Final Results - Part 1

Konami Co Ltd 16 May 2000 PART 1 KONAMI C0.,LIMITED May 16,2000 CONSOLIDATED FINANCIAL RESULTS - FISCAL YEAR 2000 (Year ended March 31, 2000) (This consolidated financial results is translated from the Japanese version which prepared under the general accepted accounting standards in Japan) KONAMI CO., LIMITED (Parent company) 3-1, Toranomon 4-chome, Minato-ku, Tokyo, Japan Stock Code Number: 9766 Shares Listed: Tokyo Stock Exchange, Ltd. (First Section) Osaka Securities Exchange, Ltd. (First Section) London Stock Exchange, Ltd. Singapore Exchange. Ltd. (Main Board) For further information, please contact: Noriaki Yamaguchi, Managing Director Phone: 03 (3578) 0573 http://www.konami.com 1. Date of Board Meeting on financial results: May 16,2000 2. Fiscal year 2000 Consolidated financial results (for the year ended March 31, 2000) (1) Performance (Consolidated) (Figures truncated) (Year on-year Operating (Year-on-year Ordinary (Year-on-year Net sales change) income change) income change) (Y millions) (%) (Y millions) (%) (Y millions) (%) Fiscal 2000 146,666 (29.3) 30,938 (84.9) 31,103 (92.3) Fiscal 1999 113,413 (26.5) 16,735 (128.5) 16,176 (159.6) Net income Ord income Ord income (Year-on- Net income per share Return on to assets to sales year per share (fully equity ratio ratio Net income change) diluted) ratio (Y millions) (%) (Y) (Y) (%) (%) (%) Fiscal 2000 18,344 (259.4) 328.52 326.66 31.2 24.5 21.2 Fiscal 1999 5,104 (2.0) 144.38 135.98 11.6 14.4 14.3 Notes: 1. Equity loss: Y44 million (year ended March 31,2000) Y- million (year ended March 31, 1999) 2. Unrealized gain or loss on marketable securities: Y -7 million. Unrealized gain or loss on financial derivatives: Y - million 3. Changes in accounting policy: Refer to Summary of Significant Accounting Policies (2) Consolidated Financial Position Total shareholders' Equity-assets Total shareholders' Total assets equity ratio equity per share (Y millions) (Y millions) (%) (Y) Fiscal 2000 136,080 70,844 52.1 1,245.75 Fiscal 1999 117,383 46,907 40.0 1,304.51 (3) Consolidated Cash Flow Cash Flow provided by (used in) Operating Investing Financing Cash and cash equivalents, activities activities activities at March 31 Fiscal 2000 44,171 1,206 -11,147 57,365 Fiscal 1999 - - - - (4) Consolidated subsidiaries Consolidated subsidiaries: 31 Non-consolidated subsidiaries applied under equity method: 0 Affiliated company applicable under equity method: 1 (5) Changes in consolidation scope and applicability of equity method Consolidated (New) 2 Equity method (New) 1 (Decrease) 0 (Decrease) 0 2. Fiscal year 2001 forecast (Year ending March 31, 2001) (Millions of yen) Net sales Ordinary income Net income Fiscal 2001 (Six months 70,500 10,000 5,500 ending September 30, 2000) Fiscal 2001 (Year ending) 147,000 23,500 13,000 March 31, 2001 Note: 1. Full-year consolidated net income per share forecast for fiscal year 2001 is Y114.30. 2. A 2-for-1 stock split, resolved by the Board of Directors on February 8, 2000, will be implemented on May 19, 2000, on the total number of shares issued as of March 31, 2000. Thus the number of shares outstanding for the fiscal 2001 forecast is 113,737,566 shares. 3. These estimates are forward-looking statements based on a number of assumptions and beliefs in light of the information currently available to management and subject to significant risks and uncertainties. Actual financial results may differ materially depending on a number of factors including, without limitation: general economic conditions in world markets; exchange rates between the yen and other currencies in which Konami Group makes significant sales and Konami Group's ability to continue to win acceptance of its products, which are offered in highly competitive markets characterized by continual new product introductions. 1. Organization Structure of Konami Group Konami group, specifies its business domain as the digital entertainment industry by providing a wide range of entertainment via computers, is structured by the Konami Co., Ltd. (the Company), 31 consolidated subsidiaries and 1 affiliated company applicable under equity method. The divisions, the position of the Company, the consolidated subsidiaries and the affiliated company under equity method in divisions concerned, and the segmentation in divisions are applied as follows: Divisions Major companies Konami Co., Ltd. Konami Computer Entertainment Tokyo Co., Ltd. Konami Computer Entertainment 0saka Co., Ltd. Konami Computer Entertainment Japan Co., Ltd. Domestic Konami Computer Entertainment Sapporo Co., Ltd. Consumer-Use Software Konami Computer Entertainment Yokohama Co., Ltd. Konami Computer Entertainment School Co.,Ltd. Mobile21 Co., Ltd., Konami Style. com Japan, Inc. 3 Others Konami of America,Inc., Konami of Europe GmbH, Overseas Konami (Hong Kong)Ltd., 4 Others Domestic Konami Co., Ltd. and 1 Other Amusement Machines Konami Amusement of America Inc., Overseas Konami Amusement of Europe Ltd.,Konami (Hong Kong) Ltd., 3 Others Domestic Konami Co., Ltd. and 1 Other Gaming Machines Konami Gaming,Inc., Konami Amusement of America Inc (previous Game Machines) Overseas Konami Amusement of Europe, Ltd, Konami (Hong Kong) Ltd,, 3 Others Creative Products Domestic Konami Co., Ltd., Konami Music Entertainment Co., Ltd. Konamistyle.com Amusement Operations Domestic Konami Amusement Operation Co., Ltd. and 1 Other Finance Domestic Konmai Capital Co., Ltd. Others Domestic Konami Service Co., Ltd., Konami Kosan Co., Ltd. and 1 Other Overseas 3 Others Notes: 1 The major products of each division are stated in the Note 1 of '5 Segment information, (1) Operations in Different divisions'. 2. The companies that are running multiple businesses are included in the number of companies of each division respectively. 3 The Pachinko Systems division was transferred to Amusement Machines Division and Gaming Machines division as from March 31, 2000. 4 Game Machines Division changed its name to Gaming Machines Division by end of the year under review. 2. Management Policy 1. Management Policy Currently, Konami carries out its operations based on the primary keywords 'Competition, Global standards, and High profits'. In other words, Konami innovates its operations to increase value to shareholders and maintain high profitability by avoiding conventional business practices, ascertaining areas of cooperation and confrontation, and evaluating its performance based on global standards. Konami specifies its business domain as the digital entertainment industry, in the general sense of entertainment provided via computers, surpassing the conventional concept of computer games. We have received solid support from and established an excellent reputation among consumers by providing a wide array of exciting digital offerings. Our goal is to establish a position of respect as a company with products covering every aspect of the digital entertainment industry, from hardware to software and services. 2. Profit Appropriation and Dividend Policy Konami regards the provision of stable dividends and improving corporate value-or shareholders' value-as important means of returning profits to shareholders. Our policy is to set the target for total dividends at 30% of consolidated net income and will strive toward continuous increases in dividends per share. The reinvestment of cash flow efficiently improves corporate value in the fast-growing digital entertainment industry. With the aim of maintaining a Return on Equity higher than 15%, we work from a long-term point of view by promoting the retirement of treasury stocks and placing investment priority on the development of new products and businesses. 3. Midterm to Long-Term Strategies The boarders between industries such as games, movies, music, toys, hobby, publishing and broadcasting are steadily disappearing, significantly expanding the scope of the digital entertainment industry. In this situation, business alliance , outsourcing and other new strategies of doing business are growing more sophisticated. For Konami to continue growing amidst this furious change, we have placed utmost emphasis on our brand image, production capability marketing strength, and financial resources. Accordingly, we endeavor to make strengthen in these areas and actively seeking business innovation, with a readiness to pursue M&A and business cooperation. In addition, to enhance the management of the Konami Group, we are creating a stable and robust management system and financial position while promoting the public offering of shares of Konami Group companies and the disclosure of information. 4. Company Priorities Over the years, Konami has diversified its operations while building a system in which each division operate independently to achieve profitability. In the year under review, a product strategy spanning all operations produced synergy that stimulated an increase in profitability, as demonstrated by a consolidated operating profit ratio of 21.1 %. Despite the ongoing global expansion of the digital entertainment industry, the position occupied by Konami still leans toward the Japanese market. However, we believe that meeting the challenge of global competition and establishing a solid position in overseas markets will lead to greater operational efficiency and stabilized growth and profits. 3. Performance 1. 0verviews In the year under review, government measures to revive the Japanese economy spawned expectations of a rebound in private sector capital investment, although consumer spending remained conspicuously sluggish. Investment in information technology was particularly strong thanks to expanded use of the Internet. In this environment, although affected by the slump in consumer spending, Konami and other companies in the digital entertainment industry that were able to produce and market products suited to the newest trends and consumer preferences managed to secure superior positions in the marketplace. Konami has earned the support of a wide range of consumers by creating a diverse line of products by taking full advantage of business division synergies. For example, in the music-simulation game genre - which we pioneered last year by introducing new, widely popular amusement machines in Japan - we adapted existing offerings into new home video games. Also, we promoted new consumer products, including a card game based on one of our popular home video games. As a result, the Konami Group posted record consolidated sales of over Y 140 billion. The past year has seen two rapid developments in the digital entertainment industry. One has been a shift to network-based entertainment, which has led to sharp growth in the distribution of content via cellular telephones and the Internet. The second has been the development of an industry spanning diverse sectors, thereby stimulating alliances among companies in the music, movies, broadcasting, publishing and toy industries, designed to develop characters through effective media mixes. The home video game market is now undergoing a generational change in hardware platforms. Last year saw the release of the PlayStation 2, the offspring of the original PlayStation, which has acquired an overwhelming share of the world market. This year will witness the release of Nintendo's Game Boy Advance, and next year Microsoft will launch its X-Box. Konami is now moving to respond to these rapid environmental changes and to the severe competition arising as companies riding the crest of this wave try to gain an edge by forming alliances aimed at expanding overseas. Our activities include the conclusion of a cross-licensing contract with Microsoft in May 1999; the October 1999 establishment of joint venture company Mobile21 Co., Ltd., with Nintendo to create a new portable game market; an alliance with radio broadcaster TOKYO FM in the FM broadcasting-based entertainment field in October 1999; a licensing agreement with Disney Interactive for the ESPN name, the world's top sports channel, in November 1999; and a strategic alliance for the production and distribution worldwide of interactive movie games with Universal Studios of the United States in December 1999. In activities related to net games, Konami commenced distributing content aimed at NTT DoCoMo's iMode system in January 2000. Meanwhile, in keeping with the multiplatform strategy we have pursued until now, we moved quickly to introduce home video game software for the PlayStation 2. In another accomplishment, in January 2000 we became the first publicly listed Japanese company to acquire a license for the manufacture of casino slot machines in the state of Nevada, U.S.. At the same time, subsidiary, Konami Gaming, Inc., acquired a license for the manufacture and sale of casino slot machines in Nevada, enabling the Konami Group to participate in earnest in the U.S. casino slot machine market, the world's largest. Moreover, to further promote our strategy of globalization we listed Konami shares on the London Stock Exchange in September 1999, following our listing on the Singapore Exchange Ltd. in November 1997, thereby enhancing our presence overseas. Amid the dramatic changes in the digital entertainment industry and growing competition between industries and companies, Konami has implemented a bold and aggressive business strategy aimed at expanding its operations on a global scale and stabilizing its business. We have also succeeded in maximizing the synergistic effects produced among our diverse areas of operations in order to solidify our status as the leader in music games. As a result, Konami Group achieved a record high in consolidated sales for fiscal year 2000, to Y146.7 billion, an 29.3% increase. Performance by Division In the year under review, the Consumer-Use Software Division again released a wide range of new products in the domestic and overseas markets. Notable among these were Dance Dance Revolution and Dance Dance Revolution 2ndReMIX for the PlayStation, which adapted from our highly popular amusement machines. Other products included YU-GI-OH! DUEL MONSTERS II -DARK DUEL STORIES for the Game Boy Color, which sparked a boom by mixing the media of magazines and card games, and YU-GI-OH! SHIN DUEL MONSTERS -FUINSARESHIKIOKU- for the PlayStation, which contributed significantly to sales growth. In addition, two products-JIKKY0 POWERFUL PRO BASEBALL '99 KAIMAKUBAN and INTERNATIONAL SUPERSTAR SOCCER PRO EVOLUTION for the PlayStation-met with high acclaim from users and solidified Konami's reputation as the leader in sports games. Other major titles included MUSCLE RANKING VOL. 1, TOKIMEKI MEMORIAL 2, GUITAR FREAKS and JIKKYO POWERFUL PRO BASEBALL '99 KETTEIBAN for the PlayStation. Overseas titles included METALGEAR SOLID VR MISSIONS and SILENT HILL. As a result, sales of the Consumer-Use Software Division was: Y61.3 billion, a decrease of 2.4%. In the Amusement Machines Division, the dance-simulation series Dance Dance Revolution continued to attract the high acclaim it gained last year, becoming a hit not only in Japan but also in Korea and other Asian countries. Konami also introduced variations of its music-simulation game DRUM MANIA and GUITAR FREAKS series to solidify its status as the leader in music-simulation games in the amusement machine market. In addition, SILENT SCOPE, a new type of gun-shooting game, became a worldwide hit, while peripheral devices for consumer-use software, such as a special controller for Dance Dance Revolution manufactured in collaboration with the Consumer-Use Software Division and D.D.R. KARAOKE MIX, manufactured through a tie-up with Daiichi Kosho Co., Ltd., contributed to sales growth. As a result, sales of this division grew 148.0%, to a record Y25.3 billion. In the Game Machines Division, the beatmania disc jockey-simulation series, the music-simulation KEYBOARD MANIA game and Pop'n Music series scored hits, as did GI-LEADING SIRE, with its training-simulation function, in the medal game machines field. Also, the large and mid-sized medal machines TWINKLE DOME and DRAGON PALACE REACH TENGOKU sold briskly. What's more, sales of components for video slot machines for the Australian market increased. As a result, sales in this division totaled Y13.0 billion, a decrease of 2.4%. In the Pachinko Systems Division, Konami's products designed to maximize the entertainment value of games achieved high acclaim and favorable sales. The division reported a 21.3% advance in sales, to a record Y13.2 billion. In our Creative Products Division, YU-GI-OH! OFFICIAL CARD GAME DUEL MONSTERS sparked a major boom owing to the synergy produced with magazines and the Consumer-Use Software Division. Thanks to the contribution of an effective campaign of special events and other activities, sales were stronger than in the previous year. As a result, sales of the division hit a record of Y27.8 billion, up 201.4% from the previous year. In April 1999, our Amusement Operations Division was shifted from the main Konami organization to subsidiary Konami Amusement Operation Co., Ltd., to clarify the system of responsibility, improve business efficiency and expand sales and income. In fiscal 2000, reevaluated the number of outlets we manage, opening four new outlets, including our largest facility located in Yokohama's Tsuzuki Ward, and closing two unprofitable facilities, bringing the total to 21. We also held events and game tournaments to improve our ability to attract customers. These efforts supported an 1.7% increase in sales by the division, to a record Y4.5 billion. In addition, sales of the finance and other divisions amounted to Y1.6 billion. As from March 31, 2000, the operations of manufacturing software with LCD units for pachinko machines were transferred from Pachinko Systems Division to Amusement Machines Division, the operations of manufacturing Pachinko slot Machines were transferred from the same division to Gaming Machines Division. Furthermore, as from March 31, 2000, the operations of manufacturing the disc jockey-simulation and music-simulation game machines were transferred from the Gaming Machines Division to Amusement Machines Division. The significant increase in net sales, boosted notably by expanded sales of high-return products, supported a record high in Recurring profit to Y31.1 billion. In addition, in order to achieve a more sound Group assets, we sold some our real estates -dormitories, company houses, on which approximately Y5.6 billion losses occurred accordingly. On the other hand, an extraordinary income of Y7.0 billion was realized mainly on the initial public offering of shares of one of our consumer software producing subsidiary, Konami Computer Entertainment Osaka Co., Ltd. (KCEO). As a result, consolidated net income reached a record of Y18.3 billion. Further, in recognition of our excellent consolidated financial results during fiscal year 2000, we took steps to return profits to shareholders, increasing the year-end dividend by Y54 from the preceding year to Y97 per share of common stock, including an interim dividend of Y45. 2. Outlook for Fiscal Year 2001 Although Konami has grown into a leading company in the digital entertainment industry, it plans to move to a higher level by maximizing the business partnerships it actively developed in fiscal 2000 and by placing greater emphasis on overseas operations. We will also pursue development on a global scale, positioning our overseas casino slot machine operations as a new pillar of the Konami Group. In April 2000, to improve the effectiveness of our domestic sales network we reevaluated our regional structure and reduced the number of sales dealers from 13 to 11. Furthermore, in a move to gain an early foothold in the electronic commerce field in April 2000 we started the business on the internet through the Konami Style.com Japan, Inc.. We plan to meet our customers' diverse preferences by using our existing sales network, with its close regional ties, and Internet distribution, while complementing each other mutually. In fiscal year 2001, we anticipate consolidated sales of Y147.0 billion, a 0.2% increase, consolidated ordinary income of Y23.5 billion, a 24.4% decrease, and consolidated net income of Y13.0 billion, a 29.1% decrease. MORE TO FOLLOW FR BQLFFBEBFBBX
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