Checkers, released in 1980 for the Intellivision, brings one of the most well-known and easy-to-learn board games to the console. Developed by APh Technological Consulting and published by Mattel Electronics, it preserves the essential rules of traditional checkers while adding features unique to home video gaming. The result is a simple, straightforward adaptation focused entirely on strategy.
The game takes place on the classic dark-and-light-squared board, where two sides compete to capture their opponent's pieces. Each piece moves in turn and can jump over an enemy piece if there is an empty square directly behind it. These captures are the heart of the experience: a seemingly advantageous move can open the door to a chain reaction, so it pays to think several moves ahead.
The goal is to eliminate all of the opponent's pieces or leave them with no possible moves. When a piece reaches the far end of the board, it becomes a king, gaining...
Checkers, released in 1980 for the Intellivision, brings one of the most well-known and easy-to-learn board games to the console. Developed by APh Technological Consulting and published by Mattel Electronics, it preserves the essential rules of traditional checkers while adding features unique to home video gaming. The result is a simple, straightforward adaptation focused entirely on strategy.
The game takes place on the classic dark-and-light-squared board, where two sides compete to capture their opponent's pieces. Each piece moves in turn and can jump over an enemy piece if there is an empty square directly behind it. These captures are the heart of the experience: a seemingly advantageous move can open the door to a chain reaction, so it pays to think several moves ahead.
The goal is to eliminate all of the opponent's pieces or leave them with no possible moves. When a piece reaches the far end of the board, it becomes a king, gaining greater freedom of movement and becoming a much more dangerous threat. This evolution adds tension to the matches and forces players to carefully protect pieces that are close to completing their journey across the board.
One of the main draws of this version is the ability to play against the computer—a particularly valuable feature in an era when many console games were designed for two players in the same room. The artificial intelligence offers two difficulty levels, allowing both beginners and those who have mastered the rules to find a suitable challenge. Players can also ask for a move suggestion when unsure of the best course of action—a useful feature for learning patterns and improving one's ability to anticipate the opponent's moves.
Naturally, Checkers does not aim to offer an adventure, a campaign, or spectacular visual effects. Its appeal lies in the clarity of the rules, the fast pace of the matches, and the satisfaction of outsmarting an opponent through well-calculated moves. As an adaptation of a timeless classic, it represents an early example of how Intellivision could transform well-known board games into interactive experiences, preserving their essence while adding a computer-controlled opponent.