Magnavox Odyssey 2
A second-generation console with a built-in keyboard.
The Magnavox Odyssey 2 (stylized as Magnavox Odyssey²), also known as the Philips Odyssey 2, is a home video game console of the second generation released in 1978. It was sold under various names worldwide, including the Philips Videopac G7000 in Europe and the Philips Odyssey in Brazil and Peru. It faced competition from the Atari 2600, Intellivision, and Colecovision before its discontinuation following the video game crash of 1983.
Quick Facts
- Aka
- Philips Odyssey 2 (US) / Philips Videopac G7000 (EU) / Philips Odyssey (Brazil/Peru) / Odyssey2 (Japan)
- Developer
- Magnavox / Philips
- Family
- Magnavox Odyssey series / Philips Odyssey series
- Generation
- Second generation
- Release Date
- NA · September 1978 · EU · December 1978 · JP · September 1982 · BR · May 1983
- Lifespan
- 1978–1984
- Price
- 179 · 1978
- Discontinued
- 20 March 1984
- Units Sold
- 2 million
- Cpu
- Intel 8048
- Memory
- 192 bytes RAM (64 in the CPU, 128 external), 1024 bytes ROM in the CPU
- Memory Card
- ROM cartridge
Facts from the source article.
Lore & Background
The Odyssey 2 was developed by Magnavox, a subsidiary of North American Philips, as a successor to the original Magnavox Odyssey. Development began in early 1977, with most internal components sourced from Intel, including the Intel 8048 CPU and the Intel 8244 graphics chip—the world's first programmable sprite-based graphics chip. Lead designer Roberto Lenarducci gave the system its keyboard. A production error with the 8244 chip delayed release, and Magnavox management considered canceling the project in August 1977 until Ralph Baer convinced them to continue.
The console began shipping to retailers in September 1978. Software development was initially handled by Sam Overton, who left for Milton Bradley in 1979. Ed Averett, an Intel sales representative, then developed games for the system as a freelance developer, producing 25 titles with his wife Linda. In Europe, the console was released as the Philips Videopac G7000 in December 1978 but was recalled due to a faulty power plug, relaunching in summer 1979. The system was moderately successful in North America and more successful in Europe.
In 1981, N.A.P. released K.C. Munchkin!, a Pac-Man-like game that became a massive hit, outselling all previous Odyssey 2 titles combined within two months. Atari sued N.A.P. for copyright infringement, and after an appeal, K.C. Munchkin! was pulled from the market in March 1982. A sequel, K.C.'s Krazy Chase!, was released in September 1982 alongside a voice module expansion called 'The Voice of Odyssey².' The Odyssey 2 was also featured at the 1982 World's Fair in Knoxville, Tennessee.
Reader's Guide
The Magnavox Odyssey 2 holds a notable place in video game history as one of the earliest consoles to feature a built-in keyboard, a design choice that set it apart from competitors. Its use of the Intel 8244 graphics chip, the first programmable sprite-based graphics chip, was a technological milestone. The console's library included the hit K.C. Munchkin!, which sparked one of the first major video game copyright lawsuits, Atari, Inc. v. North American Philips Consumer Electronics Corp., helping shape early intellectual property law in the industry.
Despite being a side project for Magnavox and receiving little marketing, the Odyssey 2 achieved moderate success in North America and stronger sales in Europe. It never outsold the Atari 2600 or Intellivision, but its European variant, the Philips Videopac G7000, fared well. The system was discontinued after the video game crash of 1983. In 2009, IGN named it the 21st greatest video game console out of 25. Its legacy includes a dedicated fan base and recognition for its innovative hardware and the legal precedent set by its most famous game.
Did You Know?
- The Odyssey 2 was the first console to use a programmable sprite-based graphics chip, the Intel 8244.
- K.C. Munchkin! outsold every previous Odyssey 2 title combined within two months of release.
- The console was recalled in Europe due to a faulty power plug shortly after its December 1978 launch.
- Ed Averett, an Intel sales representative, developed 25 games for the system as a freelance developer.
From a Bronx Idea to a Living Room Reality
Ralph Baer first imagined an interactive television experience in 1951 while working on a set for Loral in the Bronx, though he shelved the concept for several years. The idea resurfaced in August 1966, when he served as Chief Engineer at Sanders Associates, and by December he and a technician had assembled a crude prototype that could move a single line across a screen. After internal funding was secured, Baer brought in technician Bill Harrison to refine successive versions while collaborating with engineer Bill Rusch on the console's architecture and early game concepts. By mid-1967 the team had a second prototype supporting multiple titles, including a dot-chasing game and a light-gun shooter using a plastic rifle. A third prototype followed by August, but Baer felt the gameplay lacked excitement and drew Rusch more deeply into the process. Rusch contributed a method for displaying three dots simultaneously and proposed a ping-pong game. Because Sanders was a military contractor rather than a consumer-electronics firm, the team sought a commercial partner, eventually landing with Magnavox, which signed an agreement in January 1971 and launched the Odyssey in September 1972.
A Generation Defined by Constraints
The first generation of home video game consoles stretched from 1972 to 1983, a window in which the Odyssey series, Atari Home Pong, the Coleco Telstar line, and Nintendo's Color TV-Game family all vied for consumer attention. Titles of this era were typically hard-wired directly into the hardware rather than stored on removable media, so a buyer could not simply swap in a new game. Instead, manufacturers supplied accessories and game cards that altered the console's circuitry to change how a particular title played. Visual output was deliberately minimal, limited to basic geometric shapes—dots, lines, and blocks—confined to a single screen. Color display was largely absent until later in the generation, and audio was either rudimentary or entirely missing. The era's close came with the discontinuation of the Computer TV-Game in 1983, though many manufacturers had already exited the market following the 1978 downturn and the arrival of second-generation systems.
The Engineering Philosophy Behind the Screen
First-generation consoles, including those in the Odyssey family, operated without any microprocessor. Instead, they relied on custom codeless state-machine architectures built from discrete TTL logic components. This meant the system's 'brain' was a fixed arrangement of transistors and gates rather than a programmable chip, which is why each game had to be physically wired into the hardware or selected through dedicated game cards that modified the circuitry. Magnavox itself made deliberate design choices when adapting the original Brown Box prototype for commercial sale: they stripped out color-display capability, reduced the variety of controller types, and replaced a dial-based game selector with the now-familiar system of plugging in separate game cards. These decisions reflected both the technological limits of the era and a practical desire to keep manufacturing costs manageable for a mass-market product.
Ripples Across the Industry
The September 1972 launch of the Magnavox Odyssey set off a chain of events that reshaped the entertainment landscape. That same year, Nolan Bushnell and Ted Dabney founded Atari, a company that would become synonymous with early gaming. Bushnell had seen the Odyssey's table-tennis game demonstrated in early 1972 and tasked their first employee, Allan Alcorn, with building an arcade version; the result, Pong, became the first major arcade video game hit and spawned numerous clones and dedicated console adaptations, including Atari's Home Pong in 1975. Meanwhile, Nintendo—already well known in Japan for playing cards and toys—entered the console market in 1977 with its Color TV-Game series. The broader first-generation era, to which the Odyssey 2's lineage belongs, ultimately ran from 1972 until 1983, a window in which a handful of pioneering companies established the foundational vocabulary of home gaming before the industry's 1978 contraction and the rise of second-generation hardware.
More in Video Game Consoles by Generation 1-24
Spotted an error? Know more?
Reader corrections go straight into our review queue. Suggest an edit · How this site is sourced
