Aztec Adventure, Bee Bucks, Bluebird, Classic
TV Game Show Series, CPU-NXT, Double Easy Money, Fairys
Fortune, Grand Hotel, Hot Properties, Instant Winner, Jackpot
Party, Jackpot Stampede, Keepin Up With the Joneses, Life
of Luxury, Milk Money, Money 7s, Money to Burn,
Moneyline, Once Around Deluxe, Pick Your Fortune, Prize Spin,
Puzzle Pays, Quackers, Rakin It In, Reel em In,
Rich Little Piggies, Robin Hoods Sherwood Treasure, Roll
Credits, The Jade Monkey, Toast of the Town, Tour of Stars, Wild
Chance, Wild Wilderness, Winning Recipe, WMS Gaming
and
X Marks the Spot are
trademarks of our subsidiary WMS Gaming Inc. Product names
mentioned in Item 1. Business
Products in this report are trademarks of WMS Gaming,
Inc., except where they are licensed. 3 WAY ACTION is a
trademark of Yehia Awada. BOSE is a trademark of Bose
Corporation. HOLLYWOOD SQUARES and THE CENTER SQUARE are
trademarks of King World Productions, Inc. JUMBLE is a trademark
of Tribune Media Services, Inc. MEGAJACKPOTS is a trademark of
International Game Technology, Inc. MEN IN BLACK is a trademark
of Columbia Pictures Industries, Inc. MONOPOLY, SCRABBLE, FREE
PARKING, MR. MONOPOLY, CHANCE and COMMUNITY CHEST are
trademarks of Hasbro, Inc. PAC-MAN and PAC-MAN FRENZY are
trademarks of Namco Ltd. PICTIONARY is a trademark of Pictionary
Incorporated. SURVIVOR is a trademark of Survivor Productions
LLC. MATCH GAME is a trademark of FremantleMedia
Operations BV. POWERBALL is a trademark of the Multi-State
Lottery Association. RAPID ROULETTE is a trademark of Stargames
Corporation Limited and Crown Limited.
PART I
Item 1. Business.
Development of Our Business
WMS Industries Inc. (WMS) was
incorporated in Delaware on November 20, 1974 under the
name Williams Electronics, Inc. and succeeded to the amusement
game business that had been conducted for almost 30 years
prior to 1974 by our predecessors. For the last five years, our
business has consisted exclusively of the design, manufacture
and marketing of gaming machines and video lottery terminals, or
VLTs.
We conduct our gaming machine business through
our subsidiary, WMS Gaming Inc. (WMS Gaming), which
markets our products under the WMS Gaming trademark. Our fiscal
year begins on July 1 and ends on June 30.
In fiscal 2004, we launched our new generation
game platform,
CPU-NXT
TM
and our new game
cabinet
Bluebird
TM
, and we resumed profitable
quarterly results in the second half of fiscal 2004. For
information about our revenues, net income and assets, see our
consolidated financial statements included in this report and
Item 7. Managements Discussion and Analysis of
Financial Condition and Results of Operations.
On June 25, 2003, we completed a private
placement of $100 million principal amount of 2.75%
Convertible Subordinated Notes due July 15, 2010. On
July 3, 2003, we issued an additional $15 million of
2.75% Convertible Subordinated Notes upon exercise of the
over-allotment option in the note agreement.
2
Our principal executive offices are located at
800 South Northpoint Blvd., Waukegan, Illinois 60085, and our
telephone number is (847) 785-3000. Our Internet website
address is www.wmsgaming.com. Through our Internet website, we
make available free of charge, as soon as reasonably practical
after the information has been filed with or furnished to the
SEC, our annual report on Form 10-K, quarterly reports on
Form 10-Q, current reports on Form 8-K, and amendments
to those reports. We will also provide electronic or paper
copies of these reports free of charge upon request to our
principal office, Attention: Treasurer. Information contained on
our website is not part of this report.
Company Overview
We design, manufacture and market innovative
gaming machines and VLTs for the Class III gaming markets,
and we manufacture gaming machines under original equipment
manufacturing agreements, or OEM agreements, with Multimedia
Games, Inc. for the Class II gaming market. There are three
classes of gaming markets as follows:
Class I gaming includes traditional Native
American social and ceremonial games. Class I gaming is
regulated exclusively at the Native American tribe level. We do
not serve this market.
Class II gaming includes bingo, electronic
aids to bingo, and, if played at the same location where bingo
is offered, pull-tabs and other games similar to bingo.
Class II gaming is regulated by the individual Native
American tribe, with the National Indian Gaming Commission
having oversight of the tribal regulatory process.
Class III gaming includes all other forms of
gaming that are not included in either Class I or
Class II, including slot machines.
We seek to develop gaming machines that offer
high entertainment value and generate greater revenues for
casinos and other gaming machine operators than the gaming
machines offered by our competitors. Our gaming machines feature
advanced graphics, digital sound and engaging game themes, and
most incorporate secondary bonus rounds. Some of our games use
licensed, well-recognized brands such as
MONOPOLY
TM
,
HOLLYWOOD
SQUARES
TM
and
MEN IN BLACK
TM
.
In designing our gaming machines, our designers, engineers,
artists and development personnel build upon our almost
60 years of experience in designing and developing fun,
humorous and exciting games. Our gaming machines are installed
in all of the major regulated gaming jurisdictions in the United
States, as well as in over 50 foreign gaming jurisdictions. For
fiscal 2004, 2003 and 2002, we generated $230.2 million,
$178.7 million and $174.7 million in total revenue,
respectively. The increase in revenues in fiscal 2004 was due to
receipt of regulatory approvals and subsequent shipment of our
new
Bluebird
video gaming devices and
CPU-NXT
upgrade kits.
We generate revenue in two principal ways. First,
we have product sales of gaming machines and VLTs, conversion
kits, including theme and/or operating system conversions,
parts, used equipment and original manufactured equipment to
casinos and other licensed gaming machine operators. For fiscal
2004, 2003 and 2002, we generated $145.9 million,
$85.7 million and $75.6 million in product sales
revenues, respectively. Second, we have gaming operations where
we lease participation games and VLTs and earn royalties
that we receive from third parties under license agreements to
use our games. Participation games, as used
throughout this report, refers to gaming machines that we lease
based upon any of the following payment methods: (1) a
percentage of the net win of the gaming machines, (2) fixed
daily fees, or (3) in the case of wide-area progressive
games, a percentage of the amount wagered. For fiscal 2004, 2003
and 2002, we generated $84.3 million, $93.0 million
and $99.1 million in gaming operations revenue,
respectively. We offer our VLTs either for sale or on a leased
basis, but for leased VLTs, we do not include such gaming
devices in our installed base of participation games. In early
fiscal 2005, we began offering our customers a new
hybrid series of gaming devices where the casino can
pay a normal participation rate or has an option to buy the base
gaming device at the normal price and to pay a lower daily fee
for the software and top box.
Our portfolio of participation games includes
games based upon the
MONOPOLY, HOLLYWOOD SQUARES, MEN IN
BLACK
and
PAC-MAN
brands, and under our
Puzzle
Pays
TM
series, the
JUMBLE
TM
,
SCRABBLE
TM
and
PICTIONARY
TM
brands, among others. We received our first regulatory approvals
for our
3
proprietary wide-area progressive system in May
2004 and have launched the
MONOPOLY Money
TM
themed progressive jackpot in Nevada and in Native American
casinos. We have the ability to place these games on a
participation basis because the popularity of branded games
generates higher wagering and net win to the casino or gaming
machine operator than traditional gaming machines. Our
participation game installed base:
consisted of 4,240 participation gaming machines
as of June 30, 2004;
generated average daily revenue to us of $39.60
per gaming machine for fiscal 2004; and
achieved an 81.9% gross margin during fiscal
2004, together with our other gaming operations revenue sources.
The products that we offered for sale throughout
fiscal 2004 consisted primarily of multi-coin, multi-line video
gaming machines. We are one of the original developers of
multi-coin, multi-line video gaming machines in the
U.S. market. Our video gaming machines include engaging
themes, advanced graphics and digital sound effects and music.
We have also developed and recently received regulatory
approvals for mechanical reel-spinning gaming devices and poker
games, which we will ship to customers in fiscal 2005 as part of
our efforts to fully serve the gaming device needs of a casino.
In fiscal 1999, we introduced the first of our
participation games, a series of four
MONOPOLY
themed
gaming machines, under our exclusive license to use the
widely-recognized
MONOPOLY
trademark on casino-style
gaming machines. Since then, we have continued to introduce
additional
MONOPOLY
and other themed gaming machines.
In 2001, we experienced software anomalies in the
operating system software that drives our gaming devices, and
certain of these anomalies permitted player cheating. As a
result of these anomalies and the publicity concerning them, we
experienced delays in receiving approvals for new games pending
completion of regulatory review of upgrades to our operating
system software. These delays resulted in both lower game sales
and lower participation game revenues because we were unable to
refresh our installed base of participation games on our planned
schedule. To address the software anomaly issues and to
revitalize our technology foundation, in January 2002, we
announced a three-part technology improvement plan to improve
the stability of the operating system software. In fiscal 2003,
we stabilized our existing operating system software and began
to receive approvals for new games. We also met key milestones
on the mid-term phase of our technology improvement plan, which
consisted of developing a new operating system and circuit board
called
CPU-NXT
.
In fiscal 2004, we began shipping new games using
our new
CPU-NXT
operating system in the
Bluebird
cabinet. In fiscal 2005, we are expanding our product offerings
to include video poker and mechanical reel-spinning games, and
we intend to offer an increased number of new game themes. By
September 30, 2004 we expect to have received substantially
all of the regulatory approvals required in North America to
ship
CPU-NXT, Bluebird
, video poker games and mechanical
reel-spinning gaming devices. We believe that this introduction
of an increasing number of games and a broader range of new
products will enable us to increase product sales, participation
game installations and profitability going forward.
Industry Overview
Casino operators continuously seek to increase
revenue growth and profitability at their casinos. The
importance of gaming machine revenue to the casino
operators profitability has created demand for gaming
machines that have the ability to generate superior net win. As
a result, the pace of innovation in game design has accelerated,
and gaming equipment manufacturers have increasingly focused on
enhancing the overall entertainment value of gaming machines. We
believe that three of the most significant recent developments
in gaming machine design have been the development of video
gaming machines that simulate mechanical reel-spinning slot
machines, the introduction of gaming machines with secondary
bonus rounds, and cashless gaming.
Video gaming machines that simulate a mechanical
reel-spinning slot machine on a video screen are predominantly
multi-coin, multi-line gaming machines that offer multiple
distinct pay lines and allow
4
up to 200 or more coins to be wagered on a single
play. This tends to increase the average wager per play.
Secondary bonusing allows a player to advance
beyond the primary game into a bonus round if the player attains
a specified result in the primary game. The bonus rounds are
designed to create significant player appeal by giving the
player more interactive options and a sense of investment in the
game. This encourages the player to continue to play the primary
game in an effort to achieve all of the bonus rounds in a game.
In addition, the bonus rounds give game designers an opportunity
to incorporate additional entertaining content into the game.
Various forms of cashless gaming reduce casino
operators costs and machine downtime as coins are no
longer dispensed from the gaming device when a casino patron
wants to cash out. Instead, the gaming device prints tickets or,
through casino systems, banks the payout in an account for the
casino patron. This technology has proved popular with casino
patrons.
We expect continued demand for multi-coin,
multi-line video gaming machines and other gaming machines that
offer the player secondary bonus rounds and other enhanced
entertainment features, which we believe result in higher
amounts wagered and net win per machine for casinos. As casino
operators continue to adopt cashless gaming in their casinos, we
believe demand for gaming devices that support cashless gaming
will continue to increase.
Some of the gaming machines with secondary
bonusing features and entertaining themes generate significantly
more coin in per day than the other gaming machines on the
casino floors, allowing gaming machine manufacturers to lease
some of the highest-earning machines to casino operators as
participation games. This allows gaming machine manufacturers to
share in the superior earnings of these games and to generate a
recurring revenue stream for themselves.
Another revenue-sharing model that has been
employed by some manufacturers is a wide-area progressive
system. A wide-area progressive system (WAP) links gaming
machines in multiple casinos within a gaming jurisdiction to
contribute to and compete for large system-wide progressive
jackpots. WAP systems are designed to increase gaming machine
play for participating casinos by giving the players the
opportunity to win a larger jackpot than on a non-linked,
stand-alone gaming machine. Net win per gaming machine on WAP
systems are generally higher than on non-linked gaming machines
on a casino floor. We expect the demand for wide-area
progressive jackpot games to increase.
VLTs include both video and mechanical
reel-spinning gaming machines. VLTs are sold, leased to, or
operated as participation games by government agencies that
desire to raise revenue for the jurisdictions in which they
operate. Most VLTs are linked to a central computer for
accounting and security purposes and are monitored by state
lotteries or other government authorities. Unlike gaming
machines designed for the casino market, most VLTs are located
in places where casino-type gaming is not the principal
attraction, such as racetracks, bars and restaurants. In the
last decade, several U.S. states such as New York,
Delaware, Oregon and Rhode Island have enacted legislation
permitting VLTs.
Business Strategy
Our business strategy is to increase our market
penetration in major regulated gaming jurisdictions worldwide by
developing entertaining products and providing outstanding
service. This strategy includes the following elements:
Our Technology Foundation:
In January 2002, we embarked on a
technology improvement plan designed to stabilize and update our
existing operating system and position us for future growth. We
have received the requisite regulatory approvals for the
upgraded version of our legacy operating system software. We
have also received approvals for
CPU-NXT,
our new
operating system and gaming platform, from all North American
regulators beginning with our first regulatory approval for this
platform in September 2003. We continue to work to incorporate
new technologies into our software and platforms in anticipation
of evolving customer preferences and future regulatory
requirements.
5
Leveraging Our Product Development Expertise
to Introduce Innovative New Games:
We
have almost 60 years of experience developing fun, humorous
and exciting games. Over the past three years, we have enhanced
our game development efforts by adding key management, design
personnel and software engineers to our product development
group. We have renovated our facilities and organized our game
development team into a studio format to help promote innovation
while maintaining a focused development approach in an effort to
maximize the entertainment value of our products. We believe
that our proven game development capabilities, combined with the
additional functionalities and enhanced features of our new
gaming platform, will enable us to increase our market share.
Offering our new Bluebird Cabinets:
We have received approvals of our new
Bluebird
cabinets from all North American regulators,
beginning with our first regulatory approval of this new cabinet
in November 2003. The
Bluebird
cabinet is used for our
video, mechanical reel-spinning, poker and wide-area progressive
products.
Bluebird
cabinets incorporate features such as
an ergonomically engineered design, 18-inch digital,
high-resolution flat screen monitors for the video version of
the product, sound systems by Bose Corporation
(BOSE®)
and simultaneous coin-in/
coin-out and cashless capabilities. At the American Gaming
Summit in January 2003, industry experts selected the
Bluebird
cabinet as one of the top three most innovative
new gaming products.
Expanding the Breadth of Our Product
Offerings:
We have expanded our
product lines to be able to fully serve casino operators
gaming machine requirements. Our former product line focused
primarily on the multi-coin, multi-line video-based market
sector. Our new product offerings also include:
Mechanical Reel-Spinning Gaming
Machines
We introduced our
first new mechanical reel-spinning gaming devices in the spring
of 2004 as part of our launch of our wide-area progressive
jackpot system. Our first shipment of a for sale mechanical reel
spinning gaming device is expected in September 2004. We believe
the mechanical reel-spinning gaming machine market is an
attractive opportunity, as it represents the largest portion of
the global installed base of gaming machines.
Video Poker
Games
We introduced our
first proprietary video poker game on our new
CPU-NXT
operating system in July 2004. We expect to introduce more video
poker games in fiscal 2005. The video poker games are offered as
a
CPU-NXT
conversion kit to our legacy gaming device or
in a new
Bluebird
cabinet.
Wide-Area Progressive
Systems
Wide-area
progressive systems are inter-casino systems that electronically
link gaming machines located in various casinos to a central
computer, which controls a progressive jackpot that increases
with every wager placed on the linked gaming machines. By May
2004 we received all of the regulatory approvals needed to
operate our proprietary wide-area progressive system in Nevada
casinos and for Native American casinos and introduced our first
proprietary wide-area progressive jackpot to our customers.
Maximizing the Potential of Our Participation
Games and Exclusive Licenses of Popular
Themes:
As the exclusive licensee of
the
MONOPOLY
brand for use with gaming machines, we have
converted a popular board game brand into a successful line of
superior-earning gaming machines. We have also licensed
additional brands and now have five series of participation game
themes with an aggregate installed base of 4,240 participation
games as of June 30, 2004. We introduced a new branded
series,
MEN IN BLACK
in late June 2004. The name
recognition and creative game design of our branded products
have allowed us to lease them to casino operators as
participation games, generating a high-margin recurring revenue
stream for ourselves, as well as the casinos. We continue to
pursue new licensed brands and additional themes based on the
guidance of focus group testing of casino patrons.
Continuing Our Expansion into International
Markets:
We are authorized to conduct
business in over 50 foreign gaming jurisdictions. Revenues from
our foreign customers increased by 23.8% to $59.9 million
for fiscal 2004 from $48.4 million for fiscal 2003. We
anticipate continued growth in foreign markets with the
continued penetration of
CPU-NXT, Bluebird,
and the
introduction of mechanical reel-spinning gaming machines and
video poker games, wide-area progressive systems and additional
game titles.
6
To enhance our focus on foreign markets we
recently appointed one of our senior executives as managing
director of international operations. We currently have offices
in Australia, South Africa, Spain and most recently we have
opened an office in the United Kingdom. This new office will
house our second internationally focused game development studio
and, if gaming regulations are amended in the United Kingdom,
would also include sales and distribution functions. The United
Kingdom continues in its efforts to modify its gaming
legislation, which we believe will turn into revenue
opportunities in calendar 2006. We also view Macau and Russia as
two markets with high growth potential. We have been an active
supplier to the Russian market for the past two years, and in
May 2004, we launched the first
Bluebird
gaming devices
there. See Note 4 to our consolidated financial statements
included in this report.
Products
We offer video and mechanical reel-spinning
gaming machines and VLTs incorporating highly entertaining game
themes and innovative gaming features. Our new
CPU-NXT
operating system supports added functionality and increased
graphical capability and speed of play.
Our
Bluebird
gaming cabinet includes a
number of features that we believe improve the experience of
players, including the Bose Free Field® directed audio
system, which reduces peripheral distracting noises; an 18-inch
LCD monitor, which can display advanced graphics generated by
our new
CPU-NXT
operating system; and a recessed coin
tray to provide players with greater comfort. The
Bluebird
cabinet supports both video and mechanical reel
games and is easier and faster to service than our legacy
cabinets, with 80% of the internal components interchangeable
between upright and slant models.
Engaging and humorous themes and a high degree of
player interactivity are incorporated into each of our games,
particularly in the secondary bonus rounds. We believe that by
designing games and gaming machines that are fun and interesting
to play and incorporating the latest gaming technologies, we
supply games and gaming machines with superior player appeal.
Our games integrate secondary bonus rounds as
additions to the basic game to create a game-within-a-game for
more exciting and interactive play. If players achieve various
milestones in the game, they move on to play a secondary game
without additional wagering for additional bonuses. The
secondary game gives the player a sense of investment in the
game. The player is encouraged to continue wagering on the basic
game in the hope of being awarded a secondary bonus game. The
player can win in both the basic game and the secondary game. In
our secondary bonus games, the player has various choices to
make regarding the bonus features. For example, in some games
the player can select from a variety of tokens or characters
that will be used to obtain or reveal the bonus. Amusing,
entertaining or familiar graphics and musical themes add to the
player appeal of our games.
Games for Sale
We offer the following products for sale:
Multi-coin, multi-line video gaming machines.
Our line of multi-coin, multi-line-
gaming machines combine advanced graphics, digital sound effects
and music, and secondary bonus games. In the basic game, the
video screen of these gaming machines simulates traditional
mechanical reel-spinning slot machines. In our bonus games, the
video screen shows a variety of amusing interactive themed
content. Depending on the machine, the player can wager up to
200 coins per play.
Mechanical reel-spinning slot machines.
Following the expiration of the
Telnaes extended-odds technology patent in 2002, we developed
and are now introducing a new line of mechanical reel-spinning
gaming devices in our new
Bluebird
cabinet. We expect to
increase our presence in this market starting in September 2004.
We did not introduce any new mechanical reel-spinning games in
fiscal 2004 and 2003. We introduced one new mechanical
reel-spinning game in fiscal 2002 on our legacy platform.
Poker.
For our new
poker products, our first poker game,
3 WAY
ACTION
TM
, was approved by the first regulatory
lab in June 2004, and we shipped our first game to customers in
July 2004. We expect to
7
receive approvals from the other key gaming labs
in the September 2004 quarter and approval of additional poker
games throughout fiscal 2005.
During fiscal 2004 and 2003, we released the
following new video games for sale:
2004
2003
CPU-NXT Operating System
Milk Money
TM
Rakin It In®
Quackers®
Wild Wilderness®
Rich Little Piggies®
Reel em In®
Instant Winner
TM
Money to Burn®
Jackpot Party®
Fairys Fortune
TM
Robin Hoods Sherwood Treasure®
Life of Luxury® 2
Pick Your Fortune®
The Jade Monkey®
Keepin Up with the Joneses®
3 WAY-ACTION Poker
Legacy Operating System
Legacy Operating System
Life of Luxury 2
Roll Credits®
Aztec Adventure
TM
Jackpot Stampede
TM
Toast of the Town®
X Marks the Spot®
Our sales of new gaming machines, primarily video
gaming machines, were 12,661 units in fiscal 2004 compared to
6,867 units in fiscal 2003 and 6,916 units in fiscal 2002. The
lower unit levels for the previous two fiscal years resulted
from the delay of new game approvals and our customers delaying
purchases as they scrutinized our progress in implementing our
three-part technology improvement plan to stabilize our
operating system software and awaited our new products on our
new platform. In September 2003, we received the first approvals
for nine video games for sale on our new
CPU-NXT
operating system. We expect to introduce over 40 games for
sale in fiscal 2005, subject to regulatory approval. See
Item 7. Managements Discussion and
Analysis of Financial Condition and Results of Operations
for a discussion of revenues contributed by games for sale and
other product sales.
Participation Games
In fiscal 1999, we introduced the first of our
participation games, a series of four
MONOPOLY
themed
games under an exclusive license from Hasbro, Inc. Our game
designers use secondary bonus rounds in combination with the
actual elements of the
MONOPOLY
board game to create the
highly entertaining games. These elements include
MR. MONOPOLY
TM
,
CHANCE
TM
, COMMUNITY CHEST
TM
and the
distinctive game board and tokens, some set to a background of
big band music. Most of our participation games are multi-coin,
multi-line video games, although some of the earlier games are
mechanical reel-spinning gaming machines.
8
In fiscal 2001, we introduced
Puzzle Pays,
a second series of participation games, based on popular
licensed puzzle game themes. The first game in the
Puzzle
Pays
series was
JUMBLE
TM
, based on the
popular scrambled word game appearing in newspapers nationwide.
Two additional
Puzzle Pays
gaming machines followed:
Bee Bucks
TM
, the sequel to
JUMBLE,
and
a
SCRABBLE
TM
themed game.
In fiscal 2002, we launched three new
participation game series:
HOLLYWOOD SQUARES
, based on
the popular television game show, in the winter of 2001;
PAC-MAN,
based on the popular classic arcade game, in the
spring of 2002; and
SURVIVOR
TM
, based on the
popular television show in the spring of 2002. The
SURVIVOR
themed game was commercialized in association
with International Game Technology, or IGT, which placed these
games on its
MEGAJACKPOTS
TM
wide-area
progressive (WAP) system. WAP systems are inter-casino systems
that electronically link gaming machines located in various
casinos to a central computer, which controls a progressive
jackpot that increases with every wager placed on the linked
gaming machines.
In April 2003, we introduced
FREE
PARKING
TM
, the eleventh game in the
MONOPOLY
series. In fiscal 2003, we had limited
introductions of two additional
Puzzle Pays
gaming
machines,
PICTIONARY
TM
and
SCRABBLE Winning
Recipe
TM
. In September 2003, we extended our
agreement with Hasbro, Inc. for use of their
MONOPOLY
brand through calendar 2011. As a result, we intend to devote
more development efforts and intellectual property to the
MONOPOLY
brand over the coming years. In October 2003, we
introduced
Moneyline,
the twelfth game in the
MONOPOLY
series.
In January 2004, the remaining
SURVIVOR
WAP themed system was shut down. In February 2004, we introduced
Grand Hotel®
, the thirteenth game in the
MONOPOLY
series, and the first
MONOPOLY
game
offered as a
CPU-NXT
upgrade conversion. In June 2004, we
introduced
Once Around Deluxe®
as the first
MONOPOLY
game offered as both a
CPU-NXT
conversion
and also in a new
Bluebird
cabinet. We intend to
introduce two new
MONOPOLY
branded participation games
per year to keep the brand fresh and entertaining.
In addition, we used the
MONOPOLY
brand
for our first wide-area progressive jackpot, called
MONOPOLY
Money
that we launched in May 2004. By May 2004 we received
all of the regulatory approvals needed to operate our
proprietary WAP system in Nevada casinos and for Native American
casinos and introduced our first proprietary WAP jackpot to our
customers.
During fiscal 2004 and 2003, we released the
following new participation games:
2004
2003
MONOPOLY Moneyline
MONOPOLY Hot Properties®
MONOPOLY Grand Hotel
MONOPOLY FREE PARKING
MONOPOLY Money
7s
TM
HOLLYWOOD SQUARES THE CENTER
SQUARE
TM
MONOPOLY Wild
Chance
TM
PAC-MAN
FRENZY
TM
MONOPOLY Once Around Deluxe
PICTIONARY
HOLLYWOOD SQUARES Tour of
Stars
TM
SCRABBLE Winning Recipe
HOLLYWOOD SQUARES Prize
Spin
TM
MEN IN BLACK
After substantially increasing our game
development staff over the last 18 months, we expect to
launch over 10 new participation games in fiscal 2005,
subject to regulatory approval.
Our installed base of participation games
decreased from 5,086 units at June 30, 2003 to 4,240 units
at June 30, 2004. Net win per day per gaming device
increased from $39.19 in fiscal 2003 to $39.60 in fiscal
9
2004, as we continued to refresh the installed
base with new games. We believe the decline in the installed
base of units was due to:
the removal of our participation games by casinos
due to our legacy platform not supporting features and
functionality required by the customers and our game performance
not meeting operators expectations, and
our removal of participation games in
low-performing casinos,
The average installed base decreased from 5,509
units in fiscal 2003 to 4,430 units in fiscal 2004. At
August 27, 2004 we have issued orders for over
2,617 conversions or new units, of which over 2,000 are for
placement of new games on
Bluebird
gaming devices. See
Item 7. Managements Discussion and Analysis of
Financial Condition and Results of Operations for a
discussion of revenues contributed by gaming operations.
Additional Revenue Sources
In addition to the gaming machine categories
described above, we also supply the following products:
Video Lottery Terminals.
Our VLTs include both video and
mechanical reel-spinning gaming machines. They feature advanced
graphics, digital sound effects and music and incorporate many
of the same features as our other gaming machines. We offer a
variety of multi-game and single-themed VLTs. Our VLTs may be
operated as stand-alone units or may interface with central
monitoring computers operated by government agencies. Our VLTs
typically are located in places where casino-type gaming is not
the principal attraction, such as racetracks, bars and
restaurants. We expect to offer VLTs with
CPU-NXT
and
Bluebird
in fiscal 2005. We do not include the leased
VLTs in our installed base of participations games. At
June 30, 2004 we had 1,928 leased VLTs installed.
Parts Sales, Game Conversions, OEM and Used
Games.
We sell replacement parts and
game theme conversions for our gaming machines. In fiscal 2004,
we began selling
CPU-NXT
game conversion kits, which
enable casinos to obtain all the features and functionality of
the
CPU-NXT
operating system for a lesser price than the
purchase of a new
Bluebird
cabinet. We also sell used
games that are acquired on a trade-in basis or that were
previously placed on a participation basis. We expect that our
revenues from these sources will increase in the future as our
installed base of gaming machines sold expands. In addition, we
manufacture and sell gaming stations for Multimedia Games Inc.,
or Multimedia, under original equipment manufacturing, or OEM,
agreements. In fiscal 2004 and 2003, we manufactured and sold
2,000 and 1,000 gaming stations, respectively, to Multimedia.
Effective April 1, 2004 we entered into a strategic
two-year agreement with Multimedia to expand and extend our
relationship to address opportunities in Class II and other
centrally controlled gaming markets.
Licensing.
We
entered into new licensing agreements with Sierra Design Group,
or SDG, now a wholly owned subsidiary of Alliance Gaming
Corporation, and Multimedia in fiscal 2004. We granted SDG
non-exclusive rights to distribute the
MONOPOLY
branded
games in Washington State, as well as a non-exclusive license to
commercialize our proprietary game themes in Washington State,
New York State and the state of Florida. We also granted a
non-exclusive license to Multimedia for the
HOLLYWOOD
SQUARES
series of games in Washington State as well as a
non-exclusive license to commercialize our proprietary game
themes in Washington State. As part of the agreement we signed
with Multimedia effective April 1, 2004, we have granted
Multimedia an exclusive license to all of our game themes for
Class II, Charitable Gaming and Tribal Instant Lottery
Gaming venues, subject to existing license agreements and, for
our licensed participation themes, our licensors
approvals. We also have a licensing agreement with Stargames
Corporation Pty. Ltd., or Stargames, to serve the Australian
market. See Sales and Marketing below. We earn a
royalty fee from Multimedia, SDG and Stargames for each of our
licensed games that they place, and in general, for
participation themes they place, we receive a daily royalty
revenue for each game.
Hybrid Product.
In
early fiscal 2005, we began supplying our customers with a new
series of gaming devices where the casino can pay our normal
participation rate or has an option to purchase the base gaming
device at the normal price and to pay a lower daily fee for the
software and top box. Our
10
3-WAY ACTION
Poker
product and our
Classic TV Game Show
TM
series
of products will be distributed in this manner beginning in the
September 2004 quarter.
Design, Research and Product
Development
In designing our gaming machines, our designers,
engineers and artists build upon almost 60 years of
experience that our predecessors and we have in designing and
developing fun, humorous and exciting games. We are continually
developing new games in order to refresh the installed base of
our gaming devices, and implementing new technologies and
functionality to enhance player entertainment. Our gaming
machines and games are usually designed and programmed by our
internal engineering staff and game design studios. Our game
design teams operate in a studio environment that encourages
creativity, productivity and cooperation among design teams.
Each of our eight studios works concurrently on
multiple games and is staffed with software developers, graphic
artists, mathematicians and game developers. In some cases, we
may outsource testing and graphic design functions to
independent designers under contract to us. Games and gaming
machines may be tested by regulatory authorities who must
approve the product before it can be shipped to gaming
jurisdictions.
During fiscal 2004, 2003 and 2002, we spent
approximately $44.8 million, $40.3 million and
$26.0 million, respectively, on design, research and
product development. In fiscal 2003, we finished the renovation
of our existing Chicago research and design facility to create a
state-of-the-art technology campus. We are currently planning
expansion of this facility or the purchase and renovation of
additional space in fiscal 2005. We substantially increased our
staff in fiscal 2004, 2003 and 2002 to execute our technology
improvement plan, to expand our product lines and also to
increase the number of game themes we offer. As of
August 27, 2004, we employed 382 persons in our
design, research and development teams. In fiscal 2005, we
intend to ship our complete product lines including new
mechanical reel-spinning games, using extended odds technology
and new video poker games.
Some of our gaming machines are based on popular
brands licensed from third parties, such as Hasbro Inc., CBS
Consumer Products and Sony Pictures Consumer Products Inc.
Typically, we are obligated to make minimum guaranteed royalty
payments over the term of our license and to advance payment
against those guarantees. The licensor typically must inspect
and approve any use of the licensed property. In addition, each
license typically provides that the licensor retains the right
to exploit the licensed property for all other purposes,
including the right to license the property for use with any
products not related to gaming machines.
Sales and Marketing
We are authorized to sell or lease our gaming
machines to casinos in 141 tribal jurisdictions and
75 other gaming jurisdictions worldwide. See
Government Regulation General below.
Generally, we sell our gaming machines directly, rather than
through the use of distributors, which we believe allows us to
provide superior customer service and enhances profitability. In
some instances, our gaming machines are installed in casinos on
a trial basis, and only after a successful trial period are the
machines purchased by the customers. In addition, we offer some
of our most popular game themes on a participation or lease
basis. See Company Overview above. We sell or lease
VLTs, depending on the jurisdictions where they are placed.
Since we commenced the sales process last
September, as of August 27, 2004, we have issued sales
orders or executed agreements to sell 22,285
Bluebird
video gaming devices or
CPU-NXT
upgrade kits representing
about 45% of the 50,000+ WMS video units in casinos. Of the
22,285 units for which weve issued sales orders or
executed agreements, 8,591 of them or 17% of the legacy video
gaming devices were installed by June 30, 2004. Of the
remaining units, 10,576 are
Bluebird
units and 3,118
CPU-NXT
are upgrade kits. We expect to deliver the
balance of these units over the next several quarters.
We sell and lease our gaming machines through
20 salespeople in offices in several United States
locations, and six salespeople in our international offices: two
in our office in Spain, two in our office in South Africa, and
one in each of Canada and the United Kingdom. Our salespeople
earn a salary and commissions. Our gaming machines are primarily
marketed through direct sales, trade shows, promotional
videotapes, our
11
proprietary website and advertising in trade
journals. No single customer accounted for 10% or more of our
revenues in fiscal 2004, 2003 or 2002.
Our foreign game sales continued to increase in
fiscal 2004 with over 5,159 games sold abroad compared to 4,333
in fiscal 2003 and 2,784 in fiscal 2002. We have translated our
most popular domestic game themes into Spanish, Portuguese,
French, Russian and Italian. Export sales and leases of our
products were approximately $59.9 million, or 26.0% of
revenues, for fiscal 2004, compared with $48.4 million, or
27.1% of revenues, for fiscal 2003, and $30.7 million, or
17.6% of revenues, for fiscal 2002. Substantially all foreign
sales are made in United States dollars. Revenue from
participation games has been primarily limited to North America,
and we expect this trend to continue.
Since fiscal 2001, we have developed games in
Australia. These games are distributed under our cross-license
agreement with Stargames using their PC3 hardware platform, and
we receive a royalty payment for each of our games sold by
Stargames. Our agreement with Stargames was renewed in December
2003 and extends through January 31, 2006.
We entered into new licensing agreements with
SDG, now a wholly owned subsidiary of Alliance Gaming, and
Multimedia in fiscal 2004. We granted SDG non-exclusive rights
to distribute the
MONOPOLY
branded games in Washington
State, as well as a non-exclusive license to commercialize our
proprietary game themes in Washington State, New York State and
the state of Florida. We also granted a non-exclusive license to
Multimedia for the
HOLLYWOOD SQUARES
series of games in
Washington State as well as a non-exclusive license to
commercialize our proprietary game themes in Washington State.
As part of the agreement we signed with Multimedia effective
April 1, 2004, we have granted Multimedia an exclusive
license to all of our game themes for Class II, Charitable
Gaming and, in California, Tribal Instant Lottery Gaming,
subject to existing license agreements and, for our licensed
participation themes, our licensors approvals.
In addition, we manufacture and sell gaming
stations for Multimedia under an OEM agreement. In fiscal 2004
and 2003, we manufactured and sold 2,000 and 1,000 gaming
stations, respectively, to Multimedia. Effective April 1,
2004 we entered into a strategic two-year agreement with
Multimedia to expand and extend our relationship to address
opportunities in Class II and other central determinant
system-based gaming markets.
Competition
The gaming machine market is intensely
competitive and is characterized by the continuous introduction
of new game titles and new technologies. Our ability to compete
successfully in this market is based, in large part, upon our
ability to:
create an expanding and constantly refreshed
portfolio of games with high earnings performance;
offer gaming machines that consistently
out-perform gaming machines manufactured by our competitors;
identify and develop or obtain rights to
commercially marketable intellectual properties; and
adapt our products for use with new technologies.
In addition, successful competition in this
market is also based upon:
engineering innovation and reliability;
mechanical reliability;
brand recognition;
marketing and customer support; and
competitive prices and lease terms.
12
We estimate that about 25 companies in the
world manufacture gaming machines and VLTs for legalized gaming
markets. Of these companies, we believe that International Game
Technology (IGT), Bally Gaming, Aristocrat Technologies, Atronic
Casino Technology, Gtech Holdings and WMS control a majority of
this worldwide market. Our competitors vary in size from small
companies with limited resources to a few large corporations
with greater financial, marketing and product development
resources than ours. The larger competitors, particularly IGT,
have an advantage in being able to spend greater amounts than us
to develop new technologies and features that are attractive to
players and customers. In addition, some of our competitors have
developed, sell or otherwise provide to customers security,
centralized player tracking and accounting systems which allow
casino operators to accumulate slot accounting and performance
data about the operation of gaming devices. We do not currently
offer these systems. Several of our competitors pooled their
intellectual property patents that provide cashless gaming
alternatives, specifically ticket-in ticket-out technology so
that when a casino patron cashes out from a gaming machine they
may receive a printed ticket instead of coins. We license this
technology from these competitors and passthrough the license
fee to our customers.
In the video and mechanical reel-spinning gaming
machine market, we compete with market leader IGT, as well as
Bally Gaming, Sigma Game, Atronic Casino Technology, Mikohn
Gaming, Konami, Franco, Unidesa and Aristocrat Technologies. In
the VLT market, we compete primarily with IGT, G-Tech Holdings
and Scientific Games.
Manufacturing
We have manufactured all of our gaming devices at
our facility in Waukegan, Illinois, since fiscal 2001. This
modern facility has allowed us to achieve increased operating
efficiencies over our previous facility. We have added
additional assembly lines to increase our practical assembly
capacity, which we believe will lower our product lead times in
fiscal 2005. We intend to expand our Waukegan facility beginning
in fiscal 2005 to provide for further production capacity.
Manufacturing commitments are generally based on
sales orders from customers. In some cases, however, component
parts are purchased and assembled into finished goods, which are
inventoried in order to be able to quickly fill customer orders.
Our manufacturing process generally consists of assembling
component parts to complete a gaming machine. We generally
warrant our gaming machines sold in the U.S. for a period
of 90 days.
The raw materials used in manufacturing our
gaming machines include various metals, plastics, wood, glass
and numerous component parts, including electronic
subassemblies, video monitors and LCD screens. We believe that
our sources of supply of component parts and raw materials are
generally adequate.
Patent, Trademark, Licenses, Copyright and
Product Protection
Each gaming machine embodies a number of
separately protected intellectual property rights, including
trademarks, copyrights and patents. We believe these
intellectual property rights are significant assets to our
business in the aggregate, and three licenses impacted the
majority of our consolidated revenue in fiscal 2004. We seek to
protect our investment in research and development and the
unique and distinctive features of our products and services by
maintaining and enforcing our intellectual property rights.
We have obtained patent rights protection
covering many of our products. In fiscal 2004, we were issued
12 U.S. patents, covering a variety of aspects of
video and electronic gaming machines and associated equipment.
We generally seek to obtain trademark protection in the
U.S. for the names or symbols under which we market and
license our products. We also rely on our copyrights, trade
secrets and proprietary know-how. In addition, some of our most
popular gaming machines are based on trademarks and other
intellectual property licensed from third parties.
13
Government Regulation
General
We sell our games in legal gaming jurisdictions
worldwide. The manufacture and distribution of gaming equipment
and related software is subject to regulation and approval by
various city, county, state, provincial, federal, tribal and
foreign agencies.
We believe we hold all of the licenses and
permits necessary to conduct our business. In all, we hold over
200 licenses or permits to conduct gaming worldwide,
including over 50 foreign licenses or permits.
WMS and its key personnel have obtained or
applied for all approvals necessary to maintain compliance with
these regulatory agency requirements. The regulatory
requirements vary among jurisdictions, but the majority of
jurisdictions require licenses, permits, or findings of
suitability for the company, individual officers, directors,
major stockholders and key employees, and documentation of
qualification. We must satisfy all conditions for each gaming
license or permit.
In some jurisdictions, regulators govern not only
the activities within their own jurisdiction but also activities
that occur in other jurisdictions to ensure that the entities it
licenses are in compliance with local standards on a worldwide
basis. Nevada is such a jurisdiction. The Nevada gaming
authorities require WMS and our gaming subsidiary, WMS Gaming,
to maintain Nevada standards of conduct for all our gaming
activities and operations worldwide. To make our compliance
efforts more efficient, we have centralized all licensing,
compliance and non-product approval gaming regulatory matters,
including the shipment of gaming equipment and related software
worldwide.
The gaming industry by its very nature is complex
and constantly evolving, particularly in the new jurisdictions.
Over the past two years, we have devoted significant resources
to ensure regulatory compliance throughout our company.
Additionally, we have an active gaming compliance committee of
our board of directors that works in concert with our compliance
department to avoid any appearances of impropriety as a result
of a business relationship or new market opportunity. We have
never been denied a gaming-related license, nor have our
licenses ever been suspended or revoked.
Nevada Regulations
Overview of
Regulatory Framework:
The manufacture, sale and distribution of gaming
machines for use or play in Nevada or for use outside of Nevada
are subject to extensive state and local laws, regulations and
ordinances of the Nevada Gaming Commission, the Nevada State
Gaming Control Board, and various county and municipal
regulatory authorities (collectively, the Nevada gaming
authorities). The laws, regulations and ordinances
primarily cover the responsibility, financial stability and
character of gaming equipment manufacturers, distributors and
operators, as well as persons financially interested in or
involved in gaming operations. We currently hold all necessary
gaming licenses to manufacture, distribute and operate a slot
route or a wide-area progressive system.
The laws, regulations and supervisory procedures
of the Nevada gaming authorities are based on public policy and
seek to:
prevent unsavory or unsuitable persons from
having a direct or indirect involvement with gaming at any time
or in any capacity;
establish and maintain responsible accounting
practices and procedures;
maintain effective control over the financial
practices of licensees, including establishing minimum
procedures for internal fiscal affairs and safeguarding the
assets and revenues, providing reliable record keeping and
requiring the filing of periodic reports to the Nevada gaming
authorities;
prevent cheating and fraudulent practices;
provide a source of state and local revenues
through taxation and licensing fees; and
14
provide strict regulation of all persons,
locations, practices, associations and activities relating to
casino operations and the manufacture and distribution of gaming
devices and related software and equipment.
Licensing
Requirements:
Of
Our Security Holders
A holder of our stock or of our issued debt may
be required to file an application, be investigated and be
subject to a suitability hearing as a beneficial holder if the
Nevada Gaming Commission has reason to believe that the
holders ownership in our securities would be inconsistent
with its public policies and those of the State of Nevada. As
with any other gaming applicant, the holder will be required to
pay all costs associated with any investigation conducted by the
Nevada gaming authorities.
A security holder will have to abide by the
following requirements:
If the holder acquires 5% or more of our
securities, report acquisition of beneficial interest in our
securities to the Nevada gaming authorities.
If the holder acquires 10% or more of our
securities, file a gaming application within 30 days after
receiving written notice from the Chairman of the State Gaming
Control Board.
If the person holding our voting securities is a
corporation, partnership or a trust, and is required to be found
suitable, the entity will be required to submit to the Nevada
gaming authorities detailed business and financial information
including a list of its beneficial owners.
Any person who fails or refuses to apply for a
finding of suitability or a license within 30 days after
being ordered to do so by the Nevada gaming authorities may be
found unsuitable and may be subject to criminal penalties. The
same restrictions apply to a record owner if the record owner,
after request, fails to identify the beneficial owner. We are
required to render maximum assistance to the Nevada gaming
authorities in determining the identity of our beneficial owners.
If an institutional investor holds more than 10%,
but not more than 15%, of our voting securities, that investor
can apply to the Nevada gaming authorities for a waiver of the
finding of suitability if it holds the voting securities for
investment purposes only. Under certain circumstances, an
institutional investor may be able to hold up to 19% for a
limited period of time. To qualify for this waiver, the
institutional investor must have acquired the voting securities
in the ordinary course of business. In addition, the
institutional investor may not hold the securities for the
purpose of causing (1) the election of a majority of the
members of our board of directors, (2) a change in our
corporate charter, bylaws, management, policies or operations,
or those of any of our gaming affiliates, or (3) any other
action which the Nevada gaming authorities would find
inconsistent with holding our voting securities for investment
purposes only.
Of
Our Company:
We are registered with the Nevada Gaming
Commission as a publicly traded corporation. We are required to
periodically file detailed financial and operating reports to
the agency and furnish any other information which the Nevada
gaming authorities may require.
As a registered company, we also adhere to the
following restrictions imposed by the Nevada gaming authorities:
Any individual having a material relationship or
material involvement with us may be required to be found
suitable and individually licensed.
Our officers, directors and key employees must
file license applications with the Nevada Gaming Authorities and
may be required to be licensed or found suitable by them.
Each applicant is required to pay all costs of
any investigation, and we would reimburse any such applicant.
15
Changes of an applicants position with us
must be reported to the Nevada gaming authorities.
We must sever all relationships with an officer,
director or key employee that the Nevada gaming authorities have
found unsuitable and may be required to terminate the employment
of any person that refuses to file a gaming application when
requested.
We are required to maintain a current stock
ledger in the State of Nevada, which may be examined by the
Nevada gaming authorities at any time.
The Nevada gaming authorities have the power to
require that our stock certificates bear a legend indicating
that the securities are subject to the Nevada Gaming Control Act
(although compliance with this requirement has not been
requested to date).
We may not make a public offering of our
securities without the prior approval of the Nevada Gaming
Commission if the securities or the proceeds are intended to be
used to construct, acquire or finance gaming facilities in
Nevada, or to retire or extend obligations incurred for these
purposes or for similar transactions. We currently hold an
approval to make certain public offerings through March 2005,
subject to certain conditions. This shelf approval can be
rescinded for good cause and does not mean that for any offering
we may make, the Nevada gaming authorities have found,
recommended or approved the issued securities or passed on the
accuracy or adequacy of the prospectus or the investment merits
of the securities offered. Any representation to the contrary is
unlawful.
We are subject to disciplinary action if, after
we receive notice that a person is unsuitable to be a security
holder or to have any other relationship with us, we:
pay that unsuitable person any dividend, interest
or other distribution on any of our securities;
allow that person to exercise, directly or
indirectly, any voting rights conferred through securities held
by that person;
pay remuneration in any form to that person;
fail to pursue all lawful efforts to require the
unsuitable person to relinquish voting securities including, if
necessary, the immediate repurchase of the voting securities for
cash at fair market value;
fail to pursue all lawful efforts to terminate
our relationship with that person; or
make any payment to the unsuitable person by way
of principal, redemption, conversion, exchange, liquidation or
similar transaction.
If we violate the Nevada gaming authorities
rules and regulations, our gaming licenses could be limited,
conditioned, suspended or revoked and we could and those
involved with us could be fined for each separate violation.
Changes in control whether through merger,
consolidation, stock or asset acquisitions, management or
consulting agreements, or any act or conduct by a person where
control of WMS is obtained, may not occur without the prior
approval of the Nevada gaming authorities. Persons seeking to
acquire control of us must satisfy the Nevada gaming
authorities standards prior to assuming control.
Any decision made by the Nevada gaming
authorities regarding a persons suitability or licensing
is not subject to judicial review. We believe we have obtained
all required licenses and/or approvals necessary to carry on our
business in Nevada, including receiving the necessary findings
of suitability of our officers, directors and key personnel.
Of
Our Gaming Subsidiary
WMS Gaming manufactures, sells and distributes
gaming devices in Nevada and for use outside Nevada, and
recently began to operate a wide-area progressive system in
Nevada casinos. WMS Gaming holds the
16
necessary license to conduct this activity in
addition to sharing in gaming revenue under our slot route
operators license which covers our participation games.
WMS Gamings gaming licenses are subject to
the following restrictions:
The Nevada gaming authorities have broad
discretion in reviewing the conduct of a licensee on a
continuing basis.
The officers, directors and key employees of our
gaming subsidiary must file license applications with the Nevada
Gaming Authorities and may be required to be licensed or found
suitable by them.
A person may not become a stockholder of or
receive any percentage of profits from our licensed gaming
subsidiary without first obtaining licenses and approvals from
the Nevada gaming authorities.
We are required to report substantially all
loans, leases, sales of securities and similar financing
transactions of a material nature to the State Gaming Control
Board and/or have them approved by the Nevada Gaming Commission.
Our gaming activity licenses are not transferable.
Changes
in Control:
The Nevada legislature has declared that some
corporate acquisitions opposed by management, repurchases of
voting securities and corporate defense tactics affecting Nevada
gaming licensees, and publicly traded corporations that are
affiliated with those operations, may be injurious to stable and
productive corporate gaming. The Nevada Gaming Commission has
established a regulatory framework to guard against the
potentially adverse effects of these business practices upon
Nevadas gaming industry.
Approvals are, in certain circumstances, required
from the Nevada Gaming Commission before we can make exceptional
repurchases of voting securities above their current market
price and before a corporate acquisition opposed by management
can be consummated. Nevadas gaming laws and regulations
also require prior approval by the Nevada Gaming Commission if
we were to adopt a plan of recapitalization proposed by our
board of directors in opposition to a tender offer made directly
to our stockholders for the purpose of acquiring control of us.
Gaming
Equipment Approvals:
Nevada has its own laboratory within its agency.
Before we can sell a new gaming machine in Nevada, it must first
be approved by the Nevada agency. The agency conducts rigorous
testing of the gaming device and related equipment, and may
require a field trial of the gaming device and platform before
determining that the gaming device and platform meet the
agencys strict technical standards. Throughout the course
of offering our gaming devices and related software in Nevada,
the Nevada gaming authorities may require subsequent
modifications and subsequent approvals.
We do not have any control over the length of
time that the agency takes to review our products. However, we
work closely with the agencys staff to timely respond to
their inquiries and assist them, where we can, in their
evaluation, inspection and review of our products. We also do
this for all other state labs (Michigan, Mississippi, New
Jersey, Ontario) and Gaming Laboratories International, an
independent lab used by many jurisdictions worldwide.
Taxes
and License Fees:
License fees and taxes are imposed by the Nevada
gaming authorities and are either payable quarterly or annually.
The fees and taxes are computed in various ways depending on the
type of gaming or activity conducted by our subsidiary and on
the cities and counties in which our subsidiary conducts
operations. Annual fees are payable to the State Gaming Control
Board for renewal of licenses as a manufacturer, distributor,
operator of a slot machine route and operator of an inter-casino
linked system. Nevada law also
17
requires that we pay our proportionate share of
the gaming taxes from the revenue generated from our
participation games placed in Nevada casinos.
Any person who is licensed, required to be
licensed, registered, required to be registered, or is under
common control with any such person, and who proposes to
participate in the conduct of gaming operations outside of
Nevada, is required to deposit with the Nevada Control Gaming
Board, and thereafter maintain, a revolving fund to pay the
expenses of investigation of the licensees participation
in foreign gaming. The revolving fund is subject to increase or
decrease at the discretion of the Nevada Gaming Commission. As a
licensee, we are required to comply with reporting requirements
imposed by Nevada law. We are also subject to disciplinary
action by the Nevada gaming authorities if we:
knowingly violate any laws of the foreign
jurisdiction pertaining to our foreign gaming operations;
fail to conduct the foreign gaming operation in
accordance with the standards of honesty and integrity required
of Nevada gaming operations;
engage in activities that are harmful to the
State of Nevada or its ability to collect gaming taxes and fees;
or
employ, contract with or associate with a person
in the foreign operation who has been denied a license or
finding of suitability in Nevada on the grounds of personal
unsuitability.
Federal Registration
WMS Gaming is required to register annually with
the Criminal Division of the United States Department of Justice
in connection with the sale, distribution or operation of gaming
equipment. The Federal Gambling Devices Act of 1962 (commonly
known as the Johnson Act) makes it unlawful, in general, for a
person to manufacture, transport or receive gaming machines,
gaming devices or components across interstate lines unless that
person has first registered with the U.S. Attorney General
of the Department of Justice. We also have various
record-keeping and equipment-identification requirements imposed
by this act. Violation of the Johnson Act may result in seizure
and forfeiture of the equipment, as well as other penalties. Our
gaming subsidiary is required to register and renew our
registration annually.
Native American Gaming Regulation
Numerous Native American tribes have become
engaged in or have licensed gaming activities on Native American
tribal lands as a means of generating revenue for tribal
governments. Gaming on Native American lands, including the
terms and conditions under which gaming equipment can be sold or
leased to Native American tribes, is or may be subject to
regulation under the laws of the tribes, the laws of the host
state, and the Indian Gaming Regulatory Act of 1988, which is
administered by the National Indian Gaming Commission and the
Secretary of the United States Department of the Interior.
Furthermore, gaming on Native American lands may also be subject
to the provisions of statutes relating to contracts with Native
American tribes, which are also administered by the Secretary of
the United States Department of the Interior.
The Indian Gaming Regulatory Act of 1988 requires
that the tribe and the host state enter into a written agreement
called a tribal-state compact, that specifically authorizes
Class III gaming, and that the compact has been approved by
the Secretary of the United States Department of the Interior,
with the notice of approval published in the Federal Register.
Tribal-state compacts vary from state to state. Many require
that equipment suppliers meet ongoing registration and licensing
requirements of the state and/or the tribe and some impose
background check requirements on the officers, directors,
principals and shareholders of gaming equipment suppliers. Under
the Indian Gaming Regulatory Act of 1988, tribes are required to
regulate all commercial gaming under ordinances approved by the
National Indian Gaming Commission. These ordinances may impose
standards and technical requirements on hardware and software
and may impose registration, licensing and background check
requirements on gaming equipment suppliers and their officers,
directors, principals and shareholders.
18
We have the required licenses to manufacture and
distribute our products in the Native American jurisdictions in
which we do business and to operate our wide-area progressive
systems.
International Regulation
Many foreign jurisdictions permit the
importation, sale and/or operation of gaming equipment in casino
and non-casino environments. Where importation is permitted,
some countries prohibit or restrict the payout feature of the
traditional slot machine or limit the operation of slot machines
to a controlled number of casinos or casino-like locations. Each
gaming machine must comply with the individual
jurisdictions regulations. Some jurisdictions require the
licensing of gaming machine operators and manufacturers. We
manufacture and supply gaming equipment to various international
markets including Asia, Australia, Canada, Europe, South America
and South Africa. We have the required licenses to manufacture
and distribute our products in the foreign jurisdictions in
which we do business.
Seasonality
Sales of our gaming machines to casinos are
generally strongest in the spring and slowest in the summer
months. In addition, quarterly revenues and net income may
increase when we receive a larger number of approvals for new
games from regulators than in other quarters, when a game or
platform that achieves significant player appeal is introduced
or if gaming is permitted in a significant new jurisdiction.
Employees
At August 27, 2004, we employed
approximately 1,121 persons domestically and
44 abroad. Approximately 246 of our employees were
represented by the International Brotherhood of Electrical
Workers (the IBEW) at that date. We have a
collective bargaining agreement with the IBEW related to our
Waukegan, Illinois manufacturing facility, which expires on
June 30, 2006. We believe that our relations with our
employees are satisfactory.
Risk Factors
The most significant factors that make an
investment in our common stock risky or speculative are
discussed below. These factors may cause our operating results
to vary from anticipated results or may adversely affect our
operating results or the value of our common stock.
Software and hardware anomalies and fraudulent
manipulation of our gaming machines and associated software
could reduce our revenue, increase our costs, burden our
engineering and marketing resources, involve us in litigation
and adversely affect our gaming licenses.
Our success depends on our ability to avoid,
detect, replicate and correct software and hardware anomalies
and fraudulent manipulation of our gaming machines and
associated software. Our gaming machines and software have
experienced anomalies and fraudulent manipulation in the past.
Gaming machines may be replaced by casinos and other operators
if they do not perform according to expectations or may be shut
down by regulators. In the event of such issues with our gaming
machines and software, substantial engineering and marketing
resources may be diverted from other projects to correct these
issues, which may delay our other projects. In addition,
regulators may not approve new games, which may substantially
reduce our revenues. Our games are generally subject to rigorous
testing, both internally and by various gaming jurisdictions. We
cannot assure you that we will be able to build and maintain
software-based gaming devices that are free from anomalies or
manipulations and satisfy these tests. Our gaming machines have
in the past and could in the future be susceptible to software
anomalies and manipulation after the gaming software has been
widely distributed.
In addition, the occurrence of anomalies in, or
fraudulent manipulation of, our gaming machines and software may
give rise to claims for lost revenues and related litigation by
our customers and may subject us to investigation or other
action by gaming regulatory authorities including suspension or
revocation of our gaming licenses, or disciplinary action.
19
Our gaming machine business is heavily
regulated, and we must obtain and maintain our gaming licenses
and regulatory approvals to continue to operate our business and
sell our products.
The manufacture and distribution of gaming
machines is subject to extensive federal, state, local and
foreign regulations and taxes. The governments of the various
gaming jurisdictions amend these regulations from time to time.
Virtually all of these jurisdictions require licenses, permits,
documentation of qualification, including evidence of financial
stability, and other forms of approval for manufacturers and
distributors of gaming machines and for their officers,
directors, major security holders and key personnel. The gaming
authorities in some jurisdictions may investigate any individual
who has a material relationship with us and any security holder
to determine whether the individual or security holder is
acceptable to those gaming authorities. Any security holder
investigated by the gaming authorities must pay the costs of the
investigation. Each of our games and gaming machine hardware and
software must be approved in each jurisdiction in which it is
placed, and we cannot assure you that a particular game or
hardware or software will be approved in any jurisdiction.
Licenses, approvals or findings of suitability may be revoked,
suspended or conditioned. The revocation or denial of a license
in a particular jurisdiction means that we cannot sell our
products in that jurisdiction, and could adversely affect our
ability to obtain or maintain licenses in other jurisdictions.
If we fail to seek or do not receive a necessary
registration, license, approval or finding of suitability, we
may be prohibited from selling our games or gaming machines for
use in the jurisdiction. Some jurisdictions require gaming
manufacturers to obtain government approval before engaging in
some transactions, such as business combinations,
reorganizations, stock offerings and repurchases. Obtaining
licenses and approvals can be time consuming and costly. We
cannot assure you that we will be able to obtain all necessary
registrations, licenses, permits, approvals or findings of
suitability in a timely manner, or at all. Similarly, we cannot
assure you that our current registrations, licenses, approvals
or findings of suitability will not be revoked, suspended or
conditioned.
Our profitability depends heavily on recurring
revenue from gaming operations, the loss of which could have a
material adverse effect on our revenues and
profitability.
Approximately $84.3 million, or 36.6%, of
our revenues for fiscal 2004, and $93.0 million, or 52.0%,
of our revenues in fiscal 2003, were derived from gaming
operations. In addition, for fiscal 2004, our gross margin on
gaming operations was 81.9% while our gross margin on product
sales was 40.1%. For fiscal 2003, our gross margin on gaming
operations was 77.4%, while our gross margin on product sales
was 39.2%. Therefore, our level of revenue from gaming
operations has a significant effect on our profitability.
Participation games are replaced by casino operators if the
gaming machines do not meet and sustain revenue and net win
expectations. Therefore, these gaming machines are particularly
susceptible to pressure from competitors, declining popularity
and changes in economic conditions and increased taxation and
are at risk of replacement by the casinos, ending the recurring
revenues from these machines. We cannot assure you that our
participation games will continue to meet the casinos
revenue requirements.
Patent infringement claims could limit or
affect our ability to market some of our gaming machines and
subject us to liability.
Our competitors have been granted patents
covering numerous gaming machine features and bonusing
techniques. If our products use processes or other subject
matter that is claimed under these existing patents, or if other
companies obtain patents claiming subject matter that we use,
those companies may bring infringement actions against us. We
might then be forced to discontinue the affected products or be
required to obtain licenses from the company holding the patent,
if it is willing to give us a license, to develop, manufacture
or market our products. We also might then be limited in our
ability to market new products. We might also be found liable
for treble damage claims relating to past use of the patented
subject matter.
20
If we do not obtain and retain licenses to use
intellectual properties and licensors approvals of new
products on a timely basis, our revenues will be adversely
affected.
Some of our most popular gaming machines,
including our
MONOPOLY
branded games, are based on
trademarks and other intellectual properties licensed from third
parties. Our future success may depend upon our ability to
obtain and retain licenses for additional popular intellectual
properties. There is competition for these licenses, and we
cannot assure you that we will be successful in acquiring or
retaining additional intellectual property rights with
significant commercial value on acceptable terms. These
intellectual properties are licensed for a fixed term and
generally provide for minimum guaranteed royalties and other
obligations. We cannot assure you that we will be able to
maintain or renew the intellectual properties that we currently
license. We cannot assure you that we will be able to create
games using the intellectual properties that will generate
enough revenues for us to cover the minimum guaranteed royalties
and other fixed costs. In the event that we cannot renew our
existing licenses, we may be required to discontinue the
participation games bearing the licensed marks.
Our intellectual property licenses generally
require that we submit new products developed under these
licenses to the licensor prior to release for approval of our
use of the licensed property at their sole discretion. Rejection
or delay in approval of a product design by a licensor could
have a material adverse effect on our revenues, operating
results and financial condition.
If we are unable to protect or retain our
intellectual property and proprietary rights, our revenues may
be adversely affected.
Our success may depend in part on our ability to
obtain trademark protection for the names or symbols under which
we market our products and to obtain copyright protection and
patent protection of our proprietary software and other game
innovations. We cannot assure you that we will be able to build
and maintain goodwill in our trademarks or obtain trademark or
patent protection, that any trademark, copyright or issued
patent will provide competitive advantages for us or that our
intellectual properties will not be successfully challenged or
circumvented by competitors.
We also rely on trade secrets and proprietary
know-how. We enter into confidentiality agreements with our
employees regarding our trade secrets and proprietary
information, but we cannot assure you that the obligation to
maintain the confidentiality of our trade secrets or proprietary
information will be honored. Despite various confidentiality
agreements and other trade secret protections, our trade secrets
and proprietary know-how could become known to, or independently
developed by, competitors.
If we do not continue to introduce new games
and gaming machines that achieve and maintain market acceptance,
our revenues and profitability will be adversely affected, and
we will not recover our development costs.
Our success depends on continually developing and
successfully marketing new games and gaming machines with strong
and sustained player appeal. A new game or gaming machine will
be accepted by casino operators only if we can show that it is
likely to produce more revenues to the operator than
competitors products. Gaming machines can be installed in
casinos on a trial basis, and only after a successful trial
period are the machines purchased by the casinos. If a new
product does not achieve significant market acceptance, we may
not recover our development and promotion costs. We cannot
assure you that the new products that we introduce will achieve
any significant degree of market acceptance or that the
acceptance will be sustained for any meaningful period. We
cannot assure you that we will be able to maintain our current
schedule of planned introductions.
In addition, if we are unable to successfully
re-market legacy equipment held in inventory and used in
participation gaming operations through secondary markets, we
may incur charges to earnings.
21
If we do not continually adapt to the rapid
development of new technologies, we will not be able to
successfully compete in our industry.
The gaming machine business is characterized by
the rapid development of new technologies and the continuous
introduction of new products using such technologies. We must
continually adapt our products to incorporate new technologies.
We cannot assure you that we will be able to develop products
using these new technologies or that we will be able to license
such technologies if owned by others.
Some of our competitors have advantages over
us in their ability to finance technology development and in
obtaining favorable placement in casinos, which may limit our
revenues.
The gaming machine business is intensely
competitive. Some of our competitors are large companies with
greater financial, marketing and product development resources
than ours. In addition, new competitors may enter our key
markets. Obtaining space and favorable placement on casino
gaming floors is a competitive factor in our industry.
Competitors with a larger installed base of gaming machines than
ours have an advantage in retaining the most space and best
positions in casinos. These competitors may also have the
advantage of being able to convert their installed machines to
newer models in order to maintain their share of casino floor
space. In addition, some of our competitors have developed and
sell or otherwise provide to customers wide-area progressive
systems or centralized player tracking and accounting systems
which allow operators to accumulate accounting and performance
data about the operation of gaming devices. We have just begun
to offer a proprietary wide-area progressive system and do not
offer a centralized player tracking and accounting system.
The gaming industry is sensitive to declines
in the public acceptance of gaming that may lead to the passage
of laws to significantly increase gaming taxes or outlaw gaming
in affected jurisdictions.
The gaming industry can be affected by public
opinion of gaming. In the event that there is a decline in
public acceptance of gaming, either through unfavorable
legislation affecting the introduction of gaming into emerging
markets, or through legislative and regulatory changes,
including tax increases, in existing gaming markets, our ability
to continue to sell and lease our games in those markets and
jurisdictions would be adversely affected. Recent tax structure
changes and rate increases in two jurisdictions have made gaming
in general, and specifically participation games, less
profitable in those jurisdictions. We cannot assure you that
public opinion will continue to support legalized gaming.
If we do not effectively operate our
manufacturing processes, we may not be able to fulfill
customers orders and may incur charges to
earnings.
Our manufacturing process is impacted by our
ability to: (1) procure raw materials from our suppliers on
a timely basis; (2) effectively manage raw materials during
the manufacturing process; (3) accurately configure orders
for gaming devices to customers specifications;
(4) efficiently utilize our manufacturing capacity;
(5) manufacture a quality product with minimal defects and
warranty issues; and (6) deliver gaming devices to our
customers on time. We cannot assure you that we will be able to
fulfill customers orders timely or at the highest level of
quality, and as a result customers could cancel orders and we
may incur charges to earnings.
We face risks associated with doing business
in foreign markets related to political and economic instability
and related foreign currency fluctuations.
We seek to grow through increasing our presence
in foreign markets. Potential political and economic instability
in foreign markets may adversely affect our ability to enter
into or continue to do business in these markets. Unstable
governments and changes in current legislation may affect the
gaming market with respect to gaming regulation, taxation, and
the legality of gaming in some markets. In addition,
fluctuations in foreign exchange rates, tariffs and other
barriers may further impede our success in foreign markets. We
cannot assure you that foreign markets will remain politically
and economically stable enough to continue as a potential source
of revenues and profit to us.
22
If we do not realize the value of licensed
technology commitments, we may incur charges to
earnings.
We have entered into several agreements to
license intellectual property related to alternative solutions
as part of our technology improvement plan that, as of
June 30, 2004, had a total potential commitment of
$11.4 million. If we determine that we may not realize the
value of any of the commitments, we would record an immediate
charge against earnings up to the full amount of these
commitments in the period in which such determination is made.
If we do not realize the value of licensed
intellectual property and royalty commitments, we may incur
charges to earnings.
We have entered into several agreements to
license intellectual property and royalties related to new game
development, including an individual license which generated
over 20% of our consolidated revenue in fiscal 2004. At
June 30, 2004, we had a total potential commitment of
$92.7 million, including $11.4 million of licensed
technology commitments. If we determine that we may not realize
the value of any of the commitments, we would record an
immediate charge against earnings up to the full amount of these
commitments in the period in which such determination is made.
We may have conflicts of interest with Midway
Games Inc.
Four of our ten directors, including Louis J.
Nicastro, our Chairman of the Board, are directors of Midway
Games Inc., our former subsidiary. Tax related agreements remain
in effect between Midway and WMS. In addition, Sumner Redstone
who owns 24% of our common stock and is our largest stockholder
also owns a controlling interest of approximately 75% of Midway.
As several of our directors have responsibilities to both
entities, conflicts between us and Midway may arise, the
resolution of which may be less than optimal for us.
Sumner Redstone owns or controls 24% of our
outstanding common stock, and he may dispose of all or a portion
of his stock at any time, which could cause our stock price to
decrease.
Sumner Redstone beneficially owns
7.5 million shares, or 24%, of our common stock, as
reported in a Form 4, filed by Mr. Redstone with the
SEC on August 26, 2004. During June and July of 2004,
Mr. Redstone reported that he entered into five forward
transactions under which he will sell 4.0 million shares of
our common stock in several traunches beginning in March 2005
and ending in October 2005. These transactions, if completed,
will reduce his ownership to 11.2% of our outstanding common
stock by October 2005. In August 2004, Mr. Redstone sold
1.3 million shares of our common stock in open market
transactions. Mr. Redstone could sell any or all of his
remaining shares at any time on the open market or to a person
who wishes to acquire control of WMS. Such a sale may require
prior regulatory approval. We cannot assure you that any such
person would agree with our strategy and business goals
described in this report. Sales by Mr. Redstone of a large
number of shares would likely have an adverse effect on the
market price of our common stock.
The use of our rights plan or blank check
preferred stock would inhibit the acquisition of WMS or have a
dilutive effect on our stock.
Rights plan.
Under
our rights plan, each share of our common stock has an
accompanying right to purchase convertible preferred stock that
permits each holder to purchase shares of our common stock at
half price. The rights become exercisable if any person or
entity who at the time of the adoption of the rights plan did
not own 15% or more of our common stock subsequently acquires
beneficial ownership of 15% or more of our common stock without
approval of our board of directors. We can redeem the rights at
$.01 per right, subject to specified conditions, at any time.
The rights expire in April 2007. Our board of directors could
use this agreement as an anti-takeover device to discourage,
delay or prevent a change in control. The use of our rights plan
may dilute our common stock.
Blank check preferred stock.
Our certificate of incorporation
authorizes the issuance of five million shares of preferred
stock with designations, rights and preferences that may be
determined from time to time
23
by the board of directors. Accordingly, our board
has broad power, without stockholder approval, to issue
preferred stock with dividend, liquidation, conversion, voting
or other rights that could adversely affect the voting power or
other rights of the holders of our common stock. Our board of
directors could use preferred stock to discourage, delay or
prevent a change in control. Our board has no current plans,
agreements or commitments to issue any shares of preferred
stock. The existence of the blank check preferred stock,
however, could adversely affect the market price of our common
stock.
The substantial number of shares of common
stock available for sale in the future could have an adverse
effect on the market price of our common stock.
We have 100 million authorized shares of
common stock. As of August 27, 2004, 32.4 million
shares were issued, including 2.0 million shares held in
treasury. On that date, we also had outstanding options to
purchase an aggregate of 4.1 million shares of our common
stock issuable at an average exercise price of $19.05 per share
and outstanding warrants to purchase 250,000 shares of our
common stock issuable at an exercise price of $35.04 per share.
If all of our issued and outstanding stock options and warrants
were exercised as of that date, 36.8 million shares of our
common stock would be outstanding. If the holders of our
convertible subordinated notes converted all of the notes,
5.8 million additional shares of our common stock would be
issued. If all of the notes were converted to common stock and
all of the outstanding options and warrants were exercised,
57.4 million shares would still be available for issuance.
Our board of directors has broad discretion to issue authorized
but unissued shares, including discretion to issue shares in
compensatory and acquisition transactions. In addition, if we
seek financing through the sale of our securities, our then
current stockholders may suffer dilution in their percentage
ownership of our common stock. The future issuance, or even the
potential issuance, of shares at a price below the then current
market price may have a depressive effect on the future market
price of our common stock.
Item 2. Properties.
The following table sets forth our principal
properties, and their principal uses, approximate floor space
and the annual rental and lease expiration dates, where leased,
at August 27, 2004.
Owned/
Lease
Principal
Approximate
Annual
Expiration
Location
Use
Square Feet
Rent ($)(1)
Date
800 S. Northpoint Rd.
Waukegan, IL
Principal Office
& Manufacturing
236,000
Owned
3401 N. California Avenue
Chicago, IL
Office/R&D
129,400
Owned
880 Lakeside Drive
Gurnee, IL
Warehouse
27,981
160,373
6/14/05
1385 Pama Lane
Las Vegas, NV
Office/ Warehouse
40,476
442,239
8/31/05
1125 Atlantic Avenue
Atlantic City, NJ
Office
1,912
36,328
9/30/09
2225 Village Drive
Henderson, NV
Office
3,066
2,940
9/30/09
Cnr. Reedbuck Cresent &
Bushbuck Close
Corporate Park South
Midrand
Guateng, South Africa
Office/ Warehouse
13,131
53,280
(2)
5/31/07
24
Owned/
Lease
Principal
Approximate
Annual
Expiration
Location
Use
Square Feet
Rent ($)(1)
Date
Ronda de Can Fatjo, 7B
Edificio E1
Parque Technologico del Valles
08290 Cerdanyola,
Barcelona, Spain
Office/ Warehouse
15,509
216,243
(3)
4/01/09
350 Commerce Dr.
Egg Harbor Township, NJ
Office/ Warehouse
16,500
101,178
9/30/06
1760 N. Corrington Ave.
Kansas City, MO
Office/ Warehouse
13,340
162,975
3/31/06
25 East Glenwood Avenue
Duck Creek Plaza
Smynra, DE
Warehouse
1,000
7,500
2/28/06
6620 Escondido Terrace
Suite F
Las Vegas, NV
Warehouse
13,200
7,117
(4)
month- to-month
6845 Escondido Street
Suite 100-103 Las Vegas, NV
Office
10,253
9,230
(4)
8/30/05
2500 Quantum Lakes Drive
Suite 203
Boynton Beach, FL
Office
120
700
(4)
7/31/05
5355 Capital Court
Suites 110-111
Reno, NV
Office/ Warehouse
19,200
172,236
7/31/07
12450 Short Cut Rd.
Biloxi, MS
Office/ Warehouse
8,250
4,850
(4)
10/31/04
420 Corporate Circle
Suite C
Golden, CO.
Office/ Warehouse
1,500
1,909
(4)
2/15/05
616-620 Harris Street
Level 5
Ultimo, NSW Australia
Office/R&D
9,051
5,318
(4)(5)
12/31/04
600 N. Pine Island Road
Suites 444 and 450
Plantation, FL
Office
200
2,636
(4)
8/31/04
Office # G15,
1 Furzeground Way,
Stockley Park East,
Uxbridge, Middlesex,
UB11 1BD,
United Kingdom
Temporary Office
5,000
6,594
(6)
9/1/04
(7)
Riverchase Commons, Suite 7
3444 Casino Way
Robinsville, MS
Office
1,200
600
(4)
5/31/05
25
Owned/
Lease
Principal
Approximate
Annual
Expiration
Location
Use
Square Feet
Rent ($)(1)
Date
Part Second Floor,
Capital Court,
Theobalds Road
Uxbridge, London
WC1X 8RW,
United Kingdom(8)
Office
6,000
(8)
255,056
(9)
9/1/14
(10)
10441 Corporate Drive
Gulfport, MS
Office/Warehouse
25,000
(12)
200,400
10/1/14
7.7 Acre lot at
SE corner of Pilot Road and
Airport Connector Underpass;
Hughes Airport Center,
Las Vegas, NV(11)
Office, warehouse, assembly, and distribution
120,000
(12)
1,341,876
(13)
7/31/15
(14)
(1)
Under leases that contain renewal options,
additional amounts may be payable for taxes, insurance,
utilities and maintenance.
(2)
360,000 South African Rand, excluding VAT.
Converted, for your convenience, at an exchange rate of 6.7568
Rand per U.S. Dollar on August 27, 2004
(3)
180,000 Euros. Converted, for your
convenience, at an exchange rate of .8324 Euros per
U.S. Dollar on August 27, 2004.
(4)
Monthly rent.
(5)
A$90,750 Australian Dollars. Converted, for your
convenience, at an exchange rate of 1.4221 Australian Dollars
per U.S. Dollar on August 27, 2004.
(6)
£3,673 English Pounds. Converted for your
convenience, at an exchange rate of .5587 English Pounds per
U.S. Dollar on August 27, 2004.
(7)
Lease for two months with month to month
extensions.
(8)
Estimated square footage, final determination
subject to completion of build-out of lease space.
(9)
£23.75 English Pounds per square foot.
Converted for your convenience, at an exchange rate of .5587
English Pounds per U.S. Dollar on August 27, 2004.
(10)
Estimated expiration date of lease term. Term of
the lease shall run for ten years from the Term Commencement
Date, being the date which is five business days after landlord
completes agreed upon improvements to the lease premises, which
improvements are in process.
(11)
Agreement and lease was executed as of
July 1, 2004 providing for the leasing of land and a
building to be built for WMSs exclusive use.
August 1, 2005 is the estimated completion date of
construction.
(12)
Estimated rentable square feet within
improvements to be constructed.
(13)
Estimated annual rent as of August 27, 2004.
The actual rental amount is subject to adjustment pursuant to
the terms of the lease upon completion of construction of the
improvements.
(14)
Estimated lease commencement date is
August 1, 2005, with a ten-year lease term. WMS has right
to extend the lease for one ten-year renewal term.
We believe that the facilities listed in the
table above are adequate for our current needs. We own
substantially all of the machinery, equipment, tools and dies,
furnishings and fixtures used in our businesses, all of which
are adequate for the purposes intended.
Our Waukegan, Illinois facility was built in 1995
and expanded and improved in 1998. It is our sole manufacturing
facility and corporate headquarters and includes warehouse
space. We have plans to expand this facility beginning in fiscal
2005 to ensure it is adequate in capacity and condition to
satisfy our growing
26
requirements for the future. We also maintain
leased space in major gaming jurisdictions described above to
support sales efforts, product delivery and field service
operations in those areas.
Our facility in Chicago, Illinois has been
renovated into a research and development center to accommodate
the growth of our engineering and game development staff. We are
currently planning expansion of this facility and/or the
purchase and renovation of additional space in fiscal 2005.
Item 3. Legal
Proceedings.
On October 2, 2003, La Societe
de Loteries du Quebec (Loto-Quebec) filed claims
against us and Video Lottery Consultants Inc., a subsidiary of
IGT (VLC) in the Superior Court of the Province of Quebec. The
pleadings allege that Loto-Quebec would be entitled to be
indemnified by the manufacturers of Loto-Quebecs VLTs,
specifically WMS and VLC, if the class action plaintiffs,
described below, are successful in the pending class action
lawsuit against Loto-Quebec. We are currently proceeding with
discovery, and we intend to vigorously defend ourselves against
the allegations. We are unable to predict the outcome of these
actions, or a reasonable estimate of the range of possible loss,
if any.
The class action lawsuit discussed in
Loto-Quebecs claim was brought on May 18, 2001
against Loto-Quebec in the Superior Court of the Province of
Quebec. It alleges that the members of the class developed a
pathological gambling addiction by using Loto-Quebecs VLTs
and that Loto-Quebec, as owner, operator and distributor of
VLTs, failed to warn players of the alleged dangers associated
with VLTs. Class status was granted by the Court on May 6,
2002, authorizing Jean Brochu to act as the representative
plaintiff. The class of 119,000 members is requesting damages
totaling almost $700 million Canadian dollars, plus
interest.
Item 4. Submission
of Matters to a Vote of Security Holders.