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.
Comando Noturno! (Night Commando!) is a combat flight simulator. The player controls a fighter plane on a night mission, and his task is to take off, destroy the target, avoid enemy attack and return to base.
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.
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.
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).
P.T. BARNUM'S ACROBATS! (1 or 2 players at a time) SINGLE PLAYER VERSIONS Press 0 on the numeric section of the keyboard. You are under the Big Top at the Ringling Bros. Barnum and Bailey Circus! One of the acrobats is standing on the platform at the left side of the screen. His partner is on the teeter board at the center of the screen. Three rows of balloons are dancing back and forth high above their heads. Use the joystick of the right hand control to move the teeter board from side to side. Use the action button to make the acrobat jump from the platform. If he lands on the high end of the teeter board, the other acrobat will fly into the air. (The closer the first acrobat lands to the high end of the teeter board, the higher the second acrobat jumps. If he does not jump high enough to reach the first row of balloons, he will crash.) If the flying acrobat hits a balloon it will pop and give him a bouncing chance to pop some others. Keep moving the teeter board so he lands on the high end when he finally comes down. A complete game is a series of ten jumps. The number of jumps left in the game is displayed at the lower center of the screen. Scoring: BALLOONS IN BOTTOM ROW - 2 POINTS BALLOONS IN MIDDLE ROW - 4 POINTS BALLOONS IN TOP ROW - 6 POINTS Your score is displayed at the lower right corner of the screen. Bonus scoring: ALL BALLOONS IN BOTTOM ROW - 15 POINTS ALL BALLOONS IN MIDDLE ROW - 20 POINTS ALL BALLOONS IN TOP ROW - 25 POINTS When all of the balloons in a row have been popped, a full row of new balloons will appear automatically. If you score over 999 (Nothing is impossible!), the counter at the lower right of the screen will start again at 000. A line directly over it will indicate you are working on your second thousand points! To play again, press any key except SPACE or RESET! Pressing SPACE will display the best score in a series of games at the lower left corner of the screen. Pressing RESET will permit entry of game variations. SINGLE PLAYER GAME VARIATIONS Stationary shield under moving balloons. Press 3. A shield will appear below the bottom row of balloons at the center of the screen. If an acrobat hits it he will thud to earth faster than he can holler for HELLLLLLPPPPPP! Random shield with moving balloons. Press 6. A shield will appear and disappear at random times and random positions below the balloons. Stationary balloons. Press 9. Stationary balloons with a stationary shield. Press C. Stationary balloons with a random shield. Press F. TWO PLAYER GAMES AND VARIATIONS In the first version, players alternate turns every time an acrobat misses the high end of the teeter board. The scoring indicators signal which of the hand controls is activated. If the right scoring indicator is lighted, the right hand control is activated and vice versa. Moving balloons - no shield. Press 1. Moving balloons with a stationary shield. Press 4. Moving balloons with a random shield. Press 7. Stationary balloons - no shield. Press A. Stationary balloons with a stationary shield. Press D. Stationary balloons with a random shield. Press G. In the second version, players take turns after each jump. Moving balloons - no shield. Press 2. Moving balloons with stationary shield. Press 5. Moving balloons with random shield. Press 8. Stationary balloons - no shield. Press B. Stationary balloons with stationary shield. Press E. Stationary balloons with random shield. Press H. Press SPACE after a game is over to recall the high score in a series. Press any key except SPACE or RESET to play another game of the same variation again. To play a different game variation, press RESET and then the appropriate key. SINGLE PLAYER GAME VARIATIONS Press 0: Moving balloons - no shield Press 3: Stationary shield - moving balloons Press 6: Random shield - moving balloons Press 9: Stationary balloons Press C: Stationary balloons - stationary shield Press F: Stationary balloons - random shield TWO PLAYER GAMES AND VARIATIONS Version I - Players alternate turns every time an acrobat misses the high end of the teeter board. Press 1: Moving balloons - no shield Press 4: Moving balloons - stationary shield Press 7: Moving balloons - random shield Press A: Stationary balloons - no shield Press D: Stationary balloons - stationary shield Press G: Stationary balloons - random shield Version 2 - Players take turns after each jump. Press 2: Moving balloons - no shield Press 5: Moving balloons - stationary shield Press 8: Moving balloons - random shield Press B: Stationary balloons - no shield Press E: Stationary balloons - stationary shield Press H: Stationary balloons - random shield
Connect 4 ring any bells, it should do, this game is a variation on the paper/pen classic 0X0 also, all you have to do to beat your opponent is simply out manoeuvre them in a strategy game of getting 4 of your colours in one row while blocking your opponent from doing the same.
Something different is happening in the Galaxy: a mysterious cataclysmic event has caused several interdimensional tunnels to open in space, and you are the patrolman Jonas aboard the Twister of Central Command. Without connection and with intense lights invading your cabin, your only alternative is to destroy the ships that cross the tunnels of terror. Several levels and five different enemies alternate phases in a game with a breakneck pace in which you won’t have a minute of peace or it will be the end of you. Embark on this odyssey…
Chez Maxime is a management game released in Europe in 1983 on the Magnavox Odyssey.
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
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.
Moto-Crash + is a motorcycle racing game. The goal is to drive as far as possible within the time limit of three minutes. The game features 4 predefined circuits (selected with the keys 1 to 4 at the start of the game) plus one random circuit generated by the computer (selected with the 0 key). The conditions of each circuit change as the player progresses. The race starts during daytime; once the player drives 6 km the night falls; at 10 km, the road becomes wet; at 20 km, the road becomes snowy and at 30 km the road becomes icy. Changes in weather conditions are not only accompanied by graphical changes but also gameplay ones, as the motorcycle's adherence to the road changes. If the player drives 6 km in daytime or 4 km in nighttime in any weather condition without crashing the computer awards him or her a bonus time.
A math edutainment game, featuring the synthesized 'voice' capabilities of the Odyssey 2.
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!
For a normal ball action game, press 1, 2, 3 or 4 on the alpha-numeric keyboard for one, two, three or four players. For a slow motion game, press 5 for one player, press 6 for two players, press 7 for three players and press 8 for four players. Players 1 and 3 take turns using the right hand control unit. Players 2 and 4 alternate using the left hand control unit. To shoot, pull the joy stick back and release. The longer you hold the joy stick back, the greater the velocity of the ball. Audio beeps will indicate holding time. Push the action button to activate the flippers. Push the joy stick to the left to shift the flipper coverage to the left. Push right to shift flipper coverage to the right. Your game score will be automatically displayed at the far left of the scoreboard. Your bonus score will be displayed at the right side of the scoreboard. The bonus will automatically be added to you score at the end of each ball. The scoreboard will automatically show each player's score during the turn. 8,9 Roving Rebounds No effect on score. 1,2,3,4 Backfield Bonus Bumpers 4000 points each, disappear when hit. 6,7,10,11,12,13 Thumper Bumpers 100 points unless red, 500 points when red. 5 Bonus Box Scores randomly between 720 and 1350 each time hit. Bonus Bonus score is added to main score at end of each ball When bonus exceeds 5000 points, it is added to main score immediately; the bonus indicator is reset to 0 and the Backfield Bumpers 1, 2, 3 & 4 are restored and play continues. The winner is the player with the highest score for five balls. The scoreboard will automatically review each player's score at the end of the game. To play again, push RESET and then press the appropriate number on the alpha-numeric keyboard.
Released in Europe
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.
In Nightmare the player controls a visitor to a haunted mansion. The goal is to escape from it through a constantly moving hatch in the attic. His job will be made harder by the ghosts who are still lingering around the house. The player has to climb three floors to reach the attic, and there is one ghost for each floor.
Billiards game for the Odyssey 2. Includes 8 Ball and Rotation modes.