| And this concludes the financial update. David? |
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David Zucker: | Thanks, Tom. Our 2004 fourth quarter results cap a year of accomplishment that has re-positioned the Company for future success as we actively prepare for the upcoming console transition. |
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| During the fourth quarter, we shipped one frontline product,Mortal Kombat: Deception, and one value product,Midway Arcade Treasures 2.Both of these were well-received by consumers and game critics. The success of these titles and continuing reorders for other games likeNBA Ballers produced the first profitable quarter for Midway in several years. |
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| During the fourth quarter, three Midway releases,Mortal Kombat: Deception, and two previously released titles,NBA Ballers andMidway Arcade Treasures 1, topped the one million units shipped mark. This is an important distinction and milestone for the current team at Midway as prior to 2004, only two Midway titles had crossed that threshold during this console cycle. Although these accomplishments are noteworthy, we believe our most important accomplishment in 2004 was creating the infrastructure and building blocks for success in future years, with the fruits of these labors yet to be seen. |
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| We set out in 2004 to strengthen key operating functions and build a solid base from which we could grow. We made great progress toward these goals in 2004, and significantly strengthened the most important element of any video game company, product development. In November, we announced the acquisition of our third development studio during the year, Paradox Development, a studio that has been working on theMortal Kombat: Shaolin Monks title due out later this year. Like our other two acquisitions this year, Surreal Software and Inevitable Entertainment, Paradox brings a specific talent pool to our organization; in this case, Paradox has a unique skill in melee fighting that is rare and especially valuable to supporting our ability to produce annual releases of the Mortal Kombat franchise in the future. We are adding new talent to our rechristened L.A. studio, including people from our Chicago studio. |
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| With these three acquisitions and the addition of incremental teams at our existing studios, we have nearly doubled the size of our in-house product development organization over the last year from approximately 275 to 500 employees. The number of internal teams in our product development organization more than doubled from 5 to 12 during 2004. |
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| 2004 was an excellent year for our product development organization not only for the increase in size and capacity but also in the quality of its output. Midway finished the year as the top independent publisher in the industry in terms of average review scores - that’s among publishers producing more than one game, according to Gamerankings.com, beating out companies like EA, Activision and Ubisoft. This was a dramatic turnaround from the previous year, where Midway finished in the bottom quartile of the industry. |
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| Additionally, Midway’s Chicago studio was selected by Game Informer magazine as one of the top 10 development studios in the entire business. Midway products received other critical acclaim and industry acknowledgement in 2004 including:Mortal Kombat: Deception,which was named best fighting game of 2004 by the Academy of Interactive Arts & Sciences, Gamespot, Amazon.com, SpikeTV and GamePro, among others.NBA Ballers was nominated for action sports game of the year and best original music by the Academy, and best alternative sports game of 2004 by Gamespot. And The Suffering was nominated for best action/adventure game by the Academy. |
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