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The Classic Intellivision FAQ
v0.79
Compiled, arranged, and produced by Intv Prime, Artifact Productions Division
https://www.intvprime.com/intellivision-faq
* History & Overview
At the end of 1979, Mattel Electronics (a division of Mattel Toys) released a video game system known as Intellivision along with 12 video game cartridges. Poised as a competitor to the then king of the hill Atari 2600, Mattel Electronics called their new product "Intelligent Television" , stemming largely from their marketing plans to release a compatible computer keyboard for their video games console. Mattel's marketing was anything but intelligent and almost destroyed the company by 1984. In one sense the system was very successful, with approx 4 million units (maybe 5 including variant consoles) sold and 125 games released before the system was discontinued by INTV Corp. in 1990.
The original Master Component was test marketed in Fresno, California in late 1979. The response was excellent, and Mattel went national with their new game system in late 1980. The first year's production run of 200,000 units was completely sold out! To help enhance it's marketability. Mattel also marketed the system in Sears stores as the Super Video Arcade, and at Radio Shack as the Tandyvision One in the early 1980's.
1980 was a turbulent year for the Intellivision. Mattel announced that an "inexpensive" keyboard expansion would be available in 1981 for the master component to be dropped into. This was to turn the system into a powerful 64K home computer that could do everything from play games to balance your checkbook. There was a great deal of marketing money and press coverage devoted to this unit; a third of the box for the GTE/Sylvania Intellivision describes the features of this proposed expansion. Many people bought an Intellivision with plans to turn it into a computer when the expansion module was released. Months, then years passed and the original expansion keyboard was released only in a few test areas in late 1981. With the price too high and the initial reaction poor, the product was scrapped in 1982 before being released nationwide.
1982 saw many changes in both the video game industry and the Intellivision product line. A voice-synthesis module called IntelliVoice made sound and speech and integral part of gameplay, through the use of special voice-enhanced cartridges. The Intellivision II was also released this year, which one company spokesperson described as "smaller and lighter that the original, yet with the same powerful 16-bit microprocessor". The new console was more compact than the first, and its grayish body made it look more like a sophisticated electronic device than the original design.
1983 brought more promises from the folks at Mattel, the most significant of which being the Intellivision III. This was shown off at the January 1983 CES show, and lauded in the video game mags for many months afterwards. In June of 1983 at the Summer CES show, Mattel announced it was killing the Intellivision III and including most of its high-profile features into their long-awaited computer expansion, the Entertainment Computer System.
Probably the most ambitious effort the Intellivision team had undertaken, the Entertainment Computer System was comprised of a computer keyboard add-on, a 49-key music synthesizer, ram expansion for the keyboard add-on to expand it to a full 64K RAM and 24K ROM, a data recorder to store programs, a 40-column thermal printer, and an adapter which would allow you to play Atari 2600 games on your Intellivision. The RAM expansion modules, data recorder, and thermal printer never made it past the drawing board, and the music synthesizer had but one software title to take advantage of its capabilities. While the 2600 adapter greatly expanded the library of available games, much of the steam this generated had already been stolen by Coleco's own expansion module.
1984 would spell the end of the original Intellivision as the world knew it. Terry E. Valeski, Senior Vice President of Marketing and Sales at Mattel Electronics, along with a group of investors, purchased the assets, trademarks, patents, and right to the Intellivision in January of 1984 for $16.5 million dollars. The purchase was backed by financing from Tangible Industries, a division of Revco Drug Stores. The newly formed company was originally called Intellivision, Inc., and later renamed INTV, Inc., after Valeski negotiated all rights from Revco in November of 1984. During the next two years, the new company would lie dormant while plans were being made for a re-emergence.
In the fall of 1985, the INTV System III (also called the Super Pro System) appeared at Toys 'R Us, Kiddie City, and in a mail order catalog sent to owners of the original Intellivision direct from INTV. The new console was of the same general design as the original master component, except it sported a fresh black plastic shell with brushed aluminum trim. Several new games accompanied the release of the new system, and 1985 would register over $6 million dollars in sales worldwide, indicating that INTV Corp. had indeed revived the Intellivision. INTV continued to market games and repair services through the mail with great success. Between 1985 and 1990 over 35 new games were released, bringing the Intellivision's game library to a total of 125 titles.
Many more changes were to come during the final six years of Intellivision's useful life. In 1987, an improved master component called the INTV System IV was shown at the January CES, which sported detachable controllers and a timing device. Unfortunately, this never saw the light either. In the fall of 1988, INTV re-introduced the computer keyboard adapter through their mail order catalog on a limited quantity basis. In 1990, INTV discontinued retail sales of their games and equipment and sold them only through the mail channels. The change in marketing was due to agreements with Nintendo and Sega to become a software vendor for the NES, Game Boy and Genesis. In 1991, INTV sold out its stock of Intellivision games and consoles, and the company gradually faded away. The original incorporation was dormant for years.
To make a list of the innovations Intellivision brought, those could be considered as the first 16-bit game console, as it has a 16-bit microprocessor, it was the first home console and one of the first video games to use a tile based playfield, it allowed for the display of detailed graphics and colour with very little RAM, was the first game console to provide real-time human voices in the middle of gameplay, courtesy of the IntelliVoice module, the first game controller with a directional thumb, the first to offer a musical synthesizer keyboard and World Series Major League Baseball (1983) is considered to be the first sports simulation video game with a number of specific innovations such as multiple views of a 3D calculated virtual play-field, statistical based game-play using real historical baseball player statistics, manager player substitutions, play-by-play speech, and save games or lineups to tape storage
Source Links:
- https://web.archive.org/web/20210529130014/thedoteaters.com/?bitstory=console%2Fintellivision
* Section 1.0: History
Introduction to the console and summary information.
1.1 Administration of this FAQ
1.2 Historical statistics
1.3 Competing game platforms
* 1.1: Who made this FAQ?
The entire classic Intellivision community made this FAQ! Intv Prime has assembled and curated the info, but is not the core source.
These bits have been collected from the early 1980s to 2023 (so far).
When there is more to see, Intv Prime will work to add it!
* 1.1: Who can I contact?
Visit www.intvprime.com/contact/, or send an email to the contact address, note the section (eg 2.5 for controllers), and we will work with you to make an update. The community makes this better!
Source Links:
- https://www.intvprime.com/contact/
* 1.2: When was the Intellivision designed?
The console was officially announced on December 3, 1979, which has come to be called "Intellivision Day".
(Walter Ives)>Monday, December 3, 1979. On the previous Saturday Chandler and a crew loaded a rented U-Haul with product and point-of-purchase displays at Mattel in Hawthorne and drove 250 miles north to Fresno set up in Gottschalk's seven department stores. Sales were slated to begin on Sunday but they were running late, the drive took longer than expected and there were other hangups, so they had to push setup, which was to occur after store closure, to Sunday evening.
Units began shipping to retailers in many smaller markets in February 1980, even before the March launch events in the major markets of Los Angeles, Chicago and New York. In Charlotte, the Circuit City stores on Freedom Drive and Independence Blvd. had Master Components in stock by spring break in April, right after Easter. But there weren't enough units in the distribution channels to justify a concerted nation-wide advertising push—that's what was scheduled for late 1980.
The Intellivision was introduced in Germany 3rd week of 1982 at the Hifivideo expo in Düsseldorf..
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/Ad-Gottschalks-Intellivision-Premier-01.png
Source Links:
- https://web.archive.org/web/20210529130014/thedoteaters.com/?bitstory=console%2Fintellivision
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/De-Re-Intellivision-pt1.txt
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/De-Re-Intellivision-pt2.txt
* 1.2: How was Intellivision rolled out and released?
The test market results were not good enough to convince management it the product would be a huge success, but good enough to continue. Conducting a nationwide launch was never the plan, and console inventory was never built up to sufficient levels to support that. Instead, product was rolled out into other markets starting the next March. This was practical because the product was being manufactured by Sylvania in the United States rather than being received in a single huge long lead-time shipment from Hong Kong and Sylvania could adjust its production to match actual demand. Roll-out began at major department store chains in three cities, The Broadway in the Los Angeles area, Marshall Field in the Chicago area and Macy's in New York.
* 1.2: How many Intellivisions were sold?
| Fact | Value | Note |
|-----------------------------|-------|-------------|
| Quantity of consoles sold | 3,000,000 | approximate |
| Quantity of cartridges sold | 5,000,000 | approximate |
| Sales in $USD (1979-1984) | 100 | approximate |
Source Links:
- https://history.blueskyrangers.com
* 1.2: What were initial Intellivision games?
Poker & Blackjack, Math Fun, Armor Battle, and Backgammon were successfully test marketed in 1979 in Fresno, California as launch titles. 1980 was the major worldwide release in Los Angeles, New York City, and Chicago.
Retailers had to train for 18 hours over 3 days to understand the system.
Source Links:
- https://web.archive.org/web/20210529130014/thedoteaters.com/?bitstory=console%2Fintellivision
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/De-Re-Intellivision-pt1.txt
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/De-Re-Intellivision-pt2.txt
* 1.2: What is the Intellivision timeline?
1979 - Intellivision is test marketed in Fresno, CA, USA.
1980 - Mattel Intellivision released nationally, Computer Expansion announced
1982 - Computer Expansion Module scrapped due to high cost and poor response
1982 - Intellivoice released
1983 - Intellivision II released
1983 - Entertainment Computer System released many peripherals announced
1983 - 2600 System Changer released
1983 - Intellivision III announced
1983 - The videogame market begins to crash
1983 - Intellivision III dropped
1984 - The videogame market bottoms out
1984 - Mattel sells the Intellivision rights to VP Marketing T.E. Valeski and investors, forming INTV Corp.
1985 - INTV III released, along with new Intellivision titles. Aggressive marketing adds $6 million sales
1987 - INTV IV announced, to be scrapped later
1990 - INTV Corp. discontinues retail sales, markets through mail only
1991 - INTV Corp. sells off its remaining Intellivision stock
.
Source Links:
- https://www.atariarchive.org/mattel-intellivision-game-release-dates/
- https://history.blueskyrangers.com
- https://www.techspot.com/article/2210-intellivision/
- https://ideainventioncompany.com/digital/a-video-game-console-which-coined-the-term-intelligent-television-the-intellivision/
* 1.2: Who created the Intellivision?
At Mattel Electronics, Dave Chandler "Papa Intellivision" designed the hardware. Glenn Hightower designed the core firmware and software. APh was contracted by Mattel Electronics to create initial games.
Source Links:
- https://web.archive.org/web/20210529130014/thedoteaters.com/?bitstory=console%2Fintellivision
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/De-Re-Intellivision-pt1.txt
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/De-Re-Intellivision-pt2.txt
* 1.3: Should I buy a Colecovision or Intellivision?
The answer is that you should buy an Intellivision first, then get the others. It's the 12st Century, buying/owning/emulating all of them is easier than it was in the 1980s!
Media Links:
- https://archive.org/download/intarivisionsepisode10pacmanpalooza2/episode%2020%20fathom.mp3
Source Links:
- https://en.wikipedia.org/wiki/ColecoVision/
- https://forum.digitpress.com/forum/showthread.php?33226-Colecovision-Vs-Intellivision-which-would-you-reccomend
- https://www.reddit.com/r/retrogaming/comments/ddvy40/atari_2600_vs_intellivision_vs_colecovision_which/
- https://retrogeekery.com/colecovision-vs-intellivision-which-one-was-better/
- https://www.atarihq.com/5200/cv52/
* 1.3: How does the Atari VCS compare to the Intellivision?
The VCS (Video Computer System), later called the 2600, is a simple home video game created by Atari in the mid 1970's. It retailed for USD $199 (equivalent to $849.88 in 2020) and became the dominant home system in the second era of home video games. The low graphic resolution, simple control and play, and lack of sophistication made it the perfect foil for Mattel to market-against with the Intellivision.
The Intellivision was under development years before the VCS came to market, and Mattel Electronics did not consider it a competitor (VCS initially sold poorly) until sales of Atari "Space Invaders" catapulted the VCS to commercial success.
The VCS uses off-the-shelf and low-cost volume components, compared to specialized hardware in the Intellivision.
Source Links:
- https://techraptor.net/gaming/opinion/console-bloodbath-atari-2600-vs-intellivision
* 1.3: Is Atari 5200 better than Intellivision?
The 5200 was Atari's attempt to create a system that would unseat the Intellivision, and copied several of the features after the Mattel showed success in outshining the Atari VCS/2600. The 5200 controllers resemble the Intellivision form factor with an integrated keypad, and uses overlays. The original 5200 also featured four built-in controller ports, only possible on the Intellivision with the ECS (see section 2.3). Atari released the Real Sports series of games for the 5200 that strongly resembled the Intellivision franchise sports titles. Atari sold one million 5200 units by leveraging the Atari name and using the best ideas of the Intellivision. Unfortunately for Atari, the controllers were even harder to use for newbies than the Intellivision controller (the controllers don't self-center among other issues), and Atari had diluted the market with the 5200, 2600, and large string of 8-bit computers (note the 5200 strongly resembles an Atari 400 without a keyboard).
| Attribute | Intellivision | Atari 5200 |
|---|---|---|
| CPU | General Instruments GI-CP1610 1.79MHz. | Atari Customized MOS 6502C 1.79MHz. |
| Graphics | Mattel STIC. 3 modes, typically 159x96@8 colors. 8 1-color 8x8 sprites. | ANTIC and GTIA chips. 14 modes, typically 160x240@4 colors. 4 1-color 8x8 plus 4 1-color 2x2 sprites. |
| Sound | General Instruments GI-AY-3-8912/14 chip 3-voice plus 1 noise PSG. | Atari POKEY chip 4-voice PSG. |
| Controllers | 16-direction d-pad disc, numeric keypad, side buttons | 8-direction analog joystick, numeric keypad, side buttons |
| RAM | 1 kbytes. | 16 kbytes. |
| ROM | 6 kbytes ROM (mix of 10-bit, 8-bit, 16-bit access). | 2 kbytes (expandable with a cartridge). |
|---|---|---|
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Animated/NFL-Football-Visitor-Run-Good-01.gif
- https://pub.intvprime.com/ba4ef/ie/Supplemental/Atari-5200-Real-Sports-Football-01.gif
Source Links:
- https://www.atarimagazines.com/cva/v1n1/atari5200.php
- https://atarihq.com/danb/a5200.shtml
- https://cafeman.www9.50megs.com/atari/atari5200.html
* 1.3: Is Colecovision better than Intellivision?
| Attribute | Intellivision | Colecovision |
|---|---|---|
| CPU | General Instruments GI-CP1610 1.79MHz. | Zilog Z80 2.5MHz. |
| Graphics | Mattel STIC. 3 modes, typically 159x96@8 colors. 8 1-color 8x8 sprites. | TI TMS9928A. 256x192@15 colors. 32 sprites. |
| Sound | General Instruments GI-AY-3-8912/14 chip 3-voice plus 1 noise PSG. | TI SN76489. |
| Controllers | 16-direction d-pad disc, numeric keypad, side buttons | 8-direction analog joystick, numeric keypad, side buttons |
| RAM | 1 kbytes. | 1 kbytes. |
| ROM | 6 kbytes ROM (mix of 10-bit, 8-bit, 16-bit access). | 16 kbytes video RAM, 8 kbytes ROM. |
Compromises exist in Colecovision game versions (eg not capable of showing 4 sprites on same line without flicker). The "superior system" label depends on the games played and the time the games are played. The ColecoVision clearly has the best home-arcade ports of the 1980s, while the Intellivision had better-playing and controlling sports and party games. Not including arcade ports, the number of original Colecovision games with replay value is relatively lower than Intellivision.
Cartridges between the two are not compatible.
Media Links:
- https://archive.org/download/intarivisionsepisode10pacmanpalooza2/episode%2020%20fathom.mp3
Source Links:
- https://en.wikipedia.org/wiki/ColecoVision/
- https://forum.digitpress.com/forum/showthread.php?33226-Colecovision-Vs-Intellivision-which-would-you-reccomend
- https://www.reddit.com/r/retrogaming/comments/ddvy40/atari_2600_vs_intellivision_vs_colecovision_which/
- https://retrogeekery.com/colecovision-vs-intellivision-which-one-was-better/
- https://www.atarihq.com/5200/cv52/
* Section 2.0: Hardware
Physical components that comprise the classic Intellivision platform.
2.1 Master Component Core
2.2 Master Component Hardware Variations
2.3 Computing Enhancement
2.4 Console Vaporware
2.5 Hand Controllers
2.6 Add-On Hardware
2.7 Multi-game Solutions
2.8 Contemporary Uses
2.9 Everything Else
* 2.1: What is the Master Component?
The Master Component is the name of the original game console that made the original debut. The "Component" designation was carried over into other original system parts.
┌─── Power Cable ┌──── RF Cable
' '
┌─────┴─┴───────────────────────┴─┴────┐
│ ┌──────────────────────────────────┐ │ Channel Selector On bottom.
│ │ │ │
│ └──────────────────────────────────┘ │
│ ┌────────┬────────────────┬────────┐ │ '─┐
│ │┌──┐... │ ┌┬┬┬┬┬┐ ┌┬┬┬┬┐ │ ...┌──┐│ │ │
│ ││ │... │ ├┼┼┼┼┼┤ ├┼┼┼┼┤ │ ...│ ││ │ ├── Cart Slot
│ │└──┘... │ └┴┴┴┴┴┘ └┴┴┴┴┘ │ ...└──┘│ │ │
│ └────────┴────────────────┴────────┘ │ '─┘
│ ┌──────────────────────────────────┐ │
│ │ Mattel Electronics Intellivision │ │
│ └────────────────────────────[] []─┘ │
└──────────────────────────────────────┘
' '
│ └───────── Power Switch
└──────────── Reset Switch
| Item | Note |
|-------------|-------------------------------------------------------------------------------------------------------|
| CPU: | GI 16 bit microprocessor |
| Memory: | 7K internal ROM, RAM and I/O structures, remaining 64k address space available for external programs. |
| Controls: | 12 button numeric key pad, four action keys, 16 direction disk |
| Sound: | Sound generator capable of 3 part harmony with programmable ASDR envelopes. |
| Color: | 16 |
| Resolution: | 192v x 160h pixels |
Source Links:
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/De-Re-Intellivision-pt1.txt
* 2.1: What are the Intellivision tech specifications?
Memory: 1k RAM
Sound: General Instruments AY-3-8914
Controller Input: 16 direction disc d-pad, 15 buttons
| Part Number | Description |
|:------------:|:--------------------------------------------:|
| CP-1610 | CPU |
| RA-3-9600 | 16-bit System RAM |
| RO-3-9504 | One-half of EXEC ROM (Intellivision 1 only) |
| AY-3-8900 | Standard Television Interface Circuit |
| RO-3-9503 | Graphics ROM |
| two GTE 3539 | Graphics RAM |
| RO-3-9502 | One-half of EXEC ROM (Intellivision 1 only). |
| GTE-3539 | 8-bit Scratchpad RAM |
| AY-3-8915 | Color Processor Chip |
| AY-3-8914 | Programmable Sound Generator |
Source Links:
- https://en.wikipedia.org/wiki/Intellivision
* 2.1: What is the cartridge port?
The Master Component's cartridge port consists of a single 44-pin 0.1" spacing edge-card connector. This area can become bent after years (years!) of cartridge insertion, but with some precision work and part from DigiKey (EBC22DRAN-ND), it is possible to replace it.
Source Links:
- https://wiki.intellivision.us/index.php?title=Cartridge_Port
- https://www.intvfunhouse.com/tech/cartport/
* 2.1: What is the Intellivision CPU?
(Author's note: Most of this information was captured off the net two years ago, would the original author please speak up and maybe help me clean up this info?? =) )
GI 1600, running at something like 500KHz. Processor has 16 bit registers, uses 16 bit RAM, and has 10 (yes, 10) bit instructions. Intellivision cartridges contain ROMs that are 10 bits wide. Ten bits are called a decle, and half that is a nickle. There were 160 bytes of RAM, I think (general purpose RAM -- there is also RAM used by the graphics chip for character bitmaps and to tell what is where on the screen).
The CPU was strange. For example, if you did two ROTATE LEFT instructions, followed by a ROTATE RIGHT BY 2 (rotates could be by one or two), you did NOT end up with the original word. The top two bits were swapped!
Ken Kirkby also has this to add:
"The GI CP1600 was developed as a joint venture in the early seventies between GI and Honeywell. One of the first commercial uses of the CP1600 was its incorporation into Honeywell's TDC2000, the first distributed control system, prototypes existed in late '74 I think. Honeywell's then Test Instrument Division also incorporated into a Cardiac Catheterisation system called MEDDARS which was released for sale about 1979. The CP1600 was definitely a 16 bit chip."
John Dullea dug this information up during a stroll at his local library:
In the Penn State Library I found a book called "An Introduction to Microcomputers, Vol. 2: Some Real MicroProcessors", By Adam Osborne, Osborne & Associates, Inc., 1978. ISBN: 0-931998-15-2. Library of Congress catalogue card #: 76-374891. It has lots of info on the CP1600/1610 CPU in the Intellivision in chapter 16 (If you want a photocopy of the chapter, e-mail me). Here are the pinouts of the CPU:
+------------------+ ____
EBCI ---+ 1 40 +--- PCIT
_____ | |
MSYNC ---+ 2 39 +--- GND
| |
BC1 ---+ 3 38 +--- (PHI)1
| |
BC2 ---+ 4 37 +--- (PHI)2
| |
BDIR ---+ 5 36 +--- VDD
| |
D15 ---+ 6 35 +--- VBB
| |
D14 ---+ 7 34 +--- VCC
| |
D13 ---+ 8 33 +--- BDRDY
| | _____
D12 ---+ 9 32 +--- STPST
| | _____
D11 ---+ 10 31 +--- BUSRQ
| |
D10 ---+ 11 30 +--- HALT
| | _____
D9 ---+ 12 CP1600 29 +--- BUSAK
| CPU | ____
D8 ---+ 13 28 +--- INTR
| | _____
D0 ---+ 14 27 +--- INTRM
| |
D1 ---+ 15 26 +--- TCI
| |
D7 ---+ 16 25 +--- EBCA0
| |
D6 ---+ 17 24 +--- EBCA1
| |
D5 ---+ 18 23 +--- EBCA2
| |
D4 ---+ 19 22 +--- EBCA3
| |
D3 ---+ 20 21 +--- D2
+------------------+
D0-D15 ............... Data and address bus ................ Tristate,
bidirectional
BDIR, BC1, BC2 ....... Bus control signals ................. Output
(PHI)1,(PHI)2 ........ Clock signals ....................... Input
_____
MSYNC ................ Master synchronization .............. Input
EBCA0-EBCA3 .......... External branch condition addr lines Output
EBCI ................. External branch condition input ..... Input
____
PCIT ................. Program Counter inhibit/software .... Input
interrupt signal
____
BDRDY ................ WAIT ................................ Input
_____
STPST ................ CPU stop or start on high-to-low .... Input
transition
HALT ................. Halt state signal ................... Output
____ _____
INTR, INTRM .......... Interrupt request lines ............. Input
TCI .................. Terminate current interrupt ......... Output
_____
BUSRQ ................ Bus request ......................... Input
_____
BUSAK ................ External bus control acknowledge .... Output
VBB, VCC, VDD, GND ... Power and ground
Looking at the logic board in the Intellivision unit (original model 2609) reveals a number of (important) chips:
Sound ............. AY-3-8914 ................ 40-pin
ROM ............... RO-3-9503-003 ............ 40-pin
ROM ............... RO-3-9502-011 ............ 40-pin
Color ............. AY-3-8915 ................ 18-pin
Cart ROM .......... AY-3-9504-021 ............ 28-pin
STIC .............. AY-3-8900-1 .............. 40-pin
RAM ............... RA-3-9600 ................ 40-pin
CPU ............... CP-1610 .................. 40-pin +----- hello!
Source Links:
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/CP1600-CPU-Reference-Osborne/index.html
- https://en.wikipedia.org/wiki/General_Instrument_CP1600/index.html
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/CP1600-CPU-Reference-Osborne/Osborne-16-Bit-Microprocessor-Handbook-1981.pdf
- https://spatula-city.org/~im14u2c/intv/tech/state_flow_diag.html
* 2.1: How do Intellivision graphics work?
Intellivision STIC: Standard Television Interface Chip
Specs
160x92 pixels (character based, 20 characters horizontal 12 characters high)
16 color palette
First 8 colors are primary colors, second eight are pastels
8 sprites (called moving objects aka MOBs rather than sprites)
MOBs are 8x8 with an option to hardware-double the X or Y value to increase to 16 pixels
Three modes, Foreground/Background and Color Stack and Colored Squares
If the CP-1600 is the brain of the Intellivision, then the STIC chip (AY-3-8900) is heart. The STIC chip provide all the display functions of the Intellivision, as well as the sole timebase in the machine. STIC supports collision detection between MOBs and Background.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Software/Nanochess/STIC-Tester.zip
Source Links:
- https://spatula-city.org/~im14u2c/intv/jzintv-1.0-beta3/doc/programming/stic.txt
- https://wiki.intellivision.us/index.php/STIC
- https://en.wikipedia.org/wiki/Standard_Television_Interface_Chip
* 2.1: What are graphics modes on Intellivision?
Intellivision graphics are character, not bitmap or vector.
STIC characters and shapes can come from Graphics ROM (GROM), containing US English alphanumeric symbols and a bunch of other things meant to be useful in drawing backgrounds (256 characters in all).
Graphics RAM (GRAM), is 64 in-memory locations that developers use for their own characters that are not stored in GROM.
Programmers can declare the graphics chip to black out the top row or the first column (or both) of cards. Programmers can also declare a delay for the display by up to the time of seven scan lines, or to delay the pixels on each scan line by up to seven pixel times. Using these two features together allows for smooth scrolling. There is no need for a bitblt-type operation.
Source Links:
- https://spatula-city.org/~im14u2c/intv/jzintv-1.0-beta3/doc/programming/stic.txt
- https://wiki.intellivision.us/index.php/STIC
* 2.1: Do Intellivision graphics flicker?
Mattel Electronics marketing forbade flickering, as that was a hallmark of Atari VCS games of the time. Intellivision GRAM and display could only be manipulated during STIC vertical retrace. Programmers dealt with the "no flicker law" by coding for end of vertical retrace, declaring to the chip if it should display or not. If not done, could keep manipulating by not telling it to display, but then flicker would result - unacceptable!
Source Links:
- https://spatula-city.org/~im14u2c/intv/jzintv-1.0-beta3/doc/programming/stic.txt
- https://wiki.intellivision.us/index.php/STIC
* 2.1: What are the types of GROM?
GROM (with EXEC) images list:
Intellivision Master Component
Intellivision II
Standard Mattel Electronics
Sears Super Video Arcade
World Book Tutorvision
INTV88
MiniExec (jzIntv)
* 2.1: What are the types of graphics modes?
Foreground/Background allows developer to specify the colors for both the on and off pixels of each card, only the first 8 colors in the palette are available. Most early Mattel Electronics and APh games use this mode.
Color Stack model allows setting foreground to any palette color, a circular list "stack" of four colors. Programmer declares if the list is to advance or not as screen refreshes from character 0 to 239 on-screen. For example, declaring possible background color stack of black/red/green/pink means that if a character has a black background and another needs to have a green background, a red background must be used first to advance in the stack.
Source Links:
- https://spatula-city.org/~im14u2c/intv/jzintv-1.0-beta3/doc/programming/stic.txt
- https://wiki.intellivision.us/index.php/STIC
* 2.1: Is there a difference between NTSC and PAL display?
Colors are different for multiple reasons between 50Hz PAL and 60Hz NTSC.
The refresh time for the screen is also 25fps for PAL and 29.97fps for NTSC.
Intellivision is 240p.(Walter Ives)>Mattel had a culture of keeping its vendors and even other groups within the company in the dark, which greatly impeded progress and led to no end of exasperation. Chandler himself was quite open with APh and instructed his people to be likewise, but ingrained habits die hard. This caused numerous problems that had to be painfully unraveled later... Even subgroups within engineering were kept in the dark. Information about the introduction of Intellivision into the European market was so closely held that the game programmers weren't informed until after the fact. It would have been trivial to include a mechanism for cartridges to detect whether they were running at 60 or 50 Hz and fix their timing. All it would have taken is a single bit in the EXEC ROM.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Intellivision-NTSC-vs-PAL-Palette-Comparison.png
Source Links:
- https://atariage.com/forums/topic/321375-pal-vs-ntsc-colors/?do=findComment&comment=4837861
* 2.1: Why do Intellivision games play at a different speed in US vs Europe?
Since the STIC (video chip) used in the Intellivision needs to periodically and very regularly read graphics data in order to maintain a stable signal to the television, this makes it ideal as a timing governor for games. Therefore, games are coded in a way that leverage the regular STIC clock signal to time events, such as regular enemy AI logic or player movements--and it is especially convenient to control the interval of music notes and sound effects timing. This is a standard technique used in many old game consoles, including early PC games.
As you may know, the TV signals in the USA and Europe are different. The NTSC video standard used in television sets in America runs at 60 frames per second, while the PAL standard used in Europe, runs at 50 frames per second. The impact of this difference on Intellivision games is that timers will run slower in PAL consoles, since the "heartbeat" of the game is running at a slower speed.
Moreover, there is an even bigger, but more subtle, impact: for technical reasons a clock circuit of the PSG sound chip in the Intellivision is also synchronized with the STIC clock in a special way. In order to lower the frequency of the clock in the STIC to support the PAL 50 fps timing, the internal clock of the PSG needs to be lowered too. This causes the PSG to generate tones at slightly lower frequencies on PAL machines. This shouldn't be a problem, after all you just need to tell the PSG which frequencies to use to generate tones and they will be at the same pitch in any case.
However, the games were traditionally developed primarily for the US market, by US-centric programmers. So, look up tables that specify which PSG codes translate into which actual musical tones, were designed from an NTSC perspective. The result is that the wrong codes are used on PAL machines causing the PSG to play slightly different tones than intended.
These differences were caused not only by oversight at first, but also by technical and business reasons. Supporting exactly equal NTSC and PAL game versions requires the maintenance of two separate codes, separate testing of the two, and separate production of cartridges. It would also necessarily result in different cartridges that would only play well on their specific target market, and inventory overhead to keep track of them individually.
When confronted with these additional efforts and costs, and balanced against the actual practical downside of not applying them, the decision becomes clearer: so the games in Europe play a bit slower and sound a bit off-key; they still play fine and are enjoyable. It's not optimal, but it doesn't critically impact the game.
Motocross: Mattel version won't work but INTV version does.
Dreadnaught Factor: won't work.
Star Wars: NTSC version plays start music but PAL version does not.
Stampede: Two versions, NTSC version won't work or plays a bit and then hangs, PAL version is fine.
Thunder Castle is governed by "STIC ticks", check out the video youtu.be/J0JUHsQx0ng at 15:49 to see this in action.
The CPU clock is definitely faster on PAL systems (4MHz for PAL vs. 3.579545 on NTSC), and the PSG clock is tied to the CPU clock. But, the refresh interrupt comes less often (50Hz vs. 60Hz), which is why you end up with these weird differences. Retrace-timed events go slower, CPU-timed events go faster. And, the pitch on the PSG goes up since it's tied to CPU clock.
Arnauld Chevalier runs the timer-tick based tasks an extra time every 5th frame (to get 6 frames for every 5) on PAL machines. That works really well if your game speed is locked to vertical retrace. There's enough extra cycles on a PAL machine that it can absorb it, it appears. At least, in my few experiments, that seems to be the case. There are some things that won't work quite right if you do that, such as STIC based collision handling, since you'll end up skipping every 6th frame. But, if you do all your collision detection in software, you can still compute collisions for that 6th frame even if it isn't displayed. (Space Patrol is hybrid; most collision detection is in software, but a handful of collisions are detected by hardware). As for pitch, the easiest thing to do is to just keep two pitch tables around and pick one based on detecting PAL/NTSC.
Playing an extra frame after every 5th frame actually shouldn't cause much issue at all. Consider a moderately high tempo song at 100bpm. 100 beats per minute. 1 minute has 3600 ticks at 60Hz. That means each beat (a quarter note) is 36 ticks long. So, by slicing out every 6th frame, it loses 6 ticks, evenly distributed throughout the beat.
It won't cause any rhythms to stutter noticeably at 100bpm, and it's doubtful that the human ear could pick it out. An eight note loses 3 ticks (again, evenly distributed), shortening from 18 to 15 ticks. The first note that gets a little wobbly at that bpm is the 16th note, with half of them shortening to 7 ticks (losing 2) and half shortening to 8 (losing 1). But, even then it's evenly distributed, so the overall beat remains stable. (I don't think the tracker goes below 16th notes.)
There's no dropped sound, per se. Rather, the total duration of the tones, in terms of ticks, gets shortened. The wall clock time stays the same (or in the case of the 16th note, it's on average the same).
Mostly, music consists of "tone start, wait a few tics, tone stop", with some volume shaping and maybe some frequency modulation to give a tremolo effect. The main impact is to the volume shaping and tremolo, not to the rhythm of the song. And because it's evenly spread out, it should be fairly minor.
Star Wars TESB doesn't play the music in the beginning because of the PAL/NTSC. It doesn't play it because it's not on the cartridge! I tested US and International cartridges in NTSC Intellivisions and it is just that the International carts just don't play the music. Maybe the music was just not licensed for the international market. On the other hand there is no music when you play an international cart on a NTSC machine.
Media Links:
- https://youtu.be/pq2l396A32k?t=19
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Intellivision-NTSC-vs-PAL-Palette-Comparison.png
Source Links:
- https://atariage.com/forums/topic/192924-pal-slowdown/?do=findComment&comment=2450042
- https://atariage.com/forums/topic/230985-palntsc/?do=findComment&comment=3096590
- https://atariage.com/forums/topic/230985-palntsc/?do=findComment&comment=3097010
* 2.1: Is it possible to display more than 16 colors?
Daniel Bass of the Blue Sky Rangers invented the "bi-color technique" for multiplexing colors in the same card, chaning them to a completely different hue that even fit the Pantone range of shades. This technique was used in Tower of Doom (different colors look great on CRT screen but RGB emulations tend to actually show the flicker due to higher refresh rates and differences between NTSC phosphors and LCD/LED).
decle reviewed the document and created an approximation of the technique in IntyBASIC!
Media Links:
- https://youtu.be/xheV9xXtXB8
Source Links:
- https://atariage.com/forums/topic/310391-daniel-basss-rainbow-240-additional-colours-for-your-inty/
* 2.1: How to connect an Intellivision to HDMI?
Various analog RF to HDMI converters have come and gone in the marketplace. Some work well with certain non-Intellivision consoles, some do not work at all. Usually hunting in eBay will show a result that works, only to be bought-up. Point-in-time links are included, if a new source is known it will be added here. Internal RGB modifications exist (source links included here where possible) but they tend to be harder to produce than PAL counterparts.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/RGB-Analog-Converter-External-Hardware/option-01-ebay-184466011877-utoejkjd.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/RGB-Analog-Converter-External-Hardware/option-02-ebay-231190947531-petehooga.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/RGB-Analog-Converter-External-Hardware/option-03-best-buy-5449400.jpg
- https://youtu.be/ckopUE6aanc
- https://atariage.com/forums/uploads/monthly_2021_12/INTV_3.jpeg.17166fa9fa54551f0dfb5cd22ba0e4a3.jpeg
Source Links:
- https://atariage.com/forums/topic/322227-the-ultimate-way-to-hook-up-your-intellivision-to-an-hdmi-system-rf-to-hdmi-converter/
- https://forums.atari.io/topic/5361-new-rgb-board-testing-and-thoughts/
- https://www.fichier-pdf.fr/2020/12/06/rgbmodmanuelfr/?
- https://atariage.com/forums/topic/325847-best-rgb-mod/?do=findComment&comment=4962536
* 2.1: Can a service modify my Intellivision for RGB?
1up Restorations is a 2023 source for RGB modification; send in your console and have it returned with modern output.
Source Links:
- https://www.1uprestorations.com
* 2.1: How to modify a PAL Intellivision to use RGB video?
PAL consoles appear to be easier to modify than NTSC because the NTSC version does not use the LM1886 IC. Multiple efforts exist.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/RGB-Mod/PAL-Circuit-by-AxNightfall.png
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Intellivision-NTSC-vs-PAL-Palette-Comparison.png
Source Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/RGB-Mod/ZOE-Interface-2013-12-21.pdf
- https://web.archive.org/web/20210613175055/www.nightfallcrew.com/02/03/2013/mattel-intellivision-pal-rgb-video-mod/
- https://web.archive.org/web/20210601063310/gamesx.com/wiki/doku.php?id=av:intellivision_pal
- https://atariage.com/forums/gallery/album/1853-intellivision-rgb-mod/
- https://easyeda.com/yannick.erb/Intellivision-Secam-to-RGB_copy
* 2.1: What is the Intellivision OS?
The operating system did several things:
It allowed the program to specify a veloc for each sprite.
The OS would deal with adjusting the sprite position registers for you and cycling through your animation sequence. For each pair of sprites you could specify a routine to be called when that pair of sprites collided. For each sprite, you could specify a routine to be called when that sprite hit the background or the edge of the screen.
It maintained timers, and allowed you to specify routines to be called periodically.
It dealt with the controls. You could specify routines to be called when the control disc was pressed or released, or when buttons were pressed or released. It provided functions to read numbers from the keypad. The calling sequence for these were a bit strange. When you called these, they saved the return address, then did a return. You had to call them with nothing after your return address on the stack, and they return to your caller. When the number is ready, they return to after where you called them, but as an interrupt. In generic assembly, it would look something like this:
jsr foo
bar:
...
...
foo: ;do some setup or whatever
jsr GetNumberFromKeypad
spam: ...
...
GetNumberFromKeypad returns to bar immediately. When the number od rea, spam willbe called from an interrupt handler. If you didn't know that a routine did this, reading code could get rather confusing!
The operating system is known as "The Exec", and contained official cartridge checking routines, pause (1+9 or 3+7), standard sound control, common graphics routines.
Basically, whereas earlier, if one wanted to change something in a game, one would have to go into the hardware and physically mess around with the wiring, now one could just change the assembly software code for the game, which looked something like:
BNZ STPGUY ; STOP MOTION IF WHEEL NOT PUSHED
XOR #$03F0,R3 ; MOVING, SO HE SEQUENCES AT MAX RATE
MOV R3,MAN+.OBJSEQ ; ..
MOV #12,R0 ; SPEED AT WHICH HE RUNS
CALL GETVEL ; FIGURE VELOCITY
(A Trivial Intellivision Game 2).
According to Robinson, both the Atari and Odyssey consoles were hard-wired and didn�t use software. By using the Exec, cartridge space essentially doubled, and "you could get the program running much faster . . . allowed us to make games much faster" (Robinson pers. int. 2002-03-12.
The Exec made it very easy for programmers to write code using common library paradigms that today's developers take for granted.
The Exec also gave the Intellivision the erroneous criticism that the console was "slow" because the Exec consumed precious cycles/interrupts.
Source Links:
- https://www.digitpress.com/eastereggs/intvmaster.htm
- https://web.stanford.edu/group/htgg/sts145papers/jtam_2002_1.pdf
* 2.1: How much RAM is in the Intellivision?
1k
The System RAM resides in a single GI RA-3-9600 (Intellivision I) or RA-3-9600A (Intellivision II onwards).
The System RAM unit is the only 16-bit RAM available in the Intellivision.
Memory is mapped to ROM in several locations for peripheral support like the PlayCable, computer add-on, etc.
| Memory Range | Accessibility | Device |
|:------------:|:-------------------:|:--------------:|
| $0000-$003F | RW, VBlank Period 1 | STIC Registers |
| $0100-$01EF | RW | Scratchpad RAM |
| $01F0-$01FF | RW | PSG Registers |
| $0200-$035F | RW | System RAM |
| $1000-$1FFF | R | Executive ROM |
| $3000-$37FF | R, VBlank Period 2 | Graphics ROM |
| $3800-$39FF | RW, VBlank Period 2 | Graphics RAM |
Source Links:
- https://wiki.intellivision.us/index.php/System_RAM
* 2.1: How is Intellivision memory structured?
The Intellivision leaves many addresses available to cartridges. However, several address ranges come with caveats, such as interactions with other devices in the system, or incompatibilities with various peripherals.
Addresses Notes
$0400 - $04FF RAM/ROM ok on all but Intellivision 2.
$0500 - $06FF RAM/ROM ok.
$0700 - $0CFF RAM/ROM ok if no Intellivoice.
$0D00 - $0FFF RAM/ROM ok.
$2000 - $2FFF RAM/ROM ok if no ECS.
$4000 - $47FF RAM/ROM ok if no ECS.
$4800 ROM ok. RAM ok only if boot ROM at $7000.
$4801 - $4FFF RAM/ROM ok.
$5000 - $5014 ROM ok. RAM ok only if boot ROM at $7000 or $4800.
$5015 - $6FFF RAM/ROM ok.
$7000 ROM ok if no ECS. RAM at $7000 confuses EXEC boot sequence.
$7001 - $77FF RAM/ROM ok if no ECS.
$7800 - $7FFF ROM ok if no ECS. Do not map RAM here due to GRAM alias.
$8000 - $8FFF RAM/ROM ok. Avoid STIC alias at $8000 - $803F.
$9000 - $B7FF RAM/ROM ok.
$B800 - $BFFF ROM ok. Do not map RAM here due to GRAM alias.
$C000 - $CFFF RAM/ROM ok. Avoid STIC alias at $C000 - $C03F.
$D000 - $DFFF RAM/ROM ok.
$E000 - $EFFF RAM/ROM ok if no ECS.
$F000 - $F7FF RAM/ROM ok.
$F800 - $FFFF ROM ok. Do not map RAM here due to GRAM alias.
Source Links:
- https://spatula-city.org/~im14u2c/intv/jzintv-1.0-beta3/doc/programming/memory_map.txt
* 2.1: How does the Intellivision make sound?
The Programmable Sound Generator (PSG) is responsible for most of the Intellivision's sound generating capability. It also provides an interface to hand controllers and the ECS's keyboard and piano. Various PSGs were used in the Intellivision from the AY-3-891x family, including the AY-3-8914, AY-3-8916 and AY-3-8917.
The PSG provides 3 independent analog output channels. The PSG provides a dedicated square wave tone generator and D/A converter for each of the three output channels. It also provides a single noise generator and single volume envelope generator, both can be mixed with any combination of the three channels. The Intellivision mixes the output of the three analog channels directly to produce the final audio output.
Media Links:
- https://www.youtube.com/watch?v=iF-mRp-VXr8
Source Links:
- https://wiki.intellivision.us/index.php/PSG
- https://privatfrickler.de/blick-auf-den-chip-soundchip-general-instruments-ay-3-8910/
- https://pub.intvprime.com/ba4ef/ie/Programming/AY-3-8910-8912-Programmable-Sound-Generator-Data-Manual.pdf
- https://pub.intvprime.com/ba4ef/ie/Programming/AY-3-8910-Sound-Chip-Programming-Aquarius.pdf
- https://pub.intvprime.com/ba4ef/ie/Programming/AY-3-8912.html
- https://pub.intvprime.com/ba4ef/ie/Programming/AY%C2%AD3%C2%AD8910-8912-Sound-Synthesizer-IC.pdf
- https://paleotronic.com/2018/10/12/the-noise-channel-hearing-and-cheering-the-ay-3-8910/
* 2.1: What audio upgrades are available?
Emerson created a design with 50k dual potentiometer plus a 5k6 resistor in series with each half of the dual pot, creating stereo on an otherwise stock Intellivision.
Source Links:
- https://forums.atariage.com/topic/287021-intellivision-stereo-mod/
* 2.1: Can an Intellivision play waveform audio samples?
The AY-3-8910 PSG is capable of playing audio without an Intellivoice, as it can on other platforms like the MSX and Spectrum. It's not high quality, and an Intellivision ROM cartridge cannot hold more than a few seconds of audio, but it does work! :)
Intv Prime has produced a tool call "Sonum Vox" that will convert audio to an IntyBASIC program, using knowledge from Arturo Ragozini.
Óscar Toledo G. has published code to play waveform without Intellivoice in his book "Advanced Game Programming for Intellivision".
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Aliens-Game-Over-Phrase.rom
Source Links:
- https://map.grauw.nl/articles/psg_sample.php
- https://atariage.com/forums/topic/253650-voice-without-intellivoice/
* 2.1: How can I repair an Intellivision?
The system is comprised of four major components.
Transformer assembly. The assembly itself is made up of smaller component, the AC assembly. The assembly itself is made up of smaller component; the AC Power Cord, the ON/OFF switch, and a small plastic connector.
Power supply board. It receives AC power from the transformer assembly, and transforms it into several different DC values. Not only does it convert the voltages, but it also stabilizes them for the logic board.
Hand Controllers.
Logic Board. This board is the brains of the Intellivision.
Okay, so with Phillips screwdriver in hand, you're ready to rip apart your Intellivision. First off, as with any electronic repair work, be sure that your work area is free of static electricity. I personally use a wrist grounding strap clipped to some metal portion of your work area.
Unplug the unit from the wall and from the television. Remove any cartridge from the machine. Turn the power switch to the ON position to drain any stored up voltage. Place a soft cloth on your work area. Turn the console upside down and place it on the cloth. Using a Phillips screwdriver (some units may require a nut driver), remove the six cover retaining screws.
Turn the unit back over and gently lift off the top cover. The small brown cover for the ON/OFF switch will come off at this point. Weave the hand controllers through the holes in the top cover.
The insides of the Intellivision are now exposed. You should be able to identify he four major component groups. There is a brown plastic plate covering and securing the logic board, transformer and power supply board. Remove the six screws holding down the plate, and place them aside.
Be CERTAIN to see how the controllers are placed in this plastic plate, as they must be replaced in the exact same fashion in order for the top cover to fit securely.
There are several videos available on the topic, please watch several before proceeding, official Mattel Electronics service days are long past over!
Source Links:
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/Mattel-2609-Service-Manual.pdf
- https://web.archive.org/web/20231023170114/saskapriest.com/2022/03/29/repairing-the-intellivision-vintage-gaming-console/
* 2.1: What Intellivision chips fail the most?
While Intellivisions that reached the public were very sturdy, after 40+ years some things might fail. Swapping the RA-3-9600, STIC, AY-3-8914 PSG, and the CP1610 are more likely to fail than other parts. The large filter caps and the 7805 and 7812 voltage regulators are also prone to failure.
Source Links:
- https://forums.atariage.com/topic/353111-pal-intellivision-repair-questions/?do=findComment&comment=5288417
* 2.1: What can I look for when my Intellivision stops working?
The chipset which provided the guts of the Intellivision, manufactured by General Instruments, was extremely failure-prone. During the initial production runs, there were sometimes failure rates as high as 50%!
Some of the procedures listed here will require the use of a volt-ohm meter (VOM). All of this material has been taken from the aforementioned reference.
Problem: When you turn the game on the screen clears, title comes on, but game will not play when hand controllers are pushed.
Repair: This normally indicates that on or both of the MPCBs must be cleaned or replaced. Sometime you can open up the hand controller, clean it off, put it back together and it will work. (see 7.1 for info.) If you have cleaned or replaced both MPCBs and the problem still exists, then you may need a couple of new hand controller cables or a new logic board.
Problem: When you turn the game on, the screen clears (turns dark), but game title does not appear on the screen.
Repair: With the power switch in the OFF position, take the cover off the unit. Unplug the transformer assembly from the power supply board. Place the power switch in the ON position. Using your VOM, test the following voltages:
The first readings you'll need to take are on the plastic connector of the transformer assembly. They are AC voltage readings. If the voltages do not read as follows, then replace the transformer assembly, it cannot be repaired.
________
Yellow Lead --+ ------| | |
Blue Lead --+ ------| | |
Green/Yellow Lead --+ ------| | |
Green Lead --+ ------| | |
Green Lead --+ ------|_|_____|
Yellow Lead to Blue Lead - 18 VAC
Green/Yellow lead to any Green - 9.25 VAC
Green Lead to Green Lead - 18.5 VAC
Turn the unit off. Reconnect the transformer assembly to the power supply board.
Turn the unit ON. The next set of voltages are DC voltages and should be read from the other end of the power supply board. They can be taken right off the cables leading to the logic board. There are two sets of leads; a small two prong lead near the top of the board, and a flat five prong lead near the bottom right corner. Place the black clip of your volt-ohm meter on the lead from the two prong clip farthest from you (if looking down, the is the lead closest to the upper right hand corner). Place the other lead of your meter into the holes for the 5 prong lead each in turn, and note the voltages. They should read as follows:
_______
+ 5 VDC --+ | |_| |
+ 12 VDC --+ | |_| |
+ 16 VDC --+ | |_| |
+ 0 VDC --+ | |_| |
- 2 VDC --+ |_|_|_|
If any of the voltages are not present, the power supply board should be replaced. If you want to attempt to repair the board, most of the problems are associated with the two voltage regulators, one being a 7805 and the other being a 7812, or the two larger capacitors.
Source Links:
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/Mattel-2609-Service-Manual.pdf
* 2.1: What can I look for when my Intellivision stops working?
The pinouts and information listed below are courtesy of Steve Roode, who in a fit of boredom decided to find out what happened when he pushed the 5 key on his Intellivision keypad...
In trying to build the ultimate Intellivision Controller, I thought that the hard part would be trying to figure out all of the pin assignment combinations for all of the buttons on the controller. It turns out I was wrong! That was the easy part... The hard part is finding components to make the controller with! I went to a couple of stores to look for a rugged, phone style type keypad, nice metal stick, and a couple of rugged arcade style fire buttons. Couldn't find any of them!
Oh well.... Maybe you can! The following will describe all of the pinouts combinations for all of the buttons on an Intellivision Controller (NOTE: I only spent time to figure 8 directions out on the disc. I figured it would be almost impossible to find a 16 direction joystick, and most games don't require that many directions anyway).
DISCLAIMER!
Hey, I'm just an average guy... I'm only doing this to help people on their way to building an Intellivision Controller that won't drive you nuts. I WILL NOT accept any responsibility for what these instructions will do to your Intellivision. I've tried it on mine, and it works fine. But please don't blame me for ANY problems these plans may cause. Experiment at your own risk!
OK, now that that's out of the way... Down to business!
I used a Sears Intellivision Controller since I had an extra one and it was removable from the system. Remove the screws on the back of the controller and open it up. Next, remove the disc, the side buttons and keypad. What you should see in the controller is a terminal where the cable comes into the unit. It should look something like this (The numbers aren't really there; they are my own numbering system):
---------------
1 | ----- |
| ----- | 6
2 | ----- |
| ----- | 7
3 | ----- |
| ----- | 8
4 | ----- |
| ----- | 9
5 | ----- |
---------------
Each pin on the terminal connects to a wire which connects into the Intellivision. The numbers DO NOT correspond to the connector pin numbers; They are my own numbering scheme. However, with a little effort, the interested experimenter can map them if desired.
OK, using the numbering scheme above I was able to figure out the pin combinations for each button on the controller. This took a lot of time tracing out the circuit on the plastic keypad, and verifying it with a Baseball cartridge plugged in! The following pins must be connected for each of the corresponding controller operations:
Connecting Pins Makes the Controller Perform
=============== =============================
1 and 4 Up Disc
1 and 2 Down Disc
1 and 5 Left Disc
1 and 3 Right Disc
1, 3, and 4 Diagonal Up/Right Disc
1, 2, 3 and 9 Diagonal Down/Right Disc
1, 2, and 5 Diagonal Down/Left Disc
1, 4, 5 and 9 Diagonal Up/Left Disc
1, 6, and 8 Upper Left and Upper Right Side Button
(SAME!)
1, 7, and 8 Lower Left Side Button
1, 6, and 7 Lower Right Side Button
1, 2, and 6 Keypad 1
1, 2, and 7 Keypad 2
1, 2, and 8 Keypad 3
1, 3, and 6 Keypad 4
1, 3, and 7 Keypad 5
1, 3, and 8 Keypad 6
1, 4, and 6 Keypad 7
1, 4, and 7 Keypad 8
1, 4, and 8 Keypad 9
1, 5, and 6 Keypad CLEAR
1, 5, and 7 Keypad 0
1, 5, and 8 Keypad ENTER
Whew! As you can see, pin 1 connects to every combination, so in building your controller it may be easier to connect this pin to a common strip and connect all controls to this strip.
In examining this circuit, you can see why pressing 1 and 9 at the same time is just as effective as pushing 3 and 7 if you want to pause a game. It connects the same pins either way (Pins 1, 2, 4, 6, and 8); You could even build a separate PAUSE button on your controller if you desire!
Many interesting features could be built into this controller. For example, if you are familiar with a 555 Timer IC, you could build an adjustable auto-fire button! But the most important thing in building it is FINDING the components. My initial idea was to use a push-button phone keypad. Although it would take a little getting used to (and you really couldn't use overlays), it would last a LONG time. Anyways, who actually USES the overlays?! If a game requires them, just put one by the side of the controller.
Media Links:
- https://atariage.com/forums/uploads/monthly_2021_07/post-39531-0-93091000-1517092333.jpg.e20cc1aceb0eba2706b621a1ad7b46c5.jpg
- https://atariage.com/forums/uploads/monthly_2021_07/post-39531-0-85444200-1517092334.jpg.c28ae83bc80c90ef3e9d66939f9df2c7.jpg
Source Links:
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/Mattel-2609-Service-Manual.pdf
* 2.1: How can Intv II Controllers be repaired?
This little bit of hackery was provided courtesy of William Moeller.
I just finished refurbishing an Intellivision II unit so I would have a matching Master Component to go with my ECS. I have found quite a few units, and they all have the same problems. They are missing the power supply, and the hand controllers are inoperative. On the original unit, the mylar keypad is held onto the controller wires by pressure from two screws. When a hand controller on the original Master component stops working correctly, usually taking them apart, cleaning and putting them back together, making sure the screws are tight does the trick. On the Intellivision II controllers, there are no screws! I ended up breaking one apart to see how they worked (it was trashed already of course). The knowledge I gained allowed me to carefully take apart a few controllers to cobble two together to go with my II Master Component.
The first thing that needs to be done is the top piece has to be taken off. This is the piece that the disc is flush with. It is held on by little plastic hooks. A crude drawing is shown.
I I
I I
I I /
I__/
These hooks are located in five spots. The first is in the centre at the bottom of the disc. The next two are located on both sides, right where the top of the disk ends, and the keypad begins. The other two are right at the top, where the overlay slides in. They are marked with an X on the diagram below.
__________________________
==========================
I Intellivision II I
I Hand Controller I
==========================
X I I X
I 1 2 3 I
I I
I I
I 4 5 6 I
I I
I I
I 7 8 9 I
I I
I Clear 0 Enter I
X I========================I X
I ___ I
I / \ I
I / \ I
I ( ) I
I \ / I
I \ ___ / I
I I
I========================I
X
Use a small screw driver to press the plastic at the correct location, and pry each of the hooks out in an upward motion, being sure not to break them. This part is very important and cannot be broken. Be sure to look for the four teeth that slide into the hand controller and rest behind the four buttons. These cannot be broken. Their purpose is to press the mylar when the buttons are pressed against them. The buttons push on these plastic teeth, which in turn puts pressure on the mylar. Take the disc, disc spring, and plastic cover and put aside.
Now comes the tricky part. Getting the cover off of the base is difficult. Examine your controller and see if the bottom of the controller has a crack in it, or if the buttons are broken. If it is obvious the buttons are broken, try and save the cover.....if the bottom and buttons are good, CAREFULLY press the bottom part of the controller at the four H locations in the diagram below.
Intellivision II
Hand Controller Bottom Piece
===================== ========
I I I I
I H Iwire I H I
I H I I H I
\ I_____I I
_ I /_
I I I I
I I I I
B I I B
I I
I I
B I I B
I I I I
I I I I
--I I--
/ \
I I
I H H I
I H H I
I I
I================================I
Usually, I start on the right hand bottom side, and end up breaking the hooks there. Then getting the other hooks to let go is a little easier. Breaking one set of hooks is not that serious, because one can glue the controller closed on re-assembly. Make sure that the buttons do not get broken off when sliding the top cover off! Once this step is done, replace the wires/mylar pad/keypad numbers as required.
It is then time to reassemble. Make sure that you do not forget the circular plastic piece between the mylar. That is it! Put together the controller the exact opposite order. Happy repairs!
Source Links:
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/Mattel-2609-Service-Manual.pdf
- https://atariage.com/forums/topic/322683-any-idea-why-my-controllers-don%E2%80%99t-respond-often-on-my-intellivision-ii/
* 2.1: How can Intellivision II power supply be replaced?
The TRIAD Magnetics company is the only company that makes AC to AC external power supplies that have the required energy efficiency level VI defined by the DOE Docket Number EERE-2008-BT-STD-0005-0219.
As of February 10th 2016, all external power supplies manufactured for use in the United States and imported into the United States is required to have the energy efficiency level VI rating per the Department of Energy law. Dealers in the United State that have old stock of power supplies, are allowed under the law to sell their old stock of power supplies as long as those power supplies were manufactured and imported into the United States before Feb 10th 2016. This adapter supplies the most consistent power at the proper range but needs a 2.5mm/2.1mm adapter. Some Atari 5200 owners have substituted that power supply for an Intellivision II with success, but that means using a different item 4+ decades old instead of a new part.
Source Links:
- https://forums.atariage.com/topic/312403-power-supply-for-the-mattel-intellivision-ii-videogame-system-5872-9629-style/#comment-4654229
* 2.1: What are power supply test points?
See media included, thanks for Console 5 Tech Wiki.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Intellivision-Power-Supply-Test-Points.png
Source Links:
- https://wiki.console5.com/wiki/Intellivision#Voltage_Test_Points
* 2.1: Can a service recap my Intellivision?
1up Restorations is a 2023 source for recapping. It is uncommon but not unheard-of for Intellivision old capacitors to burst/crack/leak; the youngest stock consoles are in their 30's, so it can happen. Bad capacitors can affect audio or video operation or make a unit completely fail.
Source Links:
- https://www.1uprestorations.com
* 2.1: How can Intv II Controllers be repaired?
(This information was provided by our friend Keith Robinson from the Blue Sky Rangers, inclusion of this info does not serve as an endorsement... Well, heck, unless someone else knows someone who officially repair Intellivision equipment, this HAS to be an endorsement =) )
One of the most asked questions we get at the Blue Sky Rangers is "Where can I get my Intellivision repaired?" Well, the official Intellivision repair service (i.e. the one Mattel still refers people to when they call) is:
J.H.C. Electronics Service
901 South Fremont Avenue #108
Alhambra, California 91803
phone: 818-308-1685
fax: 818-308-1548
J.H.C. is owned by James Hann, the guy who ran the repair service for INTV Corporation. While their primary business is special controllers for newer video game systems, they still have the equipment to test and repair Intellivisions and are (amazingly) still willing to do it.
They advertise: "J.H.C. Electronics will repair any Intellivision video game system, no matter where or when purchased, for one low price! Complete overhaul, thorough testing, no-charge return shipping to you -- only $49.95."
[Yes, we know used, working units sell for half that in the newsgroup, but that wasn't the question, was it?]
J.H.C. can also repair IntelliVoice and computer modules. Call for prices.
Note: They do NOT have Intellivision II power supplies. They get asked that all the time, and they looked into having some made, but the minimum order is 500. J.H.C. has 100 people on a list now, and if they get 400 more commitments they'll have a batch made up. We wouldn't hold our breath, unless someone wants to pay $3,000 for the first one to get the ball rolling. Still, if you want to be added to the list, e-mail us at makingit@netcom.com; we'll pass them along to James if a significant number of people write.
Finally, if you've visited the Blue Sky Rangers web site lately, you'll have noticed we posted the instructions on how to modify your Intellivision or INTV Master Component to work with the System Changer (only the Intellivision II works with the System Changer as is). For those of you who don't want to mess with doing this yourself, J.H.C. says they'll do the modification for $20. Cheap insurance not to destroy your Intellivision, your house, or yourself.
If you do contact J.H.C., please let them know the Blue Sky Rangers sent you!
Excellent instructions exist for opening the Intellivision on the Intv Funhouse site.
Source Links:
- https://web.archive.org/web/20201020143850/www.intvfunhouse.com/tech/openconsole/
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/Mattel-2609-Service-Manual.pdf
* 2.1: How can I repair hand controllers?
You're stuck with them if you own an INTV I or III, as they are hard-wired into the unit. There will come a time when they will fail. Fortunately, there are some simple steps short of totally disassembling the main console you can take to fix controllers.
"Inside the controller is a plastic sheet with a circuit painted (or silk- screened) on it. This is call the Membrane Printed Circuit Board, or MPCB for short. Often, pieces of the circuit chip off and cause the controller to short out. This can be repaired by opening the controller and cleaning out the MPCB with a soft cloth"
"To gain access to the MPCB, loosen and remove the four small screws on the back of the controller. With the controller facing up, lift off the top cover. Remove the round control button and the spring beneath it. There should also be a white plastic spacer, sandwiched between two sections of the MPCB directly beneath the spring (Note its position. It must be placed back between these two sections when you put the controller back together)."
"Slide out the black side buttons (When reassembling the controller, these are useful in holding down the MPCB, which tends to pop out). Remove the gold numeric pad and the clear sheet (static shield) beneath it."
"Remove the MPCB. Visually inspect it to see if it's still in good condition. Hold it up to the light; if you see any holes or breaks in it, it should be replaced."
To reassemble the hand controller, follow the above instructions in reverse order. "Note that the MPCB, static shield, and numeric pad have two small holes in each of them. These holes interlock with the two pins protruding from the bottom cover of the hand controller, making it easier to align and adjust the MPCB into its proper position."
If your MPCBs require replacement, a great source of spare parts are those totally trashed, $2 INTV consoles you pass up at the flea market. Not only are the hand controllers usually in working order, but you get a whole slew of other spare parts, such as logic boards, transformer assemblies, power supplies and switches.
(If anyone knows of a source for new spare parts, please let me know so I can include the information in the FAQ.)
The official Mattel Electronics controller service document is included for reference.
Source Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Hand-Controller-Service-Flyer.pdf
* 2.2: What is the 2609 model?
The most iconic console is gold-and-woodgrain with model number 2609. This familiar model, released in the USA, is the basis for all Intellivisions that were produced in volume.
Some early units do not have "overlay stops" to prevent them from sliding out during game play.
Models/Versions List
USA from Mattel
USA for Sears
USA for Tandy/Radio Shack
USA for GTE Sylvania
Japan for Bandai
UK (PAL)
France (PAL, SCART)
Egyptian (PAL, based on France?)
Brazil Intellivision
Intellivision II (white console with reduced chipset and external power supply)
Super Pro aka Intellivision System III (not the Intellivision III)
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Master-Component-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Master-Component-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Master-Component-Controller-No-Overlay-Stops.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Bandai-Box-Attract.jpg
- https://pub.intvprime.com/ba4ef/ie/Publications/catalogs/bandai-catalog-cover.jpg
Source Links:
- https://history.blueskyrangers.com/hardware/2609.html
- https://famicomblog.blogspot.com/2011/10/bandai-intellivision-this-could-be.html?
* 2.2: Which games are international?
The games released in Japan and Europe are identical to the USA ones. There is no region lockout because there is only one region. Therefore, the Bandai can play games from any regional market, just like any Intellivision. A PAL console may play at a different speed due to NTSC/PAL timing differences if the programmer has not compensated for the electric timing. Language differences were handled in manuals/documentation, not hardware.
English
Spanish
French
Hiragana
Arabic
* 2.2: What is the Intellivision GTE Sylvania console?
Still another clone, this console is identical to the original Intellivision except for the brand name. The box has a very detailed description of the Computer Adapter that was never released. Mattel Electronics originally interviewed GTE to manufacture the consoles, which is a strong reason why Sylvania had advanced console knowledge that others did not. Rumor has it that these were given away for free with the purchase of a Sylvania television.
From a collecting standpoint the Sylvania CIB remains one of the hardest to find boxed.
Consoles are all model number MC100.
Source Links:
- https://atariage.com/forums/topic/321449-sylvania-and-tandyvision-owners-help/
- https://www.intvfunhouse.com/gte/cat/
* 2.2: What is the Tandyvision?
This is a "private label" 2609 console for Radio Shack, similar to Sears and Sylvania; major retailers often demanded special treatment of manufactured items to sell them in their stores.
Tandyvision has a more wood-paneled look but otherwise, this unit is totally identical to the original 2609.
Consoles are all model number 58-100.
The Radio Shack corporation was a retail electronics powerhouse during the Intellivision heyday, and as late as 1990 items could be ordered through their catalog, so people that were part of the RS "world" bought their Intellivision/Tandyvision just as they bought Tandy-branded computers from other producers. From a collector's standpoint, a nicely boxed Tandyvision is very hard to find.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Tandyvision.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Tandyvision-1-setup-at-Tandy-Assembly-Computer-Show-by-Rietveldh-2018.jpg
Source Links:
- https://atariage.com/forums/topic/321449-sylvania-and-tandyvision-owners-help/
* 2.2: What is the Sears Super Video Arcade?
Up until recently, if you wanted to market your product through Sears, it had to have their name on it. Much like Atari with the Tele-Games Video Arcade, Mattel created a clone that was similar yet different to the INTV I.
Consoles are model number 49-75011, 49-75022.
Functionally identical, this unit has a cream-colored case with a wood-grain front, and removable controllers that rest in the center of the console. The power and reset switches are circular in shape and about an inch in diameter:
(Top View)
_||_ _|_
Power Cable --+|| |+-- RF Cable
|| |
=================================
| ||
| ---------------------------- ||
| |... |... | ||
| |... |... | ||
|__________| /\ | /\ |_/-\_/-\_||
| | \/ | \/ | \-/ \-/ ||
=================================
^ ^--- Power Switch
|--- Reset Switch
On original games from Mattel, "Mattel Electronics Presents" text is in the EXEC ROM, however that text is purposefully not present in the Sears console (replaced with space characters).
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Sears-Super-Video-Arcade-Boxed-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Sears-Super-Video-Arcade.jpg
* 2.2: Does a Japan market Intellivision exist?
Bandai contracted with Mattel Electronics in 1982 (note two years after the USA release) to brand and distribute the Intellivision in Japan. Bandai was an established electronics firm in Japan and had a trusted name based on earlier electronic baseball handheld and a console called the "TV-Jack" with built-in titles in 1977. When the "TV-Jack" was abandoned in 1979, Bandai was ready for Mattel Electronics' deal to distribute and market the first 16-bit console in Japan.
The Bandai Intellivision competed very favorably against others in the market:- 1979/10 Epoch Cassette Video Game (8bit) 57,300 yen retail
1981/07 Epoch CassetteVision (4bit) 13,500yen retail
1982/06 Bandai Intellivision (16bit) 49,800 yen retail
1982/09 Magnovox Odyssey 2 (8bit) 49,800 yen retail
1982/10 Tomy Pyu-Inu Computer (16bit computer) 59,800 yen retail
1982/11 Takara Game Computer (8bit) 59,800 yen retail
1982/11 Yamagawa Dynavision (16bit) 34,800 yen retail
In 1983, the delivery of consoles from Sega and Nintendo severely impacted the Intellivision's chances in Japan. The 1983 market was saturated with these consoles and the Bandai's distribution of Vectrex and Arcadia, and Atari corp was marketing hard in Japan, so the Bandai Intellivision was a marketplace casualty. Mattel did not handle the marketing and distribution of the Intellivision in Japan. It was handled by Bandai, who drummed up support for the system in all the standard media. There were even some television commercials produced for the Intellivision in Japan. A young actor named Beat Takeshi (who later became a very popular TV and movie actor) was used in the commercials. They advertised the console with the slogan "Same 16-bit power as a computer, but no loading times". Similar to the Atari distribution in Japan, the games themselves were untouched. Bandai did not appear to have a large software division and did not take advantage of any customization. But, in the case of Intellivision, even the boxes remained completely in English. On these boxes, the franchise rights were removed. So, Major League Baseball became Baseball, etc. Of course, a Japanese instruction booklet was provided to inform the customer the basic controls and how to play. The overlays were also identical to the American ones and remained in English. Slits were cut in the back of the boxes for the Japanese instructions. So, if the customers flipped over the box, they saw the front page of the Japanese instructions. The pack-in title was Space Armada, and Astrosmash was not distributed at all in Japan.
The box for the base console in Japan was remade completely. It had the pictures of all the games with a picture of a happy couple playing the Intellivision in the right hand corner. On the back, it described the system and showed pictures of Baseball, Space Battle, etc. Inside the box, there was an instruction manual, warranty card and two promotional catalogs. The first catalog showed the launch titles, while the second one listed the games that were coming soon. The box and all of its contents were in Japanese.
The console itself remains identical to the Intellivision I, save a few differences. The upper gold plate on the top of the Intellivision has the words Bandai Intellivision printed on it. There are also two Bandai stickers on the bottom of the unit. Furthermore, the channel switch was changed to Ch1 and Ch2.
It is generally assumed that Bandai was skeptical at the start, and didn't want to invest a large amount of money in translating and re-printing the boxes especially since this was their first time at distributing another company's system. But, in the end it was just another nail in the coffin for the system. The popularity of the games was limited. The low-cost approach of distribution left customers anxious over a system with games almost completely in another language.
The retail price of the system was 49800 yen ($210, in 1982 US$). The games themselves cost from 4800-5500yen ($21-23 in 1982 US$). The Intellivoice module nor any other hardware upgrades were ever released. Furthermore, no Japanese specific software was ever released. In total, only 27 (Mattel only) known titles were released in Japan. Overall, approximately 30,000 units of the base system were sold in total and two years after it was born, Bandai abandoned the system and the Bandai Intellivision faded into obscurity.
Intellivision Bandai consoles are model number 16287.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Bandai/s-l1600-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Bandai/s-l1600-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Bandai/s-l1600-03.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Bandai/s-l1600-04.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Bandai/s-l1600-05.jpg
- https://vimeo.com/458024465
Source Links:
- https://en.wikipedia.org/wiki/Intellivision#cite_ref-27
* 2.2: Did Bandai have game franchise licenses to US leagues?
Since the rights to the games were not transferable when Mattel sold the rights to the INTV Corporation, it is doubtful that they were transferable to Bandai. But, it is unknown whether there was any real infringement or legal action taken by any of the respective companies. All of the boxes in Japan did not carry any franchise rights, except for PBA bowling. But, there seemed to be some confusion because on the back of the box, and in the game catalogs, many of the games appear with licensing. Even the cartridges and the manuals have licensing.
* 2.2: Did Bandai plan to make Japanese games?
Doubtful. The Intellivision did not last a significant amount of time. The time and costs involved in developing Japanese specific titles would have been significant. Furthermore, Bandai did not have a large software division, nor did it see the gains necessary to invest in one for the Intellivision. Other software houses in Japan, especially Sega and Nintendo were concentrating on their own launches. It seems that Bandai didn't court any other software companies to produce games for the Intellivision.
INTV Corp did not release Japanese games likely because Nintendo and Sega had a hold on the market in later years.
* 2.2: Does a Brazil Intellivision exist?
The Brazil national government required foreign companies to manufacture within Brazil and set up relationships for importing. This is the base of Digiplay (aka Digimed, later renamed Epcom) as a company selling branded consoles and games with only labels, software title screens, and manuals changed. Things were likely imported semi-finished components and "Produzido" assembled in the industrial free trade zone of Manaus.
Boxes, manuals, labels, and overlays were almost always completely translated into Portuguese, and the manuals were even done up with full color covers. Known boxes were also book-style boxes even for games that Mattel delivered in cheaper kinds of boxes.
Consoles are all model number 5368.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/South-America-Digiplay-Comment-Newspaper.jpg
* 2.2: Does an Egyptian Intellivision exist?
The console is a 220 volt 50 Hz PAL system. The three that have been identified/shared across the Intellivision community appear to be NTSC systems made in Hong Kong converted to work as PAL by the "Asico Company" or "Ecico Company", which existed between 1985 and 1993.
The system is best pronounced in Arabic as %u0625%u0650%u0646%u0652%u062A%u065A%u0644%u0651%u0650%u064A%u06CB%u0650%u064A%u0698%u065B%u0640%u0646
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Master-Component-Egyptian-System-III-Ecico-Electronics-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Master-Component-Egyptian-System-III-Ecico-Electronics-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Master-Component-Egyptian-System-III-Ecico-Electronics-02b.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Master-Component-Egyptian-System-III-Ecico-Electronics-02c.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Master-Component-Egyptian-System-III-Ecico-Electronics-03.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Master-Component-Egyptian-System-III-Ecico-Electronics-03b.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Master-Component-Egyptian-System-III-Ecico-Electronics-04.jpg
* 2.2: Does a France Intellivision exist?
By law, video systems sold in France must had either RGB or SECAM outputs (at the time; the requirement was probably dropped in the late 80's with things like Laserdiscs being too costly to adapt to SECAM, to be replaced by either PAL, RGB or SECAM RF) so if INTV wanted to keep selling consoles in France after running out of the stock left by Mattel (if Mattel left any SECAM Intellivision stock) they would have do either make them RGB or SECAM RF. Which was probably estimated being too much of a hassle for such a small market.
Units from France that have made it to the USA have verying levels of success with video sync, it is television-dependent and converter-dependent, but the picture is ultra clear and sharp!
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/French-SCART/Intellivision-French-SCART-External-1.JPG
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/French-SCART/Intellivision-French-SCART-External-4.JPG
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/French-SCART/Intellivision-French-SCART-External-5.JPG
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/French-SCART/Intellivision-French-SCART-External-9.JPG
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/French-SCART/MattelintellivisionFRCGVRGBPritelrsolutionduPBinstabilitimagesurcransmodernes.mp4
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/French-SCART/The-Different-Versions-of-Intellivision-by-Montagneyaya.docx
Source Links:
- https://atariage.com/forums/topic/282997-arabian-market-intv-iii-system/?do=findComment&comment=4218390
* 2.2: What is the Intellivision II?
There were three reasons for replacing the original "2609" Intellivision Master Component with the Intellivision II, developed under the code name Big Mac:
Lowered manufacturing cost with optimized soldered circuitry that lowered the component count.
Easier repairs by making the components most prone to failure - the power supply and hand-controllers - plug-in, replaceable parts.
An external video input on the cartridge port to make the System Changer possible.
The plug-in controllers also provided an opportunity to propose alternate types of controllers such as track balls and light guns. While most of these never got beyond the brainstorming stage, a trigger-joystick controller - code named Dandelion - was shown at the January 1984 Consumer Electronics Show for a "proposed 1984 introduction."
(Walter Ives)>Mattel had a culture of keeping its vendors and even other groups within the company in the dark, which greatly impeded progress and led to no end of exasperation. Chandler himself was quite open with APh and instructed his people to be likewise, but ingrained habits die hard. This caused numerous problems that had to be painfully unraveled later.
One notable example was the third-party lockout feature. APh had in early 1979 proposed a robust scheme that accommodated third-party licensing but GI had already designed the circuit board and Mattel didn't want to revise it or add any more cost to the system. The Intellivision II was originally intended to be a cost-reduced version of the original based on the APh-designed STIC 1A chip (APh designed the logic and implemented it in TTL, Toshiba laid out a mask based on that design, Valeski eventually used the part on the INTV 88 board when his stash of original GI STIC chips ran out). APh's design for the STIC 1A logic board included its lockout scheme. When Mattel's management decided to repackage the original chipset in the Intellivision II housing as an interim measure it ordered two Mattel programmers to hack a lockout feature into the EXEC and keep it secret from everybody else. Their efforts yielded a crude scheme that (1) introduced execution problems, notably with Math Fun, (2) was trivially circumvented and (3) compromised the integrity of the source code management process. In the meantime, APh had thoroughly vetted its robust scheme in connection with the development of the Intellivision III. When APh learned of the Intellivision II scheme in early 1983 it immediately saw the problems and reminded Mattel management of the robust scheme. By that time upper management had become so concerned about third-party software that it ordered the robust scheme rushed into production. Before that effort could get very far Mattel Electronics upper management was replaced and all hardware development halted.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Intellivision-II-02.jpg
Source Links:
- https://history.blueskyrangers.com/hardware/intellivision2.html
* 2.2: Does Intellivision II have different versions?
Galen Komatsu wondered this, and here are his thoughts on the matter:
Just noticed differences between the two Intellivision II units I have. We'll call one Ernie and the other Bert.
On the front nameplate, Ernie has a more bolder looking black surface, Bert is a bit dulled looking, also Bert has the (R) symbol after 'Intellivision' and 'Mattel Electronics'.
Ernie has a red stripe around the perimeter of the unit, Bert, none.
Ernie's casing has square corners, Bert's corners are more rounded.
The button squares on Ernie have a matte finish while Bert's squares have a more "glossy" finish though the areas surrounding the buttons are matte.
Looking at the underside labels, the bright orange "IMPORTANT!" has "2609-0090-G1" in the upper corner, Bert has "2609-0090" ...both labels mention eligibility for FREE CARTRIDGE if the unit requires servicing. =^)
On the second label, Ernie's looks like:
+-----------------------------------------------+
| MATTEL ELECTRONICS (R) Hobby Equipment |
| INTELLIVISION (R) II [UL LOGO] |
| Model No. 5872 104Z |
| FCC ID: BSU9RD5872 |
| _______________________________ |
||CAUTION: This is not a toy and | Input Power: |
||is intended for use by or under| 16.2VAC |
||the supervision of adults. | 60HZ |
||_______________________________| 12.8WATTS |
| |
| Serial No. P3732189 |
| MANUFACTURED IN HONG KONG |
+-----------------------------------------------+
whereas Bert's is just:
+---------------------------+
| MATTEL ELECTRONICS (R) |
| INTELLIVISION (R) II |
| |
| Model No. 5872 |
| FCC ID: BSU 9RD5872 |
| MANUFACTURED IN HONG KONG |
| |
| Serial No. P20176594 |
+---------------------------+
I haven't cracked Bert open yet so I don't know if there's any internal differences but both refuse to run early Coleco games.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Intellivision-II-02.jpg
Source Links:
- https://history.blueskyrangers.com/hardware/intellivision2.html
* 2.2: Why does Intellivision II lack a lot of RF shielding?
The FCC changed the rules to be less restrictive by the time Intellivision II was released. The GI chipsets relatively low speed means extra shielding would not be necessary.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/Intellivision-II-02.jpg
Source Links:
- https://forums.atariage.com/topic/340672-intellivision-iii-help/?do=findComment&comment=5165348
- https://forums.atariage.com/topic/304245-metal-shields-for-the-intellivision/?do=findComment&comment=5207819
* 2.2: Do Coleco games work on Intellivision II?
For game design, Intellivision II was supposed to be identical to the original - the main chips and their functions are the same as described for the Intellivision Technical Overview. But there turned out to be a major difference - when Intellivision II was released, it was discovered that 3 of Coleco's Intellivision games on the market, Donkey Kong, Mouse Trap and Carnival, would not work on it. Why not? At first, Mattel said it wasn't sure - maybe software changes needed for the System Changer to work were causing the problems. But as more and more games in development at Mattel were found not to work with the Intellivision II, programmers were filled in on the truth - but only on a one-to-one, need-to-know basis. The reason the Intellivision II doesn't work with the Coleco games is because it was designed not to. The EXEC contains a subroutine to display the Mattel copyright notice (see cartridge header resource link), but since a competitor's game would not use this routine, that location could have anything in it. So when the Intellivision II EXEC checks on a particular bit in that location and finds it isn't "properly" set, the EXEC doesn't allow the game to play. With a valid date in that location, the bit will be set; anything else and there is only a 50-50 chance the bit will be set. This was a deliberate attempt to render competitors' cartridges useless, and therefore it may very well have been illegal. But as game size went from 4K to 8K and larger, more Mattel programmers started using special title screens that bypassed the EXEC copyright routine. These programmers had to be told to make sure the bit was set. Of course, once the Intellivision II was on the market, competitors were able to figure out how to make their new cartridges work on it. The programmer of the original EXEC, David Rolfe, is reasonably sure the EXEC II changes weren't done by him, as he knew better than anyone that any substantial changes to the EXEC would very likely "break" a number of games already released.
In addition, the different timing affected mainstream popular Intellivison games
Space Spartans sounds "thin".
Shark! Shark! bubbles sound does not sync.
Source Links:
- https://history.blueskyrangers.com
- https://www.digitpress.com/eastereggs/intvmaster2.htm
- https://fantranslation.org/node/16
- https://wiki.intellivision.us/index.php/Hello_World_Tutorial#Cartridge_Header
* 2.2: How can I replace my Intellivision II power supply?
If one needs a replacement power supply for their Mattel Intellivision II videogame system, then the best 100% compatible power supply to get is the TRIAD WAU160-750 that was engineered in the USA and made in China using high quality materials.
So the only real negatives regarding this TRIAD power supply when compared to the original Mattel power supply is that the cord on the TRIAD according to the spec sheet is listed as 6 feet (but I actually mine ended up being around 6 feet 7 inches). Where as the Mattel 5872-9629 power cord length was 9 feet 8 inches. The other negative is currently all level VI AC to AC power supplies on the market only have 2.1mm size plugs. So a adapter plug is needed to interface the TRIAD WAU160-750 to the Intellivision II style of plug which is 2.5mm. Now one can order a custom 2.5mm x 5.5mm x 11mm plug for the TRIAD WAU160-750, but the catch is the factory in China requires a minimum order of 500 power supplies.
The Intellivision model 2 is the only version of the console that uses this unique AC - DC conversion within it. All the other models feature internal PSUs and just have 2 prong AC lamp cords essentially hanging out of them with transformers inside them to handle the power conversion. Not sure if the later Super Pro and INTV III are the exact same as the model 1s, but they still just have a standard cord on them with internal PSUs.
Can't speak on the Spectravideo, but the TI-99/4a you only have to worry about plugging in a Colecovision power supply into them since they share the same plug but are otherwise very different. Point being, this thread you started is about the Intellivision 2 power supply. And I'm specifically stating that an Atari 5200 or similar DC power supply will work provided you have the right barrel plug size to fit.
Cost wise, the Triad adapter and plug adapter is a MUCH more affordable cost given what 5200 PSUs might be fetching these days.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master%20Component/Intellivision%20II%20Inside%20Components%20Labeled.jpg
Source Links:
- https://atariage.com/forums/topic/312403-power-supply-for-the-mattel-intellivision-ii-videogame-system-5872-9629-style/
- https://console5.com/store/new-intellivision-ii-power-supply-adapter-16v-ac-1a-intellivision-2.html
- https://www.facebook.com/photo/?fbid=10158665492207102&set=p.10158665492207102
* 2.2: How to fix Intellivision II video?
There are two 2114 SRAMs that form the GRAM. Sometimes, they use 9114s, such as the photo below. There's a pair of them, and each provides 4 bits of the graphics output.
It looks like from your photo that the left four pixels of each tile is garbaged up. If the ordinary built-in text font looks OK (e.g. the title screen to Auto Racing looks OK), then it's probably the GRAM chip that provides the "upper half" of the graphics data.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master%20Component/Intellivision%20II%20Inside%20Components%20Labeled.jpg
Source Links:
- https://atariage.com/forums/topic/308708-help-with-intellivision-ii/?do=findComment&comment=4578140
* 2.2: What is the INTV Super Pro System?
In 1984, the vice president of marketing for Mattel Electronics bought the rights to the Intellivision and formed a company called INTV Corp. The result of this venture was the release of the INTV III, or Super Pro System. This redesigned unit is physically identical to the original INTV I, except that it has a black plastic case with silver plates, and also has a Power LED indicator between the Power and Reset switches. The controllers are black with silver discs, and the keypads were either silver with black lettering or black with silver lettering.
Consoles are model number 3504.
This is a remanufacture based on existing parts from Mattel supply chain; this is not the planned but unreleased Intellivision III.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/System-III.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Master-Component/System-III-Beige-Variant.jpg
* 2.2: Is there a database of Intellivision serial numbers?
Intellivision Revolution has maintained a site since 2012 containing voluntarily-submitted serial numbers for all Master Component owners.
Source Links:
- https://www.intellivisionrevolution.com/Intellivision-serial-number-database
* 2.3: What is the ECS?
In 1981 Mattel management became concerned that the Keyboard Component would never get up and running, so had a secret team working on a much cheaper option, the ECS. The team was kept secret purely so it wouldn't cheese off the Keyboard Component development team.
Consoles are model numbers 4182,4184,4187,4629,4631,4690.
When the FTC hit Mattel with the daily fine it was the ECS's time to shine as it barely scraped through the check list to turn the Intellivision into a home computer, offering 2K memory and limited storage and output capabilities, it still saved Mattel's collective arse.
Programmers could write new games using the graphics of an attached cartridge. 99.9% of Intellivisions seen today with "a keyboard" are in fact ECS units with that computer keyboard.
Source Links:
- https://www.the-liberator.net/site-files/retro-games/hardware/Intellivision-ECS/intellivision-ecs-entertainment-computer-system.htm
- https://history.blueskyrangers.com/hardware/ecs.html
- https://en.wikipedia.org/wiki/Entertainment_Computer_System
* 2.3: How can I replace the ECS power supply?
The best 100% compatible power supply to get is the TRIAD WAU090-1200 that was engineered in the USA and made in China.
As of February 10th 2016, all external power supplies manufactured for use in the United States and imported into the United States is required to have the energy efficiency level VI rating per the Department of Energy law. Dealers in the United State that have old stock of power supplies, are allowed under the law to sell their old stock of power supplies as long as those power supplies were manufactured and imported into the United States before Feb 10th 2016.
In 2020 many AC to DC power supplies one purchases online are level VI complaint. However AC to AC power supplies are not in demand, since most modern consumer products in the 21st Century use AC to DC power supplies, therefore there are some USA dealers that still have old stock of AC to AC power supplies that they imported into the United States before February 10th 2016, that they are trying to get rid off at clearance prices. However, there are also many third-party companies producing both AC to AC and AC to DC external power supplies that are made in China, and violating the Department of Energy level VI compliant rules put in place back in February 10th 2016.
As far as is known, the TRIAD Magnetics company is the only company that makes AC to AC external power supplies that have the required energy efficiency level VI defined by the DOE Docket Number EERE-2008-BT-STD-0005-0219.
New (Jan-2023): company Console5 claims to carry proper transformers for ECS.
Source Links:
- https://atariage.com/forums/topic/312323-power-supply-for-the-mattel-intellivision-computer-adapter-computer-module/
* 2.3: What is the European ECS?
When the ECS was released worldwide, the first market was the USA, where the white motif Intellivision II was in production, and the original 2609 console was not distibuted. Because non-USA Intellivisions still resembled the original unit, an ECS with the brown+gold color scheme was produced. The differences between the brown and white ECS hardware are cosmetic color change, the regional power brick, and aux/tape IO which uses sync based on 50Hz or 60Hz. Internally, the ECS obtains timing/STIC Information from the main console, so the PSG remains uniform with the main console PSG. This also means that data saved to the cassette on a PAL-connected ECS will not read on an NTSC-connected system due to the Hz speed coming from the STIC.
A brown ECS will work with a USA ECS power brick.
Source Links:
- https://atariage.com/forums/topic/230985-palntsc/?do=findComment&comment=3147155
- https://atariage.com/forums/topic/326897-can-a-european-ecs-be-used-in-north-america/?do=findComment&comment=4940702
* 2.3: What can the ECS do?
The modest enhancements can make a difference in Intellivision games. The best features are an additional audio chip (doubling voices from 3+1 to 6+2), keyboard input, and music synthesizer input. Crafty programmers can also add two additional controllers for a total of 4 (see Super Socer by Nice Ideas). The additional RAM and ROM are generally not useful. The ECS does not improve Intellivision graphics. The ECS does not improve video, only audio with the additional PSG.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/ECS/ECS-Power-Supply-Brick-01.jpg
Source Links:
- https://www.the-liberator.net/site-files/retro-games/hardware/Intellivision-ECS/intellivision-ecs-entertainment-computer-system.htm
- https://history.blueskyrangers.com/hardware/ecs.html
- https://en.wikipedia.org/wiki/Entertainment_Computer_System
* 2.3: What is the ECS power supply rating?
Mattel used something completely different from the rest of the industry, input: 120V 60Hz 17 Watts , output: 10.0 VAC, 1.0 A.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/ECS/ECS-Power-Supply-Brick-01.jpg
Source Links:
- https://www.the-liberator.net/site-files/retro-games/hardware/Intellivision-ECS/intellivision-ecs-entertainment-computer-system.htm
- https://history.blueskyrangers.com/hardware/ecs.html
- https://en.wikipedia.org/wiki/Entertainment_Computer_System
* 2.3: What are the ECS programming specifications?
Bankswitched 4K ROMs at locations $2000-$2FFF, $7000-$7FFF, and $E000-$EFFF.
Bankswitching is performed by writing $xA5y to location $xFFF to switch the ROM that covers the range $x000 - $xFFF. The value of y selects which 4K page to switch in out of a possible set of 16 pages.
The 12K of ROM in the ECS resides in $2000 Page 1, $7000 Page 0, and $E000 Page 1.
The ECS comes out of reset with page 0 selected on all ROMs, meaning that only the $7000 ROM is visible at RESET time.
There is a second PSG at locations $00F0-$00FF.
The cassette/printer UART exists at locations $E0-$E3.
The keyboard is matrix scanned -- it changes one of the PSG's I/O ports to an output for scanning the keyboard.
Source Links:
- https://spatula-city.org/~im14u2c/intv/tech/ecs.html
* 2.3: Can an ECS print?
User rietveld from Atari Age has managed to connect the Mattel Aquarius printer to the ECS out-port.
Media Links:
- https://youtu.be/E4VOoDvYhgk
Source Links:
- https://atariage.com/forums/topic/317225-aquarius-printer/?do=findComment&comment=4760587
* 2.3: What was the Keyboard Component?
The Keyboard Component was a specialized "computing container" that fitted a consumer's existing 2609 Master Component into the top, converting the entire device into a capable home computer, a major market differentiator.
It used Intellivision Master Component for graphics and sound, dual CPUs (1 6502, 1 CP-1610), around 22K bytes total RAM (split up among 16K x 10 shared RAM, 752 bytes of 8-bit RAM and 352 words of 16-bit RAM on the CP-1610 side and an additional 960 bytes (or was it 1024?) on the 6502 for video), a block addressable CPU-controlled 4-track (2 digital, 2 analog) tape drive, two cartridge ports (6502 and CP-1610), a microphone port, two video controller chips, and Microsoft BASIC.
The Keyboard was very ambitious for 1979 and anyone buying an Intellivision had high hopes for the product. Mattel Electronics entered talks with Citi Bank to do online banking with "Project Pronto" using 6502-based computing and IO with Master Component via the Intellivoice; it would be a digitally connected experience like PlayCable for games. A lot of vision was had for the KC, Mattel marketing director Gary Moskovitz has said in 1983 "Downlading information will be of vital importance in coming years. I believe that the sale of different software in stores will quickly be overcome by the almost infinite choice of software from information networks by phone or cable. We need to provide Intellivision users with a cheap way to acess and store data for later use."
The Keyboard Component data storage was the achillees heel, taking Dave Chandler 3 years to figure out how to make commercially viable, by which time the US Game Crash had arrived.
Pricing in 1981 dollars
Master Component $269.95
Keyboard Component $700
Computer Program $60 average
Game Cartridge $30 average
*Over $2,100 dollars, significant but similar to competitors Atari 800 ($999), Apple ][+ ($1,200), IBM PC ($4,425).
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Keyboard-Component/Keyboard-Component-Ad-1-Plain.JPG
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Keyboard-Component/Keyboard-Component-Conceptual-Use-Networked.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Keyboard-Component/Keyboard-Component-Project-Pronto-Banking.jpg
- https://pub.intvprime.com/ba4ef/ie/Intellivision-Media/Advertising/Keyboard-Component-Sales-Advertisement-Weinstocks-UK.jpg
Source Links:
- https://spatula-city.org/~im14u2c/images/kbd/
- https://that401ksite.com/2019/04/27/what-were-they-thinking-61-the-intellivision-keyboard-is-delayed-and-delayed/
- https://history.blueskyrangers.com/hardware/keyboardcomponent.html
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/papaintellivision.com/pdfs-searchable/CCF10242011_00007.pdf
- https://atariage.com/forums/topic/327127-keyboard-component-conversational-french-full-playthrough/?do=findComment&comment=4951074
- https://retroist.com/intellivision-keyboard-demonstration-cassette-video/
* 2.3: Why did the Keyboard Component fail?
The product was unreliable in testing from first production days of 1979 to 1982. The problem was so bad that it became a joke.
In mid-1982, the FTC ordered Mattel to pay a monthly fine (said to be $10,000) until the Keyboard was in wide distribution.
(Keith Robinson)
Just over 4,000 Keyboard Components were manufactured, but no one knows how many actually wound up in the hands of consumers, or stayed there. Mattel tried to buy back all the outstanding units to avoid lawsuits when it was discontinued. If you had your receipt, you got a full refund on
your purchase price (reports on how much the price was vary from $600 to $800). If you didn't have a receipt, you were given $550 for the unit, $60 for the BASIC cartridge and $30 for each game cassette. Some consumers insisted on keeping their Keyboard Component. They were allowed to, plus they were given $1000 worth of other Mattel Electronics products. Either way, they had to sign a statement that read: "By accepting this offer, I recognize that I am releasing Mattel Electronics from all liability due to its decision to discontinue the keyboard component and related products."
Some of the unsold and returned units were converted into Intellivision development stations at Mattel Electronics in California and in France. The rest were apparently dismantled and the processors and memory chips recycled.
Sample Promotional Pricing from KC Launch time at Weinstock's UK Store:
Master Component $269.95
Keyboard Component $700.00
Computer Program $50.00 - $70.00
Game Cartridges $30.00
Which is around $2,100 in 2021 USD.
"
(Walter Ives)>Almost all of the problems with units actually delivered to users were traceable to the cassette tape mechanism. Mattel had from the beginning recognized that that mechanism was THE core component of the Keyboard Component and paid a premium price for it. By spring of 1982 Chandler believed he was on a path to resolve the mechanism issues with no increase in its cost....
To put the tape mechanism's issues in perspective, the Keyboard Component's tape subsystem was every bit as complex as a floppy disk drive. You wouldn't be surprised if you were told the first few hundred floppy disk drives delivered to users had had a greater than 10% return rate.
Source Links:
- https://spatula-city.org/~im14u2c/images/kbd/
* 2.3: What is the Black Whale?
The Blue/Black Whale is a modified Keyboard Component used by Mattel Electronics as development/debug systems when the standard dev hardware became scarce due to hiring so many engineers. The RAM of the Blue Whale was mapped to Intellivision console ROM. The blue whales used for development needed a ROM cartridge and a Rockwell 6551 ACIA cartridge. For large cartridges, or if you were unclear about relocating code, you could add a T-card populated with RAM. A bank-switching "T-card" allowed emulation of paged ROM. A Master Component jumper was required if you wanted breakpoints.
Joe Zbiciak released a reverse engineering document in 2018 with how it was probably used.
Source Links:
- https://web.archive.org/web/20221204051119/history.blueskyrangers.com/hardware/keyboardcomponent.html
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Keyboard-Component/Keyboard-Component-Black-Whale-Reverse-Engineering-Report-20180423a.pdf
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Keyboard-Component/Keyboard-Component-Black-Whale-Reverse-Engineering-Report-20180423b.pdf
* 2.3: Can a Keyboard Component print to paper?
The rebranded Alphacom Sprinter-40 printer was destined for use with the console. A few branded for Mattel Electronics are in the posession of the heirs to the Papa Intellivision estate. The Printer Interface is the rare adapter that connected that printer to the Keyboard Component.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Printer/Alphacom-Sprinter-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Printer/Alphacom-Sprinter-40-manual.pdf
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Printer/Alphacom-Sprinter-Ad-Offer-01.pdf
- https://youtu.be/nqxMY9kfhOw
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Printer/Keyboard-Component-Printer-Interface-Attachment.jpg
Source Links:
- https://atariage.com/forums/topic/175092-intellivision-printer/#comments
- https://atariage.com/forums/topic/328283-printer-interface-%E2%80%93-research-and-video/
* 2.3: What is Keyboard Component storage?
(Keith Robinson)
With the Microsoft BASIC cartridge, users could write their own programs and save them with the built-in special digital tape drive. Mattel sold special Data Storage Cassettes, which were similar to normal audio cassettes except they had no leader (same as some answering machines use).
Source Links:
- https://that401ksite.com/2019/04/27/what-were-they-thinking-61-the-intellivision-keyboard-is-delayed-and-delayed/
- https://history.blueskyrangers.com/hardware/keyboardcomponent.html
* 2.4: What were Intellivision future hardware plans?
Mattel Electronics hired professionals to design next-generation form factors for future Intellivision consoles.
None of these have seen the light of day since 1982, but it is fun to imagine"what could have been". If anyone with a 3D printer is motivated to create one of these cases, please let us know!
Intellivision Prototype Sketch
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Future/Future-Hardware-Concept-Sketches/Future-Concept-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Future/Future-Hardware-Concept-Sketches/Future-Concept-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Future/Future-Hardware-Concept-Sketches/Future-Concept-03.jpg
- https://pub.intvprime.com/ba4ef/ie/Future/Future-Hardware-Concept-Sketches/Future-Concept-04.jpg
- https://pub.intvprime.com/ba4ef/ie/Future/Future-Hardware-Concept-Sketches/Future-Concept-05.jpg
- https://pub.intvprime.com/ba4ef/ie/Future/Future-Hardware-Concept-Sketches/Future-Concept-06.jpg
- https://pub.intvprime.com/ba4ef/ie/Future/Future-Hardware-Concept-Sketches/Future-Concept-07.jpg
- https://pub.intvprime.com/ba4ef/ie/Future/Future-Hardware-Concept-Sketches/Future-Concept-08.jpg
- https://pub.intvprime.com/ba4ef/ie/Future/Future-Hardware-Concept-Sketches/Future-Concept-09.jpg
- https://pub.intvprime.com/ba4ef/ie/Future/Future-Hardware-Concept-Sketches/Future-Concept-10.jpg
* 2.4: What is the Intellivision III?
The Intellivision III is not the same as the "INTV Super Pro System III", which is a console line comprised of surplus hardware from Mattel re-sold by Intv Corp.
Atari wasn't the only company with plans to introduce a "next generation" video game system; Mattel spoke of its soon-to-be released Intellivision III for well over a year before the idea was dumped. Unit specifications:
Built-in IntelliVoice
320 x 190 resolution
Unlimited colors
Onscreen sprites move at twice the speed of the original Intellivision
Six channel sound with RCA outputs
Remote controlled joysticks
Four controller ports
Plays original Intellivision titles as well as Aquarius titles
12k ROM - 10k RAM
Able to manipulate 64 sprites onscreen at once
6-8 titles announced including Air Ace - a flight simulator
Scrapped for fears of not being able to introduce it before ColecoVision and the Atari 5200 had too strong a grip on the "next generation" market.
Projected price $300
Note that most of these features existed in other hardware projects at the time (ECS, updated STIC, Intellivoice) , the Intellivision III would have been a great evolutionary step. Mattel Electronics Marketing apparently decided that the "next generation" would have only kept them on-par with the Coleco and Atari consoles, and not a large enough leapfrog, which they would save for the Intellivision IV project.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Intellivision-III/Intellivision-III-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Intellivision-III/Intellivision-III-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Intellivision-III/Intellivision-III-03.jpg
Source Links:
- https://www.youtube.com/watch?v=km_QmGSWcoA
* 2.4: What was the Intellivision IV?
Mattel Electronics created a working specification for the "MAGIC" chip platform in 1982 with a 240x192 screen resolution with hardware scrolling with 4-color sprites, a 68000 CPU, advanced IO (including built in modem) and DSP. point-of-view two-person tank battle played over phone lines was talked about as a typical Intellivision IV application. This would have been a radically new machine (unlike the planned Intellivision III which would have been an ultimate combination of hardware that existed at the time). Dave Chandler's team communicated with Phillips at the time regarding manufacture, and dedicated engineers were added to work on the "machine for the next decade". The planned release was 1985. No known hardware mockups exist, and prototype graphic screens or audio artifacts are not known to exist today.
If the system was released when planned, it would have clearly been more sophisticated than everything else on the market, as the NES was barely in North America at the time, and equivalent games would have been only available on something like the Amiga.
Source Links:
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/papaintellivision.com/pdfs-searchable/CCF10272011_00005.pdf
- https://web.archive.org/web/20200109173049/www.thelogbook.com/selectgame/2018/10/21/303-odyssey3/
- https://history.blueskyrangers.com/hardware/intellivision4.html
- https://archive.org/details/19830325NorthAmericanPhilipsMeetings/page/n25/mode/2up
* 2.4: What is the Tutorvision?
In 1989, INTV Corp. made a deal with World Book Encyclopedia to manufacture an educational video game system called Tutorvision. The Tutorvision console would be a modified Intellivision, molded in gold plastic. Two sets of eight cartridges, one for younger children, one for older, would be produced. The World Book direct sales staff would market Tutorvision as they did encyclopedias - get the console and one set of the cartridges for a low monthly payment. Part of the sales pitch would be that the family was also getting a game machine; while the Tutorvision cartridges would only work in a Tutorvision console, the Tutorvision console could play the entire library of Intellivision cartridges.
Everyone seemed happy with the completed games, so why it all fell apart is unclear. In 1990, World Book and INTV Corp. filed lawsuits against each other. The same year, INTV filed for bankruptcy. Tutorvision was never released and was mostly forgotten.
Several units have surfaced across North America over the last 20 years, they are very much sought-after as collector items because they are essentially upgrades/expanded Intellivision consoles, tech capability is between the 2609 Master Component and an Intellivision III.
| NAME | Tutor Vision |
|-----------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------|
| MANUFACTURER | World Book |
| ORIGIN | U.S.A. |
| YEAR | 1989 |
| END OF PRODUCTION | 1990 |
| BUILT IN SOFTWARE / GAMES | None |
| CONTROLLER | Twelve-button numeric keypad (0�9, Clear, and Enter) + 4 side-located action buttons (two of which are electronicaly the same) + 16-directions controller disk |
| CPU | General Instrument CP1610 |
| SPEED | 895 KHz |
| RAM | 1352 bytes |
| ROM | 7168 bytes |
| GRAPHIC MODES | 160 x 196 |
| COLOR | 16 color palette |
| SOUND | General Instrument AY-3-8914 (3 channels sound + 1 noise generator) |
| I/O PORTS | Cartridge slot, video ouput (RF or RGB depending versions), power in |
| MEDIA | Cartridge |
| NUMBER OF GAMES | 16 dedicated cartridges were to be released for the Tutor Vision The Tutor Vision is also compatible with all Intellivision cartridges |
| POWER SUPPLY | Power supply built-in |
| PRICE | Unknown
The STIC1a is the custom ASIC that gave the Tutorvision its edge in graph capability over previous Intellivision models, developed in 1983 and laid out by Toshiba.
|
Intellivision Productions and Realtime Associates have 14 of the games, found on floppy disks many years ago. Most read that as 16 games were programmed, and if the Canadian version of Time Trip is counted seperately that could make it 17. Two titles remain unknown.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Tutorvision/Tutorvision-Museum-Map-Maze-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Tutorvision/Tutorvision-Museum-Map-Maze-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Tutorvision/Tutorvision-Museum-Map-Maze-03.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Tutorvision/Tutorvision-Museum-Map-Maze-04.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Tutorvision/Tutorvision-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Tutorvision/Tutorvision-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Tutorvision/Tutorvision-03.jpg
- https://www.youtube.com/watch?v=ORUcfqzof9s
Source Links:
- https://web.archive.org/web/20210629193949/docs.google.com/document/d/13ApQEm1Xw_DcCAaXcQvpFot_BvrzSzeUo95EXCf41uc/mobilebasic
- https://web.archive.org/web/20031011000847/www.intellivisionlives.com/media/newsletters/news030715.html
* 2.4: What is the Tutor Pro aka Super Pro Tutorvision?
In the late 1980's, INTV Corp apparently re-used any hardware to get consoles released to the public. This included taking working hardware that was destined for Tutorvision consoles, disabling Tutorvision features, and releasing them as disguised, conventional Intellivision Super Pro consoles on the outside. The telltale sign of these systems is the INTV88 motherboard. The motherboard has additional STIC capability, more GRAM, a more readable ROM font, and an extra pixel on the right side of the screen.
There are primarily two knon "Tutor Pro" types of consoles: those with the original EXEC ROM and those with the newer WBEXEC ROM. The INTV88 boards always have the all the other Tutorvision upgrades. Early on, it was theorized that the upgrades might be more mix-and-match but none were found yet. For example, the newer STIC 1A chip has a physically different shape than the original STIC chip which means that that the original STIC chip can't go into an INTV88 board.
It may be that the Tutorvision STIC is the same as the conventional STIC, but with aditional address lines to access the full 2k RAM that the STIC can handle, which would be 256 8x8 tiles total; more Super Pro Tutorvisions would have to be found to correlate this.
The quickest way to know if an Intv System III possibly has Tutorvision components is to look at the underside of the unit, all Super Pro Tutorvisions have the mainboard visible through heat vents on the bottom of the unit; non-SPTs have a black painted metal shield obscuring the mainboard when looking through the vent holes.
The FW Diagnostics cartridge released by Freewheel Systems in 2019 can detect any Tutor hardware that might be in an Intellivision.
As of Autumn, 2021, approximately eight of these systems have been found.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Tutorvision/Tutorvision-Super-Pro-01a.jpg
- https://pub.blob.intvprime.com/ba4ef/ie/Hardware-Components/Tutorvision/Tutorvision-Super-Pro-01b.jpg
- https://pub.blob.intvprime.com/ba4ef/ie/Hardware-Components/Tutorvision/Tutorvision-Super-Pro-01c.jpg
- https://pub.blob.intvprime.com/ba4ef/ie/Hardware-Components/Tutorvision/Tutorvision-Super-Pro-01d.jpg
- https://pub.blob.intvprime.com/ba4ef/ie/Hardware-Components/Tutorvision/Tutorvision-Super-Pro-01e.jpg
- https://pub.blob.intvprime.com/ba4ef/ie/Hardware-Components/Tutorvision/Tutorvision-Super-Pro-02a.jpg
- https://pub.blob.intvprime.com/ba4ef/ie/Hardware-Components/Tutorvision/Tutorvision-Super-Pro-02b.jpg
- https://atariage.com/forums/uploads/monthly_12_2017/post-37124-0-10347600-1513195066_thumb.jpg
Source Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Tutorvision/TutorVision-INTV88-Reverse%20Engineering-Notes-by-Joe-Zbiciak.docx
- https://atariage.com/forums/topic/69242-intellivision-tutorvision-found-wgames/
- https://atariage.com/forums/topic/287388-another-super-pro-tutorvision-found/?do=findComment&comment=4203293
* 2.5: Who created the Intellivision hand controller?
Mattel's 1976 specifications called for a controller with a high resolution directions and a telephone heypad and Gray Code Switches. Richard Chang conceived of a general shape and tasked Dave Chandler with making it real. Chandler found a manufacturer to innovate on mylar circuit patterns that would actually fit the spec in 1977. Chandler made a breakthrough in designing a circuit pattern that would not require "key scanning" and re-purposed disc and keypad pathways, gaining him a patent award for the clever design. Chandler was not a gamer and saw no problem with a gamer being unable to push keypad buttons and disc at the same time, envisioning people playing one kind of game or the other (intellectual vs actual). The controller was designed before STIC emulators and coding was done, but it was too late to change once the contention was detected by game devs. This led to frustration years later with mechanics of games like Tron Deadly Discs or Dungeons and Dragons using a single controller.
Source Links:
- https://web.archive.org/web/20230529140837/forums.atariage.com/topic/351614-who-created-intvs-controller-control-disc-any-resources-on-it/
- https://papaintellivision.com/usp4246452.php
* 2.5: How do hand controllers work?
An Intellivision has a left and a right hand controller. Each controller has a disc controller, a 12-number keypad, and 4 "action" buttons (2 on the left side and 2 on the right side). The disc controller can record any of 16 different locations when pressed. It is the grandfather of the D-Pad used in 21st Century consoles, except those tend to only have 8 positions.
Source Links:
- https://history.blueskyrangers.com/hardware/2609.html#controllers
* 2.5: How many positions can the hand controller detect?
It is 16 positions! This control disc was revolutionary when released, allowing for greater control especially for sports titles. Mattel figured-out that thumb control is the future, not a full hand grip joystick like the Atari VCS and most arcade cabinet games.
* 2.5: Can I modify Intellivision controllers myself?
The "INTV Sticky" project is one way to modify a "standard stick" to work on an Intellivision.
Media Links:
- https://youtu.be/nFyioYz1Cpo
Source Links:
- https://web.archive.org/web/20221229183115/arcarc.xmission.com/Web%20Archives/Deathskull%20%28May-2006%29/games/tech/intvsticky.html?utm_source=www.intvprime.com
* 2.5: Can two controllers work together?
Enterprising 3D print developer "Caleb Gamer" has developed a plastic snap-in harness to hold two controllers together.
Media Links:
- https://youtu.be/nFyioYz1Cpo
Source Links:
- https://www.youtube.com/shorts/MZfRsRsBVms
* 2.5: Can an Intellivision use paddle controllers?
Charles D loves Kaboom-style games, and was motiviated to create the Intellipaddle. It works! The controller maps graduated input from turning the paddle to the absolute digital signals expected by the console. Wow.
Source Links:
- https://atariage.com/forums/topic/297482-intv-and-colecovision-paddle-controller-faq-big-images/
- https://www.thingiverse.com/thing:4316115/files
- https://oshpark.com/profiles/charlesd001
* 2.5: Can the hand controller disc be changed to a stick?
The popularity of the Atari VCS/2600 joystick cannot be understated for consumer hands in the 1980s: it seemed natural to for the human hand to grip the tall stick, and the single button was easy to figure out (one choice). It's easy to now see the form factor an evolutionary dead-end (button placement works for right-handed people only, precision is impossible), the Intellivision disc and thumb control has been in every game system that followed as a "d-pad". However, in the 1980s, several companies attempted different schemes to add a stick control to the disc to make it more VCS-like, with varying degrees of success.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-Action-Joy-Sticks.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-CnT-Creations-Skil-Stik.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-Dynatec-Industries-Distick-controller-attachments.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-Pointmaster-Quik-Stik-II.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-Pointmaster-Quik-Stik.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-Scheiben-Ersatz-Sticks.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-Sticker-40th-Anniversary-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-Sticker-40th-Anniversary-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-Sticker-40th-Anniversary-03.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-Stickler-Sticks.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-Thumb-Saver-Directional-Disc-Cushion.jpg
* 2.5: How can I connect controllers to my PC?
the Ultimate PC Interface. Available from Intellivision.us allows connection of two original Inty controllers to a modern PC, so emulated games can be played/controlled as they were meant to be. The original Intellivision disc supports 16 directions, while most modern controllers support 8, making game play sometimes difficult.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-Action-Joy-Sticks.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-CnT-Creations-Skil-Stik.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-Dynatec-Industries-Distick-controller-attachments.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-Pointmaster-Quik-Stik-II.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-Pointmaster-Quik-Stik.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-Scheiben-Ersatz-Sticks.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-Sticker-40th-Anniversary-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-Sticker-40th-Anniversary-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-Sticker-40th-Anniversary-03.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-Stickler-Sticks.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Mod-Thumb-Saver-Directional-Disc-Cushion.jpg
Source Links:
- https://www.intellivision.us/interface.php
* 2.5: Can an Intellivision controller be modified for USB to work on current systems?
Raphael Assenat has developed a solution for taking a removed Intellivision I 2609 controller and using it in a system like a modern desktop PC/Mac.
The key features of the result are:
All 16 directions (+ Idle position) of the disc are functional
All "Telephone" style buttons are usable
All 4 side buttons are usable (Top left and Top right are equivalents though)
No custom drivers required. The "ADAP-INTELLI-US" device is standard USB Hid (Human Input Device)
Email shop+intellivision_to_usb_adapter@raphnet-tech.com
Source Links:
- https://www.raphnet-tech.com/products/intellivision_to_usb_adapter/index.php
- https://web.archive.org/web/20210302112504/www.raphnet.net/electronique/intellivusb/index_en.php
- https://github.com/raphnet/intellivusb
* 2.5: What is intv2pc?
The INTV2PC hand controller interface is a small hardware device that allows your existing Intellivision(tm) hand controllers to be connected to your PC, and function under the INTVEM emulator as they would with a real Intellivision.
can use your Intellivision hand controllers to play the Intellivision games that come with the INTVEM emulator from Intellivision Productions Inc.
Note: the INTVEM emulator is long unsupported, however LTO has support for it.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Intv2Pc/intv2pc-view01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Intv2Pc/intv2pc-view02.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Intv2Pc/intv2pc-view03.jpg
Source Links:
- https://web.archive.org/web/19991022044726/www3.sympatico.ca/division.software/
- https://spatula-city.org/~im14u2c/intv/news.html
- https://groups.io/g/intvprog/topic/intv2pc_kernel_driver_for/56945716?ref=www.intvprime.com
* 2.5: Does an arcade stick exist for Intellivision?
The RetroGameBoyz group is working on a stick for Intellivision II.
fdr4prez is developing The IntelliStick, modifying the Intellivision 25 device to be a pure controller. BD Retro Mods company makes the the Intellivision II Custom Arcade Style Controller
Media Links:
- https://www.youtube.com/watch?v=AfwDxE0NtoU
- https://www.facebook.com/100077687934591/posts/pfbid02i55MbL1DnhvT233jkVuWZ7owYuvVJCjXPt5jZSP7gTqcxwHBHoLWfsWoAMmqSJ36l/?mibextid=q5o4bk
Source Links:
- https://retrogameboyz.com/pages/retrogameboyz-intellivision-ii-arcade-stick-project-the-intelli-stick
* 2.5: What are overlays?
Overlays are a unique way to personalize the experience for each player using a hand controller. They are implemented as plastic inserts that slide into the top of the controller, and convert the keypad to specific functions.
Mattel Electronics Marketing originally required keypad and overlay function for all games, even where it was not "needed", in order to differentiate from the Atari 2600.
The Colecovision keypad is very similar to the Intellivision, but does not support overlays.
Most experienced players do not need to use the overlays, because they generaly know which positions on the keypad execute given functions. The overlays are simply plastic.
Overlays make a game fun and do attract attention!
They can be purchased, as of 2021, at the Blue Sky Rangers store within eBay.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Overlays-Pile-01.jpg
- https://www.youtube.com/watch?v=xJJ2pS3yF7Y
Source Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Overlays-How-to-Use.jpg
- https://www.intvfunhouse.com/overlays/table.php
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Overlays-How-to-Make-by-lektronite-Whitepaper-Valter-Prette-Dave-Jong.pdf
- https://www.ebay.com/str/blueskyrangers
* 2.5: Does anyone make or sell extra overlays?
Roger Matthews, who uses the handle "Psycho Stormtrooper" on Atari Age forums, reverse-engineered the secret of making overlays in the high-quality original style of Mattel Electronics. The overlays are known as The Orphan Overlays, and can sometimes be found on online auctions. Approximately 100 sets were made, so they are rare.
Keith Robinson was so impressed by Matthews' work that he recruited him to make overlays for the Flashback and can be found on the BSR retail site as "Replacement Overlays".
Source Links:
- https://web.archive.org/web/20171103201654/dryfter.blogspot.com/2010/08/you-have-to-be-psycho-to-make.html
- https://mapage.noos.fr/gamotek/worldcollITVPS.htm
* 2.5: What are dimensions of overlays?
Intellivision overlays are 3.56in (3-9/16) H × 2.19in (2-3/16) W (=9.04cm H × 5.56cm W)
Source Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Overlays-How-to-Make-by-lektronite-Whitepaper-Valter-Prette-Dave-Jong.pdf
- https://web.archive.org/web/20090201082152/www.angelfire.com/mac/f14dflyer/overlays.html
- https://atariage.com/forums/topic/308017-intellivision-overlays-collection/
* 2.5: Can overlays be made at home?
Valter Prette and Dave Jong, under the Elektronite moniker, created a self HOWTO document for creating overlays at home with readily availble materials.
Intellivision Revolution (see 6.1) makes them available in small batches from time to time.
DIY enthusiasts have been known to create their own using laminate sheets.
Source Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Overlays-How-to-Make-by-lektronite-Whitepaper-Valter-Prette-Dave-Jong.pdf
- https://web.archive.org/web/20090201082152/www.angelfire.com/mac/f14dflyer/overlays.html
- https://atariage.com/forums/topic/308017-intellivision-overlays-collection/
* 2.5: How can I fix an Intellivision controller?
Hand controllers are generally over-engineered and only need to be cleaned to be "repaired".
Use a pencil eraser to clean the contact pads on the mylar circuit matrix where they contact the wire harness. Use a cotton swab or ball soaked in isopropyl alcohol to clean the contacts between the Mylar circuit matrix layers. Be careful not to over-bend (or over-straighten) the creases in the Mylar. The rest of the plastic parts, except the wiring harness, can be cleaned in warm soapy water with a small brush. Wipe the wire harness down with a soapy rag. If the wire insulation has become detached from the stress relief plug on the wiring harness, you can reattach it by placing a drop of super glue on the outside of the insulation sleeve near the end and pushing the sleeve back into the stress-relief plug.
Source Links:
- https://www.quora.com/How-do-you-fix-an-IntelliVision-controller
* 2.5: What are Intellivision Flashback pinouts for controllers?
See media link image for DIY info on using Flashback controllers on Intellivision, similiar to service provided by Nurmix.
Media Links:
- https://https://content.invisioncic.com/r322239/monthly_2022_01/185454485_ScreenShot2022-01-24at7_51_50AM.png.0e45b2e88580ab022e54178bf810d75a.png?utm_source=www.intvprime.com
* 2.5: Can I replace an Intellivision controller with a Flashback controller?
Nurmix of the Intellivisionaries produces special cables that convert the pinout from the Flashback to the standard Mattel Electronics design. Because Flashback controllers are excellent replicas of the original units, the converter cable is a great way to get perfect classic control on the original hardware.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Nurmix-Intellivision-Flashback-Controller-Adapter-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Nurmix-Intellivision-Flashback-Controller-Adapter-01.jpg
Source Links:
- https://intellivisionaries.com/flashback/
- https://atariage.com/forums/topic/311282-intv-2-intv-fb-adapters-diy/
* 2.5: Can an Atari Jaguar controller be used on an Intellivision?
With the number pad and directional pad, the Jaguar controller seems like it could mimic an Intellivision controller well. Jsoper was successful with this in 2015, although none of these mods appear to be available as of 2021.
Source Links:
- https://web.archive.org/web/20150508151440/www94.pair.com/jsoper/jag_adapter.html
* 2.5: Does an NES style controller exist for Intellivision?
Côté Gamers of France has 3D printed a controller that can be held horizontally, resembling a NES controller while retaining the overlay/keypad and full direction capability.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Long-Play-Disc-Controller.jpg
Source Links:
- https://cotegamers.com/shop/en/accueil/136-long-play-disc-controller.html
* 2.5: Can a Neo Geo controller be used on an Intellivision?
The Intv2 Arcade Controller is a custom-rebuilt Neo Geo AES controller modified to work the Intellivision. Custom PCB, special microswitches, and other components are sold as a PCB kit. Complete controllers are sometimes available.
Some games work better than others with the customization:
2-way games: Astrosmash, Space Armada, Space Patrol
4-way games: BurgerTime, Boulder Dash, D2K, DK Arcade, Christmas Carol, Thunder Castle / Mystic Castle, Burgertime, Lock N Chase, Dig Dug, Frogger, Night Stalker, Ms. Pac-Man, Beauty and Beast, Super Chef BT, Donkey Kong Junior, Ms. Night Stalker, Piggy Bank, Sydney Hunter and the Sacred Tribe.
8-way games: River Raid, Match 5, Dreadnaught Factor, Commando, Mission X, Nova Blast, Empire Strikes Back, Atlantis
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Neo-Geo-Custom-Controller.jpg
Source Links:
- https://atariage.com/forums/topic/213043-intv2-arcade-controller-pre-order-interest-list/
* 2.5: Can I replace an Intellivision controller with a joystick?
The Wico Command Stick is a full replacement for the Intellivision controller that strongly resembles a Colecovision controller with a stick like the Atari 5200.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Wico-Command-Control-Joystick.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Wico-Command-Control-Joystick.pdf
* 2.5: Can I use Intellivision controller on Macintosh?
Jay Craft:
Last time I played on Intellivision Day, I used my Intellivision Flashback. This time i decided to use my 2600-D9 adaptor with the Flashback controllers and OpenEmu on the Mac. But neither controller worked right, buttons, etc. So i finally took apart the old Intellivision 1 a friend sent me and wired one of the controllers to a 9 pin adapter using breadboard wires and it worked! So now i can play with a beaten but seemingly 100% functional real controller.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/flashback-convert-macintosh-connection.jpg
* 2.5: Can a Sega controller work on an Intellivision?
Member "grips03" of Atari Age Forums has a process to convert Sega Genesis/MegaDrive controllers to work on an Intellivision. As of 2022, he does not make them for sale, as they are too expensive to produce commercially.
A conversion can be done DIY, following the links in this entry.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Wico-Command-Control-Joystick.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Hand-Contrrollers/Wico-Command-Control-Joystick.pdf
Source Links:
- https://www.oshpark.com/profiles/grips03
- https://arcarc.xmission.com/Web%20Archives/Deathskull%20%28May-2006%29/games/tech/intvsticky.html
- https://atariage.com/forums/topic/264012-sega-to-intellivision-controller-adapter/
* 2.6: What is the Intellivoice?
This module attaches to the cartridge port of your Intellivision, and through the use of special voice-enhanced games, the Intellivision could emit intelligible speech. This was groundbreaking for 1982! The module has a dial on the front to control the voices' volume. Voice audio was included in the TV output (unlike voice add-ons for other systems like the Odyssey 2 Speech Synth).
Marketing and sales were so bad that stores would not allow them to take up shelf space, so with Mattel warehouses full the company gave them away after purchase of Master Component in 1982 with a mail-in coupon; few consumers even sent in their coupon for the free voice module.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Intellivoice/Intellivoice-Brown.png
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Intellivoice/Intellivoice-White.jpg
- https://youtu.be/5t75IUJTwRA
Source Links:
- https://web.archive.org/web/20210303060027/www.atarimagazines.com/cva/v1n1/vgupdate.php
- https://web.archive.org/web/20160729190509/www.intellivisionlives.com/bluesky/games/credits/voice.html
- https://history.blueskyrangers.com/hardware/intellivoice.html
* 2.6: What Intellivision games support Intellivoice speech?
There were 5 games released to take advantage of the Intellivoice capabilities:
Original Titles:
B17 Bomber
Bomb Squad
Tron Solar Sailer
Space Spartans
World Seires Major League Baseball (also requires the ECS)
Planned or Undeveloped:
Magic Carousel
Space Shuttle
Convoy
Quest
Woody Woodpecker
Gli Spartani Dello Spazio
Spartaner Aus Dem All
Les Spartiates De L'Espace
Homebrew and Independent (21st Century):
Anthropomorphic Force
Battlestar Galactica Space Battle
Hover Bovver
IntyBASIC Showcase Vol 1
Missile Domination
Same Game n Robots
Secret Government Waffle Project
Space Cnt
Steamroller
Wizard of Wor
The Minstrel's Legend (pending release)
These games have speech software written to use the Intellivoice hardware, but the GI SP0256 speech hardware is not on the cartridges themselves.
* 2.6: Does the Intellivoice have built in words?
The hardware has the following phrases embedded in ROM for any game to use.
Speech not listed here but heard in a game comes from recorded voice actors or phoneme assembly.
Mattel Electronics Presents
Zero
One
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Eleven
Twelve
Thirteen
Fourteen
Fifteen
Sixteen
Seventeen
Eighteen
Nineteen
Twenty
Thirty
Forty
Fifty
Sixty
Seventy
Eighty
Ninety
Hundred
Thousand
teen
ty
Press
Enter
Or
And
There are no swear/curse words in the hardware.
Source Links:
- https://web.archive.org/web/20210303060027/www.atarimagazines.com/cva/v1n1/vgupdate.php
- https://web.archive.org/web/20160729190509/www.intellivisionlives.com/bluesky/games/credits/voice.html
* 2.6: How are Intellivoice samples made?
Mattel Electronics used a specialized toolchain using Linear Predictive Coding (LPC) to generate samples for playback. Joe Zbiciak pulled apart US Navy LPC-10e DoD Vocoder documentation to encode samples in the 21st century. Joe Z has been known to generate speech for game makers.
The LPC-10e encoder actually has two phases: LPC analysis (incl. pitch tracking, voiced/unvoiced determination, etc.), and then quantization/encoding. See, LPC-10e not only does LPC analysis, it also defines a specific bitstream format for packaging up all the speech parameters, as well as an algorithm for how to (lossily) compress all the computed coefficients.
My encoder only uses the first phase (analysis), and skips the DoD quantizer/encoder. I take the full-resolution pole/zero information and instead encode that in the Intellivoice's bitstream format. Currently, I don't do any compression at all beyond quantizing to the Intellivoice's pole/zero ROM values. I use the Intellivoice's "load everything" opcode to update all speech parameters completely, every frame, at full resolution.
If you're keeping score, though, you'll see that the Intellivoice is 10kHz LPC-12 and the encoder I started with is 8kHz LPC-10. That's OK. I just take a 10kHz audio file and feed it to the LPC-10 coder. It just thinks everyone's speaking with a lower pitch than they're actually speaking with. It still makes pretty good decisions. The LPC-10 coder also only gives me 10 poles to work with. That's also OK. I just fill in the missing poles with 0, running the Intellivoice in LPC-10 mode at 10kHz.
Source Links:
- https://web.archive.org/web/20031205044222/www.otolith.com/otolith/olt/lpc.html
- https://en.wikipedia.org/wiki/Linear_predictive_coding
- https://atariage.com/forums/topic/335002-backbit-cartridge-on-the-intellivision/?do=findComment&comment=5101290
* 2.6: What are the Intellivoice technical specifications?
The speech synthesizer is the General Instruments SP-0256 Orator. The SP0256 incorporates four basic functions
A software programmable digital filter that can be made to model a vocal tract.
A 16K ROM which stores both speech data (Resident ROM or RESROM) and instructions (the PROGRAM).
A microcontroller which controls the data flow from the ROM to the digital filter, the assembly of the "word strings" necessary for linking speech elements together, and the amplitude and pitch information to excite the digital filter.
A pulse width modulator that creates a digital output which is converted to an analog signal when filtered by an external low pass filter.
Formant Synthesis (see source link) is used to build phrases from the built-in words, using rules to imitate the human vocal tract. Joe Zbiciak has official permission from Microchip Inc to publish Intellivision phrases from jzIntv/AS1600.
The SP-0256 can also accept serial speech data from an external source.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Intellivoice/sp0256-block-diagram.png
Source Links:
- https://web.archive.org/web/20210609002355/spatula-city.org/~im14u2c/intv/tech/sp0256_instr_set.html
- https://spatula-city.org/~im14u2c/intv/tech/ivoice_patent/
- https://ccrma.stanford.edu/~jos/pasp/Formant_Synthesis_Models.html
* 2.6: Is it hard to buy an Intellivoice?
NIB (New-in-Box) Intellivoice Units can be had at online auction sites for a fraction of their original value at any online auction site or flea market. In 2022, do not expect to pay more than $25 USD for a working unit with box, less if unboxed and slightly more if shrinkwrapped.
Because Mattel Electronics misread the market in late 1982 (buyers became enamored with arcade ports), and the games were complex and expensive to produce (dedicated months of salary people like voice actors which has never been done before), far more units were produced than sold. Mattel Electronics tried different cost-cutting bundles as well, flooding the market even more.
Voice games will work without the adapter, but since the voice was made to be an integral portion of the game, the original titles are extremely difficult to play without one. 21st Century independent and homebrew releases tend to use the voice as a game supplement only.
* 2.6: What happened to Intellivoice?
Mattel Electronics overestimated their ability to sell voice units and games. There was a massive back inventory of Intellivoice units (meaning the GI SP0256 chips). Under president Mack Morris, first drastic price cuts were made, then when Morris was replaced by Terry Valeski and Mattel Electronics experimented with being a "software only company" research was done to make new games with voice citcuitry chips inside instead of in an add-on, and also selling chips to other platforms (remember in-game decipherable speech was very new concept in early 1980s). In the end, nothing was done and the Intellivoice was dumped.
Source Links:
- https://forums.atariage.com/topic/284228-playcable-research-and-development/?do=findComment&comment=5207825
- https://en.wikipedia.org/wiki/Intellivision
- https://www.nytimes.com/1983/07/13/business/mattel-reshuffles-its-electronics-unit.html
* 2.6: How does Intellivoice make speech?
Samples are English phonemes in the standard Intellivoice, audio quality is approximately 8KHz. An international Intellivoice was planned to support phonemes in other European languages, but was not released. No intentional curse words are known to be recorded, although some can be misheard. Many newly-created game use recorded Intellivoice output.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/B17-Bomb-Away.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/B17-Bomber-Title.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Bomb-Squad-Figure-out-the-code.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Bomb-Squad-Title.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Magic-Carousel-Find-the-Camel.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Magic-Carousel-Title.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Quest-Find-the-Sword.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Space-Shuttle-Mission-Complete.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Space-Shuttle-This-is-Control.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Space-Spartans-Hello-Commander-Computer-Reporting.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Space-Spartans-Title.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Tron-Solar-Sailer-End-of-Line.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Tron-Solar-Sailer-Title.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Woody-Woodpecker-Title.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/World-Series-Title.wav
Source Links:
- https://wiki.intellivision.us/index.php/Intellivoice
* 2.6: Can I attach two Intellivoices?
Greg Chance tried it, and here is what happened:
Someone had asked about daisy-chaining two IntelliVoices together, i.e. plug one into the other, and then a speech cart into the 2nd one. Ok, I did this with Space Spartans. The 2nd speech synthesizer kind of cancelled stuff out! It said, "Welcome to (bleeeeehahah)" and then there wasn't any voice during the game. So that's the answer. :) It doesn't quite work.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/B17-Bomb-Away.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/B17-Bomber-Title.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Bomb-Squad-Figure-out-the-code.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Bomb-Squad-Title.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Magic-Carousel-Find-the-Camel.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Magic-Carousel-Title.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Quest-Find-the-Sword.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Space-Shuttle-Mission-Complete.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Space-Shuttle-This-is-Control.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Space-Spartans-Hello-Commander-Computer-Reporting.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Space-Spartans-Title.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Tron-Solar-Sailer-End-of-Line.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Tron-Solar-Sailer-Title.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/Woody-Woodpecker-Title.wav
- https://pub.intvprime.com/ba4ef/ie/Game-Audio-Samples/World-Series-Title.wav
Source Links:
- https://wiki.intellivision.us/index.php/Intellivoice
* 2.6: What is the Music Synthesizer?
This was an add-on for the ECS, a full 49 key piano style keyboard. It has 6 note polyphony (for you non-musicians, can play 6 notes at once), and plugs into the controller ports on the ECS via a dual 9 pin connector. Melody Blaster was the only program released by Mattel to specifically take advantage of this component. This unit also came molded either in light gray or dark brown plastic. Although they are both pretty tough to find, the brown variety is extremely rare.
Over time, the keyboard PCB has been found to warp (these things are 35+ years old, after all). They were manufactured by the reputable Pratt-Read company, which was hurt by the videogame slump beacuse Mattel Electronics suddenly did not need the supply they had built-up.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Music-Synthesizer/Music-Synth-03.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Music-Synthesizer/Music-Keyboard-Brown.jpg
- https://youtu.be/w5NMV-nEh6Q
- https://youtu.be/DLu3G336zD8
- https://www.youtube.com/watch?v=w5NMV-nEh6Q
Source Links:
- https://atariage.com/forums/topic/284104-breakout-your-intellivision-music-synthesizer-keyboards/
- https://www.siccavicca.co.uk/synsonic-drums-by-mattel/
- https://www.circuitrework.com/guides/3-2.html
- https://atariage.com/forums/topic/318738-troubleshooting-music-keyboard/?do=findComment&comment=4787867
* 2.6: What was PlayCable?
The idea of beaming Junior video games through Cable TV is not new; a company called PlayCable in 1981 created an adapter for the Intellivision that plugged into the cartridge port, and the service would have had a selection of 20 of the most popular games available every month. Steven Roode and his brother were fortunate enough to have this service, and what follows is his description of the hardware and the service provided:
When you signed up for PlayCable, you were given a box which would plug into the Intellivision cartridge port. The box had the same color scheme as an Intellivision I, and the dimensions were the same height and depth of the Intellivision I, with the length of an Intellivision II. It had a power cord coming out of it. Additionally, you were given a RF box which had a coaxial in, a coaxial out, and two RCA outs. One RCA out was connected to the Intellivision, and one was connected to the PlayCable unit. The setup looked roughly like this:
Cable In
| |
-----------
| ----+ | +--- RF Box
-----------
|_||_||_|
______________| T |
| V |
| |
=================================================
| || |
| ---------------------------- || ------------- |
| /\ .... | | .... /\ || |
| \/ .... | | .... \/ || |
| ---------------------------- || ------------- |
| [ ][|] || |
=================================================
Intellivision PlayCable Box
From Larry Anderson:
For about $4.95 a month, the cable company would transmit 20 games (Although for the first few months, there were only 15 games). When you turned on the Intellivision, a sort of 'boot screen' would come up and you would hear a sound that sort of sounded like a clock ticking. After a couple of seconds, you would hear 4 long beeps and the PlayCable title screen would pop up. There would be one of four different songs in the background (I know that one was the victory song in checkers, one was The Entertainer, one was Music Box Dancer, and I forget the other one). Each screen listed 5 games (I think, it may have been 4), and you could cycle through the games lists by pressing the disc. When you found the game that you wanted, you would press the number next to it, and press enter. A title screen of the game would pop up, and again you would hear ticking. After a couple of seconds, you would hear the same 4 long beeps and the game would be ready to play.
The following are excerpts from a PlayCable-specific game manual describing the game loading process:
HOW TO SELECT YOUR FAVORITE GAME FROM PLAYCABLE:
Set the PlayCable TV/Game switch to GAME.
Turn on your television and turn to Channel 3 or 4. (The same setting as the switch on the bottom of the Mattel Electronics Master Component.)
Turn on the Master Component; push the RESET button.
The screen will read, "PLAYCABLE CATALOG." The screen will then change to: "PLAYCABLE PRESENTS INTELLIVISION. PUSH DISC."
Push the directional disc (the big, round button on either hand control) to see each page of the catalog. The series will start again automatically as you keep pushing the disc.
To call up a game, find the page on which the game appears. Press the number of the game on your keypad, then press ENTER. Wait about 10 seconds. When the four rectangles in the upper left hand corner of your screen turn white, your game is ready.
Push the disc again and the game will appear.
To select a new game, push RESET. The catalog will re-appear.
One of the neater aspects of PlayCable was that they would rotate out about half of the games every month. When they did, you would get instruction books and overlays for each new game in the mail (and all of the overlays were attached with perforations; so you would have to sort of tear them apart).
`
PlayCable tended to have some pretty decent games on it. You would always have a couple of the 'classics' every month (eg., Baseball and Astrosmash! never came off!), and you would get some pretty recent games as well. Once in a while they were slow in changing the games. They were supposed to be rotated out on the 1st of each month. Believe me, my brother and I would fake sick to stay home from school sometimes on the 1st! If by noon they weren't changed, we would call the cable company and by the end of the day they were updated (One other neat little side note: When they changed the games out, the system would still be up. First, all game choices would disappear. Then, two by two, new games would pop up. You could actually see them appear!).
We had PlayCable for about two years (I think 81-82), and our cable company was big into promoting it. They had Intellivision play-a-thons at some of the local malls, giving away free consoles to high scorers in certain games. During one promotional weekend, the cable company showed nothing but people playing Intellivision and the announcers commenting on how realistic the gameplay was. I think we even have one PlayCable T-shirt laying around somewhere!
Finally though, our cable company stopped carrying PlayCable, and unfortunately, we had to surrender the box. I would liked to have kept it to see how it worked. All in all, our family has a lot of fond memories of PlayCable. I think it helped to enhance the uniqueness and mystery of the Intellivision.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Playcable/PlayCable01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Playcable/Playcable-Instruction-Manuals-Lead.jpg
- https://youtu.be/wUdsv-Ga9Qk
- https://youtu.be/sxzFdgy87sw
- https://youtu.be/8KugZOREyds
- https://youtu.be/Q-oMtXSVKyU
- https://web.archive.org/web/20230509115517/content.invisioncic.com/r322239/monthly_2022_01/image.png.ae3a00637106af0d7160cdff82466312.png
Source Links:
- https://www.wired.com/story/streaming-games-actually-started-the-80s/
- https://atariage.com/forums/topic/324889-technology-associates-and-the-story-of-intellivision-bump-%E2%80%98n%E2%80%99-jump/
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Playcable/PlayCable-Technical-Summary-20220101.pdf
* 2.6: Did Atari make a PlayCable competitor?
Atari partnered with the creators of the The Source online service to create GameLine. Occurring 2 years after the PlayCable, it was a very ambitious effort.
Source Links:
- https://web.archive.org/web/20190803192457/www.ataricompendium.com/archives/articles/gameline/gameline.html
* 2.6: How can the PlayCable be seen today?
The PlayCable service and runtime environment has been emulated, so anyone with jzIntv can see it run in 1983 era glory.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Still/PlayCable-Phoenix-Title-Screen.png
- https://youtu.be/RrAOJZFikAI
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Playcable/PlayCable-Technical-Summary-20190918.pdf
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Playcable/entertainer-playcable.mid
Source Links:
- https://atariage.com/forums/topic/285559-playcable-rising-from-the-ashes-demonstration/
* 2.6: What is PlayComp?
Back in 1982 Joe Jacobs and Dennis Clark put together a personal version of PlayCable, called PlayComp. This used PDP-11 computers they had at home to "broadcast" games over a serial connection to their development kits based on Jerrold PlayCable adapters.
Media Links:
- https://youtu.be/BsxYrpuXoEg
Source Links:
- https://atariage.com/forums/topic/331114-a-recreation-of-playcomp-the-best-variant-of-playcable/
* 2.6: What is the System Changer?
The Atari VCS/2600 had the biggest library of games at the time, and Mattel added the capability of playing 2600 carts to the INTV II with this module. This unit also interfaces with the INTV II via the cartridge port. It has a cartridge port on the top of the module, Game Select and Reset keys flanking the two difficulty and color/BW switch:
(Top View)
________________________
| _____________ | Legend:
| | _ _ | |
______| |_____________| | 1 - Game Select
| | 2 - Left Difficulty
| +--- To INTV | 3 - Color / BW Switch
|_______ ___________________ | 4 - Right Difficulty
| | 1 |2|3|4| 5 | | 5 - Game Reset
| |_____|_|_|_|_____| |
|_______________________|
The controller ports are located on the front of the module, and any of your favorite 2600 compatible controllers work just fine. If you don't happen to have Atari controllers lying around, you can use the disc controller attached to the INTV II in lieu of them.
If you happened to own an original Intellivision, sending in your Master Component and $19.95 would get you a ROM upgrade that was required for this unit to work with the older equipment.
Source Links:
- https://web.archive.org/web/20210512195148/wiki.intellivision.us/index.php?title=Intellivision_System_Changer_Support_Modification
- https://techraptor.net/gaming/opinion/console-bloodbath-atari-2600-vs-intellivision
* 2.6: what would happen if you plugged your 2600 System Changer into an un-modified Intellivision I?
An unmodified Master Component (unmodified meaning sans ROM upgrade), when turned on with this unit plugged in, reads "M-Network" on the title screen. You can hear all the sounds from the 2600 game you have inserted, but no video is displayed, other than this title screen. Ever try playing Blind Combat?
* 2.6: Does a System Changer work on RGB?
The System Changer is a complete Atari VCS, and sends out video separately from the STIC. Video upgrades to connect an Intellivision to a 21st Century display are bypassed by System Changer video output. Hardware hackers are working on using pin 2 of the System Changer connector to bridge through Retrofixes Composite mod to possibly work this in the future. Console MOD5 has updated Intellivision Wiki info on an alternate modification.
Source Links:
- https://forums.atariage.com/topic/345179-will-the-system-changer-work-on-a-modded-intellivision-ii/?do=findComment&comment=5173745
- https://consolemods.org/wiki/Intellivision:System_Changer_Modification
* 2.6: What was TV POWWW?
On October 1st, 1978, KABC-TV Los Angeles, hosted by Regis Philbin, took TV POWWW! on the air for the first time. This is the first known live video game competition ever broadcast on television in North America. It used a Mattels Intellivision instead of the Fairchild Channel F in earlier European iterations. On various children shows, time was given for a specially-modified version of Space Battle / Sharp Shot with enemy space ships flying around and across a target zone, and a random dial-in caller would be selected to yell "POW" to initiate a shot at the target. If a score was reached for blasting ships, the caller would be awarded a prize.
Mostly kids just yelled "POW" as much as possible in the hopes of getting a score without strategy, but it was a huge hit and very popular. It was a great showcase of telephone control with a voice trigger circuit, and Intellivision graphics and sound prowess.
In 2023, The Brazilian television show "The Noite" used decle's recreation of TV POWWW for a live game with a show guest!
Media Links:
- https://https://pub.intvprime.com/ba4ef/ie/Publications/danilo-gentilli-e-pedro-cogu-na-tv-powww-2023.mp4
Source Links:
- https://web.archive.org/web/20210610150901/retrobitch.wordpress.com/2017/06/16/tv-poww-the-earliest-televised-video-game-competition-from-the-70s/
- https://forums.atariage.com/topic/300126-las-vegas-slots-and-tv-powww/?do=findComment&comment=4423717
* 2.6: Does TV-POWWW Exist today?
The popular "space target" game (along with originally unreleased games "KSlots" and "KSoccer") was replicated in 2022 with public docs for anyone to folow by the enigmatic developer "decle" of Atari Age forums.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Still/TV-POWWW-Replica01.jpg
- https://youtu.be/PhiO03c9T2E
- https://pub.intvprime.com/ba4ef/ie/Software/Decle/tvpowww.zip
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/TV-Powww/Replica-View-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/TV-Powww/Replica-View-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/TV-Powww/Replica-View-03.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/TV-Powww/Replica-View-04.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/TV-Powww/TV-POWWW-Intellivision-Replica-Instructions.pdf
Source Links:
- https://atariage.com/forums/topic/313834-entry-2020-tv-powww/
* 2.6: What is a new TV POWWW game?
K-VADER is a single player, TV POWWW style game for the Inty. It's based on 1NVADER for the C64 by Darren Foulds (recommend also check out 1NVADER, as it's a more comprehensive game with 2 player competitive and co-op modes).
Media Links:
- https://youtu.be/u9EbtqVyMd4
Source Links:
- https://forums.atariage.com/topic/345881-k-vader-a-new-intellivision-tv-powww-game/
* 2.6: What is the Videoplexer?
Tired of switching between your 8 favorite games? Get a Videoplexer! Similar to the RomScanner for the Atari 2600, this unit would store 8 Intellivision games and allow you to switch them on the fly via a touch panel on the front of the unit.
Media Links:
- https://www.retroplace.com/pics/intellivision/titles/179784--videoplexer.png
- https://youtu.be/s400BUu18so
* 2.7: What games were packed into one cartridge?
Album cartridges for the Inty are multiple games that have a common theme or focus released on a single cartridge. Early albums had very small games, but super fun (eg Biplanes on Triple Action), while 21st Century releases make use of the full 42k standard ROM address range.
Triple Action: Introductory Atari 2600 VCS competition (Battle Tanks, Car Racing, Biplanes)
Triple Challenge: Classic strategy game conversions (Checkers, Chess, Backgammon, not Reversi)
Go for the Gold: Unreleased sports tie-in to 1984 Olympics (Skiing, Basketball, Soccer, Hocket, Boxing, Tennis)
IntyBASIC Showcase Volume 1: Winning entries from the 2015 IntyBASIC Programming Contest (Warship, Goatnom, Zyx)
IntyBASIC Showcase Volume 2: Winning entries from the 2017 IntyBASIC Programming Contest (2048 Puzzle, Oh Mummy, Puzzle, Meteor Swarm, Ultimate Soccer)
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Cartridge-Alternatives/Lto-Flash-01.png
- https://youtu.be/xRf2WFUIyuI
- https://www.youtube.com/watch?v=6-cFsp_3tYk
- https://www.youtube.com/watch?v=HvIe7zJAy24
- https://www.youtube.com/watch?v=Q4mWufg-_Kg
Source Links:
- https://atariage.com/forums/topic/329800-defender-of-the-crown-cart-and-microcontroller/
- https://forums.atariage.com/applications/core/interface/file/attachment.php?id=478548
* 2.7: What is a Brazil multi cart?
Some pure-hardware multicarts were fabricated in/for the Brazilian market by VLS (aka Intelligame) as a pirate competitor to official releases by Digiplay in that country. This is defined as a "multicartridge" because the games were never intended to be packaged together and are generally unrelated.
Source Links:
- https://web.archive.org/web/20190616225600/www.intellivisionworld.com/English/News/2006_11.html
* 2.7: What is the Cuttle Cart?
The CuttleCart aka CC3 by Schell Electronics fits into the Intellivision cartridge slot, with a MicroSD card port to hold game ROMS. From 2007 until the LTO Flash was released, it was the primary commercial means to have a single "cartridge" in a console and play different games by selecting from a menu.
In 2023, the Windows and Linux executables for interfacing with the hardware fail to connect without emitting error messages.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Cartridge-Alternatives/Cuttle-Cart-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Cartridge-Alternatives/Cuttle-Cart-02a.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Cartridge-Alternatives/Cuttle-Cart-02b.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Cartridge-Alternatives/Cuttle-Cart-03.jpg
Source Links:
- https://web.archive.org/web/20210510044914/www.intellivisionrevolution.com/cc3-cuttle-cart-3-development-history
* 2.7: What is the Intellicart?
The Intellicart is a RAM-based cartridge for the Intellivision, designed and originally sold by Chad Schell (www.schells.com/intellicart.shtml). It provides 64Kx16-bit of memory for games. Through a clever bankswitching scheme, modern software can use all 64K words. It is also capable of playing nearly all existing games. The few it cannot play without modification require 8-bit RAM or ECS-style bank switching.
Notes from the now-defunct Giga Intellivision Site:
USCF Chess loads fine but exhibits a corrupt video display. This is a known error and is referenced to in the Intellicart manual. I was just stubborn and had to try anyway. Land Battle (unreleased) ROM works, at least it starts up, plays the intro music, then displays the land map. I don't know how to play this game, so I left it at that.
Intellivoice ROMs work PERFECTLY! I know that only Space Spartans works with the voices on the Intellivision Lives! emulator, but all 4 Intellivioice games "speak" properly when using the Intellicart. ECS ROMs also work perfectly, including World Series Baseball.
Super Cobra returns an Incorrect File Size error when opened via Intellicart.EXE. I assumed something was wrong with my ROM file because I couldn't even open the file to load it into the Intellicart. Joe Klaers suggested I create a CFG file for Super Cobra which correctly references the memory mapping. I did so and that fixed the problem. The text for the CFG file can be found at the bottom of this review.
;
; Supercobra
; By ParkerBros
;
; Config file by - Intelligoth
[mapping]
$0000 - $1FFF = $5000
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Intellicart/intellicart01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Intellicart/intellicart02.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Intellicart/intellicart03.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Intellicart/intellicart04.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Intellicart/intellicart05.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Intellicart/Intellicart-Manual.pdf
Source Links:
- https://wiki.intellivision.us/index.php/Intellicart
- https://,pub.intvprime.com/ba4ef/ie/Hardware-Components/Cartridge-Alternatives/Intellicart-Manual.pdf
- https://spatula-city.org/~im14u2c/intv/jzintv/doc/programming/intellicart.txt
- https:///web.archive.org/web/20030313014501/edisplay.com/Cartridge-Alternatives/
* 2.7: Can an Intellicart be loaded from another retro machine?
User "16kRAM" created this unique loader bridge as part of a Retro Challenge in 2016.
Hardware
-- Mattel Intellivision Master Component
-- Chad Schell�s circa-2000 serial-based Intellicart! flash memory cartridge emulator
-- Atari 850 Interface Module
-- Atari 800 48k RAM
-- Rana 1000 double-density floppy disk drive
-- SDrive NUXX SD card Atari floppy drive emulator
Software
-- The Action! System from Optimized System Software (OSS)
-- @InverseAtascii�s Window Gadget Library for Action!
-- Bewe DOS v1.30 for the Atari 800
-- Atari800 emulator for Linux
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Cartridge-Alternatives/Intellicart-with-Atari-Retrochallenge.jpg
Source Links:
- https://16kram.com/2016/09/30/retrochallenge-201610-prologue/
* 2.7: What is the Kevtris Multicart?
Kevin Horton compiled his own board-make with parts from an Intellivoice to make his own multi-ROM cartridge.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Cartridge-Alternatives/Kevtris-Multicart-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Cartridge-Alternatives/Kevtris-Multicart-02.jpg
Source Links:
- https://web.archive.org/web/20160410111658/www.kevtris.org/Projects/intvmult/index.html
* 2.7: What is the LTO Flash! cartridge?
LTO Flash! is an awesome ultra-modern flash cart (using the PIC-24 microcontroller), and as of 2021 is the only commercially-available way to play any game on real Inty hardware. The LTO Flash! contains enough capacity to hold the entire Intellivision game catalog several times over. It uses a conventional USB connection to a Windows/Mac/Linux computer and a management application to ingest/export ROMs. It supports all known ROM configurations (4k/6k/8k/etc) as well as JLP-enhanced games. Save state is also included. 100% ECS compatibility. Each unit has a unique "DRUID", allowing owners to purchase licensed ROMs that will only play on their systems, theoretically allowing IP owners to sell ROM games at low cost with confidence they will not be pirated beyond the ID.
Buy two, while you can!
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Cartridge-Alternatives/Lto-Flash-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Cartridge-Alternatives/Lto-Flash-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Cartridge-Alternatives/Lto-Flash-03.jpg
Source Links:
- https:////web.archive.org/web/20220312202522/intvfunhouse.com/intvfunhouse/ltoflash/LTO_Flash_Manual_%28Web%29.pdf
- https://web.archive.org/web/20210904230511/ltoflash.leftturnonly.info/Locutus_File_System_and_Wire_Communication_Protocol_V1_0_20190704A.pdf
* 2.7: What is the RTO Flash cartridge?
RTO Flash is a muilticart first developed in 2022, open source T-Cart/Multicart based on Teensy 4.1
Media Links:
- https://raw.githubusercontent.com/aotta/RTO-Cart/main/RTO_Cart_OK.jpg
- https://www.youtube.com/watch?v=GJfkxkJGeOo
Source Links:
- https://forums.atariage.com/topic/346024-intellivision-rto-multicart-new-multicart/
- https://github.com/aotta/RTO-Cart
* 2.8: Was the Intellivision installed in a real car?
The 1982 Ford Continental Concept 100 was a prototype car with next-generation features like a touchscreen to control basic car functions, satellite navigation (Transit system, pre-GPS), and an Intellivision built into the rear-seat center armrest. Complete with storage slots for controllers and headphone jacks, anyone riding in the back set could play Burgertime any time on the CRT embedded in the seats. The car was to be a luxury coupe of the future!
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/zOthers/Ford-Continental-Concept-100-01.png
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/zOthers/Ford-Continental-Concept-100-02.png
Source Links:
- https://web.archive.org/web/20210706041624/jalopnik.com/fords-incredible-and-barely-remembered-1982-concept-car-1846183213
* 2.8: Is the ECS serial port useful?
Mattel Electronics developers added bi-directional I/O with the RS-232 serial port, but never envisioned that Lathe26 of Atari Age Forums would use it for a GPS!
The UART present in the ECS is half duplex.
Ingredients for the solution:
Intellivision
ECS
GPS unit that outputs Garmin TextOut serial data, set to 1200 baud, 8N1
Cable that adapts ECS AUX to serial (Tx/Rx version)
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/ECS/ECS-GPS/ECS-GPS-00.gif
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/ECS/ECS-GPS/ECS-GPS-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/ECS/ECS-GPS/ECS-GPS-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/ECS/ECS-GPS/ECS-GPS-03.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/ECS/ECS-GPS/ECS-GPS-04.jpg
- https://youtu.be/_8zZaOlPb58
Source Links:
- https://atariage.com/forums/topic/289278-inty-ecs-gps/
* 2.8: Does MIDI music work on Intellivison?
IMDI (Intellivision Music Digital Interface) is a prototype of a combined MIDI interface and Intellivision cartridge. It turns the Master Component / ECS combo into a MIDI instrument. It came about as a result of a converstion with Paul Nurminen of the Intellivisionaries.
Currently IMDI runs a modified version JoeZ's Simple Synthesizer for the ECS. This version can take input from either the ECS synthesizer keyboard or a MIDI source and use it to drive the six voices of the ECS.
When using a MIDI source, the note velocity is used to set the output volume, making the ECS touch sensitive for the first time. The sound of the Simple Synthesizer has also been sexed up a bit with the addition of a little vibrato and decay.
In 2022, and Intellivision played at the This Museum is not Obsolete in Ramsgate, UK.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/IMDI-Prototype-Snippet.gif
- https://youtu.be/F2tNW9ZB9xM
- https://youtu.be/vnGj0aHS1N0
- https://youtu.be/vnGj0aHS1N0
Source Links:
- https://atariage.com/forums/topic/278479-imdi-a-midi-interface-for-the-intellivision-ecs/
* 2.8: Can Intellivision hardware be expanded?
Intellivision RAM, ROM, STIC, and CPU are all fixed and non-upgradeable. The ECS adds additional sound chip, input ports, and 2k of RAM; to-date no software uses the RAM. The most "expansion" possible comes from using more storage on a cartridge and swapping in/out graphics and music.
The Advanced Console Component is a 2023 project by JohnPCAE to pack Keyboard Component style enhancements to graphics using the standard unused Intellivision cartridge lines and hardware. - Dedicated text modes (40-column and 80-column)
Provided text-mode character glyphs
To 14,336 user-definable text-mode character glyphs
Sprite mode that allows video to appear underneath Intellivision sprites
Up to 248 user-definable sprites when sprite mode is enabled
256-color palette
16-bit and 32-bit “true-color” bitmap-graphics modes
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/IMDI-Prototype-Snippet.gif
- https://youtu.be/F2tNW9ZB9xM
Source Links:
- https://forums.atariage.com/applications/core/interface/file/attachment.php?id=989556&key=a9ebe048fc1d0abb03fe8cb5523004d7
* 2.8: How do I connect an Intellivision to a modern TV?
The classic Intellivision was designed to connect to RF/analog, which most TV manufacturers haven't supported since 2010 or so. Try any of these options (from most to least popular) and review the source links.
On a system with an RCA-out port (95% of the systems found in North America), look for "Atari 2600 RCA to Cable Adapter" and then use coaxial cable to connect to the television. This works if the television has a "cable TV input".
Find a VCR that supports RCA-in and has an output that matches the wanted television.
Emulate! Obtain an Ultimate Flashback or build your own RetroPie and use you Intellivision games in emulation, the Pi supports HDMI-out.
Find a CRT television from a place like a local Goodwill or thrift store, some appear on occasion. This works if you can stand to have a television just for your console(s).
On an Intellivision II or Sears Super Video Arcade, modify the internals to connect an aftermarket audio/video kit from eBay (please understand how to solder).
Find an RCA to HDMI converter. Few of these work, as of December-2021 most found online come from the same Asian manufacturer and do not work.
Lurk on eBay, sellers have kits and sometimes completed systems that are modified to work with contemporary TVs.
Find a system from France that has an SCART cable-out, purchase an SCART-to-HDMI converter. This works on TVs that do not have rigid HDMI sync and will accept signal input variations.
Source Links:
- https://www.youtube.com/watch?v=SOMTVmf3a44
- https://wiki.intellivision.us/index.php/Intellivision_Composite_Video_Modification
- https://retrogeekery.com/how-to-hook-up-an-intellivision-to-a-modern-tv/
- https://www.facebook.com/IvoryTowerCollections/
* 2.8: Which RGB mods work with Intellivision?
(2021-Oct)
Unstablewarpfield
Yannick
Crayola (aka Crayon King)
Each is available on auction sites, Yannick seems to work well with OSSC.
Media Links:
- https://youtu.be/bcCZGsmdAYs
Source Links:
- https://forums.atariage.com/topic/325847-best-rgb-mod/?do=findComment&comment=4920977
- https://www.facebook.com/groups/142293609685252/posts/1272813996633202/
* 2.8: Can video text overlay on an Intellivision?
JohnPCAE of the Atari Age forums is working on tech that attaches to the video overlay pin on the cartridge port to overlay/underlay white text on the same time as Intellivision output, similar to the Apple II Video Overlay card hardware. This could be useful when showing high scores behind a game play-field without using screen real esate, for example. The same technique (and maybe circuitry?) was used in the Keyboard Component, but in 2021 JohnPCAE is using an Arduino!
Media Links:
- https://atariage.com/forums/uploads/monthly_06_2017/post-7945-0-25077600-1496989820.png
- https://atariage.com/forums/uploads/monthly_06_2017/post-7945-0-24747000-1498416456.png
Source Links:
- https://atariage.com/forums/topic/266459-birds-nest/?do=findComment&comment=3779537
* 2.9: Did Mattel make other games besides Intellivision?
Mattel made several games which were precursory and ideas for the early Intellivision titles.
| Some Games | Some More Games |
| Armor Attack (LCD) | Funtronics: Drag Race / Jacks / Red Light, Green Light / Tag |
|---|---|
| Armor Battle | Formula Racer (LCD) (A.k.a. Speed Freak) |
| Auto Race | Guttang Gottong (LCD) |
| Backgammon (LCD) | Gravity |
| Baseball | Hockey |
| Baseball, Classic (LCD)(2001 re-release) | Hockey Keychain (LCD) (2001 re-release of the original) |
| Basketball | Horoscope Computer |
| Basketball, Classic (LCD)(2003 re-release) | Horse Race Analyzer (LCD) |
| Basketball Keychain (LCD) (2001 re-release of the original) | IAN (Invisible Alien Neutralizer) |
| Basketball 2 | Las Vegas Pinball (not handheld, but check it out!) |
| Battlestar Galactica (A.k.a. Missle Attack or Space Alert) | Long Bomb Football (LCD) |
| Bee Gees Rhythm Machine | Look Alive Baseball |
| Bowling | Look Alive Basketball |
| Brain Baffler | Look Alive Football |
| Burgertime (LCD) | Masters of the Universe (LCD) |
| Catastrophe | Mind Boggler (VFD) |
| Competition Football (LCD) | Missile Attack (A.k.a Battlestar Galactica) |
| Computer Chess (LCD) | Monday Night Football (Talking board game) |
| Computer Gin (LCD) | Ski Slalom |
| Computer Gin II (LCD) | Soccer |
| Dallas (J. R. Ewing) | Soccer Keychain (LCD) (2001 re-release of the original) |
| Diet Trac (LCD) | Soccer 2 |
| Dungeons & Dragons (LCD) | Space Battle (VFD) (A.k.a. Star Hawk) |
| Flash Gordon | Speed Freak (LCD) |
| Football, Classic (LCD) (2000 re-release, 3 variations) | Star Hawk (VFD) |
| Football Keychain (LCD) (2001 re-release of the original) | Sub Chase |
| Football | Ticker Tape Fever |
| Football 2 | Ultra Dome (LCD) |
| Football 2, Classic (LCD) (2002 re-release) | World Championship Baseball (VFD) |
| | World Championship Football (VFD) |
Source Links:
- https://www.handheldmuseum.com/Mattel/
* 2.9: What is the Gimini?
Gimini is a 1970s hardware gaming reference platform. General Instruments created a new style of 16-bit processor and associated sound and graphics chips for "game on a chip" technology. The leading edge hardware was noticed by Mattel Electronics, which tasked General Instruments to convert it to a new console that would be the Intellivision.
Media Links:
- https://web.archive.org/web/20230930132053/content.invisioncic.com/r322239/monthly_2023_09/gimini7.png.e00bd9f77d21310012fe390e82ab95f2.png
- https://content.invisioncic.com/r322239/monthly_2023_09/gimini2.png.09914e7ce08d5ff977df6df5d24d8641.png
- https://content.invisioncic.com/r322239/monthly_2023_09/gimini3.png.cd16c2229be83c61a0b79ecdb1045a6a.png
Source Links:
- https://web.archive.org/web/20220203153740/www.bitsavers.org/components/gi/_dataBooks/1977_GI_Data_Catalog.pdf#look-at-pages-4B-4-through-4b-36
- https://forums.atariage.com/topic/355013-general-instrument-gimini-adverts-hint-at-unreleased-dedicated-games/
* 2.9: What is the Dick Smith Wizzard?
It is easier to say what the game/computer console is not, it is not an Intellivision. The Dick Smith Electronics stores in Australia in the early 1980s wanted to profit on the innovations of the Intellivision, without actually being an Intellivision. They iterated on the controllers with keypads, game-to-computer expansion, and several games that had replayability from complexity. Ultimately the system did not last.
Media Links:
- https://pub.blob.intvprime.com/ba4ef/ie/Hardware-Components/zOthers/Dick-Smith-Wizzard.jpg
Source Links:
- https://web.archive.org/web/20210812091805/ausretrogamer.com/retrospective-a-tale-of-dick-smiths-wizzard/
* Section 3.0: Software
Software the runs on the Intellivision, and media that carries it.
3.1 Games
3.2 Easter Eggs and Bugs
3.3 Tools for making Software
3.4 Divergent/Theoretical Stuff
3.5 Productivity and non-Game Software
3.6 Software Deployed for Publicity
3.7 Software Internals
3.8 Cartridge Info
3.9 Games on other Platforms
* 3.0: Why do some cartridges have white labels?
(Keth Robinson)
Pretty cheesy, huh? I was in charge of printing those; Terry Valeski
contracted with me to provide all the packaging for the INTV Corporation
releases. He wanted costs as low as possible, so overlays were eliminated
where possible (Mattel's policy was that every game had to have overlays,
even if they weren't really needed, such as for Pinball; Valeski got rid
of them), manuals became black & white (folded, not stapled) and labels
were printed on whatever stock my printer had leftover and would give me a
price break on. That's why you'll find different size labels on different
copies of the same game.
Of course, INTV didn't invent this cost cutting. Mattel's Intellivision
packaging went downhill quickly, too. The original boxes opened like a
book and had a plastic tray the cartridge fit into. Manuals were all full
color. The plastic tray was the first thing to go, then the manuals
went to two-color, then the boxes simply became boxes (some games, like
BurgerTime, were released in both versions of the boxes).
At INTV, we printed the boxes on an even cheaper grade of cardboard, but
at least Valeski wanted them to be colorful. I designed most of them with
an art budget of about $800 per box. A painter named Steve Huston did the
Super Pro sports covers and I did most of the cartoony covers (Thin Ice,
Learning Fun I & II). Other artists and photographers did individual
titles. I had Joe Ferreira, who did the graphics for Hover Force, do the
artwork for the box. And if the cover art for Thunder Castle looks more
threatening than the cute graphics in the game, it's because that artwork
had been commissioned by Mattel for the Tower of Doom cartridge. Valeski
had it used for Thunder Castle since that game was already completed when
he bought the Intellivision rights; Tower of Doom was incomplete. He had
Tower of Doom finished later and I had to come up with new art for its
box.
(By the way, look for the number 47 on the INTV boxes; that number is how
Pomona College alumni sort of say "hello" to each other. Dave Warhol, the
Pomona alum who produced these games, asked me to slip a 47 into the art
whenever possible. Trivia: another Pomona Alum got onto the staff of Star
Trek, which is why the number 47 pops up in most episodes of Next Generation
and Voyager, and TWICE in the movie Generations.)
Sorry that I can't answer your real question though, namely which labels
are worth more. That's a question for the collectors. But remembering how
quickly some of this stuff was slapped together, it amuses me today to
hear people pondering their value.
Source Links:
- https://intellivisionbrasil.com.br/en_Menu-Soft-Oficiais.html
* 3.0: Why do some white cartridge labels have different text?
(Keith Robinson)
Without seeing them, I would guess that you're comparing Intellivision Inc.
labels with INTV Corporation labels. Intellivision Inc. was the company
that took over the rights from Mattel; Terry Valeski was president, and
his investors were merchandise liquidators. During that period, they did
manufacture new copies of some of the popular games, but mostly they were
selling off the exsisting Mattel stock. Once the stock was pretty much
depleted, Terry bought the rights from his investors and changed the name
of the company to INTV. He commissioned new games and continued
manufacturing many of the old ones. I was brought in at that point to do the
packaging; while I got the original artwork for the boxes and instructions,
I simply did new typesetting for the labels. The Intellivision Inc. labels
usually have a copyright notice [ �I.I. 19XX U.S.A., where the year is
the year of the Mattel copyright]; the INTV labels don't.
OR...as I said in a previous post, the labels were printed on whatever
leftover stock my printer had and would give me a price break on. In some
cases, the labels were so much shorter than what we had used previously,
that I had to re-typeset some titles in a condensed font.
Source Links:
- https://intellivisionbrasil.com.br/en_Menu-Soft-Oficiais.html
* 3.0: What games did Mattel plan to release with Sears?
In October of 1979, Mattel Electronics directors and engineers met with some Sears bosses to present technical details of the Intellivision and Keyboard Component before the official release. Among the titles presented, names and dates, a curious title "Puppet Theatre" was scheduled for 1980 but no prototype or draft exists.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game%20Cartridges/Cartridge-Development-Planning-Card-1979.jpg
Source Links:
- https://www.facebook.com/IntellivisionBrasil/posts/3017324605027498
* 3.0: How do I pause an Intellivision game?
Simultaneously pushing 9 and 1, or 7 and 3, on the Intellivision keypad should make a game pause. In original games by Mattel/APh, the screen was completely blanked using an EXEC routine. Later developers adopted the same design idea for accessibility but do not necessarily blank the screen.
Source Links:
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/papaintellivision.com/pdfs-searchable/CCF10232011_00005.pdf
* 3.1: What game databases exist about Intellivision?
Comprehensive lists exist at the source links.
Source Links:
- https://www.gamesdatabase.org/all_system_games-mattel_intellivision.aspx
- https://www.intvfunhouse.com/games/
- https://mluenzer.home.ktk.de/intellivision/intell.htm
- https://annarchive.com/intellivision_manuals.html
* 3.1: What is the most popular Intellivision game?
The answer is subjective based on the year the question is asked, the favorite game genre of the person, and the access a person has to the Intellivision catalog.
The Intellivisionaries Podcast (www.intellivisionaries.com/) performed a listener-choice survey in 2021. The compiled results across many "Top 10" submissions was Burgertime
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Publications/Intellivisionaries-Podcast/Episode-42-Top-10-of-the-125-part-2/More/Intellivision-Games-Submissions-Results.jpg
Source Links:
- https://pub.intvprime.com/ba4ef/ie/Publications/Intellivisionaries-Podcast/Episode-42-Top-10-of-the-125-part-2/More/Intellivision-Games-Submissions-Results.pbix
- https://pub.intvprime.com/ba4ef/ie/Publications/Intellivisionaries-Podcast/Episode-42-Top-10-of-the-125-part-2/More/Intellivision-Games-Submissions-Results.csv
* 3.1: What is the worst Intellivision game?
The answer is almost as subjective as "best Intellivision game" but it is a little easier to pick. Inty enthusiasts generally agree that Carnival and Donkey Kong tie for the worst; those games were programmed by anonymous contractors from Coleco, who were sent minimal design docs and sprite outlines by people not familiar with the Intellivision at all. it has been speculated the games were allowed to be bad on purpose to drive sales of the competing Colecovision console.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Publications/Intellivisionaries-Podcast/Episode-42-Top-10-of-the-125-part-2/More/Intellivision-Games-Submissions-Results.jpg
Source Links:
- https://pub.intvprime.com/ba4ef/ie/Publications/Intellivisionaries-Podcast/Episode-42-Top-10-of-the-125-part-2/More/Intellivision-Games-Submissions-Results.pbix
- https://pub.intvprime.com/ba4ef/ie/Publications/Intellivisionaries-Podcast/Episode-42-Top-10-of-the-125-part-2/More/Intellivision-Games-Submissions-Results.csv
* 3.1: What is the first Intellivision game?
"Killer Bees" was a demo written by Dave Rolfe to show the power of the built-in EXEC, how it could allow a programmer to create games quickly. Killer Bees was not only the first "game" but also the training tool for APh and Mattel programmers.
Media Links:
- https://youtu.be/8qZFOmfNk_4
- https://youtu.be/ZPiEhwCHfDk
- https://youtu.be/Rbb4DV-S5jQ
- https://youtu.be/TmN8PGCV8-w
- https://youtu.be/wzw64zq6nXw
- https://youtu.be/HQZ8-ulVk9Y
- https://youtu.be/dyrzbK-keMw
- https://youtu.be/I2XG_9vK1CI
- https://youtu.be/NDn2k6FCdUs
Source Links:
- https://forums.atariage.com/topic/355018-a-few-bees-and-tomatoes-of-the-killer-variety/
- https://web.archive.org/web/19991009055902/http://home.earthlink.net/~davidrolfe/trivia.htm
* 3.1: How many games are for Intellivision?
125 games were released during the original lifecycle of the Intellivision.
Owners of all 125 games complete-in-box are known as Intellivision Brotherhood Gold 125 Club.
* 3.1: How many games are in the networks?
Sports Network: 11 games
Action Network: 13 games
Space Action Network: 5 games
Strategy Network 5 games (6 if counting Triple Challenge)
Gaming Network: 4 games
Children's Learning Network: 2 games
Arcade Network: 1 game
Uncategorized: 84 games (Mattel dropped the idea of Networks approximately 1982)
* 3.1: How many new games are on Intellivision?
(2023-Jan) 147 games have been released in the 21st Century, more than were originally availbale!.
Source Links:
- https://forums.atariage.com/topic/241391-soulbusters-non-variant-list-of-homebrew-games-released/
* 3.1: How many Tutorvision games exist?
Intellivision Productions and Realtime Associates have 14 of the games, found on floppy disks many years ago. Most read that as 16 games were programmed, and if the Canadian version of Time Trip is counted separately that could make it 17. Two titles remain unknown.
Nounsense (parts of speech)
Busy Bodies (jobs & workplaces)
Map Mazes (reading maps)
Tale Teller (building paragraphs)
Zoo Review (capitalization and punctuation)
Jungle Math (basic math)
Shapes in Space (fractions)
Tops in Terms (word definitions)
Write it Right (spelling)
Wordsmith (constructing sentences)
Story Stopper (advanced punctuation)
Wordcalc (math word problems)
Time Trip (history)
Geo Graphics (geography)
Source Links:
- https://intellivisionrevolution.com/world-book-tutorvision
* 3.1: What was the first Intellivision game?
The first was most likely Major League Baseball, as the original OS had to be developed along with a game to test it and all controls and graphics and sound. The 1979 test market releases were ABPA Backgammon, Armor Battle, Major League Baseball, Electric Company Math Fun, Las Vegas Poker & Blackjack.
* 3.1: What was the last Intellivision game?
Spiker! Super Pro Volleyball (1989) was the final classic Intellivision game release.
* 3.1: What games exist for Intellivision?
ABPA Backgammon
Advanced Dungeons n Dragons Cartridge
Advanced Dungeons n Dragons Treasure of Tarmin
Armor Battle
Astrosmash
Atlantis
Auto Racing
B-17 Bomber (Intellivoice)
Beamrider
Beauty n the Beast
Big League Baseball
Blockade Runner I
Body Slam Super Pro Wrestling
Bomb Squad (Intellivoice)
Bowling
Boxing
Bump 'N Jump
BurgerTime
Buzz Bombers
Carnival
Centipede
Championship Tennis
Checkers (released as Draughts in England)
Chess
Chip Shot Super Pro Golf
Circus
Commando
Congo Bongo
Defender
Demon Attack
Dig Dug
Diner
Donkey Kong
Donkey Kong Jr
Dracula
Dragonfire
Draughts
Dreadnaught Factor
Electric Company Math Fun
Electric Company Word Fun
Fathom
Football
Frog Bog
Frogger
Golf
Happy Trails
Hockey
Horse Racing
Hover Force
Ice Trek
Kool-Aid Man
Lady Bug
Las Vegas Poker & Blackjack (pack-in game)
Las Vegas Roulette
Learning Fun I
Learning Fun II
Lock 'N Chase
Loco-Motion
Major League Baseball
Masters of the Universe Power of He-Man
Micro League Baseball
Microsurgeon
Mind Strike
Mission X
Motocross
Mountain Madness Super Pro Skiing
Mouse Trap
NASL Soccer
NBA Basketball
NFL Football
NHL Hockey
Night Stalker
Nova Blast
Number Jumble
Pac-Man
PBA Bowling
PGA Golf
Pinball
Pitfall!
Pole Position
Popeye
Q-bert
Reversi
River Raid
Royal Dealer
Safecracker
Sea Battle
Sewer Sam
Shark! Shark!
Sharp Shot
Slam Dunk Super Pro Basketball
Slap Shot Super Pro Hockey
Snafu
Soccer
Space Armada
Space Battle
Space Hawk
Space Spartans (Intellivoice)
Spiker! Super Pro Volleyball
Stadium Mud Buggies
Stampede
Star Strike
Star Wars The Empire Strikes Back
Sub Hunt
Super Cobra
Super Pro Decathlon
Super Pro Football
Swords & Serpents
Tennis
Thin Ice
Thunder Castle
Tower of Doom
Triple Action
Triple Challenge
Tron Deadly Discs
Tron Maze-a-Tron
Tron Solar Sailer (Intellivoice)
Tropical Trouble
Truckin'
Turbo
Tutankham
US Ski Team Skiing
USCF Chess
Utopia
Vectron
Venture
White Water
World Championship Baseball
Worm Whomper
World Cup Football
World Cup Soccer
Zaxxon
Source Links:
- https://wiki.intellivision.us/index.php/Games
- https://intellivision.fandom.com/wiki/List_of_Intellivision_games
- https://pub.intvprime.com/ba4ef/ie/Software/Intellivision-Games-List-All.txt
* 3.1: What new games exist for Intellivision?
1 4-Tris [Original Philly Classic LTO Intelligentvision]
2 Aardvark
3 Adventures of Tron
4 Anthropomorphic Force
5 Antartic Tales
6 Astro Invader [Red Blue]
7 Bank Panic
8 Battlestar Galactica Space Battle
9 BCs Quest for Tires [Limited Standard]
10 Beach-Head
11 Beat Em & Eat Em
12 Blix Blix/Chocolate Mine
13 Blow Out
14 Boulder Dash
15 Brickout
16 Castle of Death
17 Choplifter
18 Christmas Carol
19 Copter Command
20 Cosmic Avenger
21 D2K Arcade
22 D2K Arcade Special Edition
23 Death Race
24 Deep Zone
25 Deep Pockets
26 Defender of the Crown
27 Desert Bus
28 Donkey Kong Arcade [Elektronite DK Arcade (No Box Boxed) Intelligentvision]
29 Donkey Kong Junior
30 ET
31 Fantasy
32 Fantasy Puzzle
33 Fast Food
34 Flappy Bird
35 Flintstones Keyboard Fun
36 Frankenstein's Monster [Cart Only CIB]
37 Fubar
38 Galaxian
39 Game Factory
40 Ghost Busters
41 Gorf
42 Gooninuff
43 Gosub
44 Gyruss
45 Hard Hat
46 H.E.L.I.
47 Hotel Bunny
48 Hover Bovver
49 Illusions
50 Infiltrator
51 Intellivania
52 Inty BASIC Showcase Volume 1
53 Inty BASIC Showcase Volume 2
54 Inty BASIC Showcase Volume 3
55 Jawcrusher
56 Jr. Pac-man
57 Jumpking Jr.
58 Jungle Hunt
59 Keystone Kopps
60 King of the Mountain
61 Klax
62 Land Battle
63 Laser Sharks
64 League Of Light (Original Intellivision Revolution)
65 Lock N Chase (8K Collapsing Lupin) [Cart Only Boxed]
66 Lost Caves of Kroz The [Original Updated]
67 Mad Bomber
68 Magic Carousel
69 Mancala
70 Maria
71 Match 5
72 Melody Runner
73 Meteors
74 Minehunter [Elektronite Intelligentvision]
75 Miner 2049er
76 Missile Domination [Original DX Blue Box DX Black Box]
77 Moon Blast
78 Moonsweeper
79 Ms Night Stalker
80 Ms Pac Man
81 Mystic Castle
82 Ni Felter
83 Ninja Odyssey
84 Norseman
85 Number Jumble
86 Old School [standard Upgrade]
87 Omega Race
88 Operation Cloudfire
89 Oregon Bound
90 Paddle Party
91 Pandora Incident The
92 Penguin Land
93 Piggy Bank
94 Pitfall II
95 Poker Risque
96 Princess Quest [CBS Mattel]
97 Pumpkin Master
98 Quo Vadis
99 Raiders of the Lost Ark
100 Rick Dynamite
101 Robot Army
102 Robot Rubble (Original Intellivision Revolution)
103 Rocky & Bullwinkle
104 Same Game & Robots [2005 2012]
105 Scarfinger
106 Secret Government Waffle Project
107 Sea Venture
108 Shark Shark 2
109 Show Must Go On The
110 Smurf Rescue in Gargemmels Castle
111 Sorrow of Gadhlan Thur
112 Space Cadet
113 Space Cunt [intellivoice Mattel]
114 Space Invaders
115 Space Patrol [2008 2012]
116 Space Raid [CBS Mattel]
117 Spider-Man
118 Spina the Bee [standard Upgraded]
119 Star Mercenary
120 SteamRoller
121 Stonix
122 Super Chef BT
123 Super Mine-Field
124 Super Pro Baseball
125 Super Pro Hockey
126 Super Pro King of the Mountain
127 Super Pro NFL Football
128 Super Pro Tennis
129 Sydney Hunter [CBS Coleco]
130 Sydney Hunter and the Sacred Tribe [Limited GOTY Edition]
131 Takeover
132 Tale of Dragons and Swords A
133 TNT Cowboy
134 Ultimate Pong
135 Unlucky Pony
136 Upmonsters
137 Vanguard (Relase Updated)
138 Wizard of Wor
139 X-Ray
140 Yogis Frustration
141 Zombie Madness
Source Links:
- https://wiki.intellivision.us/index.php/Games
- https://intellivision.fandom.com/wiki/List_of_Intellivision_games
- https://pub.intvprime.com/ba4ef/ie/Software/Intellivision-Games-List-All.txt
* 3.1: What games support ECS for enhanced sound?
The following games use normal Intellivision PSG (3 tone, 1 noise) for audio, but with the addition of ECS have an additional PSG (total 6 tone, 2 noise), as of 2023-January:
Space Patrol
Bad Apple demo
Infiltrator
Pandora Incident
Operation Cloudfire
Ninja Odyssey
TNT Cowboy
Anthromorphic Force
A Tale of Dragons and Swords
Cat Attack
Sorrow of Gadhlad Thur
Star Mercenary
Fubar
FW Diagnostics
Intelligentvision ECS Volume Calibration
Fantasy
The Minstrel's Legend (future release in development)
* 3.1: Which games were enhanced by INTV Corp?
INTV enhanced many of the early Mattel titles by adding new features and making them a 1 or 2 player game by adding a computer opponent.
| Mattel Cartridge Original | INTV Corp Enhanced |
|---|---|
| PGA Golf | Chip Shot Super Pro Golf |
| Math Fun | Learning Fun I |
| Major League Baseball | World Championship Baseball |
| NASL Soccer | World Cup Soccer |
| NBA Basketball | Slam Dunk Super Pro Basketball |
| NFL Football | Super Pro Football |
| NHL Hockey | Slap Shot Super Pro Hockey |
| Tennis | Championship Tennis |
| US Ski Team Skiing | Mountain Madness Super Pro Skiing |
| Word Fun | Learning Fun II |
| Backgammon/Checkers/Chess | Triple Challenge |
* 3.1: What are good party games?
Originally marketed as a sophisticated player's console, several games supported the idea of more than two people playing in a "party situation". Gaming Network titles (Horse Racing, Poker & Blackjack, Roulette, Craps [unreleased]). Some horse stables and training centers actually bought Intellivisions strictly for the Horse Racing game.
By 1982, with the success of the Atari 2600 making "twitch" arcade games popular, programmers created Party Line where controllers were designed to be passed around for turns. This is different from most 2600 games where multiplayer usually meant watching a player play and taking turns only.
One game, Super Soccer by Nice Ideas, actually allows 4 humans to play simultaneously with two additional controllers plugged into the ECS.
Source Links:
- https://history.blueskyrangers.com/mattelelectronics/games/partyline.html
- https://forums.atariage.com/topic/186446-las-vegas-craps/?do=findComment&comment=5204017
* 3.1: Do Intellivision prototype games exist?
Qualified List (refinement in-progress)
Vegas II, 1980: Multi-game pack including Craps, Slots, and Roulette (Roulette later released independently). Unfinished due to 4K cartridge space constraints.
Air Strike, 1982: An unfinished, but playable game, that is strikingly similar to the cult PC game Sopwith 2. You are a plane dropping bombs on enemies. Neither the collision and detection nor the controls work that well. It is available on Intellivision Lives! PC/Mac only.
Brickout!, 1981: A clone of the Atari 2600 game Super Breakout! You are trying to bounce the ball and destroy all the blocks overhead. There are unsubstantiated rumors that Atari threatened a lawsuit if it was released. Is available on PC/Mac version of Intellivision Lives!
Deep Pockets, 1990: Was going to be a late release by INTV Corporation. The best pool/billiards simulation up to that point. Was eventually released on cart and on Intellivision Lives!
Game Factory, 1983: A program that allowed the gamer to create their own game. Was later released on the compilation Intellivision Rocks! from 1996.
Hockey (Pong), 1982: As of 2022-May, it is unclear if this is a fan-made game or an original lost game.
Land Battle, 1982: This is a war, strategy game. Is only available on the PC/Mac version of Intellivision Lives!
n
Party Line Games, 1983: These were going to be multi-player games. Think of today's Mario Party games. Hard Hat involves players racing to see who could install all the sheets of glass on a skyscraper. Is available on Intellivision Lives! Blow Out is two players trying to shoot balloons as they rise up. Is available on the PC/Mac and Nintendo DS versions of Intellivision Lives, only. Space Cadet an alien from an ice planet is trying to turn a desert planet into another ice planet and vice versa. Only available on PC/Mac and DS versions of Intellivision Lives!
Robot Rubble, 1983: An Activision game of a lone human battling evil robots that can regenerate. Was released in 2001 on the Intellivision Rocks compilation.
Takeover, 1982: A war, strategy game. Some have said that it is quite similar to the board game Risk! It was released only on Windows/Mac and Nintendo DS editions of Intellivision Lives!
Yogi's Frustration, 1983: Based on the Hanna-Barbera cartoon. Ranger Smith catches Yogi trying to steal picnic baskets and so he puts him to work. Booboo has to take picnic baskets up to Yogi so he can keep working. Was eventually released on cart/ROM format.
Grid Shock, 1983: Unfinished, supposed to be a strategy game, but doesn't really function well. Is available only on the PC/Mac version of Intellivision Lives!
Super Masters of the Universe, 1983: A sequel to the original Masters of the Universe game (He-Man). It looks great but there is no sound or hit detection. Available as a ROM.
Hypnotic Lights, 1981: A picture demo or maybe a strategy game? It is unfinished and I'm not sure what it's supposed to do. Is available on all versions of Intellivision Lives except the DS version.
Number Jumble, 1983: Supposed to be an ECS release, an edutainment game that allows players to shoot things and answer math questions. Was released on Intellivision Lives PC/Mac only.
Media Links:
- https://youtu.be/9HBjajJUAcM
- https://youtu.be/t3mMw6qJwoI
* 3.1: What is most popular unfinished game?
Air Strike has been consistently asked-for on active Intellivision forums and social media more than any other game.
Media Links:
- https://youtu.be/9HBjajJUAcM
Source Links:
- https://forums.atariage.com/topic/346360-a-question-for-the-programmers/
* 3.1: Was Intellivision popular in Germany or in German language?
Mattel Electronics did not perform full text language conversions of games, probably because few games had on-screen English text that would be hard to understand. German language instructions were included in English distribution of games instead.
Known list:
Treasure of Tarmin
Buzz Bombers
Shark! Shark!
Space Spartans
Bomb Squad
Tron Solar Sailer
Mind Strike
Mr BASIC Meets Bits and Bytes
Melody Blaster
From Michael Lünzer IntyMike on Facebook (auto translated from German) 'While the Intellivision System was introduced in the United States in 1979 on a test market in California and in 1980 nationwide, it did not come to the market in Germany until mid 1982. Not much time to establish yourself against the overpowering opponent Atari. I find it all the more amazing how many games and hardware have been published with us within a good 1 1/2 years. In the pictures is the greeting word for the introduction of Intellivision from a press folder (August 1982), front page of the Service Manual (29.9.82) and a letter about the closure of Mattel Electronics in Germany (31. March. 1984) to be watched.'
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-German/Bomb-Squad-Physical-Materials-German.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-German/Buzz-Bombers-Physical-Materials-German.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-German/Melody-Blaster-Physical-Materials-German.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-German/Mind-Strike-Physical-Materials-German.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-German/Mr-BASIC-Bits-Bytes-Physical-Materials-German.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-German/Scooby-Doo-Maze-Chase-German.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-German/Shark-Shark-Physical-Materials-German.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-German/Space-Spartans-Physical-Materials-German.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-German/Treasure-of-Tarmin-Physical-Materials-German.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-German/Tron-Solar-Sailer-Physical-Materials-German.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-German/docs/Service-Doc-A-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-German/docs/Service-Doc-A-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-German/docs/Service-Doc-A-03.jpg
* 3.1: Do Mexican Intellivision games exist?
Mattel Electronics did not perform full text language conversions in games. Manuals were converted to Spanish language for distribution by Aurimat in Mexico, which maybe also handled physical media translation.
"Combate Astral" (literally, "Astral Combat") is an interesting name!
Media Links:
- https://nanochess.org/img/scans/burgertime_1.jpg
- https://content.invisioncic.com/r322239/monthly_2023_02/FjjM3SVXEAAaoEz.jpg.b9944c4b95811975c85b13464ac2fde3.jpg
Source Links:
- https://nanochess.org/intellivision_mexican_games.html?utm_source=www.intvprime.com
* 3.1: Do special needs Intellivision games exist?
Initial Intellivision game releases were complex and not made with special needs in mind, the controller itself could be easier to handle than others of the early 1980s, and some games in the original catalog could adapt to different levels of physical or intellectual ability. Take a look at this list, and share your thoughts.
Frog Bog
Sharp Shot
APBA Backgammon
Checkers
Las Vegas Poker n Blackjack
Nelody Blaster
Reversi
Safecracker
B17 Bomber
Truckin'
Source Links:
- https://nanochess.org/intellivision_mexican_games.html?utm_source=www.intvprime.com
* 3.1: Why are title screens brown?
Engineer Dave James chose brown so consumers could adjust their television sets at game start because it is a mix of screen gun colors, using blue or red or green would mean using a single gun and difficult to tune.
Source Links:
- https://forums.atariage.com/topic/316961-intellivision-color-palette-v-atari-2600-color-palette/?do=findComment&comment=5165340
* 3.1: Why is color 14 called blue, it looks like light purple?
Becayse Dave James declared it that color. 1981 you would adjust the tint knob on the TV until it looked like sky, which is how you know it's light blue and not purple.
* 3.1: Are Intellivision games in arcades?
Instead of porting popular games from the arcade to the console, Mattel Electronics planned Vactron to work the opposite way by becoming popular at home and then driving people to arcades. This fell apart because (1) Vectron was not a great candidate game and (2) The Crash wrecked all forward-thinking plans like this.
In 2022, things changed for Intellivision with a real arcade approaching James Pujals to port Christmas Carol to an arcade!
Source Links:
- https://forums.atariage.com/topic/344837-introducing-carol-vs-ghost-arcade-edition/
* 3.1: How are dungeons in AD&D Cloudy Mountain generated in such a small memory footprint?
All the rooms are 9x9 "background cards" in size (72x72 pixels).
The middle card on three of the edges
The three directions you can travel to is where one room connects to another.
The center card is the spawn point for: yourself, monsters, pickup items, and the exit (or crown halves).
The card just south of the spawn point, regardless of orientation is where visual "artifacts" appear: rat droppings, demon bones, and skulls.
All the rooms are rendered using six GROM character tiles: blank (#0), full (#95), and half-filled along a diagonal (#116 to #119).
The rooms are rotated in 90° increments based on the three directions you can go.
-T here is one row/column full of empty cards in the direction you can't go.
Movement always happens in one-tile increments, though the animation is smooth. You and the monsters can only move where there are filled tiles. Diagonals within the "tunnels" are for visual effect, so you're not seen walking through walls while travelling diagonally. The diagonals also effect the angle of refraction for arrows.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Software/Mattel-Electronics/ADnD-Cloudy-Mountain-Dungeon-Generation-p2.jpg
- https://blob.intvprime.com/ba4ef/ie/Software/Mattel-Electronics/ADnD-Cloudy-Mountain-Dungeon-Generation-p1.jpg
Source Links:
- https://intellivisiononline.forumotion.com/t815-advanced-dungeons-dragons-cloudy-mountain-dungeon-procedural-generation
* 3.1: Does a Treasure of Tarmin full one-sheet reference exist?
User Ilabnip of Atari Age has created a single-page reference that makes the game easier to remeber/play for any skill level player.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-01/ADVANCED-DUNGEONS-n-DRAGONS-Treasure-of-Tarmin-Cheat-Sheet-by-llabnip.pdf
Source Links:
- https://atariage.com/forums/topic/325422-treasure-of-tarmin-minotaur-cheet-sheet/
* 3.1: How are Treasure of Tarmin maps made?
The maps are cleverly parted from several pre-rendered core designs and arranged in a non-deterministic manner. This can mean that long-time players, once they walk through a given hallways configuration, will know where the doors and turns are.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Still/Treasure-Tarmin-Game-Play-05.jpg
Source Links:
- https://3dwarehouse.sketchup.com/model/150057b23fff1a0d5adca30d4839a928/Treasure-of-Tarmin-3D-Map
- https://traffic.libsyn.com/secure/force-cdn/highwinds/intellivisionaries/The_Intellivisionaries_-_Episode_10_June_2014.mp3?time=02:16:11
- https://atariage.com/forums/topic/326033-treasure-of-tarmin-dungeon-maps/?do=findComment&comment=5049335
- https://atariage.com/forums/topic/231349-the-ciphers-of-tarmins-treasures/
* 3.1: How can I advance quickly in Treasure of Tarmin?
Okay...wanna know the secret to having a really powerful character really early in the game? Here's the solution: The "Empty Bow"!
When you start off, collect as much food as possible. When you fight, use only your bow and arrows. Make sure you rest after each battle.
Collect whatever weapons you can, but repeating spiritual weapons like scrolls (and books) are great to have. If you cannot find any, just pick up whatever is available.
Okay...you've fought a couple of times, and now you're out of arrows. KEEP THAT BOW RIGHT THERE! Go find another monster, and attack him with
the bow. You'll get the ever-popular "RAZZ" sound, but the monster will attack you anyways. Keep repeating this until your HP get as low as you want to go. The lower they go, the stronger you will become. When you're tired of letting the monster pummel you, get one of the other
weapons and finish him off. Then rest. VOILA! You're HP's will skyrocket!
Normally, this affects your War HP faster than your spiritual HP, because you are using a war weapon. Your spiritual HP can also go up if
you are being hit by spiritual weapons. Another way to get more Spiritual HP is to get the Spiritual knowledge book and then continue the method. This will raise your Spiritual HP faster.
In order to get the most out of this, you must do the following:
FIND ALL FOOD
Fight as often as you can (without being stupid...)
DO NOT GET ARROWS!
Get all of the War and Spiritual skill books (to allow your HP to go above normal limit).
Some other tips... Keep a spare bow with you at all times in case your active one breaks. Also, fight the weakest monsters the longest. You
can sit there and get hit 300 times by a skeleton, then kill him once and get back 50 HPS, even though you only lost 4. Basically, it's like your body gets stronger by getting hit, which it does.
This trick also works with scrolls, but since you never run out of ammo, just use the light blue scroll against a stronger opponent. ONLY DO THIS IF YOU ARE REALLY STRONG!
Source Links:
- https://www.spatula-city.mine.nu/~intvlib/inty/misc/tarmin.txt
* 3.1: Does Auto Racing have alternate steering?
The original release had "screen relative" steering, which meant that pushing the disc left made the car turn left. This was deemed too difficult to understand, and an unannounced change was made to "car relative" steering, so pushing the disc left would make the car turn left regardless of the direction it is facing.
Source Links:
- https://atariage.com/forums/topic/307401-auto-racing-original-steering/?do=findComment&comment=4564061
* 3.1: Does a full map of the auto racing world exist?
A full map is available of the entire Auto Racing world.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Still/Auto-Racing-World-Map-by-Zendocon/Auto-Racing-Intellivision-World-Map-by-Zendocon.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Still/Auto-Racing-World-Map-by-Zendocon/Auto-Racing-Intellivision-World-Map-no-lines-by-Zendocon.jpg
Source Links:
- https://atariage.com/forums/topic/323019-hidden-road-in-auto-racing/?do=findComment&comment=4877207
* 3.1: Is Boulderdash available?
Classic Game Publishers, Inc Elektronite partnered with First Star Software in 2015 to release Boulder Dash (developed by Scott Nudds). Rockford was never-before available on the platform. The game is official with DRM on-cartridge, as of 2022 can only be found on auction sites, although Elektronite maintains an agreement from current license owner BBG Entertainment for 23 complete-in-box copies to publish (original agreement with First Star expired in 2016) . It is an awesome version, grab it if you can!
Media Links:
- https://youtu.be/mjhLcgv1CnU?t=152
Source Links:
- https://firststarsoftware.com/boulderdash-htm/
- https://web.archive.org/web/20160730221802/www.naberhood.com/boulder-dash-new
* 3.1: What is Technical Associates?
A pair of New Jersey programmers that created the game for Mattel after showing the company they knew how to develop using a PlayCable and PC.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Cartridges/Boxes/Bump-n-Jump.jpg
Source Links:
- https://intellivisionbrasil.com.br/en_Menu-Soft-Oficiais.html
* 3.1: Can games use 3D glasses?
In the early 1980s, University of Georgia researchers developed 3-D image viewing through "prism glasses", and Mattel Electronics incorporated it into the Hover Force game.
Mattel also used the glasses in a Crayola game; anyone looking for the glasses today can find them via auciton sites for the Crayola game "3D Sidewalk Chalk". Left Turn Only had them available on their site in the 2015 time frame.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Public/Software/Mattel-Electronics/Hover-Force-Chroma-Depth-Glasses-Joe-Fierra-CES-Demo-1986.jpg
- https://youtu.be/fAkXoCAIA3w?t=63
Source Links:
- https://en.wikipedia.org/wiki/Hover_Force#Development
- https://leftturnonly.info/three_dee.html
- https://web.archive.org/web/20180730110554/history.gtri.gatech.edu/history/files/media/gtri-news-releases/NR_1992_9_08.pdf
* 3.1: Why was Kool Aid Man for the Intellivision different than the Atari 2600 version instead of being the same like most people would produce?
(Keith Robinson, 1995)
Both games were created specifically for the Kool-Aid tie-in; in fact, they were the result of an in-house contest. The reason the two games are different is the result of a philosophical difference between the programmers and Marketing.
Since every game system had its strengths and weaknesses, any game originally developed for one system (or for the arcades) would suffer when adapted for another. For the most part, the programmers wanted every game to be an original, designed for a specific system and taking full advantage of that system's strengths.
Marketing wanted games that would be on as many systems as possible, with game play and graphics that were recognizable across those systems. They argued for simplifying Intellivision graphics on some games to make them more like the 2600 versions. (This led to many heated discussions, particularly between myself and Marjorie Brent, a marketing person who had been a friend of mine from before we both wound up at Mattel.)
Anyway, Marketing had made a deal with Kool-Aid, then presented the deadline to Programming. No game idea was presented to us, just that it had to use Kool-Aid Man. It was, of course, a rush job. We argued that the only way to meet the deadline, which required an Intellivision and 2600 version to be ready at the same time, was to allow the programmers to develop different games for the two systems; designing to the strengths of a system is faster than adapting something around its weaknesses.
We hoped that the result would be two good games instead of one good game and a lame adaptation or two passable versions of one game and that it would lead to more games in which the Intellivision, 2600, Colecovision or whatever versions could differ greatly to take full advantage of each system. But Marketing HATED that the two games were different and never let us do it again. They said consumers would be confused and angry. And you know, based on the e-mail we've received and the posts to this newsgroup about Kool-Aid Man, looks like they were right. After 12 years, I guess I owe Marjorie an apology.
Source Links:
- https://intellivisionbrasil.com.br/en_Menu-Soft-Oficiais.html
* 3.1: Are there any game play tips for Sewer Sam?
The standard Intellivision pause method doesn't seem to work! Pressing 1 and 9 (or 3 and 7) just makes Sewer Sam fire his gun.
The rats can actually be helpful, since as long as you've got one onscreen, it takes the place of a potentially more dangerous enemy (the spiders are probably the biggest hassles in the game). If you're lucky enough to get three rats at the start of a water level, you can actually keep the crocodile from ever appearing.
Obviously, all of the odd mazes are dry, and the even ones are wet. Submarines only appear in wet levels.
Maze 1 (starting maze): Dry, Dark Green/Light Green
Maze 2: Wet, Dark Green/Light Green
Maze 3: Dry, Dark Green/Blue
Maze 4: Wet, Light Green/Yellow
Maze 5: Dry, Light Green/Blue
Maze 6: Wet, Dark Green/Yellow
Maze 7: Dry, Red/Blue
Maze 8: Wet, Red/Yellow
Not a lot is known about Interphase, anyone with additional info about them, please contact us at Intv Prime. Thanks!
Source Links:
- https://atariage.com/forums/topic/177176-sewer-sam/
* 3.1: Is Space Battle based on BattleStar Galactica?
Mattel Electronics was the first organization to do 3rd party tie-ins for sports franchises, and looked to do the same for space games, of which Space Battle was the first. Early Intellivision prototypes feature a "Battlestar Galactica" game, which is why the strategy screen and combat screens and sounds are 90% like the 1970s TV series. Mattel's subsidiary failed to get the correct deal at the last minute, and the company had to reduce the name to simply "Space Battle".
* 3.1: What phrases are built into the original Intellivoice games?
Space Shuttle
All Systems Go
Altitude
Approaching
Bring It Home
Critical
Damage
Decrease
Deep
Deploy
Down
Emergency Reentry
Fuel
Gear
Good Job
Ignition
Increase
Lift Off
Low
Minus
Mission Complete
Mission Point
Moderate
Nose
Orbit Decay
Over
Reentry Window
Ready To Change The Orbit
Recover
Repeat
Roger, Out
Satellite
Satellite In View
Shuttle
Space Debris
T
Test
This Is Control
Up
Warning
We Have
Magic Carousel
Almost
Answer
Back
Balloons
Blow Up
Camel
Camera
Carousel
Close
Closer
Comes
Deer
Drink
Find
For
Get
Giraffe
Go
Good
Great
Hello
Here
Honk
Horn
Hurry
Jack
Kangaroo
Lets
Lion
Little
Milk
More
Not That
Now
Phone
Piano
Picture
Play
Press
Right
Step Right Up
Stop It In The Middle
Swan
Take
The
Tiger
Till It
Times
To
To Far
Unicorn
Wait
World Series Major League Baseball
At
At (Used Prior to a Base)
Ball
Bases Loaded
Catch
Chopper
Double
First
Fly
Foul
Four (Used After Ball)
Going
Gone
Got 'Em
Grounder
Hard
He
He's
Heading For
It's A
Line Drive
Long
Makes The
Nobody
On
One
Out
Plate
Play
Safe
Second
Strike
The Plate
The World Series
Third
Through The Infield
Throws To
Two
Space Spartans
Alien
Aliens
Battle Computer
Destroyed (Man)
Destroyed (Woman)
Energy Level
Hello Commander Computer Reporting
Hyperdrive
Impulse Drive
Off
On
One
One Third Down
Repair
Repaired
Shields
Starbase
The Battle Is Over
Three
Tracking Computer
Two
Two Third Down
Under Attack
Under Repair
Bomb Squad
Bomb Squad
Minutes Till Blast
Tested
The Code The Code Figure Out The Code
Are You Sure
Good Going
Ok Ok
Oh No
Cut This Out
This Out
Out
Replace This
You Did It You Did It You're A Hero
They'll Be Looking For Us
They'll Never Do It In Time
It Won't Be Easy
This
Up More
Down More
Left More
Right More
Wrong Part
Wrong Order Resolder
B-17 Bomber
Bandits
Bombs Away
Check Point
Close
Em
Fighters
Flak
For
Good Shot
Got
In Sight
Look
Mayday
Nine
Not A
O'clock
On
Out
Six
Target
That Was
Three
Twelve
Uh Oh
Watch
Tron Solar Sailer
End Of Line
Energy
Five
Four
Get Off
High
I Can't Allow This
Low
Medium
No
One
One
Override Code
Sector
Seven
Six
Three
Track
Two
We've Been Hit
Yes
You Will Regret This
Zero
ROM Resident
Teen
Ty
And
Eight
Eighteen
Eighty
Eleven
Enter
Fifteen
Fifty
Five
Forty
Four
Fourteen
Hundred
Mattel Electronics Presents
Nine
Nineteen
Ninety
One
Or
Press
Seven
Seventeen
Seventy
Six
Sixteen
Sixty
Ten
Thirteen
Thirty
Thousand
Three
Twelve
Twenty
Two
Zero
Source Links:
- https://atariage.com/forums/topic/284756-intellivoice-game-phrase-list/page/3/?tab=comments#comment-4957759
* 3.1: What is IntyOS?
Realistically, 1K of RAM isn't enough to host a GUI for desktop productivity. Arnauld Chevallier decided to create something that looks like one, though. :)
Media Links:
- https://www.youtube.com/watch?v=mOB5j-o6ZIk
Source Links:
- https://intyos.free.fr/
* 3.1: What software existed for the Keyboard Component?
The Keyboard Component software list was short, but was created to make use of the capabilities to differentiate it from every other computer of the day. The sound channels, two CPUs, digtal+audio combo tape drive, cartridge port, keyboard, Intellivision controllers, and microphone came into play for nearly every title.
Conversational French (written by APh) (witness programming prowess of Mimi's facial movements in sync with the audio!)
Crosswords
Family Budgeting
Super Football (coaching)
Geography Challenge
Jack Lalane's Physical Fitness (written by APh)
Jeane Dixon Astrology
Spelling Challenge (written by APh)
Media Links:
- https://www.youtube.com/watch?v=88IEY3oPlpg
- https://youtu.be/88IEY3oPlpg
- https://www.youtube.com/watch?v=0F-WqLU1hfc
- https://www.youtube.com/watch?v=RzalCbEH4ZE
Source Links:
- https://intellivisionbrasil.com.br/en_Menu-Soft-Oficiais.html
* 3.1: Is ECS required for some games?
The ECS expanded RAM, extra audio chip, and keyboard are necessary for these games:
Mind Strike
Scooby Doo's Maze Chase
Super NFL Football
World Series Major League Baseball
Melody Blaster
Update 2022-10: Intelligentvision has modified versions of the games so a keyboard is not required.
ECS enhanced 21st Century titles:
Space Patrol
FUBAR
The Minstrel's Legend (under development)
Operation Cloudfire
Christmas Carol vs the Ghost of Christmas Presents (cut scenes)
Bad Apple demo
Media Links:
- https://youtu.be/3g6_Wr6eAWg
* 3.1: Can I play ECS games without an ECS keyboard?
Super supreme Intellivision developer "Inty Dave" has modified these games to not require the keyboard:
Mind Strike
Scooby Doo
Super NFL Football
World Series Major League Baseball
Source Links:
- https://intellivision.us/roms.php
- https://forums.atariage.com/topic/339801-ecs-controller-bundle-keyboard-no-longer-needed/
* 3.1: Does the Intellivision have demos?
As an expression of the coding talent of a programmer (or programmer team) on a given platform, the best and brightest have created runtime creations that push the stock Intellivision hardware to its limit to make some extremely entertaining works of art. You won't believe that 1979 hardware can do what it does!
As of 2021, the most expansive demo is "Voyage".
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Software/Arnauld-Chevalier/spirit.zip
- https://pub.intvprime.com/ba4ef/ie/Software/Decle/badApple.zip
- https://pub.intvprime.com/ba4ef/ie/Software/Voyage-Intv/voyage-intv-party.zip
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Animated/Voyage-Intellivision-Party-Demo.mp4
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Animated/Voyage-Intellivision-Party-Demo-View02.mp4
* 3.1: Are alternate songs or music available for Melody Blaster?
A hacked ROM and configuration from Midnight Blue allows playing an all new set of songs.
Hallelujah! (from Handel's Messiah)
O Fortuna (first and last movements of Carl Orff's Fortuna Imperatrix Mundi)
Korobeiniki (rendition from Game Boy Tetris Tune-A)
Linus and Lucy (from the Charlie Brown Christmas Special OST)
I Wonder As I Wander
Carol of the Bells
Pac-Man Intermission (original arcade port)
Masters of the Universe: The Power of He-Man! (title screen from the Intellivision game)
Bomb Squad
Thin Ice
R.C. Pro-Am (title screen from the NES game)
Source Links:
- https://atariage.com/forums/topic/310141-melody-blaster-disassembly/?do=findComment&comment=4617417
* 3.1: Which original 125 games came with overlays?
Advanced Dungeons & Dragons
Advanced Dungeons & Dragons: Treasure of Tarmin
Armor Battle
Astrosmash
Atlantis
Auto Racing
B-17 Bomber
Backgammon
Beamrider
Beauty & the Beast
Blockade Runner
Bomb Squad
Bowling
Boxing
Bump 'n' Jump
BurgerTime
Buzz Bombers
Championship Tennis
Checkers
Demon Attack
Dracula
Dragonfire
Dreadnaught Factor, The
Electric Company Math Fun, The
Electric Company Word Fun, The
Fathom
Frog Bog
Happy Trails
Horse Racing
Ice Trek
Jetsons Ways With Words, The
Kool-Aid Man
Las Vegas Poker & Blackjack
Las Vegas Roulette
Lock 'n' Chase
Loco-Motion
Major League Baseball
Masters of the Universe: Power of He-Man
Melody Blaster
Microsurgeon
Mind Strike
Mission X
Motocross
Mouse Trap
Mr. Basic Meets Bits 'n Bytes
NASL Soccer
NBA Basketball
NFL Football
NHL Hockey
Night Stalker
Nova Blast
PGA Golf
Pinball
Pitfall!
Reversi
River Raid
Royal Dealer
Safecracker
Scooby Doo's Maze Chase
Sea Battle
Sewer Sam
Shark! Shark!
Sharp Shot
Skiing
Snafu
Space Armada
Space Battle
Space Hawk
Space Spartans
Stampede
Star Strike
Sub Hunt
Swords & Serpents
Tennis
Triple Action
TRON Deadly Discs
TRON Maze-A-Tron
TRON Solar Sailer
Tropical Trouble
Truckin'
USCF Chess
Utopia
Vectron
White Water!
World Championship Baseball
World Cup Soccer
World Ser. Maj. League Baseball
Worm Whomper
Source Links:
- https://atariage.com/forums/topic/241211-intellivision-overlay-checklist/?tab=comments#comment-3292106
* 3.1: What is plug all in one 10?
As a profit-generating exercise for future projects like the Intellivision Flashback, the "Intellivision 10" and "Intellivision 25" handheld units were created to emulate popular Intellivision games. The units strongly resembled the Nintendo/Sega controllers of the late 1990s, and contained the entire emulation and TV connectivity with a simple game selection menu. The games are NoaC (Nintendo on a Chip) re-writes of Intellivision games using Intellivision graphics and converted audio. The units supported single player games. The games were written from the ground-up, not emulated, so the audio plus control plus graphics generally left something to be desired. However, to the new generation of kids seeing the games for the first time, they were fun! Intellivision Productions owner Keith Robinson decided he was on to something with these all-in-one units, when kids at family get togethers started arguing who got to play (Skiing) next.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/zOthers/Intellivision-10-01.jpg
Source Links:
- https://gamicus.fandom.com/wiki/Intellivision_10_Video_Game_System
- https://atariage.com/forums/topic/219388-explanation-of-what-a-noac-nes-on-a-chip-is/
* 3.1: What is Intellivision Lives?
The Intellivision Productions company leveraged the profits from the Intellivisoin-10 and Intellivision-25 handhelds to release full treatments of Intellivision games in turnkey packaged emulation called "Intellivision Lives!".
The sound, control, and graphics are faithfully replicated on the following systems:
Windows PC
Power Macintosh
Sony Playstation 2
Microsoft Xbox
Nintendo DS
Nintendo Gamecube
60 games plus previously-unreleased Hardhat, Brickout, and Deep Pockets are included. The Nintendo DS version is particularly valued because of the portability and quick-to-play format.
In addition to games, the Windows/MacOS version CD contains additional media and documents about the early days of Intellivision production.
Sony also released "Intellivision Classic Games" for The Playstation One (ASIN B00001QECQ) in Sep-1999, 30 packed-in games for direct play from a PS1 menu.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-10/Intellivision-Lives-CD-01.jpg
- https://www.youtube.com/watch?v=b9jCIx6_-1o
Source Links:
- https://atariage.com/forums/topic/241211-intellivision-overlay-checklist/?tab=comments#comment-3292106
* 3.1: What are the versions of Intellivision Lives?
The main difference is that 1.1 contains the Windows-based emulator (which was a port from Steve Roney's Macintosh emulator done by Quicksilver Software, Inc) in addition to Carl Mueller's DOS emulator.
* 3.2: Does 4Tris have easter eggs?
If you press 6+9 (on either controller) and press RESET, you�ll get a �hello� message from Joe (picture #1). {Joseph Zbiciak}
If you press RIGHT on the LEFT controller, and 5 on the RIGHT controller and press RESET, you'll get PONG instead {Joseph Zbiciak}
To access the hidden ROM test, press and hold 1 on either the RIGHT or LEFT controller. {Joseph Zbiciak}
Source Links:
- https://www.digitpress.com/eastereggs/intellivision.htm
* 3.2: Does Dungeons & Dragons Cloudy Mountain have easter eggs?
On the RIGHT controller, hold 0 + either upper side button + disc position 7, then press RESET. When the title screen appears, push the disc or any button and you'll see the map screen (see picture). Both halves of the crown will be assembled on top of your party and you immediately win the game! {Carl Mueller}
Use the first controller to run (usually a straight vertical corridor is best). At the same time, use the second controller to fire an arrow horizontally. If the run has enough speed, the arrow will bounce left-right forever, making a kind of "arrow wall" that you can trick monsters into running into. {Steve and Jay Craft}
Move so that a slow-moving monster (on early levels, this is all of them, but blobs work best) is above you in a long vertical passage. Walk downwards until the monster is just barely off the top of the screen, and then quickly return. The monster will often be cloned; with blobs, you can get up to three at once from one original. It takes some practice to get the timing right. {Steve and Jay Craft}
On the map screen, you move your party around using the number pad on the controller. If you move your party to the upper-left corner of the screen, you can press the up/left diagonal and move off the screen. Keep moving in that direction, and you'll appear in the middle of the map. Once you're in the middle, you need to make one more "move" before you can return to moving normally. {Joseph Zbiciak}
At game start, move expidition to visible northwest corner of map, press [1] and expidition will disappear, predd [1] and expedition will appear in center of the map but actually be near southeast corner as far as game code is concerned, press anything on keypad repeatedly until the expedition appears in a usable location {Zendocon}
Source Links:
- https://www.digitpress.com/eastereggs/intellivision.htm
- https://gamefaqs.gamespot.com/intellivision/576720-advanced-dungeons-and-dragons/cheats
* 3.2: Does Armor Battle have any bugs or easter eggs?
On the LEFT controller, press and hold 0+either upper side button +disc position 7, and then press RESET. You'll then see a title screen with "D.E.I." under the name (picture #1), followed by the infamous crowd cheering sound. Note- this only works on the fast (later) tank version. {Carl Mueller}
On the LEFT controller hold 3, on the RIGHT hold 9, and then press RESET. The title will change to "D.E.I.", followed by the infamous crowd cheering sound. Also, the copyright will say 1984 (picture #2). Note- this only works on the slow (original) tank version. {from Chris Hawley's "Copyright Kludge" file}
Drive a tank to the bottom of the screen, and then inactivate it. Then take another tank (yours or enemies) and shoot it once or twice to make it move down. Then re-activate the tank, turn it so it points straight down, and drive forward for a moment or two. The tank will appear from the top of the screen and the tank will gain some "ghost tank" powers, able to drive through buildings and not be encumbered by water. {Steve Craft and Jay Craft}
Source Links:
- https://web.archive.org/web/20000304172924/members.home.net/carljr/intv/intv.htm#ARMORBTL
- https://www.digitpress.com/eastereggs/intvarmorbattle.htm
- https://www.spatula-city.mine.nu/~intvlib/inty/misc/cheats.txt
* 3.2: Does Astrosmash have easter eggs?
The game has a score overflow bug which causes negative numbers, letters, and other ASCII characters to be displayed in the socre counter. According to the Blue Sky Ranger website, the bug occurs with scores higher than 9,999,999. However, former Astrosmash contest competitor Doug Leighty stated the highest score possible before the rollover bug occurs is 32,767, 995. The manual also proves BSR�s score is impossible since the right-most digit can only be a 0 or a 5 (ironically, the catalog description promises "Unlimited scoring potential"). {Doug Leighty}
Astrosmash started out as a clone of the arcade game Asteroids, called Meteor!. The game wasn't very big, so John Sohl used the extra room in the cartridge to come up with a variation called Avalanche using the same graphics and sound effects. At the last minute, afraid of a lawsuit from Atari, the Mattel lawyers killed the Asteroids-like Meteor!. Rather than risk introducing bugs by deleting code, John simply put a branch around the opening-screen menu straight into the Avalanche! variation, which was released under the name, Astrosmash. Very rarely, when there's a glitch hitting RESET, the Asteroids version will show up on screen (this would be a dandy Easter egg if it was intentional or reliably repeatable, but it's neither). {BSR}
Source Links:
- https://www.digitpress.com/eastereggs/intellivision.htm
* 3.2: Can AI play Astrosmash?
Twin Galaxies high scorer Winslator coded a Lua script to run within the BizHawk emulator to read the memory of the game while running and have it play the game. It rolls over past 32 million points.
Source Links:
- https://www.youtube.com/watch?v=osSe8nzu1m0&t=1443s
* 3.2: Does Atlantis have easter eggs?
Unlike other versions, the Intellivision version has an ending. After so many waves, a purple �line� will move down the screen and destroy everything in Atlantis! The manual makes no mention of this.
Source Links:
- https://www.digitpress.com/eastereggs/intellivision.htm
* 3.2: Does Auto Racing have easter eggs?
Press 1+6+9 on either keypad to switch to "real" steering (and vice-versa). {from Chris Hawley�s �Copyright Kludge� file}
Basketball mini game: Hold 4+7+8+9+0, then press DOWN+LEFT at the title screen. Note: this only works with the later version (white-labeled carts ?).
Select track 1. On the last long strip (before the sharp right turn), drive the car in the grass underneath the road. The car will never hit an obstacle!
The 5 race courses were created as a "globe" - you can go 'off the course' and onto other courses at many places in the game. Anywhere where there's daylight in between trees is explore-able, and often 'hidden' areas (like the "Drag Strip", a long horizontal area) not mentioned in the manual can be found. All of the courses exist within the ROM on a single map/track field, and can be driven from one to another. A special way to see them is to drive to the "hidden drag strip" that exists below the horizontal track stretch where no trees exist. Without steering when on the path, the car will "circle the globe" forever.
Source Links:
- https://www.digitpress.com/eastereggs/intellivision.htm
- https://www.spatula-city.mine.nu/~intvlib/inty/misc/cheats.txt
* 3.2: Does B-17 Bomber have easter eggs?
For unlimited fuel and 200/1000lb bombs, press 0 and then 1 on the LEFT controller at the start-up screen.
Start a game in practice mode and keep bombing targets over England. The score will eventually roll over and start displaying text, graphics, and even some bonus items from Lock 'N' Chase!
If your altitude is high enough, and you're hit with enough enemy fire, you can rack up so much damage before you hit the ground that the damage counter will roll over, giving you instant repair! {BSR}
Dropping a bomb to the far left of the screen from just the right altitude will crash the game. {BSR}
Flying into flak features some great perspective animation; the rear view, however, doesn't look quite right. They ran out of time to debug it. By the way, they also ran out of room for a flak graphics picture. Instead, the program grabs some of the EXEC/Executive ROM program code and graphically displays it. This random jumble of bits passes as flak. {BSR}
When the game starts, the bomber faces east. When you return from a mission, the bomber faces west. When you start the second mission, the bomber is still facing west, so you can easily end up halfway to Bermuda, trying to figure out how the English Channel got so wide and where the German fighters are. {BSR}
The gauges screen was not intended to be in the game. It was a debugging tool, used by the programmers to check on the value of certain variables during the game. John liked it so much it became part of the finished product. But since this screen was never intended to be seen by the public, it wasn't coded to check for values overflowing, resulting in non-numeric characters showing up on the counters. {BSR}
Get hit with a large amount of enemy fire at high altitude. The damage counter will increase by such a large amount that it will reset before your bomber hits the ground and allow it to continue flying.{Bodobodot}
Source Links:
- https://www.digitpress.com/eastereggs/intellivision.htm
- https://gamefaqs.gamespot.com/intellivision/576723-b-17-bomber/cheats
* 3.2: Does Beamrider have easter eggs?
By holding down 6 on the LEFT controller and 8 on the RIGHT controller when pressing RESET, you�ll get the following message as part of the title info scroll (picture #1) � "A Cheshire Game! By David Rolfe Thanks to Chris, Kevin, Larry & TomL and Will & Shal!". {Carl Mueller}
Source Links:
- https://www.digitpress.com/eastereggs/intellivision.htm
* 3.2: Does Beauty n the Beast have easter eggs?
Get to the point where the ape falls off the building, and press 3 twice on the RIGHT controller. The designer's initials, "WB" (for Wendell Brown), will appear atop the building (see picture). {Gilbert Prince}
Climb to the top of the first building, and then intentionally fall off. The next time you climb the building, the game play will be easier.
Media Links:
- https://content.invisioncic.com/r322239/monthly_2022_10/bb.jpg.9ae616342527c61ab0b8df1fef5ca5a1.jpg
Source Links:
- https://www.digitpress.com/eastereggs/intellivision.htm
* 3.2: Does Body Slam Super Pro Wrestling have easter eggs?
Both controller button combinations must all be done simultaneously: hold down 2+3 on the RIGHT controller and 2+6 on the LEFT controller, and then press RESET. Programmer Steve Ettinger's message to his family will appear (picture #1). {BSR}
To display the credits, press 0 on either controller while the title screen is displayed (picture #2). {BSR}
When first turned on or reset, the game will flash a standard title screen (picture #3) just before it shows the normal one.
Source Links:
- https://www.digitpress.com/eastereggs/intellivision.htm
* 3.2: Does Bomb Squad have easter eggs?
· BUG: Depending on the level (Level 3 is the worst), you cannot take a part, with pliers, to extreme ends of the circuit board when the fast (top action) key is pressed. Once the key is released, you can. It is most noticeable when you release a part and you need to pick one up at the top level. {BSR}
· BUG: If the wrong part is cut, Frank will say, "wrong part: resolder!" and there is a sound associated with it. If Boris is talking when this happens, his voice overrides Frank's. Frank won't say "wrong part: resolder," but the associated sound still occurs. {BSR}
· BUG: When you have correctly soldered a part, it will not move like the others so that you know what you have replaced. However, if you solder that piece again, it will start moving. {BSR}
Source Links:
- https://www.digitpress.com/eastereggs/intellivision.htm
* 3.2: Does Boxing have easter eggs?
· HIDDEN MESSAGE: On the LEFT controller, press the 2 lower action buttons and push RIGHT (actually wheel direction #7). A different title screen will appear (see picture). {from Chris Hawley’s “Copyright Kludge” file}
· Maneuver the right boxer character up-and-left while maneuvering the left boxer down-and-right (this seems to be easier with the agile/light vs average boxer). After some fidgeting, the boxers will end up back-to-back, and punching will make the boxers "throw elbows" that can't be blocked and seem to have a lot of power. Knockouts come quickly. {Steve and Jay Craft}
Source Links:
- https://www.digitpress.com/eastereggs/intellivision.htm
* 3.2: Does Bump n Jump have easter eggs?
· BUG: It is possible to jump off the left side of the screen and land safely on the right on a "secret" road, or vice versa. If you jump and position yourself so that only the left half of the car appears on the right edge of the screen (give it a few tries; the position has to be precise!), you will land safely off the screen and don't have to do anything for the rest of the level -- you don't even have to jump at water hazards! There are only two disclaimers: (1) you will crash if you jump again (it turns out that the car positions itself one pixel to the left when jumping); and (2) you have to jump back onto the roadway at the end of the level, because the car automatically drives toward the center of the screen at the end and will crash if you do not return. {David Foulke} {Steve and Jay Craft}
Source Links:
- https://www.digitpress.com/eastereggs/intellivision.htm
* 3.2: Does Buzz Bombers have easter eggs?
· Marketing had a version of the game prototyped with a RAID can and tried to sell Johnson & Johnson, makers of Raid bug-spray. {BSR}
· Buzz Bombers is a one-player game only, a fact that wasn't properly communicated to the Visual Design (packaging) department. Tens of thousands of copies were packed before someone realized the back of the box said "1 or 2 can play." They had to cross it out every copy by hand. {BSR}
· When first turned on or reset, the game will flash a standard title screen (picture #2) just before it shows the normal one.
Source Links:
- https://www.digitpress.com/eastereggs/intellivision.htm
* 3.2: Does Dig Dug have any bugs or easter eggs?
To satisfy your urge to play Tron as a hot dog, use the Intv Corp release of Dig Dug: press 47 (4 and 7 simultaneously) on both hand controllers and press reset. The Deadly Dogs title screen will appear.
Media Links:
- https://www.youtube.com/watch?v=FhoYRUGTYFA
Source Links:
- https://web.archive.org/web/20221204051216/history.blueskyrangers.com/mattelelectronics/games/deadlydiscs.html
* 3.2: Does Frogger have any bugs or easter eggs?
There is a serious game ending glitch in Frogger, that surprisingly calls to the Intellivision's cheering sound effect bank, with the problem with it never returning (Game Terminates). There does not seem to be any definite reason why this occurs, but the further the game goes, more likely the glitch to occur at any time. Can happen at any part, road, middle, river, etc... (there are several examples in the this week Intellivision HSC ending tonight for examples if needed).
Source Links:
- https://atariage.com/forums/topic/320933-intellivision-game-glitches/
* 3.2: Does Math Fun have any bugs?
This title originally coded by Kimo Yap had an 8-bit math overflow error which was seen on harder game levels (with more complex problems). When the development was transitioned to Larry Zwick, the storage for the equations was moved to 16-bit memory, and the overflows were mitigated.
The original version is left-to-right math solving, and in 1982 it was changed from right-to-left
Media Links:
- https://content.invisioncic.com/r322239/monthly_2021_10/IMG_20211017_103405.jpg.ca75a416daedcda64b690fc8c206dace.jpg
Source Links:
- https://youtu.be/sLtOHVKQ08k
- https://atariage.com/forums/topic/325811-pre-production-version-of-math-fun-found/?do=findComment&comment=4925168
* 3.2: Does NHL Hockey have any bugs or Easter Eggs?
It’s possible to score by shooting at the goal where there is a pixel missing in the back of the net. Sometimes when trying, the puck will go right through the next, or it may become (briefly) stuck to it.
Source Links:
- https://www.digitpress.com/eastereggs/intvnhlhockey.htm
* 3.2: Does Super Pro Basketball have any easter eggs or bugs?
Offensive team will miss a pass with a defensive player on the far side of the screen near the out, and the defensive player will recover the ball but "float" in space and cannot be touched by the other team, and that player can then shoot at his leisure.
Source Links:
- https://intellivisionaries.com/episode-18-basketballs/?time=03:53:13
* 3.2: Does Space Armada have any bugs or easter eggs?
Hold down 4+6+Both lower fire buttons and Reset to launch "Spaz Armada", a very intense version of the game in Practice Mode.
Hold down right controller both fire buttons and left controller Clear+Enter to launch "Space Beasties"
SPACE ARMADA: left = 46 OR clear-enter right = lower two action keys
Source Links:
- https://youtu.be/9ujlxisSIzk?t=235
- https://www.spatula-city.mine.nu/~intvlib/inty/misc/cheats.txt
* 3.2: Does Space Hawk have any bugs or easter eggs?
The "black holes" in the manual are a result of programmer not using the EXEC controller debouncing. The EXEC has a very robust controller input subsystem which can make games seem slow/unresponsive, so the Space Hawk developers decided to trade speed with the risk of the controllers not being read correctly.
* 3.2: Does Star Strike have any bugs or easter eggs?
The game can be "fried" (push reset repeatedly while moving the cartridge in and out), where it will go into a crazy GRAM-GROM switch loop and display random memory contents
-- Steve Craft, Jay Craft. Matthew Long.
STAR STRIKE: left = 19 OR 37
Source Links:
- https://intellivisionbrasil.com.br/en_Menu-Soft-Oficiais.html
- https://www.spatula-city.mine.nu/~intvlib/inty/misc/cheats.txt
* 3.2: Does Super Pro Football have any bugs or easter eggs?
Press either lower left action button at the title screen, and the game jumps to the stats page. After pressing Enter on the right controller, it then starts game play, with the visitors having first and goal at the one yard line. Both teams are human controlled.
This is in addition to the well documented easter egg where pressing and holding keypad #0 or disc-East at the title screen rolls the credits.
Source Links:
- https://atariage.com/forums/topic/205071-intellivision-easter-eggs/page/2/
* 3.2: Does Treasure of Tarmin have any bugs?
Ever wanted to see what was behind a wall or a door...WITHOUT the sight book? I did this on an Intellivision II, so I'm not sure if it works on a I or III...
Go to a "hall of doors" as I call it...tons of doors that line up on either side of you. Put an object down, and then GLANCE left or right. When you glance, if there is anything behind the door, the object you put down may blink for an instant. If it does, that means that an object is one or two spaces away in the direction you glanced. When you return back to your original direction, it may blink again. Sometimes, when it blinks, it momentarily turns into the object (or part of the sprite) that was hidden. For example, if a spear is behind the door, the shield you put down (or whatever) MAY momentarily become a spear, then return to whatever it was. It becomes easier to see if you glance one way, and then hit the other glance the other before you come back to your original position. Great way to avoid spending tons of time looking into empty doors.
To try this in a more surefire way, find an eyeball mural that has a closable door beside it. Go through the door and then turn around to face the door. The eyeball mural will be on the other side. Put something down in front of you, and glance both directions. Notice the object you put down...it will blink, and if you're fast enough... It'll turn into an eyeball!!!
The reason this may work only on an INTV II system is because there is a slight timing maladjustment inherent to all INTV II's, that I's and III's don't have (according to what I've heard.) If that is indeed true, then this works because the timing misfire actually causes the correct sprite to be in the wrong place due to the screen changes.
Source Links:
- https://www.spatula-city.mine.nu/~intvlib/inty/misc/tarmin.txt
* 3.2: Does the Keyboard Component have any easter eggs?
In the retail demo made for Sears, use the keys DEI instead of space bar when playing Space Battle for a treat.
Media Links:
- https://youtu.be/3-pUB5PTBnY
Source Links:
- https://forums.atariage.com/topic/340017-bi-tape-20-for-the-keyboard-component/?do=findComment&comment=5114467
* 3.2: What games can be patched for cheats?
With access to an emulator (jzIntv seems to be the most capable and popular in 2021), many games can be modified to make them easier to "win", either with runtime configuration or direct hex editing.
Source Links:
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/Intellivision-Cheats-Hacks-by-Pitou-2021.txt
- https://www.midnightblueinternational.com/romhacks.php#Intellivision
* 3.2: Does Horse Racing have any bugs or Easter Eggs?
Called "Copyright Kludges" back then.
The date style marks this compilation as the work of Chris Hawley [Notation: hold down indicated keys during powerup.]
Kluge file for Games- Updated 8107.13
HORSE RACING: left = 69 right = 69
Source Links:
- https://www.spatula-city.mine.nu/~intvlib/inty/misc/cheats.txt
* 3.2: Does Roulette have any bugs or Easter Eggs?
Called "Copyright Kludges" back then.
The date style marks this compilation as the work of Chris Hawley [Notation: hold down indicated keys during powerup.]
Kluge file for Games- Updated 8107.13
ROULETTE: left = 13 right = 123
Source Links:
- https://www.spatula-city.mine.nu/~intvlib/inty/misc/cheats.txt
* 3.2: Does Skiing have any bugs or Easter Eggs?
Called "Copyright Kludges" back then.
The date style marks this compilation as the work of Chris Hawley [Notation: hold down indicated keys during powerup.]
Kluge file for Games- Updated 8107.13
SKIING: left = 57 right = 57
Source Links:
- https://www.spatula-city.mine.nu/~intvlib/inty/misc/cheats.txt
* 3.2: Does Word Fun have any bugs or Easter Eggs?
Called "Copyright Kludges" back then.
The date style marks this compilation as the work of Chris Hawley [Notation: hold down indicated keys during powerup.]
Kluge file for Games- Updated 8107.13
WORD FUN: press 43210 during word rockets mode
Source Links:
- https://www.spatula-city.mine.nu/~intvlib/inty/misc/cheats.txt
* 3.2: Do game fans repackage games?
One of the most iconic games, Las Vegas Poker and Blackjack, has had "unofficial official" playing cards made for trade shows in 2004 by Intellivision Productions.
In 2010, Intellivision fan Voltron made an exclusive set of 15 gamblers edition box sets.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-11/Las-Vegas-Poker-Blackjack-Cards-Intellivision-Productions-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-11/Las-Vegas-Poker-Blackjack-Cards-Intellivision-Productions-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-11/Las-Vegas-Poker-Blackjack-Package-by-Voltron-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-11/Las-Vegas-Poker-Blackjack-Package-by-Voltron-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-11/Las-Vegas-Poker-Blackjack-Package-by-Voltron-03.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-11/Las-Vegas-Poker-Blackjack-Package-by-Voltron-04.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-11/Las-Vegas-Poker-Blackjack-Package-by-Voltron-05.jpg
* 3.3: What is the EXEC?
The EXEC is the Intellivision operating system, including built-in programming libraries of common game functions, allowing programmers to use them instead of creating them in cartridges, saving space. programmers could use pieces of the EXEC. For example, if your program didn't move and sequence all eight of the objects you could modify the EXEC's high-level code to adapt it to run in two or one frame cycles instead of three.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Still/IntyBASIC-Showcase-v1-Title.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Still/IntyBASIC-Showcase-v1-Title.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Still/IntyBASIC-Showcase-v3-Billy-the-Ball.jpg
Source Links:
- https://sdk-1600.spatula-city.org/
- https://spatula-city.org/~im14u2c/intv/jzintv-1.0-beta3/doc/utilities/as1600.txt
- https://www.intellivisionworld.com/English/Download/WhitePaper-IntellivisionProgramming26068.pdf?iwDwn=57&iwCod=imd5GtrFFAhDKgvA
- https://sudonull.com/post/63491-Architecture-and-programming-Mattel-Intellivision
- https://web.archive.org/web/20200924221320/wiki.intellivision.us/index.php/Tagalong_Todd_Tutorial
* 3.3: How were Intellivision games programmed?
Compared to developing today with sophisticated IDEs and debuggers and DevOps pipelines, coding was very much "by hand" for original Intellivision games. Graphics were usually designed on graph paper with a pencil, with on/off bits coded after the drawings were ready. A hardware device perhaps resembling a Lite Brite with push buttons for the 20x12 character Intellivision screen was created for early design. Tools were rapidly developed after that, incorporating DEC PDP-11 for round tripping between coding and executing on consoles, modified Keyboard Components (aka Blue Whale or Black Whale), and later special boards for IBM XT-era systems (Magus interface board).
The Blue Sky Rangers company in the late 1990s attempted to emulate the Magus system with what they called Magus-2 to give aspiring developers a way to code on Wintel PCs and push code to an Intellivision; this was not successful and no systems are currently known to exist.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/Intellivision-Development-Back-in-the-Day-20200612.pdf
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-10/T-Cart.txt
Source Links:
- https://atariage.com/forums/topic/259003-intellivision-development-back-in-the-day/
- https://web.archive.org/web/20041113102531/home.earthlink.net/~davidrolfe/trivia.htm
- https://web.archive.org/web/19980613190636/www.makingit.com/intellivision/magus.shtml
* 3.3: Can an Intellivision be programmed in Assembly?
The primary and best way to write Intellivision games with CP1600 assembly language is AS1600, part of the SDK-1600 and jzIntv package by Joe Zbiciak.
The public domain compiler has built millions of lines of Intellivision code since the mid-1990s.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Still/IntyBASIC-Showcase-v1-Title.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Still/IntyBASIC-Showcase-v1-Title.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Still/IntyBASIC-Showcase-v3-Billy-the-Ball.jpg
Source Links:
- https://sdk-1600.spatula-city.org/
- https://spatula-city.org/~im14u2c/intv/jzintv-1.0-beta3/doc/utilities/as1600.txt
- https://www.intellivisionworld.com/English/Download/WhitePaper-IntellivisionProgramming26068.pdf?iwDwn=57&iwCod=imd5GtrFFAhDKgvA
- https://sudonull.com/post/63491-Architecture-and-programming-Mattel-Intellivision
- https://web.archive.org/web/20200924221320/wiki.intellivision.us/index.php/Tagalong_Todd_Tutorial
* 3.3: Where can I find Intellivision game source code?
Source code for the original 125 games is written in CP1610 Assembly and is IP owned by Intellivision Entertainment and other corporations, not open source. Steve Roney has shared the source for one of the original programmer onboarding programs "Killer Tomatoes" aka "Killer Bees". Mattel Electronics named scratch programs "Killer" and APh called them "Trivia", both containing 6 letters because the PDP-10/11 filesystems had 6 character length maximum.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Still/IntyBASIC-Showcase-v1-Title.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Still/IntyBASIC-Showcase-v1-Title.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Still/IntyBASIC-Showcase-v3-Billy-the-Ball.jpg
Source Links:
- https://sdk-1600.spatula-city.org/
- https://spatula-city.org/~im14u2c/intv/jzintv-1.0-beta3/doc/utilities/as1600.txt
- https://www.intellivisionworld.com/English/Download/WhitePaper-IntellivisionProgramming26068.pdf?iwDwn=57&iwCod=imd5GtrFFAhDKgvA
- https://sudonull.com/post/63491-Architecture-and-programming-Mattel-Intellivision
- https://web.archive.org/web/20200924221320/wiki.intellivision.us/index.php/Tagalong_Todd_Tutorial
- https://pub.intvprime.com/ba4ef/ie/Software/Mattel-Electronics/killer.txt
* 3.3: What games are being made now?
Ease of development with IntyBASIC and two new programming books have made a big imapct. Homebrew makers are writing ports that never existed before (like Spiderman), new IP (like Sydney Hunter), and official licensed independents (like Boulderdash).
* 3.3: What is ECS BASIC?
This language is 12k of code built into the ROM of the ECS, and can be used to alter the operation of plugged-in games, or creation of simple games (labled the "sucky feature" of the language). ECS BASIC is a very subset of what was considered BASIC in the early 1980s, with many limitations on commands and variables. A likely reason that most language features revolves around manipulating ROM items (eg game cartridge content) is because the ECS provides approximately 1.5k of RAM for actual coding, with language features consuming RAM along with actual user code.
Mattel Electronics published documentation showing which games can be best-used with ECS BASIC.
As is it does in so many other areas, the jzIntv emulator (see FAQ section 9.1) makes development on an emulated ECS more pleasurable than writing on original hardware, as modern keyboards are better than the ECS keyboard, and data and state can be read or written very easily in a the virtualized environment.
This is not "IntyBASIC", which is a 2014 language for development with modern devices/computers, that compiles to Intellivision binaries using a modern dev toolchain.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Programming/ECS-BASIC-Programmer-1983.jpg
Source Links:
- https://spatula-city.org/~intvlib/inty/ecsbasic.html
- https://youtu.be/UG2PWR3x2-A
- https://retroconsoles.fandom.com/wiki/Entertainment_Computer_System
- https://archive.org/details/Intellivision_Computer_Module_Owners_Guide_1983_Mattel_US
- https://www.8bit-homecomputermuseum.at/repair/intellivision_ecs/mattel_intellivision_ecs_reparatur.html
- https://atariage.com/forums/topic/223343-intellivision-ecs-programs-on-wav-files/
- https://atariage.com/forums/topic/317742-ecs-basic-tape-files/
- https://atariage.com/forums/topic/210658-what-is-it-guide-des-codes-de-caract%C3%A8re-de-jeux-intellivisionl/?do=findComment&comment=4697909
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/Guide-des-Codes-de-Caract%C3%A8res-des-Cassettes-de-jeux-Intellivision.txt
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/Character-Code-Guide-to-Intellivision-Game-Cartridges.txt
* 3.3: Can an Intellivision be programmed in BASIC?
Óscar Toledo G. first released IntyBASIC in 2014, a cross-compiler that takes BASIC source code and translates it to CP1610 assembly. The assembly can be built into a ROM using the AS1600 assembler. Output is then playable on any emulator or hardware console.
The rate of creation for new Intellivision games/programs/apps is higher now than it has ever been, thanks to this language system. On Windows, Mac, or a Linux, compilation and execution is as simple as:
intybasic game.bas game.asm
as1600 game.asm -o game
jzintv game
IntyBASIC includes support for all the Intellivision video and sound features in form of commands like SPRITE and SOUND, trying to be close to the hardware but so easy as possible to user.
The level of popularity for creating games is so high, contests have been held in 2015, 2018, and 2020 for (new) programmers to try their hand at making games.
IntyBASIC is open source.
Two IntyBASIC programming books exist as guides for new developers that want to use the language.
This is not "ECS BASIC" that is included with the ECS to create limited programs directly on the Intellivision, this requires a text editor/IDE on a contemporary system and access to compilers and emulators.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Still/IntyBASIC-Showcase-v1-Title.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Still/IntyBASIC-Showcase-v1-Title.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Still/IntyBASIC-Showcase-v3-Billy-the-Ball.jpg
Source Links:
- https://nanochess.org/intybasic.html
- https://github.com/nanochess/IntyBASIC
- https://bradsprojects.com/super-pixel-bros-on-the-intellivision/
- https://atariage.com/forums/forum/144-intellivision-programming/
- https://intellivisionrevolution.com/intybasic
* 3.3: Where are IntyBASIC samples?
Óscar Toledo G. first released IntyBASIC in 2014, a cross-compiler that takes BASIC source code and translates it to CP1610 assembly. The assembly can be built into a ROM using the AS1600 assembler. Output is then playable on any emulator or hardware console.
The rate of creation for new Intellivision games/programs/apps is higher now than it has ever been, thanks to this language system. On Windows, Mac, or a Linux, compilation and execution is as simple as:
intybasic game.bas game.asm
as1600 game.asm -o game
jzintv game
IntyBASIC includes support for all the Intellivision video and sound features in form of commands like SPRITE and SOUND, trying to be close to the hardware but so easy as possible to user.
The level of popularity for creating games is so high, contests have been held in 2015, 2018, and 2020 for (new) programmers to try their hand at making games.
IntyBASIC is open source.
Two IntyBASIC programming books exist as guides for new developers that want to use the language.
This is not "ECS BASIC" that is included with the ECS to create limited programs directly on the Intellivision, this requires a text editor/IDE on a contemporary system and access to compilers and emulators.
Source Links:
- https://github.com/JosueCom/Runner-Z
- https://forums.atariage.com/applications/core/interface/file/attachment.php?id=554634
- https://forums.atariage.com/applications/core/interface/file/attachment.php?id=328578
- https://forums.atariage.com/topic/254870-intybasic-rough-song-platformer-course-2/
- https://forums.atariage.com/topic/247248-intybasic-rough-song-poup%C3%A9e-de-cire-poup%C3%A9e-de-son/
- https://forums.atariage.com/topic/248228-intybasic-sound3-example/
* 3.3: What is the fastest way for a beginner to program in BASIC?
The IntyBASIC SDK exists to on-board anyone quickly to programming Intellivision games. - Support for both Windows and Mac OS X computers
An easy-as-pie Installer Wizard for Windows that will set everything up in your workstation
Very simple installation instruction for Mac computers to get you going quickly
The latest, bleeding-edge version of IntyBASIC 1.4.2
Included assembler and emulator, configured to work with the SDK easily
Easy to use tools for streamlined workflows to build, run, and debug your programs with few keystrokes
Tools guide and other documentation for technical assistance
Tutorials on using some of the powerful features
Newbie & power-user friendly
Lots of sample programs including some completed games!
Full community support!
IntyBASIC SDK is not a fully integrated development system in the traditional way. It is still a command-line development environment. However, great pains were taken to make sure it is as easy and inviting as possible so that anybody can use it with little to no experience.
What's New
Version 1.2.2 - August/24/2020
Updated to the latest version of IntyBASIC distribution (1.4.2).
Updated to the latest version of the SDK-1600 binary tools (2020-08-22).
Emulator now uses SDL2.
Emulator can now run ECS-enabled programs with newly included "miniecs.bin" ROM.
Updated contributions & example projects with latest versions and new programs.
Updated tools documentation to reflect all changes and correct typographical errors.
Rebuilt all samples and contribution programs with the latest tools.
and more!
Media Links:
- https://atariage.com/forums/applications/core/interface/file/attachment.php?id=760837
- https://atariage.com/forums/applications/core/interface/file/attachment.php?id=760836
Source Links:
- https://atariage.com/forums/topic/240526-introducing-the-intybasic-sdk/
* 3.3: What programming tools are available for IntyBASIC?
Oscar and others have created multiple tools that help coders of all skill levels create classic Intellivision games. Because IntyBASIC compiles to CP1610 assembly, the output from these tools can ultimely be used in other Intellivision projects/languages.
Please follow the source and media links.
Media Links:
- https://youtu.be/Lkf4_SuBNGo
- https://youtu.be/Wf3memxrNfg
- https://pub.intvprime.com/ba4ef/ie/Programming/IntyBASIC/IntyBASIC-Book-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Programming/IntyBASIC/IntyBASIC-Coding.jpg
- https://pub.intvprime.com/ba4ef/ie/Programming/IntyBASIC/IntyBASIC-Logo-Black.png
- https://pub.intvprime.com/ba4ef/ie/Programming/IntyBASIC/IntyBASIC-Logo.jpg
- https://pub.intvprime.com/ba4ef/ie/Programming/IntyBASIC/IntyBASIC-Quick-Reference-by-Petit-Chou-of-Atari-Age-Forums.docx
- https://pub.intvprime.com/ba4ef/ie/Programming/IntyBASIC/IntyBASIC-Title-Logo.GIF
- https://pub.intvprime.com/ba4ef/ie/Programming/IntyBASIC/IntyMapper.zip
- https://pub.intvprime.com/ba4ef/ie/Programming/IntyBASIC/IntyMusic-Source-2016-8-11.zip
- https://pub.intvprime.com/ba4ef/ie/Programming/IntyBASIC/MarcoFont-binary.zip
- https://pub.intvprime.com/ba4ef/ie/Programming/IntyBASIC/MarcoFont-Source.zip
- https://pub.intvprime.com/ba4ef/ie/Programming/IntyBASIC/Sound-Effects.bas
- https://pub.intvprime.com/ba4ef/ie/Programming/IntyBASIC/SpriteAid.zip
- https://www.youtube.com/watch?v=5kkwSzsPN_I
Source Links:
- https://atariage.com/forums/topic/320358-sound-effect-editor/
- https://atariage.com/forums/topic/169024-programming-resources/?do=findComment&comment=3914583
- https://forums.getpaint.net/topic/17516-sprite-animation-helper-v-095-updated-january-25-2018/
- https://knox.ac.free.fr/inty_workshop/
- https://www.intellivisionbrasil.com.br/en_Menu-Soft-IntyBasic.html
- https://atariage.com/forums/topic/169024-programming-resources/?tab=comments#comment-3154881
- https://web.archive.org/web/20220317021420/sudonull.com/post/63491-Architecture-and-programming-Mattel-Intellivision
- https://aminet.net/package/dev/cross/IntyBASIC?code=Intellivison-Programming-on-Amiga
* 3.3: How can I program speech in IntyBASIC?
The GI SP-0256 Orator was/is used in a handful of voice hardware from the early 1980s, programming documents for other platforms that use the chip can be used when coding in IntyBASIC.
Example from Ploytech:
Zero /ZZ/ /EH/ /EH/ /ER1/ /OW/ /PA1/
One /WW/ /AX/ /NN1/ /PA1/
Two /TT2/ /UW2/ /PA1/
Three /TH/ /RR2/ /IY/ /PA1/
Four /FF/ /OW/ /ER1/ /PA1/
Five /FF/ /AO/ /AY/ /FF/ /PA1/
Six /SS/ /IH/ /IH/ /KK1/ /SS/ /PA1/
Seven /SS/ /EH/ /VV/ /EH/ /EH/ /NN1/ /PA1/
Eight /EY/ /DH2/ /TT2/ /PA1/
Nine /NN1/ /AY/ /NN1/ /PA1/
Ten /TT2/ /EH/ /EH/ /NN1/ /PA1/
Eleven /EH/ /LL/ /EH/ /VV/ /EH/ /NN1/ /PA1/
Twelve /TT2/ /WW/ /EH/ /LL/ /FF/ /PA1/
Thirteen /TH/ /ER2/ /TT2/ /IY/ /NN1/ /PA1/
Fourteen /FF/ /OW/ /ER1/ /TT2/ /IY/ /NN1/ /PA1/
Fifteen /FF/ /IH/ /IH/ /FF/ /TT2/ /IY/ /NN1/ /PA1/
Sixteen /SS/ /IH/ /KK1/ /SS/ /TT2/ /IY/ /NN1/ /PA1/
Seventeen /SS/ /EH/ /VV/ /EH/ /NN1/ /TT2/ /IY/ /NN1/ /PA1/
Eighteen /EY/ /DH2/ /TT2/ /IY/ /NN1/ /PA1/
Nineteen /NN1/ /AY/ /NN1/ /TT2/ /IY/ /NN1/ /PA1/
Twenty /TT2/ /WW/ /EH/ /NN1/ /TT2/ /IY/ /PA1/
Source Links:
- https://pub.intvprime.com/ba4ef/ie/Programming/SP0256-AL2-Allophones-Synthesis-Programming.pdf
* 3.4: Was Mahjong planned for release on Intellivision?
Mattel Electronics planned to do the game with Bandai in 1982. The game would have the complexity of non-Latin alphabet characters fitting within the Intellivision 8x8 card limits. No artifacts are known to exist beyond an image used for porting-planning.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Images-Loose/Mahjong-Planned-Game-Mattel-Electronics-1982.jpg
Source Links:
- https://atariage.com/forums/topic/323178-non-latin-alphabetic-text-display/?do=findComment&comment=4871587
* 3.4: Can raytracing be done on an Intellivision?
Raycasting is a rendering technique to create a 3D perspective in a 2D map. Back when computers were slower it wasn't possible to run real 3D engines in realtime, and raycasting was the first solution. Raycasting can go very fast, because only a calculation has to be done for every vertical line of the screen. The most well known game that used this technique, is of course Wolfenstein 3D.
Media Links:
- https://www.youtube.com/watch?v=64u5i2FjMKI
- https://pub.intvprime.com/ba4ef/ie/Software/JohnPCAE/RayCast20200709/Raycasting-Demo-by-JD-2020-09.avi
- https://pub.intvprime.com/ba4ef/ie/Software/JohnPCAE/RayCast20200709/raycast.bin
- https://pub.intvprime.com/ba4ef/ie/Software/JohnPCAE/RayCast20200709/raycast.cfg
- https://pub.intvprime.com/ba4ef/ie/Software/JohnPCAE/RayCast20200709/raycast.src
Source Links:
- https://atariage.com/forums/topic/210793-raycasting-demo/page/6/#comments
* 3.4: Can an Intellivision work a text adventure?
The Collosal Cave game engine has been ported to the Intellivision, and the Z-Machine is posible. The JLP architecture would be required to contain the read-only content in ROM (storage). Display may be a challenge with the ROM text display set to 20x12, but custom font rendering might improve this.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Cartridges/Imagic-Demo-Unit-at-National-Video-Game-Museum.jpg
Source Links:
- https://atariage.com/forums/topic/291445-ot-z-machine-for-the-intellivision/
- https://www.ifwiki.org/index.php/Z-machine
- https://web.archive.org/web/20110720051840/www.gnelson.demon.co.uk/zspec/
* 3.5: How can I test an Intellivision?
The "MTE 201 Test Cartridge" was the standard Mattel Electronics software tool, stepping user through exercising all of the Master Component parts and hand controllers.
Most of the cartridges will pass a functioning original Mattel Intellivision (includes Tandyvision One and GTE Sylvania). However, the Sears Intellivision, Intellivision II, and Tutorvisions have differences that will cause the early versions to incorrectly report a failure.
Media Links:
- https://youtu.be/NJyEKNSa6MU
Source Links:
- https:///web/20230105031711/forums.atariage.com/topic/289702-test-cartridges-information/
* 3.5: How can I test an Intellivision?
FW Diagnostics was the first diagnostic cartridge intended for home use. This cart provides a complete checkup of the control, audio, and video components, and comes with tools to help adjust your Intellivision - and television - to run your games as they were always meant to be.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Software/Freewheel/fw-diagnostics-view01.jpg
Source Links:
- https://forums.atariage.com/topic/287167-fw-diagnostics-official-ordering-thread/#comment-4198997
- https://pub.intvprime.com/ba4ef/ie/Software/Freewheel/fwdiagnostics_release.zip
* 3.5: Can a Keyboard Component act as a terminal and connect to a modern network/system?
decle rehabilitated a Keyboard Component, and set a version of Intelli-talk to get to the internet! Technical theater at its best.
Media Links:
- https://youtu.be/NJyEKNSa6MU
Source Links:
- https://atariage.com/forums/topic/319020-keyboard-component-jacks-conversational-intelli-talk-review/
* 3.5: Can an Intellivision connect as a terminal device or with BBSes?
If you know what 8N1 means, and have an ECS with a lot of free time, and a Cuttle Cart, you're in luck. Joe Zbiciak has put together serial port work with a simple termianl emulator. Get it together and call a BBS today! :)
Media Links:
- https://youtu.be/dG0nm2Do5Lo
- https://pub.intvprime.com/ba4ef/ie/Software/LTO/ecs-terminal-joe-zbiciak-terminal.zip
Source Links:
- https://atariage.com/forums/topic/168660-intellivision-as-serial-terminal/#comments
* 3.6: Do Imagic games have a demonstration unit hardware?
Imagic created a unit with all produced Intellivision games at the time for use at shows and retail outlets. It can be seen at the National Videogame Museum.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Cartridges/Imagic-Demo-Unit-at-National-Video-Game-Museum.jpg
Source Links:
- https://www.nvmusa.org
* 3.6: Were special cartridges made for press releases?
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Cartridges/Special-Release-Dreadnaught-Factor-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Cartridges/Special-Release-Pitfall-Stampede-Happy-Trails-River-Raid.jpg
* 3.7: What is The Running Man?
The Running Man is the frame-by-frame animation character that showed the graphic hardware capability. Because no other console of the day could match the frame-by-frame animation, it was included on the box as a marketing catch as "flipbook style". Throughout most of the 20th century, animating frame-by-frame was the only method of producing animation.
The pixels in (print) marketing material (5:3) don't match the real hardware output (4:3) because the Intellivision's pixels are exactly one color carrier cycle wide by one scan line tall for standard moving objects and two scan lines tall for background characters.
The Running Man is not in ROM, probably an early design decision because it is different for each sports game (eg baseball helmet) and several other games.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/running-man-frames-marketing.jpg
- https://pub.intvprime.com/ba4ef/ie/Software/Decle/runningMan.rom
Source Links:
- https://forums.atariage.com/topic/348951-all-the-running-men/
* 3.7: Why is Baseball the first Running Man?
The first game designed by Mattel/APh was Football, but the first programmed game (along with the EXEC) was Baseball. Chang and Klose had an original goal in 1975 to make a system that could play football. APh provided Chang with some examples of pixelated football players and a football field in the spring of 1976 in connection with exploring possible ways to design a system that could implement Chang's vision for football.
Source Links:
- https://forums.atariage.com/topic/348951-all-the-running-men/
* 3.8: How can a cartridge be cleaned?
Feel free to think about these methods/products that have been used successfully by other users. These are not "official" endorsements, proceed at your own risk. Doing something agressively or incorrectly can cause irreparable damage to your items. This is information volunteered by others in the community to help. No warranties, etc etc etc.
Small piece of Mr. Clean Magic Eraser to gently scrub the contacts on games that appear dull and/or dirty.
99% Isopropyl and qtips, followed by some DeOxit D5 on a qtip to help protect the edge connector. Magic eraser works good if you take the cart apart and pop the PCB out to clean it that way. Just depends on how bad it is.
* 3.8: What is ROM?
A ROM is a binary package representing the code plus electronics that is normally in an Intellivision cartridge for emulation. ROMs can be a single ".rom" file or a combination ".bin" with a ".cfg" bundle. Older and smaller-sized games in the range of 6k or less tend to only have .ROM, while sophisticated and newer games that stretch to 42k and beyond are .bin+.cfg because the emulation OS needs instructions in the cfg on how to map/swap the game in Intellivision memory to play. Note: an "int" or "itv" file may be a renamed "bin" with a different name for modern computer operating systems to associate with launcher apps.
Media Links:
- https://youtu.be/R0h6H5A3b6Y
Source Links:
- https://www.reddit.com/r/intellivision/comments/kcniyc/int_vs_bin_vs_rom/
* 3.8: What is JLP?
JLP is a cartridge platform named after Star Trek character Jean Luc Picard's famous quote "Make it so!".
The platform provides more dev and runtime flexibility for Intellivision development than any other.
JLP Features
Extra onboard RAM
Acceleration for any code that uses multiplication or division
Flash storage support
ROM swapping for storage beyond 42k
Speculated support for tracking time
Media Links:
- https://youtu.be/R0h6H5A3b6Y
Source Links:
- https://usermanual.wiki/m/fa81eae08be3973e079ad17394c6803c3f14bd660f93dbd70851a902305bf131.pdf
- https://ltoflash.leftturnonly.info/Locutus_Universal_Intellivision_Game_Image_(LUIGI)_V1_0_20190706A.pdf
- https://intellivisionaries.libsyn.com/the-intellivisionaries-episode-23-truckin-christmas
* 3.8: Does BackBit work on Intellivision?
The BackBit platform supports classic Intellivision (ie non-JLP) game loads on an SD card, giving another way to play a game library on original hardware.
Media Links:
- https://atariage.com/forums/uploads/monthly_2022_04/intvmenu.thumb.jpg.84708171d6e87681c0ac31f89d401423.jpg
Source Links:
- https://store.backbit.io/
- https://atariage.com/forums/topic/335002-backbit-cartridge-on-the-intellivision/
* 3.8: Why are some cartridge labels black-on-white stuck on top of color?
Cartridges with "double labels" were original stock from Mattel Electronics, purchased by INTV Corp, and had to have labels changed to mitigate copyright concerns.
Known games with double labels as of 2021-06-18
Armor Battle
Basketball
Burgertime
Football
Golf
Hocket
Math Fun
Mission X
Poker
Roulette
Royal Dealer
Sea Battle
Sharp Shot
Skiing
Soccer
Triple Action
Utopia
Vectron
Media Links:
- https://pubintvprime.com/ba4ef/ie/Game-Cartridges/Labels-White-on-Color.jpg
Source Links:
- https://atariage.com/forums/topic/317633-dreadnaught-factor-press-release-version/
* 3.8: Are all cartridge PCBs the same?
Intellivision cartridge PCBs are difficult to manufacture, and production was done in multiple different areas over time. Intellivision Revolution maintains a database on this topic.
Source Links:
- https://web.archive.org/web/20210617132459/intellivisionrevolution.com/intellivision-pcb-database
* 3.8: What is a T-Cartridge?
T-Carts are developer versions of Mattel Electronics games with additional electronics and EPROMs for debugging.
Evan Allen and Frank Palazzo have drafted hardware designs for the t-card (see source links).
Media Links:
- https://content.invisioncic.com/r322239/monthly_2020_05/IMAGE2S.JPG.1fdaf46e76bb84df63f202cc4876f8ee.JPG
- https://youtu.be/tj3fXxz8ERM
Source Links:
- https://forum.digitpress.com/forum/showthread.php?173842-Intellivision-T-Cart-Lock-n-Chase-with-PIXS-of-cart-n-game-being-play&p=2026945&viewfull=1
- https://web.archive.org/web/20230120185905/github.com/abzman/intellivision-t-card
* 3.9: Did Mattel Electronics make Burgertime for Colecovision?
(Keith Robinson)>Actually, Mattel DID do it; it was programmed at our European office in
the south of France. It was nearly completed when Mattel Electronics was
shut down in the US (we showed it with the Mattel Electronics title screen
at the January 1984 Consumer Electronics Show), but by law Mattel had to
keep the French office open until they could find a buyer for it. So the
programmers were kept on payroll finishing BurgerTime and several other
games. Finally, Tim Scanlon, director of the office, found investors so
that the division could buy itself from Mattel and become independent.
Part of the deal was that they got the rights to the games they were
working on. Their new company Nice Dreams (they were located near Nice)
sold the Colecovision versions of BurgerTime and Illusions (an original
game) to Coleco, and their Intellivision versions of Championship Tennis
and World Cup Soccer (originally intended to be 4-player games for the
ECS) to INTV. Their Intellivision version of Illusions was never released.
We don't know what happened to Nice Dreams after those four games were
released; a check with the French Commerce office last year failed to
turn up a "Nice Dreams" still in business in France.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Still/zNES-Monster-Truck-Rally.gif
Source Links:
- https://www.nvmusa.org
* 3.9: Did Intv Corp make NES games?
Intv Corp did make some profit from the NES platform. Quote from Keith Robinson:
Well, we can't tell you how rare it is, but we can tell you its history: In 1989, INTV planned to move into NES production and distribution so they commissioned Realtime Associates (who developed most of the original INTV games) to produce both an Intellivision and NES version of "Monster Truck Rally."
When the game was finished, though, INTV had run out of money and credit to manufacture cartridges, so they sold all rights to the NES version to another company, who finally distributed it in 1990 or 91. So as to give that company an "exclusive" on the title, INTV changed the Intellivision version to "Stadium Mud Buggies."
"Monster Truck Rally" was the only NES title done by INTV. Since INTV turned around and sold the game to another company before securing the rights from Realtime Associates (i.e. paying them), litigation ensued and the INTV/Realtime relationship fell apart. INTV released no more product after "Stadium Mud Buggies" (and "Spiker, Super Pro Volleyball," released at the same time). INTV filed for bankruptcy in 1991.
Realtime Associates, however, is doing great. They've gone on to produce many NES, SNES, Sega, and GameBoy titles. One of their current hits is "Bug" for Saturn.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Still/zNES-Monster-Truck-Rally.gif
Source Links:
- https://www.nvmusa.org
* Section 4.0: People
Anyone, past or present, that has contributed to making the Intellivision memorable.
4.1 People
4.2 Organizations and Clubs
* 4.1: Who is Adan Toledo Gutierrez?
Adan is responsible for some of the best music scores ever heard on the Intellivision, from Sydney Hunter soundtracks to multiple independent song releases. He uses custom tools to make the AY-3-8912 really "sing". He releases music on CD as well for games like Intellivania and Sydney Hunter.
Media Links:
- https://youtu.be/lNLF56Khv9o
- https://youtu.be/CbtgAAq7lU0
- https://youtu.be/5xWfl00Lk8M
Source Links:
- https://nyuundere.bandcamp.com
* 4.1: Who is Alan Smith?
Alan Smith was a programmer for Dracula.
* 4.1: Who is Anders Carlsson?
Carlsson is an independent Intellivision developer that makes great games like Norseman and shares IntyBASIC music with others.
Source Links:
- https://forums.atariage.com/topic/255283-intybasic-converted-song-mail-order-monsters/#comment-3560419
* 4.1: Who is Arnauld Chevallier?
Arnauld Chevallier was a programmer for Stonix, and Defender of the Crown. He has also developed a world-class music engine for the Intellivision, capable of pushing the PSG to its absolute limit to make great music and sound effects.
Source Links:
- https://web.archive.org/web/20200810221257/www.gamotek.fr/collectionneurs/arnauld-chevallier/
- https://www.intellivisionrevolution.com/interview-arnauld-chevallier-2012
* 4.1: Who is Arthur Dorf?
Arthur Dorf was behind spearheading the Intellivision before Mattel's electronics division split off.
Media Links:
- https://i.redd.it/vaik6f7s4mt91.jpg
Source Links:
- https://www.reddit.com/r/retrogaming/comments/y35eqt/i_met_intellivision_royalty_this_weekend/
* 4.1: Who is Bill Fisher?
Bill Fisher was a programmer for Space Hawk, Space Spartans, and B-17 Bomber.
* 4.1: Who is Bill Grubb?
Bill Grubb Founded Imagic with Mattel Electronics veterans Jim Goldberger and Brian Doughtery, and Atari veterans Bob Smith, Denis Koble, Mark Bradley, and Rob Fulop.
Source Links:
- https://botss.fandom.com/wiki/Imagic
* 4.1: Who is Bob Newstadt?
Bob Newstadt was a programmer for Pinball (with Minh Chou Train).
* 4.1: Who is Brett Stutz?
Brett Stutz was a programmer for Star Strike (with Hal Finney), and Tron Deadly Discs (with Jeff Ronne)
* 4.1: Who is Brian Dougherty?
Brian Dougherty was a programmer for Space Spartans, and Swords n Serpents.
Source Links:
- https://dadgum.com/giantlist/
* 4.1: Who is Brian Pudden?
Brian creates Youtube content about the Intellivision and other systems. In Spring 2021, he began coding new games on his own.
Media Links:
- https://youtu.be/aEoeHiUuxpc
Source Links:
- https://www.briansmancave.com
* 4.1: Who is Carlos Madruga?
Carlos Madruga is a 21st Century independent developer of Intellivision games. He has developed releases on Intellivision Collector, Elektronite, and other publishers using IntyBASIC. His works include H.E.L.I., Operation Cloudfire, Goofinuf, and several more.
Media Links:
- https://www.youtube.com/watch?v=JImAlL0sgEg
- https://pub.intvprime.com/ba4ef/ie/Software/carlos-madruga/Gooninuff_03182021.rom
Source Links:
- https://intellivisionaries.com/episode-38-happy-trails-and-loco-motion/intellivisionaries.com/episode-48-the-show-must-go-on/?time=03:19:20
* 4.1: Who is Carol Shaw?
Carol Shaw was a programmer for Happy Trails.
Source Links:
- https://intellivisionaries.com/episode-38-happy-trails-and-loco-motion/
* 4.1: Who is Chou Train Minh?
Chou Tran Minh was a programmer for Pinball (with Bob Newstadt).
* 4.1: Who is Chris Hawley?
Chris Hawley was a programmer for Horse Racing, and Space Armada (with John Brooks).
Source Links:
- https://www.imdb.com/name/nm1345310/bio
* 4.1: Who is Chris Kingsley?
Chris Kingsley was a programmer for Armor Battle.
* 4.1: Who is Chris Martin?
CMart is a co-host of The Intellivisionaries podcast, and also the number one collector of Intellivision hardware and software and peripherals. He owns one of everything related to the Intellivision, and almost all of the variants of those things. If Las Vegas Poke Blackjack was manufactured in 4 different countries, CMart has each one, shrinkwrapped, for example.
* 4.1: Who is Connie Goldman?
Connie Goldman was a graphic designer for Thunder Castle. She had so much success there she consulted to other Blue Sky Rangers for their games. From Keith Robinson in 2013:
She started at Mattel Electronics in 1982. Although hired as a programmer, Connie's real talent was as an artist. She managed to get more personality out of an eight by sixteen pixel figure than anyone ever had before. Although she had created and was working on a game ("Mystic Castle, " later renamed "Thunder Castle") she was soon spending most of her time helping the other programmers, designing graphics and animations for their games. Programmer Dave Warhol was assigned to help her finish Thunder Castle, starting a working relationship that lasted 30 years After Mattel, Dave hired Connie to create the graphics for most of the Intellivision games he produced for INTV Corp., including Slap Shot Super Pro Hockey, Diner, Commando and Body Slam! Super Pro Wrestling! After Intellivision, she continued to work at Dave's company Realtime Associates on newer platforms. As game graphics got more realistic and more complex to create, she was heard to lament once, "I want my pixels back!", yearning for those simpler days of the eight by sixteen pixel characters.
* 4.1: Who is Daniel Bass?
Daniel Bass was a programmer for Loco-Motion, and ADnD: Tower of Doom.
Media Links:
- https://www.digitpress.com/library/interviews/interview_hal_finney_1.png
Source Links:
- https://www.digitpress.com/library/interviews/interview_daniel_bass.html
* 4.1: Who is Dave Chandler?
Dave Chandler is known as "Papa Intellivision", the visionary electrical engineer who created and led the development team for the original Intellivision hardware and expansions.
Source Links:
- https://papaintellivision.com/
* 4.1: Who is Dave Durran?
Dave Durran was a programmer for Fathom.
Source Links:
- https://dadgum.com/giantlist/
* 4.1: Who is Dave James?
Dave James is an artist responsible for many of the original Intellivision game graphics.
Source Links:
- https://www.digitpress.com/library/interviews/interview_david_rolfe.html
* 4.1: Who is Dave Rolfe?
Dave Rolfe was a programmer at APh responsible for the Intellivision operating system "EXEC" and coded Las Vegas Poker n Blackjack, Major League Baseball, Checkers, and Beamrider.
* 4.1: Who is Dave Warhol?
Dave Warhol was a programmer for Thunder Castle, and Mind Strike.
In the Intv Corp. years, he was the producer for all of the games released.
Source Links:
- https://dadgum.com/giantlist/
* 4.1: Who is David Harley?
Dave Harley is one of the masterminds that helped ignite Intellivision homebrew/independent game development from 2004 to today. With Intelligentvision, Intellivision Revolution, and others, he wrote or contributed to games like Stonix, Minehunter, Scarfinger, and many others.
Source Links:
- https://intellivisionrevolution.com/entries/intellivision-miscellaneous/interview-david-harley-of-intelligentvision
* 4.1: Who is decle?
No one knows the true identity of the extremely talented person called "decle" on Atari Age forums. Decle has reverse-engineered Intellivision technology like TV POWWW and PlayCable and Keyboard Component tech that would otherwise be lost to time.
* 4.1: Who is Dennis Clark?
Dennis Clark was a rogrammer for Bump n Jump (with Joe Jacobs).
Source Links:
- https://dadgum.com/giantlist/
* 4.1: Who is Don Daglow?
Don Daglow was a programmer for Utopia, is veteran of companies as diverse as Mattel Electronics (where he worked on the Intellivision), Electronic Arts (where he worked as one of its first producers) and Broderbund (where he ran its entertainment software
He programmed Utopia, World Series Major League Baseball (with Eddie Dombrower).
Issue 215 (Jan-2021) of Retro Gamer Magazine has an interview where Don gives details on the making of Utopia, his iconic game.
Media Links:
- https://atariage.com/forums/uploads/monthly_2021_01/125E0D71-E4FC-49EE-9AD1-5A2C730385AA.jpeg.3a1c7fec54e2d9b9f0f3b2b3b3351c78.jpeg
Source Links:
- https://www.gamesetwatch.com/2009/02/from_intellivision_to_today_ta.php
- https://pocketmags.com/us/retro-gamer-magazine/issue-215
* 4.1: Who is Douglas Fults?
Douglas Fults was a programmer for White Water!
* 4.1: Who is Eddie Dombrower?
Eddie Dombrower was a programmer for World Series Major League Baseball (with Don Daglow).
Source Links:
- https://dadgum.com/giantlist/
* 4.1: Who is Eric Wells?
Eric Wells was the sound developer for Pac-Man.
* 4.1: Who is Frank Evans?
Frank Evans was a programmer for Sharp Shot.
Source Links:
- https://dadgum.com/giantlist/
* 4.1: Who is Frank Johnson?
Frank Johnson programmed Donkey Kong, Carnival, Mouse Trap, Zaxxon, Star Wars, Tutankham, Donkey Kong Jr, Qbert, Popeye, and Super Cobra while working for Roklan. Until Sepember 2023, it was unknown why the codebases of these games was so similar, but now it appears it is because Frank did the work.
It would have been interesting to learn why Donkey Kong was created as it was, as the generally most-hated game in the original catalog, while the other games are so well regarded. It may be due to time, he produced 10 games in approximately 18 months, alotting time to reverse-engineering and creating a toolchain and all of the "developer overhead" beyond programming and testing each title.
Source Links:
- https://youtu.be/NpeMKGMTmt8
* 4.1: Who is Freewheel?
Freewheel is a leading Intellivision independent developer, creating Desert Bus, Goatnom, and FW Diagnostics.
Media Links:
- https://content.invisioncic.com/r322239/profile/photo-thumb-39446.png
Source Links:
- https://pub.intvprime.com/ba4ef/ie/Software/Freewheel/about.txt
- https://pub.intvprime.com/ba4ef/ie/Software/Freewheel/desertbus_release.zip
- https://pub.intvprime.com/ba4ef/ie/Software/Freewheel/fwdiagnostics_release.zip
- https://pub.intvprime.com/ba4ef/ie/Software/Freewheel/goatnom_release.zip
- https://pub.intvprime.com/ba4ef/ie/Software/Freewheel/ping.zip
- https://pub.intvprime.com/ba4ef/ie/Software/Freewheel/tv_check.zip
* 4.1: Who is Gary Kato?
Gary Kato was a programmer for Demon Attack.
Source Links:
- https://web.archive.org/web/20210428214707/www.classic-consoles-center.at/interviews/interview-with-gary-kato
* 4.1: Who is Gary Moskovitz?
Gary Moskovitz was the former marketing director for Mattel Electronics hardware and was responsible for several new directions related to Teletext and PlayCable. He also, while often trapped on the 405 in bad traffic, came up with names for several games like Jetsons Way with Words and Mr. BASIC Meets Bits and Bytes.
Media Links:
- https://traffic.libsyn.com/secure/intellivisionaries/The_Intellivisionaries_-_Episode_40_Dec_2020.mp3?time=00:09:52
* 4.1: Who is Gavin Claypool?
Gavin Claypool was a programmer for Tennis.
Source Links:
- https://dadgum.com/giantlist/
* 4.1: Who is Gene Smith?
Gene Smith was tahe programmer for Bomb Squad (with Shatao Lin).
* 4.1: Who is George Plimpton?
George Plimpton (1927-2003), a famous sports writer/personality was hired to advertise Intellivision on television. Side by side comparisons of Atari sports games were made, with enough energy that a new generation came to know him as "Mr. Intellivision". Atari versus Mattel became just as common as Coke versus Pepsi, and Plimpton led the first real game platform rivalry in the industry. Mattel became famous for their Sports conversions.
By 1982, George Plimpton was featuring Space games in his commercials. No doubt these commercials ate into profits quite substantially. During 1982, Mattel spent in excess of $50 million so that Mr. Plimpton could lampoon the "unrealistic" features of the Atari 2600.However, on a positive note, Intellivision became a household word in the early 1980's.
Media Links:
- https:///www.youtube.com/watch?v=a6LNjMoPAps
- https://www.youtube.com/watch?v=6eFHzsiF76s
Source Links:
- https://www.oldschoolgamermagazine.com/the-curious-case-of-george-plimpton-in-the-video-game-world/
- https://history.blueskyrangers.com
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/De-Re-Intellivision-pt1.txt
- https://wearethemutants.com/2017/05/18/george-plimpton-advertisements-for-intellivision-1980-1983/
* 4.1: Who is Glenn Case?
Glenn is a top-tier game retro game player.
He was most recently seen playing live in the November-2020 edition of the Intellivision Virtual Expo Game Room.
Source Links:
- https://www.intvprime.com/intellivision-virtual-expo-game-room/
* 4.1: Who is Glenn Hightower?
Glenn Hightower created APh to fit the game design from Richard Chan's research. Without Hightower and Chandler, there would be no Intellivision. Their research pointed them to the General Instruments Gimini 6900 prototype, built from mostly off-the-shelf chips. Mr. Hightower was very unimpressed with titles, even having one business card labeled "Bottlewasher".
Source Links:
- https://spatula-city.org/~im14u2c/intv/jzintv-1.0-beta3/doc/De_Re_Intellivision/dri_1.txt
* 4.1: Who is Greg Favor?
Greg Favor was a programmer for Reversi.
* 4.1: Who is Hal Finney?
Hal Finney was a programmer for Space Battle, Star Strike (with Brett Stutz), Conversational French, and Jack LaLanne Physical Conditioning as an employee of APh, which took CalTech graduates and paid them very little to create million dollars of revenue content.
Media Links:
- https://www.digitpress.com/library/interviews/interview_hal_finney_1.png
Source Links:
- https://www.digitpress.com/library/interviews/interview_hal_finney.html
- https://www.ataricompendium.com/archives/interviews/hal_finney/interview_hal_finney.html
* 4.1: Who is James Pujals?
James, also known as "DZ-Jay" (as in parachute drop-zone), created the legenday game "Christmas Carol vs the Ghost of Christmas Presents", a maze style game that makes total use of the Intellivision hardware and software in a fun, pac-maze style of game with high replay value. In 2020, he released a children's book about the protagonist of the game, Carol Greenleaf, in her quest to help Santa save Christmas. He is working a project that will improve IntyBASIC music with Arnauld Chevalier's assembly routines. He recently converted and embedded Christmas Carol into a true stand-up arcade machine in an arcade.
Media Links:
- https://www.youtube.com/watch?v=otfmEIrnaSk
- https://www.youtube.com/watch?v=tDfSzH5aR1k
- https://www.dailymotion.com/video/xvhev2
- https://www.youtube.com/watch?v=dnYxY29YEuQ
Source Links:
- https://www.carolvsghost.com/book/index.html?v=1.0.0
* 4.1: Who is Jeff Rochlis?
Jeff Rochlis was the marketing director who reviewed all dev efforts in 1983.
Media Links:
- https://youtu.be/t3mMw6qJwoI
Source Links:
- https://atariage.com/forums/topic/325716-prototype-of-las-vegas-roulette-slots-discovered/
* 4.1: Who is Jennell Jaquays?
Jennell Jaquays was the head of game design at Coleco during the 1980s. She claimed in 2023 that Coleco did not intentionally make bad Coleco ports for the Intellivision.
Source Links:
- https://youtu.be/s7tEdUgHE8Y
- https://youtu.be/pDVrk7XvZuk
* 4.1: Who is Jerrol Richardson?
As an on-staff employee at Mattel Toys, Jerr Richardson created the distinctive box art brand/style with oil paint for games released by Mattel and APh through approximately 1983. His art also covered Barbie and other child toys throughout the 1970s. Little more is known about Jerr other than he was born in 1928 and died in 1991.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-04/Las-Vegas-Poker-n-Blackjack-box.jpg
Source Links:
- https://web.archive.org/web/20211020151651/www.boxequalsart.com/jerrolrichardsonartistpage.html
* 4.1: Who is Ji-Wen Tsao?
Ji-Wen Tsao was a programmer for Shark! Shark!
Source Links:
- https://intellivisionaries.com/episode-36-shark-shark/
* 4.1: Who is Joe Jacobs?
Joe Jacobs was a programmer for Bump n Jump (with Dennis Clark).
* 4.1: Who is Joe King?
Joe King was a programmer for Hover Force.
Media Links:
- https://youtu.be/t3mMw6qJwoI
Source Links:
- https://atariage.com/forums/topic/325716-prototype-of-las-vegas-roulette-slots-discovered/
* 4.1: Who is Joe Santulli?
Digital Press (DP) co-founder Joe Santulli has been playing video games since the original retail version of Ralph Baer's Odyssey appeared under his Christmas tree in the early 70's. Since that time he's been hopelessly addicted. He claims to own just about every system - domestic and import - that there is, and well over 10,000 unique games. Time NOT spent playing video games is dedicated to writing about playing video games. When he's not doing that, he's thinking about writing about video games.
Joe is also the director of the National Video Game Museum (403c) in Frisco, TX with partners of the Classic Gaming Expo in 2011.
Source Links:
- https://www.digitpress.com/staff.htm
- https://www.linkedin.com/in/digitalpress/
* 4.1: Who is Joe Zbiciak?
Joe Z. is the modern "godfather" of the classic Intellivison console, with numerous innovations on the platform that push the hardware and programming to the maximum limits. He can be found online in forums with the name "Intv Nut".
Developer of the AS-1600 cross assembler used by every Intellivision programmer since 2010 (earlier?).
-- AS1600 forms the base for assembly-centric environments like P-Machinery as well as the final compiler for IntyBASIC.
Creator of the top-tier hardware board design used by homebrew and independent devlelopers: JLP. The JLP platform optimizes ROM swapping for massive amount of ROM storage space, game saving, fast math routines, and other features.
Major contributor to reverse-engineering Intelliviion hardware, including the Master Component, Keyboard Component, Intellivoice, ECS, and PlayCable.
Developer of 4-Tris.
Developer of Space Patrol.
Developer of back-end libraries and routines for Christmas Carol vs Ghost of Christmas Presents.
Developer of Intellivoice libraries and foundation tech for speech in many modern games like Steamroller, Hover Bovver, and The Minstrel's Legend.
Owner of Left Turn Only, distributors of his LTO Flash cartridge (that he created based on his JLP design).
and much much more.
Media Links:
- https://youtu.be/6E8YZV2fneQ?t=20
- https://ltoflash.leftturnonly.info/images/lfb320.png
- https://i.servimg.com/u/f62/18/35/91/80/710.jpg
Source Links:
- https://www.linkedin.com/in/joe-zbiciak-65518221/
- https://spatula-city.org/~im14u2c/
- https://web.archive.org/web/20200207053938/www.gooddealgames.com/interviews/int_zbiciak.html
- https://web.archive.org/web/20220213172516/www.intellivisionrevolution.com/entries/intellivision-homebrew-games/space-patrol-production-photos
* 4.1: Who is Joey Silvian?
Joey Silvian was a voice developer for Bomb Squad.
* 4.1: Who is John Brooks?
John Brooks was a programmer for Vegas Roulette, Space Armada (with Chris Hawley), and the prototype Vegas II (with Walter Bright).
Media Links:
- https://youtu.be/t3mMw6qJwoI
Source Links:
- https://atariage.com/forums/topic/325716-prototype-of-las-vegas-roulette-slots-discovered/
* 4.1: Who is John Sohl?
John Sohl was a programmer for Astrosmash, and B-17 Bomber.
Media Links:
- https://youtu.be/t3mMw6qJwoI
Source Links:
- https://atariage.com/forums/topic/325716-prototype-of-las-vegas-roulette-slots-discovered/
* 4.1: Who is John Tomlinson?
John Tomlinson was the programmer for Mission-X.
* 4.1: Who is Julian Chappell?
Julian Chappell was a programmer for Beamrider.
Source Links:
- https://dadgum.com/giantlist/
* 4.1: Who is Julie Hoshizaki?
Julie Hoshizaki was a programmer for Lock n Chase, and Thin Ice.
* 4.1: Who is Karen Nugent?
Karen Nugent was the graphic artist for Burgertime and Mystic Castle.
Media Links:
- https://youtu.be/t3mMw6qJwoI
Source Links:
- https://atariage.com/forums/topic/325716-prototype-of-las-vegas-roulette-slots-discovered/
* 4.1: Who is Keith Robinson?
Many will recognize Robinson as one of those of saved the Intellivision brand during the '90s, when he obtained the rights to the console and its games with fellow programmer Stephen Roney. His long-running affiliation with the retro console began in 1981, when Mattel Electronics brought in Robinson to program and design a number of Intellivision titles, including TRON Solar Sailer. He shifted to developer management until Mattel closed its doors, and after INTV Corp ceased to support the Intellivisoin in the 1990s, Robinson bought the original IP and began to introduce the console/platform to new generations of players.
Robinson made headway with the idea that keeping graphics and gameplay simple and pick-up-and-play fun would resonate with people in an era when most game publishers focused on 3D "eye candy graphics".Intellivision Lives, Intellipacks, ROM preservation, and ports emulation to modern consoles/devices are all the legacy of Keith Robinson. He curated the Intellivision brand of fun and preserved it before the concept of "game preservation" became popular.
Keith Robinson
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Publishers-and-People/Mattel/Keith-Robinson-at-Desk.jpg
- https://pub.intvprime.com/ba4ef/ie/Publishers-and-People/Mattel/Keith-Robinson-Composite.jpg
- https://pub.intvprime.com/ba4ef/ie/Publishers-and-People/Mattel/Keith-Robinson-Memoriam1.gif
- https://pub.intvprime.com/ba4ef/ie/Publishers-and-People/Mattel/Keith-Robinson-Thank-You-Cartridges.jpg
- https://pub.intvprime.com/ba4ef/ie/Publishers-and-People/Mattel/Keith-Robinson-Thank-You-Inty1.JPG
- https://pub.intvprime.com/ba4ef/ie/Publishers-and-People/Mattel/Keith-Robinson-Twin-Galaxies-Intellivision-Trading-Cards.jpg
- https://pub.intvprime.com/ba4ef/ie/Publishers-and-People/Mattel/Keith-Robinson-Wall.JPG
- https://pub.intvprime.com/ba4ef/ie/Publishers-and-People/Mattel/Keith-Robinson-with-Games.jpg
- https://pub.intvprime.com/ba4ef/ie/Publishers-and-People/Mattel/Keith-Robinson.jpg
- https://youtu.be/wJJT1ZI6yl4
- https://pub.intvprime.com/ba4ef/ie/Intellivision-Media/Events/CGE-2004-Intellivision-Productions-Panel.mp3
Source Links:
- https://www.gamedeveloper.com/console/obituary-intellivision-productions-president-keith-robinson
- https://web.archive.org/web/20211020155242/retronauts.com/article/398/developer-historian-and-all-around-blue-sky-ranger-keith-robinson-has-died-at-61
* 4.1: Who is Ken Smith?
Ken Smith was a programmer for NHL Hockey, NBA Basketball, Sea Battle, and NFL Football (with Kevin Miller).
Source Links:
- https://intellivisionaries.com/episode-8-sea-battle/
* 4.1: Who is Kevin Miller?
Kevin Miller was the programmer for APBA Backgammon, NFL Football (with Ken Smith), and NASL Soccer.
* 4.1: Who is Kimo Yap?
Kimo Yap was a programmer for Math Fun, Word Fun, Learning Fun I, and Learning Fun II.
Source Links:
- https://intellivisionaries.com/episode-17-math-word-and-learning-fun/
* 4.1: Who is Larry Zwick?
Larry was the programmer for Auto Racing, while employed at APh.
* 4.1: Who is Mack Morris?
Mack Morris was the president of Mattel Electronics in 1983, at the time responsible for terminating the Intellivision IV project plus all hardware efforts, and moving the company to software-only.
* 4.1: Who is Manuel Rodriguez?
Manuel Rodriguez was the winner of the Astrosmash Shootoff competition in Houston, TX in 1982.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/Astrosmash-Shootoff-Winner-Mail.jpg
Source Links:
- https://history.blueskyrangers.com
* 4.1: Who is Mark Kennedy?
Mark Kennedy was a programmer for Kool-Aid Man (with Vladimir Hrycenko), Scooby-Do's Maze Chase, Centipede, and Dig Dug.
* 4.1: Who is Mark Thompson?
Mark creates non-game media like new overlays and new manuals. His overlay making techniques were licensed by Intellivision Productions, because his manufacturing technique is the closest to the original Mattel method.
Source Links:
- https://markthompson.us/intellivision/
- https://intvfunhouse.com/overlays/custom/psycho_stormtrooper/
* 4.1: Who is Mark Urbaniec?
Mark Urbaniec was the programmer for Vectron.
* 4.1: Who is Marvin Mednick?
Marvin Mednick was a programmer for Safecracker.
* 4.1: Who is Michael Breen?
Michael Breen was a programmer for Buzz Bombers.
Source Links:
- https://dadgum.com/giantlist/
* 4.1: Who is Michael Hayes?
Michael is a leading independent Intellivision developer.
President of Midnight Blue International, an Intellivision game development operation.
Developer of 21st Century games: SameGame n Robots, Blix, FUBAR, Blix n Chocolate Mine, Hunt the Wumpus, X-Ray n Dilligas, and Little Man Computer for Tutorvision.
Creator fo the Bump n Jump Level Editor tool.
Creator of the Intellivision Portable Development Environment.
Media Links:
- https://www.youtube.com/watch?v=i7HPLb1B2u4
- https://youtu.be/Sjoc2RW4-y0
- https://www.youtube.com/watch?v=Bp_J8NMnFJc
- https://nchor.fm/nsc/episodes/RetroGameCon2019-e8je7q?timeMark=17.25&utm_source=www.intvprime.com
Source Links:
- https://www.reddit.com/user/IntyLab/
- https://www.midnightblueinternational.com/intellivision.php
- https://www.instagram.com/intylab/
- https://www.spatula-city.mine.nu/~intvlib/
- https://github.com/IntyLab
- https://intellivisionrevolution.com/interview-michael-hayes
* 4.1: Who is Mike Minkoff?
Mike Minkoff was a programmer for PBA Bowling (with Rick Leving), and Snafu.
* 4.1: Who is Mike Winans?
Mike Winans was a programmer for Lock n Chase (with Julie Hoshizaki), and Pac-Man.
* 4.1: Who is Oscar Toledo G.?
Óscar created the IntyBASIC language and compiler, used by developers of all levels making new games for the Intellivision. He has also written two books on IntyBASIC programming, and several games (including the Sydney Hunter series and Princess Quest).
Oscar has won awards for the tiniest chess programs ever written (x5 IOCCC winner), and DOS boot sector games.
He also has one of the larges Spanish-language, Mexican national variants of Intellivision games and collects printed media.
Source Links:
- https://nanochess.org
- https://github.com/nanochess
- https://www.lulu.com/en/us/shop/oscar-toledo-gutierrez/advanced-game-programming-for-intellivision/paperback/product-q8gzjn.html
- https://www.chessprogramming.org/%C3%93scar_Toledo_Guti%C3%A9rrez
- https://web.archive.org/web/20210412010423/www.homebrewlegends.com/hbl-interviews-oscar-toledo-g/
- https://nanochess.org/intellivision_mexican_games.html
* 4.1: Who is Papa Pete?
Papa Pete "the old ass gamer" produces a regular video show, exploring original 125 and current Intellivision games. Pete also broadcasts live events for special releases like Beachead during the 2022 Intellivision PRGE Streaming event.
Source Links:
- https://www.youtube.com/c/PapaPete
* 4.1: Who is Patrick Aubry?
Patrick Aubry was a programmer for Spina the Bee ("Maya l'Abeille" in France and "La Abeja Maya" in Latin America), co-founding Nice Ideas at the end of the Intellivision's heyday in France.
Media Links:
- https://www.youtube.com/watch?v=64u5i2FjMKI
Source Links:
- https://www.gamotek.fr/collectionneurs/patrick-aubry/
* 4.1: Who is Patrick Jost?
Patrick Jost was a programmer for Space Spartans, previously working for Pacific Telephone.
Source Links:
- https://www.digitpress.com/library/interviews/interview_patrick_jost.html
* 4.1: Who is Patrick Ransil?
Patrick Ransil was a programmer for Atlantis and Dragonfire.
* 4.1: Who is Patrick Schmitz?
Patrick Schmitz was a programmer for Ice Trek.
* 4.1: Who is Paul Crowley?
Paul Crowley wrote Frogger while working for Roklan.
Source Links:
- https://www.digitpress.com/library/interviews/interview_patrick_jost.html
* 4.1: Who is Paul Nurminen?
Paul is the creator and lead of The Intellivisionaries Podcast. This podcast showcases extremely deep dives into knowledge and details and play of each Intellivision game in the classic catalog (30+ and counting), including original programmer interviews. Each episode is extremely long and extremely well produced. As someone who had a relationship with Keith Robinson, his insight into what makes the games fun is top-notch. He reportedly can even beat Tommy Tallarico in Intellivision Hockey!
Source Links:
- https://intellivisionaries.com/
* 4.1: Who is Peter Farson?
Peter Farson was a programmer for Defender.
* 4.1: Who is Peter Kaminski?
Peter Kaminski was a programmer for Frog Bog (with Tom Soulanille), Frogger (with Tom Soulanille), and later for Activision to develop River Raid.
Source Links:
- https://www.digitpress.com/library/interviews/interview_patrick_jost.html
* 4.1: Who is Phil McLaughlin?
Phil McLaughlin was an engineer at General Instruments (GI) that developed the SP0256 chip in the Intellivoice module.
Source Links:
- https://web.archive.org/web/20200513055234/https://thegeekiverse.com/interview-stephen-maine-early-video-game-pioneer-creator-intellivision-graphics/
- https://patents.google.com/patent/EP0051462A3/en
* 4.1: Who is Ray Kaestner?
Ray Kaestner was a programmer of Burgertime, Masters of the Universe (with Rick Koenig), Diner, Super Pro Hockey, and Super Pro Football., previously working on Mattel's original handheld games (Computer Gin, World Champ Football, Computer Chess).
Source Links:
- https://www.digitpress.com/library/interviews/interview_ray_kaestner.html
* 4.1: Who is Rich O'Keefe?
Rich O'Keefe was a programmer for Triple Action, and Royal Dealer.
* 4.1: Who is Richard Chang?
Richard Chang was the head of Mattel Toys Design and Development Department. He was intrigued by the possibility of having Mattel produce video games in 1975. He hired Glenn Hightower to define the system that would later become the Mattel Intellivision.
Source Links:
- https://forums.atariage.com/topic/316565-intellivision-history/#comment-5207816
* 4.1: Who is Rick Koenig?
Rick Koenig was the programmer for Motocross (with Rick Levine), and Power of He-Man (with Ray Kaestner).
* 4.1: Who is Rick Levine?
Rick Levine was the programmer for Microsurgeon, Motocross (with Rick Koenig), Truckin', PBA Bowling (with Mike Minkoff), and Mattel Handheld Bowling.
Media Links:
- https://www.digitpress.com/library/interviews/interview_rick_levine_7.png
Source Links:
- https://intellivisionaries.com/episode-3-microsurgeon-interviews-and-more/
* 4.1: Who is Rick Reynolds?
Rick is the co-host of The Intellivisionaries Podcast, along with Paul Nurminen. Rick goes deep on gameplay and quality analysis of the games he covers in the podcast (including his favorite, "Sharp Shot").
Rick also plays for the Extra Life organization each year in a charity pledge, and of course Intellivision games make his circuit!
* 4.1: Who is Russ Haft?
Russ Haft was a programmer for Tron Maze-a-Tron.
* 4.1: Who is Russ Lieblich?
Russ Lieblich was the sound developer for Bomb Squad.
* 4.1: Who is Ryan Winslow?
Ryan is known as "Winslator" and holds multiple Intellivision game high scores on Twin Galaxies. He played live during the 2020 Intellivision Virtual Expo.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Publishers-and-People/Ryans-Winslow-Winslator.png
Source Links:
- https://www.intvprime.com/intellivision-virtual-expo-game-room/
- https://www.youtube.com/user/TheWinslinator
* 4.1: Who is Scott Bishop?
Scott Bishop was a programmer for PGA Golf.
Source Links:
- https://dadgum.com/giantlist/
* 4.1: Who is Scott Reynolds?
Scott Reynolds was the programmer for US Ski Team Skiing.
* 4.1: Who is Shatao Lin?
Shatao Lin was the programmer for Bomb Squad (with Gene Smith).
* 4.1: Who is Stav Prodromou?
Stavro Evangelo "Stav" Prodromou was Mattel Electronics Senior Vice President of Worldwide Operations, with responsibility for Research & Development, Software Development, Manufacturing and Field Service. During his tenure, the company developed the Intellivision II and numerous game cartridges
Source Links:
- https://www.hellenicaworld.com/Greece/Person/en/StavProdromou.html
* 4.1: Who is Stephen Maine?
Stephen Maine invented the STIC at General Instruments, creating the base of all Intellivision graphics.
Source Links:
- https://web.archive.org/web/20200513055234/thegeekiverse.com/interview-stephen-maine-early-video-game-pioneer-creator-intellivision-graphics/
* 4.1: Who is Stephen Montero?
Stephen Montero was the programmer for Night Stalker.
* 4.1: Who is Stephen Wiley?
Stephen Wiley was a programmer for Blockade Runner, and Sewer Sam. Stephen was also the owner/founder of Interphase.
* 4.1: Who is Steve Burstein?
Steve Burstein developed the AY-3-8914 chip, used as the Programmable Sound Generator (PSG) on the Intellivision. Using this chip was a fallback as Steve and GI initially worked on a combination music and speech chip, but was not complete in time for Mattel Electronics to launch a console. GI was not good at patenting their work, and the chip was copied around the world, with clone implementations coming from Yamaha and many others.
Media Links:
- https://www.digitpress.com/library/interviews/interview_steve_defrisco_1.png
Source Links:
- https://web.archive.org/web/20200513055234/thegeekiverse.com/interview-stephen-maine-early-video-game-pioneer-creator-intellivision-graphics/
* 4.1: Who is Steve Craft?
Steve Craft supplies, through Intv Prime, music in IntyBASIC format for use in new games. He is also known to help Intv Prime with other special projects, as assigned. In addition, he is a member of the Junior Reynolds Research Department at the Intellivisionaries WHQ.
Media Links:
- https://www.digitpress.com/library/interviews/interview_steve_defrisco_1.png
Source Links:
- https://forums.atariage.com/search/?&q=%22intybasic%20rough%20song%22&type=forums_topic&quick=1&nodes=144&search_and_or=and&sortby=relevancy
* 4.1: Who is Steve DiFrisco?
Steve DiFrisco was a programmer for Tropical Trouble and Wing War.
Media Links:
- https://www.digitpress.com/library/interviews/interview_steve_defrisco_1.png
Source Links:
- https://www.digitpress.com/library/interviews/interview_steve_defrisco.html
* 4.1: Who is Steve Ettinger?
Steve Ettinger was a programmer for Hover Force.
Source Links:
- https://dadgum.com/giantlist/
* 4.1: Who is Steve Roney?
Steve Roney was the programmer for Space Spartans, B-17 Bomber, and also Aquarius titles.
Source Links:
- https://dadgum.com/giantlist/
* 4.1: Who is Steve Sents?
Steve Sents was the programmer for Tron Deadly Discs.
* 4.1: Who is Terry Valeski?
Terry Valeski was the head of Marketing at Mattel Electronics in 1983.
By summer 1983, Mattel had laid off all employees involved in hardware development and then programmers, so by 1984 the Intellivision division was "gone". Valeski and a group of investors bought all the remaining stock and the rights to all the Intellivision product line. Known as Intellivision Incorporated, they began to sell off the remaining stock of Intellivision games, and to sell games which had been ready for release right before Mattel Electronics demise and sold the catalog through the INTV Corporation.
Source Links:
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/De-Re-Intellivision-pt1.txt
* 4.1: Who is Tom Loughry?
Tom Loughry was the programmer for Boxing, Sub Hunt, Advanced Dungeons n Dragons, Treasure of Tarmin, Dreadnaught Factor, and Worm Whomper. He was not the programmer for Boxing, Sub Hunt, or Advanced Dungeons n Dragons. Note the contradiction: In The Intellivisionaries podcast, Tom mentioned that college summer interns were responsible for the actual game creation, and he finished them when the students returned to school.
Source Links:
- https://intellivisionaries.com/episode-6-the-dreadnaught-factor/
* 4.1: Who is Tom Mariner?
Tom Mariner worked for General Instruments and developed the prototype STIC (originally called TIC) and initial programming to present to Mattel what would become the Intellivision, at CES.
Media Links:
- https://www.innovateli.com/wp-content/uploads/2021/06/Tom-Mariner-4.jpg
Source Links:
- https://www.innovateli.com/when-videogame-history-called-player-one-was-ready/
* 4.1: Who is Tom Soulanille?
Tom Soulanille was a programmer for Frog Bog (with Peter Kaminski) and Frogger (with Tom Kaminski).
* 4.1: Who is Tommy Tallarico?
Tommy Tallarico is an American musician, video game music composer, host/producer of Video Games Live, and founder of Intellivision Entertainment, the IP holder for all classic Intellivision content and the Amico console.
Rumors abound that he is the best Intellivision NHL Hockey game player on 3 continents.
Source Links:
- https://intellivision.com/our-team
- https://en.m.wikipedia.org/wiki/Tommy_Tallarico
* 4.1: Who is Vladimir Hrycenko?
Vladimir Hrycenko was a programmer for Kool-Aid Man (with Mark Kennedy).
* 4.1: Who is Walter Bright?
Walter Bright was a APh employee that programmed the prototype Vegas II.
Media Links:
- https://youtu.be/t3mMw6qJwoI
Source Links:
- https://atariage.com/forums/topic/325716-prototype-of-las-vegas-roulette-slots-discovered/
* 4.1: Who is Walter Ives?
Walter Ives is someone who knows a lot about the early days of Intellivision. Not much more is known about him yet! :)
* 4.1: Who is Wendel Brown?
Wendel Brown was a programmer for Beauty n the Beast, and Nova Blast.
Source Links:
- https://dadgum.com/giantlist/
* 4.1: Who is William Moeller?
William Moeller is a pioneer in Intellivision revival starting in the late 1990s with supporting reverse-engeering the hardware for emulation, then publishing true commercially-partnered games like Boulderdash with First Star.
Media Links:
- https://youtu.be/t3mMw6qJwoI
Source Links:
- https://www.wizwords.net/intellivision-extra-interview-with-elektronite
* 4.1: Who is William Olds?
William Olds was an original host of The Intellivisionaries Podcast.
Media Links:
- https://youtu.be/t3mMw6qJwoI
Source Links:
- https://atariage.com/forums/topic/325716-prototype-of-las-vegas-roulette-slots-discovered/
* 4.1: Who is 1hatman?
Steve Jones (1hatman on Atari Age forums) makes cardboard boxes with some great techniques. His work rivals and surpasses original boxes in several ways!
Official
Super Pro Baseball by IntelligentVision - Steve Jones Box Company
Mystic Castle by IntelligentVision (also overlays)
Lock 'N' Chase 8K by Naborhood Games
Fight For The Cup 2017: NHL All-Star Super Pro Hockey by IntelligentVision
Slap Shot Super Pro Hockey by Blue Sky Rangers, reissue of original Intellivision content
Unofficial/Renegage
Piggy Bank by Blah Blah Woof Woof
Blix by Good Deal Games
Deadly Dogs by INTV Corp
* 4.1: Who is the Intellivision mascot?
Intellivision Productions, under Keith Robinson, made "The Running Man" an official mascot in the early 2000s.
There were other personality tie-ins during the 1980s, but Mattel Electronics never tied the console to a dedicated personality.
Fun characters:
Sewer Sam
Kool Aid Man
Lupin
Voochko the Wolf
Peter Pepper
Tron
Source Links:
- https://dadgum.com/giantlist/
* 4.1: Who managed operations Mattel Electronics?
Heather Edison, Sandy Shrader, and Marilyn Mehren were project administrators. Dave Rolf, Dean Inada, Hal Finney, and Tom Soulanille created development software.
Media Links:
- https://youtu.be/t3mMw6qJwoI
* 4.2: Who is APh Technological Consulting?
APh Technological Consulting was an engineering firm based in Pasadena, California. It was formed in 1974 as a limited partnership by two California Institute of Technology (Caltech) students, Glenn Hightower and John Denker. APh is an abbreviation for "applied physics". In 1976, APh was hired by Mattel to help design the Intellivision system. They also developed the operating system and the first games. College students wrote the code for the early games, and received very low pay, not equivalent to the hundreds of thousands of games that were sold.
Several members of APh left in 1982 and started Cheshire Engineering after a dispute over profits from developing Mattel's "M Network" line of Atari 2600 games.
Source Links:
- https://gdri.smspower.org/wiki/index.php/APh_Technological_Consulting
* 4.2: Who are the Blue Sky Rangers?
In 1979, Mattel Electronics decided that programmers should not get credit for their work, or be mentioned in documentation; the idea was secrecy would maximize profits and keep future competitors from trying to hire them away. TV Guide magazine produced an article calling these anonymous people "Blue Sky Rangers" based on their staff sessions called "Blue Sky Meetings", and the dev group decided to just keep the name afterwards.
The BSR List
Bill Fisher
Connie Goldman
David Akers
David Stifel
Dave Warhol
Don Daglow
Eddie Dumbrower
Eric Del Sesto
Ji-Wen Tsao
Joe Ferreira King
Juli Hoshizaki
Karen Nugent
Karen Tanouye
Keith Robinson
Mark Urbaniec
Michael Breen
Mike Minkoff
Pat Dulong
Ray Kaestner
Rick Levine
Ronald Surratt
Steve Ettinger
Steve Roney
Steve Tatsumi
Tom Priestley
Traci Roux
In a time when few women were in the technology development, and fewer were in the game programming/creation space, and even fewer were given credit, the Blue Sky Rangers were a very elite group.
Source Links:
- https://en.wikipedia.org/wiki/Blue_Sky_Rangers#:~:text=The%20Blue%20Sky%20Rangers%20is,outside%20firm%2C%20APh%20Technological%20Consulting.
- https://web.archive.org/web/20130514001153/www.intellivisionlives.com/bluesky/people/tvguide.html
* 4.2: Did Mattel ever give programmers credit?
By 1983, headhunters had learned the identities of every formerly-anonymous Blue Sky Ranger (often bribing employees hundreds of dollars for copies of internal phone lists). Sure that everyone knew their identities but the public, and rankled by Activision's publicizing of their designers, the Blue Sky Rangers started pushing for names on cartridges.
VP Gabriel Baum later sent a memo "The names of our key personnel are available to any investigative headhunter and I believe that we are more likely to retain employees than to lose them by publicly recognizing their connection with a cartridge. I also believe that our Marketing group could use programmer/designer recognition to their advantage."
On May 27, Mattel Electronics announced credits would appear on future game packages.
Source Links:
- https://intellivisionbrasil.com.br/en_Menu-Soft-Oficiais.html
* Section 5.0: Marketing
Organizations, activities, and items that communicate the Intellivision's fun factor.
5.1 Clubs
5.2 Advertising
5.3 Swag and Tchotchke
5.4 Personal Displays
* 5.1: What was the Imagic Numb Thumb Club?
Numb Thumb Club was a fun club and social organization from Imagic that published a short-lived newsletter, ran high scoring contests, and bestowed posters and patches to loyal gamers.
Source Links:
- https://web.archive.org/web/20080503092102/www.numbthumbclub.com/
- https://youtu.be/czOxD1fAlz8
- https://www.facebook.com/groups/590523278600182/about/
* 5.1: What is the Intelliclub?
The Intellivision Enthusiasts Club began in 2021 as a way to access new 21st Century games in a managed way. Organized by Intellivision Revolution, it offers exclusive merchandise and game releases.
Source Links:
- https://intellivisionrevolution.com/intelliclub
* 5.2: Why did graphics in catalogs not match games?
In an effort to generate as much hype and drive console sales as possible, Mattel Electronics marketing released art mockups before some games were even designed. Dungeons & Dragons Cloudy Mountain ad mockups even changed multiple times from catalog to catalog before the game was released (not to mention the cartridge space expanded to 6k which changed how the game looked/played).
DnD Markup 1 DnD Markup 2
* 5.2: Were contests held using Dr. Pepper?
Dr. Pepper played a role in 1981 marketing by providing a chance to win an Astrosmash or Lock-n-Chase video game after opening a can.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Dr-Pepper-Contest-Cans-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Dr-Pepper-Contest-Cans-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Dr-Pepper-Contest-Cans-03.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Dr-Pepper-Contest-Cans-04.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Dr-Pepper-Lock-n-Chase-Competition-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Dr-Pepper-Lock-n-Chase-Competition-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Dr-Pepper-Lock-n-Chase-Competition-03.jpg
Source Links:
- https://www.therustybunch.com/phpBB3/download/file.php?id=185186&sid=8bd414a5d75747f650e5b0c44ccfd478&mode=view
* 5.2: What original promotional music can I hear about the Intellivision?
The ultimate fan song "My Intellivision" is out there, as well as some others that make use of heavy samples from the 1980s and synths. Once they play, you can't un-hear it. Enjoy!
Media Links:
- https://www.youtube.com/watch?v=UvRW-9mV63I
- https://youtu.be/wlwXBRLlUK8
* 5.2: What songs are included in Intellivision games?
| Game | Song |
|---------------------------|----------------------------------------|
| Loco Motion | Railroad Bill |
| Sub Hunt | Ride of the Valkryies |
| Horse Racing | William Tell Overture |
| Horse Racing | First Call |
| Electric Company Math Fun | Electric Company Theme |
| ABPA Backgammon | 1812 Overture |
| Masters of the Universe | Main Theme |
| Scooby Doo's Maze Chase | Toccata and Fugue in D Minor |
| Thunder Castle | Abdelazer Suite |
| Magic Carousel | Maple Leaf Rag |
| Rock n Bullwinkle | Adventures of Rocky n Bullwinkle Theme |
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/Family-Feud-Answer.jpg
Source Links:
- https://intellivisionaries.com/episode-39-distanced-intelligence/?time=01-23-04
- https://atariage.com/forums/topic/247087-non-original-music-in-intellivision-games/
* 5.2: What is the closest thing to the real thing?
"The Closest Thing to the Real Thing" was the lead campaign slogan from George Plimpton (see 4.1) in Intellivision commercials from the early 1980's. Comparing baseball and golf games on the Atari VCS/2600 made George's words ring true!
This was spoofed on 1982 "Not Necessarily the News" comedy show.
Source Links:
- https://ideainventioncompany.com/digital/a-video-game-console-which-coined-the-term-intelligent-television-the-intellivision/
- https://en.wikipedia.org/wiki/Intellivision#:~:text=One%20slogan%20calls%20Intellivision%20%22the,and%20a%20more%203D%20look.
- https://www.reddit.com/r/intellivision/comments/168stm5/intellivision_cameo_on_not_necessarily_the_news/
* 5.2: What kind of advertising did Mattel do for Intellivision?
In addition to named campaigns, various commercials were aired over the years.
Lock n Chase (George Plimpton, Henry Thomas). Matted hired one of the main actors of the movie ET after Atari had spent millions on marketing their game, and threatened to sue Mattel if the child's name was used.
Media Links:
- https://www.youtube.com/watch?v=VnVMHPNb6Fo&t=632s
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Lock-n-Chase-Henry-Thomas.mp4
* 5.2: Why were advertised games different from actual releases?
Mattel Electronics Marketing often made designs and games without consulting any programmers about what was being made. For example, APh made the games Advent and Minotaur (the development names for Cloudy Mountain and Tarmin) operating under Mattel's "Preliminary Design" umbrella; they were designed to match what the system could do in 6K/8K. When marketing saw them they thought they could increase their sales by attaching an AD&D license and so arranged for a shotgun marriage. And, to no one's surprise, many users of the day commented and even complained that the cartridges' play was nothing like that of AD&D.
Media Links:
- https://drive.google.com/drive/folders/1RZbq2vJ2h96KqF7GpvI-a6lTHYKbuHmB?fbclid=IwAR0rB-Kglhq1khznW7imR8eeGrpfSyXerrbK9xYJSSi88gWNNn7VRCgzSM4
Source Links:
- https://forums.atariage.com/topic/348497-intv-games-that-never-were/?do=findComment&comment=5245272
- https://web.archive.org/web/20181225125500/www.intellivisionlives.com/bluesky/people/tvguide.html
* 5.2: Was the Intellivision advertised in newspapers?
Mattel Electronics marketing department went through multiple newspaper campaigns over the classic console lifetime. See the media link for a large depot hosted by "Intellivision Dude" Google Drive.
Media Links:
- https://drive.google.com/drive/folders/1RZbq2vJ2h96KqF7GpvI-a6lTHYKbuHmB?fbclid=IwAR0rB-Kglhq1khznW7imR8eeGrpfSyXerrbK9xYJSSi88gWNNn7VRCgzSM4
* 5.2: How was print media advertising for the Intellivision?
Mattel Electronics fairly heavily marketed the console and entire "game machine today and computer tomorrow" paradigm.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/Ad-Keyboard-Component-Game-Teacher-Popular-Mechanics-1979-06.jpg
* 5.2: Were games rented to people in the UK?
Radio Rentals rented televisions and appliances via Thorn group (EMI records) and they rented out inty cartridges.
TVs cost a lot in the 70s and early 80s and had reliability problems, so most people rented them. Thorn were involved in the early KC development on the tape side.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/Ad%20Radio%20Rentals%20Corp%20Cartridge%20Rental.jpg
Source Links:
- https://atariage.com/forums/topic/157462-intellivision-purchases-and-deals/?do=findComment&comment=4561190
* 5.2: Was Intellivision advertised in comic books?
Mattel Electronics tried to reach the kid market in 1982/1983 with advertising for most action-packed games. Marvel Comics contained full-page cover ads for Tron Deadly Discs, Burgertime, Lock-n-Chase, AD&D, Super Cobra, Masters of the Universe, Kool Aid Man, Bump-n-Jump, and Treasure of Tarmin.
Source Links:
- https://atariage.com/forums/topic/321172-check-out-these-cool-mattel-intellivision-ads/
* 5.2: What Intellivision TV ads were shown?
Mattel Electronics pushed very few ads, compared to the competition. See media links.
Media Links:
- https://www.youtube.com/clip/UgkxlyW9BuibjYnogro1fvahRR6UYRbuq8ff
* 5.2: What Intellivision TV ads were shown by stores?
Sellers like the Hills chain and other advertised the Intellivision in the early days. Note how many refer to the games as "video tapes".
Media Links:
- https://www.youtube.com/watch?v=B3fRhg3tMU8
* 5.2: Was the Intellivision in the Sears Christmas Catalog?
Sears included the Intellivision in the catalog as the "Super Video Arcade", others like JC Penny sold Intellivision under the Mattel brand.
Media Links:
- https://scontent-iad3-1.xx.fbcdn.net/v/t39.30808-6/320719704_405670428386874_7783313397179085086_n.jpg?_nc_cat=102&ccb=1-7&_nc_sid=5cd70e&_nc_ohc=Zsr3RU27zywAX-IJn4u&tn=UcNW-lWIO62TUkwG&_nc_ht=scontent-iad3-1.xx&oh=00_AfAonRy2WY9gZ1i5F6gCHn5Je9E2CuJQv4_GrJ2Vli8vZw&oe=63CDBEE3
- https://scontent-iad3-1.xx.fbcdn.net/v/t39.30808-6/320578315_679375803781878_8924892908270900288_n.jpg?stp=cp6_dst-jpg&_nc_cat=106&ccb=1-7&_nc_sid=5cd70e&_nc_ohc=PnxnoVDmUz0AX8vzbbq&_nc_ht=scontent-iad3-1.xx&oh=00_AfCd8ZcJX0UTpG2Yyw0xTfnryfXoc03F3UL9D86uDtjIWg&oe=63CE0F05
* 5.2: What Mattel Electronics partners advertised?
Mickey Mantle endorsed the PlayCable (see section 2.6) in many video commercials. During the 1980s, an "influencer" had to be a celebrity, not anyone with a social media account and desire.
Media Links:
- https://www.youtube.com/watch?v=29CyZ8iKeZM
- https://www.youtube.com/watch?v=TRglTSJDgS0
- https://www.youtube.com/watch?v=Q-oMtXSVKyU
- https://www.youtube.com/watch?v=y8fC01jtdTY
* 5.2: Where did Intellivision appear on television?
Television Show "If You were the Last": TBD, but seen in trailer.
Television Show "The Americans": Episode "Episode". Kid begging to buy an Intellivision. Playing Astrosmash.
Television Show "Chuck": Episode "Episode". NFL Football box on the shelf near toy Donkey Kong Bongos and TRON poster.
Television Show "Family Feud": Episode "1985": "Name a popular video game system from early 80s." Result #2.
Television Show "Knight Rider": Episode "Nobody Does it Better". Auto Racing to track a car.
Television Show "Knight Rider": Episode "Deadly Manuevers". Testing a car driving game.
Television Show "Knight Rider": Episode "Space Cadet"
Movie "Grandma's Boy": Frog Bog inclusion and background props.
"SCTV": Episode "Merv Griffin Special Edition" (8:15 time mark)
"SCTV": Episode "The Russian Show" (14:15 mark, "bring the Intellivision")
"Gallagher Show": "Sledge o matic!" (3:30 mark)
Movie "The Toy": Intellivision retail display in department store.
Movie "Free Guy": 22:45: Intellivision on the shelf in the background, SNES is nearby.
Book "Star Wars Q&A About Computers" by Fred D'Ignazio: Page 4, C-3PO is playing Intellivision Demon Attack (2nd stage).
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/Family-Feud-Answer.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/show-television-ad-if-you-were-the-last.jpg
- https://youtu.be/kJel7QwXm2k?t=495
- https://youtu.be/gasAFyonmmI?t=207
- https://youtu.be/6IQla18eIEE?t=857
Source Links:
- https://web.archive.org/web/20140320193241/artsbeat.blogs.nytimes.com/2014/03/20/the-americans-recap-the-country-they-love-and-hate/
- https://web.archive.org/web/20211206203849/www.flickr.com/photos/paxtonholley/6025560856/in/album-72157627392602868/
* 5.2: Has the Intellivision been mentioned personally in public?
The band Rush includes a nod to Intellivision Baseball in the album "Signals" liner notes in "Most Valuable Perons". Apparently member Geddy Lee became a baseball fan in the 70's, and his love of the game expanded into playing so much, the console had to be thanked.
Source Links:
- https://www.rush.com/albums/signals/
- https://youtu.be/QmU8kmwYrCg?t=1103
- https://www.intvfunhouse.com/oddsnends/music/
* 5.2: Was the Intellivision showcased at CES?
(Walter Ives)> Mattel, personified in Ray Wagner and Art Spear, was always planning to conduct a market test before any larger release: the whole schedule slipped by about a year. At 1978 Winter CES Rochlis was secretly alerting select major retailers that Mattel expected to ship product by that Christmas; at 1979 Winter CES the system was the highlight of the Mattel booth and the industry news at the time reported Master Components would be available by June 1 with an MSRP of $165. In an unusual twist, the only part of the project that was ready in time was the software. Well, Football may have been a hair late for masked ROMs to been fabricated by Christmas 1978, but was easily ready in time to have made the June 1979 date.
CES 1982 (21:15, 22:28, 26.05 in Youtube link)
Media Links:
- https://youtu.be/4qq8O-aO3Eg?item=1982-CES
Source Links:
- https://atariage.com/forums/topic/316677-keyboard-component-at-consumer-electronics-shows-video/
* 5.3: Were book covers made with Intellivision game themes?
For school students in the 1980s, hardcover books were required to be covered by students. Most anyone in the USA over age 35 remembers having to find grocery paper bags and wrapping their books for protection. Mattel Electornics capitalized on this idea with the coolest covers, ever.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Mattel-Electronics-Book-Cover-Night-Stalker-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Mattel-Electronics-Book-Cover-Night-Stalker-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Mattel-Electronics-Book-Cover-Night-Stalker-03.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Mattel-Electronics-Book-Cover-Night-Stalker-04.jpg
Source Links:
- https://www.worthpoint.com/worthopedia/intellivision-night-stalker-1982-book-286632382
* 5.3: What is the employee paperweight?
The "We've got Momentum" paperweight was given out in the final days of Mattel Electronics in 1983 as souvenirs 'good job', along with jars of candy and leftover trade show pens.
Programers had asked for their names on games, royalties on what they developed, and offices with doors. But they got things like the paperweight.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/Paper%20Weight%20Weve%20got%20Momentum.jpg
Source Links:
- https://atariage.com/forums/topic/307675-anyone-know-what-this-is/
* 5.3: What promotional items were made by Imagic?
Imagic produced different types of physical items to attract gamers at retail locations.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/Imagic/Standees-01.jpeg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Imagic/Trans-Lites-01.jpeg
Source Links:
- https://forums.atariage.com/topic/341893-cmarts-intellivision-standees/
* 5.3: Do Intellivision-branded items exist?
Keith Robinson and Steve Roney did a great job of producing classic branded items like water bottles, mugs, Christmas tree ornaments, official Las Vegas Poker & Blackjack playing cards, Space Armada paper weights. Prior to this, Mattel Electronics tried local branding around the Video Game Crash time period, for example with USFL footballs for the Los Angeles Express.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/Intellivision-Productions/USFL-Football-left.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Intellivision-Productions/USFL-Football-right.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Intellivision-Productions/Running-Man-Christmas-Tree-Ornament.jpg
* 5.3: Was Intellivision advertised in movie theaters?
An innovate 35mm reel commercial was played before mainstream movies across the USA in 1982. The narrators are live-action people with pixelated rotoscope process to make their blockiness match the games they advertised.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Film-Commercial-1982/Theatrical-Ad-01a.png
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Film-Commercial-1982/Theatrical-Ad-01b.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Film-Commercial-1982/Theatrical-Ad-01c.png
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Film-Commercial-1982/Theatrical-Ad-01d.png
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Film-Commercial-1982/Theatrical-Ad-01e.png
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Film-Commercial-1982/Theatrical-Ad-01f.png
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Film-Commercial-1982/Theatrical-Ad-01g.png
- https://pub.intvprime.com/ba4ef/ie/Marketing/Mattel-Electronics/Film-Commercial-1982/Theatrical-35mm.mp4
* 5.4: What did retailers have to learn to sell Intellivision?
Mattel Electronics distributed training and pre-sales marketing material in 1979 for retailers, and a 3/4" video tape for showing behind closed doors to exclusive parties.
Media Links:
- https://atariage.com/forums/uploads/monthly_2020_09/A4332FCF-2D2B-4B25-9B12-7667774FCA82.jpeg.ede06ffd322ab60e35eb4381d707ba11.jpeg
- https://www.youtube.com/watch?v=Am1ECAbRDy4
Source Links:
- https://atariage.com/forums/topic/310933-pre-release-brochure/
* 5.4: Were store displays made outside of the USA?
An empty shell unit was located in Germany in 2022, more info will be included here when possible.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/hardware/pop-sales-kiosk-displays/store-display-germany-01.jpg
- https://pub.intvprime.com/ba4ef/ie/hardware/pop-sales-kiosk-displays/store-display-germany-02.jpg
- https://pub.intvprime.com/ba4ef/ie/hardware/pop-sales-kiosk-displays/store-display-germany-03.jpg
- https://pub.intvprime.com/ba4ef/ie/hardware/pop-sales-kiosk-displays/store-display-germany-04.jpg
- https://pub.intvprime.com/ba4ef/ie/hardware/pop-sales-kiosk-displays/store-display-germany-05.jpg
* 5.4: What was the Intellivision Kiosk?
Mattel engineering developed "Point of Purchase Display" ("POP") units for in-store trials for the public in (non-Sears) stores. Each seems to have contained an Intellivision peripheral, model #3806, similar to a turbo charged Videoplexer, a "POPlexer", with the ability to read the intro headers from conventional Mattel releases and show a game title dynamically, unlike others where the menu or games were hardcoded.
This was also termed "Kiosk Multiplexer"
In the 1970s-1980s, a "kiosk" meant an external drive-up shack like a Fotomat, but currently it primarily means an indoor partitioned special-purpose space.
Media Links:
- https://www.youtube.com/watch?v=3vMPc39v13g
- https://pub.intvprime.com/ba4ef/ie/Marketing/Store-Display-Mattel-Kiosk-USA-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Store-Display-Mattel-Kiosk-USA-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Store-Display-Mattel-Kiosk-USA-03.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Store-Display-Mattel-Kiosk-European-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Store-Display-Mattel-Kiosk-European-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Store-Display-Mattel-Kiosk-European-03.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Store-Display-Mattel-Kiosk-European-04.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Store-Display-Mattel-Kiosk-European-05.jpg
Source Links:
- https://atariage.com/forums/topic/275715-retail-kiosk-feature-summary/
- https://papaintellivision.com/pdfs/CCF10232011_00026.pdf?page=10
- https://forums.atariage.com/topic/303301-kiosk-multiplexer-–-research-and-video
* 5.4: What was the Sears Kiosk?
Sears created specialized kiosks with their Super Video Arcade (Sears-branded Intellivision). It was cobbled together from existing parts, rather than the fully integrated unit with cartridge multiplexer like the Mattel Electronics version. This Kiosk Multiplexer has ROM code that detects the Sears Intellivision and shows different text versus when a Mattel Intellivision is detected.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/Store%20Display%20Sears%20Super%20Video%20Arcade.jpg
Source Links:
- https://atariage.com/forums/topic/319733-sears-display-kiosk/?do=findComment&comment=4806671
* Section 6.0: Organizations
Development and Distribution Groups that created, supplied, or otherwise worked in the Intellivision galaxy.
6.1 Software Publishers
6.2 Hardware Producers
6.3 Add-On Publishers
6.4 Media Organizations
* 6.1: What is 2600 Connection?
2600 Connection covers classic Atari VCS games in addition to regular mentions of Intellivision
Source Links:
- https://timduarte.blogspot.com
* 6.1: What is Activision?
Activision was a game publisher founded in 1979, becoming first an alternate source of Atari VCS/2600 games, then subsequently recruiting disgruntled Intellivision programmers from APh, producing the first non-Mattel games for Intellivision.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Publishers-and-People/Activision/Activision-Publishers-Flyer-1983.jpg
Source Links:
- https://web.archive.org/web/20220813091331/history.blueskyrangers.com/activision/
- https://www.intvfunhouse.com/games/raid.php
* 6.1: What was APh?
Many of the original games were programmed at APh by college students as part of their programming classes.
Walter Ives:
In November 1975 APh was asked to brief a group of Mattel middle managers on how a microprocessor could be combined with a custom VLSI circuit to create a home video game system. During December it prepared a proof-of-concept demonstration that showed how a microprocessor based "TV typewriter" capable of displaying 25 rows of 40 characters (which you know today as BACKTAB) on a normal TV set could be modified/enhanced to include writeable character memory (which you know today as GRAM) plus a small number of additional characters specified by registers containing the character number that could be positioned anywhere on the screen using x- and y-position registers and optionally mirrored or magnified in x and y (which you know today as Moving Objects). Its demonstration implemented two such characters, which it called "Thing 1" and "Thing 2." The general architecture proposed by APh informed Chang's thinking and heavily influenced Mattel's subsequent vendor selection, and as such can be regarded as the genesis of the Intellivision. I'm not saying Maine and Harrower based their STIC on this work—they developed that independently—but that rather that it was behind Mattel's decision to go with GI's STIC and not with, say MOS Technology's VIC, for the Intellivision.
Source Links:
- https://web.archive.org/web/20221230142403/history.blueskyrangers.com/game-list.html
- https://web.archive.org/web/20230401133930/gdri.smspower.org/wiki/index.php/APh_Technological_Consulting
* 6.1: What is Atari VCS?
The VCS, later called the 2600, was a simple home video game created by Atari in the mid 1970's. It retailed for USD $199 (equivalent to $849.88 in 2020) and became the dominant home system in the second era of home video games. The low graphic resolution, simple control and play, and lack of sophistication made it the perfect foil for Mattel to leapfrong with the Intellivision console 2 years later.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/zOthers/Atari-VCS-2600-Heavy-Sixer.jpg
Source Links:
- https://en.wikipedia.org/wiki/Atari_2600
- https://web.archive.org/web/20210529122614/www.goretro.com/2013/02/video-game-console-smackdown-atari-2600.html
- https://web.archive.org/web/20210529124307/www.techspot.com/article/2210-intellivision/
- https://web.archive.org/web/20210317223522/vgsales.fandom.com/wiki/Second_generation_of_video_games
* 6.1: What is Atarisoft?
Atarisoft was a game publisher that released Cantipede, Defender, and Pac-Man for the Intellivision. Pac-Man is the only game to be released first by INTV Corporation under license and then directly by publisher (meaning two boxes and in-game title screens exist for same game code).
Source Links:
- https://intellivision.fandom.com/wiki/Atarisoft
- https://www.intvfunhouse.com/games/pac.php
* 6.1: What is Blue Sky Rangers Inc?
Intellivision Productions, Inc has been renamed to Blue Sky Rangers, Inc, and our store and other information is being moved to BlueSkyRangers.com. Former coding BSR Steve Roney is now the president of the operation, releasing old stock from the former Intellivision Productions vaults, and releasing new IP for the classic console as it becomes available.
Radofin owns the rights to Aquarius material as of the date Mattel Electronics dissolved; as Radofin went out of business years ago, the Aquarius IP is unknown.
Source Links:
- https://atariage.com/forums/topic/285395-intellivision-productions-blue-sky-rangers-and-intellivision-entertainment/
- https://forums.atariage.com/topic/348237-intellivision-ip-ownership-in-2023/
* 6.1: What is Classic Game Publishers?
Classic Game Publishers is a packaging/publishing house of original Intellivision IP games and licensed games like Match 5 and Defender of the Crown.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Publishers-and-People/Elektronite/Elektronite-2021-Catalogue.pdf
Source Links:
- https://www.wizwords.net/intellivision-extra-interview-with-elektronite
- https://www.elektronite.net/available-games.html
* 6.1: What is Coleco?
After observing the profits being made by Atari and Mattel, the Coleco Leather Company (founded 1932 in Connecticut, USA) decided to enter the hot videogame market of the early 1980s.
Coleco released a console that derived from Intellivision innovation with similar controllers, overlay concept, PSG for audio, and modular computer conversion capabilitie.
Games focused on "arcade ports", mimicking most capabilities of hardware in commercial coin-op arcade machines. As Donkey Kong was a top coin-op arcade game, Coleco selected it to be the Colecovision pack-in, driving hugh sales that outstripped Mattel and Atari by 1983. In the 21st Century, with emulation available on modern computers and devices, the Colecovision's conversions of arcade ports is less impressive because true full versions of the real arcade games can be emulated on modern hardware.
* 6.1: What is Console5?
Console5 is a company that carries Intellivision ECS power supplies, fuses, and capacitors. They also carry hard-to-find Apple II items like the DarkSound board.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Cartridges/Shockvision-01.jpg
Source Links:
- https://web.archive.org/web/20220106144501/www.intellivisionworld.com/English/News/2006_11.html?utm_source=intvprime.com
- https://atariage.com/forums/topic/249482-shock-vision-games-are-rom-variants/?do=findComment&comment=3990221
* 6.1: What is Dextell?
Dextell was a publishing house that distributed games made by Nice Ideas in Europe-only, then the rest of the world.
Championship Tennis
World Cup Soccer
Source Links:
- https://www.intvfunhouse.com/dextell/
* 6.1: What is Digiplay?
During the 1980s, the Brazilian government required foreign technology to be redeveloped within the country. Details of the deal made with USA-based Mattel are not known, but Digiplay was the entity responsible for localization of hardware labels and references, game text, boxes, overlays, and advertising.
Digiplay had a "pirate competitor" in the Carioca company distributing the Intelli Game bootleg games, manufactured by VLS. Founded in 1984, Intelli Games sold photocopied manuals and Portuguese-summarized materials for rental stores it is first thought for rental then deep discounted sale. The price was much less than official Digiplay content, and the games were exactly the same (some were even multicarts with hardware switches). Intelli Games releases were Utopia, Skiing, Bowling, Labirintos II (Treasure of Tarmin).
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Cartridges/Carioca-IntelliGame-Pirate-Brazil-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Cartridges/Carioca-IntelliGame-Pirate-Brazil-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Game-Cartridges/Carioca-IntelliGame-Pirate-Brazil-03.jpg
Source Links:
- https://www.intvfunhouse.com/digiplay/
* 6.1: What is Elektronite?
Elektronite is the leading publisher of commercial-quality, new Intellivision games. They often license IP from legitimate owners to create games (eg Boulderdash from First Star Software).
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Publishers-and-People/Elektronite/Elektronite-2021-Catalogue.pdf
Source Links:
- https://www.wizwords.net/intellivision-extra-interview-with-elektronite
- https://www.elektronite.net/available-games.html
* 6.1: What is Freewheeling Games?
Freeweed is a game developer that used IntyBASIC to create Desert Bus and FW Diagnostics. FW Games has also produced several ROM items and BASIC source code demos.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Software/Freewheel/fw-diagnostics-view01.jpg
- https://pub.intvprime.com/ba4ef/ie/Software/Freewheel/fw-diagnostics-view02.gif
- https://pub.intvprime.com/ba4ef/ie/Software/Freewheel/desertbus_release.zip
- https://pub.intvprime.com/ba4ef/ie/Software/Freewheel/fwdiagnostics_release.zip
- https://pub.intvprime.com/ba4ef/ie/Software/Freewheel/goatnom.zip
- https://
Source Links:
- https://www.intvfunhouse.com/fwgames/
* 6.1: What is General Instruments?
GI owned the popular PIC microcontroller IP in the 1970s, and converted knowledge of it to design the GIMINI 8900 game system. Mattel Electronics tasked GI to create the Intellivision as a superset of the 8900 specs.
Source Links:
- https://wiki.intellivision.us/index.php/General_Instrument
- https://www.intellivisionbrasil.com.br/en_Menu-Hard-Master.html
- https://forums.atariage.com/topic/355013-general-instrument-gimini-adverts-hint-at-unreleased-dedicated-games/
* 6.1: What is Good Deal Games?
Good Deal Games publishes 21st Century titles that really maximize Intellivision graphics and sound capabilities with "Anthopomorphic Force", "Dragons n Swords", "Copter Command", and others.
Source Links:
- https://www.gooddealgames.com/inventory/Intellivision.html
* 6.1: What is GroovyBee Games?
GroovyBee is a developer and publisher of homebrew games and demos. GroovyBee has also developed a prototype multicart called Hive
* 6.1: What was Imagic?
Imagic (pronounced "imm-magic" not "eye magic") was a game publisher founded by Intellivision and Atari 2600 expatriates. Responsible for many cutting-edge games that made the most of Intellivision hardware in the early 1980s. The industry crash hit their small operation the hardest, and were in bankruptcy with assets being manipulated by Activision in the hopes that Activision would buy them and not abuse the catalog.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/Imagic/Imagic-Experts-Club-promo.jpg
Source Links:
- https://www.ataricompendium.com/archives/articles/crash/crash_coda.html
- https://botss.fandom.com/wiki/Imagic
- https://www.nytimes.com/1983/09/17/business/imagic-layoffs.html
* 6.1: What is Intelligentvision?
Intelligentvision is a 21st Century game development and publishing house. They also carry modern bridge hardware.
The mission statement of Intelligentivsion is to share the love of the Intellivision console. How we do this has changed over the years. Phase one was to release new games. Phase two was to share the games that were still in development when the video game industry crashed in 1984. Phase three continues to be updating games we knew as a kid and make them more fun to play as an adult.
Source Links:
- https://www.intvfunhouse.com/intelligentvision/
- https://www.intellivision.us/index.php
- https://intellivisionrevolution.com/entries/intellivision-miscellaneous/interview-david-harley-of-intelligentvision
* 6.1: What was Intellivision Club?
Intellivision Club was formed by Mattel Electronics in the early 1980s to promote Intellivision. See included links.
Source Links:
- https://pub.intvprime.com/ba4ef/ie/Publications/intellivision-club-newsletter/intellivision-club-issue-01.pdf
- https://pub.intvprime.com/ba4ef/ie/Publications/intellivision-club-newsletter/intellivision-club-issue-02.pdf
- https://pub.intvprime.com/ba4ef/ie/Publications/intellivision-club-newsletter/intellivision-news-1983-autumn-winter.pdf
* 6.1: What is Intellivision Collector?
Intellivision Collector is a Canada-based producer and distributor of homebrew and independent Intellivision games. They have released new titles like Castle of Death, Keystone Kops, Show must Go On, as well as hard-to-find classic releases.
Source Links:
- https://www.intellivisioncollector.com/index.php?
* 6.1: What is Intellivision Inc?
Intellivision Inc sold games previously released by Mattel Electronics, post-crash. To keep costs below NES and other newer systems, boxes were usually not gatefold, overlays were left out, and labels were usually generic black-on-white.
Source Links:
- https://www.intvfunhouse.com/intellivisioninc/
* 6.1: What is Intellivision Productions?
Intellivision Productions is the corporation formed by Keith Robinson in 1997 and re-organized in 2008 to market and develop original Intellivision game intellectual property. After INTV Corp shut its doors, Intellivision Productions pushed a branding blitz with new website, emulation on modern systems (including Nokia phones in 1997 and iOS and Android in 2000s), PC development environment, and official merchandise to bring blocky-fast game fun to newer generations of gamers.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Software/Intellivision-Productions/Intellivision-for-PC-Floppy.jpg
- https://pub.intvprime.com/ba4ef/ie/Software/Intellivision-Productions/Nokia-Phone-Ad.jpg
- https://pub.intvprime.com/ba4ef/ie/Software/Intellivision-Productions/Nokia-Phone-Astrosmash-with-Leo-Laporte-of-TechTV.jpg
Source Links:
- https://history.blueskyrangers.com
- https://www.crunchbase.com/organization/intellivision-productions-inc
* 6.1: What is Intellivision Revolution?
Intellivision Revolution, led by the enigmatic "Rev", publishes new homebrew and independent games. IR releases tend to have full CIB treatment, and look great on the shelf as well as on the console to play. IR has championed Intellivision development since 2010.
Intellivision Revolution hosted the wildly successful Intellivision Virtual Expo in 2020.
Source Links:
- https://intellivisionrevolution.com/
* 6.1: What is Interphase?
Interpahse was a 1-person dev comapny made by a secretive gentleman. Releases were Blockage Runner and Sewer Sam.
Source Links:
- https://history.blueskyrangers.com/interphase/
* 6.1: What was INTV Corp?
In 1984, the vice president of marketing for Mattel Electronics bought the rights to the Intellivision and formed a company called INTV Corp. The company released a console physically identical to the 2609 console on the outside, with remaining 2609 electronics and in some rare cases, disabled Tutorvision electronics. The company also released games leftover from Mattel.
INTV continued to sell Master Components and cartridges, as well as to hire former Mattel Electronics empolyees to continue developing games. Surprisingly, INTV Corporation kept the Intellivision name alive until 1990. Having run out of money, INTV Corporation failed to sucessfully make the jump from exclusively supporting the Intellivision, to developing for the incredibly successful Nintendo Entertainment System, and went bankrupt some time in 1991.
Source Links:
- https://history.blueskyrangers.com
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/De-Re-Intellivision-pt1.txt
* 6.1: What is Intv Extras?
Intv Extras creates custom manuals, overlays, and other "feelies" for Intellivision games.
Source Links:
- https://markthompson.us/intellivision/
* 6.1: What is Intv Prime?
Intv Prime is a small organization with a passion for creating new/authentic Intellivision© games, as well as tools that help others author fun games. Intv Prime also creates services for gamers like Live Streaming, Advertising, and internet-based archival. #stayBlocky
Source Links:
- https://www.intvprime.com
* 6.1: What is Ivory Tower?
Ivory Tower Collections is a specialized hardware modification business, projects include RGB modification of Intellivision consoles.
(2022-July-17) Operations are paused until the backlog is addressed.
Source Links:
- https://ivory-tower-collections.business.site/#gallery
* 6.1: What was JHC Electronics Service?
(Keith Robinson from 1995)
One of the most asked questions we get at the Blue Sky Rangers is "Where can I get my Intellivision repaired?" Well, the official Intellivision repair service (i.e. the one Mattel still refers people to when they call) is:
J.H.C. Electronics Service
901 South Fremont Avenue #108
Alhambra, California 91803
Phone: 818-308-1685
Fax: 818-308-1548
J.H.C. is owned by James Hann, the guy who ran the repair service for INTV Corporation. While their primary business is special controllers for newer videogame systems, they still have the equipment to test and repair Intellivisions and are (amazingly) still willing to do it.
They advertise: "J.H.C. Electronics will repair any Intellivision video game system, no matter where or when purchased, for one low price! Complete overhaul, thorough testing, no-charge return shipping to you - only $49.95."
J.H.C. can also repair Intellivoice and computer modules. Call for prices.
Note: They do NOT have Intellivision II power supplies. They get asked that all the time, and they looked into having some made, but the minimum order is 500. J.H.C. has 100 people on a list now, and if they get 400 more commitments they'll have a batch made up. We wouldn't hold our breath, unless someone wants to pay $3,000 for the first one to get the ball rolling. Still, if you want to be added to the list, e-mail us at Tech@intellivisionlives.com; we'll pass them along to James if a significant number of people write."
Source Links:
- https://pub.intvprime.com/ba4ef/ie/Publications/intellivision-legacy-evolution-baseball-games-jeffrey-tam-4691911-case-history-sts-145-jtam-2002-1.pdf
* 6.1: What is Kai Magazine?
Kai Magazine software is a retro videogame development group. Their Intellivision games resemble early NES 8-bit games, they utilize all of the Inty hardware and use unique tricks!
Media Links:
- https://cdn.freewebstore.com/resize/435090/captura-de-pantalla-2020-12-20-162621_1608544159745.png/420/420/0/
Source Links:
- https://www.facebook.com/Kai-Magazine-608839585897055/
* 6.1: What is Left Turn Only?
LTO is the publishing organization for Joe Zbiciak, kick-starting the entire Intellivision homebrew/independent ecosystem with the SDK-1600, jzIntv, JLP, and LTO technologies.
Source Links:
- https://www.intvfunhouse.com/lto/
* 6.1: What is M-Network?
Atari VCS games made by the original Intellivision game programmers at APh were made under the "M Network" tradename (M for Mattel). All of the games were Atari 2600 versions of already released Intellivision cartridges. In recognition, though, of the concern that the simpler Atari versions might reflect badly on the Intellivision originals, the names of the games were changed.
Source Links:
- https://history.blueskyrangers.com/mnetwork/
* 6.1: When did M-Network close?
Mattel closed its software division in January 1984, leaving a number of Atari games, in various stages of development, unreleased.
Source Links:
- https://history.blueskyrangers.com/mnetwork/
* 6.1: What games were released for M-Network?
Armor Ambush
Astroblast
Dark Cavern
Frogs and Flies
International Soccer
Lock 'N' Chase
Space Attack
Super Challenge Baseball
Super Challenge Football
TRON Deadly Discs
Adventures of TRON
Air Raiders
Bump 'N' Jump
BurgerTime
Kool-Aid Man
Masters of the Universe: The Power of He-Man
Star Strike
Anteater (unreleased)
Rocky and Bullwinkle (unreleased)
Sea Battle (unreleased)
Sharp Shot (unreleased)
Swordfight (unreleased)
Loco-Motion (unreleased)
ADVANCED DUNGEONS & DRAGONS TREASURE OF TARMIN Cartridge (unreleased)
Monkey Business (unfinished)
In Search of the Golden Skull (unfinished)
ADVANCED DUNGEONS & DRAGONS TOWER OF MYSTERY Cartridge (unfinished)
Computer Corridor (unfinished)
Source Links:
- https://history.blueskyrangers.com/mnetwork/
* 6.1: What was Mattel Electronics?
Mattel Electronics was a Mattel subsidiary created in the mid-1970s by younger executives that wanted to create a new kind of entertainment beyond the traditional and successful toy offerings like Barbie.
Mattel Electronics pioneered successful handheld games, which prompted the organization to partner with General Instruments and APh to create the Intellivision console to compete with Atari.
Media Links:
- https://www.youtube.com/watch?v=fAkXoCAIA3w?note=last-day-at-mattel-electronics-skit
Source Links:
- https://web.archive.org/web/20221204051331/history.blueskyrangers.com/mattelelectronics/
- https://web.archive.org/web/20221208104022/www.eurogamer.net/40-years-on-celebrating-the-mattel-intellivision
* 6.1: What is Midnight Blue International?
Midnight Blue, headed by Michael Hayes, is an independent game development shop that has published purely original content through Intellivision Revolution and Good Deal Games. Their releases include Blix and Chocolate Mine. MBI has also created the Intellivision Portable Development Environment, a way for anyone with an Android OS system to create new games with IntyBASIC and ASM1600.
Source Links:
- https://www.midnightblueinternational.com/intellivision.php
* 6.1: What was Parker Brothers?
Board game publisher that formeda video games division just as the industry crash began in 1982 (see ill-fated "Best is yet to come" commercial in Media links list), owning unique licenses for Star Wars and similar franchises.
Media Links:
- https://youtu.be/DRh8-hpxpLs
- https://www.flickr.com/photos/81085254@N07/7541050122
Source Links:
- https://www.intvfunhouse.com/parkerbros/
- https://history.blueskyrangers.com/parkerbro/unreleasedparker.html
- https://www.giantbomb.com/parker-brothers/3010-801/
- https://www.intellivisionarchive.com/software/a3f90282-32ae-4b61-8d56-9a4e03e9e780
* 6.1: What is Pboland?
Pboland is an Atari Age member that creates high-quality, 3rd-party Intellivision overlays.
Media Links:
- https://www.youtube.com/watch?v=Td8KzNsgs8c
* 6.1: What is Roklan?
Beginning as a management consulting firm in the 1970s, the company converted to contract software development in 1980 and produced several Intellivision titles for CBS/Coleco and Parker Brothers in the USA. They also produced games for the Atari VCS, 5200, Apple II, Atari 8-bit, C-64, IBM PC, TI-99/4A, and VIC-20.
Roklan was a big deal in the arcade->console porting business. A disassembly of multiple Coleco and Parker Bros games seems to indicate that the same Roklan tool chain and coding patterns were used.
Roklan employees were allowed to work from home (virtually unheard-of in the early 1980s), and a man named Fred Allen was responsible for travelling to each programmer's home and maintaining their development environment.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Software/Intellivision-Codebase-Similarity-Heatmap.jpg
Source Links:
- https://youtu.be/NpeMKGMTmt8
- https://gdri.smspower.org/wiki/index.php/Roklan
- https://ataripodcast.libsyn.com/antic-interview-265-ronald-borta-roklan-software
- https://forums.atariage.com/topic/355015-frank-johnson-programmed-inty-donkey-kong-and-a-load-of-other-games/
- https://forums.atariage.com/applications/core/interface/file/attachment.php?id=1056311&key=b5c3027ea6778d36e98b58890e9d597e
* 6.1: Did Sega make Intellivision games?
Sega published Carnival, Congo Bongo, Frogger, Turbo, and Zaxxon on the Intellivision.
* 6.1: What was Shockvision?
Shockvision was a secretive company in the 1980s that created a hardware method to bootleg-copy Intellivision cartridges to an EPROM daughterboard and generic cart shell, which could be plugged into a main cartridge that connected to the Intellivision. Console owners would rent the main cartridge and/or the bootleg daughtergame. Contentional memory-mapped games all played just fine. Like other pirated game companies, the releases came with photocopied instructions and generic boxes.
4K Games
Armor Battle
Basketball
Bowling
Boxing
Dragonfire
Frogger
Horse Racing
Pitfall
Sea Battle
Skiing
SNAFU
Space Battle
Stampede
Star Strike
Star Wars
6K/8K Games
AD&D I (Cloudy Mountain)
8K Games
AD&D II (Treasure of Tarmin)
Beamrider
Dracula
Ice Trek
Lady Bug
Loco-Motion
Mission X
Nova Blast
Popeye
Q-Bert
River Raid
Safecracker
Sewer Sam
Shark Shark
Space Spartans
Sub Hunt
Swords and Serpents?
Tron Maze-A-Tron
Tropical Trouble
Truckin
Venture
White Water
Zaxxon
12K Games
Pinball
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Cartridges/Shockvision-01.jpg
Source Links:
- https://web.archive.org/web/20220106144501/www.intellivisionworld.com/English/News/2006_11.html?utm_source=intvprime.com
- https://atariage.com/forums/topic/249482-shock-vision-games-are-rom-variants/?do=findComment&comment=3990221
* 6.3: How are Intellivision boxes made?
Not really a business as I don't actually sell anything. I make designs, mostly requests, for things that people want boxes for. I started by creating replica boxes for the more rare games I never thought I'd have complete in box. Since the printing process I had available (commercial grade color printer/copiers) could not print onto full thickness stock, I had to get innovative with how I reinforced the thinner cardboard. This led to making a pocket for the manuals to sit in as well as using the Coleco-style cart retention to shore up the middle and sides. Since the thinner copier stock can be ran through twice, I came up with the idea of printing on both sides to give the inside of the box a cool look that was specific to each game. The unofficial Piggy Bank box being the first one to have this with the gold coins pattern on the inside.
* 6.4: What is Digital Press?
Digital Press is an online forum for every popular video game in existence, home of the original Intellivision database and collection checklist, and is home to people that just love the Intellivision. The official DP Collector's Guide is referred-to even now as the authoritative resource for scarcity and value of games in the classic catalog.
Source Links:
- https://www.digitpress.com/archives/emu/intv_top.htm
* 6.4: Who are The Intellivisionaries?
The Intellivisionaries is a podcast (43 episodes as of 2022) that features and focuses on the classic Intellivision (with a little Amico mention). The hosts "go deep" on a game from the classic catalog in each episode, and include game reviews, listener feedback, and interviews with the Blue Sky Rangers and other developers of the games we all know and love.
Every episode is highly polished, and none of the regular 'casts are less than three hours in length. The show is often the authoritative source for what happened or what is happening in the classic Intellivision galaxy.
Media Links:
- https://intellivisionaries.com/wp-content/uploads/2014/01/intellivisionaries_banner-800.png
Source Links:
- https://www.intellivisionaries.com/
* 6.4: What are The Intellivisionaries Podcast episodes?
All episodes from the first in 2013, to present (2022):
Episode 1 The Master Component and other Hardware
Episode 2 Astrosmash and other Intellivision Fun
Episode 3 Microsurgeon Interviews and More
Episode 4 Christmas Carol and More
Episode 5 Bomb Squad
Episode 6 The Dreadnaught Factor
Episode 7 Baseballs
Episode 8 Sea Battle
Episode 9 Beauty and the Beast
Episode 10 ADnD Treasure of Tarmin
Episode 11 Q Bert
Episode 12 Thin Ice
Episode 13 Las Vegas Poker and Blackjack
Episode 14 Dracula
Episode 15 Donkey Kong DK D2K Arcade
Episode 16 Thunder Castle
Episode 17 Math Word and Learning Fun
Episode 18 Basketballs
Episode 19 Tron Maze A Tron
Episode 20 Boulder Dash
Episode 21 Deck The Shelves with New Brew Multis
Episode 22 Of Robots n Garbage
Episode 23 Truckin Christmas
Episode 24 Twice The Bits of Atari
Episode 25 Zaxxon Space Raid
Episode 26 Masters of the Universe The Power of He Man
Episode 27 Rick Rolled Retro
Episode 28 Space Spartans
Episode 29 Pac Man Ms Pac Man
Episode 30 Royal Dealer
Episode 31 Vectron
Episode 32 Portland or Bus
Episode 33 TRON Solar Sailer
Episode 34 Easter Eggs Anyone
Episode 35 Space Patrol
Episode 36 Shark Shark
Episode 37 Amico Portland and Baum Oh My
Episode 38 Happy Trails and Loco Motion
Episode 39 Distanced Intelligence
Episode 40 Marketing Art n Christmas
Episode 41 Top 10 of the 125 part 1
Episode 42 Top 10 of the 125 part 2
Episode 43 Bus Full of Homebrews
Special Edition 1
Special Edition 2
Special Edition 3
Special Edition 4
Special Edition 5 In Memoriam Keith Robinson
Special Edition 6 Where Have they Been
Special Edition 7 A New Intellivision Console
Special Edition 8 PRGE 2018
Special Edition 9 PRGE 2018 Wrap-up
Special Edition 10 Christmas 2018
Special Edition 11 Summer Ketchup Catsup
Special Edition 12 Year end Outtakes
Media Links:
- https://intellivisionaries.com/wp-content/uploads/2014/01/intellivisionaries_banner-800.png
Source Links:
- https://www.intellivisionaries.com/
- https://chartable.com/podcasts/the-intellivisionaries-podcast/episodes
* 6.4: What is NAVA?
The North Atlantic Video Game Aficionados is a monthly event bringing gamers of all ages together for competition, trade, and chatter. It paused operation in 2020 due to COVID-19, we await its return!
Source Links:
- https://dpvideogames.com/nava
* 6.4: What is Sibling Rivalry podcast?
AJ and Tim are a sister-and-brother team that "drink a beer and play a game", reliving their youth by playing Inty games and showing them on Youtube.
Their exhibition booth at PRGE 2022 hosted the Intellivision Virtual Game Room.
Source Links:
- https://www.youtube.com/watch?v=KymymNmOzO8
* Section 7.0: Events
Activities and actions that happened in the Intellivision universe, over time.
7.1 Promotional and Fun Activities
7.2 Private Parties
7.3 Legal Events
* 7.1: What were the Video Game Challenge Tournaments?
Late in 1981, Mattel held a series of local tournaments in Washington, DC, Baltimore, New York, Philadelphia, Chicago and Los Angeles, benefitting Variety Clubs International. Contestants competed for prizes (Grand Prize: an RCA projection TV) playing Major League Baseball, Auto Racing, and U.S. Ski Team Skiing. Another competition for parent+child was held in Summer/Fall in 1982, and then one more challenge competition in Chicago in 1982 for individuals. The Marketing Department knew that they were on to something. The publicity was so good, that Marketing took the idea national in 1982 with the $100,000 Astrosmash Shootoff.
Info from one of the contestants:
We arrive at the mall to a remarkable sight: 30 TVs and Intellivision sets in the big center court lounge area, like something out of a NASA control room. Many of the specifics of the day are lost to the sands of time, but I can still feel the excitement of having a chance to show off and compete. Most off all, I remember the fun of doing so as a family and how fitting it is that we should all be there together. For several hours, there are 15-team qualifying rounds on Skiing with the winning team of each round advancing to the 2nd round. My Dad and I set a solid time and win our round on the 1st attempt. After several attempts, my Mom and Sis manage to beat out 14 other teams to win a round of Skiing and claim a spot in the top 15 teams moving onto the second round. How huge is that?? The only family with 2 teams making it through! The second round is a timed game of Astrosmash, which none of us had needed practice on thanks to the recent Astrosmash Shootoff high score contest (more on that next time), but with only one shot to set a score, it's not a sure thing we'll make the 2 team finals. My Dad and I pull out a comfortable second and Mom & Sis manage to come in a very respectable 7th!
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/Video-Game-Challenge-Finals-Houston-Letter-pg1.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Video-Game-Challenge-Finals-Houston-Letter-pg2.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Video-Game-Challenge-Finals-Houston-Letter-pg3.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Video-Game-Challenge-Finals-Mandziuk.jpg
Source Links:
- https://history.blueskyrangers.com/mattelelectronics/games/astrosmash.html
- https://atariage.com/forums/topic/301258-videochallenge-details-1982/?do=findComment&comment=4447483
- https://www.ataricompendium.com/archives/newsletters/intellivision_game_club/intellivision_game_club_summer82.pdf
- https://www.digitpress.com/library/magazines/electronic_games/electronic_games_may83.pdf
- https://atariage.com/forums/topic/301258-videochallenge-details-1982/?do=findComment&comment=4451442
* 7.1: What is the Astrosmash Shootoff?
The Astrosmash Shootoff was first held in 1982 with a $25,000 cash prize won by Manuel Rodriguez of Stockton, California (score 935,180).
73 entrants were flown to Houston, Texas for an all-expense-paid weekend to play for a high score within one hour.
Marketing ran a "send-in-a-photo-of-your-score" method to submit entry into the contest without consulting either John Sohl or David Chandler, either of which would have immediately pointed out that players could easily get unearned high scores by (starting) the game in one of the slow-speed modes.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/Astrosmash-Competitor-Patch.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Astrosmash-Shootoff-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Astrosmash-Shootoff-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Astrosmash-Shootoff-03.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Astrosmash-Shootoff-04.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Astrosmash-Shootoff-05.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Astrosmash-Shootoff-06.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Astrosmash-Shootoff-07.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Astrosmash-Shootoff-08.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Astrosmash-Shootoff-09.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Astrosmash-Shootoff-Offer-pg-1.jpg
Source Links:
- https://history.blueskyrangers.com/mattelelectronics/games/astrosmash.html
- https://pub.intvprime.com/ba4ef/ie/Marketing/Astrosmash-Contestant-Rules.pdf
- https://pub.intvprime.com/ba4ef/ie/Marketing/Astrosmash-Shootoff-Prelim-Schedule-1982-09-11.jpg
- https://forums.atariage.com/topic/301631-astrosmash-shootoff-details-1982/
* 7.1: How did people qualify for the Astrosmash Shootoff?
The rules required people to play consistently. The rule makers didn't realize that participants could "intermission" the game whenever they liked for a break and play whenever they wanted. Very high scores were the result! *Note: Intv Prime executive Steve Craft didn't think of that then he played at age 7, so he never qualified!
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/Astrosmash-Shootoff-Memory-by-Biffman.txt
Source Links:
- https://history.blueskyrangers.com/mattelelectronics/games/astrosmash.html
- https://forums.atariage.com/topic/301631-astrosmash-shootoff-details-1982/
* 7.1: What were the scores for the Astrosmash Shootoff?
Mattel Electronics
All Stars
West Team
| Name | Score |
|------------------ |--------- |
| Manuel Rodriguez | 851,505 |
| Michael Miller | 769,715 |
| Martin Huard | 752,940 |
| Byron Nelson | 750,830 |
| Randy White | 735,760 |
| James West | 730,390 |
| Chad Junge | 723,585 |
| Andrew Staines | 714,730 |
| Ernie Fisher | 707,525 |
| Torn Lodgard | 703,640 |
| Mike Todd | 692,280 |
| Mike Siegler | 666,195 |
| G. Strada | 646,585 |
| Larry Sease | 646,265 |
| Derek Drew | 641,605 |
| Charlie Spears | 636,705 |
| John Roberts | 632,320 |
| Steve Little | 624,490 |
| D. J. Stamm | 611,970 |
| Richard Yamagata | 611,320 |
| Brad Brown | 604,855 |
| Larry Arnold | 593,320 |
| Peggy Hampton | 514,250 |
| T. R. Morgan | 512,485 |
| Stephen Glowacz | 511,730 |
| Phillip Culver | 481,305 |
| Janice Haycraft | 464,980 |
| Stephen Rochter | 457,720 |
| Rodney Zalewski | 448,010 |
| Robert McDonald | 441,040 |
East Team
| Name | Score |
|--------------------|----------|
| Charles Tappan | 795,750 |
| Bernard Heydenbu | 784,390 |
| John Malley | 774,435 |
| Gary Lynch | 769,240 |
| Jim Jacob | 755,530 |
| Michael McCauley | 726,450 |
| Robert Kessler | 710,100 |
| Joseph Johnson | 708,810 |
| Ira Rubenstein | 697,870 |
| David Loh | 686,420 |
| Paul Souzer | 681,425 |
| Matt Wilson | 666,000 |
| C. Mark Boyle | 654,425 |
| Charles Grundy | 653,390 |
| Dough Leighty | 647,320 |
| Edward Manziuk | 639,520 |
| Mike Arvol | 639,325 |
| Scott Jacob | 637,550 |
| Rick Marchini | 633,825 |
| Donald Mason | 630,505 |
| Meyer Van Dam | 625,430 |
| Mathias Beran | 624,250 |
| Richard Smith | 622,805 |
| Kurt Sherry | 616,385 |
| Jefferey Zwier | 606,350 |
| Patrick Shrake | 590,175 |
| Thomas Fairbrother | 588,165 |
| Wayne Spoor | 573,110 |
| Richard Fulmer | 567,435 |
| Michael Obrzut | 562,650 |
| Michael Jacobi | 560,950 |
| T. Dodson | 543,350 |
| James Knaus | 540,935 |
| Ronald Fischer | 536,290 |
| Tom Reeves | 517,080 |
| Joseph Gendusa | 507,095 |
| John Parker | 493,925 |
| Steven Zickel | 467,460 |
| Paul Redmond | 451,480 |
| Brian Sheehey | 406,395 |
| Vinvent Gendusa | 405,295 |
| Gary Hanson | 392,190 |
Source Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/Astrosmash-Shootoff-Scores-East-Team.jpg
- https://pub.intvprime.com/ba4ef/ie/Marketing/Astrosmash-Shootoff-Scores-West-Team.jpg
* 7.1: What is the 2015 Astrosmash Shootoff?
The Astrosmash Shootoff in 2015 was held at the National Museum of Pinball. Famed videogame music composer Tommy Tallarico came in first in the 5-minute times challende with 13,220 points, second place was Patrick Wyrick with 13,195 points. 12 players competed for the top prize of an Intellivision Flashback unit.
Source Links:
- https://www.facebook.com/Intellivision/photos/a.10153447164815314/10156325816185314/
* 7.1: What is the Classic Gaming Expo (CGE)?
CGE has been held since 1999 in early Fall in Las Vegas, NV, USA. It is run by John Hardie, Sean Kelly, and Joe Santulli to cover retro video game collecting and playing, with classic Intellivision games playing a prominent role.
Source Links:
- https://en.wikipedia.org/wiki/Classic_Gaming_Expo
* 7.1: What is Gamescom?
Late Summer (typically August), Gamescom takes place in Germany to hilight retro and current video games. Developer-publisher company Elektronite usually has an expansive presence, hilighting the newest Intellivision games.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Intellivision-Media/Events/Gamescom/gamescom-2022-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Intellivision-Media/Events/Gamescom/gamescom-2022-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Intellivision-Media/Events/Gamescom/gamescom-2022-03.jpg
- https://pub.intvprime.com/ba4ef/ie/Intellivision-Media/Events/Gamescom/gamescom-2022-04.jpg
- https://pub.intvprime.com/ba4ef/ie/Intellivision-Media/Events/Gamescom/gamescom-2022-05.jpg
- https://pub.intvprime.com/ba4ef/ie/Intellivision-Media/Events/Gamescom/gamescom-2022-06.jpg
- https://pub.intvprime.com/ba4ef/ie/Intellivision-Media/Events/Gamescom/gamescom-2022-07.jpg
Source Links:
- https://www.gamescom.global/en
* 7.1: What is the Portland Retrogaming Expo?
The Expo is held, in years when a pandemic is not occurring, in Portland in mid-Autumn. It has been the congregation point for 21st Century independent and homebrew game publishers, console fans, and expert players. It is typically held in the Oregon Convention Center, 777 NE MLK Jr. Blvd. Portland, OR 97232.
PRGE has returned in 2022, October 14-16.
Source Links:
- https://www.retrogamingexpo.com/
* 7.1: Can I share my high scores?
Multiple authorities exist for reporting the highest high scores across the Intellivision catalog. That sounds like an oxymoron, because it is. :) Pick a group you like, play the game fully recorded, and post it. At the end of the day, it's all about fun. Different score platforms have different rules (real hardware vs Flashback vs emulation, time limits, controller variations, etc).
Twin Galaxies
Atari Age Intellivision High Score Club
High Score Official site
Facebook Intellivision Invasion Group, Kevin Schultz's Weekly High Score Challenge
Source Links:
- https://www.twingalaxies.com/searchx.php?q=intellivision
- https://atariage.com/forums/forum/128-intellivision-high-score-club/
- https://highscore.com/scoreboard/Intellivision/6
- https://www.facebook.com/groups/intellivisioninvasion?high-score-challenge
* 7.1: What is Intellivision Day?
As agreed-upon by industry authorities and enthusiasts, the birthday of the Intellivision was December 3, 1979.
The worldwide community has agreed in recent years to simply play any game in the catalog to celebrate the debut of the first 16-bit game console. No requirement other than turning on a console or emulator in the home and having fun. Intv Prime maintains a space to sign-up and commit to playing just so people in the community can see what is being played (and to help cover the whole catalog). The event tagline is >Play a game you like, with someone you like.
Media Links:
- https://content.invisioncic.com/r322239/monthly_2022_11/image.thumb.png.cae21564a50162ee471a591d83cbd91b.png
Source Links:
- https://www.intvprime.com/intellivision-day/
* 7.1: What is the Intellivision Virtual Expo?
The Expo is a multi-hour marathon showcasing the latest and best in games, hardware, development, and news - strictly related to the classic Intellivision.
The first event took place on 21-November-2020 via Zoom, from 12:00pm to 8:00pm, US-Eastern-Standard time.
| Time | Session |
|-------|----------------------------------------------------------------------------|
| 12:05 | Intellivision Revolution Introduction & Presentation (10 min) |
| 12:15 | Commercial Break |
| 12:20 | What's New Presentation by Nanochess (25 min) |
| 12:45 | Commercial Break |
| 12:50 | Midnight Blue International Intellivision update by Michael Hayes (25 min) |
| 1:15 | Commercial Break |
| 1:20 | 2600Connection Presentation by Timdu (25 min) |
| 1:45 | Commercial Break |
| 1:50 | TV-PoWWW! By Decle (25min) |
| 2:15 | Commercial Break |
| 2:20 | Intellivisionaries Homebrew Highlights (45 min) |
| 3:05 | Intermission |
| 3:30 | From Pac-Man to Carol: A Post-Mortem by DZ-Jay (60 minutes) |
| 4:30 | Commercial Break |
| 4:35 | Amico Moment by OEB Pete (25 min) |
| 5:00 | Commercial Break |
| 5:05 | Intellivision Arcade Games Top 10 by ArcadeUSA (10 min) |
| 5:15 | Commercial Break |
| 5:20 | Argon Intellivision Emulator Presentation (25 min) |
| 5:45 | Commercial Break |
| 5:50 | The Immortal John Hancock Intellivision Favorite Games (15 min) |
| 6:05 | Elektronite Greetings by Vaulter Prette |
| 6:10 | Elektronite Update by Michael Bergeron |
| 6:30 | Expo Closing session |
In addition to the sessions and presentations, the event also hosted live game streaming via the Virtual Game Room. Multiple players in 4 different Azure Media "streaming rooms" played for high scores and recognition, or deep-dove into a few new homebrew games, or or generally played for fun.
2020 Game Streamers:
Al Birman
Brian Pudden
Glenn Case
Jay Craft
Rick Reynolds
Robert Ferguson
Ryan Winslow
William Hunter
Generational Gamer
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Marketing/Intellivision-Revolution/Virtual-Expo-2020-Header.jpg
Source Links:
- https://intellivisionvirtualexpo.com/
- https://web.archive.org/web/20210613172121/www.intvprime.com/intellivision-virtual-expo-game-room/
- https://vintageisthenewold.com/at-41-intellivision-still-shows-vitality-with-two-great-events-in-2020/
* 7.1: What was the IntyBASIC Programming Contest in 2015?
The contest was open to all IntyBASIC programmersm sponsored by GroovyBee, nonner242, nanochess, CollectorVision and Albert of Atari Age from 2015-July-01 to 2016-Jan-01.
12 contestants competed to create a ROM that was evaluated for game play, graphics, sound, and originality.
Entrants, in order of award:
Whale Hunt, by Emerson
Space Versus, by Mmarrero
Mermaid, my Tuatua21
Goatnom, by Freewheel
Classic Battleship, by CrazyBoss
Stut Cycles, by Fsuinnc
Alligator Swamp, by Carlsson
Zyx, by Atari2600land
Slalom!, by Carlsson
CB-Tictactoe, by CrazyBoss
Tramps,by Catsfolly
Bowl Bust, by BuzZLeR
Intellibullet, by Shalmezad
Source Links:
- https://atariage.com/forums/forum/159-intybasic-programming-contest-2015/
* 7.1: What was the IntyBASIC Programming Contest in 2018?
The contest was open to all IntyBASIC programmersm sponsored by Albert Yarusso, Crossbow, Dz-Jay, GrovvyBeeand IntyMike, mthiompson, OTG, and Tarzilla of Atari Age from 2018-July-01 to 2018-Dec-31
12 contestants competed to create a ROM that was evaluated for game play, graphics, sound, and originality.
Entrants, in order of award:
Deep Zone (434) - By Artrag
Upmonsters (399) - By atari2600land
The Crimson Tower (397) - By emerson
MazezaM (387) - By postpostdoc
Boot Hill (383) - By digress
Princess Lydie (379) - By mmarrero
Dwarven Mine (364) - By boardgamebrewer
A Sparrow Goes Flapping (349) - By Kiwi
Ouranos! (340) - By carlsson
Deadly Balls (299) - By PuzZLeR
Hunt the Wumpus (287) - By Zendocon
mINTY (260) - By Decle
Source Links:
- https://atariage.com/forums/topic/283921-and-the-winners-are/
* 7.1: What was the IntyBASIC Programming Contest in 2020?
The contest was open to all IntyBASIC programmersm sponsored by intvdave, IntyMike, OTG, Tarzilla, Zendocon, and ZillaRUSH of Atari Age from 2020-July-01 to 2020-Dec-31 .
Contestants competed to create a ROM that was evaluated for game play, graphics, sound, and originality.
Entrants, in order of award:
1st Place: Infiltrator (cmadruga, ARTRAG, Nyuundere, and TIX)
2nd Place: The Pandora Incident (Pandora Team of cmadruga, ARTRAG, Black_Tiger, Nyuundere)
3rd Place: TV Powww! (Decle)
4th Place: Eggerland Mystery demo. (cmadruga, and Nyuundere)
5th Place: The Depth of Nitemare. (kiwi)
6th Place: Mr Turtle. (digress)
7th Place: Space Combat. (fsuinnc)
Source Links:
- https://atariage.com/forums/topic/318831-intybasic-programming-contest-2020-winners/
* 7.2: What is the Intellivision Baseball League?
The Intellivision Baseball League is a virtual league played by ten teams representing Intellivision games. The season culminates with a three-game championship series between the first place teams of each network. The Intellivision Baseball League has run for multiple seasons, a complete league running C-vs-C teams on Super Pro Baseball.
It is a ton of fun to watch (and wager?) on the teams, skill makes a difference!
Media Links:
- https://atariage.com/forums/uploads/monthly_2022_03/season9ad.gif.36e7a30d3528eada7229a66ca9aea219.gif
- https://pkiynag0jwrzljzpqkl4fa.on.drv.tw/site/IBL/ibllogo.gif
Source Links:
- https://intysports.win
* 7.2: Was Basketball ever played for a private tournament?
In 1989, A man named Bart Elliot combed every phone book until he found the number of Steve Ettinger, and asked him for a special modification to the game, so he could host a private party with the names of players and modified stats as Bart's friends names and changes for the league name and stats and etc. The version was created for an agreement of few thousand dollars, including art from Connie Goldman. The single cartridge was mailed to Bart, who never paid for the work. The source code for this conversion is currently unavailable.
Source Links:
- https://intellivisionaries.com/episode-18-basketballs/time=03:58:13
* 7.2: What is the Intellivision Loot Box?
The Loot Box is a social sharing experiment, where a chain of classic console enthusiasts take turns receiving a box full of Intellivisoin goodies (carts, shells, marketing items, anything) and putting in things they would like to give away to someone else.
Source Links:
- https://forums.atariage.com/topic/241273-the-official-intellivision-loot-box-2018-coming-soon-sign-up-now/page/22/#comment-3952788
* 7.3: Was Mattel Sued by Magnavox?
In 1978 Magnavox introduced the Odyssey 2 which had a microprocessor which traced its roots to the ...507 patent filed by Sanders Associates granted in 1967/68. In 1979 Mattel introduced the Intellivision with a General Instruments microprocessor. Magnavox had previously successfully sued Atari (over Atari's Pong console)for patent violation. Atari settled by becoming a Magnavox exclusive licensee. With that confidently behind them, Magnavox sued Mattel for patent violation over Mattel's introduction of the Intellivision. Mattel's defence was that its console was not based on '507 but on the computer prior art, Space War!, the 1962 game played on a DEC PDP-1 mainframe at MIT. The court found for Magnavox ...it is clear from the evidence that Mattel did not in fact follow the prior art but, instead, followed developments in the television game industry, an industry which was created because of the work done at Sanders in developing the first television games and an industry which expanded and developed and become economically viable largely because of television games which followed the teachings of the '507 Patent.
Source Links:
- https://videogamelaw.allard.ubc.ca/2014/08/01/the-evolution-of-gaming-magnavox-v-mattel/
- https://web.archive.org/web/20210529130444/patentimages.storage.googleapis.com/33/ca/29/8a30a03aa0b9f6/USRE28507.pdf
- https://archive.org/details/1982-07-07-magnavox-v-mattel-trial-transcript-903-1029/mode/2up
* Section 8.0: Publications
Visual Media that can be consumed for in-depth coverage of Intellivision information.
8.1 Individual Guides
8.2 Printed Media
8.3 Reference Texts
* 8.1: Were university studies done on Intellivision?
Jeffrey Tam wrote a document on Intellivision Baseball and its influence on gaming for Stanford University.
Source Links:
- https://pub.intvprime.com/ba4ef/ie/_unsorted/Jeffrey-Tam-Intellivision-Legacy-Evolution-Baseball-Games-Stanford-edu-2022.pdf
* 8.1: Does a checklist exist for game collectors?
The Digital Press organization has created a checklist for the original 125 games, covering Cartridge, Instructions, and Box attributes.
The Digital Press PsychOpedia is a collector's compendium of videogame manufacturer information, containing references to multiple Intellivision items.
Digital Press has a published rarity guide that is considered "The Bible" for collectors, with an onlie reference to match it.
Source Links:
- https://pub.intvprime.com/ba4ef/ie/Publications/Digital-Press/dplite_mattel_intellivision.pdf
- https://ia801905.us.archive.org/20/items/Digital_Press_psychOpedia_2003_Santulli_Joe_US/Digital_Press_psychOpedia_2003_Santulli_Joe_US.pdf
- https://www.digitpress.com/video-game-guide/?system%5B%5D=3691§ion%5B%5D=1&mode=Search&title=&dollars_loose=&dollars_complete=&scarcity_loose=&scarcity_complete=&Designer=&Developer=&Mfr=&PartNo=&Released=
* 8.1: Do fanzines or zines exist for Intellivision?
The Intellivision Lines newsletters is a fanzine created by Ralph Linne devoted entirely to his favorite classic game system, 10 issues from 1991 to 1995.
Source Links:
- https://www.intellivision.us/intylines.php
* 8.1: Do magazines cover Intellivision?
Côté Gamers magazines contain articles that focus on classic system info preservation, including Intellivision.
Pixel Addict covers retro topics.
Source Links:
- https://cotegamers.com/shop/fr/magazines/19-cote-gamers-vol5.html
- https://www.pixel.addict.media/shop/current-issue-and-subscriptions/pixel-addict-magazine
* 8.1: Does a manual exist for the Flashback games?
A compiled manual for all of the games built into the Intellivision Flashback was generated by Mark Thompson.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Physical-Materials/Group-10/Intellivision-Flashback-Manual-all-in-One.pdf
Source Links:
- https://atariage.com/forums/topic/230208-intellivision-flashback-all-in-one-game-manual/
* 8.2: What books were published for Intellivision game players?
| Title | ISBN | Media Link |
|-------------------------------------------------------------- |--------------- |------------ |
| How to Master Home Video Games | 0-553-20195-6 | |
| How to Beat Atari, Intellivision, and Other Home Video Games | 0-671-45909-0 | |
| Repairing Your Home Video Game | 0-88190-277-9 | |
| The Family Playbook for Intellivision Games | 0-8065-0799-3 | |
Source Links:
- https://atariage.com/forums/topic/285424-my-intellivision-and-video-games-in-general-library/
* 8.2: What books are available to learn IntyBASIC?
Óscar Toledo G. has written two books that walk a user from zero to writing complete Intellivision games.
Programming Games for the Intellivision (ISBN-10: 1387961446)
The success of IntyBASIC inspired me to write a book called "Programming Games for Intellivision". It follows the learning technique that was so useful for me when starting in the BASIC language: Games published in parts, required to be typed by hand, and detailed explanation of each part.
Advanced Game Programming for Intellivision (ISBN-10: 1678045624)
Inspired by the success of my first book, I went to write another book including more advanced techniques of programming. In particular I wanted to explore the development of games looking more professional both on terms of title screens, gameplay, sound, and music.
...
A full chapter dedicated to the creation of sound effects and converting music sheets to IntyBASIC is included, furthermore tips for converting pictures to Intellivision graphics.
Media Links:
- https://youtu.be/MX6mbdoNCY4
Source Links:
- https://nanochess.org/intybasic.html#link
- https://www.lulu.com/shop/oscar-toledo-gutierrez/programming-games-for-intellivision/paperback/product-23728176.html
- https://www.lulu.com/en/en/shop/oscar-toledo-gutierrez/advanced-game-programming-for-intellivision/paperback/product-q8gzjn.html
* 8.3: Does an Intellivision II Service pamphlet exist?
SAMS created an easy-to-view fold-out document in 1985. It is not known if it was made for INTV Corp or their own company use.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Publications/SAMS-Photofact-Intellivision-II-Repair-Doc-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Publications/SAMS-Photofact-Intellivision-II-Repair-Doc-02.jpg
- https://pub.intvprime.com/ba4ef/ie/Publications/SAMS-Photofact-Intellivision-II-Repair-Doc-03.jpg
- https://pub.intvprime.com/ba4ef/ie/Publications/SAMS-Photofact-Intellivision-II-Repair-Doc-04.jpg
- https://pub.intvprime.com/ba4ef/ie/Publications/SAMS-Photofact-Intellivision-II-Repair-Doc-05.jpg
- https://pub.intvprime.com/ba4ef/ie/Publications/SAMS-Photofact-Intellivision-II-Repair-Doc-06.jpg
- https://pub.intvprime.com/ba4ef/ie/Publications/SAMS-Photofact-Intellivision-II-Repair-Doc-07.jpg
- https://pub.intvprime.com/ba4ef/ie/Publications/SAMS-Photofact-Intellivision-II-Repair-Doc-08.jpg
- https://pub.intvprime.com/ba4ef/ie/Publications/SAMS-Photofact-Intellivision-II-Repair-Doc-09.jpg
- https://pub.intvprime.com/ba4ef/ie/Publications/SAMS-Photofact-Intellivision-II-Repair-Doc-10.jpg
- https://pub.intvprime.com/ba4ef/ie/Publications/SAMS-Photofact-Intellivision-II-Repair-Doc-11.jpg
- https://pub.intvprime.com/ba4ef/ie/Publications/SAMS-Photofact-Intellivision-II-Repair-Doc-12.jpg
Source Links:
- https://atariage.com/forums/topic/267095-recent-non-cartridge-purchases/?do=findComment&comment=3792652
* 8.3: Where can service manuals be found?
Service Manuals are available via the source links in this entry. Please know what you are doing before you open an Intellivision console!
Source Links:
- https://console5.com/wiki/Category%3AConsole
* 8.4: Is there an Aquarius FAQ like this one?
Digital Press produced a FAQ for the Aquarius computer. The Aquarius is not compatible with the Intellivision in any way, but was owned by Mattel Electronics.
Source Links:
- https://www.digitpress.com/faq/aquarius.htm
* Section 9.0: Modern: Resources
21st Century places, tools, and things for creating or consuming enjoyment of the classic Intellivision games.
9.1 Emulation and tools for the 21st Century
9.2 Retail operations
9.3 Links to Everything Else
* 9.1: How can I emulate the Mattel Kiosk (POP) that was used in retail operations?
The culmination of one year of work is available from "Chris Dreher/Lathe26" on Atari Age.
Media Links:
- https://youtu.be/3vMPc39v13g
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/POP-Kiosk/Store-Display-Mattel-Kiosk-Reverse-Eng-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/POP-Kiosk/Store-Display-Mattel-Kiosk-Reverse-Eng-02.jpg
Source Links:
- https://atariage.com/forums/topic/303301-kiosk-multiplexer-%E2%80%93-research-and-video/
* 9.1: What are file formats used for Emulators?
Most people will encounter 3 formats for use with emulators. There are more but generally these have the most and modern support.
LUIGI: This format is parsed by a 16-bit microcontroller so it can be handled by an embedded device.
BIN CFG: CFG file resembles a "Windows INI" file, with instructions for the emulator to load the BIN file into the Intellivision memory locations. Some CFG are made by humans so can have hard-to-understand instructions. See the bincfg directory in the Jzintv source tree for the closest thing to a spec.
INT ITV: BIN CFG files renamed.
ROM: A self-contained package of cartridge code without a configuration file, requiring emulators to "guess" on how to load it. Mattel aka ECS-style bank switching is not supported with ROM because emulators won't know how to handle the memory addressing without specific instructions.
Source Links:
- https://https://github.com/lutris/jzintv/tree/master/bincfg
* 9.1: What is the Ultimate Flashback?
Todd Holcomb developed a solution to the limited games on the Flashback by replacing the internals with a Raspberry Pi and accessible SDRAM slot. This change allowed the install of Emulation Station plus the jzIntv emulator to run any Intellivision game in the catalog, using the excellent Flashback controllers. Mr. Holcomb's kit is the most faithful way to play Intellivision games on a television without resorting to original (aging) hardware.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Flashback/Ultimate-Flashback-01.jpg
Source Links:
- https://www.wakingupafterforty.net/the-ultimate-intellivision-flashback/
- https://atariage.com/forums/topic/258533-ultimate-flashback-interface-boards-available/
* 9.1: How to add ROMs to an Ultimate Flashback?
Papa Pete has created a 2023 video guide on how to self service add games.
Source Links:
- https://www.youtube.com/watch?v=Pvdr5A_Pvuc
* 9.1: What is the Intellivision Flashback?
First available in Fall 2014 via Atgames, the Flashback is an all-in-one "plug and play" unit that resembles a minified version of the gold+woodgrain 2609 console. Unlike the previous handheld units, these are not ports but instead the actual Intellivision code running within a hardware emulator. Most of the games are very functional and playable, with a lot of care taken by Intellivision Productions CEO Keith Robinson to make sure the same level of play and fun are included.
A major standout for the system are the controllers, which very faithfully reproduce the look/feel/control of the original items. It does not have a cartridge slot, and does not carry 3rd party licensed games like Bump-n-Jump (Data East), but it does deliver the classic Intellivision IP in a fast-to-play format. Many people currently buy Flashbacks just for the controllers, which can have the end-cable pinouts modified to work on original hardware.
Atgames relationship with Intellivision Productions was not a good one, and a follow-on Flashback was not meant to be.
SKU 721737B2, UPC/EAN/ISBN 857847003271
Games list:
| Game | Game | Game |
|-----------------------|---------------------------------------------|------------------------------------|
| 01 Astrosmash | 11 Body Slam: Super Pro Wrestling | 21 Spiker: Super Pro Volleyball |
| 02 Space Armada | 12 Bowling | 22 Stadium Mud Buggies |
| 03 Space Battle | 13 Boxing | 23 Super Pro Decathlon (Decathlon) |
| 04 Space Cadet | 14 Deep Pockets: Super Pro Pool & Billiards | 24 Tennis |
| 05 Space Hawk | 15 Football, Super Pro | 25 Backgammon |
| 06 Space Spartans | 16 Chip Shot: Super Pro Golf | 26 Bomb Squad |
| 07 Star Strike | 17 Golf | 27 Checkers |
| 08 Auto Racing | 18 Slap Shot: Super Pro Hockey | 28 Chess |
| 09 World Ch Bsbal | 19 Motocross | 29 Horse Racing |
| 10 Slam Dunk | 20 Soccer | 30 Las Vegas Poker & Blackjack |
| | | |
| 31 Las Vegas Roulette | 42 Brickout | 52 Snafu |
| 32 Royal Dealer | 43 Blowout | 53 Thin Ice |
| 34 Armor Battle | 44 Buzz Bombers | 54 Thunder Castle |
| 35 B-17 Bomber | 45 Frog Bog | 55 Triple Action |
| 36 Crown of Kings | 46 Hard Hat | 56 Vectron |
| 37 Minotaur | 47 Hover Force | 57 Learning Fun |
| 38 Sea Battle | 48 Night Stalker | 58 Learning Fun II |
| 39 Sub Hunt | 49 Pinball | 59 Math Fun |
| 40 Tower of Doom | 50 Shark! Shark! | 60 Word Fun |
| 41 Takeover | 51 Sharp Shot | |
| | | |
Overlays included in all editions:
Astrosmash
Buzz Bombers
Crown of Kings
Minotaur
Night Stalker
Space Hawk
Space Spartans
Utopia
World Championship Baseball
Word Fun
Overlays included if item was purchased from Sam's Club:
Bowling
Chess
Sea Battle
Space Battle
Sub Hunt
A supplemental 60-overlay pack was sold by the Blue Sky Rangers company.
A special edition was made for the Dollar General retail stores, which included the original 2-player-only Major League Baseball game.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Flashback/Flashback-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Flashback/Box-Bundle-BSR-Special.jpg
- https://www.youtube.com/watch?v=MWX4bMGIGkU
Source Links:
- https://traffic.libsyn.com/intellivisionaries/The_Intellivisionaries_-_Episode_11_Jul_2014.mp3
- https://videogamecritic.com/extras/reviews/intelfb.htm
* 9.1: What is the Ultimate Flashback?
Todd Holcomb developed a solution to the limited games on the Flashback by replacing the internals with a Raspberry Pi and accessible SDRAM slot. This change allowed the install of Emulation Station plus the jzIntv emulator to run any Intellivision game in the catalog, using the excellent Flashback controllers. Mr. Holcomb's kit is the most faithful way to play Intellivision games on a television without resorting to original (aging) hardware.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Flashback/Ultimate-Flashback-01.jpg
Source Links:
- https://www.wakingupafterforty.net/the-ultimate-intellivision-flashback/
- https://atariage.com/forums/topic/258533-ultimate-flashback-interface-boards-available/
* 9.1: What is the Intellivision Flashback?
First available in Fall 2014 via Atgames, the Flashback is an all-in-one "plug and play" unit that resembles a minified version of the gold+woodgrain 2609 console. Unlike the previous handheld units, these are not ports but instead the actual Intellivision code running within a hardware emulator. Most of the games are very functional and playable, with a lot of care taken by Intellivision Productions CEO Keith Robinson to make sure the same level of play and fun are included.
A major standout for the system are the controllers, which very faithfully reproduce the look/feel/control of the original items. It does not have a cartridge slot, and does not carry 3rd party licensed games like Bump-n-Jump (Data East), but it does deliver the classic Intellivision IP in a fast-to-play format. Many people currently buy Flashbacks just for the controllers, which can have the end-cable pinouts modified to work on original hardware.
Atgames relationship with Intellivision Productions was not a good one, and a follow-on Flashback was not meant to be.
SKU 721737B2, UPC/EAN/ISBN 857847003271
Games list:
| Game | Game | Game |
|-----------------------|---------------------------------------------|------------------------------------|
| 01 Astrosmash | 11 Body Slam: Super Pro Wrestling | 21 Spiker: Super Pro Volleyball |
| 02 Space Armada | 12 Bowling | 22 Stadium Mud Buggies |
| 03 Space Battle | 13 Boxing | 23 Super Pro Decathlon (Decathlon) |
| 04 Space Cadet | 14 Deep Pockets: Super Pro Pool & Billiards | 24 Tennis |
| 05 Space Hawk | 15 Football, Super Pro | 25 Backgammon |
| 06 Space Spartans | 16 Chip Shot: Super Pro Golf | 26 Bomb Squad |
| 07 Star Strike | 17 Golf | 27 Checkers |
| 08 Auto Racing | 18 Slap Shot: Super Pro Hockey | 28 Chess |
| 09 World Ch Bsbal | 19 Motocross | 29 Horse Racing |
| 10 Slam Dunk | 20 Soccer | 30 Las Vegas Poker & Blackjack |
| | | |
| 31 Las Vegas Roulette | 42 Brickout | 52 Snafu |
| 32 Royal Dealer | 43 Blowout | 53 Thin Ice |
| 34 Armor Battle | 44 Buzz Bombers | 54 Thunder Castle |
| 35 B-17 Bomber | 45 Frog Bog | 55 Triple Action |
| 36 Crown of Kings | 46 Hard Hat | 56 Vectron |
| 37 Minotaur | 47 Hover Force | 57 Learning Fun |
| 38 Sea Battle | 48 Night Stalker | 58 Learning Fun II |
| 39 Sub Hunt | 49 Pinball | 59 Math Fun |
| 40 Tower of Doom | 50 Shark! Shark! | 60 Word Fun |
| 41 Takeover | 51 Sharp Shot | |
| | | |
Overlays included in all editions:
Astrosmash
Buzz Bombers
Crown of Kings
Minotaur
Night Stalker
Space Hawk
Space Spartans
Utopia
World Championship Baseball
Word Fun
Overlays included if item was purchased from Sam's Club:
Bowling
Chess
Sea Battle
Space Battle
Sub Hunt
A supplemental 60-overlay pack was sold by the Blue Sky Rangers company.
A special edition was made for the Dollar General retail stores, which included the original 2-player-only Major League Baseball game.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Flashback/Flashback-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Hardware-Components/Flashback/Box-Bundle-BSR-Special.jpg
- https://www.youtube.com/watch?v=MWX4bMGIGkU
Source Links:
- https://traffic.libsyn.com/intellivisionaries/The_Intellivisionaries_-_Episode_11_Jul_2014.mp3
- https://videogamecritic.com/extras/reviews/intelfb.htm
* 9.1: What is the Argon?
Argon is a turnkey emulation package for running Intellivision games (as well as other 1980s classic consoles).
Source Links:
- https://www.amazon.com/dp/B07YF53BJQ
* 9.1: What is the MiSTer for Intellivision?
Intellivision MiSTer adapts the base FPGA board "DE10-Nano" to use emulate original hardware while supporting 21st Century HDMI-out.
Media Links:
- https://youtu.be/c9GIfhU8Ihg
- https://youtu.be/t16Xh01tunY
- https://youtu.be/PTtWxIOOa8Y
Source Links:
- https://github.com/MiSTer-devel/Intv_MiSTer
- https://github.com/MiSTer-devel/Main_MiSTer/wiki
* 9.1: Can I play Intellivision on Evercade?
The hardware console/portable system has two collections for Intellivision games.
Set 1 (2021)
-- Astrosmash
-- Buzz Bombers
-- Frog Bog
-- Night Stalker
-- Pinball
-- Princess Quest
-- Shark! Shark!
-- Slap Shot Super Pro Hockey
-- Snafu
-- Thin Ice
-- Thunder Castle
-- Word Rockets
Set 2 (2022)
-- Cloudy Mountain
-- Tower of Doom
-- Hover Force
-- Star Strike
-- Vectron
-- Auto Racing
-- Sharp Shot
-- Stadium Mud Buggies
-- Super Pro Decathalon
-- Motocross
-- Mountain Madness Super Pro Skiing
-- Reversi
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Software/Intellivision-Productions/Intellivision-for-PC-Floppy.jpg
Source Links:
- https://web.archive.org/web/20220210115031/evercade.co.uk/cartridges/intellivision-collection-1/
* 9.1: How can I emulate Intellivision on Fire TV 4K stick?
Using an adaption of jzIntvImGui, Amazon Firesticks can be used because they run Android OS.
Source Links:
- https://web.archive.org/web/20230827031953/docs.google.com/document/d/1vq_WByAltQsb590H-aDYCs4N-cqgehY0/edit?pli=1
- https://docs.google.com/document/d/1vq_WByAltQsb590H-aDYCs4N-cqgehY0/edit
- https://docs.google.com/document/d/12hUhTc6gWqABiej5Xx998VTYf4iQkJS1/edit
* 9.1: How can I emulate Intellivision?
There are many ways to emulate a classic Intellivision on other platforms. In 2022, jzIntv is simply the best way to do it. When in doubt, start with jzIntv.
jzIntv is so complete, it even has an Easter Egg embedded: keep "resetting" the game by holding down the key mapped to it in jzIntv config, and a screen with static noise will show on Channel 03, and simulate a person hitting the mute button. :)
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Animated/jzIntv-Easter-Egg-Reset-Continuous-makes-Static.MP4
Source Links:
- https://spatula-city.org/~im14u2c/intv/
- https://emulation.gametechwiki.com/index.php/Intellivision_emulators
- https://atariage.com/forums/topic/317768-pocketgo-handheld-system-intellivision-emulator/?do=findComment&comment=4960425
- https://gbatemp.net/threads/introducing-nintellivision-an-emulator-for-the-ds-dsi.593786/
- https://www.oreilly.com/library/view/retro-gaming-hacks/0596009178/ch04s04.html
* 9.1: How can I emulate Intellivision on Nintendo DS?
Nintellivision is an emulator for the DS/DSi developed in 2021!
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Game-Snippets-Animated/jzIntv-Easter-Egg-Reset-Continuous-makes-Static.MP4
Source Links:
- https://gbatemp.net/threads/introducing-nintellivision-an-emulator-for-the-ds-dsi.593786/
- https://github.com/wavemotion-dave/NINTV-DS
* 9.1: Where can I download legitimate Intellivision ROMs?
Aside from lawful sellers, there are many places on the internet to grab homebrew and independent-publisher 21st Century games, for free.
A sample of the overall items are included here.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Software/IntyBASIC-Programming-Contests/IntyBASIC-Contest-2015-Entries.zip
- https://pub.intvprime.com/ba4ef/ie/Software/IntyBASIC-Programming-Contests/IntyBASIC-Contest-2018-Entries.zip
- https://pub.intvprime.com/ba4ef/ie/Software/IntyBASIC-Programming-Contests/IntyBASIC-Contest-2020-Entries.zip
- https://pub.intvprime.com/ba4ef/ie/Software/Catsfolly/Super-Pixel-Bros.zip
- https://pub.intvprime.com/ba4ef/ie/Software/Nanochess/80s-hits-vol1.rom
- https://pub.intvprime.com/ba4ef/ie/Software/Nanochess/meteors.rom
- https://pub.intvprime.com/ba4ef/ie/Software/Nanochess/tribe.rom
- https://github.com/nanochess/Space-Raid-Inty/raw/master/space_raid_intellivision.zip
- https://pub.intvprime.com/ba4ef/ie/Software/Intv-Nut-Joe-Zbiciak/4-tris.zip
- https://pub.intvprime.com/ba4ef/ie/Software/Arnauld-Chevalier/StackEm.zip
- https://pub.intvprime.com/ba4ef/ie/Software/Arnauld-Chevalier/stonix.zip
Source Links:
- https://web.archive.org/web/20210128023231/bradsprojects.com/super-pixel-bros-on-the-intellivision/
- https://spatula-city.org/~im14u2c/intv/4-tris/
- https://knox.ac.free.fr/index.php/inty/roms?title=stonix
- https://www.carolvsghost.com/game/pg_game.html#download-rom
* 9.1: How to emulate proper colors that match Intellivision NTCS?
The jzintv --gfx-palette flag makes color tweaking simple, because NTSC is notorious for meaning Never The Same Color.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Software/Emulation/0-Color-Palette/html-equivalents-01.jpg
- https://pub.intvprime.com/ba4ef/ie/Software/Emulation/0-Color-Palette/jzIntv-Color-Default-Uncorrected-01.jpg
Source Links:
- https://atariage.com/forums/topic/278354-gfx-palette-flag/
* 9.1: Can I play Intellivision on a PC?
Intellivision Productions created floppy disks with a combined INTVPC emulator and a few games in a ready-to-play format. These executable bundles evolved into the game packs distributed in the Intellivsion Lives! and Intellivision Rocks CDs. Starting around the year 2012, these releases no longer reliably play on Windows or Mac operating systems, as the INTVPC emulation code was developed in Borland Pascal for MSDOS/Windows 3.1. The game ROMs can be extracted from the CDROM and played on modern (2020 as of this writing) emulation like jzIntv.
Intellivision Lives/Rocks was produced for other platforms as well in the early 2000s for what were popular game systems of that time.
Microsoft Xbox (UPC 650008499070), 2004
Sony Playstation 2 (UPC 650008399189/5060057021774/5060057021798), 2003
Nintendo Game Cube (UPC 650008599077), 2004
Nintendo DS (UPS 609722301626), 2010
The emulation is really, really good! Keith Robinson's team put the quality control into making the games run well on the more modern platforms.
Note: World Series Major League Baseball (WSMLB) ROM does not work outside of this collection, was modified for 1990s emulator shortcomings, it is not 49152 bytes as needed by modern emulators.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Software/Intellivision-Productions/Intellivision-for-PC-Floppy.jpg
Source Links:
- https://atariage.com/forums/topic/317506-intellivision-for-pc-preview/?do=findComment&comment=4760248
- https://www.gamestop.com/video-games/more-gaming/nintendo-ds/games/products/intellivision-lives/10084183.html
- https://en.wikipedia.org/wiki/Intellivision_Lives!
- https://www.wired.com/2005/08/retro-gamers-unite/
- https://gamefabrique.com/games/intellivision-lives/
- https://www.reddit.com/r/intellivision/comments/yng27k/any_of_you_get_world_series_baseball_to_work/
* 9.1: What is an Aquarius?
The Aquarius is a computer platform with some similar-looking software, but is not compatible with to the Intellivision family (except an Aquarius Printer can connect to an ECS). It is included here because it was a Mattel Electronics product, and can be fun in its own way.
An emulator does exist for current systems:Aqualite
Source Links:
- https://aquarius.je/aqualite/
- https://atariage.com/forums/topic/313546-aqualite-111/
* 9.1: Can hardware be 3D printed?
Miniatures and new case parts are possible. See sources.
Source Links:
- https://www.shapeways.com/product/CT9D888JM/1-6-mattel-intellivision?optionId=60301482
- https://www.yeggi.com/q/intellivision/
* 9.1: How can ECS cassette data from tapes be emulated with waveforms?
bin2wav and wav2bin: Windows tools for converting waveform audio to ECS-ready data for use in emulators. (LTO)
Source Links:
- https://pub.intvprime.com/ba4ef/ie/Software/LTO/cassette-saving-for-emulation-fsk2.zip
* 9.1: What is the Portable Intellivision Development Environment?
If you have ever wanted to try writing games for the Intellivision but you don't have hours of free time to just sit down in front of a computer, then use this document to create a full development environment right on your Android phone or tablet.
You do not need to root your device, and you do not need advanced technical skill. First, buy the books Programming Games For Intellivision and Advanced Game Programming for Intellivision and learn to write simple Intellivision programs. Then set up a full development environment to write games using only your device and a keyboard.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Programming/Portable-Development-Environment-View-Blix.jpg
Source Links:
- https://www.midnightblueinternational.com/pide.php
- https://intellivisiononline.forumotion.com/t774-portable-intellivision-development-environment
* 9.1: What TrueType Fonts are available to use in modern operating system platforms and hosts?
The most popular is "SF Intellivised", which has been around for 15 years. "MT Intellivised" has been released in 2022 that resembles the Mattel typeface as well.
Media Links:
- https://pub.intvprime.com/ba4ef/ie/Software/Fonts/SF%20Intellivised.ttf
- https://pub.intvprime.com/ba4ef/ie/Software/Mark-Thompson/MT-Intellivised-Font/MT-Intellivised.zip
* 9.2: Who sells Intellivision games at retail?
Aside from eBay and Facebook Marketplace, there are several places to buy games and consoles and parts at retail.
Like it or not, eBay is generally the go-to for people selling hardware, games, and accessories. The Blue Sky Rangers maintain an official eBay storefront as of Spring, 2021.
The Atari Age forum maintains a vibrant buy/sell/trade/swap space.
Between 2010 and 2021, scalpers and speculators have generally driven prices up, so eBay has been a great place to learn about what is available, but not necessarily the place to buy (except for the BSR store).
Organizations like Goodwill, Mission Thrift, and other national groups have online sales areas.
Protecting physical game boxes is possible at "Retro Protect", and they will even do custom boxes if asked.
Check the sources here for alternative places to shop.
Source Links:
- https://pdroms.de/files/mattelelectronics-intellivision/
- https://forums.atariage.com/forum/6-buy-sell-and-trade/
- https://web.archive.org/web/20221129020903/hoskinson-industries.myshopify.com/collections/intellivision
- https://forums.atariage.com/forum/6-buy-sell-and-trade/
- https://www.ebay.com/str/blueskyrangers/Auctions/_i.html?_storecat=35095264012&_sop=10&listingOnly=1
- https://www.estarland.com/platforms/intellivision/132
- https://www.tradengames.com/store/pc/Intellivision-Games-c110.htm
- https://www.etsy.com/search?q=intellivision
- https://www.mercari.com/search/?keyword=intellivision
- https://www.shopgoodwill.com/Listings?st=intellivision&sg=&c=&s=&lp=0&hp=999999&sbn=false&spo=false&snpo=false&socs=false&sd=true&sca=false&caed=9/27/2020&cadb=7&scs=false&sis=false&col=1&p=1&ps=40&desc=false&ss=0&UseBuyerPrefs=true
- https://www.gooddealgames.com
- https://www.sellmyretro.com/offer/details/brand-new-mattel-intellivision-1-controller-mylar-set-38583
- https://console5.com/store/catalogsearch/result/?q=intellivision
- https://retroprotection.com/Intellivision_c26.htm
- https://www.intellivisioncollector.com/index.php
- https://web.archive.org/web/20221129020644/hoskinson-industries.myshopify.com/products/intellivision-metal-controller-disc
- https://www.facebook.com/IvoryTowerCollections/
* 9.2: What can I use to protect my boxes?
See link to compilation doc from Snakecharmer of Atari Age forums.
Media Links:
- https://www.flickr.com/photos/13839114@N00/sets/72177720296982574/
Source Links:
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/Protectors-For-Intellivision-Stuff-09102022-Protectors.tsv
* 9.2: Where can I buy box protectors?
See link to Hoskinson Industries.
Source Links:
- https://hoskinson-industries.myshopify.com/collections/intellivision/products/intellivision-1-system-box-protector
* 9.3: What is the price of an Intellivision today?
Average value for a Mattel gold 2609 Master Component is $70 used, $110 in box, $300+ new and unused (very hard to come by after 40 years).
* 9.3: What was the price of an Intellivision?
At launch, the Intellivision retailed for $299 USD. $299 in 1980 is worth $1,114.09 in 2023.
In 1981, Mattel was paying $27.25 for the first 100K units, with the price declining to $23.50 once they crossed 300K units.
Source Links:
- https://pub.intvprime.com/ba4ef/ie/References-Unsorted/papaintellivision.com/pdfs-searchable/CCF10232011_00004.pdf
- https://www.in2013dollars.com/us/inflation/1980?amount=299
* 9.3: How much is a homebrew game?
Most releases (homebrew: typically no license or IP agreement made in limited batches, independent: typically with legal agreements/licensing and larger production runs) are approx $75 USD.
Intellivision games require a relatively rare plastic shape housing, custom chips, and unique production process. Producers tend to replicate the Intellivison comercial treatment of the early 1980s when it was a boutique system, so quality boxes and overlays and printed manuals are also included, which drives up the price.
ROMs tend to be in the $15 USD range, sometimes depending on LTO Flash ID locking.
* 9.3: How much is an Intellivision collection worth?
According to the PriceCharting website, a collection of known original and major Independent cartridge games and hardware has a value of $4,406.60 and if all items are new-shrinkwrapped it is $18,408.14.
PriceCharting tends to be less than accurate and undervalued for all systems older than the NES, so Intellivision values are likely slightly higher for many items. YMMV!
Source Links:
- https://atariage.com/forums/topic/319038-real-cost-of-an-intellivision-collection/#comments
- https://www.pricecharting.com/console/intellivision?utm_source=www.intvprime.com
* 9.3: How do I socialize with other Intellivision enthusiasts?
You found this FAQ, so that is a good start. :)
Aside from the implied connections elsewhere in this FAQ, try these direct places:
Twitter: Search for "#Intellivision"
Facebook: Intellivision Retro Gamers www.facebook.com/groups/1631170557158100/
Discord: Intellivision Fan Group disboard.org/server/682739902504632320
Atari Age web forum for Intellivision: atariage.com/forums/forum/125-intellivision-aquarius/
Intellivision online web forum: intellivisiononline.forumotion.com/
* Section 99.0: Credits
Acknowledgement of those who made this FAQ possible, and are responsible for the fun that the worldwide Intellivision community shares.
Aside from explicitly-noted source information, content in this FAQ can be attributed to:
The Intellivision FAQ by Larry Anderson (pub.intvprime.com/ba4ef/ie/FAQ/Intellivision-FAQ-v3-1995-with-Edits-from-Keith-Robinson.pdf)
The Blue Sky Rangers official history website (history.blueskyrangers.com/)
Intellivision Entertainment (intellivision.com/legacy)
nDISCLAIMER
The writers, collectors, compilers, and maintainers of this FAQ cannot and will not be held responsible for any damages done to the system or any impact to the life of the consumer of this resource. This is provided for informational purposes only. Any action that is described here may only be done at the risk and peril of the consumer. Whatever happens, it's not our fault.
* 99.0: What is Intellivision?
Intellivision is a home video game system released by Mattel Electronics in 1979. It was developed beginning in 1975 to be a total home entertainment system, expanding into a computer (using Keyboard Component). It was marketed for sophisticated consumer (compared to its main competitor the Atari VCS 2600 that had simple to learn fast games).
Intellivision is a portmanteau of "Intelligent" and "Television".
Mattel Electronics invented video game licensing and drove its popularity with sports games like NFL Football, Major League Baseball, NHL Hockey, NBA Basketball, and NASL Soccer.
The console has seen a resurgence in recent years among retro gaming enthusiasts.
* 99.0: What books/periodicals were sourced for the original Intellivision FAQ?
Many thanks to Lee K. Seitz, who provided this information from his Classic Video Game Book & Periodical List. Notes on books are copyrighted by the individual authors; all video games are trademarked by their manufacturers.
(Author's note: I've edited the list to only include pertinent information regarding the Intellivision, for more complete listings, please contact Mr. Seitz, and I'm sure that he'd be more than happy to e-mail you the complete list.)
DISCLAIMER
This list is Copyright 1995 by Lee K. Seitz. It may be freely redistributed in whole or in part, provided that this copyright notice is not removed. It may not be sold for profit or incorporated in commercial documents without the written permission of the copyright holder.
FORMAT OF ENTRIES
Book entries are in alphabetical order by author. The format is as follows:
Author; Title; ISBN; Publisher; Date; Cover Price (in $US); Pages; Format (see abbreviations).
Arcade: List of games covered.
Home: List of systems covered (see abbreviations) (note 1).
Notes: Notes from people who have read it, indicated by user name (see thanks at end).
Note 1: The "Home" section is listed only if the specific games covered are not known. If they are known, the entry will read something like:
2600: KABOOM!, PAC-MAN, PITFALL!.
INTV: B-17 BOMBER, PITFALL!.
The names of all games are in ALL CAPS the first time they are referenced in connection to a book. This keeps users from worrying about mixed case when searching the document. This is also true of home systems that are not referenced often enough to have an abbreviation. Home system abbreviations are also in ALL CAPS.
Periodicals are in alphabetical order by title. The format is as follows:
Title; ISSN; Publisher; First Issue (date)-Last Issue (date); Frequency; Cover Price (in $US); Pages; Format (see abbreviations).
Covers: Arcade, home, computer, and/or handhelds.
Notes: Notes from people who have read it, indicated by user name (see thanks at end).
First and last issue numbers will be listed as they are in the periodical. This means either number (e.g. 1-20) or volume and issue number (e.g. v1n1-v2n8). If only issue numbers are used, this usually means that the entire run of the periodical is considered "volume 1." In such cases, if the periodical were to be cancelled and restarted, that would usually be considered "volume 2." Other publishers consider each year the periodical is published to be a separate volume.
ABBREVIATIONS
Formats refers to the size and binding, not the content
COL Coloring book
COM Comic book
GN Graphic Novel like a MAG with square binding; upscale COM
HC Hard cover (usually larger than a PB and smaller than a TPB)
MAG Magazine
NEWS Newsletter
PAM Pamphlet (approx. PB size, but no flat spine; staples instead)
PB Standard-sized paperback (or close to it)
TPB Trade paperback (larger than a PB)
Home Systems:
2600 Atari 2600
5200 Atari 5200
7800 Atari 7800
CHNF Channel F
CLCO Colecovision
INTV Intellivision
OD2 Odyssey 2
VECT Vectrex
Blanchet, Micheal; _How to Beat Atari, Intellivision, and Other Home Video Games 0-671-45909-0 Simon n Schuster (Fireside); 1982; $4.95; 128p; PB.
INTV: ARMOR BATTLE, ASTRO SMASH, SPACE ARMADA.
Notes: Illustrated by R.B. Backhaus. Also contains a chapter on "Converting the Atari Joystick for Left-Handed Use." (mvcooley)
Blumenthal, Howard J.; The Complete Guide to Electronic Games; [ISBN?]; [Publisher?]; 1981; $[?]; [?]p; [Format?].
Home: 2600, INTV, OD^2.
Notes: Concentrates on hand-held video games as well as home systems such as the Atari 2600, Intellivision, Odyssey, APF, etc. (rbarbaga)
Blumenthal, Howard J.; _The Media Room: Creating Your Own Home Entertainment and Information Center; 0-140-46538-3; Penguin Books; 1983; $9.95; 184p; TPB.
Home: 2600, 5200, CLCO, INTV, PONG, ODYSSEY.
Notes: Contains a single chapter on "Videogames" [sic], although there are other mentions throughout the book. This chapter give a very brief history of video games, starting with coin-op Pong and quickly switching to home systems. It concentrates on the 2600 and Intellivision, although the recently released 5200 and Colecovision are also mentioned. Also contains some nice B&W pictures of the 2600, Intellivision, and 5200. (lkseitz)
Cohen, Daniel; Video Games; 0-671-45872-8; Pocket Books; 1982; $1.95; 120p; PB.
Home: 2600, CLCO, INTV, OD^2.
Notes: Adolescent level book that discusses how video games work and their history. Contains lots of nice B&W photos of arcade games, home game consoles, some Intellivision screen shots (from before the games were officially named), and more. (lkseitz)
Cohen, Daniel & Susan; The Kid's Guide to Home Computers; 0-671-49361-2; Pocket Books; 1983; $1.95; 118p; PB.
Home: 2600, INTV, CLCO, OD^2.
Notes: Though this book would seemingly be only about computers, it contains a fair amount of video game information also. Contains several B&W system and game photos of several systems (INTV, Odyssey, Coleco, Adam, Aquarius, 800, Apple, C-64, Vic 20, etc.)! Also contains some INTV computer system game shots of these unreleased games: Number Jumbler, Flintstones: Keyboard Fun, Game Maker and Basic Programmer. Also contains a section on peripherals that covers joysticks (Spectravideo, Coleco Super Action), printers, monitors, etc. (APDF35D) Has a "turn your game system into a computer" section, which features a brief discussion of ADAM, Aquarius, INTV and 2600 computer add-ons, as well as a mention of an INTELLIVISION-III (not the INTV-III) with battery operated controls and built-in speech synth. Interesting. (jmcdonald)
Dodd, John Carroll; A Study of the Toy Market, Videogame [sic] Industry, Pysychological Role of Toys, and Toy Construction in Relation to a Proposed Promotion Campaign for Mattel Electronics Intellivision Video System; NO ISBN; NO PUBLISHER; 1982; NO PRICE; 56p; bound photocopy.
Home: INTV
Notes: Okay, so it isn't a book. It's a School of Art honors paper at Kent State University. It was too good to pass up. If anyone goes to K.S.U. to look it up, I'd appreciate a photocopy. (lkseitz)
Hirschfeld, Tom; How to Master Home Video Games; 0-553-20195-6; Bantam; 1982; $2.95; 198p; PB.
INTV: ARMOR BATTLE, ASTROSMASH, SEA BATTLE, SPACE ARMADA, SPACE BATTLE.
Notes: Each game is presented with a B&W illustration of the board with pointers to what each part of the screen represents and then has the following sections in outline format: controls, scoring, dangers, observations, and strategies. The following games also have a game variation matrix (in case you lose your manual, I guess): Asteroids, Combat, Missile Command, Space Invaders, and Warlords. Also includes sections on high scores, clubs, exact instructions on how to find the secret room in Adventure, some arcade games, and manufacturer addresses. For the completist, the arcade games are DEFENDER, PAC-MAN, ASTEROIDS, CENTIPEDE, SCRAMBLE, PHOENIX, GORF, GALAXIAN, BERZERK, and ASTEROIDS DELUXE. (lkseitz)
Hoye, David; The Family Playbook for Intellivision Games; 0-8065-0799-3; Citadel; 1982; $5.95; 188p; [Format?].
Home: INTV.
Notes: Early Intellivision titles, detailed info. (jlodoen)
Kubey, Craig; The Winners' Book of Video Games; 0-446-37115-7; Warner Books; 1982; $5.95; 270p; TPB.
INTV: BLACKJACK, LAS VEGAS POKER, MAJOR LEAGUE BASEBALL, NFL FOOTBALL, SPACE BATTLE.
Notes: Includes a smattering of B&W photos and illustrations. This includes photos of the controls of Asteroids, Defender, Pac-Man, and Missile Command, plus a photo of the never-released Keyboard Component for the Intellivision I. Be warned that some of the home games listed are brief reviews as opposed to playing tips. Also includes sections on "Great Video Game Arcades in the United States and Canada," "Video Game Etiquette," "Video Songs" (songs to play by, not generally specifically about video games), "The Future," "Videomedicine," "Video Reform," history & status of the coin-op and home industries, and a "Glossary of Video Slang," some of which I've never heard. (lkseitz)
Rovin, Jeff; The Complete Guide to Conquering Video Games: How to Win at Every Game in the Galaxy; 0-020-29970-2 (PB); Collier Books; 1982; $5.95 (PB); 407p; PB, HC.
INTV: ABPA BACKGAMMON, ARMOR BATTLE, ASTROSMASH, AUTO RACING, BASKETBALL, BOXING, CHECKERS, DUNGEONS AND DRAGONS, THE ELECTRIC COMPANY MATH FUN, THE ELECTRIC COMPANY WORD FUN, HORSE RACING, LAS VEGAS POKER AND BLACKJACK, LAS VEGAS ROULETTE, MAJOR LEAGUE BASEBALL, NASL SOCCER, NFL FOOTBALL, NHL HOCKEY, PBA BOWLING, PGA GOLF, SEA BATTLE, SNAFU, SPACE ARMADA, SPACE BATTLE, TENNIS, TRIPLE ACTION, U.S. SKI TEAM SKIING.
Notes: [Some of the above names might not be actual cartridges, but just some games from a cartridge, due to the way the book is organized. If you see an entry that should be changed or entries that should be folded into one, please let me know. (lkseitz)] Includes index. By the editor of and could order from Videogaming Illustrated (see periodicals). There also exists a hardback edition. It is labeled "special book club edition" on the inside flap of the dust cover. Games were grouped by type (i.e. Atari's Surround includes hints on Intellivision's Snafu and Bally's Checkmate) because the hints were virtually the same. Each game types has the following sections: object, rating, strategies, cross-references, and video originals. Each game also has a simple cartoon/illustration to go with it. Also includes chapters on taking care of your video games, computer games, the future of video gaming, and a glossary. (lkseitz)
Stern, Sydney Ladenshohn and Ted Schoenhaus; Toyland: The High-Stakes Game of the Toy Industry; [ISBN?]; [Publisher?]; [Date?]; $[?]; [?]p; [Format?].
Home: 2600, CLCO, INTV.
Notes: It's a history on the toy industry with a great chapter on video games. It's got detailed information on Atari's downfall but also quite a bit about Mattel and Coleco plus some stories about 3rd party developers. Later in the book it focuses on the industry circa 1988-9. (rbarbaga)
Stovall, Rawson; The Video Kid's Book of Home Video Games; 0-385-19309-2; Doubleday & Co. (Dolphin); 1984; $6.95; 140p; TPB?.
Home: 2600, 5200, CLCO, INTV, OD^2, VECT.
Notes: The 11-year-old author reviews more than 80 video games available for the six different systems available at the time, and offers advice on strategy.
Sullivan, George; How to Win at Video Games; 0-590-32630-9; Scholastic; 1982; $1.95; 175p; PB.
Home: 2600, INTV, OD^2, CHNF.
Notes: To emphasize the importance of Pac-Man on classic video games, note that each of the above games is a section of a single chapter, except Pac-Man and Ms. Pac-Man, which are contained within their own chapter. It also covers the Atari 2600 Pac-Man and the Coleco table-top. Each games is described with a B&W illustration (not to scale), a brief description, and sections on the controls, scoring, and strategy & tactics. There is also a chapter on home systems, listing "the five companies that offer home video games" (Atari VCS, Intellivision, Odyssey^2, ActiVision [sic], and Channel F). Another on handheld and table-model games, and finally "Great Dates in Video Games", which includes the Arkie awards up to 1982, and a brief glimpse of the future. (lkseitz)
Worley, Joyce; Video Games; [ISBN?]; Dell Publishing Co., Inc.; 1982; $0.69; 64p; PAM?.
Home: 2600, ASTROCADE, CLCO, INTV, OD^2.
Notes: Contains instructions for playing arcade games as well as some hints on how to beat them (this is bottom of the barrel stuff here). Takes 3 pages out for home video game systems (basically just to say buy one if you like playing these kinds of games). No ISBN number, but it's #9280 in the series. (APDF35D)
6.3 - Magazines
Activisions; [ISSN?]; Activision; 1 ([Date?])-[Issue?] ([Date?]); quarterly; free; [?]p; NEWS.
Covers: HOME (2600, [more?]).
Notes: Ran through at least #7 (Fall 1983).
Blip; NO ISSN; Marvel Comics Group; 1 (Feb 1983)-7 (Aug 1983); monthly; $1.00; 32p; COM.
Covers: ARCADE, HOME.
Notes: Marvel tried to get in on the video game fad. As you can see, it didn't last long. Despite the size, this was a magazine and not a comic book. It was aimed more at younger readers than adult, but is still enjoyable. It also has some good cartoons. (Did you know that all Donkey Kong wanted was for someone to scratch behind his ears? 8-) (lkseitz)
Digital Press; NO ISSN; Digital Press; [Issue?] ([Date?])-[Issue?] ([Date?]); bimonthly?; $10/6 issues; [?]p; [Format?].
Covers: HOME.
Notes: STILL IN PRINT. A subscription (6 issues) to DP is $10. Make checks payable to Joe Santulli at:
Digital Press
44 Hunter Place
Pompton Lakes, NJ 07442
You can contact Digital Press at digitpress@aol.com.
Electronic Games; 0730-6687; Reese Publishing Co.; v1n1 (Winter 1982?)-v3n4 (April 1985?); monthly (through Jan 1984), then bimonthly?; $2.95; [?]p; MAG.
Covers: ARCADE, HOME, [more?].
Notes: The very first video game magazine. The name was changed to Computer Entertainment with the May 1985 issue. (wal) It is known that the Mar 1982 issue is vol. 1, no. 2.
JoyStik; [ISSN?] (LCCN sf93-91365); Publications International, Ltd.; v1n1 (Sep 1982)-[Issue?] ([Date?]); "six times a year"; $2.95; 64p; MAG.
Covers: ARCADE, HOME, COMPUTER.
Notes: Ran through at least v2n3 (Dec 1983). Color. Many screen shots. By the same publisher who did the Consumer Guide books.
Ken Uston's Newsletter on Video Games; [ISSN?]; New American Library, Inc.; [Issue?] ([Date?])-[Issue?] ([Date?]); [Frequency?]; $9.95/year; [?]p; NEWS.
Covers: [Info?]
Notes: Advertised in back of Ken Uston's Home Video '83 and Score!. Unknown if it was ever actually published.
Video Games; 0733-6780; Pumpkin Press Inc.; v1n1 (Aug 1982)-v2n? (Mar 1984); bimonthly (Aug 1982-Dec 1982), monthly (Jan 1983-Jan 1984); $2.95; 84p (Dec 1982), 106p (Feb 1983), 82p (all others); MAG.
Covers: ARCADE, HOME, COMPUTER, HANDHELD.
Notes: This was a full color magazine. In had many photos of cabinets, consoles, handhelds, and screens. Beginning with the March 1983 issue, the back page had stats on the best selling home games, top earning arcade games, and selected scores from the Twin Galaxies International Scoreboard. This magazine is of no relation to the current VideoGames (one word) magazine. (lkseitz)
Video Games Player; [ISSN?]; [Publisher?]; 1 (Fall 1982)-[Issue?] (1983?); $[?]; [?]p; MAG.
Covers: HOME, [more?].
Notes: [Info?]
Videogaming Illustrated; 0739-4373 (LCCN sn83-8303); Ion International, Inc.; Aug 1982-[Date?]; "bimonthly in Feb, Apr, Jun, Aug, Oct, Dec"; $2.75 (Aug 1982), $2.95 (Feb 1983); 66p (Aug 1982), 74p (Feb 1983); MAG.
Covers: ARCADE, HOME.
Notes: Ran through at least Sep 1983. Color and B&W. Can you tell I only have two issues of this? 8) (lkseitz)
* 99.0: What online resources were originally sourced for this FAQ?
Internet and BBS Resources
World Wide Web pages:
Blue Sky Rangers Website (www.webcom.com/~makingit/bluesky/)
-- If anything could be considered an "official" source of information on the Intellivision, this is as close as it comes. The page defies description, you'll just need to point your web browser at it and check it out!
The History of Home Video Games Web Page (www.sponsor.net/~gchance)
-- A very complete page containing information for all kinds of systems, but specifically has overlay scans for the INTV, as well as the text for some of the instruction manuals. If you have manuals/overlays for some of the less common games, do the community a favor and send them Greg's way!! This page also has links to other video-game related information.
VGR's Video Game Home Page (www.wam.umd.edu/~vgriscep/)
-- Another great page, home of the ever-famous .50 Chase The Chuckwagon scan. Also contains lots of cool Intellivision stuff, including VGR's Giant List of Intellivision games.
Sean Kelly's Homepage (home.xnet.com/~skelly/)
-- Not a whole lot here yet, but has great potential =) Sean has a very good selection of Intellivision games for sale, his lists for these and any other carts/hardware he has for sale are listed here.
Bay Area Video Game Enthusiast's Home Page (www.best.com/~insane)
-- Home page for the San Francisco Bay Area's classic video game collector's group, and soon to be home to the HTML version of this FAQ.
DougM's Super Summer Homepage (www.freenet.edmonton.ab.ca/~dougm/)
-- Doug's an all-around Intellivision guy =) This page contains his Big List of Mattel stuff, as well as a text-only copy of this FAQ.
Newsgroups:
-- alt.games.video.classic
--* Discussion of classic (pre-crash) game systems and software. This group may not be available on all sites, and this group does not have very much traffic.
-- rec.games.video.classic
--* Discussions about any classic (pre-crash) game system are fair play here... If you have a question (and ask nicely), one of the 40 or so people who lurk about regularly will be happy to help you =)
-- rec.games.video.marketplace
--* If it's a video game, and someone is selling it (or looking to purchase it), you can probably find it here. Please note that this newsgroup is intended for posting of items for sale or items wanted ONLY; discussions about items should be kept to r.g.video.classic. This newsgroup is not limited to the classic systems.
-- rec.games.video.intellivision
--* Some ISP's support this, most don't, so I would recommend sticking to rec.games.video.classic... However, kinda nice to see a group for my favorite system =)
-- FTP Sites:
--* (anyone??)
-- BBSs:
--* Watch this space for information....
* 99.1: Who is Larry Anderson?
Larry is the original creator of The Intellivision FAQ, and collected the initial set of information that made this possible. Many, many people have referred to his original document to learn about this fun game system. We carry a debt of appreciation to Larry for letting us continue this corpus of knowledge.
The following contributed, directly or indirectly, to the content of this FAQ. Thank you!
- Ó
- ~
- 16kRAM-Retrochallenge (16kram.com)
- 1uprestorations (1uprestorations.com)
- Al Backiel (www.digitpress.com/staff.htm)
- Anders Carlsson (mobile.twitter.com/anderszapac)
- Andrea Ottaviani (github.com/aotta))
- Anthony ClassicGamer74 (atariage.com)
- Arnauld Chevallier (atariage.com)
- Arturo Ragozini (atariage.com/forums/profile/22013-artrag/)
- Atari_Bill (forums.atariage.com/profile/14461-atari_bill/)
- Austretrogamer (www.ausretrogamer.com)
- BD Retro Mods (www.facebook.com/BDRetroMods)
- Biffman (forums.atariage.com/profile/71066-biffman/)
- Black_Tiger (atariage.com)
- blueskyrangers.com
- Caleb Gamer (forums.atariage.com/profile/73342-caleb-garner/)
- Carl Mueller Jr (forums.atariage.com/profile/30615-carl-mueller-jr/)
- Carlos Madruga (forums.atariage.com/profile/19313-cmadruga/)
- Chris Dreher/Lathe26 (forums.atariage.com/profile/37124-lathe26/)
- Chris Hawley (http://www.spatula-city.mine.nu/)
- Chris Hawley (www.spatula-city.mine.nu/)
- Cote Gamers (contact@cotegamers.com)
- Crossbow (forums.atariage.com/profile/6-crossbow/)
- Daisy Nguyen
- Dan Skelton (ataricompendium.com)
- Daniel Bass (sroney@intellivision.com)
- Danny Goodman (atarimagazines.com)
- Dave Chandler Estate (papaintellivision.com/)
- Dave Jong (elektronite.com)
- Dave Warhol
- David Ahl (atarimagazines.com)
- David Harley (www.intelligentvision.us)
- Decle (forums.atariage.com/profile/46336 decle/)
- Decle (forums.atariage.com/profile/46336-decle/)
- Dennis Clark
- Dianne Press (diannepress@firststarsoftware.com)
- DZ-Jay (forums.atariage.com/profile/27318-dz-jay/)
- Emerson (forums.atariage.com/profile/41299-emerson/)
- Evan Allen (abzman2k.wordpress.com/)
- evg2000 (forums.atariage.com/profile/8306-evg2000/)
- fdr4prez (forums.atariage.com/profile/43396-fdr4prez/)
- Frank Palazzolo (github.com/palazzol)
- Freewheel (atariage.com)
- Freewheel (forums.atariage.com/profile/39446-freewheel/)
- gamotek.fr
- Gary Moskovitz
- Glen Hightower
- Glen Hightower (history.blueskyrangers.com)
- Glenn Case
- Graeme Mason (www.eurogamer.net/authors/graeme-mason)
- grips03 (forums.atariage.com/profile/27883-grips03)
- Grovvy Bee (atariage.com/forums/profile/21935-groovybee/)
- HDTV1080P (forums.atariage.com/profile/10892-hdtv1080p/)
- Humblejack
- Hunter Zero (forums.atariage.com/profile/34908-hunterzero/)
- Ilabnip
- Intelligentleman
- Intellivision Brasil
- intellivisionaries.com
- intellivisiononline.forumotion.com
- Intv Dave (forums.atariage.com/profile/6868-intvdave/)
- Intv Prime (www.intvprime.com)
- Intylab
- jalopnik.com
- James Hague (james.hague@gmail.com)
- Jason Sinclair (sinclaj1@nationwide.com)
- Jason Tochinsky
- Jay Craft (01craft.com)
- Jay Tilton (arcarc.xmission.com)
- Jeffrey Tam (web.stanford.edu)
- Jennell Jaquays (www.linkedin.com/in/jennelljaquays/)
- Joe Jacobs
- Joe Santulli (www.digitpress.com/staff.htm)
- Joe Zbiciak (forums.atariage.com/profile/14113-intvnut/)
- John Festinger
- JohnPCAE (forums.atariage.com/profile/7945-johnpcae/)
- Keith Robinson
- Larry Anderson (www.digitpress.com)
- larryvgs (forums.atariage.com/profile/79111-larryvgs/)
- Marcus Chiado
- Mark Kennedy
- Mark Thompson (markthompson.us/intellivision/)
- Michael Hayes/Zendoco/IntyLab (midnightblueinternational.com,atariage.com/forums/profile/31886-zendocon/)
- Michael Hayes/Zendocon/IntyLab (midnightblueinternational.com,atariage.com/forums/profile/31886-zendocon/)
- Michael Lünzer (www.facebook.com/groups/225728994959352)
- Mike McMaster (facebook.com)
- Mike Minkoff
- Nate Lockhart(thegeekiverse.com)
- Oscar Toledo Guiterrez (nanochess.org/author.html)
- Papa Pete (www.facebook.com/PapaPetetheOldGuyGamer)
- Patrick Aubry
- Paul Nurminen (hello@intellivisionaries.com)
- Peripheral (atariage.com)
- Pig's Grunt Production (www.intellivisioncollector.com)
- Pitou (atariage.com)
- Raphael Assenat (twitter.com/raphnetlabs/,shop+intellivision_to_usb_adapter@raphnet-tech.com)
- Ray Jackson (atariage.com)
- RetroGameBoyz COM
- Rev (intellivisionrevolution.com,forums.atariage.com/profile/19433-rev/)
- Richard Chandler (atariage.com)
- Rick Reynolds (rickandviv.net)
- Rietveld (forums.atariage.com/profile/66730-rietveld/)
- Rik (rik1138@yahoo.com)
- Roger Frank (www.quora.com/profile/Roger-Frank-7)
- Roger Matthews (forums.atariage.com/profile/44185-psycho-stormtrooper-rog/)
- Ron the Cat
- Ron the Cat (forums.atariage.com/profile/46909-yerout/)
- Ryan Amos (intv@canada.com)
- Ryan Winslow (rwins88@gmail.com)
- scar Toledo Guiterrez (nanochess.org/author.html)
- Scott Stilphen (www.digitpress.com/staff.htm)
- Sean Kelly
- Sean Kelly (www.digitpress.com/staff.htm)
- Sharkcharmer (forums.atariage.com/profile/35881-sharkcharmer/)
- Steve Craft (forums.atariage.com/profile/31694-first-spear/)
- Steve Ettinger
- Steve Jones/1hatman
- Steve Roney (sroney@intellivision.com)
- Steven A. Orth
- Taslim (forums.atariage.com/profile/75550-taslim/)
- Technical Associates
- Tengugurl (www.atariage.com)
- thegoldenband (atariage.com)
- Tim Duarte (timduarte.blogspot.com/)
- Todd Holcomb
- Tom Loughry
- Tommy Tallarico (www.bing.com/search?q=Intellivision+Entertainment)
- Trevor Lambert (facebook.com)
- Valter Prette (elektronite.com)
- videogamelaw.allard.ubc.ca
- Walter Ives (forums.atariage.com/profile/78974-walter-ives/)
- webforum (atariage.com)
- William Moeller (www.linkedin.com/in/william-moeller-a3662a63/)
- wongojack (atariage.com/forums/profile/5812-wongojack/)
- www.atariage.com
- www.digitpress.com/staff.htm
- Yannick Erb (easyeda.com)
- YerOut (forums.atariage.com/profile/46909-yerout/)
- Zendocon (intylab@gmail.com)
-----
Intellivision is a trademark of © Intellivision Entertainment, Inc. Intellivision, Blue Sky Rangers Inc, the Intellivision logotype and the Running Man logo are registered trademarks ® of Intellivision Entertainment, Inc. Other trademarks are the properties of the trademark owners. Use of these trademarks is for historical and contextual purposes only and do not imply any endorsement or connection with IE or its properties.