| Shanghai, China – May 25, 2006. The9 Limited
(NASDAQ: NCTY), a leading online game operator in China,
today announced its unaudited financial results for the
first quarter ended March 31, 2006.
First Quarter 2006 Financial Highlights:
-Net revenues for the first quarter of 2006 were RMB212.1
million (US$26.5 million), which remained stable from
the previous quarter and grew substantially from the
same period of last year.
-Net revenues attributable to the operation of Blizzard
Entertainment's World of Warcraft ("WoW"), which include
revenues from game playing time, merchandise sales and
other related revenues, were RMB209.9 million (US$26.2
million) in the first quarter of 2006, and remained
steady from the previous quarter*.
-Net income for the first quarter of 2006 was RMB58.8
million (US$7.3 million), a 14% decrease from RMB68.3
million (US$8.5 million) in the fourth quarter of 2005.
Excluding the impact of RMB13.4 million (US$1.7 million)
financial subsidy received from the local government
and the RMB6.7 million (US$0.8 million) gain from investment
disposal of 21% equity interest in 9Webzen in the fourth
quarter of 2005, net income for the first quarter of
2006 increased 22% sequentially in the first quarter
of 2006.
-Adjusted EBITDA (non-GAAP) was RMB104.1 million (US$13.0
million) in the first quarter, compared with adjusted
EBITDA (non-GAAP) of RMB108.9 million (US$13.6 million)
in the fourth quarter of 2005.
-Fully diluted earnings per share (one American Depositary
Share "ADS" represents one ordinary share) were RMB2.42
(US$0.30) for the first quarter of 2006 compared with
RMB2.82 (US$0.35) for the fourth quarter of 2005. Fully
diluted adjusted EBITDA (non-GAAP) per share were RMB4.28
(US$0.53) for the first quarter of 2006 compared with
RMB4.50 (US$0.56) for the fourth quarter of 2005.
*We sell prepaid WoW playing time and recognize revenues from such sales based upon the actual usage of WoW playing time by end users. We are provided with data on end users' actual usage of WoW playing time by the licensor of WoW, from which we derive the revenues to be recognized in relation to the WoW game.
Management Comments:
Commenting on the first quarter 2006 results, Jun Zhu,
Chairman and Chief Executive Officer of The9 Limited,
said, "We are pleased to report that we have achieved
solid financial results in the first quarter and have
seen encouraging operational matrix for our operation
of Blizzard Entertainment's World of Warcraft in China,
despite the impact of Chinese New Year holiday during
the quarter. In the first quarter, we attained peak
and average concurrent WoW users of approximately 610,000
and 290,000 in mainland China, respectively. As of March
31, 2006, approximately 4.3 million paid accounts have
been activated*. In addition, to further diversify and
expand our game portfolio, in April 2006, we successfully
obtained the exclusive license to operate Guild Wars ,
a Competitive Online Role-Playing Game ("CORPG"),
in mainland China. We believe that Guild Wars , together
with WoW, Soul of the Ultimate Nation and Granado Espada ,
constitute a very strong game pipeline."
Hannah Lee, Vice President and Chief Financial Officer,
commented, "We're pleased to see Blizzard Entertainment's
World of Warcraft continued to be very popular amongst
Chinese online game players in the first quarter of
2006 and that we have regained user growth momentum
shortly after the Chinese New Year holiday. We will
continue to promote Blizzard Entertainment's WoW game
throughout mainland China and at the same time, be very
well-positioned to introduce and service additional
high-caliber MMORPGs from our extensive pipeline to
Chinese online game players."
*Activated paid accounts represent the number of CD Keys that we sold to customers and have been activated by the customers so as to log-on to the World of Warcraft game in China.
Discussion of The9's Unaudited First Quarter 2006
Results
Revenues
For the first quarter of 2006, The9 reported net revenues
of RMB212.1 million (US$26.5 million), which remained
stable from the previous quarter. Net revenues attributable
to the operation of Blizzard Entertainment's World of
Warcraft, including game playing time, merchandise sales
and other related revenues, also remained steady at
RMB209.9 million (US$26.2 million). This was mainly
due to the impact of Blizzard Entertainment's WoW during
the week-long Chinese New Year holiday.
For the first quarter of 2006, online game services
gross revenues were RMB220.8 million (US$27.5 million),
remained relatively unchanged at RMB 220.7 (US$27.5
million) in the fourth quarter of 2005.
For the first quarter of 2006, gross revenues from
game operating support, website solutions and advertisement,
which principally relate to game operating services
provided to certain affiliated companies, were RMB0.8
million (US$0.1 million), a 15% decrease from RMB0.9
million (US$0.1 million) in the previous quarter. The
decrease in such revenues was mainly due to the decline
in MU revenues.
Other gross revenues mainly included sales of Blizzard
Entertainment's World of Warcraft related accessories
and merchandises as well as miscellaneous services revenues.
For the first quarter of 2006, other gross revenues
increased by 7% to RMB1.8 million (US$0.2 million) from
RMB1.6 million (US$0.2 million) in the fourth quarter
of 2005. The increase was mainly due to higher miscellaneous
services revenues, partially offset by lower sales of
Blizzard Entertainment's WoW related merchandises.
Gross Profit
Gross profit for the first quarter of 2006 was RMB95.1
million (US$11.9 million), slightly down from RMB97.3
million (US$12.1 million) in the fourth quarter of 2005.
Gross profit margin remained steady at 45% for the first
quarter of 2006 compared to 46% in the previous quarter.
This was primarily because although our net revenues
remained stable compared to the previous quarter, we
opened the sixth server site for Blizzard Entertainment's
World of Warcraft in January 2006 and direct costs such
as additional server depreciation and internet data
center rentals were included in the cost of services
for the first quarter of 2006.
Operating Expenses
For the first quarter of 2006, operating expenses decreased
by 14% to RMB38.3 million (US$4.8 million) from RMB44.7
million (US$5.6 million) in the fourth quarter of 2005.
This was a combined result of more targeted and focused
use of sales and marketing expenses and certain year-end
related general and administrative expenses in the fourth
quarter of 2005, partially offset by a slight increase
of product development expenses and the inclusion of
share-based compensation expenses.
Share-based compensation expenses, which were allocated
to related expense line items pursuant to the requirement
of SEC Staff Accounting Bulletin 107, amounted to RMB4.5
million ($0.6 million) in the first quarter of 2006,
due to adoption of SFAS 123(R), Share-Based Payment,
effective from January 1, 2006. Under the SFAS 123R,
companies are required to measure compensation expense
for all share-based payments, including employee stock
options, at fair value.
Profit from Operations
As a result of the aforementioned factors, for the
first quarter of 2006, profit from operations increased
by 8% to RMB56.8 million (US$7.1 million) from RMB52.6
million (US$6.6 million) in the fourth quarter of 2005.
Other Income (Expenses)
Other expenses for the first quarter of 2006 was RMB0.5
million (US$0.06 million) compared to other income of
RMB12.2 million (US$1.5 million) in the fourth quarter
of 2005. This was primarily because in the fourth quarter
of 2005, we recognized a financial subsidy from the
local government amounted to RMB13.4 million (US$1.7
million), whereas no similar financial subsidy was received
in the first quarter of 2006.
Equity in Profit (Loss) of Affiliated Companies
For the first quarter of 2006, equity in profit from
affiliated companies, net of taxes, amounted to RMB1.1
million (US$0.1 million), compared to equity in loss
from affiliated companies of RMB4.6 million (US$0.6
million) for the fourth quarter of 2005. This was mainly
because the joint venture, of which we have 30% equity
interest, that operates Blizzard Entertainment's World
of Warcraft in other regions of Greater China, commercially
launched the WoW in November 2005 and enjoyed a full
quarter of profitable operating results in the first
quarter of 2006.
Net Income
For the first quarter of 2006, net income was RMB58.8
million (US$7.3 million), a 14% decrease from RMB68.3
million (US$8.5 million) in the fourth quarter of 2005.
In addition to the cumulative effect of the foregoing
factors, this sequential decline was also because in
the fourth quarter of 2005, we recognized a RMB6.7 million
(US$0.8 million) gain from investment disposal from
the sale of 21% of our equity interest in 9Webzen, the
joint venture that operates a 2.5D MMORPG game, MU,
to Webzen. If excluding such gain from investment disposal
and the aforementioned financial subsidy we received
from local government in the fourth quarter of 2005,
net income for the first quarter of 2006 should have
increased 22% sequentially from the previous quarter.
Fully diluted earnings per share and per ADS for the
first quarter of 2006 was RMB2.42 (US$0.30), compared
to RMB2.82 (US$0.35) in the fourth quarter of 2005.
Adjusted EBITDA (non-GAAP) is defined as earnings or
loss, respectively, before depreciation of fixed assets,
impairment and amortization of intangibles, income tax
expenses/benefits and share-based compensation expenses
relating to stock options granted to directors and employees,
as applicable. For the first quarter of 2006, adjusted
EBITDA (non-GAAP) was RMB104.1 million (US$13.0 million)
compared to adjusted EBITDA (non-GAAP) of RMB108.9 million
(US$13.6 million) for the previous quarter.
For the first quarter of 2006, fully diluted adjusted
EBITDA (non-GAAP) per share was RMB4.28 (US$0.53) compared
with RMB4.50 (US$0.56) for the fourth quarter of 2005.
As of March 31, 2006, the Company's total cash and
cash equivalents balance was RMB611.7 million (US$76.3
million), compared to the total cash and cash equivalents
of RMB488.2 million (US$60.9 million) as at December
31, 2005. The increase was mainly due to the proceeds
received from the sales of prepaid cards, offset in
part by prepaid royalty payments to the licensor relating
to Blizzard Entertainment's WoW's China operations and
the final payments relating to the purchase of the remaining
31.1% interest in the entity that operates WoW in China.
The conversion of Renminbi (RMB) into U.S. dollars
(US$) in this press release is based on the noon buying
rate in The City of New York for cable transfers in
Renminbi per U.S. dollar as certified for customs purposes
by the Federal Reserve Bank of New York as of March
31, 2006, which was RMB8.017 to US$1.00. The percentages
stated in this press release are calculated based on
the RMB amounts.
Non-GAAP Measures
To supplement the consolidated financial statements
presented in accordance with accounting principles generally
accepted in the United States ("US GAAP"), The9 uses
non-GAAP measures of adjusted EBITDA, which are adjusted
from the most directly comparable financial measures
calculated and presented in accordance with GAAP to
exclude certain expenses. These non-GAAP financial measures
are provided to enhance investors' overall understanding
of the company's financial performance.
Adjusted EBITDA (non-GAAP) is defined as earnings and
loss, respectively, before depreciation of fixed assets,
amortization of intangibles, income tax expenses/benefits
and share-based compensation expenses relating to stock
options granted to directors and employees,, as applicable.
The company believes its adjusted EBITDA provides useful
information to both management and investors as it excludes
certain expenses that are not expected to result in
future cash payments. This non-GAAP measure should be
considered in addition to results prepared in accordance
with GAAP, but should not be considered a substitute
for or superior to GAAP results. For more information
on this non-GAAP financial measure, please see the tables
captioned "Reconciliation of non-GAAP to GAAP results"
set forth at the end of this release.
Recent Developments
In April 2006, The9 announced that it has entered into
an agreement with NCsoft Corporation, a worldwide leading
developer and publisher of online games, for a three-year
exclusive license (from commercialization) to operate
the Guild Wars® game, a Competitive Online Role-Playing
Game ("CORPG"), in mainland China. Guild Wars®
has been a very popular game worldwide since it was
commercially launched globally in late April, 2005.
Its second Chapter - Guild Wars: Factions was recently
launched globally on April 28, 2006 and has seen strong
momentum, and was ranked No.1 on the UK PC Chart, one
of Europe's most authoritative game ranking billboards.
In May 2006, The9 signed a cooperation agreement with
Shanghai EE Media Co., Ltd and Shanghai Sunny Advertising
Co., Ltd to develop and operate a casual game "Super
Girl Online". The9 will be responsible for operating
the game while the two partners will be responsible
for the game's licensing and promotion planning, respectively.
The "Super Girl Online" game is based on the hit female
singing contest based TV program of "Super Girl" that
enjoyed high popularity among Chinese youth. The "Super
Girl Online" game will not only be a casual online game,
but will also be a strong communication platform and
online interactive community for its players. The9 launched
the official website for the "Super Girl Online" game
on May 24, 2006.
Conference call / Webcast information
The9's management team will host a conference call
on Wednesday, May 24, 2006 at 9:00 PM, U.S. Eastern
Time, corresponding with Thursday, May 25, 2006 at 9:00
AM Beijing Time, to present an overview of The9's financial
performance and business operations.
Investors, analysts and other interested parties will
be able to access the live conference by calling +1-617-614-2703,
password "81178862." In the U.S., members of the
financial community may also participate in the call
by dialing toll-free +1-866-800-8649, password "81178862".
A replay of the call will be available through May 31,
2006. The dial-in details for the replay: U.S. toll
free number +1-888-286-8010, International dial-in number
+1-617-801-6888; Password "61328951".
The9 will also provide a live webcast of the earnings
call. Participants in the webcast should log onto the
company's web site www.corp.the9.com 15 minutes prior
to the call, then click on the icon for "Q1 2006 The9
Ltd. Earnings Conference Call" and follow the instructions.
About The9 Limited
The9 Limited is a leading online game operator in China.
The9's business is primarily focused on operating and
developing MMORPGs for the Chinese online game players
market. The9 directly or through affiliates operates
licensed MMORPGs, consisting of Blizzard Entertainment's
World of Warcraft , MU and Mystina Online , in China.
It has also obtained exclusive licenses to operate additional
MMORPGs in China, including Guild Wars®, Soul of The
Ultimate Nation , and Granado Espada . In addition,
The9 has developed its first proprietary MMORPG titled
"Joyful Journey West", which entered all-access public
open beta testing in August 2005.
Safe Harbor Statement
This announcement contains forward-looking statements.
These statements are made under the "safe harbor" provisions
of the U.S. Private Securities Litigation Reform Act
of 1995. These forward-looking statements can be identified
by terminology such as "will," "expects," "anticipates,"
"future," "intends," "plans," "believes," "estimates"
and similar statements. Among other things, the business
outlook and quotations from management in this press
release contain forward-looking statements. The9 may
also make written or oral forward-looking statements
in its periodic reports to the U.S. Securities and Exchange
Commission on Forms 20-F and 6-K, etc., in its annual
report to shareholders, in press releases and other
written materials and in oral statements made by its
officers, directors or employees to third parties. Statements
that are not historical facts, including statements
about The9's beliefs and expectations, are forward-looking
statements. Forward-looking statements involve inherent
risks and uncertainties. A number of important factors
could cause actual results to differ materially from
those contained in any forward-looking statement. Potential
risks and uncertainties include, but are not limited
to, The9's limited operating history as an online game
operator, political and economic policies of the Chinese
government, the laws and regulations governing the online
game industry and information disseminated over the
Internet in China, intensified government regulation
of Internet cafes, The9's ability to retain existing
players and attract new players, license, develop or
acquire additional online games that are appealing to
users, anticipate and adapt to changing consumer preferences
and respond to competitive market conditions, and other
risks and uncertainties outlined in The9's filings with
the U.S. Securities and Exchange Commission, including
its registration statement on Form F-1, as amended,
and annual report on Form 20-F. The9 does not undertake
any obligation to update any forward-looking statement,
except as required under applicable law.
For further information, please contact:
Ms. Dahlia Wei
Senior Manager, Investor Relations
The9 Limited
Tel: +86 (21) 5172-9990
Email: IR@corp.the9.com
Website:
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