Publisher: Mattel (1980)
Reviewed: 2014/8/3

Tennis for the Intellivision boasts an attention to detail other classic tennis games lack. The large players are pixelated but move in a realistic manner. Prior to serve you select a target location (inner, center, outer), and press a side button to toss the ball up. The top button lets you hammer down a hard serve, but since the margin for error is very small beginners should stick with the soft serve. The control scheme takes into account your timing and positioning to determine your return angle. It's possible to hit the ball out of bounds, into the net, or off the net. There are even "lets" (serves that clip the net but land in-bounds). The background features a crowd of pixelated faces, and their eyes actually
follow the ball! Four game speeds are available. As with most old-school games, the 30-page manual is carefully crafted and literally teaches you the rules of tennis! I'm surprised it didn't include an appendix with the history of the sport. I love how Tennis so faithfully recreates the sport, but it's hampered by the fact that it's a two-player only game. That said, the game is a lot of fun if you have a human competitor available. © Copyright 2014 The Video Game Critic.
Publisher: INTV (1986)
Reviewed: 2009/3/31

This is one of those obscure yet compelling old titles that classic gamers thrive on. With its crisp, vibrant graphics and cute dancing animals, Thin Ice is probably the most arcade-like game I've ever played on my Intellivision. You control an extremely well-animated penguin decked out in multiple colors and a red scarf. As you skate around the ice you leave a white trail that can be used to carve out square chunks which fall into the icy depths. The idea is to sink the five scattered penguins around the board, and it's quite satisfying to see them turn into little bobbing ice cubes. Thin Ice has a bit of a Qix flavor, offering an innovative mix of skill with strategy. Your main nemesis is a red seal who's constantly on your case. He'll bounce your tuxedo-ass right off the board if he touches you. To throw him off your trail, you'll need to swim through water or zig-zag around. Unfortunately, if there's one move the mushy Intellivision pad
cannot do well, it's zig-zags! A small polar bear is also out to get you, but you can "freeze" him by pressing one of the side buttons. Be careful not to carve out
too much of the ice, because then you'll be stuck with no way to sink the remaining penguins. Thin Ice is loaded with personality and amusing details. Bright snowy mountain peaks can be seen in the background, along with little igloos that signify completed waves. Between stages your penguin clears the screen by riding a big red sled across it. The game has an impressive title screen and a pleasant harmonized soundtrack. I used Thin Ice at Video Game Mania 8, and though I wasn't sure how it would go over, everyone seemed to like it. If you're a collector of Intellivision games, this is a showcase title for your collection. © Copyright 2009 The Video Game Critic.
Our high score: 8400
1 or 2 players
Publisher: Mattel (1982)
Reviewed: 2017/10/7

This terrific Lord of the Rings-inspired maze adventure boasts rich graphics, melodic music, and three unique stages. You are a knight who can kill monsters when in an "energized" state. Thunder Castle's first stage features a castle nestled in a lush forest. Dragons slink around menacingly as the forest maze magically reconfigures itself. To energize you must touch one of the bats that flies randomly around the screen. You can't outrun a dragon but you can slay the beast by chasing it into a dead end. The second stage pits you against wizards inside a castle with a lot of interesting passageways. The third stage is a skull-lined dungeon infested by pitchfork-wielding demons. Each maze has its own asymmetrical design, and randomly-appearing magic items spice up the action. These include a necklace that lets you move faster, coins that add to your point total, and a ring that teleports you to a random location. The only item you need to avoid is the comb (yes, a
comb) which cuts your score in half. Each stage is introduced by a screen-sized animation, my favorite being the wizard with the mouse dangling from his staff. My one critique of this game is the sluggish movement of your knight. Considering the generous number of free lives, the game can be a little hard on the thumb. Nonetheless, Thunder Castle remains not only the best-looking but also the best
sounding game I've played on my Intellivision. © Copyright 2017 The Video Game Critic.
Our high score: 8,400
1 player
Publisher: INTV (1986)
Reviewed: 2003/10/21
Publisher: Mattel (1981)
Reviewed: 2007/8/18

This game has been quite a contentious subject on the site over the years. Many readers maintain it offers classic head-to-head gameplay, but I've never been convinced. To give the game another chance, I recently enlisted a few seasoned gamer friends to give Triple Action a solid workout. They were not impressed. The Triple Action cartridge offers three distinct mediocre games: Battle Tanks, Racing Cars, and Biplanes. It didn't take long for my friends to peg Tanks as a "Combat wannabe". The ability to fire three missiles at a time is cool, but the controls are just horrible. Not only are they not the least bit intuitive, but they will
cripple your hand! In Maryland, you can actually qualify for a handicapped license plate if you can prove that you've played this game! The second variation, Car Racing, places you on a narrow two-lane highway. There's no sense of speed, and often it seems impossible to avoid wrecking. Biplanes, the third game, is widely considered the best of the bunch, but that's hardly a ringing endorsement. Played from an unusual side angle, the primary challenge is to remain airborne, since it's incredibly easy to stall. Making matters worse, you can
not recover from the ensuing tailspin. Could I get a little
realism here people?? What appears to be a hot-air balloon occasionally floats across the screen, but my friend Jonathan explained that it's actually the
exclamation point in the phrase "THIS SUCKS!" If the three games have one thing in common, it's the fact that you're more likely to kill
yourself than die at the hands of your opponent. My friend Scott actually employed the strategy of "just let the other guy die" without making much of an effort to do anything. © Copyright 2007 The Video Game Critic.
Tron Deadly Discs
Grade: B-
Publisher: Mattel (1982)
Reviewed: 2009/9/22
Our high score: 58,800
1 player
Publisher: Mattel (1982)
Reviewed: 2000/3/15

This is a lousy game based on the Disney film Tron. You control Flynn, a guy who moves around the inside of a computer trying to reset chips and stop the Master Control Program (the boss). The gameplay is terribly over-complicated and not particularly fun. Just to give you an idea, the instruction book is 25 pages long, and the game has a practice mode, which is never a good sign. The gist of the action involves running through a moving maze, avoiding the "recognizers", and touching certain chips. As any Intellivision veteran will tell you, the controllers just aren't well suited to this type of maze action. The passages are tight and it's easy to get hung up on the edges. The boss battles involve matching up pairs of numbers, which is about as fun as it sounds. © Copyright 2000 The Video Game Critic.
Tron Solar Sailor
Grade: F
Publisher: Mattel (1982)
Reviewed: 2001/2/17

Can somebody explain to me Mattel's fascination with
Tron? They must have made a deal with Disney (or the devil), because they have no less than
three games based on that
weak film! Tron Solar Sailor is even more aggravating than usual because it requires the voice module, and you actually have to
write down codes that it tells you. I know a little bit about video games, and if you need a pen and paper to play, that's
not a good sign. You move your ship though a grid containing spiders and tanks. Your first impulse is to shoot at everything in sight, but this will quickly drain your energy. If you want to excell at this game (and who doesn't?), you have to play defensively, dodging the shots from tanks. Should you make it to the correct sector, you'll have to enter the code you wrote down. What's the point? If you make it to track "zero", you'll navigate a 3D tunnel while collecting digits to override a code. Solar Sailor is too complicated and not fun. The music and voice effects are pretty cool, but they're wasted. I'm pretty sure I hate this game. Yes, yes I do. © Copyright 2001 The Video Game Critic.
Our high score: 2300
1 player
Tropical Trouble
Grade: C-
Publisher: Imagic (1983)
Reviewed: 2003/3/13

Tropical Trouble could easily be a sequel to Beauty and the Beast. The characters look very similar, but this time your damsel in distress is on a deserted island; and the action occurs over multiple, side-scrolling stages. On most screens, the object is to move from left to right while avoiding obstacles like rocks, bushes, and red-hot lava. If you get pushed all the way to the left, you'll lose a life. You can dodge or jump over objects, and grabbing a blanket makes you momentarily invincible. While the stages do vary somewhat (one features a coconut-throwing monkey), the gameplay is always the same. You have to keep moving, and constantly pushing the directional pad wears on your thumb. It's a relief when you make it to the final screen, which takes place on a bridge. By dodging rocks tossed by "Bruiser", you can knock him into the water below and reunite with your sweetie. Then it's back to the beginning for some more difficult action. The graphics and animation in Tropical Trouble are terrific, as you would expect from an Imagic game. The control is okay, but the Intellivision controllers aren't well suited to this kind of action. Tropical Trouble is interesting at first, but once you've seen all the screens, the gameplay gets a little stale. © Copyright 2003 The Video Game Critic.
Recommended variation: med
Our high score: 3550
1 or 2 players
Publisher: Imagic (1983)
Reviewed: 2003/3/13
Publisher: Coleco (1983)
Reviewed: 2012/6/19

Wow - this is a tough one to grade. Some gamers detest it vehemently, but Turbo for the Intellivision does have some redeeming qualities. The scaling buildings and trees are huge and convey a modest sensation of speed. The lighted tunnels are easy on the eyes, and on the coastal stretch it really does look like you're driving along the edge of a cliff. The cars are blocky but scale nicely into view. The collision detection is forgiving, which is good because the controls are suspect. For starters, you need to use the
second controller for some reason. You might expect to steer by simply moving the directional pad left or right, but no. You steer by moving your thumb around the
perimeter of the disc, as if you were turning a steering wheel. I have mixed feelings about this scheme. It does approximate analog control, but it's imprecise and I never felt comfortable with it. Even so, my friend Steve seemed to grasp it with no problem. He ran up some pretty high scores which made me think twice about giving this game a bad grade. There are four difficulty levels. The easy level (1) is the most playable, but Steve could play it indefinitely (I think he's still playing it). Cranking up the difficulty however introduces an annoying side effect. When you're trying to get back up to speed after a wreck, other cars enter from the bottom, causing you to crash again and fall further behind. Turbo is an awkward title but in retrospect Coleco probably did the best they could with it. © Copyright 2012 The Video Game Critic.
Recommended variation: 2
Our high score: SLN 7392
1 player
Publisher: Parker Bros. (1983)
Reviewed: 2016/10/19
Recommended variation: 2
Our high score: 36,000
1 or 2 players
Publisher: Mattel (1981)
Reviewed: 2000/3/15

This is a likeable little game that's like an early version of Warcraft. In Utopia, you are given some money to develop a little island, and you can construct housing, factories, boats, schools, and other structures. If you play against a friend, you can even deploy rebels to mess up the other person's island. Rain storms and hurricanes randomly cross the screen, and schools of fish and pirates appear in the seas. You can set the number and length of rounds, and between each one you are presented with an update of your progress. These updates are given in terms of points, so you'll need to play a few times to tell if you're actually doing a good job. Besides building structures, there's really not much to do except move your boats around. This lack of action may turn off some people, but strategy-minded players will appreciate this highly original game. © Copyright 2000 The Video Game Critic.
Our high score: 1056
1 or 2 players
Publisher: Mattel (1982)
Reviewed: 2009/11/25

Vectron begs the question,
"What the [expletive] is going on?" Yes, I'm afraid Vectron is every bit as abstract as its name and verbose instructions would suggest. Apparently some programmer working at Mattel decided to get creative and now we all have to suffer. Vectron's screen layout reminds me of
Reactor (Atari 2600, 1983), with a lot of non-descript shapes floating around an enclosed area. Your goal is to construct a structure by positioning "energy box" and shooting it from the top of the screen. Meanwhile you'll need to fire at shapes that whittle away at your structure. Vectron's 17-page instruction manual makes the game seem more complex than it is. The Intellivision control disc provides 16 degrees of control, but I still found it hard to aim my shots. Using the side buttons to position your "energy box" is touchy and clumsy. There's a lot happening on the screen at a given time, and completing a wave feels more like an accident than an accomplishment. I'm all for originality, but Vectron needs more fun and less "huh?" © Copyright 2009 The Video Game Critic.
Our high score: 13080
1 or 2 players
Publisher: Coleco (1983)
Reviewed: 2006/3/5

I always loved Venture because it brought to life the fantasy world Dungeons and Dragons in its simplest form. You wander hallways, enter rooms, avoid traps, shoot arrows at monsters, and grab treasure. Yes, Venture's graphics are simplistic, but that just adds to its charm. I only wish the designer didn't go with that cutesy smiley face as the lead character - it looks like he's shooting out of his ear! The rooms vary in size and shape, and each is a little adventure in of itself, with its own unique treasure, monsters, and theme song. Most contain one treasure item and three monsters moving around randomly, but some feature moving walls or "hidden" creeps that don't appear until you grab the treasure. This Intellivision version plays exceptionally well, with responsive controls, smooth animation, and a lively musical score. I really like how the monsters assume "death poses" when shot, and then slowly disintegrate into nothing. Just be sure to steer clear of their remnants (even one pixel), because they are fatal to the touch. Venture is supremely enjoyable at first, but after you complete all three stages (four rooms each), they start to repeat. The replay value is questionable, since the rooms generally play the same each time through. Still, with four skill levels and all the elements of the arcade, there's not much to complain about. © Copyright 2006 The Video Game Critic.
Recommended variation: 3
Our high score: 99600
1 player
Publisher: Imagic (1983)
Reviewed: 2002/6/9

White Water is really two games in one, but neither is particularly compelling. Still, this game deserves credit for originality. Half the time you're guiding a three-man raft through a white water river valley, and the other half you're ducking into the woods to play a ridiculous "capture the flag" game with the local natives. Your ultimate goal is to ride the river and collect treasure in the shortest time. The graphics are first-rate. The meandering green river bank looks exceptional, and the water itself contains rapids (white ripples), rocks, shoals, whirlpools, barrels, and beaches. The rafting action is challenging and certainly original, but it's often more frustrating than fun. There are just
too many obstacles, which in turn encourage you to go slow -- instead of taking chances. This tends to understate the thrills and excitement associated with real white water rafting. The instructions provide the best advice: Don't try to steer all the time; let the rapids carry you. Hitting rocks can send men flying out of the raft, but you can try to pick them back up by moving over them. The beaches give you an opportunity to stop your raft and head into the woods to break up the monotony. The flag game is simple but provides some variety and introduces some much-needed strategy. White Water is great in concept, but it failed to win me over. © Copyright 2002 The Video Game Critic.
Recommended variation: 5
Our high score: 2:32.2
1 player
World Championship Baseball
Grade: B+
Publisher: Mattel (1983)
Reviewed: 2017/8/27
World Series Major League Baseball
Grade: C
Publisher: Mattel (1983)
Reviewed: 2011/4/28
Publisher: Activision (1983)
Reviewed: 2008/4/7

There aren't many rapid-fire shooters for the Intellivision, but Worm Whomper fits the bill. Somewhat inspired by Centipede, you defend yourself against an army of insects who approach from the right side of the screen. Your free-roaming farmer is armed with a spray gun, and it's cool how you can hold down the fire button for rapid-fire. A second button lets you throw "plough balls" to clear out obstacles. At first I was intrigued by the fast action of Worm Whomper. There tends to be a lot of moving objects on the screen, and the worms look appropriately slimey as they slink around. Unfortunately, the challenge just isn't there. You have to play through endless, lengthy waves before the game starts to get interesting, and by then my thumb was
killing me. That's too bad, because Worm Whomper could have been the intense arcade shooter the Intellivision really needed. © Copyright 2008 The Video Game Critic.
Our high score: 24771
1 player
Publisher: Sega (1983)
Reviewed: 2015/8/21

As the first shooter to utilize a diagonal, isometric perspective, the Zaxxon arcade game was an amazing sight. You could navigate a ship over fortress walls, dip under force fields, and the 3D effect was entirely convincing. Sadly, the Intellivision couldn't handle such advanced graphics, so in this version we're stuck with flying straight up the screen. This perspective really tends to understate the sense of 3D-ness. What the [expletive] am I even
looking at? The illusion of clearing walls is okay but it's really hard to gauge the altitude of enemies, many of which resemble gyrating blobs. Apparently the altitude bars along both edges of the screen change colors to match up with targets on your particular plane. So when you fly low and the meters turn purple, it means you can shoot purple enemies. This system may have been serviceable if only the collision detection was more forgiving. You really need to be precise to hit enemies, yet they'll easily ram you if you're anywhere in the general vicinity.
Bogus! I thought the first level was hard, and then I realized enemies
haven't even started shooting yet! Another problem with this game is how you need to constantly mash that uncomfortable fire button. The Atari 2600 version suffers from similar issues, but at least that game was smoother and better looking. On the Intellivision only the boss encounter is better, featuring a detailed killer robot that makes ominous robotic sounds. Sega tried their best, but Zaxxon for the Intellivision fails to capture the 3D splendor of the original. © Copyright 2015 The Video Game Critic.
Recommended variation: 1
Our high score: 18,900
1 or 2 players