Consolidated Final Results

Konami Corporation 22 May 2003 Consolidated Financial Results for the Year Ended March 31, 2003 (Prepared in Accordance with U.S. GAAP) May 22, 2003 KONAMI CORPORATION Address: 4-1, Marunouchi 2-chome, Chiyoda-ku, Tokyo, Japan Stock code number, TSE: 9766 Ticker symbol, NYSE: KNM URL: http://www.konami.com Shares listed: Tokyo Stock Exchange, New York Stock Exchange, London Stock Exchange and Singapore Exchange Representative: Kagemasa Kozuki, Chairman of the Board and Chief Executive Officer Contact: Noriaki Yamaguchi, Executive Vice President and Chief Financial Officer (Phone: +81-3-5220-0163) Date of Board Meeting to approve May 22, 2003 the financial results: Adoption of U.S. GAAP: Yes 1. Consolidated Results for the Year Ended March 31, 2003 (Amounts are rounded to the nearest million) (1) Consolidated Results of Operations (Millions of yen, except per share data) Net revenues Operating Income (loss) Net income (loss) before income income (loss) taxes Year ended March 31, 2003 253,657 (21,870) (22,096) (28,519) % change from previous year 12.4 % - - - Year ended March 31, 2002 225,580 18,087 22,678 11,402 % change from previous year 31.5 % (52.3)% (44.5)% (47.1)% Basic and diluted Return on Ratio of income Ratio of income net income (loss) shareholders' (loss) before (loss) before per share equity income taxes to income taxes to total assets net revenues Year ended March 31, 2003 (234.58) (25.3)% (7.3)% (8.7)% Year ended March 31, 2002 89.32 8.1 % 7.3 % 10.1 % Notes: 1. Equity in net income (loss) of affiliated companies Year ended March 31, 2003: Y(1,288) million Year ended March 31, 2002: Y 755 million 2. Weighted-average common shares outstanding Year ended March 31, 2003: 121,572,154 shares Year ended March 31, 2002: 127,647,120 shares 3. Change in accounting policies: None 4. Net income (loss) per share was calculated in accordance with Statement of Financial Accounting Standard (SFAS) No. 128 'Earnings per Share'. 5. Income (loss) before income taxes represents 'Income (loss) before income taxes, minority interest and equity in net income (loss) of affiliated companies' as stated in the accompanying consolidated statements of income. (2) Consolidated Financial Position (Millions of yen, except per share amounts) Total assets Total shareholders' Equity-assets Shareholders' equity ratio equity per share March 31, 2003 278,250 90,406 32.5% 750.35 March 31, 2002 328,091 134,990 41.1% 1,084.43 Note: Number of shares outstanding March 31, 2003: 120,484,375 shares March 31, 2002: 124,479,815 shares (3) Consolidated Cash Flows (Millions of yen) Net cash provided by (used in) Cash and Operating Investing Financing cash equivalents at activities activities activities end of year Year ended March 31, 2003 27,711 (12,242) (16,443) 74,680 Year ended March 31, 2002 11,119 (16,024) 12,613 75,188 (4) Number of Consolidated Subsidiaries and Companies Accounted for by the Equity Method Number of consolidated subsidiaries: 28 Number of affiliated companies accounted for by the equity method: 3 (5) Changes in Reporting Entities Number of consolidated subsidiaries added: 2 Number of consolidated subsidiaries removed: 11 Number of affiliated companies removed: 1 2. Earnings Forecast for the Year Ending March 31, 2004 (Millions of yen) Net revenues Operating Income before Net income income income taxes Year ending March 31, 2004 255,500 27,500 26,700 14,500 Reference: Estimated net income per share: Y120.35 Cautionary Statement with Respect to Forward-Looking Statements: Statements made in this document with respect to our current plans, estimates, strategies and beliefs, including the above forecasts, are forward-looking statements about our future performance. 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 exercise entertainment 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. Please refer to page 12 of the attached material for information regarding the assumptions and other related items used in the preparation of these forecasts. 1. Organizational Structure of the Konami Group The Konami Group is a collection of companies with global operations in the entertainment industry and is comprised of KONAMI CORPORATION (the 'Company'), 28 consolidated subsidiaries and three equity method affiliates. The Company, its subsidiaries and affiliated companies are categorized into business segments according to their operations as stated below. Business segment categorization is based on the same criteria explained below under the heading '8. Segment Information (Unaudited) '. Business Segments Major Companies Computer & Video Games Domestic The Company (*11, *13, *17, *19, *21, Note 3) Konami Marketing Japan, Inc. (*2, *3, Note 6) (*14) (*9) Konami Computer Entertainment Osaka, Inc. (*19, Note 5) Konami Computer Entertainment Tokyo, Inc. Konami Computer Entertainment Japan, Inc. Konami Computer Entertainment Studios, Inc. (*19, Note 5) Konami Mobile & Online, Inc. HUDSON SOFT CO., LTD. (*22), Genki Co., Ltd. (*22) Overseas Konami of America, Inc. (Note 4), Konami of Europe GmbH Konami Marketing (Asia) Ltd. (*4) Konami Software Shanghai, Inc., One other company Exercise Entertainment Domestic Konami Sports Corporation (*6, *12, *13, *20, Note 7 Konami Sports Life Corporation (*13) (*5, *13, *14) Two other companies (*20, Note 7) Toy & Hobby Domestic The Company (*11, *13, *17, *19 *21, Note 3) Konami Marketing Japan, Inc. (*2, *3, Note 6) (*5, *14) Konami Music Entertainment, Inc. Overseas Konami of America, Inc. (Note 4), Konami of Europe GmbH (*4) Konami Marketing (Asia) Ltd. Amusement Domestic The Company (*11, *13, *17, *19 *21, Note 3) Konami Marketing Japan, Inc. (*2, *3, Note 6) (*13, *14, *16) KPE, Inc. (*8, *21), One other company (*8) Overseas Konami of America, Inc. (Note 4) (*4) Konami Marketing Europe Ltd. (*15) Konami Marketing (Asia) Ltd. Gaming Domestic The Company (*11, *13, *17, *19 *21, Note 3) Overseas Konami Gaming, Inc. (*14, *16) Konami Australia Pty Ltd., One other company Other Domestic Konami Real Estate, Inc. (*17, *18) Konami Service, Inc. (Note 6) Konami School, Inc. (*1, *7, *11) TAKARA CO., LTD. (*22), One other company Overseas Two other companies (*10) Notes: 1. Companies that have multiple business segments are included in each segment in which they operate. 2. Primary changes in major companies for the year ended March 31, 2003 are as follows: (*1) Konami Computer Entertainment School, Inc. merged with Roppongi Monitoring Center, Inc. on May 1, 2002 for the purpose of improving the efficiency of their operations and changed its company name to Konami School, Inc. (*2) Konami Amusement Operation, Inc. transferred its amusement facility operation business to its new wholly-owned subsidiary KAO Co., Ltd. on May 11, 2002. Konami Amusement Operation, Inc. then sold all shares in KAO Co., Ltd. to Amlead Co., Ltd. on May 13, 2002. (*3) Konami Marketing Japan, Inc. merged with Konami Style.com Japan, Inc. and Konami Amusement Operation, Inc. to improve the efficiency of their operations on August 1, 2002. (*4) Konami (Singapore) Pte. Ltd. and Konami Corporation of Korea were dissolved in August 2002 and September 2002, respectively. (*5) The Character Products (CP) segment and the Health and Fitness (HF) segment changed their names to Toy & Hobby (T&H) and Health & Fitness (H&F), respectively, on October 1, 2002. (*6) Konami Sports Corporation merged with Konami Olympic Sports Club Corporation on October 1, 2002 to improve the efficiency of their operations. (*7) The education business of Konami School, Inc., which used to be included in the Computer & Video Games segment, was transferred to the Other segment as of October 1, 2002 in order to develop human resources in the whole Konami group. (*8) Konami Parlor Entertainment, Inc. and Konami Parlor Research, Inc. changed their company names to KPE, Inc. and KPR, Inc., respectively, on November 11, 2002. (*9) Konami Computer Entertainment Kobe, Inc. and Konami Computer Entertainment Nagoya, Inc. were dissolved in December 2002. (*10) Konami Asia (Singapore) Pte. Ltd. was dissolved in December 2002. (*11) The Company took over the debugging business of Konami School, Inc. by acquisition following a corporate split on January 1, 2003. (*12) Konami Sports Corporation merged with Konami Sports Plaza, Inc. on January 1, 2003 in order to improve the efficiency of their operations. (*13) On January 15, 2003, the Company transferred all of its shares of Konami Sports Corporation to Konami Sports Life Corporation as a step toward changing the Company's corporate structure by reorganizing into a pure holding company. As a result, the health entertainment business which had been a part of the Amusement segment was transferred to the Exercise Entertainment segment on January 16, 2003. (*14) The Consumer Software (CS) segment, Health & Fitness (H&F) segment, Toy & Hobby (T&H) segment, Amusement Content (AC) segment and Gaming Content (GC) segment changed their names to Computer & Video Games, Exercise Entertainment, Toy & Hobby, Amusement and Gaming, respectively on January 16, 2003. (*15) Konami Amusement of Europe Ltd. changed its company name to Konami Marketing Europe Ltd. on January 13, 2003. (*16) On January 27, 2003, the Gaming segment transferred its token-operated game machine business for the domestic market to the Amusement segment in order to focus on its gaming machine business for the overseas gaming industry. (*17) The Company took over the financial service business, such as arrangement of intercompany loans, of its wholly-owned subsidiary Konami Capital, Inc. by acquisition following a corporate split on February 1, 2003. Konami Capital, Inc. now concentrates on its real estate management business. (*18) Konami Capital, Inc. changed its company name to Konami Real Estate, Inc. on February 1, 2003. (*19) The Company transferred all the shares of Konami Computer Entertainment Studios, Inc. to Konami Computer Entertainment Osaka, Inc. on March 13, 2003. (*20) Konami Sports Corporation acquired all the shares of NISSAY ATHLETICS COMPANY on March 24, 2003. Thereafter, NISSAY ATHLETICS COMPANY changed its name to Konami Athletics Inc. (*21) The Company transferred its LCD unit business to its wholly-owned subsidiary, KPE, Inc., on March 13, 2003. (*22) These are equity method affiliates. 3. The Company added Traumer, Inc. to its subsidiaries through acquisition of 77.8% of the issued shares of Traumer on April 17, 2003. Consequently, the corporate name of Traumer, Inc. was changed to Konami Traumer, Inc. on the acquisition date. 4. On April 18, 2003, the Company spun off its arcade game sales operations in the U.S. from Konami of America, Inc. and established Konami Marketing, Inc. which focuses on sales of arcade games in the U.S. 5. Konami Computer Entertainment Osaka, Inc. merged with Konami Computer Entertainment Studios, Inc. on May 1, 2003. The surviving company, Konami Computer Entertainment Osaka, Inc. plans to change its name to Konami Computer Entertainment Studios, Inc. on June 18, 2003. 6. On May 1, 2003, Konami Marketing Japan, Inc. merged with Konami Service, Inc. in order to improve customer satisfaction in an integrated business structure which includes sales, marketing and customer services. 7. On May 1, 2003, Konami Sports Corporation merged with Konami Athletics Inc. in order to improve the efficiency of their operations and also enhance customer convenience. 2. Management Policy 1. Management Policy Our management policy places primary priority on shareholders and maintaining healthy relationships with all stakeholders, including shareholders, and to make a wide range of social contributions as a good corporate citizen. We aim to make optimum use of the group's management resources by taking into account the three keywords of our management policy: ''Adaptation to Global Standards'', ''Maintaining Fair Competition'' and ''Pursuit of High Profits''. Our management policy of putting our primary priority on shareholders is expressed in two ways. One is to continuously increase and improve shareholder value = corporate value = market capitalization and the other is to provide stable dividends as a means to return profits to shareholders. Retained earnings will be used to heavily invest in potentially profitable business fields to increase our corporate value and as a source for paying dividends. In addition to focusing on the importance of maintaining healthy relationships with shareholders, investors, end-users, suppliers, employees and the community in general, we will also work to expand social contributions by supporting a wide range of activities that promote education, sports and culture. Pursuant to basic management policy, we aim to be an entertainment enterprise that achieves continuous expansion and the respect of society. 2. Profit Appropriation Policy We consider the providing of stable cash dividends and increasing and improving corporate value as being important to return income to shareholders. Retained earnings will be used to invest in potentially profitable business fields to strengthen our growth potential and competitiveness. 3. Medium to Long-term Strategies and Company Priorities Consumers are becoming more and more diversified in their tastes for, and selective about, ''entertainment'', while fields within the entertainment industry such as games, toys, movies, music, sports, education, publishing and communications are increasingly merging and overlapping. In such an environment, competition among companies has intensified and so we believe that an innovative and diversified corporate strategy and further reinforcement of the corporate structure supporting such a strategy are required for a company to maintain its capacity to continue to grow. To enhance our brand value, we have developed a new logo as the symbol for a new image branding initiative that we are promoting under the tagline ''Bikkuri (Be Creative)'', which indicates our core competence of ''creativity''. Our goal is to create products that will add more surprise and emotion to consumer's lives. At the same time, we are committed to increasing our production, marketing and financial resources. Strengthening our corporate structure is a constant theme in setting the groundwork for future growth. We continue to strengthen our corporate structure in a variety of ways including enhancement of our production, marketing and financial resources, building a stronger group management system and establishing a fair and timely disclosure system. As a special note with respect to the fiscal year ended March 31, 2003, we realized our goal of listing on the New York Stock Exchange on September 30, 2002. We continue to work toward expanding business operations in the U.S., increasing the number of U.S. shareholders, reinforcing our corporate structure and complying with the strict regulations of the SEC and New York Stock Exchange in order to become a truly global company. As for human resources development, we will continue to nurture next generation leadership and enhance management skills by using our Leadership Development Center, which was established in the Konami Super Campus in March 2003. 4. Corporate Governance Development It is necessary for us to develop strong corporate governance in order to implement and maintain our basic management policy. The first and most important agenda in our corporate governance development program was to reform the board of directors. We employed an outside corporate officer in May 1992 and introduced a corporate officer system in June 1999. In June 2001, we reduced the size of our board of directors from 15 to nine, four of whom consist of outside directors. We have endeavored to accelerate the managerial decision-making process, separate monitoring from implementation, strengthen the managerial audit system, revitalize the board of directors, and pursue management transparency. We are working to establish committees that will take appropriate action in response to the increasingly complicated environment within which we operate. We established a Risk Management Committee in April 2000 in order to enhance our ability to prevent and respond quickly to internal and external risks. We established a Compliance Committee in September 2001 to reinforce our entire system for monitoring and encouraging compliance with applicable laws, rules and regulations. We established a Disclosure Committee in April 2003. The Disclosure Committee will work on the development of group company reporting procedures that will facilitate timely and accurate disclosure. We established a Konami Group Conduct Charter and a Konami Group Code of Business Conduct and Ethics that require all members of the Konami Group to monitor and improve compliance and risk management issues, promote compliance with applicable laws, rules and regulations and minimize risks. 3. Business Performance and Cash Flows (1) Business Review Overview Although the Japanese economy has improved somewhat due to increased exports, individual consumption has been leveling off. Economic concern remains regarding the possibility of a downturn due to uncertainty about the future of the U.S. economy associated with the war in Iraq and the serious decline of domestic stock prices. With respect to the entertainment industry in which we operate, sales of PlayStation 2 grew most significantly among the full line-up of next generation video game software platforms. Sales of soccer game software were robust due to the recent soccer boom in Japan. The domestic industry is in a state of transition evidenced by debate regarding the possible lifting of the ban against casino gaming and restructuring within the video game software market. We entered a new stage by transferring our headquarters to Marunouchi, Tokyo in August 2002 and by listing on the New York Stock Exchange on September 30, 2002. We also celebrated our 30th anniversary on March 19, 2003. We expanded globally during the year ended March 31, 2003 with video game software such as WORLD SOCCER WINNING ELEVEN 6, a home video game sports software title that reached combined sales of two million copies in Japan and Europe, video game software with cartoon characters such as Yu-Gi-Oh!, music games and a variety of other original products. As a result, the total number of home video games shipped reached 20 million for the second consecutive year. Also, the explosively popular Yu-Gi-Oh! card game was a hit, especially in the U.S. The MICROiR series high-technology toys gained market share. Sales of candy toys, which have attracted attention for their elaborate figurines, expanded. The amusement arcade game MAH-JONG FIGHT CLUB, which is an e-AMUSMENT product that allows players to compete via an on-line amusement connection, developed well. Gaming machines in overseas markets achieved healthy sales. Konami Sports Corporation, which seeks to improve its customers' quality of life based on the concept of ''Exertainment'', introduced a next generation fitness machine and personal trainer program as well as a new sports club membership category all to improve customer convenience. In order to better focus our business and management resources, we transferred our amusement arcade operations, which had been conducted by Konami Amusement Operation, Inc. to AmLead Co., Ltd. We did so to achieve business portfolio optimization. Konami Sports Corporation acquired NISSAY ATHLETICS COMPANY with the goal of expanding our network of fitness clubs. We are engaged in fast-paced business expansion and creating products and services that meet our customers' needs. As a result, consolidated net revenues for the year ended March 31, 2003 amounted to Y253,657 million, which is the highest level recorded since our founding. However, based on the findings of a U.S. independent appraiser, we decided to recognize an impairment loss of Y47,599 million because the fair value of goodwill and other intangible assets in the Exercise Entertainment segment had declined below carrying value. Consequently, consolidated operating loss, consolidated net loss before income taxes and consolidated net loss were Y21,870 million, Y22,096 million and Y28,519 million, respectively. Since all business segments generally performed favorably, dividends for the year ended March 31, 2003 were Y54 per share (Y19 as of September 30, 2002 and Y35 as of March 31, 2003). Performance by business segment Summary of net revenues by business segment: Millions of Yen Year-on-year Year ended March 31, change 2002 2003 (%) Computer & Video Games Y 90,129 Y 87,476 (2.9) Exercise Entertainment 65,650 78,525 19.6 Toy & Hobby 25,601 45,948 79.5 Amusement 37,918 34,305 (9.5) Gaming 3,063 8,215 168.2 Other 8,897 5,520 (38.0) Less: Intersegment revenues (5,678) (6,332) - Consolidated net revenues Y 225,580 Y 253,657 12.4 Note: In the fourth quarter ended March 31, 2003, the Amusement segment transferred its health entertainment business to the Exercise Entertainment segment, and the Gaming segment transferred its token-operated game machine business to the Amusement segment. In accordance with these changes, results for the year ended March 31, 2002 have been reclassified to conform to the presentation for the year ended March 31, 2003. The Computer & Video Games segment, taking advantage of the soccer boom in Japan, marked a new record with combined sales of over 1.8 million copies of WORLD SOCCER WINNING ELEVEN 6 and WORLD SOCCER WINNING ELEVEN 6: Final Evolution for the PlayStation 2. The JIKKYO POWERFULPROYAKYU series, our popular baseball game product, maintained stable sales. JIKKYO POWERFULPROYAKYU 9 for the PlayStation 2 and the Game Cube sold 570,000 copies. JIKKYO POWERFULPROYAKYU 9 KETTEIBAN for the PlayStation 2 and the Game Cube sold 180,000 copies. As for our tennis games, THE PRINCE OF TENNIS, a popular character from Shonen Jump (a Japanese weekly comic book for boys), THE PRINCE OF TENNIS: GENIUS BOYS ACADEMY and four other titles for the GameBoy Advance and THE PRINCE OF TENNIS: Sweat and Tears and three other titles for the PlayStation were released and sold over 600,000 copies altogether. A conference called ''Seishun-Gakuen-Teikyu-Sai 2003'' where fans of THE PRINCE OF TENNIS gathered in Ariake Tennis no Mori in the end of March contributed greatly to its regaining popularity. In the overseas markets, Pro Evolution Soccer 2 for the PlayStation 2 recorded one million sales in Europe battling for the best soccer game status in Europe. As a result of maximized synergies with the TV program and the trading card game, Yu-Gi-Oh! THE ETERNAL DUELIST SOUL for the GameBoy Advance, Yu-Gi-Oh! FORBIDDEN MEMORIES for the PlayStation, and Yu-Gi-Oh! Dark Duel Stories for GameBoy Color, each of which recorded million sales, resulting in the sales for the Yu-Gi-Oh! series as a whole reached 4.6 million copies. As a result, consolidated revenues of the Computer & Video Games segment were Y87,476 million (97.1% of consolidated revenues for the year ended March 31, 2002). The Exercise Entertainment segment worked to expand its network of fitness clubs by opening 16 facilities including Oyama (Tokyo), Yachiyodai (Chiba) Moriguchi (Osaka), Nishi-funabashi (Chiba) and other facilities operated by third parties. On March 24, 2003, we acquired all of the outstanding shares of the NISSAY ATHLETICS COMPANY, which became a wholly-owned subsidiary thereby adding five new directly-managed club facilities. Konami Sports Corporation merged with the acquired company on May 1, 2003. We also worked to improve customer satisfaction by moving six existing club facilities to better locations in the same neighborhood or by acquiring facilities that had been operated by other companies. As for product branding activities, we integrated our Freizeit and Sele clubs into the Eg-zas brand on April 1, 2002, and introduced a new ''Undo-Jyuku'' on October 1, 2002 to strengthen brand recognition and provide more sophisticated facility services, aiming to improve the retention rate of current customers. In a move to improve customer convenience, we introduced new services and product such as a personal trainer system where an instructor with specialized knowledge provides individualized lessons for each customer. We also launched the first official i-mode (internet enabled cellular phone) site in the fitness industry, which provides various club facility information and health-related information. We released home fitness products such as MARTIAL BEAT II, which is a popular martial arts fitness action game that uses video game software and can measure physical strength, and Aerobics Revolution, which allows players to enjoy realistic aerobics activity at home. As a result, consolidated revenues of the Exercise Entertainment segment were Y78,525 million (119.6% of consolidated revenues for the year ended March 31, 2002). The Toy & Hobby segment maintained solid card game sales with products such as the Yu-Gi-Oh! Official Card Game series and THE PRINCE OF TENNIS trading card game. In particular, the Yu-Gi-Oh! series for the U.S. released during the end of the previous fiscal year recorded better-than-expected sales growth and acquired an overwhelming share of the market during the Christmas season. The Yu-Gi-Oh! card game has been sold in Europe since the end of the previous fiscal year and is contributing to the global expansion of the product. A new series of the Yu-Gi-Oh! card game also maintained high levels of sales in Japan. As to other hobby products, DigiQ Train, Combat DigiQ, and DigiQ Formula, which are new MICROiR series products, also achieved robust sales. Candy toys, which enjoy popularity for their high quality figures, especially the SF Movie Selection: Thunderbirds series and the MIZUSHIMA SHINJI CHARACTERS YAKYUGUNZOU consistently achieved more than a million sales, which gave them a dominant position in the market. As a result, consolidated revenues of the Toy & Hobby segment were Y 45,948 million (179.5% of consolidated revenues for the year ended March 31, 2002). The Amusement segment maintained favorable market acceptance of e-AMUSEMENT products for amusement arcades such as the MAH-JONG FIGHT CLUB series, which are video games that allow players to compete directly with players in other arcade game locations via an on-line amusement connection. We expanded the line-up of simulation games that can be played by more than one person such as WORLD COMBAT, a gun shooting game, as well as music simulation games such as pop'n music, GUITAR FREAKS and drummania. These products maintained strong sales. Token-operated products that continue to be popular such as GI-WINNING SIRE and GI-TURFWILD, the latest large-scale token-operated horse racing games in the GI series which has a realistic ''right there in the midst of it'' feel, FORTUNE ORB, a large-sized ''penny-falls'' game machine, popular for its entertaining stage effects, and Oval Arena, new large-scale token-operated bingo game machine with a player match-up function, also contributed the favorable sales. The LCD unit business's results declined relative to the previous year because sales to main customers were affected by the World Cup Soccer tournament. We plan to introduce differentiated and attractive products in the future. As a result, consolidated revenues of the Amusement segment were Y34,305 million (90.5 % of consolidated revenues for the year ended March 31, 2002). The Gaming segment acquired gaming licenses from 18 states in the U.S. and the installed base of video slot machines has been increasing in line with a more diverse line up of products. As a result, sales of our products are improving steadily in Nevada and the mid-west region of the U.S. We released a new gaming machine in February 2003 called ReNeA, which creates an innovative experience by combining stepper reels with a video image. The combination of WILD FIRE, a standalone progressive game, with existing gaming contents has been well received in Australia. We have acquired gaming licenses in all Australian states, and sales in New South Wales, Queensland and Victoria were especially strong. As a result, consolidated revenues of the Gaming segment were Y 8,215 million (268.2% of consolidated revenues for the year ended March 31, 2002). Consolidated revenues for the Other segment were Y5,520 million. (62.0% of consolidated revenues for the year ended March 31, 2002) Forecast for the year ending March 31, 2004 The Computer & Video Games segment expects to release branded popular sports titles like JIKKYO POWERFULPROYAKYU, the World Soccer Winning Eleven series and a more diverse line up of new original products. The segment will further enhance its competitiveness in the overseas market by working to expand the Yu-Gi-Oh! series in the U.S. and Europe. We also plan to strengthen the branded original title SILENT HILL series and soccer games and to release TEENAGE MUTANT NINJA TURTLES as a new big title based on the cartoon TV program started in February in 2003. In order to strengthen our product line up, Konami Computer Entertainment Osaka, Inc. merged with Konami Entertainment Studios, Inc., both of which are video game software producing subsidiaries on May 1, 2003. The Exercise Entertainment segment will work to improve customer satisfaction by providing secure, clean and comfortable fitness club facilities. We also plan to improve the quality of our sports club services to fully satisfy diversified member needs by continuing to actively open new facilities and renew existing facilities. Based on the concept of ''Exertainment'', which seeks to provide ways to exercise while continuing to have fun, we plan to introduce next generation fitness machines, expand home fitness products, provide personal health management information and establish a completely networked environment for sports clubs and households. By doing so we hope to set the new standard as to what a fitness club should be. The Toy & Hobby segment expects to continue 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 program. We also plan to expand the product in Europe and organize an event, ''Yu-Gi-Oh! World Championship 2003'' that will attract competitors from around the world with the aim of making it a global hit. In addition, we plan to expand the value added product line-up of advanced-technology MICROiR toys and to establish Kids Smile, a new brand of intellectual education toys that we introduced in April 2003. The Amusement segment will work to develop variations of hit products and genres and expand the e-AMUSEMENT product lineup with an aim to provide a more ''enjoyable'' and ''interesting'' experience for players at arcade amusement centers. The Gaming segment will work to expand its product range by introducing original products. We also plan to expand distribution by introducing our products in new markets and increasing the number of states in the U.S. where we have licenses to conduct business. With the ''Pursuit of High Profits'' in mind, each business segment will endeavor to provide high-quality products and services that target consumer needs. Consolidated results for the year ending March 31, 2004 are expected to be as follows: Y255,500 million of net revenues; Y27,500 million of operating income; Y26,700 million of income before income taxes, minority interest and equity in net income of affiliated companies; and Y14,500 million of net income. We do not disclose interim consolidated earnings forecasts because revenues fluctuate during the fiscal period resulting from the fact that we operate hit businesses that rely on the timely creation and introduction of new merchandise. Therefore, we strive to enhance the quality of our quarterly disclosure. (2) Cash Flows Cash flow summary for the years ended March 31, 2002 and 2003: Millions of Yen Year ended March 31, Year-on-year 2002 2003 change Net cash provided by operating activities Y 11,119 Y 27,711 Y 16,592 Net cash used in investing activities (16,024) (12,242) 3,782 Net cash provided by (used in) financing activities 12,613 (16,443) (29,056) Effect of exchange rate changes 667 466 (201) on cash and cash equivalents Net increase (decrease) in cash and cash equivalents 8,375 (508) (8,883) Cash and cash equivalents at end of year 75,188 74,680 (508) Cash flows from operating activities: Net cash provided by operating activities amounted to Y27,711 million for the year ended March 31, 2003, which is a significant increase from Y11,119 million during the previous year. This was due primarily to favorable results of the Computer & Video Games segment and Toy & Hobby segment, and a decrease in trade notes and accounts receivables of Y4,580 million. The impairment charge of goodwill and other intangible assets in the Exercise Entertainment segment had no effect on cash flows. Cash flows from investing activities: Net cash used in investing activities amounted to Y12,242 million for the year ended March 31, 2003 as compared to Y16,024 million in the previous year. This resulted primarily from capital expenditures of Y15,357 million, which was due mainly to active investment in property and equipment by the Exercise Entertainment segment. On the other hand, investments in new subsidiaries and affiliated companies decreased to Y449 million from Y7,423 million during the previous year. Cash flows from financing activities: Net cash used in financing activities amounted to Y16,443 million for the year ended March 31, 2003 while net cash of Y12,613 million was provided during the previous year. This was due primarily to active payment of dividends, repayments of debts and purchases of treasury stock with Y14,893 million of proceeds from the issuance of bonds by Konami Sports Corporation. Proceeds from the Company's issuance of bonds in the previous year were Y44,681 million. The following table represents certain cash flow indexes for the years ended March 31, 2002 and 2003. Year ended March 31, 2002 2003 Equity-assets ratio (%) 41.1 32.5 Equity-assets ratio based on market capitalization (%) 111.9 75.1 Years of debt redemption (years) 5.7 2.7 Interest coverage ratio (times) 14.5 29.5 Equity-assets ratio = Shareholders' equity / Total assets Equity-assets ratio based on market capitalization = Market capitalization / Total assets Years of debt redemption = Interest-bearing debt / Cash flows from operating activities Interest coverage ratio = Cash flows from operating activities / Interest paid Notes: 1. The above indexes are calculated on a consolidated basis with U.S. GAAP figures. 2. Cash flows from operating activities are equal to net cash provided by operating activities on the consolidated statements of cash flows. 3. Interest-bearing debts include all the liabilities on the consolidated balance sheets that incur interest expense. Cautionary Statement with Respect to Forward-Looking Statements: Statements made in this document with respect to our current plans, estimates, strategies and beliefs, including the above forecasts, are forward-looking statements about our future performance. 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 exercise entertainment 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. 4. Consolidated Balance Sheets (Unaudited) Millions of Yen Thousands of U.S. Dollars March 31, March 31, 2002 2003 2003 % % ASSETS CURRENT ASSETS: Cash and cash equivalents Y 75,188 Y 74,680 $ 621,298 Trade notes and accounts receivable, net of allowance for doubtful accounts of Y636 million and Y976 million ($8,120 thousand) at March 31, 2002 and 2003, respectively 34,275 29,107 242,155 Inventories 15,990 13,359 111,140 Deferred income taxes, net 9,143 12,820 106,656 Prepaid expenses and other current assets 7,459 6,739 56,064 Total current assets 142,055 43.3 136,705 49.1 1,137,313 PROPERTY AND EQUIPMENT, net 43,562 13.3 46,284 16.6 385,058 INVESTMENTS AND OTHER ASSETS: Investments in marketable securities 204 189 1,572 Investments in affiliates 13,459 12,422 103,345 Identifiable intangible assets 60,169 46,503 386,880 Goodwill 36,825 125 1,040 Lease deposits 24,654 24,489 203,736 Other assets 7,163 11,533 95,948 Total investments and other assets 142,474 43.4 95,261 34.3 792,521 TOTAL ASSETS Y 328,091 100.0 Y 278,250 100.0 $ 2,314,892 (Continued on following page.) Millions of Yen Thousands of U.S. Dollars March 31, March 31, 2002 2003 2003 % % LIABILITIES AND SHAREHOLDERS' EQUITY CURRENT LIABILITIES: Short-term borrowings Y 10,948 Y 8,308 $ 69,118 Current portion of long-term debt and capital lease obligations 4,751 1,815 15,100 Trade notes and accounts payable 20,292 18,684 155,441 Accrued income taxes 13,224 13,788 114,709 Accrued expenses 21,120 18,968 157,804 Deferred revenue 3,866 5,535 46,048 Other current liabilities 5,347 4,676 38,902 Total current liabilities 79,548 24.2 71,774 25.8 597,122 LONG-TERM LIABILITIES: Long-term debt and capital lease obligations, less current portion 48,031 63,514 528,403 Accrued pension and severance costs 2,607 2,345 19,509 Deferred income taxes, net 24,169 18,854 156,855 Other long-term liabilities 2,830 2,502 20,815 Total long-term liabilities 77,637 23.7 87,215 31.3 725,582 MINORITY INTEREST IN CONSOLIDATED SUBSIDIARIES 35,916 11.0 28,855 10.4 240,058 COMMITMENTS AND CONTINGENCIES - - - SHAREHOLDERS' EQUITY: Common stock, no par value- Authorized 450,000,000 shares; issued 128,737,566 shares at March 31, 2002 and 2003 47,399 14.4 47,399 17.0 394,334 Additional paid-in capital 46,736 14.2 46,736 16.8 388,819 Legal reserve 2,163 0.7 2,163 0.8 17,995 Retained earnings 53,149 16.2 18,981 6.8 157,912 Accumulated other comprehensive income 546 0.2 790 0.3 6,572 Total 149,993 45.7 116,069 41.7 965,632 Treasury stock, at cost- 4,257,751 shares and 8,253,191 shares at March 31, 2002 and 2003, respectively (15,003) (4.6) (25,663) (9.2) (213,502) Total shareholders' equity 134,990 41.1 90,406 32.5 752,130 TOTAL LIABILITIES AND SHAREHOLDERS' EQUITY Y 328,091 100.0 Y 278,250 100.0 $ 2,314,892 5. Consolidated Statements of Income (Unaudited) Millions of Yen Thousands of U.S. Dollars Year ended March 31, Year ended March 31, 2002 2003 2003 % % NET REVENUES: Product sales revenue Y 165,154 Y 178,766 $ 1,487,238 Service revenue 60,426 74,891 623,053 Total net revenues 225,580 100.0 253,657 100.0 2,110,291 COSTS AND EXPENSES: Costs of products sold 104,192 112,364 934,809 Costs of services rendered 50,459 62,515 520,091 Impairment charge for - 47,599 395,998 goodwill and other intangible assets Selling, general and 52,842 53,049 441,340 administrative Total costs and expenses 207,493 92.0 275,527 108.6 2,292,238 Operating income (loss) 18,087 8.0 (21,870) (8.6) (181,947) OTHER INCOME (EXPENSES): Interest income 244 373 3,103 Interest expense (767) (938) (7,804) Gain on sale of subsidiary 4,655 904 7,521 shares Other, net 459 (565) (4,700) Other income (expenses), net 4,591 2.1 (226) (0.1) (1,880) INCOME (LOSS) BEFORE INCOME 22,678 10.1 (22,096) (8.7) (183,827) TAXES, MINORITY INTEREST AND EQUITY IN NET INCOME (LOSS) OF AFFILIATED COMPANIES INCOME TAXES: Current 17,276 14,912 166,023 Deferred (5,609) (8,726) (114,559) Total 11,667 5.2 6,186 2.4 51,464 INCOME (LOSS) BEFORE 11,011 4.9 (28,282) (11.1) (235,291) MINORITY INTEREST AND EQUITY IN NET INCOME (LOSS) OF AFFILIATED COMPANIES MINORITY INTEREST IN 364 0.1 (1,051) (0.4) (8,744) INCOME (LOSS) OF CONSOLIDATED SUBSIDIARIES EQUITY IN NET INCOME (LOSS) 755 0.3 (1,288) (0.5) (10,716) OF AFFILIATED COMPANIES NET INCOME (LOSS) Y 11,402 5.1 Y (28,519) (11.2) $ (237,263) PER SHARE DATA: Yen U.S. Dollars Year ended March 31, Year ended March 31, 2002 2003 2003 Basic and diluted net income (loss) per share Y 89.32 Y (234.58) $ (1.95) Weighted-average common shares outstanding 127,647,120 121,572,154 Note: Net income (loss) per share was prepared in accordance with Statement of Financial Accounting Standard (SFAS) No. 128 'Earnings per Share'. Konami had no dilutive securities outstanding at March 31, 2002 and 2003, and therefore there is no difference between basic and diluted EPS. 6. Consolidated Statements of Shareholders' Equity (Unaudited) Millions of Yen Common Additional Legal Retained Accumulated Treasury Total Stock Paid-in Earnings Other Stock, Shareholders' Capital Reserve Comprehensive Equity Income at Cost Balance at March 31, Y 47,399 Y 46,736 Y 1,770 Y 49,220 Y 26 - Y 145,151 2001 Net income 11,402 11,402 Cash dividends, Y54.0 (7,080) (7,080) per share Net unrealized losses (189) (189) on available-for-sale securities Foreign currency 709 709 translation adjustments Reissuance of Y 3 3 treasury stock Repurchase of (15,006) (15,006) treasury stock Transfer from 393 (393) - retained Earnings Balance at March 31, Y 47,399 Y 46,736 Y 2,163 Y 53,149 Y 546 Y(15,003) Y 134,990 2002 Net loss (28,519) (28,519) Cash dividends, Y46.0 (5,649) (5,649) per share Net unrealized losses 159 159 on available-for-sale securities Foreign currency 85 85 translation adjustments Repurchase of (10,660) (10,660) treasury stock Balance at March 31, Y 47,399 Y 46,736 Y 2,163 Y 18,981 Y 790 Y(25,663) Y 90,406 2003 Thousands of U.S. Dollars Common Additional Legal Retained Accumulated Treasury Total Stock Paid-in Earnings Other Stock, Shareholders' Capital Reserve Comprehensive Equity Income at Cost Balance at March 31, $394,334 $ 388,819 $ 17,995 $ 442,171 $ 4,543 $(124,817) $ 1,123,045 2002 Net loss (237,263) (237,263) Cash dividends, (46,996) (46,996) $0.38 per share Net unrealized 1,322 1,322 losses on available-for-sale securities Foreign currency 707 707 translation adjustments Repurchase of (88,685) (88,685) treasury stock Balance at March 31, $394,334 $ 388,819 $ 17,995 $ 157,912 $ 6,572 $(213,502) $ 752,130 2003 7. Consolidated Statements of Cash Flows (Unaudited) Millions of Yen Thousands of U.S. Dollars Year ended March 31, Year ended March 31, 2002 2003 2003 Cash flows from operating activities: Net income (loss) Y 11,402 Y (28,519) $ (237,263) Adjustments to reconcile net income to net cash provided by operating activities - Depreciation and amortization 15,460 11,979 99,659 Impairment charge for goodwill and other intangible assets - 47,599 395,998 Provision for doubtful receivables 4,189 429 3,569 Loss on sale or disposal of property and equipment, net 924 2,344 19,501 Gain on sale of subsidiary shares (4,655) (904) (7,521) Equity in net (income) loss of affiliated companies (755) 1,288 10,716 Minority interest 364 (1,051) (8,744) Deferred income taxes (5,609) (11,326) (94,226) Change in assets and liabilities: Decrease (increase) in trade notes and accounts receivable (3,930) 4,580 38,103 Decrease (increase) in inventories (1,594) 2,556 21,264 Decrease in trade notes and accounts payable (5,934) (1,521) (12,654) Increase (decrease) in accrued income taxes (1,722) 394 3,278 Increase (decrease) in accrued expenses 2,305 (2,271) (18,893) Increase in deferred revenue 805 1,669 13,885 Other, net (131) 465 3,869 Net cash provided by operating activities 11,119 27,711 230,541 Cash flows from investing activities: Purchases of investments in affiliates (8,115) - - Purchases of investments in subsidiaries - (315) (2,621) Proceeds from sales of investments in subsidiaries 1,797 2,081 17,313 Capital expenditures (8,095) (15,357) (127,762) Proceeds from sales of property and equipment 444 2,234 18,586 Acquisition of new subsidiaries, net of cash acquired 692 (449) (3,735) Decrease in time deposits, net 90 516 4,293 Increase in lease deposits, net (1,877) (306) (2,546) Other, net (960) (646) (5,375) Net cash used in investing activities (16,024) (12,242) (101,847) Cash flows from financing activities: Net decrease in short-term borrowings (1,108) (2,448) (20,366) Proceeds from long-term debt 45,230 15,402 128.137 Repayments of long-term debt (13,172) (2,765) (23,004) Principal payments under capital lease obligations (2,407) (3,439) (28,611) Net proceeds from issuance of common stock by a subsidiary 7,035 - - Dividends paid (7,652) (6,324) (52,612) Purchases of treasury stock by parent company (15,006) (10,660) (88,685) Purchases of treasury stock by subsidiaries (194) (4,516) (37,571) Other, net (113) (1,693) (14,085) Net cash provided by (used in) financing activities 12,613 (16,443) (136,797) Effect of exchange rate changes on cash and cash equivalents 667 466 3,877 Net increase (decrease) in cash and cash equivalents 8,375 (508) (4,226) Cash and cash equivalents, beginning of year 66,813 75,188 625,524 Cash and cash equivalents, end of year Y 75,188 Y 74,680 $ 621,298 8. Segment Information (Unaudited) (1) Operations in Different Industries Year ended Computer & Exercise March 31, Video Games Entertain- Toy & 2002 ment Hobby Amusement Gaming Other Total Corporate Consolidated (Millions of Yen) Net revenue: Customers Y 88,762 Y 65,619 Y 25,213 Y 36,649 Y 3,063 Y 6,274 Y 225,580 - Y 225,580 Intersegment 1,367 31 388 1,269 - 2,623 5,678 Y (5,678) - Total 90,129 65,650 25,601 37,918 3,063 8,897 231,258 (5,678) 225,580 Operating 71,777 70,273 18,400 29,318 5,789 9,241 204,798 2,695 207,493 expenses Operating Y 18,352 Y (4,623) Y 7,201 Y 8,600 Y (2,726) Y (344) Y 26,460 Y (8,373) Y 18,087 income (loss) Year ended Computer & Exercise March 31, Video Games Entertain- Toy & 2003 ment Hobby Amusement Gaming Other Total Corporate Consolidated (Millions of Yen) Net revenue: Customers Y 85,891 Y 78,437 Y 45,887 Y 33,105 Y 8,215 Y 2,122 Y 253,657 - Y 253,657 Intersegment 1,585 88 61 1,200 - 3,398 6,332 Y (6,332) - Total 87,476 78,525 45,948 34,305 8,215 5,520 259,989 Y (6,332) 253,657 Operating 73,489 127,937 29,319 27,035 8,384 6,330 272,494 3,033 275,527 expenses Operating Y 13,987 Y (49,412) Y 16,629 Y 7,270 Y (169) Y (810) Y (12,505) Y (9,365) Y (21,870) income (loss) Year ended Computer & Exercise March 31, Video Games Entertain- Toy & 2003 ment Hobby Amusement Gaming Other Total Corporate Consolidated (Thousands of U.S. Dollars) Net revenue: Customers $ 714,567 $ 652,554 $ 381,755 $ 275,417 $ 68,344 $ 17,654 $ 2,110,291 - $ 2,110,291 Intersegment 13,186 732 508 9,983 - 28,270 52,679 $ (52,679) - Total 727,753 653,286 382,263 285,400 68,344 45,924 2,162,970 (52,679) 2,110,291 Operating 611,389 1,064,368 243,918 224,917 69,750 52,663 2,267,005 25,233 2,292,238 expenses Operating $ 116,364 $(411,082) $138,345 $ 60,483 $ (1,406) $ (6,739) $ (104,035) $ (77,912)$ (181,947) income (loss) Notes: 1. Primary businesses of each segment are as follows: Computer & Video Games: Production and sale of home-use video game software Exercise Entertainment: Operation of health and fitness clubs Toy & Hobby: Production and sale of character related products Amusement: Manufacture and sale of amusement arcade games, related components and token-operated games for domestic market Gaming: Manufacture and sale of gaming machines for overseas market Other: Real estate management services provided primarily to our subsidiaries 2. In the third quarter ended December 31, 2002, the Health and Fitness (HF) segment and Character Products (CP) segment changed their names to Health & Fitness (H&F) and Toy & Hobby (T &H), respectively. 3. In the fourth quarter ended March 31, 2003, the Consumer Software (CS) segment, Health & Fitness (H&F) segment, Toy & Hobby (T&H) segment, Amusement Content (AC) segment and Gaming Content (GC) segment changed their names to Computer & Video Games, Exercise Entertainment, Toy & Hobby, Amusement and Gaming, respectively. 4. In the fourth quarter ended March 31, 2003, the Amusement segment transferred its health entertainment business to the Exercise Entertainment segment, and the Gaming segment transferred its token-operated game machine business to the Amusement segment. In accordance with these changes, results for the year ended March 31, 2002 have been reclassified to conform to the presentation for the year ended March 31, 2003. 5. Y47,599 million ($395,998 thousand) of impairment charge for goodwill and other intangible assets was included in the operating expenses of the Exercise Entertainment segment for the year ended March 31, 2003. 6. Intersegment revenues primarily consist of sub-licensing of intellectual property rights from Computer & Video Games and Toy & Hobby to Amusement and Gaming, sales of hardware and components from Amusement and Gaming to Computer & Video Games and Exercise Entertainment, and administrative services provided by shared-service subsidiaries included in 'Other'. 'Eliminations and Corporate' primarily consists of eliminations of intercompany profits on inventories and expenses for corporate headquarters. (2) Operations in Geographic Areas Year ended Asia March 31, 2002 Japan Americas Europe /Oceania Total Eliminations Consolidated (Millions of Yen) Net revenue: Customers Y 177,618 Y 26,002 Y 19,320 Y 2,640 Y 225,580 - Y 225,580 Intersegment 31,446 2,860 6 199 34,511 Y (34,511) - Total 209,064 28,862 19,326 2,839 260,091 (34,511) 225,580 Operating expenses 185,089 30,438 14,944 2,695 233,166 (25,673) 207,493 Operating income (loss) Y 23,975 (1,576) 4,382 144 26,925 (8,838) 18,087 Year ended Asia March 31, 2003 Japan Americas Europe /Oceania Total Eliminations Consolidated (Millions of Yen) Net revenue: Customers Y 182,345 Y 47,729 Y 16,297 Y 7,286 Y 253,657 - Y 253,657 Intersegment 50,670 805 27 506 52,008 Y (52,008) - Total 233,015 48,534 16,324 7,792 305,665 (52,008) 253,657 Operating expenses 258,551 47,112 14,917 6,236 326,816 (51,289) 275,527 Operating income (loss) Y (25,536) Y 1,422 Y 1,407 Y 1,556 Y (21,151) Y (719) Y (21,870) Year ended Asia March 31, 2003 Japan Americas Europe /Oceania Total Eliminations Consolidated (Thousands of U.S. Dollars) Net revenue: Customers $ 1,517,013 $ 397,080 $ 135,582 $ 60,616 $ 2,110,291 - $ 2,110,291 Intersegment 421,548 6,697 225 4,209 432,679 $ (432,679) - Total 1,938,561 403,777 135,807 64,825 2,542,970 (432,679) 2,110,291 Operating expenses 2,151,007 391,947 124,101 51,880 2,718,935 (426,697) 2,292,238 Operating income (loss) $ (212,446) $ 11,830 $ 11,706 $ 12,945 $ (175,965) $ (5,982) $ (181,947) Notes: 1. For the purpose of presenting its operations in geographic areas above, Konami attributes revenues from external customers to individual countries in each area based on where products are sold and services are provided. 2. Y47,599 million ($395,998 thousand) of impairment charge for goodwill and other intangible assets was included in the operating expenses of the Japan segment for the year ended March 31, 2003. Notes (Unaudited): 1. The U.S. dollar amounts included herein represent a translation using the mid price for telegraphic transfer of U.S. dollars for yen quoted by The Bank of Tokyo-Mitsubishi, Ltd. as of March 31, 2003 of Y120.20 to $1 and are included solely for the convenience of the reader. The translation should not be construed as a representation that the yen amounts have been, could have been, or could in the future be converted into U.S. dollars at the above or any other rate. 2. The consolidated financial statements presented herein were prepared in accordance with accounting principles generally accepted in the United States of America (U.S. GAAP). 3. Comprehensive income for the years ended March 31, 2002 and 2003 consisted of the following: Millions of Yen Thousands of U.S. Dollars Year ended Year ended March 31, March 31, 2002 2003 2003 Net income (loss) Y 11,402 Y (28,519) $ (237,263) Other comprehensive income: Foreign currency translation adjustments 709 85 707 Net unrealized gains (losses) on available-for-sale securities (189) 159 1,323 520 244 2,030 Comprehensive income (loss) Y 11,922 Y (28,275) $ (235,233) 4. Adoption of New Accounting Standards (1) Accounting for business combinations and goodwill and other intangible assets: In June 2001, the Financial Accounting Standards Board ('FASB') issued Statement of Financial Accounting Standards ('SFAS') No. 141, 'Business Combinations,' which supersedes Accounting Principles Board Opinion ('APB') No. 16, 'Business Combinations'. SFAS No. 141 requires all business combinations initiated after June 30, 2001 to be accounted for under the purchase method of accounting. In addition, SFAS No. 141 establishes criteria for the recognition of intangible assets separately from goodwill. Konami Corporation and its subsidiaries (collectively 'Konami') adopted SFAS No. 141 on June 30, 2001 and the adoption did not have a material effect on Konami's results of operations, financial position or cash flows. In June 2001, the FASB issued SFAS No. 142, 'Goodwill and Other Intangible Assets'. Under SFAS No. 142, unamortized goodwill and certain other intangible assets are no longer subject to amortization over their useful lives, but are subject at least annually to assessments for impairment based on fair value. Goodwill and intangible assets acquired after June 30, 2001 are subject immediately to the non-amortization and amortization provisions of SFAS No. 142. Goodwill and other intangible assets acquired prior to June 30, 2001, were not subject to the non-amortization and amortization provisions until SFAS No. 142 was fully adopted by Konami on April 1, 2002. Upon the adoption of SFAS No. 142 effective April 1, 2002, Konami completed its transitional impairment test for goodwill and other intangible assets based on their fair value. As a result, no impairment charge was recorded for any of the reporting units as of the April 1, 2002 measurement date. During the fourth quarter ended March 31, 2003, Konami performed its annual impairment test for goodwill and other intangible assets and recorded a non-cash charge of Y47,599 million ($395,998 thousand) as a component of operating loss in the accompanying consolidated statement of income for the year ended March 31, 2003. In the impairment test, Konami engaged a U.S. independent appraiser to determine the fair value of its certain reporting unit to which goodwill was allocated. Based on the appraiserfs findings, it was determined that the fair value of the Exercise Entertainment segment which included goodwill and indefinite-lived intangible assets was lower than the carrying value. As a result of the subsequent reassessment of fair values of goodwill and other intangible assets which were allocated to the Exercise Entertainment segment, an impairment loss of Y36,717 million ($305,466 thousand) and Y10,882 million ($90,532 thousand) was recognized for goodwill and trademarks, respectively, as a component of operating loss of the business segment for the year ended March 31, 2003. The impaired goodwill and trademarks all related to Konami Sports Corporation ('Konami Sports'), which is a subsidiary in the Exercise Entertainment segment and operates sports club facilities in Japan. The following table represents the impact of SFAS No. 142 on net income and net income per share previously reported for the year ended March 31, 2002, had the statement been in effect on April 1, 2001: Millions of Yen Year ended March 31, 2002 Reported net income Y 11,402 Add back: Goodwill amortization 1,853 Intangible assets amortization 452 Goodwill amortization related to equity method affiliates 181 Intangible assets amortization related to equity method affiliates 9 Adjusted net income Y 13,897 Yen Year ended March 31, 2002 Per share data: Reported net income per share, basic and diluted Y 89.32 Add back: Goodwill amortization 14.52 Intangible assets amortization 3.54 Goodwill amortization related to equity method affiliates 1.42 Intangible assets amortization related to equity method affiliates 0.07 Adjusted net income per share, basic and diluted Y 108.87 (2) Impairment or Disposal of Long-Lived Assets: In August 2001, the FASB issued SFAS No. 144, 'Accounting for the Impairment or Disposal of Long-Lived Assets'. SFAS No. 144 supersedes SFAS No. 121, but retains SFAS No. 121's fundamental provisions for (a) recognition and measurement of impairment of long-lived assets held and used and (b) measurements of long-lived assets disposed of by sale. SFAS No. 144 also supersedes APB No. 30 'Reporting the Results of Operation-Reporting the Effects of Disposal of a Segment of a Business, and Extraordinary, Unusual and Infrequently Occurring Events and Transactions' for segments of a business to be disposed of but retains APB No. 30's requirement to report discontinued operations separately from continuing operations. SFAS 144 also extends reporting of discontinued operations to a part of a company that either has been disposed of or is classified as held for sale. SFAS No. 144 is effective for fiscal years beginning after December 15, 2001, and interim periods within those fiscal years. Konami adopted SFAS No. 144 on April 1, 2002 and the adoption did not have a material effect on Konami's results of operations, financial position or cash flows. 5. Investments in Affiliates Considering the flagging economy and stock market in Japan during the year ended March 31, 2003, Konami reviewed the values of its equity method investments in order to determine if there was any other-than-temporary decline in investment values. In performing the assessment, Konami utilized cash flow projections, market capitalization and if applicable, independent valuations. As a result of such assessment, Konami determined that the decline in value of investment in Hudson Soft Co., Ltd., a producer of video game software, was other than temporary and recorded a net-of-tax impairment charge of Y2,438 million ($20,283 thousand) for the year ended March 31, 2003. The impairment charge is included in equity in net loss of affiliated companies in the accompanying consolidated statement of income. 6. Goodwill The changes in the carrying amount of goodwill by operating segment for the years ended March 31, 2002 and 2003 are as follows: Millions of Yen Exercise Entertainment Gaming Total Balance at April 1, 2001 Y 36,913 - Y 36,913 Additional acquisitions during year 1,647 Y 125 1,772 Amortization during year (1,860) - (1,860) Balance at March 31, 2002 Y 36,700 Y 125 Y 36,825 Additional acquisitions during year 389 - 389 Effect of a merger between acquired (168) - (168) entities Post-acquisition adjustment (204) - (204) Impairment charge (36,717) - (36,717) Balance at March 31, 2003 Y - Y 125 Y 125 Thousands of U.S. Dollars Exercise Entertainment Gaming Total Balance at March 31, 2002 $ 305,324 $ 1,040 $ 306,364 Additional acquisitions during year 3,236 - 3,236 Effect of a merger between acquired (1,397) - (1,397) entities Post-acquisition adjustment (1,697) - (1,697) Impairment charge (305,466) - (305,466) Balance at March 31, 2003 $ - $ 1,040 $ 1,040 7. Identifiable Intangible Assets Identifiable intangible assets at March 31, 2002 and 2003 consisted of the following: Millions of Yen Thousands of U.S. Dollars March 31, March 31, Identifiable intangible assets subject to amortization: 2002 2003 2003 Membership lists Y 5,915 Y 5,915 $ 49,210 Existing technology 800 721 5,998 Customer relationships 93 84 699 Total 6,808 6,720 55,907 Less-Accumulated amortization (3,177) (5,878) (48,902) Net amortized identifiable intangible assets 3,631 842 7,005 Identifiable intangible assets with an indefinite life: Trademarks 49,682 38,800 322,795 Franchise contracts 6,601 6,601 54,917 Gaming licenses 255 260 2,163 Total unamortized identifiable intangible assets 56,538 45,661 379,875 Total identifiable intangible assets Y 60,169 Y 46,503 $ 386,880 This information is provided by RNS The company news service from the London Stock Exchange
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