Excluded from today's screen — already covered in the last 7 days.
| Company | Researched on |
|---|---|
| TOKYO METRO CO LTD (9023) | 2026-06-13 |
| PLAID INC (4165) | 2026-06-14 |
| NIHON KOHDEN CORP (6849) | 2026-06-15 |
| KOBE BUSSAN CO LTD (3038) | 2026-06-16 |
| BANDAI NAMCO HOLDINGS INC (7832) | 2026-06-17 |
| INSOURCE CO LTD (6200) | 2026-06-18 |
| Company | Opportunity | Core moat damage | Rationale |
|---|---|---|---|
| S CRYPTO ENERGY INC (5721) | 1 | 10 | No durable moat exists; crypto treasury and capital-intensive projects create financing reflexivity and dilution, so upside is mostly external BTC beta while moat formation is impaired. |
| PIXELA CORPORATION (6731) | 1 | 10 | Legacy moat is structurally gone, new businesses lack proof, and going-concern plus dilution dynamics leak any turnaround upside to financiers. |
| ATOM CORPORATION (7412) | 3 | 7 | Parent procurement offers some floor, but store-base shrink weakens density and cost leverage; upside looks linear and macro-dependent. |
| MEDRX CO LTD (4586) | 2 | 8 | Narrow formulation IP remains, but patent-life decay, weak partner scale, and price-reset warrants make commercialization upside heavily diluted and path-dependent. |
| JELLY BEANS GROUP CO LTD (3070) | 1 | 10 | Legacy brand/distribution moat has been abandoned and new products are novelty-driven; financing reflexivity and control issues dominate the payoff. |
| MONEX GROUP INC (8698) | 6 | 3 | Exchange and brokerage moats remain largely intact; cyclical volume recovery can re-expand earnings, but activity dependence and group opacity limit asymmetry. |
| HODL1 INC (2345) | 2 | 9 | This is mostly crypto balance-sheet exposure with weak trust and high funding dependence; any upside needs capital first and is not protected by a moat. |
| SANBIO COMPANY LIMITED (4592) | 5 | 6 | AKUUGO could create step-up value if manufacturing is resolved, but the core process moat has been credibly challenged and single-asset risk is high. |
| V-CUBE INC (3681) | 1 | 10 | Trust/compliance moat is structurally damaged by audit and control failures plus delisting, leaving a concave recovery with limited upside capture. |
| KONAMI GROUP CORPORATION (9766) Selected | 8 | 2 | IP and engagement moats are intact and current issues are mainly timing, cost, and sentiment noise; multiple content catalysts sit atop a durable cash-generating base. |
| CRAVIA INC (6573) | 2 | 8 | No clear moat exists in any segment and capital fragility prevents scale formation; upside requires simultaneous execution and funding success. |
| GYET CO LTD (7603) | 1 | 9 | Brand, pricing power, and scale are structurally damaged by discounting, closures, and strategic drift; crypto exposure adds noise rather than asymmetry. |
| EUGLENA CO LTD (2931) | 4 | 5 | Consumer moat is intact and biofuel optionality exists, but the move away from owned production weakens economics and caps upside through partners. |
| TORIDOLL HOLDINGS CORPORATION (3397) | 7 | 4 | The Japan core moat remains strong and domestic cash flow can fund recovery, while overseas pain may be over-discounted; still, UK execution risk remains. |
| UNITED SUPER MARKETS HLDGS INC (3222) | 5 | 5 | Integration synergies could lift thin margins materially, but low switching costs and ongoing price competition mean much of the upside may be competed away. |
Why this company was selected: 9766 has the cleanest combination of intact moat, temporary rather than structural problems, and several credible upside paths. Unlike most names here, its downside is supported by durable IP, recurring engagement, and cash generation instead of fragile financing.
KONAMI GROUP CORPORATION is a Japanese entertainment company best known for videogame and card-game franchises such as eFootball, Yu-Gi-Oh!, Metal Gear, Silent Hill, and its baseball titles. It is not a pure game publisher, however. The group also operates arcade games, casino systems and slot machines, and a sports club and fitness business. That matters because most of the value sits in the digital IP engine, while the smaller physical businesses make the group steadier but less pure and less uniformly high-return.
Data freshness matters here. The latest clean official annual base is FY2025. More recent data comes from the company’s FY2026 full-year earnings release dated May 8, 2026. That release is official and comprehensive, but it explicitly says it is not subject to auditing procedures. I therefore use FY2025 for audited history, FY2026 management-reported full-year actuals for current operating status, and mid-June 2026 market data for price, market capitalization, and current valuation.
| Core metric | Value | Base period | Type |
|---|---|---|---|
| Share price | About ¥19,060 | Mid-June 2026 | Market data |
| Market capitalization | About ¥2.58 trillion | Mid-June 2026 | Market data |
| Net cash | About ¥287.6 billion | FY2026 year-end cash less borrowings | Company guidance or management update; full-year actuals but unaudited |
| Net income, TTM | ¥100.0 billion | FY2026 ended March 2026 | Company guidance or management update; full-year actuals but unaudited |
| Current P/E | About 25.8x | Mid-June 2026 price divided by FY2026 EPS | Market data plus company guidance or management update |
| Normalized P/E | About 27x to 29x | Mid-June 2026 price divided by my normalized EPS of roughly ¥650 to ¥700 | Your own estimate |
If one also treats lease-like financial liabilities as debt, net cash would still be comfortably positive, closer to the mid-¥260 billions. Either way, balance-sheet fragility is not the issue here.
The economic engine is overwhelmingly Digital Entertainment. In FY2026 management-reported actuals, Digital Entertainment produced ¥371.0 billion of revenue and ¥136.0 billion of business profit. The rest of the group was much smaller: Arcade Game generated ¥26.4 billion of revenue and ¥6.8 billion of business profit, Gaming & Systems ¥43.1 billion and ¥3.6 billion, and Sports ¥49.5 billion and ¥3.4 billion. In plain English, roughly three quarters of revenue and the vast majority of profit come from the digital content and IP business.
| Segment | FY2026 revenue | FY2026 business profit | What matters | Type |
|---|---|---|---|---|
| Digital Entertainment | ¥371.0 billion | ¥136.0 billion | The real profit engine; roughly 75% of revenue and about 90%+ of segment profit | Company guidance or management update; full-year actuals but unaudited |
| Arcade Game | ¥26.4 billion | ¥6.8 billion | Profitable but small | Company guidance or management update; full-year actuals but unaudited |
| Gaming & Systems | ¥43.1 billion | ¥3.6 billion | Cyclical and tariff-exposed; a small contributor to group profit | Company guidance or management update; full-year actuals but unaudited |
| Sports | ¥49.5 billion | ¥3.4 billion | Low-margin, more asset-heavy, useful but not the investment case | Company guidance or management update; full-year actuals but unaudited |
Growth has been strong. On audited annual data, revenue grew from ¥272.7 billion in FY2021 to ¥421.6 billion in FY2025, a CAGR of roughly 11% to 12%. EPS rose from ¥242.17 to ¥551.00 over the same audited period, a CAGR of roughly 23%. The more recent FY2026 management update then added another 17.1% revenue growth and 33.9% net income growth. The two concrete drivers were straightforward: first, eFootball kept compounding its installed base, moving from 950 million cumulative downloads by January 2026 to more than 1 billion by April 2026; second, Konami successfully reactivated legacy IP and monetized existing ecosystems through titles and franchises such as Metal Gear, Silent Hill, Yu-Gi-Oh!, and baseball content.
Owner earnings are good but not magical. This is not a SaaS company with negligible reinvestment needs; it still spends on content, facilities, and some physical businesses.
| Owner earnings bridge | JPY billions | Type |
|---|---|---|
| Net income | 100.0 | Company guidance or management update; full-year actuals but unaudited |
| Plus depreciation and amortization | 34.2 | Company guidance or management update; full-year actuals but unaudited |
| Less sustaining capex | 30 to 35 | Your own estimate |
| Less working-capital drag | 10 to 15 | Your own estimate |
| Rough owner earnings | 85 to 90 | Your own estimate |
That implies an owner-earnings yield of roughly 3.3% to 3.5% on the current market cap. That is only modestly below the reported earnings yield of about 3.9%. The difference is not dramatic. It mainly reflects working capital absorption and capex still running above a clean maintenance level while the Tokyo Bay facility investment was being completed.
Capital efficiency is strong in the core business, less exceptional for the group as a whole. ROE was 14.7% in FY2024, 16.4% in FY2025, and 19.1% in FY2026. Reported ROIC metrics are very high because the digital business needs relatively little incremental tangible capital and the balance sheet carries large net cash. I would underwrite the true incremental return on capital more conservatively: very high inside Digital Entertainment, merely good at the group level because Sports and Gaming & Systems dilute the purity of the model. That is the right way to think about Konami: a durable franchise business, but not a pure high-return compounder on every marginal yen retained.
Business quality is therefore concentrated, not diffuse. Profits come from owned IP, repeat monetization, and installed fan ecosystems. Yu-Gi-Oh! is not just a title; it is an ecosystem across cards and digital. eFootball is not just a release; it is a live-service network with global distribution. Konami’s moat is not classic switching cost. It is brand, IP ownership, habit, community, licensing relationships, and the ability to amortize content and marketing across console, PC, mobile, esports, and adjacent formats. The weakness is equally clear: this moat is strongest in Digital Entertainment, not in the whole conglomerate.
As of mid-June 2026, the shares were around ¥19,060, versus a 52-week high of ¥26,645 and a 52-week low of ¥17,880. That puts the stock roughly 28.5% below the high and only about 6.6% above the low. So “near a 52-week low” is fair.
The decline looks much more like a multiple compression than a collapse in reported business performance. At the late-October 2025 high, the stock was being valued at roughly 36x the later-reported FY2026 EPS of ¥737.8. At about ¥19,060, it is closer to 26x. That is still a premium multiple, just much less euphoric than before.
The sequence was simple. First, the market got very optimistic on Konami’s digital momentum and release slate. Then Japanese gaming stocks sold off together amid sector fears around console margins, trade tariffs, and a broader de-rating of gaming names. Finally, Konami’s own FY2027 guidance reminded investors that even after a record FY2026, management was only guiding to 2.3% revenue growth and 1.0% net income growth. That shifts the story from “accelerating earnings machine” to “excellent business that may be near a cyclical earnings plateau.”
There was also one real business wobble inside the numbers: Gaming & Systems suffered from U.S. tariff measures and customer reluctance ahead of a new cabinet launch. That reinforced the idea that not every part of the portfolio is firing at once.
(a) One-time / cyclical / sentiment-driven factors
(b) Medium-term business headwinds
(c) Potential long-term structural threats
Bottom line: the current problem is mostly TIME, not ESSENCE. The market is reacting to peak-fear, slower guidance, and sector sentiment. The core value-creation mechanism in Digital Entertainment does not show present damage.
| Concern | Reality check using 2+ year numbers | Damaged mechanism | Reversible within 3 years? | Classification |
|---|---|---|---|---|
| Digital Entertainment is rolling over | Digital revenue rose from ¥305.2 billion in FY2025 to ¥371.0 billion in FY2026; business profit rose from ¥98.9 billion to ¥136.0 billion. eFootball moved from 950 million downloads in Jan. 2026 to over 1 billion by Apr. 2026. FY2027 guidance is flat, but not declining. | Franchise renewal engine and live-service retention loop | Yes. More importantly, it does not appear damaged right now. | (c) Not truly structural |
| Gaming & Systems is broken | For the first nine months of FY2026, revenue fell from ¥30.4 billion to ¥28.7 billion and business profit fell from ¥4.7 billion to ¥1.8 billion. Full-year FY2026 business profit was ¥3.6 billion versus ¥7.4 billion in FY2025. But FY2027 guidance points back to ¥6.5 billion. | Cabinet refresh cycle and operator adoption economics | Probably yes. This looks cyclical and launch-related, though the segment remains competitively intense. | (b) Real structural but survivable at the segment level |
| Sports is a permanent drag | Sports revenue went from ¥48.5 billion in FY2025 to ¥49.5 billion in FY2026, while business profit rose from ¥2.2 billion to ¥3.4 billion. Pilates Mirror studios expanded from 53 to 85. | Club utilization and asset-light network expansion | Yes. | (c) Not truly structural |
| Cash generation is weakening | Operating cash flow improved from ¥103.1 billion in FY2024 to ¥114.6 billion in FY2025 to ¥135.7 billion in FY2026. Year-end cash rose from ¥273.7 billion to ¥294.2 billion to ¥327.6 billion. | Cash conversion | No healing needed; the mechanism is strengthening, not weakening. | (c) Not truly structural |
| The moat is eroding | Group operating margin improved from 24.2% in FY2025 to 27.5% in FY2026. ROE improved from 14.7% in FY2024 to 16.4% in FY2025 to 19.1% in FY2026. | Pricing power, monetization, and capital efficiency | No present damage is visible. | (c) Not truly structural |
| AI and platform shifts will commoditize Konami’s advantage | There is no current quantitative evidence of damage. Digital revenue still grew strongly, from ¥228.9 billion in 9M FY2025 to ¥266.2 billion in 9M FY2026, and full-year digital margins improved. | Content discovery and development economics | Partly. If the threat becomes real, strong IP helps, but the risk should still be watched. | (b) Real structural but survivable, and not yet observed in results |
The one structural point I take seriously is concentration. Konami looks diversified on the surface, but economically it is not. If the Digital Entertainment engine stalls, the rest of the group cannot replace it. That is a real fragility. It is just not a current impairment.
The market is partly wrong on diagnosis and only modestly wrong, if at all, on price. If investors think Konami’s moat is breaking, the numbers do not support that. If investors think the late-2025 valuation was too rich for a hit-driven franchise business with a lumpy release cycle, they are probably right.
| Time-as-a-moat test | Could you rebuild a competitor with today’s market cap in cash? | What would still block you? |
|---|---|---|
| 2 years | No | You cannot recreate decades of owned IP, a 1-billion-download football user base, the Yu-Gi-Oh! ecosystem, MLB/J.League/FIFA-adjacent relationships, or casino operator trust that quickly. |
| 5 years | Partially | You could fund studios, acquire talent, and build a sports chain. You still could not cheaply recreate Konami’s specific franchise set, live-service communities, and cross-format monetization loops. |
| 10 years | Parts of it, not the whole | Sports clubs and some hardware-oriented businesses are copyable. The durable blockers remain IP ownership, community scale, licensing, operator relationships, and brand memory. |
Moat & Mispricing Score: 6/10. Konami’s moat in Digital Entertainment is real, and the current worries are mostly about normalization rather than destruction. But the stock is not cheap enough for a higher score. At around ¥19,060, the market cap implies only about a 3.3% to 3.5% owner-earnings yield on my rough steady-state owner-earnings estimate of ¥85 billion to ¥90 billion, versus roughly 4.25% to 5.25% that I would want from a hit-driven but high-quality IP business. In other words, the business looks better than the chart, but the valuation still assumes a lot of durability.
Valuation basis: this is a FY2026 earnings-release-based valuation adjusted with FY2027 company guidance. It uses normalized after-tax operating earnings, then adds estimated excess net cash. It is an intrinsic value estimate, not a price target.
| Case | Normalized earnings base | Required equity yield | Estimated excess net cash add | Implied equity value | Implied value per share | Versus current price |
|---|---|---|---|---|---|---|
| Bear | ¥85 billion normalized after-tax operating earnings | 5.25% | ¥250 billion | About ¥1.9 trillion | About ¥13,800 | About 28% downside |
| Base | ¥95 billion normalized after-tax operating earnings | 4.50% | ¥270 billion | About ¥2.4 trillion | About ¥17,600 | About 8% downside |
| Bull | ¥105 billion normalized after-tax operating earnings | 4.00% | ¥290 billion | About ¥2.9 trillion | About ¥21,500 | About 13% upside |
The bear case assumes that FY2026 was unusually strong, Digital Entertainment cools, and the market demands a wider yield for a content-driven business. The base case assumes that Konami roughly sustains current earnings power but does not deserve a full peak multiple. The bull case assumes the market is too skeptical about the release pipeline and ongoing live-service monetization. Today’s price sits between my base and bull outcomes. That is not a compelling asymmetry.
| Bucket | What belongs here |
|---|---|
| Audited annual data | FY2025 revenue ¥421.6 billion, operating profit ¥101.9 billion, net income ¥74.7 billion, operating cash flow ¥114.6 billion, Digital Entertainment revenue/profit ¥305.2 billion / ¥98.9 billion. |
| Company guidance or management update | FY2026 full-year actuals, unaudited: revenue ¥493.7 billion, operating profit ¥135.9 billion, net income ¥100.0 billion, EPS ¥737.8, cash ¥327.6 billion, borrowings ¥39.9 billion, Digital Entertainment revenue/profit ¥371.0 billion / ¥136.0 billion. FY2027 guidance: revenue ¥505.0 billion, operating profit ¥143.0 billion, net income ¥101.0 billion, dividend ¥224 per share. |
| Market data | Share price about ¥19,060, market cap about ¥2.58 trillion, 52-week range ¥17,880 to ¥26,645, current P/E about 25.8x. |
| Your own estimates | Sustaining capex roughly ¥30 billion to ¥35 billion. Working-capital drag roughly ¥10 billion to ¥15 billion. Owner earnings roughly ¥85 billion to ¥90 billion. Excess net cash roughly ¥250 billion to ¥290 billion. Intrinsic value roughly ¥1.9 trillion to ¥2.9 trillion, or about ¥13,800 to ¥21,500 per share. |
| Judgments | The stock decline is mainly a reset from an expensive peak, not evidence that Konami’s core moat is impaired. The core issue is TIME, not ESSENCE. The real moat sits in Digital Entertainment, not in the whole conglomerate. Konami is a good business, but at the current price it looks closer to fair-to-full than to clearly mispriced. |
If reduced to one line: the business is healthier than the stock chart suggests, but the stock is not cheap enough to make that misunderstanding highly valuable.
CoffeeAnd — 52-week low lens