2006 | 2007 | ||||||
Price: | 7.44 | EPS | |||||
Shares Out. (in M): | 0 | P/E | |||||
Market Cap (in $M): | 185 | P/FCF | |||||
Net Debt (in $M): | 0 | EBIT | 0 | 0 | |||
TEV (in $M): | 0 | TEV/EBIT |
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Tecmo is a Japanese manufacturer of video game software,
pachinko and pachislot software, arcade games, and an operator of video game
arcades. Founded in 1967 as an operator
of Japanese arcade parlor, Tecmo released its first video game in 1981. In 1988, the company enjoyed its first video
game hit in
The company provides investors a cheap opportunity to benefit in the strong coming upcycle in the video game software industry, driven by the increasing installed bases of the next generation consoles. Trading at 3.7x 12/06EBITDA and 1.5x my 12/08 expectations, I think Tecmo is far too cheap for the bright future ahead of it.
***Note, units=JPY Mln****
Video Game Segment
The Industry- 2006 has been a challenging year for video game producers. Industry-wide sales have disappointed as consumers have begun holding back purchases in anticipation of the launches of Sony’s and Nintendo’s next generation launches and another holiday selling season for Microsoft’s Xbox 360. However, 2007 should be the first year of a multi-year upcycle for the software industry, as the increasing installed base on next-generation consoles leads to consumers purchasing higher quantities of next generation software. I can go into more details about the coming industry wide upcycle in the comments if there is demand but will not post it here in the interest of time as I think the thesis has been adequately reported, as evidenced by the recent performance of ERTS, ATVI, Capcom etc. Suffice to say, the entire industry appears poised to enter a multiyear upcycle as new hardware placements drive significant increases in software demand.
The Company-. Tecmo makes titles for Microsoft, Sony, and Nintendo consoles. The company’s main development team, known as Team Ninja, is responsible for the development of Tecmo’s two core home console franchises, Dead or Alive, and Ninja Gaiden. Team Ninja’s work on these two core franchises, showcase Tecmo’s extremely strong production ability and graphics technology. Industry magazine Gamespy comments on Team Ninja’s contributions to the first Xbox, “Perhaps more than any third-party developer, the work of Tecmo’s Team Ninja came to represent the best that the original Xbox had to offer.” (http://xbox360.gamespy.com/xbox-360/dead-or-alive-4/678880p1.html) Tecmo expects Team Ninja to increased its current capacity from 1 title/yr to 2 titles/yr in 2007.
Dead or Alive- The Dead or Alive franchise is s series of 1 on 1 martial combat games. DoA 4, the most recent iteration was released Dec 29th 2005 and is currently the 25th best selling Xbox 360 title on Amazon.com. The series is renowned for its high quality graphics and addictive gameplay, with game reviewer Gamespot saluting the games “gorgeous presentation.” (http://www.gamespot.com/xbox360/action/deadoralive4/review.html) Tecmo expects to release DoA 5 in H2 2007 and is to expand the audience of previous iterations of the DoA franchise to different platforms like Sony’s PSP, Nintendo DS, PS3 (PS3 for DoA 4 possible but not certain once the 12mo MSFT exclusive ends), and pachinko/pachislot machines (see below), which should represent fairly easy methods to gain more revenues from its core franchise.
Ninja Gaiden is a long running action franchise (originally released
for NES in 1988), centering around a young ninja taking revenue on villains who
destroyed his hometown. The most recent
version (2004) of Ninja Gaiden for the Xbox received an Editor’s Choice award
from Gamespot who considered it, “one of the best, most challenging action
adventure games ever made.” (http://www.gamespot.com/xbox/action/ninjagaiden/review.html). The company plans
to release Ninja Gaiden 3 for PS3 in Spring 2007.
Dead or Alive Xtreme- In January 2003, Tecmo decided
to broaden the franchise with the Dead or Alive Xtreme Beach Volleyball Title,
which featured the core franchise’s female characters competing in various
tasks, including volleyball. This game has been extremely successful. When DoAX initially launched in 2003, the
game immediately became the #1 selling Xbox title and the # 2 seller across all
platforms in
Other Titles
In November 2006, the company
plans to launch Super Swing Golf Pangya for the Nintendo Wii, utilizing
Nintendo’s new motion sensing controller.
Other games include horse racing game Gallop Racer, Heroes of
Annihilated Empires for the PC.
Overall, Tecmo has extremely well
regarded development abilities and strong core franchises. The company is poised
Recent History
During 2005, Tecmo wrote off Y1bln
of development costs in regards to some non-core titles that the company had
created which were underperforming. Most
sell-side analysts did not remove this non-recurring charge from the 2005
profitability, which made video game and overall EBIT appear significantly down
on a y/y basis. After the 2006
transition year, revenue and profitability should dramatically increase in both
2007 and 2008 as Tecmo’s strong games benefit from the industry wide
upcycle.
|
|
|
FY Change |
|
|
|
|
|
|
|
*****(1)***** |
****(2)**** |
|
|
|
Console Gaming |
3/31/03 |
3/31/04 |
12/31/04 |
12/31/05 |
12/31/06 |
12/31/07 |
12/30/08 |
Sales |
6,562 |
7,097 |
6,093 |
6,310 |
4,730 |
5,440 |
6,255 |
Growth |
|
8.2% |
-14.1% |
3.6% |
-25.0% |
15.0% |
15.0% |
OP |
1,919 |
1,887 |
1,254 |
1,283 |
920 |
1,088 |
1,564 |
Margin |
29.2% |
26.6% |
20.6% |
20.3% |
19.5% |
20.0% |
25.0% |
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|
|
|
|
|
|
|
(1)- During 2004, Tecmo changed its
FY from 3/31- 12/31. The 12/31/04
results represent the company's estimates for 12/31/03-12/31/04. |
|||||||
(2)- Company wrote off Y1bn of
development costs during FY 05.
Results presented above have been normalized. |
Pachinko/Pachislot
Tecmo also manufactures content
software for pachinko games. This
division has been phenomenally profitable.
Demand for good pachinko content will continue to be strong as pachinko/pachislot
game manufacturers have been dramatically increasing their competition to try
to take market share in an increasingly competitive market. While many pachinko/pachislot manufacturers
currently develop their own in-house content, the trend towards outsourcing to
third party content providers like Tecmo is likely to accelerate due to their
content expertise and valuable library of proven popular content. Tecmo also enjoys a huge cost advantage vs.
internal production in this division as much of the software in the segment
merely adapts previously home console content that Tecmo owns and adjusts for
the pachinko/pachislot mkt, allowing the company to enjoy significantly lower
development costs and very high margins.
Tecmo commented that the the company is seeing so much demand for its
pachinko/pachislot content expertise that the company is turning away
significant amounts of business and has dramatically expanded this division in
2006.
To get more comfortable with the
future for this division, I met with major customer Heiwa (pachinko/pachislot
manufacturer) who commented that they expected to continue outsourcing content
to Tecmo. Heiwa noted that Tecmo could
do content much better than they could and that content was the critical factor
in gaining mkt share which was their major goal in a market with slowing growth.
|
|
Co Est |
Co Est |
Co Est |
Pachinko/Pachislot |
2005 |
2006 |
2007 |
2008 |
Sales |
805 |
1,370 |
1,410 |
1,540 |
Growth |
5.2% |
70.2% |
2.9% |
9.2% |
OP |
667 |
750 |
920 |
1,000 |
Margin |
82.9% |
54.7% |
65.2% |
64.9% |
Arcade operations
Tecmo currently operates 55 (56 by
end of year arcades throughout Japan.
While this is a much less profitable business than Tecmo’s core
business, the company plans to continue to operate these businesses as it was
the intital business of TEcmo and they believe that it helps them remain close
to their customers. The company tends to
focus its arcade operations in shopping centers, as the company believes foot
traffic there is more consistent than urban/suburban locations. Mgmt has been focusing on cost cutting in
this division to improve margins but dramatic improvement is unlikely. Overall though, this business should be
stable.
|
|
Co Est |
Co Est |
Co Est |
|
2005 |
2006 |
2007 |
2008 |
Sales |
4,301 |
4,720 |
5,380 |
5,700 |
Growth |
33.9% |
9.7% |
14.0% |
5.9% |
OP |
301 |
220 |
330 |
500 |
Margin |
7.0% |
4.7% |
6.1% |
8.8% |
Mobile
Tecmo has launched 9 titles in
2006 for the Japanese wireless market.
The company has partnerships with key wireless provides DoCoMo, KDDI,
and Softbank. Most subs pay a Y300-500
monthly membership fee (except for KDDI which is per download). Revenues should continue to grow steadily as
the number of fee paying subscribers continues to grow. The company plans to use mobile as another
platform for its content and hopes to expand to N. America and Europe in
2008.
|
|
Co Est |
Co Est |
Co Est |
Mobile
Gaming |
2005 |
2006 |
2007 |
2008 |
Sales |
657 |
780 |
830 |
1,390 |
Growth |
|
18.7% |
6.4% |
67.5% |
OP |
237 |
280 |
300 |
500 |
Margin |
36.1% |
35.9% |
36.1% |
36.0% |
Online
Tecmo has 3 online titles that it
is launching in FY 07. The core strategy
in online relies on generating revenues through micropayments. Micropayments involve players joining the
game for free and then using real money to purchase game assets, new maps, secrets
etc and are considered to be a significant revenue opportunity in the LT for
video gaming firms. The company’s
strategy is to partner with firms (Korean firms Seed C and Shaft) that have
online experience to help create the online infrastructure while Tecmo helps
providing the content. The company is
also looking to adapt popular foreign titles for the Japanese market. For example, one of the 3 2007 titles is a
Korean game called War Rock which has 3.8mln subs WW and will be adapted and launched
by Tecmo in Japan. Overall, the online
division seems like another channel for Tecmo to monetize its content
expertise. Below are the company’s
forecasts for this division.
|
|
Co Est |
Co Est |
Co Est |
Online
Gaming |
2005 |
2006 |
2007 |
2008 |
Sales |
|
0 |
710 |
1,430 |
Growth |
|
|
|
101.4% |
OP |
|
(70) |
250 |
500 |
Margin |
|
|
35.2% |
35.0% |
Rights
The company has begun to licenses
out some of its contents, generating a highly lucrative stream of rights
income. While small, it represents a
very lucrative stream of income.
The following are the company’s
forecast’s for the division:
|
|
Co Est |
Co Est |
Co Est |
Rights/Other |
2005 |
2006 |
2007 |
2008 |
Sales |
|
100 |
160 |
210 |
Growth |
|
|
60.0% |
31.3% |
Rights OP |
|
70 |
110 |
150 |
Margin |
|
70.0% |
68.8% |
71.4% |
Financials
Below is my abridged income statement
which aggregates forecasts from the divisions listed above.
JPY Mlns |
2005 |
2006 |
2007 |
2008 |
Sales |
12,278 |
11,700 |
13,930 |
16,525 |
Operating
Income |
850 |
1,370 |
2,092 |
4,214 |
Margin |
6.9% |
11.7% |
15.0% |
25.5% |
Interest
Income |
29 |
29 |
29 |
29 |
Interest
Expense |
(5) |
(5) |
(5) |
(5) |
Other Income (Expense) |
346 |
|
|
|
PBT |
1,220 |
1,394 |
2,116 |
4,238 |
Taxes |
(584) |
(558) |
(847) |
(1,695) |
Tax
Rate |
47.9% |
40.0% |
40.0% |
40.0% |
Net
Income |
636 |
836 |
1,270 |
2,543 |
Shares
Out (M) |
24.9 |
24.9 |
24.9 |
24.9 |
EPS |
25.6 |
33.6 |
51.0 |
102.2 |
Valuation
Tecmo is extremely cheap on an
absolute basis and on a relative basis (esp when compared to international
competitors). While I agree that the
company deserves some discount due to its smaller size, I would argue that the
current gap provides an investor with a significant margin of safety.
Share
Price |
878 |
Shares
Out |
24.9 |
Market
Cap |
21,844 |
Net Debt |
(13,874) |
EV |
7,971 |
Valuation |
2005 |
2006 |
2007 |
2008 |
EV/Revs |
0.7x |
0.7x |
0.5x |
0.5x |
EV/EBITDA |
5.2x |
3.7x |
2.7x |
1.5x |
P/E |
34.4x |
26.2x |
16.5x |
8.1x |
Company |
P/E 06 |
P/E 07 |
EV/EBITDA
06 |
EV/EBITDA
07 |
EV/Sales
06 |
EV/Sales
07 |
Global |
|
|
|
|
|
|
Electronic
Arts |
88.2x |
43.7x |
51.2x |
25.2x |
5.0x |
4.3x |
Activision |
99.3x |
31.0x |
75.5x |
18.2x |
3.3x |
2.3x |
THQ |
29.7x |
24.7x |
18.3x |
12.6x |
1.7x |
1.5x |
Japanese |
|
|
|
|
|
|
Capcom |
26.0x |
22.6x |
11.5x |
9.2x |
1.7x |
1.5x |
Konami |
26.5x |
24.0x |
10.6x |
10.2x |
1.6x |
1.5x |
Square Enix |
27.7x |
25.0x |
9.6x |
9.0x |
2.0x |
2.0x |
Namco Bandai |
20.1x |
18.5x |
6.0x |
5.5x |
0.8x |
0.8x |
|
|
|
|
|
|
|
TECMO |
26.2x |
16.5x |
3.7x |
2.7x |
0.7x |
0.5x |
****** Tecmo has a 12/31 FY and
most competitiors have a 3/31 FY. Thus,
for comparative purposes, I am comparing FY 12/06 to FY 3/07 (PE 06 etc) and FY
12/07 to FY3/08 (PE 07 etc.) just to give an idea of the relative valuations.
Why is the stock
cheaper than comps?
Two reasons in my opinion:
1) Tecmo is somewhat difficult to research, with most of the company documents in Japanese and the stock under followed by sell-side analysts with just 5 analysts (publishing infrequently and no true major sell-side houses) covering the name vs. 10-15 for Capcom, Square Enix, and Konami.
2) Those analysts covering Tecmo seem to purely focus on P/E where Tecmo’s valutation discrepancy vs competitors is less apparent. The following is from an 8/29/06 Daiwa report (Neutral): “The shares (Tecmo’s), trading atg an FY06E P/E of 25.1x, are not inexpensive relative to the 26.1x average for peers, so we stay with our “3” rating.” Yes, it may be trading at a premium P/E, but the stock is trading at a significant discount on other valuation metrics.
Conclusion
Overall, I think Tecmo’s core businesses have a bright future ahead of them that is clearly misunderstood due to the company’s cheap valuations. The company is poised to enter a multi-year upcycle in its core video game business and has other growth drivers in the attractive online, mobile, and pachinko/pachislot space, which have not been adequately priced into its stock.
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