Fun Facts and Trivia About The Magnavox Odyssey2

Father and daughter playing a vintage video game on a retro CRT television with controllers for the Magnavox Odyssey 2.

The Magnavox Odyssey², stylized as the Magnavox Odyssey2, was a second-generation home video game console released in 1978.

It was also marketed as the Philips Odyssey² and sold internationally under a variety of names, including the Philips Videopac G7000 across much of Europe, the Philips Odyssey in Brazil and Peru, and the Odyssey2 in Japan.

The console entered a market already occupied by the Atari 2600. Philips, which owned Magnavox at the time, developed the system to compete in the expanding cartridge-based home console industry.

The Odyssey² was a Philips and Magnavox engineering project rather than the work of any single publicly recognized designer. Ralph Baer, who had created the original Magnavox Odyssey in 1972, was not involved as the primary designer of this successor.

One of the console’s most immediately recognizable features was a built-in flat membrane keyboard. The choice was deliberate, positioning the system as something between an educational home computer and a gaming device. The keyboard allowed it to support text-heavy games, educational programs, and applications with a programming focus.

The original North American library consisted of 49 cartridges containing approximately 60 distinct games, as some cartridges bundled multiple titles. The broader Videopac and Odyssey² catalog across Europe and Brazil is generally estimated at around 100 distinct games and programs in total.

The platform’s best-selling game was K.C. Munchkin!, released in 1981. Designed by Ed Averett, the maze-chase game bore a uncanny resemblance to Namco’s Pac-Man. It performed so strongly that a Magnavox spokesperson claimed it outsold every previously released Odyssey² cartridge combined during its first two months on shelves.

Atari subsequently filed a lawsuit against Magnavox over the game’s similarity to Pac-Man. The legal dispute contributed to the withdrawal of K.C. Munchkin! from sale and influenced the design decisions made for its follow-up, K.C.’s Krazy Chase!.

Other notable titles in the library included Pick Axe Pete!, Turtles, Killer Bees!, and Attack of the Timelord. Turtles was particularly significant because it was the only licensed arcade port released for the system in the United States. Reliable title-by-title sales data was not widely published, so no precise bestseller ranking exists beyond the well-documented success of K.C. Munchkin!.

In terms of hardware, the Odyssey² sat between the Atari 2600 and later systems like the Nintendo Entertainment System, though its practical gaming capabilities placed it considerably closer to the 2600.

The Atari 2600 ran a 1.19 MHz MOS 6507 processor and carried only 128 bytes of RAM. The Odyssey² used an Intel 8048-family processor running at approximately 1.79 MHz, paired with 64 bytes of internal CPU RAM and 128 bytes of video RAM.

The faster processor and dedicated video memory gave the Odyssey² advantages in text display, keyboard input, and computer-oriented tasks. However, processor speed by itself did not translate into dramatically superior performance as a gaming machine.

The NES also ran at roughly 1.79 MHz, but its overall architecture was far more capable. It included 2 kilobytes of work RAM, 2 kilobytes of video RAM, dedicated graphics and sound hardware, hardware-supported scrolling, and significantly stronger sprite capabilities.

The Odyssey² therefore represented a modest step beyond some of the Atari 2600’s limitations, particularly in video memory and text-based applications, but it lacked the specialized graphics hardware that later consoles used to produce more detailed backgrounds, smoother scrolling, larger characters, and more complex game experiences.

Sales were modest compared to the Atari 2600 and declined as competition intensified. Precise annual North American sales figures were never publicly reported in a consistent or audited form, but the system launched in 1978, built momentum through 1980, and likely peaked around 1981 and 1982 following the success of K.C. Munchkin!.

Even at its strongest point, the Odyssey² trailed the Atari 2600 significantly in installed base, software selection, retail presence, and third-party support. Its 49-cartridge North American library was considerably smaller than what competing platforms offered.

No single technical flaw ended the Odyssey². Its faster processor, built-in keyboard, and distinctive software gave it real advantages over the 2600 in certain areas, but its graphics and sound capabilities were increasingly outpaced by newer hardware, particularly the ColecoVision.

The North American video game crash of 1983 delivered the final blow. Retailers found themselves sitting on large inventories of unsold products and responded by cutting orders and shrinking shelf space devoted to games. As a smaller platform, the Odyssey² was especially vulnerable, and Philips and Magnavox had largely ended North American support by 1984.

In Europe, the system’s games were typically released as Videopac titles and were often identified by number on the cartridges rather than the descriptive names used in the United States.

The wired joysticks could be stored inside the console itself when not in use, giving the system a comparatively tidy and compact appearance.

The flat membrane keyboard used non-mechanical keys that reinforced the console’s identity as a hybrid between a game machine and a home computer.

While the Atari 2600 and NES both used processors derived from the MOS Technology 6502 family, the Odyssey² relied on Intel-derived hardware, setting it apart architecturally from its major competitors.

Philips released a plug-in expansion called The Voice of Odyssey², a speech synthesis module that added spoken phrases to compatible games. For a home console at that time, built-in speech synthesis was an unusual and distinctive capability.

Another official release, Computer Intro!, used the console’s keyboard to introduce basic programming concepts, further reinforcing Philips’ effort to market the Odyssey² as something more than a conventional game machine.

In Brazil, compatible Philips Odyssey hardware remained active longer than in North America. The platform also developed an enduring enthusiast community, with homebrew games, modern cartridge releases, hardware add-ons, and software conversions continuing to appear well into the decades after North American support ended.

Overall, the Magnavox Odyssey² holds an unusual position in the history of home video games. It was not the most powerful console of its era and did not achieve the commercial reach of the Atari 2600, but its built-in keyboard, speech synthesis expansion, computer-oriented software library, and distinctive hardware architecture made it one of the most unconventional home consoles of its generation.

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