Past Forward

Activating The Henry Ford Archive of Innovation

Posts Tagged toys and games

atari-set
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.

atari-tictactoe

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

atari-starraiders
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.

atari-starraiders-controller
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

Nostalgia for those who experienced it—and a hip mid-century modern revival for others.

0003_011620171120_KMSPhotography

The Visits with Santa experience in Henry Ford Museum of American Innovation this year is a throwback to the 1960s. Kids can tell Santa their wishes as they sit next to him under a colorful kiosk made by Ray and Charles Eames for the IBM pavilion at the 1964 New York World’s Fair.  Nearby is a cozy 1960s living room vignette—complete with a La-Z-Boy chair, television set, and an aluminum Christmas tree from the era.

This mid-century modern theme coincides with the opening of our newest permanent exhibit in the museum, Mathematica, also designed by Ray and Charles. Several components of Mathematica were featured inside that IBM Pavilion at the 1964 World’s Fair, so we were excited to bring those two experiences together for this year’s holiday programming.

The scene provides a bit of nostalgia for those who experienced the 1960s—and a hip mid-century modern revival for others. Let’s look at some blasts from the 1960s Christmas past.

THF170112
Aluminum trees brought a modern look to a mid-1960s Christmas.  THF170112

The early 1960s brought a fresh, new look to Christmas tree aesthetics.  A completely modern look--the aluminum Christmas tree.   It made a shiny, metallic splash in living rooms all over America.  More than a million trees were sold during the decade.   A tree choice that eschewed the traditional pine- or fir-scented Christmas experience when it landed on the Christmas scene in the 1960s, now conjures up images of a retro Christmas past.

THF8379
Color wheel sold by Sears, Roebuck and Company, 1960-1965.  THF8379

A color wheel lit up the aluminum tree, with the tree changing from blue to red to green to gold as the wheel revolved.  The color wheel was there for a practical reason—you couldn’t put strings of lights on aluminum trees because of fire safety concerns.   But to those viewing the transformation, the color wheel seemed a no-brainer way to light these trees—so modern and so magical.  It was mesmerizing to watch—whether from a front row seat in your living room or the view through your neighbor’s window.

THF309083
The Smith family of Redford, Michigan purchased these ornaments in 1964 to hang on their aluminum Christmas tree.  THF309083

Aluminum trees called for minimalist look. The trees were often sparingly decked with ornaments all of one color. 

THF125145
The Wojewidka siblings pose for a Christmas photo in front of their live tree in 1960.  THF125145

Yet, “real” trees remained popular as well—fresh-cut trees chosen from one of the many temporary Christmas tree lots that popped up in cities and towns. (The cut-your-own trend was not yet widespread.)  Scotch pines were favored by many—though there were diehard balsam fans as well.  These trees were bedecked with a varied array of ornaments—glass ones by the Shiny Brite company were popular. And shiny “icicles”—made of lead before it was prohibited—hung from the branches to add to the sparkle.

Holiday Greetings in the Mail

THF287028
By the early 1960s, Christmas cards offered a greater variety of seasonal images beyond those traditionally found. This image shows a woman clothed in a pine tree decorated with 1960s trendy-colored ornaments.   THF287028  

By mid-December, mailboxes were filling with Christmas cards, sent by family and friends to let the recipient know that they were being specially thought of during the holiday season. It was exciting to pull out handfuls of cards from the mailbox—it may have been the only time during the year when a kid had much interest in what the postman delivered. And not necessarily because of the cards themselves—the cards were a tangible sign that Christmas was indeed on its way and that Santa would soon be making his deliveries!  

THF155082
Christmas card display clothesline and pins, about 1964. THF155082   

Where did people display all these Christmas cards? On a mantle, a table, or the top of the television. Or taped to a wall or a large mirror in the living room. Hanging them from a Christmas-themed clothesline was a more novel way to display them.

THF287036
This 1962 stamp carried traditional Christmas images of lighted candles and a wreath.  THF287036

In 1962, the United States Postal Service issued the first Christmas-themed postage stamps in America. (A few other countries had already beaten us to the punch on issuing Christmas-themed postage stamps.) But once begun, Christmas stamps graced more and more Christmas card envelopes to complete the annual presentation of holiday-themed greetings sent through the mail. 

Making a List

THF135874
Christmas catalogs like this 1964 Sears, Roebuck & Company got a workout in December. THF135874

Kids were busy deciding what to ask Santa for. Instead of perusing the web, kids looked forward to the arrival of Christmas season catalogs sent by stores like Sears, Roebuck and Company, J.C. Penney, and Montgomery Ward.  Kids (and adults) eagerly leafed through the pages of the toys, clothing, and other gifts offered within, making their wish list for Santa’s perusal before passing the catalog along to another family member.

Television offered additional gift ideas, playing out the merits of products before viewers’ eyes in commercials that one couldn’t speed past with a DVR.

Toys for Girls and Boys
Many 1960s toys that appeared on the Christmas lists of millions of kids during the 1960s—some in updated versions—are still classics.

THF135811
Silly Putty modeling compound, about 1962.  THF135811

Silly Putty was invented during World War II as General Electric researchers worked to develop a synthetic substitute for rubber.  While no practical purpose could be found for the stuff, it did turn out to be a great toy. Silly Putty bounced higher and stretched farther than rubber.  It even lifted images off the pages of color comics. (My sister took Silly Putty to bed with her, leaving a perfect egg-shaped stain on the sheets that never came out.)

THF93827
Eight-year-old Rachel Marone of New York received this Etch A Sketch as s Christmas gift in 1961.  THF93827

The 1960s saw an innovative new arts and crafts toy—the Etch A Sketch. Turning the knobs at the bottom of the screen (one to create horizontal lines, one for vertical) let the user “draw” on the screen with a mixture of aluminum powder and plastic beads. To erase, you just turned the screen over and shook it.  Incidentally, it was the first toy that Ohio Art, its manufacturer, ever advertised on television.  (Accomplished users could make great drawings on the Etch A Sketch—and some of us were just happy to produce decent-looking curved lines.)

THF170363
This 1962 Play-Doh Fun Factory was a childhood toy of Mary Sherman of Minnesota.  THF170363

Play-Doh introduced their Fun Factory in 1960. Now kids could go beyond free-form modeling with their red, yellow, blue and white Play-Doh. The Play-Doh Fun Factory provided instructions on how to create things like trains, planes, and boats—and an extruder with dies to easily make the components. 

Watching Christmas Specials on TV

THF162745
Album from A Charlie Brown Christmas television special, about 1965.  THF162745

Kids eagerly listened for announcements on television or leafed excitedly through TV Guide magazine to find out when the holiday specials would air.  You didn’t want to miss them—it was your only shot at watching!  There were no DVRs or DVDs back then. Two animated classics from the mid-1960s--A Charlie Brown Christmas and How the Grinch Stole Christmas--are among the earliest and most enduring of the Christmas specials developed for television.  

Within their engaging storylines, these two shows carried a message about the growing commercialization of the holiday.  As kids watched the barrage of toy ads that appeared with regularity on their television screens and leafed through catalogs to make their Christmas lists, seeing these cartoons reminded them that Christmas was also about higher ideals—not just about getting presents.  These television shows—and the increasing number and variety of Christmas specials that have since joined them—remain a yearly reminder to temper one’s holiday-related commercialism and to think of the needs of others. 

Not only have Charlie Brown and the Grinch become perennial favorites enjoyed by children and adults alike, but the soundtracks of these shows have joined the pantheon of musical Christmas classics. 

Christmas Music

THF135943
The Ronettes’ version of Sleigh Ride, with its freshly melodic “Ring-a-ling-a-ling Ding-dong ding” background vocals on this 1963 Phil Spector-produced album, has become an iconic Christmas classic. THF135943

What would a 1960s Christmastime be without Christmas-themed music heard on the stereo at home and over speakers in stores? The 1960s saw a flood of Christmas albums and singles. Various singers—like Andy Williams, Nat King Cole, Perry Como, Johnny Mathis, Brenda Lee, Ella Fitzgerald, Elvis Presley, the Ronettes, the Crystals, and the Beach Boys—recorded their versions of old favorites and new tunes.   

The Annual Christmas Photo

THF287005
In 1963, the Truby brothers of Royal Oak, Michigan, posed in Santa pajamas given to them by their grandmother. THF287005

After the presents were opened and everyone was dressed in their Christmas finery, it was time to round up the kids for photos. Siblings (and, sometimes, their parents) might be posed together in front of a seasonal backdrop like the Christmas tree or a fireplace. Some families filmed home movies of their celebrations. These home movies often captured only strategic snippets of the Christmas celebration—movie film was expensive. And these home movies were without sound—which was probably sometimes a good thing!

Jeanine Head Miller is Curator of Domestic Life at The Henry Ford.

1960s, 20th century, home life, toys and games, popular culture, holidays, Henry Ford Museum, events, correspondence, Christmas, by Jeanine Head Miller

Woody Toy Story Sliding Puzzle
Alien Toy Story Sliding Puzzle
Sliding puzzles of
Toy Story characters, 1996.
THF135833, THF135835


Sunday November 22, 2020, is the 25th anniversary of Disney-Pixar’s first Toy Story movie, which came out in 1995. Learn about the real history of toys that inspired the characters in this hit animated film.

In 1995, Disney-Pixar’s Toy Story made history as the first feature-length computer-animated film. The movie was a surprise box-office hit, far exceeding estimates. In 1996, it won an Academy Award for Special Achievement and was the first animated film ever nominated for Best Original Screenplay.

In fact, Disney took a real chance on Pixar, a young unproven tech startup at the time. Indeed, the staff at Pixar knew computer technology but they had never created a full-length feature film. But, in the course of developing the film, they made a key decision that laid the foundation for Pixar’s success, both then and now. They decided to put the story first—to focus attention the characters, the plot, the action. So, sure, the computer animation of the first Toy Story movie looks really primitive today. But pretty soon, you forget about that because the story still grabs you. Even though the main characters are toys, it’s a universal human story, about who your friends are, or aren’t, or could be.

In addition to the very relatable human story, both children and adults embraced the film right from the beginning because of the choices of the toys themselves. Why are those the toys in Andy’s room? In fact, they primarily come from the filmmakers’ own memories playing with their childhood toys—leading to a motley assortment of toys from the mid-20th century to the 1990s that reflects the varied ages of the film’s creators. Some of these evoke a specific era; others have become classics, continually produced over decades for successive generations of kids. We dug into our own collections to find some of the real toys that appear in Toy Story and reveal their true stories.


Sheriff Woody: Cowboy Toys

 

Cheyenne cowboy-themed game
Cheyenne game, 1958-65. THF 91876

Let’s start with the main character, Sheriff Woody. Woody wasn’t a real toy; instead, he represented a whole group of toys. During the 1950s, cowboy movies and TV shows were huge. This was an era during which the West was greatly romanticized, something Walt Disney was on to when he created Frontierland at Disneyland in 1955. Cowboys, in particular, were revered as rough and tough, independent, honest, and hardworking characters—at the time considered laudable traits for young boys (and girls) to emulate. In Toy Story 2, we find out that Woody indeed comes from a 1950s-era TV show entitled Woody’s Roundup. This game from our collection was named after a real TV show called Cheyenne that ran from 1955 to 1963.

Buzz Lightyear: Outer Space Toys

 

Rocket Darts, outer space-themed game
Rocket Darts game, 1940s. THF 91902

Buzz Lightyear also represented an era and a larger group of toys and games. During the mid-20th century, outer space was considered really mysterious and it fascinated people. At first, it was depicted as pure science fiction, as represented by the aliens and Pizza Planet in Toy Story and shown on the cover of this Rocket Darts game from the 1940s. Increasingly, outer space became a real destination as part of the 1960s-era “Space Race”—leading to Americans actually landing a man on the moon in 1969. Buzz Lightyear is reminiscent of this era, equipped as he is with special features that seem more advanced and sophisticated than Woody’s primitive pull string.

Mr. Potato Head

 

Mr. Potato Head playset
Mr. Potato Head playset, 1955-60. THF 47

Mr. (and Mrs.) Potato Head were and still are real toys. They were introduced in 1952 and 1953, respectively. Back in the 1950s, when this playset was produced, it included 28 different face pieces and accessories—like eyes, noses, mouths, and mustaches—that kids would stick on real potatoes! Hasbro began supplying a plastic potato with each kit in 1964.

Slinky

 

Slinky toy advertisement from Life Magazine
Life magazine ad, 1957. THF 109573

Slinky toy and its original box
Slinky in original box, 1970s. THF 309090

Slinky Dog or, as Woody called him—“Slink”—was also a real toy, as show in this 1957 Christmas ad. He evolved from the invention of the Slinky, along with a host of other rather bizarre-looking Slinky-related toys shown in this ad. The original Slinky was introduced in 1946, when a marine engineer was trying to invent a spring for the motor of a naval battleship.

Toy Soldiers

 

Toy Army men
Toy army men, mid- to late 20th century. THF 170098

The green army men from the “Bucket O Soldiers” referenced the long history of toy soldier playsets. Toy soldiers made of lead or tin date back to the 19th-century Europe. With advancements in plastics, green army men made of plastic like these became popular after World War II. Molding these figures in one piece with the base attached was less expensive to manufacture, leading to the stiff-legged maneuvers of the “troops”—as Woody called them—in the film.

Doodle Pad: Magic Slate and the Magna Doodle

 

Magic Slate toy
Magic Slate, 1937-46. THF 135603

Woody’s Doodle Pad may be a mashup between the Magic Slate and the Magna Doodle. The Magic Slate, marketed as the “erasable blackboard” is essentially a cardboard pad covered with a clear plastic sheet that “wrote” when a wood or plastic stylus was impressed on it and “erased” when the plastic was lifted up. It dates back to the 1920s, when it was offered as a free giveaway by a printing company. People finally realized that it would make a great plaything and it was heavily marketed to kids after World War II. The Magna Doodle, introduced in 1974 as a “dustless chalkboard,” can be considered a later magnetic version of the Magic Slate, with an erasable arm that swept the “board” clean.

Etch A Sketch

 

Etch A Sketch toy in box
Etch A Sketch, 1961. THF 93827

The Etch A Sketch fell somewhere between the Magic Slate and the Magna Doodle. It was invented in 1958 by a French mechanic and tinkerer, who called it “L’Ecran Magique,” or “The Magic Screen.” It used a mixture of aluminum powder and plastic beads with a metal stylus guided by twin knobs and it erased when it was turned over and shaken. The rights to the toy were sold to Ohio Art in 1960, where it became the company’s biggest hit.

Barrel of Monkeys

 

 Barrel of Monkeys toy
Barrel of Monkeys game, 1966-70. THF 91975

What better way to use the Barrel of Monkeys game than to make a chain of monkeys to try and save a toy that had fallen out of a second-story window? Unfortunately, the monkeys didn’t save Buzz Lightyear but, when this game was introduced in 1966, it was advertised as being—what else?—“more fun than a barrel of monkeys.”

TinkerToys

 

Junior TinkerToy for Beginners
Junior TinkerToy for Beginners playset, 1937-46. THF 135602

Woody used the classic TinkerToy box as a lectern for his meeting with the other toys in Andy’s room. TinkerToys were the brainchild of a man who cut out tombstones for a living but saw how much fun kids were having sticking pencils into spools of thread. He came up with the idea of the TinkerToy playset in 1914, billing it as the “Thousand Wonder Builder.” Over the years, TinkerToys were produced in a huge array of colors, sizes, and variations including plastic sets for younger kids introduced in 1992.

Bonus “Toy:” Nursery Monitor

 

Playskool Portable Baby Monitor
Playskool Portable Baby Monitor, circa 1990. THF170094

The Nursery Monitor is technically not a toy, but it played a key role in the “Toy Story” film for the troops’ reconnaissance mission to report out on Andy’s presents. So we’ll consider it an honorary toy. It is the only item here, and one of the very few in the film, that dates uniquely from the era of Andy’s own childhood. This device would have connected immediately with young viewers who were Andy’s age in 1995, and who would grow up with him in succeeding Toy Story films.

Donna R. Braden, Senior Curator and Curator of Public Life at The Henry Ford, enjoyed viewing Toy Story several times as “research” for this blog post.

This post was last updated November 18, 2020.

20th century, 1990s, toys and games, popular culture, movies, Disney, by Donna R. Braden

mm_gal_item_c2_2.img_resize.img_stage._3

I’ve already shared some thoughts on the 2017 North American International Auto Show, but one important new car wasn’t yet revealed during my visit last week. Of course, I’m talking about the LEGO Batmobile from Chevy.

My tastes in bat-transportation run more traditional, but Chevy has something going for it here. The LEGO Batmobile’s 20,000-horsepower rating makes it eight times as powerful as the Goldenrod land speed racer. Likewise, the V-100 engine’s 60.2-litre displacement is more than eight and a half times what it took for the Mark IV to win at Le Mans fifty years ago. The LEGO Batmobile’s styling achieves that rare combination of aerodynamic and exquisite, certain to turn heads on every street corner. Be sure to order the optional bat hood ornament – superior to anything by Lalique. (Besides, everybody knows that bats eat dragonflies.)

Continue Reading

21st century, 2010s, toys and games, NAIAS, Michigan, LEGO, Detroit, cars, car shows, by Matt Anderson

THF166754

Santa Claus is a fan of The Henry Ford. Every year, he visits Henry Ford Museum and spends time with guests of all ages. This year, you’ll find him at the North Pole—in the Heroes of the Sky exhibit, right next to the Fokker Tri-Motor flown over the pole by Richard Byrd. Behind Santa is an enticing display of toys—but what you might not know about these is that all of them are artifacts in our collections, including this “Designed by You” Faber-Castell Fashion Studio set.


To learn more about the other toys in Santa’s Arctic Landing, or to put together a last-minute Christmas list for yourself, visit our Digital Collections to see more toys on display throughout Henry Ford Museum. 

Ellice Engdahl is Digital Collections & Content Manager at The Henry Ford

toys and games, Henry Ford Museum, holidays, Christmas, by Ellice Engdahl, digital collections

THF122265

Artifacts Recovered from an Alamogordo, New Mexico Landfill, April 2014, Site of the 1983 Atari Video Game Burial - THF122265

The Strongest Sandstorm of the Year
A 30-foot-deep pit in constant danger of collapsing in on itself. Mercury-laced pig remains. Unexploded World War II ordnance. Poisonous gas. Two years ago, the threats were real in the desert landscape of Alamogordo, New Mexico, as archaeologists prepared to commence an important historical dig.

For video games. In a landfill.

In April 2014, the Atari burial ground of urban legend was excavated and artifacts exhumed to worldwide media acclaim. More important, a global conversation about what archaeology is or should be began. And a new strand of the scientific study of human history, culture and its preservation that had been somewhat underground was given newfound legitimacy.

THF122241

Excavation Crew in April 2014 at the Alamogordo, New Mexico Landfill, Site of the 1983 Atari Video Game Burial - THF122241

Punk Archaeology
Known as “archaeology of the recent past,” punk archaeology is archaeology at the margins, focusing on documenting and preserving histories and cultures thought of by others as either too strange or obscure for serious study. Thriving on a DIY work ethic, volunteerism and community outreach, it bridges the gap between science and instant communication with a curious public.

This movement began in 2008 when two professors of archaeology, Bill Caraher and Kostis Kourelis, started casual conversations about how quite a few Mediterranean archaeologists they knew of also had punk rock associations or predilections. Those chats jump-started a blog, where the two started bantering online about themes shared between punk rock and their own archaeological methods. How punk rock and archaeology share an irreverence of tradition, an interest in abandoned spaces and see value in objects discarded. How they both embrace destruction as part of the creative process. How punk music has archaeological underpinnings in its songs — not in their reproduction of the past necessarily, but in their preservation of the past through brazen critique.

The blog ultimately led to the publication of the book Punk Archaeology, a manifesto of sorts about how we can use punk music as a tool to think about archaeology in different, more playful ways. But like punk, the play is serious and has, at its core, a social conscience.

As a collective study, punk archaeology realizes that as the speed of consumerism and technology continue to increase at such a rapid rate, it threatens to leave no real archaeological record. That by recording the recent past and the artifacts left behind almost as it happens, punk archaeologists can retain information for future use by scholars of culture, technology and even trash. Punk archaeology strives to give a voice to history that can be too easily ignored or forgotten by the mainstream.

The now-infamous Atari excavation marked the first official punk archaeology gig using real archaeological methods for digging, documenting and preserving artifacts less than 50 years old. I was lucky enough to lead the team on the dig, which included Caraher, Richard Rothaus (fearless field director), Raiford Guins (video game historian) and Bret Weber (sociologist).

All of us have one foot in punk history and the other foot in either classical antiquity or the American West. We were willing volunteers, happy to participate in a project that would be a first-of-its-kind technology excavation. All captivated by the weirdness surrounding the story behind it and mindful of how punk embraces the weird and does so on a shoestring.

A Tale of Trash
Urban legend had it that in 1983 video game giant Atari buried millions of copies of its notorious flop, E.T. — The Extra-Terrestrial, in a landfill in the New Mexico desert. Trucked over from Atari’s warehouse in El Paso, Texas, and dumped, the games sat among heaps of trash, subject to nightly thefts by adventurous kids who would sneak in and grab from the pile, until everything was finally driven over with heavy machinery and covered with a slurry of concrete and alternating layers of sand and garbage.

The facts and fiction of the tale had long been debated in certain circles. Some rumors claimed that Atari buried the goods to rid itself of the game thought to have singlehandedly caused the video game crash of the mid-1980s. Others said that the dump never happened. No way could a company as huge as Atari do such a thing.

Years later, online chat rooms still continued to buzz, speculating about the truth of the legendary disposal and cover-up, with some Internet conspiracy theorists claiming that perhaps as many as 5 million games had been buried, still entombed beneath a solid concrete slab.

Finally, 30 years after the supposed event, a film production company secured the rights from the city of Alamogordo to excavate the old landfill as part of the documentary Atari: Game Over on the video game crash. When I learned of this agreement, I wrote to Fuel Entertainment to see how they planned to manage the “archaeology” of the excavation. A few months later, our team was invited to participate.

We reached the Atari level 30 feet underground on April 26, 2014, to the cheers of hundreds of Alamogordo residents, gamers, pop-culture mavens, news media and even the creator of the E.T. video game, Howard Scott Warshaw. Copies of more than 40 Atari games, plus Atari 2600 consoles and controllers, were excavated, some still boxed, in shrink wrap or with price tags from Target and Wal-Mart on them.

So a legend was proven true. But what about the archaeology? And what should be done with the artifacts recovered and the stories they held?

As we examined the recovered games, we spoke to the crowd and to the media. Traditional archaeological digs and excavations rarely have public onlookers, but we welcomed the audience, sharing what we found. Punk archaeology is public archaeology. And while the Internet usually takes a passing interest in archaeological projects, typically leaving any news of discoveries to professional journals and books, this was different. The excavation of the Atari burial ground trended globally on Twitter and Facebook, prompting a public debate as to what archaeology is.

For all of us on-site in New Mexico, the excavation yielded artifacts from our recent past that had been discarded as trash — considered artifacts now because they represent a culture, a heritage for people of a certain age. They are a statement to the corporate culture and mindset of a time.

THF159970
E.T. the Extra-Terrestrial," Recovered from Landfill, Alamogordo, New Mexico, April 26, 2014, Site of the Atari Video Game Burial of 1983- THF159970

And now, they are recognized for their significance by the likes of institutions such as The Henry Ford, the Smithsonian Institution, the Strong Museum of Play and the Vigamus video game museum, all of which accepted items recovered from the Atari burial ground as part of their collections — once again giving further legitimacy to the legend, the dig and the recovered items as important artifacts in the study of 1980s pop culture and human history. Continue Reading

technology, toys and games, video games, The Henry Ford Magazine, by Andrew Reinhard

Kenner’s original Millennium Falcon play set. She may not look like much, but she’s got it where it counts, kid. THF1083

It’s an old museum-related joke: You don’t feel old until you see your toys exhibited as historic artifacts. Okay, so I felt a bit aged the first time I saw that Star Wars lunchbox in Your Place in Time, but I never questioned its right to be there. For us Gen X types, few things are so much of our time as Star Wars.

While I was around when all three of the original films were in theaters, most of my viewings came via videotapes recorded from HBO airings. (Heh, a Star Wars viewing still doesn’t feel quite right to me unless it starts with this.) Not until Return of the Jedi arrived in 1983 was I old enough to see one of the movies on the big screen. I still remember being thrilled by the sarlacc pit battle and the speeder bike chase, being saddened at Yoda’s death, and being generally grossed out by Jabba the Hutt. Disgusting or not, it was satisfying to finally see that vile gangster after hearing his name dropped ominously in the first two movies. All in all, it was a magical experience, and the reason that I don’t personally rate Jedi as a lesser work than its predecessors. Continue Reading

21st century, 2010s, 20th century, 1980s, 1970s, toys and games, space, popular culture, movies, childhood, by Matt Anderson

THF325123

Dressing Goodfellows dolls has been a Christmas tradition in Detroit since 1924, and the Ford Motor Company Girls’ Club was a major participant in dressing Goodfellows dolls for underprivileged children in Detroit for many years. Starting in 1946 by dressing 65 dolls, the club’s peak donation was 3,000 dresses in 1967, 1969, and 1970, and they averaged between 1,500 to 3,000 dolls most years.

The Ford Girls’ Club was started in 1946 under the Recreation Section of Ford Motor Company. Every female employee – salaried, or hourly – was automatically a member (though active membership did cost $1.00 per year). Any immediate female family member of a club member could join, as could the wives of Ford male employees. The club was primarily social, meeting once a month in addition to dinners, picnics, dances, lectures, and workshops. Members were also service oriented - they held dances for returning veterans, gave gifts and visited veterans in hospitals, and each Christmas they participated in clothing dolls for the Goodfellows to distribute, making thousands and thousands of handmade dresses over the years.

Dolls were usually handed out at the annual November service meeting. The club’s first foray into dress making was in 1946, when women of the club made 65 handmade dresses for dolls. The next year they jumped up to 290, with the dresses being displayed in the Administration Building cafeteria before being sent to the Goodfellows. As more women joined the club, interest grew in this Christmas service project and the club dressed more and more dolls each year, with their finished projects being displayed in various Ford Motor Company buildings’ lobbies, and offices, as well as the Dearborn Virginia Dare storefront window in 1949. The number of dresses made continued to climb each year reaching to almost one thousand in 1954, and the dolls were displayed for the first time at the Rotunda Christmas Fantasy. The next few years were dress-making bonanzas, and in 1957 2,500 dolls were dressed and displayed at the Rotunda for visitors to view before they were distributed to girls in the Detroit area on Christmas Eve. The Girl’s Club maintained a high production rate in the years to come - between 1,750 and 2,000 dresses were made annually and displayed at the Rotunda or Ford Motor Company buildings. In 1966 production saw another jump when the club made almost 3,000, a number they reached the next year and continued to reach or come close to for the next four years.

Viewing the Doll Dressing Display at the Ford Rotunda, Dearborn, Michigan, 1958. THF111275

The handmade dresses were made of all kinds of fabric, from cotton to organdy, satin and lace. Women also knit and crocheted dresses, from wool to angora. Dolls dressed as nurses, astronauts, drum majorettes, hula dancers, Girl Scouts, flying nuns, ballerinas, and ice skaters complete with skates, graced the displays, as did brides, baby dolls, and all kinds of different ethnic dresses. Women could make any type of dress they wanted, but prizes were given by the Goodfellows, and later Ford, in specific categories:

  • Bride
  • Fancy dress
  • Baby doll
  • Character doll
  • Sensible doll
  • Costume
  • Tailored
  • Knit and crocheted
  •  

Goodfellows prizes ranged from $1 for a dress placing in a particular division to a grand prize of $10. Ford soon began judging the Girls’ Club’s work and awarding prizes as well, with the dresses usually judged by the wives of the Goodfellows’ president and executive officers. Early on prizes were cash, but when the displays headed to the Rotunda the stakes were raised. Grand prize in the 1950s and early 1960s was a sewing machine and console, second prize being a portable sewing machine, and third prize was a sewing cabinet.

The prizes, of course, were always of secondary importance in the Girls’ Club work with the Goodfellows' goal of “no child without a Christmas.” Over a 27-year period, 1946-1972, the Ford Girls’ Club donated over 45,000 hand-made dresses to the Detroit Goodfellows' organization to distribute to area children. The Ford employee newsletter The Rouge News and later Ford World carried stories and photos of the club’s donations every year, urging members of the club and others in the Ford organization to participate. We lose track of the Ford Girls’ Club here in the archive at about 1973, when Ford World ceased publishing stories on the yearly donation of dolls. However, judging from the 1972 output of 2,000 dolls, it seems likely the club continued the annual service drive for some years after.

The Goodfellows still distribute dolls and people in the metro Detroit area continue to provide dresses each year.

Kathy Makas is Reference Archivist at The Henry Ford.

Dearborn, 1970s, 1960s, 1950s, 1940s, 20th century, women's history, toys and games, philanthropy, Michigan, making, holidays, Ford workers, Ford Motor Company, Detroit, Christmas, childhood, by Kathy Makas

spindizzy_2013.47.3

Back in June, we announced the digitization of selections from our collection of slot cars, model race cars most popular in the 1960s and 1970s.  Recently, we’ve been digitizing a collection acquired last year of spindizzies, an earlier type of model race car.  Spindizzies were popular in the 1930s and 1940s, incorporating model airplane engines powered by gasoline, and were either raced together on grooved tracks or tethered to a pole and run singly on circular tracks.  Our new collection, donated by Eric Zausner and the E-Z Spindizzy Foundation, includes cars, tools, and accessories.  You can now view a number of these, including this 1939 “Silver Streak” model, in our Digital Collections.  Check out all the cars and accessories we’ve digitized from this collection so far, and keep watching as we add more over coming months.

Ellice Engdahl  is Digital Collections & Content Manager at The Henry Ford.

Henry Ford Museum, Driven to Win, toys and games, racing, digital collections, cars, by Ellice Engdahl

Toy automobiles have been around since the very early days of the automobile, though trends in these toys have changed over time. One category that reached a peak of popularity in the 1960s and 1970s is slot cars, scale vehicles run on a slotted track that both guides them and provides electrical current to power them. The Henry Ford received a donated collection in the early 1990s that contains about a dozen and a half slot cars, plus supplies, track pieces, and other accessories. We’re in the process of digitizing these, including this Indy slot car. Visit our collections website to view the remainder of the recent additions, and watch for more to come over upcoming weeks!

Ellice Engdahl is Digital Collections & Content Manager at The Henry Ford.

racing, digital collections, by Ellice Engdahl, toys and games, cars