10-QPeriod: Q3 FY2003

TAKE TWO INTERACTIVE SOFTWARE INC Quarterly Report for Q3 Ended Jan 31, 2003

Filed March 14, 2003For Securities:TTWO

Summary

Take-Two Interactive Software, Inc. reported strong financial performance for the quarter ended January 31, 2003, demonstrating significant year-over-year growth. Net sales increased by 44.5% to $408.8 million, driven primarily by the continued success of "Grand Theft Auto: Vice City" and growth in publishing operations. The company also saw a substantial increase in net income, rising to $50.5 million from $34.8 million in the prior year's quarter. Key drivers for this performance include the strong performance of console titles, particularly on the PlayStation 2 platform, which represented the vast majority of publishing revenue. The company also successfully integrated recent acquisitions, Angel Studios and Barking Dog Studios, which contributed to increased research and development expenses but bolstered the company's development capabilities. Despite increased operating expenses, including those related to distribution facility consolidation, the company managed to improve its operating income and maintain healthy profit margins. Take-Two ended the quarter with a strong cash position and healthy working capital, indicating good financial health.

Key Highlights

  • 1Net sales increased by 44.5% to $408.8 million for the three months ended January 31, 2003, compared to $282.9 million for the same period in 2002.
  • 2Net income grew significantly to $50.5 million ($1.20 per diluted share) from $34.8 million ($0.92 per diluted share) in the prior year's quarter.
  • 3The strong performance was largely driven by the "Grand Theft Auto: Vice City" title, which accounted for 68.4% of net sales.
  • 4Publishing revenue increased by 59.0% and now represents 74.7% of total net sales, up from 67.8% in the prior year.
  • 5Acquisitions of Angel Studios and Barking Dog Studios were completed, enhancing development capabilities, though contributing to increased R&D expenses.
  • 6Cash and cash equivalents increased to $164.1 million as of January 31, 2003, up from $108.4 million at October 31, 2002.
  • 7The company reported compliance with all covenants under its credit agreement and had no outstanding borrowings on its revolving line of credit.

Frequently Asked Questions

The primary driver of revenue growth was the exceptional performance of "Grand Theft Auto: Vice City," released in late 2002, which significantly boosted publishing revenues, particularly for the PlayStation 2 platform. Growth in international markets and increased sales of third-party titles also contributed to the overall increase.

The acquisitions of Angel Studios and Barking Dog Studios, completed in late 2002, were reflected in the financial statements. While these acquisitions contributed to an increase in research and development expenses, they are expected to enhance the company's product pipeline and long-term development capabilities. The impact on the current quarter's results was not considered material on a pro forma basis.

Take-Two Interactive reported a strong cash position with $164.1 million in cash and cash equivalents as of January 31, 2003. The company generated $81.6 million in cash from operating activities during the quarter and had no outstanding borrowings on its primary credit facility. Management believes its current cash resources and projected cash flow from operations are sufficient to meet its future cash requirements.

Yes, the company recorded a charge of $7.5 million related to the consolidation of its distribution operations, which included lease termination costs, fixed asset dispositions, and an impairment charge of $4.4 million for a customer list. Additionally, $7.9 million in intangible assets related to "Duke Nukem Forever" and its sequel were written off due to development delays.