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Lottery Project via YouTube
Lottery Project via YouTube

A Revealing History of Lotto Scratch-Offs

Lottery Project via YouTube
Lottery Project via YouTube

Two things happened to John Koza in December 1972 that would forever alter the course of state-sponsored gambling. First, Koza earned his Ph.D. in computer science from the University of Michigan, cutting him loose from academia. Second, the company he worked for part-time fired him, freeing up the rest of his schedule.

Koza had been an employee of J&H International, a firm specializing in promotional gaming cards that were popular with grocery stores and gas stations in the 1950s and 1960s. The free cards could be compared to supermarket ads in newspapers in a manner similar to the game Bingo: If a card matched the graphic symbols in print, the consumer could win food, money, or prizes.

Koza assisted J&H with odds calculation, making sure the games were fair and the winning cards evenly distributed. Some had a waxy coating that could be rubbed off to reveal prizes—“probability” games that required players to reveal only the winning symbols—and that intrigued him. State lottery drawings were beginning to spread throughout the country, and Koza believed that an “instant” scratch-off game with serious money offered would be preferred over having to wait for a weekly prize drawing.

Koza was confident that the idea would be a hit with lotto players. The trick would be in convincing lotto officials.

Koza was a computer scientist who could handle algorithms; he decided to partner with Dan Bower, a retail promoter and fellow J&H employee who could help sell the notion of instant-win tickets and acted as co-developer. By March 1973, the two were operating Scientific Games Corporation out of Atlanta, Georgia. They flew from state to state explaining their concept—at the time, roughly eight had lotteries—and tried to convince lotto commissions that the games would be secure.

Eventually, Koza and Bower found a guinea pig in Massachusetts. The head of the lotto commission, William Perrault, had graduated from the University of Michigan in 1949 and may have felt a kinship toward Koza. He agreed to give Scientific a shot, ordering 25 million cards for the state.

Koza and Bower put themselves to work in the nascent field of scratch-off lotto and immediately ran into trouble. Federal laws were in place prohibiting the transport of gaming cards across state lines, making their production in Georgia and shipment to Massachusetts a tangle of legal red tape; there were taxes levied on non-horse related gambling, which shouldn’t have applied to the cards but had to be explained to accountants; and there was the concern of counterfeiting, which necessitated a secret recipe for the silicone coating that can be rubbed off with a coin.

The tickets were called “The Instant Game,” with a top prize of $10,000. (Players could also win entry in three monthly $100,000 drawings.) When the scratch-off debuted in May 1974, players in Massachusetts had been buying roughly $1 million dollars’ worth of six-digit lotto drawing tickets every week. By the end of the first seven days of marketing instant-win cards, the state had sold $2.7 million dollars’ worth of them. Just as Koza had predicted, the immediacy of the result proved irresistible to lotto fans.

Scientific Games went on to provide scratch-off tickets for multiple states, growing their revenue from $1.1 million in 1974 to $15 million in 1976. In 1981, Bally Manufacturing bought out the company, leaving Koza a golden ticket of his own. By 1985, California had ordered a staggering 700 million scratch-offs, with Scientific earning two cents for every one they delivered.

J. Money via Flickr // CC BY 2.0

The instant-win, however, still had another growth opportunity. In 1985, a small business owner named Cal Tigner stopped off at a convenience store in Oregon and noticed the cashier kept the scratch-off tickets in the register drawer. Tigner bought some, but wondered how much better sales would be if the tickets were visible. That night, he made a cardboard display that sat on a retail counter and dispensed the cards. Graduating to clear plastic, his Take-a-Ticket revolutionized the lotto world, which currently collects more than $75 billion per year from instant win alone [PDF].

As for Koza: While he left Scientific Games in 1987 a wealthy man, he can still appreciate the entertainment value of his creation. In an interview with ScratchCards.org, he confessed to impulsively buying a scratch-off in Quebec. He won $500.

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10 Dangerous Toys from Decades Past (and the Commercials That Sold Them)
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Baby Boomers are a hardy bunch. They rode in cars that weren’t equipped with special toddler seats, walked to and from school without being electronically tethered to their parents, ate lunches filled with allergens and preservatives, played with toys that would be quickly pulled from shelves today, and still persevered to become the largest living generation of the U.S. population. Whether you owned a Johnny Seven One Man Army or just want to know more about the ultra-violent, bestselling toy of 1964, let's take a look back at some of the dangerous toys of yesteryear and the commercials that sold them.

1. SIXFINGER

My younger brother had one of these, and I’m here to tell you that as tiny as it was, this gun had some serious firepower—those little plastic bullets hurt like heck! (You think your average seven-year-old boy is going to pay attention to the package disclaimer that warned against aiming the Sixfinger at human targets?) Just in case the possibility of losing an eye to a sharp projectile wasn’t edgy enough, one of the “bullets” came equipped with a cap—the shock-sensitive exploding variety. All this mayhem was available for the bargain price of two dollars.

2. SWING WING

The Transogram Company had been producing mainstream toys such as Tiddlywinks and doctor's kits since 1959. Then one day in 1965 the vice president of product development, whose brother-in-law was apparently an out-of-work chiropractor, came up with the idea for the Swing Wing. Nothing says “fun” like a cerebral hemorrhage, so Swing Wing was eventually pulled from the market, leaving kids searching for a new fun way to get their spinal injuries on.

3. SLIP 'N SLIDE

Wham-O introduced the Slip ‘N Slide in 1961, a time when neighborhood swimming pools were few and far between and water slide theme parks were nonexistent. The idea was to cool off and have fun at the same time by running up to and then belly-flopping down on a water-slicked strip of vinyl. Wham-O sold millions of Slip 'N Slides over the years, and if a kid broke a toe on one of the stakes that secured the mat to the ground or left most of their epidermis on the driveway because they slid too far, well, as Mom always said, “It’s your own fault, don’t come crying to me.” It wasn’t until the more litigious 1990s that words like “spinal cord injury” and “death” started appearing in the lengthy list of warnings included on the Slip ‘N Slide instruction sheet.

4. WATER WIGGLE

It looked innocent enough, but if your neighborhood had good water pressure and some joker turned the hose on full blast, Wham-O’s Water Wiggle turned into a semi-lethal weapon. It danced and bobbed erratically, and could wrap around you like a boa constrictor. And that plastic head was heavy! But bloody noses and chipped teeth were a small price to pay for some summertime fun.

5. JOHNNY SEVEN ONE MAN ARMY

No wonder kids today get into so much trouble—it’s those consarned video games they’re always playing. Nothing but shooting and street fighting and an overall culture of violence. Not like the toys of the 1960s. Back then we had wholesome products like the Johnny Seven One Man Army, which was the biggest-selling toy for boys in 1964. Johnny Seven came equipped with a cap pistol, rocket launcher, and “armor piercing” bullets, along with a few other features necessary for stopping Communism dead in its tracks.

Johnny Seven weighed about four pounds fully assembled, so a kid got a good aerobic workout when he ran around toting one outside in the fresh air and sunshine. Topper Toys used a unique tactic to give Johnny Seven maximum exposure: instead of only stocking it in toy and department stores, they also made it available in grocery stores, a place mom usually dragged her kids to at least once per week.

6. CREEPY CRAWLERS

An exposed hot plate combined with potentially toxic fumes equaled fun in 1964. The Thing Maker was a gadget you plugged in and then waited until it heated up to 300°F. Then you poured “Plasti-Goop” into the creepy insect-shaped metal molds and waited for them to heat-set. Ideally, you were supposed to wait until after you’d unplugged the Thing Maker and it had cooled off before removing your Creepy Crawlers, but who has time for that when you want to put a fake spider in your sister’s bed before she turns in? Burns and blisters were a fact of life in the plastic bug business, and you simply sprayed the injury with some Bactine and hid it from Mom so she wouldn’t take your Thing Maker away. Plasti-Goop was marketed as “non-toxic,” but that was in 1964 before the dangers of little things like melted PVC and lead paint were generally known.

7. WHAM-O AIR BLASTER

Wham-O introduced the Air Blaster gun in 1965 ... then pulled it from shelves not too long afterward. It turned out that some kids weren’t content to just blow out birthday candles long-distance; they were pointing their Air Blaster right against their friends’ ears to “see what happened.” (Permanent damage was the answer.) Those same pranksters also discovered that any object that could fit into the muzzle could also be shot with missile-like force. You know what they say, it’s all fun and games until someone figures out how to use their Air Blaster as a flamethrower.

8. WHAM-O WHEELIE BAR

The lack of protective helmets in this commercial is understandable, since they weren’t readily available at the time. But barefoot kids popping wheelies, riding no-handed, and performing daredevil stunts like standing on the seat? One has to wonder whether Wham-O held stock in some urgent care clinic chain.

9. SUPER ELASTIC BUBBLE PLASTIC

Surprise! We have yet another entry from those folks at Wham-O. This time the fun was contained inside a metal toothpaste-like tube filled with a colorful liquid-y plastic-y substance. You squeezed out a tiny glob of the stuff, rolled it into a tiny ball, and then plopped it onto the end of a plastic straw, which was included. Then you blew into the straw to create a multi-colored sphere that was more durable than a soap bubble, but a bit more fragile than a traditional balloon. The drawback was that one of the main ingredients in Super Elastic Bubble Plastic was ethyl acetate, a solvent used in nail polish remover. Combine that with polyvinyl acetate, the other primary component, and kids were exposed to some serious health risks if they happened to inhale too much while inflating their plastic bubbles.

10. WITCH DOCTOR HEAD SHRINKER KIT

Who knows exactly what chemicals made up the “plastic flesh” that progressively shrunk over the span of 24 hours. Given the time period (the late 1960s) we’re guessing that either the flesh or the paint had some level of toxicity. But what about the other inherent danger involved? Say you, as a kid, taking advantage of the assurance in the commercial that homemade shrunken heads were appropriate for “all occasions”? Would Mom smack the heck out of you after Grandma nearly collapsed when she unwrapped the shrunken head birthday present you’d made for her?

BONUS: GILBERT U-238 ATOMIC ENERGY LAB

By Webms (online) [GFDL or CC BY-SA 3.0], via Wikimedia Commons

I’m sort of sneaking this one in, as I don’t know if it was ever advertised on television, but it’s too good to pass up. In 1951 A.C. Gilbert, the man who invented the Erector Set, introduced a brand new educational toy: the Gilbert U-238 Atomic Energy Lab. Gilbert worked closely with physicists at M.I.T. while developing the kit, and also had the unofficial approval of the U.S. government, which thought that such a toy would help the average American understand the benefits of nuclear energy.

The Lab came equipped with a Geiger-Mueller radiation counter, a Wilson cloud chamber (to see paths of alpha particles), a spinthariscope (to see "live" radioactive disintegration), four samples of Uranium-bearing ores, and an electroscope to measure radioactivity. It also included a comic book featuring Dagwood Bumstead (the man who couldn’t leave his own house without knocking the mailman down) describing how to split an atom. The Atomic Energy Lab’s main drawback, other than possible radiation poisoning, was its price tag: a whopping $49.50, which would be over $300 in today’s dollars.

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The Highs and Lows of the Dell Dude
John Lamparski/Getty Images for Hulu
John Lamparski/Getty Images for Hulu

Benjamin Curtis was just 19 years old when he went to the open audition that would change his life, but he still felt like a senior citizen. He was surrounded by child actors from the ages of 12 to 17, most of them accompanied by their mothers. The group was part of a casting call for Dell, the personal computing company well-known to business and educational customers but an unproven commodity for the home market.

Dell’s ad agency, Lowe Worldwide, hoped to change that reputation by introducing the character of Steven, a sharp, tech-savvy teen who would extol the virtues of Dell’s desktop and laptop offerings in a charmingly goofy manner. Even though he was two years outside the age range, Curtis’s agent believed he had a shot.

He read. And read again. And then read a third time. By December 2000, Curtis had gotten the part and was quickly becoming known as the “Dell Dude,” a pitchman who rivaled the Maytag Man in terms of commercial popularity. But by 2003, the character would disappear, victimized by a peculiar kind of corporate hypocrisy. While the Dell Dude’s stoner wisdom was good for laughs and increased sales, Curtis being arrested for actual marijuana possession was not.

In 1984, Michael Dell was a pre-med student at the University of Texas when he began tinkering with home computing hardware. A serial entrepreneur—he once made $18,000 as a teenager collecting data to find new subscribers for the Houston Post—Dell figured that custom machines and aggressive customer support would help fill a niche in the growing PC market.

He was right. Dell racked up $1 million in sales that year and spent the next decade and a half expanding into a billion-dollar enterprise. But a lot of Dell’s business consisted of commercial accounts like schools and government offices, leaving direct-to-consumer sales largely untapped. To help introduce Dell to those users, the company hired Lowe Worldwide to create a campaign that would appeal to people who felt intimidated by the personal computing phenomenon.

Lowe conceived of a precocious kid who could rattle off Dell’s specs and lend a human face to their line of hardware. But the “Dell Dude” wasn’t fully realized until Curtis walked in the door.

Originally from Chattanooga, Tennessee, Curtis grew up interested in performing magic and drifted toward theater in an attempt to strengthen his stage presence. He went on to earn an acting scholarship to New York University and had a roommate who knew a commercial talent agent. Having been introduced to her, he began going out on casting calls. One of them was for Dell.

Embodied by Curtis, the Steven character morphed into a Jeff Spicoli-esque surfer archetype, fast-talking and charming. In his first appearance, Steven makes a videotaped appeal to his father for an $849 Dell desktop “with a free DVD upgrade” because he knows his dad “likes free stuff.” In another, he encourages a friend’s family to gift his buddy with a Dell for $799, complete with an Intel Pentium III processor.

The commercials debuted in 2000, but it wasn’t until DDB, the Chicago ad agency that took over Dell’s account, introduced a catchphrase that Steven acquired his nickname. In his fourth commercial, he announced to his friend, “Dude you’re getting a Dell!”

From that point on, Dell’s splash into residential home computing was guaranteed. Sales rose 100 percent, with Dell’s market share growing by 16.5 percent. The awareness was almost exclusively the result of Curtis’s popularity, which grew to include numerous online fan pages and calls for personal appearances. Younger viewers wrote in and wondered if he was available for dates; older viewers considered him a non-threatening presence.

By 2002, Steven had starred in more than two dozen Dell spots. In some of the later ads, he took a back seat, appearing toward the end of the ads. The cameos prompted some concern among fans that Dell would be sidelining Curtis, but company representatives denied it. In early 2003, however, the Dell Dude found himself out of a job.

“Dude, you’re getting a cell” was the headline in media accounts of Curtis’s arrest in February 2003 on suspicion of attempting to purchase marijuana. Curtis was on Manhattan’s Lower East Side and sporting a kilt he recently acquired in Scotland when an undercover officer spotted him purchasing the drug from a dealer. After being held in custody overnight, Curtis was released and the case was adjourned. If he stayed out of trouble for a year, his record would be expunged.

The New York Times compared the relative innocuousness of his arrest to that of actor Robert Mitchum, who was arrested on a marijuana-related charge in 1948. Despite living in a more conservative era, Mitchum’s career was largely unaffected. The same didn’t hold true for Curtis, however; he was promptly dropped by Dell as their spokesperson. According to Curtis, the company had a strict no-drugs policy for employees, and one strike was all it took to force his dismissal.

Feeling ostracized from commercial work and typecast by the role, Curtis juggled gigs while working at a Mexican restaurant in New York and enduring daily recognition from customers. “They’ll get really drunk, and they’ll start yelling things at me,” he told Grub Street in 2007. “I either ignore them, or if it’s way out of hand, I go up and say, ‘I appreciate your support, but my name is Ben.’ That usually doesn’t work so I smile and ignore them.”

Dell never found a mascot as well-liked as Curtis. They hired singer Sheryl Crow to appear in spots beginning in 2005, but she didn't sway consumers as much as Steven had. In 2010, the company attempted to battle back from negative press over selling defective computers to customers between 2003 and 2005. Today, they typically occupy a list of the top three PC companies, trailing Lenovo and HP.

Curtis, meanwhile, made a segue into off-Broadway performing and now operates Soul Fit NYC, a holistic wellness center in New York that offers yoga, massage, personal training, and life coaching services. Although he’s expressed interest in coming back to Dell as a spokesperson, the company may not appreciate his latest indiscretion: In 2013, he admitted to owning a MacBook.

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