The success of Pac-Man in the early ’80s opened the floodgates to torrents of thinly-veiled knock offs, and Turtles kind of got lost in the mix. The hybrid concept never quite caught on like Magnavox intended, but Quest for the Rings deserves a lot of credit for doing something different. Quest for the Rings doesn’t have the same flexibility as traditional paper-and-pen RPGs like Dungeons & Dragons, and the video game portion skirts the line between boring and frustrating. A lot of effort went into the game, but the end product doesn’t live up to its potential. As players advance on the real-world game board, they occasionally switch over to the television to hunt for the eponymous rings in monster-filled dungeons. Quest for the Rings comes packaged with a colorful game board, an elaborate map, engraved tokens, and a detailed manual complete with character bios, a bestiary, and full-page art for each level. It wouldn’t be fair to describe it as a video game, however, since its basically a hybrid of a video game and a standard board game. 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.At the risk of sounding like a sensationalist, Quest for the Rings is one of the most ambitious and creative games of its era. The console spawned the Odyssey series of dedicated consoles as well as the 1978 Magnavox Odyssey 2. 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 seventh, known as the Brown Box, was shown to several manufacturers before Magnavox agreed to produce it in January 1971. Over the next three years he, along with Bill Harrison and Bill Rusch, created seven successive prototype consoles. The idea for a video game console was conceived by Baer in August 1966. | successor = Magnavox Odyssey 100/ Magnavox Odyssey 2 | caption = A Magnavox Odyssey and one of its two controllers | image = Magnavox-Odyssey-Console-Set.jpg 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 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. The Odyssey console 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 console cannot generate audio or track scores. 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. 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. The Odyssey consists of a white, black, and brown box that connects to a television set, and two rectangular controllers attached by wires. Baer at Sanders Associates, while Magnavox completed development and released it in the United States in September 1972 and overseas the following year. The hardware was designed by a small team led by Ralph H. The Magnavox Odyssey is the first commercial home video game console.
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