The standout headline is The Legend of Zelda: Ocarina of Time for Nintendo Switch 2, which sold 537,041 physical copies in its first reporting window.
Nintendo previously reported total Japanese sales of 810,000 units for the release, which implies that about 273,000 of those were purchased digitally through the eShop.
Famitsu's breakdown also highlights other notable launches and platform movements.
Stellar Blade Complete Edition for Nintendo Switch 2 posted a more modest physical launch, selling 8,042 copies.
Final Fantasy Resonance appears across platforms in the Famitsu chart, with Square Enix's Switch 2 version at 6,406 physical copies, the PS5 version at 5,719, and the Nintendo Switch version at 4,500 in the same reporting period.
In hardware sales, the Nintendo Switch 2 led all consoles in Japan for the week, shifting 53,104 units and bringing its reported lifetime total to 6,574,456 units.
Other hardware figures from Famitsu include the PlayStation 5 Digital Edition at 11,377 units for the week (1,523,530 lifetime), the Switch Lite at 2,794 weekly (7,051,034 lifetime), and the Switch OLED model at 1,674 weekly (9,653,877 lifetime).
Rewriting notable observations in journalistic terms: Nintendo's earlier announcement of 810,000 total Japanese sales for Ocarina of Time, when compared to Famitsu's physical sales figure of 537,041, indicates that roughly 273,000 copies were sold digitally.
Similarly, Stellar Blade's 8,042 physical sales mark it as a smaller physical seller relative to the Zelda release.
Additional software placements in Famitsu's list include Nintendo Switch Sports Resort for Switch 2 at 16,621 weekly (104,719 lifetime) and long-running titles like Rhythm Heaven Groove for Nintendo Switch at 8,793 weekly (1,120,644 lifetime).
Minecraft on Switch 2 sold 3,828 physical copies in the period, contributing to its lifetime total on the platform.
These verified Famitsu figures provide a useful snapshot of consumer buying behavior in Japan, illustrating the ongoing strength of Nintendo's Switch 2 hardware and the split between physical and digital sales for major releases.
Developers and publishers monitoring platform performance can use these numbers to assess market reception and distribution trends.