Artificial Life Inc. Signs Exclusive Deal with Europe's Emerging Cult Band: Tokio Hotel


BERLIN, Sept. 6, 2007 (PRIME NEWSWIRE) -- Hong Kong-based Artificial Life, Inc. (OTCBB:ALIF), a provider of award-winning mobile 3G technology and applications, announced today that it has signed an exclusive two-year license deal with the very popular German and emerging European cult band Tokio Hotel to produce mobile games.

Artificial Life will release and produce at least two mobile games for the band. The scheduled release date for the first mobile game is the Christmas season 2007. The games will specifically target the large fan base of the band. Besides a German version, the games will also be available in English, French, Spanish, Italian and several Eastern European languages. The games will be distributed off-deck through Artificial Life's mobile portal: www.botme.com as well as on-deck through several European carriers and resellers.

Tokio Hotel has quickly risen to the top of the charts. Since the release of their first and most famous single, "Durch den Monsun" ("Through the Monsoon"), in August 2005 Tokio Hotel has quickly gained popularity in Germany, reaching No. 1 on August 26, 2005 on the German music charts. Their second single, "Schrei" ("Scream"), climbed to No. 5 on the charts. They released their debut album, Schrei, in September 2005. In early 2006, their third single, "Rette Mich" ("Rescue Me"), was released; and reached No. 1 as well. Their first single from their latest album "Zimmer 483" ("Room 483"), called "Ubers Ende der Welt" (released in English as "Ready Set Go"), was released in January 2007 and quickly reached No. 1. The "Zimmer 483" album was released in February 2007. Their hit single, "Spring Nicht" ("Don't Jump") was released in April 2007.

The band has also won numerous awards such as: The German Bambi Award for Pop-National in 2005; the World Music Award for Best Selling German Act in 2006, the European Border Breakers Award, the Viva Comet Award for Best Band in 2007, and many others.

"It's an honor and an exciting business opportunity to work with Tokio Hotel. The band is currently becoming very popular all over Europe. They are even popular among teens in France, Spain and Italy which is very rare for a German band. The target audience of mostly female teens is interesting for us as well, as many of our mobile products target the same audience already. We expect the Tokio Hotel games to be very successful" Eberhard Schoneburg, CEO of Artificial Life, Inc.

About Artificial Life, Inc.

Artificial Life, Inc. (OTCBB:ALIF) is a public U.S. corporation headquartered in Hong Kong with offices in Berlin and Tokyo and a leading global provider of award winning mobile technology, content, games and applications (see also http://www.artificial-life.com and http://www.botme.com).

Forward-Looking Statements:

This press release contains "forward-looking statements" within the meaning of Section 27A of the Securities Act of 1933, as amended, and Section 21E of the Securities Exchange Act of 1934, as amended. Such forward-looking statements include, without limitation, statements regarding our future results of operations, financial condition and business prospects. In some cases, you can identify forward-looking statements by terminology such as "may," "will," "should," "expect," "intend," "plan," "anticipate," "believe," "estimate," "predict," "potential," "continue," or the negative of these terms or other comparable terminology. Although such statements are based on our own information and information from other sources we believe to be reliable, you should not place undue reliance on them. These statements involve risks and uncertainties, and actual market trends or our actual results of operations, financial condition or business prospects may differ materially from those expressed or implied in these forward looking statements for a variety of reasons. Potential risks and uncertainties include, but are not limited to, our ability to obtain additional funding to operate and grow our business; the unproven potential of our mobile gaming business model; changing consumer preferences and uncertainty of market acceptance of our products; timely adoption and availability of 3G mobile technology; market acceptance for use of mobile handheld devices to play the interactive games; unpredictable mobile game development schedules; our reliance on a relatively small number of brands; our ability to license brands from others; our dependence upon resellers and telecommunication carriers and operators to distribute our products; our ability to successfully develop, introduce, and sell new or enhanced products in a timely manner; and the timing of new product announcements or introductions by us or by our competitors. For additional discussion of these risks and uncertainties and other factors, please see the documents we file from time to time with the Securities and Exchange Commission, including our Annual Report on Form 10-KSB filed on April 3, 2007. We assume no obligation to update any forward-looking statements, which apply only as of the date of this press release.



            

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