The History of Intelligentvision
The Beginning
In 1998, Dan B. met David W., who was an original programmer at Mattel. David was very talkative and hinted that there were quite a few unreleased Intellivision games they had worked on back in the day. After communicating by email for a period of time David eventually told Dan that a former colleague of his had many T-Cards with unreleased games (some finished, others unfinished). After about 4 years of email correspondence, Dan flew out to Los Angeles and purchased a sealed, boxed, keyboard component computer for the Intellivision. Dan also picked up all of the ultra-rare cassettes for the KC. A few weeks later, Chris N. was brought in to help pick-up and borrow the T-Cards of the unreleased games for the purpose of mailing them to Joe Z. and having Joe save off the contents of the T-Cards.
Planning it out
At the 2003 Classic Game Exposition in Las Vegas, Dan B. and Chris N. were discussing the desire to produce the games Dan had found. David H. joined in the conversation and began discussing logistic issues. It was decided to start producing homebrew games before the unreleased games so Chris and Dan planned on contacting programmers to finish their games. At the time, the only games ready for cart were Minehunter and 4-Tris (previously released by Joe Z.). In September, Chris began researching what was needed to have physical carts made.
David wanted to be part of the project and proposed to Chris to allow him to be part of the team if he could get Stonix completed. David contacted Arnauld who was willing to work together to update/finish his demo. Now being part of Chris’ team, David began doing more behind-the-scenes work. Having made other commitments, Dan decided not to continue working on the project.
Getting ready for production
With the team in place, Chris began taking care of the requirements for the hardware working with Joe Z. and Chad S. while David took care of the manuals and boxes. After many hours of discussing what the presentation of the games would be like, Chris and David decided that the games should have the feel of the 83’ games as the ultimate goal was to release the unreleased games.
Needing overlays, David attempted to contact Roger M. whom produced the Orphan overlays. Roger was unavailable so it was decided not to include overlays with the games. For the fun of it, David and his wife tried to design an overlay. (See the prototype under Stonix History.) Luckily, Roger became available and his experience at making overlays was used. Roger also performed the work of creating the artwork and box layout.
Chris was bogged down with getting the hardware needed together. Organizing the board designs and programming the chips took longer than anticipated. David was working with Arnauld to complete Stonix but programming, level design, and testing was taking longer also.
The games start to roll out
It seemed that things were coming together, but then it also seemed that a road block was around every corner. It was a step by step process, and then after 9 hard months of work, the game programming, manual, overlay, boxes, and board assembly were completed for Stonix. With the game selling well, it was obvious there was a demand and that more games should be produced.
Minehunter was queued up to be next. Chris wanted SameGame & Robots (programmed by Mike H.) to be the 3rd title but David did not believe it was good enough to be put on cart. It was decided to re-release 4-Tris to give David enough time to finish SG&R. 4-Tris was released but SG&R was not done yet. As the release date was nearing, David had a falling out with Chris due to fiscal management. Instead of waiting for David to complete the programming, Chris put a prototype of SG&R on cart and began sales. SG&R was “completed” and was included in the games over serial number 100.
David left the team, and Roger moved forward with producing League of Light and Robot Rubble. It was a challenge to get Chris to help so Roger ended up with most of the production responsibilities. These two titles were not widely available as Joe had reservations on programming the boards. By the end of 2005, Intelligentvision had come to an end as Roger quit also.
More homebrews
At one of the Classic Gaming Expo shows, David had offered to help Joe finish Lunar MP which had been in the programming stage for 4 plus years. In 2006, Joe took up David’s offer. Joe’s focus was to continue programming the game and David’s was to design the game levels. The game was originally going to have the same levels as the arcade but David convinced Joe to include more. The name of the game changed to Space Patrol and Joe made the game with 8 different levels/4 planets. After 9 months of hard work, the game was done. David had no intention of starting up Intelligentvision again so Joe released the game in 2007 under his name of Left Turn Only.
Finishing what we started
David was contacted by Carl M. and Willy M. in 2010. They discussed getting Carl’s Donkey Kong released on cart. David’s only interest in helping getting this game produced was because he knew collectors would cherish the release and that it would show that Coleco’s release was not what it could have been. It was agreed that Carl would finish the game and David would produce it. After about 1 year of negotiating with Joe, David realized that he had to produce the game with a new team. At this point, it was obvious that if so much work was going to go into producing Donkey Kong that it was time to produce the unreleased games under the Intelligentvision name. Wanting to do a better job than the first round of games produced, David sought the help of true artists using Gil G (an old friend), and Chris S. The team was rounded out with Oliver P. that would take care of the final box designs, overlays, and cart labels. In 2011, Intelligentvision released 4 more titles.