The Intellivision is a video game console released by Mattel in 1980; development of the console began in 1978 (less than a year after the introduction of its main competitor, the legendary Atari 2600). Intellivision is a portmanteau of "intelligent television".
One of the slogans of the television advertisements stated that Intellivision was "the closest thing to the real thing"; one example in an advertisement compared golf games - the others had a blip sound and cruder graphics, while Intellivision featured a realistic swing sound and striking of the ball, and graphics that suggested a more 3D look, although undoubtedly crude when compared with modern game consoles.
Like Atari, Mattel marketed their console to a number of retailers as a rebadged unit. These models include the Radio Shack Tandyvision, the GTE-Sylvania Intellivision, and the Sears Super Video Arcade. (The Sears model was a particular coup for Mattel, as Sears was already selling a rebadged Atari 2600 unit, and in doing so making a huge contribution to Atari's success.)
In that first year Mattel sold 175,000 Intellivision consoles, and the library grew to 19 games. At this point in time, all Intellivision games were developed by an outside firm, APh. The company recognized that what had been seen as a secondary product line might be a big business. Realizing that potential profits are much greater with first party software, Mattel formed its own in-house software development group.
The original five members of that Intellivision team were manager Gabriel Baum, Don Daglow, Rick Levine, Mike Minkoff and John Sohl. Levine and Minkoff (a long-time Mattel Toys veteran) both came over from the hand-held Mattel games engineering team. To keep these programmers from being hired away by rival Atari, their identity and work location was kept a closely guarded secret. In public, the programmers were referred to collectively as the Blue Sky Rangers.
By 1982 sales were soaring. Over two million Intellivision consoles had been sold by the end of the year, earning Mattel a $100,000,000 profit. This was a big year for Mattel. Third party Atari developers Activision, and Imagic began releasing games for the Intellivision, as did hardware rivals Atari and Colecovision. Mattel created M Network branded games for Atari and Coleco's systems. The most popular titles sold over a million units each.
The original 5-person Mattel game development team had grown to 110 people under now-Vice President Baum, while Daglow led Intellivision development and top engineer Minkoff directed all work on all other platforms.
The upgrade had proven too expensive to develop and produce, so Mattel had repeatedly sent the engineers "back to the drawing board" to attempt to increase reliability and reduce cost. Mattel was subsequently investigated by the Federal Trade Commission (FTC) for failing to produce the promised upgrade, and eventually ordered to pay $10,000 a day (about $25,000 in 2005 when adjusted for inflation) until it was released. Finally, Mattel offered the Keyboard Component for sale via mail order.
Four thousand units were sold; many were later returned for a full refund when Mattel recalled the unit in 1983 due to various support problems, especially that the then-innovative cassette tape unit never proved to be reliable. According to the Blue Sky Rangers web site, users who opted to keep theirs were made to sign a waiver absolving Intellivision of all future responsibility for technical support. * In addition, the Keyboard Component could be modified into a development platform for the Intellivision, and such units were used internally for game development during the latter portion of the system's lifespan.
By this time, Mattel had set up competing internal engineering teams, each trying to either fix the Keyboard Component or replace it. The rival Mattel engineers had come up with a much less expensive keyboard alternative. The Entertainment Computer System (ECS), was much smaller, sleeker, and easier to produce than the original Keyboard Component. Unfortunately, while the original Keyboard Component had some advantages over the small computers of its day, the new Keyboard Component was designed to be inexpensive, not functional, and was far less powerful than emerging machines like the Commodore 64. The two keyboard units were incompatible, but owners of the older unit were offered a new ECS.
To maintain secrecy in a toy industry where industrial espionage was a way of life, many projects had code names, so documents and casual discussion did not reveal company secrets. With the video games business already staggering by the time the new Keyboard Component was planned, Daglow suggested the new device be code-named LUCKI (for "Low User Cost Keyboard Interface.") The name stuck but the good fortune did not: the cheaply manufactured ECS keyboard add-on was a retail failure.
In 1983 Mattel introduced a new peripheral innovative for the time: Intellivoice, a voice synthesis device which produced speech when used with certain games, most of which would not work without the add-on component. Top Mattel programmers including Bill Fisher, Steve Roney, Gene Smith and John Sohl were diverted to the project, slowing the previous initiative to counter Atari with new arcade-style games. Voice titles included:
Like the ECS, Intellivision II was designed first and foremost to be inexpensive to manufacture. Among other things, the raised bubble keypad of the original hand controller was replaced by a flat membrane keyboard surface. Unfortunately, many Intellivision games had been designed for users to play by feeling the buttons without looking down, and many games were far less playable on Intellivision II.
Amid the flurry of new hardware, there was trouble for the Intellivision. New game systems (ColecoVision, Atari 5200, and Vectrex, all in 1982) were further subdividing the market, and the video game crash began to put pressure on the entire industry. The Intellivision team rushed to finish a major new round of games, including Burger Time and the ultra-secret 3D glasses game Hover Force. Unfortunately, although Burger Time was one of the best games on the Intellivision and was programmed by Blue Sky Ranger Ray Kaestner in record time, the five-month manufacturing cycle meant that the game did not appear until the late spring of 1983, after the video game crash had severely damaged game sales.
In the spring of 1983, Mattel went from aggressively hiring game programmers to laying them off within a two-week period. By August there were massive layoffs, and the price of the Intellivision II (which launched at $150 earlier that year) was lowered to $69. Mattel Electronics posted a $300 million loss. Early in 1984, the division was closed - the first high-profile victim of the crash.
Intellivision game sales continued when a liquidator purchased all rights to the Intellivision and its software from Mattel, as well as all remaining inventory. After much of the existing software inventory had been sold, former Mattel Marketing executive Terry Valeski bought all rights to Intellivision and started a new venture. The new company, INTV Corp., continued to sell old stock via retail and mail order. When the old stock of Intellivision II consoles ran out, they introduced a new console dubbed INTV III. This unit was actually a cosmetic rebadge of the original Intellivision console (this unit was later renamed the Super Pro System.) In addition to manufacturing new consoles, INTV Corp. also continued to develop new games, releasing a few new titles each year. Eventually, the system was discontinued in 1991.
Intellivision games became readily available again when Keith Robinson, an early Intellivision programmer responsible for the game TRON Solar Sailer purchased the software rights and founded a new company, Intellivision Productions. As a result, games originally designed for the Intellivision are available on PCs and modern-day consoles including the PlayStation 2, Xbox and Nintendo GameCube in the Intellivision Lives! package. A newer version of the Intellivision Lives! game is in development for the Nintendo DS, and a small number of licensed Intellivision games are available through the GameTap subscription gaming service. Also, several LCD handheld and direct-to-TV games have been released in recent years.
"TV POWWW" was a television show where callers could play a Fairchild Channel F game by saying POW! into their telephone to interface with the system. The television show "Switchback" aired locally in Calgary, Alberta also featured these interactive games, and the use of the word "Pow". With the eventual failure of the Fairchild Channel F, the system was upgraded to use the Intellivision. During the early 80s, New York based television station WPIX ran a variant of TV POWWW called TV-PIXX. It was aired during the traditional weekday afternoon slot of children's programming as an interlude during whatever show was being aired. Participants would be called at home to play a videogame that appeared on their screen. Two of the earliest games featured on the segment were simple games such as Tic Tac Toe and a Breakout type game called Moving Target. Intellivision's Football, Baseball, Basketball, and Space Battle were later featured as the TV segment got more popular. Participants would say the word "PIXX" in order to affect a game action such as passing the ball, swinging the bat, or firing the laser. Based on the score, Kids could win prizes such as T-shirts and $10 Dollar U.S. Savings Bonds. They could double their prize or win a bonus prize (such as advance tickets to see upcoming films) by answering a Trivia question. For a chance at playing, kids could send a postcard with their name, address, and phone number to TV PIXX c/o WPIX TV, New York, NY. TV Pixx lasted until 1982 when the Intellivision system became a popular home game system but for many New York viewers, this TV segment was their first glimpse of the Intellivison home game system.*
Fans of the game console recall that an overuse injuries was possible when playing for extended periods of time due to the pressure needed to use the keypad and especially the side buttons. This was a phenomenon similar to BlackBerry Thumb today. The problem was worsened significantly when the cost-reduced Intellivision II changed from solid rubber side buttons to plastic ones with a hollow center, leaving a rectangular imprint on players' thumbs and causing pain after even short periods of play. The change was apparently made to fractionally reduce the materials cost of the units, and was never play-tested for usability due to the rush to bring the system to market in the early days of the Video game crash of 1983.
Second-generation video game consoles | 1980 introductions
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