TheIntellivision is a home video game console released by Mattel Electronics in 1979. Development began in 1977, the same year as the launch of its main competitor, the Atari 2600.[17] In 1984, Mattel sold its video game assets to a former Mattel Electronics executive and investors, eventually becoming INTV Corporation. Game development ran from 1978 to 1990, when the Intellivision was discontinued. From 1980 to 1983, more than 3.75 million consoles were sold.[12][13][14][15] As per Intellivision Entertainment (the current holders of the Intellivision brand) the final tally through 1990 is somewhere between 4.5 and 5 million consoles sold.
The Intellivision was developed at Mattel in Hawthorne, California, along with the Mattel Electronics line of handheld electronic games.[5] Mattel's Design and Development group began investigating a home video game system in 1977. It was to have rich graphics and long-lasting gameplay to distinguish itself from its competitors. Mattel identified a new but expensive chipset from National Semiconductor and negotiated better pricing for a simpler design.[17] Its consultant, APh Technological Consulting, suggested a General Instrument chipset,[19] listed as the Gimini programmable set in the GI 1977 catalog.[20] The GI chipset lacked reprogrammable graphics and Mattel worked with GI to implement changes. GI published an updated chipset in its 1978 catalog.[21] After having chosen National in August 1977, Mattel waited for two months before ultimately choosing the proposed GI chipset in late 1977.[17] A team at Mattel, headed by David Chandler, began engineering the hardware, including the hand controllers.[5] In 1978, David Rolfe of APh developed the onboard executive control software named Exec, and with a group of Caltech summer student employees programmed the first games. Graphics were designed by a group of artists at Mattel led by Dave James.[22]
The Intellivision was introduced at the 1979 Las Vegas CES in January as a modular home computer with the Master Component priced at US$165 and a soon-to-follow Keyboard Component also at $165 (equivalent to $690 in 2023).[23] At Chicago CES in June, prices were revised to $250 for each component. A shortage of key chips from manufacturer General Instrument resulted in a limited number of Intellivision Master Components produced that year. In Fall 1979, Sylvania marketed its own branded Intellivision at $280 in its GTE stores at Philadelphia, Baltimore, and Washington, D.C.[2] On December 3, Mattel delivered consoles to the Gottschalks department store chain headquartered in Fresno, California, with a suggested list price of $275.[17][24] The Intellivision was also listed in the nationally distributed JCPenney Christmas 1979 catalog along with seven cartridges.[25] It was in stores nationwide by mid-1980 with the pack-in game Las Vegas Poker & Blackjack and a library of ten cartridges. Mattel Electronics became a subsidiary in 1981.[5]
Though the Intellivision was not the first system to have challenged Warner Communications's Atari, it was the first to have posed a serious threat to the market leader. A series of advertisements starring George Plimpton used side-by-side game comparisons to demonstrate the superior graphics and sound of Intellivision over the Atari 2600.[24] One slogan called Intellivision "the closest thing to the real thing". One such example compared golf games; where the 2600's games had a blip sound and cruder graphics, the Intellivision featured a realistic swing sound and striking of the ball and a more 3D look. In 1980, Mattel sold out its 190,000 stock of Intellivision Master Components, along with one million cartridges.[12] In 1981, more than one million Intellivision consoles were sold, more than five times the amount of the previous year.[13]
The Intellivision Master Component was branded and distributed by various companies. Before Mattel shifted manufacturing to Hong Kong, Mattel Intellivision consoles were manufactured by GTE Sylvania.[17] GTE Sylvania Intellivision consoles were produced along with Mattel's, differing only by the brand name. The Sears Super Video Arcade,[24] manufactured by Mattel in Hong Kong, has a restyled beige top cover and detachable controllers. Its default title screen lacks the "Mattel Electronics" captioning. In 1982, Radio Shack marketed the Tandyvision One,[26][27] similar to the original console but with the gold plates replaced with more wood trim. In Japan, Intellivision consoles were branded for Bandai in 1982,[28] and in Brazil there were Digimed and Digiplay consoles manufactured by Sharp in 1983.
Inside every Intellivision console is 4K of ROM containing the Exec software. It provides two benefits: reusable code that can effectively make a 4K cartridge an 8K game and a software framework for new programmers to develop games more easily and quickly. It also allows other programmers to more easily review and continue another's project. Under the supervision of David Rolfe at APh, and with graphics from Mattel artist Dave James, APh was able to quickly create the Intellivision launch game library using mostly summer students.[29] The drawback is that to be flexible and handle many different types of games, the Exec runs less efficiently than a dedicated program. Intellivision games that leverage the Exec run at a 20 Hz frame rate instead of the 60 Hz frame rate for which the Intellivision was designed. Using the Exec framework is optional, but almost all Intellivision games released by Mattel Electronics use it and thus run at 20 Hz. The limited ROM space in the early years of Intellivision game releases also means there is no space for a computer player, so many early multiplayer games require two human players.
Initially, all Intellivision games were programmed by an outside firm, APh Technological Consulting,[24] with 19 cartridges produced before Christmas 1980. Once the Intellivision project became successful, software development was brought in-house. Mattel formed its own software development group and began hiring programmers. The original five members of that Intellivision team were Mike Minkoff, Rick Levine, John Sohl, Don Daglow, and manager Gabriel Baum. Levine and Minkoff, a long-time Mattel Toys veteran, both transferred from the hand-held Mattel game engineering team. During 1981, Mattel hired programmers as fast as possible. Early in 1982 Mattel Electronics relocated from Mattel headquarters to an unused industrial building. Offices were renovated as new staff moved in. To keep these programmers from being hired away by rival Atari, their identities and work location was kept a closely guarded secret. In public, the programmers were referred to collectively as the Blue Sky Rangers.
Most of the early games are based on traditional real-world concepts such as sports, with an emphasis on realism and depth of play within the technology of the time. The Intellivision was not marketed as a toy; as such, games such as Sea Battle and B-17 Bomber are not made in the pick-up-and-play format like arcade games. Reading the instructions is often a prerequisite. Every cartridge produced by Mattel Electronics includes two plastic controller overlays to help navigate the 12-button keypad, although not every game uses it. Game series, or networks, are Major League Sports, Action, Strategy, Gaming, Children's Learning, and later Space Action and Arcade. The network concept was dropped in 1983, as was the convenient gatefold-style box for storing the cartridge, instructions, and overlays.
Starting in 1981, programmers looking for credit and royalties on sales began leaving both APh and Mattel Electronics to create Intellivision cartridges for third-party publishers. They helped form Imagic in 1981, and in 1982 others joined Activision and Atari. Cheshire Engineering was formed by a few senior APh programmers including David Rolfe, author of the Exec, and Tom Loughry, creator of one of the most popular Intellivision games, Advanced Dungeons and Dragons.[30] Cheshire created Intellivision games for Activision. Third-party developers Activision, Imagic, and Coleco started producing Intellivision cartridges in 1982, and Atari, Parker Brothers, Sega, and Interphase followed in 1983. The third-party developers, not having legal access to Exec knowledge, often bypassed the Exec framework to create smooth 30 Hz and 60 Hz Intellivision games such as The Dreadnaught Factor. Cheaper ROM prices also allowed for progressively larger games as 8K, 12K, and 16K cartridges became common. The first Mattel Electronics Intellivision game to run at 60 Hz was Masters of the Universe in 1983.[31] Marketing dubbed the term "Super Graphics" on the game's packaging and marketing.
Mattel Electronics had a competitive advantage in its team of experienced and talented programmers. As competitors often depended on licensing well known trademarks to sell video games, Mattel focused on original ideas. Don Daglow was a key early programmer at Mattel and became director of Intellivision game development. Daglow created Utopia, a precursor to the sim genre and, with Eddie Dombrower, the ground-breaking sports simulation World Series Major League Baseball. Daglow was also involved with the popular Intellivision games Tron Deadly Discs and Shark! Shark!.[32][33] After Mattel Electronics closed in 1984, its programmers continued to make significant contributions to the videogame industry. Don Daglow and Eddie Dombrower went on to Electronic Arts to create Earl Weaver Baseball, and Don Daglow founded Stormfront Studios. Bill Fisher, Steve Roney, and Mike Breen founded Quicksilver Software, and David Warhol founded Realtime Associates.[29]
The Intellivision was designed as a modular home computer; so, from the beginning, its packaging, promotional materials, and television commercials promised the addition of a forthcoming accessory called the Keyboard Component. The Master Component was packaged as a stand-alone video game system to which the Keyboard Component could be added, providing the computer keyboard and tape drive. Not meant to be a hobbyist or business computer, the Intellivision home computer was meant to run pre-programmed software and bring "data flow" (Videotex) into the home.[17]
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