| Multimedia Games, Inc.
HOST: Mr. Clifton Lind
DATE: April 28, 2005
Operator
Good day and welcome, everyone, to the Multimedia Games second-quarter
fiscal year 2005 conference call and webcast. Today's call is being recorded.
Once today's presentations are complete we will conduct a 30-minute
question and answer session. At this time, for opening remarks and introductions
I would like to turn the call over to the President and Chief Executive Officer,
Mr. Clifton E. Lind. Please go ahead, Sir.
Clifton E. Lind, Multimedia Games - President and CEO
Thank you Operator, and I'd like to thank all of the participants for
joining us on the call this morning. With me today is Craig Nouis, our CFO. The
results we are reporting today exceeded the guidance we provided in January. Due
to our revenue diversification efforts, Multimedia Games has recorded the
highest aggregate gaining revenue in the history of the Company, as well as
quarterly sequential gains in total revenue, EBITDA and net income.
Fiscal second0quarter revenues rose slightly over last year, diluted
earnings per share came in around $0.18, and EBITDA improved about 5.6% to $23.5
million.
The second quarter operating results, and the reasons for exceeding our
guidance, are reviewed in the news announcements. I will cover some highlights
and then after Craig reviews some additional financial and accounting data, I
will provide some brief perspective on our current markets, new markets, our
long-term plans to further diversify our sources of revenue. We will then open
the floor to Q&A.
But first, Julia Spencer will get us started with the Safe Harbor language.
Julia Spencer, Multimedia Games - Director of Corporate Publications
Thank you, Clifton. I need to remind everyone that today's call and
simultaneous webcast may include forward-looking statements within the meaning
of applicable securities law. These statements represent our judgment concerning
the future, and are subject to risks and uncertainties that could cause our
actual operating results and financial conditions to differ materially. Please
refer to the Risk Factors section of our recent SEC filings.
Today's call and webcast may include "non GAAP" financial measures within
the meaning of SEC Regulation G. A reconciliation of all non GAAP financial
measures to the most directly comparable financial measures calculated and
presented in accordance with GAAP can be found on our website,
www.multimediagames.com, in the Investor Relations section.
I'll now turn the call back over to our President and CEO. Clifton?
Clifton Lind, Multimedia Games - President and CEO
Thank you, Julia. Before Craig provides additional financial detail, I want
to make a few remarks about the quarter.
First, the aggregate gaming revenue is up on a quarterly sequential basis,
and is a quarterly record for Multimedia Games. We believe the fiscal
second-quarter results demonstrate the early benefits of the long-range revenue
diversification plan that this management team put in place three and one-half
years ago. In the second fiscal quarter of `05, approximately 57% of Multimedia
Games' revenue was derived from the Oklahoma operations, compared with 67% a
year ago, and 80% during the corresponding period in `03.
The remaining revenue we generated in Q2 of fiscal `05 was derived from
charity bingo, Class II revenue from operations outside of Oklahoma, Washington
State Class III activities, and from our operation of the New York Video Lottery
central system.
When we embarked on our revenue diversification plan, we said that we
expected Oklahoma, our primary market, to be subject to a host of changes.
Accordingly, we wanted to leverage our technology, content, intellectual
property, and systems capabilities as a means of entering new markets and
reducing our reliance on Class II gaming, particularly in Oklahoma.
Opening and entering new markets remains a priority, and later this year we
expect to have some developments in this regard in the systems, charity bingo,
and lottery markets.
The second point I want to emphasize this morning is that while we
continued our focus on product and market development, we also effectively
managed the overall business. This was accomplished in the face of changes in
our major market, and transitions in other markets that we serve.
To that end, during the second quarter, we reduced total operating costs
and expenses, of which SG&A is the largest cash component. SG&A was down
approximately $1.2 million, or 7.2%, from Q1 FY `05 levels. We will remain
disciplined in our expense management efforts, and we believe that lower SG&A
levels are sustainable.
We are confident with the level of our player stations that we have
available for placement. We expect to deploy the majority of these before the
end of this fiscal year. When we put these player stations back in service, we
will not experience an increase in depreciation expense. Therefore, relative to
the second quarter, the incremental revenue derived from such placements in Q3
and Q4 of FY `05 will be meaningful to our bottom line.
The third point that I will make is this. As indicated in our Q1 FY `05
conference call, we continue to generate high levels of cash flow from
operations. In fact, in Q2, we generated approximately $30.5 million in cash
from operations, which was a quarterly record, and more than double the level of
cash generated in Q1. We continue to prudently allocate this cash to R&D, growth
opportunities, and the purchase of the Company's stock.
During the second quarter, our R&D and system and game development spending
was about $4.3 million. Throughout fiscal `04, we made significant investments
in customer facility expansion projects, and in player terminals and gaming
technology, which have positioned the Company to participate in growth in a
variety of markets.
As we reported during the last quarterly conference call, our capital
expenditures for operations in fiscal `05 are anticipated to be significantly
below last year's levels We believe that our technology is an important
competitive strength, and we expect our innovative systems to be one of the
primary drivers in our ongoing revenue diversification efforts and our future
growth.
We previously stated our intent to purchase MGAM shares in Q2, and we
actively fulfilled our commitment. During the quarter ending March 31st, we
repurchased 440,786 shares, and since then, pursuant to a 10b5-1 plan, we
repurchased an additional 277,207 shares. That brings our total share repurchase
for calendar `05 to 717,991 shares, representing a total commitment of
approximately $6 million.
We have authorization to purchase a significant number of additional
shares, and we expect to continue purchasing our shares on the open market in
the second half of fiscal `05, because we continue to believe that this is a
prudent use of a portion of our internally generated cash.
While during the second fiscal quarter, we made progress on many fronts, we
continue to see challenges ahead, and we reflect those challenges in our Q3 FY
`05 guidance. We remain quite confident about our long-term prospects.
After Craig's remarks about the second-quarter results, I will provide
additional color on our plans for the future. Craig?
Craig Nouis, Multimedia Games - CFO
Thanks, Clifton. This morning, we reported results ahead of the guidance we
provided on January 27th, 2005. Net income for the second quarter of 2005 was
$5.2 million, with EBITDA of $23.5 million, which was $3.5 million ahead of the
top end of our guidance, and diluted earnings per share of $0.18, which is $0.06
ahead of our guidance. We provided details on our operating results in this
morning's press release, so let me take a few minutes to review a few specific
items.
Our quarterly results exceeded guidance as a result of higher than
anticipated network-wide average hold per day, which exceeded the level achieved
in the first fiscal quarter of 2005. In addition, lower than projected SG&A
expense contributed to the upside.
Total 2005 fiscal second-quarter revenue increased to $40 million, compared
to total revenues of $39.2 million in the December 2004 quarter, and $39.6
million in the year-ago period. As I mentioned, the sequential improvement in
revenue reflects an improvement in our overall network hold per day compared to
the December 2004 quarter, which more than offset the lower installed base
during the period.
You may have noticed that we split out charity gaming revenue in this
morning's release, and for the fiscal 2005 second quarter, we recorded $5.4
million in charity revenue, up from $2.3 million in the year-ago period, and
$4.6 million in the December 2004 quarter.
Our end-of-period installed base of "Class II," "Oklahoma Compact" and
"Other Gaming Units" decreased on a sequential quarterly basis from 16,179 units
at December 31st, 2004, to 13,818 units at March 31st, 2005.
As discussed in our first-quarter call, at the end of January, we converted
our C-TILG units in California to Reel Time Bingo, and as of March 31st, there
were 2,282 of these units in play.
Additionally, on a sequential quarterly basis, our installed base of
charity gaming units increased by 200 units. Not including the conversion of the
Class II units in California, there were approximately 1,531 net Class II
removals, reflecting Oklahoma facilities' re-allocating floor space to
accommodate newly approved table games, our election to remove lower-yielding
units in order to optimize the average network hold per day, and other removals
pursuant to customer requests.
SG&A expenses increased from $15.5 million in the March 2004 quarter to
$15.6 million in the March 2005 quarter, but decreased $1.2 million from the
December 2004 quarter. As Clifton noted, on a sequential basis, SG&A expenses
declined approximately 7%. In fact just two quarters ago, in the September 2004
quarter, SG&A expenses were $17.6 million, so we have reduced quarterly SG&A
expenses by approximately 10% over the last two fiscal quarters.
Amortization and depreciation expense continued to increase as a result of
a year-over-year increase in unit placements. Accordingly, amortization and
depreciation expense rose $6.2 million, or nearly 73% compared to the prior-year
period.
Cash and cash equivalents as of March 31st, 2005 totaled $11.3 million, an
increase of 89%, or $5.3 million, over the December 31st, 2004 levels, even as
we spent approximately $3.7 million in the period on share repurchases, and
reduced our revolving line of credit by nearly $3 million. Cash generated from
operations was approximately $30.5 million.
During the March quarter, we established a federal income tax payable
account on the balance sheet, reflecting the phase-out of bonus depreciation,
and a reduction in tax-deductible stock compensation from the exercise of
employee options.
Notes receivable decreased during the quarter, from $31.5 million at
December 31st, 2004, to $28.7 million as of March 31st, 2005. The reduction
primarily relates to payments received from amounts reimbursed under development
agreements of $4.9 million, and repayments on notes receivable from the sale of
equipment of $2.1 million, offset by approximately $3.9 million advanced under
development agreements.
Intangible assets rose $10.7 million to $38.1 million in the March quarter,
from $27.4 million in the December quarter. This increase reflects approximately
$6.6 million invested in development agreements, the allocation of Sigma assets
previously classified in Other Assets, and the entrance into two agreements for
the license of content.
As we anticipated, our cash capital expenditures declined significantly,
from $23.4 million in the December 2004 quarter, to $9.5 million in the March
2005 quarter.
Capital expenditures decreased in the current quarter due to a significant
decline in our player terminal and gaming equipment purchases, from $18.8
million in the December 2004 quarter, to $2.4 million in the March 2005 quarter.
I will now turn the call back over to Clifton. Clifton?
Clifton Lind, Multimedia Games - President and CEO
Thanks, Craig. Our recent revenues, EBITDA and cash flow, contract scoring
and awards, and other metrics continue to highlight the strengths and
competitiveness of Multimedia Games. The breadth of our gaming systems, gaming
engines, proprietary content, and license content is at an all-time high. Our
balance sheet and liquidity positions are strong and have never been stronger.
We feel we can address changes in our existing markets while simultaneously
expanding into new markets.
Another significant accomplishment during the quarter was the renegotiation of
the terms of our license agreements with two of our content providers. These
renegotiations expanded and extended our ability to continue to offer
third-party titles in many markets that we currently serve, and also in some
that we expect to be entering.
Let me quickly review the status of our existing markets and the new markets we
hope to address in the future.
While we would have preferred the transition in Oklahoma from Class II games to
games permitted under the tribal-state compact to have occurred earlier, we are
pleased with the performance of our Class II games in light of the current
market environment. We anticipate realizing improvements in our average hold per
day, and opportunities to regain floor space as the market converts to games
operated under the Oklahoma compact.
California remains a dynamic market, and we believe that there is a broader role
for Multimedia as the market evolves. We maintain an active dialogue with
current and prospective customers in California concerning a variety of gaming
systems, and we believe that some of the tribes will find Multimedia's solutions
attractive.
We were pleased to be the first company to offer legal charity bingo games in
Alabama, and we believe we continue to operate more machines in this market than
any other vendor. We continue to work hard to provide our customers with
advanced technologies, content and applications that can help them better serve
their players and thereby grow their businesses.
In New York, the Batavia gaming facility will open soon, and there have been
recent press reports regarding the revised VLT legislation in that state. The
current expectation is for Yonkers and Aqueduct to open next summer, and the
opening of either of these tracks' VLT operations will immediately be
financially beneficial to Multimedia Games.
We are aggressively developing new products and pursuing new markets. We are
presently working on both traditional and nontraditional gaming opportunities in
the charity market, in the largest number of charity jurisdictions in our
history. We expect to report new business developments in these new markets
during the last half of FY `05.
Regarding lotteries, both domestic and international, we see our ability to
deliver electronic outcomes as a cost-effective and profitable means of
addressing this extremely large market. We expect additional business from these
important markets.
In summary, our revenue diversification initiatives are substantial and are
aimed at a broad number of markets. Business development efforts are at an
all-time high for charity and lottery products, for slot monitoring systems to
assist regulators who have oversight responsibility for video lottery and slot
operations within their jurisdictions, and for other traditional and
nontraditional gaming markets based on evolving technologies.
Finally, we also expect to place units in traditional Class III and commercial
casino markets in the second half of fiscal 2005.
Operator, let's open the floor to questions. Craig and I will answer them
accordingly.
Questions and Answers
Operator
(OPERATOR INSTRUCTIONS) Christine Dranchak with Prudential.
Christine Dranchak, Prudential - Analyst
Actually, just two questions. One is if you could give us what the average
network holds were in the quarter? And what is driving down the anticipated
yields in the third quarter?
Clifton Lind, Multimedia Games - President and CEO
When you say the anticipated yield, Christine, do you mean the average hold per
machine?
Christine Dranchak, Prudential - Analyst
Right, right.
Clifton Lind, Multimedia Games - President and CEO
I will answer that question and Craig will answer your first question. We have
substantial data on all of our markets, which are generally local markets, and
in these, our players seem to react very quickly to spikes in gasoline and other
energy prices, as many of our players who are local players have to take energy
costs -- cover their energy costs out of their entertainment budget. So the
primary driver in our decision to give -- deliver an expectation of lower hold
per machine is driven by what we believe the impact of continued high energy
prices will be. Okay, Craig.
Craig Nouis, Multimedia Games - CFO
Christine, in terms of the average network hold, that was up from the prior
quarter as we mentioned, and in the past quarter, the second quarter, across all
of our markets, it was roughly $116.
Christine Dranchak, Prudential - Analyst
And if I could, one more. Assuming California tribes gave you a guaranteed
revenue for a specific period of time, is that what is benefiting the current
hold now in the next quarter?
Clifton Lind, Multimedia Games - President and CEO
I'm sorry. Is that what's doing what, Christine? You broke up.
Christine Dranchak, Prudential - Analyst
[What is] benefiting the current hold now in this current quarter that you just
reported.
Clifton Lind, Multimedia Games - President and CEO
We certainly continue to have business in California and are pleased with the
business that we have. And this is -- I mean, -- if we were not -- if it's not
profitable for us to keep equipment in California, it certainly wouldn't be
there. I would tie that more to our long-term relationships rather than any
particular contractual requirement. As I've said, we expect California to be an
important market for us for a long time into the future.
Operator
David Bain with Merriman Curhan Ford company.
David Bain, Merriman Curhan Ford & Co. - Analyst
Congratulations on the quarter. The compacted games in Oklahoma -- we are still
waiting for more conversions there. What is kind of the catalyst there? Is it
the racetracks opening up or where do you see the inflection point?
Clifton Lind, Multimedia Games - President and CEO
Certainly, I think there are a number of things that could be the inflection
point. The racetrack in Oklahoma City opening up could be a major inflection
point also. The tribes and the states are both making progress on getting their
specifications and regulations in place. And I think that everything is going to
converge simultaneously. There will be a time in the not-too-distant-future when
the state is prepared to handle the situation. The tribes have gotten all of
their work done, and also the racetrack's opening up will also be another
inflection point. So I think there is going to be a kind of convergence here of
a number of different things to cause that, David.
David Bain, Merriman Curhan Ford - Analyst
Outside of you guys, are there a number of other vendors that have come out from
the labs for compact games in Oklahoma?
Clifton Lind, Multimedia Games - President and CEO
Certainly it's been well publicized [that] all the public companies have games
in the labs. We are not seeing a lot of activity at this time from non-public
companies.
David Bain, Merriman Curhan Ford - Analyst
Is there going to be additional potential business in California that you are
looking at in the near-term, given that there's kind of this stalled compact
situation? With the letter from the NIGC?
Clifton Lind, Multimedia Games - President and CEO
We certainly think there's going to be additional business for us in California.
I think that is a rapidly developing market situation, and again, I don't mean
to speak for any of the tribes or for the state, but there seems to be some
tipping points in that market that are not too far away.
David Bain, Merriman Curhan Ford - Analyst
On GLI [lab] approval for your downloadable games going into Class III casinos,
how's that progressing? And when you speak of traditional gaming markets in FY
'05, are you speaking to tribal or commercial?
Clifton Lind, Multimedia Games - President and CEO
The answer your second question is both. The answer to your first question is,
we are in the lab. As you know, GLI has issued its second draft of its
specifications. We -- that will continue to evolve. As you know, Nevada is also
wrestling with their definition of what "downloadable" means. We think that,
based upon GLI's current draft, we will be out of the lab very quickly with an
approval. And then GLI will certainly come up with another draft, and we will
resubmit it and we will meet that as well.
David Bain, Merriman Curhan Ford - Analyst
All right. Congrats on the quarter.
Operator
Ryan Worst with C.L. King.
Ryan Worst, C. L. King - Analyst
Clifton, could you break out revenue from California in the quarter?
Clifton Lind, Multimedia Games - President and CEO
We don't historically do that, but Craig could certainly break it out.
Craig Nouis, Multimedia Games - CFO
Roughly our net revenue, our revenue in California was roughly $3.4 million.
Ryan Worst, C. L. King - Analyst
Thank you. It looks like revenue per day in Oklahoma was up during the quarter?
Craig Nouis, Multimedia Games - CFO
That is correct.
Ryan Worst, C. L. King - Analyst
How much do you have authorized as far as share repurchases go?
Clifton Lind, Multimedia Games - President and CEO
This week the board authorized to repurchase up to 2.5 million shares, at our
discretion, but we certainly would not -- as we do currently, we keep the board
well informed when Craig and I are in the market or intending to go in the
market. And so we certainly have the consent of the board on an ongoing basis,
but they re-increased our authorization to 2.5 million shares, just this week.
Ryan Worst, C. L. King - Analyst
It seems like with a lot of the removals you've had in both Oklahoma and
California, your inventory is building up. Do you have a number of games that
you have? And I guess since you haven't written anything off as far as that
inventory, is it fair to say that you expect those games to be placed?
Clifton Lind, Multimedia Games - President and CEO
Certainly, we have slightly over 3,000 machines available. Of those machines
that we have, in the next two quarters, I expect placement of the vast majority
of those. And a portion of those machines are also our slot pool as we change
the gaming platform and certain of our gaming facilities.
Ryan Worst, C. L. King - Analyst
So, given that kind of backlog that you have, [do you expect] CapEx numbers to
remain similar to what we saw in the fiscal second quarter?
Clifton Lind, Multimedia Games - President and CEO
That would be a good assumption, yes.
Ryan Worst, C. L. King - Analyst
Thanks, Clifton, and good quarter.
Operator
Mike Crawford with Barrington Partners.
Mike Crawford, Barrington Partners - Analyst
Could you talk a little bit more about what's changed in your development
agreement strategy? It sounded like you actually had net cash in from
development agreements during the last quarter?
Clifton Lind, Multimedia Games - President and CEO
I don't believe we had net cash in. I will let Craig talk to that. But let me
say the market in Oklahoma, which is the jurisdiction where we did most of our
development agreements, is undergoing a fundamental change in its business
proposition. So that has led us and the tribes to reconsider the structure of
any future development agreements that we were doing. Obviously, on compacted
games, we said in the last quarter that we expected the new business model,
which had already been set by a major public company at 80/20, was going to
change our view of our willingness to invest cash in those development
agreements. So certainly the business model is changing, and our view of
additional development agreement is changing accordingly.
Furthermore, we like our position with the locations that we have supported in
the current Oklahoma market, and have covered the state with the opportunities
that we were interested in pursuing. So that has also been a little bit of a
change in that we sort of have accomplished what we set out to do when we
started sponsoring these tribal expansion programs.
Craig Nouis, Multimedia Games - CFO
In terms of the net impact on cash from the development agreements, during the
quarter, we actually had repayments from the tribes of roughly $4.5 million
during the quarter, and we had advances -- total advances -- of about $10.5
million. Now a lot of that is, obviously, is amounts that we had advanced that
will get reimbursed back to us, but if you look at it in its true sense, the
total advances under development agreements is roughly $10.5 million during the
quarter.
Mike Crawford, Barrington Partners - Analyst
I think then you said $3.9 million of that $10.5 [million] -- is that classified
under a note? Is that -- ?
Clifton Lind, Multimedia Games - President and CEO
That is correct.
Mike Crawford, Barrington Partners - Analyst
Two other quick questions. For the Class III market, would that be a central
determinant game or would that -- it wouldn't be?
Clifton Lind, Multimedia Games - President and CEO
There are a number of products that we will be releasing. Some will be central
determinant, some will be stand-alone.
Mike Crawford, Barrington Partners - Analyst
Then on the licenses. I think there was some $6 million you paid in license
expenditure in the quarter. Was that like more of a one-time type fee, or is
that something that is more ongoing?
Clifton Lind, Multimedia Games - President and CEO
That is a one-time fee with some of the licenses that we've renegotiated. There
are potential future -- in the distant future, additional, sort of re-up fees
that are relatively small that we would pay, but that is substantially a
one-time expense right there.
Mike Crawford, Barrington Partners - Analyst
And what were they for, exactly?
Clifton E. Lind, Multimedia Games - President, CEO
We wanted with the changes that were going on in the market, we wanted to secure
the ability to continue to offer a large number of third party titles for a long
period of time into the future. So as you know, we have actually four other
content provider agreements [where] we put their content on our system in
certain markets; and we both expanded the length of time that we can continue to
offer their titles and also the number of markets that we can offer them in.
Operator
David Fondrie with Heartland Fund.
David Fondrie, Heartland Fund - Analyst
Could you help us understand the -- I guess the placement terminals, the
terminals that are placed? Because it appears that the total units declined by
2,333 total "Other Units," which I'm assuming are primarily the ones that were
taken out of California, and [assuming] some of those were put into the market
in Oklahoma; I think that Reel Time Bingo increased by 847 units. So the delta,
I had always thought that there were about 900 units that were in storage from
California. Has that increased?
Clifton Lind, Multimedia Games - President and CEO
There were initially 900 units that were in storage from California. Since the
conversion, there has been a few additional machines taken out of one of the
facilities as they readjusted their floor. But there have been only -- I will
let Craig go into the details by market, but let me talk to it in general terms.
First, in California, we did have the 900 machines and then another, let me say,
150 machines or so that were taken out subsequently during the quarter. In
addition to that, we aggressively took out machines in Oklahoma that were in
underperforming small locations, simply because it was cost-effective for us to
discontinue operating a few machines in a few locations. In addition, in
Oklahoma, some of our major customers had to create room for their poker floors,
their blackjack tables. We took out machines there. And then there were a few
machines that one tribe in particular asked us to take out, and we view that
removal as being temporary. But Craig can go into some detail here on exact
numbers.
Craig Nouis, Multimedia Games - CFO
Yes in terms of we have a lot of -- I guess, additions or deletions by category
in the Class II [category], as you pointed out, and we discussed earlier. We
ended up showing a net increase in our Class II units as a result of the
conversion of the California units. But after you consider those conversions, we
had roughly 1,500, a little more than 1,500 removals. As I've discussed this
morning, there were a couple of reasons for that. One was that as casinos made
room for the approved table games, and in Oklahoma, they reconfigured their
floors and removed some of their player stations. In addition, we have reduced
-- we have been taking a hard look at our lower-yielding machines in the field
and pulling those out of the field. We did a large number of those during the
quarter.
Then obviously in some cases, we had some where it was the customer's choice for
one reason or another to remove some player stations. And in the charity market,
we increased it by 200 units over the last quarter due to a placement there. And
we started placing a few compacted games in Oklahoma. I think as you'll see in
the press release, at the end of the quarter there were just 68 machines under
the compact in Oklahoma.
Clifton Lind, Multimedia Games - President and CEO
Let me just say, overall, we are comfortable with where we are in all the
markets right now, particularly with the transition that we expect to take place
in Oklahoma.
David Fondrie, Heartland Fund - Analyst
Can you just give us some color on the total "Other Units" of 2,437? Is that
primarily charity units? Charity terminals?
Craig Nouis, Multimedia Games - CFO
That is correct.
David Fondrie, Heartland Fund - Analyst
Can you give us any update -- presumably in California with the change in the
regulations out there, there was obviously a change in the economics for you.
Are there ongoing negotiations with the tribes to adjust the hold or the
percentages that you retain, or do you expect those negotiations to come about
in the future?
Clifton Lind, Multimedia Games - President and CEO
We are comfortable -- we have renegotiated our revenue share with the tribes
when we changed from the C-TILG to the Class II games, and we are comfortable
and the tribes are comfortable with the revenue share arrangement that is
currently in place. So I don't see any future negotiation being necessary in
that market.
David Fondrie, Heartland Fund - Analyst
So they have been renegotiated?
Clifton Lind, Multimedia Games - President and CEO
That is correct.
David Fondrie, Heartland Fund - Analyst
Last question, then, just for clarification. When you speak to "Gaming All
Other," you break out your revenues now with "Charity" and "Gaming All Other."
Is that "Gaming All Other" -- what is included in that category?
Craig Nouis, Multimedia Games - CFO
That would include the New York Lottery, [and] the Washington State [markets].
David Fondrie, Heartland Fund - Analyst
So on the California revenue, [it] now is, I guess, it is (indiscernible)
something in "Gaming Class II"?
Craig Nouis, Multimedia Games - CFO
That is correct. Once they got converted to Class II, it's now lumped into
"Gaming All Other."
(MULTIPLE SPEAKERS)
Craig Nouis, Multimedia Games - CFO
I'm sorry, I misspoke. [California revenue is now reported under] "Gaming Class
II" [from the] California [market].
Clifton Lind, Multimedia Games - President and CEO
But in the first quarter it was in a different classification.
Craig Nouis, Multimedia Games - CFO
In the first quarter, California revenue was in the "Gaming All Other"
[category], as it was considered C-TILG revenues.
Operator
Sean Nicholson with Kennedy Capital.
Sean Nicholson, Kennedy Capital - Analyst
I know you guys broke out California [revenue]. Could you break out revenue from
Oklahoma, also?
Clifton Lind, Multimedia Games - President and CEO
We broke out the percentage of our revenue that was from Oklahoma, 56.9%.
Craig Nouis, Multimedia Games - CFO
The revenues from Oklahoma were roughly just under $23 million.
Operator
At this time, there are currently no more questions in queue.
Clifton Lind, Multimedia Games - President and CEO
Okay, thank you, operator. I want to thank everyone for their continued interest
in Multimedia Games. In summary, I will leave you with the highlights of the
Company's second quarter accomplishments. We again reported record aggregate
gaming revenues of $40 million. In Q2, we generated about $30.5 million in cash
from operations, which was a quarterly record. EBITDA for the quarter came in at
over $23 million. We are projecting $20 million for the current quarter. We
succeeded in reducing cost by continuing to advance and broaden our technology,
our gaming platforms, our gaming engines, and our content. We exceeded EPS
guidance and consensus for Q2. We made substantial share purchases, more than
715,000 shares of our common stock in calendar `05.
I hope that it's evident from our comments and our responses to your questions
that we have a firm grasp on our challenges and our opportunities, and that we
are confident that we can continue to build this Company and grow earnings per
share during periods of rapid change. We are going to continue to do everything
that we can to deliver value to our shareholders. The management team that built
this Company remains enthusiastic about our future prospects in both existing
and new markets, and we feel that markets that are in transition create great
opportunities for us.
And finally, I'd like to thank our entire management team and our entire staff
for the hard work that they have done this quarter, and their commitment to
continue to make improvements for our customers in the months ahead. Thank you,
operator. And thanks again to everyone who listened.
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