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BOUNCE NETWORKS, INC.

BUSINESS PLAN SUMMARY

3/7/01

The Personal Digital Media Network Company


Bounce Networks, Inc. Proprietary and Confidential Bounce Networks Page
10/28/2008- Confidential
1
EXECUTIVE SUMMARY
Bounce Networks offers life-changing digital entertainment access.
Problem – Disarray of physical media and hardware devices within the home.
Solution – Centralized digital storage of all media types, broadcast wirelessly throughout
the home & auto

Mission

The goal of Bounce Networks is to be the leading provider of complete personal digital media
platforms to consumers in the home and on the road.

Bounce Products and Services

Bounce Networks’ emphasis will be on providing a complete platform offering which will include:
• Reference designs for a simple and powerful digital media server/receiver architecture
• Optimized wireless entertainment networking based on existing standards
• Revolutionary digital rights management that provides unprecedented flexibility while
providing a secure environment
• A comprehensive consumer entertainment subscription service

Market Environment

The market for digital personal entertainment devices and services that leverage the Internet is
rapidly growing. It is expected that by 2005 there will be nearly 29 million US households with
broadband Internet connections, over 122 million broadband devices in US homes, and over 1
billion Bluetooth capable devices.
These market dynamics converge to deliver an estimated 10 million broadband digital music
subscribers by 2005. Digital music is just the beginning of the personal digital media revolution
that will occur over the next 5 years. Bounce Networks intends to exploit every digital media type,
delivering next generation platforms that enable practical consumer usage and innovative
services that deliver unparalleled entertainment enjoyment.

Customer Profile

The Bounce Service will rely on a broadband Internet connection for incremental updates to
content. So, the first defining characteristic of a Bounce customer is that they have broadband
Internet either via cable, DSL or satellite. The second defining characteristic is that they must use
digital content. Based on research by Jupiter and Forrester, Bounce estimates that 36% of
Broadband Internet users are using digital media in 2001. That number grows to 48% in 2005 as
services & solutions proliferate.

Key Constituents

• Leading PC & Consumer Electronics brand partners

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• Content sources
• Retail hardware & media partners
• OEM/ODM manufacturing partners

Competitive Advantage

Intellectual Property
Bounce Networks will defend its market position and achieve sustainable advantage through swift
product execution and a simple/unique business model. This will be fortified by a powerful and
pertinent patent portfolio.
• EONSTM User-centric Digital Rights Management
• Multi-channel digital streaming & synchronization
• Bulk media load & update process
• Virtual home wireless backbone & local subnets
Leadership
Bounce Networks has attracted a world-class management team to lead its daily operations. By
capitalizing on the management team’s proven track records in consumer PC, wireless, and
Internet products and services, we will be able to draw upon a great talent pool of employees and
advisors to build this industry shaping business.
Bounce Networks board of directors has unparalleled PC, Consumer Electronics, Retail and
Consumer Services industry expertise.

Entry Timing

Bounce will be released with at least one OEM brand partner for the 2001 Holiday shopping
season. Additional partners will be added immediately following.

Result

By being an early entrant with a comprehensive solution for the Personal Digital Media market,
Bounce intends to gain a leading market share and become the preferred brand amongst
consumers and major CE/PC brand partners.
Bounce Networks’ projects the business will turn cash and earnings positive by the middle of
2003 with a sustainable EBIT rate in the 20% range by 2005.

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Table of Contents

BOUNCE NETWORKS, INC.....................................................................................................................1


BUSINESS PLAN SUMMARY..................................................................................................................1
3/7/01..............................................................................................................................................................1
EXECUTIVE SUMMARY..........................................................................................................................2
EXECUTIVE SUMMARY..........................................................................................................................2
MISSION.......................................................................................................................................................2
BOUNCE PRODUCTS AND SERVICES ..................................................................................................................2
MARKET ENVIRONMENT.................................................................................................................................2
CUSTOMER PROFILE.......................................................................................................................................2
KEY CONSTITUENTS.......................................................................................................................................2
COMPETITIVE ADVANTAGE...............................................................................................................................3
ENTRY TIMING..............................................................................................................................................3
RESULT........................................................................................................................................................3
TABLE OF CONTENTS......................................................................................................................................4
BOUNCE NETWORKS OVERVIEW.......................................................................................................6
BOUNCE NETWORKS OVERVIEW.......................................................................................................6
1) THE COMPANY’S MISSION...........................................................................................................................6
2) THE COMPANY’S VISION.............................................................................................................................7
3) MANAGEMENT TEAM..................................................................................................................................8
4) BOARD OF DIRECTORS.................................................................................................................................9
BOUNCE PRODUCTS AND SERVICES ................................................................................................9
BOUNCE PRODUCTS AND SERVICES ................................................................................................9
5) BOUNCE REFERENCE HARDWARE DESIGNS...................................................................................................10
6) .B ENABLING TECHNOLOGIES......................................................................................................................11
7) BOUNCE SUBSCRIPTION SERVICES ..............................................................................................................11
COMPETITIVE ENVIRONMENT & CONSTITUENTS.....................................................................12
COMPETITIVE ENVIRONMENT & CONSTITUENTS.....................................................................12
8) MARKET ENVIRONMENT............................................................................................................................12
9) MARKET ORIENTATION..............................................................................................................................12
10) REPRESENTATIVE COMPETITORS................................................................................................................13
11) CUSTOMER PROFILE................................................................................................................................14
12) KEY CONSTITUENTS................................................................................................................................15
MARKET ENTRY & COMPETITIVE STRUCTURE.........................................................................15
MARKET ENTRY & COMPETITIVE STRUCTURE.........................................................................15
13) ENTRY STRATEGY...................................................................................................................................15
14) ENTRY TIMING.......................................................................................................................................17

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15) INTELLECTUAL PROPERTY........................................................................................................................17
16) RISKS & MITIGATION.............................................................................................................................17
17) EXIT STRATEGY......................................................................................................................................18
FINANCIALS.............................................................................................................................................18
FINANCIALS.............................................................................................................................................18
18) STAGING...............................................................................................................................................18
19) BOUNCE NETWORKS: A HIGH GROWTH OPPORTUNITY................................................................................19
20) FINANCIAL DETAILS................................................................................................................................20

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BOUNCE NETWORKS OVERVIEW
Bounce Networks, Inc. was established in October 2000 to develop the first complete digital media
management solution for end customers and OEM business partners. The business is a Delaware
Corporation operating temporarily in Laguna Hills, California and will relocate to Irvine, California
upon initial funding of it’s A-round of financing. Bounce Networks currently employs fourteen
people who are developing several patent pending technologies and planning for the launch of the
Bounce service.

1) The Company’s Mission

The goal of Bounce Networks is to be the leading provider of complete personal digital media
platforms (defined as digital versions of commercial music, movies/programming, photos/art, and
digital versions of personal media such as family camcorder movies, family photos/art, etc.) to
consumers in the home and on the road. The company’s vision is to simplify and personalize the
acquisition and management of digital entertainment (media) in the home, car, and while mobile.
The first market proof of this need is the rapid emergence of the digital audio (MP3) industry from a
niche activity to a mainstream occurrence. This is substantiated by the growth of several
converging technologies:

• The growth of services like Napster, now reporting over 50 million users

• The mainstreaming of MP3 audio players with several million sold in 2000 and the
introduction of point-solution digital audio servers.

• The explosive projected growth of over 13 million broadband Internet connections in the
home by 2002, and nearly 30 million by 2005.

• Wireless technologies (Bluetooth, 802.11x) are receiving significant backing and are in
widespread use in the corporate environment and will be released in mass to consumers
over the next year. These technologies are expected to outpace all other home networking
solutions.

Consequently, Bounce Networks intends to fully capitalize on this rapidly developing market
discontinuity by providing a complete system to manage these activities and better integrate them
into existing consumer entertainment behaviors (see Appendix 1, Consumer Broadband, Digital
Audio Products and Services Growth Rates).

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Bounce Networks’ emphasis will be on providing a complete platform offering which will include a
simple and powerful digital media server architecture, proprietary Bluetooth/802.11x wireless
entertainment technologies available for OEM license, and a comprehensive consumer
subscription service.

2) The Company’s Vision

The Bounce Network vision is to create a seamless way for consumers to integrate their personal
entertainment content with on-demand capabilities for “rented” entertainment content.

Bounce Wireless Personal Media Network


Bounce Box Personal Media Serv er

• Music
• Video
• Images
• Video
Games

Bounce Receiver Bounce Car Receiver

• Connects to • 1000 CD
Bounce Box over capacity
Wireless • Syncs with
• Displays on TV home system
or remote automatically

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There are several unique aspects of this platform:

• The patent pending wireless technology that allows for high-bandwidth and automatic
discovery/configuration of network devices.

• The focus on the first killer app: “personalized digital media subscription services” that
seamlessly integrate into the consumer’s existing home and auto entertainment libraries
and equipment.

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• The unique process for integrating and updating consumer’s CD and DVD/VHS
content into the digital system.

• The ability to offer a true subsidized platform to computer and CE OEM’s.

3) Management Team

Bounce Networks has attracted a world-class management team to lead its daily operations. By
capitalizing on the management team’s proven track records in consumer PC, wireless, and
Internet products and services, we will be able to draw upon a great talent pool of employees and
advisors to build this industry shaping business.

The team consists of senior executives from three main industries: Consumer Subscription and
Internet Services, Consumer Computer Hardware, and Consumer Electronics.

World-class Management Team

Michael Rubin, Founder / President and CEO:


AltaVista EVP e-commerce and marketing, Compaq Computer Corp. GM Consumer
Desktop Division, Epson product line manager

Richard Weisman, Sr. VP Engineering / Chief Development Officer


Harman Kardon / JBL / Inf inity VP of engineering, R&D and OEM products, Technology
Steering Group and Adv anced Technology Council
Gerry Campbell, Founder / VP Marketing
AltaVista director e-commerce strategy , Compaq Computer Corp. manager internet
serv ices, CompuServ e/AOL internet business line manager

Craig Hagopian, VP and GM Consumer Services


MCI/WorldCom (Sky Tel) VP Consumer Products Group, Epson business planning and
product management
Steve Suttles, VP Platform Engineering
Q-run/Foxconn VP OEM dev elopment, Compaq Computer Corp. group manager entry
desktop platf orms
Reed Meseck, Chief Architect
AltaVista senior director engineering, CompuSav e director corporate systems, American
Arium principal architect

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4) Board of Directors

Bounce Networks has also started to build its board of directors with relevant industry leaders and
influencers. It is critical for Bounce to have advice on and access to key technology partners,
consumer hardware and media retailers, as well as entertainment content companies. The two
current board members provide an excellent start with complimentary additions expected as
Bounce Networks matures

Board of Directors

Rod Schrock, Board Member


Cox Communications Board Member, Panasas President and CEO,
AltaVista CEO, Compaq Computer Corporation Sr. VP and Group General
Manager Consumer Group
Gil Wachsman, Board Member
Musicland Group Vice Chairman (In Acquisition by Best Buy), National
Association of Recording Merchandisers (NARM) Board Member. Previously
Senior Vice President of Target and Kmart.

BOUNCE PRODUCTS AND SERVICES


The Bounce Personal Digital Media Network solution includes three critical components:

Page 2
The Bounce Solution
10/26/00 Bounce Company Proprietary & Confidential

The Bounce offering is an optimal mix of services, enabling


hardware & reference specifications
Reference Platforms
Bounce
Phase 1 • Bounce ref erence
Box specif ications
Bounce • OEM partner manuf actured
Receivers

Media-
optimized RF Bounce
Technologies Auto Server Enabling Technology
• Packaging of standard
Bridge technologies
• Optimized f or
Entertainment entertainment
PVR
Service

.b Enabling
Bounce Entertainment
Video Server
Technology Enhance- Service
ments
Personal • Owne d & managed by
Reference Player Bounce Networks
ingredient
Platforms
Home Data
Netw orking Phase 2

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5) Bounce Reference Hardware Designs

The company will not engage in the manufacture of hardware. Instead, it will provide reference
specifications to its OEM Brand partners. The OEM Brand partners have the choice to follow the
plans directly or to incorporate additional features for specialization and differentiation. In cases
where partners currently have designs for similar products, the Bounce proprietary enabling
hardware can be incorporated into existing designs.

Bounce Box Reference Design – The Bounce Box is the central unit in a Bounce Home
Entertainment Network. It is the size of standard audio/video components and is placed in the
entertainment equipment rack (with the user’s VCR, DVD player or similar units). It handles media
storage (Audio, Video, Images and at a later date, Video Games), recording and playback as well
as wireless networking.

Bounce Receiver Reference Design – The Bounce Receiver extends the capabilities of the
Bounce Box to other locations within the home. It takes digital media streamed wirelessly from the
Bounce Box and makes it available on additional TVs and audio systems.

Bounce Auto Receiver Reference Design – The Bounce Auto Receiver provides digital media
playback and storage in the car. It receives content over the Bounce Home Entertainment Network
whenever it’s in physical range of the Network and plays back stored content while out of range.

Phase 1 Product Lineup

Bounce Box Auto Server Receiver

Description Set-top box with


wireless capabilities,
12v DC trunk-mount
with wireless
Micro set-top with
minimal proc essing
media-opti mized capabilities, medi a- power. Connects
architect ure & opti mized wirelessl y to the
massi ve storage architect ure & Server & Ser vice
massi ve storage
Launch date Holidays, 2001 Holidays, 2001 Holidays, 2001

Price Point $399 $299 $ 99

Specs 60 Gigabyte HD 40 Gigabyte HD Bluet ooth, 802.11b,


Bluetoot h, 802.11b, Bluet ooth, 802.11b, 802.11a
802.11a 802.11a Remote c ontrol
Pen-based barcode Either O EM
scanner integration i nto CD
CD/DVD drive changer controls or
optional control pad
Remote c ontrol

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6) .b Enabling Technologies

In order to have a quality entertainment experience over a wireless network, certain requirements
must be met. Bounce’s .b technology is a package of software and hardware (reference design)
that enables the following:

Automatic configuration – The network requires almost no setup.

Smooth audio & video playback – The network has ample bandwidth and can prioritize content
flow to avoid interruptions.

Playback of multiple streams concurrently – Several locations within the home can be playing at
once.

Ability to access copyright protected content – The system provides protection to copyright
owners without any intrusion or complication to the user.

7) Bounce Subscription Services

Bounce offers on demand access to the entire universe of media all through one simple system.
The service provides access to content with four different levels of availability:

Owned – Includes music from my CD collection, movies I’ve bought on DVD, etc. This content is
added via a process for which Bounce Networks is currently applying for patents.

Subscribed – Top 40 lists by genre, audio books by a specific author, all 8 “Rocky” movies, etc.
These can be enjoyed by paying a low monthly fee.

Pay-per-use – Customer only incurs charges when content is played. Pay-per-use charges can go
toward purchase.

Non-copyright – Home camcorder movies, digital camera images.

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Bounce Service Overview
Personal Control of All Media Types
• Music, Video, Images, Video Games

Monthly Subscription Model


• Leveled plans w ith premium content options
$9.99 - $49.99 / month

Entertainment Center Optimized


• Designed for presentation on TV
• Available via PC

Simple Updates and Upgrades


• Bounce Media Cartridge comes preloaded
• Cost is included in monthly plans

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COMPETITIVE ENVIRONMENT & CONSTITUENTS

8) Market Environment

The market for digital personal entertainment devices and services that leverage the Internet is
rapidly growing. It is expected that by 2005 there will be nearly 29 million US households with
broadband Internet connections, over 122 million broadband devices in US homes, and over 1
billion Bluetooth capable devices.

These market dynamics converge to deliver an estimated 10 million broadband digital music
subscribers by 2005. Digital music is just the beginning of the personal digital media revolution that
will occur over the next 5 years. Bounce Networks intends to exploit every digital media type,
delivering next generation platforms that enable practical consumer usage and innovative services
that deliver unparalleled entertainment enjoyment.

9) Market Orientation

Personal Media Networking is very different from Internet Radio or MP3 Jukeboxes. Neither offer
the user a solution to their unmet needs for 1) control of their entertainment, 2) convenience of
having access to whatever you want at a given time & 3) the simplicity of a single media interface &
not having to rip hundreds of CDs. Bounce offers all three by creating an entertainment platform.

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Bounce believes the primary competition for creating a platform will come from 1) one of the early
Digital Media entrants who are currently focused on point products and 2) Large
media/entertainment organizations

10)Representative Competitors

Digital Media Companies

ZapMedia Comparison
ZapMedia offers a multifunction point solution while Bounce offers a
platform for personal and networked digital entertainment

Bounce ZapMedia

Platform Orientation
• OEM model Yes Yes
• Platform-Orientation
Enables device proliferation Yes No
Enables service proliferation Yes No
• Proprietary enabling technology Yes No
Hardware
• Entertainment server architecture Yes No
• Wireless networking Yes No
• Additional receivers Yes No
• Auto solution Yes No
• Web browser No Yes
• CD/DVD player OEM Option Yes
Service
• Locker service/Web storage Yes No
• Content subscription & pay-per-listen/view Yes Unknown
• Multi-device playlist management Yes No
• Content Portal No Yes

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ZapMedia has announced a jointly branded Digital Media Center with Harman Kardon to be
introduced in early 2001. There are several key differences between the Bounce Platform and
ZapMedia’s offering.

• Bounce is creating a next generation platform (hardware, common carrier, services) that is
NETWORK CENTRIC and optimized for consumer ease of use and OEM differentiation.
ZapMedia offers a multi-purpose device that is meant for a single room in the home and is
not extensible to a connected home platform

• Bounce is focused on a consumer friendly mechanism to integrate the end-user’s existing


entertainment library and provide an on-demand subscription service for new and rented
content. ZapMedia requires consumers to extract their existing libraries manually, one CD
at a time. The capabilities of the ZapMedia service are fairly vague, but do not appear to be

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focused on an “on-demand” capability, rather an information and e-commerce portal for
media.

MP3.com is currently offered as a companion service to many audio devices. Bounce differs from
MP3.com and other audio services because:

• Bounce goes across all media types

• It creates an entertainment optimized wireless network within the home through hardware &
software.

Large Media Organizations

Sony is in a unique position due to its ownership of both a Consumer Electronics business and a
major record label. This is not as threatening to Bounce Networks as it may appear. 1) Sony is
likely to have a significant challenge in striking deals with the 4 other recording labels in the short
term. 2) Sony Consumer Electronics would be a good OEM brand partner for the Bounce Platform.

AOL/Time Warner has a similar problem with respect to content. Their offering in this space is not
clear yet, but the AOLTV set-top platform is currently shipping. Time will tell if they can successfully
extend into the digital entertainment space.

11) Customer Profile

The Bounce Service will rely on a broadband Internet connection for incremental updates to
content. So, the first defining characteristic of a Bounce customer is that they have broadband
Internet either via cable, DSL or satellite. Based on the Jupiter figures, there will be a total of ~29
Million users in 2005 with steady growth from now until then.

The second defining characteristic is that they must use digital content. Based on research by
Jupiter and Forrester, Bounce estimates that 36% of Broadband Internet users are using digital
media in 2001. That number grows to 48% in 2005 as services & solutions proliferate.

Demographics (Based on research by the Gartner Group, Nov. 2000)

• Gender neutral to slightly more male

• Mid thirties

• Average income of $50K - $75K

• Some college

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‘02 ‘03 ‘04 ‘05
Broadband into the home 13.3 18.5 23.8 28.8
Broadband digital media consumers % 36% 38% 44% 48%

Available Bounce Market


4.8 7.4 10.5 14.0
Expected Penetration 8% 9% 8% 7%
Yearly New Bounce Subs .40 .7 .8 1.0
Cumulative Bounce Subs* .37 1 1.4 1.9

12)Key Constituents

In addition to customers, there are three groups which are critical to Bounce Networks’ success.

OEM/ODM partners – Bounce will make preferred manufacturing partner(s) available to its major
CE/PC brand partners. Brand partners can chose whether to use them. The purpose is to provide
a cost and time efficient implementation path when needed.

Major CE/PC brand partners – These partners will have the primary branding on the Bounce
Enabled devices. They will share in the ongoing revenue generated by the Bounce service and will
carry the majority of the marketing/promotion expense.

Content sources – The 5 major record labels are the first key sources of content. As Bounce
expands to include movies, video and video games, additional partners will be added.

MARKET ENTRY & COMPETITIVE STRUCTURE

13)Entry Strategy

• Satisfy users unmet needs – By offering the most powerful non-pc based method for
managing entertainment, Bounce will offer unprecedented convenience and control of all
media types.

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Home Entertainment Environment
Entertainment media are in disarray

Today Unmet Needs

Devices: Standalone : Connected

mp li city without wires

Phy sical VHS Si


Storage: tapes, CDs &
Centralized, no phy sical
copies required
DVDs
:
Access: Limited range of
ni e nce All media av ailable
ve
C on
content & locations any where

New content: Phy sical On demand


Purchase

tro l:
Customization:
C on
Diff icult Reusable play lists

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• “Fast-frog” the current offerings by including wireless networking into the platform – There
are many music hardware solutions emerging in the market but the market is still far from
mature. None of the competitive offerings provide a comprehensive media management
solution for both home and car. By offering a comprehensive solution, Bounce will be able
to bypass competition with its first release.

• Offer major CE/PC brands a source for annuity revenue – One key differentiator of the
Bounce solution is that it offers hardware manufacturers to derive predictable additional
revenue (margin) beyond the initial sale.

• Meet the content industry’s expectations for protection – Record labels and movie studios
expect a highly secure environment for their content. Through its proprietary Digital Rights
Management solution, Bounce Networks will provide a new, compelling model for managing
copyrighted material in a wireless, non-pc environment. This model provides security as
well as stimulating customer purchasing.

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Positioning
Only Bounce delivers a true Personal Entertainment solution

Entertainment
based

Yet to launch

PC--based
PC

Low High

Convenience & Control of Digital Media

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14)Entry Timing

Bounce will be released with at least one major CE/PC brand partner for the 2001 Holiday
shopping season. Additional partners will be added immediately following.

15)Intellectual Property

Bounce Networks will defend its market position and achieve sustainable advantage through swift
product execution and a simple/unique business model. This will be fortified by a powerful and
pertinent patent portfolio.

The company is in the process of applying for patents surrounding:

• Digital Rights Management process and technologies

• Bulk media load & update process

• Wireless home entertainment network architecture and interoperability technologies

• Wireless digital audio distribution process and technologies

16)Risks & Mitigation

There are risks inherent to starting a new company and entering into an emerging market.

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• Time to market - Bounce Networks’ plan is very aggressive yet achievable. The team has
a stellar history of meeting aggressive deadlines with high-quality, cost efficient products.

• Noise in market from onslaught of competitors – As the space heats up there will be
more noise generated by competitors and substitutes. Success lies in focusing on the retail
channel & retail environment.

• Record labels – As the Napster case falls to the favor of the recording industry, there is
renewed effort to retain control of copyrighted content. Given that, it is possible that the
major record labels may choose a limited number of subscription outlets. If Bounce is a
chosen outlet, there is no issue. If Bounce does not secure distribution deals with each of
the 5 major labels, partnerships will need to be struck with distribution intermediaries.

17)Exit Strategy

It is the intention of Bounce Networks to build a strong, profitable company in the Personal
Entertainment Networking space. This document lays out the primary path, which we expect to
achieve with proper funding and moderately favorable market conditions.

Bounce is committed to delivering the vision as a separate company. If it is necessary to assume


another structure to achieve the vision, a combination would be considered.

In the event that Bounce must redefine its business objectives there are several alternate paths
within the space, all of which spring from the intellectual property currently under patent application.

FINANCIALS

18)Staging

Current plans synchronize capital needs with product milestones.

Date Round Amount Milestone


To date Private $500K Business plan, demo, product roadmap

31-Mar-2001 Angel $1.2 - 2.0 M Delivery of reference platform specifications

30-Jun-2001 Series A $6 - 10 M Delivery of reference platform hardware and


Service beta. OEM handoff
31-Jan-2002 Series B $18 - 20M Public launch through break-even

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19)Bounce Networks: A High Growth Opportunity

By being an early entrant with a comprehensive solution for the Personal Digital Media market,
Bounce intends to gain a leading market share by becoming the preferred brand amongst
consumers and OEM partners.

Rapidly Growing Subscriber Base and Fees


Multiple service lines and exploding market growth drive subscriptions and fees
2,000,000 $34/sub

1,800,000
$28/sub
1,600,000

1,400,000 Video Services


Added 2H ‘02 $21/sub 36%
1,200,000

1,000,000
$15/sub
53%
800,000

600,000
147%
400,000

200,000

0
2001 2002 2003 2004 2005

Average annual subscription fees

Year end subscriber base

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High Growth Revenues with Climbing Margins


Scalable business model with high-margin revenue streams drives dynamic growth

$700,000,000
37% GM
35% GM
$600,000,000 32% GM
29% GM
$500,000,000

71%
$400,000,000
Video Services
Added 2H ‘02
$300,000,000

$200,000,000 153%

$100,000,000
569%
$0
2001 2002 2003 2004 2005

Gross Margin

Annual Revenue

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Bounce Networks’ projects the business will turn cash and earnings positive by the middle of 2003
with a sustainable EBIT rate in the 20% range by 2005.

These activities should yield a tremendous return for shareholders. Bounce Networks’ post
profitability value should achieve a high multiple due to both its high future growth rates, as well as
its profitable and scalable business model.

20)Financial Details

(Following pages)

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