`
`Intellivision
`
`Intellivision Wikipedia, the free encyclopedia
`
`Intellivision
`
`From Wikipedia, the free encyclopedia
`
`The Intellivision is a home video
`game console released by Mattel in
`1979. Development of the console
`began in 1978, less than a year after
`the introduction of its main
`competitor, the Atari 2600. The
`word intellivision is a portmanteau
`of "intelligent television". Over 3
`million Intellivision units were sold
`and a total of 125 games were
`released for the console.[1][2][3]
`
`In 2009, video game website IGN
`named the Intellivision the No. 14
`greatest video game console of all
`time.[5] It remained Mattel's only
`video game console until the
`release of the HyperScan in 2006.
`
`Contents
`
`1 History and development
`1.1 Keyboard
`Component
`1.2 Entertainment
`Computer System
`(ECS)
`1.3 Intellivoice
`1.4 Intellivision II
`1.5 Intellivision III
`1.6 Competition and
`market crash
`
`Discontinued
`
`Units sold
`
`Manufacturer Mattel
`Type
`Home video game console
`Generation
`Second generation
`Retail
`1979 (US test market)[1][2][3]
`availability
`1980 (North America)[1][2][3]
`1982 (Europe, Japan)
`January 1984[1][2][3][4]
`3 million[1][2][3]
`Media
`ROM cartridge
`CPU
`GI CP1610
`Online services PlayCable
`Bestselling
`Major League Baseball (1
`game
`million)[1]
`HyperScan
`
`Successor
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`2 Rereleases
`3 Reviews and game guides
`4 Innovations
`5 Technical specifications
`5.1 Game controller
`6 See also
`7 References
`8 External links
`
`History and development
`
`The Intellivision was developed by Mattel Electronics, a subsidiary of Mattel formed
`expressly for the development of electronic games. The console was test marketed in
`Fresno, California, in 1979 with a total of four games available,[6] and was released
`nationwide in 1980 with a price tag of US$299 and a packin game: Las Vegas Poker
`& Blackjack. Though not the first system to challenge Atari, it was the first to pose a
`serious threat to Atari's dominance. A series of advertisements featuring George
`Plimpton were produced that demonstrated the superiority of the Intellivision's
`graphics and sound to those of the Atari 2600, using sidebyside game
`comparisons.[6]
`
`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 other console's games had a blip sound and cruder graphics, while the
`Intellivision featured a realistic swing sound and striking of the ball, and graphics that
`suggested a more 3D look. There was also an advertisement comparing the Atari 2600
`to it, featuring the slogan "I didn't know".
`
`Like Atari, Mattel marketed their console to a number of retailers as a rebadged unit.
`These models include the Radio Shack TandyVision, the GTESylvania Intellivision,
`and the Sears Super Video Arcade.[6][7] The Sears model was a specific coup for
`Mattel, as Sears was already selling a rebadged Atari 2600 unit, and in doing so made
`a big contribution to Atari's success.
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`In its first year, Mattel sold 175,000 Intellivision
`consoles, and the library grew to 35 games. At
`this time, all Intellivision games were developed
`by an outside firm, APh Technological
`Consulting.[6] 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 inhouse software development
`group.[6]
`
`Super Video Arcade
`
`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 handheld 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. Thirdparty Atari
`developers Activision, and Imagic began releasing games for the Intellivision, as did
`hardware rival Coleco. Mattel created M Network branded games for Atari and
`Coleco's systems. The most popular titles sold over a million units each. The
`Intellivision was also introduced in Japan by Bandai in 1982.
`
`The original 5person Mattel game development team had grown to 110 people under
`nowVice President Baum, while Daglow led Intellivision development and top
`engineer Minkoff directed all work on all other platforms.
`Keyboard Component
`
`Intellivision's packaging and promotional materials, as well as television commercials,
`promised that with the addition of a soontobeavailable accessory called the
`"Keyboard Component", originally portrayed in TV ads as a larger box with an
`opening in the top that the Intellivision fit into. This would turn the Intellivision into a
`fully functional home computer system.
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`The unit would bring the system's available RAM up to a full 64kB, a large amount
`for the time, and would have provided both a builtin cassette drive for data storage
`and a connection for an optional 40column thermal printer. The cassette drive would
`be able to provide both data storage and an audio track simultaneously, allowing for
`interactive audio recording and playback under computer control, and a secondary
`6502 microprocessor inside the Keyboard Component would be programmed to
`handle all of these extra capabilities independently of the Intellivision's CP1610 CPU.
`The unit would even provide an extra cartridge slot, allowing the original Intellivision
`to remain permanently docked with the Keyboard Component while still being able to
`play standard game cartridges.
`
`Unfortunately, while the Keyboard Component was an ambitious piece of engineering
`for its time, it suffered from reliability problems and proved to be expensive to
`produce. Originally slated to be available in 1981, the Keyboard Component was
`repeatedly delayed as the engineers tried to find ways to overcome the reliability
`issues and reduce manufacturing costs.
`
`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 titter 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.'"[8]
`
`Complaints from consumers who had chosen to buy the Intellivision specifically on
`the promise of a "Coming Soon!" personalcomputer upgrade that seemed as if it
`would never materialize eventually caught the attention of the Federal Trade
`Commission (FTC), who started investigating Mattel Electronics for fraud and false
`advertising. Mattel said that the Keyboard Component was a real product still being
`testmarketed and even released a small number of Keyboard Components to a
`handful of retail stores, along with a handful of software titles in order to support this
`claim. The FTC eventually ordered Mattel to pay a $10,000/day fine until the
`promised computer upgrade was in full retail distribution. To protect themselves from
`the ongoing fines, the Keyboard Component was officially canceled in the fall of
`1982 and the Entertainment Computer System (ECS) module offered up in its place.
`
`While approximately four thousand Keyboard Components were manufactured before
`the module was canceled and recalled, it is not clear how many of them actually found
`their way into the hands of Intellivision customers. Today, very few of them still
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`exist; when the Keyboard Component was officially canceled, part of Mattel's
`settlement with the FTC involved offering to buy back all of the existing Keyboard
`Components from dissatisfied customers. Any customer who opted to keep theirs was
`required to sign a waiver indicating their understanding that no more software would
`be written for the system and which absolved Intellivision of any future responsibility
`for technical support.[9] Several of the units were later used by Mattel Electronics
`engineers when it was discovered that, with a few minor modifications, a Keyboard
`Component could be used as an Intellivision softwaredevelopment system in place of
`the original handbuilt development boards.
`
`The Keyboard Component debacle was ranked as #11 on GameSpy's 25 Dumbest
`Moments in Gaming.[10]
`Entertainment Computer System (ECS)
`
`Main article: Entertainment Computer System
`
`In mid1981, Mattel's upper management was becoming concerned that the Keyboard
`Component division would never be able to produce a sellable product. As a result,
`Mattel Electronics set up a competing internal engineering team whose stated mission
`was to produce an inexpensive addon 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, who had to keep the project's real purpose a secret
`among themselves, fearing that if David Chandler, the head of the Keyboard
`Component team, found out about it he would use his influence to get the project
`killed, eventually came up with a much less expensive alternative. Originally dubbed
`the Lucky, from LUCKI: Low UserCost Keyboard Interface, it lacked many of the
`sophisticated features envisioned for the original Keyboard Component. Gone, for
`example, was the full 64kB of RAM and the secondary 6502 CPU; instead, the ECS
`offered a mere 2kB RAM expansion, a builtin BASIC that was marginally functional,
`plus a muchsimplified cassette and thermalprinter interface.
`
`Ultimately, this fulfilled the original promises of turning the Intellivision into a
`computer, making it possible to write programs and store them to tape, and interfacing
`with a printer well enough to allow Mattel to claim that they had delivered the
`promised computer upgrade and stop the FTC's mounting fines. It even offered, via an
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`additional AY38910 sound chip inside the ECS module and an optional 49key
`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 illfated
`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 Electronic Show (CES) in Las Vegas at the Las Vegas Convention
`Center. A few months later, the ECS hit the market, and the FTC agreed to drop the
`$10K/day fines.
`
`Unfortunately, by the time the ECS made its retail debut, an internal shakeup at the
`top levels of Mattel Electronics' management had caused the company's focus to shift
`away from hardware addons 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 16K of RAM and a more
`intricate, fully featured ExtendedBASIC to the system, were halted, and in the end
`less than a dozen software titles were released for the ECS.
`Intellivoice
`
`In 1982, Mattel introduced a new peripheral for the
`Intellivision: The Intellivoice, a voice synthesis
`device which produces speech when used with certain
`games. The Intellivoice was original in two respects:
`not only was this capability unique to the Intellivision
`system at the time (although a similar device was
`available for the Odyssey²[6]), but the speech
`supporting games written for Intellivoice actually
`made the speech an integral part of the gameplay.
`
`The Intellivoice addon
`
`Unfortunately, the amount of speech that could be compressed into a 4K or 8K ROM
`cartridge was limited, and the system did not sell as well as Mattel had hoped; while
`the initial orders were as high as 300,000 units for the Intellivoice module and its
`initial gamecartridge offerings, interest in future titles dropped rapidly until the
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`fourth and last Intellivoice title, Tron: Solar Sailer, sold a mere 90,000 units. A fifth
`game, a children's title called Magic Carousel, was shelved, and in August 1983 the
`Intellivoice system was quietly phased out.
`
`The four titles available for the Intellivoice system, in order of their release, were:
`
`Space Spartans
`Bomb Squad
`B17 Bomber
`Tron: Solar Sailer
`
`A fifth title, 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 Intellivoicespecific
`games, however, World Series Major League Baseball is also playable without the
`Intellivoice module (but not without the ECS.)
`
`A further homebrew title, Space Hunt, also uses the male Intellivoice sounds
`(especially on its main title screen). This game is a spinoff clone of Astrosmash,
`which uses graphics loaned from Utopia and the TRON game series.
`Intellivision II
`
`In addition to the ECS module, 1982 also saw the
`introduction of a redesigned model, called the
`Intellivision II (featuring detachable controllers
`and sleeker case), the System Changer (which
`played Atari 2600 games on the Intellivision II),
`and a music keyboard addon for the ECS.
`
`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. However, because
`many Intellivision games had been designed for users to play by feeling the buttons
`without looking down, some of these games were far less playable on Intellivision II.
`
`The Intellivision II redesign was
`much smaller and cheaper to
`manufacture than the original.
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`Instead of an internal power supply like the original system had, the Intellivision II
`would use an external AC adapter. Its main drawback, however, was that it was a non
`standard power supply — running on 16.2V — meant that if the AC adapter was lost
`or damaged, the system could be rendered useless, as replacement power supplies for
`that particular voltage requirement were not readily available. It is unknown whether
`Intellivision II AC adapters were sold separately.
`
`Mattel also changed the Intellivision II's internal ROM program (called the EXEC) in
`an attempt to lock out unlicensed 3rd party titles. To make room for the lockout code
`while retaining compatibility with existing titles, some portions of the EXEC code
`were moved in a way that changed their timing. While most games were unaffected, a
`couple of the more popular titles, Shark! Shark!, and Space Spartans, had certain
`sound effects that the Intellivision II reproduced differently than intended, although
`the games remained playable. Electric Company Word Fun did not run at all and
`INTV's later release Super Pro Football has minor display glitches at the start, both
`due to the modified EXEC.[11] Mattel's attempt to lock out competitors' software titles
`was only temporarily successful, as the 3rdparty game manufacturers quickly figured
`out how to get around it.
`Intellivision III
`
`Mattel planned to release Intellivision III, a more powerful console with a price
`above $200, for Christmas 1983. The company canceled the console after the
`ColecoVision beat the Atari 5200 in the market for higherperformance consoles, and
`after home computers became as inexpensive as game consoles.[12]
`Competition and market crash
`
`See also: North American video game crash of 1983
`
`Amid the flurry of new hardware, there was trouble for the Intellivision. New game
`systems (ColecoVision, Emerson Arcadia 2001, Atari 5200, and Vectrex, all in 1982)
`were further subdividing the market, and the video game crash put pressure on the
`entire industry. The Intellivision team rushed to finish a major new round of games,
`including BurgerTime and the ultrasecret 3D glasses game Hover Force. Although
`BurgerTime was a popular game on the Intellivision and was programmed by Blue
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`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 twoweek 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 highprofile victim of the crash.
`
`INTV Corp produced their own
`Intellivision, the INTV System III,
`after buying the rights from Mattel
`following the market 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 System 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.
`Rereleases
`
`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.[13] As a result,
`games originally designed for the Intellivision are available on PCs and modernday
`consoles including the PlayStation 2, Xbox, and Nintendo GameCube in the
`Intellivision Lives! package, though all are now out of print at retail. However, the
`Xbox version is available for purchase as a downloadable game through Xbox Live
`Game Marketplace's Xbox Originals service for the Xbox 360. VH1 Classic and MTV
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`Networks released 6 Intellivision games to iOS.[14] A few licensed Intellivision games
`are available through the GameTap subscription gaming service. Also, several LCD
`handheld and directtoTV games have been released in recent years.
`
`On March 24, 2010, Microsoft launched the Game Room service for Xbox Live and
`Games for Windows Live. This service includes support for Intellivision titles and
`allows players to compete against one another for high scores via online
`leaderboards.[15] At the 2011 Consumer Electronics Show, Microsoft announced a
`version of Game Room for Windows Phone,[16] promising a catalog of 44
`Intellivision titles.
`
`On October 1, 2014, AtGames Digital Media, Inc., under license from Intellivision
`Productions, Inc., released the Intellivision Flashback Classic Console, a miniature
`sized Intellivision console with two original sized controllers. It comes with 60
`Intellivision games built into ROM.
`Reviews and game guides
`
`Ken Uston published Ken Uston's Guide to Buying and Beating the Home Video
`Games in 1982 as a guide to potential buyers of console systems/cartridges, as well as
`a brief strategy guide to numerous cartridge games then in existence. He described
`Intellivision as "the most mechanically reliable of the systems… The controller (used
`during "many hours of experimentation") worked with perfect consistency. The unit
`never had overheating problems, nor were loose wires or other connections
`encountered." However, Uston rated the controls and control system as "below
`average" and the worst of the consoles he tested (including Atari 2600, Magnavox
`Odyssey², Astrovision, and Fairchild Channel F).[17]
`
`Jeff Rovin lists Intellivision as one of the seven major suppliers of videogames in
`1982, and mentions it as "the unchallenged king of graphics", however stating that the
`controllers can be "difficult to operate", the fact that if a controller breaks the entire
`unit must be shipped off for repairs (since they did not detach at first), and that the
`overlays "are sometimes so stubborn as to tempt one's patience" .[18]
`Innovations
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`Intellivision can be considered the first 16bit game console, as it has a 16bit
`microprocessor.
`The Intellivision was also the first system to feature downloadable games.
`However, since there was no storage device the games vanished once the
`machine was turned off. In 1981, General Instrument teamed up with Mattel to
`roll out the PlayCable, a device that allowed the downloading of Intellivision
`games via cable TV.
`Intellivision was the first game console to provide realtime human and robot
`voices in the middle of gameplay, courtesy of the IntelliVoice module. The voice
`chip used, the SPO256 Orator, was developed jointly by Mattel and General
`Instrument.[19]
`Intellivision was the first console to feature a controller with a directional pad
`that allowed 16 directions. The discshaped pad allowed players to control action
`without lifting the thumb and was considered by many Intellivision users to be a
`useful innovation. However, the ergonomics of the "action" buttons on the side
`of the controller were poor, and the discpad was perceived by potential buyers
`as unfamiliar. Along with cost, this was one of the factors in making the
`Intellivision less popular than the Atari 2600.
`
`Several thirdparty attachments became available for those suffering from
`painful "Intellivision Thumb".[20] One thirdparty joystick was installed by
`opening the controller and fitting the paddle over the disc. A flange around
`the hollow plastic conical joystick held it in securely when the controller's
`upper cover was replaced; and a much easier joystick control was the result.
`The Joystick was about three inches (7.5 cm) in height; it could not be
`gripped by the entire hand.
`
`The Intellivision was also the first game console or home computer to offer a
`musical synthesizer keyboard. The Music Synthesizer keyboard was designed as
`a secondary addon for the ECS, and was intended to lead to a series of music
`oriented software titles for both educational and entertainment purposes, but only
`one title, Melody Blaster, was ever released.
`Intellivision was also the first console to have a complete builtin character font.
`While Odyssey² had a limited character font (uppercase alphabet, numerals, and
`some other characters), Intellivision's system font had complete upper and
`lowercase alphabets, numerals, and almost all of the punctuation and symbols
`found on standard computer keyboards.
`Technical specifications
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`General Instrument CP1610 16bit microprocessor
`CPU running at 894.886 kHz (i.e., slightly less than
`1 MHz) in NTSC version, and full 1 MHz in
`PAL/SECAM models
`1456 bytes of RAM:
`240 × 8bit Scratchpad Memory
`352 × 16bit (704 bytes) System Memory
`512 × 8bit Graphics RAM
`7168 bytes of ROM:
`4096 × 10bit (5120 bytes) Executive ROM
`2048 × 8bit Graphics ROM
`Standard Television Interface Chip (STIC):
`General Instrument AY38900/AY389001
`159 pixels wide by 96 pixels high (159x192
`display on a TV screen, scanlines being
`doubled)
`16 color palette, all of which can be on the screen at once
`8 sprites. Hardware supports the following features persprite:
`Size selection: 8×8 or 8×16
`Stretching: Horizontal (1× or 2×) and vertical (1×, 2×, 4× or 8×)
`Mirroring: Horizontal and vertical
`Collision detection: Sprite to sprite, sprite to background, and sprite to
`screen border
`Priority: Selects whether sprite appears in front of or behind
`background.
`three channel sound, with one noise generator (audio chip: General Instrument
`AY38914)
`Game controller
`
`The original Intellivision
`controller with no overlay
`inserted.
`
`The Intellivision controller featured:
`
`12button numeric keypad (09, Clear, and Enter)
`Four sidelocated action buttons (where the top two are actually electronically
`the same, giving three distinct buttons)
`A directional disk, capable of detecting 16 directions of movement
`Laminated overlays that would slide into place as an extra layer on the keypad to
`show gamespecific key functions
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`The controller was ranked the fourth worst video game controller by IGN editor Craig
`Harris.[21]
`See also
`
`List of Intellivision games
`TV POWWW (interactive TV game show that used Intellivision)
`References
`
`1. "Mattel Intellivision — 1980–1984". ClassicGaming. IGN. Retrieved 20080516.
`2. "Ask Hal: Frequently Asked Questions to the Blue Sky Rangers". Intellivision
`Productions. Retrieved 20081103.
`3. "Timeline". Intellivision Productions. Retrieved 20081103.
`4. Forster, Winnie (2005). The encyclopedia of consoles, handhelds & home computers
`1972–2005. GAMEPLAN. p. 42. ISBN 3000153594.
`5. Top 25 Videogame Consoles of All Time: Intellivision is number 14
`(http://www.ign.com/top25consoles/14.html), IGN. Retrieved November 2, 2011.
`6. Barton, Matt and Loguidice, Bill (May 2008). A History of Gaming Platforms: Mattel
`Intellivision
`(http://www.gamasutra.com/view/feature/3653/a_history_of_gaming_platforms_.php),
`Gamasutra.
`7. "Playing Hardware to Get". Video Games. March 1983. pp. 19–20. Retrieved 26 May
`2014.
`8. "Keyboard Component". Intellivision Lives.
`9. "Hardware Overview". Intellivision Lives.
`10. "Dumbest Moments". GameSpy. Archived from the original on 20081231.
`11. Intellivision Lives website: Intellivision II
`(http://www.intellivisionlives.com/bluesky/hardware/intelli2_tech.html)
`12. Mitchell, Peter W. (19830906). "A summerCES report". Boston Phoenix. p. 4.
`Retrieved 10 January 2015.
`13. TRON: Solar Sailer
`(http://www.intellivisionlives.com/bluesky/games/credits/voice2.html#solar_sailer) from
`IntellivisionLives.com
`14. [1] (http://quicksilver.com/wp/project/vh1intv/) from Quicksilver Software, Inc., another
`company run by a former Mattel programmer.
`15. Fried, Ina (20100324). "Xbox Game Room launches, but with issues". CNET News.
`Retrieved 20100325.
`16. Cohen, D.S. (9 January 2011). "CES 2011 – Microsoft’s Retro Game Room Announced
`for Windows Phone 7". About.com. Retrieved 9 January 2011.
`
`https://en.wikipedia.org/w/index.php?title=Intellivision&printable=yes
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`10/31/2015
`Intellivision Wikipedia, the free encyclopedia
`17. Uston, Ken. Ken Uston's Guide to Buying and Beating the Home Video Games (Signet,
`1982), p. 8.
`18. "The Complete Guide to Conquering Video Games" by Jeff Rovin, Collier Books, 1982.
`19. Intellivision Lives website: Intellivoice description
`(http://www.intellivisionlives.com/bluesky/hardware/voice_tech.html)
`20. "Controller Update: Probing the World of the Exotic". Electronic Games. June 1983.
`pp. 24–28. Retrieved 6 January 2015.
`21. "Top 10 Tuesday: Worst Game Controllers". IGN. 20060221. Retrieved 20130925.
`External links
`
`Intellivision retrogaming company homepage
`Wikimedia Commons
`(http://www.intellivisionlives.com/), run by
`has media related to
`Keith Robinson and The Blue Sky Rangers (the
`Intellivision.
`Intellivision game programmers)
`Gamasutra A History of Gaming Platforms: Mattel Intellivision
`(http://www.gamasutra.com/view/feature/3653/a_history_of_gaming_platforms_
`.php), by Bill Loguidice and Matt Barton
`Intellivision
`(https://www.dmoz.org/Games/Video_Games/Console_Platforms/Intellivision)
`at DMOZ
`The history of the Intellivision (http://thedoteaters.com/?bitstory=intellivision),
`at The Dot Eaters
`
`Retrieved from "https://en.wikipedia.org/w/index.php?
`title=Intellivision&oldid=687488100"
`
`Categories: Home video game consoles Secondgeneration video game consoles
`Products introduced in 1979 Intellivision Mattel
`
`This page was last modified on 25 October 2015, at 22:12.
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`Foundation, Inc., a nonprofit organization.
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`https://en.wikipedia.org/w/index.php?title=Intellivision&printable=yes
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