Intellivision in the context of Mattel


Intellivision in the context of Mattel

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⭐ Core Definition: Intellivision

The Intellivision (a portmanteau of intelligent television) is a home video game console released by Mattel Electronics in 1979. It distinguished itself from competitors with more realistic sports and strategic games. By 1981, Mattel Electronics had close to 20% of the domestic video game market, selling more than 3.75 million consoles and 20 million cartridges through 1983. At its peak, Mattel Electronics had about 1,800 employees in several countries, including 110 videogame developers. In 1984, Mattel sold its video game assets to a former Mattel Electronics executive and investors, eventually becoming INTV Corporation. Game development ran from 1978 to 1990, when the Intellivision was discontinued.

In 2009, IGN ranked the Intellivision No. 14 on their list of the greatest video game consoles of all time.

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Intellivision in the context of Magnavox Odyssey 2

The Magnavox Odyssey 2 (stylized as Magnavox Odyssey), also known as Philips Odyssey 2, is a home video game console of the second generation that was released in 1978. It was sold in Europe as the Philips Videopac G7000, in Brazil and Peru as the Philips Odyssey and in Japan as Odyssey2 (オデッセイ2 odessei2). The Odyssey 2 was one of the five major home consoles prior to the 1983 video game market crash, along with Atari 2600, Atari 5200, Intellivision and ColecoVision.

In the early 1970s, Magnavox pioneered the home video game industry by successfully bringing the first home console to market, the Odyssey, which was quickly followed by a number of later models, each with a few technological improvements (see Magnavox Odyssey series). In 1978, Magnavox, now a subsidiary of North American Philips, decided to release an all-new successor, Odyssey 2.

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Intellivision in the context of Second generation of video game consoles

In the history of video games, the second-generation era refers to computer and video games, video game consoles, and handheld video game consoles available from 1976 to 1992. Notable platforms of the second generation include the Fairchild Channel F, Atari 2600, Intellivision, Odyssey 2, and ColecoVision. The generation began in November 1976 with the release of the Fairchild Channel F. This was followed by the Atari 2600 in 1977, Magnavox Odyssey² in 1978, Intellivision in 1979 and then the Emerson Arcadia 2001, ColecoVision, Atari 5200, and Vectrex, all in 1982. By the end of the era, there were over 15 different consoles. It coincided with, and was partly fueled by, the golden age of arcade video games. The generation also included the entry of handheld consoles, chiefly led by Nintendo’s foray into gaming led by the Blue Ocean philosophy of Gunpei Yokoi and the release of the Game & Watch in 1980. This peak era of popularity and innovation for the medium resulted in many games for second generation home consoles being ports of arcade games. Space Invaders, the first "killer app" arcade game to be ported, was released in 1980 for the Atari 2600, though earlier Atari-published arcade games were ported to the 2600 previously. Coleco packaged Nintendo's Donkey Kong with the ColecoVision when it was released in August 1982.

Built-in games, like those from the first generation, saw limited use during this era. Though the first generation Magnavox Odyssey had put games on cartridge-like circuit cards, the games had limited functionality and required TV screen overlays and other accessories to be fully functional. More advanced cartridges, which contained the entire game experience, were developed for the Fairchild Channel F, and most video game systems adopted similar technology. The first system of the generation and some others, such as the RCA Studio II, still came with built-in games while also being able to use cartridges. The popularity of game cartridges grew after the release of the Atari 2600. From the late 1970s to the mid-1990s, most home video game systems used cartridges until the technology was replaced by optical discs. The Fairchild Channel F was also the first console to use a microprocessor, which was the driving technology that allowed the consoles to use cartridges. Other technology such as screen resolution, color graphics, audio, and AI simulation was also improved during this era. The generation also saw the first handheld game cartridge system, the Microvision, which was released by toy company Milton Bradley in 1979.

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Intellivision in the context of 1980s in video games

The 1980s was the second decade in the industry's history. It was a decade of highs and lows for video games. The decade began amidst a boom in the arcade video game business with the golden age of arcade video games, the Atari 2600's dominance of the home console market during the second generation of video game consoles, and the rising influence of home computers. However, an oversatuation of low quality games led to an implosion of the video game market that nearly destroyed the industry in North America. Most investors believed video games to be a fad that had since passed, up until Nintendo's success with its Nintendo Entertainment System (NES, Famicom) revived interest in game consoles and led to a recovery of the home video game industry. In the remaining years of the decade, Sega ignites a console war with Nintendo, developers that had been affected by the crash experimented with PC games, and Nintendo released the Game Boy, which would become the best-selling handheld gaming device for the next two decades. Other consoles released in the decade included the Intellivision, ColecoVision, TurboGrafx-16 (PC Engine) and Sega Genesis (Mega Drive).

Notable games of the 1980s included Pac-Man, Ms. Pac-Man, Donkey Kong, Super Mario Bros., Super Mario Bros. 3, Mario Bros., Duck Hunt, Tetris, The Legend of Zelda, Metroid, Castlevania, Mega Man, Final Fantasy, Dragon Quest, Double Dragon, Punch-Out!!, Contra, Mega Man 2, SimCity, Prince of Persia, Gauntlet, Gradius, Out Run, Defender, Missile Command, Frogger, Q*bert, Dig Dug, Pitfall!, Elite, and Maniac Mansion.

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Intellivision in the context of Atari 5200

The Atari 5200 SuperSystem or simply Atari 5200 is a home video game console introduced in 1982 by Atari, Inc. as a higher-end complement for the popular Atari Video Computer System. The VCS was renamed to Atari 2600 at the time of the 5200's launch. Created to compete with Mattel's Intellivision, the 5200 wound up a direct competitor of ColecoVision shortly after its release. While the Coleco system shipped with the first home version of Nintendo's Donkey Kong, the 5200 included the 1978 arcade game Super Breakout, which had already appeared on previous Atari home platforms.

The system architecture is almost identical to that of the Atari 8-bit computers, although software is not directly compatible between them. The 5200's controllers have an analog joystick and a numeric keypad along with start, pause, and reset buttons. The 360-degree non-centering joystick was touted as offering more control than the eight-way Atari CX40 joystick of the 2600, but it was a focal point for criticism.

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Intellivision in the context of ColecoVision

The ColecoVision is a second-generation home video-game console developed by Coleco and launched in North America in August 1982. It was released a year later in Europe by CBS Electronics as the CBS ColecoVision.

The console offered a closer experience to more powerful arcade video games compared to competitors such as the Atari 2600 and Intellivision. The initial catalog of twelve games on ROM cartridge included the first home version of Nintendo's Donkey Kong as the pack-in game. Approximately 136 games were published for the ColecoVision between 1982 and 1984, including Sega's Zaxxon and some ports of lesser-known arcade games that found a larger audience on the console, such as Lady Bug, Cosmic Avenger, and Venture.

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Intellivision in the context of Centipede (video game)

Centipede is a 1981 fixed shooter video game developed and published by Atari, Inc. for arcades. Designed by Dona Bailey and Ed Logg, it was one of the most commercially successful games from the golden age of arcade video games, and one of the first widely played by women and girls. The primary objective is to shoot all the segments of a centipede that winds down the playing field.

Centipede was ported to Atari's own 2600, 5200, 7800, and 8-bit computers. Under the Atarisoft label, the game was sold for the Apple II, Commodore 64, ColecoVision, VIC-20, IBM PC (as a self-booting disk), Intellivision, and TI-99/4A. Superior Software published the port for the BBC Micro. Versions for the Game Boy and Game Boy Color were also produced, as well as a version for the short-lived Game.com. Other developers released more than 25 Centipede clones for home computers. It was followed by the arcade sequel Millipede in 1982. In 1998, a 3D remake for Windows, Mac, PlayStation, and Dreamcast was published by Hasbro Interactive.

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Intellivision in the context of Turbo (video game)

Turbo (Japanese: ターボ, Hepburn: Tābo) is a 1981 racing video game developed and published by Sega for arcades; in North America, it was distributed by Sega/Gremlin. Designed and coded by Steve Hanawa, the game received positive reviews upon release, with praise for its challenging and realistic gameplay, 2.5D color graphics with changing scenery, and cockpit sit-down arcade cabinet. It topped the monthly Play Meter arcade charts in North America and ranking highly on the Game Machine arcade charts in Japan.

The game was manufactured in three formats: standard upright, cabaret/mini, and a seated environmental/cockpit. All three versions have a steering wheel, a gearshift for low and high gears, and an accelerator pedal. The screen is a vertically oriented 20-inch raster display. In addition to the on-screen display, there is an LED panel to the left of the screen that displays the current player's score and the high score table. There are also lighted oil and temperature gauges on either side of the steering wheel. Turbo was ported to the Colecovision and Intellivision consoles.

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