3.0 Software


Software the runs on the Intellivision and media that carries it.


3.0 What happens if two Intellivoice units are plugged in at the same time with a voice cartridge?

Greg Chance tried it, and here is what happened:

Someone had asked about daisy-chaining two IntelliVoices together, i.e. plug one into the other, and then a speech cart into the 2nd one. Ok, I did this with Space Spartans. The 2nd speech synthesizer kind of cancelled stuff out! It said, "Welcome to (bleeeeehahah)" and then there wasn't any voice during the game. So that's the answer. :) It doesn't quite work.


3.0 Why do some cartridges have white labels?

(Keth Robinson)

Pretty cheesy, huh? I was in charge of printing those; Terry Valeski contracted with me to provide all the packaging for the INTV Corporation releases. He wanted costs as low as possible, so overlays were eliminated where possible (Mattel's policy was that every game had to have overlays, even if they weren't really needed, such as for Pinball; Valeski got rid of them), manuals became black & white (folded, not stapled) and labels were printed on whatever stock my printer had leftover and would give me a price break on. That's why you'll find different size labels on different copies of the same game.

Of course, INTV didn't invent this cost cutting. Mattel's Intellivision packaging went downhill quickly, too. The original boxes opened like a book and had a plastic tray the cartridge fit into. Manuals were all full color. The plastic tray was the first thing to go, then the manuals went to two-color, then the boxes simply became boxes (some games, like BurgerTime, were released in both versions of the boxes).

At INTV, we printed the boxes on an even cheaper grade of cardboard, but at least Valeski wanted them to be colorful. I designed most of them with an art budget of about $800 per box. A painter named Steve Huston did the Super Pro sports covers and I did most of the cartoony covers (Thin Ice, Learning Fun I & II). Other artists and photographers did individual titles. I had Joe Ferreira, who did the graphics for Hover Force, do the artwork for the box. And if the cover art for Thunder Castle looks more threatening than the cute graphics in the game, it's because that artwork had been commissioned by Mattel for the Tower of Doom cartridge. Valeski had it used for Thunder Castle since that game was already completed when he bought the Intellivision rights; Tower of Doom was incomplete. He had Tower of Doom finished later and I had to come up with new art for its box.

(By the way, look for the number 47 on the INTV boxes; that number is how Pomona College alumni sort of say "hello" to each other. Dave Warhol, the Pomona alum who produced these games, asked me to slip a 47 into the art whenever possible. Trivia: another Pomona Alum got onto the staff of Star Trek, which is why the number 47 pops up in most episodes of Next Generation and Voyager, and TWICE in the movie Generations.)

Sorry that I can't answer your real question though, namely which labels are worth more. That's a question for the collectors. But remembering how quickly some of this stuff was slapped together, it amuses me today to hear people pondering their value.

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3.0 Why do some white cartridge labels have different text?

(Keith Robinson)

Without seeing them, I would guess that you're comparing Intellivision Inc. labels with INTV Corporation labels. Intellivision Inc. was the company that took over the rights from Mattel; Terry Valeski was president, and his investors were merchandise liquidators. During that period, they did manufacture new copies of some of the popular games, but mostly they were selling off the exsisting Mattel stock. Once the stock was pretty much depleted, Terry bought the rights from his investors and changed the name of the company to INTV. He commissioned new games and continued manufacturing many of the old ones. I was brought in at that point to do the packaging; while I got the original artwork for the boxes and instructions, I simply did new typesetting for the labels. The Intellivision Inc. labels usually have a copyright notice [ �I.I. 19XX U.S.A., where the year is the year of the Mattel copyright]; the INTV labels don't.

OR...as I said in a previous post, the labels were printed on whatever leftover stock my printer had and would give me a price break on. In some cases, the labels were so much shorter than what we had used previously, that I had to re-typeset some titles in a condensed font.

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3.0 What games did Mattel plan to release with Sears?

In October of 1979, Mattel Electronics directors and engineers met with some Sears bosses to present technical details of the Intellivision and Keyboard Component before the official release. Among the titles presented, names and dates, a curious title "Puppet Theatre" was scheduled for 1980 but no prototype or draft exists.

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3.0 How do I pause an Intellivision game?

Simultaneously pushing 9 and 1, or 7 and 3, on the Intellivision keypad should make a game pause. In original games by Mattel/APh, the screen was completely blanked using an Exec routine. Later developers adopted the same design idea for accessibility but do not necessarily blank the screen.

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3.1 What game databases exist about Intellivision?

Comprehensive lists exist at the source links.

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3.1 What games exist for Intellivision?

4Tris Dracula Miner 2049er Space Spartans
Aardvark Dragonfire Missile Domination Spiker Super Pro Volleyball
ABPA Backgammon Dreadnaught Factor Mission X Spina the Bee
ADVANCED DUNGEONS n DRAGONS Cartridge Electric Company Math Fun Moon Blast Stadium Mud Buggies
ADVANCED DUNGEONS n DRAGONS Treasure of Tarmin Cartridge Electric Company Word Fun Moonsweeper Stampede
Adventures of Tron Fantasy Motocross Star Strike
Air Strike Fantasy Puzzle Mountain Madness Super Pro Skiing Star Wars The Empire Strikes Back
Antartic Tales Fathom Mouse Trap SteamRoller
Anthropomorphic Force Flappy Bird Mr Basic Meets Bits N Bytes Stonix
Armor Battle Flappy Bird Ms Night Stalker Stonix
Astro Invader [Red, Blue] Flintstones Keyboard Fun Ms Pac Man Sub Hunt
Astrosmash Frog Bog Mystic Castle Super Chef BT
Atlantis Frogger NASL Soccer Super Cobra
Auto Racing Fubar NBA Basketball Super Mine Field
B17 Bomber Game Factory NFL Football Super Pro Baseball
Battlestar Galactica Space Battle Ghost Busters NHL Hockey Super Pro Decathlon
BCs Quest for Tires Gosub Night Stalker Super Pro Football
Beamrider Gyruss Ninja Odyssey Super Pro Hockey
Beat Em n Eat Em Happy Trails Nova Blast Super Pro NFL Football
Beauty n the Beast Hard Hat Number Jumble Super Pro Tennis
Blix HELI Old School Swords n Serpents
Blix, Blix/Chocolate Mine Horse Racing Omega Race Sydney Hunter
Blockade Runner Hotel Bunny Oregon Bound Sydney Hunter and the Sacred Tribe
Blow Out Hover Bovver Pac Man Takeover
Body Slam Super Pro Wrestling Hover Force Paddle Party Tale of Dragons and Swords
Bomb Squad Ice Trek PBA Bowling Tennis
Boulder Dash Illusions PGA Golf Tetris
Boulderdash Intellivania Piggy Bank Thin Ice
Boxing Inty BASIC Showcase Volume 1 Pinball Thunder Castle
Brickout Inty BASIC Showcase Volume 2 Pitfall TNT Cowboy
Bump n Jump Inty BASIC Showcase Volume 3 Pole Position Tower of Doom
Burgertime Jawcrusher Popeye Triple Action
Buzz Bombers Jetsons Ways With Words Princess Quest Triple Challenge
Carnival Jr Pac man Pumpkin Master Tron Deadly Discs
Centipede .json Jumpking Jr Qbert Tron Maze a Tron
Championship Tennis Jungle Hunt Quo Vadis Tron Solar Sailer
Checkers King of the Mountain Reversi Tropical Trouble
Chip Shot Super Pro Golf Kool Aid Man River Raid Truckin
Choplifter Lady Bug Robot Rubble Turbo
Christmas Carol Land Battle Rocky n Bullwinkle Tutankham
Christmas Carol vs the Ghost of Christmas Presents Las Vegas Poker n Blackjack Royal Dealer Ultimate Pong
Commando Las Vegas Roulette Safecracker Upmonsters
Congo Bongo Laser Sharks Same Game and Robots US Ski Team Skiing
Copter Command Laser Sharks Scarfinger USCF Chess
Cosmic Avenger League Of Light Scooby Doos Maze Chase Utopia
D2K Arcade Learning Fun I Sea Battle Vectron
D2K Arcade Special Edition Learning Fun II Sea Venture Venture
Deep Pockets Lock n Chase Secret Government Waffle Project White Water
Deep Zone Lock N Chase Sewer Sam Wizard of Wor
Defender Loco Motion Shark Shark World Championship Baseball
Defender of the Crown Lost Caves of Kroz Shark Shark 2 World Cup Soccer
Demon Attack Mad Bomber Sharp Shot World Series Major League Baseball
Desert Bus Magic Carousel Slam Dunk Super Pro Basketball Worm Whomper
Dig Dug Major League Baseball Slap Shot Super Pro Hockey X Ray
Diner Maria Smurf Rescue in Gargemmels Castle Yogis Frustration
Donkey Kong Arcade Masters of the Universe The Power of He Man Snafu Zaxxon
Donkey Kong Coleco Match 5 Space Armada Zombie Madness
Donkey Kong Junior Melody Blaster Space Battle
Melody Runner Space Cadet
Meteors Space Cunt
Microsurgeon Space Hawk
Mind Strike Space Patrol
Minehunter Space Raid
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3.1 How are dungeons in AD&D Cloudy Mountain generated in such a small memory footprint?

-All the rooms are 9x9 "background cards" in size (72x72 pixels). -The middle card on three of the edges - the three directions you can travel to - is where one room connects to another. -The center card is the spawn point for: yourself, monsters, pickup items, and the exit (or crown halves). -The card just south of the spawn point, regardless of orientation is where visual "artifacts" appear: rat droppings, demon bones, and skulls. -All the rooms are rendered using six GROM character tiles: blank (#0), full (#95), and half-filled along a diagonal (#116-119). -The rooms are rotated in 90� increments based on the three directions you can go. -There is one row/column full of empty cards in the direction you can't go. -Movement always happens in one-tile increments, though the animation is smooth. You and the monsters can only move where there are filled tiles. Diagonals within the "tunnels" are for visual effect, so you're not seen walking through walls while travelling diagonally. The diagonals also effect the angle of refraction for arrows.

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3.1 How are Treasure of Tarmin maps made?

The maps are cleverly parted from several pre-rendered core designs and arranged in a non-deterministic manner. This can mean that long-time players, once they walk through a given hallways configuration, will know where the doors and turns are.

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3.1 Does Auto Racing have alternate steering?

The original release had "screen relative" steering, which meant that pushing the disc left made the car turn left. This was deemed too difficult to understand, and an unannounced change was made to "car relative" steering, so pushing the disc left would make the car turn left regardless of the direction it is facing.

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3.1 What is Technical Associates?

A pair of New Jersey programmers that created the game for Mattel after showing the company they knew how to develop using a PlayCable and PC.

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3.1 Why was Kool Aid Man for the Intellivision different than the Atari 2600 version instead of being the same like most people would produce?

(Keith Robinson, 1995)

Both games were created specifically for the Kool-Aid tie-in; in fact, they were the result of an in-house contest. The reason the two games are different is the result of a philosophical difference between the programmers and Marketing.

Since every game system had its strengths and weaknesses, any game originally developed for one system (or for the arcades) would suffer when adapted for another. For the most part, the programmers wanted every game to be an original, designed for a specific system and taking full advantage of that system's strengths.

Marketing wanted games that would be on as many systems as possible, with game play and graphics that were recognizable across those systems. They argued for simplifying Intellivision graphics on some games to make them more like the 2600 versions. (This led to many heated discussions, particularly between myself and Marjorie Brent, a marketing person who had been a friend of mine from before we both wound up at Mattel.)

Anyway, Marketing had made a deal with Kool-Aid, then presented the deadline to Programming. No game idea was presented to us, just that it had to use Kool-Aid Man. It was, of course, a rush job. We argued that the only way to meet the deadline, which required an Intellivision and 2600 version to be ready at the same time, was to allow the programmers to develop different games for the two systems; designing to the strengths of a system is faster than adapting something around its weaknesses.

We hoped that the result would be two good games instead of one good game and a lame adaptation or two passable versions of one game and that it would lead to more games in which the Intellivision, 2600, Colecovision or whatever versions could differ greatly to take full advantage of each system. But Marketing HATED that the two games were different and never let us do it again. They said consumers would be confused and angry. And you know, based on the e-mail we've received and the posts to this newsgroup about Kool-Aid Man, looks like they were right. After 12 years, I guess I owe Marjorie an apology.

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3.1 Are there any game play tips for Sewer Sam?

The standard Intellivision pause method doesn't seem to work! Pressing 1 and 9 (or 3 and 7) just makes Sewer Sam fire his gun. The rats can actually be helpful, since as long as you've got one onscreen, it takes the place of a potentially more dangerous enemy (the spiders are probably the biggest hassles in the game). If you're lucky enough to get three rats at the start of a water level, you can actually keep the crocodile from ever appearing.

Obviously, all of the odd mazes are dry, and the even ones are wet. Submarines only appear in wet levels.

Not a lot is known about Interphase, anyone with additional info about them, please contact us at Intv Prime. Thanks!

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3.1 What is IntyOS?

Realistically, 1K of RAM isn't enough to host a GUI for desktop productivity. Arnauld Chevallier decided to create something that looks like one, though. :)

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3.1 Did the Keyboard Component have a football game?

decle of Atari Age loaded and demonstrated the version of the coach-only game for the KC.

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3.1 Does the Intellivision have demos?

As an expression of the coding talent of a programmer (or programmer team) on a given platform, the best and brightest have created runtime creations that push the stock Intellivision hardware to its limit to make some extremely entertaining works of art. You won't believe that 1979 hardware can do what it does!

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3.1 Which original 125 games came with overlays?

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3.1 What is the Intellivision handheld?

As a profit-generating exercise for future projects like the Intellivision Flashback, the "Intellivision 10" and "Intellivision 25" handheld units were created to emulate popular Intellivision games. The units strongly resembled the Nintendo/Sega controllers of the late 1990s, and contained the entire emulation and TV connectivity with a simple game selection menu. The units supported single player games. The games were written from the ground-up, not emulated, so the audio plus control plus graphics generally left something to be desired. However, to the new generation of kids seeing the games for the first time, they were fun! Intellivision Productions owner Keith Robinson decided he was on to something with these all-in-one units, when kids at family get togethers started arguing who got to play (Skiing) next.

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3.1 What is Intellivision Lives?

The Intellivision Productions company leveraged the profits from the Intellivisoin-10 and Intellivision-25 handhelds to release full treatments of Intellivision games in turnkey packaged emulation called "Intellivision Lives!".

The sound, control, and graphics are faithfully replicated on the following systems:

60 games plus previously-unreleased Hardhat, Brickout, and Deep Pockets are included. The Nintendo DS version is particularly valued because of the portability and quick-to-play format.

In addition to games, the Windows/MacOS version CD contains additional media and documents about the early days of Intellivision production.

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3.2 Does 4Tris have easter eggs?

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3.2 Does Dungeons & Dragons Cloudy Mountain have easter eggs?

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3.2 Does Armor Battle have any bugs or easter eggs?

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3.2 Does Astrosmash have easter eggs?

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3.2 Does Atlantis have easter eggs?

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3.2 Does Auto Racing have easter eggs?

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3.2 Does B-17 Bomber have easter eggs?

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3.2 Does Beamrider have easter eggs?

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3.2 Does Beauty n the Beast have easter eggs?

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3.2 Does Body Slam Super Pro Wrestling have easter eggs?

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3.2 Does Frogger have any bugs or easter eggs?

There is a serious game ending glitch in Frogger, that surprisingly calls to the Intellivision's cheering sound effect bank, with the problem with it never returning (Game Terminates). There does not seem to be any definite reason why this occurs, but the further the game goes, more likely the glitch to occur at any time. Can happen at any part, road, middle, river, etc... (there are several examples in the this week Intellivision HSC ending tonight for examples if needed).

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3.2 Does Super Pro Basketball have any easter eggs or bugs?

Offensive team will miss a pass with a defensive player on the far side of the screen near the out, and the defensive player will recover the ball but "float" in space and cannot be touched by the other team, and that player can then shoot at his leisure.

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3.2 Does Star Strike have any bugs or easter eggs?

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3.2 Does Super Pro Football have any bugs or easter eggs?

Press either lower left action button at the title screen, and the game jumps to the stats page. After pressing Enter on the right controller, it then starts game play, with the visitors having first and goal at the one yard line. Both teams are human controlled.

This is in addition to the well documented easter egg where pressing and holding keypad #0 or disc-East at the title screen rolls the credits.

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3.2 What games can be patched for cheats?

With access to an emulator (jzIntv seems to be the most capable and popular in 2021), many games can be modified to make them easier to "win", either with runtime configuration or direct hex editing.

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3.3 Can an Intellivision be programmed in Assembly?

The primary and best way to write Intellivision games with CP1600 assembly language is AS1600, part of the SDK-1600 and jzIntv package by Joe Zbiciak.

The public domain compiler has built millions of lines of Intellivision code since the mid-1990s.

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3.3 How were Intellivision games programmed?

Compared to developing today with sophisticated IDEs and debuggers and DevOps pipelines, coding was very much "by hand" for original Intellivision games. Graphics were usually designed on graph paper with a pencil, with on/off bits coded after the drawings were ready. A hardware device perhaps resembling a Lite Brite with push buttons for the 20x12 character Intellivision screen was created for early design. Tools were rapidly developed after that, incorporating DEC PDP-11 for round tripping between coding and executing on consoles, modified Keyboard Components (aka Blue Whale or Black Whale), and later special boards for IBM XT-era systems (Magus interface board).

The Blue Sky Rangers company in the late 1990s attempted to emulate the Magus system with what they called Magus-2 to give aspiring developers a way to code on Wintel PCs and push code to an Intellivision; this was not successful and no systems are currently known to exist.

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3.3 What is ECS BASIC?

This language is 12k of code built into the ROM of the ECS, and can be used to alter the operation of plugged-in games, or creation of simple games (labled the "sucky feature" of the language). ECS BASIC is a very subset of what was considered BASIC in the early 1980s, with many limitations on commands and variables. A likely reason that most language features revolves around manipulating ROM items (eg game cartridge content) is because the ECS provides approximately 1.5k of RAM for actual coding, with language features consuming RAM along with actual user code.

Mattel Electronics published documentation showing which games can be best-used with ECS BASIC.

As is it does in so many other areas, the jzIntv emulator (see FAQ section 9.1) makes development on an emulated ECS more pleasurable than writing on original hardware, as modern keyboards are better than the ECS keyboard, and data and state can be read or written very easily in a the virtualized environment.

This is not "IntyBASIC", which is a 2021 language for development with modern devices/computers, that compiles to Intellivision binaries using a modern toolchain.

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3.3 Can an Intellivision be programmed in BASIC?

�scar Toledo G. first released IntyBASIC in 2014, a cross-compiler that takes BASIC source code and translates it to CP1610 assembly. The assembly can be built into a ROM using the AS1600 assembler. Output is then playable on any emulator or hardware console.

The rate of creation for new Intellivision games/programs/apps is higher now than it has ever been, thanks to this language system. On Windows, Mac, or a Linux, compilation and execution is as simple as:

 
intybasic game.bas game.asm 
as1600 game.asm -o game 
jzintv game 
 

IntyBASIC includes support for all the Intellivision video and sound features in form of commands like SPRITE and SOUND, trying to be close to the hardware but so easy as possible to user. The level of popularity for creating games is so high, contests have been held in 2015, 2018, and 2020 for (new) programmers to try their hand at making games.

IntyBASIC is open source.

Two IntyBASIC programming books exist as guides for new developers that want to use the language.

This is not "ECS BASIC" that is included with the ECS to create limited programs directly on the Intellivision, this requires a text editor/IDE on a contemporary system and access to compilers and emulators.

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3.3 What is the fastest way for a beginner to program in BASIC?

The IntyBASIC SDK exists to on-board anyone quickly to programming Intellivision games. - Support for both Windows and Mac OS X computers

IntyBASIC SDK is not a fully integrated development system in the traditional way. It is still a command-line development environment. However, great pains were taken to make sure it is as easy and inviting as possible so that anybody can use it with little to no experience.

What's New Version 1.2.2 - August/24/2020

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3.3 What programming tools are available for IntyBASIC?

Oscar and others have created multiple tools that help coders of all skill levels create classic Intellivision games. Because IntyBASIC compiles to CP1610 assembly, the output from these tools can ultimely be used in other Intellivision projects/languages. Please follow the source and media links.

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3.3 How can I program speech in IntyBASIC?

The GI SP-0256 Orator was/is used in a handful of voice hardware from the early 1980s, programming documents for other platforms that use the chip can be used when coding in IntyBASIC.

Example from Ploytech:

Zero       /ZZ/ /EH/ /EH/ /ER1/ /OW/ /PA1/
One        /WW/ /AX/ /NN1/ /PA1/
Two        /TT2/ /UW2/ /PA1/
Three      /TH/ /RR2/ /IY/ /PA1/
Four       /FF/ /OW/ /ER1/ /PA1/
Five       /FF/ /AO/ /AY/ /FF/ /PA1/
Six        /SS/ /IH/ /IH/ /KK1/ /SS/ /PA1/
Seven      /SS/ /EH/ /VV/ /EH/ /EH/ /NN1/ /PA1/
Eight      /EY/ /DH2/ /TT2/ /PA1/
Nine       /NN1/ /AY/ /NN1/ /PA1/
Ten        /TT2/ /EH/ /EH/ /NN1/ /PA1/
Eleven     /EH/ /LL/ /EH/ /VV/ /EH/ /NN1/ /PA1/
Twelve     /TT2/ /WW/ /EH/ /LL/ /FF/ /PA1/
Thirteen   /TH/ /ER2/ /TT2/ /IY/ /NN1/ /PA1/
Fourteen   /FF/ /OW/ /ER1/ /TT2/ /IY/ /NN1/ /PA1/
Fifteen    /FF/ /IH/ /IH/ /FF/ /TT2/ /IY/ /NN1/ /PA1/
Sixteen    /SS/ /IH/ /KK1/ /SS/ /TT2/ /IY/ /NN1/ /PA1/
Seventeen  /SS/ /EH/ /VV/ /EH/ /NN1/ /TT2/ /IY/ /NN1/ /PA1/
Eighteen   /EY/ /DH2/ /TT2/ /IY/ /NN1/ /PA1/
Nineteen   /NN1/ /AY/ /NN1/ /TT2/ /IY/ /NN1/ /PA1/
Twenty     /TT2/ /WW/ /EH/ /NN1/ /TT2/ /IY/ /PA1/

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3.4 Can raytracing/raycasting be done on an Intellivision?

Raycasting is a rendering technique to create a 3D perspective in a 2D map. Back when computers were slower it wasn't possible to run real 3D engines in realtime, and raycasting was the first solution. Raycasting can go very fast, because only a calculation has to be done for every vertical line of the screen. The most well known game that used this technique, is of course Wolfenstein 3D.

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3.4 Can an Intellivision work a text adventure?

The Collosal Cave game engine has been ported to the Intellivision, and the Z-Machine is posible. The JLP architecture would be required to contain the read-only content in ROM (storage). Display may be a challenge with the ROM text display set to 20x12, but custom font rendering might improve this.

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3.5 Can a Keyboard Component act as a terminal and connect to a modern network/system?

decle rehabilitated a Keyboard Component, and set a version of Intelli-talk to get to the internet! Technical theater at its best.

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3.5 Can an Intellivision connect as a terminal device or with BBSes?

If you know what 8N1 means, and have an ECS with a lot of free time, and a Cuttle Cart, you're in luck. Joe Zbiciak has put together serial port work with a simple termianl emulator. Get it together and call a BBS today! :)

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3.6 Do Imagic games have a demonstration unit hardware?

Imagic created a unit with all produced Intellivision games at the time for use at shows and retail outlets. It can be seen at the National Videogame Museum.

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3.6 Were special cartridges made for press releases?

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3.7 How can a cartridge be cleaned?

Feel free to think about these methods/products that have been used successfully by other users. These are not "official" endorsements, proceed at your own risk. Doing something agressively or incorrectly can cause irreparable damage to your items. This is information volunteered by others in the community to help. No warranties, etc etc etc.


3.7 Why are some cartridge labels black-on-white stuck on top of color?

Cartridges with "double labels" were original stock from Mattel Electronics, purchased by INTV Corp, and had to have labels changed to mitigate copyright concerns.

Known games with double labels as of 2021-06-18

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3.7 Are all cartridge PCBs the same?

Intellivision cartridge PCBs are difficult to manufacture, and production was done in multiple differnt areas over time. Intellivision Revolution maintains a dataabase on this topic.

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3.9 Burgertime for the Colecovision, was made by Coleco, not Mattel who did the other systems versions, right?

(Keith Robinson)

Actually, Mattel DID do it; it was programmed at our European office in the south of France. It was nearly completed when Mattel Electronics was shut down in the US (we showed it with the Mattel Electronics title screen at the January 1984 Consumer Electronics Show), but by law Mattel had to keep the French office open until they could find a buyer for it. So the programmers were kept on payroll finishing BurgerTime and several other games. Finally, Tim Scanlon, director of the office, found investors so that the division could buy itself from Mattel and become independent. Part of the deal was that they got the rights to the games they were working on. Their new company Nice Dreams (they were located near Nice) sold the Colecovision versions of BurgerTime and Illusions (an original game) to Coleco, and their Intellivision versions of Championship Tennis and World Cup Soccer (originally intended to be 4-player games for the ECS) to INTV. Their Intellivision version of Illusions was never released.

We don't know what happened to Nice Dreams after those four games were released; a check with the French Commerce office last year failed to turn up a "Nice Dreams" still in business in France.

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3.9 Did Intv Corp produce games for the Nintento Entertainment System (NES)?

Intv Corp did make some profit from the NES platform. Quote from Keith Robinson:

Well, we can't tell you how rare it is, but we can tell you its history: In 1989, INTV planned to move into NES production and distribution so they commissioned Realtime Associates (who developed most of the original INTV games) to produce both an Intellivision and NES version of "Monster Truck Rally." When the game was finished, though, INTV had run out of money and credit to manufacture cartridges, so they sold all rights to the NES version to another company, who finally distributed it in 1990 or 91. So as to give that company an "exclusive" on the title, INTV changed the Intellivision version to "Stadium Mud Buggies." "Monster Truck Rally" was the only NES title done by INTV. Since INTV turned around and sold the game to another company before securing the rights from Realtime Associates (i.e. paying them), litigation ensued and the INTV/Realtime relationship fell apart. INTV released no more product after "Stadium Mud Buggies" (and "Spiker, Super Pro Volleyball," released at the same time). INTV filed for bankruptcy in 1991. Realtime Associates, however, is doing great. They've gone on to produce many NES, SNES, Sega, and GameBoy titles. One of their current hits is "Bug" for Saturn.

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