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Intellivision and was
The 5200 was created to compete with the Intellivision, but wound up more directly competing with the ColecoVision shortly after its release.
While it touted superior graphics to the 2600 and Mattel's Intellivision, the system was initially incompatible with the 2600s expansive library of games, and some market analysts have speculated that this hurt its sales especially since an Atari 2600 cartridge adapter had been released for the Intellivision II.
Coleco prototyped a fourth expansion module intended to provide compatibility with Mattel's Intellivision, but this was never released.
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 Intellivision was also introduced in Japan by Bandai in 1982.
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.
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.
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 software-development system in place of the original hand-built development boards.
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 ), but the speech-supporting games written for Intellivoice actually made the speech an integral part of the gameplay.
The Intellivision II redesign was much smaller and cheaper to manufacture that the original.
Like the ECS, Intellivision II was designed first and foremost to be inexpensive to manufacture.
As the Atari 2600 and Intellivision ports, it was forward-scrolling rather than isometric.
He was also notable for his appearance in television commercials during the early 1980s, including a memorable campaign for Mattel's Intellivision.
The Aquarius often came bundled with the Mini-Expander peripheral, which added gamepads, an additional cartridge port for memory expansion, and the GI AY-3-8914 sound chip, which was the same one used on the Intellivision console.
Most of the released titles were ports from Mattel's Intellivision game console, but because the Aquarius lacked programmable graphics, the gameplay of many games was better on the less-expensive console.
A console-only sequel, Diner, was created after the 1984 purchase of Intellivision from Mattel by INTV Corp.
This game was programmed by Ray Kaestner, the programmer of the Intellivision version of BurgerTime.
Due to this game's success, it was ported to several home computers and consoles: Apple II, Atari 2600, BBC Micro, ColecoVision, Commodore 64, MS-DOS, Intellivision, Mattel Aquarius, MSX, NES, and TI-99 / 4A.
Sports writer George Plimpton was featured in the Intellivision ads, which showed the parallel games side by side.
It was ported to three home systems by Coleco ; Coleco's ColecoVision, Mattel's Intellivision, and the Atari 2600.
The first sim game, Utopia ( 1982 ) developed for the Mattel Intellivision console system, covered many of these same elements, but was limited by the primitive screen resolutions of its era.

Intellivision and developed
At this time, all Intellivision games were developed by an outside firm, APh Technological Consulting.
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.
When the Intellivision first came out in 1978, its games were all developed by an outside firm, APh Technological Consulting.
The Intellivision version was developed for INTV Corporation by:
Imagic was a short-lived American video game developer and publisher that developed games for the Atari 2600, Intellivision and other video game consoles in the early 1980s.

Intellivision and by
The Intellivision is a video game console released by Mattel in 1979.
Over two million Intellivision consoles had been sold by the end of the year, earning Mattel a $ 100, 000, 000 profit.
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.
* Intellivision retrogaming company homepage, run by Keith Robinson and The Blue Sky Rangers ( the Intellivision game programmers )
* Gamasutra-A History of Gaming Platforms: Mattel Intellivision, by Bill Loguidice and Matt Barton
Atari even hired several programmers from Mattel's Intellivision development studio, prompting a lawsuit by Mattel against Atari that included charges of industrial espionage.
* Official Intellivision History Site by the original programmers
* Intellivision, pitchman, himself, released by Mattel in 1979
That same year, Mattel released Intellivision World Series Baseball ( IWSB ) by Don Daglow and Eddie Dombrower, possibly the earliest sports game to use multiple camera angles to show the action in a manner resembling a television broadcast.
Music by Dave Warhol, who had worked with Daglow on the Intellivision game design team, was also added to the EA edition.
A precursor to the standard D-pad on a video game console was used by the Intellivision, which was released by Mattel Electronics in 1980.
Despite being a commercial failure when it was initially released Congo Bongo has been ported to nearly every major gaming platform of the day, including SG-1000, MSX, Intellivision, ColecoVision, Commodore 64 ( twice-by Sega in 1983 and by U. S. Gold in 1985 ), IBM PC, Atari 2600, Atari 5200 and Atari 8-bit computers.

Intellivision and Mattel
In its first year, Mattel sold 175, 000 Intellivision consoles, and the library grew to 35 games.
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.
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.
In 1982, Mattel introduced a new peripheral for the Intellivision: The Intellivoice, a voice synthesis device which produces speech when used with certain games.
* Minotron: 2112 ( iPod Touch / iPhone 3GS / iPad / iPhone 4, 2011 ) ( Represents the Mattel Intellivision )
At the time of the U. S crash, there were numerous consoles on the market, including the Atari 2600, the Atari 5200, the Bally Astrocade, the ColecoVision, the Coleco Gemini ( a 2600 clone ), the Emerson Arcadia 2001, the Fairchild Channel F System II, the Magnavox Odyssey < sup > 2 </ sup >, the Mattel Intellivision ( and its just-released update with several peripherals, the Intellivision II ), the Sears Tele-Games systems ( which included both 2600 and Intellivision clones ), the Tandyvision ( an Intellivision clone for Radio Shack ), and the Vectrex.
Rather than reveal the names of Intellivision game designers, Mattel instead required that a 1981 TV Guide interview with them change their names to protect their collective identities.
Licensing rights were also granted to Mattel Electronics for two educational based video games for the Intellivision console in 1979.
Looking to compete in the standalone computer market, Mattel Electronics turned to Radofin, the Hong Kong based manufacturer of their Intellivision consoles.
the " word size " ( instruction length ) for 16-bit console systems including: Sega Genesis, Super Nintendo, Mattel Intellivision

0.120 seconds.