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The History Hour: The History of Toys
Episode Overview In this episode of *The History Hour*, hosted by Max Pearson, a compilation of Witness History segments is presented, focusing on the fascinating evolution and impact of toys throughout history. The episode provides insights into notable toys like Play-Doh, Catan, Jenga, Tamagotchi, and hoverboards and features expert commentary from industry insiders.
Key Segments
- Play-Doh: From Cleaning Product to Childhood Favorite
- Background: Initially developed as a cleaning product in the 1920s, Play-Doh was reinvented in the 1950s.
- Invention Story: Kay Zufall, a teacher, creatively used the product to entertain her children, leading to its transformation into a toy.
- Key Contributions: The original formula was tweaked for children, and with clever marketing, it became an instant success.
- Smell Recognition: The unique scent of Play-Doh is so distinctive that it has been trademarked.
- Sales: Over 3 billion pots sold globally.
- Settlers of Catan: A Board Game Revolution
- Invention: Created in 1995 by German dental technician Klaus Teuber, *Settlers of Catan* became a major influence in tabletop gaming.
- Game Mechanics: Focuses on resource collection and building, introducing a more interactive and strategic form of play.
- Family Influence: Klaus's son, Benjamin, recounts his childhood experiences with the game, showcasing its family-oriented design.
- Success: Over 40 million copies sold, with translations in multiple languages, significantly impacting global board gaming culture.
- The Evolution of Toy Crazes and Business Insights
- Expert Commentary: Caroline Tonks, editor of Toy World Magazine, discusses the historical context of toy merchandising.
- Early Toys: Toys in ancient civilizations, mass production post-Industrial Revolution.
- Trends: Shift from traditional toys to electronic ones in the 1980s, influenced by pop culture.
- Cultural Reflections: Toys often mirror societal changes, such as war-themed toys during conflict periods.
- The Hoverboard: From Fiction to Reality
- Invention: Shane Chen created a functional hoverboard inspired by a scene in *Back to the Future 2* and his daughter’s playful experimentation.
- Crowdfunding Success: The hoverboard gained popularity quickly, but faced challenges with knock-off versions flooding the market.
- Safety Issues: Many counterfeits resulted in safety concerns, affecting the original product's reputation.
- Tamagotchi: The Virtual Pet Phenomenon
- Creator's Insight: Akihiro Yokoi designed the Tamagotchi, inspired by his childhood experiences with pet care.
- Market Impact: Launched in 1996, it became a massive hit, selling nearly 100 million units worldwide.
- Concept: The Tamagotchi introduced the idea of virtual pet ownership, requiring care and attention from its users.
- Jenga: A Game's Humble Beginnings
- Origins: Leslie Scott developed Jenga from a game played with wooden blocks in Ghana.
- Market Entry: Despite initial struggles, Jenga gained traction after being licensed by Erwin Toy Limited and a catchy marketing campaign.
- Cultural Significance: Reflects not only family fun but also the aspect of play that transcends generations.
- Prozone: Revolutionizing Football Analysis
- Innovator's Journey: Ram Mylavaganam discusses how he created Prozone to provide detailed match analysis using video data.
- Implementation: The technology revolutionized coaching strategies and player performance assessment in football, leading to widespread adoption across sports.
Conclusion This episode of *The History Hour* intricately weaves together personal anecdotes, expert insights, and historical context to showcase the profound impact toys have had on culture and society. Each segment illustrates how these toys reflect changing norms and technology, offering a nostalgic yet informative exploration of childhood favorites.
Key Takeaways
- Toys as Cultural Mirrors: Toys often reflect societal trends, technological advancements, and cultural shifts.
- Innovation and Adaptation: Many successful toys began as unexpected innovations or re-purposed items.
- Childhood Memories: The emotional connection people have with toys often spans generations, forming a significant part of their memories and experiences.
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This markdown document captures the essence of the podcast episode, highlighting its major themes and discussions surrounding the history of toys.
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Transcript
Automatic transcript. May contain errors.0:00A moment in time captured by what they heard. I heard some people making phone calls. Okay, which runway would you like at Teterboro? We're going to get that. What they saw. I put my head down. I saw the movie of my life. It started going through my head. What they smelt. I still remember the smell of the French fish. And I completely lost my appetite. Moments captured which last for a lifetime. Scientists have made the atomic bomb. That sort of flash set on fire the birds, and they all fell down without their feathers on. The way was clear for Hitler to realize all his demonic plans. Stories from people with first-hand accounts of events that have shaped our world.
0:42At the end, Kissinger called me into his office and he said he did a good job. I left the office with tears in my eyes. She called me and told me, I'm doing Studio 54. She had already become a star in Paris. She came back a superstar. Listen now. Search for Witness History wherever you get your BBC podcasts.
1:11Hello and welcome to the History Hour with me, Max Pearson. This week's characters and events who featured in Witness History on the BBC World Service. And this week, we've been looking back at the history of toys and games from around the world, including the origins of the multi-million selling board game Catan. My dad had a book with ideas. He was a man of pure fantasy and he wanted to bring many games to life. Also, the Jenga backstory. Plus, millions of kids wanted one after watching the film Back to the Future 2. But how was the hoverboard brought to life in the 2010s? In my brain, I already formed the prototype.
1:51So when I stood on it, wow, it just worked. And the Japanese invention that allowed you to have your own personal little pet, the Tamagotchi. The Tamagotchi is an egg-shaped computer game in cute coloured plastic. The first version has already sold out and its makers Bandai can't keep up with demand. That's all coming up. But first we're in the 1950s. That was when one of the world's most beloved children's toys went on sale for the first time. But as is so often in the world of invention and inventing, the product that would go on to be such a successful toy was not intended for that purpose in the first place.
2:30It took a bit of creative thinking to give the world Play-Doh. Jane Wilkinson has the story. It feels a bit like wet clay, just more mouldable and stretchy. It's like soft and texture in your skin. Very nice to feel. The more you play with it, it gets warmer and softer. It smells like nothing else. It's very chemical-y. It sort of stings the back of your nose. It's weird. Recognise the description? Well, if you need some help, here's one of the original television ads from 1957. Hey kids, you know what's new?
3:20I think it has the unique ability to quite literally become anything. You can play with it just to squish it and feel good, or you can make little things out of it. It's kind of a universal, like a rubber ball. This is Peg Roberts, and it was her mum, Kay Zufel, a New Jersey school teacher, who was the inspiration behind the children's toy. She was very remarkable. She was an idea person. I remember when we were little, my sisters and I would just ask, give me a project. And she'd think of something. And so the Play-Doh was just an idea. You know it's America's favourite modelling compound. But our story begins even earlier.
4:09When coal fires were used to heat homes in the 1920s, they often left behind trails of dirt and soot. So the Kutal Soap Company in Ohio invented a soft white putty to clean up. The coal dust messed up your walls. And the old kind of wallpaper that was really paper, that got dirty. But you could go around with the chunk of kutal in your hand and pick up all the dirt that was collecting on your wallpaper. But 30 years later, the company hit a problem. People were replacing their coal furnaces and boilers with gas and other types of heating. The merits of oil speak for themselves. It's clean, needs less labour to handle.
4:52Thousands of private houses nowadays burn oil for central heating. There's no stoking, no dirt, and even temperature all through the house. Soot was no longer an issue. That was the big killer, and the onslaught of vinyl wallpaper. It was the change of wallpaper from one type of stuff to another, and once you had the vinyl wallpaper, all the dirt, you just wipe it off with a sponge. Meanwhile, in the Zufel family kitchen, Kay had thought of a novel way to keep her five young children entertained. Our family didn't have any money at the time. And we're sitting around, little kids, having fun, rolling out and painting and baking all this stuff out of the kutal.
5:37That stuff that they used to clean wallpapers with. And we made little ornaments, stars and hearts and bells and things that we could paint for Christmas ornaments and hung them on a little tiny tree. and at the same time my mom is in touch with her sister in Cincinnati her sister Harriet married to Joe McVicker he was the one who owned Kutal and they're talking about how Kutal's going out of business and it's going bankrupt and oh my god what are we gonna do and my mother like she like puts these things together says I know what you can do so that's where the big aha moment came where she's looking at us playing with this stuff and she said you know it's too bad that nobody is marketing it as a toy hmm and ding the idea was born but Kay still had to convince her brother-in-law Joe for her to actually go out on a limb and call this guy and say I know your company is having a hard time and I've got an idea of how to save it what would your impression be like, oh, geez, there goes Kay again.
6:44She's always got some harebrained idea. But she insisted, Joe, you must come. You must come right now. I'm going to change your life. What does Joe say? Is he taken with this idea straight away? He is. I think he's taken away with the financial aspect of it. He didn't know anything about toys, but he's like, you're going to save my company. I'm not going to go bankrupt. Let's go. Let's do it. But first, they needed a name, something short and catchy. And Joe had thought of just the thing. He wanted to call it Rainbow Modeling Compound.
7:22A long name like that. And he told my parents about it. And they immediately said, no, no, no, no, wait, we'll get back to you. We'll come up with a better idea. And they did. My mom and dad talked about it and one of them actually came up with the name Play-Doh. Back in the factory, the original formula was tweaked to make sure it was suitable for children. And in 1956, cardboard pots of the white clay went on sale in department stores. It was an overnight success. It was instant money. He had to work a little bit to sell it. That's actually the thing that my Uncle Joe was good at, you know, was selling things.
8:01As the TV adverts proved. Over 5 million new users every year testify to quality and fun. It just feels good. I think I liked making snakes. And the snake can get longer and longer and longer and longer. And it's like, it feels really nice when it's rolling out farther and farther and farther. And within a year, colour was added to the mix. It originally only came in yellow, red, and blue. And we thought it was really fun to make colors. That was actually one of my favorite things to do with it when it first came out, was take a little piece of red and a little piece of blue. And see what? Roll it, roll it.
8:43Mush, mush, mush, mush, mush it up. And you'll get, you know, purple. And then if you like, if you add a little bit of white, it makes like lavender. Oh, this is cool. So let's get to the smell. I've got some here, you've got some there, and I've just opened it. Now, how would you describe this? It's so unique. I've known it for so long that it's like saying, what does your mother smell like? It's like an organic thing that just has its own uniqueness to it and very pleasant. There's a little bit of vanilla in there. It's not terribly sweet, but it's not sour. There's like something, something in the middle.
9:29I would recognise that smell anywhere, anytime. Where does it take you back to? My childhood. In fact, the company that now owns the brand believes the scent is so distinctive that in 2018, they registered it as a trademark. And this is how it's described. A sweet, slightly musky, vanilla-like fragrance with slight overtones of cherry and the natural smell of a salted, wheat-based dough. But the exact formula remains a secret. And to date, more than 3 billion pots have been sold in 80 countries around the world. Although, of course, other soft, squidgy children's toys are available. So did the idea make Kay any money?
10:16No. It's funny because that's one of the first questions that people ask. They figure since the McVickers became millionaires, why didn't you? But for her, it was just another idea. She came up with them all the time. She had no idea that it would become such a huge, huge, huge success. She thought it would be fun and it might just save his company. Are you quite proud of her? Absolutely. After they started making it in the factory, we started playing with it all the time. It was like one of our favorite toys. And it keeps going through the generations. Play dog. I want to do a circle. From children to grandchildren to great-grandchildren.
10:58Peg Roberts was speaking to Jane Wilkinson about her mother, Kay Zufol, the brains behind turning a cleaning product into a best-selling toy. A game next, and one which is likely to have been in many a Christmas stocking this and previous years. In 1995, a German dental technician called Klaus Teuber launched Settlers of Catan, a Viking-inspired board game that would revolutionise tabletop gaming. With its focus on resource collection and building, it became a gateway to modern board games for millions. Klaus's son, Benjamin Teuber, has been speaking to Megan Jones about testing out early versions of the game as a child.
11:39It's a Sunday afternoon in the German city of Frankfurt. In the basement of a house in a small storage room, Benjamin's dad, Klaus Teuber, is sitting at a table, surrounded by cardboard, glue and paint. So you'll have to imagine that there was no computer, so he painted everything by hand. During the week, he works long hours in a dental laboratory, struggling to keep the family firm afloat. The business went really bad. He had 80 people working with him in this laboratory, but they only had red numbers. So he was working 12, 14-hour shifts. He's a dreamer and this is his escape. At the weekends, he has been bringing games to the table.
12:27He was escaping from his negative feelings when working hard and trying to get bread to the family. His hobby was developing board games. Sitting next to him are his three children. I love those Sundays when he came to me. Basically, you have to imagine a dad coming then home and saying like, hey, do you want to play with me? And of course, which kid would love that? So there is this story that he placed his Mickey Mouse magazine next to me. And if I didn't like the game, then I would have, you know, browsed through the Mickey Mouse magazine instead. Today, the magazine remains untouched. Been playing so many prototypes as a kid and there's only a few that I really remember.
13:13And Catan is one because it spoke to me. Millions would eventually agree, but outside the basement, success was still years away. Klaus knows that journey well. He'd been designing and creating for years. His first game involving clay won an award and so did others. My dad had a book with ideas. He was a man of pure fantasy and he wanted to bring many games to life. In that book was an idea for an imaginary island where settlers arrived to start a new life. That idea would become Catan. It emerged just as German-style games, which were known globally as Eurogames, were becoming more and more popular.
13:59A little bit more strategy, still one hour. Everybody can win. It's very interactive. Klaus wanted games to bring people together, as he reflected on in 2014 with the BBC. Because of our history, there is no war in the game. It's not so aggressive. It's more for families. Like in Catan, you build something and it will not be destroyed, anything, so at the end, because they are very proud. This game fit the new style perfectly, but turning it into something you could play, that would take years of persistence. Klaus worked whenever he could. At the very beginning, it was a very different game. It was huge, it was complex.
14:44And then he trimmed it down to the very core. He then felt like, oh, this could become something really special. The aim of the game is to gather and trade resources so you can earn points building settlements, cities and roads. and it's the first to get 10 points. At the start, every element was crafted by Klaus himself, with a little help. Then in order not to paint everything 50 times, he would have gone to a copy shop, copy it and then cut it again by hand. I think he had infected muscles very often because of cutting so much. We created those little houses and the little roads and the little settlements, cities by hand.
15:24and I think it was like five hours of work and I received some pocket money, like 20 Deutsche Mark plus one Mickey Mouse magazine. Despite all that effort, board game companies weren't interested. Maybe it was too new and too disruptive in so many ways that the companies just didn't know how to handle it. They said, well, a game with hexagonal spaces, that doesn't make sense. But also the topic was, yeah, boring to them. They said, why don't you make a game with dinosaurs? Klaus refused to change his idea. By 1994, four years after he started developing the game, Klaus had a final prototype ready.
16:07He'd made up a name which was called Ziedler von Catan, which translates to The Settlers of Catan. The turning point was this once-man's decision, Rainer Müller, who said, like, we'll do it. And the company that he worked with at that time also wasn't doing super well in their board game category. They were about to close the board game publishing forever. It was a gamble. Then in 1995, the company Cosmos released the game at the Nuremberg Toy Fair. There was Frau Schumacher. She was the head of sales and then she received a phone call and somebody said, I would love to order 1 ,000 Catan games, please.
16:48And then she was like, yes, screw you. And she hung up and didn't believe it was, she thought it was a joke. And then this guy called again and she was like, I'm sorry, I think we were separated. But yeah, I would love to place that order of 1000 games, please. Could you make that happen? And then she was like starting to believe. And then she told the story so many times. She said the faxing machines went hot because so many orders came in. It was a hit. And for Klaus, that meant one thing. He was able to give up his day job. In 1995, it won Spiel der Jalas, which is German for Game of the Year.
17:26Klaus travelled to Berlin to accept the prize, a certificate praising his creation. Here he is on the Catan YouTube channel explaining what the judges wrote.
17:39He's saying judges praised his instructions, which made the game easy to learn. The major thing that changed is that we didn't have to worry anymore about having food or losing the house at the end of the month. And that is, of course, taking all the stress of a family that you could imagine. Sales exploded from Frankfurt to Silicon Valley and Tokyo. Catan transformed board gaming, is credited for bringing new people into the hobby and was translated into more than 40 different languages, which brought its own challenges. Some languages have a different meaning for the word settling. So in German, it means more like, you know, uninhabited island and there is no one, which is a very important part of this game.
18:27You know, it's not a game about colonization. It's a game about finding uninhabited land. But many translations actually had this colonization thing by adding it, you know, Los Colonos de Catan, or Die Colonisten van Catan in Dutch. In 2015, the name was simplified to Catan, with digital versions and multiple expansions. And its success meant German style strategy became a global phenomenon, selling more than 40 million copies. I think my dad was really surprised of how all of this developed and turned out to be. I found a lot of fan letters that were sent to him and he replied to them handwritten.
19:16And I think that's expressing how much he valued all of that and how grateful he was. Klaus Teuber died in April 2023. Today, his two sons, Benjamin and Guido, run the company. But our final clip should come from Klaus himself.
19:43That was Klaus wishing you many nice, playful hours. Benjamin Teuber, the son of Klaus, inventor of Settlers of Catan, was speaking to Megan Jones. So over the years, there have been certain toys that have been the must-haves for children at Christmastime. But how have they changed throughout history? And what do the toys say about each period in time? Here's Caroline Tonks, who's the editor of Toy World magazine. Now, we're going to have to break this down. So let's start with, if you like, toys as merchandise. How far back does the buying and selling of toys go? Because presumably they would have been whittled out of wood originally just to be played with.
20:20Looking back in history, I mean, even to early Roman China, pre-civilizations, even ancient Egypt, they had dolls, they had toys, they had lots of products that children would be using day to day. But late 1800s, early 1900s, you really see that boom of the start of mass production from the post-industrial revolution and seeing that product really hitting the market. And so when we come to the, let's start with the early 20th century, for example, in the 1920s and 30s, what kinds of toys would have emerged as the most popular? So everything around the 1920s, for example, was a mix of simple and imaginative.
21:04Obviously, this was a time before toys had batteries and any kind of electronic components. Dolls like Raggedy Ann and Andy were really popular alongside celluloid dolls. These were made from one of the very first synthetic plastics that actually ended up being discontinued because it was quite flammable. But they maintained their popularity for quite some time. Also, model toys like planes, trucks, buses. They really captured attentions with the likes of Hornby Hobbies coming into the fold in the early 1920s. And they're still really present today. One of the top modeling companies at the moment still.
21:43In the 1930s, however, it was the time of the Great Depression. So obviously that really impacted the economy. It impacted people's wallets. So there was not as much spendable income to put into the toy market. So a lot of homemade products and expensive toys were really popular. Things like marbles and jacks. There's a big craze on yo-yos. And board games really started to gain popularity like Monopoly, which came out in 1935. It's interesting you mentioned sort of models of cars and trains and things, because I suppose the toys would reflect the evolution of society around the time that they were being made.
22:22So, for example, if we get into the Second World War, I'm guessing that there would be, you know, more war reflective toys that would be popular. Yeah, definitely. Toy tanks, toy planes, toy soldiers. The military themes really took over society because obviously that was everything that you were seeing, reading about, listening about. So, yeah, kids took that and used their imaginations and brought it into their own form of play. And then we come into the era where electricity plays a part, either plugged into the wall socket or through batteries. We're talking about the 1970s and 80s when, well, I guess people started playing video games.
23:02Yeah. So video games really arrived in the market in the 1970s. But it was the 1980s where you saw the rise of Nintendo, for example, the Game Boy. And this shifted a focus from traditional toys into more electronic-based products. and was that driven by nintendo came from japan so was it driven by different parts of the world taking up the the electronic toy craze i would say yes i think asia has had such an impact on the toy market not only with ingenuity within the electronic base toys aspects but also within like the mass production and the industry as a whole of getting products to different suppliers and the hands of consumers and everything.
23:46And when did the more general sort of cultural environment, be it films, stage, music, whatever, when did they start to be influential on the toys that children wanted? Oh, throughout the 20th century, really. In the 1930s, the idea of licensed character toys was really introduced thanks to Walt Disney. For example, the release of Mickey Mouse cartoons and Snow White. However, licensing really exploded in the 1960s with major entertainment franchises driving this demand. But in 1977, when Star Wars came out, that really is often credited as the turning point for modern merchandise and licensing.
24:27Products and toys from the movie really added a whole new playability factor that had really been seen before in the market. That's Caroline Tonks, editor of Toy World magazine. Still to come in the History Hour this week looking at toys and games, the Japanese inventor behind the Tamagotchi, and how a family game played in 1970s Ghana went on to become an international hit. They hated its name. It was going to be a deal-breaker. I just said, I cannot allow you to change the name. It's got to be Jenga. But first, it was a Hollywood film that made the powered skateboard the must-have toy in 2015.
25:06A supposed hoverboard featured in Back to the Future 2 several years earlier, but the journey from celluloid fantasy to shop sales reality was not an easy one for the inventor behind the hit. Here's Vicky Farncombe. Hey, hey, hey, stop! Little girl, little girl, stop! Look, I need to borrow your... Hoverboard? Where is he? This is the famous scene from the 1989 film Back to the Future 2, when the hero, Marty McFly, played by Michael J. Fox, escapes his arch-nemesis Biff by jumping on a hoverboard. Get the board! Get it, fly!
25:51The film, directed by Robert Zemeckis and produced by Bob Gale, was a huge hit, and the flying skateboard became a dream toy for kids of the 80s, me included. But it wasn't where the Chinese-born inventor Shane Chen got the inspiration for his take on the hoverboard. That came from his daughter, Yi Wan. It's 2011, and the pair are at a trade show in Munich. Shane is receiving an award for one of his earlier inventions, the solo wheel, a motorised single wheel with footplates on either side, a bit like a unicycle. Yi Wan, who is 21, is bored and starts messing around with two solo wheels. She put one wheel on each foot.
26:39Then she's kind of acting like a robot. With the hands up, she's rotating, you know, spinning forward, backward. At the time, I just thought, well, that's funny. But later, Shane wonders if Huan is on to something. Could his solo wheel be adapted to create another new form of transportation? Tinkering with designs is what Shane does. Growing up in Beijing, he was always playing around with mechanical objects, even making his own TV at the age of 12. After emigrating to the United States in 1986, he starts a niche business, making scientific instruments for plant research. One of his creations is even used by NASA in space.
27:26But in the early 2000s, he branches out into consumer goods, creating, among other things, a human-powered hydrofoil and a three-wheel scooter. When he sits down to work on the hoverboard in 2011, he has no idea it will become his most popular invention yet. In just a week, he has a model for his motorized skateboard. The solar wheel was already working successfully. All I did was make smaller solar wheels with a foot platform in between. In my brain, I already formed the prototype in my brain. So when I stood on it, wow, it just worked. Just take me back to the moment when you first tried it.
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28:11First time I probably had to hold something to step on. Then one foot forward, one foot back, it started rotating. Then pretty soon I didn't have to think what I needed to do to rotate. I was floating around. You know, usually when you drive something, right, you have to push buttons, go forward, holding a handlebar or steering wheel with hoverboard very intuitively just moving. How did it feel? It felt great. It was kind of sensational. And who was the first person that you showed it to? My daughter. She loved it. And I think immediately I asked other people to try it too. And they all love it.
28:56Okay, so it doesn't actually fly off the ground like the hoverboard in Back to the Future 2. But the sensation for users is pretty similar. Shane knows he's on to a winner, but needs more money to bring it to market. After filing a patent to protect it from copycats, he seeks investment through a crowdfunding platform, and he makes a promotional vid. The Hover Tracks is built for fun and transport. You can use it at the park, to get around school, a warehouse, or even the airport. The idea behind the Hover Tracks is to create a fun product people can use every day, both indoors and out. It's an immediate hit.
29:35And with very little effort, Shane secures$200 ,000 for his creation, which he calls Hover Tracks. But there's a problem. When we show to the world, we have to explain how it works. Press your toes slightly downward to move forward. And press your heels backwards to move in the reverse. Move right or left, or even spin, by shifting your weight in the direction you want to turn. We showed details, drawings, everything on the Kickstarter. Because we already filed a patent, we felt everything should be safe. So we showed everything. And very soon, this whole concept was copied by a Chinese factory.
30:20So right after we started selling, they were selling too. Within a year, there are copies everywhere. Summer of 2015, there are so many knockout powerboards. They're sitting everywhere, even in the streets. Hi, Justin. Justin Bieber was seen riding one on his way to a recording studio. Social media feeds fill with celebrities trying out the craze, as you can hear on US show Inside Edition. Rapper Bow Wow told us he's fallen off his many times. I fell one time on set, right on set, filming CSI, hit the trash can. Slow motion, though, not speeding. It was just like a quick turn and then boom. There are problems, as CBS reports.
31:04Well, it's happened again. A mall in Texas had to be evacuated after this hoverboard exploded at a kiosk. Shoppers were afraid there was actually a shooter or even a bomb. And get this, the hoverboard was still in the box. Thankfully, no one was hurt. Well, not only are hoverboards catching fire, people are falling off and being rushed to the ER. A South Florida congressman tweeted a picture with his arm in a sling saying that he actually went to the ER after using his daughter's hoverboard. And even athletes are wiping out. Take a look at this baseball player losing his balance and the latest victim.
31:38Take a look there. Yes, that is Mike Tyson. What happens is because the knockoffs from China, they all try to compete with each other. Whoever can make a product cheaper will sell more. So they cut corners. Two things I noticed. One is the battery. It uses a very low-quality battery. That's why it caused fire, because when you overload the battery with high current, the battery couldn't handle it. It would start fire. Another issue? The motor doesn't have enough power to handle your weight, because the principle of the hoverboard is called auto-balancing, right? That means when you fall forward, the motor will speed up to catch you from falling.
32:23If the motor doesn't have that kind of power, it will fall, it will shut off. That's why there were so many people falling, hurt themselves. As well as eating into his profit margins, the counterfeits are damaging Shane's reputation. We were called and people sent us letters, a couple of letters actually from their lawyer. from court is trying to sue us, saying that your product caused fire. Then we wrote them back. That's not ours. It's no knockoff. Despite the disappointment at making so little money from his invention, Shane now looks back with pride that he created such a popular product. That means people like it.
33:08People like my inventions. That just gave me some courage to keep working on new inventions. because every time I'm sitting there quiet, my brain starts thinking. Non-stop, I couldn't help. Sometimes I couldn't sleep. So obviously that sometimes is a problem, I couldn't stop. He's also working on a new, updated hoverboard. Just for the money, just for the business, what if I just make a better one that's way better than the old one? I may have a chance to get people like this new one better than the old one to convince people to stop buying the old one, buy a new one. Shane Chen, inventor and entrepreneur, was speaking to Vicky Farncombe.
33:51Our next hit toy from times past is the Tamagotchi. It was a little digital gadget with a small screen showing what was meant to be an alien pet. The Tamagotchi owner's job was to keep the life form alive. It was first released in Japan in 1996 and almost 100 million was sold in more than 50 countries. Emily Uchida Finch has been speaking to the man behind the idea. The Tamagotchi is an egg-shaped computer game in cute coloured plastic. The first version has already sold out and its makers, Bandai, can't keep up with demand. First, a chick hatches from an egg. Then you can feed it either rice or cookies.
34:35When you clear up its droppings, it squeaks with delight. But if you don't press the right buttons, it dies of neglect. That was BBC News reporter Juliet Hindle reporting from Tokyo when the device first hit the shelves. And this is the man behind the device, the Japanese toy developer Akihiro Yokoi.
34:59I had no idea that tamagotchi would become so popular. It was a totally new type of toy, so I thought it either wouldn't sell at all, or there might be a few fans buying a few units. The way it became so popular was a huge surprise to me.
35:17It was released in Japan in November 1996, but the inspiration for the toy came much earlier, from Akihiro's childhood. I've loved animals from a very young age. I used to catch insects such as dragonflies, cicadas, frogs and fish. I loved keeping and looking after all kinds of animals. That's how I spent my childhood. What I found most exciting about having a pet wasn't just how cute they were, but the process of looking after them. For example, when looking after fish, you have to change the water often, give them the right food. but if you make one small mistake, they might end up dying. I wanted to include those tricky aspects of pet ownership in the toy I made.
36:13After graduating from university in 1977, Akihiro took a job designing toys for Bandai. But this career wasn't his first choice. Actually, I wanted to work at a bank, a trading company, or a distribution company, but they didn't want to hire me. It was by chance that I got a job at Bandai, which back then wasn't a particularly big company like it is now. From the start, I had a senior position in the planning and development department, which was a bit unusual, but perhaps they thought I had some talent in that field.
36:53Akihiro's first commercial hit was a toy in the shape of a cat's paw called Neko Nyambo. This sold one million units in Japan. But he wanted to strike out on his own and so created his own toy development company called Wiz. Coming up with a good idea for a toy isn't easy. We really struggled at first and I was under a lot of pressure because I had six employees. So for 10 years, we mostly focused on package design for toys and all kinds of work to keep ourselves afloat. But we never lost our desire to make innovative games. The 1990s was the end to Japan's bubble era, when the economy had started to decline after a boom in the 1980s.
37:41Lots of industries were struggling, including the toy industry. Bandai was performing quite badly and their sales were poor. They asked us to urgently come up with a new kind of toy and they gave us a big opportunity. I brought them five or six ideas and one of them was the Tamagotchi. Our first design was to have pet tropical fish, but these weren't very interesting. Neither were pet cats or dogs, so having imaginary animals was better.
38:19The imaginary pet they settled on was a one centimetre tall alien living within a 32 by 16 pixel LCD screen.
38:33In the game's first version, Tamagotchis hatched from eggs and over the course of a few days evolved into one of eight quirky characters depending on how well looked after they were. You could feed, play and clean your pets by pressing three tiny buttons. The most difficult to grow was Mamechi, a bear-like creature with large ears. Other characters included Oyajichi, who is named after and resembles a middle-aged man with a bald patch and a scraggly beard. During that time, cute or pretty characters weren't really popular among high school girls but what was popular was strange and ambiguous characters and because these characters were imaginary we could be creative in how they had to be looked after which made the game much more interesting I told Bandai that they should absolutely not include a pause or off button on the Tamagotchi because if you had the ability to pause the game, it would no longer be like looking after a real pet and it would become less interesting.
39:46The mid-1990s was the era of the electronic handheld game. You had the Ryza Game Boy, Tetris and Snake on mobile phones. And this new toy tapped into that popularity. Welcome to the lodge of the Tabagoksi. A freezing cold morning at a superstore in North London. More than 200 people are queuing outside. All they want is a bit of plastic that beeps. It's like a pad that you can have. The Tamagotchi has now sold almost 100 million units in over 50 countries. And despite being invented 30 years ago, Bandai, the Japanese toy manufacturer, is still releasing new versions of the game. I asked Akihiro what his secret is to creating a successful toy.
40:32Whenever I come up with a toy, I'm not picturing a child using it. The way children think is closer to adults than what most people assume. So unless you make a toy that adults find interesting, children won't enjoy it either. What I've found is that when a toy is designed just for children, it doesn't really sell. While Akihiro Yokoi and his company Wiz are now credited as the creators of the Tamagotchi, this wasn't always the case. A Bandai employee was initially given credit. The toy industry is a rather traditional industry, and because Bandai released the Tamagotchi, they wanted to take ownership of the idea, which is quite a traditional way of thinking.
41:18When the Tamagotchi started selling out, the media wanted to find out who came up with the toy. I didn't think the Tamagotchi would become quite so popular, so I told Bandai that they could say someone from inside their company came up with it. I also think they thought it'd be better received by the public if a woman was said to be behind its creation, but in reality, it was me and my colleagues at WIZ who came up with it. How did your life change after you invented the Tamagotchi?
41:54To put it simply, a lot of money started coming in and my life changed a lot. I had a lot more freedom. I was able to start making the toys I wanted to make and my life became a lot more comfortable. Akihiro Yokoi, inventor of the Tamagotchi, was speaking to Emily Uchida Finch in that Whistledown production for the BBC World Service. Finally, in our trawl through moments in the history of significant toys, it's just over 30 years since the brick game Jenga was introduced to the world at a department store in London. The blocks and the shaky towers they build have gone on to conquer the world. As Surya Ilango now tells us, Jenga was brought to market by a British designer, but with the idea from a game played in Africa.
42:4430-year-old British toy designer Leslie Scott is on the phone with Erwin Toy Limited. They want to acquire the licence to sell one of her games. The conversation was a bit tense. They told me that they really liked the game, they loved the game. They wanted to take the game, but they hated its name. It was going to be a deal-breaker. I just said, I cannot allow you to change the name. It's got to be Jenga. So how do you play it? It's a game that comprises 54 wooden blocks, all of the same size. And you stack these blocks three by three to create a tower. And then you take it in turns to remove a block from the tower and place it on top until such time as the tower falls over.
43:35And that's the end of the game. And how do you win? I think one of the interesting things that makes it different from most other games is that you can't win it. Ultimately, gravity will win. Leslie grew up in East Africa in a family that loved to play games. We are a fairly competitive family in the sense that any sort of gathering would end up often playing games around it. If we were eating olive pips, we would see who could spit the pip out furthest, that sort of thing. When she was 18, Leslie's family moved to Ghana. She and her siblings were always finding new ways to amuse themselves. My much younger brother had a set of blocks that he played with.
44:20They were offcuts from a sawmill in Ghana. They were rectangular blocks. And in playing with him, we turned this into a game, which we were sort of piling these blocks up. We were taking a block from there and then putting it on top. That was the first iteration. there was nothing about it that we sat saying we're going to design this game and take it to mark it was nothing like that it was just a sort of family family game when leslie finished school she decided to live in england she brought along a couple of boxes of her family's beloved brick game we're now talking about early 80s my boyfriend at the time had just graduated from Oxford and became a real tennis professional.
45:01He was running this court at Merton College, along with a couple of other real tennis professionals. They loved my brick game. They loved it so much that they asked Leslie to sort the entertainment for a fundraiser. I'd organised things like fire eaters and jugglers and I brought in the brick game. It wasn't supposed to be the centre of attention, but I think a lot of people afterwards, that was what they remembered more than anything else was the excitement around playing this brick game. Leslie began to realise just how unique it was. The penny began to drop when I realised that this doesn't exist as a game.
45:42I decided I was going to turn it into a game. And I thought, OK, I'm going to start a business, start my own company, I'm going to mass produce this game and put it on the market. To do that, Leslie needed money. I went to the bank, I convinced them, which is weird enough to start with, that I was going to make a fortune. I then needed some more money, so I borrowed from my boyfriend at the time. But worst of all, my mother underwrote a second loan I took out from the bank. The bank at that point needed a security against it, and it was my mother's house. The issue with that is that it really could have gone belly up.
46:17She would have had to sell her house in order to pay off this loan that I'd taken out. So the pressure was on. Leslie managed to find a local woodwork shop in the north of England to make the first hundred sets. And by January 1983, she was ready to launch at her first toy fair in London. I thought it was going incredibly well, but I didn't take a single order, not one order from that. People left me their calling cards. So after the show, I immediately start sort of following up with everybody. And one after another, all sorts of questions, which basically made me realise that if you have one product and you're an unknown company, retail outlets were absolutely not prepared to start opening an account with you.
46:59It wasn't worth their while. So she took their advice. I started designing other games and including them in my portfolio. I told people I was a games designer and then I got commissioned design games because there were not many professional games designers. So it was plugging away at doing that. For two years, Leslie continued to showcase the brick game at different toy stores and even travelled to America to find a buyer, but with no fortune. By this point, it was 1985 and video games were starting to take over the market. I was losing a lot of money on it at the time. It was becoming, my loans got bigger and bigger.
47:39I'd actually sold the house that I had. I actually had this car that I had repossessed. There was some sort of fairly tense moments where, but anyway, they had got to a point where I was quite more than interested in letting it go of myself and having a much bigger company behind it. But then, a stroke of luck. I got a message from my friend's brother. He was living in Canada and he asked if he could represent this game at a mall in Canada. and one of the key salespeople of a company called Irwin Toy, who were the biggest toy company in Canada at the time, saw the game, took the game back to the headquarters and things and they then expressed interest in taking the licence to produce Jenga.
48:34Let's go back to that tense phone call that Leslie talked about, where she says she's not going to change the game's name. They then said, OK, fine, we'll go with it. We'll call it Jenga. And I remember saying to them, one day when you say the word Jenga, it will mean my game. Owen Toy branded each block with the name Leslie had chosen and even created a catchy television advert with a jingle that went a little like this. You take a block from the bottom and you put it on top. You take a block from the middle and you put it on top. How you build a tower, you just don't stop. You gotta build that tower, putting blocks on top.
49:18Someone knocks it over, and that's when you stop. But you start all over, putting blocks on top. Great game, with a strange name. But why was Leslie so adamant to keep this unusual name?
49:35I was born and raised in East Africa, and I grew up speaking Swahili. and my mother had a dog at the time, which she called Cheza. And Cheza actually in Swahili means to play. And I thought, oh, that's a really good name for my game, but it's been taken, if you like, by the dog. The word kujenga is the verb to build in Swahili. And there was just something, the second week I was sort of working around that, it just seemed like a perfect name for it. Your mum must have been so relieved that she got to keep her house It makes my blood run cold that I was prepared to jeopardise her home and I actually think that if it had gone to that I can't imagine that any of my siblings would ever have spoken to me again I mean it was an appalling thing to do but I was incredibly lucky it worked out well and she not only didn't have to sell her house she was able to repay all the loans and everything So it was just very, very lucky.
50:39The timing of all of this was very lucky. Why I allowed it to happen, I can't explain. I mean, all I know is that now when my own two children, who are both in business, I would not dream of putting my house up as collateral against any loans that they were taking out. Surya Alango was talking to the British designer Leslie Scott about the origins of Jenga. Finally, in our trawl through some of the toys and games that have left their mark on history, a moment when the game of football was changed. In the 1990s, a new way to analyse professional matches was introduced. Tim O 'Callaghan has been hearing from the perhaps unlikely man behind Prozone.
51:23Now, the interview you're about to hear wasn't recorded in our World Service studio in Salford, but from... A stately home just outside of Leeds, which is in the north of England. I'm currently waiting to interview a man who is responsible for the start of a revolution in the way that we look at the game of football.
51:45Hi Tim, my name is Ram Mylbarganem. My job was to create a concept called Prozone way back in 1996. Ram takes me through a series of wood panelled rooms before we sit down in a meeting space called the Potting Shed. He didn't set out in his life to change football. He'd originally worked for the confectionery company Mars. But in the 1990s, he was trying to sell a Finnish brand of chair, which used sound technology to aid recovery and reduce injury risk to footballers. If you can imagine, it's 1996. Derby County has just got promoted to the premiership. They were looking for the 1 % that's going to give them the advantage.
52:31Ram isn't a natural football fan. He described himself as an accidental tourist in football. And when he first went to Derby, he couldn't believe how little data was used in a sport that means so much to so many people. Data and analytics had been a big part of his life at Mars, where they'd used it to help grow the business. So one of the first things that we did at Derby County was to build a communication room, which was called the ProZone room. And ProZone was short for Professional Zone. And this room effectively had some very comfortable chairs. Yep, those finished chairs that Ram was originally trying to flog.
53:11This was a space for manager Jim Smith and assistant Steve McLaren to brief the players on game strategy. But with a lack of data on how the players were performing readily available, Steve had to resort to a more analogue way of doing things. He had two video recorders. And in one recorder, he had last week's games. And he would then scan that video. And every time he saw something, he would stop it, cut it, and paste it onto the other video recorder. And I said to him, hey, how come you're doing that? Haven't you got something that sort of says, you know, go and find me all the corners or go and find me all the free kicks?
53:53He said, how am I going to do that? I said, I don't know, but it seems to be a sensible starting point. So he said, OK, smart fella, go find a way of doing it. So he did. The first thing we needed to do is to devise a methodology for grabbing the data. So the obvious step was to video the games and find a way to encode the game so that you can then identify elements that could make it functionally fit for purpose. So that was the first starting point. And that was, I suppose, relatively easy. Then we said, hang on a minute, if you are doing that, we might as well find a way to see where the players are.
54:38Where is he passing from? How can we get those coordinates right? We found by installing up to eight cameras in a stadium. We could get the cameras to coordinate in such a way. Every part of the pitch was covered by at least three cameras. And that way, if two guys were together in one view, going to another view, you could separate them. It was revolutionary because it showed every pass, every move, where the players were moving. We were the first to actually bring a 2D dimension to the game. The game was traditionally watched on 3D. And what we did was converted that to a 2D. So you now started saying spaces where the players should run and how they should move.
55:25So the whole concept was alien to most coaches. And so Prozone, a tool to allow football coaches to see every aspect of the game in a new way was born. Whilst it was revolutionary in footballing terms, the original technology wasn't. It was horrendously labour-intensive. We had a deck of eight video recorders and we developed it in such a way you hit one button and all eight had then started at the same time because they needed to be synchronised. And then we had a motorbike courier waiting at half-time when we ejected all the eight videos and he would run that videos into our Leeds office when we digitised the videos and then the second half videos would arrive.
56:15Things got easier when DVDs came along. So Ram had a product he believed worked and a big opportunity for the team presented itself when Derby's assistant manager Steve McLaren was headhunted by Manchester United. And Steve then insisted on taking us to United. Now all Ram had to do was convince them to sign up. But they said, Ram, we are Manchester United. We don't pay people, other people pay us. So at this time, we had Derby County, and they were in Memphis that they wouldn't pay. I couldn't afford to have another team that wouldn't pay either. Because, you know, the bank manager will only mortgage my house, the dogs, the cat and the kids for so long.
56:56So I came to an agreement saying, look, if you win anything, you'd pay us for the previous year and also sign a three-year contract. By the way, this was the 1999 season, which you might remember was a big year for Manchester United. So they won the treble. I was tempted to provide them with three invoices. But I didn't think I was going to get away with that. And that really led to the awareness of Prozone And probably the best example of that was when we did the game between Juventus and United. And we showed how Zidane played, how Davids played, how Insagi played. And they went to De La Lappi in Juventus, their old rounds, and beat Juventus to get to the final.
57:50The success at Manchester United led to other clubs in the Premier League and the rest of Europe knocking on Ram's door asking for help. But it was a team in the second division of English football called Bolton Wanderers, under manager Sam Allardyce, who really embraced the technology. So suddenly our fame started to spread and that's when we had a call from Sam. I'm going, you guys are in the next division, I'm not sure you can afford us. Anyway, I sent one of our guys over to do the presentation and came back and said, yeah, Sam wants it. You just need to send him a contract. And that was an amazing season because Sam really embraced it.
58:33And the guy who used it at Bolton was a guy called Phil Brown. And Phil really got on well with understanding ProZone, what it was capable of doing. And Sam and Phil had an amazing season. They got to the playoffs to play against Preston and Bolton won and got promoted to the Premiership, which was probably as big for us as Manchester United. Bolton used Prozone to become an established Premier League side in the 2000s, qualifying for the UEFA Cup on two occasions. As the business grew, it wasn't just football that wanted Rams help. So in 2001 we had a call from Clive Woodward said he wanted to work in rugby.
59:19England at that time was about fifth in the world ranking and Clive wanted to win the World Cup in 2003 and we developed a bespoke product for rugby and Clive credits us with helping him. I wouldn't say we did all the work but helping him structure the game to win that final. Ram Malwaganam, one of the unsung heroes behind many a sporting team's success. He sold Prozone in 2008 and has since worked on programmes to help football coaches understand the masses of data that is now available to them. He was speaking to Tim O 'Callaghan. And that signals the final whistle as we wrap up this edition of the History Hour looking at toys and games.
1:00:01We'll be back in the world of less frivolous moments from the past when we return next week. So until then, this is Max Pearson from all of us here. Thanks for listening. Goodbye.
1:00:39I'm failing this sport and I love. Sporting Witness takes you to the events that have shaped the sports world through the eyes of the people who were there. It's not just about the sport. It's about all the other things that people with disabilities learn from each other. For nine minutes, you become a fan in the stands as we take you back in time to examine memorable moments from all over the world. There's a magic during those moments that carries your soul. We were truly blessed to be a part of history. Sporting Witness. Subscribe wherever you get your BBC podcasts.
From the publisher
Max Pearson presents a collection of the week’s Witness History episodes from the BBC World Service.
We learn about how Play-Doh evolved from a cleaning product to a childhood favourite and the creation of one of the best-selling board games of all time, Catan.
Our guest is the editor of Toy World Magazine, Caroline Tonks, who takes us through the history of toy crazes.
We also hear about the invention of the hoverboard, and how the Tamagotchi allowed people to have their own virtual pet.
Plus, how the family favourite game, Jenga, was born in 1970s Ghana.
And our Sporting Witness looks at how a piece of software revolutionised the game of football through data analysis.
Contributors:
Peg Roberts – daughter of Kay Zufall
Benjamin Teuber – son of Catan inventor Klaus Teuber
Caroline Tonks – editor of Toy World Magazine
Shane Chen – the inventor of the hoverboard
Akihiro Yokoi – the inventor of the Tamgotchi
Leslie Scott – the creator of the game Jenga
Ramm Mylavaganam – inventor of ProZone
(Photo: The Tamagotchi was introduced in 1996 and is one of the best-selling toys in history. Credit: Reuters)
