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Namco Ltd., Tokyo, and the Japanese largest toy maker, Bandai Co., Tokyo, announced on May 2 that they had reached an agreement to integrate their businesses by setting up a joint holding company, Bandai Namco Holdings Inc.,(BNH), on Sept. 29. Bandai and Namco will remain two separate companies under BNH, while they will be reorganized their business with a focus on character merchandising and video game development into toy/ content business, video games and arcade operations.
Accompany to the announcement, Masaya Nakamura, 79, founder and chairman of Namco, and his asset management company, Maru, sold 6.4% of Namcofs share to Bandai for the price of 10,535 million yen. Nakamura, however, remains its largest shareholder (13.1%), and Maru second (9.6%). The integration to the new holding company will be carried out through a share-for-share exchange scheme, with each Namco share to be exchanged for one BNH share, and each Bandai share for 1.5 BNH shares.
Already Namco has changed its top management on April 1, to that Kyushiro Takagi, 61, president, assumes vice chairman; Shigeichi Ishimura, 51, director for content business assumes president. Accompany the current announcement, Takeo Takasu, 59, president of Bandai will assume chairman, and Kazunori Ueno, 51, managing director will assume president after Bandaifs shareholder meeting in late June.
According to Bandai and Namco, BNHfs board member will consist of 10 directors.
Kyushiro Takagi, Namcofs vice chairman, will assume BNHfs chairman, Takeo
Takasu, Bandaifs chairman, assume BNHfs president. The other directors
include Shigeichi Ishimura (Namcofs president), Kazunori Ueno (Bandaifs
president), Masahiro Tachibana (Namcofs executive director), and Keiji
Tanaka (Namcofs managing director).
Sega, Namco, Taito Announce Mid-Term Results --- posted on November 19, 2004
On November 12, Sega Sammy Holdings Inc., Tokyo, announced Segafs mid-term consolidated revenue of \93,129 million, down 0.4% from the
same period a year ago, and final net income of \1,025 million, down 82.7%.
These are the mid-term results ended September 2004 for a total of its
36 subsidiaries. Before this, Sega has announced that it revised forecast
of mid-term and fiscal year results upward on November 10.
A breakdown of revenue shows that coin-op amusement games accounted for \28,549 million, down 5.2%, arcade operation \38,035 million, up 9.5%, and home videos \26,544 million, down 7.2%. The coin-op games division registered an operation profit of \5,709 million, down 6.7%, and arcade operation \4,380 million, down 11.7%. But home videos incurred an operating loss of \4,027 million (\1,841 million in the same period a year ago). Sega explained that its coin-op games sales were supported by steady domestic arcade market, but could not increase sales and profit, and Sega failed to carry a plan through its home video game business. Sega accounted for \4,921 million as extraordinary expense including a settlement package with Advent Telecommunications and redeeming its convertible bonds in the term.
Namco Limited,Tokyo, reported its mid-term consolidated revenue of \81,980 million, down 2.0%, and final net income of \2,679 million, down 28.2%. Namco revised
its forecast of mid-term results upward on November 9, and posted its results on November 18. These figures include the results of a total of 20 subsidiaries.
A breakdown of revenue shows that coin-op games accounted for \16,541
million, up 27.0%, home videos \13,887 million, down 32.5%, arcade operation
\41,075 million, up 3.3%, restaurants \2,553 million, up 21.1%, movie business
\4,793 million, down 8.4%, and others \3,128 million.
A breakdown of operating income shows that coin-op games accounted
for \4,589 million, up 62.5%, arcade operation \3,962 million, down 7.4%,
and restaurants \26 million, down 72.0%. However, home videos suffered
an operatingloss of \1,324 million, movie business \157 million, and others
\185 million. The unfavourable result of home videos in the term is due
to lack of the new strong titles, Namco explains. Namco owns 596 arcades
in Japan, 1,160 in US, 12 in Europe, and 27 in Southeast Asia.
Taito Corp., Tokyo, posted mid-term non-consolidated results on October 27 that its revenue of \43,331 million, up 10.2%, and net income of \1,692 million,
up 0.6%. Taito does not prepare consolidated results, since its subsidiaries are very small. A breakdown of revenue shows that coin-op games accounted
for \10,520 million, up 83.1%, home videos \2,687 million, down 21.90%, arcade operation \21,181 million, down 4.8%, content service for cellular
phone \4,598 million, up 6.1%, and karaoke sales/operation \3,129 million, up 12.9%. Taito owns 273 arcades in Japan as of September 30.
Sega, Sammy To Integrate Management Under Joint Holding Co.--- posted on May 19, 2004
Sega Corp.,Tokyo, and Sammy Corp., Tokyo, announced on May 18 that
the both companies will integrate their business and management as of October
1. According to them, both companies will set up the holding company "Sega
Sammy Holdings", which will wholly-own Sega and Sammy as two subsidiaries
on October 1, and the subsidiaries will be reorganize to the three or four
companies, which handles such as pachinko / pachi-slot machine business,
coin-op amusement / home video game business, and media contents / network
business respectively, by March, 2007. The 0.28 share of the new holding
company will be assigned for the Segafs one shares, and one shares for
Sammy's one shares. The shares of both companies will be delisted at the
end of September, but the shares of the holding company will be listed
on the Tokyo Stock Exchange. The corporate bond issued by Sega and Sammy
will be redeem before maturity by the end of September.
At the holding company, Hajime Satomi, present Segafs chairman and
Sammyfs president, will assume its chairman and president; Hisao Oguchi,
present Segafs president, its vice-chairman; Keiji Nakagawa, present Sammyfs
executive director, its executive director; Kiyofumi Sakino, present Sammyfs
managing director, its managing director; Kenkichi Yoshida, present Sammyfs
managing director, its director; Hideki Okamura, present Segafs director
for consumer products, its director; and Yasuo Tazoe, present Segafs director
for arcades operation, its director. Due to this management restructure,
the large officer change will be carried out by the both-companies general
meeting of shareholders late in June. According to its plan, Hideki Sato,
vice-chairman, and three directors (Tetsu Kayama, Akira Nagai and Hisashi
Suzuki) will step down from the board of Sega on June 29.
Segafs Fiscal
Results
Sega reported \12,617 million in consolidated
revenue, down 3.0% from the preceding year, and \8,760 million in final net
income, up 186.8%, for the fiscal year ended March 2004. Sega accounted \2,617 million
for extraordinary profit and \4,893 million for extraordinary loss in the
results announced on May 18. A breakdown of revenue shows that coin-op games
sales accounted for \60,365 million, down 1.6%, home videos \61,032 million,
down 8.3%, and arcade operation \69,860 million, up 0.8%. A breakdown of
operating income was as follows: coin-op games \12,019 million, up 10.3%, and
arcade operation \6,135 million, down 23.8%. However, home videos still
incurred an operating loss of \2,824 million (\8,570 million yen in the previous
year). As Sega opened 16 arcades, and closed 40 arcades in the term, it now
owns 473 arcades.
Sega will merge its seven R&D subsidiaries, such as Sega AM2
and Sonic Team, on July 1. Sega forecast \204 billion in consolidated revenue
and \8 billion in final net income for the fiscal year to end March 2005.
Sammy becomes Sega's Major Shareholder --- posted on December 12, 2003
@CSK Corp.,Tokyo, has sold its 39,148,600 shares in Sega to Sammy Corp.,
Tokyo, at the price of about \45.3 billion on December 8, CSK and Sammy
announced on the same day. Since all shares in Sega Corp., Tokyo, are 174,945,690
shares, CSK has possessed 22.4% of Sega as a major shareholder. Sammy,
which has held 10,000 shares, now possess 39,248,600 shares in Sega, and
has more of a voice to control Sega's operation. Masahiro Aozono, chairman
of CSK has discussed with Hajime Satomi, president of Sammy, on transaction
of shares in Sega since October this year. CSK will account for about \17
billion of extraordinary profit in its consolidated results to end March
2004.
@Sammy is a major pachinko type slot machine (pach-slot) manufacture,
and intends to strengthen its amusement coin-op games business such as
its video game system "Atomiswave". For the reason, Sammy had
approached to CSK to merge with Sega in the beginning of this year, and
reached an agreement with Sega in February. But, the scheme comes crashing
down in May. However, Sammy does not forget its plan to utilize Sega's
R&D power for Sammy's amusement video games.
@Sega announced on December 11 that its board of directors has appointed Hajime
Satomi as special adviser of Sega, and that Satomi and Yoshi Suzuki will be
appointed as director of Sega at the extraordinary meeting of shareholder to
be held on February 17, 2004. The directors of Sega from CSK will quit at the
meeting in February. Satomi, 61, is the founder of Sammy. Yoshi Suzuki, 50,
had entered Taito, become president of Taito America (June 1991 - November 1992),
moved to Sammy as president of Sammy USA, and became director of Sammy since
June 1994 and executive director for amusement business since June 2002.
Sega, Namco, Taito Announce Mid-Term Results --- posted on November 20, 2003
On November 12, Sega Corp., Tokyo, reported its mid-term consolidated revenue of \93,474 million, down 1.8% from the same period a year ago, and final net income of \5,932 million, up 484.6%. These are the mid-term results ended September 2002 for a total of its 44 subsidiaries. Sega has announced that it revised forecast of mid-term and fiscal year results on October 16.
Sega Revises Forecast Upward ---posted on
October 17, 2003
Sega Corp.,Tokyo, revised its forecast of mid-term and
fiscal year results on October 16. The post-revision forecast of consolidated
revenue for the mid-term ending September is \94,200 million, and net income
\5,700 million. Also the post-revision forecast of consolidated revenue for the
fiscal year to end March 2004 is \195,700 million, and final net income \8,000
million. Sega previously forecast \88,000 million in revenue and \200 million in
net income for the mid-term, and \193,000 million in revenue and \7,500 million
in final net income for the fiscal year.
Sega explains the upbeat forecast
by pointing to the satisfactory results of coin-op games sales such as the
multi-player video game gThe Key of Avelonh shipped in July for domestic market,
and good results of home videos sales in both domestic and overseas and arcade
operation in Japan. Sega now forecast that its net income for mid-term will
increase 462%, and its final net income for fiscal year will increase 162% from
same period of preceding year.
Namco Revises Forecast
Upward ---posted on October 9, 2003
Namco Limited, Tokyo,
revised its forecast of mid-term and fiscal year results on October 8. The
post-revision forecast of consolidated revenue for the mid-term ending September
is \83,700 million, and net income \3,200 million. Also the post-revision
forecast of consolidated revenue for the fiscal year to end March 2004 is
\174,600 million, and final net income \6,600 million. Namco previously forecast
\74,500 million in revenue and \1,500 million in net income for the mid-term,
and \164,800 million in revenue and \5,800 million in final net income for the
fiscal year.
Namco explains the upbeat forecast by pointing to the favorable
results of home video game gSoul Calibur IIh for PS2 shipped in August for US
market and the satisfactory results of arcade operation in Japan and coin-op
game sales. Namco will appropriate \1,000 million ( \100,000 million was
incorrect --- Correction on Oct. 17 )for extraordinary expense for its US
subsidiaryfs investment in mid-term, but its net income for mid-term will
increase 60% from same period of last year.
Sega
Appoints Hisao Oguchi President ---posted on May 23,
2003
Sega Corp., Tokyo, announced changes in its top management on May
19. Hisao Oguchi, managing director of video games development, will be promoted
to president as of June 27. Hideki Sato, president, will assume as chairman, and
Kichiji Fukushima, chairman, will step down to an adviser, in order to reduce
confusion over the M&A procedure cancelled recently. Also, Tetsu Kayama,
CEO, and Akira Nagai, COO, will lose representative role. As the result, only
Oguchi will play a Segafs representative role.
Hisao Oguchi, 43, graduated
Chuoh University and entered Sega in 1960, became director of the third R&D
division in 1993, and has served as executive director of video games
development since June 2002.
Sega, Namco, Taito Recover
Fiscal Results ---posted on May 23, 2003
Sega Corp.,
Tokyo, reported \197,223 million in consolidated revenue, down 4.4% from the
preceding year, and \3,054 million in final net income (\17,829 million in net
loss in the preceding year) for the fiscal year ended on March 31, 2003. A
breakdown of revenue shows that coin-op games sales accounted for \61,343
million, up 16.5%, home videos \66,549 million, down 21.8%, and arcade operation
\69,330 million, up 1.2%. The operating income of coin-op games is \10,892
million, up 456.8%, and arcade operation \8,049 million, down 0.9%, but home
videos incurred an operating loss of \8,570 million (operating income of \5,578
million in the previous year).
Sega currently forecast \193,000 million in
revenue and \7,500 million in net income for the fiscal year to end March
2004.
Namco Limited, Tokyo, posted \154,777 million in
consolidated revenue, up 1.7% over the preceding year, and \4,115 million in
final net income, up 102.2%, in final net income for the fiscal year ended March
2003. A breakdown of revenue shows that coin-op games sales accounted for
\16,254 million, down 11.1%, home videos \42,475 million, up 19.6%, arcade
operation \75,900 million, down 1.7%, restaurants \3,826 million, down 9.5%,
movie business \10,131 million, up 2.3%, and others \6,188 million. A breakdown
of operating income was as follow: coin-op games \1,180 million, down 21.0%,
home videos \9,196 million, 18.7%, arcade operation \4,773 million, up a huge
128.8%, and restaurants \34 million. But movie business incurred an operating
loss of \411 million, and others a loss of 1,022 million.
Namco forecast
\164,800 million in revenue and \5,800 million in net income for the fiscal year
to end March 2004.
Taito Corp., Tokyo, posted \73,236 million in
revenue, up 3.8% over the preceding year, and \4,680 million in net income, up
63.6%, for the fiscal year ended March 2003. Taito does not prepare consolidated
results, since its two subsidiaries are very small. A breakdown of revenue shows
that coin-op games sales accounted for \9,737 million, up 10.5%, home videos
\5,728 million, down 6.4%, coin-op karaoke \736 million, up 21.9%, arcade
operation \42,336 million, up 7.4%, network service \8,852 million, down 4.7%,
and so on.
Taito forecast \77,000 million in revenue and \3,100 million in
net income for the fiscal year to end March 2004.
Konami Corp.,
Tokyo, posted \253,657 million in consolidated revenue, up 12.4% over the
preceding year, \21,870 million in operating loss, and \28,519 million in final
net loss. Konami vanished \47,599 of operating right value for sport clubs to
act on the US Accounting Standard.
A breakdown ofrevenue shows that home
videos accounted for \87,476 million, down 2.9%, fitness business \78,525
million, up 19.6%, card games such as gYugioh \45,948 million, up 79.5%, coin-op
games \34,305 million, down 9.5%, gaming machine for casinos \8,215 million, up
168.2%. A breakdown of operating income was as follows: home videos \13,987
million, down 23.8%, card games \16,629 million, up 130.9%, coin-op games \7,270
million, down 15.5%. However, fitness business incurred an operating loss of
\49,412 million, and gaming machine a loss of \169 million.
@Konami forecast
\255,500 million in revenue and \14,500 million in net income for the fiscal
year to end March 2004.
Sega, Sammy Cancel Merger Plan,
Namco Withdraws Bid ---posted on May 9, 2003
Sega Corp.fs bid
for survival went back to square one on May 8, by pulling the plug on a proposed
merger with Sammy Corp. Only to have another suitor, Namco Ltd., withdraw its
overture later the same day. Hideki Sato, Segafs president, told that Sega
canceled its planned business integration with Sammy, which had agreed on
February 12 to accomplish on October l.
Hajime Satomi, Sammyfs president,
later acknowledged that Sammy had failed to bridge the differences with Sega
over the name of the merged company and other critical issue.
Meanwhile,
Namco which had proposed to merge with Sega since mid-April, announced the same
day evening that it had abandoned its plan to merge, because Namco had received
Segafs response paper in which Sega said there is not the situation to answer
concretely on the plan.
Sega had said it would decide on a partner by early
this month. However, disagreements inside the company and with its major
shareholder, CSK Corp., lead to the Sammy deal falling through.
The
prevailing opinion at a meeting of Segafs executives was that the talk with
Sammy should be scrapped and started again from scratch. Many executive even
suggested Sega continue to operate on its own, sources said.
On the same day,
Sega announced its revision of forecast of fiscal year. The post-revision
forecast of consolidated revenue for the fiscal year ending March 31, 2003, is
197,000 million yen and net income 3,000 million yen. Sega previously forecast
195,000 million yen in revenue and 500 million yen in net income, since February
13, 2003
CSK Arranges Sega, Sammy's M&A
Plan---posted on February 19, 2003
@An additional information
was brought from the Nikkei Industrial News. According to the report dated on
February 17, Masahiro Aozono, president of CSK, called Sega's directors into
CSK's head office on Shinjuku, Tokyo, on February 12, and informed them that CSK
has arranged the M&A of Sega and Sammy. No one except Hideki Sato did not
know the fact that the M&A arrangement had been proceeded till then. No one
could say "No", before its announcement of forecast revision as of February
13.
@CSK has been the major and top (22%, 39,148,688 share) shareholder
of Sega, and the recorded cost of the Sega's share is \2,400 per share for CSK.
If the share price will be under \1,200 (i.e. half of book value), CSK will have
to reduce the book value and announce the extraordinary loss estimated about
\50,000 million. It is said that it will threaten CSK's main frame of
management.
@Late Isao Okawa, former owner of CSK, has invested to Sammy
in 1990, since Sammy suffered heavy loss then. After the prehistory, SS Planning
- the Okawa's asset management company, has been the major and second (18.9%,
10,106,000 share) shareholder of Sammy. The successors of Okawa has chosen the
arrangement of current M&A and propose the M&A to Hajime Satomi,
president of Sammy, about 10 days before announcement.
@The Sega's share
price is about \750 as of February 19, down 17% from about \900 before the
M&A plan announcement. It is said that the reason of share price fall may be
a closure of the necessary information of CSK, Sega and Sammy.
Sega, Sammy Announce to Merge on Oct. 1---
posted on February 14, 2003
On February 13, Sega Corp., Tokyo, and Sammy
Corp., Tokyo, announced that they will merge on October 1, a move seen aimed at
resolving Sega's financial troubles resulted the cut-throat home videos business
in U.S. According to the announcement, Hajime Satomi, president of Sammy, will
assume the president of the new company, while the designation of Hideki Sato,
president of Sega, is yet to be decided. The other condition including the
convertible ratio of each share and the name of the new company will be examined
by the hereafter existing merge committee of both companies.
At the same
time, Sega announce its result for the nine-months term ended December 31, 2002,
and its revision of forecast of fiscal year ending March 31, 2003. Sega posted
\150,697million in consolidated revenue, \9,396 million in operating income and
\3,981 million in net income for the fiscal nine-month term ( April-December,
2002 ). It is the first time that Sega posted the nine-months term results. Its
coin-op games sales and arcade operations in the term are very well as planed.
However, Sega failed to accomplish home video game sales in U.S. Therefore, Sega
revised its forecast of the fiscal year results.
The post-revision
forecast of consolidated revenue for the fiscal year ending March 31, 2003, is
\195,000 million and net income \500 million. Sega previously forecast \200,000
million in revenue and \5,000 million in net income, since November 20, 2002.
Though the large downward revision is not a surprise, Sega seems to be afraid of
the large drop in share prices. However, the true reasons to merge with Sammy
are unknown.
According to the joint announcement of Sega and Sammy, the
information except the schedule of merge, top management, and their expectations
to the synergy effect from the merge, are not shown.
Sega, Namco, Taito Announce Mid-Term Resuls --- posted on
November 21, 2002
On November 20, Sega Corp., Tokyo, reported
mid-term consolidated revenue of \95,144 million, down 2.7% from the same period
a year ago, and final net income of \1,014 million ( vs. a net loss of \20,871
million in the same period a year ago ). These are the mid-term results ended
September 2002 for a total of its 46 subsidiaries. Sega has announced that it
revised forecast of mid-term and fiscal year results on November 7.
A
breakdown of revenue shows that coin-op amusement games accounted for \30,249
million, up 17.1%, arcade operation \34,904 million, down 0.2%, and home videos
\29,990 million, down 19.0%. The coin-op games division registered an operation
profit of \6,512 million, up 220.6%, and arcade operation \4,564 million, down
18.6%. However, home videos incurred an operating loss of \5,148 million ( \870
million in the same period a year ago ). Sega explains that it previously planed
to ship 6.2 million unit of home video game software in the mid-term, but sold
only 4.57 million unit.
Sega now forecast \200,000 million in
consolidated revenue and \5,000 million in final net income for the fiscal year
to end March 2003, although it previously forecast \210,000 million in revenue
and \18,000 million in net income on May 17.
Namco Limited, Tokyo,
reported mid-term consolidated revenue of \73,406 million, up6.3%, and final net
income of \1,291 million, up 4.6%. Namco revised its forecast of mid-term
results upward on October 8, and posted results on November 20. These figures
include the results of a total of 24 subsidiaries.
A breakdown of revenue
shows that coin-op games accounted for \8,460 million, down 6.9%, home videos
\15,901 million, up 47.0 million, arcade operation \38,564 million, up 0.5%,
restaurants \2,048 million, down 0.3%, movie business \5,185 million, up 9.4%,
and others \3,245 million.
A breakdown of operating income shows that coin-op
games accounted for \904 million, down 24.3%, home videos \2,009 million, up
40.1%, arcade operation \3,109 million, up 42.5%, restaurants \15 million, down
58.3%. Other business suffered an operating loss of \670
million.
Taito Corp., Tokyo, posted mid-term non-consolidated
revenue of \34,042 million, down 3.3%, and net income of \1,577 million,
up12.5%. Taito does not prepare consolidated results, since its two subsidiaries
are very small.
A breakdown of revenue shows that coin-op games accounted for
\3,140 million, down 36.5%, home videos \2,841 million, up 25.7%, arcade
operation \20,392 million, up 3.1%, content service for cellular phone \4,326
million, down 7.3%, and so on.
Taito revised its forecast of fiscal year
results on the same day ( October 30). Taito forecast \72,000 million in revenue
and \3,200 million in net income for the fiscal year to end March 2003, although
it previously forecast \75,000 million in revenue and \3,600 million in net
income on April 25.
New System Boards, Net Work Videos At JAMMA
Show --- posted on September 28, 2002
At the JAMMA Show 2002 (
Amusement Machine Show, September 19-21, Tokyo Big Sight ), Sega Corp., Tokyo,
unveiled its new coin-op CG system board " Chihiro " based on Microsoft home
video system " Xbox ", and Sammy Corp., Tokyo, unveiled its coin-op CG system
board "Atomiswave " using Sega home video " DreamCast " graphic ship, which
Sammy purchased a year ago from Sega. Namco presented its prototype of "Dragon
Chronicle " using memory card. Taito Corp., Tokyo, introduced the racing video
"Battle Gear 3" using memory card in the shape of car key.
Sega will ship
the first video game using " Chihiro ", " The House of the Dead 3 ", in December
2002. Its home video game software will be shipped at the same time. Sega also
exhibited the racing video " Initial D Arcade Battle 2" based on Naomi, and the
football video "Virtua Striker 2002" base on " Triforce "( GameCube ).
Sammy has developed "Atomiswave " and its subsidiary Dimps Corp., Osaka,
develops its first game software " Premier Eleven ", and will ship in December
2002. Other titles for "Atomiswave " shown are the racing " Maximum Speed ", the
gun game " Sport Shooting USA " and the " Dolphin Blue".
Capcom Co.,
Ltd., Osaka, unveiled its fighting video " Capcom Fighting All Stars " base on
Namco "System 246 "( PlayStation 2). Playmore introduced its fighting video "
The King of Fighters 2002 "( KOF '02 ) for " NeoGeo " System at the Able Corp.
booth. The "KOF '02 " has been developed by BrezzaSoft and Eolith, and will be
shipped by Sun Amusement and Able for domestic market, and will be exported by
BrezzaSoft.
Konami Crop., Tokyo, unveiled the 4 player gun game " World
Combat ". Konami and Sega exhibited each mahjong video game system for
multi-players respectively, and Aruze Corp., Tokyo, presented its PC board type
mahjong video.
Tecmo Wins Copyright Lawsuit Against West
Side@@--- posted on September 9, 2002
The Tokyo District Court
Judge, Yoshiyuki Mori, founded that West Side Co., Ltd., Amagasaki, Hyogo,
infringed the copyright of Tecmo Limited, Tokyo, and ordered West Side to pay
damage of \2 million, on August 30. West Side appealed this case to the Tokyo
High Court on September 6.
Tecmo has shipped its software "Dead or Alive
2"( DOA 2 ) for SCE's PlayStation 2, and the software contains the naked figure
data of the "DOA 2"'s female character, Kasumi. West Side shipped its utility
program "CD for fun", with which player enjoy to play naked character figure on
the ordinary "DOA 2" software. Tecmo filed a lawsuit on November 2001 alleging
that West Side altered the character's figure of the "DOA 2" without permission
and infringed Tecmo's copyright.
Although West Side did not alter the
Tecmo's software in any way, West Side lost the case in the District Court. This
case is resemble to the Konami vs. Spec Computer case, in which the Supreme
Court ruled on February 2001 that Spec Computer which import and sell the memory
card enabled to play through to the end on the Konami's "Tokimeki Memorial" for
PlayStation infringed Konami's copyright.
Pro
Baseball Players File Lawsuit Against Konami, JBO --- posted on
August 27, 2002
The Japan Pro Baseball Players Association (PBPA) filed a
lawsuit in the Tokyo District Court against Konami Corp., Tokyo, and the
Japanese Baseball Organization (JBO) on August 26, alleging that Konami has used
the players' real names and portraits on Konami's home video games without the
PBPA's permission, and the JBO licensed Konami exclusively to use them and
sublicense right to other game manufacturers without the PBPA's
permission.
The PBPA seeks an injunction that forbid Konami to ship its
video game containing Japanese Pro Baseball players' names and portraits, and
the Court's decision confirming that the JBO has no right to license any Pro
Baseball player's right.
According to the PBPA, although the JBO has no
right to license, it licensed Konami to use the players names and portraits for
video games in 1999 and to sublicense without PBPA's permission. As the results,
Konami has never licensed to other video game manufactures, and there has been
very few pro baseball videos except Konami's game software in the market since
2000.
Konami announced in its response that it is regrettable for the
PBPA to take legal action, but Konami hopes to resolve this dispute
rapidly.
Konami, Andamiro Settle on Music Video
Dispute--- posted on August 20, 2002
Konami Corp.,
Tokyo, and Andamiro Co., Ltd., Korea, announced on August 19 that the two
parties have reached an agreement to settle out of court both in Korea and the
U.S. According to the announcement, Konami has received some mount of money from
Andamiro, however the amount of money is not shown due to the terms of
settlement. Andamiro withdrew its appeal to the Seoul High Court and its file to
the U.S. District Court.
Konami said that Andamiro had proposed to
resolve a series of legal proceedings with Konami since February this year, and
have eventually reached an agreement. Andamiro's comment has not
obtained.
Konami filed a lawsuit in the Seoul District Court in March
2000, alleging that Andamiro infringed the Konami's registered design right of
the "Dance Dance Revolution" by the Andamiro's "Pump It Up". In the case, the
court's Judge ruled favor to Konami in June 2001, and Andamiro appealed
immediately. By the way, Andamiro announced in September 2001 that the Patent
Court decided Andamiro did not infringe Konami's design right.
Andamiro
USA Corp., CA, U.S.A., a Andamiro's subsidiary, filed a patent lawsuit against
Konami to the U.S. District Court alleging that Konami infringed Andamiro's
patent in "Pump" by Konami's "DDR" in August 2000. In the case the trial was set
to begin from September 2002.
"Game Machine English News" (c) 2002-5 Amusement Press Inc.,
Japan
Amusement Press Inc., Lax Nibankan, 1-22,
Koshienguchi-Kitamachi, Nishinomiya, Hyogo, 663-8112
Editor: Masumi Akagi,
Mail: editor@ampress.co.jp Fax:81-798-63-5324