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

Filing Date
Filed March 14, 2003
Period End
January 31, 2003
Security
TTWO
In the record · 2016–202610-K1110-Q338-K116

TTWO filed 11 annual reports (10-K), 33 quarterly reports (10-Q) and 116 current reports (8-K) between 2016 and 2026.

  1. Material agreement8-K · Mar ’17Mar ’17
  2. FY2019 annual report10-K · May ’19May ’19
  3. Deal closed8-K · May ’22May ’22
  4. Leadership change8-K · Sep ’25Sep ’25

Summary

Summary of the 10-Q filed March 14, 2003. Cited figures are marked; the original filing is the authoritative source.

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 milliona, 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

  1. Net 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.
  2. Net 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.
  3. The strong performance was largely driven by the "Grand Theft Auto: Vice City" title, which accounted for 68.4% of net sales.
  4. Publishing revenue increased by 59.0% and now represents 74.7% of total net sales, up from 67.8% in the prior year.
  5. Acquisitions of Angel Studios and Barking Dog Studios were completed, enhancing development capabilities, though contributing to increased R&D expenses.
  6. Cash and cash equivalents increased to $164.1 million as of January 31, 2003, up from $108.4 million at October 31, 2002.
  7. The company reported compliance with all covenants under its credit agreement and had no outstanding borrowings on its revolving line of credit.

Frequently Asked Questions

  1. What were the main drivers of Take-Two's revenue growth in the reported quarter?

    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.

  2. How did the recent acquisitions impact the company's financial results?

    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.

  3. What is the company's cash position and liquidity outlook?

    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.

  4. Are there any significant charges or impairments recorded in this quarter?

    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.