Intellivision: Difference between revisions
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imported>Illegitimate Barrister |
imported>Whipmywillows TV Gamer says it came out 1979 in the UK |
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{{Infobox information appliance | {{Infobox information appliance | ||
| name = Intellivision | | name = Intellivision | ||
| aka = | | aka = | ||
| logo = [[File:Intellivision-logo.svg|frameless|class=skin-invert]] | | logo = [[File:Intellivision-logo.svg|frameless|class=skin-invert]] | ||
| Line 10: | Line 9: | ||
| developer = | | developer = | ||
| manufacturer = {{ubl|[[Mattel|Mattel Electronics]] (1979–1984)|INTV Corporation (1984–1990)}} | | manufacturer = {{ubl|[[Mattel|Mattel Electronics]] (1979–1984)|INTV Corporation (1984–1990)}} | ||
| family = | | family = | ||
| type = [[Home video game console]] | | type = [[Home video game console]] | ||
| generation = [[Second generation of video game consoles|Second]] | | generation = [[Second generation of video game consoles|Second]] | ||
| | | release_date = {{video game release|NA|1979<ref name="atariarch" /><ref name="gamespy"/><ref name=askhal1/><ref name=timeline/>|UK|1979<ref name=tvgamerno3>{{cite magazine|magazine=TV Gamer|title=Factfile: Intellivision|url=https://archive.org/details/TV_Gamer_1983-12_Boytonbrook_GB/page/n23/mode/2up|number=3|date=December 1983|page=24|via=Internet Archive}}</ref><ref name="cvg_001">{{cite magazine|url=https://archive.org/details/cvg-magazine-001|magazine=Computer and Video Games |title=Close Encounters of a Hazardous Kind |issue=1|date=November 1, 1981|page=71|via=Internet Archive}}</ref>|ZA|1982|DE|1982|FRA|1982<ref name="vgworld">{{cite book|last1=Wolf|first1=Mark J. P.|title=Video Games Around the World|date=2015|publisher=MIT Press|isbn=978-0-262-52716-3|page=179|url=https://books.google.com/books?id=pZb5CAAAQBAJ|access-date=2017-09-01|archive-date=2023-02-09|archive-url=https://web.archive.org/web/20230209134104/https://books.google.com/books?id=pZb5CAAAQBAJ|url-status=live}}</ref>|JP|1982<ref name="vglibrary_intelli">{{cite web|url=http://www.videogameconsolelibrary.com/pg70-intelli.htm#page=reviews|title=Home Page|website=Video Game Console Library|access-date=2017-03-22|archive-date=2019-08-15|archive-url=https://web.archive.org/web/20190815175304/http://www.videogameconsolelibrary.com/pg70-intelli.htm#page=reviews|url-status=live}}</ref>|BR|1983<ref name=brasil_historia>[http://www.intellivisionbrasil.com.br/Menu_Historia.htm#brasil "Intellivision Historia Brasil"] {{Webarchive|url=https://web.archive.org/web/20201112010915/http://www.intellivisionbrasil.com.br/Menu_Historia.htm#brasil |date=2020-11-12 }} intellivisionbrasil.com.br</ref>}} | ||
| lifespan = {{start date|1979}}—{{end date|1990}} | | lifespan = {{start date|1979}}—{{end date|1990}} | ||
| price = {{ubl|{{USD|275}}<ref name="tvdigest791015">{{cite news |title=Television Digest |url=https://www.atariarchive.org/wp-content/uploads/2020/10/Weekly-Television-Digest-1979-10-15.png |access-date=25 October 2020 |date=15 October 1979}}</ref> {{USDCY|275|1979|2024}}|{{CAD|385}}|{{GBP|199}}<ref name="cvg_001" />|[[Deutsche Mark|DM]]499|[[French franc|₣]]2000<ref name="tilt82">{{cite journal |last1=Mason |first1=Nicole |title=Intellivision: Une Véritable Centrale de Jeux |journal=Tilt Jeux Électroniques |date=1982-09-01 |volume=1 |issue=1 |page=57 |url=http://www.abandonware-magazines.org/affiche_mag.php?mag=28&num=9&album=oui |access-date=2018-10-03 |archive-date=2018-10-03 |archive-url=https://web.archive.org/web/20181003101113/http://www.abandonware-magazines.org/affiche_mag.php?mag=28&num=9&album=oui |url-status=live }}</ref>|{{JPY|49800}}<ref name="vglibrary_intelli"/>}} | | price = {{ubl|{{USD|275}}<ref name="tvdigest791015">{{cite news |title=Television Digest |url=https://www.atariarchive.org/wp-content/uploads/2020/10/Weekly-Television-Digest-1979-10-15.png |access-date=25 October 2020 |date=15 October 1979}}</ref> {{USDCY|275|1979|2024}}|{{CAD|385}}|{{GBP|199}}<ref name="cvg_001" />|[[Deutsche Mark|DM]]499|[[French franc|₣]]2000<ref name="tilt82">{{cite journal |last1=Mason |first1=Nicole |title=Intellivision: Une Véritable Centrale de Jeux |journal=Tilt Jeux Électroniques |date=1982-09-01 |volume=1 |issue=1 |page=57 |url=http://www.abandonware-magazines.org/affiche_mag.php?mag=28&num=9&album=oui |access-date=2018-10-03 |archive-date=2018-10-03 |archive-url=https://web.archive.org/web/20181003101113/http://www.abandonware-magazines.org/affiche_mag.php?mag=28&num=9&album=oui |url-status=live }}</ref>|{{JPY|49800}}<ref name="vglibrary_intelli"/>}} | ||
| discontinued = {{End date|1990}}<ref name="gamespy"/><ref name=askhal1/><ref name=timeline/><ref>{{cite book |last=Forster |first=Winnie |author-link=Winnie Forster |title=The encyclopedia of consoles, handhelds & home computers 1972–2005 |year=2005 |publisher=GAMEPLAN |isbn=3-00-015359-4|page=42}}</ref> | | discontinued = {{End date|1990}}<ref name="gamespy"/><ref name=askhal1/><ref name=timeline/><ref>{{cite book |last=Forster |first=Winnie |author-link=Winnie Forster |title=The encyclopedia of consoles, handhelds & home computers 1972–2005 |year=2005 |publisher=GAMEPLAN |isbn=3-00-015359-4|page=42}}</ref> | ||
| | | units_sold = > 3.75 million (1980–83)<ref name="TCW" /><ref name="csmonitor" /><ref name="vgu_83oct" /><ref name = nyt84/> | ||
| | | units_shipped = | ||
| os = | | os = | ||
| power = | | power = | ||
| | | system_on_chip = | ||
| cpu = [[General Instrument CP1600|GI CP1610]] | | cpu = [[General Instrument CP1600|GI CP1610]] | ||
| memory = 1K RAM, 6K ROM | | memory = 1K RAM, 6K ROM | ||
| Line 36: | Line 34: | ||
| connectivity = | | connectivity = | ||
| platform = | | platform = | ||
| | | online_services = [[PlayCable]] | ||
| dimensions = | | dimensions = | ||
| weight = | | weight = | ||
| Line 44: | Line 42: | ||
| related = | | related = | ||
| website = | | website = | ||
| | | top_game = {{ubl|''Las Vegas Poker & Blackjack'' 1.939 million|''[[Baseball (Intellivision video game)|Major League Baseball]]'' 1.085 million<ref name=Lives/><ref name = askhal1>{{cite web |url=http://www.intellivisionlives.com/bluesky/people/askhal/askhal.html |archive-url=https://web.archive.org/web/20170728023443/http://www.intellivisionlives.com/bluesky/people/askhal/askhal.html |url-status=usurped |archive-date=2017-07-28 |title=Ask Hal: Frequently Asked Questions to the Blue Sky Rangers |publisher=Intellivision Productions |access-date=November 3, 2008}}</ref><ref name="gamespy">{{cite web|url=http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=17&game=9 |title=Mattel Intellivision — 1980–1984 |work=ClassicGaming |publisher=IGN |access-date=May 16, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20080623232114/http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=17&game=9 |archive-date=June 23, 2008 }}</ref> {{small|(as of June 1983)}}}} | ||
}} | }} | ||
The '''Intellivision''' (a portmanteau of intelligent television) is a [[home video game console]] released by [[Mattel|Mattel Electronics]] in 1979. It distinguished itself from competitors with more realistic sports and strategic games.<ref name="video_198007" /> By 1981, Mattel Electronics had close to 20% of the domestic video game market, selling more than 3.75 million consoles and 20 million cartridges through 1983.<ref name="TCW" /><ref name="csmonitor" /><ref name="vgu_83oct" /><ref name = nyt84/><ref name="Lives" /> At its peak Mattel Electronics had about | The '''Intellivision''' (a portmanteau of "intelligent television") is a [[home video game console]] released by [[Mattel|Mattel Electronics]] in 1979. It distinguished itself from competitors with more realistic sports and strategic games.<ref name="video_198007" /> By 1981, Mattel Electronics had close to 20% of the domestic video game market, selling more than 3.75 million consoles and 20 million cartridges through 1983.<ref name="TCW" /><ref name="csmonitor" /><ref name="vgu_83oct" /><ref name = nyt84/><ref name="Lives" /> At its peak, Mattel Electronics had about 1,800 employees in several countries, including 110 videogame developers.<ref name = nyt84/> In 1984, Mattel sold its video game assets to a former Mattel Electronics executive and investors, eventually becoming INTV Corporation. Game development ran from 1978 to 1990, when the Intellivision was discontinued. | ||
In 2009, [[IGN]] ranked the Intellivision No. 14 on their list of the greatest video game consoles of all time.<ref>[https://www.ign.com/top-25-consoles/14.html Top 25 Videogame Consoles of All Time: Intellivision is number 14] {{Webarchive|url=https://web.archive.org/web/20200125125828/https://www.ign.com/top-25-consoles/14.html |date=2020-01-25 }}, IGN. Retrieved November 2, 2011.</ref> | In 2009, [[IGN]] ranked the Intellivision No. 14 on their list of the greatest video game consoles of all time.<ref>[https://www.ign.com/top-25-consoles/14.html Top 25 Videogame Consoles of All Time: Intellivision is number 14] {{Webarchive|url=https://web.archive.org/web/20200125125828/https://www.ign.com/top-25-consoles/14.html |date=2020-01-25 }}, IGN. Retrieved November 2, 2011.</ref> | ||
==History== | ==History== | ||
The Intellivision was developed at [[Mattel]] in [[Hawthorne, California]].<ref name=timeline>{{cite web | url=http://www.intellivisionlives.com/history.php | archive-url=https://web.archive.org/web/20170623040513/http://www.intellivisionlives.com/history.php | url-status=usurped | archive-date=2017-06-23 |title=Intellivision Productions Timeline |publisher=Intellivision Productions |access-date=November 3, 2008}}</ref> By 1969, multiple research and development groups came together as the Preliminary Design department on the third floor of the head office. Mattel had a history with technology R&D as design engineer [[Jack Ryan (designer)|Jack Ryan]], who joined the company in 1955 from [[Raytheon]], led a group of engineers, chemists, sculptors. With a large budget they were expected to be forward thinking, dubbed the blue-sky group.<ref name="B&S2024_29">{{cite book |last1=Boellstorff |first1=Tom |title=Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie |last2=Soderman |first2=Braxton |date=2024 |publisher=MIT Press |isbn=9780262380553 |pages=29, 35}}</ref> | The Intellivision was developed at [[Mattel]] in [[Hawthorne, California]].<ref name=timeline>{{cite web | url=http://www.intellivisionlives.com/history.php | archive-url=https://web.archive.org/web/20170623040513/http://www.intellivisionlives.com/history.php | url-status=usurped | archive-date=2017-06-23 |title=Intellivision Productions Timeline |publisher=Intellivision Productions |access-date=November 3, 2008}}</ref> By 1969, multiple research and development groups came together as the Preliminary Design department on the third floor of the head office. Mattel had a history with technology R&D as design engineer [[Jack Ryan (designer)|Jack Ryan]], who joined the company in 1955 from [[Raytheon]], led a group of engineers, chemists, and sculptors. With a large budget they were expected to be forward thinking, dubbed the blue-sky group.<ref name="B&S2024_29">{{cite book |last1=Boellstorff |first1=Tom |title=Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie |last2=Soderman |first2=Braxton |date=2024 |publisher=MIT Press |isbn=9780262380553 |pages=29, 35}}</ref> | ||
=== | ===Early design concepts=== | ||
In 1975, mechanical engineer Richard Chang, a director under Ryan, contacted [[MOS Technology]] for a demonstration of their new [[MOS Technology 6502|6502 microprocessor]] in a video game application. MOS arranged for their client Glenn Hightower of APh Technological Consulting and teacher at [[California Institute of Technology|CalTech University]] to do the demonstration. Shortly after, Dave James, an industrial engineer under Chang, wrote a memo dated January 26, 1976, documenting two product concepts. First, a microprocessor programmed video system with "plug-in" ROM modules or cassettes, and a list of applications that include war games, gambling games, strategy and board games, video Etch-a-Sketch, driving simulator, pinball; and football with 10 player a side, defense/offense patterns and floating field background. Second, [[Mattel Auto Race|calculator based games]]. With Mattel executives skeptical, Chang's group moved forward with handheld electronic games enlisting Hightower's help with a prototype.<ref name="B&S2024_37" | In 1975, mechanical engineer Richard Chang, a director under Ryan, contacted [[MOS Technology]] for a demonstration of their new [[MOS Technology 6502|6502 microprocessor]] in a video game application. MOS arranged for their client Glenn Hightower of APh Technological Consulting and teacher at [[California Institute of Technology|CalTech University]] to do the demonstration.<ref name="B&S2024_37">{{cite book |last1=Boellstorff |first1=Tom |title=Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie |last2=Soderman |first2=Braxton |date=2024 |publisher=MIT Press |isbn=9780262380553 |pages=37–44}}</ref> | ||
Shortly after, Dave James, an industrial engineer under Chang, wrote a memo dated January 26, 1976, documenting two product concepts. First, a microprocessor programmed video system with "plug-in" ROM modules or cassettes, and a list of applications that include war games, gambling games, strategy and board games, video Etch-a-Sketch, driving simulator, pinball; and football with 10 player a side, defense/offense patterns and floating field background. Second, [[Mattel Auto Race|calculator based games]]. With Mattel executives skeptical, Chang's group moved forward with handheld electronic games enlisting Hightower's help with a prototype.<ref name="B&S2024_37"/> | |||
Mattel hired Michael Katz as Marketing Manager for New Product Categories in 1975, Katz asked Chang to prototype a calculator sized electronic game for 1976. In Fall 1976, Mattel hired Ed Krakauer as Vice President of New Business Development, who hired Jeff Rochlis as Director of New Business Development.<ref name="B&S2024_37" /> In an October 1977 newspaper article, Rochlis was quoted saying, "Basically these things are fore-runners of the home computer. There's a logical transition involved. One way to get into the home-computer market is to sell games."<ref name="Zito">{{cite news |last1=Zito |first1=Tom |title=Playing a Calculated Game |newspaper=Washington Post |date=Oct 19, 1977}}</ref> | Mattel hired Michael Katz as Marketing Manager for New Product Categories in 1975, Katz asked Chang to prototype a calculator sized electronic game for 1976. In Fall 1976, Mattel hired Ed Krakauer as Vice President of New Business Development, who hired Jeff Rochlis as Director of New Business Development.<ref name="B&S2024_37" /> In an October 1977 newspaper article, Rochlis was quoted saying, "Basically these things are fore-runners of the home computer. There's a logical transition involved. One way to get into the home-computer market is to sell games."<ref name="Zito">{{cite news |last1=Zito |first1=Tom |title=Playing a Calculated Game |newspaper=Washington Post |date=Oct 19, 1977}}</ref> | ||
In April 1977, David Chandler, with a doctoral degree in Electrical Engineering, a career in Aerospace, also having prototyped an early word processor as well as an arcade video game, joined Prelimanary Design under Chang. Chandler shared Chang's vision for a video game system with rich graphics and long-lasting gameplay to distinguish itself from its competitors and took over responsibility for its engineering. Prior to | ===Choosing a platform=== | ||
In April 1977, David Chandler, with a doctoral degree in Electrical Engineering, a career in Aerospace, also having prototyped an early word processor as well as an arcade video game, joined Prelimanary Design under Chang. Chandler shared Chang's vision for a video game system with rich graphics and long-lasting gameplay to distinguish itself from its competitors and took over responsibility for its engineering. Prior to Chandler's arrival, Chang's group had already met with [[National Semiconductor]] about their new [[video display controller]] that would be paired with an [[Intel 8080]] CPU.<ref name="B&S2024_48">{{cite book |last1=Boellstorff |first1=Tom |title=Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie |last2=Soderman |first2=Braxton |date=2024 |publisher=MIT Press |isbn=9780262380553 |pages=48–53}}</ref> Chandler negotiated better pricing for a simpler design.<ref name=papaint_his>[http://papaintellivision.com/pdfs/CCF10232011_00016.pdf Intellivision History and Philosophy] {{webarchive |url=https://web.archive.org/web/20160407110016/http://papaintellivision.com/pdfs/CCF10232011_00016.pdf |date=April 7, 2016 }} papaintellivision.com</ref> At the [[Consumer Electronics Show]] in June 1977, Chandler saw two more video driver chipsets. One from [[MOS Technology]] lacked moving objects (sprites) which would make it difficult to program sports games. The other from [[General Instrument]] (GI), listed as the Gimini programmable set in the GI 1977 catalog.<ref>{{cite web|url=http://www.wass.net/othermanuals/|title=Other Vintage Electronic Manuals|website=www.wass.net|access-date=2017-02-19|archive-date=2017-08-02|archive-url=https://web.archive.org/web/20170802175405/http://www.wass.net/othermanuals/|url-status=live}}</ref> The GI chipset lacked programmable graphics and Mattel worked with GI to implement changes. GI published an updated chipset in its 1978 catalog.<ref name="gimini">{{cite web|url=http://www.pong-story.com/GIMINI1978.pdf |title=Archived copy |access-date=November 17, 2012 |url-status=dead |archive-url=https://web.archive.org/web/20120316160455/http://www.pong-story.com/GIMINI1978.pdf |archive-date=March 16, 2012 }} Gimini TV game circuits</ref> Mattel initially chose National Semiconductor, who wanted to postpone the project, forcing Mattel to turn to GI. Mattel corporate management reacted by putting a halt to video game development for several months. On November 9, 1977, [[Mattel]], [[General Instrument|GI]], and [[Magnavox]] (their initial contract manufacturer) met to plan contracts and production.<ref name="B&S2024_48" /> | |||
Around this same time, the previous slow sales of Mattel Electronics branded handheld electronic games reversed and began to be a hit product. Management responded by spinning off the designs to the newly formed Mattel Electronics division, with separate marketing, finance, and engineering. In September, Krakauer made Rochlis its president. Chang became director of its new Design and Development department, responsible for Intellivision software.<ref name="B&S2024_37" /> Chandler, became director of Product Engineering led a team engineering the hardware, including the hand controllers.<ref name=timeline/> In 1978, David Rolfe of APh developed the onboard executive control software named Exec, and with a group of [[California Institute of Technology|Caltech]] summer student employees programmed the first Intellivision games. [[Hal Finney (computer scientist)|Hal Finney]] of APh contributed sound and music processing routines to the Exec. Graphics were designed by a group of artists at Mattel led by Dave James.<ref name=dp_rolfe>[http://www.digitpress.com/library/interviews/interview_david_rolfe.html "DP Interview with David Rolfe"] {{Webarchive|url=https://web.archive.org/web/20170419141121/http://www.digitpress.com/library/interviews/interview_david_rolfe.html |date=2017-04-19 }} digitpress.com</ref> James also creating detailed game proposal documents.<ref name="B&S2024_76">{{cite book |last1=Boellstorff |first1=Tom |title=Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie |last2=Soderman |first2=Braxton |date=2024 |publisher=MIT Press |isbn=9780262380553 |page=76}}</ref> | |||
During June 1978 [[Consumer Electronics Show|CES]], Mattel privately showed a prototype to retailers, leading to a Christmas release. Delays at GI pushed that into 1979. Magnavox backed out as manufacturer, replaced with [[Sylvania Electric Products|Sylvania]]. Chandler considered replacing the GI chipset and working with [[Texas Instruments]] and their new [[TMS9918]] video processor. The TI chip had more moving objects but half the number on a horizontal line compared with the GI {{Tooltip|STIC|Standard Television Interface Chip}}, it also lacked hardware scrolling that the GI {{Tooltip|STIC|Standard Television Interface Chip}} provides. Further, the TI chip requires more [[RAM]] and software already developed would have to be reworked.<ref name="B&S2024_48" /> | During June 1978 [[Consumer Electronics Show|CES]], Mattel privately showed a prototype to retailers, leading to a Christmas release. Delays at GI pushed that into 1979. Magnavox backed out as manufacturer, replaced with [[Sylvania Electric Products|Sylvania]]. Chandler considered replacing the GI chipset and working with [[Texas Instruments]] and their new [[TMS9918]] video processor. The TI chip had more moving objects but half the number on a horizontal line compared with the GI {{Tooltip|STIC|Standard Television Interface Chip}}, it also lacked hardware scrolling that the GI {{Tooltip|STIC|Standard Television Interface Chip}} provides. Further, the TI chip requires more [[RAM]] and software already developed would have to be reworked.<ref name="B&S2024_48" /> | ||
The Intellivision was introduced at the 1979 Las Vegas [[Consumer Electronics Show|CES]] in January as a modular [[home computer]] with the Master Component priced at {{US$|165}} and a soon-to-follow Keyboard Component also at {{US$|165|1979|long=no|round=-1}}.<ref name="doteat">{{cite web |title=Intellivision - New Kid on the Blocks |url=http://thedoteaters.com/?bitstory=console/intellivision |website=The Dot Eaters |access-date=25 October 2020 |archive-date=21 October 2020 |archive-url=https://web.archive.org/web/20201021191134/http://thedoteaters.com/?bitstory=console/intellivision |url-status=live }}</ref> At Chicago [[Consumer Electronics Show|CES]] in June, prices were revised to {{US$|long=no|250}} for each component. A shortage of key chips from manufacturer General Instrument resulted in a limited number of Intellivision Master Components produced that year. In Fall 1979, Sylvania marketed its own branded Intellivision at {{US$|long=no|280}} in its [[GTE]] stores at Philadelphia, Baltimore, and Washington, D.C.<ref name="atariarch">{{cite web |last1=Bunch |first1=Kevin |title=Mattel Intellivision game release dates |url=https://www.atariarchive.org/mattel-intellivision-game-release-dates/ |website=Atari Archive |access-date=24 October 2020}}</ref> On December 3, Mattel delivered consoles to the [[Gottschalks]] department store chain headquartered in [[Fresno, California]], with a suggested [[list price]] of {{US$|long=no|275}}.<ref name="papaint_his" /><ref name="Gamasutra">Barton, Matt and Loguidice, Bill (May 2008)[https://www.gamedeveloper.com/game-platforms/a-history-of-gaming-platforms-mattel-intellivision A History of Gaming Platforms: Mattel Intellivision], Gamasutra</ref> The Intellivision was also listed in the nationally distributed [[JCPenney]] Christmas 1979 catalog along with seven cartridges.<ref name="jcp1979">{{cite book |title=JCPenney Christmas 1979 |date=1979 |publisher=JCPenney |page=463 |url=https://spritecell.com/bp3-1979/ |access-date=2020-10-25 |archive-date=2020-10-27 |archive-url=https://web.archive.org/web/20201027035416/https://spritecell.com/bp3-1979/ |url-status=live }}</ref> By April 1980, markets expanded to Los Angeles, New York, and Chicago.<ref name="atariarch" /> It was in stores nationwide by mid-1980 with the pack-in game ''Las Vegas Poker & Blackjack'' and a library of ten cartridges. | ===Master Component=== | ||
The Intellivision was introduced at the 1979 Las Vegas [[Consumer Electronics Show|CES]] in January as a modular [[home computer]] with the Master Component priced at {{US$|165}} and a soon-to-follow Keyboard Component also at {{US$|165|1979|long=no|round=-1}}.<ref name="doteat">{{cite web |title=Intellivision - New Kid on the Blocks |url=http://thedoteaters.com/?bitstory=console/intellivision |website=The Dot Eaters | date=30 July 2020 |access-date=25 October 2020 |archive-date=21 October 2020 |archive-url=https://web.archive.org/web/20201021191134/http://thedoteaters.com/?bitstory=console/intellivision |url-status=live }}</ref> At Chicago [[Consumer Electronics Show|CES]] in June, prices were revised to {{US$|long=no|250}} for each component. A shortage of key chips from manufacturer General Instrument resulted in a limited number of Intellivision Master Components produced that year. In Fall 1979, Sylvania marketed its own branded Intellivision at {{US$|long=no|280}} in its [[GTE]] stores at Philadelphia, Baltimore, and Washington, D.C.<ref name="atariarch">{{cite web |last1=Bunch |first1=Kevin |title=Mattel Intellivision game release dates |url=https://www.atariarchive.org/mattel-intellivision-game-release-dates/ |website=Atari Archive |access-date=24 October 2020}}</ref> On December 3, Mattel delivered consoles to the [[Gottschalks]] department store chain headquartered in [[Fresno, California]], with a suggested [[list price]] of {{US$|long=no|275}}.<ref name="papaint_his" /><ref name="Gamasutra">Barton, Matt and Loguidice, Bill (May 2008)[https://www.gamedeveloper.com/game-platforms/a-history-of-gaming-platforms-mattel-intellivision A History of Gaming Platforms: Mattel Intellivision], Gamasutra</ref> The Intellivision was also listed in the nationally distributed [[JCPenney]] Christmas 1979 catalog along with seven cartridges.<ref name="jcp1979">{{cite book |title=JCPenney Christmas 1979 |date=1979 |publisher=JCPenney |page=463 |url=https://spritecell.com/bp3-1979/ |access-date=2020-10-25 |archive-date=2020-10-27 |archive-url=https://web.archive.org/web/20201027035416/https://spritecell.com/bp3-1979/ |url-status=live }}</ref> By April 1980, markets expanded to Los Angeles, New York, and Chicago.<ref name="atariarch" /> It was in stores nationwide by mid-1980 with the pack-in game ''Las Vegas Poker & Blackjack'' and a library of ten cartridges. | |||
By September 1980, there was internal debate about the effectiveness of marketing the Intellivision as a home computer and the direction of Mattel Electronics questioned. Krakauer and Rochlis resigned, and Josh Denham became the new president of Mattel Electronics. The Keyboard Component was no longer promoted in advertising.<ref name="B&S2024_101">{{cite book |last1=Boellstorff |first1=Tom |title=Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie |last2=Soderman |first2=Braxton |date=2024 |publisher=MIT Press |isbn=9780262380553 |pages=101–102}}</ref> A series of advertisements starring [[George Plimpton]] used side-by-side game comparisons to demonstrate the superior graphics and sound of Intellivision over the [[Atari 2600]].<ref name="Gamasutra"/> One slogan called Intellivision "the closest thing to the real thing". One such example compared [[golf]] games; where the 2600's games had a blip sound and cruder graphics, the Intellivision featured a realistic swing sound and striking of the ball and a more 3D look. In 1980, Mattel sold out its 190,000 stock of Intellivision Master Components, along with one million cartridges.<ref name="TCW">{{cite book |last1=Smith |first1=Alexander |title=They Create Worlds The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982 |date=November 19, 2019 |publisher=CRC Press |location=Chapter 31 Intelligent Television |isbn=9781138389908}}</ref> In 1981, more than one million Intellivision consoles were sold, more than five times the amount of the previous year.<ref name="csmonitor">{{cite news |url=https://www.csmonitor.com/1982/0524/052434.html |title=Computerized games hit profits jackpot for Mattel company |last=Sklarewitz |first=Norman |date=1982-05-24 |work=Christian Science Monitor |access-date=2019-03-16 |issn=0882-7729 |archive-date=2018-08-02 |archive-url=https://web.archive.org/web/20180802101655/https://www.csmonitor.com//1982/0524/052434.html |url-status=live }}</ref> Mattel Electronics became a subsidiary and relocated to another building to accommodate their growth.<ref name=timeline/> In 1982, they sold 1.8 million Intellivisions.<ref name="vgu_83oct" /> | By September 1980, there was internal debate about the effectiveness of marketing the Intellivision as a home computer and the direction of Mattel Electronics questioned. Krakauer and Rochlis resigned, and Josh Denham became the new president of Mattel Electronics. The Keyboard Component was no longer promoted in advertising.<ref name="B&S2024_101">{{cite book |last1=Boellstorff |first1=Tom |title=Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie |last2=Soderman |first2=Braxton |date=2024 |publisher=MIT Press |isbn=9780262380553 |pages=101–102}}</ref> A series of advertisements starring [[George Plimpton]] used side-by-side game comparisons to demonstrate the superior graphics and sound of Intellivision over the [[Atari 2600]].<ref name="Gamasutra"/> One slogan called Intellivision "the closest thing to the real thing". One such example compared [[golf]] games; where the 2600's games had a blip sound and cruder graphics, the Intellivision featured a realistic swing sound and striking of the ball and a more 3D look. In 1980, Mattel sold out its 190,000 stock of Intellivision Master Components, along with one million cartridges.<ref name="TCW">{{cite book |last1=Smith |first1=Alexander |title=They Create Worlds The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982 |date=November 19, 2019 |publisher=CRC Press |location=Chapter 31 Intelligent Television |isbn=9781138389908}}</ref> In 1981, more than one million Intellivision consoles were sold, more than five times the amount of the previous year.<ref name="csmonitor">{{cite news |url=https://www.csmonitor.com/1982/0524/052434.html |title=Computerized games hit profits jackpot for Mattel company |last=Sklarewitz |first=Norman |date=1982-05-24 |work=Christian Science Monitor |access-date=2019-03-16 |issn=0882-7729 |archive-date=2018-08-02 |archive-url=https://web.archive.org/web/20180802101655/https://www.csmonitor.com//1982/0524/052434.html |url-status=live }}</ref> Mattel Electronics became a subsidiary and relocated to another building to accommodate their growth.<ref name=timeline/> In 1982, they sold 1.8 million Intellivisions.<ref name="vgu_83oct" /> | ||
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Most of the early games are based on traditional real-world concepts such as sports, with an emphasis on realism and depth of play within the technology of the time. The Intellivision was not marketed as a toy; as such, games such as ''Sea Battle'' and ''B-17 Bomber'' are not made in the pick-up-and-play format like [[arcade game]]s. Reading the instructions is often a prerequisite. Every cartridge produced by Mattel Electronics includes two plastic controller overlays to help navigate the 12-button keypad, although not every game uses it. Game series, or networks, are ''Major League Sports'', ''Action'', ''Strategy'', ''Gaming'', ''Children's Learning'', and later ''Space Action'' and ''Arcade''. The network concept was dropped in 1983, as was the convenient gatefold-style box for storing the cartridge, instructions, and overlays. | Most of the early games are based on traditional real-world concepts such as sports, with an emphasis on realism and depth of play within the technology of the time. The Intellivision was not marketed as a toy; as such, games such as ''Sea Battle'' and ''B-17 Bomber'' are not made in the pick-up-and-play format like [[arcade game]]s. Reading the instructions is often a prerequisite. Every cartridge produced by Mattel Electronics includes two plastic controller overlays to help navigate the 12-button keypad, although not every game uses it. Game series, or networks, are ''Major League Sports'', ''Action'', ''Strategy'', ''Gaming'', ''Children's Learning'', and later ''Space Action'' and ''Arcade''. The network concept was dropped in 1983, as was the convenient gatefold-style box for storing the cartridge, instructions, and overlays. | ||
Starting in 1981, programmers looking for credit and royalties on sales began leaving both APh and Mattel Electronics to create Intellivision cartridges for third-party publishers. They helped form [[Imagic]] in 1981, and in 1982 others joined [[Activision]] and Atari. Cheshire Engineering was formed by a few senior APh programmers including David Rolfe, author of the Exec, and Tom Loughry, creator of one of the most popular Intellivision games, ''[[Advanced Dungeons & Dragons: Cloudy Mountain|Advanced Dungeons and Dragons]]''.<ref name="loughry">{{cite web |last1=Goninon |first1=Mark |title=Where are they now? – Tom Loughry |url=https://www.choicestgames.com/2014/11/where-are-they-now-tom-loughry.html |website=Choicest Games |access-date=26 Nov 2014 |archive-date=20 August 2016 |archive-url=https://web.archive.org/web/20160820010734/http://www.choicestgames.com/2014/11/where-are-they-now-tom-loughry.html |url-status=live }}</ref> Cheshire created Intellivision games for Activision. Third-party developers Activision, Imagic, and Coleco started producing Intellivision cartridges in 1982, and Atari, [[Parker Brothers]], [[Sega]], and Interphase followed in 1983. The third-party developers, not having legal access to Exec knowledge, often bypassed the Exec framework to create smooth 30 Hz and 60 Hz Intellivision games such as ''The Dreadnaught Factor''. Cheaper [[Read-only memory|ROM]] prices also allowed for progressively larger games as 8K, 12K, and 16K cartridges became common. The first Mattel Electronics Intellivision game to run at 60 Hz was ''Masters of the Universe'' in 1983.<ref>https://www.linkedin.com/in/rick-koenig-71a50412/ {{Dead link|date=January 2022}}</ref> Marketing dubbed the term "Super Graphics" on the game's packaging and marketing. | Starting in 1981, programmers looking for credit and royalties on sales began leaving both APh and Mattel Electronics to create Intellivision cartridges for third-party publishers. They helped form [[Imagic]] in 1981, and in 1982 others joined [[Activision]] and Atari. Cheshire Engineering was formed by a few senior APh programmers including David Rolfe, author of the Exec, and Tom Loughry, creator of one of the most popular Intellivision games, ''[[Advanced Dungeons & Dragons: Cloudy Mountain|Advanced Dungeons and Dragons]]''.<ref name="loughry">{{cite web |last1=Goninon |first1=Mark |title=Where are they now? – Tom Loughry |url=https://www.choicestgames.com/2014/11/where-are-they-now-tom-loughry.html |website=Choicest Games |date=26 November 2014 |access-date=26 Nov 2014 |archive-date=20 August 2016 |archive-url=https://web.archive.org/web/20160820010734/http://www.choicestgames.com/2014/11/where-are-they-now-tom-loughry.html |url-status=live }}</ref> Cheshire created Intellivision games for Activision. Third-party developers Activision, Imagic, and Coleco started producing Intellivision cartridges in 1982, and Atari, [[Parker Brothers]], [[Sega]], and Interphase followed in 1983. The third-party developers, not having legal access to Exec knowledge, often bypassed the Exec framework to create smooth 30 Hz and 60 Hz Intellivision games such as ''The Dreadnaught Factor''. Cheaper [[Read-only memory|ROM]] prices also allowed for progressively larger games as 8K, 12K, and 16K cartridges became common. The first Mattel Electronics Intellivision game to run at 60 Hz was ''Masters of the Universe'' in 1983.<ref>https://www.linkedin.com/in/rick-koenig-71a50412/ {{Dead link|date=January 2022}}</ref> Marketing dubbed the term "Super Graphics" on the game's packaging and marketing. | ||
Mattel Electronics had a competitive advantage in its team of experienced and talented programmers. As competitors often depended on licensing well known [[trademark]]s to sell video games, Mattel focused on original ideas. Don Daglow was a key early programmer at Mattel and became director of Intellivision game development. Daglow created [[Utopia (1981 video game)|''Utopia'']], a precursor to the [[Construction and management simulation|sim genre]] and, with Eddie Dombrower, the ground-breaking sports simulation [[Intellivision World Series Baseball|''World Series Major League Baseball'']]. Daglow was also involved with the popular Intellivision games ''Tron Deadly Discs'' and ''Shark! Shark!''.<ref name="gama_dd_art">{{cite web |last1=Wallis |first1=Alistair |title=Playing Catch Up: Stormfront Studios' Don Daglow |url=https://www.gamasutra.com/view/news/102180/Column_Playing_Catch_Up_Stormfront_Studios_Don_Daglow.php |website=Gamasutra |date=19 October 2006 |access-date=19 Oct 2006 |archive-date=12 May 2012 |archive-url=https://web.archive.org/web/20120512140400/http://www.gamasutra.com/view/news/102180/Column_Playing_Catch_Up_Stormfront_Studios_Don_Daglow.php |url-status=dead }}</ref><ref name="gama_dd_int">{{cite web |last1=Sheffield |first1=Brandon |last2=Frank |first2=Frank |title=From Intellivision To Today: Talking To Don Daglow |url=https://www.gamedeveloper.com/game-platforms/from-intellivision-to-today-talking-to-don-daglow |website=Gamasutra |date=30 January 2009 |access-date=30 Jan 2009 |archive-date=10 May 2012 |archive-url=https://web.archive.org/web/20120510222921/http://www.gamasutra.com/view/news/112971/From_Intellivision_To_Today_Talking_To_Don_Daglow.php |url-status=live }}</ref> After Mattel Electronics closed in 1984, its programmers continued to make significant contributions to the videogame industry. Don Daglow and Eddie Dombrower went on to [[Electronic Arts]] to create ''[[Earl Weaver Baseball]]'', and Don Daglow founded [[Stormfront Studios]]. Bill Fisher, Steve Roney, and Mike Breen founded [[Quicksilver Software]], and David Warhol founded [[Realtime Associates]].<ref name=lives_companies/> | Mattel Electronics had a competitive advantage in its team of experienced and talented programmers. As competitors often depended on licensing well known [[trademark]]s to sell video games, Mattel focused on original ideas. Don Daglow was a key early programmer at Mattel and became director of Intellivision game development. Daglow created [[Utopia (1981 video game)|''Utopia'']], a precursor to the [[Construction and management simulation|sim genre]] and, with Eddie Dombrower, the ground-breaking sports simulation [[Intellivision World Series Baseball|''World Series Major League Baseball'']]. Daglow was also involved with the popular Intellivision games ''Tron Deadly Discs'' and ''Shark! Shark!''.<ref name="gama_dd_art">{{cite web |last1=Wallis |first1=Alistair |title=Playing Catch Up: Stormfront Studios' Don Daglow |url=https://www.gamasutra.com/view/news/102180/Column_Playing_Catch_Up_Stormfront_Studios_Don_Daglow.php |website=Gamasutra |date=19 October 2006 |access-date=19 Oct 2006 |archive-date=12 May 2012 |archive-url=https://web.archive.org/web/20120512140400/http://www.gamasutra.com/view/news/102180/Column_Playing_Catch_Up_Stormfront_Studios_Don_Daglow.php |url-status=dead }}</ref><ref name="gama_dd_int">{{cite web |last1=Sheffield |first1=Brandon |last2=Frank |first2=Frank |title=From Intellivision To Today: Talking To Don Daglow |url=https://www.gamedeveloper.com/game-platforms/from-intellivision-to-today-talking-to-don-daglow |website=Gamasutra |date=30 January 2009 |access-date=30 Jan 2009 |archive-date=10 May 2012 |archive-url=https://web.archive.org/web/20120510222921/http://www.gamasutra.com/view/news/112971/From_Intellivision_To_Today_Talking_To_Don_Daglow.php |url-status=live }}</ref> After Mattel Electronics closed in 1984, its programmers continued to make significant contributions to the videogame industry. Don Daglow and Eddie Dombrower went on to [[Electronic Arts]] to create ''[[Earl Weaver Baseball]]'', and Don Daglow founded [[Stormfront Studios]]. Bill Fisher, Steve Roney, and Mike Breen founded [[Quicksilver Software]], and David Warhol founded [[Realtime Associates]].<ref name=lives_companies/> | ||
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[[File:Intellivision-II-Console-Set.jpg|thumb|alt=rectangular gaming console with numerical gamepads connected with short, black spirals|The Intellivision II redesign was much smaller and cheaper to manufacture than the original.]] | [[File:Intellivision-II-Console-Set.jpg|thumb|alt=rectangular gaming console with numerical gamepads connected with short, black spirals|The Intellivision II redesign was much smaller and cheaper to manufacture than the original.]] | ||
In the spring of 1983, Mattel introduced the ''Intellivision II'', a cheaper, more compact redesign of the original, that was designed to be less expensive to manufacture and service, with updated styling. It also had longer controller cords.<ref name=EGM91>{{cite magazine |title=Intellivision|magazine=[[Electronic Gaming Monthly]]|issue=91|publisher=[[Ziff Davis]] |date=February 1997|page=100}}</ref> The Intellivision II was initially released without a pack-in game but was later packaged with BurgerTime in the [[United States]] and Lock' | In the spring of 1983, Mattel introduced the ''Intellivision II'', a cheaper, more compact redesign of the original, that was designed to be less expensive to manufacture and service, with updated styling. It also had longer controller cords.<ref name=EGM91>{{cite magazine |title=Intellivision|magazine=[[Electronic Gaming Monthly]]|issue=91|publisher=[[Ziff Davis]] |date=February 1997|page=100}}</ref> The Intellivision II was initially released without a pack-in game but was later packaged with ''[[BurgerTime]]'' in the [[United States]] and ''[[Lock 'n' Chase]]'' in [[Canada]]. In 1984, the Digiplay Intellivision II was introduced in [[Brazil]].<ref name=brasil_historia/> Brazil was the only country outside North America to have the redesigned Intellivision II. | ||
Using an external AC Adapter (16.2V [[Alternating current|AC]]), consolidating some [[Integrated circuit|ICs]], and taking advantage of relaxed [[Federal Communications Commission|FCC]] [[Electromagnetic radiation|emission]] standards, the Intellivision II has a significantly smaller footprint than the original. The controllers, now detachable, have a different feel, with plastic rather than rubber side buttons and a flat membrane keypad. Users of the original Intellivision missed the ability to find keypad buttons by the tactile feel of the original controller bubble keypad. | Using an external AC Adapter (16.2V [[Alternating current|AC]]), consolidating some [[Integrated circuit|ICs]], and taking advantage of relaxed [[Federal Communications Commission|FCC]] [[Electromagnetic radiation|emission]] standards, the Intellivision II has a significantly smaller footprint than the original. The controllers, now detachable, have a different feel, with plastic rather than rubber side buttons and a flat membrane keypad. Users of the original Intellivision missed the ability to find keypad buttons by the tactile feel of the original controller bubble keypad. | ||
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One functional difference was the addition of a video input to the cartridge port, added specifically to support the System Changer, an accessory also released in 1983 by Mattel that played [[Atari 2600]] cartridges through the Intellivision. The Intellivision hand controllers could be used to play [[List of Atari 2600 games|Atari 2600 games]]. The System Changer also had two controller ports compatible with Atari joysticks. The original Intellivision required a hardware modification, a service provided by Mattel, to work with the ''System Changer''. Otherwise the Intellivision II was promoted to be compatible with the original. | One functional difference was the addition of a video input to the cartridge port, added specifically to support the System Changer, an accessory also released in 1983 by Mattel that played [[Atari 2600]] cartridges through the Intellivision. The Intellivision hand controllers could be used to play [[List of Atari 2600 games|Atari 2600 games]]. The System Changer also had two controller ports compatible with Atari joysticks. The original Intellivision required a hardware modification, a service provided by Mattel, to work with the ''System Changer''. Otherwise the Intellivision II was promoted to be compatible with the original. | ||
It was discovered that a few Coleco Intellivision games did not work on the Intellivision II. Mattel secretly changed the Exec internal [[Read-only memory|ROM]] program in an attempt to lock out third-party games.<ref>{{cite web|url=http://www.intellivisionlives.com/bluesky/hardware/intelli2_tech.html|archive-url=https://web.archive.org/web/20170609204610/http://www.intellivisionlives.com/bluesky/hardware/intelli2_tech.html|url-status=usurped|archive-date=2017-06-09|title=Intellivision Classic Video Game System / Intellivision II Console|access-date=January 1, 2017}}</ref> A few of [[Coleco]]'s early games were affected but the 3rd party developers quickly figured out how to get around it. Mattel's own ''Electric Company Word Fun'', however, will not run on the Intellivision II due to this change. In an unrelated issue but also due to Exec changes, Super Pro Football experiences a minor glitch where the quarterback does not appear until after the ball is hiked. There were also some minor changes to the sound chip ([[AY-3-8910|AY-3-8914A/AY-3-8916]]) affecting sound effects in some games.<ref>{{cite web|url=http://wiki.intellivision.us/index.php?title=PSG|title=PSG – Intellivision Wiki|website=wiki.intellivision.us}}</ref><ref>{{cite web|url=http://atariage.com/forums/topic/228141-lto-flash-intellivision-flash-cartridge-information/page-53#entry3596200|title=LTO Flash! – Intellivision Flash Cartridge Information – Page 53 – Intellivision / Aquarius|access-date=2017-03-22|archive-date=2017-03-23|archive-url=https://web.archive.org/web/20170323054030/http://atariage.com/forums/topic/228141-lto-flash-intellivision-flash-cartridge-information/page-53#entry3596200|url-status=live}}</ref> Programmers at Mattel discovered the audio differences and avoided the problem in future games.<ref>{{cite web|url=http://intellivisionaries.com/episode-28-space-spartans/|title=Episode 28: Space Spartans|access-date=2017-03-25|archive-date=2017-03-26|archive-url=https://web.archive.org/web/20170326225806/http://intellivisionaries.com/episode-28-space-spartans/|url-status=live}}</ref> | It was discovered that a few Coleco Intellivision games did not work on the Intellivision II. Mattel secretly changed the Exec internal [[Read-only memory|ROM]] program in an attempt to lock out third-party games.<ref>{{cite web|url=http://www.intellivisionlives.com/bluesky/hardware/intelli2_tech.html|archive-url=https://web.archive.org/web/20170609204610/http://www.intellivisionlives.com/bluesky/hardware/intelli2_tech.html|url-status=usurped|archive-date=2017-06-09|title=Intellivision Classic Video Game System / Intellivision II Console|access-date=January 1, 2017}}</ref> A few of [[Coleco]]'s early games were affected but the 3rd party developers quickly figured out how to get around it. Mattel's own ''Electric Company Word Fun'', however, will not run on the Intellivision II due to this change. In an unrelated issue but also due to Exec changes, Super Pro Football experiences a minor glitch where the quarterback does not appear until after the ball is hiked. There were also some minor changes to the sound chip ([[AY-3-8910|AY-3-8914A/AY-3-8916]]) affecting sound effects in some games.<ref>{{cite web|url=http://wiki.intellivision.us/index.php?title=PSG|title=PSG – Intellivision Wiki|website=wiki.intellivision.us}}</ref><ref>{{cite web|url=http://atariage.com/forums/topic/228141-lto-flash-intellivision-flash-cartridge-information/page-53#entry3596200|title=LTO Flash! – Intellivision Flash Cartridge Information – Page 53 – Intellivision / Aquarius|date=28 July 2014 |access-date=2017-03-22|archive-date=2017-03-23|archive-url=https://web.archive.org/web/20170323054030/http://atariage.com/forums/topic/228141-lto-flash-intellivision-flash-cartridge-information/page-53#entry3596200|url-status=live}}</ref> Programmers at Mattel discovered the audio differences and avoided the problem in future games.<ref>{{cite web|url=http://intellivisionaries.com/episode-28-space-spartans/|title=Episode 28: Space Spartans|date=22 July 2016 |access-date=2017-03-25|archive-date=2017-03-26|archive-url=https://web.archive.org/web/20170326225806/http://intellivisionaries.com/episode-28-space-spartans/|url-status=live}}</ref> | ||
===Decade=== | ===Decade=== | ||
As early as 1981, Dave Chandler's group began designing what would have been Mattel's next-generation console, codenamed ''Decade'' and now referred to as the ''Intellivision IV''.<ref>{{cite web|url=http://www.intellivisionlives.com/bluesky/hardware/intelli4_tech.html|archive-url=https://web.archive.org/web/20181116102535/http://www.intellivisionlives.com/bluesky/hardware/intelli4_tech.html|url-status=usurped|archive-date=November 16, 2018|title=Intellivision Classic Video Game System / Intellivision IV Console|website=www.intellivisionlives.com}}</ref> It would have been based on the [[32-bit]] [[Motorola 68000|MC68000]] processor and a 16-bit custom designed advanced graphic interface chip. Specifications called for dual-display support, 240×192 [[bitmap]] resolution, 16 programmable 12-bit colors (4096 colors), [[ | As early as 1981, Dave Chandler's group began designing what would have been Mattel's next-generation console, codenamed ''Decade'' and now referred to as the ''Intellivision IV''.<ref>{{cite web|url=http://www.intellivisionlives.com/bluesky/hardware/intelli4_tech.html|archive-url=https://web.archive.org/web/20181116102535/http://www.intellivisionlives.com/bluesky/hardware/intelli4_tech.html|url-status=usurped|archive-date=November 16, 2018|title=Intellivision Classic Video Game System / Intellivision IV Console|website=www.intellivisionlives.com}}</ref> It would have been based on the [[32-bit]] [[Motorola 68000|MC68000]] processor and a 16-bit custom designed advanced graphic interface chip. Specifications called for dual-display support, 240×192 [[bitmap]] resolution, 16 programmable 12-bit colors (4096 colors), [[anti-aliasing]], 40×24 tiled graphics modes, four colors per tile (16 with shading), text layer and independent scrolling, 16 multicolored 16×16 sprites per scan-line, 32 level hardware sprite scaling. Line [[interrupt]]s for reprogramming sprite and color [[hardware register|registers]] would allow for many more sprites and colors on screen at the same time.<ref>{{cite web|url=http://papaintellivision.com/docIntv4.php|title=Intellivision IV Documents – Papa Intellivision|website=papaintellivision.com|access-date=2017-07-10|archive-date=2017-09-07|archive-url=https://web.archive.org/web/20170907021615/http://papaintellivision.com/docIntv4.php|url-status=live}}</ref> It was intended as a machine that could lead Mattel Electronics into the 1990s; however, on August 4, 1983, most hardware people at Mattel Electronics were [[laid off]]. | ||
===Intellivision III=== | ===Intellivision III=== | ||
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Intellivision Productions released ''[[Intellivision Lives!]]'' and ''[[Intellivision Rocks]]'' on compact disc in 1998 and 2001. These compilation CDs play the original game code through emulators for [[MS-DOS]], [[Windows 95|Windows]], and [[Macintosh]] computers. Together they have over 100 Intellivision games including never before released ''King of the Mountain, Takeover, Robot Rubble'', ''League of Light'', and others. Intellivision Rocks includes Intellivision games made by [[Activision]] and [[Imagic]]. Some games could not be included due to licensing, others simply used different titles to avoid trademarked names. The CDs are also a resource for development history, box art, hidden features, programmer biographies, video interviews, and original commercials.<ref name=Lives/> | Intellivision Productions released ''[[Intellivision Lives!]]'' and ''[[Intellivision Rocks]]'' on compact disc in 1998 and 2001. These compilation CDs play the original game code through emulators for [[MS-DOS]], [[Windows 95|Windows]], and [[Macintosh]] computers. Together they have over 100 Intellivision games including never before released ''King of the Mountain, Takeover, Robot Rubble'', ''League of Light'', and others. Intellivision Rocks includes Intellivision games made by [[Activision]] and [[Imagic]]. Some games could not be included due to licensing, others simply used different titles to avoid trademarked names. The CDs are also a resource for development history, box art, hidden features, programmer biographies, video interviews, and original commercials.<ref name=Lives/> | ||
Also in 1997, Intellivision Productions announced they would sell development tools allowing customers to program their own Intellivision games. They were to provide documentation, [[IBM PC compatible|PC]] compatible [[Assembly language|cross-assemblers]], and the ''Magus II'' [[IBM PC compatible|PC]] Intellivision cartridge interface. Unfortunately, the project was cancelled but they did provide copies of "Your Friend the EXEC", the programmers guide to the Intellivision Executive control software.<ref name=magus2>{{cite web|url=http://atariage.com/forums/topic/202211-rare-but-not-valuable/|title=Rare, but not valuable – Intellivision / Aquarius|access-date=2017-04-11|archive-date=2017-04-11|archive-url=https://web.archive.org/web/20170411140638/http://atariage.com/forums/topic/202211-rare-but-not-valuable/|url-status=live}}</ref> By 2000 Intellivision hobbyists ultimately created their own development tools,<ref>{{cite web|url=http://sdk-1600.spatula-city.org/old-index.html|title=SDK-1600 Release 3 Home Page: Program your Intellivision!|website=sdk-1600.spatula-city.org|access-date=2017-04-11|archive-date=2017-04-11|archive-url=https://web.archive.org/web/20170411140353/http://sdk-1600.spatula-city.org/old-index.html|url-status=live}}</ref> including Intellivision memory cartridges. | Also in 1997, Intellivision Productions announced they would sell development tools allowing customers to program their own Intellivision games. They were to provide documentation, [[IBM PC compatible|PC]] compatible [[Assembly language|cross-assemblers]], and the ''Magus II'' [[IBM PC compatible|PC]] Intellivision cartridge interface. Unfortunately, the project was cancelled but they did provide copies of "Your Friend the EXEC", the programmers guide to the Intellivision Executive control software.<ref name=magus2>{{cite web|url=http://atariage.com/forums/topic/202211-rare-but-not-valuable/|title=Rare, but not valuable – Intellivision / Aquarius|date=31 August 2012 |access-date=2017-04-11|archive-date=2017-04-11|archive-url=https://web.archive.org/web/20170411140638/http://atariage.com/forums/topic/202211-rare-but-not-valuable/|url-status=live}}</ref> By 2000 Intellivision hobbyists ultimately created their own development tools,<ref>{{cite web|url=http://sdk-1600.spatula-city.org/old-index.html|title=SDK-1600 Release 3 Home Page: Program your Intellivision!|website=sdk-1600.spatula-city.org|access-date=2017-04-11|archive-date=2017-04-11|archive-url=https://web.archive.org/web/20170411140353/http://sdk-1600.spatula-city.org/old-index.html|url-status=live}}</ref> including Intellivision memory cartridges.{{citation needed|date=August 2025}} | ||
In 2005, Intellivision Productions announced that new Intellivision cartridges were to be produced. "Deep Pockets and Illusions will be the first two releases in a series of new cartridges for the Intellivision. The [[printed circuit board]]s, the cartridge casings, the boxes are all being custom manufactured for this special series."<ref name=livesnews200511>{{usurped|1=[https://web.archive.org/web/20170614/http://www.intellivisionlives.com/media/newsletters/news051115.html Newsletter Nov 2005]}} intellivisionlives.com</ref> ''Illusions'' was completed at Mattel Electronics' French office in 1983 but never released. ''Deep Pockets Super Pro Pool & Billiards'' was programmed for INTV Corporation in 1990 and only released as a [[ROM image|ROM file]] in 1998. However, no cartridges were produced. Previously, in 2000, Intellivision Productions did release new cartridges for the Atari 2600 and Colecovision.<ref>{{cite web|url=http://www.intellivisionlives.com/media/newsletters/news000818.html|archive-url=https://web.archive.org/web/20170728172921/http://www.intellivisionlives.com/media/newsletters/news000818.html|url-status=usurped|archive-date=2017-07-28|title=Intellivision Classic Videogame System 8/18/00 News|website=www.intellivisionlives.com}}</ref> ''Sea Battle'' and ''Swordfight'' were Atari 2600 games created by Mattel Electronics in the early 1980s but not previously released. ''Steamroller'' (Colecovision) was developed for Activision in 1984 and not previously released.<ref>{{cite web|url=http://www.intellivisionlives.com/retrotopia/steam.shtml|archive-url=https://web.archive.org/web/20170411140413/http://www.intellivisionlives.com/retrotopia/steam.shtml|url-status=usurped|archive-date=2017-04-11|title=Retrotopia Classic Videogame System Store: Steamroller|website=www.intellivisionlives.com}}</ref> | In 2005, Intellivision Productions announced that new Intellivision cartridges were to be produced. "Deep Pockets and Illusions will be the first two releases in a series of new cartridges for the Intellivision. The [[printed circuit board]]s, the cartridge casings, the boxes are all being custom manufactured for this special series."<ref name=livesnews200511>{{usurped|1=[https://web.archive.org/web/20170614/http://www.intellivisionlives.com/media/newsletters/news051115.html Newsletter Nov 2005]}} intellivisionlives.com</ref> ''Illusions'' was completed at Mattel Electronics' French office in 1983 but never released. ''Deep Pockets Super Pro Pool & Billiards'' was programmed for INTV Corporation in 1990 and only released as a [[ROM image|ROM file]] in 1998. However, no cartridges were produced. Previously, in 2000, Intellivision Productions did release new cartridges for the Atari 2600 and Colecovision.<ref>{{cite web|url=http://www.intellivisionlives.com/media/newsletters/news000818.html|archive-url=https://web.archive.org/web/20170728172921/http://www.intellivisionlives.com/media/newsletters/news000818.html|url-status=usurped|archive-date=2017-07-28|title=Intellivision Classic Videogame System 8/18/00 News|website=www.intellivisionlives.com}}</ref> ''Sea Battle'' and ''Swordfight'' were Atari 2600 games created by Mattel Electronics in the early 1980s but not previously released. ''Steamroller'' (Colecovision) was developed for Activision in 1984 and not previously released.<ref>{{cite web|url=http://www.intellivisionlives.com/retrotopia/steam.shtml|archive-url=https://web.archive.org/web/20170411140413/http://www.intellivisionlives.com/retrotopia/steam.shtml|url-status=usurped|archive-date=2017-04-11|title=Retrotopia Classic Videogame System Store: Steamroller|website=www.intellivisionlives.com}}</ref> | ||
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===Intellivision Entertainment=== | ===Intellivision Entertainment=== | ||
In May 2018, [[Tommy Tallarico]] announced that he acquired the rights to the Intellivision brand and games with plans to launch a new home video game console, the [[Intellivision Amico]]. A new company, Intellivision Entertainment, was formed with Tallarico serving as president.<ref>{{cite web |url=https://venturebeat.com/2018/05/29/intellivsion-lives-tommy-tallarico-will-relaunch-1980s-console/ |title=Intellivision lives: Tommy Tallarico will relaunch 1980s console |last=Takahashi |first=Dean |date=May 29, 2018 |website=[[VentureBeat]] |access-date=May 29, 2018 |archive-date=May 29, 2018 |archive-url=https://web.archive.org/web/20180529160027/https://venturebeat.com/2018/05/29/intellivsion-lives-tommy-tallarico-will-relaunch-1980s-console/ |url-status=live }}</ref> Intellivision Productions has been renamed Blue Sky Rangers Inc. and their video game intellectual property has been transferred to Intellivision Entertainment.<ref name="bsr2018">{{cite web |last1=Roney |first1=Steve |title=Intellivision Productions, Blue Sky Rangers and Intellivision Entertainment |url=http://atariage.com/forums/topic/285395-intellivision-productions-blue-sky-rangers-and-intellivision-entertainment/ |website=atariage |access-date=28 December 2018 |archive-date=24 April 2021 |archive-url=https://web.archive.org/web/20210424135143/https://atariage.com/forums/topic/285395-intellivision-productions-blue-sky-rangers-and-intellivision-entertainment/ |url-status=live }}</ref> | In May 2018, [[Tommy Tallarico]] announced that he acquired the rights to the Intellivision brand and games with plans to launch a new home video game console, the [[Intellivision Amico]]. A new company, Intellivision Entertainment, was formed with Tallarico serving as president.<ref>{{cite web |url=https://venturebeat.com/2018/05/29/intellivsion-lives-tommy-tallarico-will-relaunch-1980s-console/ |title=Intellivision lives: Tommy Tallarico will relaunch 1980s console |last=Takahashi |first=Dean |date=May 29, 2018 |website=[[VentureBeat]] |access-date=May 29, 2018 |archive-date=May 29, 2018 |archive-url=https://web.archive.org/web/20180529160027/https://venturebeat.com/2018/05/29/intellivsion-lives-tommy-tallarico-will-relaunch-1980s-console/ |url-status=live }}</ref> Intellivision Productions has been renamed Blue Sky Rangers Inc. and their video game intellectual property has been transferred to Intellivision Entertainment.<ref name="bsr2018">{{cite web |last1=Roney |first1=Steve |title=Intellivision Productions, Blue Sky Rangers and Intellivision Entertainment |url=http://atariage.com/forums/topic/285395-intellivision-productions-blue-sky-rangers-and-intellivision-entertainment/ |website=atariage |date=26 November 2018 |access-date=28 December 2018 |archive-date=24 April 2021 |archive-url=https://web.archive.org/web/20210424135143/https://atariage.com/forums/topic/285395-intellivision-productions-blue-sky-rangers-and-intellivision-entertainment/ |url-status=live }}</ref> | ||
In 2021 Blaze Entertainment released a collection of twelve emulated Intellivision games for the [[Evercade]] systems. They released a second collection of twelve emulated Intellivision games in 2022. | In 2021 Blaze Entertainment released a collection of twelve emulated Intellivision games for the [[Evercade]] systems. They released a second collection of twelve emulated Intellivision games in 2022. | ||
=== | ===Intellivision Sprint=== | ||
On May 23, 2024, [[Atari SA]] announced the acquisition of the Intellivision brand and library from Intellivision Entertainment. The deal did not include the unreleased [[Intellivision Amico]] console nor the Intellivision Entertainment company itself, both of which would be renamed. However, that company would secure a licensing deal with Atari to continue to release newer versions of Intellivision titles for the Amico.<ref>{{Cite web |url=https://www.gamesindustry.biz/atari-acquires-intellivision-brand-and-over-200-games |title=Atari acquires Intellivision brand and over 200 games | GamesIndustry.biz |access-date=2024-05-23 |archive-date=2024-05-23 |archive-url=https://web.archive.org/web/20240523122632/https://www.gamesindustry.biz/atari-acquires-intellivision-brand-and-over-200-games |url-status=live }}</ref><ref>{{Cite web |url=https://finance.yahoo.com/news/atari-acquires-intellivision-brand-120000940.html |title=Atari Acquires Intellivision Brand |access-date=2024-05-23 |archive-date=2024-05-23 |archive-url=https://web.archive.org/web/20240523122632/https://finance.yahoo.com/news/atari-acquires-intellivision-brand-120000940.html |url-status=live }}</ref> | On May 23, 2024, [[Atari SA]] announced the acquisition of the Intellivision brand and library from Intellivision Entertainment. The deal did not include the unreleased [[Intellivision Amico]] console nor the Intellivision Entertainment company itself, both of which would be renamed. However, that company would secure a licensing deal with Atari to continue to release newer versions of Intellivision titles for the Amico.<ref>{{Cite web |url=https://www.gamesindustry.biz/atari-acquires-intellivision-brand-and-over-200-games |title=Atari acquires Intellivision brand and over 200 games | GamesIndustry.biz |date=23 May 2024 |access-date=2024-05-23 |archive-date=2024-05-23 |archive-url=https://web.archive.org/web/20240523122632/https://www.gamesindustry.biz/atari-acquires-intellivision-brand-and-over-200-games |url-status=live }}</ref><ref>{{Cite web |url=https://finance.yahoo.com/news/atari-acquires-intellivision-brand-120000940.html |title=Atari Acquires Intellivision Brand |work=Yahoo Finance |access-date=2024-05-23 |archive-date=2024-05-23 |archive-url=https://web.archive.org/web/20240523122632/https://finance.yahoo.com/news/atari-acquires-intellivision-brand-120000940.html |url-status=live }}</ref> | ||
Atari announced the Intellivision Sprint for pre-orders in October 2025, and shipping on December 5, 2025, for $150. As a retro console based on the original Intellivision design, the Intellivision Sprint will include 45 games from the original Intellivision. It will include two controllers based on the original design of the Intellivision, though both will be wireless and charged by USB ports on the console. Overlays for each of the built in games will be included. The console also supports [[HDMI]] video output and USB-A connections.<ref>{{cite web | url = https://www.polygon.com/atari-intellivision-sprint-announcement/ | title = Atari's launching a new retro console for the holidays: its one-time console war rival | first= Claire | last = Lewis | date = October 17, 2025 | accessdate = October 17, 2025 | work = [[Polygon (website)|Polygon]] }}</ref> | |||
==Innovations== | ==Innovations== | ||
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[[Category:Computer-related introductions in 1979]] | [[Category:Computer-related introductions in 1979]] | ||
[[Category:Mattel consoles]] | [[Category:Mattel consoles]] | ||