I don't think the 007 Octopussy game was released on any platform; very few people would know the gameplay.
In that same magazine I found this part on page 35 amusing. The mattel salesmen, talking about supergraphics in cartridges, are mentioning a chip by part number, the GDS-7809. I suppose, technically it could be possible to put the upgraded STIC chip they had developed on the cartridge but you'd also have to have the graphics ram, and composite video circuits in there as well. I don't know if such a thing was seriously considered or possible. Maybe they considered putting it it in the ECS module; that wouldn't have been a bad idea.
I believe Keith had talked about this, and it's in the BSR page, that those are the comments they were telling the press and the buyers. In actuality, the graphics techniques learned during the production of the Intellivision III prototype were applied to a regular Intellivision Master Component cartridge, like overlaying MOBs on the background for fancy and more colourful title graphics. The other part was the avoidance of using the EXEC directly and relying on one running at 60 Hz, which allowed them to make animations and other effects look better than before. It was just a trick and lots of bullshit.
Here are the relevant bits:
In private rooms in the Mattel Electronics booth at the June 1982 Consumer Electronics Show (CES) in Chicago, major toy buyers were told of the upcoming improved Intellivision to bolster their faith in the product line. At the January CES in Las Vegas, they were told, they would see the working system. But by January 1983, Intellivision III still hadn't progressed beyond the preliminary breadboard stage in the Design & Development lab.
So if it never left the lab, what were the toy buyers looking at in the private rooms of Mattel's booth at the January CES? Not a prototype Intellivision III as they thought. They were looking at a plain old Intellivision displaying some really good graphics.
Six cartridges were shown; two were supposedly games in progress, the other four demonstrated enhanced features of Intellivision III. The nearest thing to a real technical advancement in these cartridges was that they contained up to 16K of memory. Since they were all graphics, special effects and music (by Bill Goodrich) and no game play, they could be a lot flashier than the then common 4K real game cartridges.
The two "games in progress," shown with printed packaging, were Treasure of the Yucatan and Grid Shock. The first was a static picture of a stone idol overgrown with jungle vines. An impressive, complex screen, it had been done a year earlier by Eric Wels (Mr. Color) when he was first hired, simply to learn how Intellivision graphics worked. The screen eventually found it way into Bill Goodrich's D&D voice game, Quest.
Grid Shock was the beginnings of an actual game by Andy Sells. A wall that swept back and forth across the playing field, changing perspective as it moved, gave the screen a strong 3-D feel. Grid Shock had been abandoned by Andy since he was spending so much time doing sound effects and music for other games (e.g. Shark! Shark! and TRON Solar Sailer), but what was complete was visually interesting enough to pass as Intellivision III.
The other cartridges, written by Ray Kaestner and programmers at APh, used sleight-of-hand to demonstrate Intellivision III features -- multiplexing moving objects put more than the normal limit of eight on screen at one time (albeit flickering); updating moving object positions every 1/60 of a second instead of the EXEC's normal 1/20 gave the illusion of smoother, faster motion.
So what games were really in development for the Intellivision III? Well, none. Since both systems were CP1610-based, it was decided to just keep writing for the Intellivision.
It is funny the extent to which Mattel went to keep the charade and save face. The BSR page doesn't mention that they had a specific "product number" for the fake super graphics cartridges.
Edited by DZ-Jay, Sat Oct 6, 2018 6:03 AM.