Popular games for platform Odyssey 2 / Videopac G7000
The lost city of Atlantis is under attack! Wave after wave of Gorgon vessels are approaching, each armed with weapons capable of destroying a part of the city. You are in charge of the command posts at the edges of the city and need to defend it from the invaders. The various gorgon craft will keep flying by on the screen in varying numbers and in different flight patterns. At first they fly high in the sky but then progressively lower. If an enemy makes it low enough before you destroy it, it will use it's weapons and destroy one of the buildings in Atlantis. As you progress in the game, the enemy craft will keep increasing in speed. The game ends when all remaining buildings in the city have been destroyed.
A copy of Pac-Man, but with various improvements. This game is primarily known for the Atari lawsuit against it which set an important precedent for copyright and lawsuits in videogames.
Demon Attack is an arcade action game with gameplay similar to Space Invaders. You control a laser cannon at the bottom of the screen, and need to destroy wave after wave of brightly colored demons. The demons bounce around the screen in bizarre patterns, and try to destroy your cannon with bombs or lasers. When you shoot a demon, it will be replaced with another or will split into two smaller demons depending on which wave you are playing. When the required number of demons for the current round is finally destroyed, you can move on to the next, more difficult round.
Tutankham is a combination of the maze, action and shoot 'em up genres. Taking on the role of an explorer grave robbing Tutankhamun's tomb, the player is chased by creatures such as asps, vultures, parrots, bats, dragons, and even curses, all that kill the player on contact. The explorer can fight back by firing lasers at the creatures, but he can only cover the left and right directions. The player is also endowed with a single screen-clearing "flash bomb" per level or life. Finally, each level has warp zones that teleport the player around the level, which enemies cannot use. To progress, the player collects keys open locked doors throughout the levels, searching for the large exit door. Optional treasures can be picked-up for bonus points. Each level has a timer; when it reaches zero the explorer can no longer fire lasers, and once a level is cleared the remaining time is converted to bonus points.
Spider-Man released in 1982 by Parker Brothers was the first video game to feature SpiderMan and also the first video game based on a Marvel Comics character.
You play a miner named Pickaxe Pete, and you start off in the middle of the screen with a pick-axe. There are three doors from which boulders are coming, bouncing down the mine-shafts; every time Pete destroys one of these he gains 3 points, although the axe wears out after a while and disappears. When two boulders collide, they explode, and out comes either a pick-axe which floats to the bottom of the screen, a key which floats to the top, or nothing. If Pete has no axe, you can either jump over boulders (gaining him 1 point), or get to the bottom of the mine to retrieve a new axe (gaining a 5-point bonus). If he collects a key then he can enter the doors, which lead him to the next level.
Press 1 on the alpha-numeric keyboard. A full size tournament soccer table appears on your screen. The scoring rack is at the bottom. The left hand control controls the goalkeeper at the left side of the screen and the other members of the team who wear the same colors. The right hand control controls the goalkeeper at the right side of the screen as well as the other members of the team. You can play against another player or the computer. Press the action button or move the joystick of the hand control to tell the computer how many people are in the game. If one of the hand controls is not activated, the computer will play that side and a "C" will appear on the scoring rack. If neither hand control is activated, the computer will play itself. Each joystick controls three sets of electronic lightning rods that maneuver the ranks of players. Push the joystick of the left hand control to the left to control the goalkeeper. When the joystick is in the center position, it will control the center file of three team members. When the joystick is in the far right position, it will control the file of two team members on the right side of your screen. For the right hand control, the reverse is true. The ball will come into play from the bottom of the screen. The ball will stop when it hits a player and the joystick is controlling the player's row. To kick, press the action button and simultaneously move the joystick in the direction you wish the ball to go. The ball will rebound off a player whose row is not under control of the joystick. When a goal is scored, a ring will slide along the scoring rack at the bottom of the screen. /=1 point. X=2 points. The game ends when one of the teams scores ten points. XXXXX=10 points. To play again, press the RESET key on the alpha-numeric keyboard and then press 1.
The C7010 is a Chess Module for the Videopac. Due to Videopac's hardware limitations, the Chess Module has extra CPU and memory to make the console have enough power to run the game. The module is connected to the console by a dummy cartridge. The game displays the board on screen and asks the player the color which he or she wants to play with. Depending on the choice, the board will have the numbers 1 to 8 shown at the left side in crescent or decrescent order. The game has 6 levels of difficulty, each corresponding to how many moves ahead the computer can predict (1 move to 6 moves). The game is played using the keyboard to input the coordinates for the movements, using the coordinate notation, i.e., the player enters the letter and number corresponding to the square of origin and to the square of destination
Press 1 on the alpha-numeric keyboard. You are now trapped in the Land of Keynesium. You and your opponent are represented by the animated figures which appear at the lower right and the lower left of the maze entrance. The net worth of each figure is directly below it. Each player starts off with $500,000. Two Keynesian robots are in the center of the screen atop the maze entrance. Every maze is a game within a game. You and your opponent are playing against the robots which represent different factors of the economy. But you are also playing against each other. You will be changing strategies throughout the game - sometimes cooperating with the robots to thwart your opponent - sometimes collaborating with your opponent to beat the robots. Each maze offers you the opportunity to make money or the chance to hang onto what money you have. An electronic signal will appear center screen to tell you which to expect - and how much cash is at stake. The right hand control unit activates the right hand figure. The left hand control unit controls the left hand figure. Push the joy stick away from you to make your player go up. Pull the joy stick toward you to make your player travel downward. Push right to go right. Push left to go left. The Keynesian robots are controlled by the computer. The brighter robots represent the lighter side of the economy like income, bull markets and successful investments. These robots are elusive and will try to run from you - but the more quickly you catch them, the more money you'll make. The darker robots represent the gloomier side of the economy - things like taxes, inflation and bear markets. They will try to catch you wherever you are in the maze. But the longer you stay away from them, the more money you'll keep. It's possible to find a hiding place in the maze where the darker robots can't find you. There are seven kinds of mazes. INCOME, REWARD and INVESTMENT offer you an opportunity to make money. EXPENSES, THIEF, TAXES and INFLATION will force deductions from your net worth unless you completely elude the robots during these maze sequences. The amount of money at stake in each maze will appear at the lower center of the screen. After a moment, the numbers will start decreasing. The dark robots will speed up and the brighter robots will slow down as the $ at stake decrease. The number on the screen at the instant you make contact with a robot will be automatically computed into your net worth. You will find that the Keynesian robots are small enough to maneuver freely through the mazes. But you are too tall to travel through some of the narrow passageways without ducking your head. You do this by pressing the action button on your hand control. It is harder to run in this position, so your player will only be going at two-thirds speed. If you do not press the action button when you make contact with a low ceiling in the maze, the computer will do it for you automatically, but you will only be able to run at half speed. The walls and ceilings of the maze contain a high energy charge. If any part of your player's body comes in contact with any part of the maze, you must break that contact before proceeding with your run. Department of Dirty Tricks! Once you make contact with a robot, it is good strategy to harass your opponent. If you touch your opponent and a part of the maze at the same time, your opponent will lose control of his player. Department of Economic Cooperation! If you and your opponent outmaneuver the robots and make them run into each other, they'll automatically return to their starting positions. You'll gain both time and money. The first player to achieve a net worth of more than one million dollars wins. The Keynesians will salute your triumph with a blast of electronic trumpets - and reward you with two tickets on the next time machine scheduled to make a stop in the Twentieth Century. Short games. You can play against the clock or with a goal of $750,000 instead of a million. Longer games. You can play for any dollar figure you choose. TAKE THE MONEY AND RUN has more than a trillion different maze combinations. It is theoretically possible to play night and day continuously for two thousand years without seeing the same maze twice! To play again, press the RESET key on the console and then press 1 on the alpha-numeric keyboard.
Two titles are available in this cart: - Mission Impossible is an action game. The player must protect a cargo ship (white craft) which travels on a lay lines from bounty hunters (red crafts), which will destroy the cargo ship if they cross its way. As the cargo ship moves along the lay lines, the player must place NGR bots (green X symbols) at the lay line intersections to change traffic; the player has 7 NGR bots and can replace them. When any ships reaches an NGR bot, it will turn right if traveling vertically or turn toward the bottom of the screen when traveling horizontally. Red mushroom-shaped power ups, when picked up allow the cargo ship to destroy the bounty hunters; alternatively, bounty hunters can be simply directed to them and will be destroyed. White X marks will send the cargo ship back in the opposite way it was traveling; if hit by a bounty hunter, they will also send them back, but will be destroyed. Lilac squares are mines which will destroy any ship that passes over them. Finally, blue dots will give bounty hunters an extra life if taken by them. The player and the bounty hunters start with 15 lives each, the first to drop to zero loses. - Programmed Trip is a turn based game which shares many elements from the previous game. As the name implies, the player has to program the trip of the cargo field so it passes over pickup points (colored + symbols) in a specific order: first lilac, then red, then blue. To do so, NGR bots can be placed to redirect the ship, and some fields may also have White X marks already placed. After all desired NGR bots are placed, the player can release the cargo ship by placing the cursor over the upper left corner and pressing the action button. When the cargo ship is released the player has 30 points. Passing over pickup points in the correct order adds 20 points to the score, while passing over them in the wrong order or hitting any other item (NGR bots or white X marks, for instance) subtracts 10 points from the score. The game is over either when the score reaches 0 or when all pickup points were reached in the right order (in which case they'll turn white).
In Shark Hunter the player controls an Eskimo protecting fish stocks from the attack of sharks. The Eskimo starts standing on a small island in the middle of the river. He must kill the sharks in the water by throwing harpoons at them. He can swim to the banks or to ice floes above and below the island. The sharks can eat the ice floes so it isn't safe for the Eskimo to stand on them for much time, or else he'll be eaten too. The fish are held by six rows of nets. The sharks will eat those nets to get the fish, and if an entire row is destroyed, more sharks will come from the sea. The Eskimo can repair the nets by swimming to the place where they were destroyed. The more nets destroyed, the less fish is kept. A stage will end when all sharks are killed. At the end of each stage the remaining fish will be counted and added to the player's score. As the game progresses, sharks become more abundant and destroy the nets faster. The game ends when the Eskimo gets eaten by a shark.
Press 1, 2, 3, or 4 on the alpha-numeric keyboard to correspond with the number of players. The first hole and an electronic golfer will appear on the screen. The number at the top right of the screen indicates the hole being played. The player's scores will appear at the top left of screen in order of play. The first player's score will be farthest left. The fourth player's score will be at the farthest right. If you are playing on a color TV, the color of your score will match the color of your electronic golfer. Once the ball is on the green (the lighter geometric segment of the course) the TV picture will automatically change to a close-up of the green so that the electronic golfer can putt out. The trees on the course are hazards and will stop the flight of the ball. A drive into the trees will elicit a very human reaction from the electronic golfers. The dark area outside the course is the "rough." A ball must be hit back on the course when it's in the "rough." The golfers cannot drive through the rough to get to the green. Each golfer plays through the entire hole before it is the next golfer's turn. Use the joy stick of the hand control units to walk the electronic golfers around the course. The left hand control is shared by players 1 and 3. The right hand control is shared by players 2 and 4. The direction of the joy stick controls the direction the electronic golfers will walk. They will walk in all vertical, horizontal and diagonal directions in accordance with the joy stick's position. The toe of the club must overlap the ball at the start of the backswing. The action button on the hand control unit controls the swing of the club. Press down to start the backswing. The longer you press the action button, the higher the backswing. The distance traveled by the ball is determined by the length of the backswing. If you bring the backswing full circle, the club will release automatically, and the distance the ball travels will be random. Release the action button to hit the ball. The backswing of the club will always be clockwise, and the downswing will always be counter-clockwise. The direction taken by the ball will be dependent on the golfer's position in relation to it. It will be perpendicular to the angle of the toe of the club when it makes contact with the ball. You can walk your electronic golfer away from the ball and take a practice swing to confirm direction. There is no stroke penalty for this. If you are addressing the ball and starting your backswing, but wish to change the position of your electronic golfer - simply walk him away from the ball and release the action button. There is no penalty The player with the lowest score for the nine holes is the winner. To play again, press the RESET key on the console and then press 1, 2, 3 or 4 on the alpha-numeric keyboard. COMPUTER GOLF! Nine holes. Par 36 Hole 1 - Par 4 Hole 2 - Par 4 Hole 3 - Par 3 Hole 4 - Par 4 Hole 5 - Par 5 Hole 6 - Par 3 Hole 7 - Par 4 Hole 8 - Par 5 Hole 9 - Par 4
In an authentic acre of the old west, two gunslingers (human or android) duel for their lives. Each one has six bullets in his gun, and trees are placed all around. Each player has to hit his opponent ten times in order to win. At each hit, both players get their guns reloaded. They can also reload their guns anytime by taking the hidden bullets in the tree that matches their outfit
Trans American Rally is a racing game released in 1983. It is avaliable only for the Odyssey Videopac +.
Trunkal has the three most coveted moons in the galaxy, natural sources of unique energy power, they generate all the energy for the planet, and there is also all the military defense that has always prevented any attempt at alien invasion, in all there are 72 stations scattered across the moons, but the unlikely happened, the Kirgons, an alien race that consumed all the resources of their planet discovered that Trunkul can become the perfect environment for a new home. Then, one day, 72 machines known as sentinels, invaded Trunkul's defense system and took over the lunar facilities ending all defense of the planet, If that wasn't enough, they also drained the moon's energy to charge a ray that would be fired and annihilate all life on the planet. But the resistance has figured out how to disable the sentinels, and only the best pilot in the galaxy, Michael Gabes aboard the X-1 can accomplish the mission before the beam charges and fires....
Keyboard Creations! lets the player type in a main message which will continually scroll across the screen. The game also lets the player set up an "alarm" message which can pop up every 30 seconds. The player can also set a digital clock to keep track of time.
Press 1 on the alpha-numeric keyboard. You are now in command of the star fighter CENTURION and a legendary hero of the Earth Federation! The sighting instrumentation for your laser starburster is at the center of your screen. The number 15 at the lower left corner of the screen represents the number of enemy invasion transports, battle frigates and star fighters to be destroyed in this action. This number will decrease by one every time a direct hit is scored. The number at the lower right of your screen represents the quantums of energy units in your fuel receptors. These energy units are expressed in megajoules. You will start your mission with 1000 megajoules. One megajoule per second is used to sustain flight. A laser burst uses ten megajoules of energy. If an enemy star fighter comes within range and fires, fifty megajoules of energy are required to activate your deflector shields. The objective of your mission is to destroy all 15 units in the enemy fleet using the least number of megajoules. Maneuver your star fighter with the joy stick on the right hand control unit. Pull it towards you to ascend. Push it away from you to descend. Push right to go right. Push left to go left. When you have an enemy ship in your sights, fire your lasers by pressing the action button. Only one enemy ship will appear on the screen at a time. When an enemy Imperial star fighter flashes in from hyperspace, a general ALERT will sound and flash on the screen. It is important to fix the ship in your sights quickly and fire before he comes within his own firing range and costs you energy units necessary to activate your deflector shields. The star fighters will come at you from a variety of angles. It is safer strategy to outmaneuver the ones that come at you from diagonals. They require very sophisticated precision tracking. You will save megajoules by firing at those that come head-on or appear in more easily tracked vertical and horizontal courses. You can take evasive action from a star fighter only by climbing or diving to get the ship completely off-screen. If you go right or left, the fighter will continue to follow you. There are five enemy star fighters to protect the ten enemy invasion transports and battle frigates. The engagement will terminate when all of the enemy fleet have been destroyed - or when your fuel receptors have been drained of energy units. Star Command will contact you with new orders after each action. To play again, press the RESET key on the console and then press 1 on the alpha-numeric keyboard. Good hunting!
Norseman is a G7000 Videopac +/ MSX / Odyssey game released in 1983.
In this pool title, two players can choose either one of the two games available: 8-ball or Rotation. The games are selected by pressing any direction of the joystick while their names are displayed on screen. In the 8-ball game, the winner is the first player to sink either one of the two black balls in game. In Rotation, the black balls are replaced by colored ones, and the winner is the player to sink the most balls. By sinking one ball, the player gets the chance to try another shot. There are no penalties for missing the balls or sinking the white one. Players can choose the direction of the shot (by rotating the cue around the white ball) and the strength of the shot (the longer the action button is pressed, the harder the shot is).