| Odyssey/Videopac FAQ
Back in the early 1970s, Magnavox was an innovator in the home video game industry. They succeeded in bringing the first home video game, the Odyssey 1, onto the market in January, 1972. It reportedly sold over 100,000 units that year; systems sold for about $100. Compared to later 8-bit and 16-bit videogames, the Oydssey 1 was extremely primitive. The system could only display black and white blocks, moving dots and plain straight lines. It was unable to keep score, have any background graphics, nor did it have sound effects. It was soon followed by a few of later models, each with a few small technological improvements and game variaitions. Much more information is available on this topic, and can be found in Shaun "Loomis" Gegan's comprehensive Maganavox Odyssey 1 FAQ. This FAQ is available at http://www.digitpress.com/faq/odyssey1.txt Shaun Gegan can be contacted at: loomis@neo.lrun.com In 1974, Magnavox joined forces with Philips Electronics, the high tech company giant responsible for such innovations as the compact disc. Together, these two companies became Philips Consumer Electronics. They are headquartered in Knoxville, Tennessee, and their homepage is at: http://www.philipsmagnavox.com/index.html In 1978 Magnavox, now a subsidiary of North American Philips, released a totally new game system for the home market: The Odyssey^2. The original Odyssey had a number of removable circuit cards that altered the 'pong'-like gameplay in order to increase the gameplay options, but the Odyssey^2 took a great leap forward by being designed to play programmable 2K ROM (read-only memory) game cartridges ; With this innovation, each game could be a completely unique experience, with its own background graphics, foreground graphics, gameplay, scoring and music. The potential was enormous, as an unlimited number of games could be individually purchased; a game player could purchase a library of videogames tailored to his or her own interest. Unlike any other system at that time, the Odyssey^2 included a full alpha-numeric touchpad keyboard, which was to be used for educational games, selecting options or programming. In Europe, this system was sold as the Philips G7000 Videopac computer. The Odyssey^2 used the standard joystick design of the 1970s and 80s: A moderately sized black joystick, held in the left hand, with an eight way joystick that was manipulated with the right hand. In the upper corner of the joystick was an 'Action' button. Even three or four years later, with Atari, Intellivision, and a number of third party companies producing hardware, many people still felt that the Odyssey^2 joystick was the best of the lot. It sold moderately well in the US, and in Europe and Brazil did very well. In 1977 Atari introduced its own programable home video system, the VCS 2600, and they had a much better marketing campaign. Whoever was running their business, they knew what they were doing, and in a short period of time they had more games available, each with more options than the Odyssey^2. By 1981, Atari sales had grown in leaps and bounds beyond the Odyssey. Nevertheless, Magnavox still supported its system, and the programmers made steady improvements in gameplay and graphics. Even without massive third party support, eventually (by 1983) over a million Odyssey^2 units were sold in the US alone. For quite some time, Odyssey^2 fans griped that there was no third party support, thus keeping the number of new games very limited. Unbeknownst to American gamers, the success of the Philips G7000 Videopac overseas led to two other companies producing games for it: Parker Brothers released Popeye, Frogger, Q*Bert and Super Cobra, while Imagic released outstanding versions of their hit games Demon Attack and Atlantic. Finally, in 1983 the two Imagic games were brought to the states; "Demon Attack" and "Atlantis". These became strong sellers for the Odyssey^2. At the time of their release, the original games available for the Odyssey^2 were nothing short of remarkable. Its hard to estimate how many gamers with a love for racing spent their weekend with "Speedway!/Spin-Out!/Crypto-Logic!". The roar of the motors, and high speed chases and tight turns! The explosive crashes! Yes sir, those were hours well spent. Beyond racing, friends could spend all night working against world peace by destroying each other's tanks, planes and subs with "Sub Chase!/Armored Encounter!". And with "Bowling/Basketball!" all the Odyssey^2 owners could...well, get bored. That one sucked. In an innovation that wasn't matched for years on any other system was the special cartridge "Computer Intro!". Not a game at all, this was actually a system that allowed you to learn assembly language, with the huge instruction book provided; you could actually program the Odyssey^2! While few people had the patience to work with this, for those who did it was a learning experience that they treasure forever. Among the initial games were a lot of average quality sports simulations, such as Baseball, Football and Hockey/Soccer. That last one was especially special, as when a puck was just in between two opposing players, they would turn and bang their sticks at each other in a raucous fight. It does seem likely that this was more of a programming flaw than an intended feature, but it sure added charm to the game. In later years, Mattel released some really outstanding sports games for the Atari 2600, which surpassed anything previously seen on the Atari 2600, the Odyssey^2 or Bally Astrovision. Unfortunately, the people at Maganzov evidently didn't think that the Odyssey^2 could handle games of this complexity, or didn't think that such games would be profitable. That's too bad, because a large number of videogame buyers were also sports fans; When they saw that the Mattel's Atari games far surpassed those available on the Odyssey^2, it gave the O^2 a black eye, and probably was one of the factors that caused the O^2 to lose its market share. What really brought people to love the system were the expanded memory Challenger series games, which were now doubled to 4k ROM. "U.F.O.!" was more or less the Odyssey^2 version of Asteroids, and it _rocked_. Unlike the Atari 2600, the Odyssey^2 could have up to 16 objects moving around the screen at once, so there was never any of that terribly annoying Atari-flicker which made so many of their on-screen characters look like see-through ghosts. Nowhere was the Odyssey advantage in this respect more obvious than "U.F.O!". Another strong entry in this series was "Freedom Fighter", modeled after the arcade hit "Defender". The home version of "Defender for the Atari 2600 had great playability, but terrible on-screen flicker. The Odyssey^2 clone had bigger characters, no flicker, and smoother game play, and in these respects was superior. On the other hand, the Atari version had the landscape and viewer, and this gave the feeling of flying over a vast terrain, a feeling that was completely lacking in the O^2 version. When it came to making original games, few could forget the adorable animation of the monkeys climbing around the monkey-bars in "Monkeyshines!". And when it came to making clones, no one came closer to the arcade's Pac-Man than the Odyssey^2 classic "K. C. Munchkin". Unlike the - let's face it - incredibly ugly version of Pac-Man that Atari foisted upon its gamers, "K.C. Munchkin" had huge, brightly colored monsters, with fine animation, and not a trace of that 'Atari-flicker' that plagued Pac-Man. Unfortunately, Magnavox came a bit _too_ close, and their game was ruled to be a patent infringement on Atari's rights; Magnavox was forced to withdraw K.C. from the shelves. Of course, soon after Magnavox released its first ever sequel game "K. C.'s Krazy Chase", which had the original K.C. tumbling around in a similar maze, but with all new gameplay, as K.C. had to face off against the dreaded "Dratapillar". Its hard to explain the game if you have never seen it, but if you let Pac-Man loose in 'Centipede' you'd come close to imagining it. One of the strongest points of the system was its excellent speech synthesis unit, which was released as an add-on for speech, music, and sound-effects enhancement. Compared to the similar systems that were later released for the Atari 2600 and Mattel Intellivision, the "Voice of Odyssey^2" was far and away the superior product. The area that the Odyssey^2 may well be best remembered for was its pioneering fusion of board and video-games: The Master Strategy Series. The first game released was the instant classic "The Quest for the Rings!", with gameplay somewhat similar to Dungeons and Dragons, and a storyline reminiscent of J.R.R. Tolkien's "The Lord of the Rings". In my mind, there was nothing that could hold a candle to this game. Near the end of its commercial lifespan, the programmers at Magnavox finally seemed to come to learn how to wring more power out of the machine, and they released games such as "Attack of the Timework!" , "Turtles", "Killer Bees" and "Power Lords". All of these games exhibited higher detailed graphics, fast and exciting gameplay, and good design. Imagic even released an Odyssey^2 version of Atlantis that captured all of the charm and most of the graphics of the Atari 2600 version. While Odyssey^2 owners were saddened to see the system eventually lose its place in the videogame market, it is good that it went out on such a high note. Actually, this wasn't quite the end of the story, as there was an Odyssey^3. Yes, it actually was released in Europe as the Philips G7400. To get the story on this, check out my Odyssey^2/Odyssey^3 FAQ Happy gaming! Robert D. Kaiser ********** ********** ********** Magnavox's Odyssey^2 was a popular American videogame console, sold in the United States from 1978 to 1983. It never was quite as popular as the Atari 2600 or Mattel's Intellivision, but it did sell more units that the GCE Vectrex, Bally Astrocade, Emerson Arcadia 2001, Fairchild Channel F or the RCA System II. It is less well known that the Odyssey^2 was even more popular in Europe, where it was marketed by Magnavox's parent company, Philips Electronics. In Europe (and in other parts of the world as well) the Odyssey^2 was sold as the Philips G7000 Videopac console. In France, it was known as the Philips C52. In Brazil it was known simply as the Odyssey, because the original Odyssey, a pong-like videogame, was never released in Brazil. Around 1983, the videogame market began to contract, which ended in the infamous videogame 'crash' of 1984. In this time period the Odyssey^2 totally lost its remaining market share to the next generation 8 bit videogames like the Colecovision, Atari 5200, and the 8 bit Nintendo Entertainment System. In order to compete, North American Philips/Magnavox developed their own next generation 8 bit system, code named the Odyssey^3. Later press releases revealed that it would be termed the Command Center. The Odyssey^3 Command Center was to have 16k ROM, 16k RAM, and a capacity for detailed background and foreground graphics. The keyboard was redesigned to have more keys, and a real computer keyboard was added in place of the Odyssey^2's flat plastic membrane. There was a built in joystick holder, so that one person could use both joysticks at once, for arcade style games. The unit also had two planned accessories: A voice synthesizer and a 300 baud modem. The Odyssey^3 Command Center was hyped to the press, and previewed at the 1983 Consumer Electronics show. It never was released. For years, American classic videogame collectors searched for prototypes of this unit. In time, the Odyssey^3 became known as vaporware. It became a 'holy grail' of classic game collecting among those videogame collectors who knew that a few prototypes really existed. In 1995 I believe I became the first American game collector to discover that Philips had indeed released the Odyssey^3 ! It was only sold for a limited time in 1983, and only 16 cartridges were ever made for it - but it did exist! It was sold only in Europe, and was dubbed the Philips Videopac + G7400. The Videopac + console had almost exactly the same internal hardware as the American Odyssey^3 prototype, but externally it was very different. The keyboard did indeed have extra keys, but a flat plastic membrane keyboard was used instead of a real keys to save costs. Also, there was no built in joystick holder. The Philips Videopac + G7400 could play four types of cartridges. (1) All the standard Odyssey^2 / Philips G7000 cartridges. The backward compatibility would ensure that many Odyssey owners would upgrade to this system and still be able to use all their old games. (2) A series of remakes, in which popular Odyssey^2/Philips G7000 games were re-released with high resolution, beautifully rendered background graphics, similar in quality to what one would see on a Colecovision. If these game were played on a regular Odyssey^2/Philips G7000 the game would play just like the classic version, but the high-res background graphics would not be visible. (3) A series of totally new Odyssey games. These had standard Odyssey foreground graphics but also had high resolution background graphics. If these game were played on a regular Odyssey^2/Philips G7000 the game would play correctly, but the high-res background graphics would not be visible. (4) A series of totally new Odyssey^3/Philips G7400 only games that could only be played on the Odyssey^3 or G7400. These games not only had hi-res background graphics, but they had hi-res foreground graphics, scrolling screens, multiple screens and the ability for more complex gameplay. Only four such games were ever made: Norseman, Helicopter Rescue, Trans-American Ralley and the Home Computer Module. Rarity: C = Common, U = Uncommon, R = Rare, ER = Extremely rare, UR = Ultra Rare, P = Only exists as confirmed prototype, NR = Never released/No known prototypes. Games in this category may have been advertised, or just planned, but apprently never even made it to the prototype stage. ***************************************************************** Model number / name Rarity Atari 2600 Pink Panther P In the dying days of the Odyssey 2, North American Philips tried to branch out into producing games for other systems. They were to release these games under the "Probe 2000" label. Probe 2000 planned to release four games on the Atari 2600: Pink Panther, Power Lords, War Room, and Lord of the Dungeon. Of these, only Pink Panther has been found. (Perhaps this is what people viewed at the Consumer Electronics Show, and mistook for an Odyssey^2 version?) Collector Steve Averitt owns the only known prototype of this game, and he wrote a review of it for the newsletter "The 2600 Connection." The review, with screenshots, is available on its website. GE7710 Odyssey^3 Command Center P ***************************************************************** War Room R This was the only Odyssey game that ever made it to the Colecovision market.
It was sold under the label 'Probe 2000'. ***************************************************************** Model number / name Rarity ***************************************************************** Model number / name Rarity ***************************************************************** In the following list, if there is a '+' sign next to the Videopac number, then this means that there was a '+' version of this game released. Videopac number / name Rarity (followed by name of American version.) ***************************************************************** These games were only released in France; All of these are UR. Syracuse - A ricochot" game. You must catch sunrays (dots) with a mirror and
"shoot" them at a certain angle to a city to destroy the houses. Robert D. Kaiser kaiser@biosys.net , kaiser@physiology.pnb.sunysb.edu Thanks goes out to: William and K. Cassidy kcassidy@zoomnet.netJerry Greiner jerryg@hevanet.com W. Jayson Hill jlhill@ix.netcom.com Keita Iida keita@mindspring.com Marco Kerstens m.kerstens@bw.kun.nl H. Danny Oosterhoff danny@ad1.mey.nl Hans Reutter reutter@coil.com |