Magnavox Odyssey

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The Magnavox Odyssey was the first commercial home video game console. The hardware was created by a small team led by Ralph H. Baer at Sanders Associates, while Magnavox finished development and released it in the United States in September 1972 and in other countries the next year.

The Magnavox Odyssey was the first commercial home video game console. The hardware was created by a small team led by Ralph H. Baer at Sanders Associates, while Magnavox finished development and released it in the United States in September 1972 and in other countries the next year. The Odyssey includes a box with white, black, and brown colors that connects to a television, and two rectangular controllers connected by wires. It can show three square dots and one line of different heights on the screen in black and white. The dots behave differently depending on the game being played. Players use plastic overlays on the screen to add visual details for each game. One or two players control the dots using knobs and buttons on the controller, following the rules provided for each game. The console does not produce sound or keep track of scores. The Odyssey was sold with dice, paper money, and other board game items. A separate peripheral controller, the first video game light gun, was also available for purchase.

Ralph H. Baer thought of the idea for a video game console in August 1966. Over the next three years, he and two others created seven prototype consoles one after another. The seventh, called the Brown Box, was shown to several companies before Magnavox agreed to make it in January 1971. After selling the console through their stores, Magnavox sold 69,000 units in its first year and 350,000 units by the time it was no longer produced in 1975.

The Odyssey led to the creation of the Odyssey series of dedicated consoles and the 1978 Magnavox Odyssey 2. One of the 28 games made for the system was a ping-pong game that inspired Atari’s successful 1972 Pong arcade game, which helped increase sales of the Odyssey. Patents held by Baer and other developers for the console and games, including one called "the pioneering patent of the video game art" by a judge, were used in legal cases over 20 years. These cases earned Sanders and Magnavox more than US$100 million. The release of the Odyssey marked the start of the first generation of video game consoles and was an early step in the growth of the commercial video game industry.

Design

The Odyssey includes a black, white, and brown long box connected to two rectangular controllers with wires. The console connects to a television using a switch box that lets the player change the TV input between the Odyssey and regular TV settings. The Odyssey appears as a TV channel on channel three or four, a standard used for later game consoles. The controllers sit on a flat surface and have one button labeled "Reset" on top and three knobs: one on the right side and two on the left, with one extending from the other. The Reset button restarts specific game elements, such as making a player's dot visible after it disappears. The system uses six C batteries, which came with the console, or an optional AC power supply sold separately. The Odyssey has no sound and only shows black and white shapes on a black screen.

Inside, the Odyssey uses digital parts built with transistors and diodes. Unlike later consoles, it does not use ROM cartridges but instead uses "game cards" made of printed circuit boards that plug into the console. These cards change the console's circuitry like switches, making the Odyssey display different visuals and respond to inputs in various ways. Multiple games can use the same card, with different instructions for players to alter the game style.

The Odyssey can show three square dots and a vertical line on the screen. Two dots are controlled by players, and the third by the system. The main console has two dials: one moves the vertical line, and the other controls the speed of the system's dot. Different games guide players to adjust the dials for various purposes, such as changing a tennis game's center line into a handball game's side wall. Games include plastic overlays that stick to the TV with static to create visuals. The same game card can be used with different overlays, changing the game from a mountain ski path to a Simon Says-style game.

The Odyssey also included dice, poker chips, score sheets, play money, and card decks. One accessory, the Electronic Rifle, was a light gun shaped like a rifle. It detected hits when aimed at a light source, such as a dot on the TV screen. Four shooting games came with the light gun. The light gun was designed by Nintendo, based on their 1970 Beam Gun toy.

Development

In 1951, while working for a company called Loral Electronics, engineer Ralph H. Baer was asked to build a television set. While doing this, he had an idea to create something inside the television that the owner could control in addition to the usual function of receiving signals from a distant station. Loral did not follow up on the idea, but it came back to Baer in August 1966 while he was waiting for a bus. At that time, Baer was working for a company called Sanders Associates and was in charge of a group that designed equipment. He thought of using a television to play games and wrote a four-page plan the next day for a "game box" that could connect to a television. The plan suggested the device would send a signal to the television, which Baer called "Channel LP," short for "let's play." He also described several games that could be played. While electronic games had been created since the 1950s, they were usually only used in large schools or research centers, and in 1966, no companies made games for home televisions.

Since a "game box" was not related to the usual work Sanders did, Baer chose an empty room and asked a technician named Bob Tremblay to help him instead of telling his bosses. By December 1966, they completed an early version of the game called "TV Game #1," which could show and move a vertical line on a television screen. Baer showed this to the research director at Sanders, Herbert Campman, who agreed to fund the project for $2,000 (about $19,850 today) for labor and $500 (about $4,960 today) for materials, making it an official project.

Baer worked on more designs over the next few months and in February 1967, assigned a technician named Bill Harrison to build the project. Harrison worked on improving the design while also doing other tasks. Baer also talked with another engineer, Bill Rusch, about game ideas, which led to plans for many games later created for the system. Harrison started making early games in May, beginning with a two-player game where players pressed a button to fill or empty a bucket of water. By June, several games were completed for a second version of the machine. These included a game where players controlled dots chasing each other and a light gun game with a plastic rifle. Baer showed the new version to Campman, who liked the shooting game and increased funding. He also suggested Baer show the project to senior management. Baer demonstrated the console to the board, who were mostly uninterested, though a few members were excited. The company’s CEO, Royden Sanders, approved continuing the project with the goal of selling or licensing the console as a product.

By August 1967, Baer and Harrison completed a simpler version of the machine but found that to reach Baer’s goal of $25 (about $250 today), the console would need to have many features removed, making it less enjoyable. Baer also felt he was struggling to create fun games and added Bill Rusch to the team. Though Rusch was hard to work with, he helped by suggesting a way to display a third, console-controlled spot on the screen and proposed a ping-pong game. By November, the team, now on their fourth version, 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 believed the system was ready to find a company to buy it, as Sanders did not make or sell consumer electronics.

The team first tried to interest the cable television industry, and the prototype caught the attention of TelePrompTer Corporation, who saw it during a visit. After months of talks, financial problems forced TelePrompTer to stop the project in April 1968. The same economic issues also caused problems at Sanders, putting the project on hold after the fifth version was made while the company faced large layoffs. The project was restarted in September without Rusch and went through two more versions, resulting in the seventh prototype in January 1969, called the "Brown Box" because of wood-grain stickers on its case. As the system was nearly complete, the team began filing patents but were unsure whom to approach to sell it. A patent lawyer at Sanders suggested contacting television manufacturers. Baer showed the system to several companies, who all seemed interested, but only RCA wanted to buy it. An agreement could not be reached, but later, RCA executive Bill Enders left RCA and convinced Magnavox to look at the console again. The team demonstrated the device to Magnavox in July 1969, where most executives were uninterested, but Vice President Gerry Martin supported it, and Magnavox agreed to produce the console. After long negotiations, the two companies signed an agreement in January 1971.

A team from Magnavox, led by George Kent, turned the prototype into a final product. They designed the machine’s outside and reworked some internal parts with help from Baer and Harrison. They removed color display, used only the three-dial controller, and changed the way games were selected from a dial to separate game cards that modified the console when plugged in. At the time, color televisions were still expensive and not common, so adding color would have increased costs and time for testing. The internal parts used separate components instead of integrated circuits due to cost, even though integrated circuits were becoming common by 1972. Magnavox did not change the design. The games were created by Ron Bradford and Steve Lehner, based on earlier ideas from Baer, Harrison, and Rusch. Product planning was first handled by Bob Wiles but later handed to Bob Fritsche as the console became its own product category in September 1971.

Magnavox first called the console "Skill-O-Vision" during testing and later released it as the Odyssey. The rifle game was sold separately as "Shooting Gallery," and Magnavox added paper money, playing cards, and poker chips to the console, along with plastic overlays for the games designed by Bradford to improve the visuals. These additions raised the price to $99.95 (about $770 today). Baer was unhappy with the board game additions, which he believed would not be used by players. Magnavox did market surveys and playtests in Los Angeles and Grand Rapids.

Reception

Magnavox started advertising the Odyssey in mid-September 1972, including a segment on the game show What's My Line? on October 16, 1972. At the time, the term "video game" was not commonly used, so Magnavox described the console as "the new electronic game of the future" and "a closed-circuit electronic playground." Magnavox initially ordered 50,000 units but later increased production after testing showed strong interest in the product. The Odyssey was sold only through Magnavox dealers, who managed their own local advertising. Magnavox hoped that, as the first video game console, customers would visit its stores specifically to buy it.

There are disagreements between Ralph Baer and some Magnavox employees about whether the company produced 120,000 or 140,000 consoles in 1972. Magnavox sold 69,000 units. Baer believed low initial sales were due to the high price and restrictions on where the console could be sold, as Magnavox implied it only worked with its own televisions. Other sources suggest dealers may have misled customers to sell more televisions, though advertisements and in-store videos clearly stated the Odyssey worked with "any brand TV, black and white or color." Customers unfamiliar with the device may have misunderstood its compatibility.

Don Emry, a Magnavox assistant product planner, said sales matched original projections, even if production numbers were higher. After the first holiday season, Magnavox considered stopping production but continued due to steady demand and positive customer feedback. Magnavox published two catalogs yearly: one before Christmas and another for its January sale. The Odyssey did not appear in the 1972 pre-Christmas catalog but was featured in the January 1973 catalog with images of bundled and optional games and the light gun. Fritsche’s team proposed lighter versions of the Odyssey, including one with five games and another with four controllers and new games. Baer suggested adding sound and a golf game with a special controller. Magnavox rejected these ideas and instead released four games in 1973, designed by Don Emry.

National marketing for the Odyssey began in late 1973. Magnavox reduced the price to $50 (about $360 in 2025) if bought with a television. The console was released in the United Kingdom with different games that year. In late 1973, Magnavox ran a major advertising campaign for its 1974 products, including sponsoring Frank Sinatra’s television special Ol’ Blue Eyes Is Back. Commercials and ads for the special showed the Odyssey and other Magnavox products. Continued demand led Magnavox to produce 27,000 additional units for the 1973 holiday season, selling 20,000, according to Baer. The Odyssey was released in limited quantities in 1974 in several countries, including Australia, Belgium, France, Germany, Greece, Israel, Italy, the Soviet Union, Switzerland, and Venezuela. It was also sold in Mexico, where it was called the Magnavox Odisea. Clone versions, like the Overkal in Spain, were made by other companies. The Overkal was developed in 1973 by engineer Felipe Mor Pérez and used push-buttons instead of game cards. It may have been the first console made in Europe. In 1974, the Odyssey appeared in the Sears Wish Book. Magnavox sold 89,000 units in 1973, 129,000 in 1974, and 80,000 in 1975. Baer reported total worldwide sales of 350,000 units, while Fritsche said 367,000. The light gun accessory sold 20,000 units.

Legacy

Although customers still wanted the console, Magnavox stopped making the Odyssey in the fall of 1975. Rising inflation increased the cost to make the system from about US$37 to US$47 (equivalent to about $280 in 2025), and Magnavox could not increase the retail price to cover these costs. Instead, it looked for a cheaper option. In May 1974, Magnavox signed a contract with Texas Instruments to use integrated circuits instead of transistors and diodes in the system. A simpler version of the console was designed using these parts. This led to the first of several dedicated consoles—systems that could only play games built into the system—in the Magnavox Odyssey series: the Magnavox Odyssey 100 and Magnavox Odyssey 200. These were part of the first generation of video game consoles. The Odyssey 100 could only play the ping-pong and hockey games from the original Odyssey, while the Odyssey 200 also included a handball game and a basic on-screen scoring system. The Odyssey 100 and 200 were released in November 1975 to replace the original Odyssey for US$69.95 (equivalent to about $420 in 2025) and US$109.95 (equivalent to about $660 in 2025), respectively. Eleven dedicated Odyssey consoles were made before a new, non-dedicated console, the Magnavox Odyssey 2, was released in 1978.

Although the Odyssey showed the potential of video game consoles and was an early part of the rise of the commercial video game industry, it is not generally considered a major commercial success. Magnavox stopped making games for the console after 1973 and refused to create new versions of the console or accessories. While a few copy systems were made in small numbers, and several dedicated systems focused on ping-pong games were developed by other companies, no other home video consoles that could play separately-made games were released until the 1976 Fairchild Semiconductor Channel F.

Because of his work on the Odyssey, Ralph Baer is often called the "Father of Video Games." In 2004, Baer was awarded the National Medal of Technology for creating, developing, and commercializing interactive video games, which led to many uses in entertainment and education. The Museum of Modern Art (MoMA) added the Magnavox Odyssey to its permanent collection of video games in 2013. MoMA’s Paul Galloway described the console as "a masterpiece of engineering and industrial design" and said Baer’s role in starting the video game industry was very important. The Brown Box prototype and the TV Game #1 prototype are displayed at the Smithsonian Institution’s National Museum of American History in Washington, D.C.

In May 1972, Nolan Bushnell, the chief engineer at Nutting Associates and creator of the first commercial arcade video game, Computer Space, saw a demonstration of the Odyssey. Inspired by it, Bushnell and Ted Dabney left Nutting to start Atari. Bushnell assigned Allan Alcorn to create a simple ping-pong arcade game as a training exercise, but he did not tell Alcorn the game was based on the Odyssey’s Table Tennis game. Alcorn soon developed Pong (1972), which Bushnell saw as a potential hit. Pong became Atari’s first game and helped increase sales of the Odyssey. Baer noted that customers bought the console because of the Table Tennis game, which was influenced by Pong, and joked that they might have stopped designing games after that.

In April 1974, Magnavox sued Atari and other companies, including Allied Leisure, Bally Midway, and Empire, for violating its patents for video games played on a television screen. Two more lawsuits were added by 1975, targeting Sears, Nutting, Williams Electronics, and others. Magnavox and Sanders, the inventor of the Odyssey, delayed the lawsuits until they expected to receive more money from settlements than the cost of pursuing them. The conflict centered on patents created by Baer and his team, including one that described how the Odyssey displayed player-controlled objects on a video screen and another by Rusch.

In early 1977, Judge John Grady ruled that Baer’s patent for the Odyssey was "the pioneering patent of the video game art" and found the defendants’ games to be infringing. He set a legal standard that any video game where a machine-controlled object hit and bounced off a player-controlled object violated Rusch’s patent. At the time of the ruling, only Seeburg Corporation and Chicago Dynamic Industries remained as defendants, as others had settled out of court. Atari’s settlement in June 1976 required it to pay US$1.5 million (equivalent to $10.9 million) and grant Magnavox access to all technology Atari developed between June 1976 and June 1977. Other companies paid higher penalties. Over the next 20 years, Sanders and Magnavox sued other companies, focusing on games like Pong and Table Tennis that clearly violated the patent. The final lawsuits ended in the mid-1990s. Defendants included Coleco, Mattel, Seeburg, and Activision. Sanders and Magnavox won or settled all cases. Many defendants claimed the patents only applied to the specific hardware used by Baer or that prior games invalidated them. In 1985, Nintendo tried to cancel the patents by citing Tennis for Two, a 1958 game by William Higinbotham. The court ruled that Tennis for Two used an oscilloscope, not video signals, and did not qualify as a video game. Magnavox and Sanders won again. Magnavox earned more than US$100 million from lawsuits and settlements related to the Odyssey’s patents before they expired in the early 1990s.

Games

The Magnavox Odyssey had 28 games on 11 different game cards. Thirteen games came with the console—a set of 12 in America and a different set of 10 in other countries. Six additional games could be bought separately or as a group. These extra games mostly used the same cards but had different screen overlays and instructions. A game called Percepts was given for free to players who sent in a survey card. A light gun accessory called Shooting Gallery could be purchased and included four games on two cards that used the rifle. Four more games were sold in 1973. The console does not enforce game rules or track scores. Players are responsible for following the rules and keeping score.

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