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Odyssey & Odyssey 2

How do you build a better television set?

That was the question before Ralph Baer, an engineer at Loral Electronics, in the early '50s. One of Baer's ideas was to use the TV to play some sort of game. Nothing came of it at the time, but the idea stayed with Baer.

By 1966, Baer was employed by Sanders Associates Inc., a military electronics firm, and no longer worked with television technology. Yet somehow the idea of TV games kept returning to him. One day, while waiting at a New York City bus terminal, he jotted down some notes. By September he had schematics, and by October, he and fellow engineer Bob Tremblay had built a working video game involving two spots on a screen, chasing each other. It was simple, but impressive enough for Sanders management to authorize and fund the project.

By 1967, the project had matured into the "Brown Box," which played a variety of games and supported a light rifle. Sanders shopped the device around, and in 1971 licensed it to Magnavox. The television manufacturer re-engineered the console, packaged it with some accessories, and released it in 1972 as the Odyssey. The world's first home video game was born.

The Odyssey is a sleek, white console with a black veneer. It can display only rudimentary graphics: two player-controlled squares, a moving "ball" square, and a vertical line. As a result, nearly all its games play like Pong. Moreover, the Odyssey cannot keep score, cannot display color, and produces no sound effects. To compensate, Magnavox packaged most Odyssey games with translucent plastic overlays that players fit over their TV screens, providing some color and aiding in play. Most games also use accessories like dice, poker chips, play money, and so forth. The console came with six numbered cards that plugged in to select the different games.

The Odyssey contains no microprocessors, only its internal circuitry of diodes and transistors. The plug-in cards contain no chips, and hence no programming code, making them unlike future game cartridges. Rather, the cards' circuitry interfaces with circuitry inside the console to reconfigure it, changing the movement and placement of onscreen objects. Since all the graphics are identical, multiple games are often played using the same card, only with different accessories. Most games lack the sophistication even to enforce their own rules. In maze games, for example, only players' honor keeps their spots within the paths shown by the overlay.

The Odyssey controls consist of two boxes shaped like cigarette packs. Each sports a reset button and rotary knobs on both sides. One knob controls a paddle's vertical movement, another the horizontal. A third knob adds English to the ball. A light rifle attachment was separately available. Because the rifle only senses light sources, simply aiming at a light bulb and pulling the trigger can register hits.

Odyssey sold in acceptable numbers, moving about 200,000 units by the time production ceased in 1974. Sales might have been higher, but ads implied the system would function only on Magnavox-made TV sets. Also, Magnavox salespeople were not well trained in pushing the machine. The success Odyssey did enjoy is probably related to the success of Atari's Pong coin-op, which also debuted in 1972. As Baer said, "If you wanted the Pong experience at home, there was only one way to do it: go out and buy an Odyssey machine." Ironically, Pong may owe its existence to Baer's handiwork. Atari founder Nolan Bushnell played the Odyssey version of Table Tennis at a product demonstration in Burlingame, CA, and dreamed up Pong shortly thereafter. Once Pong came out, Magnavox sued Atari for copyright infringement and won. However, Atari was able to continue producing Pong units after paying Magnavox a licensing fee.

Magnavox had patented the concept of a home video game system, and would bring litigation against several companies entering the emerging video game market. The courts usually sided with Magnavox, and the only game companies to prosper were those, like Atari, that were smart enough to pay licensing fees. Litigation pertaining to these early days of video gaming was still being pursued as late as 25 years later.

Pong may have kicked the home video game revolution into high gear, but Odyssey is where it all started. Odyssey may not have had the renown or popularity of Pong, but it sold well enough to warrant future consoles in the Odyssey line. Magnavox released several Odyssey consoles containing built-in games, giving them numerical suffixes (Odyssey 200, Odyssey 4000, and so on). There was even a cartridge console, the Odyssey 2, which hit the market in 1978.

As for the home video game industry the console launched, that odyssey continues with no sign of stopping.

In 1977, Magnavox announced an exciting new game console as the successor to the Odyssey. Calling it the Odyssey 2, it would contain 24 games, accommodate four players, and sell for under 100 dollars.

Unfortunately, with the dedicated game market deteriorating rapidly in 1977, Magnavox didn't plan to release the console until they took notice of Atari's successful Video Computer System (VCS). In 1978 Magnavox began making plans to reinvent Odyssey 2 as a programmable machine. By accepting cartridges, the potential for new games was unlimited.

However, since the future of the entire video game market was uncertain, Magnavox nearly canned this incarnation of the Odyssey 2 as well. Luckily, Odyssey inventor Ralph Baer got wind and rushed to meet with Magnavox management. Baer, who had assisted Coleco with its successful Telstar game line, was convinced video games had a future, and armed with Telstar sales figures, convinced Magnavox as well. The engineers developing the Odyssey 2, who had already hung black crepe paper on their office walls, were told to go back to work.

Magnavox was well aware of the uncertainty in the video game market, but believed personal computers held a bright future. By creating the Odyssey 2 with its own self-contained, membrane keyboard, the company was capitalizing on the public's desire for PCs. Magnavox, by developing a game machine with "the mind of a computer," promised the keyboard would be the key to educational games and computer literacy.

The Odyssey 2 is a bulky, black console with shiny silver trim. The two boxy, self-centering joysticks are responsive in eight directions, and each has a single, large fire button labeled "ACTION." The joysticks were detachable on early Odyssey 2 models, but this design was quickly dropped in favor of hardwired controls, making them difficult to repair.

Powered by a 1.7KHz Intel 8048 processor, and only 64 bytes of RAM and 1K ROM, the Odyssey 2 is lacking in graphics power. With lower resolution than the VCS, most Odyssey 2 graphics consist of characters built into its ROM, giving virtually all games a similar appearance. Still, the Odyssey 2 is better at producing text than other early consoles, and can display up to 16 moving objects with no screen flicker.

The console suffers from having only one sound channel, severely limiting its audio. In 1982, North American Philips (who took over Odyssey 2 distribution after merging with Magnavox) attempted to compensate for this by releasing The Voice; an attachment that produces speech in certain games. The Voice came with a self-contained speaker, producing vocalizations that strike an odd balance between realism and sounding computerized -- "Darth Vader on Quaaludes" was how one game magazine at the time described it.

Several Odyssey 2 games are "Multi-Mode," meaning multiple games are contained on one cartridge. Most of its "fun" games are arcade-style shooters, typical of its period. There is also a mediocre sports lineup, one licensed arcade translation (more arcade ports were released overseas), and a high proportion of educational and "utility" cartridges. Perhaps Odyssey 2's greatest innovation was the Master Strategy game series; three cartridges packed with special game boards and tokens for added complexity and depth.

Although it fared better in Europe and Brazil, Odyssey 2 never managed to achieve great popularity in the U.S. Still, a fair number of units were sold, especially in areas Magnavox had strong distribution. Odyssey 2 enjoyed a popularity surge after the release of K.C. Munchkin! in 1981 but suffered when the game was banned due to a copyright infringement suit. In late 1983, Philips discontinued the Odyssey 2 in the U.S. Plans to follow up the console with an enhanced, backward-compatible system called the Odyssey 3 Command Center were scrapped due to the collapsing video game market.

Approximately 50 Odyssey 2 cartridges made it to American store shelves. Interestingly, about half were programmed by the same man -- Magnavox engineer Ed Averett. Averett also programmed K.C. Munchkin!; reportedly it was his favorite game.
 

— William Cassidy
 

 

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