Capcom Co., Ltd. Tokyo And Osaka Exchanges, First Section .

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Capcom Co., Ltd.Tokyo and Osaka Exchanges,First Section, 9697Overview of Strategies and PlansFiscal Year ending March 31, 2012Capcom Public Relations & Investor Relations SectionCapcom Public Relations & Investor Relations Section00

Contents 1. Strategies for Growth・・・P22. Business Segments Highlights・・・P83. Forecasts for FY 2011・・・P304. Additional Information(1)About Capcom・・・P325. Additional Information(2)Summary of Major Financial InformationCapcom Public Relations & Investor Relations Section1・・・P371

1. Strategies for GrowthCapcom Public Relations & Investor Relations Section22

1-1. Strategies for Growth (1)Online game market is expected to expand anddrive growth of the entire game market Total of Home Video Games, PC Online and Mobile Contents Market( US 100 Million )700Annual sales will climbto about 60 obile Contents8276185PC Online200Console ome Video Game 14E2015E0(CY)E: Estimate *Source : Data prepared by Capcom from multiple sourcesCapcom Public Relations & Investor Relations Section33

1-1. Strategies for Growth (2)Strategies for growth (FY2009–) Strategy 1: Enlarge games lineup of under development・Shorten the development-to-launch cycle for series titles.・Launch new brands.・Make extensive use of overseas development companies. Strategy 2: Strengthen the online games business,which has much growth potential・Add more games for smartphones and SNS.・Reinforce PC online game operations in Asia.・Increase the number of home video games with DLC.Capcom Public Relations & Investor Relations Section44

1-1. Strategies for Growth (3)Strategic priority in FY2011:Add more games for smartphones and SNS. Social game titles using a second brand (not Capcom)・Use the “Beeline” brand to target casual game users.・Set development bases in North America, Europe andJapan to make social games as a global business. Use the “Capcom” brand to create synergies withhome video games・Use SNS content sold in Japan to create new user basis.・Develop smartphone versions of popular game series forglobal sales expansion.Capcom Public Relations & Investor Relations Section55

1-1. Strategies for Growth (4)Rapid growth in overseas downloads of CapcomSNS games Overseas downloads of Capcom social games (cumulative)Expect 45 million downloads(Thousand)50,0004 5, 00 045,00040,00035,00030,00025,00020,0001 5 ,0 0 015,0001 0 ,0 0010,0005,000002010/11Capcom Public Relations & Investor Relations Section2011/22011/462012/3 Plan6

1-1. Strategies for Growth (5)Aiming for continued growth by focusingresources on the online game market Growth in Sales of Online ContentsIncrease to 30 billionApprox. 30bn.(Million Yen)30,00025,00020,000Approx. 16bn.15,00010,000Approx. 7bn.Approx.Approx. 10bn. 7bn.Approx. 13bn.5,00002009/3Capcom Public Relations & Investor Relations Section2010/32011/32012/3 Plan72015/3 Target7

2-1. Consumer Online Games- Growth Potential Businesses: 90% of totaldevelopment and capital expenditure budget -Capcom Public Relations & Investor Relations Section88

2-1 . Market Overview – Consumer Online GamesThe packaged software market is still in a cyclical downturn, but theonline game market is driving growth of the total market PC Online Game Market Home Video Game Software Market (Package)Expect return to a growthcycle starting in 2012( US 100 Million )250( US 100 Million 01501549092788115095JapanEuropeNorth 5052502010*E: Estimate2011E2012E2013E*Source : International Development GroupCapcom Public Relations & Investor Relations 012E2013E2014EAsiaJapanEuropeNorth America844400(CY)9*E: Estimate *Source : DFC Intelligence2015E (CY)9

2-1 . Market Share – Home Video Game SoftwareStrong sales of “Monster Hunter Freedom 3” and other major titlesare increasing Capcom’s share in Japan Market Share in Japan (2010) Market Share in North America (2010)Share1.2.3.4.5.6.7.8.9.10.NintendoNamco el 所 「Annual Console Research Data」*Source: Enterbrain Market Share in Europe (2010)1.6%100.00%*Source: The NPD Group/ Retail Tracking Service1.2.3.4.5.6.7.8.Electronic ArtsActivision BlizzardNintendoUBI SoftMicrosoftTake %6.0%5.2%4.5%1.6%21.1%100.0%compiled by Chart-Track, copyright ELSPA (UK) Ltd.*Data for other companies not shown due to request from companysupplying this information.Capcom Public Relations & Investor Relations Section1010

2-1. Consumer Online Games – FY2010 PerformanceSales of five titles topped 1 million units andthe online game business posted solid growth Major titles were popular in Japan and overseas・ “Monster Hunter Freedom 3” became the best-selling PSP game ever as sales topped4.6 million units.・ Overseas sales of the newest titles of franchises were strong, resulting in a bigincrease in sales volume from the previous fiscal year. Progress with the 2nd stage of structural reforms・ Reorganized and integrated development sections for CS, OL and MC to establisha broad-based multi-platform framework.・ Close oversight of overseas game development partners led to the success of “Dead Rising 2.”・ Expanded development operations by acquiring overseas game developer Blue Castle Games. Enlarged the platform for online games・Favorable operation of “Monster Hunter Frontier Online” for Xbox 360.・Succeeded in acquiring new users in addition to the current customer base of PCs.Capcom Public Relations & Investor Relations Section1111

2-1. Consumer Online Games – FY2010 SalesSales volume reached a new record as sales of major titles topped10 million units FY2010 Sales of Major Titles(Unit: Thousand)TitlePSPPS3Xbox 360Monster Hunter Freedom 3Dead Rising 2Released 210/5/1110/5/11North AmericaEuropeMARVEL VS. CAPCOM 3PS3Xbox 360 Fate of Two WorldsPS3Xbox 360RegionJapanNorth AmericaEuropeJapanSuper Street Fighter IVNorth AmericaEuropePS3Xbox 360JapanLost Planet 2North AmericaEurope2,2002,0001,6001,500*Sales for Japan include the entire Asian region.Capcom Public Relations & Investor Relations Section1212

2-1. Consumer Online Games – FY2011 Strategic ObjectivesAim for new growth by using more efficient internal developmentoperations and outsourcing to strengthen the games lineup Enlarge lineup of games under development(1) Shorten the development-to-launch cycle for series titles・Plan to start shortening the cycle in the next fiscal year due to organizationalinitiatives that started in 2010.(2) Launch new brands・Develop “Dragon’s Dogma” and “Asura’s Wrath” into new franchises.(3) Make extensive use of overseas development companies・Making progress with partnership titles like “Resident Evil: Operation Raccoon City”and “Dmc Devil May Cry”.(4) Strengthen online content operations・“Monster Hunter Frontier Online” for PCs and Xbox 360. Update version sold in Japan and strengthen operations in Asia.・Increase the number of home video games with DLC. Provide downloadable content for all major titles for home video consoles.Capcom Public Relations & Investor Relations Section1313

2-1. Consumer Online Games – FY2011 Plan FY2011 Sales Plan for Major Titles(Unit: Thousand )TitleRegionReleasing DatePlanPS3Xbox360Resident Evil: Operation Raccoon CityWorldwideWinter20112,500PS3Xbox360Street Fighter TekkenWorldwideTBA2,000PS3Xbox360Dragon's DogmaWorldwideEarly20121,500PS3Xbox360Dead Rising 2: Off The RecordWorldwideAutumn2011800*Sales for Japan include the entire Asian region.「Street Fighter Tekken」「Resident Evil: Operation Raccoon City」Capcom Public Relations & Investor Relations Section CAPCOM U.S.A., INC. 2012 ALL RIGHTS RESERVED. 2012 NAMCO BANDAI Games Inc.1414

2-1. Consumer Online Games – FY2011 PlanPlan to maintain profitability by expanding the online gamesbusiness even as sales decrease due to the less release in major titles Consumer Online Games Business Plan(Million Yen )2010/3Net 12,269Operationg Income7,83512,49912,5001Operating Margin17.9%17.8%21.6%(Unit: Thousand )TitlesJapanNorth 2-2,000700-1,300100-2,500(Unit: Thousand )(Breakdown)Distribution Titles1,000650550-100Old and Lower PriceTitles5,5004,0003,000-1,000Capcom Public Relations & Investor Relations Section1515

2-2. Mobile Content-Growth Potential Businesses: 90% of totaldevelopment and capital expenditure budget -Capcom Public Relations & Investor Relations Section1616

2-2. Mobile Content– Market OverviewExpect strong market expansion to continue along with the rapidgrowth in smartphones and rising popularity of social games Mobile Games Market(US Million )New handset models are driving thegrowth of the mobile game Africa & Middle EastRest of Asia Pacific6,938Indian Sub Continent6,0006,007Far East & ChinaCentral & Eastern EuropeWestern EuropeLatin AmericaNorth America4,0002,00002009Capcom Public Relations & Investor Relations Section2010E2011E2012E2013E172014E2015E (CY)*E: Estimate *Source: Juniper Research 201017

2-2. Mobile Content – Strategic ObjectivesFocusing on global social game development to establish positionas the pioneer in this market Strategic objectives for Mobile Content (Overseas)(1) Social game titles using a second brand (not Capcom)・ Use the “Beeline” brand to target casual game players.・ Differentiate “Beeline” brand from the “Capcom” brand toattract casual game players.(2) Use development bases in North America, Europeand Japan to make social games a global businessExpand downward fromcore game playersCore gameplayers・ Develop markets by focusing on the development of freemiumtitles, a category where there are still few titles outside Japan.・ Aggressively promote social games in emerging marketswhere home video consoles are not widely used.Expand upward by targetingcasual game playersCasual gameplayers(3) Launch more new titlesHierarchy of mobile users・ Plan to launch eight titles during FY2011.・ Launches will be backed by marketing that uses a specialized analysis tool (CRAM)and extensive surveys of game users.Capcom Public Relations & Investor Relations Section1818

2-2. Mobile Content – Strategic Objectives and Plan Strategic objectives for Mobile Content (Japan)Use the “Capcom” brand to create synergies・ Use SNS content sold in Japan to create pathways to new users. “Resident Evil: Outbreak Survive” (GREE) “Sengoku BASARA Mobile” (Mobage)・ Expand sales of popular game series for smartphones to a global scale. “Resident Evil Mercenaries VS.” “Devil May Cry 4 Refrain”「Resident Evil: Outbreak Survive」 Mobile Content Business Plan(Million Yen )2010/3Net SalesOperating IncomeOperating Margin2011/32012/3 0%33.9%17.0%「The Smurf’s Village」 Peyo - 2010 - Licensed through Lafig Belgium - www.smurf.com. All game code 2010 Capcom Interactive, Inc.Capcom Public Relations & Investor Relations Section1919

2-3. Arcade Operations-Mature Businesses: 10% of total developmentand capital expenditure budget -Capcom Public Relations & Investor Relations Section2020

2-3. Arcade Operations – Market OverviewMarket continues to shrink but signs of an endto the decline are emerging Amusement Arcade Market(100 Million Yen) Number of Amusement Arcades (by number of machines)(Unit: Facilities)Sharp drop in market size30,0007,5007,0296,8257,0006,5006,377Number of arcades isslowly declining7,760店29.4%6,781over 101machines25,0006,49251〜100 machinesunder 50 9(FY)2003*Source: Amusement Industry Survey ReportCapcom Public Relations & Investor Relations Section200420052006200720082009(FY)*Source: Amusement Industry Survey Report2121

2-3. Arcade Operations – FY2011 Strategic ObjectivesGoal is a quick recovery from the earthquake by holding downinvestments and rigorously cutting costs Strategic objectives for Arcade Operations(1) Improve efficiency of existing arcade operations as much as possible・Resume operations at all arcades that were shut down by the earthquake.・Further improve operating efficiency and retain a tight focus on restoringprofitability of arcades.・Plan for existing arcade sales to year-on-year : -6%(2) Thorough studies for opening and closing arcades・Will continue to use strict standards for approval ofnew arcades.・Plan to open one arcade, and close no arcade.「Plaza Capcom Ishinomaki Arcade」Capcom Public Relations & Investor Relations Section2222

2-3. Arcade Operations – FY2011 Plan Number of amusement arcades(Facilities)2009/32010/32011/3New Stores602012/3Plan01Closing Stores8210Total40383738Locations as of March 31, 2011 :Shopping centers: 30Stand-alone sites: 6Other: 1「Plaza Capcom Kyoto Arcade」 Arcade Operations Business Plan(Million 11,000-621Operating Income5901,131800-331Operating Margin4.9%9.7%7.3%-Year-to-year ratio ofexisting stores-14%-1%-6%-Net SalesCapcom Public Relations & Investor Relations Section23「Plaza Capcom Kichijoji Arcade」23

2-4. Amusement Equipments-Mature Businesses: 10% of totaldevelopment and capital expenditure budget -Capcom Public Relations & Investor Relations Section2424

2-4. Amusement Equipments – Market OverviewMarket for arcade game machines is shrinking due to weaknessin the arcade marketEarthquake is making the outlook uncertain for the pachinko & pachislo market Arcade Machines MarketDeclining desire at operators tomake investments(100 Million Yen)2,2002,000 Pachinko & Pachislo Machines Market2,102Pachislo machine sales aredown sharply(100 Million Yen)15,0002,0551 4 ,0 6 41 3 ,8 9 514,0001,8861,8281 3 ,7 1 113,0001,8001 1 ,6 6 ,0001,4001 2 ,4 0 20079,1859,7892,0002001,00000200520062007*Source: Amusement Industry Survey ReportCapcom Public Relations & Investor Relations Section20082009(FY)25*Sorce:Yano Research Institute Ltd.FY2008FY2009 (FY)25

2-4. Amusement Equipments – Strategic Objectives and Plan (1)Use content of popular home video games extensively to make thisbusiness a contributor to earnings Strategic objectives for Pachinko & Pachislo business(1) Continue to sell machines that are developed and manufactured by Capcom・Continue using the alliance with FIELDS CORPORATION.・Capture synergies by adding an internal development capabilityand establishing a nationwide sales network.(2) Earn profits by providing products for other companies・ Stabilize earnings by both selling Capcom machines andproviding products and services for other companies.Pachislo Machine 「Sengoku BASARA 2」Capcom Public Relations & Investor Relations Section2626

2-4. Amusement Equipments – Strategic Objectives and Plan (2)Use content of popular home video games extensively to make thisbusiness support earnings with a consistent performance Strategic objectives for Arcade Games Sales businessEarn profits by consistently introducing new products・Develop medal-winning game that uses Capcom content as well as licensed contentfrom other companies. Plan to launch several new machines, including “New Super Mario BrothersWii Coin World”. Amusement Equipments Business Plan (Sum of Pachinko & Pachislo and Arcade Games Sales)(Million yen)2010/32011/32012/3 Plan DifferenceNet Sales4,5457,9038,800897Operating Income-3472,6381,200-1,438Operating Margin-7.6%33.4%13.6%-*FY2011 sales will be 70% : 30% between Pachinko & Pachislo and Arcade Games SalesCapcom Public Relations & Investor Relations Section2727

2-5. Other BusinessesCapcom Public Relations & Investor Relations Section2828

2-5. Other Businesses – Strategic Objectives and PlanUse content to increase brand value with the goal of achieving thehorizontal expansion of Capcom’s game content Strategic objectives for Character ContentAggressively pursue the “Single Content Multiple Usage” strategy・Sell merchandise linked to launches of home video games.・Raise awareness of content among people who do not play videogames by using this content for other visual content and movies. Premiere of the “Sengoku BASARA” movie planned for June 2011. Continue to seek opportunities for Hollywood-produced movies. Other Businesses Plan(Million yen)2010/32011/32012/3 PlanDifferenceNet Sales3,0493,8933,500-393Operating Income1,0161,098800-298Operating Margin33.3%28.2%22.9%-Capcom Public Relations & Investor Relations Section29「Sengoku Basara -The Last Party-」 CAPCOM/TEAM BASARA29

3. Forecasts for FY 2011Capcom Public Relations & Investor Relations Section3030

3. Forecasts for Year ending March 2012Expect lower sales and earnings following the large contributions ofmajor titles in the previous FY, but foresee little changein the operating margin due to growth in the Online Gamesand Mobile Contents businesses(Million Yen)Net salesOperating incomeOperating marginOrdinary incomeNet income2011/3 2012/3Plan Difference97,71686,000 17,7507,000-750 Forecast for net income per share: 118.47 Forecast for dividend: 40 ( 15 interim and 25 year-end dividend)Capcom Public Relations & Investor Relations Section3131

4. Additional Information (1)About CapcomCapcom Public Relations & Investor Relations Section3232

4-1. The Businesses of CapcomCapcom uses its game content as the basis for a broad range ofbusiness activitiesMature Businesses% of Net Sales :Growth Potential Businesses25%% of Net Sales :・Deepen relationships with core fans・increase brand valueHome Video GamesPublishing, Video and CharactersBusiness* Development and sale of games forhome video game units*Creation of new brands by developingoriginal content* Products using characters in games* Movies, animation and plays based on gamesPachinko & Pachislo*Develop, manufacture and sell machinesthat use popular content*Develop machines for other companiesCapcom’s ContentPortfolio* Development of arcade machines using Capcom contentCapcom Public Relations & Investor Relations Section・Activities that capturesynergiesOnline Games*Operation of PC online games*Promotion of digital distribution of gamesArcade Games Sales・Feedback of data from operations・Installation of Capcom products75%Mobile Contents*Transplants of games that can be enjoyed on cell phones*Development of next-generation games for digitaldistribution targeting smartphonesArcade Operations3333

4-2. Example : Expansion of the contents “Street Fighter”Capcom can use its collection of powerful original game content forhome video consoles as well as in many other businesses.Extensions toperipheralbusinessesFor casual gameplayersArcade Video GameFor cell phonesThe Home Video Games“Street Fighter Ⅳ”Development and salesof the original gameTargetingcore fansThe Content Brand“Street Fighter”Expansion/RevitalizationTargeting peopleother than gameplayersThe Hollywood moviePachislo Machine CAPCOM CO., LTD. / Based on Capcom's Street Fighter Video GamesCapcom Public Relations & Investor Relations Section3434

4-3. Capcom’s Competitive EdgeGlobal popularity backed by many well-known brandsfor home video games 1. A lineup of powerful titles(1) Successful home video games along with a large volume of proprietary content, the key tohorizontal growth・“Resident Evil” series: 45 million units・“Street Fighter” series: 31 million units・“Devil May Cry” series: 10 million units・“Monster Hunter” series: 18 million units・“Lost Planet” series: 4.7 million units・“Dead Rising” series: 4.5 million units※as of March 31, 2011 2. Strong Expansion in overseas market(1) Consistent release of double-platinum hits in North America and Europe, which haveexcellent growth prospects.(2) Sales of major game titles are 90% overseas, 10% Japan 3. A world leader in game development and technology(1) Rather than relying solely on our major game titles, we create original content every yearto establish new sources of growth.(2) Basic research involving game development is another strength; we are now using the MTFramework, a highly advanced software development tool that we created to facilitateproducing games for multiple platforms.Capcom Public Relations & Investor Relations Section3535

4-4. Business Results (historical data)FY2010 sales set a new record because of strong sales of major titles Financial Result for 5 yearsFY2010 : sales of 97.7bn andoperating income of 14.2bn.(100 Million Yen)1200(100 Million 008/3Capcom Public Relations & Investor Relations 010/32011/336

5. Additional Information (2)Summary of Major Financial InformationCapcom Public Relations & Investor Relations Section3737

5-1. Summary of Major Financial Information (2) Profit and Loss Sheet(Unit: Million Yen)2009/3Net SalesGross Profit% of Gross ProfitSales and G&A ExpensesOperating Income% of Operating IncomeOrdinary Income% of Ordinary IncomeNet Income% of Net .9%232.6%357.6%-2012/3 ,0008.1% Sales by Business Segments(Unit: Million Yen)2009/3Consumer OnlineGamesOperating IncomeMobile ContentOperating IncomeOperating MarginNet SalesOperating MarginNet SalesOperating IncomeOperating MarginNet SalesAmusementEquipmentsOperating IncomeOperating MarginNet SalesOthers2010/3-Net SalesArcade ting IncomeOperating 7%108.1%-2012/3 94.7%70.7%111.4%89.9%72.9%-*Some results are excluded because of the redefinition of business segments from FY2010 Sales by Geographic Area(Unit: Million Yen)2009/3JapanNorth AmericaEuropeOthersCapcom Public Relations & Investor Relations %127.6%148.3%2012/3 %38

5-2. Summary of Major Financial Information (2) Promotional Expense(Unit: M illion Yen)2009/32010/32,9266,816Capcom 012/3 Plan122.6%133.0%3,4007,000 Number of idated2011/338difference372012/3 Plan-1difference38 Capital Expenditure1(Unit: Million Yen)2009/32010/31,8172,061Capcom 3%105.4%2012/3 Plan2,1002,700 Depreciation%134.5%156.5%(Unit: Million Yen)2009/32010/33,3904,143Capcom %98.4%2012/3 Plan2,8003,400 Number of 010/31,4551,813Capcom 0%108.2%2012/3 Plan1,6702,228 R&D Investment Cost%102.1%106.7%(Unit: Million Yen)2009/32010/319,7442,329R&D Investment CostTechnical R&D Cost Forign Exchange 7%137.6%2012/3 Plan31,0002,600(As of March 31)2009/3USD/ Euro/ Capcom Public Relations & Investor Relations /393124398311789.2%94.4%2012/3 Plan84110%101.2%94.0%39

5-3. Summary of Major Financial Information (2) Sales Units Shipped platform 2009/3Playstation 2Playstation 3PSPGame CubeWiiNintendoDSNintendo 3DSXbox 360PC & OthersTotalTotal TitlesSub TotalTotal TitlesSub TotalTotal TitlesSub TotalTotal TitlesSub TotalTotal TitlesSub TotalTotal TitlesSub TotalTotal TitlesSub TotalTotal TitlesSub TotalTotal TitlesSub 9258.3%-343.8%-1170.0%3247.1%55.6%-19164.0% Sales Units Shipped geographic 2009/32010/32011/3Difference(Unit: '000 copies)2012/3 87.8%(Unit: '000 copies)2012/3 North 0.0%Total17,30012,50020,500164.0%18,00087.8%Capcom Public Relations & Investor Relations Section4040

Forward-looking StatementsInformation in these materials concerning strategies, plans, outlooks and allother items except historical facts are forward-looking statements. Thesestatements are based on certain assumptions that use reasonable judgmentsin accordance with information that is currently available. Actualperformance may differ significantly from these statements for a variety ofreasons.The operating results of all companies in the video and arcade gamebusiness may be highly volatile due to shifts in market conditions caused bychanging user needs and other factors.Factors that may affect operating results include, but are not limited to: 1)the ability to introduce hit products, and the volume of sales, in the homevideo games business, which accounts for the majority of sales; 2) progressin developing new home video games; 3) the popularity of home video gameplayers; 4) sales outside Japan; 5) changes in stock prices and foreignexchange rates; 6) alliances with other companies concerning productdevelopment, sales and other operations; and 7) changes in marketconditions.Capcom Public Relations & Investor Relations Section4141

Xbox 360 1,600 1,500 Super Street Fighter IV 2,200 PS3 Xbox 360 PS3 Xbox 360 Dead Rising 2 PS3 Xbox 360 Sales volume reached a new record as sales of major titles topped 10 million units 2-1. Consumer Online Games – FY2010 Sales FY2010 Sales of Major Titles *Sales fo

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