Mattel [USA]
Digimed/Digiplay [BRAZIL]
Digimed [BRAZIL]
Mattel (box front) [USA]
Mattel (box back) [USA]
Digiplay (box front) [BRAZIL]
Mattel (box front) [FRANCE]
Mattel (box front) [ITALY]
Manuals (Console)
Mattel (3668-0920) [AUSTRALIA]
Digiplay [BRAZIL]
Mattel (2609-0720) [CANADA]
Mattel (2609-0920-G2) [USA]
Mattel (2609-0920-G4) [USA]
Mattel (2609-0920-G5) [USA]
Mattel (5156-0151) [FRANCE]
Manuals (Service)
Master Component 2609 (1181-JR-2M) [USA]
Master Component 2609 (SubAssembly) [USA]
Master Component 2609 (Product Specification) [USA]
Master Component 2609 (Memory Map) [USA]
General Instrument (CP1600) [USA]
General Instrument (CP1610) [USA]
General Instrument (8900 System) [USA]
Your Friend, The EXEC [USA]
Hand Controller Flyer (2609-905) [USA]
Intellivision History and Philosophy [USA]

  • In 1977, Richar Chang, head of Mattel's Toy Design and Development Department, began to develop the idea of ​​producing a video game device. He hired Glenn Hightower of APh Technology Consultants to help define the project. They found something close to what they were looking for in the General Instrument catalog of integrated circuits. The catalog described a video game system called Gimini 6900 that could be built independently of GI's chips.
    GI was excited about the idea of ​​working with Mattel and contributed to the changes. The most important of these was to include a way for programmers to define new graphics for each game; the original design only allowed games to use a ROM graphics library. Design and Development artist Dave James insisted that this would be an important limitation.
    Mattel executives, however, were reluctant to compete with Atari in the video game market; they left the project on hold. However, Richard Chang's team started producing handheld electronic games, many programmed by APh. These games, sold under the name of Mattel Electronics, were very successful. In the meeting room at Mattel, executive Jeff Rochlis again raised the idea of ​​a video game device. He finally sold his idea; in 1979, the Intellivision project started moving forward again.

  • The current hardware engineering (including the design of the controls) was done by a Mattel team led by Dave Chandler, who won the nickname "Papa Intellivision". The internal software (the "Executive") was programmed at APh.

  • In the middle of the development process, Texas Instruments approached Mattel and argued strongly that Mattel should use TI chips in Intellivision instead of GI chips. Although they offered a large financially considerable deal, Mattel remained with GI, as this would cause a delay of six to nine months. "A good thing," said Glenn Hightower, who fought the TI chip saying it was "inferior".

  • Intellivision was tested on the market in 1979 in Fresno, California, with four cartridges: Las Vegas Poker & Blackjack, The Electric Company Math Fun, Armor Battle and ABPA Backgammon. The test was a success and in 1980 Intellivision had its big release. 175,000 were sold in 1980, 500,000 in 1981 and another 500,000 in 1982. Counting on Intellivision II and clones, approximately 3 million devices were sold on United States.

  • The Intellivision was originally sold for US$299. In one year, the price dropped to US$249, and in 1982 a discount of US$50 lowered the price to US$200. The "cheapest-to-produce" Intellivision II (which did not come with a cartridge like the original console) was introduced to the market for around US$150, but in late 1983 it dropped to US$69.95. This became the final price for Intellivision. The consoles sold by Mattel Electronics' successor (INTV Corp.) between 1985 and 1990 were sold for US$69.95 each.

  • Most of Mattel Electronics' cartridges sold for US$39.95, and dropped in price when new titles were released. The games for Intellivoice originally sold for US$43.95 each. USCF Chess, which included RAM in the cartridge, was the most expensive game for Intellivision at a cost of US$55.95.

  • CURIOUS FACT: Magnavox had patented the home video game concept when it created the Odyssey Game System. When Atari launched the 2600, they obtained a license from Magnavox, according to rumors, for a very low price. When Intellivision was launched, Magnavox realized its error. They demanded a heavy fee from Mattel for each console sold. Mattel decided not to pay; after careful analysis, the legal department concluded that the patent would never be upheld by the supreme court. Well... it was. Magnavox sued, won, and Mattel disbursed a few million dollars.



Mattel [USA]
Mattel (box front) [USA]
Mattel (box back) [USA]
Digiplay [BRAZIL]
Digiplay (box front) [BRAZIL]
Digiplay (power suply) [BRAZIL]
Manuals (Console)
Digiplay [BRAZIL]
Mattel (5872-0920) [USA]
Manuals (Service)
Master Component (5872) [USA]

  • There were three reasons to replace the original Intellivision Master Component with the Intellivision II, developed under the nickname Big Mac, and released nationally in 1983:
    1. Redesigned circuits that reduced the number of components and, therefore, the cost;
    2. Easier repairs by making the components more prone to breakage - the power source and manual controls - as removable parts, and
    3. An external video input on the cartridge door to make System Changer possible.
    (Removable controls also made it possible to use alternative types of controls such as track balls and pistols. While most of these never went beyond the brainstorming stage, a joystick-style control - called Dandelion - was demonstrated at the Consumer Electronics Show in January 1984. as an "intention to launch in 1984").

  • For game creation, the Intellivision II should be identical to the original - the main chips and their functions are the same as described in the technical documentation for the original Intellivision. But there was a big difference...
    When Intellivision II was released, it was discovered that three Coleco games on the market, Donkey Kong, Mouse Trap and Carnival would not work on it. Why not? Mattel said it was not sure - perhaps software changes necessary for System Changer to work were causing the problems...
    But as more and more games in development at Mattel were discovered not to work with Intellivision II, the programmers realized the reality. The reason Intellivision II didn't work with Coleco games was that it was designed not to work.
    The EXEC contains a subroutine to display Mattel's copyright notice; the programmer simply needs to enter the year in a certain memory location. As a competing game could not use this routine, that position could have anything. The Intellivision II EXEC checks for a specific bit in that position; if the bit is not set, EXEC does not allow the game to run. With valid data in that position, the bit will be set; any other information and there will be only a 50% chance of the bit being set. This was considerable experience in rendering competitors' cartridges useless and therefore could perfectly well be illegal. Nobody knew. But when games went from 4K to 8K in size, more Mattel programmers started using special title screens that "skipped" the EXEC copyright routine. These programmers were advised to make sure that the bit had been set.
    Obviously, as soon as the Intellivision II was launched, competitors figured out how to make their new cartridges work on it.

  • CURIOUS FACT: One of the pre-Intellivision II Mattel games, The Electric Company Word Fun, uses its own copyright routine, and therefore won't work on an Intellivision II. The powers-that-be decided it was more important to screw up the Coleco releases than to make the Intellivision II 100% compatible with Mattel's own games.

  • The change in the Intellivision II EXEC also introduced a slight timing error in the system. Minor problems with sound effects started cropping up. Once aware of this, the programmers were able to get around it, but two already released games, Space Spartans and Shark! Shark! were affected. The biggest timing problem appeared years later, with INTV's release of Super Pro Football. The cartridges were manufactured before anyone tried the game in an Intellivision II -- and discovered that the quarterback didn't appear on the screen until after the ball was hiked. An errata slip had to be included with the (already-printed) instructions.



Mattel (conceptual) [USA]
Technical Specifications
MAGIC Chip Working Specification
Target Specification [USA]

  • When Intellivision was launched, Mattel's marketing positioned it as the cornerstone of a home computer system, implying that while the Atari VCS (2600) was a toy, Intellivision - "Intelligent Television" - would be an educational tool. After its launch, however, marketing found that the people who chose Intellivision over Atari, for the most part, did it only for the better graphics. Educational games and the Keyboard Component have been lowered in priority and the focus changed to explore the graphics with a series of commercials showing side-by-side comparisons of the Intellivision and Atari games.
    The shot backfired when Colecovision was launched in early 1982. Suddenly, Intellivision was no longer the system with superior graphics. Atari tried to compete with the launch of the Atari 5200, but consumers were disappointed that they were unable to play the Atari 2600 cartridges.

  • Marketing decided that Mattel's only way to respond would be to launch a new console - Intellivision III - that would have graphics as good as or better than Colecovision and could still run all of the original Intellivision games.
    The solution to this would be relatively simple since Intellivision has a separate video processor, the STIC chip. Mattel has authorized General Instrument to build an improved STIC for the Intellivision III. This new Super-STIC (STIC 1B) would have twice the resolution in the background mode and would allow more moving objects (sprites) and colors, but, on the other hand, it would be compatible with the original STIC. Keeping the Intellivision III based on the same CP1610 processor as the original Intellivision, old games would still work, and new games would have the advantage of improved graphics. General Instrument created the prototype of the Super-STIC, the Design and Development team modified an Intellivision to use it, and APh Technology Consultants began writing the expanded EXEC program to control it. The project earned the nickname Coffee.
    Understood in this way, an Intellivision with a new STIC chip, expanded EXEC ROM and some extra RAM (to track all those moving objects), the product would probably reach the market quickly. Unfortunately Intellivision III fell victim to the "Kitchen Sink Syndrome".

  • While Intellivision III was in development, Intellivoice went on the market. Consumers liked the concept of talking games, but they didn't like having to buy a pluggable module. Sales were slow. To save the voice program (which represented a major investment), it was decided to incorporate Intellivoice into Intellivision III. The Intellivoice contains a buffer chip for connecting the voice processor to the Intellivision CP1610; it was designed in this way so that other peripherals could also be integrated with the CP1610 by this buffer chip. On the drafting table, at that moment: wireless hand controls. As the buffer chip was to be installed inside the Intellivision III, it was decided to add the (not yet developed) wireless hand controls, too.

  • Obviously, to double the graphics resolution, you really should double the audio quality, so an extra sound chip was added to the design. And because the input ports on the Intellivision sound chip are used as input for the hand controls, it meant that you could add two more hand controls to the Intellivision III and create games for four players.

  • All of these extra items meant that the new EXEC would have to be much more complex to control everything. Not only that, but Intellivision programmers wanted to see frequently used subroutines, such as the scrolling screen, added to the EXEC instead of using precious cartridge space. Ray Kaestner was sent to APh to represent Mattel Electronics' programmers during the development of the new EXEC.
    These expanded design features were grafted on one at a time over many months, causing a lot of rework, frustration and delays.

  • In private rooms in the Mattel Electronics booth at the June 1982 Consumer Electronics Show (CES) in Chicago, major toy buyers were told of the upcoming improved Intellivision to bolster their faith in the product line. At the January CES in Las Vegas, they were told, they would see the working system. But by January 1983, Intellivision III still hadn't progressed beyond the preliminary breadboard stage in the Design & Development lab. So if it never left the lab, what were the toy buyers looking at in the private rooms of Mattel's booth at the January CES? Not a prototype Intellivision III as they thought. They were looking at a plain old Intellivision displaying some really good graphics.

  • Six cartridges were shown; two were supposedly games in progress, the other four demonstrated enhanced features of Intellivision III. The nearest thing to a real technical advancement in these cartridges was that they contained up to 16K of memory. Since they were all graphics, special effects and music (by Bill Goodrich) and no game play, they could be a lot flashier than the then common 4K real game cartridges.
    The two "games in progress," shown with printed packaging, were Treasure of the Yucatan and Grid Shock. The first was a static picture of a stone idol overgrown with jungle vines. An impressive, complex screen, it had been done a year earlier by Eric Wels (Mr. Color) when he was first hired, simply to learn how Intellivision graphics worked. The screen eventually found it way into Bill Goodrich's D&D; voice game, Quest. Grid Shock was the beginnings of an actual game by Andy Sells. A wall that swept back and forth across the playing field, changing perspective as it moved,gave the screen a strong 3-D feel. Grid Shock had been abandoned by Andy since he was spending so much time doing sound effects and music for other games (e.g. Shark! Shark! and TRON Solar Sailer), but what was complete was visually interesting enough to pass as Intellivision III.< br> The other cartridges, written by Ray Kaestner and programmers at APh, used sleight-of-hand to demonstrate Intellivision III features -- multiplexing moving objects put more than the normal limit of eight on screen at one time (albeit flickering); updating moving object positions every 1/60 of a second instead of the EXEC's normal 1/20 gave the illusion of smoother, faster motion.

  • So what games were really in development for the Intellivision III? Well, none. Since both systems were CP1610-based, it was decided to just keep writing for the Intellivision. Then, when (and if) the features and release date of Intellivision III were finalized, any Intellivision games nearing completion would be quickly upgraded for the new system by tossing in fancy graphics and sounds. In October 1982 for a meeting with Marketing and distributors, Gabriel Baum, VP of Application Software, listed the likely candidates to be released as Intellivision III games: the then-in-development Basketball II, Mission X, Thin Ice, Air Battle and Mystic Castle; proposed Winter Olympics and Dungeons & Dragons; and a to-be-determined children's title using one of the newly acquired licensed characters.

  • But no upgrading was ever needed, because in mid-1983 Intellivision III was killed, done in by the delays. Retailers saw it as too little, too late to compete with the then year-old Colecovision. And with the Aquarius Home Computer System and the Intellivision Entertainment Computer System (ECS), there was already a glut of hardware in the 1983 pipeline. With Mattel Electronics starting to pile up hundreds of millions of dollars in losses, it was announced that Intellivision III was being canceled, officially because most of its features had been incorporated into the ECS. (A bogus claim; the extra sound chip and hand-controller ports are the only features they share.) The last hope for the future of Intellivision now rested with the top-secret project code-named Decade: Intellivision IV.

  • NOTE: The Intellivision III should not be confused with the INTV System III, which was simply INTV Corporation's re-release of the original Intellivision Master Component with minor cosmetic differences. To make it worse: at the January 1987 CES, INTV Corp. announced the INTV System IV, which shouldn't be confused with the Intellivision IV. The INTV System IV was really the Intellivision III; Glenn Hightower of APh had convinced INTV's Terry Valeski that the system was still viable. INTV Corporation, however, was not; despite making the announcement, they didn't have the financial resources needed to actually resume the development that had stopped three-and-a-half years earlier.



Mattel (conceptual) [USA]
Mattel (conceptual) [USA]

  • After the Keyboard Component was canceled, Dave Chandler and his design group were able to devote full time to their biggest project: Intellivision IV. Intellivision III had been rushed into development simply as a stopgap product to compete short-term with Colecovision. Intellivision IV, on the other hand, was to introduce the next generation of video game systems.

  • Code named Decade, since it was to be the cornerstone product of Mattel Electronics for the rest of the eighties, Intellivision IV was developed from mid-1982 to mid-1983 secretly in an unmarked building a mile away from Mattel headquarters. Being away from the daily whims and pressures of marketing and administration, Chandler's group was able to create freely.
    The system they created was based on the MC68000 processor, the CPU later used in the first Macintoshes and the Amiga. Video was handled by a custom chip named Magic. Screen resolution was 240 by 192 pixels (40 by 24 4-color 6x8 cards) with a programmable 16-color palette, 16x16 4-color sprites and hardware scrolling. Onboard software supported 3-D graphics along with music and speech synthesis. The Combo chip coordinated peripheral devices, including a built-in modem: a point-of-view two-person tank battle played over phone lines was talked about as a typical Intellivision IV application.

  • Unlike the other hardware in development in 1983, the Intellivision IV had the potential of being a significant step forward; after Intellivision III was canceled, many people saw Intellivision IV as the last hope for the company. The hope didn't last long. Losses kept mounting and on July 12, 1983 the president of Mattel Electronics, Josh Denham, was replaced with Mack Morris. Morris set about shifting the company from hardware to software; on August 4 most of the hardware people were laid off, including those working on Intellivision IV. The shift didn't help; January 20, 1984, Mattel Electronics was shut down.

  • Would Chandler's group have succeeded in creating a super game machine at an affordable price, or would it have been another Keyboard Component? With all the secrecy surrounding the project, it's not known how far along the system really was. We do know it never reached the stage of actual game development; about the only involvement the Blue Sky Rangers had with Intellivision IV was when Dave Chandler borrowed a couple of graphic artists to create some demo screens. The actual screen shot on this page of Castle Grayskull from Masters of the Universe, rendered by Joe Ferreira, is about all that remains of the game machine that was going to save Mattel Electronics.



Intv Productions / AtGames [USA]
Intv Productions / AtGames (box front) [USA]
Intv Productions / AtGames (box front) [USA]
Intv Productions / AtGames (box back) [USA]
Flashback (IN460) [USA]
Flashback (IN460D) [USA]

  • Launched in 2014 by Intellivision Productions, Intellivision Flashback joined the other consoles launched by AT Games: Atari Flashback, ColecoVision Flashback and Sega Genesis Classic Game Console.

  • With a visual similar to the classic and compact model like the Intellivision II, the console is directly connected to the TV and brings 60 games in memory. A special version was released shortly afterwards with 61 games.
    Some successful games were not included for legal reasons. Overlays were also included in the product, but not for all games. An additional package of overlays was sold separately in the following months.

  • Unlike the handheld launched in 2003 and 2006 by Techno Source, which featured games recreated without the same care for sound and image, Intellivision Flashback contains the games originals previously released in cartridge. The controls have also been faithfully reproduced, giving the player the same feeling of playing on the original console.



Intellivision Entertainment (conceptual) [USA]
Intellivision Entertainment (conceptual) [USA]
Intellivision Entertainment (conceptual) [USA]
Intellivision Entertainment (conceptual) [USA]
Intellivision Entertainment (conceptual) [USA]
Intellivision Entertainment (conceptual) [USA]
Intellivision Entertainment (conceptual) [USA]
Intellivision Entertainment (conceptual) [USA]

  • On 05/29/2018, Intellivision Entertainment announced the Intellivision Amico.
    With extremely advanced hardware and games in digital format, the new console aimed to rescue family entertainment, with friends playing in the same physical space in a collaborative or competitive mode. For this reason, online games are not supported.
    The equipment would be available for purchase on 10/10/2020 (in honor of Karen Tallarico, sister of company president Tommy Tallarico who passed away and would turn 48 on that date), but there were two postponements (to 04/2021 and later on 10/2021) due to the New Coronavirus pandemic at the end of 2019. In 2021, global supply and distribution chains were still experiencing the strong effects of the pandemic, which led to a further delay to 2022 and considerable frustration from fans.
    On social media, several supporters of the project were already expressing their displeasure about the tests carried out with the console in test events (such as the demonstration at the Crayola Experience activity center, which provoked the restructuring of the game Cornhole and showed the need for improvements in the functions of the controls). According to the company, the purpose of the demonstration would be precisely the improvement of the equipment, but these issues, added to the constant delays, did not convince part of the initial investors, who requested the return of the amount paid in advance for a special collector's edition.

  • With a launch price of US$249, the console has 6 games in memory and was made available in 2 versions (White Glacier and Black Graphite), in addition to 3 other models with limited edition (Vintage Woodgrain, Galaxy Purple and GTO Red).
    The controls (now wireless) are similar in design to the original. However, the numeric panel gave way to a touch screen, in addition to the introduction of microphone, speaker and movement control. With the use of an application, it is possible to use a smartphone as an additional control, totaling 8 players simultaneously.

  • Classic games have been recreated and great titles on other consoles have also gained versions for Amico, such as Moon Patrol and Earthworm Jim. The games, priced between US$2.99 and US$9.99, have gained special attention by banning violent or offensive content.




Bandai [JAPAN]
Bandai (box front) [JAPAN]
Bandai (box back) [JAPAN]
Mattel [JAPAN]
Bandai [JAPAN]

  • The Bandai Intellivision is the Japanese version of the American console from Mattel Electronics, released on 10/07/1982.
    It has the same design as the original model, with only the detail of the Japanese brand at the top.

  • With the console, 17 games were also launched on the market (with several sports titles). The boxes and names of the games were kept in English, but with manuals in Japanese. Franchise brands were removed (Major League Baseball, for example, became Baseball). The back of the box has two cutouts so that the manual can be fitted and its cover can be seen outside the product.
    The cartridges were sold for between 4800 and 5500 yen (between US$21 and US$23).

  • Although marketing highlighted a comparison of Intellivision to a computer, no expansion module was launched in the country.

  • Console sales ended after 2 years, with 27 games released and 30,000 consoles sold.



GTE Sylvania [USA]
GTE Sylvania (box front) [USA]
GTE Sylvania (box back) [USA]
Manuals (Console)
GTE Sylvania (05-46650-10) [USA]
Manuals (Service)
GTE Sylvania (S815-51) [USA]

  • Before installing its manufacturing base in Hong Kong in 1980, Mattel Electronics hired several companies to manufacture the first units of its Master Component. One was General Telephone & Electronics Corporation (GTE Corp.).
    The GTE Sylvania Master Component has the same look and technical specifications as consoles manufactured by Mattel.



INTV Corp. System III [USA]
INTV Corp. System III (box front) [USA]
Ecico Electronics System III [ARABIA]
Ecico Electronics System III (box front) [ARABIA]
Ecico Electronics System III (box back) [ARABIA]
INTV Corp. Super Pro System [USA]
INTV Corp. Super Pro System (box front) [USA]
INTV Corp. Super Pro System (box back) [USA]
Master Component System III [USA]
Master Component System III (IB-2501-1) [USA]
Master Component System III (IB-2502-5) [USA]

  • In taking over Mattel Electronics' estate, INTV Corp. launched INTV System III. It is a clone of the original console with minor aesthetic differences and an on / off indicator light (already implemented in Intellivision II). It was sold in several stores and in the mail.

  • The technical detail is that INTV System III is not compatible with the System Changer module, which allows you to run Atari games.

  • Sometime after launch, the console was repackaged and renamed Super Pro System and then simply Intellivision Master System.



Radio Shack Tandyvision One [USA]
Radio Shack Tandyvision One (box front) [USA]
Radio Shack Tandyvision One (box back) [USA]
Radio Shack Tandyvision One (5742-0920) [USA]

  • Launched in 1982 by Tandy Corp./Radio Shack, similar to the original by Mattel Electronics, but with wooden details in place of the golden plates.



Sears Super Video Arcade [USA]
Sears Super Video Arcade (box front) [USA]
Sears Super Video Arcade (3618-0920-G1) [USA]
Sears Super Video Arcade (3618-0920-G2) [USA]

  • Made in Hong Kong, the Sears Tele-Games Super Video Arcade was launched in 1979 and sold exclusively at Sears department stores.

  • Visually different from the original Mattel console, the console has removable controls and the game's opening screen does not show the name of Mattel Electronics.



World Book [USA]
World Book [USA]

  • In 1989, INTV Corp. made a deal with the World Book Encyclopedia to manufacture an educational video game system called Tutorvision. The Tutorvision console would be a modified Intellivision, molded in white plastic and details in gold. Two sets of eight cartridges would be produced: one for young people, one for older people. The World Book direct sales team would market Tutorvision in the same way as its encyclopedias - get the console and a set of cartridges for a low monthly fee. Part of the sales pitch would be that the family was also purchasing a gaming machine.

  • While Tutorvision cartridges would only work on a Tutorvision console, the console could reproduce the entire cartridge library of the original Intellivision.

  • As with all other original titles, INTV Corp. turned to Realtime Associates, led by the Blue Sky Ranger David Warhol, to develop the 16 Tutorvision cartridges. Dave, for his part, hired Steve Ettinger, John Sohl, John Tomlinson, David Stifel and Doug Williamson (recently graduated from Dave Alma Mater Pomona College University) to program the games. Dave Warhol made the songs based mainly on classic themes and Connie Goldman made the graphics, including the animated Tutor Tiger for children's games.

  • Half of the games were designed by World Book producers in Chicago, the other half were made by J. Hakansson Associates, an educational consultancy in Berkeley, California. Designers Joyce Hakansson and Caroline Earhart, designer Mitchell Rose and other professionals worked with Realtime programmers.
    John Sohl remembers pointing out some scoring errors in the Story Stoppers game. "[The designer] seemed surprised that I was, at the same time, a programmer AND someone who knew the difference between using a colon and a semicolon".

  • Dave Warhol designed a new operating system for Tutorvision called REX (EXEC Revisited). This new operating system gave programmers more direct control over the system's hardware, such as RAM graphics and inputs. Most importantly for educational games: included a writing routine using a proportional medium-sized font, allowing much more text to appear per screen.

  • Although everyone seemed happy with the completed games, everything fell apart. In 1990, World Book and INTV Corp. opened lawsuits and accused each other. In the same year, INTV Corp. went bankrupt and Tutorvision was never launched.

  • Over the years, fragments of the project have emerged.
    In 1997, collector Ted Brunner found a Tutorvision prototype at a garage sale in Chicago. Sean Kelly, co-founder of Classic Gaming Expo, found empty gray plastic cartridge cases stamped with "Tutorvision" at the El Centro, California, where Intellivision cartridges used to be assembled for INTV Corp.
    In 2011, when Realtime Associates moved from its offices in El Segundo to Los Angeles, a box with 5.25" floppy discs and a "defective" INTV System III console were found. It turned out that the console was, actually, a functional prototype of Tutorvision. The discs contained files from 14 console games. For the first time in more than 10 years, the games could be played again.

  • Dave Warhol recalls the Time Trip story game. Events are listed and the player needs to associate them with a year or place them in chronological order: "There were many American events like 'Washington becomes president' and 'the Declaration of Independence is signed'. After we delivered, the guys from the World Book said they would also need a version that they could sell in Canada.
    The next day, I called to say that I was creating a Canadian version for them. They said 'Wow! How did you do it so fast? ' So, they downloaded the game and found that all the events were now 'Washington becomes president, right?' and 'the Declaration of Independence is signed, right?' Everything was exactly the same, with 'right?' attached".

    A legitimate Canadian version took a little longer to produce.

  • Intellivision Productions intended to try to resolve the legal issues so that the 14 games (15, including the Canadian Time Trip) could be released in a future Intellivision collection. However, with the death of Keith Robinson years later and the company's move to the new Amico console, the matter was shelved again.

  • A number (unknown) of Intellivision Super Pro consoles have part of the Tutorvision hardware. Some of these units have Tutorvision's full EXEC and can play specific games for it.

  • source: Intellivision Revolution website (adapted)



Mattel [USA]
Mattel [USA]
Mattel [USA]

  • White console with the same specifications as the original model. It is speculated that it is a prototype.
    Two models are known: one completely white, the other with controls and black buttons.