| Maximizing Returns On Your
Coin Op Game Portfolio |
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By Frank Seninsky
(This column is written from a seminar taped
at IAAPA's November 1997 conference. The session, titled "Maximizing
Returns on Your Coin-op Game Portfolio, " was chaired by IAAPA's
FEC Committee chairman Ben Jones (Recreation, Inc.) and presented
by Frank Seninskv. -ed.)
The Dow Jones. Dividends. Price earnings ratio. You may recognize
these terms from stock investments. When you look at the definitions
of these terms, you also may find that they can apply to the amusement
game industry. In this business, I believe that the whole secret
to making money is to keep your games' current asset value high
by trading in or selling the games when they still have decent value,
but they're just not earning for you anymore. It's like with stock
... you want to get rid of poorly-earning stock and buy stock that'll
pay good dividends. We all do it on the stock market. Why not in
the amusement industry? Playing the stock market is like working
the amusement machine industry. There is a huge parallel between
the stock market and the coin.-op industry.
In my business, I am constantly figuring out when to buy games,
when to sell, and when to rotate for maximum profitability. So,
I came up with the idea on how to teach my process to other operators.
I figured out the way to teach this concept is to compare the coin-op
industry to the Stock Exchange. What I want to get across is that
the people who run the stock market have come up with meaningful
measurements to determine an item's value, etc.. and we can apply
this method to the game industry when it comes to a game's value
and earnings. A game's value goes down continuously. We need to
know this, and predict what'll happen to our equipment value three
to six years in the future.
What the stock market terms mean to coinop is this: your games
are stocks, and your portfolio is your game supply. I want to go
over some basic stock market definitions as they apply to our industry,
and maybe you'll see what I mean. There's the back-end load, which
is the amount a distributor subtracts from the fair market value
of game to arrive at the trade-in price, and it's usually about
a 25% difference. This is important to know. A frontend load
is distributor profit off the game's initial profit after it's sold
to a location. 'there's a deep discount broker, which is buying
at distributor costs directly from the manufacturer. And of course,
there are dividends, which in coin-op are the weekly net revenues
that a game owner receives from the game ... after the cost of sales,
like prizes and merchandise. A dividend yield equals yearly net
revenues (or estimated revenues) a game earns.
You'll probably guess that equity is a game's trade-in value less
the balance of payments owed on the game. As most of us know, game
equity can be negative if the operator owes more on the game then
the games are worth. This happens because games lose value very
quickly. A price earnings ratio, which I've renamed the turnover
ratio, translates to a game's cumulative net earnings since the
day you bought it divided by the amount you bought it at. A percent
yield or yield percent equals the percentage of weekly net revenues
of the game (cashbox earnings) divided by that game's current asset
value.
I use all of these measurements and terms to rank my games and
determine their profitability. They lead to the most crucial measurement
of all (based on the yield percent mentioned above) - the rubber
band ratio test. It's a way to evaluate the profitability of a game
based on all the other games in a location. It's the weekly net
revenues of a game divided by their current asset value (as a percentage).
My benchmark of 5% lets me estimate if my games are earning well.
I track every one of my games by whether it falls below or above
the 5% line. That way, I'm able to rank locations and find out whether
I'm making or losing money.
The Stock Exchange goes to all kinds of detailed trouble with terms
and percentages and rankings so investors can watch their stocks
and know what to do next. We need this in coin-op. Let's take an
example, for instance, Sega's Top Skater. We tracked its revenue
for 16 weeks in one of my locations. It made a high of $963 dollars
a week in this location, and a weekly low of $376.15. We also calculate
its dividends (how much money that game would make in a year ...of
course we have to estimate.) We look at Top Skater's whole average
and project what it would make in a year. We think $17,300, after
taking holidays in account, as well as when kids are in school,
etc. What we don't know, we estimate.
Now, we go to the rubber band test. We take the earnings of what
Top Skater made this week - $512 - and divide it by the current
asset value of the game, which is $14,500 (we bought it at $16,000
and it's depreciated already to $14,500). This gives us a 3.0. Ranked
against my other games in the location, that's not so hot. The point
with this example is that Top Skater was the highest grossing game
in this location in the last 16 weeks ... but because it's not earning
in the correct relationship to what it costs or what it's worth
... it may not be as profitable as other games above my rubber band
ratio benchmark of 5%. Yes, we've gotten some money back from the
game, but there are expenses we have to pay.
We do the rubber band ratio based on six-weeks earnings. We look
at this six week time frame-take high and low revenues and out of
all this is the rubber band test. I'll illustrate again with I.C.E.'s
Cyclone. In six weeks, this great redemption game made a high of
$836 and a low of $136. Annual dividends? It took in over $14,000
this year. Rubber band ratio test'? Cyclone comes in at 7% - well
over the 5 mark. Turnover ratio? We've had the game 101 weeks, and
it's already made 4.28 times what we paid for it.
What I'm trying to communicate with this column is it's important
to know where you stand with your games. It's crucial to take games,
determine their current asset value, their weekly grosses, cost
of sales. net revenues, and how they earn in relation to other games.
If you want to determine current asset value of games, look in RePlay's
blue pages, and other classified ads to see what your games are
worth right now. Warranties and reconditioning may raise prices
a bit past current market value, but you'll get a good idea of used
prices. You can also call your distributor to see what the real
trade-in value is for the games - it's usually about 25% off. There's
also the "half-life rule." It's something I believe in
very strongly. It's just an estimate, but I think that games lose
half their value yearly. What you do is take the original purchase
price of the game and divide by 2 to the x power (x is the number
of years you've had the game).
This half-life rule allows you to determine the present value of
your game, which in turn tells you if you're still making money
with it, (after you figure your rubber band ratio). You can figure
out how much you lost on the value of your equipment - and that's
the amount that should be subtracted from your gross profit or net
profit to see if you made or lost money for the year. We call this
the "delta" - a figure you use as you track a game's value
from year to year. As the value of the games go down and the earnings
stay constant, the rubber band ratio will go up ... but keep in
mind the delta comes off and you've lost that corresponding amount
of money.
Again, these measurements let you take your weekly gross, subtract
the cost of sales so you get a weekly net, which is divided by the
current asset value (what the game is worth this week, today, as
close as you can approximate) and from there you see if you're making
money on the equipment or not. These yardsticks let you take into
account the big picture of what's happening to your games' asset
value and where that value is headed.
Going back to our Top Skater and Cyclone location: we have $126,800
worth of redemption games in this site. Weekly gross is $8,300,
and cost of sales (cost of prizes) is $2,500 as an average. My rubber
band ratio for all games in the center is a 4.6. That's below my
5 benchmark. So what do I do? We track these games every week...
when they fall 5% or below ... they're on the chopping block to
sell. I want to get rid of that "stock" and I want to
buy "stock" that'll give me a good dividend. I'll lose
more money in the denominator (delta ... current asset value) then
I have in the numerator (what it grosses per week) if I keep operating
this equipment.
I realize this is all a bit confusing, so I'll try to put in another
way. You all go to your accountants who come up with a balance sheet.
At the end of the sheet, you look at your profit given a depreciation
amount. You may have an operation showing you made $300,000 profit
... but probably only a 20% depreciation of your equipment's original
purchase price has been figured to come up with this profit. That's
only half the story.
What is. the current value of your equipment? You can figure out
how much you lost on the value of your equipment by subtracting
the current asset value from your gross profit or net profit to
see if you made or lost money that year. Those are the real numbers
you want to be aware of You may be shocked when you calculate profits
this way, but don't you want to know?
Repay Magazine May 1998
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