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Mattel Intellivision
FAQ

Frequently Asked
Questions
Version 7.0
Maintained by David Harley
http://beeslife.com/faq.htm
Table of
Contents
1.0 - General
Information.. 3
1.1 - Brief History of the
Mattel Intellivision.. 3
1.2 - Timeline. 4
2.0) Technical
Information.. 5
2.1 - General Hardware
Specs. 5
2.2 - Processor Specs. 5
2.3 -Graphics Specs. 8
2.4 -Operating System
Specs. 9
3.0) Hardware
Descriptions.. 10
3.1 - Intellivision Master
Component.. 10
3.2 - GTE / Sylvania
Intellivision.. 10
3.3 - Radio Shack
Tandyvision I 10
3.4 - INTV System III 10
3.5 - Sears Super Video
Arcade. 10
3.6 - Intellivision II 11
3.7 – Keyboard Component /
Computer Adaptor.. 12
3.8 - Intellivoice Voice
Synthesis Module. 12
3.9 - Entertainment
Computer System... 12
3.10 - Music
Synthesizer.. 13
3.11 - System Changer.. 13
3.12 - Joystick
Substitutes. 14
3.13 - Compro Electronics
Videoplexer.. 14
3.14 - PlayCable. 15
3.15 - Intellivision Tester
(MTE-100) 17
4.0) Cartridge Listing.. 17
4.1 - Released Titles. 17
4.2 -Unreleased (or
rumored) titles for the Intellivision.. 20
4.3 –Unreleased / Announced
titles for the ECS. 21
4.4 -Software announced for
the Keyboard Component/Computer Adaptor.. 22
4.5 -Easter Eggs, Cheats
and Tips. 22
4.8 -Information regarding
Unreleased Titles & Hardware. 52
4.9 -Information regarding
Label & Box Variations. 54
5.0) Vaporware, Trivia, and
Miscellaneous.. 56
5.1 - Intellivision
III 56
5.2 - Intellivision IV.. 57
5.3 - World Book
Tutorvision.. 57
5.4 - Bandai Intellivision
Japan.. 58
5.5 - Digiplay
Intellivision South America.. 61
5.6 - INTV Corp. Games. 62
5.7 - Trivia and Fun
Facts. 62
5.7 - Competition
Cartridges. 65
6.0) Electronic
Resources.. 65
6.1 -Internet
Resources. 65
7.0) Repair Tips and
Information.. 67
7.1 - Hand Controllers. 67
7.2 - Cartridge
Problems. 68
7.3 - Console
Disassembly.. 68
7.4 - General
Troubleshooting.. 69
7.5 - Pinouts for INTV
Controller.. 70
7.6 -Fixing INTV II
Controllers. 72
7.7 - Intellivision 2
Controller Modification.. 73
7.8 -You've really messed
up and are wondering what to do... 73
7.9 -Hooking your
Intellivision to a Modern TV.. 74
8.0) Programmer
Interviews.. 74
8.1 - Daniel Bass. 74
8.2 - Ray Kaestner.. 76
8.3 - Patrick Jost.. 78
9.0) Intellivision
Emulators.. 80
9.1 - Commercial
Emulators. 80
9.2 - Non-Commercial
Emulators. 81
10.0) Credits.. 81
At the end of 1979, Mattel Electronics (a division of Mattel
Toys) released a video game system known as Intellivision along with 12 video
game cartridges. Poised as a competitor to the then king of the hill Atari 2600,
Mattel Electronics called their new product "Intelligent Television", stemming
largely from their marketing plans to release a compatible computer keyboard for
their video games console. Mattel's marketing was anything *but* intelligent and
almost destroyed the company by 1984. In one sense the system was very
successful, with over 3 million units sold and 125 games released before the
system was discontinued by INTV Corp. in 1990.
The original Master Component was test marketed in Fresno,
California in late 1979. The response was excellent, and Mattel went national
with their new game system in late 1980. The first year's production run of
200,000 units was completely sold out! To help enhance its marketability, Mattel
also marketed the system in Sears stores as the Super Video Arcade, and at Radio
Shack as the Tandyvision One in the early 1980's.
1980 was a turbulent year for the Intellivision. Mattel
announced that an "inexpensive" keyboard expansion would be available in 1981
for the master component to be dropped into. This was to turn the system into a
powerful 64K home computer that could do everything from play games to balance
your checkbook. There was a great deal of marketing money and press coverage
devoted to this unit; a third of the box for the GTE/Sylvania Intellivision
describes the features of this proposed expansion. Many people bought an
Intellivision with plans to turn it into a computer when the expansion module
was released. Months, then years passed. The original expansion keyboard was
released only in a few test areas in late 1981. With the price too high and the
initial reaction poor, the product was scrapped in 1982 before being released
nationwide.
1982 saw many changes in both the videogame industry and the
Intellivision product line. A voice-synthesis module called Intellivoice made
sound and speech and integral part of game play, through the use of special
voice-enhanced cartridges. The Intellivision II was also released this year,
which one company spokesperson described as "smaller and lighter that the
original, yet with the same powerful 16-bit microprocessor". The new console was
more compact than the first, and its grayish body made it look more like a
sophisticated electronic device than the original design.
1983 brought more promises from the folks at Mattel, the most
significant of which being the Intellivision III. This was shown off at the
January 1983 CES show, and lauded in the videogame magazines for many months
afterwards. In June of 1983 at the Summer CES show, Mattel announced it was
killing the Intellivision III and including most of its high-profile features
into their long-awaited computer expansion, the Entertainment Computer System.
Probably the most ambitious effort the Intellivision team had
undertaken, the Entertainment Computer System was comprised of a computer
keyboard add-on, a 49-key music synthesizer, ram expansion for the keyboard
add-on to expand it to a full 64K RAM and 24K ROM, a data recorder to store
programs, a 40-column thermal printer, and an adapter which would allow you to
play Atari 2600 games on your Intellivision. The RAM expansion modules never saw
the light of day. The data recorder, and thermal printer were released as
components for the Aquarius computer. The music synthesizer had but one software
title to take advantage of its capabilities. While the 2600 adapter greatly
expanded the library of available games, much of the steam this generated had
already been stolen by Coleco's own expansion module.
1984 would spell the end of the original Intellivision as the
world knew it. Terry E. Valeski, Senior Vice President of Marketing and Sales at
Mattel Electronics, along with a group of investors, purchased the assets,
trademarks, patents, and right to the Intellivision in January of 1984 for $16.5
million dollars. The purchase was backed by financing from Tangible Industries,
a division of Revco Drug Stores, The newly formed company was originally called
Intellivision, Inc., and later renamed INTV, Inc., after Valeski negotiated all
rights from Revco in November of 1984. During the next two years, the new
company would lie dormant while plans were being made for a re-emergence.
In the fall of 1985, the INTV System III (also called the
Super Pro System) appeared at Toys 'R Us, Kiddie City, and in a mail order
catalog sent to owners of the original Intellivision direct from INTV. The new
console was of the same general design as the original master component, except
it sported a fresh black plastic shell with brushed aluminum trim. Several new
games accompanied the release of the new system, and 1985 would register over $6
million dollars in sales worldwide, indicating that INTV Corp. had indeed
revived the Intellivision. INTV continued to market games and repair services
through the mail with great success. Between 1985 and 1990 over 35 new games
were released, bringing the Intellivision's game library to a total of 125
titles.
Many more changes were to come during the final six years of
Intellivision's life. In 1987, an improved master component called the INTV
System IV was shown at the January CES, which sported detachable controllers and
a timing device. Unfortunately, this never saw the light of day either. In the
fall of 1988, INTV re-introduced the computer keyboard adapter through their
mail order catalog on a limited quantity basis. In 1990, INTV discontinued
retail sales of their games and equipment and sold them only through the mail
channels.
The change in marketing was due to agreements with Nintendo
and Sega to become a software vendor for the NES, Game Boy and Genesis. In 1991,
INTV sold out its stock of Intellivision games and consoles, and the company,
along with the Intellivision, gradually faded away.
1979 - Intellivision is test marketed
1980 - Mattel Intellivision released nationally, Computer
Expansion announced
1982 - Computer Expansion Module scrapped due to high cost
and poor response
1982 - Intellivoice released
1983 - Intellivision II released
1983 - Entertainment Computer System released many
peripherals. Announced
1983 - 2600 System Changer released
1983 - Intellivision III announced
1983 - The videogame market begins to crash
1983 - Intellivision III dropped
1984 - The videogame market bottoms out
1984 - Mattel sells the Intellivision rights to VP Marketing
T.E. Valeski and investors, forming INTV Corp.
1985 - INTV III released, along with new Intellivision
titles. Aggressive marketing adds $6 million sales
1987 - INTV IV announced, to be scrapped later
1990 - INTV Corp. discontinues retail sales, markets through
mail only
1991 - INTV Corp. sells off its remaining Intellivision stock
Intellivision Master Component (these apply to the clones as
well)
CPU: GI 16 bit microprocessor
Memory: 7K internal ROM, RAM and I/O structures,
remaining 64k address space for external programs.
Controls: 12 button numeric key pad, four action keys,
and 16 direction disc
Sound: Sound generator capable of 3 part harmony with
programmable ASDR envelopes.
Color: 16 colors
Resolution: 192v x 160h pixels
GI 1600, running at 894,886.25 Hz (NTSC) and 1MHz
(PAL/SECAM). Processor has 16 bit registers, uses 16 bit RAM, and has 10 bit
instructions. Intellivision cartridges contain ROMs that are 10 bits wide. Ten
bits are called a decle.
The CPU was strange. For example, if you did two ROTATE LEFT
instructions, followed by a ROTATE RIGHT BY 2 (rotates could be by one or two),
you did not end up with the original word. The top two bits were swapped!
Ken Kirkby also has this to add: "The GI CP1600 was developed
as a joint venture in the early seventies between GI and Honeywell. One of the
first commercial uses of the CP1600 was its incorporation into Honeywell's
TDC2000, the first distributed control system, and prototypes existed in late
'74 I think. Honeywell's then Test Instrument Division also incorporated into a
Cardiac Catheterization system called MEDDARS which was released for sale about
1979. The CP1600 was definitely a 16 bit chip."
John Dullea dug this information up during a stroll at his
local library:
“In the Penn State Library I found a book called "An
Introduction to Microcomputers, Vol. 2: Some Real Microprocessors", By Adam
Osborne, Osborne & Associates, Inc., 1978. ISBN: 0-931998-15-2. Library of
Congress catalogue card #: 76-374891.
It has lots of info on the CP1600/1610 CPU in the
Intellivision. Chapter 16 has the pinouts of the CPU:

D0-D15 |
Data and address bus |
Tristate, bidirectional |
BDIR, BC1, BC2 |
Bus control signals |
Output |
(PHI)1,(PHI)2 |
Clock signals |
Input |
MSYNC |
Master synchronization |
Input |
EBCA0-EBCA3 |
External branch condition addr lines |
Output |
EBCI |
External branch condition input |
Input |
PCIT |
Program Counter inhibit/software |
Input |
|
Interrupt signal |
|
BDRDY |
WAIT |
Input |
STPST |
CPU stop or start on high-to-low |
Input |
|
transition |
|
HALT |
Halt state signal |
Output |
INTR, INTRM |
Interrupt request lines |
Input |
TCI |
Terminate current interrupt |
Output |
BUSRQ |
Bus request |
Input |
BUSAK |
External bus control acknowledge |
Output |
VBB, VCC, |
Power and ground |
|
VDD, GND |
Power and ground |
|
The logic board in the Intellivision unit (original model
2609) reveals a number of (important) chips:
Sound AY-3-8914 40-pin
ROM RO-3-9503-003 40-pin
ROM RO-3-9502-011 40-pin
Color AY-3-8915 18-pin
And there is the cartridge ROM:
ROM AY-3-9504-021 28-pin
In addition, there are three 40-pin chips that have heat
sinks with epoxy on top. Now, you may try this, but be EXTREMELY careful
(or just listen to what I found): I carefully removed the three heat-sunk chips
and looked at them; they have designations on the bottom!
STIC AY-3-8900-1 40-pin
RAM RA-3-9600 40-pin
CPU CP-1610 40-pin *
Having the CPU location and pin outs, one can use an ohmmeter
to map the pins to the cartridge pins:
Looking AT the cartridge, not the Intellivision unit: you
probably should double-check this, but I obviously can't accept any
responsibility for any damage to your Master Component. (I'm not 100% sure about
the assignments for VCC and GND)

All *x pins are connected; cartridges have a loop on the top
row connecting them, and the connector in the Intellivision unit connects the
top row *x pins to those on the bottom row. Internally, *x pins are connected as
follows:
*1 STIC pin 7
*2 STIC pin 6
*3 STIC pin 8
There may be other connections to them as well; I don't know
why they connect to the ROM pins. However, considering the system changer's
ability to route in external video, having pins going to the STIC seems to make
some sense. I suspect that they may switch the ROM from address write mode to
data read mode (like the three bus control lines on the CPU, maybe).
Mapping this to the ROM pinouts, you get:

Please note that the chapter mentioned above has all opcode
and register info, as well as timing information for the CP1600/1600A/1610 CPUs.
160x92 pixels, 16 colors, 8 sprites (they were called "moving
objects" rather than sprites) 8x8 in size. Sprites could be linearly doubled.
Graphics is character based. The screen is twelve rows of
twenty characters. Characters either come from Graphics ROM (GROM), which
contains the usual alphanumeric symbols and a bunch of other things meant to be
useful in drawing backgrounds (256 characters in all), or Graphics RAM (GRAM),
which the program can use to build pictures needed that aren't in GROM (like
sprite images). GRAM can hold 64. The pre-designed sprites located in ROM were a
big help in speeding up game play. Eight of the colors are designated as the
primary colors. The other eight are called the pastel colors.
There were two graphics modes: Foreground/Background, and
Color Stack. In F/B mode, you specify the colors for both the on and off pixels
of each card ("card" is the term for a 8x8 block on the screen). One of these
(the on pixels, I think) could use any color, but the other could only use the
primary colors.
In CS mode, you can give the chip a circular list of four
colors (pastels and primaries are both allowed). For each card, you specify the
ON bits color from any of the 16 colors, and the OFF bits color comes from the
next color on the circular list. You can also tell if the list is to advance or
not. Thus, in CS mode, you only get four colors for the OFF bits, and they have
to be used in a predetermined order, but you get to use the pastels. Most games
used CS mode.
A sprite could be designated as either being in front of or
behind the background, which determined priority when it overlapped the ON
pixels of a background image.
You could tell the graphics chip to black out the top row or
the first column (or both) of cards. You could also tell it to delay the display
by up to the time of seven scan lines, or to delay the pixels on each scan line
by up to seven pixel times. Using these two features together allows for smooth
scrolling.
For example, a game that is going to scroll a lot sideways
could black out the first row. Now, to scroll the background to the right by one
pixel, you just have to delay by one pixel time. This moves everything over. The
black part is NOT delayed --that is always displayed in the first 8 screen pixel
locations. The net result is that you now see one pixel that was previously
hidden under the black strip, and one pixel on the other side has fallen of the
edge, and everything appears to have moved over. Thus, to scroll, you only have
to move the screen memory every eighth time, when things need to be shifted a
full card. There is no need for a bitblt-type operation.
The hardware detected collisions between sprites and other
sprites or the background.
GRAM and screen memory could only be manipulated during
vertical retrace. At the end of vertical retrace, you had to tell the chip if it
should display or not. If you weren't done, you could keep manipulating by not
telling it to display, but then you end up with a flicker which was
unacceptable.
The operating system did several things:
It allowed the program to specify a velocity for each sprite.
The OS would deal with adjusting the sprite position registers for you and
cycling through your animation sequence.
For each pair of sprites you could specify a routine to be
called when that pair of sprites collided. For each sprite, you could specify a
routine to be called when that sprite hit the background or the edge of the
screen.
It maintained timers, and allowed you to specify routines to
be called periodically.
It dealt with the controls. You could specify routines to be
called when the control disc was pressed or released, or when buttons were
pressed or released. It provided functions to read numbers from the keypad. The
calling sequences for these were a bit strange. When you called these, they
saved the return address, and then did a return. You had to call them with
nothing after your return address on the stack, and they return to your caller.
When the number is ready, they return to after where you called them, but as an
interrupt. In generic assembly, it would be like this (I've long since forgotten
1600!):
jsr foo
bar
:..
....
foo: ;do some setup or
whatever
jsr
GetNumberFromKeypad
spam: ...
GetNumberFromKeypad returns to bar immediately. When the
number is read, spam will be called from an interrupt handler. If you didn't
know that a routine did this, reading code could get rather confusing!
The original, the one the started it all. It has a brown
molded plastic case with gold trim on the top. Two controller wells are recessed
in the top for housing the two hard-wired controllers. The controllers are also
brown molded plastic, with a 12-key numeric keypad, two fire buttons located on
each side, and a gold disk centered in the bottom third of the controller which
is used to control your on-screen persona. The power and reset switches are
located on the top of the unit, in the lower right hand corner.

This console is identical to the original Intellivision
except for the brand name. The box has a very detailed description of the
Keyboard Component/Computer Adapter that was never released... Rumor has it that
these were given away for free with the purchase of a Sylvania television.
This console has faux wood-grain paneling in the place of the
INTV I's gold panels. Otherwise, this unit is totally identical to the INTV I.
In 1984, the vice president of marketing for Mattel
Electronics bought the rights to the Intellivision and formed a company called
INTV Corp. The result of this venture was the release of the INTV III, or Super
Pro System. This redesigned unit is physically identical to the original INTV I,
except that it has a black plastic case with silver plates, and also has a Power
LED indicator between the Power and Reset switches. The controllers are black
with silver discs, and the keypads were either silver with black lettering or
black with silver lettering.
Up until recently, if you wanted to market your product
through Sears, it had to have their name on it. Much like Atari with the
Tele-Games Video Arcade, Mattel created a clone that was similar yet different
to the INTV I. Functionally identical, this unit has a cream-colored case with a
wood-grain front, and removable controllers that rest in the center of the
console. The power and reset switches are circular in shape and about an inch in
diameter:

In 1982, Mattel decided that they needed to spice up the
design of the Intellivision, as well as attempt to shave some costs; the
Intellivision II was the result. Some key differences include:
- A much smaller footprint
- Grey plastic case with a thin red stripe circling the unit
- External power supply (not standard by any means)
- Detachable controllers
- Combination Power/Reset switch (you have to hold the switch
for 5 seconds in order to turn the unit off)
- Power LED Indicator

This unit contained a revised ROM which was necessary for the
System Changer (more on that later), but also caused incompatibilities with
certain Coleco games (Donkey Kong, Mouse Trap, and Carnival) and some Mattel
games (Word Fun, Shark Shark).
This unit also used a non-standard AC Adapter, making it near
impossible to find a replacement at your local Radio Shack. For those who are
handy enough to construct their own, here are the specs:
Input: 120V 60Hz 25 Watts
Output: 16.7V AC 1.0A
The INTV II Power supply can also be substituted by the
following power supplies: Atari 1050 disk drive, Genesis I, Atari Jaguar. Use at
own risk!
3.7 – Keyboard Component / Computer
Adaptor
This unit only saw a limited test marketing run of less than
one thousand units in late 1981. It was color-keyed to match the INTV I, and the
entire game console fit into the top of the unit. It sported a full-stroke
60-key keyboard, built in cassette recorder, and brought the total memory
capacity of the Intellivision to 64K. A modem expansion module was also planned.
Due to its high street price (around $700, versus an announced price of $150),
the plans to market this unit nationally were shelved.

This module attaches to the cartridge port of your
Intellivision, and through the use of special voice-enhanced games, your INTV
could talk. There were 5 games released to take advantage of the unit's
capabilities (Space Spartans, B-17 Bomber, Tron Solar Sailor, Bomb Squad, and
World Series Major League Baseball (also requires the ECS) ). The module has a
dial on the front to control the voice's volume. Voice games will work without
the adapter, but since the voice was made to be an integral portion of the game,
they're extremely difficult to play.
Underneath the plastic Mattel Electronics logo on the top is
an expansion connector.

Spurred on by the increasingly popular home computer market
and lawsuits, Mattel introduced the Entertainment Computer System along with the
INTV II in 1983. This unit plugs into the cartridge port of the INTV II, and has
its own cartridge slot, two additional controller ports, a cassette interface,
and a balance dial for controlling the output level of the ECS's three
additional voices.

The unit requires an additional power supply. Here again,
Mattel used something completely different from the rest of the industry:
Output: 10.0 VAC, 1.0 A
The ECS came packaged with a 49-key chiclet-style keyboard,
power supply, and a well-written manual describing INTV BASIC. Upon returning
your registration card, you would receive "The Step-By-Step Guide To Home
Computing", which included a very detailed BASIC Tutorial, and some more
in-depth study of the ECS's abilities. The unit sported an additional voice chip
(bringing the grand total to 6), 10K of ROM and 2K of RAM for programming
purposes.
This unit comes in two flavors, the grey mentioned above, and
also a dark brown color (sold in the European market) keyed to the original
Intellivision. Functionally, the units are identical except for the 220 volt
power supply. The dark brown variety is extremely difficult to find. Expansions
announced for this unit includes a 16K RAM, 8K ROM expansion, a 32KRAM, 12K ROM
expansion. None of these peripherals ever made it to market.
This was an add-on for the ECS, a full 49 key piano style
keyboard. It has 6 note polyphony (for you non-musicians, can play 6 notes at
once), and plugs into the controller ports on the ECS via a dual 9 pin
connector. Melody Blaster was the only program released by Mattel to
specifically take advantage of this component. This unit also came molded either
in light gray or dark brown plastic (European market). Although they are both
pretty tough to find, the brown variety is extremely rare.

The Atari 2600 had the biggest library of games at the time,
and Mattel added the capability of playing 2600 carts to the INTV II with this
module. This unit also interfaces with the INTV II via the cartridge port. It
has a 2600 cartridge port on the top of the module, Game Select and Reset keys
flanking the two difficulty and color/BW switch. The controller ports are
located on the front of the module, and any of your favorite 2600 compatible
controllers work just fine. If you don't happen to have Atari controllers lying
around, you can use the disc controller attached to the INTV II in lieu of them.
If you happened to own an original Intellivision, sending in your Master
Component and $19.95 would get you a main board modification that was required
for this unit to work with the older equipment.

For the masses that couldn't stand to use the Intellivision's
awful disc controllers, there were a couple solutions:
- INTV Corp. released a set of clip-on Joysticks which
snapped onto the lower half of your controller, these are of questionable
quality and value:
- A couple of other companies released sticks that either
glued onto the existing discs, or replaced the disc entirely, with a shaft that
screwed into a hole drilled into the center of the replacement disc. One of
these add-ons also came with oversized fire buttons that clipped over the
existing buttons.
Tired of switching between your 8 favorite games? Get a
Videoplexer! Similar to the RomScanner for the Atari 2600, this unit would store
8 Intellivision games and allow you to switch them on the fly via a touch panel
on the front of the unit. The unit plugs into the cartridge port of the base
system, and on top there are slots for up to eight cartridges. At the base of
the Videoplexer, there are 8 buttons for switching between the cartridges.

The idea of beaming videogames through Cable TV is not new; a
company called PlayCable created an adapter for the Intellivision that plugged
in to the cartridge port, and the service had a selection of 20 of the most
popular games available every month.

Steven Roode and his brother were fortunate enough to have
this service, and what follows is his description of the hardware and the
service provided:
“When you signed up for PlayCable, you were given a box which
would plug into the Intellivision's (INTV's) cartridge port. The box had the
same color scheme as an INTV I, and its dimensions were the same height and
depth of the INTV I, with the length of an INTV II. It had a power cord coming
out of it. Additionally, you were given a RF box which had a coaxial in, a
coaxial out, and two RCA outs. One RCA out was connected to the INTV, and one
was connected to the PlayCable unit.
For about $4.95 a month, the cable company would transmit 20
games (Although for the first few months, there were only 15 games). When you
turned on the INTV, a sort of 'boot screen' would come up and you would hear a
sound that sort of sounded like a clock ticking. After a couple of seconds, you
would hear 4 long beeps and the PlayCable title screen would pop up. There would
be one of four different songs in the background (I know that one was the
victory song in checkers, one was The Entertainer, one was Music Box Dancer, and
I forget the other one). Each screen listed 5 games (I think, it may have been
4), and you could cycle through the games lists by pressing the disc. When you
found the game that you wanted, you would press the number next to it, and press
enter. A title screen of the game would pop up, and again you would hear
ticking. After a couple of seconds, you would hear the same 4 long beeps and the
game would be ready to play”
The following are excerpts from a PlayCable-specific game
manual describing the game loading process:
HOW TO SELECT YOUR FAVORITE GAME FROM PLAYCABLE:
- Set the PlayCable TV/Game switch to GAME.
- Turn on your television and turn to Channel 3 or 4. (The
same setting as the switch on the bottom of the Mattel Electronics Master
Component.)
- Turn on the Master Component; push the RESET button.
- The screen will read, "PLAYCABLE CATALOG." The screen will
then change to: "PLAYCABLE PRESENTS INTELLIVISION. PUSH DISC."
- Push the directional disc (the big, round button on either
hand control) to see each page of the catalog. The series will start again
automatically as you keep pushing the disc.
- To call up a game, find the page on which the game appears.
Press the number of the game on your keypad, and then press ENTER. Wait about 10
seconds. When the four rectangles in the upper left hand corner of your screen
turn white, your game is ready.
- Push the disc again and the game will appear.
- To select a new game, push RESET. The catalog will
re-appear.
One of the neater aspects of PlayCable was that they would
rotate out about half of the games every month. When they did, you would get
instruction books and overlays for each new game in the mail (and all of the
overlays were attached with perforations; so you would have to sort of tear them
apart).
PlayCable tended to have some pretty decent games on it. You
would always have a couple of the 'classics' every month (i.e., I don't think
Baseball and Astrosmash ever came off!), and you would get some pretty recent
games as well. Once in a while they were slow in changing the games. They were
supposed to be rotated out on the 1st of each month. Believe me, my brother and
I would fake sick to stay home from school sometimes on the 1st! If by noon they
weren't changed, we would call the cable company and by the end of the day they
were updated (One other neat little side note: When they changed the games out,
the system would still be up. First, all game choices would disappear. Then, two
by two, new games would pop up. You could actually see them appear!)
We had PlayCable for about two years (I think 81-82), and our
cable company was big into promoting it. They had INTV playathons at some of the
local malls, giving away free INTVs to high scorers in certain games. During one
promotional weekend, the cable company showed nothing but people playing INTV
and the announcers commenting on how realistic the game play was. I think we
even have one PlayCable T-shirt lying around somewhere!
Finally though, our cable company stopped carrying PlayCable,
and unfortunately, we had to surrender the box. I would like to have kept it to
see how it worked. All in all, our family has a lot of fond memories of
PlayCable... I think it helped to enhance the uniqueness and mystery of the
Intellivision.
This is a large metal briefcase that appears to be a portable
diagnostic unit for testing Intellivision cartridges and the removable chips
from malfunctioning systems. It consists of two controllers mounted onto the top
of the unit, zero insertion force (ZIF) sockets for testing chips, and various
other controls to test the chips under different operating conditions. To run
the diagnostics, the system uses an integrated MTE-201 test cartridge.
Internally, the system appears to be a modified 2609 motherboard along with an
alternative power supply circuit. It is interesting to note that the controllers
mounted on the top of the unit match the layout in the controller test section
of the MTE-201 tests, which means they are reversed -i.e. the left controller is
mounted on the right. This unit was not sold to the public, and it is unknown if
more were produced. At the time of this writing, the history of this unit
remains shrouded in mystery.
(Thanks to Steve Orth for the info)
Overlay Key:
Yes = has overlays
No = No overlays
L/R = has different overlays for the left and right
controllers
Notes: Any interesting tidbits, such as additional
hardware required, release notes, and compatibility.
Manufacturer |
Title |
Part # |
Overlay |
Notes |
Intelligentvision |
4-Tris |
9111 |
Yes |
J. Zbiciak released in
2001 |
Mattel |
ABPA
Backgammon |
1119 |
Yes |
Sears #49
75214 |
Mattel |
AD&D Cloudy
Mountain |
3410 |
Yes |
|
Mattel |
AD&D Treasure of
Tarmin |
5300 |
Yes |
|
Mattel |
Armor Battle |
1121 |
Yes |
Sears #49
75211 |
Mattel |
Astrosmash |
3605 |
Yes |
Sears #49
75229 |
Imagic |
Atlantis |
700006 |
Yes |
|
Mattel |
Auto Racing |
1113 |
Yes |
Sears #49
75205 |
Mattel |
B-17 Bomber |
3884 |
Yes |
Intellivoice |
Activision |
Beamrider |
M-005-02 |
Yes |
|
Imagic |
Beauty & the
Beast |
700007 |
Yes |
|
Interphase |
Blockade
Runner |
80100001 |
Yes |
|
INTV |
Body Slam! Super Pro
Wrestling |
9009 |
No |
|
Mattel |
Bomb Squad |
3883 |
Yes |
Intellivoice |
Mattel |
Boxing |
1819 |
Yes |
Sears #49
75221 |
Mattel |
Bump 'n'
Jump |
4688 |
Yes |
|
Mattel |
BurgerTime |
4549 |
Yes |
|
Mattel |
Buzz Bombers |
4436 |
Yes |
|
Coleco |
Carnival |
2488 |
No |
Non-Intv2 |
AtariSoft |
Centipede |
70254 |
No |
|
Dextell |
Championship
Tennis |
8200 |
Yes |
|
Mattel |
Checkers |
1120 |
Yes |
Sears #49
75215 |
INTV |
Chip Shot Super Pro
Golf |
8900 |
No |
|
INTV |
Commando |
9000 |
No |
|
Sega |
Congo Bongo |
006-06 |
No |
|
AtariSoft |
Defender |
70252 |
No |
|
Mattel |
Demo Cart
78' |
1682-0950 |
No |
|
Mattel |
Demo Cart 78'
Revision |
5032-0710 |
No |
|
Mattel |
Demo Cart
83' |
5853-0210 |
No |
|
Mattel |
Demo Cart
International |
5859-0410 |
No |
|
Imagic |
Demon Attack |
700005 |
Yes |
|
INTV |
Dig Dug |
9005 |
No |
|
INTV |
Diner |
8800 |
No |
|
Coleco |
Donkey Kong |
76257 |
No |
Non-Intv2 |
Coleco |
Donkey Kong
Junior |
76376 |
No |
|
Imagic |
Dracula |
700018 |
Yes |
|
Imagic |
Dragonfire |
700010 |
Yes |
|
Mattel |
Electric Company Math
Fun |
2613 |
Yes |
|
Mattel |
Electric Company Word
Fun |
1122 |
Yes |
Non-Intv2 |
Imagic |
Fathom |
720 | |