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Posts Tagged 1970s

Large piece of beige metal equipment with round yellow screen (?) at one end and buttons and switches
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The growth of commercial aviation in the United States presented a challenge—how could airports control aircraft within the increasingly crowded space around them? The earliest efforts at air traffic control were limited to ground crew personnel waving flags or flares to direct planes through takeoffs and landings. Needless to say, this system needed improvement.

The first air traffic control tower opened in 1930 at Cleveland Municipal Airport. Pilots radioed their positions to the tower, where controllers noted the information on a map showing the positions of all planes within the airport's vicinity. Controllers radioed the pilots if a collision seemed possible and gave them permission to land or take off. Soon, all large American airports employed towers operated by the airports' respective municipal governments and staffed by growing crews. Smaller airports, though, remained dependent on a single controller (who might also handle everything from the telephone switchboard to passenger luggage). Additionally, some pilots treated controllers' instructions as mere suggestions—the pilots would land when and where they pleased.

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Before air traffic controllers began communicating with pilots by radio, airports relied on ground crew personnel to direct planes through takeoffs and landings. / detail of THF94919

Airlines recognized the need for formal oversight and attempted to supply it themselves. They formed Air Traffic Control, Inc., in 1936 to regulate traffic at larger airports. This new agency worked well but applied only to commercial aircraft. It became clear that only federal supervision could regulate all commercial and private air traffic at the nation's airports. The Civil Aeronautics Act, passed by Congress in 1938, established the Civil Aeronautics Authority—the forerunner of today's Federal Aviation Administration (FAA)—to establish safety guidelines, investigate accidents, regulate airline economics, and control air traffic.

The post-World War II economic boom brought a surge in air travel, as well as larger and faster jet aircraft. But the nation's air traffic control system remained unchanged. Upgrades came only after a tragic mid-air collision between two passenger planes over the Grand Canyon in 1956. All 128 passengers and crew aboard both flights perished. Public outrage forced the widespread implementation of radar, a technology greatly improved during the war, into the management of U.S. skies.

Into the 1960s, air traffic controllers augmented radar signal displays with hand-written plastic markers that identified each plane and its altitude. Integrating computers with radar eliminated the need for written markers, as information about each plane automatically displayed on radar screens. This improved radar system, referred to as the Automated Radar Terminal System, finally made its way to metropolitan airports in 1969, when the FAA contracted with Sperry Rand to build control computers and radar scopes.

Large piece of beige metal equipment with round yellow screen (?) at one end and buttons and switches; open panels on top and sides showing complex wiring
This computer-integrated radar scope, used at Detroit Metro Airport from 1970 to 2001, was one of the first units capable of displaying an airplane's identification number and altitude directly on the screen. In this photograph, panels have been removed to reveal the unit’s internal components. / THF154729

This radar scope display panel is the first of those scopes to be produced. It was installed at Detroit Metropolitan Airport in 1970. This unit, and others like it, sat in the tower's radar room. It was used to monitor and control aircraft within 35 miles of the airport. Two people worked the unit in tandem, sitting on either side of the display screen. While this arrangement made maximum use of expensive equipment, it led to inevitable difficulties—users sometimes disagreed on screen contrast settings. With the introduction of single-user LCD displays in the 1980s and 1990s, this unit was downgraded to training use and then retired from service in 2001.

Today, radar itself is facing retirement from air traffic control. Aircraft can relay their positions to each other and the ground without radar through Automatic Dependent Surveillance-Broadcast, which combines GPS technology with high-speed data transfer. Required in most controlled airspace as of January 1, 2020, this new system provides more accurate location information. It also allows closer spacing of aircraft in the skies, increasing capacity and permitting better traffic management.

Though it was outpaced by newer technologies, this computer-integrated radar scope—the first of its kind—survives in the collections of The Henry Ford as evidence of the critical developments that produced the safe and efficient aviation system we rely on today. To discover more aviation stories, visit the Heroes of the Sky exhibition in Henry Ford Museum of American Innovation, or find more on our blog.


Matt Anderson is Curator of Transportation at The Henry Ford.

Additional Readings:

21st century, 20th century, 1970s, technology, Michigan, flying, Detroit, computers, by Matt Anderson, airplanes

Woman in racing jumpsuit holding helmet stands in race car on track with stands of people behind her
Janet Guthrie at Indianapolis Motor Speedway, 1979 / detail from THF140173

After graduating from the University of Michigan, Janet Guthrie worked as an aerospace engineer while also serving as a pilot and flight instructor. But her passion was driving her Jaguar in Sports Car Club of America road races, and by the time she was 35, Guthrie was a full-time racer.

In 1976, she arrived at Indianapolis Motor Speedway (IMS) as a 38-year-old rookie with the eyes of the world upon her. Several prominent drivers publicly criticized her presence. "Most of the oval track drivers never had the experience of running with a woman driver, and they were sure they weren't going to like it," recalled Guthrie, now 81. "That got calmed down within the course of the races that I ran in 1976. But the public, I think, needed to be convinced."

When the controversial newcomer didn't find enough speed in her primary car, A.J. Foyt offered his spare Coyote, and Guthrie showed enough pace in practice to become the 500's first female qualifier. But that historic achievement would have to wait another year. "Those were the glory days of the Indy 500, with 85 cars entered, so qualifying for the first time was really a major moment of my life,” she said.

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The autographed racing glove worn by Janet Guthrie in 1977, when she became the first woman to compete in the Indianapolis 500, will be on display in the Driven to Win: Racing in America exhibition in Henry Ford Museum of American Innovation. / THF166385

Guthrie's car broke early in the 1977 race, but more importantly, Indy's gender barrier had been broken. She returned to IMS a year later and drove to a ninth-place finish despite concealing a broken wrist. In all, Guthrie drove in 11 Indy car races between 1976 and 1979, earning a career best fifth-place finish at the Milwaukee Mile in her final open-wheel start. She also competed in 33 NASCAR Cup Series races in the same period, earning five top 10 finishes.

Besides being the first female to qualify and compete in both the Indy 500 and Daytona 500, Guthrie was inducted into the International Women's Sports Hall of Fame in 1980, the International Motorsports Hall of Fame in 2006, the Sports Car Club of America Hall of Fame in 2018, and the Automotive Hall of Fame in 2019.

In retrospect, Guthrie did much of the heavy lifting for the female drivers who followed her into the American motorsports arena. Respect for her achievements, from both a sporting and sociological standpoint, only increases with the passing of time. "The 'first woman' thing was more of a responsibility than anything," Guthrie said. "I think I took the heat, and then the drivers discovered that I was competitive, I was courteous and that I was getting the most out of my equipment."

Guthrie is convinced that a female circuit racer will one day demonstrate the kind of championship-winning success women have achieved in NHRA drag racing. "There's a lot of talent at the lower levels, and it all depends on who gets the chance," she said. "I'm sure that eventually we will see a woman win the Indianapolis 500, and similarly with the Daytona 500."


This post was adapted from an article by John Oreovicz that originally appeared in the January–May 2020 issue of The Henry Ford Magazine.

Indiana, 1970s, 20th century, women's history, The Henry Ford Magazine, racing, race car drivers, Indy 500, Henry Ford Museum, Driven to Win, cars, by John Oreovicz

Black man with beard and mustache in shirt and tie sits by a computer and television and smiles at camera
Jerry Lawson, circa 1980. Image from
Black Enterprise magazine, December 1982 issue, provided courtesy The Strong National Museum of Play.

In 1975, two Alpex Computer Corporation employees named Wallace Kirschner and Lawrence Haskel approached Fairchild Semiconductor to sell an idea—a prototype for a video game console code-named Project “RAVEN.” Fairchild saw promise in RAVEN’s groundbreaking concept for interchangeable software, but the system was too delicate for everyday consumers.

Jerry Lawson, head of engineering and hardware at Fairchild, was assigned to bring the system up to market standards. Just one year prior, Lawson had irked Fairchild after learning that he had built a coin-op arcade version of the Demolition Derby game in his garage. His managers worried about conflict of interest and potential competition. Rather than reprimand him, they asked Lawson to research applying Fairchild technology to the budding home video game market. The timing of Kirschner and Haskel’s arrival couldn’t have been more fortuitous.

Black man in suit with flower in boutonnière sits by a counter full of scientific equipment and examines yarn or fiber
A portrait of George Washington Carver in the Greenfield Village Soybean Laboratory. Carver’s inquisitiveness and scientific interests served as childhood inspiration for Lawson. / THF214109

Jerry Lawson was born in 1940 and grew up in a Queens, New York, federal housing project. In an interview with Vintage Computing magazine, he described how his first-grade teacher put a photo of George Washington Carver next to his desk, telling Lawson “This could be you!” He was interested in electronics from a young age, earning his ham radio operator’s license, repairing neighborhood televisions, and building walkie talkies to sell.

When Lawson took classes at Queens and City College in New York, it became apparent that his self-taught knowledge was much more advanced than what he was being taught. He entered the field without completing a degree, working for several electronics companies before moving to Fairchild in 1970. In the mid-1970s, Lawson joined the Homebrew Computer Club, which allowed him to establish important Silicon Valley contacts. He was the only Black man present at those meetings and was one of the first Black engineers to work in Silicon Valley and in the video game industry.

Refining an Idea


Box with image of boxy video game system, cartridges, and stick controllers, along with text
Packaging for the Fairchild Channel F Video Entertainment System. / THF185320

With Kirschner and Haskel’s input, the team at Fairchild—which grew to include Lawson, Ron Smith, and Nick Talesfore—transformed RAVEN’s basic premise into what was eventually released as the Fairchild “Channel F” Video Entertainment System. For his contributions, Lawson has earned credit for the co-invention of the programmable and interchangeable video game cartridge, which continues to be adapted into modern gaming systems. Industrial designer Nick Talesfore designed the look of cartridges, taking inspiration from 8-track tapes. A spring-loaded door kept the software safe.

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Boxy gray cartridge with square label containing text and photo of five people in front of a black-and-white striped backgroundA Fairchild “Video-Cart” compared to a typical 8-track tape. / THF185336 & THF323548

Until the invention of the video game cartridge, home video games were built directly onto the ROM storage and soldered permanently onto the main circuit board. This meant, for example, if you purchased one of the first versions of Pong for the home, Pong was the only game playable on that system. In 1974, the Magnavox Odyssey used jumper cards that rewired the machine’s function and asked players to tape acetate overlays onto their television screen to change the game field. These were creative workarounds, but they weren’t as user-friendly as the Channel F’s “switchable software” cart system.

Boxy brown and black video game console with adapter and box with text and graphics in orange, yellow, and black
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Jerry Lawson also sketched the unique stick controller, which was then rendered for production by Talesfore, along with the main console, which was inspired by faux woodgrain alarm clocks. The bold graphics on the labels and boxes were illustrated by Tom Kamifuji, who created rainbow-infused graphics for a 7Up campaign in the early 1970s. Kamifuji’s graphic design, interestingly, is also credited with inspiring the rainbow version of the Apple Computers logo.

Boxy brown-and-black gaming console with two stick-shaped controllers
The Fairchild Video Entertainment System with unique stick controllers designed by Lawson. / THF185322

The Video Game Industry vs. Itself


The Channel F was released in 1976, but one short year later, it was in an unfortunate position. The home video game market was becoming saturated, and Fairchild found itself in competition with one of the most successful video game systems of all time—the Atari 2600. Compared to the types of action-packed games that might be found in a coin-operated arcade or the Atari 2600, many found the Channel F’s gaming content to be tame, with titles like Math Quiz and Magic Numbers. To be fair, the Channel F also included Space War, Torpedo Alley, and Drag Race, but Atari’s graphics quality outpaced Fairchild’s. Approximately 300,000 units of Channel Fun were sold by 1977, compared to several million units of the Atari 2600.

Rotating GIF featuring colorful images of various game cartridges next to their graphic boxes
Channel F Games (see them all in our Digital Collections)

Around 1980, Lawson left Fairchild to form Videosoft (ironically, a company dedicated to producing games and software for Atari) but only one cartridge found official release: a technical tool for television repair called “Color Bar Generator.” Realizing they would never be able to compete with Atari, Fairchild stopped producing the Channel F in 1983, just in time for the “Great Video Game Crash.” While the Channel F may not be as well-known as many other gaming systems of the 1970s and 80s, what is undeniable is that Fairchild was at the forefront of a new technology—and that Jerry Lawson’s contributions are still with us today.


Kristen Gallerneaux is Curator of Communications & Information Technology at The Henry Ford.

1980s, 1970s, 20th century, New York, video games, toys and games, technology, making, home life, engineering, design, by Kristen Gallerneaux, African American history

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Rachel Carson devoted her early career to studying and writing about the ocean. During the 1950s, her poetic books about the sea brought her recognition and fame as an author.

Carson’s books helped build a new awareness about the environment. Her most important book, Silent Spring, released in 1962, asked Americans to examine the negative effects of widespread chemical pesticide use.

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Rachel Carson’s 1962 book, Silent Spring, linked human action to environmental destruction and ignited a national conversation. THF110029

During World War II, a chemical called DDT protected troops by killing disease-spreading insects. After the war, numerous products containing DDT became commercially available to American consumers for pest control.

In Silent Spring, Carson urged the public to live in harmony with nature and cautioned against the overuse of DDT, which destroyed insect populations and threatened other wildlife species. America reacted. The government banned DDT in 1972. The environmental movement—sparked in part by Carson’s book—continues today.

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An interactive digital experience in Henry Ford Museum features the stories of Rachel Carson, Luther Burbank, and George Washington Carver.

Learn more about Carson’s life and work in Henry Ford Museum of American Innovation, where a new digital experience in the Agriculture & the Environment exhibit explores

  • The post-WWII “chemical craze” that prompted Carson to act
  • The long-term environmental effects of pesticide misuse
  • Books and magazines from the beginning of the environmental movement
  • Carson’s influence on the evolution of environmental activism
  • Pesticide use today

20th century, 1970s, 1960s, 1950s, women's history, technology, Rachel Carson, nature, Henry Ford Museum, environmentalism, books

As we celebrate Earth Day, do you know which iconic symbol for the environmentalism movement came first? The bird wing design on an Earth Day poster or the “Give Earth a Chance” button? If you thought it was the button, you’re correct.

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Give Earth a Chance Button, 1970. THF284833

Students at the University of Michigan formed ENACT (Environmental Action for Survival Committee, Inc.) in 1969. They prototyped the button and started selling it in late 1969, months before the official Earth Day on April 22, 1970. This button was reputedly worn during Earth Day 1970.

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Advertising Poster, "Earth Day April 22, 1970.” THF81862

If you picked the wing, the artist that created the poster, Jacob Landau, used a stylized wing in earlier artwork. Landau, an award-winning illustrator and artist, taught at the Pratt Institute in Brooklyn. He created this poster for the Environmental Action Coalition which coordinated New York Earth Day activities in 1970.

Did Earth Day launch the Age of Conservation?

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“Newsweek” Magazine. THF139548_redacted

Newsweek itemized threats that ravaged the environment in its January 26, 1970 issue. All resulted from human actions. Emissions and sewage polluted the air and water. Garbage clogged landfills. Population growth threatened to overtake available food supplies. Solving these challenges required cooperation and unity on the part of individuals as well as local, state, and national governments. Editors believed that replenishing the environment to sustain future generations could be “the greatest test” humans faced. They featured the “Give Earth a Chance” button with the caption: "Symbol of The Age of Conservation?"

What to do to save the Earth?
The overall goal of replenishing the environment to sustain future generations required action on many fronts. More than 20 million people across the United States participated in the first Earth Day. The teach-ins informed, marches conveyed the intensity of public interest, and graphic arts spoke volumes about what needed to be done.

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“March 1975, Bazaar, Fight Air Pollution, What You Should Be Wearing,” Poster, 1970. THF288328

This 1970 poster envisioned high fashion of the future, complete with a gas mask accessory. The moral of the story? Self-protection would not solve the problem of environmental pollution.

The Clean Air Act of 1970 empowered states and the national government to reduce emissions through regulation. This applied to industrial emissions as well as mobile sources (trains, planes, and automobiles, among others).

Interest in Recycling Grows

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Poster by Eli Leon for Ecology Action, “Recycle” 1971. THF284835

Recycling emerged as a natural outgrowth of Earth Day, but local efforts could not succeed without explanation. First, consumers had to be convinced to save their newspapers, bottles, and cans, and then to make the extra effort to drop them off at centralized locations. This flyer showed how every-day consumer activity (grocery shopping) contributed to deforestation, littering, and garbage pile-up. Everybody could participate in the solution – recycling.

Recycling cost money, and this caused communities to balance what was good for the Earth, acceptable to residents, and possible within available operating funds.  Even if customers voluntarily recycled, it still cost money to store recyclables and to sell the post-consumer materials to buyers.

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Recycling Bin, Designed for Use in University City, Missouri, 1973. THF181540

City officials and residents in University City, Missouri, started curbside newspaper recycling in 1973, one of the first in the country to do so. Some argued that the city lost money because the investment in staff and trucks to haul materials cost more than the city earned from the sale, but saving the planet, not profit, motivated the effort. Eight years into the program, in 1981, city officials estimated that newspaper recycling kept 85,000 trees from the paper mill.

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Easter Greeting Card, "Happy Easter," 1989-1990. THF114178

Today, more than 1/3 of post-consumer waste, by weight, is paper. Processing requires energy & chemicals, but recycled paper uses less water and produces less air pollution than making new paper from wood pulp. Maybe you buy greeting cards of 100% recycled paper, like this late 1980s example from our digital collections.

Environmentalism and Vegetable Gardening

Awareness of environmental issues affected the habits and actions of gardeners. Home gardening became an act of self-preservation in the context of Earth Day and environmentalism.

Lyman P. Wood founded Gardens for All in 1971, and the association conducted its first Gallup poll of a representative sample of American gardeners in 1973. It helped document the actions of gardeners, those proactive subscribers to new serials such as Mother Earth News. It confirmed their demographics and their economic investment.

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Mother Earth News, 1970. THF290238

Raising vegetables using organic or natural fertilizers and traditional pest control methods became an act of resistance to increased use of synthetic chemical applications as concern about residual effects on human health increased.

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How to Grow Vegetables and Fruits by the Organic Method, 1971. THF145272

Interest in organic methods remains high as concern about genetic-engineered foods polarizes consumers. The U.S. Department of Agriculture defines biotechnology broadly. The definition includes plants that result from selective breeding and hybridization, as practiced by Luther Burbank, among others, as well as genetic modification accomplished by inserting foreign DNA/RNA into plant cells. This last became commercially viable only after 1987.  These definitions affect seed marketing, as this “organic” Burbank Tomato (not genetically engineered) indicates.

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Charles C. Hart Seed Company “Burbank Slicing Tomato” Seed Packet, circa 2018. THF276144

What Gardening Means Today
Gardening as an act of personal autonomy

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"Assuming Financial Risk," Clip from Interview with Melvin Parson, April 5, 2019. THF295329

Social justice entrepreneurs believe gardens and gardening can change lives. Learn about the work of Melvin Parson, the Spring 2019 William Davidson Foundation Entrepreneur in Residence at The Henry Ford, in this expert set. You can also learn more from Will Allen in an interview in our Visionaries on Innovation series.

Environmentalism
The 1970 “The Age of Conservation” has changed with the times, but individual acts and world-wide efforts still sustain efforts to “Give the Earth a Chance.” You can learn more about environmentalism over the decades by viewing artifacts here.

To read more about Adam Rome and The Genius of Earth Day: How a 1970 Teach-In Unexpectedly Made the First Green Generation (2013), take a look at this site.

Debra A. Reid is Curator of Agriculture and the Environment at The Henry Ford. This post came from a Twitter chat hosted in celebration of Earth Day 2020.

20th century, 1970s, nature, gardening, environmentalism, by Debra A. Reid, #THFCuratorChat

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Mary Blair was the artist for this hand-pulled silkscreen print, used in a guest room at Disney’s Contemporary Resort, Walt Disney World, 1973 to early 1990s. THF181161

When Disney’s Contemporary Resort opened at Walt Disney World in 1971—coinciding with the opening of Magic Kingdom—guests almost immediately complained about their rooms. The rooms seemed cold and hard. They lacked personality. Guests couldn’t even figure out how to operate the new-fangled recessed lighting. So, within two years, the rooms were refurbished with new textiles, fabrics, traditional lamps, and high-quality prints of Mary Blair’s original design. These prints were adapted from the individual scenes of a massive tile mural that she had created for the Contemporary Resort’s central atrium. The hand-pulled silk-screened prints, framed and hung on the walls over the beds, brought much-needed warmth, color, and a sense of playful exuberance to the rooms. More importantly—but probably unbeknownst to most guests—they reinforced Mary Blair’s deep, longstanding connection to Disney parks, attractions, and films that ultimately dated back to a personal friendship with Walt Disney himself.

Mary Blair was born Mary Browne Robinson in 1911 in rural Oklahoma. She developed a love of art early in her childhood and went on to major in fine arts at San Jose State College. She won a prestigious scholarship to the Chouinard Art Institute in Los Angeles (which later became the California Institute of the Arts) and studied under the tutelage of Chouinard’s director of illustration, Pruett Carter. Carter was one of the era’s most accomplished magazine illustrators and stressed the importance of human drama, empathy, and theatre in illustration. Mary later recalled that he was her greatest influence.

By the late 1930s, Mary and her husband, fellow artist Lee Blair, were unable to survive off the sales of their fine art and began to work in Los Angeles’s animation industry. In 1941, both were working at Disney and had the opportunity to travel with Walt Disney and a group of Disney Studio artists to South America to paint as part of a government-sponsored goodwill trip. While on this trip, Mary grew into her own as an artist and found the bold and colorful style for which she would be known.

Mary Blair became one of Walt Disney’s favored artists, appreciated for her vibrant and imaginative style. She recalled, “Walt said that I knew about colors he had never heard of.” In her career at Disney, she created concept art and color styling for many films, including Dumbo (1941), Saludos Amigos (1942), Cinderella (1950), Alice in Wonderland (1951), and Peter Pan (1953). She left Disney after her work on Peter Pan to pursue freelance commercial illustration, but returned when Walt Disney specifically requested her help to create the “it’s a small world” attraction for the 1964-5 New York World’s Fair (later brought back to Disneyland and also recreated in Magic Kingdom at Walt Disney World).

Before Walt Disney passed away in 1966, he commissioned Mary to produce multiple large-scale murals, including the one for the interior of the Contemporary Resort at Walt Disney World in Florida. The mural, completed in 1971, was her last work with Disney. Entitled “The Pueblo Village,” it featured 18,000 hand-painted, fire-glazed, one-foot-square ceramic tiles celebrating Southwest American Indian culture, prehistoric rock pictographs, and the Grand Canyon. (Because Mary’s depictions of Native Americans admittedly lack attention to the serious study of indigenous people in that region, they might be criticized as racial stereotyping).

When the guest rooms at the Contemporary Resort were renovated again in the early 1990s, the high-quality prints were removed. But the massive tile mural stoically remains at the center of the Resort’s ten-story atrium—a reminder of Mary Blair’s exuberant artistry and her many contributions to Disney parks and films.

For more on Mary Blair’s contributions, along with the previously unrecognized contributions of numerous other female artists who worked on Disney films, see the book The Queens of Animation: The Untold Story of the Women Who Transformed the World of Disney and Made Cinematic History, by Nathalia Holt (2019).

This blog post was a collaborative effort by Donna Braden, Senior Curator and Curator of Public Life at The Henry Ford, and Katherine White, Associate Curator at The Henry Ford.

Indigenous peoples, Florida, 20th century, 1970s, 1960s, women's history, Disney, design, by Katherine White, by Donna R. Braden, art

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An image from the set of
The Henry Ford’s Innovation Nation.

For many people—especially those who grew up between the decades of the 1970s through the 1990s—the sight of a boombox often prompts the thought: “I wonder how heavy that thing would feel, if I carried it around on my shoulder?” Boomboxes are infused with the promise of human interaction, ready for active use—to be slung from arm to arm, hoisted up on a shoulder, or planted with purpose on a park bench or an empty slice of asphalt in a city somewhere.

Here at The Henry Ford, we recently acquired a trio of classic boomboxes to document stories about the growth of mobile media and the social communication of music in American culture.

The Norelco 22RL962 was developed in the mid-1960s by the Dutch company, Philips. A combination radio and compact cassette player, it had recording and playback functions as well as a carrying handle. While it was generally thought of as the first device that could be accurately called a “boombox,” the Norelco failed to gain mass traction. The core issue wasn’t due to poor performance from a technological standpoint, but rather the bad sound quality of the tapes. In 1965, the American engineer Ray Dolby invented the Dolby Noise Reduction system, which led to clean, hiss-free sound on compact cassette tapes. His invention sparked a revolution in hi-fi cassette audio.

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The ubiquitous compact cassette tape.

In the early 1970s, Japanese manufacturers began to make advancements in boombox technology as an outgrowth of modular hi-fi stereo components. Living spaces in Japan were typically small, and there was a desire to condense electronics into compact devices without losing sound quality.

Later that decade, the improved boombox made its way to the United States, where it was embraced by hip hop, punk, and new wave musicians and fans—many of whom lived in large cities like New York and Los Angeles. In many ways, the boombox was a protest device, as youth culture used them to broadcast politically charged music in public spaces.

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An early image of the Brooklyn Bridge and New York Skyline. THF113708

Boomboxes literally changed the sonic fabric of cities, but this effect was divisive. By the mid-1980s, noise pollution laws began to restrict their use in public. The golden years of the boombox were also short lived due to the rising popularity and affordability of personal portable sound devices like the Sony Walkman (and later, the MP3 player), which turned music into a private, insular experience.

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The JVC RC-550 ”El Diablo” boombox. THF179795

JVC RC-550 “El Diablo”

This boombox was built for the street, and it is meant to be played loud. Its design is rugged, with a carrying handle and protective “roll bars” in case it is dropped. Many classic photos from the early years of hip-hop depict fans and musicians carrying the El Diablo around cities and on the subway in New York.

The JVC RC-550 is a member of what sound historians refer to as the “holy trinity” of innovative boomboxes. While the origins of its “El Diablo” nickname are uncertain, it is believed to stem from the impressive volume of sound it can transmit—or its flashing red sound meters. It is a monophonic boombox, meaning that it has one main speaker and it is incapable of reproducing sound in stereo. A massive offset 10-inch woofer dominates its design, coupled with smaller midrange and tweeter speakers. As with most boomboxes of this time, bass and treble levels could be adjusted.

An input for an external microphone led to the RC-550 being advertised as a mobile personal amplifier system. Brochures from the Japanese version show the boombox being used by salesmen to amplify their pitches in front of crowds, as a sound system in a bar, and by a singing woman accompanied by a guitarist. Recording could take place directly through the tape deck, or through the microphone on top, which could be rotated 360-degrees.

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JVC 838 Biophonic Boombox. THF177384

JVC 838 Biphonic Boombox
The JVC 838 is important for its transitional design. It was one of the first boomboxes to incorporate the symmetrical arrangement of components that would become standard in 1980s portable stereos: visually balanced speakers, buttons and knobs, and a centered cassette deck.

As boombox designs evolved, they began to include (almost to the point of parody) sound visualization components such as VU meters and other electronic indicators. In many cases, these were purely for visual effect rather than function. The needle VU meters on the JVC 838 however, were accurate.

A unique feature of the JVC 838 boombox is its “BiPhonic” sound—a spatial stereo feature that creates a “being there” effect through its binaural speaker technology, resulting in “three-dimensional depth, spaciousness, and pinpoint imaging.” The box also includes an “expand” effect to widen the sound even further.

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Sharp GF-777 “Searcher.” THF177382

Sharp “Searcher” GF-777
The Sharp “Searcher” GF-777 is an exercise in excess. Often referred to as the “king of the boomboxes,” it was also one of the largest ever produced. Weighing thirty pounds (minus ten D-cell batteries) and measuring over one foot tall and two feet wide, it took a certain amount of lifestyle commitment to carry this device around a city.

The Searcher played a key part in the performance and representation of hip-hop music. Its six speakers include four woofers individually tuned for optimal bass transmission and amplitude. It appeared in a photograph on the back cover of the first Run-DMC album, found its way into several music videos, and was photographed alongside breakdancing crews. 

Many people used this boombox as an affordable personal recording studio. Two high quality tape decks opened the possibility for people to create “pause tapes” – a way of creating looped beats through queuing, recording, rewinding, and repeating a short phrase of music. A microphone input and an onboard echo effect meant people could rap or sing over top of music backing tracks.

Much like Thomas Edison’s phonograph, the boombox came full circle, allowing people to record and play back music for public and communal consumption. And while they may not mesh with our ideas of what a “mobile” device is in our age of smartphones and streaming services, their reach permeated popular culture in the 1970s well into the 1990s. Sometimes acting as portable sound systems, sometimes used as affordable personal recording studios—carrying a boombox through the streets (wherever you happened to live) was as much a fashion statement and lifestyle choice as it was a celebration of music and social technology.

Kristen Gallerneaux is Curator of Communications and Information Technology at The Henry Ford.

1980s, 1970s, 1960s, 20th century, technology, radio, portability, popular culture, music, communication, by Kristen Gallerneaux

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Thanks to some digging into our collections, Chicago-based writer and editor James Hughes, son of director John Hughes, discovered some surprising connections between National Lampoon’s Vacation, which his father wrote, and The Henry Ford. In 2017, James joined Curator of Transportation Matt Anderson for a discussion about that connection, his father’s writing inspiration, and the time-honored tradition of the family road trip, both then and now.

Matt Anderson: James, of course it should be noted that your father wrote the screenplay for this picture, and here we are. And, of course when think about your father's films, whether it's Sixteen Candles, Pretty in Pink, Weird Science, right up to Uncle Buck, we tend to think of Chicago. The films are always rooted in that city or that area. But in fact, he's got some connections to southeast Michigan.

James Hughes: My father was born in Michigan in 1950, in Lansing, and spent his childhood in Grosse Pointe. It was probably around junior high age, I want to say around 12, possibly older, when his family moved to the North Shore of Chicago, to the suburb of Northbrook, which became the inspiration for the fictional town of Shermer, Illinois, where my father set many of his films, particularly in the ‘80s. I was thinking about this relation to Vacation—there are several Michigan connections. For one, Vacation was a summer movie, released in 1983. Within a few weeks of it, Mr. Mom was released as well, another screenplay he wrote, which was set in suburban Detroit. The Michael Keaton character, at the beginning of the movie, is fired from his job at Ford Motor Company. But before there was the screenplay for Vacation, there was my father’s short story, titled Vacation ’58. The Griswold family lived on Rivard Boulevard in Grosse Pointe. So, that was where the journey began.

You know, it's interesting, I've said this many times about my dad. He took a pretty significant step back from the movie business in the late '90s and early 2000s. But he continued to write every day. He was a very disciplined writer. And in his later years, before he passed away, he was working on developing his prose style. He was writing hundreds and hundreds of short stories. And there was an interesting series of stories within that about his Grosse Pointe childhood. He made himself the narrator, in much the same way that the Vacation short story was from the point of view of Rusty, the son. To tell his own stories, he created a character based on himself and wrote under the pseudonym JL Hudson, as a nod to the Detroit department store, in much the same way that the Griswold family is a nod to Griswold Street in downtown Detroit.

Matt: Your father, in the early-mid 1970s, he's working at an ad agency, right? For Leo Burnett in Chicago? Really one of the best-known ad agencies in the world, at that point. And he's got a successful career, but as I understand it, he also has kind of a shadow career. He's moonlighting on the side, right?

James: All throughout the ‘70s my father was a freelance humor writer. He got his start at a relatively young age. He was in his 20s, maybe, I want to say 22. And he was writing jokes for stand-up comedians. Rodney Dangerfield was one, Phyllis Diller was another. He would maybe write 10, 20 jokes a day and mail them off to comedians, and would get paid per joke, if that line was used in their acts. He was able to roll that into writing for publications. At the time, in the mid-70s, Chicago had a deeper publishing footprint than it has now. And the big magazine was Playboy, so he wrote a few humor pieces for Playboy, and conducted an interview or two for them as well. Concurrently, he was a copywriter and, ultimately, a creative director at Leo Burnett.

The big prize was to write for National Lampoon, which was, to him, the preeminent comedic voice in the country. He was really honored to contribute to the Lampoon. And he was able to pull this off in part because he often commuted from Chicago to New York. In particular, he was servicing the Virginia Slims campaign for Phillip Morris, which was based in Manhattan. So, either before or after meetings, he was able to sneak off to the National Lampoon offices, which were also in the epicenter of the New York advertising row, on Madison Avenue.

It's common for advertising writers to, say, work on their novel at night, or work freelance on the side. My father actually wrote at work quite often, at his desk. And his boss, Robert Nolan, allowed it because he wanted to keep him working on ad copy. Rob wrote an interesting piece for the Huffington Post soon after my father died, in 2009, where he recounted what it was like to be John Hughes' boss, knowing he was living this sort of double-life as a comedy writer. He likened it to a kind of Ferris Bueller/Principal Rooney dynamic, where my father was always able to stay one step ahead, and somehow get all of his work done, and somehow get to work on time, while also contributing steadily to the Lampoon, where he eventually earned a spot as an editor on the masthead, all while living in the North Shore of Chicago and skirting a move to New York. 

Matt: Fantastic. Well, let's talk about that short story, Vacation ‘58. This is a real defining moment. Sort of a milestone in your father's career, right? He makes this decision now to move away from Leo Burnett and commit himself to writing full time.

James: This story was published in September 1979, which was about six months or so after I was born. So he was a young father of two and had all the commitments that come with that. But he enjoyed writing and contributing to the Lampoon so much that he took the risk and quit his job at Leo Burnett. He was on the verge of becoming a VP, though he quit to pursue writing full-time. Fortunately, for him, the release of National Lampoon’s Animal House in 1978 was such a smash that several Lampoon writers were being poached by the studios or offered development deals. And without my father even knowing, his short story was optioned by Warner Bros., pretty much upon publication. And though he had to work in the trenches on several projects between, let's say 1979 and 1983, when Vacation was released, it really did help launch his career.

Matt: Let's talk for a moment about the short story. The movie is a fairly faithful adaptation, going from that short story. But there are a few changes here and there, and one of the major changes, in fact, was quite a big change to the ending. And I should, just to do it justice, read the opening line:

"If Dad hadn't shot Walt Disney in the leg it would have been our best vacation ever."

I think that pretty much sets up the story beautifully. But that gets to the ending, which is quite different from what we see in the film.

James: Of course with the film, they weren't able to have Walt Disney portray himself—that might've been a bridge too far. The Roy Walley character was created for the purpose of the film. And yes, the ending of the short story is pretty rough, as much of the humor in the Lampoon was back then. Clark uses live rounds, it’s not a…

Matt: Not a BB gun?

James: No, not a BB gun. But when Clark arrives at the park, only to find that it's closed for repairs, he snaps and takes the family to the Bel Air home of Walt Disney and shoots Walt in the leg. Walt’s security dog doesn’t fare well, either.  

Matt: Just the happy ending everyone wants. My understanding is they originally shot something like that for the film, and then realized it didn't play all that well with the test audiences.

James: True, yes. You know, perhaps because of my father’s advertising background, he was open to the test-screening process—the kind of diagnostics you learn from test audiences, and how you can adjust the picture accordingly. Of course, he wasn't the director of the film, but he was, as a result of the rather rough ending, which audiences rejected, brought back in to write an entirely new ending at the request of Harold Ramis, the director.

Matt: Speaking of that, when you think about your father's films, really starting in the mid-80s and on—films like Sixteen Candles, The Breakfast Club, and Ferris Bueller's Day Off—these are movies where you really see a large degree of creative control. He's writing the story, then directing, very much able to bring his vision to the screen. And that's not the case, of course, early in his career. He's written the screenplay for Vacation and adapted it from his short story, but he's turned over control, at some point, to Harold Ramis. And I wonder if you had any insight on that experience. If that was difficult for him?

James: I think the process of changing the ending, that might've been an area of difficulty. As a young writer for hire, he didn’t have much power in the industry. But I think time has certainly proven that Harold was a great choice to direct this picture. And casting is such a big part of the process, and I know my father was pleased with the cast that Harold and his team put together. I know they worked closely, but in terms of being on set, I don't believe he was there very much. Obviously with it being a road picture, the majority of which was filmed in Colorado and out west, I don't believe he was actually physically present for much of it. Though, I would imagine, because of that triage situation with the ending, he was brought closer into the fold.

Matt: This leads me to my next question, of talking about the road picture. From what I understand, it was more or less like a vacation for the cast. They were traveling to these places. The whole crew and support trucks, depending on the outfit. But, I was curious about your own family vacations. Did you take trips with your father, your parents? Have you had any wacky adventures or stories to share?

James: I was raised in Illinois, but my father's career demanded we move out west, to Los Angeles, from the mid- to late 80s. So much of my childhood was about alternating between Illinois and California. We kept our house in Illinois and went back often, so that meant a lot of air travel. I don't have any major road-trip stories to offer, unfortunately. As I grew older, we did travel by car with my grandparents to the Northwoods. My father, to some extent, rolled some of those experiences into his screenplay for The Great Outdoors, along with his own memories of traveling and exploring the Upper Midwest when he was younger. Or perhaps it was just him longing to revisit that corner of the world after being stationed in Los Angeles for years.

In 1990, when Home Alone was released, it was really the first time his work went truly international. He generally wrote stories that catered to a domestic audience. These were regional stories, particularly about the Midwest. And Home Alone changed the whole paradigm. That franchise played so widely overseas, which meant an obligation to do foreign press and promote the franchise around the world. And then he had a couple productions based in London, which meant going to England quite often. In a way, in the '90s, he made up for lost time. He was simply too busy for us to do any extensive road trips like the one in Vacation. But later in life, he made up for it, particularly by trying to open the world to the family a bit more, with overseas travel.

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Model with 1979 Ford Country Squire Station Wagon. THF294571


Matt: Being an automotive curator, we've got to talk about that car. It’s more or less based on a 1979 Ford Country Squire station wagon, and just made up to look as gaudy as possible. You know, why do four headlights when you can do eight, right? I wondered if your father had any input on the design?

James: You know, I can't say for sure if he did. I would imagine, when you go from the page to the screen, there are so many different people making decisions—the art director, production designer, prop master, the director himself—that I don't know if, as a screenwriter, he was able to have input on the model that they chose and customized. I do know that from the short story, it's a Plymouth.

Matt: Right, a '58 Plymouth.

James: A  running joke early on in the short story is how long it takes for the Griswold family to actually leave the house, or even just leave the state of Michigan. And one of the reasons is that the Plymouth dies. And Clark laments and kind of kicks himself for the fact that he didn't buy a Ford.

Matt: Right. There you go!

James: In the early '90s my father was working at 20th Century Fox. At that time, one of the hit shows on the Fox network was Married With Children. I remember my dad mentioning, offhandedly, that the opening shots of that show’s title sequence were from Harold's second unit photography on Vacation. That always stuck in my mind, and I never quite knew if it was true. I've seen that noted online here and there, but I wanted to confirm it before mentioning it here. I asked my friend Schawn Belston, head of archival and digital restoration at Fox, if he would ask around the lot on my behalf. Fortunately, there were some people who confirmed that, in fact, yes, Married With Children opens with the footage from Vacation. There was a very kind film stock librarian at Fox, Wendy Carter, who went so far as to track down Carl Barth, the aerial photographer who shot the Family Truckster driving through Chicago, to verify. It was noted that, if you look carefully at the title sequence for the show’s first three seasons, you can see the Family Truckster drive by. I believe it's on the Dan Ryan Expressway. A strange pop-culture afterlife for the Truckster.

Matt: I think they built maybe a total of five cars for the movie. I'm sure there was a hero car that was fully tricked-out, and then of course they had some stunt cars for the jump and so forth. But it's beloved. It's always interested me. I think if this film had been made even just a year or two later, they probably would've been driving a minivan, because this is the tail-end of the station wagon era.

James: That's true.

Matt: Vacation is essentially your father's big break, right? This is one of his first screenplays, and it's a hit film. There's no two ways about it. I would imagine, from that perspective, if nothing else, it would have a certain meaningfulness to him. But also, as you watch the movie, you notice that two of your father's future collaborators, Anthony Michael Hall and John Candy, both appear in this movie as well. I wondered if that's perhaps how he first crossed paths with them?

James: I believe that's the case. I'm glad you mentioned that. I appreciate that, because those are two actors, certainly John Candy, who my father cherished collaborating with. I don't think there are any two actors he gave more latitude to improvise or to develop characters alongside him when he was directing than Candy and Michael Hall. Another actor he admired was Eddie Bracken.

Matt: Yes, Roy Walley.

James: Eddie Bracken was cast to play Roy Walley, and I imagine it must've blown my father's mind at the time. He was a big fan of Preston Sturges, one of the great writer/directors of the 1940s, perhaps best remembered for Sullivan's Travels, which was one of my father's favorite movies. Bracken was the star of two of Sturges' greats, Hail the Conquering Hero and The Miracle of Morgan's Creek. It had to be a trip for him to have Bracken reading his dialogue. And he actually circled back later in his career and hired Eddie a couple of times more. Perhaps most prominently in Home Alone 2, when he was the toy-store owner in New York.

Matt: They talk about actors and roles they were born to play. I've always thought that about Eddie Bracken in this movie, you know, just the perfect sort of spitting image of Walt Disney. A great stand-in. There's some other, of course, perfect performances in this movie. Think about Randy Quaid as Cousin Eddie. Sort of steals every scene he's in. Imogene Coca, of course, a legend in TV comedy from Your Show of Shows. Brian Doyle-Murray, who plays the campground owner. Slight continuity error here because he returns in Christmas Vacation as Clark's boss, but we'll let that go for now. But I wondered, as we watch this movie, it's full of so many wonderful moments. I wondered if you had any favorite scenes or moments in this movie that you've continually referred to.

James: I'm partial to Clark's meltdown when the family throws in the towel and declares they're ready to head home. I think my father had a particular knack for writing passive-aggressive rants.

Matt: There's so many great moments in this movie. I kind of think of it as America's favorite R-rated family film. It's just so timeless. You think of the short story being written about a trip in 1958, this movie made in 1983, yet the situations are still recognizable to all of us today, taking a road trip in 2017.

Part of the reason we’re chatting is because there is a surprising connection between this movie and The Henry Ford. The collections in The Henry Ford, specifically. We see it right away in the opening title sequence of Vacation. Tell us a little bit about that.

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Trout Haven Billboard, Spearfish, South Dakota, 1980. THF239534

James:
I was thrilled about this. I was here at Henry Ford Museum of American Innovation last year and our friend and colleague Kristen Gallerneaux, Curator of Communication and Information Technology, gave me a private tour of the archive. At that time, a recent acquisition was a portion of the photo archives of John Margolies, a great chronicler of Americana, particularly roadside Americana. He documented the kinds of landmarks that are spoofed in Vacation. You know how Clark wants to see the world's second-largest ball of twine? Well, Margolies was the photographer who would've had an entire portfolio of that. That name stuck in my mind when Kristen first told me about him. Then, a few months later, I came across an interview with Harold Ramis where he mentioned he was friends with Margolies and that he used his images for the postcards in the main and closing title sequences in Vacation. I told Kristen about this and she searched the Margolies archives and found several images that appear in Vacation.


This inspired me to reach out to the title designer, Wayne Fitzgerald, who’s a giant in his field. He’s retired now and lives in the Pacific Northwest. He created the titles for My Fair Lady, Judgment at Nuremberg, Bonnie and Clyde. The titles for the Netflix series Stranger Things are patterned after Wayne's titles for The Dead Zone, which was released a few months after Vacation. He and his son and collaborator, Eric, also worked on the titles for The Breakfast Club and filmed the shot where the title card with the David Bowie quote shatters at the start.

I had a great conversation with Eric, about what it was like putting the Vacation titles together, back when they were cutting to Lindsey Buckingham’s “Holiday Road” demo tape, which Eric remembered having no lyrics yet, only melodies. At one point, Buckingham riffed on Wayne’s name, to fill space during the verses.

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Hat N' Boots Gas, Seattle, Washington, 1980. THF238979


I mentioned the Margolies archive to Eric, who of course remembered his images. What The Henry Ford has in the collection is even more special than what’s in the movie, because you have the slides themselves, John’s original photography. The titles for Vacation were made in the pre-digital era, so they were reproductions that were taken from books, as Eric explained, and then shot as animation cels. Many of them were Margolies’ images, which were doctored by Fitzgerald and his crew to appear as if they were postcards—given captions or a certain trim or border. Wayne and Eric were pleased to hear about this connection to the Margolies archives.

It’s great that Margolies, all these years ago, captured an America that was vanishing. Here we have a movie that's already over 30 years old. So fortunately, some of Margolies’ images live on, not only in the movie on a mass scale, but in the permanent archives of the museum. I think it's this really wonderful connection, and I'm thrilled that it's brought us to this discussion.

Matt: Those are two things we love here: highway travel and roadside Americana. You get both of them in the Margolies collection. James, thanks for chatting with me.

James: I'm happy to be here, thank you.

1980s, 1970s, Illinois, Michigan, 20th century, 21st century, 2010s, travel, roads and road trips, popular culture, movies, John Margolies, cars

It’s not every day that you get to see a newly acquired artifact in action – in Greenfield Village just weeks before the opening of the 2019 season.

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Meet the 1971 Wooster, Ltd. Sno-Bob, recently acquired by The Henry Ford. A Sno-Bob, also referred to as a ski bike, ski bob, or ski toy, is a bicycle frame attached to skis instead of wheels, or sometimes to a set of foot skis. The origins of bicycle-ski contraptions like the Sno-Bob date back to the mid-1800s. Equipped with real skis and a steering system to give the rider more control than a standard sled, the Sno-Bob is a unique offering in the world of winter toys.

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The Sno-Bob isn’t just a fun winter-themed toy, it’s a bit of a rare find for our collections. As a society, we don’t buy as many snow toys to begin with, let alone save them to be possibly donated to a museum in the future. The Sno-Bob also has a connection to the Beatles, too: those loveable Liverpudlian mop tops ride Sno-Bobs in the Austrian Alps during the “Ticket to Ride” sequence in Help!, their second movie.

While not quite the Austrian Alps, you can see our Sno-Bob in action in Greenfield Village earlier this winter as Conservator Cuong Nguyen takes it out for a spin. While we generally don’t “play” with the artifacts in our collection, we feel that this toy is unique enough to justify video documentation showing how it’s used. (We’re fortunate that the weather cooperated with our plans this winter.)


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2010s, 21st century, 20th century, 1970s, winter, toys and games, by Matt Anderson, by Jeanine Head Miller, by Charisma Tatum, #Behind The Scenes @ The Henry Ford

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The familiar silver packaging for the “Black Vader” Atari 2600 was created by Evelyn Seto, who led the Atari design team with John Hayashi. THF160364

Cardboard boxes printed in bold colors: shimmering silver, blazing orange, primary blue, circus purple—hot pink. Overlaid with white and yellow Bauhaus typography announcing the contents: Centipede, Breakout, Space Invaders. Inside the box, a black plastic cartridge that holds the promise of video game entertainment, all from the comfort of home. Games played while sitting cross-legged on the floor. Later, aching hands from hours of play on a square, non-ergonomic, one-button joystick. No quarters necessary. By the fall of 1977, there was no denying the fact that the arcade was successfully finding its way into the living room. 

The Atari Video Computer System (later sold as the Atari 2600) changed the gaming industry. Earlier systems like the Magnavox Odyssey, Home PONG, and the Fairchild System F were available in the early 1970s, but the remarkable success of the Atari 2600 defined a “second generation” of home consoles, selling over 30 million units between 1977 and 1992.

The number of games available for the 2600—taking into account Atari and Sears releases as well as those by third-parties like Activision and Imagic—finds us looking at approximately 550 unique titles. Several games within this vast library include important contributions made by women.

Female employees were not uncommon at the company. Carol Kantor became the first market researcher at a video game company, ever. Wanda Hill drew the circuit diagrams for Asteroids. Judy Richter worked as a packaging designer and production manager for a decade, through multiple leadership transitions. The people working on the assembly lines populating the circuit boards for arcade games were almost all women. Evelyn Seto supervised the design team, inking the original three-pronged “Mt. Fuji” logo and creating the shelf-appealing silver packaging for the Atari 2600.

atari-centipedeDona Bailey and Ed Logg’s 1980 arcade version of Centipede was translated as a “port” for the Atari 2600 in 1982. In 2013, this cartridge was excavated from the “Atari Tomb” located in an Alamogordo, New Mexico landfill. THF159973

The scales were not exactly balanced in terms of gender equality within Atari’s engineering staff, but take for instance the work of Dona Bailey, programmer of the arcade version of Centipede (1980). Not only was she the first female programmer to design an arcade game, but her collaboration with Ed Logg led to the creation of one of the most iconic video games of all time.

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When Carol Shaw created 3D Tic-Tac-Toe, she became the first professional female video game developer. THF171081

 Carol Shaw & Susan Jaekel

Dona Bailey’s time in the “coin-op” division at Atari overlapped with Carol Shaw’s work for the “cart” division. In 1977, Shaw graduated from the University of California, Berkeley’s Computer Science program, and was hired as the first female programmer at Atari in August 1978. When she completed her first cartridge game that year—3D Tic-Tac-Toe—she effectively became one of the women to work in the professional video game industry. 3D Tic-Tac-Toe is an abstract strategy video game based on a game called Qubic, which was originally played on room-sized computers in the mid-1950s.

In the 1970s and 80s, the exterior graphics of a coin-op console or the illustration on a game’s cardboard box were often a player’s first exposure to a game. Typically, the vibrant and dynamic graphics promoting a game were light years beyond the pixelated game that showed up on the screen. Nonetheless, Evelyn Seto from Atari’s graphics team once said: “The romance of the game was told in the box artwork.”

And what could be more intriguing than a woman in space with her spacesuit-clad dog competing against a robot with laser-powers?  The illustrations on 3D Tic-Tac-Toe’s box were painted by Susan Jaekel, who became known for her illustrated textbooks and cookbooks, as well as the packaging for Atari’s Adventure, Circus, Basic Math, and others. On 3D Tic-Tac-Toe, Jaekel collaborated with Rick Guidice to create the four grids in the design; Guidice is well-known for his 1970s illustrations of space colonies for NASA’s Ames Research Center.

In 1978, Shaw also programmed Video Checkers and Super Breakout (with Nick Turner). In 1982, Shaw left Atari to work for Activision, where she created her most celebrated game: River Raid.

atari-riverraidRiver Raid by Carol Shaw. Activision was the first third-party video game developer, making compatible cartridges for the Atari 2600. THF171080

River Raid is a top-down-view scrolling shooter video game. Players move a fighter jet left to right to avoid other vehicles, shoot military vehicles, and must refuel their plane to avoid crashing. The game was pioneering for its variation in background landscape. Whereas most games repeated the same background, Shaw found a way to create a self-generating algorithm to randomize the scenery.

In an interview, Carol Shaw spoke of how “Ray Kassar, President of Atari, was touring the labs and he said, ‘Oh, at last! We have a female game designer. She can do cosmetics color matching and interior decorating cartridges!’ Which are two subjects I had absolutely no interest in…”

atari-carolshawDetail of River Raid instruction manual, introduced by Carol Shaw.

Carla Meninsky

In Atari’s early years, Carla Meninsky was one of only two female employees in Atari’s cartridge design division, along with Carol Shaw. When Meninsky was a teenager, her programmer mother taught her the basics of Fortran. Carla’s academic studies at Stanford began in the mathematics department, but she switched to a major in psychology with a focus in neuroscience. In school, she became interested in building an AI-powered computer animation system and spent her free time playing the text-based Adventure game. Soon after graduation, she pitched her computerized animation idea to Atari, and was hired. Almost immediately, she found herself shuttled into the unintended role of game programmer, working through a list of proposed titles with no actual description.   

atari-indy500Carla Meninsky and Ed Riddle’s Indy 500 was one of the first of nine titles released with the Atari 2600 launch. THF171078

Meninsky co-designed Indy 500 with Ed Riddle. When the Atari 2600 launched, this was one of the first nine titles advertised. The game was a bird’s eye view racing game that was a “port” made in the spirit of full-size coin-op arcade games like Indy 800, Grand Trak 10, and Sprint 4. This game could be used with the standard controller, or a special driving controller with a rotating dial that allowed players to have greater control over their vehicles. 

atari-dodgeemDodge ‘Em is another driving maze game designed by Carla Meninsky, and was one of the first games she created for Atari. THF171079

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Carla Meninsky’s Star Raiders, 1982. THF171076 

Star Raiders, also by Meninsky, is a first-person shooter game with a space combat theme. The game was groundbreaking for its advanced gameplay and quality graphics that simulated a three-dimensional field of play. The original version of the game was written by Doug Neubauer for the Atari 8-bit home computer and was inspired by his love for Star Trek. This “port” to the home console market for the Atari 2600 was programmed by Carla Meninsky.

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atari-starraiders-controller-2Star Raiders came with a special Video Touch Pad controller. The Henry Ford’s collections house the version sold with the 1982 game, as well as a crushed and dirtied version that was excavated from the “Atari Tomb” in 2013. THF171077 and THF159969

The 2600 version of the game could be used with a regular joystick, or a deluxe version was sold with a special Video Touch Pad controller. This twelve-button touchpad was designed to be overlaid with interchangeable graphic cards, printed with commands for different Atari games. Star Raiders was the only game to make use of this controller—perhaps if it weren’t for the looming “Video Game Crash” of 1983, other developers would have made use of this controller.

Atari was one of the first companies with the types of workplace perks that are now ubiquitous at Silicon Valley companies today. It had a reputation for attracting the young, the rebellious, and the singularly talented. While certain aspects of Atari’s workplace culture might raise eyebrows today (and rightly so), it also doesn’t take much digging to find stories of women who were empowered to make vital contributions to the company. These recent artifact acquisitions—games designed and programmed by female gaming pioneers working at Atari—embody an ambition to represent and celebrate diverse cultures through our technological collections.

Kristen Gallerneaux is the Curator of Communications and Information Technology at The Henry Ford.

toys and games, California, 20th century, 1980s, 1970s, women's history, video games, technology, home life, design, by Kristen Gallerneaux