Popular games for platform Odyssey 2 / Videopac G7000

31.12.1982

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.

31.12.1981

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.

31.12.1982

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.

01.07.1982

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.

01.01.1982

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.

31.12.1980

Pachinko! is based on the Japanese gaming device of the same name. The players are shown right below a giant Pachinko game. Five cups are placed across the screen, with two rotors, one at each side, and the Magic Mountain in the middle. The object of the game is to bounce the balls inside the cups to earn points. Each player has an energizer, used to beat the ball. If the action button is pressed, the energizer will be risen and if the ball touches it, it will continue its horizontal direction. If the ball touches an energizer not completely raised, the ball direction will be reversed. If the ball hits a player, it will loose energy.

31.12.1978

Three games are available in this compilation: - Speedway! (selected by pressing "1") is a vertical scrolling racing game against the clock. The player controls the car with the joystick, pushing up to accelerate it (the longer, the faster), left and right to control direction and down to break. - Spin-Out! (selected by pressing "2" for a three laps event or "3" for a 15 laps event) is a top-down circuit racing game. Two players race against each other for the amount of tracks selected. Four skill levels are available: clear track/slow speed, clear track/fast speed, barrier track/slow speed and barrier track/fast speed. - Crypto-Logic! (selected by pressing "4") is a puzzle game. The object is to decipher a scrambled word entered by another player.

31.12.1978

Two titles are available in this cart: Armored Encounter! is a clone of Atari's Combat. Two players control tanks and try to shoot each other the most in a time limit of three minutes. Sub Chase! features a Hawk hunter-killer jet against a Shark missile-launching submarine. One player controls the jet, which scrolls left, and the other controls the submarine, which scrolls right.

31.12.1998

Amok! was the first Odyssey² new release about 15 years after the console was discontinued. It is inspired by Berzerk. The player is trapped in a spaceship and is armed with a laser pistol, which can fire in all 8 directions. Each stage is a maze with one or more exits, and the player has to try to exit them while avoiding to touch its walls and get killed. Besides the danger of the walls, the player will face the berzerk robot sentinels, which can move about and shoot, but that can also be killed if they touch the walls. After a while, the Smileybot will appear and try to kill the player. The Smileybot can pass through walls and cannot be killed by the player. The game features 12 stages of increasing difficulty. The player has 3 lives; dying will make the player restart the current level, with all berzerk robot sentinels being replaced.

31.12.1980

In Blockout!, the object is to blast through the blocks in the shortest amount of time. There are four colored lines of blocks, and each line has an electronic demon. The electronic demons can replace removed blocks when charged. They'll be charged by touching either sides of the screen. After placing a block, they'll lose the charge, and if they try to cross a gap uncharged, they'll fall and reappear after a penalty time.

31.12.1980

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.

31.12.1982

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

31.12.1978

Baseball is an early 2-player arcade baseball simulation. Played from a single fixed screen, one player controls the home team, while the other controls the visiting team.

31.12.1982

Two titles are available in this cart: - A Labyrinth Game is exactly what the title defines. The player has to move a pawn from the left side of a labyrinth to the exit on the right side. - Supermind is a code breaking game. Four question marks will be displayed, along with the number of symbols left to be entered. The player enters four symbols of choice and if they're correct but misplaced, a red number will appear in the right of the screen (with the number of correct symbols guessed). If the symbol is correct and placed in the right order, it will be displayed in white. The computer keeps track of the number of tries taken and the game ends when all symbols were discovered and placed in the right order.

01.02.1979

Dress warm. Press 1 on the alpha-numeric keyboard. Three different skiing competitions will be displayed alternately at the bottom of the screen. To select an event, pull the joy stick of either hand control towards you when the name of the event is on the screen. A computerized official will signal the start. Pull the joy stick toward you to head straight down the slopes. When you've had some practice, press the action button to get 30% greater downhill speed. Push the joy stick left to traverse left. Push the joy stick right to traverse right. Your traversing speed is one-half of your normal downhill speed. Push the joy stick away from you to come to a swirling christie stop. There are 55 gates in each event - the minimum allowed in the Olympic Slalom and Giant Slalom competitions. The computer can generate more than 65,000 different courses for each of the three events. You can ski over 195,000 different runs! Both players will ski matching courses for each event - even if one player should get a late start. If a skier hits a gate, time is lost getting back off the snow. If a skier goes off-course in any event, timing will be stopped and a count will be kept of the number of violations. THE DOWNHILL The winner is the skier making the run over the marked course in the shortest amount of time. If both skiers go off-course, the winner is the skier with the fewest violations. THE SLALOM You follow a twisting course defined by pairs of gates. A skier must go between every pair of gates of the same color but may do so from either side. (The colored gates will show up in different shades of gray on black and white TV.) The winner is the skier achieving the fastest aggregate time over two runs down different courses. The courses will change automatically after each run. THE GIANT SLALOM This event is longer that the Slalom and the gates are farther apart. Follow the Slalom rules for Giant Slalom competition. Combined Competitions A Combined competition represents the final result of several events. They can be similar. (Two Downhills - two Slaloms - etc.) They can be different. (A Downhill and a Slalom, etc.) A Combined Competition can also be any three races in any sequence. The "Triple Combined" is the result of a Downhill, A Slalom and a Giant Slalom in any sequence. The "Alpine Combined" is the result of one Downhill and one Slalom. The Downhill is run before the Slalom. TIMEKEEPING The computer will clock each skier's time within 1/10th of a second. To hold your score on the screen when you cross the finish line, push the joy stick forward to stop your skier before the word "FINISH" travels to the top of the screen. If both hand controls are in use, the winning time will be displayed at the center of the bottom of the screen in the winning skier's colors. This is the time to beat. It will remain there until it is replaced with a better time for the same event. If a skier goes off-course or misses a gate, the skier's current running time will be replaced by a count of the number of course violations. To ski the same event again, pull the joy stick toward you after both skiers cross the finish line. To change to a different event, press RESET AND THEN press 1.

01.02.1983

Chez Maxime is a management game released in Europe in 1983 on the Magnavox Odyssey.

01.02.1978

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

31.12.1982

The player has just attracted the attention of Spyrus the Deathless, the Timelord of Chaos, and his only defense is his Time Machine's laser cannon. The Timelord will now send his fleet of Time Ships to destroy the player. In this space shooter the player controls the Time Machine horizontally with the directional stick and shoots its laser with the action button. The Timelord's Time Ships have four kinds of weapons to assault the player, and they will be introduced in the game's first four levels.

01.01.1983

51 Terrahawks is shoot em up game for Philips Videopac G7000

01.02.1979

Press 1 on the alpha-numeric keyboard. The screen will display a giant electronic blackboard filled with orbiting numbers and symbols. Player 1 appears at the left side of the screen. Player 2 appears at the right side of the screen. Each player stands on a scoring box which will automatically count up each correct answer. The left hand control unit activates the left hand player on the screen. The right hand control unit activates the player at the right hand of the screen. Push the joy stick away from you to walk your player toward the top of the screen. Pull the joy stick toward you to walk your player to the bottom of the screen. Push the joy stick left to go left. Push it right to go right. An addition, subtraction or symbol problem will appear at the base of the screen. The answer will appear somewhere in the orbiting numbers and symbols. Each player races to the correct number or symbol with the electronic figure. When a player catches a correct answer, a point is scored and the solution is displayed at the bottom of the screen. A new problem will then be presented. If a player catches an incorrect answer, he is sent back to the starting position and the incorrect number or symbol is automatically removed from the screen. This process of elimination will eventually guide the players to the correct answer through a positive learning experience. The winner is the first player to score ten correct answers. The winner receives an electronic pat on the back and a musical salute. A new game will automatically start after each ten point round. Some correct answers will appear in the center of the orbits and will be more difficult to reach. Press the action button to lower the electronic figure's head to duck through the orbit without touching a wrong answer. This game is programmed so that it may be played by children who do not yet comprehend numbers. At the first level, a child may enter a matching symbol and it will score as a correct answer. The level of play will move up as the players grow more proficient.

01.12.1978

This cartridge turns your Odyssey2 into an interactive electronic teacher of computer theory and technology! You learn how to talk with a computer in an assembler language! You use the Odyssey2 alpha-numeric keyboard to write a computer program - and enter it into a microprocessor capable of making 100,000 electronic decisions every second! Then you actually run the program and see the exciting results on your television screen! Shut off the power and it erases everything automatically so you can start a new program any time you want!

31.12.1982

The CSV Video-Traffic Games Edition of the G7000 was given to primary schools in a small region of West Germany. The package consisted of a G7000 and two special games -- Verkehrsspiele 1 and Verkehrsspiele 2 -- that were used to teach children how to behave on the street. The console set is nothing more than a repackaging of a regular Philips G7000. The package comes with a special "Video-Traffic Games" sticker affixed to the TV screen depicted by the box art. It contains a regular G7000, the two games, and some documentation. The first volume of the traffic games was also given away to members of the German Commander-ROM club as Videopac "V," and retitled Kinder im Verkehr 1 (Kids in Traffic 1). The manual claims that Videopac V was the first of a series of new learning games aimed at kids 6 to 14 years old. From this, one might surmise that "Kinder im Verkehr 2" was planned for release, but no copies have been found. In all forms, the traffic games are quite rare, with Videopac V being a bit less difficult to find than the Verkehrsspiele games.

31.12.1981

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.