The Entertainment Computer System ( ECS ) was an add-on peripheral for the Intellivision . It was Mattel Electronics ' second attempt at creating a peripheral to upgrade the Intellivision into a home computer, and was rushed into production to appease the Federal Trade Commission after they began fining Mattel for false advertising following consumer complaints about the repeated delays in releasing the originally planned Intellivision Keyboard Component add-on. The ECS includes the Computer Module, Music Synthesizer, and additional hand controllers; each sold separately. Any Intellivision Master Component is compatible and a requirement to use the system. A second requirement is a cartridge plugged into the ECS, although any ECS or Intellivision cartridge will do; pressing anything on the Intellivision hand controllers will then bring up the three-option menu of BASIC, CARTRIDGE or MUSIC.
176-661: When Mattel Electronics originally released the Intellivision in late 1979, they advertised that the Intellivision — unlike its primary rival, the Atari 2600 (then known as the Atari VCS) — would be upgradeable to a fully functional home computer via a hardware add-on accessory called the Keyboard Component, internally sometimes called the "Blue Whale" or the "Intelliputer". Many potential buyers were excited by
352-491: A "plan B" in progress. Increasingly concerned that the Keyboard Component division might never actually produce a sellable product, in mid-1981 Mattel Electronics' management set up a competing internal engineering team headed by Richard Chang. Ostensibly, this group was working on a low-cost add-on called the BASIC Development System, or BDS, which would be sold as an educational device to introduce kids to
528-440: A 1200 baud rate , 8 data bits, 2 stop bits, and no parity; the printer needed to be set to these selections with no line feed (sometimes called " carriage return only", "CR", "new line invalid", or "line feed inhibit"), and Busy/Ready instead of X-on/X-off. Typical serial printers had DB-25 interfaces; some had DE-9 interfaces; and, some Radio Shack (RS) printers had round 4-pin female DIN connector serial interfaces (with
704-471: A 1981 release — was continually delayed and pushed back as Mattel's engineering group, headed by David "Papa Intellivision" Chandler, kept going back to the drawing board trying to find ways to overcome these problems. Eventually, complaints from Intellivision owners who had chosen to buy the Intellivision specifically on the promise of a "Coming Soon!" personal-computer upgrade caught the attention of
880-407: A calculator sized electronic game for 1976. In Fall 1976, Mattel hired Ed Krakauer as Vice President of New Business Development, who hired Jeff Rochlis as Director of New Business Development. In an October 1977 newspaper article, Rochlis was quoted saying, "Basically these things are fore-runners of the home computer. There's a logical transition involved. One way to get into the home-computer market
1056-471: 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
1232-471: 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
1408-445: A demonstration of their new 6502 microprocessor in a video game application. MOS arranged for their client Glenn Hightower of APh Technological Consulting and teacher at CalTech University to do the demonstration. Shortly after, Dave James, an industrial engineer under Chang, wrote a memo dated January 26, 1976, documenting two product concepts. First, a microprocessor programmed video system with "plug-in" ROM modules or cassettes, and
1584-578: A faster CP1610 for backward compatibility, APh developed an updated graphics STIC chip with 4x the resolution, more sprites, and more colors. Mattel Electronics programmers developing the EXEC software. When Mattel Electronics cancelled the project in mid-1983, Toshiba was laying out the new graphics chip, consoles expected to be in production by Christmas, cartridges to be ready by January 1984, according to Glenn Hightower of APh. A Mattel document titled Target Specification Intellivision III has
1760-527: A faster CP1610 for backward compatibility, APh developed an updated graphics STIC chip with 4x the resolution, more sprites, and more colors. Mattel Electronics programmers developing the EXEC software. When Mattel Electronics cancelled the project in mid-1983, Toshiba was laying out the new graphics chip, consoles expected to be in production by Christmas, cartridges to be ready by January 1984, according to Glenn Hightower of APh. A Mattel document titled Target Specification Intellivision III has
1936-549: A former Mattel Electronics executive and investors, eventually becoming INTV Corporation. Game development ran from 1978 to 1990, when the Intellivision was discontinued. In 2009, IGN ranked the Intellivision No. 14 on their list of the greatest video game consoles of all time. The Intellivision was developed at Mattel in Hawthorne, California . By 1969, multiple research and development groups came together as
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#17327904806412112-549: A half-dozen titles were released for the ECS. (Note: the latter two options were never actually marketed with Intellivision/ECS boxes and logos. The system would use the same cassette and printer units which were being sold for the Mattel Aquarius home computer, but this fact seems to have not been widely advertised by Mattel.) Initially, at least a half-dozen ECS-supporting software titles were slated to roll out along with
2288-598: A hardware modification, a service provided by Mattel, to work with the System Changer . Otherwise the Intellivision II was promoted to be compatible with the original. It was discovered that a few Coleco Intellivision games did not work on the Intellivision II. Mattel secretly changed the Exec internal ROM program in an attempt to lock out third-party games. A few of Coleco 's early games were affected but
2464-417: A hardware modification, a service provided by Mattel, to work with the System Changer . Otherwise the Intellivision II was promoted to be compatible with the original. It was discovered that a few Coleco Intellivision games did not work on the Intellivision II. Mattel secretly changed the Exec internal ROM program in an attempt to lock out third-party games. A few of Coleco 's early games were affected but
2640-457: A home computer and the direction of Mattel Electronics questioned. Krakauer and Rochlis resigned, and Josh Denham became the new president of Mattel Electronics. The Keyboard Component was no longer promoted in advertising. 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 . One slogan called Intellivision "the closest thing to
2816-457: A home computer and the direction of Mattel Electronics questioned. Krakauer and Rochlis resigned, and Josh Denham became the new president of Mattel Electronics. The Keyboard Component was no longer promoted in advertising. 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 . One slogan called Intellivision "the closest thing to
2992-510: 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. On December 3, Mattel delivered consoles to the Gottschalks department store chain headquartered in Fresno, California , with a suggested list price of $ 275 . The Intellivision
3168-399: 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. On December 3, Mattel delivered consoles to the Gottschalks department store chain headquartered in Fresno, California , with a suggested list price of $ 275 . The Intellivision
3344-517: A list of applications that include war games, gambling games, strategy and board games, video Etch-a-Sketch, driving simulator, pinball; and football with 10 player a side, defence/offence patterns and floating field background. Second, calculator based games . With Mattel executives skeptical, Chang's group moved forward with handheld electronic games enlisting Hightower's help with a prototype. Mattel hired Michael Katz as Marketing Manager for New Product Categories in 1975, Katz asked Chang to prototype
3520-537: A polyphonic synthesizer for playing, recording, or learning music. It would also allow two additional hand-held Game Controllers to be connected in place of the alphanumeric keyboard, which opened up the possibility of four-player games. In the fall of 1982, the LUCKI—now renamed the Entertainment Computer System, or ECS—was presented at the annual sales meeting, officially signaling the end of
3696-463: A printer. It even offered, via an additional sound chip ( AY-3-8917 ) inside the ECS module and an optional 49-key music synthesizer keyboard, the possibility of turning the Intellivision into a multi-voice synthesizer which could be used to play or learn music. In the fall of 1982, the LUCKI, now renamed the Entertainment Computer System (ECS), was presented at the annual sales meeting, officially ending
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#17327904806413872-411: A printer. It even offered, via an additional sound chip ( AY-3-8917 ) inside the ECS module and an optional 49-key music synthesizer keyboard, the possibility of turning the Intellivision into a multi-voice synthesizer which could be used to play or learn music. In the fall of 1982, the LUCKI, now renamed the Entertainment Computer System (ECS), was presented at the annual sales meeting, officially ending
4048-528: A prototype to retailers, leading to a Christmas release. Delays at GI pushed that into 1979. Magnavox backed out as manufacturer, replaced with Sylvania . Chandler considered replacing the GI chipset and working with Texas Instruments and their new TMS9918 video processor. The TI chip had more moving objects but half the number on a horizontal line compared with the GI STIC , it also lacked hardware scrolling that
4224-425: A prototype to retailers, leading to a Christmas release. Delays at GI pushed that into 1979. Magnavox backed out as manufacturer, replaced with Sylvania . Chandler considered replacing the GI chipset and working with Texas Instruments and their new TMS9918 video processor. The TI chip had more moving objects but half the number on a horizontal line compared with the GI STIC , it also lacked hardware scrolling that
4400-570: A relationship that Mattel had with Data East and produced all new cartridges such as Commando in 1987 and Body Slam Wrestling in 1988. Also in 1987, INTV Corp released Dig Dug , purchased from Atari where the game was completed but not released in 1984. They also got into producing next-generation games with the production of Monster Truck Rally for Nintendo Entertainment System (NES) in 1991, also released as Stadium Mud Buggies for Intellivision in 1989. Licensing agreements with Nintendo and Sega required INTV Corporation to discontinue
4576-570: A relationship that Mattel had with Data East and produced all new cartridges such as Commando in 1987 and Body Slam Wrestling in 1988. Also in 1987, INTV Corp released Dig Dug , purchased from Atari where the game was completed but not released in 1984. They also got into producing next-generation games with the production of Monster Truck Rally for Nintendo Entertainment System (NES) in 1991, also released as Stadium Mud Buggies for Intellivision in 1989. Licensing agreements with Nintendo and Sega required INTV Corporation to discontinue
4752-547: A result, the ECS was not well-promoted, and few of the planned software titles were released before Richard Chang's "Design & Development" group was closed down in August 1983, effectively halting further work on ECS-supporting titles. A very few titles that were already well in progress were eventually completed, but none of them made it to production before Mattel Electronics ceased operations in January 1984. Melody Blaster
4928-593: A side, defence/offence patterns and floating field background. Second, calculator based games . With Mattel executives skeptical, Chang's group moved forward with handheld electronic games enlisting Hightower's help with a prototype. Mattel hired Michael Katz as Marketing Manager for New Product Categories in 1975, Katz asked Chang to prototype a calculator sized electronic game for 1976. In Fall 1976, Mattel hired Ed Krakauer as Vice President of New Business Development, who hired Jeff Rochlis as Director of New Business Development. In an October 1977 newspaper article, Rochlis
5104-654: A simpler design. At the Consumer Electronics Show in June 1977, Chandler saw two more chipsets. One from MOS Technology lacked moving objects. The other from General Instrument , listed as the Gimini programmable set in the GI 1977 catalog. The GI chipset lacked programmable graphics and Mattel worked with GI to implement changes. GI published an updated chipset in its 1978 catalog. Mattel initially chose National Semiconductor, who advised Mattel to postpone
5280-454: A simultaneous audio track that could be played under computer control), an optional 40-column thermal printer, and a secondary CPU to run all of these expanded features independently of the Intellivision's CP1610 processor . While the planned Keyboard Component was an ambitious design, it had reliability problems that proved difficult to overcome, and it was far too expensive to manufacture and sell. The Keyboard Component — originally planned for
5456-557: A state of the art voice processing lab to produce the phrases used in Intellivoice games. However, the amount of speech that could be compressed into an 8K or 12K cartridge and still leave room for a game was limited. Intellivoice cartridges Space Spartans and B-17 Bomber did sell about 300,000 copies each, priced a few dollars more than regular Intellivision cartridges. However, at $ 79, the Intellivoice did not sell as well as Mattel expected; Intellivoices were later offered free with
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5632-496: A state of the art voice processing lab to produce the phrases used in Intellivoice games. However, the amount of speech that could be compressed into an 8K or 12K cartridge and still leave room for a game was limited. Intellivoice cartridges Space Spartans and B-17 Bomber did sell about 300,000 copies each, priced a few dollars more than regular Intellivision cartridges. However, at $ 79, the Intellivoice did not sell as well as Mattel expected; Intellivoices were later offered free with
5808-403: A storehouse of such images in each individual Intellivision cartridge, and such sprites can then be manipulated by changing their colors (1 color available per sprite), doubling their height or width, flipping their shape to a mirror image, creating motion sequences, and so forth. However, the sprites are only "borrowed" and cannot be integrated into the user's own program unless the same cartridge
5984-512: A team engineering the hardware, including the hand controllers. 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 Intellivision games. Hal Finney of APh contributed sound and music processing routines to the Exec. Graphics were designed by a group of artists at Mattel led by Dave James. James also creating detailed game proposal documents. During June 1978 CES , Mattel privately showed
6160-512: A team engineering the hardware, including the hand controllers. 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 Intellivision games. Hal Finney of APh contributed sound and music processing routines to the Exec. Graphics were designed by a group of artists at Mattel led by Dave James. James also creating detailed game proposal documents. During June 1978 CES , Mattel privately showed
6336-686: A threefold increase over October 1981. However, the same report predicted a loss for the upcoming quarter. Hiring still continued, as did the company's optimism that the investment in software and hardware development would pay off. The M Network brand expanded to personal computers. An office in Taiwan was opened to handle Apple II programming. The original five-person Mattel game development team had grown to 110 people under new vice president Baum, while Daglow led Intellivision development and top engineer Minkoff directed all work on all other platforms. In February 1983, Mattel Electronics opened an office in
6512-633: A threefold increase over October 1981. However, the same report predicted a loss for the upcoming quarter. Hiring still continued, as did the company's optimism that the investment in software and hardware development would pay off. The M Network brand expanded to personal computers. An office in Taiwan was opened to handle Apple II programming. The original five-person Mattel game development team had grown to 110 people under new vice president Baum, while Daglow led Intellivision development and top engineer Minkoff directed all work on all other platforms. In February 1983, Mattel Electronics opened an office in
6688-420: A time may be SHOWn or GRABbed from a storehouse of such images in each individual Intellivision cartridge, and such sprites can then be manipulated by changing their colors (1 color available per sprite), doubling their height or width, flipping their shape to a mirror image, creating motion sequences, and so forth. However, the sprites are only "borrowed" and cannot be integrated into the user's own program unless
6864-529: A video game system with rich graphics and long-lasting gameplay to distinguish itself from its competitors and took over responsibility for its engineering. Prior to Chandler’s arrival, Chang's group had already met with National Semiconductor about their new, although expensive, chip set. Chandler negotiated better pricing for a simpler design. At the Consumer Electronics Show in June 1977, Chandler saw two more chipsets. One from MOS Technology lacked moving objects. The other from General Instrument , listed as
7040-412: 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
7216-412: 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
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7392-652: Is enough graphics RAM to define unique graphic tiles for the entire screen. Intellivision The Intellivision (a portmanteau of intelligent television) is a home video game console released by Mattel Electronics in 1979. It distinguished itself from competitors with more realistic sports and strategic games. By 1981, Mattel Electronics had close to 20% of the domestic video game market, selling more than 3.75 million consoles and 20 million cartridges through 1983. At its peak Mattel Electronics had about 1800 employees in several countries, including 110 videogame developers. In 1984, Mattel sold its video game assets to
7568-419: Is explained in the back of the manual or can be discerned from direct observation, is useful in determining how the ECS understood (or misunderstood) any command. As to graphics, the background screen is composed of 240 "cards" (20 wide by 12 high, numbered 0 to 239, each composed of 8x8 pixels), in a choice of one of 16 colors (eight primary and eight pastel). Eight sprites at a time may be SHOWn or GRABbed from
7744-513: Is for regular Intellivision cartridges. It uses the Intellivision's power supply. David Rolfe of APh wrote a control program for the Keyboard Component called PicSe (Picture Sequencer) specifically for the development of multimedia applications. PicSe synchronizes the graphics and analog audio while concurrently saving or loading tape data. Productivity software for home finances, personal improvement, and self education were planned. Subject experts were consulted and their voices recorded and used in
7920-513: Is for regular Intellivision cartridges. It uses the Intellivision's power supply. David Rolfe of APh wrote a control program for the Keyboard Component called PicSe (Picture Sequencer) specifically for the development of multimedia applications. PicSe synchronizes the graphics and analog audio while concurrently saving or loading tape data. Productivity software for home finances, personal improvement, and self education were planned. Subject experts were consulted and their voices recorded and used in
8096-484: Is not clear how many of them were sold and they are rare. Many of the units were dismantled for parts. Others were used by Mattel Electronics programmers as part of their development system. A Keyboard Component could be interfaced with an Intellivision development system in place of the hand-built Magus board RAM cartridge. Data transfer to the Keyboard Component RAM is done serially and is slower than
8272-409: Is not clear how many of them were sold and they are rare. Many of the units were dismantled for parts. Others were used by Mattel Electronics programmers as part of their development system. A Keyboard Component could be interfaced with an Intellivision development system in place of the hand-built Magus board RAM cartridge. Data transfer to the Keyboard Component RAM is done serially and is slower than
8448-466: Is on board when the program is run. (Professional programmers found ways to create the illusion of putting more than eight sprites on the Intellivision screen at the same time through multiplexing-- redefining and repositioning a single object from one frame to the next and back again, resulting in flickering images of two objects-- and sequencing graphics RAM to animate background cards.) For 600-baud cassette tape recorder access to load and save programs,
8624-458: 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, with 19 cartridges produced before Christmas 1980. Once
8800-458: 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, with 19 cartridges produced before Christmas 1980. Once
8976-745: Is to sell games." In April 1977, David Chandler, with a doctoral degree in Electrical Engineering, a career in Aerospace, also having prototyped an early word processor as well as an arcade video game, joined Prelimanary Design under Chang. Chandler shared Chang's vision for a video game system with rich graphics and long-lasting gameplay to distinguish itself from its competitors and took over responsibility for its engineering. Prior to Chandler’s arrival, Chang's group had already met with National Semiconductor about their new, although expensive, chip set. Chandler negotiated better pricing for
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#17327904806419152-435: Is tremendous". Activision and Imagic began releasing games for the Intellivision, as did hardware rival Coleco . Mattel created " M Network " branded games for Atari's system. The company's advertisement budget increased to over $ 20 million for the year. In its October 1982 stockholders' report Mattel announced that Electronics had, so far that year, posted a nearly $ 100 million profit on nearly $ 500 million sales;
9328-435: Is tremendous". Activision and Imagic began releasing games for the Intellivision, as did hardware rival Coleco . Mattel created " M Network " branded games for Atari's system. The company's advertisement budget increased to over $ 20 million for the year. In its October 1982 stockholders' report Mattel announced that Electronics had, so far that year, posted a nearly $ 100 million profit on nearly $ 500 million sales;
9504-448: Is used to store the speech for numerical digits, some common words, and the phrase "Mattel Electronics presents". Speech can also be processed from the Intellivoice's SP650 buffer chip, stored and loaded from cartridge memory. That buffer chip has its own I/O and the Intellivoice has a 30-pin expansion port under a removable top plate. Mattel Electronics planned to use that connector for wireless hand controllers. Mattel Electronics built
9680-448: Is used to store the speech for numerical digits, some common words, and the phrase "Mattel Electronics presents". Speech can also be processed from the Intellivoice's SP650 buffer chip, stored and loaded from cartridge memory. That buffer chip has its own I/O and the Intellivoice has a 30-pin expansion port under a removable top plate. Mattel Electronics planned to use that connector for wireless hand controllers. Mattel Electronics built
9856-578: The Federal Trade Commission (FTC), which launched an investigation of Mattel Electronics for fraud and false advertising. Mattel tried to claim that the Keyboard Component was a real product that was still being test-marketed, and even released a small number of Keyboard Components and a handful of software titles to a few select retail stores (as well as offering them via mail-order to any customers who complained loudly enough) in order to support this claim. Mattel Electronics already had
10032-624: The INTV System III , also branded as the Intellivision Super Pro System , using the same design as the original Intellivision model but in black and silver. That same year INTV Corp introduced two new games that were completed at Mattel but not released: Thunder Castle and World Championship Baseball . With their early success INTV Corp decided to produce new games and in 1986 introduced Super Pro Football , an update of Mattel NFL Football . INTV Corp continued
10208-476: The INTV System III , also branded as the Intellivision Super Pro System , using the same design as the original Intellivision model but in black and silver. That same year INTV Corp introduced two new games that were completed at Mattel but not released: Thunder Castle and World Championship Baseball . With their early success INTV Corp decided to produce new games and in 1986 introduced Super Pro Football , an update of Mattel NFL Football . INTV Corp continued
10384-416: The "Basic Development System", or BDS, to be sold as an educational device to introduce kids to the concepts of computer programming. The rival BDS engineering group eventually came up with a much less expensive alternative. Originally dubbed the "Lucky", from LUCKI: Low User-Cost Keyboard Interface, it lacked many of the sophisticated features envisioned for the original Keyboard Component. Gone, for example,
10560-416: The "Basic Development System", or BDS, to be sold as an educational device to introduce kids to the concepts of computer programming. The rival BDS engineering group eventually came up with a much less expensive alternative. Originally dubbed the "Lucky", from LUCKI: Low User-Cost Keyboard Interface, it lacked many of the sophisticated features envisioned for the original Keyboard Component. Gone, for example,
10736-403: The 1977 success of their Mattel Electronics branded handheld electronic games, Mattel Electronics became a division within the company, with separate marketing, finance, and engineering. In September, Krakauer made Rochlis its president. Chang, becoming director of its new Design and Development department, responsible for Intellivision software. Chandler, became director of Product Engineering led
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#173279048064110912-493: The 3rd party developers quickly figured out how to get around it. Mattel's own Electric Company Word Fun , however, will not run on the Intellivision II due to this change. In an unrelated issue but also due to Exec changes, Super Pro Football experiences a minor glitch where the quarterback does not appear until after the ball is hiked. There were also some minor changes to the sound chip ( AY-3-8914A/AY-3-8916 ) affecting sound effects in some games. Programmers at Mattel discovered
11088-493: The 3rd party developers quickly figured out how to get around it. Mattel's own Electric Company Word Fun , however, will not run on the Intellivision II due to this change. In an unrelated issue but also due to Exec changes, Super Pro Football experiences a minor glitch where the quarterback does not appear until after the ball is hiked. There were also some minor changes to the sound chip ( AY-3-8914A/AY-3-8916 ) affecting sound effects in some games. Programmers at Mattel discovered
11264-476: The ECS has jacks marked OUT TO TAPE, IN FROM TAPE, and REMOTE. While almost any recorder with similar ports can be used, Mattel marketed the Aquarius Data Recorder for use with the ECS, and that unit has the appropriate sockets (labeled MIC, EAR and REM). To attach to the ECS, three straight-through cables are needed, two with mini-plugs on both ends and one with sub-mini-plugs on both ends (for
11440-399: The ECS, with more to follow. Unfortunately, as noted above, by the time the ECS made its retail debut in 1983 a new management team had taken over at Mattel Electronics which was no longer interested in selling or promoting hardware add-ons, which they viewed as money-losers that had tied up too much of the company's capital for too little return. (Perhaps not without some justification, given
11616-605: The Entertainment Computer System series, also supports the Intellivoice if both the ECS and Intellivoice are connected concurrently. Unlike the Intellivoice-specific games, however, World Series Major League Baseball is also playable without the Intellivoice module (but not without the ECS). In the spring of 1983, Mattel introduced the Intellivision II , a cheaper, more compact redesign of the original, that
11792-417: The Entertainment Computer System series, also supports the Intellivoice if both the ECS and Intellivoice are connected concurrently. Unlike the Intellivoice-specific games, however, World Series Major League Baseball is also playable without the Intellivoice module (but not without the ECS). In the spring of 1983, Mattel introduced the Intellivision II , a cheaper, more compact redesign of the original, that
11968-498: 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. Marketing dubbed the term "Super Graphics" on the game's packaging and marketing. Mattel Electronics had
12144-442: 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. Marketing dubbed the term "Super Graphics" on the game's packaging and marketing. Mattel Electronics had
12320-682: The GI STIC provides. Further, the TI chip requires more RAM and software already developed would have to be reworked. 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). At Chicago CES in June, prices were revised to $ 250 for each component. A shortage of key chips from manufacturer General Instrument resulted in
12496-512: The GI STIC provides. Further, the TI chip requires more RAM and software already developed would have to be reworked. 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). At Chicago CES in June, prices were revised to $ 250 for each component. A shortage of key chips from manufacturer General Instrument resulted in
12672-547: The Gimini programmable set in the GI 1977 catalog. The GI chipset lacked programmable graphics and Mattel worked with GI to implement changes. GI published an updated chipset in its 1978 catalog. Mattel initially chose National Semiconductor, who advised Mattel to postpone the project, turning them to GI . Mattel corporate management reacted by putting a halt to video game development for several months. On November 9, 1977, Mattel , GI , and Magnavox (their initial contract manufacturer) met to plan contracts and production. With
12848-518: The Intellivision home computer was meant to run pre-programmed software and bring "data flow" ( Videotex ) into the home. The Keyboard Component adds an 8-bit 6502 processor, making the Intellivision a dual-processor computer. It has 16K 10-bit shared RAM that can load and execute both Intellivision CP1610 and 6502 program code from tape, which is a large amount as typical contemporary cartridges are 4K. The cassettes have two tracks of digital data and two tracks of analog audio, completely controlled by
13024-518: The Intellivision home computer was meant to run pre-programmed software and bring "data flow" ( Videotex ) into the home. The Keyboard Component adds an 8-bit 6502 processor, making the Intellivision a dual-processor computer. It has 16K 10-bit shared RAM that can load and execute both Intellivision CP1610 and 6502 program code from tape, which is a large amount as typical contemporary cartridges are 4K. The cassettes have two tracks of digital data and two tracks of analog audio, completely controlled by
13200-517: The Intellivision in 1990. INTV Corporation did publish 21 new Intellivision cartridges bringing the Intellivision library to a total of 124 cartridges plus one compilation cartridge. In 1989, INTV Corp and World Book Encyclopedia entered into an agreement to manufacture an educational video game system called Tutorvision. It is a modified Intellivision, the case molded in light beige with gold and blue trim. The Exec ROM expanded, system RAM increased to 1.75K, and graphics RAM increased to 2KB. That
13376-517: The Intellivision in 1990. INTV Corporation did publish 21 new Intellivision cartridges bringing the Intellivision library to a total of 124 cartridges plus one compilation cartridge. In 1989, INTV Corp and World Book Encyclopedia entered into an agreement to manufacture an educational video game system called Tutorvision. It is a modified Intellivision, the case molded in light beige with gold and blue trim. The Exec ROM expanded, system RAM increased to 1.75K, and graphics RAM increased to 2KB. That
13552-729: 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
13728-729: 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
13904-477: The Intellivision specifically on the promise of a "coming soon" personal-computer upgrade eventually caught the attention of the Federal Trade Commission (FTC), who started investigating Mattel Electronics for fraud and false advertising . Mattel explained to the FTC that the Keyboard Component was a failed product, avoiding fines. Mattel subsequently cancelled the product in August 1982, and offered to buy back all of
14080-429: The Intellivision specifically on the promise of a "coming soon" personal-computer upgrade eventually caught the attention of the Federal Trade Commission (FTC), who started investigating Mattel Electronics for fraud and false advertising . Mattel explained to the FTC that the Keyboard Component was a failed product, avoiding fines. Mattel subsequently cancelled the product in August 1982, and offered to buy back all of
14256-520: The Intellivision was discontinued. In 2009, IGN ranked the Intellivision No. 14 on their list of the greatest video game consoles of all time. The Intellivision was developed at Mattel in Hawthorne, California . By 1969, multiple research and development groups came together as the Preliminary Design department on the third floor of the head office. Mattel had a history with technology R&D as design engineer Jack Ryan , who joined
14432-484: The Magus board parallel interface. The keyboard component debacle was ranked as No. 11 on GameSpy ' s "25 dumbest moments in gaming". In mid-1981, Mattel's upper management was becoming concerned that the Keyboard Component group would never be able to produce a sellable product. As a result, Design and Development set up a competing engineering team whose stated mission was to produce an inexpensive add-on called
14608-432: The Magus board parallel interface. The keyboard component debacle was ranked as No. 11 on GameSpy ' s "25 dumbest moments in gaming". In mid-1981, Mattel's upper management was becoming concerned that the Keyboard Component group would never be able to produce a sellable product. As a result, Design and Development set up a competing engineering team whose stated mission was to produce an inexpensive add-on called
14784-436: The Preliminary Design department on the third floor of the head office. Mattel had a history with technology R&D as design engineer Jack Ryan , who joined the company in 1955 from Raytheon , led a group of engineers, chemists, sculptors. With a large budget they were expected to be forward thinking, dubbed the blue-sky group. In 1975, mechanical engineer Richard Chang, a director under Ryan, contacted MOS Technology for
14960-528: The REMOTE connection). Tape access on the ECS is supported by BASIC keywords for loading (CLOD), saving (CSAV) and verifying (CVRF). The Intellivision hand controllers are pressed to advance through the SET-GO-SAVE/LOAD/VERF sequence. While programs can be saved and accessed without file names, file names up to four characters long (e.g., CSAV PROG) are supported (quote marks are not used around
15136-598: The ability to find keypad buttons by the tactile feel of the original controller bubble keypad. One functional difference was the addition of a video input to the cartridge port, added specifically to support the System Changer, an accessory also released in 1983 by Mattel that played Atari 2600 cartridges through the Intellivision. The Intellivision hand controllers could be used to play Atari 2600 games . The System Changer also had two controller ports compatible with Atari joysticks. The original Intellivision required
15312-534: The ability to find keypad buttons by the tactile feel of the original controller bubble keypad. One functional difference was the addition of a video input to the cartridge port, added specifically to support the System Changer, an accessory also released in 1983 by Mattel that played Atari 2600 cartridges through the Intellivision. The Intellivision hand controllers could be used to play Atari 2600 games . The System Changer also had two controller ports compatible with Atari joysticks. The original Intellivision required
15488-482: The amount of the previous year. Mattel Electronics became a subsidiary and relocated to another building to accommodate their growth. In 1982, they sold 1.8 million Intellivisions. 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 . GTE Sylvania Intellivision consoles were produced along with Mattel's, differing only by
15664-482: The amount of the previous year. Mattel Electronics became a subsidiary and relocated to another building to accommodate their growth. In 1982, they sold 1.8 million Intellivisions. 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 . GTE Sylvania Intellivision consoles were produced along with Mattel's, differing only by
15840-878: The audio differences and avoided the problem in future games. As early as 1981, Dave Chandler's group began designing what would have been Mattel's next-generation console, codenamed Decade and now referred to as the Intellivision IV . It would have been based on the 32-bit MC68000 processor and a 16-bit custom designed advanced graphic interface chip. Specifications called for dual-display support, 240×192 bitmap resolution, 16 programmable 12-bit colors (4096 colors), antialiasing , 40×24 tiled graphics modes, four colors per tile (16 with shading), text layer and independent scrolling, 16 multicolored 16×16 sprites per scan-line, 32 level hardware sprite scaling. Line interrupts for reprogramming sprite and color registers would allow for many more sprites and colors on screen at
16016-812: The audio differences and avoided the problem in future games. As early as 1981, Dave Chandler's group began designing what would have been Mattel's next-generation console, codenamed Decade and now referred to as the Intellivision IV . It would have been based on the 32-bit MC68000 processor and a 16-bit custom designed advanced graphic interface chip. Specifications called for dual-display support, 240×192 bitmap resolution, 16 programmable 12-bit colors (4096 colors), antialiasing , 40×24 tiled graphics modes, four colors per tile (16 with shading), text layer and independent scrolling, 16 multicolored 16×16 sprites per scan-line, 32 level hardware sprite scaling. Line interrupts for reprogramming sprite and color registers would allow for many more sprites and colors on screen at
16192-404: The bare essential needed to save and load data (and was now an optional extra, rather than built-in), and there was no secondary CPU. Still, it fulfilled the original promises—turn the Intellivision into a computer, make it possible to write programs and store them to tape, and interface with a printer—well enough to allow Mattel to claim that they had delivered the promised computer upgrade and, it
16368-724: The brand name. The Sears Super Video Arcade, 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, 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, and in Brazil there were Digimed and Digiplay consoles manufactured by Sharp in 1983. Inside every Intellivision console
16544-550: The brand name. The Sears Super Video Arcade, 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, 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, and in Brazil there were Digimed and Digiplay consoles manufactured by Sharp in 1983. Inside every Intellivision console
16720-475: The company in 1955 from Raytheon , led a group of engineers, chemists, sculptors. With a large budget they were expected to be forward thinking, dubbed the blue-sky group. In 1975, mechanical engineer Richard Chang, a director under Ryan, contacted MOS Technology for a demonstration of their new 6502 microprocessor in a video game application. MOS arranged for their client Glenn Hightower of APh Technological Consulting and teacher at CalTech University to do
16896-501: The company's focus to shift away from hardware add-ons in favor of software, and the ECS received very little in terms of furthering the marketing push. Further hardware developments, including a planned Program Expander that would have added another 16K of RAM and a more intricate, fully featured Extended-BASIC to the system, were halted. In the end, six games were released for the ECS; a few more were completed but not released. The ECS Computer Module also offered four player game-play with
17072-501: The company's focus to shift away from hardware add-ons in favor of software, and the ECS received very little in terms of furthering the marketing push. Further hardware developments, including a planned Program Expander that would have added another 16K of RAM and a more intricate, fully featured Extended-BASIC to the system, were halted. In the end, six games were released for the ECS; a few more were completed but not released. The ECS Computer Module also offered four player game-play with
17248-570: The computer. In 1982, Mattel introduced the Intellivoice Voice Synthesis Module, a speech synthesizer for compatible cartridges. The Intellivoice was novel in two respects: human sounding male and female voices with distinct accents, and speech-supporting games designed with speech as an integral part of the gameplay. Like the Intellivision chipset, the Intellivoice chipset was developed by General Instrument . The SP0256-012 orator chip has 2KB ROM inside and
17424-478: The computer. In 1982, Mattel introduced the Intellivoice Voice Synthesis Module, a speech synthesizer for compatible cartridges. The Intellivoice was novel in two respects: human sounding male and female voices with distinct accents, and speech-supporting games designed with speech as an integral part of the gameplay. Like the Intellivision chipset, the Intellivoice chipset was developed by General Instrument . The SP0256-012 orator chip has 2KB ROM inside and
17600-496: The computer. Two tracks are read-only for the software, and two tracks are for user data. The tape drive is block addressed with high speed indexing. A high resolution 40×24 monochrome text display can overlay regular Intellivision graphics. There is a microphone port and two expansion ports for peripherals and RAM . The Microsoft BASIC programming cartridge uses one of these ports. Expanded memory cartridges support 1,000 pages of 8 KB each. A third pass-through cartridge port
17776-496: The computer. Two tracks are read-only for the software, and two tracks are for user data. The tape drive is block addressed with high speed indexing. A high resolution 40×24 monochrome text display can overlay regular Intellivision graphics. There is a microphone port and two expansion ports for peripherals and RAM . The Microsoft BASIC programming cartridge uses one of these ports. Expanded memory cartridges support 1,000 pages of 8 KB each. A third pass-through cartridge port
17952-507: The concepts of computer programming via a simplified color-coded BASIC interpreter and an inexpensive keyboard. Only a few people within Mattel knew the team's real mission: to either fix the Keyboard Component, or replace it. Chang's "Design & Development" group (who had to keep the project's real purpose a closely guarded secret among themselves, fearing that if Chandler found out about it he would use his influence at Mattel, Inc. to get
18128-408: The demand for video games increased in 1983. Valeski found investors and purchased the rights to Intellivision, the games, and inventory from Mattel. A new company, Intellivision Inc, was formed and by the end of 1984 Valeski bought out the other investors and changed the name to INTV Corporation. They continued to supply the large toy stores and sold games through direct mail order. At first they sold
18304-408: The demand for video games increased in 1983. Valeski found investors and purchased the rights to Intellivision, the games, and inventory from Mattel. A new company, Intellivision Inc, was formed and by the end of 1984 Valeski bought out the other investors and changed the name to INTV Corporation. They continued to supply the large toy stores and sold games through direct mail order. At first they sold
18480-411: The demonstration. Shortly after, Dave James, an industrial engineer under Chang, wrote a memo dated January 26, 1976, documenting two product concepts. First, a microprocessor programmed video system with "plug-in" ROM modules or cassettes, and a list of applications that include war games, gambling games, strategy and board games, video Etch-a-Sketch, driving simulator, pinball; and football with 10 player
18656-413: The domestic video game market, selling more than 3.75 million consoles and 20 million cartridges through 1983. At its peak Mattel Electronics had about 1800 employees in several countries, including 110 videogame developers. 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
18832-653: The existing Keyboard Components from customers. Mattel provided a full refund, but customers without a receipt received $ 550 for the Keyboard Component, $ 60 for the BASIC cartridge, and $ 30 for each cassette software. Any customer who opted to keep the products was required to sign a waiver with the understanding that no more software would be written for the system and absolving Mattel of any future responsibility for technical support. They were also compensated with $ 1,000 worth of Mattel Electronics products. Though approximately 4,000 Keyboard Components were manufactured, it
19008-601: The existing Keyboard Components from customers. Mattel provided a full refund, but customers without a receipt received $ 550 for the Keyboard Component, $ 60 for the BASIC cartridge, and $ 30 for each cassette software. Any customer who opted to keep the products was required to sign a waiver with the understanding that no more software would be written for the system and absolving Mattel of any future responsibility for technical support. They were also compensated with $ 1,000 worth of Mattel Electronics products. Though approximately 4,000 Keyboard Components were manufactured, it
19184-767: The existing inventory of games and Intellivision II systems. When the inventory of games sold out they produced more, but without the Mattel name or unnecessary licenses on the printed materials. To lower costs, the boxes, instructions, and overlays were produced at lower quality compared to Mattel. In France, the Mattel Electronics office found investors and became Nice Ideas in April 1984. They continued to work on Intellivision, Colecovision, and other computer games. They produced Intellivision World Cup Soccer and Championship Tennis , both released in 1985 by European publisher Dextel. In 1985, INTV Corporation introduced
19360-646: The existing inventory of games and Intellivision II systems. When the inventory of games sold out they produced more, but without the Mattel name or unnecessary licenses on the printed materials. To lower costs, the boxes, instructions, and overlays were produced at lower quality compared to Mattel. In France, the Mattel Electronics office found investors and became Nice Ideas in April 1984. They continued to work on Intellivision, Colecovision, and other computer games. They produced Intellivision World Cup Soccer and Championship Tennis , both released in 1985 by European publisher Dextel. In 1985, INTV Corporation introduced
19536-570: The file names), and the computer will search for the named program to load or verify. The printer interface, being the AUX jack, is the same as on the Mattel Aquarius : a mini-stereo socket with just 3 lines. The Aquarius printers could be used with the ECS, and came with their own cables. However, the ECS like the Aquarius used standard RS-232C serial signals (±12VDC), so it was possible to interface many RS-232C serial printers. The ECS/Aquarius used
19712-404: The following. According to the company's 1982 Form 10-K , Mattel had almost 20% of the domestic video-game market. Mattel Electronics provided 25% of revenue and 50% of operating income in fiscal 1982. Although the Atari 2600 had more third-party development, Creative Computing Video & Arcade Games reported after visiting the summer 1982 Consumer Electronics Show that "the momentum
19888-404: The following. According to the company's 1982 Form 10-K , Mattel had almost 20% of the domestic video-game market. Mattel Electronics provided 25% of revenue and 50% of operating income in fiscal 1982. Although the Atari 2600 had more third-party development, Creative Computing Video & Arcade Games reported after visiting the summer 1982 Consumer Electronics Show that "the momentum
20064-468: The history of the long-delayed, never-released Keyboard Component and the lower-than-expected sales of the Intellivoice module.) The Marketing and Applications departments were also not particularly enthusiastic about the ECS unit, since it really didn't add any revolutionary features to the system and it was a struggle to come up with game ideas that would justify requiring the user to have one. As
20240-598: The ill-fated Keyboard Component project. (Although it didn't go quietly. Not only did Mattel have to agree to buy back all of the existing Keyboard Components, but the manufacturer which had been contracted to make the Keyboards (Compro, Inc.) promptly sued Mattel for $ 10 million claiming breach of contract, fraud, and nonpayment for the last 1,300 units. At least a number were modified (and dubbed internally "Black Whales") to use as part of development systems for creation of Intellivision software.) A new advertising campaign
20416-567: The ill-fated keyboard component project. A new advertising campaign was aired in time for the 1982 Christmas season, and the ECS itself was shown to the public at the January 1983 Consumer Electronics Show (CES) in Las Vegas. However, it would not see release until late December as the Intellivision Computer Module . Prior to release, an internal shake-up at the top levels of Mattel Electronics' management had caused
20592-427: The ill-fated keyboard component project. A new advertising campaign was aired in time for the 1982 Christmas season, and the ECS itself was shown to the public at the January 1983 Consumer Electronics Show (CES) in Las Vegas. However, it would not see release until late December as the Intellivision Computer Module . Prior to release, an internal shake-up at the top levels of Mattel Electronics' management had caused
20768-410: The notion (especially parents, who liked the idea of a machine that could be turned into an educational tool, or at least something more useful and practical than just a game-playing system), and many bought Intellivisions on that basis alone. The planned Keyboard Component would have offered a 16kB of RAM (expandable to an unprecedented 8 megabytes), built-in cassette storage for programs and data (plus
20944-619: The optional addition of two extra hand controllers. Four player games were in development when Mattel Electronics closed in 1984. World Cup Soccer was later completed and released in 1985 by Dextel in Europe and then INTV Corporation in North America. The documentation does not mention it but when the ECS Computer Adapter is used, World Cup Soccer can be played with one to four players, or two players cooperatively against
21120-431: The optional addition of two extra hand controllers. Four player games were in development when Mattel Electronics closed in 1984. World Cup Soccer was later completed and released in 1985 by Dextel in Europe and then INTV Corporation in North America. The documentation does not mention it but when the ECS Computer Adapter is used, World Cup Soccer can be played with one to four players, or two players cooperatively against
21296-425: 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
21472-425: 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
21648-494: The pin sockets numbered left-to-right: 4, 3, 2, 1). The proper cable for connecting such a printer is as follows: To access the printer, the command sequence is: and to cancel the access: Intellivision The Intellivision (a portmanteau of intelligent television) is a home video game console released by Mattel Electronics in 1979. It distinguished itself from competitors with more realistic sports and strategic games. By 1981, Mattel Electronics had close to 20% of
21824-536: The price of home computers, particularly the Commodore 64 , came down drastically to compete with video game system sales. The market became flooded with hardware and software, and retailers were ill-equipped to cope. In spring 1983, hiring at Mattel Electronics came to a halt. At the June 1983 Consumer Electronics Show in Chicago, Mattel Electronics had the opportunity to show off all their new products. The response
22000-425: The price of home computers, particularly the Commodore 64 , came down drastically to compete with video game system sales. The market became flooded with hardware and software, and retailers were ill-equipped to cope. In spring 1983, hiring at Mattel Electronics came to a halt. At the June 1983 Consumer Electronics Show in Chicago, Mattel Electronics had the opportunity to show off all their new products. The response
22176-460: The project killed) eventually came up with an alternative to the Keyboard Component. Originally dubbed the LUCKI (from "Low User-Cost Keyboard Interface"), it lacked many of the sophisticated features envisioned for the original Keyboard Component: instead of a full 16kB of RAM, it only offered a mere 2kB (not all of which was actually available to the user); the cassette interface was stripped down to
22352-674: The project, turning them to GI . Mattel corporate management reacted by putting a halt to video game development for several months. On November 9, 1977, Mattel , GI , and Magnavox (their initial contract manufacturer) met to plan contracts and production. With the 1977 success of their Mattel Electronics branded handheld electronic games, Mattel Electronics became a division within the company, with separate marketing, finance, and engineering. In September, Krakauer made Rochlis its president. Chang, becoming director of its new Design and Development department, responsible for Intellivision software. Chandler, became director of Product Engineering led
22528-541: The purchase of a Master Component. In August 1983, the Intellivoice system was quietly phased out. A children's title called Magic Carousel and foreign-language versions of Space Spartans were completed but shelved. Additional games Woody Woodpecker and Space Shuttle went unfinished with the voice recordings unused. Four Intellivoice games were released: Space Spartans , B-17 Bomber , Bomb Squad , and Tron: Solar Sailer . A fifth game, Intellivision World Series Major League Baseball , developed as part of
22704-541: The purchase of a Master Component. In August 1983, the Intellivoice system was quietly phased out. A children's title called Magic Carousel and foreign-language versions of Space Spartans were completed but shelved. Additional games Woody Woodpecker and Space Shuttle went unfinished with the voice recordings unused. Four Intellivoice games were released: Space Spartans , B-17 Bomber , Bomb Squad , and Tron: Solar Sailer . A fifth game, Intellivision World Series Major League Baseball , developed as part of
22880-414: 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. In 1981, more than one million Intellivision consoles were sold, more than five times
23056-414: 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. In 1981, more than one million Intellivision consoles were sold, more than five times
23232-413: The redesigned Intellivision II. Using an external AC Adapter (16.2V AC ), consolidating some ICs , and taking advantage of relaxed FCC emission standards, the Intellivision II has a significantly smaller footprint than the original. The controllers, now detachable, have a different feel, with plastic rather than rubber side buttons and a flat membrane keypad. Users of the original Intellivision missed
23408-413: The redesigned Intellivision II. Using an external AC Adapter (16.2V AC ), consolidating some ICs , and taking advantage of relaxed FCC emission standards, the Intellivision II has a significantly smaller footprint than the original. The controllers, now detachable, have a different feel, with plastic rather than rubber side buttons and a flat membrane keypad. Users of the original Intellivision missed
23584-447: The remaining programming staff were laid off. The Taiwan and French offices continued a little while longer due to contract and legal obligations. On February 4, 1984, Mattel sold the Intellivision business for $ 20 million . In 1983, 750,000 Intellivision Master Components were sold, compared to 1.8 million in 1982. Former Mattel Electronics Senior Vice President of Marketing, Terrence Valeski, understood that although losses were huge,
23760-447: The remaining programming staff were laid off. The Taiwan and French offices continued a little while longer due to contract and legal obligations. On February 4, 1984, Mattel sold the Intellivision business for $ 20 million . In 1983, 750,000 Intellivision Master Components were sold, compared to 1.8 million in 1982. Former Mattel Electronics Senior Vice President of Marketing, Terrence Valeski, understood that although losses were huge,
23936-442: The same cartridge is on board when the program is run. In BASIC mode, the display on the ECS is 20 columns across (while the maximum program line length is 39 characters), and any text is shown in all capital letters. The normal text color is black against a green background. Color codes are used by the ECS to mark different elements of a program as each line is entered or (in immediate mode) executed. The color-coding scheme, which
24112-481: The same time. It was intended as a machine that could lead Mattel Electronics into the 1990s; however, on August 4, 1983, most hardware people at Mattel Electronics were laid off . Also in 1981, Mattel Electronics executives indicated to APh, interest in a successor system for 1983. Although planned for some time, APh redirected staff efforts on the Intellivision III hardware around summer 1982. Based on
24288-413: The same time. It was intended as a machine that could lead Mattel Electronics into the 1990s; however, on August 4, 1983, most hardware people at Mattel Electronics were laid off . Also in 1981, Mattel Electronics executives indicated to APh, interest in a successor system for 1983. Although planned for some time, APh redirected staff efforts on the Intellivision III hardware around summer 1982. Based on
24464-600: The software. Only two applications using the PicSe system were released on cassette tape : Conversational French and Jack Lalanne's Physical Conditioning . Cassettes in development include Super Football , Spelling Challenge , Chartcraft Stock Analysis , and Jeanne Dixon Astrology . Programs written in BASIC do not have access to Intellivision graphics and were sold at a lower price. Five BASIC applications were released on tape: Family Budgeting , Geography Challenge , and Crosswords I, II, and III . The Keyboard Component
24640-548: The software. Only two applications using the PicSe system were released on cassette tape : Conversational French and Jack Lalanne's Physical Conditioning . Cassettes in development include Super Football , Spelling Challenge , Chartcraft Stock Analysis , and Jeanne Dixon Astrology . Programs written in BASIC do not have access to Intellivision graphics and were sold at a lower price. Five BASIC applications were released on tape: Family Budgeting , Geography Challenge , and Crosswords I, II, and III . The Keyboard Component
24816-489: The south of France to provide European input to Intellivision games and develop games for the ColecoVision . At its peak Mattel Electronics employed 1800 people. Amid the flurry of new hardware and software development, there was trouble for the Intellivision. New game systems ( ColecoVision and Atari 5200 ) introduced in 1982 took advantage of falling RAM prices to offer graphics closer to arcade quality. In 1983,
24992-429: The south of France to provide European input to Intellivision games and develop games for the ColecoVision . At its peak Mattel Electronics employed 1800 people. Amid the flurry of new hardware and software development, there was trouble for the Intellivision. New game systems ( ColecoVision and Atari 5200 ) introduced in 1982 took advantage of falling RAM prices to offer graphics closer to arcade quality. In 1983,
25168-411: The top levels of Mattel Electronics' management had caused the company's focus to shift away from hardware add-ons in favor of software, and the ECS received very little further marketing push. Further hardware developments, including a planned Program Expander that would have added another 16kB of RAM and a more sophisticated, fully featured Extended-BASIC to the system, were halted, and in the end only
25344-412: Was able to quickly create the Intellivision launch game library using mostly summer students. 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
25520-412: Was able to quickly create the Intellivision launch game library using mostly summer students. 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
25696-508: Was also involved with the popular Intellivision games Tron Deadly Discs and Shark! Shark! . 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 . The Intellivision
25872-508: Was also involved with the popular Intellivision games Tron Deadly Discs and Shark! Shark! . 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 . The Intellivision
26048-415: Was also listed in the nationally distributed JCPenney Christmas 1979 catalog along with seven cartridges. By April 1980, markets expanded to Los Angeles, New York, and Chicago. It was in stores nationwide by mid-1980 with the pack-in game Las Vegas Poker & Blackjack and a library of ten cartridges. By September 1980, there was internal debate about the effectiveness of marketing the Intellivision as
26224-415: Was also listed in the nationally distributed JCPenney Christmas 1979 catalog along with seven cartridges. By April 1980, markets expanded to Los Angeles, New York, and Chicago. It was in stores nationwide by mid-1980 with the pack-in game Las Vegas Poker & Blackjack and a library of ten cartridges. By September 1980, there was internal debate about the effectiveness of marketing the Intellivision as
26400-557: Was an ambitious piece of engineering for its time, and it was repeatedly delayed as engineers tried to reduce manufacturing costs. In August 1979, a breadboard form of the Component was successfully entered into the Sears Market Research Program. In December 1979, Mattel had production design working units but decided on a significant internal design change to consolidate circuit boards. In September 1980, it
26576-417: Was an ambitious piece of engineering for its time, and it was repeatedly delayed as engineers tried to reduce manufacturing costs. In August 1979, a breadboard form of the Component was successfully entered into the Sears Market Research Program. In December 1979, Mattel had production design working units but decided on a significant internal design change to consolidate circuit boards. In September 1980, it
26752-425: 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,
26928-425: 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,
27104-599: Was designed to be less expensive to manufacture and service, with updated styling. It also had longer controller cords. The Intellivision II was initially released without a pack-in game but was later packaged with BurgerTime in the United States and Lock'N'Chase in Canada . In 1984, the Digiplay Intellivision II was introduced in Brazil . Brazil was the only country outside North America to have
27280-406: Was designed to be less expensive to manufacture and service, with updated styling. It also had longer controller cords. The Intellivision II was initially released without a pack-in game but was later packaged with BurgerTime in the United States and Lock'N'Chase in Canada . In 1984, the Digiplay Intellivision II was introduced in Brazil . Brazil was the only country outside North America to have
27456-405: 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
27632-405: 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
27808-510: 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 . 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
27984-510: 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 . 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
28160-466: Was hastily rushed onto the air in time for the 1982 Christmas season, promising once again that a home-computer upgrade was just around the corner, and the ECS itself was shown to the public at the January 1983 Consumer Electronic Show (CES) in Las Vegas. A few months later, the ECS hit the market, and the FTC agreed to drop the $ 10K/day fines. By the time the ECS made its retail debut, an internal shake-up at
28336-402: Was hoped, to get the FTC off Mattel's back. On the plus side, the ECS did include a built-in BASIC that was somewhat functional, if idiosyncratic and occasionally buggy, and a second AY-3-8910 sound chip which expanded the system's audio capabilities to six-voice synthesized sound and, when paired with the optional 49-key Music Synthesizer keyboard, could potentially turn the Intellivision into
28512-467: 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
28688-401: 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
28864-467: Was only available by mail order. The Keyboard Component's repeated delays became so notorious around Mattel headquarters that comedian Jay Leno , when performing at Mattel's 1981 Christmas party, got his biggest response of the evening with the line: "You know what the three big lies are, don't you? 'The check is in the mail', 'I'll still respect you in the morning', and 'The keyboard will be out in spring.'" Complaints from consumers who had chosen to buy
29040-467: Was only available by mail order. The Keyboard Component's repeated delays became so notorious around Mattel headquarters that comedian Jay Leno , when performing at Mattel's 1981 Christmas party, got his biggest response of the evening with the line: "You know what the three big lies are, don't you? 'The check is in the mail', 'I'll still respect you in the morning', and 'The keyboard will be out in spring.'" Complaints from consumers who had chosen to buy
29216-445: Was quoted saying, "Basically these things are fore-runners of the home computer. There's a logical transition involved. One way to get into the home-computer market is to sell games." In April 1977, David Chandler, with a doctoral degree in Electrical Engineering, a career in Aerospace, also having prototyped an early word processor as well as an arcade video game, joined Prelimanary Design under Chang. Chandler shared Chang's vision for
29392-711: Was shut down. World Cup Soccer was sold as a standard Intellivision cartridge but does support ECS 4-player with the Computer Adaptor and extra game controllers. The BASIC keywords built into the ECS, discussed at length in the manual, are a maximum of four characters long. Some ECS BASIC keywords are simply a truncation or abbreviation of the standard BASIC terms, e.g. "print" becomes PRIN, "input" becomes INPU, and "gosub" becomes GSUB. The ECS will display help menus covering its commands: type MENU 0 for monitor commands, MENU 1 for BASIC keywords, MENU 2 for BASIC functions, and MENU 3 for BASIC routines. Eight sprites at
29568-406: Was stopped when 660 jobs were cut on August 4. The price of the Intellivision II (which launched at $ 150 earlier that year) was lowered to $ 69 , and Mattel Electronics was to be a software company. However, by October 1983, Electronics' losses were over $ 280 million for the year and one third of the programming staff were laid off. Another third were gone by November, and, on January 20, 1984,
29744-406: Was stopped when 660 jobs were cut on August 4. The price of the Intellivision II (which launched at $ 150 earlier that year) was lowered to $ 69 , and Mattel Electronics was to be a software company. However, by October 1983, Electronics' losses were over $ 280 million for the year and one third of the programming staff were laid off. Another third were gone by November, and, on January 20, 1984,
29920-523: Was test marketed in Fresno, California, but without software, except for the BASIC programming cartridge. In late 1981, design changes were finally implemented and the Keyboard Component was released at $ 600 (equivalent to $ 2,010 in 2023) in Seattle and New Orleans only. Customers who complained in writing could buy a Keyboard Component directly from Mattel. The printer, a rebadged Alphacom Sprinter 40,
30096-415: Was test marketed in Fresno, California, but without software, except for the BASIC programming cartridge. In late 1981, design changes were finally implemented and the Keyboard Component was released at $ 600 (equivalent to $ 2,010 in 2023) in Seattle and New Orleans only. Customers who complained in writing could buy a Keyboard Component directly from Mattel. The printer, a rebadged Alphacom Sprinter 40,
30272-411: Was the 16K (8MB max) of RAM, the secondary CPU, and high resolution text; instead, the ECS offered a mere 2KB RAM expansion, a built-in BASIC that was marginally functional, plus a much-simplified cassette and printer interface. Ultimately, this fulfilled the original promise of turning the Intellivision into a computer, making it possible to write programs and store them to tape as well as interfacing with
30448-411: Was the 16K (8MB max) of RAM, the secondary CPU, and high resolution text; instead, the ECS offered a mere 2KB RAM expansion, a built-in BASIC that was marginally functional, plus a much-simplified cassette and printer interface. Ultimately, this fulfilled the original promise of turning the Intellivision into a computer, making it possible to write programs and store them to tape as well as interfacing with
30624-611: Was the only title ever released for the Music Synthesizer add-on unit. Mr. BASIC Meets Bits 'N Bytes plays without the ECS Computer Module with BASIC commands support disabled. Number Jumble plays without the Computer Module. Super NASL Soccer was eventually released as World Cup Soccer by Mattel Electronics' French division, which reformed under the name Nice Ideas when Mattel Electronics
30800-413: Was underwhelming. Several people in top management positions were replaced due to massive losses. On July 12, 1983, Mattel Electronics President Josh Denham was replaced with outsider Mack Morris. Morris brought in former Mattel Electronics president and marketing director Jeff Rochlis as a consultant and all projects were under review. The Intellivision III was cancelled and then all new hardware development
30976-413: Was underwhelming. Several people in top management positions were replaced due to massive losses. On July 12, 1983, Mattel Electronics President Josh Denham was replaced with outsider Mack Morris. Morris brought in former Mattel Electronics president and marketing director Jeff Rochlis as a consultant and all projects were under review. The Intellivision III was cancelled and then all new hardware development
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