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SECURITIES AND EXCHANGE COMMISSION
Washington, D.C. 20549


FORM 10-K


Annual Report Pursuant to Section 13 or 15(d) of the Securities
Exchange Act of 1934
for the fiscal year ended October 31, 2002

OR

Transition Report Pursuant to Section 13 or 15(d) of the Securities
Exchange Act of 1934
for the transition period from ___to___

0-29230
(Commission File No.)

TAKE-TWO INTERACTIVE SOFTWARE, INC.
(Exact name of Registrant as specified in its charter)

Delaware
(State or Other Jurisdiction
of Incorporation)
 51-0350842  
(I.R.S. Employer  
Identification No.) 

622 Broadway, New York, New York 10012
(Address of principal executive offices including zip code)

Registrant’s telephone number, including area code: (646) 536-2842

Securities registered pursuant to Section 12(b) of the Act: None

Securities registered pursuant to Section 12(g) of the Act:
Common Stock, $.01 par value

Indicate by check mark whether the Registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the Registrant was required to file such reports) and (2) has been subject to such filing requirements for the past 90 days. Yes    No 

Indicate by check mark if disclosure of delinquent filers pursuant to Item 405 of Regulation S-K is not contained herein, and will not be contained, to the best of the Registrant’s knowledge, in definitive proxy or information statements in Part III of this Form 10-K or any amendment to this Form 10-K. 

Indicate by check mark whether the Registrant is an accelerated filer (as defined in Rule 12b-2 of the Act). Yes    No 

The aggregate market value of the voting and non-voting common equity held by non-affiliates computed by reference to the price at which the common equity was last sold, or the average bid and asked price of such common equity, as of the last business day of the Registrant’s most recently completed second fiscal quarter was approximately $913,000,000.

As of December 17, 2002, there were 40,935,383 shares of the Registrant’s common stock outstanding.

Documents Incorporated by Reference:
Proxy Statement Relating to Annual Meeting
(incorporated into Part III)



PART I

Item 1. Business

General

      We develop, publish and distribute interactive software games worldwide. Our software operates on personal computers and video game consoles manufactured by Sony, Microsoft and Nintendo. We develop software internally and engage third parties to develop games on our behalf. We publish our products under our Rockstar Games, Gathering of Developers and Gotham Games labels.

      We continue to successfully build new proprietary brands, including Grand Theft Auto, Max Payne, Midnight Club, Smuggler’s Run and Spec Ops. Our Rockstar Games® subsidiary released Grand Theft Auto: Vice City, the highly anticipated sequel to Grand Theft Auto 3, for Sony’s PlayStation®2, in October 2002. Rockstar intends to release sequels to the popular brands Max Payne, Midnight Club and State of Emergency, along with future versions of Grand Theft Auto. Our Gathering of Developers subsidiary also expects to release sequels to Hidden & Dangerous, Tropico and Railroad Tycoon for the PC, and our Gotham Games subsidiary plans to launch MTV’s Celebrity Deathmatch for the PlayStation 2, PC and Microsoft’s Xbox™.

      Our Jack of All Games domestic subsidiary distributes our software as well as third-party software, hardware and accessories to retail outlets in the United States. Our customers in the United States include Wal-Mart, GameStop, Best Buy, Circuit City, Electronics Boutique, Toys “R” Us and Blockbuster, as well as other leading national and regional drug store, supermarket and discount store chains and specialty retailers. We also have sales, marketing and publishing operations in the United Kingdom, France, Germany, Holland, Austria, Denmark, Italy, Australia, New Zealand and Canada.

      In May 2002, we acquired all of the intellectual property rights associated with Max Payne; in August 2002, we acquired Barking Dog Studios, a Canadian-based development studio; and in November 2002, we acquired Angel Studios, the developer of Midnight Club and Smuggler’s Run.

The Industry

      A large and growing installed base of video game consoles and advanced PCs combined with expanding game player demographics have driven demand for interactive entertainment software in recent years. According to the Interactive Digital Software Association (IDSA), worldwide sales of consoles, console games and games for the PC were estimated to be $20.3 billion in 2001. IDSA also estimates that 60% of all Americans, or approximately 145 million people, play video games on a regular basis.

      Demand for interactive entertainment software is expected to increase due to increasing penetration of PC and next-generation console platforms. The International Data Corporation (IDC) estimates that approximately 53% of all households in the United States own a PC. According to IDC, the household penetration rate for video game consoles is approximately 46%, and is expected to increase.

      The interactive entertainment software industry has transitioned to next-generation platforms, which began with the release of Sony’s PlayStation 2 in 2000 and continued with the release of Microsoft’s Xbox and Nintendo’s GameCube™ in 2001. Demand for these new platforms is significant due to their ability to offer one or more of the following features:

  More powerful and realistic graphics and game play through 128-bit technology;
     
  Backwards compatibility (the ability to play the platforms’ previous generation of games); and
     
  Broad entertainment capabilities, including Internet access and the ability to watch DVD movies and play compact discs.
     

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      Interactive entertainment software has also increasingly become a mainstream entertainment choice for a maturing, technologically sophisticated audience. According to IDSA, the average age of Americans who play video games is 28, of which 43% are female. Additional catalysts for growth include mass market penetration of budget titles, the emergence of non-traditional retail channels such as drug stores and supermarkets and price reductions for hardware platforms.

Publishing

      The fiscal year ended October 31, 2002, represented another record year for our published products. For fiscal 2002, we were the number two publisher of PlayStation 2 software in the United States according to NPDFunworldSM TRSTS Video Games Monthly Service, garnering a 16.2% dollar share of this market. For this year, we were also the number two publisher across all console platforms, with a 9.5% dollar share.

      Grand Theft Auto 3 for Sony’s PlayStation 2 was the top selling video game across all platforms in the United States in both dollars and units for fiscal 2002 according to NPDFunworld. In addition, Grand Theft Auto 3 has been the best selling PlayStation 2 title in North America and Europe since the PlayStation 2 launch, having sold approximately eight million units globally to date.

      Grand Theft Auto: Vice City for the PlayStation 2, the latest installment of our blockbuster franchise, was released on October 29 domestically and November 8, 2002 internationally (December 13 in Australia). Grand Theft Auto: Vice City was the top selling video game across all platforms in the United States for both four week periods ended November 2 and November 30, 2002 according to NPDFunworld. Simultaneously with the domestic launch, Sony Music (Epic Records) released a seven CD compilation of the soundtrack of Grand Theft Auto: Vice City.

      We publish titles under our Rockstar Games, Gotham Games and Gathering of Developers labels. Rockstar Games focuses on the creation of groundbreaking original content for mature audiences on video game console systems. Our Gathering of Developers label concentrates its efforts on publishing a variety of compelling PC products. Gotham Games publishes video game products for consumers of all ages at a variety of price points, as well as all of our value priced software products for the PlayStation previously marketed under the Take 2 label. During fiscal 2002, we released the following titles:

Title
Platform
Release Date
Label
 




 
Grand Theft Auto: Vice City
PS2
October 2002
Rockstar
 
Spec Ops: Airborne Commando
PS
October 2002
Gotham
 
Austin Powers Pinball
PS
October 2002
Gotham
 
Conflict: Desert Storm
PS2; Xbox; PC
September 2002
Gotham
 
Stronghold Crusader
PC
September 2002
Gathering
 
Smuggler’s Run: Warzones
GameCube
August 2002
Rockstar
 
Duke Nukem Advance
GBA
August 2002
Take 2
 
Mafia
PC
August 2002
Gathering
 
Age of Wonders II: The Wizard’s Throne
PC
June 2002
Gathering
 
Tropico: Mucho Macho
PC
June 2002
Gathering
 
Grand Theft Auto 3
PC
May 2002
Rockstar
 
Midnight Club (greatest hits)
PS2
May 2002
Rockstar
 
Smuggler’s Run (greatest hits)
PS2
May 2002
Rockstar
 
Big Bass Fishing
PS
May 2002
Take 2
 
The Italian Job
PS
May 2002
Rockstar
 
Mall Tycoon
PC
February 2002
Take 2
 
Serious Sam: Second Encounter
PC
February 2002
Gathering
 
State of Emergency
PS2
February 2002
Rockstar
 
Max Payne
PS2; Xbox
December 2001
Rockstar
 
Saltwater Sport Fishing
PS
November 2001
Take 2
 

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      Future releases are expected to include Midnight Club 2 for the PlayStation 2, PC and Xbox; Max Payne 2 for the PC, Xbox and PlayStation 2; and State of Emergency for the PC, Xbox and PlayStation 2 Greatest Hits program from Rockstar Games. Gathering of Developers expects to release sequels to the popular Hidden & Dangerous, Railroad Tycoon and Serious Sam franchises; Vietcong; and Tropico 2: Pirate Cove. Gotham Games expects to release MTV’s Celebrity Deathmatch for the PlayStation 2, PC and Xbox; Mafia for the PlayStation 2 and Xbox; and Conflict: Desert Storm for the GameCube, and its sequel Conflict Desert Storm 2: Back to Baghdad for the PC, Xbox and PlayStation 2.

      We also expect to introduce titles based on exciting new brands, including from Rockstar, The Warriors, a product being developed by Rockstar Toronto, based on Paramount Pictures’ classic 1979 gritty gang drama of the same name; a product from Rockstar under the name Manhunt currently under development by Rockstar North, the developer of the Grand Theft Auto series; and from Gotham Games, Great Escape, a game based on the 1963 hit movie starring Steve McQueen about the true story of a group of POW’s who mount a daring escape from a Nazi prison camp.

Arrangements with Major Platform Manufacturers

      We have entered into license agreements with Sony, Microsoft and Nintendo to develop and publish software in North America and Europe for the PlayStation, PlayStation 2, Xbox, Game Boy Advance and Nintendo GameCube. We are not required to obtain any licenses to develop titles for the PC.

      We entered into a Licensed Publisher Agreement with Sony Computer Entertainment America, Inc. in May 2000. Under the agreement, Sony granted us the right and license to develop, market, publish and distribute software titles for the PlayStation 2 in North America. The agreement requires us to submit products to Sony for its approval. The agreement provides for Sony to be the exclusive manufacturer of our products for the PlayStation 2 and for us to pay royalties to Sony based on the number of units manufactured.

      The agreement with Sony expires in March 2003 and is automatically renewable for successive one-year terms, unless terminated by Sony in the event of a breach by us or our bankruptcy or insolvency. Sony may also terminate the agreement on a title-by-title basis. Upon expiration or termination of all of our publishing agreements with Sony (including those discussed below), we have certain rights to sell off existing inventories. We also entered into a similar three-year agreement with Sony in March 2000 for PlayStation 2 covering European territories.

      We entered into a four-year Licensed Publisher Agreement with Sony in November 2002 under which Sony granted us the right and license to develop, market, publish and distribute software titles for the PlayStation in North America. We also entered into a similar agreement with Sony in February 1999 for PlayStation covering European territories and we are in the process of renewing this agreement.

      We entered into a Publisher License Agreement with Microsoft in December 2000. Under the agreement, Microsoft granted us the right and license to develop, market, publish and distribute software titles for Microsoft’s Xbox in territories to be determined on a title-by-title basis. The agreement requires us to submit products to Microsoft for its approval and for us to make royalty payments to Microsoft based on the number of units manufactured. Products for the Xbox must be manufactured by pre-approved manufacturers. The agreement may be terminated by either party in the event of a material breach and expires in November 2004. Microsoft may also terminate the agreement on a title-by-title basis. Upon expiration or termination of the agreement, we have certain rights to sell-off existing inventories.

      We entered into a three-year Confidential License Agreement with Nintendo in November 2001. Under the agreement, Nintendo granted us the right and license to develop, market, publish and distribute software for Nintendo’s GameCube in the western hemisphere. The agreement requires us to submit products to Nintendo for its approval. The agreement also provides for Nintendo to be the exclusive manufacturer of our products and for us to make royalty payments to Nintendo based on the number of units manufactured. The agreement may be terminated by either party in the event of a breach and may be terminated by Nintendo in the event of our bankruptcy. Upon termination of all of our agreements with Nintendo (including those discussed below), we have certain rights to sell off existing inventories. We also entered into a similar three-year agreement with Nintendo in November 2001 for GameCube covering European territories.

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      We entered into a three-year agreement with Nintendo in July 2001, granting us the right and license to develop software for Nintendo’s Game Boy Advance in the Western Hemisphere. In October 2001, we entered into a similar three-year agreement with Nintendo for European territories.

Software Development and Licensing

      We develop software titles through our internal development studios, Rockstar San Diego (formerly Angel Studios), the developer of Midnight Club and Smuggler’s Run; Rockstar North (formerly DMA Design), the developer of the Grand Theft Auto series; Rockstar Toronto (a/k/a Alternative Realities Technologies) the developer of Max Payne for the PlayStation 2; Rockstar Vancouver (a/k/a Barking Dog Studios); Rockstar Vienna (a/k/a Neo Software), the developer of Max Payne for the Xbox; and PopTop Software, the developer of Railroad Tycoon 2 and Tropico.

      As of November 30, 2002, our internal development studios and product development department had 435 employees with the technical capabilities to develop and localize (translate into foreign languages) software titles for all major hardware platforms, the PC and all major territories.

      For the years ended October 31, 2002, 2001, and 2000, we incurred costs of $11,524,000, $6,190,000 and $5,668,000, respectively, on research and development relating to our software titles. Additionally, for the years ended October 31, 2002, 2001 and 2000, we capitalized software development costs of $9,645,000, $6,293,000 and $8,837,000, respectively.

      Certain of our software titles are developed by third parties, including Illusions Softworks and Apogee Software. Agreements with developers generally give us exclusive publishing and marketing rights and require us to make advance royalty payments, pay royalties based on product sales and satisfy other conditions. Royalty advances for software titles are recoupable only against royalties otherwise due to developers.

      Our agreements with developers generally provide us with the right to monitor development efforts and to cease making advance payments if specified development milestones are not satisfied. We monitor the level of advances in light of expected sales for the related titles and write off unrecoverable advances to cost of sales in the period in which we determine the advance will not be fully recouped.

      We actively seek to acquire rights for well-recognized properties. In December 2000, we acquired the exclusive worldwide publishing rights to the best-selling franchise of Duke Nukem PC and video games. In connection with the acquisition of the publishing rights associated with Duke Nukem, we entered into an agreement with Apogee to develop Duke Nukem Forever for the PC.

      We own all of the intellectual property rights associated with Grand Theft Auto, Max Payne, Midnight Club, Smuggler’s Run, Oni, Myth, Spec Ops, Railroad Tycoon and Tropico. In May 2002, we acquired all of the intellectual property rights associated with Max Payne for $10 million in cash and 969,932 shares of restricted common stock (valued at $18.5 million). In connection with the acquisition, we entered into an agreement with Apogee and Remedy to develop Max Payne 2 for the PC. We agreed to make aggregate payments of up to $8 million to Apogee and Remedy upon the timely delivery to us of Max Payne 2 for the PC and the achievement of certain sales targets for this product.

Sales and Marketing

      We sell software titles to retail outlets in the United States and Europe through direct relationships with large retail customers and third- party distributors. Our customers in the United States include Wal-Mart, GameStop, Best Buy, Circuit City, Electronics Boutique, Toys “R” Us and Blockbuster as well as other leading mass merchandisers; video, electronic and toy stores; national and regional drug stores; supermarket and discount store chains; and specialty retailers. Our European customers include Dixons, Game Group (formerly Electronics Boutique), Karstadt, Carrefour and Media Saturn. We have sales and marketing operations in the United Kingdom, France, Germany, Holland, Austria, Denmark, Italy, Australia, New Zealand and Canada.

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For the year ended October 31, 2002, sales to our five largest customers accounted for approximately 31.4% of our total revenues. No single customer accounted for more than 10% of our total revenues during this period.

Our marketing and promotional efforts are intended to maximize exposure and broaden distribution of our titles, promote brand name recognition, assist retailers and properly position, package and merchandise our titles. We market titles by implementing aggressive public relations campaigns, using print and on-line advertising, television, radio spots and outdoor advertising.

Our Rockstar Games subsidiary actively pursues relationships with participants in the music and entertainment industries. We believe that the shared demographics between various media and some of the software titles marketed by Rockstar Games provide excellent cross-promotional opportunities. We have been working with popular recording artists to create sophisticated game soundtracks, have entered into agreements to license high-profile names and likenesses, and have arrangements for co-branding opportunities. Our goal is to accelerate the acceptance of our titles, create brand awareness and develop a greater number of franchise brands.

We also employ various other marketing methods designed to promote consumer awareness, including in-store promotions and point-of-purchase displays, direct mail, cooperative advertising, as well as attendance at trade shows. We employ separate sales forces for our publishing and distribution operations. As of November 30, 2002, we had a sales and marketing staff of 172 persons.

Distribution

We distribute our own titles, as well as third-party titles and hardware through our subsidiaries. We distribute three major categories of third-party console products, consisting principally of hardware; newly released and popular software titles; and budget and catalog software titles.

We procure products from suppliers principally using standard purchase orders based on our assessment of market demand, as well as pre-orders from retailers. We periodically enter into agreements with our suppliers that provide exclusive distribution rights to certain products. We carry inventory quantities that we believe are necessary to provide rapid response time to retailer orders. We utilize electronic data interchange (“EDI”), with many of our retailers to enhance the efficiency of placing and shipping orders.

Jack of All Games maintains warehouse facilities and sales offices in Ohio, Illinois, Toronto, Canada and New York. Products arrive at our warehouses where products are picked, packed and shipped to customers. We generally ship products by common carrier. Because we generally ship products within seven days of receipt of orders, backlog is not material to our business.

Manufacturing

Sony and Nintendo are the sole manufacturers of software products sold for use on their respective hardware platforms. We begin the manufacturing process for our published titles by placing a purchase order for the manufacture of our products with Sony or Nintendo and opening either a letter of credit in favor of the manufacturer or utilizing our line of credit with the manufacturer. We then send software code and a prototype of the product to the manufacturer, together with related artwork, user instructions, warranty information, brochures and packaging designs for approval, defect testing and manufacture. Games manufactured by Sony and Nintendo are generally shipped within two weeks of receipt of our manufacturing order. Games for the Xbox must be manufactured by pre-approved manufacturers and are generally shipped within two weeks of receipt of our manufacturing order.

Production of PC software includes CD-ROM pressing, assembly of components, printing of packaging and user manuals and shipping of finished goods, which is performed by third-party vendors in accordance with our specifications. We believe that there are alternative sources for these services that could be implemented without delay. We send software code and a prototype of a title, together with related artwork, user instructions, warranty information, brochures and packaging designs to manufacturers. Games are generally shipped within two weeks of receipt of our manufacturing order.

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To date, we have not experienced any material difficulties or delays in the manufacture of our titles or material delays due to manufacturing defects. Our software titles carry a 90-day limited warranty.

Competition

In our publishing business, we compete both for licenses to properties and the sale of interactive entertainment software with Sony, Microsoft and Nintendo, each of which is a large developer and marketer of software for its own platforms. Each of these competitors has the financial resources to withstand significant price competition and to implement extensive advertising campaigns, particularly for prime-time television spots. These companies may also increase their own software development efforts or focus on developing software products for third-party platforms.

We also compete with domestic companies such as Electronic Arts, Activision, Acclaim Entertainment, THQ, Midway Games and international companies such as Sega, Vivendi, Ubi Soft, Infogrames, Eidos, Capcom, Konami and Namco. In addition, we believe that large software companies and media companies are increasing their focus on the interactive entertainment software market. Certain of our competitors are developing on-line interactive games and interactive networks that may compete with our products for consumer dollars. Some of our competitors have greater financial, technical, personnel and other resources than we do, and are able to carry larger inventories, adopt more aggressive pricing policies and make higher offers to licensors and developers for commercially desirable properties than we can. Competition in the entertainment software industry is based on product quality and features; brand name recognition; access to distribution channels; effectiveness of marketing ; and price.

Retailers have limited shelf space and promotional resources, and competition is intense among an increasing number of newly introduced entertainment software titles and hardware for adequate levels of shelf space and promotional support. Competition for retail shelf space is expected to increase, which may require us to increase our marketing expenditures just to maintain current levels of sales of our titles. Competitors with more extensive lines and popular titles frequently have greater bargaining power with retailers. Accordingly, we may not be able to achieve the levels of support and shelf space that such competitors receive. Similarly, as competition for popular properties increases, our cost of acquiring licenses for such properties is likely to increase, possibly resulting in reduced margins. Prolonged price competition, increased licensing costs or reduced operating margins would cause our profits to decrease significantly.

Competition for our titles is influenced by the timing of competitive product releases and the similarity of such products to our titles and may result in loss of shelf space or a reduction in sell-through of our titles at retail stores. Our titles also compete with other forms of entertainment such as motion pictures, television and audio and video products featuring similar themes, on-line computer programs and other forms of entertainment which may be less expensive or provide other advantages to consumers.

In our distribution business, we compete with large national companies such as Ingram Entertainment, as well as smaller regional distributors. We also compete with the efforts of the major entertainment software companies that distribute directly to retailers or over the Internet. Some of our competitors have greater financial, technical, personnel and other resources than we do, and are able to carry larger inventories, adopt more aggressive pricing policies and provide more comprehensive product selection than we can.

Intellectual Property

We develop proprietary software titles and have obtained the rights to publish and distribute software titles developed by third parties. We attempt to protect our software and production techniques under copyright, trademark and trade secret laws as well as through contractual restrictions on disclosure, copying and distribution. Although we generally do not hold any patents, we seek to obtain trademark and copyright registrations for our products.

Interactive entertainment software is susceptible to unauthorized copying. Unauthorized third parties may be able to copy or to reverse engineer our titles to obtain and use programming or production techniques that we regard as proprietary. In addition, our competitors could independently develop technologies substantially equivalent or superior to our technologies.

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As the amount of interactive entertainment software in the market increases and the functionality of this software further overlaps, we believe that interactive entertainment software will increasingly become the subject of claims that such software infringes the copyrights or patents of others. From time to time, we receive notices from third parties alleging infringement of their proprietary rights. Although we believe that our titles and the titles and technologies of third-party developers and publishers with whom we have contractual relationships do not and will not infringe or violate proprietary rights of others, it is possible that infringement of proprietary rights of others may occur. Any claims of infringement, with or without merit, could be time-consuming, costly and difficult to defend.

International Operations

Sales in international markets, principally in the United Kingdom and other countries in Europe, have accounted for a significant portion of our net sales. For fiscal 2002 and 2001, sales in international markets accounted for approximately 20.1% and 23.7%, respectively, of our net sales. We are subject to risks inherent in foreign trade, including increased credit risks, tariffs and duties, fluctuations in foreign currency exchange rates, shipping delays and international political, regulatory and economic developments, all of which can have a significant impact on our operating results. See Note 19 to Consolidated Financial Statements.

Employees

As of November 30, 2002, we had 939 full-time employees. None of our employees are subject to a collective bargaining agreement. We consider our relations with employees to be good.

Item 2. Properties

In September 2002, we relocated our principal executive offices to 622 Broadway, New York, New York in approximately 50,000 square feet of space under a ten-year lease which provides for annual rent of approximately $1,500,000.

We also maintain offices at 575 Broadway, New York, New York in approximately 13,300 square feet of space under a five-year lease with 575 Broadway Corporation, a company controlled by the father of Ryan A. Brant, our Chairman. The lease provides for an annual rent of approximately $474,000 and expires in 2004. We believe that the terms of the lease are no less favorable than could have been obtained from an unaffiliated third-party. We intend to relocate our remaining operations to 622 Broadway and will seek to sublease the 575 Broadway space.

Take-Two Interactive Software Europe Limited leases 12,500 square feet of office space in Windsor, United Kingdom. The lease provides for a current annual rent of approximately $538,000, plus taxes and utilities, and expires in 2011. Rockstar North Limited (formerly DMA Design Limited) currently leases office space in Dundee and Edinburgh, Scotland, at an annual rent of approximately $400,000. Jack of All Games, Inc. leases approximately 13,000 square feet of office and warehouse space in College Point, New York. The lease provides for annual rent of $237,000, plus increases in real estate taxes, and expires in October 2006. Jack of All Games, Inc. also leases approximately 206,000 square feet of office and warehouse space in Cincinnati, Ohio. Jack of All Games, Inc. pays $750,000 per annum, plus taxes and insurance, under the lease, which expires in January 2006. VLM Entertainment Group Ltd. leases approximately 56,200 square feet of office and warehouse space in Ottawa , Illinois at an annual rent of $255,000 and expires in 2009. VLM Entertainment Group, Ltd. leases such space from its former stockholders and believes that the terms of the lease are no less favorable than could have been obtained from an unaffiliated third-party.

In addition, our other subsidiaries lease office space in Ontario and Vancouver, Canada; Paris, France; Munich, Germany; Sydney, Australia; Copenhagen, Denmark; Amsterdam, Holland; Milan, Italy; Vienna, Austria; Leighton Buzzard, UK and in Baltimore, Maryland; San Diego, California; and Fenton, Missouri for an aggregate annual rent of $1,275,000.

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Item 3. Legal Proceedings

In October 2002, the United States District Court for the Southern District of New York granted final approval of an agreement to settle a consolidated class action lawsuit entitled Gershon Bassman v. Take-Two Interactive Software, Inc. for $7,500,000 in cash. We recorded $1,468,000 of class action settlement costs, which represents the settlement of $7,500,000 and related legal fees, net of $6,145,000 of insurance proceeds.

The Securities and Exchange Commission has issued a formal order of investigation into, among other things, certain accounting matters relating to our financial statements, periodic reporting and internal accounting control provisions of the federal securities laws.

We are involved in routine litigation in the ordinary course of our business, which in management’s opinion will not have a material adverse effect on our financial condition, cash flows or results of operations.

Item 4. Submission of Matters to a Vote of Security Holders

Not Applicable.

9


PART II

Item 5. Market for Registrant’s Common Equity and Related Stockholder Matters

Market Information. Our common stock has traded since September 23, 1998 on the NASDAQ National Market under the symbol “TTWO.” From April 14, 1997 to September 22, 1998, our common stock traded on the NASDAQ SmallCap Market. The following table sets forth, for the periods indicated, the range of the high ask and low bid prices for the common stock as reported by NASDAQ. Such prices reflect inter-dealer quotations, without retail mark-up, mark-down or commission and may not necessarily represent actual transactions.

  High   Low  
 

 

 
Fiscal Year Ended October 31, 2001
           
             
First Quarter
  13.44     8.41  
Second Quarter
  14.63     10.44  
Third Quarter
  24.50     14.06  
Fourth Quarter
  21.62     6.44  
             
Fiscal Year Ended October 31, 2002
           
             
First Quarter
  19.50     9.30  
Second Quarter
  26.90     14.00  
Third Quarter
  27.05     16.09  
Fourth Quarter
  30.78     19.36  
             
Fiscal Year Ending October 31, 2003
           
             
First Quarter
           
(through December 17, 2002)
  31.48     22.95  

The last reported sale price for our common stock on December 17, 2002 was $24.60. The number of record holders of our common stock was approximately 148 as of December 17, 2002. We believe that there are in excess of 1,000 beneficial owners of our common stock.

Dividend Policy. To date, we have not declared or paid any cash dividends. The payment of dividends, if any, in the future is within the discretion of the board of directors and will depend upon future earnings, capital requirements and other relevant factors. Our loan agreement with the bank prohibits us from paying cash dividends. We presently intend to retain all earnings to finance continued growth and development of our business and we do not expect to declare or pay any cash dividends in the foreseeable future.

Changes in Securities. In August 2002, we issued 242,450 shares of restricted common stock in connection with the acquisition of Barking Dog Studios Ltd. In connection with the above securities issuance, we relied on Section 4(2) and/or Regulation D or Regulation S promulgated under the Securities Act of 1933, as amended, as offerings to a limited number of “accredited investors” or Non-US Persons.

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Securities Authorized for Issuance under Equity Compensation Plans. The following table sets forth certain information as of October 31, 2002 regarding outstanding options and warrants to purchase Common Stock that were outstanding on October 31, 2002.

  (a)   (b)   (c)  
 

 

 

 
Plan Category
Number of
securities to be
issued upon exercise
of outstanding
options, warrants
and rights
  Weighted-average
exercise price of
outstanding options,
warrants and rights
  Number of securities
remaining for future
issuance under equity
compensation plans
(excluding securities
reflected in column (a))
 



 

 

 
Equity compensation
plans approved by
security holders
  2,763,746     $15.65     1,463,545  
                   
Equity compensation
plans not approved by
security holders
  2,960,613 (1)   $12.30      
                   
 

 

 

 
Total
  5,724,359     $13.92     1,463,545  
 

 

 

 
(1) Represents the aggregate number of shares of common stock issuable upon exercise of individual arrangements with option and warrant holders. These options and warrants are five years in duration, expire at various dates between December 2002 and July 2007, contain anti-dilution provisions providing for adjustments of the exercise price under certain circumstances and have termination provisions similar to options granted under our stockholder approved plans.
 

Our Audit Committee engaged our external auditors to perform non-audit related tax services. This disclosure is made pursuant to Section 10A(i) (2) of the Securities Exchange Act of 1934, as added by Section 202 of the Sarbanes-Oxley Act of 2002.

Ryan A. Brant, our Chairman, has entered into a Rule 10b5-1 trading plan to sell 60,000 shares.

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Item 6. Selected Financial Data

Our consolidated financial information should be read in conjunction with Management’s Discussion and Analysis of Financial Condition and Results of Operations and Consolidated Financial Statements (including the notes thereto) contained elsewhere in this report.

(In thousands, except per share data)  
  Years Ended October 31  
 
 
Statement of Operations Data: 2002   2001(1)   2000   1999   1998(2)  
 
 
 
 
 
 
Net sales
$ 793,976   $ 448,801   $ 364,001   $ 304,714   $ 194,052  
Income from operations
  122,715     25,841     33,309     27,381     10,690  
Income (loss) before extraordinary loss
and cumulative effect of change
in accounting principle
  71,565     (1,295 )   6,417     16,332     7,181  
Net income (loss)
  71,565     (8,580 )   6,417     16,332     7,181  
Net income (loss) per share
                             
 Basic
$ 1.88   $ (.25 ) $ .23   $ .79   $ .49  
 Diluted
  1.81     (.25 )   .23     .76     .42  
Net income (loss) per share attributable to
common stockholders – Diluted (3)
  1.81     (.25 )   .23     .76     .37  

 

Balance Sheet Data: 2002   2001   2000   1999   1998  
 
 
 
 
 
 
Cash and cash equivalents
$ 108,369   $ 6,056   $ 5,245   $ 10,374   $ 2,763  
Working capital
  197,453     92,690     69,025     41,439     21,797  
Total assets
  492,960     359,512     330,257     231,712     109,385  
Total debt
      54,073     96,873     56,137     30,808  
Total liabilities
  136,518     139,451     160,065     146,609     73,820  
Stockholders’ equity
  356,442     220,061     170,192     85,103     35,566  
   
(1) Includes approximately $27 million of net sales, $8.9 million of income from operations and $5.3 million of income included in loss before extraordinary loss and cumulative effect of change in accounting principle, representing the effect of the adoption of Staff Accounting Bulletin 101 “Revenue Recognition” (SAB 101) in the first quarter of fiscal 2001. There was no impact on net loss.
 
(2) Net income in 1998 includes acquired S corporation net income of $1,233,000.
 
(3) Gives effect to distribution of $673,000 to S corporation shareholders prior to an acquisition in 1998.
 

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Item 7. Management’s Discussion and Analysis of Financial Condition and Results of Operations
            
(Dollars in thousands, except per share amounts)

Estimates

The preparation of financial statements in conformity with generally accepted accounting principles requires management to make estimates and assumptions that affect the reported amounts of assets and liabilities and the disclosure of contingent assets and liabilities at the dates of the financial statements and the reported amounts of revenues and expenses during the reporting periods. The most significant estimates and assumptions relate to the recoverability of prepaid royalties, capitalized software development costs and other intangibles, inventories, realization of deferred income taxes and the adequacy of allowances for returns, price protection and doubtful accounts. Actual amounts could differ significantly from these estimates.

Revenue Recognition

Our principal sources of revenues are derived from publishing and distribution operations. Publishing revenues are derived from the sale of internally developed software titles or software titles licensed from third parties. Distribution revenues are derived from the sale of third-party software titles, hardware and accessories. Publishing activities generally generate significantly higher margins than distribution activities, with sales of PC software titles resulting in higher margins than sales of CDs or cartridges designed for video game consoles.

Effective November 1, 2000, in accordance with the adoption of SAB 101, “Revenue Recognition in Financial Statements”, we recognize revenue net of allowances for returns and price protection when title and risk of loss pass to customers (generally, upon receipt of products by customers). Prior to that date, we recognized revenue upon shipment. In accordance with Statement of Position 97-2 “Software Revenue Recognition” we recognize revenue when the price is fixed and determinable, upon persuasive evidence of an agreement, our fulfillment of our obligations under any such agreement and a determination that collection is probable. Our payment arrangements with customers provide primarily 60 day terms and to a limited extent with certain customers 30 or 90 day terms. We may not have a reliable basis to estimate returns and allowances for certain customers or may be unable to determine that collection of receivables is probable. In such circumstances, we defer revenue at the time of sale and recognize revenue when collection of the related receivable becomes probable or cash is collected.

Returns and Reserves

We generally accept returns and grant price protection in connection with our publishing arrangements. We establish a reserve for future returns of published titles and price protection based primarily on historical return rates, return policies and price protection policies, and recognize revenue net of allowances for returns and price protection. Our distribution arrangements with customers generally do not give them the right to return titles or to cancel firm orders. However, we sometimes accept returns for stock balancing and negotiate accommodations to customers, which includes price discounts, credits and returns, when demand for specific titles falls below expectations. The historical product return rate for our distribution business has been substantially less than for our publishing business. If future returns significantly exceed established reserves, our operating results would be adversely affected.

Prepaid Royalties

Our agreements with licensors and developers generally provide us with exclusive publishing rights and require us to make advance royalty payments that are recouped against royalties due to the licensor or developer based on product sales. Prepaid royalties are amortized as cost of sales on a title by title basis based on the greater of the proportion of current year sales to total of current and estimated future sales for that title or the contractual royalty rate based on actual net product sales. We continually evaluate the recoverability of prepaid royalties and charge to cost of sales the amount that management determines is probable that will not be recouped at the contractual royalty rate in the period in which such determination is made or if we determine that we will cancel a development project. Prepaid royalties are classified as current and non-current assets based upon estimated net product sales within the next year. See Note 2 to Consolidated Financial Statements.

13


Capitalized Software Development Costs

We capitalize internal software development costs subsequent to establishing technological feasibility of a title. Capitalized software development costs represent the costs associated with the internal development of our publishing products. Amortization of such costs as a component of cost of sales is recorded on a title-by-title basis based on the greater of the proportion of current year sales to total of current and estimated future sales for the title or the straight-line method over the remaining estimated useful life of the title. We continually evaluate the recoverability of capitalized software costs and will charge to cost of sales any amounts that are deemed unrecoverable or for projects that we will abandon. See Note 2 to Consolidated Financial Statements.

Income Taxes

Income tax assets and liabilities are determined by taxable jurisdiction. We do not provide taxes on undistributed earnings of our international subsidiaries. The total amount of undistributed earnings of foreign subsidiaries for income tax purposes was approximately $41,900 and $36,000 for the years ended October 31, 2002 and 2001, respectively. It is our intention to reinvest undistributed earnings of our foreign subsidiaries and thereby indefinitely postpone their remittance. Accordingly, no provision has been made for foreign withholding taxes or United States income taxes which may become payable if undistributed earnings of foreign subsidiaries are paid as dividends to us.

Recently Adopted Accounting Pronouncements

In November 2001, the Financial Accounting Standards Board (“FASB”) Emerging Issues Task Force (EITF) reached a consensus on EITF Issue 01-09, Accounting for Consideration Given by a Vendor to a Customer or Reseller of the Vendor’s Products, which is a codification of EITF 00-14, 00-22 and 00-25. This EITF presumes that consideration from a vendor to a customer or reseller of the vendor’s products to be a reduction of the selling prices of the vendor’s products and, therefore, should be characterized as a reduction of revenue when recognized in the vendor’s income statement and could lead to negative revenue under certain circumstances. Revenue reduction is required unless consideration relates to a separate identifiable benefit and the benefit’s fair value can be established. We have early adopted EITF 01-09 effective November 1, 2001. The adoption of the new standard did not have a material impact on the consolidated condensed financial statements. The prior period financial statements have been reclassified in accordance with this statement and as a result, net sales and selling and marketing expenses have been reduced by $2,255 for fiscal 2001, with no impact on reported net loss.

Effective November 1, 2001, we adopted the provisions of Statement of Financial Accounting Standards No. 141, “Business Combinations” (“SFAS 141”) in its entirety and Statement of Financial Accounting Standards No. 142, “Goodwill and Other Intangible Assets” (“SFAS 142”). SFAS 141 requires all business combinations be accounted for using the purchase method of accounting and that certain intangible assets acquired in a business combination shall be recognized as assets apart from goodwill. SFAS 142 addresses the recognition and measurement of goodwill and other intangible assets subsequent to their acquisition. SFAS 142 also addresses the initial recognition and measurement of intangible assets acquired outside of a business combination whether acquired individually or with a group of other assets. This statement provides that intangible assets with finite useful lives be amortized and that intangible assets with indefinite lives and goodwill not be amortized, but be tested at least annually for impairment. Upon completion of the transitional impairment test, the fair value for each of our reporting units exceeded the reporting unit’s carry amount and no impairment was indicated.

SFAS 142 requires an annual test for impairment of goodwill, and between annual tests if events occur or circumstances change that would more likely than not reduce the fair value of a reporting unit below its carrying amount. In assessing potential impairment of goodwill, the Company determines the implied fair value of each reporting unit using discounted cash flow analysis and compares such values to the respective reporting unit’s carrying amount. The Company performs its annual test for indication of goodwill impairment in the fourth quarter of each fiscal year. At October 31, 2002, the fair value of the Company’s reporting units exceeded the carrying amounts and no impairment was indicated.

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Results of Operations

The following table sets forth for the periods indicated the percentage of net sales represented by certain items reflected in our statement of operations, and sets forth net sales by territory, sales mix, platform and principal products:

   
  Years Ended October 31,  
 
 
Operating data: 2002   2001   2000  



Net sales
  100.0 %   100.0 %   100.0 %
Cost of sales
                 
  Product costs
  51.5     63.2     59.6  
  Royalties
  10.2     4.1     4.8  
  Software development costs
  1.0     0.9     0.4  
 Total cost of sales
  62.7     68.2     64.8  
Selling and marketing
  9.8     11.8     11.8  
General and administrative
  9.0     10.0     10.0  
Research and development
  1.5     1.4     1.6  
Depreciation and amortization
  1.5     2.8     2.4  
Interest expense, net
  0.1     1.9     1.7  
(Gain) loss on Internet securities
      4.8      
Provision (benefit) for income taxes
  6.2     (0.5 )   0.7  
Extraordinary loss on early extinguishment of debt
      (0.4 )    
Net income (loss)
  9.0     (1.9 )   1.8  
                   
Net Sales by Territory:
                 
 North America
  79.9 %   76.3 %   71.6 %
 International
  20.1     23.7     28.4  
                   
Net Sales Mix:
                 
 Publishing
  71.5 %   53.9 %   51.1 %
 Distribution
  28.5