Interim Results - Part 4
Konami Corporation
28 November 2002
FOR IMMEDIATE RELEASE
November 28, 2002
KONAMI CORPORATION
2-4-1 Marunouchi Chiyoda-ku Tokyo, Japan
Kagemasa Kozuki
Representative Director and CEO
Ticker 9766 at TSE1
Contact: Noriaki Yamaguchi
Representative Director and CFO
Tel: +81-3-5220-0163
Consolidated Results for the Six Months Ended September 30, 2002
and
Earnings Forecast for the Year Ending March 31, 2003
(Prepared in Accordance with U.S. GAAP)
We hereby announce the consolidated results of the Konami Group in accordance
with U.S. GAAP for the six months ended September 30, 2002 as stated in the
attached documents.
We performed very well for the six months ended September 30, 2002 due to the
following reasons: WORLD SOCCER WINNING ELEVEN 6, a home video game software
title, sold over one million copies; the card game and video game software
titles of Yu-Gi-Oh! became hits in the U.S.; MICRO iR products, advanced-
technology toys, are gaining market acceptance; MAH-JONG FIGHT CLUB, one of our
e-AMUSEMENT products, which are amusement arcade games that allow players to
compete directly with players in other arcade game locations via an on-line
amusement connection, are developing well; and gaming machines in overseas
markets achieved healthy sales. As a result, consolidated net revenues for the
six months ended September 30, 2002 were@Y113,195 million, consolidated
operating income was Y10,165 million, and net income was Y 4,368 million for the
same period.
For the six months ending March 31,2003, we expect to release branded popular
titles like World Soccer Winning Eleven 6 Final Evolution, Yu-Gi-Oh! Duel
Monsters 8 in Japan, Yu-Gi-Oh! THE ETERNAL DUELIST SOUL and CONTRA: SHATTERED
SOLDIER in the U.S., Pro Evolution Soccer2 in Europe, and METAL GEAR SOLID 2:
SUBSTANCE in Japan, the U.S. and Europe. We expect to release new Yu-Gi-Oh! card
games, which are gaining successful market acceptance in the U.S. resulting from
an effective media mix promotion, and to introduce the product in Europe with
the aim of making it a global hit. We also plan to expand the value added
product line-up of our MICRO iR products broaden distribution of our gaming
products in North America, introduce new gaming machines and increase the line-
up of software supporting existing gaming machines.
Consolidated results for the year ending March 31, 2003 are expected as follows:
Y245,000 million of net revenues; Y 25,000 million of operating income; and
Y11,500 million of net income.
A total annual dividend of Y54 per share, which consists of an interim dividend
of Y19 per share and a year-end dividend of Y35 per share, is expected to be
paid for the year ending March 31, 2003.
Note:
Konami Corporation has decided to use U.S. GAAP for its financial reporting
since it was listed on the New York Stock Exchange on September 30, 2002. The
six months ended September 30, 2002 was the first period in which Konami
prepared its interim consolidated financial statements in accordance with U.S.
GAAP. Therefore, U.S. GAAP consolidated financial information for the six months
ended September 30, 2001 is not available.
Cautionary Statement with Respect to Forward-Looking Statements:
Statements made in this press release with respect to Konamifs current plans,
estimates, strategies and beliefs, including the above forecasts, are forward-
looking statements about the future performance of Konami. These statements are
based on managementfs assumptions and beliefs in light of information currently
available to it and, therefore, you should not place undue reliance on them. A
number of important factors could cause actual results to be materially
different from and worse than those discussed in forward-looking statements.
Such factors include, but are not limited to: (i) changes in economic conditions
affecting our operations; (ii) fluctuations in currency exchange rates,
particularly with respect to the value of the Japanese yen, the U.S. dollar and
the Euro; (iii) our ability to continue to win acceptance of our products, which
are offered in highly competitive markets characterized by the continuous
introduction of new products, rapid developments in technology and subjective
and changing consumer preferences; (iv) our ability to successfully expand
internationally with a focus on our video game software business, card game
business and gaming machine business; (v) our ability to successfully expand the
scope of our business and broaden our customer base through our health and
fitness business; (vi) regulatory developments and changes and our ability to
respond and adapt to those changes; (vii) our expectations with regard to
further acquisitions and the integration of any companies we may acquire; and
(viii) the outcome of contingencies.
This information is provided by RNS
The company news service from the London Stock Exchange