Wednesday, June 22, 2016


Screenshot of Astrosmash! (I4NES) Screenshot of World Championship Baseball (I4NES)
Using the pop-up menu to enable auto-firing in Astrosmash!
Reviewing the controller mappings in Baseball for both players

In addition to Intellivision for PC (see VOL1 , VOL2, or the Intellivision Lives! Website ), I also wrote two other Intellivision emulators. These emulators are unique in that they run on inexpensive, low-powered 8-bit systems (in the case of Intellivision for 8-bit NES, running at only 1.7 MHz and with only 2K RAM). They are written entirely in hand-optimized assembly language, and employ several pre-processing technologies that I myself developed.

  • A configurable, context-sensitive menu system to simplify controller mappings and to aid with inputting numbers.
  • A configurable, context-sensitive camera that pans to show you the most important areas of the screen, allowing the games original layouts to be preserved.
  • Making use of the taller screen when scrolling vertically to fill the entire screen, allowing you to see a larger area vertically than what would be possible on a real Intellivision.
  • The ability to store graphics on inexpensive ROM.
  • The ability to replace and enhance the graphics (without changing the original game code), offering double the resolution of the Intellivision, and the possibility of multicolor.

NOTE: To try Intellivision for Gameboy Color, you must have a collection of Intellivision binaries, including the built-in operating system, and the graphics ROM. You can get these on the Intellivision Lives! CD-ROM.


By downloading I4NES and/or I4GBC, you agree to or acknowledge the following:
  • You will give me credit, or at least let me know if you decide to use portions of the source code in any published work.
  • Rather than posting a download link to the binary or source code, you will post a link to this page instead.
  • If you find the source and/or games educational or entertaining, you will (please) consider making a donation.

Download Intellivision for Gameboy Color

Download Intellivision for NES (DEMO)
MS. PAC-MAN ARCADE for Intellivision
Cartridge Label


Screen 0 Screen 2


  • Binary in ROM and BIN+CFG format (compatible with most Intellivision emulators, the CC3, and the Intellicart),
  • PDF of instruction sheet,
  • PDF of overlay with original artwork,
  • PDF of box cover with original artwork.
  • FULL commented source code.
  • PLIMP tile-map & pixel editor.

"THIS IS FANTASTIC!. … this is probably the best, pure arcade-style game for the system."
Read the Video Game Critic's "A" Review


Arcade Boards 0-3
Extra Boards 0-3
Extra Boards 4-6, Wide Board 7
Wide Boards 1-4
Wide Boards 5-6, Strange Boards 0-1
Strange Boards 2-5


Select from 3 playable characters – Ms. Pac-Man, Pac-Man, or Pac-Man Jr. – each with different strengths and weaknesses!
Silky smooth motion and crisp controls… Arcade-action on the Intellivision has never been this good!
All three intermissions from the arcade, as cute and fun as ever!
Robust options screen, offering endless game-variations and replay value!
Four different maze themes, offering up to 24 screens and 24 food items in all!


By downloading MS. PAC-MAN for Intellivision, you agree to or acknowledge the following:
  • You will give me credit, or at least let me know if you decide to use portions of the source code in any published work.
  • Rather than posting a download link to the binary or source code, you will post a link to this page instead.
  • If you find the source and/or game educational or entertaining, you will (please) consider making a donation.
Download Ms. Pac-Man for Intellivision (source + binary)

Visit our websites for more exciting product information:

Intellivision and the Running Man logo are registered trademarks ® of Intellivision Productions, Inc.
Intelligentvision is not affiliated with Intellivision Productions, Inc.

Saturday, January 21, 2012

New Game Announcement

D2K ARCADE - The official sequel to DK ARCADE for the INTELLIVISION.


This ain't your daddy's Coleco Kong!

It's TWO games in one! The first arcade game, PLUS a second game with four all NEW levels inspired by the arcade hit D2K: Jumpman Returns!

TWISTED GIRDERS - A new barrels board loaded with surprises! Stay constantly alert because barrels travel both ways and flames rain down from above!

THE MIXER - A relentless cement mixer tops off empty pie plates while full ones twirl down from the sky! Can you master the timing it takes to clear each conveyor?

THE REFINERY - Oil, gas, and an array of safety valves… this level has "DANGER" written all over it. Outsmart Kong by putting out the fires guarding the top towers!

TRIPLE ELEVATORS - Conquer your fear of heights and outsmart merciless fireballs guarding narrow and unforgiving columns. Don't forget the infamous springs!


- Glitch free. No more black screen of death.
- Smoother motion, controls respond 3x as fast. Arcade action on the Intellivision has never been this good!
- New graphics and sound effects. Hear Kong growl for the first time!
- Enemy AI and timing closer to the arcade than ever before. "Control" the barrels, just like in King of the Kong!
- Separate high scores for Game 1 and Game 2. Perfect for high-scoring competitions!
- Hidden voice samples included in the arcade but never utilized. Hear Pauline's first ever recorded voice!


Coming March 2012.

Saturday, August 6, 2011

Crows and vultures, oh my !

Over the past couple of days, I've been laboring over the convoluted, spaghetti-like code responsible for the behavior of the "crows" (on the 2nd board with the chains, keys, and birds -- hereafter "chains"), and the "vultures" (on the 3rd board with the moving platforms, ropes, and egg-laying birds -- hereafter "eggs"), both of which share large portions of code.

Now, it's hardly worth mentioning, but this essentially was derived from the code to handle the "springs" in DK (are there any standard names for all these crazy objects/boards?). The only thing that seems to be retained is the bouncy movement of objects as they make their way onto the screen, although even this motion has been altered to accommodate the quirky, skipping entry of each bird before it's inevitable divebomb off the top platform.

What can I say about this code? Hmm.

Well, after a bird takes its initial plunge, the point at which it decides to swoop to the left is illustrated in the image above, and is internally based on the bird's record number (there are 5 total on the "eggs" stage, and 6, 8 or 10 for the "chains" board, depending on the level).

What might actually be of interest is that the 2nd to last bird introduced has a couple of special behaviors. First of all, on the "eggs" stage, it's one of two egg-droppers (the other being the 4th from last). Even so, this egg dropping behavior can be canceled completely if the player reaches a high enough point on the screen (see above image). Try climbing the chains to the far right above the top platform, and egg production will cease entirely, even if you make your way back down the board!

Secondly, it will always choose the lowest point (see above image) to come out of its initial dive and head to the left, unless it's roughly level with the player, in which case it will immediately go left (even if the player is to the right). On the "eggs" board, you can confirm this rogue behavior if the bird drops an egg at any other level above its usual "lowest point".

One last thing to note is that on the "chains" board, the birds will, upon reaching the right edge of the screen (not during its first-time plunge), dive further down once you pass the first level (i.e., the 2nd time you play the board), which explains why the crows are eventually able to reach you in your "safety zone", standing on the bottom platform.

Thursday, August 4, 2011

D. K. Jr. Arcade for Intellivision graphics preview

Just a little preview of some sprite graphics I’ve been working on for DK Jr. Arcade for Intellivision. While I am very happy with the results, it may not be possible in the end to render sprites this detailed since they will probably take at least five or six sprites to render, leaving no sprites for the enemies (or Mario at the top of the screen). However, I’ll be doing everything possible to make Jr. one of the most expressive characters ever rendered in an Intellivision game.

Falling barrel glitch (the wonders of uninitialized variables)

Today, I decided to investigate some strange behavior that occurs occasionally when DK throws a barrel. Normally when a barrel is thrown, it lightly bounces as it lands on each girder. If you watch carefully, you’ll see that occasionally the thrown barrel will miss a girder and bounce off the next girder instead.

This is due to a check at $20F0 that causes ground hits to be ignored if they happen too close together. How close? Less than 26 pixels (a little over three tile rows). It does this by recording the Y-coordinate every time the barrel hits a girder, and by comparing the current value with the last value. Despite this check, occasionally a barrel will be thrown that drops straight from DK’s hands to the bottom girder without ever hitting any girders in between.

There’s nothing intentional in the code to cause a barrel to do this. There are definitely different ways that the game will direct a thrown barrel as it touches down on successive girders, but no instructions to actually ignore them altogether.

Why does it happen? For one simple reason. The Y-coordinate mentioned above is only initialized (zero’d) at the beginning of the board. This means that once a barrel is thrown, it retains the Y-coordinate of the last girder it landed on (this is usually, if not always, the second to last girder). So, when a new thrown barrel reuses a record previously owned by another thrown barrel, the check at $20F0 causes all girders except the last to be ignored. The more barrels that are thrown, the more likely a new barrel will use an old thrown barrel’s record, and the more likely this behavior will occur.

Watch for it!

Introducing blue traps and sparks

With very few exceptions, the mechanisms used to request/introduce blue traps (and blue sparks) in DK Jr. are identical to those used in the original DK. In fact, nearly all of the machinery used to decide on forward “throws” or “skull” barrels (the unusually marked blue flammable barrels) have been retained but are, in effect, rendered inoperative. Even sections of code specifically written to update DK or erase barrels from a nearly depleted stack are still present. Presumably, they update sprites which have been moved offscreen (they still update registers in the OAM).

While there are still checks for special handling with the first three “barrels” (meant to be thrown, rolled, and rolled, respectfully), and there is still a 1 and 16 chance of “throwing” subsequent “barrels”, none of this has nearly any effect on the object introduced. In fact, the only thing that moves is Mario (and the lever he pushes and pulls on the “electricity” level). There is also some feeble (abnormally slow) animation when the blue spark is being readied to make its circuit.

One possible unusual consequence of being marked as a “skull” barrel is that the object’s pointage is probably randomly determined when squashed by a fruit. This remains to be tested, though.