Posts Tagged toys and games
Barney Korn: Tether Car Craftsman
Barney Korn’s work is featured in The Henry Ford’s exhibit Driven to Win: Racing in America. / Photo by Matt Anderson
In the 1930s and 1940s, race fans who didn’t have the budget or the bravery for full-size auto racing could find big thrills in small scale through the world of tether cars. These gas-powered model cars were raced by adults in organized competition. The models either raced against the clock, running in circles while tethered to a pole, or they raced against each other on a scaled-down board track fitted with guide rails.
The fastest tether cars topped 100 miles per hour—real miles, not scale miles—which explains another name given to them: spindizzies. (Imagine watching a little car zooming around a pole and the name makes perfect sense.) Though they look like toys, these models could be expensive. By the time you bought the car, the engine, the tools, and the accessories, you could be looking at more than $100—at a time when you could by a Ford DeLuxe Convertible for well under $1,000. At the hobby’s peak, some 25 major manufacturers and hundreds of individual builders produced tether cars. But few makers matched the skill and craftsmanship of Barney Korn.
Barney Korn’s skill was apparent from his high school days, as when he built this working engine in shop class. / THF160779
Bernard Barney Korn was born in Los Angles on April 24, 1903. He showed his modeling talents at an early age, building an elaborate water-cooled model engine as a project for his high school shop class. After high school, Korn honed his skills in part by working as a machinist for aviation innovator Howard Hughes, whom he joined in 1924.
One of Barney Korn’s “Indianapolis” models, with the hood removed to expose the single-cylinder gas engine. / THF157084
As tether cars became more popular, Barney Korn joined the booming business and formed B.B. Korn Specialty Manufacturing Company in 1939. His first production model, the “Meteor,” was also his rarest. Only 18 examples are known to have been made. The following year, Korn began production of his best-known and, many would say, best-looking model: the “Indianapolis.” Based on real Indianapolis 500 race cars of the time, Korn’s “Indianapolis” was handsome and well proportioned. It was a big model, with an overall length over 20 inches. Many were also exceptionally detailed. The “Liberty Special” car even had a working compass in its dashboard! But the “Indianapolis” was rare too. It’s believed that Korn produced fewer than 70 examples in total. Most featured rear-wheel drive trains and aluminum bodies, though a few had lightweight magnesium bodies. When materials were restricted during World War II, Korn mixed and matched aluminum and magnesium components as needed.
Korn’s working dynamometer measured engine performance in his model cars. / THF159749
Barney Korn used precision tools, molds, and patterns to build his model cars. In a particularly impressive feat, Korn even built a working dynamometer to test his cars’ performance. Like full-size dynamometers, Korn’s version was basically a treadmill for engines. It allowed a model car’s drive wheels to spin while the car itself remained stationary. Korn’s dyno measured the power and torque of the .60-cubic inch engine as it delivered power to the wheels. The little dynamometer was even adjustable to accommodate both front and rear-wheel drive models.
This unfinished Korn “Indianapolis 29” kit would have appealed to the budget-conscious tether car buyer. / THF162913
The B.B. Korn Manufacturing Company provided a few options for budget-conscious buyers. Instead of a standard “Indianapolis” model, they could purchase one of Korn’s “Indianapolis 29” cars. Everything about the “29” series was smaller—from the .29-cubic inch engines (source of the name), to the dimensions, to the all-important price tags. Those wanting to save even more could opt for an unassembled “Indianapolis 29” kit rather than a fully assembled car. With the kit, it was up to the buyer to finish rough edges on the balsa wood body, and to source an engine separately.
Barney Korn’s tether cars were beautifully made and carefully detailed, but that quality came at a price—in dollars and in performance. Korn’s models were too expensive for amateur hobbyists and too slow for serious racers. Poor sales made the B.B. Korn Manufacturing Company unsustainable, and it closed just a few years after it opened.
Barney Korn went on to a career in modelmaking for special effects work in films. His detailed miniatures can be seen in movies like To Please a Lady, a 1950 racing melodrama staring Clark Gable and Barbara Stanwyck, and Moby Dick, the 1956 adaptation of Herman Melville’s novel directed by John Huston. In the early 1980s, Korn even built a few improved versions of his original tether car designs.
Barney Korn died in Los Angeles on October 23, 1996, but his craftsmanship survives. Replicas of Korn’s models are readily available today, and originals are highly prized by collectors. It’s a proud legacy for a talented artist who some regard as the Leonardo da Vinci of the tether car hobby.
“Barney Korn: Tether Car Craftsman” expert set
“Tether Cars: Big Thrills in Small Scale” expert set
Driven to Win: Racing in America exhibit information
Artifacts related to tether cars in our Digital Collections
Matt Anderson is Curator of Transportation at The Henry Ford.
engineering, engines, making, Henry Ford Museum, Driven to Win, toys and games, by Matt Anderson, cars, racing
Accidental Toy Inventions
Accidents happen—and not all have a bad outcome. Sometimes they launch loads of fun, like these classic toys that delight us as kids.
Advertisement for Slinky, "Insist on Slinky Toys," 1957 / THF109573
Slinky, 1970-1980 / THF309090
In 1942, marine engineer Richard James of Philadelphia was working on a sensitive marine meter designed to monitor horsepower on naval battleships. His quest? To develop an inner spring that would assure that the device—even if rocked at sea—would give an accurate reading. As James worked, he accidentally knocked one of the rejected prototypes off his desk. The spring hit the ground—then kept spiraling, coil by coil, over the office floor!
This unexpected response intrigued James, who immediately realized that it would make a great toy. For several years he tested various metals, thicknesses, and proportions to come up with the perfect design. His wife, Betty, came up with the perfect name—Slinky. Then James began to sell his Slinkys in local stores. But people weren’t buying.
Clearly customers needed to be shown what a Slinky could do. Richard and Betty James, determined to find success, convinced the Gimbels department store to let them do an in-store demonstration. James had arranged with a local machine ship to manufacture 400 Slinkys—98 coils of high-grade, blue-black Swedish steel piled 2 ½ inches high. Armed with a small set of stairs, the Jameses set out for Gimbels with their Slinkys. As the department store’s curious customers looked on, the Slinky gracefully moved down the stairs. Within minutes, the entire stock of 400 had sold.
Slinkys look simple—but they are actually quite intricate. The original dark steel was later replaced with a silver-colored steel. And, while Slinkys now come in colored plastic, the classic Slinky has remained virtually unchanged.
There’s something rather lifelike about a Slinky, whether walking down some stairs or a sloped board, or shuffling back and forth between one’s hands. And the sound of a Slinky in motion—quite melodious. I have fond childhood memories of a Slinky gliding coil over coil down our stairs—each move punctuated by that distinctive Slinky “snap”—as my siblings and I looked on mesmerized by its flowing passage. How did it know how to do that?
Silly Putty, circa 1962 / THF135811
During World War II, the Japanese invasion of the Far East cut off the United States’ rubber supply—rubber badly needed for the mass production of tires and boots. The War Production Board asked General Electric to develop an inexpensive rubber substitute. Chemical engineer James Wright set to work at the company’s New Haven, Connecticut, lab, experimenting with boric acid and silicone oil. Unexpectedly, the two substances gelled. The result was a gooey compound that bounced when tossed on the floor—even higher than rubber did. It stretched farther and retained its properties over a wide temperature range. And oddly enough, it had the ability to lift text or images off the pages of newspapers and comic books. Quite amazing stuff. But the United States War Production Board rejected it as a rubber substitute. And—despite investigation into other possibilities—one seemingly without a practical use.
Silly Putty became a curiosity that made the rounds of New Haven cocktail parties, where it found itself an amusing “guest.” Ruth Fallgatter, who owned a toy store, and Peter Hodgson, her advertising consultant, took notice. Soon, the putty appeared in the store’s holiday catalog as a novelty gift for adults called Bouncing Putty. There was no image, only a description of the product. You guessed it. Bouncing Putty was a huge hit among Fallgatter’s customers.
Fallgatter lost interest in continuing to market the product, but Hodgson persevered. He purchased a large batch of the putty from General Electric, hired Yale students to separate it into one-ounce portions, then packaged it in multicolored plastic eggs. Since “bouncing” didn’t cover everything this remarkable putty could do, Hodgson called it Silly Putty.
Silly Putty’s reception at the 1950 New York Toy Fair didn’t go too well. Hodgson managed to get only a few accounts. One of these was Doubleday bookshops—and that proved to be enough. Silly Putty soon got its “big break” when a staff writer for The New Yorker discovered it when he stopped in the chain’s Manhattan store, then mentioned Silly Putty in the magazine’s popular “Talk of the Town” column. A few days later, Hodgson had orders for over 250,000 items. Since then, the contents of hundreds of millions of Silly Putty eggs have been bounced and stretched by kids and adults alike.
Oh—that thing about Silly Putty not having a practical purpose? Apparently, it does for some. People have used it to clean typewriter keys or level the legs of wobbly tables. Silly Putty even orbited the moon in 1968 with the Apollo 8 astronauts, helping to keep their tools fastened down in the weightless environment.
Like other kids, I would grab Silly Putty and the Sunday comics, then lift an image from the page. At first, I pulled carefully to distort the image in interesting ways. By the end of pulling, the image was so distorted that it was no longer recognizable—then every trace magically disappeared as I kneaded the putty. (I hear this no longer works, since the printing process for color comics has changed.) But perhaps my favorite Silly Putty-related activity was bouncing it—Silly Putty had an energetic, almost otherworldly bounce. And I can’t recall childhood memories of Silly Putty without thinking of the time my sister took it to bed with her. For years afterwards, a perfectly oval Silly Putty stain graced the sheets.
Colorforms Set, Popeye the Weatherman, 1959 / THF135813, THF135805
You’ve heard of starving artist stories. Well, this is one.
In 1951, Harry and Patricia Kislevitz were experimenting with various materials and mediums—preferably of the least expensive sort. A friend who owned a handbag business gave them a large roll of flexible vinyl that he didn’t want. The Kislevitzes discovered that it stuck really well to the semi-gloss paint on their bathroom walls—then proceeded to cut out basic shapes and arrange them artistically. When guests visited, they found vinyl and scissors lying on the bathroom counter, beckoning them to join in. A good time was had by all as everyone added to or rearranged the giant collage!
The Kislevitzes decided to market their idea. They created vinyl pieces in standard geometric shapes and primary colors. Then they packaged them with a sheet of black laminated paperboard. Colorforms caught on! And they soon came in new sets—pieced, die-cut, and screened to look like characters or everyday objects.
A kid could design dinosaurs, dress ballet dancers, or send vinyl superheroes on adventures. Scenes from favorite movies or TV shows like Mary Poppins or Sesame Street were within two-dimensional reach. The possibilities were rich—and less messy, done without scissors, paste, or paint.
My favorite Colorforms in young childhood? A set where you dressed a character for the weather—similar to the Popeye version above.
Set of Play-Doh, circa 1979 / THF190091
When a New Jersey nursery schoolteacher happened to mention that the modeling clay used by her students was too firm for their small fingers, her brother-in-law took note. Joe McVicker, who was working for his father’s Cincinnati soap and cleaning products company, thought he might have an answer. In the mid-1950s, McVicker formulated a putty-like non-toxic substance and sold it as a wallpaper cleaner. Not only could it be easily shaped, but this compound also stayed soft indefinitely if stored in a tightly sealed container.
McVicker double-checked to assure that it was safe, then mailed some off to his sister-in-law’s school. Kids loved the putty—and so did the teachers. He knew he was on to something.
McVicker contacted the Cincinnati Board of Education, who bought the product for all the kindergartens and elementary schools in the district. Next, the putty made its debut at an educational convention, where it was noticed by the wife of a buyer for the Woodward & Lothrop department store in Washington, DC. After a successful in-store demo there, major retailers like Macy’s and Marshall Field placed their own orders.
By 1956, this wallpaper-cleaner-turned-kid’s-toy became known as Play-Doh. And the company? The family business transformed from Kutol Chemicals—not very kid-friendly—to Rainbow Crafts.
Play-Doh was originally offered only in white. By its second year on the market, it came in an even softer consistency and three colors: red, yellow, and blue—developed by company chemist Dr. Tien Liu. In the early 1980s, pink, purple, green, and orange made playtime with Play-Doh even more colorful. Day-glo and glitter versions would later follow.
What’s Play-Doh modeling compound made of? Apparently, that formula is a closely guarded secret.
I grew up in the red-yellow-blue era. I loved the way mixing these not-quite-primary colors could create other beautiful Play-Doh hues. The only downside? Once mixed and kneaded, you couldn’t return them back into their primary basics.
Super Soaker 50 Water Gun, 1991-1992 / THF185767
Engineers, businesspeople, artists—and NASA scientists. Accidental toy inventions have landed in toy boxes through these “out of the box” thinkers.
NASA rocket scientist? Yes, that would be Lonnie Johnson and his Super Soaker water gun.
Johnson was passionate about inventing not only at his day job as an engineer working with hundreds of colleagues, but also working on his own inventions in his spare time. In 1982, Johnson was in his home workshop developing an environmentally friendly cooling system. To test his idea of using circulating water and air pressure instead of the chemical Freon, Johnson connected a high-pressure nozzle to his bathroom faucet, aimed the nozzle, turned it on, and then blasted a powerful stream of water into the bathtub. He quickly recognized its potential as a toy—a pressurized water gun that didn’t require batteries and was safe enough for kids to play with!
Johnson quickly produced a prototype using Plexiglas, PVC pipe, a two-liter soda bottle, and other materials. Over the next few years, he continued to make improvements. In 1989, Johnson licensed his design for the Super Soaker to Larami. The company launched the toy in 1990.
Kids loved it! Within two years, the Super Soaker generated over $200 million in sales, becoming the top-selling toy in the United States. Improved versions of the Super Soaker debuted have debuted since then—delighting millions of kids and adults, too.
Johnson didn’t just take his royalty money and retire. It was a means to achieving his real goal—establishing his own research company, Johnson Research & Development Co., where Johnson develops innovative technology.
You can see more artifacts related to Slinky, Colorforms, Play-Doh, and Super Soaker, as well as hundreds of other toys, in our Digital Collections.
Jeanine Head Miller is Curator of Domestic Life at The Henry Ford.
engineering, making, inventors, popular culture, by Jeanine Head Miller, toys and games
What Have We Been Collecting at The Henry Ford?: A Peek at Recent Acquisitions
The Henry Ford’s curatorial team works on many, many tasks over the course of a year, but perhaps nothing is as important as the task of building The Henry Ford’s collections. Whether it’s a gift or a purchase, each new acquisition adds something unique. What follows is just a small sampling of recent collecting work undertaken by our curators in 2021 (and a couple in 2020), which they shared during a #THFCuratorChat session on Twitter.
In preparation for an upcoming episode of The Henry Ford's Innovation Nation, Curator of Domestic Life Jeanine Head Miller made several new acquisitions related to board games. A colorful “Welcome to Gameland” catalog advertises the range of board games offered by Milton Bradley Company in 1964, and joins the 1892 Milton Bradley catalog—dedicated to educational “School Aids and Kindergarten Material”—already in our collection.
Milton Bradley Company Catalog, “Welcome to Gameland,” 1964. / THF626388
Milton Bradley Company Trade Catalog, “Bradley’s School Aids and Kindergarten Material,” 1892. / THF626712
We also acquired several more board games for the collection, including “The Game of Life”—a 1960 creation to celebrate Milton Bradley’s centennial anniversary that paid homage to their 1860 “The Checkered Game of Life” and featured an innovative, three-dimensional board with an integrated spinner. “The Game of Life,” as well as other board games in our collection, can be found in our Digital Collections.
Board games recently acquired for use in The Henry Ford’s Innovation Nation. / THF188740, THF188741, THF188743, THF188750
This year, Katherine White, Associate Curator, Digital Content, was thrilled to unearth more of the story of designer Peggy Ann Mack. Peggy Ann Mack is often noted for completing the "delineation" (or illustration) for two early 1940s Herman Miller pamphlets featuring her husband Gilbert Rohde's furniture line. After Rohde's death in 1944, Mack took over his office. One commission she received was to design interiors and radio cases for Templetone Radio. The Henry Ford recently acquired this 1945 radio that she designed.
Radio designed by Peggy Ann Mack, 1945. / Photo courtesy Rachel Yerke
Peggy Ann Mack wrote and illustrated the book Making Built-In Furniture, published in 1950, which The Henry Ford also acquired this year. The book is filled with her illustrations and evidences her deep knowledge of the furniture and design industries.
Making Built-In Furniture, 1950. / Photo courtesy Katherine White
Mack (like many early female designers) has never received her due credit. While headway has been made this year, further research and acquisitions will continue to illuminate her story and insert her name back into design history.
Katherine White also worked this year to further expand our collection of Herman Miller posters created for Herman Miller’s annual employee picnic. The first picnic poster was created by Steve Frykholm in 1970—his first assignment as the company’s internal graphic designer. Frykholm would go on to design 20 of these posters, 18 of which were acquired by The Henry Ford in 1988; this year, we finally acquired the two needed to complete the series.
Herman Miller Summer Picnic Poster, “Lollipop,” 1988. / THF626898
Herman Miller Summer Picnic Poster, “Peach Sundae,” 1989. / THF189131
After Steve Frykholm, Kathy Stanton—a graduate of the University of Cincinnati’s graphic design program—took over the creation of the picnic posters, creating ten from 1990–2000. While The Henry Ford had one of these posters, this year we again completed a set by acquiring the other nine.
Recently acquired posters created by Kathy Stanton for Herman Miller picnics, 1990–2000 / THF626913, THF626915, THF626917, THF626921, THF189132, THF189133, THF189134, THF626929, THF626931
Along with the picnic posters, The Henry Ford also acquired a series of posters for Herman Miller’s Christmas party; these posters were created from 1976–1979 by Linda Powell, who worked under Steve Frykholm at Herman Miller for 15 years. All of these posters—for the picnics and the Christmas parties—were gifted to us by Herman Miller, and you can check them out in our Digital Collections.
Posters designed by Linda Powell for Herman Miller Christmas parties, 1976–1979 / THF626900, THF189135, THF189137, THF189136, THF189138, THF626909, THF626905
Thanks to the work of Curator of Communications and Information Technology Kristen Gallerneaux, in early 2021, a very exciting acquisition arrived at The Henry Ford: the Lillian F. Schwartz and Laurens R. Schwartz Collection. Lillian Schwartz is a groundbreaking and award-winning multimedia artist known for her experiments in film and video.
Lillian Schwartz was a long-term “resident advisor” at Bell Laboratories in New Jersey. There, she gained access to powerful computers and opportunities for collaboration with scientists and researchers (like Leon Harmon). Schwartz’s first film, Pixillation (1970), was commissioned by Bell Labs. It weaves together the aesthetics of coded textures with organic, hand-painted animation. The soundtrack was composed by Gershon Kingsley on a Moog synthesizer.
“Pixillation, 1970 / THF611033
Complementary to Lillian Schwartz’s legacy in experimental motion graphics is a large collection of two-dimensional and three-dimensional materials. Many of her drawings and prints reference the creative possibilities and expressive limitations of computer screen pixels.
“Abstract #8” by Lillian F. Schwartz, 1969 / THF188551
With this acquisition, we also received a selection of equipment used by Lillian Schwartz to create her artwork. The equipment spans from analog film editing devices into digital era devices—including one of the last home computers she used to create video and still images.
Editing equipment used by Lillian Schwartz. / Image courtesy Kristen Gallerneaux
Altogether, the Schwartz collection includes over 5,000 objects documenting her expansive and inquisitive mindset: films, videos, prints, paintings, sculptures, posters, and personal papers. You can find more of Lillian Schwartz’s work by checking out recently digitized pieces here, and dig deeper into her story here.
Katherine White and Kristen Gallerneaux worked together this year to acquire several key examples of LGBTQ+ graphic design and material culture. The collection, which is currently being digitized, includes:
Illustrations by Howard Cruse, an underground comix artist…
Illustration created by Howard Cruse. / Photo courtesy Kristen Gallerneaux
A flier from the High Tech Gays, a nonpartisan social club founded in Silicon Valley in 1983 to support LGBTQ+ people seeking fair treatment in the workplace, as LGBTQ+ people were often denied security clearance to work in military and tech industry positions...
High Tech Gays flier. / Photo courtesy Kristen Gallerneaux
An AIDSGATE poster, created by the Silence = Death Collective for a 1987 protest at the White House, designed to bring attention to President Ronald Reagan’s refusal to publicly acknowledge the AIDS crisis...
“AIDSGATE” Poster, 1987. / Photo courtesy Kristen Gallerneaux
A number of mid-1960s newspapers—typically distributed in gay bars—that rallied the LGBTQ+ community, shared information, and united people under the cause...
“Citizens News.” / Photo courtesy Kristen Gallerneaux
A group of fliers created by the Mattachine Society in the wake of the 1969 Stonewall Uprising, which paints a portrait of the fraught months that followed...
Flier created by the Mattachine Society. / Photo courtesy Kristen Gallerneaux
And a leather Muir cap of the type commonly worn by members of post–World War II biker clubs, which provided freedom and mobility for gay men when persecution and the threat of police raids were ever-present at established gay locales. Its many pins and buttons feature gay biker gang culture of the 1960s and early 1970s.
Leather cap with pins. / Photo courtesy Kristen Gallerneaux
Another acquisition that further diversifies our collection is the “Nude is Not a Color” quilt, recently acquired by Curator of Domestic Life Jeanine Head Miller. This striking quilt was created in 2017 by a worldwide community of women who gathered virtually to take a stand against racial bias.
“Nude is Not a Color” Quilt, Made by Hillary Goodwin, Rachael Door, and Contributors from around the World, 2017. / THF185986
Fashion and cosmetics companies have long used the term “nude” for products made in a pale beige—reflecting lighter skin tones and marginalizing people of color. After one fashion company repeatedly dismissed a customer’s concerns, a community of quilters used their talents and voices to produce a quilt to oppose this racial bias. Through Instagram, quilters were asked to create a shirt block in whatever color fabric they felt best represented their skin tone, or that of their loved ones.
Shirt blocks on the “Nude is Not a Color” quilt. / THF185986, detail
Quilters responded from around the United States and around the world, including Canada, Brazil, the United Kingdom, Spain, the Netherlands, and Australia. These quilt makers made a difference, as via social media the quilt made more people aware of the company’s bias. They in turn lent their voices, demanding change—and the brand eventually altered the name of the garment collection.
Jeanine Head Miller has also expanded our quilt collection with the addition of over 100 crib quilts and doll quilts, carefully gathered by Paul Pilgrim and Gerald Roy over a period of forty years. These quilts greatly strengthen several categories of our quilt collection, represent a range of quilting traditions, and reflect fabric designs and usage—all while taking up less storage space than full-sized quilts.
A few of the crib quilts acquired from Paul Pilgrim and Gerald Roy. / THF187113, THF187127, THF187075, THF187187, THF187251, THF187197
During 2021, Curator of Agriculture and the Environment Debra Reid has been developing a collection documenting the Civilian Conservation Corps, a New Deal program that employed around three million young men. This year, we acquired the Northlander newsletter (a publication of Fort Brady Civilian Conservation Corps District in Michigan), a sweetheart pillow from a camp working on range land regeneration in Oregon, and a pennant from a camp working in soil conservation in Minnesota’s Superior National Forest.
Recent Civilian Conservation Corps acquisitions. / THF624987, THF188543, THF188542
We also acquired a partial Civilian Conservation Corps table service made by the Crooksville China Company in Ohio. This acquisition is another example of curatorial collaboration, this time between Debra Reid and Curator of Decorative Arts Charles Sable. These pieces, along with the other Civilian Conservation Corps material collected, will help tell less well-documented aspects of the Civilian Conservation Corps story.
Civilian Conservation Corps Dinner Plate, 1933–1942. / THF189100
If you’ve been to Greenfield Village lately, you’ve probably noticed a new addition going in—the reconstructed Vegetable Building from Detroit’s Central Market. While we acquired the building from the City of Detroit in 2003, in 2021, Debra Reid has been working to acquire material to document its life prior to its arrival at The Henry Ford. As part of that work, we recently added photos to our collection that show it in service as a horse stable at Belle Isle, after its relocation there in 1894.
“Seventy Glimpses of Detroit” souvenir book, circa 1900, page 20. While this book has been in our collections for nearly a century, it helps illustrate changes in the Vegetable Building structure over time. / THF139104
Riding Stable at the Eastern End of Belle Isle, Detroit, Michigan, October 27, 1963. / THF626103
Horse Stable on Belle Isle, Detroit, Michigan, July 27, 1978. / THF626107
This year, Debra Reid also secured a photo of Dorothy Nickerson, who worked with the Munsell Color Company from 1921 to 1926, and later as a Color Specialist at the United States Department of Agriculture. Research into this new acquisition—besides leading to new ideas for future collecting—brought new attention (and digitization) to a 1990 acquisition: A.H. Munsell’s second edition of A Color Notation.
Dorothy Nickerson of Boston Named United States Department of Agriculture Color Specialist, March 30, 1927. / THF626448
All of this is just a small part of the collecting that happens at The Henry Ford. Whether they expand on stories we already tell, or open the door to new possibilities, acquisitions like these play a major role in the institution’s work. We look forward to seeing what additions to our collection the future might have in store!
Compiled by Curatorial Assistant Rachel Yerke from tweets originally written by Associate Curators, Digital Content, Saige Jedele and Katherine White, and Curators Kristen Gallerneaux, Jeanine Head Miller, and Debra A. Reid for a curator chat on Twitter.
quilts, technology, computers, Herman Miller, posters, women's history, design, toys and games, #THFCuratorChat, by Debra A. Reid, by Jeanine Head Miller, by Kristen Gallerneaux, by Katherine White, by Saige Jedele, by Rachel Yerke, #Behind The Scenes @ The Henry Ford
Super Cool Idea: Lonnie Johnson and the Super Soaker
Lonnie Johnson, inventor of the Super Soaker. / Photo by Thomas S. England/The LIFE Images Collection via Getty Images
Sometimes serious work leads to serious play—with seriously successful results. Did you know that the Super Soaker® water gun was an accidental invention by NASA rocket scientist Lonnie Johnson?
Johnson was passionate about inventing not only at his day job as an engineer working with hundreds of colleagues, but also working on his own inventions in his spare time. In 1982, Johnson was in his home workshop developing an environmentally friendly cooling system. To test his idea of using circulating water and air pressure, instead of the chemical Freon, Johnson connected a high-pressure nozzle to his bathroom faucet, aimed the nozzle, turned it on, and then blasted a powerful stream of water into the bathtub. He quickly recognized its potential as a toy—a pressurized water gun that didn’t require batteries and was safe enough for kids to play with.
Johnson quickly produced a prototype using Plexiglas, PVC pipe, a two-liter soda bottle and other materials. Over the next few years, he continued to make improvements. In 1989, Johnson licensed his design for the Super Soaker® to Larami. The company launched the toy in 1990.
Super Soaker® 50 Water Gun, 1991-1992 / THF185767
Kids loved it!
Within two years, the Super Soaker® generated over $200 million in sales, becoming the top-selling toy in the United States. Improved versions of the Super Soaker® debuted during the following years. By 2016, Super Soaker sales were approximately $1 billion.
Johnson didn’t just take his royalty money and retire. It was a means to achieving his real goal—to establish his own research company, Johnson Research & Development Co. Today, Johnson has more than 100 patents and is currently developing innovative technology to efficiently convert solar energy into electricity with world-changing results.
Johnson’s Super Soaker®, familiar to millions of kids, can inspire new generations of inventors and entrepreneurs. The message? Creative play can lead to great achievements.
Jeanine Head Miller is Curator of Domestic Life at The Henry Ford. This post was adapted from an article first published in the June–December 2021 issue of The Henry Ford Magazine.
20th century, 1990s, 1980s, toys and games, The Henry Ford Magazine, inventors, entrepreneurship, childhood, by Jeanine Head Miller, African American history
Work, Play, and Leadership at Ford’s Dearborn Truck Plant
Corey Williams has been a part of the Dearborn Truck Plant management team for nearly four years, promoted to plant manager in January 2021, and he’s worked at many Ford facilities in a variety of management positions over the 25-plus years he’s been with Ford. He’ll tell you with conviction that the Dearborn Truck Plant, where the Ford F-150 is built and The Henry Ford’s Ford Rouge Factory Tour welcomes thousands of visitors a year, is unlike anywhere else in the world.
“Every Ford plant has the same goals, metrics and objectives—we all want to deliver the best, highest-quality product to the customer that we can,” said Williams. “But at Dearborn Truck, the culture is different. And when I say different, I mean everyone here understands that we are building America’s bestselling truck and the sense of pride in that is like no other.”
“Everybody knows that we are leaders, never followers,” he added. “That if it can be done, it will be done at DTP [Dearborn Truck Plant]—at not only the highest rate and volumes but with the greatest efficiency.”
Ford F-150 Truck Assembly at the Dearborn Truck Plant at the Ford Rouge Complex
That attitude and mental mantra fit perfectly with Williams’ persona. He’s not afraid to admit he’s an ultracompetitive guy who feeds off having to face the next challenge.
“I’ve been a sports guy my entire life,” he said. “I love to compete and like the idea of a team—the collaborative part of it and how you have to work together toward a common goal.”
And when asked about the new set of players—vehicles as well as workers—that are now ready to call the Ford Rouge Complex home along with Dearborn Truck Plant, Williams couldn’t be more excited. In 2022, the new Rouge Electric Vehicle Center is slated to open, employing hundreds of new hires and manufacturing the all-new battery-electric F-150. “Not a day goes by that people don’t ask me about our new hybrid, the EV center, and electric truck—the buzz and amazement just grows,” said Williams. “It’s a huge step in continuing our truck leadership and dominance. We are changing the game.”
Play to Work
Staff from Ford Motor Company and The Henry Ford trace some of their interest in STEM and manufacturing to childhood television, toys, and games, like this 1960s Clue set in our collection. / THF188744
We asked Corey and other members of Ford Motor Company’s vehicle launch team and The Henry Ford’s Ford Rouge Factory Tour what games, TV shows, toys, etc., they remember growing up that helped spark their interest in STEM and manufacturing.
Corey Williams, Plant Manager at Ford: Playing team sports in his younger years is a key precursor to his manufacturing management skills today. “Involving yourself in team events where you need to collaborate and compete as a team toward a common objective is extremely relevant from a STEM standpoint,” he said.
James Housel, Bodyshop Launch Manager at Ford: “Saturday morning cartoons watching ‘Wile E. Coyote, SUUUUUUPER Genius.’” The cartoon character is always obtaining crazy gizmos from fictional mail-order company Acme in the hopes of capturing the Road Runner.
Cynthia Jones, Director, Museum Experiences & Engagement, at The Henry Ford: “I loved to play the board games Risk and Clue. Both of those helped me identify patterns, test hypotheses, set strategy goals and learn from failure.” Like Williams, Jones, a dedicated swimmer through high school, credits competitive sports too.
Doug Plond, Senior Manager, Ford Rouge Factory Tour, at The Henry Ford: “As a really young tyke, I loved to build with my red cardboard brick set—knocking them down was the fun part. Once I got a bit older, I moved up to Lincoln Logs.”
Jennifer LaForce is Editorial Director at Octane and Editor of The Henry Ford Magazine. This post was adapted from an article first published in the June–December 2021 issue of The Henry Ford Magazine.
African American history, toys and games, The Henry Ford Magazine, sports, Michigan, manufacturing, Ford workers, Ford Rouge Factory Complex, Ford Motor Company, Dearborn, childhood, cars, by Jennifer LaForce, alternative fuel vehicles
Lowriders: Connecting to Community
Inside front cover detail from Technical Low Rider magazine, 1981, showing a 1976 Chevrolet Caprice Classic. / THF206772
Some people customize their cars as a creative way of expressing cultural identity, as many lowrider builders do. Lowriding flourished in Southern California’s Mexican American working-class neighborhoods after World War II. Members of this community transformed older-model, family-size cars into stylish rides with street-scraping suspensions and ornamental paint jobs. Lowriders use style to show pride in cultural identity and to stand out from mainstream American culture.
Lowrider customizers prefer American automobiles—especially Chevrolets. The 1940s Chevy Fleetline below appeared in Technical Low Rider in 1981.
Page 57, Technical Low Rider Magazine, 1981. / THF104132
Customizers often lavish as much creativity and as many resources inside their lowriders as outside.
Detail from page 23, Technical Low Rider Magazine, 1981. / THF104134
The late-1970s lowrider shown below has a hidden hydraulic system to lower the car—or quickly raise it to legal ride height to avoid being ticketed.
Page 55, Technical Low Rider Magazine, 1981. / THF104133
Contests let lowrider owners show off the hydraulic technology that makes their cars “hop” and “dance.” The remote-controlled model shown below is based on a 1964 Chevrolet Impala lowrider. It’s equipped with a height-adjustable suspension that makes the car appear to "dance" up and down as it travels.
Dancin' 1964 Chevy Impala Model, circa 1999. / THF151539
Lowriders traditionally cruise for anniversaries, weddings, and quinceañera celebrations—a 15th-birthday observance in Hispanic culture.
Low Rider Magazine, Wedding/Quinceanera Issue, October 1979. / THF104135
Lowrider enthusiasts often form clubs and enjoy cruising together. These collectible toys are models of some of the everyday vehicles they have transformed into stylish showstoppers.
1964 Chevrolet Impala, 1976 Chevrolet Monte Carlo, and 1984 Cadillac de Ville lowrider collectibles, 2000–2003. / THF150054, THF150052, and THF150053
This post was adapted from an exhibit label in Henry Ford Museum of American Innovation.
California, 21st century, 20th century, toys and games, popular culture, making, Hispanic and Latino history, cars
New Racing Acquisitions at The Henry Ford
Driven to Win: Racing in America presented by General Motors.
The Henry Ford’s newest exhibition, Driven to Win: Racing in America presented by General Motors, opened to the public on March 27. It’s been a thrill to see visitors experiencing and enjoying the show after so many years of planning.
Along with all of that planning, we did some serious collecting as well. Visitors to Driven to Win will see more than 250 artifacts from all eras of American racing. Several of those pieces are newly acquired, specifically for the show.
Shoes worn by Ken Block in Gymkhana Five. Block co-founded DC Shoes in 1994. / THF179739
The most obvious new addition is the 2012 Ford Fiesta driven by Ken Block in Gymkhana Five: Ultimate Urban Playground; San Francisco. The car checked some important boxes for us. It represented one of America’s hottest current motorsport stars, of course, but it also gave us our first rally car. The Fiesta wasn’t just for show—Block drove it in multiple competitions, including the 2012 X Games in Los Angeles, where he took second place (one of five podium finishes Block took in the X Games series). At the same time, we collected several accessories worn by Block, including a helmet, a racing suit, gloves, sunglasses, and a pair of shoes. The footwear is by DC Shoes, the apparel company that Block co-founded with Damon Way in 1994.
Racing toys and games are prominently represented in Driven to Win. We have several vintage slot cars and die cast models, but I was excited to add a 1:64 scale model of Brittany Force’s 2019 Top Fuel car. Force is one of NHRA’s biggest current stars, and an inspiration to a new generation of fans.
Charmingly dated today, Pole Position’s graphics and gameplay were strikingly realistic in 1983. / THF176903
Many of those newer fans have lived their racing dreams through video games. We had a copy of Atari’s pioneering Indy 500 cartridge already, but I was determined to add newer, more influential titles to our holdings. While Indy 500 didn’t share much with its namesake race apart from the general premise of cars competing on an oval track, Atari’s Pole Position brought a new degree of realism to racing video games. Pole Position was a top arcade hit in 1982, and the home version, released the following year, retained the full-color landscapes that made the game so lifelike at the time. I was excited to acquire a copy that not only included the original box, but also a hype sticker reading “Arcade Hit of the Year!”
Another game that made the jump from arcade to living room was Daytona USA, released in 1995 for the short-lived Sega Saturn. Rather than open-wheel racing, Daytona USA based its gameplay on stock car competition. The arcade version was notable for permitting up to eight machines to be linked together, allowing multiple players to compete with one another.
More recently, the Forza series set a new standard for racing video games. The initial title, Forza Motorsport, featured more than 200 cars and encouraged people to customize their vehicles to improve performance or appearance. Online connectivity allowed Forza Motorsport players to compete with others not just in the same room, but around the world.
One of my favorite new acquisitions is a photograph showing a young racer, Basil “Jug” Menard, posing with his race car. There’s something charming in the way young Menard poses with his Ford, a big smile on his face and hands at his hips like a superhero. His car looks worse for the wear, with plenty of dents and an “85” rather hastily stenciled on the door, but this young driver is clearly proud of it. Menard represents the “weekend warrior” who works a regular job during the week, but takes on the world at the local dirt track each weekend.
When we talk about a racer’s tools, we don’t just mean cars and helmets. / THF167207
Drivers may get most of the glory, but they’re only the most visible part of the large team behind any race car. There are folks working for each win everywhere from pit lane to the business office. Engineers are a crucial part of that group, whether they work for the racing team itself, the car manufacturer, or a supplier. In the early 20th century, Leo Goossen was among the most successful racing engineers in the United States. Alongside designer Harry Miller, Goossen developed cars and engines that won the Indianapolis 500 a total of 14 times from 1922 to 1938. We had the great fortune to acquire a set of drafting tools used by Goossen in his work. The donor of those tools grew up with Goossen as his neighbor. As a boy, the donor often talked about cars and racing with Goossen. The engineer passed the tools on to the boy as a gift.
We could not mount a serious exhibit on motorsport without talking about safety. Into the 1970s, auto racing was a frightfully dangerous enterprise. Legendary driver Mario Andretti commented on the risk in the early years of his career during our 2017 interview with him. Andretti recalled that during the drivers’ meeting at the beginning of each season, he’d look around the room and wonder who wouldn’t survive to the end of the year.
Improved helmets went a long way in reducing deaths and injuries. Open-face, hard-shell helmets were common on race tracks by the late 1950s, but it wasn’t until 1968 that driver Dan Gurney introduced the motocross-style full-face helmet to auto racing. Some drivers initially chided Gurney for being overly cautious—but they soon came to appreciate the protection from flying debris. Mr. Gurney kindly donated to us one of the full-face helmets he used in occasional races after his formal retirement from competitive driving in 1970.
And speaking of Dan Gurney, he famously co-drove the Ford Mark IV to victory with A.J. Foyt at Le Mans in 1967. We have a treasure trove of photographs from that race, and of course we have the Mark IV itself, but we recently added something particularly special: the trophy Ford Motor Company received for the victory. To our knowledge, Driven to Win marks the first time this trophy has been on public view in decades. Personally, I think the prize’s long absence is a key part of the story. Ford went to Le Mans to beat Ferrari. After doing so for a second time in 1967, Ford shut down its Le Mans program, having met its goal and made its point. All the racing world had marveled at those back-to-back wins—Ford didn’t need to show off a trophy to prove what it had done!
Janet Guthrie wore this glove at the 1977 Indy 500—when she became the first woman to compete in the Greatest Spectacle in Racing. / THF166385
For most of its history, professional auto racing has been dominated by white men. Women and people of color have fought discrimination and intimidation in the sport for decades. It is important to include those stories in Driven to Win—and in The Henry Ford’s collections. We documented Janet Guthrie’s groundbreaking run at the 1977 Indianapolis 500, when she became the first woman to compete in America’s most celebrated race, with a glove she wore during the event. I quite like the fact that the glove had been framed with a plaque, a gesture that underlined the significance of Guthrie’s achievement. We’ve displayed the glove in the exhibit still inside that frame. More recently, Danica Patrick followed Guthrie’s footsteps at Indy. Patrick also competed for several years in NASCAR, and in 2013 she became the first woman to earn the pole position at the Daytona 500. She kindly donated a pair of gloves that she wore in 2012, her inaugural Cup Series season.
Wendell Scott, the first Black driver to compete full-time in NASCAR’s Cup Series, as photographed at Charlotte Motor Speedway in 1974. / THF147632
Wendell Scott broke NASCAR’s color barrier when he battled discrimination from officials and fans to become the first Black driver to win a Cup Series race. Scott earned the victory at Speedway Park in Jacksonville, Florida, in December 1963. We acquired a photo of Scott taken later in his career, at the 1972 World 600. Scott retired in 1973 after sustaining serious injuries in a crash at Talladega Superspeedway. In addition to acquiring the photo, we were fortunate to be able to borrow a 1966 Ford Galaxie driven by Scott during the 1967 and 1968 NASCAR seasons.
Wendell Scott’s impact on the sport is still felt. Current star Darrell “Bubba” Wallace is the first Black driver since Scott to race in the Cup Series full-time. Following the murder of George Floyd on May 25, 2020, Wallace joined other athletes from all sports in supporting the Black Lives Matter movement. He and his teammates at Richard Petty Motorsports created a special Black Lives Matter paint scheme for Wallace’s #43 Chevrolet Camaro, driven at Virginia’s Martinsville Speedway on June 10, 2020. We acquired a model of that car for the exhibit. The interlocked Black and white hands on the hood are a hopeful symbol at a difficult time.
Our collecting efforts did not end when Driven to Win opened. We continue to add important pieces to our holdings—most recently, items used by rising star Armani Williams in his stock car racing career. There will be more to come: more artifacts to collect, more stories to share, and more insights on the people and places that make American racing special.
Matt Anderson is Curator of Transportation at The Henry Ford.
21st century, 20th century, women's history, video games, toys and games, racing, race cars, race car drivers, Henry Ford Museum, engineering, Driven to Win, by Matt Anderson, African American history, #Behind The Scenes @ The Henry Ford
Driven to Win: Igniting the Passion
Basil "Jug" Menard Posing with a Modified Ford Coupe Race Car. Taunton, Massachusetts, circa 1946 / THF140176
Igniting a Lifelong Passion
Most of us are enchanted with competition. For those with gasoline in their veins, there’s only one way to scratch the itch—become a racer.
Things we do when we’re young often inspire a lifelong passion. Many adults involved in auto racing—as well as adult fans of auto racing—ignited their interest through early experiences. There are many avenues for kids to explore race cars and racing that can arouse a passion for the sport, and you can learn about some of them in the “Igniting the Passion” section of our new racing exhibit, Driven to Win: Racing in America presented by General Motors. There is an actual Quarter Midget race car, and kids can sit in the driver’s seat. You can see and hear stories from the people with a passion for racing about how they got started. And there are the toys (including slot cars), and a place where kids can build their own wooden kit car then race it against others on a sloped track.
Quarter Midget Racer
The Quarter Midget race car is one-quarter the size of an adult racer’s Midget Sprint Car and has much lower power output. Still, these are serious race cars, with protective systems designed to keep their young drivers as safe as possible. A Quarter Midget is powered by a single-cylinder, 7-cubic-inch engine, and they race on oval tracks that are one-twentieth of a mile around—264 feet. Speeds reach the 45-mph range, and kids learn the skills of car control, race tactics, and race strategy that are essential foundations for aspiring drivers. Many racing stars, past and present, began their careers in Quarter Midgets, including A.J. Foyt, Jeff Gordon, Joey Logano, Sarah Fisher, Jimmy Vasser, and many more.
Soap Box Derby Car
The Soap Box Derby car, powered only by gravity, is home-built and raced by kids in downhill competitions that can be intense. Mason Colbert placed third with this car in the 1939 All-American Soap Box Derby national championship in Akron, Ohio.
Tether Cars, or Spindizzies
A large display in Driven to Win features more than 50 gas-powered, scale-model tether cars (along with tools and parts), which were popular from the 1930s to the 1950s. Check out all of the spindizzies you’ll see on display here.
Beyond the vehicles highlighted above, you can see these artifacts related to igniting a love of racing in Driven to Win.
- Soap Box Derby Racing Helmet, 1935-1945
- Scale Model of Eagle #6 Race Car, Driven by Bobby Unser at 1972 Indianapolis 500
- Scale Model of Goldenrod Land Speed Record Race Car, 1966
- Round 2 "Auto World: 2019 Brittany Force Top Fuel Dragster" Diecast Model, 2019
- Hot Wheels Dragster, 1975-1980
- Hot Wheels Race Car, 1974-1980
- Lego Speed Champions Set, "2016 Ford GT & 1966 Ford GT40," 2017
- Record Album, "Men, Machines and the Moment," Recorded by Dennis Agajanian, 1976
- Record Album, "The Big Sounds of the Drags!," 1963
- Recording of 1963 Indianapolis 500 Race
- Slot Car, Ford GT Body, 1960-1970
- Slot Car, Indy Car Body, 1965-1970
- Sections of Slot Car Roadway, 1964-1968
- Slot Car Speed Control, 1964-1968
- Atari Video Game, "Indy 500," 1977
- Atari Video Game, "Pole Position," 1983
- Sega Video Game, "Daytona USA," 1995
- Microsoft Xbox Video Game, "Forza Motorsport," 2005
- Kentucky Straight Bourbon Whiskey Bottle, Olsonite Eagle 6 Racing Car, 1973
- Bumper Sticker, “Dan Gurney, Car and Driver Candidate for President,” 1964
- Pennant, "Jeff Gordon, #24," 1999
Learn more about igniting the passion with these additional resources from The Henry Ford.
- Take a peek into the exciting hobby of tether car racing in our expert set.
- Watch the tether cars being installed into Driven to Win on our Facebook page.
- Visit our blog to learn more about the woman who co-designed Atari’s video game “Indy 500.”
- Discover how a student-built concept car got more than 3,400 MPG on the streets of downtown Detroit in this Maker Faire Detroit presentation.
- Go behind the scenes with the Power Racing Series at Maker Faire Detroit.
- Hear racing legend Mario Andretti explain how his love for the sport started in this clip from our 2017 interview.
childhood, toys and games, racing, race cars, Henry Ford Museum, Driven to Win, cars
The “F” Stands for “Fun”: Jerry Lawson & the Fairchild Channel F Video Entertainment System
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.
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
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.
A 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.
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.
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.
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
A Puzzle Block Surprise
In 2017, I had the opportunity to work with our curator of domestic life, Jeanine Head Miller, on a new Expert Set featuring alphabet blocks and spelling toys from our collections. We chose one example based on a nearly 20-year-old photograph from our collections database. It was dated between 1860 and 1880 and appeared to be a set of wooden alphabet blocks with images printed on the reverse that could be assembled to complete two puzzles. Notes in the database and an image on the box lid alluded to more, so we decided to re-photograph the blocks before adding them to our Digital Collections.
Image taken in 2000; touched up in 2017 by Jim Orr, image services specialist / THF133429
While conducting research for the Expert Set, I visited our photographic studio to see the blocks in person. They were in good condition, and I was able to carefully – with gloves and on a clean surface – assemble each of eight possible solutions, revealing not only the alphabet and two 12-block puzzles visible in our existing photograph (“The Farm” and “Anna’s Delight”), but two other pastoral scenes of the same size (“Grandfather’s Visit” and “My Country Residence”), two full-size, 24-block historical images (“William Penn’s Treaty with the Indians” and “Mount Vernon – Washington’s Residence”), and a map of the United States. The borders and place names on the map gave us hope that we might be able to narrow the date range for these blocks, but some text on the Mount Vernon puzzle gave us an even better clue – the lithographer’s name!
Reference image showing lithographer information [REG2017_1103]
A quick Internet search (an invaluable tool for modern museum research) revealed that Thomas S. Wagner worked as the sole proprietor of his Philadelphia lithography firm for a short time, between a dissolved partnership with fellow lithographer James McGuigan in 1858 and Wagner’s death in 1863. (Interestingly, according to the Library Company of Philadelphia, Wagner was “one of the few publishers of wooden lithographic puzzles” at that time.) Not only were we able to considerably narrow our date range from 1860–1880 to 1858–1863, we could now add creator information to our records!
We decided to have our photographer, Rudy Ruzicska, and digital imaging specialist, Jillian Ferraiuolo, create just a few official images of the picture puzzle – enough to document the box and individual blocks and to give online viewers a sense of the possible solutions. But I also captured reference photographs of each of the 8 completed puzzles for our collections database. These wouldn’t typically be available to the public, but to celebrate our recent digital collections milestone – 100,000 artifacts! – I’ve shared a few of them below.
Thanks for reading!
Pennsylvania, 19th century, toys and games, photography, digitization, by Saige Jedele, #digitization100K, #Behind The Scenes @ The Henry Ford