A particularly memorable episode of What's My Line? aired in 1972. In it, the panelists try to suss out what host Larry Blyden and his mystery guest are doing with a television that's out of view. It becomes apparent, as they grasp at straws and ask increasingly irreverent questions, that none of the panelists have any earthly idea what the correct answer is. When Blyden finally reveals that they're playing tennis, the confused looks on the panelists' faces show they still don't follow. And why should they? As far as they knew, television was only for watching. Finally, the other shoe drops: The TV is turned around to show the panelists an image of two white boxes batting a third box across a white line in what could charitably be called a tennis simulation. The mystery guest is identified as Product Manager for Magnavox Inc and the strange, white box on the desk is described as the world's first "electronic beam simulator that's attached to a television", the Magnavox Odyssey.
The Odyssey is the brainchild of Ralph H. Baer, a radio repairman-turned engineer and inventor. In 1966, while working for a defense contractor caller Sanders Associates, Baer began to develop his idea for a consumer-level interactive electronic device which used a television as its display. Working with fellow Sanders engineers Bob Solomon and Bob Tremblay, he created the prototype console and nicknamed it the Brown Box. It was initially capable of drawing two boxes on screen which controlled by the players, with the idea that one player would chase the other in a game of electronic tag. Later in its development, a third "ball" box was added which could move around independently, but still be influenced by the players' actions. After a few more tweaks and added features, the Brown Box prototype was ready for prime time by 1968. Baer patented his idea and shopped his prototype around to several major electronics manufacturers. After a deal with RCA fell through, Magnavox purchased Baer's invention and both Baer and Magnavox engineers spent the next four years developing it into a marketable product.
Of course this means that the Odyssey is dumber than a toaster. It can't keep score or time, enforce a game's rules or even limit where on the screen the players can move. There is of course no AI, so every game requires two people to play. I'll describe a few of the games in detail: In Ski, one player maneuvers his or her dot through a course laid out on the overlay while the other player keeps time and score. It sounds simple enough, but the Etch-A-Sketch controls do add a bit of a challenge. The two tennis games and Hockey are enjoyable, as they play like a sort of proto-Pong. Of course, nothing stops either player from cheating by constantly resetting the ball, noodling with the english knob or running all around the screen. Football is a complicated mess of a game, requiring a game board, several decks of cards, tokens, sticky tape, dice, and about six pages of rules to play. Here, most of the action takes place on the game board, and the Odyssey is basically used as a down marker. At the other end of the difficulty spectrum, States and Simon Says simply involve one player drawing a card and asking the other to point to a specific US state/body part using the Odyssey. These two games are clearly aimed at a much younger crowd, but I have difficulty imagining that any little kid in the '70s would get much out of steering a white block toward Delaware. My guess is that marathon Odyssey-playing sessions eventually devolved into two people noodling around with a couple of glowing blocks on a TV screen and forgetting the rulebook. Maybe that was entertainment enough in 1972, but judging by the sheer number of closet-fresh Odysseys available on eBay, I'm guessing it wasn't.
So in the end, perhaps the Magnavox Odyssey should be best remembered for what it represented: the birth of a whole new entertainment medium. Edison's earliest films were just glimpses of daily life at the end of the 19th century, but they laid the foundation for a new form of expression and an industry which changed the world overnight. Likewise, the Odyssey demonstrated to the public that there is the potential to do so much more with our televisions than merely watch them. 40 years ago, a panel of celebrities couldn't imagine what life with an interactive electronic device would be like. Today, we can't imagine life without them.
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