Shanghai, China – August 29, 2007.The9 Limited
(NASDAQ: NCTY) (“The9”), a leading online game operator
in China, announced today its unaudited financial results
for the second quarter ended June 30, 2007.
Second Quarter 2007 Financial Highlights:
- Net revenues for the second quarter of 2007 remained
stable compared to the previous quarter and increased
5% year-over-year to RMB270.0 million (US$35.5 million).
- Net revenues attributable to the operations of subscription-based
game, which included revenues from game playing time,
merchandise and installation package sales, decreased
by 8% quarter-over-quarter and by 4% year-over-year
to RMB246.2 million (US$32.3 million) in the second
quarter of 2007; net revenues attributable to the operations
of item-sales based games, which included revenues from
in-game item sales, value-added service charges, as
well as installation package sales, were RMB16.3 million
(US$2.1 million) in the second quarter of 2007.
- Net income for the second quarter of 2007 was RMB50.6
million (US$6.6 million), a 23% decrease from RMB66.1
million (US$8.7 million) in the first quarter of 2007,
and a 40% decrease from RMB84.3 million (US$11.1 million)
in the second quarter of 2006.
- EBITDA (non-GAAP) was RMB108.6 million (US$14.3 million)
in the second quarter of 2007, a quarter-over-quarter
decrease of 8% from RMB117.7 million (US$15.5 million)
in the first quarter of 2007, and a year-over-year decrease
of 13% from RMB124.7 million (US$16.4 million) in the
second quarter of 2006.
- Fully diluted earnings per share (one American Depositary
Share “ADS” represents one ordinary share) was RMB1.90
(US$0.25) for the second quarter of 2007, compared with
RMB2.65 (US$0.35) for the first quarter of 2007, and
RMB3.42 (US$0.45) for the second quarter of 2006. Fully
diluted EBITDA (non-GAAP) per share was RMB4.07 (US$0.54)
for the second quarter of 2007, compared with RMB4.72
(US$0.62) for the first quarter of 2007 and RMB5.06
(US$0.66) for the second quarter of 2006.
Management Comments:
Commenting on the second quarter 2007 results, Jun
Zhu, Chairman and Chief Executive Officer of The9 said,
“We are pleased to report that The9 has achieved solid
financial results in the second quarter of 2007. As
communicated previously, for the long-term benefit and
growth of Blizzard Entertainment 's
World of Warcraft
in mainland China, the World of Warcraft servers were
temporarily shut-down on a rotational basis in the second
quarter to facilitate upgrades and mergers as well as
enhancing the related infrastructure support. This process
was carried out smoothly as planned. In spite of this,
with the commercialization of Soul of The Ultimate Nation
(“SUN”) in mainland China in late May 2007, we were
able to maintain our revenues at a stable level compared
to the previous quarter. In the second quarter of 2007,
we attained aggregate peak concurrent users of approximately
930,000 for games that are currently in commercial operation.
As of June 30, 2007, we had over 22.4 million total
registered users.
We are encouraged to see the gradual execution of our
diversification strategy in the second quarter as The9
has successfully transited from one-game to multi-game
operations. We continued to expand and enhance our game
portfolio. Recently, we have obtained the exclusive
license to operate Field of Honor, a 3D massively multiplayer
online real-time strategy & shooting game, in mainland
China, and Audition, an advanced casual dancing online
game, in mainland China, Hong Kong, and Macau. We believe
The9 possesses one of the broadest spectrums of online
games with high quality content. Together with The9's
strong operational capabilities and focused corporate
strategy, we look forward to further capturing players'
attention with our diversified high quality game portfolio
in the rapidly evolving Chinese online game market.”
Hannah Lee, Senior Vice President and Chief Financial
Officer, commented, “The second quarter of 2007 was
a transitional quarter and we are overall satisfied
with our financial results. We believe the World of
Warcraft server upgrades and mergers and infrastructure
enhancements are important and will benefit the game
in the long-run. Subsequent to the upgraded servers
and infrastructure and the launch of a new server site,
we worked with Blizzard Entertainment to release the
World of Warcraft “Before the Storm” upgrade patch in
late June and are seeing satisfactory results. With
the soon-to-be-launched expansion pack, Blizzard Entertainment’s
World of Warcraft: The Burning Crusade ,
we believe World of Warcraft will resume its strong
growth momentum. Meanwhile, we are pleased that our
new game, SUN, has been commercialized in the second
quarter and that it is gradually ramping up under the
item-sales based model. Field of Honor and Audition
are strong additions to our game pipeline, and together
with all the other high-caliber games to be launched
in the future, we are confident that The9 will continuously
capitalize on its unparalleled game portfolio so as
to achieve long-term sustainable growth.”
Discussion of The9's Second Quarter 2007 Results
(Preliminary Unaudited)
Revenues
For the second quarter of 2007, The9 reported total
gross revenues of RMB284.6 million (US$37.4 million),
which remained stable compared to RMB284.7 million (US$37.4
million) in the first quarter of 2007 and represented
a 5% increase from RMB271.3 million (US$35.6 million)
in the second quarter of 2006. Total net revenues were
RMB270.0 million (US$35.5 million), which remained stable
compared to the previous quarter and which represented
a 5% increase from RMB257.6 million (US$33.8 million)
in the same period of last year. Total revenues remained
stable quarter-over-quarter primarily because of the
reduction of revenue from Blizzard Entertainment's World
of Warcraft game relating to server upgrades and mergers
was largely offset by the additional revenues contributed
from our newly launched game SUN that we commercialized
in mainland China in late May 2007.
Net revenues attributable to the operations of our
subscription-based game, which included revenues from
game playing time, merchandise and installation package
sales, decreased by 8% quarter-over-quarter and by 4%
year-over-year to RMB246.2 million (US$32.3 million)
in the second quarter of 2007 mainly due to temporary
shut-down of the World of Warcraft servers on a rotational
basis to facilitate server upgrading and merging during
the quarter. Net revenues attributable to the operations
of item-sales based games, which included revenues from
in-game item sales, value-added service charges, as
well as installation package sales, were RMB16.3 million
(US$2.1 million) in the second quarter of 2007 mainly
due to the commercialization of SUN.
For the second quarter of 2007, online game services
gross revenues were RMB276.5 million (US$36.3 million),
representing a 2% decrease from RMB281.3 million (US$37.0
million) in the first quarter of 2007 and a 3% increase
from RMB269.3 million (US$35.4 million) in the second
quarter of 2006.
For the second quarter of 2007, gross revenues from
game operating support, website solutions and advertisement,
were RMB7.3 million (US$1.0 million), representing an
increase of 180% from the previous quarter and 736%
from the same period of last year. This increase was
mainly due to increased sporadic technical support and
consulting services provided in the quarter.
Other gross revenues mainly included sales of game
related merchandise and installation packages. Other
gross revenues were RMB0.8 million (US$0.1 million)
in the first and second quarters of 2007 and were RMB1.1
million (US$0.1 million) in the second quarter of 2006.
Gross Profit
Gross profit for the second quarter of 2007 decreased
by 12% quarter-over-quarter and 8% year-over-year to
RMB114.6 million (US$15.1 million). The sequential decrease
of gross profit was mainly because net revenues remained
stable while cost of services increased during the quarter
primarily due to the increased depreciation relating
to the upgraded servers and enhanced broadband infrastructure
costs incurred subsequent to the upgrades and mergers
of World of Warcraft servers during the quarter and
costs relating to SUN. As a result, gross profit margin
for the second quarter 2007 decreased to 42% from 48%
in the previous quarter and the same period of last
year.
Operating Expenses
For the second quarter of 2007, operating expenses
were RMB74.5 million (US$9.8 million), representing
a 28% increase from RMB58.1 million (US$7.6 million)
in the previous quarter and a 38% increase from RMB54.1
million (US$7.1 million) in the same period of last
year. The sequential increase in operating expenses
was primarily due to increased product development expenses
relating to costs for SUN and Guild Wars during their
respective closed and open beta testing phases, increased
sales and marketing expenses relating to SUN’s open
beta testing and commercial launch, as well as increased
general and administrative expenses mainly due to increased
headcount and higher share-based compensation expenses
recognized relating to options granted in the second
quarter of 2007. introduced in the first quarter.
Income from Operations
For the second quarter of 2007, profit from operations
was RMB40.1 million (US$5.3 million), decreased by 44%
quarter-over-quarter and 43% year-over-year. Operating
margin for the second quarter of 2007 was 15%, decreased
from 27% in the previous quarter and the same period
of last year. The decline of operating margin was a
combined result of increased cost of services and increased
operating expenses as mentioned above. Operating profit
margin, excluding share-based compensation expenses,
was 18% for the second quarter of 2007, compared to
29% in the first quarter of 2007 and 29% in the second
quarter of 2006.
Other Income (Expenses)
Other income for the second quarter of 2007 was RMB4.1
million (US$0.5 million) compared to other expenses
of RMB0.9 million (US$0.1 million) in the first quarter
of 2007 and other income of RMB10.8 million (US$1.4
million) in the second quarter of 2006. The sequential
difference was primarily due to the net effect of receipt
of a financial subsidy of RMB11.8 million (US$1.5 million)
from the local government in the second quarter of 2007,
partly offset by the increase of foreign exchange loss
of RMB6.7 million (US$0.9 million) relating to the U.S.
dollars denominated proceeds of approximately US$167
million received from issuance of shares to Electronic
Arts Inc. in May 2007.
Income Tax Benefit (Expense)
Income tax expense for the second quarter of 2007 was
RMB1.1 million (US$0.1 million) compared to income tax
expenses of RMB8.1 million (US$1.1 million) in the first
quarter of 2007 and income tax benefit of RMB0.7 million
(US$0.1 million) in the second quarter of 2006. The
sequential decrease of income tax expense was primarily
due to the decrease of our effective tax rate and income
before tax.
Gain (Loss) on Equity Investments
For the second quarter of 2007, loss on equity investments,
net of taxes, amounted to RMB2.1 million (US$0.3 million),
compared to a loss of RMB1.5 million (US$0.2 million)
for the first quarter of 2007, and a gain of RMB0.4
million (US$0.05 million) for the second quarter of
2006. The sequential increase in loss on equity investments
was primarily due to the increase of loss resulted from
the joint venture which has the exclusive right to operate
a casual dancing game, Groove Party, in mainland China,
as costs were incurred relating to the closed beta testing
of the game.
Net Income
For the second quarter of 2007, net income was RMB50.6
million (US$6.6 million), which decreased by 23% from
RMB66.1 million (US$8.7 million) in the first quarter
of 2007 and by 40% compared to RMB84.3 million (US$11.1
million) in the second quarter of 2006. The decrease
in net income was a result of the cumulative effect
of the foregoing factors.
In May 2007, we issued approximately 4.5 million new
shares, representing approximately 15% of the Company,
to Electronic Arts Inc. for roughly US$167 million.
This is the main reason for the increase of basic and
diluted weighted average shares outstanding quarter-over-quarter.
As of June 30, 2007, our total common shares and ADRs
issued and outstanding were 29.36 million, compared
to 24.77 million as of March 31, 2007.
Fully diluted earnings per share and per ADS for the
second quarter of 2007 was RMB1.90 (US$0.25), compared
to RMB2.65 (US$0.35) in the first quarter of 2007 and
RMB3.42 (US$0.45) in the second quarter of 2006.
EBITDA (non-GAAP) is defined as earnings before depreciation
of fixed assets, amortization of intangibles and income
tax expenses/benefits, as applicable. For the second
quarter of 2007, EBITDA (non-GAAP) was RMB108.6 million
(US$14.3 million) compared to EBITDA (non-GAAP) of RMB117.7
million (US$15.5 million) for the previous quarter and
RMB124.7 million (US$16.4 million) for the same period
of last year.
For the second quarter of 2007, fully diluted EBITDA
(non-GAAP) per share was RMB4.07 (US$0.54) compared
to RMB4.72 (US$0.62) for the first quarter of 2007 and
RMB5.06 (US$0.66) in the second quarter of 2006.
As at June 30, 2007, the Company's total cash and cash
equivalents balance was RMB2.09 billion (US$274.2 million).
The increase in cash and cash equivalents from RMB859.6
million (US$112.9 million) as at March 31, 2007 was
mainly due to the combined result of cash receipt of
approximately US$167 million from Electronic Arts Inc.
in connection with its equity investment in The9, and
receipts from sales of prepaid game points, offset in
part by capital expenditures relating to Blizzard Entertainment’s
World of Warcraft for a new server site and upgrades
of existing server sites, as well as prepaid royalty
payments to the licensor relating to World of Warcraft.
The conversion of Renminbi (RMB) into U.S. dollars
(US$) 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 29,
2007 (the last business day of second quarter of 2007),
which was RMB7.6120 to US$1.00. The percentages stated
in this press release are calculated based on the RMB
amounts.
Non-GAAP Measure
To supplement the consolidated financial statements
presented in accordance with accounting principles generally
accepted in the United States (“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 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 GAAP
financial measure, which should be considered when evaluating
our performance. EBITDA is not defined under GAAP, and
our EBITDA is not a measure of net income, operating
income, operating performance or liquidity presented
in accordance with 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 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.
Other Developments
On June 18, 2007, Beijing Beida Founder Electronics
Company filed a lawsuit in the Beijing High Court against
two other companies and two of our wholly-owned subsidiaries,
alleging that the defendants had, through a game that
we licensed and are operating, infringed on its intellectual
property rights with respect to certain of its copyrighted
fonts. The plaintiff in the case demanded, among others,
that the defendants cease such alleged infringing use
and pay RMB100 million for its alleged losses. We intend
to assert our rights in the court of law. While the
outcome of this litigation is uncertain, we believe
that this lawsuit, even if determined adversely against
us, would not have any material adverse effect on our
results of operations or financial condition.
Conference Call / Webcast Information
The9's management team will host a conference call
on Tuesday, August 28, 2007 at 9:00 PM, US Eastern Time,
corresponding to Wednesday, August 29, 2007 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 +1-617-597-5309,
password “80789131”. In the U.S., members of the financial
community may also participate in the call by dialing
toll-free +1-866-713-8395, password “80789131”. A replay
of the call will be available through September 4, 2007.
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 “28013850”.
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 “The9
Limited Q2 2007 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 high-quality games for the Chinese online
game players market. The9 directly or through affiliates
operates licensed MMORPGs, consisting of MU ,
Blizzard Entertainment 's
World of Warcraft ,
Soul of The Ultimate Nation ,
and its first proprietary MMORPG, Joyful Journey West ,
in mainland China. It has also obtained exclusive licenses
to operate additional MMORPGs and advanced casual games
in mainland China, including Granado Espada, Guild Wars,
Hellgate: London, Ragnarok Online 2, Emil Chronicle
Online, Huxley ,
FIFA Online, Audition 2, Field of Honor and Audition.
In addition, The9 is also working on the development
of a 3D fantasy MMORPG game, Fantastic 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:
|