Operator
Operator
Good morning and welcome to GameStop Corporation's fourth quarter and year-end sales and earnings results conference call. (Operator Instructions) I would like to remind you that this call is covered by the Safe Harbor disclosure contained in GameStop's public documents and is the property of GameStop. It is not for rebroadcast or use by any other party without the prior written consent of GameStop. At this time, I would like to turn the conference over to Mr. Dick Fontaine, Chairman and Chief Executive Officer of GameStop Corporation. Please go ahead, sir. Dick Fontaine: Thank you. Good morning and thank you for joining us to review GameStop's 2006 fiscal year and an even more promising forecast for 2007. As mentioned, I'm Dick Fontaine, GameStop's Chairman and CEO. With me this morning are Steve Morgan, our President; David Carlson, our Executive VP and Chief Financial Officer; and Dan DeMatteo, our Vice Chairman and Chief Operating Officer. This morning, as you all know, we released our 2006 fourth quarter and full year results and our forecast for the first quarter and full year's outlook for 2007. Obviously, I couldn’t be more positive about both. We have built a unique business model that continues to drive growing market share and positions us to take full advantage of the opportunities that are developing in this explosive business, worldwide, and we intend to stay aggressive. While the release contains the essentials, a number of performance indicators for 2006 certainly bear repeating. GameStop total sales exceeded $5 billion and grew by 72%. Net earnings exceeded $158 million for the year and grew by 57%. Our fourth quarter earnings per share exceeded guidance and represented the best fourth quarter for GameStop ever. Comp stores for the year increased by 12%. In 2006, we completed the integration of the EB and GameStop business and thanks to more people than we have time to recognize on this call, the integration and the resultant synergies were almost flawlessly on time and as forecast. This integration is not only proof of the talent of our management team, but testimony to the breadth of our committed leaders. To say this integration was amazingly seamless is truly not an exaggeration. During the year, we also invested and continued to invest in our infrastructure improvement, began an aggressive rebranding in many of our stores, initiated the next generation system upgrade for our European division, opened 421 stores worldwide, paid down $121 million in debt and still ended the year with a strong balance sheet and over $650 million in cash. The only thing better than a great year is the expectation of a better year in 2007. For those of you who have followed the video game business for many years and correctly point to the industry being in the very early stages of a new cycle, I want to point out that this is shaping up not to be a replay of previous cycles. It's almost as if it is a cycle on steroids. Not only will the cycle be technologically more multifaceted, but much broader from a demographic perspective. In short, this cycle will be deeper, wider and I believe longer. Dan is going to put this into some title context in just a minute, but I want to point to an element of our recent bestseller list that is unprecedented. For most of the last six weeks, our top 25 best selling software titles have come from eight different platforms. Represented on the list are titles from Microsoft's Xbox 360, Sony's PS3, PS2 and PSP, Nintendo's Wii, DS Lite and Cube -- and I admit that Cube is a last shot with the sales of Zelda: Twilight Princess and will soon be a trailing platform. In addition to those seven platforms, the PC performed remarkably well with the amazing sales of World of Warcraft: Burning Crusade. The fragmentation of the console market has already served us well and will serve GameStop even better in the future. A broad platform marketplace with all the manufacturers financially healthy and competitive is another benchmark for a great future. When you look at the used side of our business, it gets better. The best-selling used hardware week after week has been the original Xbox. While the Xbox has been replaced by the 360, as a used value product the Xbox is still very much alive as will other trailing platforms stay alive through 2007. We love our position at GameStop. We have high-tech options for the core and avid gamers with the 360 and the PS3; unique, more customer-friendly technology at mid-price points with the Wii and great value with exceptional gameplay in between with the PS2. In addition, with two solid portable platforms in DS Lite and PSP, we have something for both the younger entry-level gamer and the 30-something, more sophisticated customer. We are at the launch stage of more than just another cycle. We have a cycle with unique characteristics and a very diverse set of dynamics, a cycle that deepens the experience for the avid and core gamer with the 360 and PS3 leading the way; expands the market by attracting new gamers, predominantly through the Wii and the DS Lite; has shown support for the $59 software price points, predominantly on the 360 and PS3 games; offers customers a wide range of hardware price point options from $129 all the way to $599; and is really beginning to take advantage of technological convergence with HDTVs and Wi-Fi optimized units. To fully take advantage of the strong trend lines, we intend to continue our aggressive growth. In 2007, we will add new stores in every one of the 15 countries where we currently are doing business and in total we will be adding between 500 and 550 new stores, approximately 325 of this in the U.S. and 200 internationally. That compares with 421 stores that we opened worldwide in 2006. I want to remind everyone that we deliberately slowed down our U.S. expansion not because there wasn't ample room for additional growth opportunities, but to give our field managers more time to focus on fully integrating the EB Games and GameStop field team after our merger, and they did an outstanding job in that area. In 2006, we continued to refine our market site criteria and in fact, last year's new store's internal rate of return was the highest ever for GameStop and significantly exceeded our plan. We also, as forecast, moved to close duplicate or underperforming stores primarily from the overlapping store portfolio resulting from the GameStop and EB merger. In 2006, we close 99 U.S. stores, either due to negative or marginal contributions to operating earnings, or a result of being able to transfer a sufficient amount of volume to another store thereby increasing total profitability. Internationally, we closed 32 stores, the majority in isolated or marginal commercial neighborhoods that were part of the EB Games acquisition of 115 stores Spanish concern in 2005. We have since repositioned our real estate to better traffic neighborhoods that are entering malls and hypermarket strips and believe Spain will be a strong future growth market for us. Before I turn the call over to David, I want to reiterate what I stated in our release this morning: the videogame business is increasingly becoming more complex with more choices that are going to be favoring the videogame specialists. Our 22,000 managers and game advisers are in this business because they love games, they know games and they are prepared to discuss the variable aspects in each of the platforms with our customers. This intense knowledge and passion for the business is only going to serve us better in the future. With that, I will turn you over to David. David Carlson: Good morning. Before the market opened today we released our sales and earnings results for the fourth quarter and full year fiscal 2006. GameStop sales for the fourth quarter increased 38% to $2.3 billion as compared to $1.7 billion in the prior fiscal year. Comparable store sales for the fourth quarter increased an astonishing 26.5% driven by the successful launches of Sony's PlayStation 3 and Nintendo's Wii consoles. In addition, new videogame software grew 24% during the quarter with Gears of War, Final Fantasy XII, and Guitar Hero II topping the bestseller list. World of Warcraft: Burning Crusade launched in January and was the best-selling PC game in GameStop's history, selling over 650,000 units in the U.S. and 200,000 units internationally in the last few weeks of the month. Used videogames followed these strong trends growing 25% during the quarter. Net earnings for the quarter were $129.8 million, including debt retirement costs of $1.6 million. Diluted earnings per share for the quarter were $0.81 including $0.01 per share of debt retirement cost. These results were $0.02 per share higher than the high end of our guidance issued in early January and was the result of extremely strong sales of new videogame and PC software during January. Gross margins declined year over year in the quarter, due primarily to a higher mix of lower margin hardware related to the launches of PlayStation 3 and Wii. Both new hardware and new software gross margins declined slightly from the prior year, due in large part to higher freight costs associated with the continuously expedited shipping of scarce products such as next generation hardware consoles, Nintendo DS's and best-selling games during the holiday quarter. SG&A leverage improved from the prior year quarter by nearly 300 basis points. This leverage came primarily from strong sales comps, tight payroll scheduling, and the closing of the EB Games Pennsylvania general office and distribution center as part of our synergistic plan identified when we merged the two companies in October 2005. Based on these strong results, operating earnings and diluted earnings per share grew over 47% for the fourth quarter. GameStop sales for the full fiscal year 2006 increased 72% to over $5.3 billion reasonably establishing GameStop as a Fortune 500 company for the first time. Comparable store sales increased 11.9% on the strength of new videogame software and the phenomenal sell through of next generation hardware consoles during the year. Net earnings for the year grew 57% to $158.3 million, including $4.3 million of merger-related expenses and $3.8 million of debt retirement costs. Diluted earnings per share for fiscal 2006 were $1, including $0.05 per share of merger-related expenses and debt retirement costs. We also issued initial guidance for both the first quarter of fiscal 2007 and the full year. Based on a strong game lineup which is expected to include Halo 3 and Grand Theft Auto IV, we expect full year 2007 sales to increase between 19% and 21%, with comparable store sales increasing between 15% and 17%. We expect U.S. industry hardware sales to increase over 30%, which will decrease our gross margin rate between 75 and 100 basis points but increase the overall installed base of gamers. This should generate strong game sales over the next two years, including a 15% to 18% software growth rate in 2007. Based on these assumptions, we currently expect diluted earnings per share for fiscal 2007 to range from $1.37 to $1.40, representing strong EPS growth of between 30% and 33%. In addition, based on these strong industry trends, our expanding worldwide footprint and our excellent cash generation, we currently expect that GameStop will achieve at least 25% EPS growth for each of the two following years in fiscals 2008 and 2009. For the first quarter of 2007, we are expecting comparable store sales of between 12% and 14%, with diluted earnings per share ranging from $0.15 to $0.16; over double that of the prior year quarter. Our balance sheet remains exceptionally strong with over $650 million in cash at the end of the year with inventories growing only 12% in relation to a much stronger sales growth rate. In 2006, as Dick mentioned, we retired $121 million of debt including $100 million of notes related to the buyback program announced in May 2006. In February of 2007, our Board approved an additional $150 million note repurchase program. As of today, we have repurchased notes for $80 million related to this new buyback program. It is management's intention to recommend to our Board that we repurchase at least $250 million of notes in the aggregate during fiscal 2007. Subsequent to year end, our Class B shareholders approved a plan to convert the Class B shares to Class A shares on a one-for-one basis, and this conversion was completed on February 7, 2007. In addition, a two-for-one stock split was approved by the Board on February 9, 2007 and was completed on March 16. With that, I will turn it over to Dan. Dan DeMatteo: Thanks, David and good morning. 2007 is shaping up to be a great year for GameStop and the videogame industry. As Dick mentioned, never before have we had as many vibrant platforms to satisfy the gaming needs of all gamers, from novices to casual to hard core. GameStop, as the premier specialist in the business, plans to use our years of experience, dedicated staff, and superior systems in distribution to capitalize on the growth in this industry. Now I would like to talk about the sales drivers that we see for 2007. First, the Xbox 360. This console has the largest installed base of the next gen consoles at over 5 million and we enjoy a very large share of the game market here. We expect U.S. sales growth of another 4 million to 5 million hardware units this year and software to grow a phenomenal 50% to 60% led by titles like Halo 3, Mass Effect from Microsoft, Grand Theft Auto IV from Take-Two and Guitar Hero and Spider-Man 3 from Activision. We believe that the $59 price point for new games will hold as we have seen no resistance thus far. We are very excited about the prospects for the 360 and our leading market share of this platform. Next, the Wii console. What hasn't been said about this market expanding new entry from Nintendo? While true demand can't be determined due to never-ending out of stocks, the acceptance by both our traditional customers and never before seen customers has been fantastic. While the market has been pretty dry in March, we are being told that April flow looks pretty good. Since the Wii just launched, we expect game sales to increase seven times last year in 2007 led by titles like Super Mario Galaxy, Super Smash Brothers and Mario Party 8, all from Nintendo and Spider-Man 3 from Activision. Tremendous growth to an ever-widening audience. PS3. After a total holiday sellout, stores are now stocked with PS3s and sales are holding steady. While we had fewer hit titles at launch, recently released MotorStorm has done very well and we expect soon to be released titles like Heavenly Swords and Liar to help fuel PS3 console sales. Again, the $59 price point for new games is holding here like it is for the 360. Next, the PS2. Hard to believe that after six years it is selling like it is. Sales in January and February were higher than last year as Sony has done a good job keeping sales going by introducing the new silver model. A price reduction to $99 could happen if sales slowed beyond where they want. This system is a great value and is really appealing to the budget-oriented consumer who is frequently our customer for used games. Also PS2 new titles can be bestsellers beating out the next gen games due to the huge installed base like Gods of War II which released mid-March and will likely be our best selling game of the quarter. Now I will discuss the handheld business, the Nintendo DS Lite. Since introducing the DS Lite last summer, sales have been phenomenal; over 5 million sold last year making it the bestselling system of the year and we expect sales to hold at that level again this year. While supplies have been very short at holiday and in the month of March, we have been told to expect shortages to improve beginning in April. In late April, two new POKEMON titles for the DS were released, POKEMON DIAMOND and PEARL, which will probably be in the top 10 titles for the year. The PSP, Sony sold over 3 million units last year and we expect somewhat the same this year. Just to note, sales in the month of February exceeded last year. This could be accelerated if Sony would choose to make a price move on either the hardware, software or both. Also, Grand Turismo from Sony, which we expect to release this fall, is a type of title that can greatly accelerate system sales. So we have a great year shaping up on the new side of the business which bodes well for used trade-ins. As you know, trades drive our used sales to our budget-oriented customers. In summary, as Dave mentioned, we expect U.S. videogame sales to increase 15% to 18% this year and used game growth slightly behind it. Now I would like to turn it over to the moderator for our Q&A session.