Intellivision Lives: Exclusive interview with Keith Robinson
by at November 21, 2009 1:01 pm
Sections: Consoles, Consoles-Other, Developers, Exclusives, Features, Game-Companies, Interviews, Nostalgia, Originals
Sections: Consoles, Consoles-Other, Developers, Exclusives, Features, Game-Companies, Interviews, Nostalgia, Originals

I was firmly entrenched in Intellivision’s corner and, when INTV Corp. went down swinging in 1991, I went down with them.
Content to play games on my Mac, I didn’t get seriously involved in console gaming again until the release of the Wii, which seemed as fresh and exciting upon its release as the Intellivision did in the late ’70s.
But a group of Intellivision game developers (known as the Blue Sky Rangers) has kept the heart of the system beating. Its members still make appearances at gaming conventions, in documentaries, and even at health conventions, and they’re actively working with the games that helped to launch an industry longer than 30 years ago.
I recently spoke with Keith Robinson at Intellivision Lives about this group of developers and the state of the gaming industry, then and now.
Gamertell: Intellivision was the first to create (or at least popularize) many genres that are staples today: the city building sim with Utopia, the first-person shooter with Treasures of Tarmin, the drafting system in sports games in Slam Dunk: Super Pro Basketball. Any of these could’ve become franchises if Mattel Electronics had weathered the storm. Was there ever talk of moving these games to other systems as Nintendo and Sega started their rise at the end of the ’80s?
Keith Robinson: In July 1983 as all the video game companies started posting losses, Mattel Electronics revamped its management team and focus. From then on, games would be “all flavors,” that is, for all platforms. If you look at our commercial for BurgerTime on YouTube, for example, you’ll see at the end it is advertised as available for Intellivision, Atari 2600, Apple II, IBM PC and Aquarius (the Mattel Electronics computer). We had games in development for all of these platforms (plus ColecoVision and were looking at Commodore 64) at the end of 1983. So had Mattel Electronics continued, I’m sure we would have developed for Nintendo and Sega as those consoles came out.
Mattel Electronics was closed in January 1984 and its assets sold in February. The company that rose from its ashes, INTV Corp., initially focused exclusively on supporting the 3 million Intellivision owners out there. As the Nintendo came out and grew in popularity, Intellivision sales shrank and it became obvious that for INTV to survive, it would have to start developing for the Nintendo. In 1988, INTV developed Monster Truck Rally for both Intellivision and Nintendo. This was planned to be the future model for INTV—develop games for both platforms—but it was too late. INTV didn’t have the money to distribute Monster Truck Rally, so they sold the Nintendo version to another distributor, who made INTV change the name of the Intellivision version to Stadium Mud Buggies, otherwise it’s the same game.
Stadium Mud Buggies came out for Christmas 1989. INTV filed for bankruptcy protection in 1990 and closed its doors in 1991.
Gamertell: And that was a shame. I remember getting the catalogs in the mail, and seeing all these great new games in the works, and then they suddenly quit coming. What do you think would have been more fun, Grand Theft Auto on the Intellivision or Night Stalkers on the PlayStation 3?
Gamertell: I imagine it was easier to get free reign back then when there was a smaller up-front investment and there were maybe only one or two people on a project, as opposed to teams of dozens for today’s games. Even with the licensed games, you developed TRON Solar Sailer on your own. Was that all you, or was Disney looking over you shoulder all the while?
Robinson: Disney never looked at any of the TRON games before they were released, and possibly after. I was responsible for the entire Solar Sailer game and the graphics. A number of others helped out, threw in ideas, worked on optimizing the code, etc., but ultimately I was responsible and no one from Disney or Mattel was looking over my shoulder. Some of the licensors did take more of an interest; the Dungeon & Dragons people did review the games before putting the D&D trademark on them and Mattel Toys, our sister company, was very persnickety about the Masters of the Universe game, particularly the colors used in the Castle Grayskull graphic. But I don’t recall anyone from Disney taking any interest in the Solar Sailer game.
The marketing of the Intellivision games, aside from the sports titles which were “the closest thing to the real thing,” was to have games “like” the big hits. Lock ‘N’ Chase is like Pac-Man. Vectron is like Tempest. Buzz Bombers is like Centipede. As long as marketing could broadly show that our games were like the hit games, they didn’t worry about the details. And when it came to TRON or the Hanna Barbera games, they just used the licenses to sell them, not the game play.
[To learn where we'll next be playing Intellivision games, head over to the Appletell half of the interview.]
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