Twister
"Left foot . . . red, right hand . . . yellow".
These
familiar words echoed through houses throughout the 60s as
children of all ages got down with Twister, Milton Bradley's
"game that ties you up in knots".
In the mid-1960s, a sales promotions whiz named Reyn Guyer had
been hired by a shoe polish company to develop a premium to be
used in a mail-in-and-win-a-prize campaign.
Guyer had been playing around with an idea for coloured patches
that went on kids feet and an accompanying foot grid.
After concocting a giant walk-around grid and delighting his
office mates who gave the grid its first trial runs, Guyer thought
his idea would make a better game than a giveaway prize.
The grid game was christened Pretzel, and Guyer's newest career
incarnation - that of toy inventor - took shape.
And the same mind
that brought you Pretzel would also bring the you original Nerf
ball, by the way - so Guyer was clearly not a one toy trick pony.
Guyer's
Pretzel was gobbled up by Milton Bradley, who re-christened the
game as Twister.
Two to four players could pretzel-ise themselves at a time, and
it wasn't like there were reams of small-printed, head-scratching
game instructions to read through.
Open the box and you were faced with just two things: a large
vinyl mat that you had to unfold, and a spin-board. The players
themselves were the game pieces, which meant no pawns, pegs,
tokens, chips or dice. Nothing to lose, and nothing for the dog to
swallow.
Players took turns spinning the plastic arrow around a small
board with four quadrants - right leg, left leg, right arm, left
arm. If your arrow landed on a green square in the "Right
Leg" corner, for example, you located the green spot that was
the most bodily possible for you to reach, and you went for it.
The game's first stages were simple - perhaps just a slight
stretch to the side or an easy bend in one of your still-relaxed
limbs. But as the game wore on and the other players' bodies
spread out over that grid, reaching the dot wasn't always a walk
in the park.
Best
case scenario, heads would turn to admire your graceful act of
bodily contortion ("Those yoga classes are really paying
off!?). Worst case: terrible, terrible proof that you and the word
"pliant" were never going to be found in the same
sentence.
Joints creaked, backs cracked, sweat collected on brows, and
odd positions were held for ungodly lengths of time - held that
is, until they could be held no more.
The first player to collapse and topple, of course, was the
loser. But since he usually brought all the other players down
with him, even the winners didn't have a lot of time to gloat.
The game was initially marketed toward teenagers, and sales
were not what you would call swift. Milton Bradley worried that
the idea behind the game - the players as the game pieces idea -
wasn't quite the million-dollar concept they had hoped.
But then on May 3, 1966, Johnny Carson stepped in, climbing
over and around a low-cut-dress-wearing Eva Gabor while his studio
audience went berserk. viewers picked up on the game's rather
obvious sexual subtext, and three million sets were quickly sold
in America.
Henceforth, parents would appropriate their children's game to
get their parties off to a swinging start.
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