Feeds:
Posts
Comments

Archive for August 19th, 2007

        

The following is reprinted from Uncle John’s Legendary Lost Bathroom Reader.

These tidbits come from  Dr. Ray Broekel, “candy bar historian” and publisher of a newsletter called the Candy Bar Gazebo.

THE AIR MAIL BAR. Introduced in 1930 to honor the first airmail flight in the U.S. – in 1918, from Washington, D.C. to New York City. Ironically, the first flight never made it to New York. After takeoff, the pilot noticed someone had forgotten to fill the fuel tank. Then he got lost over Maryland and had to land in a cow pasture. The Air Mail candy bar had a similar fate.

FAT EMMA. In the early 1920s, the Pendergast Candy Company in Minneapolis introduced a candy bar with a nougat center. They planned to call it the Emma bar. But when it wound up twice as thick as expected (they accidentally put too much egg white in the mixture), they changed the name to Fat Emma. Later, Frank Mars copied the idea to create the Milky Way bar.

THE SAL-LE-DANDE BAR. The first candy bar named after a stripper – Sally Rand, whose “fan dance” at the 1933-34 Chicago World’s Fair shocked and titillated the nation. In the 1960s, another stripper bar was available briefly: the Gypsy bar, named after Gypsy Rose Lee.


Red Grange Bar (Image Credit: Gallery of Red Grange Material)

THE RED GRANGE BAR. Endorsed by Red Grange, the most popular football player of his day. After starring at the University of Illinois, he joined the Chicago Bears in 1925 and helped keep the National Football League in business. Unfortunately, he couldn’t do the same for his candy bar.

THE VEGETABLE SANDWICH BAR. One of the weirdest “health” bar ever made, this 1920s vegetable concoction contained cabbage, celery, peppers, and tomatoes. Its makers claimed that it aided digestion and “will not constipate.”

THE ZEP CANDY BAR. “Sky-High Quality.” One of several candy bars that capitalized on the popularity of “lighter-than-air” dirigibles in the 1930s. This one featured a sketch of a Graf Zeppelin on the wrapper. It was taken off the market after the Hindenburg exploded in 1937.


Chicken Dinner Candy Truck [Image Credit: Charles Phoenix]

THE CHICKEN DINNER BAR. One of the bestselling bars you’ve never heard of. It was introduced in the 1920s and remained on the market for about 50 years. The original wrapper featured a picture of a roasting chicken on a dinner plate – a bizarre way of suggesting it was a nourishing meal and encouraging customers to associate it with prosperity (“a chicken in every pot”). The manufacturer, Sperry Candy Co., even dispatched a fleet of Model A trucks disguised as giant sheet-metal chickens to deliver the candy to stores. Several years after the bar’s debut, Sperry dropped the chicken from the wrapper. But it kept the name.

THE BIG-HEARTED “AL” BAR. George Williamson, owner of the Williamson Candy Company, was a good Democrat and a good friend of New York governor Al Smith, Democratic nominee for president in 1928. Smith lost in a landslide to Herbert Hoover, and his candy bar soon followed.

THE SEVEN UP CANDY BAR. Got its name from having seven connected pieces, each with a different center. The bar came out in the 1930s, before the 7-Up Bottling Company began production of its soft drink – so the Trudeau Candy Company owned the trademark rights to the name. Eventually the 7-Up Bottling Company bought the bar and retired it, so they had exclusive use of the name no matter how it was spelled – Seven Up or 7-Up. [Image Credit: I Remember JFK]

THE “IT” BAR. The #1 female sex symbol of the silent movie era was Clara Bow – known as the “It Girl.” (She had that special quality her movie studio called “It.”) In 1927 the McDonald Candy Company of Salt Lake City tried cashing in on her popularity with a candy bar featuring her face on the wrapper. It did well for a few years, then disappeared along with Bow. (She wasn’t able to make the switch to talkies, because although she was lovely to look at, her Brooklyn accent made her impossible to listen to.)

Reprinted from Uncle John’s Legendary Lost Bathroom Reader. ©1999 by the Bathroom Reader’s Press.

(thanks also to www.neatorama.com)

Read Full Post »

             If you pay any attention to the gaming industry, chances are you have heard of Spore. Lead designer Will Wright has been in the process of crafting the revolutionary Spore for nearly 5 years. A huge peak of anticipation has begun to form as gamers wait for Spore to finally be released. What’s all the hype about you ask? Well Spore pushes the boundaries of what a game should be, can be, or will be in the future.

            Will Wright has never made games that are generic, normal or even close to anything else on the market. His last groundbreaking success, The Sims speaks for itself in terms of pure genius and a revolution in the types of video games we play. SporeWright has always looked for something more, something deeper to understand through playing video games, a kind of out of the box experience. This idea of “organic” video games in where Spore sets itself apart in the video game universe. Wright has made a world of complete mystery until it is explored. No person will see it the same way, create the same species, or end up in the same position. In a way, it’s alive.

            The mindset behind Spore has a clear purpose: allowing players to discover things on their own, not be showed them. Nothing in Spore is revealed automatically, nothing is clear and nothing is certain until you find out. Wright holds a firm belief in the power of exploration and the imagination. As he calls it an “imagination amplifier,” Spore is much more than just a toy or a video game; it is an opportunity for discovery.               

           Unlike any other game ever dreamed of, Spore allows you to create life. From single-celled amoebas to alien inhabitants, you decide how your world develops. Between clashing species, eating, staying warm and reproducing; every aspect of the stages of evolution can be modified. If fail to monitor the level of carbon dioxide in the atmosphere, it will turn into a fiery hell. (A scary possibility of our future I might add) If you flood the earth, you will have a modern day water world, and if you take care of it your world will thrive. Anything you think of can be implemented with Wright’s in game editor. You control your world and the inhabitants that live there. The game’s visuals look stunning, and Wright has created one of the most unique games I have seen in decades. With online play implemented as well, Spore’s world will eventually be created by the player themselves. Species, worlds and the environment will eventually be all player made.

           The ability to see the future of your world is key to Wright’s purpose behind the Spore. Seeing 50 or 100 years into the future is hard for most people to grasp, but Spore allows the player to actually live it. As Wright calls it “reprogramming your intuition;” resetting our minds to interpret changes in our world on a long term scale. Wright sees nearly all the problems in our world as stemming from the failure to have long term thinking, and instead only short term guessing. This, he says, is why video games have the potential to change the world. By refocusing our minds and retraining our intuition to think differently.

            Although the game has yet to be officially released, Spore may prove to be a truly revolutionary experience. Simple, yet strikingly innovative, the game screams to be unique and provide a fresh creative experience.

            After all, Nothing is more fun that feeding your imagination.

              

          

Read Full Post »