Here is an excerpt from the November/December 1983 Milton Bradley News (Volume XIII, Number 10) which is a small paper "Published monthly for the employees of Milton Bradley Company and its subsidiaries." [Picture of James J. Shea, Jr. omitted] The President's Message ________________________________________________ During the past two years, the toy industry, exclusive of video games, has experienced a decline in sales. The video game category, which, in 1982 represented 31% of the entire toy industry, reached 2.1 billion in sales, domestically. This category is expected to experience a dollar decline in 1983. The non-video portion of the toy industry is also expected to show a further decline as a result of the impact that video games and personal computers have had in the leisure time field. The unprecedented growth enjoyed by video games in the past two years has been the most important external factor negatively impacting Milton Bradley Company's performance during that period. The recent recession, which started in the fourth quarter of 1981 and continued through the first quarter of 1983, also had a dramatic effect on consumer buying habits which resulted in fewer toys and games being purchased per family in favor of gift giving of a more practical nature, such as clothing. The third factor impeding Milton Bradley's profitable growth was the impact that a strengthening U.S. dollar had on our international business which, in effect, reduced a composite growth of nearly 20%, compounded per year in the years 1981 and 1982, to 2% when translated from foreign currency to the U.S. dollar. Management had elected in 1978, after perfecting its own video game console, not to participate in the video market due to what we felt at the time would be high-risk with questionable reward, and put its emphasis on non-video electronic games. The loss in popularity of non-video electronics, which started to manifest itself in 1981, caused management to reassess its previous position of not participating in video games and, in August 1982, Milton Bradley Company purchased General Consumer Electronics, a newly formed company that had a unique game console with a self-contained screen and cartridges whose play simulated the play experienced in video arcades. Management viewed this product as a niche market opportunity, domestically, recognizing that the higher cost to manufacture this unit would place it in the upper price range of video game console offerings. At the same time, a self-contained video screen was attractive for European countries where most households had only one television set. In order to become further involved in the video game segment while, at the same time minimizing our financial risk, we entered into agreements with Atari and Texas Instruments to develop game software on a royalty basis and to manufacture a peripheral for the game console on an O.E.M. basis which would permit the use of voice and voice recognition. These strategies, adopted by the company, did not anticipate the oversupply of video game consoles and low-end personal computers that was to follow. I am sure that I need not elaborate on the present state of the video game and personal computer markets in the U.S. today. These market conditions saw a personal computer being sold in mid 1983 at on-third of its price in the summer of 1982, and video game consoles selling at less than one-half of what they were offered for at the beginning of 1982. As a result, GCE was forced to reduce its price of /Vectrex/ in an attempt to be competitive, to a price that was less than the cost realized to manufacture these products. These industry-wide price reductions also resulted in our developing a voice recognition and synthesis peripheral at a price which, in todays' market, is more than the price of the main console. The pricing of the peripheral and console overshadows that attractiveness of this innovative development and ultimately was the cause of the Atari and Texas Instruments abandoning their agreement to purchase and distribute this peripheral with accompanying cartridges. Our GCE subsidiary found it extremely difficult to obtain placement of /Vectrex/ due to a heavy inventory of other manufacturers' consoles and cartridges at year end 1982 which extended into 1983. /Vectrex/ is in limited distribution which lessens the opportunity to advertise and promote this product in the marketplace. Domestically, orders for conventional games are running 10% behind those of last year. The reduced sales reflect the loss in popularity of arcade-type board games introduced in 1982, and the maturing of the licensed property "Smurfs." Consumer offtake of our conventional games during the first six months of 1983, was running ahead of that of a year ago with some exceptions. The trade, however, was taking a very cautions position in the stocking of these games as they anticipated closeout video game cartridge promotions at prices lower than or equal to conventional games, which would have a negative impact on this category. It is therefore unlikely that our game division will enjoy the same rate of sale that it did in 1982. There is some indication that the loss of conventional game popularity is levelling off as the video game market matures. Non-video electronic games, as mentioned earlier, continue to lose popularity and we anticipate that domestic sales of non-video electronic games will be down $15,000,000 from those of a year ago. While these games are basically sound, the consumer prices is higher than video game cartridges available in the marketplace. Our preschool division, Playskool, is enjoying an excellent year. Orders are substantially ahead of those of a year ago and several new item introductions are in an oversold position due to high demand and production capacity restrictions. Playskool is also benefiting from improving demographics and a more optimistic consumer attitude due to an improving economy. International operations are enjoying increased sales over those of the previous year but are substantially under budget. European economics have not recovered from the recession and retailers are buying from hand-to-mouth. The consumers low level of confidence and restricted buying reflects the high unemployment, high interest rates and government austerity programs in most foreign countries. Video games have note enjoyed the same degree of popularity in Europe as they have in the United States. Even at these lower levels of penetration, however, video games and their accompanying game cartridges are competing with basic games. We expect that, as the installed base for video games increases, there will be a further negative impact on conventional game sales in the European market. Our European subsidiaries are selling the /Vectrex/ system and the incremental sales from this product category represent the greater part of the sales increase enjoyed by our international division. Milton Bradley Company will experience a loss for the fourth quarter and year in 1983. The drop in earnings is primarily due to the losses we are experiencing from our GCE subsidiary. There are other factors, however, contributing to the poor showing in 1983. We also anticipate a loss by MB Electronics in the non-video electronic game area as a result of lower sales than had been anticipated in this category in addition to writeoffs of non-video electronic products. The lower sales of conventional games will also contribute to the decline in earnings in this category. Our Playskool subsidiary will enjoy improved earnings over those of last year as a result of a significant increase in sales and improving profit margins. The spectacular growth in consumer electronics over the past two years has represented a serious challenge to the toy industry, particularly those manufacturers whose products are directed to boys between the ages of eight and 14. Consumer dollars have been diverted from these traditional toys and games to the video sector. The speed with which this has taken place has given the industry little time to react positively to this challenge. Some game and toy companies have begun the manufacturing and sale of video game software using promotional properties, where possible, in an attempt to perpetuate growth and offset decline sales in basic toy categories. Short-term, it is questionable whether this strategy will prove profitable. The current marketplace is overcrowded with unwanted game cartridges. Industry sources placed this excess inventory at 20,000,000 to 30,000,000 units at mid-year. These cartridges are being offered at greatly reduced prices that, in some instances, are less than their manufacturing cost. Already there are numerous companies that have left the marketplace due to inferior products and an overabundance of game software available for the various game and home computer consoles. There is little question that, in the long run, the software market, particularly in the areas of entertainment and education, will become a profitable business for some. For the present, however, it is questionable whether a company can operate profitably due to the necessity of offering the trade stock balancing, (the free replacement of slow moving cartridges), and spending large amounts of money to promote their video games to compete in a marketplace where there are some 20,000 titles from which to choose. Milton Bradley Company expects that the year 1984 will show considerable improvement over the year just ending. Our game division will assume the responsibility for selling /Vectrex/ in 1984 and GCE's office in Santa Monica, California will be closed by year end. Indications are positive that the consumer is retuning to conventional games while the popularity of video games is beginning to noticeably decline. It is management's belief that conventional games will not experience the decline that has been characteristic of the past two years. Also, Milton Bradley Company's game division will introduce new toy products in addition to conventional games and puzzles in 1984. In international markets, we believe that the recessionary environment will show gradual improvement during the year 1984 which will result in a modest increase in our international operations. In 1984, Playskool will continue to enjoy accelerated growth due to improving demographics as well as exciting new item introductions for 1984. In the immediate future, Milton Bradley Company will continue its involvement in the electronics area and will be identifying opportunities in this area that have a potential for profitable growth. Milton Bradley Company's strength in the past has been the dedicated spirit of its employees. We will continue to rely on this valuable resource in the years ahead. James J. Shea, Jr. Chairman of the Board, President and Chief Executive Officer