Pinball is a pinball simulation for one or two players. You begin the game with five balls, and need to score as many points as possible by hitting the ball into the various bumpers and targets on the pinball table. The pinball table consists of three different screens, each with a different layout and level of difficulty. To advance from one screen to the next, you need to use a single ball to hit several targets and then get the ball into a white cup that appears. If you are on the second or third screen and the ball falls off the bottom, you will be back to the lower screen; if the ball falls off the bottom screen you will lose that ball. The game ends when all five balls have been lost.
Horrible Hank has grabbed Tiny Mabel and climbed the old Mutton Building. Only Bashful Buford can save her. Help him scale the building - but watch out for those rolling boulders! birds and bats swoop down on Buford, and he leaps over scurrying rats. If Buford catches a heart Tiny Mabel throws him, he becomes invincible! Keep track of how high Buford has climbed. You can see how many chances he has left to save Mabel - and how many buildings Buford has completed. Can you beat your own highest score? Keep climbing, dodging, leaping and lunging! Only you can help Bashful Buford save his little darlin'.
Las Vegas Poker & Blackjack is a computerized version of different types of Poker and Blackjack, including 7-Card Stud and 5-Card Draw. The player inputs how much "money" that is available to bet with. There is one and two-player games, and Las Vegas Poker & Blackjack includes a dealer to play against. Developed by John Brooks for APh Technological Consulting and published by Mattel Electronics
This game is for 1 up to 6 players. When the game begins, you can place the bets, for the winner or for the first and second place. Then you can choose if an horse must be driven by a player or by the CPU. Only the third and the fourth horse can be driven by the players. There are 3 types of terrain: turf, mud or dry. When the race begins, the horses are speedier at the beginning, slower toward the end. They are different for speed at the starting gate, stamina, speed at the straight line, and for speed with different conditions of the race terrain. You (and the CPU too!) have the whip and the coax to spur a horse, and these tools could be useful to win a race even with a more tired horse.
Implements Las Vegas style roulette game. Most of the screen consists of the standard Las Vegas roulette betting table, and a moving strip on the top with wheel numbers on it represents the roulette wheel. Place your bets on the betting table, and spin the wheel. The game calculates your wins and losses.
[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.
[Unfinished 1984]
The last two agents we sent on this mission didn't come back. You're the only one we have left for the job. Mr. Andreas Skarfos, alias 'Scarfinger',has seized an island and set up a fortress there. He has a number of missiles capable of delivering nuclear warheads to any part of the globe, and unless we answer his demands, he will destroy us. His installations are all but invulnerable to surface attack, but we've discovered a tunnel which leads under the island. If one man could somehow reach the tunnel, they could stop Scarfinger!
With the success of Masters of the Universe: The Power of He-Man, Marketing scheduled a sequel. Once again, the game would be in two parts, with one part assigned to Ray Kaestner and one to Rick Koenig. Ray and Rick developed some game screens using fancy new Intellivision effects, but no final name or plot for the game was agreed upon before Mattel Electronics closed. (Asked recently to describe his half of the game, Ray shrugged and replied "He-Man ran around fighting guys.")
M Network versions were also scheduled for Atari 2600 and Colecovision, but little or no work was done on either.
The screens Ray developed for Masters of the Universe II -- He- Man fighting bad guys on a multilevel 3-D game field with moving walls -- didn't go to waste; he recycled them in the INTV Corp. release Diner, a sequel to his game BurgerTime.
Find and gather all the toys and gifts. Find the elf for extra points. Get all the gifts and join Santa in his sleigh. Drop gifts down chimneys as they scroll past below the sleigh.
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 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'
[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.
[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.
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.
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.
Deadly Discs fan Dave Warhol put together his own private version of the game, replacing the enemy warriors with the hot dogs from BurgerTime. He called the result Deadly Dogs. If you want to play it, it's hidden in the INTV Corporation release of Dig Dug: press 47 (4 and 7 simultaneously) on both hand controllers and press reset. The Deadly Dogs title screen will appear.