FORM 10-Q SECURITIES AND EXCHANGE COMMISSION WASHINGTON, D.C. 20549 ____________________ [X] QUARTERLY REPORT PURSUANT TO SECTION 13 OR 15 (d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the Quarterly Period Ended June 30, 1995 OR [ ] TRANSITION REPORT PURSUANT TO SECTION 13 OR 15 (d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the Transition Period from ______ to_____ Commission File No. 0-17948 ELECTRONIC ARTS INC. (EXACT NAME OF REGISTRANT AS SPECIFIED IN ITS CHARTER) Delaware 94-2838567 (STATE OR OTHER JURISDICTION OF (I.R.S. EMPLOYER INCORPORATION OR ORGANIZATION) IDENTIFICATION NO.) 1450 Fashion Island Boulevard San Mateo, California 94404 (Address of principal executive offices) (Zip Code) (415) 571-7171 (REGISTRANT'S TELEPHONE NUMBER, INCLUDING AREA CODE) Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15 (d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. YES X NO ----- ----- Indicate the number of shares outstanding of each of the issuer's classes of common stock, as of the latest practicable date. Outstanding at Class of Common Stock July 21, 1995 --------------------- -------------- $0.01 par value per share 51,328,502 ELECTRONIC ARTS INC. AND SUBSIDIARIES INDEX Part I - Financial Information Page - ------------------------------ ----- Item 1. Consolidated Financial Statements Consolidated Balance Sheets at June 30, 1995 and March 31, 1995 3 Consolidated Statements of Income for the Three Months Ended June 30, 1995 and 1994 4 Consolidated Statements of Cash Flows for the Three Months Ended June 30, 1995 and 1994 5 Notes to Consolidated Financial Statements 6 Item 2. Management's Discussion and Analysis of Financial Condition and Results of Operations 10 Part II - Other Information - --------------------------- Item 1. Legal Proceedings 25 Item 4. Submission of Matters to a Vote of Security Holders 25 Item 6. Exhibits and Reports on Form 8-K 26 Signatures 27 - ---------- 2 PART I - FINANCIAL INFORMATION Item 1. Consolidated Financial Statements ELECTRONIC ARTS INC. AND SUBSIDIARIES CONSOLIDATED BALANCE SHEETS (Dollars in thousands) ASSETS June 30, March 31, 1995 1995 ------------------------ (unaudited) Current assets: Cash and short-term investments $110,247 $174,121 Marketable securities 9,899 10,725 Receivables, less allowances of $32,496 and $33,567, respectively 60,307 56,389 Inventories 11,984 12,358 Prepaid royalties 11,477 8,318 Deferred income taxes 3,747 3,142 Other current assets 9,001 6,707 -------- -------- Total current assets 216,662 271,760 Property and equipment, net 57,684 30,528 Prepaid royalties 8,397 6,633 Long-term investments 14,200 14,200 Investments in affiliates 20,625 13,397 Deferred income taxes 1 77 Other assets 6,988 4,644 ------- ------- $324,557 $341,239 -------- -------- -------- -------- LIABILITIES, MINORITY INTEREST AND STOCKHOLDERS' EQUITY Current liabilities: Accounts payable $35,927 $34,247 Accrued liabilities 45,230 68,771 ------- ------- Total current liabilities 81,157 103,018 Minority interest in consolidated joint venture 1,163 1,148 Stockholders' equity: Preferred stock, $0.01 par value. Authorized 1,000,000 shares -- -- Common stock, $0.01 par value. Authorized 70,000,000 shares; issued and outstanding 51,155,848 and 50,863,455, respectively 512 509 Paid-in capital 81,925 77,144 Retained earnings 162,355 161,512 Unrealized depreciation of investments (2,032) (1,206) Translation adjustment (523) (886) ------- ------- Total stockholders' equity 242,237 237,073 ------- ------- $324,557 $341,239 -------- -------- -------- -------- See accompanying notes to consolidated financial statements. 3 ELECTRONIC ARTS INC. AND SUBSIDIARIES CONSOLIDATED STATEMENTS OF INCOME (In thousands, except per share data) (unaudited) Three Months Ended June 30, 1995 1994 ------------------- Net revenues $80,035 $77,951 Cost of goods sold 42,827 40,126 ------- ------- Gross profit 37,208 37,825 ------- ------- Operating expenses: Marketing and sales 11,690 9,507 General and administrative 6,181 5,798 Research and development 19,315 14,772 ------- ------ Total operating expenses 37,186 30,077 ------- ------ Operating income 22 7,748 Interest and other income, net 1,152 9,346 ------ ------ Income before provision for income taxes and minority interest 1,174 17,094 Provision for income taxes 376 5,215 ------ ------ Income before minority interest 798 11,879 Minority interest in consolidated joint venture 45 54 ------ ------ Net income $ 843 $11,933 ------ ------ ------ ------ Net income per share: $ .02 $ .23 ------ ------ ------ ------ Number of shares used in computation 53,220 51,997 ------ ------ ------ ------ See accompanying notes to consolidated financial statements. 4 ELECTRONIC ARTS INC. AND SUBSIDIARIES CONSOLIDATED STATEMENTS OF CASH FLOWS (Dollars in thousands) (unaudited) Three Months Ended June 30, -------------- 1995 1994 ---------------- Operating activities: Net income $ 843 $ 11,933 Adjustments to reconcile net cash provided by operating activities: Minority interest in consolidated joint venture (45) (54) Depreciation and amortization 3,244 2,297 Loss on sale of fixed assets 64 12 Deferred rent (30) (19) Change in assets and liabilities: Receivables (3,918) 4,203 Inventories 374 (616) Prepaid royalties, net (4,923) (4,186) Other assets (4,728) (690) Accounts payable 1,680 (13,004) Accrued liabilities (23,511) (9,437) Deferred income taxes (529) (10) --------- -------- Net cash provided/(used) by operating activities (31,479) (9,571) --------- -------- Investing activities: Proceeds from sales of furniture and equipment 83 70 Capital expenditures (30,457) (2,582) Investment in affiliates (7,228) (3,022) Change in short-term investments 7,800 13,025 Adjustment for effects of poolings in prior period -- (1,661) --------- -------- Net cash provided (used) in investing activities (29,802) 5,830 --------- -------- Financing activities: Proceeds from issuance of common stock 3,508 304 Tax benefit from exercise of stock options 1,276 537 -------- ------ Net cash provided by financing activities 4,784 841 --------- -------- Translation adjustment 363 1,169 Minority interest on translation adjustment 60 71 --------- -------- Decrease in cash and cash equivalents (56,074) (1,660) Beginning cash and cash equivalents 143,421 93,918 --------- -------- Ending cash and cash equivalents 87,347 92,258 Short-term investments 22,900 23,375 --------- -------- Ending cash and short-term investments $110,247 $115,633 --------- -------- --------- -------- Supplemental cash flow information: - ----------------------------------- Cash paid during the year for income taxes $ 8,130 $ 125 --------- -------- --------- -------- Non-cash investing activities: - ------------------------------ Unrealized depreciation of investments $ (826) $(2,375) --------- -------- --------- -------- See accompanying notes to consolidated financial statements. 5 ELECTRONIC ARTS INC. AND SUBSIDIARIES NOTES TO CONSOLIDATED FINANCIAL STATEMENTS NOTE 1. BASIS OF PRESENTATION The consolidated financial statements are unaudited and reflect all adjustments (consisting only of normal recurring accruals) that, in the opinion of management, are necessary for a fair presentation of the results for the interim periods. The results of operations for current interim periods are not necessarily indicative of results to be expected for the current year or any other period. These consolidated financial statements should be read in conjunction with the financial statements and notes thereto included in the Company's Annual Report on Form 10-K for the fiscal year ended March 31, 1995 as filed with the Securities and Exchange Commission on June 29, 1995. Certain amounts in fiscal 1995 have been reclassified to conform to fiscal 1996 presentation. NOTE 2. CASH AND INVESTMENTS Cash equivalents consist of highly liquid investments with maturities of three months or less at the date of purchase. The Company adopted the provisions of SFAS 115 (Statement of Financial Accounting Standards No. 115, "Accounting for Certain Investments in Debt and Equity Securities") for investments held as of or acquired after April 1, 1994. The Company has accounted for investments in debt securities as "available-for-sale" under the provisions of SFAS 115 and has stated applicable investments at fair value, with unrealized gains and losses reported as a separate component of stockholders' equity. The cost of securities sold is based upon the specific identification method. Cash and short-term investments at June 30, 1995 and March 31, 1995 consisted of (in thousands): June 30, 1995 March 31, 1995 ------------- -------------- Cash and cash equivalents $ 87,347 $143,421 Short-term investments 22,900 30,700 -------- -------- $110,247 $174,121 -------- -------- -------- -------- NOTE 3. MARKETABLE SECURITIES Marketable securities consist of equity securities. The Company has accounted for investments in equity securities as "available-for-sale" and has stated applicable investments at fair value with unrealized losses reported as a separate component of stockholders' equity. 6 ELECTRONIC ARTS INC. AND SUBSIDIARIES NOTES TO CONSOLIDATED FINANCIAL STATEMENTS (continued) NOTE 4. SOFTWARE DEVELOPMENT COSTS To date, the Company has not capitalized any software development costs in accordance with Statement of Financial Accounting Standard (SFAS) No. 86 since the impact to the financial statements for all periods presented has been immaterial. NOTE 5. INVENTORIES Inventories are stated at the lower of weighted average cost or market. Inventories at June 30, 1995 and March 31, 1995 consisted of (in thousands): June 30, 1995 March 31, 1995 ------------- ------------- Raw materials and work in process $ 3,860 $ 2,799 Finished goods 8,124 9,559 -------- -------- $ 11,984 $ 12,358 -------- -------- -------- -------- NOTE 6. PROPERTY AND EQUIPMENT In May 1995, the Company acquired two properties including one building, in Austin, Texas to support the expansion of its Texas-based development group. The building is being depreciated using the straight line method over a period of 20 years. NOTE 7. ACCRUED LIABILITIES Accrued liabilities at June 30, 1995 and March 31, 1995 consisted of (in thousands): June 30, 1995 March 31, 1995 ------------- -------------- Accrued expenses $24,790 $26,138 Accrued royalties 7,911 16,040 Accrued compensation and benefits 6,805 10,524 Accrued income taxes 5,724 16,069 ------- ------- $45,230 $68,771 ------- ------- ------- ------- NOTE 8. NET INCOME PER SHARE Net income per share is computed on the basis of the weighted average number of common shares and common equivalent shares outstanding and is adjusted for shares issuable upon exercise of stock options. The computation assumes the proceeds from the exercise of stock options were used to repurchase common shares at the average market price of the Company's common stock during each period. Such average shares outstanding for the three months ended June 30, 1995 and 1994 were 53,220,000 and 51,997,000, respectively. There is no significant difference between primary and fully diluted earnings per share. 7 ELECTRONIC ARTS INC. AND SUBSIDIARIES NOTES TO CONSOLIDATED FINANCIAL STATEMENTS (continued) NOTE 9. INVESTMENT AND JOINT VENTURES Investments in affiliates include the following investments: The 3DO Company - --------------- The Company has an approximately 18% ownership interest in The 3DO Company ("3DO"). Other investors include Time Warner Enterprises, a unit of Time Warner, Inc., Matsushita Electric Industrial Co., Ltd., MCA, AT&T and two venture capital firms. The investment is accounted for under the equity method. Electronic Arts Victor, Inc. - ---------------------------- The Company has a majority interest in a joint venture corporation, Electronic Arts Victor, Inc. ("EAV"), for the development and distribution of entertainment software products in Japan as well as certain Asian countries. EAV is sixty-five percent owned by the Company and thirty-five percent owned by Victor Entertainment Industries, Inc. ("VEI") (formerly Victor Musical Industries, Inc.), a wholly owned subsidiary of Victor Company of Japan, Limited. The Company has consolidated 100% of the assets, liabilities and results of operations for EAV. VEI's 35% interest in EAV and the loss therefrom has been reflected as "Minority interest in consolidated joint venture" on the Company's Consolidated Financial Statements. Creative Wonders, Inc. - ---------------------- In December 1994, the Company and Capital Cities/ABC, Inc. announced the formation of a joint venture company to develop and publish software for personal computers and new generation entertainment machines. The new venture, Creative Wonders, Inc., (formerly ABC/EA Home Software, Inc.) publishes children's edutainment and interactive entertainment multimedia titles as well as reference products under the name Creative Wonders. Under the terms of the agreement, each company will maintain a 50% ownership interest in the joint venture company. The investment is accounted for under the equity method. Electronic Arts is the exclusive distributor of any interactive titles sold by the joint venture in the retail channel. As part of the agreement, the Company contributed assets consisting primarily of inventories, prepaid royalties and certain intangible assets. 8 ELECTRONIC ARTS INC. AND SUBSIDIARIES NOTES TO CONSOLIDATED FINANCIAL STATEMENTS (continued) NOTE 10: OPERATIONS BY GEOGRAPHIC AREAS The Company operates in one industry segment. Information about the Company's operations in North America, Europe, Australia and Japan for the three months ended June 30, 1995 and 1994 is presented below (in thousands). All intersegment sales among North American entities (EA San Mateo, EA Canada Inc., EA Puerto Rico Inc., EA Productions Inc. and Origin Systems, Inc.) have been eliminated. Therefore, intersegment activity disclosed on this schedule reflects only the transactions that have taken place between the geographic segments disclosed below. NORTH THREE MONTHS ENDED JUNE 30, 1995 AMERICA EUROPE AUSTRALIA JAPAN ELIMINATIONS TOTAL - -------------------------------- ------- ------ --------- ----- ------------ ----- Net revenues from unaffiliated customers $ 46,715 $22,312 $ 3,287 $ 7,721 $ -- $80,035 Intersegment net revenues 6,921 1,398 -- -- (8,319) -- -------- -------- -------- ------- -------- -------- Total net revenues $ 53,636 $23,710 $ 3,287 $ 7,721 $ (8,319) $80,035 -------- -------- -------- ------- -------- -------- -------- -------- -------- ------- -------- -------- Operating income/(loss) $ (5,253) $ 4,929 $ 610 $ (264) $ -- $ 22 Identifiable assets $262,701 $45,037 $ 5,872 $10,944 $ -- $324,557 THREE MONTHS ENDED JUNE 30, 1994 - -------------------------------- Net revenues from unaffiliated customers $ 51,904 $15,232 $ 1,687 $ 9,128 $ -- $ 77,951 Intersegment net revenues 4,527 561 7 -- (5,095) -- -------- -------- -------- ------- -------- -------- Total net revenues $ 56,431 $15,793 $ 1,694 $ 9,128 $ (5,095) $ 77,951 -------- -------- -------- ------- -------- -------- -------- -------- -------- ------- -------- -------- Operating income/(loss) $ 5,110 $ 2,491 $ 249 $ (102) $ -- $ 7,748 Identifiable assets $193,717 $44,629 $ 3,152 $19,617 $ -- $261,115 9 Item 2. Management's Discussion and Analysis of Financial Condition and Results of Operations The following information should be read in conjunction with the consolidated financial data and the notes thereto included in Item 1 of this Quarterly Report and Management's Discussion and Analysis of Financial Condition and Results of Operations contained in the Company's Annual Report on Form 10-K for the fiscal year ended March 31, 1995 as filed with the Securities and Exchange Commission on June 29, 1995. NET REVENUES June 30, June 30, 1995 1994 % change -------- -------- -------- CONSOLIDATED NET REVENUES Three Months Ended $80,035,000 $77,951,000 2.7 NORTH AMERICA NET REVENUES Three Months Ended 46,715,000 51,904,000 (10.0) as a percentage of net revenues 58.4% 66.6% INTERNATIONAL NET REVENUES Three Months Ended 33,320,000 $26,047,000 27.9 as a percentage of net revenues 41.6% 33.4% The Company derives revenues from shipments of EA Studio cartridge products, EA Studio CD and floppy-disk personal computer products, EA Studio CD products on dedicated entertainment and educational systems, licenses of EA Studio products and shipments of Affiliated Label and other branded publisher floppy-disk and CD products. Overall, North American net revenues decreased 10.0% for the three months ended June 30, 1995 compared to the same period last year due to the decrease in volume of sales in the mature 16-bit cartridge market. This decrease was partially offset by the significant increase in shipments of CD based products for both personal computers and dedicated entertainment systems. International net revenues increased 27.9% for the three months ended June 30, 1995 compared to the same period last year, primarily due to an increase of 46.5% in revenues in Europe consisting of higher sales of CD-ROM titles and strong sales of Sega 16-bit cartridge products. Also included in international revenues was an increase in sales of CD-ROM products in Japan and South Asia Pacific, mitigated by a decrease in revenues from the sale of Gameboy products in Japan. 10 EA STUDIO NET REVENUES: 16-BIT VIDEOGAME PRODUCT NET REVENUES June 30, June 30, 1995 1994 % change -------- --------- -------- Three Months Ended 26,566,000 $41,261,000 (35.6) as a percent of net revenues 33.2% 52.9% The Company released three new 16-bit videogame titles during the first quarter of fiscal 1996 consisting of THEME PARK and TRIPLE PLAY `96 for the Sega Genesis and JUNGLE STRIKE for the SNES. Sega cartridge sales were $20,074,000 the three months ended June 30, 1995 compared to $30,069,000 for the same period in the prior year. SNES sales were $6,492,000 for the three months ended June 30, 1995 compared to $11,192,000 for the same period last year. Since the 16-bit videogame market has matured, growth rates have slowed and sales of the related software have declined and are expected to continue to do so. The Company's net revenues derived from 16-bit videogames declined 35.6% during the first quarter of fiscal 1996 compared to the same period in the prior year. Additionally, as the 16-bit cartridge market has become more "hits-driven", the Company will continue to ship fewer cartridge products in fiscal 1996 than in fiscal 1995 and expects to release a higher percentage of these products in the December quarter. Under the terms of a licensing agreement entered into with Sega Enterprises, Ltd., ("Sega") in July 1992 ("the Sega Agreement"), the Company is authorized to develop and distribute ROM-cartridge software products compatible with the Sega Genesis system through December 1995. Additionally, the Company may continue to distribute remaining products in its inventory or in process of manufacture at December 1995 for an additional six months. Genesis cartridges are manufactured by the Company in Puerto Rico and by a third party manufacturer under terms of the Sega Agreement. A shortage of components, or other factors outside the control of the Company could impair the Company's ability to obtain an adequate supply of cartridges. Under the terms of its licensing agreement with Nintendo, the Company engages Nintendo to manufacture its SNES cartridges for distribution. The Company has little ability to control its supply of cartridges or the timing of their delivery. A shortage of microchips, or other factors outside the control of the Company could impair the Company's ability to obtain an adequate supply of cartridges. Nintendo maintains a policy of not accepting returns. Considering these and other factors, the carrying of an inventory of cartridges entails additional investments and risks. Videogame cartridges, particularly SNES, are more expensive to produce than floppy disks and CD-ROM's and are produced in higher volumes. Accordingly, if Electronic Arts' sales mix of SNES videogame products increases, it will be exposed to greater inventory costs and increased risks of unexpected returns of unsold products. 11 32-BIT VIDEOGAME PRODUCT NET REVENUES June 30, June 30, 1995 1994 % change -------- --------- -------- Three Months Ended $5,874,000 $3,855,000 52.4 as a percentage of net revenues 7.3% 4.9% The Company released two new CD-ROM based 32-bit videogame products during the first quarter of fiscal 1996, WING COMMANDER III and SYNDICATE, both of which were for the 3DO Interactive Multiplayer. All 32-bit CD-ROM based revenues for the first quarter related to sales of 3DO products. There were no new 3DO titles released in Q1 of fiscal 1995. As a result of the videogame market's current transition to 32-bit hardware platforms, the Company's sales of the related software for these CD based dedicated entertainment systems is expected to increase as the Company continues to focus its development efforts on supporting these new platforms. COMPUTER-BASED CD PRODUCT NET REVENUES June 30, June 30, 1995 1994 % change -------- --------- -------- Three Months Ended $21,082,000 $4,903,000 330.0 as a percentage of net revenues 26.3% 6.3% The Company released four new CD based titles in the first quarter of the current fiscal year, three for the IBM personal computer and one for the Macintosh, compared to none for the same period last year. As mentioned above and elsewhere in this report, the significant increase in both absolute dollars and as a percentage of total net revenues reflects the market transition from 16-bit cartridge systems to CD platforms and the Company's strategy to focus its development efforts on CD based platforms. The Company expects revenues from CD products to grow but as revenues for CD products increase, the Company does not expect these percentage growth rates to continue. FLOPPY-DISK PRODUCT NET REVENUES June 30, June 30, 1995 1994 % change -------- --------- -------- Three Months Ended $1,330,000 $8,949,000 (85.1) as a percentage of net revenues 1.7% 11.5% The Company released no new floppy-disk based personal computer titles in the first quarter of the current fiscal year, compared to six for the same period in the prior year. The decrease in net revenues derived from shipments of EA Studio floppy-disk based personal computer products reflects the market trend toward CD based personal computer products. 12 LICENSE/OEM NET REVENUES June 30, June 30, 1995 1994 % change -------- --------- -------- Three Months Ended $5,604,000 $2,638,000 112.4% as a percentage of net revenues 7.0% 3.4% The increase in license/OEM net revenues for the three months ended June 30, 1995 compared to the same period last year was primarily a result of an increase in licensing of personal computer products in the United States. AFFILIATED LABEL NET REVENUES June 30, June 30, 1995 1994 % change -------- --------- -------- Three Months Ended $17,930,000 $8,555,000 109.6% as a percentage of net revenues 22.4% 11.0% The increase in Affiliated Label net revenues for the three months ended June 30, 1995 compared to the prior year period reflects the significant expansion of the distribution business, mainly in North America. Affiliated Label CD based net revenues represented approximately 80% of total Affiliated Label net revenues for the period, compared to 44% in the comparable period in the prior year. In addition to the traditional Affiliated Labels distributed by the Company, the Company also derived revenues from the distribution of PC products to key accounts on behalf of other third party publishers. There were no such sales in the same period of the prior year. OTHER REVENUES June 30, June 30, 1995 1994 % change -------- --------- -------- Three Months Ended $1,649,000 $7,790,000 (78.8%) as a percentage of net revenues 2.1% 10.0% Other revenues for the three months ended June 30, 1995 consisted of sales of products for Gameboy and the Sega 32X platform. The Company released one title for the Sega 32X during the period. The net revenues generated in the comparable period of the prior year related mainly to products for Gameboy and the Sega CD platform. The Company does not plan to release any new titles for hand-held equipment or the Sega CD in fiscal 1996 and accordingly, revenues for these platforms are expected to continue to decline. 13 COST OF GOODS SOLD June 30, June 30, 1995 1994 % change -------- --------- -------- Three Months Ended $42,827,000 $40,126,000 6.7% as a percentage of net revenues 53.5% 51.5% The increase in cost of goods sold, as a percentage of net revenues, for the three months ended June 30, 1995 compared to the same period last year was primarily due to the impact of the significant increase of lower margin Affiliated Label and third party publisher net revenues, as a percentage of total net revenues, partially offset by the increase of higher margin EA Studio CD net revenues and license/OEM net revenues. Additionally, margins on 16-bit software were eroded as a result of the maturation of that segment of the business which promoted an overall reduction in sales price of classic videogame titles and higher costs of goods sold resulting from the larger cartridge configurations. MARKETING AND SALES June 30, June 30, 1995 1994 % change -------- --------- -------- Three Months Ended $11,690,000 $9,507,000 23.0% as a percentage of net revenues 14.6% 12.2% The increase in marketing and sales expenses was primarily attributable to higher trade show expenses resulting from the Company's participation in the May Electronic Entertainment Exposition, and increased headcount resulting from the expansion of the worldwide distribution business. GENERAL AND ADMINISTRATIVE June 30, June 30, 1995 1994 % change -------- --------- -------- Three Months Ended $6,181,000 $5,798,000 6.6 as a percentage of net revenues 7.7% 7.4% The slight increase in general and administrative expenses resulted primarily from an increase in payroll and occupancy costs due to the opening of additional international offices. This increase was partially offset by the decrease in bad debt reserves compared to the prior year's quarter which reflected the increased provision for bad debts on certain uncollectible accounts in Japan. 14 RESEARCH AND DEVELOPMENT June 30, June 30, 1995 1994 % change -------- --------- -------- Three Months Ended $19,315,000 $14,772,000 30.8% as a percentage of net revenues 24.1% 19.0% The increase in research and development expenses was primarily due to additional headcount, continued investment in development for new CD platforms the higher average development costs for these platforms, and more in-house development. Additional investments were made in new interactive movie production facilities which utilize digitized audio and video information and product development for new hardware platforms. OPERATING INCOME June 30, June 30, 1995 1994 % change -------- --------- -------- Three Months Ended $22,000 $7,748,000 (99.7%) as a percentage of net revenues -- 9.9% Operating income decreased for the three months ended June 30, 1995 compared to the same period last year due to increased research and development, increased marketing and sales expenses and a slight decrease in gross profit margins, as noted above. INTEREST AND OTHER INCOME, NET June 30, June 30, 1995 1994 % change -------- --------- -------- Three Months Ended $1,152,000 $9,346,000 (87.7) as a percentage of net revenues 1.4% 12.0% Interest and other income, net decreased for the three months ended June 30, 1995 compared to the same period last year primarily due to a one time payment of $8,600,000 associated with the termination of a merger agreement in the comparable period of the prior year. INCOME TAXES June 30, June 30, 1995 1994 % change -------- --------- -------- Three Months Ended $376,000 $5,215,000 (92.8) effective tax rate 32.0% 30.5% The Company's effective tax rate increased for the three months ended June 30, 1995 compared to the same period last year primarily due to the impact of the reduced level of manufacturing in Puerto Rico. 15 MINORITY INTEREST IN CONSOLIDATED JOINT VENTURE June 30, June 30, 1995 1994 % change -------- --------- -------- Three Months Ended $45,000 $54,000 (16.7) as a percentage of net revenue 0.1% 0.1% The Company has a majority interest in a joint venture corporation, Electronic Arts Victor, Inc. ("EAV"), in Japan for the development and distribution of entertainment software products in Japan as well as certain Asian countries. EAV is sixty-five percent owned by the Company and thirty-five percent owned by Victor Entertainment Industries, Inc. ("VEI"), (formerly Victor Musical Industries, Inc.) a wholly owned subsidiary of Victor Company of Japan, Limited. The minority interest represents VEI's 35% interest in EAV. The decrease in impact from the minority interest for the three months ended June 30, 1995 is due to lower reported losses for EAV compared to the same period in the prior year. NET INCOME June 30, June 30, 1995 1994 % change -------- --------- -------- Three Months Ended $843,000 $11,933,000 (92.9) as a percentage of net revenue 1.1% 15.3% The decrease in net income as compared to the prior year period was primarily related to slightly higher revenues offset by lower gross profit margins, higher operating expenses and a higher effective tax rate in the current year period, combined with the impact of the after-tax net gain of approximately $6,000,000 from a one time payment of a merger termination fee, in the same period of the prior year. 16 LIQUIDITY AND CAPITAL RESOURCES As of June 30, 1995, the Company's working capital was $135,505,000 compared to $168,742,000 at March 31, 1995. Cash and short term investments decreased by approximately $63,874,000 during the quarter as the Company used $31,479,000 of cash in operations primarily due to payment of accrued liabilities. During the quarter ended June 30, 1995, the Company invested approximately $21,200,000 in the purchase of land and buildings in Austin, Texas in which it plans to house its expanding Texas-based development group. Additionally, the Company made a strategic investment in Novalogic, a Southern California based developer of entertainment software. Reserves for bad debts and sales returns decreased from $33,567,000 at March 31, 1995 to $32,496,000 at June 30, 1995. Reserves have been charged for returns of product and price protection credits issued for products sold in prior periods. Management believes these reserves are adequate based on historical experience and its current estimate of potential returns and allowances. Inventory levels at June 30, 1995 decreased slightly compared to March 31, 1995 as the levels of videogame cartridge inventory fell in North America. This was partially offset by a build-up in videogame cartridge components in Puerto Rico in anticipation of the upcoming holiday season. In connection with the Company's purchases of cartridges to be distributed in Japan, Nintendo of Japan requires cash deposits in lieu of letters of credit. At June 30, 1995, EAV had no remaining cash deposits for purchases of Nintendo cartridges. In lieu of letters of credit, EAV utilizes a line of credit to fund these deposits and purchases of Nintendo cartridges. At June 30, 1995, EAV had an outstanding balance on this line of approximately $4,151,000. The Company's principal source of liquidity is $110,247,000 in cash and short-term investments. Management believes the existing cash, cash equivalents, short-term investments, marketable securities and cash generated from operations will be sufficient to meet cash and investment requirements for the foreseeable future. 17 RISK FACTORS The Company's business is subject to a number of risks. Some of those risks are described below. Other risks are presented elsewhere in this report. RAPID TECHNOLOGICAL CHANGE Currently, the interactive software industry is undergoing another significant change due in part to the introduction or planned introduction of new hardware platforms, as well as remote and electronic delivery systems. The new generation of systems are based on 32-bit and 64-bit microprocessors that incorporate dedicated graphics chipsets. Many of these systems utilize CD-ROM drives. The Company began development of 32-bit software products over three years ago by creating the original software development system for the first of these advanced products, the 3DO Interactive Multiplayer, which began selling in calendar 1993. Sega and Sony each began distribution of their next generation hardware systems (named the "Saturn" and "PlayStation", respectively) in Japan during the quarter ended December 1994. Sega began limited shipment of the Saturn in North America in May 1995 and Sony has announced plans to begin shipping the PlayStation in North America in September 1995. The team of Nintendo and Silicon Graphics announced plans to manufacture and distribute the Ultra 64 advanced system for initial shipment in the spring of 1996. The 3DO Company has announced its next generation system, the M2, with the first shipment scheduled in the first half of calendar year 1996. New entrants in the interactive entertainment and multimedia industries, such as cable television, telephone and diversified media and entertainment companies, and a proliferation of new technologies, such as on-line networks and the Internet, are making market forecasting and prediction of financial results increasingly difficult for the Company. However, in the near term, the Company expects that the transition from 16-bit cartridge-based game machines to the advanced systems described above will continue to adversely affect the near term financial results of the Company. An increasing portion of the Company's new product releases in its 1996 fiscal year will be for advanced platforms, including the IBM PC-CD and compatibles, the Sega Saturn and Sony PlayStation, which will, in the near term, have substantially smaller installed bases than the current 16-bit videogame systems. In the near term, the increase in unit sales of advanced platforms may be less than the decline in unit sales of 16-bit systems. As a result, while the Company expects to release more titles during fiscal 1996 than during fiscal 1995, the majority of these new products will be directed to the 32-bit systems and the Company's potential market during this transition period may be smaller. This set of circumstances will continue to adversely affect the financial results of the Company in fiscal 1996, particularly through the second quarter of fiscal 1996, before Sega's full roll-out of the Saturn and Sony's expected launch of the PlayStation in North America. 18 As the 16-bit cartridge market matures, hardware sales have declined and will continue to decline. Accordingly, software sales for the 16-bit cartridge systems are declining rapidly as a percentage of the Company's business and are expected to continue to decline in fiscal 1996. In addition, sales in the 16-bit software market have become more "hits" driven. Fewer products in that market are successful and publishers of these games, including the Company, must incur additional marketing and sales expenses to promote retailers' sales of their 16-bit cartridge products. In fiscal 1996, the Company plans to release even fewer products for these platforms and to concentrate releases during the holiday season, while focusing marketing efforts on promoting hit products. The interactive software market has historically been a volatile and highly dynamic industry affected by seasonality, changing technology, limited hardware platform life cycles, hit products, competition, component supplies, consumer spending and other economic trends. Each of these factors affect the operating results of the Company, often in combinations that make predicting those operating results difficult. In particular, the Company believes that consumer spending trends are adversely affecting the interactive software market at this time, and that retailers, in reaction to the rapidly declining 16-bit cartridge market, are attempting to reduce their inventories by buying more cautiously. These factors can be expected to continue to depress sales of the Company's software products for the 16-bit market as it is succeeded by the 32-bit market. The Company believes that early investment in products for the 32-bit market is strategically important and the Company is therefore continuing its aggressive development activities for 32-bit platforms. This investment in advanced technology development, together with declining revenues in 16-bit products during this period may result in slow or insignificant growth in revenue and earnings for the 1996 fiscal year and reduced revenues and earnings in the second quarter of fiscal 1996. The eventual increase in the 32-bit market will in large part depend on the successful launch of the new hardware platforms. Delays by the hardware companies in the launch of these hardware platforms in key territories, or slower than anticipated acceptance by consumers, will slow the growth and prolong the transition from the 16-bit to 32-bit platforms. 19 COMPETITION The interactive consumer software market is highly competitive. Important factors in marketing both entertainment and educational software include content quality and entertainment value, product features, manufacturing quality and reliability, brand recognition, hardware compatibility, ease of understanding and operation, dealer merchandising, access to existing distribution channels and retail shelf space, advertising, pricing, and availability and quality of support services. A variety of companies offer products that compete directly with one or more of Electronic Arts' products. These direct competitors vary in size from very small companies with limited resources to companies with financial, managerial and technical resources comparable to or greater than those of Electronic Arts. Manufacturers of hardware platform systems, videogame cartridges and CD-ROM's such as Nintendo, Sega and Sony (together with their licensees) diversified media and entertainment companies such as Disney, Viacom and Time-Warner Inc. and publishers of personal computer software such as Microsoft Corporation also compete directly with the Company in providing interactive software products to consumers. In addition, companies in industries such as cable television and telecommunications, many of which have significant financial resources, have begun to diversify or have announced plans to enter the interactive software market. These new entrants have the potential to become significant competitors. PRODUCTS AND PRODUCT DEVELOPMENT Interactive entertainment software products typically have life spans of only 3 to 12 months. Accordingly, the Company must constantly develop and bring to market new products that achieve market acceptance quickly. The Company's future success will depend in large part on its ability to develop and introduce new products on a timely basis. New products must keep pace with competitive offerings, adapt to new hardware platforms and emerging industry standards and provide additional functionality. If the Company were unable, due to resource constraints or technological or other reasons, to develop and introduce such products in a timely manner, this inability would have a material adverse effect on its operating results and financial condition. The Company currently develops or publishes products for 14 different hardware platforms and has from time to time developed and marketed products on 32 different and incompatible platforms in the past. The Company makes substantial investments in research and development of products for operation on new hardware platforms which the Company anticipates will become more popular. Such investment occurs one to two years in advance of shipment of products on such platforms. If the Company invests in a platform that does not achieve significant market penetration, the Company's planned revenues from those products will not be achieved and the Company may not recover its development investment. Conversely, if the Company does not choose to develop for a platform that achieves significant market success, its revenue growth may also be adversely affected. There can be no assurance that the Company will correctly make such platform choices. 20 The Company's current and planned product introductions are predominantly for 32-bit platforms such as the IBM PC and compatibles, the Apple Macintosh, the 3DO Interactive Multiplayer, the Sega Saturn and the Sony PlayStation and 16-bit platforms such as the SNES and the Genesis videogame systems. The Company anticipates that compact discs will emerge as the preferred medium for interactive entertainment, education, and information software for the next several years. The Company has continued its investment in the development of CD-ROM tools and technologies and has 85 titles in development for CD-ROM platforms, including the IBM PC and compatibles, the Apple Macintosh, the 3DO Interactive Multiplayer, the Sega Saturn and the Sony PlayStation. Most of these products will be convertible for use on multiple advanced hardware systems. Product development schedules, particularly for new hardware platforms, are difficult to predict because they involve creative processes, use of new development tools for new platforms and the learning process associated with development for new technologies, as well as other factors. Floppy-disk and CD-ROM products frequently include more content and are more complex, time-consuming and costly to develop than cartridge products and, accordingly, cause additional development and scheduling risk. In addition, these development risks for floppy-disk and CD-ROM products can cause particular difficulties in predicting quarterly results because brief manufacturing lead times allow finalization of products and projected release dates late in a quarter. Failure to meet product development schedules may cause a shortfall in shipments in any quarter and may cause the operating results for such quarter to fall significantly below anticipated levels. As noted above, one of the advanced 32-bit platforms currently supported by the Company is the 3DO Interactive Multiplayer. The Company currently owns approximately 18% of the Common Stock of 3DO. The Company has achieved a leading position in 3DO software sales and has generated profits from sales of 3DO products in fiscal 1995 and 1996. However, the Company's 3DO products have not achieved the sales levels of the Company's Genesis products primarily because the 3DO Interactive Multiplayer has not achieved market acceptance comparable to the Genesis and SNES platforms. The Company believes that its development methods for the 3DO platform are not materially different from those the Company uses to develop products for other CD-ROM based platforms and therefore a substantial portion of its development activities for the 3DO platform is portable to other platforms. Furthermore, the Company believes that through its 3DO development efforts it has gained valuable early experience in developing products for advanced 32-bit platforms. However, there can be no assurance that the 3DO platform or 3DO as a company will be successful. Because of the Company's equity stake in and historical association with 3DO, a material adverse effect on the business or prospects of 3DO or a substantial adverse change in the stock price of 3DO could have a material adverse effect on the Company's stock price. 21 Additionally, the Company produces film and videotape to include in certain products pursuant to agreements between certain of the company's subsidiaries with SAG, AFTRA and Equity. However, the costs of video production are significantly higher than for software production, and for products which include a substantial amount of video (such as products in the interactive movie category), the costs of producing the video component is significantly higher than the cost of developing the software component, resulting in higher overall development costs for such products. Accordingly, significantly more units of such products must be sold to recoup the development and production costs. Extensive use of video in some of the Company's products, particularly its products in the interactive movie category, are experimental product development efforts for the Company and there can be no assurance that the significantly higher sales levels required to make these products successful will be achieved. MARKETING AND DISTRIBUTION As discussed above, the 16-bit videogame business has become increasingly "hits" driven, requiring significantly greater expenditures for advertising, particularly for television advertising. There can be no assurance that the Company will continue to produce hit products or that advertising expenditures will increase sales sufficiently to recoup the advertising expenditures. The Company has stock-balancing programs for its personal computer products (whether provided on floppy-disk or CD-ROM) that, under certain circumstances and up to a specified amount, allow for the exchange of personal computer products by resellers. The Company also typically provides for price protection for its personal computer and videogame system products that, under certain conditions, allows the reseller a price reduction from the Company for unsold products. The Company maintains a policy of exchanging products or giving credits, but does not give cash refunds. The risk of price protection requirements is increasing as a result of the maturing and the increasingly hit-based nature of the 16-bit video cartridge market. Moreover, the risk of product returns may increase as new hardware platforms become more popular or market factors force the Company to make changes in its distribution system. The Company monitors and manages the volume of its sales to retailers and distributors and their inventories as substantial overstocking in the distribution channel can result in high returns or the requirement for substantial price protection in subsequent periods. The Company believes that it provides adequate reserves for returns and price protection which are based on estimated future returns of products, taking into account promotional activities, the timing of new product introductions, distributor and retailer inventories of the Company's products and other factors, and that its current reserves will be sufficient to meet return and price protection requirements for the foreseeable future. However, there can be no assurance that actual returns or price protection will not exceed the Company's reserves. 22 The distribution channels through which consumer software products are sold have been characterized by change, including consolidations and financial difficulties of certain distributors and retailers and the emergence of new retailers such as general mass merchandisers. The bankruptcy or other business difficulties of a distributor or retailer could render Electronic Arts' accounts receivable from such entity uncollectible, which could have an adverse effect on the operating results and financial condition of the Company. In addition, an increasing number of companies are competing for access to these channels. Electronic Arts' arrangements with its distributors and retailers may be terminated by either party at any time without cause. Distributors and retailers often carry products that compete with those of the Company. Retailers of Electronic Arts' products typically have a limited amount of shelf space and promotional resources for which there is intense competition. There can be no assurance that distributors and retailers will continue to purchase Electronic Arts' products or provide Electronic Arts' products with adequate levels of shelf space and promotional support. SEASONALITY The Company's business is highly seasonal. The Company typically experiences its highest revenues and profits in the calendar year-end holiday season and a seasonal low in revenues and profits in the quarter ending in June. The Company expects these seasonal trends to be magnified through the second quarter of fiscal 1996 by general economic and industry factors, including the current transition from 16-bit cartridge-based game machines to the new 32-bit systems, and the concentration of the Company's product releases in the second half of the fiscal year. EMPLOYEES The Company believes that its ability to attract and retain qualified employees is an important factor in its growth and development and that its future success will depend, in large measure, on its ability to continue to attract and retain qualified employees. To date, the Company has been successful in recruiting and retaining sufficient numbers of qualified personnel to conduct its business successfully. However, competition for employees in the interactive software business is intense and increasing as competition in the industry increases and there can be no assurance that the Company will continue to be able to attract and retain enough qualified employees in the future. None of the Company's employees is subject to a collective bargaining agreement, and the Company believes that its employee relations are excellent. 23 OTHER RISK FACTORS In addition to those discussed above, the Company's business is subject to a number of other risks. Some of those risks are described below. Other risks are presented elsewhere in this report. A substantial majority of the total revenue of the Company in any quarter typically results from orders received in that quarter and products introduced in that quarter. The Company's expenses are based, in part, on expected future revenues. Certain overhead and product development expenses do not vary directly in relation to revenues. As a result, the Company's quarterly results of operations are difficult to predict, and small delays in product deliveries may cause quarterly revenues, operating results and net income to fall significantly below anticipated levels. The Company's revenues and net income could also be materially and adversely affected by cancellation of orders, changes in customer base or product mix, and increased competition. The Company typically receives orders shortly before shipments, making backlog, particularly early in any quarter, an unreliable indicator of quarterly results. Therefore, quarterly results may be difficult to predict until the end of the quarter. A shortfall in shipments at the end of any particular quarter may cause the results of that quarter to fall significantly short of anticipated levels. Due to analysts' expectations of continued growth and other factors, any such shortfall in earnings could have an immediate and significant adverse effect on the trading price of the Company's common stock in any given period. As a result of the foregoing factors and other factors that may arise in the future, the market price of the Company's common stock may be subject to significant fluctuations over a short period of time. These fluctuations may be due to factors specific to the Company, to changes in analysts' earnings estimates, or to factors affecting the computer, software, entertainment, media or electronics industries or the securities markets in general. Because of the foregoing factors, as well as other factors affecting the Company's operating results and financial condition, past financial performance should not be considered a reliable indicator of future performance, and investors should not use historical trends to anticipate results or trends in future periods. 24 PART II - OTHER INFORMATION ITEM 1. LEGAL PROCEEDINGS The Company is subject to pending claims. Management, after review and consultation with counsel, considers that any liability from the disposition of such lawsuits in the aggregate would not have a material adverse effect upon the consolidated financial position or results of operations of the Company. ITEM 4. SUBMISSION OF MATTERS TO A VOTE OF SECURITY HOLDERS At the Company's Annual Meeting of Stockholders, held on August 3, 1995, the stockholders elected the following individuals for one-year terms to the Board of Directors: M. Richard Asher, William J. Byron, Daniel H. Case III, Gary M. Kusin, Timothy Mott and Lawrence F. Probst III. These individuals have received a plurality of the votes eligible to vote, voting either in person or by proxy. In addition, the following matters were voted upon by the Stockholders: To approve an amendment to the Company's 1991 Stock Option Plan (the "1991 Plan") to increase the number of shares of the Company's common stock reserved for issuance under the 1991 Plan by 1,850,000 shares from a total of 8,050,000 shares to a total of 9,900,000 shares. Votes -------------------------------------------------------------------- For Against Abstain --- ------- ------- 30,888,089 14,669,574 167,443 To approve an amendment to the Company's Employee Stock Purchase Plan (the "Purchase Plan") to increase the number of shares of the Company's common stock reserved for issuance under the Purchase Plan by 150,000 shares from a total of 900,000 shares to a total of 1,050,000 shares. Votes ------------------------------------------------------------------- For Against Abstain --- ------- ------- 43,660,699 1,906,787 157,996 To ratify the appointment of KPMG Peat Marwick LLP as independent accountants for the Company for the current fiscal year. Votes -------------------------------------------------------------------- For Against Abstain --- ------- ------- 45,690,779 71,514 104,715 25 ITEM 6. EXHIBITS AND REPORTS ON FORM 8-K (a) Exhibits - The following exhibits are filed as part of this report: Number Exhibit Title - ------ ------------- 10.01 Commerical Earnest Money Contract between Novell, Inc. and Origin Systems, Inc. dated April 13, 1995. 10.02 First Amendment to Commercial Earnest Money Contract between Novell, Inc. and Origin Systems, Inc. dated June 1, 1995. (b) No reports on Form 8-K were filed by the Registrant during the three months ended June 30, 1994. 26 SIGNATURES Pursuant to the requirements of the Securities Exchange Act of 1934, the Registrant has duly caused this report to be signed on its behalf by the undersigned thereunto duly authorized. ELECTRONIC ARTS INC. (Registrant) /s/E. STANTON MCKEE ------------------- DATED: E. STANTON MCKEE August 7, 1995 Senior Vice President and Chief Financial and Administrative Officer (Duly authorized officer) 27 EXHIBIT INDEX NUMBER EXHIBIT TITLE PAGE - ------ ------------- ---- 10.01 Commercial Earnest Money Contract between Novell, Inc. and Origin Systems Inc. dated April 13, 1995. 29 10.02 First Amendment to Commercial Earnest Money Contract between Novell, Inc. and Origin Systems, Inc. dated June 1, 1995 53 27.01 Financial Data Schedule 57 28