We are a global publisher and developer of video game software for gaming enthusiasts and the
mass-market audience, and a distributor of video game software in North America. We publish and
distribute games for all platforms, including Sony PlayStation and PlayStation 2; Nintendo Game
Boy, Game Boy Advance, GameCube and DS; Microsoft Xbox; and personal computers, referred to as PCs.
We also publish and sublicense games for the wireless, internet, and other evolving platforms.
Our diverse portfolio of products extends across most major video game genres, including action,
adventure, strategy, role-playing, and driving. Our publishing activities include the management
of business development, strategic alliances, product development, marketing, packaging, and sales
of video game software. Additionally, we distribute the products of third party publishers throughout North America.
In order to improve our sales performance, profitability, and competitive position, we have begun to make certain structural, financial and
creative changes. Leading our structural changes has been an almost complete transformation of our
senior management team in order to bring greater focus and establish stricter procedures and
practices throughout all of our operations. We have added senior executives in finance, marketing,
product development, business and legal affairs and corporate communications.
Creatively, we have initiated a redirection of the focus of our product portfolio, applying our
resources primarily to those intellectual properties that based on market trends, consumer base growth, and
emerging technologies management believes have the greatest potential to deliver the most substantial returns on
investment. We have also implemented more rigorous financial and design controls that better
enable us to deliver quality products to the market on time, on budget, and supported by appropriate
marketing initiatives.
Our products are based on intellectual properties that we have either created internally and
own or which have been licensed from third parties. Our portfolio of wholly-owned franchises is
designed for all popular platforms. Examples of our wholly-owned franchises include
Driver
(more
than 15.0 million units sold in the U.S., including all installments),
Stuntman
(more than 1.5
million units sold in the U.S., including all installments), and
Test Drive
(more than 6.0 million
units sold in the U.S., including all installments).
Our extensive library of licensed properties, which constitutes an important component of our
product strategy, includes some of the most recognizable names in popular entertainment, a factor which we
believe reduces product risk. A significant number of our licensed properties have come from the
television and motion picture industries, including the following:
Warner Bros. Entertainment (
The Matrix
);
FUNimation (
Dragon Ball Z
);
Viacom / Nickelodeon (
Blues Clues
); and
Sony Pictures (
Godzilla
).
In addition to our publishing and development activities, we also distribute video game
software in the United States, Canada and Mexico, handling both our own products and
titles developed by third-party publishers with whom we have contracts. As a distributor
of video game software throughout North America, we maintain what we believe to be state-of-the-art
distribution operations and systems, reaching well in excess of 30,000 retail outlets nationwide.
Additionally, through our relationship with our majority stockholder, Infogrames Entertainment
S.A., or IESA, a French corporation, listed on Euronext, our products are distributed exclusively
by IESA throughout Europe, Asia and other regions. See our risk factor regarding our dependence
upon IESA. Similarly, we exclusively distribute IESAs products in the United States and Canada. Furthermore, we
distribute product in Mexico through various non-exclusive agreements.
Through our distribution agreement with IESA, we have the rights to publish and sublicense
certain intellectual properties either owned or licensed by IESA or its subsidiaries, including
Atari Interactive, Inc., or Atari Interactive. Those properties include key franchises such as
RollerCoaster Tycoon
and
Alone in the Dark
, Atari classics such as
Asteroids, PONG, Missile Command
and
Centipede
and a limited number of Hasbro properties including
Dungeons & Dragons
.
For the year ended March 31, 2005, we reported net revenues of $395.2 million and net income
of $5.7 million. During this twelve month period, on the strength of several of our key releases,
particularly
DRIV3R,
several
Dragon Ball Z
titles, and
Atari Flashback
, we ranked fourth among PC
game publishers and seventh among third-party video game publishers in market share based on video
game software dollar sales, according to data provided by NPD Group, Inc. (NPD), an independent
market research company.
Atari, Inc. (formerly known as Infogrames, Inc. and GT Interactive Software Corp.) was
organized as a corporation in Delaware in 1992. In May 2003, we changed our name to Atari, Inc. and changed our
trading symbol on the NASDAQ National Market to ATAR. Our corporate office and U.S. headquarters
is located at 417 Fifth Avenue, New York, New York 10016 (main telephone: (212) 726-6500). We
maintain a worldwide website at
www.atari.com
. Information
contained on the website is not part of this Annual Report.
RECENT DEVELOPMENTS
On June 6, 2005, James Caparro resigned his position as our President and Chief Executive
Officer, effective immediately. Our Board of Directors has appointed Bruno Bonnell, our Chairman
and Chief Creative Officer, to act as Chief Executive Officer on an interim basis. Our Board has
instituted an immediate search for a permanent President and Chief
Executive Officer. Our compensation committee is reviewing our and
Mr. Caparros rights, if any, relating to
Mr. Caparros resignation.
Effective June 3, 2005, IESA sold back to Hasbro, Inc. certain of its rights under its then existing
license agreement with Hasbro. Specifically, Hasbro reacquired the digital gaming rights for its
properties for $65.0 million. We did not receive any of the
$65.0 million in proceeds. As part of the transaction, IESA and Hasbro have entered into a new
licensing agreement that provides IESA with the rights for ten Hasbro franchises, including
Dungeons and Dragons
and
Monopoly
, at a slightly higher royalty rate and for a shorter period of
time. Our rights under our distribution agreement with IESA to
exploit the Hasbro properties that IESA licenses are not diminished.
Recently, we announced transactions which we believe better position us in the interactive
entertainment marketplace. These transactions include an agreement with FUNimation extending the
Dragon Ball Z
license on an exclusive basis over a multi-year
period and an exclusive long-term
agreement with Spark Unlimited to develop new intellectual
properties. In addition, we have entered into a
new secured revolving credit facility with HSBC Business Credit (USA) Inc., or HSBC, the
asset-based lending unit of HSBC Bank USA, N.A., which provides up to $50.0 million of credit
availability.
INDUSTRY OVERVIEW
The video game software industry primarily comprises software for dedicated game consoles or
platforms (such as PlayStation 2, Xbox and GameCube), handhelds (such as Game Boy Advance,
Nintendo DS and Sony PlayStation Portable, or PSP) and PCs. Publishers of video game software
include the console manufacturers, or first-party publishers, and third-party publishers such as
ourselves whose sole role is the development, publishing and distribution of video game software.
Additionally, the use of wireless devices (such as mobile phones and personal digital assistants)
as a gaming platform, known as mobile gaming, is growing rapidly. According to International
Data Group (IDG), an independent technology, media, research, and event company, the combined U.S.
and European video game software and hardware market is expected to be $20.5 billion in 2005.
Additionally, we believe growth in the video game industry will be accelerated by strong expansion
in new geographic regions, as well as the continued adoption and further penetration of the
current generation of gaming consoles into new demographics. The latest PricewaterhouseCoopers
report (Global Entertainment and Media Outlook: 2004-2008) on the video game industry predicts
that the worlds fastest and largest video game growth will come from the Asia/Pacific region, and
that female gamers are becoming an increasingly large demographic. Finally, access to the
expanding geographic regions and a larger demographic is aided by digital distribution channels,
which are being used with increasing frequency within the industry.
The Console and Handheld Market
Console platforms as they exist today have made significant technological advances since
the introduction of the first generation of modern consoles by Nintendo in 1985. Hardware
manufacturers have historically introduced a new and more technologically advanced gaming console
platform every four to five years. Handhelds have also made advances since their introduction.
However, handhelds have typically experienced longer product cycles. With each new cycle, the
customer base for video game software has expanded as gaming enthusiasts mature and advances in
video game hardware and software technology engage new participants, generating greater numbers of
console units purchased than the prior cycle. The beginning of each cycle is largely dominated by
console sales as consumers upgrade to the next-generation
technology. As the cycle matures, consumers focus shifts to software, resulting in a period of rapid growth for
the video game software industry.
Sony was the first manufacturer to introduce the current generation of console hardware with
the introduction of the PlayStation 2 platform in 2000. Nintendo introduced its current generation
platforms a year later, launching the GameCube and Game Boy Advance in 2001. This generation also
saw the entrance of Microsoft into the industry with the introduction of the Xbox console.
PlayStation 2s early introduction helped establish it as the leading hardware platform, with a
projected installed base in North America of 33.1 million households in 2005, compared to 11.4
million and 15.4 million households for GameCube and Xbox, respectively, according to IDG.
This cycle, in particular, has been defined by an increased rate of change and complexity in
the technological innovations of video game hardware and software. In addition to these
technological innovations, there has been greater competition for shelf space and creative talent
as well as increased buyer selectivity. As a result, the video game industry has become
increasingly hit-driven, which has led to higher per game production budgets, longer and more
complex development processes, and generally shorter product life cycles. The importance of the
timely release of hit titles, as well as the increased scope and complexity of the product
development process, have increased the need for disciplined product development processes that
limit cost and overruns. This in turn has increased the importance of leveraging the technologies,
characters or storylines of existing hit titles into additional video game software franchises in
order to spread development costs among multiple products.
The existing first-party publishers have announced their plans to launch the next generation of console game
systems within the next two years. Specifically, Microsoft is expected to launch Xbox 360 for the
2005 holiday season and Sony is expected to launch PlayStation 3 in 2006. Recently, Nintendo
announced that its next generation system, Revolution, will launch in the near future. These
systems will represent a significant advance in gaming technology, with the potential eventually
to reach broader audiences after a console transition period.
Innovation also continues in the handheld market with manufacturers offering more
sophisticated units, such as Sonys PSP, that offer multiple features and capabilities in addition
to game play functionality.
Personal Computers
Advances in personal computer technology outpace advances in console and
handheld technology. Advances in microprocessors, graphics chips, hard-drive capacity, operating
systems and memory capacity have greatly enhanced the ability of the PC to serve as a video game
platform. These technological advances have enabled developers to introduce video games for PCs
with enhanced game play technology and superior graphics. The PC market has typically not been
subject to video game industry cycles and, coupled with the fact that publishers are not required to
pay hardware royalties and high manufacturing costs for PC products, this is an attractive market for video game
publishers. Though retailers have been allocating diminished shelf space to PC products, this
trend may be offset by demand for Massively Multiplayer Online Games, or MMOG.
Consolidation
We and other publishers have used acquisitions to obtain creative talent as well as
independently developed intellectual properties. We believe economies of scale will be increasingly
important as the complexity and costs associated with video game development continue to increase.
In addition, the acquisition of proven intellectual properties has become increasingly important as
publishers seek to diversify and expand their product portfolio, while limiting exposure to
unsuccessful product development efforts. Acquisitions have also been used as a means of vertically
integrating functions that are key to the business process. Given these facts, coupled with the
fact that financial performance within the industry indicates that the more successful companies
are those that are the most vertically integrated, we expect consolidation within the video game
software industry to continue.
CORPORATE RESTRUCTURING
Historically, our sales growth and profitability have not been at the same level as our more
successful competitors. During the fourth quarter of fiscal 2005, we announced that, as part of an
overall strategic plan, we would implement financial and restructuring
initiatives with the goal of improving our profitability and competitive position.
Specifically, we and our
majority stockholder are considering ways to simplify our corporate
structure. Financially, we have begun taking steps to streamline our U.S. operations, including the
closing of our studios in Santa Monica, California and Beverly, Massachusetts. The functions
handled by those studios are being primarily relocated to our New York headquarters. Additionally, we have
assessed our assets and resources and have determined that certain operations are not consistent
with our strategic vision or creative direction. We plan to dispose of those non-core assets. One
such divestiture will be our Humongous Entertainment studio assets and operations, which we
anticipate will occur prior to the end of fiscal 2006.
The potential
sale of Humongous Entertainment is also evidence of our creative restructuring
and re-focus of our product portfolio on, among other things, the
action and adventure genre (including driving games) and
products which are best suited to cross-media exploitation and diverse revenue streams.
Creatively, we have also taken steps to expand our development relationships in order to facilitate
the introduction of new franchises and to maximize catalogue properties.
RELATIONSHIP WITH IESA
As of March 31, 2005, IESA beneficially owns, directly and indirectly, approximately
52% of our stock. IESA renders management services to us (systems and
administrative support) and through June 30, 2005, we rendered
management services to Atari Interactive, a subsidiary of IESA. Atari Interactive develops
video games, and owns the name Atari and the Atari logo, which we use under a license. IESA
distributes our products in Europe, Asia, and certain other regions, and pays us royalties in this
respect. IESA also develops (through its subsidiaries) products which we distribute in the U.S.,
Canada, and Mexico and for which we pay royalties to IESA. Both IESA and Atari Interactive are
material sources of products which we bring to market in the United States, Canada and Mexico. Atari
Interactive is the source of approximately 38% of our net revenue and we generate approximately 5%
of our net revenue from royalties on IESAs distribution of our products in Europe, Asia, and
certain other regions.
IESA has incurred significant continuing operating losses and is highly leveraged. IESA has
taken steps to improve its financial situation, including, (i) restructuring its outstanding debt
obligations such that the debt amount is reduced and the debt maturity schedule is more favorable,
(ii) reducing operating expenses, (iii) raising capital by selling (through California U.S.
Holdings, Inc., or CUSH) 11,000,000 of its shares in Atari, pursuant to a registration statement,
(iv) entering into banking arrangements to fund operations and position itself for the new hardware
cycle, (v) selling assets, such as its rights in the
Civilization
franchise and certain of its
rights under its previous license with Hasbro, and (vi) entering into production fund agreements to
finance certain game development projects. However, IESA has not yet completed all of the actions
it plans to take in order to improve its operations and reduce its debt. As a result, IESAs
current ability to fund, among other things, its subsidiaries operations is diminished. There can
be no assurance that IESA will complete sufficient actions to assure its future financial stability.
If IESA is unable to complete its action plan and address its liquidity problems and fund its
working capital needs, IESA would likely be unable to fund its and its subsidiaries video game
development operations, including that of Atari Interactive. Our results of operations could be
materially impaired if IESA fails to fund Atari Interactive, as any delay or cessation in product
development could materially decrease our revenue from the distribution of Atari Interactive and
IESA products. Such a reduction of our revenues, among other things, could result in a breach of
one or more of the covenants contained in our revolving credit facility with HSBC. If the above
contingencies occurred, we probably would be forced to take actions that could include, but would
not necessarily be limited to, a significant reduction in our expenditures for internal and
external new product development and the implementation of a comprehensive cost reduction program
to reduce our overhead expenses. These actions, should they become necessary, could result in a
significant reduction in the size of our operations and could have a material adverse effect on our
revenue and cash flows. At present, there can be no assurance regarding any of the foregoing
contingencies and management will continue to monitor these developments closely.
Additionally, though Atari is a separate and independent legal entity and we are not a party
to, or a guarantor of, and have no obligations or liability in
respect of IESAs indebtedness (except that we have guaranteed
the Beverly, MA lease obligation of Atari Interactive)
because IESA owns the majority of our stock, potential
investors and current and potential business/trade partners may view IESAs financial situation as
relevant to an assessment of Atari. Therefore, if IESA is unable to address its financial issues,
it may taint our relationship with our suppliers and distributors, damage our business reputation,
affect our ability to generate business and enter into agreements on financially favorable terms,
and otherwise impair our ability to raise and generate capital. We
understand that IESA continues to focus on ways to
address and improve its financial situation.
PRODUCTS
Our core strength has typically been in titles for the action, adventure, strategy, and
driving genres. We have developed a number of successful game franchises based on proven
television and movie franchises, and have created and fostered new internally owned and developed
intellectual properties. We continually seek to expand our product portfolio with proven
intellectual properties and through the creation of sequels and expansions of successful titles.
The following table lists our 25 top selling titles (based on dollar sales) during the year
ended March 31, 2005.
Title
Platform
Release Date
DRIV3R
PS2; Xbox; PC
June 2004
Dragon Ball Z: Budokai 3
PS2
November 2004
Dragon Ball Z: Sagas
PS2; Xbox; GC
March 2005
RollerCoaster Tycoon 3
PC
October 2004
Atari Flashback
Retro
October 2004
Dragon Ball Z: Budokai 2
PS2; GC
December 2003
TRANSFORMERS
PS2
May 2004
Duel Masters: Sempai Legends!
GBA; PS2
June 2004
Unreal Tournament 2004
PC
March 2004
Dragon Ball Z: Buus Fury
GBA
September 2004
Sid Meiers Pirates!
PC
November 2004
Dragon Ball Z: Super Sonic Warriors
GBA
June 2004
Atari Anthology
PS2; Xbox; PC
November 2003
Godzilla: Save the Earth
PS2; Xbox
November 2004
Yu Yu Hakusho: Dark Tournament
PS2; GBA
September 2004
Test Drive: Eve of Destruction
PS2; Xbox
August 2004
Enter the Matrix
PS2; Xbox; GC; PC
May 2003
Demon Stone
PS2; Xbox; PC
September 2004
Shadow Ops: Red Mercury
Xbox; PC
June 2004
Act of War: Direct Action
PC
March 2005
Neverwinter Nights Platinum
PC
September 2004
Backyard Baseball 2005
PS2; PC
March 2004
Duel Master 2: Kaijudo Showdown
GBA
November 2004
Terminator 3: The Redemption
PS2; Xbox; GC
September 2004
Axis & Allies
PC
November 2004
GBA = Game Boy Advance
GC = GameCube
PS2 = PlayStation 2
For fiscal 2005, we had one title,
DRIV3R
, published on three different platforms, which
represented approximately 10.6% of our publishing net revenues.
Our publishing activities include the management of business development, strategic alliances,
product development, marketing, packaging and sales of video game software for all platforms,
including PlayStation, PlayStation 2, PSP, Nintendo DS, Game Boy, Game Boy
Advance, GameCube, Xbox, PC and the next generation of consoles scheduled to be released by Sony,
Microsoft and Nintendo. During the year ended March 31, 2005, on the strength of several of our
key releases, particularly
DRIV3R,
several
Dragon Ball Z
titles,
RollerCoaster Tycoon 3
,
Unreal
Tournament 2004
, and
Sid Meiers Pirates!
, we ranked fourth among PC game publishers and seventh
among third-party video game publishers in market share based on video game software dollar sales,
according to data provided by NPD.
During the year ended March 31, 2005, our publishing operations were located in Santa Monica,
CA and Beverly, MA. Our Santa Monica studio focused on action, adventure, and driving titles, and
published titles that were developed both internally and externally. Key titles published by the
Santa Monica studio during fiscal 2005 included
DRIV3R
,
Demon Stone,
and
Terminator 3: The
Redemption
, among others
.
Our Beverly studio focused on developing and publishing a range of
products, from interactive entertainment for children and the mass market to strategy and adventure
games for more seasoned gamers. The Beverly studios publishing lineup included those titles
previously published under the Hasbro Interactive label, which was acquired by IESA in 2001 and is
now named Atari Interactive. Key titles published by the Beverly studio during fiscal 2005
included all titles within the
Dragon Ball Z
and
Backyard Sports
franchises,
RollerCoaster Tycoon
3
,
Sid Meiers Pirates!,
and
TRANSFORMERS
, among others. Recently, we elected to centralize our
publishing operations in our New York headquarters and closed our publishing studios in Santa
Monica, CA and Beverly, MA in order to capitalize on managerial and cost efficiencies.
With a lineup that spans from hardcore games through mass market titles, we publish games at
various price points, ranging from value-priced titles to premium-priced products. Pricing is
determined by a variety of factors, including but not limited to: licensed or franchise property;
internal or external development; single or multiple platform development; production costs and
volumes; target audience; and distribution territory.
DEVELOPMENT
Internal and Related-Party Development
We leverage both internal and external resources in the development of our games,
assessing each project independently to determine which development team is best suited to handle
the product based on technical expertise and historical development experience, among other
factors.
In addition to our publishing operations described above, we own studios and manage the
development of product at studios owned by IESA that focus solely on game development. Titles from
these locations range in genre and are published for various audiences on the full array of gaming
platforms.
Development studios owned by Atari include:
Reflections
Newcastle, EnglandReflections is responsible for the
creation and development of our hit
Driver
franchise, which has
sold more than 15 million units worldwide to date, as well as
Stuntman
, which was released in June 2002. Reflections is
currently working on the next installment of the
Driver
franchise,
scheduled for release in early calendar year 2006.
Shiny Entertainment
Newport Beach, CaliforniaWe acquired
Shiny in April 2002, along with the rights to develop console and
PC games based on
The Matrix
film trilogy. Shiny developed
Enter
the Matrix
, which was released simultaneously with
The Matrix
Reloaded,
the second film in
The Matrix
trilogy, in May 2003 and
has sold in excess of 6 million units worldwide to date, and it is
currently working on the next installment of
The Matrix
franchise,
The Matrix: Path of Neo,
scheduled for release in November 2005.
Humongous Entertainment
Seattle, WashingtonThe Humongous studio
focuses solely on the development of childrens titles, and the
studio has developed some of the most successful childrens
interactive franchises in the industry. Among its critically and
commercially successful character series of games, its
Freddi Fish
and
Putt Putt
franchises have to date sold in excess of 2.6 million
units and 2.4 million units, respectively, in the United States,
and its
Backyard Sports
franchise, the leading interactive sports
series for children, has sold more than 7 million units in the
United States to date. As noted above, in fiscal 2006, we plan to
divest of the Humongous Entertainment studio.
In
addition to the studios we own, we also manage or will manage development of product at several studios
owned by IESA:
Paradigm Entertainment, Inc.
Dallas,
TexasParadigm Entertainment, Inc., or Paradigm, is the studio
behind the successful
Pilot Wings
game. Most recently, Paradigm
developed
Mission Impossible: Operation Surma
and
Terminator 3: The
Redemption
.
Eden Studios SAS
Lyon, FranceEden Studios
SAS, or Eden, developed the successful
V-Rally
series, which, to date, has sold more than 3.8 million
units worldwide. Most recently, Eden developed
Kya
, which was
released for the holiday 2003 season and is currently developing
Test Drive Unlimited
for Xbox 360.
Atari Melbourne House Pty Ltd
Melbourne, AustraliaAtari Melbourne
House Pty Ltd is the studio behind
TRANSFORMERS,
released in May 2004.
Previously, the studio had developed
Grand Prix Challenge
.
External Development
In addition to developing products ourselves or through IESA wholly-owned subsidiaries,
we publish or have contracts to publish video game software developed by some of the industrys most highly regarded independent
external developers. These developers include, among others:
Deep Red (
Monopoly Tycoon
);
Frontier Development Chris Sawyer (
RollerCoaster Tycoon
series);
Monster Games (
Test Drive: Eve of Destruction
);
Obsidian (
Neverwinter Nights
);
Quantic Dream (
Indigo Prophecy
);
Spark Unlimited (next generation new intellectual property);
Stormfront Studios (
Forgotten Realms: Demon Stone
);
The Collective (
Marc Eckos Getting Up: Contents Under Pressure
);
Webfoot Technologies (
Dragon Ball Z: The Legacy of Goku)
;
Zombie Studios (
Shadow Ops: Red Mercury
); and
Eugen Systems (
Act of War
).
Products which are acquired from these external developers are marketed under the Atari name,
as well as the name of the external developer. The agreements with external developers typically
provide us with exclusive publishing and distribution rights for a specific period of time for
specified platforms and territories. The agreements may grant us the right to publish sequels,
enhancements and add-ons to the products originally developed and produced by the external
developer. We pay the external developer a royalty based on sales of its products. A portion of
this royalty may be in the form of advances against future royalties payable at the time of
execution of the development agreement, with additional payments tied to the completion of detailed
performance and development milestones by the developer.
We manage external development projects by appointing a producer to oversee each products
development and to work with the external developer to design, develop and test the product. The
producer also helps ensure that development milestones are met in a timely manner. We generally
have the right to suspend or terminate making payments to an external
developer if the developer
fails to meet its development milestones in a timely fashion. Also, we generally have the option to
terminate these agreements at relatively low costs.
SALES AND MARKETING
Our sales and marketing programs emphasize a number of key areas:
launching new products;
increasing demand for our existing franchises;
leveraging and strengthening the Atari brand;
extending the life of existing products and properties to the greatest degree possible; and
exploiting the marketability of our intellectual property and products through licensing
arrangements that expand application into other gaming platforms and consumer product
categories and bring in new revenue streams such as advertising and product placement.
To achieve maximum benefit from our sales and marketing programs, we employ a wide range of
marketing techniques, including:
product publicity via enthusiast and mass market outlets, including major consumer newspapers and magazines;
advertising in video gaming and computer publications;
advertising on television and radio;
retail marketing and in-store promotions and displays;
on-line marketing on the Internet and direct mailings;
guerilla or underground marketing techniques, in which marketing materials are placed in locations which are
frequented by the targeted groups of consumers;
viral marketing techniques in which consumers pass along our messages to other targeted groups of consumers; and
strategic partnerships and cross-promotions with other consumer product companies and third-parties.
Our marketing approach uses a brand management system to evaluate and improve our brands based
on analyses of market trends, consumers, competition, core competencies, retail and first-party
partner support, and other key factors. This brand management system is combined with
entertainment marketing approaches and techniques to create consumer and trade anticipation and
demand for our products.
We monitor and measure the effectiveness of our marketing strategies throughout the life cycle
of each product. To maximize our marketing efforts, we may begin to deploy an integrated marketing
program for a product more than a year in advance of its release. Historically, we have devoted a
substantial portion of our marketing resources to support our key products and intend to do so in
the future. We believe that integrated marketing strategies for our key products are essential for
other product successes and brand-name loyalty.
We believe the Internet is an integral element of our marketing efforts. We use it, in part,
to generate awareness of and buzz about titles months prior to their market debut. We incorporate
the Internet into our marketing programs by creating product-dedicated mini-sites and on-line
promotions. In addition, in the months leading up to the release of a new product, we provide
extensive editorial material to on-line publications that reach the core gaming audience.
In addition, central to supporting all marketing, promotions and sales efforts for each title
are customized public relations programs designed to create awareness of our products with all
relevant audiences, including core gamers and mass entertainment consumers. These public relations
efforts have resulted in our coverage in key computer and video gaming publications, as well as
major consumer newspapers, magazines and broadcast outlets.
In
order to improve efficiency, our sales efforts are handled by a
single internal sales
organization. We currently have two sales regions, one
which encompasses our North American retail sales business, and the
other which encompasses the licensing of our intellectual property and
products. The two regions are comprised of 14 sales/licensing directors who serve as the primary contacts with
our approximately 35 largest retail and licensing customers.
INTELLECTUAL PROPERTY
Licenses
Licensed properties
Our strategy includes the creation of games based on licensed properties that have
attained a high level of consumer recognition or acceptance. We have entered into licensing
agreements with a number of licensors, including Warner Bros., Viacom/Nickelodeon, Sony Pictures,
and FUNimation.
We pay royalties at variable rates based on our net sales of the corresponding title. We
frequently make advance payments against minimum guaranteed royalties over the license term.
License fees tend to be higher for properties with proven popularity and less perceived risk of
commercial failure. Licenses are of variable duration and may in some instances be renewable upon
payment of minimum royalties or the attainment of specified sales levels. Other licenses are not
renewable upon expiration, and we cannot be sure that we will reach agreement with the licensor to
extend the term of any particular license. Our property licenses usually grant us exclusive use of
the property for the specified titles, on specified platforms, worldwide or within a defined
territory, during the license term. Licensors typically retain the right to exploit the property
for all other purposes and to license other developers with regard to other properties.
Hardware licenses
We currently develop software for use with PlayStation and PlayStation 2, GameCube, Game
Boy and Game Boy Advance, Xbox and other video game consoles pursuant to licensing agreements with
each of the respective hardware developers. Each license allows us to create one or more products
for the applicable system, subject to certain approval rights, which are reserved by each hardware
licensor. Each license also requires us to pay the hardware licensor a per-unit license fee for the
product produced.
The following table sets forth information with respect to our platform licenses:
Manufacturer
Platform
Agreement
Territory
*
Expiration Date
Microsoft
Xbox
Publisher License
Agreement, dated
April 18, 2000
Determined on a
title-by-title
basis
November 15, 2007
Nintendo
Game Boy Advance
License Agreement,
dated September 24,
2001
Western Hemisphere
September 23, 2007
Nintendo
GameCube
License Agreement
dated March 29,
2002
Western Hemisphere
March 28, 2005**
Sony
PlayStation
Licensed Publisher
Agreement, dated
January 19, 2003
Licensed Publisher
Agreement, dated
March 23, 2005
US and Canada
March 31, 2007,
with automatic 1
year renewals
* IESA, our
majority stockholder and the distributor of our products in Europe, has entered into similar
agreements with each of the manufactures for applicable European territories.
** The renewal of this contract is currently being negotiated. In the interim, we are operating in
accordance with the historical terms of the License Agreement.
We currently are not required to obtain any license for the publishing of video game software
for PCs. Accordingly, our per-unit manufacturing cost for such software products is less than the
per-unit manufacturing cost for console products.
Protection
We develop proprietary software titles and have obtained the rights to publish and distribute
software titles developed by third parties. Our products are susceptible to unauthorized copying.
Unauthorized third parties may be able to copy or to reverse engineer our titles to obtain and use
programming or production techniques that we regard as proprietary. In addition, our competitors
could independently develop technologies substantially equivalent or superior to our technologies.
We attempt to protect our software and production techniques under copyright, trademark and trade
secret laws as well as through contractual restrictions on disclosure, copying and distribution.
Although we generally do not hold any patents, we seek to obtain trademark and copyright
registrations for our products. In addition, each manufacturer incorporates security devices in
its platform to prevent unlicensed use.
DISTRIBUTION
United States, Canada and Mexico
Throughout the United States, Canada and Mexico, we distribute our own products, as well
as the products of other publishers, utilizing our distribution operations and systems. We are the
exclusive distributor for the products of IESA (and its subsidiaries, including Atari Interactive)
in the United States and Canada. Furthermore, we distribute product in Mexico through various non-exclusive agreements. Utilizing our point-of-sale replenishment systems and
electronic data interchange links with our largest customers, we are able to efficiently handle
high sales volume and manage and replenish inventory on a store-by-store basis. We also utilize
what we believe to be state-of-the-art systems for our entire supply chain management, including
manufacturing, EDI/order processing, inventory management, purchasing, and tracking of shipments.
We believe these systems accomplish:
Efficient and accurate processing of orders and payments;
expedited order turnaround time; and
prompt delivery.
We are one of the largest distributors of video game software to mass merchants in the United
States. Our strength in distribution ensures access to favorable shelf space for our products. We
distribute our products to a variety of outlets, including mass-merchant retailers such as Wal-Mart
and Target; major retailers, such as Best Buy, Circuit City, and Toys R
Us; specialty stores such as Electronics Boutique and GameStop; rental chains such as Blockbuster
and Hollywood Video; and warehouse clubs such as Sams Club and
Costco. Wal-Mart and Target accounted for 25.7% and 12.3%,
respectively, of our net revenues for the year ended March 31, 2005. Additionally, our games are
made available through various on-line retail and e-tail companies (e.g. Amazon.com), and through
the emerging digital distribution/electronic software download marketplace.
Based on the strength of our distribution operations, we have successfully attracted other
publishers to utilize our distribution capabilities. Other publishers products are generally
acquired by us and distributed under the name of the publisher of such products. Our agreements
with these publishers typically provide for retail distribution rights in designated territories
for a specific period of time, which are typically renewable. Under such agreements, the third
party publisher is typically responsible for the publishing, packaging, marketing and customer
support of such products. Our sales and distribution programs for other publishers products are an
integral part of our overall approach to the marketplace, providing value-added services to both
publishers and retailers alike and an additional source of revenue for us.
We outsource our warehouse operations in the United States to Arnold Logistics, which is
located in Lancaster, Pennsylvania. The warehouse operations include the receipt and storage of
inventory as well as the distribution of inventory to mass market and other retailing customers.
Europe, Asia and Other Regions
IESA distributes our products
in these regions pursuant to a distribution agreement we entered into
with IESA. We believe that IESAs strong presence in Europe, Asia and certain other regions
provides effective distribution in these regions of our titles while allowing us to focus our
efforts in the United States, Canada and Mexico. IESA distributes our products to several major
retailers in Europe, Asia and certain other regions; these retailers include Auchan, Carrefour,
Mediamarket and Tesco. IESA has extensive access to retail outlets in these regions. See our risk
factor regarding our dependence upon IESA. Under our distribution agreement with IESA, we are
entitled to receive 30.0% of the gross margin of the products distributed by IESA, or 130.0% of the
royalty rate due to the developer or licensor, whichever is greater.
Backlog
We typically ship products within three days of receipt of orders. As a result, backlog is
not material to our business.
MANUFACTURING
Disk duplication and the printing of user manuals and packaging materials are performed to our
specifications by outside sources. To date, we have not experienced any material difficulties or
delays in the manufacture and assembly of our products, or material returns due to product defects.
There is some concentration for the supply of our publishing needs, but a number of other outside
vendors are also available as sources for these manufacturing and replication services.
Sony, Nintendo and Microsoft control the manufacture of our products that are compatible with
their respective video game consoles, as well as the manuals and packaging for these products, and
ship the finished products to us, either directly or through third party vendors, for distribution.
Sony PlayStation and PlayStation 2, Nintendo GameCube and Microsoft Xbox products consist of
proprietary format CD-ROMs and are typically delivered to us within a relatively short lead time
(approximately 3-4 weeks). Manufacturers of other Nintendo products, which use a cartridge format,
typically deliver these products to us within 45 to 60 days after receipt of a purchase order. To
date, we have not experienced any material difficulties or delays in the manufacture and assembly
of our products. However, manufacturers difficulties, which are beyond our control, could impair
our ability to bring products to the marketplace in a timely manner.
EMPLOYEES
As of the end of fiscal 2005, we had 400 employees domestically, with 195 in product
development, 82 in administration (i.e., senior management, human resources, legal, IT and
facilities), 52 in finance, 48 in sales and 23 in marketing. During the fiscal year, we had
operations in New York, New York; Beverly, Massachusetts; Seattle, Washington;
Sunnyvale, California; Santa Monica, California; and Newport Beach, California. We also have
operations internationally at our Reflections studio located in Newcastle, England, which has 92
employees.
In February 2005, we announced the closing of our operations in Beverly, Massachusetts and
Santa Monica, California. As a result, by August 2005 most of the employees located in those
offices will cease employment with us and we will be re-staffing most
of the functions handled by such departing employees in our New
York headquarters.
The video game software publishing industry is intensely competitive, and relatively few
products achieve market acceptance. The availability of significant financial resources has become
a major competitive factor in the industry primarily as a result of the increasing development,
acquisition, production and marketing, as well as potential licensing costs, required to publish
quality titles. We compete with other third-party publishers of video game software, including
Electronic Arts, Inc., THQ, Inc., Activision, Inc., Take Two Interactive, Inc., and Midway Games,
Inc., among others. In addition, we compete with first-party publishers such as Sony, Nintendo, and
Microsoft, which in some instances publish their own products in competition with third-party
publishers.
Atari
Interactive has granted us a license to use the name
Atari until 2013 for software video games in the United
States, Canada, and Mexico. We believe that the Atari brand, which has a
heritage deeply rooted in innovation and is largely credited with
launching the video game industry, continues to carry a level of
recognition that can provide a
competitive advantage. Unlike many of Ataris competitors, the Atari brand can be seen as three
separate entitiesa pop icon, a classic gaming original and a modern interactive entertainment
company. We believe that no other interactive entertainment company can match this signature of authenticity or
unique ability to sell both lifestyle and product. Ataris opportunities to attract partnerships,
talent and other vehicles which uphold its legendary status are unbounded, providing a distinct
advantage among its competitors.
We believe that a number of additional factors provide us with competitive opportunities in
the industry, including our extensive catalogue of multi-platform products, strength in the
mass-market, and strong sales forces in the United States, Canada and Mexico and, through IESA, in
Europe, Asia and other regions. We believe that popular franchises such as
Driver, Test Drive
and
RollerCoaster Tycoon,
along with the catalog of classic Atari
Games, as well as attractive licenses,
such as
The Matrix, Dragon Ball Z
and
Dungeons &
Dragons
, provide us with a competitive advantage in the marketing
of our products.
SEASONALITY
Our business is highly seasonal with sales typically significantly higher during the calendar
year-end holiday season.
SEGMENT REPORTING AND GEOGRAPHIC INFORMATION
We operate in three reportable segments: publishing, distribution and corporate. Please see
the discussion regarding segment reporting in Note 22 of the Notes to Consolidated Financial
Statements, included in Items 7 and 8 of this Report.
Please see Note 22 of the Notes to Consolidated Financial Statements, included in Items 7 and
8 of this Report, for information related to geographic information with respect to our revenues
from external customers and our long-lived assets.
RISK FACTORS
RISKS RELATED TO OUR BUSINESS
Our revenues will decline and our competitive position will be adversely affected if we are unable
to introduce successful new products on a timely basis.
Our performance in the video game software publishing business depends on the timely
introduction of successful new products, sequels or enhancements of existing products to replace
declining revenues from older products. Our inability to introduce compelling new products,
sequels or enhancements, or significant delays in their release, could materially and adversely
affect the ultimate success of our products and, in turn, our business, results of operations and
financial condition. Our product development activities over the last fiscal year and in the coming
fiscal year have been and will be less robust than
our historical product development, resulting in fewer product releases. The process of
introducing new products, sequels or product enhancements is extremely complex, time consuming and
expensive, and will become more complex as new platforms and technologies emerge. Competitive
factors in our industry demand that we create increasingly sophisticated products, which in turn
makes it difficult to produce and release compelling products on a predictable schedule. If we
introduce a relatively limited number of products in any period, the failure of such products to
achieve market acceptance could adversely affect our results of operations.
The loss of Wal-Mart, Target, Best Buy, GameStop, or Electronics Boutique as key customers could
negatively affect our business.
Our sales to Wal-Mart, Target, Best Buy, GameStop, and Electronics Boutique accounted for
approximately 25.7%, 12.3%, 9.8%, 7.4%, and 6.5% respectively, of net revenues for the year ended
March 31, 2005. Our gross accounts receivable from these retailers were approximately $15.7
million, $6.9 million, $4.8 million, $6.4 million, and $8.1 million, respectively, as of March 31,
2005. Our business, results of operations and financial condition would be adversely affected if:
we lost any of these retailers as a customer;
any of these retailers purchased significantly fewer products supplied by us;
we were unable to collect receivables from any of these retailers on a timely basis or at all; or
we experienced any other adverse change in our relationship with any of these retailers.
We cannot assure you that Wal-Mart, Target, Best Buy, GameStop, and Electronics Boutique will
continue to use us as a major supplier of video game software, or at
all. We have
experienced difficulties in collecting on certain accounts. We cannot guarantee that we will not
continue to have such difficulties and while we maintain a reserve
for uncollectible receivables, the reserve may not be sufficient.
Our results of operations and competitive position may be adversely affected if we are unable to
anticipate and adapt to rapidly changing technology, including new console technology.
The video game software industry is characterized by rapidly changing technology. The
introduction of new technologies, including new console technology, software media formats, and
delivery channels could render our previously released products obsolete or unmarketable. We are
continuing to devote significant development resources to products for PlayStation 2 and Xbox. If
consumer demand for those platforms declines as a result of the next generation of console games
systems, or generally, we may experience lower than expected sales from products designed for those
platforms.
We must continually anticipate the emergence of, and adapt our products to, new technologies
and systems. In addition, the development cycle for products designed to operate on new systems has
been defined by an increased rate of change and complexity in the technological innovations of
video game hardware and software. When we choose to publish or develop a product for a new system,
we may need to make a substantial development investment one or two years in advance of when we
actually ship products for that system. If we develop products for a new system that is ultimately
unpopular, our net revenues from that product may be less than expected and we may not be able to
recoup our investment as quickly as anticipated, if at all. Conversely, if we choose not to
publish products for a new system that is ultimately popular, our revenue growth and competitive
position may be adversely affected.
We will need to secure
additional capital.
We
have in the past generated significant financial losses. In recent
years, our profits have been minimal compared to the profits reported
by our industry competitors. If we generate significant financial
losses in the future, our cash resources and revolving credit
facility may not be adequate to fund our operations. Based on
current assessments, we will need to raise capital in order to
support our product development efforts and other operational needs.
In order to complete the redirection of our product portfolio and to
increase our slate of titles in fiscal 2006 and 2007, we will need to
make a significant investment in product development. This investment
is critical in order to maintain and grow our business, keep current
with changing technology (including new hardware platforms), attract
premier development partners, and secure profitable intellectual
properties. We may raise additional capital in any number of ways,
including through the issuance of debt or equity, or through other
financing. If we borrow funds, we likely will be obligated to make
periodic interest or other debt service payments, and the terms of
this debt may impose burdensome restrictions on our ability to
operate our business. If we seek financing through the sale of equity
securities, our current stockholders may suffer dilution in their
percentage ownership of common stock. Additionally, due to the
relative size of Atari, our majority ownership by a financially
challenged foreign entity and our history of significant losses, we
are not certain as to our ability to raise additional capital in the
future or under what terms capital would be available. If we are
unable to raise capital on terms that are favorable to us, our
business will be negatively affected, which could cause our stock
price to decline. Specifically, if we are not successful in raising
capital, we will have to take various actions that may include, but
not be limited to, a reduction in our expenditures for internal and
external new product development and further reduction in overhead
expenses. These actions, should they become necessary, will probably
result in a significant reduction in our size of operations. Such
capital raising needs are discussed with our majority stockholder
with respect to appropriate timing and structure of such funding.
We may be unable to develop and publish new products if we are unable to secure or maintain
relationships with leading independent video game software developers.
Although we have substantially increased our internal video game software development
capabilities over the last five years, we are still dependent, to a meaningful degree, upon leading
independent software developers. Consequently, our success depends in part on our continued ability
to obtain or renew product development agreements with leading independent video game software
developers. However, we cannot assure you that we will be able to obtain or renew these product
development agreements on favorable terms, or at all, nor can we assure you that we will be able to
obtain the rights to sequels of successful products which were originally developed for us by
leading independent video game software developers. Many of our competitors have greater financial
resources and access to capital than we do, which puts us at a competitive disadvantage when
bidding to attract leading independent video game software developers to enter into publishing
agreements with us. We may be unable to secure or maintain relationships with leading independent
video game software developers if our competitors can offer them better shelf access, better
marketing support, more development funding, higher royalty rates, or other advantages. Usually,
our agreements with independent software developers are easily terminable, often without notice, if
either party declares bankruptcy, becomes insolvent, ceases operations or materially
breaches its agreement and fails to cure that breach within a designated time frame. In addition,
many leading independent video game software developers have limited financial resources. Many are
small companies with a few key individuals without whom a project may be difficult or impossible to
complete. Consequently, we are exposed to the risk that these developers will go out of business
before completing a project, or simply cease work on a project for which we have hired them.
Fluctuations in our quarterly net revenues and results of operations may lead to reduced prices for
our stock.
Our quarterly net revenues and results of operations have varied in the past and can be
expected to vary in the future. Our business experiences substantial seasonality, and typically,
our net revenue is significantly higher during our third fiscal quarter (which ends on December 31)
than during our other quarters because of increased consumer demand during the calendar year-end
holiday season. Other factors that cause fluctuations include:
the number of new titles released;
the timing of our release of new titles;
the popularity of new titles and titles released in prior periods;
changes in the mix of titles with varying profit margins;
the timing of customer orders; and
fluctuations in the size and rate of growth of consumer demand for titles for different platforms.
In
other particular fiscal quarters, our net revenues may be lower and
may vary significantly. As
a result, we cannot assure you that our results of operations will be consistent on a quarterly or
annual basis. If our results of operations in a quarter fall below
our expectations and/or fall below the
expectations of market analysts or investors, the price of our common stock will likely decrease.
If we are unable to maintain or acquire licenses to intellectual property, our operating results
will be adversely impacted.
Many of our products are based on or incorporate intellectual property owned by others.
For example, some of our titles are based on key film licenses. We expect that many of the
products we publish in the future will also be based on intellectual property owned by others. The
rights we enjoy to licensed intellectual property may vary based on the agreement we have with the
licensor. Competition for these licenses is intense and many of our competitors have greater
resources to take advantage of opportunities for such licenses. If we are unable to maintain our current
licenses and obtain additional licenses with significant commercial value, we believe our sales
will decline. In addition, obtaining licenses for popular franchises owned by others could require
us to expend significant resources and the licenses may require us to pay relatively high royalty
rates. If these titles are ultimately unpopular, we may not recoup our investment made to obtain
such licenses. Furthermore, in many instances we do not have exclusive licenses for intellectual
property owned by others. In these cases, we may face direct competition from other publishers
holding a similar license. Additionally, many of the products we
distribute are products that are published by IESA or its
subsidiaries, such as certain Hasbro games. Recently, IESA has sold
off properties that we historically distributed, such as
Civilization
and
Sid Meiers Pirates!
If IESA continues to dispose
of properties, we will lose revenue.
Termination or modification of our agreements with hardware manufacturers will adversely affect our
business.
We are required to obtain a license to develop and distribute software for each of the
video game consoles. We currently have licenses from Sony to develop products for PlayStation,
PlayStation 2, and PSP, from Nintendo to develop products for Game Boy Advance and GameCube, and
from Microsoft to develop products for Xbox. These licenses are non-exclusive, and as a result,
many of our competitors also have licenses to develop and distribute video game software for these
systems. These licenses must be periodically renewed, and if they are not, or if any of our
licenses are terminated or
adversely modified, we may not be able to publish games for such platforms or we may be required to
do so on less attractive terms. In addition, our contracts with these manufacturers often grant
them approval rights over new products and control over the manufacturing of our products. In some
circumstances, this could adversely affect our business, results of operations or financial
condition by:
terminating a project for which we have expended significant resources;
leaving us unable to have our products manufactured and shipped to customers;
increasing manufacturing lead times and expense to us over the lead times and costs we could
achieve if we were able to manufacture our products independently;
delaying the manufacture and, in turn, the shipment of products; and
requiring us to take significant risks in prepaying for and holding an inventory of products.
The loss of our senior management and skilled personnel could negatively affect our business.
Our future success will depend to a significant degree upon the performance and
contribution of our senior management team and upon our ability to attract, motivate and retain
highly qualified employees with technical, management, marketing, sales, product development,
creative and other skills. In the video game software industry, competition for highly skilled and
creative employees is intense and costly. We expect this competition to continue for the
foreseeable future, and we may experience increased costs in order to attract and retain skilled
employees. We cannot assure you that we will be successful in attracting and retaining skilled
personnel. Our business, operating results and financial condition could be materially and
adversely affected if we lost the services of senior management or key technical or creative
employees or if we failed to attract additional highly qualified employees.
James
Caparro, who had been our President and Chief Executive Officer since November 2004,
had assembled our new senior management team, and had initialized our
strategic restructuring, resigned on June 6, 2005, and will take
a position with a company in another industry. Bruno Bonnell, who is
the Chief Executive Officer of IESA and is our Chairman of the Board
and Chief Creative Officer, has assumed the functions of Chief
Executive Officer until we hire a replacement for Mr. Caparro.
We could be significantly affected by the length of time it takes to
hire a new chief executive officer and by changes a new chief executive officer
might make after he or she is hired and takes office.
If returns and other concessions given to our customers exceed our reserves, our business may be
negatively affected.
To cover returns and other concessions, we establish reserves at the time we ship our
products. We estimate the potential for future returns and other concessions based on, among other
factors, managements evaluation of historical experience, market acceptance of products produced,
retailer inventory levels, budgeted customer allowances, the nature of the title and existing
commitments to customers. While we are able to recover the majority of our costs when third-party
products we distribute are returned, we bear the full financial risk when our own products are
returned. In addition, the license fees we pay Sony, Microsoft and Nintendo are non-refundable and
we cannot recover these fees when our products are returned. Although we believe we maintain
adequate reserves with respect to product returns and other
concessions, we cannot assure you that actual returns and other
concessions will
not exceed our reserves, which could adversely affect our business, results of operations and
financial condition.
Significant competition in our industry could adversely affect our business.
The video game software market is highly competitive and relatively few products achieve
significant market acceptance. Currently, we compete primarily with other publishers of video game
software for both video game consoles and PCs. Our competitors include Activision, Inc., Electronic
Arts, Inc., Midway Games, Inc., Take Two Interactive, Inc., and THQ, Inc., among others. In
addition, console manufacturers including Microsoft, Nintendo, and Sony publish products for their
respective platforms. Media companies and film studios, such as Warner Bros., are increasing their
focus on the video game software market and may become significant
competitors and/or may increase the price of their outbound licenses
to competitors. These current and
future competitors may also gain access to wider distribution channels than we do. As a result,
these current and future competitors may be able to:
respond more quickly to new or emerging technologies or changes in customer preferences;
make higher offers or guarantees to software developers and licensors.
We may not have the resources required for us to respond effectively to market or
technological changes or to compete successfully with current and future competitors. Increased
competition may also result in price reductions, reduced gross margins and loss of market share,
any of which could have a material adverse effect on our business, results of operations or
financial condition. We cannot assure you that we will be able to
compete successfully against our
current or future competitors or that competitive pressures will not have a material adverse effect
on our business, results of operations and financial condition.
Retailers of our products typically have a limited amount of shelf space and promotional
resources, and there is intense competition among consumer interactive entertainment software
products for high quality retail shelf space and promotional support from retailers. To the extent
that the number of products and platforms increases, competition for shelf space may intensify and
may require us to increase our marketing expenditures. Due to increased competition for limited
shelf space, retailers and distributors are in an increasingly better position to negotiate
favorable terms of sale, including price discounts, price protection, marketing and display fees
and product return policies. We cannot be certain that retailers will continue to purchase our
products or to provide our products with adequate levels of shelf space and promotional support on
acceptable terms. A prolonged failure in this regard may significantly harm our business and
financial results.
We may face limitations on our ability to integrate additional acquired businesses or to find
suitable acquisition opportunities.
We intend to pursue additional acquisitions of companies, properties and other assets
which we believe can be operated profitably, which may include companies, properties, and assets held by
IESA and its subsidiaries. Some of these transactions could be material in size and scope. Although we continue to
search for additional acquisition opportunities, we may not be successful in identifying suitable
acquisition opportunities. As the video game software industry continues to consolidate, we face
significant competition in seeking and consummating acquisition opportunities. We may not be able
to consummate potential acquisitions or an acquisition that is consummated may not enhance our
profitability. In the future, we may issue additional shares of our common stock in connection with
one or more acquisitions, which may dilute our existing stockholders. Future acquisitions could
also divert substantial management time and result in short-term reductions in earnings or special
transaction or other charges. In addition, we cannot guarantee that we will be able to successfully
integrate the businesses that we may acquire into our existing business. Our stockholders may also
not have the opportunity to review, vote on or evaluate future acquisitions.
Revenues from our distribution business may decline as competition increases and Internet
technology improves.
During the years ended March 31, 2004 and March 31, 2005, net revenues from our
distribution business were approximately 14.1% and 13.7%, respectively, of our total net revenues.
This decrease as a percentage of net revenues is primarily a result of increased competition. New
video game systems and electronic delivery systems may also be introduced into the software market
and potential new competitors may enter the software development and distribution market, resulting
in greater competition. Revenues from our distribution business may be adversely affected as
Internet technology is improved to enable consumers to purchase and download full-version software
products or order products directly from publishers or from unauthorized or illegal sources over
the Internet.
Revenues from our distribution business may decline if the products which we distribute for
third-party developers become unavailable to us.
As part of our distribution business, we earn revenues by distributing to retailers our
own products and products of others, including products published by our competitors. We cannot
assure you that these competitors will continue to provide us with their products for distribution
to our mass merchant customers. Our inability to obtain software titles developed or published by
our competitors, coupled with our inability to obtain these titles from other distributors, could
have a material adverse effect on our relationships with retailers and our ability to obtain shelf
space for our own products, as well as our own revenues that we earn from our distribution
activities. This, in turn, could have a material adverse effect on our business, results of
operations and financial condition.
If our distribution arrangements with IESA are adversely modified or terminated, we may lose
revenue or incur disruption in the distribution of our products.
Pursuant to agreements we have in place with IESA, we distribute products on their behalf
in the United States, Canada and Mexico, and IESA distributes products on our behalf in Europe,
Asia and certain other regions throughout the world. If these
agreements, or product licenses to which IESA is a party, are terminated or amended
in a manner adverse to us, we may, as applicable:
obtain new distribution arrangements for our products which may be on less favorable terms;
lose revenue from the distribution of IESAs products;
experience difficulties or other delays in the distribution of our products outside the United States, Canada and Mexico;
incur an increase in the cost of distributing our products outside the United States, Canada and Mexico; or
incur problems with retailers to whom we distribute IESAs products or to whom IESA distributes our products.
We may face increased competition and downward price pressure if we are unable to protect our
intellectual property rights.
Our business is heavily dependent upon our confidential and proprietary intellectual
property. We sell a significant portion of our published software under licenses from independent
software developers and, in these cases, we do not acquire the copyrights for the underlying work.
We rely primarily on a combination of confidentiality and non-disclosure agreements, patent,
copyright, trademark and trade secret laws, as well as other proprietary rights laws and legal
methods, to protect our proprietary rights and the intellectual property rights of our developers.
However, current U.S. and international laws afford us only limited
protection and amendments to such laws or newly enacted laws may
weaken existing protections. Despite our efforts
to protect our proprietary rights, unauthorized parties may attempt to copy our products or
franchises, or obtain and use information that we regard as proprietary. Software piracy is also a
persistent problem in the video game software industry. Policing unauthorized use of our products
is extremely difficult because video game software can be easily duplicated and disseminated.
Furthermore, the laws of some foreign countries may not protect our proprietary rights to as great
an extent as U.S. law. Our business, results of operations and financial condition could be
adversely affected if a significant amount of unauthorized copying of our products were to occur or
if other parties develop products substantially similar to our products. We cannot assure you that
our attempts to protect our proprietary rights will be adequate or that our competitors will not
independently develop similar or competitive products.
We may face intellectual property infringement claims which would be costly to resolve.
As the number of available video game software products increases, and their
functionality overlaps, software developers and publishers may increasingly become subject to
infringement claims. We are not aware that any of our products infringe on the proprietary rights
of third parties. However, we cannot assure you that third parties will not assert infringement
claims against us in the future with respect to past, current or future products. There has been
substantial litigation in the industry regarding copyright, trademark and other intellectual
property rights. We have also initiated litigation to assert our intellectual property rights.
Whether brought by or against us, these claims can be time consuming, result in costly litigation
and divert managements attention from our day-to-day operations, which can have a material adverse
effect on our business, operating results and financial condition.
We may be burdened with payment defaults and uncollectible accounts if our customers do not or
cannot satisfy their payment obligations.
Distributors and retailers in the video game software industry have, from time to time,
experienced significant fluctuations in their businesses, and a number of them have become
insolvent. The insolvency or business failure of any significant retailer or distributor of our
products could materially harm our business, results of operations and financial condition. We
typically make sales to most of our retailers and some distributors on unsecured credit, with terms
that vary depending upon the customers credit history, solvency, credit limits and sales history.
In addition, while we maintain a reserve for uncollectible receivables, the reserve may not be
sufficient in every circumstance. As a result, a payment default by a significant customer could
significantly harm our business and results of operations.
Our software is subject to governmental restrictions or rating systems.
Legislation is periodically introduced at the local, state and federal levels in the
United States and in foreign countries to establish systems for providing consumers with
information about graphic violence and sexually explicit material contained in video game software.
In addition, many foreign countries have laws that permit governmental entities to censor the
content and advertising of video game software. We believe that mandatory government-run rating
systems may eventually be adopted in many countries that are potential markets for our products. We
may be required to modify our products or alter our marketing strategies to comply with new
regulations, which could increase development costs and delay the release of our products in those
countries. Due to the uncertainties regarding such rating systems, confusion in the marketplace may
occur, and we are unable to predict what effect, if any, such rating systems would have on our
business.
In addition to such regulations, certain retailers have in the past declined to stock some of
our competitors video game products because they believed that the content of the packaging
artwork or the products would be offensive to the retailers customer base. Although to date these
actions have not impacted our business, we cannot assure you that similar actions by our
distributors or retailers in the future would not cause material harm to our business.
We may become subject to litigation which could be expensive or disruptive.
Similar to our competitors in the video game software industry, we have been and will
likely become subject to litigation. Such litigation may be costly and time consuming and may
divert managements attention from our day-to-day operations. In addition, we cannot assure you
that such litigation will be ultimately resolved in our favor or that an adverse outcome will not
have a material adverse effect on our business, results of operations and financial condition.
RISKS RELATED TO OUR CORPORATE STRUCTURE AND FINANCING ARRANGEMENTS
Our performance may be
affected by IESAs performance and financial stability.
IESA has incurred significant continuing operating losses and is highly leveraged. IESA
has taken steps to improve its financial situation, including (i) restructuring its outstanding
debt obligations such that the debt amount is reduced and the debt maturity schedule is more
favorable, (ii) reducing operating expenses, (iii) raising capital by selling (through CUSH)
11,000,000 of its shares in Atari, pursuant to a registration statement, (iv) entering into banking
arrangements to fund operations and position itself for the new hardware cycle, (v) selling assets,
such as its rights in the
Civilization
franchise and certain of its rights under its previous
license with Hasbro, and (vi) entering into production fund agreements to finance certain game
development projects. However, IESA has not yet completed all of the actions it plans to take in
order to improve its operations and reduce its debt. As a result,
IESAs current ability to fund, among
other things, its subsidiaries operations is diminished. There can be no assurance that IESA
will complete sufficient actions to assure its future financial stability.
If IESA is unable to complete its action plan and address its liquidity problems and fund its
working capital needs, IESA would likely be unable to fund its and its subsidiaries video game
development operations, including that of Atari Interactive. Our results of operations could be
materially impaired if IESA fails to fund Atari Interactive, as any delay or cessation in product
development could materially decrease our revenue from the distribution of Atari Interactive and
IESA products. Such a reduction of our revenues, among other things, could result in a breach of
one or more of the covenants contained in our revolving credit facility with HSBC. If the above
contingencies occurred, we probably would be forced to take actions that could include, but would
not necessarily be limited to, a significant reduction in our expenditures for internal and
external new product development and the implementation of a comprehensive cost reduction program
to reduce our overhead expenses. These actions, should they become necessary, could result in a
significant reduction in the size of our operations and could have a material adverse effect on our
revenue and cash flows. At present, there can be no assurance regarding any of the foregoing
contingencies and management will continue to monitor these developments closely.
IESA distributes our products in Europe, Asia, and certain other regions, and pays us
royalties in this respect. IESA (through its subsidiaries) also develops products which we
distribute in the U.S., Canada, and Mexico and for which we pay royalties to IESA. Both IESA and
Atari Interactive are material sources of products which we market in the United States, Canada and
Mexico. Atari Interactive is the source of approximately 38% of our net revenue and we generate
approximately 5% of our net revenue from royalties on IESAs distribution of our products in
Europe, Asia, and certain other regions.
Additionally, though we are a separate and independent legal entity and we are not a party to,
or a guarantor of, and have no obligations or liability in respect of
IESAs indebtedness (except that we have guaranteed the Beverly,
MA lease obligation of Atari Interactive), because
IESA owns the majority of our stock, potential
investors and current and potential business/trade partners may view IESAs financial situation as
relevant to an assessment of Atari. Therefore, if IESA is unable to address its financial issues,
it may taint our relationship with our suppliers and distributors, damage our business reputation,
affect our ability to generate business and enter into agreements on financially favorable terms
and otherwise impair our ability to raise and generate capital.
IESA controls us and could prevent a transaction favorable to our other stockholders.
IESA beneficially owns approximately 52% of our common stock, which gives it sufficient
voting power to prevent any transaction that it finds unfavorable, including an acquisition,
consolidation or sale of assets that might be desirable to our other stockholders. Additionally, despite efforts to implement all necessary corporate
governance safeguards, for example, review by an independent special committee of the Board, IESA
may unilaterally approve certain transactions as a result of their majority position. IESA also has sufficient voting
power to elect a majority of our Board of Directors; four of the nine members of our Board of
Directors are directors, employees or former employees (within three years) of IESA or its
affiliates. Two of the remaining five directors are currently affiliated with us (or were
affiliated with us within the past three years). Therefore, only three of the total nine directors
are considered independent. This concentration of control could be disadvantageous to other
stockholders whose interests differ from those of IESA. By October
2005, we must appoint/elect a new independent director to serve on
our Audit Committee in order to remain compliant with the NASDAQ
corporate governance requirements.
Our affiliates retain considerable control over the Atari trademarks, and their oversight or
exploitation of such trademarks could affect our business.
Atari Interactive, a wholly owned subsidiary of IESA, has granted us the right to use the
Atari name for software video games in the United States, Canada and Mexico. In connection with
a 2003 recapitalization, Atari Interactive extended the term of the license under which we use the Atari
name to ten years expiring December 31, 2013, for which we issued 2,000,000 shares of our
common stock to Atari Interactive. In addition, we will pay a royalty equal to 1% of our net
revenues during years six through ten of the extended license. We are subject to quality control
oversight for our use of the Atari name. Any disputes over our performance under the trademark
license agreement could materially affect our business. Furthermore, Atari Interactives use of the
Atari mark (either through itself, its affiliates or third parties) to exploit products could affect the reputation or value associated with the
Atari mark, and therefore materially affect our business. Therefore, we are dependent upon the
cooperation and business actions of IESA and its affiliates with regard to the Atari trademark.
Our restructuring efforts will create short term costs that may not be offset by increased
efficiencies.
We
are incurring substantial costs in connection with our restructuring efforts, including
severance obligations, relocation expenses, advisor fees, and lease obligations for unused
property. Though we anticipate that the restructuring will ultimately result in reduced general
and administrative expenses and more efficient corporate operations, we can give no assurance that
we will be successful in redefining our cost and operational structures in the near term. If we
are not successful, we may not recoup our investment, which may negatively impact our results of
operations.
Our revolving credit facility could be terminated.
As of May 13, 2005, we utilize the proceeds of our revolving credit facility with HSBC to
fund our working capital needs, including the manufacturing and development of products. The credit
documents which we entered into with HSBC to obtain this revolving credit facility contain numerous covenants
and conditions which may cause a default upon breach thereof by us. Although we are currently in
full compliance under the credit documents and no event of default has occurred, there can be no assurance that we will continue to remain in compliance. If an event of
default occurs under any credit document and HSBC opts not to waive such default, the revolving
credit facility may be terminated and all debt outstanding accelerated, in which case we will need
to raise additional capital or seek other alternatives, many of which may adversely affect our
stock price.
RISKS RELATED TO OUR COMMON STOCK
Our stock price is highly volatile.
The trading price of our common stock has been and could continue to be subject to wide
fluctuations in response to certain factors, including, but not limited to, the following:
quarter to quarter variations in results of operations;
our announcements of new products;
our announcements of changes in senior management;
actions by our majority stockholder;
our competitors announcements of new products;
our product development or release schedule;
general conditions in the video game software, entertainment, media or electronics industries;
our ability to successfully negotiate licenses with third parties;
timing of the introduction of new platforms and delays in the actual release of new platforms;
changes in earnings estimates; or
investor perceptions and expectations regarding our products, plans and strategic position
and those of our competitors and customers.
Additionally, the public stock markets experience price and trading volume volatility,
particularly in high technology sectors of the market. This volatility has significantly affected
the market prices of securities of many technology companies for reasons often unrelated to the
operating performance of the specific companies. These broad market fluctuations may adversely
affect the market price of our common stock. As of March 31, 2005, of the 121,296,092 million
shares of our outstanding common stock, only 57.9 million shares (approximately 47.7%) were not
held by our affiliates. This stock ownership structure and general lack of liquidity may also be a
cause of volatility in the market price of our stock.
The large number of shares eligible for public sale could cause our stock price to decline.
IESA holds a substantial number of shares of our common stock that it is able to sell in
the public market. We generally cannot control the timing of any sale made by IESA. During fiscal
2005, IESA sold approximately 18.5 million shares of our stock. Large sales by IESA could
significantly reduce the market price of our common stock. These potential sales also could impede
our ability to raise future capital.
AVAILABLE INFORMATION
We file annual, quarterly and current reports, proxy statements and other information with the
SEC. Our SEC filings, including our annual report on Form 10-K, quarterly reports on Form 10-Q,
current reports on Form 8-K, and any amendments to those reports filed or furnished pursuant to
Section 13(a) of the Exchange Act, are available to the public free of charge over the Internet at
our website at http://www.atari.com or at the SECs web site at http://www.sec.gov. Our SEC
filings will be available on our website as soon as reasonably practicable after we have
electronically filed or furnished them to the SEC. You may also read and copy any document we file
at the SECs Public Reference Room at 450 Fifth Street, N.W., Washington, D.C. 20549. You may
obtain information on the operation of the Public Reference Room by calling the SEC at
1-800-SEC-0330.
ITEM 2.
PROPERTIES
New York
.
Our principal administrative and sales facilities are located in
approximately 90,000 square feet of space at 417 Fifth Avenue in New York City under a lease which
commenced in December 1996 and is to expire in December 2006. We subleased 10,000 square feet of
this space beginning in May 2003 through December 2006. We also lease three
corporate apartments
in New York City for use by our executive officers, directors, consultants and relocating
executives. Those leases expire in August 2005, December 2005, and July 2006, respectively.
California
. We have a lease for approximately 17,400 square feet of office space in
Santa Monica, California, which expires in May 2006. We have announced that we are ceasing
operations at this location and we are looking to sublease this space. We also lease approximately
16,460 square feet of office space in Newport Beach, California for long-term use by Shiny, an
internal development studio. This lease expires in August 2007. We have a lease for approximately 15,000
square feet of office space in Sunnyvale, California, which expires in December 2006.
Washington
. We lease approximately 65,500 square feet of office space in Bothell,
Washington, under a lease which expires in May 2008. This office space is occupied by our Humongous
studio. Under this lease, Humongous subleases parking lot space and an approximate total of 16,600
square feet of office space under four subleases, one of which expires in April 2008 and three of
which expire in May 2008.
Minnesota
. We lease 14,291 square feet of office space in Plymouth, Minnesota, under
a lease which expires in March 2006. This office space was occupied by the Minneapolis studio
which ceased operations in fiscal 2004. Our intention is to sublet the space.
Massachusetts
.
In Beverly, Massachusetts, we occupy a portion of the 53,184 square feet of
the office space leased by Atari Interactive. Our lease expires in June 2007. We have announced
that we are ceasing operations at this location and we are looking to sublease this space.
Other States in the U.S
.
In Scottsdale, Arizona, we lease 25,000 square feet of
office space under a lease which expires in March 2006. We have subleased these premises for the
remainder of the lease term.
Europe
.
For our internal Reflections studio, we maintain a lease for approximately
23,285 square feet of office space in Newcastle upon Tyne, United Kingdom. This lease expires in
August 2011. Reflections also maintained a lease for office space in Gateshead Tyne and Wear,
which we had sublet until September 2004. Reflections exercised its right to terminate the lease
early so that Reflections lease expired in September 2004, the same time as the sublease for this
space.
ITEM 3.
LEGAL PROCEEDINGS
The
following material litigation matters are still pending during the fourth quarter of fiscal 2005.
With respect to matters in which we are a defendant, we continue to believe that the underlying
complaints are without merit and we intend to defend ourselves vigorously against these actions.
No matter was terminated during the fourth quarter of fiscal 2005.
Our management believes that the ultimate resolution of the matters summarized below and/or
any other claims which are not stated herein will not have a
material adverse effect on our
liquidity, financial condition or results of operations.
Knight Bridging Korea v. Infogrames, Inc. et al
On September 16, 2002, Knight Bridging Korea Co., Ltd., or KBK, a distributor of electronic
games via the Internet and local area networks, filed a lawsuit against Gamesonline.com, Inc., or
Gamesonline, a subsidiary of Interplay Entertainment Corp., or Interplay, and us in Superior Court
of California, Orange County. KBK alleges that on or about December 15, 2001, KBK entered into a
contract with Gamesonline to obtain the right to localize and distribute electronically in Korea,
Neverwinter Nights and certain back list games. The Complaint further alleges that Gamesonline and
we conspired to prevent KBK from entering the market with Neverwinter Nights or any back title of
Gamesonline. The Complaint alleges the following causes of action against us: misappropriation of
trade secrets under the California Uniform Trade Secrets Act; common law misappropriation;
intentional interference with contract; negligent interference with contract; intentional
interference with prospective economic advantage; negligent interference with prospective economic
advantage; and violation of Business & Professions Code Section 17200 et seq. The Complaint seeks
$98.8 million for each of these causes of action.
An Amended Complaint was filed on December 3, 2002, alleging all of the foregoing against us,
adding Atari Interactive as a named defendant, and alleging that we managed and directed Atari
Interactive to engage in the foregoing alleged acts. We and Atari Interactive filed Answers
on January 9, 2003. On or about January 28, 2003, Gamesonline answered the original Complaint and
served a Cross-Complaint against KBK. On April 29, 2003, KBK named defendants Does 2, 3 and 4 as
Infogrames Asia Pacific, Infogrames Korea and Interplay, Inc., respectively. On October 29,
2003,
Interplay filed a cross-complaint against us, Atari Interactive, Infogrames Korea and
Roes 101 through 200. We and Atari Interactive, filed an Answer on December 3, 2003. On
March 25, 2004 KBK filed a Second Amended Complaint for Damages adding new causes of action for
fraud against Gamesonline and Interplay; seeking rescission of the Electronic Distribution
Agreement between KBK and Gamesonline; for breach of third party beneficiary rights against Atari
Interactive; for unlawful restraint of trade against all defendants; for RICO Act violations
against all defendants; and for civil conspiracy against all defendants; and adds allegations of
alter ego status between Gamesonline and Interplay and as between us, Atari Interactive, and Atari
Korea.
On March 10, 2004 the Court entered a stipulation among the parties referring the matter to a
private judge. The private judge, retired Superior Court Judge Harvey Schneider, will be presiding
over all aspects of the case, including the non-jury trial.
We and Atari Interactive prevailed on a Motion for Leave to File a Cross-Complaint against
Interplay and Gamesonline. We and Atari Interactive, Inc. also prevailed on a Motion for Summary
Adjudication on the RICO Act claim.
On July 1, 2004, KBK filed a Third Amended Complaint whereby certain previous allegations were
either omitted or clarified as a result of the Courts rulings at the June 17, 2004 hearings.
KBK has purported to serve in Korea an entity it called Atari Korea with a Summons and
Complaint in this case. Atari Korea Ltd. filed a Motion to Quash Service based on failure to
comply with the terms of the Hague Convention and/or lack of personal jurisdiction over that
entity. This motion was granted.
On or about October 1, 2004, KBKs litigation counsel resigned. On October 8, 2004, we and
Atari Interactive filed an ex parte application to strike KBKs pleadings or, in the alternative,
for an order shortening the time to hear such application as noticed motions. The ex parte
application was heard and denied on October 11, 2004 but the Court did grant the application for a
shortened period of time to hear such application as noticed motions. On October 19, 2004, the
Court granted our Motion to Strike KBKs pleadings due to the fact that KBK has no counsel to
represent it in the litigation and did not file any opposition to the motion. The Court dismissed
KBKs complaint without prejudice. The cross-claims have not been dismissed by the other parties
to the litigation. We and Atari Interactive are in discussions with the other parties with respect
to same.
Atari, Inc., Atari Interactive, Inc., and Hasbro, Inc. v. Games, Inc., Roger W. Ach, II , and
Chicago West Pullman LLC
On May 17, 2004, we and Atari Interactive together with Hasbro, Inc., or Hasbro, filed a
complaint against Games, Inc., its CEO, Roger W. Ach, II, or Ach, and Chicago West Pullman LLC in
the United States District Court for the Southern District of New York and sought a temporary
restraining order and preliminary injunction to stop Games, Inc.s and Achs use of certain
trademarks and copyrights owned by Atari Interactive and Hasbro. The plaintiffs allege that an
interim license that we granted to Games, Inc. for the development and publication of certain games
in a specified online format expired by its terms when Games, Inc. failed to pay us certain fees by
April 30, 2004, pursuant to an Asset Purchase, License and Assignment Agreement between us and
Games, Inc. dated December 31, 2003, as amended. The plaintiffs allege that Games, Inc.s failure
to pay voided an expected transfer of the Games.com domain name and certain web site assets from
us to Games, Inc. and constituted a breach of contract and that Chicago West Pullman LLCs failure
to pay constituted a breach of guarantee. The plaintiffs further allege that upon the expiration
of the interim license, all intellectual property rights granted under that license reverted back
to us, but that Games, Inc. nevertheless continued to use plaintiffs intellectual property. On
May 18, 2004, the Court granted a temporary restraining order against Games, Inc. and Ach and
scheduled a preliminary injunction hearing for May 28, 2004, which was postponed until June 11,
2004. Prior to that hearing, Games, Inc. agreed to the preliminary injunction and the Court
signed an order granting the preliminary injunction pending the outcome of the case.
On June 16, 2004, Games, Inc. served its Answer and Counterclaim to the Complaint. In its
counterclaim, Games, Inc. alleges that plaintiffs breached the Asst Purchase, License and
Assignment Agreement and a Settlement Agreement dated March 31, 2004 by,
inter alia
, licensing
other web sites to use on-line play of certain Atari and Hasbro games that Games , Inc. claimed
were part of its exclusive license under the Agreement.
On June 23, 2004, the Court ordered that the parties attend a case management conference
scheduled for June 29, 2004. At the June 29, 2004, case management conference, Games, Inc.s
counsel raised issues relating to plaintiffs failure to respond to its discovery requests. The
Court directed that plaintiffs submit a letter brief setting forth its generic objections to Games,
Inc.s discovery requests. The Court ordered that plaintiffs letter brief be submitted by July 6,
2004 and that Games, Inc. submit its reply by July 13, 2004. The Court also scheduled a
teleconference for July 14, 2004. On July 6, 2004,
plaintiffs submitted its letter brief to the
Court and also served Games, Inc. with its Rule 26(a)(1) initial disclosures and Answer to the
Counterclaim.
Games, Inc.s counsel failed to appear for the July 14, 2004, teleconference and it was
adjourned to July 15, 2004. At that teleconference, the Court granted the majority of plaintiffs
motion to quash Games, Inc.s discovery requests.
On July 16, 2004, it came to plaintiffs attention that, in violation of the
preliminary injunction, Games, Inc. had issued a press release on July 13, 2004, that erroneously
stated that Games, Inc. owned the games.com web site and that it had an exclusive license to
certain Atari and Hasbro games. Plaintiffs immediately brought the erroneous press release to the
attention of Games, Inc.s counsel. On that same day, Games, Inc. replaced the erroneous press
release with a corrected press release, but refused to issue a corrective press release explaining
that it in fact did not own either the web site or have any license to Atari and Hasbro games. On
July 19, 2004, plaintiffs brought this to the attention of the Court, who ordered that a corrective
press release be issued, but approved language submitted by Games, Inc.s counsel.
On September 3, 2004, in a teleconference with the Court, Games, Inc. requested from the Court
that plaintiffs be ordered to produce agreements with third parties from the first quarter of 2004
concerning online play of certain Atari and Hasbro games. During that same teleconference,
plaintiffs sought permission to move to dismiss the counterclaims against Atari Interactive and
Hasbro. On September 8, 2004, the Court broadened the scope of discovery to include documents
regarding contracts and negotiations between Atari and Hasbro and third parties between January 1,
2004 and March 31, 2004 regarding online play of the original classic versions of the games. The
Court also set a schedule for plaintiffs motion to dismiss the Counterclaims, which has been fully
submitted and is under judicial deliberation.
On October 4, 2004, it came to plaintiffs attention that Games, Inc. was in
violation of the preliminary injunction because it represented in its Form 10-KSB filing
dated October 1, 2004, that Games, Inc. owned the domain name games.com and that it had an
exclusive license to certain Hasbro and Atari games. Plaintiffs immediately brought this to the
attention of Games, Inc.s counsel, who represented that certain, but not all, statements would be
amended. But Games, Inc. did not amend its Form 10-KSB. Accordingly, plaintiffs sought permission
to move for contempt for violation of the preliminary injunction.
On October 14, 2004, in a teleconference with the Court, the Court granted plaintiffs request
to move for contempt, and ordered that the parties brief that motion on the same schedule as the
briefing schedule for motions for summary judgment. The Court also reset the schedule for this
case. The Court ordered that all discovery be completed by November 12, 2004, that opening briefs
on summary judgment be filed by November 29, 2004, that answering papers be filed on December 13,
2004, and that reply papers be filed by December 20, 2004. The parties completed discovery, and
plaintiffs filed their motion for summary judgment, and motion for contempt sanctions, on November
29, 2004. The Court heard oral argument on these motions on January 12, 2005.
On February 23, 2005, the Court issued an order granting plaintiffs motion to dismiss certain
of Games, Inc.s counterclaims, and on March 11, 2005, the court granted our motion for summary
judgment on its breach of contract claim and dismissed Games, Inc.s remaining counterclaims. The
Court denied Games, Inc.s motion for reconsideration on April 4, 2005. On May 4, 2005, the Court
issued a memorandum order granting us and Atari Interactive damages in the following amount: (1)
immediate payment of approximately $3.1 million, plus interest at an annual rate of nine percent
from April 30, 2004; (2) immediate redemption of 10,250 shares of Games, Inc. stock for $1.025
million, plus interest at an annual rate of nine percent from April 30, 2004; (3) immediate
redemption of 10,000 additional shares of Games, Inc. stock for $1 million; (4) redemption of the
remaining 10,000 share at any time after December 29, 2005. The order provides that the judgment
runs directly against Games, Inc. but in the event Games fails to satisfy it, it runs secondarily
against Chicago West Pullman LLC and Ach. The Courts order also lifts the preliminary injunction
imposed at the outset of the case.
Ach filed a motion for reconsideration concerning the Courts ruling that the judgment would
run directly against Ach, and we requested that the Court issue a permanent injunction and clarify
certain aspects of the judgment. On May 27, 2005, the Court issued an order denying Achs motion
for reconsideration and confirming its earlier ruling that the judgment would run against Ach
personally. The Court also clarified that after December 29, 2005, we are entitled to an additional
$1.0 million, representing the cash redemption of the last 10,000 shares of Games Inc.s stock.
The Court also issued a permanent injunction barring Games Inc. from selling or distributing any
product that contains the intellectual property that is the subject of the asset purchase
agreement. The remaining elements of the original judgment remain. As
of March 31, 2005, we have not recorded any amounts related to this
matter.
American Video Graphics, L.P., v. Electronic Arts, Inc. et. al.
On August 23, 2004, American Video Graphics, L.P. filed a lawsuit against us, Electronic Arts,
Inc., Take-Two Interactive Software, Inc., Ubi Soft, Activision Inc., THQ, Inc., Vivendi Universal
Games, Inc., Sega of America, Inc., Square Enix, Inc., Tecmo, Inc., Lucasarts, a division of Lucas
Films Entertainment Co., Ltd., and Namco Hometek, Inc. in
the United States District Court for the
Eastern District of Texas, Tyler Division (Case No. 6:04 CV-398-LED). We were served with the
Summons and Complaint on September 7, 2004. The Complaint alleges infringement of US Patent No.
4,734,690 (method and apparatus for spherical panning) and seeks unspecified damages. We were
served with a First Amended Complaint on or about October 7, 2004, which amended the original
Complaint to properly name certain of the other defendants in the suit. We filed an Answer on
November 8, 2004.
On February 7, 2005, a Second Amended Complaint was filed against all of the above defendants,
plus Sony Online Entertainment, Inc., Sony Computer Entertainment America, Inc., Microsoft Corp.,
and Nintendo of America, Inc. We answered the Second Amended Complaint on February 24, 2005.
Discovery is ongoing.
iEntertainment Network, Inc. v. Epic Games, Inc., Atari, Inc. Valve Corporation, Sierra
Entertainment, Inc., Sony Corporation of Japan, Sony Corporation of America, Sony Computer
Entertainment America, Inc. and Sony Online Entertainment, Inc.
On December 22, 2004, we were served with a Complaint by iEntertainment, Inc. The Complaint
has been filed in the United States District Court of the Eastern District of North Carolina
Western Division (5:04-CV-647-BD(1) and names the following defendants: us, Epic Games, Inc.,
Valve Corporation, Sierra Entertainment, Inc., Sony Corporation of Japan, Sony Corporation of
America, Sony Computer Entertainment America, Inc. and Sony Online Entertainment, Inc. The
Complaint alleges infringement of US Patent No. 6,042,477 (method of and system for minimizing the
effects of time latency in multiplayer electronic games played on interconnected computers) and
seeks unspecified damages. We answered the Complaint on or about March 28, 2005.
Codemasters, Inc. v. Atari, Inc.
On January 13, 2005, we were served with a Complaint filed by Codemasters, Inc., or
Codemasters, against us in New York Supreme Court, County of New York. The causes of action arise
out of contractual disputes regarding payments owed by each party to the other. Codemasters
causes of action include breach of contract, failure to respond to submitted statements of account
and unjust enrichment. Codemasters is seeking relief in the amount of approximately $0.9 million
and such other relief as may be just and proper, including interests, costs associated with the
suit. In February 2005, we answered the Complaint and also served Counterclaims. The parties
settled the matter on May 5, 2005. Pursuant to the settlement Agreement, we paid Codemasters
approximately $0.3 million.
Mr. M.L. Edmondson v. Reflections Interactive Limited
On March 4, 2005, Martin Lee Edmondson, the former Managing Director of Reflections
Interactive Limited, our wholly-owned UK subsidiary, filed a Notice of Claim with the Newcastle
upon Tyne Employment Tribunal claiming constructive unfair dismissal as a result of Reflections
alleged repudiatory breach of a contract of employment that necessitated Mr. Edmondsons
resignation. Mr. Edmondson is seeking a declaration that he was unfairly dismissed and
compensation in an unspecified amount for such dismissal. Compensation in the Employment Tribunal
is limited to £55,000 in respect of the maximum compensatory award. Mr. Edmondson could be awarded
for unfair dismissal, together with a maximum basic award of (depending on age and length of
service) £1,350 to £2,025. On April 1, 2005, Reflections filed a Response denying that there was a
fundamental breach of contract that entitled Mr. Edmondson to resign and claim constructive
dismissal. A case management discussion was scheduled for April 29, 2005 but has been postponed
pending the parties ongoing without prejudice discussions regarding settlement. The Employment
Tribunal has granted a stay of the proceedings until July 8, 2005, by which date the parties must
report to the Employment Tribunal on the progress of the without prejudice discussions.
ITEM 4.
SUBMISSION OF MATTERS TO VOTE OF SECURITY HOLDERS
There were no matters submitted to a vote of security holders during the quarter ended March 31, 2005.