The
Decision To Buy, Lease or Revenue Share
Coin Operated Games
By Frank Seninsky and Jerry Merola
Since the dawn of the coin-operated amusement industry, both owners
of game facilities and game suppliers have debated the decision
to buy, lease or revenue share coin-operated amusement machines.
Many an owner has commented that buying the equipment outright
has put more in his coffers each year, while amusement game operators
have pointed out the many benefits of revenue sharing with an experienced
professional operator. Still other owners contend that leasing (with
or without purchase options) is the key to success, as the risk
of depreciation is eliminated while monthly liabilities are predetermined.
So you have basically three schools of thought and three solutions.
Which one is best for you? It depends.
Consider the changes in the FEC industry over the last 10 years:
equipment costs have skyrocketed, with the average game unit now
costing between $6,000-$8,000 (mix of video, novelty, and redemption);the
selection and type of units available is greater than ever; the
cost of parts has increased threefold; and the cost of skilled technical
labor has doubled while the low national unemployment level has
led to a scarcity of qualified individuals.
To date, writers on this topic have attempted to create charts
and guidelines that would closely resemble a typical facility owner's
operating position. The trouble with this is, every operating position
is unique, particularly when factoring in critical variables such
as:
size and revenue volume of the subject facility
management and staff expertise and amount of time available
to focus in this area
local availability of distributors and game quality operators
that can obtain newly released games at the beginning of a run and
have the ability to rotate the games
abundance of capital at reasonable interest rates
lender's debt and equity criteria
access to secondary resale equipment markets
federal and state tax brackets
Further still, the best decision may be a blending of purchasing,
leasing, and revenue sharing, but the deal must be flexible and
be evaluated on at least a monthly basis so that changes in the
market are balanced and controlled effectively.
Ask yourself when was the last time that you carefully studied
the relationship between each game's weekly revenue generation and
its current market value (what we refer to as its rubber band ratio).
What about each game's current market value to its book value? What
are your facility's true costs for technical labor, replacement
parts, upgrades, and modifications, insurance rating increases for
workmen's compensation insurance, and ancillary support equipment
associated with game maintenance? The answers to all of these
questions will help you determine the most appropriate current solution
and establish future guidelines to follow for evaluation.
Buying Games
Effectively outfitting game areas (and constantly updating them)
within a leisure entertainment complex requires vast knowledge of
the game industry, foresight, and capital. First and foremost, the
facility's budget and/or borrowing capacity must be examined to
determine if sufficient capital is available to permit the proper
level of investment in game equipment. If the subject is a new facility,
care must be taken to avoid diminishing working capital funds that
might be necessary for sustaining the operation during start-up
and offpeak periods.
Consider also that a portion of the same portfolio may be devalued
by up to 50 percent in the first 12 months, an alarming issue to
those utilizing bank loans in excess of 24 months. Interest costs,
increased covenant criteria by lenders, and/or investment potential
of such capital must also be considered in analyzing true costs
and opportunity costs.
Our games are financed over 36 months, largely because the banks
question the value of these assets as they get older. It's likely
that a five-year amortization of a game would cause the loan value
to exceed the market value in every year that the loan was outstanding.
Next, the correct model selection, proper mix, and type of games
is not only critical in attracting guests to the facility, but in
protecting the facility's game investment. Just because a unit is
new to the market from a well-known manufacturer with a top ranking
in the trade magazine polls does not mean that it will be a shining
star. Industry experts agree that many games on these polls are
overrated while certain `sleepers' are underrated or may not even
appear on the polls.
A game's actual performance results within the subject facility's
market region is likely to be a better indicator, but can be difficult
to obtain from current users. How a game's difficulty level is programmed,
the price per play, and where and how it is placed in relation to
other games in a facility can all have a huge effect on that game's
earnings.~
Buying games at the "right" price will help to lower
the overall cost basis and permit the game operation to more easily
meet targeted returns. This step cannot be overemphasized, as the
value of a game may drop rapidly as a result of new introductions,
a manufacturer or distributor sale or `close out', unavailability
of parts, chronic service problems, or diminished play experience.
After you feel confident that the correct game units have been
purchased at the right price, there lies the issue of preventative
maintenance and service. Many game units, particularly video simulators
and redemption units, are prone to constant service, as the number
of mechanical parts is significantly greater than a standard upright
video. Inexperienced or underexperienced service personnel
can easily damage a $5,000 PC board or a $300 power supply, which
no manufacturer's warranty will cover.
The Other Side of Ownership
Buying games is one thing; selling them is another. The decision
to sell game units must be based on several factors including current
earnings vs. current market value (Rubber Band Ratio), performance,
market value, upcoming game introductions, condition, and repair
costs. The proceeds from these sales must adequately support a large
portion of the upcoming purchase budget; it is therefore critical
that the greatest market value be obtained. Doing so requires a
strong network within the domestic and international secondary markets
and the ability to recondition each unit and potentially offer payment
terms and/or warranties. Without these, the trade-in value will
likely pale in comparison to market value, often 25 percent below
market value.
What if facility management lacks the expertise to handle each
of these key variables? There remains the option of hiring a qualified
industry consultant to direct such operations. For a relatively
small monthly fee, an experienced equipment operating consultant
can properly time and oversee the best buys and sells, hire and
train qualified technical staff, provide inexpensive game upgrades,
offer game modifications and improvements, properly program ticket
payouts and percentaging, attractively layout games for maximum
performance, and schedule equipment rotations and preventive maintenance
programs. The caveat, naturally, is to choose a professional that
manages equipment in every region of the country (and internationally)
and maintains an infrastructure of service, technical support, parts,
and large-scale purchasing/ resale power.
If you decide to own your own equipment, make sure to avoid the
most common pitfall, the mindset of holding particular game units
far too long, sometimes to the point where the salvage value ceases
to exist, resulting in game disposal expenses. In most cases, the
optimum time to sell a game, particularly video, is while the current
earnings are still relatively good. Accordingly, market demand and
value remain strong, allowing for easy liquidation at attractive
pricing levels. Once a "close out", conversion kit upgrades,
or a revised version of a sequel game hits the market, thousands
of dollars in resale value can be lost overnight. Don't get caught
napping.
Revenue Sharing: The Good, the Bad, and the Ugly
We also incorporated "the bad" and "the ugly"
to make sure that a distinction be made between a good operator
and a bad one, and a good deal and a bad deal. A bad operator is
not necessarily a bad person, but may choose (or be forced) not
to invest in new games and not see the benefits of maintaining his
or her equipment, rotating when required, etc. If the revenue sharing
deal is not fair to both parties, then the result will be bad or
even ugly.
Facility owners must be aware that to get too good of a deal from
an operator just makes a good situation switch to a bad one and
then to an ugly one. There must be sufficient cash flow for the
game operator to purchase new games and do a professional job. This
is critical to having a good revenue share arrangement.
Revenue sharing is most effective for operations that lack sufficient
borrowing capability or capital; operations that lack game expertise;
and operations whose management is already too burdened in dealing
with the balance of the major attractions and other core income
sources in the facility.
As we know, the reason the large amusement parks tend to revenue
share is based upon the "real depreciation" problem that
occurs from using the games for only four or five months a year.
By the time the next season rollsaround, those assets have lost
much of their earnings power, which translates directly to hard
depreciation. This often results in the need for massive investments
that exceed revenue generation capabilities. Game operators that
maintain routes have the ability to rotate games from their seasonal
park locations to other locations, to enhance cash flow throughout
the year.
A good FEC route game operator is never married to his or her equipment.
Each unit is evaluated on a weekly basis to make sure that it's
Rubber Band ratio is ahead of the depreciation curve. Studying the
game market means knowing how many units of each model are scheduled
to be manufactured, how many are in inventory in each distributor's
warehouse, and how many of each have been sold to date. It also
means evaluating and testing every game prototype that is going
to hit the market in the next six months and determining what percentage
of revenue a new game will "grab away" from other games,
as this will cause a drop in value of these other games.
A good operator knows when to adjust a game to increase its earnings,
when to move the game to another location to increase its revenues,
and when to sell the game (at a good price) before the asset value
plummets. Note that the current asset value (market value) of a
game is directly related to its current earning potential throughout
the marketplace, along with the amount of supply. Sometimes there
is only a few days' delay throughout the country before a game's
value will fall everywhere. Sometimes a game can be sold and bought
back a couple of weeks later at a much lower price, much more than
the game could have possibly generated on location during the time
period.
The coin machine operator:
Supplies the capital to pay for the games and related equipment
and for the continuous monthly infusions of new games and the removal
of non-revenue producing games, throughout the term of the Agreement
Pays for all repairs and parts necessary to service the games.
Pays for his fair share of the prizes (if redemption and prize
dispensing games are supplied), tickets, tokens, license fees, and
any other agreed upon expenses that are negotiated between the parties.
Contributes to the cost of labor to maintain the. games (facility
usually pays for floor staff to handle coin and ticket jams to keep
the outside of games clean)
Provides superior knowledge of game operation and management that
results in higher game revenues and increased per capita spending
(guests stay longer and make additional purchases). Frees management
from the time and headaches of game operations, allowing them to
focus on the main business of attracting and servicing their customers.
Participates in discount and promotion packages that add value
to the customer and increases repeat business.
Advises management on new trends and attractions that may benefit
the facility.
Runs game contests and promotions.
The decision to revenue share must be analyzed from many angles.
There are strong facilities where the game averages are high and
the operator can afford to receive less than 50 percent. One of
the most important criteria to measure the deal is to determine
the proper number of games and the proper average market value per
game.
The operator needs his games to gross an average minimum amount
of revenue per week to provide at least 5 percent of a game's current
market value (based on a 50/50 revenue share). The number of games
does not affect game revenues so long as there is an adequate number,
an appropriate mix, and quality. Once this is obtained, it is not
beneficial to add more games unless it can be accomplished by keeping
the total market value of the games constant, which means decreasing
the average asset value per game.
Another factor is to make sure that the average number of rotations
per month (and total value of the rotations) is stipulated in the
agreement. This factor is critical in keeping the game mix in the
facility fresh and creating the reputation that your facility always
has many of the new games.
Another word of caution: refrain from attempting to revenue share
just the video games and insisting on buying all the redemption,
particularly if the facility is not a top industry earner. Take
into consideration that the operator may not generate sufficient
revenue to offset actual depreciation on the high-end video, which
will result in fewer rotations and a less desirable game operation.
It will also be beneficial to the owner as well, since the operator's
job will be to provide new redemption games that might not have
been available, or budgeted for, at the onset.
Leasing-An Alternative For The Millennium
The term "leasing" is most often heard in the automobile
industry, where an increasing number of cars, particularly luxury
cars, are being leased instead of purchased. The term also conjures
up thoughts of "excess wear and tear," "excessive
use," "capitalized cost reduction," and others. Amusement
game leasing, however, doesn't have to be as complicated. Leasing
is nothing more than an agreement to rent a specified unit for a
specified period of time at a predetermined price.
This alternative is particularly attractive for a facility owner
that has a proven track record of operating and servicing amusement
games in his or her facility, but might not have the capital available
for an outright purchase. The infrastructure of technicians, spare
parts, and support equipment is already on site, with the only missing
ingredients being, perhaps, high quality games and the expertise
necessary to match game selections with the facility's market demographics.
This is the point at which a qualified game distributor or large
operator can provide the equipment and the expertise, all at a predetermined
rental price. In many cases, these same providers may be able to
provide contracted service to maintain the leased equipment at reasonable
additional cost. The top providers not only deliver, properly install,
and program each game, but design a revenue-maximizing layout. Additionally,
many provide options to rotate games in and out of the lease at
frequent intervals for little or no additional cost.
One of the key advantages to leasing versus buying is the elimination
of asset risk. Under a lease, the lessor (provider) must absorb
the inherent depreciation of the game unit over the lease term,
and bear the brunt of any resulting drop in value beyond the original
forecast. The lease price on a new, expensive driving simulator
might seem remarkably high compared to an alternate unit that has
been in the marketplace for six or twelve months. As the deprecation
curve begins to flatten, many quality, strong earning game units
can be leased at extremely attractive prices to complement the new
units currently on the game floor. This permits the facility to
change its look without heavily impacting its budget.
In recent years, many national chains and even large amusement
parks, have preferred to lease game equipment, rather than revenue
share, as they perceive that the existing patron base will generate
game revenues well in excess of two times the lease cost. The benefit,
naturally, is the ability to retain a greater percentage of game
revenues, as compared to a traditional 50/50 revenue share. In a
high grossing location ($250-$500 gross per game per week), this
could equate to a more favorable split to the FEC of perhaps 60
percent or more. While the facility may retain a greater percentage
of revenue, it must also bear the cost of all expenses, such as
tickets, tokens, merchandise, replacement parts, game license fees,
theft, vandalism, technical labor, and workmen's compensation insurance.
Here to, the facility is now 100 percent responsible for marketing
and promotion for the game operation, typically a specialty of large
game operators.
If leasing fits the needs of your business, try to limit lease
terms to periods of 12 months or less, thereby providing the flexibility
to alter your operating plan down the road. Additionally, work with
a provider that is willing to allow game rotations throughout the
lease term; this way the facility's game area will always look fresh
and maximize its revenue potential. Some lessors will also provide
related equipment such as bill changers, ticket eaters, and coin
counters at greatly discounted rates or include them at no charge
as part of the lease package. Be wary of leases that require the
lessee to pay for the replacement of circuit boards, monitors, and
power supplies that become inoperative in the normal course of operation.
However, replacement parts for normal wear and tear, vandalism,
or damage caused by inexperienced technicians is typically the lessee's
responsibility.
Just as in purchasing equipment, the advantages of leasing equipment
are subject to the facility's ability to adequately service the
units, promote the game operation, train its staff, and creatively
design an effective game layout. Sound like a lot? It is.
The Choice
While one of the three main options is chosen by a large. majority
of owners, we believe that a balanced combination of all three options
may be the best choice in the long run. The owner can `cherry pick'
the base level of games that he or she feels will earn well in comparison
to their current market value and whose current market value will
remain constant for a year or two longer. Some of the games can
be leased in a package that converts to a revenue share if certain
levels are not met after an agreed amount of time. The remaining
video, pinball, novelty, and even a reasonable number of redemption
games can be on revenue share.
Isn't it about time you take a serious look at your games operation?
Are you sure that you are maximizing your bottom line? If you own
your own games, the first step should be to determine the current
market value of each game you own and compare it to the book value.
If your games are worth far less, your financial statement isn't
really telling you the truth about your business. Hopefully you
won't find the results too shocking, or, if you do, you will feel
prepared to do something about it. A thorough analysis of your game
operation now can mean the difference between another lackluster
year and a year to remember.
FAMILY ENTERTAINMENT CENTER M A Y / J U N E 1 9 9 9
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