At a glance: Turtles · Odyssey 2 · Magnavox, 1983 · Maze chase · Score: 8.0/10
First, the necessary clarification for younger readers: this Turtles has nothing to do with the heroes in a half shell, who were still three years away. It is Magnavox’s home conversion of Konami and Stern’s 1981 arcade game, in which a mother turtle crosses a maze to rescue her scattered babies, one at a time, while beetles patrol the corridors. Each baby collected must be carried to the house at the maze’s centre, and the beetles get faster and cleverer with every rescue. It is a maze chase turned into an escort mission, and the escort tension changes everything.

How it plays
Where K.C. Munchkin! is about eating and evasion, Turtles is about commitment. Pick up a baby and you are slower and committed to the run home; the question marks scattered through the maze hide either help or another beetle, so route planning matters as much as reflexes. The arcade game’s charm survives the translation remarkably intact — the turtles are drawn with real character for this hardware, the maze is bright, and the whole production feels like a late, confident Odyssey 2 release, which it was: 1983, the system’s final full year.
The Voice module gives this cartridge its party trick. With the module fitted, Turtles uses the speech hardware not for words but for music — the chip hums and buzzes an approximation of the arcade tune, an inspired misuse of a speech synthesiser that owners demonstrated to visitors for years. Without The Voice the game plays identically and silently-ish, beeper effects only; with it, the cartridge becomes one of the module’s best adverts, alongside Killer Bees! and the talking games.

Part maze chase, part escort mission, part musical experiment for a speech chip — Turtles is the Odyssey 2’s late-period conversion done right.
The details that decide it
The difficulty curve is the arcade curve, which is to say it stops being polite quickly. Later mazes fill with beetles whose patrols overlap, and the carry-home runs become genuine gauntlets. One life lost mid-rescue, baby still waiting where you dropped — the game understands small tragedies. As a conversion it inevitably sheds arcade detail, but the shape, pace and personality of the original are all recognisably here, which could not be said for many bigger-selling home ports of the period.

The longer game
The rescue structure deserves emphasis because it was quietly radical for a maze game. Pac-Man’s descendants almost all kept the same contract — eat, evade, repeat. Turtles changes the contract to retrieve and deliver: every baby turtle is a round trip, and the return leg, slower and laden, is where the game lives. The question-mark squares are its risk economy — a revealed beetle can ruin a run, a revealed advantage can save one — and experienced players learn to read a maze by its question marks the way poker players read a table. Stern’s arcade original, itself a Konami design, was never a headline hit, which makes Magnavox’s choice to license it a small act of taste: somebody at the company played the coin-op, understood it, and brought it home.
The Voice performance is worth describing precisely, because ‘the cartridge has music’ undersells it. The speech chip cannot sing; it can only assemble its stored sounds in sequence. Turtles persuades it to approximate the arcade melody as a sequence of pitched buzzes and hums — a robot humming a tune it half remembers — and the effect is simultaneously comic and genuinely musical. It is the module used as an instrument rather than a loudspeaker, the same trick Killer Bees! plays with its swarm buzz, and between them the two cartridges make the strongest case that The Voice was a sound chip with ambitions beyond speech.
Playing it today
The escort design has one more subtlety worth naming: the babies do not merely slow you down, they change what the maze means. An empty corridor is a route; the same corridor, crossed carrying a baby with two beetles converging, is a commitment with no good exits — and the game makes you feel the difference without a single extra rule. That is economical design, and it explains why Turtles survives comparison with its arcade parent better than most ports of the period: what was ported was not the graphics, which the hardware could not carry, but the decisions, which it could. Home conversions live and die on exactly that distinction, and the Odyssey 2’s late team understood it.
It also matters that the licence came from the Konami and Stern arcade game rather than from the cartoon era the title now evokes. First-time players occasionally arrive expecting pizza and catchphrases; what they get is better — a stern little rescue game with a humming speech chip for a soundtrack. The confusion is worth the thirty seconds it takes to clear up, ideally before the beetles clear up the first baby run.
Shelf verdict, restated plainly: a top-ten Odyssey 2 cartridge hiding at mid-table prices because its name misdirects modern searchers. Buy the American release for the Voice performance, or the Videopac Turtles for the numbered run — the game underneath is the same small classic, still carrying its babies home one at a time.
Verdict
As one of the last first-party releases, Turtles also marks where the Odyssey 2 story ends in North America: a licensed arcade port, Voice-enhanced, from a system that had started life making its own games up. It never got the audience the crash denied it. It deserves one now.
As a late release, Turtles had a shorter shelf life than its quality deserved, and loose copies now sit in the middle of the price range — more than the commons, less than the rarities. For a collection being built to be played, it earns its place twice: once as the system’s best escort game, and once as a Voice demonstration that charms people who have never heard of the module.
Eight out of ten, then, for a conversion that understood its assignment precisely: keep the decisions, honour the tune, and let the hardware’s cleanliness stand in for the arcade’s detail. Its limits are the port’s limits — fewer on-screen flourishes than the coin-op, a difficulty curve that belongs to a machine that charged per play — and its strengths are rarer than either: a maze game with a heart, built around rescue rather than consumption, whose hero is a mother carrying her children home one at a time through a hostile building. There is a reason players remember this cartridge warmly out of proportion to its sales. It also closes the system’s first-party story with unexpected grace: the Odyssey 2 began in 1978 making its own simple games, and it ended in 1983 licensing a Konami design, humming it through a speech chip, and playing it beautifully. Any collection that tells that story needs this cartridge near the end of the shelf, where the chronology puts it — the last escort home, delivered safely.
In this series: Turtles is one of eighteen Odyssey 2 cartridges reviewed in this build-up of the system’s shelf, alongside features on The Voice, the Master Strategy Series, the keyboard and the Videopac years, a hidden gems list and a full buying guide. Read it with the flagship history, Odyssey 2 Forever, for the whole story of the keyboard console — and if you are choosing a first cartridge from the set, the scores in this series are the shortlist, with the buying guide’s hedged price ranges as the shopping list.
In Europe it was Turtles, Videopac 49. Our verdict: A faithful, characterful port with a genuine Voice showcase inside. One of the essential 1983 cartridges.
