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    Intellivision FAQ by Gene / LAnderson

    Version: 6.0 | Updated: 01/13/03 | Search Guide | Bookmark Guide

    Intellivision FAQ v6.0
    Mattel Intellivision Frequently Asked Questions (FAQ)
    Version 5.5 and earlier by Larry Anderson, Jr. (larry@digitpress.com)
    Version 6.0 by Ryan Amos(intv@canada.com)
    Copyright (c) 1995, 1996 Larry Anderson, 2003 by Ryan Amos
    All right reserved.  This document may be copied, in whole or in part, by 
    any means provided the copyright and contributors sections remain intact and
    no fee is charged for the information.  Contributors retain the copyright to 
    their individual contributions.  The data herein is provided for informational 
    purposes only.  No warranty is made with regards to the accuracy of this 
    These people, either knowingly or unknowingly, helped contribute information
    to this FAQ:
    John Bindel             
    Jeff Bogumil            
    James Carter            
    Greg Chance             
    Jeff Coleburn           
    John Dullea             
    Clint Dyer              
    Allan Hammill           
    Ed Hornchek             
    William Howald          
    Joe Huber               
    Jerry Greiner           
    Sean Kelly              
    Ken Kirkby              
    Galen Komatsu           
    Barry Laws Jr
    Ralph Linne
    Matthew Long            
    Doug M                  
    William Moeller         
    Craig Pell 
    Russ Perry Jr.          
    Robert Poniatowski      
    David Tipton            
    Paul Thurrott           
    Keith Robinson          
    Steven Roode            
    Joe Santulli            
    Laury Scott
    Lee K. Seitz            
    Chris Williams          
    Jeremy Wilson           
    UPDATES to Version 6.0
      - added info on:
          3.5  Bandai Intellivision
          3.16 Intellivision Testing Unit
          4.5  Software for the Bandai Intellivision
          5.2  Intellivision IV
          7.7  Simple Mod for INTV Controllers
          9.1  Commercial Emulators
          9.2  Non-Commercial Emulators
    Table Of Contents:
    1.0)  General Information
            1.1 - A Brief History of the Mattel Intellivision
            1.2 - Timeline
    2.0)  Technical Information
            2.1 - General Hardware Specs
            2.2 - Processor Specs
            2.3 - Graphics Specs
            2.4 - Operating System Specs
    3.0)  Hardware Descriptions
            3.1  - Intellivision Master Component
            3.2  - Sears Super Video Arcade
            3.3  - Radio Shack Tandyvision One
            3.4  - Sylvania Intellivision
            3.5  - Bandai Intellivision
            3.6  - Intellivoice Voice Synthesis Module
            3.7  - Intellivision II
            3.8  - INTV System III
            3.9  - Computer Adaptor
            3.10 - Entertainment Computer System
            3.11 - Music Synthesizer
            3.12 - System Changer
            3.13 - Joystick Substitutes
            3.14 - Compro Electronic Videoplexer
            3.15 - PlayCable
            3.16 - Intellivision Testing Unit
    4.0)  Cartridge Listing
            4.1 - Released Titles
            4.2 - Unreleased (or rumored) titles
            4.3 - Unreleased (or rumored) titles for the ECS
            4.4 - Unreleased titles for the original Computer Exp. Module
            4.5 - Software for the Bandai Intellivision
            4.6 - Easter Eggs, Cheats and Tips
            4.7 - Information regarding Unreleased Titles & Hardware
            4.8 - Information regarding Label & Box Variations
    5.0)  Vaporware, Trivia, and Miscellanea
            5.1 - Intellivision III
            5.2 - Intellivision IV
            5.3 - INTV Corp. Games
            5.4 - Trivia and Fun Facts
    6.0)  Electronic Resources, Books and Magazines
            6.1 - Internet Resources
            6.2 - Books
            6.3 - Magazines
    7.0)  Repair Information
            7.1 - Hand Controllers
            7.2 - Cartridge Problems
            7.3 - Console Disassembly
            7.4 - General Troubleshooting
            7.5 - Pinouts for INTV Controller
            7.6 - Fixing INTV II Controllers
            7.7 - Simple Mod for INTV II Controllers
            7.8 - You've really messed up and are wondering what to do...
    8.0)  Programmer Interviews
            8.1 - Daniel Bass
            8.2 - Ray Kaestner
            8.3 - Patrick Jost
    9.0)  Intellivision Emulators
            9.1 - Commercial Emulators
            9.2 - Non-Commercial Emulators
    1.0)  General Information:
    1.1 - A Brief History of the Mattel Intellivision
    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 over 3 million units 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 videogame 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 videogame 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, along with the
    Intellivision, gradually faded into black.
    1.2 - Timeline
    1979 - Intellivision is test marketed
    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 retail
            and mail marketing result in $6 million worldwide sales that year
    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
    2.0)  Technical Information: 
    2.1 - General Hardware Specs
    Intellivision Master Component (these apply to the clones as well)
    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
    2.2 - Processor Specs
    (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. Honeywells 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 
    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, 
    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
    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
    Now... 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
    And, of course, there is the cartridge ROM:
    ROM ............... AY-3-9504-021 ............ 28-pin
    In addition, there are three 40-pin chips that have heat sinks epoxied on top.
    Now, you may try this, but be EXTREMELY careful (or just listen to what I 
    found): I carefully removed the three heat-sunk chips and looked at them; they 
    have designations on the bottom!
    STIC .............. AY-3-8900-1 .............. 40-pin
    RAM ............... RA-3-9600 ................ 40-pin
    CPU ............... CP-1610 .................. 40-pin  +----- hello!
    Having the CPU location and pinouts, one can use an ohmmeter to map the pins 
    to the cartridge pins:
    (looking AT the cartridge, not the Intellivision unit)
    You probably should double-check this, but I obviously can't accept any 
    responsibility for any damage to your Master Component. (I'm not 100% sure 
    about the assignments for VCC and GND)
    TOP                      BOTTOM
             NC       GND
             NC       MSYNC
             NC       D7
            GND       D8
            GND       D6
            GND       D9
             NC       D5
            GND       D10
            GND       D4
            GND       D11
            GND       D3
            GND       D12
            GND       D13
            GND       D2
             NC       D14
             *1       D1
             *2       D0
             *3       D15
             *3       *3
             *2       *2
             *1       *1
            GND       VCC
    All *x pins are connected; cartridges have a loop on the top row connecting 
    them, and the connector in the Intellivision unit connects the top row *x 
    pins to those on the bottom row.  Internally, *x pins are connected as follows:
    *1 ............ STIC pin 7
    *2 ............ STIC pin 6
    *3 ............ STIC pin 8
    There may be other connections to them as well; I don't know why they connect 
    to the ROM pins.  However, considering the system changer's ability to route 
    in external video, having pins going to the STIC seems to make some sense. I 
    suspect that they may switch the ROM from address write mode to data read mode 
    (like the three bus control lines on the CPU, maybe).
    Mapping this to the ROM pinouts, you get:
          VCC ---+ 1              28 +--- STIC pin 7
                 |                   |
           NC ---+ 2              27 +--- STIC pin 6
                 |                   |
           NC ---+ 3              26 +--- STIC pin 8
                 |                   |
          D15 ---+ 4              25 +--- D0
                 |                   |
           NC ---+ 5              24 +--- D1
                 |                   |
          D14 ---+ 6              23 +--- D2
                 |                   |
          D13 ---+ 7              22 +--- NC
                 |                   |
          D12 ---+ 8              21 +--- D3
                 |                   |
          D11 ---+ 9              20 +--- D4
                 |                   |
          D10 ---+ 10             19 +--- D5
                 |                   |
           NC ---+ 11             18 +--- NC
                 |                   |
           D9 ---+ 12             17 +--- D6
                 |                   |
           D8 ---+ 13             16 +--- D7
        _____    |                   |
        MSYNC ---+ 14             15 +--- GND
    Please note that the chapter mentioned above has all opcode and register info, 
    as well as timing information for the CP1600/1600A/1610 CPUs.
    2.3 - Graphics Specs
    160x92 pixels, 16 colors, 8 sprites (they were called "moving objects" 
    rather than sprites).  I don't recall the sprite size -- I think it was 
    16x16.  Sprites could be drawn with oversize pixels (I think they could 
    be linearly doubled or quadrupled, but again, memory is hazy).
    Graphics is character based.  The screen is twelve rows of twenty
    characters.  Characters either come from Graphics ROM (GROM), which
    contains the usual alphanumeric symbols and a bunch of other things
    meant to be useful in drawing backgrounds (256 characters in all),
    or Graphics RAM (GRAM), which the program can use to build pictures
    needed that aren't in GROM (like sprite images).  GRAM can hold 64.
    The pre-designed sprites located in ROM were a big help in speeding up
    gameplay.  (Now that I think about it, maybe sprites were 8x16 -- I 
    don't recall them taking up 4 pictures in GRAM -- but two seems 
    Eight of the colors are designated as the primary colors.  The other
    eight are called the pastel colors.
    There were two graphics modes: Foreground/Background, and Color Stack.
    In F/B mode, you specify the colors for both the on and off pixels of
    each card ("card" is the term for a character on the screen).  One of
    these (the on pixels, I think) could use any color, but the other could
    only use the primary colors.
    In CS mode, you can give the chip a circular list of four colors (pastels
    and primaries are both allowed).  For each card, you specify the ON bits
    color from any of the 16 colors, and the OFF bits color comes from the
    next color on the circular list.  You can also tell if the list is to
    advance or not.  Thus, in CS mode, you only get four colors for the OFF
    bits, and they have to be used in a predetermined order, but you get to
    use the pastels.  Most games used CS mode.
    I seem to recall that a sprite could be designated as either being in
    front of or behind the background, which determined priority when it
    overlapped the ON pixels of a background image.
    You could tell the graphics chip to black out the top row or the first
    column (or both) of cards.  You could also tell it to delay 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.
    For example, a game that is going to scroll a lot sideways could black
    out the first row.  Now, to scroll the background to the right by one
    pixel, you just have to delay by one pixel time.  This moves everything
    over.  The black part is NOT delayed -- that is always displayed in the
    first 8 screen pixel locations.  The net result is that you now see one
    pixel that was previously hidden under the black strip, and one pixel on
    the other side has fallen of the edge, and everything appears to have
    moved over.  Thus, to scroll, you only have to move the screen memory
    every eighth time, when things need to be shifted a full card.  There is
    no need for a bitblt-type operation.
    The hardware detected collisions between sprites and other sprites or
    the background.
    GRAM and (I think) screen memory could only be manipulated during
    vertical retrace.  At the end of vertical retrace, you had to tell
    the chip if it should display or not.  If you weren't done, you
    could keep manipulating by not telling it to display, but then
    you end up with a flicker.  Unacceptable.
    2.4 - Operating System Specs
    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 be like this (I've long since forgotten 1600!):
                    jsr     foo
            foo:    ;do some setup or whatever
                    jsr     GetNumberFromKeypad
            spam:   ...
            GetNumberFromKeypad returns to bar immediately.  When the number
            is read, spam will be called from an interrupt handler.  If you
            didn't know that a routine did this, reading code could get
            rather confusing!
    3.0)  Hardware Descriptions:
    3.1 - Intellivision Master Component
    The original, the one the started it all.  It has a brown molded plastic case
    with gold trim on the top.  Two controller wells are recessed in the top for 
    housing the two hard-wired controllers.  The controllers are also brown molded 
    plastic, with a 12-key numeric keypad, two fire buttons located on each side, 
    and a gold disk centered in the bottom third of the controller which is used 
    to control your on-screen persona.  The power and reset switches are located 
    on the top of the unit, in the lower right hand corner:
                                    (Top View)                      
                                _||_             _|_ 
                  Power Cable --+||               |+-- RF Cable
                                 ||               |
                          |                              ||
                          | ---------------------------- ||
                          |  /\ .... |        | .... /\  ||
                          |  \/ .... |        | .... \/  ||
                          | ---------------------------- ||
                          |                       [ ][|] ||
                                                   ^  ^--- Power Switch 
                                                   |--- Reset Switch
    3.2 - 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.  
    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
                                    (Top View)
                               _||_             _|_ 
                 Power Cable --+||               |+-- RF Cable
                                ||               |
                         |                              ||
                         | ---------------------------- ||
                         |          |... |... |         ||
                         |          |... |... |         ||
                         |__________| /\ | /\ |_/-\_/-\_||
                         |          | \/ | \/ | \-/ \-/ ||
                                                 ^  ^--- Power Switch 
                                                 |--- Reset Switch
    3.3 - Radio Shack Tandyvision I
    Yet another clone, this console has faux wood-grain (what was it with 
    videogames and woodgrain in the early eighties??) paneling in the place of the
    INTV I's gold panels.  Otherwise, this unit is totally identical to the INTV I.
    3.4 - GTE / Sylvania Intellivision
    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...  Rumor has it that these were given 
    away for free with the purchase of a Sylvania television.
    3.5 - Bandai Intellivision
    Although released domestically in 1980, the Intellivision's Japanese debut was 
    over two years later, on July 10, 1982.  However, Mattel did not market or 
    distribute the system in Japan.  Instead, they turned to Bandai, a trusted name 
    in electronics to handle the system in Japan.  Thus the Bandai Intellivision 
    was born.
    Bandai had been in the electronic game business for many years in Japan, 
    starting off with a very successful electronic hand held Baseball game in the 
    70's.  In 1977, Bandai released its own electronic video game system, the 
    TV-Jack series (a video game console with burnt-in games and no cartridge 
    support).  The system was successful, spawning multiple upgrades, but it was 
    abandoned after its final release (TV-Jack Supervision 8000) in 1979.  
    This deal to distribute and market the system in Japan between the two 
    companies was the first of its kind for Bandai, and arguably the first 
    sophisticated (especially 16-bit) console release in the Japanese market.  
    From a certain standpoint, it was successful enough and impelled Bandai to 
    forge similar deals for the Emerson Arcadia (March 1983) and Vectrex (July 
    1983) in Japan.   Interestingly enough, this meant that Bandai was 
    simultaneously distributing and marketing three video game systems in Japan. 
    Marketed as a game system that had the 16-bit power of a personal computer, 
    it had a considerable power advantage over the other Japanese systems at that 
    time.   Take a look at the similar releases at that time:
    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
    The bigger names would come in the next year.  1983 saw the introduction of the 
    true Japanese console video game systems, and Atari International also re-
    released the 2600 as the Atari 2800 in May.  Although the Atari 2600 saw a 
    limited released in 1977 as the Epoch Cassette Video Game*, Atari distributed 
    the 2800 itself this time.  However, it was too little too late for either of 
    them, as Sega and especially Nintendo had quickly became incredibly popular and 
    controlled most of the video game market.  Here is a look at the major releases 
    for 1983:
    1983/3 Bandai Arcadia (8bit) 19,800 yen retail 
    1983/5 Atari 2800 (Atari International Japan Inc.) (8bit) 24,800 yen retail 
    1983/7 Nintendo Famicom (8bit) 14,800 yen retail
    1983/7 Sega SG-1000 (8bit) 15,000 yen retail 
    1983/7 Epoch Cassettevision Jr. (4bit) 5,000 yen retail 
    1983/7 Bandai Vectrex (8bit) 54,800 yen retail
    Mattel's own problems back in America and the collapse of the American video 
    game market probably led to the abandonment of greater support for the 
    Intellivision.  Moreover, the Intellivision had difficulties competing with the 
    new, cheap and powerful Nintendo and Sega systems.  
    In the end, although Mattel had helped increase the awareness and popularity to 
    start the first generation video game console market in Japan, it did not last 
    once the large homegrown Japanese companies took hold.  Since Bandai was also 
    busy marketing the Emerson Arcadia and Vectrex in Japan, it left little support 
    for the flagging Intellivision.  There was a large number of systems--too many 
    for the flowering market.  In the end, none of these foreign systems (including 
    the Intellivision) made a large footprint in the video game industry in Japan.
    Marketing / Distribution of the Bandai Intellivision
    As stated before, 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.
    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
    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 
    The retail price of the system was 49800 yen ($210, in 1982 US$).  The games 
    themselves cost from 4800-5500yen ($21-23 in 1982 US$).  However, for a 16-bit 
    system at the time, Bandai thought that it was an attractive price.   Plus, the 
    lineup of games at the start was large (including many sports titles).  There 
    were 17 launch games, most of them sports and popular titles from America.  
    However, the price ended up being too steep for the base console, and it never 
    became very popular--a key to success in Japan.  Similar to North America and 
    Atari, the Intellivision had the power to compete at the start with the other 
    consoles, but failed to remain on top.  But, in Japan, it was priced the same 
    as a personal computer.  Since it lacked the additional functionality of the 
    computer, it never really caught on.  In a way, Bandai's slogan of comparing 
    it to a personal computer only highlighted its faults.
    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 
    Bandai Intellivision Frequently Asked Questions:
    Q: How did the properties and rights to NHL, NBA, MLB, NASL, etc. transfer to 
    A: It is an interesting question.  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.
    Q: Any plans for any specific software titles for the Japanese market?
    A: 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.
    Q: Any plans for INTV to re-enter the Japanese market?
    A: Highly doubtful.  By the time that INTV re-assembled the Intellivision name, 
    and started selling software again, Nintendo and Sega were dominating the 
    Japanese market.  Any attempt to re-enter would have been futile.  Furthermore, 
    the secret to INTV's short success in North America was through significant 
    cost-cutting and completing Mattel's unfinished games.  They would require 
    substantial capital to re-start the Intellivision engine in Japan.   
    Q: I look at the list of games, and I don't see Astrosmash, what gives?
    A: Yes.  It never made it here.  Probably because it debuted in 1982, the 
    Space Invaders craze was over by then.  Bandai didn't want to promote an older 
    game, and concentrated on the more unique titles.  Furthermore, they already
    chose Space Armada as a launch title.  As for why Space Armada was chosen over
    Astrosmash, who knows?
    Q: Can I play US games in a Bandai Intellivision?  
    A: The games released in Japan are identical to the American 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.
    3.6 - Intellivoice Voice Synthesis Module
    This module attaches to the cartridge port of your Intellivision, and through 
    the use of special voice-enhanced games, your INTV could talk.  There were 5 
    games released to take advantage of the unit's capabilities (Space Spartans, 
    B-17 Bomber, Tron Solar Sailor, Bomb Squad, and World Series Major League 
    Baseball (also requires the ECS) ).  The module has a dial on the front to 
    control the voice's volume.  Voice games will work without the adapter, but 
    since the voice was made to be an integral portion of the game, they're 
    extremely difficult to play.
    Underneath the plastic Mattel Electronics logo on the top is an expansion
    connector.  Everyone pop the cover off and make sure it's there? =)
    3.7 - Intellivision II 
    In 1982, Mattel decided that they needed to spice up the design of the 
    Intellivision, as well as attempt to shave some costs; the Intellivision II 
    was the result.  Some key differences include:
            - A much smaller footprint
            - Grey plastic case with a thin red stripe circling the unit
            - External power supply (not standard by any means)
            - Detachable controllers (although the fire buttons on these 
              controllers are nearly impossible to use, and darn uncomfy =) )
            - Combination Power/Reset switch (probably the most annoying feature 
              of all, you have to hold the switch for 5 seconds in order to turn 
              the unit off)
            - Power LED Indicator
                                    (Top View)
                            |         || ...  || ...  ||
                            |         || ...  || ...  ||
                            |         || ...  || ...  ||
                            |    ___  || ...  || ...  ||
           Power LED Ind.--+| * |   | ||  /\  ||  /\  ||
                            |   |___| ||  \/  ||  \/  ||
                                  ^--- Power / Reset Switch
    This unit contained a revised ROM which was necessary for the System Changer 
    (more on that later), but also caused incompatibilities with certain Coleco
    games and some Mattel games (Donkey Kong, Mouse Trap, and Carnival DEFINITELY
    do not work, Chess is a maybe).
    This unit also used a non-standard AC Adapter, making it near impossible to 
    find a replacement at your local Radio Shack.  For those who are handy enough
    to construct their own, here are the specs:
                            Input:  120V 60Hz 25 Watts
                            Output: 16.7V AC 1.0A
    3.8 - INTV System III (Model #3504)
    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.
    3.9 - Computer Adaptor
    This unit only saw a limited test marketing run of less than one thousand 
    units in late 1981.  It was color-keyed to match the INTV I, and the entire 
    game console fit into the top of the unit. It sported a full-stroke 60-key 
    keyboard, built in cassette recorder, and brought the total memory capacity 
    of the Intellivision to 64K.  A modem expansion module was also planned.  
    Due to it's high street price (around $700, versus an announced price of 
    $150), the plans to market this unit nationally were shelved.
    3.10 - Entertainment Computer System
    Spurred on by the increasingly popular home computer market, Mattel introduced 
    the Entertainment Computer System along with the INTV II in 1983.  This unit 
    plugs into the cartridge port of the INTV II, and has its own cartridge slot, 
    two additional controller ports, a cassette interface, and a balance dial for 
    controlling the output level of the ECS's three additional voices.  The unit 
    requires an additional power supply.  Here again, Mattel used something 
    completely different from the rest of the industry:
                            Output: 10.0 VAC, 1.0 A
    The ECS came packaged with a 49-key chiclet-style keyboard, power supply, and 
    a well-written manual describing INTV BASIC.  Upon returning your registration 
    card, you would receive "The Step-By-Step Guide To Home Computing", which 
    included a very detailed BASIC Tutorial, and some more in-depth study of the 
    ECS's abilities.  For the techies, the unit sported an additional voice chip 
    (bringing the grand total to 6), 10K of ROM and 2K of RAM for programming 
    This unit comes in two flavors, the grey mentioned above, and also a dark
    brown color keyed to the original Intellivision.  Functionally, the units are
    identical.  The dark brown variety is extremely difficult to find.
    Expansions announced for this unit include a 16K RAM, 8K ROM expansion, a 32K
    RAM, 12K ROM expansion, data recorder, and a 40 column thermal printer.  None
    of these peripherals ever made it to market.
    3.11 - 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
    3.12 - System Changer
    The Atari 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.
    3.13 - Joystick Substitutes
    For the masses who couldn't stand to use the Intellivision's awful disc 
    controllers, there were a couple solutions:
            - INTV Corp. released a set of clip-on Joysticks which snapped onto
             the lower half of your controller, these are of questionable quality
             and value:
                    /       \
                    |-------|               ________________________
                    \_______/               |                       |
                       | |                  |       _________       |
                       | |                  |      /         \      |
                       | |  (Side View)     |     (  (INTV)   )     |
                       | |                  |      \_________/      |
            ___________| |___________       |                       |
            | _________| |_________ |       |_______________________|
            | |    ____| |____    | |
            | |_   -----------   _| |               (Top View)
            |___|               |___|
            - A couple of other companies released sticks that either glued onto
            the existing discs, or replaced the disc entirely, with a shaft that 
            screwed into a hole drilled into the center of the replacement disc.  
            One of these add-ons also came with oversized fire buttons that 
            clipped over the existing buttons.
    3.14 - Compro Electronics (CEI) Videoplexer (model #M800)
    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.  The unit plugs into the cartridge port of the base system, and on top
    there are slots for up to eight cartridges.  At the base of the Videoplexer, 
    there are 8 buttons for switching between the cartridges.
    3.15 - PlayCable
    The idea of beaming Junior videogames through Cable TV is not new; a company
    called PlayCable 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's (INTV's) cartridge port.  The box had the same color 
    scheme as an INTV I, and it's dimensions were the same height and depth of 
    the INTV I, with the length of an INTV 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 INTV, and 
    one was connected to the PlayCable unit.  The setup looked roughly like this:
                                                    Cable In
                                                       | |
                                                   |  ----+  |  +--- RF Box
                                       ______________|  T  |
                                       |                V  |
                                       |                   |
            |                              ||               |
            | ---------------------------- || ------------- |
            |  /\ .... |        | .... /\  ||               |
            |  \/ .... |        | .... \/  ||               |
            | ---------------------------- || ------------- |
            |                       [ ][|] ||               |
                     Intellivision            PlayCable Box
    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 
    INTV, 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:
    - 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 
    - 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 (i.e., I don't
    think Baseball and Astrosmash ever 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 INTV playathons at some of 
    the local malls, giving away free INTVs to high scorers in certain 
    games.  During one promotional weekend, the cable company showed 
    nothing but people playing INTV and the announcers commenting on how 
    realistic the gameplay was.  I think we even have one PlayCable T-shirt 
    lying 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.
    3.16 - Intellivision Tester (IMI Tester MTE-100)
    This was a rather large metal briefcase that technicians could use to
    diagnose broken Intellivision systems.  It consisted of joysticks mounted
    into the unit, and a variety sockets, switches, plugs and dials that
    would monitor and report the status of the Intellivision and its cartridges.  
    It included an integrated MTE-201 Test Cartridge into the system and once 
    opened, revealed a regular 2609 Intellivision motherboard and the diagnostic 
    cartridge hooked together.  Obviously, this was never released and sold to 
    the public.  Thanks to INTV Funhouse for the info.
    4.0)  Cartridge Listing:
    4.1 - Released Titles
    This list contains information from VGR'S Giant List of Intellivision games, 
    Sean Kelly's list, Paul Thurrott's List, and some information I have gleaned
    from personal experience.
    Manufacturer's Key:
    MA = Mattel     IM = Imagic      PB = Parker Bros.       IN = INTV
    SE = Sega       AT = Atarisoft   AC = Activision         CO = Coleco
    SU = Sunrise    IT = Interphase  20 = 20th Century Fox   CB = CBS Electronics
    ST = Sears Tele-Games
    Ovr? Key:
    Yes = Has overlays      No = No Overlays        ?? = No clue =)
    L/R = Has different overlays for the left and right controllers
    Any interesting tidbits, such as additional hardware required, 
    release notes, and compatibility.  Please note that the compatibility
    issue varies from person to person, e.g. two people have told me that
    Chess works in their INTV II's, but it freezes in mine.
    Title                            Mfg. Part #    Ovr?    Notes
    Advanced Dungeons & Dragons      MA   3410      Yes
    Advanced D&D Treasure of Tarmin  MA   5300      Yes
    Armor Battle                     MA   1121      Yes
    Astrosmash                       MA   3605      Yes
    Atlantis                         IM   700006    Yes
    Auto Racing                      MA   1113      Yes
    B-17 Bomber                      MA   3884      Yes     (Intellivoice Req.)
    Backgammon                       MA   1119      Yes
    Baseball                         ST   49 75202  Yes     (Mattel Baseball)
    Beamrider                        AC   M-005-02  Yes
    Beauty & The Beast               IM   700007    Yes
    Blockade Runner                  IT   8010001   Yes     
    Body Slam Wrestling              IN   9009      No      
    Bomb Squad                       MA   3883      Yes     (Intellivoice Req.)
    Boxing                           MA   1819      Yes
    Boxing                           ST   49 75221  Yes     (Mattel Boxing)
    Bump 'n Jump                     MA   4688      Yes
    BurgerTime                       MA   4549      Yes     (INTV II Pack-In)
    Buzz Bombers                     MA   4436      Yes
    Carnival                         CO   2488      No      (INTV I/III Only)
    Centipede                        AT   70254     No      
    Championship Tennis              IN   8200      Yes
    Checkers                         MA   1120      Yes
    Chip Shot Super Pro Golf         IN   8900      No      
    Commando                         IN   9000      No      
    Congo Bongo                      SE   006-06    No      
    Defender                         AT   70252     No      
    Demo Cart                        MA   ????      No      
    Demo Cart II (Int. Demo)         MA   ????      No      
    Demon Attack                     IM   700005    Yes
    Dig Dug                          IN   9005      No
    Diner                            IN   8800      No      
    Donkey Kong                      CO   2471      No      (INTV I/III Only)       
    Donkey Kong Jr.                  CO   24??      No      
    Dracula                          IM   700018    Yes
    Dragonfire                       IM   700010    Yes
    Draughts                         MA   1120      ??      (Eng. ver. of Checkers)
    Dreadnaught Factor               AC   M-004-04  Yes
    Electric Company Math Fun        MA   2613      Yes
    Electric Company Word Fun        MA   1122      Yes
    Fathom                           IM   7205(?)   Yes
    Football                         ST   49 75201  Yes     (Mattel Football)
    Frog Bog                         MA   5301      Yes
    Frogger                          PB   6300      No
    Happy Trails                     AC   M-003-04  Yes
    Horse Racing                     MA   1123      Yes
    Hover Force                      IN   8500      No
    Ice Trek                         IM   710012    Yes
    Jetsons' Way With Words          MA   4543      Yes     (ECS Required)
    Kool Aid Man                     MA   4675      Yes
    Ladybug                          CO   2483      No      
    Las Vegas Poker & Blackjack      MA   2611      Yes     (Included with system)
    Las Vegas Roulette               MA   1118      Yes
    Learning Fun I                   IN   9002      No
    Learning Fun II                  IN   9006      No
    Lock 'n Chase                    MA   5637      Yes
    Locomotion                       MA   4438      Yes
    Major League Baseball            MA   2614      Yes
    Masters of the Universe          MA   4689      Yes
    Melody Blaster                   MA   4540      L/R     (ECS Required)
    Microsurgeon                     IM   720013    Yes
    Mind Strike                      MA   4531      Yes     (ECS Required)
    Mission X                        MA   4437      Yes
    Motocross                        MA   3411      Yes
    Mouse Trap                       CO   2479      Yes     (INTV I/III Only)
    Mr. Basic Meets Bits & Bytes     MA   4536      L/R     (ECS Required, 3 O/L)
    Mountain Madness Skiing          IN   9007      No      
    NASL Soccer                      MA   1683      Yes
    NBA Basketball                   MA   2615      Yes
    NFL Football                     MA   2610      Yes
    NHL Hockey                       MA   1114      Yes
    Night Stalker                    MA   5305      Yes
    Nova Blast                       IM   700022    Yes
    Pac-Man                          IN   8000      No
    Pac-Man                          AT             No      
    PBA Bowling                      MA   3333      Yes
    PGA Golf                         MA   1816      Yes
    Pinball                          MA   5356      Yes
    Pitfall                          AC   M-002-04  Yes
    Pole Position                    IN   9004      No      
    Popeye                           PB   941519    No      (# for Euro version)
    Q*Bert                           PB   6360      No
    Reversi                          MA   5304      Yes
    River Raid                       AC   M-007-03  Yes
    Royal Dealer                     MA   5303      Yes
    Safecracker                      IM   710025    Yes
    Scooby Doo's Maze Chase          MA   4533      Yes     (ECS Required)
    Sea Battle                       MA   1818      Yes
    Sewer Sam                        IT   8010002   Yes
    Shark! Shark!                    MA   5387      Yes
    Sharp Shot                       MA   5638      Yes
    Slam Dunk Basketball             IN   9001      No
    Slap Shot Hockey                 IN   9003      No
    Snafu                            MA   3758      Yes
    Space Armada                     MA   3759      Yes
    Space Battle                     MA   2612      Yes
    Space Hawk                       MA   5136      Yes
    Space Spartans                   MA   3416      Yes     (Intellivoice Req.)
    Spiker! Volleyball               IN   9102      No
    Stadium Mud Buggies              IN   9100      No
    Stampede                         AC   M-001-04  Yes
    Star Strike                      MA   5161      Yes
    Star Wars: Empire Strikes Back   PB   6050      No
    Sub Hunt                         MA   3408      Yes
    Super Cobra                      PB   941505    No      (European Release)
    Super Pro Decathlon             IN   9008      No      
    Super Pro Football               IN   8400      No      
    Swords & Serpents                IM   720009    L/R
    Tennis                           MA   1814      Yes
    Thin Ice                         IN   8300      No      
    Thunder Castle                   IN   4469      No      
    Tower of Doom                    IN   8600      No      
    Triple Action                    MA   3760      Yes
    Triple Challenge                 IN   8700      No      
    Tron Deadly Discs                MA   5391      Yes
    Tron Maze-a-Tron                 MA   5392      Yes
    Tron Solar Sailer                MA   5393      Yes     (Intellivoice Req.)
    Tropical Trouble                 IM   700017    Yes
    Truckin'                         IM   710023    Yes
    Turbo                            CO   2473      No      
    Turbo                            CB   CI241303  No      (European Release)
    Tutankham                        PB   941509    No      (European Release)
    USCF Chess                       MA   3412      L/R     (INTV I/III Only??)
    US Ski Team Skiing               MA   1817      Yes
    Utopia                           MA   5149      Yes
    Vectron                          MA   5788      Yes
    Venture                          CO   2477      No      (INTV I/III Only??)     
    White Water                      IM   720024    Yes
    World Championship Baseball      IN   5789      Yes     
    World Cup Soccer                 IN   8100      Yes
    World Series Major League BB     MA   4537      L/R     (ECS Required)
    Worm Whomper                     AC   M-006-03  Yes
    Zaxxon                           CO   2487      No
    4.2 - Unreleased (or rumored) titles for the Intellivision:
    Title                           Mfg.    Notes
    9 to 5                          20
    All-Star Baseball               MA      (#5789)
    Beezor                          IM      (#7613)
    Blueprint                       CB      (#80031)
    Buck Rogers Planet Of Zoom      SE      (#005-007)
    Choplifter!                     IN
    Cosmic Avenger                  CO      (#2684)
    Domino Man                      CB      (#80131)
    Fall Guy                        20
    Flight Simulator                IN
    Frenzy                          CO      (#2675)
    Galaxian                        AT
    G.I. Joe                        PB      (#6920)
    Glacier Patrol                  SU      (Based on Atari 2600 title)
    Go For the Gold                 MA
    GORF                            CB      (#80011)
    Illusions                       MA
    James Bond 007: Octopussy       PB      (#6110)
    Jedi Arena                      PB      (Based on Atari 2600 title)
    Karate Champ                    IN      (Picture of box seen in catalog)
    Karateka                        IN
    Land Battle                     MA      (#5302)
    Looping                         CO      (#2672)
    Lord of the Rings:              PB      (#6950)
            Journey To Rivendell
    Madden Football                 CB      (#80121)
    M*A*S*H                         20
    Meltdown                        20
    Moonsweeper                     IM      (#7207)
    Ms. Pac-Man                     IN
    Mystic Castle                   MA      (Released as Thunder Castle)
    Omega Race                      CB      (#80091)
    Party Line                      MA
    Pepper II                       CO      (#2673)
    Reactor                         PB      (#6330)
    Return Of The Jedi:             PB      (#6060)
            Death Star Battle
    Return Of The Jedi:             PB      (#6065)
            Ewok Adventure
    Rocky                           CO      (Based on CV Title, #2670)
    Rocky and Bullwinkle            MA      (#4601)
    Sea Battle II                   IN
    Shootin' Gallery                IM      (Based on Atari 2600 title)
    Smurf Rescue                    CO
    Snow Plow                       SU      (Atari 2600 proto exists)
    Tron II                         MA      (Released as Tron Maze-A-Tron)
    Smurf                           CO
    Solar Fox                       CB      (Based on Atari 2600 title, #80021)
    Speed Freak                     IN
    Space Shuttle                   AC
    Spiderman                       PB      (Based on Atari 2600 title, #6900)
    Star Trek                       SE      (#004-007)
    Strawberry Shortcake            PB      (Based on Atari 2600 title, #6910)
    Super Pro Auto Racing           IN
    Super Pro European Bike Rally   IN
    Super Pro Horse Racing          IN
    Super Pro Pool/Billiards        IN
    Super Pro Soccer                IN
    Tac-Scan                        SE      (Based on Atari 2600 title, #001-007)
    Time Pilot                      CO      (#2679)
    Tower Of Mystery                20
    Wings                           CB      (#80061)
    Wing War                        IM      (Picture seen in catalog, #7209)
    Wizard Of Wor                   CB      (#80001)
    XIV Winter Olympics             MA      (#4552)
    Yogi's Frustration              MA      (Prototype exists)
    Zenji                           AC      (One copy may exist)
    4.3 - Unreleased (but announced) titles for the ECS:
    Title                           Mfg.    Notes
    Number Jumble                   MA
    The Flintstones                 MA
    Game Factory                    MA
    Program Builder                 MA
    Song Writer                     MA
    Football                        MA
    Soccer                          MA
    4.4 - Software announced for the original Computer Adaptor (never released):
    Title                            Mfg. Notes
    J.K. Lasser's 1980 Federal
    Income Tax Preparation           MA   
    Stock Analysis                   MA   
    Jack LaLanne's Physical Cond.    MA   
    Guitar Lessons & Music Comp.     MA   
    Jeanne Dixon Astrology           MA   
    Speed Reading                    MA   
    Dr. Art Ulene Weight Loss Prog.  MA   
    Conversational French            MA   
      (These programs were all to have been provided on cassettes)
    4.5 - Software for the Bandai Intellivision 
    (all manufactured by Mattel and Bandai)
    Armor Attack
    Auto Racing *
    B-17 Bomber 
    Baseball *
    Bowling *
    Boxing *
    Football *
    Frog bog
    Golf *
    Horse Racing *
    Lock N Chase
    Night Stalker
    Poker & Blackjack *
    Roulette *
    Sea Battle *
    Skiing *
    Snafu *
    Soccer *
    Space Armada *
    Space Battle
    Space Hawk 
    Star Strike *
    Sub Hunt 
    Tennis *
    Triple Action *
    * indicates a launch title
    4.6 - Easter Eggs, Cheats and Tips:
    Beauty & The Beast
    For getting high scores, instead of advancing to the 2nd building, just fall
    off when you reach the top. You lose 1 man, but gain it back with the easier 
    play of the 1st building.
    Bump 'n' Jump
    There is a secret road, just jump off to the side and land out of view.
    Sword & Serpents
    On the 4th level, don't read the nearby scroll, it's a trap!  
    To 'win' you either have the wizard do a bunch of Destroy Wall spells to get 
    through the back or top or bottom side of the big room that the dragon is in, 
    OR in one player mode, you have to walk through the corners of the successive 
    walls (in the back of the big room). If you don't know what I'm talking about, 
    practice on the lower levels by walking diagonally, into the outside of the 
    corner of a wall. Once inside the dragon's lair, walk around and pick up a few 
    neat goodies and be careful not to get killed by black knights and evil wizards 
    (was there anything else that could kill you?) 
    If you walk around enough, the programmer's initials will appear.
    There is a secret road to take you to Imagic's headquarters!  Basically, you have
    to find the path to the old Imagic HQ in Los Gatos, CA.  Having a road map 
    (such as Rand McNally) helps, since the route does not show up on the map in the 
    instruction booklet.  If not, the following directions will suffice: 
    (1) From the title screen, press 1-1-8-1.  This takes the defaults and gives you 
    a full tank of gas, heading northbound out of San Diego.  A no-load, timed 
    (2) Accelerate, but stay below 24 MPH, in order to make the necessary turns.
    (3) Make the 1st left onto I-10, heading eastbound to LA.
    (4) Keep going east, straight towards the coast.  I-10 will end and you will 
    automatically be turned north to Hollywood (HO) on US#01 (actually 101).
    (5) Stay due north through Santa Cruz (SZ).
    (6) As soon as you approach San Jose (SJ), look for the 1st left.  Turn here.
    (7) You are now on Route 9 eastbound.  A little ways on this road and you’ve 
    found it!  The road will show the Imagic sign off into the horizon.  The SJ city 
    code will change into “RL” (for Rick Levine).  You can also see this coming from 
    the opposite direction.
    Code taken from The Digital Press (http://www.digitpress.com)
    Triple Action
    Choose the tanks game and at the beginning of the screen take the red 
    tank and drive up to the blue tank and face it head on (about an inch 
    away).  Now take the Blue Tank and do a 180 turn (Don't move the tank 
    forward or backward at all).  The blue tank should be facing the left 
    side of your T.V. with the red tank looking at it's behind.  Now move 
    the red tank forward and into the blue tank as far as it will go and 
    stop there.  Now using the disc, turn the red tank to the 1:00 
    position, which should look like this:
                          /       Now the idea here is to be partly on
                       __/_       the blue tank while facing away from it
             XXXXXXXX /   /       and hitting the SIDE Button really quick
         ------IIII  / - /        "Not the FIRE Button but the 'move forward
             XXXXXXXX __/         quick' button.  
    The Tank (red) should, with a ghostly floating effect, sail off to the 
    right of the screen.  It will also go through the barriers and eventually 
    off the screen.  From then on give the blue tank control to a friend and 
    you'll be conveniently hidden off screen while he tries to find you.
    Try practicing this one awhile as it takes a bit of tweaking to get it 
    just right.  After you do get it, try playing with the bullets, shooting 
    them off screen and in between walls and barriers.  Heck, see if you and a 
    friend can get both tanks to sail off at the same time.  It might work too.
    General INTV games
    Several INTV releases will display the game's credits if you press 0 on 
    the title screen:
                    Body Slam Super Pro Wrestling
                    Chip Shot Super Pro Golf
                    Super Pro Football
                    Hover Force
                    Slam Dunk Super Pro Basketball
                    Tower of Doom
    Several others simply display the credits if you leave the title screen 
    up long enough:
                    Monster Truck Rally (Stadium Mud Buggies)
                    Mountain Madness Super Pro Skiing
                    Super Pro Decathlon
                    Slap Shot Super Pro Hockey
    They didn't document the "press 0" trick, but they didn't want to make it 
    hard to find. What you *aren't* supposed to find is the Chip Shot 
    programmer's secret message to his family: press 23 (2 and 3 at the same 
    time) on the left hand controller and 26 on the right hand controller and 
    press reset.
    4.7 - Information regarding Unreleased Titles & Hardware
    Most of the information provided here was posted to the general net populace
    courtesy of the Blue Sky Rangers and Keith Robinson.  For more information,
    screenshots, etc. check out http://intellivisionlives.com.
    - due to the falling prices of RAM, more games could be fit on to one single
    cartridge.  This spawned the Album Cartridges which where generally 
    collections of old or simple games.  There were 3 known Album Cartridges:
    - Three holiday-inspired games in one: Santa's Helper, Easter Eggcitement, 
    and Trick-Or-Treat.
    - Another Album cartridge.  Collections of party games.
    - After spending millions of dollars to secure the 1984 Sarajevo Winter 
    Olympics licensing, they repackaged old sports titles and threw on a title
    - A planned game that fell apart in the transition to design due to creative
    differences.  Basic design only and unfinished.
    - A side-scrolling game of bombing enemy sites.  Unfinished but playable on
    the Intellivision Lives emulator.
    - From a neat graphical effect, a puzzle game was to be born, alas it wasn't.
    - An arcade-type game to save the humans and kill the green enemies scaling
    the walls.  Unfinished.
    - The Intellivision's version of the 2600 title.  Unfinished.
    - Unreleased but playable on the Intellivision Lives emulator.  
    - Unreleased version of the 2600 title.
    - An attempted merger of two developing games, Moon Corridor and Computer's
    Revenge.  Shelved before completion.
    - A space version of Dungeons and Dragons that never saw the light of day.
    - Neither Mattel nor INTV did this as an Intellivision game (INTV may have 
    included this in a list of "upcoming" games, but no work was ever done on 
    it). Mattel did do a handheld version.
    - Mattel did a Space Shuttle Intellivoice game that was unfinished when
    we were shut down in Jan '84. Only the prototypes exist. Activision also 
    did a Space Shuttle game, but I don't know the status of their 
    Intellivision version of it.
    - A spy movie-story with no gameplay and flashy screens that didn't make it
    past the prototype phase.
    - Control the bee to collect the pollen.  It was judged unappealing and 
    - Same as the Colecovision title, but never released on the Intellivision.
    DIG DUG:
    - Dig Dug was programmed at Atari, but it was still being debugged at the 
    time they discontinued releasing Intellivision games. It was debugged and 
    released first through INTV. (#9005)
    - Produced for and released by INTV. (#9004)
    - INTV did sell it, but it was first released by Atarisoft.
    - Again, INTV sold it, but it was a Parker Brothers release.
    - A Hanna Barbera licensed title that remained unreleased.
    - An update of NBA Basketball with one more player per side.
    - In the works at Mattel for the Entertainment Computer System when we were 
    closed; the game was completed for INTV and released as a regular 
    Intellivision cartridge under the name World Cup Soccer.
    - Engine reincorporated into Diner, and later released by INTV.
    - Basic development only
    - The planned sequel to BurgerTime before Mattel closed.
    - An unreleased Mattel game, only prototypes exist.
    - Pilot a magic carpet.  Basic design only.
    - A speed racing-planned game based off of a graphical effect of racing on 
    a lake.
    Prototype Intellivoice (white / Matching Intellivision II):
    - It was a carved, painted block of wood for the photos. No working prototypes 
    were made.
    4.8 - Information regarding Label & Box Variations
    There are 4 main "distributors" of the Intellivision games though we tend
    to call them manufacturers. For instance, Atarisoft manufactured the INTV
    versions of the Atari titles as well as the Atarisoft release versions.
    The 4 "distributors" are:
            - Mattel, the original "manufacturer" of the Intellivision.
            - INTV, the company that was formed and bought out the Mattel 
            rights to Intellivision products.
            - Sears/Telegames which distributed Intellivision games and 
            systems under their own names.
            - Telegames, which is still in business and which owns many of 
            the rights (if not all) to the Intellivision games. Their games 
            are most likely manufactured by CBS Electronics in Italy, though 
            not all are.
    The games originally manufactured to be distributed by Mattel have a (c)
    MI or (c) MEI on the label. These are the only types of labels known to
    have been sold by Mattel.
    Sealed INTV boxes (yes INTV boxes were different, though, like the
    cartridges, they also used the leftover Mattel boxes) have been found
    (frequently) with 3 types of labeled games in them:
            1. (c) II, white label
            2. (c) MI
            3. (c) MEI
            4. no copyright or country of origin, colored label
            5. no copyright but with a country of origin, colored label
            6. no copyright or country of origin, white label
    The (c) II is the closest thing to being a "regular" INTV release, but not
    complete proof.
    Sears/Telegames released games in specially designed boxes which are quite
    easy to identify. They are a dark reddish brown and clearly say "Sears/
    Telegames". The labels on the games sold by Sears/Telegames are of several 
            1. no copyright or country of origin, colored label
            2. no copyright but with a country of origin, colored label
            3. (c) MI
            4. (c) MEI
    Telegames releases are in a variety of boxes, most commonly in a box clearly 
    identified as "Telegames". They can still be purchased from Telegames, UK. 
    There are a variety of labels on these games, but the most common, and the 
    closest to "official" Telegames releases are a white label with no copyright
    or country of origin on them. The following labels have been found in 
    Telegames boxes.
            1. no copyright or country of origin, white label
            2. All of the above varieties.
    There may be a way of telling the White Label, no (c), no country of origin 
    INTV games from the White Label Telegames in some cases as there tends to be 
    two distinct styles and sizes of lettering used.
    The bottom line is:
    You can't tell who sold or manufactured the games themselves in most cases
            - If it is (c) MI or (c) MEI it was manufactured for Mattel
            - If it is (c) II it was manufactured for INTV
    The boxes were manufactured for the company (one of the 4 above) and can be 
    identified as they are clearly marked. They were not necessarily sold by the 
    same companies.
    Keith Robinson had this to add on the subject of labels and boxes:
    : Q:  I recently came across a pile of Intellivision carts with white labels
    : only and was wondering if anybody out there knew the scoop on them.
    : Are they any rarer than the colored versions? The manuals also are 
    : in B&W only, not like the ones I already have. Any help would be much
    : appreciated. Thanks!!
    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
    (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.
    ..as well as this:
    : Q: The boxes do not open like the colored ones right? These games were 
    : reproduced by the INTV corporation after they took over from Mattel
    Mattel had already switched from the book-cover boxes to standard boxes 
    by the time INTV took over. INTV used up Mattel stock, then made up new 
    batches of the most popular games. In these cases, the INTV boxes are 
    identical to the Mattel boxes (printed from the same negatives) except 
    the Mattel Electronics name is deleted and the INTV name and address is 
    added on the back. Major League Baseball also underwent a name change to 
    Big League Baseball, since the Major League trademark either expired or 
    wasn't transferable.
    All of the INTV games were released in full-color standard boxes, except
    for a brief period where they tried to get away with no boxes -- sending
    out mail orders with the cartridge and instructions simply sealed in a
    plastic bag. Consumers complained -- loudly -- and boxes were quickly
    5.0)  Vaporware, Trivia, and Miscellanea:
    5.1 - Intellivision III
    Atari wasn't the only company with plans to introduce a "next generation"
    video game system;  Mattel spoke of it's soon-to-be released Intellivision
    III for well over a year before the idea was dumped.  Here are some of the
    specifications for this unit:
      - 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
    Please note that this unit is COMPLETELY different from the INTV III which
    was later released by INTV Corp in 1986.
    5.2 - Intellivision Iv
    (History taken from http://www.intellivisionlives.com)
    - After the Intellivision Keyboard Component was canceled, Mattel was to begin
    work on a brand new Master Component, the Intellivision IV.  Intellivision 
    III had been rushed into development simply as a stopgap product to compete 
    short-term with Colecovision.  Intellivision IV, was to introduce the next 
    generation of video game systems.
    It carried the codename Decade, since it was to be the cornerstone product of 
    Mattel Electronics for the rest of the eighties, Intellivision IV was 
    developed from mid-1982 to mid-1983 secretly in an unmarked building a mile 
    away from Mattel headquarters.  Being away from the daily whims and pressures 
    of marketing and administration, the design group was able to create freely.
    The system they created was based on the MC68000 processor, the CPU later 
    used in the first Macintoshes and the Amiga.  Video was handled by a custom 
    chip named Magic.  Screen resolution was 240 by 192 pixels (40 by 24 4-color 
    6x8 cards) with a programmable 16-color palette, 16x16 4-color sprites and 
    hardware scrolling.  Onboard software supported 3-D graphics along with music 
    and speech synthesis.  The Combo chip coordinated peripheral devices, 
    including a built-in modem: a point-of-view two-person tank battle played over 
    phone lines was talked about as a typical Intellivision IV application.
    Unlike the other hardware in development in 1983, the Intellivision IV had the 
    potential of being a significant step forward; after Intellivision III was 
    canceled, many people saw Intellivision IV as the last hope for the company. 
    The hope didn't last long.  Most of the hardware people were soon laid off, 
    including those working on Intellivision IV.  The shift didn't help; January 
    20, 1984, Mattel Electronics was shut down.
    Would they have succeeded in creating a super game machine at an affordable 
    price, or would it have been another Keyboard Component?  With all the 
    secrecy surrounding the project, it's not known how far along the system 
    really was.  We do know it never reached the stage of actual game development.
    5.3 - INTV Corp. Games
    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. Below is a 
    list of the original and enhanced cartridges:
       PGA Golf (Golf)                      Chip Shot Super Pro Golf
       Math Fun                             Learning Fun I
       Major League Baseball (Baseball)     World Championship Baseball
       NASL Soccer (Soccer)                 World Cup Soccer
       NBA Basketball (Basketball)          Slam Dunk Super Pro Basketball
       NFL Football (Football)              Super Pro Football
       NHL Hockey (Hockey)                  Slap Shot Super Pro Hockey
       Tennis                               Championship Tennis
       US Ski Team Skiing (Skiing)          Mountain Madness Super Pro Skiing
       Word Fun                             Learning Fun II
       APBA Backgammon (Backgammon)  \
       Checkers (Draughts)            >--+     Triple Challenge
       Chess                         /
    5.4 - Trivia and Fun Facts
    Have you ever wondered...
    ...what would happen if you plugged two Intellivoices together and then 
      plugged in an Intellivoice game??  Greg Chance did, and the result goes 
      something like this:
            "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 canceled 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."
    ...what would happen if you tried "frying" your Intellivision??
            The author wasn't brave enough to try this out on one of his own
            machines, but Matthew Long relates this childhood memory:
            "I did something like it in the early years.  I was playing Star 
            Strike.  I reset the machine.  I then pulled out the cartridge.  
            The screen began flashing through the character ROM.  Was really 
            neat when I was 12!"
    ...who that strange guy in all of those old Intellivision ads was?  
            That was George Plimpton, ex-athlete and the Intellivision's
            paid spokesperson between 1980 and 1983.  During 1982, Mattel
            spent in excess of $50 million so that Mr. Plimpton could lampoon
            the "unrealistic" features of the Atari 2600...  Little did Mattel
            know that Coleco would burst their proverbial bubble with the
            introduction of the Colecovision in June of '82.
    ...how Mattel produced a large portion of their game library?
            Many of the original Intellivision games were programmed by college 
            students as part of their computer programming classes.  Cheap labor?
    ...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?
    ...the best way to store your boxed Intellivision games??  Shane Shaffer has
      a great suggestion:
            "For your boxed games (unopened), try the Multi-Purpose Storage Chest 
            from Metro Corrugated and Packaging Corporation.  Style No. 20000 has 
            ODs of 21" x 12 1/4" x 8 1/4", and fits 2 rows of boxed video games 
            perfectly.  I forget how many fit in each box, but the height is just 
            big enough, and the width is perfect.  I store my 2600, 5200, 7800, 
            and Intellivision boxes in it, and others of the same size will also 
            fit.  It comes in 3 colors, Blue, Green, or Red.  The fit is absolutely 
            perfect for your boxed games."
    ...what the heck INTV stands for??
            Common misconception:  INTV is NOT an abbreviation for Intellivision 
            as many people seem to think.  INTV is the name of the company that 
            bought the rights to the system and all it's games from Mattel when 
            they decided to leave the market in late 1984.  Mattel NEVER referred 
            to it's system as INTV.
    ...why your Intellivision is prone to overheating??
            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%!!
    ...what the most popular Intellivision game was?
            Major League Baseball was an instant "classic" and one of the most 
            popular games for the system.  The only "problem" with this and many 
            other Intellivision games was that they were for 2-players only.
    ...just how many positions the Intellivision controller can detect?
            Yes, it is 16 positions!!  This control disc was "revolutionary" for 
            it's time, allowing for greater control with sports titles, but is also 
            one of the reasons Intellivision never did catch up to the Atari 2600.
    ...if INTV Corp. produced NES titles?
            Yes, as William Howald found out when he posted this question, answered 
            swiftly by our friend Keith Robinson:
            : I just found this...  I had no idea that INTV made games for the 
            Nintendo!!!  How rare is this? 
       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.
    ...if there were 2 or more different versions of the Intellivision II??
       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       |
            |                           |
            | 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."
    6.0)  Electronic Resources, Books and Magazines:
    6.1 - Internet Resources
    World Wide Web pages:
           - Blue Sky Rangers Website  
           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!
           - Sean Kelly's Homepage
           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.
           - DougM's Inty Site
           Doug's an all-around Intellivision guy =)  This page contains his 
           Big List of Mattel stuff.
           - Tommorow's Heroes
           A place that still sells Intellivision and other retro-gaming stuff.
           - INTV Funhouse
           There's a ton of screenshots of rare things, reviews, listings, etc.
           - The Intellivision Zone
           Another great site for rarities, info, reviews, and everything 
           Intellivision related.
           - Giga Intellivision
           A great site with tons on the Intellivision
           - Intellivision Exhibition
           Overlays and screenshots from over 100 games.
           - Intellivision Gumbo
           At this site you'll find a tasty Intellivision stew, with pictures 
           of rare Intellivision hardware, games, catalogs and fanzines!
           - Intellivision Bodega
           News, reviews, updates and downloads.
           - Intellivision Library
           News, reviews, downloads, music, basic stuff and more.
           - Intellicart
           Information on the Intellicart, a cartridge for your Intellivision
           to download games from your computer. 
           - Intellivision Gaming Network
           Easter eggs, downloads and tons on the emulators for the Intellivision.
           - 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 should be kept to rec.games.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 =)
    6.2 - Books
    Many thanx 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.
    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.
    Book entries are in alphabetical order by author.  The format is as
            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!. 
    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
            _Title_; ISSN; Publisher; First Issue (date)-Last Issue
    (date); Frequency; Cover Price (in $US); Pages; Format (see
    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 canceled and restarted,
    that would usually be considered "volume 2."  Other publishers consider
    each year the periodical is published to be a separate volume.
    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
    OD^2    Odyssey^2               VECT    Vectrex
            Blanchet, Micheal; _How to Beat Atari, Intellivision, and
    Other Home Video Games_; 0-671-45909-0; Simon & Schuster (Fireside);
    1982; $4.95; 128p; PB.
    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 videogames 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, Flinstones:  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.
            Dodd, John Carroll; _A Study of the Toy Market, Videogame
    [sic] Industry, Psychological 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.
    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,
    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.
    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.
    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-)
            _Digital Press_; NO ISSN; Digital Press; [Issue?]
    ([Date?])-[Issue?] ([Date?]); bimonthly?; $10/6 issues; [?]p;
    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 http://www.digitpress.com/index2.htm
            _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.
    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!_.  Unkown 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.
    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)
    7.0)  Repair tips and information:
    Most of the information provided here has been taken from the book
    "Repairing Your Home Video Game:  How To Save A Buck While Your Kids Drive
    You Insane", by Gordon Jennings, or has come from personal experience.
    Excerpts taken from the book are enclosed in quotes.
    Contained in this FAQ is repair information that may damage yourself or your
    beloved Intellivision.  I WILL NOT accept any responsibility for what these 
    instructions.  I've tried them, and had no problems.  But please don't blame 
    me for ANY problems these plans may cause.  Experiment at your own risk!
    7.1 - Hand Controllers
    Let's face it, I don't know a single person would could say that they prefer
    the Intellivision hand controllers over a standard joystick with a straight
    face, but 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 MPCB's 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.  
    7.2 - Cartridge Problems
    Help!!  I've turned on my console and all I get is a black screen!!  What do
    I do??
    First off, follow the teachings of one of my favorite sci-fi authors, 
    Douglas Adams: "Don't Panic!"
    Secondly, ensure that the cartridge is properly inserted.  Not inserting the
    cartridge far enough, or even inserting the cartridge too far can cause the
    console not the read the game.  
    Dirty contacts on the cartridge itself may also cause a problem; use a 
    cotton swab and some denatured alcohol to remove any corrosion from the 
    gold contacts (the swabs used for cleaning VCR heads work best, as they are
    lint-free).  I STRONGLY recommend against using a pencil eraser, as is so 
    popular in many PC repair circles.  Not only does the rubber build up a 
    static charge in the cart, potentially damaging the ROM's, it also removes 
    some of the gold plating on the PC board.  Too many treatments of this 
    manner could result in a useless game.
    If you know the problem is not with the cart, all is not lost. If you're 
    handy with a volt-ohm meter, you can usually pinpoint the problem to one 
    of the major components inside the console.
    7.3 - Console Disassembly
    For those of you who have seen the inside of an Intellivision before,
    skip to the next section.  What follows is a basic description of all of 
    the Intellivision's major components.
    The system is comprised of four major components.  "First is the transformer
    assembly.  The assembly itself is made up of smaller component; the AC
    Power Cord, the ON/OFF switch, and a small plastic connector."
    "The next major component is the 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."
    The third set of components are the hand controllers.
    "The final unit is called the 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
    "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.
    7.4 - General Troubleshooting
    Some of the procedures listed here will require the use of a volt-ohm
    meter.  All of this material has been taken from the aforementioned
    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
    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.
    7.5 - Pinouts for INTV Controller
    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).
    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 
    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.
    I hope this info gives you the start that you need so that one day you 
    can throw those Intellivision Controllers where they belong... the trash!
    7.6 - Fixing INTV II Controllers
    (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
    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  /
    These "hooks" are located in five spots. The first is in the center 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
    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
    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!
    7.7 - Simple mod for an Intellivision 2 controller
    (Compliments of Barry Laws Jr)
    Does everybody agree with me that the Intellivision 2 controller is worse 
    than the original INTV controller? Hell yeah! The keypad feels ultra-cheap. 
    Well, I performed a simple mod to my Intellivision 2 controllers, and 
    while Intellivision controllers suck, I actually improved my INTV2 
    controllers! Here's what you need :
    Intellivision 2 controller 
    Intellivision 1 controller 
    Phillips-head screwdriver 
    Scissors or Utility Knife (to open up the INTV2 controller) 
    Turn the INTV1 controller upside down and remove the screws. Turn the 
    controller right-side-up and remove the top case. The gold controller disc 
    may possibly lift up as well.
    Remove the INTV1 keypad and set it and the gold controller disc aside for 
    now.  Using the scissors or utility Knife, open your INTV2 controller. 
    Be careful not to break the plastic hooks which keep the controller 
    together. Set the top case of the INTV2 controller aside.
    Remove the flimsy INTV2 keypad and throw it away. You can also remove 
    the black controller disc if you want to.
    Using a pair of scissors or a utility knife, cut off the top clear 
    plastic from the INTV1 keypad, and cut the clear plastic side flaps, 
    but don't cut the sides off completely.
    Position the INTV1 keypad in the INTV2 controller, and make sure that the 
    keypad buttons are aligned correctly.  If you decided to replace the black 
    controller disc with the gold controller disc, then remove the black 
    controller disc but leave the small spring in the controller. Place the 
    gold controller disc on top of the spring.
    Put the top case of the INTV2 controller back on, and VOILA! You have an 
    INTV2 controller with a much better keypad.
    Another way of replacing the controller is replacing the INTV1 controller 
    plug with a standard 9-pin female plug, and/or modifying a Colecovision 
    controller or a Jaguar controller for use on the INTV2. If you would rather 
    go one of these routes, then more power to you, and there are probably 
    instructions on the net and the newsgroups for these mods, but if you want 
    a simple no-frills mod which combines the look and feel of the INTV1 
    controller with the outer shell and 9-pin plug of the INTV2 controller, 
    then go with this mod.
    7.8 - You've really messed up and are wondering what to do...
    (This information was provided by our friend Keith Robison from the Blue Sky
    Rangers, inclusion of this info does not serve as an endorsement...  
    Well, heck, unless someone else knows someone who officially repairs 
    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)
    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."
    [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
    Tech@intellivisionlives.com; we'll pass them along to James if a 
    significant number of people write.
    Finally, if you've visited the Blue Sky Rangers website 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!
    8.0)  Programmer Interviews:
    The two following interviews were conducted over Internet with a couple
    of ex-Mattel Electronics employees by Sean Kelly. 
    8.1 - Daniel Bass
    :What was your line of work before you became an Intellivision programmer?
    I joined TRW right out of grad school, I was working there as a software
    engineer.  I had started in Feb. 1981, just as the Reagan Administration
    came into office.  The job I was supposed to work on was frozen, and there
    was an enormous delay in getting any kind of security clearance, so that
    limited what projects were available to me.  As a result, I spent my first
    year there not accomplishing very much on a variety of small projects.
    :How/Why did you come to work at Mattel?
    In the spring of 1982, I heard on the radio of an Open House / Job Fair 
    at Mattel Electronics, and I thought it would be a fun way to spend the
    afternoon - playing with their latest games and gadgets.  I was not very
    happy about my job at TRW, but I wasn't looking to go anywhere.  When I got
    there, I started talking to one of the managers about Dungeons & Dragons, 
    a personal passion of mine.  He was looking for some people to develop a 
    D & D style game for the Intellivision Keyboard, the big keyboard.  One 
    thing led to another, and in a few weeks I was on board at Mattel 
    :Exactly which games did you personally program?
    Loco-Motion was the only game I programmed start to finish.  I also 
    programmed Tower of Doom but I only had the game about 80% done when 
    Mattel Electronics went out of business.  I had concentrated on the 
    special effects and mechanics, but I hadn't put in the game play and 
    strategy that I had had in mind.  A few years later, one of the guys 
    was contracting out with whoever it was that had bought up all the 
    Intellivision property (was that INTV?) to finish a bunch of the games 
    that were in development when M.E. went under.  Tower of Doom was one 
    of those games.  I had since moved from California to Massachusetts, 
    and so had not the equipment, nor time to do the completion.  He got 
    one of the other programmers to finish it up, but he didn't add any
    gameplay either, he just tidied up the loose ends so that the game had 
    an ending and wouldn't crash.
    :Were you involved in programming any other games?
    Most games were developed by a single Game Designer, with the help of 
    certain "specialists."  There were a few graphic artists who designed 
    most of the graphics for most of the games, a few sound people who 
    developed most of the sound effects.  However, the total game development
    and integration was done by a single engineer.  
    There was a lot of testing, feedback, and reviews amongst the game 
    designers.  A significant portion of our work week was assigned to playing 
    other people's games to find bugs, cite improvements and offer suggestions.
    To this end I worked on several games, but that wouldn't qualify as 
    I also worked on several projects that just didn't go anywhere, and were
    dropped.  The whole big keyboard project (for which I had been hired) was
    dropped not long after I started working there.  It was deemed to be to
    expensive to produce, so that it would be unsaleable.  Subsequently it was
    redesigned, and code-named "LUCKI" [pronounced 'lucky'] for Low User-Cost
    Keyboard Interface.  I started developing a Stock Market game for the 
    LUCKI, when, one day, the arcade version of Loco-Motion turned up next to
    my cubicle.  I watched and played several games, and I was hooked.  
    Literally overnight I had developed an Intellivision prototype of the
    arcade game, and the rest, as they say, is history.
    :What was it like working for Mattel?
    It was an absolute blast!  The people there were all a bunch of overgrown
    kids, and management encouraged us to work on having fun as hard as get-
    ting product out.  The result was an atmosphere of great teamwork and
    camaraderie.  Some examples:
        The annual office party would be held by renting out a local video
        arcade and providing Pizza / Deli / Beer / Sodas and unlimited 
        video games to all the staff and their families.
        The arrival of a new piece of equipment would often lead to the
        impromptu creation of a new game, using the packing materials 
        in the hall.  Several of the managers in particular were
        particularly creative in constructing these games.
        Numerous arcade machines lined the walls of the work areas, and
        people were encouraged to take breaks to study the games and 
        improve our hand-eye coordination.
        All of Mattel Electronics and families were invited to Disney 
        Studios for a private pre-release screening of "Tron" .
    :Can you fill us in on any 'unfinished' projects that may have been
    :in the works when Mattel Electronics went out of business?
    I'm afraid that I can't be much help here.  So I'll answer a different
    Things started turning down for the entire video game market around
    the beginning of 1983.  I finished Loco-Motion, and in the summer,
    started working on Tower of Doom.  It was originally supposed to be
    a voice-optional game, and by the fall I was putting in many long
    hours focused on getting that going.  Around October, Mattel had
    its first round of layoffs.  About 1/3 of the staff was gone over-
    night.  The atmosphere had become quite depressed, and I coped by
    becoming ever more involved with working on Tower of Doom, and
    blocking out what was going on around me.
    In November we had the second round of layoffs, and another third
    of the staff was gone.  It seemed like there was no hope left for
    the few of us that remained, but I kept plugging away at T-O-D,
    hoping that I'd have enough time to finish the game.  Unfortunately,
    in January 1984, Mattel Electronics went out of business, and that
    was that. 
    So, about all I remember from that time period was how depressing
    things got, and how desperate I was getting, hoping that I'd be
    able to finish T-O-D.
    :As game collectors, one of the biggest problems we have is finding out
    :exactly what games are out there to be had.  Do you know of any games
    :that may be in existence that are not listed on the 'complete' listing
    :I sent you?   
    I doubt I can help you here.  While I enjoyed playing the games, I was 
    never a 'walking encyclopedia' on them.
    :Do you still own an Intellivision system?
    Yes, although I never use it.  Now my son Aaron (9 years old) uses it.
    :What was/is your personal favorite Intellivision game? 
    Now you're going to have me make enemies of all people whose games I
    don't mention! :-)
    Well, leaving aside a personal bias for Loco-Motion and Tower of Doom,
    I really like Thunder Castle for its graphics and music.  It is such a
    pleasure to look at and listen to, that you can forgive it its simple
    game play.
    There was a Pinball game I liked, but I was always more into pinball
    machines than Arcade Video games.
    Buzz Bombers and Thin Ice were both cute.
    My favorite game when I was on mental overload was Shark! Shark!  I
    found that the colors, sound, and pace of the game was generally rest-
    ful and relaxing, unlike most video games which leave you all keyed up
    and strung out.    
    8.2 - Ray Kaestner
    :What was your line of work before you became an Intellivision 
    I came to Mattel straight out of school.  I was a EE major.  Initially,
    I hired on at Mattel to do handheld games, such as electronic football,
    basketball, etc.  then moved into the Intellivision group after a couple
    of years.
    :How/Why did you come to work at Mattel?
    After graduating from UCLA in 1978, I did a lot of interviewing.  Most of 
    the local companies in Southern California were defense oriented and I
    wasn't particularly interested in going down that path at that time.
    I also talked to a number of chip companies in Silicon Valley.  By far,
    the most interesting job was the one at Mattel.  I had my doubts about
    Mattel's longterm stability, since they had recently completed some
    litigation about how they were running the business and also since the
    toy industry in general tends to follow boom and bust cycles.  However,
    in the final analysis, it came down to that sure sounds like it would
    be a lot of fun.
    : Exactly which games did you personally program?
    : Were you involved in programming any other games?
    In Intellivision, my games for Mattel were BurgerTime and I also did
    about half the programming on Masters of the Universe.   After Mattel
    got out of the business, I worked on Diner (a BurgerTime sequel) and 
    Super Pro Hockey for INTV, who took over the Intellivision business 
    from Mattel.   I also worked on the concept development for
    Super Pro Football, though I didn't do any of the programming.
    In handheld games, I wrote Computer Gin and World Championship Football.
    In addition, I also worked with a championship chess player on Computer 
    : What was it like working for Mattel?
    It was a blast!  The best part by far was the team that we had put
    together.   There was lots of diversity the talents and interests
    of members of the group and that added a lot to the quality of the
    games.   In fact, every year there is the annual layoff reunion
    party, where everyone gets together to reminisce and network and
    all those sorts of good things.  Next year is the 10th anniversary,
    so there may be some special festivities planned.
    : Can you fill us in on any 'unfinished' projects that may have been
    : in the works when Mattel Electronics went out of business?
    When things went under at Mattel, I was working on a sequel to Masters
    of the Universe with a lot of Escher-looking screens.  After a few
    mutations and change in characters and story line, I was able to finish 
    that game as Diner, a sequel to BurgerTime done by INTV.  When INTV 
    bought out the rights to Intellivision, they bought the right to all the
    work in progress at the time.  Much of the work that was fairly far
    along was later published by INTV, so you can see what was happening
    at that point.  After a while, we ran out of pre-existing work, and
    so we ended up doing some new work and other sequels to existing games,
    especially the sports titles.
    : Do you still own an Intellivision system?
    Of course!  Since the machines tended to breakdown every so often
    and since I suspected that it would become increasingly difficult
    to get them fixed, I made sure to store away 3 or 4 Intellivisions
    in the attic to make sure that my kids would be able to see what
    I had done at Mattel.  So far, I have only lost one machine, so they
    were a lot more reliable than I thought they would be.
    : What was/is your personal favorite Intellivision game?
    Of the work that I did, I would probably rank Diner as my favorite,
    followed closely by BurgerTime.  I would also rank Night Stalker
    pretty highly.  I also played a lot of Sea Battle and would count
    that among my favorites. 
    : What is your line of work now?
    After Mattel went under, since there was so little commercial work
    around the area and no video games work anywhere at the time, I went 
    to TRW to work on defense systems.  Fortunately, I was able to get 
    involved with some pretty fun projects using early versions of Sun 
    Workstations and so I was able to have some fun, learning lots about 
    GUI and all those things that are still increasing in popularity.
    I even designed a paint program for a government project, probably one 
    of the only paint programs ever done specifically for the government.   
    Since then, I've moved over to the PC business and am doing Windows
    work for first for Software Publishing Corporation on Harvard Graphics
    for Windows.   I also worked on their InfoAlliance project, which was one 
    of the first GUI database projects available.  Unfortunately, though the 
    market was ready for such a product, SPC was not and the product died an 
    unfortunate death.  Currently, I am at Borland working on future versions
    of Paradox for Windows.
    : Lastly, Dan said I had to ask you about your "Cheeseburger Birthday Cake".
    : What gives???  8-)
    Dan's wife was taking a cake decorating class and one day they surprised me 
    and brought in a birthday cake shaped like a giant hamburger.  Obviously the 
    connection was BurgerTime. 
    8.3 - Patrick Jost, former Intellivision speech developer
    : How did you come about working with the Intellivision, and what role did 
    : you play in its software/hardware development?
    PJ:  In 1981, I'd been working for Pacific Telephone for about a year and a 
    half.  This was my first real job after leaving graduate school.  I'd messed 
    around with the music industry, done a little "international consulting", 
    some of the typical things one does when one does not know what to do.
    Anyway, Pacific Telephone was fun... I was working with electronic switching, 
    international testing (I got to call Lybia once), programming custom services, 
    various things.  They had lots of Unix machines to play with, so it was also 
    a sort of immersion course in Unix computing...
    I started to get bored.  I'd gone to most of the schools, I'd worked on 
    various interesting projects.  I was spending a lot of time and money at 
    Opamp Technical Books in Hollywood (still in business, still a great place), 
    and I was beginning to want to do something more -- well -- interesting.
    Mattel was running huge ads in the paper.  At the time, my main concern was 
    the commute.  I lived about 10 minutes from the Pacific Telephone facility in 
    Hollywood, Hawthorne seemed far away.  After a while, I got over this concern, 
    and went to one of Mattel's job fairs (back in those days, LOTS of companies 
    were having them).  I got along with the people right away.  Intellivision was 
    an established product, they wanted to do more with it.  They wanted to add 
    voice synthesis.  They were looking for someone with a linguistics background 
    (that's what I majored in!) and who understood computers (thank you, Pacific 
    This was Saturday.  They asked me to come back Monday.  I talked with some more 
    people, and filled out the application.  They were talking good money, and it 
    sure sounded interesting.  By the time I got back to Hollywood, I had a message 
    on my machine, they offered me the job that day.
    I gave notice at Pacific Telephone, gave myself about a week off, and started 
    to work.
    My first day was Monday... and already things were getting interesting.  I had 
    to fly to New York the next day to help with the speech for the first game.
    This game grew up to be Space Spartans, but, at the time, all anyone knew was 
    that it was a space game of some sort.  It was supposed to be a short trip; it 
    turned out to be several weeks.  I recall that due to the short notice I got 
    to fly first class, and sat right behind Count Basie and a member of his band...
    I'm getting ahead of myself.  Let me explain how speech was made for 
    these games.  Along with the game idea, a script was written. I 
    transcribed the script (into phonetic transcription) and made sure there 
    were no critical words that would be "transformed" too badly by the 
    speech synthesis process.
    After the script was written, auditions were held.  I used my contacts in the 
    music industry to find good agents and a good recording studio.  We looked for 
    good voices, good acting, and actors that could work with some of the odd 
    requirements of speech synthesis -- not too many 'hissing' ess [s] sounds, 
    no loud popping p's and so on.  I finally developed a pretty good ear for which 
    voices would synthesize well...
    After the recording, the voices were sampled.  We used a Hewlett-Packard 1000 
    series machine with the ILS signal processing package and a large amount of 
    custom software.
    The sampled speech was fed to the synthesis software for the 
    Intellivoice speech synthesizer, the General Instrument SP-256.
    Synthesized speech could be generated quickly.  The problem is that 
    automatically generated speech took up a lot of space (that could be 
    used for more speech or game code).  This was a big problem!  The other 
    problem is that the automatic speech  synthesis didn't always sound that 
    good... some of it was actually pretty bad.
    The solution to both problems was manual editing of the original  
    waveform before  the speech was synthesized.  This was done with a good, 
    but somewhat primitive editor.  Segments to be used for synthesis could 
    be marked, and speech could be deleted.  The resulting files could be 
    submitted for synthesis; the results were usually speech that took up 
    less space that the automatic speech and that sounded good.
    For the first six months or so, I did everything -- work on scripts, 
    transcriptions, auditions, recording sessions, speech editing.  I did 
    almost all the speech that you hear on "Space Spartans" and "B-17 Bomber."
    By the time "Bomb Squad" came along, Mattel wanted to be more 
    organized.  A formal speech group was set up -- I trained the editors, 
    largely on what you hear in "Bomb Squad!"  The last speech game was 
    "Tron: Solar Sailor", I did not have much to do with that one.
    I went on to work on some other things for Mattel:  consumer musical 
    productions, and advanced technologies for the games, specifically a 
    rapid prototyping environment.  For a while Mattel was also very 
    interested in entering the European marketplace, so I worked on Spanish, 
    German, French, and Italian versions of  "Space Spartans."  That ROM is 
    out there somewhere...
    : I've heard that Mattel had a "laid back" environment:  it was a
    : fun place to work. Would you say the same?
    PJ:  Fun place to work?  Sure, especially if you liked video games.  I 
    didn't, and still don't.  But remember, this was during the time when it 
    seemed like there was a Pac-Man machine everywhere.
    Mattel had some very good people.  Most of us were about the same age... 
    late 20s, early 30s, I guess.  Many common interests apart from the 
    games.  I played Geddy Lee style bass in an informal group called the 
    Redi Spuds (named after a sign on a nearby building) that played sort of 
    a new wave rock; yes, a total mismatch of styles, but fun... I shudder 
    to think of what it would sound like now, with my more Percy Jones 
    influenced style.
    You could always find someone interesting to talk to, even though I 
    don't think they planned it, there was quite a lot of synergy.  In 
    speech, we were doing things with audio on minicomputers that are 
    commonplace now in this age of samplers... but we solved the problems 
    years ago.
    Laid back?  Well, the games programmers didn't work on much of a fixed 
    schedule.  I was interested in seeing what could be done with natural 
    language processing technology.  I should also say that I'm probably NOT 
    a very laid back type of person!  I was never really all that happy in 
    California, and my lack of laid back inclinations may  explain why I'm 
    one of the few people I know of who moved from Los Angeles to 
    Washington, DC.
    : Would you know of any unfinished hardware or software that Mattel may 
    : have been working on (besides the previously mentioned foreign ROM)?  
    : Video game collectors just love this kind of thing.  :-)
    PJ:  Unfinished games... there were probably lots and lots of them, 
    things came crashing down pretty fast.  ROMs?  I don't know, probably 
    not many of them had been made into ROMs yet.
    There was a thing called "Decade" which was a 68000 based system that 
    could have been Macintosh like, had they completed it.  There were 
    prototype wireless remote controls  for Intellivision.  There were plans 
    for all sorts of interfaces... Apple II, IBM PC, and so on.
    You may have seen the Synsonics drums, four touch pads and some buttons 
    with some  rudimentary programming/memory capability.  There were also a 
    Synsonics guitar, with "strum bars" for your right/picking hand and a 
    neck full of switches for your left/fretting hand.  I don't think this 
    ever saw production, but I've seen things  like it in the COMB and DAMARK 
    : Thanks for the interview, Patrick.  I appreciated it.
    PJ:  No problem... 
    9.0)  Intellivision Emulators
    The Intellivision lives on, albeit in a different form.  Now, the 
    Intellivision can be emulated by the functions of the PC, PS, or whatever.
    Please support the commercial emulators wherever possible!  The Intellivision
    can live on, let's not piss on its grave.
    9.1 - Commercial Emulators
    Intellivision Rocks / Lives  
      Intellivision Productions, Inc. offers several games for download as well
      as commercial emulators for the PC and Mac.  Check out the Blue Sky 
      Ranger's site (http://www.intellivisionlives.com) for more.
    Intellivision Classic Games
      This was released for the Playstation on 9/29/1999.  It's 30 classic 
      Intellivision games emulated fairly well on the Playstation.  The controls 
      are a bit troublesome, and their choice of games could have been better, 
      but not bad for those who want to play the classics and don't want to mess 
      around with their PC.
    9.2 - Non-Commercial Emulators
    Bliss Emulator  (http://bliss.retrogames.com/)
      This is an Intellivision/Atari 5200 Emulator for the PC (Linux, Win32, 
      Java and BeOs) with sound and GUI support.  Lots of extras too.
    INTV  (http://pcae.vg-network.com/intv/intvdos.html)
      More great Intellivision Emulators for MS-DOS and Windows 95, 98, NT, 
      and 2000 by John Dullea.
    Nostalgia  (http://www.gotmaille.com/nostalgia/)
      This is the newest Intellivision emulator, it has many features including 
      ECS sound, keyboard and music keyboard support, Internet support, complete 
      Intellicart support and more!
    jzINTV  (http://spatula-city.org/~im14u2c/intv/)
      jzINTV: Intellivision for Linux, Unix, Windows and MacOS, still under 
    **Please note that the Non-commercial emulators require ROMs of the games
    to play.  It is illegal to own the ROMs and not the original cartridges!  
    Do not e-mail me or anyone listed here asking about them.  We do not know 
    where to find them.  It is just another reason to spend the money on the 
    commercial emulators, or play the originals themselves!**
    v6.0  1/7/2003 (intv@canada.com)

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