of total floor space

20,000

0

(FY)

15

16

For the Fiscal Years Ended March 31

15

The BANDAI NAMCO Group is working to reduce CO2 emissions
by setting reduction targets for each Unit for each fiscal year.
From FY2019.3, in addition to total emissions management,
we are also working to control CO2 emissions through theintroduction of management based on emissions intensity
for each Unit*.

17

18

19

20

	Environmental Management ScopeAll Group companies‌ 	Scope of Collection of Environmental Performance Data
Consolidated companies, excluding equity-method affiliates	Management Standard
Emissions volume(Reference)
Affiliated BusinessCompanies

Real Entertainment

Visual and Music
Production

3,239

0

13,66273,447

119,813

212,952

0

0

0

800

800

1,256

0

0

0

14,223

14,223

10,8090001,308,579

1,309,643

1,420,057

00016,287

16,287

0

0

0

0

0

2

2

0

0

0

0

3

3

7

0

0

6

13

24

0

0

0

4,630

4,630

590

0

0

0

0

0

0

77,172

0

4,213

13,482

185,275

191,112

77,143

0

4,213

13,460181,994

192,610

89,214,395

535,096

1,541,856

6,348,962

123,831,164

127,022,975

IP Creation

Total

FY2019.3 Total

404,308

0

0

7,477

716,251

833,733

0

0

0

0

0

0

0

0

0

0

0

0

126

0

0

0

126

195

1,026

0

0

0

1,026

2,133

1,020,780

026,125

131,877

1,756,119

1,865,172

63,651

430,894

45,347

378,868

1,442,365

1,596,629

58,440026,37015,639829,768

862,602

21,663

10,715

11,87941,066151,209174,195

16

1
3

ESG Data

HUMAN RESOURCES-RELATED INFORMATION TOTAL FOR UNIT CORE COMPANIES
Note: Accompanying a change in segment classification, there have been changes to the Unit core companies from FY2019.3.
FY2016.3–FY2018.3: BANDAI, BANDAI NAMCO Entertainment, BANDAI VISUAL* FY2019.3– : BANDAI, BANDAI NAMCO Entertainment, BANDAI NAMCO Amusement,
BANDAI NAMCO Arts, SUNRISE * The name of BANDAI VISUAL was changed to BANDAI NAMCO Arts in April 2018.

NUMBER OF EMPLOYEES BY TYPE OF EMPLOYMENTFY2017.3

FY2018.3

FY2019.3

FY2020.3

Full-time employees(People)

Male

1,485

1,439

1,967

2,160

Female

628

652

830

1,008

Junior employees(People)

Male

43

25

928

967

Female

108

94

964

982

Contract employees(People)

Male

34

36

128

146

Female

30

27

49

83

Temporary employees(People)

Male

25

37

1,394

1,422

Total (People)

Female

51

78

2,156

2,035

Male

1,587

1,537

4,417

4,695

Female

817

851

3,999

4,108

Total

2,404

2,388

8,416

8,803

NUMBER OF FEMALE MANAGERS
FY2017.3

FY2018.3

FY2019.3

93

102

120

147

15.4%

16.9%

17.4%

18.1%

Female managers (People)
Ratio to total managers

FY2020.3

NUMBER OF EMPLOYEES HIRED AFTER GRADUATIONFY2017.3

FY2018.3

FY2019.3

FY2020.3

Number of employees hired
after graduation (People)

88

99

130

170

Number of female employees included (People)

39

47

60

79

44.0%

47.5%

46.2%

46.5%

Percentage of female
employees included

EMPLOYMENT RATE FOR PEOPLE WITH DISABILITIESEmployment rate forpeople with disabilities

FY2017.3

FY2018.3

FY2019.3

FY2020.3

2.04%

2.04%

2.10%

2.20%

NUMBER OF EMPLOYEES THAT TOOK LEAVE FOR
CHILDCARE OR FAMILY NURSINGFY2017.3

FY2018.3

FY2019.3

FY2020.3

Number of employees thattook leave for childcare(People)

75

65

111

88

Number of male employees
included (People)

5

8

9

17

Number of employees thattook leave to home nurse(People)

1

1

1

1

Number of male employees
included (People)

0

0

0

0

ANNUAL PAID LEAVE UTILIZATION RATE
Annual paid leave utilization rate

FY2017.3

FY2018.3

FY2019.3

FY2020.3

68.5%

68.4%

57.2%

71.7%

FY2017.3

FY2018.3

FY2019.3

FY2020.3

10

3

52

61

Note: For consolidated subsidiaries that use the service of special subsidiary BANDAI
NAMCO Will Inc.

INDUSTRIAL ACCIDENTS

AVERAGES
FY2017.3

FY2018.3

FY2019.3

FY2020.3

Average years of continuous service

12.3

12.4

10.6

9.7

Average age

37.7

39.3

39.0

39.3

Industrial accidents(Incidents)

SYSTEMS TO PROMOTE ACHIEVEMENT OF WORK–LIFE BALANCE (EXAMPLES)
(Programs that surpass legal requirements)
SystemOverview

Childcare leave

Can be taken until the day before the child’s second birthday.

Childcare support

Available until March 31 of the year in which the child completes sixth grade.
In addition to shorter working hours, includes exemption from overtime and late-night work.

Childbirth leave for male employees

Male employees can take up to five days of paid leave when their wife gives birth.

Flextime system

Normal working hours are determined not on a daily basis but on a monthly basis.

Child-rearing flextime system

Up to March 31 of the year in which the child completes sixth grade, core time can be adjusted in line with child-rearing circumstances.

Provision of support funds for childbirthand childcare

Provision of ¥200,000 at the birth of each of the first and second children.
Provision of ¥2,000,000 at the birth of each of the third and subsequent children.
(Acquisition of childcare leave for one continuous week or more is a requirement for the receipt of this support.)

Lifestyle-support system

Introducing lifestyle-support system with the objective of establishing supportive environments for employees in a variety of household
circumstances.
Offering 30-day leaves as well as shorter working hours / flextime, in accordance with the reason.
Examples of reasons: (1) truant children, (2) infertility treatment, (3) family nursing or caregiving for spouses and 1st and 2nd degree
relatives of employees, and (4) receiving outpatient care at medical facilities due to disease

Note: Systems used by Group companies are different.

17

4

BANDAI NAMCO Group’s History

HISTORY
Note: History of Group companies before the management integration of BANDAI and NAMCO.
Company names and place names are as of the date cited.

BANDAI’S HISTORY

NAMCO’S HISTORY

1950s

1950s

July

June

1950 • Bandaiya was founded in the Kikuyabashi sectionof Asakusa in Taito-ku, Tokyo (President: Naoharu
Yamashina). Paid-in capital was ¥1 million. The company
conducted sales of celluloid toys as well as metallic
toys (passenger cars), rubber swimming rings, etc.
September		• First original BANDAI product was launched:
Rhythm Ball.

1955 • Nakamura Manufacturing Ltd. established in
Ikegami, Ota-ku, Tokyo (President: Masaya
Nakamura). Capital: ¥300,000. Started in theamusement business with the installation of twochildren’s mechanical horse rides on the rooftop ofa department store in Yokohama.

March1951 • Export sales commenced.
April 		 • B26, the first BANDAI original metallic toy, waslaunched.
April

1953 • Accompanying the expansion of export operations,shipment and warehouse facilities were newly
established in Komagata, Asakusa, Taito-ku, Tokyo.
July		• Product Inspection Department established toperform checks on all products.
		 • A research unit was established to improve thequality of BANDAI brand metallic toys and to
conduct R&D in new products.
		 • Transport division (predecessor of BANDAI LOGIPAL
INC.) was established.
1955 • Waraku Works (predecessor of BANDAI
Manufacturing) was established.
June		• Office building newly constructed in Komagata
2-chome, Asakusa, Taito-ku, Tokyo.
		 • The BC logo was created by combining the first
letters in BANDAI Company.
November		• A product guarantee system—an industry first—
was launched in conjunction with the Toyopet Crown(1956 version) model car.

Two wooden rocking-horse rides installed on the rooftop of a department store in Yokohama

1957 • Headquarters office established in Ginza, Tokyo.
Started sales of amusement machines.
1959 • Reorganized to form Nakamura Manufacturing Co.,
Ltd. (Capital: ¥5 million)

January

Toyopet Crown

1960s
1963 • Installed the Roadway Ride on the rooftop of
Mitsukoshi Department Store in Nihonbashi,Tokyo. Subsequently expanded business to each
Mitsukoshi store.

Roadway Ride

1958 • First TV advertisement aired with the catchphrase“The Red Box means a BC-guaranteed toy.”

1965 • Established Production Department. Periscope,developed by the Production Department, becamea major hit.

1959 • Metal model cars were commercialized andproducts with the labels of car series from aroundthe world were launched.
		 • Trademark (commonly known as the Banzai mark)was established to express the motto that quality is
the highest priority.

1966 • Established main production facility in Ota-ku,
Tokyo. Expanded activities of Development andProduction departments.
		 • Began to use Nakamura Manufacturing brand mark.

July

July

1960s
March
1960 • Direct overseas sales started.
July		• Bandai Toys Company established (transferred toBandai Overseas Supply in 1971).
June

1961 • Name of Waraku Works was changed to BC
Manufacturing. (Name was changed to BANDAI
Manufacturing in May 1966.)
July		• Company name was changed to BANDAI. Paid-in
capital was ¥20 million.

1967 • Opened Osaka office in Namba, Osaka.

18

1
4

BANDAI NAMCO Group’s History

HISTORY
Note: History of Group companies before the management integration of BANDAI and NAMCO.
Company names and place names are as of the date cited.

BANDAI’S HISTORY

NAMCO’S HISTORY

September1963 • Bandai Transport was established.
November 		 • Assigned representative to New York and begansales in the U.S.
December		• Due to growth of operations, moved to new officebuilding in Komagata 1-chome, Asakusa, Taito-ku, Tokyo.
		• Astroboy was launched as BANDAI’s first
TV-character toy.

1970s

January

1964 • Remote control (RC) toy car
became a major hit.

1965 • Racing Car Set enjoyed anenormous boom in sales.
October		• Toy manufacturing complex
completed in Mibu, Tochigi
Prefecture.

1970 • Established Yaguchi plant in
Yaguchi, Ota-ku, Tokyo.
		 • Developed Racer, a driving
simulation game. Projection
equipment using 3D models
that were innovative for thetime period became popular,
and it became a hit machine.
1971 • Use of NAMCO brand namebegan.

January©手塚プロダクション

1975 • Began full-scale research into robot
technologies. Developed President
Lincoln robot.

1966 • Crazy Foam launched. Sold 2.4 million units in threemonths due to intensive campaign, centered on TV
promotion.
		 • BANDAI’s new trademark (the BANDAI Baby)
formulated.
May
1967 • Bandai Automobile established.
		 • Water Motor series became a hit.
		 • Thunderbirds series of electrically powered toys
launched.
August		• New Model Toys Department launched sales ofplastic models.

November©BANDAI NAMCOEntertainment Inc.

1974 • Acquired Atari (Japan) Corp. from Atari Corp. of the
U.S. Entered the video game business.

Astroboy

July

October

Racer

President Lincoln robot

1976 • Developed F-1 driving simulation game machine.
Became popular in Japan and overseas.

1968 • Naughty Flipper series was a big hit, winning a gold
medal at the New York International Innovative
Products Exhibition.
• Customer service center established.
1969 • Acquisition of plant in Shimizu City, Shizuoka
Prefecture. Start of production of plastic models,such as the Automobile series, Thunderbirds 2, andthe Beetle series

F-1 driving simulation game machine©BANDAI NAMCO Entertainment Inc.

1970s
September1970 • Tonka Japan established.

May
1971 • Bandai Models established.
July		
• Established Popy as a specialist character toys
manufacturer.

1977 • Changed company name to NAMCO LIMITED(Capital: ¥240 million)		 • NAMCO ENTERPRISES ASIA LTD. established.
		 • Developed Shoot Away, a mirror-projection-type gun
shooting game.
June

1978 • Established NAMCO AMERICA
INC. in California, U.S.
		 • Developed Submarine, asubmarine game machine.
		 • Introduced Gee-Bee, the firstoriginal amusement machine.
1979 • Introduced Galaxian, a shooting
game machine. Became
popular, centered on young
consumers, and became amajor hit in Japan and overseas.
		 • Developed Pitch In, a machinethat measured the speed of apitched ball.

Gee-Bee

Galaxian©BANDAI NAMCOEntertainment Inc.

19

BANDAI’S HISTORY

NAMCO’S HISTORY

March
1973 • MiniMini Fish launched.
October		• Jumbo Machinder Mazinger Z won the Grand Prix
prize at the 4th International Trade Fair Toy Concours.

1980s

1974 • Super-alloy Mazinger Z becamea major hit.
December		• Three Group companies(BANDAI, Popy, and Tonka
Japan) implemented anindustry-first, full-page
newspaper advertisement.
January

1980 • Introduced PAC-MAN.
Became a major hit inJapan and overseas.
		 • Namco sponsored theMicro Mouse national
tournament, which wasparticipated in by amateurrobot enthusiasts.
PAC-MAN

Super-alloy Mazinger Z

1975 • Trademark and logo changed. ©ダイナミック企画
Expressed the dramatic
combined worldwide growth of nine BANDAI Group
companies.
October		• Alliance with Monogram, of the U.S.
August1976 • Jumbo Machinder exported to Mattel, of the U.S.
Became best-seller in 1977 under the name “Shogun.”
October		• Published “Ugoku E-Hon” and entered the
publishing industry.
November 		 • Established Popy Mibu factory.
April
1977 • Start of sales of capsule toys through vending machines.
June		
• BANDAI (H.K.) CO., LTD., established as overseas
manufacturing base in Hong Kong.
		 • Launch of Mogura-Tataki Game, which becamea major hit in the following year, 1978, and wasincluded in Nikkei’s list of hit products.

Mogura-Tataki Game

September1978 • Bandai Publishing established.
		 • Launch of LSI Baseball, which later became a hit
electronic game.
October		• BANDAI AMERICA INCORPORATED established as
U.S. sales base.
November
1979 • B-I Electronics and B-I Mibu established.
		• 
Candy-Candy Nurse’s Bag became one of the biggest
ever hit products among girls’ character toys.

1980s
May

1980 • Makoto Yamashina was appointed President andRepresentative Director, and Naoharu Yamashina
was appointed Chairman.
July		• Gundam plastic models
launched, starting amajor boom.
		 • Tonka Japan changed
its company name to
Mameet.
November 		 • Celent established.

Gundam RX-78 plastic model©BANDAI NAMCO Entertainment Inc.

		 • Introduced the Nyamco
maze-solving robot.
1981 • Introduced the Mappy
maze-solving robot.
		 • Established IP Rights
Department. Began fullscale initiatives to protect
in-house copyrights.

Nyamco©BANDAI NAMCO Entertainment Inc.

1982 • Introduced the Pole Position racing game machine.
1983 • Introduced Xevious shooting
game machine. Became highly
popular due to its beautiful
graphics and its story.
		 • Developed robot for Cosmo
Hoshimaru, the mascot
character for “theInternational Science
Technology Exposition.”

1984 • Launched Galaxian, thefirst home video gamefor the Famicon.
		 • Introduced the first
product in the Tower ofDruaga series of RPG
game machines.

Xevious©BANDAI NAMCOEntertainment Inc.

Galaxian©BANDAI NAMCO Entertainment Inc.

1985 • New headquarters
building completed in Ota-ku, Tokyo.
		 • Developed Talking Aid, a mobile communication
device.
1986 • Capital participation in Italian Tomato Ltd.
		 • Established New Technology Foundation with theobjective of fostering the development of scienceand technology.
		 • Introduced Sweet Land,a candy prize machine.
		 • Launched Professional
Baseball Family Stadium,a Famicon software.

Professional Baseball
Family Stadium©BANDAI NAMCOEntertainment Inc.

©創通・サンライズ

20

1
4

BANDAI NAMCO Group’s History

HISTORY
Note: History of Group companies before the management integration of BANDAI and NAMCO.
Company names and place names are as of the date cited.

BANDAI’S HISTORY

NAMCO’S HISTORY

January

1987 • Main sponsor of the Japan performance of themusical Starlight
Express.
		 • Developed Final Lap,the industry’s first
driving game with builtin communications
functions.
Final Lap

1981 • B
 ANDAI FRANCE S.A. established as sales basein Europe.
March		
• Entered the candy toy market.
June1982 • BANDAI UK LTD. established in the U.K.
October		• Frontier Department established as planning andproduction unit for animations and films.
November		• Emotion Ltd. established. Opened Emotion
			 video shop, the first video shop authorized			 by the Japan Video Software Association.
March

1983 • Absorption-type merger of seven companies— Popy, Bandai Models, Bandai Manufacturing,
Bandai Overseas, Mameet, Celent, and Bandai
Publishing. Capital increased to ¥711.39 million.
		 • Corporate identity introduced. New BANDAI
philosophy established—“Dreams and Creation.”
April• Kinnikuman capsule toy launched, became a major hit.
August		• Apparel Department established.
		 • A.E. Planning established to conduct sales of visualpackaged software.
December		• Launched Darosu, an industry-first original video
animation.

©BANDAI NAMCOEntertainment Inc.

1988 • Namco stock listed on
the second section of the Tokyo Stock Exchange.
(Capital: ¥5,550 million)		 • Established Yokohama Future Laboratory in
Yokohama City.
		 • Tie-up with JCGL, a computer graphics (CG)production company. Entered a wide range of CG
video business areas, from acceptance of production
orders to the provision of videos.
		 • Presented first original video product, Mirai Ninja:
Keiunkiningaiden, at the Tokyo International Fantastic Film
Festival. Also launched as an amusement machine.
		 • Developed Winning Run, the first racing game to use
polygon technology.

April1984 • Launched Air Condition series, which was createdfrom original video software music and video.
October		• Gundam plastic model series surpassed 100 million
units since the launch.
December		• Fuman (H.K.) Co., Ltd., established in Hong Kong.
May

1985 • Advanced into the Chinese market with theestablishment of a Japan–China joint venture firm,
China Fuman (Fujian) Toys Co., Ltd., in Fujian
Province, China.
November		• First Famicon software, Kinnikuman-Muscle Tag
Match, launched. Became a major hit with salesof 1 million units.
January

1986 • BANDAI listed on the second section of the Tokyo
Stock Exchange. (Capital: ¥10,796 million)
February		• Nekonyanbo became a major hit.
September		• Entered the movie fieldby cooperating in the
production of The
Baby Elephant.
Nekonyanbo
1987 • Products related to Saint Seiya (Knights of the Zodiac)
series became hits.
March		• Joint venture firm BANDAI AND K.C. CO., LTD.,established in Thailand.
		 • Released Royal Space Force: The Wings of Oneamis,
a full-length original animation feature.
		 • Quick Curl launched. Entered the field of practicallifestyle sundries.
May		• Chairman Naoharu Yamashina was appointed
Executive Advisor.
• Contract signed with The Walt Disney Company.
Video products launched.

Winning Run©BANDAI NAMCO Entertainment Inc.

1989 • Jointly developed Eunos
Roadstar Driving
Simulator in cooperation
with Mazda Motor Corp.
		 • Developed the Wani Wani
Panic action game.
Wani Wani Panic©BANDAI NAMCO Entertainment Inc.

1990s
1990 • NAMCO AMERICA INC. began direct sales ofamusement machines in the U.S.
		 • NAMCO AMERICA INC. acquired Atari Operations
Inc. Commenced amusement facility operations in
the U.S.
		 • Established Namco Hometek Inc. as a U.S. base forhome video games.
		 • At the International Garden and Greenery Exposition,
exhibited and operated Galaxian3 and The Tower ofDruaga, large-scale amusement facilities based on
the hyper-entertainment concept.
		 • Developed the Cosmo Gangs action game machine.
September1991 • Stock listed on the first section of the Tokyo Stock
Exchange. (Capital: ¥6,984 million)
November 		 • Established NAMCO EUROPE LTD. in London, U.K.
		 • Opened Plabo Sennichimae, a large-scaleamusement facility.

21

BANDAI’S HISTORY

NAMCO’S HISTORY

April

February

1988 • Media Department established. Made full-scale
entry to the visual products business.
July		
• Sales of CARDDASS started.
August• BANDAI listed on the first section of the Tokyo Stock
Exchange.
		 • Cooperated in the production of the musical The
Forest is Alive/Twelve Months of Nina.
1989 • Completed head office building in Komagata,
Taito-ku, Tokyo.
October		• Advanced into the music field (launch of the
Emotion label).

1992 • Opened Namco Wonder Eggs, the first urban themepark, for a limited time in Futakotamagawa, Tokyo.

January

1990s
January

1990 • Name of Shinsei Manufacturing was changed to
Yutaka Co., Ltd.
August		• Bandai Transport registered on the over-the-countermarket (currently, JASDAQ).
		• Sally the Witch Spikatact surpassed 1 million units.
February

1991 • Bandai (Taiwan) Co., Ltd., established as local
company in Taiwan.
April		
• Chara-Can, which packaged toys with drinks
through a tie-up with Suntory, are a big hit.
October		• Tosho, Dairin, and Seiko merged to establish
HAPPINET CORPORATION.
September1992 • Name of Bandai Transport was changed to
BANDAI LOGIPAL INC.
October		• BANDAI’s visual products business transferred to
BANDAI VISUAL CO., LTD.
1993

• Products related to Pretty Guardian Sailor Moon
became major hits.

Sailor Moon series©武内直子・PNP・テレビ朝日・東映アニメーション• Products related to Power Rangers became major
hits in the U.S.

Namco Wonder Eggs

		• Established Brent Leisure Ltd. to strengthen
manufacturing in Europe and sales in the U.K.
1993 • Established NAMCO OPERATIONS EUROPE LTD.
in the U.K.
		 • Opened Namco Wonder City Tsurumi, a comprehensive
amusement facility in Tsurumi-ku, Yokohama, with
Namco acting as developer for the first time.
		 • Introduced Ridge Racer,a racing game machine
including System 22,a real-time, 3D CG
system board.
		 • Acquired Aladdin’sCastle, Inc., the largest
amusement facility
operator in the U.S.
Ridge Racer		 • Established Shanghai©BANDAI NAMCO Entertainment Inc.
Namco Ltd. as a joint
venture in China.
		 • Opened Tamago Teikoku, which offered a land ofentertainment alchemy, on a site adjacent to Namco
Wonder Eggs.
1994 • Launched Ridge Racer for the PlayStation at thesame time as the hardware launch.
		 • Opened Yokohama Creative Center, a developmentbase, in Kanagawa-ku, Yokohama City.
		 • Established NAMCO CYBERTAINMENT INC. throughthe merger of two NAMCO Group companies in
the U.S.
		 • Introduced TEKKEN, a polygon martial arts gameusing System 11, a 3D CG system board developed
jointly with Sony Computer Entertainment Inc.

Power Rangers series©1993 SABAN INT.

March

1994 • SUNRISE INC. became a Group company

TEKKEN©BANDAI NAMCO Entertainment Inc.

1995 • Developed Alpine Racer, an experience gamemachine.
December		• Launched Tales of Phantasia, the first product in
the Tales of... series for the Super Famicon.

22

1
4

BANDAI NAMCO Group’s History

HISTORY
Note: History of Group companies before the management integration of BANDAI and NAMCO.
Company names and place names are as of the date cited.

BANDAI’S HISTORY

NAMCO’S HISTORY

July
1995 • Technical Design Center (Tochigi) went into operation.
October		• Three companies established in the U.S.—BANDAIHOLDING CORP., BANDAI DIGITAL ENTERTAINMENT
CORP., and BANDAI ENTERTAINMENT INC.

July

1996 • Opened Namco NAMJATOWN, one of Japan’s largest
indoor theme parks, in Ikebukuro, Tokyo.

March1996 • Launch of the Pippin Atmark.
		 • Bandai Trading (Shanghai) Co., Ltd., establishedin Shanghai.
November 		 • Tamagotchi launched.
Namco NAMJATOWN

		 • Established subsidiaries in Spain, France, Germany,and Israel.
		 • Opened Namco Wondertower Kyoto, an urban
comprehensive amusement facility.
Tamagotchi©BANDAI 1996

April

1997 • Hyper Yo-Yo launched.

Hyper Yo-Yo©BANDAI 1997

June		• Launched Tamapichi, a PHS phone that incorporated
Tamagotchi functions.
		 • Takashi Mogi was appointed President andRepresentative Director.
July		•G roup companies Kaken, Angel, and B-I merged toestablish MegaHouse Corporation.
August		• HAPPINET CORPORATION offered its stock on theover-the-counter market (currently, the first sectionof the Tokyo Stock Exchange).
October		• Founder Naoharu Yamashina passed away (October
28, age 79).
DecemberMarch

1998 • HAPPINET CORPORATION listed on the second
section of the Tokyo Stock Exchange.

1999 • Takeo Takasu was appointed President andRepresentative Director.
		 • W onderSwan, a new mobile game machine, launched.
		 • Start of service for Dokodemo Aso Vegas, the firstcontent for NTT DOCOMO’s i-mode.
May		• Gundam plastic models surpassed cumulative total
sales of 300 million units.
September		• DIGIMON ADVENTURE became an animation.
		 • HANA-BI, in which BANDAI VISUAL participated in
production, won the Golden Lion award at the 54th
Venice International Film Festival.
October		• Concluded agreement with Mattel, of the U.S., regarding
joint business development (contract covering theJapanese market canceled in December 2003).
November		• Primo Puel talking stuffed toys launched.

23

January

1997 • Capital tie-up with Nikkatsu Corporation (canceledin 2005).
		 • Established XS ENTERTAINMENT INC. to manage
multipurpose amusement facilities in the North
American market.
August• Opened Namco Station at the County Hall, a largescale entertainment facility in a former county hallbuilding in London, U.K.
		 • Three CG works selected for prizes by SIGGRAPH,
a CG conference in the U.S.
August1999 • Launched Soulcalibur, a weapon-based fighting
game for the Dreamcast.
October		• Established Monolith Software Inc., a home video
game development company.
November• Proposed barrier-free entertainment designs.
Entered nursing care business with the aim of
combining the themes of “play” and “welfare.”December		• Launched Namco Station, a mobile phone site for
i-mode service. Expanded content business.
		 • Began to supply LCD units for pachinko machines.

2000s
March

2000 • Launched Ridge Racer V for the PlayStation 2 at thesame time as the hardware launch.
April		
• Opened the Namco Digital Hollywood Game Lab
school in collaboration with Digital Hollywood Co., Ltd.
		 • Established Namco Ecolotec Limited to conduct
development of environmental machines.
June		
• Simultaneously
launched versions of theMr. Driller home video
game for three different
platforms.
August		• In cooperation withSony Computer
Mr. Driller©BANDAI NAMCO Entertainment Inc.
Entertainment, jointly
developed the System
246 board, which was based on PlayStation 2
technology.
October		• Obtained license to distribute PAC-MAN for Sharp
Corp.’s Zaurus.

BANDAI’S HISTORY

NAMCO’S HISTORY

2000s

December

March

2000 • HAPPINET CORPORATION listed on the first sectionof the Tokyo Stock Exchange.
		 • BANDAI KOREA CO., LTD., established in South Korea.
		 • Content for i-mode became popular and surpassed
1 million paid subscribers.
April		• Network Department established.
		 • Character Research Institute established.
June		
• Invested in Sotsu Agency (currently, SOTSU CO., LTD.).
September		• Network Department spun off from BANDAI toestablish BANDAI NETWORKS CO., LTD.
October		• BANPRESTO CO., LTD., listed on the second sectionof the Tokyo Stock Exchange.
		 • Capital tie-up with Seika Note Co., Ltd.
March
July

2001 • BHK TRADING LTD. established.
• Cumulative total sales of Gashapon HG series
surpassed 100 million
units.
August• 1/12-scale Zaku model(overall height:
approximately 1.5m)
was exhibited at the “C3PRE” character culture
event and became a
topic of conversation.
November 		 • BANDAI VISUAL listed
Hyper Hybrid Model MS-06F
Zaku IIon JASDAQ.
©創通・サンライズ

March2002 • BANDAI CHANNEL CO., LTD., established as an
on-demand online distribution company.
July		• Capital tie-up with Tsukuda Original.
		 • BANPRESTO listed on the first section of the Tokyo
Stock Exchange.

2000 • Opened Namco Entertainment World Tokyo Pitan City
in Daiba, Tokyo.
		 • Opened the Chi-Kou-Raku Internet facility in Nagoya(closed in 2011).
		 • Launched MotoGP for the PlayStation 2.
February

2001 • Introduced the TAIKO:DRUM MASTER
amusement machine.
October		• In collaboration with
Benesse Corporation,
opened Shima-Shima Town,
a communication park forpreschool children, in
Kawasaki City.
2001 • Formed Team Namja,
TAIKO: DRUM MASTER©BANDAI NAMCO Entertainment Inc.
a group of producers ofcommercial spaces. As the first project, opened
Yokohama Curry Museum (operator: MatahariCo., Ltd.).
January

2002 • Launched Kotoba no Puzzle: Mojipittan, a home
video game.
February• Business tie-up with Nintendo Co., Ltd., in the home
video game business.
		 • Introduced Bihada Wakusei,
a high-definition seal
printing machine.
		 • Opened Namco Wonder
Park Sapporo.
May		• Kyushiro Takagi was
Bihada Wakusei
appointed President and©BANDAI NAMCO Entertainment Inc.
Representative Director.
July		
• Opened Ikebukuro Gyoza Stadium in Namco
NAMJATOWN.

March2003 • Tsukuda Original and Wakui Corporation
implemented a management integration and thecompany name was changed to Palbox Co., Ltd.
April		• Name of Yutaka Co., Ltd., was changed to Popy Co., Ltd.
		 • Cumulative total shipments of original character.hack game software in Japan and the U.S. reached
1 million units.

Ikebukuro Gyoza Stadium

November		• Launched Tales of Destiny 2 for the PlayStation 2.
March©Project .hack

2003 • Established NAMCO TALES STUDIO LTD., a home
video game development company.
		 • Simultaneously launched versions of the Soulcalibur 2
home video game for three different platforms.
July		
• Introduced Big Sweet Land, a large-size prize gamethat could be played by up to six players at once.

24

1
4

BANDAI NAMCO Group’s History

HISTORY
Note: History of Group companies before the management integration of BANDAI and NAMCO.
Company names and place names are as of the date cited.

BANDAI’S HISTORY

NAMCO’S HISTORY

May
2003 • I nvested in confectionery manufacturer Tohato Inc.
July		
•O
 pened Bandai Museum, a character museum(closed in August 2006).
August		•E ntered the building block market throughcooperation with Mega Bloks Inc., the world’s
second largest manufacturer of toy building blocks.
		• Zatoichi, in which BANDAI VISUAL participated in
production, won the Silver Lion for Best Director award
at the 60th Venice International Film Festival.
October		• Total number of BANDAI CHANNEL paid viewings
surpassed 3 million.
December		 • B ANDAI NETWORKS listed on JASDAQ.
		• BANDAI VISUAL listed on the second section of theTokyo Stock Exchange.

AugustMarch
2004 • Kaette Kita! Tamagotchi Plus launched.
		 • Cumulative total shipments of Mobile Suit Gundam
series home video games surpassed 20 million units.
April		• New headquarters building completed.
		 • Opened World Toy Museum in Karuizawa, exhibiting
antique toys (closed in November 2007).
		 • BANPRESTO concluded basic agreement to takeover the operation of the ASAKUSA HANAYASHIKI
amusement park.
May		• For the film Daremo Shiranai, which wasco-produced by BANDAI VISUAL, lead Yuya Yagira
won the Best Actor award at the Cannes
International Film Festival.
		 • Participated in the Shanghai International Character
Expo, China’s first character event. 100,000 visitors
over 9 days.
		 • Cumulative total shipments of Zatchbell The Card
Battle surpassed 300 million units.

©雷句誠／小学館・フジテレビ・東映アニメーション

July		
• Steamboy released (directed by Katsuhiro Otomo).
		 • Comprehensive master licensing contract concluded
with Sanrio Company Ltd. for the character Cinnamoroll.
November 		 • Shuku Keitai Kaitsuu! Tamagotchi Plus launched.
		 • Sponsorship provided for the activities of thetheater company Hikosen.
April

25

2005 • Palbox transferred certain operations to
MegaHouse Corporation.

2003 • Launched Tales of Symphonia for the Nintendo
GameCube.
November 		 • Opened Jiyugaoka Sweets Forest in Meguro-ku, Tokyo.
December		• Introduced Dragon Chronicle, a multi-player fighting
video game machine.
February
2004 • Opened Naniwa Gyoza Stadium in Umeda, Osaka.
March		• Launched Katamari Damashii for the PlayStation 2.

Katamari Damashii©BANDAI NAMCO Entertainment Inc.

		 • Namco Hometek and Flagship Studios concluded
a partnership agreement for the development andsales of PC games.
July		
• Introduced Wangan Midnight MAXIMUM TUNE, aracing game machine.
October		• Opened Kaikaya day service center in Yokohama
City, Kanagawa Prefecture.
December		• Opened Kobe Sweets Harbor in Kobe City,
Hyogo Prefecture.
February

2005 • Opened Tokyo Panya Street in Funabashi City,
Chiba Prefecture.
April		
• Shigeichi Ishimura was appointed President andRepresentative Director.

BANDAI NAMCO GROUP’S HISTORY
From May 2005
May

2005 • The management integration of BANDAI and
NAMCO was announced.
September		• Establishment of holding company NAMCO BANDAI
Holdings Inc. through the management integrationof BANDAI and NAMCO. Takeo Takasu became
President and Representative Director. Establishmentof the BANDAI NAMCO Group.
November		• With its 10th installment of for-sale DVDs in theseries, cumulative shipment
volume of Mobile Suit
Gundam SEED DESTINY
surpassed 1 million units.
December		• Through a corporate
separation, a portion of
BANDAI’s and NAMCO’s
management overaffiliated companies wastransferred to NAMCO©創通・サンライズ
BANDAI Holdings.
2006 • DATA CARDDASS, a new card
machine, became hugely
popular.
January		• North American operations werereorganized. The name of
Namco Holding was changed to
NAMCO BANDAI Holdings (USA),
which became the U.S. regional
holding company.
		 • NAMCO BANDAI Holdings madeBANDAI LOGIPAL a wholly©バードスタジオ／
owned subsidiary.
集英社・東映アニメーション
February		• BANDAI VISUAL was listed on
the first section of the Tokyo Stock Exchange.
March		• The BANDAI Hobby Center, a production base forplastic models, was opened in Shizuoka Prefecture.
		 • Cumulative worldwide sales of the Tamagotchi Plus
series surpassed 20 million units.
		 • The facility operation business was given to are-merged NAMCO.
		 • NAMCO BANDAI Games Inc. was establishedthrough the integration of BANDAI’s home video
game operations and NAMCO’s home video game,amusement machine, and mobile phone game
operations.
May		• Music company Lantis Co., Ltd., joined the Group.
		 • NAMCO BANDAI Will Inc. was certified as a special
subsidiary as stipulated by Japan’s Law for
Employment, Promotion, etc., of the Disabled.
June		• NAMCO BANDAI Holdings made BANPRESTO
a wholly owned subsidiary.
September		• Opened NAMCO Wonder Park Hero’s Base, a largescale facility combining amusement and character
merchandising, in Kawasaki City, Kanagawa
Prefecture.
		 • BANDAI made CCP Co., Ltd., a subsidiary.
November		• Introduced Mobile Suit Gundam Senjo no Kizuna,
an amusement machine that was developed
through a collaborative effort by NAMCO BANDAI
Games and BANPRESTO.

January

2007 • In Europe, NAMCO Holdings UK LTD. wasestablished as a regional holding company andthe operating companies were reorganized.
March		• NAMCO BANDAI Holdings entered a capitaland business alliance with TOEI COMPANY, LTD.,TOEI ANIMATION CO., LTD., and KADOKAWAGROUP HOLDINGS INC.
April		 • BANDAI started operation of Omocha-no-Machi
Bandai Museum, in Tochigi Prefecture.
May• BANDAI, the Ishimori Group, and ITOCHU Corporation entered a capital and business tie-up.
		 • NAMCO BANDAI Holdings acquired part of theshares of Fujiya Co., Ltd.
August		• The movie GLORY TO THE FILMMAKER!, which wasco-produced by BANDAI VISUAL, won the Glory
to the Filmmaker Award at the 64th Venice
International Film Festival.
November		• The vending machine capsule toy Earth Capsule won
the Minister of Agriculture, Forestry and FisheriesAward in the eco-products category at the 4th Ecoproducts Awards.
December		• Global cumulative shipments of the Tales of... seriesof software products for home video game consoles
surpassed 10 million.
January

2008 • BANDAI, TYO Productions Inc., and TSUBURAYAPRODUCTIONS Co., Ltd., formed a capital andbusiness tie-up.
February• BANDAI VISUAL and BANDAI NETWORKS became
wholly owned subsidiaries of NAMCO BANDAI
Holdings, following an exchange of shares.
April		• The home video game consoles and amusement
machine operations of BANPRESTO were transferred
to and integrated with the operations of NAMCO
BANDAI Games. BANPRESTO focuses on prize
operations, such as prizes for amusement machines.
		 • The administrative functions of major companies in
the Group were consolidated into NAMCO BANDAI
Holdings.
		 • Opened the Wonder Park Plus amusement facility in
Hong Kong.
		 • BANDAI (SHENZHEN) CO., LTD., was established forthe purpose of strengthening toy production control
and quality assurance.
July• Launched Soulcalibur IV for the PlayStation 3 andXbox 360, and sales surpassed 2 million units.

©BANDAI NAMCO Entertainment Inc.

September		• Launched the Battle Spirits card game.
October		• Cumulative sales of BD / DVD software CODE GEASS:
Lelouch of the Rebellion series surpassed
1 million units.
November		• BEN10 character toys were hit products in markets
worldwide.

26

1
4

BANDAI NAMCO Group’s History

HISTORY
Note: Company names and place names are as of the date cited.

BANDAI NAMCO GROUP’S HISTORY
February

2009 • NAMCO BANDAI Games Europe S.A.S. concluded ashare purchase agreement with Atari Europe S.A.S.;
a subsidiary of Infogrames Entertainment SA.
relating to NAMCO BANDAI Games Europe’s
investment in a new game software distribution
company, was established by Atari Europe.
March		• Seika Co., Ltd., which conducted stationery operations,
was liquidated following a capital and businessalliance with SUN-STAR STATIONERY CO., LTD.
		 • NAMCO BANDAI Games made D3PUBLISHER INC.
a subsidiary.
		 • BANDAI NAMCO Group announced the Mobile Suit
Gundam 30th Anniversary Project.
		 • NAMCO BANDAI Holdings received a fiscal 2008
Tokyo Stock Exchange Disclosure Award from theTokyo Stock Exchange.
April		• Three-year Mid-term Plan began.
		 • Takeo Takasu was appointed Chairman and
Representative Director, and Shukuo Ishikawa was
appointed President and Representative Director of
NAMCO BANDAI Holdings.
		 • NAMCO BANDAI Games and BANDAI NETWORKS
merged, with NAMCO BANDAI Games as thesurviving company and BANDAI NETWORKS as
the expiring company.
		 • BANDAI VISUAL and ANIME CHANNEL merged,
with BANDAI VISUAL as the surviving company and
ANIME CHANNEL as the expiring company.
		 • KAIKAYA LIMITED was established and took over
NAMCO’s senior citizen care business.
July		• As part of the Green Tokyo Gundam Project, installeda full-size, 18-meter-high Gundam statue in
Shiokaze Park, Tokyo.

©創通・サンライズ• NAMCO BANDAI Partners S.A.S. was made a wholly
owned subsidiary.
October		
•N
 AMCO BANDAI Online Inc. was established.
December 		 • BANDAI CORPORACION MEXICO S.A. de C.V. wasestablished in Mexico.
2010 • The BANDAI NAMCO Group Restart Plan wasannounced.
		 • Mobile Suit Gundam UC (Unicorn) Vol. 1 implemented
simultaneous global cross-media development.
April		• NAMCO BANDAI Live Creative Inc. was established.
		 • G undam Café, the first official Gundam cafe, wasopened in Akihabara.
		 • As the first step in character-based entertainment
areas, we began to introduce Tamagotchi Idol Parkand Narikiri Athletic Ultra Heroes.
November		• NARUTO Shippuden: Ultimate Ninja Storm 2 for the
PlayStation 3 and Xbox 360 sold more than 1 million
units worldwide in the first month after its launch.

April

2011 • Banpresoft Co., Ltd., and Bec Co., Ltd., merged toform B.B.STUDIO CO., LTD.
2011 • KAMEN RIDER series products were a major hit.

KAMEN RIDER Fourze DX Fourze Driver©2011 石森プロ・テレビ朝日・ADK・東映

		• TIGER & BUNNY, a TV
animation fromSUNRISE, was a hit.

©SUNRISE/T&BPARTNERS

April

2012 • The Mid-term Plan, which includes the visionof “Empower, Gain Momentum, and Accelerate
Evolution,” was announced.
		 • Shukuo Ishikawa became President andRepresentative Director of BANDAI NAMCO
Holdings, and Kazunori Ueno became Executive
Vice President and Representative Director.
		• The content development division was separated
from NAMCO BANDAI Games and NAMCO BANDAI
Studios Inc. was established.
• Gundam Front Tokyo, a leading-edge entertainment
space based on the Gundam series, was opened in
Daiba, Tokyo.
September		• BANDAI PHILIPPINES INC. was established.
2012 • THE IDOLM@ STER drew attention in a variety of
categories, such as home video games and social
games.
		 • Products related to
Aikatsu!, which is an
original Group IP, became
major hits.

February

27©BNP/BANDAI, DENTSU, TV TOKYO

March

2013 • NAMCO BANDAI Studios Vancouver Inc. and
NAMCO BANDAI Studios Singapore Pte. Ltd. were
established.
June		
• In the U.S., broadcasts of PAC-MAN and the Ghostly
Adventures, a new animation, were aired.

July
2013 • J-WORLD TOKYO was opened in Ikebukuro, Tokyo.
		 • NAMJATOWN was reopened in Ikebukuro, Tokyo.

©BANDAI NAMCO Amusement Inc.

August		• For its 160th anniversary, ASAKUSA HANAYASHIKI
implemented a commemorative year plan.
October		• BANDAI made SUN-STAR STATIONERY a subsidiary.
2013 • Visual and Music Content: Love Live! School idol
project became popular.

2015 • Name of BANDAI NAMCO Games was changed to
BANDAI NAMCO Entertainment Inc.
		 • Division producing IP products for children andfamilies was separated from SUNRISE to establish
BANDAI NAMCO Pictures INC.
		 • BANDAI NAMCO Live Creative made Grand-SlamLtd. a subsidiary.
May		• PAC-MAN marked its 35th anniversary.
June• At BANDAI NAMCO Holdings, Shukuo Ishikawa
became Chairman and Representative Director
and Mitsuaki Taguchi became President andRepresentative Director.
August• Lantis made HIGHWAY STAR Inc. a subsidiary.
• Start of distribution of IDOLiSH7 game app for
smartphones. Developed into a hit as original Group IP.
September		• BANDAI NAMCO Group reached the 10th
anniversary of its establishment.
		 • In one week after the start of online distribution,
THE IDOLM@STER CINDERELLA GIRLS: STARLIGHT
STAGE game app for smartphones surpassed 4
million downloads.

©2013 プロジェクトラブライブ！

January

2014 • THE IDOLM@STER MOVIE, a theatrical release,became a hit.
• “ Possessions” (original title “Tsukumo”), which
was a part of the “Short Peace” film omnibus,
was nominated in the category of animated shortfilm for the 86th Academy Awards.
March		• The Mobile Suit Gundam 35th Anniversary Project
was announced.
		 • NAMCO BANDAI Holdings was selected as arecipient of the Excellence Award at the fiscal 2013
Corporate Value Improvement Awards sponsored by
the Tokyo Stock Exchange.
April		• The English-language names of 31 Group
companies were changed.
June		• The English-language name of NAMCO BANDAI
Holdings was changed to BANDAI NAMCO
Holdings Inc.
August		• Opened Nazo Tomo Cafe, a puzzle-solving cafe.
September		• Opened ANION STATION, an animation song facility.
October		• PT BANDAI NAMCO INDONESIA was establishedin Indonesia.
		 • Game apps for smartphones became popular inJapan. Start of full-sale network content businessinitiatives overseas, including Asia.
2014 • Yo-kai Watch related
products became major
hits. Start of sales
in Asia.

2015 • BANDAI NAMCO (SHANGHAI) CO., LTD., wasestablished in Shanghai, China.
April		
• Start of Mid-term Plan announcing “NEXT STAGE:
Empower, Gain Momentum, Accelerate Evolution.”		 • Names of major companies in Asia were changed tostandard format of “BANDAI NAMCO + region name.”©BANDAI NAMCO Entertainment Inc.

October		• BANDAI NAMCO INDIA PRIVATE LIMITED wasestablished.
November		• BANDAI received METI Minister’s Award, thehighest award, at the fiscal 2015 Large
Manufacturer and Importer Category of the Awards
for Best Contributors to Product Safety. We werecertified as the first Product Safety Contributor Gold
Company in this category, in which we have won anaward three times.
		 • GIRLS und PANZER der Film was released and becamea long-running hit in theaters for more than a year.
December• The idol unit µ’s, which was created from Love Live!
School idol project, became a hit.
2015 • Gundam plastic models, which reached their 35th
anniversary, expanded their popularity in Japan andother parts of Asia.
		 • TEKKEN and Tales of... series reached their 20th
anniversaries.
January

2016 • The headquarters functions of five Group
companies, including BANDAI NAMCO Holdings,
were relocated to Minato-ku, Tokyo, in stages.
February		• Cumulative sales of DRAGON BALL XENOVERSE
home video games surpassed 3 million units.

January©バードスタジオ／集英社・フジテレビ・東映アニメーション ©バードスタジオ／集英社©「2013ドラゴンボールZ」製作委員会 ©BANDAI NAMCO Entertainment Inc.

28

1
4

BANDAI NAMCO Group’s History

HISTORY
Note: Company names and place names are as of the date cited.

BANDAI NAMCO GROUP’S HISTORY
April

2016 • Lantis and Amuse Inc. established AmuseLantis
Europe S.A.S., a joint venture in France.
		 • Implemented reorganization in Asia region. BANDAI
NAMCO Holdings ASIA CO., LTD., became theregional headquarters.
		 • WiZ Co., Ltd., was made a subsidiary.
		 • Opened the VR ZONE Project i Can, a VR
entertainment research facility, in Daiba, Tokyo,
on a limited-time basis.
May		• Cumulative worldwide sales of DARK SOULS III,a home video game jointly
developed by BANDAI
NAMCO Entertainment
and FromSoftware, Inc.,surpassed 3 million units.
October		• DRAGON BALL Z DOKKAN
BATTLE, a popularsmartphone game app,surpassed 100 million
downloads worldwide.
2016 • Tamagotchi and
NAMJATOWN reached their©バードスタジオ／集英社・
20th anniversaries.
フジテレビ・東映アニメーション©BANDAI NAMCOEntertainment Inc.

January

2017 • Masaya Nakamura, the founder of NAMCO, passed
away on January 22 at the age of 91.
March		
• Shukuo Ishikawa, Chairman and Representative
Director of NAMCO BANDAI Holdings, was awarded
the Legion of Honour in the rank of Chevalier by the
French government.
		 • ANiUTA, a flat-rate streaming service for animation
songs, started service, with the participation of
Lantis and SUNRISE MUSIC Publishing Co., Ltd.
April		
• Started a new system that separates the operatingcompany function and the holding company functionin Europe.
		 • Established BANDAI NAMCO Technica Inc.
		 • Opening of SPACE ATHLETIC TONDEMI, a nextgeneration athletic facility.
July		
• Opened VR ZONE SHINJUKU, a VR entertainment
facility in Shinjuku, on a limited-time basis.

©BANDAI NAMCO Amusement Inc.

August		• BXD Inc. established through joint investment
by BANDAI NAMCO Entertainment and Drecom
Co., Ltd.
		 • THE GUNDAM BASE TOKYO, Japan’s first official
comprehensive facility centered on Gundam plastic
models, opened in Daiba, Tokyo.
		• VR ZONE Portal, a small to medium-sized VR facility,
was launched. First overseas facility opened in
London.
September		• BANDAI VISUAL made Actas Inc. a subsidiary.
		 • Start of exhibition of actual-size Unicorn Gundam
statue in Daiba, Tokyo

29

December2017 • Establishment of regional headquarters BANDAI
NAMCO Holdings CHINA CO., LTD., in China.

February2018 • BANDAI SPIRITS CO., LTD., established to take overthe mature fan base business of BANDAI and thelottery-related and new businesses of BANPRESTO(businesses transferred in April).
April		
• Started the Mid-term Plan with the visionof “CHANGE for the NEXT—Empower, Gain
Momentum, and Accelerate Evolution.”		 • Amusement machine business division of BANDAI
NAMCO Entertainment transferred to NAMCO
LIMITED. Name of NAMCO LIMITED was changed
to BANDAI NAMCO Amusement Inc.
		 • BANDAI VISUAL merged with Lantis. Company
name was changed to BANDAI NAMCO Arts Inc.
		 • Grand-Slam merged into BANDAI NAMCO Live Creative.
		 • Start of BANDAI NAMCO Accelerator.
		 • VS PARK, a variety sports facility, opened in EXPO
CITY, Osaka.
		• enza, a smartphone browser game platform developed
and operated by BXD, was placed into service.
July		 • Announcement of joint development of Mobile Suit
Gundam series live-action film by SUNRISE andLEGENDARY.
September		 • Equity investment by SUNRISE in Sublimation Inc.,a CG production company.
October		 • Establishment of BANDAI NAMCO Collectibles LLC tostrengthen business in toys for the mature fan base in
North America.
		 • Establishment of BANDAI NAMCO Network Services
Inc., and BANDAI NAMCO Amusement Lab Inc.
November		 • Establishment of the BANDAI NAMCO Content Fund.
		 • LOGIPAL EXPRESS received the Minister’s Award from
the Ministry of Land, Infrastructure, Transport andTourism at the 2018 Eco-Driving Activity Contest.
2018 • The BANDAI NAMCO Group, Shueisha Inc., and TOEIANIMATION Co., Ltd., sponsored the DRAGON BALLNORTH AMERICA TOUR, which visited seven cities
in North America.
March2019 • Establishment of SUNRISE BEYOND INC.,
an animation production company.
April		 • Implementation of absorption-type merger with
BANDAI SPIRITS CO., LTD., as the surviving
company and BANPRESTO CO., LTD., as thedisappearing company.
		 • Implementation of absorption-type merger with PLEX
Co., Ltd., as the surviving company and WiZ Co., Ltd.,as the disappearing company.
		 • Establishment of BANDAI NAMCO Sevens Inc. andBANDAI NAMCO Research Inc.
		 • Company name of SUNRISE MUSIC Publishing Co.,
Ltd. changed to SUNRISE Music INC.
		 • Cumulative total shipments of Gundam plastic
models surpassed 500 million units.
May		 • Cumulative worldwide sales of Tales of ... series home
video games surpassed 20 million units.

July2019 • The “Gundam Channel,” the official Gundam
YouTube channel, was launched.

©創通・サンライズ

March2020 • SOTSU CO., LTD., became a wholly owned subsidiary.
		 • BXD became a wholly owned subsidiary.
May		 • Cumulative worldwide sales of DARK SOULS III, ahome video game jointly developed with FromSoftware
surpassed 10 million units.
August		 • The Company announced a change to the starttiming of the next Mid-term Plan and thereorganization of Units.
2020 • 40th anniversary of PAC-MAN and Gundam
plastic models

August		 • BANDAI NAMCO Holdings Inc. was selected as acomponent issue for the Nikkei 225.
		 • BANDAI NAMCO Entertainment Inc. acquired the
management rights of the Shimane Susanoo Magic,
a professional basketball team in the B.LEAGUE.
September		 • BANDAI NAMCO Mobile S.L., was established in
Spain to handle development and marketing ofmobile content for Europe and the Americas.
October		 • SHUEISHA BANDAI NAMCO (SHANGHAI) CO., LTD.,
was established as a joint venture by BANDAI
NAMCO Holdings Inc. and Shueisha Inc.
		 • BANDAI NAMCO Holdings Inc. was selected as acomponent issue for the TOPIX 100.
		 • BANDAI made HEART CORPORATION, a wholly
owned subsidiary.
November		 • The Lantis music label of BANDAI NAMCO Arts Inc.
reached its 20th anniversary.
December		 • Gundam was appointed ambassador of the Japan
Pavilion at the world expo in Dubai.
2019 • Establishment of business bases in Shanghai,
China, by the Toys and Hobby Business, theReal Entertainment Business, and the IP
Creation Business.
		 • A DRAGON BALL event tour—DRAGON BALL
WORLD ADVENTURE—was held in 8 cities aroundthe world.

©バードスタジオ／集英社・フジテレビ・東映アニメーション		 • 40th anniversary of Mobile Suit Gundam©創通・サンライズ30

www.bandainamco.co.jp

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