The Game: Play ball! Two teams play until they each accumulate three “outs” per inning. Try to hit the ball out of the park, or confound the outfielders with a well-placed hit none of them can catch. Steal a base if you’re feeling really brave - and then try to cover your bases as best you can when the other player tries all of these same strategies on you. (Mattel Electronics, 1979)
Memories: After Atari’s barely-there VCS baseball title Home Run, and the much better but still graphically simple Baseball! cartridge for the Odyssey2, Major League Baseball was a revelation. This was the moment, for many of us, when video sports games started to look like the sport they represented on home consoles. It almost redefined sports game sound too: the Intellivision has a good swipe at emulating the phrase “You’re out!” at the appropriate moment, an innovation which was nipped in the bud quickly by Mattel Electronics. Why? (Read more about this game…)

The Game: Rev up your engines, put the pedal to the metal, and cruise around a track (which apparently has a nice suburban neighborhood in the middle of it, full of folks who no doubt appreciate the roar of engines zipping around them),
trying not to go off the asphalt, and trying even harder not to crash into bushes or buildings. (Curiously, water is less of an obstacle.) (Mattel Electronics, 1980)
Memories: In the early marketing blitz for the Intellivision, the image of Auto Racing’s shaded rooftops and varied terrain was almost inescapable. The previous standard-bearer for this kind of game had been Atari VCS fare such as Indy 500, and on a graphical level at least, this new Intellivision contraption was on a whole different level. (Read more about this game…)

The Game: You’re the pilot of a ground-based mobile weapons platform, and there are buttloads of alien meanies headed right for you. Your
only defense is a trio of shields which are degraded by any weapons fire - yours or theirs - and a quick trigger finger. Occasionally a mothership zips across the top of the screen. When the screen is cleared of invaders, another wave - faster and more aggressive - appears. When the aliens manage to land on Earth…it’s all over. (Mattel, 1981)
Memories: Sound familiar? It should. This early entry in Mattel’s library of Intellivision games is, rather obviously, a not-very-thinly-disguised version of Space Invaders, the game whose home version had made the Atari 2600 a household name in the home video game biz. (Read more about this game…)

The Game: You command a mighty battleship with three squadrons of fighters at your disposal to fend off five alien attack fleets. You can manually dispatch your fighter squadrons, send them directly into battle, and recall them to
defend your ship. When your fighters go into battle, you can assume control personally and engage in a dogfight with the agile enemy fighters, or you can let the computer fight your battles on autopilot (it’ll get the job done, but usually with an undesirable, if not unacceptable, rate of losses for your side). The game ends when your squadrons have eliminated all of the converging alien fleets, or when the aliens have made quick work of both your squadrons and your command ship. (Mattel Electronics, 1979)
Memories: In 1979, Glen Larson’s TV space epic Battlestar Galactica was as hot a property as you could get on the small screen, with its movie-scale special effects (or at least, the show’s underbudgeted and overworked producers and special effects wizards hoped you thought the effects were movie-scale). Having watched rival toy maker Kenner score a major coup with the license to manufacture toys based on Star Wars, Mattel quickly stepped in to snag the rights for Battlestar Galactica. Short of whatever Star Wars sequel George Lucas turned out next, Galactica was as close as you could get to the next big thing. (Read more about this game…)
The Game: You man three fixed artillery batteries defending the advanced underwater city of Atlantis. Alien spaceships pass overhead, and you have to choose your target - and which of the three guns you’re firing - carefully in order to knock them out. Any ships which survive one pass will drop down one level and make another pass. At the lowest level, the ships will begin bombing the city, knocking out habitation domes, power generators, and even your artillery nests. When the final destruction of Atlantis comes at last, one tiny ship escapes into the sky… (Imagic, 1982)
Memories: Sometimes it just takes a slight advance in hardware to make the same game a whole different game. Atlantis is the proof in the pixellated pudding, for the Intellivision edition not only has you defending the city under the ocean in broad daylight, it demands that you defend it in the dead of night, with only sweeping spotlights panning across the sky to pick out your approaching foes. And that is a whole different game - not being able to see the buggers is tough. (Read more about this game…)
The Game: You control Bashful Buford, apparently a redneck cousin to Mario. You’re trying to reach the top of the Mutton Building to rescue your ladyfriend, Tiny Mabel, from huge Horrible Hank, who’s chucking boulders at you.
You can jump over these, and use open windows to get a leg up on the next floor of the building. Avoid bats and birds - and try to catch any floating hearts Mabel sends down, because they make Buford invincible for a short time. If you reach Hank and Mabel, you advance to the next few floors, which get increasingly cramped since the Mutton Building tapers off to a point. If you can reach Hank and Mabel at the top level of the building, you can clobber Hank right off the side of the structure and rescue Mabel - but not for long, since it all starts again a moment later, only faster. (Imagic, 1982)
Memories: Remember the hideous mutant of a game Coleco made for the Intellivision under the name of Donkey Kong? Not only did it bear only the most superficial resemblance to the arcade game of the same name, but it was even more inadequate than the legendarily bad version Coleco turned out for the Atari 2600. (Read more about this game…)
The Game: As a trundling chef, you’re simply trying to make four nicely-stacked burgers, but there’s one little obstacle - the ingredients are coming to life and stalking you! If the walking pickles, eggs, and hot dogs catch up with you,
they’ll make a meal of your chef. You have a limited number of pepper shakers you can use to repel your enemies (talk about pepper spray!), but the only way to do away with them permanently is to squash them by dropping a layer of your burger-under-construction on top of them. (Mattel [under license from Data East], 1982)
Memories: Burgertime was one of Mattel’s biggest arcade game licensing coups, and the arcade game is usually fondly remembered. The best feature of the Intellivision edition of Burgertime may, in fact, be its calliope-like music - after a few minutes, it grates on the nerves, but it’s a very close match to the arcade game. The graphics are a bit blocky, but the game is still recognizable as Burgertime. (Read more about this game…)
The Game: Demons coalesce into existence in mid-air above your cannon. Send them back where they came from by force - but watch out, as demons in later levels split into two parts upon being hit, which must then be destroyed
individually. After fending off several waves of attackers, you blast off to deep space to confront their mothership. (Imagic, 1982)
Memories: No bones about it, the Intellivision version of Demon Attack is the definitive version of this game. It also drew a lawsuit from Atari, who had just licensed the arcade game Phoenix from Centuri (an American operation which had, in turn, licensed it from Taito in Japan). In a lot of ways, Phoenix and the Intellivision version of Demon Attack were very much alike - swooping alien attackers who split into two equally lethal halves when hit, and a Comet Empire-like alien mothership with only a single vulnerability (and an endless stream of defensive fighters to cover that weakness). (Read more about this game…)
The Game: In the rotund plumber Mario’s first adventure, you have to help him reach the top of a perilous scaffolding to rescue a damsel in distress from the dastardly Donkey Kong. (Coleco, 1982)
Memories: Remember how much of a train wreck Coleco made of Donkey Kong when they made that dismal version of it for the Atari 2600? Well, if anything, Coleco’s equally mind-numbing translation of Nintendo’s original smash hit for the Intellivision proves that Coleco was definitely trying to make their ColecoVision version of Donkey Kong look better. (Read more about this game…)
The Game: You’re another treasure-hunting glory seeker who’s about to meet more than his match. If you can survive crossing the drawbridge into the castle - a task made incredibly difficult by the glowing fireballs of dragon breath being hurled toward you - you’ve got an even more hazardous obstacle ahead: the dragon himself is guarding a huge stash of treasure. Even if he can’t stop you from pocketing every shiny thing in the castle, chances are you won’t make it out alive. (Imagic, 1982)
Memories: This is a game that worked well with the Intellivision’s disc controller. Especially on the second screen. It’s a rare case where I don’t mind that devilishly difficult controller at all. Vastly expanded from the same game as we knew it on the Atari 2600, Dragonfire is yet another example of Imagic concocting pure genius for the Intellivision. (Read more about this game…)
The Game: Piloting a series of solo space fighters, you’re humanity’s last hope against a fleet of gigantic, triangular wedge-shaped battle cruisers bearing down on Earth. Launching from a staging area equipped with a hyperspace
gate to fling your fighters into the void at top speed, you must strafe these cruisers in your fighter, bombing and blasting their gun emplacements, engines, and an assortment of weak spots on their ship. The enemy cruisers also have defensive fighters that they’ll launch to keep you from getting the job done, and of course the cruisers themselves are bristling with enormous laser cannons. Hitting all of the guns, engines and other “soft targets” on a cruiser will destroy it, giving you a momentary reprieve until the next cruiser arrives. If you run out of ships or fail to stop the enemy, they’ll wipe out your planet - game over, indeed. (Activision, 1982)
Memories: Further proof that long before Lucasfilm ever entered the video gaming arena, George Lucas was having a massive ripple effect on the medium: the dreadnaughts in Dreadnaught Factor are - and let’s not kid ourselves here - clearly Star Destroyers. They’re shaped and laid out like them, right down to the control tower. If you ever wanted to see what would’ve happened if Han really had taken the Millennium Falcon into a head-to-head battle with a Star Destroyer, or if that poor sap in the A-Wing hadn’t been out of control, this is your game. (Read more about this game…)
The Game: Looking for a game where you can spread your wings a little? If bat wings are okay, then Dracula is the game for you. As the impaler himself, you wander the city streets at night, looking for victims to bite. Whether you’re chasing a fleet-footed mortal or avoiding adversaries who also roam the streets, turning into a bat is often the only way to fly. You also have to keep an eye on the clock - if you haven’t returned safely to your crypt by sunrise, Dracula turns to dust. (Imagic, 1982)
Memories: Yet another Intellivision-only gem from the gang at Imagic, Dracula would seem, on the surface, to do some of the same things that Texas Chainsaw Massacre does on the Atari VCS: it puts the player in the role of the villain of the piece, going through the game and searching for victims. But where Texas Chainsaw Massacre tries (rather unsuccessfully, it must be said) to reach for Tobe Hooper-worthy shock value, Dracula keeps things simple - and it makes sure the player is vulnerable too. (Read more about this game…)

The Game: One or two players control one (or two) hungry frogs, each on its own lily pad. Flies flitter past overhead, and it’s the player’s job to get his frog to jump to just the right altitude, facing just the right direction, and to send his frog’s tongue snapping out to gobble up a fly at just the right time. The diremelyction of each frog can also be controller - frogs can go from pad to pad, but be careful not to land a frog in the drink; he then loses precious time swimming back to his lily pad while the other frog can be
gobbling up more tasty flies. The game follows a complete day in the life of the frogs, from morning to night. Whoever snaps up 100 points worth of flies wins the game. (Mattel Electronics, 1982)
Memories: As a concept, Frog Bog had been around since the 1970s, with the basic game play of two frogs competing for flies dating back to the B&W days of the arcade. But even if the game itself wasn’t anything new, it never got a better graphical treatment than it did in Frog Bog. This is one of those games that showed up incessantly in early press and advertising material about the Intellivision, and with good reason - it’s a simple, fun game married to just the right graphics and sounds. (Read more about this game…)
The Game: You’re in charge of a getaway car loaded with crafty criminals. Your job is to sneak the crooks around the maze, one at a time, avoid four colorful cops who are hot on your trail, and grab all the dough - and, of course, to
escape so you can steal again another day. (Mattel [under license from Data East], 1982)
Memories: A fine translation of Data East’s arcade game, this cartridge - one of the earliest examples of a licensed coin-op title from Mattel - is let down by the maddening control problems of the dreaded disc controller. But audiovisually speaking, it was as close as one could get to the original, so I do have to award it some points there. (Read more about this game…)
The Game: A train scoots around a twisty maze of tiles representing overpasses, turns, straightaways and terminals. One portion of the maze is blank, and a train will be lost if it hits that blank tile. You can move the blank tile and one adjacent tile around on the map - even if the train is in transit on that tile - in an effort to keep it moving around the maze, picking up passengers. (Passengers that the train can reach are smiley faces; passengers cut off from the main route are frowning.) If any passengers are cut off for an extended period of time, a monster begins wandering that route, and it’ll cost you a train if it comes in contact with your train. You may have to outrun it with the “speed” button in order to pick up the last passengers and clear the level to move on to a bigger maze. (Mattel [under license from Konami], 1982)
Memories: Mattel’s licensed adaptation of the extremely minor arcade hit by Konami is actually, believe it or not, an improvement in some areas on the arcade game. The graphic look isn’t one of those areas, but in a strange way, the Intellivision’s disc controller is more instinctive for the sliding-tile-puzzle game play of Loco Motion. (Read more about this game…)
The Game: Ready for a fantastic journey? So long as you’re not counting on Raquel Welch riding shotgun with you, this is as close as you’re going to get. You control a tiny robot probe inside the body of a living, breathing human patient who has a lot of health problems. Tar deposits in the lungs, cholesterol clogging the arteries, and rogue infections traveling around messing everything up. And then there’s you - capable of administering targeted doses of ultrasonic sound, antibiotics and aspirin to fix things up. Keep an eye on your patient’s status at all times - and be careful not to wipe out disease-fighting white blood cells which occasionally regard your robot probe as a foreign body and attack it. Just because you don’t get to play doctor with the aforementioned Ms. Welch (ahem - get your mind out of the gutter!) doesn’t mean this won’t be a fun operation. (Imagic, 1982)
Memories: Microsurgeon, designed and programmed by Imagic code wrangler Rick Levine (who even put his signature - as a series of slightly twisted arteries - inside the game’s human body maze), is a perfect example of Imagic’s ability to get the best out of the Intellivision - it’s truly one of those “killer app” games that defines a console. (Read more about this game…)

The Game: You’re alone, unarmed, in a maze full of bats, bugs and ‘bots, most of whom can kill you on contact (though the robots would happily shoot you rather than catching up with you). Loaded guns appear periodically, giving you a limited number of rounds with which to take out some of these creepy foes, though your shots are best reserved for the robots and the spiders, who have a slightly more malicious intent toward you than the bats. If you shoot
the bats, others will appear to take their place. If you shoot the ‘bots, the same thing happens, only a faster, sharper-shooting model rolls out every time. Your best bet is to stay on the move, stay armed, conserve your firepower - and don’t be afraid to head back to your safe room at the center of the screen. (Mattel Electronics, 1982)
Memories: A devious and nerve-wracking little maze chase of a game, Night Stalker is a great game if you’re up for an endurance contest, but not so much if you’re looking for a game where you actually stand a chance of winning or advancing to a new maze. The playing field you see is the playing field you get, and you’re stuck there - until you die. (Read more about this game…)
The Game: Would you rather be a small fish in a small pond, or a big fish in a small pond? If you’re going to survive in this game, you’d better think big. Sharks and larger fish swim through the water, and if they’re bigger than you, you 
have to avoid them or be eaten. You, on the other hand, can feed on smaller items which are below you on the food chain - and the more you eat, the more you grow, and this means you can eat more of the fish on the screen at any given time. But growth has its price: the bigger you get, the slower your fish becomes and the harder it is to get away from the shark. You can try to nibble the shark to death by biting his tail, but beware…he can bite back! (Mattel Electronics, 1982)
Memories: One of the Intellivision’s more unique titles, Shark! Shark! is literally a cool little game about the food chain - and it’s an addictively fun one too, perfect for the whole family. The first time I set eyes on the game, I had no manual - and it took me the loss of just one of my fishy lives to suss out how it’s played. Of course, every so often one still gets a little too brave and drives the poor little fish right into some blatantly obvious hazard because it looked like it might be small enough to eat… (Read more about this game…)
The Game: You are Flynn, the hero of the movie Tron. In phase one of the game, you navigate a maze of circuitry, avoiding Recognizers, and trying to, as the manual puts it, “gather zeroes to clear the RAM chips.” In phase two, you’re up against the Master Control Program itself, and you can beat it by matching pairs of numbers in the “bit stream” to pairs in the nearby “bit stack”…or something like that. (Mattel, 1982)
Memories: Maze-a-Tron never got around to impressing me. The rule book is thicker than I could imagine the program would be, and the needlessly complicated game play really doesn’t inspire me to come back for more. And in a way, it almost seems like a game that had little to do with Tron, but was barely similar enough that it merited the grafting-on of elements such as the MCP and the Recognizers from the movie, and voila, instant licensed product. (Read more about this game…)
The Game: In the third and final game of the trilogy of Intellivision games based on the movie Tron, you’re piloting the solar sailer vehicle stolen by Tron and Yori about 2/3 of the way through the movie. You ride the light beams through the digital realm, avoiding deadly (but dumb) grid bugs and pursuing Recognizers. You can fire weapons at both of the above, but doing this and keeping yourself on a clear path is the real challenge. (Mattel, 1982)
Memories: Of any of the Tron games Mattel manufactured for its own Intellivision platform or the Atari 2600, Solar Sailer is probably the one which is most closely related to a scene in the movie. It may also be the hardest. (Read more about this game…)
The Game: You are Tron, a lone video game warrior pitted against three other enemies with much greater armament. You can take a number of hits before you’re “de-rezzed” out of existence, but those hits can pile up pretty quickly. By throwing your disc at certain portions of the arena wall and changing them to the same color as your on-screen character, you can make tunnels for yourself - not unlike the side tunnels in Pac-Man - handy for escape or ambush. Every so often, however, a Recognizer will enter the arena, send out a force field to attempt to hold Tron immobile, and will close off those exits to restore the odds in favor of the house. If the Recognizer crushes Tron, that’ll end the game as quickly as letting the video warriors blast him repeatedly. (Mattel, 1982)
Memories: Easily the most playable of the three Intellivision games based on Tron, Deadly Discs was also later ported to the Atari 2600, and despite the nice graphical bells and whistles bestowed upon this edition, it’s the 2600 version of the game which is most playable. (Read more about this game…)
The Game: Trapped in a maze full of HallMonsters, you are adventurer Winky , on a mission to snatch incredible treasures from hazardous underground rooms inhabited by lesser beasts such as re-animated skeletons, goblins,
serpents, and so on. Sometimes even the walls move, threatening to squish Winky or trap him, helpless to run from the HallMonsters. The deeper into the dungeons you go, the more treacherous the danger - and the greater the rewards. Just remember two things - the decomposing corpses of the smaller enemies are just as deadly as the live creatures. And there is no defense - and almost never any means of escape - from the HallMonsters. (Coleco, 1982)
Memories: A nice adaptation of an unsung classic, Venture on the Intellivision retains much of the arcade game’s charm and is genuinely fun. Controlling Winky with the disc controller can be a bit challenging at times, especially when you have a Hallmonster trying to invade your room and you’re already fighting to navigate in a hurry. (Read more about this game…)