Retrotopia Store | FAQ & Tech Support | Site Index


INTELLIVISION

Intellivoice Games

PAGE 2 OF 2


RETURN TO INTELLIVOICE GAMES, PAGE 1


TRON Solar Sailer

INTELLIVOICE CARTRIDGE [#5393]
Working Titles: Solar Sailor, Voice Tron
Based on the Disney motion picture TRON
Design: Keith Robinson, Don Daglow
Program: Keith Robinson, Gene Smith
Graphics: Keith Robinson
Music: Arranged by Andy Sells from the TRON themes by Wendy Carlos
Sound: Mark Urbaniec
Voices: Cory Burton (Tron), Diane Pershing & Patti Glick (Yori), Brian Cummings (MCP), Joannie Gerber (Bit) and Fred Jones (mechanical voice)
see also Intellivoice credits
Instructions are posted here.

CATALOG DESCRIPTION
A nightmare numbers game based on the Disney movie, TRON. Your challenge is to first seek out and then to decode the evil Master Control Program. The voice of TRON's girlfriend Yori helps you find the MCP as an electronic voice gives you the secret code to remember. The rest is up to you alone. "Energy low, We've been hit...end of line." Five different voices and two screens.

DEVELOPMENT HISTORY
TRON Solar Sailer was started by Don Daglow, but it was almost immediately put on hold when he was promoted to manager. A couple of months later, Keith Robinson picked up the project. As the drop-dead deadline of October 15, 1982 approached and the game was 25% oversize, Gene Smith was assigned full time to optimize the code while Keith (to Gene's dismay) continued to add features. The day before deadline, they finished a version that both fit into 12K and was pronounced bug-free by Traci Roux in Quality Assurance.

French, Italian and German translations of the dialog were recorded but never used.

FUN FACT: In early releases about the game, Marketing spelled it Solar Sailor, with an or. It took months to convince them that the proper spelling was Sailer. (A sailor is a person who sails, a sailer -- as in this case -- is something a person sails on.)

FUN FACT: Keith wanted to use music from the film, but the Mattel legal department wasn't sure if our license with Disney included to rights to use Wendy Carlos's score; they said they'd check on it. They never did get back to Keith, so he just went ahead and used it. If you're reading this, Wendy, your check's in the mail.

FUN FACT: While testing the game, Keith's boss Mike Minkoff kept getting access codes that ended in "69." Mike accused Keith several times of skewing the random numbers for an adolescent joke. Tired of being unfairly accused, Keith put the data stream 01000101 (the binary representation of 69) in the game's opening demo screen. He then told Mike, "Look, if I was going to put a '69' in the game, I'd put it right on the title screen!" and waited to see how long it would take Mike to notice. He never did; the game went out that way. 01000101 appeared on the demo screen, in the advertising, on the back of the box and in the instructions. When Keith finally pointed it out, Mike said, "But that's 45!" Mike is such a dedicated programmer, he saw the number in hexadecimal (base 16); he never made the final calculation that 45 (base 16) is 69 (base 10).

FUN FACT: Keith and Gene felt that the digitized word "can't" in the MCP's line "I can't allow this" sounded...well...obscene, even though Deidre Cimarusti from the Voice Department insisted it had tested fine. To prove their point, Gene edited the voice file to isolate the word. They then altered the Space Spartans title screen so that it read and said "Mattel Electronics presents Space......" Well, you get the idea. This title screen became so popular among some programmers that a game was inevitable. They tacked the screen onto a version of Astrosmash with new graphics: the missile launcher, the missiles and the flying saucer were replaced with...c'mon, do we have to spell this out? (You can check out the word for yourself; it was left as-is in the game.)

EASTER EGG: When you enter the access code on track one, append Keith's birthday -- 991955 -- to the code before pressing enter. He'll wish you luck before the next phase of the game.


Magic Carousel

INTELLIVOICE CARTRIDGE [#4161/UNRELEASED]
AKA Funny Farm, Funny-Go-Round
Design: Steve Ettinger & Joe Ferreira, Ron Surratt & Peggi Decarli
Program/Sound/Music: Steve Ettinger
Graphics: Joe Ferreira
see also Intellivoice credits

Play this game on Intellivision Rocks for Windows & Mac!

MARKETING DESCRIPTION

  • 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 "specialty" cartridge. Magic Carousel was shelved with the hope that a future increase in Intellivoice sales would justify the game's release. It never happened.

Steve and Joe had proved themselves to be a formidable team, so they were chosen to design the top-secret experimental Intellivision game, Hover Force 3-D.

EASTER EGG: Connect the twinkling stars above the carousel on the title screen to get SEE and JAF, Steve and Joe's initials.


Space Shuttle

INTELLIVOICE CARTRIDGE [#4162/UNFINISHED]
Design/Program: Steve Roney & Keith Robinson, Boyd Hays, Steve Montero
Graphics: Joe Ferreira, Peggi Decarli
Voice of Ground Control: Mayf Nutter
Voice of Onboard Computer: Fred Jones
Voice of Female Astronaut: Patti Dworken
Voice of Male Astronaut (player): Tony Pope
see also Intellivoice credits

CATALOG DESCRIPTION
"Columbia, this is Mission Control." All systems are go as you prepare your trek aboard the space shuttle. "We have ignition." You're at the controls from launch to landing as Mission Control keeps you informed. Repair satellites, refuel during orbits and perform other tasks. Seven different views and three voices help you accomplish your mission and make a safe landing. "Roger, out."

DEVELOPMENT HISTORY
Space Shuttle was started by Steve Montero, assisted by new-hire Boyd Hays. A short time later Steve left Mattel and Boyd took over the project as solo programmer. He and artist Joe Ferreira put together a launch sequence and cockpit view of orbiting, reentry and landing, before Boyd also left. Steve Roney and Keith Robinson adopted the project, defining the actual gameplay of matching orbits with and capturing satellites. Joe did new cargo bay animations; Peggi Decarli designed a Mission Control map of the earth, showing the orbits.

As the game was nearing completion, Intellivoice development was canceled. Steve and Keith saved the game temporarily by changing the voice to enhancement only, but ultimately Marketing felt Space Shuttle was too much simulation, not enough game, and canceled it.

FUN FACT: Joey Silvian, who directed the voice recordings, was sometimes a bit obsessive about capturing just the right sound and personality. For the voice of Ground Control, he insisted on flying in an actor from Houston. During the recording session at Fred Jones's studio on Sunset Blvd. in Hollywood, the actor kept talking about Pink's -- a famous hot dog stand also in Hollywood. He went on and on about the fantastic chili dogs he had there last time he was in town. Finally, Joey turned to Fred and said "Can you get this guy a Pink's chili dog so we can get to work?" "Sure thing," Fred replied, picking up the phone. Joey had a hard time explaining when Fred Jones's bill arrived and it included not only a charge for six Pink's chili dogs, but for the limousine and driver Fred had hired to chauffeur the dogs to the studio.

FUN FACT: Midway through development, Activision released an Atari 2600 game called Space Shuttle -- A Journey Into Space. A brainstorming session was held to come up with a new name for our game. No new name was decided on, but the list that came out of the meeting gives some indication of just how these brainstorming sessions tended to go:

  • Earth Orbiter
  • Shuttle Orbiter
  • Orbitrak
  • Shuttle Mission
  • Mission Orbit
  • Open and Shuttle
  • StratoRover
  • Mission Control
  • Shuttle Pilot
  • Shuttle Commander
  • Star Pilot
  • Shuttle Off to Buffalo
  • Shuttle Diplomacy
  • In Space You're Asked
  • Shuttle Cock
  • Take This Satellite and Shuttle It
  • BullShuttle


Convoy

INTELLIVOICE CARTRIDGE [#4163/UNFINISHED]
Design/Program: Vladimir Hrycenko
see also Intellivoice credits

MARKETING DESCRIPTION
Player controls an "18-wheeler" rig on a cross-country journey. Player receives instructions over his CB radio with regard to deliveries and road conditions. Player must successfully complete all assignments. One player game.

DEVELOPMENT HISTORY
Little progress had been made on Convoy before the designer, Vladimir Hrycenko, left Mattel. No one was excited enough about the project to take it over, and it went into permanent limbo.


Quest

INTELLIVOICE CARTRIDGE [#4463/UNFINISHED]
AKA Voice D&D
Design/Program/Sound: Bill Goodrich
Graphics: Monique Lujan-Bakerink, Eric Wels, Connie Goldman
see also Intellivoice credits

DESCRIPTION
A medieval fantasy role-playing game, with the voice of the Dungeon Master sending characters on a series of quests.

DEVELOPMENT HISTORY
Bill Goodrich, a Dungeons and Dragons aficionado, set out to design a cartridge that would truly capture D&D gameplay. Unfortunately, development kept being postponed so that Bill could program sound effects and music for higher priority games, such as BurgerTime. Quest was only half- complete when Intellivoice was canceled. Although never far enough along for licensing talks to begin, it was generally assumed that Quest would be one of our official Advanced Dungeons and Dragons titles.


World Series Major League Baseball

ECS CARTRIDGE [#4537]
Voice enhanced. Credits and description are on the ECS GAMES page here.

Play this game on Intellivision Rocks for Windows & Mac!


Woody Woodpecker

INTELLIVOICE CARTRIDGE [#4551/UNFINISHED]
Based on the Walter Lantz cartoon characters
Design/Program: Karen (Tanouye) McConathy
Graphics: Monique Lujan-Bakerink
Voice of Woody Woodpecker: Gracie Lantz
see also Intellivoice credits

DESCRIPTION
Buzz Buzzard has kidnapped baby animals from the forest and hidden them in his house. Woody must peck his ways through the walls to rescue them.

DEVELOPMENT HISTORY
Originally, Karen McConathy used the Mad Magazine cartoon "Spy vs. Spy" as her inspiration for the gameplay: Woody Woodpecker and Buzz Buzzard battling through Woody's treehouse using increasingly bizarre and complicated weapons against each other. Early in the game's development, however, a real Spy vs. Spy game was announced from another company. Marketing directed the game be changed to a voice Kool-Aid Man game, only with Woody. In August 1983, midway through development of the revamped game, Intellivoice was canceled and along with it, the Woody Woodpecker cartridge.

Marketing soon realized, though, that they were contractually obligated to release a Woody Woodpecker game, so it was put back on the schedule as a non-voice game. Once it was back on the schedule, however, they found that there was no programmer available to work on it -- Karen had been laid off with the Intellivoice personnel. Although it was still on the schedule when Mattel Electronics closed the following January, no further work was ever done on the game.

FUN FACT: The original cartoon voice of Woody Woodpecker, Gracie Lantz, recorded new dialog especially for this game.


Gli Spartani Dello Spazio

INTERNATIONAL INTELLIVOICE CARTRIDGE [#5974/UNRELEASED]
AKA Italian Space Spartans
Program: Steve Roney
see also Intellivoice credits
Listen to and download a voice sample here!

DESCRIPTION
Space Spartans with an Italian title screen and voices. Gameplay, graphics and sound effects are unchanged (aside from a couple minor bug fixes: the level counter and an Intellivision II sound-problem workaround). Requires the International Intellivoice unit (never released).

DEVELOPMENT HISTORY
Steve made the modifications to the Space Spartans code for all three foreign versions. The tricky part was that the syntax for how numbers above ten are phrased varies from language to language.


Spartaner Aus Dem All

INTERNATIONAL INTELLIVOICE CARTRIDGE [#5975/UNRELEASED]
AKA German Space Spartans
Program: Steve Roney
see also Intellivoice credits
Listen to and download a voice sample here!

DESCRIPTION
Space Spartans with a German title screen and voices. Gameplay, graphics and sound effects are unchanged (aside from a couple minor bug fixes: the level counter and an Intellivision II sound-problem workaround). Requires the International Intellivoice unit (never released).

DEVELOPMENT HISTORY
See Gli Spartani Dello Spazio.


Les Spartiates De L'Espace

INTERNATIONAL INTELLIVOICE CARTRIDGE [#5976/UNRELEASED]
AKA French Space Spartans
Program: Steve Roney
see also Intellivoice credits
Listen to and download a voice sample here!

DESCRIPTION
Space Spartans with a French title screen and voices. Gameplay, graphics and sound effects are unchanged (aside from a couple minor bug fixes: the level counter and an Intellivision II sound-problem workaround). Requires the International Intellivoice unit (never released).

DEVELOPMENT HISTORY
See Gli Spartani Dello Spazio.


TO HOME PAGE


©Intellivision Productions, Inc.
comments@intellivisionlives.com