Item 1. Business.
Development of Our Business
WMS Industries Inc. ("WMS") was incorporated in Delaware on November 20,
1974 under the name Williams Electronics, Inc. and succeeded to the amusement
game business that had been conducted for almost 30 years prior to 1974 by our
predecessors. For the last five years, our business has consisted exclusively of
the design, manufacture and marketing of gaming machines and video lottery
terminals, or VLTs.
We conduct our gaming machine business through our subsidiary, WMS Gaming
Inc. ("WMS Gaming"), which markets our products under the WMS Gaming trademark.
Our fiscal year begins on July 1 and ends on June 30.
In fiscal 2004, we launched our new generation game platform, CPU-NXTTM
and our new game cabinet BluebirdTM, and we resumed profitable quarterly results
in the second half of fiscal 2004. For information about our revenues, net
income and assets, see our consolidated financial statements included in this
report and "Item 7. Management's Discussion and Analysis of Financial Condition
and Results of Operations."
On June 25, 2003, we completed a private placement of $100 million
principal amount of 2.75% Convertible Subordinated Notes due July 15, 2010. On
July 3, 2003, we issued an additional $15 million of 2.75% Convertible
Subordinated Notes upon exercise of the over-allotment option in the note
agreement.
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Our principal executive offices are located at 800 South Northpoint Blvd.,
Waukegan, Illinois 60085, and our telephone number is (847) 785-3000. Our
Internet website address is www.wmsgaming.com. Through our Internet website, we
make available free of charge, as soon as reasonably practical after the
information has been filed with or furnished to the SEC, our annual report on
Form 10-K, quarterly reports on Form 10-Q, current reports on Form 8-K, and
amendments to those reports. We will also provide electronic or paper copies of
these reports free of charge upon request to our principal office, Attention:
Treasurer. Information contained on our website is not part of this report.
Company Overview
We design, manufacture and market innovative gaming machines and VLTs for
the Class III gaming markets, and we manufacture gaming machines under original
equipment manufacturing agreements, or OEM agreements, with Multimedia Games,
Inc. for the Class II gaming market. There are three classes of gaming markets
as follows:
• Class I gaming includes traditional Native American social and ceremonial
games. Class I gaming is regulated exclusively at the Native American tribe
level. We do not serve this market.
• Class II gaming includes bingo, electronic aids to bingo, and, if played at
the same location where bingo is offered, pull-tabs and other games similar
to bingo. Class II gaming is regulated by the individual Native American
tribe, with the National Indian Gaming Commission having oversight of the
tribal regulatory process.
• Class III gaming includes all other forms of gaming that are not included in
either Class I or Class II, including slot machines.
We seek to develop gaming machines that offer high entertainment value and
generate greater revenues for casinos and other gaming machine operators than
the gaming machines offered by our competitors. Our gaming machines feature
advanced graphics, digital sound and engaging game themes, and most incorporate
secondary bonus rounds. Some of our games use licensed, well-recognized brands
such as MONOPOLYTM, HOLLYWOOD SQUARESTM and MEN IN BLACKTM. In designing our
gaming machines, our designers, engineers, artists and development personnel
build upon our almost 60 years of experience in designing and developing fun,
humorous and exciting games. Our gaming machines are installed in all of the
major regulated gaming jurisdictions in the United States, as well as in over 50
foreign gaming jurisdictions. For fiscal 2004, 2003 and 2002, we generated
$230.2 million, $178.7 million and $174.7 million in total revenue,
respectively. The increase in revenues in fiscal 2004 was due to receipt of
regulatory approvals and subsequent shipment of our new Bluebird video gaming
devices and CPU-NXT upgrade kits.
We generate revenue in two principal ways. First, we have product sales of
gaming machines and VLTs, conversion kits, including theme and/or operating
system conversions, parts, used equipment and original manufactured equipment to
casinos and other licensed gaming machine operators. For fiscal 2004, 2003 and
2002, we generated $145.9 million, $85.7 million and $75.6 million in product
sales revenues, respectively. Second, we have gaming operations where we lease
participation games and VLT's and earn royalties that we receive from third
parties under license agreements to use our games. "Participation games," as
used throughout this report, refers to gaming machines that we lease based upon
any of the following payment methods: (1) a percentage of the net win of the
gaming machines, (2) fixed daily fees, or (3) in the case of wide-area
progressive games, a percentage of the amount wagered. For fiscal 2004, 2003 and
2002, we generated $84.3 million, $93.0 million and $99.1 million in gaming
operations revenue, respectively. We offer our VLTs either for sale or on a
leased basis, but for leased VLT's, we do not include such gaming devices in our
installed base of participation games. In early fiscal 2005, we began offering
our customers a new "hybrid" series of gaming devices where the casino can pay a
normal participation rate or has an option to buy the base gaming device at the
normal price and to pay a lower daily fee for the software and top box.
Our portfolio of participation games includes games based upon the
MONOPOLY, HOLLYWOOD SQUARES, MEN IN BLACK and PAC-MAN brands, and under our
Puzzle PaysTM series, the JUMBLETM, SCRABBLETM and PICTIONARYTM brands, among
others. We received our first regulatory approvals for our
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proprietary wide-area progressive system in May 2004 and have launched the
MONOPOLY MoneyTM themed progressive jackpot in Nevada and in Native American
casinos. We have the ability to place these games on a participation basis
because the popularity of branded games generates higher wagering and net win to
the casino or gaming machine operator than traditional gaming machines. Our
participation game installed base:
• consisted of 4,240 participation gaming machines as of June 30, 2004;
• generated average daily revenue to us of $39.60 per gaming machine for
fiscal 2004; and
• achieved an 81.9% gross margin during fiscal 2004, together with our other
gaming operations revenue sources.
The products that we offered for sale throughout fiscal 2004 consisted
primarily of multi-coin, multi-line video gaming machines. We are one of the
original developers of multi-coin, multi-line video gaming machines in the
U.S. market. Our video gaming machines include engaging themes, advanced
graphics and digital sound effects and music. We have also developed and
recently received regulatory approvals for mechanical reel-spinning gaming
devices and poker games, which we will ship to customers in fiscal 2005 as part
of our efforts to fully serve the gaming device needs of a casino.
In fiscal 1999, we introduced the first of our participation games, a
series of four MONOPOLY themed gaming machines, under our exclusive license to
use the widely-recognized MONOPOLY trademark on casino-style gaming machines.
Since then, we have continued to introduce additional MONOPOLY and other themed
gaming machines.
In 2001, we experienced software anomalies in the operating system
software that drives our gaming devices, and certain of these anomalies
permitted player cheating. As a result of these anomalies and the publicity
concerning them, we experienced delays in receiving approvals for new games
pending completion of regulatory review of upgrades to our operating system
software. These delays resulted in both lower game sales and lower participation
game revenues because we were unable to refresh our installed base of
participation games on our planned schedule. To address the software anomaly
issues and to revitalize our technology foundation, in January 2002, we
announced a three-part technology improvement plan to improve the stability of
the operating system software. In fiscal 2003, we stabilized our existing
operating system software and began to receive approvals for new games. We also
met key milestones on the mid-term phase of our technology improvement plan,
which consisted of developing a new operating system and circuit board called
CPU-NXT.
In fiscal 2004, we began shipping new games using our new CPU-NXT
operating system in the Bluebird cabinet. In fiscal 2005, we are expanding our
product offerings to include video poker and mechanical reel-spinning games, and
we intend to offer an increased number of new game themes. By September 30, 2004
we expect to have received substantially all of the regulatory approvals
required in North America to ship CPU-NXT, Bluebird, video poker games and
mechanical reel-spinning gaming devices. We believe that this introduction of an
increasing number of games and a broader range of new products will enable us to
increase product sales, participation game installations and profitability going
forward.
Industry Overview
Casino operators continuously seek to increase revenue growth and
profitability at their casinos. The importance of gaming machine revenue to the
casino operators' profitability has created demand for gaming machines that have
the ability to generate superior net win. As a result, the pace of innovation in
game design has accelerated, and gaming equipment manufacturers have
increasingly focused on enhancing the overall entertainment value of gaming
machines. We believe that three of the most significant recent developments in
gaming machine design have been the development of video gaming machines that
simulate mechanical reel-spinning slot machines, the introduction of gaming
machines with secondary bonus rounds, and cashless gaming.
• Video gaming machines that simulate a mechanical reel-spinning slot machine
on a video screen are predominantly multi-coin, multi-line gaming machines
that offer multiple distinct pay lines and allow
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up to 200 or more coins to be wagered on a single play. This tends to
increase the average wager per play.
• Secondary bonusing allows a player to advance beyond the primary game into a
bonus round if the player attains a specified result in the primary game.
The bonus rounds are designed to create significant player appeal by giving
the player more interactive options and a sense of investment in the game.
This encourages the player to continue to play the primary game in an effort
to achieve all of the bonus rounds in a game. In addition, the bonus rounds
give game designers an opportunity to incorporate additional entertaining
content into the game.
• Various forms of cashless gaming reduce casino operators' costs and machine
downtime as coins are no longer dispensed from the gaming device when a
casino patron wants to cash out. Instead, the gaming device prints tickets
or, through casino systems, banks the payout in an account for the casino
patron. This technology has proved popular with casino patrons.
We expect continued demand for multi-coin, multi-line video gaming
machines and other gaming machines that offer the player secondary bonus rounds
and other enhanced entertainment features, which we believe result in higher
amounts wagered and net win per machine for casinos. As casino operators
continue to adopt cashless gaming in their casinos, we believe demand for gaming
devices that support cashless gaming will continue to increase.
Some of the gaming machines with secondary bonusing features and
entertaining themes generate significantly more coin in per day than the other
gaming machines on the casino floors, allowing gaming machine manufacturers to
lease some of the highest-earning machines to casino operators as participation
games. This allows gaming machine manufacturers to share in the superior
earnings of these games and to generate a recurring revenue stream for
themselves.
Another revenue-sharing model that has been employed by some manufacturers
is a wide-area progressive system. A wide-area progressive system (WAP) links
gaming machines in multiple casinos within a gaming jurisdiction to contribute
to and compete for large system-wide progressive jackpots. WAP systems are
designed to increase gaming machine play for participating casinos by giving the
players the opportunity to win a larger jackpot than on a non-linked,
stand-alone gaming machine. Net win per gaming machine on WAP systems are
generally higher than on non-linked gaming machines on a casino floor. We expect
the demand for wide-area progressive jackpot games to increase.
VLTs include both video and mechanical reel-spinning gaming machines. VLTs
are sold, leased to, or operated as participation games by government agencies
that desire to raise revenue for the jurisdictions in which they operate. Most
VLTs are linked to a central computer for accounting and security purposes and
are monitored by state lotteries or other government authorities. Unlike gaming
machines designed for the casino market, most VLTs are located in places where
casino-type gaming is not the principal attraction, such as racetracks, bars and
restaurants. In the last decade, several U.S. states such as New York, Delaware,
Oregon and Rhode Island have enacted legislation permitting VLTs.
Business Strategy
Our business strategy is to increase our market penetration in major
regulated gaming jurisdictions worldwide by developing entertaining products and
providing outstanding service. This strategy includes the following elements:
Our Technology Foundation: In January 2002, we embarked on a technology
improvement plan designed to stabilize and update our existing operating system
and position us for future growth. We have received the requisite regulatory
approvals for the upgraded version of our legacy operating system software. We
have also received approvals for CPU-NXT, our new operating system and gaming
platform, from all North American regulators beginning with our first regulatory
approval for this platform in September 2003. We continue to work to incorporate
new technologies into our software and platforms in anticipation of evolving
customer preferences and future regulatory requirements.
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Leveraging Our Product Development Expertise to Introduce Innovative New
Games: We have almost 60 years of experience developing fun, humorous and
exciting games. Over the past three years, we have enhanced our game development
efforts by adding key management, design personnel and software engineers to our
product development group. We have renovated our facilities and organized our
game development team into a studio format to help promote innovation while
maintaining a focused development approach in an effort to maximize the
entertainment value of our products. We believe that our proven game development
capabilities, combined with the additional functionalities and enhanced features
of our new gaming platform, will enable us to increase our market share.
Offering our new Bluebird Cabinets: We have received approvals of our new
Bluebird cabinets from all North American regulators, beginning with our first
regulatory approval of this new cabinet in November 2003. The Bluebird cabinet
is used for our video, mechanical reel-spinning, poker and wide-area progressive
products. Bluebird cabinets incorporate features such as an ergonomically
engineered design, 18-inch digital, high-resolution flat screen monitors for the
video version of the product, sound systems by Bose Corporation ("BOSE®") and
simultaneous coin-in/ coin-out and cashless capabilities. At the American Gaming
Summit in January 2003, industry experts selected the Bluebird cabinet as one of
the top three most innovative new gaming products.
Expanding the Breadth of Our Product Offerings: We have expanded our
product lines to be able to fully serve casino operators' gaming machine
requirements. Our former product line focused primarily on the multi-coin,
multi-line video-based market sector. Our new product offerings also include:
• Mechanical Reel-Spinning Gaming Machines - We introduced our first new
mechanical reel-spinning gaming devices in the spring of 2004 as part of our
launch of our wide-area progressive jackpot system. Our first shipment of a
for sale mechanical reel spinning gaming device is expected in September
2004. We believe the mechanical reel-spinning gaming machine market is an
attractive opportunity, as it represents the largest portion of the global
installed base of gaming machines.
• Video Poker Games - We introduced our first proprietary video poker game on
our new CPU-NXT operating system in July 2004. We expect to introduce more
video poker games in fiscal 2005. The video poker games are offered as a
CPU-NXT conversion kit to our legacy gaming device or in a new Bluebird
cabinet.
• Wide-Area Progressive Systems - Wide-area progressive systems are
inter-casino systems that electronically link gaming machines located in
various casinos to a central computer, which controls a progressive jackpot
that increases with every wager placed on the linked gaming machines. By May
2004 we received all of the regulatory approvals needed to operate our
proprietary wide-area progressive system in Nevada casinos and for Native
American casinos and introduced our first proprietary wide-area progressive
jackpot to our customers.
Maximizing the Potential of Our Participation Games and Exclusive Licenses
of Popular Themes: As the exclusive licensee of the MONOPOLY brand for use with
gaming machines, we have converted a popular board game brand into a successful
line of superior-earning gaming machines. We have also licensed additional
brands and now have five series of participation game themes with an aggregate
installed base of 4,240 participation games as of June 30, 2004. We introduced a
new branded series, MEN IN BLACK in late June 2004. The name recognition and
creative game design of our branded products have allowed us to lease them to
casino operators as participation games, generating a high-margin recurring
revenue stream for ourselves, as well as the casinos. We continue to pursue new
licensed brands and additional themes based on the guidance of focus group
testing of casino patrons.
Continuing Our Expansion into International Markets: We are authorized to
conduct business in over 50 foreign gaming jurisdictions. Revenues from our
foreign customers increased by 23.8% to $59.9 million for fiscal 2004 from
$48.4 million for fiscal 2003. We anticipate continued growth in foreign markets
with the continued penetration of CPU-NXT, Bluebird, and the introduction of
mechanical reel-spinning gaming machines and video poker games, wide-area
progressive systems and additional game titles.
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To enhance our focus on foreign markets we recently appointed one of our
senior executives as managing director of international operations. We currently
have offices in Australia, South Africa, Spain and most recently we have opened
an office in the United Kingdom. This new office will house our second
internationally focused game development studio and, if gaming regulations are
amended in the United Kingdom, would also include sales and distribution
functions. The United Kingdom continues in its efforts to modify its gaming
legislation, which we believe will turn into revenue opportunities in calendar
2006. We also view Macau and Russia as two markets with high growth potential.
We have been an active supplier to the Russian market for the past two years,
and in May 2004, we launched the first Bluebird gaming devices there. See Note 4
to our consolidated financial statements included in this report.
Products
We offer video and mechanical reel-spinning gaming machines and VLTs
incorporating highly entertaining game themes and innovative gaming features.
Our new CPU-NXT operating system supports added functionality and increased
graphical capability and speed of play.
Our Bluebird gaming cabinet includes a number of features that we believe
improve the experience of players, including the Bose Free Field® directed audio
system, which reduces peripheral distracting noises; an 18-inch LCD monitor,
which can display advanced graphics generated by our new CPU-NXT operating
system; and a recessed coin tray to provide players with greater comfort. The
Bluebird cabinet supports both video and mechanical reel games and is easier and
faster to service than our legacy cabinets, with 80% of the internal components
interchangeable between upright and slant models.
Engaging and humorous themes and a high degree of player interactivity are
incorporated into each of our games, particularly in the secondary bonus rounds.
We believe that by designing games and gaming machines that are fun and
interesting to play and incorporating the latest gaming technologies, we supply
games and gaming machines with superior player appeal.
Our games integrate secondary bonus rounds as additions to the basic game
to create a game-within-a-game for more exciting and interactive play. If
players achieve various milestones in the game, they move on to play a secondary
game without additional wagering for additional bonuses. The secondary game
gives the player a sense of investment in the game. The player is encouraged to
continue wagering on the basic game in the hope of being awarded a secondary
bonus game. The player can win in both the basic game and the secondary game. In
our secondary bonus games, the player has various choices to make regarding the
bonus features. For example, in some games the player can select from a variety
of tokens or characters that will be used to obtain or reveal the bonus.
Amusing, entertaining or familiar graphics and musical themes add to the player
appeal of our games.
Games for Sale
We offer the following products for sale:
• Multi-coin, multi-line video gaming machines. Our line of multi-coin,
multi-line- gaming machines combine advanced graphics, digital sound effects
and music, and secondary bonus games. In the basic game, the video screen of
these gaming machines simulates traditional mechanical reel-spinning slot
machines. In our bonus games, the video screen shows a variety of amusing
interactive themed content. Depending on the machine, the player can wager
up to 200 coins per play.
• Mechanical reel-spinning slot machines. Following the expiration of the
Telnaes extended-odds technology patent in 2002, we developed and are now
introducing a new line of mechanical reel-spinning gaming devices in our new
Bluebird cabinet. We expect to increase our presence in this market starting
in September 2004. We did not introduce any new mechanical reel-spinning
games in fiscal 2004 and 2003. We introduced one new mechanical
reel-spinning game in fiscal 2002 on our legacy platform.
• Poker. For our new poker products, our first poker game, 3 WAY ACTIONTM, was
approved by the first regulatory lab in June 2004, and we shipped our first
game to customers in July 2004. We expect to
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receive approvals from the other key gaming labs in the September 2004
quarter and approval of additional poker games throughout fiscal 2005.
During fiscal 2004 and 2003, we released the following new video games for
sale:
2004 2003
CPU-NXT Operating System -
Milk MoneyTM
Rakin' It In®
Quackers®
Wild Wilderness®
Rich Little Piggies®
Reel 'em In®
Instant WinnerTM
Money to Burn®
Jackpot Party®
Fairy's FortuneTM
Robin Hood's Sherwood Treasure®
Life of Luxury® 2
Pick Your Fortune®
The Jade Monkey®
Keepin' Up with the Joneses®
3 WAY-ACTION Poker
Legacy Operating System - Legacy Operating System -
Life of Luxury 2 Roll Credits®
Aztec AdventureTM Jackpot StampedeTM
Toast of the Town®
X Marks the Spot®
Our sales of new gaming machines, primarily video gaming machines, were
12,661 units in fiscal 2004 compared to 6,867 units in fiscal 2003 and 6,916
units in fiscal 2002. The lower unit levels for the previous two fiscal years
resulted from the delay of new game approvals and our customers delaying
purchases as they scrutinized our progress in implementing our three-part
technology improvement plan to stabilize our operating system software and
awaited our new products on our new platform. In September 2003, we received the
first approvals for nine video games for sale on our new CPU-NXT operating
system. We expect to introduce over 40 games for sale in fiscal 2005, subject to
regulatory approval. See "Item 7. Management's Discussion and Analysis of
Financial Condition and Results of Operations" for a discussion of revenues
contributed by games for sale and other product sales.
Participation Games
In fiscal 1999, we introduced the first of our participation games, a
series of four MONOPOLY themed games under an exclusive license from Hasbro,
Inc. Our game designers use secondary bonus rounds in combination with the
actual elements of the MONOPOLY board game to create the highly entertaining
games. These elements include MR. MONOPOLYTM, CHANCETM, COMMUNITY CHESTTM and
the distinctive game board and tokens, some set to a background of big band
music. Most of our participation games are multi-coin, multi-line video games,
although some of the earlier games are mechanical reel-spinning gaming machines.
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In fiscal 2001, we introduced Puzzle Pays, a second series of
participation games, based on popular licensed puzzle game themes. The first
game in the Puzzle Pays series was JUMBLETM, based on the popular scrambled word
game appearing in newspapers nationwide. Two additional Puzzle Pays gaming
machines followed: Bee BucksTM, the sequel to JUMBLE, and a SCRABBLETM themed
game.
In fiscal 2002, we launched three new participation game series: HOLLYWOOD
SQUARES, based on the popular television game show, in the winter of 2001;
PAC-MAN, based on the popular classic arcade game, in the spring of 2002; and
SURVIVORTM, based on the popular television show in the spring of 2002. The
SURVIVOR themed game was commercialized in association with International Game
Technology, or IGT, which placed these games on its MEGAJACKPOTSTM wide-area
progressive (WAP) system. WAP systems are inter-casino systems that
electronically link gaming machines located in various casinos to a central
computer, which controls a progressive jackpot that increases with every wager
placed on the linked gaming machines.
In April 2003, we introduced FREE PARKINGTM, the eleventh game in the
MONOPOLY series. In fiscal 2003, we had limited introductions of two additional
Puzzle Pays gaming machines, PICTIONARYTM and SCRABBLE Winning RecipeTM. In
September 2003, we extended our agreement with Hasbro, Inc. for use of their
MONOPOLY brand through calendar 2011. As a result, we intend to devote more
development efforts and intellectual property to the MONOPOLY brand over the
coming years. In October 2003, we introduced Moneyline, the twelfth game in the
MONOPOLY series.
In January 2004, the remaining SURVIVOR WAP themed system was shut down.
In February 2004, we introduced Grand Hotel®, the thirteenth game in the
MONOPOLY series, and the first MONOPOLY game offered as a CPU-NXT upgrade
conversion. In June 2004, we introduced Once Around Deluxe® as the first
MONOPOLY game offered as both a CPU-NXT conversion and also in a new Bluebird
cabinet. We intend to introduce two new MONOPOLY branded participation games per
year to keep the brand fresh and entertaining.
In addition, we used the MONOPOLY brand for our first wide-area
progressive jackpot, called MONOPOLY Money that we launched in May 2004. By May
2004 we received all of the regulatory approvals needed to operate our
proprietary WAP system in Nevada casinos and for Native American casinos and
introduced our first proprietary WAP jackpot to our customers.
During fiscal 2004 and 2003, we released the following new participation
games:
2004 2003
MONOPOLY Moneyline MONOPOLY Hot Properties®
MONOPOLY Grand Hotel MONOPOLY FREE PARKING
MONOPOLY Money 7'sTM HOLLYWOOD SQUARES THE CENTER SQUARETM
MONOPOLY Wild ChanceTM PAC-MAN FRENZY TM
MONOPOLY Once Around Deluxe PICTIONARY
HOLLYWOOD SQUARES Tour of StarsTM SCRABBLE Winning Recipe
HOLLYWOOD SQUARES Prize SpinTM
MEN IN BLACK
After substantially increasing our game development staff over the last
18 months, we expect to launch over 10 new participation games in fiscal 2005,
subject to regulatory approval.
Our installed base of participation games decreased from 5,086 units at
June 30, 2003 to 4,240 units at June 30, 2004. Net win per day per gaming device
increased from $39.19 in fiscal 2003 to $39.60 in fiscal
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2004, as we continued to refresh the installed base with new games. We believe
the decline in the installed base of units was due to:
• the removal of our participation games by casinos due to our legacy platform
not supporting features and functionality required by the customers and our
game performance not meeting operators' expectations, and
• our removal of participation games in low-performing casinos,
The average installed base decreased from 5,509 units in fiscal 2003 to
4,430 units in fiscal 2004. At August 27, 2004 we have issued orders for over
2,617 conversions or new units, of which over 2,000 are for placement of new
games on Bluebird gaming devices. See "Item 7. Management's Discussion and
Analysis of Financial Condition and Results of Operations" for a discussion of
revenues contributed by gaming operations.
Additional Revenue Sources
In addition to the gaming machine categories described above, we also
supply the following products:
• Video Lottery Terminals. Our VLTs include both video and mechanical
reel-spinning gaming machines. They feature advanced graphics, digital sound
effects and music and incorporate many of the same features as our other
gaming machines. We offer a variety of multi-game and single-themed VLTs.
Our VLTs may be operated as stand-alone units or may interface with central
monitoring computers operated by government agencies. Our VLTs typically are
located in places where casino-type gaming is not the principal attraction,
such as racetracks, bars and restaurants. We expect to offer VLT's with
CPU-NXT and Bluebird in fiscal 2005. We do not include the leased VLTs in
our installed base of participations games. At June 30, 2004 we had
1,928 leased VLTs installed.
• Parts Sales, Game Conversions, OEM and Used Games. We sell replacement parts
and game theme conversions for our gaming machines. In fiscal 2004, we began
selling CPU-NXT game conversion kits, which enable casinos to obtain all the
features and functionality of the CPU-NXT operating system for a lesser
price than the purchase of a new Bluebird cabinet. We also sell used games
that are acquired on a trade-in basis or that were previously placed on a
participation basis. We expect that our revenues from these sources will
increase in the future as our installed base of gaming machines sold
expands. In addition, we manufacture and sell gaming stations for Multimedia
Games Inc., or Multimedia, under original equipment manufacturing, or OEM,
agreements. In fiscal 2004 and 2003, we manufactured and sold 2,000 and
1,000 gaming stations, respectively, to Multimedia. Effective April 1, 2004
we entered into a strategic two-year agreement with Multimedia to expand and
extend our relationship to address opportunities in Class II and other
centrally controlled gaming markets.
• Licensing. We entered into new licensing agreements with Sierra Design
Group, or SDG, now a wholly owned subsidiary of Alliance Gaming Corporation,
and Multimedia in fiscal 2004. We granted SDG non-exclusive rights to
distribute the MONOPOLY branded games in Washington State, as well as a
non-exclusive license to commercialize our proprietary game themes in
Washington State, New York State and the state of Florida. We also granted a
non-exclusive license to Multimedia for the HOLLYWOOD SQUARES series of
games in Washington State as well as a non-exclusive license to
commercialize our proprietary game themes in Washington State. As part of
the agreement we signed with Multimedia effective April 1, 2004, we have
granted Multimedia an exclusive license to all of our game themes for
Class II, Charitable Gaming and Tribal Instant Lottery Gaming venues,
subject to existing license agreements and, for our licensed participation
themes, our licensors' approvals. We also have a licensing agreement with
Stargames Corporation Pty. Ltd., or Stargames, to serve the Australian
market. See "Sales and Marketing" below. We earn a royalty fee from
Multimedia, SDG and Stargames for each of our licensed games that they
place, and in general, for participation themes they place, we receive a
daily royalty revenue for each game.
• Hybrid Product. In early fiscal 2005, we began supplying our customers with
a new series of gaming devices where the casino can pay our normal
participation rate or has an option to purchase the base gaming device at
the normal price and to pay a lower daily fee for the software and top box.
Our
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3-WAY ACTION Poker product and our Classic TV Game ShowTM series of products
will be distributed in this manner beginning in the September 2004 quarter.
Design, Research and Product Development
In designing our gaming machines, our designers, engineers and artists
build upon almost 60 years of experience that our predecessors and we have in
designing and developing fun, humorous and exciting games. We are continually
developing new games in order to refresh the installed base of our gaming
devices, and implementing new technologies and functionality to enhance player
entertainment. Our gaming machines and games are usually designed and programmed
by our internal engineering staff and game design studios. Our game design teams
operate in a studio environment that encourages creativity, productivity and
cooperation among design teams.
Each of our eight studios works concurrently on multiple games and is
staffed with software developers, graphic artists, mathematicians and game
developers. In some cases, we may outsource testing and graphic design functions
to independent designers under contract to us. Games and gaming machines may be
tested by regulatory authorities who must approve the product before it can be
shipped to gaming jurisdictions.
During fiscal 2004, 2003 and 2002, we spent approximately $44.8 million,
$40.3 million and $26.0 million, respectively, on design, research and product
development. In fiscal 2003, we finished the renovation of our existing Chicago
research and design facility to create a state-of-the-art technology campus. We
are currently planning expansion of this facility or the purchase and renovation
of additional space in fiscal 2005. We substantially increased our staff in
fiscal 2004, 2003 and 2002 to execute our technology improvement plan, to expand
our product lines and also to increase the number of game themes we offer. As of
August 27, 2004, we employed 382 persons in our design, research and development
teams. In fiscal 2005, we intend to ship our complete product lines including
new mechanical reel-spinning games, using extended odds technology and new video
poker games.
Some of our gaming machines are based on popular brands licensed from
third parties, such as Hasbro Inc., CBS Consumer Products and Sony Pictures
Consumer Products Inc. Typically, we are obligated to make minimum guaranteed
royalty payments over the term of our license and to advance payment against
those guarantees. The licensor typically must inspect and approve any use of the
licensed property. In addition, each license typically provides that the
licensor retains the right to exploit the licensed property for all other
purposes, including the right to license the property for use with any products
not related to gaming machines.
Sales and Marketing
We are authorized to sell or lease our gaming machines to casinos in
141 tribal jurisdictions and 75 other gaming jurisdictions worldwide. See
"Government Regulation - General" below. Generally, we sell our gaming machines
directly, rather than through the use of distributors, which we believe allows
us to provide superior customer service and enhances profitability. In some
instances, our gaming machines are installed in casinos on a trial basis, and
only after a successful trial period are the machines purchased by the
customers. In addition, we offer some of our most popular game themes on a
participation or lease basis. See "Company Overview" above. We sell or lease
VLTs, depending on the jurisdictions where they are placed.
Since we commenced the sales process last September, as of August 27,
2004, we have issued sales orders or executed agreements to sell 22,285 Bluebird
video gaming devices or CPU-NXT upgrade kits representing about 45% of the
50,000+ WMS video units in casinos. Of the 22,285 units for which we've issued
sales orders or executed agreements, 8,591 of them or 17% of the legacy video
gaming devices were installed by June 30, 2004. Of the remaining units, 10,576
are Bluebird units and 3,118 CPU-NXT are upgrade kits. We expect to deliver the
balance of these units over the next several quarters.
We sell and lease our gaming machines through 20 salespeople in offices in
several United States locations, and six salespeople in our international
offices: two in our office in Spain, two in our office in South Africa, and one
in each of Canada and the United Kingdom. Our salespeople earn a salary and
commissions. Our gaming machines are primarily marketed through direct sales,
trade shows, promotional videotapes, our
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proprietary website and advertising in trade journals. No single customer
accounted for 10% or more of our revenues in fiscal 2004, 2003 or 2002.
Our foreign game sales continued to increase in fiscal 2004 with over
5,159 games sold abroad compared to 4,333 in fiscal 2003 and 2,784 in fiscal
2002. We have translated our most popular domestic game themes into Spanish,
Portuguese, French, Russian and Italian. Export sales and leases of our products
were approximately $59.9 million, or 26.0% of revenues, for fiscal 2004,
compared with $48.4 million, or 27.1% of revenues, for fiscal 2003, and
$30.7 million, or 17.6% of revenues, for fiscal 2002. Substantially all foreign
sales are made in United States dollars. Revenue from participation games has
been primarily limited to North America, and we expect this trend to continue.
Since fiscal 2001, we have developed games in Australia. These games are
distributed under our cross-license agreement with Stargames using their PC3
hardware platform, and we receive a royalty payment for each of our games sold
by Stargames. Our agreement with Stargames was renewed in December 2003 and
extends through January 31, 2006.
We entered into new licensing agreements with SDG, now a wholly owned
subsidiary of Alliance Gaming, and Multimedia in fiscal 2004. We granted SDG
non-exclusive rights to distribute the MONOPOLY branded games in Washington
State, as well as a non-exclusive license to commercialize our proprietary game
themes in Washington State, New York State and the state of Florida. We also
granted a non-exclusive license to Multimedia for the HOLLYWOOD SQUARES series
of games in Washington State as well as a non-exclusive license to commercialize
our proprietary game themes in Washington State. As part of the agreement we
signed with Multimedia effective April 1, 2004, we have granted Multimedia an
exclusive license to all of our game themes for Class II, Charitable Gaming and,
in California, Tribal Instant Lottery Gaming, subject to existing license
agreements and, for our licensed participation themes, our licensors' approvals.
In addition, we manufacture and sell gaming stations for Multimedia under
an OEM agreement. In fiscal 2004 and 2003, we manufactured and sold 2,000 and
1,000 gaming stations, respectively, to Multimedia. Effective April 1, 2004 we
entered into a strategic two-year agreement with Multimedia to expand and extend
our relationship to address opportunities in Class II and other central
determinant system-based gaming markets.
Competition
The gaming machine market is intensely competitive and is characterized by
the continuous introduction of new game titles and new technologies. Our ability
to compete successfully in this market is based, in large part, upon our ability
to:
• create an expanding and constantly refreshed portfolio of games with high
earnings performance;
• offer gaming machines that consistently out-perform gaming machines
manufactured by our competitors;
• identify and develop or obtain rights to commercially marketable
intellectual properties; and
• adapt our products for use with new technologies.
In addition, successful competition in this market is also based upon:
• engineering innovation and reliability;
• mechanical reliability;
• brand recognition;
• marketing and customer support; and
• competitive prices and lease terms.
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We estimate that about 25 companies in the world manufacture gaming
machines and VLTs for legalized gaming markets. Of these companies, we believe
that International Game Technology (IGT), Bally Gaming, Aristocrat Technologies,
Atronic Casino Technology, Gtech Holdings and WMS control a majority of this
worldwide market. Our competitors vary in size from small companies with limited
resources to a few large corporations with greater financial, marketing and
product development resources than ours. The larger competitors, particularly
IGT, have an advantage in being able to spend greater amounts than us to develop
new technologies and features that are attractive to players and customers. In
addition, some of our competitors have developed, sell or otherwise provide to
customers security, centralized player tracking and accounting systems which
allow casino operators to accumulate slot accounting and performance data about
the operation of gaming devices. We do not currently offer these systems.
Several of our competitors pooled their intellectual property patents that
provide cashless gaming alternatives, specifically ticket-in ticket-out
technology so that when a casino patron cashes out from a gaming machine they
may receive a printed ticket instead of coins. We license this technology from
these competitors and passthrough the license fee to our customers.
In the video and mechanical reel-spinning gaming machine market, we
compete with market leader IGT, as well as Bally Gaming, Sigma Game, Atronic
Casino Technology, Mikohn Gaming, Konami, Franco, Unidesa and Aristocrat
Technologies. In the VLT market, we compete primarily with IGT, G-Tech Holdings
and Scientific Games.
Manufacturing
We have manufactured all of our gaming devices at our facility in
Waukegan, Illinois, since fiscal 2001. This modern facility has allowed us to
achieve increased operating efficiencies over our previous facility. We have
added additional assembly lines to increase our practical assembly capacity,
which we believe will lower our product lead times in fiscal 2005. We intend to
expand our Waukegan facility beginning in fiscal 2005 to provide for further
production capacity.
Manufacturing commitments are generally based on sales orders from
customers. In some cases, however, component parts are purchased and assembled
into finished goods, which are inventoried in order to be able to quickly fill
customer orders. Our manufacturing process generally consists of assembling
component parts to complete a gaming machine. We generally warrant our gaming
machines sold in the U.S. for a period of 90 days.
The raw materials used in manufacturing our gaming machines include
various metals, plastics, wood, glass and numerous component parts, including
electronic subassemblies, video monitors and LCD screens. We believe that our
sources of supply of component parts and raw materials are generally adequate.
Patent, Trademark, Licenses, Copyright and Product Protection
Each gaming machine embodies a number of separately protected intellectual
property rights, including trademarks, copyrights and patents. We believe these
intellectual property rights are significant assets to our business in the
aggregate, and three licenses impacted the majority of our consolidated revenue
in fiscal 2004. We seek to protect our investment in research and development
and the unique and distinctive features of our products and services by
maintaining and enforcing our intellectual property rights.
We have obtained patent rights protection covering many of our products.
In fiscal 2004, we were issued 12 U.S. patents, covering a variety of aspects of
video and electronic gaming machines and associated equipment. We generally seek
to obtain trademark protection in the U.S. for the names or symbols under which
we market and license our products. We also rely on our copyrights, trade
secrets and proprietary know-how. In addition, some of our most popular gaming
machines are based on trademarks and other intellectual property licensed from
third parties.
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Government Regulation
General
We sell our games in legal gaming jurisdictions worldwide. The manufacture
and distribution of gaming equipment and related software is subject to
regulation and approval by various city, county, state, provincial, federal,
tribal and foreign agencies.
We believe we hold all of the licenses and permits necessary to conduct
our business. In all, we hold over 200 licenses or permits to conduct gaming
worldwide, including over 50 foreign licenses or permits.
WMS and its key personnel have obtained or applied for all approvals
necessary to maintain compliance with these regulatory agency requirements. The
regulatory requirements vary among jurisdictions, but the majority of
jurisdictions require licenses, permits, or findings of suitability for the
company, individual officers, directors, major stockholders and key employees,
and documentation of qualification. We must satisfy all conditions for each
gaming license or permit.
In some jurisdictions, regulators govern not only the activities within
their own jurisdiction but also activities that occur in other jurisdictions to
ensure that the entities it licenses are in compliance with local standards on a
worldwide basis. Nevada is such a jurisdiction. The Nevada gaming authorities
require WMS and our gaming subsidiary, WMS Gaming, to maintain Nevada standards
of conduct for all our gaming activities and operations worldwide. To make our
compliance efforts more efficient, we have centralized all licensing, compliance
and non-product approval gaming regulatory matters, including the shipment of
gaming equipment and related software worldwide.
The gaming industry by its very nature is complex and constantly evolving,
particularly in the new jurisdictions. Over the past two years, we have devoted
significant resources to ensure regulatory compliance throughout our company.
Additionally, we have an active gaming compliance committee of our board of
directors that works in concert with our compliance department to avoid any
appearances of impropriety as a result of a business relationship or new market
opportunity. We have never been denied a gaming-related license, nor have our
licenses ever been suspended or revoked.
Nevada Regulations
Overview of Regulatory Framework:
The manufacture, sale and distribution of gaming machines for use or play
in Nevada or for use outside of Nevada are subject to extensive state and local
laws, regulations and ordinances of the Nevada Gaming Commission, the Nevada
State Gaming Control Board, and various county and municipal regulatory
authorities (collectively, the "Nevada gaming authorities"). The laws,
regulations and ordinances primarily cover the responsibility, financial
stability and character of gaming equipment manufacturers, distributors and
operators, as well as persons financially interested in or involved in gaming
operations. We currently hold all necessary gaming licenses to manufacture,
distribute and operate a slot route or a wide-area progressive system.
The laws, regulations and supervisory procedures of the Nevada gaming
authorities are based on public policy and seek to:
• prevent unsavory or unsuitable persons from having a direct or indirect
involvement with gaming at any time or in any capacity;
• establish and maintain responsible accounting practices and procedures;
• maintain effective control over the financial practices of licensees,
including establishing minimum procedures for internal fiscal affairs and
safeguarding the assets and revenues, providing reliable record keeping and
requiring the filing of periodic reports to the Nevada gaming authorities;
• prevent cheating and fraudulent practices;
• provide a source of state and local revenues through taxation and licensing
fees; and
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• provide strict regulation of all persons, locations, practices, associations
and activities relating to casino operations and the manufacture and
distribution of gaming devices and related software and equipment.
Licensing Requirements:
Of Our Security Holders
A holder of our stock or of our issued debt may be required to file an
application, be investigated and be subject to a suitability hearing as a
beneficial holder if the Nevada Gaming Commission has reason to believe that the
holder's ownership in our securities would be inconsistent with its public
policies and those of the State of Nevada. As with any other gaming applicant,
the holder will be required to pay all costs associated with any investigation
conducted by the Nevada gaming authorities.
A security holder will have to abide by the following requirements:
• If the holder acquires 5% or more of our securities, report acquisition of
beneficial interest in our securities to the Nevada gaming authorities.
• If the holder acquires 10% or more of our securities, file a gaming
application within 30 days after receiving written notice from the Chairman
of the State Gaming Control Board.
If the person holding our voting securities is a corporation, partnership
or a trust, and is required to be found suitable, the entity will be required to
submit to the Nevada gaming authorities detailed business and financial
information including a list of its beneficial owners.
Any person who fails or refuses to apply for a finding of suitability or a
license within 30 days after being ordered to do so by the Nevada gaming
authorities may be found unsuitable and may be subject to criminal penalties.
The same restrictions apply to a record owner if the record owner, after
request, fails to identify the beneficial owner. We are required to render
maximum assistance to the Nevada gaming authorities in determining the identity
of our beneficial owners.
If an institutional investor holds more than 10%, but not more than 15%,
of our voting securities, that investor can apply to the Nevada gaming
authorities for a waiver of the finding of suitability if it holds the voting
securities for investment purposes only. Under certain circumstances, an
institutional investor may be able to hold up to 19% for a limited period of
time. To qualify for this waiver, the institutional investor must have acquired
the voting securities in the ordinary course of business. In addition, the
institutional investor may not hold the securities for the purpose of causing
(1) the election of a majority of the members of our board of directors, (2) a
change in our corporate charter, bylaws, management, policies or operations, or
those of any of our gaming affiliates, or (3) any other action which the Nevada
gaming authorities would find inconsistent with holding our voting securities
for investment purposes only.
Of Our Company:
We are registered with the Nevada Gaming Commission as a publicly traded
corporation. We are required to periodically file detailed financial and
operating reports to the agency and furnish any other information which the
Nevada gaming authorities may require.
As a registered company, we also adhere to the following restrictions
imposed by the Nevada gaming authorities:
• Any individual having a material relationship or material involvement with
us may be required to be found suitable and individually licensed.
• Our officers, directors and key employees must file license applications
with the Nevada Gaming Authorities and may be required to be licensed or
found suitable by them.
• Each applicant is required to pay all costs of any investigation, and we
would reimburse any such applicant.
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• Changes of an applicant's position with us must be reported to the Nevada
gaming authorities.
• We must sever all relationships with an officer, director or key employee
that the Nevada gaming authorities have found unsuitable and may be required
to terminate the employment of any person that refuses to file a gaming
application when requested.
• We are required to maintain a current stock ledger in the State of Nevada,
which may be examined by the Nevada gaming authorities at any time.
• The Nevada gaming authorities have the power to require that our stock
certificates bear a legend indicating that the securities are subject to the
Nevada Gaming Control Act (although compliance with this requirement has not
been requested to date).
• We may not make a public offering of our securities without the prior
approval of the Nevada Gaming Commission if the securities or the proceeds
are intended to be used to construct, acquire or finance gaming facilities
in Nevada, or to retire or extend obligations incurred for these purposes or
for similar transactions. We currently hold an approval to make certain
public offerings through March 2005, subject to certain conditions. This
shelf approval can be rescinded for good cause and does not mean that for
any offering we may make, the Nevada gaming authorities have found,
recommended or approved the issued securities or passed on the accuracy or
adequacy of the prospectus or the investment merits of the securities
offered. Any representation to the contrary is unlawful.
• We are subject to disciplinary action if, after we receive notice that a
person is unsuitable to be a security holder or to have any other
relationship with us, we:
• pay that unsuitable person any dividend, interest or other distribution on
any of our securities;
• allow that person to exercise, directly or indirectly, any voting rights
conferred through securities held by that person;
• pay remuneration in any form to that person;
• fail to pursue all lawful efforts to require the unsuitable person to
relinquish voting securities including, if necessary, the immediate
repurchase of the voting securities for cash at fair market value;
• fail to pursue all lawful efforts to terminate our relationship with that
person; or
• make any payment to the unsuitable person by way of principal, redemption,
conversion, exchange, liquidation or similar transaction.
• If we violate the Nevada gaming authorities' rules and regulations, our
gaming licenses could be limited, conditioned, suspended or revoked and we
could and those involved with us could be fined for each separate violation.
• Changes in control whether through merger, consolidation, stock or asset
acquisitions, management or consulting agreements, or any act or conduct by
a person where control of WMS is obtained, may not occur without the prior
approval of the Nevada gaming authorities. Persons seeking to acquire
control of us must satisfy the Nevada gaming authorities' standards prior to
assuming control.
Any decision made by the Nevada gaming authorities regarding a person's
suitability or licensing is not subject to judicial review. We believe we have
obtained all required licenses and/or approvals necessary to carry on our
business in Nevada, including receiving the necessary findings of suitability of
our officers, directors and key personnel.
Of Our Gaming Subsidiary
WMS Gaming manufactures, sells and distributes gaming devices in Nevada
and for use outside Nevada, and recently began to operate a wide-area
progressive system in Nevada casinos. WMS Gaming holds the
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necessary license to conduct this activity in addition to sharing in gaming
revenue under our slot route operator's license which covers our participation
games.
WMS Gaming's gaming licenses are subject to the following restrictions:
• The Nevada gaming authorities have broad discretion in reviewing the conduct
of a licensee on a continuing basis.
• The officers, directors and key employees of our gaming subsidiary must file
license applications with the Nevada Gaming Authorities and may be required
to be licensed or found suitable by them.
• A person may not become a stockholder of or receive any percentage of
profits from our licensed gaming subsidiary without first obtaining licenses
and approvals from the Nevada gaming authorities.
• We are required to report substantially all loans, leases, sales of
securities and similar financing transactions of a material nature to the
State Gaming Control Board and/or have them approved by the Nevada Gaming
Commission.
• Our gaming activity licenses are not transferable.
Changes in Control:
The Nevada legislature has declared that some corporate acquisitions
opposed by management, repurchases of voting securities and corporate defense
tactics affecting Nevada gaming licensees, and publicly traded corporations that
are affiliated with those operations, may be injurious to stable and productive
corporate gaming. The Nevada Gaming Commission has established a regulatory
framework to guard against the potentially adverse effects of these business
practices upon Nevada's gaming industry.
Approvals are, in certain circumstances, required from the Nevada Gaming
Commission before we can make exceptional repurchases of voting securities above
their current market price and before a corporate acquisition opposed by
management can be consummated. Nevada's gaming laws and regulations also require
prior approval by the Nevada Gaming Commission if we were to adopt a plan of
recapitalization proposed by our board of directors in opposition to a tender
offer made directly to our stockholders for the purpose of acquiring control of
us.
Gaming Equipment Approvals:
Nevada has its own laboratory within its agency. Before we can sell a new
gaming machine in Nevada, it must first be approved by the Nevada agency. The
agency conducts rigorous testing of the gaming device and related equipment, and
may require a field trial of the gaming device and platform before determining
that the gaming device and platform meet the agency's strict technical
standards. Throughout the course of offering our gaming devices and related
software in Nevada, the Nevada gaming authorities may require subsequent
modifications and subsequent approvals.
We do not have any control over the length of time that the agency takes
to review our products. However, we work closely with the agency's staff to
timely respond to their inquiries and assist them, where we can, in their
evaluation, inspection and review of our products. We also do this for all other
state labs (Michigan, Mississippi, New Jersey, Ontario) and Gaming Laboratories
International, an independent lab used by many jurisdictions worldwide.
Taxes and License Fees:
License fees and taxes are imposed by the Nevada gaming authorities and
are either payable quarterly or annually. The fees and taxes are computed in
various ways depending on the type of gaming or activity conducted by our
subsidiary and on the cities and counties in which our subsidiary conducts
operations. Annual fees are payable to the State Gaming Control Board for
renewal of licenses as a manufacturer, distributor, operator of a slot machine
route and operator of an inter-casino linked system. Nevada law also
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requires that we pay our proportionate share of the gaming taxes from the
revenue generated from our participation games placed in Nevada casinos.
Any person who is licensed, required to be licensed, registered, required
to be registered, or is under common control with any such person, and who
proposes to participate in the conduct of gaming operations outside of Nevada,
is required to deposit with the Nevada Control Gaming Board, and thereafter
maintain, a revolving fund to pay the expenses of investigation of the
licensee's participation in foreign gaming. The revolving fund is subject to
increase or decrease at the discretion of the Nevada Gaming Commission. As a
licensee, we are required to comply with reporting requirements imposed by
Nevada law. We are also subject to disciplinary action by the Nevada gaming
authorities if we:
• knowingly violate any laws of the foreign jurisdiction pertaining to our
foreign gaming operations;
• fail to conduct the foreign gaming operation in accordance with the
standards of honesty and integrity required of Nevada gaming operations;
• engage in activities that are harmful to the State of Nevada or its ability
to collect gaming taxes and fees; or
• employ, contract with or associate with a person in the foreign operation
who has been denied a license or finding of suitability in Nevada on the
grounds of personal unsuitability.
Federal Registration
WMS Gaming is required to register annually with the Criminal Division of
the United States Department of Justice in connection with the sale,
distribution or operation of gaming equipment. The Federal Gambling Devices Act
of 1962 (commonly known as the Johnson Act) makes it unlawful, in general, for a
person to manufacture, transport or receive gaming machines, gaming devices or
components across interstate lines unless that person has first registered with
the U.S. Attorney General of the Department of Justice. We also have various
record-keeping and equipment-identification requirements imposed by this act.
Violation of the Johnson Act may result in seizure and forfeiture of the
equipment, as well as other penalties. Our gaming subsidiary is required to
register and renew our registration annually.
Native American Gaming Regulation
Numerous Native American tribes have become engaged in or have licensed
gaming activities on Native American tribal lands as a means of generating
revenue for tribal governments. Gaming on Native American lands, including the
terms and conditions under which gaming equipment can be sold or leased to
Native American tribes, is or may be subject to regulation under the laws of the
tribes, the laws of the host state, and the Indian Gaming Regulatory Act of
1988, which is administered by the National Indian Gaming Commission and the
Secretary of the United States Department of the Interior. Furthermore, gaming
on Native American lands may also be subject to the provisions of statutes
relating to contracts with Native American tribes, which are also administered
by the Secretary of the United States Department of the Interior.
The Indian Gaming Regulatory Act of 1988 requires that the tribe and the
host state enter into a written agreement called a tribal-state compact, that
specifically authorizes Class III gaming, and that the compact has been approved
by the Secretary of the United States Department of the Interior, with the
notice of approval published in the Federal Register. Tribal-state compacts vary
from state to state. Many require that equipment suppliers meet ongoing
registration and licensing requirements of the state and/or the tribe and some
impose background check requirements on the officers, directors, principals and
shareholders of gaming equipment suppliers. Under the Indian Gaming Regulatory
Act of 1988, tribes are required to regulate all commercial gaming under
ordinances approved by the National Indian Gaming Commission. These ordinances
may impose standards and technical requirements on hardware and software and may
impose registration, licensing and background check requirements on gaming
equipment suppliers and their officers, directors, principals and shareholders.
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We have the required licenses to manufacture and distribute our products
in the Native American jurisdictions in which we do business and to operate our
wide-area progressive systems.
International Regulation
Many foreign jurisdictions permit the importation, sale and/or operation
of gaming equipment in casino and non-casino environments. Where importation is
permitted, some countries prohibit or restrict the payout feature of the
traditional slot machine or limit the operation of slot machines to a controlled
number of casinos or casino-like locations. Each gaming machine must comply with
the individual jurisdiction's regulations. Some jurisdictions require the
licensing of gaming machine operators and manufacturers. We manufacture and
supply gaming equipment to various international markets including Asia,
Australia, Canada, Europe, South America and South Africa. We have the required
licenses to manufacture and distribute our products in the foreign jurisdictions
in which we do business.
Seasonality
Sales of our gaming machines to casinos are generally strongest in the
spring and slowest in the summer months. In addition, quarterly revenues and net
income may increase when we receive a larger number of approvals for new games
from regulators than in other quarters, when a game or platform that achieves
significant player appeal is introduced or if gaming is permitted in a
significant new jurisdiction.
Employees
At August 27, 2004, we employed approximately 1,121 persons domestically
and 44 abroad. Approximately 246 of our employees were represented by the
International Brotherhood of Electrical Workers (the "IBEW") at that date. We
have a collective bargaining agreement with the IBEW related to our Waukegan,
Illinois manufacturing facility, which expires on June 30, 2006. We believe that
our relations with our employees are satisfactory.
Risk Factors
The most significant factors that make an investment in our common stock
risky or speculative are discussed below. These factors may cause our operating
results to vary from anticipated results or may adversely affect our operating
results or the value of our common stock.
Software and hardware anomalies and fraudulent manipulation of our gaming
machines and associated software could reduce our revenue, increase our costs,
burden our engineering and marketing resources, involve us in litigation and
adversely affect our gaming licenses.
Our success depends on our ability to avoid, detect, replicate and correct
software and hardware anomalies and fraudulent manipulation of our gaming
machines and associated software. Our gaming machines and software have
experienced anomalies and fraudulent manipulation in the past. Gaming machines
may be replaced by casinos and other operators if they do not perform according
to expectations or may be shut down by regulators. In the event of such issues
with our gaming machines and software, substantial engineering and marketing
resources may be diverted from other projects to correct these issues, which may
delay our other projects. In addition, regulators may not approve new games,
which may substantially reduce our revenues. Our games are generally subject to
rigorous testing, both internally and by various gaming jurisdictions. We cannot
assure you that we will be able to build and maintain software-based gaming
devices that are free from anomalies or manipulations and satisfy these tests.
Our gaming machines have in the past and could in the future be susceptible to
software anomalies and manipulation after the gaming software has been widely
distributed.
In addition, the occurrence of anomalies in, or fraudulent manipulation
of, our gaming machines and software may give rise to claims for lost revenues
and related litigation by our customers and may subject us to investigation or
other action by gaming regulatory authorities including suspension or revocation
of our gaming licenses, or disciplinary action.
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Our gaming machine business is heavily regulated, and we must obtain and
maintain our gaming licenses and regulatory approvals to continue to operate our
business and sell our products.
The manufacture and distribution of gaming machines is subject to
extensive federal, state, local and foreign regulations and taxes. The
governments of the various gaming jurisdictions amend these regulations from
time to time. Virtually all of these jurisdictions require licenses, permits,
documentation of qualification, including evidence of financial stability, and
other forms of approval for manufacturers and distributors of gaming machines
and for their officers, directors, major security holders and key personnel. The
gaming authorities in some jurisdictions may investigate any individual who has
a material relationship with us and any security holder to determine whether the
individual or security holder is acceptable to those gaming authorities. Any
security holder investigated by the gaming authorities must pay the costs of the
investigation. Each of our games and gaming machine hardware and software must
be approved in each jurisdiction in which it is placed, and we cannot assure you
that a particular game or hardware or software will be approved in any
jurisdiction. Licenses, approvals or findings of suitability may be revoked,
suspended or conditioned. The revocation or denial of a license in a particular
jurisdiction means that we cannot sell our products in that jurisdiction, and
could adversely affect our ability to obtain or maintain licenses in other
jurisdictions.
If we fail to seek or do not receive a necessary registration, license,
approval or finding of suitability, we may be prohibited from selling our games
or gaming machines for use in the jurisdiction. Some jurisdictions require
gaming manufacturers to obtain government approval before engaging in some
transactions, such as business combinations, reorganizations, stock offerings
and repurchases. Obtaining licenses and approvals can be time consuming and
costly. We cannot assure you that we will be able to obtain all necessary
registrations, licenses, permits, approvals or findings of suitability in a
timely manner, or at all. Similarly, we cannot assure you that our current
registrations, licenses, approvals or findings of suitability will not be
revoked, suspended or conditioned.
Our profitability depends heavily on recurring revenue from gaming operations,
the loss of which could have a material adverse effect on our revenues and
profitability.
Approximately $84.3 million, or 36.6%, of our revenues for fiscal 2004,
and $93.0 million, or 52.0%, of our revenues in fiscal 2003, were derived from
gaming operations. In addition, for fiscal 2004, our gross margin on gaming
operations was 81.9% while our gross margin on product sales was 40.1%. For
fiscal 2003, our gross margin on gaming operations was 77.4%, while our gross
margin on product sales was 39.2%. Therefore, our level of revenue from gaming
operations has a significant effect on our profitability. Participation games
are replaced by casino operators if the gaming machines do not meet and sustain
revenue and net win expectations. Therefore, these gaming machines are
particularly susceptible to pressure from competitors, declining popularity and
changes in economic conditions and increased taxation and are at risk of
replacement by the casinos, ending the recurring revenues from these machines.
We cannot assure you that our participation games will continue to meet the
casinos' revenue requirements.
Patent infringement claims could limit or affect our ability to market some of
our gaming machines and subject us to liability.
Our competitors have been granted patents covering numerous gaming machine
features and bonusing techniques. If our products use processes or other subject
matter that is claimed under these existing patents, or if other companies
obtain patents claiming subject matter that we use, those companies may bring
infringement actions against us. We might then be forced to discontinue the
affected products or be required to obtain licenses from the company holding the
patent, if it is willing to give us a license, to develop, manufacture or market
our products. We also might then be limited in our ability to market new
products. We might also be found liable for treble damage claims relating to
past use of the patented subject matter.
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If we do not obtain and retain licenses to use intellectual properties and
licensors' approvals of new products on a timely basis, our revenues will be
adversely affected.
Some of our most popular gaming machines, including our MONOPOLY branded
games, are based on trademarks and other intellectual properties licensed from
third parties. Our future success may depend upon our ability to obtain and
retain licenses for additional popular intellectual properties. There is
competition for these licenses, and we cannot assure you that we will be
successful in acquiring or retaining additional intellectual property rights
with significant commercial value on acceptable terms. These intellectual
properties are licensed for a fixed term and generally provide for minimum
guaranteed royalties and other obligations. We cannot assure you that we will be
able to maintain or renew the intellectual properties that we currently license.
We cannot assure you that we will be able to create games using the intellectual
properties that will generate enough revenues for us to cover the minimum
guaranteed royalties and other fixed costs. In the event that we cannot renew
our existing licenses, we may be required to discontinue the participation games
bearing the licensed marks.
Our intellectual property licenses generally require that we submit new
products developed under these licenses to the licensor prior to release for
approval of our use of the licensed property at their sole discretion. Rejection
or delay in approval of a product design by a licensor could have a material
adverse effect on our revenues, operating results and financial condition.
If we are unable to protect or retain our intellectual property and proprietary
rights, our revenues may be adversely affected.
Our success may depend in part on our ability to obtain trademark
protection for the names or symbols under which we market our products and to
obtain copyright protection and patent protection of our proprietary software
and other game innovations. We cannot assure you that we will be able to build
and maintain goodwill in our trademarks or obtain trademark or patent
protection, that any trademark, copyright or issued patent will provide
competitive advantages for us or that our intellectual properties will not be
successfully challenged or circumvented by competitors.
We also rely on trade secrets and proprietary know-how. We enter into
confidentiality agreements with our employees regarding our trade secrets and
proprietary information, but we cannot assure you that the obligation to
maintain the confidentiality of our trade secrets or proprietary information
will be honored. Despite various confidentiality agreements and other trade
secret protections, our trade secrets and proprietary know-how could become
known to, or independently developed by, competitors.
If we do not continue to introduce new games and gaming machines that achieve
and maintain market acceptance, our revenues and profitability will be adversely
affected, and we will not recover our development costs.
Our success depends on continually developing and successfully marketing
new games and gaming machines with strong and sustained player appeal. A new
game or gaming machine will be accepted by casino operators only if we can show
that it is likely to produce more revenues to the operator than competitors'
products. Gaming machines can be installed in casinos on a trial basis, and only
after a successful trial period are the machines purchased by the casinos. If a
new product does not achieve significant market acceptance, we may not recover
our development and promotion costs. We cannot assure you that the new products
that we introduce will achieve any significant degree of market acceptance or
that the acceptance will be sustained for any meaningful period. We cannot
assure you that we will be able to maintain our current schedule of planned
introductions.
In addition, if we are unable to successfully re-market legacy equipment
held in inventory and used in participation gaming operations through secondary
markets, we may incur charges to earnings.
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If we do not continually adapt to the rapid development of new technologies, we
will not be able to successfully compete in our industry.
The gaming machine business is characterized by the rapid development of
new technologies and the continuous introduction of new products using such
technologies. We must continually adapt our products to incorporate new
technologies. We cannot assure you that we will be able to develop products
using these new technologies or that we will be able to license such
technologies if owned by others.
Some of our competitors have advantages over us in their ability to finance
technology development and in obtaining favorable placement in casinos, which
may limit our revenues.
The gaming machine business is intensely competitive. Some of our
competitors are large companies with greater financial, marketing and product
development resources than ours. In addition, new competitors may enter our key
markets. Obtaining space and favorable placement on casino gaming floors is a
competitive factor in our industry. Competitors with a larger installed base of
gaming machines than ours have an advantage in retaining the most space and best
positions in casinos. These competitors may also have the advantage of being
able to convert their installed machines to newer models in order to maintain
their share of casino floor space. In addition, some of our competitors have
developed and sell or otherwise provide to customers wide-area progressive
systems or centralized player tracking and accounting systems which allow
operators to accumulate accounting and performance data about the operation of
gaming devices. We have just begun to offer a proprietary wide-area progressive
system and do not offer a centralized player tracking and accounting system.
The gaming industry is sensitive to declines in the public acceptance of gaming
that may lead to the passage of laws to significantly increase gaming taxes or
outlaw gaming in affected jurisdictions.
The gaming industry can be affected by public opinion of gaming. In the
event that there is a decline in public acceptance of gaming, either through
unfavorable legislation affecting the introduction of gaming into emerging
markets, or through legislative and regulatory changes, including tax increases,
in existing gaming markets, our ability to continue to sell and lease our games
in those markets and jurisdictions would be adversely affected. Recent tax
structure changes and rate increases in two jurisdictions have made gaming in
general, and specifically participation games, less profitable in those
jurisdictions. We cannot assure you that public opinion will continue to support
legalized gaming.
If we do not effectively operate our manufacturing processes, we may not be able
to fulfill customers' orders and may incur charges to earnings.
Our manufacturing process is impacted by our ability to: (1) procure raw
materials from our suppliers on a timely basis; (2) effectively manage raw
materials during the manufacturing process; (3) accurately configure orders for
gaming devices to customers' specifications; (4) efficiently utilize our
manufacturing capacity; (5) manufacture a quality product with minimal defects
and warranty issues; and (6) deliver gaming devices to our customers on time. We
cannot assure you that we will be able to fulfill customers' orders timely or at
the highest level of quality, and as a result customers could cancel orders and
we may incur charges to earnings.
We face risks associated with doing business in foreign markets related to
political and economic instability and related foreign currency fluctuations.
We seek to grow through increasing our presence in foreign markets.
Potential political and economic instability in foreign markets may adversely
affect our ability to enter into or continue to do business in these markets.
Unstable governments and changes in current legislation may affect the gaming
market with respect to gaming regulation, taxation, and the legality of gaming
in some markets. In addition, fluctuations in foreign exchange rates, tariffs
and other barriers may further impede our success in foreign markets. We cannot
assure you that foreign markets will remain politically and economically stable
enough to continue as a potential source of revenues and profit to us.
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If we do not realize the value of licensed technology commitments, we may incur
charges to earnings.
We have entered into several agreements to license intellectual property
related to alternative solutions as part of our technology improvement plan
that, as of June 30, 2004, had a total potential commitment of $11.4 million. If
we determine that we may not realize the value of any of the commitments, we
would record an immediate charge against earnings up to the full amount of these
commitments in the period in which such determination is made.
If we do not realize the value of licensed intellectual property and royalty
commitments, we may incur charges to earnings.
We have entered into several agreements to license intellectual property
and royalties related to new game development, including an individual license
which generated over 20% of our consolidated revenue in fiscal 2004. At June 30,
2004, we had a total potential commitment of $92.7 million, including
$11.4 million of licensed technology commitments. If we determine that we may
not realize the value of any of the commitments, we would record an immediate
charge against earnings up to the full amount of these commitments in the period
in which such determination is made.
We may have conflicts of interest with Midway Games Inc.
Four of our ten directors, including Louis J. Nicastro, our Chairman of
the Board, are directors of Midway Games Inc., our former subsidiary. Tax
related agreements remain in effect between Midway and WMS. In addition, Sumner
Redstone who owns 24% of our common stock and is our largest stockholder also
owns a controlling interest of approximately 75% of Midway. As several of our
directors have responsibilities to both entities, conflicts between us and
Midway may arise, the resolution of which may be less than optimal for us.
Sumner Redstone owns or controls 24% of our outstanding common stock, and he may
dispose of all or a portion of his stock at any time, which could cause our
stock price to decrease.
Sumner Redstone beneficially owns 7.5 million shares, or 24%, of our
common stock, as reported in a Form 4, filed by Mr. Redstone with the SEC on
August 26, 2004. During June and July of 2004, Mr. Redstone reported that he
entered into five forward transactions under which he will sell 4.0 million
shares of our common stock in several traunches beginning in March 2005 and
ending in October 2005. These transactions, if completed, will reduce his
ownership to 11.2% of our outstanding common stock by October 2005. In August
2004, Mr. Redstone sold 1.3 million shares of our common stock in open market
transactions. Mr. Redstone could sell any or all of his remaining shares at any
time on the open market or to a person who wishes to acquire control of WMS.
Such a sale may require prior regulatory approval. We cannot assure you that any
such person would agree with our strategy and business goals described in this
report. Sales by Mr. Redstone of a large number of shares would likely have an
adverse effect on the market price of our common stock.
The use of our rights plan or blank check preferred stock would inhibit the
acquisition of WMS or have a dilutive effect on our stock.
Rights plan. Under our rights plan, each share of our common stock has an
accompanying right to purchase convertible preferred stock that permits each
holder to purchase shares of our common stock at half price. The rights become
exercisable if any person or entity who at the time of the adoption of the
rights plan did not own 15% or more of our common stock subsequently acquires
beneficial ownership of 15% or more of our common stock without approval of our
board of directors. We can redeem the rights at $.01 per right, subject to
specified conditions, at any time. The rights expire in April 2007. Our board of
directors could use this agreement as an anti-takeover device to discourage,
delay or prevent a change in control. The use of our rights plan may dilute our
common stock.
Blank check preferred stock. Our certificate of incorporation authorizes
the issuance of five million shares of preferred stock with designations, rights
and preferences that may be determined from time to time
23
by the board of directors. Accordingly, our board has broad power, without
stockholder approval, to issue preferred stock with dividend, liquidation,
conversion, voting or other rights that could adversely affect the voting power
or other rights of the holders of our common stock. Our board of directors could
use preferred stock to discourage, delay or prevent a change in control. Our
board has no current plans, agreements or commitments to issue any shares of
preferred stock. The existence of the blank check preferred stock, however,
could adversely affect the market price of our common stock.
The substantial number of shares of common stock available for sale in the
future could have an adverse effect on the market price of our common stock.
We have 100 million authorized shares of common stock. As of August 27,
2004, 32.4 million shares were issued, including 2.0 million shares held in
treasury. On that date, we also had outstanding options to purchase an aggregate
of 4.1 million shares of our common stock issuable at an average exercise price
of $19.05 per share and outstanding warrants to purchase 250,000 shares of our
common stock issuable at an exercise price of $35.04 per share. If all of our
issued and outstanding stock options and warrants were exercised as of that
date, 36.8 million shares of our common stock would be outstanding. If the
holders of our convertible subordinated notes converted all of the notes,
5.8 million additional shares of our common stock would be issued. If all of the
notes were converted to common stock and all of the outstanding options and
warrants were exercised, 57.4 million shares would still be available for
issuance. Our board of directors has broad discretion to issue authorized but
unissued shares, including discretion to issue shares in compensatory and
acquisition transactions. In addition, if we seek financing through the sale of
our securities, our then current stockholders may suffer dilution in their
percentage ownership of our common stock. The future issuance, or even the
potential issuance, of shares at a price below the then current market price may
have a depressive effect on the future market price of our common stock.