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.

31.12.1982

A shooting game featuring a Defender style left/right shooting ship. Enemies drift onto the screen with increasing speed, somewhat reminiscent of Geometry Wars.

31.12.1978

The computer is the dealer. The object of the game is to get a higher count of cards than the dealer, up to but not over 21. If a player draws cards with a point value over 21, the hand is a BUST, and he loses his bet to the dealer. If the dealer's goes BUST, he pays off each of the remaining players. A player may "draw" any number of cards until he reaches or exceeds a total of 21. The dealer must "draw" a card on 16 or less and "stick" with his hand on 17 or more. An ace counts as either 1 or 11 at the player's discretion. Kings, queens and jacks count as 10 each. All other cards count as their face value.

01.02.1981

MONKEY TAG! (1 or 2 players) Press 0 on the numeric section of the Odyssey2 keyboard. The screen will display four computer-controlled monkeys in a matrix of monkey bars. Two men appear at the lower right and left of the screen. They are activated by the hand controls. The object of the game is to tag as many monkeys as you can with your man - without getting tagged back. The left hand control maneuvers the man at the lower left of the screen. The right hand control activates the man at the lower right of the screen. Push the joystick to the right to make your man go to the right. Push the joystick to the left to make your man go to the left. Push the joystick forward and press the action button to make your man jump up to the next highest level of monkey bars. Push the joystick forward at an angle and press the action button to make your man jump on a diagonal. The men can only jump up one level of monkey bars at a time. One man can give the other a boost. If one jumps on the head of the other, he can reach the next highest level of monkey bars on his next jump. A man tags a monkey by catching it and pressing the action button. The tagged monkey will jump away in the direction the joystick is held at the instant the action button is pressed. If you catch a monkey and delay pressing the action button, the monkey will jump away without a tag being scored. Players score one point for every monkey tagged. The game score appears at the lower left of the screen. The highest score in a series of games appears just above the game score. If both hand controls are being used, the men play as a team and the score displays their total points. You are not competing with another player - you are competing with the computer. When a monkey is tagged, it will turn red and try to tag one of the men. If a man is tagged by a red monkey, he will freeze in position and is out of the game. The higher the game score, the longer the monkeys will stay red and the harder it will be for the men to avoid getting caught. A new game will start automatically when both men have been tagged by red monkeys. The monkey bars will be displayed in a completely different arrangement at the beginning of each new game. Every game automatically starts at the first skill level. When ten points have been scored, the computer will automatically change to the next highest skill level to provide greater challenge. The third skill level will be presented when 30 points have been scored. The monkeys stay red longer and are more difficult to evade with every increase in skill level. If you wish to play at the second skill level before scoring ten points, press the + key once. To play at the third skill level, press the + key twice. TAILSPIN! (1 or 2 players) Press RESET. Press 0 on the numeric section of the keyboard. Press R (for ROTATION) on the alphabet section of the keyboard. The monkey bars will rotate upwards to a new position every few seconds. This calls for a completely different playing strategy. You will have to anticipate the next position of the monkey bars and adjust your movement and timing accordingly. Press S (for STOP) on the alphabet section of the keyboard to stop the rotation of the monkey bars. You can start or stop the rotation of the monkey bars at any time during the game. SHUTEYE! (1 or 2 players) Press RESET. Press 0 on the numeric section of the keyboard. Press I (for INVISIBLE) on the alphabet section of the keyboard. The monkey bars will disappear. You are now playing blindfolded - but the monkeys are not. The monkey bars will reappear momentarily any time one of the men is falling. They will also reappear if one of the men stands on the head of the other. Press V (for VISIBLE) to make the monkey bars reappear. MONKEY CHESS! (3 players) Press RESET. Press 0 on the numeric section of the keyboard. You are now playing a new kind of chess against a grand master, the Great Monkey himself. He has twice as many pieces - but you have complete control of the board. It is the classic game turned inside out. Two of the players operate the hand controls. The third player tries to outwit the Great Monkey by changing the pattern of the chess board of monkey bars throughout the game! To remove a vertical monkey bar: Locate the bar by its letter and number coordinates. Press the number on the numeric section of the keyboard. Press the letter on the alphabet section of the keyboard. Press CLEAR. The vertical bar will disappear. To add a vertical monkey bar: Locate the coordinates for the position in which you wish to insert the monkey bar. Press the number. Press the letter. Press ENTER. To delete a horizontal monkey bar: Locate the bar by its letter and number coordinates. Press the letter. Press the number. Press CLEAR. To add a horizontal monkey bar: Locate the coordinates of the position in which you wish to place the horizontal monkey bar. Press the letter. Press the number. Press ENTER. In summary, pressing the letter first will affect horizontal bars. Pressing the number first will affect the vertical bars. The player controlling the keyboard masterminds the strategy it takes to beat the Great Monkey at his own game. "Ladders" can be built to help the men get quickly to any part of the screen. Ladders can also be "unbuilt" to prevent the monkeys from using them. "Cages" can be built to temporarily delay tagged monkeys from tagging the men. Hint: Pretend that the cage has a door and memorize its coordinates. One of the men tags a monkey and uses the joystick to release him into the cage. The player using the keyboard has already preset the "door" coordinates and is ready to press ENTER. The completely closed cage will delay a tagged red monkey from tagging one of the men. The player controlling the keyboard can also insert obstacle bars in the path of pursuing red monkeys. BANANAS! (For professionals only. 3 players.) Press RESET. Press 0 on the numeric section of the keyboard. Insert the keyboard entries for Tailspin, Shuteye and Monkey Chess is various combinations. You will be using all your firepower to confuse the monkeys and achieve high scores under very exotic conditions. The challenge range will escalate from utter confusion to total chaos! RECAP OF KEYBOARD ENTRY CODES: TAILSPIN! R (Rotate) S (Stop) SHUTEYE! I (Invisible) V (Visible) MONKEY CHESS! LETTER/NUMBER (Affects horizontal bar) NUMBER/LETTER (Affects vertical bar) ENTER (Adds bar) CLEAR (Deletes bar)

31.12.1981

In the year 213 B.C. the town of Syracuse in southern Sicily, was besieged by the troops of the Roman consul Marcellus. The battle lasted three years, giving Archimedes time to perfect his ingenious system for defending Syracuse. Archimedes' idea was to reflect the sun off a mirror onto the enemy ships. The sunlight reflected in this way would be concentrated enough to set fire to the Roman warships. Despite a heroic defense, the Romans won. As for Archimedes, he was so absorbed in a geometry problem when the Romans landed, that he was killed by a Roman soldier because he refused to answer his questions. With the Syracuse game you will be able to be part of this historic event as often as you like. So, to your joy-sticks ! And do not forget that the battle must start at sunrise and finish at sunset.

01.02.1981

Secret of the Pharaohs is a puzzle game for two players. Each player has to find the correct position of stones in the Pharaoh's pyramids. The screen is horizontally divided in the half, and the pyramids have four blocks in the lower layer (or higher for the top player), three in the middle and one at the top (or bottom for the top player). Each block has two possible positions for placing the stones, and after the players place them, a number will appear above (for the up player) or below (for the down player), showing how many of them are correctly placed. Players must then relocate the stones until all of them are placed correctly. When it is done, the higher (or lower) layer of blocks will be liberated. The player who first places all the stones correctly in all the layers wins.

31.12.1984

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.

31.12.1979

Football is one of the 12 original games that were shipped with the Magnavox Odyssey system. It runs on Cartridge No.3 and 4, and uses a game board field, american football tokens, yardage markers, a wide variety of game cards and an overlay.

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.

02.06.1979

The players are in the Battle Control Central at the heart of the United Planets Interstellar Galactic Empire. From there, they monitor the activity of the twin solar systems of Terien and Lorien, forty-three billion light years away. Their mission is to control to protect the planets of those solar systems from the invasion fleet with the remote controlled battle cruisers. They'll control their ships with the joystick and fire lasers with the action button. The invasion fleet will shoot the players and the planets as well. Shot planets will have their colors changed and will be conquered when their colors match the invaders ship's colors. If the players' ship is destroyed, a new one will be launched from one of the planets with their color. If there's no planet with their color, they'll have to wait until a planet's color change to theirs. If the players crash into planets with a color different than theirs, both the ship and the planet will be destroyed. Destroyed planets won't come back, but the central planet at each orbit is indestructible. Players can also hide their ships in their own planets, by landing on them. Planets with ships landed will blink. The winner is the player who first destroys ten enemy ships.

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.

31.12.1982

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.

01.10.1982

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

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.

01.02.1983

In Neutron Star the player controls a spaceship trying to defend a system of satellites from being hit by planet fragments cast by an explosion. The boulders must be collected by placing them in transport platform in front of the ship. Once the boulder is coupled, the player must move the ship toward a neutron star in the left edge of the screen. The neutron star exerts a magnetic force which will draw the ship into it. The ship must be moved carefully as it displays momentum. If the ship is drawn by the neutron star, it will be destroyed. Once close enough, the boulder can be released (by pressing the action button) and it will be drawn into the neutron star. The boulders can also be destroyed with rockets launched by the ship, but they are only available while the ship is not carrying any boulders.

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.

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01.01.1980

01.02.1982

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.

01.02.1978

As the name implies, this game simulates a casino slot machine. One to four players can place their bets in any of the three horizontal rows or the two diagonal rows. Bets placed can be of $0.10, $0.25 or $1.00.

31.12.2006

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).