Magnavox Odyssey


The Magnavox Odyssey is the first commercial home video game console. The hardware was designed by a small team led by Ralph H. Baer at Sanders Associates, while Magnavox completed development and released it in the United States in September 1972 and overseas the following year. The Odyssey consists of a white, black, and brown box that connects to a television set, and two rectangular controllers attached by wires. It is capable of displaying three square dots and one line of varying height on the screen in monochrome black and white, with differing behavior for the dots depending on the game played. Players place plastic overlays on the screen to display additional visual elements for each game, and one or two players for each game control their dots with the knobs and buttons on the controller by the rules given for the game. The console cannot generate audio or track scores. The Odyssey came packaged with dice, paper money, and other board game paraphernalia to accompany the games, while a peripheral controller—the first video game light gun—was sold separately.
The idea for a video game console was conceived by Baer in August 1966. Over the next three years he, along with Bill Harrison and Bill Rusch, created seven successive prototype consoles. The seventh, known as the Brown Box, was shown to several manufacturers before Magnavox agreed to produce it in January 1971. After releasing the console through their dealerships, Magnavox sold 69,000 units in its first calendar year and 350,000 by the time the console was discontinued in 1975.
The console spawned the Odyssey series of dedicated consoles as well as the 1978 Magnavox Odyssey 2. One of the 28 games made for the system, a ping-pong game, was an inspiration for Atari's successful 1972 Pong arcade game, in turn driving sales of the Odyssey. Patents by Baer and the other developers for the system and the games, including what was termed by a judge as "the pioneering patent of the video game art", formed the basis of a series of lawsuits spanning 20 years, earning Sanders and Magnavox over million. The release of the Odyssey marked the beginning of the first generation of video game consoles and was an early part of the rise of the commercial video game industry.

Design

The Odyssey consists of a black, white, and brown oblong box connected by wires to two rectangular controllers. The console connects to the television set through an included switch box, which allows the player to switch the television input between the Odyssey and the regular television input cable, and presents itself like a television channel on channel three or four, which thereafter became the standard for game consoles. The controllers, designed to sit on a flat surface, contain one button marked Reset on the top of the controller and three knobs: one on the right side of the controller, and two on the left with one extending from the other. The reset button resets individual elements depending on the game, such as making a player's dot visible after it is turned off. The system can be powered by six C batteries, which were included; an optional AC power supply was sold separately. The Odyssey lacks sound capability and can only display monochrome white shapes on a blank black screen.
Internally, the Odyssey architecture is composed of digital computing parts. The circuitry is implemented in diode–transistor logic using discrete transistors and diodes. The games themselves do not use ROM cartridges like later consoles, but instead, use "game cards" composed of printed circuit boards that plug into the console. These cards modify the internal circuitry like a set of switches or jumpers, causing the Odyssey to display different components and react to inputs differently. Multiple games use the same cards, with different instructions given to the player to change the style of the game.
The Odyssey is capable of displaying three square dots and a vertical line on the screen. Two of the dots are controlled by the two players, and the third by the system itself. The main console has two dials, one of which moves the vertical line across the screen, and one which adjusts the speed of the computer-controlled dot. Different games direct the player to adjust the dials to different positions, such as changing the center line of a tennis game into the side wall of a handball game. The games include plastic overlays that stick to the television via static cling to create visuals. Games that use the same game card can have different overlays, which can change a game with the same controls from, for example, a mountain ski path to a movement-based Simon Says game.
In addition to the overlays, the Odyssey came with dice, poker chips, score sheets, play money, and card decks. One peripheral controller was released for the Odyssey, the first video game light gun. Named the Electronic Rifle, the rifle-shaped device registered a hit when pointed at a light source such as a dot on the television screen. Four shooting-based games were included with the light gun. The light guns were designed and manufactured by Nintendo, based on their 1970 Beam Gun toy.

Development

In 1951, while working for military contractor Loral Electronics, engineer Ralph H. Baer was assigned to build a television set; Baer later claimed that, while doing so, he had the idea to build something into a television set that the owner could control in addition to its normal function of receiving signals from a remote television station. Loral did not pursue the idea, but it returned to Baer in August 1966 while waiting for a bus. Baer, then the head of the Equipment Design Division at military contractor Sanders Associates, came up with the concept of using a television to play games, and the next morning wrote up a four-page proposal for a "game box" that would plug into a television screen, costing around. The proposed device would transmit a signal that the television set could tune into like a television channel, which Baer referred to as Channel LP, short for "let's play", and he described several games that could be played on it. While electronic computer games had been developed since the start of the 1950s, they were typically only found in large academic or research institutions, and in 1966 no commercial games or video game industry existed, or any form of video games for consumer television sets.
As a "game box" had little to do with the typical military contracts Sanders worked on, Baer picked an empty room and assigned one of his technicians, Bob Tremblay, to work on it with him rather than bring the idea to his bosses. By December 1966, they had completed an initial prototype later christened "TV Game #1", which could display and move a vertical line on a television screen. Baer demonstrated the prototype to the Sanders director of research and development, Herbert Campman, who hesitantly agreed to fund it for for labor and for materials, making it an official project.
Baer spent the next few months designing further prototypes, and in February 1967, assigned technician Bill Harrison to begin building the project. Harrison spent the next few months in between other projects building out successive modifications to the prototype. Baer, meanwhile, brainstormed with engineer Bill Rusch on ideas for games for the console, resulting in a proposal for the basis of many games later created for the system. Harrison began developing some early games in May, beginning with a two-player game where the players repeatedly press a button in competition to fill or empty a bucket of water, and by June multiple games were completed for what was then a second prototype box. These included a game where players controlled dots chasing each other and a light gun shooter game with a plastic rifle. Baer demonstrated the new prototype to Campman, who enjoyed the shooting game, increased funding, and recommended Baer demonstrate the project to senior management. Baer demonstrated the console to the board, who were largely uninterested, though a couple of members were enthusiastic; nevertheless, CEO Royden Sanders authorized the project to be continued with the aim of selling or licensing the console as a commercial product.
By August 1967, Baer and Harrison completed a more focused prototype machine with fewer components, but found that to even come near to Baer's initial price target of the console would require so much to be excluded that the resulting product would not be very enjoyable. Baer additionally felt that he was not proving successful at designing fun games for the system; to make up for this he formally added Bill Rusch, who had helped him come up with the initial games for the console, to the project. Though the pair found Rusch difficult to work with, he soon proved his value to the team by coming up with a way to display a third, console-controlled spot on the screen in addition to the previous two player-controlled ones, and proposing the development of a ping-pong game. By November, the team, now on their fourth prototype machine, had a ping-pong game, a chasing game, a light gun game, and three types of controllers: joysticks for the chase game, a rifle for the light gun game, and a three dial controller for the ping-pong game. Campman felt that the system was advanced enough to begin trying to find a manufacturer to buy it; they had decided to sell the rights to produce the console, as Sanders was not in the business of making and selling commercial electronics.
The team first approached the cable television industry, and the prototype attracted the attention of TelePrompTer Corporation, who had seen it during a visit. After a few months of talks, cash-flow problems forced TelePrompTer to back out in April 1968. The same economic downturn that caused TelePrompTer's problems caused financial difficulties at Sanders as well, which put the project on hold after the fifth prototype was developed while simultaneously undergoing large-scale layoffs. It was picked up again in September, this time without Rusch, and went through two more iterations resulting in January 1969 in the seventh prototype, known as the "Brown Box" due to the wood-grain stickers on the casing. With the system now largely complete, as the team began filing for patents they were unsure whom to approach to sell it until a Sanders patent attorney recommended contacting television manufacturers. Baer demonstrated the system to several companies, who all expressed enthusiasm; only RCA wanted to purchase the device, however, and an agreement could not be reached. Soon afterwards, though, RCA executive Bill Enders left RCA for Magnavox and convinced them to look at the console again. The creators of the Brown Box again demonstrated the device to Magnavox in July 1969; they received a tepid reaction from most of the executives, but Vice President of Magnavox Console Products Planning Gerry Martin was in favor, and Magnavox agreed to produce the console. After a long period of negotiations the two companies finally signed an agreement in January 1971.
A team from Magnavox led by George Kent turned the prototype console into a final product. They designed the exterior of the machine and re-engineered some of the internals with consultation from Baer and Harrison; they removed the ability to display color, used only the three dial controller, and changed the system of selecting games from a dial to separate game cards that modified the console's circuitry when plugged into the console. At the time, color televisions were still seen as a luxury item, and the ability to show color would have added additional expense and time spent dealing with FCC testing and regulations. The internal circuitry had been designed with discrete components rather than integrated circuits due to cost concerns, and although integrated circuits were becoming common by 1972 Magnavox did not redesign the circuitry to use them. The games for the system were designed by Ron Bradford of Bradford/Cout Design and adman Steve Lehner, based largely on the ones developed by Baer, Harrison, and Rusch. The product planning for the console was initially overseen by Bob Wiles of the color television division, but was turned over to product manager Bob Fritsche as its own category of product in September 1971.
Magnavox named the console first as the Skill-O-Vision while testing, and then released it as the Odyssey. The rifle game was turned into a separately sold add-on game, Shooting Gallery, and Magnavox added paper money, playing cards, and poker chips to the console, to go along with the plastic overlays for the games designed by Bradford that enhanced the primitive visuals. The new additions helped raise the price of the console to. Baer was upset with the board game additions, which he felt were pointless add-ons that would go unused by players. Magnavox performed market surveys and playtests in Los Angeles and Grand Rapids, Michigan, and demonstrated it to dealers in Las Vegas in May 1972. The console was publicly unveiled at a press event at the Tavern on the Green in New York City on May 22, 1972. Magnavox announced the system's launch date of September 1972, with availability restricted to dealers in 18 metropolitan areas, and demonstrated it for the next few months to Magnavox dealerships and media.