TAKE TWO INTERACTIVE SOFTWARE INC
424B3, 2000-06-06
PREPACKAGED SOFTWARE
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                                                                  Rule 424(b)(3)
                                                                       333-36986

                      Take-Two Interactive Software, Inc.



                                  Common Stock


     This Prospectus  relates to the resale of up to 1,839,600  shares of common
stock by certain stockholders.

     The selling  stockholders  may sell these  shares from time to time through
ordinary brokerage  transactions in the over-the-counter  markets, in negotiated
transactions or otherwise,  at market prices  prevailing at the time of sale, at
negotiated  prices  and in certain  other  ways,  as  described  under  "Plan of
Distribution"  on page 19. We will not receive any of the proceeds from the sale
of these shares.

     Our common stock is traded on the Nasdaq  National  Market under the symbol
TTWO. On June 2, 2000, the closing sale price of our common stock as reported by
Nasdaq was $11.6875.

     Investing in our common stock is speculative  and involves a high degree of
risk. See "Risk Factors" beginning on page 5.

     Neither the  Securities and Exchange  Commission  nor any state  securities
commission has approved or  disapproved  of these  securities or passed upon the
adequacy or accuracy of this prospectus. Any representation to the contrary is a
criminal offense.


                  The date of this prospectus is June 5, 2000.

<PAGE>

                       WHERE YOU CAN FIND MORE INFORMATION

     We file annual,  quarterly and current reports,  proxy statements and other
financial and business  information  with the SEC. Our SEC filings are available
on the  SEC's  web  site at  http://www.sec.gov.  You also may read and copy any
document we file at the SEC's public  reference  rooms in Washington,  D.C., New
York, New York and Chicago,  Illinois. Please call the SEC at 1-800-SEC-0330 for
further information about their public reference rooms, including copy charges.

     The SEC allows us to  "incorporate  by reference"  the  information we file
with them,  which means that we can  disclose  important  information  to you by
referring to those  documents.  The information  incorporated by reference is an
important part of this  prospectus,  and information that we file later with the
SEC will automatically  update and supersede  information in this prospectus and
in our  other  filings  with the SEC.  We  incorporate  by  reference  into this
prospectus  our Annual  Report on Form 10-K for the year ended  October 31, 1999
and amendment thereto on Form 10-K/A,  our Quarterly Report on Form 10-Q for the
quarterly  period ended January 31, 2000; our Current Report on Form 8-K for the
event dated March 14, 2000,  Amendment  No. 1 to our Current  Report on Form 8-K
for the event dated May 27, 1998 and the  description  of our Common Stock which
is contained in our Registration Statement on Form 8-A, each of which we already
have filed with the SEC. We also  incorporate by reference into this  prospectus
any future  filings we make with the SEC under  Sections  13(a),  13(c),  14, or
15(d) of the  Securities  Exchange Act of 1934 until all of the shares of common
stock covered by this prospectus are sold.

     You may request a copy of these  filings at no cost,  by writing or calling
us at the following address:

                       Take-Two Interactive Software, Inc.
                                  575 Broadway
                            New York, New York 10012
                            Attention: Ryan A. Brant
                            Telephone: (212) 334-6633

     You should rely only on the  information  contained in, or  incorporated by
reference into, this prospectus or any applicable prospectus supplement. We have
not authorized  anyone to provide you with additional or different  information.
You should not assume that the  information in this  prospectus,  any prospectus
supplement, or any document incorporated by reference is accurate as of any date
other than the date of those documents.

     You may also obtain from the SEC a copy of the  Registration  Statement and
exhibits  that we filed  with the SEC when we  registered  the  shares of common
stock. The Registration Statement may contain additional information that may be
important to you.

                           FORWARD-LOOKING STATEMENTS

     We make  statements in this  prospectus and the documents  incorporated  by
reference  that are  considered  forward-looking  statements  under the  federal
securities laws. Such forward-looking statements are based on the beliefs of our
management as well as assumptions made by and information currently available to
them.  The words  "anticipate,"  "believe,"  "may,"  "estimate,"  "expect,"  and
similar expressions, and variations of such terms or the negative of such terms,
are intended to identify such forward-looking statements.

     All forward-looking  statements are subject to certain risks, uncertainties
and assumptions.  If one or more of these risks or uncertainties materialize, or
if underlying  assumptions prove incorrect,  our actual results,

                                      -2-

<PAGE>

performance or achievements  could differ materially from those expressed in, or
implied by, any such  forward-looking  statements.  Important factors that could
cause or  contribute to such  difference  include  those  discussed  under "Risk
Factors" in this  Prospectus  and in our Annual Report on Form 10-K.  You should
not place undue reliance on such forward-looking statements, which speak only as
of their  dates.  We do not  undertake  any  obligation  to update or revise any
forward-looking  statements,  whether  as a result  of new  information,  future
events or otherwise.  You should  carefully  consider the  information set forth
under "Risk Factors" in this Prospectus.

                    ABOUT TAKE-TWO INTERACTIVE SOFTWARE, INC.

     We  are  a  leading  worldwide  developer,  publisher  and  distributor  of
interactive  software  games.  Our  software  operates  on  multimedia  personal
computers and video game console  platforms  manufactured by Sony,  Nintendo and
Sega. We are one of the largest  distributors  of interactive  software games in
the United  States and one of the top ten  publishers  of  interactive  software
games in Europe.

     Software is developed by our internal development studios, by developers in
which we have an ownership interest and by third-party developers on our behalf.
Our  relationships  with developers  include  Gathering of Developers and Bungie
Software.   We  have  several  titles  under  development  for  next  generation
platforms, such as the PlayStation 2 and Dreamcast.

     We publish our software under the Rockstar Games(TM),  Talonsoft, Gathering
of Developers,  Mission Studios and Take-Two  labels.  We have released  popular
titles in a variety of genres, including Grand Theft Auto, GTA2, Railroad Tycoon
II, Monster Truck Madness and Thrasher:  Skate & Destroy,  and intend to release
new titles,  including  Oni and Halo and titles  based on the highly  successful
Duke Nukem franchise and Austin Powers movies.

     Jack of All Games,  our  subsidiary,  distributes  our  software as well as
third-party  software to more than 20,000 retail  outlets in the United  States.
Our customers include WalMart, Toys R Us, Electronics Boutique,  Babbage's, Best
Buy and Ames Department  Stores,  as well as leading  national and regional drug
store, supermarket and discount store chains and specialty retailers.

     We also have publishing and distribution  operations in the United Kingdom,
France,  Germany,  Norway, Sweden, Denmark, Italy, Australia and Canada. We have
employed the Jack of All Games trade name in Europe,  and have greatly  expanded
our  international   presence  by  making  several  acquisitions.   Our  Joytech
subsidiary  is a leading  manufacturer  of video game  hardware  accessories  in
Europe.

     We were  incorporated  in the state of  Delaware  in  September  1993.  Our
principal  executive  offices are located at 575  Broadway,  New York,  New York
10012, and our telephone number is (212) 334-6633.

                               RECENT DEVELOPMENTS

     In March 2000, our wholly-owned subsidiary Broadband Studios, Inc. acquired
all of the  outstanding  capital stock of Toga Holdings B.V., the parent company
of Pixel Broadband Studios,  Ltd., an Israeli corporation,  for $4.45 million in
cash and 2,561,245  shares of our common stock.  Pixel is a leading  provider of
multiplayer gaming technologies.

                                      -3-
<PAGE>

     Broadband   Studios  was  formed  to   capitalize   on  the   emergence  of
next-generation video game console systems with digital broadband  connectivity.
Broadband  Studios  intends  to market  both  cutting-edge  games,  through  its
Rockstar  Games(TM)  publishing  label,  and  PowerPlay  Network(TM),  a premium
"click-and-play"  gaming channel  service.  It is anticipated that the PowerPlay
Network will be hosted on Jive(TM),  a proprietary software platform designed to
enable broadband service providers to offer "real-time"  interactive multiplayer
gaming on-demand.

     Broadband  Studios  intends  to raise  funds  through  private  and  public
financings. Broadband Studios will require substantial capital resources to fund
its infrastructure  investment,  product and technology development,  marketing,
sales and other working capital  requirements,  including the  establishment  of
executive offices in the United Kingdom. Adequate financing may not be available
to Broadband  Studios at the time or times needed,  or on acceptable  terms.  If
adequate funds are not available,  Broadband Studios may not be able to continue
to develop its products and technologies. In addition, Broadband Studios expects
to incur  significant  expenses,  which may result in losses as it develops  its
business.  Significant losses could adversely affect our financial condition and
future operating results. See "Risk Factors."

     In  April  2000,  we  acquired  all of the  outstanding  capital  stock  of
Gathering of Developers, Inc. for 1,060,019 shares of common stock.

                                      -4-

<PAGE>

                                  RISK FACTORS

     The shares  offered  hereby are  speculative  and  involve a high degree of
risk. Each  prospective  investor should  carefully  consider the following risk
factors before making an investment decision.

Many of our  titles  have  short  lifecycles  and fail to  generate  significant
revenues.

     The market for our interactive  entertainment  software is characterized by
short  product  lifecycles  and  frequent  introduction  of new  products.  Many
software titles do not achieve  sustained market acceptance or do not generate a
sufficient   level  of  sales  to  offset  the  costs  associated  with  product
development.  A  significant  percentage  of the sales of new  titles  generally
occurs within the first three months  following  their release.  Therefore,  our
continued  profitability  depends  upon our  ability  to  develop  and sell new,
commercially  successful titles and to replace revenues from titles in the later
stages of their lifecycles. Any competitive,  financial,  technological or other
factor which  delays or impairs our ability to  introduce  and sell our software
could adversely affect our future operating results.

A  significant  portion of our  revenues  are derived  from a limited  number of
titles.

     For the year ended October 31, 1999, ten titles accounted for approximately
33.5% of our revenues,  with Grand Theft Auto products  accounting  for 18.7% of
our revenues.  For the  three-month  period ended  January 31, 2000,  ten titles
accounted for approximately 31.2% of our revenues.  Our future titles may not be
commercially  viable.  We also  may not be able to  release  new  titles  within
scheduled  release  times or at all.  If we fail to continue to develop and sell
new,  commercially  successful  titles,  our  revenues  and profits may decrease
substantially.

Our business is dependent on licensing and  publishing  arrangements  with third
parties.

     Our success  depends on our ability to identify and exploit new titles on a
timely basis.  We have entered into agreements with third parties to acquire the
rights to publish  and  distribute  interactive  entertainment  software.  These
agreements  typically  require us to make advance  payments,  pay  royalties and
satisfy other  conditions.  Our advance payments may not be sufficient to permit
developers  to  develop  new  software  successfully.   In  addition,   software
development  costs,  promotion and marketing  expenses and royalties  payable to
software developers have increased  significantly in recent years and reduce the
potential  revenues  derived  from sales of our  software.  Future  sales of our
titles may not be sufficient to recover advances to software developers,  and we
may not have adequate  financial and other  resources to satisfy our contractual
commitments.  If  we  fail  to  satisfy  our  obligations  under  these  license
agreements,  the  agreements  may be  terminated or modified in ways that may be
burdensome to us.

     Our  profitability  depends upon our ability to continue to license popular
properties on commercially  feasible terms. Numerous companies compete intensely
for  properties,  and we may  not be  able  to  license  popular  properties  on
favorable terms or at all in the future.

We  continually  need to develop  new  interactive  entertainment  software  for
various operating systems.

     We depend on third-party  software developers and our internal  development
studios to develop new interactive  entertainment  software  within  anticipated
release  schedules  and cost  projections.  Most of our  titles  are  externally
developed. If developers experience financial difficulties,  additional costs or
unanticipated  development  delays,  we  will  not be  able  to  release  titles
according to our schedule and may incur losses.

                                       -5-

<PAGE>

     The  development  of new  interactive  entertainment  software  is lengthy,
expensive and uncertain. Considerable time, effort and resources are required to
complete  development of our proposed titles. We have in the past and may in the
future experience delays in introducing new titles. Delays, expenses,  technical
problems or difficulties  could force the abandonment of or material  changes in
the development and  commercialization of our proposed titles. In addition,  the
costs  associated with developing  titles for use on new or future platforms may
increase our development expenses.

     The  software  incorporated  into our titles may contain  defects or errors
which do not become apparent until after commercial introduction. Remedying such
errors may delay our plans,  cause us to incur  additional  costs and  adversely
affect our operations.

We are subject to various distribution risks.

     Our  distribution  business  accounts  for a  substantial  portion  of  our
revenues.  Our distribution  operations  require us to: o maintain our operating
margins;

          o    secure  adequate  supplies  of  currently  popular  software  and
               hardware on a timely and competitive basis;

          o    continually turn our inventories; and

          o    maintain effective inventory and cost controls.

     We are  dependent  on  third-party  software  and  hardware  manufacturers,
developers,  distributors  and dealers,  including our  competitors,  to provide
adequate inventories of popular interactive entertainment software to our retail
customers  when needed and on  favorable  pricing  terms.  We  generally  do not
maintain  agreements with suppliers.  Suppliers may sell their software directly
to our retail  customers,  rather than through us, on more favorable  terms than
those provided to us. We have  historically  purchased a significant  portion of
our titles from a limited  number of  suppliers.  If suppliers do not provide us
with competitive  titles on favorable terms without delays, we will be unable to
deliver  titles on competitive  terms to our retail  customers when they require
them.

We may fail to anticipate changing consumer preferences.

     Our business is  speculative  and is subject to all of the risks  generally
associated with the interactive  entertainment software industry, which has been
cyclical in nature and has been  characterized by periods of significant  growth
followed by rapid declines. Our future operating results will depend on numerous
factors beyond our control, including:

          o    the popularity, price and timing of new interactive entertainment
               software   being   released  and   distributed   by  us  and  our
               competitors;

          o    international,   national  and  regional   economic   conditions,
               particularly     economic    conditions    adversely    affecting
               discretionary consumer spending;

          o    changes in consumer demographics;

                                      -6-

<PAGE>

          o    the availability of other forms of entertainment; and

          o    critical reviews and public tastes and preferences,  all of which
               change rapidly and cannot be predicted.

     In  order to plan  for  acquisition  and  promotional  activities,  we must
anticipate and respond to rapid changes in consumer  tastes and  preferences.  A
decline in the  popularity of interactive  entertainment  software or particular
platforms could cause sales of our titles to decline dramatically. The period of
time necessary to develop new game titles, obtain approvals of manufacturers and
produce  CD-ROMs  or game  cartridges  is  unpredictable.  During  this  period,
consumer appeal of a particular title may decrease,  causing  projected sales to
decline.

Rapidly changing technology and potential obsolescence of software and platforms
could harm our operating results.

     The  interactive  entertainment  software  market and the PC and video game
industries in general are associated  with rapidly  changing  technology,  which
leads to software and platform  obsolescence  and  significant  price erosion of
interactive entertainment software. Our titles have been developed primarily for
multimedia  PCs and  video  game  consoles,  including  Nintendo  64 and  Sony's
PlayStation  game console.  Sony recently  introduced the PlayStation 2 in Japan
and plans to  introduce  it in the United  States in  September  2000.  Sega has
introduced  its  Dreamcast  system and each of Microsoft and Nintendo has stated
that it is in the process of developing a new video game platform.  If the sales
rates of multimedia  PCs or video game consoles level off or decline as a result
of the  anticipated  release of new  platforms or other  technological  changes,
sales of our titles developed for these platforms may decrease.

     We devote development and marketing  resources on products designed for new
video game systems that have not yet achieved large  installed  bases. We intend
to release a variety of products for the  PlayStation  2. If that  platform does
not achieve  wide  acceptance  by  consumers,  we will have spent a  substantial
amount of our resources for this  platform  which would have a material  adverse
effect on our business, operating results and financial condition.

     We need to anticipate  technological  changes and continually adapt our new
titles  to  emerging  platforms  to  remain  competitive  in terms of price  and
performance. Our success depends upon our ability and the ability of third-party
developers  to  adapt  software  to  operate  on and to be  compatible  with the
products of original equipment manufacturers and to function on various hardware
platforms  and  operating  systems.  If we  design  titles  to  operate  on  new
platforms,  we may be required to make substantial  development investments well
in advance of platform  introductions,  and we will be subject to the risks that
any new platform  may not achieve  initial or continued  market  acceptance.  In
addition,  our  software  designed  for PCs  must  maintain  compatibility  with
computers,  their operating software and their hardware  accessories.  If we are
unable to develop or adapt  titles to operate on and be  compatible  with future
platforms that achieve market acceptance or to maintain  compatibility  with new
platforms  as  needed,  we will be unable  to offer  titles  that may  appeal to
consumers in the future.

     The  introduction  of new platforms and  technologies  can render  existing
interactive entertainment software obsolete and unmarketable.  We expect that as
more advanced  platforms are introduced,  consumer demand for software for older
platforms will decline. As a result, our titles developed for such platforms may

                                      -7-

<PAGE>

not generate  sufficient sales to make such titles  profitable.  Obsolescence of
software or platforms could leave us with increased inventories of unsold titles
and limited amounts of new titles to sell to consumers.

     A number of software  publishers  who compete with us have developed or are
currently  developing  software for use by consumers  over the Internet.  Future
increases in the availability of such software or technological advances in such
software or the Internet  could result in a decline in  platform-based  software
and impact our sales.  Direct sales of software by major  manufacturers over the
Internet would adversely affect our distribution business.

Returns of our titles may adversely affect our operating results.

     Our  arrangements  with retailers for published titles require us to accept
returns for stock  balancing,  markdowns or defects.  We establish a reserve for
future  returns of  published  titles at the time of sales,  based  primarily on
these return policies and historical return rates, and we recognize revenues net
of returns. We have historically  experienced a return rate of approximately 10%
of gross publishing revenues.

     Our distribution arrangements with retailers generally do not give them the
right to return  titles to us or to cancel  firm  orders,  although we do accept
returns for stock  balancing,  markdowns  and defects.  We  sometimes  negotiate
accommodations  to retailers,  including price  discounts,  credits and returns,
when demand for specific  titles falls below  expectations.  Historically,  less
than 1% of distribution revenues represent write-offs for returns.

     Our sales returns and  allowances  for the years ended October 31, 1998 and
1999 and the three months ended January 31, 2000 were  $13,672,432,  $25,146,691
and  $7,643,905,   respectively.   If  return  rates  significantly  exceed  our
estimates, our operating results will be materially adversely affected.

Our quarterly operating results may vary significantly.

     We have  experienced  and may continue to experience  wide  fluctuations in
quarterly operating results as a result of:

          o    delays in the introduction of new titles;

          o    the size and timing of product and corporate acquisitions;

          o    variations  in sales of titles  designed to operate on particular
               platforms;

          o    development and promotional expenses relating to the introduction
               of new titles, sequels or enhancements of existing titles;

          o    projected and actual changes in platforms;

          o    the timing and success of title introductions by our competitors;

          o    product returns;

          o    the accuracy of retailers' forecasts of consumer demand; and

                                      -8-

<PAGE>

          o    the timing of orders from major customers.

     Sales of our titles are seasonal,  with peak shipments  typically occurring
in the fourth  calendar  quarter  (our fourth and first  fiscal  quarters)  as a
result of increased  demand for  interactive  entertainment  software during the
year-end holiday season.

The interactive entertainment software industry is highly competitive.

     We compete for both  licenses  to  properties  and the sale of  interactive
entertainment  software  with  Sony,  Nintendo  and  Sega,  each of which is the
largest developer and marketer of software for its platforms.  Sony and Nintendo
currently  dominate the industry and have the  financial  resources to withstand
significant price competition and to implement extensive advertising  campaigns,
particularly for prime-time television.  These companies may also increase their
own software development efforts.

     In  addition,  we  compete  with  domestic  public and  private  companies,
international companies,  large software companies and media companies.  Many of
our  competitors  have far greater  financial,  technical,  personnel  and other
resources than we do, and many 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. Our titles also compete with
other forms of entertainment  such as motion pictures,  television and audio and
video cassettes featuring similar themes, on-line computer programs and forms of
entertainment  which  may be less  expensive  or  provide  other  advantages  to
consumers.

     Retailers typically have limited shelf space and promotional resources, and
competition  is  intense  among  an  increasing   number  of  newly   introduced
interactive entertainment software titles 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.

We depend on console manufacturers for supplies of our games.

     We depend on non-exclusive  licenses with Sony,  Nintendo and Sega both for
the right to publish titles for their  platforms and for the  manufacture of our
software designed for use on their platforms.  Our licenses for the PlayStation,
Nintendo  64,  Nintendo  GameBoy and Sega  Dreamcast  platforms  require that we
obtain approval for the publication of new titles on a title-by-title  basis. As
a result, the number of titles we are able to publish for these platforms may be
limited.  If any of these licenses were  terminated,  we would lack  alternative
sources for the manufacture of titles for these platforms and would be unable to
develop and publish software developed for these platforms.

     Each of Sony,  Nintendo and Sega is the sole  manufacturer of the titles we
publish under license from such  manufacturer.  Each platform  license  provides
that the manufacturer may raise prices for the titles at any time and grants the
manufacturer  substantial control over the release of new titles. The relatively
long manufacturing  cycle for  cartridge-based  titles for the Nintendo platform
(from 30 to 45 days)  requires us to accurately  forecast  retailer and consumer
demand for our titles far in advance of sales. Nintendo cartridges are

                                      -9-

<PAGE>

also more expensive to manufacture than CD-ROMs,  resulting in greater inventory
risks for those titles.  Each of these manufacturers also publishes software for
its own platforms and manufactures titles for all of its other licensees and may
choose to give priority to its own titles or those of other publishers if it has
insufficient manufacturing capacity or if there is increased demand.

     These manufacturers may not have sufficient  production capacity to satisfy
our  scheduling   requirements   during  any  period  of  sustained  demand.  If
manufacturers  do not supply us with finished  titles on favorable terms without
delays,  our  operations  could be  materially  interrupted,  and our  operating
results could be adversely affected.

We may not be able to protect  our  proprietary  rights or avoid  claims that we
infringe on the proprietary rights of others.

     We develop  proprietary  software and  technologies  and have  obtained the
rights to publish and distribute software 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. We do not hold any patents or registered copyrights.

     Interactive  entertainment software is susceptible to unauthorized copying.
Unauthorized  third  parties  may be able to copy  or to  reverse  engineer  our
software 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.

     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 software and technologies
and the software and technologies of third-party  developers and publishers with
whom we have  contractual  relations  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.

Our rapid expansion and acquisitions may strain our operations.

     We have  expanded  through  internal  growth and  acquisitions,  which have
placed  and may  continue  to  place a  significant  strain  on our  management,
administrative,  operational,  financial and other resources. We have released a
significant  number of titles on new  platforms,  expanded  our  publishing  and
distribution operations,  increased our advances to developers and manufacturing
expenditures, enlarged our work force and expanded our presence in international
markets.  To successfully  manage this growth, we must continue to implement and
improve our  operating  systems as well as hire,  train and manage a substantial
and increasing number of management,  technical,  marketing,  administrative and
other  personnel.  We may be  unable  to  effectively  manage  rapidly  expanded
operations which are geographically dispersed.

     We have acquired rights to various properties and businesses, and we intend
to continue to pursue opportunities by making selective acquisitions  consistent
with our business strategy.  We may be unable to successfully  integrate any new
personnel,  property  or  business  into our  operations.  If we are  unable  to
successfully  integrate  future  personnel,  properties or  businesses  into our
operations, we may incur significant charges.

                                      -10-

<PAGE>


     Our publishing and distribution  activities require  significant amounts of
capital.  We may seek to obtain  additional debt or equity financing to fund the
cost of continuing expansion.  The issuance of equity securities would result in
dilution to the interests of our stockholders.

A limited  number of  customers  may  account for a  significant  portion of our
sales.

     Sales to our five largest  customers  accounted  for  approximately  22.4%,
24.5% and 23.5% of our  revenues  for the years ended  October 31, 1998 and 1999
and the three months ended January 31, 2000. The loss of our relationships  with
principal  customers or a decline in sales to principal customers could harm our
operating results.

We have significant outstanding indebtedness and have granted security interests
to debtholders.

     We have incurred substantial  indebtedness in order to finance our expanded
operations.  As of January 31, 2000, $60,000,000 was outstanding under a line of
credit agreement between us and a group of lenders led by Bank of America, N.A.,
as agent.  This line of credit  provides for  borrowings  of up to  $75,000,000.
Borrowings under the line of credit with Bank of America are  collateralized  by
our accounts receivable,  inventory, equipment, general intangibles,  securities
and  other  personal  property,  including  the  capital  stock of our  domestic
subsidiaries. The loan agreement contains certain financial covenants and limits
or prohibits us,  subject to certain  exceptions,  from declaring or paying cash
dividends,  merging or consolidating  with another  corporation,  selling assets
(other than in the ordinary  course of business),  creating  liens and incurring
additional indebtedness. If we default on our obligations, the banks could elect
to declare our indebtedness to be due and payable and foreclose on our assets.

We are dependent upon our key executives and personnel.

     Our success is largely  dependent  on the  personal  efforts of certain key
personnel.  The loss of the services of one or more of these key employees could
adversely affect our business and prospects.  Our success is also dependent upon
our  ability  to hire and  retain  additional  qualified  operating,  marketing,
technical and financial  personnel.  Competition for qualified  personnel in the
computer  software  industry is intense,  and we may have  difficulty  hiring or
retaining  necessary  personnel  in the  future.  If we fail to hire and  retain
necessary personnel as needed, our business will be significantly impaired.

Rating systems for interactive entertainment software, potential legislation and
consumer opposition could inhibit sales of our products.

     The home video game industry requires  interactive  entertainment  software
publishers to provide consumers with information relating to graphic violence or
sexually explicit material contained in software titles.  Certain countries have
also  established   similar  rating  systems  as  prerequisites   for  sales  of
interactive  entertainment software in such countries. We believe that we comply
with such rating  systems and display the ratings  received for our titles.  Our
software titles generally  receive a rating of "G" (all ages) or "T" (age 13 and
over), although certain of our titles receive a rating of "M" (age 18 and over),
which may limit the potential markets for these titles.

     Several  proposals  have been made for federal  legislation to regulate the
interactive  entertainment  software,  motion picture and recording  industries,
including  a  proposal  to  adopt  a  common  rating   system  for   interactive
entertainment  software,  television and music containing  violence and sexually
explicit  material.

                                      -11-

<PAGE>

Consumer  advocacy  groups have also opposed sales of interactive  entertainment
software  containing graphic violence and sexually explicit material by pressing
for  legislation  in these areas and by engaging  in public  demonstrations  and
media campaigns.  If any groups were to target our titles,  we might be required
to significantly change or discontinue a particular title. In addition,  certain
retailers,  such as WalMart,  Kmart,  Sears and Target Stores,  have declined to
sell interactive  entertainment software containing graphic violence or sexually
explicit  material,  which also limits the potential  markets for certain of our
games.

We are subject to credit and collection risks.

     Our sales are typically made on credit, with terms that vary depending upon
the customer and the demand for the particular  title being sold. We do not hold
any collateral to secure payment by our customers.  As a result,  we are subject
to credit risks, particularly in the event that any of our receivables represent
sales to a limited number of retailers or are  concentrated in foreign  markets.
If we are unable to collect on accounts  receivable  as they become due and such
accounts are not covered by insurance,  it could adversely  affect our financial
condition. Our accounts receivable,  less an allowance for doubtful accounts and
product returns, at January 31, 2000 were $95,442,481.

We are subject to risks and uncertainties of international trade.

     Sales in international  markets,  primarily in the United Kingdom and other
countries  in Europe and the  Pacific  Rim,  have  accounted  for an  increasing
portion of our  revenues.  For the years ended October 31, 1998 and 1999 and the
three months ended January 31, 2000,  sales in international  markets  accounted
for  approximately  21.6%,  34.6% and 33.9% of our  revenues.  We are subject to
risks inherent in foreign trade, including:

          o    increased credit risks;

          o    tariffs and duties;

          o    fluctuations in foreign currency exchange rates;

          o    shipping delays; and

          o    international  political,  regulatory and economic  developments,
               all of  which  can have a  significant  impact  on our  operating
               results.

     Sales in France and Germany are made in local currencies.  We do not engage
in foreign currency hedging transactions.

          Additional Risk Factors Relating to our Broadband Operations:

Our lack of relevant operating history in providing  broadband  technologies and
content makes it difficult to evaluate and forecast this business.

     We have no relevant operating history in providing interactive  multiplayer
gaming  technologies  and content over  broadband  networks.  We expect that our
revenues for the  foreseeable  future will be derived from sales of our packaged
software through traditional retail channels. As a result, forecasting operating
results  for  our  broadband  technologies  and  content  is  difficult.  If our
broadband technologies and content do not achieve

                                      -12-

<PAGE>

or sustain wide market  acceptance,  our business could be materially  adversely
affected. In addition, both Rockstar and Pixel have limited operating histories,
and we may not be able to successfully integrate the operations of these diverse
businesses.

The implementation of our broadband business plans may not be successful.

     Our broadband  operations and prospects will be largely  dependent upon our
ability to establish  and maintain  satisfactory  relationships  with  broadband
service  providers and successfully  develop and  commercialize  our interactive
multiplayer  content and technologies.  We have limited experience in developing
and commercializing  broadband content and enabling technologies and there is no
information available concerning our technology's potential performance.  We may
not  successfully  implement  our  business  plan  and  unanticipated  expenses,
problems  and  technical  difficulties  may  result  in  material  delays in its
implementation.

We have no experience with broadband content applications and may not be able to
operate this business effectively.

     Offering games for broadband  applications is a substantial  departure from
our  traditional  business  of  selling  packaged  software  games.  The  profit
potential of our business  model is unproven.  We anticipate  employing  various
pricing  models,  including  subscription  and  "pay-for-play"  fees. We have no
experience  with developing  optimal  pricing  strategies for our content and no
experience  in  "pay-for-play"  pricing or in securing  advertising  revenue for
broadband services,  and we have not conducted any product or marketing tests or
market feasibility studies. Similarly, we have no experience in predicting usage
patterns for our games.  Because of our inexperience in this area, we may not be
effective in achieving  success that may otherwise be  attainable  from offering
our games over broadband networks.

We expect to incur  significant  expenses in our  Broadband  Studios  subsidiary
which may result in losses.

     We  expect  to  incur   significant   expenses  in  our  Broadband  Studios
subsidiary,  which may result in losses as we develop our broadband business. We
cannot be certain  that we will  produce  sufficient  revenues  from the sale of
packaged  software  products to support the  significant  costs  associated with
ongoing broadband content and technology development. Any losses could adversely
affect our financial condition and future operating results.

                                      -13-

<PAGE>

Our  technology  is  unproven  and we  are  subject  to  risks  associated  with
developing our broadband platform and products.

     Although we have completed  development of our multiplayer  gaming platform
and other  technologies,  which we believe  perform the principal  functions for
which they have been designed,  our platform has not yet been  commercialized or
tested by potential broadband service providers.  The ability of our platform to
connect and manage a substantial  number of subscribers and interactive  devices
at high transmission  speeds is unknown.  We face  uncertainties  related to our
platform's  ability to be scaled to potentially  significant  subscriber  levels
while maintaining superior  performance.  As a result, there can be no assurance
that upon commercial introduction,  our platform will satisfactorily perform all
of the  functions  for which it has been  designed,  that it will be reliable or
scale in extensive  broadband  applications,  that our platform or products will
satisfy current price or performance objectives or that unanticipated  technical
or other  problems  will not  occur  that  would  result in  increased  costs or
material  delays in product  development or  commercialization.  Technologies as
complex as those  incorporated  into our platform  may contain  errors that only
become apparent  subsequent to widespread  commercial use. Remedying such errors
could delay our plans and cause us to incur additional  costs. In addition,  our
success  will  depend  upon our ability to adapt our  platform  and  products to
operate  on and to be  compatible  with the  operating  systems  of  third-party
broadband  networks and successfully  develop and introduce  interactive  gaming
content with multiplayer  capabilities on a timely and cost-effective  basis. We
may not be able to  successfully  adapt our  technologies  to  operate on and be
compatible  with the  products  and  systems of  third-party  broadband  network
operators or successfully introduce gaming content on a timely basis or at all.

We will require significant capital to fund product development and other needs.

     Because our  broadband  business is at an early stage,  we must continue to
make significant investments in the development of our technologies and products
and hire new  personnel  rapidly in  anticipation  of  potential  growth in such
business.   We  will  require   substantial   funds  to  continue  to  fund  our
infrastructure investment, product and technology development,  marketing, sales
and other working capital  requirements.  We may seek to obtain equity financing
for Broadband Studios in private and public markets.  Funds may not be available
at the time or times needed, or on terms acceptable to us. If adequate funds are
not available,  or are not available on acceptable  terms, we may not be able to
continue  to  develop  new  products  and  services  or  otherwise   respond  to
competitive  pressures.  Such inability could have a material  adverse effect on
our business, operating results and financial condition.

We will rely on broadband service operators to provide our content.

     We plan to obtain access to subscribers  through  agreements with broadband
service  providers.  We do not currently  have any  agreements  with any service
providers.  The  process of  identifying  and  establishing  relationships  with
service  providers,  entering  into  contractual  arrangements  and adapting our
technologies to operate on such broadband networks is lengthy and uncertain.  We
may not be successful in entering into any contracts with third  parties.  If we
are able to establish satisfactory relationships with service providers, we will
rely on our partners in many areas, including marketing to potential subscribers
and  subscriber  billing and  collection.  If we fail to establish  and maintain
these  relationships or if our partners do not perform to our expectations,  our
ability to provide our content to potential  subscribers  and generate  revenues
will be materially  adversely affected.  Our ability to derive revenues from our
content also will be dependent upon the ability of third-party service providers
to support a highly complex network  infrastructure and avoid damage from fires,
earthquakes,  hurricanes,  floods,  power losses,  telecommunications  failures,
unauthorized  access,

                                      -14-

<PAGE>

computer viruses and other disruptive  problems,  and continually  upgrade their
network capacity to accommodate increasing numbers of subscribers and data.

We face significant  competition that may limit our ability to gain market share
and harm our financial performance.

     The  emerging  markets  for  consumer   broadband   content  are  extremely
competitive.  We expect that competition  will intensify in the future.  Console
and PC game  publishers  including  Microsoft,  Sony,  Nintendo,  Sega,  Hasbro,
Mattel,  Electronic Arts, Acclaim, GT Interactive,  Interplay and Eidos are each
developing  individual  online games and games with online  components  accessed
through PCs. Sony (including the online divisions of Sony  Entertainment)  has a
broad  collection  of online  game  offerings,  which  includes  Everquest,  and
Electronic Arts has established an online gaming division, which features Ultima
Online. Each of these competitors may compete with us for subscription sales.

     We will also  compete  with  general  purpose  consumer  web sites  such as
Yahoo!,  Excite,  Lycos, and Microsoft  Network.  Many of these Internet portals
offer gaming sites such as Yahoo Games  Channel,  Excite  Games  Channel,  Lycos
Games  Channel,  and Microsoft  Gaming Zone.  Although most of the game areas of
these  portals  have  attained  modest  reach,  their key  placement on powerful
portals makes them potentially  significant competitors for gaming subscriptions
as well.

     Our  competitors  have  substantially  greater  financial,   technical  and
marketing resources,  established  subscriber bases, longer operating histories,
greater name  recognition and  established  relationships  with  advertisers and
content and applications  providers than we. We expect that these companies will
compete with us for strategic  relationships  with potential  broadband  service
providers. Furthermore, many of our competitors are offering, or may soon offer,
technologies that will compete with some or all of our technologies.  We may not
compete  successfully  against current or future competitors and the competitive
pressures  we face may  materially  adversely  affect  our  business,  operating
results or financial condition.

We will depend on the  continued  growth of broadband  access  technologies  and
consumer   acceptance  of  high-quality,   high-speed   broadband   content  and
applications.

     Our broadband business is unlikely to be successful if the use of broadband
access and applications  does not continue to increase.  Broadband service is an
emerging  business  with a short  operating  history.  The  ultimate  demand for
broadband service is subject to a high degree of uncertainty. A key component of
our  strategy  is to provide  compelling  interactive  content.  Our  success in
providing  and  aggregating  such content and  applications,  and our success in
charging a premium for our  service,  is dependent on the ability of content and
applications providers to create and support high-quality,  high-speed broadband
applications and our ability to aggregate content and applications  offerings in
a  manner  that  users  find  compelling.  We may  not be  successful  in  these
endeavors.  The market for high-quality broadband content and applications is at
an early stage of development and is rapidly evolving,  and there is significant
competition   among  network   operators  for   aggregating   such  content  and
applications.  If the  market  fails  to  develop  as  expected  or  competition
increases,  or our content and applications  offerings do not achieve or sustain
market acceptance, our business,  operating results and financial condition will
be materially adversely affected.

We cannot predict the acceptance and maintenance of the Rockstar Games brand.

     The continued  development  of the Rockstar Games brand is important to our
future  success.  We believe  that we must  establish  and maintain the Rockstar
Games  brand  and  attract  and  expand a  significant

                                      -15-

<PAGE>

consumer and broadband subscriber base. The Rockstar Games brand could be eroded
by  failure  to develop  and  maintain  content  that  appeals  to the  evolving
preferences of our audience. The inability to establish or maintain the Rockstar
Games brand  successfully,  or the incurrence of excessive expense in an attempt
to promote and maintain our brand,  could  materially  and adversely  affect our
business, operating results and financial condition.

Our success depends on the successful development of new technologies,  services
and features.

The markets for our enabling technologies and content are characterized by rapid
technological  developments,  frequent new product and service introductions and
evolving industry standards.  The emerging nature of these products and services
and  their  rapid  evolution  will  require  that  we  continually  improve  the
performance,   features  and  reliability  of  our  content  and   technologies,
particularly  in  response  to  offerings  of new  products  or  services by our
competitors.  Technological  change and evolving industry  standards,  which may
render our technologies and products noncompetitive or obsolete.

                     Risk Factors Relating to this Offering:

The market price of our common stock may be volatile.

     The market price of the common stock may be highly volatile. Disclosures of
our operating results,  announcements of various events by us or our competitors
and the  development  and  marketing  of new titles  affecting  the  interactive
entertainment  software  industry may cause the market price of the common stock
to change  significantly  over short periods of time. Sales of shares under this
prospectus may have a depressive effect on the market price of our common stock.

Future  sales of shares of our common stock could affect the market price of our
common stock and our ability to raise additional capital.

     We have previously  issued a substantial  number of shares of common stock,
which are  eligible  for resale  under Rule 144 of the  Securities  Act, and may
become freely tradeable.  We have also granted  registration rights with respect
to a substantial  number of shares of common stock,  including  shares  issuable
upon the exercise of options and  warrants.  If holders of  registration  rights
choose to exercise  such  rights and sell  shares of common  stock in the public
market, or if holders of currently  restricted shares choose to sell such shares
in the public market under Rule 144, the prevailing  market price for the common
stock may decline.  Future  public sales of shares of common stock may adversely
affect the  market  price of our  common  stock or our  future  ability to raise
capital by offering equity securities.

                                      -16-

<PAGE>

                                 USE OF PROCEEDS

     We will not  receive  any  proceeds  from the sale of shares by the selling
stockholders. We have agreed to pay the expenses of this offering.

                              SELLING STOCKHOLDERS

     The  following  table sets forth  certain  information  with respect to the
selling   stockholders.   Except  as  set  forth  below,  none  of  the  selling
stockholders  has ever  held any  position  or  office  with us or had any other
material relationship with us.

<TABLE>
<CAPTION>
                              Beneficial Ownership                                            Percentage of
                                 of Shares of                                                     Shares
Selling Stockholder              Common Stock       Shares to be Sold    Shares Owned After    Owned After
-------------------           Prior to Offering      in the Offering        the Offering       the Offering
                              ------------------     ---------------        ------------       ------------
<S>                               <C>                    <C>                <C>                  <C>
Broadband Solutions,              2,561,245              793,986            1,767,259            5.9%
Inc.
George Robinson                     442,637              442,637                 --               --
Electronic Arts                     167,922              167,922                 --               --
Fiduciaria Orefici SpA               30,000               30,000                 --               --
Carmignac Gestion                    60,000               60,000                 --               --
Etna Finance                         10,000               10,000                 --               --
Leven Gestion                        10,000               10,000                 --               --
Victoire Sirius                      35,000               35,000                 --               --
Pierre Charon Gestion                20,000               20,000                 --               --
Unibank                             150,000              150,000                 --               --
Morgan Stanley & Co.                 20,000               20,000                 --               --
Saudi International                  40,000               40,000                 --               --
Bank
Concorde Special                     10,000               10,000                 --               --
Situation Investment
Fund II
Meriken Nominees I                   25,000               25,000                 --               --
Ltd.
Tiburon Asset                        20,000               20,000                 --               --
Management LLC
Michael Wilson                      227,277                5,055              222,222            0.4%
</TABLE>

     This table assumes the sale of all of the shares offered.

                                      -17-

<PAGE>

     According  to  Schedule  13G  filed  by  Broadband  Solutions,   Inc.,  the
stockholders  of  Broadband  Solutions  are The  Bulrush  Trust and The Elm Tree
Trust,  each of which owns 50% of  Broadband  Solutions.  Ramy Weitz is the sole
beneficiary  of The Bulrush Trust and Guy Poran is the sole  beneficiary  of The
Elm Tree Trust. Mr. Weitz is the President of our Broadband Studios  subsidiary.
Messrs.  Weitz and Poran have reported shared voting and dispositive  power over
the shares held by Broadband Studios.

     Broadband  Solutions  has agreed not to sell 384,187 of the 793,986  shares
registered for sale until September 14, 2000.

                                      -18-

<PAGE>

                              PLAN OF DISTRIBUTION

     We are  registering  shares of our  common  stock with this  prospectus  on
behalf of the selling  stockholders.  All references to selling  stockholders in
this  prospectus  include  donees and  pledgees  selling  shares of common stock
received from a named selling stockholder after the date of this prospectus.  We
have  agreed to pay all  expenses in  connection  with the  registration  of the
shares  of  common  stock  for sale by the  selling  stockholders.  The  selling
stockholders  will bear all brokerage  commissions and similar selling expenses,
if any,  attributable to sales of their shares.  Sales of shares may be effected
by  the  selling  stockholders  from  time  to  time  in one or  more  types  of
transactions,  any of which may involve crosses and block transactions,  made on
Nasdaq, in the over-the-counter  market, on a national securities  exchange,  in
privately  negotiated  transactions  or  otherwise or in a  combination  of such
transactions at prices and at terms and market prices  prevailing at the time of
sale  or at  privately  negotiated  prices.  These  transactions  may or may not
involve brokers or dealers.

     Without limiting the generality of the foregoing, the shares may be sold in
one or more of the following types of  transactions:  (a) a block trade in which
the  broker-dealer  so engaged  will attempt to sell the shares as agent but may
position  and  resell a portion  of the block as  principal  to  facilitate  the
transaction; (b) purchases by a broker or dealer as principal and resale by such
broker or dealer for its account  pursuant to this  prospectus;  (c) an exchange
distribution  in  accordance  with the  rules  of such  exchange;  (d)  ordinary
brokerage transactions and transactions in which the broker solicits purchasers;
and (e)  face-to-face  transactions  between  sellers and  purchasers  without a
broker-dealer.  In effecting  sales,  brokers or dealers  engaged by the selling
stockholders  may arrange  for other  brokers or dealers to  participate  in the
resale.  In addition,  any shares covered by this  prospectus  which qualify for
sale  pursuant  to  Section  4(1) of the  Securities  Act of  1933  or Rule  144
promulgated thereunder may be sold under such provisions rather than pursuant to
this prospectus.

     In connection with  distributions  of the shares or otherwise,  the selling
stockholders  may  enter  into  hedging  transactions  with  broker-dealers.  In
connection with such  transactions,  broker-dealers may engage in short sales of
the shares  registered in this prospectus in the course of hedging the positions
they assume with selling  stockholders.  The selling  stockholders may also sell
shares  short and  deliver  the  shares to close out such short  positions.  The
selling  stockholders  may also enter  into  option or other  transactions  with
broker-dealers  which  require the delivery to the  broker-dealer  of the shares
registered in this prospectus,  which the  broker-dealer  may resell pursuant to
this prospectus.  The selling stockholders may also pledge the shares registered
in this  prospectus to a broker or dealer,  and,  upon a default,  the broker or
dealer may effect sales of the pledged shares pursuant to this prospectus.

     Brokers or dealers may  receive  compensation  in the form of  commissions,
discounts or concessions  from selling  stockholders in amounts to be negotiated
in  connection  with  sales.  Such  brokers  or  dealers  may  be  deemed  to be
"underwriters"  within the meaning of the  Securities Act of 1933. In this case,
any commissions,  discounts or concessions  received by  broker-dealers  and any
profit on the resale of the shares sold by them may be deemed to be underwriting
discounts or commissions  under the Securities Act of 1933.  Compensation  to be
received by broker-dealers and retained by the selling stockholders in excess of
usual and customary commissions, will, to the extent required, be set forth in a
supplement  to this  prospectus.  Any  dealer  or  broker  participating  in any
distribution of the shares may be required to deliver a copy of this prospectus,
including any supplements, to any person who purchases any of the shares from or
through such dealer or broker.

     During  such time as they may be  engaged in a  distribution  of the shares
included in this  prospectus,  the selling  stockholders  are required to comply
with  Regulation M promulgated  under the Securities  Exchange Act of 1934. With
certain  exceptions,   Regulation  M  precludes  any  selling  stockholder,  any
affiliated  purchasers and any broker-dealer or other person who participates in
such  distribution  from bidding for or purchasing,  or attempting to induce any
person  to bid  for or  purchase  any  security  which  is  the  subject  of the
distribution until

                                      -19-

<PAGE>

the entire  distribution  is complete.  Regulation M also  prohibits any bids or
purchases made in order to stabilize the price of a security in connection  with
the  distribution  of  that  security.  All  of the  foregoing  may  affect  the
marketability of our common stock.

     It is possible that a  significant  number of shares may be sold under this
prospectus. Accordingly, these sales or the possibility of such sales may have a
depressive effect on the market price of our common stock.

                                 INDEMNIFICATION

     The General  Corporation Law of the State of Delaware  contains  provisions
permitting  our  directors  and officers to be  indemnified  against  judgments,
fines, amounts paid in settlement and reasonable expenses,  including attorneys'
fees,  as the result of an action or proceeding in which they may be involved by
reason of having been a director or officer.  Our  Certificate of  Incorporation
includes a provision  that limits the personal  liability of our directors to us
or our  stockholders  for  monetary  damages  arising  from a  breach  of  their
fiduciary  duties as directors to the fullest extent now or hereafter  permitted
by the Delaware  General  Corporation Law. This provision does not prevent us or
our stockholders from seeking equitable  remedies,  such as injunctive relief or
recision. If equitable remedies are found not to be available to stockholders in
any  particular  case,  stockholders  may not have any effective  remedy against
actions taken by directors that constitute negligence or gross negligence.

     Our  Certificate  of  Incorporation  provides  that we shall  indemnify our
officers and directors to the maximum  extent  permitted from time to time under
the Delaware General  Corporation Law and requires us to advance expenses to any
director or officer to the extent that such  indemnification  and advancement of
expenses is permitted  under such law, as it may from time to time be in effect.
In  addition,  our  By-laws  require  us to  indemnify,  to the  fullest  extent
permitted by law, any director,  officer,  employee or agent for acts which such
person reasonably believes are not in violation of our corporate purposes as set
forth in our  Certificate of  Incorporation.  At present,  the Delaware  General
Corporation  Law provides that, in order to be entitled to  indemnification,  an
individual  must have acted in good  faith and in a manner he or she  reasonably
believed to be in or not opposed to our best interests.

     Insofar as indemnification against liabilities arising under the Securities
Act of 1933 may be permitted to directors,  officers and persons  controlling us
pursuant to the foregoing provisions or otherwise,  we have been advised that in
the  opinion  of the SEC  such  indemnification  is  against  public  policy  as
expressed in the Securities Act and is therefore unenforceable.

                                  LEGAL MATTERS

     Blank Rome Tenzer  Greenblatt  LLP of New York, New York will pass upon the
validity of the shares of common stock being offered with this prospectus.


                                     EXPERTS

     The financial  statements  incorporated  in this prospectus by reference to
the Annual  Report on Form 10-K for the year ended October 31, 1999 have been so
incorporated   in  reliance  on  the  report  of   PricewaterhouseCoopers   LLP,
independent  accountants,  given on the  authority  of said firm as  experts  in
accounting and auditing.

                                      -20-

<PAGE>

     The financial  statements of Jack of All Games, Inc. as of and for the year
ended  December  31, 1997 have been  included  in  reliance  upon the reports of
Aronowitz,  Chaiken & Hardesty,  LLP,  given upon the  authority of that firm as
experts in accounting and auditing.

                                      -21-

<PAGE>

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      We have not authorized any dealer, salesperson or any other person to give
any  information or to make any  representations  other than those  contained in
this prospectus. You must not rely on unauthorized information.  This prospectus
does not offer to sell or solicit an offer to buy securities in any jurisdiction
in which it is unlawful.  Neither the delivery of this  prospectus  nor any sale
made under this  prospectus  shall imply that the information in this prospectus
is correct as of any time after the date of this prospectus.

                                 --------------
                                TABLE OF CONTENTS

                                                                            Page
Where You Can Find More Information .......................................    2
Forward Looking Statements ................................................    2
About Take-Two Interactive Software, Inc. .................................    3
Recent Developments .......................................................    3
Risk Factors ..............................................................    5
Use of Proceeds ...........................................................   17
Selling Stockholders ......................................................   17
Plan of Distribution ......................................................   19
Indemnification ...........................................................   20
Legal Matters .............................................................   20
Experts ...................................................................   20

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                                  Common Stock




                       TAKE-TWO INTERACTIVE SOFTWARE, INC.



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                                   PROSPECTUS
                                 --------------





                                  June 5, 2000





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