Magnavox Odyssey Manual

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A Total Play and Learning Experience For Atl

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GRM€ ELEfiRONI( ODY''EY-T}IE OFT}I€FUTURE by and to learn is nowyoursand yourfamily'sto enjoy,to be fascinated ODYSSEY from.Let us tell yousomething aboutit. . . . gamesimulator is an electronic thateasilyattachesto any 18to 25inch ODYSSEY (Seepages4-6to seejust howeasy (diagonal)television-either coloror monochrome. you'renotjust a spectator! you participate in television, it reallyis!).WithODYSSEY of the challenge The excitingcasinoactionof MonteCarlo,the thrillsof Wimbledon, s k it r a i l s - c a na l l b e d u p l i c a t erdi g h ti n y o u ro w nl i v i n gr o o m . teachingaid,too! And,it'san electronic is thought,actionand reaction. ODYSSEY It can helpyourchildlearnnumbers, letters,geography-even abstractthinking! makeslearningfun.ODYSSEY is trulya totalplayand learning Bestof all,ODYSSEY experience for the entirefamily. a leaderin the fieldof qualityelectronics ODYSSEY.. . fromMAGNAVOX, for oversixtyyears. instructions Pleasecarefullyreadthe installation on the followingpagesto insure we you to yourtelevision, ease.Once haveconnected completeoperating ODYSSEY "Table game (page play Tennis" 10),as it is the basicODYSSEY suggestyou first Havefunl designed to acquaintyou withthe controls.

TRBLE OF(ONT€NT' INSTALLATION INSTRUCTIONS GAMERULES MasterControlUnit.. Batteries, ChannelSwitch and the External PowerJack,.

Page 4

Page .....10-11 . .11-12

TablT eennis...... Tennis

4

Football

..13-18

Connection of PlayerControls

4

Hockey

..19-20

Connection of GameCord.. AntennaGameSwitchConnection. ,...

4

ski....

..21-22

Adjusting Television Inserting GameCard

b

The PlayerControlUnits..

Submarine C a ta n dM o u s e

23 ... 24

b

H a u n t eHd o u s e

........25-26

7

Analogic

........27-28

ResetButton

7

Roulette

..

HorizontalControl VerticalControl

7

States

7

SimonSays..

EnglishControl

7 n

Learning to Play Caringfor yourODYSSEY @The Magnavox Company '1972

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. . .32-33 .........34 ......35

PerformanceCheckList... A d d i t i o n aGl a m e sa n d G a m eM a t e r i a l s. . . . . . . . 3 5 Warranty

Overlays

....29-31

Out-of-WarrantyService

.........35 ........35


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TO KNOWYOURODYSSEY GETTING

Your master control unit . . . is the heartof Odyssey.lt contains all the electronicsnecessary to playthe manygamesprovided. It performs muchlike a televisionstationsendingsignals to yourtelevisionreceiver. Batteries. . . are usedto poweryourOdyssey.Removethe lid on the batterycompartment by slidingthe fastenersin the directionthe arrowspoint.Placethe six C cell batteries(includedwith your Odyssey) in the batteryholder,as shown.

EXTERNAL POWER JACK

A channel switch . . . is providedinsidethe batterycompartment to selecteitherChannel3 or Channel4. Thisswitchis normally set at the factoryto the Channel3 position.lf a televisionstationis operatingon Channel3 in yourarea,movethe switchto the Channel4 position. Forfuturereference, indicateherethe channelbeingusedfor Odyssey: The externalpower jack . . . may be usedto connectan optional 9-voltexternalpowersupplyadapterto yourunit insteadof using batteries. This adaptermay be purchasedat yourlocal dealer.

PLAYER1 CONTROL UNIT ACCESSORY

CONNECTING THEPLAYER CONTROL CABLESAND THE GAMECORD Plugthe PlayerControlunitcablesintothe MasterControlUnit as illustrated. The two PlayerControlUnitsare identical;however, the PlayerControlUnitconnectedto the PLAYER1 socketwill be calledPlayerControlUnitNumber1 and the one connectedto the PLAYER2 socketwill be calledPlayerControlUnitNumber2.

The GAMECORDis usedto connectthe MasterControlUnitto theANTENNA-GAME SWITCH.Insertoneendof the GAMECORDinto the socketmarkedGAMECORDon the MasterControlUnit. The otherend plugsintothe socketon the top of the ANTENNA-GAME SWITCHmarkedGAMECORD.


G A M EC O B D

ANTENNA. CONNECTING GAMESWITCH to The ANTENNA-GAME SWITCHis providedas a convenience allowyou to selecteitherOdysseyor regulartelevisionviewing, Afterits initial withouthavingto disturbyourantennaconnections. you merelymovethe slideswitchto eitherthe GAME installation, positionfor ODYSSEY. . . or to the TV positionfor televisionviewing.

GAME E

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"hanging"the for conveniently MOUNTING HOOKSare provided ANTENNA-GAME SWITCHon the back of yourtelevision.Normally of the ANTENNA-GAME onlyone hookin the centeropenings SWITCHwill be sufficient. Afterinstalling the hook,insert the end throughone of the ventilating holeson the backol your television nearthe antennaconnections.

I

MOUNTINH GO O K S

JUMPER PLATES

U H F A N T E N N AW I R E

( r Fu s E D )

J U M P E RP L A T E S

SCREW ON CONNECTOR

VHF ANTENNA WIRE (IF USED)

Locatethe VHFantennaterminalson the back of yourtelevision. Disconnect the VHFantennacable(if thereis one);and connectit to Connect as shownin the illustration. theANTENNA-GAME SWITCH, SWITCHto the VHF-300 the leadfromthe ANTENNA-GAME The ANTENNA-GAME SWITCHis now permanently terminals. (WhenchangingfromGAMEto TV,make connectedto yourtelevision. certainthe slideswitchis movedto the extremeposition;do not leaveit in the middle,as you will not haveproperoperation.) may be purchasedat your SWITCHES AdditionalANTENNA-GAME local Magnavoxdealer,so you may installone on in yourhome. eachtelevision maynot be likeeither on yourtelevision The antennaconnections of the methodsshown.Therefore,followthe procedureoutlinedon page6 to connectyourANTENNA-GAME SWITCH.


2 thru 13... lF YOUARE RECEMNGVHF TELEVISION-CHANNELS 300terminals.The instructionbookletfor your television on yourtelevision. 1. Locatethe antennaterminals mayhelphere. 2. lf yourVHFantennacableis the typethat is generally 5. lf your connectorwill not screw on the ANTENNAflat in shapeand hastwo wirescomingout of eachsideof SWITCHor is the plug-intype,locatethe pairof GAME andconthewiresfromthetelevision the end,disconnect screws markedVHF-300on your televisionand connect the VHF-300 on marked two screws nect them to the SWITCHto these the wires from the ANTENNA-GAME SWITCH.Be surethe jumperplatesare ANTENNA-GAME probablyhavea set of jumper will Your television screws. upper screws. lower and the between not connected platesor a switchwhich must be movedto selectthe 3. lf yourantennacableis a roundcablewitha screw-on VHF-300 instruction bookletmay Yourtelevision terminals. andvery (75-ohm), unscrewthe connector typeconnector helphere.lf you do not havethe jumperplatesor switch, yourVHFantennacable carefullyscrew it on the 75-ohmconnectoron the ANto disconnect it will be necessary SWITCH. TENNA-GAME in orderto playODYSSEY. the antenna andreconnecting disconnecting 4. lf your connectorwill screwon the ANTENNA-GAME Naturally, as you changefrom inconvenient swingthejumperplateson theANTENNA-GAME will be extremely SWITCH, to watchingregulartelevision; SWITCHunderthe300screwsandthentightenthescrews. playingODYSSEY we wouldsuggestyou contactyourtelevision therefore, Then locatethe pair of screwsmarkedVHF-300on your you televisionand connectthe wires from the ANTENNA- dealeror servicecompanyand havethemsupply"F" your to the connector convert adapter to with an your Your television. screws on to the GAMESWITCH typeconnectorusedon the ODYSSEY alsohavea set of jumperplatesor willprobably television SWITCH. ANTENNA-GAME a switchthat mustbe movedto allowyou to usethe VHF-

14 thrU83... IF YOU ARE RECEIVING ONLYUHF TeIeviSiOn-CHANNELS on the back of your 1. Locatethe antennaconnections televisionand find the pair of screws markedVHF or vHF-300. SWITCH 2. Connectthe wiresfromthe ANTENNA-GAME to thesescrews. 3. Some televisioninstrumentsmay also have another will be for for a VHFantenna. Thisconnection connection lf you sometype of screw-onor plug-intype connector. connection,you may also havea havethis type(75-ohm) switchor a set of jumperbarsto movebeforeyou can use screws.Yourinstruction the regularVHFantennaterminal mayhelphere. bookletfor yourtelevision

on your televisionare lf the VHF antennaconnections here,we suggestyou confromthoseexplained different in installing the dealerfor assistance tact yourMagnavox SWITCH. ANTENNA-GAME

ADJUSTINGYOURTELEVISION f u r t h e r s, e t t h e A N T E N N A - G A M E B e f o r ep r o c e e d i n g SWITCHto the TV positionand turn on yourtelevision. Selecta knownoperatingchanneland adjustyourtelea visionfor normalpictureviewing.ll yourTVincorporates placetheRemote RemoteSyslemwithAutomaticShut-Otf , "OFF" position. DefeatSwitch on the televisionin the

Now,set the television to the VHFChannel(3 or 4)on which gameswill be played(seepage4).Plugthe the ODYSSEY one end of the GAMECORDintothe GAMECORDsocket SWITCHand placethe switchin on the ANTENNA-GAME lnsertGameCardNo.1 for "Table the GAMEposition. Tennis"in the GAMECARDSLOTon the MasterControl pluggedin. Unitand pressdownfirmlyuntilit is completely The GAMECARD The number1 shouldbe facingoutward. is alsothe powerswitchfor the MasterControlUnitso a receiver./t is signalis now beingsentto yourtelevision thereforevery importantthat you removethe GAMECARD afterplaying,so that batterypoweris not depleted. Youwillsee a whiteverticallinefromthe top to bottom Adjustthe VHF and possibly one or twosmallwhitesquares. if necessary, untilthisvertical FineTuningon the television, and lineis straightand clear.Also,adjustthe Brightness for a brightwhiteline controlsof yourtelevision Contrast (lf youdo not obtainthis againsta darkgraybackground. whiteverticallinereferto page35)


T H E C E N T E RC O N T R O LO N T H E M A S T E RC O N T R O LU N I T s h o u l d b e a d j u s t e du n t i l t h e v e r t i c a l l i n e i s i n t h e c e n t e r o f t h e t e l e v i s i o ns c r e e n ,a s s h o w n a t l e f t .

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THE PLAYERCONTROLUNITS The knobson the PlayerControlUnitswill be usedto control the actiontakingplaceon yourtelevision screen.The illustration belowshowsthe actionwhen Game CardNo.'l is used.

PLAYER

l

++

-+.

I

I

Vertical.The Verticalcontrolwill always causea playerto moveup or down.With the cordon the rightsideandthe Player ControlUnitin frontof you,turningthe knobawayfromyou will causethe Player to moveup;andturningthe knobtoward you will causethe Playerto movedown. Horizontal.The Horizontal controlwill alwayscausea Playerto moveleft or right.Withthe cordon the rightsideand the PlayerControlUnitin frontof you, turningthe knobawayfromyouwill cause the Playerto moveto the left;and turning the knobtowardyouwill causethe playerto moveto the right. Reset.Pressing and releasing the Reset buttonwill mbkethe Ballappearon the screen.lf GameCardNo.t has television just beeninserted, pressing the Player2 Resetbuttonshouldcausethe Ballto towardthe appearon the screen-moving left.Duringthe game,the Player1 Reset buttonwill causethe Ballto appearif the Balldisappeared at the leftsideof the screen,and the Player2 Resetbuttonwill causethe Ballto appearif the Ball disappeared at the rightsideof the screen.The effectof the Resetbuttons will changewithsomeGameCards.The rulesfor eachgamewilltell you howto usethe Resetbuttons. English.The Englishcontrolaffectsonlythe ball.Whenthe ballis travelling fromleftto right,onlythe Player1 English from controlwill affectthe ball.Whenthe ballis travelling rightto left,onlythe Player2 Englishcontrolwill alfectthe Ball.The Englishcontrolwill causethe Ballto moveupward or downward, depending uponthe rotationol the control knob.The furtherthe knobis turned,the morethe Ballwill deflect.Foryoureasein determining the approximate centering of thisEnglishcontrol,a "raised"markingis providedon the knob.Thismarkingshouldbe in the uprightcenterpositionof the knobwhenyou returnthe Ballto the screen.


LEARNINGTO PLAY PracThefollowing stepsdescribe the useof all controls. and thenturnto the tice usingthe controlsas described GameRulessectionof this bookletto learnhow to play the games.Someof the gameswillnot usethe controlsin The Game thismannerbutthebasicactionswillbesimilar. Rulesexplainthe useof the controlsfor eachgame.

7. Player1 shoulddo nothinguntilhe is touchedby the B a l l .l f t h e B a l lt o u c h e sP l a y e1r , t h e B a l lw i l li m m e d i a t e l y reverseand movetowardPlayer2. lf the Ball does not touchPlayer1,the Ballwillmoveoff the screen.Player1 shouldthen oresshis RESETbuttonand the Ballwill reappearon the leftsideand movetowardPlayer2.

1. Removeand then reinsertGameCardNo. 1. This will clearthe circuitand allowthe followingstepsto be performedin sequence.GameCardNo.1 is the GameCard game. for TableTennis,the basicODYSSEY

8. Player1shouldthenmovehisENGLISH controlto cause the Ball to touch Player2. lf the Ball misses,Player2 shouldpresshisRESETbuttonandsteps6,7 and8 should be repeateduntilthe Ball is bouncingbetweenPlayers.

2. TurntheSPEED controlallthewayto theleft.Thegame will now be playedat the slowestspeed.As you become moreskillful,turnthe SPEEDcontrolmoreto the rightto increase the speedof the movingBall.

9. Oncethe Ballis bouncingbetweenbothplayers, each playershouldtaketurnsmovingtowardthe bottomor the top of the screenwith his VERTICAL control,and then movingin frontof the Ballas it comestowardhim.

3. Onepersonshouldselectthe Player1 ControlUnitand anotherthe Player2 ControlUnit.A ControlUnitshouldbe in frontof eachplayer-withhis righthand on the VERTICALcontroland his left handon the ENGLISH control. The personoperatingthe Player1 ControlUnit will be calledPlayer1.The personwiththe Player2 ControlUnit will be calledPlayer2.

10.Now each playershouldtake turnsmovingthe Ball with his ENGLISH controlwhilethe otherplayertriesto movein frontof the Ball by usinghis VERTICAL control.

andHORI4.BothPlayers shouldnowturntheirVERTICAL ZONTALcontrolsto positionthemselves on the screentwo inches with PlayerI at the left centerapproximately from the edge;and Player2 on the right center,also approximately two inchesfromthe edge.

5. Bothplayers shouldposition theirENGLISH controls so on the knobis in the uprightcenter thattheraisedmarking position. (Seeillustration on page7).

6. Player2, by pressing his RESETbutton,will causethe Ball to appearon the screen-movingtowardPlayer1. Then Player2 shouldturn his ENGLISH controlto cause the Ballto touchPlayer1.

11.Nowyou are readyto volley.Eachplayershoulduse his ENGLISHcontrolto keep the ball from strikingthe otherplayer;and shoulduse hisVERTICAL controlto try to hit the Ball.The playerwho missesthe Ballmustpress his RESETbuttonto bringthe Ballbackinto play.

12.ShouldbothplayerspresstheirRESETbuttonsat the sametime,the Ballmaynot appear,or mayfloattoo near the centerof the screen.Simplypressjust one RESET buttonto resumenormalplay.

13.lf an ENGLISH controlhasbeenturnedto an extreme positionand a RESETbuttonpressed, the Ball may be above or below the normalviewingarea. Shouldthis happen,returnthe ENGLISH controlto the uprightcenter positionand pressthe RESETbuttonsone at a timeuntil the Ballappearson the screen.


THE OVERLAYS Mostof the gameswill useone of the overlaysprovided. Two completesetsof overlaysare included.The largesize shouldbe usedwitha 23-inchand 25-inch(diagonal) The mediumsizeis designedfor 18,19,20and television. sets.Of course,someof the 21-inch(diagonal)television gamesmaybe playedwithoutoverlays-on smallertelevisionsets.

holdthe overlayin placeon will normally Staticelectricity theoverlayin placeon yourtelevision screen.Afterpositioning the screen,useyourhandor a soft clothto smoothit in place.However, shouldthe staticchargenot occur(andit conditions), two holesare maynot,due to atmospheric providedin eachoverlay, whichwill allowyou to tapethe are screen.Sincethe overlays overlayto yourtelevision television designedto fit the newerand morerectangular screens,you maywishto trimthe edgesa littlefor a betterfit.

NOW YOU ARE READYTO PLAY Selectthe Gameyou wishto play.Completeinstructions 4. The PlayerGontrolUnlts-AlwaysunplugeachPlayer for that gameare includedin the GAMERULESSection' Controlcord by graspingthe plugand not the cord.The controlshavestopsbuilt in to preventfull rotationand to givegreatereaseof play;therefore, do not forcethe controlsor turnthemrapidlyagainstthe stops.

CARINGFORYOURODYSSEY

Yourgameequipmenthas been designedto provideyou with manyyearsof enjoyment.Followthe generalguidelinessuggested belowto helpyou keepyourODYSSEY 5. The Game Cards-The GameCardsshouldbe kept Systemin the bestworkingcondition, so that cleanandshouldalwaysbe handledand inserted carefulthatthe Be particularly is applied, no sidepressure 1. The GameBox-The two halvesof the GameBoxhave do Shouldthisfoil be damaged, metalfoil is notdamaged. witha specialplacefor eachpieceol your beendesigned not use the card but obtaina new one from your dealer. gameequipment. Alwaysstoreyour gameequipmentin is importantto rememberthat the GAMECARD is also packed. It the GameBox in the sameway it was originally the powerswitch;and thereforemustbe removedat the completionol playto preventexcessivebatterydepletion. 2. The Ovetlays-You shouldkeep the Overlaysclean and freeof dust(theymay be wipedwith a soft cloth),and be especiallycarelulnot to creasethem at any time. 3. The Master Control Unit-Be carefulthat no foreign objects are insertedinto the Game Card slot or cable sockets. Although the MasterControlUnitis ruggedlybuilt of sturdy materials,try to avoid droppingor otherwise abusingit. Cleanthe cabinetwitha soltdampcloth.

6. The Game Cord-The GameCordmaybe left plugged switch.Coilthe cordup and lay it intothe Antenna-Game behindthe televisionor hang it overthe Antenna-Game Switch.When removingthe GameCord from the Master ControlUnit,graspit by the plugand not the cord.Never oull the GameCordfromits socket.


GNMERULE' TRBLE TEnnf

thatdeverop odyssey ..thebasic same

your electroniccoordination

GAMEAID SET UP 1. InsertGAMECARD#1intothe MasterControlUnit. the vertical Controlon yourMasterControlUnitto position 2. Turnthe CENTER linein the middleol the screen. 3. Turnthe SPEEDControlon yourMasterControlUnitto the LEFT,whichis the slowestsetting.

GAMECARD#1

PLAYER 1

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PLAYER 2

I

A

-- ! --,-l

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B

FOR PLAY PREPARATION controlsto and VERTICAL 1. (lllus.A). Both playersuse theirHORIZONTAL position themselves on the farsideof thescreenon eachsideof thewhiteline. by the The playerdisplayed on the rightsideof the screenmustbe controlled by the the left playeris controlled righthandPlayerControlUnit.Conversely, left handPlayerControlUnit.Eachplayermuststayon hisownsideof the net. YourTVscreennowrepresents a TABLETENNISCourtas viewedfromthetop, withthe net in the centerandthe playerson eitherside. Controlto the uprightcenterposition. 2. Bothplayersnow set theirENGLISH 3. (lllus.B). Pressthe ResetButtonto set the ball in motion.Whenthe ball Controlto directthe ball'sflight. bouncesoff your player,use yourENGLISH he useshisENGLISH Controlto direct Whentheballbouncesoff youropponent, its flight(asdescribed on pages7 and 8). and ENGLISH NOTE:Initiallyyou mayfind it easierto usejust the VERTICAL you'llfind it to returnthe ball.As you becomemoreproficient, Controls action. to add HORIZONTAL evenmorechallenging 4. Players shouldvolleythe ballbackandforthuntiltheybecomeaccustomed The SPEED Controlalsoshould to the playandthe useof theirPlayerControls. gradually be increased as you becomemoreproficient.

PLAY who will serve To beginplay,the playersshouldvolleythe ballto determine first.For the volleyto be legal,the ball mustcrossthe net threetimes.The hit the ballacrossthe net. will be the lastplayerwhosuccessfully SERVER points,at whichtimehis opponent The SERVER servesfor five consecutive for the next five points.Playerscontinueto alternate becomesthe SERVER servinguntilGAME. l-t---

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SCORING C

10

(lllus.C). A playerscoresa pointwhenhisopponent misses the ball.The object (offthe it pastyouropponent is to bouncethe balloff yourplayerandmaneuver rightor leftsideof the screen,as illustrated.)


"off (lllus.D). Whenthe ballgoesoff the top or the bottomof the screen,it is the table"andthe pointis lost. "GAME"is wonby thef irstplayerto accumulate 21points.Themarginof victory as 21to 19,or playis continueduntilthe2 point mustbe at least2 points;such marginis attained.

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TEnnf GAMEAIDS l:l t:........-::/

playins resulation You're ofWimbledon! theexcitement ...att tennisrulesas you serve,volleyand score!

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SET UP GAMECARD#3

GAMEOVERLAY

1. InsertGAMECARD#3intothe MasterControlUnit. 2. Placethe TENNISOverlayon the screen. by on the rightsideof the screenmusfbe controlled 3, The playerdisplayed by the left playeris controlled the righthandPlayerControlUnit.Conversely, the left handPlayerControlUnit.Eachplayermuststayon hissideof the net. Controlto the uprightcenterposition. 4. Bothplayersset theirENGLISH 5. (lllus.A). Bringthe playersinto positionand pressthe ResetButtonto start increasethe at a slowspeedand gradually thevolleyforserve.Beginvolleying to the play. speedof the ballas you becomeaccustomed

PLAY whowillservefirst. shouldvolleythe ballto determine To beginplay,the players The SERVER times. three the net cross ball must Forthe volleyto be legal,the hit the ballacrossthe net. will be the lastplayerto successfully

BASELINE

positionis beyondthe end lineof the RlGHTsideof (lllus.B). The SERVER'S mustpositionhimselfoutsideof hisservicebox. his baseline.The RECEIVER


T E N N I S( C o n t i n u e d ) ( l l l u s .C ) . F o r a S e r v et o b e g o o d ,t h e b a l l m u s f l a n d i n t h e s e r v i c eb o x . T h e S E R V E Rh a s t w o t r i e s .l f h e f a i l s i n b o t h , h e l o s e st h e p o i n t .

(lllus.D). lf the serveis good,the ballis in ptayuntilit is missedby one of the players. The playersmaymoveanywhere on theirsideof the net a/terthe ball has beenserved.

(lllus.E). The nextserveis fromthe LEFTside of the court.Aftera pointis made,the ballmustbe broughtto the SERVER'S side(useResetButton). The servicepositionalwaysbeginsfromthe rightsideof the player'sbaselineand alternates fromthe rightto the leftsideof the courtaftereachpoint.At the end of the firstgame,the otherplayerbecomesthe SERVER for the secondgame. The playerscontinueto alternate servinguntilone playerwinsthe ,,Set."

SCORING GAME. . . the SERVER is alwaysthe scorekeeper and shouldannouncethe scoreaftereachpoint.Scoringin tennisis as follows: LOVE:O SCORE 15:1 POTNT 30:2 POTNTS 40:3 POINTS GAME:4 POINTS EXAMPLE: Player1 servesand scoresa point.He announces the score,,15LovE." He alwaysannounces his scorefirst.on the nextservehis opponent scoresa point.The announcement is "1S-ALL".Scoringcontinuesuntilone playerisawarded GAME. GAMEisawarded onlywhena playerwinsbytwopoints, suchas "GAME-3O." lf thescoreis "40-All,"playmustcontinueuntilone player scorestwo straightpoints. SET. . . The firstplayerto win six gameswinsthe "SET,',but he mustwin by a marginof at leasttwo gamesoverhisopponent. MATCH. . . The firstptayerto win 2 out of 3 SETS,winsthe MATCH.


yourstrategy! Pass! Ptay ...att theproaction!

FOOTBRLL

! Run! Kick!Touchdown GAMEAIDS GAMECARD#3 (ForPassingand KickingPlays)

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GAMECARD#4 (ForRunningPlays)

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GAME OVERLAY

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GAME BOARD FIELD

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1 ROLL OF FROSTEDTAPE

FOOTBALLTOKEN

"RUN" DECK (20 CARDS)

..KICKOFF''DECK ( 1 0G A R D S )

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"PUNT" DECK(10 CARDS)

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TWO "PLAY'' DECKS: 3 CARDSTO EACHDECK CONTAINING...

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"PASS" DECK (20 CARDS)

1 PASS CARD 1 RUNCARD 1 PUNTCARD

A QUICKREVIEWOF FOOTBALLFUNDAMENTALS 40yardline. The ballis kickedfromthe KICKER'S teamgets Whena memberof the OFFENSIVE possession of the ball,he runsit back.The ball is "downed"at the pointwherethe carrier's forwardmotionis stopped. teamgainsyardageby The OFFENSIVE against passing, running,kickingand by penalties the DEFENSE. teamlosesthe ballif theyfail The OFFENSIVE to advance10yardsin 4 downs,on a fumble recovers,on a pass whichthe DEFENSE is scored. andwhena touchdown interception

SCORING: T o u c h d o w n. .: . . . KickafterT.D... F i e l dG o a l : Safety:*

. . . 6P o i n t s ......1Point . . . . 3P o i n t s . . . . . . . 2P o i n t s

*(When the ball is downed behind the O F F E N S I V Et e a m ' s g o a l o n a r u n n i n g p l a y ,

YARDAGEMARKER

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F O O T B A L L( C o n t i n u e d )

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SET UP 1. InsertGAMECARD#3intothe MasterControlUnit. 2. Turnthe SPEEDcontrolto slowestsetting. 3. Placethe FOOTBALL Overlayon the screen. 4. Set up the GAMEAIDSas illustrated andshuffleeachdeckof cards.

PLAY The playersflip a coin.The winnerof the tossmay: A. Electto kick or receive.OrB. Choosethe goalhe wishesto defend.

F

The opponentelectsthe remaining option.

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THE KICKOFF! A

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(lllust.B). lf the ballgoesoutof bounds(topor bottomof thescreen), it is kicked againfromfive yardslurtherback.(The ball is then kickedon the KIcKER's 35yardline.)

OUTOF BOUNDS

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AUTOMATIC TOUCHBACK

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(lllust.A). The teamkickingoff is positioned on its40yardline.The REOEIVER is positioned betweenthe 0 and 10yardlines. EachplayerturnshisENGLISH controlto the uprightcenterposition. The ball mustbe on the oFFENSIVE player's sideof the field(usethe ResetButton). The ball is kickedwhenthe OFFENSIvE playerpresseshis ResetButton.He useshis ENGLISH Controlto maneuver the ballpastthe REcElvER. Usinghis VERTICAL Controlonly,the REcEtvER trysto catchthebail;thebailwiilbounce off the RECEIVER-thus signifying a "catch".However, the RECEIVER cannot moveuntilthe ball passesthe KICKER'S 40yardline,

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RECEIVER IS ENTITLED TO RUNBACK

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(lllust.c). lf the RECEIVER misses the ballandthe kickgoesintothe enozone, itisanAUTm.Theba||isthenptacLoontheREcE|VER'S 20yd. lineand it's "FIRSTANDTEN." (lllust.D). lf the RECEIVER catchesthe bail(thetightbouncesoff of the ptayer), the actionon the overlaystopsand playis continued on the GameBoard.The RECEIVER is entitledto a "runback,"but first,the KtcKERpicksa card from the top of the KickoffDeckto determine the kickyardage.


WIND FACTOR: T h e K I C K E R r o l l s t h e d i c e a n d d e t e r m i n e st h e " c o m p u t a t o r "o n t h e G a m e B o a r d wind effect from the p l a y i n gf i e l d( k i c k o f f / w i n d )F. i n dt h e d i c e t o t a l b y r e a d i n g

i,:rii 3i,i,Ij li,il), lffiHii'; 3:ilH:a'iifflff:,1?:?h penaltyor bonus,lf the wind is behindthe KICKER, the yardageis added-if kicking info the wind, it's subtracted.(Thewind is alwaysin a constantwesterlydirection,as indicatedon the GameBoardcompass.)

(lllust.E).The locationof the ball is markedwith the Football Tokenon the GameBoard. The ScoreBoardis maintainedthroughoutthe game(touchdowns, downs,quarter,etc.),

THE RUNBACK! Whenthe RECEIVER catchesthe ball,he rollsthe dice and readshisyardage An "X" indicates a breakfromthe "kickoffrunback"columnof the computator. the totalby 5 to deterawayrun.(Therunnerrollsthe diceagainandmultiplies The FootballTokenis thenmovedon the Game minethe yardagehe gained.) BoardFieldto indicateits new position.

PLAYSELECTION!

FOOTBALLTOKENIS ON 20YD. LINE,YAROAGE MARKER SHOWSYDS.NEEDED IN ORDER "1ST TO GAINA DOWN."

playerdecides Afterthe tokenis movedto markthe ball'sposition, OFFENSIVE on hisnextplay.He placesoneof histhree"play"cardsfacedownon thetable. The DEFENSE triesto outguesshim and placesone of his "play" cardsface lf the DEFENSE has down.The playersturnup theirplaycardssimultaneously. strategy,it will havea profoundeffecton the correctlyguessedthe OFFENSIVE outcomeof the play!(Thisis explained on page16)

ACTIVATINGTHE PLAY! putsthe appropriate GameCardinto the MasterControlUnit. The OFFENSE (GameCard#3for passing, After kickingor punting;GameCard14f or running.) positions hislight eachplayhasbeennotedon the GameBoard,the OFFENSE Token.The DEFENSE takeshis on the overlayin thesameplaceasthe Football positionone lightsquareaway.


FOOTBALL(Continued)

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card#4) THE RUNNING PLAY! lcame (lllust.F.) The OFFENSE positionshis playeron the line of scrimmage. The positionshimselfone lightsquareaway,as illustrated. DEFENSE Eachplayertakeshis hand ofl his HORIZONTAL Controland keepsit on the table,but maymaneuverhis VERTICAL Controlas the signalsare called.

P L A Y E R SA R E I N F O R M A T I O N . O F F E N S EI S O N 2 0 Y D . L I N E READY TO ACTIVATE "RUN'' PLAY.

The OFFENSE calls the signals-threeto five 1 or 2 digit numbers(321641761 Hike!)on"hike,"eachplayerraceshis handto his HORIZONTAL Control.

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A SUCCESSFUL RUNNING PLAY

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P L A Y E R H A S G A I N E D1 5 Y A R D S BASED ON CARD SHOWN BELOW.

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(lllust.G). The OFFENSIVE playertriesto maneuverthe ball pasthis opponent. playermaynot go off the top or the bottomof the screen,or he The OFFENSIVE is out-of-bounds and suffersa five yardpenalty.

player outmaneuvershis opponentand passesthroughthe lf the OFFENSIVE goal side of the screen,the play is successfu/. playerbrings The OFFENSIVE hisplayerback"on" screenby usingonlyhisHORIZONTAL (H). Playis Control. stoppedon the gameoverlayandresumeson the GameBoard.The OFFENSIVE playerthentakesa cardfromthe Run Deckto determine the yardagegained. (l). lf his playeris touchinga HORIZONTAL line,he getsthe greateryardage indicatedon the Run Card.The footballtokenis movedto indicatethe gain. lf a "breakaway"run card is picked,the OFFENSE rollsthe dice and multiplies the numberby 5 to determine the yardagegained.

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lf the 9FFENSIvEplayeris unsuccessfulin tryingto outmaneuverhls opponent, one of the playerswillvanishfromthe screen,thussignaling that bodycontact has been made.(lllust.J). Play is stoppedon the gameoverlay.There is no yardagegainedand if the DEFENSE did not guessthe OFFENSE'S play,there is no penalty

15l RUNCARDSHOWSYARDS GAINEDON SUCCESSFUL RUNPLAY.

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O F F E N S EI S C A U G H T I N UNSUCCESSFULRUN PLAY

16

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lmportant-however,lF the DEFENSEguessedthe OFFENSE,S strategy,he rollsthe dice to determinethe penaltyagainstthe oFFENSEteanrjhe results are readfromthe "run row" of the computator. The footballtokenis movedto indicatethe penalty.An "X" in the computator Run Row indicatesa fumble withthe DEFENSE recoverino.


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playerpicksfrom the PassDeck to lf the passis completed,the OFFENSIVE determine the yardagegained.lf a "bomb"cardis picked,the OFFENSE rolls the dice and multiplies by five to find the yardagegained.The footballtoken is movedto indicatethe gain.

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player,the passis incomplete; lf the ball bouncesoff the DEFENSIVE (lllust.M) ffinotguessthep|ay,thepassissimp|yincomp|ete.rhere is no penalty.

A SUCCESSFUL PASS PLAY.

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positionshis team on the line of scrimmage. (lllust.K). The OFFENSE The DEFENSE dropsback to the segmentbetween0 and 10 yards.The OFFENSE callssignalsand,at "hike!" presseshis RESETButtonto throwthe pass. playeruseshis ENGLISHControlto maneuverthe ball past The OFFENSIVE lf the ballgoesoff the top or the bottomof the screen,the passis the DEFENSE. The OFFENSE incomplete. beginsthe nextdown.The ballMUSf go off the goal side of the screento be a completedpass!(lllust.L).

PLAYERS ARE IN FORMATION. O F F E N S EI S O N 3 5 Y D . L I N E READY TO ACTIVATE "PASS'' PLAY IN THIS EXAMPLE.

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card#3) THE PASSING PLAY! (came

However,lF the DEFENSE playerrolls the did guessthe play, the DEFENSIVE dice to determine the penaltyagainstthe OFFENSIVE team.He readsthe result in the "pass row" of the computator. An "X" in the "pass row" indicatesan interception. The FootballTokenis movedto indicatethe penalty.

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AN UNSUCCESSFULPASS PLAY.

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card#3) THE PUNT! (Game ' i T t-\ I

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The oFFENSEis on the line of scrimmage. The DEFENSE is betweenthe 0 and 10yardlines.

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The oFFENSEcallssignals.At "hike!" he presseshis RESETButtonto make the punt.Usinghis ENGLISHControl,he tries to maneuverthe ball past the (lllust.N). RECEIVER. lf the puntgoespastthe RECEIvER and off the screen,thereis no runback.The KIOKERthen picksfromthe Punt Deckto determine the yardage.Then the dice are rolledand the wind effect is read from the computator(punt/wind)

PUNT. A SUCCESSFUL

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UNSUCCESSFUL PUNT.RECEIVER IS ENTITLED TO RUNBACK,

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lf the puntis caughtby the REcElvER, he runsit back.(Theballwill bounceoff the RECEIVER, thus signifyinga "catch.") (iltust.O). ptay is stoppedon the overlayand resumeson the GameBoard. The RECEIVER rollsthe dice and readsthe resultin the "puntrunback"rowof the computator. An "X" in the "punt runback"row indicatesa ',breakaway." The RECEIVER againrollsthediceandmultiplies thedicetotalby5 to determine his total yardagegained.The Footballroken is movedon the GameBoardto indicatethe newposition.


(Continued) FOOTBALL

THE FIELDGOAL: A playercan declareand try for a field goal if he is withinthe yardagerange indicatedon the computatorchart(the DEFENSE'S 0 to 50yd. line).He merely rollsthe dice and readsfromthe correctyardagerow to determinethe results: "+" is a successfulfield goal. The teamgets3 pointsand there ls a newTEkofr"0" is an unsuccessful field goal.The oppositiontakesover on

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PENALTIES: offsides:lf a playercrossesthe line of scrimmagebeforethe ball is ("hiked"). 5 yards. lllegalProcedure: lf a playeractivatesa play withoutusingthe correctgame card.5 yards.

GAME: The gameis dividedintofourquarters; eachquarterhas20plays.playersswitch ball and field positionsaftereach quarter.Reshufflepass,Run,punt and Kick Decksat the startof each quarter.

THE CLOSINGMINUTES! Duringthe lastfourplaysof eachhatf,if the oFFENSEis insidethe DEFENSE's 40yardline,he can declareand throwa "bomb."He insertsGamecard #3and followsthe instructions outlinedfor the PASSINGpLAy. lf he is successful, he rollsthe dice and multipliesby 5 to determine the yardagegained.lf his attempt is unsuccessful, the ball is automatically interceptedand his opponentgets a breakawayrunbackand merelyrollsthe dice and multipliesby 5 to determine his yardage.In eithercase,the changein positionis notedon the GameBoard and play is resumed.

18


asyouface-off, stadium . . so forthecupin odyssey

llO(HEY.

maneuverthe puck and dig for the net!

GAMEAIDS: r:! trT-.}l tl.&J

SETUP

GAMECARD #3

1. lnsertGAMECARD#3intothe MasterControlUnit.

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2. Turn the SPEEDcontrolto the slowestsetting. Overlayon the screen. 3. Placethe HOCKEY

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controlto the uprightcenterposition. 4. EachplayersetshisENGLISH fortheFace-Off. movetheirlightsintothe centerpositions 5. (lllust.A). Players "PUCK."lt shouldmovebackandforth 6. Pressthe ResetButtonto activatethe to acmaybe necessary adjustment slight ENGLISH Some thecenters. between puck you more become as the of the speed increase Gradually this. complish proficient in playingHOCKEY.

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ODYSSEYSTADIUM SCOREBOARD

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PLAY Playbeginswitha Face-Offat centerice. FACE-OFF:Both playersstartwith theirhandsoff the controlsand placedon the table,llooror lap. On the countof three,raceyourhandsto yourPlayerControlUnitanduseyour "PUCK"pastyour opponent.(lllust.B). ENGLISHcontrolto try to drivethe FACE-OFF.) (Playersalternatecountingfor each SHOT ON GOAL: (lllust. G and D). The offensemustcrossthe red line,into his opponent'stenitory,belore makinga sHoT oN GoAL that will count, the goaldoesnot count.A new Face-Offis madefromcenterice. otherwise, Also,aftereach GOALis made,ther.eis a new centerFace-Off'

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GOALDOESNOT COUNT, PLAYERSMUST"FACE-OFF''


HOCKEY(Continued) FACE-OFF

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lclNG: (lllust.E). lf the PUCKcrosses the red tineand goesoff the goatedge of thescreenwithoutentering the net,the PUCKis lcEDanda Face-offis held on the wingof the offensive player'sice.

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(lllust. F). lf the PUCKgoespastthe net,and if the Offensiveptayermadethe shotwhileon the Defender's ice,the Face-Offis heldon the Face-OffCircle closestto the side wherePUCKwent off.

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oFFSIDE:(lllust.G). lf the "PUCK"goesoff the top or the bottomof the ptayingsurfaceanddoesnot returnto the rinkbeforereachingthe goaledgeof the screen,it is considered oFFSIDE. The Face-oflis heldin the Face-offcircle nearestthe pointwherethe Puckwentout of play.

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OFF THE BOARD PASS: (lllust.H). tf the "pUCK" goesoff the top or the bottomof the playingsurfaceand doesreturnto the rink beforereachingthe goal edgeof the screen,it is considered a goodOff The Board'spass.

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GOALS:(lllust.l). The colorednetsof thegoalmustbe lightedto scorea goat. The puckmaynotenterthe goalthroughthe blackline.Thescoreis 1 pointfor eachgoal.In orderfor a goalto be considered legal,thm net in one of the waysillustrated.

GOOD OFFTHE BOARD PASS

GOOD

PENALTY:(lllust.J). lf the Goalieentershis own cotorednet areawhitedefendinghis Goal,it is a FOUL.The offendingGoaliemustthen use only one handon hisPlayerControlfor the nexttwo plays.

NO GOOD

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G O A L I EH A S E N T E R E D HIS OWN NET_FOULI

THE GAME:The GAMEconsistsof threePER|ODS. EachpERtODis timited plays. 20 play to A new is considered to be startedeachtimethe RESETbutton is pressed.Usethe Scoreboard to keeptrackof the plays. (Placefrostedtape over the Scoreboard. Pencilscoresmay be erased.)


. yourprivateplanehasjust landedon a smallairstripdeepin the

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heart of the YazhdokMountains.Lace up your boots,put on your skis and see how you do on these hazardousslopes!(For 1 or more players.) GAME AIDS GAMECARD #2

GAMEOVERLAY

"C") from OdysseyGame STICK-ON SKI MARKERS(for GameVersion Accessory Sheet.

NV

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SET UP 1. fnsertGAMECARD#2intothe MasterControlUnit.

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2. (lllust. A). Useyourcontrolsto take one of the playersoff the screen. 3. Placethe SKIOverlayon the screen. lightbehindthe ski figureat the startof 4. (lllust.B). Positionthe remaining the course. A

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5. Decidewhichof the 3 trailsyou aregoingto ski: . . . The St. Moritz Trail (lllust. C)-The beginnertrail designedto acquaint and requiredto buildhisconfidence the new"skier"withall the fundamentals trails. longer skillto advanceto the trail,whichis longerthanthe . . . The AspenTrail (lllust.D) -The intermediate St. MoritzTrail,and featuresmorejolts and hazards-a real challengeto the "weekendskier!"

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SKI(Continued) ...The OlympicTrail (lllust.E)-The advancedtrait,which is the longest and mostdifficulttrail,demanding the utmostin speed,skilland accuracy.

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PLAY

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THETFAILWINDSAROUND

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Therearethreegamevariations whichyoucan play.To begincompetition in anyof thethreeversions, oneplayershouldsignalwhenthe "skier"is to starthisrun(1,2,3,go!).The "skier"thenbeginshisdescentdownthetrail. Whenthe "skier"completes his run,the otherplaye(s)followdownthe trail.The HORIZONTAL and VERTICAL Controlsare usedto guidethe "skier."After each "skier" has made threeruns,the score is tabulated.

I. POINTMETHOD /}. r ^' .^ \ a

ANIDCONTINIJESAS ILLUST'D.

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(lllust.F). Eachtimeyou go off the trail,(tightnotvisibte) you receivea penaltyof 5 pointsplusthe followingpenalties: lf you lighta gate 10Points you lf lighta tree .15points l f y o ul i g h t EastMountain..... CentralMountain W e sM t ountain.... The Playerwith the fewestpointswins.

. 2 5P o i n t s . .30Points . . . . 2 5P o i n t s

II. TIME METHOD i^'ii^*h.1 F'i:^ a .-l,l-...1..::,' CENTRALMTS.

Raceagainstthesecondhandof a clock.Eachtimeyourlightgoesoff thetrail, add 1 secondto yourtime,PLUSthe followingtime penalties: f f y o ul i g h ta g a t e . . . A d d2 S e c o n d s lf you lighta tree. . .Add3 Seconds lf you lightthe EastMountain, the centralMountain you or the west Mountain, aredisqualified for that run.The Ptayerwith the best timewins,

III. DISTANCEAND TIME METHOD . Raceagainstthe secondhandof a clock.The playerskisuntilhe goesoff the trail. a A ski marker(fromthe gameaccessorysheet)is placedat the locationthe player'slightwentoff the trail.The time is noted. o The secondplayertriesto beat the first player'stime to the marker.. . and continues skiingdownthe trailuntilhe goesoff,thussettinga new record. A markeris then placedat the positionhe went off the trail and his time is alsonoted. o The next playertriesto beatthe firstand secondplayer'stimeand distance records. o Eachskiergetsthreeattemptsto betterthe timeand distancerecord. o The winner is the playerwho skis the /ongesf distancein the shortesttime.


yourconvoy harbor asyou intosare ...navisate

tUBmRRnE

passthroughdangerous, submarineinfested waters! GAMEAIDS

GAMEOVERLAY

SETUP A

1. InsertGAMECARD15 into the MasterControlUnit. Overlayon the screen. 2, Placethe SUBMARINE 3. Bothplayersset theirENGLISHControlsto the uprightcenterposition. CAPTAINand takes 4. (lllust.A). The left player,Player1, is the SUBMARINE player, 2, is the CONVOYCOMposition Player The right on hissubmarine. his position fleet. his his on takes MANDERand 5. (lllust. B). Bothcontrolunitsare placedtogether,as shown'

PLAY

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(lllust. G). Using his HORIZONTALand VERTICALControls,the CONVOY by the navigateshis ships(an unlimitednumberis represented COMMANDER alongthe bluesea lanes. shipson the gameoverlay) (lllust. D). The SUBMARINE CAPTAINlauncheshis torpedoesby pressing his RESETButton.He directsthe torpedo'spath towardthe convoywith his ENGLISH control. (lllust. E).When a hit is made,both the torpedoand the ship disappearfrom CAPTAINreloadshis torpedotube by pressing the screen.The SUBMARINE CAPTAINkeeps RESETButton.The SUBMARINE the CONVOY COMMANDER'S count,out loud,of each ship lost to torpedoesor mines.lf the convoyleaves that it hasrun intominesand one of the shipsis lost the sea lane,it signifies (lllust. F). Whenthe convoyreachesthe end of the Sea Lane Path,and is off the screen,it signifiesthat it has made it into a safe harbor.The CONVOY 2 moremissionsand the playersthen tradecontrols. undertakes COMMANDER CAPTAINwho sinksthe mostshrpsin the 3 The WINNERis the SUBMARINE missions-fromtorpedoesor mines.

D

E

F

23


(RTOnd GAME AIDS

mOUtE..

thecan mouse erude canthecrever

tankerouscat? A hilariouselectronicaddition gameof hideand seek.

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SET UP

GAME CARD #4

1. lnsertGAMECARD#4intothe MasterControlUnit.

GAME OVERLAY

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STICK.ON NUMBERS (from Odyssey Game A c c e s s o r yS h e e t )

2. Placethe CAT and MOUSEOverlayon the screen. (fromAccessory 3. (lllust.A). Placethe numbers Sheet)on the Overlay. 2,therightplayer, 4. PlayerNumber 1,the leftplayer,isthe CAT.PlayerNumber is the MOUSE. position light andVERTICAL Controls, theMOUSE's 5. Usingthe HORIZONTAL f igureandthe CAT'slighton the CATfigure.(lllust.A). The blue on the MOUSE squarein the lowerrighthandcorneris the "MouseHouse."The otherblue wallsand furniture. squaresrepresent

PLAY Playbeginswhenone playercountsaloudto three. (lllust.B). The MOUSE mustgetto hishousewithoutbeingcaughtby the CAT. The CAT,on the otherhand,triesto catchthe MOUSEas quicklyas he can. Neitherthe CAT nor the MOUSEmay enterthe bluesquares.lf eitherplayer (CAT crosses a bluesquare,he mustreturnimmediately to hisstartingposition or MOUSEligure)beforecontinuing the chase. TheMOUSE lightwillbe extinguished if caughtbytheCAT.Playisthenstopped.

SCORING

(lllust.C). At the pointof interception wherethe CATextinguishes theMOUSE, the pointsaccumulated for the runaremarkeddownon a sheet by the MOUSE of paper.Everysquarehasa pointvalue,whichis arrivedat by addingthe numbersin the verticaland hori2ontal columnsas shown:The CAT playerin the illustration has extinguished the MOUSEin a squarewith a pointvalueof 19. (Toprow11,Sidecolumn8).The MOUSE thenreceives19pointsfor thatrun. "Set." gets3 runsto a TheMOUSE Thentheplayers exchange controls, andthe opponentbecomesthe MOUSE.The playerwith the mosttotal pointsin his 3 runsas the MOUSEis the winner.

GAME VARIATION (lllust. D). Remove all the odd numbers from the Game Overlay. Play is as before, e x c e p t i f t h e M O U S Ei s c a u g h ti n a n u n n u m b e r e ds q u a r e ,h i s s c o r e i s z e r o f o r t h a t r u n .


I.IOU'E TIRUNTED GAMEAIDS

...youare the detectivegropingin the dark as cats,bats,skeletonsand a disappearing ghostguideyou to a secrettreasure!Fun for all ages.(For 2 or more players.) GAME CARD #4

GAMEOVERLAY

30 CLUECARDS

CARDS 13 SECRETMESSAGE

SET UP 1. InsertGAMECARD#4 intothe MasterControlUnit. The rightplayer,Player2, is the 2. The left player,Player1, is the DETECTIVE. and GHOSTlights,as shownat left. GHOST.Positionthe DETECTIVE

DETECTIVE

3rd Floor 2ndFloot lst Floor

DETECTIVE

HOUSEOverlayon the screen. 3. Placethe HAUNTED MESSAGE Cardsand placethemface downin frontof 4. Shufflethe SECRET orderand placethem Arrangethe CLUECARDSin numerical the DETECTIVE. in frontof the GHOST.

GHOST HIDESIN A CLUE AND DISAPPEARS

PLAY BASEMENT hislight (lllust.A). Whilethe DETECTIVE turnshishead,the GHOSTpositions behindany of the clues,exceptthe bat on the 3rd floor.(The cluesare the GHOSTmakeshimtranslucent objectsin the house,otherthanwindows.)The lighttowardthe GHOSTuntil the DETECTIVE's selfdisappear by maneuvering and it touchesand extinguishes the GHOST'slight.(Usethe HORIZONTAL light The GHOSTplayerthen returnsthe DETECTIVE's VERTICAL Controls.) The GHOSTnowtellsthe DETECTIVE to the position shownin the illustration. to turnaround. (lllust.B). The DETECTIVE entersthe housethroughthe doorat left.The other lights playergivesthe DETECTIVE a Clue Cardfor each clue the DETECTIVE on hissearchfor the secrettreasure.


I HAUNTED HOUSE(Continued)

(lllust.C). BUT. . . the DETECTIVE mustgatherhiscluesin theirproperorder. (Seeillustration). lf theDETECTIVE lightsa clueoutof sequence, it is considered to be sloppypoliceworkandhe doesnotcollectanyof the clueshe passedby. He continues hissearchfor the SecretTreasure.

(lllust.D). FURTHERMORE . . . lf the DETECTIVE revealshiswhereabouts at a windowby lightingit, he mustreturnto his lastclue positionand give back thatClueCardto the GHOST. Whenthe DETECTIVE approaches the clue just beforethe GHOST'shiding place,the GHOSTrevealshimselfby pressinghis RESETButton,and says "Boo!"(The GHOSTmustremainin his hidingplaceuntilthe SecretTreasure is discovered by the DETECTIVE). (lllust.E). The DETECTIVE mustbe very carefulnot to get too closeto the GHOST. . . or the GHOSTwilldisappear and,as a penalty, the GHOSTtakes halfof the ClueCardsthe DETECTIVE haswon.The DETECTIVE mayetudethe GHOSTby goingaroundhim (findinghis way throughsecretpassages and hiddenstaircases, whichmayeventakehimto anotherfloor).He mayuseclues he hasalreadyencountered as guidesto hisnextclue,but he doesnot collect additional ClueCardsfor relighting them.

SECRETMESSAGES

DETECTIVE MUSTGO AROUND GHOSTWHO REVEALS HIMSELF I N T H I SE X A M P L E (IN CHANDELIER.)

26

The DETECTIVE takesa secret/nessagecardwhenhe reachesthe mysterious letteron thedeskon the3rdfloor.He mustfollowthe instructions writtenon the card.lf he is instructed to a previous clue position, he returnsto that position, and playcontinues, with the DETECTIVE relighting the cluesin the samesequenceas before. (Henowhasthe opportunity to win previously missedclues.) lf the clue positionis one in whichthe GHosr is hiding,the DETECTIVE sfi// forfeits halfof hiscluecards.(Always counting f romthehaunted houseentrance). when the DETEcrlvEreachesthe secretTreasure, he countshis clue cards. play beginsas before. It is now the otherplayer'sturn to be the DETECTIVE. Writedownyourscoreso you do not forgetit. The DETECTIVE who gathersthe mostClueCardswins.


mazeot a thenumeric racethrough .. a space

RflRLOGI(

electronic computerchartedgalaxy!A fascinating additiongamefor all ages!

GAME AIDS GAMECARD#3

lt-Ttl L-J

GAMEOVERLAY

GAMECHIPS(use16red chiPs)

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SET-UP 1. InsertGAMECARD#3 intothe MasterControlUnit. Overlayon the screen. 2. Placethe ANALOGIC 3. Setthe SPEEDcontrolto the slowestsetting. 4. (lllust.A). UsingHoRIzoNTALand VERTICALControls,the left player, The rightplayer,Player2, goesto the planet Player1,goesto the planetEVEN. ODD. controlsto the uprightcenterposition. set theirENGLISH 5. BothPlayers

PLAY B

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contactby activatingtheirlight interstellar (lllust.B). The playersestablish (The RESETbuttonis pushedand the lightbouncesdiagbeamtransceivers. the correct controlto determine Usethe ENGLISH onallybetweenbothplayers. pathof the light). The playersflip a cointo seewhomovesfirst.The playerfromthe planetODD triesto reachthe planetEVENbeforethe playerfromthe planetEVENreaches the olanetODD. lf the playerfromthe planetODDstartsthe game,he maymoveonly to an odd numberedsquare.lfa playerfromthe planetEVENstartsthe play,he maymove only to an even numberedsquare. (f llust. C). The playersmay move one square in any horizontalor vertical direction' movein a diagonal Theymay,underspecialcircumstances, direction. later(on page28). Thiswill be explained


A N A L O G I C( C o n t i n u e d )

The principlefor the succeedingmovesof the game:The EVENplayermay moveonly to a squarewhosenumbercombineswith ODD'Slastmoveto tota/ to an evennumber.ODDmaymoveto a squarewhosenumbertotalsto an ODD figurewhen combinedwith EVEN'S lastmove. EXAMPLE: ODD PlaysFirst. ODD:

Movesto three

EVEN:

Movesto five

(3 + 5 :

ODD:

Movesto six

(5 + 6 : 1 1 )

EVEN:

Movesto two

(6 + 2 :

8)

8)

Andsoon... NOTE: Eachplayermusttotal figuresaloudbeforethey move. Each playeruseshis ENGLISHcontrolto maintaininterstellar contact.lf the playerwho hascontrolof the interstellar beammissescontact,he mustgo back 1 spaceand hisopponentreceivesa DiagonalChipgoodfor onediagonalmove at any timeduringthe game.(UseRESETButtonto reactivatebeam.) (lllust. D). Once the playersare withinany 3 verticalcolumnsof each other, interstellar contactis no longernecessary andthe beamis allowedto disappear olf the screen. (lllust. E). When a playerpassesthroughthe PlanetaryBelt, he receivesa DiagonalChipfor eachtimehe touchesone of the five planets.Playersmaynot occupythe samesquareat the sametime. The lirst playerto reachhis opponent'splanetwinsthe game.

a l 8 3 1 2 5 r

4

r

6

7

2

9

GAMEVARIATION: Usethe interstellar light as a timerfor the gameof play.Eachplayermustannouncehismovewithinfourtraverses of the beamor he forfeitshisturn.All other playingprocedures remainas outlined.

E

28


ROULETTE

. . . all the casinoactionof MonteCarlo!Placeyour bets and try to break the bank! (For 2 or more players.)

GAMEAIDS IEI

GAMECARD #6

GAMEOVERLAY

LAYOUTBOARD ROULETTE

CHIPS

SETUP

ffiffiffiffi

1. InsertGAMECARD16 into the MasterControlUnit.

2. Placethe ROULETTE Overlayon the screen. 3. The playersdividethe chipsand each receives$1,000.00 of papermoney.

PLAY MONEY

WhiteChips:$5.00 Red Chips :

10.00

Blue Chips :

50.00

One playeris the BANKERand retainscustodyof the balanceof the cash.

HOWTO PLACEBETS The playersmake their bets by placingtheir chips on the RouletteLayout Board.Severalkindsof bets are possibleand the odds are indicatedon the RouletteLayoutBoard.(Seepage30for illustration.) o To makea one-number bet,coverthe entirenumberwith a chip. o To makea two.number bet,positiona chipsothatit fallsbetweentwonumbers.

29


(Continued) ROULETTE To makea fournumberbet.oositiona chipso that it coversthe cornersof the fournumbers. T o m a k ea s i x n u m b ebr e t ,p u t a c h i pat the end of the row of numbers. as snown. You may bet on red or black and odd or even and 0 and 00

THE ILLUSTRATION BELOWS H O W S T H E P R O P E R FOR THE VARIOUSBETS CHIP PLACEMENT

O N EN U M B E RB E T PAYS72-1

POSITION FOR 4 N U M B E RB E T P A Y S1 8 - 1

A L L N U M B E R SB E T P A Y S5 - 2 ,,0" PAYS72.1

B L A C KB E T P A Y S1 - 1

R E D B E T P A Y S1 . 1

B L A C KB E T P A Y S1 . 1

R E DB E T P A Y S1 - 1

ODDBET P A Y S1 - 1

6 N U M B E RB E T ( 1 - 1 3 - 3 -62 4 - 3 - 1 5 1 , P A Y S1 2 - l

P O S I T I O NF O R 2 N U M B E RB E T ( 4 & 3 1} PAYS 36-1

PLAY Only the PlayerControl12 is usedto play Roulette.First,its electronics are "shuffled": the BANKER depresses the RESETButtonandofferstheVERTICAL or HORIZONTAL controlto anyoneof the players, whothenrandomly turnsthat particular controlwithhiseyesclosed.The sameprocedure is followedfor the remaining control(verticalor horizontal). The BANKER maypresent the controlin any position. (Right-side-up, on itsside or up-side-down.) lt is important thatthe dialsettingsbe random. The BANKER thenreleases the RESETButtonandletsthe ballfallintoplaceon thewheel.lf theballdoesnotappearon theRoulette GameOverlay, theBANKER "reshuffled." hasthe electronics lf the ballfallson "0" or "00,"the housewins all one-to-onebets, GoodLuck!

30


THE FOLLOWINGILLUSTRATIONS SHOW SOMEOF THE COMBINATIONS WHICH WOULDWIN THE BETSMADEON THE ROULETTELAYOUT. lf ballfallsin centerredcircleit is out of playandelectronics in the controlunit are "reshuffled."

Odd-Even Bet.Alternating singleanddoubledotsappearon theyellowpoints of the roulettewheel.Theseindicateodd andoyenareas.A balllandingin any of the locationsindicatedin illustration wouldwin.

ODD EVEN

EVEN

BLACK I RED

The outcomeof a Black/Redbet is determined by the colorof the segmentin whichthe ballfalls.

BLACKBANDINDICATES GOOD BLACKSEGMENT

lllustration showingwinningbetsfor... Even and Red bets a Any one number,two number,four number,six number,or all numberbets whichincludednumberfouris a winner. o The evenbetwins. . The red bet wins.

Two-numberbets lf a ballfallsbetweentwo numbers, In thisillustration, bothnumberg'win. numbers12and 29win.

NUMBERBETSARE 12 & 29

31


'TRTE'

A fun mazeof riddlesand rhymesthat helpsyou learnthe statesand their capitals! GAME AIDS

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tLell

GAMECARD#6

GAMEOVERLAY

IlrcV,

STICK ON "GREATLAKESBONUS" ACCESSORIES: (fromOdysseyGameAccessorySheet.) .{

50 STATES CARDS

AFFATRSOF STATES (ANSWER FOLDER)

W

STATES STUDY MAP (Pleasenote:So that a greaterplayingareacan be viewed,Hawaiiand Alaska havebeenplacedat the lowerleft-on the Overlayand on the StudyMap).

SET UP 1. InsertGAMECARD#6 intothe MasterControlUnit.

A

2. Placethe STATESOverlayon the screen. 3. (lllust. A). Place the "GREAT LAKESBONUS"(from Game Accessory Sheet)onto the overlay,as illustrated. Note:Leaveit affixedpermanently-do not removeit fromthe overlay. 4. (lllust. B). Arrangethe STATESCARDSinto matchingcolorgroups.

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PURPLE

YELLOW

32

MAGENTA

RED

GREEN

BLUE

PLAY D e c i d e w h o w i l l b e t h e f i r s t CHALLENGER(the one to answer first).Only the Player Control 12 is used in the States game. lts electronics are "shuffled" by


c

the CHALLENGER'S opponent.The CHALLENGER depressesand holdsthe PlayerControl#2 RESETButtondownwhileofferingtheVERTICAL and HORIZONTALcontrolsto hisopponent, whomusthavehiseyesclosed.Hisopponent turnsthe HORIZONTAL ControlandtheVERTICAL Controltorandompositions, thus"shuffling"the electronics. The CHALLENGER thentellshis opponentto openhiseyesas he releasesthe RESETButton.The lightmarkerwill floatonto thescreen.(lllust.C). Whenit stops,the CHALLENGER triesto identifythestate (orstates)the lighthaslandedon. Hisansweris verifiedby findingthe cardfor the statehe haslandedon.(A lightdot will designatethe state).He then turns the card(s)overto see if his answeris correct. lf the CHALLENGER correctlynamesthe stateor states,he receivesthat state card(orcards).lf a lightfallson the overlay,but is outsideany of the states,the CHALLENGER may useeitherhis HORIZONTAL or VERTICAL Controlto move hislightto thefirstunclaimed identifies state.(lllust.D). lf he correctly thestate, he gainspossession of thatstatecard.lt is nowthe otherplayer'sturnto become CHALLENGER, and the electronicsof the PlayerControlare "re-shuffled."

D

Whenthe CHALLENGER landson a statealreadywon by hisopponent,he issues a challengeto his opponentfor ownershipof that state.The stateownerasks the CHALLENGER oneof thequestions fromthatstatecard.(Theymaybe asked in any order).lf the CHALLENGER answersconectly,he gainspossession of the state card from his opponent.The answersare in the "AFFAIRSOF STATE" folder.

GREATLAKESBONUS

PLAYER HAS L I T U P A F I S H

ONEOF THE GREAT LAKES.

lf the CHALLENGER catchesa fishin the GreatLakes,and correctlynamesthe lake,he getsto go fishingfor a FreeStatefromthe deck of statescards.(A f ish is caughtwhena circlein one of the GreatLakesis lit by the CHALLENGER'S light).(lllust.E). The FreeStatecard is permanently ownedand is not subject to challenge forthe durationof the game.The winneris the Playerwhohasthe moststatecardsafterall 50 Stateshavebeentaken. GameVariations: Firstone to win . . . A. 35 States

r i

B. 25 States C. 15States

33


tlmOn

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GAMEAIDS ll_zrl :

...arunsame rorpre-schooters thatdevetop

handand eye coordination, and helpschildren learnto identifypartsof the body with the associatedprintedword. (For 2 or 3 players) GAME CARD #2

vi

GAMEOVERLAY

\:

28 S|MON SAYS CARDS

RULESFORTHREEPLAYERS SET UP 1. InsertGAMECARD#2intothe MasterControlUnit. 2. Placethe "SIMONSAYS"Overlayon the screen. 3. Players selectonefigure(Boyor Girl)andtheymustmaneuver theirlighton thatfigurethroughout the game.

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Atr*:' l\;/

Iil'H A

ET9 r

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ffi B

34

4. (lllust.A). Eachplayermoveshis lightto his box,as illustrated. 5. The "SimonSays" cardsare then shuffledand placedin front of the third player,who is "SIMON."

PLAY (lllust. B). SIMONturnsover the first card from the deck and announces, "Simon Says,go to yourelbow."Playerone and playertwo go to theirelbows. Thef irstplayerto reachthe elbow,winsthe "elbow"card.lf SIMONdetermines that thereis a tie, the card is placedat the bottomof the deck. lf "SIMON"doesnotsay"SimonSays,"the playersarenotto move.lf a player doesmove,he mustreturna "SimonSays" card to the deck. Play continues untilthe entiredeckhasbeenused. The playerwho collectsthe mostcardswinsthe game.

RULESFORTWO PLAYERS Two playersalternateturningthe cards.At the count of three,they race their lightsfor the positionindicatedby the card that has been turnedover.The playerwho arrivesfirstwinsthe card.lf thereis a tie, the card is placedat the bottomof the deck.The playerwho collectsthe mostcardswinsthe game.


CHECKLIST PERFORMANCE 2. lf the displayon yourtelevisionscreenis distortedor then the problemmay be an adjustment scrambled, of the television controls. . . you are on the properchannel to be sure A. Check 1. lf you do not get a playerimageon yourtelevision game for operation. screenwhen a GameCard is insertedin the Master C o n t r oUl n i t .. . to a knownoperatinglocal B. Switchthe television the Antenna-Game station and Switchto the TV VERTICAL and controls HORIZONTAL A. Rotatethe position.Adjustthe televisioncontrolsas neceson bothPlayerControlUnits.lf the playerimages saryto obtaina normalpicture. do not appearon the screen,continuewith the checklist. switchbackto the C. lf a normalpictureis obtained, position your game and set television to the proper B. Checkto see that the ChannelSelectoron your which is used. Adjustthe channel on ODYSSEY asindicated issetto theproperchannel, television Tuning television. VHF Fine on the your MasterControl by the ChannelSwitchin troublewithonlyone game. . . 3. lf you experience Unit.(Seepage4). to be sureyouhave A. Checkyourgameinstructions C. Checkto seethatthe GameCardis insertedpropthe properGameCard and that it is properlyinfacingoutwardandis plugged erlywiththenumber sertedin the MasterControlUnit. in all the way. AntennaB. Check your GameCard to see if there is any D. Check to see that the slide on the visibledamageto the card. GameSwitchis in the "Game" positionand that the Antenna-GameSwitch has been properly installed. E. Checkto see that the GameCordis pluggedinto the socketprovidedon the top of the AntennaShouldan Overlay or GameCard becomedamaged GameSwitchand on the backof the MasterConor misplaced,contact your local Magnavoxdealer trolUnit. replacements. for F. Checkthe batteriesin your MasterControlUnit properly installed.Also, if Your Magnavoxdealerwill also have availablean asto see that they are yourgamehasbeenin operationforsometime,the sortmentot additionalODYSSEYgames.Each game GameCard,Overlay,and Game batteriesmay be weak and shouldbe replaced. will havethe necessary Aidsrequiredfor play.

ShouldyourODYSSEYSystemappearto be malfuncCheck List will help you tioning,this Performance if serviceis actuallyrequired. determine

ADDITIONAL GAMESAND GAME MATERIALS

WARRANTY Magnavoxwarrantsits ODYSSEY"electronic gamesimulatorto the originalpurchaser to be andworkmanship freefromdefectsin materials for three monthsfrom date of purchaseand underthe followingconditions: Inoperativein-warrantyODYSSEYsystems (MasterControlUnit,two PlayerControlUnits, Switch,GameCord,and Game Antenna-Game to the sellingDealer be delivered Cards)must Any systemfoundto be defor his inspection.

fectivewill be replacedwith a new one. furnishedduring the warranty Replacements periodare guaranteedfor the balanceof the applicablewarranty. Thiswarrantyapplieswhenthe productis subjected only to normaluse and purchasedfrom a franchisedMagnavoxDealerin the United this warranty Statesor Canada.Furthermore, nordoesit extendto doesnotcoverthebatteries a systemwhichhasbeenmodifiedor damaged.

lllll] lliltnlllllfi fll'lf illilflItn ffiruljilllltfi ffiftnintffi t]lilJnrulIlffi SE RVICE

Dealer. repairinformation, contactyourMagnavox : ror out-of-warranty

35



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