| Shanghai, China – August 10, 2006.
The9 Limited (NASDAQ: NCTY), a leading online game operator
in China, today announced its unaudited financial results
for the quarter ended June 30, 2006.
Second Quarter 2006 Financial Highlights:
-Net revenues for the second quarter of 2006 grew by
21% quarter-over-quarter and 363% year-over-year to
RMB257.6 million (US$32.2 million).
-Net revenues attributable to the operation of Blizzard
Entertainment 's
World of Warcraft
("WoW"), which include revenues from game
playing time, merchandise and installation package sales,
were RMB256.2 million (US$32.0 million) in the second
quarter of 2006, an 22% increase from the previous quarter.
-Net income for the second quarter of 2006 was RMB84.3
million (US$10.5 million), a 43% increase from RMB58.8
million (US$7.4 million) in the first quarter of 2006.
Excluding RMB11.2 million (US$1.4 million) financial
subsidy received from the local government in China
in the second quarter of 2006, net income for the second
quarter of 2006 increased by 24% sequentially from the
first quarter of 2006.
-EBITDA (non-GAAP) was RMB124.7 million (US$15.6 million)
in the second quarter, compared with EBITDA (non-GAAP)
of RMB99.6 million (US$12.5 million) in the first quarter
of 2006, an increase of 25%.
-Fully diluted earnings per share (one American Depositary
Share "ADS" represents one ordinary share)
were RMB3.42 (US$0.43) for the second quarter of 2006
compared with RMB2.42 (US$0.30) for the first quarter
of 2006. Fully diluted EBITDA (non-GAAP) per share were
RMB5.06 (US$0.63) for the second quarter of 2006 compared
with RMB4.10 (US$0.51) for the first quarter of 2006.
Management Comments:
Commenting on the second quarter 2006 results, Jun
Zhu, Chairman and Chief Executive Officer of The9 Limited,
said, "We are very pleased to report financial
results for the second quarter 2006 with strong top
line and bottom line growth. In the second quarter,
Blizzard Entertainment 's
World of Warcraft
attained peak and average concurrent WoW users of approximately
630,000 and 330,000, respectively, in mainland China.
As of June 30, 2006, over 5 million paid accounts have
been activated*.
In addition to our already strong game pipeline consisting
of Guild Wars ,
Soul of the Ultimate Nation
and Granado Espada ,
in May 2006, we successfully obtained the exclusive
license to operate the Hellgate: London
game, an action role-playing game ("RPG")
in mainland China, which has further enhanced our game
portfolio. While WoW continues to enjoy steady growth
and with our game pipeline becoming even stronger, I
believe The9 is well positioned to further capitalize
on the growth of China's online game market."
Hannah Lee, Vice President and Chief Financial Officer,
commented, "We’re encouraged to see Blizzard Entertainment 's
World of Warcraft
once again shows great revenue and earnings momentum
in the second quarter of 2006. With the continuous growth
of the concurrent user level in the second quarter,
we plan to open the 7th server site for the WoW game
in late third quarter this year. We are also on track
to introduce additional high-caliber games to the Chinese
online game players. Leveraging our strong game pipeline
and brand strength, we will continue to prove our solid
execution abilities to capture a larger market share
in the dynamic online game business in China."
*Activated paid accounts represent the number of CD
Keys that we sold to customers and have been activated
by the customers to log-on to the World of Warcraft
game in China.
Discussion of The9's Unaudited Second Quarter 2006
Results
Revenues
For the second quarter of 2006, The9 reported total
gross revenues of RMB271.3 million (US$33.9 million),
a 21% increase from RMB223.5 million (US$28.0 million)
in the first quarter of 2006. Total net revenues were
RMB257.6 million (US$32.2 million), a 21% increase from
RMB212.1 million (US$26.5 million) in the previous quarter.
Net revenues attributable to the operation of Blizzard
Entertainment 's
World of Warcraft ,
including game playing time, merchandise and installation
package sales, were RMB256.2 million (US$32.0 million)
in the second quarter of 2006, a 22% increase from the
previous quarter. For the second quarter of 2006, revenues
from game playing time accounted for 99.9% of total
net revenues attributable to the operation of WoW.
For the second quarter of 2006, online game services
gross revenues were RMB269.3 million (US$33.7 million),
increased by 22% from RMB 220.8 (US$27.6 million) from
the first quarter of 2006.
For the second 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 RMB0.9
million (US$0.1 million), a 16% increase from RMB0.8
million (US$0.1 million) in the previous quarter. The
increase in such revenues was mainly due to the slight
increase of MU revenues.
Other gross revenues mainly included sales of Blizzard
Entertainment 's
World of Warcraft
related merchandise and installation packages. For the
second quarter of 2006, other gross revenues decreased
to RMB1.1 million (US$0.1 million) from RMB1.9 million
(US$0.2 million) in the first quarter of 2006.
Gross Profit
Gross profit for the first quarter of 2006 increased
by 31% to RMB124.1 million (US$15.5 million) from RMB95.1
million (US$11.9 million) in the first quarter of 2006.
Gross profit margin increased to 48% for the second
quarter of 2006 from 45% in the previous quarter. This
increase in gross profit margin was primarily a result
of economies of scale of certain cost of services components,
such as server depreciation, internet data center rentals
and intangible assets amortization, whereby these costs
did not increase proportionally compared to the increase
of our net revenues.
Operating Expenses
For the second quarter of 2006, operating expenses
increased by 41% to RMB54.1 million (US$6.8 million)
from RMB38.3 million (US$4.8 million) in the first quarter
of 2006. The increase was primarily attributable to
increased sales and marketing expenses due to normalized
marketing activities for WoW in the second quarter of
2006 and increased general and administrative expenses
due to higher professional fees related to the Sarbanes-Oxley
compliance.
Due to the adoption of SFAS 123(R), Share-Based Payment,
effective from January 1, 2006, companies are required
to measure compensation expense for all share-based
payments, including employee stock options, at fair
value. Share-based compensation expenses, which were
allocated to related expense categories, amounted to
RMB4.8 million (US$0.6 million) in the second quarter
of 2006 compared to RMB4.5 million (US$0.6 million)
in the prior quarter.
Profit from Operations
As a result of the aforementioned factors, for the
second quarter of 2006, profit from operations increased
by 23% to RMB70.0 million (US$8.8 million) from RMB56.8
million (US$7.1 million) in the first quarter of 2006.
Other Income (Expenses)
Other income for the second quarter of 2006 was RMB10.8
million (US$1.4 million) compared to other expenses
of RMB0.5 million (US$0.06 million) in the first quarter
of 2006. This was primarily because in the second quarter
of 2006, we received a financial subsidy from the local
government which amounted to RMB11.2 million (US$1.4
million), whereas no similar financial subsidy was received
in the first quarter of 2006.
Equity in Profit of Affiliated Companies
For or the second quarter of 2006, equity in profit
from affiliated companies, net of taxes, amounted to
RMB0.4 million (US$0.05 million), compared to equity
in profit from affiliated companies of RMB1.1 million
(US$0.1 million) for the first quarter of 2006. This
decrease was mainly because the profit contributed from
the joint venture that operates Blizzard Entertainment 's
World of Warcraft
in other regions of Greater China, of which we have
a 30% equity interest, decreased compared to the previous
quarter, and withholding income tax was accrued.
Net Income
For the second quarter of 2006, net income was RMB84.3
million (US$10.5 million), which included share-based
compensation expenses of RMB4.8 million (US$0.6 million),
increasing 43% from RMB58.8 million (US$7.4 million),
which included share-based compensation expenses of
RMB4.5 million (US$0.6 million) in the first quarter
of 2006. This was a result of the cumulative effect
of the foregoing factors. Fully diluted earnings per
share and per ADS for the second quarter of 2006 was
RMB3.42 (US$0.43), compared to RMB2.42 (US$0.30) in
the first quarter of 2006.
EBITDA (non-GAAP) is defined as earnings or loss, respectively,
before depreciation of fixed assets, impairment and
amortization of intangibles and income tax expenses/benefits,
as applicable. For the second quarter of 2006, EBITDA
(non-GAAP) was RMB124.7 million (US$15.6 million), compared
to EBITDA (non-GAAP) of RMB99.6 million (US$12.5 million)
for the previous quarter.
For the second quarter of 2006, fully diluted EBITDA
(non-GAAP) per share was RMB5.06 (US$0.63) compared
with RMB4.10 (US$0.51) for the previous quarter.
As of June 30, 2006, the Company's total cash and cash
equivalents balance was RMB657.8 million (US$82.3 million),
compared to the total cash and cash equivalents of RMB611.7
million (US$76.5 million) as at March 31, 2006. The
increase was mainly due to the proceeds received from
the sales of prepaid cards, offset in part by prepaid
royalty payments to the licensor relating to Blizzard
Entertainment 's
WoW's China operations and the cash payments relating
to the license fee of the Hellgate: London
game for which we obtained an exclusive license to operate
in China in the second quarter of 2006.
The conversion of Renminbi (RMB) into U.S. dollars
(US$) 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 June 30,
2006, which was RMB7.9943 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 the non-GAAP measure of EBITDA, which is adjusted
from the most directly comparable financial measures
calculated and presented in accordance with GAAP to
exclude certain expenses. The non-GAAP financial measure
is provided to enhance investors' overall understanding
of the Company's operating performance.
EBITDA (non-GAAP) is defined as earnings and loss,
respectively, before depreciation of fixed assets, amortization
of intangibles and income tax expenses/benefits, as
applicable. The Company believes its EBITDA provides
useful information to both management and investors
as it excludes certain expenses that are not expected
to result in future cash payments. The use of EBITDA
has certain limitations. Depreciation and amortization
expense for various assets and income tax expenses/benefits
have been and will be incurred and are not reflected
in the presentation of EBITDA. Each of these items should
also be considered in the overall evaluation of our
results. EBITDA should not be considered as a measure
of our liquidity. We compensate for these limitations
by providing the relevant disclosure of our depreciation
and amortization, and income tax expenses/benefits in
our reconciliations to the U.S. GAAP financial measure,
which should be considered when evaluating our performance.
EBITDA is not defined under U.S. GAAP, and our EBITDA
is not a measure of net income, operating income, operating
performance or liquidity presented in accordance with
U.S. GAAP. When assessing our operating performance,
you should not consider this data in isolation or as
a substitute for our net income, operating income or
any other operating performance measure that is calculated
in accordance with U.S. GAAP. In addition, our EBITDA
may not be comparable to similarly titled measures utilized
by other companies since such other companies may not
calculate EBITDA in the same manner as we do. 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 late July 2006, The9, through a subsidiary, made
an equity investment in a joint venture. This joint
venture has the exclusive rights to operate two top-rated
massively multiplayer online role playing games ("MMORPG"),
namely, Granado Espada
and Hellgate: London ,
in eight Southeast Asia countries, and it aims to become
the leading operator and distributor of online games
in Southeast Asia through strategic alliances with other
top online game operators in the region.
Conference call / Webcast information
The9’s management team will host a conference call
on Wednesday, August 9, 2006 at 9:00 PM, U.S. Eastern
Time, corresponding with Thursday, August 10, 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 +1-617-614-3472,
password "81178862." In the U.S., members
of the financial community may also participate in the
call by dialing toll-free +1-800-706-7745, password
"81178862". A replay of the call will be available
through August 16, 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 "17583158".
The9 Limited 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 "Q2
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 Granado
Espada ,
Soul of The Ultimate Nation ,
Guild Wars ,
and Hellgate: London .
In addition, The9 has developed its first proprietary
MMORPG titled "Joyful Journey West", which
entered all-access public open beta testing in August
2005, and is also working on the development of a casual
game "Super Girl Online" and a fantasy MMORPG
game "Fantasy Melody Online".
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, information disseminated
over the Internet and Internet content providers 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 annual
reports 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:
|