Kitabı oxu: «TV Cream Toys Lite»
PRESENTS YOU PESTERED YOUR PARENTS FOR
TV CREAM
TOYS

Copyright
HarperCollinsPublishers Ltd. 1 London Bridge Street London SE1 9GF
www.harpercollins.co.uk
First published in Great Britain in 2007 by Friday Books
Text © 2007 Steve Berry
Line illustrations and colour illustrations © 2007 Phil Arnold (www.formerairline.com) All photos © 2007 Steve Berry, except: Mattel Slime by Jodie Nesbitt; Adventure 2000, Denys Fisher Dr Who by Paul Vought (www.vortx-productions.co.uk); Johnny Seven by Mike Evangelist (www.writersblocklive.com); Rubik’s Cube by Lars Karlsson; Swingball by Andrew Finch; LEGO and the LEGO logo are trademarks of the LEGO Group, here used with special permission © 2006 The EGO Group (page 93 Magna Doodle ® is a registered trademark owned by the Pilot Pen Corporation of America (page 99); ETCH A SKETCH and associated trademarks are owned by Bluebird Toys (UK) Limited and used under licence from Matte Europa B.V., an affiliate of Bluebird Toys (UK) Limited and Mattel, Inc. © 2006 Mattel, Inc. All Rights Reserved (cover image); © 2005 Rubik’s and Rubik’s Cube used by kind permission of Seven Towns Ltd UK (cover image).
A catalogue record for this book is available from the British Library
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Source ISBN: 9781905548279
Ebook Edition © MAY 2009 ISBN: 9780007328512
Version 2016-08-11
For Joanna, who would like her spare room back
Contents
Title Page
Copyright
Dedication
Just what is TV Cream anyway?
Introduction
Part 1 - The Toys
Chapter 1 - ‘A La Cart Kitchen’
Chapter 2 - Action Man
Chapter 3 - Airfix Kits
Chapter 4 - Armatron
Chapter 5 - Backgammon
Chapter 6 - Barbie
Chapter 7 - Battling Tops
Chapter 8 - Bermuda Triangle
Chapter 9 - Big Trak
Chapter 10 - Big Yellow Teapot
Chapter 11 - Binatone TV Master
Chapter 12 - Black Box
Chapter 13 - Boglins
Chapter 14 - Buckaroo!
Chapter 15 - Cadbury’s Chocolate Machine
Chapter 16 - Cascade
Chapter 17 - Chemistry Set
Chapter 18 - Chic-a-boo
Chapter 19 - Chopper
Chapter 20 - Chutes Away
Chapter 21 - Cluedo
Chapter 22 - Commodore 64
Chapter 23 - Computer Battleship
Chapter 24 - Connect Four
Chapter 25 - Corgi 007 Lotus Esprit
Chapter 26 - Crossfire
Chapter 27 - Cyborgs
Chapter 28 - Domino Rally
Chapter 29 - Downfall
Chapter 30 - Dr Who TARDIS
Chapter 31 - Dungeons & Dragons
Chapter 32 - Electronic Detective
Chapter 33 - Electronic Project
Chapter 34 - Escalado
Chapter 35 - Escape from Colditz
Chapter 36 - Etch-A-Sketch
Chapter 37 - Evel Knievel
Chapter 38 - Finger Frights
Chapter 39 - Fisher-Price Activity Centre
Chapter 40 - Flight Deck
Chapter 41 - Fuzzy Felt
Chapter 42 - Galaxy Invader 1000
Chapter 43 - Game and Watch
Chapter 44 - Girl’s World
Chapter 45 - Guess Who?
Chapter 46 - Hangman
Chapter 47 - Haunted House
Chapter 48 - He-Man and the Masters of the Universe
Chapter 49 - Hornby Railway Set
Chapter 50 - Hungry Hippos
Chapter 51 - Johnny Seven
Chapter 52 - Junk Yard
Chapter 53 - KerPlunk
Chapter 54 - LEGO
Chapter 55 - Little Professor
Chapter 56 - Lone Star Spudmatic Gun
Chapter 57 - Magic Robot
Chapter 58 - Magic Rocks
Chapter 59 - Magna Doodle
Chapter 60 - Magnetic Wheel
Chapter 61 - Mastermind
Chapter 62 - Matsushiro Knight Rider Radio-Controlled Car
Chapter 63 - Meccano
Chapter 64 - Mercury Maze
Chapter 65 - Merlin
Chapter 66 - Monopoly
Chapter 67 - Mousetrap
Chapter 68 - Mr Frosty
Chapter 69 - My Little Pony
Chapter 70 - Newton’s Cradle
Chapter 71 - Operation
Chapter 72 - Othello
Chapter 73 - Palitoy Cue Ball
Chapter 74 - Paul Daniels TV Magic Tricks
Chapter 75 - Perfection
Chapter 76 - Peter Powell Stunter Kite
Chapter 77 - Petite Super International Typewriter
Chapter 78 - Play Doh Monster Shop
Chapter 79 - Pocketeers
Chapter 80 - Racing Bike
Chapter 81 - Rainbow Brite
Chapter 82 - Raving Bonkers Fighting Robots
Chapter 83 - Remus Play-Kits
Chapter 84 - Ricochet Racers
Chapter 85 - ROM the Space Knight
Chapter 86 - Rubik’s Cube
Chapter 87 - Scalextric
Chapter 88 - Scrabble
Chapter 89 - Screwball Scramble
Chapter 90 - Sea-Monkeys
Chapter 91 - Shaker Maker
Chapter 92 - Shrinky Dinks
Chapter 93 - Silly Putty
Chapter 94 - Simon
Chapter 95 - Sindy
Chapter 96 - Six Million Dollar Man
Chapter 97 - Slime
Chapter 98 - Slinky
Chapter 99 - Smoking Monkey
Chapter 100 - Sonic Ear
Chapter 101 - Sorry!
Chapter 102 - Spacehopper
Chapter 103 - Speak & Spell
Chapter 104 - Spirograph
Chapter 105 - Squirmles
Chapter 106 - Star Bird
Chapter 107 - Star Wars
Chapter 108 - Stay Alive!
Chapter 109 - Sticklebricks
Chapter 110 - Stop Boris
Chapter 111 - Strawberry Shortcake
Chapter 112 - Stretch Armstrong
Chapter 113 - Stylophone
Chapter 114 - Subbuteo
Chapter 115 - Swingball
Chapter 116 - Tank Command
Chapter 117 - Tasco Telescope
Chapter 118 - TCR
Chapter 119 - Terrahawks Action Zeroid
Chapter 120 - Test Match
Chapter 121 - Tin Can Alley
Chapter 122 - Tiny Tears
Chapter 123 - Tip-It
Chapter 124 - Tomytronic 3D
Chapter 125 - Tonka Trucks
Chapter 126 - Top Trumps
Chapter 127 - Transformers
Chapter 128 - Trivial Pursuit
Chapter 129 - Twister
Chapter 130 - Up Periscope
Chapter 131 - Vertibird
Chapter 132 - View-Master
Chapter 133 - Walkie-Talkies
Chapter 134 - War of the Daleks
Chapter 135 - Weebles
Chapter 136 - Whimsies J
Chapter 137 - Yahtzee
Chapter 138 - Zoids
Chapter 139 - ZX Spectrum
Acknowledgements and thanks
How to use this book
About the Author
Praise
About the Publisher
Just what is TV Cream anyway?
In short, it’s a website. You want it shorter? Try www.tv.cream.org then. Flung online in 1997 as a memorial to great TV, it has since snowballed into an online repository of all things retro from the past four decades–mucho ephemera, therefore, from comics to crisps, adverts to annuals, films to fashion. Oh, and toys, naturally.
Updated woefully infrequently considering the sheer number of people who work on it, the website does at least play host to a couple of regular ‘e-zines’ and occasional definitive lists of key pop culture touchstones (top TV themes, popular presenters, media movers and shakers).
Its slightly sarcastic, often sweary approach has won many admirers, most of whom have contributed to this book.
Introduction
‘When I was a child, I spake as a child, I understood as a child, I thought as a child: but when I became a man, I put away childish things.’
So wrote St Paul in his Letter to the Corinthians (Chapter 13, Verse 11). Wise words from a wise man. Or so you’d think, it being the New Testament and all It’s just that, when we came to put away our own childish things, we thought ‘Hang on, there’s a complete Matchbox Race And Chase in here, and a Big Trak with working transport. And there’s a first-edition My Little Pony. We could get quite a bit for that on eBay. Let’s not stick ’em up in the loft just yet, eh?’1
Back in 2004, TV Cream – the UK’s most popular and award-winning nostalgia website2 – celebrated the top one hundred toys of yesteryear, from the tiniest 50p rubber novelty to the many bulky Bakelite candidates that vied for hallowed ‘main present’ status at birthdays and Christmases. Or rather, we celebrated those toys that were lusted after but never actually received because – time and again – parents would mistake their offspring’s fervour for overexcitement and ignore the repeated pleas, the letters to Santa or the tantrums.
You see, we used to want for things too. Before Amazon wish-lists, online ordering and ‘add to basket’ buttons, we relied on the catalogues: big, chunky, glossy bi-annual volumes with a dozen or so pages at the back brimming with toys, games, crafts and novelties. Special wishing books just for kids: Littlewoods, Kays, Grattan, Freemans, Marshall Ward, Great Universal, Argos. They were our Internet. That was where we learned to ‘browse’, circling toy after toy with red felt-tip, carefully planning imaginary shopping trips but never really believing we’d go on them.
Never forget, there are entire generations for whom giant stores like Hamleys and Toys ‘R’ Us were unimaginable fantasies on a par with space cars, food pills and robot butlers. The rear sections of the catalogues were a 2D vision of some incredible future where thousands of toys might be gathered in one place in a tableau of pastel colours. It was a hypnotic, limbo-state where girls were subtly encouraged to take up crafts and think about a life of domesticity, while boys were pointed towards combat toys and things that could be kicked.
Then, as we grew up, we also started to explore some of the other pages (and yes, thanks, the adolescent jokes about the underwear section have already been done – in 1996, by Frank Skinner, so let’s leave it there, eh?) Girls tended to graduate to jewellery and – for the poor are always with us – occasionally the clothes. As far as boys were concerned, however, it was usually the digital watches that were first to attract attention, followed shortly by the posh ‘scientific’ calculators. Nowadays, it’s all mobile phones, ringtones and 3G video clips.3 But what is a mobile phone if not a portable toy for grown-ups?
Back in what we fondly call the Cream era,4 the summer holidays were longer and hotter, sweets were cheaper and bigger, and toys were there to be played with – abused, battered… broken, even. They weren’t bought as an investment, to be squirreled away in storage for collectors and completists, or auctioned off thirty years later, ‘mint on card’, ‘brand new in box’ or ‘factory sealed’. The toys you’ll find in this book are the ones that had us wide-eyed with anticipation, tearing down the stairs at five in the morning on Christmas Day; the toys we hoped to find among a mountain of wrapped-up boxes; the toys we’d rip recklessly from the packaging and put straight to work.
What we’ve tried to do is capture at least some of that experience5 but without being too earnest about it. They are only toys, after all. On the one hand, there’s the catalogues and, on the other, there’s cataloguing (in the most dry, joyless way imaginable). We hope the next couple of hundred pages will illuminate the difference. Along the way, there’ll be some mildly interesting trivia (did you know that the original Sooty was just a mass-produced Chad Valley bear puppet?), some weak observational jokes (such as: why is it that Monopoly is only made by one company?) and far too many references to Doctor Who. If that’s not your cup of tea, we’ll chuck in some tortuously extended metaphors, just for good measure.
Why? Because what we’re trying to do is reclaim our childhoods, like so much silt from the fens. Rising from the wetlands of that original online top one hundred, this book examines in detail the seven score or more toys we most yearned for as youngsters (plus a good couple of dozen others that get a mention in passing). These are the peerless playthings of a nation’s youth, the ones that encapsulate a time and place to which we can never return, no matter how many mini-desktop versions The Gadget Shop churns out. Neither a definitive history of the toy industry nor a stat-packed collector’s price guide, TV Cream Toys is the Christmas morning you should have had when you were young enough to appreciate it.
And that’s it really. All you need to know to use this book. So hold firm, St Paul, as it’s now time to unpack those childish things for one last circuit around the living room carpet.
1 None of this is true. In fact, in common with much of this book, it’s an old stand-up routine we pinched (in this case, with permission, from the very lovely Richard Herring). We’re hoping that the quote from The Bible is out of copyright. Mind you, what the hell does ‘spake’ mean? We can’t find that on our Speak & Spell.
2 The award was Yahoo! Find Of The Year 2003 (they found us after six years, bless ’em). What’s with all this ‘we’ business? Well, we’ll come to that in a bit. In the mean time, get used to these footnotes; the book is riddled with them. They’re the paper equivalent of a director’s commentary.
3 Gawd, how dated is that sentence going to look in two years’ time? Don’t get us wrong, we’re not trying to be curmudgeonly or wring our hands at ‘the youth of today’ (although, c’mon, they really don’t know they’re born, do they?). There are plenty of future classic toys and games for twenty-first-century children. They’ll just have to write their own nostalgia book, that’s all.
4 Your own Cream era is the period in your life that created the most vivid and enjoyable memories, the ones that conjure an indescribable yummy feeling and that don’t need to be validated by Kate Thornton gurning away on some godawful TV talking heads compilation Alternatively it’s that year – any time from the ’60s to the ’90s – when you hit ten years old. Whichever definition suits you best… Watch out for 1977, though. That’s the year Star Wars (and a flood of merchandise spin-offs) changed the toy business forever.
5 This book is a collection of shared experiences. No single person can claim them. You can’t claim them. Steve Berry can’t claim them. Even TV Cream itself can’t claim them. They belong to us all. Just look at the list of contributors for one thing! The toy and game floor of TV Cream Towers is inhabited by a sort of gestalt creature. So, because we’re all in this together, this book has been written in the first person plural (or, as our Queen would prefer, the royal ‘we’).
The Toys
‘A La Cart Kitchen’
Training the housewives of tomorrow

This is how it begins–with a none-too-subtle reinforcement of gender stereotypes for the Daily Mail readers of the future. Many are the generations of little girls that were saddled with ‘minimum’ plastic ironing boards and carpet sweepers from an early age (all the better to brain your little brother with), and many the house that was cluttered with all the paraphernalia of pretend cleaning without any real cleaning actually getting done.
Reminding us once again that a woman’s place is in the home, this particular primary-coloured party-pooper was a complete kitchen set comprising oven, hob, sink and, erm, washing machine on a handy moveable cart–hence it’s ‘A La Cart’, geddit? Quite why the more predictable inclusion of a kitchen fridge was omitted is anyone’s guess.1 However, the toy was successful in ingraining itself on the nation’s collective memory primarily because of an extremely enduring TV advert. Briefly, this featured a small girl who got up unfeasibly early in order to potter around for a few hours, knocking together bits of plastic in a brisk but pointless way and eventually arriving in the parental bedroom to feed her dad cold baked beans and arctic roll from a plastic saucepan (Wake up Daddy, breakfast’s ready!’). He at least had the unshaven grace to pretend to look happy–we can only imagine how a genuine parent might’ve reacted.
Although this sorry display surely says something rather serious about the division of household labour in the late twentieth century, we’re not quite sure exactly what (although we’d love to know the whereabouts of ‘Mummy’). Besides, if that child is so keen on household chores, surely ‘Daddy’ can find a chimney to shove her up?
Manufacturer Bluebird continued to expand its range of authentic, though slightly strangely juxtaposed, culinary workstations on wheels with the Walford-inspired ‘East End Market Stall’,2 one side a fruit-and-veg trader’s stand, the other a burger bar. All the major food groups well-represented there, then. Conspicuous cuckoo in the nest this time was a bright-red telephone stuck in the middle. Even in those pre-mobile days, we can’t envisage a market trader installing a landline on their trolley. Presumably they used it to phone in bulk orders of beans and jam roll to the cash and carry.
Bluebird’s founder, Torquil Norman, retired in 1994 a multi-millionaire. He has since spent £30m turning London’s Camden Roundhouse Theatre into a Big Yellow Teapot.
See also Mr Frosty, Petite Super International Typewriter, Girl’s World
1 Check out the miniature branded groceries, though. Daz, Mr Kipling’s cakes, Ryvita. Yum
2 The inverted commas were actually part of the name. Not so with the Bluebird Café Royale, however, despite the flamboyant use of French. Brands represented in this deliberately unisex fast-food restaurant training kit included Heinz Beans, Saxa Salt and Bisto. The eggs and sausages supplied were made of plastic, much like in yer real greasy spoon.
Action Man
Military mannequin

There’s nothing wrong with boys playing with dolls!
But just in case there’s the slightest chance that doing so could turn ’em a bit…y’know, make sure the dolls are butch soldier types who look good in a buzzcut and military uniform.1 So went the thinking, we assume, when Palitoy imported America’s GI Joe and rebranded him Action Man for Brit kids in the–ahem–swinging ’60s.
See also Cyborgs, ROM the Space Knight, Six Million Dollar Man, Barbie
Initially available with only painted-on hair and combat fatigues, the range was soon augmented by a whole wardrobe of snazzy outfits (including frogman, pilot, sailor, traffic cop and Red Indian)2 and cybernetic extensions to Mr Man’s physiognomy (‘gripping’ hands, ‘real’ hair, ‘eagle’ eyes). And, much like Barbie, the big fella got his own fleet of personal transports–although not for him the pink limo treatment. Our favourite was actually the fairly unsophisticated, thumb-operated backpack-copter (which enabled us to re-enact the best bit of Thunderball), although it must’ve been cool to have owned its full-size army hospital helicopter cousin. There were, we recall, two tank varieties (a Scorpion and, erm, whatever the bigger one was called), a jeep or two, plus inflatable and outboard motor-powered dinghies.
Frankly, there wasn’t anywhere our hero couldn’t go, except perhaps somewhere that required him to stand on an uneven surface (a deep-pile carpet, anywhere on grass). Basic instability problems could be avoided with the application of a child’s fertile imagination (which would require that members of the Grenadier Guards always adopt an insouciant, leaning-against-a-wall attitude to their sentry duties, or that the 21st Lancers conduct their parades lying down). In the 70s, more poseable joints were added to the basic model, including one around the neck that enabled Action to adopt a ‘sniper’ pose with one or more rifles from his impressive armoury.
Endless battles could be enacted with this almost limitless selection of plastic weaponry in a war of attrition the ’80s superpowers would’ve boggled at (particularly given the unusual prospect of witnessing a fight between Taking Commando Action Man and Captain Zargon). Rumour has it that classic Dr Who adventure The War Games was written entirely while Patrick Troughton’s young sons were pitching German paratroopers into combat with the Queen’s Horse Guards.
The biggest hostilities Action Man encountered were, of course, brought about by his owners. Sad to say, Action Man abuse was rife in the Cream era. Bangers, matches, caps, magnifying glasses, fireworks–all were employed in creating ‘realistic’ battle scars to show off to friends or maiming him beyond recognition.
So, although we know that nearly everybody owned an Action Man, the important thing is that everyone we knew wanted more.3 By virtue of the fact that the combined forces of our street could never amass a platoon of even Dad’s Army strength, Action Man remains on our wish list.
1 Yes, there were wars, and violence, and bloodshed, and tea, and medals. But at least we were learning something. Military history, for one. The Paras, US Marines, SS Stormtroopers, or (dialing down the testosterone) the RNLI. Action Man had proper guns that actually looked like they might hurt people. Nowadays, he’s either a neutered Extreme iPod Eco-Warrior or wishy-washy Skateboard Surf Ninja.
2 Altogether now: ‘It’s fun to stay at the YMCA.’ Action Man never ran out of outfits as long as your granny had enough green wool
3 Palitoy’s token-collecting system meant you had to send off for exclusive extras (on offer in the 70s were a Canadian Mountie outfit or a pit-bull). Then there were the additional figures: Tom Stone, the first–gasp!–black Action Man; the Intruder, a muscle-bound, dwarf Liam Gallagher-alike enemy with white eyes and grabbing arms; and Atomic Man, with bionic limbs, plastic clicky pacemaker and a light where his left eye should’ve been.
Airfix Kits
Inch high club

Rather like a box of cotton-wool buds that warns ‘Do not insert into ear canal’ and the punter replies incredulously: ‘But what else are they for?’ So it was with Airfix–loudly proclaimed to be ‘display models’ and not ‘toys’, and yet toys they so obviously were. Paint? Bah! We wanted to play with the bloody thing, not wait overnight while the Humbrol enamel dried on the still-unassembled pieces! Even the decals were an annoyance.
But, oh, there’s a word. Decals.
It’s hard to imagine a time when we hadn’t heard of them. A time, perhaps, when we could see an RAF livery without immediately picturing one. A time before we soaked one in a bowl of warm water, slid it off its backing paper and placed it on the wing of a Spitfire or a Wellington Bomber.
For the purposes of this entry, we’re limiting our examination to model planes. Because it was only the model planes that came in such a ridiculously varied range of scales and classes. Because you couldn’t hang a miniature replica vintage Darracq from a piece of fishing line thumbtacked to the ceiling. Because the big ships had annoyingly fiddly tacking rigging and plastic sails.
See also Hornby Railway Set, LEGO, Flight Deck
And because the planes had a truly aspirational hierarchy (which we seem to recall was based largely around the number of moving parts. Pretty much all the model cars had proper moving wheels, but it was only the bigger and badder model aircraft that included moving propellers, rotating gun-turrets and tyres, or fully opening bomb-bays and cockpits). Therefore, they win.
The decals, of course, were one of many hobby-threatening booby-traps designed to scupper your enjoyment, getting forever crinkled or folded before they could be applied properly. Here’s another: polystyrene cement–which could be guaranteed to coagulate into crusty white flakes all over your fingers and tabletop without ever acting as a useful plastic adhesive.1
Worse still was discovering a missing part. You then had to fill out a flimsy form, send it off to Airfix and wait an interminable amount of time for the spare to arrive in the post.2But the biggest disappointment with any Airfix Kit was the huge disparity between the size of the box and the size of the finished model. We’re looking at you, Hawker Harrier.
1 It was also handy for adding an unwanted ‘frosted’ bathroom window effect to the previously clear cockpit covers.
2 Dick Emery, comedian and then president of the Airfix Modellers Club, ran his expanded polystyrene empire in the pages of British comics. In January 1975, he rather excitingly revealed the launch of the company’s new 1:12 scale construction kit of Anne Boleyn. That’ll get ’em gluing, Dick!
Armatron
Programmable robotic arm

While the foreign car factories were laying off staff in favour of this toy’s older brothers, kids across the land were celebrating their new-found ability to remotely move objects around the kitchen table. By twiddling around a couple of joystick levers on the base, Armatron’s various shoulder, wrist and elbow joints could be manoeuvred to pick up anything within it’s admittedly limited reach. In theory. Anything slightly more delicate than the plastic canisters, cones and globes included (an egg, say) would break under pressure between the rubberised jaws, and so any notions of performing David Banner-style laboratory experiments were soon similarly shattered.
Although the lab-coated ginger kids on the box photos hinted otherwise, Armatron was actually intended as a race-against-time game of skill and coordination. Bright-orange ‘energy-level’ indicators on the console acted as a kind of countdown: when the gauge reached zero (‘total discharge’), Armatron turned itself off. Although this probably conserved some of that D-cell battery life, it wasn’t half annoying if you were just seconds away from tightly gripping on to your sleeping cat’s tail.
Armatron was manufactured in Singapore by Tomy and imported by Radio Shack, inspiring loads of knock-off versions in the ’80s.1 A veritable miracle of engineering, it shipped with a single electric motor and a mass of nylon gears and clutches throughout the entire base and arm (as anyone who opened it up would discover). A late addition to the range was the Mobile Armatron, which came on caterpillar tracks (though the remote control wire was only half a metre long). Quite what this added to the game is anyone’s guess.
Robotics enthusiasts delighted in ‘hacking’ the toy (i.e. ‘tricking it out’ with motion sensors or a steam-powered engine), which makes a complete one hard to track down these days. In any case, poorer kids had to make do with the manually ratchet-operated Robot Arm, a Terminator-esque Robot Hand or Robot Claw, each of which–though less impressive–could be secreted up the sleeve of a Parka to aid in the pretence of the owner having been transformed into some kind of futuristic human cyborg. Pop into Hamleys and you’ll find a new version of these going by the name Armatron. But we know the truth.
See also Tasco Telescope, Electronic Project, Slinky
1 Radio Shack eventually acquired the manufacturing rights and re-released the toy in the ’90s under the new name Super Armatron, even though it was mechanically exactly the same.
Backgammon
Pork-soundalike dice ’n’ counters game

There are two reasons why this venerable strategy game leapfrogs those other most austere of board games, chess and draughts, into our list. First, its sheer perverseness. There it was–the backgammon board–always hiding on the other side of the travel draughts, stubbornly resisting comprehension. Not for backgammon the patchwork of squares. Oh no! This thing needed a whole new board with ‘quadrants’ and a ‘bar’ and everything.
Second, the whiff of maturity, the wisdom of ages. Backgammon carried the weight of millennia and, though we didn’t know it at the time, we could sense it. The ancient Egyptians, the Byzantine emperors of Mesopotamia and now us–the great unwashed of suburbia–all staring at the pointy triangle things. At the very least, it proffered a vacant seat at the big table–a proper conversation between adult and child as the rules were explained.
Yet also it was accessible, but not too indiscriminate. Unlike the untouchable ivory chess set in your best mate’s dad’s study, you could get your hands dirty with the backgammon counters. Those green, snot-sleeved draughts players with their petulant ‘crown me!’s kept their distance. Backgammon had a vocabulary of its own: bearing off, kibitzers, the gin position, double bumps and mandatory beavers…Hang on: maybe they were just making this up as they went along after all.
See also Othello, Connect Four, Yahtzee
Oh, and we lied up there. There was a third reason why we wanted a backgammon of our own: the huge surge in popularity it underwent in the 1970s. Rather like snooker in the ’80s and football in the ’90s, backgammon suddenly became trendy. Leading players jetted from tournament to tournament, wrote bestselling books (about backgammon, obviously) and made the front pages in ‘my hotel sex-romp roast hell’ tabloid headlines.1
However, we come not to damn the game but to praise its Cream-era maker. Before Paul Heaton and his mates were a twinkle in a skiffle-humming Hull milkman’s eye, the name ‘House Martin’ was already a stamp of quality thanks to the Hackney-based games factory. Specialising in no-nonsense, phlegmatic renderings of popular post-war games, House Martin unashamedly embossed every box with the legend ‘Made in England’. No wonder they went under.
1 One of Graham Greene’s last novels, The Captain and the Enemy, is about a boy who is won from his father by a con man in a game of backgammon. Possibly one to omit from the bedtime story selection for the little ones, there.
Barbie 1

Barbie had been knocking around since the arse-end of the ’50s in one permatanned form or other, but we’re most interested in the so-called ‘aspirational’ late ’80s when manufacturer Mattel realised they could sell the dolls as collectors’ items as well as mere playthings. Or, as the marketing speak of the day put it: to improve profitability and maintain consistent revenue streams, Mattel began a strategy of maximising core brands while simultaneously identifying new brands with core potential. Ah yes! There’s the insipid corporate message at the heart of your Dream Glow Barbie.
But then she’s always been one for the commercial tie-up, has Barbie. From the days of her first-run adverts during the Mickey Mouse Club to Barbie couture and those straight-to-DVD CGI-saturated movies, she’s monetised every innovation, trend and fashion in search of global dominance. In fact, she’d probably use a word like ‘monetise’ without blushing. If she wasn’t wearing so much blusher in the first place.
See also Sindy, Rainbow Brite, Girl’s World
Fair play to the girl, though–always impossibly glamorous and immaculately turned out, Barbie has proved to be a role model to a million all-American, body-conscious Diet Coke heads. And she sure shifts some units, taking upward of three billion dollars over the counter each year.2 What could be more upwardly mobile than that?
As Mattel’s trademarked mission statement solemnly avows, Barbie is ‘more than a doll’. What exactly she wants to be, though, is still unclear. Model, gymnast, fashion designer, rock star–Barbie’s had a punt at every job under the sun, presumably packing each one in after a few days in floods of tears before settling down in front of Trisha with a packet of milk-chocolate digestives ‘consider her options’.3
Call her anything you like, but don’t call her unpatriotic. There is a Barbie doll in a time capsule due to be opened in 2076 to celebrate 300 years of the American Revolution: she is dressed in a stars-and-stripes dress featuring a line of soldiers in uniform on the hem. Cut her down the middle and she’d have the letters ‘U’, ‘S’ and ‘A’ stencilled through her like a stick of rock. Blow her head off and the blood on the wall behind would be red, white and blue.
1 Just as a matter of record, we’d like to point out that no-one at TV Cream thinks that Barbie is a whore (nor, indeed, that she lives next door). We’re just being flippant, based on perceived notions of the doll’s proportions as being just that bit too anatomically unrealistic. Christ, we’re only three words in and already there’s a footnote.
2 Initial profits from Barbie allowed Mattel to become a PLC in 1960. Goodbye garage-based workshop, hello stockholder-pleasing listings on the Fortune 500
3 In recent years, Barbie’s fortunes have seesawed, as she suffered declining sales in the face of the Spice Girl-indebted Bratz dolls.
Battling Tops
Gyroscopic gladiators

Battling Tops? Why, ’tis a grand olde European folk game, sir, as famously depicted in sixteenth-century paintings by Brueghel and his ilk. However, we suspect his Battling Tops weren’t housed in a blue-plastic arena, presumably didn’t go by such wrestling-ring monikers as Super Sam, Tricky Nicky, Twirling Tim, Dizzy Dan or, erm, Smarty Smitty, and certainly were far from Ideal.
Yep! Since 1968, the company that invited you to wind up Evel Knievel had been dishing up more red-plastic crank-powered fun with their repackaging of an old wooden favourite. With defiantly un-medieval box art depicting various ’50s-type kids and their worryingly Barry Cryer-like dad enraptured by the centrifugal tournament taking place under their noses, this was the tabletop arena game to end all tabletop arena games. Wind the spindle with string, give a yank on the starting cord and away you go!
See also Crossfire, Raving Bonkers Fighting Robots, Hungry Hippos
A similar game, Space Attack, was an air-hockey variant on the rotating theme. Crank the red handle with all your tiny might and stop the spinning top being knocked into a trough with a plastic slider. Or, as they put it, ‘Fight off the lightning alien attacks!’ The ‘space’ theme was provided by a piss-poor ‘galactic’ backdrop on the field of play, with a pointless concentric red ring design overlaid. They might as well have written ‘Look, it’s in space, all right? Use your bloody imagination, you ungrateful little sods!’ and been done with it. Ideal at least went the whole hog and–in the wake of Star War s mania–launched a rebranded Battling Spaceships game, which also included some extra, Monopoly-inspired round-the-board progression.
Space Attack and Battling Spaceships shared one gameplay drawback–the frequency with which one of the spinning combatants would be knocked right out of the ring. Frequently the victorious top would be the one that found its way under the radiator, still merrily buzzing away on the lino long after the rest had limped to a standstill.
Although the original is still out there, produced under licence from Mattel,1no additional TV Cream points will be awarded for spotting that this game and its various spin-offs over the years have left us with the legacy that is Beyblades. Now those things really do look like you can take someone’s eye out with them. They’re like Chinese throwing stars. Seriously, they’ve even got ‘blade’ in the name. Why hasn’t someone reported them to Trading Standards?
Space Attack On the rebound
1 You won’t be astounded if we tell you that the arena of this new game is bleedin’ tiny now, will you? This isn’t just a case of ‘the memory cheats’–we know Wagon Wheels and Creme Eggs are the same size and our hands just got bigger. But with these games, they’re deliberately shrinking our childhood!
Bermuda Triangle
Makes people disappear

See also Up Periscope, Computer Battleship, Chutes Away
Way before The X Files, back in the mysterious 1980s, part-work magazines such as The Unexplained and telly shows like The Crazy World of Arthur C. Clarke1–he invented satellites, you know–cashed in on our periodic fascination for paranormal phenomena. Strange how, in cycles of almost exactly 20 years, ESP, spontaneous combustion, spoon-bending and all that bollocks inexplicably suckers in an entirely new generation. One might say that the regularity itself is almost…supernatural. Woooo!
Further back in the mists of time, in 1974 to be exact, Charles Berlitz wrote a book called The Bermuda Triangle. Then, in 1981–by complete coincidence–Barry Manilow had a Top 20 hit of the same name. Spooky, huh? In the intervening years, MB had cashed in handsomely with this ships ‘n’ storm cloud ludo variant.
Yet even at a young age, when our experience of triangles was limited to early maths lessons, school band practice and Quality Street,2 we spotted the one thing lacking from this game. The board was square. The cloud was–erm–acoustic-guitar-shaped (and we’d love to have been sitting in on the design meeting for that one). Even the ‘shipping route’ around the game was just some random meandering.
That aside (and ignoring the very fundamental imprudence in setting up a merchant-shipping operation in the middle of an area renowned for strange disappearances), it was a fun game. Move your fleet around the board, trading for bananas, oil, timber and sugar, and try to avoid the ominous, foreboding, magnetic cloud that wants to eat your ships. Simple.
Various ‘spoiler’ tactics could be employed (blocking your fellow players’ ships from each dock), but none was more effective than bribing whoever was moving the cloud to spin it just that bit too fast, thus preventing the ominous ‘click’ of magnet on magnet and keeping you in the game for another go. Many Top Trumps and sticker collections would unaccountably vanish under the table when the Bermuda Triangle rolled into town.
Incidentally, theories that the strange occurrences of the real Bermuda Triangle are caused by aliens sucking boats and planes out of the sky with giant magnets have not yet been disproved. But then, as the great Arthur C. Clarke himself said, ‘Your guess is as good as mine.’3
1 You must remember it, surely? No? Oh, alright, it was actually called Arthur C. Clarke’s Mysterious World, but we’d love to have seen the auld fella fetch up on Top of the Pops singing ‘Fire’. That would’ve been fab!
2 The green ones. You can also buy posh chocs in triangle-shaped boxes Toblerone doesn’t count–technically, it’s a prism.
3 He’s the president of the H.G. Wells fan club, you know.
Big Trak
Futuristic battle tank and apple cart

See also Star Bird, Speak & Spell, Armatron
Resembling nothing more than a vehicle from Captain Scarlet and the Mysterons redesigned by Clive Sinclair, Big Trak was controlled, as the presenters of Tomorrow’s World breathlessly related, by that all important ‘silicon chip’.1 With just a few taps on the keypad, this fully programmable beast could be instructed to move and turn in different directions, fire up its ‘photon canon’ and make a couple of modish electronic noises. It was, of course, used mainly to frighten the family pet. Pretty good value for £20.
The novelty was that it was ostensibly capable of navigating a path around cumbersome household objects–assuming no-one had actually moved any of them while you were busily punching in the required sequence of movements–usually a case of trial and error. Big Trak worked best when its route avoided shag-pile carpet, inclines and anywhere outdoors. According to the manual, programming distance travelled was calculated in noncommittal units of ‘roughly 13 inches’, while the angle of rotation ‘may not be enough to make the turn you want. Or it may be too much.’ You want vagueness? MB Electronics delivered it in spades (which themselves were probably of wildly indeterminate size).
Used in conjunction with the Big Trak Transporter (yours for only another £15), Big Trak was rumoured to be able to ferry objects around the house–maximum load: ‘about one pound’.2 Promised innovations that never materialised were voice synthesis and additional accessories (there was a mysterious unassigned keypad button marked ‘IN’ on the keypad for just this purpose).
Not to be outdone, Kenner Toys came up with Radarc, another twenty-first-century-esque remote-controlled tank. The gimmick with Radarc was that, instead of being programmable, it was operated by ‘muscle control’–a radio transmitter that strapped to your forearm, with buttons on the inside that made contact as you worked your hand and wrist (stop sniggering at the back!).3
However, with six chunky traction tyres, sticky labels ‘to add exciting detail’ and a camp little signature tune that played before and after every, erm, motion, Big Trak was much coveted and seldom seen–the dictionary definition of toy envy.
1 A 4-bit Texas Instruments TMS1000 microcontroller running at approximately 0.2 MHz, chip fans. That’s just 64 bytes of RAM to you.
2 A fabulously complicated and tortuous process for carrying out otherwise simple household tasks? Clearly this was a toy aimed at men.
3 There was also TOBOR, a robot from Schaper that looked like a cross between R2D2 and Darth Vader, was operated by a ‘transmitter’ that was nothing more than a tin clicker, and was utterly defeated by any carpeted surface.
Big Yellow Teapot
It’s big and it’s yellow, but there’s no tea in it

Now-defunct toy manufacturer Bluebird was founded on two very solid principles. Small girls like doll’s houses. Small girls also like plastic tea sets for serving cups of invisible tea to their dollies.1 Then someone fell into a filing cabinet at the office Christmas party and came up with the bizarre idea of crossbreeding the two. Yes, this was a doll’s house, but made of yellow plastic and shaped like a huge teapot.
Why was this? No reason was ever given. The house was inhabited by small plastic peg-like people (somewhere between stunted Playmobil folk and Weebles without the wobble) with welded-together legs, all the better to slide them down the chimney or make them ride round and round in the roundabout-cum-teapot lid (the latter 20 seconds of entertainment–lots of fun for everyone’–also forming the most memorable moment of the accompanying ad). This delightful pied-à-terre was furnished throughout with a small quantity of monolithic red and blue teacup chairs and tables, with the further appointment of additional decor simply printed on cardboard walls (where it floated slightly above the floor in an unconvincing fashion).
See also Weebles, My Little Pony, ‘A La Cart Kitchen’
A rival effort came courtesy of Palitoy, whose Family Treehouse obeyed the same basic design principles and yet had the added bonus of a trunk-based elevator (which presumably attracted a better class of tenant than the average council-estate teapot). Another was Matchbox’s School Boot, adding a whiff of academia to the old ‘woman who lived in a shoe’ routine and thus robbing it of much appeal, although there was at least a variety of playground-themed accessories.2 Live-in chimneys and pumpkins caught the tail end of the trend.
Basically, Big Yellow was a doll’s house for the Duplo generation: those who required everything to be large, unbreakable and safe to chew, yet were still innocent enough to refrain from shoving the little plastic people down (or up) the cat for a change (or indeed, trying to create a teapot tropical monsoon by actually pouring boiling water on them).
1 if you were unlucky enough to be a boy and wanted one of these? No chance. You’d get boxing gloves instead and a stern talking-to from Dad.
2 Matchbox had another crack at real estate with the Mushroom Playhouse, a four-floor fungi flat, but Bluebird had already moved on. Their mobile Big Red Fun Bus continued the primary-coloured fun. Sadly, the property market collapsed before the range could be completed with the release of the adult-oriented Big Blue Hotel.
Pulsuz fraqment bitdi.