Magnavox Odyssey Shooting Gallery — Instructions (1972)
DYSSEV.
JHOOTIflG GALLERY
Im^rW J
I
in
.
.
.
offers you an exciting new dimension
the enjoyment of your ODYSSEY game simulator. Your SHOOTING GALLERY in-
cludes the ELECTRONIC RIFLE, two Printed Circuit Game Cards and 4 different Game
Overlays in two sizes. The total unit offers six variations for testing your skill!
ELECTRONIC RIFLE
Your Rifle is sturdily constructed and is completely safe. It does have an electronic circuit and
therefore should be used only with the ODYSSEY game simulator.
It is designed to extinguish a light (or target) that appears on the television screen when either
Game Card 9 or 10 is inserted into the Master Control Unit. Since the rifle is sensitive to all light
sources, it is important that the room lighting (lamps and sunlight) be adjusted to simulate normal
light for evening television viewing. Note: If the rifle is aimed at a light source other than that which
s on the screen (such as a lamp or sun-brightened window), it will extinguish the target.
GENERAL SET UP INSTRUCTIONS
1.
Set up your ODYSSEY unit as outlined in your Installation and Game Rules book you received
with your ODYSSEY game simulator. Be sure that the television receiver is turned on.
2.
Plug the Rifle cord into the ACC (accessory) receptacle on the back of the Master Control Unit.
3.
Insert Game Card =9 into the Master Control Unit. If a white spot of light is not visible on the tele-
vision screen, cock the rifle by sliding the pump handle back towards the trigger and then releasing
it
(as illustrated). Should the light still not be visible, rotate the Player 2 Vertical and Horizontal Con-
the light is in the center of the screen. Stand approximately six feet from the television
screen and aim the Rifle at the spot of light. When the trigger is squeezed, the spot of light should
disappear-if your aim is accurate. If the light does not extinguish, continue cocking the rifle and
trols until
pulling the trigger while moving closer to the screen.
Once you have extinguished the light and are certain of your aim, return to a position of approximately 6 feet from the television screen and cock the rifle to reset the target. Now aim the rifle at
each of the four corners of the screen and pull the trigger. If the target should extinguish, turn the
brightness control on your television down and the contrast control on your television up. This will
lower the light level of the screen background and brighten the target.
4.
GAME CARD #9 displays on the screen a single target which may be moved by the right player
rotating the Player Control 2 Vertical and Horizontal Control.
GAME CARD #10 is used to display a continuously moving target. The moving target is set up by
positioning Player number 1 on the far left side of the screen and Player number 2 on the far right side.
With both ENGLISH controls in the upright center position, the target is activated by depressing the
RESET button on the Player Controls. A slight adjustment of the ENGLISH controls may be required
to make the target continuously bounce between player #1 and player #2. Once this is accomplished,
the HORIZONTAL Controls of both Player Controls should be turned to move the players off the
screen so that the moving target is the only visible light on the screen. The SPEED Control on the
Master Control Unit may be used to adjust the speed of the target.
ODYSSEY IS A TRADEMARK OF THE MAGNAVOX COMPANY.
©THE MAGNAVOX CO. 1972
PREHISTORIC JfiFARI
in 1,000,000 B.C.
.
.
.
Your Time Machine has landed
Most of your ammunition has fallen into a volcano and you have only 15 bullets left
GAME AIDS
SET UP
2.
GAME CARD #9 into the Master Control Unit.
Place PREHISTORIC SAFARI Overlay on the screen.
3.
Player 1
Insert
1.
iiniiiiiiniii fTTTI
i
GAME CARD #9
is
the
HUNTER with the rifle. Player 2 controls the Target Light.
PLAY
Player 2 uses his HORIZONTAL and VERTICAL Controls to move the Target
Light from one animal to another. He must leave the light motionless on each
animal (lllust. A) until the HUNTER has made his shot.
After 15 shots, the Player Control Unit is traded for the rifle and the pro-
cedure is repeated.
Whoever extinguishes the most targets in only 15 attempts is the winner.
GAME VARIATION
TARGET LIGHT MUST MOVE
FROM ANIMAL TO ANIMAL.
FLYING
LIZARDS
JUNGLETAIL
HUNTER EXPEDITION! (Illustration B) Bag the rare prehistoric species! Play
procedure is the same as above, but species have the following value.
SAWBACKS
PTS.
2 Flying Lizards
10
3 Sawbacks
5
PTS.
2 Leatherbacks
7
PTS.
5
PTS.
10
PTS.
2 Swamp Monsters
1
Jungletail
B
LEATHERBACK
SWAMP
MONSTERS
LEATHERBACK
DOGFIGHT!
knock him out of the skies!
GAME AIDS
1 1
n
1 1 1 1 1 1 1 1 1 1 1
nrn
i
GAME CARD #9
The Red Baron knows all the tricks. You've got to be good to
(Dogfight, continued)
©
SET UP
/•""© N
,
Insert GAME CARD #9 into the Master Control Unit.
Place DOGFIGHT Overlay on the screen.
1.
2.
9 *
®
PLAY
GAME OVERLAY
Player 1, the left player, is the World War Air Ace who blasts planes with
his Electronic Rifle. Player 2, the right player, is the wily Red Baron.
I
The RED BARON positions his Light at the start of his run. He must
(Illust. A)
follow the dotted flight lines (Illust. B, C). If he goes off course, it counts as a
hit for the
-®£'
>4©
0—
World One Air Ace.
As the RED BARON flies through the dotted line flight course, the World
War Air Ace fires at him. A hit can only be scored when the Target Light is
seen through the gun sight circles (Illust. D).
I
---*•
When Player
©-"
1
has finished his flight, the two players trade roles.
The winner is the player who scores the most hits after three flights.
?5J
B
PLAYER 2 FOLLOWS
THE COURSE AND
.
.
REPEATS THE 3 LOOP SECTIONS
BEFORE MAKING FINAL 4TH LOOP
WHICH CARRIES HIM OFF
SCREEN TO END FLIGHT.
JHOOTOUT!
It's
PLAYER 2 HAS BEEN
EXTINGUISHED BY A DIRECT HIT!
the good guys against the bad guys!
GAME AIDS
W
SETUP
1.
2.
GAME CARD =^9 into the Master Control Unit.
Place SHOOTOUT Overlay on the screen.
Insert
iifliiiiiiiiiii ITTTl 1
GAME CARD #9
PLAY
SHERIFF with the rifle. Player 2 is the DALTON GANG.
HORIZONTAL and VERTICAL controls to position his
Light in the first floor windows of Charley's Saloon. Player 2 makes his way
down the length of the entire top block (Illust. A, Pg. 4). He must remain in
each window and doorway for the time takes him to say, "You'll Never Get
Player 1
is
the
Player 2 uses his
it
SrclElKfe:
Vjfl
SHOOTOUT OVERLAY
me, Sheriff!" When Player 2 gets to the end of the block, he runs across the
street via the horse and carriage to the house at the top right of the Overlay
fr
(Shootout!, continued)
mM\
and makes his way through windows and saloon doors, leaping from the rooftop into the wagon then back into the saloon ... to waiting horses for the getaway! (Take any route as long as all targets are lighted.)
The Player Control Unit is then traded for the Rifle. The procedure is
repeated. The winner is the Sheriff who gets most men in The Dalton Gang,
THE DALTON GANG MAKES THEIR
WAY THROUGH TOWN!
JHOOTIHG GPLLERV
.
.
Hiya! Yiya! Yiya! Step right up and
win the little lady a genuine imitation Kewpie doll! Fifty shots for fifty cents! Everybody wins!
GAME AIDS
i
n
1 1 1 § 1 1
1 1 1 1
iTm
SETUP
GAME CARD #10 into the Master Control Unit.
1.
Insert
2.
Place SHOOTING
GALLERY Overlay.
i
PLAY
GAME CARD #10
Player 1 has the Electronic Rifle. Player 2 runs the Shooting Gallery.
Player 2 activates the Moving Target Light. (See General Set-up instrucThe Moving Target Light is positioned so that it first runs through the
airplanes. (Must. A). After ten runs back and forth through the airplanes, the
tions).
*£»>£ *^fc-%
VERTICAL Controls on both Player Control Units are turned to make the
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Moving Target Light run through the next row of targets. (Must. B).
When the Moving Target Light makes ten runs through the rabbit target
area, move the VERTICAL Controls to make it pass through the duck row, etc.
Each player makes as many hits as he can as the Moving Target Light traverses each target area ten times. The winner is the Player with the most hits-
GAME OVERLAY
GAME VARIATION
VjfcY ^^^4
Player procedure is same as above but shooting gallery objects have the
4^^ ¥&4
following point value:
MOVING TARGET LIGHT WILL
BOUNCE BACK AND FORTH
BETWEEN TWO STATIONARY
Planes
1
PT.
Ducks
7
PTS.
Rabbits
5
PTS.
Ships
10
PTS.
LIGHTS.
ODYSSEY ACCESSORY WARRANTY
Magnavox warrants accessories for its Odyssey Electronic Game Simulator to the
TOWW
y ^v ^^^ ¥&4 X&4
B
ADJUST STATIONARY AND TARGET
LIGHTS TO RUN THROUGH
THE NEXT ROW OF TARGETS.
Form No. IB-3258-1
original purchaser to be free from defects in materials and workmanshipfor three months
from the date of purchase and under the following conditions:
Inoperative in-warranty Odyssey accessories must be delivered to the selling dealer
for his inspection. Any accessory found to be defective will be replaced with a new one.
Replacements furnished during the warranty period are guaranteed for the balance of
the applicable warranty.
This warranty applies when the accessory is subjected only to normal use and purchased from a Franchised Magnavox Dealer in the United States or Canada. Furthermore, this warranty does not cover repairs necessary on the Odyssey Electronic Game
Simulator to which the accessory is connected. For out of warranty service: contact
your Magnavox dealer.
Printed
in
U.S.A.