1972_Sackson_143_May 02.jpg
Creator
Sid Sackson
Date
1972
Format
.jpg
Source
Box 1, Object 10, Sid Sackson collection
Item sets
Rights Statement
The Strong, Rochester, New York.
Full Metadata
1972_Sackson_143_May 02.jpg
Title
1972_Sackson_143_May 02.jpg
Creator
Sid Sackson
Date
1972
Type
image
Format
.jpg
Source
Box 1, Object 10, Sid Sackson collection
Language
English
Coverage
1972
Rights
The Strong, Rochester, New York.
transcription
5/1
4/30
4/29
4/16
4/15
2 TUESDAY - MAY 1972
123RD DAY - 243 DAYS TO COME
To Felicia's just after Al Richter left, to go to "Arts &
Crafts Show".
Bradford E. Bailey came with his wife and some thirty boxes
with games, puzzles, novelties, etc., although in some cases
there were several different versions of the same item. In
general his models were attractive and imaginative but the
play was weak. We looked at, or discussed the following: he
divided them into categories as shown in parenthesis:
CLIFF CLIMB RACE (Action) Two vertical pcs. of plastic mounted with
a space between. Holes are placed in the two in matching
positions. A flat object is used for pushing a marble up to one
of the holes, the higher the more it scores. When a player
enters one of his marbles, that space is taken.
BARRAGE BALL (Action) A plastic container
with cross section somewhat as shown.
[Diagram of an irregular hexagon with openings on the 2 bottom corners. The inner space is subdived into two equal areas connected by a gap. There appears to be a marble at the bottom left.]
There are 2 balls on each side at the
start and the object is to get all 4 to
the opponent's side. The balls are struck
with a flat object at the opening (as shown).
The hole in the center is round and there are two sizes
with a movable cover so that only one is open. (Felicia kept this.)
BEAT UP AND SCORE (Action) A plastic container with
two "cups" mounted at the ends. By hitting the bottom
(which is raised on legs) the object is to get a ball into
your cup, and to keep it out of the opponent's. (Felicia kept this.)
STRATEGICUBE (Strategy) A plastic cube with holes in
(I think) a 5 x 5 grid on each of the 5 faces other than the base.
He has a simple CHECKERS type game with each player
having 9 pieces started on opposite faces. Short jumps. Object
to move one pc. to the center space on opponent's face.
You are allowed to look at all faces. (I brought up STOP-DOT
by Mattel and Felicia agreed it was too much like.)
TERRITORY (Strategy) A large grid and provision for
marking line segments (vinyl on vinyl strips or pencil on
a "magic slate"). Object is to fence in as large an
area completely as possible. One edge must be against
your side (2 to 4 can play) of the overall grid. There is
a limit to the number of segments used. (It seemed to
have little interaction, but mainly a matter of laying in
your fence.)
FORTUNES OF THE ROAD (Strategy) Decks of cards with wheels
going straight ahead, to the right, or to the left. A plastic
square is placed in the center of the playing area and players,
each using his own deck, play cards out, turning as req'd., with
object of being first to touch the plastic square. (He didn't
really have the game worked out at all.)
VIS-A-MOVE (Strategy) Grid with flat square pcs. Each has
a number of arrows on it with a number at the end of
each arrow. These give the direction and range that the pc. can
move. Object to occupy two spaces in the opponent's home
(cont. on 5/1)
4/30
4/29
4/16
4/15
2 TUESDAY - MAY 1972
123RD DAY - 243 DAYS TO COME
To Felicia's just after Al Richter left, to go to "Arts &
Crafts Show".
Bradford E. Bailey came with his wife and some thirty boxes
with games, puzzles, novelties, etc., although in some cases
there were several different versions of the same item. In
general his models were attractive and imaginative but the
play was weak. We looked at, or discussed the following: he
divided them into categories as shown in parenthesis:
CLIFF CLIMB RACE (Action) Two vertical pcs. of plastic mounted with
a space between. Holes are placed in the two in matching
positions. A flat object is used for pushing a marble up to one
of the holes, the higher the more it scores. When a player
enters one of his marbles, that space is taken.
BARRAGE BALL (Action) A plastic container
with cross section somewhat as shown.
[Diagram of an irregular hexagon with openings on the 2 bottom corners. The inner space is subdived into two equal areas connected by a gap. There appears to be a marble at the bottom left.]
There are 2 balls on each side at the
start and the object is to get all 4 to
the opponent's side. The balls are struck
with a flat object at the opening (as shown).
The hole in the center is round and there are two sizes
with a movable cover so that only one is open. (Felicia kept this.)
BEAT UP AND SCORE (Action) A plastic container with
two "cups" mounted at the ends. By hitting the bottom
(which is raised on legs) the object is to get a ball into
your cup, and to keep it out of the opponent's. (Felicia kept this.)
STRATEGICUBE (Strategy) A plastic cube with holes in
(I think) a 5 x 5 grid on each of the 5 faces other than the base.
He has a simple CHECKERS type game with each player
having 9 pieces started on opposite faces. Short jumps. Object
to move one pc. to the center space on opponent's face.
You are allowed to look at all faces. (I brought up STOP-DOT
by Mattel and Felicia agreed it was too much like.)
TERRITORY (Strategy) A large grid and provision for
marking line segments (vinyl on vinyl strips or pencil on
a "magic slate"). Object is to fence in as large an
area completely as possible. One edge must be against
your side (2 to 4 can play) of the overall grid. There is
a limit to the number of segments used. (It seemed to
have little interaction, but mainly a matter of laying in
your fence.)
FORTUNES OF THE ROAD (Strategy) Decks of cards with wheels
going straight ahead, to the right, or to the left. A plastic
square is placed in the center of the playing area and players,
each using his own deck, play cards out, turning as req'd., with
object of being first to touch the plastic square. (He didn't
really have the game worked out at all.)
VIS-A-MOVE (Strategy) Grid with flat square pcs. Each has
a number of arrows on it with a number at the end of
each arrow. These give the direction and range that the pc. can
move. Object to occupy two spaces in the opponent's home
(cont. on 5/1)
Item sets