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 the company in 1955 from
Raytheon, led a group of engineers, chemists, and sculptors. With a large budget they were expected to be forward thinking, dubbed the blue-sky group.
Early design concepts 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 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,
calculator based games. With Mattel executives skeptical, Chang's group moved forward with handheld electronic games enlisting Hightower's help with a prototype.
Choosing a platform 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
video display controller that would be paired with an
Intel 8080 CPU. Chandler negotiated better pricing for a simpler design. At the
Consumer Electronics Show in June 1977, Chandler saw two more video driver chipsets. One from
MOS Technology lacked moving objects (sprites) which would make it difficult to program sports games. The other from
General Instrument (GI), 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 wanted to postpone the project, forcing Mattel to turn 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. James also creating detailed game proposal documents. During June 1978
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. 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 , it also lacked hardware scrolling that the GI provides. Further, the TI chip requires more
RAM and software already developed would have to be reworked. At Chicago
CES in June, prices were revised to 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 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 . The Intellivision 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. 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. In 1981, more than one million Intellivision consoles were sold, more than five times the amount of the previous year. Mattel Electronics became a subsidiary and relocated to another building to accommodate their growth. 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.
Software Inside every Intellivision console is 4K of
ROM containing the Exec software. It provides two benefits: reusable code that can effectively make a 4K cartridge an 8K game and a
software framework for new programmers to develop games more easily and quickly. It also allows other programmers to more easily review and continue another's project. Under the supervision of David Rolfe at APh, and with graphics from
Mattel artist Dave James, APh was able to quickly create the Intellivision
launch game library using mostly summer students. The drawback is that to be flexible and handle many different types of games, the Exec runs less efficiently than a dedicated program. Intellivision games that leverage the Exec run at a 20 Hz
frame rate instead of the 60 Hz frame rate for which the Intellivision was designed. Using the Exec framework is optional, but almost all Intellivision games released by Mattel Electronics use it and thus run at 20 Hz. The limited
ROM space in the early years of Intellivision game releases also means there is no space for a computer player, so many early multiplayer games require two human players. Initially, all Intellivision games were programmed by an outside firm, APh Technological Consulting, Cheshire created Intellivision games for Activision. Third-party developers Activision, Imagic, and Coleco started producing Intellivision cartridges in 1982, and Atari,
Parker Brothers,
Sega, and Interphase followed in 1983. The third-party developers, not having legal access to Exec knowledge, often bypassed the Exec framework to create smooth 30 Hz and 60 Hz Intellivision games such as
The Dreadnaught Factor. Cheaper
ROM prices also allowed for progressively larger games as 8K, 12K, and 16K cartridges became common. The first Mattel Electronics Intellivision game to run at 60 Hz was
Masters of the Universe in 1983. Marketing dubbed the term "Super Graphics" on the game's packaging and marketing. Mattel Electronics had a competitive advantage in its team of experienced and talented programmers. As competitors often depended on licensing well known
trademarks to sell video games, Mattel focused on original ideas. Don Daglow was a key early programmer at Mattel and became director of Intellivision game development. Daglow created
Utopia, a precursor to the
sim genre and, with Eddie Dombrower, the ground-breaking sports simulation
World Series Major League Baseball. Daglow was also involved with the popular Intellivision games
Tron Deadly Discs and
Shark! Shark!. 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
Microsoft BASIC programming cartridge uses one of these ports. Expanded memory cartridges support 1,000 pages of 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. Productivity software for home finances, personal improvement, and
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''. 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 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 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 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 the existing Keyboard Components from customers. Mattel provided a full refund, but customers without a receipt received for the Keyboard Component, for the BASIC cartridge, and 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 worth of Mattel Electronics products.
Entertainment Computer System (ECS) 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 (
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. 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 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 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 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. 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. 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-3-8914A/AY-3-8916) affecting sound effects in some games. Programmers at Mattel discovered the audio differences and avoided the problem in future games.
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. 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),
anti-aliasing, 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 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.
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. 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, 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. • 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 for a resolution of 320×192 • 4-color 8×8 pixel cards for a resolution of 160×192 • 40 x 24
alphanumerics • 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
words, 16-bit,
DRAM (upgradable to 65K words) • five channel sound with improved frequency range (backward-compatible) • integrated Intellivoice
Competition and market crash 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. The company's advertisement budget increased to over for the year. In its October 1982 stockholders' report
Mattel announced that
Electronics had, so far that year, posted a nearly profit on nearly sales; a threefold increase over October 1981. 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. At its peak Mattel Electronics employed 1800 people. 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 . In 1983, 750,000 Intellivision Master Components were sold, compared to 1.8 million in 1982.
INTV Corporation (1984–1990) Former Mattel Electronics Senior Vice President of Marketing, Terrence Valeski, understood that although losses were huge, the demand for video games increased in 1983. Valeski found investors and purchased the rights to Intellivision, the games, and inventory from Mattel. 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 is enough graphics RAM to define unique graphic tiles for the entire screen. Games were designed by
World Book,
J. Hakansson Associates, and programmed by
Realtime Associates.
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. ==Hardware specifications==