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
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