WEBVTT

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Candy Land, Battleship,

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Twister, the Game of Life.

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These iconic games come from
one of the biggest names

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in the toy industry.

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Milton Bradley!

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Since Milton Bradley
founded his company in 1860,

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over 200 classic game titles

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have sold billions
around the world.

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But the surprising story

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of how they climbed
the ladder of success

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wouldn't be possible
without a few twists-

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- People were
afraid of the game.

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They didn't want
young kids playing it.

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Turns-

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- That game would
not have existed

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if it had not been for
the polio epidemic.

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And Abe
Lincoln's beard?

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- Abe grew a beard, and suddenly
they launch an industry.

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- That's insane!

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I'm growing a beard
now.

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You may think you know

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all about the toys
that built America,

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but there's more to the story.

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I'm Adam Richmond.

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Choose your game
piece and get ready

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for the start-to-finish story
of, guess who, Milton Bradley.

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In 1966, the Milton Bradley
Company is in trouble.

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They haven't had a bonafide hit

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since Candy Land
over a decade ago,

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and they're getting crushed

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by their biggest
competitor, Parker Brothers.

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So, Milton Bradley
bets its future

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on a radically new kind of game.

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But when it debuts at the
1966 Toy Fair in New York,

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no one likes it.

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Sears refuses to put
it in their catalog,

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calling it too risque,
while others deem it to be

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prompting Milton
Bradley to announce

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they will cancel production.

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So, what was this
controversial game

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and how did it go from
the brink of death

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to becoming an icon in the
National Toy Hall of Fame?

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before the Milton Bradley
Company even existed

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and the United States itself

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was in danger of no longer
existing, way back in 1860.

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A divided America
is in the middle

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of a heated presidential race.

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Vying for the Republican
nomination is Abraham Lincoln,

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who is kind of a big deal.

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And one person eager to cash
in on Lincoln's popularity

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is 24-year-old printmaker
Milton Bradley.

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The Springfield,
Massachusetts man

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churns out thousands
of lithograph prints

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of the presidential candidate,

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which sell very well
at first.

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But when Honest Abe
decides to grow a beard,

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he inadvertently ruins Milton's
new business in the process.

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- And the moment he began
to appear in newspapers

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wearing his new beard,
sales of the poster dried up

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and Bradley had this
big unsold inventory.

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On the
verge of bankruptcy,

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Milton is at the
end of his rope.

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Luckily, his best friend has
the cure for what ails him:

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a new kind of game.

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- George, I don't have the
money to gamble on card games.

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- Well, this isn't cards.

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While chess,
checkers, and backgammon

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have been around for centuries,

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a new board game is
gaining popularity.

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- His close childhood
friend named George Tapley

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has with him one of the very
first American board games,

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called the Mansion of Happiness.

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The game is
typical of the era,

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as in it's kind of
preachy and boring.

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- Games in the
mid- and late-1800s

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were incredibly education
focused and morally focused.

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They weren't exactly fun
the way we think of now.

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Yet even this
preachy game has its perks.

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- Four, five, six.

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The Mansion of Happiness.
- Well done.

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Because it gives
Milton a brilliant idea.

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- I think it's magnificent.

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He'll use his
idle lithograph machine

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to make a new board game,

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one that's more fun than the
puritanical fare of the day.

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Milton gets to work,

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using the pattern of a
standard checkerboard

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to create the
Checkered Game of Life.

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The object is to move from
infancy to happy old age,

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avoiding ruined
by earning points

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for landing on positive spaces

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like honesty,
perseverance, or college,

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while avoiding bad spaces
like idleness, crime, and...

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Suicide?

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- While a game that
involves suicide

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doesn't really seem
like a whole lot of fun,

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Milton Bradley realized he
couldn't reinvent the wheel,

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and he was hoping that this
would really create a success.

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- The Checkered Game of
Life is an instant hit,

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selling 40,000 copies
in less than a year.

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Milton seems poised to take
the world by storm, until...

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Remember that divided nation?

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It seems Milton's new
business will have to wait

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'til the war is over,
but fate has other plans.

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- A company of Massachusetts
infantrymen are in Springfield.

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And when Bradley walks past,

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he noticed that they
had nothing to do.

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That's when he
has another brilliant idea.

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He'll help boost morale
by giving the soldiers

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copies of his new game.

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The only problem: The
Checkered Game of Life

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is too big to fit in
a soldier's backpack.

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So, he cleverly decides
to shrink the board

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and everything
that goes with it,

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even including pieces to
play chess and checkers,

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creating the first ever
mass-produced travel-sized game.

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- It's reported that Bradley
sold 270,000 of these

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within the first year.

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This, more so than
the Game of Life,

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established his business.

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And with movies,
radio, and television

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still decades from taking off,

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board games are one of
the most popular forms

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of home entertainment,

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which is good news
for Milton Bradley.

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- Milton Bradley is doing great.

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He's got games, he's
getting into puzzles.

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He is really cashing in
on fads that are going on.

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- One of those
fads: traveling,

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made glamorous by the
popular Jules Verne novel

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"Around the World in 80 Days."

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And when famed
journalist Nellie Bly

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actually pulls off the epic
journey in just 72 days,

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Milton Bradley launches
a new board game

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to capitalize on the craze.

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By 1900, Milton Bradley

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is the most prolific
gaming company in America.

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But in 1911, at the
happy old age of 74,

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Milton Bradley dies.

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And without their founder,

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the company struggles to
find another breakout hit

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like they had with the
Checkered Game of Life.

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Throughout the 1910s and '20s,

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they released titles
like Uncle Wiggily,

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Pirate and Traveler,
and something called...

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Cootie?

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But as you can probably guess,
none stand the test of time,

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until finally, in 1934, a
man submits a game to them

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that will go on to become

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the country's
best-selling board game.

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Only, it won't be
for Milton Bradley.

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- Milton Bradley
gets back to him

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and they just give a
terse, "No thank you."

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When Parker
brothers swoops it up,

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they overtake Milton Bradley

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as America's biggest game maker

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with the number one game...

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Monopoly.

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- It was the perfect
game at the perfect time.

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By the
end of the 1930s,

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with no big hits like Monopoly

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to help them weather
the Great Depression,

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the Milton Bradley Company
is on its deathbed.

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Ironically, they're about
to be nursed back to life

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in a hospital.

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It's 1940, and Milton Bradley
is close to going belly up.

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After a string of
lackluster games

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and a crippling depression,

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they've lost money
11 years in a row.

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To save the company, they
cut their board game line

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from 410 titles to 150 and
focus on building parts

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for World War II
fighter jets instead.

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The government contracts
keep them going.

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But after the war,
they need to find

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a way to become
profitable, fast.

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Then, in 1949, retired
school teacher Eleanor Abbott

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solves their problem.

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- She was recovering from
polio in a San Diego hospital,

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and she took pity on
all the poor children

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and decided she
would cheer them up

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by inventing a simple
children's game.

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- A game that didn't
require any reading skills.

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You didn't have to
know your numbers.

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All you had to know were
colors to have a success.

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That game, of
course, is Candy Land,

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designed with even the
youngest child in mind.

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When she sees how
much joy it brings

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to her fellow polio patients,

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she's encouraged to bring
the game to Milton Bradley,

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who buy it on the spot.

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Why were they so eager?

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- Milton Bradley snapped up
Candy Land because they knew

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young children could play
the game by themselves

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or with another kid.

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They didn't really
need adult supervision.

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- Parents were keeping
their children inside,

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but needed something inexpensive
to keep them occupied.

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Candy Land actually
kept these kids safe

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during the polio epidemic.

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Candy Land
quickly becomes

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Milton Bradley's
best-selling board game,

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and it will go on to
be one of the top 10

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best-selling board
games of all time,

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with over 40
million copies sold.

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By the end of the decade,
with sales of $4.5 million,

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Milton Bradley is no
longer in the red,

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and they keep the
good times rolling

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throughout the '50s and '60s.

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Highlights include
an updated version

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of the game that started
it all, the Game of Life,

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complete with a clever
new ad campaign.

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- I made $50,000 in
the stock market today.

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That's life!

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While lowlights
include Mystery Date,

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a game for young girls

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with a commercial that
has not aged well.

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When
you open the door,

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will your mystery
date be a dream

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Or a dud?

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Milton Bradley makes the
best games in the world.

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Except
not in this case.

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The game is a dud

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with consumers, since
it debuts just in time

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with their next game that
embraces the changing time.

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So, what's in the box?

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- In 1965, a designer
named Reynolds Guyer

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was creating a promo
for a shoe campaign

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and he kinda had
this eureka moment.

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He thought, "How about if
we put a mat on the floor

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"and create a game for people
to play with your feet?"

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And that's how Twister was born.

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When he pitches
it to Milton Bradley,

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they love the idea and
rush it into production.

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There's just one problem:

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Their factories make board
games, not large vinyl mats.

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That's when they have a
eureka moment of their own.

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They'll source out
Twister's vinyl mats

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to a company that
already manufacturers...

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Shower curtains.
- Well done.

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Twister debuts
a few weeks later

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at the 1966 Toy Fair
in New York City,

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where it falls flat on its face.

00:10:46.825 --> 00:10:49.401
- Twister got off
to a terrible start.

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It was considered too risque

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and major department
stores wouldn't carry it.

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- People were actually scared
of this game when it came out.

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"Don't let the kids
play with Twister.

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Dismissing
the lukewarm response,

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Milton Bradley releases
the game anyway.

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But sales are dismal

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and the difficult decision
is made to cancel production.

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It's about to be curtains
for this colorful curtain,

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until this curtain opens up-

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- Here's Johnny!

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And saves the day.

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It's May 3rd, 1966, But first,
Milton Bradley's Chutes & Ladders

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and Milton Bradley is
about to close the lid

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on their dead-on-arrival
game, Twister,

00:11:28.294 --> 00:11:31.054
but their PR team has
a final Hail Mary.

00:11:31.139 --> 00:11:34.891
In an attempt to save the
day, they miraculously get NBC

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to feature the game
on "The Tonight Show."

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Here's Johnny!

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- Now, picture this.

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Ed McMahon is on the
couch, doing the spinner,

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laughing as only
Ed McMahon does.

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Johnny Carson is down on the
floor on the Twister mat,

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twisting and turning and
contorting with Eva Gabor

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in a low-cut dress, and
the audience eats it up.

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I mean, everyone loves it.

00:11:59.742 --> 00:12:02.586
And so do the
roughly 12 million viewers

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watching at home,
because the next day

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there are lines around the block

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at toy stores
across the country.

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And by December of that year,

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Milton Bradley's factories

00:12:11.837 --> 00:12:15.340
are churning out 40,000
boxes of Twister a day,

00:12:15.424 --> 00:12:17.851
yet it still isn't enough
to keep up with demand.

00:12:17.935 --> 00:12:20.103
- Twister became
such a huge success

00:12:20.188 --> 00:12:22.189
that by the end of 1967,

00:12:22.348 --> 00:12:24.441
they had sold over
three million copies,

00:12:25.419 --> 00:12:28.922
Teenagers, kids in
college loved the game.

00:12:29.296 --> 00:12:32.140
By 1968,
advertising their wide range

00:12:32.225 --> 00:12:34.309
of hit games for all ages,

00:12:34.394 --> 00:12:36.061
annual earnings
for Milton Bradley

00:12:36.145 --> 00:12:40.482
reach $4 million on
sales of $69 million,

00:12:40.641 --> 00:12:43.727
thanks in large part
to their * new hit.

00:12:43.820 --> 00:12:46.312
But Twister isn't their
only star of the era.

00:12:46.397 --> 00:12:50.075
In 1964, Milton Bradley
airs this classic commercial

00:12:50.159 --> 00:12:52.819
showing kids how much
fun it can be to-

00:12:52.903 --> 00:12:55.071
- Operate?

00:12:55.164 --> 00:12:56.322
- Butterfingers!

00:12:56.416 --> 00:12:57.907
While the game
would go on to sell

00:12:57.992 --> 00:13:00.076
over 45 million copies,

00:13:00.169 --> 00:13:02.671
it was invented by a
University of Illinois student

00:13:02.755 --> 00:13:05.749
as part of a school project,
which he got an A for.

00:13:05.833 --> 00:13:08.418
He then sold the Operation
idea to Milton Bradley

00:13:08.502 --> 00:13:10.595
for just 500 bucks.

00:13:10.680 --> 00:13:12.255
Guess he wasn't a finance major.

00:13:14.100 --> 00:13:17.594
In 1967, during the
height of the Vietnam War,

00:13:17.687 --> 00:13:20.355
Milton Bradley adapts
a pencil-and-paper game

00:13:20.440 --> 00:13:23.442
from the turn of the 20th
century and releases-

00:13:23.601 --> 00:13:24.434
- Battleship!

00:13:24.527 --> 00:13:26.019
Complete
with this fun ad

00:13:26.112 --> 00:13:27.195
to show you could
play it anywhere.

00:13:27.354 --> 00:13:29.781
You sunk my battleship!

00:13:29.866 --> 00:13:31.441
Even next to the water.

00:13:31.525 --> 00:13:34.286
In 1973, Milton Bradley
acquires the rights

00:13:34.445 --> 00:13:36.038
to the surprise hit game-

00:13:36.122 --> 00:13:37.197
- Yahtzee!

00:13:37.281 --> 00:13:39.282
Which, thanks
to ads like this-

00:13:39.366 --> 00:13:40.709
- It's a rainy day.

00:13:40.793 --> 00:13:42.794
- That's a good time
to play Yahtzee.

00:13:42.953 --> 00:13:46.372
Will go on to sell
more than 50 million copies.

00:13:46.457 --> 00:13:49.217
Reportedly invented by a
wealthy Canadian couple

00:13:49.302 --> 00:13:52.879
to play with friends aboard
their, what else, yacht,

00:13:52.972 --> 00:13:54.890
the game actually
traces its roots

00:13:54.974 --> 00:13:57.059
to several traditional
dice games,

00:13:57.143 --> 00:14:01.229
including poker dice, and
Cheerio from cherry old England.

00:14:01.388 --> 00:14:03.807
The following year,
Connect Four hits stores

00:14:03.891 --> 00:14:06.068
marketed as vertical checkers.

00:14:06.152 --> 00:14:07.819
And it quickly
becomes a sensation

00:14:07.904 --> 00:14:11.907
once this classic
commercial airs in 1977.

00:14:11.991 --> 00:14:13.241
- I won.
- Where, I can't-

00:14:13.326 --> 00:14:15.327
- Here, diagonally.

00:14:15.411 --> 00:14:18.571
Pretty sneaky, sis.

00:14:18.664 --> 00:14:20.248
By the
end of the 1970s,

00:14:20.407 --> 00:14:23.335
Milton Bradley is at
the top of their game,

00:14:23.419 --> 00:14:26.746
especially after acquiring the
second-largest manufacturer

00:14:26.831 --> 00:14:30.342
of preschool toys in
the country, Playskool.

00:14:30.918 --> 00:14:32.418
But as the '80s approach

00:14:32.503 --> 00:14:35.004
and kids' toys rocket
into the future,

00:14:35.089 --> 00:14:36.598
Milton Bradley is about to get

00:14:36.682 --> 00:14:39.342
some out-of-this-world
competition

00:14:39.426 --> 00:14:41.436
and find themselves in danger

00:14:41.521 --> 00:14:44.940
of being blasted out of the
gaming industry forever.

00:14:49.687 --> 00:14:52.105
It's the late-1970s, and
Milton Bradley is riding high

00:14:52.198 --> 00:14:54.032
on a string of top-selling games

00:14:54.117 --> 00:14:57.110
like Twister, Operation,
and Battleship.

00:14:57.203 --> 00:14:59.204
But they're about
to get shot down

00:14:59.288 --> 00:15:01.039
by a radical new kind of game.

00:15:01.198 --> 00:15:02.791
- So, by the 1970s,

00:15:02.950 --> 00:15:05.044
board games were already
over 100 years old.

00:15:05.329 --> 00:15:07.738
They were tired, and
Milton Bradley noticed

00:15:07.831 --> 00:15:11.408
that arcade games and video
games were on the rise

00:15:11.501 --> 00:15:14.337
and the American public
just flocked to them.

00:15:14.496 --> 00:15:16.672
Milton Bradley saw the
writing on the wall

00:15:16.757 --> 00:15:18.582
and they had to pivot.

00:15:18.666 --> 00:15:20.501
That's when
Milton Bradley executives

00:15:20.585 --> 00:15:22.762
turn to inventor Ralph Baer,

00:15:22.846 --> 00:15:25.014
who has just returned
from a trade show

00:15:25.173 --> 00:15:27.508
where he saw a new
pattern recognition game

00:15:27.601 --> 00:15:30.770
called
Touch Me.

00:15:31.438 --> 00:15:34.598
Ralph thinks he can
improve on the crude name.

00:15:34.691 --> 00:15:37.276
When he pitches it to
Milton Bradley, they agree.

00:15:37.361 --> 00:15:40.196
Love the concept, hate the name,

00:15:40.939 --> 00:15:42.856
One executive
suggests it reminds them

00:15:42.941 --> 00:15:46.369
of the old children's
game Simon Says.

00:15:46.453 --> 00:15:49.196
And just like that,
Simon is born,

00:15:49.289 --> 00:15:50.873
complete with a slick commercial

00:15:50.957 --> 00:15:53.709
and a great price,
Vincent Price.

00:15:53.868 --> 00:15:55.878
You either
do what Simon Says

00:15:55.962 --> 00:15:58.214
or else go down the drain.

00:15:58.298 --> 00:15:59.790
The musical
game even gets

00:15:59.883 --> 00:16:03.544
a special midnight release
party at Studio 54.

00:16:03.628 --> 00:16:07.139
- I don't know how many
games have a release party,

00:16:07.224 --> 00:16:09.299
especially at a disco.

00:16:09.384 --> 00:16:11.894
- They wanted to create
it as a big trendy thing,

00:16:12.053 --> 00:16:13.896
so where else would
you go at that time?

00:16:13.980 --> 00:16:15.139
Studio 54.

00:16:15.223 --> 00:16:17.391
So, they had David
Bowie and Diana Ross.

00:16:17.437 --> 00:16:18.687
- Just so wild.

00:16:18.846 --> 00:16:22.098
Simon Says snort a line of
off Cher's

00:16:23.684 --> 00:16:24.943
An instant success,

00:16:25.102 --> 00:16:28.688
Simon soon becomes Milton
Bradley's top-selling item,

00:16:28.773 --> 00:16:30.866
leading them to
release this commercial

00:16:30.950 --> 00:16:33.452
announcing the company's
bold new direction.

00:16:42.787 --> 00:16:44.963
- Milton Bradley creates
an entire division

00:16:45.122 --> 00:16:47.966
specifically geared
towards electronics.

00:16:48.051 --> 00:16:51.136
Think about this: Milton
Bradley does board games.

00:16:51.220 --> 00:16:52.888
What do they know
about video games?

00:16:52.972 --> 00:16:54.714
Apparently not much,

00:16:54.807 --> 00:16:57.884
because just two years
after Microvision's release,

00:16:57.968 --> 00:17:01.063
Milton Bradley's
earnings fall 37%,

00:17:01.222 --> 00:17:04.900
forcing them to write off their
entire video game enterprise

00:17:04.984 --> 00:17:07.819
as a $30-million loss,

00:17:07.904 --> 00:17:10.906
the company's first net
loss since the 1940s.

00:17:10.990 --> 00:17:13.733
Having staved off
bankruptcy twice before,

00:17:13.826 --> 00:17:16.986
it looks like the end of
the road for Milton Bradley,

00:17:17.071 --> 00:17:22.659
until 1984, when they get
bought out for $350 million

00:17:22.752 --> 00:17:24.244
and become part of the biggest

00:17:24.328 --> 00:17:27.339
toy company in America, Hasbro.

00:17:27.498 --> 00:17:29.841
In an ironic twist,
a few years later

00:17:30.000 --> 00:17:33.336
Hasbro also acquires
Parker Brothers,

00:17:33.421 --> 00:17:36.431
who eventually merge with their
old nemesis, Milton Bradley,

00:17:36.516 --> 00:17:39.434
to form Hasbro Gaming.

00:17:39.519 --> 00:17:40.769
The two former rivals

00:17:40.928 --> 00:17:43.847
with over two centuries
of experience between them

00:17:43.940 --> 00:17:46.433
are a big reason
why Hasbro is now

00:17:46.517 --> 00:17:49.695
the number-one toy
company in the world,

00:17:49.779 --> 00:17:53.865
especially after 2020 sees a
huge boost in board game sales

00:17:53.950 --> 00:17:56.702
with everyone stuck at
home during the pandemic.

00:17:56.861 --> 00:17:59.612
- It's amazing to me
that people predict

00:17:59.697 --> 00:18:01.781
old-fashioned board
games will go away.

00:18:02.959 --> 00:18:04.200
But I think board
games are important

00:18:04.285 --> 00:18:07.120
because it's not so
much the game itself

00:18:07.204 --> 00:18:09.706
but the conversations that
happen around the game

00:18:09.799 --> 00:18:11.800
that make games so wonderful.

00:18:11.884 --> 00:18:14.544
Today, if you buy
a copy of the Game of Life,

00:18:14.628 --> 00:18:16.388
Battleship, or Twister,

00:18:16.547 --> 00:18:19.299
you'll see the Hasbro
logo on the box.

00:18:19.392 --> 00:18:21.885
But of course, those
games wouldn't be possible

00:18:21.969 --> 00:18:26.064
without the man who started
it all, Milton Bradley,

00:18:26.223 --> 00:18:29.067
and, of course, Abe
Lincoln's beard.