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.

31.12.1979

While the packaging promises "an electronic simulation so real you can even spike a shot", this is in fact a volleyball game which has a very loose interpretation of the standard rules. In fact, it can be described as a cross between volleyball and Pong: Each six-man team is separated by a large line, which the casual observer would interpret as the net. The line is open at the top, and this is the only place where the ball can pass through into the other court. While the ball is in your court, it can be passed as many times you want, and bounced against the "net" and the back of the court. As long as the ball doesn't touch the bottom of the screen, it is safe. The joystick moves the entire team in strict formation, and the ball passes through the players if they are held still, or bounced in the direction they are moving. A status display at the bottom of the screen writes out in clear text whether there is a serve change, a spike, scoring or otherwise.

31.12.1981

CONQUEST OF THE WORLD represents a significant departure from traditional game design. The components have been designed to provide you with a very realistic model of the real world to both electronically and graphically simulate strategic and tactical confrontation between world powers. Electronic land, sea and air forces can be deployed against each other in any combination and are totally dependent on supplies which are represented by energy units. The game board is a true-to-life model of the relationships between countries of the real world in the early 1980's. Forty-three countries have been divided into eleven "politectonic" or geo-political zones. Each country has been weighted with a power base figure that reflects its capability to persuade other nations to conform to its wishes - by diplomatic coercion or by direct military force. These figures are based on the formula created by Ray S. Cline, formerly Deputy Director of Intelligence for the C.I.A. Pp = (C+E+M)x(S+W) PERCEIVED POWER = (Critical Mass (Population + Territory) + Economic Capability + Military Capability) x (Strategic Purpose + National Will). Future shifts in world power and change in governments will - of course - make changes in these numeric weightings appropriate. Players can feel free to sustain realism by changing the numbers assigned to each country as life goes on. If you play other war games such as those published by Avalon Hill and SPI, you will find that the computer cartridge interfaces very effectively with them. The onscreen combats will generate much more excitement and realism than the usual dice provided to resolve conflicts. Onscreen energy units can be programmed into the computer to reflect the relative strength between different forces. The differential between the onscreen energy units at the end of each battle can also be applied to the combat results tables that come with these games. Conquest of the World is the first game of its kind, so be ready for many unusual features. Take the rules one step at a time and you will find it to be a fascinating game of endless challenge - which, once learned, is not at all difficult to explain to others. THE OBJECTIVE OF THE GAME is to lead your Homeland to world domination through negotiations, conquests and alliances. Each successful conquest and alliance you make will strengthen your country's power base. The country with the strongest power base at the end of the game is the winner.

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.

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31.12.2009

Play Tag is a tag game for one or two players. The object is to avoid being tagged by the other player; when it happens, the tagged player becomes the catcher.

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.

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.

31.12.1982

The second of the CSV Video-Traffic Games. 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.

31.12.1983

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.

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01.01.1981

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

31.12.1982

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.

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).

31.12.1984

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.

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