ALL FY25 result - rolling the dice
ARISTOCRAT FY25 RESULT
A mixed bag for ALL, remembering the group is going through a
transition, but not a significant one.
Going into this result, we had the sale of Plarium and the acquisition
of the Interactive business (Neogames) to mess up the numbers a bit. ALL restated
the comparable, fair enough, but it makes it messy. Given this, revenues were in
line with my expectations, and NPATA was 5% ahead of my numbers, but this
figure adds back a few significant items, as shown below. Overall, the
underlying NPATA was up modestly, overall flat due to the divestments. ALL can
be considered a mid to high single-digit profit grower, with upside to low double-digit
profit growth if the new businesses are successful.
Note: Big Fish was divested post-balance date.
Guidance was for NPATA growth in 2026 on a CC basis.
ALL is in a transition year with the exit from the social
casual segment and the acquisition of the NeoGames businesses. On my segments,
Gaming did slightly better, Product Madness (social casino), a slight miss and
Interactive, the new division, delivered a large miss on revenues, which was disappointing.
Segment reporting
Gaming
Revenues were up 9% and margins were down slightly from 56%
to 55% due to the mix. The overall market grew in the key geographies and with new
products and the new “Baron’ cabinet, ALL gained share. Outright sales were
strong, with ALL gaining the number one spot in share for the first time. More
is expected in 2026, especially share gains in the US. The fee per day was
softer, but an improvement is expected in 2026. Two-thirds of the portfolio is participation-based,
so it moves with gross revenues. Poor returning games were being removed and promotions
rolled back, which will help 2026. ANZ
ship share was strong, and improved through the year and into 2026. The Monopoly
franchise is due this year.
Product madness-Social casino
The focus is now completely on social casino, which is
moving the land-based game onto Apps. Management described the result as strong
in a weak market. DTC is a focus and has grown from 7% to 16% by the end of the
year, and is now around 18%. The NFL franchise is about to be rolled out, and
UI spend was increased to support the game. Revenues were up 2% and profit up
12%, due to cost containment and a mix shift to DTC.
Interactive
ALL reiterated their goal of achieving US$1b revenues in this
division by 2029. A long way from the reported number of $344m. ALL concedes that
more work is required here, but the content is expanding. The timing of products
to market has blown out, with integration taking longer, and that was the
reason for the disappointing result. Apparently, it is being addressed, and the
reason why management has kept the revenue targets. The market would not like
the delays and excuses in the new segment that is meant to drive growth for the
group. The first iconic game, Lighting Link, is expected to be on the platform
in 2026.
Other comments
ALL continue to buy back significant amounts of stock, with
shares on issue falling over the year.
LNW litigation continues with a US court ordering discovery.
ALL is pursuing this course of action to protect its IP.
The balance sheet is under-geared, and although ALL doesn’t need
any large new segments, there is the possibility that M&A will centre
around Interactive with product and technology to assist with speed to market
and accelerate growth, being a focus.
SUMMARY VALUATION
ALL remains a highly profitable business and IMO has made
the right strategic move in focusing on social gaming. The main reason is that
it is near their core and expertise. Of course, execution of the strategy is
critical, and the extent of the success will determine the outcome. The core
gaming business remains strong but is largely limited by the growth in the
overall industry.
Assuming exit Pes and eps growth rates for the next five
years gives the following outcomes to generate 10% pa returns. With the base
case highlighted at this stage. More results are required to build a bull case
at this stage.
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