4. Domino Rally
Here’s one that filled us with joy and anxiety in equal measure! The hours spent setting up the dominos only for your little siblings to stomp through all of your hard work before you have chance to set the dominos toppling! If you nerve held and you got the set up you were going for, the end result was just magical!
Different sets were produced, each consisting of several hundred multicolored plastic dominoes They were not solid rectangular prisms, but rather were hollowed out on one side. The injection molding process used to make them also tended to leave protrusions on the standing edge. As such, they tended to fall over easily, particularly when being set up on the stepped staircases and bridges that came with the set. Newer dominoes were made which left the plastic in the middle, resulting in the dominoes standing upright much better than before. Also some of the sets included tracks of snap-in dominoes that only fell in one direction, as well as a small wheeled car that would drop dominoes automatically as it moved. This car was dubbed the “Domino Dealer”, and was also sold separately.
In addition to the aforementioned flaws, the snaps on the dominoes were very easily broken. When this occurred, the domino was unable to be used in the snap-in assemblies of the set, and thus was ruined for good. Replacements can be ordered in the instructions for the set, if possible.
Different sets consist of Mad Lab Set, Neon Super Deluxe Set, Intermediate set, Dino Roar Set, Galaxy Explorer Set, and many more. Each set had ‘Featured’ stunts in it. Such as rocket launchers, marble tracks, elevators, zig zags, planes and many more. All of these things set off more dominoes. The sets Pressman toys ever made were: Basic Set, Intermediate Set, Deluxe Set, Spectacular Stunt Set, Super Stunt Set, Neon Super Deluxe Set, Glow in the Dark Ghost Ride Set, Glow in the Dark Basic Set, Adventure Set with Action Sound, All American Glider Starter Set, Neon Starter Set, Glow in the Dark Starter Set, Pathmaker Set, Extreme Action Set, Dino Roar Set, Spider Kick-Out Set, Domino Rally Rainbow, and the Mountain Bike Adventure Set.
Another classic from, yes you guessed it Milton Bradley! Originally released in 1970, this is the version we had in the 80s. How much can you load onto the saddle before the moody mule bucks and send it all flying!
The game centers on an articulated plastic model of a mule named “Roo” (or “Buckaroo”). The mule begins the game standing on all four feet, with a blanket on its back. Players take turns placing various items onto the mule’s back without causing the mule to buck up on its front legs, throwing off all the accumulated items (the toy has a spring mechanism that is triggered by significant vibration). The player who triggered this buck is knocked out of the game, and play resumes. The winner is the last player remaining in the game. In the (unlikely) event that a player manages to place the last item onto the mule’s back without it bucking, that player is the winner.
The toy has three sensitivity levels that are adjustable via a switch located on the side of the mule’s body, under the blanket. The switch adjusts the location of the lever to which the blanket is attached in relation to the trigger mechanism attached to the spring
6. Master Mind
Although we spent hours playing this in the 80s it was originally released in 1970. the couple on the cover Bill Woodward and Cecilia Fung, reunited in 2003 to strike the famous pose once more.
The game is played using:
a decoding board, with a shield at one end covering a row of four large holes, and twelve (or ten, or eight, or six) additional rows containing four large holes next to a set of four small holes;
code pegs of six (or more; see Variations below) different colors, with round heads, which will be placed in the large holes on the board; and key pegs, some colored black, some white, which are flat-headed and smaller than the code pegs; they will be placed in the small holes on the board.
The two players decide in advance how many games they will play, which must be an even number. One player becomes the codemaker, the other the codebreaker. The codemaker chooses a pattern of four code pegs. Duplicates and blanks are allowed depending on player choice, so the player could even choose four code pegs of the same color or four blanks. In the instance that blanks are not elected to be a part of the game, the codebreaker may not use blanks in order to establish the final code. The chosen pattern is placed in the four holes covered by the shield, visible to the codemaker but not to the codebreaker.
The codebreaker tries to guess the pattern, in both order and color, within twelve (or ten, or eight) turns. Each guess is made by placing a row of code pegs on the decoding board. Once placed, the codemaker provides feedback by placing from zero to four key pegs in the small holes of the row with the guess. A colored or black key peg is placed for each code peg from the guess which is correct in both color and position. A white key peg indicates the existence of a correct color code peg placed in the wrong position.