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.
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.
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.
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.
Space invaders type game for the Odyssey 2. When your ship was hit you continued as as a guy and could convert one of the shields into another ship.
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
Clive Junior's latest invention went terribly wrong! It exploded and all kinds of parts are flying across the room! Your goal is clear and simple: Avoid the debris while running around and picking up parts to gain points!
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.
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.
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.
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.
51 Terrahawks is shoot em up game for Philips Videopac G7000
Trans American Rally is a racing game released in 1983. It is avaliable only for the Odyssey Videopac +.
This is some sort of a capture the flag game. Instead of a flag, the object is to capture the enemy general. Two armies share the screen, the Army of Northwestonia in the upper left corner and the Army of Southeasternia in the lower right corner. The players control the general of the army with the joystick. The robots in each army are controlled by the computer, and their mission is to capture the enemy general.
The Beebots from the insect civilization of BEM are invading the Earth, protected by swarms of Killer Bees, and it's up to a swarm of white bees to stop them. The player control the white bees swarm, trying to kill the Beebots by flying over them and stinging them. The longer the swarm flies over a Beebot, the slower it moves, until it finally stops and dies. When a Beebot dies, a grave marker will be raised in its place, making the movement of the remaining Beebots more difficult. The red Beebots move clockwise, the blue ones move counterclockwise.
Stone Sling is the 20th official game released by Philips for the Videopac console. In the United States, it was sold under the title Smithereens! for the Magnavox Odyssey² console. The game allows for two player simultaneous gameplay where both players have a fortress as well as a catapult used to fire each other. With each hit the fortress' size decreases by a bit. However, sometimes if your aim is off, the catapult will miss the fortress and instead hit one of the opposing soldiers. Like other Videopac games, Stone Sling could not compete against Atari games, though the game did do well in Europe and Brazil.
The player has to move a sequence of numbers (9 to 0) from the point A of a pattern of lines to point D (or B in the variations). The numbers must be placed in point D in the same descending order. There are two other points to which the numbers can be moved, B and C. If one or more numbers are parked in one of the points, the player can only additionally move to that point numbers which are lower than the last one already parked. The numbers can be moved one by one only and to do so the player has to type the letter of origin and then type the destiny letter. Moves can be undone by pressing the "clear" key. The computer keeps track of the time elapsed and the number of moves made by the player, also showing the minimum amount of moves to solve the puzzle. There are 9 other possible variations, with the difference of having the way to point D blocked and different amounts of numbers to move. Those variations can be selected by pressing "reset" and the desired number, as follows: one figure - minimum number of moves: 1 two figures - minimum number of moves: 3 three figures - minimum number of moves: 7 four figures - minimum number of moves: 15 five figures - minimum number of moves: 31 six figures - minimum number of moves: 63 seven figures - minimum number of moves: 127 eight figures - minimum number of moves: 255 nine figures - minimum number of moves: 511