Retrotopia Store | FAQ & Tech Support | Site Index


Action Network



Night Stalker

Release #29 May 6, 1982
Working Title: Attacker
Design & Program: Steve Montero
Graphics: Peter Allen
Sound: Russ Lieblich

Package illustration: Jerrol Richardson

Instructions posted here. | Overlay posted here
Play this game on Intellivision Lives! for Windows & Mac!
Play this game on Intellivision Classics for PlayStation!
Play this game NOW! Download it FREE here!

You're on the run. Your attackers are relentless robots. Destroy one and it's replaced by an even smarter, faster robot. It's a nightmare. Your only defenses are avoidance and weapons found somewhere in the labyrinth. When one weapon empties, you avoid robots to find another. Duck around a corner or go into your safe house. But, be careful. There are also people-size spiders and their webs to slow your escape. Bats also wing their way at you. If either spiders or bats bite you, you're stunned; easier prey for the robot attackers.

  • One player game
  • Realistic antagonists
  • Challenge increases as game progresses

Steve Montero is an expert on robotics, so it was natural for him to program Night Stalker. In development late in 1981, the game was a favorite with other programmers, who didn't need their arms twisted to spend hours testing it. Unfortunately, the first time Marketing brought in some 12-year-old kid to try it out, he got further than any of the programmers had. A new, tougher robot had to be added to the game, at the cost of losing one of the best features: the spider's web (the game was only 4K in size). Originally, as the spider crawled around the maze it left a web that would slow you down considerably as you ran through it. You could shoot the web away, but you'd use up bullets. Without the web, the spider became like the bats: just a nuisance.

After Night Stalker was finished, game cartridges began getting larger in size, so Steve proposed Ms. Night Stalker, a 12K sequel that would include the web and all the other features he had wanted, including multiple weapons (bazookas to blast through walls!), multiple scrolling mazes and smarter robots. Marketing shelved the idea and Steve was assigned to program Space Shuttle instead, which may have been a contributing factor toward Steve leaving Mattel and the game industry not long after.

Mattel Electronics released M Network versions of Night Stalker for the Atari 2600, the Apple II and the IBM PC. (The Atari 2600 version was called Dark Cavern.) A version was also released for the Aquarius Home Computer System.

PLAYING TIPS: From Intellivision Game Club News, Issue 4, Winter 1983:

  • Carefully count how many bullets you have left. It's always wise to kill a robot with your last shot to give you time to get a new weapon.
  • In the beginning, shooting bats is a good way to rack up points. However, after 5,000 points, remember every bat that you hit turns into a Gray Robot.
  • Don't just concentrate on robots at higher point levels. The bats and spiders can sneak up on you when you're not watching.
  • When being followed by the White Robot, don't be afraid to use the bunker. Peek your head out and fire a quick shot at him and then duck inside for cover.
  • The only sure way to kill the Black Robot is to fire at him from pointblank range. Try ducking around a corner or come out of the bunker and fire off a quick shot. You have to be very close to make a direct hit.

PLAYING TIPS: Night Stalker is a favorite of Blue Sky Ranger Steve Roney (Space Spartans, B-17 Bomber). He plays the game with a controller in each hand -- one to run, one to shoot -- since buttons and disk cannot be used simultaneously on one controller.

Steve adds: "Another trick to bagging the later robots has to do with there being only one moving object available for the robot bullets. If you wait just above the place where the robot appears and dangle your feet where the robot can see, the robot will shoot below your feet. You can then safely drop down and quickly get off all three shots to nail the robot before his bullet gets all the way across the bottom!!!!"

FUN FACT: Russ Lieblich was proud of his sound effects for Night Stalker, especially the constant heartbeat. Whenever he heard someone playing the game, he'd run into their cubicle, grab the volume control on the TV, and turn it up full.


Design & Program: Minh Chou Tran, Bob Newstadt
Graphics: Peggi Decarli, Monique Lujan-Bakerink
Sound: Mark Urbaniec
Instructions posted here. | Overlay posted here
Play this game on Intellivision Lives! for Windows & Mac!
Play this game on Intellivision Classics for PlayStation!

A challenging and exciting video version of the time-honored Pinball machine you find in arcades. You get it all -- five balls, flippers, two- player scores, with all the sounds and action of the real thing. If you've ever "tilted" a real pinball machine, try our Pinball. You're in for some surprises and a whale of a lot of fun.

  • One or two player game
  • Realistic arcade action
  • Authentic sounds

Pinball was in production longer than any other Intellivision game -- well over two years. Chou Tran, who started the game, could never get the ball motion debugged. Finally, Bob Newstadt was assigned to help her. He got the motion problems worked out, then he and Chou expanded the design from it's original single screen to its final multi-screen layout.

Although originally announced as part of the red-boxed Action Network, the game was released in 1983, after the "network" concept was dropped. Pinball was released in a purple box.

TRON Deadly Discs

AKA TRON I, Deadly Discs
Based on the Walt Disney Productions motion picture TRON
Design & Program: Steve Sents
Graphics: Eric Wels
Sound: Bill Goodrich

Package illustration: Jerrol Richardson

Instructions posted here.

Our hero, TRON, is locked in battle against the Evil Blue Warriors. Score points by knocking out the computer-controlled attackers with flying discs. Your task is to bring your man safely through battle after battle. The attacking warriors are also armed with destroyer discs, and they'll come after TRON in wave after wave. You get them, or they'll get TRON!

  • One player game
  • Intense strategy and action
  • Ricocheting discs

TRON Deadly Discs was in production at the same time as TRON, the Disney movie; the design for the game was based on storyboards and production stills from the film.

Mattel Electronics bet a lot of dough that the movie would be a phenomenon. A state-of-the-art special effect film about video games, the hottest trend in the country -- how could it miss? Well, it did. The lukewarm reception the movie received did little to boost interest in the six TRON games Mattel released (four originals, two conversions). TRON Deadly Discs, though, was a strong enough game in its own right to garner good reviews and word-of-mouth; it went on to sell over 300,000 copies -- a respectable number, but only about a third what Marketing was hoping for. Ironically, the original production run was planned to be 350,000, but at the last minute it was increased to 800,000. "The reason for the increase," explained Marketing man Dick Baumbusch in a June 1, 1982 memo, "is due to the anticipated popularity of the Tron film and the fact that we will feature it in a commercial this Fall. Also, the international demand for Tron will limit any downside risk." It was this type of forecasting that put Intellivision where it is today.

In answer to a frequent question, there was no connection between the production of Mattel's TRON video games and the arcade games TRON and Discs of TRON. A separate company had licensed the arcade rights to the movie and there was no communication between them and Mattel.

Early catalogs listed TRON Deadly Discs (under its working title TRON I) as a Space Action Network cartridge; it was actually released as part of the Action Network.

An M Network Atari 2600 version and an Aquarius version were also released.

BUG: There is a trick that pretty much lets you rack up unlimited points, as first pointed out in a letter Mattel received November 3, 1982 from Steven M. Little, an Intellivision owner in Minneapolis: "Once you are able to open the top left and top right doors, which enables you to go in one door and out the other...just step out the right top or left top door and stay there...90% of the enemy discs go through you and your man is not hit or destroyed. If you stay at that position, you can reach a score of 1,000,000 very easily by just breaking the enemy's discs and...throwing your disc just enough to keep only one enemy on the board at all times. Once you reach close to a million points, don't destroy any more warriors. Just hold your disc in the block mode and break discs. If you do get hit just go back and forth for repair. (Never throw disc to destroy warrior for you may get a replacement that carries the stick.) I went from 1,000,000 to 10,000,000 with no problem."

PLAYING TIPS: From Intellivision Game Club News, Issue 5, Spring 1983:

  • Keep moving because a moving target is hard to hit. Try to line up a shot where the Warrior is in front of an open door. That way you can de-rezz the attacker and jam open the door with just one disc.
  • When a leader Warrior appears (dark blue), concentrate all of your shots at him since the Warriors become quicker and more accurate when he is on the game grid.
  • To knock out the Recognizer, run to the very top center of the grid. From this position, you have a good chance of making a direct hit on his eye. However, in this position, you are very vulnerable to the Paralyzer Probe. Take aim, throw your disc quickly, and run out of the path of the Probe.

PLAYING TIP: This is the favorite Intellivision game of Blue Sky Ranger David Warhol (Mind Strike). He plays with one controller in each hand -- one for maneuvering (thumb on disc), one for throwing (thumb on keypad). "If you like Deadly Discs with one hand controller, you'll love it with two," he says. "Try it now and thank me later."

EASTER EGG: 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.

TRON Maze-A-Tron

AKA TRON II, Mazatron, Maze-A-Tron
Based on the Walt Disney Productions motion picture TRON
Design & Program: Russ Haft
Graphics: Eric Wels
Sound: Andy Sells

Package illustration: Jerrol Richardson

Instructions posted here.

Based on the Disney movie TRON, this is a great action game for 1 or 2 players. You are engaged in a deadly struggle to penetrate the inner circle of the Master Control Program. Watch out for the deadly "bits." You've got to destroy them to reach your goal and accumulate the most points.

Like TRON Deadly Discs, this game's production paralleled the production of the movie. And like TRON Deadly Discs, the movie's less-than-enthusiastic reception didn't help sales.

Note: Despite what the above early catalog description says, TRON Maze-A-Tron is a one-player game.

An M Network Atari 2600 version was developed, but the results were so different from the original that the release name was changed to Adventures of TRON.

Lock 'N' Chase

Release #34 July 9, 1982
Based on the Data East arcade game
Program: Mike Winans, Julie Hoshizaki
Graphics: Peggi Decarli
Sound: Bill Goodrich

Package illustration: Jerrol Richardson

Instructions posted here.

A fast-action chase game as you maneuver your thief through the maze, picking up coins and other treasures. Billy-club swinging cops are in hot pursuit, but you can temporarily escape them by locking gates behind you. The longer you survive, the more valuable the treasures become. One or two players.

Lock 'N' Chase was the first in a series of conversions based on Data East arcade games, a series that eventually would include Bump 'N' Jump, BurgerTime, Mission X, Thin Ice (based on the arcade game Disco No. 1) and the unfinished PizzaTime (a BurgerTime sequel). The association carried over to INTV Corporation, which did Commando and Diner (another BurgerTime sequel).

Mike Winans almost killed himself trying to fit the game into 4K. He finally proclaimed it couldn't be done and, reluctantly, 6K was authorized. Mike managed to just squeeze it into the 6K, although the control of Lupin wasn't ideal. (In the arcade game, the thief is named Lupin, a nice touch of personality that Mattel left out of our version.)

When the game was released, press and customers complained about how difficult it was to control Lupin. (You had to time turns precisely, or Lupin would stop dead.) The problem was considered bad enough that a running change was ordered: after the 6K cartridges were sold out, improved 8K versions would be released. By this time, Mike had transferred to the Design & Development department, so Julie Hoshizaki was assigned to make the improvement. The improved versions aren't marked on the package; the easiest way to tell if you have an improved version is to watch what happens when a cop catches Lupin. In the arcade game, Lupin collapses into his hat -- an animation there wasn't room for in the 6K version. The collapsing animation is in the 8K version.

An M Network Atari 2600 version and an Apple II version were also released. IBM PC and Aquarius versions were announced, but never completed.

FUN FACT: In the arcade version, the thief is named Lupin, but not in the Mattel Electronics version. Why not? In the early 1900s, French author Maurice LeBlanc wrote a series of books featuring Arsene Lupin: Gentleman Thief. The books became popular in Japan, where they later inspired a series of comic books that were even more popular. The problem: the comic books were not authorized by LeBlanc. At the time, it was difficult enforcing a French copyright in Japan, so Lupin entered Japanese culture, eventually becoming synonymous with the word "thief." The copyright was enforced in the United States, though, where the Japanese Lupin comics developed a following. In English translations, the name Lupin is often changed to Rupin to avoid the copyright problem. For the game Lock 'N' Chase, Mattel avoided the copyright problem by leaving out the name altogether.

FUN FACT: An insignificant typo almost caused Mattel to dump tens of thousands of dollars of perfectly good ROMs and to delay the release of Lock 'N' Chase by several months. Why? First, some background:

The legal department required programmers to include an ASCII copyright notice somewhere in every game so that it could be read if someone dumped the cartridge's object code. Traditionally, if there was room, the programmer would also include his or her name. (It was forbidden to hide your name in the game such that it could ever show up on screen, but object code was OK.) For Lock 'N' Chase, Mike included his, Peggi's, and Bill's name in the code. The day the game was to be shipped to the ROM factory, the three of them went to lunch to celebrate. At lunch, Mike realized for the first time that Peggi's last name is spelled "Decarli." He had spelled it "de Carli" in the code. No problem; he went back after lunch, corrected it, then bid everyone farewell and went off to his new job in Design & Development.

What Mike didn't know was that Bill Fisher, who was in charge of coordinating with the factory, had copied the finished game off of Mike's hard disk during lunch and shipped it out.

Three months later, ten thousand plus ROMs were finished. Sample chips were sent back from the factory. Bill loaded one into a ROM reader, then compared the chip's checksum to the checksum of the archived version on Mike's hard disk. To Bill's horror, they didn't match. There was a bug in the ROMs!

Programmers started playing the game for hours on end, trying to see how bad the bug was -- would the game crash? Marketing needed to know instantly if the game was releasable. Should they toss out tens of thousands of dollars worth of chips and lose at least three months time, or should they risk the bad publicity of sending out a bug-filled version?

Finally, after a couple days of panic and anxiety, they asked Mike to come up from Design & Development to help track down the bug. After working on the problem for awhile, he slowly remembered lunch that day three months earlier. Learning how to spell Peggi's name....

Mike went to the archived version of the game, changed "Decarli" back to "de Carli" and recompiled the program. Now the checksums matched. Crisis averted, the cartridges went out.

Sharp Shot

Working Titles: Poww, Zzap!
Produced by APh Technological Consulting for Mattel Electronics
Program: Frank Evans

Package illustration: Jerrol Richardson

Instructions posted here. | Overlay posted here
Play this game on Intellivision Lives! for Windows & Mac!
Play this game on Intellivision Classics for PlayStation!

An exciting new target shooting game specially designed for children. There are four different shooting ranges for one or two players. Hit the pass receiver. Shoot down the spinning spacecraft. Bomb Navy ships. Fire at the maze monsters. Challenging action for video game beginners.

These four single-button games were originally programmed by APh for a TV game show -- contestants controlled the single fire button by saying "Pow!" With no advance notice, APh sent over these four games stitched into one with the intention that Mattel release it as a children's cartridge. Since Mattel by contract had to buy a certain amount of product each year from APh, Marketing agreed to release the cartridge, over the objections of Gabriel Baum, VP of Application Software.

Gabriel particularly objected to the packaging. In a memo to Marketing (August 31, 1982), he wrote: "...the packaging and instructions do not in any way indicate that the game and graphic content of the cartridge is extremely simplistic...I believe that Mattel Electronics is going to be exposed to very unfavorable comment when consumers discover that the quality of the cartridge is in many ways reminiscent of early Atari games." In answer to this memo, Marketing had a label added to the front of the package reading, "Specially designed game for children over 4."

An M Network Atari 2600 version of the game was also submitted by APh. It was rejected.

Shark! Shark!

Working Title: Shark
Design & Program: Ji-Wen Tsao
Sound & Music: Andy Sells

Package illustration: Jerrol Richardson

Instructions posted here. | Overlay posted here
Play this game on Intellivision Lives! for Windows & Mac!
Play this game on Intellivision Classics for PlayStation!
Play this game NOW! Download it FREE here!

It's survival of the fittest in the deep, dark waters of the ocean. And you're just a little fish! You must eat smaller fish to stay alive and grow. But you're not the only one struggling for survival. Bigger fish are out to eat you. Beware, the most feared predator of all is on your tail. Shark, Shark! One or two-player action.

Marketing totally dismissed Shark! Shark! as an inconsequential kiddie game and was reluctant to release it. It had one of the smallest initial shipments of any Intellivision game -- only 5,600 copies in 1982 (compared to nearly 800,000 for the heavily advertised Star Strike). So, of course, there were almost no copies in the stores when Shark! Shark! went on to become one of the best reviewed Intellivision games ever ("Shark! Shark! is an original. A must cartridge for Intellivision owners...positively delightful...certainly one of the finest cartridges for this system." -- Videogaming Illustrated, June 1983).

BUG: Due to a timing error in the Intellivision II, the bubble sounds don't have their full effect when the cartridge is played on that system.

FUN FACT: Designer Ji-Wen Tsao got the idea for the game from the Chinese proverb "Big fish eat little fish."

FUN FACT: In animating the sea creatures, Ji-Wen was unsure how a crab moved. After she was unable to find a real or videotaped one, cubicle neighbor Steve Sents (TRON Deadly Discs) brought his pet tarantula into the office for her to use as a model. We aren't sure if it was any help as a crab model, but it sure creeped out the other programmers.

FUN FACT: Everyone thought it would be a great gag to use the song Mack the Knife ("Oh, the shark, babe, has such teeth, dear...") for the "game over" music. Andy Sells put together a hilarious arrangement of the song which was used in the prototype version, while the Mattel crack legal team looked into getting clearance to use it. We had never licensed a song before, so they weren't used to tracking down rights, but they finally found the owner: Warner Communications...parent company of Atari. Andy wrote an original tune to use instead.


©Intellivision Productions, Inc.

Hosted by WebCom