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Grand Theft Auto: San Andreas

Game9 documents

9 documents in the library are about Grand Theft Auto: San Andreas, from writers such as Take-Two Interactive, Mobilegamer.biz and Sensor Tower, the newest from 2025. Each has a summary and key insights with the page they come from.

Grand Theft Auto: San Andreas cover

Returning after his mother's murder to the semi-fictional city of Los Santos (based on Los Angeles), Carl Johnson, a former gang banger, must take back the streets for his family and friends by gaining respect and once again gaining control over the streets. However, a story filled with crime, lies and corruption will lead him to trudge the entire state of San Andreas (based on California and Nevada) to rebuild his life.

Released
Oct 26, 2004
Developer
Rockstar North
Genres
Shooter, Racing, Adventure
Platforms
Xbox, PlayStation 3, PlayStation 4, Windows Phone, Android, PC (Microsoft Windows), iOS, Mac

Game data from IGDB.com

Key figures

  • Internal royalty expenses rose significantly to $83.77 million in fiscal 2005, up from $45.91 million in 2004, driven largely by the performance of Grand Theft Auto: San Andreas.

    Take-Two Interactive, 2006 · Take-Two Interactive Annual Report: Fiscal Year 2006

  • Grand Theft Auto: San Andreas (PlayStation 2) was the primary revenue driver, representing 33.4% of total sales for the nine-month period ending July 31, 2005.

    Take-Two Interactive, 2005 · Take-Two Interactive 10-Q: Q2 FY2006

Documents about Grand Theft Auto: San Andreas

Cover of App Review woes, GTA leaves Netflix, Türkiye's hot streak, iconic icons, Zombies Run, more
17 min
Mobilegamer.biz17 min

App Review woes, GTA leaves Netflix, Türkiye's hot streak, iconic icons, Zombies Run, more

The mobile gaming industry is currently navigating significant shifts in platform policy, regional dominance, and corporate strategy.

  • Apple is facing allegations from former App Review head Philip Shoemaker that it has wrongfully terminated developer accounts and withheld millions of dollars in payments without providing evidence or explanation.
  • Netflix is refocusing its gaming strategy by removing 13 titles, including its top-performing game GTA: San Andreas, which accumulated 57.4 million downloads since December 2023.
  • Türkiye's mobile gaming ecosystem has flourished due to aggressive government incentives, including marketing spend cashback, tax exemptions in technology zones, and R&D income tax relief.
Mobilegamer.bizNov 2025
Article

MMM: GTA Spurs Growth for Netflix Games; Fitness Apps Exhibit Seasonal Bump

This analysis examines recent mobile market trends, specifically focusing on the expansion of Netflix’s gaming portfolio and the seasonal performance of fitness applications.

  • Netflix mobile game downloads grew 180% year-over-year in 2023, with 53% of those downloads occurring in the fourth quarter.
  • The launch of Take-Two licensed GTA titles in December 2023 significantly boosted Netflix's gaming performance, with GTA: San Andreas reaching nearly 10 million downloads to become the service's most downloaded game ever.
  • GTA: Vice City and GTA III also contributed to Netflix's growth, ranking as the 6th and 11th most downloaded titles on the platform in 2023, respectively.
Sensor TowerJan 2024
Financial report1 page

Take-Two Interactive Form 10-Q: Q2 Fiscal Year 2011

Take-Two Interactive’s financial performance for the second fiscal quarter of 2011 reflects a strategic pivot toward core publishing operations, underscored by the divestiture of the Jack of all Games distribution business.

  • Take-Two completed the sale of its 'Jack of all Games' third-party distribution business to SYNNEX Corporation in February 2010 for approximately $44 million, including $37.25 million in cash, to focus resources on core publishing operations.
  • Selling and marketing expenses rose by $23 million for the three months ended July 31, 2010, compared to the same period in 2009, driven primarily by advertising costs for the release of Red Dead Redemption.
  • The company issued Convertible Notes maturing June 1, 2014, with an initial conversion rate of 93.6768 shares per $1,000 principal amount, representing an initial conversion price of approximately $10.675 per share.
Take-Two InteractiveSep 2010
Financial report1 page

Take-Two Interactive Form 10-Q: Q2 2007

Take-Two Interactive’s financial reporting for the second quarter of 2006 centers on the remediation of historical accounting errors and the navigation of significant operational and legal headwinds.

  • Take-Two recognized approximately $25 million in cumulative pre-tax stock-based compensation expenses from 1997 through 2005 due to an investigation into historical stock option backdating practices.
  • The company recorded a $6.3 million pre-tax goodwill impairment charge in the third quarter of 2006 related to its Joytech video game accessories subsidiary.
  • Software development costs totaled $100.05 million as of July 31, 2006, with $90.1 million of that amount tied to unreleased titles.
Take-Two InteractiveMar 2007
Financial report1 page

Take-Two Interactive Form 10-Q: Q1 Fiscal Year 2007

Take-Two Interactive experienced a period of significant financial contraction during the first half of fiscal year 2006, reporting a net loss of $79.5 million compared to a $47.1 million profit in the same period of the prior year.

  • Take-Two's net revenue for the six months ended April 30, 2006, fell 26.8% to $530.1 million, down from $724.5 million in the same period of 2005, primarily due to the absence of a major Grand Theft Auto release and a market transition to next-generation hardware.
  • The company reported a significant decline in cash provided by operating activities, which dropped to $42.6 million for the six-month period ending April 30, 2006, compared to $98.6 million in the prior year.
  • Take-Two formally reorganized its reporting structure into two distinct segments—Publishing and Distribution—to provide greater transparency into the gross margins of each business unit.
Take-Two InteractiveJun 2006
Financial report1 page

Take-Two Interactive Annual Report: Fiscal Year 2006

Take-Two Interactive’s 2006 annual report details a period of aggressive corporate expansion and significant operational volatility.

  • Take-Two Interactive operates through two primary publishing labels: Rockstar (internal studios including Rockstar North, San Diego, and Leeds) and 2K Games (internal studios including Firaxis and Irrational Studios).
  • The company identified material weaknesses in its internal control over financial reporting as of October 31, 2005, and is currently implementing remediation plans to improve its policies and systems.
  • Internal royalty expenses rose significantly to $83.77 million in fiscal 2005, up from $45.91 million in 2004, driven largely by the performance of Grand Theft Auto: San Andreas.
Take-Two InteractiveJan 2006
Financial report1 page

Take-Two Interactive 10-Q: Q2 FY2006

Take-Two Interactive’s financial performance for the period ending July 31, 2005, reflects a complex transition marked by aggressive corporate expansion and significant regulatory headwinds.

  • Take-Two's financial performance is heavily concentrated in a few titles, with the top ten best-selling games accounting for 54.7% of total revenue for the nine months ended July 31, 2005.
  • Grand Theft Auto: San Andreas (PlayStation 2) was the primary revenue driver, representing 33.4% of total sales for the nine-month period ending July 31, 2005.
  • The company faces significant customer concentration risk, as its five largest customers accounted for 41.0% of total revenue for the nine months ended July 31, 2005, with Wal-Mart alone accounting for 10.4% of revenue in fiscal 2004.
Take-Two InteractiveSep 2005
Financial report1 page

Take-Two Interactive Form 10-Q: Q1 2006

Take-Two Interactive’s financial performance for the first half of fiscal year 2005 demonstrates robust growth, characterized by a 173.9% increase in net income to $47.1 million.

  • Take-Two's financial performance for the period ending April 30, 2005, was driven by strong sales of 'Grand Theft Auto: San Andreas' on PlayStation 2, alongside 'Midnight Club 3: DUB Edition' and sports titles like 'Major League Baseball 2K5'.
  • International markets accounted for 33% of net sales for the six months ended April 30, 2005, up from 23.8% in the same period the previous year.
  • As of April 30, 2005, the company held $86.6 million in capitalized software development costs for unreleased titles and $180.9 million in outstanding minimum guaranteed licensing and marketing commitments.
Take-Two InteractiveJun 2005
Financial report1 page

Take-Two Interactive Form 10-Q: Q4 Fiscal Year 2005

Take-Two Interactive’s financial performance for the quarter ended January 31, 2005, reflects a period of aggressive expansion and significant profitability, underscored by a 74% increase in net income to $55.2 million.

  • Take-Two's revenue growth for the quarter ending January 31, 2005, was driven primarily by strong sales of 'Grand Theft Auto: San Andreas' for PlayStation 2 and various sports titles for PlayStation 2 and Xbox.
  • The company is defending against a February 2005 lawsuit in Alabama federal court alleging that its video games caused 'copycat violence' resulting in two deaths, with plaintiffs seeking damages in excess of $600,000.
  • Take-Two significantly increased its investment in acquisitions during the quarter, with net cash used in investing activities rising to $48.9 million, compared to $22.1 million in the same period of 2004, largely due to the acquisitions of Visual Concepts and Kush.
Take-Two InteractiveMar 2005

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