One of the horror genre's "most widely read critics" (Rue Morgue # 68), "an accomplished film journalist" (Comic Buyer's Guide #1535), and the award-winning author of Horror Films of the 1980s (2007), The Rock and Roll Film Encyclopedia (2007) and Horror Films of the 1970s (2002), John Kenneth Muir, presents his blog on film, television and nostalgia, named one of the Top 100 Film Studies Blog on the Net.
Showing posts with label Parker Bros.. Show all posts
Showing posts with label Parker Bros.. Show all posts
Wednesday, April 24, 2019
Wednesday, August 22, 2018
Wednesday, January 03, 2018
Wednesday, December 27, 2017
Wednesday, May 10, 2017
Sunday, May 07, 2017
Sunday, February 19, 2017
Sunday, September 25, 2016
At Flashbak: Parker Brothers' RISK
This
week at Flashbak I celebrated one of my favorite, classic board games: RISK.
Here’s
a snippet and the url: (http://flashbak.com/the-classic-world-domination-game-celebrating-risk-parker-brothers-364884/
)
“In
1959, Parker Brothers licensed from creator Albert Lamorisse (1922-1970) a game
called “Conquest of the World.”
You
probably know the game by the name it has gone by ever since: RISK, “The
Classic World Domination Game.”
Designed
for 2-6 players, ages 10 and up, the object of RISK is to occupy every
territory in the world. Yes, you are out
to literally occupy the entire planet Earth.
Here
is how the game’s directions describe the campaign: “You are battling to conquer the world. To win, you must launch daring
attacks, defend yourself on all fronts, and sweep across vast continents with
boldness and cunning.”
The
game comes down to a folding board that separates the Earth into forty-two
territories over six continents. Each player gets armies to sweep across the
continents, and five dice with which to battle: three red and two white.
And what about
alliances with other players?
Well,
they’re….risky.
An
advertisement in the seventies put the matter: “Trust is something you’ll have to take a risk on.” Instead, the player should focus on “maneuvering options” and “shrewd assessments.”
I
remember playing RISK with my father as a teenager, and then taking the game to
college at the University of Richmond, where I relentlessly played it with my
roommate and other best friend. The sad
thing is, as I recall: I sorta, kinda cheated.
I
didn’t mean to. Honest. I just didn’t remember
the rules right and we all used three white dice for defense instead of two,
and that made conquering the world that much harder. At this point, I’d like to humbly apologize
to my friends for not reading the rules more carefully…
Since
the game’s premiere in 1959, the RISK Empire has grown by leaps and bounds. There are variations of the game such as
Castle Risk (1986) and RISK 2210 AD (2001). Similarly, there have been RISK
variations based on pop culture properties.
Over the last few years I have seen Doctor
Who, Plants vs. Zombies, Lord of the Rings, Star Wars, Transformers and Game of Thrones versions of the classic
game. You can also find RISK apps and computer games…”
Please
continue reading at
Flashbak.
Sunday, June 05, 2016
At Flashbaks: When Video Games Became Board Games
This
week at Flashbak I also remembered video games that were “ported” to board
games in the 1980s.
Here’s
a snippet and the url (http://flashbak.com/bored-games-remembering-video-games-became-board-games-1980s-61318/
)
“Just
imagine this scenario. The year is 1982 or 1983. You are 11 years old. You beg and
plead for your parents -- or your aunt or grandparents for that matter – to buy
Pac Man for the Atari 2600, or Donkey Kong if you own Coleco-Vision.
Your
mind immediately conjures images of hours spent in front of your TV and Atari,
or other console, having fun with an exciting new game cartridge. You’ll be the
envy of all your friends.
Then
your birthday arrives, and you unwrap your gifts only to find that you have
been swindled. Your relative have given you the board game version of the video
game you wanted.
This
is no idle nightmare, my friends.
This
actually happened to untold numbers of kids in the early 1980s. Game companies
such as Milton Bradley and Parker Bros. turned a generation’s favorite video
game excitement into “board” -- bored? -- games.
Below
are five such offenders from an era when game makers managed to make new video
games feel, well, old hat.
Seriously
I love (and collect) old board games. They had great art-work and inventive
play. Still, this trend was such a
disappointment.
Still,
these board editions of video game properties did have one major benefit over
their video game originals.
At
least you wouldn’t get Atari’s thumb while playing them…”
Please
continue reading at
Flashbak.
Wednesday, May 25, 2016
Wednesday, May 18, 2016
Wednesday, May 11, 2016
Sunday, March 27, 2016
At Flashbak: ROM the Space Knight (Parker Bros., 1979)
This week at Flashbak, I
remembered a classic “space” toy from 1979: Parker Bros.’ ROM the Space Knight.
Here’s a snippet and the
url (http://flashbak.com/outer-space-toy-store-rom-space-knight-parker-bros-1979-57592/
)
“In 1979, ads from toy
company Parker Brothers blared “The age
of ROM has come,” as they introduced an “advanced electronic toy.”
ROM the Space Knight was
a giant, silver action figure. At first glance one might make the assumption
that he is a robot, but he is actually a living being in space armor. He comes from “a galaxy far away” (wink, nudge) to “share heroic adventures with you.”
ROM the space knight
featured “light up” rocket pads, and
a respirator that could “make realistic
breathing sounds.” More importantly,
he arrived in your neck of the woods with three cool accessories.
First there was ROM’s “energy analyzer,” which “lights up” and “makes strange electronic sounds” so kids could pretend ROM was
detecting whether individuals he encountered were good or evil.
Secondly, there was
ROM’s translator. It makes “eery”
[sic] sounds too, and grants ROM the “ability
to communicate with any intelligent being in the universe.”
Finally, ROM’s weapon:
the neutralizer. This device “flashes and
make zapping sounds” and banishes “evil
creatures” to the “Shadow Zone.”
To tie in with ROM’s toy
release, Marvel Comics released a great series about the character. In the comic book continuity, ROM was once a
normal human denizen of Galador, but then came the Dire Wraiths: a race of
malevolent invaders bent on taking over his world.
Many young patriots from
Galador volunteered to fight the Wraiths, but they did so "neuro-surgically"
grafted into machine suits...as Cyborgs. The battle for Galador was won, but
Rom the Space Knight ultimately ended up on Earth, the Dire Wraiths' "mightiest stronghold," according to
the legend.
The comic-book series followed Rom's adventures on Earth, in West Virginia, as -- armed with his aforementioned "neutralizer" -- he battled the Dire Wraiths (who looked human) and their minions, including the Dogs of the Dark Nebula. Rom's friends were a secretary named Brandy, who had feelings for him, and her jealous but helpful boyfriend Steve, an auto mechanic.”
Continue reading
at Flashbak, please.
Sunday, February 07, 2016
At Flashbak: Situation 4 and Situation 7 (Parker Bros; 1968-1970)
This week
at Flashbak I remembered the intriguing ‘double jigsaw’ Situation games
produced by Parker Bros. circa 1968-1970.
Here’s a snippet and the
url (http://flashbak.com/like-double-jigsaw-really-game-remembering-parker-brothers-situation-games-1968-1970-52944/
)
“In the late 1960s,
Parker Brothers -- manufacturers of Sorry!,
Ouija and other great board games of the era -- devised a fiendish new game
series, one that was part puzzle, part tense competition.
These “strategic” and “competitive” Situation games required “wits” to win “the brand new, totally engrossing strategy game that two people (or two
teams) play with puzzles.”
So how did one play the
Situation games?
Well, “each side competes for the same territory,
dreaming up tactical moves to gain key objectives and score the most points.”
Situation 4
was first out the gate in 1968, and its competitive puzzle or map was of a
World War II battle. The theater for combat and competition, I believe, was
Europe.
I actually preferred and
played (in the 1970s), the 1969 edition: Situation
7. This was one was set in space.
As described on the box:
“Here is a game and a
puzzle combined. Each player of team has a complete puzzle, identical except
for color. Both puzzles are played on the same area. The object is
to cover more areas than your opponents and score more points. Special
pieces! Special plays! Watch the crowd gather and join in the fun.”
Situation 7
depicts two planet home bases, and a solar system up for grabs. The idea is for
one team to win the “space race” and to conquer as much of the solar system as
possible. You not only want to claim planets (and the sun) for points, but also
man-made satellite, rockets, and astronaut installations.”
Wednesday, February 03, 2016
Wednesday, January 13, 2016
Wednesday, March 04, 2015
Wednesday, December 10, 2014
Wednesday, October 01, 2014
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