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Mattel Intellivision FAQ

Intellivision FAQ v6.0

Mattel Intellivision Frequently Asked Questions (FAQ)


Version 5.5 and earlier by Larry Anderson, Jr. (

Version 6.0 by Ryan Amos(

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 (

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


- 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 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. 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

- 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. 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.




       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.



       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 =)  


       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

       This newsgroup is not limited to the classic systems.


       Some ISP's support this, most don't, so I would recommend sticking to  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:



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,




        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

        _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; 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 ( 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  (

  This is an Intellivision/Atari 5200 Emulator for the PC (Linux, Win32, 

  Java and BeOs) with sound and GUI support.  Lots of extras too.


  More great Intellivision Emulators for MS-DOS and Windows 95, 98, NT, 

  and 2000 by John Dullea.

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  (

  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 (
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