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==History== The Intellivision was developed at [[Mattel]] in [[Hawthorne, California]].<ref name=timeline>{{cite web | url=http://www.intellivisionlives.com/history.php | archive-url=https://web.archive.org/web/20170623040513/http://www.intellivisionlives.com/history.php | url-status=usurped | archive-date=2017-06-23 |title=Intellivision Productions Timeline |publisher=Intellivision Productions |access-date=November 3, 2008}}</ref> By 1969, multiple research and development groups came together as the Preliminary Design department on the third floor of the head office. Mattel had a history with technology R&D as design engineer [[Jack Ryan (designer)|Jack Ryan]], who joined the company in 1955 from [[Raytheon]], led a group of engineers, chemists, sculptors. With a large budget they were expected to be forward thinking, dubbed the blue-sky group.<ref name="B&S2024_29">{{cite book |last1=Boellstorff |first1=Tom |title=Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie |last2=Soderman |first2=Braxton |date=2024 |publisher=MIT Press |isbn=9780262380553 |pages=29, 35}}</ref> ===Master Component=== In 1975, mechanical engineer Richard Chang, a director under Ryan, contacted [[MOS Technology]] for a demonstration of their new [[MOS Technology 6502|6502 microprocessor]] in a video game application. MOS arranged for their client Glenn Hightower of APh Technological Consulting and teacher at [[California Institute of Technology|CalTech University]] to do the demonstration. Shortly after, Dave James, an industrial engineer under Chang, wrote a memo dated January 26, 1976, documenting two product concepts. First, a microprocessor programmed video system with "plug-in" ROM modules or cassettes, and a list of applications that include war games, gambling games, strategy and board games, video Etch-a-Sketch, driving simulator, pinball; and football with 10 player a side, defense/offense patterns and floating field background. Second, [[Mattel Auto Race|calculator based games]]. With Mattel executives skeptical, Chang's group moved forward with handheld electronic games enlisting Hightower's help with a prototype.<ref name="B&S2024_37">{{cite book |last1=Boellstorff |first1=Tom |title=Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie |last2=Soderman |first2=Braxton |date=2024 |publisher=MIT Press |isbn=9780262380553 |pages=37–44}}</ref> Mattel hired Michael Katz as Marketing Manager for New Product Categories in 1975, Katz asked Chang to prototype a calculator sized electronic game for 1976. In Fall 1976, Mattel hired Ed Krakauer as Vice President of New Business Development, who hired Jeff Rochlis as Director of New Business Development.<ref name="B&S2024_37" /> In an October 1977 newspaper article, Rochlis was quoted saying, "Basically these things are fore-runners of the home computer. There's a logical transition involved. One way to get into the home-computer market is to sell games."<ref name="Zito">{{cite news |last1=Zito |first1=Tom |title=Playing a Calculated Game |newspaper=Washington Post |date=Oct 19, 1977}}</ref> In April 1977, David Chandler, with a doctoral degree in Electrical Engineering, a career in Aerospace, also having prototyped an early word processor as well as an arcade video game, joined Prelimanary Design under Chang. Chandler shared Chang's vision for a video game system with rich graphics and long-lasting gameplay to distinguish itself from its competitors and took over responsibility for its engineering. Prior to Chandler’s arrival, Chang's group had already met with [[National Semiconductor]] about their new, although expensive, chip set.<ref name="B&S2024_48">{{cite book |last1=Boellstorff |first1=Tom |title=Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie |last2=Soderman |first2=Braxton |date=2024 |publisher=MIT Press |isbn=9780262380553 |pages=48–53}}</ref> Chandler negotiated better pricing for a simpler design.<ref name=papaint_his>[http://papaintellivision.com/pdfs/CCF10232011_00016.pdf Intellivision History and Philosophy] {{webarchive |url=https://web.archive.org/web/20160407110016/http://papaintellivision.com/pdfs/CCF10232011_00016.pdf |date=April 7, 2016 }} papaintellivision.com</ref> At the [[Consumer Electronics Show]] in June 1977, Chandler saw two more chipsets. One from [[MOS Technology]] lacked moving objects. The other from [[General Instrument]], listed as the Gimini programmable set in the GI 1977 catalog.<ref>{{cite web|url=http://www.wass.net/othermanuals/|title=Other Vintage Electronic Manuals|website=www.wass.net|access-date=2017-02-19|archive-date=2017-08-02|archive-url=https://web.archive.org/web/20170802175405/http://www.wass.net/othermanuals/|url-status=live}}</ref> The GI chipset lacked programmable graphics and Mattel worked with GI to implement changes. GI published an updated chipset in its 1978 catalog.<ref name="gimini">{{cite web|url=http://www.pong-story.com/GIMINI1978.pdf |title=Archived copy |access-date=November 17, 2012 |url-status=dead |archive-url=https://web.archive.org/web/20120316160455/http://www.pong-story.com/GIMINI1978.pdf |archive-date=March 16, 2012 }} Gimini TV game circuits</ref> Mattel initially chose National Semiconductor, who advised Mattel to postpone the project, turning them to [[General Instrument|GI]]. Mattel corporate management reacted by putting a halt to video game development for several months. On November 9, 1977, [[Mattel]], [[General Instrument|GI]], and [[Magnavox]] (their initial contract manufacturer) met to plan contracts and production.<ref name="B&S2024_48" /> 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.<ref name="B&S2024_37" /> Chandler, became director of Product Engineering led a team engineering the hardware, including the hand controllers.<ref name=timeline/> In 1978, David Rolfe of APh developed the onboard executive control software named Exec, and with a group of [[California Institute of Technology|Caltech]] summer student employees programmed the first Intellivision games. [[Hal Finney (computer scientist)|Hal Finney]] of APh contributed sound and music processing routines to the Exec. Graphics were designed by a group of artists at Mattel led by Dave James.<ref name=dp_rolfe>[http://www.digitpress.com/library/interviews/interview_david_rolfe.html "DP Interview with David Rolfe"] {{Webarchive|url=https://web.archive.org/web/20170419141121/http://www.digitpress.com/library/interviews/interview_david_rolfe.html |date=2017-04-19 }} digitpress.com</ref> James also creating detailed game proposal documents.<ref name="B&S2024_76">{{cite book |last1=Boellstorff |first1=Tom |title=Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie |last2=Soderman |first2=Braxton |date=2024 |publisher=MIT Press |isbn=9780262380553 |page=76}}</ref> During June 1978 [[Consumer Electronics Show|CES]], Mattel privately showed a prototype to retailers, leading to a Christmas release. Delays at GI pushed that into 1979. Magnavox backed out as manufacturer, replaced with [[Sylvania Electric Products|Sylvania]]. Chandler considered replacing the GI chipset and working with [[Texas Instruments]] and their new [[TMS9918]] video processor. The TI chip had more moving objects but half the number on a horizontal line compared with the GI {{Tooltip|STIC|Standard Television Interface Chip}}, it also lacked hardware scrolling that the GI {{Tooltip|STIC|Standard Television Interface Chip}} provides. Further, the TI chip requires more [[RAM]] and software already developed would have to be reworked.<ref name="B&S2024_48" /> The Intellivision was introduced at the 1979 Las Vegas [[Consumer Electronics Show|CES]] in January as a modular [[home computer]] with the Master Component priced at {{US$|165}} and a soon-to-follow Keyboard Component also at {{US$|165|1979|long=no|round=-1}}.<ref name="doteat">{{cite web |title=Intellivision - New Kid on the Blocks |url=http://thedoteaters.com/?bitstory=console/intellivision |website=The Dot Eaters |access-date=25 October 2020 |archive-date=21 October 2020 |archive-url=https://web.archive.org/web/20201021191134/http://thedoteaters.com/?bitstory=console/intellivision |url-status=live }}</ref> At Chicago [[Consumer Electronics Show|CES]] in June, prices were revised to {{US$|long=no|250}} for each component. A shortage of key chips from manufacturer General Instrument resulted in a limited number of Intellivision Master Components produced that year. In Fall 1979, Sylvania marketed its own branded Intellivision at {{US$|long=no|280}} in its [[GTE]] stores at Philadelphia, Baltimore, and Washington, D.C.<ref name="atariarch">{{cite web |last1=Bunch |first1=Kevin |title=Mattel Intellivision game release dates |url=https://www.atariarchive.org/mattel-intellivision-game-release-dates/ |website=Atari Archive |access-date=24 October 2020}}</ref> On December 3, Mattel delivered consoles to the [[Gottschalks]] department store chain headquartered in [[Fresno, California]], with a suggested [[list price]] of {{US$|long=no|275}}.<ref name="papaint_his" /><ref name="Gamasutra">Barton, Matt and Loguidice, Bill (May 2008)[https://www.gamedeveloper.com/game-platforms/a-history-of-gaming-platforms-mattel-intellivision A History of Gaming Platforms: Mattel Intellivision], Gamasutra</ref> The Intellivision was also listed in the nationally distributed [[JCPenney]] Christmas 1979 catalog along with seven cartridges.<ref name="jcp1979">{{cite book |title=JCPenney Christmas 1979 |date=1979 |publisher=JCPenney |page=463 |url=https://spritecell.com/bp3-1979/ |access-date=2020-10-25 |archive-date=2020-10-27 |archive-url=https://web.archive.org/web/20201027035416/https://spritecell.com/bp3-1979/ |url-status=live }}</ref> By April 1980, markets expanded to Los Angeles, New York, and Chicago.<ref name="atariarch" /> It was in stores nationwide by mid-1980 with the pack-in game ''Las Vegas Poker & Blackjack'' and a library of ten cartridges. By September 1980, there was internal debate about the effectiveness of marketing the Intellivision as a home computer and the direction of Mattel Electronics questioned. Krakauer and Rochlis resigned, and Josh Denham became the new president of Mattel Electronics. The Keyboard Component was no longer promoted in advertising.<ref name="B&S2024_101">{{cite book |last1=Boellstorff |first1=Tom |title=Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie |last2=Soderman |first2=Braxton |date=2024 |publisher=MIT Press |isbn=9780262380553 |pages=101–102}}</ref> A series of advertisements starring [[George Plimpton]] used side-by-side game comparisons to demonstrate the superior graphics and sound of Intellivision over the [[Atari 2600]].<ref name="Gamasutra"/> One slogan called Intellivision "the closest thing to the real thing". One such example compared [[golf]] games; where the 2600's games had a blip sound and cruder graphics, the Intellivision featured a realistic swing sound and striking of the ball and a more 3D look. In 1980, Mattel sold out its 190,000 stock of Intellivision Master Components, along with one million cartridges.<ref name="TCW">{{cite book |last1=Smith |first1=Alexander |title=They Create Worlds The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982 |date=November 19, 2019 |publisher=CRC Press |location=Chapter 31 Intelligent Television |isbn=9781138389908}}</ref> In 1981, more than one million Intellivision consoles were sold, more than five times the amount of the previous year.<ref name="csmonitor">{{cite news |url=https://www.csmonitor.com/1982/0524/052434.html |title=Computerized games hit profits jackpot for Mattel company |last=Sklarewitz |first=Norman |date=1982-05-24 |work=Christian Science Monitor |access-date=2019-03-16 |issn=0882-7729 |archive-date=2018-08-02 |archive-url=https://web.archive.org/web/20180802101655/https://www.csmonitor.com//1982/0524/052434.html |url-status=live }}</ref> Mattel Electronics became a subsidiary and relocated to another building to accommodate their growth.<ref name=timeline/> In 1982, they sold 1.8 million Intellivisions.<ref name="vgu_83oct" /> [[File:Sears-Tele-Games-Super-Video-Arcade-Intellivision-Console-FL.jpg|thumb|alt=Gray rectangular console with two controllers. Controllers have number pads and circular dials|Super Video Arcade]] 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|GTE Sylvania]].<ref name=papaint_his/> ''GTE Sylvania'' Intellivision consoles were produced along with Mattel's, differing only by the brand name. The [[Sears]] Super Video Arcade,<ref name="Gamasutra"/> 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,<ref>{{cite news | url=https://archive.org/stream/Video_Games_Volume_1_Number_06_1983-03_Pumpkin_Press_US#page/n17/mode/2up | title=Playing Hardware to Get | work=Video Games | date=March 1983 | access-date=May 26, 2014 | pages=19–20}}</ref><ref name="radioshack">{{cite web |title=Radio Shack Christmas Sale & Gift Catalog (1982) |url=http://www.radioshackcatalogs.com/html/catalogs_extra/sale_1982_358/h025.html |website=Radio Shack Catalogs |access-date=2018-11-06 |archive-date=2013-11-07 |archive-url=https://web.archive.org/web/20131107204717/http://www.radioshackcatalogs.com/html/catalogs_extra/sale_1982_358/h025.html |url-status=dead }}</ref> 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,<ref>{{cite magazine|last=Marley|first=Scott |date=December 2016 |title=SG-1000 |magazine=[[Retro Gamer]] |issue=163|pages=56–61|publisher=[[Future Publishing]]}}</ref> and in [[Brazil]] there were Digimed and Digiplay consoles manufactured by Sharp in 1983. ===Software=== Inside every Intellivision console is 4K of [[Read-only memory|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.<ref name=lives_companies>{{usurped|1=[https://web.archive.org/web/20170614/http://www.intellivisionlives.com/bluesky/people/companies.html Where Are They Now?]}} intellivisionlives.com</ref> 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 cartridge|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,<ref name="Gamasutra"/> 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, Inc.|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 game]]s. Reading the instructions is often a prerequisite. Every cartridge produced by Mattel Electronics includes two plastic controller overlays to help navigate the 12-button keypad, although not every game uses it. Game series, or networks, are ''Major League Sports'', ''Action'', ''Strategy'', ''Gaming'', ''Children's Learning'', and later ''Space Action'' and ''Arcade''. The network concept was dropped in 1983, as was the convenient gatefold-style box for storing the cartridge, instructions, and overlays. Starting in 1981, programmers looking for credit and royalties on sales began leaving both APh and Mattel Electronics to create Intellivision cartridges for third-party publishers. They helped form [[Imagic]] in 1981, and in 1982 others joined [[Activision]] and Atari. Cheshire Engineering was formed by a few senior APh programmers including David Rolfe, author of the Exec, and Tom Loughry, creator of one of the most popular Intellivision games, ''[[Advanced Dungeons & Dragons: Cloudy Mountain|Advanced Dungeons and Dragons]]''.<ref name="loughry">{{cite web |last1=Goninon |first1=Mark |title=Where are they now? – Tom Loughry |url=https://www.choicestgames.com/2014/11/where-are-they-now-tom-loughry.html |website=Choicest Games |access-date=26 Nov 2014 |archive-date=20 August 2016 |archive-url=https://web.archive.org/web/20160820010734/http://www.choicestgames.com/2014/11/where-are-they-now-tom-loughry.html |url-status=live }}</ref> Cheshire created Intellivision games for Activision. Third-party developers Activision, Imagic, and Coleco started producing Intellivision cartridges in 1982, and Atari, [[Parker Brothers]], [[Sega]], and Interphase followed in 1983. The third-party developers, not having legal access to Exec knowledge, often bypassed the Exec framework to create smooth 30 Hz and 60 Hz Intellivision games such as ''The Dreadnaught Factor''. Cheaper [[Read-only memory|ROM]] prices also allowed for progressively larger games as 8K, 12K, and 16K cartridges became common. The first Mattel Electronics Intellivision game to run at 60 Hz was ''Masters of the Universe'' in 1983.<ref>https://www.linkedin.com/in/rick-koenig-71a50412/ {{Dead link|date=January 2022}}</ref> Marketing dubbed the term "Super Graphics" on the game's packaging and marketing. Mattel Electronics had a competitive advantage in its team of experienced and talented programmers. As competitors often depended on licensing well known [[trademark]]s to sell video games, Mattel focused on original ideas. Don Daglow was a key early programmer at Mattel and became director of Intellivision game development. Daglow created [[Utopia (1981 video game)|''Utopia'']], a precursor to the [[Construction and management simulation|sim genre]] and, with Eddie Dombrower, the ground-breaking sports simulation [[Intellivision World Series Baseball|''World Series Major League Baseball'']]. Daglow was also involved with the popular Intellivision games ''Tron Deadly Discs'' and ''Shark! Shark!''.<ref name="gama_dd_art">{{cite web |last1=Wallis |first1=Alistair |title=Playing Catch Up: Stormfront Studios' Don Daglow |url=https://www.gamasutra.com/view/news/102180/Column_Playing_Catch_Up_Stormfront_Studios_Don_Daglow.php |website=Gamasutra |date=19 October 2006 |access-date=19 Oct 2006 |archive-date=12 May 2012 |archive-url=https://web.archive.org/web/20120512140400/http://www.gamasutra.com/view/news/102180/Column_Playing_Catch_Up_Stormfront_Studios_Don_Daglow.php |url-status=dead }}</ref><ref name="gama_dd_int">{{cite web |last1=Sheffield |first1=Brandon |last2=Frank |first2=Frank |title=From Intellivision To Today: Talking To Don Daglow |url=https://www.gamedeveloper.com/game-platforms/from-intellivision-to-today-talking-to-don-daglow |website=Gamasutra |date=30 January 2009 |access-date=30 Jan 2009 |archive-date=10 May 2012 |archive-url=https://web.archive.org/web/20120510222921/http://www.gamasutra.com/view/news/112971/From_Intellivision_To_Today_Talking_To_Don_Daglow.php |url-status=live }}</ref> After Mattel Electronics closed in 1984, its programmers continued to make significant contributions to the videogame industry. Don Daglow and Eddie Dombrower went on to [[Electronic Arts]] to create ''[[Earl Weaver Baseball]]'', and Don Daglow founded [[Stormfront Studios]]. Bill Fisher, Steve Roney, and Mike Breen founded [[Quicksilver Software]], and David Warhol founded [[Realtime Associates]].<ref name=lives_companies/> ===Keyboard Component=== [[File:Intellivision - trojandan 14871699 - white background.jpg|thumb|The Keyboard Component was [[code-named]] the Blue Whale, also known as the Intelliputer.<ref name=KC/>]] 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.<ref name=papaint_his/> The Keyboard Component adds an 8-bit [[MOS Technology 6502|6502]] processor, making the Intellivision a dual-processor computer. It has 16K 10-bit shared RAM that can load and execute both Intellivision [[General Instrument CP1600|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 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 [[random-access memory|RAM]].<ref>{{cite web|url=http://wiki.intellivision.us/index.php?title=Keyboard_Component|title=Keyboard Component – Intellivision Wiki|website=wiki.intellivision.us|access-date=2017-03-22|archive-date=2017-03-23|archive-url=https://web.archive.org/web/20170323053537/http://wiki.intellivision.us/index.php?title=Keyboard_Component|url-status=live}}</ref> The [[Microsoft BASIC]] programming cartridge uses one of these ports. Expanded memory cartridges support 1,000 pages of {{val|8|u=[[kilobyte|KB]]}} each. A third pass-through cartridge port 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.<ref>{{cite web|url=http://www.gooddealgames.com/interviews/int_rolfe.html|title=Good Deal Games – Classic Videogame Games INTERVIEW – David Rolfe|website=www.gooddealgames.com|access-date=2017-03-22|archive-date=2011-09-27|archive-url=https://web.archive.org/web/20110927211244/http://www.gooddealgames.com/interviews/int_rolfe.html|url-status=live}}</ref> Productivity software for home finances, personal improvement, and [[educational software|self education]] were planned. Subject experts were consulted and their voices recorded and used in 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''.<ref name="APh_credits">{{cite web |title=APh easter egg credits |date=26 August 2022 |url=https://forums.atariage.com/topic/340017-bi-tape-20-for-the-keyboard-component}}</ref> Programs written in BASIC do not have access to Intellivision graphics and were sold at a lower price. Five [[Microsoft BASIC|BASIC]] applications were released on tape: ''Family Budgeting'', ''Geography Challenge'', and ''Crosswords I, II, and III''. The Keyboard Component 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 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 {{US$|600|1981|long=no|round=-1}}<ref name=timeline/> in Seattle and New Orleans only.<ref name=papaint_his/> Customers who complained in writing could buy a Keyboard Component directly from Mattel. The printer, a rebadged Alphacom Sprinter 40,<ref>{{cite web|url=http://papaintellivision.com/hwKeyboard.php|title=Keyboard Component Hardware – Papa Intellivision|website=papaintellivision.com|access-date=2017-03-25|archive-date=2017-01-24|archive-url=https://web.archive.org/web/20170124095912/http://papaintellivision.com/hwKeyboard.php|url-status=live}}</ref> 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.'"<ref name=KC>{{cite web | url = http://www.intellivisionlives.com/bluesky/hardware/keyboard_tech.html | archive-url = https://web.archive.org/web/20170629111841/http://www.intellivisionlives.com/bluesky/hardware/keyboard_tech.html | url-status = usurped | archive-date = 2017-06-29 | publisher = Intellivision Lives | title = Keyboard Component}}</ref> Complaints from consumers who had chosen to buy 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 [[Federal Trade Commission|FTC]] that the Keyboard Component was a failed product, avoiding fines.<ref name="B&S2024_105">{{cite book |last1=Boellstorff |first1=Tom |title=Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie |last2=Soderman |first2=Braxton |date=2024 |publisher=MIT Press |isbn=9780262380553 |page=105}}</ref> Mattel subsequently cancelled the product in August 1982, and offered to buy back all of the existing Keyboard Components from customers. Mattel provided a full refund, but customers without a receipt received {{US$|long=no|550}} for the Keyboard Component, {{US$|long=no|60}} for the BASIC cartridge, and {{US$|long=no|30}} for each cassette software.<ref name=dereinte>{{cite web|url=http://spatula-city.org/~im14u2c/intv/jzintv-1.0-beta3/doc/De_Re_Intellivision/dri_1.txt|title=De Re Intellivision|access-date=2017-04-05|archive-date=2017-04-06|archive-url=https://web.archive.org/web/20170406020559/http://spatula-city.org/~im14u2c/intv/jzintv-1.0-beta3/doc/De_Re_Intellivision/dri_1.txt|url-status=live}}</ref> Any customer who opted to keep the products was required to sign a waiver with the understanding that no more software would be written for the system and absolving Mattel of any future responsibility for technical support.<ref name="lives_hw">{{cite web |last1=Robinson |first1=Keith |title=Consoles & Peripherals |url=http://www.intellivisionlives.com/bluesky/hardware |website=Intellivision Lives |publisher=Intellivision Productions |access-date=2005-10-03 |archive-date=2017-07-24 |archive-url=https://web.archive.org/web/20170724132757/http://www.intellivisionlives.com/bluesky/hardware |url-status=usurped }}</ref> They were also compensated with {{US$|long=no|1000}} worth of Mattel Electronics products.<ref name=dereinte /> Though approximately 4,000 Keyboard Components were manufactured, it 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 the Magus board parallel interface.<ref name=KC/> The keyboard component debacle was ranked as No. 11 on ''[[GameSpy]]''{{'}}s "25 dumbest moments in gaming".<ref>{{cite web | url = http://archive.gamespy.com/articles/june03/dumbestmoments/index14.shtml | archive-url = https://web.archive.org/web/20081231052715/http://archive.gamespy.com/articles/june03/dumbestmoments/index14.shtml | archive-date = December 31, 2008 | publisher = GameSpy | title = Dumbest Moments}}</ref> ===Entertainment Computer System (ECS)=== {{Main|Entertainment Computer System}} [[File:Intellivision ECS module.jpg|thumb|Entertainment Computer System with Keyboard and Power Supply]] 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 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, 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 a printer. It even offered, via an additional sound chip ([[General Instrument AY-3-8910|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 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''.<ref name="B&S2024_264">{{cite book |last1=Boellstorff |first1=Tom |title=Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie |last2=Soderman |first2=Braxton |date=2024 |publisher=MIT Press |isbn=9780262380553 |page=264}}</ref> Prior to release, an internal shake-up at 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 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 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 the computer. ===Intellivoice=== {{Main|Intellivoice}} [[File:Intellivoice.jpg|thumb|right|alt=Brown rectangular box with a volume knob|The [[Intellivoice]] add-on]] In 1982, Mattel introduced the Intellivoice Voice Synthesis Module, a [[speech synthesis|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 [[General Instrument SP0256|SP0256-012]] orator [[Integrated circuit|chip]] has 2KB [[Read-only memory|ROM]] inside and 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 [[Input/output|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.<ref>{{cite web|url=http://www.intellivisionlives.com/bluesky/hardware/voice_tech.html#systag|archive-url=https://web.archive.org/web/20170516015209/http://www.intellivisionlives.com/bluesky/hardware/voice_tech.html#systag|url-status=usurped|archive-date=2017-05-16|title=Intellivision Classic Video Game System / Intellivoice Module|website=www.intellivisionlives.com}}</ref> Mattel Electronics built 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 the purchase of a Master Component.<ref name="lives_hw" /> 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 (video game)|B-17 Bomber]]'', ''[[Bomb Squad (game)|Bomb Squad]]'', and ''[[Tron: Solar Sailer]]''. A fifth game, ''[[Intellivision World Series Baseball|Intellivision World Series Major League Baseball]]'', developed as part of 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). ===Intellivision II=== [[File:Intellivision-II-Console-Set.jpg|thumb|alt=rectangular gaming console with numerical gamepads connected with short, black spirals|The Intellivision II redesign was much smaller and cheaper to manufacture than the original.]] In the spring of 1983, Mattel introduced the ''Intellivision II'', a cheaper, more compact redesign of the original, that was designed to be less expensive to manufacture and service, with updated styling. It also had longer controller cords.<ref name=EGM91>{{cite magazine |title=Intellivision|magazine=[[Electronic Gaming Monthly]]|issue=91|publisher=[[Ziff Davis]] |date=February 1997|page=100}}</ref> The Intellivision II was initially released without a pack-in game but was later packaged with BurgerTime in the [[United States]] and Lock'N'Chase in [[Canada]]. In 1984, the Digiplay Intellivision II was introduced in [[Brazil]].<ref name=brasil_historia/> Brazil was the only country outside North America to have the redesigned Intellivision II. Using an external AC Adapter (16.2V [[Alternating current|AC]]), consolidating some [[Integrated circuit|ICs]], and taking advantage of relaxed [[Federal Communications Commission|FCC]] [[Electromagnetic radiation|emission]] standards, the Intellivision II has a significantly smaller footprint than the original. The controllers, now detachable, have a different feel, with plastic rather than rubber side buttons and a flat membrane keypad. Users of the original Intellivision missed the ability to find keypad buttons by the tactile feel of the original controller bubble keypad. One functional difference was the addition of a video input to the cartridge port, added specifically to support the System Changer, an accessory also released in 1983 by Mattel that played [[Atari 2600]] cartridges through the Intellivision. The Intellivision hand controllers could be used to play [[List of Atari 2600 games|Atari 2600 games]]. The System Changer also had two controller ports compatible with Atari joysticks. The original Intellivision required a hardware modification, a service provided by Mattel, to work with the ''System Changer''. Otherwise the Intellivision II was promoted to be compatible with the original. It was discovered that a few Coleco Intellivision games did not work on the Intellivision II. Mattel secretly changed the Exec internal [[Read-only memory|ROM]] program in an attempt to lock out third-party games.<ref>{{cite web|url=http://www.intellivisionlives.com/bluesky/hardware/intelli2_tech.html|archive-url=https://web.archive.org/web/20170609204610/http://www.intellivisionlives.com/bluesky/hardware/intelli2_tech.html|url-status=usurped|archive-date=2017-06-09|title=Intellivision Classic Video Game System / Intellivision II Console|access-date=January 1, 2017}}</ref> A few of [[Coleco]]'s early games were affected but the 3rd party developers quickly figured out how to get around it. Mattel's own ''Electric Company Word Fun'', however, will not run on the Intellivision II due to this change. In an unrelated issue but also due to Exec changes, Super Pro Football experiences a minor glitch where the quarterback does not appear until after the ball is hiked. There were also some minor changes to the sound chip ([[AY-3-8910|AY-3-8914A/AY-3-8916]]) affecting sound effects in some games.<ref>{{cite web|url=http://wiki.intellivision.us/index.php?title=PSG|title=PSG – Intellivision Wiki|website=wiki.intellivision.us}}</ref><ref>{{cite web|url=http://atariage.com/forums/topic/228141-lto-flash-intellivision-flash-cartridge-information/page-53#entry3596200|title=LTO Flash! – Intellivision Flash Cartridge Information – Page 53 – Intellivision / Aquarius|access-date=2017-03-22|archive-date=2017-03-23|archive-url=https://web.archive.org/web/20170323054030/http://atariage.com/forums/topic/228141-lto-flash-intellivision-flash-cartridge-information/page-53#entry3596200|url-status=live}}</ref> Programmers at Mattel discovered the audio differences and avoided the problem in future games.<ref>{{cite web|url=http://intellivisionaries.com/episode-28-space-spartans/|title=Episode 28: Space Spartans|access-date=2017-03-25|archive-date=2017-03-26|archive-url=https://web.archive.org/web/20170326225806/http://intellivisionaries.com/episode-28-space-spartans/|url-status=live}}</ref> ===Decade=== As early as 1981, Dave Chandler's group began designing what would have been Mattel's next-generation console, codenamed ''Decade'' and now referred to as the ''Intellivision IV''.<ref>{{cite web|url=http://www.intellivisionlives.com/bluesky/hardware/intelli4_tech.html|archive-url=https://web.archive.org/web/20181116102535/http://www.intellivisionlives.com/bluesky/hardware/intelli4_tech.html|url-status=usurped|archive-date=November 16, 2018|title=Intellivision Classic Video Game System / Intellivision IV Console|website=www.intellivisionlives.com}}</ref> It would have been based on the [[32-bit]] [[Motorola 68000|MC68000]] processor and a 16-bit custom designed advanced graphic interface chip. Specifications called for dual-display support, 240×192 [[bitmap]] resolution, 16 programmable 12-bit colors (4096 colors), [[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 [[interrupt]]s for reprogramming sprite and color [[hardware register|registers]] would allow for many more sprites and colors on screen at the same time.<ref>{{cite web|url=http://papaintellivision.com/docIntv4.php|title=Intellivision IV Documents – Papa Intellivision|website=papaintellivision.com|access-date=2017-07-10|archive-date=2017-09-07|archive-url=https://web.archive.org/web/20170907021615/http://papaintellivision.com/docIntv4.php|url-status=live}}</ref> It was intended as a machine that could lead Mattel Electronics into the 1990s; however, on August 4, 1983, most hardware people at Mattel Electronics were [[laid off]]. ===Intellivision III=== 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.<ref name="B&S2024_309">{{cite book |last1=Boellstorff |first1=Tom |title=Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie |last2=Soderman |first2=Braxton |date=2024 |publisher=MIT Press |isbn=9780262380553 |pages=309, 312}}</ref> Based on 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,<ref name="mitchell19830906">{{cite news | url=https://news.google.com/newspapers?id=gn0hAAAAIBAJ&sjid=tYoFAAAAIBAJ&pg=5584%2C3561802 | title=A summer-CES report | work=Boston Phoenix | date=September 6, 1983 | access-date=January 10, 2015 | author=Mitchell, Peter W. | page=4 | archive-date=November 17, 2015 | archive-url=https://web.archive.org/web/20151117044825/https://news.google.com/newspapers?id=gn0hAAAAIBAJ&sjid=tYoFAAAAIBAJ&pg=5584%2C3561802 | url-status=live }}</ref> 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.<ref name="B&S2024_309" /> A Mattel document titled Target Specification Intellivision III has the following.<ref>{{cite web|title=Target Specification Intellivision III|url=http://papaintellivision.com/docIntv3.php|website=Papa Intellivision|access-date=2017-07-06|archive-date=2017-09-11|archive-url=https://web.archive.org/web/20170911024408/http://papaintellivision.com/docIntv3.php|url-status=live}}</ref> *CPU: CP1610-2 at 3.56 MHz (2x original CPU speed) ** separate [[16-bit]] [[data bus]] and [[address bus]] ** [[multiplexed]] data/address mode for [[backward compatibility]] with existing cartridges *Graphics: STIC 1B ** tiled graphics, 20 cards by 24 rows *** 2-color 16×8 pixel cards{{clarify|date=August 2022}} for a resolution of 320×192 *** 4-color 8×8 pixel cards for a resolution of 160×192 ** 40 x 24 [[alphanumeric]]s ** 16 programmable colors *** color palette selectable per card *** 12-bit [[RGB]] definition for 4096 possible colors ** 8 sprites per [[scanline]] *** reusable on different scanlines *** 16 pixels wide in 1 color, 8 pixels wide in 3 colors *** up-to 255 lines high *** overlap detect of individual colors ** fine pixel horizontal and vertical scrolling (backward compatible) ** single data bus allows graphics ROM/RAM storage on cartridges ** STIC 1 backwards-compatible mode * RAM: 4K [[computer word|words]], 16-bit, [[Dynamic random-access memory|DRAM]] (upgradable to 65K words) * five channel sound with improved frequency range (backward-compatible) * integrated Intellivoice ===Competition and market crash=== {{See also|North American video game crash of 1983}} 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.<ref name=csmonitor/> 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 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.<ref name="goodman1983spring">{{Cite magazine |last=Goodman |first=Danny |author-link=Danny Goodman |date=Spring 1983 |title=Home Video Games: Video Games Update |url=http://www.atarimagazines.com/cva/v1n1/vgupdate.php |magazine=Creative Computing Video & Arcade Games |page=32 |access-date=2017-11-06 |archive-date=2017-11-07 |archive-url=https://web.archive.org/web/20171107020633/http://www.atarimagazines.com/cva/v1n1/vgupdate.php |url-status=live }}</ref> The company's advertisement budget increased to over {{US$|long=no|20 million}} for the year. In its October 1982 stockholders' report [[Mattel]] announced that ''Electronics'' had, so far that year, posted a nearly {{US$|long=no|100 million}} profit on nearly {{US$|long=no|500 million}} sales; a threefold increase over October 1981.<ref name=Lives>{{usurped|1=[https://web.archive.org/web/20170614/http://www.intellivisionlives.com/retrotopia/lives.shtml "Intellivision Lives! PC/Mac CD"]}} Intellivision Productions</ref><ref name = nyt84 /> 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.<ref>{{cite web|url=http://www.intellivisionlives.com/bluesky/games/credits/computers.shtml#comments|archive-url=https://web.archive.org/web/20170323054420/http://www.intellivisionlives.com/bluesky/games/credits/computers.shtml#comments|url-status=usurped|archive-date=2017-03-23|title=Intellivision Classic Video Game System / M Network Computer Games|website=www.intellivisionlives.com}}</ref> 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 the south of France to provide European input to Intellivision games and develop games for the [[ColecoVision]].<ref name=lives_companies /><ref name="gamotek.fr">{{cite web|url=http://www.gamotek.fr/collectionneurs/patrick-aubry/|title=Patrick Aubry, Nice Ideas – GAMOTEK|access-date=2017-03-22|archive-date=2017-03-23|archive-url=https://web.archive.org/web/20170323054735/http://www.gamotek.fr/collectionneurs/patrick-aubry/|url-status=live}}</ref> At its peak Mattel Electronics employed 1800 people.<ref name = nyt84/> 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, 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 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 was stopped when 660 jobs were cut on August 4.<ref name = nyt84/> The price of the Intellivision II (which launched at {{US$|long=no|150}} earlier that year) was lowered to {{US$|long=no|69}}, and Mattel Electronics was to be a software company.<ref name=timeline/> However, by October 1983, Electronics' losses were over {{US$|long=no|280 million}} for the year and one third of the programming staff were laid off.<ref name=Lives/><ref name = nyt84 /> Another third were gone by November, and, on January 20, 1984, the remaining programming staff were laid off.<ref>{{cite web|url=http://www.digitpress.com/library/interviews/interview_daniel_bass.html|title=DP Interviews...|website=www.digitpress.com|access-date=2017-04-01|archive-date=2017-03-26|archive-url=https://web.archive.org/web/20170326155913/http://www.digitpress.com/library/interviews/interview_daniel_bass.html|url-status=live}}</ref> The Taiwan and French offices continued a little while longer due to contract and legal obligations. On February 4, 1984, Mattel sold the Intellivision business for {{US$|long=no|20 million}}. In 1983, 750,000 Intellivision Master Components were sold, compared to 1.8 million in 1982.<ref name = nyt84>{{cite news|url=https://www.nytimes.com/1984/02/04/business/mattel-is-counting-on-its-toys.html|title=MATTEL IS COUNTING ON ITS TOYS|first=Thomas C.|last=Hayes|newspaper=The New York Times|date=4 February 1984|access-date=1 September 2017|archive-date=30 January 2018|archive-url=https://web.archive.org/web/20180130161501/http://www.nytimes.com/1984/02/04/business/mattel-is-counting-on-its-toys.html|url-status=live}}</ref><ref name="vgu_83oct">{{cite journal |last1=Simon |first1=Richard |title=Console Sales, 1982 |journal=[[Computer Entertainer|The Video Game Update, Computer Entertainer]] |date=October 1983 |volume=2 |issue=7 |page=99}}</ref> ==={{anchor|INTV Corporation (1984-1990)|INTV}}INTV Corporation (1984–1990)=== [[File:INTV-System-III-Console.jpg|thumb|alt=black and silver gaming console, with 2 gamepads that have a numbers and circular dials|INTV Corp produced their own Intellivision, the INTV System III, after buying the rights from Mattel following the market crash.]] Former Mattel Electronics Senior Vice President of Marketing, Terrence Valeski, understood that although losses were huge, the demand for video games increased in 1983.<ref name = INTV>{{usurped|1=[https://web.archive.org/web/20170614/http://www.intellivisionlives.com/bluesky/games/credits/intv.shtml#comments INTV Corp Releases]}} intellivisionlives.com</ref> Valeski found investors and purchased the rights to Intellivision, the games, and inventory from Mattel.<ref name = nyt84 /> 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 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.<ref name="gamotek.fr"/> In 1985, INTV Corporation introduced 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 a relationship that Mattel had with [[Data East]] and produced all new cartridges such as [[Commando (video game)|''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 (video game)|Monster Truck Rally]]'' for [[Nintendo Entertainment System]] (NES) in 1991, also released as ''Stadium Mud Buggies'' for Intellivision in 1989.<ref name = INTV/> Licensing agreements with Nintendo and Sega required INTV Corporation to discontinue 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. ===Tutorvision=== {{See also|List of Intellivision games#Tutorvision}} In 1989, INTV Corp and [[World Book Encyclopedia]] entered into an agreement to manufacture an educational video game system called Tutorvision.<ref>{{cite web|url=http://www.intellivisionlives.com/media/newsletters/news030715.html|archive-url=https://web.archive.org/web/20170728181110/http://www.intellivisionlives.com/media/newsletters/news030715.html|url-status=usurped|archive-date=2017-07-28|title=Intellivision Classic Videogame System July 2003 News|website=www.intellivisionlives.com}}</ref> It is a modified Intellivision, the case molded in light beige with gold and blue trim.<ref>{{cite web|url=http://www.zutco.com/Tutorvision.htm|title=The Virtual Pac-Man Museum|website=www.zutco.com|access-date=2017-03-22|archive-date=2016-07-01|archive-url=https://web.archive.org/web/20160701030150/http://www.zutco.com/Tutorvision.htm|url-status=live}}</ref> The Exec [[Read-only memory|ROM]] expanded, system RAM increased to 1.75K, and graphics [[Random-access memory|RAM]] increased to 2KB.<ref name="google1">{{cite web|url=https://docs.google.com/document/d/13ApQEm1Xw_DcCAaXcQvpFot_BvrzSzeUo95EXCf41uc/pub|title=TutorVision / INTV88 Reverse Engineering Notes|website=docs.google.com|access-date=2017-05-15|archive-date=2020-06-02|archive-url=https://web.archive.org/web/20200602210813/https://docs.google.com/document/d/13ApQEm1Xw_DcCAaXcQvpFot_BvrzSzeUo95EXCf41uc/pub|url-status=live}}</ref> That is enough graphics RAM to define unique graphic tiles for the entire screen. Games were designed by [[World Book Encyclopedia|World Book]], ''J. Hakansson Associates'', and programmed by [[Realtime Associates]]. [[List of Intellivision games|Sixteen games]] were in production, plus one Canadian variation. However, the cartridges and the Tutorvision were never released; instead World Book and INTV Corporation sued each other. In 1990, INTV Corporation filed for bankruptcy protection and closed in 1991. An unknown number of later Intellivision SuperPro systems have Tutorvision hardware inside. A subset of these units contain the full Tutorvision EXEC and can play Tutorvision games.<ref name="google1"/> <ref name = INTV/>
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