We would like to begin CyberAgent's FY 2021 Second Quarter Financial Results Briefing Session. This session is being live-streamed. Please note that the disclaimer included in the presentation materials applies to our announcement today. Our CEO, Fujita, will take us through the financial results.
This is Fujita, the President and CEO. Our financial year ends at the end of September, so this is the second quarter from January to March. We just announced a significant upward revision of our target. There is a lot of focus on the games performing well, but the advertising business is doing well. Overall, all of our businesses are doing well. First of all, starting with the summary. The sales and OP were both record high, so we're doing well.
With respect to the media business, of course, this is an area we're still making upfront investments, the sales went up 43.6% year-on-year, significant increase. The ad business, with respect to both sales and OP, we hit a new record high for both. With respect to the game business, we released two big titles, Umamusume and NieR, both are off to a rocket start. Sales and OP significantly increased as well. This is the quarterly consolidated sales.
The game business and advertising business are both doing well, we had record high sales. This is the consolidated OPs. It was JPY 25.8 billion. This is also significantly higher than what we have achieved in the past. It's a record high as well. SG&A is as usual.
Our number of employees is doing well as well. It's the same as every year, April, we welcome new graduates, 300 new graduates. This is the P&L. This is our balance sheet. Cash deposits are currently about JPY 100 billion. Now moving on to our forecast.
This is the first time we're experiencing this as well since we went public, the profits have already achieved our annual targets already, and it's only the second quarter. That is why we have revised significantly the sales and OP upward. Sales is now JPY 600 billion, and OP is somewhere between JPY 57.5 billion-JPY 62.5 billion. Games are becoming quite popular as an industry, so it's hard to say how that will progress going forward.
Our management, as far as we know, we've made these revisions with the information that we currently have. This is the achievement after revision. As of the second quarter, the operating profits or profits are around 53%-57%. We believe that this upward revision is achievable. Moving on to the individual segments. First, the internet advertising business. This has been a key pillar of business for us over the years. We recorded record high sales in this quarter, and OP as well is a new record high.
Last year, third quarter and fourth quarter, we were impacted by COVID, so we had a tough time. We recovered in the first quarter, and currently, we've completely recovered, and we are not being affected so much by the state of emergency.
With this business, we are focusing on AI and ad technologies and digital transformation support. These are all about technology, and of course, this is our forte, what we excel at, so this is going to continue to be our growth driver. Moving on to the game business. In the first quarter, the game sales dipped. The existing titles recovered, and also the new titles significantly grew. We have achieved this target, this level of sales, especially Umamusume and NieR, these two titles have significantly contributed.
Umamusume: Pretty Derby is our original IP, so this becoming a great hit is quite significant for us. That is why our OP, of course, the profitability of our own original IP is higher. This has contributed significantly to the OP in the second quarter.
The existing titles also, from January to March, celebrated anniversary, so they are doing very well as well. With respect to NieR, this is going to be a title that's going to be popular globally, so we are going to be releasing an English version going forward. We think that this is an area that we can have high expectations for. Today, we would like to invite Chikaishi, Director of Cygames, to explain about Umamusume today. Thank you. Please look at the video first.
[Foreign language]
I'm Chikaishi, the director of Cygames. I would like to give you more details about the Umamusume: Pretty Derby. Umamusume: Pretty Derby features Umamusume who are named after real race heroes, and it's a cross-media content that has become a game, manga, and anime. What's characteristic about this game is that we try to be as faithful as possible to the race horses, the drama they created, their history, and their personalities as well.
The game players, in order to win in the races, they train the Umamusume as trainers, and they're going to attempt to win at the Twinkle Series. It's a training simulation game. This project actually started in 2016, and it took us five years to develop this game.
In the beginning, we planned to release this game in 2018, but we wanted to spend more time to improve quality and perfect the game. We pushed back the release, and we appreciate for being patient and waiting, but we believe we're quite confident in the game that we have created.
Since the project began in 2016, in addition to developing the game, we've released manga, organized live events, and in 2018, we launched the first series of the TV anime series, and in the beginning of 2021, we released the second season. We have introduced the content to various people in different ways. If we can go back one page. These are the number of downloads as of February 24th.
We have many people playing the game already, and we hit 1 million downloads in five days, and it's doing well still. As of April 8th, we've had 5 million downloads. The reason why we've been enjoying this situation is that before the game was released, we actually released manga, and we have many Umamusume fans as well, and we also have a lot of racing fans as well, horse racing fans as well, and they're playing the game. Not stopping there, we have more users playing this game.
We hope to continue to introduce the allure of the game so that more people will play the game going forward. We want this game to become a long-run hit, but in the short term, we will improve, add new features to the game, and also release Korean and simplified Chinese versions to introduce this game overseas.
As part of our cross-media efforts, we want to have live events, have streaming programs, and also release merchandise and CDs as well. We hope that this will become a content that will be loved for a long time. We hope to have your continued support. Thank you very much.
Other than that, these are some of the games that have been or will be released this year. These four titles will be released within 2021. "The Promised Neverland," which is a very strong IP, we just released this recently. Next year as well, we have a large title coming up, and we announced this, and it created quite a buzz. "Final Fantasy" is another game that we will be co-developing and releasing next year. Moving on to the media business.
If you look at quarter-on-quarter, it seems like we're slowing down, pay-per-view grew significantly amid COVID, now it's bounced back. If you look at the fiscal year, we're still progressing at a very high rate level. ABEMA, it's been five years since it's been launched, and we've exceeded 65 million downloads already. With respect to the WAU, we're currently beyond 10 million. We're at 12 million now, and we want to continue to add programs to break through.
I will introduce a couple programs now. We just released or launched the first episode, and this is a title for young audience about Cinderella. Cinderella, it's been well-made, so we think that it will resonate with not only the young audience but with the older audience as well.
NiziU is actually very popular among the young audience as well, so we have a special program with them. A new variety documentary program. This actually features the willingness of the young audience, their desire to create their own content. The "Umamusume: Pretty Derby," we air season one, and we air that in ABEMA and we'll be airing season two as well on ABEMA. With respect to ABEMA and related businesses, the second quarter sales was JPY 10.4 billion.
Pay-per-view was slightly lower, but overall, we've been expanding the business, especially rent service. It's doing quite well. Quarter-on-quarter it's grown significantly. ABEMA is celebrating its fifth anniversary this year. Every year, before or after the golden weeks, we have a celebration.
With COVID, we're going to actually extend this fifth anniversary period and introducing various programs over a longer duration of time. The user interface is going to be improved. We allowed channels zapping as TV when we first released ABEMA, and then we also focused on on-demand, and we provided a UI which enabled users to switch between TV and video. We will be updating the UI, so to integrate TV and video on the same screen, and we want to actually help the TV reach a new level.
I reintroduce this every time, but we want to continue to grow with advertising, subscription, and related businesses. Lastly, this is also a page that we share every time. The direction is still the same, but game is becoming popular once again.
This fiscal year, it's only been 1.5 months since we started, we believe that we will have a lot of room for growth. We want to continue to make investments so we can actually solidify our foothold. That's it from myself. Thank you very much.
We would like to conclude CyberAgent's FY 2021 second quarter financial results briefing session. If you have any questions, please contact the IR division. Thank you very much for joining us today.