by Dean N. Essig
As promised, here are the assorted figures pertaining to the operations of The Gamers, Inc. for the last five operating years. The hard part in assembling this information was in determining what might be of interest to players and what might not. I hope I have decided wisely. If not, feel free to write me about it so I can add the detail when I do next year's report. I do hope to make this a feature of each Spring Issue. In future issues, I won't go back over all past years, but will only cover the year just concluded. Income and Expenses An important thing to note about this listing of income, expenses, and profit (loss) is that for the later half of 1990 and first half of 199 1,1 was under instructions from the government not to draw any salary from the company (after my injuries, I was placed on full-time military pay for about six monthswhich was followed by eight months of administrative screwups the likes of which I wouldn't wish on anyone). The net result was that both year's expense amounts are abnormally low. Since my family likes to cat and have a roof over its head and I don't have any other sort of job, reality dictates a structure more like 1992 in the future, especially as we add on more workers. The expense column does count the cost of goods sold, but not money soaked up in the form of inventory. For my own internal purposes, I prefer to expense-out' cash spent on inventory as money which is gone. That way I can keep a close eye on whether the inventory is paying for itself or if more and more money is being sunk into it without an equal share coming back out in good time. To my accountant and the government, inventory is money I still have. Maybe, but for my own edification, I prefer to see how the balance is going before I find that there is no cash to be had, as it was all tied up in inventory. I prefer my own records to tell me real things about real money, not to play accountancy games with my head. Game Unit Sales This is a complete wrap-up, including those figures presented here earlier. From this you can easily see the degradation of sales over time (especially when a game goes out of print ... just kidding) as well as the increase in expectations over the years. What was a good first year back in 1990, just doesn't cut it now. What surprised me about these figures was the difference between SP and GB. Even deducting the 300-400 copies of SP from the second printing counted in that games total, there is still a gulf between the two of some 400 copies to spare. Yet, both games went out of print in roughly the same amount of time and both had 2500 print runs. The variance in final numbers can be explained by the number of GB parts which were rejected by inspectors here before making it into a game-thus dropping the number of copies possible to sell from the optimal 2500 to the number of first-rate games we could assemble. A further 90 GBs were sold after the beginning of the year and I believe Shirley has stashed about 20 of them to fill orders with. That leaves a raw deficit of 300 copies between the two games. (For those SP players who are convinced that this is the only type of game we should release, bare in mind that those 2,138 copies of GB were worth as much as 3,790 SPs in cash brought in and this business runs on the lean green!) So, How's Business? As you can see here, our growth has been very comfortable and encouraging. At the time of this writing, the company is free of all of its periodic bank-note load. We take out the occasional $5,000 to $10,000 in notes from our bank to help pay for new game production. Right now that load is zero (I expect to add a little for the publication of Thunder II). Our raw cash position (cash assets (bank accounts plus receivables) less bills and notes) stands at about $20,000 on the plus side which is up from a white-knuckled below zero figure around the time BRS came out. All in all, things look pretty good.
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