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Vintage 1960s and 1970s Games
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By the middle of the 20th century, the ancient tradition of playing board games had managed to survive the inventions of film, radio, and television. In fact, in the 1950s, many of the most popular board games of the day, even those tied to TV...
By the middle of the 20th century, the ancient tradition of playing board games had managed to survive the inventions of film, radio, and television. In fact, in the 1950s, many of the most popular board games of the day, even those tied to TV shows, movies, and comic strips, were still based on the same two-dimensional 63-tile track used in the Italian game of Goose, which was invented in the 1500s.
In the 1970s, though, board games faced an entirely new threat to their existence: The video game. When the first coin-operated arcade games were introduced in 1971 (the failed Computer Space) and 1972 (a sensation called Pong), toy and game designers had to consider how to keep consumers interested in the tradition of family game night.
Fortunately, board games had been evolving throughout the 1960s, thanks to the radical innovations of Marvin Glass and the Ideal Toy Corporation. Together, they introduced a series of board games that involved 3D plastic devices that used gravity, balance, and spring action—the 1963 Rube Goldberg-like Mouse Trap is easily the most famous of these. In 1966, Milton Bradley followed up with Twister, the first-ever board game to use the human body as the player’s pieces.
While Glass’ quirky creations—like the 1970 haunted house game Which Witch?, with its fun “whammy ball” action—were still popular as the decade dawned, game makers soon had to consider how to incorporate new electronic technology into their products to make board games even more enticing. One of the earliest electronic board games was Voice of the Mummy, which required players to race around a Mummy’s sarcophagus. If a player landed on a “Mummy’s-voice” space, a recorder hidden inside the game’s plastic tomb would drone a message of doom. The sequel, Séance, featuring “The Voice From the Great Beyond,” debuted in 1972.
Mattel, too, got in on the electronic-game action in 1972, with the release of its Talking Football game. It required players to manipulate 13 tiny plastic records, each the size of a cookie, that ran through football plays like a long pass or off-tackle run on the A side, and then six possible defenses on the B side, all of which would be acted out by players on the board. Dick Enberg, then the radio announcer for the Los Angeles Rams, narrated the action, shouting “Great play!” as a recorded crowd cheered. By 1977, Mattel’s Football game had become a handheld electronic device.
That same year, Atari debuted its wildly popular 2600 home video-game console and Apple released its user-friendly home computer, the Apple II. Against this backdrop, Milton Bradley finally unveiled Simon, its first all-electronic game. Simon, which could fit in one player’s lap and also be played by four people sitting around a card table, was inspired by the old parlor game Simon Says. This version of Simon Says required players to copy a pattern of electronic tones and lights generated by the device.
Simon was an instant hit. No wonder, then, that Milton Bradley immediately followed Simon with 1977’s Brain Waves, a “light-up fake-out strategy game,” and 1978’s Laser Attack, which was more than likely inspired by the monster success of the 1977 film Star Wars and its laser-like light sabers. But Simon remained Milton Bradley’s top-selling product and by 1980 it was leading the company’s electronic line that made up 30 percent of its sales, which had reached a record-breaking $360 million annually.
Naturally, other companies wanted a piece of the electronic action. Ideal imitated Simon with its 1979 game Maniac, while Parker Brothers introduced Electronic Cops and Robbers with an “electronic crime scanner” that same year. Ideal’s Electronic Detective, which looked sort of like a vintage electronic adding machine, billed itself as a “computerized who-done-it game,” programmed with 130,000 different murder mysteries. It even came with a 45 RPM record that explained how to play.
Milton Bradley’s Dark Tower, released in 1981, is now coveted by electronic-board-game fanatics. This medieval fantasy game featured a traditional board and tokens, but the dark tower of its title had a tiny computer that ran the game play, conducting the battles and keeping track of how much food the players had. At the time, this was an impressive technological feat.
Not all 1970s board games were preoccupied with electronics. In fact, one of the most popular games of the decade was Boggle, which appealed to the traditional word-puzzle-solving crowd that had made Scrabble such a hit in 1953. Instead of relying on newfangled technology, Alan Turoff came up with the “random walk” principle of the game. Perhaps not surprisingly given the competition, the game failed when it was first introduced in 1972. However, fan mail convinced Parker Brothers to relaunch Boggle in 1976 with a clever new letter-shaking device, and Big Boggle, introduced in 1979, upgraded the board from a 4x4 grid to a more challenging 5x5 layout.
Continue readingBy the middle of the 20th century, the ancient tradition of playing board games had managed to survive the inventions of film, radio, and television. In fact, in the 1950s, many of the most popular board games of the day, even those tied to TV shows, movies, and comic strips, were still based on the same two-dimensional 63-tile track used in the Italian game of Goose, which was invented in the 1500s.
In the 1970s, though, board games faced an entirely new threat to their existence: The video game. When the first coin-operated arcade games were introduced in 1971 (the failed Computer Space) and 1972 (a sensation called Pong), toy and game designers had to consider how to keep consumers interested in the tradition of family game night.
Fortunately, board games had been evolving throughout the 1960s, thanks to the radical innovations of Marvin Glass and the Ideal Toy Corporation. Together, they introduced a series of board games that involved 3D plastic devices that used gravity, balance, and spring action—the 1963 Rube Goldberg-like Mouse Trap is easily the most famous of these. In 1966, Milton Bradley followed up with Twister, the first-ever board game to use the human body as the player’s pieces.
While Glass’ quirky creations—like the 1970 haunted house game Which Witch?, with its fun “whammy ball” action—were still popular as the decade dawned, game makers soon had to consider how to incorporate new electronic technology into their products to make board games even more enticing. One of the earliest electronic board games was Voice of the Mummy, which required players to race around a Mummy’s sarcophagus. If a player landed on a “Mummy’s-voice” space, a recorder hidden inside the game’s plastic tomb would drone a message of doom. The sequel, Séance, featuring “The Voice From the Great Beyond,” debuted in 1972.
Mattel, too, got in on the electronic-game action in 1972, with the release of its Talking Football game. It required players to manipulate...
By the middle of the 20th century, the ancient tradition of playing board games had managed to survive the inventions of film, radio, and television. In fact, in the 1950s, many of the most popular board games of the day, even those tied to TV shows, movies, and comic strips, were still based on the same two-dimensional 63-tile track used in the Italian game of Goose, which was invented in the 1500s.
In the 1970s, though, board games faced an entirely new threat to their existence: The video game. When the first coin-operated arcade games were introduced in 1971 (the failed Computer Space) and 1972 (a sensation called Pong), toy and game designers had to consider how to keep consumers interested in the tradition of family game night.
Fortunately, board games had been evolving throughout the 1960s, thanks to the radical innovations of Marvin Glass and the Ideal Toy Corporation. Together, they introduced a series of board games that involved 3D plastic devices that used gravity, balance, and spring action—the 1963 Rube Goldberg-like Mouse Trap is easily the most famous of these. In 1966, Milton Bradley followed up with Twister, the first-ever board game to use the human body as the player’s pieces.
While Glass’ quirky creations—like the 1970 haunted house game Which Witch?, with its fun “whammy ball” action—were still popular as the decade dawned, game makers soon had to consider how to incorporate new electronic technology into their products to make board games even more enticing. One of the earliest electronic board games was Voice of the Mummy, which required players to race around a Mummy’s sarcophagus. If a player landed on a “Mummy’s-voice” space, a recorder hidden inside the game’s plastic tomb would drone a message of doom. The sequel, Séance, featuring “The Voice From the Great Beyond,” debuted in 1972.
Mattel, too, got in on the electronic-game action in 1972, with the release of its Talking Football game. It required players to manipulate 13 tiny plastic records, each the size of a cookie, that ran through football plays like a long pass or off-tackle run on the A side, and then six possible defenses on the B side, all of which would be acted out by players on the board. Dick Enberg, then the radio announcer for the Los Angeles Rams, narrated the action, shouting “Great play!” as a recorded crowd cheered. By 1977, Mattel’s Football game had become a handheld electronic device.
That same year, Atari debuted its wildly popular 2600 home video-game console and Apple released its user-friendly home computer, the Apple II. Against this backdrop, Milton Bradley finally unveiled Simon, its first all-electronic game. Simon, which could fit in one player’s lap and also be played by four people sitting around a card table, was inspired by the old parlor game Simon Says. This version of Simon Says required players to copy a pattern of electronic tones and lights generated by the device.
Simon was an instant hit. No wonder, then, that Milton Bradley immediately followed Simon with 1977’s Brain Waves, a “light-up fake-out strategy game,” and 1978’s Laser Attack, which was more than likely inspired by the monster success of the 1977 film Star Wars and its laser-like light sabers. But Simon remained Milton Bradley’s top-selling product and by 1980 it was leading the company’s electronic line that made up 30 percent of its sales, which had reached a record-breaking $360 million annually.
Naturally, other companies wanted a piece of the electronic action. Ideal imitated Simon with its 1979 game Maniac, while Parker Brothers introduced Electronic Cops and Robbers with an “electronic crime scanner” that same year. Ideal’s Electronic Detective, which looked sort of like a vintage electronic adding machine, billed itself as a “computerized who-done-it game,” programmed with 130,000 different murder mysteries. It even came with a 45 RPM record that explained how to play.
Milton Bradley’s Dark Tower, released in 1981, is now coveted by electronic-board-game fanatics. This medieval fantasy game featured a traditional board and tokens, but the dark tower of its title had a tiny computer that ran the game play, conducting the battles and keeping track of how much food the players had. At the time, this was an impressive technological feat.
Not all 1970s board games were preoccupied with electronics. In fact, one of the most popular games of the decade was Boggle, which appealed to the traditional word-puzzle-solving crowd that had made Scrabble such a hit in 1953. Instead of relying on newfangled technology, Alan Turoff came up with the “random walk” principle of the game. Perhaps not surprisingly given the competition, the game failed when it was first introduced in 1972. However, fan mail convinced Parker Brothers to relaunch Boggle in 1976 with a clever new letter-shaking device, and Big Boggle, introduced in 1979, upgraded the board from a 4x4 grid to a more challenging 5x5 layout.
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