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TAKE TWO INTERACTIVE SOFTWARE INC Quarterly Report for Q3 Ended Jan 31, 2004

Filing Date
Filed March 16, 2004
Period End
January 31, 2004
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 16, 2004. Cited figures are marked; the original filing is the authoritative source.

Take-Two Interactive Software, Inc. (TTWO) reported its financial results for the three months ended January 31, 2004.

The company experienced a notable increase in cash and cash equivalents, reaching $254.2 milliona, up from $183.5 million at the end of the previous fiscal year. This strengthening cash position was primarily driven by robust cash flow from operating activities. However, the company saw a decrease in net sales, down 8.6% to $375.5 million compared to the same period last year.

This decline was mainly attributed to lower publishing revenues, particularly a challenging comparison against strong Grand Theft Auto: Vice City sales in the prior year, although this was partially offset by growth in the distribution segment. Net income also decreased significantly by 38.4% to $31.8 millionb, leading to a decline in diluted earnings per share from $1.22 to $0.70.

Key Highlights

  1. Cash and cash equivalents increased significantly by $70.7 million to $254.2 million, reflecting strong operating cash flow.
  2. Net sales decreased by 8.6% to $375.5 million, primarily due to lower publishing revenues compared to a strong prior year period.
  3. Net income decreased by 38.4% to $31.8 million, with diluted EPS falling to $0.70 from $1.22 in the prior year.
  4. The company made strategic acquisitions, including TDK Mediactive, Inc., Frog City, Inc., and Cat Daddy Games LLC, to expand its development capabilities and intellectual property.
  5. Research and development expenses saw a substantial increase of 139.2%, driven by acquisitions and increased internal development staffing.
  6. The company is subject to an ongoing SEC investigation concerning accounting matters, revenue recognition policies, and internal controls, with a Wells Notice received.
  7. Despite a challenging period for publishing revenue, the distribution business showed strong growth, increasing by 38.9%.

Frequently Asked Questions

  1. What is the company's current cash position and how is it being generated?

    Take-Two Interactive Software, Inc. reported a strong increase in cash and cash equivalents, ending the quarter at $254.2 million, up from $183.5 million at the end of the prior fiscal year. This increase was primarily driven by $87.9 million in cash provided by operating activities.

  2. What drove the decrease in net sales?

    Net sales decreased by 8.6% to $375.5 million, primarily due to lower publishing revenues. This was largely a result of a challenging comparison to the prior year's strong sales of Grand Theft Auto: Vice City. However, this decline was partially offset by an increase in distribution revenues.

  3. What is the status of the SEC investigation and what are the potential implications?

    The company has received a Wells Notice from the SEC's Staff, indicating an intention to recommend enforcement action regarding alleged violations of federal securities laws. The investigation stems from accounting matters, periodic reporting, and internal controls, as well as revenue recognition policies. The company is in discussions with the SEC Staff, but the outcome remains uncertain and could potentially involve injunctions and monetary damages.

  4. How has the company's investment in research and development changed?

    Research and development expenses increased significantly by 139.2% to $13.4 million. This surge is attributed to the recent acquisitions of development studios like Frog City and Cat Daddy Games, as well as increased staffing to bring more development in-house.