Even though they pioneered home videogame consoles with the original Magnavox Odyssey, the company has to play some serious catch-up after the advent of programmable systems like the Channel F and VCS. The company had been purchased in 1974 by Dutch conglomerate Philips, who had some experience in making and selling video games themselves: Philips had made the Tele-Spiel PONG-type games, starting in 1975. The Magnavox response to Atari is a redesign of a dedicated video game console originally prototyped by the company in 1977, featuring 24 built-in games. Called the Odyssey²(O²), the system is re-tooled as a programmable machine and debuts for a suggested retail price of $199.95 in 1978. Seven game carts are available at launch, selling for $19.95. Packed into the box with the console is a cartridge containing three programs: the racing games Speedway! and Spin-Out!, along with the brain-teaser Crypto-Logic! Also sold for the console is Computer Intro, which teaches users the basics of assembler and machine language programming for the low, low price of $24.95.
The Philips Tele-Spiel PONG-type video game, ES-2201, 1975
Inside the O² is an Intel 4-bit 8048 CPU, running at 1.78 MHz. It is touted as The Ultimate Video Game System, mainly on the strength of its innovative, but ultimately under-utilized, 49 key alphanumeric membrane keyboard. Making things annoying for anyone who might want to use the flat keyboard for programing, it also flies in the face of a regular keyboard layout by not having the Return/Enter key in the normal place, but in a row above the alphabetic keys right next to the reset button. Still, the selling point of the keyboard forces Atari to release membrane keypad add-ons for their VCS for use with mathematical games and such. The O² falls short in other, more important categories; it has lower resolution graphics than the Atari VCS and only one audio channel, compared to its rival’s two. Another problem are the joysticks hardwired right into the machine, so that when the sticks wear out or break (which they often did), there is no choice but to take the whole contraption back to the dealer. This is later fixed in a remodelled Odyssey² with external joystick ports. The marketing strategy for the unit also leaves something to be desired. Unable or unwilling to heed lessons learned from the sales problems of their first Odyssey, distribution of the O² is again initially limited to authorized Magnavox dealers, severely limiting its sales potential. The system has fairly better luck in Europe, where Philips markets it as the Videopac G7000. In fact, two other Videopac models are produced for the European market, the G7200 featuring a built-in monitor, and the Videopac+ G7400 which is the equivalent of the mysterious Odyssey³ (see below).
Games for the Odyssey²/Videopac G7000, 1978-1980
Speedway! / Spin-Out! / Cryptologic! was the pack-in game for the Odyssey² video game system, 1978
Las Vegas Blackjack! was one of a very few cartridges that only used the membrane keyboard on the Odyssey 2 video game system, thereby putting direct focus on the most unique aspect of the console (1978)
Math-A-Magic! / Echo! was a launch title for the Odyssey 2 video game system, and Echo! was a direct translation of the electronic handheld game Simon, created by Ralph Baer, who also created the first Magnavox Odyssey game console! (Math-A-Magic et al released in 1978)
Aping a feature from the original Magnavox Odyssey, players of Odyssey 2 launch title Bowling! / Basketball! were able to apply "english" on balls in each game to curve its trajectory after releasing it (1978)
Like the Mattel Intellivision Major League Baseball, the Odyssey 2 launch title Baseball! had a full 9-player team at the disposal of players, although the O2 did it with only a 2K cartridge when the Inty version had a luxurious 4K to fit everything in (O2 Baseball! released in 1978)
Another game highlighting the unique membrane keyboard, Odyssey 2 launch title Matchmaker! / Logix! / Buzzword! used the concept of three popular puzzle games, retrospectively: Concentration, Mastermind and Hangman (1978)
No mamby-pamby BASIC programming with the launch title Computer Intro! for the Odyssey 2 video game console. This cartridge had you programming in hexadecimal Machine and Assembly language (1978)
Launch title Football! for the Odyssey 2 makes clever use of the membrane keyboard by allowing players to press a number (while shielding their hand from their human opponent) in order to select an offensive and defensive play (1978)
A launch title for the Odyssey 2, players had to exercise careful trigger discipline when playing the Armoured Encounter part.... each player only gets 20 shots per round. (1978)
Not a game for the European equivalent Videopac G7000, but a utility that put a teleprompter-style crawl of text on the screen... although it was used mostly by retailers putting prices and specials onto monitors (1978)
Released for the Videopac G7000, the Space Rendezvous portion of this cartridge was an extended version of the classic Atari arcade game Lunar Lander, where after landing safely on the surface they had to relaunch into space and dock with a moving mothership (1978)
Computer Programmer for the Videopac G7000 was a version of Computer Intro! sold on its equivalent North American console the Odyssey 2 (1979)
In Golf for the Videopac G7000, Duffers saw a bird's eye view of the course while playing on the fairway, and were treated to a zoomed-in view of the hole when they arrived on the green (1978)
Computer Golf! for the Odyssey 2 video game console was the North American version of Golf for the Videopac G7000 (1978)
In an excellent synergy between arcade action and math lessons, in Playschool Maths for the Videopace G7000, players moved their characters around the screen trying to "catch" the answer to a provided equation (1979)
Gunfighter for the Videopac G7000 was another riff on the classic Midway arcade game Gun Fight / Boot Hill. It was also released in North America as Showdown in 2100 A.D. (1979)
I've Got Your Number! for the Odyssey 2 is the exact same game as Playschool Maths for the Videopac G7000 (I've Got Your Number released in 1979)
Showdown in 2100 A.D., a riff on the Midway arcade game Gun Fight / Boot Hill, was also released for the Videopac G7000 as Gunfighter (Showdown in 2100 A.D. released in 1979)
Take the Money and Run for the Odyssey 2 was not, as you might expect, a bank robbing game like Lock 'n Chase. Instead, it has a bizarre SF plot where the gamer is trapped in a maze of economic hazards and forced to grow their capital to 1 million dollars to escape (1979)
Invaders from Hyperspace! for the Odyssey 2 video game console tasks players with painting planets with their laser to their colour, while an alien race does the same thing with their colour (1979)
Alpine Skiing for the Odyssey 2 adjusted player velocity depending how their skis were angled, and featured a generative algorithm that could randomly generate over 195,000 completely different courses (1979)
Dynasty for the Odyssey 2 game console was a version of Reversi /Othello/Go that allowed for handicaps by allowing separate move timers for each player (1979)
The game Hockey! / Soccer! for the Odyssey 2 video game console uses the same codebase for each sport, but adjusts one thing: the friction of the ball/puck when struck (1979)
War of Nerves, programmed by Ed Averett for the Odyssey 2, is widely considered the first real-time strategy game released on any video game system (1979)
The two games on the Out of This World! / Helicopter Rescue! cartridge for the Odyssey 2 were split off and sold separately in Europe for the Videopac G7000 (1979)
In Cosmic Conflict! for the Odyssey 2, programmer Ed Averette created a stunning graphics showcase using the limited memory available on the console: a first-person, cockpit view space combat simulator (1979)
Samurai for the Videopac G7000 was the European version of Othello/Reversi/Go game Dynasty! for the Odyssey 2 (1979)
Made exclusively for the European and Brazilian markets, Depth Charge / Marksman is a puzzle game and a first-person shooting gallery, retrospectively (1979)
Chinese Logic for the Videopac G7000 was the European version of Dynasty!, a Reversi/Othello/Go style game for the console (1980)
Laser War for the Videopac G7000 was the European version of Invaders from Hyperspace! for the Odyssey 2 video game console (1980)
Yes, in 1980 Philips was selling a version of Tic-Tac-Toe (Naughts and Crosses) for the Videopac G7000 console... although with a twist: If you come to the nearly inevitable tie in the game, you can click on a square to reclaim it and place it somewhere else, keeping the game alive (1980)
In a flagrant betrayal of standard pinball operating procedure, Flipper for the Videopac G7000 allowed players to move their two flippers left and right along the bottom of the screen, catching balls that might drain down the centre hole (1980)
Thunderball! for the Odyssey 2 video game console and Flipper for the Videopac G7000 were identical games (1980)
Volleyball! for the Odyssey 2 console took many liberties with the sports game of the same name. moving the 6-player teams as a whole, allowing infinite passes among the players instead of only three touches in the real sport, and a solid wall with only a small break to send the ball over to the other team (1980)
Programmer Ed Averette does an admirable job translating the relatively passive game of Pachinko for the Odyssey 2 video game console, adding interactive obstacles and the chance to send your balls back into play with a jab of an "Energizer" (1980)
Blockout! and Breakdown! for the Odyssey 2 video game console are both variations on the Breakout theme, adding the twist of a multiplayer component where a 2nd player controls on screen daemons that can rebuild the wall (1980)
Pocket Billiards! for the Odyssey 2 takes some big liberties with the game of pool to fit the confines of the console, but does provide 360 degree control of the cue stick when making a shot (1980)
In the great tradition of video games, Alien Invaders - Plus! for the Odyssey 2 console is a clone of a popular game, namely Space Invaders. It adds a twist though, allowing a tiny pilot to escape his ship, escape to a bunker and then rebuild a new one to continue the fight! (1980)
Musician for the Videopac G7000 came bundled with a piano keyboard overlay to be placed over the console's membrane keyboard, although users have to transcribe their musical creations using pen and paper since there is no saving mechanism included (1980)
Hitting the jackpot in Casino Slot Machine! for the Odyssey 2 is more of a punishment than a reward, as the game pays out your money, a single coin at a time, with agonizing slowness (1980)
Electronic Table Soccer! for the Odyssey 2 is a version of Foosball, where players control different zones of men through specific joystick positioning (1980)
The family unit enjoys the video game unit, 1980
A colourful congrats! greets buyers of the O2 in the console manual, 1980
The Videopac G7000 game system, as sold in the Autumn/Winter Argos catalogue (UK), 1983
Odyssey²: Designing Couple
Magnavox hardware engineer Sam Overton creates most of the initial game titles for the O², including passes at most of the staple sports games like football, basketball and golf. However, North American Philips (NAP) decides that video games aren’t such a great way to sell television sets, and six months after the launch of the Odyssey² pulls the plug on the Game Group in an overture to pulling the machine off the market completely. Ed Averett is an electrical engineer and sales representative at Intel, supplier of chips for the Odyssey². When he hears that the system might be cancelled, he convinces his employer that keeping the O² afloat will also keep open an avenue to sell Intel chips. Thus, Averett starts making games for the console from his home in Chattanooga, Tennessee as a freelance developer, along with his wife Linda, also an electrical engineer. They create about half of the 50 games eventually produced by Magnavox, receiving a royalty for each cartridge sold in lieu of a salary. The Averetts face some extremely limiting technical confines developing for the O², such as a measly 2K of ROM available in each cartridge. The “Challenger Series” line of games bumps this up with 4K carts, but they still fill up fast. With Ed designing the games while his wife programs, they crank out each game in about three months, amounting to some of the most creative home video games of the era. One of the Averetts’ creations becomes the crux on which the O² rises, only to eventually drop into oblivion.
Ed and Linda Averett, circa 1982
Averetts and Associates
O2 game designer Ed Averett speaking at CGE 2014, Las Vegas
Sam Overton, circa 1982
K.C. Munchkin magazine ad, 1981
Box, K.C. Munchkin, 1981
K.C. Munchkin playfield, 1981
Odyssey²: The Krazy Chase
K.C. Munchkin! is created to capitalize on the immense success of arcade wunderkind Pac-Man, with the title of the game being a clever take on the name of NAP’s head of the Consumer Electronics Division, Kenneth Charles Meinken, Jr.. As Ed Averett is completing the game, Mike Staup, head of home game development at NAP, investigates the possibility of obtaining a home video game licence of Pac-Man for the O². Finding the rights unavailable, NAP feels that the gameplay is safely different from Pac-Man to avoid a lawsuit against its own game, although it does tell Averett to change some aspects to further distance the game from the arcade hit, such as changing the colour of the main character from yellow to blue. The company also forbids any reference to Pac-Man in marketing materials… although retailers can’t help name-dropping the arcade sensation in their advertisements for Magnavox’s game. NAP releases K.C. Munchkin! in 1981, and it rapidly becomes the O²‘s killer game, causing people to buy the system just to play it. And play the game they do: in its first two months on the market, K.C. Munchkin! outdoes the sales figures of every other O² game combined, including some that have been on the market two years. The popular game features such enhancements to the Pac-Man formula as pellets that move around the maze, and a rotating monster cage…. as well as the ability for users to build their own mazes.
Magnavox president Kenneth C. Meinken, also namesake of K.C. Munchkin, 1980
Mike Staup of Magnavox on the cover of Video magazine (inset), 1979
Cover of instructions for K.C. Munchkin, 1981. How many munchies?
K.C. Munchkin game manual. Know your munchies from your munchers: Page 2-3, 1981
K.C. Munchkin game manual, 1981. It's a joystick. You move the stick around! pgs. 4-5
K.C. Munchkin instructions, pgs. 6-7: How to score, 1981
K.C. Munchkin game manual, 1981. Make your own mazes: pgs. 10-11
K.C. Munchkin game manual, 1981. More maze making: pgs. 12-13
A myriad of mazes! Pgs. 8-9 of the K.C. Munchkin instructions, 1981
Some final words on crafting your mazes: pgs. 14-15 of the K.C. Munchkin instructions, 1981
Midway, owning the Pac-Man arcade rights, and Atari, owning the home video game rights and releasing its inferior version that same year, are not amused. The resulting flurry of litigation is enough to have people following the case snapping their necks back and forth as if watching a particularly intense rally in PONG. In November of 1981 Atari and Midway sue Magnavox and NAP over copyright infringement and unfair competition via the Illinois Uniform Deceptive Trade Practices Act, seeking an injunction to prevent the sale of K.C. Munchkin over the crucial Christmas season.
In the maze with Pac-Man
K.C. Munchkin playfield, 1981
Pac-Man, a home video game by Atari 1981
While not successful at that time, a judge eventually agrees that the graphic elements of Munchkin are close enough to infringe on Atari’s licence, and sales of Averett’s game are halted. NAP then appeals to a Chicago district court, where Judge George N. Leighton rules that the different facial features separate the games enough, along with K.C.‘s moving maze as opposed to the static landscape of Pac-Man. He allows a temporary stay on the previous decision, and sales of Munchkin resume. Finally, this stay is challenged by Atari and Midway and overturned in 1982 in a Chicago federal appeals court which focuses on the visual similarities between the two games. Such aspects as both characters having a wedge for a mouth, similar sounds that play as they gobble the dots in the maze, and how both disappear when eaten themselves are focused on, as opposed to the overall gameplay. The court rules that while the games are not entirely identical, “K.C. Munchkin captures the ‘total concept and feel’ of and is substantially similar to PAC-MAN.” It also doesn’t help that the Plaintiffs produce plenty of examples of retailer newspaper ads and store sales staff referring to K.C. Munchkin as “like Pac-Man” and “Odyssey’s Pac-Man“.
Retail ad comparing Magnavox’s K.C. Munchkin to Pac-Man, 1981
Retail ad comparing Magnavox’s K.C. Munchkin to Pac-Man, 1981
Retail ad comparing Magnavox’s K.C. Munchkin to Pac-Man, 1981
Of course, NAP has no real control over this type of independent promotion, and had specifically forbid such claims in advertisements for their game, but it still goes a way to show damage for the plaintiffs. NAP attempts to take the matter up with the U.S. Supreme Court, who refuse to hear the case. With an injunction in place, NAP can sell remaining stock in stores, but must notify dealers that no further orders can be made for their best-selling game, and the O² never really recovers from the loss. As for which version is better, it’s certainly debatable. On a basic level, for a game dedicated to eating things, Pac-Man has an entire maze full of dots to munch on, so it’s arguably more satisfying. Then again, K.C.‘s quarry personifies “fast food”.
Revenge is a dish best served with green trees. K.C.’s Krazy Chase!, 1982
Averett strikes back in October 1982 with the utterly amazing K.C.’s Krazy Chase!, with our intrepid K.C. rolling through a forested maze trying to eat the tail of a creature called a “Dratapillar”…a thinly disguised poke at Atari. Smaller legged creatures called “Drats” also chase the titular character around. While being a debut action game for The Voice speech attachment (see below), and easily one of the most graphically complex and enjoyable games of the pre-1980 home videogames, K.C. Munchkin! comes too late to save the O².
K.C. gets some tail in the sequel K.C.s Krazy Chase
Click the button to play K.C.’s Krazy Chase on the O²
Great article! Some nice nuggets of info I have never read anywhere else. I have fond memories of the Dawn of Gaming, back when everything was pretty much “new to the world,” and most kids would pretty much shit themselves at the sight of each and every incremental advance of technology. Back in ’81-’82 I had a 2600 at the same time I owned an O2. The 2600 won out 90% of the time but certain games were pretty sick on the O2 (K.C. Munchkin, UFO). No exaggeration, this was an incredibly fascinating time for a kid growing up!
The O2 is definitely a fascinating console. I remember thinking of the amazing potential a keyboard would bring for immersive games… although Magnavox failed to sell that potential until the later gameboard hybrid games, and by then we had all moved on to next wave consoles.
Great article! Some nice nuggets of info I have never read anywhere else. I have fond memories of the Dawn of Gaming, back when everything was pretty much “new to the world,” and most kids would pretty much shit themselves at the sight of each and every incremental advance of technology. Back in ’81-’82 I had a 2600 at the same time I owned an O2. The 2600 won out 90% of the time but certain games were pretty sick on the O2 (K.C. Munchkin, UFO). No exaggeration, this was an incredibly fascinating time for a kid growing up!
The O2 is definitely a fascinating console. I remember thinking of the amazing potential a keyboard would bring for immersive games… although Magnavox failed to sell that potential until the later gameboard hybrid games, and by then we had all moved on to next wave consoles.