Manual de Consola Magnavox Odyssey

Page 1

A Total Play and Learning Experience For Atl ffi

ODY''EY-T}IEELEfiRONI(GRM€ OFT}I€FUTURE ODYSSEYisnowyoursandyourfamily'stoenjoy,to befascinatedbyandto learn from.Letustellyousomethingaboutit. ODYSSEYisanelectronicgamesimulatorthateasilyattachestoany18to25inch (diagonal)television-eithercolorormonochrome.(Seepages4-6toseejusthoweasy itreallyis!).WithODYSSEYyouparticipateintelevision,you'renotjusta spectator! TheexcitingcasinoactionofMonteCarlo,thethrillsofWimbledon,thechallengeof skitrails-canallbeduplicatedrightinyourownlivingroom. ODYSSEYisthought,actionandreaction.And,it'sanelectronicteachingaid,too! Itcanhelpyourchildlearnnumbers,letters,geography-evenabstractthinking! Bestofall,ODYSSEYmakeslearningfun.ODYSSEYistrulya totalplayandlearning experiencefortheentirefamily. ODYSSEY. fromMAGNAVOX, a leaderinthefieldofqualityelectronics foroversixtyyears. Pleasecarefullyreadtheinstallationinstructionsonthefollowingpagesto insure completeoperatingease.OnceyouhaveconnectedODYSSEYtoyourtelevision,we suggestyoufirstplay"TableTennis"(page10),asit isthebasicODYSSEYgame designedtoacquaintyouwiththecontrols.Havefunl Page 4 4 4 4 b b 7 7 7 7 7 n I GAMERULES Page TableTennis...... .....10-11 Tennis .11-12 Football ..13-18 Hockey ..19-20 ski.... ..21-22 Submarine 23 CatandMouse ... 24 HauntedHouse ........25-26 Analogic ......27-28 Roulette ....29-31 States . .32-33 SimonSays.. .........34 PerformanceCheckList... ......35 AdditionalGamesandGameMaterials. . .. ..... 35 Warranty .........35 Out-of-WarrantyService ........35 TRBLEOF(ONT€NT' INSTALLATIONINSTRUCTIONS MasterControlUnit.. Batteries,ChannelSwitch andtheExternalPowerJack, Connectionof PlayerControls Connectionof GameCord. AntennaGameSwitchConnection. , AdjustingTelevision InsertingGameCard ThePlayerControlUnits. ResetButton HorizontalControl VerticalControl EnglishControl Learningto Play Overlays CaringforyourODYSSEY @The Magnavox Company '1972

tntTnllnilon EXTERNAL POWER JACK PLAYER1 CONTROLUNIT ACCESSORY GETTINGTOKNOWYOURODYSSEY Your mastercontrol unit . isthe heartof Odyssey.lt contains alltheelectronicsnecessaryto playthemanygamesprovided. It performsmuchlikea televisionstationsendingsignals to yourtelevisionreceiver. Batteries areusedto poweryourOdyssey.Removethelidon thebatterycompartmentbyslidingthefastenersinthedirectionthe arrowspoint.PlacethesixC cellbatteries(includedwithyour Odyssey)inthebatteryholder,asshown. A channelswitch isprovidedinsidethebatterycompartmentto selecteitherChannel3 orChannel4.Thisswitchisnormally setatthefactorytotheChannel3 position.lf a televisionstationis operatingon Channel3 in yourarea,movetheswitchto theChannel4 position.Forfuturereference,indicateherethe channelbeingusedforOdyssey: The externalpowerjack maybeusedto connectanoptional 9-voltexternalpowersupplyadapterto yourunitinsteadof using batteries.Thisadaptermaybepurchasedatyourlocaldealer. CONNECTINGTHEPLAYERCONTROL CABLESANDTHEGAMECORD PlugthePlayerControlunitcablesintotheMasterControlUnit as illustrated.ThetwoPlayerControlUnitsareidentical;however, thePlayerControlUnitconnectedto thePLAYER1socketwill becalledPlayerControlUnitNumber1andtheoneconnectedto the PLAYER2socketwillbecalledPlayerControlUnitNumber2. TheGAMECORDisusedto connecttheMasterControlUnitto theANTENNA-GAMESWITCH.InsertoneendoftheGAMECORDinto thesocketmarkedGAMECORDontheMasterControlUnit. Theotherendplugsintothesocketonthetopofthe ANTENNA-GAMESWITCHmarkedGAMECORD.

o rl I MOUNTINGHOOKS CONNECTINGANTENNA. GAMESWITCH TheANTENNA-GAMESWITCHisprovidedasa convenienceto allowyoutoselecteitherOdysseyorregulartelevisionviewing, withouthavingto disturbyourantennaconnections.Afteritsinitial installation,youmerelymovetheslideswitchto eithertheGAME positionforODYSSEY orto theTVpositionfortelevisionviewing. MOUNTINGHOOKSareprovidedforconveniently"hanging"the ANTENNA-GAMESWITCHonthebackofyourtelevision.Normally onlyonehookinthecenteropeningsoftheANTENNA-GAME SWITCHwillbesufficient.Afterinstallingthehook,insert theendthroughoneoftheventilatingholesonthebackol your televisionneartheantennaconnections. LocatetheVHFantennaterminalsonthebackofyourtelevision. DisconnecttheVHFantennacable(ifthereisone);andconnectitto theANTENNA-GAMESWITCH,asshownintheillustration.Connect theleadfromtheANTENNA-GAMESWITCHto theVHF-300 terminals.TheANTENNA-GAMESWITCHisnowpermanently connectedto yourtelevision.(WhenchangingfromGAMEtoTV,make certaintheslideswitchismovedto theextremeposition;do notleaveit inthemiddle,asyouwillnothaveproperoperation.) AdditionalANTENNA-GAMESWITCHESmaybepurchasedatyour localMagnavoxdealer,soyoumayinstalloneon eachtelevisioninyourhome. Theantennaconnectionsonyourtelevisionmaynotbelikeeither ofthemethodsshown.Therefore,followtheprocedureoutlinedon page6to connectyourANTENNA-GAMESWITCH. JUMPER PLATES UHF ANTENNAWIRE (rFusED) VHF ANTENNA WIRE (IF USED) JUMPERPLATES SCREW ON CONNECTOR GAMECOBD GAME E !lE

lF YOUARERECEMNGVHFTELEVISION-CHANNELS 2 thru13... 1. Locatetheantennaterminalsonyourtelevision. 2. lf yourVHFantennacableisthetypethatisgenerally flatinshapeandhastwowirescomingoutofeachsideof theend,disconnectthewiresfromthetelevisionandconnect them to the two screwsmarkedVHF-300on the ANTENNA-GAMESWITCH.Besurethejumperplatesare notconnectedbetweenthelowerandupperscrews. 3. lf yourantennacableisa roundcablewitha screw-on typeconnector(75-ohm),unscrewtheconnectorandvery carefullyscrewit on the 75-ohmconnectoron the ANTENNA-GAMESWITCH. 4. lf yourconnectorwillscrewon the ANTENNA-GAME SWITCH,swingthejumperplatesontheANTENNA-GAME SWITCHunderthe300screwsandthentightenthescrews. Thenlocatethe pairof screwsmarkedVHF-300on your televisionand connectthe wiresfromthe ANTENNAGAMESWITCHto the screwson yourtelevision.Your televisionwillprobablyalsohaveasetofjumperplatesor a switchthatmustbemovedto allowyouto usetheVHF1. Locatethe antennaconnectionson the backof your televisionand find the pair of screwsmarkedVHF or vHF-300. 2. ConnectthewiresfromtheANTENNA-GAMESWITCH tothesescrews. 3. Sometelevisioninstrumentsmay also have another connectionfora VHFantenna.Thisconnectionwillbefor sometypeof screw-onor plug-intypeconnector.lf you havethistype(75-ohm)connection,youmayalsohavea switchora setofjumperbarstomovebeforeyoucanuse theregularVHFantennaterminalscrews.Yourinstruction bookletforyourtelevisionmayhelphere. 300terminals.The instructionbookletfor yourtelevision mayhelphere. 5. lf yourconnectorwill not screwon the ANTENNAGAMESWITCHor istheplug-intype,locatethe pairof screwsmarkedVHF-300on yourtelevisionand connect the wiresfromthe ANTENNA-GAMESWITCHto these screws.Yourtelevisionwillprobablyhavea setofjumper platesor a switchwhichmustbe movedto selectthe VHF-300terminals.Yourtelevisioninstructionbookletmay helphere.lf youdo nothavethejumperplatesorswitch, itwillbenecessarytodisconnectyourVHFantennacable inorderto playODYSSEY. Naturally,disconnectingandreconnectingtheantenna willbeextremelyinconvenientasyouchangefrom playingODYSSEYtowatchingregulartelevision; therefore,wewouldsuggestyoucontactyourtelevision dealerorservicecompanyandhavethemsupplyyou withanadapterto convertyourconnectortothe"F" typeconnectorusedontheODYSSEY ANTENNA-GAMESWITCH. lf the VHFantennaconnectionson yourtelevisionare differentfromthoseexplainedhere,wesuggestyoucontactyourMagnavoxdealerforassistancein installingthe ANTENNA-GAMESWITCH. ADJUSTINGYOURTELEVISION Beforeproceedingfurther,setthe ANTENNA-GAME SWITCHto theTV positionandturnon yourtelevision. Selecta knownoperatingchannelandadjustyourtelevisionfornormalpictureviewing.ll yourTVincorporates a RemoteSyslemwithAutomaticShut-Otf,placetheRemote DefeatSwitchonthetelevisionin the"OFF" position. IFYOUARERECEIVINGONLYUHFTeIeviSiOn-CHANNELS14thrU83... Now,setthetelevisiontotheVHFChannel(3or4)onwhich theODYSSEYgameswillbeplayed(seepage4).Plugthe oneendoftheGAMECORDintotheGAMECORDsocket ontheANTENNA-GAMESWITCHandplacetheswitchin theGAMEposition.lnsertGameCardNo.1for"Table Tennis"intheGAMECARDSLOTontheMasterControl Unitandpressdownfirmlyuntilit iscompletelypluggedin. Thenumber1shouldbefacingoutward.TheGAMECARD isalsothepowerswitchfortheMasterControlUnitsoa signalisnowbeingsenttoyourtelevisionreceiver./tis thereforeveryimportantthatyouremovetheGAMECARD afterplaying,sothatbatterypowerisnotdepleted. Youwillseea whiteverticallinefromthetopto bottom andpossiblyoneortwosmallwhitesquares.AdjusttheVHF FineTuningonthetelevision, if necessary,untilthisvertical lineisstraightandclear.Also,adjusttheBrightnessand Contrastcontrolsofyourtelevisionfora brightwhiteline againsta darkgraybackground.(lfyoudo notobtainthis whiteverticallinereferto page35)

<-t---> THECENTERCONTROLON THEMASTERCONTROLUNIT shouldbe adjusteduntilthe verticalline is in the centerof the televisionscreen,asshownat left. THEPLAYERCONTROLUNITS TheknobsonthePlayerControlUnitswillbeusedtocontrol theactiontakingplaceonyourtelevisionscreen.The illustrationbelowshowstheactionwhenGame CardNo.'l isused. Vertical.TheVerticalcontrolwillalways causea playertomoveupordown.With thecordontherightsideandthePlayer ControlUnitinfrontofyou,turningthe knobawayfromyouwillcausethePlayer tomoveup;andturningtheknobtoward youwillcausethePlayertomovedown. Horizontal.TheHorizontalcontrolwill alwayscausea Playerto moveleftor right.Withthecordontherightsideand thePlayerControlUnitinfrontofyou, turningtheknobawayfromyouwillcause thePlayertomovetotheleft;andturning theknobtowardyouwillcausethe playertomovetotheright. Reset.PressingandreleasingtheReset buttonwillmbketheBallappearonthe televisionscreen.lf GameCardNo.t has justbeeninserted,pressingthePlayer2 ResetbuttonshouldcausetheBallto appearonthescreen-movingtowardthe left.Duringthegame,thePlayer1Reset buttonwillcausetheBalltoappearifthe Balldisappearedattheleftsideofthe screen,andthePlayer2 Resetbuttonwill causetheBalltoappeariftheBall disappearedattherightsideofthe screen.TheeffectoftheResetbuttons willchangewithsomeGameCards.The rulesforeachgamewilltellyouhowto usetheResetbuttons. English.TheEnglishcontrolaffectsonlytheball.Whenthe ballistravellingfromlefttoright,onlythePlayer1English controlwillaffecttheball.Whentheballistravellingfrom rightto left,onlythePlayer2Englishcontrolwillalfectthe Ball.TheEnglishcontrolwillcausetheBalltomoveupward ordownward,dependingupontherotationol thecontrol knob.Thefurthertheknobisturned,themoretheBallwill deflect.Foryoureaseindeterminingtheapproximate centeringofthisEnglishcontrol,a "raised"markingis providedontheknob.Thismarkingshouldbeinthe uprightcenterpositionoftheknobwhenyoureturnthe Balltothescreen. PLAYER l ++ II -+.

9.OncetheBallisbouncingbetweenbothplayers,each playershouldtaketurnsmovingtowardthebottomorthe top of the screenwithhisVERTICALcontrol,andthen movinginfrontof theBallasit comestowardhim.

Thefollowingstepsdescribetheuseofallcontrols.Practiceusingthecontrolsasdescribedandthenturnto the GameRulessectionof thisbookletto learnhowto play thegames.Someofthegameswillnotusethecontrolsin thismannerbutthebasicactionswillbesimilar.TheGame Rulesexplaintheuseofthecontrolsforeachgame.

2.TurntheSPEEDcontrolallthewaytotheleft.Thegame willnowbeplayedattheslowestspeed.Asyoubecome moreskillful,turntheSPEEDcontrolmoreto therightto increasethespeedofthemovingBall.

8. Player1shouldthenmovehisENGLISHcontroltocause the Ballto touchPlayer2. lf the Ballmisses,Player2 shouldpresshisRESETbuttonandsteps6,7and8should be repeateduntilthe Ballis bouncingbetweenPlayers.

5. BothplayersshouldpositiontheirENGLISHcontrolsso thattheraisedmarkingontheknobisintheuprightcenter position.(Seeillustrationonpage7).

11.Nowyouarereadyto volley.Eachplayershoulduse hisENGLISHcontrolto keepthe ballfromstrikingthe otherplayer;andshouldusehisVERTICALcontrolto try to hittheBall.TheplayerwhomissestheBallmustpress hisRESETbuttonto bringtheBallbackintoplay.

1. RemoveandthenreinsertGameCardNo.1.Thiswill clearthecircuitandallowthefollowingstepsto be performedin sequence.GameCardNo.1 istheGameCard forTableTennis,thebasicODYSSEYgame.

4.BothPlayersshouldnowturntheirVERTICALandHORIZONTALcontrolsto positionthemselvesonthescreenwithPlayerIat theleftcenterapproximatelytwoinches fromthe edge;and Player2 on the rightcenter,also approximatelytwoinchesfromtheedge.

OnepersonshouldselectthePlayer1ControlUnitand anotherthePlayer2ControlUnit.A ControlUnitshouldbe in frontof eachplayer-withhisrighthandon theVERTICALcontrolandhislefthandontheENGLISHcontrol. The personoperatingthe Player1 ControlUnitwill be calledPlayer1.ThepersonwiththePlayer2ControlUnit willbecalledPlayer2.

7. Player1shoulddo nothinguntilhe istouchedbythe Ball.lftheBalltouchesPlayer1,theBallwillimmediately reverseandmovetowardPlayer2. lf the Balldoesnot touchPlayer1,theBallwillmoveoffthescreen.Player1 shouldthenoresshisRESETbuttonandtheBallwillreappearontheleftsideandmovetowardPlayer2.

LEARNINGTO PLAY

3.

6. Player2,bypressinghisRESETbutton,willcausethe Ballto appearon the screen-movingtowardPlayer1. ThenPlayer2shouldturnhisENGLISHcontrolto cause theBalltotouchPlayer1.

12.ShouldbothplayerspresstheirRESETbuttonsatthe sametime,theBallmaynotappear,ormayfloattoonear the centerof thescreen.Simplypressjustone RESET buttonto resumenormalplay. 13.lf anENGLISHcontrolhasbeenturnedto anextreme positionanda RESETbuttonpressed,the Ballmaybe aboveor belowthe normalviewingarea.Shouldthis happen,returntheENGLISHcontroltotheuprightcenter positionandpresstheRESETbuttonsoneat a timeuntil theBallappearsonthescreen.

10.Noweachplayershouldtaketurnsmovingthe Ball withhisENGLISHcontrolwhiletheotherplayertriesto movein frontof theBallby usinghisVERTICALcontrol.

4. The PlayerGontrolUnlts-AlwaysunplugeachPlayer Controlcordby graspingtheplugandnotthecord.The controlshavestopsbuiltin to preventfullrotationandto givegreatereaseof play;therefore,do notforcethecontrolsorturnthemrapidlyagainstthestops.

THEOVERLAYS Mostofthegameswilluseoneoftheoverlaysprovided. Twocompletesetsof overlaysareincluded.Thelargesize shouldbeusedwitha 23-inchand25-inch(diagonal) television.Themediumsizeisdesignedfor18,19,20and 21-inch(diagonal)televisionsets.Ofcourse,someofthe gamesmaybeplayedwithoutoverlays-on smallertelevisionsets. Staticelectricitywillnormallyholdtheoverlayin placeon yourtelevisionscreen.Afterpositioningtheoverlayinplaceon thescreen,useyourhandora softclothtosmoothit in place.However,shouldthestaticchargenotoccur(andit maynot,duetoatmosphericconditions),twoholesare providedineachoverlay,whichwillallowyoutotapethe overlaytoyourtelevisionscreen.Sincetheoverlaysare designedtofitthenewerandmorerectangulartelevision screens,youmaywishto trimtheedgesa littlefora betterfit. NOWYOUAREREADYTO PLAY Selectthe Gameyouwishto play.Completeinstructions forthatgameareincludedin theGAMERULESSection' CARINGFORYOURODYSSEY Yourgameequipmenthasbeendesignedto provideyou withmanyyearsof enjoyment.Followthegeneralguidelinessuggestedbelowto helpyoukeepyourODYSSEY Systeminthebestworkingcondition, 1. The GameBox-The twohalvesoftheGameBoxhave beendesignedwithaspecialplaceforeachpieceol your gameequipment.Alwaysstoreyourgameequipmentin theGameBoxin thesamewayit wasoriginallypacked. 2. The Ovetlays-You shouldkeepthe Overlaysclean andfreeofdust(theymaybewipedwithasoftcloth),and be especiallycarelulnotto creasethemat anytime. 3. The MasterControlUnit-Be carefulthatno foreign objectsare insertedinto the GameCardslot or cable sockets.AlthoughtheMasterControlUnitisruggedlybuilt of sturdymaterials,try to avoiddroppingor otherwise abusingit.Cleanthecabinetwitha soltdampcloth.

6. The GameCord-The GameCordmaybeleftplugged intotheAntenna-Gameswitch.Coilthecordupandlayit behindthetelevisionor hangit overtheAntenna-Game Switch.Whenremovingthe GameCordfromthe Master ControlUnit,graspit bytheplugandnotthecord.Never oulltheGameCordfromitssocket.

5. The GameCards-The GameCardsshouldbe kept cleanandshouldalwaysbehandledandinsertedsothat nosidepressureisapplied,Beparticularlycarefulthatthe metalfoilisnotdamaged.Shouldthisfoilbedamaged,do notusethe cardbutobtaina newonefromyourdealer. It is importantto rememberthat the GAMECARDis also the powerswitch;andthereforemustbe removedat the completionol playto preventexcessivebatterydepletion.

NOTE:Initiallyyoumayfindit easierto usejusttheVERTICALandENGLISH Controlstoreturntheball.Asyoubecomemoreproficient,you'llfindit evenmorechallengingto addHORIZONTALaction.

4. Playersshouldvolleytheballbackandforthuntiltheybecomeaccustomed totheplayandtheuseoftheirPlayerControls.TheSPEEDControlalsoshould beincreasedgraduallyasyoubecomemoreproficient.

PLAY To beginplay,theplayersshouldvolleythe ballto determinewhowillserve first.Forthevolleyto be legal,the ballmustcrossthe netthreetimes.The SERVERwillbethelastplayerwhosuccessfullyhittheballacrossthenet. TheSERVERservesforfiveconsecutivepoints,atwhichtimehisopponent becomesthe SERVERforthe nextfivepoints.Playerscontinueto alternate servinguntilGAME. SCORING (lllus.C).A playerscoresa pointwhenhisopponentmissestheball.Theobject istobouncetheballoffyourplayerandmaneuveritpastyouropponent(offthe rightorleftsideofthescreen,asillustrated.)

GNMERULE' TRBLE TEnnf ..thebasicodysseysamethatdeverops GAMECARD#1 I -- ! --,-l .' B l-t--r C PLAYER 2 yourelectroniccoordination SETUP 1.InsertGAMECARD#1intotheMasterControlUnit. 2.TurntheCENTERControlonyourMasterControlUnittopositionthevertical lineinthemiddleol thescreen. 3.TurntheSPEEDControlon yourMasterControlUnitto theLEFT,whichis theslowestsetting. PREPARATIONFORPLAY 1. (lllus.A). BothplayersusetheirHORIZONTALandVERTICALcontrolsto positionthemselvesonthefarsideofthescreenoneachsideofthewhiteline. Theplayerdisplayedontherightsideofthescreenmustbecontrolledbythe righthandPlayerControlUnit.Conversely,theleftplayeris controlledbythe lefthandPlayerControlUnit.Eachplayermuststayonhisownsideofthenet. YourTVscreennowrepresents a TABLETENNISCourtasviewedfromthetop, withthenetinthecenterandtheplayersoneitherside. 2. BothplayersnowsettheirENGLISHControlto theuprightcenterposition. 3. (lllus.B). Pressthe ResetButtonto setthe ballin motion.Whenthe ball bouncesoffyourplayer,useyourENGLISHControlto directtheball'sflight. Whentheballbouncesoffyouropponent,heuseshisENGLISHControltodirect itsflight(asdescribedonpages7and8).

GAMEAID PLAYER 1 I I A 10

l------:-' I \\ .l D (lllus.D).Whentheballgoesoffthetoporthebottomofthescreen,it is"off thetable"andthepointislost. "GAME"iswonbythefirstplayertoaccumulate21points.Themarginofvictory mustbeatleast2points;suchas21to 19,orplayiscontinueduntilthe2 point marginisattained. SETUP 1.InsertGAMECARD#3intotheMasterControlUnit. 2. PlacetheTENNISOverlayonthescreen. 3,Theplayerdisplayedon therightsideof thescreenmusfbecontrolledby therighthandPlayerControlUnit.Conversely,theleftplayeriscontrolledby thelefthandPlayerControlUnit.Eachplayermuststayon hissideofthenet. 4. BothplayerssettheirENGLISHControltotheuprightcenterposition. 5. (lllus.A). Bringtheplayersintopositionandpressthe ResetButtontostart thevolleyforserve.Beginvolleyingata slowspeedandgraduallyincreasethe speedoftheballasyoubecomeaccustomedto theplay. PLAY Tobeginplay,theplayersshouldvolleytheballtodeterminewhowillservefirst. Forthevolleyto belegal,theballmustcrossthenetthreetimes.TheSERVER willbethelastplayertosuccessfullyhittheballacrossthenet. (lllus.B).TheSERVER'SpositionisbeyondtheendlineoftheRlGHTsideof hisbaseline.TheRECEIVERmustpositionhimselfoutsideof hisservicebox. TEnnf ...atttheexcitementofWimbledon!You'replayinsresulation GAMEAIDS tennisrulesasyouserve,volleyandscore! l:l t:........-::/ itrrrJ GAMECARD#3 GAMEOVERLAY BASELINE

LOVE:OSCORE POTNTS 40:3 POINTS GAME:4 POINTS EXAMPLE:Player1 servesandscoresa point.Heannouncesthescore,,15LovE."Healwaysannounceshisscorefirst.on thenextservehisopponent scoresa point.Theannouncement is "1S-ALL".Scoringcontinuesuntilone playerisawardedGAME.GAMEisawardedonlywhenaplayerwinsbytwopoints, suchas"GAME-3O."lfthescoreis"40-All,"playmustcontinueuntiloneplayer scorestwostraightpoints. SET. Thefirstplayertowinsixgameswinsthe"SET,',buthemustwinbya marginofatleasttwogamesoverhisopponent.

SCORING GAME. . . theSERVERis alwaysthescorekeeperandshouldannouncethe scoreaftereachpoint.Scoringintennisisasfollows:

MATCH Thefirstptayertowin2outof3 SETS,winstheMATCH.

TENNIS(Continued) (lllus.C). For a Serveto be good,the ballmusfland in the servicebox.The SERVERhastwo tries.lf he failsin both,he losesthe point. (lllus.D).lftheserveisgood,theballisinptayuntilit ismissedbyoneofthe players.Theplayersmaymoveanywhereontheirsideoftheneta/tertheball hasbeenserved. (lllus.E).Thenextserveisfromthe LEFTsideof the court.Aftera pointis made,theballmustbebroughttotheSERVER'Sside(useResetButton).The servicepositionalwaysbeginsfromtherightsideof theplayer'sbaselineand alternatesfromtherighttotheleftsideofthecourtaftereachpoint.Attheend ofthefirstgame,theotherplayerbecomestheSERVERforthesecondgame. Theplayerscontinuetoalternateservinguntiloneplayerwinsthe,,Set."

15:1 POTNT 30:2

lrI-lf Run! Kick!Touchdown ! GAMEAIDS ItrT-tt t|.4l GAMECARD#3 (ForPassingand KickingPlays) GAMECARD#4 (ForRunningPlays) GAMEOVERLAY GAME BOARD FIELD ODYSSEVSTADIUM SCOREBOARD 1 ROLLOFFROSTEDTAPE FOOTBALLTOKEN YARDAGEMARKER k o F t -l I e::l!!:.:j :.: ll:::'ll:i :l!i:ll *+++ttt I tl||tl ttittl tt lttt+ ttttttt_r ||l||lI -f l- | | | | | +++++++ | Jh+r@r,l'l l FOOTBRLL ...atttheproaction!Ptayyourstrategy!Pass! "PASS" DECK(20CARDS) "RUN" DECK(20CARDS) ..KICKOFF''DECK (10GARDS) "PUNT"DECK(10CARDS) TWO"PLAY''DECKS: 3 CARDSTO EACHDECK CONTAINING... 1 PASSCARD 1 RUNCARD 1 PUNTCARD A QUICKREVIEWOF FOOTBALLFUNDAMENTALS TheballiskickedfromtheKICKER'S40yardline. Whena memberoftheOFFENSIVEteamgets possessionoftheball,herunsit back.Theballis"downed"atthepointwherethecarrier's forwardmotionisstopped. TheOFFENSIVEteamgainsyardageby passing,running,kickingandbypenaltiesagainst theDEFENSE. TheOFFENSIVEteamlosestheballiftheyfail to advance10yardsin4downs,ona fumble whichtheDEFENSErecovers,on a pass interceptionandwhena touchdownisscored. SCORING: Touchdown:. .. . ...6Points KickafterT.D... ......1Point FieldGoal: ....3Points Safety:* .......2Points *(Whenthe ball is downed behindthe OFFENSIVEteam'sgoal on a runningplay,""oF'1"'H?U.5')Efl ii ?fr:T&lif'S"'3 ffi m re ttllFl H W W

FOOTBALL(Continued) M OUTOFBOUNDS AUTOMATICTOUCHBACK RECEIVERISENTITLED TO RUNBACK SETUP 1.InsertGAMECARD#3intotheMasterControlUnit. 2.TurntheSPEEDcontroltoslowestsetting. 3.PlacetheFOOTBALLOverlayonthescreen. 4.SetuptheGAMEAIDSasillustratedandshuffleeachdeckofcards. PLAY Theplayersflipa coin.Thewinnerofthetossmay: A.Electto kickorreceive.OrB.Choosethegoalhewishestodefend. Theopponentelectstheremainingoption. THEKICKOFF! (lllust.A).Theteamkickingoffispositionedonits40yardline.TheREOEIVER ispositionedbetweenthe0 and10yardlines. EachplayerturnshisENGLISHcontroltotheuprightcenterposition.Theball mustbeontheoFFENSIVEplayer'ssideofthefield(usetheResetButton). The ballis kickedwhentheOFFENSIvEplayerpresseshisResetButton.He useshisENGLISHControlto maneuvertheballpasttheREcElvER.Usinghis VERTICALControlonly,theREcEtvERtrystocatchthebail;thebailwiilbounce offtheRECEIVER-thussignifying a "catch".However,theRECEIVERcannot moveuntiltheballpassestheKICKER'S40yardline, (lllust.B).lftheballgoesoutofbounds(toporbottomofthescreen),itiskicked againfromfiveyardslurtherback.(Theballisthenkickedon theKIcKER's 35yardline.) (lllust.c). lftheRECEIVERmissestheballandthekickgoesintotheenozone, itisanAUTm.Theba||isthenptacLoontheREcE|VER'S 20yd.lineandit's"FIRSTANDTEN." (lllust.D).lftheRECEIVERcatchesthebail(thetightbouncesoffoftheptayer), theactionontheoverlaystopsandplayiscontinuedontheGameBoard.The RECEIVERisentitledto a "runback,"butfirst,the KtcKERpicksa cardfrom thetopoftheKickoffDecktodeterminethekickyardage. D F E I ) l A A F E I F E 4 t- -l -lI t t I 'lI f t

FOOTBALLTOKENISON20YD. LINE,YAROAGEMARKER SHOWSYDS.NEEDEDINORDER TOGAINA "1STDOWN." WINDFACTOR: The KICKERrolls the dice and determinesthe wind effectfromthe "computator"on the Game Board playingfield(kickoff/wind).Findthedicetotalbyreading lffiHii';3:ilH:a'iifflff:,1?:?hli,il),i,:rii3i,i,Ijpenaltyorbonus,lf thewindisbehindtheKICKER,the yardageis added-if kickinginfo the wind, it's subtracted.(Thewindisalwaysina constantwesterlydirection,asindicatedontheGameBoardcompass.) (lllust.E).The locationof the ballis markedwiththeFootballTokenon the GameBoardTheScoreBoardismaintainedthroughoutthegame(touchdowns, downs,quarter,etc.), THERUNBACK! WhentheRECEIVERcatchestheball,herollsthediceandreadshisyardage fromthe"kickoffrunback"columnofthecomputator.An"X" indicates a breakawayrun.(Therunnerrollsthediceagainandmultipliesthetotalby5todeterminetheyardagehegained.)TheFootballTokenisthenmovedontheGame BoardFieldtoindicateitsnewposition. PLAYSELECTION! Afterthetokenismovedtomarktheball'sposition,OFFENSIVEplayerdecides onhisnextplay.Heplacesoneofhisthree"play"cardsfacedownonthetable. The DEFENSEtriesto outguesshimandplacesoneof his"play"cardsface down.Theplayersturnuptheirplaycardssimultaneously. lf theDEFENSEhas correctlyguessedtheOFFENSIVEstrategy,itwillhavea profoundeffectonthe outcomeoftheplay!(Thisisexplainedonpage16) ACTIVATINGTHEPLAY! TheOFFENSEputstheappropriateGameCardintotheMasterControlUnit. (GameCard#3forpassing,kickingorpunting;GameCard14forrunning.)After eachplayhasbeennotedontheGameBoard,theOFFENSEpositionshislight ontheoverlayinthesameplaceastheFootballToken.TheDEFENSEtakeshis positiononelightsquareaway.

F L I -lI I FOOTBALL(Continued) PLAYERSARE IN FORMATION. OFFENSEIS ON 20YD. LINE READYTO ACTIVATE "RUN'' PLAY. PLAYERHAS GAINED15YARDS BASEDONCARD SHOWN BELOW. RUNCARDSHOWSYARDS GAINEDONSUCCESSFUL RUNPLAY. OFFENSEIS CAUGHT IN UNSUCCESSFULRUN PLAY G THE RUNNING PLAY! lcamecard#4) (lllust.F.) The OFFENSEpositionshis playeron the lineof scrimmage.The DEFENSEpositionshimselfonelightsquareaway,asillustrated. Eachplayertakeshishandofl hisHORIZONTALControlandkeepsit on the table,butmaymaneuverhisVERTICALControlasthesignalsarecalled. The OFFENSEcallsthesignals-threeto five1 or 2 digitnumbers(321641761Hike!)on"hike,"eachplayerraceshishandto hisHORIZONTALControl. (lllust.G).TheOFFENSIVEplayertriesto maneuvertheballpasthisopponent. TheOFFENSIVEplayermaynotgooffthetoporthebottomofthescreen,orhe isout-of-boundsandsuffersa fiveyardpenalty. lf the OFFENSIVEplayeroutmaneuvershis opponentand passesthroughthe goalsideof thescreen,the playissuccessfu/.The OFFENSIVEplayerbrings hisplayerback"on"screenbyusingonlyhisHORIZONTALControl.(H).Playis stoppedonthegameoverlayandresumesontheGameBoard.TheOFFENSIVE playerthentakesa cardfromtheRunDeckto determinetheyardagegained. (l). lf hisplayeristouchinga HORIZONTALline,hegetsthegreateryardage indicatedon theRunCard.Thefootballtokenismovedto indicatethegain. lf a "breakaway"runcardispicked,theOFFENSErollsthediceandmultiplies thenumberby5todeterminetheyardagegained. lf the9FFENSIvEplayerisunsuccessfulintryingto outmaneuverhlsopponent, oneoftheplayerswillvanishfromthescreen,thussignalingthatbodycontact hasbeenmade.(lllust.J). Playis stoppedon the gameoverlay.Thereis no yardagegainedandif the DEFENSEdidnotguessthe OFFENSE'Splay,there isnopenalty lmportant-however,lF the DEFENSEguessedthe OFFENSE,Sstrategy,he rollsthediceto determinethepenaltyagainsttheoFFENSEteanrjhe resultsarereadfromthe"runrow"of thecomputator.Thefootballtokenismovedto indicatethe penalty.An "X" in the computatorRunRowindicatesa fumble withtheDEFENSErecoverino. H h t t t I -l-l I I A SUCCESSFULRUNNINGPLAY L _lt I I l 5I lul: T'l tdt' 15l I t 'l -ll< T 16

THE PUNT! (Gamecard#3)

THE PASSING PLAY! (camecard#3) (lllust.K). The OFFENSEpositionshisteamon the line of scrimmage.The DEFENSEdropsbackto thesegmentbetween0 and10yards.The OFFENSE callssignalsand,at "hike!"presseshisRESETButtonto throwthepass.

TheoFFENSEisonthelineofscrimmage.TheDEFENSEisbetweenthe0and 10yardlines. TheoFFENSEcallssignals.At "hike!"he presseshisRESETButtonto make the punt.UsinghisENGLISHControl,he triesto maneuverthe ballpastthe RECEIVER.(lllust.N). lf thepuntgoespasttheRECEIvERandoffthescreen,thereisnorunback.The KIOKERthenpicksfromthe PuntDeckto determinethe yardage.Thenthe dice arerolledandthe windeffectis readfromthe computator(punt/wind) lf thepuntiscaughtbytheREcElvER,herunsit back.(Theballwillbounceoff the RECEIVER,thussignifyinga "catch.")(iltust.O). ptayis stoppedon the overlayandresumesontheGameBoard.

TheRECEIVERrollsthediceandreadstheresultinthe"puntrunback"rowof the computator.An "X" in the "puntrunback"rowindicatesa ',breakaway." TheRECEIVERagainrollsthediceandmultipliesthedicetotalby5todetermine histotalyardagegained.TheFootballroken ismovedon theGameBoardto indicatethenewposition.

o F E t- :l lI A SUCCESSFULPASS PLAY. F t t -l _t I ! I t-\'iT I t il -L-L-fr 'i'i' F L I -tT I

rl II PLAYERSARE IN FORMATION. OFFENSEIS ON 35YD. LINE READYTO ACTIVATE"PASS'' PLAY INTHIS EXAMPLE. AN UNSUCCESSFULPASS PLAY. A SUCCESSFULPUNT. UNSUCCESSFULPUNT.RECEIVER ISENTITLEDTO RUNBACK, M

The OFFENSIVEplayeruseshisENGLISHControlto maneuverthe ballpast theDEFENSE.lftheballgoesoffthetoporthebottomofthescreen,thepassis incomplete.TheOFFENSEbeginsthenextdown.TheballMUSfgooffthegoal sideofthescreento bea completedpass!(lllust.L). lf the passis completed,the OFFENSIVEplayerpicksfromthe PassDeckto determinetheyardagegained.lf a "bomb"cardis picked,theOFFENSErolls thediceandmultipliesbyfiveto findtheyardagegained.Thefootballtoken ismovedto indicatethegain. lf theballbouncesofftheDEFENSIVEplayer,thepassisincomplete;(lllust.M) ffinotguessthep|ay,thepassissimp|yincomp|ete.rhere is no penalty. However,lF the DEFENSEdid guessthe play,the DEFENSIVEplayerrollsthe dicetodeterminethepenaltyagainsttheOFFENSIVEteam.Hereadstheresult in the "passrow" of the computator.An "X" in the "passrow" indicatesan interception.TheFootballTokenismovedto indicatethepenalty.

FOOTBALL(Continued) THEFIELDGOAL: A playercandeclareandtryfora fieldgoalif he iswithintheyardagerange indicatedonthecomputatorchart(theDEFENSE'S 0 to 50yd.line).Hemerely rollsthediceandreadsfromthecorrectyardagerowto determinetheresults: "+" isa successfulfieldgoal.Theteamgets3 pointsandthere ls a newTEkofr"0" is an unsuccessfulfieldgoal.The oppositiontakesoveron @ PENALTIES: offsides:lf a playercrossesthelineof scrimmagebeforetheballis("hiked"). 5yards. lllegalProcedure: lf a playeractivatesa playwithoutusingthe correctgame card.5yards. GAME: Thegameisdividedintofourquarters;eachquarterhas20plays.playersswitch ballandfieldpositionsaftereachquarter.Reshufflepass,Run,puntandKick Decksatthestartof eachquarter. THECLOSINGMINUTES! Duringthelastfourplaysofeachhatf,iftheoFFENSEisinsidetheDEFENSE's 40yardline,hecandeclareandthrowa "bomb."HeinsertsGamecard#3and followstheinstructionsoutlinedforthePASSINGpLAy.lf heissuccessful,he rollsthediceandmultipliesby5todeterminetheyardagegained.lf hisattempt is unsuccessful,the ballis automaticallyinterceptedandhisopponentgetsa breakawayrunbackandmerelyrollsthediceandmultipliesby5 to determine hisyardage.Ineithercase,thechangein positionisnotedontheGameBoard andplayisresumed. 18

llO(HEY. ..soforthecupinodysseystadiumasyouface-off, maneuverthe puckanddigforthe net! GAMEAIDS: r:! trT-.}l tl.&J GAMECARD#3 {o,t tl .Fo-t f...t d f.r.t Q/ GAMEOVERLAY o'r'., or, :. ,t -tf ODYSSEYSTADIUM SCOREBOARD SETUP 1. lnsertGAMECARD#3intotheMasterControlUnit. 2.TurntheSPEEDcontrolto theslowestsetting. 3.PlacetheHOCKEYOverlayonthescreen. 4.EachplayersetshisENGLISHcontroltotheuprightcenterposition. 5. (lllust.A).PlayersmovetheirlightsintothecenterpositionsfortheFace-Off. 6. PresstheResetButtontoactivatethe"PUCK."ltshouldmovebackandforth betweenthecenters.SomeslightENGLISHadjustmentmaybenecessarytoaccomplishthis.Graduallyincreasethespeedof thepuckasyoubecomemore proficientin playingHOCKEY. PLAY Playbeginswitha Face-Offatcenterice. FACE-OFF:Bothplayersstartwiththeirhandsoffthecontrolsandplacedon thetable,lloororlap. Onthecountofthree,raceyourhandstoyourPlayerControlUnitanduseyour ENGLISHcontrolto try to drivethe "PUCK"pastyouropponent.(lllust.B). (PlayersalternatecountingforeachFACE-OFF.) SHOTON GOAL:(lllust.G and D).Theoffensemustcrosstheredline,into his opponent'stenitory,beloremakinga sHoT oN GoAL that will count, otherwise,thegoaldoesnotcount.A newFace-Offismadefromcenterice. Also,aftereachGOALismade,ther.eisa newcenterFace-Off' ej FRosrEDrAPE c GOALDOESNOTCOUNT, PLAYERSMUST"FACE-OFF'' n nsO" A (, {oJF 21I to,lF -t ?p.t \ I t) fpjt ,) B e n-'' (d--' {o,t h_) t.f to,t f.'Fl!o.* B \rt-to,lF -t Itr \ n t) {o.F ,) GOALCOUNTS

oFFSIDE:(lllust.G). lfthe"PUCK"goesoffthetoporthebottomoftheptayingsurfaceanddoesnotreturntotherinkbeforereachingthegoaledgeofthe screen,it isconsideredoFFSIDE.TheFace-oflisheldintheFace-offcircle nearestthepointwherethePuckwentoutof

play.

OFFTHE BOARDPASS:(lllust.H). tf the"pUCK"goesoffthetopor bottomof the playingsurfaceanddoesreturnto therinkbeforereaching goaledgeofthescreen,it isconsidered a goodOffTheBoard'spass.

GOALS:(lllust.l).Thecolorednetsofthegoalmustbelightedtoscorea goat. Thepuckmaynotenterthegoalthroughtheblackline.Thescoreis1pointfor eachgoal.Inorderfora goalto beconsideredlegal,thm netinoneofthewaysillustrated.

a--r(.. {o.' [* E 'f.o,t -.7 1r \ iln) to,t E HOCKEY(Continued) GOOD OFFTHE BOARDPASS GOOD NOGOOD FACE-OFF HERE J GOALIEHAS ENTERED HIS OWN NET_FOULI lclNG: (lllust.E).lfthePUCKcrossestheredtineandgoesoffthegoatedge ofthescreenwithoutenteringthenet,thePUCKislcEDanda Face-offisheld onthewingoftheoffensiveplayer'sice. (lllust.F). lf thePUCKgoespastthenet,andiftheOffensiveptayermadethe shotwhileontheDefender'sice,theFace-Offis heldontheFace-OffCircle closestto thesidewherePUCKwentoff.

the the -o--r a,' s

to,tl' \ t .lF to,t I

PENALTY:(lllust.J). lf theGoalieentershisowncotorednetareawhitedefendinghisGoal,it is a FOUL.TheoffendingGoaliemustthenuseonlyone handon hisPlayerControlforthenexttwoplays.

THE GAME:The GAMEconsistsof threePER|ODS.EachpERtODis timited to 20plays.A newplayisconsideredto bestartedeachtimetheRESETbutton ispressed.UsetheScoreboardto keeptrackoftheplays. (Placefrostedtapeoverthe Scoreboard.Pencilscoresmaybeerased.) .f.o,t 9

to,'F I {'41 , t-'

tHl . yourprivateplanehasjustlandedon a smallairstripdeepinthe heartof the YazhdokMountains.Lace up your boots,put on your skisand see howyou do on thesehazardousslopes!(For1 or moreplayers.) GAMEAIDS GAMECARD#2 '^l--.\, ' i ^.'"'.--,""": j^ t-i i '^. ; ,' t [".... -^r^^^r ,'r' .r" ,," n t 'rr.r 'l \---/' ,,' " A t-. '. i .) i i ^r-fi..,-\ i.- i 'fr .+.L\i A^^ f r f ^^-J la-l ll c GAMEOVERLAY STICK-ONSKIMARKERS(forGameVersion"C") fromOdysseyGame AccessorySheet. SETUP 1. fnsertGAMECARD#2intotheMasterControlUnit. 2.(lllust.A). Useyourcontrolstotakeoneoftheplayersoffthescreen. 3.PlacetheSKIOverlayonthescreen. 4. (lllust.B). Positiontheremaininglightbehindtheskifigureat thestartof thecourse. 5.Decidewhichofthe3trailsyouaregoingtoski: The St. MoritzTrail (lllust.C)-The beginnertraildesignedto acquaint thenew"skier"withallthefundamentalsrequiredto buildhisconfidenceand skillto advancetothelongertrails. TheAspenTrail(lllust.D)-The intermediatetrail,whichislongerthanthe St.MoritzTrail,andfeaturesmorejoltsandhazards-arealchallengeto the "weekendskier!" NV .* I A a l B \ t^ ,-. -) l' .r',) ---rt .i * A {--'") A- t: ^ o'. A A , l l A A

a A /t^ ,l l l l i( SKI(Continued) THETFAILWINDSAROUND E1 CENTRALMTS. ...The OlympicTrail (lllust.E)-The advancedtrait,whichis thelongest andmostdifficulttrail,demandingtheutmostinspeed,skillandaccuracy. PLAY Therearethreegamevariationswhichyoucanplay.To begincompetition inanyofthethreeversions,oneplayershouldsignalwhenthe"skier"isto starthisrun(1,2,3,go!).The"skier"thenbeginshisdescentdownthetrail. Whenthe"skier"completeshisrun,theotherplaye(s)followdownthe trail.The HORIZONTALandVERTICALControlsareusedto "skier."guidethe Aftereach"skier"hasmadethreeruns,thescoreis tabulated. I. POINTMETHOD (lllust.F).Eachtimeyougooffthetrail,(tightnotvisibte)youreceivea penaltyof5pointsplusthefollowingpenalties: lf youlighta gate 10Points lf youlighta tree .15points lf youlight EastMountain..... .25Points CentralMountain .30Points WestMountain.... ....25Points ThePlayerwiththefewestpointswins. II.TIMEMETHOD Raceagainstthesecondhandofa clock.Eachtimeyourlightgoesoffthetrail, add1secondto yourtime,PLUSthefollowingtimepenalties: ffyoulighta gate. ..Add2 Seconds lf youlighta tree. .Add3 Seconds lf youlighttheEastMountain,thecentralMountainorthewestMountain,you aredisqualifiedforthatrun.ThePtayerwiththebesttimewins, III.DISTANCEANDTIMEMETHOD Raceagainstthesecondhandof a clock.Theplayerskisuntilhegoesoff thetrail. a A skimarker(fromthe gameaccessorysheet)is placedat the locationthe player'slightwentoffthetrail.Thetimeisnoted. o Thesecondplayertriesto beatthefirstplayer'stimeto themarker. .and continuesskiingdownthetrailuntilhegoesoff,thussettinga newrecord. A markeristhenplacedat the positionhewentoff thetrailandhistimeis alsonoted. o Thenextplayertriesto beatthefirstandsecondplayer'stimeanddistance records. o Eachskiergetsthreeattemptsto betterthetimeanddistancerecord. o Thewinneris the playerwhoskisthe/ongesfdistancein the shortesttime. /}. r ^' .^ \ a ANIDCONTINIJESAS ILLUST'D. E z ? f"lr.--.'"..,,.i^T-1 5'""-:'tn',,r-,rtr"l n--'-- ", i "-' ,'r i^'ii^*h.1F'i:^a.-l,l-...1..::,'

tUBmRRnE ...navisateyourconvoyintosareharborasyou passthroughdangerous,submarineinfested waters! GAMEAIDS GAMEOVERLAY SETUP 1.InsertGAMECARD15intotheMasterControlUnit. 2,PlacetheSUBMARINEOverlayonthescreen. 3.BothplayerssettheirENGLISHControlstotheuprightcenterposition. 4. (lllust.A). Theleftplayer,Player1,istheSUBMARINECAPTAINandtakes hispositionon hissubmarine.Therightplayer,Player2,istheCONVOYCOMMANDERandtakeshispositionon hisfleet. 5. (lllust.B). Bothcontrolunitsareplacedtogether,asshown' PLAY (lllust. G). Usinghis HORIZONTALand VERTICALControls,the CONVOY COMMANDERnavigateshisships(anunlimitednumberis representedby the shipsonthegameoverlay)alongthebluesealanes. (lllust.D). The SUBMARINECAPTAINlauncheshistorpedoesby pressing his RESETButton.Hedirectsthe torpedo'spathtowardthe convoywith his ENGLISHcontrol. (lllust.E).Whena hitis made,boththetorpedoandtheshipdisappearfrom thescreen.The SUBMARINECAPTAINreloadshistorpedotubeby pressing theCONVOYCOMMANDER'SRESETButton.TheSUBMARINECAPTAINkeeps count,outloud,of eachshiplostto torpedoesor mines.lf theconvoyleaves thesealane,it signifiesthatit hasrunintominesandoneof theshipsislost (lllust.F).WhentheconvoyreachestheendoftheSeaLanePath,andisoff the screen,it signifiesthat it hasmadeit into a safeharbor.The CONVOY COMMANDERundertakes2moremissionsandtheplayersthentradecontrols. The WINNERisthe SUBMARINECAPTAINwhosinksthe mostshrpsin the3 missions-fromtorpedoesormines. F A c D E 23

GAMEVARIATION (lllust. D). Removeall the odd numbers from the Game Overlay.Play is as before, exceptiftheMOUSEiscaughtin an unnumberedsquare,hisscoreis zerofor thatrun. c oKv.li

TheMOUSElightwillbeextinguishedifcaughtbytheCAT.Playisthenstopped. SCORING (lllust.C). AtthepointofinterceptionwheretheCATextinguishestheMOUSE, thepointsaccumulatedbytheMOUSEfortherunaremarkeddownona sheet ofpaper.Everysquarehasa pointvalue,whichisarrivedatbyaddingthenumbersin theverticalandhori2ontalcolumnsasshown:TheCATplayerin the illustrationhasextinguishedtheMOUSEin a squarewitha pointvalueof 19. (Toprow11,Sidecolumn8).TheMOUSEthenreceives19pointsforthatrun. TheMOUSEgets3runstoa "Set."Thentheplayersexchangecontrols,andthe opponentbecomestheMOUSE.The playerwiththe mosttotalpointsin his3 runsastheMOUSEisthewinner.

(RTOnd mOUtE.. canthecrevermouseerudethecantankerouscat? A hilariouselectronicaddition GAMEAIDS r:l -----lrcrl-: GAMECARD #4 GAMEOVERLAY gameof hideandseek. SETUP 1. lnsertGAMECARD#4intotheMasterControlUnit. 2. PlacetheCATandMOUSEOverlayonthescreen. 3. (lllust.A). Placethenumbers(fromAccessorySheet)ontheOverlay. 4. PlayerNumber1,theleftplayer,istheCAT.PlayerNumber2,therightplayer, istheMOUSE. 5. UsingtheHORIZONTALandVERTICALControls,positiontheMOUSE'slight ontheMOUSEfigureandtheCAT'slightontheCATfigure.(lllust.A).Theblue squarein thelowerrighthandcorneris the "MouseHouse."Theotherblue squaresrepresentwallsandfurniture. PLAY Playbeginswhenoneplayercountsaloudtothree. (lllust.B).TheMOUSEmustgettohishousewithoutbeingcaughtbytheCAT. TheCAT,on theotherhand,triesto catchtheMOUSEasquicklyashe can. NeithertheCATnortheMOUSEmayenterthe bluesquares.lf eitherplayer crosses a bluesquare,hemustreturnimmediately to hisstartingposition(CAT orMOUSEligure)beforecontinuingthechase.

STICK.ONNUMBERS (from Odyssey Game AccessorySheet)

TIRUNTEDI.IOU'E GAMEAIDS ...youarethedetectivegropinginthe darkas cats,bats,skeletonsanda disappearing ghostguideyou to a secrettreasure!Funforall ages.(For2 or moreplayers.) GAMECARD #4 GAMEOVERLAY 30CLUECARDS 13SECRETMESSAGECARDS SETUP 1. InsertGAMECARD#4intotheMasterControlUnit. 2. Theleftplayer,Player1,istheDETECTIVE.Therightplayer,Player2,isthe GHOST.PositiontheDETECTIVEandGHOSTlights,asshownat left. 3. PlacetheHAUNTEDHOUSEOverlayonthescreen. 4. ShuffletheSECRETMESSAGECardsandplacethemfacedowninfrontof theDETECTIVE.ArrangetheCLUECARDSin numericalorderandplacethem infrontoftheGHOST. GHOST HIDESIN A CLUE AND DISAPPEARS PLAY BASEMENT(lllust.A). WhiletheDETECTIVEturnshishead,theGHOSTpositionshislight behindanyof the clues,exceptthe baton the3rdfloor.(Thecluesarethe translucentobjectsinthehouse,otherthanwindows.)TheGHOSTmakeshimselfdisappearbymaneuveringtheDETECTIVE'slighttowardtheGHOSTuntil it touchesandextinguishesthe GHOST'slight.(Usethe HORIZONTALand VERTICALControls.)The GHOSTplayerthenreturnsthe DETECTIVE'slight tothepositionshownintheillustration.TheGHOSTnowtellstheDETECTIVE toturnaround. (lllust.B). TheDETECTIVEentersthehousethroughthedooratleft.Theother playergivesthe DETECTIVE a ClueCardforeachcluethe DETECTIVElights on hissearchforthesecrettreasure. 3rdFloor 2ndFloot lst Floor DETECTIVE DETECTIVE

Whenthe DETECTIVEapproachesthe cluejustbeforethe GHOST'shiding place,the GHOSTrevealshimselfby pressinghis "Boo!"RESETButton,andsays (TheGHOSTmustremainin hishidingplaceuntiltheSecretTreasure isdiscoveredbytheDETECTIVE). (lllust.E). The DETECTIVEmustbeverycarefulnotto gettoo closeto the GHOST ortheGHOSTwilldisappearand,asa penalty,theGHOSTtakes halfoftheClueCardstheDETECTIVEhaswon.TheDETECTIVEmayetudethe goingaroundhim(findinghiswaythroughsecretpassagesand hiddenstaircases,whichmayeventakehimtoanotherfloor).Hemayuseclues hehasalreadyencounteredasguidesto hisnextclue,buthedoesnotcollect additionalClueCardsforrelightingthem.

DETECTIVEMUSTGO AROUND GHOSTWHOREVEALSHIMSELF INTHISEXAMPLE (INCHANDELIER.)

TheDETECTIVEtakesa secret/nessagecardwhenhereachesthemysterious letteronthedeskonthe3rdfloor.Hemustfollowtheinstructionswrittenonthe card.lf heisinstructedto a previousclueposition,hereturnstothatposition, andplaycontinues,withtheDETECTIVErelightingthecluesin thesamesequenceasbefore.(Henowhastheopportunitytowinpreviouslymissedclues.) lf thecluepositionisonein whichtheGHosr is hiding,theDETECTIVEsfi// forfeitshalfofhiscluecards.(Alwayscountingfromthehauntedhouseentrance). whentheDETEcrlvEreachesthesecretTreasure,hecountshiscluecards. It is nowthe otherplayer'sturnto bethe DETECTIVE.playbeginsasbefore. Writedownyourscoresoyoudo notforgetit. TheDETECTIVEwhogathersthemostClueCardswins.

SECRETMESSAGES

HAUNTEDHOUSE(Continued) (lllust.C). BUT. theDETECTIVEmustgatherhiscluesintheirproperorder. (Seeillustration).lftheDETECTIVElightsaclueoutofsequence,itisconsidered tobesloppypoliceworkandhedoesnotcollectanyoftheclueshepassedby. HecontinueshissearchfortheSecretTreasure. (lllust.D). FURTHERMORE lf theDETECTIVErevealshiswhereabouts at a windowby lightingit,hemustreturnto hislastcluepositionandgiveback thatClueCardtotheGHOST.

I

GHOSTby

26

RflRLOGI( .. aspaceracethroughthenumericmazeota computerchartedgalaxy!A fascinatingelectronic additiongamefor allages! GAMEAIDS lt-Ttl L-J 8 3 2 5 a 6 7 2 9 8l ! ? r'r'o e 5 I 7 e-r:: @ : z 1 6 n a A a '.h.., 8 a ? ,,.4'":,:d.,, 2 n 8 ,n a-7 a r'6 r 2 , , r4|!;16o - o 8 8 6 ? ! -s I O... I b ! J I : c t o ii-s.r|r'.'o': ! c i '.'":O.:j:g:':::'= 8 5.8.e_7.2rirr. 2 7i8..1.t.1 .7.9.8.6.!:.6 O )925485!356173 ,1,'u, 2 s | 6-oq o t sl EVENA GAMECARD#3 GAMEOVERLAY GAMECHIPS(use16redchiPs) SET-UP 1. InsertGAMECARD#3intotheMasterControlUnit. 2. PlacetheANALOGICOverlayonthescreen. 3. SettheSPEEDcontroltotheslowestsetting. 4. (lllust.A).UsingHoRIzoNTALand VERTICALControls,the left player, Player1,goestotheplanetEVEN.Therightplayer,Player2,goestotheplanet ODD. 5. BothPlayerssettheirENGLISHcontrolstotheuprightcenterposition. PLAY (lllust.B). The playersestablishinterstellarcontactby activatingtheirlight beamtransceivers.(TheRESETbuttonis pushedandthelightbouncesdiagonallybetweenbothplayers.UsetheENGLISHcontroltodeterminethecorrect pathofthelight). Theplayersflipa cointoseewhomovesfirst.TheplayerfromtheplanetODD triesto reachtheplanetEVENbeforetheplayerfromtheplanetEVENreaches theolanetODD. lf theplayerfromtheplanetODDstartsthegame,hemaymoveonlytoan odd numberedsquare.lfa playerfromtheplanetEVENstartstheplay,hemaymove onlyto an evennumberedsquare. (fllust. C). The playersmay moveone squarein any horizontalor vertical direction.Theymay,underspecialcircumstances,moveinadiagonaldirection' Thiswillbeexplainedlater(onpage28). B c

ANALOGIC(Continued) The principlefor the succeedingmovesof the game:The EVENplayermay moveonlyto a squarewhosenumbercombineswithODD'Slastmoveto tota/ toanevennumber.ODDmaymovetoasquarewhosenumbertotalstoanODD figurewhencombinedwithEVEN'Slastmove. EXAMPLE:ODDPlaysFirst. ODD: Movesto three EVEN: Movesto five (3+ 5 : ODD: Movestosix (5+ 6 : EVEN: Movesto two (6+ 2 : Andsoon... NOTE:Eachplayermusttotalfiguresaloudbeforetheymove. EachplayeruseshisENGLISHcontrolto maintaininterstellarcontact.lf the playerwhohascontroloftheinterstellarbeammissescontact,hemustgoback 1spaceandhisopponentreceivesa DiagonalChipgoodforonediagonalmove at anytimeduringthegame.(UseRESETButtonto reactivatebeam.) (lllust.D). Oncethe playersarewithinany3 verticalcolumnsof eachother, interstellarcontactisnolongernecessaryandthebeamisallowedtodisappear olfthescreen. (lllust. E). Whena playerpassesthroughthe PlanetaryBelt,he receivesa DiagonalChipforeachtimehetouchesoneofthefiveplanets.Playersmaynot occupythesamesquareatthesametime. Thelirstplayerto reachhisopponent'splanetwinsthegame. GAMEVARIATION: Usetheinterstellarlightasa timerforthegameof play.Eachplayermustannouncehismovewithinfourtraversesofthebeamorheforfeitshisturn.Allother playingproceduresremainasoutlined. 8) 11) 8) al8 312 5 r 4 r 6729 E 28

ROULETTE betsand ...allthecasinoactionof MonteCarlo!Placeyour try to breakthe bank!(For2 or moreplayers.) GAMEAIDS IEI GAMECARD#6 GAMEOVERLAY ROULETTELAYOUTBOARD ffiffiffiffi PLAYMONEY CHIPS SETUP 1. InsertGAMECARD16intotheMasterControlUnit. 2. PlacetheROULETTEOverlayonthescreen. 3. The playersdividethe chipsandeachreceives$1,000.00 of papermoney. WhiteChips:$5.00 RedChips : 10.00 BlueChips : 50.00 OneplayeristheBANKERandretainscustodyof thebalanceof thecash. HOWTOPLACEBETS The playersmaketheirbetsby placingtheirchipson the RouletteLayout Board.Severalkindsof betsarepossibleandthe oddsareindicatedon the RouletteLayoutBoard.(Seepage30forillustration.) o To makea one-numberbet,covertheentirenumberwitha chip. o Tomakeatwo.numberbet,positionachipsothatitfallsbetweentwonumbers. 29

ROULETTE(Continued) To makea fournumberbet.oositiona thefournumbers. To makea sixnumberbet,puta chip snown. chipsothatit coversthecornersof at theendof therowof numbers.as You maybet on red or black and odd or even and 0 and 00 THEILLUSTRATIONBELOW CHIPPLACEMENTFORTHE SHOWSTHE PROPER VARIOUSBETS BLACKBET PAYS1-1 REDBET PAYS1-1 ONENUMBERBET PAYS72-1 6 NUMBERBET (1-13-36-24-3-151, PAYS12-l PLAY POSITIONFOR 4 NUMBERBET PAYS18-1 ALL NUMBERSBETPAYS5-2 ,,0" PAYS72.1 REDBETPAYS1.1 BLACKBET PAYS1.1 ODDBET PAYS1-1 POSITIONFOR 2 NUMBERBET(4& 31} PAYS36-1 Onlythe PlayerControl12is usedto "shuffled":playRoulette.First,itselectronicsare theBANKERdepressestheRESETButtonandofferstheVERTICAL orHORIZONTALcontroltoanyoneoftheplayers,whothenrandomlyturnsthat particularcontrolwithhiseyesclosed.Thesameprocedureisfollowedforthe remainingcontrol(verticalor horizontal). TheBANKERmaypresentthecontrolinanyposition.(Right-side-up,onitsside orup-side-down.) lt isimportantthatthedialsettingsberandom. TheBANKERthenreleasestheRESETButtonandletstheballfallintoplaceon thewheel.lftheballdoesnotappearontheRouletteGameOverlay,theBANKER hastheelectronics"reshuffled." lf theballfallson "0"or"00,"thehousewins all one-to-onebets, GoodLuck! 30

ODD EVEN BLACK I RED THEFOLLOWINGILLUSTRATIONSSHOW SOMEOFTHECOMBINATIONSWHICH WOULDWINTHEBETSMADEON THEROULETTELAYOUT. lfballfallsincenterredcircleitisoutofplayandelectronicsinthecontrolunit are"reshuffled." Odd-Even Bet.Alternatingsingleanddoubledotsappearontheyellowpoints oftheroulettewheel.Theseindicateoddandoyenareas.A balllandinginany ofthelocationsindicatedin illustrationwouldwin. Theoutcomeof a Black/Redbetisdeterminedbythecolorofthesegmentin whichtheballfalls. lllustrationshowingwinningbetsfor... Evenand Redbets a Anyonenumber,twonumber,fournumber,sixnumber,or all numberbets whichincludednumberfourisa winner. o Theevenbetwins. . Theredbetwins. Two-numberbets lf a ballfallsbetweentwonumbers,bothnumberg'win.Inthisillustration,numbers12and29win. BLACKBAND GOODBLACK INDICATES SEGMENT 31 EVEN NUMBERBETSARE12& 29

32 'TRTE' .{ IlrcV, A fun mazeof riddlesandrhymesthathelpsyou learnthestatesandtheircapitals! ftrl tLell GAMEAIDS GAMECARD#6 GAMEOVERLAY ACCESSORIES:STICKON "GREATLAKESBONUS" (fromOdysseyGameAccessorySheet.) 50 STATES CARDS AFFATRSOF STATES (ANSWERFOLDER) STATES STUDY MAP (Pleasenote:Sothata greaterplayingareacanbeviewed,HawaiiandAlaska havebeenplacedatthelowerleft-on theOverlayandontheStudyMap). SETUP 1. InsertGAMECARD#6intotheMasterControlUnit. 2. PlacetheSTATESOverlayonthescreen. 3. (lllust. A). Placethe "GREATLAKESBONUS"(fromGameAccessory Sheet)ontotheoverlay,asillustrated.Note:Leaveit affixedpermanently-do notremoveitfromtheoverlay. 4. (lllust.B). ArrangetheSTATESCARDSintomatchingcolorgroups. PLAY Decidewho will be the first PlayerControl12 is used in CHALLENGER(the one to answerfirst).Only the the Statesgame.lts electronicsare "shuffled" by W ffi MAGENTA ffi GREEN A .I llF,,l iltsd RED E BLUE ffi PURPLE ffi YELLOW

win r A. 35States i B. 25States C. 15States c D 33

GameVariations:Firstoneto

GREATLAKESBONUS lf theCHALLENGERcatchesa fishintheGreatLakes,andcorrectlynamesthe lake,hegetstogofishingfora FreeStatefromthedeckofstatescards.(Afish iscaughtwhena circleinoneoftheGreatLakesislitbytheCHALLENGER'S light).(lllust.E).TheFreeStatecardispermanentlyownedandisnotsubject tochallengeforthedurationofthegame.ThewinneristhePlayerwhohasthe moststatecardsafterall50Stateshavebeentaken.

the CHALLENGER'Sopponent.The CHALLENGERdepressesand holdsthe PlayerControl#2RESETButtondownwhileofferingtheVERTICALandHORIZONTALcontrolstohisopponent,whomusthavehiseyesclosed.Hisopponent turnstheHORIZONTALControlandtheVERTICALControltorandompositions, thus"shuffling"theelectronics.TheCHALLENGERthentellshisopponentto openhiseyesashereleasestheRESETButton.Thelightmarkerwillfloatonto thescreen.(lllust.C).Whenitstops,theCHALLENGERtriestoidentifythestate (orstates)thelighthaslandedon.Hisanswerisverifiedbyfindingthecardfor thestatehe haslandedon.(Alightdotwilldesignatethestate).Hethenturns thecard(s)overtoseeif hisansweriscorrect.

PLAYER HAS ONEOF THE LIT UP LAKES.

A FISH GREAT

lf theCHALLENGERcorrectlynamesthestateorstates,hereceivesthatstate card(orcards).lf a lightfallsontheoverlay,butisoutsideanyofthestates,the CHALLENGERmayuseeitherhisHORIZONTALorVERTICALControltomove hislighttothefirstunclaimedstate.(lllust.D).lfhecorrectlyidentifiesthestate, hegainspossessionofthatstatecard.ltisnowtheotherplayer'sturntobecome CHALLENGER,andtheelectronicsof thePlayerControlare"re-shuffled."

WhentheCHALLENGERlandsonastatealreadywonbyhisopponent,heissues a challengeto hisopponentforownershipof thatstate.Thestateownerasks theCHALLENGERoneofthequestionsfromthatstatecard.(Theymaybeasked inanyorder).lftheCHALLENGERanswersconectly,hegainspossessionofthe statecardfromhisopponent.The answersarein the "AFFAIRSOFSTATE" folder.

tlmOn tRYt ...arunsamerorpre-schootersthatdevetops handandeyecoordination,andhelpschildren GAMEAIDS learnto identifypartsof thebodywiththe associatedprintedword.(For2 or 3 players) GAMECARD #2 vi \: GAMEOVERLAY 28 S|MONSAYSCARDS RULESFORTHREEPLAYERS SETUP 1. InsertGAMECARD#2intotheMasterControlUnit. 2. Placethe"SIMONSAYS"Overlayonthescreen. 3. Playersselectonefigure(BoyorGirl)andtheymustmaneuvertheirlighton thatfigurethroughoutthegame. 4. (lllust.A). Eachplayermoveshislightto hisbox,asillustrated. 5. The"SimonSays"cardsarethenshuffledandplacedin frontof thethirdplayer,whois"SIMON." PLAY (lllust.B). SIMONturnsoverthe firstcardfromthe deckand "Simonannounces, Says,goto yourelbow."Playeroneandplayertwogototheirelbows.Thefirstplayertoreachtheelbow,winsthe"elbow"card.lf SIMONdetermines thatthereisa tie,thecardisplacedatthebottomofthedeck. lf "SIMON"doesnotsay"SimonSays,"theplayersarenottomove.lfa player doesmove,he mustreturna "SimonSays"cardto the deck.Playcontinues untiltheentiredeckhasbeenused. Theplayerwhocollectsthemostcardswinsthegame. RULESFORTWOPLAYERS Twoplayersalternateturningthecards.At thecountof three,theyracetheir lightsfor the positionindicatedby the cardthat hasbeenturnedover.The playerwhoarrivesfirstwinsthecard.lf thereisa tie,thecardisplacedatthe bottomof thedeck.Theplayerwhocollectsthemostcardswinsthegame. ll_zrl : -t?If Atr*:' l\;/ Iil'H A t+r|ffiET9 r B 34

PERFORMANCECHECKLIST ShouldyourODYSSEYSystemappearto bemalfunctioning,this PerformanceCheckListwill help you determineifserviceisactuallyrequired. 1.lf youdo notgeta playerimageon yourtelevision screenwhena GameCardisinsertedin theMaster ControlUnit... A. RotatetheHORIZONTALandVERTICALcontrols onbothPlayerControlUnits.lftheplayerimages do notappearon the screen,continuewiththe checklist. B.Checkto seethattheChannelSelectoron your televisionissettotheproperchannel,asindicated by the ChannelSwitchin yourMasterControl Unit.(Seepage4). C. ChecktoseethattheGameCardisinsertedproperlywiththenumberfacingoutwardandisplugged inalltheway. D.Checkto see that the slideon the AntennaGameSwitchis in the "Game"positionandthat the Antenna-GameSwitch has been properly installed. E.ChecktoseethattheGameCordispluggedinto thesocketprovidedon thetopof theAntennaGameSwitchandonthebackoftheMasterControlUnit. F.Checkthe batteriesin yourMasterControlUnit to see that they are properlyinstalled.Also,if yourgamehasbeeninoperationforsometime,the batteriesmaybe weakandshouldbe replaced. 2.lfthedisplayonyourtelevisionscreenisdistortedor scrambled,thenthe problemmaybe an adjustment ofthetelevisioncontrols. . A. Checkto besureyouareon theproperchannel forgameoperation. B.Switchthetelevisionto a knownoperatinglocal stationandtheAntenna-GameSwitchto theTV position.Adjustthetelevisioncontrolsasnecessaryto obtaina normalpicture. C. lf a normalpictureisobtained,switchbacktothe gamepositionandsetyourtelevisiontotheproper channelon whichODYSSEYis used.Adjustthe VHFFineTuningonthetelevision. 3.lf youexperiencetroublewithonlyonegame. . . A. Checkyourgameinstructionstobesureyouhave the properGameCardandthatit is properlyinsertedintheMasterControlUnit. B.CheckyourGameCardto see if thereis any visibledamagetothecard. ADDITIONALGAMESAND GAMEMATERIALS Shouldan Overlayor GameCardbecomedamaged or misplaced,contact your local Magnavoxdealer forreplacements. YourMagnavoxdealerwillalsohaveavailablean assortmentot additionalODYSSEYgames.Eachgame willhavethenecessaryGameCard,Overlay,andGame Aidsrequiredforplay. WARRANTY MagnavoxwarrantsitsODYSSEY"electronic gamesimulatorto theoriginalpurchaserto be freefromdefectsinmaterialsandworkmanship for threemonthsfromdate of purchaseand underthefollowingconditions: Inoperativein-warrantyODYSSEYsystems (MasterControlUnit,twoPlayerControlUnits, Antenna-GameSwitch,GameCord,andGame Cards)mustbedeliveredto thesellingDealer forhisinspection.Anysystemfoundto bedefectivewillbereplacedwitha newone. Replacementsfurnishedduringthe warranty periodareguaranteedfor the balanceof the applicablewarranty. Thiswarrantyapplieswhentheproductissubjectedonlyto normaluseandpurchasedfrom a franchisedMagnavoxDealerin the United Statesor Canada.Furthermore,thiswarranty doesnotcoverthebatteriesnordoesitextendto asystemwhichhasbeenmodifiedordamaged. t]lilJnrulIlffiffiftnintffilllll]illilflItnffiruljilllltfifll'lflliltnlllllfi SE RVICE : rorout-of-warrantyrepairinformation,contactyourMagnavoxDealer. 35

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