Intellivision owners get more good news in ’82 when third party manufacturer Imagic starts making games for the system. Imagic boosts the Intellivision library with product like Atlantis, Microsurgeon and Beauty and the Beast. As for the company’s biggest VCS hit Demon Attack, Gary Kabe is in charge of porting Rob Fulup’s space shooter to Mattel’s console. The problem is that the Inty version bears an even stronger resemblance to the 1980 Centuri coin-op Phoenix, to which Atari has purchased exclusive home video game rights. Thus the company, with its home version of Phoenix slated to hit store shelves in January of 1983, sues Imagic for copyright infringement. The two parties eventually settle out of court.
The bad news is, when Coleco releases their powerhouse third-wave video game system ColecoVision in 1982, Mattel suddenly finds themselves no longer the owners of the most graphically advanced game machine on the market. In an effort to refresh the sagging Intellivision line, they debut the Intellivision II at the 1983 Winter CES, as a replacement for the old Master Component. Starting a process that becomes one of the major factors in the entire industry’s destruction one year later, the new system is more of a simple compact redesign of the same old technology than an innovative new product. In a slick new grey box, the Intellivision II is cheaper for Mattel to produce, as the component list on the motherboard is streamlined. It retails for $99, with a few new improvements over the original. The controllers are now removable through joystick ports, facilitating their easy repair, and have longer cords so players aren’t quite so tightly tethered to the console. A LED light is placed next to the power button, to help prevent the machine being left on unattended. Next to the LED is the new dual-mode power button. After turning on the machine, a tap of the power button will soft reset the unit. Users must hold down the button for approximately five seconds to power off the Inty II. Also added is an external video output, allowing for a rather interesting peripheral to be sold. The System Changer plugs into the new Master Component and lets the owner play Atari VCS games. This new add-on is actually a VCS clone in a box complete with Atari joystick ports and game select/reset buttons. Spurred on by the System Changer, as well as Coleco’s Expansion Module #1 Atari adapter for their own ColecoVision, Atari starts to threaten lawsuits. It is helpfully pointed out that clones of the Atari machine are legal due to the off-the-shelf components and un-copyrighted software contained in them. Atari backs off, opening up the floodgates for various versions of the VCS by other manufacturers. An update of the Intellivoice is planned and prototyped for the revamped Intellivision but is eventually shelved.
A Role To Play
1982 also sees a version of the perennial paper-and-dice role playing game Dungeons & Dragons for the Intellivision, titled Advanced Dungeons & Dragons Cartridge. Mattel’s first dealings over D&D licensing comes by way of the company’s electronic version of Gary Gygax and Dave Arneson’s table-top game rules, in fact, the first electronic version of the game, licensed from TSR and sold as Dungeons & Dragons Computer Labyrinth Game. Rights to produce home console, stand-alone and hand held games based on D&D are secured by Mattel in 1981. The Intellivision version of D&D concerns itself with a team of three adventurers traveling across a mountainous landscape in a bid to retrieve the two halves of a broken royal crown, secreted away by a cadre of dragons. The game would later be renamed Advanced Dungeons & Dragons: Cloudy Mountain to distinguish it from another first-person AD&D game from Mattel called Advanced Dungeons & Dragons: Treasure of Tarmin, released in 1983.
In 1983 the Intellivision game library expands again when Activision joins Imagic as a third-party manufacturer making games for the system. Their first offerings are ports of Bob Whiteheads’s Stampede, as well as David Crane’s immensely popular Pitfall!. Activision’s translations to Mattel’s console don’t bring anything new to the table, however, as they are merely duplicates of the VCS versions. Intellivision owners will have to wait for the Activision’s exclusive creations for their system to utilize its advanced graphical capabilities, games like The Dreadnaught Factor.
Also at the 1983 winter CES in January, Mattel announces a real technologically advanced addition to their Intellivision line with the Intellivision III, to be released in the fall with a suggested retail price of around $300. It is intended as a bulwark against the ColecoVision and the new Atari 5200, with graphical capabilities that surpass its rivals. The Inty 3 has approx. 12K of ROM and 10K of RAM, and sports a screen resolution of 320 x 192 pixels, compared to 256 x 192 for the other two next-gen systems. It can also handle 64 sprites on-screen at a time, whereas Coleco’s unit can only handle 32 and Atari’s system a measly five. The Inty 3 will also include microwave wireless controllers with real joysticks, a multi-coloured LED status display on the case, built-in voice synthesis and an automatic TV/Game switcher similar to that offered in the 5200. Not to be left off the shopping list of new features are six music channels in stereo sound and backward compatibility with original Intellivision games. Oh, and a real 16-bit CPU is also to be included in the mix. A launch title library of six to eight games is expected, including the Hanna-Barbera tie-in game Yogi Bear’s Adventures, along with other titles like Treasure of the Yucatan and Grid Shock. Air jockeys should revel in the planned Air Ace, an air combat game allowing the player to soar over a full landscape in three-quarter perspective. The system is previewed in a private room during the show, to a select group of individuals.
The plan is to have the Intellivision III hold the line until a top-secret project code-named Decade can come to fruition sometime in 1984, intended to develop the Intellivision IV as the next generation of video games. By the fall of 1983, however, Mattel has scrapped the Intellivision III. The company reports that this is because of an advanced graphics handling technique developed by Ray Kaestner for the aborted system. When applied in games for the current Intellivision systems, Super-Graphics, aka Mattel Electronics Graphic Development System GDS-7809, displays the same high-resolution as the Intellivision III. One such game is Masters of the Universe: The Power of He-Man, part of which Kaestner designs.