he first received Carlson & Jost's data from G.I.'s New York facility and loaded it into the prototype unit, all the device would do was repeat "Auk yooo! Auk yooo!" repeatedly to the Mattel executives and marketing personnel who had come to see the demonstration. This led to several heated phone calls between Hawthorne and New York, and considerable finger-pointing between the hardware and software camps until the problem was found. Once the bugs were resolved, Mattel Electronics committed itself to producing voice games and built a state-of-the-art voice lab at their Hawthorne, California facility to do the recording and digitization on site. International Intellivoice This unit would have contained additional internal ROMs with the built-in "generic" library of words translated into French, German, and Italian, and would have been sold along with appropriately translated versions of the Intellivoice titles into those markets. While at least two prototypes were known to have been built, and translated versions of Space Spartans were programmed, neither they nor the International Intellivoice were ever released. Intellivoice II A restyled version of the Intellivoice module, designed to match the "white brick" style of the redesigned Intellivision II Master Component, appeared in the 1983 Intellivision catalog. However, no such restyled module was ever actually produced, not even as a prototype; the module seen in the catalog is simply a carved and painted block of wood. Market failure After testing Intellivoice games at the summer 1982 Consumer Electronics Show, Danny Goodman of Creative Computing Video & Arcade Games stated that the peripheral was "exciting" because "the initial games designed for it have made the voice an integral part of game play", unlike the Magnavox Odyssey²'s voice module. The device was brought to the public in 1982 with an initial lineup of 3 games: Space Spartans, Bomb Squad, and B-17 Bomber. Despite critical acclaim, the Intellivoice did not sell nearly as well as Mattel had hoped; while initial orders were as high as 300,000 units for the module and its associated games, most of them just sat on retailers' shelves. Even a promotional giveaway of a free Intellivoice by mail with the purchase of an Intellivision Master Component failed to kick-start sales of the Intellivoice game titles; the fourth Intellivoice game release, Tron: Solar Sailer, sold 90,000 units. There were several issues that contributed to the system's failure in the marketplace: The digitized voice data required a great