To celebrate their 30th birthday, Konami shows a new skin.
Konami Corporation will renew its group brand logo design to mark its 30th anniversary on March 19th, 2003.
The new brand logo was chosen as Konami's internal and external brand identity to symbolize the expansion of Konami Group's business field and its scheduled shift to becoming a holding company. The new logo will take effect worldwide from April 1st, 2003.

Konami Group Brand Identity
The source of Konami Group's strength lies in its original and innovative "creativity" and "development"
Konami's "history of creation" spans over thirty years from the manufacture of amusement machines in 1973 to the listing on the New York Stock Exchange in September 2002 with the belief that the creation of goods and services is the creation of the market itself.
The originality of Konami Group's business portfolio was further highlighted with the addition of sports club business in 2001, which has since established itself as Konami's Exercise Entertainment business. Through computer and video games, toys, amusement, gaming and sports fitness, Konami provides goods and services filled with surprise and brilliance to its customers aiming to become a company supporting quality lifestyle.
New Konami Group Brand Logo (Corporate Brand)
The new logo expresses Konami Group's business expansion while maintaining the fundamentals of creativity and innovation and portraying confidence and surprise. This word mark also expresses the mindset of continually moving forward to the next stage while sharing the same value with its customers.
Color Usage
Red (hereafter to be called "Konami Red") is used to show stability and strong appeal to Konami's "Creativity" and "Innovation".
Business Vision
Konami currently conducts business in five fields of "Computer and Video Game", "Exercise Entertainment", "Toy & Hobby", "Amusement" and "Gaming". With its fundamentals of originality and innovation, Konami's business field will continue to expand through "creation" and "development".
1. Computer and Video Game Business
Aiming to Become the "Global Content King" Through Overseas Expansion
This is one of Konami's major businesses, having continually produced hit titles. In order to release a stable line of products while being in a hit-or-miss type of business environment, Computer and Video Game Business has established a firm position in Japan through its unique management of subsidiary production companies. Outside of Japan, soccer title "Pro Evolution Soccer 2" (Japanese version: "World Soccer Winning Eleven 6") has conquered the market and original content such as "Metal Gear Solid" is receiving high evaluation. Anime and comic content is also performing strongly. Through such endeavors, Konami is making steady progress in becoming the "Global Content King".
2. Exercise Entertainment Business
Creation of "Fun Through Fitness" Sports Clubs
The sports club business, having become a part of Konami Group in 2001, is a business that stands on the trust of its customers. Konami Group's originality has been added while maintaining this trust as a pillar of its business. Through the exercise entertainment vision of "Fun Through Fitness", Konami is aiming to change the fitness business from its roots. While pursuing body maintenance medically and physiologically, the company aims to successfully manage sports clubs and develop fitness machines that allow customers to enjoy their exercise.
3. Toy & Hobby Business
Entering the Toy Market - Focusing on Infant, Educational and Boy Toys
This business began by utilizing Konami Group's assets - its characters - and has grown into what is now clearly defined as Toy & Hobby Business. With 2003 being the inaugural year of Toy & Hobby Business, Konami will continue expansion of the successful card game business, strengthen the infrared-utilized small size, high performance "MICROiR" series, and promote appealing content with its elaborate candy-toy figurines series. Konami Group's originality will continue to be applied to the new toy category focusing on infant, educational and boy toys.
4. Amusement Business
Creation of "Ubiquitous" and "Experience" Play Environment
Amusement Business is where it all began for Konami and has accumulated original know-how covering from development to operation that is foremost in the industry. Starting with music games, which created a social phenomenon, Amusement Business has continually released original hit products. In recent years, "Mah-Jong Fight Club" has shaped the network game (e-AMUSEMENT) market where amusement arcades around Japan are linked via a network offering many customers around the country the opportunity to compete against each other.
Future plans are to supply high-level value added products that meet users' tastes and expectations, based on Konami's ubiquitous and experience-orientated "e-AMUSEMENT" online game concept. The introduction of industry-first elements to its products will also continue to build on its strengths.
5. Gaming Business
Targeting at the Global Market with Expansion of Sales Territory
Slot machines boasting Konami's originality are continually being installed in casinos and other gaming facilities, dubbed as "the ultimate form of entertainment". Konami's Gaming Business is currently focused on North America and Australia, and since approval of the company's Nevada slot machine manufacturing and sales license in January 2000, licenses have been obtained in 18 states and regions in North America.
With plans to enter the South American, South African and European markets, Konami will continue to penetrate its brand in the gaming market.