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View-Master Interactive Vision is an interactive movie VHS console game system, [2] introduced in 1988 and released in the USA in 1989 by View-Master Ideal Group, Inc. [3] The tagline is "the Two-Way Television System that makes you a part of the show!"
This is a list of cartridges and cassettes for the Intellivision game system. Some cartridges were branded as both Mattel Electronics and Sears Tele-Games, and later republished by INTV Corp. as Intellivision Inc. Between 1979 and 1989, a total of 132 titles were released: 118 cartridges plus one compilation cartridge for the Master Component
Pages in category "InterActive Vision games" The following 6 pages are in this category, out of 6 total. This list may not reflect recent changes. B. ... Mobile view ...
View-Master is the trademark name of a line of special-format stereoscopes and corresponding View-Master "reels", which are thin cardboard disks containing seven Stereoscopic 3-D pairs of small transparent color photographs on film. [1]
The hybrid unit was similar in concept to computers such as the APF Imagination Machine, [2] the older VideoBrain Family Computer, and to a lesser extent the Intellivision game console and Coleco Adam computer, all of which anticipated the trend of video game consoles becoming more like low-end computers. It was discontinued in 1986.
Video Art was positioned against a wide range of educational toys and interactive television systems, such as View-Master Interactive Vision and VideoSmarts, and against television itself. [5] It was sold alongside, but not directly positioned against, mainstream game consoles such as the Nintendo Entertainment System and the Master System.
Mastertronic never employed in-house programmers to write games. Everything that was published had been produced either by other software houses or by freelance authors. This was an ideal approach for the fast output of many diverse games. At this time thousands of bedroom programmers were trying to get rich quickly by writing games.
The gaming is strictly point-based and dependent on shot accuracy, and as a result, players can't truly win or lose a game. The system's post-launch appeal was limited by this and by the fact that the only real genre on the system were light gun games that played exactly the same way every time, [ 2 ] leading to its quick market decline.