Hm, good point. I never saw D&D in Toys R Us as a kid
I got my D&D Expert Set (Mentzer edition) and my D&D Master Set from Toys R Us. (Basic and Companion from Consumer Distributors and Immortals from Kaybee Toys) The old BECMI box sets were readily available at major chain stores back in the mid 80's. If it wasn't for D&D showing up in the big stores, there's no way I would have been able to get into the hobby back then.
I'd bet that with Hasbro's pull, they could get a box set into today's stores.
Addendum, just mulling thoughts about how to tweak the rules. A lot of people seem to be railing against:
* Option bloat. It works in video games because it only takes a few minutes to try a new option, but it's kinda pointless in a tabletop RPG. You don't need 800 powers and 800 magic items; 40 of each should be plenty.
Agreed. Plus, there's the problem that with 800 options it's really easy to run into a bad build.
I'd prefer just to keep the main 4 classes without customization. If there needs to be customization, then I'd prefer to have "tweaks" to the big 4.
For example, there would be the plain fighter as the basis for all combat classes. A paladin would be defined as a fighter that had a code of honor, couldn't use missile weapons (violates code of honor), gets a charisma bonus to saving throws, and gets lay on hands once per day. Essentially, instead of being a completely separate class, it would be a couple of benefits and a couple of drawbacks added to one of the big 4 classes.
Another example could be the assassin. It would be a rogue (thief) with weaker thieving skills, but a better sneak attack (backstab). Not a whole new class, but just a couple of tweaks to an existing one to give some variety.
* Fiddliness. Choices should feel significant. Granting an ally a +1 bonus to a single attack isn't significant, even if it is mathematically useful. Granting an ally a free attack, or an auto-crit, or a +2 bonus for the whole combat is more fun. Yes, it's more powerful, but you can be powerful and still be balanced.
I think this is one of the reasons there were so few "buffing" spells back in the old editions - too much bookkeeping. Or maybe it was just a happy coincidence that there were so few.
* Magic. It's hard to get people to agree on how much magic they want, but the general complaint I see is that in 3e, all the cool magic was magic items. The 4e designers said 'no longer will cool magic be the purview of magic items,' but then, instead of giving that cool magic to PCs as class abilities, they just got rid of it. Bilbo had a ring of invisibility.
One of the side-effects of 3e spelling out exactly how to make magic items and giving each one a price tag was that it created a magic item economy.
In a D&D game, PCs will eventually acquire mountains of gold. In 3e, the default assumption is that they will buy magic items with it. I'm not sure if this is what the designers intended, but it is what happened in many games.
In older editions, making cool magic items was usually difficult and buying them was nearly impossible, so those mountains of gold couldn't be easily converted into a cool magic item. I'd like to see a return to that approach. Cool magic items exist, but it's difficult to get your hands on them.