Publisher: 2600 Connection (2016)
Mean Santa for the Odyssey 2 makes a good first impression with large multicolored sprites, smooth animation, and a scenic city skyline. Compared to its Atari 2600 cousin this Mean Santa is slower but a little more involved. On the first screen you steer Santa around on a sled guided by a purple mule. I like the look of those dark skyscrapers but the idea of avoiding chunks of frozen precipitation doesn't make much sense. Except for the trees scrolling across the bottom of the screen you might not realize Santa was moving. If you have the voice synthesizer equipped you're treated to a "human beatbox" rendition of Jingle Bells. By the end of a stanza a house appears on the lower right, and you land of it to advance to the second screen. Now the challenge is to navigate Santa through a maze while collecting holiday items like dolls, cookies, toy planes, and candy canes. If you touch the edge of the maze you're transported back to the center of the screen. Most of the time it's annoying, but sometimes it's good strategy as it can prevent you from having to backtrack. The Odyssey 2 controller is responsive but its springy feel makes it hard to turn with precision. At least you can run by holding in the button, which turns out to be a real time-saver. The scoring system is unusual. The goal is to visit 16 houses in the shortest amount of time, but that can take a while! By the time you reach the 13th house or so the game starts to feel a little tedious. Voice effects include a creepy chuckle when Santa lands on a roof and "that's easy" whenever he snags an item. There's no such thing as a quick game of Mean Santa on the Odyssey 2 but around the holidays at least I consider it time well spent. © Copyright 2017 The Video Game Critic.
Publisher: Vectron (2016)
A few friends of mine recently had their collective minds blown when I popped in this cartridge and the screen displayed "GROUND CONTROL TO MAJOR VGCRITIC". Wow! As if that's not enough, the instructions are personalized as well! The opening screen plays a hauntingly sad rendition of David Bowie's Space Oddity, which is without a doubt the best music you'll ever hear on the Odyssey 2. The game itself is perplexing to say the least. Mission Impossible is a puzzle/strategy title played on a grid. Your white ship enters the screen from the left, followed by two red "bounty hunters". The ships move in predictable patterns along the grid but you can alter their direction by placing green X's at intersections. Special items randomly begin to appear and the idea is to divert the ships towards certain objects and away from others. The rules are pretty complicated and the instructions are confusing. You definitely want to grab those red "energizer crystals" which allow your ship to hunt the hunters. Unfortunately you spend a lot
of time directing traffic while waiting for these crystals to appear. When they finally do appear you need to react quickly, but the mushy controls won't do you any favors. The scoring system is confusing too. When I lost my last ship the final stanza of Space Oddity kicked in to the message "CAN YOU HEAR ME MAJOR VGCRITIC?" I loved the intro and ending of Mission Impossible, but never quite managed to wrap my brain around the game in the middle. © Copyright 2017 The Video Game Critic.
Publisher: Magnavox (1981)
It's a scientific fact that adding monkeys to any video game will make it ten times better. It's like wrapping food in bacon! Monkeyshines is an oddly compelling platformer designed with two-player coop in mind. The excellent manual incorporates pictures of infra-red monkeys
, which is probably worth a letter grade in and of itself. The instructions boast of trillions
of random maze combinations, prompting my friend Scott to remark, "We're going to be playing this for a while!
" The idea is to tag as many monkeys as you can. Seems easy enough, but once tagged, a primate will turn red with anger. If the agitated monkey manages to vigorously rub himself against you, it's game over. After a while the monkey reverts back to his natural, non-pissed-off orange color. The four monkeys in this game really steal the show with their wacky antics. They swing around poles, hang upside down, and seem to be having a great time in general. The manual would have you thinking the randomized platforms were the eighth wonder of the world. I hate to break it to the programmer, but they all look pretty much the same! Game variations include moving mazes (no thanks I'm trying to quit) and invisible mazes (aww hell
no). Scott and I steered clear of the "bananas mode" because the instructions clearly stated it was "for professionals only". You can keep the extra variations; the basic game is all you need. Monkeyshines is an entertaining little title that provides the best coop action I've seen for the system. © Copyright 2014 The Video Game Critic.
Our high score: 17
1 or 2 players
Publisher: Ted Szczypiorski (2006)
Obviously inspired by Electronic Art's Archon
(Atari XE, 1983) and taking its name from that cheesy Styx song, Mr. Roboto delivers some of the most entertaining two-player action you'll experience on any
classic console, much less the Odyssey 2. Each player controls a set of robots on a grid, protecting their respective "CPU". The CPUs resemble a monitor with Matrix-inspired green characters moving down them - nice touch! The game itself is a superb combination of strategy and reflexes. Players take turns moving their robots one square at a time, and can also inject "viruses" into opposing robots to slow or weaken them. When two robots attempt to occupy the same square, they are transported to a "combat screen" where both run around shooting at each other while avoiding star-shaped "power surges". The last robot standing wins the square. Should a robot reach the opponent's CPU, he must then navigate a totally new screen with shifting "firewalls" and firing cannons (controlled by your opponent). For an Odyssey 2 title, this is remarkably sophisticated, but it's the audio that really steals the show. The "voice" prompts you during each turn, and during battles, it shouts funny lines like "Mercy, run!" and "Owww stop!" To be honest, I wasn't expecting much from this derivative title, but my friends could not get enough of it. The contests are not only highly competitive, but often border on hilarious. Mr Roboto even offers an options screen and a solid single-player mode with respectable AI. Simply put, if you own an Odyssey 2 and don't own this cartridge, there's something wrong with you. IMPORTANT NOTE: Although everyone loves this game, I had to dock Mr. Roboto a half-grade due to some technical issues which may or may not be limited to my system. The cartridge is very
temperamental when used with the voice module. It has to be inserted a certain way, and is prone to locking up during games. © Copyright 2006 The Video Game Critic.
Publisher: Magnavox (1983)
Referring to Nightmare as a "video game" is being pretty loose with the language. This pitiful title was never released in the USA, probably because it's so absolutely, positively horrible. You control a guy situated at the bottom of a big box that's supposed to symbolize a house. The object is to reach the "escape hatch" at the top while avoiding wandering ghosts and "lightning balls". "What's a good horror game without lightning balls?", I say sarcastically. Your character doesn't look so bad, rendered in three colors. The ghosts look decent, but the hollow "house" negates any potential for strategy. The ghosts move side-to-side in predictable patterns, and I was able to elude them indefinitely by simply moving diagonally in alternating directions. The controls and collision detection are flaky, and the game is so unpolished it often appears to be broken. Apparently, there are occasion opportunities to "catch" the ghosts, but the rules of the game are confusing. Nightmare looks and plays more like an ill-conceived, half-baked project. You'd have to be pretty hard-up for entertainment to derive any sort of enjoyment from this crap. © Copyright 2005 The Video Game Critic.
Out Of This World / Helicopter Rescue
Publisher: Magnavox (1979)
The first half of this dual-game cartridge is billed as "a graviteasing space race!". Who was the marketing wizard who came up with that one? In fact it's just a two-player Lunar Lander clone. You try to be the first player to move your lander between the mother ship and the planet surface ten times. The planet is flat and the mother ship looks like a small arrow. Your only control is pushing the fire button to thrust. The graphics and sound effects are sparse, to say the least. It doesn't get much weaker than this! The other game, Helicopter Rescue, is equally uninspired. You simply carry people one by one from a building on the left side of the screen to a platform on the right side as many times as you can within two minutes. Your green helicopter is large and chunky, but I do like the way it rotates. Still, this cartridge is a turkey all the way. © Copyright 2001 The Video Game Critic.
P.T. Barnum's Acrobats
Publisher: Magnavox (1980)
It's no secret that many Odyssey 2 games were blatant remakes of Atari titles, but this one is particularly shameless. Simply put, this is Circus Atari for the Odyssey 2, but it pales in comparison to the original. You have two "clowns" bouncing each other off a little teeter-totter trying to pop rows of balloons on the top of the screen. Magnavox even licensed a real circus for this game, as if that could add any more credibility. At least the balloons aren't square. Some variations include barriers that are unfairly low. The voice synthesis is pathetic! The guy (who sounds a bit creepy, if you ask me) makes all sorts of inappropriate comments, like "hurry!", "oh no!", and "ahhh!". I think they re-used a bunch of voice effects from K.C.'s Krazy Chase. This is one game I could live without. © Copyright 2001 The Video Game Critic.
Publisher: Magnavox (1980)
I was expecting the game from the Price Is Right, but Pachinko is much different. It resembles a pinball game played by two players, each moving a man with a flipper across the bottom of the screen. Scattered above are buckets of various point values. Two balls bounce around the screen. When you touch a ball, it changes to your color, and any points it scores are awarded to you. Sometimes a ball can bounce into several buckets before coming back down, racking up some big numbers. The point values of the buckets change periodically, and the first player to make it to 100 points wins the game. Pachinko is a simple game that requires more luck than skill, but it's still somewhat enjoyable for some unknown reason I haven't been able to figure out. © Copyright 2003 The Video Game Critic.
Publisher: Magnavox (1982)
Is Pick Axe Pete a legitimate classic or a poor-man's Donkey Kong? That depends on who you ask, but few can argue that this game is hard as balls
. You begin in the center of seven platforms. Three doors are scattered about, but you can't enter without a key. You can drop unharmed between levels, and ladders periodically appear so you can climb. Bounders are continuously rolling and bouncing all over the place. Fortunately this guy Pete is one nimble bastard. Using various joystick/button combinations you can duck, jump, somersault, and roll to safety. The animations that accompany these moves are very smooth and pleasing to the eye. Pete begins with an axe that whacks away continuously like the hammer in Donkey Kong. By jumping, you can even smash boulders on the level above you. This axe wears out over time, but a replacement will sometimes appear at the bottom of the screen. A key occasionally floats to the top, and this is your ticket to the big points. If you can snag the key and enter a doorway, you're awarded a bonus and as you watch Pete perform a series of calisthenics. You're then transported to a new screen, and while most look very similar, there is a pitch-black stage that's extra difficult. What makes Pick Axe Pete so hard is the fact that, like most Odyssey 2 games, you only have a single life.
You have to be really focused to rack up a high score, since one false move will do you in. My friend Scott jokingly refers to this game as "Pick Ass
Pete". Man, that guy is so immature... and hilarious!!
Scott also claims that Pete looks "just like Jumpman's older brother." You have to keep your sense of humor when playing something like Pick Axe Pete, because a game this tough can break your will. © Copyright 2010 The Video Game Critic.
Our high score: 150
Publisher: Cardoso Games (2013)
It's always exciting to see how much power today's programmers can squeeze out of ancient consoles. Piggyback Planet contains two elements you rarely (if ever) see in an Odyssey 2 game: multiple screens and a huge (albeit blocky) boss. On the first screen you move a ship along the left edge, shooting at enemy ships flying up and down the screen. The audio is sparse but glistening blue stars provide a nice backdrop. Holding in the fire button engages auto-fire, and if you find a good spot you can pick off aliens without even moving. Aliens do fire back, but their missiles are so big and slow that they're not really a factor. You can activate a shield, but it's so unnecessary I always forget I have it. The second screen features a massive boss ship that consumes the entire right half of the screen. It unleashes huge laser blasts and hurls heat-seeking rings toward you in predictable patterns. You destroy "Big Boss Blu" by shooting him 25 times in his clearly-defined weak spot. The next time bosses convene for a conference I would suggest that one of their sessions be entitled "Hiding your Weak Spot: A Secret to Success". The battle can get pretty intense because you only have one life, so one false move means game over. On a technical level Piggyback Planet is exceptional, but its gameplay could benefit from some fine-tuning. The first screen doesn't get challenging until the second or third waves. The boss fights are extremely repetitive as you alternate between shooting his weak spot and dodging his attacks. The difficulty is too low, and the early waves just seem to drag on. The boss destruction scene is underwhelming, and I have no idea what the title of this game means. Piggyback Planet has enough razzle-dazzle to attract Odyssey 2 fans, but the bottom line is that this game could have been a lot more fun. © Copyright 2013 The Video Game Critic.
Our high score: 324
Publisher: Magnavox (1980)
You know a pool game is bad when both players root for each other
to make the shot. But not as an act of support - only to bring this God-awful train-wreck of a game to an end! Before you remind me that this is just the Odyssey 2, I should let you know that I HAVE played a very GOOD pool game on the Atari 2600 (Trick Shot)! The graphics and sound effects here are minimal. The physics and shooting angles are completely unpredictable and grossly inaccurate. For some reason, the balls tend to roll either up-and-down or side-to-side. Every shot is soft; you can't even shoot the cue ball the length of the table! There are two game variations, eight ball and rotation, but both are two-player only. This is one SORRY game. © Copyright 2001 The Video Game Critic.
Publisher: Parker Bros (1983)
I know these Odyssey games tend to re-use the same character shapes over and over, but no way is that generic "man" shape going to pass as Popeye! Even worse looking is Bluto - that big, blocky, green thing looks more like Frankenstein. This is one sad-looking version of the popular arcade hit. I didn't even recognize
this game. At least Olive Oyl looks somewhat respectable (in a pixilated kind of way), and the things she tosses do look like hearts -- if you tilt your head a certain angle. There are some tiny stairs on the lowest level, but to reach the higher platforms you'll need to utilize the "elevators" (which look like division signs) moving vertically on each side of the screen. Although the graphics truly suck
, the gameplay really isn't a far cry from the original game. You move across platforms, collect hearts, eat spinach, and punch Bluto off the screen every now and then. Bluto at least makes an effort; he jumps around, swats at you, and throws things, but overall he's not too bright. You can loiter around the bottom level collecting hearts for quite a while before he finally gets a hold of you. Unlike other incarnations of Popeye, this has only one
screen. Reaching new screens was a major appeal of the arcade game, so this shortcoming is a major flaw. At least Parker Bros. managed to incorporate the part where you can drop a bucket on Bluto's head, but it's difficult to execute and really not worth the effort. Also included is a two-player mode where the second player controls Bluto. The sound effects are decent and include a nice rendition of the Popeye theme. Popeye for the Odyssey is hideous for sure, but if the graphics don't scare you off you're in for a fair amount of arcade action. © Copyright 2002 The Video Game Critic.
Publisher: Magnavox (1983)
Power Lords looks pretty exciting at first, but there's really not much to the gameplay. The screen features a huge volcano in the center, with a big cobra lurking in the crater. Meteors rain from above. You control a little red ship trying to shoot a white star that periodically appears on the volcano. You'll also need to avoid the meteors and attacks from the snake. Unless you stun him, the cobra will try to blast you with lasers that shoot from its eyes. It's a pretty impressive graphic effect for the Odyssey 2. Another nice effect is the lava that pours out of the volcano when it erupts. You can move your ship off one side on the screen and appear on the opposite side, and you'll want to utilize this strategy to maintain your distance from the cobra. A gravitational ray kicks in during the later stages, adding to the difficulty. I love the nifty graphics, but they can't hide the mediocre gameplay. © Copyright 2002 The Video Game Critic.
Publisher: Parker Bros (1983)
I'm surprised the Odyssey 2 got a version of this arcade favorite. I'm even more surprised at how well it turned out! The graphics are certainly a step down from most other home versions, but at least none of the gameplay elements have been sacrificed. All the balls, enemies, and flying disks are here. There's even the little intro before each level to demonstrate what you need to do. The blocks are rectangular, not diamond shaped, but otherwise the game looks fine. The characters are nicely drawn and the animation is much smoother than most other home versions. There are several game variations, including some two-player modes. My biggest beef is that Ugg (one of the nasties you have to avoid) often appears without warning on the bottom edge of the screen, resulting in some undeserved deaths. Otherwise I'm pleased with this fine translation. © Copyright 2001 The Video Game Critic.
Quest For The Rings
Publisher: Magnavox (1981)
Wow, this game gets an A+ for effort! Part board game and part video game, Quest for the Rings comes with a nice game board, finely-crafted plastic and metal "tokens", a keyboard overlay, and an oversized, beautifully illustrated manual. Heck, even the box looks like a work of art. Evidentially a lot of resources went into creating the elaborate maps and engraved tokens. Too bad they didn't spend more time on THE FREAKIN' VIDEO GAME! Geez, you'd think it was an afterthought or something! Quest is a two-player cooperation game. Players traverse the map on the game board, switching over to the video game to hunt for rings in monster-infested dungeons. There are four characters to choose from: a sword-wielding warrior, a spell-casting wizard, a wall-penetrating phantom, and a "changling" who can turn invisible. It's nice to have a choice but let's face it, without weapons the changling and phantom aren't much fun. Before beginning each dungeon, both characters are shown entering into a "time warp", depicted by some downright irritating visual and sound effects. There are four types of dungeons, each one screen in size. These can feature normal walls, moving walls, walls that are deadly to touch, or invisible walls. Monsters include the human-shaped orcs, giant spiders (which look like octopi), "bloodthirsts" that look like pterodactyls, and large fire-breathing dragons! These dragons put those hollow ducks in Adventure to SHAME! Unfortunately, only the orcs can be killed! In theory, a "dungeon master" is supposed to use the keyboard to specify the content of each dungeon based on board movement. But I'd recommend abandoning the board altogether and letting the computer generate random dungeons for you. Both players can work together, but the action isn't too deep. Getting a ring usually requires one player to act as a decoy. Your characters move like snails and can only attack from the side, making them highly susceptible to monsters approaching from above and below. The collision detection is highly questionable, and close proximity to a bad guy usually means death. The graphics aren't bad at all. When a large monster eats your character, he is depicted as being consumed with his legs still twitching! That's a nice touch I haven't seen in any other classic games. But ultimately Quest for the Rings just isn't very fun, and that's too bad. Despite the numerous "extras", the gameplay rarely rises above mediocrity. © Copyright 2001 The Video Game Critic.
Publisher: Magnavox (19??)
It's a crime that this Odyssey game was never released, because it's remarkably good! You control a jackhammer/helicopter-looking thing moving around a generic maze. The object is to destroy four wandering tanks that can fire at you. So far it sounds like every game you've ever played right? Well, wait - there's more! Each tank is protected by a shield that surrounds it on all sides except
for the back! You need to sneak up behind these guys to take them out. That's not so easy, because the tanks tend to rotate whenever they reach an intersection. Once shot, a destroyed tank forms an impenetrable barrier which alters the maze and may force you to alter your strategy. But the best part of Robot City is how you can lure the tanks into shooting each other
(like Berzerk!). This adds a layer of complexity you won't find in most Odyssey games. Each stage has a short "intro screen", in which the stage number is introduced by a large (but pixilated) tank. It's a nice touch. The initial stage is somewhat slow and methodical, but the pace picks up in a hurry. The sound effects are pleasing to the ear, and they change with each stage. You'll find Robot City on the Odyssey 2 multicart. Don't miss out on this one. © Copyright 2002 The Video Game Critic.
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