Wednesday, June 23, 2010

90s Teen Magazines


A quick perusal of 90s teen magazines leads us to a simple conclusion: publishers don’t have particularly high standards for their publications or expectations of their target demographic. Though arguably many magazines for grown women stoop to an equal level of insulting stupidity, teen magazines in their heyday functioned on the assumption that teenagers required a dumbed-down of grown up information. While perhaps an elevated level of discourse could have encouraged teenage girls to engage intelligently with their reading material, the general consensus was that they would rather read about their peer’s fake embarrassing moments.

That’s not to say all teen magazines featured solely vapid airhead-in-training material, but for every informed, timely article these publications featured more than their fair share of silliness. Whatever qualms feminists may have found with their content, one thing was certain: teen girls ate these up. Content was almost an afterthought; before the wane of printed publications in the 2000s, many of us were pretty happy to lap up whatever these magazines fed us. It may not have always been the most enlightened perspective, but they were arguably fun reads.


YM


Featuring standard columns like “Say Anything” and “It Happened to Me,” YM once held a major corner of the teen magazine market. “Say Anything” gave us allegedly true first-person account snippets of self-proclaimed most humiliating moments. For any of us who ever wrote in to the column with a group of our giggling friends, though, it was clear that the majority of these stories were completely made up. They always went a little something like, “and then this happened and then this happened, and if that weren’t enough, then I ended up doing this!” Like their Cosmo confession counterparts, most of these moments seemed just a bit too bad to have actually happened to anyone.

In the real life drama section, we all had a monthly opportunity to be frightened by some obscure disease or life event that was indubitably unlikely to happen to us. YM advised young girls on health, boys, and other pertinent topics, repackaging many of the same topics year after year and glossing them up with current fashions.


Seventeen


Seventeen supposedly catered to an older adolescent audience (the magazine’s name should tip you off on the target age range) but in reality, its allure was more powerful to young teens. Just the idea that we were reading a magazine catered to 17-year olds at the mere age of 13 made us feel powerfully mature and worldly. It wasn’t of course, but it felt exciting nonetheless.

Like YM, Seventeen featured embarrassing moments columns and advice articles, though perhaps its most favored features were its monthly quizzes. Even as 13-year olds, most of us were savvy enough to outsmart the quiz; until the mag got wise enough to ascribe specific point values to each answer varying by question, we were wise to their consistent A, B, and C answers throughout. It usually went something like this: A was over the top, B was just right, and C was glaringly deficient. Miraculously, we all came through with the just-right classification. Remarkable.


Teen

Completing the teen magazine market trifecta was Teen, holding a similar market share to and YM and Seventeen. In many respects, these publications were nearly indistinguishable from one another: they mostly featured the same tired advice columns, style news, and “real life” features. Their embarrassing moments section, “Why Me?” was essentially the same as YM’s “Say Anything” feature, though the similarities did not make the stories any less amusing. Teen did feature its fair share of personal essays entitled “True Stories from Real Teens,” which were occasionally informative but more often just gave all of us uninteresting readers out there hope that we too someday could be published within the hallowed pages of Teen.


Sassy

While a few of these magazines are no longer around, none seem to have left the same void in my life that accompanied the departure of Sassy. While it did cover many of the same issues as the other teen magazines on the market, Sassy often took a unique spin with an edgier feel. Unlike its teenybopperish peers, Sassy devoted space to indie musicians and feminist-minded ideals. When the mag was folded into Teen in the mid-90s, it took with it its adherence to all things outside of the mainstream. I held onto my Jane magazine subscription (created by Sassy editor Jane Pratt) for years hoping it would fulfill the Sassy-shaped hole in my life, but it was never quite the same.


Teen People

In 1998, Teen People started the wave of teen versions of popular grown-up magazines--following the teenification of people came Teen Elle, Teen Vogue, Cosmo Girl! and many more. While many of these adolescent magazines are now defunct--Teen People included--for a brief period following their debut there was a major buzz of excitement about these teen-specific editions of major magazines.

Like its grown-up counterpart Teen People featured stories about celebrities, though possibly less salaciously than typical People magazine coverage. Teen People premiered to high fanfare and adolescent excitement in 1998, but by 2006 People announced its teen publication would now be relegated to online articles. It seemed the market on celebrity news was remarkably oversaturated, particularly as most teens could find the dirt online for free. While it was a novel idea at its conception, Teen People failed to hold our long-term adolescent attention spans.


Tiger Beat/J-17/BOP

On the lower end of the teen magazine spectrum lay the glorified pinup publications. These magazines claimed to have articles, but for the most part they were stocked with fluffy interviews with teen stars accompanied by fold-out posters. It was by no means educational or informative by any stretch of the imagination, but it did encourage our mindless idle idol preoccupation.
If you’re looking to reminisce about kid’s magazines, check out this post--entirely devoted to children’s publications

Tuesday, June 22, 2010

Dunston Checks In


No matter how frequently it happens, I’m always a bit surprised to see the critical thrashing taken by some of my favorite childhood movies. As a kid, my friends and I were convinced movies like Dunston Checks In was among the cinematic creme de la creme. A quick trip to aggregate ratings site Rottens Tomatoes reveals a different picture entirely; among the most positive comments is one claiming the film’s only redeeming quality is that it may possibly keep your children quiet and complacent for ninety minutes. Ouch.

As a general rule, puppets and animals are usually fail-safe stock characters with which to cast your children’s film. Not only do they come significantly cheaper than big name stars, their novelty casts a sort of unbreakable spell over impressionable children. While their accompanying adults may have been beating themselves over their heads with their own shoes to get through an hour and a half of monkey debauchery, children were gleefully taken in by the cuteness of cinema critters.

Dunston Checks In follows the adorable animal character formula pretty closely, though it does offer the semi-subverted trope twist of putting the animal protagonist on the side of the bad guys. Dunston is a cute orangutan, sure, but he ultimately is an accessory in the heist of some major jewels. I’m not sure what sort of criminal charges could be pressed against a monkey, but Dunston makes a good case for convicting simians.



Truthfully, the movie could be titled “random orangutan antics haphazardly arranged around a flimsy plot.” Dunston Checks In seems determined to insert its title monkey character into as many zany situations as possible, with little attention paid to common sense or anything related to real life situations. Of course, this is a children’s movie we’re talking about here, so that set up is not necessarily a bad thing. In many ways, this simplified plot model mash-up of Dunston’s gags and practical jokes is far more adept at holding children’s attention than a sensible linear plot could ever be.

Dunston Checks In focuses on upscale hotel owner Robert Grant (Jason Alexander), a widower with two young sons. Though the hotel is already rated at five stars, Grant finds out a six-star rating may soon be available. Determined to achieve the higher status, he sets out to vie for this new level of luxury validation.

In a classic case of 90s comedy misunderstanding, mysterious guest Lord Rutledge (Rupert Everett) is mistaken for the hotel inspector. Grant and Co. see Rutledge’s careful inspection of the hotel interior and assume him to be the incognito inspector, though in reality he is surveying the scene for a heist. I smell the onset of some hilarious hijinks.


Rutledge, for no better reason than to set up the shaky plot of a children’s movie, has an orangutan in tow who assists in carrying out his thievery missions. Dunston’s owner is less than hospitable to his monkey companion, leading the orangutan to flee to the hotel ducts and end up in the company of Grant’s sons Kyle and Brian. In turn, the boys try their best to convince the hotel staff about the ape on the premises, but Dunston’s impressive stealth makes him nearly invisible to the other hotel occupants.

As you can imagine, hilarity ensues--at least from a child’s perspective. An additional antagonist is stirred into the pot when Grant hires an exterminator (Paul Reubens) to take care of the hotel’s monkey problem. The film offers us a slew of further humorous misunderstandings, ultimately culminating in some family-friendly semi-schmaltzy but generally sweet sentimentality.

Dunston Checks In isn’t high art by any means, but many children of the 90s will still probably tune in for the nostalgia value when the movie is on TV. Like most family comedies, the humor serves to delight the easily amused children while hopefully not offending any of the parents in attendance. Even as an adult, though, there’s something sort of charming about a major animal character--no matter what he does, it’s sort of cute and funny. The story would never have made it past script screeners if Dunston was a person, but as an orangutan he’s got just about enough cuteness capital to win us over.

Monday, June 21, 2010

80s and 90s Educational Toys


We’ve spent a lot of time here at Children of the 90s talking about the many, many ways the adults in our lives tricked us into learning things by slipping educational elements into seemingly recreational endeavors. What we’ve glossed over, however, are the many toys our parents and teachers provided for us with the express purpose of education. These toys didn’t dance around their true nature with all sorts of flashy distractions; instead, they made playtime suspiciously similar to school time. Kind of a bummer.

Though our initial instinct for free time was probably not to play with these teaching toys, for some reason or other many of us ended up spending countless hours with them. Whether through parental persuasion or limited classroom free play choices, we often willingly picked up a Speak & Spell or a See n’ Say and engaged in its attempts at educational endeavors. These toys may not have held their own against the mindless allure of a Skip-It or Super Soaker, but for the most part they still hold that endearing nostalgic appeal.

Speak & Spell It’s amazing how quickly technology novelty can depreciate. Once upon a time, a talking electronic seemed incredibly high-tech for a children’s toy. Granted, the novelty was probably subdued a bit by the toy’s strictly educational premise, but there was something distinctly charming about that robotic voice emanating from the Speak & Spell.
Speak & Spell (and its multi-subject counterparts Speak & Read and Speak & Math) were the ultimate device for tricking kids into learning academic material during their leisure time. Cleverly disguised as games like hangman and memory, Speak & Spell bore into our heads valuable lessons about prefixes and suffixes, homophones, and word patterns. It was all just about as exciting as the machine’s monotonous voice.



2-XL

The original 2-XL debuted in the late 70s--around the same time as the Speak & Spell prototype. Most children of the 90s probably better remember the 1992 reintroduction released by Tiger Electronics that replaced the original’s 8-tracks with cassette tapes. The interactive buttons we used to answer 2-XL trivia questions seem primitive in comparison to today’s highly complex children’s electronics, but we were all still easily amused enough at the time to be won over by the idea that we had our very own robot.


Teddy Ruxpin

Teddy Ruxpin was either very novel or very creepy, depending on your tolerance for animatronics. On one hand, his moving mouth and eyes made the stories he read via audiocassette come alive. On the other, the audiocassettes made him come alive, which for many children bordered on a traumatic experience. For all of us who harbored fears of our toys coming to life (a la Chucky, not Toy Story) Teddy Ruxpin was the stuff of nightmares.
Talk n’Play



For weeks I have been trying to remember what this devi
ce was called; a quick survey of my friends’ childhood memories led me to believe I had possibly made it up and it did not actually exist. Lo and behold, though, through the handy power of Google, its realness has been affirmed. Please tell me some of you owned this device, because I’d hate to be the only one reminiscing about its awesomeness.
The Talk n’ Play came with a variety of books, mostly featuring characters from Sesame Street and Alvin and the Chipmunks. It’s humorous now to realize I was once so wowed by a contraption that allowed me to electronically choose my own adventure with the press of a button--essentially the most basic function of every computer game. Nonetheless, this device once entertained me endlessly; I’m convinced if my Talk n’ Play were reunited, my delight in its reactivity to my responses would be just as exciting. I do think, though, that I would still feel guilty about defying Grover’s moratorium against pressing the red button in the book, “Don’t Push the Red Button.”


Alphie


Playskool’s Alphie was about as simple as a robot toy could get. It had relatively few electronic functions; most of the learning action relied on interchangeable cardboard cards you inserted into his display window. The Alphie toy was an educationa
l staple in 80s preschools, entertaining toddlers with its low-level interactivity and hard-to-break durability. Playskool still makes the Alphie robot, but its space-age exterior and digital display bears little resemblance to the Alphie of our day.


See n’ Say

I know this came out in the 60s, but they were such a common presence in 80s and 90s homes and classrooms that I couldn’t leave the See n’ Say off the list. Without their handy pull string apparatuses, we may never have found out exactly w
hat the cow or sheep say. For the record, it’s moo and baah. Thanks, See n’ Say!

K’nex
At first glance, these building blocks may not seem especially educational. However, if any of us made even the vaguest attempt to replicate the awesome full-functioning K’nex machinery from the commercials, we quickly found ourselves in the midst of a learning experience.

The ads made it look so easy: just follow the ins
tructions and you will soon be the proud owner/operator of a spinning ferris wheel or speedy go-kart. In reality, though, these designs were incredibly difficult to duplicate, particularly without the aid of constant adult intervention.


Brain Quest
Though it’s probably incorrect to classify these trivia booklets as toys, their arguably superior educational value in comparison to the other playthings on this list earns them a verified spot. While many of these other toys made some halfhearted attempt to hide their educational elements under a veneer of fun and games, Brain Quest made no efforts to depict its purpose as anything less than a useful learning tool, even including grade level classifications against which we could measure our intelligence. These classifications were useful and ego-boosting when we managed to answer a question from the 6th grade set as a mere 4th grader, but not quite as self esteem-building when you failed to deliver a basic 1st grade fact.


Note: If you’re looking for educational computer games, have no fear: I haven’t blatantly omitted them. There’s an entire post devoted to singing their praises. Check it out.

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