Intellivision Minehunter Take command of the advanced mine scanner aboard your helicopter and begin the hunt for all the mines laid down by the enemy. As you scan the minefield, drones will report back on how many mines are detected in an area. Use these markings to assist in finding all the mines. Hurry, your time is limited!
The area that you need to clear of mines is divided into a grid of squares. Several of the squares will have landmines hidden beneath them. The goal of your mission is to identify where all of the landmines are hidden – without actually setting one off.
Background:
Ryan's father came home one night in 1980 with an Intellivision, Space Battle and Armor Battle. This began his lifelong fascination with video games and computers. Even though the family had an Atari 2600, Ryan and his brothers were drawn to the Intellivision and its more complex games.
By 1992, the family Intellivision had long since died, but Ryan started to discover that thrift stores and garage sales were loaded wi
[Unreleased 1983] Maneuver down an abstract tunnel of colored light without crashing. Succeed and go on to a musical memory game: notes are randomly played that you must then play back using the hand controller keypad. Score points for how quickly you duplicate the series of notes. Then its back into the tunnel and on to a longer series of notes in the memory game.
Russ Lieblich did the sounds and music for a number of games at Mattel Electronics (including Snafu) before going to Activision where he designed this game. Peter Kaminski, who programmed River Raid, helped Russ with the programming. It was finally released on the Intellivision Rocks! CD.
A robot is shooting at you - lob a grenade to destroy it. Boom! But once it's gone, a tougher robot takes its place!
Steve Montero developed this game at Activision after programming the robot-themed Night Stalker at Mattel Electronics. The game was completed in late 1983, just as Activision decided to give up on releasing new Intellivision titles. It was finally released in 2001 on the Intellivision Rocks CD.
[Unreleased 1983 Intellivoice] Identify animals on a carousel and follow instructions given throughout the game.
Score points by doing what the voices tell you:
Choose the correct carousel animal.
Play a piano.
Drink some milk.
Answer a telephone.
Learning game for children.
2 different game screens.
1 player Intellivoice game.
DEVELOPMENT HISTORY
Marketing specifically requested a children's educational game for the Intellivoice. Programmer Ron Surratt (Atari 2600 BurgerTime) and graphic artist Peggi Decarli (USCF Chess) drew up some initial concepts for the game (Ron's input was requested because he used to be a teacher), then Steve Ettinger was assigned as programmer. New-hire Joe Ferreira was added to train with Peggi as a graphics artist. Steve and Joe quickly became a strong design team, taking the concept from a barnyard to a carousel and making the game their own. By the time it was finished, however, Marketing decided that sales of Intellivoice units were too low to support such a "
Tetraminoes are pieces created from 4 blocks joined together into 7 different patterns. By rotating them, you can position the pieces as they are falling so they fill open spaces. When an entire horizontal line fills with the pieces, the line clears and you are on your way to higher levels!
Blocks will fall from the top of the screen towards the bottom. Arrange the pieces so that a row is completely filled by the blocks. Failing to do so will fill up the screen making it more and more difficult to clear rows. A cleared row will disappear giving you points and making game play easier.
[Unfinished 1982] You're piloting a biplane through enemy territory. Drop bombs on factories and ammunition depots. Engage enemy planes in dogfights to the death!
Due to the popularity (especially with APh and Mattel programmers) of the Biplanes game in the Triple Action cartridge, APh proposed this one-player version. A prototype was shown to Mattel with scrolling mountain terrain and targets that could be bombed. The plane graphics, sound effects and flight control were lifted directly from Biplanes. (Enemy planes, which would have presented an artificial intelligence-programming challenge, were not included in the prototype but promised for the finished game.)
Marketing (not as crazy about Biplanes as the programmers) chose not to release the game and it went unfinished.
FUN FACT: A nice touch is that the second you lose control and smash into the side of a mountain, another biplane flies on-screen, cheerfully circling the crash site, trailing a banner displaying your score.
Head up the mountain, avoiding bears, boulders and inclement weather. But first, stock up on supplies -- you won't get far without food and shelter. But don't overpack -- the extra weight will slow you down.
Reach the top of the mountain by managing the quantity of Fire, Food, Water, Ammunition, Shelter, Raft you carry. Watch for weather conditions and do not exhaust the $300 you are given when purchasing your goods. As you climb the mountain, your health is shown by the color of your climber. Red is full health, Blue is Medium health and Yellow is low health.
[Unreleased 1982] Land Battle is a two player war game which utilizes both strategic and tactical modes of play. Each player controls an array of forces with the objective of capturing or destroying his opponent's "flag."
PRODUCTION HISTORY
This wargame simulation took a long time in programming (officially 391 days, compared to 170 days for Night Stalker, begun at about the same time); when completed in mid-1982, Marketing was concerned that its design already looked dated.
A second concern was that, due to the complexity of the game, it required more memory than an Intellivision contained; the cartridge would have to include 256 bytes of RAM onboard. Only USCF Chess had been approved for onboard RAM, an expensive proposition.
When the Entertainment Computer System (ECS) was given the green light, Gabriel Baum, VP of Applications Software, proposed changing Land Battle to an ECS title; the ECS had an additional 2K of RAM available for cartridges. Marketing resisted this -- they still wanted Land Battle as a sta
[Unreleased 1981]
GAME DESCRIPTION
Use your paddle to bounce a ball against descending rows of colored bricks. Hit bricks disappear, scoring points.
PRODUCTION HISTORY
Brickout! was an Intellivision version of the Atari arcade and video game Breakout. It was intended for the Triple Action cartridge, which was originally to have included five arcade-type games. Brickout! was shelved for fear of legal action from Atari; such fears also killed the original version of Astrosmash, which was an Asteroids-like game.
[Unfinished 1983] An arcade game. Carom your shots against the moving wall to fill in the pattern on the back grid.
This original game by Andy Sells looked great; it had a strong 3-D effect as the moving wall swept back and forth across the screen. But while Andy wanted to continue developing the game, management wanted to take advantage of his musical talents. (Shortly before coming to Mattel, his award-winning song "You Love Love [More Than You Love Me]" was recorded by the English group Buck's Fizz. Ask for it by name.)
Andy was continually assigned to work on music and sound effects for other games, including Shark! Shark! and TRON Solar Sailer. He also co-developed the Intellivision sound development tool, Mr. Sound. Whenever he had a chance he returned to Grid Shock, but the game was never elevated to official status.
While the game never made it onto the Intellivision release schedule, it was demonstrated as part of the Intellivision III product line. This was bogus; when the Intellivision III wasn'
[Unreleased 1983] puzzle game -- move rows and columns of squares to line up matching colors.
While experimenting with Intellivision graphics, someone in the Design & Development department came up with a kaleidoscopic effect using sequenced GRAM. VP of Applications Software Gabriel Baum liked the effect, dubbed Hypnotic Lights, and asked programmer Steve Roney (Space Spartans) to work it into a game.
Steve's reaction was pretty much: yeah, right, what game? Marketing had a suggestion: something sort of kind of like a Rubik's Cube. That's what Steve sort of kind of gave them. But while Steve continued to tinker with it when not working on higher priority games (including B-17 Bomber, Aquarius Utopia and Space Shuttle), Hypnotic Lights was never elevated to "official" status.
The looniest space battle ever. Each team is in command of a decrepit flying saucer that seems to work best as a battering ram. It's outer space demolition derby!
One team is from the ice planet, one from the fire planet. Each team controls a Space Cadet in a zippy little flying saucer. Bump into a sparkling asteroid to send it into the other team's planet. Team with the most hits against its enemy planet wins.
Programmers at Mattel Electronics came up with a series of casual games meant to be played at parties. The "Party Line" cartridge was shown at the 1984 CES but never produced.
Crazy Clones is a simple game which grew out of the canonical "first program", Killer Tomatoes. In Crazy Clones, you are the one real person in a sea of clones. You must tag as many clones as possible while avoiding the Clone Master. When the Clone Master touches a clone, a new clone is produced. When the Clone Master touches you, the game is over.
Note: If you tag all of the clones without letting the Clone Master create a new clone, you're hosed.
Features Indoor (6-man) volleyball in a gymnasium and Outdoor (2-man) volleyball on the beach. Realistic volleyball simulation featuring serving, bumping, sets, jumps, spikes, blocks, dives, and digs.
As player, you control every member of your team. Aim your serves; pass the ball to the setter; crank on the spike; leap to block the spike.
Get down and dirty with Stadium Mud Buggies for the Intellivision, where the object is to score points by driving in nine events: Hill Climb, Drag Race, Bog, Tug-O-War, Car Crush, Donuts, Drawbridge, Combo Course and Monster Rally, which consists of all the events in order. You can compete against a friend, a computer driver, or against your own high score.
For each event you can select from one to nine laps (or quarter miles in a couple of the events) and from five difficulty levels. Your buggy is equipped with a gas pedal, a brake pedal, reverse, and a four-speed transmission. Downshifting occurs automatically.
An update of U.S. Ski Team Skiing, Mountain Madness: Super Pro Skiing includes code from that game, but offers new features such as enhanced graphics, create-your-own course, and random skiing, which has a helicopter dropping players off on uncharted mountains.
Super Pro Decathlon lets you and up to three friends compete in 10 track-and-field events. You can enter the Practice mode in order to train yourself on individual events, or you can go for broke and play the full 10-event Decathlon. Each event has a minimum time, distance, or height you must beat in order to qualify. Three difficulty levels are available: Amateur, Olympic and Super Pro.
Events are as follows: 100 Meter Dash, Broad Jump, Shot-Put, High Jump, Triple Jump, 110 Meter Hurdles, Discus Throw, Pole Vault, Javelin Throw and 400 M. Dash. Most of the events require running, which is done by quickly tapping alternate sides of the disc repeatedly or by spinning the disc.
The Object of Body Slam: Super Pro Wrestling is to defeat your opponent in the ring. You must use strength, strategy, and a hint of sneakiness. Each match consists of a series of four-minute rounds. There is an unlimited number of rounds, so the match continues until a player wins or until a draw is declared. The first wrestler to pin his opponent to the mat for a time of 3 seconds is the winner.
You control a wrestler selected from 12 different characters. Your opponent is controlled by another player or by the computer. If you choose a Tag-Team Match you and your opponent each control 2 wrestlers who take turns in the ring.
Super Pro Hockey is a one or two-player hockey game. There are four handicap/skill levels to choose from after selecting whether or not the player wants a one or two-player game: Amateur, Rookie, Pro, Super Pro. Essentially, changing the handicap results in changing speeds to the gameplay, from low (Amateur) to high (Super Pro). There are no teams, only Home and Visitor.
Each team has three players and a goalie. The home team is tan and the visitor team is green. The player can only control one character at at time, and this character is colored lighter than the rest of the player's team. Goalies are controlled by the computer.
In late 2018, discovering that they had over 200 loose cartridges of Slap Shot: Super Pro Hockey, the Blue Sky Rangers had new boxes and overlays printed and released the remaining stock as fully boxed copies.
The bookend to Learning Fun I, Learning Fun II is the INTV Corp. remake of Word Fun. This cartridge adds a pretty title screen and one new game to the three already offered by Word Fun.
Although the basic gameplay of the Word Hunt, Word Rockets and Crosswords games appears unchanged from the original Word Fun cartridge, the graphics were enhanced. According to the official site, a bug was introduced in the Crosswords game that resulted in the computer only choosing words starting with letters A-T instead of A-Z. The new game added to the mix is Memory Fun - your basic 'Memory' style game where you turn over pairs of tiles to find matches. Another grand edutainment game. No wonder they made so many. ;-)