Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Financial Highlights for the Fiscal Year ended March 31, 2016

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Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Financial Highlights for the Fiscal Year ended March 31, 2016 0 0

Forward-looking Statements Strategies, plans, outlooks and other statements that are not historical facts are based on assumptions that use information currently available and reasonable judgments. Actual performance may be significantly different from these statements for a number of reasons. In the entertainment industry, which includes Capcom, performance may be highly volatile because of diverging user needs and other changes in market conditions. Factors that can affect Capcom s performance include: (1) the number of hit titles and sales volume in the Home Video Game Business, which accounts for the majority of sales; (2) progress in developing home video games; (3) consumer demand for home video game consoles; (4) sales outside Japan; (5) changes in stock prices and exchange rates; (6) alliances with other companies concerning product development, sales and other operations; and (7) changes in market conditions. Please note that this is not a complete list of factors that can influence Capcom s operating results. 1

Contents page 1. Consolidated Statements of Income 3 2. Consolidated Balance Sheets 8 3. Consolidated Cash Flows 10 4. Business Segments 12 2

1. Consolidated Statements of Income 3

1-1. Consolidated Statements of Income Results: FY3/15 vs. FY3/16 (in millions of JPY) 2015/3 2016/3 Difference Net sales 64,277 77,021 12,744 Operating income 10,582 12,029 1,447 Ordinary income 10,851 11,348 497 Net income attributable to owners of the parent 6,616 7,745 1,129 Revenue and profit increased over the last fiscal year due in large part to the performance of the Digital Contents business Sales of new and catalog titles in the Consumer sub-segment grew steadily Posted a foreign exchange loss of 7.52 million Net income per share: 137.75 4

1-1. Consolidated Statements of Income Plan vs. Actual for FY3/16 (in millions of JPY) 2016/3 Plan 2016/3 Difference Net sales 76,000 77,021 1,021 Operating income 12,000 12,029 29 Ordinary income 11,700 11,348-352 Net income attributable to owners of the parent 7,700 7,745 45 Sales and earnings were generally in line with the earnings forecast announced on May 7, 2015 5

1-2. Consolidated Statements of Income Summary (1) Net Sales for FY3/16 (billions of JPY) 900 850 800 Digital Contents saw an increase in unit sales due to major new and catalog sales in the Consumer business Revenue in Amusement Equipments was up due to steady sales of popular pachislo machines 750 700 650 600 550 64.2 billion Digital Contents + 7.2 bn. Increase in Consumer unit sales Contribution from PC Online title Amusement Equipments + 5.8 bn. Increase in sales of pachislo machines Arcades Operations - 0.1 bn. YoY ratio of existing arcades: -4% Other Businesses - 0.1 bn. 77 billion 500 0 0 March 2015/3 March 2016/3 2016 6

1-2. Consolidated Statements of Income Summary (2) Operating Income for FY3/16 (billions of JPY) 140 130 120 110 100 10.5 billion Increased profits due to higher revenue primarily in the Consumer sub-segment of Digital Contents and profitability improvements Amusement Equipments was nearly flat due to an increase in the COGS ratio for pachislo machines Digital Contents + 1.9 bn. Profitability improvements and major Consumer title release Contributions from new PC Online title Amusement Equipments + 0 bn. Increase in costs with pachislo machines Arcade Operations - 0.2 bn. Lower profits accompanying lower sales in existing arcades Other Businesses - 0.1 bn. 12 billion 090 0 March 2015/3 March 2016/3 2016 7

2. Consolidated Balance Sheets 8

2. Consolidated Balance Sheets Summary Major Changes in Balance Sheet Items (millions of JPY) Assets 2015/3 2016/3 Difference Work-in-progress for game software 16,833 24,825 7,992 Buildings and structures, net 6,136 11,297 5,161 Online contents in progress 7,895 2,395-5,500 1. Work-in-progress for game software Increase accompanying titles under development 2. Buildings and structures, net Increase accompanying opening of R&D Building #2 3. Online contents in progress Decrease due to service launch of a new title (millions of JPY) Liabilities 2015/3 2016/3 Difference Long-term borrowings 7,540 11,111 3,571 9

3. Consolidated Cash Flows 10

3. Consolidated Cash Flows Summary Consolidated Cash Flows for FY3/16 (billions of JPY) 55550 50500 45450 Net income before income taxes CF from Operating Activities + 4.3 billion Increase in inventories -1.6 Increase in work in progress game software CF from Investing Activities - 1.6 billion Payment for acquisition of tangible fixed assets CF from Financing Activities - 1.1 billion Proceeds from longterm borrowings Dividends paid by parent company +5.7-2.2 40400 35350 30300 +11.1-8.7-0 +4.2-5.8-0 +2.5-0.8-2.2-0.6 Effect of exchange rate changes on cash and cash equivalents -1.1 28.4 billion * 25250 20200 27.9 billion Depreciation and amortization Increase in accounts receivable, trade Other Beginning 2016/3 期首 of 2016/3 End 期末 of *Net cash balance: 15.8 billion April 2015 March 2016 11 Proceeds from withdrawal of time deposits Other Repayments of long-term borrowings Other

4. Business Segments 12

4-1. Digital Contents 13

4-1. Digital Contents (1) Consumer Highlights Bolstered lineup and improved profitability Benefits of structural reforms materializing Steady sales for core titles in Japan and overseas Monster Hunter X (Cross) exceeded projections, selling 3.3 million units domestically Street Fighter V moved 1.4 million units for a soft initial start Growth in downloads Digital downloads sales of new and catalog titles picking up in Europe and North America Monster Hunter X (Cross) Sales Resident Evil, Devil May Cry and other major franchises healthy Consumer digital download sales ratio: 26% 14

4-1. Digital Contents (2) Core title Monster Hunter X (Cross) performed well Solid sales for other new and catalog titles Sales of Major Consumer Titles for FY3/16 (Thousand units) Platform Title Region Date Result 3DS Monster Hunter X (Cross) Japan Nov 28, 2015 3,300 PS4 PC Japan Feb 18, 2016 Street Fighter V North America Feb 16, 2016 1,400 Europe Feb 16, 2016 PS3/PS4 Xbox 360 Xbox One PC Resident Evil Revelations 2 (catalog sales) Japan Feb 25, 2015 North America Feb 24, 2015 Europe Feb 25, 2015 850 Result includes full-game digital download sales Figures for Japan include the Asian region as well Units sales of Resident Evil Revelations 2 include package and all season pass types for the digital download version 15

4-1. Digital Contents (3) Successfully expanded lineup over last fiscal year Growth in both package and digital downloads Consumer Unit Sales for FY3/16 (Thousand units) Titles(SKU) Package 2014/3 2015/3 2016/3 Difference 42 33 45 12 Japan 6,700 4,000 4,700 700 North America 3,800 2,400 2,600 200 Europe 1,900 1,300 1,200-100 Asia 300 300 400 100 Package Total 12,700 8,000 8,900 900 Digital download contents Full-game download 4,800 5,000 6,100 1,100 Total 17,500 13,000 15,000 2,000 16

4-1. Digital Contents (4) New titles rolled out for Mobile and PC Other Mobile Contents Highlights Capcom launched Monster Hunter Explore, which solidly contributed to earnings Beeline focused efforts on existing titles with little results Established Mobile Business Division; plan to go on the offensive next fiscal year under integrated organization PC Other Highlights Previous decline of Monster Hunter Frontier G (MHF) has leveled off due to regular updates Dragon s Dogma Online growing into role of core title following MHF Developed in cooperation with Tencent Holdings Limited, Monster Hunter Online in China officially launched 17

4-1. Digital Contents (5) Revenue and profit increased due in large part to Consumer, but Mobile underperformed Breakdown of Sales and Results for FY3/16 (hundreds of millions of JPY) 2014/3 2015/3 2016/3 Difference Net sales Operating income Operating margin Breakdown of net sales Package Digital Download Contents Consumer total 658 453 525 72 44 102 121 19 6.8% 22.5% 23.1% - 433 262 312 50 97 90 109 19 530 352 421 69 Mobile Contents PC Other 18 65 41 33-8 63 60 71 11

4-2. Arcade Operations 19

4-2. Arcade Operations Continued highly selective store openings and Efficient operations, however profitability declined Arcade Operations Highlights Thoroughly streamlined management structure of existing arcades YoY cumulative sales for existing arcades down 4% Number of Arcades (Facilities) 2014/3 2015/3 2016/3 New arcades 1 1 4 Closed arcades 2 1 3 Total 33 33 34 Arcade Operations Performance (hundreds of millions of JPY) Net sales Operating income 2014/3 2015/3 2016/3 Difference 106 92 90-2 16 9 7-2 Capcom Cafe (Aeon Lake Town kaze) Operating margin 15.2% 10.2% 7.7% - Y/Y ratio of sales for existing arcades -5% -10% -4% - 20

4-3. Amusement Equipments 21

4-3. Amusement Equipments Higher sales compared to last fiscal year due to launch of popular pachislo machine Cost to sales ratio increased due to complying with new regulations Pachinko & Pachislo Highlights Two models of pachislo machines sold 42 thousand units Resident Evil 6 sold 37 thousand units Arcade Games Sales Highlights Focused on launch of new music game Faced fierce competition in this genre Amusement Equipments Performance (hundreds of millions of JPY) 2014/3 2015/3 2016/3 Difference Net sales 231 75 133 58 Operating income 71 27 28 1 Pachislo Machine Resident Evil 6 Operating margin 30.8% 36.3% 21.1% - *Ratio of Pachinko & Pachislo to Arcade Games sales approx. 9:1 22

4-4. Other Businesses 23

4-4. Other Businesses Continued Single Content Multiple Usage strategy as part of adjacent business expansion of Capcom game content Character Contents Highlights Expanded licensing and character merchandise associated with home video games Increased awareness among non-game players through TV programs, stage shows and other activities Held various collaborations timed with new title releases Stage performances: Sengoku BASARA 4 Sumeragi and BIOHAZARD THE STAGE Other Businesses Performance (hundreds of millions of JPY) Sengoku BASARA 4 Sumeragi the play 2014/3 2015/3 2016/3 Difference Net sales Operating income Operating margin 25 21 20-1 10 6 5-1 38.6% 30.8% 25.0% - 24

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